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Atm And Stuff


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#21 Hit the Deck

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Posted 12 April 2017 - 05:01 AM

View PostEl Bandito, on 12 April 2017 - 04:44 AM, said:

That's because ATMs are useful at long range. Sure, CLRMs are more efficient and will deal more damage, but that doesn't mean a person with ATM shouldn't fire those missiles when someone has a lock.

I'm not sure what your definition of useful is but I think this is conversation is useless so I'll just stop.

#22 Athom83

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Posted 12 April 2017 - 05:10 AM

I wonder if the damage per missile will be an immediate step from 3 damage to 2 when it gets to that range threshold, and 2 to 1 when it reaches that threshold. Or, will it be a flat 3 damage until it reaches damage falloff range then be a linear decrease all the way to the threshold of when it does 1 damage, than be a flat 1 damage until it reaches max range.

View PostShifty McSwift, on 12 April 2017 - 03:10 AM, said:

Well it seems JJs are pretty damn strong there.

Used to be like that here. PGI changed it to a hover to curb poptarting.

#23 Mechteric

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Posted 12 April 2017 - 05:21 AM

ATM should still be lock on, otherwise the projectile would need to fire as speedy as a AC/2 or AC/5 at least.

The compromise I would think is that it should behave like a LRMs that have no arc, just fire straight ahead but without the kind of 100% hit locking that Streaks have. The ATMs in Mechwarrior Livings Legends are a good example.

#24 The6thMessenger

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Posted 12 April 2017 - 03:05 PM

View PostCapperDeluxe, on 12 April 2017 - 05:21 AM, said:

ATM should still be lock on, otherwise the projectile would need to fire as speedy as a AC/2 or AC/5 at least.

The compromise I would think is that it should behave like a LRMs that have no arc, just fire straight ahead but without the kind of 100% hit locking that Streaks have. The ATMs in Mechwarrior Livings Legends are a good example.


If they still undergo LRM-style spread, but it's horizontal, i think it would be pretty hitting the back of the target.

#25 Andi Nagasia

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Posted 12 April 2017 - 05:44 PM

i think ATMs should act like LRMs that lack indirect fire,
that do damage based on range (0-300=3Dam)(300-600=2Dam)(600-900=1Dam)

also with those who are worried they will replace LRMs or SRMs,
SRMs dont need lock to fire and they are lighter for more damage,
LRMs again at ranged are lighter for more damage,

they will be the middle area in ground of weapons,

#26 The6thMessenger

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Posted 12 April 2017 - 05:54 PM

View PostAndi Nagasia, on 12 April 2017 - 05:44 PM, said:

i think ATMs should act like LRMs that lack indirect fire,
that do damage based on range (0-300=3Dam)(300-600=2Dam)(600-900=1Dam)

also with those who are worried they will replace LRMs or SRMs,
SRMs dont need lock to fire and they are lighter for more damage,
LRMs again at ranged are lighter for more damage,

they will be the middle area in ground of weapons,

View PostEl Bandito, on 12 April 2017 - 02:30 AM, said:

Streak mechanic was used on Improved ATM by lore, which is developed in 3070, not regular ATM.


They can still be homing right? LRMs are already problematic long range due to that velocity. Shooting dumb-fired missiles at even longer range than SRMs at the same speed would be a god damn nightmare to land.

The iATM maybe just fire-and-forget. Otherwise ATM still requires maintained lock, else the missiles would fail to home.

#27 El Bandito

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Posted 12 April 2017 - 06:29 PM

View PostThe6thMessenger, on 12 April 2017 - 05:54 PM, said:

They can still be homing right? LRMs are already problematic long range due to that velocity. Shooting dumb-fired missiles at even longer range than SRMs at the same speed would be a god damn nightmare to land.

The iATM maybe just fire-and-forget. Otherwise ATM still requires maintained lock, else the missiles would fail to home.


They all have homing capabilities. Streak mechanic in Battletech usually means the missile cannot be fired if there is no lock (aka no dumb fire). Basically iATM cannot dumbfire, and since it uses Streak mechanic PGI will likely give it bone targeting. In comparison, regular ATM can dumbfire, and will most likely fire like that of CLRM.

Edited by El Bandito, 12 April 2017 - 06:30 PM.


#28 The6thMessenger

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Posted 12 April 2017 - 06:39 PM

View PostEl Bandito, on 12 April 2017 - 06:29 PM, said:


They all have homing capabilities. Streak mechanic in Battletech usually means the missile cannot be fired if there is no lock (aka no dumb fire). Basically iATM cannot dumbfire (regular ATM can), and since it uses Streak mechanic PGI will likely give it bone targeting.


Maybe they shouldn't make it bone targetting? If that's the case then it would be just as "bad" as the streaks spreading the damage so much.

I'd just give them the LRM spread centered around the CT. The missing missiles would still try to circle around, and would kind of look awesome.

#29 El Bandito

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Posted 12 April 2017 - 06:45 PM

View PostThe6thMessenger, on 12 April 2017 - 06:39 PM, said:

Maybe they shouldn't make it bone targetting? If that's the case then it would be just as "bad" as the streaks spreading the damage so much.

I'd just give them the LRM spread centered around the CT. The missing missiles would still try to circle around, and would kind of look awesome.


TBF, nothing is certain at this time. And only IATM uses Streak mechanic, and that weapon is beyond current timeline, being developed in 3070.

#30 The6thMessenger

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Posted 12 April 2017 - 06:47 PM

View PostEl Bandito, on 12 April 2017 - 06:45 PM, said:


TBF, nothing is certain at this time. And only IATM uses Streak mechanic, and that weapon is beyond current timeline, being developed in 3070.


I don't think i can expect PGI to stick at the lore completely. They already combined the different ammunition into one.

#31 KursedVixen

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Posted 13 July 2017 - 06:48 AM

The ATM Along with using 3 types of ammo in lore also has a built in Artemis, so i wonder how that's going to be implimented if at all. Also the ATM missle launchers weight more than Standard LRM"S and SRMs' more akin to Artemis equpped launchers.

I'm really hoping PGI doesn't screw this up as the Clans don't get as many new weapons as the IS in this update.

I'm hoping this is how ATM's work in MWO considering i could not play in the PTS.

Atm's weight is more than standard LRMs or SRM's but are lighter than streak launchers, ATMs have the variable damage doing the most up close say 300 meters the same as SSRMs but do higher damage per missile until let's say MRM range whatever that is it does 2 per missile then beyond that 1 per missile. ATMs use the streak system and therefore cannot fire without a lock, with built in Artemis in the ATM launchers the grouping pattern is tighter, but you can only get up to 12 missles per launcher on the ATM 12, ammo is less than SRMs or LRMs. it's essentally the jack of all trades launcher ,but you pay for it in weight and bulk. ex. the atm3 is 2 slots but weighs in at 1.5 tons.

The weight and bulk factor I think is what will keep Srms and LRms viable the bulk will i hope keep SSRMs viable as well.

Edited by KursedVixen, 13 July 2017 - 06:51 AM.


#32 Avathar

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Posted 19 July 2017 - 10:22 AM

So how are we liking the no lock and no 3 damage option PGI chose? To me it feels like the clan are ****** again.
The worst possible solution is chosen by PGI again, as usual.

I wonder why we have a declining user base. And i wonder how long i will be playing this game.

#33 MischiefSC

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Posted 19 July 2017 - 11:04 AM

No weapon should have a min range.

Dome sort of scaling damage up close is fine. However a weapon that is completely useless up close is a weapon you can't take seriously, especially a heavy one that doesn't really work on lights that can back away as fast/faster than someone can advance on them.

#34 Brain Cancer

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Posted 19 July 2017 - 11:54 AM

Quote

So how are we liking the no lock and no 3 damage option PGI chose? To me it feels like the clan are ****** again.
The worst possible solution is chosen by PGI again, as usual.


ATMs deal 3 damage from 121-270m (and drop from 3 to 2 over 270m-320m), so you missed the pinned topic at the top of GD.

https://mwomercs.com...ll-off-weapons/


I do think ATMs should damage scale from 3 -> 2 from 120-70 though and 2 -> 1 from 70-20.

Edited by Brain Cancer, 19 July 2017 - 11:55 AM.






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