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Best Atm Boats!


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#1 CK16

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Posted 01 August 2017 - 09:39 AM

Alright let's talk about this here. ATM's seem hit or miss with many either some love them or hate them soooo. Frim what I have found out playing with them is...You can not treat them like LRM's meaning, LRM boats usually go for max number of smaller lauchers, not many use LRM 20's. However with ATM's I find that they are better in the opposite, ATM-12 and 9 seem pretty strong, while boating ATM-6's is alright, Boating 3's is just useless...AMS rips apart the 12 let alone 3... Also 6xATM3 is not to heat efficient.

So far my choice ATM boats are...
Mad Dog is a fantastic ATM boat, surprised?
Supernova-A as well makes a good platform, specially 4xATM12!
Mad Mk II - 4 is decent with 9's.
Kodiak-4 the missile fists now have some extended punch over my previous SRM-6, choice of 12's or 9's with enough backup weaponry to defend your self.

Amy way I am interested in how the meta ATM builds and playstyle develop here.

#2 Metus regem

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Posted 01 August 2017 - 09:53 AM

Summoner-B with quad ATM/6's works rather well.... Just pick and chose your target.

#3 Vincent DIFrancesco

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Posted 01 August 2017 - 10:19 AM

MDD-Prime to be specific. Nice missile bonuses. And you really only need two hardpoints with ATMs. (Heat and weight make more launchers difficult.) Can sport 2x12s or, what I eventually did, a 12 and a 9, and have good ammo quantity and secondary weapons.

#4 Lucian Nostra

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Posted 01 August 2017 - 10:20 AM

Been using a supernova with quad 12s and 4 med pulse and have a huntsman with 2 ATM 9s and An ATM 6 with 4 ermeds like em both a lot

#5 Gas Guzzler

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Posted 01 August 2017 - 10:22 AM

If we had the Turkina you could run 6 ATM9s... just saying.

#6 davoodoo

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Posted 01 August 2017 - 10:22 AM

hbk2c, dont expect much but a 50 ton platform to carry weaponry. 2 atm12 with 8 tons of ammo and 2 cermeds as backup
ebj, because this 65 tonner can do absolutely everything 2 atm12 again 8 tons of ammo and 4 cermeds.

also havent tried this but looks decent enough
http://mwo.smurfy-ne...d2be02b73375cca

Edited by davoodoo, 01 August 2017 - 10:24 AM.


#7 Battlemaster56

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Posted 01 August 2017 - 10:32 AM

My Timberwolf D enjoys them, 4 ATM 6's with 4-5 tons of ammo, 4 ERML's, LAP, and TC1. Rest fill with DHS, just find a perfect target and wail on them with erml and atm fire from medium range to where them down then move if the enemy start moving either kiting or re positioning to continue the hellstorm.

#8 Quicksilver Aberration

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Posted 01 August 2017 - 11:19 AM

Anything with solid JJs, due to the low arc, any fluctuation in terrain is your enemy and JJs alleviate that issue.

Huntsman, HBK-IIC, Night Gyr, and Timber are solid options.

Edited by Quicksilver Kalasa, 01 August 2017 - 11:19 AM.


#9 davoodoo

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Posted 01 August 2017 - 11:30 AM

View PostQuicksilver Kalasa, on 01 August 2017 - 11:19 AM, said:

Anything with solid JJs, due to the low arc, any fluctuation in terrain is your enemy and JJs alleviate that issue.

Huntsman, HBK-IIC, Night Gyr, and Timber are solid options.

What you run on night gyr??

best i could come up with was 2 uac5 2 atm12 and it was pretty horrible.

#10 Nema Nabojiv

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Posted 01 August 2017 - 11:32 AM

Tried them on MDD-Prime, NTG-D and Scorch.
MDD is the best due to speed, good ,missile boat profile and bonuses. Scorch feels like its a waste of a good mech. And Night Gyr is unenjoyable to play in any configuration.

#11 Quicksilver Aberration

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Posted 01 August 2017 - 11:37 AM

View Postdavoodoo, on 01 August 2017 - 11:30 AM, said:

What you run on night gyr??

best i could come up with was 2 uac5 2 atm12 and it was pretty horrible.

I don't, but one of my teammates runs 2 UAC10s and 3 ATM6 or 3 ATM9s, can't remember exactly which.

Edited by Quicksilver Kalasa, 01 August 2017 - 11:38 AM.


#12 Jun Watarase

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Posted 01 August 2017 - 12:05 PM

Disagree about the mad dog. The best LRM/ATM boats are the ones who are slow...because they have plenty of tonnage for backup weapons. I ran a mad dog with 2x ATM-9s and 5x ERSL. The ERSL were pathetic, it was pretty hot and it didnt have enough ammo. A LRM/ATM boat doesnt need speed...it needs lots of armor and ammo. A ATM boat in particular requires lots of face time to keep locks and fire the ATMs. At least 4 energy hardpoints for backup energy weapons as well.

I went with a highlander IIC, the missle variant one. 4x med pulse, 3x ATM-9s, AMS, plenty of ammo and heatsinks. Unfortunately, you are still hard countered by RACs, ECM, AMS and anyone smart enough to reverse behind a rock.

#13 Quicksilver Aberration

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Posted 01 August 2017 - 12:11 PM

View PostJun Watarase, on 01 August 2017 - 12:05 PM, said:

The ERSL were pathetic, it was pretty hot and it didnt have enough ammo. A LRM/ATM boat doesnt need speed...it needs lots of armor and ammo.

An ATM boat really doesn't need that much ammo, 5-6 tons should be enough for 3 ATM9s provided you get the ammo skills.

#14 Brain Cancer

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Posted 01 August 2017 - 12:37 PM

ATMs tend to gobble ammo compared to other launchers.

Mind you, I'm in an Orion IIC with a 12 + 9 ATM torso. LRMs go in the arm to maximize firing arcs. And a couple of ERMLs to killshot/add in firepower whenever I get the chance. I do just fine at 67kph.

I could go with another ATM 12 in the arm instead, but I like being able to flood AMS and lob a decent number of missiles indirectly, plus it tends to lure people into ideal shots for my 21 ATM salute.

#15 davoodoo

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Posted 01 August 2017 - 01:14 PM

View PostQuicksilver Kalasa, on 01 August 2017 - 12:11 PM, said:

An ATM boat really doesn't need that much ammo, 5-6 tons should be enough for 3 ATM9s provided you get the ammo skills.

**** im running 8 tons for 2 atm12 and im running out every match.

#16 Gas Guzzler

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Posted 01 August 2017 - 01:18 PM

View Postdavoodoo, on 01 August 2017 - 01:14 PM, said:

**** im running 8 tons for 2 atm12 and im running out every match.


Hopefully you aren't using them in the 1 damage per missile range...

#17 Quicksilver Aberration

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Posted 01 August 2017 - 01:21 PM

View Postdavoodoo, on 01 August 2017 - 01:14 PM, said:

**** im running 8 tons for 2 atm12 and im running out every match.

Then you are wasting them on targets you shouldn't be shooting at either shooting at AMS guarded targets or shooting at targets outside of 500m. The goal should be to get in the sweet spot of 270-120m but you can get away with shooting them between 500-270 because you at least are doing the same damage per ton as LRMs if you are ONLY shooting within 500-320.

Edited by Quicksilver Kalasa, 01 August 2017 - 01:23 PM.


#18 Brain Cancer

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Posted 01 August 2017 - 01:24 PM

Either of those is like chopping off shots from other guns beyond their effective range- you ding the target, but you're not really getting much bang for the ammo expended.

Given, I -will- lob ATMs like that, but only at badly wounded targets in an effort to cripple/finish them off. But I'd rather fire LRMs in those cases.

#19 FireStoat

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Posted 01 August 2017 - 02:03 PM

Huntsman Pakhet hero can use 3 medium pulse, 2 ATM 9's and keep the 8/8 omnipod bonus and do very respectable damage. The 8/8 bonus for turning kind of is a big deal, and the mech being jump capable ensures far more chances of a shot within the 120-270 bracket in case there's a friendly mech between you and your target or if there's some terrain that you could be exploiting for cover.

I prefer the mech having the 3 medium pulse and not boating full missiles for assisting in cracking a specific torso, and then letting the missiles do their thing to the internals. I tried a Scorch with 2 medium pulse, 2 light machine guns, and ATM 12 x2 and ATM 9 x2 so a target is hit with a 144 point alpha at prime range... which is incredible when it happens. More realistically, the mech's sluggish agility paired up with enemies having AMS running make the whole thing a venture in stupidity.

#20 Gas Guzzler

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Posted 01 August 2017 - 02:09 PM

View PostQuicksilver Kalasa, on 01 August 2017 - 11:19 AM, said:

Anything with solid JJs, due to the low arc, any fluctuation in terrain is your enemy and JJs alleviate that issue.

Huntsman, HBK-IIC, Night Gyr, and Timber are solid options.


How interesting, the Turkina happens to have jump jets and can fit 6 ATM9s....

Edited by Gas Guzzler, 01 August 2017 - 02:09 PM.






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