Ams Op
#21
Posted 18 June 2017 - 05:44 AM
Ive tested ams versus streaks and srms before, the biggest problem with ams versus srms is that often the ams won't even fire a lot of the time. This tiny increase may just be to combat that error.
#22
Posted 18 June 2017 - 06:40 AM
cazidin, on 17 June 2017 - 04:09 PM, said:
One really shouldn't end their sentence with "Duh" when they say something stupid or unhelpful.
Pointing out an obvious fact...that group fired LRM launchers will get more missiles PAST an AMS unit than chain fired... is neither stupid nor unhelpful. That you fail to know you can fire three LRM5 launchers together, or a pair of any other size, without ghost heat scaling is not my, or PGI"s fault.
FupDup, on 17 June 2017 - 04:08 PM, said:
NO...you won't....you can triple-group LRM5 launchers or pair any other launcher size together without ghost heat.
El Bandito, on 17 June 2017 - 06:00 PM, said:
Indeed. SMRs already got fast speed. Lowering their health is better option instead of buffing AMS even further.
Lower than the ONE health point they already have ?
#23
Posted 18 June 2017 - 07:10 AM
Hobbles v, on 18 June 2017 - 05:44 AM, said:
Ive tested ams versus streaks and srms before, the biggest problem with ams versus srms is that often the ams won't even fire a lot of the time. This tiny increase may just be to combat that error.
Panic? Its not panic. Its irritation, its being flabbergasted that they keep doing balance by spreadsheet instead of balance by actual game conditions.
But There is no panic. People will do what they always do, shift to weapons/systems that work and complain or obstinately refuse to do that and complain.
But no one is panicked, more like bewildered with a touch of mild disgust, and just a hint of self-loathing for continuing to hope for better but knowing that it will always be like this.
Edited by Bud Crue, 18 June 2017 - 07:11 AM.
#24
Posted 18 June 2017 - 07:19 AM
Bud Crue, on 18 June 2017 - 07:10 AM, said:
Panic? Its not panic. Its irritation, its being flabbergasted that they keep doing balance by spreadsheet instead of balance by actual game conditions.
But There is no panic. People will do what they always do, shift to weapons/systems that work and complain or obstinately refuse to do that and complain.
But no one is panicked, more like bewildered with a touch of mild disgust, and just a hint of self-loathing for continuing to hope for better but knowing that it will always be like this.
To be fair... the Playerbase has often suggested balanced by spreadsheet too even if that comes with experience from gameplay.
#25
Posted 18 June 2017 - 07:25 AM
Dee Eight, on 18 June 2017 - 06:40 AM, said:
Sure thing. AMS fires 30 shots per second and each shot deals 0.11 damage. With full AMS Overload skill it does 0.2 damage per shot. Which means it is completely fine to reduce SRM HP to something like 0.5 per missile as that will be affected more by AMS.
Edited by El Bandito, 18 June 2017 - 07:25 AM.
#26
Posted 18 June 2017 - 08:03 AM
#27
Posted 18 June 2017 - 10:17 AM
Dee Eight, on 17 June 2017 - 03:57 PM, said:
it is about all missile systems. now unless you hump a mech and fire your missiles you missiles are going to get shot down. SRMs and SSRMs can get 300+ ranges so now firing them at anything above 50m means you'll lose missiles.
It is also a MASSIVE nerf to LRMs because lets faces, they get used more than SRMs and SRMs are mostly useless unless you face hugging things.
just another move that mostly invalidates a complete weapon systems. AMS is light and the ammo is plentiful while most missile systems weight a lot.
#28
Posted 18 June 2017 - 10:19 AM
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