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Atm Needs To Lose Minimum Range


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#21 MustrumRidcully

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Posted 30 June 2017 - 08:14 AM

I think the Minimum RAnge should definitely go, or be reduced drastically, and then work as a damage drop-off. Reducing the Max range below that of the LRMs is also something I would support. The "L" in LRM will then keep its meaning and make the missile roles less confusing.

#22 Andi Nagasia

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Posted 30 June 2017 - 08:41 AM

@The6thMessenger
Agreed or perhaps reduced to 90m min, but something needs to happen,
if you havent already please Vote in my Topic on that (HERE)

View PostEvgenyd92, on 29 June 2017 - 11:18 PM, said:

So you want ultimate missile weapon! Why you need LRM or SRM, you have ATM!!! Forget about lore, it multiplayer game, so it must have BALANCE and no useless weapon. ATM with no minimum range - disbance.

well even with 0 Min Range SRMs and LRMs will still be Viable,
right now LRMs are better than LRMs(ATM9 vs LRM20) past 360m,

View PostAndi Nagasia, on 29 June 2017 - 01:57 PM, said:

ATMs do more damage then LRMs, yes this is true between 180-360(where ATMs do 3-2.23 Per Missile)
past that they are useless when Compared to LRM20, if that LRM20 has Artemis then its 180-270 on ATM viability,
ATM9.........4Crits, 5Tons, 5.2Spread, 180Min Range, does >20Dam per Volley under 360m,
C-LRM20...4Crits, 5Tons, 5.2Spread, 180Min Range, does =20Dam per Volley 180-900m,
also with Artemis(+1Crit / +1Ton) C-LRM20 gets 3.38Spread, which would you Pick,

well i dont think C-SRMs would become useless with ATMs having 0Min range,
ATM3........2Crits, 1.5Tons, 4.2Spread, 180Min Range, does =9Dam per Volley under 270m,
C-SRM6...1Crits, 1.5Tons, 5.0Spread, no Min Range, does =12Dam per Volley 0-270m,
also with Artemis(+1Crit / +1Ton) C-SRM6 gets 3.25Spread, so which would you Pick,
And im not even going into velocity(SRM=400m/s)(ATM=160m/s) & ECM(ATM=Dead)

i think both SRMs & LRMs would still be Useful even if ATMs got 90m or even 0 Min Range,

#23 Kin3ticX

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Posted 30 June 2017 - 09:06 AM

ATMs is a weapon to set low expectations.

Since it is a multitool weapon it is easy to expect it will be weaker at being a streak and weaker at being an LRM.

#24 P10k56

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Posted 30 June 2017 - 09:14 AM

When IS LRMs lose its minimal we could discussPosted Image

Edited by P10k56, 30 June 2017 - 09:14 AM.


#25 The6thMessenger

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Posted 30 June 2017 - 02:02 PM

View PostKhobai, on 30 June 2017 - 07:27 AM, said:

not really. CSRMs are pretty weak actually. ghost heat limits them to a max alpha of 36 damage.


Lol no, their alpha is actually 51.6. 2.15 damage/missile, multiply that by 6, and then 4 with the GH limit. To put that into perspective, GH limit of C-ER-ML is at 6, each deals 7 = 42.

Basically you are laughably wrong.

View PostKhobai, on 30 June 2017 - 07:27 AM, said:

they have absurdly short range. they spread out pretty badly even with artemis.


Of course they are supposed to be short ranged, they are "Short Ranged Missiles", the **** do you want? They have a role to fulfill, and they do it rather well already.

But then spread still minimized by distance and not as bad as that of the LRMs. Even if they have spread, the real target is to isolate an component, which is done completely better by the missiles being shot ALL AT ONCE like a shotgun.

View PostKhobai, on 30 June 2017 - 07:27 AM, said:

clans can do far better with other less limited weapon combos


Oh sure, you can do 165 alpha damage with 11 ERPPC from a direwolf. But then there are roles being fulfilled there, and there's just more realistically feasible weapon combinations. Such as 2x C-SRM6A + 6 C-MPL.

#26 William Warriors

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Posted 30 June 2017 - 03:41 PM

If every one want to argue about balance, increase the spread. Just like MRMs

#27 The Pug Commander

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Posted 30 June 2017 - 03:44 PM

they did drop it to 120. ATMS are effective if used right. I demolished most of the enemy team a few games ago with ATMs

#28 FireStoat

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Posted 30 June 2017 - 03:51 PM

I was able to locate the patch changes here - https://docs.google....t#gid=187689285

In the future when there are additional patch changes to the PTS, is there a forum section or something that gives a link to the patch notes? And in regards to ATM's, I think I would only ever use them on mechs that are very mobile so that I could attempt to maintain my distance and not deal with the minimum range. Honestly, the Arctic Wolf that's coming up looks like a good candidate for this.

#29 KursedVixen

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Posted 13 July 2017 - 08:07 PM

View PostEvgenyd92, on 29 June 2017 - 11:18 PM, said:

So you want ultimate missile weapon! Why you need LRM or SRM, you have ATM!!! Forget about lore, it multiplayer game, so it must have BALANCE and no useless weapon. ATM with no minimum range - disbance.
ATM launchers fire less missles, which is why it's diffrent. it's also heavier and builkier an ATM3 takes up 2 slots and weighs in at 1.5 tons. SRM's and LRms are still viable because they are smaller and lighter. also from what i hear it launches missles one at a time.

Edited by KursedVixen, 13 July 2017 - 08:11 PM.


#30 qS Sachiel

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Posted 15 July 2017 - 07:50 PM

View PostKhobai, on 30 June 2017 - 07:27 AM, said:


not really. CSRMs are pretty weak actually. ghost heat limits them to a max alpha of 36 damage. they have absurdly short range. they spread out pretty badly even with artemis.

clans can do far better with other less limited weapon combos.


don't know what range you're firing at.
mine group nicely at the 'sweetspot'

vulture aSRM6x6 works a charm.
If you're firing from something like a linebacker with dodgy hardpoints & convergence issues then yes.

on ATM's however, i didn't participate in the PTS.

it appears there is a min distance. Are these things just FaF torpedos then, or volleys?
at lightly less damage and FaF then no issues here, although i may just end up running MRM/SRM's still.

Edited by qS Sachiel, 15 July 2017 - 07:52 PM.


#31 Vanguard319

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Posted 15 July 2017 - 09:18 PM

View PostEvgenyd92, on 29 June 2017 - 11:18 PM, said:

So you want ultimate missile weapon! Why you need LRM or SRM, you have ATM!!! Forget about lore, it multiplayer game, so it must have BALANCE and no useless weapon. ATM with no minimum range - disbance.


To hell with balance, When has PGI managed to balance anything? ATMs fire three different types of ammo. The ER and enhanced LRM have a minimum range, but the HE rounds do not, being SRMs with 3 dmg/missile. Either implement the weapon properly or not at all.

#32 Evilwallofdeath

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Posted 15 July 2017 - 10:10 PM

Just give us different launchers with different ATM ammo types down the road please. If PGI could just fix this launcher to do one thing, like the HE missiles did then slowly release the other ATM types I think that would be fine.

#33 Tollpatsch

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Posted 16 July 2017 - 11:56 AM

PGI couldn't manage to implement different ammo types for weapons, that's the reason why the Clan AC/LBX are still two different weapons. They said they wanted to implement it later and as you can see, just a few years after Operation Revival (the Clan Invasion), nothing has changed.

Edited by Tollpatsch, 16 July 2017 - 11:57 AM.






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