Tesunie, on 03 July 2017 - 08:42 PM, said:
Although I agree with you... The counter argument that opens up can become (and has been used) is that ATMs shouldn't out damage (per missile) SRMs at close range...
Mind, I think that their heavy weight and huge crit slots (with relatively low health components) combined with low missile count and low damage count per ton of ammo kinda balances that aspect out (as well as cooldown and better "aiming" abilities of SRMs)... But just to give a bit of insight into the other side's arguments.
Remember though that I honestly really want ATMs to have no minimum range at all with no other adjustments (at least for now). So I'm not voicing for keeping minimum ranges, but that doesn't mean I can't understand their view point.
I totally agree.
Even with no minimum range ATM's wouldn't replace any other weapon system in the clan arsenal. S/SRMs and LRMs are more tonnage, heat and ammo efficient and have a way higher burst damage/dps. And please keep in mind that ATMs have inbuilt Artemis IV FCS. Increasing the spread with a maximum tube count of 12 seems even more ridiculous.
SRM6: 1 Slot, 1.5 tons, 4 heat, 12 damage, 16 full salvos (plus a few missiles left)
SRM6A: 2 Slots, 2.5 tons, 4 heat, 12 damage, 16 full salvos (plus a few missiles left)
SSRM6: 2 Slots, 3 tons, 4 heat, 12 damage, 16 full salvos (plus a few missiles left)
ATM6: 3 Slots, 3.5 tons, 4.5 heat, 18 damage, 12 full salvos (full damage between 120 - 270m)
ATM6: 3 Slots, 3.5 tons, 4.5 heat, 12 damage, 12 full salvos (270 - 540m)
ATM6: 3 Slots, 3.5 tons, 4.5 heat, 6 damage, 12 full salvos (> 540m)
LRM15: 2 Slots, 3.5 tons, 5 heat, 15 damage, 12 full salvos
LRM10A: 2 Slots, 3.5 tons, 4 heat, 10 damage, 18 full salvos
Just for comparisons sake:
MRM10: 2 Slots, 3 tons, 4 heat, 10 damage, 24 full salvos (full damage up to 450m)