Quote
except if atms had the ability to switch between ammo types they could always switch to an ammo type with no min range in CQC.
which is why atms should have no min range without ammo switching. because theyd have no min range with ammo switching.
However with no min range and no ammo switching, they should have their damage lowered to 2 per missile
ATMs also need 50% more health to survive AMS better
Quote
The best approach is that ATMs should have no min range. And they should do 2 damage per missile at all ranges. And they should have lower max range than LRMs and lower velocity than LRMs (LRMs should have the faster velocity because theyre long range missiles). And ATMs should have 50% more health to help them against AMS.
ATMs should not be punished by having a min range just because PGI cant code in ammo types. That is crap.
Because if we had ammo types we wouldnt have to worry about a min range because we could just switch to the short range ammo type that has no min range.
ATMs having a min range goes completely against the spirit of the weapon. ATMs are supposed to be a versatile weapon thats good but not great at all ranges. It should do less damage than the more specialized weapon systems, but more versatile than those specialized weapons too.
Edited by Khobai, 13 November 2017 - 03:39 AM.