MischiefSC, on 30 June 2017 - 11:13 AM, said:
Because if it's better at long range than LRMs and short range than SRMs it negates them. If it's solid at both and, again, doesn't spread or have the insane cooldown that streaks do, then it's an excellent weapon for missile hardpoints for the tonnage to go with ballistics or energy.
but its not, and ive proven such with what ive posted before,
as it is right now, its weaker than SRMs, and Weaker than LRMs when not in 180-270,
MischiefSC, on 30 June 2017 - 11:13 AM, said:
SRMs not being able to lock means you need to either take all SRMs or be unable to fire both direct fire and SRMs at the same point at once. This is a significant factor for degrading the value of SRMs as anything but a straight SRM brawler.
you dont have to Always Alpha all the time, SRMs are best used with Lasers and Ballistics,
you dont ever want to Alpha SRMs and anything else at the same time it decreases your accuracy,
fire the SRMs twist, turn back fire your MLs Twist, SRMs off cooldown turn Back and fire then,.... Twist,
Brawling isnt about Alphaing only at close range thats not how Brawling works,
MischiefSC, on 30 June 2017 - 11:13 AM, said:
The ability to lock a target and shoot and have your damage all show about the same location (whatever torso/leg, some to the arms) as what you're shooting with direct fire is incredibly powerful. At ~300m doing 36 damage for 7 tons with a locking weapon that doesn't spread each missile to a different location like streaks is absolutely solid.
you know wish a Spread of 5.2 you can fire at a target that isnt moving and lose 2 ATMs(of 12) right?
go into training Grounds, find a JR7 and shoot at it with an ATM12, come back to me and tell me how many hit,
MischiefSC, on 30 June 2017 - 11:13 AM, said:
The ballistic flight path is a perk, not a drawback. You want a boated indirect fire weapon? Go with LRMs. You want brawling? Go with SRMs. ATM with a faster (~300m/s) velocity and nice flat path and damage that scaled by range and optimized for mid-range would be an excellent Clan weapon that might have use all the way up to competitive play.
i think in this case its a mixed bag, personally i like LRMs for their Arch,
however ATMs not having them is good i think as it makes them play diffrent,
MischiefSC, on 30 June 2017 - 11:13 AM, said:
It also needs to be stronger vs AMS, not weaker.
agreed, they need to have SRM health, or slightly less,
MischiefSC, on 30 June 2017 - 11:23 AM, said:
If my Orion IIC was pushing 116 damage at 80m and even moderately heat sustainable it would be utterly totally broken OP AF. The fact that inside 180m the 81 damage worth of ATMs is gone is the only thing that makes it not OP AF.
but its not,
Please note i lost 3-4Missiles off to the side of this Stationary AS7,
also note that 70Heat Alpha isnt sustainable, and wouldnt work in a Brawl,
MischiefSC, on 30 June 2017 - 11:23 AM, said:
If I could brawl with ATMs at 3 damage/missile I'd never take SRMs on Clans again. Rip people up at 300-600m with CERMLs or LBX + ATMs, then close to a brawl and puke up 100+ pt alphas from 60-75 ton mechs running over 70 KPH?
SRMs do more damage at less tonnage, you take ATMs if you have lots of tonnage but few Missile Points,
Again the damage spreads and even on a stationary target your losing at least 1 missile past the target,
MischiefSC, on 30 June 2017 - 11:23 AM, said:
They need *some* functionality inside of 180m, even if it's strongly degraded. They need to be faster because you need to consistently hit targets at mid range with minimal exposure time and they need to be stronger vs AMS and you've got a weapon that syncs pretty well with other weapons. Tweaking those three things, how viable at point blank, strength vs AMS and velocity (time to target) and you might even make them viable in a real sense. Certainly way more so than LRMs for skilled (not sure I would say comp) play.
i agree they need to be faster, but i still feel they need to have their Min Range reduced to 90m,
it would allow them more viability, wail also allowing SRMs to stay much stronger at Close Range,
and LRMs will still be better then them past 270m which im ok with, as each has their use,
but the 180m Dead zone needs to go,
P10k56, on 30 June 2017 - 11:34 AM, said:
The horror of minimum range.
Ask fat slow IS lurmboat how it feels.
holds no relevence here as C-LRMs have a Min Range of 180m when they arnt supposed to,
and the ramp down Damage is a Joke as under 100m Missiles fly over the targets head,
and at 120m they do around 0.1damage per missile, so yes we do know what its like,
Edited by Andi Nagasia, 30 June 2017 - 11:46 AM.