Tesunie, on 20 November 2017 - 09:26 AM, said:
I'm presuming that you mean "Poptarts or light hunters"?
I'll make mention that I tend to do LRM jump shooting (with other direct fire weapons). I can do this with CLRMs as easily as I can IS LRMS. If I could get into using ATMs, I could use them there as well. Only problem I have is when the IS LRMs shoot out of a low tube count hard point, because it's slower than CLRM stream fire.
For the most part, ATMs currently in the game do decent against light mechs from my observations. One of the reasons is because they tend to (for some reason) aim and hit legs more than the rest of the mech, especially on more mobile targets.
Some of the reasons I've not been able to convince myself to change over and use ATMs over CLRMs has been weight, crit slots taken, heat produced, cooldown and hard minimum range. Overall, I've had very good luck with CLRMs, but haven't had much luck with ATMs as of yet (but I'll admit I haven't used them very much yet... I need to correct that). I just keep finding them too hot on the mechs I try them on. (I was trying for an ATM Kit Fox a short while ago with reasonable laser backups. It was too hot, something it didn't share with it's LRM counterpart test build.)
I think the main problem with LRM's right now is actually how susceptible they are to AMS. It's stupid that a 1.5 ton platform can nullify a ~7-ton platform when accounting for ammo. Right now I believe they have the same missile health as other missile weapons, and considering how much damage can be done per ATM missile and how few missiles there are for the weapon's tonnage and slottage, that simply won't suffice. Their missile health needs to be at least twice as much as other launcher types, preferably more.
Edited by Asriel Dreemur, 21 November 2017 - 09:12 AM.