Atm Min Range Removed? No. Reduced? Yes.
#1
Posted 28 June 2017 - 05:23 PM
The problem I find is the range between 200-1000 is hard to maintain for most players in the game. Sure some might be able to but for a lot it might be a challenge.
We could also say that dmg reduction could act like from 0-200 like clan LRMs where you dont get the full 3 dmg per missile until 200 range. That too would work.
Thoughts anyone?
#2
Posted 28 June 2017 - 05:26 PM
It shouldn't have a minimum range at all.
#3
Posted 28 June 2017 - 06:08 PM
Does it make LRMs pointless? No, LRMs are indirect fire. Does it make SRMs and SSRMs pointless? No, they're more ammo efficient, smaller, and lighter.
It basically means that the ATMs would become the best option for a jack-of-all heavy or assault, but not as a primary weapon system. LRMs and SRMs would remain better suited for more dedicated primary weapons systems, and for lighter mechs.
#4
Posted 28 June 2017 - 06:14 PM
- short (3 dmg per missile) 90/180/270
- medium (2 dmg per missile) 150/300/450
- long (1 dmg per missile) 270/540/810
medium and long would have a minimum range of 120 meters and those 810 meters of long range ATM ammo would be more than LRMs get in TT. So they gave ATMs the effective range of the short range weapon and a maximum a bit over MWO LRMs and a minimum of MWO IS LRMs.
That would be totally fine if we were able to choose from three types of ammo like it is supposed to be. And like it is supposed to be for LB-X ACs. The point of the ATM is to be a flexible weapon.
Take a look at the stats. One ATM 12 comes at 7 tons. 2 more than a LRM 20. 9 heat, so 3 more than a LRM 20. And 72 missiles compared to 180 per ton of LRM ammo. I think we can agree that ATM will not beat LRMs at ranges of more than 450m and it has enough drawbacks to call it even between 270 and 450.
So they are better below 270 than you say? True, until range drops to 180 and they get worse again. As it stands now, ATM is better as LRM between 180 and 270 meters. Who takes a weapon to fight in a 90 meter bracket? Except flamers and MG, but those come at considerably less weight.
So... let's compare ATM to SRM.
One ATM 12: 7t/ 9 heat/ 5 criticals/ 5sec cooldown/ 216 dmg per ton ammo below 270m/ 36 dmg per salvo/ missile speed 160
or 3 SRM 6 + Artemis; 7,5t/ 12 heat/ 6 criticals/ 4sec cooldown/ 200dmg per ton ammo/ 36 dmg per salvo/ missile speed 400
that ATM 12 comes off a bit better than the 3 SRM 6, but I bet the SRMs are more accurate. Keep in mind that those ATM missiles may be guided, but have you ever tried to hit something with cLRMs in close combat?
So there are still a lot of drawbackes, even if minimum range gets removed.
#5
Posted 28 June 2017 - 06:18 PM
Duvanor, on 28 June 2017 - 06:14 PM, said:
- short (3 dmg per missile) 90/180/270
- medium (2 dmg per missile) 150/300/450
- long (1 dmg per missile) 270/540/810
medium and long would have a minimum range of 120 meters and those 810 meters of long range ATM ammo would be more than LRMs get in TT. So they gave ATMs the effective range of the short range weapon and a maximum a bit over MWO LRMs and a minimum of MWO IS LRMs.
That would be totally fine if we were able to choose from three types of ammo like it is supposed to be. And like it is supposed to be for LB-X ACs. The point of the ATM is to be a flexible weapon.
Take a look at the stats. One ATM 12 comes at 7 tons. 2 more than a LRM 20. 9 heat, so 3 more than a LRM 20. And 72 missiles compared to 180 per ton of LRM ammo. I think we can agree that ATM will not beat LRMs at ranges of more than 450m and it has enough drawbacks to call it even between 270 and 450.
So they are better below 270 than you say? True, until range drops to 180 and they get worse again. As it stands now, ATM is better as LRM between 180 and 270 meters. Who takes a weapon to fight in a 90 meter bracket? Except flamers and MG, but those come at considerably less weight.
So... let's compare ATM to SRM.
One ATM 12: 7t/ 9 heat/ 5 criticals/ 5sec cooldown/ 216 dmg per ton ammo below 270m/ 36 dmg per salvo/ missile speed 160
or 3 SRM 6 + Artemis; 7,5t/ 12 heat/ 6 criticals/ 4sec cooldown/ 200dmg per ton ammo/ 36 dmg per salvo/ missile speed 400
that ATM 12 comes off a bit better than the 3 SRM 6, but I bet the SRMs are more accurate. Keep in mind that those ATM missiles may be guided, but have you ever tried to hit something with cLRMs in close combat?
So there are still a lot of drawbackes, even if minimum range gets removed.
Also, a note. You don't actually need to put Artemis on those SRM6. I mean, you do because Clan spread is horrible, but what I mean is you don't need to pay an Artemis tax. You could spend 6 tons on 4 SRM6 launchers, and burn fewer crits, fewer tons, have a better ammo per ton efficiency, and a higher damage output, at a higher rate of fire - though at higher heat. With faster missiles, too!
Edited by Pariah Devalis, 28 June 2017 - 06:19 PM.
#6
Posted 28 June 2017 - 06:21 PM
You could also take 4 ATM 3.
4 ATM 3: 6t/ 10 heat/ 8 criticals/ 4sec cooldown/ 216 dmg per ton ammo below 270m/ 36 dmg per salvo/ missile speed 160
But that depends on available slots and Ghost Heat. I don't know when it kicks in for ATM 3, but I expect them to heat up at something like 3 launchers. Has anybody tried this?
Edited by Duvanor, 28 June 2017 - 06:27 PM.
#7
Posted 28 June 2017 - 07:05 PM
Man.... can't wait to bail out of work and check all this out.
#8
Posted 28 June 2017 - 07:17 PM
Edited by Duvanor, 28 June 2017 - 07:18 PM.
#9
Posted 28 June 2017 - 07:26 PM
#10
Posted 28 June 2017 - 07:34 PM
#11
Posted 28 June 2017 - 07:38 PM
Duvanor, on 28 June 2017 - 07:34 PM, said:
No, they should be. Clan missiles suck. Unless the clan LRM (vulnerable to AMS, twisting, and cover compared to IS LRM) and clan SRM (spread is ridiculous) are buffed substantially, the ATM should be vastly superior to be considered a competent weapon system.
#13
Posted 28 June 2017 - 08:41 PM
#14
Posted 29 June 2017 - 01:13 AM
Fyrwulf, on 28 June 2017 - 07:42 PM, said:
Um... what? Are you even familiar with the tabletop stats?
Yes, of course. But we got not three different types of ammo here and ECM and AMS will work well against ATMs. For an in depth explaination about the drawbacks of ATMs against LRM and SRM please read my earlier post. It is the 4th in this topic. If you find flaws in my reasoning please explain.
Edited by Duvanor, 29 June 2017 - 01:14 AM.
#15
Posted 29 June 2017 - 01:24 AM
This should be removed entirely so long as the weapons themselves have clan LRM spread, because every missile that MISSES its target is a humongous waste of ammunition and ensures the weapon will have no purpose in the game.
A single AMS will shut down an ATM3, neutralize an ATM6 at 300 meters or greater, halve an ATM9 at 300 meters or greater, and take out 25% of an ATM12s missiles at 300 meters or greater. When you combine a SINGLE AMS countering capability with the ludicrous spread, this can mean that the smaller ATMs won't even deal half their damage at short range. Especially against small targets against which their reduced tracking capability makes them highly inefficient.
So either remove minimum range entirely, or reduce it to 90 meters and reduce the spread on ATMs to the point that no missile will miss a stationary target or one moving directly at you. Because as it stands, ATMs are not even worth considering.
#16
Posted 29 June 2017 - 01:58 AM
#17
Posted 29 June 2017 - 03:37 AM
And it would be good to increase the speed of the missiles. But not critical.
Edited by Sir Helbrecht, 29 June 2017 - 03:38 AM.
#18
Posted 29 June 2017 - 03:59 AM
And by the way the speed of a missile - 160. So max engine Locust can just outrun this missiles? Isn't that tremendously ridiculous?
Edited by DangerousOne, 29 June 2017 - 04:12 AM.
#19
Posted 29 June 2017 - 04:59 AM
#20
Posted 29 June 2017 - 05:15 AM
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