I’ve been doing some testing with ATMs and here are my observations:
minimum range is around 185m. Even at 185, it seems that not all missiles are registering hits.
around 290m, the range color changes from white to yellow; I assume this is now medium range (2 damage); weapon description shows optimal range at 270m. For either number, this is a very narrow range for optimum damage (185m-270m or 185m-290m).
no indication is given for the third range increment, but based on damage, does seem around 540m-575m.
In the testing grounds, I compared LRM15 w/ Artemis, SRM6-Artemis, SRM 6 (non-Artemis), and ATM 9, in HPG in a Supernova-A. All missile nodes have been taken, so -5% spread, +15% crit damage, and extra ammo. With some range nodes, SRM max range was 283m
vs Cataphract CTF-1X at 270m, about 3/4 rear facing; most damage was to left rear side, and in all cases, by the time the CT was destroyed, there was still armor left on the side and center torso. LRM: 255 missiles, ATM: 135, SRM: 60, SRM-A: 48
vs Commando COM-1B at 270m, also about 3/4 rear facing, right side. similar to above. LRM: 180, ATM: 45, SRM: 96, SRM-A: 96
vs Awesome AWS-8Q at 214m, straight on to CT. LRM: 210, ATM: 72, SRM 120, SRM-A: 102
vs Centurion CN9-A at 192m, mostly left side, took out arm, then side torso, then center torso. ATM also destroyed leg. with LRM, ATM, it was easy to see many missiles actually missing the target; few SRMs missed (and none with Artemis, that I could see). SRM-Artemis didn't completely destroy front CT armor. LRM: 525, ATM 216, SRM 354, SRM-A: 276
*in cases of likely ammo explosions in LT, I reran tests.
LRM-15-A total: 1170 missiles, or 6.5 tons of ammo
ATM-9 total: 468 missiles, or 6.5 tons of ammo
SRM-6 total: 630, or 6.3 tons of ammo.
SRM-6-A total: 522, or 5.22 tons of ammo.
(as a side note, I did run streak-6s, but the results were laughable. It took 994 missiles - almost 10 tons of ammo - to destroy the above mechs, but in doing so, they were literally pieced apart. Cataphract lost both arms, right torso and a leg; other torso was yellow and other leg was cherry red before CT popped. Commando and Awesome literally had everything destroyed except CT; Centurion lost entire left side, but had 0 damage to any right side component. I didn’t retest, but due to nature of Streaks, all results will have high variation. Streaks may perform better than other missiles vs fast moving targets, where they are guaranteed to hit, but spead makes them almost useless IMO.)
I did run the tests a few times for each system; numbers were within 10%, so reasonably consistent for missiles. I also ran tests with ATM3, but numbers were similar to ATM9 (within 5%).
For all targets, I aimed at a midpoint between the shoulders, both attacker and target were stationary, with no cover. The ATMs have a slight arc and then a drop; against all mechs, the ATMs consistently hit low, causing considerably more damage to leg components than either LRMs or SRMs, despite having a similar base missile spread (5). This also means that against live targets, ATMs will be nearly useless against targets not fully exposed.
For short range, SRM-A is the winner in terms of ammo usage (SRM if you count in the weight from Artemis). That is before counting in that SRMs have lower weight, fewer slots, less heat, faster cooldown, and higher projectile speed than ATM.
I also did a long range test on open ground, with a clear LOS, using a Linebacker on Polar Highlands. Against the Awesome AWS-8Q at 922m, in order to get good range, shooting was at 3/4 front view
ATM-9s used 405 missiles, or 5.625 tons
LRM 15s also used 405 missiles, or 2.25 tons
LRM 15s with Artemis dropped it with 345 missiles, or 1.917 tons.
Overall, the ATMs fared slightly worse than SRMs at (long) short range. On open ground at long range, they were comparable to non-Artemis LRMs in terms of missiles used, but lagged greatly in terms of weight of ammo used.
In terms of TT, ATMs compared favorably with SRMs in terms of ammo usage vs damage at short range (without minimum ranges), with the ability to also hit targets at better than LRM range, albeit at a huge ammo vs damage penalty - not to mention the much smaller salvos that can be shot down more easily with AMS. To make up for the flexibility, the ATMs were heavier, bulkier, and generated more heat to comparable SRM or LRM launchers. Additionally, ATMs are coded with only 3.5 health, which means they are VERY prone to damage.
ATMs shouldn’t have a minimum range. At short range, they compare unfavorably to SRMs in terms of (observed) damage spread, cooldown, and velocity - with increased vulnerability to AMS. They also fire as a stream, rather than a cluster, which means fewer will hit moving targets. When compared to LRMs, they have minimal arc, can’t fire indirectly, and only have 40% of the damage potential per ton of ammo as an LRMs at max range. As it stands, ATMs only window of greater damage potential is under 100m, which disappears very quickly, and then, the weapon is useless. The slight arc of ATMs resulted in a large number of leg hits - which means any cover will significantly reduce their effectiveness.
As it currently stands, 1 LRM-15 + 1 SRM-6 (both with Artemis) have the same heat, weight and slot requirements, and a slightly faster cooldown, as compared to an ATM-12s. 1 ton of LRM ammo (72 missiles), unless used exclusively in the ‘optimal’ zone, has less damage potential - at all ranges, than ½ ton of LRMs and ½ ton of SRMs (90 and 50, respectively). ATMs should be worse than both LRMs and SRMs individually (this is mainly accomplished by higher weight and bulk, lower shots per ton, and lower missile count), but should not be worse when compared to both systems at the same time.
Edited by Reyyvin, 29 June 2017 - 04:22 PM.