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Atm's Nerfed


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#1 Hal Greaves

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Posted 14 July 2017 - 08:37 PM

A full 1/3rd of their damage, gone. Still got the minimum range. So, what exactly is the point of these now? They are literally worse than LRMs or SRMs.

i got corrected by literally everybody :C guess this image is homer laughing at me instead

Posted Image

Edited by Hal Greaves, 14 July 2017 - 09:03 PM.


#2 Monkey Lover

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Posted 14 July 2017 - 08:46 PM

You're right big hit on the damage but they did decrease the spread from 5.2 to 3.5 and increase the speed.

You're looking at spreads better than srm now. Hmmmm i wonder how this will work out.

#3 Andi Nagasia

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Posted 14 July 2017 - 08:50 PM

they didnt get their Damage Nerfed, its just a Error, See Topic (HERE)

#4 Composite Armour

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Posted 14 July 2017 - 08:51 PM

They still do 3 damage per missile at the close range bracket.

#5 Mcgral18

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Posted 14 July 2017 - 08:51 PM

I'm guessing that's because the table doesn't fit variable damage

Quote

ATM's:

120-270: 3 damage per missile
320-500: 2 damage per missile
550-1100: 1 damage per missile


That's what Chris just wrote in a new post

#6 Monkey Lover

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Posted 14 July 2017 - 08:52 PM

View PostAndi Nagasia, on 14 July 2017 - 08:50 PM, said:

they didnt get their Damage Nerfed, its just a Error, See Topic (HERE)



If thats the case they got a big buff. Looks like we're all going to be using our lams :P good thing they drop the heat to 3 :)

#7 Battlemaster56

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Posted 14 July 2017 - 08:52 PM

They didn't tone down the damage just bring up other aspect of it, and ATM's tend to be focusing on CT and or Legs (depending if the mech have huge bulky legs like the Night Gyr) and they can be free fire too, now if they remove or put min range at 90m because right now no one in their right mines gonna bring streaks unless they having trouble with lights and even tho streaks suck ***.

Edited by Battlemaster56, 14 July 2017 - 08:53 PM.


#8 Jikil

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Posted 14 July 2017 - 08:58 PM

Even with the 3 damage I can't see why anyone would use these with that minimum range.

150 meters exactly to be better than LRMs and Streaks.

I don't really know why they are called advanced when they are clearly inferior to the weapons the clans already produced.

#9 Brain Cancer

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Posted 14 July 2017 - 09:01 PM

View PostHal Greaves, on 14 July 2017 - 08:37 PM, said:

A full 1/3rd of their damage, gone. Still got the minimum range. So, what exactly is the point of these now? They are literally worse than LRMs or SRMs.

Posted Image


Devpost that showed the actual damage aside, it's notable that ATMs are now more accurate than LRMs, thanks to their higher (200) base velocity. Whether they flattened the ATM firing arc further or not might make them have even more potential than before due to a better hit rate.

#10 Hal Greaves

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Posted 14 July 2017 - 09:03 PM

welp im ignorant and ill own up to it

thank ya for the updates

#11 Khobai

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Posted 14 July 2017 - 09:04 PM

Why do they still have a min range?

At 2 damage per missile theyre far worse than SRMs under 120m.

ATM9 (5 tons) = 18 damage with 5.0 cooldown with 3.5 spread
x2 SRM6+A (5 tons) = 24 damage with 4.0 cooldown with 3.35 spread (5.0 -33% from artemis = 3.35)

WHY PGI WHY?

Quote

ATM's:

120-270: 3 damage per missile
320-500: 2 damage per missile
550-1100: 1 damage per missile


Ah okay. Thats better. But the min range is still disappointing. I wouldve preferred less damage but no min range.

Quote

Even with the 3 damage I can't see why anyone would use these with that minimum range.

150 meters exactly to be better than LRMs and Streaks.

I don't really know why they are called advanced when they are clearly inferior to the weapons the clans already produced.


Yeah the min range is a deal breaker. ATMs are supposed to be viable at all ranges. Not only viable at a very narrow and specific range band.

Edited by Khobai, 14 July 2017 - 09:10 PM.


#12 Monkey Lover

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Posted 14 July 2017 - 09:07 PM

View PostKhobai, on 14 July 2017 - 09:04 PM, said:

Why do they still have a min range?

At 2 damage per missile theyre far worse than SRMs under 120m.

ATM9 (5 tons) = 18 damage with 5.0 cooldown with 3.5 spread
x2 SRM6+A (5 tons) = 24 damage with 4.0 cooldown with 3.35 spread (5.0 -33% from artemis = 3.35)

WHY PGI WHY?


Ah okay. Thats better.


3dmg from 120 to 270. With spread 20% better than lrm5 with a faster speed. They got a big buff from the pts. We're going to have to see how these pan out.

#13 Brain Cancer

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Posted 14 July 2017 - 09:08 PM

View PostKhobai, on 14 July 2017 - 09:04 PM, said:

Why do they still have a min range?

At 2 damage per missile theyre far worse than SRMs under 120m.

ATM9 (5 tons) = 18 damage with 5.0 cooldown with 3.5 spread
x2 SRM6+A (5 tons) = 24 damage with 4.0 cooldown with 3.35 spread (5.0 -33% from artemis = 3.35)

WHY PGI WHY?


Don't compare them to standard SRMs, especially with the velocity change. They're more a hybrid between standard and Streak launchers, with SSRM 10 being 5 tons for 20 damage. Guided missiles, after all. And of course in that 121-270 range they're delivering 27 damage with that ATM 9.

#14 Pariah Devalis

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Posted 14 July 2017 - 09:08 PM

View PostMonkey Lover, on 14 July 2017 - 09:07 PM, said:


3dmg from 120 to 270. With spread 20% better than lrm5 with a faster speed. They got a big buff from the pts. We're going to have to see how these pan out.


I'm excited. The faster speed and tighter spread, in conjunction with the 90 ammo per ton miiiight be enough to offset some of it's minimum range issues. Might. My 4x ERMLas 4x ATM12 SNV-B is back on the table!

#15 Jikil

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Posted 14 July 2017 - 09:13 PM

View PostMonkey Lover, on 14 July 2017 - 09:07 PM, said:


3dmg from 120 to 270. With spread 20% better than lrm5 with a faster speed. They got a big buff from the pts. We're going to have to see how these pan out.


Well I don't think we'll see much of this for a long time since this really is the Inner Sphere patch and most of this stuff for clans are just toys to keep them occupied.

ATMs are largely going to be doa with the minimum range as it is. Honestly I would tell someone to use LRMs instead of ATMs and thats knowing how terrible lrms usually are.

#16 Khobai

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Posted 14 July 2017 - 09:15 PM

Quote

ATMs are largely going to be doa with the minimum range as it is.


Yep. It doesnt matter how much they were buffed in other ways. If they do no damage under 120m theyre not good for anything other than a novelty weapon.

#17 Brain Cancer

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Posted 14 July 2017 - 09:16 PM

View PostPariah Devalis, on 14 July 2017 - 09:08 PM, said:


I'm excited. The faster speed and tighter spread, in conjunction with the 90 ammo per ton miiiight be enough to offset some of it's minimum range issues. Might. My 4x ERMLas 4x ATM12 SNV-B is back on the table!


The better velocity + decent clustering actually makes these appealing vs. standard lurmbombing for me. While it's going to be a little awkward with the deadzone, adapting some IS missile boat tactics is definitely the way to go here.

The AMS vulnerability is still a mite concerning though. As it is, an ATM 12 is completely skunked by a Kit Fox using the AMS arm.

#18 Pariah Devalis

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Posted 14 July 2017 - 09:19 PM

View PostBrain Cancer, on 14 July 2017 - 09:16 PM, said:

The better velocity + decent clustering actually makes these appealing vs. standard lurmbombing for me. While it's going to be a little awkward with the deadzone, adapting some IS missile boat tactics is definitely the way to go here.

The AMS vulnerability is still a mite concerning though. As it is, an ATM 12 is completely skunked by a Kit Fox using the AMS arm.


Indeed. That said, last night I did surprisingly well in group queue brawling with LRMs, and managing to stay outside of that 180 minimum for the most part. Fights at 250 meters, and in all of them I was thinking "gee... if I only had ATM.

Edited by Pariah Devalis, 14 July 2017 - 09:19 PM.


#19 Brain Cancer

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Posted 14 July 2017 - 09:25 PM

View PostPariah Devalis, on 14 July 2017 - 09:19 PM, said:


Indeed. That said, last night I did surprisingly well in group queue brawling with LRMs, and managing to stay outside of that 180 minimum for the most part. Fights at 250 meters, and in all of them I was thinking "gee... if I only had ATM.


I regularly pick up brawling bonuses with CLRMs as it is. ATMs would make that very interesting indeed.

#20 Xetelian

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Posted 14 July 2017 - 10:41 PM

LRMs already do no damage up close
SRMs explode at max range

ATMs should be better than both as far as I'm aware not worse.





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