As of initial release, ATMs are going to be hit with a hard minimum range, much like is LRMs.
For the ATM at least, this seems like a hugely unpopular idea.
What I propose is pulling the hard minimum right back to point-blank, say, 30m at most, but also modifying how these missiles fly.
For ATMs, adjust the spread of these missiles to fire in a broad fan or cone that is difficult to hit anything with under 120m, then at this range, the missiles begin to tighten their flightpaths at each increment of damage reduction.
What this does is allow ATMs to individually deal 3 damage up close, as the missiles are too spread out to compete with SRMs for damage efficiency at point blank ranges, but ATMs might still be worth using in desperation. As range extends, they become a dominant weapon, then at long range they become very accurate, but low damage, good for maybe picking off a wounded foe, but not really tonnage efficient for long range exchange. It should also be noted that this model does mean ATMs would fly in an effectively flat trajectory and have roughly equivalent velocity to MRMs.
Extending this concept to IS LRMs, have their firing pattern similarly arranged into a broad fan or cone, but much more vertically oriented, and with it's axis angled upwards rather steeply.
When fired at a foe within minimum range, the missiles would struggle to arc downward fast enough to overcome their momentum, and most overshoot, striking the terrain behind the target.
Once missiles have reached their minimum range, they are flying parallel, so can maneuver as normal.
This allows for a closer representation of LRMs to tabletop, where they are less accurate within minimum range, but not completely useless.
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Alternative Atm / Islrm Balance Idea
Started by Gryphorim, Jul 17 2017 08:40 PM
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