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Alternative Atm/ Islrm Balance Idea


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#1 Gryphorim

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Posted 18 July 2017 - 04:33 AM

Repost from suggestions thread, interested in feedback.

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.

Posted Image

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.

Posted Image

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.

Posted Image

This allows for a closer representation of LRMs to tabletop, where they are less accurate within minimum range, but not completely useless.

Edited by Gryphorim, 18 July 2017 - 04:35 AM.


#2 El Bandito

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  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 18 July 2017 - 04:58 AM

Interesting idea. Forward it to the feature suggestion forum and see if PGI knows enough coding to even implement it in the first place.

#3 Gryphorim

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Posted 18 July 2017 - 01:32 PM

Already in feature suggestions page, and I linked it to Russ and Chris on twitter. Posted here to see what players think of the idea, as player opinion and PGI opinion usually differ.

#4 Naluca

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Posted 19 July 2017 - 01:45 PM

It would be better than how they are performing now. It took me three hours of play before I switched back to SRMs and LRMS on the respective mechs. Their performance is far from reliable.

#5 Khobai

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Posted 19 July 2017 - 01:52 PM

ATMs should have no minimum range at all. The whole point of ATMs is to be useful at all ranges which they cant do with a min range.

Remove min range, change damage from 3/2/1 to 2.4/2/1.6, and increase ATM missile health from 1.0 to 1.5 to help them survive AMS better.

No min range makes ATMs better on maps with lots of cover where you have to fight up close. And the decreased damage makes sure theyre not better than SRMs at that role. While the increased long range damage makes ATMs better on maps where long range is possible, without them being as good as LRMs (no indirect fire and still less damage)

Thats the easiest way to fix them and doesnt require coding wonky flight paths.

Edited by Khobai, 19 July 2017 - 01:57 PM.


#6 Brain Cancer

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Posted 19 July 2017 - 01:53 PM

OP has a creative solution. I do hope they'll think about it.

#7 Gryphorim

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Posted 19 July 2017 - 02:00 PM

View PostKhobai, on 19 July 2017 - 01:52 PM, said:

ATMs should have no minimum range at all.


The only reason I've kept any minimum range at all, is so that they can't be used at point-blank to force a tightly clustered hit.
Above I suggested spread tightening in stages, but it could also be a gradual tightening, consistent for whole flight.

If damage values were changed too much, I feel like they'd lose their niche. and unique feel. Just IMHO, of course





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