Zergling, on 22 July 2017 - 12:07 PM, said:
EDIT: you know what? Forget it, there's no convincing someone suffering from Dunning-Kruger syndrome that they just might be less competent than they think they are.
Welcome to my world. Though it pertains less to gaming and more to subjects of engineering, science comprehension, etc.
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So back to the topic: imo, ATMs are an effective weapon system; I've been running my Clan mechs with them since the patch, and been scoring quite well.
If others can't do the same, then the problem is with them, not the ATMs. If they can't accept that, then tough, 'cause I'm not gonna bother treating their whines with any sort of credibility.
This is more or less responding to bravado with bravado.
The problem I have with ATMs is that they are a weapon system that is vastly less likely to win matches than other missile options. I'm not necessarily saying they can't be used well - but that the situations in which they can be used well compounded with the behaviors I typically encounter from players renders other weapons to be far more effective.
LRMs are useful because I can lock onto a target outside of LOS as I am maneuvering to ensure I can hit it - either using shared LOS or my own. I can hit targets as they withdraw from peeking or targets that a scout has identified behind the main line and I know is out in the open.
ATMs lose this key advantage while maintaining most of the disadvantages of missiles. Worse, still - their 3-damage/missile rating falls off just outside of where most LRM damage is done, giving them marginal per-launcher parity with LRMs... while having fewer missiles for AMS to intercept. The main reason to take ATMs would be the higher close-range damage. The problem is that most LRM damage is done around 400 meters for myself and players I consider to understand how to best use the weapon (not to say that we don't fire outside of that range - but that we're aiming to get right behind the brawling line, and for those of us in assaults - that we should be trying to give the enemy something else to shoot at... teamwork).
Since most of the damage is going to be around 24 per launcher, while the launchers weigh in 40% heavier with 1 more critical slots while dropping one of the key tactical advantages of indirect fire and increasing vulnerability to AMS coverage....
The ATM then has to be compared to the SRM, where it adopts a minimum range and does 18 damage (assuming Streak SRM-6 swapped for ATM-6) compared to 12 and weighs 3.5 tons compared to 3... but 3 critical slots as compared to 2. This would, at first, appear to be favorable - except that streaks tend to be used less than standard SRMs for the reason that standard SRMs come in at 1.5 tons for a 6 tube launcher and only take up one critical slot, while also having a better spread for hitting most 'mechs.
The ATM doesn't really do what Streaks do well - which is hitting the little shits, and doesn't really match the best against SRMs outside of a few chassis that can afford to pack on the extra tubes/hardpoint and deal with the critical spaces.
I would argue that, for most purposes, an LRM launcher outshines the ATM. While there are situations where it would certainly preferable to have an ATM - the LRM potentially allows you to avoid those situations, entirely or have already swung them in your favor. Likewise - the mechanics of the ATM make it unlikely to replace the SRM in any application - and the Streak SRM really seems to handle better.
While that is, in many ways, "working as intended" - Neither the LRM or SRM are supposed to be endangered by the ATM... the problem is that there really isn't a call for a role of the ATM without substantial overhaul to its mechanics to make it perform much better in its direct-fire capacity. However, it then threatens Streaks.
It's not that it can't be used, or that it can't be used well - it's that you are generally better served by the more purposed weapon systems that have specific advantages you can capitalize on. I can't shoot a laser around a corner or over a hill. I can do that with LRMs. Even SRMs come into conflict with ballistics and beam weaponry - pinpoint damage over splat. ATMs require me to do what lasers and ballistics do - but give me less return for my effort than LRMs used in much the same role.
I mean - I'll give ATMs their fun in the sun with a few of my builds to see how I can or can't make them work - but they were much more interesting/attractive weapons for tabletop than for MWO, that is for certain.