Pariah Devalis, on 20 July 2017 - 04:56 PM, said:
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Still, they're very nice to have on mechs like the Shadow Cat and Summoner, who often lack large numbers of missile hard points, but have the crit slots and tonnage to equip a single large ATM. It's the first time that I can recall the concept of "one big gun design" actually working in MWO.
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This is the crux of it, methinks. I've been experimenting a lot with ATMs (well, "a lot") lately, what with folks badgering me to get back into the game again - and with heavy lasers...not generally being worth experimenting with, sadly - and ATMs are proving to be a big boon to 'Mechs with limited hardpoints. This is the only missile system in the entire game where one single launcher is
not a sad joke, and where two or three is actually a respectable main armament. SRMs need at least 4 even on most lights, LRMs...are LRMs...rocket launchers are a bad-joke gimmick even in the original TT canon, and I'll admit I haven't screwed with MRMs yet but still.
A single ATM-12 is a 36-damage hit inside its sweet-spot band, and still a relatively respectable 24-damage hit inside 500m if you have range nodes (and if you're ATM-ing why don't you have range nodes?). That's
not bad. The DPS is kinda stank because of the long cycle time on the launchers, but it's not really a whole lot worse than any other single heavy weapon. The flattened trajectory and improved speed is very satisfying, to boot.
The minimum is irritating, but irritating in a video-game sense that almost sorta makes sense in practice? Not at all lore-wise, of course, but all these calls of "get rid of the minimum range but make HE-range ATMs super low damage!" kinda make my face hurt from frowning so much. This is the
one friggin' weapon we have on the Clan side that can be a single-gun help. The whole " 2.1 / 2.0 / 1.9" thing just sucks and defeats the purpose of the weapon.
Is ER ammo kinda butt now? Yes, of course it is. It's
never going to be 'optimal' to fire ER ATM loads. ER ATM loads exist for heckling a target, chasing wounded victims trying to escape, or otherwise hindering the enemy. Anyone with ATMs will
always want to close to the HE range band to get maximum bang for their missile tonnage. This is an irrefutable fact of the weapon system - no matter what damage values you assign to it, the HE rounds will
always be what smart players want to be firing, and the ER rounds will always be something to use sparingly at best.
The current iteration rewards you very highly for managing your ranges and delivering the pain, and the trajectory/speed makes it fun to do. The weapons are bulky as hell and weigh a
ton compared to normal Clan warhead-spewers, and they're horribly vulnerable to AMS; they need to be able to hit hard enough to justify their weight and heft.
2.4 is not hard enough. And bumping ER loads up to 1.6 is not actually any benefit at all when you've gutted the damage potential of the HE range band in order to do it. Even if you really do go to 2.1 / 2.0 / 1.9, then HE loads will
still be objectively the best loads you can fire if possible and ER loads will be best used sparingly, if at all, because any ER warhead you fire is
not an HE warhead.
They'll just also be kinda useless in general compared to the old boring SRM/LRM options, and no longer worth their weight or useful as a One-Big-Gun option for hardpoint-starved 'Mechs.