Jump to content

So.. Atms..


201 replies to this topic

#21 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 19 July 2017 - 02:44 AM

View PostBrizna, on 19 July 2017 - 02:25 AM, said:

....stuff...

If they aren't using lurms, are they really lurmers? The two weapons have two different roles so it seems silly to compare them. I will continue to use LRMs for indirect fire and use ATMs for midrange shenanigans.

Of course aggressive LRMing and ATMs are more similar in playstyle, but still operate differently because of indirect vs damage.

#22 SmoothCriminal

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 815 posts

Posted 19 July 2017 - 03:24 AM

I think the minimum range needs to be removed/reduced to c50m otherwise they are nothing special against LRMs.

#23 Steve Pryde

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,471 posts
  • LocationGermany

Posted 19 July 2017 - 03:36 AM

At least PGI should remove minimum range. Even without minimum range they are far away from a viable weapon system.

#24 AssaultPig

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 907 posts

Posted 19 July 2017 - 03:36 AM

I messed with them a bit but the disadvantages don't seem worth gaining the 60m of effective range

I was looking forward to trying them out on some mechs but after experimenting, I dunno why you wouldn't just run LRM

#25 Skanderborg

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • 411 posts

Posted 19 July 2017 - 03:57 AM

I find them just as clumsy as LRM's , I constantly hit enviroment because of the low fire angle and they're also pretty hot.

#26 Jungle Rhino

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 579 posts
  • LocationNew Zealand

Posted 19 July 2017 - 04:00 AM

Hang on a second - some people like ATMs, others don't? Does this mean both are viable in the right circumstance? Have PGI successfully balanced a weapon system?!!?!?

#27 The Mysterious Fox

    Member

  • PipPipPipPipPipPip
  • The Altruist
  • The Altruist
  • 381 posts
  • LocationUsing your bathroom

Posted 19 July 2017 - 04:06 AM

View PostJungle Rhino, on 19 July 2017 - 04:00 AM, said:

Hang on a second - some people like ATMs, others don't? Does this mean both are viable in the right circumstance? Have PGI successfully balanced a weapon system?!!?!?


it excels in a particular narrow gap but everyone agrees that the min range should go.

#28 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 19 July 2017 - 04:12 AM

View PostJungle Rhino, on 19 July 2017 - 04:00 AM, said:

Hang on a second - some people like ATMs, others don't? Does this mean both are viable in the right circumstance? Have PGI successfully balanced a weapon system?!!?!?

Maybe...
I see a viable playstyle for them, as a medium range weapon where movement is important for optimal damage. Argueably not an easy playstyle and as such only something a few will enjoy.
But it's just not what many people apparently wanted, which appears to be alternative LRMs or even replacements for. Why they thought it would be or why they wanted it to be, I don't know. If you want LRMs just use those.

View PostThe Mysterious Fox, on 19 July 2017 - 04:06 AM, said:

it excels in a particular narrow gap but everyone agrees that the min range should go.

I'm not sure I do. It should maybe be less, but if it was completely gone then they would make SRMs obsolete.

#29 Zergling

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Angel
  • The Angel
  • 2,439 posts

Posted 19 July 2017 - 04:23 AM

View PostThe Mysterious Fox, on 19 July 2017 - 04:06 AM, said:

it excels in a particular narrow gap but everyone agrees that the min range should go.


They'll have to give them a less cone like spread if the minimum range goes, because the missiles cluster super tight together at point blank range.

#30 Gryphorim

    Member

  • PipPipPipPipPipPip
  • Big Brother
  • Big Brother
  • 382 posts

Posted 19 July 2017 - 04:33 AM

Pull min range in to about 30m, and up velocity to MRM velocity. As trade-off, give them huge spread that gets tighter as the missiles fly out to max range.

In close, huge per-missile damage, but very spread out.
Mid range, good spread and damage.
At range, tight spread, but limited damage.
In all cases, SRMs and LRMs have better ammo/ton.
SRM can localise damage far better, LRM can saturate fire better.

Edited by Gryphorim, 19 July 2017 - 04:36 AM.


#31 Birthright

    Member

  • PipPipPip
  • The 1 Percent
  • The 1 Percent
  • 71 posts

Posted 19 July 2017 - 04:50 AM

View PostStormWarden0, on 18 July 2017 - 11:15 PM, said:

ATMs are currently completely useless due to the massive amount of laser and standard ams ingame right now. Even if ams usage dies down they are still countered by ECM, cover and their own minimum range. I really can't see them being a viable weapon unless buffed considerably.


Use active probe and TAG?

ECM is hardly an issue...

#32 Malcolm Vordermark

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,520 posts

Posted 19 July 2017 - 04:53 AM

Haven't run any in game yet, but I noticed in the training grounds they seem to skew towards legs. I killed a few of the target dummies through legging with them. That's not going to help their case.

#33 Novakaine

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,750 posts
  • LocationThe Republic of Texas

Posted 19 July 2017 - 05:01 AM

I used them in conjunction with lrms.
Pretty nice combo and basically one spotted a commando trying to bum rush me.

#34 Brain Cancer

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,851 posts

Posted 19 July 2017 - 05:40 AM

View Postdavoodoo, on 19 July 2017 - 02:40 AM, said:

they havent fixed targeting, it still hits legs...


I get mostly torso hits, personally. Unless firing unlocked, in which case it tends to dip low since the "hit point" is at the target's feet.

View PostSavage Wolf, on 19 July 2017 - 02:44 AM, said:

If they aren't using lurms, are they really lurmers? The two weapons have two different roles so it seems silly to compare them. I will continue to use LRMs for indirect fire and use ATMs for midrange shenanigans.

Of course aggressive LRMing and ATMs are more similar in playstyle, but still operate differently because of indirect vs damage.


It tends to be complimentary, though. For me, it's frequently "30 damage with more spread but better cover-hopping" or "30 damage with less spread, more velocity, but flat shots".

They're working a lot like what I advocated LRMs -should- when direct-fired.

#35 Dr Hobo

    Member

  • PipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 530 posts
  • LocationA cardboard box drinkin mah hooch.

Posted 19 July 2017 - 05:59 AM

They're not LRMs or SRMs.

They suppliment them. Instead of being all LRMs/SRMS,you run a couple of each,and you can cover a better variety of ranges.

I.e got that Marauder running across the water in Crimson? Use the ATMs,they fly flatter and faster. But got that Locust thats hiding behind a rock? Use the LRMs to come above.

That's what they're ment for.

#36 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 19 July 2017 - 06:02 AM

I find ATM extremely feast or famine. Using them almost exclusively between 120-550 meters, either you deal a stupid amount of damage and print C-Bills and kills for you, or you can't get any locks worth a damn, even in a knife fight, due to overlapping ECM or get focus fired down the moment someone sees you have multiple large launchers.

I am also discovering that ATM seem particularly effective against King Crabs.


4x 12 is too hot and heavy, but multiple 9's feels extremely punchy, and the rate of fire is improved. Multiple 6's on a medium is also nice, but I feel like a minimum tube count of 18 is required just to get past AMS which still absolutely demolishes ATM something fierce.

Edited by Pariah Devalis, 19 July 2017 - 06:04 AM.


#37 davoodoo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,496 posts

Posted 19 July 2017 - 06:06 AM

View PostBrain Cancer, on 19 July 2017 - 05:40 AM, said:

I get mostly torso hits, personally. Unless firing unlocked, in which case it tends to dip low since the "hit point" is at the target's feet.

If you on same height as enemy then its pretty much 50:50 torsos and legs
If you are above target then as video posted above shows, most hit ct.

Im not sure what happens when you fire from below.

#38 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 19 July 2017 - 06:37 AM

Any weapon with a minimum range is a pug farming weapon. It'll be feast/faminr, good for a giggle in QP. Since the W key is faster than the S key closing is always easier than kiting. Against pigd in QP who are 9 times out of 10 inherently timid it's okay when your team is winning but against any sort of coordination or aggression it'll fail because its optimal range is less than 5 seconds of walking from being 100% totally worthless.

It had a lot of potential but any weapon with a minimum range is, at best, dubiously useful. Of this big 4gb patch it's about 3.5gb of disapointment.

#39 Andi Nagasia

    Volunteer Moderator

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,982 posts

Posted 19 July 2017 - 06:45 AM

View PostBirthright, on 19 July 2017 - 04:50 AM, said:

Use active probe and TAG?

ECM is hardly an issue...

but AMS is, and with how much Laser AMS is being taken,
(im recomending it to all non Energy boat Builds IS & Clan)

in tests 3AMS can nullify ATM24(2-3Tons nullifying 14?)
as all missiles have the same health only difference is the speed, they need to have a higher Velocity,
(this also means with MRMs speed + Missile Count, they are the most AMS resistant Missile System in MWO)

#40 Champion of Khorne Lord of Blood

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 4,806 posts

Posted 19 July 2017 - 06:56 AM

I absolutely love the ATMs. I'm not really the average LRM user when it comes to it, I am often in brawling to skirmish ranges, get my own locks, and peek my cockpit up over a hill and take a shot and back down like with lasers but with less exposure.

ATMs having lower arc, higher velocity, a huge damage boost up close, and being tailored around direct fire is absolutely perfect for my playstyle. Unlike OP, I have been able to bend shots over hills and such, you got to lock on then quickly aim into the air, fire, then aim back at the enemy, manually making the missiles high arc. Having maxed out target decay helps.


I'm pretty much using these things on any Clan build that isn't just based around using 2 ERPPCs or is too light.


All I could ask for is the removal of the min range and cutting the max range down to like 600-700m as a loss. There's really no point to firing the things at the 1 damage range unless you just like wasting ammo. These things are like LRMs that you don't have to take ungodly amounts of ammo to use if you're using them up close.

But yeah, Mad Dog with 2 ATM12s and 4 HMLs and Scorch with 4 ATM12s and 2 HMLs are both very effective. The Scorch downright dominates all that is within mid range and under.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users