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So.. Atms..


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#41 Khobai

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Posted 19 July 2017 - 07:04 AM

Quote

a huge damage boost up close


they do 0 damage up close because of the dumb min range.

and while the short range band is extremely limited, the amount of damage they do between 120-270 is completely broken. with four ATM9s you can do well over 100 damage per volley.

they need to remove the min range and change the damage steps from 3/2/1 to 2.4/2/1.6, the lower damage will allow for the removal of the minimum range without making SRMs obsolete.

and they need to increase the missile health from 1 to 1.5 so AMS doesnt completely wreck ATMs.

#42 Zergling

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Posted 19 July 2017 - 07:11 AM

View PostKhobai, on 19 July 2017 - 07:04 AM, said:

they do 0 damage up close because of the dumb min range.

and while the short range band is extremely limited, the amount of damage they do between 120-270 is completely broken. with four ATM9s you can do well over 100 damage per volley.

they need to remove the min range and change the damage steps from 3/2/1 to 2.4/2/1.6, the lower damage will allow for the removal of the minimum range without making SRMs obsolete.

and they need to increase the missile health from 1 to 1.5 so AMS doesnt completely wreck ATMs.


I wouldn't mind these changes, although I must say I'm surprised at how good they are atm.

Edited by Zergling, 19 July 2017 - 07:12 AM.


#43 Champion of Khorne Lord of Blood

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Posted 19 July 2017 - 07:14 AM

View PostZergling, on 19 July 2017 - 07:11 AM, said:


I wouldn't mind these changes, although I must say I'm surprised at how good they are atm.


I'd rather keep the minimum range if I also get to keep the 3 damage.

#44 Khobai

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Posted 19 July 2017 - 07:19 AM

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I'd rather keep the minimum range if I also get to keep the 3 damage.


the 3 damage is going to have to get changed no matter what

common sense is that its too high

and if you increased the missile health so AMS counters it less it would only be that much worse

#45 - World Eater -

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Posted 19 July 2017 - 07:21 AM

I like the sound effects but that's it. It's straight garbage.

#46 SmoothCriminal

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Posted 19 July 2017 - 07:21 AM

So remember when giving a mech Artemis reduced lock times for streaks, is the same logic applicable for ATMs?

#47 Khobai

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Posted 19 July 2017 - 07:23 AM

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So remember when giving a mech Artemis reduced lock times for streaks, is the same logic applicable for ATMs?


yes that buff is tied to the mech and not the weapon systems

#48 Grus

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Posted 19 July 2017 - 07:55 AM

ATMs are a nice addition depending on the mech and situation... mad dog with 6 launchers, 4 energy

6atm 3
4 heavy sml

Consistent 600 to 800 damage games it does require you to mind your positioning and being up with the brawler to maintain the +120 to 300m to maximize damage potential. If you want to use them make sure you bring a close range back up weapons to cover the dead zone.

Edited by Grus, 19 July 2017 - 07:55 AM.


#49 WarHippy

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Posted 19 July 2017 - 09:10 AM

View PostMonkey Lover, on 18 July 2017 - 11:06 PM, said:

I think they need to go down to 90min or ramp down like lrms. Other than this they're in a good place.

90m is probably where it needs to be otherwise they seem to be fine.

#50 davoodoo

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Posted 19 July 2017 - 09:18 AM

View PostKhobai, on 19 July 2017 - 07:19 AM, said:

the 3 damage is going to have to get changed no matter what

common sense is that its too high

<sitting there with splatwacker, splatcat and splatdog>
somebody said something??

Edited by davoodoo, 19 July 2017 - 09:18 AM.


#51 Natred

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Posted 19 July 2017 - 09:18 AM

Long range streak missles would be a better name for them. Nothing tactical about them. Naturally not a fan of streaks since they require a lock on so not a fan at all.

Edited by Natred, 19 July 2017 - 09:20 AM.


#52 Lux Monolithic

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Posted 19 July 2017 - 09:29 AM

View PostNatred, on 19 July 2017 - 09:18 AM, said:

Long range streak missles would be a better name for them. Nothing tactical about them. Naturally not a fan of streaks since they require a lock on so not a fan at all.


They are absolutely tactical.

Yep ATM's are trash.
Posted ImagePosted Image

Edited by Illuminous Owl, 19 July 2017 - 09:33 AM.


#53 H Seldon

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Posted 19 July 2017 - 11:08 AM

Yeah, I've had some pretty good matches with ATMs on my Supernova. They tend to work well for my playstyle. But they do take some time to learn how they fly.

I've also noticed some weird stuff. I use tag and I've had shots that will not track even though I have a tag lock on them. The target will move and I still have tag on them but the rockets will continue going straight.

#54 Clanner Scum

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Posted 19 July 2017 - 11:15 AM

They're only good on smaller fast mechs. And the reason for this is distance between you and the target is a huge factor when using ATMs. So it makes sense to use them on something nimble.

The minimum range needs to go completely. That's the biggest issue with them right now. Remove the minimum range and they'll be about equal to LRMs in terms of viability.

I've had a few good games on a 4xATM6 Lacerator. But I'm usually averaging around 300-450 damage a game with the ATM crow.

#55 Lux Monolithic

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Posted 19 July 2017 - 11:20 AM

View PostClanner Scum, on 19 July 2017 - 11:15 AM, said:

They're only good on smaller fast mechs. And the reason for this is distance between you and the target is a huge factor when using ATMs. So it makes sense to use them on something nimble.

The minimum range needs to go completely. That's the biggest issue with them right now. Remove the minimum range and they'll be about equal to LRMs in terms of viability.

I've had a few good games on a 4xATM6 Lacerator. But I'm usually averaging around 300-450 damage a game with the ATM crow.


Not trying to be a jerk, but it's not ATM's fault you're averaging 3-450. I can reliably pull off 1k+ damage in both my ATM crow and my 4x ATM12 Supernova. I have no problem with min range. 4x ATM 12 hits so hard at 300m nothing should survive if you're positioned right.

#56 Zenthious

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Posted 19 July 2017 - 11:23 AM

View PostIlluminous Owl, on 19 July 2017 - 09:29 AM, said:


They are absolutely tactical.

Yep ATM's are trash.
....

Posted ImagePosted Image



I'm finding this very true of most of the new weapons complaints that I've read so far.

People were complaining about spin up time on the RAC, but I was finding that I had no problem dealing out 400-500 damage with just one RAC5 and that the spin up time didn't really make that much difference when you just account for it in your fade and fire. Much like you account for the charge up time on gauss now.

Most of the negatives really aren't that bad for any of the new weapons. I absolutely like having a missile weapon that fits in between the two categories, and I like that the missile trajectory arc on ATM is smaller, and the velocity is faster than LRM. How is that bad again?

Same with MRM's. Yes it fires in a stream, but if you have the missile modifiers and mix your fire, MRM10 + SRM4 was a nice combo at the edge of range and closer. I was nailing people between that and RAC + Heavy MG.

#57 Luminis

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Posted 19 July 2017 - 11:31 AM

I don't know how to feel about the damn things yet. Been testing them in a 2x ATM12 + 2x ATM9 configuration (which seemed better than 4x ATM12) and... Well, they're inconsistent, if anything.

You can dish out insane damage within a very short time frame - even if you did mess up and positioned wrong. Squeezing out a few shots per launcher stacks just so much damage in the optimal range bracket it's not even funny. Nets you a lucky kill or two, too. However, ATMs are easily countered by the typical LRM counters and you're a sitting duck when pushed. Also easier to play around with cover than even LRMs.

So, yeah. Huge damage potential offset by a million potential counters. I value consistency a little too high to really like them, I guess.

#58 Brain Cancer

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Posted 19 July 2017 - 11:35 AM

Quote

They're only good on smaller fast mechs.


Disagree. But they absolutely require being aggressive about setting the range. 500m or closer is by far the best, 320 or less and you outdamage LRMs, 270 or less and you're optimum crushing distance.

#59 Acehilator

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Posted 19 July 2017 - 11:40 AM

Yeah, 270m or bust. Shame that 4x 12s are too hot to be usable... but lowering the heat would probably make them OP, lol. 4x 9s work great.

#60 Brain Cancer

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Posted 19 July 2017 - 11:51 AM

You can get away with it, but the GH limit on ATMs (linked with LRMs) is two.

So you can fire off 2x ATM 12 and then wait a bit to fire the other pair, or depending on range, use Streaks or a different long-range weapon. I frequently popped off my dual LRM 15's, waited for GH to pass, then launched ATMs that thanks to higher speed hit at about the same time.





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