#1
Posted 18 July 2017 - 11:26 PM
Take out my ol' trusty Orion IIC. Put an ATM 6 and ATM 9 on the arm, A-LRM 15x2 in the torso. Take it for a few spins.
My goodness. Did it change things. First off, ghost heat. LRMs and ATMs share the same GH counter, so firing all four together was toasty fast. I'd usually alternate shots, which led to a steady rain on many targets of 30-15-30-15...or 45 if I needed to get some missiles past ATM flak or only had a passing shot. The ATMs will hit first if you do.
ATMs fire in a much flatter arc than LRMs, which means they'll neatly hit stuff under a roof like in tunnels and on top of HPG. They also fly faster- ATMs are 200 velocity vs. 160 for LRMs, and group better (tighter clusters). The 120m deadzone means that you do want something up close-but ATMs also punish people for doing what comes naturally vs. LRMs- trying to get closer.
At medium range, those 15 ATMs now hit like a very tight LRM 30 salvo to the chest. Inside 270, it's 45 damage- and boy, did a LOT of people closing with that "lurmboat" regret that tonight. Just remember that 120m or closer is no damage at all/low damage with ATM/LRM respectively, and that's what secondary guns are for. They are also more accurate at long range if you have a straight shot (again, higher velocity!), but can be defeated with cover more easily as well.
Learn to position. 500 or less is great (and with LRMs, you should be there anyway), 270m or less is awesome and will make you feel like a god of rockets compared to the usual rain. You will get more of those sweet KMDDs- and you will get more dangerous the better you position. LRMs are still the "easier" shot due to their arcing and allow a constant barrage of lesser damage, while ATMs are a get-your-locks weapon for better damage focus and punch.
Together, they compliment each other wonderfully, allowing you to rain a flexible mix of support and damage that can baffle opponents. I was on Forest Colony. An enemy lance was trying to flank, but I had the back spot and just kept throwing the ATM-LRM 1-2 at them. The mix in velocity and arcs confused the pokers, and when they tried to get in closer, the ATM15 mauled them so badly that people were securing kills as fast as they got in close. One solo kill, four KMDDs, and those 15 ATM tubes (instead of LRM) made the difference.
I hit a near record 1226 damage/5 KMDD game tonight, and that's not even trying to farm damage or using strikes on anyone (just have UAV). While I might not just use ATMs by themselves, they're great in the mix.
#2
Posted 18 July 2017 - 11:34 PM
#4
Posted 18 July 2017 - 11:50 PM
#5
Posted 19 July 2017 - 12:00 AM
The Mysterious Fox, on 18 July 2017 - 11:50 PM, said:
500m or less, and you're delivering the same damage as Artemis-LRMs do with better clustering...so they're more effective for the weight (if slightly slower to reload and slightly hotter)
270m or less, and you're just delivering pure pain.
Potatoes who want to hide in the back and use them like LRMs will suck horribly. You must, must, MUST learn to position, especially since ATMs don't go over cover. If you're bad with LRMs, you will be even worse with ATMs.
#6
Posted 19 July 2017 - 12:12 AM
#7
Posted 19 July 2017 - 12:15 AM
2 ATM 9s
2 Hvy Lg Lasers
2 ER Med Lasers
So far, even in matches where my team lost, I managed to score kills with this mech. One of the more impressive ones was a final alpha that killed my target a split second before Sean Lang took me out. Even better, I found that these missiles can actually hit targets as far out as 900 m if you can maintain a lock.
#10
Posted 19 July 2017 - 12:41 AM
The Mysterious Fox, on 19 July 2017 - 12:12 AM, said:
So, now Clans get their own Thunderfist, but instead of the Zeus' SRM/MRM Stinkfist, its the EXE's MicroPulse jawshot. I'm actually considering getting a GAR-D and modifying it for a similar purpose.
EDIT: Here is the build I'm considering: GAR-D
Edited by Requiemking, 19 July 2017 - 12:47 AM.
#11
Posted 19 July 2017 - 12:54 AM
Seriously, if anyone has trouble with ATMs, equip AMS. Until PGI (hopefully) buffs their missile health, ATMs are neutered by even small numbers of AMS.
Brain Cancer, on 19 July 2017 - 12:00 AM, said:
Eeeeeh. Depends on what you mean. They have enough tracking, and upward oompf when first launched, to clear a lot of cover. Like, most of the small ridges on Tourmaline? Snag a lock, point up, fire, then get back to holding the lock. You're gonna hit 'em most of the time.
#12
Posted 19 July 2017 - 01:20 AM
Requiemking, on 19 July 2017 - 12:41 AM, said:
EDIT: Here is the build I'm considering: GAR-D
Yeah, im finding excessive tonnage for my own GAR-D build, i think both of us will be pretty happy when the GAR-E and hero omnipods come out with its torso missile mounts.
#13
Posted 19 July 2017 - 02:22 AM
But I can't really love it because an enemy 'Mech can get into your min. range while you are firing the weapon - it's a different story compared to PPCs with their instant fire nature. I don't want to make it too OP either so let's just give it an exponential falloff damage curve from 120 to 0m.
#14
Posted 19 July 2017 - 02:26 AM
Clams cant have that! I say remove minimum range, increase damage to 5 and add another 270 to the range. THAT'LL SHOW EM.
#16
Posted 19 July 2017 - 05:03 AM
MC mk2 with 2x ATM6, 2x LRM15, 2x HLL, 2x HML -> runs too hot yet
MC mk2 with 2x ATM6, 2x Gauss, 2x HML, 2x MPL -> my favorite so far, even tho it's hot
Mad Dog with 2x ATM6, 2x SRM6, 2x LRM10, 2x ERSL, 1x Tag + Bap
Just fun to watch the target trying to get closer because of LRMs, then the ATMs bring more pain and then, even in min range, the SRM6s add even more damage when the LRMs/ATMs are close to the min range limits (or inside).
Ofc, that's a toasty mech...
#17
Posted 19 July 2017 - 05:42 AM
Vanguard319, on 19 July 2017 - 12:15 AM, said:
2 ATM 9s
2 Hvy Lg Lasers
2 ER Med Lasers
So far, even in matches where my team lost, I managed to score kills with this mech. One of the more impressive ones was a final alpha that killed my target a split second before Sean Lang took me out. Even better, I found that these missiles can actually hit targets as far out as 900 m if you can maintain a lock.
It's the higher velocity, although I think that's partially because people are only used to LRMs at that range and don't dodge fast enough.
#18
Posted 19 July 2017 - 06:14 AM
#19
Posted 19 July 2017 - 06:41 AM
but if AMS is present then they are bad,
in tests 3AMS can nullify ATM24(2-3Tons nullifying 14?)
to put things into perspective 3AMS can nullify 15-20LRM(30-35C-LRMs)(7-10Tons / 7-8.5Tons)
as all missiles have the same health only difference is the speed, they need to have a higher Velocity,
Edited by Andi Nagasia, 19 July 2017 - 06:41 AM.
#20
Posted 19 July 2017 - 07:58 AM
I definitely find it funny there are still people trying to fire them like they're LRMs, though. Hitting even more rocks than they normally did with LRMs
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