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Atms: The Sidekick Missile.

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#21 Brain Cancer

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Posted 19 July 2017 - 11:41 AM

Quote

as all missiles have the same health only difference is the speed, they need to have a higher Velocity,


They actually boosted ATM velocity from 160 on PTS to 200 live. They could possibly do it another 40 or so before pushing it, but the AMS nerf + velocity did help slightly.

#22 Naluca

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Posted 19 July 2017 - 01:42 PM

I find that the ATM's are worthless on any urban or closely packed cover map, such as Forest Colony or River City. The ATM's aluminum range makes them to much of a liability against faster moving enemy mechs. They can get in under the minimum range to easily, still get to cover to quickly, and AMS is still to effective against the ATMs. The only advantage they have over LRMS is the lower flight path that allows them to be fired under the HPG, or in the tunnels or under the bridge in the Crimson Straight.

#23 Khobai

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Posted 19 July 2017 - 01:45 PM

ATMs need their min range removed

they need their damage profile changed from 3/2/1 to 2.4/2/1.6 to balance out the no min range, it also makes them a little better at long range on the few maps where they can do long range.

and they need their missile health increased to 1.5 to so ams doesnt tear them up as easily

Quote

They actually boosted ATM velocity from 160 on PTS to 200 live. They could possibly do it another 40 or so before pushing it, but the AMS nerf + velocity did help slightly.


I think their velocity is perfect where its at. I would be hesitant to increase the velocity more. I think increasing missile health to 1.5 is the better option to help them vs AMS.

Edited by Khobai, 19 July 2017 - 01:49 PM.


#24 Lux Monolithic

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Posted 19 July 2017 - 01:45 PM

I love ATM's and pretty much all the new tech.

#25 HGAK47

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Posted 19 July 2017 - 02:28 PM

View PostJuodas Varnas, on 18 July 2017 - 11:34 PM, said:

So what you're saying is... Clans OP?


I saw you in game earlier in a mech with only two legs..... What is this madness!

#26 Brain Cancer

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Posted 21 July 2017 - 05:58 PM

Fun story: I ran into Sean Lang on Caustic last night, and he tried an end run on me, apparently thinking "hey, Clan lurmboat".

I'd tweaked my Orion IIC to pack ATM 12 + ATM 9 and just fired into his face as he came around the corner, removing an arm and most of his torso got armor-stripped. Zoom, flee goes the Quickdraw!. Chasing him got me a KMDD on the near virgin lurming Catapult on the same side and an 11-assist game.

#27 Swearwolf

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Posted 24 July 2017 - 01:02 PM

View PostBrain Cancer, on 18 July 2017 - 11:26 PM, said:

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 had a lot of success on the PTS using an ATM/LRM hybrid build on my Huntsman. It was a very good mobile platform that allowed me to reposition for optimal ATM range. But that was when it was just 4x4. Now that it's a 12x12, I find that a lot of my teammates are rushing to face-tank my targets which forces me to reposition more frequently and exposing myself to enemy fire.

#28 FireStoat

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Posted 24 July 2017 - 01:39 PM

ATM's & Medium pulse is one of my favorite peanut butter & jelly combos at the moment. The ranges match up well, and I want a heat efficient medium laser that I can direct pinpoint damage to while the not-so-cold ATM's are in the air. The Pakhet can run 3 med pulse & 2 ATM 9's while keeping the 8/8 omnipod bonus, and a TBR with ATM 6 x2 has the smaller ear launcher pods while lugging medium pulse x6 for a glorious sub 400 meter engagement. It's been pretty good stuff.

Edit - the key I've found with ATM's is mech mobility in managing that 120-300 meter range window (assume skill range in there) for a pair of alphas. I've given the 2 medium pulse / 2 light mg / ATM 9 x2 / ATM 12 x2 Scorch a try with a 350 engine and the 144 alpha is magnificent. The downside is the MAD IIC's mobility. It's a roll of the dice in quick matches to keep the range perfect. I think the TBR & Orion IIC are good picks though.

Edited by FireStoat, 24 July 2017 - 01:42 PM.


#29 C4NC3R

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Posted 25 July 2017 - 04:30 PM

Posted Image

Timber with 6xC-MPL+2xATM12... that is a midrange brawling monster. Got BLR-1G and RAC-Annie striped and cored by just ATM's till they went dry, than finished both with swarm of MPL's. 2 solo-K's, 8 assists, total of 1355 SALT to the enemy... and Firepower Tree for Timber ain't finished yet.
Actually ATM's are guided PPC missle analogue. And mixing with lurms ain't good wihout perfect map knowledge and T1 positioning skill. Posted Image

P.S. I would give my Timbers leg for disabling min-range cap from 120 to 0 metres with the common ATM's stats left untouched.Posted Image

Posted Image

Edited by C4NC3R, 25 July 2017 - 04:39 PM.






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