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Atm

ATM

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#1 Longshotcanada

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Posted 19 July 2017 - 09:22 AM

Okay so seriously I have to ask did you guys listen to anything in the play test?
you threw in a garbage missile system that sucks for reload time, sucks for flight time, is super easy to shoot down with ams, has a dumb flight pathing system that can be beat by any terrain and some common sense, Generates way to much heat for its use, is over wieght, has a astronomical amount of crit spots so takes up to much room, and a min range that baffles the mind because outside of the polar plains terrain takes out every missile so you have one map this weapon system can be used on ?

seriously why did you put such a horrible weapon system in the game?

and don't tell me its for the 1200 range because in a field of mechs shooting 1200m you get to watch every single ams shoot down every missile before it gets 500 m because did i say it before its porcelain shells.

oh and the face time you need with the slow reaction time on firing does not balance to any weapon system laser or ac .

oh shall we also add in the ghost heat because six tubes fire in sequence and drag out the firing time to generate more ghost heat and add even more heat because your in a firing sequence so you will not dissipate any heat.



by the way totally love the new heat balance of the laser ams it actualy works great now i can say though in mech lab when you put ams on a mech it seems to throw the heat management totaly off . *** a example build a mech leave the laser ams off you will have say 1.47/2 then toss the laser ams on and have a look you will end up with 0.8/2

Later

#2 Doctor Dinosaur

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Posted 19 July 2017 - 03:23 PM

Say what you want, PGI seems to have power creep under control...on clan side. Chances are this will swing the other way round again, so that everyone can be unhappy

#3 Gas Guzzler

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Posted 19 July 2017 - 04:03 PM

ATMs aren't about 1200m, they are about 120-290ish meters.

#4 Willard Phule

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Posted 19 July 2017 - 04:23 PM

Ok, I'll bite.

I play pretty much as a solo, so I'm right in the middle of the whole LRM/Potato thing. LRMs are actually effective if you know what you're doing with them....ATMs, I'm still figuring out.

On the plus side: the lower trajectory lets you do things you can't do with LRMs. That, in itself, makes them worth messing around with. The fact that they do way more damage in the range that LRMs are the most effective in is also a plus.

The downsides are that they're HOT. One of the tricks with LRMs is the initial "burst" of all launchers firing in a group, followed by chainfired rain. At least it is for me. You can't do that with ATMs. The other is that it only takes a couple of AMS to eat the entire flight. Pretty sure that's because MW:O allows for your AMS to cover your teammates and BT rules were significantly different. Either way, ATMs have zero chance making it through any organized team's AMS. They rarely make it through what PUGs bring.

Haven't had a bad build with them yet, the successful LRM boat builds have yielded 400-500 damage fairly consistently for me. But you really have to work for it and it doesn't make much of a significant difference to the team's momentum in any way.

Edited by Willard Phule, 19 July 2017 - 04:47 PM.






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