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Yeah, Remove The Minimum Range For Atms So We Can Blob 72 Damage Srm Strikes From 2 Hardpoints.


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#61 Khobai

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Posted 25 July 2017 - 08:30 PM

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Quick reminder: those MRM 40 launchers are 12 tons. Each. And damn hot.


theyre not hot at all. 40 damage for 11.5 heat is one of the best damage to heat ratios in the game. MRMs run super cool if anything. If you want to do 40 damage with lasers its like 30-40 heat minimum.

only ATMs and Gauss get better damage to heat.

Dont get me wrong, MRMs definitely have their issues, but heat isnt one of them.

I would like to see MRMs buffed so theyre way better at hitting things at medium range. But I would also like to see them get a 120m linear damage dropoff so they dont completely put SRMs out of business. MRMs should peak in effectiveness at medium range, they shouldnt peak in effectiveness at pointblank or short range nor should they outperform SRMs at those ranges.

Its important that MRMs not make SRMs obsolete, or theres no point in SRMs still being in the game.

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ATMs needs to have a minimum range to justify the 3 damage band and it needs the 3 damage band to make it fun and rewarding to stay in that sweet spot.


Except thats not in the spirit of the weapon. ATMs arnt about staying in a ridiculously narrow sweet spot to do super broke-*** damage. playing rangeband musical chairs is not fun. and getting hit for broke-*** 144 damage volleys of atms isnt fun either. how can you even suggest thats fun? its not.

ATMs are about giving up specialized damage values in exchange for being flexible and versatile at all ranges. Which they currently arnt because theyre pigeonholed into only being useful from 120m-270m.

ATMs should be the exact opposite of how they currently are. ATMs should have no min range at all. And instead of the silly 3/2/1 damage stepping, ATMs should do a flat amount of damage at all ranges, say 2.2 damage per missile at all ranges. And ATMs should get better health per missile so AMS doesnt rip them apart. ATM max range should also be capped at 810m so they dont outrange LRMs.

Edited by Khobai, 25 July 2017 - 08:49 PM.


#62 Wildstreak

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Posted 26 July 2017 - 06:32 PM

View PostKiran Yagami, on 20 July 2017 - 06:34 AM, said:

"Blob 72 damage SRM strikes from 2 hard points"

Aren't MRMs a thing? Last I checked, you can blob 80 damage from 2 hardpoints with those, and they actually function like SRMs.

View PostSPNKRGrenth, on 24 July 2017 - 09:51 PM, said:

Meanwhile on the IS side, 80 damage SRM strikes from 2 hardpoints. It's a lot of fun by the way, 2 MRM40s to the face followed by a few lasers to rip out what's opened up.

View PostLugin, on 25 July 2017 - 07:06 PM, said:


Quick reminder: those MRM 40 launchers are 12 tons. Each. And damn hot.

Compared to a pair of ATM 12 lauchers at 7 tons each.

So, 80 unguided @ 6 volleys/ton, versus 72 guided @ 5 volleys/ton with range bands.

I do not know what builds people are running 2MRM40s on, I wouldn't.
MRM40 has Ghost Heat of 1, running 2 gets you +6.61 heat over 2MRM30s for 4 more tons and you go through ammo quicker.

2MRM30s are pretty good on bigger Mechs with 4 tons ammo, that's 20 volleys per launcher, spread is a bit less, cooldown a bit quicker and DPS is better according to Smurfy data.

DPS increase going up in launchers:
10 to 20 +2.35
20 to 30 +2.33
30 to 40 +1.44

I have yet to build a Mech using 40s.





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