Yeah, Remove The Minimum Range For Atms So We Can Blob 72 Damage Srm Strikes From 2 Hardpoints.
#1
Posted 19 July 2017 - 03:59 PM
Time-to-Kill in this game is way too long. Let's reduce it further. I mean, firing 48 damage worth of SRMs from 4 hardpoints isn't damaging enough, so let's just increase that maximum GH damage and reduce the number of hardpoints required both by 50%.
#3
Posted 19 July 2017 - 04:09 PM
#5
Posted 19 July 2017 - 04:17 PM
#6
Posted 19 July 2017 - 04:17 PM
#7
Posted 19 July 2017 - 04:21 PM
RestosIII, on 19 July 2017 - 04:17 PM, said:
I hope that screaming will actually lead to removal of gh from dual uac20, cause its way beyond time...
#8
Posted 19 July 2017 - 04:21 PM
#9
#11
Posted 19 July 2017 - 04:30 PM
davoodoo, on 19 July 2017 - 04:21 PM, said:
Removal of GH from dual AC/20? Yeah, I think they should. UAC/20? I'm a bit hesitant to jump to that, since that's 80 pinpoint damage.
#12
Posted 19 July 2017 - 04:34 PM
RestosIII, on 19 July 2017 - 04:30 PM, said:
Well the thing is with the UAC/20s, you can trigger GH with just 1 if you're not overly careful. You can almost never fire 2 UAC/20s at full D-taping.
#13
Posted 19 July 2017 - 04:37 PM
Athom83, on 19 July 2017 - 04:34 PM, said:
They still haven't fixed that? I thought they had. Still, they should be able to fix that without removing UAC/20 ghost heat in general.
#14
Posted 19 July 2017 - 04:43 PM
Illuminous Owl, on 19 July 2017 - 04:21 PM, said:
min range of 120 sure lets my AMS eat all the ATM shot at me.
if you want to use missiles your better off with LRM or SRM or SSRM to hunt lights
#17
Posted 19 July 2017 - 05:39 PM
Athom83, on 19 July 2017 - 04:09 PM, said:
Reduce damage, remove min range, reduce max range
That would be neat
#18
Posted 19 July 2017 - 06:04 PM
They got it, and just like BT, got power creep with it.
You seriously thought PGI was gonna have this balanced out before hand?
They slowed the game down, and added a bunch of facetank weapons.
Cant link a Gauss and Peeps without ghost heat but your sure can alpha over 100 damage on most heavies and assaults...
GGCLOSE????
#19
Posted 19 July 2017 - 06:06 PM
Quote
3 damage per missile is not fine.
it was definitely not "smooth" to allow 144 damage volleys from a supernova. that level of damage never shouldve been allowed in the game, not in any range band, lol.
the way I see it the damage on ATMs needs to be lowered anyway, and removing the min range is simply an added benefit that can be tacked on in response to the damage being lowered.
I mean certainly the damage steps could be adjusted. Or maybe just get rid of the damage stepping mechanic altogether. Would ATMs really be that bad if they did a flat 2.2 damage at all ranges? and had no min range?
Edited by Khobai, 19 July 2017 - 06:16 PM.
#20
Posted 19 July 2017 - 06:12 PM
Mcgral18, on 19 July 2017 - 05:39 PM, said:
That would be neat
ive said it before, ill say it again, i think PGI should have just Stuck with the STD ATM Ammo,
Andi Nagasia, on 10 July 2017 - 08:35 PM, said:
2Dam/Missile, 120-450mRange, 300Velocity(3/4s SRM Velocity) & SRM-MissileHealth
this would allow them to preform in part the same way as MRMs as a Comparable weapon(0-450m)
Edit-
But what about other ATM Ammunition?
HE Ammo?(3Dam/Missile) & ER Ammo?(1Dam/Missile)?
well lets just say their on back order,
Edited by Andi Nagasia, 19 July 2017 - 06:13 PM.
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