Few Atm Questions
#1
Posted 19 July 2017 - 05:24 PM
How are ATM range nodes/quirks working with those breakpoints?
Is ATM spread affected by NARC/TAG/anything else?
#2
Posted 19 July 2017 - 05:39 PM
Regarding Narc / Tag, It benefits from the lock on boosts, but not the spread boosts from that equipment. ATMs are considered to have Artemis spread benefit already included in the weapon, and Artemis spread benefits do not stack with NARC and TAG spread benefits (those are only factored in by standard LRMs.)
#3
Posted 20 July 2017 - 11:48 AM
Quote
120-270: 3 damage per missile
320-500: 2 damage per missile
550-1100: 1 damage per missile
What about 270-320 and 500-550 distances?
Edited by G4LV4TR0N, 20 July 2017 - 11:48 AM.
#4
Posted 20 July 2017 - 12:05 PM
Edited by Mad Porthos, 20 July 2017 - 12:07 PM.
#5
Posted 20 July 2017 - 12:50 PM
!!
Actually one more thing, if ATM's have Artemis built-in, does it mean that their spread tightens when target is being in visual radius? Apparently it's like that for LRM's with Artemis.
Edited by G4LV4TR0N, 20 July 2017 - 03:28 PM.
#6
Posted 22 July 2017 - 10:07 PM
Quote
#7
Posted 23 July 2017 - 07:17 AM
#9
Posted 23 July 2017 - 07:45 AM
kylania, on 23 July 2017 - 07:43 AM, said:
ATMs do 2 points per missile, they just have a scaling damage multiplier at certain ranges:
I see what's happening there.
Base 2 damage.
At range of 120 to 270, 1.5* damage = 3 damage.
Then 1* damage.
Then half damage (which would be 1 damage).`
It's actually so stupidly simple I can't believe PGI came up with it (rather than a convoluted mess).
Edited by Koniving, 23 July 2017 - 07:48 AM.
#10
Posted 23 July 2017 - 07:59 PM
Seem the grouping is better without lock-on, plus you can direct where to hit.
#11
Posted 23 July 2017 - 08:56 PM
xengk, on 23 July 2017 - 07:59 PM, said:
Seem the grouping is better without lock-on, plus you can direct where to hit.
Once those videos are made during an actual match against moving targets, and it still manages to work, it might be a thing. So far it's just a diversion for use with static targets in training grounds.
#12
Posted 24 July 2017 - 12:09 AM
#13
Posted 24 July 2017 - 12:18 AM
At distances between 200 and 400m this works surprisingly well since the flight path of ATMs is considderably flatter than LRMs.
Due to this characteristic they are much more suited for direct combat --> lower flight time and therefore lesser time to get shoot down or beeing evaded.
Don't try to use ATMs LRM style for indirect fire or over very long ranges over 600m.
Sure they got that range even up to 1200m but they won't reach their target in most cases.
Came up with this timbi build...works surprisingly well. Especially since lots of enemys seem compelled to come cuddling when they see you shoot Missiles.
Edited by The Basilisk, 24 July 2017 - 12:20 AM.
#14
Posted 24 July 2017 - 06:25 PM
I think I just noticed something interesting...the ATMs like the ssrms have a lock on but the atms can fire without locking on (dumb fire). Does that mean you can't be blocked by a BAP unlike a ssrm?
Something to think about...
War Kitten
#15
Posted 24 July 2017 - 09:00 PM
#16
Posted 25 July 2017 - 07:35 AM
Artemis reduces lock on time (by 0.5 seconds).
ATM are handled as if they had Artemis.
-> Lock on time for ATM is reduced by 0.5 seconds.
-> General lock on time is reduced by 0.5 seconds because MWO cannot handle different lock on times when using different weapons.
-> If you DON'T have Artemis built in and you have ATM and LRM then the lock on time for the LRM is reduced, too.
Is that correct?
I do not assume missile spread will be reduced for the LRM, too, I am only referring to the lock on time. Can anyone proof me right or wrong?
Best regards
Doc
#17
Posted 26 July 2017 - 09:26 AM
#18
Posted 26 July 2017 - 10:45 AM
Unless someone tests it I would expect ATM+LRM to behave normally, with no "magic" Artemis apprearing into LRM just because you have ATM launchers.
If it were to behave like that, I would consider it a bug.
#19
Posted 27 July 2017 - 06:04 AM
That is where I go to test weapon damages at various distances.
#20
Posted 27 July 2017 - 08:07 PM
kylania, on 23 July 2017 - 07:43 AM, said:
ATMs do 2 points per missile, they just have a scaling damage multiplier at certain ranges:
I wish this forum would auto save posts. Short version. I use the turrets at the Academy. Damage drops sharply below 270 ms. At 275m I'm doing 60 damage with two ATM-12's (you cannot target the turrets now and missile damage on them now varies)
At 140M, I'm doing about 30 damage. The sweet spot is 275-300m. Having very high hit boxes is now a plus since they are direct fire missiles.
P.S. You only need the light tag for these.
Edited by LikeUntoGod, 27 July 2017 - 08:09 PM.
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