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Few Atm Questions


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#1 G4LV4TR0N

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Posted 19 July 2017 - 05:24 PM

What are clan ATM's effective damage/range breakpoints?

How are ATM range nodes/quirks working with those breakpoints?

Is ATM spread affected by NARC/TAG/anything else?

#2 Chris Lowrey

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Posted 19 July 2017 - 05:39 PM

This thread will have all the info you need regarding the first two questions.

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 G4LV4TR0N

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Posted 20 July 2017 - 11:48 AM

Thanks, one more question.

Quote

ATM's:

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 Mad Porthos

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Posted 20 July 2017 - 12:05 PM

Hey G4LV4TRON just thought I would let you know Chris answered this elsewhere already in that it was stated the damage ramps in those 50m ranges from one value to the next, e.g. 3 damage to 2 and then 2 to 1 at tbe higher range spread. Someone on the other thread said that isnt clear enough, so in case it is unclear it means say at 271m rather than doing 3 damage, likely it is doing 2.98 damage witb a .02 decrease in damage per extra meter throughout those 50 meters. Same sort of thing between 500 and 550, dropping .02 per meter until the 2 damage at 500 is become 1.98 at 501m, down to 1 damage at 550m-1100m.

Edited by Mad Porthos, 20 July 2017 - 12:07 PM.


#5 G4LV4TR0N

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Posted 20 July 2017 - 12:50 PM

Thanks, sums it up.

!!
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 G4LV4TR0N

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Posted 22 July 2017 - 10:07 PM

Tiny bump to:

Quote

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.


#7 Koniving

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Posted 23 July 2017 - 07:17 AM

Not sure. It would make sense.

#8 kylania

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Posted 23 July 2017 - 07:43 AM

View PostMad Porthos, on 20 July 2017 - 12:05 PM, said:

damage ramps in those 50m ranges from one value to the next, e.g. 3 damage to 2 and then 2 to 1 at tbe higher range spread.


ATMs do 2 points per missile, they just have a scaling damage multiplier at certain ranges:

Posted Image

#9 Koniving

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Posted 23 July 2017 - 07:45 AM

View Postkylania, on 23 July 2017 - 07:43 AM, said:


ATMs do 2 points per missile, they just have a scaling damage multiplier at certain ranges:

Posted Image


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 xengk

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Posted 23 July 2017 - 07:59 PM

Someone made a video comparing lock-on and without lock-on ATM.
Seem the grouping is better without lock-on, plus you can direct where to hit.





#11 kylania

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Posted 23 July 2017 - 08:56 PM

View Postxengk, on 23 July 2017 - 07:59 PM, said:

Someone made a video comparing lock-on and without lock-on ATM.
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 Doctor Dinosaur

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Posted 24 July 2017 - 12:09 AM

Yeah, as you can see it's not possible to track a moving target, as the missiles come out as stream but have the same flight behaviour as the MRM BEFORE they got patched.

#13 The Basilisk

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Posted 24 July 2017 - 12:18 AM

Since you get near instantaneous lock on use a TAG to aquire targets, shoot and fade.
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 War Kitten

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Posted 24 July 2017 - 06:25 PM

Greetings All,
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 Jingseng

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Posted 24 July 2017 - 09:00 PM

since they have built in artemis behavior, I assume then there is no benefit to taking artemis with atms? (unlike, for example, ssrms)

#16 Doctor Dinosaur

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Posted 25 July 2017 - 07:35 AM

That's something I'm wondering about, too. Please flame me if I get anything wrong:
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 TooDumbToQuit

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Posted 26 July 2017 - 09:26 AM

Good questions and answers.

#18 Tier5 Kerensky

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Posted 26 July 2017 - 10:45 AM

I'm quite doubtful about ATM having "separate" Artemis.

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 TooDumbToQuit

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Posted 27 July 2017 - 06:04 AM

I wish PGI would change the turrets at the Academy so they can be targetted.

That is where I go to test weapon damages at various distances.

#20 TooDumbToQuit

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Posted 27 July 2017 - 08:07 PM

View Postkylania, on 23 July 2017 - 07:43 AM, said:


ATMs do 2 points per missile, they just have a scaling damage multiplier at certain ranges:

Posted Image



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.

Posted Image

Posted Image

P.S. You only need the light tag for these.

Edited by LikeUntoGod, 27 July 2017 - 08:09 PM.






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