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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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#1 Felicitatem Parco

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Posted 19 July 2017 - 03:59 PM

Yeah, remove the minimum range for ATMs so we can blob 72 damage SRM strikes from 2 hardpoints.

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%.


#2 Bishop Steiner

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Posted 19 July 2017 - 04:09 PM

STK-3H
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#3 Athom83

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Posted 19 July 2017 - 04:09 PM

I think most (sensible) complains I've seen about about the min range is that its at 120 and not 90. Removing it completely is a bad idea, but it could be brought in a little.

#4 Bishop Steiner

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Posted 19 July 2017 - 04:16 PM

I don't want 72 dmg though... I want 144 poptartable dmg......
NTG-D

#5 davoodoo

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Posted 19 July 2017 - 04:17 PM

View PostBishop Steiner, on 19 July 2017 - 04:09 PM, said:


http://mwo.smurfy-ne...1293966d176cf3b
Posted Image

#6 RestosIII

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Posted 19 July 2017 - 04:17 PM

I don't want it completely removed, since that'll cause a lot of screamin'. I want it to be a soft minimum range. Start it scaling down in damage at a drastic rate once you hit 90m distance.

#7 davoodoo

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Posted 19 July 2017 - 04:21 PM

View PostRestosIII, on 19 July 2017 - 04:17 PM, said:

I don't want it completely removed, since that'll cause a lot of screamin'. I want it to be a soft minimum range. Start it scaling down in damage at a drastic rate once you hit 90m distance.

I hope that screaming will actually lead to removal of gh from dual uac20, cause its way beyond time...

#8 Lux Monolithic

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Posted 19 July 2017 - 04:21 PM

The current min range on ATM's is fine. People that are complaining just aren't good with missiles. Period. I think they're the smoothest weapon to come out of the update.

#9 Bishop Steiner

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Posted 19 July 2017 - 04:21 PM

View Postdavoodoo, on 19 July 2017 - 04:17 PM, said:


that one is almost a viable design...where is the fun in that?

#10 davoodoo

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Posted 19 July 2017 - 04:28 PM

View PostBishop Steiner, on 19 July 2017 - 04:21 PM, said:

that one is almost a viable design...where is the fun in that?

That stalker would be funnier if you could actually do aoe dmg upon exploding from all that heat.

#11 RestosIII

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Posted 19 July 2017 - 04:30 PM

View Postdavoodoo, on 19 July 2017 - 04:21 PM, said:

I hope that screaming will actually lead to removal of gh from dual uac20, cause its way beyond time...


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 Athom83

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Posted 19 July 2017 - 04:34 PM

View PostRestosIII, on 19 July 2017 - 04:30 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.

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 RestosIII

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Posted 19 July 2017 - 04:37 PM

View PostAthom83, on 19 July 2017 - 04:34 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.


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 kf envy

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Posted 19 July 2017 - 04:43 PM

View PostIlluminous Owl, on 19 July 2017 - 04:21 PM, said:

The current min range on ATM's is fine. People that are complaining just aren't good with missiles. Period. I think they're the smoothest weapon to come out of the update.


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

#15 Bigbacon

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Posted 19 July 2017 - 05:29 PM

View PostProsperity Park, on 19 July 2017 - 03:59 PM, said:



Time-to-Kill in this game is way too long. Let's reduce it further. .


is this sarcasm because the TTK has gone WAY down since patch dropped.

#16 Champion of Khorne Lord of Blood

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Posted 19 July 2017 - 05:34 PM

View PostBigbacon, on 19 July 2017 - 05:29 PM, said:


is this sarcasm because the TTK has gone WAY down since patch dropped.


I thought his sarcasm was rather obvious.

#17 Mcgral18

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Posted 19 July 2017 - 05:39 PM

View PostAthom83, on 19 July 2017 - 04:09 PM, said:

I think most (sensible) complains I've seen about about the min range is that its at 120 and not 90. Removing it completely is a bad idea, but it could be brought in a little.



Reduce damage, remove min range, reduce max range


That would be neat

#18 InspectorG

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Posted 19 July 2017 - 06:04 PM

People wanted their NEW TECH.

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 Khobai

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Posted 19 July 2017 - 06:06 PM

Quote

The current min range on ATM's is fine. People that are complaining just aren't good with missiles. Period. I think they're the smoothest weapon to come out of the update.


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 Andi Nagasia

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Posted 19 July 2017 - 06:12 PM

View PostMcgral18, on 19 July 2017 - 05:39 PM, said:

Reduce damage, remove min range, reduce max range

That would be neat

ive said it before, ill say it again, i think PGI should have just Stuck with the STD ATM Ammo,

View PostAndi Nagasia, on 10 July 2017 - 08:35 PM, said:

=ATM Standard Ammo=
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, Posted Image

Edited by Andi Nagasia, 19 July 2017 - 06:13 PM.






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