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Atm Range Brackets


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#1 Felbombling

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Posted 26 July 2017 - 12:38 PM

I'm looking over the Patch Notes and searched the forums for ATM Range/ATM Range Envelope, but I cannot find values for the drop off from 2 damage to 1 damage. I can assume that the optimal range for the ATM indicated as 270m is the 3 to 2 damage drop, but where does the 2 to 1 occur? Also, range skill points must push these values further out, so knowing that 2 to 1 drop would be helpful.

I think I saw an update to the Patch Notes somewhere that addressed the ATM question above, but cannot find it. Can anyone point in the right direction?

Thanking you in advance!

#2 Khobai

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Posted 26 July 2017 - 12:39 PM

<120= 0 damage
120-270= 3 damage per missile
320-500= 2 damage per missile
550-1100= 1 damage per missile

and in between the brackets like from 270-320 theres linear dropoff

Edited by Khobai, 26 July 2017 - 12:41 PM.


#3 Felbombling

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Posted 26 July 2017 - 01:14 PM

Thanks Khobai... hey, where did you find that? I couldn't find anything on the subject.

#4 Khobai

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Posted 26 July 2017 - 01:39 PM

theres a stickied post in the general discussion forums

https://mwomercs.com...ll-off-weapons/

theres also the api you can look at for specific weapon stats, just click on raw data at the top and scroll down

http://static.mwomer.../list/full.json

Edited by Khobai, 26 July 2017 - 01:42 PM.


#5 Felbombling

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Posted 26 July 2017 - 01:41 PM

View PostKhobai, on 26 July 2017 - 01:39 PM, said:

theres stickied post in the general discussion forums


lol omg... thanks. I see it now. No way it would come up under the ATM search. Man, they should have added this information into the actual patch notes. Would have been so much easier on us.

#6 LT. HARDCASE

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Posted 26 July 2017 - 05:03 PM

View PostFelbombling, on 26 July 2017 - 01:41 PM, said:


lol omg... thanks. I see it now. No way it would come up under the ATM search. Man, they should have added this information into the actual patch notes. Would have been so much easier on us.

Beyond the patch notes, it should be spelled out clearly in the Mechlab UI, and in words, not that stupid range graph that doesn't have nearly enough numbers on it.

#7 Mataki

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Posted 21 March 2018 - 10:37 PM

Hey PGI why not give us hard numbers in game instead of some stupid chart???

#8 Brain Cancer

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Posted 22 March 2018 - 11:45 AM

In addition, range boosts increase the point at which damage drop-offs happen. Full range nodes and you're seeing 3 damage past 300 meters, and 2 damage out to 600m or so. The same 50m gradual falloff between damage points applies at the new distances.

The 120m deadzone, however never changes. While you're probably never going to be popping off 1200m+ ATM shots and expecting hits, you'll appreciate the better damage markers closer in.

#9 KursedVixen

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Posted 22 July 2018 - 07:34 AM

View PostKhobai, on 26 July 2017 - 12:39 PM, said:

<120= 0 damage
120-270= 3 damage per missile
320-500= 2 damage per missile
550-1100= 1 damage per missile

and in between the brackets like from 270-320 theres linear dropoff
Atms do not work in 120 meters.... the real range is 130-270 because within 129-0 their useless. tested this on the training grounds

Edited by KursedVixen, 22 July 2018 - 07:37 AM.


#10 I I

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Posted 13 February 2019 - 04:23 PM

only the parts of the enemy mech that are 120 + take damage. If any part of the enemy mech is 119m or less , those missiles will bounce off and you will lose most of your damage. Just an FYI

#11 Angel of Annihilation

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Posted 14 February 2019 - 09:46 AM

View PostKhobai, on 26 July 2017 - 12:39 PM, said:

<120= 0 damage
120-270= 3 damage per missile
320-500= 2 damage per missile
550-1100= 1 damage per missile

and in between the brackets like from 270-320 theres linear dropoff


Don't forget that adding range skills will change this up significantly. Honestly for an ATM user I always feel having as many range skills as you can possibly have is nearly mandatory. It doesn't help with the minimum range but extending on the 3 damage short range to window 310-320m is huge.

Edited by Angel of Annihilation, 14 February 2019 - 09:47 AM.


#12 justcallme A S H

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Posted 14 February 2019 - 12:10 PM

10m is not huge at all - Viktor Drake. No name change is gonna save you.

So in reality it's actually nothing.

As a high skill user, my ATM skill tree only has about half the range nodes for this reason. Skills are better places in other areas.

Edited by justcallme A S H, 14 February 2019 - 12:10 PM.


#13 Cytekker

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Posted 01 September 2019 - 08:02 PM

With the June 2019 patch the inner zones of the ATM Missle ranges have shifted to shorter ranges while the extended range damage is now 1.2. I believe that the new ATM ranges, when unaffected by range skill increases currently are:

Minimum range: 120 meters
Outer range for 3 damage: 245 meters
3 to 2 damage falloff zone: 245 to 295 meters
2 damage outer range: 500 meters
2 to 1.2 damage falloff zone: 500 to 550 meters
1.2 damage outer range 1100 meters

In Short:
3 damage 120 to 245 meters
At least 2 damage 245 to 500 meters
At least 1.2 damage 500 to 1100 meters

Edited by Cytekker, 01 September 2019 - 08:05 PM.


#14 kalashnikity

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Posted 28 June 2020 - 03:33 PM

I can't find info on it via search engine, but I just tested ATM and got a minimum range of 150m. Seems a bit long to me. :-/

#15 LordNothing

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Posted 28 June 2020 - 04:15 PM

where your missile launcher is on your mech also matters. range is a distance from where the missile is fired from, not where the viewpoint is. so if you have a mech with missile launchers jutting out forward it can rob you some min range. its not much but its enough, especially if you are close to the cutoff. likewise the distance to target on your sensors is likely distance between mech centers, not distance between closest polygons. depending on where your missiles hit, you can have some in the swarm do damage and some do nothing even though they all hit.

i kind of wish pgi would get rid of the hard minrange cuttoffs in favor of softer cutoffs. curve it down to zero over about 10 meters or so.

Edited by LordNothing, 28 June 2020 - 04:21 PM.


#16 kalashnikity

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Posted 28 June 2020 - 04:40 PM

I wish they would put all the quirks, adjustments and tweaks in one spot...

maybe do something crazy like make a list of all the weapons and give their current specs?

#17 Aidan Crenshaw

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Posted 28 June 2020 - 09:53 PM

MWO Items

#18 Nesutizale

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Posted 29 June 2020 - 01:46 AM

View PostLT. HARDCASE, on 26 July 2017 - 05:03 PM, said:

Beyond the patch notes, it should be spelled out clearly in the Mechlab UI, and in words, not that stupid range graph that doesn't have nearly enough numbers on it.


Agreed, the graph is hardly helping as it is now. If it would have at least only the numbers that are necessary and at the right positions, that would at least help even if its not ideal.

Also aren't there some discriptions in the mechlab that are not correct anyway? I think I saw something but forgot what...don't read them anymore ^_^

#19 Nearly Dead

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Posted 29 June 2020 - 05:29 AM

They clearly don't know how to communicate or even what needs to be communicated. Silly thumbnail sized graphs with no grid and with the relevant numbers left off? Useless. Each of the graphs needs a pop up so you can look up the actual numbers.

#20 kalashnikity

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Posted 29 June 2020 - 08:05 PM

View PostAidan Crenshaw, on 28 June 2020 - 09:53 PM, said:



Great link, ATM's are #1249-1252

Unfortunately is shows incorrect values for minimum range (120m), so obviously it hasn't been updated to reflect current values. Posted Image





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