Brain Cancer, on 30 July 2017 - 08:08 PM, said:
ATMs are amazing as combination weapons with either CLRM or CSRM. Both provide enough tubes firing at the target to hose AMS in your preferred ranges, while adding a punching option you don't have otherwise.
21 ATMs might not get past AMS. If it's busy firing at the extra 30 LRMs I lobbed a second before firing the ATMs (because ghost heat), they'll be the tightly packed 42 damage to the chest I want (along with some LRM love) getting to the target.
ATMs alone are ridden rough by AMS systems. But they're wonderful companion missile systems to other missile launchers, either packing a surprise close range punch or giving you an "SRM" that can harass effectively out to 500ish meters and chase further targets if needed (though inefficiently).
So, the weapon system on its own is insufficient and needs another weapon system to have a chance at damaging the enemy... with all of its niche issues. Why not simply double up on LRM launchers that do not suffer from the minimum range and would saturate AMS coverage even more so?
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If you can't get ATMs over the hillocks in Polar, you're in a horrible place. Likewise, ATMs encourage "get your own locks", which is required to be a good LRM pilot. Full stop. Anything else is being a parastic lock-humper while firing your missiles without Artemis bonuses for maximum inaccuracy and maximum spread for worst possible damage.
This is heavily influenced by the design of the battlemech. High mounted launchers are, obviously, in a better place, here.
Further - while I am not disagreeing that a good LRM player needs to be self-sufficient - Artemis is wasted tonnage, at this point.
Sure - in theory it is a must-have... but the bonuses require continuous line-of-sight to provide advantages. This is a horrible ******* idea in practice. It means you are out of hard cover during the flight of the missiles. The specific advantage of LRMs over every other weapon system in the game is that they can fire over a terrain obstacle. A good LRM player is not necessarily firing at what is directly in front of them - they are putting additional damage onto a target that is not in the main stream of fire for the team (the assault at the edge of the fight that a light is dancing behind).
Good LRM players are putting a consistent stream of damage onto the highest priority targets - forcing them back behind cover or forcing them to take damage. A good LRM build can keep a high volume of missiles in the air against the target - enough to make movements through open terrain a decision that comes at considerable cost.
As such - Artemis is a complete fantasy. Add more ammo for the slots and tonnage it adds - or take along more lasers for backup.
A whole weapons system designed around the principle of Artemis is about as sensible as taking Artemis, itself. There's no reason to ever fire at anything over 500 meters (pretty much even with LRMs - unless it's a fatlass or direwhale), and you're less damage/ammo efficient than LRMs at that range. You then have a 150 meter band of 3 damage effectiveness to manage where you're actually the best missile weapon system available.... if AMS isn't around.
If I'm going to drop 2 LRM 20s of my Supernova or SRMs from my Scorch - a pair of ATM 12s is not what I'm going to replace them with as some kind of off-kick (especially since I've seen heavy AMS cover vaporize an LRM 40 salvo).