I Hate The Atm's.
#61
Posted 02 August 2017 - 07:11 AM
ATMs would be great on IS mechs since somethings that 1 missile hardpoint goes over looked.
#62
Posted 02 August 2017 - 01:25 PM
Brain Cancer, on 01 August 2017 - 12:25 PM, said:
Unless they're in a tight deathball with lots of AMS, I can find targets (and I'll be pumping lasers into them from my secondaries anyway), or I can just suck up the ghost heat, salvo everything at once, and trade ROF for penetration.
I do agree with you- low tube count means ATMs are disproportionately degraded by AMS fire. Too much so. This doesn't mean I haven't adjusted to compensate, but it also does mean ATMs need more resistance to AMS vs. other systems.
You're still missing the point. Every time you describe a use, you're describing a round hole that you're forcing a square peg into. They aren't supposed to fill that hit and run role. We already have plenty of great weapons for that (heavy medium lasers do a phenomenal job at putting out a lot of damage on an unawares enemy)
They're supposed to be a front line weapon. We'll never see them as a true jack of all trades thing without ammo swapping, but they should be the missiles that are being fired at 300-500m as you are cresting a hill, sub and sub 300 for the meat of the brawl, with LRM's in the 400-600 range for support. They simply don't work in that role because of AMS, slow missile speed, poor spread, and a minimum range that is easy for most any mech to get inside.
Nobody is arguing that they can't do absolutely ludicrous damage. The problem is that they are FAR too situational, and don't fill that low heat void in the 0-500m range that clan mechs are seriously lacking versus the new IS tech. We have a serious void in our arsenal right now, like the IS did for so long. Difference is, the tool is already implemented that fills the gap, it just needs to be tuned to actually work.
mogs01gt, on 02 August 2017 - 07:11 AM, said:
ATMs would be great on IS mechs since somethings that 1 missile hardpoint goes over looked.
You're on the right track. That's how ATM's are SUPPOSED to work. supplemental support missiles to balance out a mech's loadout. But this game really likes boating, so they are just afraid of that. They really need to just lower the sweet spot damage or simply put a hard cap of how many ATM tubes a mech can carry in each weight class in addition to proper tuning.
As it stands, on a hellbringer, you are simply not going to benefit using that missile spot when the mech just has so many more direct fire options that guarantee damage like the 4 ERLL sniper or ERML brawler.
Edited by Honeybadgers, 02 August 2017 - 01:28 PM.
#63
Posted 02 August 2017 - 02:55 PM
ATMs are not "supplemental". They do maximize power per missile hardpoint, so if you want missiles on a limited chassis, there's your weapon (like MRMs for the IS chassis), but if boated, they should benefit like your ol' laservomitorium or Kodiak dakkaboat, etc. etc.
AMS is the only real broken threat to ATMs. Min range is something IS robots deal with all the time, with worse issues (LRMs) and it's always fun hugging a PPC user. They do what you do with ATMs to compensate.
Mount some close combat weapons. Even a few HML/MPL are usually plenty, I wade into my ATM sweetspot all the time and rarely get hugged, and if I do, I screwed up. ATMs are not brawlguns, but if you wanna brawl, pair them with SRMs. They're not sniperockets, but if you want to play a longer game, pair them with LRMs.
They're a sidekick weapon that covers the weak points of other Clan missiles well, but falters on their own due to AMS bullying low tube count launchers.
#64
Posted 02 August 2017 - 03:07 PM
MischiefSC, on 02 August 2017 - 07:09 AM, said:
In other words, you're saying.
"They're fine. But they're bad and uncompetitive."
Brain Cancer, on 02 August 2017 - 02:55 PM, said:
ATMs are not "supplemental". They do maximize power per missile hardpoint, so if you want missiles on a limited chassis, there's your weapon (like MRMs for the IS chassis), but if boated, they should benefit like your ol' laservomitorium or Kodiak dakkaboat, etc. etc.
AMS is the only real broken threat to ATMs. Min range is something IS robots deal with all the time, with worse issues (LRMs) and it's always fun hugging a PPC user. They do what you do with ATMs to compensate.
Mount some close combat weapons. Even a few HML/MPL are usually plenty, I wade into my ATM sweetspot all the time and rarely get hugged, and if I do, I screwed up. ATMs are not brawlguns, but if you wanna brawl, pair them with SRMs. They're not sniperockets, but if you want to play a longer game, pair them with LRMs.
They're a sidekick weapon that covers the weak points of other Clan missiles well, but falters on their own due to AMS bullying low tube count launchers.
You're right on about how they SHOULD work. But they just don't.
The 120m is too much. I'd prefer a reverse diminish like the LRM's at under 90, but the weapon system just doesn't work in its intended role due to the atrocious missile speed (if you fire an LRM and an ATM at the same thing, they land at the same time despite the LRM taking a parabolic trajectory. That's ********.) and appalling health per missile.
There's also no reason not to fix IS missile to do damage close in like clan LRMs. But IS actually have a mid range missile that gets work done in the MRM (people are whining about them but I find them to be immensely effective on mediums as supplemental dps and as a death punch on something like a zeus or the mrm120 mauler.)
Your enemy can always dodge them if they have any situational awareness. You really don't get to "find the sweet position" in competitive play, where it's all about frontal pushes into entrenched positions. Skirmishes really don't happen much outside of potato pugs.
I argue that due to their immensely narrow scope of use, there is no PRACTICAL situation where you should bring an ATM in over an LRM. If you need to keep your distance, ~80m is hardly a difference, and you're not losing a ton of damage going from the LRM to the ATM when you've also been hurling those LRMS at the enemy on your approach and since so many more of the LRMS get through the AMS to actually damage your opponent.
Edited by Honeybadgers, 02 August 2017 - 03:15 PM.
#65
Posted 02 August 2017 - 03:38 PM
Honeybadgers, on 02 August 2017 - 03:07 PM, said:
In other words, you're saying.
"They're fine. But they're bad and uncompetitive."
You're right on about how they SHOULD work. But they just don't.
The 120m is too much. I'd prefer a reverse diminish like the LRM's at under 90, but the weapon system just doesn't work in its intended role due to the atrocious missile speed (if you fire an LRM and an ATM at the same thing, they land at the same time despite the LRM taking a parabolic trajectory. That's ********.) and appalling health per missile.
There's also no reason not to fix IS missile to do damage close in like clan LRMs. But IS actually have a mid range missile that gets work done in the MRM (people are whining about them but I find them to be immensely effective on mediums as supplemental dps and as a death punch on something like a zeus or the mrm120 mauler.)
Your enemy can always dodge them if they have any situational awareness. You really don't get to "find the sweet position" in competitive play, where it's all about frontal pushes into entrenched positions. Skirmishes really don't happen much outside of potato pugs.
I argue that due to their immensely narrow scope of use, there is no PRACTICAL situation where you should bring an ATM in over an LRM. If you need to keep your distance, ~80m is hardly a difference, and you're not losing a ton of damage going from the LRM to the ATM when you've also been hurling those LRMS at the enemy on your approach and since so many more of the LRMS get through the AMS to actually damage your opponent.
They're not fine, they're bad and uncompetitive * because of minimum range 0 damage*.
If they did 1 or 1.5 from 0-120m they would be solid and potentially competitive sue to massive damage in their sweet spot and some damage out to 600m, while not totally replacing SRMs. They would make a ton of other mechs viable by giving mixed loadout energy + ballistic + missile 100+ alphas at 300m with manageable heat.
#66
Posted 02 August 2017 - 03:47 PM
Velocity would be nice. Heck, I wish LRMs had 200-240 velocity, and putting ATM velocity slightly below/at Streak velocity would be a moment of jubilation...but velocity is a buff both of the systems need. Shooting ATMs off where I used to lob LRMs only made this very, very obvious.
#67
Posted 02 August 2017 - 04:43 PM
And lore be damned, let IS LRM's damage mechs inside their minimum range.
#68
Posted 02 August 2017 - 05:30 PM
Sad. What are these supposed to be good for again?
#69
Posted 01 February 2021 - 11:59 AM
Edited by Saved By The Bell, 01 February 2021 - 12:05 PM.
#70
Posted 01 February 2021 - 12:03 PM
Saved By The Bell, on 01 February 2021 - 11:59 AM, said:
if you can ride the peak damage bracket, they are often better than srms. also at that range dumbfiring is definately an option, just pretend its an mrm.
also its impolite to wake the dead.
Edited by LordNothing, 01 February 2021 - 12:03 PM.
#71
Posted 01 February 2021 - 12:15 PM
Saved By The Bell, on 01 February 2021 - 11:59 AM, said:
There is a trick with ATMs were you can throw them over obstacles. You get a lock then before firing you quickly raise your reticle over the obstacle and fire. A lot the time ATMs will fly over it and hit the target
Edited by SirSmokes, 01 February 2021 - 12:16 PM.
#72
Posted 01 February 2021 - 12:23 PM
#73
Posted 01 February 2021 - 02:53 PM
Saved By The Bell, on 01 February 2021 - 11:59 AM, said:
You must be close enough to the enemy 'Mech to ensure that your ATMs do the most damage. The farther you are, the less damage your ATMs do.
Edited by martian, 01 February 2021 - 02:53 PM.
#74
Posted 01 February 2021 - 02:57 PM
Getting at min range should make sure the high damage avoid AMS.
Now. I havent played for a long time, so Im not sure what have changed but well that what I remembered.
#75
Posted 01 February 2021 - 03:28 PM
#76
Posted 01 February 2021 - 08:55 PM
#77
Posted 01 February 2021 - 11:32 PM
ATM's have undergone several changes since their inception and this original thread. If you want to discuss them, please make a new topic about it.
This thread is locked.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users