Alexander of Macedon, on 09 August 2017 - 07:45 PM, said:
After all, ATMs are very similar to LRMs in MWO, except they have much better potential damage per ton of ammo and far greater damage density per salvo. ATM24 can burn through 1t of ammo in a bit under 4 salvos for 270 max per ton, while LRM40 takes 9 salvos to burn 1t of ammo for 180 max. Fewer exposures, more damage per hit...
Oh. Right. To use ATMs well you need LoS at short-medium range and good fire discipline. That answers that.
Opportunity costs might have something to do with that. Especially on the IS side, they don't have a lock on alternative that doesn't say Streak in front of it. That said for the clan mechs the ATM's are good... but they can't saturate like LRM's due to ammo constrictions. Or so I'm told. Our group runs several setups on mechs like the Viper, Stormcrow and even some heavier models though that's usually a second weapon or at least gone moderately into.
We mix up MRM / ATM / LRM on a regular basis even running SRM splat assaults from time to time. But what's telling about that more with the ATM's particularly for clanners if that once you've confirmed ATM's on the enemy if they're isolated push. push them hard the ATM's fall off in CQB and can be hamstrung by AMS unless what you see Brain Cancer above doing in game.
In my opinion and observation the ATM's are one of the, if not THE most powerful missile weapon in the game. I've seen a set of 12's delte a mid or light in the right situations under light fire from another mech. And i'm talking MG + Tag light. They can do an obscene amount of splat damage and the LRM argument is void at that range... granted.
However if you're talking brawls, and lets face it most do, the team that's softer when in the brawl is the one at a disadvantage, that comes from early scouts of lights or fast mediums with NARC and Tag to cut through ECM coverage while maintaining that for the LRM users if caught out. If engaged in combat and you have a tag that should be on your main weapon keys or an easy button to hold so you can tag while you fight. Might not always be perfect but it will help.
Again, you'd be foolish to say ATM's are bad just because of their minimum range. They have a grotesque ability to **** allover things at 150-240 ish but outside of that they lose that edge somewhat and at extreme ranges both close and far you're just throwing weaker LRM's at range, and up close, phantom missiles with no damage to the enemy destroying your cooling economy. At least the clan PPC's can cover that point blank zone if you want to run them besides the ATM's.
[Edit]
Brain Cancer, on 09 August 2017 - 09:24 PM, said:
Unguided and poorer spread, but similar favorable range (around 500m) and unlike ATMs, no minimum range. Maybe that old LRM/SRM 9M hardpoint Archer with MRM 10's instead of SRM 6's.
Funny you should mention that our missile guy also runs an archer and he hasn't tried this out yet. Considering his past results with that Mech I may get him to run it and see how things work out... keep ya posted on that.
Edited by Maker L106, 09 August 2017 - 09:37 PM.



































