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#1
Posted 18 August 2017 - 11:12 AM
Damage was 956, and I had light TAG RIGHT click, ATM's on chain LEFT click. This gameplay is for morrons and break the FPS gamplay. WHAT will PGI do with this? For me is Bull S... play!
#2
Posted 18 August 2017 - 11:16 AM
#3
Posted 18 August 2017 - 11:18 AM
#4
Posted 18 August 2017 - 11:21 AM
BEARDOOM, on 18 August 2017 - 11:12 AM, said:
Damage was 956, and I had light TAG RIGHT click, ATM's on chain LEFT click. This gameplay is for morrons and break the FPS gamplay. WHAT will PGI do with this? For me is Bull S... play!
I think its sad when a battletech game is described as a FPS.
Is this post meant to be satire? ATMs are super easy to counter. Just reverse behind a rock before the missiles get there. Or just take AMS.
#5
Posted 18 August 2017 - 11:25 AM
Jun Watarase, on 18 August 2017 - 11:21 AM, said:
I think its sad when a battletech game is described as a FPS.
Is this post meant to be satire? ATMs are super easy to counter. Just reverse behind a rock before the missiles get there. Or just take AMS.
Seems he's ESL. And MWO is an FPS more than anything else, which is nice because I like having a Battletech FPS as well as the RTS versions.
#6
Posted 18 August 2017 - 11:26 AM
Jun Watarase, on 18 August 2017 - 11:21 AM, said:
I think its sad when a battletech game is described as a FPS.
Is this post meant to be satire? ATMs are super easy to counter. Just reverse behind a rock before the missiles get there. Or just take AMS.
Yes atm's have their weakness (I still wish the minimum was 90 and not 120)
#7
Posted 18 August 2017 - 12:03 PM
It gives my assaults some security knowing that if there are missiles flying and we got plenty of AMS, we can charge the boats without too much worry.
![:P](https://static.mwomercs.com/forums//public/style_emoticons/default/tongue.png)
Too bad most people skip putting a 1.5 ton laser AMS on their mech because they want the weight for heatsinks or armor. that 1.5 tons is worth it, IMO! 12 mechs running 1/2 AMS each can really put up enough flack to discourage any missile user.
#8
Posted 18 August 2017 - 12:27 PM
Question... Why I aim with UAC20, UAC10, AC10...??? When I just click withou aiming and 1K DMG.
I play games since 1985 SPECTRUM... This is FPS.
#9
Posted 18 August 2017 - 12:29 PM
Kitty Bacon, on 18 August 2017 - 12:03 PM, said:
It gives my assaults some security knowing that if there are missiles flying and we got plenty of AMS, we can charge the boats without too much worry.
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/tongue.png)
Too bad most people skip putting a 1.5 ton laser AMS on their mech because they want the weight for heatsinks or armor. that 1.5 tons is worth it, IMO! 12 mechs running 1/2 AMS each can really put up enough flack to discourage any missile user.
#10
Posted 18 August 2017 - 12:31 PM
Unless OP is trolling and my advice fell on deaf ears.
#11
Posted 18 August 2017 - 12:33 PM
#12
Posted 18 August 2017 - 01:09 PM
El Bandito, on 18 August 2017 - 12:31 PM, said:
Unless OP is trolling and my advice fell on deaf ears.
I agree with you. Having high damage with LRMs is almost a given with their spread. Plus ATMs have a much shallower arch than regular LRMs so hiding behind cover at extreme distances is easier to avoid ATMs than LRMs, which fall at a 45 degree angle onto their target.
#13
Posted 18 August 2017 - 01:12 PM
#14
Posted 18 August 2017 - 01:17 PM
ATMs are meant to be a versatile, flexible weapon thats capable, but not great, in all range bands.
Theyre not supposed to be an inflexible niche 120m-270m weapon that slams things for broken amounts of damage.
That is not in the spirit of the weapon.
ATMs should have no min range, they should have 50% more health per missile to survive the tyranny of AMS, and they should have their damage changed to a flat amount of damage, say 2.0-2.2 damage per missile, instead of their damage stepping down from 3/2/1. No min range and more HP is a fair tradeoff for less damage at short range.
Edited by Khobai, 18 August 2017 - 01:28 PM.
#15
Posted 18 August 2017 - 01:26 PM
#16
Posted 18 August 2017 - 01:32 PM
KursedVixen, on 18 August 2017 - 12:29 PM, said:
As for LAMS it works fine when using 1 but I have found 3 will over heat you very very fast. So fast in fact that you likely have to turn it off to keep from shutdown. If you desire to test it take a kitfox into the academy and go into the area across the river, find a high spot out of range of direct fire weapons turn off your ECM and watch how fast the AI mechs will shut you down, and then keep you "stun" locked. Now think of some matches on Polar and how many times more missiles are flying there.
Khobai, on 18 August 2017 - 01:17 PM, said:
ATMs are meant to be a versatile, flexible weapon thats capable, but not great, in all range bands.
Theyre not supposed to be an inflexible niche 120m-270m weapon that slams things for broken amounts of damage.
That is not in the spirit of the weapon.
They are as flexible as they can be without ammo swapping. 120-270 is HE SRM range aka 3 damage, 271-500 which is 2 damage range (effectively SRMs but with greater range), and 501- 1k (or more depending on range) has 1 damage which is LRMs with greater range.
Edited by Shadowomega1, 18 August 2017 - 01:36 PM.
#17
Posted 18 August 2017 - 01:33 PM
Khobai, on 18 August 2017 - 01:17 PM, said:
ATMs are meant to be a versatile, flexible weapon thats capable, but not great, in all range bands.
Theyre not supposed to be an inflexible niche 120m-270m weapon that slams things for broken amounts of damage.
That is not in the spirit of the weapon.
ATMs should have no min range, they should have 50% more health per missile to survive the tyranny of AMS, and they should have their damage changed to a flat amount of damage, say 2.0-2.2 damage per missile, instead of their damage stepping down from 3/2/1. No min range and more HP is a fair tradeoff for less damage at short range.
If they give Clan ATMs no min range they need to bring back IS min range damage buffer they had in beta. Where it was 100% damage at 180 and gradually fell in damage to 0m.
![:P](https://static.mwomercs.com/forums//public/style_emoticons/default/tongue.png)
#18
Posted 18 August 2017 - 01:44 PM
Khobai, on 18 August 2017 - 01:17 PM, said:
ATMs are meant to be a versatile, flexible weapon thats capable, but not great, in all range bands.
Theyre not supposed to be an inflexible niche 120m-270m weapon that slams things for broken amounts of damage.
That is not in the spirit of the weapon.
ATMs should have no min range, they should have 50% more health per missile to survive the tyranny of AMS, and they should have their damage changed to a flat amount of damage, say 2.0-2.2 damage per missile, instead of their damage stepping down from 3/2/1. No min range and more HP is a fair tradeoff for less damage at short range.
But don't we already have the boring missile version, called LRMs?
They do have a little min range, but with reliable 20 dmg for 6 tons (for clans) as you suggest for the ATMs.
#19
Posted 18 August 2017 - 02:25 PM
#20
Posted 18 August 2017 - 02:32 PM
BEARDOOM, on 18 August 2017 - 02:25 PM, said:
Most likely nothing will happen, unless you get reported often. The waiting penalty is automatic if you do a team kill or enough team damage.
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