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Atm Breaks Playing

Gameplay Balance Loadout

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#1 BEARDOOM

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Posted 18 August 2017 - 11:12 AM

I played first time in life with ATM's. Linebacker PRIME with 2 ATM's12.
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 BEARDOOM

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Posted 18 August 2017 - 11:16 AM

I never used for 1,5 year LRM's. Now I see why lot of my friend left the game. Rad dep is for MUST in open maps. Give us MOD of MECH SELECTION after MAP SELECTION!!!!!

#3 Ruar

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Posted 18 August 2017 - 11:18 AM

ATMs can be strong, but they have weak points as well.

#4 Jun Watarase

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Posted 18 August 2017 - 11:21 AM

View PostBEARDOOM, on 18 August 2017 - 11:12 AM, said:

I played first time in life with ATM's. Linebacker PRIME with 2 ATM's12.
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 Ruar

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Posted 18 August 2017 - 11:25 AM

View PostJun 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 KursedVixen

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Posted 18 August 2017 - 11:26 AM

View PostJun 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.
try that with a slow mech like a Direwolf, though.

Yes atm's have their weakness (I still wish the minimum was 90 and not 120)

#7 Kitty Bacon

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Posted 18 August 2017 - 12:03 PM

Having 2 ATM12s on chainfire is why I love running my dual AMS Wolfhound, Vindi and Jester. seeing that stream of missiles getting deleted over my head before they reach target is such a nice feeling.

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

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 BEARDOOM

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Posted 18 August 2017 - 12:27 PM

Warriors... I'm brawler from begining. Assoults, ballistics, heavyes SRM's, but never LRM, ATM. Now that I know for this, that you click without aiming, just TAG and bambam. I say this is "moron mode". This whole LRM, ATM, SSRM... MUST, MUST be much more spreaded, and little nerfed wit distance.
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 KursedVixen

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Posted 18 August 2017 - 12:29 PM

View PostKitty Bacon, on 18 August 2017 - 12:03 PM, said:

Having 2 ATM12s on chainfire is why I love running my dual AMS Wolfhound, Vindi and Jester. seeing that stream of missiles getting deleted over my head before they reach target is such a nice feeling.

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

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.
yeah why don't people use the Laser ams the tonnage you save in ammo you can use for heatsinks, and for clans (LAMS is 1 ton) it's much easier.

#10 El Bandito

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Posted 18 August 2017 - 12:31 PM

1K spread damage is not impressive. Guided missiles in MWO is pretty lack luster. Far better to use direct fire weapon. ATMs especially are far too situational to be effective at all times.

Unless OP is trolling and my advice fell on deaf ears.

#11 Battlemaster56

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Posted 18 August 2017 - 12:33 PM

You could dumb fire ATM's also you don't need to chain fire 2 ATM 12's since ghost heat kicks in if you have 3 or more, also were alot other FPS titles have lock on weapons so it's nothing new, and not worth of complaining let alone saying it break FPS immersion.

#12 Kitty Bacon

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Posted 18 August 2017 - 01:09 PM

View PostEl Bandito, on 18 August 2017 - 12:31 PM, said:

1K spread damage is not impressive. Guided missiles in MWO is pretty lack luster. Far better to use direct fire weapon. ATMs especially are far too situational to be effective at all times.

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 RestosIII

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Posted 18 August 2017 - 01:12 PM

2-3 AMS can completely lock down my 4 ATM 12 MCII. 1-2 AMS would cripple your stream fire setup. ATMs are in an alright place currently, but if I were to vote, I'd say they need some HP buffs, not nerfs.

#14 Khobai

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Posted 18 August 2017 - 01:17 PM

The way ATMs were implemented into MWO is a travesty.

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 BEARDOOM

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Posted 18 August 2017 - 01:26 PM

I tried with MCII-1 +LBX20... I didn't be so well. It was first lack! It graves you if brawler aprouch. But it is one finger play.

#16 Shadowomega1

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Posted 18 August 2017 - 01:32 PM

I think atms have the same HP as LRMs/streaks, however due to the lower volume less are likely to get though. Only buff I would make would lower min range to 90 from 120 and increase ammo count to 120 from 90.

View PostKursedVixen, on 18 August 2017 - 12:29 PM, said:

yeah why don't people use the Laser ams the tonnage you save in ammo you can use for heatsinks, and for clans (LAMS is 1 ton) it's much easier.


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.

View PostKhobai, on 18 August 2017 - 01:17 PM, said:

The way ATMs were implemented into MWO is a travesty.

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 Kitty Bacon

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Posted 18 August 2017 - 01:33 PM

View PostKhobai, on 18 August 2017 - 01:17 PM, said:

The way ATMs were implemented into MWO is a travesty.

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

#18 Kuaron

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Posted 18 August 2017 - 01:44 PM

View PostKhobai, on 18 August 2017 - 01:17 PM, said:

The way ATMs were implemented into MWO is a travesty.

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 BEARDOOM

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Posted 18 August 2017 - 02:25 PM

One question, when someone reports you, what happened then? You whait longer for game, or what?

#20 Tier5 Kerensky

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Posted 18 August 2017 - 02:32 PM

View PostBEARDOOM, on 18 August 2017 - 02:25 PM, said:

One question, when someone reports you, what happened then? You whait longer for game, or what?


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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