Yumoshiri, on 20 August 2017 - 11:54 AM, said:
did you consider putting this in a supernova?
personally, i did try atm's on a scorch: 3x atm6 + 2x lbx20
atm6's have better spread than 9's...and equal spread to atm3. you can take 2 atm 3's to save half a ton; but they create more heat.
I dont have the A variant of the Supernova, but I dont see why it wouldn't work on it as well. Positioning and keeping the distance is going to be harder with the XL325 compared to the Scorch's XL360, but you get two more energy hardpoints so more firepower for self defence if someone gets within your minimal range.
I just feel like the smaller ATM's are not all too great unless you can pack lots of them. Like this:
https://www.dropbox....0Build.jpg?dl=0
Koniving, on 20 August 2017 - 11:58 AM, said:
In general, you will have an issue with practicality and situational execution.
What I mean is this:
SRMs reload fast and don't rely on any gimmicks and though they spread, it is very predictable.
ATMs practically need lock ons, are slower to reload, and their spread is not predictable.
Against large, slow targets SRMs are clearly the better choice. In chance encounters, SRMs may also be the better choice against lighter pests especially if ECM starts coming into play.
In most cases against lighter pests, though, you'll want ATMs. If your aim isn't particularly good, you'll want ATMs. If your Scorch isn't very quick with torso twisting, you'll want ATMs.
If your weapons layout relied heavily on the arms, you'd also want ATMs (if you know how to use your arms well via the "o" crosshair; if you use armlock anyway, then go with SRMs).
Actually out of all lock ons the ATM's are clearly the most accurate ones. SSRM's goes all over the place and will pretty much hit every component even if shot at point blank range. LRM's spread too but its not as bad. ATM's however seems to seek quite well on center and sidetorsos. On faster mechs they tend to hit legs more.
If you only have 2-4 missile hardpoints I would go for 2-4 big ATM's instead of SRM6+A. Damage output is just so much better and SRM's (even with artemis) truly become somewhat accurate at 150m or less. So when having something like that in a big and slow mech it can often be hard to really get to use them without taking too much fire in return. The 144 damage within the optimal range of 4xATM12 is just so much that you will often get open CT or ST from assault after just one volley.
The biggest weakness of ATM's is really the AMS. One AMS is not too bad when you have several big ATM launchers or lots of smaller ones, but two or more AMS will pretty much shut you down.
I dont think the 120m minimal range is as much of a downside as people make out of it. 120m is pretty short range so someone really needs to commit on killing you by coming that close which makes them vulnerable to your teammates. Also before he can get that close you can usually land at least one full volley from ATM's which means he will more likely have open components which you can then start working with your backup weapons.
Dakota1000, on 20 August 2017 - 12:04 PM, said:
I'd only recommend ATMs if you go all in with 4 ATM12s. ATMs get torn up by AMS pretty bad if you aren't using a whole lot of them.
Exactly! Not just because of the AMS, but also because they really become scary weapon when you have lots of them. If you are planning to take 2-3 small ATM's as some sort of backup weapon, dont bother, go for SRM's instead.
Edited by PaquIS, 21 August 2017 - 06:03 AM.