Mutlak, on 14 September 2017 - 06:06 AM, said:
This is the previous post :
Even with the new skill tree my assault with fully upgraded AMS still taking a lot of damage from LRM. Lately a lot of match result ( winning or losing) seems only determined by number of LRM in each side. Whoever got more LRM ended up winning most of the time even if opposite team got AMS.
I believed at least AMS should have been more effective for countering LRM - not just reduced damage from taking missiles; but single ams capable to disabling single dedicated LRM boat-assault is not that fast in terms of mobility.
What do you think ?
; Anyone got different opinion ?
Any other idea ?
You are doing one of the following things wrong.
one: staying exposed to long assuming the AMS will negate LRM effectiveness. Keep in mind that an AMS is .5 tons + ammo using 1+ crit slots. It should not be capable of nullifying a larger LRM launcher even an LRM10 is 5tons + ammo and 3 crits (more with additional ammo)
two: Over estimating how effective AMS is. Assume 1 AMS is equal to destroying 5 LRMs.
three: not using enough AMS to accomplish your desired goals. I played a recent quick play match on Polar that was a perfect storm for my team. I was piloting a Crab -27 with twin AMS my team mates had a Kitfox with triple AMS and a firestarter with twin AMS. Our assault lance had an Annihilator with an AMS a Mauler and a Madcat MKII (some big mechs with loads of firepower)
The enemy had 2 Inner Sphere LRM assault LRM boat and a Supernova with ATMs (their assault lance was all LRM/ATM oriented ours was largely ballistics)
We formed up our light AMS carrier mechs around the Annihilator and flanked it with our other assaults and heavies and just marched straight ( in cover when possible) to the enemy assault mechs with 8 AMS blazing away. This easily reduced the incoming LRM fire by 50% and we massacared them in close quarters.