Jump to content

Is Atm Min Range Supposed To Be 120M Or 180M?


51 replies to this topic

#41 ShiverMeRivets

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • 520 posts

Posted 03 February 2019 - 01:39 AM

View PostStinger554, on 23 October 2017 - 09:37 AM, said:

A better compromise is no minimum with ramping down damage for under 120. For a weapon that is supposed to function at all ranges having a minimum is dumb.

You do realize that if you make ATMs an all range weapon, they will have to be worse that any of the other systems that specializes in that range, right?
So ATM will need to be worse than streaks under 270 m, and worse than LRMs at longer ranges.

The minimum range vulnerability is the only excuse to make then so powerful at mid ranges. Close this loophole, and ATMs will get a big fat nerf to all ranges - in particular the 3 damage/missile at 120-270 will have to go way WAY down.

#42 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,133 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 03 February 2019 - 04:36 AM

View PostShiverMeRivets, on 03 February 2019 - 01:39 AM, said:

You do realize that if you make ATMs an all range weapon, they will have to be worse that any of the other systems that specializes in that range, right?
So ATM will need to be worse than streaks under 270 m, and worse than LRMs at longer ranges.

The minimum range vulnerability is the only excuse to make then so powerful at mid ranges. Close this loophole, and ATMs will get a big fat nerf to all ranges - in particular the 3 damage/missile at 120-270 will have to go way WAY down.


I'm okay with that, make it 1.6/2.0/2.4 damage with no minimum range, and I'll be delighted.

That being said, we could possibly capitalize on ATMs having fire-and-forget feature, and center it's performance on it being completely reliable.

View PostChortles, on 03 February 2019 - 12:40 AM, said:

If minimum range was removed from ATMs, what would be the purpose of Streak SRMs? An ATM-12 weighs 7 tons while two CSSRM-6 weigh 9 tons. ATMs aim center mass like LRMs while Streaks has the forced spread.


No, 2x CSSRM6 weighs 6 tons.

And it would function as the Anti-Light like it was supposed to be. The stream-fire nature would also mean that it's a lot easier to dodge while juking on corners. The ATMs do have the tendency to center-mass, but the Streaks have bone-tracking which means it's far more consistent in it's use of damage due to less misses (if not effective by putting it all on the center-mass).

Edited by The6thMessenger, 03 February 2019 - 04:41 AM.


#43 Chortles

    Member

  • PipPipPip
  • Ace Of Spades
  • 89 posts

Posted 03 February 2019 - 10:14 AM

View PostThe6thMessenger, on 03 February 2019 - 04:36 AM, said:

No, 2x CSSRM6 weighs 6 tons.

And it would function as the Anti-Light like it was supposed to be. The stream-fire nature would also mean that it's a lot easier to dodge while juking on corners. The ATMs do have the tendency to center-mass, but the Streaks have bone-tracking which means it's far more consistent in it's use of damage due to less misses (if not effective by putting it all on the center-mass).

Woops you're right. I was looking at IS SSRM-6 on Smurfy.

Yes, ATMs have an issue with travel time like LRMs because of the stream fire, but that issue wouldn't really be present when you're fighting them below 120m. ATMs aiming for center mass is a lot more dangerous for lights because focus damage is the primary method in killing them. If they stare at the ATMs head on, they risk getting their center and sides destroyed, but if they torso twist, their sides will take all of the shots. The recent change to streak's aiming that makes more missiles target the center portions means the damage is spread even more across the body rather than focused on one location.

The biggest difference between streaks and ATMs is what they are designed to counter. Streaks only counter fast mechs. Have you ever seen a heavy or assault mech run from a streak boat? ATMs are dangerous to all mechs within medium range and it has capabilities to fight at long range. As stated from an above post, if you add short range, they will need to be less effective than streaks in short range, and they will need their medium ranged nerfed to balance their ability to fight at all ranges.

#44 Stinger554

    Member

  • PipPipPipPipPipPip
  • Wrath
  • Wrath
  • 383 posts

Posted 03 February 2019 - 12:22 PM

View PostShiverMeRivets, on 03 February 2019 - 01:39 AM, said:

You do realize that if you make ATMs an all range weapon, they will have to be worse that any of the other systems that specializes in that range, right?
So ATM will need to be worse than streaks under 270 m, and worse than LRMs at longer ranges.

The minimum range vulnerability is the only excuse to make then so powerful at mid ranges. Close this loophole, and ATMs will get a big fat nerf to all ranges - in particular the 3 damage/missile at 120-270 will have to go way WAY down.

Er....ATMs are worse than LRMs are long range already...maybe you don't understand what i mean by ramping damage down under 120m...

Sub 120 they will ramp down on damage so they won't be doing 3 damage or even two damage if that's too much, similar to how C-LRMs operate under 180m.

#45 Shadowomega1

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 987 posts

Posted 03 February 2019 - 12:39 PM

View PostShiverMeRivets, on 03 February 2019 - 01:39 AM, said:

You do realize that if you make ATMs an all range weapon, they will have to be worse that any of the other systems that specializes in that range, right?
So ATM will need to be worse than streaks under 270 m, and worse than LRMs at longer ranges.

The minimum range vulnerability is the only excuse to make then so powerful at mid ranges. Close this loophole, and ATMs will get a big fat nerf to all ranges - in particular the 3 damage/missile at 120-270 will have to go way WAY down.


Just fyi they have those it is called iATMs or Improved Advanced Tactical Missiles and those are Jihad era weapons. As for why ATMs do 3 damage is due to the clans having access to HE SRMs which do 3 damage.

http://www.sarna.net...actical_Missile

Read up.

If the game does later move to the Unreal engine maybe we can get ammo swapping which means players will have to switch in the field and carry a limited ammo of each ammo type.

#46 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,133 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 03 February 2019 - 04:17 PM

View PostChortles, on 03 February 2019 - 10:14 AM, said:

Yes, ATMs have an issue with travel time like LRMs because of the stream fire, but that issue wouldn't really be present when you're fighting them below 120m.


At that distance, you might as well use standard SRMs.

At 160 KPH you have about 45 Meter/second, but to compare clan-streaks are at 260 m/s, so there's a round 1.4s of window time for with 45 meter/second means there's about 60 meter of window, and so I would argue it's best to use streaks at 300m.

View PostChortles, on 03 February 2019 - 10:14 AM, said:

ATMs aiming for center mass is a lot more dangerous for lights because focus damage is the primary method in killing them. If they stare at the ATMs head on, they risk getting their center and sides destroyed, but if they torso twist, their sides will take all of the shots.


Here's the thing, the ATMs have a definite amount of spread, which means it's consistent between mech sizes, which also means the bigger you are like a King Crab, the more likely you are to be saturated by the Volley.

The Streaks on the other hand, bone seeking means the missiles will track the components regardless of the size, and it's already distributed in a Normal Distribution.

View PostChortles, on 03 February 2019 - 10:14 AM, said:

The recent change to streak's aiming that makes more missiles target the center portions means the damage is spread even more across the body rather than focused on one location.


So where's the problem then? Is this just a Pro-Light complaint?

View PostChortles, on 03 February 2019 - 10:14 AM, said:

The biggest difference between streaks and ATMs is what they are designed to counter. Streaks only counter fast mechs.


So why are we even discussing?

View PostChortles, on 03 February 2019 - 10:14 AM, said:

Have you ever seen a heavy or assault mech run from a streak boat? ATMs are dangerous to all mechs within medium range and it has capabilities to fight at long range. As stated from an above post, if you add short range, they will need to be less effective than streaks in short range, and they will need their medium ranged nerfed to balance their ability to fight at all ranges.


No, they don't need to be less effective than streaks in short range, because they aren't doing what streaks are supposed to be doing. Whether the ATM is a lot more powerful, you still have a point in taking streaks because they would end up far more dangerous to lights which was the point.

Also their mid-range is actually less powerful than LRMs already ton-for-ton, so there's really no nerf needed for their mid-range damage.

Edited by The6thMessenger, 03 February 2019 - 04:25 PM.


#47 Chortles

    Member

  • PipPipPip
  • Ace Of Spades
  • 89 posts

Posted 03 February 2019 - 10:52 PM

View PostThe6thMessenger, on 03 February 2019 - 04:17 PM, said:


At that distance, you might as well use standard SRMs.

At 160 KPH you have about 45 Meter/second, but to compare clan-streaks are at 260 m/s, so there's a round 1.4s of window time for with 45 meter/second means there's about 60 meter of window, and so I would argue it's best to use streaks at 300m.

I thought I was comparing ATMs and streaks. You might as well bring dual heavy gauss and save the trouble.

Yes I'm aware that streaks travel slightly faster than ATMs, but that's not the issue that I have.

View PostThe6thMessenger, on 03 February 2019 - 04:17 PM, said:


Here's the thing, the ATMs have a definite amount of spread, which means it's consistent between mech sizes, which also means the bigger you are like a King Crab, the more likely you are to be saturated by the Volley.

The Streaks on the other hand, bone seeking means the missiles will track the components regardless of the size, and it's already distributed in a Normal Distribution.


View PostThe6thMessenger, on 03 February 2019 - 04:17 PM, said:


So where's the problem then? Is this just a Pro-Light complaint?


A slightly injured light is still a deadly mech if it can just run away and attack at a different position. With the old streaks, the missiles had an equal distribution on each body part. With the new streaks, a bell curve is applied to the targeting, meaning less missiles on the legs and arms. The last time I took streak hits, all of my armor was equally orange. The new streaks has less ability to strip components because it only slowly kills you equally. ATMs has a slight spread, sure, but what difference does it make when you high alpha damage that is more directed on an area? As I said earlier, focus damage is what kills lights since tickling their armor does nothing.

View PostThe6thMessenger, on 03 February 2019 - 04:17 PM, said:


So why are we even discussing?


View PostThe6thMessenger, on 03 February 2019 - 04:17 PM, said:


No, they don't need to be less effective than streaks in short range, because they aren't doing what streaks are supposed to be doing. Whether the ATM is a lot more powerful, you still have a point in taking streaks because they would end up far more dangerous to lights which was the point.


I've already said this. Streaks kill lights and fast mediums and are almost worthless against heavies and assaults. In the medium range bracket, ATMs kill lights, mediums, heavies, and assaults. If you allow ATMs to fire at short range, why would anyone use streaks anymore? You said it yourself that ATMs don't need to be less effective than streaks at short range because they won't do what streaks do. Except that they will do it better and to a wider variety of mechs.

View PostThe6thMessenger, on 03 February 2019 - 04:17 PM, said:


Also their mid-range is actually less powerful than LRMs already ton-for-ton, so there's really no nerf needed for their mid-range damage.


Are we referring to ATMs medium range as its full 3 damage missiles? I was always referring short ranged as below minimum range since the entire point of this thread was allowing them to deal damage below 120m with some penalty, thus creating a new range bracket.

Edited by Chortles, 03 February 2019 - 10:59 PM.


#48 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,133 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 04 February 2019 - 12:21 AM

View PostChortles, on 03 February 2019 - 10:52 PM, said:

I thought I was comparing ATMs and streaks. You might as well bring dual heavy gauss and save the trouble.


You don't get it, at 120m, unless you're bad at aiming, the homing feature of both ATMs and streaks aren't that much of an advantage and if anything the extra locking would mean there's extra steps for what would be simpler way of delivering damage.

But okay sure, tell you what. Lets drop it, and say it's just SSRM vs ATMs.

View PostChortles, on 03 February 2019 - 10:52 PM, said:

Yes I'm aware that streaks travel slightly faster than ATMs, but that's not the issue that I have.


But I am just pointing out that for the purposes of light-hunting, Streaks are adequate.

View PostChortles, on 03 February 2019 - 10:52 PM, said:

A slightly injured light is still a deadly mech if it can just run away and attack at a different position. With the old streaks, the missiles had an equal distribution on each body part. With the new streaks, a bell curve is applied to the targeting, meaning less missiles on the legs and arms. The last time I took streak hits, all of my armor was equally orange. The new streaks has less ability to strip components because it only slowly kills you equally. ATMs has a slight spread, sure, but what difference does it make when you high alpha damage that is more directed on an area? As I said earlier, focus damage is what kills lights since tickling their armor does nothing.


But what you are getting is that, ATMs is less focused at smaller targets.

View PostChortles, on 03 February 2019 - 10:52 PM, said:

I've already said this. Streaks kill lights and fast mediums and are almost worthless against heavies and assaults. In the medium range bracket, ATMs kill lights, mediums, heavies, and assaults.


Streaks are less effective, but they can kill heavies and assault, given with enough tubes. Likewise, it's not a question of killing -- you could kill mechs with any damaging weapon as long as you have enough time to do, but it's a question of which is more effective. And the Streaks are much more effective to smaller and faster targets, because they are much more reliable in tracking them.

ATMs are less effective at smaller targets, and more effective at larger targets. But SSRMs are less effective at larger targets, and more effective at smaller targets.

And then there's also the question of reliability, as in ATMs need constant lock to guide the missiles, but streaks have 100% tracking strength and fire-and-forget capability which means they will still nab a light or fast-med even if they broke lock, saved for cover.

If you still don't get it, let me sum it up for you: ATMs and Streaks have different niches.

View PostChortles, on 03 February 2019 - 10:52 PM, said:

If you allow ATMs to fire at short range, why would anyone use streaks anymore?


First off, they can, but you won't do damage.

Second, it's easier to nab lights and fast meds with them because they are after all, homing AND fire-and-forget.

View PostChortles, on 03 February 2019 - 10:52 PM, said:

You said it yourself that ATMs don't need to be less effective than streaks at short range because they won't do what streaks do. Except that they will do it better and to a wider variety of mechs.


Unless they have volley-fire than stream-fire, 100% tracking strength (turns really fast) and bone-targeting (flies towards the component), fire-and-forget (doesn't need constant missile lock), no they don't. The point of streaks, as it seemed to me, that it's little about dealing damage but more of being the "easy-mode" short-range missile, basically a crutch.

Staying out of minimum-range isn't hard to do, fast mechs do it all the time like ATMs on a Shadowcat. But why hasn't SSRMs become obsolete? Where is your outrage for ATMs doing better damage (3-damage/missile) than streaks between 270m and 120m?

Your concern with ATMs obsoleting Streaks is a fundamental misunderstanding of the point of Streaks. To put it simply, Streaks doesn't exist to capitalize on the fact that ATMs have minimum range.

We (I) don't use the streaks for the 120m below that the ATMs couldn't do, we (I) use it for the 360m range it gives me and the fire-and-forget 100% tracking function it has. And this is why, despite the overlapping range of ATMs and SSRMs, the Streaks right now still see use and the ATM doesn't encroach over it.

View PostChortles, on 03 February 2019 - 10:52 PM, said:

Are we referring to ATMs medium range as its full 3 damage missiles? I was always referring short ranged as below minimum range since the entire point of this thread was allowing them to deal damage below 120m with some penalty, thus creating a new range bracket.


I don't get it. Whatever happen to "nerf at all ranges?" ATMs doing 2 damage at mid-range, which it deals less damage ton-for-ton than LRMs, it's already weak.

I'm pretty sure the close-range would have been 3 damage/missile. ATMs are supposedly multi-ammo launcher, in which the ER, STD, and HE ammo are fused into one, and the HE ammo doesn't have minimum range unlike the other two.

That being the case, if you prefer the 2 damage/missile within minimum-range, that is fine by me.

Edited by The6thMessenger, 04 February 2019 - 12:45 AM.


#49 ShiverMeRivets

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • 520 posts

Posted 04 February 2019 - 03:49 AM

ATMs are already a powerful weapon. Some may say even OP.
What is being suggested here regarding short range damage is a straight full buff to ATMs. I don’t think some of the posters here realize what a huge buff this is. Not only this will allow doing damage at sub 120m ranges, this will also enable builds boating even more ATMs because they will not need any short range backup. A hard 120m cutoff forces players to keep moving and repositioning in order not to cross it, therefore they shoot less.

If this suggestion comes to pass, something about ATMs will need to be nerfed, and nerfed hard (expect the 120–270 range bracket to be hit first). I almost wish that PGI accepts this idea for 0-range damage just so I could enjoy all the forum whining once ATM advocates see what it means in-game :D

Edited by ShiverMeRivets, 04 February 2019 - 03:51 AM.


#50 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,133 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 04 February 2019 - 03:55 AM

View PostShiverMeRivets, on 04 February 2019 - 03:49 AM, said:

ATMs are already a powerful weapon. Some may say even OP.
What is being suggested here regarding short range damage is a straight full buff to ATMs. I don’t think some of the posters here realize what a huge buff this is. Not only this will allow doing damage at sub 120m ranges, this will also enable builds boating even more ATMs because they will not need any short range backup. A hard 120m cutoff forces players to keep moving and repositioning in order not to cross it, therefore they shoot less.

If this suggestion comes to pass, something about ATMs will need to be nerfed, and nerfed hard (expect the 120–270 range bracket to be hit first). I almost wish that PGI accepts this idea for 0-range damage just so I could enjoy all the forum whining once ATM advocates see what it means in-game Posted Image


Well, again, we've (i've) been saying before to adjust damage to 1.6/2.0/2.4, which means it's a lot more useful long-range while less powerful short-range without minimum-range.

#51 Grus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Devil
  • Little Devil
  • 4,157 posts

Posted 04 February 2019 - 08:00 AM

What's with the necromancers lately?

#52 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 04 February 2019 - 08:08 AM

Lately?
what you talkin about willis?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users