

He Atms How Would You Make Them?
#1
Posted 03 November 2017 - 11:59 AM
Plz understand that this is not another PLZ BUFF MY CLAN X SYSTEM thread. I can understand how the current ATMs would be quite OP without the minimum range. I play both IS and Clan and of course want game balance, I would hate the to see half of my hangar become obsolete because clan becomes too OP. I would like however for the weapon system to feel more closely to what it is supposed to be rather than just being LRMs with more PoW, and be a Hybrid System of Long range and Short range as they are meant to be. I would be ok with number adjustments to damage for balance purposes.
In the case of the LBX autocannons for example, another weapon meant to use different types of ammo, we got regular ACs for clans emulating standard ammo. In the case of HE ATMs this could perhaps be an option. Making ATMs a short range options for mechs that cannot boat srms because of limited missile slots.
Another option would be perhaps having the current minimum range then having ATMs work again in 90/70ish-0m for HE charge (deadzone between 180-90/70ish m). Have then require a lock on to do the damage however so they cannot simply be dumbfired like srms and require a bit more facetime.
This are just a few ideas, I would like to hear how would YOU make HE ATMs.
#2
Posted 03 November 2017 - 12:01 PM
Get an engine that can properly switch fire modes.
Since we still don't have real LB-X, MWO's doesn't function. Nor will the IS MML launchers.
#3
Posted 03 November 2017 - 12:03 PM
Brain Cancer, on 03 November 2017 - 12:01 PM, said:
Get an engine that can properly switch fire modes.
Since we still don't have real LB-X, MWO's doesn't function. Nor will the IS MML launchers.


#4
Posted 03 November 2017 - 12:09 PM
The minimum range is an issue that goes against the whole idea of the weapon system so it kinda needs to go.
#5
Posted 03 November 2017 - 12:14 PM
#6
Posted 03 November 2017 - 12:21 PM
Brain Cancer, on 03 November 2017 - 12:14 PM, said:
Yep personally I'd gladly give up the ability to hit out to 1000+m in exchange for such a system(as firing ATMs at that range is a waste of ammo anyways).
Edited by Stinger554, 03 November 2017 - 12:22 PM.
#7
Posted 03 November 2017 - 12:26 PM
I rangeboost to increase my 3/2 damage "sweet spots" anyway. It's hilarious when some shmuck thinks I can't possibly get missiles past 1000m....and I start ticking off the AC/2 Mauler.
#8
Posted 03 November 2017 - 01:47 PM
reduce min range to 50m
#9
Posted 03 November 2017 - 05:09 PM
#10
Posted 03 November 2017 - 05:13 PM
ATMs should have NO min range whatsoever because theyre supposed to be capable at ALL ranges
ATMs should do a flat 2 damage at all ranges instead of 3/2/1
ATM max range should be 810m not 1100m
"But ATMs would be better than LRMs then"
not really because LRMs can indirect fire and ATMs cant (at least not well). that makes a huge difference.
Edited by Khobai, 03 November 2017 - 05:15 PM.
#11
Posted 03 November 2017 - 07:09 PM
Khobai, on 03 November 2017 - 05:13 PM, said:
ATMs should have NO min range whatsoever because theyre supposed to be capable at ALL ranges
ATMs should do a flat 2 damage at all ranges instead of 3/2/1
ATM max range should be 810m not 1100m
"But ATMs would be better than LRMs then"
not really because LRMs can indirect fire and ATMs cant (at least not well). that makes a huge difference.
Yeah, those numbers will need tweaking then cause I'll be running ATMs all day erry day. No min range is very powerful.
#12
Posted 03 November 2017 - 07:16 PM
Edited by FantasticMrDark, 03 November 2017 - 07:18 PM.
#13
Posted 03 November 2017 - 07:46 PM
I believe that ATM "just aren't right" and that that is on purpose... Strategically, you can't have a FPS arena with truly powerful weapons systems that aren't "first person"..... So, LRM's, ATM, SSRM, SRM's all get nerf'd to the point no one uses them; especially in competition.... Such a shame.....that you can't have what has been in books and board games for decades and logically correct so that a few can have an arena FPS somebody thinks they can build an e-Sports around.....
The answer to the riddle of balance isn't what you think it is.....the answer is the opposite of balance because when all of the MW weapons systems are "un-nerf'd" and are reverted back to their full capabilities, that comes from the Universe that created the entire story! It wasn't about balance at all and it was an extremely dangerous place and took extreme skill just to survive.... The Clans have genetically enhanced pilots, superior tech and skewed tactics and the IS had flexible tactics, below pariety tech and larger numbers.....The cold war scenario and think of a "Team Yankee" world.... How to make ATM's HE: enable them and force people to "think" versus "just point and shoot." Just my opinion.
Edited by Asym, 03 November 2017 - 07:48 PM.
#14
Posted 03 November 2017 - 08:12 PM
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wait you mean clan players might actually considering using missile weapons instead of laser vomit all the time?
id say thats objective accomplished
and no the numbers dont need tweaking. thats where they need to be for clan players to actually want to use them. no min range. 2 damage per missile. anything less and theres no point.
missile weapons are very weak in the game right now. they need to be much stronger.
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streaks are already invalidated.
its better to have useless streaks and useful ATMs than to have useless streaks AND useless ATMs.
better to save one than have both be awful.
Edited by Khobai, 03 November 2017 - 08:21 PM.
#15
Posted 03 November 2017 - 08:24 PM
Khobai, on 03 November 2017 - 05:13 PM, said:
40%, since you get 12 ATMs for every 20 LRMs tonnagewise. Plus they're slightly higher on velocity. More importantly, STOP STREAMFIRING ATMs. Streamfire was a nerf put in to make Clan LRMs different in performance from IS ones. There is no IS ATM to compare it to. Yet. (MMLs, someday...)
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ATMs should do a flat 2 damage at all ranges instead of 3/2/1
Yeah...no. This makes them a direct-fire LRM clone in terms of damage/ton of ammo that loses IDF mode for better velocity.
...speaking of which, Artemis should deliver better velocity in direct-fire mode. Velocity is accuracy+ for guided missiles in MWO.
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ATMs outrange LRMs. Wanna trim those down too?
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not really because LRMs can indirect fire and ATMs cant (at least not well). that makes a huge difference.
If it wasn't for the AMS vulnerability, CLRMs would barely make an impression outside of the potato fields.
#16
Posted 03 November 2017 - 08:32 PM
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Exactly. And thats how ATMs should work. ATMs should be direct-fire LRM clones that are better at short and medium range but worse at long range and give up the ability to indirect fire.
ATMs are meant to be a versatile jack-of-all-trades missile thats capable at all ranges but dont complete with more specialized weapons like SRMs or LRMs in their specific range brackets.
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ATMs should not outrange LRMs. LRMs should be the longest range missiles. LRMs should also have much higher velocity than ATMs so they can hit targets better at longer ranges. It makes no sense that ATMs have better velocity, that is completely backwards.
ECM stealth also needs to be removed because stealth should not be a function of ECM.
Missile weapons need to be unnerfed. There is no reason missile weapons need as many counters as they have.
Edited by Khobai, 03 November 2017 - 08:41 PM.
#17
Posted 03 November 2017 - 08:54 PM
#18
Posted 03 November 2017 - 08:58 PM
They weigh more per missile tube than any other missile weapon so thats fair.
#19
Posted 03 November 2017 - 10:41 PM
Increase velocity: +10%
Increase firing arc: +10 degrees
Increase missle health: +25%
Maximum range: no change
#20
Posted 03 November 2017 - 11:23 PM
Khobai, on 03 November 2017 - 08:32 PM, said:
Exactly. And thats how ATMs should work. ATMs should be direct-fire LRM clones that are better at short and medium range but worse at long range and give up the ability to indirect fire.
ATMs are meant to be a versatile jack-of-all-trades missile thats capable at all ranges but dont complete with more specialized weapons like SRMs or LRMs in their specific range brackets.
Actually, ATMs are designed to be better than both LRMs and SRMs in either damage or range, but pay for it with fewer tubes for the weight. And the LRM is the jack-of-all-trades missile in TT, seeing as the ATM is limited to a single (explosive) warhead type.
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ER ATMs outrange LRMs- but in turn are outranged by "extended" LRMs, which use a similar booster-missile arrangement to exceed the reach of standard LRM launchers. ER ATM ammo gets 180m past standard LRMs, but IS extended LRM launchers get another 270m beyond THAT. For that matter, Clan Streak LRMs, which are obscenely accurate (and direct fire) get similar superior range vs. standard LRMs, getting 210m further. Of course, the real compensator for all those other systems is the standard LRM launcher can use far more options than standard explosive rounds for which everyone else is stuck with.
And the fact that they can't is another reason why PGI's fail at ammo switching is such a problem. The LRM (and even more so, the MML) are designed to be general-purpose launchers capable of projecting a wide variety of useful payloads to the battlefield. That's their "thing".
Both ATMs and LRMs seriously need velocity boosts if they're ever expected to be accurate out to their "effective" range, though. But that's a different story.
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Missile weapons need to be unnerfed. There is no reason missile weapons need as many counters as they have.
I won't disagree with the really weird things PGI turned ECM into being revisited. ECM was supposed to counter advanced functions, not basic ones like missile locks.
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