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How Do You Guys Feel About Atms?
Started by Glaive-, Nov 15 2017 08:56 PM
67 replies to this topic
#61
Posted 17 November 2017 - 11:03 AM
Why cant they just do 1 damage inside 120?
Why cant IS ppc's do 3 damage inside 90?
Zeroing out damage is very poor design for a multiplayer game. I can no scope with a sniper rifle in every game but this one... at some-point you need to look at how the industry of shooters functions.
Why cant IS ppc's do 3 damage inside 90?
Zeroing out damage is very poor design for a multiplayer game. I can no scope with a sniper rifle in every game but this one... at some-point you need to look at how the industry of shooters functions.
#62
Posted 17 November 2017 - 11:17 AM
It would be simpler if ATMs just had no min range and did a flat 2 damage at all ranges.
Then you dont have to play musical chairs to stay in the correct range band
Then you dont have to play musical chairs to stay in the correct range band
#63
Posted 17 November 2017 - 11:18 AM
Not twice, its 4 agains 6 seconds and same heat. Too much downsides for 2 seconds faster cooldown.
But anyway.
If I had a choice between 3 damage and minrange vs flat 2 damage, I would take min range. Because 2 damage is nothing close to like a truck but at the same time it makes lurms and streaks obsolete. Or more obsolete than they are now.
2 all-range damage from 2xATM12 is an equivalent to what, two LRM20 + LRM5 and no min range? Yes please, but then noone will use lurms.
And also its straight out better than streaks are now because 2xATM12 is the same damage as 4xSSRM6 but with greater range and no stupid spread across all locations.
But anyway.
Khobai, on 17 November 2017 - 10:47 AM, said:
and people would absolutely use ATMs if they were 2 damage and had no min range. I already explained why. Because they still hit like a truck at short range even at 2 damage.
If I had a choice between 3 damage and minrange vs flat 2 damage, I would take min range. Because 2 damage is nothing close to like a truck but at the same time it makes lurms and streaks obsolete. Or more obsolete than they are now.
2 all-range damage from 2xATM12 is an equivalent to what, two LRM20 + LRM5 and no min range? Yes please, but then noone will use lurms.
And also its straight out better than streaks are now because 2xATM12 is the same damage as 4xSSRM6 but with greater range and no stupid spread across all locations.
#64
Posted 17 November 2017 - 11:19 AM
Quote
If I had a choice between 3 damage and minrange vs flat 2 damage, I would take min range. Because 2 damage is nothing close to like a truck but at the same time it makes lurms and streaks obsolete. Or more obsolete than they are now.
Of course. Who wouldnt take the 3 damage? But thats also not in the spirit of the weapon. And Id like a heavy laser that does 666 damage for 0 heat? but thats not in the spirit of the weapon either.
ATMs arnt supposed to be a 120-270 niche weapon that hammers people for massive damage. Theyre supposed to be a versatile weapon thats useful at ALL ranges.
Flat 2 damage at all ranges with no min range is in the spirit of the weapon.
3 damage with a min range and only good in a niche rangeband is NOT in the spirit of the weapon.
Quote
And also its straight out better than streaks are now because 2xATM12 is the same damage as 4xSSRM6 but with greater range and no stupid spread across all locations.
Streaks are already useless. So it wouldnt make a difference... nobody uses streaks now. so if nobody used streaks after ATMs were buffed, its no different.
Like I said, SRMs and Streaks need to do more damage.
Short range weapons should be a lot more brutal in this game.
IS SRMs/Streaks should be bumped upto 2.5 damage per missile. CSRMs/Streaks should be bumped up to 2.3 damage per missile. With IS streaks doing more damage, Cstreaks could fire faster then too.
Edited by Khobai, 17 November 2017 - 11:36 AM.
#65
Posted 20 November 2017 - 06:18 AM
Well, from my experience, ATMs are the very definition of a binary weapon system.
You got this window of 150 meters, in which ATMs are just ******* terrifying (Alphaing 36 of the buggers removes a good chunk of an atlas at optimal range) and if you plotted effectiveness vs range, you would see a huuuuuge spike there.
However, outside of that?
270 to 400 meters Streaks are just plain better, less hot and have higher ammo counts per ton. Above 450, LRMs do way better because they still kinda fly over cover whereas ATMs do not.
And below 120, well, you know what happens there.
You got this window of 150 meters, in which ATMs are just ******* terrifying (Alphaing 36 of the buggers removes a good chunk of an atlas at optimal range) and if you plotted effectiveness vs range, you would see a huuuuuge spike there.
However, outside of that?
270 to 400 meters Streaks are just plain better, less hot and have higher ammo counts per ton. Above 450, LRMs do way better because they still kinda fly over cover whereas ATMs do not.
And below 120, well, you know what happens there.
#66
Posted 20 November 2017 - 06:36 AM
Stop complaining about atm. They are mad powerful. it is a homing missile which has medium laser level dps/ton and AC10 level damage per heat efficiency in their optimal range. Doubles up as poor man's LRM.
They need min range for balance.
They need min range for balance.
Edited by lazorbeamz, 20 November 2017 - 06:37 AM.
#67
Posted 20 November 2017 - 12:30 PM
DPS isn't quite accurate because rarely do all missiles hit a target, and more importantly, the damage is spread type.
ATM's better damage up close gives them a niche, but the deadzone really, really hurts. They're the one weapon system range nodes are critical for, because they expand it's sweet spot as much as possible and it's "effective" (2 damage) range as well.
Honestly, if they had damage reduction stepdowns from 120m->20m like they do at their medium and long range bands, it'd be perfect. 0-damage deadzones suck for all weapons- IS LRMs, IS PPCs, ATMs. At least they got it right for IS HPPCs.
ATM's better damage up close gives them a niche, but the deadzone really, really hurts. They're the one weapon system range nodes are critical for, because they expand it's sweet spot as much as possible and it's "effective" (2 damage) range as well.
Honestly, if they had damage reduction stepdowns from 120m->20m like they do at their medium and long range bands, it'd be perfect. 0-damage deadzones suck for all weapons- IS LRMs, IS PPCs, ATMs. At least they got it right for IS HPPCs.
#68
Posted 20 November 2017 - 01:11 PM
lazorbeamz, on 20 November 2017 - 06:36 AM, said:
Stop complaining about atm. They are mad powerful. it is a homing missile which has medium laser level dps/ton and AC10 level damage per heat efficiency in their optimal range. Doubles up as poor man's LRM.
They need min range for balance.
They need min range for balance.
um what??
atm12 0.69 dps/t
ermed 1.22 dps/t
med pulse 0.9 dps/t
srm6 2 dps/t
srm6a 1.2 dps/t
ssrm6 0.67dps/t
lrm20 0.87dps/t
lrm20a 0.72dps/t
well they pretty much match streaks in dps/ton truly a great example of tonnage efficient weapon.
also i cant help myself
er micro 3.2 dps/ton.
mg 4 dps/ton
gauss 0.22dps/ton.
You really couldnt use any other stat to lie about?
Edited by davoodoo, 20 November 2017 - 01:19 PM.
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