- The 3x damage sweet spot is key, but 2x ain't bad. Using them like LRM's is useless
- Fast mediums and heavies work best with them to keep in the above
- Does not synergize well with anything else. Mixed builds suck except for backup lzrs.
- 2xATM12 or 3xATM9 seems to be best balance of heat/tonnage/slots for most mechs
- Having extra energy hardpoints is critical for TAG and backup small lasers
- BAP isn't that useful due to <120M deadzone


ATM's - Anyone using these?
#1
Posted 11 December 2017 - 02:53 PM
#2
Posted 11 December 2017 - 03:10 PM
First off, before anything else: Range nodes. All the range nodes. This also means the "sweet spot" goes out further, as does the "effective" 2x damage range to about 600m.
1) Yeah, using them at extended ranges is generally quite inefficient- but it's remarkably good for disrupting formations once they realize you actually hit them.
At over 1200 meters. Just don't try and STAY there. ATMs reward you by closing with the enemy.
2) Assaults can use them too, but pack the biggest engine you can. My SNV-A hits just under 62kph. Much less than that and you're getting easily outdone.
3) They actually do well with LRMs. Most people can't easily tell the difference when being pummeled, and the fact that your "direct fire" is still hitting them tends to goose most targets back out of cover. Right into your ATM launchers, which hurt much more. It's useful for assaults and heavies, as you can give yourself LRM30 + 18-24 ATMs on an Orion IIC and throw a constant stream of damage along the way.
4) I like ATM9x3 myself, but you can manage ATM9x4 alphas for a bit on assaults, or ATM 42/48 with 12-9/12-9 or 12-12/12-12 shooting and only the occasional full alpha when cooled and opportunity presents itself.
5) I generally don't bother with TAG. Strap on another decent laser instead and burn some holes in your targets. Or pack a NARC launcher and give yourself a long lasting solid lock to work with instead, along with being able to disable enemy ECM for some time.
6) I use a light probe, just for a little extra sensor range. You want to see targets coming early.
#3
Posted 11 December 2017 - 03:16 PM

As for your thoughts, these are my additions:
- I guess I'm using them like LRM's, nearly the same way. This works if you are playing good with LRM's. Sure I prefer the more brawling type of fighting but I use them on extreme long range too. It depends on the map.
- It works great with assaults (MCII) and lights (Cougar). I played the Leaderboards with ATM-Hero Cougar.
- I use ATM not only with backup lasers (HML for example) but also with LPL and LL as equivalent weapon system. My MCII-2 is using LL and ATM9 for example.
- I prefer 2xATM12 or 4xATM9. But I would agree that 3xATM9 is also a good choice.
- I use BAP for LRM mechs and ATM mechs. It's needed for both.
Hope this helps. I love ATM mechs. They are very dangerous and ATM's are really a serious weaponry after LRM's were nerfed to insignifiance.
#4
Posted 11 December 2017 - 03:26 PM
#5
Posted 11 December 2017 - 03:28 PM
Edited by stealthraccoon, 11 December 2017 - 03:30 PM.
#6
Posted 11 December 2017 - 03:40 PM
you can mix ATM's with LRMs, and have ML's for back up or to pop a red CT. (why waste the ammo.)
Even streaks and ATM's can work, better on mediums and faster heavies.
TAG can help if you have the energy hard points to spare.
If you play LRM boats and believe in front line support, well these are your babies. I use to fire two LRM 15's or 20's just to see if I could kill a locust or Jenner in one shot to the rear. Now with these it can be to the face too. I have seen a hunchback just die with two ATM 12's and two LRM 15's with Artemis at 200 m. Any mech will have a hard time dealing with three alphas of 100 damage.
God I even ran 5 atm 3 on the jenner IIC and it was interesting on polar highlands. poptarting ATM's. That is one of the things I notices, in Mediums and lights poptart the ATMS works wonders.
#7
Posted 11 December 2017 - 04:02 PM
#8
Posted 11 December 2017 - 04:07 PM
#9
Posted 11 December 2017 - 04:15 PM
#10
Posted 11 December 2017 - 04:21 PM
2 ATM 9's is enough to beat through a single AMS (?), as far as I can tell, but because of the varied damage per range combined with spread and misses, it is a little tough to tell how effectively it does so.
The limited arc + lock required means plenty of face time (unless you get into a good poptart spot). More difficult to use well, as compared to LRM's, imo.
All in all.. I don't care for them, but I also don't particularly like using LRM's as a main weapon either.
#11
Posted 11 December 2017 - 05:12 PM
Throw in any AMS whatsoever, and you've got yourself nothing for damage because the small amount of missiles
I've removed them
#12
Posted 11 December 2017 - 05:33 PM
Conclusion: Workable but I'd rather IS MRM any day. Most of the time I'm better off using LRM instead. LRM is a lot easier on tonnage, and far more reliable as more missiles hit the target under battle field conditions.
#13
Posted 11 December 2017 - 07:08 PM
It definitely requires all the missile rack, missile spread skill nodes and possibly velocity. It's also best to have direct, or at least partial line of sight with your target (doing trick shots around corners is key when they duck back). I've also found it useful to fire them without locks when facing slow enough targets within range, allowing a bit of poke play.
AMS is a big problem for ATMs and isn't worth firing against, so some good secondary weapons are a must. I found that it pairs well with the Light Tag to improve targeting and use as a "range finder" to make sure you're at least in 2x range.
I had a 1400 damage run with this ATM24 Mad Dog, which managed to turn the tide when we were down on kills.
MDD-H
Edited by Gilgamesh Drakenor, 11 December 2017 - 07:17 PM.
#14
Posted 11 December 2017 - 07:21 PM
#15
Posted 11 December 2017 - 07:52 PM
1. Boat them...as many have said ams takes them down easy if you don’t have many to fire....so, boat them or don’t bother bringing any...I.e...don’t bring less than and ATM 18 build on anything you are bringing them on....more is better.
2. Manage your distance to Target well....to do well with ATMs you have to find a way to mostly be in optimal range, stay out of being under minimum range...all while surviving long enough to get your damage out....
If you can’t do these two things...move on and don’t even bother playing around with them.
#16
Posted 11 December 2017 - 08:13 PM
#17
Posted 11 December 2017 - 08:17 PM
#18
Posted 11 December 2017 - 08:33 PM
Worst disadvantage - if both teams do nothing but poke and refuse to close in, all you can do is wait and hope for the best. Firing at a blob from a distance is usually useless because velocity and AMSes. It's better to stay out of sight and pretend your team does not have an ATM boat at the ready.
#19
Posted 11 December 2017 - 09:00 PM
#20
Posted 11 December 2017 - 09:18 PM
I found they work very well with Heavy lasers since you need to stare for a while anyway.
Carrying Dual UAVs is crucial so you can get your own locks.
Due to the slight upward arch of the volley, you can get close to a hill, basically line your cockpit up with the ridge and fire, and they will bunny hop over the hump.
Incredibly punishing if you land shots within optimal...however, I find them very arduous to play.
I feel like I'm working my butt off to get locks, get them on target, switch targets when I see ams going off.
I'm not a huge fan, they just are too much work for me.
At least with LRMs you can just let em loose.
I only play them when I get bored of standard play. Just can't justify the 60dmg output of dual 12s + the work needed to get those missiles on target...when I can spit out a laser vom alpha thats guaranteed to hit, and hit more concentrated.
Don't get my wrong, I've been wreaked by ATMs, I just personally don't enjoy playing them....again, too much work.
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