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ATM's - Anyone using these?


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#61 sceii

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Posted 14 December 2017 - 12:29 AM

View PostTiewolf, on 14 December 2017 - 12:19 AM, said:

Mad Dogs are actually not a perfect mech for atms because they lack jump jets.

Range nodes + jump jets + min 2xatm12 = death for everything that has no ams or cover. Lights pilots will hate you because with jump jets you get em when they try to disengage.

For me the huntsman atm12 works best because you have the speed to flank safely, hold the sweet distance and use the jump jets to ignore the low trajectory. Only ams stays an issue but over all atms are just a brutal weapon system if you figured out how to use em.

i like my 3.5 sec cd atm 12 more than ability to JJ and mdd looks good.

#62 Black Ivan

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Posted 14 December 2017 - 12:38 AM

ATMS helped my poor Highlander IIC alot. 3 ATM nine plus 2 heavy large lasers are damn evil

#63 Seranov

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Posted 14 December 2017 - 04:46 AM

View PostBrain Cancer, on 13 December 2017 - 08:31 PM, said:


Stick an ERPPC in for ECM busting instead and drop down to ATM 21. It'll feel much more satisfying.

http://mwo.smurfy-ne...87a426e7bb12403


The Tag is to shorten lock-on time. I run a CAP and am not too fussed about ECM (most mechs running ECM tend to hide when you shoot them in the face with an LB20X). I might give it a try, though. Would have to downgrade to an XL380 because I'm certainly not buying a 385 just to fiddle.

#64 BenAran

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Posted 14 December 2017 - 05:26 AM

ATMs are a binary weapon system, as others have pointed out.
Keep enemies in the sweet spot and even the biggest mechs will be toast in no time at all.
However, if your enemy is competent, or your team is not supporting you (If you are particularly unlucky, both.) You dont get anything done.
In my eyes, ATMs are basically as if you made a super heavy Autocannon, like an AC100.
It will kill almost anything if it hits, but it takes an entire minute to reload, is insanely hot and has a flighspeed of 45 kph.
So, yeah. In theory, ATMs are super good and versatile. In practice, they are too unreliable.
And buffing them is risky too, since they are already a niche system.

Imagine this:
First, they buff their speed, in an effort to make them fly past AMS better.
No one uses them because of their reputation.
Then they double the missile health.
No one uses them because of their reputation.
Finally, they start adjusting its minimum range (or even removing it) and "out of nowhere" ATMs are now the strongest weapon in the game.

Yes, this is hypothetical, but I have seen things like this happen with other games before, where a series of often not even direct buffs accumulates and suddenly spawns a monstrosity of insane proportions.

#65 Dr Hobo

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Posted 14 December 2017 - 05:46 AM

I use them. They're great when they work. And working isn't very common.

But when they work,they are like the Clan MRMs. They chew through mechs that are out of position and let me keep unloading into them. Paired with heavy lasers it's a pretty potent,if situational weapon. It's not universal likethe other weapons you can pick from. And you gotta rework how you think with missiles. Your entire goal is to keep the enemy in that sweet spot to deal all that juicy damage.





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