

Piranha's 4 Ams
#1
Posted 22 January 2018 - 12:18 PM
#2
Posted 22 January 2018 - 12:21 PM
Hit the Deck, on 22 January 2018 - 12:18 PM, said:
3.5 damage per second per AMS, + 1.75 per enhancing node per AMS of which there are two. Unknown if they are affected by range nodes, if they are that gives them more time to shoot down missiles.
SRMs and Streaks have 2 health per missile.
Enjoy some math.

#3
Posted 22 January 2018 - 12:47 PM
Koniving, on 22 January 2018 - 12:21 PM, said:
SRMs and Streaks have 2 health per missile.
Enjoy some math.

Sadly they can't do much apparently because of (L)AMS 100m/s speed.
It would be cool at least if each AMS can target different individual missile because that would improve their effectiveness by number of (L)AMS equipped.
EDIT: Or maybe they do. But it still doesn't help much because Streaks and SRMs are two and four times as fast as (L)AMS "projectiles".
Edited by Hit the Deck, 22 January 2018 - 12:53 PM.
#4
Posted 22 January 2018 - 12:52 PM
Hit the Deck, on 22 January 2018 - 12:47 PM, said:
It would be cool at least if each AMS can target different individual missile because that would improve their effectiveness by number of (L)AMS equipped.
That's the speed of the particle effect, the speed of the "Shots" are instant.
Much like the "speed" of lasers and subsequently the speed of machine guns are also irrelevant.
#5
Posted 22 January 2018 - 12:55 PM
Honestly, i wouldn't be too worried if this guy died first since it wasn't really going to contribute damage anyway.
#6
Posted 22 January 2018 - 01:08 PM
Koniving, on 22 January 2018 - 12:52 PM, said:
That's the speed of the particle effect, the speed of the "Shots" are instant.
Much like the "speed" of lasers and subsequently the speed of machine guns are also irrelevant.
Ok, so I assume that (L)AMS is a hitscan weapon. With nodes you do 7 damage/s which means that you can bring a single Streak missile down in ~0.3s. Four AMS which can target independently then can eliminate 12 Streaks (or a bit more) fired from their max 360m range. It definitely looks much better now assuming that each AMS picks different missile but I think that it doesn't always happen that way in game.
N0ni, on 22 January 2018 - 12:55 PM, said:
Honestly, i wouldn't be too worried if this guy died first since it wasn't really going to contribute damage anyway.
I dunno but it could be interesting to equip 4 AMS for certain missions, Scouting maybe? This variant also has the second most number of ballistic HPs (8).
#7
Posted 22 January 2018 - 01:09 PM
Quote
if youre asking if 4 AMS will let you survive within 270m of an enemy mech that has missiles, the answer is no.
youre better off just staying more than 270m away and bringing actual weapons like 12 LMG.
LMGs are the obvious choice for staying out of IS streak range
Quote
too bad it cant take 4 AMS and still use all its ballistic hardpoints
the tonnage just isnt there even with super OP clan tech
Edited by Khobai, 22 January 2018 - 01:13 PM.
#8
Posted 22 January 2018 - 01:34 PM
The Kitfox is good with 3 AMS because it also has ECM, enabling it to provide fire support, missile cover, and ECM cover for the assault lance.
The piranha on the other hand looks more like a flanker and hunter-killer who will focus more on picking away at those who engage in extended combat and lose their armor and chasing stragglers.
#9
Posted 22 January 2018 - 01:37 PM
Khobai, on 22 January 2018 - 01:09 PM, said:
too bad it cant take 4 AMS and still use all its ballistic hardpoints
the tonnage just isnt there even with super OP clan tech
Well, unfortunately you're right.
If the 'mech was 5 tons more then it would solve the problem (it still doesn't have endurance though).
#10
Posted 22 January 2018 - 02:14 PM
Hit the Deck, on 22 January 2018 - 12:18 PM, said:
When LASM came out some unit mates and I, built and tested 3xAMS Novas for scouting. With the right pods the Nova gets a lot of AMS quirks and then you can add the skill tree nodes. They completely shut down enemy LRM and Streak but have almost a negligible impact vs SRM. If your lucky you'll get 2 SRM missiles out of a volley from long range.
In the end we decided to run a single AMS each, when facing teams that constantly bring LRM or Streak. Of course if they are bringing those weapons then your at an advantage anyway. AMS just pushes that advantage home.
I think the most useful time for an AMS Piranha will be on release when people are trying to hunt them with Streaks.
#11
Posted 22 January 2018 - 03:11 PM
Running ams on a mech that can reach 148kph and is only 20 tons will be something only potato's will do.
#12
Posted 22 January 2018 - 03:45 PM
#13
Posted 22 January 2018 - 04:21 PM
Hit the Deck, on 22 January 2018 - 01:08 PM, said:
I dunno but it could be interesting to equip 4 AMS for certain missions, Scouting maybe? This variant also has the second most number of ballistic HPs (8).
They all shoot at the same missile.
They switch on missile destruction if they destroy it. If it blows up on their own they hang. Overwhelming ams is very easy but 4 ams should quickly recover.
To overwhelm ams... Shoot until ams stops can't switch quickly enough in chainfired waves. It targets the next closest missile. If that impacts before ams destroys it then it will hang and switch to the next...repeat repeat repeat repeat ams is rendered ineffective.
That's your only chance against 4 ams.
Or kill the much with something else.
Edited by Koniving, 22 January 2018 - 04:22 PM.
#14
Posted 22 January 2018 - 05:57 PM
if all you wanna do is shoot down missiles the kitfox is outright superior because of the protection ecm affords you. plus the kitfox doesnt have to sacrifice firepower for ams.
and no amount of AMS is gonna save your piranha from getting killed under 270m. even if you optimistically shoot down 1/3rd of the missiles, the other 2/3rds that get through are going to kill you. your best bet is just to stay outside 270m then streaks/srms are a non-issue.
Edited by Khobai, 22 January 2018 - 06:02 PM.
#15
Posted 22 January 2018 - 06:52 PM
#16
Posted 22 January 2018 - 07:03 PM
#17
Posted 22 January 2018 - 07:49 PM
4xLAMS are:
a ) self troll "how fast can I kill myself"
b ) team troll "how little damage can I do for my team"
c ) PGI troll "Ha, you can't fit any weapons and your gonna die"
d ) twitch troll "Hahaha B33f videos are hilarious"
I guess 1 or 2 lams and 2 or 3 lams could mitigate a)
Edited by chucklesMuch, 22 January 2018 - 07:50 PM.
#18
Posted 22 January 2018 - 09:58 PM
Koniving, on 22 January 2018 - 04:21 PM, said:
They switch on missile destruction if they destroy it. If it blows up on their own they hang. Overwhelming ams is very easy but 4 ams should quickly recover.
To overwhelm ams... Shoot until ams stops can't switch quickly enough in chainfired waves. It targets the next closest missile. If that impacts before ams destroys it then it will hang and switch to the next...repeat repeat repeat repeat ams is rendered ineffective.
That's your only chance against 4 ams.
Or kill the much with something else.
I was wrong and they would be as effective shooting the same missile since each additional AMS decreases the time each missile to be destroyed.
#19
Posted 22 January 2018 - 10:07 PM
#20
Posted 22 January 2018 - 10:58 PM
Khobai, on 22 January 2018 - 05:57 PM, said:
What if... someone shoots you with Clan streaks?
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