Kin3ticX, on 10 February 2018 - 10:45 AM, said:
you are assuming PGI's implementation of AMS means doubling AMS damage would counter faster LRMs (2x faster).
ive done the Math, on paper it would, to 96 - 99% efficiency,
Kin3ticX, on 10 February 2018 - 10:45 AM, said:
I dont think AMS even responds fast enough to shoot down really fast missiles. That would create more work for PGI than just changing an XML entry.
AMS fires off 10 Damage Ticks a second, so that 3.5 Damage is actually 0.35Damage every 1/10th sec,
so 1AMS can shoot down 3.5Missiles(assuming 165AMS Range, and 165Velocity Missiles(1Sec for AMS to fire)
these 10Ticks a sec is how 2AMS can shoot down 7 missiles, ect. so it would be a XML Edit, now a programing rework,
Kin3ticX, on 10 February 2018 - 10:45 AM, said:
I don't think people are going to install AMS if you make LRMs stronger, they are just going to come to the forums and start complaining. The reason is....LRM counterplay sucks and it gets boring. Ive been around since closed beta when LRMs did 2 damage and ive seen whats thats like.
well if people complain about LRMs killing them and they dont want to equip AMS, thats their choice,
i understand that, sometimes you need that 2-3tons, more weapons or DHSs, but again thats a choice,
its Tonnage spent to make your mech more Missile Resistant, a health boost vs Missiles,
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when you buy a Mech and it comes with half its available Armor, you max that armor out, thats a choice,
but in that case thats bonus health vs all attacks, but its still a choice, AMS is no different than maxing armor,
(adding in Reflective or reactive Armor would work identical to AMS, its Crits/Tonnage for Bonus Health)