While this is an old thread, changes to the game have been made since the post in February, and I think another look at ATMs is now warranted. Before the August patch that nerfed the lock-on cone, Artemis, and ATMs, I was fine with ATMs as they were, and I wasn't even selecting Artemis in Mech Lab while using ANY missiles (I thought Artemis was useless when using ATMs, just like PGI had been stating for years).
After they realized there was a bug, and that the easiest way to fix it was to pretty much remove all bonuses from Artemis (and in doing so, the Artemis bonuses inherent to ATMs as well), I think ATMs need more love now. There is absolutely no reason to even use Artemis on anything now, seeing as the only bonus they afford is a pathetic decrease in missile spread, due to the two nerfs Artemis was handed regarding missile spread, once last year, and once this year.
Now, the lock-on time, even with TAG, is 5 seconds if the mech you're targeting is under ECM protection, and that's if the target is TAGged without breaking contact with the laser. That wouldn't be too much of a problem if it were not for the fact that ATMs work best up close, where staring at your target can get you wrecked in the time it takes to get that lock.
If you dumbfire ATMs at a stationary target, they do not group the same as when fired with a lock, so they land with more spread than with said lock. If the target happens to be a fast-moving light at ~350m or less (inside the sweet spot), the missiles won't even touch the target if they are moving perpendicular to you at speed, landing instead behind the target. If ATMs are fired at long range, one AMS nearly nullifies even 24 ATM missiles (not that waste ATMs that way).
If fired at an AMS-carrying target at mid-range, one AMS still has the ability to pretty much make 24 ATMs ineffective. Sure, the missiles that do hit still do 2 damage each, but the AMS has time to destroy more of those missiles than at close range, greatly reducing the amount of damage done. Factor in the lower count of missiles, the extra heat, and the longer cooldowns as opposed to LRMs, and you find yourself with a much more situational missile system that underperforms in many cases, and is only effective in certain scenarios that have recently have had more risk added to them.
I think we can all agree that since the August patch, ATMs need reworking. Hell, even PGI has said they will be looking into that. Now, I can understand some peoples' feelings about LRMs, but we're not talking about LRMs. This is a different missile system entirely, one that I feel has been nerfed in too many ways. I've seen some people say "use real weapons". Fine, so we just get rid of LRMs and ATMs, people start boating lasers until they are nerfed into the ground, and then ballistics becomes the go-to for everyone.
That's not going to make the game any more fun, especially considering the wonky hitreg this game tends to have sometimes regarding projectiles. Shoot, that's one reason I won't use any PPCs, because it's too much heat and cooldown for a chance to see your shot find its mark with no damage to show for it.
Edited by Gen Lee, 24 September 2018 - 12:56 PM.