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Why Does Ams Shoot Through Walls And Terrain?


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#1 DjPush

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Posted 29 November 2018 - 07:37 PM

Seriously? Why has this never been fixed? Nothing is more annoying than watching someone with triple AMS camp the basement and shoot down every missile the enemy team fires THROUGH THE GUD DAM WALLS!

#2 Spheroid

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Posted 29 November 2018 - 08:00 PM

I don't view it as a purely negative. There are many times I am behind hard cover and enjoy still providing the umbrella to those not in cover. The only time it is a true waste is the tunnel on crimson.

#3 LT. HARDCASE

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Posted 29 November 2018 - 08:59 PM

If PGI could fix it, they would have. The code is just that ******.

#4 El Bandito

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Posted 29 November 2018 - 09:03 PM

View PostDjPush, on 29 November 2018 - 07:37 PM, said:

Seriously? Why has this never been fixed? Nothing is more annoying than watching someone with triple AMS camp the basement and shoot down every missile the enemy team fires THROUGH THE GUD DAM WALLS!


Cause PGI is either lazy, or incompetent. Luckily there is AMS on/off toggle button.

#5 Monkey Lover

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Posted 29 November 2018 - 10:11 PM

View PostLT. HARDCASE, on 29 November 2018 - 08:59 PM, said:

If PGI could fix it, they would have. The code is just that ******.



They could, as they fixed it for the tunnel on crimsons. I take this back :)

Edited by Monkey Lover, 30 November 2018 - 12:19 AM.


#6 JediPanther

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Posted 29 November 2018 - 10:51 PM

The best part about that is a lrm 5 and half ton ammo makes for a great are-they-there-probe without risking your mech. lrms still scouting more than half the light mechs.

#7 FRAGTAST1C

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Posted 29 November 2018 - 11:22 PM

I think hitting invisible barriers with ER PPCs and such is a bigger problem than AMS. The AMS is automated while shooting manually is different. If that is messed up, then why shouldn't AMS?

#8 Dee Eight

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Posted 29 November 2018 - 11:30 PM

View PostMonkey Lover, on 29 November 2018 - 10:11 PM, said:



They could, as they fixed it for the tunnel on crimsons.


All they did was they just made the mountain over the tunnel thicker and raised the tunnel roof higher so the ams rounds are no longer able to reach through to actually hit and damage missiles flying outside with enough damage to actually destroy any.

Edited by Dee Eight, 29 November 2018 - 11:32 PM.


#9 Monkey Lover

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Posted 30 November 2018 - 12:15 AM

View PostDee Eight, on 29 November 2018 - 11:30 PM, said:


All they did was they just made the mountain over the tunnel thicker and raised the tunnel roof higher so the ams rounds are no longer able to reach through to actually hit and damage missiles flying outside with enough damage to actually destroy any.

Really? I didnt remember that,I stand corrected.

Edited by Monkey Lover, 30 November 2018 - 12:15 AM.


#10 Vellron2005

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Posted 30 November 2018 - 04:14 AM

View PostDjPush, on 29 November 2018 - 07:37 PM, said:

Seriously? Why has this never been fixed? Nothing is more annoying than watching someone with triple AMS camp the basement and shoot down every missile the enemy team fires THROUGH THE GUD DAM WALLS!


Just another basic functionality thing in a long list of things not fixed and/or missing from the game that are normal in most other games on the market..

And you wonder why this game always had, and always will have a small player base..

I mean we actually had to tell PGI to put something on the blank screens in mech cockpits before steam launch.. that was what, 3-4, years in?

Consider yourself lucky the AMS works as-is.

#11 JediPanther

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Posted 30 November 2018 - 09:23 AM

View PostVellron2005, on 30 November 2018 - 04:14 AM, said:


Just another basic functionality thing in a long list of things not fixed and/or missing from the game that are normal in most other games on the market..

And you wonder why this game always had, and always will have a small player base..

I mean we actually had to tell PGI to put something on the blank screens in mech cockpits before steam launch.. that was what, 3-4, years in?

Consider yourself lucky the AMS works as-is.

I almost miss that black screens. It was fun to dream they might actually display useful,interactive or toggle-able data instead of a planar animation on loop. Doing that was a week three or four assignment in my beginning 3d animation class. We all thought getting a model to follow a simple path for the in class demo was sweet too...back in 2007. PGI and their vip well hello tangent but to get back on track the vip still doesn't have ams the last time I played escort. Not that ams would help that giant slow moving target.

#12 C E Dwyer

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Posted 30 November 2018 - 12:36 PM

View PostFRAGTAST1C, on 29 November 2018 - 11:22 PM, said:

I think hitting invisible barriers with ER PPCs and such is a bigger problem than AMS. The AMS is automated while shooting manually is different. If that is messed up, then why shouldn't AMS?

I don't remember this being much of an issue with the old small maps, some odd ****, used to happen in old forest colonies tunnel, but AMS has always been a bug, P.G.I seem incapable of fixing, the on off switch would seem to be the work around..*coughs* sorry feature.

#13 Armored Yokai

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Posted 30 November 2018 - 12:58 PM

How unlucky one would be if they are in tunnel on crimson strait sporting a splat build only to be met with 2 quad AMS piranha just outside on the platform.

#14 Dee Eight

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Posted 30 November 2018 - 06:07 PM

That's the thing, the fastest missiles like SRMs will cover the distance to the target before even 8 AMS can bag more than a handful of missiles.





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