KassimBaba, on 30 December 2018 - 07:43 AM, said:
AMS ROF Quirks - Assuming it applies for both AMS and LAMS - does this mean LAMS shoots more and thus heats up more as well? Or does it follow its stats heat? Faster rate of fire consumes more ammo, it would make sense it would generate heat just as fast (I don't use Laser AMS much).
AMS Damage - Assuming that it applies to both AMS and LAMS, this would be amplified by any ROF quirk?
AMS Range - Is damage constant at all range, or falls off from effective to max? At what range does AMS attempt to fire? Max range or effective? If so, is it spending more ammo/heat to kill a missile at max range?
Projectile Speed - ??? I thought AMS fire is technically instant, so this should be irrelevant?
Also random question, does each AMS target a different missile or all target one for faster killing? Possible scenario is SRMs when each AMS doesn't have enough time to shoot down within the travel time, but four to one theoretically should.
Not gonna read through the thread to see if these are actually answered as its faster to just answer them.
AMS ROF Quirks - Assuming it applies for both AMS and LAMS - does this mean LAMS shoots more and thus heats up more as well? Or does it follow its stats heat?
Yes.
AMS Damage - Assuming that it applies to both AMS and LAMS, this would be amplified by any ROF quirk?
The skill tree "Overload" skill/quirk only increases the damage per second per "unit" of AMS, if AMS is given a rate of fire quirk to consume units faster, then yes your damage per second would go up by the rate of fire percentage.
AMS Range - Is damage constant at all range, or falls off from effective to max? At what range does AMS attempt to fire? Max range or effective? If so, is it spending more ammo/heat to kill a missile at max range?
AMS has no concept of damage falloff. Its literally a proximity ticker. Something enters the proximity, it ticks numbers until the proximity is clear.
Projectile Speed - ??? I thought AMS fire is technically instant, so this should be irrelevant?
This refers to the particle effect like machine guns. It is, but is included because every other weapon that generates a "particle" or "projectile" other than an actual laser has it and it is just part of how the UI works.
Also random question, does each AMS target a different missile or all target one for faster killing? Possible scenario is SRMs when each AMS doesn't have enough time to shoot down within the travel time, but four to one theoretically should.
All AMS units target the closest missile first and ticks it off. It then instantly transitions to the next, and the next, and the next.
If there's a constant stream of 5 to 20 missiles with only half a second in between, there's a chance that AMS will hang too long on a missile that's already been destroyed and gradually stop being effective (as the next one it targets will have already hit you, etc). Having two or more AMS and AMS Overload will most certainly reduce any issues with this.
As for a question you didn't ask:
AMS ignores walls, and based on AMS rewards given when it shoots through walls, one may assume it destroys missiles. Need confirmation though.
Edited by Koniving, 03 January 2019 - 11:41 AM.