But where does this lead our actual DF homing missiles, the ATMs?
In my experience, ATMs suck at it's long-range in more ways than CLRMs suck at long-range cause not only it has poor damage it also have higher heat and less damage/volley (C-LRM20 deals 20 damage for 5.6 heat with 4.6s CD vs ATM9 that deals 9 damage for 7 heat with 5s CD); CLRMs somewhat triumphs in DFing in mid-range because it has both better damage and less heat than ATMs (C-LRM20 deals 20 damage for 5.6 heat with 4.6s CD vs ATM9 that deals 18 damage for 7 heat with 5s CD); but at short-range the CLRMs fall short on it's less-pronounced IDF angle and the ATMs deal monstrous damage in comparison (C-LRM20 deals 20 damage for 5.6 heat with 4.6s CD vs ATM9 that deals 27 damage for 7 heat with 5s CD), saved for that minimum-range.
That being said, I still do use ATMs both in mid-range and short-range, mainly because the mid-range use of ATMs is more of a backup.
Poor damage/heat due to being beyond optimal range isn't new, it happens with other direct fire weapons, but if that is really the case then really the optimal-range of ATMs is 270m and is a borderline close-range weapon, with a minimum-range that further compromises it's close-range use.
The CLRMs being better at DF in mid-range means it's mostly reinforcing the use of ATMs as close-range weapons than mid-range ones. The fact that CLRMs are kinda more usable in a wider band of range than ATMs, if anything, makes it much better at being a Jack-of-all-trades missile weapon.
So here's something to discuss:
- Is ATMs just supposedly for close-range niche in MWO?
- Are you satisfied with it just reigning on the close-range?
- What are ways to make ATMs compete in mid-range vs the new DF CLRMs?
- If so would you want it to compete with CLRMs in DF mid-range?
Personally, I'd rather add Ammo-Switching, because ATMs could be balanced as three distinct weapons (consuming different ammos doing different CD and heat/volley), unfortunately PGI could not code it, else we won't have this problem in the first place.
ADDENUM:
So here's my take on it, make ATMs excel at being reliable, at hitting the target versus LRMs in DF.
> Fire and Forget (means no longer sustained lock to home)
> High Tracking Strength
> 1.6/2.0/2.4 damage/missile (so it's not that powerful at close range, but not too weak long-range)
> No minimum range.
By capitalizing ATMs in being the reliable weapon system, that you are sure to land the missiles you launched, it should be an adequate distinction of use versus LRMs, after all "Advanced". Actual damage might be different, but that is one way to make a distinction.
Edited by The6thMessenger, 03 February 2019 - 04:28 AM.