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Atm Mess In Group Que

Clan IS ATM

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#1 Rick Saissore

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Posted 01 March 2019 - 04:13 PM

The clan's are bringing nothing but ATMs into group queue. Doing 3 or 2 damage per missile, and no amount of AMS or ECM we bring does anything to stop it. AMS needs a buff or, make the clan Mechs choose their ammo type for ATMs (short, Medium, or long) accordingly thus locking them into a range bracket. Forcing a more fluid play of the game and balancing it in the posses.

Noblesse Oblige

Rick Saissore

#2 Tesunie

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Posted 01 March 2019 - 10:41 PM

View PostRick Saissore, on 01 March 2019 - 04:13 PM, said:

The clan's are bringing nothing but ATMs into group queue. Doing 3 or 2 damage per missile, and no amount of AMS or ECM we bring does anything to stop it. AMS needs a buff or, make the clan Mechs choose their ammo type for ATMs (short, Medium, or long) accordingly thus locking them into a range bracket. Forcing a more fluid play of the game and balancing it in the posses.

Noblesse Oblige

Rick Saissore


IS have many options, and ATMs (I find at least) are not as populated as you seem to be implying.

For one aspect, AMS:
A single AMS can shoot down upwards of 20+ missiles with the proper positioning. With less adventitious positioning, it will obviously be less. Most times, AMS shoots down about 10 missiles. HOWEVER, if those missiles are shooing at you, they are less effective (because AMS has a spherical influence, and you are at the center of it's effect, meaning you get half the possible impact on the volleys). For maximum effect, you want AMS just in front of the missile target.
Now, take that information and multiply it by however many AMS you have on your mech. If you are really worried about missiles, then grab one of the dual AMS options for double that effect. With a dual AMS (average of 16-20 missiles shot at you going away), most ATM launchers will be highly ineffective, as they are capped at two launchers before GH, and their max size is 12. So, max missiles (per individual enemy) is often going to be 24.

As for ECM, IS ECM is just as effective as Clan ECM is. Take the skills associated to ECM for better effects, and be aware of line of sight breaking cover. While you are snagging those ECM skills, get Radar Deprivation too. ECM makes it harder for missiles to achieve lock, and Radar Deprivation will break locks that much faster. Hear the missile warning, get behind cover and break that lock quick. For true effectiveness, dash from obstruction to obstruction, which in theory will make it nearly impossible for missile mechs to even be able to achieve a lock (between ECM and Radar Dep).

Don't forget, IS specifically have options to Stealth Armor. The thing with Stealth Armor(SA) is that, you get the missile warning, turn it on! As soon as you activate the SA, radar and missile locks are instantly lost (as far as my experience goes). Then just giggle as you hear the missiles land where you once where (you are moving around as much as possible, right?).

Also, ATMs (specifically) have a 120m HARD minimum range. This means, duck within that range and the ATMs can't do anything to harm you. However, the closer you get the harder they hit (until that minimum) so unless you ambush them or can quickly get into that range, it could hurt a lot trying to get so close. Also, AMS has less time to react the closer you are to the missile launchers (if they are within it's sphere). So consider that when closing with them. Your best bet, especially if you have AMS, is to keep at a mid range outside their 3 damage per missile range. This limits their launchers to the effective damage values of an LRM system of the same weight, with less ammo per ton, and their volleys are still more susceptible to AMS (because fewer missiles in flight with the same HP per missile as LRMs).

If it's GQ, get your teammates to also get more AMS. Don't pile on LAMS (unless you really can take the heat). If anything, balance between a single LAMS and a normal AMS for heat regulation. If you can, take mid/long range weapons with those AMS builds (probably 1 ton ammo per AMS will last long enough to decide the match). This way, you avoid their 3 damage bracket, which also permits your AMS to have more time to eat more missiles. Also, STAY TOGETHER! Faster AMS mechs should help screen their team by patrolling just in front of their team, but don't go farther than a few hundred meters. Stay just ahead to "catch" missiles, while not presenting yourself as a solid target. But be close enough to receive support and to be able to fall back into the team if you do become targeted. By being together, the slower elements will cover themselves with their own AMS, and the faster mechs (just in front) will provide an advanced screen that will be more effective for the anti-missile screening. (Never forget that AMS is a spherical effect, so utilize that by having the missiles pass through as much of the sphere as possible.)

Honestly, if a whole team took AMS, missiles will be nearly useless provided people are just near each other. If just three or four mechs have focused AMS (2-4 each), they will provide a reasonable screen that should prevent all but the heaviest bombardments of missiles. Sadly, most people (who complain about missiles) tend to neglect AMS completely. It's a 1.5 ton investment on most mechs, and it's benefits (if you are seeing a lot of missiles) are valuable to a team. Sadly, most people (who have issues with missiles) don't take that investment, leaving just 1-3 AMS on the team total to protect everyone against an onslaught of raining (potential) death. This leaves the impressions that AMS is not effective, when it's actually very effective... maybe even daresay too effective. (Coming from an LRM user myself.)

#3 General Solo

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Posted 02 March 2019 - 12:55 AM

Trading from hard cover makes it harder for ATM's to get locks

Keeping expose time short also stops locks





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