I didn't really lobbed much missiles, but get 800 damage -- whaaaat? Anyone also sharing this experience?
Currently, ATMs have similar volley interval as LRMs -- which is 0.05s or 20 rounds/sec. But considering LRMs doing 1 damage/missile, ATMs doing 2 to 3 damage/missile means to do 24 damage that would have taken an LRM20 1.2s, the ATMs either take 0.6s (at +270m) to 0.4s (at -270m), ATMs actually have more "instantaneous", faster burst of damage.
With the advent of the PTS, now there's different missile-health per launcher, with smaller launchers having more missile health, and missiles are less vulnerable to AMS as a result. With that, I question the point of ATM3s having 0.025s volley-interval as it was supposed to be done to be less vulnerable to AMS before -- now they have an actual solution to make it consistent.
That being said, would it be nice if ATMs could have 0.1s of volley-interval to differentiate from LRMs (With adjusted missile health to compensate)? It doesn't have to be exactly 0.1s but just a slower volley interval to differentiate. Throw in a larger explosion as well, it would feel more powerful than before.
With 1.0s volley interval, you'd do 24 damage under 1.00s (at +270m) or 0.80s (at -270m), which is still far faster than LRMs. And assuming that the missile-health is properly compensated which would have retained the AMS vulnerability, it only really affects the burst of damage, but will still retain the monstrous alpha you have before, it's only a bit more distributed.
That being said, this is just a shallow, aesthetic concern than balance.
Edited by The6thMessenger, 02 March 2019 - 07:39 PM.