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Another Ams Bug


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#21 dwwolf

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Posted 01 April 2019 - 12:48 AM

View PostBud Crue, on 31 March 2019 - 02:37 PM, said:


Firstly, as others have already said, if this is a "bug" then PGI is well aware of it and has chosen not to expend the resources to address it.

Secondly, what's the problem? Shut of your AMS if you are worried about wasting ammo/effort while in the tunnel or leave it on and pad your match score. What's not to like here?

Thirdly, 437 in the tunnel? Phhtttt. I've downed 958 while stuck in there the whole match, since the March patch. That may or may not be a record for me in that circumstance; until recently I never bothered to look.


The problem is that it isnt fair to missile players.

#22 Bud Crue

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Posted 01 April 2019 - 04:26 AM

View Postdwwolf, on 01 April 2019 - 12:48 AM, said:


The problem is that it isnt fair to missile players.


Perhaps. I mean the folks in the tunnel are gaining heat/wasiting ammo shooting missles that won’t hit anyone anyway while the LRMers outside the tunnel are wasting ammo/gaining heat shooting at folks they can’t hit in the first place. Is that fair? I don’t know. Seems like both parties in this case are affected and both parties have the solution (shut off AMS and don’t fire at impossible targets respectively).

But yes, I know I am avoiding your actual concern, and yes, I understand your grievance. Alas, after all this time it ought to be readily apparent that PGI doesn’t care about or is unable to address this issue. So we as players have a choice to either deal with it or use it and take advantage of it when possible. But don’t expect it to change.

#23 Novakaine

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Posted 01 April 2019 - 04:44 PM

I feel like the only thing we really do, outside of our main feature development, is listen to the community.
-Russ Bullock
March 2, 2018.
Nuff said.

#24 HammerMaster

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Posted 01 April 2019 - 04:57 PM

AMS has hit the tipping point where if its on the field and you DO EVERYTHING RIGHT in an LRM mech.
You can still be shut down damage wise. (Don't forget the compounding of other counters IN CONJUNCTION WITH)
This is not an issue for other weapons which MAKES IT AN ISSUE FOR LRM.

#25 Maddermax

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Posted 01 April 2019 - 05:32 PM

View PostHammerMaster, on 01 April 2019 - 04:57 PM, said:

AMS has hit the tipping point where if its on the field and you DO EVERYTHING RIGHT in an LRM mech.
You can still be shut down damage wise. (Don't forget the compounding of other counters IN CONJUNCTION WITH)
This is not an issue for other weapons which MAKES IT AN ISSUE FOR LRM.


LRM/ATMs currently are massively powerful in some situations, crippled in others. The overall power level hasn’t changed much, but they’ve become more feast-or-famine. Now, it’s not just map that determines most effectiveness, but Heavy AMS as well. MRMs/SRMs are affected too, but they can always be used point blank of course, but at mid-distance (especially for MRMs) it does affect your performance.

Mechs often give up something important to get AMS, so having it be effective is a nice change, though perhaps reducing the range back to where it was originally (so more personal protection, not whole team cover), and reducing missile velocity a bit would do well. I’m a fan of the percentage shot down idea for AMS as well, but I doubt we’ll see a new system programmed in.

I think PGI got the overall balance pretty good really, when given a normal level of AMS cover, but the problem is that with feast or famine mechs, LRM users will complain when they get shut down from the word go, and their targets will complain when LRMs wreck face unchallenged. The AMS paradox (where more AMS cover leads to heavier boating of LRMs to push through it) is also more prominent than ever.

Edited by Maddermax, 01 April 2019 - 05:35 PM.


#26 HammerMaster

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Posted 02 April 2019 - 04:20 PM

View PostMaddermax, on 01 April 2019 - 05:32 PM, said:


LRM/ATMs currently are massively powerful in some situations, crippled in others. The overall power level hasn’t changed much, but they’ve become more feast-or-famine. Now, it’s not just map that determines most effectiveness, but Heavy AMS as well. MRMs/SRMs are affected too, but they can always be used point blank of course, but at mid-distance (especially for MRMs) it does affect your performance.

Mechs often give up something important to get AMS, so having it be effective is a nice change, though perhaps reducing the range back to where it was originally (so more personal protection, not whole team cover), and reducing missile velocity a bit would do well. I’m a fan of the percentage shot down idea for AMS as well, but I doubt we’ll see a new system programmed in.

I think PGI got the overall balance pretty good really, when given a normal level of AMS cover, but the problem is that with feast or famine mechs, LRM users will complain when they get shut down from the word go, and their targets will complain when LRMs wreck face unchallenged. The AMS paradox (where more AMS cover leads to heavier boating of LRMs to push through it) is also more prominent than ever.


Absolutely more feast or famine now. Problem is the boating problem that was supposed to be addresses is more exacerbated now. AMS overperforms due to missle health. NOW the arms race of more ams ammo vs lrm ammo few patches ago you have to power MOAR tubes. NOW AGAIN MOAR MOAR MOAR Tubes to get the the ams by force or deliberately causes AMSsseseseses to run out of ammo. WITH MOAR TUBES! WHERE DOES IT END?!

Slightly less range (SLIGHTLY!) and fixing missle health. (To include SRMs being highest health)

I feel this because that tipping point is so slim. It also is so random if and when you have AMS coverage. Pug lottery all day. But saying that 1.5 ton investment skews the skill on rigs come on. Please.





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