With that in mind, don't you think we could get something similar to ammo-switching, pseudo-ammo-switching? Just as the volley has different behaviors when fired with/without LOS, in this case ATMs missiles would have different behaviors based on distance you are launching at, and would have different heat.
For example:
LRMs With LOS -> LRMs fire at low-arc, tighter-spread, fast time-to-target.
LRMs Without LOS -> LRMs fire at high-arc, looser spread, slower time-to-target, clears soft-covers.
ATMs under 270m -> Deals 36/27/18/9 damage,9/7/5/3 heat, volley-interval of 0.1s, with a velocity of 190m/s, max-range of 270m.
ATMs between 271m - 540m -> Deals 24/18/12/6 damage,6/4.67/3.34/2 heat, volley-interval of 0.05s, with a velocity of 240m/s, minimum-range of 180m, max-range of 750m.
ATMs beyond -> Deals 12/9/6/3 damage,3/2.34/1.67/1 heat, volley-interval of 0.025s, with a velocity of 400m/s, minimum-range of 270m, max-range of 1150m.
Note that the minimum-range would be inconsequential to your target, but it could be obstructed by anything else. Simmilarly the max-range would mean that if the target is fast enough to get away, the HE would harmlessly explode in air.
With this system, we could possibly balance ATMs to be much more competitive at the range bands of the supposed ammo types. ATMs could be balanced with finesse since we could better differentiate effectiveness with different range-band.
What do you think? Is PGI capable of this system that is based on their own concept? Is this finally a good balance for ATMs?
Edited by The6thMessenger, 03 May 2019 - 04:46 AM.

















