InnerSphereNews, on 14 June 2019 - 04:26 PM, said:
3 Damage Range Zone reduced to 245 (from 270)
3 Dmg to 2 Dmg Liner Falloff Zone range reduced to 295 (from 320)
Extended Range missile type bracket damage increased to 1.2 damage per missile (from 1.0)
The Close-Range changes are dumb. Let me guess, people who actually play the game managed to get you murdered by a couple of close-ranged ATM volleys?
The Extended-Range aren't enough. You still got WAAAAAAAAAAY less ammo efficiency at that distance.
InnerSphereNews, on 14 June 2019 - 04:26 PM, said:
While initially challenging to players upon initial release of the weapon, as the years have gone on, players have adapted to using the weapon to a point where we feel the initially released range brackets does not give us the intended "high risk" that coincides with the +50% per missile damage increase reward. So we will be reducing both the "optimal" range that provides the full 3 damage and the falloff range from 3 damage to 2 damage by 25 meters to require a bit more necessity to zone your opponent to get the maximum damage payout. At this time we are fine with the potential 3 damage per missile damage output of these weapons, but we want this to be a reward that is a bit more challenging to get. While also really rewarding those more agile 'Mechs that learn how to zone their targets with the weapon system.
So you made the ATM into a weapon that it isn't it. Well, there's your problem, the adaptation of the ATM is ****** up. People are skilled enough eventually will adapt to that sweet-spot anyways, the only real impact you could actually do is to directly nerf the close-range damage.
It's a missile system in BT that is supposed to be super-flexible as a result of it's different ammunition type. Had you implemented ammo-switching, with the 3-damage getting it's much-deserved setup, such as low ammo count, high heat, maximum range. The HE-Ammo 3-Damage would be rewarding because you managed to crawl your way into the fray.
People are already rewarded by getting their spots right, and that is not being ****** by the minimum range, and that was the point of the ability to switch to HE.
InnerSphereNews, on 14 June 2019 - 04:26 PM, said:
And this is still a ******* dumb implementation because you got a completely poor efficiency in using your ammunition, to a distance that isn't exactly easy to land missiles with, while doing a stupid amount of heat and completely reduced DPS versus actual competent LRMs.
And guess what, the 2-damage bracket isn't even that far, we quite literally, might as well get a couple of steps forward to get a bit more damage boost. It's not the best, but hey it's not ER-Missile stupid. Chances are we'll be in beckon-call range anyways cause the paradigm of ATM is to maximize damage through the use of the Sweet-Spot range.
Your argument shows a complete lack of understanding in how the game is played, and how players think.
1.2 damage is still a full 60% damage decrease for ATMs. An LRM20 would still do 20 damage and 3.60 DPS at ER ranges for 6 heat and 1.081 HPS, where the ATM9 would just do 10.8 damage for 7 heat for 2 DPS, 1.296 HPS.
The problem with your iteration is that, the ER-Missile would be balanced as if it's an HE-Missile, and as a result it has a completely lower DPS and higher heat-generation than the LRMs when used at those ranges.
Those numbers above are a piss-poor trade. Don't give me ******** about "You have damage-ramp-up with ATMs", because that self-defeating argument means that ER-Missile would barely get used anyways. Had you actually implemented Ammo-Switching which means the ATM could function as three different weapons at once, you could play around different heat-generation and DPS as a result:
e.g.
Quote
STD-Ammo: 180m-540m, Velocity: 240m/s, Damage: 24/18/12/6, Volley Interval: 0.1s, CD: 5/5/5/5, Heat 6/4.67/3.33/2, 90 ammo/ton
ER-Ammo: 270m-1150m, Velocity: 400m/s, Damage:12/9/6/3, Volley Interval: 0.1s, CD: 3/3/3/3, Heat 3/2.33/1.67/1, 180 ammo/ton
Look at that, you got proper differentiation.
HE-Missiles are designed for short-range, and is adequately vulnerable to AMS, because it's quite powerful. For comparison the 2x ATM3 does 2.5 DPS versus the SSRM6 doing 2 DPS. SSRMs still have better velocity and bone-tracking. The 2x ATM9 does 6.923 DPS versus 3x SSRM6 doing 6 DPS.
ER-Missiles are designed to hit at longer ranges and is less vulnerable to AMS as compensation for more exposure time, they also have the lower Heat and Cooldown. To put that into perspective the LRM20 does 3.6 DPS with 1.081, while the ATM9 would do 2.37 DPS with 0.613 HPS, the ATM12 is at 2.92 DPS with 0.732 HPS, and right now ATM9 does 1.67 with 1.296 HPS and ATM12 does 2.16 DPS with 1.621 HPS.
STD-Missiles are actually competitive against LRMs at their mid-range bracket, the LRM20 does 3.6 DPS, but the ATM9 does 3.1 DPS, the ATM12 does 3.93 DPS. To be fair, they are competitive right now in terms of output damage, but the heat is killing it's use.
With the scheme I just provided, you got adequate differentiation with different ATM ammo competitive to their range-bracket. HE did suffer a massive nerf, but hey it is different. The use of different ammunition means the ATMs are efficient with their ammo used, the HE missile is penalized by low-ammo count that requires boats to allot more tonnage, likewise it's not a complete waste to use the ATM at ER-Ranges because you aren't idiotically using only 33.33% - 40% of your damage potential -- leading to a waste of 66.66% - 60% of damage.
Edited by The6thMessenger, 14 June 2019 - 06:12 PM.