

Ecm, Ams, Beagle And Teamwork Questions
#1
Posted 31 December 2019 - 06:33 AM
Related questions:
AMS, how many missiles knocked down does it take to be worthwhile? 15? 30? 100? How much ammo do you bring if you carry AMS? I am carrying 2 or 2 1/2 tons depending on the mech. I have only ever heard the "AMS ammo 25%" warning once during a long match. I think perhaps I am carrying more than necessary, but one ton doesn't seem like enough.
If at the end of the match, you see Proximity Protection, what does that actually mean to your teammates? Do they even notice a difference? Is it the ECM and AMS coverage that matters or just being a meatshield and engaging the mechs trying to kill them?
Thanks and good hunting.
#2
Posted 31 December 2019 - 07:00 AM
In terms of your 0XP, the loss of the ECM doesn’t gain you much in terms of potential performance so I would leave it there, especially since you say you already have that aspect skilled. Plus with a mech that cumbersome, it is useful to hit counter when the inevitable stealthed lights go for your back. Heck, you might even want to go all in, and make a stealth build yourself just for the occasional opportunities that it provides when some of the more dim sighted players ignore you. A single AMS isn’t worth much and is not worth the loss of a heat sink or whatever compromise you are making to put it in there. If you still insist on putting one on (edit), then 2 1/2 tons of ammo is way excessive.
Edited by Bud Crue, 31 December 2019 - 07:03 AM.
#3
Posted 31 December 2019 - 09:30 AM
Three Cataphracts carry XL engines stock, of course those variants will not last as long under fire as the 280STD the 0XP.
You say you have all the EW equipment on the XP. Please note that when ECM is equipped you lose the default CECM function of a BAP if those two items are equipped simultaneously. For that reason such a combination is often considered dead weight.
2+ tons of ammo for AMS is absolutely excessive. Often in quickplay even half a ton is adequate. You can manually shutoff AMS as well while in cover which further extends its longevity and decreases drawing attention to your position.
Edited by Spheroid, 31 December 2019 - 09:35 AM.
#4
Posted 31 December 2019 - 10:51 AM
Usually you will want only 1 of them because they tend to interfere with each other. As said above, beagle does not counter ecm if you have your own ecm on disrupt. Your ecm tends to prevent lrm locks (for your nearby buddies too) , so AMS is less significant. ECM (without stealth) is only useful from afar. In brawling distances it makes little difference. Beagle/CAP is useful mostly for streaks builds and less so for lrms that do not carry a tag.
AMS is the most group friendly of them because it linearly stacks with AMSs of your buddies to provide a combined iron dome defense system. If you can carry multiple AMSs, or combine them with a friend’s you can completely nullify some missile builds. It is hilarious to watch an enemy’s lrm/atm volley completely disappearing in small flickers before reaching anywhere.
#5
Posted 31 December 2019 - 03:35 PM
ECM on a light mech I brought for team support in one way or another. Either to allow me to get in close to priority target or rapidly move to relieve a team member getting Lurmed. The speed and agility of the light mech allows me to bring the ECM to where it's needed quickest. I do not favor ECM Sniper builds I prefer ECM hitman builds with loads of close up firepower.
Conversely ECM on a heavier slower mech can not be moved about so easily so I use a heavy mech with ECM to protect myself mainly and any friendlies close by. I will not generally move my heavy ECM mech to cover distant friendlies once I have committed my mech to combat.
AMS... one ton max per AMS unit. You shouldn't need more than 1 ton if you team can be even slightly reactive and decisive. No amount of AMS ammo will save a team that doesn't engage.
One combo of note is ECM + AMS on the same mech. When I do this the AMS is for the team's defense mostly. I move my Kitfox to about 100-200m ahead of my team ( if it's sensable to do so) so the incoming LRMs get max exposure to the triple AMS.
#6
Posted 31 December 2019 - 07:51 PM
ECM on the other hand is pretty good regardless of what mech has it. If you're thinking of ECM in terms of team "support", then stop right there. ECM is your shield to damage enemies without getting return fire in most situations. If teammates are inside your ECM bubble, then great. They can stay concealed but that's about it. ECM is for you. It is up to your teammates to decide whether they want your ECM cover or not.
Even a Kitfox Purifier that can bring 3 AMS + ECM + 5 ERML, it is still a killing machine. Don't think of it as a support mech. Just stay close to the Charlie lance but not behind them. Stay close enough so that your AMS can shoot down missiles before they hit your teammates and your ECM keeps you and whoever is near you, both concealed. You need to rack up the damage with the 5 ERML + Arty/Air strikes.
#7
Posted 31 December 2019 - 07:56 PM
#8
Posted 03 January 2020 - 12:28 AM
Regarding your Question about "Protection Proximity": Stay in a radius of 150 meters to a damaged friendly 'Mech (critical damage). Be engaged.
Edited by Aidan Crenshaw, 03 January 2020 - 12:29 AM.
#9
Posted 03 January 2020 - 01:08 AM
nothing really has an impact on my avg anything
week mechs strong mechs
ECM, meta, non meta, bap, tag, you name it
a few times over the last 5 years I would stumble on a build and do 1400 dmg
but I have never even come close to repeating those results
if I would to go further
from 2014 until 2016 I had tons of disconnects
when the disconnects went away you would think my stats would improve but nope they got worse
I keep a paper next to my keyboard and mark down my wins and looses after every match
might be a good idea to do something similar??
GLHF
#10
Posted 03 January 2020 - 04:04 PM
As far as the support great compromising your combat ability, even ECM + double/triple AMS doesn't weigh that much, especially on a clan 'mech. About one large laser worth of tonnage, give or take.
On the flip side, it can be a trap to think of you as a "support 'mech". You're still packing significant weaponry, and while your support gear can excuse you doing a little bit less damage, it doesn't excuse doing miserable damage.
#11
Posted 03 January 2020 - 04:59 PM
The one clan mech that takes quad AMS is pretty much combat ineffective even without AMS.
The only mech that takes redonk AMS without giving up a lot is the Corsair 7a; which gets away with it because it's hardpoints relegate most builds to the loadout of a heavy mech anyways.
#12
Posted 04 January 2020 - 08:25 AM
#13
Posted 05 January 2020 - 02:07 AM
Prototelis, on 03 January 2020 - 04:59 PM, said:
The one clan mech that takes quad AMS is pretty much combat ineffective even without AMS.
The only mech that takes redonk AMS without giving up a lot is the Corsair 7a; which gets away with it because it's hardpoints relegate most builds to the loadout of a heavy mech anyways.
Multiple AMS on a light mech do come as a significant tradeoff to its firepower or speed. A Nova can handle 3 ams when loaded as a laser boat - but it can take 2 if it really needs that but extra tonnage.
There are plenty of dual AMS mechs in both sides. Multiple AMS are better employed on heavier mechs for several reasons:
1. They can spare the tonnage.
2. They are slow and tend to sick together with their kind, thus their AMS covers multiple friendlies.
3. They are slow to move into cover and thus attract a lot of lrm fire which they cannot dodge as light mechs can.
The Corsair 7A with its quad AMS mentioned above the the best example, but there are several other assults with dual AMS.
#14
Posted 05 January 2020 - 12:59 PM
OP,
Bring what you want. It's pugs. Goal is to have fun.
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