Energy Range Quirk Doesn't Affect Lams?
#1
Posted 14 January 2021 - 02:37 AM
#2
Posted 14 January 2021 - 02:54 AM
#4
Posted 14 January 2021 - 09:54 AM
AMS is its own category, otherwise ballistic range quirks would affect regs AMS. Its a lot easier to keep them separate, and frankly I agree with it.
#5
Posted 14 January 2021 - 10:06 AM
+10% AMS Range
+5% AMS ROF (Rate of Fire)
http://mech.nav-alpha.com
Edited by w0qj, 14 January 2021 - 10:06 AM.
#6
Posted 14 January 2021 - 01:16 PM
Basmati Rice, on 14 January 2021 - 06:53 AM, said:
Laser AMS is canonically a Small Pulse Laser that has been repurposed to shoot down missiles (regular AMS is a Machine Gun). Therefore, most of the quirks that affect lasers should affect an anti-missile laser as well.
Edited by FupDup, 14 January 2021 - 01:17 PM.
#7
Posted 14 January 2021 - 01:37 PM
Elizander, on 14 January 2021 - 02:37 AM, said:
It should, but in practice the quirks are for laser offensive weapons.
Fun fact: velocity quirks (general or skill-tree based) effect Laser AMS.
#9
Posted 14 January 2021 - 02:22 PM
FupDup, on 14 January 2021 - 01:16 PM, said:
Canonically maybe, but what color are the AMS units in the mechlab? Yellow/purple, or green? Do they use Energy/ballistic hardpoints, or AMS hardpoints?
Edited by Gas Guzzler, 14 January 2021 - 02:23 PM.
#10
Posted 14 January 2021 - 03:30 PM
Duh, it just dawned on me what you are talking about... Quicks... No, I don 't think they will affect AMS range, or damage unless there is a quirk specifying so...
Edited by Swamp Ass MkII, 14 January 2021 - 03:39 PM.
#11
Posted 14 January 2021 - 08:28 PM
http://mwomercs.com/civil-war-update
==>If AMS is truely affected ingame by all attributes (especially +Velocity which is usually for projectiles and PPC), then perhaps the MWO programmers got lazy, when the Civil War update came they simply made LAMS Laser and not ammo based, but the MWO game backend still treats each Laser shot as a "projectile"?
==>The other possibility (and requires ingame testing) is: mechbay display bug. +Velocity etc. displayed in mechbay does not necessarily mean that ingame behaviour is affected. Needs ingame testing to verify.
But thanks everyone's very interesting comments regarding LAMS/AMS !
FupDup, on 14 January 2021 - 01:16 PM, said:
Yiryi-Sa, on 14 January 2021 - 01:37 PM, said:
Fun fact: velocity quirks (general or skill-tree based) effect Laser AMS.
Swamp *** MkII, on 14 January 2021 - 03:30 PM, said:
Duh, it just dawned on me what you are talking about... Quicks... No, I don 't think they will affect AMS range, or damage unless there is a quirk specifying so...
#12
Posted 15 January 2021 - 07:15 AM
Elizander, on 14 January 2021 - 01:40 PM, said:
Does the extra velocity make the AMS shoot down missiles better?
I couldn't say, to be honest. Since I usually run lots of energy builds with LAMS, I go with range. Range + AMS Overload has a better utility than velocity.
Its akin to whether or not velocity affects machine guns... they're hit scan weapons, so its not precise enough to be measured.
#14
Posted 15 January 2021 - 01:21 PM
Basmati Rice, on 15 January 2021 - 07:48 AM, said:
It's not just "muh boardgame," it's also general intuitive logic that AMS/LAMS would get treated as ballistic/laser weapons because they literally shoot bullets/lasers.
From a gameplay perspective, it's not like letting AMS/LAMS benefit from ballistic/energy quirks would result in any mech becoming overpowered.
#15
Posted 16 January 2021 - 06:10 AM
Quote
You know what, even in TT stuff that impacts the effectiveness of energy weapons doesn't apply to LAMS. So MWO is in fact consistent with TT.
FupDup, on 15 January 2021 - 01:21 PM, said:
Why? They are in a separate category in-game. Your knowledge of sources outside of a game don't matter.
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