Aedryel, on 13 April 2021 - 07:28 AM, said:
I get the feeling I'm right on my way to get on your nerves, but...
My question remains the same - what will happen to the ATM-18/ATM-24 Average Joes post-patch?
We will do less dmg per missile vs more AMS on the market. What's your metric on a 2xATM9 vs 4xAMS scenario? Or just 2?
Up until now, my way to counter AMS was to
avoid them.
That no longer remains possible. Whoever has a mech variant capable of wielding AMS will do so.
Doing less damage per missile against an inevitable AMS abusement how exactly will translate to doing more damage in the close range bracket?
Doing less damage in the range where it's needed the most contributes to the fun aspect of the game how?
I have quite unique views on things, among them is I consider a weapon overboated if I carry a ghost-heat-producing amount of it, so...why do you balance (...?) a weapon explicitly and admittedly around overboating if in the past you've justified nerfing it in practically all of it's aspects NOT relevant to overboating to counter overboaters?
Currently I have an 2xATM9 + 1xLRM10 Stormcrow accompanied by 10 micro ERs.
Now I do a respectable, but by no means overpowered 64dmg overall with the missiles assuming none gets shot down halfway and actually connects with the target.
I keep the LRM-10 for added 500m+ flexibility as well as to use as a decoy of sorts against AMS to make it shoot down less of my precious ATM rounds. LRM has a generous missile per ton ratio and a fairly high tube count to make the investment worth it. Unlike ATMs.
Please provide me exact numbers how I fare:
-now vs 1-2-3-4 AMS in all range brackets,
-and how I will after the patch.
To make the changes in their entirety easily understandable (and the basis of your decision-making more transparent, if you will) even by such a mediocre person as me, please be as kind to generate this chart with the updated values.
I'm expecting not less than 6 AMS on an average match on each team, at least 3 or 4 of them having overlapping areas at any given time.
Do tell me in good conscience that the increased missile HP will offset the upcoming AMS flood by at least 16.6%+ so my SCR will remain THIS (or better...laughable thought though, but why not) viable with THIS EXACT setup and please do not give me that "on the other hand, ATM36/48ers will do at least more damage in exchange" line, it's not applicable to the vast majority of the ATM users.
Always happy to answer your questions.
I will show you the results on your specific build:
2x ATM9 and
1x LRM10 against a Mech with 1, 2, 3, & 4 AMS (the AMS has both skill tree quirks and the missiles have velocity skill tree quirks). This took a while, hence my delay in responding to your post.
This accounts for three cases of firing your missiles:
- If you are firing at close range within the AMS bubble (190m to the AMS mech)
- If you are firing at the edge of ATMs top damage range (~240m chosen for simplicity)
- If you are firing at 500m
(ATM + LRM damage)
4AMS
190m: Current =
11 (6+5 damage) ----- Patch:
17.5 (17.5+0) damage
240m: Current =
0 damage ------------- Patch:
13 (10+3) damage
500m: Current =
0 damage ------------- Patch:
11 (8+3) damage
3AMS
190m: Current =
28 (21+7) damage ----- Patch:
30.5 (22.5+8) damage
240m: Current =
21 (18+3) damage ----- Patch:
26.5 (22.5+4) damage
500m: Current =
15 (12+3) damage ----- Patch:
22 (18+4) damage
2AMS
190m: Current =
42 (33+9) damage ----- Patch:
41.5 (32.5+9) damage
240m: Current =
39 (33+6) damage ----- Patch:
38.5 (32.5+6) damage
500m: Current =
28 (22+6) damage ----- Patch:
32 (26+6) damage
1AMS
190m: Current =
55 (45+10) damage ---- Patch:
50 (40+10) damage
240m: Current =
53 (45+8) damage ----- Patch:
48 (40+8) damage
500m: Current =
38 (30+8) damage ----- Patch:
40 (32+8) damage
No AMS
190m: Current =
64 (54+10) damage ----- Patch:
55 (45+10) damage
240m: Current =
64 (54+10) damage ----- Patch:
55 (45+10) damage
500m: Current =
46 (36+10) damage ----- Patch:
46 (36+10) damage
As we can see you're doing less damage at close range vs 0 or 1 AMS, about the same vs 2 AMS, and more vs 3 and 4 AMS. At mid range you're always doing the same or more damage.
In regards to your claim on the vast majority of ATM users, I personally see between ATM 27 to 36 as the most common builds, or larger numbers of tubes when mixed with LRMs, hence why I used the example I did. In saying that, I completely understand your worry of Mechs that use lower amounts of ATMs. In fact my (personal) original suggestion was to increase missile health on ATMs and increase the ghost heat on large groups of launchers. This would make builds with smaller amounts of launchers more viable and reduce the impact large ATM boats have (which in my opinion are an issue in the current meta). Should the current balance not work as intended I will be pushing to have the ghost heat system implemented.
Those charts you are referencing were created by the same person who just generated the numbers I posted here and is a part of the Cauldron: Navid A1. He also mentioned that those charts are not accurate when considering multi-missile type salvos (just for your information, I wasn't aware of this fact either).
Edited by Krasnopesky, 13 April 2021 - 10:07 AM.