Khobai, on 18 May 2021 - 01:31 AM, said:
The problem is LRMs are better than ATMs at shorter ranges. Where the ATM needs to be stronger is at short to medium range where it loses ground to LRMs when it shouldn't.
This would be where LRMs are better at 120m where ATMs aren't?
Okay, since when did LRMs' role revolve around that small band of the minimum range? The point of minimum range is for users to get ****** when an enemy closes on it.
The ATMs doing massive damage at sweet-spot, was formatted to be equally ******. The only problem right now is that the ATM's doesn't do enough for it's ability to get ******.
In short, it's not a useful avenue to attack the problem. It's not just about versatility, but consideration of counterplay. Likewise versatility is about being useful in many instances, not just having little weakness.
Khobai, on 18 May 2021 - 01:31 AM, said:
Which is why your logic doesnt make sense. ATMs shouldnt be competing with LRMs because their roles shouldnt really overlap all that much. LRMs should be the most effective missile for long range. ATMs should be mostly effective at short-medium range with the ability to be used at long range if absolutely needed.
So tell me, do people line up with ATMs just to hit people at 1100m?
Having the ability do touch +200m further than the LRMs doesn't make it more effective, it just means you can. That 200m band beyond LRMs isn't that relevant enough considering that the LRMs is far more effective at a wider band, and the ATMs are being used at an even shorter and wider band. And combat at 900+ is still a massive challenge, hell at that point you're better off with Gauss, AC2s, and ERLLs.
Logic my ***.
Khobai, on 18 May 2021 - 01:31 AM, said:
And saying ATMs never get used at long range is simply wrong. Because sometimes you just need to kill a cored mech at long range and even a small amount of damage fro m ATMs will finish them off. Theyre not great at long range but they can still kill a cored mech at long range if they have to. Thats all the versatility ATMs need at long range they dont need to be anymore versatile than they already are at long range.
I never said never, I said barely. Arguing an extremely fringe instance does not have the same weight as what the entire weapon system seems to meant to do.
Khobai, on 18 May 2021 - 01:31 AM, said:
Again making ATMs better at short to medium range where their performance should be superior to LRMs is exactly the way to fix ATMs. That is exactly how you make them more versatile and less inferior to LRMs.
That's not versatility, that is even more specialization. As in that's less deterrence to the sweet spot.
And if you want them better at short to medium range, increase sweet-spot range to 270m, that means the 2.5 damage/missile will work in more instances.
Khobai, on 18 May 2021 - 01:31 AM, said:
Its simply a matter of balancing ATMs between LRMs and SRMs so those more specialized weapons retain their places in the game. the ATM should fill the gap as a medium range missile that can also be used at short and long range to a lesser extent if needed.
It does that already, what you're doing right now is just for the sake of your misguided idea of balance.
Khobai, on 18 May 2021 - 01:31 AM, said:
And if you honestly dont see how getting rid of the stupid 0 damage deadzone under 120m in favor of linear damage dropoff instead doesnt help ATMs im not really sure what to tell you... other than youre being obstinate.
of course it helps because It increases the size of the sweet spot for ATMs. Especially if you increase the bracket back upto its original 270m too. thats a significant increase to the sweet spot range bracket which is exactly what ATMs need.
No, you're being obstinate because you don't look at the larger picture. It's not a versatile weapon, it's just a really good weapon with little weakness.
You can argue how it's good all damn day, but you never consider if it's overpowered, or doing what you said it should do. Such as if you make sweet-spot less punishing, the more you take away from the mid-range use you care about, the more you take away from "versatility". That's not how we think, that's not how we play the game -- reality is, even if I don't like it, we min-max, the more we specialize the more effective we can be, and removing counterplay means the specialized use of ATMs is much more effective.
Doing 2 damage/missile as opposed of 0 at 100m is a massive advantage for the ATM user.
Khobai, on 18 May 2021 - 01:31 AM, said:
Plus we get rid of the complete idiocy of your damage dropping to 0 because youre 1m too close to the target.
Because the whole issue with ATMs right now is that the sweet spot is too small and its too hard to keep targets inside that sweet spot. expanding the range of the sweet spot absolutely fixes that problem. That massively helps ATMs regain lost ground vs LRMs.
ATMs and LRMs aren't defined by their use at their minimum-ranges, it's just stupid to argue LRMs so that ATMs -- that's like kid with a candy bar at a store arguing he should get two because another boy got two. That's not how it works, you need to consider how ATMs play first before comparing to LRMs.
I'm not fan of the deadzone or minimum range, but I understand why it should be there. But you know what, people seem to manage the minimum-range, not because YOU can't means we should adjust for you.
Though I agree with the sweet-spot issue, I argue that it should just be bigger up to 270m, not to ******* reduce effectiveness of the goddamn counterplay.
Edited by The6thMessenger, 18 May 2021 - 03:36 AM.