Khobai, on 18 May 2021 - 06:39 PM, said:
Then increase health/missile, no need for your BS. Come on, Gulag figured this out. Surely the man of logic can.
Anomalocaris, on 18 May 2021 - 07:27 PM, said:
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Right now, why would you push inside of 300-400m with ATMs? 25% more damage, but the risk of return fire also goes up. And because your missile health is better, you're going to get more through in the 250-500m bracket than you would before anyways. At 3 dmg up close the risk/reward was much more attractive - twice as good in fact.
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I don't mind nerfing the mass fire delete characteristic of ATMs. I can see the rationale. I just think that taking away their unique characteristics makes them boring and little more than tweaked LRMs. That's why I propose more GH, more heat in general, and maybe some other nerfs. Rather than flattening the range/damage curve into irrelevance.
I agree, but I think it's necessary to reduce damage because that just ended up as cancerous. Your solution of just not letting them alpha doesn't address the root of the problem. People will always find a way around the disadvantage to make it work -- making the skill ceiling higher means it's just useful and more accessible at the higher ups, it's just more feast-famine. If you approach the damage directly, then there's little to play around.
I agree that they are a little bit boring. It will always feel awful that a weapon system isn't doing as it had before -- and other weapon systems are also better so yeah the once overperformers will feel different. But all things considering that just seems that it's all they need to be with respect to the balance.
If you want actual relevance, I'm sorry to say that the damage is already where it should be. Maybe approach this mechanically like maybe make ATMs fire and forget but not bone-tracking, or return to 270m sweet spot.