KursedVixen, on 10 June 2021 - 04:03 PM, said:
the smaller tube count to Lrms made ATms not worth it as a replacment for LRMs not to mention their arc did not do as well either, What is PGI thinking by increasing ATM damage at long range? I don't see a point to this in Tabletop ATms could not do indirect fire and were more like a clan version of the MRM with tracking... the biggest thing that killed ATMs for me orginally was that horridly large minimium range, which Pgi pulled out from the ER ammo which does 1 point of damage per missile and the standard ammo we would have been better off with out MWLL Does it with ATM HE and ATM ER launchers but this latest damage reduction in it's most usable area for me has killed ATMs for me.
I never used clan streaks much in the first place so reducing their damage has made me completely avoid them and just use standard Srms.... they're lighter anyway, and from what i've heard streaks spread was horrid.
So the TT point of ATMs was to be an "all-in-one" weapon system, and allow a 'mech to simply carry different types of ammo, rather than entirely different weapon systems. For example, the Atlas carries four medium lasers, an AC20, an LRM 20, and an SRM 6. Instead of an LRM AND an SRM system, those would be replaced by an ATM 12 (Biggest and biggest replaced by biggest), which frees up some space and tonnage for maybe a second ATM launcher, or more heat sinks, or something? And instead of firing one or the other launcher, you simply load the most applicable ammo. It's much less efficient at range, but much more efficient once you close in, and it has a much higher maximum range than LRMs did (hopefully compensating for the fact that the missiles are twice the size: half as many per ton).
As for streak vs standard SRMs, the TT point of streak technology was to save ammo and heat. Rather than expending ammo and having to dissipate heat on a shot that misses the target and doesn't accomplish anything, if the shot's a miss, then nothing happened, and if it's a hit, then you take the ammo and heat penalties of firing a weapon. In MWO, streaks are the ONLY fire-and-forget weapon system (you can fire them and break lock, and they will track independently and still hit the target if it doesn't move behind something or go out of range). Also in MWO, SRMs have a pretty horrid spread, too (at least Clan ones, do), so you fire 12 missiles, and 6 hit, with the other 6 bracketing the target to either side. Helpful if the target is jinking, so if your aim is slightly off, the "side" missiles will hit, instead, but still missing with about half the damage fired. Streaks always hit (unless shot down by AMS, blocked by solid cover, or shot beyond their range), so there's no "missed" damage. It hits every part of the target, but everything hits.