Posted 26 December 2021 - 12:08 PM
The number 1 issue with AMS is that as skill levels increase, missiles in general with the rare exception of SRM/MRM tends to drop to minimal amounts, and AMS isnt useful against builds that ideally are shooting you from sub 150m ranges.
LERMs are just that, really really situational. I wont go all out and say useless since a coordinated group with NARC+LERM can and will be effective on the right map, however even coordinated LERMing is extremely dependent on map choice, something that noone has true control over in QP, and last i checked, FP is so unpopular that barely anyone plays that mode (at least at the times that i happen to be online).
The reasons for LERMs sucking are as follows:
Long time to hit due to the combination of lockon time which isnt instant even when in LOS and travel time of the missiles.
Damage spreads everywhere and can even miss over 50% of the damage if the target is small like a light mech or moves sideways to the missiles to evade at least some of them).
Loosing lock = no damage.
ECM, stealth are soft counters to LERMs which lacking tag or a PPC to disable it can make the target impossible to lock.
Dumbfire while nice on paper when you cant lock almost always results in 0 damage if the target is even able to move.
The only selling point of the LERMs was for a long time indirect fire (that was their unique niche, indirect DPS), but that was nerfed a while ago and ever since there is now 0 justification for using the things since if you are gonna bother to direct fire with LERMs, you will be outtraded by virtually any other type of weapon provided they are in range to deal their damage (and if you catch a brawler in the open at 700m then they made a terrible mistake and deserve to be kaputed to death).
That said, there are a few tips i can share for those that really want to AMS. First of all, dont view it as a shield for yourself, but a team damage reduction weapon. The best spot for AMS is actually in between your team and the LERMers, which can be tricky to pull off especially in something like the corsair with its famed quad AMS. Ive had decent results in a cutefox owever since its small, fast, and mounting the AMS isnt that punishing since your damage potential AMS or no AMS is already rather low since its only 30t, and unlike the corsair, you arent wasting an assault to bring a useful amount of AMS (and something like 5-6 ERMLs to steal kills with err actually contribute). The only reason id bring an assault to the game is to deal damage and soak some with its armor. Not saying you shouldnt bring th quad AMS on a corsair (its one of that mech's unique qualities), but in general you should look at what it can carry offensively as the first consideration.
Finally, while it may feel like the right thing to bring from a teamplay perspective, in most cases investing that extra tonnage into more DHS or some lasers is more team helpful. Killing someone because you have the alpha and cooling to do so a bit earlier is better then even completely shutting down a LERM boat temporarily as any smart player with missiles is just going to reposition or pick something elese to shoot at that doesnt have AMS coverage and noone can cover the entire team in QP as they will not be clupled up to such a degree. Id much rather remove an enemy from the battlefield then remove a few missiles which are going to be rather ineffective in general aga8nst anything but some very large assaults (say king crab with it's signature LERM catching top).