#1
Posted Yesterday, 09:46 AM
Did they change the heat for LAMS?
#2
Posted Yesterday, 10:02 AM
Though if you're sitting around behind cover while waiting your heat to dissipate for your actual weapons, and your LAMS starts firing, you would *notice* how much slower your cooling gets.
Anyway, C-LAMS only generates like 1 heat per second while it's firing so even with 3LAMS on the KFX-C with skill nodes it's usually not that noticeable.
It's on something like the COR-7A if you do run 4 LAMS on it instead of 4AMS+3t of ammo or something that it does gets noticeable.
Edited by Ttly, Yesterday, 10:05 AM.
#3
Posted Yesterday, 11:33 AM
Edited by LordNothing, Yesterday, 11:36 AM.
#4
Posted Yesterday, 04:16 PM
LordNothing, on 25 February 2026 - 11:33 AM, said:
1t AMS ammo is like 400 AMS damage now, with missile HP for LRMs being around 1 or less (varying by launcher) even 3t is already way too much you ask me since by the 1st-2nd salvo that gets entirely shut down/cut in half, the LRM user probably figured to either aim elsewhere (if possible) or just twiddle their thumbs until the AMS Corsair gets removed from the match which makes running out of that 3t of AMS ammo to be unlikely on account of the LRMers just not bothering to shoot around the Corsair
And I mean 4AMS+3t of ammo is only 5t total with slot flexibility of placing ammo (that also makes for great crit padding because AMS ammo doesn't explode) whereever you want to boot.
Meanwhile 2AMS+1t ammo+2LAMS is 5t as well but the LAMS has less range for actual team coverage while the 1t of ammo is likely to run out unlike 3t.
Now C-AMS on the other hand is pretty hard to sell over C-LAMS on account of the latter being only 1t 1slot.
I think it's only starting from 3-4 AMS hardpoints where C-AMS can be considered as better/comparable.
Either way, at the end of the day, I think it's pretty awful how AMS are implemented where their coverage ignores terrain/cover/etc. and just shoots down missiles through solid objects.
I mean what the heck, it's a weapon system that straight up removes the shooter's damage solely by the user's presence.
As if spread, lock-on time, ECM bubbles, and terrain isn't bad enough already.
Edited by Ttly, Yesterday, 04:28 PM.
#5
Posted Today, 09:54 AM
Ttly, on 25 February 2026 - 10:02 AM, said:
Though if you're sitting around behind cover while waiting your heat to dissipate for your actual weapons, and your LAMS starts firing, you would *notice* how much slower your cooling gets.
Anyway, C-LAMS only generates like 1 heat per second while it's firing so even with 3LAMS on the KFX-C with skill nodes it's usually not that noticeable.
It's on something like the COR-7A if you do run 4 LAMS on it instead of 4AMS+3t of ammo or something that it does gets noticeable.
I was not saying the heat dissipated fast. I'm saying the heat gauge didn't move AT ALL. I was on HPG Manifold that match. I just got done playing another match just now and again, the heat gauge didn't move at all for the LAMS. It didn't go up 1%. It didn't even flicker.
In the past I noticed the heat going up far more than you are saying it does. As in I had to choose between firing my weapons or shooting down missiles. Since this last update, I have not noticed any heat at all from the LAMS.
#6
Posted Today, 01:04 PM
If you have all the Heat Gen nodes in the skill tree, that heat generation will go down to 2.748 per second.
For your heat bar to remain at zero, you have to dissipate at least 2.748 heat per second.
HPG manifold has a map dissipation offset of 0.15... so your mech only needs to dissipate 2.598 H/s.
The kitfox has a 7.5% Heat dissipation quirk, and assuming you have all the Cool Run nodes in the skill tree, it is boosted by another 10%. Which means that your stock equipped heatsinks will need to have a base dissipation of 2.21.
If you have 11 double heatsinks in your kitfox (including ones in the engine), you'll have 2.2 dissipation. Pretty much identical to the required amount for you to practically remain visually at 0% heat. If you have 12, then you'll stay at 0% even if the LAMS fire forever.
Kitfox stock comes with 10 double heatsinks locked in... so, even if you have one extra heatsinks equipped, you'll be at 11 and good to go.
Also, yes. LAMS damage output has been buffed a while ago, they deal much higher damage to missiles than normal AMS. Although their range is a bit shorter.
Edited by Navid A1, Today, 01:06 PM.
#7
Posted Today, 01:46 PM
Ttly, on 25 February 2026 - 04:16 PM, said:
1t AMS ammo is like 400 AMS damage now, with missile HP for LRMs being around 1 or less (varying by launcher) even 3t is already way too much you ask me since by the 1st-2nd salvo that gets entirely shut down/cut in half, the LRM user probably figured to either aim elsewhere (if possible) or just twiddle their thumbs until the AMS Corsair gets removed from the match which makes running out of that 3t of AMS ammo to be unlikely on account of the LRMers just not bothering to shoot around the Corsair
And I mean 4AMS+3t of ammo is only 5t total with slot flexibility of placing ammo (that also makes for great crit padding because AMS ammo doesn't explode) whereever you want to boot.
Meanwhile 2AMS+1t ammo+2LAMS is 5t as well but the LAMS has less range for actual team coverage while the 1t of ammo is likely to run out unlike 3t.
Now C-AMS on the other hand is pretty hard to sell over C-LAMS on account of the latter being only 1t 1slot.
I think it's only starting from 3-4 AMS hardpoints where C-AMS can be considered as better/comparable.
Either way, at the end of the day, I think it's pretty awful how AMS are implemented where their coverage ignores terrain/cover/etc. and just shoots down missiles through solid objects.
I mean what the heck, it's a weapon system that straight up removes the shooter's damage solely by the user's presence.
As if spread, lock-on time, ECM bubbles, and terrain isn't bad enough already.
i ran my 7a as mostly an ac5+lppc boat which is adequate at midrange sit in formation and take pop shots kind of build. a great line mech, kind of a mobile fortress. even with 1t for the 2 ams modules i seldom seen it empty. of course i ran that build many years ago before current set of ams nerfs. i think we were still getting match score for it at the time. i really dust it off, or one of the other ams spam builds, when an event calls for shooting down missiles, and never any other time. my missile defense is usually terrain based with a healthy dose of sky clearing.
#8
Posted Today, 04:22 PM
LordNothing, on 26 February 2026 - 01:46 PM, said:
i ran my 7a as mostly an ac5+lppc boat which is adequate at midrange sit in formation and take pop shots kind of build. a great line mech, kind of a mobile fortress. even with 1t for the 2 ams modules i seldom seen it empty. of course i ran that build many years ago before current set of ams nerfs. i think we were still getting match score for it at the time. i really dust it off, or one of the other ams spam builds, when an event calls for shooting down missiles, and never any other time. my missile defense is usually terrain based with a healthy dose of sky clearing.
Really? You called the recent change a nerf?
The only thing remotely close to a nerf to it was LAMS range nerf and even then it got buffed damage to make missiles flying through it gets shredded just the same/even better on stuff with +RoF/AMS damage like the AMS Wolfhound (WLF-1B) or KFX-C or the 2AMS SMN-D even.
Especially when their AMS bubbles are actually between the launcher and the target (so that the missile has to pass through the diameter of the bubble rather than only the radius) instead of your typical AMSboat players pretending to be useful by literally hugging their teammates and totally not bodyblocking them.
Still I must say, C-AMS probably could've also gotten ammo buff so that it's 500 damage per 1t ammo or something, instead of currently where it's only more appealing over C-LAMS only for 3+ AMS hardpoints.
Edited by Ttly, Today, 04:34 PM.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users



















