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Leave Missile Damage High, Fix The Ams


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#1 Hedonism Robot

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Posted 20 March 2013 - 10:30 AM

Right now LRM damage and SRM's are straight up crazy. PGI has already posted that they are looking into fixing the issue, however I don't this this damage would be that bad if AMS was much more effective. Right now the AMS spittle through ammo slowly knocking down around 5 missiles in the 500m before impact. This was fine on the table top game where 80 LRM alphas were not wandering all around. I would like to see the effectiveness of this item improved to be on a better level of short term missile defense than the ecm.

My recommendation is to add a burst function to the AMS where it burns through ammo extremely fast and then goes on a cooldown for a given period of time (lets say 10-15 seconds). During the burst mode it would protect the user from a powerful LRM alpha or SRM alpha allowing for some counter play. I would make the visual pretty clear for the burst mode activation.

I think the damage on missiles is appropriately devastating for how the weapon works but the item that counters them needs to be much more effective. At this point all mechs can equip an AMS making it a more appropriate hard counter to missiles than the ECM.


Burst Mode: AMS glows red shooting down all incoming missiles in a 90 degree arc in front of the mech out to 100m. Over a 1.5 second duration 400 ams rounds are consumed. After finishing the burst, the AMS will glow red and smoke on until it is off cooldown. The AMS will not function for 10 seconds. For mechs with 2 AMS systems, this will cover a 180 degree arc in front of the mech, consume 600 ammo and last 2 seconds.

Missile boats can counter play by chain firing or watching for the visual queue that the burst mode has been burned. This will also add a team play mechanic where you step infront of an injured ally and activate your burst on AMS to protect them while they take cover.

Edited by Hedonism Robot, 20 March 2013 - 11:55 AM.


#2 Roadbeer

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Posted 20 March 2013 - 10:35 AM

Agreed,

I prefer a flak system over a phalanx system, but I don't think that would happen.

#3 FrostCollar

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Posted 20 March 2013 - 11:01 AM

This is a very bad idea. We've already seen the problems the current implementation of ECM and LRMs can cause. The former is a hard counter for the latter, but if the former isn't present that currently insane damage rears its head.

We don't need missile counters. We need missiles without ridiculously overpowered splash.

#4 Hedonism Robot

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Posted 20 March 2013 - 11:34 AM

View PostFrostCollar, on 20 March 2013 - 11:01 AM, said:

This is a very bad idea. We've already seen the problems the current implementation of ECM and LRMs can cause. The former is a hard counter for the latter, but if the former isn't present that currently insane damage rears its head.

We don't need missile counters. We need missiles without ridiculously overpowered splash.


I think the ECM has its own problems and is currently a little stronger than intended. The AMS needs to be the counter rather than the ECM to missiles. The AMS is a better choice for this since it still allows the missile user to fire and interact with the battle. As long as the LRM boat will burn up the ammo of the AMS on his target mech long before he runs out the system would be fair.

I agree that pure hard counters do not build gameplay. I am not asking for the AMS to simply sit on the mech and make you impervious to missiles for only 1.5 tons. I would however like to see the AMS provide a decent counter to intensive LRM and SRM spam, through the use of a skill based mechanic.

#5 MasterErrant

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Posted 20 March 2013 - 02:30 PM

in the TT ams shot down 1D6 missiles per turn till it used it's 12 shots per tom. not a shield but enough to get you close.I ran a dragon brawler with ams and 2 tons of ammo whits was enough to allow me to get inside the min on missile boats. it only an aid to survival not a solid defenseI agree that missiles are over powered right now I run a treb and I'm seeing a lot more kills (Playing fire support as the mech is intended to do I expct lots of assists and only occasional kills today I'm seeing lots of kills and very early. it kind of looks like the got the Accuracy right but the clustering is concentrating too much.





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