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.















