Jump to content

Artemis Iv Fcs


14 replies to this topic

#1 Hidirian

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 167 posts

Posted 06 November 2012 - 10:50 PM

Ok... now all I have to say is what is this nonsense that the Devs have put into the game; what were they thinking? Cause it sure isn't Artemis_IV. For ACTUAL Artemis you need a VISUAL lock as its a infrared laser designator & tight-beam microwave transmitter not a missile guidance system that completely negates cover by coming down at an 80 degree angle and not only that locked across the map by a teammate with no visual lock. Its also supposed to be placed on the Mech like a component with the missile launchers attached just like extra heatsinks are attached to larger engines(but with crit slots actually being taken up by the launchers unlike extra engine heatsinks), not some "upgrade" that gets merged with your Mechs frame / systems. The only thing Artemis is supposed to do is with a VISUAL lock by the PILOT WITH THEM is reduce spread of the missiles by 35% grouping them closer together and that's it, nothing else and certainly NOT what they currently do ingame which is just wrong.

Edited by Hidirian, 06 November 2012 - 11:00 PM.


#2 Riffleman

    Member

  • PipPipPipPipPipPipPip
  • 968 posts

Posted 06 November 2012 - 10:54 PM

Does it tighten up srm clumps, like srm 6?

#3 Hidirian

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 167 posts

Posted 06 November 2012 - 10:57 PM

Yes.
Wiki: The Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which improves the accuracy of LRMs, SRMs, and MMLs by roughly thirty-five percent.

But the Devs seem to have not read the wiki at all~
Wiki: In order to actually take the benefit of Artemis IV, the missiles fired must be Artemis compatible, which are more expensive than standard versions, and the firing unit must have line of sight to its target, indirectly fired LRM receives no increase in accuracy.

#4 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 06 November 2012 - 10:57 PM

Pulse lasers confer a to-hit bonus, not additional damage or shorter duration. Matter of fact, NO ENERGY has a duration in tabletop, they just hit and deliver damage.

Machine guns don't absolutely blow arse either. Creative license.

#5 Riffleman

    Member

  • PipPipPipPipPipPipPip
  • 968 posts

Posted 06 November 2012 - 11:02 PM

What does it do for SRM though, is it worth it or just a 2 ton waste?

#6 Hidirian

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 167 posts

Posted 06 November 2012 - 11:05 PM

View PostVermaxx, on 06 November 2012 - 10:57 PM, said:

Pulse lasers confer a to-hit bonus, not additional damage or shorter duration. Matter of fact, NO ENERGY has a duration in tabletop, they just hit and deliver damage.

Machine guns don't absolutely blow arse either. Creative license.


When you claim you're "trying to stay as close to TT rules & stats as possible" you can't just make something up and claim creative license. And umm.. you're wrong Medium_Pulse_Lasers (>is as with all pulse lasers)

Pulse lasers differ from traditional laser weaponry in that instead of firing one powerful beam, they maintain laser beams fired off in quick succession. While offering an overall increased rate of fire, the heat output also increases accordingly. Pulse lasers increase damage because they allow vaporized armor to dissipate from the location of damage. This allows subsequent pulses to reach the target area without being diffused by the vapor.

Edited by Hidirian, 06 November 2012 - 11:07 PM.


#7 Lebron Copperhead

    Member

  • PipPipPip
  • 59 posts

Posted 06 November 2012 - 11:09 PM

View PostRiffleman, on 06 November 2012 - 11:02 PM, said:

What does it do for SRM though, is it worth it or just a 2 ton waste?

Tighten the spread. Have you ever read patch notes?

With regard to Artemis upgrade status - it converts ALL SRM and LRM launchers to weight 1 more ton and take 1 more slot. Also in patch notes.

#8 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 06 November 2012 - 11:17 PM

View PostHidirian, on 06 November 2012 - 11:05 PM, said:


When you claim you're "trying to stay as close to TT rules & stats as possible" you can't just make something up and claim creative license.

Well dammn, you got me there. I hadn't looked in a while and forgot pulse actually did more damage in tabletop.

Now, about Artemis. Do you think anyone would actually use Artemis if it required PERSONAL LINE OF SIGHT? I wouldn't. I wouldn't consider using MC to get a mech just to save money for Artemis. I wouldn't have another grindy goal to get something I want. As it stands I've got it on a ***** SRM HUNCHBACK and I want an LRM mech just to use its sexxy goodness there too.

Artemis is absolutely brilliant, because it is almost mandatory. Just like 'not-so-double' heatsinks. It's not amazing, but it is better for the mixxin' maxxin'. Now, MISSILE DAMAGE will probably get lowered, but this whole tweaking thing is a process.

Pulses didn't so much get a narf as they got fixed. They also can't confer a to-hit bonus in a game of perfect reticle accuracy and skill-over-cone-of-fire. So PGI has to interpret the flavor of the BT rules into a video game. Artemis makes missiles better. Inner Sphere LRMs are SUPPOSED TO FIRE ON A BALLISTIC TRAJECTORY. They had to take that out when people complained. Now, Artemis is in and restores how LRM are supposed to work to begin with, but you have to pay more, and waste tonnage and crit slots. They can now tweak the missile damage to reach a happy medium.

ECM is also OP as fk apparently, and is probably going to be an upgrade and not a module or restricted to certain mechs. Meaning, if you are tired of LRM, you take a piece of equipment (again) and stand near other people with the same equipment.

I think teams will find that with ECM and AMS, missiles are once again a "pubbie" weapon and not terribly effective in team sports. They are slowly nickel and diming our internal space with all these 'mandatory' upgrades if you've notice.

Suddenly, 1.4 heatsinks are gonna feel amazing when a third of your tonnage is full of all the special toys most mechs didn't have.

#9 Mathmatics

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 275 posts
  • LocationDetroit

Posted 06 November 2012 - 11:28 PM

I really like how the beam weapons behave in this game. Its a **** of alot better than mw4. Actually its a lot better than any game I have ever played. Reminds me of star trek beams which is how I always imagined battle tech beams to act. I think the reason LRMs are so nasty right now is because ECM is going to make them take a lot more skill to use. Think of it this way, anyone using exclusively LRMs is currently not gaining any practical experience at piloting or aiming (not all of you just most) So that when ECM comes out (or the devs are forced to nerf because of forum whining) Those of us that dont use them wiil be at a large advantage.

#10 endevite

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 175 posts

Posted 07 November 2012 - 06:52 AM

The way it is working now, it isn't fun to play without being one of those fun OP LRM boats.

#11 Tugger Nuts

    Member

  • PipPip
  • 30 posts
  • LocationTampa Florida

Posted 07 November 2012 - 07:03 AM

View Postendevite, on 07 November 2012 - 06:52 AM, said:

The way it is working now, it isn't fun to play without being one of those fun OP LRM boats.

It's not fun to be in an LRM boat. It's boring!

#12 endevite

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 175 posts

Posted 07 November 2012 - 07:08 AM

View PostTugger Nuts, on 07 November 2012 - 07:03 AM, said:

It's not fun to be in an LRM boat. It's boring!


That's only because you win so easily.

#13 dal10

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,525 posts
  • Locationsomewhere near a bucket of water and the gates of hell.

Posted 07 November 2012 - 07:18 AM

the problems with lrms is that there is literally no hiding from them unless you have overhead cover, it makes them impossible to dodge in a slower mech. though I did find one tactic to dodge,jumpjet at a 90 degree angle from them and power down in mid flight, you keep moving but they lose lock so the missiles go through where you powered down.

#14 Peg Leg Pete

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 92 posts

Posted 07 November 2012 - 09:18 AM

View Postendevite, on 07 November 2012 - 06:52 AM, said:

The way it is working now, it isn't fun to play without being one of those fun OP LRM boats.


As someone who played one all night long to help add to PGI's data, It is incredibly boring. Pre-Patch I used to run LRM's and Even an LRM boat occasionally. Post patch I am saying that it is boring and very OP.

But the rest of the patch is pretty sweet though. :)

#15 Buckminster

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • 1,577 posts
  • LocationBaltimore, MD

Posted 07 November 2012 - 09:30 AM

I'd think that they desperately need to make Artemis LOS only again. Without that restriction, it does become a must-have upgrade, as there is no downside. By making it Line of Sight, it becomes added weight and crit space that you may not be using if you are a primarily indirect firing LRMer.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users