Author Topic: new atm mechs  (Read 1379 times)

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Offline Gcmdr_chris

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new atm mechs
« on: January 15, 2012, 05:27:36 AM »
As it stands i do not believe atm's are getting the love they deserve. 2 light(useless in the mid-late game) 2heavy(the Loki IMO can't really use the ATM 12 that well because of the ranges on its weapons, once in hml range it wont take much to make the atms do no damage.)and a couple assault that don't have a lot of damage from the ATM.

I propose that in the future that the warhawk gets a tri ATM9/12 variant and the stormcrow gets at least dual atm6/9 with a decent backing of er-ll or lbx5/10.

also why is there a minimum range on atms? i thought in cbt they had 27/15/9 range and they got increased damage as you got closer(27=1 15=2 and 9=3 damage per missile). I believe a nice well needed buff would be to have atms with no minimum range to it at all, and increase the damage done at short range.

Offline TAX_MAN!

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Re: new atm mechs
« Reply #1 on: January 15, 2012, 05:34:12 AM »
ATMs used to be a lot stronger.

A WHOLE LOT stronger.  They had to nerf them because they just tore everything up.  And they still do.  They're just really easily stopped by LAMS.  Probably too easily, but that's whatever.

Offline Terragent

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Re: new atm mechs
« Reply #2 on: January 15, 2012, 05:48:31 AM »
There are five ATM ammunition types in CBT: Standard, Extended-Range, High-Explosive, Improved Inferno Warhead, and Improved Magnetic Pulse.

Right now, MWLL only has Standard ammunition; ER and HE may or may not happen (right now the mod doesn't support multiple ammo types for a weapon), and IIW and IMP are unlikely given they're mid-3070s tech.

Standard ATMs have 5/10/15 range in CBT, with a minimum range of 4, which roughly corresponds to MWLL's 150m minimum. The key difference is that in CBT, missiles fired inside minimum range still work but have a drastic penalty to their accuracy (for IS LRMs it's because of their arming distance; for Standard and ER ATM rounds it's because they're two-stage missiles), while MWLL simply has them inflict zero damage.

I'd love to see alternative ammo types developed for the ATM launcher in MWLL (after all, being able to carry multiple ammo types was supposed to be the whole point of ATM launchers) but my suspicion is that alternative ammo, if implemented at all, will be done MW4-style, with each launcher locked to a particular ammo type rather than being able to freely choose from different missile loads for each volley.

Offline ELH_Vivicector

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Re: new atm mechs
« Reply #3 on: January 15, 2012, 07:03:20 AM »
I think, that ATMs are quite balanced right now. Would appreciate new mechs with them (crap, return the old Mk2 D!!! The only useful jump-capable assault). Hope, new ammo types would make it in the game.

Offline EagleFire

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Re: new atm mechs
« Reply #4 on: January 15, 2012, 07:47:31 AM »
Seeing as the only Clan Medium we have right now is the Shadowcat how about one with 1 ATM-12, 3 ER Medium lasers, Masc, and 1 ton left over for ammo.

Offline Cik

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Re: new atm mechs
« Reply #5 on: January 15, 2012, 10:49:16 AM »
where is my delicious ATMHE. and i would also like a stormcrow please. obviously the devs should cater to my desires immediately.

Offline Gcmdr_chris

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Re: new atm mechs
« Reply #6 on: January 15, 2012, 03:32:28 PM »
what is going on with the stormcrow? is it still being put in? what will the variations be?

Offline Waffnuffly

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Re: new atm mechs
« Reply #7 on: January 15, 2012, 10:00:16 PM »
ATMs are murder against VTOLs. I speak as a VTOL pilot. I stay the hell away from anything with ATMs when flying.

Offline Cik

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Re: new atm mechs
« Reply #8 on: January 15, 2012, 10:03:58 PM »
what is going on with the stormcrow? is it still being put in? what will the variations be?

yes, it is going in apparently. but not fast enough >:(

Offline Bill

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Re: new atm mechs
« Reply #9 on: January 15, 2012, 10:23:19 PM »
I'd love to see the ATMS get a slight buff, they really seem a bit flimsy for the effort involved with them.

I also agree more variants wielding them would be fantastic.


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Offline cyofee

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Re: new atm mechs
« Reply #10 on: January 16, 2012, 12:09:32 AM »
I'd love to see the ATMS get a slight buff, they really seem a bit flimsy for the effort involved with them.

I also agree more variants wielding them would be fantastic.

I think that the main problem with them is that they seem to be carried by inferior variants, particularly energy sniper/missile boat hybrids. I think they'd be pretty strong on missile boats. A Vulture with 4xATM12 would probably be a monster of a mech.

Let's see what carries ATMs:
Morrigu C - bad synergy with its CERPPCs, I feel like they've been put in only to fill the pods. If I was driving it, I'd try to snipe from 900 range with my radar on passive if possible. Closing into ATM range and using active radar, just to fire those two ATM3s, doesn't seem worthwhile.
Cougar E - with those weapons I'd like to stand 500-600m away from the brawling and do a fair bit of damage. However, because of its lack of ECM and the necessity of keeping active radar on, it's basically inviting enemy brawlers to come and kill it. With a minimum range of 150m on the ATMs and with Cougar being the slowest light mech and the least armored one in its speed class, it has no chance, especially since in the early game the enemy is likely to be piloting fast assets.
Hep C - I never tried tagging seriously, but if I did, I probably wouldn't want to reveal my position by shooting ATMs, or give the enemy the incoming missile warning. On the other hand, if the goal was to support the team with electronics and keep them under AECM, I'd definitely take Hep Prime over this.
Sulla E - I don't fly but I don't think I've ever been attacked by one.
Blood Asp B and D - ATMs are only there to fill the nose pod. I'd replace them with direct fire weapons or extra heatsinks if given the opportunity.
Steel Rain Huit - ATMs are useful for overwhelming enemy LAMS, but in a Huit you don't want to be any closer to the enemy than absolutely necessary, since it can't run away. The potential problem is compounded since the ATMs are less useful as point defense weapons than the LBX10 or ERMBL. Also, for the anti LAMS purpose, LRMs have superior range, number of missiles and AFAIK a lower price.
Loki D - I think that (S)SRMs would synergize much better with its MHLs.
Madcat E - Again the CERPPC and ATM combo, this time slanted more strongly towards missiles and not carrying GECM. Sniping and missile boating are different tactics, for the same money this variant costs you could get a mech that specializes in either of those.
Thor B - I just don't understand Thors.
Vulture D - Another sniper/missile combo.
Siege Engine MKII - wow, a mech with ATMs that I like. No complaints on this one, the damage over time the UACs synergizes well with the ATMs.

So, what I'd like to see are ATM boats, and more variants that carry damage over time (not burst damage) style weapons.
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Offline Bill

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Re: new atm mechs
« Reply #11 on: January 16, 2012, 12:45:18 AM »
Well I personally am totally opposed to boats as they can ruin the mechanics of the game imo.

I'd like more of a challenge when fighting rather than just getting a set role.


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Offline Cik

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Re: new atm mechs
« Reply #12 on: January 16, 2012, 12:56:22 AM »
I'd love to see the ATMS get a slight buff, they really seem a bit flimsy for the effort involved with them.

I also agree more variants wielding them would be fantastic.

I think that the main problem with them is that they seem to be carried by inferior variants, particularly energy sniper/missile boat hybrids. I think they'd be pretty strong on missile boats. A Vulture with 4xATM12 would probably be a monster of a mech.

Let's see what carries ATMs:
Morrigu C - bad synergy with its CERPPCs, I feel like they've been put in only to fill the pods. If I was driving it, I'd try to snipe from 900 range with my radar on passive if possible. Closing into ATM range and using active radar, just to fire those two ATM3s, doesn't seem worthwhile.
Cougar E - with those weapons I'd like to stand 500-600m away from the brawling and do a fair bit of damage. However, because of its lack of ECM and the necessity of keeping active radar on, it's basically inviting enemy brawlers to come and kill it. With a minimum range of 150m on the ATMs and with Cougar being the slowest light mech and the least armored one in its speed class, it has no chance, especially since in the early game the enemy is likely to be piloting fast assets.
Hep C - I never tried tagging seriously, but if I did, I probably wouldn't want to reveal my position by shooting ATMs, or give the enemy the incoming missile warning. On the other hand, if the goal was to support the team with electronics and keep them under AECM, I'd definitely take Hep Prime over this.
Sulla E - I don't fly but I don't think I've ever been attacked by one.
Blood Asp B and D - ATMs are only there to fill the nose pod. I'd replace them with direct fire weapons or extra heatsinks if given the opportunity.
Steel Rain Huit - ATMs are useful for overwhelming enemy LAMS, but in a Huit you don't want to be any closer to the enemy than absolutely necessary, since it can't run away. The potential problem is compounded since the ATMs are less useful as point defense weapons than the LBX10 or ERMBL. Also, for the anti LAMS purpose, LRMs have superior range, number of missiles and AFAIK a lower price.
Loki D - I think that (S)SRMs would synergize much better with its MHLs.
Madcat E - Again the CERPPC and ATM combo, this time slanted more strongly towards missiles and not carrying GECM. Sniping and missile boating are different tactics, for the same money this variant costs you could get a mech that specializes in either of those.
Thor B - I just don't understand Thors.
Vulture D - Another sniper/missile combo.
Siege Engine MKII - wow, a mech with ATMs that I like. No complaints on this one, the damage over time the UACs synergizes well with the ATMs.

So, what I'd like to see are ATM boats, and more variants that carry damage over time (not burst damage) style weapons.

oh god no on the boats, fair points on the substandard variants. the summoner works, the maddog works, the timber wolf E is a murder machine, they are great on the blood asp.

Online Xesle

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Re: new atm mechs
« Reply #13 on: January 16, 2012, 01:20:00 AM »
The Heph C is an excellent vehicle.  It has better equipment than the Heph prime and the ATM9 is a very versatile weapon with a much longer range which can be used against almost anything effectively, provided it doesn't have LAMS.  The only thing I'd change on it would be to dump the TAG laser altogether and give it a spare ton for ammunition.  8 shots doesn't go very far.
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Offline Terragent

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Re: new atm mechs
« Reply #14 on: January 16, 2012, 01:36:17 AM »
Definitely agreed on the Heph C - it would fare far better as an electronic support skirmisher than as a TAG unit.

Summoner B is boss - the ATMs, heavy laser and LBX20 can't all be used at once outside some very specific circumstances, but you're pretty much always able to use at least two of them, and they're all punch enough to suffice. The flexibility you get from having an answer to pretty much any enemy - mech, aero, or tank - is well worth it.