ATMs - Thoughts?

Thread in 'MechWarrior Online' started by Joe Bopper, Aug 15, 2017.

  1. Joe Bopper

    Joe Bopper Well-Known Member

    183
    30
    27
    [​IMG]

    I haven't played MWO much lately but all I did recently was bring my Executioner into the testing grounds, and I tested out ATMs...

    Why do they have a minimum range? tsk tsk... I'm certainly not replacing two SRM 4s for two ATM 3s... and for builds that would be using LRMs, you wouldn't replace LRMs with ATMs.

    I have not fought with them yet, and I'm not sure what situation they are best for. ATMs do seem to output a lot of damage for only one ATM 3 volley even if one missile does not strike the target. They look like a versatile weapon for mechs without a lot of hardpoints. For mechs with all missile hardpoints, now they can go all ATMs instead of mixing between surms and lurms.

    Thoughts?
     
    Last edited: Jan 6, 2019
  2. Aylek

    Aylek Administrator Staff Member

    2,761
    528
    197
    I love ATMs for their high damage output midrange, their ballistic-like trajectory and the ability to dumbfire them even without a lock. The latter is something a lot of players seem to be missing when using ATMs. Maybe they're trying to use them the same way they did with LRMs?

    For me they are a perfect weapon system to create versatile, flexible loadouts, which I happen to enjoy quite a bit. There are times where you need to use full meta, but the added flexibility of the ATMs is great for my tastes in PUG or CW matches. Compare my most used builds on the MCII-1:





    AMS is very strong against the relatively low amount of missiles you're sending on their way to the target, but there are several possibilities to work around this. My preferred way to do this is to combine them either with LRMs (beware of ghost heat, though) or - for a brawly or short range approach - with SRMs. Examples:



     
    Joe Bopper likes this.
  3. Excalibaard

    Excalibaard 101 010 Staff Member

    5,275
    1,110
    269
    I see them as the Clan equivalent of MRMs. Arc is so low you can only use them as 'direct fire', and LRMs and SRMs are superior at their respective ranges. ATMs do really well between 120-450m with great damage per missile, though very heavy weapons.
     
    Joe Bopper likes this.
  4. Shock

    Shock Patron of the Underdog Staff Member

    876
    357
    171
    Like other weapon systems, they take some getting used to. They don't arc like LRMs and they don't track as well as Streaks so you have to learn how to use them before they become effective. My first few times out, I was terrible using them.

    You can us the low arc to get them over the crest of hills and they have high velocity so they are hard to dodge. The spread isn't nearly as bad as Streaks so they do much better against heavier targets.

    I was running something close to this last night and had a very good series of drops.

     
    Joe Bopper and Aylek like this.
  5. Aylek

    Aylek Administrator Staff Member

    2,761
    528
    197
    You should buy the new CBill variant coming with the Aug 2017 patch (this evening for me), which comes with -30% missile CD when using 8/8 pods...


    [​IMG]

     
    Joe Bopper likes this.
  6. Joe Bopper

    Joe Bopper Well-Known Member

    183
    30
    27
    I don't know why, but they just feel OP in certain situations yet at the same time useless in other situations... I almost feel like the devs make new weapons slightly OP on purpose, to eventually nerf? The new weapons introduced really have, "punch" and "stopping power," if you will - But they are deeply flawed weapons... Interesting... I should get back on and play a few matches...
     
  7. Shock

    Shock Patron of the Underdog Staff Member

    876
    357
    171
    Strong in some situations and weak in others makes for a more interesting weapon than "average all the time." It's how you do balance without being boring. Of course, it's much harder to achieve that balance and can lead to widely varying opinions on the effectiveness of the weapon depending on player preference and how the weapon is encountered.
     
    Excalibaard and Joe Bopper like this.
  8. Those Mad Dog quirks... drool.

    I am pretty ok with the big damage weapons being limited like they are. I mean you really have to be in the 120-300 meter band to out perform straight LRMs per ton/heat.

    If you can get to and maintain optimum range, I feel you should be rewarded with "stopping power". If you stand in front of an IS assault with double heavy gauss and lasers you deserved to take a big hit after the charge time.

    Really feel like the minimum range should taper like cLRMs.

    Do IS MRMs have a minimum range? No, they don't...
     
    Last edited: Aug 15, 2017
    Joe Bopper likes this.
  9. The Verge

    The Verge Moderator Staff Member

    4,367
    498
    231
    According to Smurfy "ATM systems have three different damage stages depending on distance traveled."

    Range for max damage is 120-270m.

    EXAMPLE: An ATM3 hits a target at 200m. Each missile deals 2 damage, for a total of 6 damage.

    Max range for any damage with the ATMs is 1,100m. It won't be doing a lot of damage, but I do not know the damage dealt at this range.

    As far as I know, there is no minimum range. Just an "optimal" range, which seems to be between 120-270m.

    EDIT: turns out, in the July patch notes, it shows the min range for ATMs is 120m.

    I will be doing a bit of research on this weapon, but I will not be using in game data, only that supplied by out of game sources.
     
    Last edited: Aug 15, 2017
    Joe Bopper likes this.
  10. ATMs deal zero damage inside of 120 meters out to about 125 or more depending on ping.
     
  11. Shock

    Shock Patron of the Underdog Staff Member

    876
    357
    171
    Your example is off. At 200m, each missile does 3 damage.

    120-270m = 3/msl
    270-500m = 2/msl
    500m+ = 1/msl
     
    The Verge likes this.
  12. Excalibaard and The Verge like this.
  13. Joe Bopper

    Joe Bopper Well-Known Member

    183
    30
    27
    Okay each missile doing 2 or 3 damage is way too strong for an ATM 3, I'm sure they'll eventually nerf it.
     
  14. The Verge

    The Verge Moderator Staff Member

    4,367
    498
    231
    Streaks and SRMs do 2 damage per missile, LRMs do 1 damage per missile. Just check Smurfy.

    It's also the same damage stack that @Remover of Obstacles mentioned for EVERY ATMs. That means an ATM12s can do up to 36 damage in the max damage zone.
     
  15. They really can't without trashing ATMs completely.

    They already added a deadzone that was never there before and makes no lore sense.
    The High Explosive version has a much shorter range since it trades the booster for increased power. This removes the minimum range and allows the missile to deal three points of damage.
    http://www.sarna.net/wiki/ATM_9

    Compare an ATM12 with LRM10 and LRM 15.

    ATM12 - 7 tons - 5 slots - 9 heat - 5 second cooldown - damage 12/24/36/ZERO inside 120 meters

    LRM25 - 6 tons - 3 slots - 9 heat - 4/4.3 second cooldown - damage 25/still does damage inside 180 meters

    If they nerf the damage, there will be no reason to use the heavier and bulkier ATMs.

    Currently the only reason to use ATMs is if you expect to play in the 120 to 300 meter range or if you really, really, really like the ATM sound effect.

    ATM3 vs LRM5 is about the same. The 3.5 second cool down more than offsets the slight damage difference (3/6/9/zero at 5 seconds vs 5 at 3.5 seconds) at all ranges except 120-300.
     
    Last edited: Aug 16, 2017
    Joe Bopper and Shock like this.
  16. Excalibaard

    Excalibaard 101 010 Staff Member

    5,275
    1,110
    269
    Removing the minimum range would be too strong though in the current state.
    I'd like to see maybe an effect of the multiple missile stages like the multi-stage rockets used for space travel. First, the missiles travel slowly to 270m. Then at each 'stage' the engine flares and the missile accelerates and turn rate decreases.

    The advantages:
    1. Clear distinction between damage stages, making the ATMs much easier to use.
    2. Slow traveling 3-damage rounds makes SRMs still viable, due to SRMs having a much lower weight and much higher velocity (400 vs 150). This means minimum range can be removed on the ATMs (and they become easier to use) without completely screwing SRMs over.
    3. Fast traveling 1-damage rounds gives the ATM a long range advantage over LRMs due to velocity, making them harder to dodge while keeping the disadvantage of the low arc and overall still average missile velocity (people still similar time to reach cover).
    3.1 The 2-damage stage and versatility is already a clear advantage over LRMs until you equip the same weapon weight. Combined with the fact that less missiles are fired by the ATM, thus it's countered easier by AMS, I think that even with the 1-damage slight advantage, it would be balanced.

    Maybe a velocity of 150/300/450 at the respective stages would be a good start.
    (reference: base values are SRM:400, MRM:425, LRM:160 ; ATM: 200, SSRM:250 (230 for clan))
     
    Last edited: Aug 16, 2017
  17. Based on the last leaderboard, ATMs are not the meta or even king of the puglets. Madcat MKii - 4 (with 4 missile hardpoints) was the lowest scoring variant of the event.
     
  18. Excalibaard

    Excalibaard 101 010 Staff Member

    5,275
    1,110
    269
    Yep, they're too 'niche' for the fluid battlefield which is funny as they're supposed to be the most flexible weapon system out there.

    I like using them, but they could be implemented much better without becoming OP.
     
    Last edited: Aug 16, 2017
    Joe Bopper and The Verge like this.
  19. krevLL

    krevLL Insane Fire Troll

    396
    126
    153
    Only major gripe with them so far is the ammo/ton. It's not much of a complaint, but I have to check myself when I drop in my ATM30 MDD right after a match in my MRM60 MAD-5D. I can vomit (missiles) like a wasted teenager in my Marauder, whereas if I'm not careful about my targets I run out of ATM ammo halfway into a game.

    The interesting thing about this resurgence of ranged missiles, is that now you have a lot of mech's with single missile hardpoints bringing an ATM9 or 12 into battle, and then you have one or two dedicated boats and all the sudden it's literally what real modern warfare would be like. Unless you have solid cover and aren't being pushed out of it by flanking mech's, you're doomed to die a terrible, angry death overseasoned with salt.

    And to finish, damn it's satisfying to be able to nuke stuff in the basement of HPG even if you're boating non-SRMs. Hooked on that feeling~
     
  20. Since I stopped playing ATMs, my KDR has went up.
     
    Last edited: Aug 29, 2017
    Regina Redshift and Joe Bopper like this.
top-fast
top-fast
top-fast
top-fast