Difference between revisions of "Advanced Tactical Missiles"

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m (Weapon Stats: 0.12.0 update)
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<div style="margin-top: 0.5em;">&nbsp;&nbsp;&nbsp;-HE-</div>
*[[Puma#Variant E |Puma (E)]]
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*[[Epona#Variant F |Epona (F)]]
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Revision as of 20:28, 16 April 2020

Advanced Tactical Missiles, or ATMs are a medium-long range weapon system with improved tracking compared to other missile weapons.

Overview

An Advanced Tactical Missile Launcher fires a powerful warhead that is able to quickly lock onto and impact an enemy target. ATM Launchers come in three distinct types: Extended Range (ER), Standard (STD) and High Explosive (HE). ATMs are the most powerful conventional missile weapon system deployed and are only outclassed by the ArrowIV and Thunderbolt Missiles. The ER and STD variants are hampered by a minimum range (120m for STD and 150m for ER), making them less useful for close-range engagements but more effective for medium-long range fighting. However their lack of the LRM's ballistic trajectory coupled with a shorter lock-on time makes them more useful at direct engagements than their non-ATM counterparts. The HE variant has no arming deadzone, making it the weapon of choice for close-range and brawling Mechs, and its staggered launching pattern helps prevent enemy players from returning effective fire due to the shaking imparted by the explosions. ATMs will not travel further than their maximum range, instead exploding when the maximum range has been reached.

The ATM is a Clan-only weapon system.

Weapon Stats

Weapon Min Range Max Range Lock On
Range
Lock On
Time
Splash Damage/Shot Damage
Type
Sec. Splash
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Max Speed
(m/s)
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
ATM3 (Std) 120m 780m 750m 0.9s 3 x 138 Missile 3 x 138 Frag 1m / 3m 11.1 78 300 43 108 1100
ATM6 (Std) 1.2s 6 x 138 6 x 138 8 112 86
ATM9 (Std) 1.5s 9 x 138 9 x 138 6.8 144 129
ATM12 (Std) 1.8s 12 x 138 12 x 138 5.8 164 172
ATM3 (ER) 150m 1500m 1250m 1s 3 x 87 Missile 3 x 87 Frag 1m / 3m 11.3 50 300 33 108 1100
ATM6 (ER) 1.2s 6 x 87 6 x 87 8.2 73 66
ATM9 (ER) 1.4s 9 x 87 9 x 87 7.1 94 99
ATM12 (ER) 1.6s 12 x 87 12 x 87 6.1 108 132
ATM3 (HE) --- 320m 300m 0.6s 3 x 185 Missile 3 x 185 Frag 1m / 3m 9.8 93 200 51 108 1100
ATM6 (HE) 6 x 185 6 x 185 7.7 145 102
ATM9 (HE) 9 x 185 9 x 185 7 197 153
ATM12 (HE) 12 x 185 12 x 185 6.2 234 204
Air ATM3 (Std) 40m 810m 750m 1s 3 x 120* Missile 3 x 120* Frag 1m / 3m 7.9 48 300 43 108 1100
Air ATM6 (Std) 18.5 113
Air ATM9 (Std) 25.7 157
Air ATM12 (Std) 32 196
Air ATM3 (ER) 50m 1500m 1250m 1s 3 x 86* Missile 3 x 86* Frag 1m / 3m 7.9 35 300 33 108 1100
*All Air ATMs launch 3 missiles per shot All stats are current as of release 0.14.10

Gameplay & Hints

The main advantage of the ER and STD ATM weapons are their fast travel speed and maneuverability, which when coupled with the flat trajectory makes it well suited for engaging airborne targets. The HE ATM weapon fires in a staggered launching pattern and imparts screen shaking, making it good for preventing accurate return fire.

On the down side ATMs carry less missiles per ton of ammunition, giving it less staying power than comparable missile racks of different systems, making them more prone to running out of munitions than other systems. In addition their smaller salvo size means they are affected by enemy AMS more than systems with larger salvos.

Note: Remember as with all missiles Crouching will Decrease lock-on time.


Canon

Introduced in 3054 by Clan Coyote, the Advanced Tactical Missiles featured the ability to select different ammunition types. ER Ammunition significantly extended the range of the launcher beyond that of even LRM's, HE Ammunition gave the missiles a much more powerful warhead at a cost of range, and Standard Ammunition split the difference. With each launcher having an integrated Artemis IV FCS the Advanced Tactical Missile launchers also featured improved cluster accuracy over traditional LRM and SRM launchers. ATM's are mounted in tube clusters of three. The release of the ATM is significant because it ended the technological stagnation of the Clans (along with the Heavy Laser that would be introduced a few years later).

To date the Inner Sphere has not attempted to duplicate the ATM, instead focusing on specialized munitions for the LRM and SRM launchers already available in the field.

BattleTech reference

Usage

The following Clan assets equip ATMs:

Air ATM3 ATM3 Air ATM6 ATM6 Air ATM9 ATM9 Air ATM12 ATM12

   -Std-

   -ER-

   -Std-

   -ER-
   -HE-

   -Std-

   -Std-

   -ER-
   -HE-

   -Std-

   -Std-

   -ER-
   -HE-

   -Std-

   -Std-

   -ER-
   -HE-
All lists are current as of release 0.14.10