Difference between revisions of "Advanced Tactical Missiles"

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(Gameplay & Hints)
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==Overview==
 
==Overview==
An Advanced Tactical Missile Launcher fires  fast direct flying warheads that are 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). 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. The HE variant on the other hand is the weapon of choice for close-range combat and brawling, and its staggered launching pattern helps prevent enemy players from returning effective fire due to the shaking imparted by the explosions.
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An Advanced Tactical Missile Launcher fires  fast direct flying warheads that are able to quickly lock onto and impact an enemy target. ATM Launchers come in three distinct types: Standard (STD), Extended Range (ER) and High Explosive (HE). The STD and ER variants are hampered by a [[minimum range]] (120m for STD and 150m for ER), making them less useful for close-range engagements. The HE variant on the other hand is the weapon of choice for close-range combat and brawling, and its staggered launching pattern helps prevent enemy players from returning effective fire due to the shaking imparted by the explosions.
  
 
The ATM is a Clan-only weapon system.
 
The ATM is a Clan-only weapon system.
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==Gameplay & Hints==
 
==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 them best suited for shooting at targets in the open and out of cover.
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*The main advantage of the STD and ER ATM weapons are their fast travel speed and maneuverability, which when coupled with the flat trajectory makes them best suited for shooting at targets in the open and out of cover.
 
*When shooting at aircraft, it is often best to wait until they are moving away before firing, as even the awesome maneuverability of ATMs has a hard time keeping up with a high speed flyover.
 
*When shooting at aircraft, it is often best to wait until they are moving away before firing, as even the awesome maneuverability of ATMs has a hard time keeping up with a high speed flyover.
 
*Ballistic trajectory can be achieved by launching missiles away from the target and upwards
 
*Ballistic trajectory can be achieved by launching missiles away from the target and upwards

Revision as of 09:49, 11 September 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 fast direct flying warheads that are able to quickly lock onto and impact an enemy target. ATM Launchers come in three distinct types: Standard (STD), Extended Range (ER) and High Explosive (HE). The STD and ER variants are hampered by a minimum range (120m for STD and 150m for ER), making them less useful for close-range engagements. The HE variant on the other hand is the weapon of choice for close-range combat and brawling, and its staggered launching pattern helps prevent enemy players from returning effective fire due to the shaking imparted by the explosions.

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 0.12.2

Gameplay & Hints

  • The main advantage of the STD and ER ATM weapons are their fast travel speed and maneuverability, which when coupled with the flat trajectory makes them best suited for shooting at targets in the open and out of cover.
  • When shooting at aircraft, it is often best to wait until they are moving away before firing, as even the awesome maneuverability of ATMs has a hard time keeping up with a high speed flyover.
  • Ballistic trajectory can be achieved by launching missiles away from the target and upwards
  • The HE ATM weapon fires in a staggered launching pattern and imparts screen shaking, making it good for preventing accurate return fire.
  • Smaller salvo size of ATM's means they are affected by enemy AMS more than systems with larger salvos.
  • 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:

Asset Type Faction Tons ATM3 ATM6 ATM9 ATM12 Air ATM3 Air ATM6 Air ATM9 Air ATM12
Locust IIC C Mech CL 25 2
Cougar E Mech CL 35 2
Hellhound D Mech CL 50 1
Hellhound E Mech CL 50 3
Stormcrow C Mech CL 55 2
Vulture D Mech CL 60 2
Cauldronborn C Mech CL 65 2
Loki B Mech CL 65 2
Thor B Mech CL 70 1
Madcat E Mech CL 75 2
Masakari B Mech CL 85 2 1
Bloodasp B Mech CL 90 1
Bloodasp C Mech CL 90 1
MadCatMKII D Mech CL 90 2
MadCatMKII E Mech CL 90 2
Daishi F Mech CL 100 2 1
Kodiak C Mech CL 100 1
Hephaestus G Vehicle CL 30 1
Ares C Vehicle CL 40 2
Oro E Vehicle CL 60 1
Morrigu E Vehicle CL 80 2
Huitzilopochtli E Vehicle CL 85 3
Donar F VTOL CL 25 2
Avar B ASF CL 35 3
Sulla A ASF CL 45 2
Sulla D ASF CL 45 1
Xerxes B ASF CL 85 2 2
All stats are current as of release 0.12.2
Asset Type Faction Tons ERATM3 ERATM6 ERATM9 ERATM12 Air ERATM3 HEATM3 HEATM6 HEATM9 HEATM12
Locust IIC A Mech CL 25 1
Solitaire C Mech CL 25 2
Cougar G Mech CL 35 2
Puma E Mech CL 35 1
Shadowcat D Mech CL 45 1
Shadowcat G Mech CL 45 1
Hellhound A Mech CL 50 2
Blacklanner B Mech CL 55 1
Blacklanner E Mech CL 55 2
Stormcrow D Mech CL 55 2
Stormcrow F Mech CL 55 2
Vulture B Mech CL 60 2
Cauldronborn G Mech CL 65 1
Loki C Mech CL 65 1
Loki G Mech CL 65 1
Thor D Mech CL 70 1
Thor F Mech CL 70 1
Madcat F Mech CL 75 1
Masakari A Mech CL 85 2
Masakari C Mech CL 85 2
Bloodasp A Mech CL 90 1
Bloodasp D Mech CL 90 1
MadCatMKII A Mech CL 90 2
MadCatMKII F Mech CL 90 2
Daishi A Mech CL 100 2
Kodiak D Mech CL 100 1
Mithras B Vehicle CL 25 2
Hephaestus B Vehicle CL 30 1
Hephaestus F Vehicle CL 30 1
Ares F Vehicle CL 40 1
Ares G Vehicle CL 40 1
Epona F Vehicle CL 50 1
Oro G Vehicle CL 60 1
Morrigu D Vehicle CL 80 2
Donar D VTOL CL 25 2
Visigoth C ASF CL 60 2
All stats are current as of release 0.12.2