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IMO, both are quite weak relative to other options available in quickplay at the moment. But as always, YMMV.
Good Luck!
ATM work best in medium range or direct fire. Indirect the ATM's missiles are destroyed and because of the size of the missile each destroyed missile becomes a higher %
The spread and the amount of missiles means that even if you miss the target you're able to break legs on mechs because LRM cluster the ground by the feets on the target.
The amount of missiles means that you're able to stay in battle. Each time you miss won't make as high impact with LRM and even if you miss you might break the legs on the target.
With ATM you essentially uses SRM as long range weapon and it means you get less amount of missiles.
ATM's work better at short range and fire a lot lower of an arc so they don't work as well with blind fire. Also being few in number they can be countered a bit easier with AMS if you run into a group that has 3-4 they won't get through. The atm3's fire in a volley, the others chain out.
They just work different and you need to go mess around with them.
LRM's typically need are better if you boat up 10's+ but there are a couple mechs that a 5-6 5's will work as well. Typically you need 30-60 for them to really work. ATM's i don't use that much but i have tried them on one of my mad dogs, 4ATM3's+6ERML's which is a pretty fun mech I've also run um on a kit=fox.. I think the nova cat is it, or perhaps something else. It's a heavier mech with JJ's. JJ's help with ATMs as you can fire them poptart style.
Long story short they're not as easy to use damage wise, but can still put out work if you put your mind to it.
LRMs have been adjusted here and there, however not sure on when a radical change will happen in the future.