Is Artemis Worth It?
#1
Posted 11 July 2013 - 09:57 AM
I know about this thread http://mwomercs.com/...temis-worth-it/
But it is hopelessly out of date, it was written back when people had to pay for ammo refills, and Artemis ammo cost a bunch more.
In today's meta, does it make sense?
About my situation:
I play PUGs only.
Running a slow Stalker 3H with LRM 50 and 4 Mlas.
Thanks
#3
Posted 11 July 2013 - 10:03 AM
#4
Posted 11 July 2013 - 10:04 AM
YMMV, for me it is an improvement.
Tho, heck, its only CBills, track your damage now, then slap it on and try it for a while. Compare your end-of-round damage totals to without it. Or your kill count with and without.
#5
Posted 11 July 2013 - 10:42 AM
#6
Posted 11 July 2013 - 11:14 AM
Corusmaximus, on 11 July 2013 - 09:57 AM, said:
I know about this thread http://mwomercs.com/...temis-worth-it/
But it is hopelessly out of date, it was written back when people had to pay for ammo refills, and Artemis ammo cost a bunch more.
In today's meta, does it make sense?
About my situation:
I play PUGs only.
Running a slow Stalker 3H with LRM 50 and 4 Mlas.
Thanks
yes it is very worth it because with out it you are likely causing missile to miss and hit the ground, also causes you to lock on faster helping you fire off missile in right direction before lock disappears, also makes missiles better at following target and might let lock stay longer, either way all in all USE IT
unless this has been changed narc is superior to Artemis, so really if you are working with someone using narc AND you fire all of your missiles in one salvo artemis might not be worth it, but when pugging i highly recommend it
also just so you know in case you arent already use lrm20s in arms and lrm5s in side torsos for best efficiency when firing 50 missile salvos
#7
Posted 11 July 2013 - 11:50 AM
#8
Posted 11 July 2013 - 12:13 PM
Corusmaximus, on 11 July 2013 - 11:50 AM, said:
hm, either way using 2 lrm 5s instead of an lrm10 will offer one salvo instead of two )with an lrm 10 you fire all except 5 missile in the first salvo then 5 after first 45 are fired, ams will always shoot down those last five if close enough), also will save one ton until you add Artemis (will weigh as much with artemis)
#10
Posted 11 July 2013 - 12:18 PM
Artemis makes any/all missiles so very much better.
#11
Posted 11 July 2013 - 12:25 PM
Corusmaximus, on 11 July 2013 - 09:57 AM, said:
I know about this thread http://mwomercs.com/...temis-worth-it/
But it is hopelessly out of date, it was written back when people had to pay for ammo refills, and Artemis ammo cost a bunch more.
In today's meta, does it make sense?
About my situation:
I play PUGs only.
Running a slow Stalker 3H with LRM 50 and 4 Mlas.
Thanks
I can only say as I have found; I am currently experimenting with Artemis and the LRM 10 system on my second Atlas. It started out as a fire support unit but is slowly following the original Atlas to become another Sniper. I have found that the Artemis system doe's what it says on the can; there is a definite improvement in lock and hit percentage. I know it's only the LRM 10 system, and that as such it's not going to be a battle winner, but I am seeing a real difference even when an enemy Mech try's to take cover.
#12
Posted 11 July 2013 - 07:20 PM
Artemis is currently NOT grouping missiles when line of sight is achieved and thus is not making the missiles hit a tighter grouping on target. This is the primary reason for this weapon system to stop the spread of the weapon damage, Yes it is giving a faster lock on time but with that many LRM's being fired at once, I would invest in more ammo instead.
TAG is a great investment and I would recommend this as with BAP, Both to counter and ECM threat either on the designated target or running around your feet. And you need the Advanced Target Decay module.
The Artemis spiral/grouping was taken away from the game in the "Hot Fix" slightly after the "Canyon Valley" patch.
Edited by Y2kHippy, 11 July 2013 - 07:22 PM.
#14
Posted 11 July 2013 - 08:07 PM
To round out the package, I mount a 300XL. It makes my -3H more fragile, but allows it to be where it needs to be and frees up sufficient tonnage to load ten tons of ammo. Two LRM20's and two LRM5's allow the -3H to volley all fifty tubes, at once.
Possibly useful tip, if you fire your LRM's without a lock, they fly to the point indicated by your reticle and rangefinder, so you can hit a shutdown mech that you can see.
#15
Posted 11 July 2013 - 10:28 PM
1. Artemis
2. Target Decay
3. BAP (it is 2 upgrades in a 1.5ton 2 slot package)
Secondary but still needed/recommended:
1. Tag
2. Jump Jets, not always available but needed if you can have them!
edit: Then you need to get good ground and pick good targets, hence the most important part.
Edited by Johnny Reb, 11 July 2013 - 10:29 PM.
#16
Posted 12 July 2013 - 02:19 AM
#17
Posted 12 July 2013 - 03:08 AM
jimmy990, on 12 July 2013 - 02:19 AM, said:
If you use both TAG and PAB then ECM is really not a problem for LRM or SSRM carriers anymore.
Edited by arghmace, 12 July 2013 - 03:13 AM.
#18
Posted 12 July 2013 - 05:53 AM
arghmace, on 12 July 2013 - 03:08 AM, said:
If you use both TAG and PAB then ECM is really not a problem for LRM or SSRM carriers anymore.
I find some mechs are always shining and my target light never become red (if not become red my LRM and SSRM cannot fire).So my LRM and SSRM are not working when I face them. Who can tell me how to resolve this problem?
#19
Posted 12 July 2013 - 05:58 AM
#20
Posted 12 July 2013 - 06:26 AM
jimmy990, on 12 July 2013 - 02:19 AM, said:
Tag will burn through ECM at > 180m so yea, ECM mechs are a non-issue to LRM boats.
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