i really want to use srms but is there a lock on like lrms? They seem to be a shotgun sort of thing and i get worried when friendly mechs are near the target. any suggestions?
How To Use Srms?
Started by Rocdocta, Mar 12 2013 12:25 AM
9 replies to this topic
#1
Posted 12 March 2013 - 12:25 AM
#2
Posted 12 March 2013 - 12:39 AM
There is a lock time for streaks SRM (that will mostly hit the center torso), not the normal SRM (which are unguided missiles).
Yeah, you have to be a bit careful in a brawl.
Yeah, you have to be a bit careful in a brawl.
#3
Posted 12 March 2013 - 01:26 AM
SRMs are totally dumbfire. Without artemis they spread a lot, especially SRM6 launchers, therefore you must be really close (under 100m or nearly at point blank).
The spread patterns are like a "pulse", so you should use training grounds to understand at which range the salvo concentrates and when it's too wide open. Usually even SRM6 have a decent concentration if you manage to shoot at targets that stay at 145-150m, but some rockets may miss. Beyond that range SRM6's won't hit a mess or you'll place 1/2 missiles. Also consider that if you need to lead the target, you must time shots correctly also taking into account your ping and the targets' ping and the distance you shoot them on the background.
SRM4's are by quite concentrated, they require 1 ton and 1 slot less than SRM6, you can employ them also up to 175m although the spread will tend to be similar to the SRM6 at 150.
SRM2s.. uhm well, they are quite concentrated, but any MLas will do the same damage better and SRM4s are much more viable.. or Streaks are better. Artemis is a wasted upgrade on SRM2s, their spread is tight without it.
If you have room (and weight), consider to upgrade your launchers with ARTEMIS FCS. SRM4's actually have a ridicolously tight spread up to 200m, and a SRM6 will hit a whole Assault or heavy mech with a full volley even at that distance. Use them from 150 to 0 to obtain obscene tight spreads, enemy target's ct's or side torsoes will say hello in a couple of volleys, provided that hit detection will work (at the moment damage isn't registered at all quite often, but this is the same with or without artemis).
The spread patterns are like a "pulse", so you should use training grounds to understand at which range the salvo concentrates and when it's too wide open. Usually even SRM6 have a decent concentration if you manage to shoot at targets that stay at 145-150m, but some rockets may miss. Beyond that range SRM6's won't hit a mess or you'll place 1/2 missiles. Also consider that if you need to lead the target, you must time shots correctly also taking into account your ping and the targets' ping and the distance you shoot them on the background.
SRM4's are by quite concentrated, they require 1 ton and 1 slot less than SRM6, you can employ them also up to 175m although the spread will tend to be similar to the SRM6 at 150.
SRM2s.. uhm well, they are quite concentrated, but any MLas will do the same damage better and SRM4s are much more viable.. or Streaks are better. Artemis is a wasted upgrade on SRM2s, their spread is tight without it.
If you have room (and weight), consider to upgrade your launchers with ARTEMIS FCS. SRM4's actually have a ridicolously tight spread up to 200m, and a SRM6 will hit a whole Assault or heavy mech with a full volley even at that distance. Use them from 150 to 0 to obtain obscene tight spreads, enemy target's ct's or side torsoes will say hello in a couple of volleys, provided that hit detection will work (at the moment damage isn't registered at all quite often, but this is the same with or without artemis).
#4
Posted 12 March 2013 - 01:54 AM
If you are running a Catapult or Centurion, make sure you open your missile bay doors first. Firing with the bay doors closed causes a half second firing delay that might make you miss or even hit a friendly. Also make sure to lead moving targets as there is always a slight firing delay, plus travel time for the SRMs to get to the target.
#5
Posted 14 March 2013 - 09:44 AM
fire at everything, fire at blank range
#6
Posted 15 March 2013 - 05:39 AM
Febrosian R Gillingham, on 12 March 2013 - 01:54 AM, said:
If you are running a Catapult or Centurion, make sure you open your missile bay doors first. Firing with the bay doors closed causes a half second firing delay that might make you miss or even hit a friendly. Also make sure to lead moving targets as there is always a slight firing delay, plus travel time for the SRMs to get to the target.
Just remember you will have an increased chance to recieve critical hits on the body location with the open missile doors.
#7
Posted 15 March 2013 - 10:34 AM
Isn't the spread caused by the automatic convergence of the crosshair measuring the distance and as you lead the shot it measures let's say a rock 1 click away and converges on it?
You can lower this as far as I could see by aiming point blank or at legs (where the ground behind the leg is not so far away... good against light mechs.
You can lower this as far as I could see by aiming point blank or at legs (where the ground behind the leg is not so far away... good against light mechs.
#8
Posted 15 March 2013 - 10:42 AM
If you're concerned about accuracy (especially at range) buffed Artemis is super good. It's at the point where I would say SRM6+A > SRM4+A > SRM6
#9
Posted 15 March 2013 - 10:44 AM
Boulangerie, on 15 March 2013 - 05:39 AM, said:
Just remember you will have an increased chance to recieve critical hits on the body location with the open missile doors.
You only loose the 10% damage resist from having closed doors, with them closed it's near impossible to kill.
#10
Posted 15 March 2013 - 11:02 AM
q. how to use SRMS
a. point, shoot
a. point, shoot
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