Levi Porphyrogenitus, on 20 June 2013 - 02:13 PM, said:
If you have a hard time finding a way to fire an extra weapon trigger when that weapon is a lock-on missile system that aims with the arm weapons, then you have deeper problems with playing this game. Just assign a thumb button (if you have one) or an easy-to-reach keyboard button (3, for instance, is right next to W and E and very easy to reach with your steering hand).
Also, a single SSRM launcher can be enough to discourage a light from coming after you. Especially if you have a hard time hitting it with other weapons, that slow and steady CT damage can scare off a lot of light pilots.
Finally, BAP is mostly necessary if you want to use SSRMs as your main punch, since not having it will negate a large chunk of your firepower should you encounter ECM. Still, BAP has other uses too (extended sensor range can be quite handy), and the Quickdraw with only one missile hard point should have tonnage to spare if you're boating MLs.
A single SSRM2 and a ton of ammo that will be totally worthless on ECM mechs is pointless to carry around. Those 2.5 tons would be much better used as more armor, a ML or two or some DHS. To keep track on the cooldown of an extra weapon group when it's a measly single SSRM2 is a waste of effort. You are not being a better player just by having more weapon groups you know. And really if you have problems hitting a light with your other weapons, that single SSRM2 isn't going to scare off him off unless he's totally clueless in the first place.
Edited by armyof1, 20 June 2013 - 05:42 PM.