

Don't Understand Artemis Slots & Tons
#1
Posted 20 June 2013 - 10:29 PM
However, if my friend wants to put Artemis on his QuickDraw, which is equipped with 2 SRMs and 1LRM, MechLab says it will cost take up 3 tons and 3 slots.
Is this correct, or a bug in MechLab? What would Artemis, which is a system, add tons and slots to a Mech, but only for SRMs/LRMs, not for SSRMs?
Thanks in advance for your advice.
#2
Posted 20 June 2013 - 10:33 PM
#3
Posted 20 June 2013 - 10:34 PM
*edit* Artemis isn't compatible with the guidance systems in SSRMs, which already contain a fancy guidance system making them almost 100% accurate.
Edited by mindwarp, 20 June 2013 - 10:35 PM.
#4
Posted 20 June 2013 - 10:42 PM
mindwarp, on 20 June 2013 - 10:34 PM, said:
Partially correct. It doesn't make them any more accurate, but it does make them lock on faster. It also makes LRMs lock on faster, so I suppose that's the perk that comes with the 750k outlay for the upgrade.
In short: the 750k buys you faster lock ons. The 1ton extra buys you better missile clustering.
Edit: I think I should note that I'm not sure if the faster lock on for SSRMs is intentional or not. All the official documentation I've found says that it doesn't affect them, but there have been quite a few users who have tested it and found that it does in fact decrease the lock on time for streaks.
Double edit: Faster lock ons for SSRMS with Artemis appears to have been acknowledged as unintended behaviour. It's not intentional, but it's there.
Edited by The Cheese, 20 June 2013 - 10:59 PM.
#5
Posted 20 June 2013 - 10:45 PM
So, I can't see when it would be worth the extra ton it takes for each missile pack.
I mean, that ton could be a whole ML, and 5 points of damage.
#6
Posted 20 June 2013 - 10:46 PM
Appogee, on 20 June 2013 - 10:45 PM, said:
So, I can't see when it would be worth the extra ton it takes for each missile pack.
I mean, that ton could be a whole ML, and 5 points of damage.
The reason you would take it is if your main weapon system of choice was either Lrms or Srms. Lrms and Srms are both notoriously inaccurate weapon systems so you would forgo an extra medlas for the extra damage you would be essentially getting from the more accurate missiles. (more missles would hit their target therefore raising you total damage not to mention focusing the all the damage on fewer parts of mechs)
Edited by Slashmckill, 20 June 2013 - 10:51 PM.
#7
Posted 20 June 2013 - 10:51 PM
#8
Posted 20 June 2013 - 10:51 PM
Artemis is a missile upgrade. How it works in the board game is two dice rolls. The first is a dice roll to see if you hit the guy, then comes a second dice roll to see how many missiles of the bunch hit the target.
Artemis affects that 2nd dice roll. You won't hit the guy any better, but more missiles will hit the target when they do hit. You can see this in MWO testing grounds when you equip artemis and don't equip it. The missile salvo will be a tighter, more concentrated pattern than a normal missile volley.
Artemis equipment is 1 ton, and 1 critical space. It is required on all missile systems on a mech, 1 per launcher. You will see this in the mechlab when you load in an SRM-4 at 2 tons and 1 crtical slot, and an SRM-4 + Artemis is 3 tons and 2 critical slots.
Streak SRM's are special, and don't use Artemis. A S-SRM-2 is still only 1.5 tons and 1 slot.
Artemis will also speed up your lock on time in MWO (in a board game this isn't part of the rules which is 1 shot per turn, but that applies to all weapons in the boardgame). I find is it's best feature in MWO, as snap shots might be all you get when a guy comes into view.
Edited by Hans Von Lohman, 20 June 2013 - 10:53 PM.
#9
Posted 20 June 2013 - 10:52 PM
Slashmckill, on 20 June 2013 - 10:46 PM, said:
Not true get faster locks since the game currently classes all lock on missiles the same for arty.
All my missle mechs, lrm or ssrm have arty unless I have other builds that the arty will hurt.
Edited by Johnny Reb, 20 June 2013 - 10:55 PM.
#12
Posted 20 June 2013 - 11:02 PM
Edited by Slashmckill, 20 June 2013 - 11:03 PM.
#13
Posted 20 June 2013 - 11:04 PM
edit: I will just have then a worthless upgrade I already paid for, darn.
edit2: still better than buying mech then paying to get rid of FF for Endo!
Edited by Johnny Reb, 20 June 2013 - 11:07 PM.
#14
Posted 20 June 2013 - 11:14 PM
#15
Posted 20 June 2013 - 11:45 PM
Slashmckill, on 20 June 2013 - 11:14 PM, said:
Nope never, I used the word out of the blue. Maybe in the wrong context however never heard it before. I am "banking" on that!
#16
Posted 20 June 2013 - 11:57 PM
Extra note, artemis for LRMs work only in direct line of sight, indirect fire won't benefit from the upgrade.
btw. have someone tested A-SRMs since that flightpath patch? it seems there is no change if i use artemis or not, srms fly straight on target...
#17
Posted 21 June 2013 - 06:08 AM
Appogee, on 20 June 2013 - 10:45 PM, said:
So, I can't see when it would be worth the extra ton it takes for each missile pack.
I mean, that ton could be a whole ML, and 5 points of damage.
Only if you have a spare energy hardpoint with nothing in it. The point of the Artemis upgrade is the increased concentration of damage, less missiles miss the target and more of them will hit the same location, which is hugely important for increasing the speed of your kills.
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