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Is Artemis Worth It?


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#21 Oppresor

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Posted 12 July 2013 - 01:29 PM

Is Target Decay worth the GXP? I have the advanced Zoom module and am saving GXP again now ready for the next one. As you can see from my earlier post, I am primarily a Sniper and have been experimenting with Artemis with some really good results.

#22 Just wanna play

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Posted 12 July 2013 - 01:30 PM

um are you a sniper or a user of indirect fire?? (lrms) target decay is very good for lrms because it essentially allows them to hold a lock longer and there for makes them more likely to hit

#23 Corusmaximus

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Posted 12 July 2013 - 02:16 PM

Hi guys, I went for Artemis on my LRM stalker, and it nearly doubled my average damage per match. Thanks for the advice!

#24 Just wanna play

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Posted 12 July 2013 - 02:19 PM

View PostCorusmaximus, on 12 July 2013 - 02:16 PM, said:

Hi guys, I went for Artemis on my LRM stalker, and it nearly doubled my average damage per match. Thanks for the advice!

;), now the real question is, was the base number worth doubling???

#25 Corusmaximus

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Posted 12 July 2013 - 02:33 PM

View PostJust wanna play, on 12 July 2013 - 02:19 PM, said:

:ph34r:, now the real question is, was the base number worth doubling???



About 150 to 200 before. Now about 300 to 400. ;)

#26 Hauser

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Posted 12 July 2013 - 06:29 PM

View PostCorusmaximus, on 12 July 2013 - 02:33 PM, said:

About 150 to 200 before. Now about 300 to 400. :D


While damage done is not an ideal measure for your effectiveness that seems a bit low for an assault mech.

Edited by Hauser, 12 July 2013 - 06:30 PM.


#27 POOTYTANGASAUR

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Posted 12 July 2013 - 06:45 PM

TAG is worth it but artemis is useless. LRMS currently track the CT more than intended so they dont need artems since a majority of the damage is dealt to the CT anyway. TAG however is a must and i use it on my stalker 5m with this: http://mwo.smurfy-ne...d7728eb4c30da49
Which serves me better w/o artemis because i lose space and ammo or lasers if I add it and i would rather launch LRMs all day and miss half than run out of ammo and hit em all. (lrms rarely miss unlss you suck btw) But i do run ARTEMIS on my 5s just because and i see no reasonable changes.

#28 mailin

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Posted 12 July 2013 - 07:01 PM

Sorry Pooty, I gotty disagree with you. Artie, TAG and BAP should be on every and all mechs that use locking missiles as their primary weapons. Faster lock alone is worth it. Faster lock means faster firing for the first volley. That alone is worth the price of admission. Artie may be bugged right now, but it will eventually be fixed, which will make it even more valuable. On your build Pooty, I suggest losing the Xl engine.

#29 Johnny Reb

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Posted 12 July 2013 - 11:10 PM

View PostOppresor, on 12 July 2013 - 01:29 PM, said:

Is Target Decay worth the GXP? I have the advanced Zoom module and am saving GXP again now ready for the next one. As you can see from my earlier post, I am primarily a Sniper and have been experimenting with Artemis with some really good results.

Only if you plan on using lrms. Even so, seismic is the best first option, then target decay for lrm. If a light then cap acel is my second option.

#30 Modo44

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Posted 12 July 2013 - 11:45 PM

View PostOppresor, on 12 July 2013 - 01:29 PM, said:

Is Target Decay worth the GXP?

For LRMs and SSRMs, it is. Those few seconds are crucial for keeping lock and having missiles hit hiding targets. For everything else, it makes little difference.

#31 arghmace

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Posted 13 July 2013 - 01:59 AM

View PostModo44, on 12 July 2013 - 11:45 PM, said:

For LRMs and SSRMs, it is. Those few seconds are crucial for keeping lock and having missiles hit hiding targets. For everything else, it makes little difference.


Agree fully with the first statement but disagree with the latter. Seismic is of course my first choice for any mech but similarly target decay is my second choice for all mechs. I find it very useful in maintaining targets for my team's LRM carriers. Sensor range used to be better than target decay but not anymore, imo (not so many ECM mechs out there after PAB started countering them). The rest of the modules are quite crappy. Especially 360 which is almost completely useless if you have target decay.

Edited by arghmace, 13 July 2013 - 02:02 AM.


#32 Modo44

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Posted 13 July 2013 - 02:11 AM

For my dakka/lazor/whatever, I much prefer to have quick target info over long target lock. Knowing which part to aim for is crucial, IMO.

#33 Johnny Reb

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Posted 13 July 2013 - 03:59 AM

View PostModo44, on 13 July 2013 - 02:11 AM, said:

For my dakka/lazor/whatever, I much prefer to have quick target info over long target lock. Knowing which part to aim for is crucial, IMO.

BAP does both for a mere 1.5 tons and 2 slots.

#34 Modo44

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Posted 13 July 2013 - 06:34 AM

1.5 tons and 2 slots is not something a good streak-less build has room for.

#35 Napoleon_Blownapart

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Posted 13 July 2013 - 09:25 AM

use artemis and tag, i would fire volleys of missles and think i had hit then get a real low score but with the tag my hits go up dramatically..till i get hunted down. be sure to tag close guys too for your teams lrmers it can save your life.

#36 Thariel

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Posted 13 July 2013 - 09:57 AM

If you are pugging, TAG is useless. Either the enemy team has lots of ecm and you get stomped anyways or you have loads of locks and don't need TAG.

Faster lock with artemis is pretty nice, but this requires big launchers (as in your case you have) to save up tonnage (cat with 6x lrm 5 = 6 tons artemis, 2x lrm 20 = 2 tons artemis). I am pugging mostly, too, since my online -times are not that compatible to those of my Clan. And in this case i prefer some bigger secondary weapon to defend myself over artemis. (running 2 large lasers instead of tag + artemis + bap + 1 med laser)

#37 Corison

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Posted 13 July 2013 - 10:32 AM

View PostThariel, on 13 July 2013 - 09:57 AM, said:

If you are pugging, TAG is useless. Either the enemy team has lots of ecm and you get stomped anyways or you have loads of locks and don't need TAG.


I would have to disagree with this... TAG is even more critical in a PUG. In a team drop you can count on your team to provide the support you need, however in a PUG you need to be able to provide your own targets as needed.

IMO if your running LRMS Tag & Artemis are a requirement for any useful build. This may mean you have to run larger launchers to avoid paying the tonnage price for Artemis on multiple launchers, but its well worth it.

Mind you on a Streak build, I don't bother with Tag and instead count on a BAP.

#38 Napoleon_Blownapart

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Posted 13 July 2013 - 10:36 AM

im in a catapult with only 2 lasers spots mid torso

#39 Oppresor

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Posted 13 July 2013 - 02:05 PM

View PostModo44, on 12 July 2013 - 11:45 PM, said:

For LRMs and SSRMs, it is. Those few seconds are crucial for keeping lock and having missiles hit hiding targets. For everything else, it makes little difference.


Thanks Modo44
I have noticed a lot more use of the hiding tactic recently. Last night I was in River City Night engaging three units at 700 metres with a combination of the ERPPC using TI mode and the Artemis LRM10 system; I noticed that not only were they hiding behind the structures but also powering down before the LRM's could reach them.

I haven't seen this tactic since MW3 and assume that Target decay may be a way of giving a few more seconds to hit the enemy units.

#40 mailin

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Posted 13 July 2013 - 06:42 PM

View PostCorison, on 13 July 2013 - 10:32 AM, said:


Mind you on a Streak build, I don't bother with Tag and instead count on a BAP.

I find that with TAG my streaks can lock noticeably faster (50%), and I can streak ECMs from outside the BAP range of 150m. (Every little bit helps is my thinking.)





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