Srms And Me
#1
Posted 17 September 2013 - 09:50 PM
I love the SRMs but almost never see them used, is there any reason for this? I was looking at the Golden Boy so that I could fill my intense desire to pummel my enemies into the dirt with tiny missiles, but upon research in the forums it seems to be common belief that it's a "gimped" hero mech.
Anyhow, I'm hoping to get more information on the SRMs and why they're so rarely used, as well as mech suggestions if I wanted to focus on using SRMs. Currently I only have a Humpback with the 20AC equipped, I'm loving it, but I'm hoping to start using a few dumbfire missiles to add excitement to my gameplay!
#2
Posted 17 September 2013 - 09:53 PM
As for the Golden Boy, it's considered gimped because of its hardpoints and innate attributes. I don't really use any Kintaros, so I don't know the details. It may be because you'll likely encounter the ghost heat/heat threshold mechanic if you fire all the SRMs at once (although the heat penalty is quite minor with SRMs).
From the few times I've used them recently though, they don't really seem ineffective.
#3
Posted 17 September 2013 - 10:17 PM
Sowaka, on 17 September 2013 - 09:50 PM, said:
I love the SRMs but almost never see them used, is there any reason for this? I was looking at the Golden Boy so that I could fill my intense desire to pummel my enemies into the dirt with tiny missiles, but upon research in the forums it seems to be common belief that it's a "gimped" hero mech.
Anyhow, I'm hoping to get more information on the SRMs and why they're so rarely used, as well as mech suggestions if I wanted to focus on using SRMs. Currently I only have a Humpback with the 20AC equipped, I'm loving it, but I'm hoping to start using a few dumbfire missiles to add excitement to my gameplay!
The Kintaro-18 is the better mech, hands down. Fast engine, check, missle slots, check, can run a 5 srm6, 5 streak or ,5 lrm5 no problem with better speed. Golden boy is a Kint-18 wanna be with {Scrap} engine cap and that hero bonus.
#4
Posted 17 September 2013 - 10:27 PM
The trouble with the humble SRM launcher is that you need to boat it to be effective. Anything less than 3 is (IMHO) sub-optimal to use as a primary weapon system, (which, I gather from your post, is your intent). If you run less than three, the spread means that there just isn't enough damage being applied to each location on a mech to make them more attractive than say a couple of medium lasers.
Even if you run them exclusively (like the once-mightly SPLATTCAT - a catapault with 6xSRM6) the spread means they are great for damage, but less than great for actually killing mechs.
You need to pair them with some pinpoint damage to get the best out of them, and fire them at as close a range as possible, which usually means you also need speed to be able to close with your enemies.
I like to use ballistics with SRMs, because of the synergy of weapon systems with aim off points. Lasers are fine, but you have to get used to aiming directly at a mech, and then leading it significantly to hit with your SRMs.
#5
Posted 17 September 2013 - 10:36 PM
The SRMs, however, tend to have some interesting properties. SRMs do some splash damage to the parts adjacent to the parts they hit, so their firepower is understated in the mech lab and on the data & wiki fan pages. But at the same time, they fly out in a shotgun pattern much like the LB-10X. Doing any significant damage with standard SRMs outside of 90m can get very difficult. Artemis actually helps a lot with fighting at medium range (90-270m). But with the Golden Boy, it will cost you a missile point since the center torso only has 2 spaces for the 2 missile slots and the Artemis adds one space and ton to the size and weight of each missile launcher. So you can at best fit one SRM-4 (or 2 Streak-2s) there.
Ah, but that Golden Boy is worth 30% more C-bills in winnings every match. I suppose that might be worth something.
#6
Posted 17 September 2013 - 11:03 PM
edit: it still can mimic the kint-18 as a 5 lrm5 harasser but that's it!
Edited by Johnny Reb, 17 September 2013 - 11:05 PM.
#7
Posted 18 September 2013 - 01:42 AM
I suspect that many people prefer either high DPS (UAC5, AC2, Large Laser) or big punch weapons (AC20, gauss rifle, PPC) - and then there are people who specialise in LRMs because they are the weapon system with the most quirks/nuances to master. The SRM, in that regard, is a niche weapon. It's easy to use if a bit unreliable (spread, slow projectile speed) and spreads damage around. Not the first thing you think about as a primary weapon system - most often a back-up or secondary weapon.
The HBK-4SP is an ideal platform for some SRM action. The STK-3F another terrific SRM platform. I have disintegrated medium 'Mechs in a single volley of 4xSRM6s. If it wasn't for ghost heat, I'd use that configuration all the time.
The choice between SRM6 and SRM4 with Artemis is interesting. Trading maximum potential damage for more consistent, faster and lower heat salvos. SRMs take practice in terms of leading the target and timing for lighter targets - and are perhaps better against slower mediums and heavies. Chain fire is also interesting if you have three launchers or more, but tricky to make work against a moving target.
My stats suggest I hit with SRMs roughly 50% of the time. I hit with SRM6 slightly more often than SRM4. However with SRM4 I am doing 2.2 damage per hit, with SRM6, 2 damage per hit. I am assuming this is because of the fact I often use Artemis on the SRM4, which tightens the clustering - so I either hit with all of them or miss with all of them, rather than the SRM6 where I rarely hit with all of them, but also I rarely miss entirely.
I have never fired an SRM2 in a match so far. I would love PGI to replace the SRM2 with an SRM2 inferno launcher instead. That might create a reason to have it and setting fire to enemy 'Mechs would be glorious.
#8
Posted 18 September 2013 - 02:06 AM
I deal little damage when using them, and I take little damage when shot with them so there are definitely some issues. i'd use ssrms, they currently deal about the same damage as srm6's, plus they're homing.
#11
Posted 18 September 2013 - 09:19 AM
#12
Posted 18 September 2013 - 09:42 AM
You have to be willing to be patient to use SRMs and know how to pick your battles. Once you are able to ise them effectively without getting blown up yourself they can be a lot of fun. The Kintaros are a great platform for SRMs. I run the three cbill variants in different loadouts for variety. I play the 20 with 4 ML and 3 SRM4s, I use arm lock with it since the hardpoints for both weapon systems are in arm and torso locations. The 18 with 5 SSRMs and a couple of MLs is a lot of fun too but the lack of ability to target a specific spot can be frustrating. Firing the streaks rapidly on chainfire can also be very frustrating for your enemies because of the cockpit shake, can make it very hard for them to aim. I typically use this against heavier opponents until I can get help from a teammate that can apply focused damage.
#13
Posted 18 September 2013 - 09:42 AM
Still, they're very effective finishing weapons for brawlers or are good for adding punch onto light mechs. I ran a SRMCat that was pretty deadly when damage registered.
#14
Posted 18 September 2013 - 09:52 AM
#15
Posted 18 September 2013 - 09:16 PM
#16
Posted 18 September 2013 - 10:16 PM
OriginalTibs, on 18 September 2013 - 09:52 AM, said:
Yeah. and the Kint-18 does it faster and better!
#17
Posted 18 September 2013 - 10:24 PM
#18
Posted 18 September 2013 - 10:32 PM
The main problem of SRMs is hit register. It's crazy when you use SRM2 and they hit without damage reg.
Second SRM spread. Hit something fast moving at 200m - I wish good luck.
This weapon is just messed up.
#19
Posted 18 September 2013 - 10:47 PM
Dalziel Hasek Davion, on 18 September 2013 - 01:42 AM, said:
My stats suggest I hit with SRMs roughly 50% of the time.
Good reasons to avoid srm in my opinion.
You tell us, that you aren't of very much use, before the rest of your team has taken away the armor.
And then, even as an player that is experienced with srm, you only hit about 50% of the time.
Maybe I'm wrong, but to me it sounds like a burden to the team.
#20
Posted 19 September 2013 - 08:03 AM
Fuerchtegott, on 18 September 2013 - 10:47 PM, said:
You tell us, that you aren't of very much use, before the rest of your team has taken away the armor.
And then, even as an player that is experienced with srm, you only hit about 50% of the time.
Maybe I'm wrong, but to me it sounds like a burden to the team.
Most people are not /only/ armed with SRMs and contribute well enough. For example, in an Atlas-DDC I am currently running with dual LB-10X, dual large lasers and dual SRM6 with Artemis. The SRMs are a secondary weapon system and mostly sit in reserve until the end game.
I am happy to report that, far from being a burden, I know when to use the weapons I am armed with and SRMs don't limit me by their nature. Given a missile slot, ton-for-ton I am more effective with an SRM in it, than I am with a LRM in it for most of the 'Mechs I own (CPLT-C1, C4 and STK-3H are the exceptions).
Edited by Dalziel Hasek Davion, 19 September 2013 - 08:04 AM.
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