DavidStarr, on 03 January 2017 - 11:35 PM, said:
How does base capture speed in Assault mode scale with the number of mechs on cap? Is it linear, or is there a diminishing return to having lots of people capping instead of holding the enemy back while fewer mechs cap?
And another question: what's your opinion on clan Streak SRM vs. regular SRM? Do you think streaks deal more reliable damage thanks to tracking and longer range, or do you think it doesn't matter at such close range and dumbfire SRMs should be preferred for higher damage per rocket?
I liked the stock Kodiak Spirit Bear loadout a lot - it comes with 6 S-SRM6. Being locked down by ECM is no fun, but that doesn't happen too often.
The more on the base, the faster the cap. How much faster, I honestly don't know (and will leave that to someone more knowledgeable). However, do also keep in mind that if a mech is being shot while trying to capture, that capture attempt will be delayed. That is to say, if any mech trying to capture is taking damage, no mechs can capture that point (from my knowledge).
As for SSRMs and SRMs... preference. If you have a harder time aiming and/or landing damage (or some other complication like different arm weapons and torso missile mounts (Dragon comes to mind)), than SSRMs are better for their homing abilities and their increased range (for clan versions) is an extra bonus. For actual damage and DPS, SRMs are a better source as they reload faster and can shoot without having to wait for any locks. You can also aim the SRMs at a specific component, such as a damaged leg or side torso.
Each have their place, but over all for "skilled" play (read as competitive and higher levels of play) SRMs tend to be the preferred weapon. Not only do they shoot faster, they weigh less, but ECM has no affect and you can select where your damage may go. For hunting specifically fast mechs, or if your PING doesn't suppose SRM play as much, than SSRMs can still be very brutal, and can decimate light mechs with ease.
Some tips for if you ever equip SSRMs (and presuming no SRMs or LRMs), always get Artemis on your mech. It makes you get locks faster, and it will cost you no weight at all for that benefit. Also, always find room for an active probe (BAP or CAP). This will disable a single nearby ECM (I've been told it cancels on the mech you are targeting for Clan versions, but I have not confirmed this as of yet), permitting you to get locks and use those SSRMs.
If I was to choose, I'd choose SRMs over SSRMs, with a few exceptions (such as the Dragon). I've tested this on my Adder, and the SSRMs did reasonable damage, but the SRM version just recked things faster... Overall though, it's all down to what you want to get out of it, and how you are using them.