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Srms


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#1 tib3r

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Posted 14 October 2013 - 06:04 PM

Are they even worth it anymore? I'm thinking about pulling them off my Orions and running large lasers instead.

#2 LoneMaverick

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Posted 14 October 2013 - 08:48 PM

Nope, their hitreg is so terrible you're lucky to do 1/3 of the damage of your volleys, if not shooting at a spider.

#3 Hammerfinn

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Posted 15 October 2013 - 12:20 AM

The hitreg is an issue; however, they're still semi-viable in large numbers--though you'll be losing some damage. Currently, it's probably a better option to load up on Streak SRMs since their hitreg is better, and they free up a lot of tonnage for your lasers. Though, of course, the SSRMs random lock mechanic will spread the damage; still ridiculous against lights and low-armor mechs.

#4 IntX

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Posted 15 October 2013 - 02:51 AM

Although OP talked about his Orion, on other mechs not taking them hurts their damage output.

For example, Centurion A, AL and D have 2-3 missile hardpoints depending on model. Since these models have a limited amount of other weapon hardpoints, it would be a waste to not put something there. You can still argue SSRM vs. SRM at that point.

#5 rolly

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Posted 15 October 2013 - 05:28 AM

LL's and SRM's are completely different fish on their uses. LL's you punch holes and SRM's you go shotgun golfing for that hole you just made.

I still find SRM's handy especially as a follow up shot. They still do a significant amount of damage IF all hit. Its not hard to catch someone in the spread. But what they are most useful for is finding the holes in the enemy mechs armor mid game. On more than one occasion I've finished off a target with SRM's at short range in their face.

For a brawler like an Orion or Centy yeah SRM's I consider them secondary weapons.

#6 Herbstwind

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Posted 15 October 2013 - 06:32 AM

In addition, your ping (and the ping of your target) might be relevant when trying to use SRMs. Host State Rewind seems not to work properly for SRMs at the moment (largely based on personal observation and vaguegly remembered developer posts :ph34r: ).

Edited by Herbstwind, 15 October 2013 - 06:33 AM.


#7 Alaskan Nobody

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Posted 15 October 2013 - 12:36 PM

View Postrolly, on 15 October 2013 - 05:28 AM, said:

SRM's you go shotgun golfing for that hole you just made.



Shotgun Golfing... I'm gonna have to remember that XD

#8 Koniving

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Posted 15 October 2013 - 12:48 PM

Be sure to test them today. They claim to have made some big changes to hit reg code for projectile weapons.

#9 tib3r

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Posted 16 October 2013 - 09:20 PM

They seemed to have worked alot better for me today.

Now the real question for me is SRM6 or SRM4+Art? Would it be even worth it?

#10 StarGeezer

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Posted 16 October 2013 - 09:29 PM

I put SRM4x3 on a Shadowhawk today...worked like a boss, actually. I don't think the Arty will help with them; I'm pretty sure only LRM's benefit (although there's apparently a bug where the SSRM's get a bit of an unintended perk as well.) The standard SRM's are dumb-missiles...fly in a straight line to wherever you had them aimed when you fired.

#11 aniviron

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Posted 16 October 2013 - 09:46 PM

View PostIntX, on 15 October 2013 - 02:51 AM, said:

Although OP talked about his Orion, on other mechs not taking them hurts their damage output.

For example, Centurion A, AL and D have 2-3 missile hardpoints depending on model. Since these models have a limited amount of other weapon hardpoints, it would be a waste to not put something there. You can still argue SSRM vs. SRM at that point.


Of course, this makes the real issue into the fact that mechs with missile hardpoints are just bad right now, generally. LRMs are okay sometimes if you're got room to have like 60 or more and the enemy doesn't have ECM, but SRMs are pretty worthless. On anything over 50t, you'll hit for greatly reduced damage most of the time, and under 50t you'll be lucky just to hit at all.

#12 Johnny Marek Summers

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Posted 16 October 2013 - 10:03 PM

From what I remember in other threads, Artemis is recommended for all missile systems larger than 4 as it tightens up the grouping. This, theoretically, should allow you to place damage in the area of the enemy mech where you want it better.

However, Artemis takes up tonnage and slots for each weapon you have, as well as uses special ammo.

Please note that I've only played Jenners up to now and I haven't really needed to mess with Artemis before this.

#13 Sagamore

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Posted 16 October 2013 - 10:48 PM

I was experimenting with a 4x SRM 6 Battlemaster and had a few successful games. However, one game in particular I must of gotten 4 or 5 direct hits and several partial hits before I died and it said I only did 130 damage which means I only did half damage. Not worth it.

#14 BookWyrm

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Posted 16 October 2013 - 10:49 PM

I use them in six packs with artemis to great effect. Not saying they're the ideal flavor of the month, but they still pack a hefty punch and believe it or not, despite the forum whining, I even kill Spiders with them.

#15 Thorqemada

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Posted 17 October 2013 - 02:07 AM

View PostStarGeezer, on 16 October 2013 - 09:29 PM, said:

The standard SRM's are dumb-missiles...fly in a straight line to wherever you had them aimed when you fired.


I tested SRM2 a day ago on the testing ground and its horrible - if the visual equals the flightpath of the SRM there is a huge randomness in it, for example 1 Missile goes pretty straight to the target and the second goes far left missing it, next time the first one goes down right and the second again left from where you aim.
So for saying less SRM Tubes mean higher accuracy is plain wrong - more SRM tubes mean a better averaged randomness.
And then, if you dont aim close range at Assaults and Assault Sized Mechs, the SSRM is the better choice!

(Without Artemis bcs i cant effort the weight - but SSRM allways with Artemis bcs it weights nothing and improves their Lock On Speed)

PS: Afaik Artemis does not work on the Testing Ground anyway...

Edited by Thorqemada, 17 October 2013 - 02:14 AM.


#16 StarGeezer

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Posted 17 October 2013 - 08:38 AM

View PostThorqemada, on 17 October 2013 - 02:07 AM, said:

I tested SRM2 a day ago on the testing ground and its horrible - if the visual equals the flightpath of the SRM there is a huge randomness in it, for example 1 Missile goes pretty straight to the target and the second goes far left missing it, next time the first one goes down right and the second again left from where you aim.


I used the term "straight line" in a relative sense. Basically meaning it will fire the unguided missiles in a more-or-less straight path in the general direction you fire them. I think they introduced the randomness to the actual flight paths because early on they were basically all pouring into the CT. That was when the "Splat Cat" meta reigned supreme. Now they randomly target various body parts.

#17 Macbrea

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Posted 17 October 2013 - 08:47 AM

Here is the deal with SRMs.. Artemis compacts the spread by a small amount. Small being relative (I think 25%).

SRMs are deadfire missiles. Meaning they will travel toward your target at their speed. They will spread based off the number of them you fire. So, think of it this way.. at 200m an SRM 6 will spread about the diameter of the center, left and right torso of an Atlas. This assumes that Atlas is standing still. Now, the question comes in when your firing that at something like a light or medium. It's very hard to hit them at any range. This means it only is useful against those weight classes if your in melee.

SRM 6 is a pretty wide spread. SRM4 will hit on average 1 side torso and the center torso at that range.

The missiles are not self correcting. So, if you fire at a light that is standing still at 200m it is likely 1-3 missiles will just pass by it missing it. This now comes into the question of Artemis. SRM4+Art will compact the missile spread down nicely. It will will be near impossible to hit a moving light with them unless they are charging directly at you under 50m. Then you might hit them with a full volley.

#18 Doctor Death

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Posted 17 October 2013 - 10:47 AM

Some good insights here. In my personal experience, a good number of SRMS at close range can be very effective. I try not to make the mistake of firing them at a target over 120m away. As for Artemis, if you've got the tonnage to spare, I say why not, but I wouldn't put Artemis on SRMs unless its your main attack (several launchers) or if you can justify a better upgrade elsewhere (more armor, ammo, heat sinks, etc.)





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