

Srms
#1
Posted 14 October 2013 - 06:04 PM
#2
Posted 14 October 2013 - 08:48 PM
#3
Posted 15 October 2013 - 12:20 AM
#4
Posted 15 October 2013 - 02:51 AM
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
Posted 15 October 2013 - 05:28 AM
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
Posted 15 October 2013 - 06:32 AM

Edited by Herbstwind, 15 October 2013 - 06:33 AM.
#8
Posted 15 October 2013 - 12:48 PM
#9
Posted 16 October 2013 - 09:20 PM
Now the real question for me is SRM6 or SRM4+Art? Would it be even worth it?
#10
Posted 16 October 2013 - 09:29 PM
#11
Posted 16 October 2013 - 09:46 PM
IntX, on 15 October 2013 - 02:51 AM, said:
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
Posted 16 October 2013 - 10:03 PM
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
Posted 16 October 2013 - 10:48 PM
#14
Posted 16 October 2013 - 10:49 PM
#15
Posted 17 October 2013 - 02:07 AM
StarGeezer, on 16 October 2013 - 09:29 PM, 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.
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
Posted 17 October 2013 - 08:38 AM
Thorqemada, on 17 October 2013 - 02:07 AM, said:
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
Posted 17 October 2013 - 08:47 AM
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
Posted 17 October 2013 - 10:47 AM
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