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Srm2
#21
Posted 25 October 2013 - 09:43 AM
Today, they're mostly {Scrap} and the SRM2 being the smallest of the three is the largest ****.
#22
#23
Posted 25 October 2013 - 03:24 PM
Fate 6, on 25 October 2013 - 11:00 AM, said:
Yeah, but I wonder... Attack Cat DAMMIT now I have to try it
Edited by focuspark, 25 October 2013 - 03:24 PM.
#24
Posted 25 October 2013 - 03:35 PM
SRM6: 4.00 sec
SRM4: 3.75 sec
SRM2: 3.50 sec
A while ago they were changed to:
SRM6: 4.00 sec
SRM4: 3.25 sec
SRM2: 2.50 sec
I think SRM2's fire fast enough as they are. They actually combo very well with AC10 and LBX10 having the same 2.5 recycle. If SRM2's still need a buff, best lower their heat value. And make Artemis weight a different amount depending on how large a launcher you use it on. If Artemis was only 0.5 tons for SRM2, one might actually use it.
#25
Posted 25 October 2013 - 03:50 PM
aniviron, on 25 October 2013 - 08:23 AM, said:
You wouldn't, though, not for more than a couple days post-patch anyway. SSRM2 would still be more effective, given that it doesn't miss, and actually hits out to 270m, and does more damage. You'd essentially have a splatcat (which you don't see anymore because they're bad) but with the added disadvantages of being unable to hit and run, and actually spreading damage even more than the srm6, which is admittedly an impressive feat.
SRM2 are much more concentrated than SRM6, not less. They'd be easy to aim, because you could walk them in like a AC. And all the Hodors would be completely helpless from the impulse and smoke. It would be like the macroed AC2 spam, but sustainable, and on a much faster mech (I was referring to the comment about making them 1.0s CD). The only thing stopping it from seeing heavy use would be that ghost heat is not only stupid, but actually broken, and would kick in even though the supposed mechanics say it shouldn't.
Fate 6, on 25 October 2013 - 11:00 AM, said:
No, it doesn't. Most SRM shots are from too close for AMS to even kick in. Even if it did, the comment was about the rsults of lowering them to 1s cooldown, and 12 missiles per second, fired from close range, is well beyond it's abilities.
#26
Posted 25 October 2013 - 04:58 PM
OneEyed Jack, on 25 October 2013 - 03:50 PM, said:
While a single volley would indeed have tighter spread than 6xsrm6, it would take three volleys to equal that amount of damage, which is plenty of extra time for your target to torso twist or just change heading to avoid the next volley of missiles. SRM2 also just got a massive impulse reduction; screen shake isn't that bad anymore, and it generates nowhere near the smoke of an AC2 hit.
#27
Posted 25 October 2013 - 11:27 PM
#28
Posted 26 October 2013 - 09:26 PM
Detrimus, on 25 October 2013 - 11:27 PM, said:
Unfortunately you can't do that without totally messing up AMS. Believe it or not, but AMS works against dummy SRMs.
#29
Posted 28 October 2013 - 08:44 AM
Jman5, on 26 October 2013 - 09:26 PM, said:
Unfortunately you can't do that without totally messing up AMS. Believe it or not, but AMS works against dummy SRMs.
Good. Given all of SRM's weaknesses they could use the boost of ignoring AMS more.
focuspark, on 25 October 2013 - 03:24 PM, said:
This did, actually, exceptionally well. Took me until half way through the match to get close enough to anyone to be of use, but once I did I was able to net 4 kills + 5 assists without dying. 2 kills were lights (RVN & SPD) while the other 2 were assaults (AWS & AS7).
Puts out a staggering amount of damage but you NEED to leg hump to make it effective. Anything over 50m and the missile spread is too much and they start passing right through the targets, making them nearly useless.
#31
Posted 28 October 2013 - 12:41 PM
#32
Posted 28 October 2013 - 01:59 PM
JagdFlanker, on 24 October 2013 - 01:37 PM, said:
SRM's should have longer cool downs the larger they are to simulate having to load more missiles from the ammo bins. Same for LRM's. Also, they need a damage boost to that of SSRM's. They use the same warhead, so the damage difference makes no sense.
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