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Artemis For Srm's?


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#1 Tooooonpie

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Posted 13 November 2013 - 03:27 AM

I've heard a lot about SRM's not working correctly due to hit registration, but does Artemis help with this issue?

I know that it apparently makes the spread less wide, but looking through discussions on it, it seems theres been a lot of changes regarding SRM's and I'm not sure what effect, if any, Artemis has on them these days

#2 Rasc4l

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Posted 13 November 2013 - 03:45 AM

Yep, HSR is bad especially for SRMs so don't expect to hit the spider running across your screen.

Maybe you want to learn to use them as regulars with the wider spread and when you're used to them, add artemis. 3xSRM6 with artemis in my atlas is the main weapon of that thing, not the AC/20 like most people think...

#3 Levon K

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Posted 13 November 2013 - 03:59 AM

I started to trust SRMs when I started getting hit by them.

I don't hit lights with them very often, but when I do, it does damage. It scares them off sure enough.

Unless you're trying to maximize front-loaded damage, it's a good idea to drop the size from SRM6 to A-SRM4. Better ammo efficiency and better accuracy.

#4 Rascula

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Posted 13 November 2013 - 04:30 AM

Artemis gives your SRM's a tighter spread so more will land where you want them to go..

It is good for them and you will see more damage but SRM's just aren't that great at the moment and so for the cost of installing an Artemis the gain is currently probably not enough to justify it.

Edited by Rascula, 13 November 2013 - 04:30 AM.


#5 Tooooonpie

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Posted 13 November 2013 - 04:36 AM

View PostLevon K, on 13 November 2013 - 03:59 AM, said:

I started to trust SRMs when I started getting hit by them.

I don't hit lights with them very often, but when I do, it does damage. It scares them off sure enough.

Unless you're trying to maximize front-loaded damage, it's a good idea to drop the size from SRM6 to A-SRM4. Better ammo efficiency and better accuracy.

Well, I'm currently rocking 3 SRM6's in my zombie Cent, along with med lasers in the CT as well - I was wondering if its worth stripping some armour or reducing the engine size a bit in order to upgrade Artemis, and was wondering if the hit reg would be improved with Artemis due to the close knit firing of SRMs

#6 Rasc4l

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Posted 13 November 2013 - 04:39 AM

View PostTooooonpie, on 13 November 2013 - 04:36 AM, said:

Well, I'm currently rocking 3 SRM6's in my zombie Cent, along with med lasers in the CT as well - I was wondering if its worth stripping some armour or reducing the engine size a bit in order to upgrade Artemis, and was wondering if the hit reg would be improved with Artemis due to the close knit firing of SRMs


It will. Like someone said you might wanna compare SRM6 vs. SRM4+artemis. Better ammowise etc.

#7 scJazz

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Posted 13 November 2013 - 05:01 AM

SRM2s do not gain sufficient benefit to use Artemis, SRM4s can go either way, SRM6s practically require it.

In all of my builds I only use Artemis if I have another Config that uses it.

I never use SRM2s and rarely use SRM6s. The faster cooldown and 25 shots per launcher per ton of ammo for SRM4s works out nicely.

Edited by scJazz, 13 November 2013 - 06:16 AM.


#8 Bront

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Posted 13 November 2013 - 08:15 AM

IMHO, if you're going above a single SRM6, then it might be worth using Artemis, but it really depends on what you're going for.

Want the wide spread shotgun so you can hit lights? Avoid Artemis. You won't be as accurate with all the missiles, but you'll be more likely to hit with some.

Want a tight pattern to blow stuff off up close? Artemis is what you want.

Want both? Well, you can't have both, so pick one!

Due to the cost and weight, I tend to avoid it, but there most mechs I've thought about it with I'm only using 12 SRM tubes, and mounting Artemis means I drop down to 8 OR I drop something else I don't want to.

#9 DONTOR

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Posted 13 November 2013 - 08:26 AM

I did alot of testing with this actually, and no artemis does not help with hit detection. Also a regular SRM6 is more effective than an Artemis SRM4 which wieghs the same and takes up same crit space. If your going to Artemis SRMs make it the SRM6, it truly shines. (Except wait for hit registration fix)

#10 scJazz

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Posted 13 November 2013 - 09:19 AM

View PostDONTOR, on 13 November 2013 - 08:26 AM, said:

I did alot of testing with this actually, and no artemis does not help with hit detection. Also a regular SRM6 is more effective than an Artemis SRM4 which wieghs the same and takes up same crit space. If your going to Artemis SRMs make it the SRM6, it truly shines. (Except wait for hit registration fix)

Wouldn't a SRM6 fire a wider pattern, generate more heat, have a longer cooldown, using more ammo?

In what sense are you saying that SRM6 > ASRM4?

Not trying to be argumentative... just looking for some clarity.

#11 Bront

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Posted 13 November 2013 - 09:30 AM

View PostscJazz, on 13 November 2013 - 09:19 AM, said:

Wouldn't a SRM6 fire a wider pattern, generate more heat, have a longer cooldown, using more ammo?

In what sense are you saying that SRM6 > ASRM4?

Not trying to be argumentative... just looking for some clarity.

Probably in damage.

It depends. Do you need the extra 8 shots? ASRM4 might be better. Do you want the spread or the focus? depends on which one is better.

Also, it's not created equal for all mechs, some mechs have better SRM spreads than others.

#12 rolly

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Posted 13 November 2013 - 09:42 AM

View PostscJazz, on 13 November 2013 - 09:19 AM, said:

Wouldn't a SRM6 fire a wider pattern, generate more heat, have a longer cooldown, using more ammo?

In what sense are you saying that SRM6 > ASRM4?

Not trying to be argumentative... just looking for some clarity.


Well, the TT rules are as follows:
SRM6 = 6 missiles fired, 0-6 hitting, with potential of 12 points of damage.
SRM4 = 4 missiles fired, 0-4 missiles hitting, with potential of 8 points of damage.

In TT with Artemis this means there is a +2 to the missile hit table once you actually score the hit. So with an SRM 4 on average it becomes say 2-4 missiles will hit.

Personally, the tighter spread is nice, but an SRM6 still does damage greater than a PPC and less than a gauss, and I only shotgun it into someones back as they flee or in CQB in their face. So they'll hit anyhow. If I'm going for bang-for-the-cbill, SRM6 used judiciously works great. The greater spread encourages finding the crits you need since its not a hole punching weapon.

So technically Artemis in game doesn't increase chances of hitting, it just makes your hit more effective and concentrated.
The question remains though what is the spread? Would a non-Artemis launcher cover all 5 torso locations, where as an Artemis would cut it down to 3, or just the adjacent locations you're aiming at?

#13 Sug

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Posted 13 November 2013 - 10:10 AM

View PostLevon K, on 13 November 2013 - 03:59 AM, said:

I don't hit lights with them very often, but when I do, it does damage.


Impossible to read that without the inflection of the most interesting man in the world.

#14 Mercer Skye

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Posted 13 November 2013 - 10:42 AM

The benefit is semi-negligible for how much it costs some rigs to equip Artemis. I think someone already said it, but unless I have a setup that REALLLY uses the full potential of it, it's not enough of a gain to drop that kind of 'bill on tighter spread. Would rather just take that extra ton of ammo.

#15 TercieI

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Posted 13 November 2013 - 10:45 AM

View PostMercer Skye, on 13 November 2013 - 10:42 AM, said:

The benefit is semi-negligible for how much it costs some rigs to equip Artemis. I think someone already said it, but unless I have a setup that REALLLY uses the full potential of it, it's not enough of a gain to drop that kind of 'bill on tighter spread. Would rather just take that extra ton of ammo.


I like Artemis more than you, but. ironically, it's the Streak-builds where I automatically fork over the Artemis cost. Bug or not, that 25% lock on speed up is just too good.

Edited by Terciel1976, 13 November 2013 - 10:45 AM.


#16 Tooooonpie

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Posted 13 November 2013 - 10:46 AM

Thanks for all the advice guys, i think im going to actually in fact have my pie and eat it - 2x SRM6A and 1x SRM4A, if i understand it correctly it will mean less ghost heat, losing only a small amount of damage, and the addition of Artemis should give more narrow fire.

Sound like a good idea?

Edited by Tooooonpie, 13 November 2013 - 10:47 AM.


#17 TheCaptainJZ

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Posted 13 November 2013 - 11:02 AM

Um, if i remember correctly, you can fire 3 srms for no ghost heat penalty

#18 Levon K

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Posted 13 November 2013 - 11:08 AM

View PostSug, on 13 November 2013 - 10:10 AM, said:


Impossible to read that without the inflection of the most interesting man in the world.


That's what I was going for. Stay thirsty my friends.

#19 Mad Porthos

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Posted 13 November 2013 - 11:10 AM

I thought that when firing groupings, they will count a srm4 with 2srm6 as being 3 srm6.... not ghost heat from exceeding 3 - rather ghost heat from firing a srm4 with srm6's making the srm4 generate as much heat as the highest launcher type in the grouped batch of weapons.

Edited by Mad Porthos, 13 November 2013 - 11:11 AM.


#20 TercieI

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Posted 13 November 2013 - 11:17 AM

View PostTooooonpie, on 13 November 2013 - 10:46 AM, said:

Thanks for all the advice guys, i think im going to actually in fact have my pie and eat it - 2x SRM6A and 1x SRM4A, if i understand it correctly it will mean less ghost heat, losing only a small amount of damage, and the addition of Artemis should give more narrow fire.

Sound like a good idea?


Sounds exactly like my build I posted in your other thread. ;)

Obviously, I like it! (And never had heat problems)





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