

Missles Missles Missles
#1
Posted 28 December 2013 - 05:28 PM
PinBurst
Christopher Loree
Concerned Mechwarrior.
#2
Posted 28 December 2013 - 05:34 PM
#3
Posted 28 December 2013 - 05:35 PM
PinBurst, on 28 December 2013 - 05:28 PM, said:
PinBurst
Christopher Loree
Concerned Mechwarrior.
the best thing about srms is they dont lock. you dont have to worry about ecm. Why in gods name would I want locking srms? o.O
#5
Posted 28 December 2013 - 05:57 PM
#7
Posted 28 December 2013 - 08:04 PM
#8
Posted 28 December 2013 - 08:07 PM
stjobe, on 28 December 2013 - 05:40 PM, said:
Now imagine six SSRM-6 on a BAP- or ECM-equipped Clan 'mech.
aaaand yes the ssrm 2 does more damage but requires a lock. I say again why on earth would I want locking missles on everything. I want missles that dont lock.
firing quicker and the ability to not worry about ecm is kinda a nice thing ya know.
Edited by Varent, 28 December 2013 - 08:08 PM.
#9
Posted 28 December 2013 - 10:38 PM
#10
Posted 28 December 2013 - 10:41 PM
#11
Posted 29 December 2013 - 04:38 AM
Here are the letters that fell out of your post, they were lying at the bottom of the thread so I picked them up for you: iiiiiiiiiiii
#12
Posted 29 December 2013 - 05:39 AM
stjobe, on 28 December 2013 - 05:40 PM, said:
Apples and Oranges. SSRM's require a lock and SRM's are a direct fire weapon. There are tradeoffs with both of the weapon types.
SSRM requires a lock time before they can be used.
SSRM lock can be lost and must be re-acquired before they can be used.
SSRM can be negated by ECM. A BAP is extra tonnage, and can still be negated with multiple ECM's.
SSRM bug with Artemis and lock speed is a known bug and will be fixed.
SSRM doesn't require a direct line of fire at the target with the weapon hard point
SRM doesn't require a lock and can be used immediately, or as soon as cool down is completed.
SRM doesn't have a lock to lose, or require a re-acquisition.
SRM can use Artemis and get a tighter grouping
SRM does require a direct line from the hard point to the target
SRM2 has a shorter cooldown than SSRM2
stjobe, on 28 December 2013 - 05:40 PM, said:
If both were using the present, in-game mechanics then yes, the SSRM's would be a clear advantage. However, in Paul's most recent Clan Technology post:
http://mwomercs.com/...gn-perspective/
There is a part that comes into play, that indicates there are going to be mechanics involved that we really don't know what the exact details are yet:
Quote
- Allow only 2 projectiles to leave the launcher at any given time. SSRM-4 will fire 2 volleys of 2 missiles. SRM-6 will fire 3 volleys of 2 missiles. This will stagger the incoming missiles allowing AMS to take down more if the targeted Mech has AMS.
- Increase the cooldown period of refire on the larger launchers and allow the above staggered shots to happen during this time.
#13
Posted 29 December 2013 - 08:48 AM
#14
Posted 29 December 2013 - 09:03 AM
stjobe, on 28 December 2013 - 05:40 PM, said:
Now imagine six SSRM-6 on a BAP- or ECM-equipped Clan 'mech.
Sounds cool but there would be so much heat it wouldn't work. I got my kto with 5 ssrm2 I can only fire it a few times before it starts to overheat.
Im going to guess they will increase the ghost heat if they made 6's too.
Edited by Monkey Lover, 29 December 2013 - 09:04 AM.
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