Take a simple comparison of 2xASRM6 vs 1 AC5:
1.) Same tonnage (8 tons)
2.) 2xASRM6 uses 2 hardpoints. 1 AC5 uses 1 hardpoint.
3.) 2xASRM6 uses 6 crit slots. 1 AC5 uses 4 crit slots.
The 2xASRM6 are a bigger investment in crit slots and hardpoints, and equal in tonnage. Now, the two weapon systems are quite different, but to be balanced, you'd expect the AC5 to outperform the SRMs at range, and the SRMs to outperform the AC5 at close range, right?
Not quite.
Here are the results of a run in the Testing Grounds, using a stock Awesome as the target dummy at 90 meters range, aiming for the CT:
2xASRM6 destroys the Awesome in 7 salvos. That's 28 seconds, and it generates 56 heat.
1 AC5 destroys the Awesome in 22 shots. That's 36.6 seconds, and generates 22 heat.
Percentage-wise, the TTK of the SRMs is about 23.4% faster than the AC5. That's in a sterile environment with no lag, no HSR problems, against a stationary target, at 90 meters. Just to emphasize this, it's a stationary *Awesome*.
The downsides of the SRMs vs the AC5:
1.) Less range, 270 meters hard capped, instead of 620 meters with 3x ballistic fall-off.
2.) Slower projectile speed at 300 meters/sec instead of 1150 meters/sec.
3.) Spread damage. Even at 90 meters, only about 65% of the SRM damage is impacting on the Awesome's CT. And that's *with* Artemis. I can see missiles occasionally hitting the arms and legs (!!).
4.) Heat efficiency, in terms of damage-per-heat. Essentially our weapons are designed to convert heat into damage (MG and Gauss excluded). The AC5 converts heat to damage at a ratio of 5 to 1. The SRM6s, taken as total damage, convert at a ratio of 3 to 1, but since only about 65% of it makes contact with the intended hitbox even at point-blank range, the ratio is really closer to 1.95. As you can see, by the time the SRMs bring down the Awesome, they've generated 2.54 times more heat than the AC5s.
All of these downsides in exchange for:
1.) Slightly faster TTK (23.4%) in an ideal environment.
2.) Higher alpha strike damage potential.
Advantage#2 is mostly negated because to use SRMs effectively tends to involve getting close... and when you're close to the enemy, you can't easily break off and get back into cover. In theory it'd be nice to hit&fade with SRMs to take advantage of the superior alpha strike potential. In practice, not really feasible. Once committed, the SRM user pretty much needs to bring his target down at point-blank range. Retreating in a situation like that gives the opponent free shots at you and vastly reduces the effectiveness of your return shots as you open up the range. You might do so as a strategic move, where you realize there are 2 or more enemy mechs able to focus fire you, and there's no other teammates in position to provide fire support to you, so to continue trading blows would be unfavorable. But retreating certainly doesn't help you leverage the SRM's advantage.
Additionally, the huge difference in heat efficiency means that against an opponent who is actively twisting and turning to spread the damage, there is the very real possibility of redlining yourself on heat using SRMs before you are able to kill the enemy, forcing you to slow your rate of fire, and giving away your marginal TTK advantage. The slight advantage in TTK that SRMs have may not even come to fruition, because of all the extra heat you generate. Against a target that is twisting and shielding, it may take you even longer to finally bring him down, and heat will become a very real issue, slowing down your DPS to the point where it might be a wash between AC5 and SRMs.
Now, add in issues with lag, HSR, and moving targets who are actively twisting, turning, and jumping while under fire, hitreg problems with SRMs.... you can see why SRMs are vastly underperforming. Even in an ideal scenario in Testing Grounds, SRMs only just barely kill faster than AC5s.
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Conclusion:
SRMs are far too inefficient. For all the disadvantages they have, they don't have enough redeeming qualities at close range when compared to a similar investment in tonnage of AC5s. SRMs should absolutely embarrass AC5s in performance in a fight that begins at 90 meters with 100% fresh mechs.
I can't believe Paul is considering nerfing SRMs back to 1.5 damage per missile after HSR fixes are in. As it is now, SRMs aren't even worth it with perfect hitreg at 2.0 damage per missile.
Edited by YueFei, 27 May 2014 - 10:53 PM.