- Weight.
I hear a lot of complains about srm damage. Now exclude every other factor for a moment please. This principle is essential to understand. Exclude everything else and compare weight with each single factor.
SRM6 weights 3 tons and does 12 damage. SRM2 weights 1 ton and does 4 damage. These are seemingly great numbers. We excluded every other factor, and we can say that there's no problem with damage per ton. I'm not adding ammunition and DHS weight just to make it clear. We'll return to it in "damage per shot". Ammunition can be counted easily by ability to fire 25 alfa-strikes. More than 25 is excessive. Firing 15 alfas is a number you should try to reach every match to be sre that you were useful for your team.
- Heat.
SRMs generate mediocre heat. Firing 4 SRM6-es generates 17.2 heat, which is more than generous compared to 48 damage. I don't wanna go into all details, but rules are simple here: if you equip up to SRM18 (other weapons excluded), you're fine with your 10 DHS. If you want to equip more, start adding 1.2 DHS per additional SRM-launcher and for your other weapons too.
Ghost heat is pretty geneous, so generally it prevents you only from firing 6 SRM4/6 launchers at a time. This is a fine tuning which prevents players from firing up to 72 damage per shot. And it does not prevent you entirely, because 29.4 heat is a lot but not too much. You still can make this shot without overheating. Anyway it's easy to manage by applying chain fire or dividing all SRMs into two groups. You can make 36 damage then wait for 0.5 second and do 36 damage again. We don't have to spend a lot of space and tonnage on DHSs. We have highest alfa-damage possible of all builds. We don't have any problems with heat here. That's for sure.
- Damage per shot
As it was already mentioned, that we have highest damaging capabilities with SRMs. Although most brawling mechs would use up to 4 launchers, we still have that Catapult-A1 problem with 6 launchers. It cann't be disregarded for people will start abusing A1 if SRMs get buffed enough to make 6 srm6 build overpowered. Now we have 72 alfa damage for A1 using 6 ASRM6 launchers. Add another 0.1 damage per missile, and you get +3.6 to alfa damage. It means that we cann't add considerable ammount of damage per missile, because highest possible alfa will rise accordingly.
Compare it to the total weight and we get 24 tons for 6 ASRM6-es + 9 tons of ammunition + 3 additional DHS = 36 tons, which A1 cann't afford:
CPLT-A1
But it is possible if you get rid of Artemis, which leads us to the next factor.
- Viable distance.
let's look at viable distance per damage.
1 PPC does 10 damage at 550m. I'm conparing this weapon as it is most used in sniper builds, so it is most useful to be compared when we're talking about sniper vs. brawler balance.
And 1 ASRM6 does 10 damage at... 100m. Yes. We're talking about viable damage and distance. Hitting a light mech at all is viable. Hitting medium, heavy, let alone assault mech without being able to deal damage to a chosen component is not viable. The heavier your opponent is, the less use you get from hitting his unvital components.
And here we have our huge problem. Damage is great, weight is good, heat is ok, but distance is horrible. 270m is just a number that has nothing to do with real SRM effectiveness atm. Damage from outstanding becomes pityful if you realise how much time it takes to get closer to your long-range opponent. DPS does not mean much here, for you should count all shots you take before reaching these 100m at which you can start shooting at chosen component.
Thus you can really see, how unprofitable it is to use SRMs. And we should not ask for a better damage or less heat or less weight. These are pretty well balanced atm.
- Quantity
Alas we cann't target balancing system at number of 4 SRM launchers, because A1 is still around. We should always take it into account while making our balancing suggestions.