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Srm4 Or Srm6


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#1 Soulblight

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Posted 27 June 2014 - 05:57 AM

..with artemis, any opinions ? Notable differences?

#2 Tarriss Halcyon

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Posted 27 June 2014 - 06:07 AM

SRM4 spread is tighter, but it's almost always tighter. It's slightly lighter, and has a shorter cooldown. SRM6 deals more damage.

Aside for that, they're really pretty much the same thing.

Edited by Tarriss Halcyon, 27 June 2014 - 06:14 AM.


#3 Wintersdark

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Posted 27 June 2014 - 06:10 AM

View PostSoulblight, on 27 June 2014 - 05:57 AM, said:

..with artemis, any opinions ? Notable differences?

SRM6's fire 2 more missiles than SRM4's. However, SRM4's fire faster than SRM6's, so while your alpha damage is lower (4 missiles vs. 6) your overall DPS (assuming you can keep firing as they come off cooldown) is only a very little bit lower (2.67 vs. 3.00).

Burst damage is always better than damage over time, so SRM6's are better than SRM4's.

A final consideration is that SRM4's fire tighter groups of missiles than 6's (the two extra missiles are basically "outside" the SRM4 grouping), so that helps keep 4's competitive.

I would either run SRM6's with Artemis, or SRM4's without - it's not worth the additional slots and tonnage to pack Artemis onto small launchers.

#4 Soulblight

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Posted 27 June 2014 - 06:31 AM

ty, srm6 then

Edited by Soulblight, 27 June 2014 - 06:33 AM.


#5 Just wanna play

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Posted 27 June 2014 - 07:53 AM

Id say srm6+art when tight on missile hard points but if not 2 srm 4s >srm6s+art

#6 Jody Von Jedi

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Posted 27 June 2014 - 08:12 AM

I'm having success with a blend of both. I running (2) ASRM4 and (2) ASRM6 for a total of ASRM20 in one flaming, impulse hammering, teeth jarring 43 alpha.

1st match I ran my Loup de Guerre with this loadout, I finished off a Direwolf, Stalker, and one other medium mech with one volley each to the center torso towards the end of the match. They were already chewed up pretty bad, but it was glorious none-the-less, LOL.

When I start running hot, I'll switch to chain firing the ASRMs.

#7 Tarriss Halcyon

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Posted 27 June 2014 - 08:28 AM

I've been running a standard SRM20 Stalker since early Open Beta, and my word, SRMs in general are great weapons for killing. The spread on the SRM20 setup is rather extensive, since I don't run Artemis on there, but I know that the difference can be made through the Art boost.

#8 jper4

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Posted 27 June 2014 - 08:36 AM

i tend to go with srm 4s over 6s since i usually play lights/mediums so it's 1) less weight and 2) i have less room for ammo unless i'm making a SRM boat so srm 4s will let the more limited ammo last longer than the 6s or let me toss in another ton of ammo with the weight saved by taking the 4s over the 6s.

heavies and assaults though are probably better with 6s since they have the room for more ammo and extra heatsinks.

#9 Bigbacon

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Posted 27 June 2014 - 08:42 AM

been runnings 4s+artemis on my kto-18 lately. well 3x4 and 2x2

i didn't like the 6s on it for ammo reasons.

#10 InspectorG

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Posted 27 June 2014 - 08:49 AM

I run a SRM24 Kitfox.

Have had several 700+damage games where as before, i usually get in the 500-400 range.

I havent played with Artemis yet.

The component destruction alone gets me lots more cbills :P

#11 DONTOR

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Posted 27 June 2014 - 08:55 AM

Neither... CASRM6

On a serious note the testing I have done regarding artemis and SRMs is that a regular SRM6 is better than a ASRM4 for the same tonnage, only difference is cooldown and ammo consumption. If SRMs are your primary source of damage/primary weapon always Artemis it. If it isnt then it depends how much tonage you have left or if you would rather have more DHS instead.

#12 N a p e s

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Posted 27 June 2014 - 08:56 AM

I prefer 3xSRM4 to 2xSRM6 when I'm not using artemis. For one the 3 second cooldown on the 4's just work better for me, and the tighter spread is a bonus.

With artemis it depends if I can spare the extra ton needed to use the 4's, but I still prefer the quicker cooldown.

#13 Tahribator

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Posted 27 June 2014 - 09:07 AM

SRM4 has 2.66DPS while SRM6 has 3.0DPS. That's not that much of a difference, so you can think of SRM4's as faster firing SRM6'es. For brawlers, I'd say SRM6'es are more suited for a "dump and run" style because of the long cooldown while SRM4 is better suited for "dump and twist" style of gameplay.

In my personal experience, Artemis on SRM4's don't make that much of a difference, but they're really good on SRM6'es.

#14 Ballimbo

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Posted 27 June 2014 - 11:05 AM

Apart from the tonnage, there is also the increase in crit-slots with Artemis.
Strangely, I'm running out of crit-slots more often on my builds than on tonnage - but that's probably me (or when lacking in bigger engines to fill those tons).
So maybe letting down Artemis gives you the tonnage and the crit slots for stuffing in DHSs or a Medium Laser, AMS or whatever to give your build just that little edge.

#15 Wintersdark

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Posted 27 June 2014 - 11:19 AM

View PostTahribator, on 27 June 2014 - 09:07 AM, said:

SRM4 has 2.66DPS while SRM6 has 3.0DPS. That's not that much of a difference, so you can think of SRM4's as faster firing SRM6'es. For brawlers, I'd say SRM6'es are more suited for a "dump and run" style because of the long cooldown while SRM4 is better suited for "dump and twist" style of gameplay.
DPS is a vastly overrated stat. It matters in a lot of games, but much, MUCH less here.

In a standard Hit Point type game, you stay at full capability until destroyed. As such, you want to be able to do the most damage you can over time to burn those HP's ASAP. In MWO, that is not the case. A surprisingly small amount of well directed damage can cripple or entirely remove a mech as a threat. Given this, ASRM6's delivering massive up front damage to a fairly tight area have a much larger advantage than is readily apparent given the similar overall DPS.

Quote

In my personal experience, Artemis on SRM4's don't make that much of a difference, but they're really good on SRM6'es.

My experience follows this. Either SRM4, or ASRM6 IMHO.

#16 Bigbacon

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Posted 27 June 2014 - 11:24 AM

i have to say...Artemis does seem to make a good difference even on SRM4s and 2. 2s are almost like pinpoint. The difference is pretty easy to see.

#17 BigBadVlad

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Posted 30 June 2014 - 07:29 AM

Depends on what you have to spare versus what you are short on I'd say. Got several missile hardpoints on your build but wish you had a an extra ton or two when rounding out your build? Go multiple SRM4 no Art.

Opposite problem? You have the tonnage but only one or two hardpoints for your SRM's? Then you go with the 6's with Art.

Or like someone already said mix and match an SRM6 with an SRM 4 or two.

#18 Just wanna play

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Posted 01 July 2014 - 01:08 PM

Forgot to mention, one GREAT thing about smr6s is that they have same rof as ac/20 so if you are torso twisting until your weapons are ready to fire again, you might not even get to use an srm4s better fire rate, while i must figure out how to get my srms to match up with my double lbxs (love it to death) fire rate





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