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So, Now That We've Had Some Time, How Are Cssrm6S?


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#1 Sephlock

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Posted 14 July 2014 - 06:20 PM

No one who thinks that flamers or other useless things are good need bother replying.

For the sane people, how are they? Is the super long reload time worth it, given the ... less than spectacular dps increase?

#2 Rokkaku

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Posted 14 July 2014 - 06:24 PM

They can be... alright, in my opinion. But the extremely long cooldown on them makes them less than ideal, especially when C-SRM6 is just half the weight, almost half the cooldown, and are able to be aimed better in most cases, especially now with the SRM hit fix.

#3 Roland

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Posted 14 July 2014 - 06:26 PM

I prefer standard srms since I can aim them.

#4 Mechteric

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Posted 14 July 2014 - 06:32 PM

I don't like the super long reload, the standard csrm is straight up better all around because of that

#5 Carrioncrows

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Posted 14 July 2014 - 06:36 PM

The range is what makes them bearable. The reload time sucks sure, but you just have to factor that into your style of fighting.

I've nailed some pretty impressive damage numbers with just x2 streak srm6's.

#6 Sephlock

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Posted 14 July 2014 - 06:41 PM

View PostCarrioncrows, on 14 July 2014 - 06:36 PM, said:

The range is what makes them bearable. The reload time sucks sure, but you just have to factor that into your style of fighting.

I've nailed some pretty impressive damage numbers with just x2 streak srm6's.

Do you essentially steptart with them?

#7 Bobby Blast

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Posted 14 July 2014 - 06:43 PM

The reload time makes them substandard compared to the C-SRM6. The proliferation of ECM also makes SRM's a better choice in most situations.

#8 Carrioncrows

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Posted 14 July 2014 - 06:44 PM

View PostSephlock, on 14 July 2014 - 06:41 PM, said:

Do you essentially steptart with them?


Yeah

I have a summoner with ERPPC, er medium and x3 ssrm6 as well as a kitfox with x2 ssrm6, ermedium and 2 mguns.

The 340m range is the prefect brawl distance to be evasive without committing to point blank knife fights. I wish all SRM's had 340m range. Though works best with jumpjets so you can clear all the obstructions.

Edited by Carrioncrows, 14 July 2014 - 06:45 PM.


#9 Xeno Phalcon

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Posted 14 July 2014 - 06:45 PM

Two things iv noticed: One they do alright when chain fired, but suffer from a inexplicable buffer that keeps you from rapidly firing them this way, two firing them all together they do far less damage then they should, likely HSR eating them. Their only real upside is extra range, but for the tonnage I would rather have artemis equiped srms.

#10 Sephlock

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Posted 14 July 2014 - 06:48 PM

View PostXeno Phalcon, on 14 July 2014 - 06:45 PM, said:

Two things iv noticed: One they do alright when chain fired, but suffer from a inexplicable buffer that keeps you from rapidly firing them this way, two firing them all together they do far less damage then they should, likely HSR eating them. Their only real upside is extra range, but for the tonnage I would rather have artemis equiped srms.

Apparently the squirrels tested them and they were deemed too fun.

#11 AssaultPig

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Posted 14 July 2014 - 06:51 PM

they don't represent much of a damage increase really; one cSSRM6 vs two IS SSRM2s do similar DPS for the same heat and tonnage. Obviously you can boat more 6s on a clan mech than you can IS 2s, but that's not necessarily a great tradeoff since they aren't an amazing primary weapon anyway (especially on the slower clan mechs.)

they're better tuned than I expected them to be when they were announced tbh. Not too many people seem to even run them, although I like 3xcSSRM4 as supplemental weapons on a timberwolf decently well.

Edited by AssaultPig, 14 July 2014 - 06:55 PM.


#12 Xeno Phalcon

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Posted 14 July 2014 - 06:53 PM

View PostSephlock, on 14 July 2014 - 06:48 PM, said:

Apparently the squirrels tested them and they were deemed too fun.


Damn squirrels!

Posted Image

Also Fun Fact: CSSRM2s are exactly the same as IS SSRM2s in terms of cooldown but weigh half a ton less and shoot farther. Its when you get to larger racks that it gets funny, with the CSSRM4 having a 5.25 cooldown and the CSSRM6 having a 7.

Edited by Xeno Phalcon, 14 July 2014 - 06:57 PM.


#13 Livewyr

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Posted 14 July 2014 - 06:54 PM

I use them on one Stormcrow build- (2ASRM6/3SSRM6)

Their extra range and being able to crush lights effectively is balanced fairly well by the incredilong reload. (That said, I would be a bit happier if they made the reloads for 4 and 6- 4.5 and 6 respectively...as they are now, I do not complain much.)

#14 Zordicron

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Posted 14 July 2014 - 07:35 PM

I found SSRM4's to be the sweet spot for cooldown time/heat dissipation as secondary missles. Using a pair of SSRM4's for example, I was able to use them as "add on" fire power when needed without interrupting my other main weapons too much(the target lock lets you aim things like a ERLL and still hit with missiles for example) and the cooldown time allowed for the heat they generated to mostly dissipate before I fired them again, meaning I did not have to pick or choose streaks or other while fighting.

SSrm6, well, that really falls into the realm of multi launchers where you take a little more time setting up the target to make sure you hit with a fairly severe SSRM type alpha strike, then back off or otherwise for the recharge time. SSRM2 is basically run and gun, the 4's are nice secondary weapons, and the 6 is a secondary weapon only worth boating on heavy mechs, or for, maybe, a single launcher if you have only one hardpoint on smaller mechs. IMO, I would choose a SRM6 over the streak on a smaller mech, as it is usually easier to position and aim in a lighter mech for those anyway.

all in all, i would say good job PGI on the numbers on these SSRM, nothing feels OP but nothing is useless either.





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