So, Now That We've Had Some Time, How Are Cssrm6S?
#1
Posted 14 July 2014 - 06:20 PM
For the sane people, how are they? Is the super long reload time worth it, given the ... less than spectacular dps increase?
#2
Posted 14 July 2014 - 06:24 PM
#3
Posted 14 July 2014 - 06:26 PM
#4
Posted 14 July 2014 - 06:32 PM
#5
Posted 14 July 2014 - 06:36 PM
I've nailed some pretty impressive damage numbers with just x2 streak srm6's.
#6
Posted 14 July 2014 - 06:41 PM
Carrioncrows, on 14 July 2014 - 06:36 PM, said:
I've nailed some pretty impressive damage numbers with just x2 streak srm6's.
Do you essentially steptart with them?
#7
Posted 14 July 2014 - 06:43 PM
#8
Posted 14 July 2014 - 06:44 PM
Sephlock, on 14 July 2014 - 06:41 PM, said:
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
Posted 14 July 2014 - 06:45 PM
#10
Posted 14 July 2014 - 06:48 PM
Xeno Phalcon, on 14 July 2014 - 06:45 PM, said:
Apparently the squirrels tested them and they were deemed too fun.
#11
Posted 14 July 2014 - 06:51 PM
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
Posted 14 July 2014 - 06:53 PM
Sephlock, on 14 July 2014 - 06:48 PM, said:
Damn squirrels!

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
Posted 14 July 2014 - 06:54 PM
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
Posted 14 July 2014 - 07:35 PM
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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