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Which Srm Type To Use...


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#1 Jaegerwulf

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Posted 09 August 2014 - 07:12 AM

I am trying to decide on what missiles to mount on my scr-d and I am wondering what are the pros and cons of C-SRM's, C-SRM'S + Artemis, and C-SSRM's.

#2 Grey Black

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Posted 09 August 2014 - 07:40 AM

IMHO? Your best bet would be just CSRMs, but let's break it down, shall we?

CSRM - Light weight, hard hitting, but spread easily.
ACSRM - Heavier, but less spread.
CSSRM - Heavier, can't fire without a lock on, and a LONG reload time, but easily the most accurate.

If you trust your aim, go with the CSRM. If you don't, CSSRM is your best bet.

#3 Starkad10

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Posted 09 August 2014 - 07:45 AM

Also remember that CSSRM have a longer range.

#4 IraqiWalker

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Posted 09 August 2014 - 07:56 AM

Here is more data on them:

Regular SRMs have good cycle times, and you only need Artemis on them when mounting the SRM 6 launchers. However, Artemis drops in efficiency with multiple launchers (too many tons and slots in costs). Artemis also works on Streak missile launchers right now due to a glitch with the missile architecture. However, it costs no slots or tons.

Artemis gives the following buffs to SRMs for the cost of 1 ton and 1 slot extra per launcher:
1- Tightens the spread of missiles.

Artemis gives the following buffs to SSRMs for no cost (other than C-Bills to install):
1- reduced time for lock ons

Do remember, that clan SSRMs have long cycle times (SSRM6 has a 7 second cycle time), while regular SRMs have shorter cool downs.

Also, Streaks require locks, which means you need an Active probe and to lock on to the ECM mech targeting you (clan active probes only disable ECM if they lock onto the ECM mech). Meaning you'll have to sometimes disengage from the target you really wanna hit, just to deal with ECM.

Although to be honest, if you are going for a pure missile boat, I recommend this build:

SCR-D

You don't need to worry about ECM, and your shots are accurate to 230 meters.

Edited by IraqiWalker, 09 August 2014 - 07:56 AM.


#5 Arctcwolf

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Posted 10 August 2014 - 02:10 AM

streaks reduce dps. considering srm 6 is only 1.5 tons, and adding artemis makes it 2.5, the damage/weight ratio is still very good with artemis. up close, if you cant hit a fast mech with srm's then u need to work on targeting.

#6 The Great Unwashed

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Posted 10 August 2014 - 02:36 AM

Adding/repeating ( ;)) to IraqiQalkers reply: artemis keeps the missiles tighter together and that is really useful over 150m distance. Artemis adds 1 ton to the 2/4/6 launchers so is really worthwhile for the SRM6 as the others become too heavy. I run my SCR with 2 SRM6 w Artemis (and 4ML and 1 LL in the head, but 4ML/3SRM6A also works). I really prefer the instant bang of the SRM that you can fire quickly and turn away. I try shooting the SRMs at maximum range. Heck, I even have the SRM weapons module installed.

My philosophy is that the SRM is an excellent replacement of the autocannons (mainly LBX) for lights and mediums. Less range, more spread and more difficult to aim, but very light and very hard hitting. For 5 tons you get the missile variant of the 12 ton LBX20, and mounted high in the torso of the SRC. A Timberwolf with 4ML and 4 SRM6wArt is even more fun with 48 damage from the missiles alone.

Streaks require a lock and thus rarely miss, but they fly to all parts of the enemy target and spread around damage. This is really great against lights but really appalling the heavier your target is. You need to stare at him for a lock and then you spread damage around that he won't mind at all.

Edited by The Great Unwashed, 10 August 2014 - 02:37 AM.


#7 Bigbacon

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Posted 14 August 2014 - 04:13 AM

with the fix they did to SRM hit detection a month or so ago, there is really very few reasons to use SSRMs unless you are just a terrible shot with SRMs. Maybe if you have a torso twist of a raven or locust (nearly backwards) then keeping that lock ti tough and with the Kitfox being cbill'd now, LOTS more ECM on the battlefield which can shutdown your SSRMs completely if you get stuck without BAP or someone to counter/disrupt it.

#8 B0oN

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Posted 14 August 2014 - 04:16 AM

Try them all, but for now SRM´s, sometimes even with Artemis (space and tonnage permitting), are the better solution overall .
And bring many, they like company !

#9 Koniving

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Posted 14 August 2014 - 04:32 AM

View PostJaegerwulf, on 09 August 2014 - 07:12 AM, said:

I am trying to decide on what missiles to mount on my scr-d and I am wondering what are the pros and cons of C-SRM's, C-SRM'S + Artemis, and C-SSRM's.

Depends on the mech.
Streaks are worthless on mechs with ballistics (no ability to keep the locks going to keep firing).
Stormcrow, put SRMs on the arms and Streaks on the torso.
Nova -- wait, PGI didn't let us have the missile Novas. Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu................
Adder / Kitfox. Your choice. Adder I like to have streaks or LRMs on the side torsos and SRMs on the arms. Kitfox, again it's a matter of preference here.

But since you asked about the pros and cons... using only MWO's versions of these weapons (hardy har har...sigh).

Streaks take FOREVER to reload. But they home in with 100% accuracy, it is almost entirely impossible to miss even if they go directly behind you and the missile has to do 16 donuts to actually get to him, you will shove missiles right up his...legs...and arms...and side torsos...for some reason.

SRMs are shotguns because apparently PGI didn't read that SRMs are also guided missiles. These are better on the arms of your Clan mechs so that you can aim them with ease, as you will need to lead them ahead of enemies.

SRMs with Artemis are tighter spread shotguns... because while Artemis actually enhances the guidance of SRMs in Battletech, here they just make a narrower blast shotgun which allows you to focus your shots better.

Edited by Koniving, 14 August 2014 - 04:35 AM.


#10 Karkland

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Posted 14 August 2014 - 04:43 AM

I'm surprised nobody has mentioned the summoner. Pretty fun to pure an ASRM build on it-- 4xASRM6 in the arms and an ASRM4 in the LT, or just ASRM6 all around. Oodles of ammo. I would never claim it's an optimal build, but going 89kph with a suite of jump jets and ASRM24 in the arms can be a good brawling setup.

#11 Bigbacon

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Posted 14 August 2014 - 05:47 AM

i will add, with SRM6's I almost find aretmis to be a must other wise it just seems to splash all over. 2s and 4s not so much but honestly always use aretmis with SRMs when I can.

#12 Kelenas

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Posted 14 August 2014 - 11:20 AM

I guess I'm just the only one who like Streaks the most here. Yes they have utter **** recycle time, but the extra 90m range compared to normal Srms is a godsend and lets you have this great sweet spot just outside er-small laser and srm effective range that you can wreck people's faces from if you can stay in it, and considering the stormcrow is fast and maneuverable it's one of the best mechs in the game at skirting around at mid-close range. Also, for some reason lights seem to love to try and play harass the Stormcrow, and tend to instantly think better of that when 18 Streaks rip off armor on both legs and a side torso.

I've had far and away the most success with this build: SCR-PRIME

I've tried the straight Srm18 and Asrm18 builds, but even if your aim is good, you still end up having to stay too close to your enemies and take a lot more fire for it. With the Streak-crow I can often end up losing my ct armor in a bad engagement and still survive the entire fight dealing loads of damage and racking up component destruction by popping out briefly and throwing 18 missiles at something before backing out of range.

One last suggestion is to never try and be cute with the Missile arm omnipods, they aren't better than 4 er-medium lasers.





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