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Those Of You Who Are Using Cssrms, Which Ones Are You Running, How Many, And On Which Mechs?


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#21 0bsidion

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Posted 18 August 2014 - 07:41 AM

View PostSephlock, on 18 August 2014 - 01:02 AM, said:


How are they working out for you?

Do you carry 1 or 2 6 packs as a GTFO button for when you are attacked by lights? (It seems like the mechs that are big enough to need this are ponderous enough that they''ll lose lock on circling enemy lights anyway ;)).

At first, I tried what amounted to SUPER CLOSE RANGE POPTARTING and found that the OMGWTFLONG lock time of cSSRM6s made that less than viable...

Ditto for steptarting.


They're better off against slower moving mechs in most cases, as you discovered with their long CD and lock breaking against faster lights. Csrms are much better against pretty much everything. They're lighter, fire faster, and don't require a lock. Even comparing IS streaks to srms, I found srms to be favorable due to their flexibility.

#22 Screech

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Posted 18 August 2014 - 08:17 AM

Yeah stick to SRM they work much better.

#23 wwiiogre

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Posted 18 August 2014 - 08:39 AM

I run a stormcrow with 5 x cssrm6 and it can be a beast. I also run a Timberwolf with 4 cssrm6 and it also can be a beast. On the stormcrow I have only two trigger options one is fire all for hit and run, the other is chainfire for solo battles are picking off an already cored mech and not wanting to waste missiles. The Timberwolf with its ungodly speed can actually chase down light mechs and get a shot at them at mid ranges with clan streaks. Of the weapon modules I have found the narc module, the ams module and the clan streak 6 module to be the only weapon modules really worth anything.

Chris

#24 Mercules

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Posted 18 August 2014 - 09:18 AM

I use a Stormcrow with an LRM 20, 2 SSRM 6s in the torsos, then 2 SRM6s in the arms. Seems to work well. My normal SRM6s recycle faster but lack the range of the streaks. I have them on arms so I can aim them quicker and do snap shots with them. Meanwhile the Streaks lock on and I can either fire them together or chain fire them.

I seem to be able to keep up a pretty solid rolling amount of fire on other mechs and I have done things like totally stripped all the armor of the front of an Atlas only to have an opportunistic Jenner slip in and finish his CT I had turned red.

#25 Malcolm Vordermark

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Posted 18 August 2014 - 10:01 AM

With the ability to actually hit stuff with SRMs, streaks are fairly useless now. More tonnage, less damage output, and more spread out. Also, the Clan LRM launcher is probably a more effective use of the tonnage. For now, I would just use normal SRMs and use the tonnage to beef up other weapon systems.

#26 Ultimax

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Posted 18 August 2014 - 01:56 PM

View PostNicolai Kabrinsky, on 18 August 2014 - 07:40 AM, said:

What a weirdly condescending post.


You're right, I was unnecessarily harsh.

I'm sorry.



View PostNicolai Kabrinsky, on 18 August 2014 - 07:40 AM, said:

Yes, SRMs require more skill than SSRMs. Because they are guided, and maintaining locks is easy in this game. You just have to point roughly in the direction of your target.


My point is this

SRMs are a shotgun, it's really not that hard to hit things with them.

SSRMs are obviusly "easier" in that you don't have to "aim" - on the otherhand, you'll be lucky to get a lock on a properly played fast mech - unless you are also relatively fast.

On top of that, they are bad against larger mechs and the cSSRM 6 as one of the most ludicrous recharge cycles in the game for what is a 360m range weapon.

4x ASRM 6 = 10 Tons
4x CSSRM 6 = 12 Tons + 1 Ton for BAP

So after investing 30% more tonnage, you end up with a 7s recharge time?

They're awful, you don't "balance" a weapon by making it so poor no one uses it. That's not balance.

Edited by Ultimatum X, 18 August 2014 - 01:59 PM.


#27 Joseph Mallan

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Posted 18 August 2014 - 01:59 PM

View PostAlexandrix, on 18 August 2014 - 01:09 AM, said:

CSSRM reload time,much like the cERLL burn time,is ridiculous.The 6 is just beyond reason.
That being said,the 4 is....workable...i guess.
I use 2-3 SSRM4 launchers sometimes,just to keep lights wary of staying near my warhawk for to long.Other than that,not really.

There's zero reason for a short range weapon,that gets defeated by ECM(without probe anyways),and randomly targets panels to have such a long cooldown.Other than PGI ignorance anyways.

Lets see Missiles weigh the same as a SRM missile. They are loading into a launcher the same size as a SRM6 but it takes longer to load?

3. WHOLE. Seconds. Longer.

75% increase in loading time!?!

Has someone been slipping the DEVs stoopid pills? :)

Edited by Joseph Mallan, 18 August 2014 - 02:02 PM.


#28 Prezimonto

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Posted 18 August 2014 - 02:02 PM

I toss one CSSRM6 on some TW builds if I've extra space. They work to make most light mechs retreat after the first shot, even if you've got a stupid long cool down.

#29 DONTOR

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Posted 18 August 2014 - 02:03 PM

I have had good success with 2 CSSRM2s + 1 CSSRM6, I would'nt run them any other way infact, because you get 4 missles firing often and 10 missles first off and every other shot inbetween. Seems to work very well.

#30 Ultimax

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Posted 18 August 2014 - 02:04 PM

View PostJoseph Mallan, on 18 August 2014 - 01:59 PM, said:

Lets see Missiles weigh the same as a SRM missile. They are loading into a launcher the same size as a SRM6 but it takes longer to load?

3. WHOLE. Seconds. Longer.

75% increase in loading time!?!

Has someone been slipping the DEVs stoopid pills? ;)



Joe, don't you get it?
Guided missiles are not SKILL WEAPONS!!

No military would ever use guided weapons because Hollywood's version of reality is like 100x more awesome....





:)





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