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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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#1 Sephlock

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Posted 18 August 2014 - 01:02 AM

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.

#2 Manei Domini Krigg

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Posted 18 August 2014 - 01:06 AM

Nobody use cssrm - fail weapon with years cd.

Edited by Krigg, 18 August 2014 - 01:06 AM.


#3 Alexandrix

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Posted 18 August 2014 - 01:09 AM

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.

Edited by Alexandrix, 18 August 2014 - 01:10 AM.


#4 MischiefSC

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Posted 18 August 2014 - 01:10 AM

They essentially made CSSRMs utterly useless except for the same SSRM2 that the IS has. I suspect they made it utterly useless, much like most pulse lasers, because they couldn't find a way to make it work without creating problems. So it's a place holder for when someone gets bored and decides to make it a real weapon.

They are not meant to be used. They are obviously intentionally worthless.

#5 Kilo 40

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Posted 18 August 2014 - 01:12 AM

I tried running cssrm4s on my timberwolf, but they are just worthless compared to csrms.

You can walk right up to a mech(try it on training grounds) and when you fire they will hit everything but the ct. over and over again they will hit arms and legs, but no ct. It's frustrating, especially when you're in close.

until that changes it's just plain old csrms for me.

#6 NovaFury

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Posted 18 August 2014 - 01:14 AM

Art 6's are better. Take less time to fire, tighter grouping, faster rate of fire, don't get cockblocked by ECM and require a BAP to run at all...

When I was experimenting with them, most of my time consisted of drifting into the 180m range of an ECM mech and suddenly, instantly losing my lock.

#7 El Bandito

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Posted 18 August 2014 - 01:19 AM

View PostMischiefSC, on 18 August 2014 - 01:10 AM, said:

They essentially made CSSRMs utterly useless except for the same SSRM2 that the IS has. I suspect they made it utterly useless, much like most pulse lasers, because they couldn't find a way to make it work without creating problems. So it's a place holder for when someone gets bored and decides to make it a real weapon. They are not meant to be used. They are obviously intentionally worthless.


To think few months ago people cried and whined and used the yet to be released SSRM6 as an example to preemptively nerf SSRM2... Now look at it. No one uses them anymore.

Edited by El Bandito, 18 August 2014 - 01:19 AM.


#8 Tristan Winter

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Posted 18 August 2014 - 01:42 AM

I'm glad the SSRMs are underpowered compared to SRMs. They're so much easier to use, they should only be an option for new players with really poor aim. They're like training wheels.

As mentioned in the other thread, I put 2 SSRMs on my dual Gauss Warhawk just for the sake of raising pulses. Most players get a bit stressed by the incoming missile warning and the constant drumming of missiles, even if they don't do too much damage. It's not enough in itself, but combined with some actual damage, it does the trick.

Then again, if it wasn't for the lack of hardpoints on the Warhawk, I would much rather have 2 ER Mlas instead of 2 CSSRM2's.

I tried CSSRM4's and 6's on my Kit Fox. Complete waste. I also tried 3 CSSRM6's on a Warhawk, to see if one alpha strike would do enough damage to scare away lights, even if they have low DPS. But nope, it didn't really do a lot of damage at all, so it didn't even work as a scare tactic.

#9 MonkeyCheese

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Posted 18 August 2014 - 01:50 AM

IS SSRM2 are now kinda pointless unless boated (the 2 on my founders jenner hit like feathers)

CSSRM2 works fine but still kinda pointless unless boated

CSSRM4 is great and has a usable reload, it is what I use in my "protect the fatties" prime kitfox build (ecm 3ams 2erml 2mg cssrm4 jjs)

CSSRM6 takes an eternity to reload but I have had average success using one on the shoulder mount in a few summoner builds when I was first testing builds, its a nice alternative to lrms when you have all the main firepower in the arms.

#10 Rear Admiral Tier 6

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Posted 18 August 2014 - 02:15 AM

5 SSRM2:s on Summoner + an LBX2 (chainfire)
4 SSRM6:s on a Timberwolf + 4 er medium lasers

Both work,but the abysmally long cooldown of the SSRM6:s makes it a hit and run weapon.But SSRM24 is always nice light deterrent,can oneshot Jenners and Locusts,Spiders and Cicadas usually only lose an arm or a leg after one salvo.

edit: ALWAYS use Artemis with streaks,it decreases the lockdown time.

Edited by Cookiemonter669, 18 August 2014 - 02:20 AM.


#11 Monkey Lover

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Posted 18 August 2014 - 02:29 AM

worthless weapons after they dropped the dmg to 2

#12 Lightfoot

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Posted 18 August 2014 - 02:31 AM

Just use LRMs. MWO doesn't support SSRMs, they were too OP so they made them not work at all. Right now they just initiate a fuzzy dice roll and hit the section that rolls for each missile. So you can fire one ton of SSRM ammo at a Light mech and not even remove any armor. So they don't work and are junk. LRMs are slower, but actually work like missiles.

The fix for SSRMs by the way is to give them a large turning radius, but have them hit like true missiles. This is how they worked in MW3 and they were very low threat to hit a zig-zaging Light.

#13 Kaspirikay

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Posted 18 August 2014 - 02:35 AM

I tried them on my Summoner. Never taking them again.

#14 AssaultPig

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Posted 18 August 2014 - 02:35 AM

I have an oddball timberwolf fit that uses four SSRM4s, four MGs and a pair of large lasers; it works pretty well.

I see the argument for artemis 6s instead, but the longer range on the clan SSRMs is really helpful and even with the SRM hit detection fix I always feel like I'm wasting half my missiles.

I used 6s for a while but the reload is just too long imo. With 4s I can still often get a second volley off at a light or medium before it gets away

#15 MonkeyCheese

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Posted 18 August 2014 - 02:42 AM

View PostCookiemonter669, on 18 August 2014 - 02:15 AM, said:

Both work,but the abysmally long cooldown of the SSRM6:s makes it a hit and run weapon.


The cssrm6 just might find a place as a hit and run weapon once some real high speed clan lights/mediums finally come.

#16 Xeraphale

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Posted 18 August 2014 - 03:15 AM

I must be one of the few poeple who love them.

My favourite mech/build at the moment is my 5x SSRM6 Stormcrow (with an ER medium laser for when I run out of ammo, which is etxtremely rare). The long cool down of the SSRM6 counters the ghost heat from firing them all together when employing sneaky hit and run tactics. When you're in a sustained fight, just chain fire them.

Light mechs don't stand a chance against a 60 damage alpha which is definitely going to hit even if the damage is getting spread, mediums suffer badly and it's only when you get up against heavies or greater that you have to think about playing it safe.

Obviously, any weapon system gets better the more you boat, but even as a support weapon it's nice for that extra damage which WILL hit at a low heat cost.

I'm really looking forward to the Mad Dog's release and being able to load up 6xSSRM4 for constant chain fire giggles!

#17 Asmosis

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Posted 18 August 2014 - 07:04 AM

seems odd they would break the weapon that much, just looked up the cooldown on smurfy. I was expecting they would have the same cooldown as SRM's, so was surprised.

I think they see ssrms as somehow stronger than their equivalent srm, which even with the same cooldown they aren't since srm's you can concentrate 80% into one section ssrms are by their nature weak vs anything other than light mechs. Its a trade off of pinpoint accuracy for overall accuracy, it didn't need the delay.

CLRMS do basically the same thing but with half the cooldown for the same damage and tonnage (eg. ssrm6 vs atremis lrm10)

Edited by Asmosis, 18 August 2014 - 07:07 AM.


#18 General Taskeen

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Posted 18 August 2014 - 07:18 AM

The reason they gave them a long cool down, is because the lead PGI folks refuse to draw up redesign plans for SSRMs. They still have the lock and "missile will always hit" mechanic unless obstructed by terrain or shot down by AMS.

They could easily solve all SSRM's by re-programming the firing mechanics by going with how MW4 or MW:LL did it, and thus have lower cool downs.

#19 Ultimax

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Posted 18 August 2014 - 07:24 AM

I tried them, but don't use them.


They weigh more than equivalent SRMs, auto spread all over making them less effective against heavy/assault mechs and also require active probe 1 ton tax "just in case" you deal with ECM lights - even then you might not get a shot off.


The 2s are a bit puny.

The 4s seem reasonably weighted for output.

The 6s have a ridiculous rech cycle for a short range weapon.



So I just stick with SRMs right now.



View PostNicolai Kabrinsky, on 18 August 2014 - 01:42 AM, said:

I'm glad the SSRMs are underpowered compared to SRMs. They're so much easier to use, they should only be an option for new players with really poor aim. They're like training wheels.


If you think SRMs are some kind of high skill weapon in comparison to SSRMs, you need to get over yourself.

It's a shotgun, it's not exactly the height of aiming.

#20 Tristan Winter

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Posted 18 August 2014 - 07:40 AM

View PostUltimatum X, on 18 August 2014 - 07:24 AM, said:

If you think SRMs are some kind of high skill weapon in comparison to SSRMs, you need to get over yourself.
It's a shotgun, it's not exactly the height of aiming.

What a weirdly condescending post.

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. With SRMs, you have to shoot ahead of moving targets in order to hit them, and you adjust how much by their direction, distance and speed. That requires more skill than SSRMs. If you're trying to hit a light mech at 250 meters, going 150 kph, you can't just spray the whole scene and hope you hit something.





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