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Maximizing Your Effectiveness With Short Range Missiles.


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#1 Rando Slim

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Posted 06 January 2015 - 02:34 PM

Hello there folks, I'd like to pick your brains a bit on SRMs/Streaks. So I built this doomcrow with an ER Large in the head, 3 Streak 6s in the torsos, CAP, and two regular SRM 6s in the arms. I did this to avoid ghost heat penalties, kill lights, still retain some ability to aim a portion of the missiles at torsos, and remain immune from being completely neutered by multiple ecm groups. Plus its just fun, if a tad cheesy and OP.

Now I know that srm hit reg is generally better......but is there a certain point where its still too big of a blob of missiles for the servers to keep up with at once? At the same time, I've noticed chain firing either small caliber ballistics or SRMs tend to also not register if you fire them as fast as you can. Is there some magic number of an interval where chained missiles will register every time, or some defined cap on the number of missiles the server can register at once in a blob?

So yea, do you fellow pilots have more damage output or notice anything when blobbing versus chaining your missiles/ballistics?

Edited by Scrotacus 42, 06 January 2015 - 02:35 PM.


#2 Lily from animove

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Posted 06 January 2015 - 03:22 PM

drop with 11 buddies and each 4 maddogs brining 1728 srm tubes into one CW match.

the amazign short range massacre build worth to be pilot of a MAD dog.

Edited by Lily from animove, 06 January 2015 - 03:23 PM.


#3 Metus regem

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Posted 06 January 2015 - 03:33 PM

To answer the OP, I run a modified TBR-D (M), what I found was for a while when I would fire a full salvo at close range (read under 10m away) half of the hits did not count half of the time. Since then, there has been a change in hit reg, and I run it more in a chain fire mode on the SRM salvos, she is also relegated to CW Leaping Wolf rushes now, but she works good.





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