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Artemis Vs. Standard Srm


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#1 Doc ShOoTnLoOt

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Posted 25 April 2015 - 06:38 PM

Is the extra weight of the Artemis guidance worth the benefit? Or am I better off using the weight towards uparmoring my mech or adding in extras like a BAP, armor or heatsinks? I haven't played since the closed Beta, so I'm trying to wrap my head around all the stuff that's been revamped around here.

#2 Night Thastus

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Posted 25 April 2015 - 06:46 PM

Depends. If several SRM's are clustered close together on the mech, the artemis can enhance them so much that they'll devesate whatever they hit. However, if they aren't clustered close, then the artemis is kinda pointless, since the damage will end up spreading anyways.

#3 Todeshonk

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Posted 25 April 2015 - 06:47 PM

i guess it depends on some more informations:

more than 2 srm6 launchers?
are the launchers packed on your mech? (eg: all left torso or all right arm/torso)

then you could consider artemis, it reduces the spread of srms.

srm4 are tight enough imho so i would only consider artemis for srm6 and only if i am boating them with 3or more launchers.

thats just my 2cents : )

Edited by Todeshonk, 25 April 2015 - 06:49 PM.


#4 Doc ShOoTnLoOt

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Posted 25 April 2015 - 06:57 PM

That helps a lot. So I should only bother with Artemis if I'm grouping launchers in the same section, otherwise, save the weight and use it for something better. Got it.

#5 Telmasa

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Posted 25 April 2015 - 07:23 PM

Wouldn't it make more sense with *less* launchers? Thats an extra ton and crit space per launcher...

#6 Leone

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Posted 25 April 2015 - 08:07 PM

So, here's my observations. Artemis SRM 6s ten to spread out to the exact same hitboxes they launch from. Standard SRM 6s just kinda spread out. Better chance of hitting lights and whatever. Also, it depends on the engagement range, if your firing within 90m, there just doesn't seem to enough of a difference.

~Leone, Raid Leader of the Crimson Hand.

#7 Modo44

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Posted 25 April 2015 - 08:39 PM

You can sometimes get away with SRM2 or SRM4 launchers without artemis if you boat enough, all in one location. At any other time, you need Artemis to decrease the spread. This is even more important with Clan SRMs, because they have a slightly wider spread. No, you will not be able to reliably be 50m from your targets for Artemis to be almost irrelevant. In fact, get the range module, you will need it.

#8 Rogue Jedi

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Posted 25 April 2015 - 11:34 PM

SRM6 I almost always take Artemus because it makes the missiles group a lot tighter.

SRM4 I take Artemus on about half of the time, it does noticeably improve the grouping at ranges of 100+ meters,

SRM2 I do not take Artemus, it doubles the weight of the launchers for negligible benefit (not that I take SRM2 very often anyway)

and for the sake of completeness with LRMs,
chain fired ALRM5s will mostly hit a Mech CT provided you have line of sight and target is TAGed, I would never take an LRM20 without Artemus, and it is very useful for volleys containing multiple LRM10 and/or LRM15s

#9 TercieI

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Posted 26 April 2015 - 05:17 AM

For SRM4s, it's the difference between hitting the mech and hitting the component.

For SRM6s, it's the difference between not hitting the mech and hitting the mech.

I always use it on 6s and usually use it on 4s. If you don't have the weight to put it on 6s, you're better off with A4s IMO. Never use it on 2s, you're better off with 4s than A2s.

#10 SpiralFace

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Posted 26 April 2015 - 05:26 AM

Keep in mind that Artimis is something that contains diminishing returns the higher up you go I've found.

On my Timber Wolf S's for example, you are so limited on crit space on the mech that the 4 tons and 4 crits it takes to get the systems I've found can be better spent on ammo ( which can run out REALLY fast on quad 6 packs,) or backup weaponry.

Its a preference. Hitting individual components is important, but the higher skilled the player, the better they can broad side shield anyways, and when you are hitting the flank or "sheild side" of the mech, I've often found that "hitting the mech" is just as equal to "hitting the component" since your opponent is choosing to face tank with it.

#11 InspectorG

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Posted 26 April 2015 - 05:27 AM

My understanding, is that Clan SRM benefit more from Artemis as well.

#12 Cracko

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Posted 14 May 2015 - 11:16 AM

thx for the info.. soooo to get the benefit of the artemis i equipped my med merc using
less is more theory.. used 3 steak 2's since they home in.. noticed huge uptick in rating
and damage.. guess less misses verse burst damage seems to make up for the larger missile load
outs still had room for lrg and med laser... its still a work in progress

Edited by Cracko, 14 May 2015 - 11:19 AM.


#13 JC Daxion

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Posted 14 May 2015 - 01:17 PM

Personally i only use artemis on mechs over 55 tons, with SRM6's or LRM10+ though if i had a trebuchet i would probably add it as well.

4's i don't bother adding it, and 2's there is no point. I will add that if i use Streaks, i'll add it just to speed lock, as it adds no weight to them, so it basically a free upgrade, also if i run a single SRM6 launcher on a light for example i don't as you can use your speed to get closer anyway.

#14 Cracko

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Posted 14 May 2015 - 04:21 PM

now that is a great point since i do like the trebuchet and mounted 3 streaks.. for me.. 1 set of ammo, weight, and heat.. seems to work.. but i will add the artemis for that..

#15 jaxjace

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Posted 14 May 2015 - 04:38 PM

If you can fit either 2SRM6 with art or 4SRM6 without, Go without.

#16 Void Angel

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Posted 14 May 2015 - 05:18 PM

If you are using an SRM6 - Artemis.
If you are using an SRM4 - sometimes Artemis.
If you are using an SRM2 - never Artemis.

It's really just that simple. Whether or not your hardpoints are separated may influence your decision to put SRMs on your build, but that is irrelevant when you're considering whether or not to use Artemis with them.

#17 TercieI

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Posted 14 May 2015 - 09:08 PM

View Postjaxjace, on 14 May 2015 - 04:38 PM, said:

If you can fit either 2SRM6 with art or 4SRM6 without, Go without.


Three with is going to do much more effective damage and generate way less heat. I'll take ASRM18 over SRM24 every day of the week.

#18 Satan n stuff

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Posted 15 May 2015 - 01:50 AM

View PostDoc ShOoTnLoOt, on 25 April 2015 - 06:57 PM, said:

That helps a lot. So I should only bother with Artemis if I'm grouping launchers in the same section, otherwise, save the weight and use it for something better. Got it.

Depends, if you can get close enough that you can lead while keeping your aim on the target and still hit them, instead of having to lead in front of the target, then Artemis is strictly better regardless of how your SRMs are laid out. If you have to lead in front of a target Artemis doesn't do much because the different missile groups won't converge on the target. Artemis always tightens the grouping of SRMs and even with SRM2s it can be useful, as it allows you to fire with near pinpoint accuracy at max range. With SRM6s it's practically mandatory, but with SRM4 and SRM2s it depends on available tonnage and your personal preference.

#19 RiceCop

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Posted 15 May 2015 - 10:43 AM

IS SRMs cluster pretty tight without it. It's a MUST have on Clan mechs.





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