

Artemis Worth It?
#1
Posted 29 April 2015 - 07:45 PM
I had less data for SRMs but there Artemis seemed to make a difference, with higher accuracy gain as the size of the launcher went up.
Is everyone else seeing the same in their stats?
#2
Posted 29 April 2015 - 07:50 PM
#3
Posted 29 April 2015 - 07:52 PM
so... it's kind of useless because what lurm boat uses direct fire so much to justify losing 1 tonne per launcher for nothing
also it's mostly about faster locks, not better accuracy
Edited by bad arcade kitty, 29 April 2015 - 07:53 PM.
#4
Posted 29 April 2015 - 07:53 PM
With SRMs, any 2- and 4-packs don't need it, but 6s benefit a great deal. That said, most of what it does is concentrate damage on a single area instead of spreading it all over the target.
#5
Posted 29 April 2015 - 08:06 PM
I would always try to work Artemis onto my SRM4 and SRM6. Even dropping from SRM6 to SRM4 if that is what it takes.
#6
Posted 29 April 2015 - 08:15 PM
Tag helps more for LRMs than arty ,, Arty took the # of shots from 5 alpha to 4 alpha to kill the target with SRMs.
Spread was much tighter on SRMs too. Also LRM-15s seem to be the sweet spot for clan LRMs and use more useful than LRM-5s for AMS penetration.
#7
Posted 30 April 2015 - 02:23 AM
I run it with SRM4s and 6s. I find that the effects are better even with 4s.
#8
Posted 30 April 2015 - 02:27 AM
#9
Posted 30 April 2015 - 02:28 AM
Imho Clan LRM + SRM6 and IS LRM15/LRM20 + IS SRM6 benefit form Artemis.
I call it wasted tonnage on IS LRM5/LRM10 and Clan/IS SRM2/SRM4.
Streaks + Artemisd gives the faster lock on for no extra tonnage.
Edited by Thorqemada, 30 April 2015 - 02:29 AM.
#10
Posted 30 April 2015 - 03:05 AM
Stats are kind of wonky right now.
That is all.
#11
Posted 30 April 2015 - 03:09 AM
When in doubt, downgrade your launchers to add Artemis and leave it out only when you are absolutely certain about what you are doing. A ALRM10 is better to have than plain LRM15.
#12
Posted 30 April 2015 - 03:12 AM
Gagis, on 30 April 2015 - 03:09 AM, said:
When in doubt, downgrade your launchers to add Artemis and leave it out only when you are absolutely certain about what you are doing. A ALRM10 is better to have than plain LRM15.
I hate using srm 2 without artemis. the accuracy is crap unless im point blank.
#13
Posted 30 April 2015 - 03:14 AM
for a buff for the direct fire...
Edited by bad arcade kitty, 30 April 2015 - 03:14 AM.
#15
Posted 30 April 2015 - 03:28 AM
- Faster lockon time when you have direct line of sight (LOS) for LRM launchers only. The streak bug is gone.
- Stronger tracking, ie when a swarm of LRM's is in the air and tracking a light, it is better at following his erratic movement.
- Clusters the missile swarms tighter. This helps most missile launchers but the effect is greater on larger launchers then smaller ones.
- It adds one slot and one ton per launcher on your build.
I generally do not take Artemis on a mech that I know will have a hard time keeping line of sight, my Catapults (and some medium) get it because I stick to the assaults and lob over them into LOS enemies with a tag. I do not have it on my Awesome or Battlemasters as the likelihood they will be able to maintain LOS is smaller.
LRM20 and LRM15 are good sizes for Artemis because you probably only have two of each, so the cost is 2 slots and 2 tons extra. LRM10 and LRM5 I tend to carry more then two launchers and their swarms benefit a lot less from artemis, hence I generally do not take it.
SRM6 benefits greatly from it, tight clusters of missiles are so sweet. SRM4 and SRM2 have very little benefit from it looking at the swarm size (there's videos out there showing the differences) plus I tend to run more then 3 of this size, it's not worth the extra tonnage and slots then.
#16
Posted 30 April 2015 - 03:32 AM
but if you put an LRM 20 in a 10 tube hard point (IS only) it will make it fire 2 salvos of 10 in the patter of 2 lrm 10's and make the artemis kinda pointless.
#17
Posted 30 April 2015 - 03:35 AM
Ted Wayz, on 29 April 2015 - 07:45 PM, said:
I had less data for SRMs but there Artemis seemed to make a difference, with higher accuracy gain as the size of the launcher went up.
Is everyone else seeing the same in their stats?
much quicker lock times, especially when used with TAG, and slightly better groupings.
Not worth it for lights or mediums, worth it if you're doing a quick heavy missile boat, always worth it on an assault unless you really need the space
#18
Posted 30 April 2015 - 03:37 AM
#19
Posted 30 April 2015 - 04:17 AM
Ted Wayz, on 29 April 2015 - 07:45 PM, said:
I had less data for SRMs but there Artemis seemed to make a difference, with higher accuracy gain as the size of the launcher went up.
Is everyone else seeing the same in their stats?
Arti LRM's tend to focus more towards the center of a given mech, Thus ensuring more missiles overall hit, and less spread their damage.
You get more effencency out of IS ALRM's than you do with Clans, due to the ripple fire nature of clan ALRM's, that being said, I do utilize Clan ALRM's quite a bit, and have had good success rates with a Mad Dog kitted with x2 ALRM 15's...
really it comes down to what you're utilizing the mech for, and how much exposure time you're willing to give yourself. Since the Benefits of ALRM's are only present when a mech has LOS on the enemy. Combine the bonuses with BAP and TAG/NARC... and you have one of the most crippling weapons in the game frankly.
*chuckles* And people say LRM's are useless.
#20
Posted 30 April 2015 - 07:10 AM
SRMs are generally the same, although they are much more primary purpose weapons. I am not willing to make my mech more vunerable by giving up too much tonnage for it, but giving up one when I have three or four other tons, not an issue.
I do like having the added punch the Artemis provides, but it isn't worth as much as the cost for me most of the time.
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