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I Have Srm+Artemis Woes...


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#1 Scout Derek

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Posted 26 August 2015 - 07:48 AM

How can I get more of it?

Because 12.9 Damage for 6 Projectiles clustered seems awesome to me recently.

#2 sycocys

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Posted 26 August 2015 - 07:52 AM

I still prefer the normal SRM4s in most cases. You just end up losing far too many missiles with srm6 vs HSR unless you are point blank.

There are a few mechs though that I bring 6's on just for the lol-factor and the fact they simply have more than enough crit slots and tonnage to compensate for the inefficiency. Hellslinger would be a good example.

#3 Scout Derek

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Posted 26 August 2015 - 08:42 AM

View Postsycocys, on 26 August 2015 - 07:52 AM, said:

I still prefer the normal SRM4s in most cases. You just end up losing far too many missiles with srm6 vs HSR unless you are point blank.

There are a few mechs though that I bring 6's on just for the lol-factor and the fact they simply have more than enough crit slots and tonnage to compensate for the inefficiency. Hellslinger would be a good example.


When you can bring a Mech (Stalker) who can bring 5 SRM6+ Artemis with a 64.5 Alpha with them, who's complaining :P

EDIT: forgot Stalker had only one torso with 2 Missile hardpoints.

Edited by Scout Derek, 26 August 2015 - 08:57 AM.


#4 nehebkau

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Posted 26 August 2015 - 08:46 AM

View PostScout Derek, on 26 August 2015 - 08:42 AM, said:


When you can bring a Mech (Stalker) who can bring 6 SRM6+ Artemis with a 64.5 Alpha with them, who's complaining :P

problem being that there have been reports of SRM splash damage happening behind targets (causing no damage) and when you fire a lot of SRMs at a target of missiles going through the target -- so your extra tons and missiles may be doing nothing (in some situations).

Edited by nehebkau, 26 August 2015 - 08:46 AM.


#5 Mister Blastman

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Posted 26 August 2015 - 08:55 AM

SRMs seem like throwing sand in someone's face whenever I use them.

#6 Joseph Mallan

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Posted 26 August 2015 - 08:59 AM

View PostMister Blastman, on 26 August 2015 - 08:55 AM, said:

SRMs seem like throwing sand in someone's face whenever I use them.

Dude... any advantage is an advantage!

#7 El Bandito

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Posted 26 August 2015 - 09:01 AM

I just realized that I have not touched SRMs in the entirety of 2015 so far. Bleh. The trauma is real.

Edited by El Bandito, 26 August 2015 - 09:05 AM.


#8 Mazzyplz

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Posted 26 August 2015 - 09:01 AM

my srm mech was great until 2 months ago.

now it's just garbage. and i hate whoever was responsible for it

#9 Scout Derek

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Posted 26 August 2015 - 09:03 AM

View Postnehebkau, on 26 August 2015 - 08:46 AM, said:

problem being that there have been reports of SRM splash damage happening behind targets (causing no damage) and when you fire a lot of SRMs at a target of missiles going through the target -- so your extra tons and missiles may be doing nothing (in some situations).

Yeah, but usually they hit straight on.

And I'd like to add that SRMs take a bit of aiming skills in order to hit your target, like PPCs before the speed buff, and so on.

I found it to be the Wolverine - 7K that does it for me, SRM 18 + Artemis is fun going about 103 KPH with Jump Jets and 3 mediums.

Shadowcat-B too, with more ammo, Jump Jets, 1 less laser, and a bit less armor.

#10 Mister Blastman

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Posted 26 August 2015 - 09:08 AM

View PostJoseph Mallan, on 26 August 2015 - 08:59 AM, said:

Dude... any advantage is an advantage!


I dunno...



#11 mogs01gt

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Posted 26 August 2015 - 09:46 AM

View PostMister Blastman, on 26 August 2015 - 08:55 AM, said:

SRMs seem like throwing sand in someone's face whenever I use them.

More like blowing sand since they are soo damn slow.

#12 Lostdragon

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Posted 26 August 2015 - 10:12 AM

SRMs have needed some help for quite some time. Ever since they removed the splash damage bug that actually allowed them to do damage SRMs have been pretty lackluster. They are very slow, very short ranged, ammo dependent, and don't seem to do much damage even with all the HSR fixes that have been implemented for them. The opportunity cost for using SRMs is just not worth it, lasers and autocannons are more reliable and, in my opinion, easier to use.

#13 Scout Derek

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Posted 26 August 2015 - 10:32 AM

View PostLostdragon, on 26 August 2015 - 10:12 AM, said:

SRMs have needed some help for quite some time. Ever since they removed the splash damage bug that actually allowed them to do damage SRMs have been pretty lackluster. They are very slow, very short ranged, ammo dependent, and don't seem to do much damage even with all the HSR fixes that have been implemented for them. The opportunity cost for using SRMs is just not worth it, lasers and autocannons are more reliable and, in my opinion, easier to use.

Yeah,this is true, however autocannons do not have more ammo per ton for them, as a lbx pellet does 1 damage while one srm does 2 damage, and a ton of lbx takes 15.

15x10= 150 damage overall

100x2= 200~damage overall (as each srm takes 1 ammo)

SRMs are the hardest weapons to use but the most damaging, they even compare to large lasers, who, do 9 damage for the IS and 11 for clan.

So basically, trade in range for damage. SRMs are slow, but very effective if used correctly.

Edited by Scout Derek, 26 August 2015 - 10:32 AM.


#14 sycocys

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Posted 26 August 2015 - 10:42 AM

The problem is still the same with srm6's whether you count in the hsr issues or not. more often than not - even with artemis - you are only hitting with 4 missiles while 2 miss entirely or at the best case you hit with 2 where you intended and 4 not where you intended.

The grouping on srm4 is miles better even without artemis, with artemis they become a 4 (3 +1 ton ammo) ton ac8 that takes up 3 total crits slots and leaves all sorts of free tonnage for a larger engine, energy weapons and heatsinks.

#15 Lostdragon

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Posted 26 August 2015 - 11:14 AM

View PostScout Derek, on 26 August 2015 - 10:32 AM, said:

Yeah,this is true, however autocannons do not have more ammo per ton for them, as a lbx pellet does 1 damage while one srm does 2 damage, and a ton of lbx takes 15.

15x10= 150 damage overall

100x2= 200~damage overall (as each srm takes 1 ammo)

SRMs are the hardest weapons to use but the most damaging, they even compare to large lasers, who, do 9 damage for the IS and 11 for clan.

So basically, trade in range for damage. SRMs are slow, but very effective if used correctly.


The problem is it is almost impossible to use them effectively because even if your aim is dead accurate then somewhere between none and all of the missiles will actually do damage to the target. SRMs seem to have the worst hit detection of any weapon in the game for me.

#16 Scout Derek

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Posted 26 August 2015 - 11:41 AM

View PostLostdragon, on 26 August 2015 - 11:14 AM, said:


The problem is it is almost impossible to use them effectively because even if your aim is dead accurate then somewhere between none and all of the missiles will actually do damage to the target. SRMs seem to have the worst hit detection of any weapon in the game for me.

At the beggining for about a year I had the same problem. But recently, they seemed to be connecting consistently after a week or so of playing now. Thus, my Woes for SRMs. HSR detection happens sometimes, but not all the time.

HSR now happens to me when I'm using IS autocannons or shooting PPCs one after the other.

View Postsycocys, on 26 August 2015 - 10:42 AM, said:


The grouping on srm4 is miles better even without artemis, with artemis they become a 4 (3 +1 ton ammo) ton ac8 that takes up 3 total crits slots and leaves all sorts of free tonnage for a larger engine, energy weapons and heatsinks.

Hmm, haven't tried those out yet, as I tend to use SRM6 for maximum damage.

I'll give it a go this weekend and see how it pans out.

#17 SaltBeef

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Posted 26 August 2015 - 11:52 AM

They are Hit or miss with some game performance reg issues....but when they work,Oh man! I was in Crimson this morning fighting from the tunnel and my teamates were getting dropped 1 by one. Soon it was just me in the tunnel in my DDC getting focused, when I noticed my back armor warnings. Lo and behold a Huggin, oh nooooooies! I snapped off a salvo of 3 Srm 6 w artemis and popped him like a grape soooo rewarding. We lost but it felt good to nail the little proctologist.

Edited by SaltBeef, 26 August 2015 - 12:45 PM.


#18 Elizander

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Posted 26 August 2015 - 12:43 PM

My Catapult A1 has had 6 SRM6+A since the beginning of time.

Turn around corner, find direwolf and 4-5 other enemy mechs. Die in 10 seconds. 300+ damage. :lol:

#19 Nightmare1

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Posted 26 August 2015 - 02:03 PM

View PostScout Derek, on 26 August 2015 - 07:48 AM, said:

How can I get more of it?

Because 12.9 Damage for 6 Projectiles clustered seems awesome to me recently.


Have you tried the CN9-A(C) yet?





I run triple SRM4s + Artemis with twin MPLs to back them up, along with a Standard 275 Engine. It's fast and it hits hard. I think you'd enjoy it. :)

#20 Davegt27

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Posted 26 August 2015 - 02:51 PM


View PostScout Derek, on 26 August 2015 - 07:48 AM, said:

How can I get more of it?

Because 12.9 Damage for 6 Projectiles clustered seems awesome to me recently.


Could you (or anyone) share your stats on SRMs?

I am forced to dig a little deeper on the weapons I use for Mechs

SRMs seem like one of the worst weapons in the game







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