C-Srm4+Art Vs C-Srm6 Who Is Teh Universal Champion?
Started by Gubernaut, Nov 02 2015 01:32 AM
13 replies to this topic
#1
Posted 02 November 2015 - 01:32 AM
Ok I just have to know and, well, I want to find out first because this Artemis stuff is expensive business. My question is in a no-holds-barred battle to the twisted metal end can 4x C-SRM4+ART defeat 4x regular boring old C-SRM6? Does the tighter groups, faster cool-down make up for having less missiles? Is one better closer up and one better near the max range? Also the weight C-SRM4+ART weighs more than C-SRM6. What do you think? Thanks.
#2
Posted 02 November 2015 - 01:42 AM
If your gunna use SRM6 your gunna want artemis, the spread is pretty big and once your beyond 200m your damage it going to be plastered over the whole enemy mech with loads of missiles missing. SRM4A is quite pinpoint and if your a good shot, is going to be a lot more effective at range as well as running cooler so can handle maps like terra therma with ease.
However if your getting in peoples faces and you want pure dmg numebrs and dont care if your a crappy shot who spreads dmg, then go for the SRM6 without artemis, but just remember high dmg numbers doesnt mean you were effective. And to be honest, unless your team is full brawl then its unlikely that most games you'll be in range to be effective enough with SRM6's wihtout artemis
However if your getting in peoples faces and you want pure dmg numebrs and dont care if your a crappy shot who spreads dmg, then go for the SRM6 without artemis, but just remember high dmg numbers doesnt mean you were effective. And to be honest, unless your team is full brawl then its unlikely that most games you'll be in range to be effective enough with SRM6's wihtout artemis
#3
Posted 02 November 2015 - 01:43 AM
Dude that is not what I'm asking at all I'm asking about C-SRM4+Art vs C-SRM6...
#4
Posted 02 November 2015 - 01:55 AM
SRM4+A works well and is pretty accurate out to max range, but best at 100-200m, SRM6 does more damage up close but spreads out far more.
missile spread is dependent on the number of tubes you fire at once, hence why a lot of people chain-fire SRMs, 2 ASRM4 fired together have slightly less spread than a single SRM6.
if you are firing at something inside 150m they will probably be about equal with the SRM6 higher alpha damage proving roughly equal to the ASRM4s faster cooldown (reload) and tighter grouping, past 150m the ASRM4 (or even regular SRM4) is in my opinion better than SRM6 without Artemus, if using an SRM6 past about 130m Artemus is really useful
missile spread is dependent on the number of tubes you fire at once, hence why a lot of people chain-fire SRMs, 2 ASRM4 fired together have slightly less spread than a single SRM6.
if you are firing at something inside 150m they will probably be about equal with the SRM6 higher alpha damage proving roughly equal to the ASRM4s faster cooldown (reload) and tighter grouping, past 150m the ASRM4 (or even regular SRM4) is in my opinion better than SRM6 without Artemus, if using an SRM6 past about 130m Artemus is really useful
#5
Posted 02 November 2015 - 03:00 AM
It is if you read it.
the TLDR version you require
SRM6 = big spread, high dmg numbers but inefficient damage, however very good up close
SRM4A = Small spread accurate, efficient damage, cooler, better at range
the TLDR version you require
SRM6 = big spread, high dmg numbers but inefficient damage, however very good up close
SRM4A = Small spread accurate, efficient damage, cooler, better at range
#6
Posted 02 November 2015 - 03:17 AM
Ok well just looking for opinions from people who might actively be using C-SRM4+ART over C-SRM6. I got another TBR with Artemis already so I'll try it out but it only has 3 missile points so I won't get the full effect, but it'll give me some idea I guess.
#7
Posted 02 November 2015 - 03:04 PM
It depends on the objective.
Spam damage up close to get match score requirements for events? SRM6 will do fine.
I want to kill things a little more effectively at better ranges? I'll go with SRM4+A.
Spam damage up close to get match score requirements for events? SRM6 will do fine.
I want to kill things a little more effectively at better ranges? I'll go with SRM4+A.
#8
Posted 02 November 2015 - 05:21 PM
I say the SRM 4 is better due to faster reload. If you can shoot while the enemy is waiting for a reload, it's an advantage. Granted that assumes that you will survive a few hits from your enemy. If you want the biggest possible alpha to attempt to waste the enemy in one hit go SRM 6. As always, it's about how you play.
#9
Posted 02 November 2015 - 05:29 PM
Why not bring a mix of S-SRMs and SRMs? The way I see it, srms are more useful for taking out exposed criticals than they are for their damage spread. I use srms only after I've torn some armor off at long range. Regular srms are good for brawling, when you have less time to line up a shot the spread helps do the damage where it hurts: exposed internals. Artemis srms are better suited when you know you have more close-range firepower potential than your enemy and you can run straight up to him.
I would rarely recommend dedicating a loadout to SRM + ART because realistically, you might get torn apart before you reach the enemy. Streaks have a bit more range, and the damage spread of regular SRMs is more helpful at the end of a game, when mechs are crippled.
If you're looking for more accuracy, don't even bother with srms. Stick with pulse lasers and keep out of the 300m srm range.
I would rarely recommend dedicating a loadout to SRM + ART because realistically, you might get torn apart before you reach the enemy. Streaks have a bit more range, and the damage spread of regular SRMs is more helpful at the end of a game, when mechs are crippled.
If you're looking for more accuracy, don't even bother with srms. Stick with pulse lasers and keep out of the 300m srm range.
#10
Posted 02 November 2015 - 05:48 PM
GreedyPoor, on 02 November 2015 - 01:32 AM, said:
Ok I just have to know and, well, I want to find out first because this Artemis stuff is expensive business. My question is in a no-holds-barred battle to the twisted metal end can 4x C-SRM4+ART defeat 4x regular boring old C-SRM6? Does the tighter groups, faster cool-down make up for having less missiles? Is one better closer up and one better near the max range? Also the weight C-SRM4+ART weighs more than C-SRM6. What do you think? Thanks.
Some mechs get Missile spread quirks, Warhakw and Summoner, far as i know.
Clan SRM6 is bad, ASRM6 is still kinda bad. SRM4 with quirks seems ok. ASRM4 seems decent. ASRM4+quirk seemd near IS SRMs to me.
6ASRM6 Summoner is loltastic if you love brawlgasm.
My Warhawk-B with 4ASRM6 has nice convergence...far as i can tell.
#11
Posted 06 November 2015 - 02:37 AM
Alright I went ahead and tried some stuff out. I found the CSRM4+art to be quite better than CSRM6. And I think CSRM6+art is better still if it fits. For me I need lasers or something to go with them SRMs because even though I can put 6x CSRM6+art on Stormcrow and it can do some big damage hits it seems hindered by the short range.
#12
Posted 06 November 2015 - 06:16 AM
Really close range builds generally work better when your working as a team, using SRM' brawlers in the pug queue requires a bit of luck with the maps you drop on and the people you get on your team, thats why the SRM4A is better for pug queue as it still has nice accuracy at range.
#13
Posted 06 November 2015 - 09:54 AM
ASRM4, by far, IMO. Arn0ld's analysis is right on, but I won't even mount SRM6s they're so frustrating to use. I sell them off.
#14
Posted 06 November 2015 - 10:13 AM
I prefer the SRM4's even without artemis. I hate wasting ammo due to the spread, and the heat really kills on the srm6s.
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