

Pts4: Srm Ghost Heat Up To 4 From 3 (Srm2S Up To 6)
#1
Posted 14 November 2015 - 04:26 AM
• All IS Streak SRMs have had their base speed increased from 200 to 250m/s.
• All Clan Streak SRMs have had their base speed increased from 180 to 230m/s.
• IS SRM/2 spread reduced from 4.8 to 2.5m.
• IS SRM/2 heat scale maxfiring threshold increased from 4 to 6. *Note: Maxfiring is the number of launchers you can fire simultaneously free of heat scale.
• IS SRM/4 spread reduced from 5.2 to 3.5m.
• IS SRM/4 heat scale maxfiring threshold increased from 3 to 4.
• IS SRM/6 spread reduced from 5.7 to 4.5m.
• IS SRM/6 heat scale maxfiring threshold increased from 3 to 4.
• Clan SRM/2 spread reduced from 5.0 to 3.0m.
• Clan SRM/2 heat scale maxfiring threshold increased from 4 to 6.
• Clan SRM/4 spread reduced from 5.4 to 4.0m.
• Clan SRM/4 heat scale maxfiring threshold increased from 3 to 4.
• Clan SRM/6 spread reduced from 5.9 to 5.0m.
• Clan SRM/6 heat scale maxfiring threshold increased from 3 to 4.
Faster SRMs. Tighter SRM spreads. You can fire 4 SRM6s now instead of 3 without triggering ghost heat. I know the Atlas-S and Griffin 2N are gonna be happy campers, but will this be enough to bring more brawling back into the game?
Also please note that they never said SSR2 can fire at 6 without ghost heat so no, the Streak Cat wasn't buffed that much. :3
#2
Posted 14 November 2015 - 04:34 AM
omg finally.
i will be happy, everyone will be happy. it will b a party
#3
Posted 14 November 2015 - 04:40 AM
#4
Posted 14 November 2015 - 04:41 AM
I am glad imhave brought this up several times.
Edited by Sarlic, 14 November 2015 - 05:10 AM.
#5
Posted 14 November 2015 - 04:50 AM
Despite hit reg, srm are going to be more useful, thanks to this and less spread.
#6
Posted 14 November 2015 - 05:09 AM
SMR2 = 12
SRM 4 = 16
SRM6 = 24
Why?
#7
Posted 14 November 2015 - 05:29 AM
Chemie, on 14 November 2015 - 05:09 AM, said:
SMR2 = 12
SRM 4 = 16
SRM6 = 24
Why?
Well that volley of 12 missiles from the 6xSRM2 launchers will cycle twice as fast as the 24 from the 4xSRM4 and it actually puts both launcher types at 12.9 DPS if you use the max amount of launchers before tirggering ghost heat.
Only the SRM4 will have a slightly lower DPS of 11.48 at max launchers.
#8
Posted 14 November 2015 - 05:47 AM
#9
Posted 14 November 2015 - 05:56 AM
Elizander, on 14 November 2015 - 04:26 AM, said:
My Atlas-S is still gonna be packing quad LRM10s thanks to the new missile quirk buffs.

#15
Posted 14 November 2015 - 06:26 AM
#16
Posted 14 November 2015 - 06:42 AM
Elizander, on 14 November 2015 - 04:26 AM, said:
Also please note that they never said SSR2 can fire at 6 without ghost heat so no, the Streak Cat wasn't buffed that much. :3
GH has never been the issue with StreakCats anyhow.... 12 missiles hitting random spots just isn't that fearsome.
#17
Posted 14 November 2015 - 07:00 AM
#18
Posted 14 November 2015 - 07:50 AM
If we don't get those... then lasers need to have all doubled ranges removed completely (except maybe smalls...).
#19
Posted 14 November 2015 - 09:03 AM
heck I had a 900 damage/3 kill game yesterday with a mass SRM2 build and average 400-500 easy.....not bad for a medium IS mech.
#20
Posted 14 November 2015 - 10:58 AM
Mister Blastman, on 14 November 2015 - 07:50 AM, said:
If we don't get those... then lasers need to have all doubled ranges removed completely (except maybe smalls...).
The spread change are going to make SRMs crazy-good when you add artemis.
IS:
SRM 2: 2.5m -> 1.65
SRM 4: 3.5m -> 2.31
SRM 6: 4.5m -> 2.97
Clan:
SRM 2: 3.0m -> 1.98
SRM 4: 4.0m -> 2.64
SRM 6: 5.0m -> 3.3
Keep in mind that SRMs do 2 damage per missile (2.15 for IS). So a Clan SRM 6 Artemis is a 12 damage shot for only 2.5 tons and 4 heat. A Clan Large Pulse laser does 13 damage and costs 6 tons and 10 heat. The C-LPL has still got a healthy range advantage, but once you close that distance, the SRMs are going obliterate the competition.
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