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Lrms Tubes Vs. Artemis


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#41 Zookeeper Dan

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Posted 26 December 2015 - 07:19 AM

I'd run 4 ALRM15's over 4 LRM20's

With the shorter lock on time and firing rate you can probably get two 15 shots in the time it would take for one 20 shot.

Plus you will gain 2 tons, 4 critical spots, better heat management, more shots per ton of ammo, and quicker TTK.

Especially for IS mechs LRM15's are always better than LRM20's. I assume it's the same for Clans.

Check out this thread:
http://mwomercs.com/...rformance-test/

BlackhawkSC put together a great video.

#42 Mcgral18

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Posted 26 December 2015 - 08:01 AM

View PostPaigan, on 26 December 2015 - 03:52 AM, said:

This is a rather childish post.

You just list advantages. What you have to do for a mature answer is weigh advantages against disadvantages and come to an overall conclusion, like Roadkill does.
It's like saying "An AC20 does more damage than anything else. Only equip AC20s."
Childish.

My experience is that of Roadkill: the advantages are not worth the weight.

You can now proceed to post your also childish facepalm gecko instead of providing arguments once again to prove your ignorance.


Meh, LRMs are terrible either way.


The benefits greatly outweight the weight in any larger launcher. 33% less spread, half lock duration.


You'd be stupid to not take it on 15s or 20s.

#43 Zoid

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Posted 26 December 2015 - 08:26 AM

The biggest advantage really is lock time. The spread bonus doesn't help as much as it sounds because usually people getting hit by LRMs will be twisting like mad and spreading the damage anyway, especially against clan LRMs.

So you just have to ask yourself if you're having issues getting locked and firing before the target gets into cover. If yes, then take Artemis. If no, then maybe not.

Personally I find it makes a huge difference and is worth it. Getting those missiles underway can often mean the difference between an enemy 'mech dumping one more alpha strike into you or a teammate or just hiding quickly before the rain comes. It can also make a big difference in actually connecting with your missiles when people are poking.

#44 JaxRiot

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Posted 26 December 2015 - 09:15 AM

View PostZoid, on 26 December 2015 - 08:26 AM, said:

The biggest advantage really is lock time. The spread bonus doesn't help as much as it sounds because usually people getting hit by LRMs will be twisting like mad and spreading the damage anyway, especially against clan LRMs.

So you just have to ask yourself if you're having issues getting locked and firing before the target gets into cover. If yes, then take Artemis. If no, then maybe not.

Personally I find it makes a huge difference and is worth it. Getting those missiles underway can often mean the difference between an enemy 'mech dumping one more alpha strike into you or a teammate or just hiding quickly before the rain comes. It can also make a big difference in actually connecting with your missiles when people are poking.


I get what you mean, but Artemis benefits (including lock on time) only works if you have Line of Sight.

Even if you have TAG equipped, plus Artemis, by the time you activate TAG and get your lock and then fire combined with the travel time of the missiles you will probably miss. The target has far too much time to move out of the way. You could dumb fire those missiles at your target if you have Line of Sight faster with a greater chance of a hit or generate target suppression since you cut down on your firing time in which case Artemis doesnt even come into play since you fired without a lock.

Artemis is great for targets caught out in the open with no cover and able to provide perfect Line of Sight for the duration of the barrage, but that doesnt happen very often. In fact it happens rarely. Most maps have plenty of cover or obstacles to break Line of Sight which negates Artemis.

If you feel that Artemis is worth it for you then I say more power to you. As long as you are having fun with your game, then thats all that matters and I respect that.

I just personally feel that there are too many obstacles in the game that negate Artemis most of the time, which means Artemis is useless most of the time. So why invest the tonnage and space for something that will only work sometimes?

Edited by JaxRiot, 26 December 2015 - 09:18 AM.


#45 Kjudoon

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Posted 26 December 2015 - 09:40 AM

Quote

4 lrm10s weigh the same as 2 lrm20 with the same total tube count but cooldown faster and already group nearly twice as tight. On top of that you have them broke into 4 groups tracking independently instead of 2 which equals a better hit to ammo spent ratio. But to add Artemis would mean 4 tons 4 slots.


Check this small point: Heat generation. 2xLRM20s are 2 points more efficient heat than 4xLRM10s, have zero ghost heat, and if you do use artemis, are 2 tons lighter. What you lose is a little DPS and spread tightness, but... sometimes that is a better sacrifice. Sometimes.





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