I have kicked artemis away some time ago from all my mech's it grants more kill power, but does alot less in damage.
I have ran setups from 6x LRM5, 6x LRM10, 4x LRM15 and 2x LRM20 and I have used various variations like 4x LRM5 + 2x LRM15 and so on.
After Dec 1 2015 patch... Big launchers took reload speed nerf. Specially Clan ones Clan LRM20 loads now in 6.5s from old 5secs so thats effectively 25% nerf... Im back old draw board and doing testing.. One thing noted that if mech has missile cooldown Quirks NOW they are really usefull.
Reporting back in day or two with results, or not Back at it fast I could.
* If you can holster 6 missile slots then take 6x LRM5 (artemis or not) preferred in mech that has Missile CoolDown Perk and then slap LRM5 cooldown module on top and ALOT of ammo. I ran my 2200 missiles in single match on Tourmaline on MadDog Prime (swapped torsos) in a game where I disconnected once. Haaaarumpthh! Bing 780p damage and 3? kills I think. or this can happen =P
* 4 Missile slots in under testing as I write this.... and
- Clan Mechs with 4x LRM20 is totally out and I mean totally.
- 4x LRM10 seems to perfom a ok, but when you need something to keep em Lights away you need to think when you fire your missiles. And you just cant just Vomit em like 6x LRM5 model. You do need either mech with missile cooldown perk or LRM10 cooldown module.
- 4x LRM15 needs CD perk and CD module to get em going fast enough.
- Mixing like 2x LRM5 and 2x LRM10 with mech missile CD perk seems to give more "volume" and you should bind those 2x LRM5's into different key so you can "prod" with em w/o greater loss of ammo.
* 3 or less missile slots (ack going to hate myself) because this starts to sound like brawling and im not good at it....
Edited by Moira, 01 December 2015 - 04:25 PM.