To Artemis Or Not To Artemis?
#1
Posted 23 March 2016 - 02:25 PM
#2
Posted 23 March 2016 - 02:28 PM
TLDR- Better play will go for ASRM4 instead of SRM6.
#3
Posted 23 March 2016 - 02:32 PM
Cion, on 23 March 2016 - 02:28 PM, said:
TLDR- Better play will go for ASRM4 instead of SRM6.
Alright. Let's expand the question a bit then. I present to you a choice.
1.5 SRM4 + A.
2.5 SRM 6.
3.4 SRM 6+ A.
I know which you'd choose and understand why but for everyone else, which would you choose and why?
Thank you, Cion, for your input.
Edited by cazidin, 23 March 2016 - 02:38 PM.
#4
Posted 23 March 2016 - 02:33 PM
#5
Posted 23 March 2016 - 02:34 PM
The cASRM6 has a 6.6M CoF
It makes a fair difference.
#6
Posted 23 March 2016 - 02:37 PM
Abel Enders, on 23 March 2016 - 02:33 PM, said:
Thank you, Abel Enders.
Mcgral18, on 23 March 2016 - 02:34 PM, said:
The cASRM6 has a 6.6M CoF
It makes a fair difference.
But would the extra 6 missiles, the extra 12 points of damage potential compensate? That's the big question here. Will a missile or two spreading to and presumably hitting the ST or arm be compensated for by the extra missiles and thus damage potential?
#7
Posted 23 March 2016 - 02:40 PM
cazidin, on 23 March 2016 - 02:32 PM, said:
Alright. Let's expand the question a bit then. I present to you a choice.
1.5 SRM4 + A.
2.5 SRM 6.
3.4 SRM 6+ A.
I know which you'd choose and understand why but for everyone else, which would you choose and why?
I'd rather have 4 SrM6 with Artemis, than 5 without it.
You get better precision for less heat and less missile cost per shot, so you can spend a ton or so less on ammo.
Also 4 ASRM6 wrecks so much face, you're not really gimping yourself without the 5th..
Also I think 4 is the limit to avoid ghost heat, but not sure off the top of my head.
Also consider how many tubes your mech has... can it even shoot 30 missiles in 1 volley?
Edited by feeWAIVER, 23 March 2016 - 02:43 PM.
#8
Posted 23 March 2016 - 02:43 PM
If the tube count is lower I don't find the spread to be bad enough to warrant investing in Artemis.
#9
Posted 23 March 2016 - 02:45 PM
feeWAIVER, on 23 March 2016 - 02:40 PM, said:
You get better precision for less heat and less missile cost per shot, so you can spend a ton or so less on ammo.
Also 4 ASRM6 wrecks so much face, you're not really gimping yourself without the 5th..
Also I think 4 is the limit to avoid ghost heat, but not sure off the top of my head.
Also consider how many tubes your mech has... can it even shoot 30 missiles in 1 volley?
One has to assume that the mech has 5 missile hardpoints and could equip atleast 5 SRM 6 with or without Artemis. You're right that the Ghost Heat limit is 4. The penalty is relatively light for the fifth launcher, however, generating only 1 or 2 extra heat for all that extra damage. Thank you!
Nostromodamus, on 23 March 2016 - 02:43 PM, said:
If the tube count is lower I don't find the spread to be bad enough to warrant investing in Artemis.
Alright, thanks you!
#10
Posted 23 March 2016 - 02:48 PM
cazidin, on 23 March 2016 - 02:37 PM, said:
At anything greater than point-blank in-your-face brawling, no. Not even close.
You pretty much have to be fighting inside Flamer range for the SRM-6 to be competitive with the other Artemis-equipped options. Not just brawling range... leg-humping range.
So the real question is 5 x ASRM-4 or 4 x ASRM-6?
The answer to that will depend on how many M hardpoints you have. If you can mount 5, then 5 x ASRM-4 are going to be better for you in general than 4 x ASRM-6.
#11
Posted 23 March 2016 - 02:48 PM
#12
Posted 23 March 2016 - 02:50 PM
Artemis is definitely helpful on SRM 6's, but not as absolutely mandatory as before, after December? patch made the grouping tighter.
But then, if you're super good at putting the missiles into a specific component, I guess it might be worth it even on SRM 4's.
Personally I can't aim SRM's worth sh*t, and kind of appreciate the shotgun effect
Edited by jss78, 23 March 2016 - 02:55 PM.
#13
Posted 23 March 2016 - 02:53 PM
6 kind of needs it, especially if you are going to use it as your primary weapon. BUT, if you are going to use it just for damage boosting, then not really, just take the spread out damage - its still not terribly hard to land 5/6 missiles.
#14
Posted 23 March 2016 - 02:59 PM
Edited by Novakaine, 23 March 2016 - 02:59 PM.
#15
Posted 23 March 2016 - 03:00 PM
I almost never use SRM4 with Artemis.
I can't imagine there are many builds that can effectively use 5xSRM6 repeatedly without overheating rapidly, so I'd go with 4xSRM6 with Artemis.
#17
Posted 23 March 2016 - 03:10 PM
#18
Posted 23 March 2016 - 03:11 PM
Lightfoot, on 23 March 2016 - 02:48 PM, said:
I pity the fool who doesn't read the OP! Wait...
Novakaine, on 23 March 2016 - 02:59 PM, said:
You underestimate the power of Artemis. It does help with the spread. My question is if an extra SRM6 will compensate for this extra spread and thus an equivalent or greater number of missiles will hit what I aim for.
Tristan Winter, on 23 March 2016 - 03:00 PM, said:
I almost never use SRM4 with Artemis.
I can't imagine there are many builds that can effectively use 5xSRM6 repeatedly without overheating rapidly, so I'd go with 4xSRM6 with Artemis.
Depends how many heat sinks you have. I've been running 4XSRM6+A and even on the hottest maps I don't overheat but few builds have the luxury of more than 12 or 14 DHS.
Deathlike, on 23 March 2016 - 03:10 PM, said:
Thank you!
#20
Posted 23 March 2016 - 05:28 PM
I'd much rather fix spread by dropping from SRM6 to SRM4 than to fix the 6's by going artemis. It saves a lot of weight and space and generally works out to the same damage on target. However, if I have a very fast mech, or an ECM mech, then SRM6's without artemis are a good choice because I'll be able to get in to knife fighting range to use my 6's without spread. The only time I'd go SRM6 + artemis is if I'm in a heavy or assault brawler mech with just 1 or 2 missile hardpoints because at that point what I give up in extra weight and slots is a tiny fraction of the overall mech, and is likely the best use I have for that fraction to significantly boost the damage output of the mech.
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