

why srm's?
#1
Posted 15 July 2012 - 01:39 PM
Wouldn't you be better off with the low heat/high damage ballistics? Or infinite ammo lasers?
Especially on a mech with min ranged firepower which already has the heat sinks (ppc for example)
Follow-up question. What would you do to improve upon the thug's dual srm-6 setup?
#2
Posted 15 July 2012 - 01:43 PM
#3
Posted 15 July 2012 - 01:44 PM
#4
Posted 15 July 2012 - 01:44 PM
The advantage over ballistics is fewer critical slots and tonnage.
The advantage over energy weapons is heat.
PPCs have a minimum range of 90 meters.
You make the Thug better by adding another SRM-6 rack

#5
Posted 15 July 2012 - 01:46 PM
#6
Posted 15 July 2012 - 01:47 PM
They may take some getting used to, though. Standard SRMs don't lock onto enemies in the same way LRMs do, so we'll have to learn how they behave in-game to get the best use out of them. The simple fact remains, however, that they deal a lot of damage for a very small investment of weight.
#7
Posted 15 July 2012 - 01:47 PM
If streak they have also a nice punch. If normal they just damn look good at impact

(crusader ... i miss it ^^)
puns aside if you have only limited space and your mech is already running hot put some SRM in to have something for those really hot moments...

#8
Posted 15 July 2012 - 01:49 PM
#9
Posted 15 July 2012 - 02:11 PM
LRMs deal 1 damage per missile. Example, LRM 5 weighs 2.5 tons and deals 1 damage per missile.
So you can see that the weigh values are the same but the SRM version hits twice as hard. Simply put, you're getting 2x the damage in exchange for having inferior range and no lockon. At close range the superior damage is most ideal. At long range the lockon would be most ideal.
This is all stated from sarna, which is a wiki MechWarrior Online is stated to be following very closely.
http://www.sarna.net/wiki/SRM_6
Edited by Bluten, 15 July 2012 - 02:12 PM.
#10
Posted 15 July 2012 - 02:21 PM
#11
Posted 15 July 2012 - 02:28 PM
Also.. an SRM is 2 damage per missile, a LRM is only 1 damage per missile. They go further, they lock on.. but they are half the damage per missile.
Edited by light487, 15 July 2012 - 02:30 PM.
#12
Posted 15 July 2012 - 02:31 PM
Papertarget, on 15 July 2012 - 02:21 PM, said:
This is true but even if the LRMs did max damage at close range it would still only be half that of the SRM missiles. You would have paid the same amount of ton space for half the damage by using LRMs at close range. Long range+lockon is their entire point.
light487, on 15 July 2012 - 02:28 PM, said:
MRMs, according to sarna, weren't invented until 3058, so you won't be seeing those on here anytime soon.(MechWarrior Online current year=3049)
#13
Posted 15 July 2012 - 02:31 PM
#14
Posted 15 July 2012 - 02:33 PM
#15
Posted 15 July 2012 - 02:33 PM
#16
Posted 15 July 2012 - 02:34 PM
#17
Posted 15 July 2012 - 02:39 PM
Fiest, on 15 July 2012 - 01:39 PM, said:
Wouldn't you be better off with the low heat/high damage ballistics? Or infinite ammo lasers?
Especially on a mech with min ranged firepower which already has the heat sinks (ppc for example)
Follow-up question. What would you do to improve upon the thug's dual srm-6 setup?
A tri srm 4 setup?
Edited by Belorion, 15 July 2012 - 02:40 PM.
#18
Posted 15 July 2012 - 02:46 PM
Damascas, on 15 July 2012 - 02:31 PM, said:
You are correct! Have a cookie. In cannon regular srms lock on, streaks must be locked on to fire. Its kinda like coolant, it gets in one game and the games following use it. I predict the the argument begins ... now.
Edited by Madddog, 15 July 2012 - 02:48 PM.
#19
Posted 15 July 2012 - 02:48 PM
Hardpoints.
If you need short range firepower and all you have are missile hardpoints, you will use SRMs and like it.
#20
Posted 15 July 2012 - 02:50 PM
SRM's are not weak weapons. They pack a nasty punch and reload fast.
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