Jump to content

why srm's?


51 replies to this topic

#1 Fiest

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 145 posts

Posted 15 July 2012 - 01:39 PM

Ok so what makes srm's such a good short ranged weapon?

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 Damascas

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 401 posts

Posted 15 July 2012 - 01:43 PM

SRMs can load inferno roads and scatter around so they are good crit seekers.

#3 Thorn Hallis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,902 posts
  • LocationUnited States of Paranoia

Posted 15 July 2012 - 01:44 PM

Spray 'n pray. A lot.

#4 Derek Icelord

    Member

  • PipPipPipPipPipPipPip
  • The Ankle Biter
  • The Ankle Biter
  • 550 posts

Posted 15 July 2012 - 01:44 PM

On the tabletop, SRMs are 2 damage per missile, so the SRM-6 has 12 potential damage.

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 Agent CraZy DiP

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 609 posts
  • LocationAZ - USA

Posted 15 July 2012 - 01:46 PM

Cause why not?

#6 Alkazar

    Member

  • PipPipPip
  • 58 posts

Posted 15 July 2012 - 01:47 PM

SRMs weigh very little and pack a big punch. That's the main reason they're used.


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 Fire for Effect

    Member

  • PipPipPipPipPipPipPip
  • Mercenary Rank 5
  • Mercenary Rank 5
  • 583 posts
  • LocationGermany

Posted 15 July 2012 - 01:47 PM

got good boom for the bang um buck...

If streak they have also a nice punch. If normal they just damn look good at impact :) and the explosions if the ammo bin is hit is also really nice...

(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... B)

#8 Damascas

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 401 posts

Posted 15 July 2012 - 01:49 PM

This is the ultimate reason for SRMs.

http://www.sarna.net/wiki/SRM_Carrier

#9 xxx WreckinBallRaj xxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,852 posts

Posted 15 July 2012 - 02:11 PM

SRMs deal 2 damage per missile. Example, SRM 6 weighs 3 tons and deals 2 damage per missile.
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 Papertarget

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 110 posts
  • LocationNo-where Kansas

Posted 15 July 2012 - 02:21 PM

Well, if you are in close and fire an LRM, all that happens is a pretty rain of missiles hitting the other mech with little plunks as they didn't arm before they hit. And SRM will have nice explodiness.

#11 light487

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,385 posts
  • LocationSydney, Australia

Posted 15 July 2012 - 02:28 PM

If you have Streaks, they lock on.. if not they don't.. but it's like throwing lots of little grenades at some one.. that's how I like to think of SRMs.. like the grenades of mechs.. sometimes LRMs are the wrong choice.. so you have MRMs too.. and sometimes MRMs are the wrong choice so you have SRMs.. everything is context sensitive.. you need the right tool for the right job..

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 xxx WreckinBallRaj xxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,852 posts

Posted 15 July 2012 - 02:31 PM

View PostPapertarget, on 15 July 2012 - 02:21 PM, said:

Well, if you are in close and fire an LRM, all that happens is a pretty rain of missiles hitting the other mech with little plunks as they didn't arm before they hit. And SRM will have nice explodiness.

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.

View Postlight487, on 15 July 2012 - 02:28 PM, said:

If you have Streaks, they lock on.. if not they don't.. but it's like throwing lots of little grenades at some one.. that's how I like to think of SRMs.. like the grenades of mechs.. sometimes LRMs are the wrong choice.. so you have MRMs too.. and sometimes MRMs are the wrong choice so you have SRMs.. everything is context sensitive.. you need the right tool for the right job..


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 Damascas

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 401 posts

Posted 15 July 2012 - 02:31 PM

Where is everyone getting the thing about SRMs not locking on? I have read they have limited guidance systems and other missiles weapons which do not lock on have a to-hit penalty.

#14 GhostChips

    Member

  • PipPip
  • 21 posts
  • LocationNew Zealand

Posted 15 July 2012 - 02:33 PM

More chance of hitting a critical

#15 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 15 July 2012 - 02:33 PM

Lots of damage in a short period of time, and less tonnage than an AC-20.

#16 DEHK

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 150 posts
  • LocationChicago

Posted 15 July 2012 - 02:34 PM

aside fromj damage to weight, you might also compare them to other short range weapons like the machine gun and the small laser/pulse laser. SRM's are much more damaging than the MG, which have to be trained on the target for long periods to do anything appreciable. Small Laser/Pulse do more damage but if heat is already an issue on your build then you also have to factor in extra heat sinks. In a lot of cases the SRM's are just a more effective close support.

#17 Belorion

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,469 posts
  • LocationEast Coast

Posted 15 July 2012 - 02:39 PM

View PostFiest, on 15 July 2012 - 01:39 PM, said:

Ok so what makes srm's such a good short ranged weapon?

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 Madddog

    Member

  • PipPipPipPipPip
  • 128 posts

Posted 15 July 2012 - 02:46 PM

View PostDamascas, on 15 July 2012 - 02:31 PM, said:

Where is everyone getting the thing about SRMs not locking on? I have read they have limited guidance systems and other missiles weapons which do not lock on have a to-hit penalty.


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 Xandre Blackheart

    Member

  • PipPipPipPipPipPipPip
  • 703 posts
  • LocationIn the "cockpit".

Posted 15 July 2012 - 02:48 PM

Because:

Hardpoints.

If you need short range firepower and all you have are missile hardpoints, you will use SRMs and like it.

#20 Xandralkus

    Member

  • PipPipPipPipPipPip
  • 344 posts
  • LocationEarth, for the moment...

Posted 15 July 2012 - 02:50 PM

In Mechwarrior 4, I can personally vouch for the effectiveness of SRM's. My favorite assault mech loadout was a Kodiak with quad Ultra AC-5's and three SRM 6 launchers. I would have preferred quad SRM 6 launchers, but that would leave almost no room for additional ammunition.

SRM's are not weak weapons. They pack a nasty punch and reload fast.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users