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Artemis For Clan Srms Is Useless.


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#1 ScoutMaster

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Posted 31 July 2016 - 07:05 AM

Shooting directly at a stationary atlas' CT, it takes 6 shots wih artemis vs 8 shots without artemis.

On anything with less armor, the difference shrinks even more. (3 vs 4 on a cataphract, etc)

In a real game scenario where the enemy is moving and twisting that difference is abysmal.

And in the situation where you have to lead your shot ( enemy is moving fast across you ) placing your reticule over yonder, where your missiles will converge, there is absolutely no point in having artemis.

Would you rather run 5 x srm6 w/ artemis or 5 x srm6 with an extra 5 double heatsinks?

Regular SRM with an extra heatsink for each launcher is undeniably better.

In a equally skilled 1v1 brawl artemis vs no artemis ( where SRMs shine, duh ) the guy with the regular SRMs and extra heat sinks will always win.

P.S. : A baby kitten explodes everytime you use artemis on lrm5/lrm10 launcher. Might as well take those extra crit slots and free tonnage and throw em in the garbage.

#2 Skoll

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Posted 31 July 2016 - 07:09 AM

You seem bitter about artemis.

#3 Darian DelFord

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Posted 31 July 2016 - 07:14 AM

View PostScoutMaster, on 31 July 2016 - 07:05 AM, said:

Shooting directly at a stationary atlas' CT, it takes 6 shots wih artemis vs 8 shots without artemis.

On anything with less armor, the difference shrinks even more. (3 vs 4 on a cataphract, etc)

In a real game scenario where the enemy is moving and twisting that difference is abysmal.

And in the situation where you have to lead your shot ( enemy is moving fast across you ) placing your reticule over yonder, where your missiles will converge, there is absolutely no point in having artemis.

Would you rather run 5 x srm6 w/ artemis or 5 x srm6 with an extra 5 double heatsinks?

Regular SRM with an extra heatsink for each launcher is undeniably better.

In a equally skilled 1v1 brawl artemis vs no artemis ( where SRMs shine, duh ) the guy with the regular SRMs and extra heat sinks will always win.

P.S. : A baby kitten explodes everytime you use artemis on lrm5/lrm10 launcher. Might as well take those extra crit slots and free tonnage and throw em in the garbage.



I stand corrected... somehow the S's moved

Edited by Darian DelFord, 31 July 2016 - 07:19 AM.


#4 ScoutMaster

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Posted 31 July 2016 - 07:17 AM

View PostDarian DelFord, on 31 July 2016 - 07:14 AM, said:




You obviously have NO idea what benefit Artemis actually gives streaks and it has NOTHING to do with target location. You just made a completely useless rant based on some VERY VERY bad information.



... ... There is 0 mention of streaks in this post... And yes I am aware that artemis lowers lock on time for streaks.

...

#5 Tarogato

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Posted 31 July 2016 - 07:21 AM

Artemis is huge on sixes, and still very good on clan fours. IS fours can manage pretty well without artemis.

Posted Image


The above lists the maximum ranges at which each weapon can deal 100% full damage consistently to a turret in the Mechwarrior Academy. Considering the turrets are about the size of a Jenner's CT, I would say that they are a pretty good sub-in for an actual mech-sized torso. You can see that artemis really makes quite a difference. I've also done some "obstacle course" training to compare SRM6 against SRM4+A. The SRM4+A consistently did more damage while using less missiles in my tests. Artemis does make a noticeably difference.

#6 AnTi90d

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Posted 31 July 2016 - 07:24 AM

View PostScoutMaster, on 31 July 2016 - 07:05 AM, said:

P.S. : A baby kitten explodes everytime you use artemis on lrm5/lrm10 launcher. Might as well take those extra crit slots and free tonnage and throw em in the garbage.


Isn't Artemis supposed to increase missile tracking capabilities?.. I know that it reduces spread.. but I thought that it also increased tracking. (IDK.. none of my mechs have LRMs.)

#7 ScoutMaster

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Posted 31 July 2016 - 07:27 AM

View PostTarogato, on 31 July 2016 - 07:21 AM, said:

Artemis is huge on sixes, and still very good on clan fours. IS fours can manage pretty well without artemis.

Posted Image


The above lists the maximum ranges at which each weapon can deal 100% full damage consistently to a turret in the Mechwarrior Academy. Considering the turrets are about the size of a Jenner's CT, I would say that they are a pretty good sub-in for an actual mech-sized torso. You can see that artemis really makes quite a difference. I've also done some "obstacle course" training to compare SRM6 against SRM4+A. The SRM4+A consistently did more damage while using less missiles in my tests. Artemis does make a noticeably difference.


The range difference is already insignificant for a non moving target (BTW turrets are much larger than a jenner's CT LMAO )

Now in a real game scenario the difference is so abysmal that it might as well not be there considering you could be using more heatsinks and/or ammo.

#8 Alistair Winter

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Posted 31 July 2016 - 07:33 AM

I think it depends what mech you're talking about. On a Viper, for example, 1 extra ton per SRM launcher is a massive sacrifice. On a Mad Dog, it's not.

#9 ScoutMaster

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Posted 31 July 2016 - 07:41 AM

View PostAlistair Winter, on 31 July 2016 - 07:33 AM, said:

I think it depends what mech you're talking about. On a Viper, for example, 1 extra ton per SRM launcher is a massive sacrifice. On a Mad Dog, it's not.


Yeah it is, it's still 6 extra DHS ( if youre running 6xsrm6 ).

6 extra DHS is HUGE in a brawl. You will end up doing more damage at the desired location anyways just by not overheating.

BTW stick your heat sinks in the ballistic C arms with that huge +20 armor bonus.

#10 Alistair Winter

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Posted 31 July 2016 - 07:45 AM

View PostScoutMaster, on 31 July 2016 - 07:41 AM, said:

Yeah it is, it's still 6 extra DHS ( if youre running 6xsrm6 ).
6 extra DHS is HUGE in a brawl. You will end up doing more damage at the desired location anyways just by not overheating.
BTW stick your heat sinks in the ballistic C arms with that huge +20 armor bonus.

I never run 6xSRM6 on any mech. I don't like that kind of massive boating.

#11 Davers

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Posted 31 July 2016 - 08:14 AM

View PostScoutMaster, on 31 July 2016 - 07:05 AM, said:

Shooting directly at a stationary atlas' CT, it takes 6 shots wih artemis vs 8 shots without artemis.

On anything with less armor, the difference shrinks even more. (3 vs 4 on a cataphract, etc)

In a real game scenario where the enemy is moving and twisting that difference is abysmal.


Wouldn't the tighter spread be even more useful vs a moving/twisting opponent?

#12 DrxAbstract

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Posted 31 July 2016 - 08:19 AM

View PostDarian DelFord, on 31 July 2016 - 07:14 AM, said:



I stand corrected... somehow the S's moved

lolz... Lights cant read. Posted Image

#13 Cyborne Elemental

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Posted 31 July 2016 - 08:23 AM

SRM hitreg is garbage, with or without Artemis, clan or IS, it makes little to no difference, when shots land that should deal damage, do not, that is the problem.

Been this way for far too long.

#14 Hotthedd

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Posted 31 July 2016 - 08:29 AM

View PostDrxAbstract, on 31 July 2016 - 08:19 AM, said:

lolz... Lights cant read. Posted Image

Give them a break, it's hard to read anything at 150 kph, especially if you are torso twisting to protect the giant CT!

#15 Champion of Khorne Lord of Blood

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Posted 31 July 2016 - 09:04 AM

I'd take the Artemis over heatsinks, less shots I fire means less heat I need to dissipate and an enemy that is dead faster meaning an enemy who has less time to make me dead. I find the SRM6s to be terrible when I don't run Artemis on them, SRM4s can get away without it on lighter mechs and the SRM2s don't need it though.

#16 Yogge Mothi

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Posted 31 July 2016 - 09:21 AM

I have no problems wrecking moving targets with my Artemis-enabled Spirit Bear. The missile grouping allows me to consistently 1-shot components on light and medium mechs, while I can't do so w/o Artemis. It's pretty vital and worth the 4 tons in my opinion.

#17 Drunken Skull

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Posted 31 July 2016 - 09:23 AM

The only reason I would use Artemis is to make a LRM Launcher more effective against light mechs. For most purposes I will go without Artemis and just focus LRM fire on the heaviest enemy on the field, as someone is usually narcing or tagging it anyway, it makes sense to take advantage of these free buffs. That being said I rarely ever run a mech that uses SRM as a primary or even as a secondary weapon(maybe a single SRM6 as a tertiary weapon on a Battlemaster or Warhammer but that's about it, and I don't think I'd bother installing Artemis for tertiary purposes as the benefits would be almost nill for the extra weight and crit slots used).

Edited by Drunken Skull, 31 July 2016 - 09:34 AM.


#18 Sader325

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Posted 31 July 2016 - 09:30 AM

View PostScoutMaster, on 31 July 2016 - 07:05 AM, said:

Shooting directly at a stationary atlas' CT, it takes 6 shots wih artemis vs 8 shots without artemis.

On anything with less armor, the difference shrinks even more. (3 vs 4 on a cataphract, etc)

In a real game scenario where the enemy is moving and twisting that difference is abysmal.

And in the situation where you have to lead your shot ( enemy is moving fast across you ) placing your reticule over yonder, where your missiles will converge, there is absolutely no point in having artemis.

Would you rather run 5 x srm6 w/ artemis or 5 x srm6 with an extra 5 double heatsinks?

Regular SRM with an extra heatsink for each launcher is undeniably better.

In a equally skilled 1v1 brawl artemis vs no artemis ( where SRMs shine, duh ) the guy with the regular SRMs and extra heat sinks will always win.

P.S. : A baby kitten explodes everytime you use artemis on lrm5/lrm10 launcher. Might as well take those extra crit slots and free tonnage and throw em in the garbage.


Want to 1v1? I'll take artemis.

#19 Sader325

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Posted 31 July 2016 - 09:39 AM

I suppose I should probably leave this here to counter your LRM 5 comment.



#20 Metus regem

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Posted 31 July 2016 - 10:00 AM

View PostScoutMaster, on 31 July 2016 - 07:41 AM, said:


Yeah it is, it's still 6 extra DHS ( if youre running 6xsrm6 ).

6 extra DHS is HUGE in a brawl. You will end up doing more damage at the desired location anyways just by not overheating.

BTW stick your heat sinks in the ballistic C arms with that huge +20 armor bonus.


Don't use cSRM6 use cSRM4, the 4's offer better grouping, better heat efficiency and better ammo efficiency. Once you add Artemis to it, it's still more weight efficient, heat efficient and more ammo efficient than cASRM6.





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