To Artemis Or Not To Artemis
#1
Posted 20 November 2016 - 11:02 AM
#2
Posted 20 November 2016 - 11:02 AM
#3
Posted 22 November 2016 - 01:51 AM
Don’t play SRM2 with A or SRM6 without A.
#4
Posted 22 November 2016 - 02:32 AM
For SRM6s of both flavours however, Artemis is essential
#5
Posted 22 November 2016 - 02:57 AM
Also, if you are piloting a light, can sneak into the opponent’s backs and shoot your SRMs point blank, you can run 6s without A as well.
It’s not that great an idea in general, ofc.
#6
Posted 22 November 2016 - 08:48 AM
Artemis on any Srm 6, Lrm 15 and Lrm 20 for both IS and Clan. Good news is that as far as I can recall the Lrm 20 have gotten the spread tightened down to lrm 15 standards. Which makes them more useful. Also Is streak srm 2 got reduced cooldown, so thats neat, now the lower tonnage mechs can find some fun use out of them
Srm 2, 4 and Lrm 5, 10 for IS and Clan dont really need artemis, though its a nice bonus anyway. But if you lack ammo etc, drop artemis.
Edited by Tordin, 22 November 2016 - 08:50 AM.
#7
Posted 29 January 2017 - 09:12 PM
SRM-2/4, and LRM-5/10 do not get enough benefits to justify the use of artemis, LRM-15/20 is a judgement call, but even then id say no unless its 2 launchers since that tonnage is better served adding ammo or heat sinks (or backup weapons for those sadistically inclined to actually have nothing but lurms on their boat).
The main reason why its so bad on smaller srm/lrm launchers isnt so much that it doesnt do anything (well with the exception of srm-2s where i havent been able to notice any differences), but the fact that 90% of mechs using the smaller launchers boat them with 5-6 launchers minimum, and you are looking at 1 ton per gun with artemis, and while i can justify 2 tons being throw out on something like a lurmboat or heavy, 4 or more tons (with the only exception being quad srm-6 since those have crap accuracy without it) is just too much to throw away on a situational upgrade.
Maybee its just my personal experience, but i just cant justify the slots/tonnage of artemis (especially since srms are heavy enough as is) on anything but dedicated srm-6 brawlers. Ohh and in case you didnt know, artemis should always be enabled for streaks, it doesnt affect the mass of teh launchers, and it boosts your lockon times for free (i dont run streaks on anything as i hate being unable to hit a certain component with my salvos but its there for those of you that enjoy them).
#8
Posted 30 January 2017 - 02:13 PM
4's if you want to. Bigger upgrade for clan 4's than IS 4's.
6's always artemis.
This is assuming you are stacking them. If you aren't bringing at least 3 launchers artemis isn't worth it.
#9
Posted 31 January 2017 - 03:33 AM
From my tests with 2xSRM4 Artemis vs 2xSMR6 Artemis i've noticed / concluded that on +/-100m and +/- 25m vs the CT of the Atlas on tourmaline it took about the same amount of shots (trigger pulls) to destroy / kill the mech. SRM4's are able to output those shots faster and spend less ammo in the process. From that test, i would go for SRM4 Artemis when possible.
Edit:
Possibly when using just 2 launchers the 4 missiles extra for each trigger pull isn't making enough difference, perhaps / most likely when using 4 or more launchers the SRM6's with Artemis will take less trigger pulls then the SRM4's as the difference in potential damage output gets exaggerated. Also, much depends on the aim of the user, if you can be very precise the SRM4's might do the same effective damage as the SRM6's while allowing for a higher dps.
When i have to choose between 3xSRM6's or 4x SRM4's i would surely go for the SRM4's (with Artemis ofc).
Edited by B3R3ND, 31 January 2017 - 03:55 AM.
#10
Posted 31 January 2017 - 03:59 AM
#11
Posted 31 January 2017 - 03:14 PM
If you are right up on enemy close brawling strafing etc real close Artemis not going to benefit you much leaving you wondering could I put those tons to good use elsewhere.
If at max range most time then getting them in close is a definite help. but your still fighting shotgun spread so will never be amazing.
#12
Posted 02 February 2017 - 02:13 PM
#13
Posted 26 February 2017 - 07:18 PM
Edited by G4LV4TR0N, 26 February 2017 - 07:22 PM.
#14
Posted 28 February 2017 - 03:48 PM
G4LV4TR0N, on 26 February 2017 - 07:18 PM, said:
Yes for vision to get artemis bonus with clan lrms. The effects do not stack.
Artemis is best for large launchers. You pay an extra ton for every artemis system so if you are stacking small ones the tonnage adds up fast and isn't worth it. Never artemis 5's, 10's usually not, 15's and 20's are a good idea.
IMO missiles are noticeably tighter with artemis active. The biggest advantage artemis gives LRMs is the increase lock on speed, which also works for streaks. That comes in handy even without LOS.
Its a good to run C-SRM 4's with artemis if you can afford it.
Roughneck45, on 30 January 2017 - 02:13 PM, said:
4's if you want to. Bigger upgrade for clan 4's than IS 4's.
6's always artemis.
This is assuming you are stacking them. If you aren't bringing at least 3 launchers artemis isn't worth it.
Edited by Roughneck45, 28 February 2017 - 04:05 PM.
#15
Posted 08 March 2017 - 02:11 PM
Roughneck45, on 28 February 2017 - 03:48 PM, said:
Artemis is best for large launchers. You pay an extra ton for every artemis system so if you are stacking small ones the tonnage adds up fast and isn't worth it. Never artemis 5's, 10's usually not, 15's and 20's are a good idea.
IMO missiles are noticeably tighter with artemis active. The biggest advantage artemis gives LRMs is the increase lock on speed, which also works for streaks. That comes in handy even without LOS.
Its a good to run C-SRM 4's with artemis if you can afford it.
So for LRMs with Artemis I have to be able to see the guy I am shooting at for Artemis to give me any sort of advantage?
#17
Posted 08 March 2017 - 09:13 PM
#18
Posted 09 March 2017 - 12:08 AM
#19
Posted 09 March 2017 - 12:12 PM
G4LV4TR0N, on 08 March 2017 - 09:13 PM, said:
As long as you can manage to grab LOS about a second or two before they hit, the artemis will pickup the missiles and they will track. A good move can be to use an indirect lock to launch and then break cover or jump jet just before they hit to slip in the artemis tracking.
No line of sight - no artemis tracking
Throw in a tag as well and that will roughly half your missile spread.
#20
Posted 22 March 2017 - 01:04 AM
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