Srm's - Regular Or Artemis
#1
Posted 25 November 2016 - 07:13 PM
My question is should I keep using the regular Srms or upgrade to Artemis which would knock me down to about 4 Srms since Artemis takes up more slots. For those of you Pilots who specialize with Srms, what do you think? Is Artemis really worth it when using Srms?
#2
Posted 25 November 2016 - 07:24 PM
#3
Posted 25 November 2016 - 07:25 PM
#4
Posted 25 November 2016 - 07:26 PM
If you are doing SRMs with this 'Mech, it's really best to go all-in on it.
For me, I will use Artemis on SRM6 almost always. I find that the extra damage dealt by SRM6 gets spread around and that SRM4 with artemis will do the same effective damage to a single component, making it more tonnage-, slot-, ammo-, and heat-efficient than SRM6 without Artemis.
SRM4, I'm okay with not having Artemis depending on the 'Mech. The MAD-5D and BJ-2, for example, have excellent grouping even without it because the launchers are so tightly packed. The Catapult, on the other hand, is pretty miserable since the launchers are spread so far apart.
SRM2, never, ever take Artemis. While you will get a launcher that does pinpoint damage if you do, it's pointless since the missiles are close enough even without it that you will normally get all of them on one component.
For Clan SRMs, always take Artemis unless it's a cSRM2.
#5
Posted 25 November 2016 - 07:30 PM
That being said, I'd personally take SRM6x7, but that's because I like my SRMs sloppy. I run my CPLT-A1 with SRM6x6s, and it's hilarious.
Edited by Bombast, 25 November 2016 - 07:30 PM.
#6
Posted 25 November 2016 - 07:48 PM
3 to 4+ missile hardpoints SRM2's and SRM4's are good.
The cons of SRM6's heat past 3 hardpoints aren't worth it, unless you're a pure missile hardpoints with alot of heatsinks.
So for that clops SRM2's and SRM4's are a better bet with other weapons, if you're running pure missiles then SRM6A's.
Edited by GrimRiver, 25 November 2016 - 07:48 PM.
#7
Posted 25 November 2016 - 07:53 PM
#8
Posted 25 November 2016 - 07:55 PM
#9
Posted 25 November 2016 - 07:56 PM
So crit seeking or precision.
#10
Posted 25 November 2016 - 08:00 PM
You're better off going with 6xsrm4as than 7x srm4s, better heat efficiency means you'll get more work out of them.
Use MPLs, go all in with the SRMs.
I know not having long range weapons feels problematic but the point is to focus on what you do best. A 35 ton rave is better with 2 erlls than the Cyclops is - odds are good you'll be "losing trades" in the bigger, slower Clops. Sray in cover and save your armor for the brawl. The Atlas and KDK3 dakka boats are the only thing that can out-BOOm you at close range - both however are notorious for drawing focused fire.
So you stay in cover, stay with the core of your team. If they push, stay in the middle and set up "bombing runs". Pick a target on the fringe who you can hit and get back from. The bigger the better, KDK/Atlas first. Ideal target is one set up for range and focused on someone else. You're ~3 licks to center of the biggest enemies. If you can surprise them with the first hit you'll kill them first, no question.
If your team is cautious, set an ambush and stay out of sight. Try to see where they're going to come at you from. Watch your teammates, see who is poking most frequently and expect a couple enemy to try and move up on him. Be waiting. If you come face to face with a fresh KDK or Atlas you'll probably lose - what you want is to be fresh while they've taken some hits and are already soft. Always focus CT.
6xSRM4A, 2 MPL, biggest engine you can make fit with the smmo and heat needs. That will teach you to position well and has huge payoffs for good positioning - 80+ pt alpha that, with a 0.5 sec delay 3x4/3x4 plus the MPLs you'll get 2 alphas you can walk away from and a 3rd if you can risk the overheat.
Again, a good build for learning positioning and reading your team and the enemy.
#11
Posted 26 November 2016 - 01:09 PM
MischiefSC, on 25 November 2016 - 08:00 PM, said:
You're better off going with 6xsrm4as than 7x srm4s, better heat efficiency means you'll get more work out of them.
Use MPLs, go all in with the SRMs.
I know not having long range weapons feels problematic but the point is to focus on what you do best. A 35 ton rave is better with 2 erlls than the Cyclops is - odds are good you'll be "losing trades" in the bigger, slower Clops. Sray in cover and save your armor for the brawl. The Atlas and KDK3 dakka boats are the only thing that can out-BOOm you at close range - both however are notorious for drawing focused fire.
So you stay in cover, stay with the core of your team. If they push, stay in the middle and set up "bombing runs". Pick a target on the fringe who you can hit and get back from. The bigger the better, KDK/Atlas first. Ideal target is one set up for range and focused on someone else. You're ~3 licks to center of the biggest enemies. If you can surprise them with the first hit you'll kill them first, no question.
If your team is cautious, set an ambush and stay out of sight. Try to see where they're going to come at you from. Watch your teammates, see who is poking most frequently and expect a couple enemy to try and move up on him. Be waiting. If you come face to face with a fresh KDK or Atlas you'll probably lose - what you want is to be fresh while they've taken some hits and are already soft. Always focus CT.
6xSRM4A, 2 MPL, biggest engine you can make fit with the smmo and heat needs. That will teach you to position well and has huge payoffs for good positioning - 80+ pt alpha that, with a 0.5 sec delay 3x4/3x4 plus the MPLs you'll get 2 alphas you can walk away from and a 3rd if you can risk the overheat.
Again, a good build for learning positioning and reading your team and the enemy.
Great advice everyone. Yeah I am going to go with the Artemis 6x Srm 6s. The range on my IS Srm 4s is 270 meters which is great but I need more punch. Yeah I'll downgrade to MPL instead of ErLL. And yeah I have run into KDK and Atlas today. MOST of the time I didn't make it too long but I did damage them intensely. I did however come.face to face wjth a KDK and took him out while focusing on one hit box. I OVERHEATED but I still took him out. As for mediums they don't stand a chance if I'm in the groove
#12
Posted 26 November 2016 - 01:23 PM
Nathaniel Johns, on 25 November 2016 - 07:13 PM, said:
My question is should I keep using the regular Srms or upgrade to Artemis which would knock me down to about 4 Srms since Artemis takes up more slots. For those of you Pilots who specialize with Srms, what do you think? Is Artemis really worth it when using Srms?
Everyone swears by Artemis but honestly I much prefer to use standards and bring extra ammo & heatsinks.
That opinion will not be popular though.
This is my Splatcrow: http://mwo.smurfy-ne...09d96cb58a5ff41 (obviously not armor-configured)
Edited by Yosharian, 26 November 2016 - 01:30 PM.
#13
Posted 27 November 2016 - 10:30 PM
Stormcrow, on the other hand, has its missile hardpoints pretty spread out so Artemis is almost mandatory.
#14
Posted 28 November 2016 - 12:12 AM
Nathaniel Johns, on 25 November 2016 - 07:13 PM, said:
My question is should I keep using the regular Srms or upgrade to Artemis which would knock me down to about 4 Srms since Artemis takes up more slots. For those of you Pilots who specialize with Srms, what do you think? Is Artemis really worth it when using Srms?
Get rid of the useless ERLLs, get rid of the CT-based SRM, put Artemis and lots of heat sinks on, profit. This thing one-shots mediums from 250m, thats how tight SRM packs on Cyclops are.
#15
Posted 28 November 2016 - 12:36 AM
It's a tough choice but ya gotta make it depending on the chassis.
#16
Posted 28 November 2016 - 12:41 AM
Personally, I'd go with 4xASRM4, 3xASRM6 found here. 4s in 1 group, 6s in another.
#17
Posted 28 November 2016 - 08:00 AM
With the SRM range module, you can get out to 297m.
In the same vein, the STK-5M runs 5 of these and has range out to 310m or so and runs a little faster so I think in general I prefer that one, but the Splatterclops was still a lot of fun and one of my more successful Cyclops (2nd to 4xUAC5 Sleipnir which is just a beast.)
#18
Posted 28 November 2016 - 08:07 AM
I do sometimes use Six's with artemis, but a lot of times, I'd rather take multiples of SRM 4 than SARM 6 smaller alpha, but less weight, less space, shorter cool down, tighter group.
#19
Posted 28 November 2016 - 10:20 AM
IS Srm 6 is the only one that requires Artemis there. Srm4/2 can go without.
Clans have a bigger spread overally so you can go with artemis from Srm4 (I don't, but im just a suicidal maniac).
And on cyclops - go with 2x3 srm6+artemis. and watch people falling to pieces and running away from you yelling in their voice comms "splat cyclops pushing us in!!!"
#20
Posted 28 November 2016 - 10:45 AM
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