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Artemis Worth 4 Tons Of Ammo?


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#1 PwningMechMK3

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Posted 05 January 2017 - 12:28 PM

so easy question right here
im right now using aws 8r with 4lrms and tag
its great and i love it but problem i cant spam whole day long just cos im going of ammo really fast if i do this in a braindead way
so if im not and as any lurm should ****** check out target if he covered or not so you whouldnt waste rockets really ez
so artemis on 4 lrms is 4 more tons while we have already 11
locking time isnt that important just os im using tag
but it also decreases missile Spread so is it worth?

Edited by PwningMechMK3, 05 January 2017 - 12:29 PM.


#2 Metus regem

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Posted 05 January 2017 - 12:50 PM

View PostPwningMechMK3, on 05 January 2017 - 12:28 PM, said:

so easy question right here
im right now using aws 8r with 4lrms and tag
its great and i love it but problem i cant spam whole day long just cos im going of ammo really fast if i do this in a braindead way
so if im not and as any lurm should ****** check out target if he covered or not so you whouldnt waste rockets really ez
so artemis on 4 lrms is 4 more tons while we have already 11
locking time isnt that important just os im using tag
but it also decreases missile Spread so is it worth?



Okay, I'm guessing that you are using LRM/15's x 4 right?

If yes, you are better off using TAG rather than Artemis+TAG, this is due to them both needing line of sight to be effective and both doing more or less the same thing for the actual missile accuracy.

That being said, LRM's are actually a very bad weapon system in MWO, as it is the only weapon system that relies on how good of a pilot and how aware of their surroundings your target is. When I say that, what I mean is as you get more time in, you find that LRM's become less and less effective against veteran pilots, as they have learned how to mitigate the effectiveness of LRM's, as well as capitalize on the weaknesses of that weapon system.

#3 Luscious Dan

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Posted 05 January 2017 - 12:51 PM

Honestly I almost never run LRMs of any kind, I just don't like them or find them to be reliably effective (rare exceptions being an EBJ full of MPL and 2xLRM15+A, and a NVA with 6xER Smalls and 2xLRM15+A ... I still enjoy those).

However, that's a whole other argument. In my experience, the Artemis upgrade is usually worth the tonnage to get a significant increase in accuracy. You lock on faster, so you can get a shot off before the target is back in cover. And the better tracking strength/spread helps too. If you can spare the tonnage, I find it's usually worth it.

For SRMs it's often only necessary on SRM6s. For Streaks take it 1000% of the time.

#4 Wintersdark

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Posted 05 January 2017 - 12:55 PM

View PostPwningMechMK3, on 05 January 2017 - 12:28 PM, said:

so easy question right here
im right now using aws 8r with 4lrms and tag
its great and i love it but problem i cant spam whole day long just cos im going of ammo really fast if i do this in a braindead way
so if im not and as any lurm should ****** check out target if he covered or not so you whouldnt waste rockets really ez
so artemis on 4 lrms is 4 more tons while we have already 11
locking time isnt that important just os im using tag
but it also decreases missile Spread so is it worth?

Grouping missiles tighter means less damage is required to kill your target; thus you kill him faster.

If it's worth it depends on launcher size to start with (larger launchers spread more). Generally speaking, 15's and 20's need Artemis or you're basically just throwing more missiles at places you don't need them to hit - but that's a "generally speaking" - if it's WORTH bringing artemis is depends on a lot more factors.

If you're running 11t of ammo, you don't need more ammo. 11 tons of ammo is roughly 2000 damage worth (assuming you don't waste missiles); that's still a thousand damage at 50% hit rate.

So the question becomes: Artemis, or larger launchers? I can't remember off hand if the AWS8R has LRM15 specific quirks or general LRM quirks, but IIRC it's LRM15 specific. I'd definitely run 15's though, unless they're specific to a different launcher size.

4xLRM15 and a STD300 engine with Endo steel gets you ~8 tons with a bit of armor scraping for ammo without artemis or backup weapons. I'd recommend against the no backup weapons thing, and DEFINITELY against an XL engine on an AWS8R.

So, without time to investigate more closely, I'd say use a 300STD, 4xLRM15 fired in pairs, strip the armor off the left arm completely and some off each leg to get ammo and a set of at least medium lasers in the arm.

Personally, I'd prefer a pair of large lasers in the arm, then 3xLRM15 or some such like that, but it's been a long time since I piloted my 8R and I have no idea off hand what the quirks are.

#5 Metus regem

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Posted 05 January 2017 - 12:57 PM

View PostLuscious Dan, on 05 January 2017 - 12:51 PM, said:

Honestly I almost never run LRMs of any kind, I just don't like them or find them to be reliably effective (rare exceptions being an EBJ full of MPL and 2xLRM15+A, and a NVA with 6xER Smalls and 2xLRM15+A ... I still enjoy those).

However, that's a whole other argument. In my experience, the Artemis upgrade is usually worth the tonnage to get a significant increase in accuracy. You lock on faster, so you can get a shot off before the target is back in cover. And the better tracking strength/spread helps too. If you can spare the tonnage, I find it's usually worth it.

For SRMs it's often only necessary on SRM6s. For Streaks take it 1000% of the time.



Just to expand on the boded part, on SRM's the general rules are:

SRM/2 -- no
SRM/4 -- debateable
SRM/6 -- yes

SSRM/2 -- YES! No crit space or tonnage expenditures to gain the benefits. Possible exploite in the programing by PGI...

cSRM/2 -- no
cSRM/4 -- yes
cSRM/6 -- YES!

cSSRM/2 -- YES!
cSSRM/4 -- YES!
cSSRM/6 -- YES!

#6 PwningMechMK3

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Posted 05 January 2017 - 01:16 PM

View PostWintersdark, on 05 January 2017 - 12:55 PM, said:

If you're running 11t of ammo, you don't need more ammo. 11 tons of ammo is roughly 2000 damage worth (assuming you don't waste missiles); that's still a thousand damage at 50% hit rate.

im using 4 lrm15 and about 1k+ dmg everygame
also i know most of the other stuff like damn they can dodge evode etc and thats a case
more ammo = more potential dmg
lrms really miss a lot and thats fine
(also my first mech was 1xctf ->4x->hnb 4j->drgn so im not that fan of lrms but they really fan to use in quick matches cos they deal insane dmg and that provide ton of cbills thats it)

there 15%lrm and 15% lrm15 quirks
also just to notice on hbk4j i have about 1.2k rockets and on aws 1.8 while use 2lrm10 vs 4lrm15 so thats the case or maybe i jsut should really start thinking off 3lrm15

Edited by PwningMechMK3, 05 January 2017 - 01:24 PM.


#7 Spheroid

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Posted 05 January 2017 - 06:16 PM

I am big fan of triple ALRM15. The quirks are good enough to not need the forth launcher, especially if you have the cooldown module.

Edited by Spheroid, 05 January 2017 - 09:49 PM.


#8 JC Daxion

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Posted 05 January 2017 - 07:52 PM

I'd do something like one of these....

W/tag
http://mwo.smurfy-ne...a1f2007f9ad1322

w/narc
http://mwo.smurfy-ne...e239d8db575062a


+SRM's, a good pusher.. but runs hot!
http://mwo.smurfy-ne...9d25286d5c9410e


I have run all similar builds on Stalkers, they work well.. LRm's are best when you push with the group, and fire around 350-450 range.. They are not long range weapons despite the name, unless someone gets way out of position..

I never run out of ammo, and rarely have more than 1k rounds on any LRM build.. You take things down so much faster when you are closer, as most missiles actually hit.

Edited by JC Daxion, 05 January 2017 - 07:53 PM.


#9 PwningMechMK3

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Posted 06 January 2017 - 03:28 AM

http://mwo.smurfy-ne...d53a196ea51fdf6
4320 lurms lol

#10 PwningMechMK3

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Posted 06 January 2017 - 06:09 AM

so jsut masteried aws8r got adv target decay and swap artemis for more 4 tons
and conclusion in first match i got 1450 dmg but again was 1v5 in the end and can do nothing with them
i whoould like to drop 1lrm get better engine and 4 more tons of ammo to be honest but thats impossible

#11 Metus regem

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Posted 06 January 2017 - 08:42 AM

View PostPwningMechMK3, on 06 January 2017 - 06:09 AM, said:

so jsut masteried aws8r got adv target decay and swap artemis for more 4 tons
and conclusion in first match i got 1450 dmg but again was 1v5 in the end and can do nothing with them
i whoould like to drop 1lrm get better engine and 4 more tons of ammo to be honest but thats impossible



I've run a couple of different builds on the 8R, I'll link them below.

AWS-8R

That is a pretty standard LRM vomit build, get into line of seight, hang back between 250m-500m and let the missiles fly.

AWS-8R

This is a short range SRM+MPL brawler, high risk, low reward though...

#12 Spheroid

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Posted 06 January 2017 - 08:42 AM

@Pwning: Its not impossible. The 8R handles an XL fine. Post your build. Without the exact build I can't give specific advice. In my opinion eleven tons is more than adequate and suspect the mech has made concessions elsewhere. I am interesting in what those concessions are.

Besides going down to three LRM15 you could always split the difference and do something like 2x LRM15 + 2x LRM10 to increase ammo longevity. Half the cooldown bonus would still apply and LRM10s have naturally tighter spread than 15s.

I have two Awesomes ready to go. One has artemis and one doesn't. One has a STD the other other XL. Both have endo. I can easily evaluate any of the builds we discuss here.

Edited by Spheroid, 06 January 2017 - 08:45 AM.


#13 TooDumbToQuit

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Posted 06 January 2017 - 08:44 AM

Artemis only works in direct fire mode as does a TAG.

So if you do not see anyone you are shooting at, then add more ammo.

#14 Barkem Squirrel

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Posted 06 January 2017 - 09:06 AM

That is a hard choice. Artemis, ammo, speed, XL use and TAG.

Awesome, well how much are you up on the front line. Alot, sure maybe speed and ammo could be lowered.

In the back with the gear, Most likely not. Maybe even remove the TAG. You need the ammo to get more damage.

Narc..... Interesting Idea. I still prefer NARC's in arms. Now playing against higher tier players with LRMs being able to pop someone with the NARC is priceless and on certain maps, a death sentence. This is about the only way I can play with LRMs against higher level players, due to preferring to be up front or 500 m from the target at the most and prefer, 300 m.

I still prefer the medium LRM boats with JJ's. Now just got the Jenner IIc, and it is a little bugger. A light running around with the fire power or a catapult.

Edited by Barkem Squirrel, 06 January 2017 - 09:08 AM.


#15 epikt

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Posted 06 January 2017 - 11:22 AM

This is an easy choice.

1/ you want to play turretwarrior online, begging for locks safely behind your lines => no artemis and don't forget to invest in a range module, you never know when you'll need that 1100m shot. /sarcasm Posted Image

2/ you move with your team, you share armor and take your own locks => Artemis + largest engine or die.

Chose wisely, young padawan.

#16 PwningMechMK3

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Posted 06 January 2017 - 01:38 PM

1450 with this build
im trying to build lrm that lrming
and i was laking about engine more than 300

(in other way i really know why you should have backup weapons
but thats another situation)

Edited by PwningMechMK3, 06 January 2017 - 01:45 PM.






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