Artemis matters most of the time, including Streaks (due to poor design).
In some cases, it doesn't, like SRM2s or LRM5s (assuming you are strictly boating LRM5s).


Does Artemis Really Matter?
Started by Pr8Dator, Apr 04 2017 04:28 AM
26 replies to this topic
#21
Posted 04 April 2017 - 09:03 AM
#22
Posted 04 April 2017 - 09:26 AM
I wouldn't use artemis on a light, but I do use it on assaults.
#23
Posted 04 April 2017 - 10:01 AM
Paigan, on 04 April 2017 - 04:47 AM, said:
I don't know about the brawling thing, but with LRM, I get a similar feeling pretty often.
My impression is a lot of people scream "Artemis is a must-have" because they just perceive it as "some bonus" that makes their weapon "better somehow".
E.h. a MDD with 6xLRM-5 PLUS artemis. That's 6 tons / 6 slots. That's like equipping a TC6 on a 60 tonner o_0.
Or having Artemis LRMs and doing mostly indirect fire.
Do these people really think about what Artemis actually gets them?
With brawling, I could imagine it's similar:
If you count launcher + ammo + artemis + heat (plus other problems like ammo explosions and still crappy accuracy), the question arises if just switching to ML and more HS (and no ammo explosions and perfect accuracy) wouldn't be better right away.
But maybe that's just me. In the end, every build ends up being pure laser vomit for me, somehow
My impression is a lot of people scream "Artemis is a must-have" because they just perceive it as "some bonus" that makes their weapon "better somehow".
E.h. a MDD with 6xLRM-5 PLUS artemis. That's 6 tons / 6 slots. That's like equipping a TC6 on a 60 tonner o_0.
Or having Artemis LRMs and doing mostly indirect fire.
Do these people really think about what Artemis actually gets them?
With brawling, I could imagine it's similar:
If you count launcher + ammo + artemis + heat (plus other problems like ammo explosions and still crappy accuracy), the question arises if just switching to ML and more HS (and no ammo explosions and perfect accuracy) wouldn't be better right away.
But maybe that's just me. In the end, every build ends up being pure laser vomit for me, somehow

When it comes to LRMs and Artemis it's really about the direct fire locking speed bonus. Anything that shaves time of the cycle of lock-launch- flight-impact is a bonus.
But as you pointed out It's not really efficient when it comes to high numbers of LRM5s (or LRM5s in general because if you don't have high numbers what do you have the LRM5 for ? )
But,in the case of clan tech the LRM5 + Artemis is equal in weight to the I.S. LRM5 and the increaed crit cost is easily off set by the more compact clan equipment and constructions options (endo/ferro/ Clan DHS and XL engines)
As for SRM brawling. It's really about potential volume of damage per ton/heat efficiency. That is why you opt for SRMs over battieries of Medium Lasers.
There is also the snap fire of SRMs that allow you to launch a volley and turn immediately while a laser would require a brief period of keeping the beam on target (this is important in brawling builds).
For SRM brawling it's not about lock speed like LRMs + Artemis (for obvious reasons) it's about exstending your effective damage at longer ranges. Without the artemis SRMs tend to fan out and cause a reduction in projectiles striking on target at ranges outside 150m or so. Stick the artemis on and you have similar performance at max ranges that you would expect from a non artemis launcher at half that range.
Now the good thing about this is light mechs can frequently forgo the artemis on SRMs because they can strike from the very short range brackets fairly effectivley.
Edited by Lykaon, 04 April 2017 - 10:03 AM.
#24
Posted 04 April 2017 - 10:17 AM
El Bandito, on 04 April 2017 - 08:55 AM, said:
Is tracking strength affected by LoS? It used to.
That should still be LoS dependent
</UpgradeType> <!-- Artemis Upgrade Types --> <!-- lockTime: Multiplier to missile lock time --> <!-- trackingStrength: Multiplier to missile turning rate --> <!-- missileSpread: Multiplier to missile spread radius --> <!-- extraSlots: Number of extra slots compatible weapons take --> <!-- extraTons: Number of extra tons compatible weapons weigh --> -<UpgradeType CType="Artemis" name="NoArtemisType" id="3051"> <Loc iconTag="UpgradeIcons\upgradeIcon_Armetis.png" shortNameTag="@NoArtemisType" descTag="@NoArtemisType_desc" nameTag="@NoArtemisType"/> <ArtemisTypeStats extraTons="0" extraSlots="0" missileSpread="1.f" trackingStrength="1.0"/> </UpgradeType> -<UpgradeType CType="Artemis" name="ArtemisType" id="3050"> <Loc iconTag="UpgradeIcons\upgradeIcon_Armetis.png" shortNameTag="@ui_Equipped" descTag="@ArtemisType_desc" nameTag="@ArtemisType"/> <ArtemisTypeStats extraTons="1" extraSlots="1" missileSpread="0.66" trackingStrength="1.5"/> </UpgradeType>
#25
Posted 04 April 2017 - 12:13 PM
Artemis may not have been worthwhile on Lrm 5's before, but with the recent nerf it's pretty mandatory if you want to do more than make just make big whooshy noises, flashy cockpit explosions, and actually kill stuff.
An ASN-27 with 2 x alrm 10 will do more effective dps a 6 x lrm 5 Mad Dog now. A CDA-X5 with 2 x alrm 10 and tag will do more effective dps than a 6 x alrm 5 Mad Dog now.
Lrm 5's got shafted hard. They still have the best dps/m2/ton, which is good if they are your secondary weapon, but rubbish if you want to boat them, when you need to go all in.
An ASN-27 with 2 x alrm 10 will do more effective dps a 6 x lrm 5 Mad Dog now. A CDA-X5 with 2 x alrm 10 and tag will do more effective dps than a 6 x alrm 5 Mad Dog now.
Lrm 5's got shafted hard. They still have the best dps/m2/ton, which is good if they are your secondary weapon, but rubbish if you want to boat them, when you need to go all in.
#26
Posted 04 April 2017 - 12:28 PM
Go to testing grounds, go to 100M and fire on an Atlas back and see how SRMA all hit the rear CT, then fire SRM and watch how you have LT and RT side damage rather than all of it in the rear CT. Your choice on what you want to run.
#27
Posted 04 April 2017 - 01:13 PM
I run one of my Archer 5W's without artemis because with 9 launchers...that would be 9 tons and crit spaces. I've used it since the srm4/lrm5 spread change this last patch, and its not any worse with the 5 LRM5s than it was before considering I'm usually firing them on the move.
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