Jamico, on 24 June 2017 - 08:44 AM, said:
Can you good people help me understand SRM's a little better? I just don't see the point of them. They are short range, they run hot, don't have pinpoint accuracy (shotgun affect), and they don't do a whole lot of damage (6 points, at most). Now, I'm not starting yet another SRM vs LRM debate. I know why people think LRM's are evil. I get that, so let's not go there in this thread. However, why would I want SRM's instead of lasers or ballistics? Outside of "I want more brawling weapons and I only have missile slots left", what would be the strategic advantage of SRM's?
PS, sorry for all caps in the title. It should have read "Why SRM's?". Too bad I couldn't edit the title.
Jamico, on 24 June 2017 - 08:44 AM, said:
Can you good people help me understand SRM's a little better? I just don't see the point of them. They are short range, they run hot, don't have pinpoint accuracy (shotgun affect), and they don't do a whole lot of damage (6 points, at most). Now, I'm not starting yet another SRM vs LRM debate. I know why people think LRM's are evil. I get that, so let's not go there in this thread. However, why would I want SRM's instead of lasers or ballistics? Outside of "I want more brawling weapons and I only have missile slots left", what would be the strategic advantage of SRM's? PS, sorry for all caps in the title. It should have read "Why SRM's?". Too bad I couldn't edit the title.
Because
nothing does more damage/ton at close range than an SRM launcher. It's not usually even close. An Inner Sphere ASRM6 does 12.9 damage for 4 heat and 6 tons (assuming 2 tons/launcher as a generous combat load; you can do one ton.) That's 3.23 damage/heat, 3.23 damage/second and 1.86 damage per second
per ton - and the Clan versions, though slightly lower dps and dph, have
much better dps/t. It also does that damage in a burst, without the stare time required for lasers and most autocannons, which is ideal for brawling. By comparison, the IS AC/20 does 20 damage (of course) with a 4 second cooldown at 6 heat: this gives it a slightly superior 3.33 damage/heat, and the highest frontloaded pinpoint damage in the game at 5dps. The AC/20 also weighs in at a whopping 15 tons with a bare minimum ammo loadout; this yields a mere 0.33 dps/ton.
As for energy weapons, the most efficient short-ranged energy weapon is still the IS small laser; if you brought enough small lasers to approximate the ASRM's damage (4,) you'd be spending 4 tons to do slightly less damage for
6.8 heat - 1.7 times the heat from the ASRM/6, and with a severely limiting 150m base range (this is why Small Lasers are mostly the province of Light 'mechs who can close effectively with their targets.) The extra heat sinks to bring the laser's heat efficiency up to the level of SRMs would make them effectively heavier for the damage at any desired rate of heat efficiency.
What all that mathematical jargon up there means is that SRMs are used because they are superb weapons within their narrow role. In presenting this analysis, I've primarily focused on the relative strengths of the weapons in order to present this final point: the
limitations you're focused on - ammo requirements, scatter damage, limited range - are in place because they are
needed to balance the weapon system's strengths. Even compared to the Medium Pulse Laser (IS, because the range is more similar,) you'd have to miss your intended component (e.g. Left Torso) with more than half of your missiles for the pulse laser to be more damaging or more heat efficient compared to your effective time to kill (and that's assuming he never misses, himself.) For this reason, the Faction Play Scouting mode was dominated for a long time by SRM-boating Medium 'mechs on both sides of the tech divide - and still is, to my knowledge.
So to summarize, SRMs are among the best weapons in their class for their narrow role; if you are planning to fight sustained battles at very close range,SRMs (and heavy autocannons if you have the tonnage) are the best weapons for doing so.
PS: SRMs may seem to you to run hot for one of two reasons: either you are evaluating them for how much heat they generate when you fire them without considering the massive damage they produce - or else you're firing more than four at once and incurring
Heat Scale Penalties. Also, if you have not yet discovered the website in that link, Smurfy's reference site is a superb resource which no Mechwarrior should be without.
PPS: You're confusing Tabletop weapon damage for MWO equivalents - here,
Check This List.