JackalBeast, on 01 July 2017 - 06:43 PM, said:
I'm not seeing this anywhere, so I'll say it; in order to properly differentiate the roles of SRMS and MRMs and not outright leave SRMs in the dust, MRMs need to be given the mechanic where at close range (sub 200m) they 'sandblast a target akin to CSRM6 without Artemis. From 200 to 400 start to tighten, and from 400 on make them nice and accurate to better reflect their role. I also think SRMs shouldn't have a minimum range per se, but terrible spread past 300 m.
The spread for MRMs is pretty much instant and the stream results in them pretty much having a sandblast effect.
Why would I use SRMs over MRMs? Mainly it's the little things. SRM 6 vs MRM10 gives me almost 3 more damage for the same heat, weight, and slots. It also has a better firing pattern concentrating the damage more towards the center firing point. At 100m against an Awesome the MRMs spread damage over three and four different hit boxes while the SRMs consistently hit two or three.
If I already have good mid range weapons then I'll probably go SRMs to give me in close punch. If I'm rolling in-close weapons I'll go MRMs to help me reach out some.
Tarl Cabot, on 01 July 2017 - 07:01 PM, said:
The patch note appears to have not been proof read., and has there been any further updates via Twitter or such to clarify that paragraph's ambiguity meaning?
I see in the first sentence Artemis is UNINTENTIONALLY boosting/beneficial to those weapons. The second sentence is what is being posted in this thread to TAKE Artemis. If the first sentence is saying unintentionally boosting the attributes, then the last sentence should be to NOT take (bad wording) instead it should have been to REMOVE.
I'm certain what they are saying is the intended MRM spread is what you see when using Artemis. When they fix the bug it will mean Artemis gives no boost and the MRM spread will be what we currently see if we have Artemis equipped. Without Artemis the spread is too big and not what is intended which is what is bugged.