Clan SRM2 is 0.5 Ton, IS SRM2 is 1 Ton.
Clan SRM4 is 1 Ton, IS SRM4 is 2 Ton.
Clan SRM6 is 1.5 Ton, IS SRM6 is 3 Ton.
Clan SRM2A is 1.5 Ton, IS SRM2A is 2 Ton.
Clan SRM4A is 2 Ton, IS SRM4A is 3 Ton.
Clan SRM6A is 2.5 Ton, IS SRM6A is 4 Ton.
Now here is the problem, Clan SRMs are really light, it's easy to lump a bunch and just splat a lot of damage willy-nilly. This results in Clans getting nerfed the hell out by lower damage, and larger spread.
The larger spread which affects SRM6 heavily, that's why pre Artemis nerf SRM6A is the norm. And now post nerf, SRM6 and Artemis is bad. Spread is quite literally the SRM6's problem, because it has to be bad in some way because Clan SRMs are easily massed.
So what if, Clan SRMs are burst-fire by default, preferably 0.13s between shots? Of course we're looking at completely tighter spread, and higher missile health. But being stream-fired means it's slightly superior over IS SRMs, but it would be the same trend of unwieldy. By introducing burst-fire with SRMs, that means we have the luxury of lessening the COF, and thereby balancing CSRMs with iSRMs WITHOUT having to resort to debilitating extremes.
Clan Artemis would be in the form of volley fire than burst fire, but no longer would provide spread reduction. Note that IS Artemis still provides a 33.33% Spread reduction.
Misc Changes:
- SRM2 Spread is 1.5 for IS (1.0 with Artemis), 1.0 for Clans.
- SRM6 Spread Normalized with SRM4: IS at 3.5 spread (2.31 with artemis), Clan at 2.5 spread.
- SRM2 Cooldown to 1.5s, SRM4 Cooldown to 2.75. SRM6 Cooldown to 4.0s.
- Damage buff For Clan: From 2.00 to 2.15
- Damage buff For IS: From 2.15 to 2.35
Edited by The6thMessenger, 22 July 2018 - 11:21 PM.