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Coming Back After Several Years. Mrm Vs Srm Advice


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#1 Gattsus

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Posted 19 December 2021 - 10:47 AM

I haven't really found any real use for MRM's instead of SRM's w/wo artemis, besides for trying.

The range is nice but the spread feels too large and the damage isn't that great unless you have 1 slot in an assault/heavy and you put in there a MRM20+ instead of a SRM6

Hivemind, pls offer give me your insights!

#2 Teenage Mutant Ninja Urbie

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Posted 19 December 2021 - 10:56 AM

MRM are great if you've got the tonnage, but NOT the hardpoints.
example:
most archers, that glorious missile-marauder or the nightstar-hero
also: range.


but yeah.. I like me some SRM-boats, too ;)

#3 RickySpanish

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Posted 19 December 2021 - 11:05 AM

As said above, MRMs are perfect for chassis that have tonnage but few hardpoints. They also CAN replace SRMs in situations where dropping engine weight in favour of range is OK. E.g. Wolverine 7K can manage 3xMRM 20 and it is arguably better than 3xASRM 6 because it lowers the risk incurred by brawling. Since brawling exposes you to optimal range snub/ac20 deletion, the engine size decrease to mount MRMs for a longer ranged damage potential (even if it is a bit of a sand blast) overcomes your loss of speed. Before Cauldron buffs to MRMs, the smaller tubes had a very long launch time which is now lowered greatly. The missiles travel in a tighter salvo making them quite attractive to use - basically, you have long range SRMs.

Edited by RickySpanish, 19 December 2021 - 11:08 AM.


#4 martian

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Posted 19 December 2021 - 11:11 AM

View PostGattsus, on 19 December 2021 - 10:47 AM, said:

Coming Back After Several Years.

Welcome back!


View PostGattsus, on 19 December 2021 - 10:47 AM, said:

I haven't really found any real use for MRM's instead of SRM's w/wo artemis, besides for trying.

There are two main differences between SRMs and MRMs:
  • MRMs have much longer range than SRMs, so you can fire them when you would be hopelessly out of range for SRMs. On some quirked 'Mechs they have range 600 m, you can compare it with SRMs ... Posted Image
  • With some skill, you can "aim" SRMs to hit desired section(s) of enemy 'Mechs. MRMs cover almost entire enemy 'Mech, unless you are really close.

View PostGattsus, on 19 December 2021 - 10:47 AM, said:

The range is nice but the spread feels too large and the damage isn't that great unless you have 1 slot in an assault/heavy and you put in there a MRM20+ instead of a SRM6

If you wish to use MRMs, you should know four things:
  • Use a lot of them. Single small MRM rack is useless. Even medium 'Mechs can be armed reasonably with some 40-50 MRMs tubes, sometimes with 60 or so.
  • Fire as often as you can.
  • Be prepared that you (often) miss, especially when using them in the medium range.
  • Pack lots of ammo. See the previous point. Posted Image
If your 'Mech has just one missile slot, put MRM-30 or MRM-40 in there.

As for the MRM spread, look for 'Mechs with suitable quirks: Missile spread, Missile Cooldown, Missile Heat, Missile Range, etc, or with just generic quirks that you like. Some 'Mechs are quirked specifically for MRMs.

You can also unlock skill nodes that reduce missile spread.

#5 w0qj

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Posted 19 December 2021 - 11:27 AM

A warm welcome back to MWO!

1. I personally treat MRM as longer range version of SRM also!
The good thing is: you only need 2.5ton of ammo for each MRM30 that you deploy, and you would almost never run out of ammo in QP!

2. Newer equipment as per the Civil War timeline update fyi, since you've asked about MRM missiles:
https://mwomercs.com/civil-war-update

3. Running Patch Log List since April 2021 and onwards (aka Cauldron Changes):
https://mwomercs.com...auldron-changes

4. Monthly free mech build suggestions (stay tuned for upcoming MAL-2P & MAD-IIC-A free mech suggestions!):
https://mwomercs.com...ffed-mech-guide

#6 PocketYoda

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Posted 19 December 2021 - 04:23 PM

It depends on the mech. but i mostly agree mrms are are pretty niche imo, unless you can boat a lot they are pretty useless.

Mean baby seems to do mrms well.

Edited by MechaGnome, 19 December 2021 - 04:23 PM.


#7 Gattsus

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Posted 19 December 2021 - 06:08 PM

Thank you for your ideas. I might try it and see how it goes!

View PostRickySpanish, on 19 December 2021 - 11:05 AM, said:

As said above, MRMs are perfect for chassis that have tonnage but few hardpoints.

those were might thoughts...

#8 RickySpanish

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Posted 19 December 2021 - 06:47 PM

View PostNomad Tech, on 19 December 2021 - 04:23 PM, said:

It depends on the mech. but i mostly agree mrms are are pretty niche imo, unless you can boat a lot they are pretty useless.

Mean baby seems to do mrms well.


I wouldn't say useless at all, it's pretty hard to boat a lot of them, that's not necessarily their strong point. But for example you can put a 40 onto a single missile hardpoint you occasionally find on Assaults seemingly handed out for a laugh, and get some serious fire power out of it.

#9 Gattsus

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Posted 19 December 2021 - 06:57 PM

my mind whenever I see MRM's:

Posted Image

#10 GoodTry

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Posted 20 December 2021 - 08:53 AM

Both are good, they just play differently. SRMs are for doing tons of close-up damage. MRMs are for doing less damage but from further away.

SRM6's and MRM10's take up the same number of slots. The SRMs do 30-40% more damage per second (depending on quirks), but at half the range. SRM missiles also fly 25% slower.

So if you are going to be within 270m, SRMs are better. If you are going to be from 270-550m, MRMs are better.

Edit: There are spread differences as well. MRM10s actually have a better spread (4.1) than SRM6's (4.25). Larger MRMs also fire in short bursts rather than instantly.

Edited by GoodTry, 20 December 2021 - 09:21 AM.


#11 Escef

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Posted 20 December 2021 - 02:01 PM

A big MRM rack can clock in a scary amount of damage over the course of a match. They also compliment large cannons quite well. Put an MRM40 and a UAC20 on a Charger 1A5, Atlas, Banshee, etc. and they will wreck people. Up close, double-tapping the cannon that's 80 damage done with staggering swiftness. Alternatively, if you prefer to maximize the MRM's range advantage, you could pair it with a UAC10; not as much damage up close, but at around 400 meters or more it's better than the 20 cannon (and a bit lighter).

MRMs are a situationally good option. No other missile system puts out as much damage per hardpoint, and the range on them tends to make them relevant for a larger portion of the match. Ton for ton, SRMs are better, but some mechs just don't have enough hardpoints to make them viable.

I recommend trying them out and seeing if you click with them. I'm not a big fan of them, but I don't hate them, either. If we had selectable ammo types in this game I'd be all about MMLs, but, well, those aren't here. (And if we had MMLs they'd probably get the ATM treatment, which would make them feel less special.)

#12 Moldur

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Posted 20 December 2021 - 02:17 PM

MRMs can turn virtually any medium IS mech with a missile hardpoint or 2 into a skirmisher effective against heavies and assaults. MRMs struggle vs more agile mechs for obvious reasons, but you can flatten out basically any medium mech's personality and viability (or lack thereof more likely) by turning it into an MRM-50.

I've accidentally done this to a reward mech or 2. They lost their personality privileges after I couldn't get a few builds to work and thus became MRM boats.

MRMs do pump up the damage output of your mech, and with good hardpoint placement, the ease of aim can put them a tier above where I'd normally list them. The Atlas D-DC for instance is slightly anemic as far as hardpoints because it's the ECM variant. You can make up for that by packing an MRM in the high missile hardpoint. Is it an ideal brawler? No, but it's still dangerous at least.

#13 Scout Derek

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Posted 20 December 2021 - 02:18 PM

View PostGattsus, on 19 December 2021 - 10:47 AM, said:

I haven't really found any real use for MRM's instead of SRM's w/wo artemis, besides for trying.

The range is nice but the spread feels too large and the damage isn't that great unless you have 1 slot in an assault/heavy and you put in there a MRM20+ instead of a SRM6

Hivemind, pls offer give me your insights!

MRMs: Sandblaster

SRMs: Sawn off Shotgun

#14 Uzi Foo

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Posted 20 December 2021 - 02:31 PM

I use both srm and mrm on my Atlas mechs depending on the number of missile hard points. With three or more hard points I go with srm, and less than three I go with mrm.

Srm puts out more accurate damage at effect range on moving targets. Mrm gives more range but spreads damage on moving targets.

Both are decent but I feel Srm is more effective at destroying individual mech components.

#15 PocketYoda

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Posted 20 December 2021 - 05:55 PM

View PostRickySpanish, on 19 December 2021 - 06:47 PM, said:

I wouldn't say useless at all, it's pretty hard to boat a lot of them, that's not necessarily their strong point. But for example you can put a 40 onto a single missile hardpoint you occasionally find on Assaults seemingly handed out for a laugh, and get some serious fire power out of it.


Let say not useless but not really stellar either.. they as weapons go for most mechs are pretty mediocre. Some few shine though.

#16 w0qj

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Posted 20 December 2021 - 06:11 PM

You can also look at mech quirks too; some have sweat Missile quirks!

For example:
Warhammer WHM-7S
Weapons Velocity +40% [affects all varieties of Missiles & PPC]
Missile Cooldown -10%
Steak SRM Cooldown: additional -10%

WHM-7S is so good that I wish to spend real cash to buy WHM-7S(S); but unfortunately that's not possible right now. Posted Image

- - - - - - - - - - - - -
1. You can search for specific Missile quirks at MechDB 2.0
https://mwo.nav-alpha.com/mechs

2. You can view all the mech quirks listed in the monthly Patch Notes here:
Running Patch Log List since April 2021 and onwards (aka Cauldron Changes):
https://mwomercs.com...auldron-changes

Edited by w0qj, 20 December 2021 - 06:24 PM.


#17 martian

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Posted 22 December 2021 - 09:03 AM

View PostGoodTry, on 20 December 2021 - 08:53 AM, said:

Larger MRMs also fire in short bursts rather than instantly.

This is the big advantage of SRMs. You can fire them and instantly twist your 'Mech's torso. MRMs usually require waiting until the last missile leaves its launcher.

#18 AxMiLLi

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Posted 25 December 2021 - 06:57 PM

View PostEscef, on 20 December 2021 - 02:01 PM, said:

A big MRM rack can clock in a scary amount of damage over the course of a match. They also compliment large cannons quite well. Put an MRM40 and a UAC20 on a Charger 1A5, Atlas, Banshee, etc. and they will wreck people. Up close, double-tapping the cannon that's 80 damage done with staggering swiftness.


Like this? I was experimenting with this, but wasn't sure if it was a viable non-meta build.


Edited by AxMiLLi, 25 December 2021 - 06:57 PM.


#19 martian

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Posted 25 December 2021 - 11:21 PM

View PostAxMiLLi, on 25 December 2021 - 06:57 PM, said:

Like this? I was experimenting with this, but wasn't sure if it was a viable non-meta build.

If you have fun with this build, then use it. However, you could have problems on some more open maps like Alpine Peaks. Also, MRMs are not ideal weapon against light 'Mechs, unless those Lights are really close and slow.

P.S: Congrats to a good game. Posted Image

Edited by martian, 25 December 2021 - 11:24 PM.


#20 LordNothing

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Posted 26 December 2021 - 01:15 AM

for me its all about range. i usually use mrms on mechs that would otherwise run lerms. however if i plan on fighting close to the enemy, i would use srms instead. they are also not really a weapon id boat either, because its a sandblaster. sometimes you need a scalpel. while sometimes srms fit the bill, depending on launcher size and whether or not you have aretemis, mrms usually do not. even on my iv4 i got some machine guns and small lasers for getting the kill shot. ive had games in 120 tube mrm boats and regretted not having a single small laser with which to precisely remove a troublesome cherry component that wont die to mrms.

mrms are for trading at medium ranges, best used to supplement other weapons.
srms are for shoving in the enemy's pie hole at point blank range and can be boated.

protip: large launchers can be used on fresh mechs to help identify weakly armored components. they tend to scatter very regularly, and by the paper doll after a well squared up shot, they can tell you if its a good idea to go for torso or legs, and sometimes you can snake a kill on someone who thought they were too good to put armor in their head.

Edited by LordNothing, 26 December 2021 - 01:38 AM.






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