

Coming Back After Several Years. Mrm Vs Srm Advice
#1
Posted 19 December 2021 - 10:47 AM
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
Posted 19 December 2021 - 10:56 AM
example:
most archers, that glorious missile-marauder or the nightstar-hero
also: range.
but yeah.. I like me some SRM-boats, too

#3
Posted 19 December 2021 - 11:05 AM
Edited by RickySpanish, 19 December 2021 - 11:08 AM.
#4
Posted 19 December 2021 - 11:11 AM
Gattsus, on 19 December 2021 - 10:47 AM, said:
Welcome back!
Gattsus, on 19 December 2021 - 10:47 AM, said:
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 ...
- 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.
Gattsus, on 19 December 2021 - 10:47 AM, said:
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.
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
Posted 19 December 2021 - 11:27 AM
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
Posted 19 December 2021 - 04:23 PM
Mean baby seems to do mrms well.
Edited by MechaGnome, 19 December 2021 - 04:23 PM.
#8
Posted 19 December 2021 - 06:47 PM
Nomad Tech, on 19 December 2021 - 04:23 PM, said:
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
Posted 19 December 2021 - 06:57 PM

#10
Posted 20 December 2021 - 08:53 AM
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
Posted 20 December 2021 - 02:01 PM
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
Posted 20 December 2021 - 02:17 PM
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
Posted 20 December 2021 - 02:18 PM
Gattsus, 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
Hivemind, pls offer give me your insights!
MRMs: Sandblaster
SRMs: Sawn off Shotgun
#14
Posted 20 December 2021 - 02:31 PM
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
Posted 20 December 2021 - 05:55 PM
RickySpanish, on 19 December 2021 - 06:47 PM, said:
Let say not useless but not really stellar either.. they as weapons go for most mechs are pretty mediocre. Some few shine though.
#16
Posted 20 December 2021 - 06:11 PM
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.

- - - - - - - - - - - - -
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
Posted 22 December 2021 - 09:03 AM
GoodTry, on 20 December 2021 - 08:53 AM, said:
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
Posted 25 December 2021 - 06:57 PM
Escef, on 20 December 2021 - 02:01 PM, said:
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
Posted 25 December 2021 - 11:21 PM
AxMiLLi, on 25 December 2021 - 06:57 PM, said:
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.

Edited by martian, 25 December 2021 - 11:24 PM.
#20
Posted 26 December 2021 - 01:15 AM
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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