#1
Posted 07 November 2012 - 01:39 PM
What is the impact of Artemis on SRMs?
I'm guessing it is not nearly as dramatic as the LRM changes or there would be whines about it already. ;-)
But to hear nothing makes me think the effects are virtually non-existent.
So anyone notice any reason to use Artemis on SRMs?
#2
Posted 07 November 2012 - 01:47 PM
http://mwomercs.com/...54-srm-artemis/
#3
Posted 09 November 2012 - 10:42 AM
My Major question is does anyone know how much Artemis helps? 4 tons and 4 slots to upgrade 4 SRM 6's doesn't sound like a big deal, particularly for such a low-heat build, but I'd hate to pay the c-bill cost blind.
#4
Posted 09 November 2012 - 10:48 AM
(Beware though that the Awesome's large head hit box makes it a good target at close range).
#5
Posted 09 November 2012 - 10:50 AM
#6
Posted 09 November 2012 - 10:53 AM
#7
Posted 09 November 2012 - 10:53 AM
The one thing that I do find a little annoying about adding the FCS is that it is harder for me to score hits on speedy lights than it was before, but on the plus side, when I do they are more deadly. I cored a Raven with one volley to the back as it was trying to run away from me, without the FCS, it would have gotten away.
#8
Posted 09 November 2012 - 10:56 AM
If it gives you an idea, its between how LBX used to be, and how it is now.
That said, I think most SRM boats are LRM boats who realised that post-hotfix, using Artemis LRMs is basically the equivalent of using gold plated bullets, i.e. costly without justification.
#9
Posted 09 November 2012 - 11:03 AM
#11
Posted 09 November 2012 - 11:10 AM
multiplesanta34, on 09 November 2012 - 11:03 AM, said:
I always run TAG on my HBK, so it's hard for me to say, as I TAG everything out of force of habit. I can tell you, with TAG+Artemis, a single SRM6 will have almost ballistic trajectory and is useable for the first time at longer ranges. I personally think it's worth it, but like I said, I run TAG always anyhow.
I'm not suggesting SRMs are accurate or anything at range, but given a free pot-shot at a powered down mech at 180m, I can confidently land all 6 missles on target with a high chance of multiple single section hits. This was all but impossible pre-artemis.
Nolium, on 09 November 2012 - 11:08 AM, said:
From the MWO wiki, as it's next to immpossible to search for TAG on the forums...dumb 3 letter restriction...but I know it's been mentioned here as well, just can't find it.
Quote
Mr 144
Edited by Mr 144, 09 November 2012 - 11:19 AM.
#12
Posted 09 November 2012 - 11:21 AM
#13
Posted 09 November 2012 - 11:24 AM
#14
Posted 09 November 2012 - 11:28 AM
Agent 0 Fortune, on 09 November 2012 - 11:24 AM, said:
So while those are interesting numbers, I'm having trouble interpreting what they mean in practical terms. Atremis SRMS have slightly less splash dmg than regular SRMs?
#15
Posted 09 November 2012 - 11:39 AM
Sir Prometheus, on 09 November 2012 - 11:28 AM, said:
lol...confusing indeed. I interpret it as the same as my in-game experience. Previously, when taking pot-shots at anything over 90m, I aimed for the mech. Now, I aim for the specific section. If you like the shotgun approach, don't use artemis. If your twitch and aim is good and want more precise damage at the expense of *splat*...then artemis is for you. Both practices are equally viable IMO.
Mr 144
#16
Posted 09 November 2012 - 11:41 AM
Nolium, on 09 November 2012 - 11:08 AM, said:
In MWO SRMs are are not guided, but SRMs in TT are direct fire, but not dead fire.
In TT there was also dead-fire missiles, for both SRM and LRM systems, that removed the guidance systems for larger warheads that did more damage per missile, but less missiles were likely to hit. It is as if PGI gave us dead-fire SRMs without the damage boost. If SRMs worked in like TT, they would have lock-on just like LRMs, but Streaks would still be better because Streak is supposed to guarantee all rather than some of the missiles hit various parts of the target mech.
If PGI added the ability to upgrade our standard SRM ammo to follow a laser designator, then mounting a TAG rather than the FCS in each missile pack should work. Honestly, LRMs should not gain benefit from TAG either without being upgraded to Semi-Guided LRMs but those are not available till 3057. Though since TAG in this era would be kind of useless without Arrow IV or other artie, PGI gave it a use.
Now, NARCs in this time period could be used in conjunction with SRMs and LRMs equally, but yet again, the SRMs and LRMs would have to be special twice as expensive ones.
#17
Posted 09 November 2012 - 11:46 AM
#18
Posted 09 November 2012 - 11:47 AM
I could almost swear that the SRMs sometimes curve slightly towards the target, though i think that's a trick of the angle at which my arm is firing them. (Also, only noticeable at 100+m)
#19
Posted 09 November 2012 - 11:50 AM
Currently I run a AWS-9M (except I ditched the XL engine and DHS, added endo, it has little resemblance to the original) with 2 ER PCCs for long range sniping (and the 4x zoom upgrade....everyone hates it but it works well for me) and 4x Medium Pulse lasers. THe PPCs let me do some consistent-low dmg to people at the 1000-1200 meter range. (strategic value is often just that it makes a gauss atlas back off a ridge-line)
4 Medium Pulses let me pretty consistently beat up atlas's, but I do overheat (so do they), I have 30 Heatsinks.
I have to get a new Awesome for exp reasons, and I'm thinking a AWS-QR might do the trick. Will probably look like 4 x SRM 6 + artemis in the torso, and a large laser in the right arm just so I'm not useless at longer ranges.
3 slots, 4 tons per artemis SRM 6 (plus ammo) doesn't seem too bad, total of 12 slots 16 tons. Would generate 60 dmg as an alpha strike (but more likely to chain)......that seems pretty likely to knock an Atlas on his butt.
#20
Posted 09 November 2012 - 11:50 AM
Artemis seems to make SRMs as good as they were before the nerf (as far as spread goes), but the delay is still pretty bad with SRM6s.
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