Posted 12 November 2012 - 05:25 PM
after spending 1.2mil cbills to do some testing, here's what i've noticed.
at >200m, artemis makes little difference. this is in part due to the tendency of regular SRM's to scatter, converge back, then scatter again. they tend to converge back somewhere in the 150-200m ballpark then scatter again.
at <100m, artemis makes little difference. the regular SRM's stay tight enough at this close a range to not really benefit much from artemis. as you get closer to 100m you start seeing some difference though
between 100 to 200m seems to be the main area of benefit for artemis. the SRMs seem to stay tighter, not oscillate as much as regular SRMs, allowing you to group your damage a bit more tightly
to this end, for SRM's, i can see them being useful for some builds and not for others. for brawler assaults for example, i feel you're better off without. you'll be closing in to dish out your punch, so you can fire a volley at the ~200m zone where they are reconverging, then your next volley will be close in
on the other hand, skirmishing lights/mediums stand to benefit quite nicely from artemis srm's, able to dish out a more consistent grouping over a wider range then zip back out to cover.
testing done with group fired dual SRM4's at 50, 100, 200, and 250m, give or take a few