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Artemis Is Useless On Srm


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#21 Bogus

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Posted 12 November 2012 - 06:19 PM

My 4x SRM Awesome says Artemis SRMs are pretty wicked. But once I lose premium time with the next patch I won't be able to afford to run that build anymore, so eh.

#22 Ace367

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Posted 12 November 2012 - 06:37 PM

For you guys who feel that artemis doesn't seem to work on your SRM6s, when you perform the upgrade to artemis in the mechlab, do you guys take out your old SRM6s and put them back?

I had a problem where I simply upgraded to artemis on my existing SRM6s on my atlas, and it didn't have any effect. But after I removed the 'upgraded' SRM6s and just put them back. I start to see the improved spread of SRM missiles.

Might want to try that out.

#23 Rumjaku

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Posted 31 December 2012 - 02:07 PM

View PostAce367, on 12 November 2012 - 06:37 PM, said:

For you guys who feel that artemis doesn't seem to work on your SRM6s, when you perform the upgrade to artemis in the mechlab, do you guys take out your old SRM6s and put them back?

I had a problem where I simply upgraded to artemis on my existing SRM6s on my atlas, and it didn't have any effect. But after I removed the 'upgraded' SRM6s and just put them back. I start to see the improved spread of SRM missiles.

Might want to try that out.


DO NOT forget that you also must purchase the +ARTEMIS ammo separately.

I.E. If you have ammo for an SRM6 w/o ARTEMIS and then add ARTEMIS, you MUST remove your non-Artemis ammo and ADD the +ARTEMIS ammo instead. You probably also have to remove and re-add the SRM6, as stated above.

#24 King Arthur IV

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Posted 31 December 2012 - 02:08 PM

looks like it packs tighter then back to spread out in the last 20m

#25 QuantumButler

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Posted 31 December 2012 - 02:12 PM

What the heck kinda dope are you smokin' mon, asrms are very much worth it, extends your effective range with srms from about 100 meters to almost 200 and lets you actually aim them at individual parts almost.

Edited by QuantumButler, 31 December 2012 - 02:12 PM.


#26 One Medic Army

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Posted 31 December 2012 - 02:13 PM

THREAD NECRO!

Seriously though, I replaced the 2x SRM6s with 2x ASRM4s on my Stalker and it's definitely an improvement.

#27 Nightcrept

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Posted 31 December 2012 - 02:19 PM

I find it's very buggy.

I run my d-dc with 3xsrm'6's plus arti. Some games the spread seems to be in a pretty little x formation and then in others it's back to the shotgun.

It's very strange.

#28 IQwrassler

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Posted 31 December 2012 - 09:18 PM

Posting to show some love for SRM Artemis!

I, personally, find Artemis ESSENTIAL for SRMS, after previously running without them to save tonnage.

1. Hits more missiles per shot, killing enemies with less volleys

2. Focuses damage on specific parts (at close enough range), making SRMs more efficient. For example, I can specifically leg enemies with SRMs with Artemis, or take out a Wang Cannon quickly (that's what she said!).

2. It increases your effective range with your SRM (often primary) weapon group. I like to hit and run and need the extra 50-100m to do so more effectively.

Even with the extra tonnage cost, I can't seem to give it up! My 3x SRM-6 Centurion has gone with/without Artemis because of the 3 tons, but absolutely love it in my 4SP.

Edited by IQwrassler, 31 December 2012 - 09:48 PM.


#29 xxx WreckinBallRaj xxx

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Posted 31 December 2012 - 09:22 PM

SRMs is only thing Artemis is worth using for now, but unless you have an SRM heavy build, I'd still forget the upgrade.

#30 General Taskeen

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Posted 31 December 2012 - 09:37 PM

They could make Artemis fun and useful for SRMs by making them semi-guided (where you aim, they go). Then give non SRM's guided capability with NARC/TAG. Then its just a matter of choosing unassisted semi-guided missiles over assisted guided missiles.

Edited by General Taskeen, 31 December 2012 - 09:40 PM.


#31 Irreverence

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Posted 31 December 2012 - 09:42 PM

Artemis SRM optimal ranges are pointblank and maximum where the spread tightens up again. In the middle it does a swirly dance then tightens back up again. Test it out.

#32 Mycrus

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Posted 31 December 2012 - 09:55 PM

View Postcbo73, on 12 November 2012 - 07:03 AM, said:

Complete useless with SRM . My advice is do not be tortured to try to SRM.


clearly you have not heard of the splatcat...

#33 WaddeHaddeDudeda

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Posted 31 December 2012 - 10:32 PM

Simple summarization:

1) hitting targets with SRM's at ranges ABOVE 150 m = it doesn't matters if you have artemis or not, its just bad
2) hitting targets with SRM's at ranges from 150 - 100 m = artemis IS well worth its money and weight
3) hitting targets with SRM's at ranges BELOW 100 m = artemis may be a "nice to have", but is absolutely not necessary

Bottom line: if you're slow and can't get below 100 m FAST than go for artemis. If you're running 80ish kp/h then there really is no need for it.

#34 a rabid chihuahua

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Posted 31 December 2012 - 10:47 PM

I use artemis on my cat wiht 4 x SRM4's and it'ss nasty in close to med range . and even at long range for them they still maintain enough group to mostly all hit target. I can't think theres really a downside for them.If ylou dont wnat em, pass ,but I feel its worth the cost fro any missle system.

#35 SpiralRazor

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Posted 01 January 2013 - 12:52 AM

View Post00dlez, on 12 November 2012 - 07:46 AM, said:

IMO, Artemis is something to use once you are at the point of "what should I spend my money on now... I have everything else I want..."

The fact that it's effect is balanced with tthe weight/crit slots, but is "super expensive" means that PGI is doing a great job with the economy. It should be tough to earn the advanced mech equipment, but not something that is unbalanced once attained. Players who don't have the time or desire to grind towards it aren't at a unplayable disadvantage, but those who do grind it out get added flexibility without breaking the game.



explain ECM then compared to the cap accelerator:)

#36 Vermaxx

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Posted 01 January 2013 - 12:57 AM

Artemis tightens the spread into a fistpunch...under certain circumstances. I haven't figured out the exact figures.

SEEMS LIKE around 90 meters with the reticle right on your target, Artemis tightens them into a thick cloud instead of the death blossom (five points if you know what that's from) they usually are. It might be farther, I've been grinding other mechs and haven't used Artemis in a few days.

I DO remember that Artemis was good enough to change my mind and find it's way onto both my SRM mechs. They do NOT have the homing function promised by the tooltip though. They did on the first night of Artemis, but lost it in the massive narf update.

Artemis tightens up SRM, just not every single shot without fail. It puts several restrictions on the system. You have to use it yourself and decide if they're worth the weight and critslots.

Edited by Vermaxx, 01 January 2013 - 12:57 AM.


#37 SpiralRazor

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Posted 01 January 2013 - 01:15 AM

Artemis and TAG do seem to work together though, but eh....


The one thing i dont like about Art FCS is that its tied to your actual hardpoints, and not to the weapons system like its supposed to be.

Each applicable Missile weapon should have a checkbox to upgrade to Artemis, not the whole mech...and it would check that you had the right number equipped before you left mechbay.

Meaning you must buy artemis for all six hardpoints, even if you wanted to do 3 ARTY srms and 3 normal LRMS>


At least thats the way it seems to me.

#38 Vermaxx

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Posted 01 January 2013 - 01:19 AM

I'm not positive, but I don't think you were allowed to mix Artemis upgraded and non upgraded. They way they have it now is probably best, since it applies the Artemis critslot to the same area as the weapon (per tt rules) and upgrades each and every missile system you install.

If you install two LRM and four streaks in the missile cat, it only installs two Artemis. It removes all the Artemis if you go full streak. The upgrade is rather intelligent, and as far as I can tell they actually got the equipment rules pretty correct.

And now that Artemis only works on LOS targets (damn), it FUNCTIONS pretty much like tabletop too.


**Edit, without a rulebook here sarna DOES seem to suggest you could install Artemis LRM and standard SRM. This game doesn't let you do that, but SSRM makes a better backup missile launcher in my opinion anyway.

Edited by Vermaxx, 01 January 2013 - 01:21 AM.


#39 Merky Merc

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Posted 01 January 2013 - 01:20 AM

Depends on the mech/chassis. On my Ctf-2x? No reason to use it, the limited amount of tubes means the rockets launch in tight groups.

On my RVN-2X yeah I could see a use for a tighter group given it's 5-6 tube launcher that at best gives me a shotgun pattern.

#40 Lupin

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Posted 01 January 2013 - 07:39 AM

View PostWaddeHaddeDudeda, on 31 December 2012 - 10:32 PM, said:

Simple summarization:

1) hitting targets with SRM's at ranges ABOVE 150 m = it doesn't matters if you have artemis or not, its just bad
2) hitting targets with SRM's at ranges from 150 - 100 m = artemis IS well worth its money and weight
3) hitting targets with SRM's at ranges BELOW 100 m = artemis may be a "nice to have", but is absolutely not necessary

Bottom line: if you're slow and can't get below 100 m FAST than go for artemis. If you're running 80ish kp/h then there really is no need for it.


I agree with this.
Have been test firing to swap out SSRM (No skill) to SRM and better damage if you hit.
My problem is with SRM6 vs. SRM4 with and without Artemis.
SRM6 I seem to lose 2 or 3 missile regardless of artemis, but with SRM4 above quote applies. With artemis I can focus on area.





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