However, the way current SRM spread works, they also have a much greater effective range.
Take an SRM6 without Artemis, and try firing at 250 meters. Even if you aimed your shot perfectly, several SRMs are going to miss. Even if you do this with Artemis, several SRMs will miss.
So, at 270 meters, your 3 ton SRM6 is more like an SRM2... so why not use an SSRM2 and save yourself a couple extra tons? Not to mention you don't even have to predict your enemy's movement anymore.
However, this is not true with SSRM2s. 270 meters, and they will all hit.
SRM6s are wonderful. I love them, but my point is that SSRM2s have an advantage in MWO beyond a 100% chance to hit. They also have an advantage in terms of range.
(Also, in closed beta SRMs were not always this inaccurate, they used to be extremely accurate and fly in a tight cluster. However, this was modified because SRMs were too effective. This may have inadvertently made SSRM2s more effective than intended, because they have a similar damage per missile compared to SRMs, but - given their guaranteed accuracy - a greater maximum effective range.)
I like the current "shotgun" effect of SRMs - they are very potent, but very short range, but it might be wise to reduce their damage and increase their accuracy. This would nerf SSRM2s, and keep damage values consistent. This would reduce the shotgun effect of SRMs, but it would increase their viability at range.
Of course, there are other solutions, such as increasing the difficulty of maintaining a lock with SSRM2s, or requiring the lock to be re-acquired after every volley.
Edited by Pale Jackal, 29 November 2012 - 11:27 AM.