The SRM 2 seems like a waste of a slot. Well, 2 slots, as you need ammo as well. Is there any strength to this weapon? I'm trying to see if it's possible to make the "AC2 Build" of missile whoring chassis.
Let's break it down.
Damage: 5, would be respectable, if not for its terrible dps.
Range: 270. Passable, especially if you know how to lead your target.
Heat: 2, quite good. Only need 6 heat sinks to negate.
Accuracy: Dunno, never used 'em. I imagine them being streaks that shoot in a straight line, so wouldn't have the "cluster" problem.
Ammo: 50 shots per ton. You won't have to worry about running out.
Reload: 3.5 Terrible. This brings the DPS down to 1.43.
Basically, I'm imagining an A1 using these to be able to pinpoint components, trading the ease of use of Streaks for much more control. I need a new challenge, so I'm going to try this out. In the mean time, see if you can come up with something viable using SRM2. This weapon needs more time in the sunshine, at the very least to find out its real flaws and present those to the developers, instead of letting it wallow as a forgotten weapon like the machine gun.


Can We Make The Srm2 Worthwhile?
Started by MungFuSensei, Nov 29 2012 04:52 PM
6 replies to this topic
#1
Posted 29 November 2012 - 04:52 PM
#2
Posted 29 November 2012 - 05:22 PM
I could get behind the idea of having the SRM2 be a very, very tight spread, so that it's almost like a low range AC5.
So you pick the SRM6 for damage, SRM4 for space efficiency, and the SRM2 if you want really precise damage.
So you pick the SRM6 for damage, SRM4 for space efficiency, and the SRM2 if you want really precise damage.
#3
Posted 29 November 2012 - 05:38 PM
SRM2s do have significantly tighter spread than 6s. They're only a ton each, so they should only be as useful as a one-ton weapon. If there were a mech with as many missile slots as the 4P has energy slots, and the SSRM did not totally outclass it for +50% weight, then they'd be used.
#4
Posted 29 November 2012 - 06:10 PM
They can just make the SRM2 fire faster.
#5
Posted 29 November 2012 - 06:18 PM
A reload of 1.25 would put it on par with the AC2 for DPS. Now, this may be a bad thing because it's a 1 ton weapon, but remember, it's MUCH smaller range, and vulnerable to AMS. 1.5 reload would seem to be a sweet spot. Disclosure: This is all math, I have yet to use the SRM 2.
#6
Posted 29 November 2012 - 07:07 PM
SRM2 has tight spread and fires faster than a medium laser for the same weight and far less heat... The tricky part is getting the missiles to hit the target, which is why people prefer the medium laser, as it's useful against lights.
To be honest, haven't messed with SRM2's in a while, might be time to get a commando and see how much I can troll enemy assaults.
To be honest, haven't messed with SRM2's in a while, might be time to get a commando and see how much I can troll enemy assaults.
#7
Posted 29 November 2012 - 09:50 PM
Give only SRM-2s access to Inferno SRM Ammo. Heats up the enemy mech, badly. The downside is Infernos are more unstable, and ammo explosions are an overheating fireball.
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