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Which Is Best? Srm 2, 4 Or 6


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#1 Anudiz

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Posted 04 January 2013 - 06:58 AM

So after some testing i came to some conclusions:

1. Artemis is not worth it in case of SRMs (at least i felt closo to no improvement, tested with SRM 6s)
----------> No SRM wins, just dont use Artemis if you got weight problems (personal opinion)

2. Spread gets gradually bigger with SRM Launcher Size.

SRM6 can only be shot effectively (50% or more shots hit) at ~ 100m - 150m
If Damage should hit a specific area, you need to be within 90m range

SRM4 can be shot effectively (50% or more hitting) at ~ 150m - 200m
If Damage should hit a specific area, you need to be within 150m range

SRM2 can be shot effectively (50% or more hitting) at the full range - 270m
You can target specific areas at any distance.
----------> SRM2 wins by far, SRM4 is close, SRM6 loses by far

3. Ammo requirement gets gradually bigger for SRM Launcher size

I found for sustained firing throughout most games you need:
~ 1.5tons Ammo for SRM6 Launcher
~ 1ton Ammo for SRM4 Launcher
~ 0.5 ton Ammo for SRM2 Launcher

----------> SRM2 wins again, SRM4 is middle ground and SRM6 loses

4. CritSlot and tons of the Launchers

----------> No need to explain, SRM2 is smallest and lightest, SRM4 in between and SRM6 loses

5. Raw Damage

Now the SRM 2 doesnt shine so much anymore:

SRM6 per shot: 2.5*6 = 15Dmg
SRM4 per shot: 2.5*4 = 10Dmg
SRM2 per shot: 2.5*2 = 5Dmg

----------> The places changed SRM6 comes out on Top



____________________________________________________


The big question is, are SRM6s overused and SRM2s underappreciated?

After all you get the same amount of Dmg per ton, with much increased accuracy, but less burst Dmg. Doesnt seem to be a bad tradeoff considering this leaves room for other weapons, heatsinks etc. yet nobody uses them...

#2 superteds

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Posted 04 January 2013 - 07:00 AM

Because hardpoints are the limiting factor. so you could either use that slot for a SRM 2, and do...very little damage at range (but be efficient!!!!) or use it for an SRM6 and utterly **** anything within 100m of you.

tough choice! (it isn't)

Also ASRM is fine. use it on something slow (stalkers f.ex) and you'll really appreciate the tighter grouping.

#3 Apoc1138

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Posted 04 January 2013 - 07:04 AM

with alot of weapons, the smaller you go, the more heat efficient, or the better damage per ton you get
with SRM's they are all largely the same damage per ton, or DPS per ton, so when (on most mechs) you are starved of missile slots, you really need to take the biggest SRM launcher you can to give you the biggest potential for damage

on the small mechs, if you are considering taking SRM2's then you may as well take Streak SRM2's as they are guaranteed to hit... even on bigger mechs, if you want some punch against fast mechs and find aiming through the lagshield with other weapons difficult then boating streaks is often preferable to taking SRM2's or 4's

basically, it comes down to a choice between big punch = SRM6 or little punch but guarenteed hit = SSRM2, and the other SRM launchers sit in the middle being less preferable in a lot of cases

#4 J4ckInthebox

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Posted 04 January 2013 - 07:05 AM

Moar damage = better.

Thus, SRM 6.

#5 Solomon Ward

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Posted 04 January 2013 - 07:16 AM

No reason to take SRM2.

SRM4 are very precise and on some mechs I prefer SRM4+Artemis over SRM6.

On my Stalker i use a mix of SRM4 and SRM6 to fit 2 more Heatsinks in.

Right in the face SRM6 wins.

#6 EyeOne

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Posted 04 January 2013 - 07:21 AM

The only thing I use are SRM6s or dual SRM4s if the situation calls for it.

#7 Darwins Dog

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Posted 04 January 2013 - 07:27 AM

It also depends on the mech model. The commando 3A? (the 3 laser one) has only 2 missile tubes, so the SRM6 actually fires like 3 SRM2s on chain fire. Anything that comes stock with a NARC has 1 tube there, so you get one missile at a time for even more accuracy.

Otherwise, as others have said, the hardpoints are usually limiting, so people will pack in as much as possible.

One question I have:
Did you test this with more than one system at a time? In other words, will 3 SRM2s fired at once still be as accurate?

#8 Joseph Mallan

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Posted 04 January 2013 - 07:29 AM

I have become a fan of the SRM4. good cyclic rater, good heat, solid damage.

#9 Jman5

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Posted 04 January 2013 - 07:30 AM

I think the better question to ask is what would you do with the extra tonnage and space by downgrading from SRM 6 to SRM 4? Is it really worth downgrading if you're just using the extra tonnage for a BAP and some leg armor?

If you are one or two tons short of something really awesome, then by all means, consider using SRM 4. But if the extra tonnage doesn't really translate into something major, just stick with the SRM 6s.

Edited by Jman5, 04 January 2013 - 07:30 AM.


#10 Penance

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Posted 04 January 2013 - 07:31 AM

I have 2 SRM 6's on my Cataprhact 2x.

Freaking heavy hitters bro. Timed right, I can put a severe hurt on a light mech, and anything else takes a ton of damage, but I like them in chain fire.

Edited by Penance, 04 January 2013 - 07:32 AM.


#11 bantapoo

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Posted 04 January 2013 - 07:37 AM

SRM with artemis is incredibly more deadly as it reduces greatly the spread which result in more focused shots and the whole volley hitting, even at its maximum range (270m).
as to which srm to choose, 6 is a must, 4 if you have a more deadly weapon (ac20/gauss?) you fitted and you lack tonnage.

Edited by bantapoo, 04 January 2013 - 07:39 AM.


#12 PANZERBUNNY

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Posted 04 January 2013 - 07:37 AM

I prefer 4's. Tighter spread. We all like it tighter.

#13 Kaspirikay

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Posted 04 January 2013 - 07:42 AM

4 for accuracy 6 for damage. 2s are useless.


something like that.

#14 PANZERBUNNY

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Posted 04 January 2013 - 07:44 AM

If you could set up SRMS to fire spread or volley fire, that would be awesome.

SRM 6's shooting 2 at a time in volleys of 3 or one big BOOM attack spread of 6.

#15 jakucha

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Posted 04 January 2013 - 07:44 AM

I like having two 6s with the Hunchback. Packs a really good punch, especially with the spread it makes it easy to hit lights. Of course the only downside being you have to get close. Risk-reward.

Edited by jakucha, 04 January 2013 - 07:44 AM.


#16 Wintersdark

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Posted 04 January 2013 - 09:04 AM

View PostAnudiz, on 04 January 2013 - 06:58 AM, said:

After all you get the same amount of Dmg per ton, with much increased accuracy, but less burst Dmg. Doesnt seem to be a bad tradeoff considering this leaves room for other weapons, heatsinks etc. yet nobody uses them...

Hardpoints.

If you're rocking a Cat or Stalker, there's a good argument in favor of 2's and 4's, and some mechs/variants have tube restrictions that further hamper 6's.

However, if you've only got one missile hardpoint, an SRM2 generally isn't worth the tonnage - you need a full ton of ammo that you'll never fully use, and it's not going to be a major contributor to your damage output.

#17 Kaldor

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Posted 04 January 2013 - 09:14 AM

I think the Artemis upgrade is worthwhile for 4s and 6s. 4s are really precise with Artemis. 6s still spread alot, but at least at 100m most of your missiles will hit.

If not running Artemis, 4s are still OK, and the spread is not horrible. 6s are bad past 50m without Artemis.

And 2s, why?

#18 Joseph Mallan

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Posted 04 January 2013 - 09:16 AM

View PostJman5, on 04 January 2013 - 07:30 AM, said:

I think the better question to ask is what would you do with the extra tonnage and space by downgrading from SRM 6 to SRM 4? Is it really worth downgrading if you're just using the extra tonnage for a BAP and some leg armor?

If you are one or two tons short of something really awesome, then by all means, consider using SRM 4. But if the extra tonnage doesn't really translate into something major, just stick with the SRM 6s.

Add Artemis!

#19 De La Fresniere

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Posted 04 January 2013 - 09:33 AM

Yep, hardpoints. "Damage per hardpoint" is an important factor. Maybe a 6xSRM2 'pult is more accurate and can fire three times longer for the same ammo tonnage, but a 6xSRM6 can dish out a lot more immediate damage, which can turn a brawl to your advantage early in the fight. Even if you waste 1/3 of your missiles per volley and the SRM2 doesn't, the SRM6 would still deal double damage, which means you'll disable or kill your opponent before it does the same to you.

Missile tube limitations work the other way around, though...

#20 Ghogiel

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Posted 04 January 2013 - 09:35 AM

Forgets to mention the slightly faster firing rates of SRM4s and 2s.

Edited by Ghogiel, 04 January 2013 - 09:35 AM.






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