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Hbk And Artemis


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#21 Sh4dow78

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Posted 21 January 2013 - 10:32 AM

i Drived my 4sp with 2xsrm6 with artemis and without and i really cant see a much diff here... i think better is just put std260 4xml 2xsrm6+4tons of ammo endo +dhs and rest fit with DHS with tweak u run 92kp/h is easy to just get close to any med/heavy and put those 12 rocket in his *** without any problems and then just make a turn and repeat to his death :D

#22 MustrumRidcully

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Posted 21 January 2013 - 11:13 AM

View PostKing Arthur IV, on 21 January 2013 - 05:46 AM, said:

no it is not.
if you can some how find an additional 4tons, maybe. 2 for artimus and 1 extra for each srm.

Artemis costs you 1 ton per launcher. That's it. So it's only 2 tons.

#23 King Arthur IV

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Posted 21 January 2013 - 11:25 AM

View PostMustrumRidcully, on 21 January 2013 - 11:13 AM, said:

Artemis costs you 1 ton per launcher. That's it. So it's only 2 tons.

and 2 tons for artemis

Edited by King Arthur IV, 21 January 2013 - 11:26 AM.


#24 TruePoindexter

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Posted 21 January 2013 - 11:29 AM

View PostKaarde, on 21 January 2013 - 05:19 AM, said:

Hey folks,

I just got back from an extended stint over seas. The game was still in Closed Beta when I left.

Now that I'm back and picking up the game again I have a question. My go to mech was a Hunchback sporting two srm racks in its torso. I plan on grabbing another but was wondering if it's worth sacrificing a bit of weight to grab an Artemis.

Ive read that they spread out the srm pattern and wanted to know if the module would help counteract that.


Full disclosure I've found I have better luck just using SRM4's or replacing them with SSRM2's. Only in the very heaviest mechs have I found ASRM6's to be worth the effort (hint - Atlas). Here's the 4SP I run:

5 ML 2 SSRM2 STD260
http://mwo.smurfy-ne...3a60ed72b18a69f

Edited by TruePoindexter, 21 January 2013 - 11:53 AM.


#25 Ravennus

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Posted 21 January 2013 - 11:24 PM

View PostKing Arthur IV, on 21 January 2013 - 11:25 AM, said:

and 2 tons for artemis


False... unless Smurfy's Mechlab, and the ingame Mechlab where I have this exact build lie.... HBK-4SP

Artemis only costs 1 extra crit space and 1 extra ton per launcher. The ammo does not cost any extra tonnage.

The upgrade itself costs no tonnage unless you have LRM or SRM launchers equipped. You can flip it on and off and not notice a change in your weight, though I don't recommend testing that ingame as it'll cost you millions, lol.

This actually leads to a little bug I've heard about regarding SSRMs.
Apparently Artemis speeds up the lock-on time for them, even though it shouldn't. I haven't tested this myself, but I've talked to a couple people who paid for the upgrade even though they had SSRMs and swear they notice a big difference.




Personally, I love Artemis on my 4SP but didn't go for it on my Atlas 3xSRM6 build.
I noticed a difference in play, myself. For 2 tons and 2 crit slots, it was worth it to me. I tried both.
If ECM isn't disrupting it and you have a dead-on shot, the Artemis actually seems to take the distance into effect and converge the missiles on the spot you targeted.

The tightness and convergence isn't static with Artemis. It takes the distance under your reticle into account, particularly targeted mechs.
What does suck about this however, is that if you are leading a moving target then you won't notice a big difference as the missiles won't converge at the distance of the mech but the distance of wherever you are pointing.
ECM also disrupts the Artemis and turns them into normal SRMs, as I mentioned.

But regardless, Artemis does seem to naturally tighten the spread in the first 100m or so.


Either way, some like it... some don't.
It works on some builds, but not others.


It sucks that it costs so much, but you kind of have to decide for yourself. *shrugs*

#26 King Arthur IV

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Posted 22 January 2013 - 12:00 AM

View PostRavennus, on 21 January 2013 - 11:24 PM, said:


False... unless Smurfy's Mechlab, and the ingame Mechlab where I have this exact build lie.... HBK-4SP


i use that 2 but its wrong, in game it says 2 slots and 2 tons

http://imgur.com/gkv0EVl

so 2 ton artemis + 2 ton 2srm = 4 ton

Edited by King Arthur IV, 22 January 2013 - 12:20 AM.


#27 Ravennus

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Posted 22 January 2013 - 12:25 AM

View PostKing Arthur IV, on 22 January 2013 - 12:00 AM, said:

i use that 2 but its wrong, in game it says 2 slots and 2 tons

http://imgur.com/gkv0EVl

so 2 ton artemis + 2 ton 2srm = 4 ton


Yes... it shows you that because you currently have 2 SRM6s already installed.

If you took out the launchers, it would show NO cost in crit space and tonnage.


Trust me... I have the EXACT same build ingame that I made in Smurfy's Mechlab, and it translates perfectly.


If you had 3 LRM or SRM launchers, it would show 3 crit and 3 tons for Artemis.
4? 4 crit and 4 tons, etc.

Edited by Ravennus, 22 January 2013 - 12:29 AM.


#28 King Arthur IV

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Posted 22 January 2013 - 12:45 AM

View PostRavennus, on 22 January 2013 - 12:25 AM, said:


Yes... it shows you that because you currently have 2 SRM6s already installed.

If you took out the launchers, it would show NO cost in crit space and tonnage.


Trust me... I have the EXACT same build ingame that I made in Smurfy's Mechlab, and it translates perfectly.


If you had 3 LRM or SRM launchers, it would show 3 crit and 3 tons for Artemis.
4? 4 crit and 4 tons, etc.

oooohohohoooooo...... i sheee now. herp derp me

#29 Ravennus

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Posted 22 January 2013 - 12:46 AM

View PostKing Arthur IV, on 22 January 2013 - 12:45 AM, said:

oooohohohoooooo...... i sheee now. herp derp me


No worries! Happens to the best of us. ;)

#30 King Arthur IV

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Posted 22 January 2013 - 12:51 AM

View PostRavennus, on 22 January 2013 - 12:46 AM, said:


No worries! Happens to the best of us. ;)

now this is one example why this game is daunting for noobs. their training grounds doesnt cover enough... anything. having to scour forums for 3rd party info is much harder then having official links.

#31 Ravennus

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Posted 22 January 2013 - 12:56 AM

Couldn't agree more, King Arthur IV.

#32 ApolloKaras

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Posted 22 January 2013 - 01:15 AM

http://mwo.smurfy-ne...4b695b1173abc14

I like having a 260 in here, I can move around @ 92 kph with speed tweak nice little mech.

Edited by Saxie, 22 January 2013 - 01:17 AM.


#33 Wrenchfarm

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Posted 22 January 2013 - 01:20 AM

I've never felt the need for Artemis in my 4SP. I'd rather save the weight and use it for other things, not to mention the Cbills. You should be using your speed to get close to enemies anyway, not slinging them from a distance.

#34 MustrumRidcully

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Posted 22 January 2013 - 01:28 AM

View PostKing Arthur IV, on 22 January 2013 - 12:51 AM, said:

now this is one example why this game is daunting for noobs. their training grounds doesnt cover enough... anything. having to scour forums for 3rd party info is much harder then having official links.

And you're not even an noob! At least I wouldn't say so.

It's not like anyone can see in-game how DHS really work, either. Or you can see how much damage a weapon does...

#35 Jaded Jasper

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Posted 22 January 2013 - 01:34 AM

Does Artemis make a difference? I think so -- you'll hit with more missiles at mid range, and up close more missiles will hit one component. I used it happily all the time before ECM. Now with ECM, which "disables Artemis" (difficult to test! does this mean just for LRMs, or SRMs too?), it's not so clear cut.

I use Artemis on some of my bigger mechs which can more easily afford the tonnage and get more utility out of mid range shots, but I spend a lot of time hunting light ECM mechs with my Hunchback SP and so stripped Artemis out figuring it typically wouldn't do anything anyway.

#36 King Arthur IV

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Posted 22 January 2013 - 01:39 AM

View PostMustrumRidcully, on 22 January 2013 - 01:28 AM, said:

And you're not even an noob! At least I wouldn't say so.

It's not like anyone can see in-game how DHS really work, either. Or you can see how much damage a weapon does...

its all like guess work. we could talk all day about the different things that make it hard/ confusing yadda yadda.

#37 Ravennus

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Posted 22 January 2013 - 01:42 AM

Thank god we can datamine the game files for a lot of this info.
If it wasn't for the great efforts of other players to do this, I would be totally lost.... or worse, making horrible decisions based on my experience in previous MW games and Tabletop! lol


But things like Artemis seem much harder to datamine and conclusively prove. It comes down to personal experience, which is why there is so much debate I think.

Edited by Ravennus, 22 January 2013 - 01:56 AM.


#38 MustrumRidcully

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Posted 22 January 2013 - 02:37 AM

View PostRavennus, on 22 January 2013 - 01:42 AM, said:

Thank god we can datamine the game files for a lot of this info.
If it wasn't for the great efforts of other players to do this, I would be totally lost.... or worse, making horrible decisions based on my experience in previous MW games and Tabletop! lol

But on the other hand, now all the horrible decisions we make are entirel our own fault.

Though I am not sure anyone ever datamined that "move your Atlas to the front and engage the enemy team alone" is a bad tactic. So maybe I still have excuses.

#39 Kaarde

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Posted 22 January 2013 - 05:24 AM

Thanks for the responses guys, I got drawn into an overly extended meeting after my last post and then never got back to the thread to keep up.

I've gotten more useful info from this then I have gotten by trying to search the forums lately. Much appreciated.

It looks like I'll play with a loadout using a larger engine, DHS, SRM4's with and without Artemis and mixing med and small lasers. I have all that unused MC from Founders and that free 7mil from PGI to play with so why not.

I'm still not sure about using FF or Endo on this thing, more searching to do.

#40 Budor

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Posted 22 January 2013 - 05:44 PM

Artemis on SRM6 is really nice but theres no room for that on a 4SP. Id rather go with 2 more DHS.





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