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Srm's + Artemis Accuracy Question


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#1 Valrock

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Posted 25 January 2013 - 12:48 AM

To be honest, ever since I bought my first mech - an HBK 4SP, complete with SRM 6's - I've been fairly rubbish at SRM's. Lasers are easy sauce, PPC's I've gotten used to, I'm even pretty damn accurate with ballistics (if I might say so myself.)

Recently I've been outfitting a few vehicles with SRM 6's, mostly to see what the big deal is about. My biggest "boat" that I'm regularly running is a CPLT C4 with 4 SRM 6's + Artemis, and 2 Med Lasers for when my wings get clipped. For obvious reason's I can smash an assault mech standing still, or get a half spread across a running heavy, but I've noticed that the missiles seem to clump-spread-clump-spread in flight, and sometimes I get a more accurate and tighter group at a slightly longer range than I do at mid range.

Question is: Is there a chart to show at which distances SRM's are at tightest grouping?
Are there some easy tips to help improve accuracy in a brawl?
How can I reduce firing lag (time from when I push button till missiles come out of tubes) on my C4?

Any help would be great =D


Val.

#2 John MatriX82

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Posted 25 January 2013 - 02:35 AM

Usually 150m seems to be the sweet spot below you should use SRMs. Artemis works on 6 series a little bit better in grouping the two extra missiles from the launcher (those that usually go everywhere), but provided you have a nearly static target (so that you can leave some instant for convergence) and you're not under ECM or the target isn't under it.

Artemis on SRM4 is less functional, the spread is nice even without it and the extra weight and slot aren't worth imho.

So.. It depends; when I'm on my 4SP I got rid of it, i use SRM6 only when I'm really close and grouping doesn't matter much whenever you need to shoot srms leading a moving target, so artemis FCS is useless nevertheless.

Search the forums, there's a recent thread with a video with and without artemis (sorry I can't find it atm).

#3 Broceratops

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Posted 25 January 2013 - 08:12 AM

artemis only works if you have your crosshairs on them. if you're just firing them into nothing (or leading a target) you won't notice any difference. at least, that's what I've been told. i just have it on all my srm heavy mechs anyway :x

Edited by Broceratops, 25 January 2013 - 08:13 AM.


#4 Corrado

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Posted 25 January 2013 - 09:49 AM

View PostValrock, on 25 January 2013 - 12:48 AM, said:

To be honest, ever since I bought my first mech - an HBK 4SP, complete with SRM 6's - I've been fairly rubbish at SRM's. Lasers are easy sauce, PPC's I've gotten used to, I'm even pretty damn accurate with ballistics (if I might say so myself.)

Recently I've been outfitting a few vehicles with SRM 6's, mostly to see what the big deal is about. My biggest "boat" that I'm regularly running is a CPLT C4 with 4 SRM 6's + Artemis, and 2 Med Lasers for when my wings get clipped. For obvious reason's I can smash an assault mech standing still, or get a half spread across a running heavy, but I've noticed that the missiles seem to clump-spread-clump-spread in flight, and sometimes I get a more accurate and tighter group at a slightly longer range than I do at mid range.

Question is: Is there a chart to show at which distances SRM's are at tightest grouping?
Are there some easy tips to help improve accuracy in a brawl?
How can I reduce firing lag (time from when I push button till missiles come out of tubes) on my C4?

Any help would be great =D


Val.


1- Below 100 meters, regular SRM. over 100 meters, artemis. all depends on playstyle. For instance if you can close the distance fast (XL300 cat A1 runs at 82kmh) then 6 SRM6 are the best bet for insertion, engage and disengage. If you have a slower mech or without a lot of torso twisting degree and you want to engage efficently from 150 meters, then artemis will help. (for instance a stalker with 5 medium lasers and 5 SRM4 artemis).

2- Accuracy in brawls... you need to lead your target with experience depending on speed and distance and if you're in a lead pursuit or in a head on engagement. about accuracy... SRM spread less if you chainfire them. so if you're a bit away from your target and the target is not a really fast mover giving you the time to focus fire, lead and chainfire for best effect and ammo efficency.

3- to eliminate firing lag you have to manually open your missile bay with the designated key (check the controls). with the A1 i just open em at match start and leave it open. just remind that having the bay opened, will increase the damage received to the parts where your launchers are in. i still remember when i used to play the SRM cat way before the bay doors command was introduced and required a lot of training to shoot correctly.

in the last, after a very long time with 6 SRM6, i switched to artemis 2 SRM6 + 4 SRM4, XL300 and 12 tons of ammo. happened once to run out of ammo but already done 1300 damage and 6 kills so i just gone to cap and afk ;)

about other chassis, i use 2 SRM6 on the 4SP, 2 SRM6 and a XL375 on the cent 9B, 3 SRM6 on the DC atlas.

also, i had the funniest moments with SRM builds. (consider the centurion with a XL375 running at 131kph, sneaking behind LRM boats and fry em with 3 alpha strikes in the back).

still the most effective SRM build so far is the A1 cat with 6 SRM6, 9-10 tons of ammo, XL300, dual heatsinks.

in the end, artemis gives you a slightly improvement in missile spread at 150 meters, a good improvement at maximum range. BUT chainfiring SRM at 50-80 meters makes up for a better localized damage.

#5 Grey Ghost

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Posted 25 January 2013 - 03:28 PM

View PostBroceratops, on 25 January 2013 - 08:12 AM, said:

artemis only works if you have your crosshairs on them. if you're just firing them into nothing (or leading a target) you won't notice any difference. at least, that's what I've been told. i just have it on all my srm heavy mechs anyway :x

This thread would seem to disagree with that assessment.

#6 Ravennus

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Posted 25 January 2013 - 04:55 PM

View PostGrey Ghost, on 25 January 2013 - 03:28 PM, said:

This thread would seem to disagree with that assessment.


He did not test the SRMs against targeted mechs in that thread.
I asked him to, and was ignored. ;)

#7 Valrock

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Posted 25 January 2013 - 05:47 PM

View PostGrey Ghost, on 25 January 2013 - 03:28 PM, said:

This thread would seem to disagree with that assessment.


This thread was fascinating to watch actually. I'm now considering knocking my SRM's down to 4's, simply because on every firing of the 6 there seemed to be 2-3 missiles that would wander off and not hit anyway. Would slightly lower my punch from <50m, but how often is that really realistic in-game anyway?

Also thanks for the thorough reply Corrado, I had no clue there was a button to toggle the launcher bay doors. Will have to look that up. Also will try chain firing, see if that makes any difference in damage/accuracy over a couple games.


Edit: The chain firing made a big difference, not so much in damage done as in usable damage done. Saw a slight increase in total damage over a match, but more kills and component destroys than before. Also I tend to run a bit hot, despite being listed at 1.38 heat efficiency with DHS and basic skills unlocked, and chain firing while in brawl helped calm that a lot too.

Edited by Valrock, 25 January 2013 - 06:11 PM.


#8 Corrado

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Posted 25 January 2013 - 11:36 PM

View PostValrock, on 25 January 2013 - 05:47 PM, said:


This thread was fascinating to watch actually. I'm now considering knocking my SRM's down to 4's, simply because on every firing of the 6 there seemed to be 2-3 missiles that would wander off and not hit anyway. Would slightly lower my punch from <50m, but how often is that really realistic in-game anyway?

Also thanks for the thorough reply Corrado, I had no clue there was a button to toggle the launcher bay doors. Will have to look that up. Also will try chain firing, see if that makes any difference in damage/accuracy over a couple games.


Edit: The chain firing made a big difference, not so much in damage done as in usable damage done. Saw a slight increase in total damage over a match, but more kills and component destroys than before. Also I tend to run a bit hot, despite being listed at 1.38 heat efficiency with DHS and basic skills unlocked, and chain firing while in brawl helped calm that a lot too.


yes see.. when you need to dodge a lot or when you have to disengage you can fire the salvo... but if you have the chance to focus on your target, chainfiring will give your SRMs more accuracy. just depends on situations. not to mention chainfiring will constantly shake your target. so if you get in the back of an atlas or stalker, chainfiring is better while when you get the chance to take out a scout, alpha strike is better.

another tip. i have all the SRM in the group 1 and 2.. but the group 1 is full salvo, group 2 is chainfire. so when i need the quick salvo i press the left mouse, when i need to chainfire i press the right mouse button. keep it simple :)

#9 Grey Ghost

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Posted 26 January 2013 - 12:27 AM

View PostRavennus, on 25 January 2013 - 04:55 PM, said:

He did not test the SRMs against targeted mechs in that thread.
I asked him to, and was ignored. <_<

Eh? You think Artemis doesn't work on targeted Mechs, and only Terrain as that thread demonstrates? :)
ECM is the only thing that nullifies Artemis as far as I know.

#10 Corrado

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Posted 27 January 2013 - 12:56 PM

View PostGrey Ghost, on 26 January 2013 - 12:27 AM, said:

Eh? You think Artemis doesn't work on targeted Mechs, and only Terrain as that thread demonstrates? :P
ECM is the only thing that nullifies Artemis as far as I know.


ECM nullifies LRM artemis. SRM artemis works in a different way. devs kept it simple by just having less spread on SRMs. since SRMs doesnt require lock or target, artemis just change the spreading variable over 100 meters, having the sweetspot at 150.. nothing more... is pretty simple.

anyway after a long time, i found the best compromise on the A1 cat.

artemis with 2 SRM4, 4 SRM6, 10 tons of ammo, XL300, endosteel and DHS.

Edited by Corrado, 27 January 2013 - 12:57 PM.


#11 Nexx Valasek

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Posted 30 January 2013 - 10:18 AM

View PostValrock, on 25 January 2013 - 12:48 AM, said:


How can I reduce firing lag (time from when I push button till missiles come out of tubes) on my C4?

Any help would be great =D

Val.


the best way to reduce fire lagg in a catapult is to open up the "ear flaps" go into your options menu and in the key bindings there will be a key bound to something like "open flaps" or something like that bind a secondary key that is easy for you to hit to that then use it.

just remember, when your flapps are closed you have a 10% armor bonus to your ears so open them only when you are getting within engagement range or risk a sniper picking them off from a distance. you will still need to compensate for the standard fire delay with srms (same as a hunchie SP) and travel distance, enemy movement/ speed etc. but this will definitely help you.

good luck!





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