

Artemis And The Stalker
#1
Posted 18 February 2013 - 09:49 AM
Running an LRM Stalker 5M - http://mwo.smurfy-ne...4e8b9a6950e8fae
but I keep wondering about downgrading to 5 LRM10s with Artemis and 2 more MLAS and some ammo.
I've read that Artemis increases accuracy but 35% but I'm unsure if it's worth downgrading to 10s for it, anyone with Artemis experience fancy weighing in with how Artemis fare in practical application? Is it worth the change?
Cheers
#2
Posted 18 February 2013 - 12:04 PM
#3
Posted 18 February 2013 - 12:24 PM
As to going for ECM mechs, I try generally but the confusion it sows in the group usually means that an enemy group is sneaking up to murder us all while we're blind.

#4
Posted 18 February 2013 - 12:39 PM
Like the above, I can't give you any scientific analysis, but generally Artemis seems solid in most Stalker builds, including many SRM builds.
#5
Posted 18 February 2013 - 06:47 PM
Artemis SRMs are good on slow moving mechs that need to use the full 270m range.
Edited by Stingz, 18 February 2013 - 06:48 PM.
#6
Posted 18 February 2013 - 11:12 PM
I know i know, less rockets per volley. but with the high recycly time, artemis and TAG this thing wreaks havok.
on such huge mechs i wouldn't go without artemis.
i mean yeah, when ir ead about 4-5 LRM20 i am like "uhhh, shiny", but when i see such a thing on the field and all that spamming does nothing, cause nothing hits, then i know why i like my little launchers

#7
Posted 19 February 2013 - 06:55 AM
That said, in today's environment (ECM and so forth), if you're playing in proper groups, to be competitive, your Stalker needs BAP, Artemis, Sensor Range Module, Target Decay Module and TAG as well as at least 1800 missiles with enough tubes to launch them quickly.
Built well, with proper support from the rest of your team, and with some good piloting and shooting there is no reason why you should not average at least 1000+ damage/match.
#8
Posted 19 February 2013 - 07:04 AM
Ewigan, on 18 February 2013 - 11:12 PM, said:
I know i know, less rockets per volley. but with the high recycly time, artemis and TAG this thing wreaks havok.
Wow this build doesn't disappoint. Not sure where the last .5 ton is but this is the build I've been using this morning. Obv if a medium runs up to you then you die, but other than that it is pretty great. Standard for a missile boat.

http://mwo.smurfy-ne...71bb695b9969f25
over 1900 lrms!
#10
Posted 19 February 2013 - 07:36 AM
Regrets, on 19 February 2013 - 07:04 AM, said:
Wow this build doesn't disappoint. Not sure where the last .5 ton is but this is the build I've been using this morning. Obv if a medium runs up to you then you die, but other than that it is pretty great. Standard for a missile boat.

http://mwo.smurfy-ne...71bb695b9969f25
over 1900 lrms!
I would really consider switching the lrm10s to the arms, put the 5s in the sides, and drop that last lrm5 adding a BAP or something. Since the arms has 10 tubes, while the torsos have 6 and 7 respectively, it would mean that all missile volleys would be in one tight grouping.
#11
Posted 19 February 2013 - 07:40 AM
Mental Hippie, on 19 February 2013 - 07:36 AM, said:
I would really consider switching the lrm10s to the arms, put the 5s in the sides, and drop that last lrm5 adding a BAP or something. Since the arms has 10 tubes, while the torsos have 6 and 7 respectively, it would mean that all missile volleys would be in one tight grouping.
Jeeze. Would be nice if there was some decent, easily accessible information on this. Ok, trying with the LRM10 in the arms and will report back.
#12
Posted 19 February 2013 - 07:46 AM
#13
Posted 19 February 2013 - 07:57 AM
#14
Posted 19 February 2013 - 08:05 AM
#15
Posted 19 February 2013 - 08:09 AM
Regrets, on 19 February 2013 - 07:40 AM, said:
Jeeze. Would be nice if there was some decent, easily accessible information on this.
Just look closely.
You already used Smurfy to build your mech.
1 M (10) in the arms means it has one 10-tube-sized Missile hardpoint.
2 M (7) in the left Torso means it has one 6-tube-sized Missile Hardpoint and one 1-Tube-sized aka Narc-Missile Hardpoint.
I use the 3H as my LRM-Boat.
20-Missile-Tube in each arm.
Edited by Solomon Ward, 19 February 2013 - 08:11 AM.
#16
Posted 19 February 2013 - 09:06 AM
- Artemis will tighten missile grouping, making more missiles hit and hit the same spot more often.
- Artemis quickens lock time, making locking faster.
- Costs an extra ton per launcher. (Good for a few large systems, but not good for a bunch of small systems.)
- Doesn't work unless you have direct line of sight.
Personally, for LRMs at least, I do not find Artemis worth it's weight. It's just my preference. I don't really need locks to happen faster with LRMs, though missile grouping wouldn't be bad, but I don't feel it's worth the risk to need line of sight the whole way through the launch. I also don't boat LRMs either as I find them be temperamental, especially in ECM land and on small maps. People will charge you as well, using the minimum range against you. You are smart to have those med lasers on.
Edited by Tesunie, 19 February 2013 - 09:08 AM.
#17
Posted 19 February 2013 - 01:57 PM
Tesunie, on 19 February 2013 - 09:06 AM, said:
I have to disagree with you. I was initially very skeptical of artemis until I finally tried it out. I used to prefer larger launchers firing as many LRMs at a time as possible, but after using artemis....I'd rather take a smaller launcher and use it. It's generally best from a damage:ammo spent viewpoint to maintain LOS and stay 300-500m from the enemy, and this is where artemis shines. A few volleys will strip away CT armor making mechs easy prey for finishing blows, as opposed to without just weakening armor over the entire mech. Again, no scientific data, just impressions from an LRM user who has been converted to the artemis camp!
#18
Posted 19 February 2013 - 03:50 PM
Not had any issue with the whole NARC tube thing - I just seem to vomit clouds of LRMs at people, not noticed a stream of singles getting left behind.
I think I'll definitely think much harder about including Artemis on any dedicated boats, it's a good addition to an lrm heavy loadout.
#19
Posted 19 February 2013 - 11:48 PM
Try this build. XL on a Stalker is never a good idea, you loose your side torso WAY to quick.
http://mwo.smurfy-ne...985c487fd67e951
Edit: Oh, and the 4 Meds are a really decent backup weapon

Edited by Ewigan, 19 February 2013 - 11:48 PM.
#20
Posted 20 February 2013 - 01:32 AM
Ewigan, on 19 February 2013 - 11:48 PM, said:
XL is good in LRM boat and PPC gimmick build. XL is 6 crits for -3.5 tons and +10 kph. It is worth it, plus you get crits back in heatsinks.

I just don't use it in brawler or multi-range fire support. I think you can make an argument for it in the multi-range build. I've seen 300xl 4srm6+4LL, pretty potent.
http://mwo.smurfy-ne...cce543f12ea1b36
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