Just me or SRM completely suboptimal?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Whiskiz

Second Lieutenant
Mar 10, 2015
105
24
If you want damage - go lasers and AC that spreads the damage *much* less. drills through armor and components much, much better.

If you want stab dmg close range, go big ACs.

If you want to be able to fire while being more than just face to face with a mech - dont go SRMS still (on top of the above drawbacks)

If you want to sandblast armor, or go for an armor destruction high score - go SRM.

Sure there's component crits, but is that really worth sacrificing the ability to punch straight through mechs with 50dmg - 100dmg single component hits? Instead of doing almost no damage to anything in paticular.

You're spending much needed turns looking for crits, knockdowns and pilot injury salvage scum, while mid - late game enemy mechs start piling in.

So missiles seem really weak, am i missing something? Lucky LRM has such long range and indirect fire, what do SRMS have?

In MWO this is balanced because you have to actually aim, so there was no guarantee of laser and AC dmg hitting single components, but here i.e an ac/20 is 100 dmg on a single component when it hits, guaranteed. And is decent range.

I have an ac/20 and a med laser or 2 on my main 2 frontline mechs, with SRM just to fill the gaps, that have mostly missile hardpoints and not so much ac/lazer hardpoints (hello centurion), and im trying hard to find an excuse not to slap an ac20 on my 3rd front mech and run basically the same setup with all 3 at the front.

Halp.

(And if it wasn't ac/20 specifically, it'd be other ac and lazers in general.)

P.S Long range missiles are great - a Centurion with a PPC, LRM20 and 2 tons of ammo ftw, but SRM not so much imo.
 
Last edited:

Huntingwolf

Corporal
37 Badges
Apr 26, 2018
35
0
  • Cities in Motion 2
  • BATTLETECH: Season pass
  • Magicka 2
  • Naval War: Arctic Circle
  • Majesty 2 Collection
  • Leviathan: Warships
  • Shadowrun Returns
  • BATTLETECH
  • Surviving Mars
  • Age of Wonders III
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Pillars of Eternity
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Island Bound
  • Tyranny: Archon Edition
  • Stellaris
  • Europa Universalis III: Collection
  • Lead and Gold
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
LRMs are the worst i would say.you need a ton to do damage

they spred like a shotgun and do Nearly no damage (exept knocking the enemy over if you fire them in a big swarm )an produce heat like the sun

SRM´s should deal Normal more damge .do the lack of a guidence system in many cases and a bigger warhead lorewise

But ok i like more AC´s,Gausscannons and Big lazors and PPC´s on my MECH´s...
 

FearFTW

Corporal
2 Badges
Apr 14, 2018
31
0
  • BATTLETECH
  • Crusader Kings II
LRMs are the worst i would say.you need a ton to do damage

they spred like a shotgun and do Nearly no damage (exept knocking the enemy over if you fire them in a big swarm )an produce heat like the sun

SRM´s should deal Normal more damge .do the lack of a guidence system in many cases and a bigger warhead lorewise

But ok i like more AC´s,Gausscannons and Big lazors and PPC´s on my MECH´s...
How much alpha your big lazor and PPC mechs have and most importantly how many times they can alpha before overheating?
 

SpeedKatMcNasty

Captain
88 Badges
Jul 16, 2015
484
276
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Crusader Kings III: Royal Edition
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings III
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 Deluxe Edition
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Victoria 2
Far more damage/stability/ammo per ton/heat. Higher Crit chance. No minimum range unlike several AC types.

Far less reliant on RNGesus. What happens when you miss twice in a row with your AC/20? You effectively did nothing with your last two turns. That wont happen with a SRM.
 

Whiskiz

Second Lieutenant
Mar 10, 2015
105
24
SRM's are way better weight/damage ratio then AC's specially once you get +++ with +4 dmg and +2 stab dmg.

Maybe once you get +dmg because it adds that dmg to each missile right? According to the info screen - i wonder if that's even intended or not because that's a big, odd, advantage over other upgraded weapons.

Apart from that though, considering the fact that most of the time that the better weight/dmg ratio is spread out onto 3 - 5 components, while on paper is better, it isn't nearly in practice.

Far more damage/stability/ammo per ton/heat. Higher Crit chance. No minimum range unlike several AC types.

Far less reliant on RNGesus. What happens when you miss twice in a row with your AC/20? You effectively did nothing with your last two turns. That wont happen with a SRM.

At 70% - 85% accuracy i rarely miss at all, let alone ever twice in a row. I must say, shot rng and % chance to hit in this is *much* more accurately represented than xcom, thank god.

sandblasting every single round with SRM could be argued a waste of a turn, when in context of comparison to what big single component attacks can do.

While there is no minimum range on SRM - they are also not effective unless you are at minimum range with SRM. And when you're at minimum range with SRM, you can be flanked, meleed, death from aboved, etc.
 
Last edited:

Rusky

Major
68 Badges
Feb 15, 2012
607
441
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III: Chronicles
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris Sign-up
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Conclave
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
SRMs are a BEAST. Having the ability to sandpaper the enemy armor and destabilize them at once, if not outright kill them, is a VERY powerful tool.
The Weapons that you described are better for getting those final kill shots in. But for starting the fight, its better to go with LRM and SRM, wear down the armor and what not as well as knock the enemy down possibly, then have your glass cannon fire away at the weakest points with the weapons you mentioned.

SRMs are also good for giving you a higher chance to hit the head and injure the pilot, which mixed with some other crit and a knock down, can take them out of the fight right there and then without destroying the Mech.
 

Luminis

Sergeant
23 Badges
Apr 2, 2018
97
0
  • Europa Universalis IV: Rights of Man
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • BATTLETECH: Flashpoint
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • Europa Universalis IV: Rule Britannia
  • Age of Wonders III
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
LRMs are the worst i would say.you need a ton to do damage

they spred like a shotgun and do Nearly no damage (exept knocking the enemy over if you fire them in a big swarm )an produce heat like the sun

SRM´s should deal Normal more damge .do the lack of a guidence system in many cases and a bigger warhead lorewise

But ok i like more AC´s,Gausscannons and Big lazors and PPC´s on my MECH´s...
LRMs (and SRM, for that matter) have the advantage of not missing an unarmoured location completely as often, though. Plus, their tonnage efficiency is pretty crazy and indirect fire + huge range is just EZ mode in general.

Another big factor, in my opinion: Later in the game, you start battles with (almost) 50 Morale and get access to boosted Morale gain; and with high enough tactics, you have an 80%+ chance of hitting the CT on a Precision Strike, so your LRM carriers can easily knock out lighter enemies in a single salvo. Have something fast with lots of armour up front to spot and tank and rain death. EZ mode, I tells ya.
 

Ac0lyte

Second Lieutenant
3 Badges
Feb 23, 2018
163
0
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
Use them in combination. Take a few hole punchers - weapons that deal lots of damage to one location - and then add in the crit seekers. The idea is that missiles are far more likely to hit those nice orange sections that your PPC's or AC's make and do critical damage to the components there. When that component is ammo, it's particularly effective. :D

Other than that stability damage, headshot chance and removing evasion pips are all good uses for missiles in general, SRM's in particular.

- Shane
 

KDubya

Captain
9 Badges
Nov 12, 2016
482
14
  • Crusader Kings II
  • Stellaris
  • BATTLETECH
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
SRMs have these benefits:
  • Light weight - A SRM 6 only weighs 3 tons and does 6x8= 48 damage. I've gotten +versions that add +2 damage for 6x10 for 60 damage
  • Better hit chance - a laser or AC either hits or misses, a SRM6 is pretty much guaranteed to get at least two hits
  • Crit seeking - each individual missile gets a chance at a critical hit
  • Head Hunting - each individual missile gets a chance at a head strike. Unlike LRMs which roll one time for a head strike per launcher, SRMs roll per missile.
  • Sometimes all you have are missile hardpoints and you want to make a brawler. Take a Shadowhawk 2D and add one SRM6 and two SRM4, two tons of SRM ammo , add three medium lasers, add two small lasers, five jump jets and max as much armor as you can. You get a nimble well armored medium range terror with a 187 damage mid range, 227 damage short range and a melee attack of 125 that cools you down. Use an evasive master tactician and you have 5-6 pips and act in the light phase.
 

ScAB

Recruit
60 Badges
May 16, 2011
2
0
  • Heir to the Throne
  • Europa Universalis III Complete
  • Divine Wind
  • Stellaris: Synthetic Dawn
  • 500k Club
  • Stellaris: Federations
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Sword of the Stars
  • Age of Wonders III
  • Age of Wonders
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Warlock 2: The Exiled
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II
I like missiles. But feel it's a case of quantity is its own quality. Using 3 x srm 6 on a centurion at the moment and it's surprisingly effective. Lrms feel the minimum volume for effect is batteries of 20+, but that might just be me!
 

FearFTW

Corporal
2 Badges
Apr 14, 2018
31
0
  • BATTLETECH
  • Crusader Kings II
and how mutch Missles would go trough if the mechs had antimisslesytems in game ? *ugly*
Well i was asking about current game state.
LRM20 with +2dmg is 120 damage per salvo for measly 18 heat and there is currently nothing in game that comes even close to that.
Tho you should pair those LRM's (i prefer +stab dmg ones) with AC10 or gauss for added effect :rolleyes:
 

Ac0lyte

Second Lieutenant
3 Badges
Feb 23, 2018
163
0
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
Well i was asking about current game state.
LRM20 with +2dmg is 120 damage per salvo for measly 18 heat and there is currently nothing in game that comes even close to that.
Tho you should pair those LRM's with AC10 or gauss for added effect :rolleyes:

My AC20++ that does +20 damage (120 total, to one location) begs to differ. :D

It's my new "OUCH" gun.

- Shane
 

holtb80

Private
23 Badges
Apr 29, 2018
12
0
  • Cities: Skylines - Mass Transit
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Cities: Skylines - Campus
  • BATTLETECH: Flashpoint
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Green Cities
  • BATTLETECH
  • Cities in Motion 2
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Warlock: Master of the Arcane
I run two of these Shadow Hawks

https://gyazo.com/a0c61b2934286f4803ac2f07e425e4cd

Up armored pushy front line shredders. This particular one I stripped a jump jet for a heat since because I am heading to a moon. My other looks just like it.

I have a Jagermech with LRM 20++ LRM15x2 that can get a lil warm on mars like planets but it had jump jets to hop over hills if needed, so I could get a heat sink or two in if I needed.

My 4th mech is usually a Dragon with AC20++ 2 ammo and 2ML, Behemoth is usually in this cleaning up from a distance or punching when I bring her in close to clean up.

My last mission I had 2 out of 4 Hunchbacks knocked down for every round. Just kept rotating the knock downs until they all went down.


tldr:SRM spam is great, don't use a couple SRM, use a lot of them.
 

Whiskiz

Second Lieutenant
Mar 10, 2015
105
24
So SRM pros are:
-light weight
-good for equipment crits
-high stab dmg/knockdowns
-good for pilot injuries
-synergizes oddly better with +dmg/stab upgrades (it seems to apply additively, to each missile)
(not counting better chance to hit, because while some of your attack may hit, when a single target hits the entire thing hits - it evens it out. Chance to hit is chance to hit, no added benefit in the long term if the rolls are lots of little ones or less bigger ones, it's all psychological)

cons are:
-only close range (goodluck doing anything in open maps and other situations)
-leaves you open to flanks, melees and death from above
-spreads the damage almost making it non existant
-does little to the mech until the armor is blown off, even then only mainly rolls on equipment crits

So it may be great for salvage scum, knockdowns and make more use of upgrades - but leaves you able to do little in the open, little in many other situations, leaves you open to alot of nastiness when you are close enough to use, does little to get through armor, does little to actually kill anything and does little else in general.

I guess it does have it's special uses, but when the enemy heavies/assaults/death vehicles start piling up mid/late game - is the salvage scum, individual knockdowns and crit seeking going to be worth all that?
 
Last edited: