107. A head-mounted ER Small Laser rounds out the armament. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The Artemis IV FCS upgrade increases the tracking strength and decreases the lock down time by 50%. Artemis IV System. They're especially good at Demolitions, though. MechWarrior 5: Mercenaries. And let's make it 4 sets of it. So guess I am a little confused on what I need to make these work. The Advanced Tactical Missile system (ATM) was developed by Clan Coyote from 3053 to 3060 and allows its users to choose between three different types of ammunition. Is there some hidden ability of rare weapons that justify their x2 price tag or is. These missile launchers are guided by Artemis IV Fire Control Systems, allowing the 'Mech weapons to deliver its multiple tons of ammunition on target. - Stream launchers. The only notable difference is its use of a standard PPC in the place of the still-lostech snub-nosed version, dropping the CASE and volume of ferro-fibrous armor. Streak SRMs are homing and cannot be fired without a lock. The weaponry is also upgraded, trading the six autocannons for three Gauss rifles, switching to ER PPCs and ER Large Lasers and adding Artemis IV FCS to the LRM launchers. my stores dont even sell that. The medium pulse lasers will be spread across the other arm. i2lazy Oct 26, 2022 @ 6:33pm. An Advanced Tactical Missile Launcher fires fast direct flying warheads that are able to quickly lock onto and impact an enemy target. The Shockwave was created by the Marik-Stewart Commonwealth in the years after the Jihad. Parihelion_ • 4 yr. #2. Artemis IV bonuses do not apply to targeted enemy Mech's when enemy ECM 'blocks' Line-of-sight. Click to begin downloading the installer [60 MB] System requirements. Autocannon 20. Even built on the 10K's weight-saving endo steel frame, a 175-rated XL engine is required to carrying the. The Streak Missile Launcher is a specialized version of the standard Short Range Missile launcher which withholds fire until it receives a solid lock ensuring all missiles will hit. In the game I think (but am not 100% sure) that NARC and TAG make it so friendlies can lock the target super fast. close. ) AC-20’s are uniquely able to become (hilariously) ‘AC-SIXTIES’ (30+ Damage per Shell)… when double mounted and. The LRM 15s were equipped with Artemis IV fire control systems, and the Caerleon carried two tons of ammunition for the Light Gauss Rifles and four for the LRM 15s. Download game. I was a skeptic at first but a few missions. To make enough critical space for everything, I need to remove a hand and lower arm actuator on one arm; this arm will also carry the large pulse laser. Unite with the Draconis Combine and fortify their defenses against an inevitable war, discover the new Longbow BattleMech, the exclusive "Otomo" Special 'Mech Variants, and embark on an epic 15 mission quest line rallying behind Kurita's unexpected plan. Possible Mechs able to field this are the Rifleman-4D, Black Knights, or the lethal King Crab Kaiju Hero (a monstrous FOUR Large Pulse lasers, plus a few LRM-5’s for aerial Ko’s and trash clean-up, is a nice setup). com Artemis IV readily available: December 31, 3034 Reduced missile spread percentages are indicated in the game's files but are not currently displayed anywhere in-game. It weighs 11 tonnes. Assuming YAML is accurate to vanilla, the following traits improve accuracy: - Item quality. Much like the Artemis IV, the Artemis V is attached to each standard LRM and SRM on the equipped 'Mech to improve the accuracy of their fired missiles. 5 tons Engine: Light 280 Top Speed: 113 kph Gyro: StandardI'd use artemis on srm 4's and 6's. Jihad Era UpgradeI am trying to figure out whether or not it is worth it to give up a ton of armor (or a heat sink) for this feature for a missile launcher. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation. All weapons and explosions will have blended sounds. C3 and C3i computers are cut off from their network if Line-Of-Sight between their C3 Master System or other C3i systems. I belive there is a low priority bug that reduces SSRM lock-on time. Bibliography. 78% of the time it will hit with all 6 missiles, 30. Опубликовано 15/01/2022 от test33487735 — Оставить комментарий Mechwarrior online not enough slots, mechwarrior 5 artemis worth it. Adding Artemis to a mech changes all LRMs and SRMs on the mech to a new type (LRM + Artemis and SRM + Artemis). With vanilla launchers, the difference is more. Personally I don't really value the structure upgrades that highly. NAIS scientists realised that the mech was lacking internal space so they. SRM 6 / SRM 6 + Artemis Cooldown increased to 3. Because of this, they can take advantage of equipment like Narc Beacons. Hidden Salvage Crate: two Tier 5 LRM-20 with Artemis IV, two tons of LRM Artemis ammo; Mission: 400 Tonnage Limit, Difficulty 90 Raid to obliterate the. Originally designed by members of the Battle Magic mercenary unit in 3067, the MML helps simplify logistical needs of cash-strapped. MLP 20 MK 4 + ARTEMIS la même que le MLP de base avec moitie moins de chaleur et 2 fois les. September 23, 2021. However once I fit the weapon to my Centurion it gives me the 'no ammo' warning. The LRM15 is still in cool down. Just be careful since these weapons can jam when fired on cooldown. Streak SRMs work the same way, you must buy special Streak ammo for Streak SRMs to work, however Stream LRMs just need ammo for the type of launcher, aka either LRM ammo or Artemis ammo. To round out the package, I mount a 300XL. Decreased LRM spread radius from 15 meters to 9 meters, with Artemis decreased from 7. This firepower was supplemented by a Pattern JX Streak SRM-4 and a pair of Artemis IV-enhanced Type XV "Crossbow" LRM-15 launchers mounted in the nose. Multi-Missile Launcher is capable of firing both short-range missiles and long-range missiles, including any special munitions designed for them, as well as using the Artemis IV fire control system. BV (2. Now. LRM 15 shoots, starts its 4. Originally designed by members of the Battle Magic mercenary unit in 3067, the MML helps simplify logistical needs of cash. Add-On. Email. Artemis IV to me is an LRM thing (does make the missiles behave slightly better), don't even know if SRMs can have it, don't care. 1s), a sixth time (3. So, NARC and TAG have no effect on SRM but Artemis on the other hand, improves missile grouping and freehand targeting as long as you keep your crosshairs on that target. MechWarrior 5: Mercenaries. Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. What does it do? Is it worth it to down armor or down gun a mech to get it?MekTek. Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. If you have 1 Arrow IV, you need 1 Artemis Each Artemis takes up 1 crit and 1 ton. HarJel I, II, III - Self-Repair systems. The longer you play the game, the more impatient you'll get with. For all setups, weapon group assignments are still bound to SHIFT+1 through SHIFT+3 for MW2/GBL and also SHIFT+4 and SHIFT+5 in Mercs. 5/4 Small Craft/ AeroSpace Fighters 0/6 Heat Sinks 131 Double Heat Sinks: BV (1. Higher tiers of launchers have. Posted 08 April 2014 - 08:00 AM. With a targeting. Though my Hero Wolverine with double SRM 6 Artemis IV has to be watched or he'll lose arms Reply HolyHandGrenad3. A 'Mech with no weapons is considered to have an invalid loadout, and will not be available for use. Replace the 20's and 10's with 15's and 10's Artemis streams and flatten targets before they can get close; keeps repair bills low. The game's miniatures are pre-painted models of infantry squads, vehicles, and giant walking war machines known as BattleMechs or more simply "'mechs". Its indirect fire allows support 'Mechs to pummel the enemy from safe distances. Works great to keep the heat down for the other Hero King Crab and its four PPCs. New update: Jenner IIC added To add the mechs to your cold storage, use the Mech Delivery mod If you want to support my work and motivate me to make more mechs and mods for Mechwarrior 5 (and 6?), please consider supporting my Patreon List of my classic mech mods. Each arm carries a Medium Variable Speed Pulse Laser and a Light PPC, supported by two torso mounted MML-7s with Artemis IV fire control systems. In modern games like MechWarrior 5: Mercenaries and BATTLETECH, the solution to the LRM problem has become a hybrid of MechWarrior 4’s hardpoints and more classic tabletop ‘Mech construction. MechWarrior 5: Mercenaries. As a demonstration prototype, it was equipped with Double Heat Sinks and an Artemis IV system. The amount of ECM fielded makes the system and ammo cost of Artemis IV = V pointless after certain times as stock mechs have an ECM unit thrown on as an afterthought in a factory . 107. Bad 'Mechs - Vulcan. i’m also pretty sure you’re gonna do better with one LRM 15 Artemis versus lrm 5 and lrm 10 combined. Stream LRM - makes the missles fire in a single file line. about ARTEMIS IV system does this mean it'll be spread more? which is bad? < > Showing 1-5 of 5 comments . Finally, to increase its maneuverability, the Jupiter 2 has had jump jets added that allow it to. Ironically, I am having a hard time finding rifle ammo. LRM 20-ST + ART IV Ammo. 33% of the time it will hit with 4 and 8. The UAC/5 becomes available on Dec. 2† 180 405 330 X Narc-Capable 2. 49 HPS. 11 DPS and 1. . • 2 yr. are variants of available BattleMechs that were used by. New Chassis Details. Games. 6 for large. 5 meters to 6. Location In the mechbay, telling the techs to put extra LRM ammo on. The Legacy has the following Design Quirks:PlayStation 4, PS5. Personally, I use standard LRMs because so many enemies like to move in close, and those 20 meters often make a difference. #7. Standalone weapon pack that contains all weapons from the Yet Another Mech mod. Designed to be used in conjunction with TAG, it was the artillery missile of choice for the. csdavis715 • 1 yr. Developed by Star Captain Mia Attwater, this configuration has an LB 5-X in each arm and an LRM-5 with Artemis IV FCS in each side torso. -From Triad Technologies marketing campaign Description []. BIG STEAM SALE. Multi-Missile Launcher 5. One salvo will always hurt, a second salvo may even kill, so I mount both TAG and Artemis IV. The 12 meter tall 'Mech is inspired by the Night Gyr created by Clan Jade Falcon. 0) = 5,091; BV (2. Dec 26, 2022 @ 4:01am @op indeed this is AN issue ever since mech witching was implemented , i was having the exact same issue but in singleplayer on any mech who had any type of lrm fitted, those 'lrms 5/10/20 standard/st couldnt lock on anymore after switching mechs ( with switch mech hotkey/function ), wether it was my. 56% if the time it will hit with 5, 33. it easily could have changed from that and me not know it though. Just try different systems. Start-up & Shut Down Mech sequence. Therefore a 'Mech mounting an LRM-15 and an LRM-5 would need two Artemis IV systems. -30% Ultra AC/5 Jam Chance quirk. Don't check black markets. SRM6 with 1200 ammo, 4 medium lasers and just enough heat sinks. artemis makes your missiles work better, although for streaks i havent really noticed any boost. This variant removes the Narc missile beacon and SRM-6, replacing them with an MML-7 equipped with Artemis IV guidance. r/Mechwarrior5. The Streak Missile Launcher is a specialized version of the standard Short Range Missile launcher which withholds fire until it receives a solid lock ensuring all missiles will hit. Was 5. Manufactured by. It makes my -3H more fragile, but allows it to be where it needs to be and frees up sufficient tonnage to load ten tons of ammo. If you need the heavy rifle, go heavy rifle, LRM 10 artemis, regular lasers, and load up on heat sinks and trim the armor. The year is 3015. LRMs are highly upgradable, able to fire a variety of warheads and benefit from devices such as Artemis IV FCS. 24 The streak SRM 2 fires 2 "homing" missiles at high velocity. - Smaller launcher size. Thematically, MechWarrior 5 is structured as a roguelike. You have tighter missile groups so you can headshot or core with less. The tool tip really isn't enough help. The tool tip really isn't enough help. 2 (NLRM 20), now it is 4. 5 or 48. But the DPS per Ton of the MRM10 is 0,78 to the SRM4+art's 0,96 DPS per ton. The Viking began production shortly after the Beowulf in a joint effort by the Free Rasalhague Republic and ComStar. The battlefields are dominated by war machines known as BattleMechs. Manage an expanding mercenary company. Same with the fourth shot, fifth, etc. However, each launcher requires an extra critical space and 1 extra ton for the Artemis control system this makes Artemis on multiple smaller launchers less tonnage efficient than on a single larger launcher. Top Speed: 65 kph. i coulda swore Artemis replaced the need for tag, but not for narc as narc could still improve missle tracking and of course maintain target lock. BV (2. In terms of ammunition, the three AMS again have seventy-two rounds to draw on, while the Gauss Rifles have forty rounds. They're still dumbfire missiles. In addition, the SRM-6 is slaved to an Artemis IV Fire Control System to improve the accuracy of the individual missiles. Artemis does work on streaks too, as long as you have it equipped. Artemis IV is a tracking system. Artemis IV Fire Control System Artemis is a Missile-related upgrade found in the mechlab upgrades menu. article 14 hours ago. 6 kph. 5 tons of ammo and a CASE protecting it. From MechWarrior 5: Call to Arms Expansion Pack:. • 10 days ago. Armor: Standard 4. So guess I am a little confused on what I need to make these work. The tool tip really isn't enough help. The Caerleon mounted a pair of Light Gauss Rifles and a pair of LRM 15s in the nose. Mechwarrior Foundry. CPLT-K2-S A variant of the Kurita K2 model exclusive to the Otomo, the arm-mounted PPCs are retained but the machine guns and medium lasers removed and replaced with a AC/2 and Small Laser in each side-torso. Also, as a general rule, Artemis IV is always most efficient when used with larger launchers as far as relative cost increase (for LRMs it's not entirely true for 5s and 15s relative to 10s and 20s, given the weight savings offered by the 5/15 iterations). Added +240 cSRM+Artemis ammo per ton bonus to SO8; CENTURION. Which meant more time, and more heat, to bring down mechs quickly. Artemis works well on an LRM mech that stays near the front lines and will actually see its targets, since the missiles will cluster tighly and hit quickly. 5 tons, and armor is also reduced slightly. videogame_asset My games. • 10 days ago. Enhanced LRMs are highly upgradable, able to fire a variety of warheads and benefit from devices such as Artemis IV FCS. it should probably say that instead of LRM ammo, but thank you. Introduced in 2598 by the Terran Hegemony, lost to the Inner Sphere in 2855, and later rediscovered by the Free Worlds League in 3035, the Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which improves the accuracy of LRMs, SRMs, and MMLs by roughly thirty-five percent. Fourteen double heat sinks kept the entire machine cool. Add a Comment. There are also some Awesome variants that fit a pair of LRM15s along with a couple of lasers of various sizes as backups. 4 (from 2. Each weapon in a size range does the same dps with . Artemis - makes LRMs to be more accurate. Only exceptions are AC BF cannons. Higher tiers of launchers have. A_Mirage • 4 yr. Lyoto Machida, on 08 April 2014 - 12:18 AM, said: Doesn't seem worth it to me based on accuracy alone but the reduced lock time helps. Other user's assets Some assets in this file belong to other authors. The Multi-Missile Launcher is capable of firing both short-range missiles and long-range missiles, including any special munitions designed for them, as well as using the Artemis IV fire control system. It provides decent power and ease of use in a lightweight package at the cost of being slightly heavier than the SRM 2 and previously having much more expensive ammunition. They are not useful for the most part. However once I fit the weapon to my Centurion it gives me the 'no ammo' warning. ON1-P Protector A late 3040s era homage to General Kerensky's custom variant, the "Protector" carries an almost identical weapons loadout. Same as normal type but with artemis in the name I'd you can buy the weapon in a store they will also be selling the ammo for it. [6] [2] Although the technology to create Arrow IVs was lost during the Star. The streak SRM 2 is subject to Heat Scaling. Like lrm20 actually hitting most of the missiles on an atlas compared to 5 to the left and 5 to the right without artemis. From MechWarrior 5: Call to Arms Expansion Pack:. MechWarrior 5 (VG) MechWarrior: Living Legends (VG) MechWarrior Online (VG) MegaMek (VG) Other Games; Admin Pages. Artemis spread bonus' is applied on the trigger pull to any shot fired at a target within LOS. The Upgraded Leopard switches to ER and Pulse energy weapons and adding Artemis IV FCS units to the LRM launchers, supported by switching to Double Heat Sinks. Also, UAC, LBX cannons need their specific ammo too, they cant slug normal AC ammo. Since the missiles have a minimalist tracking system, they are only effective at short ranges. -Brand new cockpit sounds with a detailed inside-the-cockpit experience. The Manticore is one of the best-designed and most powerful tanks ever created, built to combat BattleMechs in support of infantry formations. Artemis IV Fire Control System Artemis is a Missile-related upgrade found in the mechlab upgrades menu. But I dislike the Catapult because its 'arms' take hits too frequently. ago. Deadoon. What does it do? Is it worth it to down armor or down gun a mech to get it?I am trying to figure out whether or not it is worth it to give up a ton of armor (or a heat sink) for this feature for a missile launcher. close. What does it do? Is it worth it to down armor or down gun a mech to get it?Artemis reduce the spread from srm's a lot, even better with "skills" added, then you have tight srm6 clusters. 34% of the time it will hit with 3 missiles. Unlike TAG that requires the firing 'Mech to maintain a Line-of-Sight on the missile target, the NARC Beacon allows a 'Mech to fire the. Posted 04 November 2021 - 03:52 PM. The Capellans added a third medium laser, making this variant of the Raven an effective scout hunter. This is the same reason that "5/8" mechs from tabletop which had a top speed of 86. In Mercs, you can fire all your. Other than that most rare weapons are just higher tier than usual in that area. What does a tracking system for a dumbfire rocket offer?The Arrow IV is a stand-alone, missile based, artillery system, designed to augment conventional systems such as the Long Tom and the Sniper. A SRM-6 with artemis weighs 4 tons, 1 ton for ammo, and gets +2 to the cluster table roll. The tool tip really isn't enough help. Each missile causes 2 points of damage on the component that it impacts. Let's say you get a 'Mech and equip it with say LRM 20-ST Artemis IV (LRM stands for Long Range Missile btw. Long Range Clan = 9-12 IS = 7-9. [1] It is the first single player MechWarrior game since 2002. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation and are. While it’s not quite as twitchy as Spelunky or capricious as FTL: Faster Than Light, you’re meant to. Moreover, you can't really focus LRMs to damage a specific 'Mech area unless you use Artemis IV which makes most of the missiles hit center torso. The Artemis IV Fire Control System is a specialized missile guidance system fitted to LRM systems, increasing their target acquisition speed and vernier response times. In a real-time game like MWO or MW5, this is correctly calculated to be walk speed 3, run speed 4. . HGN-IIC-A The Highlander IIC A is an ER PPC boat. some weapon need specialised ammo for it. My favorite all around mech has gotta be the Atlas D. 0) = 1,482; Design QuirksA One-Shot missile system can use Artemis IV or be equipped with Narc capable munitions. For LRMs, this only works if you have line-of-sight. And with a 4 you can keep your armor high. To make room. The ' Demolisher II heavy tank is an upgrade of the original Demolisher, whose factory on Sudeten was lost to Clan Jade Falcon. Plan your movement to be effective. In addition, the SRM-6 is slaved to an Artemis IV Fire Control System to improve the accuracy of the individual missiles. MechWarrior 5: Mercenaries/Dragon Missions. Edit: I misunderstood that. Originally designed by members of the Battle Magic mercenary unit in. but a rare tier 3 ac20 costs around 1,4 millionen while a standard tier 3 ac20 only costs 740k. Weapons can be attached to weapon hardpoints found on 'Mechs. If someone else is spotting and you don't have line of sight to the target, your Artemis is having no effect. Still highly recommended for the KGC-KJ's four PPCs though. Also they add a 1. The technology became Lostech during the Succession Wars and was first recovered by the Capellan Confederation in 3044. It's not wholly ammo-dependent, with ammo stored all over the damn place. I did the exact same thing with LBX10 Autocannon, I. After 3/4 second, the AC2 shoots a second shot. Typically just look for Artemis ammo as you travel inside Hubs, and pick up any you come across. They're still dumbfire missiles. Double Heat Sink x2, Ultra AC/20 Ammo x2, CASE. This might not seem like a big deal, but it is. At long range. 1 or 2 per missile. You just are spending an extra ton on the artemis, but it’s well worth it for the tighter spread. 1 points of damage. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Follow a quest for glory and revenge. 5 seconds, a fourth time (2. Save 50% on MechWarrior 5: Mercenaries and DLC on Steam. Typically just look for Artemis ammo as you travel inside Hubs, and pick up any you come across. Is there a separate ART "weapon" i need also?? Is this just a bug?? I have them because I have been told they are worth it and do alot more damage than a. Decreased LRM spread radius from 15 meters to 9 meters, with Artemis decreased from 7. i am puzzeled about rare weapons in MW5 mercs. On the subject of missiles, while Artemis IV is extremely useful on SRM6 and LRM10, 15, and especially 20, it's pointless on anything less as there isn't much of a spread to. Outreach HPG is a discussion hub for Mechwarrior Online and Mechwarror 5 Mercenaries, stompy robot. My build for the ON1-YAJ:Artemis IV FCS is an advanced targeting system that can be attached to Long Range Missile and Short Range Missile launchers. ウィッチ(?. What does it do? Is it worth it to down armor or down gun a mech to get it?The ZEU-5S was one of two prototype designs before the simpler-to-build -6S went into production. Although not particularly fast for its weight class, the Centurion carries an impressive arsenal which can deal impressive damage at all ranges. ago. Would appreciate some insight and opinions on this subject, thanks. first person shooter for Windows, PlayStation 4/5, and Xbox, developed by Evil Mojo Games and published by Hi-Rez Studios. -Many other small changes. 50 damage/shot with 4 shots. *NLRM 5/10/15/20 + Artemis IV variants (3t/6t/9t/12t, 2/4/6/9 slots or S/M/L/L missile) LRMs with an improved minimum range of 90 meters, instead of the usual 180m of the normal launcher. Also the damage is enough to break any cockpit armor. A MRM10 does fire 10 missiles, each doing 1 damage. 330 Pilot Overhaul just updated for DLC 4 as an hour ago! Link to Nexus in here for anyone else that was waiting to start the expansion career with (I might add w lots of new features) Pilot Overhaul. F5 – Cancel. An rare, tier 3 ac20 has the exact same stats as an standard, tier 3 ac20. An Advanced Tactical Missile Launcher fires fast direct flying warheads that are able to quickly lock onto and impact an enemy target. boris. The tool tip really isn't enough help. Awesome find. BV (1. Overview. If the missles are gone you have still 4 Med-Lasers. Though they feature scripted lines from Cavaliers Operations Officer Ryana Campbell and others, they. I am trying to figure out whether or not it is worth it to give up a ton of armor (or a heat sink) for this feature for a missile launcher. How does Streak and Artemis technology compare to the standard launchers? We will use Expected Damage Efficiency to examine the choices. In other words it is a very specialised mech and it carries a lot of ammo, in a limited slots. From MechWarrior Online:. When played by a human player and supported with TAG and NARC, LRM are absolutely murderous. For SRMs, it tightens the spread of the missiles. MechWarrior 5 (VG). Technically Artemis IV makes the weapon use up one more critical slot in addition to the tonnage increase, but that only applies to tabletop rules. With a massive Xevec-19 drive offering impressive speed and range, the capacity to carry a standard Succession Wars era light. The game treats the ticks of chain fire like a new button press. fandom. Despite their reintroduction in 3030 by the Free Worlds League, One-Shot missile systems are rare, and becoming rarer with the propagation of the 'Mech-sized Rocket. What does it do? Is it worth it to down armor or down gun a mech to get it?Description []. Also, UAC, LBX cannons need their specific ammo too, they cant slug normal AC ammo. Mode change via YAML interface (Ctrl-1-6 for the weapon groups). At its base, the Rasalhague Missions are a series of multiple mission operations with extensively scripted events and unique map layouts on an exceedingly. 33% of the time it will hit with 4 and 8. This means that 4 PPC hitting its CT has a good chance of killing it outright. Also, as a general rule, Artemis IV is always most efficient when used with larger launchers as far as relative cost increase (for LRMs it's not entirely true for 5s and 15s relative to 10s and 20s, given the weight savings offered by the 5/15 iterations). A SRM-6 with artemis weighs 4 tons, 1 ton for ammo, and gets +2 to the cluster table roll. Adding Artemis to a mech changes all LRMs and SRMs on the mech to a new type (LRM + Artemis and SRM + Artemis). Technically Artemis IV makes the weapon use up one more critical slot in addition to the tonnage increase, but that only applies to tabletop rules. Structure: Standard Armor: Standard 13 tons Engine: Standard 280 Top. Deals 27% of the damage per ton per second as a medium laser. SRMs lock on to the target and follow it, rather than just firing straight at where ever your aim was. But not being built for such operational demands, comprehensive MASC usage may lock up its actuators, at first causing the 'Mech to slow below standard speed, and if used again potential complete immobilization. One with clan Artemis LRM 20s, 2 clan large ER pulse lasers, and 4 standard medium lasers. Like all standard short-range missile launchers, the SRM-6 is capable of firing special munitions, including. In the most recent patch, the grouping size was improved to have a 34% tighter spread when compared to standard missiles. However, especially at long range, after they fly a little bit both missle types seems to hit the target as a heap. PNT-10P A variant unlike any other Panther, the 10P switches out the ER PPC and Artemis IV FCS-controlled SRM-4 in favor of two autocannon/2s in the right arm and a single SRM-2 in the center torso. Artemis IV Ammo. 4* 180 405 165 X Artemis-IV 2. Artemis on LRMs decreases their spread, but ONLY if you can see the target. Air-Defense Arrow Missile The amount of ECM fielded makes the system and ammo cost of Artemis IV = V pointless after certain times as stock mechs have an ECM unit thrown on as an afterthought in a factory .