Despite being a light pilot (though finding love with the timber and scarecrow) I've decided to try the MadDog . It's one of my favourite mech's from lore (previous games and the books etc) and it looks baddass . I am though , a complete LRM noob . So , some questions..... Artemis is it worth the weight?? What exactly does it do in game?? AMS is it more effective vs lrm5 x6 vs lrm 15 x2 ?? I'm trying two builds right now I/ 6 clrm5 , 4cmpl , tag , cap, lrm5 range module and target decay . II/ 2 clrm15+artemis , 4cerml , tag , cap , lrm15 range and target decay I'm not going for exceedingly killy but for suppression and cockpit shake to allow my mates to take the kill . Still........kills are a plus lol . Thanks Cold
Artemis adds 1 ton per launcher. With 15s and 20s it is pretty good, but with 5s and 10s it isnt. It improves lock on time and (I believe) reduces volley spread for targets in your LOS, so it doesn't boost your damage outright and it does literally nothing when shooting at targets others are spotting. If you want supression and shake, go with yout LRM5 build. Both builds look good (you have CAP and TAG, as well as short range weapons), just make sure you have enough ammo. AMS chews through LRMs at a static rate, so the more you fire at once the more damage you'll do to targets with AMS. This is why I like 2x15 or 2x20 builds, but if the target doesn't have AMS the 5s are probably the better option for suppression.
http://mwo.gamepedia.com/Artemis_IV_FCS http://mwo.gamepedia.com/Anti_Missile_System http://mwo.smurfy-net.de/equipment#weapon_missle_clan 6xLRM5 will have ghost heat penalties (it kicks in at 4 LRM5s) if fired within 0.49s of each other. The LRM5s are better for cockpit shake when chainfired, though more get eaten by AMS. The 15s are better for damage. The 5s have higher max DPS, but the 15s have higher sustained DPS (you won't overheat).