S.R.M and G.M.H question

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sgtkabukiman
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S.R.M and G.M.H question

Post by sgtkabukiman »

What do these acronyms stand for and what skills help to improve their percentage to hit?
AutoHost
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Post by AutoHost »

sgtkabukiman wrote:What do these acronyms stand for and what skills help to improve their percentage to hit?
SRM = short range missile
GMH = guided missile (heat)
GME = guided missile (energy)

For SRM, mainly the 'unguided missile' skill.
For any guided missile, mainly the 'guided missile' skill.

Read the manuel page 40, 41.
Missiles have min and max ranges.
If you have a yellow scan of the target, you get +4% to hit.
If have green scan, you get +8% to hit.
sgtkabukiman
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Post by sgtkabukiman »

very cool. thanks for the info :)
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Coyote27
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Post by Coyote27 »

The GME hits better against shielded opponents, so I advise pairing it with a beam weapon. :)
-Coyote
rosary
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Post by rosary »

And if you're wondering:

LRM = Long Range Missile
NM = Napalm Missile
sgtkabukiman
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Post by sgtkabukiman »

1. hmm, why pair it with a laser weapon?

2. Are the LRM's guided or unguided?
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Lobsteve
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Post by Lobsteve »

1) This isn't exactly right. It can be right, it's just the wrong way around. Pair GMHs with laser weapons so that when you hit your target's shield it will heat your target, making the GMH more effective (Heat-tracking). GMEs seek energy, so if you overload an oponent's shield, it has one less thing to home in on. Though I'm not 100% on that it does make alot of sense to me.

2) Unguided.
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Coyote27
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Post by Coyote27 »

Lobsteve wrote:1) This isn't exactly right. It can be right, it's just the wrong way around. Pair GMHs with laser weapons so that when you hit your target's shield it will heat your target, making the GMH more effective (Heat-tracking).
Napalm missiles are probably better for this than beams. The only beam I'd pair with a GMH is the plasma gun, for its long range. You'd be better off using two separate chassis, one with flame weapons and one with GMH racks.
GMEs seek energy, so if you overload an oponent's shield, it has one less thing to home in on. Though I'm not 100% on that it does make alot of sense to me.
If you have no beams your enemy won't use his shield at all. If you do then he'll be torn between getting hit by beams or getting hit by GMEs. Even if you do overload the shield the worst that happens is that your to-hit odds will be the same as if you had no beam and the enemy never turned it on. If all else fails, use the CLG as it does not overload shields.
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Thorgrim
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Post by Thorgrim »

Hmm, notice that unless you deliberately turn it off, an overloaded shield is *not* turned off!! It must remain on so that it can recharge. If you turn it off, it'll only start recharging when you turn it back on.
Iceman
sgtkabukiman
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Post by sgtkabukiman »

wow. So, if i hit the armour of the mech and it heats it up, then the heat seaking missles will have a better chance to hit? very cool. I didn't know the game took that into account.

Are SRM and LRM heat seeking? Which missles are heat seeking?
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Post by Thorgrim »

Almost correct. Most energy weapons (all except the CLG, NB and EMP - the FT is a special case of as an energy weapon), when they hit the *shield*, they heat the target up. There's a cute little animation when the shield is hit. If they hit armor, they do damage normally (and no heat). So it's either heat or damage.
When a shield overloads, the bubble around the titan icon in the right-side system status display turns from yellow (normal) to red.
There are weapons that heat the target up when they hit the armor - Flame Throwers and Napalm Missiles (unguided missiles). These are hampered by shields though, they reduce the amount of heat taken when they're on. These weapons do both heat and damage to the target.

Nope. LRMs and SRMs are unguided missiles. Only guided missiles are guided by something: GMHs by heat, GMEs by energy emissions.

Check the guide and the factory's help system (F1 with mouse over weapon's name) for more info. The manual also explains this.
Iceman
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