Difference between revisions of "Streak Short Range Missiles"
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==Weapon Stats== | ==Weapon Stats== | ||
− | < | + | |
− | + | <div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"> | |
− | | | + | {| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto;" |
− | |- style="text-align:center; height: | + | |- style="text-align:center; height:70px;" |
− | ! data-sort-type="number" | '''Weapon''' | + | ! data-sort-type="number" style="width: 90px" | '''Weapon''' |
− | ! data-sort-type="number" | '''Min Range''' | + | ! data-sort-type="number" style="width: 70px" | '''Min Range''' |
− | ! data-sort-type="number" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage --> | + | ! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage --> |
− | ! data-sort-type="number" | '''Lock On<br>Range''' | + | ! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range''' |
− | ! data-sort-type="number" | '''Lock On<br>Time''' | + | ! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time''' |
− | ! '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--> | + | ! style="width: 80px" | '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--> |
− | ! class="unsortable" style="padding: 5px;" | '''[[Damage types|Damage Type]]''' | + | ! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]''' |
− | ! '''Secondary<br>Damage<wbr/>/Shot''' | + | ! style="width: 80px" | '''Secondary<br>Damage<wbr/>/Shot''' |
− | ! class="unsortable" style="padding: 5px;" | '''Sec.<br>[[Damage types|Damage Type]]''' | + | ! class="unsortable" style="width: 100px; padding: 5px;" | '''Sec.<br>[[Damage types|Damage Type]]''' |
− | ! data-sort-type="number" | '''Splash Radius'''<br>(prm/sec) | + | ! data-sort-type="number" style="width: 100px" | '''Splash Radius'''<br>(prm/sec) |
− | ! data-sort-type="number" | '''Shots< | + | ! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> |
− | ! ''' | + | ! style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--> |
− | ! '''[[Heat]]< | + | ! style="width: 70px" | '''[[Heat]]<br>/Shot''' |
− | ! '''Ammo< | + | ! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton --> |
− | ! '''Ammo cost<br>/ton''' | + | ! style="width: 70px" | '''Ammo cost<br>/ton''' |
|- | |- | ||
| data-sort-value="1" | [[SSRM2 | SSRM2]] | | data-sort-value="1" | [[SSRM2 | SSRM2]] | ||
| rowspan="3" | --- | | rowspan="3" | --- | ||
− | | 350m | + | | rowspan="3" | 350m |
| rowspan="3" | 350m | | rowspan="3" | 350m | ||
| rowspan="3" | 0.3s | | rowspan="3" | 0.3s | ||
Line 37: | Line 37: | ||
| rowspan="3" | 0.8m / 3m | | rowspan="3" | 0.8m / 3m | ||
| 14.5 | | 14.5 | ||
− | | | + | | 49 |
| 16 | | 16 | ||
| 36 | | 36 | ||
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| data-sort-value="2" | [[SSRM4 | SSRM4]] | | data-sort-value="2" | [[SSRM4 | SSRM4]] | ||
− | |||
| Data-sort-value="400" | 4 x 100 | | Data-sort-value="400" | 4 x 100 | ||
| Data-sort-value="400" | 4 x 100 | | Data-sort-value="400" | 4 x 100 | ||
| 14 | | 14 | ||
− | | | + | | 95 |
| 32 | | 32 | ||
| rowspan="2" | 72 | | rowspan="2" | 72 | ||
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| Data-sort-value="600" | 6 x 100 | | Data-sort-value="600" | 6 x 100 | ||
| 13.5 | | 13.5 | ||
− | | | + | | 138 |
| 48 | | 48 | ||
|- | |- | ||
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| data-sort-value="4" | [[DSSRM4 | DSSRM4]] | | data-sort-value="4" | [[DSSRM4 | DSSRM4]] | ||
| rowspan="2" | --- | | rowspan="2" | --- | ||
− | | rowspan="2" | | + | | rowspan="2" | 350m |
| rowspan="2" | 350m | | rowspan="2" | 350m | ||
| rowspan="2" | 0.3s | | rowspan="2" | 0.3s | ||
Line 73: | Line 72: | ||
| rowspan="2" | 0.8m / 3m | | rowspan="2" | 0.8m / 3m | ||
| 14 | | 14 | ||
− | | | + | | 190 |
| 64 | | 64 | ||
| rowspan="2" | 72 | | rowspan="2" | 72 | ||
Line 83: | Line 82: | ||
| Data-sort-value="1200" | 12 x 100 | | Data-sort-value="1200" | 12 x 100 | ||
| 13.5 | | 13.5 | ||
− | | | + | | 275 |
| 96 | | 96 | ||
|- | |- | ||
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| rowspan="3" | 0.8m / 3m | | rowspan="3" | 0.8m / 3m | ||
| 14.5 | | 14.5 | ||
− | | | + | | 49 |
| 16 | | 16 | ||
| 36 | | 36 | ||
Line 108: | Line 107: | ||
| Data-sort-value="400" | 4 x 100 | | Data-sort-value="400" | 4 x 100 | ||
| 14 | | 14 | ||
− | | | + | | 95 |
| 32 | | 32 | ||
| rowspan="2" | 72 | | rowspan="2" | 72 | ||
Line 118: | Line 117: | ||
| Data-sort-value="600" | 6 x 100 | | Data-sort-value="600" | 6 x 100 | ||
| 13.5 | | 13.5 | ||
− | | | + | | 138 |
| 48 | | 48 | ||
|- | |- | ||
Line 133: | Line 132: | ||
| rowspan="2" | 0.8m / 3m | | rowspan="2" | 0.8m / 3m | ||
| 14 | | 14 | ||
− | | | + | | 190 |
| 64 | | 64 | ||
| rowspan="2" | 72 | | rowspan="2" | 72 | ||
Line 143: | Line 142: | ||
| Data-sort-value="1200" | 12 x 100 | | Data-sort-value="1200" | 12 x 100 | ||
| 13.5 | | 13.5 | ||
− | | | + | | 275 |
| 96 | | 96 | ||
|- | |- | ||
Line 157: | Line 156: | ||
| rowspan="3" | Frag | | rowspan="3" | Frag | ||
| rowspan="3" | 0.95m / 2m | | rowspan="3" | 0.95m / 2m | ||
− | | | + | | 18.8 |
− | | | + | | 32 |
| rowspan="3" | 6* | | rowspan="3" | 6* | ||
| 48 | | 48 | ||
Line 165: | Line 164: | ||
| data-sort-value="12" | [[Air_Weapons#Missile Air Weapons| Air SSRM4]] | | data-sort-value="12" | [[Air_Weapons#Missile Air Weapons| Air SSRM4]] | ||
− | | | + | | 33.3 |
− | | | + | | 57 |
| 96 | | 96 | ||
|- | |- | ||
| data-sort-value="13" | [[Air_Weapons#Missile Air Weapons| Air SSRM6]] | | data-sort-value="13" | [[Air_Weapons#Missile Air Weapons| Air SSRM6]] | ||
− | | | + | | 36 |
− | | | + | | 61 |
| 96 | | 96 | ||
|- | |- | ||
+ | |} | ||
+ | </div> | ||
+ | {| style="font-size:12px; margin:auto; width:100%; max-width: 1580px; margin-bottom: 30px" | ||
+ | |- | ||
+ | | style=" width: 50%; text-align:left;" | *Single missile (Air SSRMs launch one missile at a time) | ||
+ | | style=" width: 50%; text-align:right;" | All stats are current as of release 0.10.3 | ||
|} | |} | ||
Revision as of 20:16, 20 May 2019
Streak SRMs, or SSRMs, are SRMs that have been upgraded with a form of guidance: they can Lock onto a target and autonomously follow it, while still allowing its predecessor's dumbfire behavior without a Lock.
SSRM launchers with a D prefix denote a Dual launcher, which fire twice as much ordinance per volley as a comparable regular SSRM launcher.
Contents
Weapon Stats
Weapon | Min Range | Max Range | Lock On Range |
Lock On Time |
Damage |
Damage Type |
Secondary Damage |
Sec. Damage Type |
Splash Radius (prm/sec) |
Shots /min |
Sustained DPS |
Heat /Shot |
Ammo /ton |
Ammo cost /ton |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SSRM2 | --- | 350m | 350m | 0.3s | 2 x 100 | Missile | 2 x 100 | Frag | 0.8m / 3m | 14.5 | 49 | 16 | 36 | 175 |
SSRM4 | 4 x 100 | 4 x 100 | 14 | 95 | 32 | 72 | 350 | |||||||
SSRM6 | 6 x 100 | 6 x 100 | 13.5 | 138 | 48 | |||||||||
DSSRM4 | --- | 350m | 350m | 0.3s | 8 x 100 | Missile | 8 x 100 | Frag | 0.8m / 3m | 14 | 190 | 64 | 72 | 350 |
DSSRM6 | 12 x 100 | 12 x 100 | 13.5 | 275 | 96 | |||||||||
CSSRM2 | --- | 450m | 450m | 0.3s | 2 x 100 | Missile | 2 x 100 | Frag | 0.8m / 3m | 14.5 | 49 | 16 | 36 | 225 |
CSSRM4 | 4 x 100 | 4 x 100 | 14 | 95 | 32 | 72 | 450 | |||||||
CSSRM6 | 6 x 100 | 6 x 100 | 13.5 | 138 | 48 | |||||||||
CDSSRM4 | --- | 450m | 450m | 0.3s | 8 x 100 | Missile | 8 x 100 | Frag | 0.8m / 3m | 14 | 190 | 64 | 72 | 450 |
CDSSRM6 | 12 x 100 | 12 x 100 | 13.5 | 275 | 96 | |||||||||
Air SSRM2 | --- | 660m | 600m | 1s | 100* | Missile | 100* | Frag | 0.95m / 2m | 18.8 | 32 | 6* | 48 | 250 |
Air SSRM4 | 33.3 | 57 | 96 | |||||||||||
Air SSRM6 | 36 | 61 | 96 |
*Single missile (Air SSRMs launch one missile at a time) | All stats are current as of release 0.10.3 |
Canon
Originally developed in 2647 by the Star League, the Streak SRM Launcher is relatively similar to the standard SRM launcher but incorporates a unique Targa-7 fire control system. This system consists of a multi-lens sensor linked to a microwave targeting laser and battle computer built in to the launcher. When activated the system fires multiple light pulses at the target, and if the sensor detects a positive return signal from 90% or more of the pulses the battle computer authorizes missile launch; once airborne the missiles receive constant telemetry updates from the system to ensure they hit their target. In contrast if the system does not receive sufficient feedback before firing to guarantee a hit it will prevent the missiles from launching. This special feature of the system prevents the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would otherwise miss.
Usage
The following assets equip SSRMs:
Air SSRM2 | (C)SSRM2 | Air SSRM4 | (C)SSRM4 | Air SSRM6 | (C)SSRM6 | (C)DSSRM4 | (C)DSSRM6 |
---|---|---|---|---|---|---|---|
Inner Sphere Clan
|
Inner Sphere Clan
|
Inner Sphere Clan
|
Inner Sphere Clan
|
Inner Sphere Clan
|
Inner Sphere
Clan
|
Inner Sphere Clan
|
Inner Sphere Clan
|