Difference between revisions of "Streak Short Range Missiles"

From MechWarrior: Living Legends Wiki
Jump to: navigation, search
m (applied weapon stats aesthetic patch and fixed shot/min values)
(Weapon Stats: upgraded table)
Line 5: Line 5:
  
 
==Weapon Stats==
 
==Weapon Stats==
<br>
+
 
{| border="1" cellspacing="0" cellpadding="1" class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto;"
+
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
|+ style="caption-side:bottom; text-align:right; font-size:12px; font-weight: normal;" | All stats are current as of release 0.10.3<br>*Single missile (Air&nbsp;SSRMs launch one missile at a time)
+
{| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto;"
|- style="text-align:center; height:40px;"
+
|- 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<wbr/>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
+
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
! '''Raw DPS''' <!-- DPS without damage type modifiers -->
+
! style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)-->
! '''[[Heat]]<wbr/>/Shot'''
+
! style="width: 70px" | '''[[Heat]]<br>/Shot'''
! '''Ammo<wbr/>/ton''' <!-- Half ton ammo treated as one ton -->
+
! 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
| 96
+
| 49
 
| 16
 
| 16
 
| 36
 
| 36
Line 44: Line 44:
  
 
| data-sort-value="2" | [[SSRM4 | SSRM4]]
 
| data-sort-value="2" | [[SSRM4 | SSRM4]]
| rowspan="2" | 351m
 
 
| 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
| 186
+
| 95
 
| 32
 
| 32
 
| rowspan="2" | 72
 
| rowspan="2" | 72
Line 58: Line 57:
 
| Data-sort-value="600" | 6 x 100
 
| Data-sort-value="600" | 6 x 100
 
| 13.5
 
| 13.5
| 270
+
| 138
 
| 48
 
| 48
 
|-
 
|-
Line 64: Line 63:
 
| data-sort-value="4" | [[DSSRM4 | DSSRM4]]
 
| data-sort-value="4" | [[DSSRM4 | DSSRM4]]
 
| rowspan="2" | ---
 
| rowspan="2" | ---
| rowspan="2" | 351m
+
| 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
| 372
+
| 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
| 539
+
| 275
 
| 96
 
| 96
 
|-
 
|-
Line 98: Line 97:
 
| rowspan="3" | 0.8m / 3m
 
| rowspan="3" | 0.8m / 3m
 
| 14.5
 
| 14.5
| 96
+
| 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
| 186
+
| 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
| 270
+
| 138
 
| 48
 
| 48
 
|-
 
|-
Line 133: Line 132:
 
| rowspan="2" | 0.8m / 3m
 
| rowspan="2" | 0.8m / 3m
 
| 14
 
| 14
| 372
+
| 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
| 539
+
| 275
 
| 96
 
| 96
 
|-
 
|-
Line 157: Line 156:
 
| rowspan="3" | Frag
 
| rowspan="3" | Frag
 
| rowspan="3" | 0.95m / 2m
 
| rowspan="3" | 0.95m / 2m
| 19.4
+
| 18.8
| 64
+
| 32
 
| rowspan="3" | 6*
 
| rowspan="3" | 6*
 
| 48
 
| 48
Line 165: Line 164:
  
 
| data-sort-value="12" | [[Air_Weapons#Missile Air Weapons| Air&nbsp;SSRM4]]
 
| data-sort-value="12" | [[Air_Weapons#Missile Air Weapons| Air&nbsp;SSRM4]]
| 36.6
+
| 33.3
| 121
+
| 57
 
| 96
 
| 96
 
|-
 
|-
  
 
| data-sort-value="13" | [[Air_Weapons#Missile Air Weapons| Air&nbsp;SSRM6]]
 
| data-sort-value="13" | [[Air_Weapons#Missile Air Weapons| Air&nbsp;SSRM6]]
| 40
+
| 36
| 133
+
| 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&nbsp;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_SRM-2_Launcher

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.

Weapon Stats

Weapon Min Range Max Range Lock On
Range
Lock On
Time
Damage/Shot Damage
Type
Secondary
Damage/Shot
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.

BattleTech reference

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


See Also