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Equipment Overview
Streak Short Range Missile 2 
SRM2
Tech Base: Inner Sphere 
Equipment Type: Missile Weapon 
Tonnage: 1.5 tons
Ammo per Ton: 100 
Critical Slots: 1  
Item Health: 10  
Cost: Cbill 30,000  
Sell: Cbill 15,000  
Equipment Specifications
Recycle: 3.5
Damage:
DPS: 1.43
Heat: 2
HPS: 0.57
Range: 270m 
Maximum Range: 270m
Projectile Velocity: 200
Impulse: 0.192
Cockpit Shake: 0.96
Heat Scaling: 4

 

[1][2]



Overview

The streak SRM 2 fires 2 "homing" missiles at high velocity. 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. Each missile does 2.5 damage. The streak SRM 2 is subject to Heat Scaling.

Tracking

Streak SRMs are homing and cannot be fired without a lock. All streak missiles have a 100% chance to hit unless the target 'Mech moves behind cover or out of the 270m range of the missiles. However, not all missiles will home in on the same section. AMS may also intercept Streak SRMs.

Artemis

Artemis IV FCS cannot be mounted onto Streak SRM launchers and are incompatible with the guidance system. BattleMechs with the upgrade installed will receive no bonuses to their SSRM weapons and will not have the increased size or mass on the launchers.

BAP

A Beagle Active Probe can counter the effects of ECM and allows the targeting of powered down mechs.

ECM

While being jammed by ECM, "the lock-on time for Streak missiles will be doubled." While this would be true in tabletop, currently untagged ECM blocks all target locks, within the 180m "Sphere of Influence". If you can manage to stay within 181m and 200m, SSRMs can be used, but this is difficult in practice. This zone will also be larger if BAP or the sensor range module is equipped.

AMS

AMS will work to protect the targeted mech against SSRMs.

Related

References

  1. Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
  2. How screen shake is calculated
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