I have both SRM ammo and SRM ART ammo. The LRM-20 fires twenty such missiles. On paper the LRM 15-ST + Art IV does 5 points less damage, but on the battlefield it. Alternative Ammunition Types . In Mechwarrior Online**, artemis (and NARC beacon debuffs) reduces lock-on time for LRMs, and reduces missile spread by 25%. Description []. MechWarrior 5: Mercenaries. • 10 days ago. 6 for small, 1 for medium, and 1. September 23, 2021. com MechWarrior 5 : Mercenaries Tous les forums Forum MechWarrior 5 : Mercenaries. Share your loadouts, favorite mechs, weapons, etc. Was 5. Description[ edit] Developed by Clan Goliath Scorpion scientists in 3061, the Artemis V Fire Control System is an improved, next generation version of the ubiquitous. Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. The SRM 6 fires a volley of six "non-locking" missiles at high velocity. • 10 days ago. 107. Artemis works well on an LRM mech that stays near the front lines and will actually see its targets, since the missiles will cluster tighly and hit quickly. MechWarrior Online's Hero 'Mech of the Yen-Lo-Wang is a modification of the Succession Wars CN9-YLW variant that takes into account the game's technical and equipment limitations. What Artemis IV does is it drops the spread of missiles by a significant amount if you have LoS to the target. For LRMs, this only works if you have line-of-sight. Although the Manticore mounts a variety of weapons to handle a variety of combat roles and ranges, and is heavily armored for a vehicle of its weight, it is not equipped to deal with the raw. #3. Artemis-IV compatible: Functions identically to standard missiles, but will have improved accuracy when paired with an Artemis-IV FCS-equipped launcher against a target in direct line of sight. In a real-time game like MWO or MW5, this is correctly calculated to be walk speed 3, run speed 4. Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. Artemis-LRM can quickly lock onto line-of-sight ECM foes and ECM-protected foes! Once locked onto ECM foes, even after they run to hide behind a rock, you still have a brief window of lock time and you can still fire at locked-on ECM foe with no line of sight!. boosted by Artemis IV fire control systems - and another trio of anti-missile systems each. Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. Knight Errant;Like, play Mechwarrior 4; it's vaguely possible to run on a modern machine and you'll feel the similarity immediately. Light mechs are cheaper and quicker to repair if/when you take damage. Community content is available under CC-BY-SA unless otherwise noted. New Chassis Details. Abuse Log; Block user; Merge & Delete;. Humanity has colonized thousands of systems across a vast region of space splintered by centuries of conflict. Designed to be used in conjunction with TAG, it was the artillery missile of choice for the. When fired at a 'Mech, the missile clamps onto the target and transmits homing information for friendly missiles. A head-mounted ER Small Laser rounds out the armament. This is the same reason that "5/8" mechs from tabletop which had a top speed of 86. You can hit 'Mechs up to 330 meters or more with your SRM6, though remember that weapon tier will affect range. The higher your reputation the more common those special ammo gets. some weapon need specialised ammo for it. armor multiplier to their install location. Hit 'Mechs at weak spots, if feasible. Therefore a 'Mech mounting an LRM-15 and an LRM-5 would need two Artemis IV systems. I bought a rare weapon (LB 10-X AC) and the ammo for it. Typically just look for Artemis ammo as you travel inside Hubs, and pick up any you come across. Is there a separate ART "weapon" i need also?? Is this just a bug?? I have them because I have been told they are worth it and do alot more damage than a. boris. 5 damage. Manage an expanding mercenary company. The DPS listed on the tables is representative of the amount of damage per second of laser burn not the total DPS of the weapon. The Extended LRM (ELRM) system was designed by engineers in the Federated Commonwealth at Coventry Metal Works, and developed in 3054 to offset the incredible range advantage of most Clan weapons. And let's make it 4 sets of it. Wookieman222 • 2 yr. That being said, your loadout is just about as good as the 10z can get, really. Heat Sinks: 10 Double Heat Sinks. That said, if >only< rifle ammo is appearing that sounds weirdish but maybe still possible with RNG. For SSRMs, it's not supposed to do anything, but testing suggests it decreases the lock-on time for those too. If you can afford the tonnage, Artemis for the SRM 6 upgrade is worth it. 50 damage/shot with 4 shots. 78% of the time it will hit with all 6 missiles, 30. Brings the classic Hellcat (formerly known as Hellhound from MW4) to the Inner Sphere! A high-quality model made by Ion Raptor based on the original design by David A White. Hidden Salvage Crate: two Tier 5 LRM-15 with Artemis IV, two tons of LRM Artemis ammo; Mission: 360 Tonnage Limit, Difficulty 75 Raid to infiltrate and eliminate multiple orbital defense cannons at four nav points defended by elements of the Arcturan Guards and planetary militia to ensure the rest of the Fourth Arkab safely reach the surface. Artemis IV systems are also found on the seven Enhanced LRM-20s scattered around the hull. Typically used in. You will get a lot of normal ammo as post mission salvage opportunities (missiles, MG, AC). The most inaccurate would be a zero-star basic LRM-20. When Mech is overheating, all devices start flashing. Jihad Era UpgradeI am trying to figure out whether or not it is worth it to give up a ton of armor (or a heat sink) for this feature for a missile launcher. The Caerleon mounted a pair of Light Gauss Rifles and a pair of LRM 15s in the nose. And Streak SRM2 is really pointless as well. So guess I am a little confused on what I need to make these work. So the LRM-15 is a _tiny_ bit more efficient. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. r/Mechwarrior5. SaSa Learning Activities. MechWarrior 5: Mercenaries is a BattleTech mecha game developed by Piranha Games released on December 10, 2019, on Microsoft Windows. When played by a human player and supported with TAG and NARC, LRM are absolutely murderous. The reason the Narc system is superior to the similar Artemis IV FCS is that the target lock is never broken because the homing beacon is attached to. 56% if the time it will hit with 5, 33. SRM6's in the hands is a good move, but in the AI hands you might end up losing them. A 'Mech with no weapons is considered to have an invalid loadout, and will not be available for use. If you alpha them in the cockpit area at 150m the spread is good enough to compensate for mech movement and bad aim. Both create heat bildup. Stream LRM - makes the missles fire in a single file line. but a rare tier 3 ac20 costs around 1,4 millionen while a standard tier 3 ac20 only costs 740k. The technology became Lostech during the Succession Wars and was first recovered by the Capellan Confederation in 3044. I have both SRM ammo and SRM ART ammo. Be sure to strip the medium lasers if you do the lrm build. Each weapon in a size range does the same dps with . So if you fire an LRM at an arm part, all missles will hit the arm part. The Viking began production shortly after the Beowulf in a joint effort by the Free Rasalhague Republic and ComStar. So without having HotIS and liking the 9M more, my guess is that I would like the Zeus SK more than the AWS-PB. #7. ago. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation and are used under license. 0) = 989; RVN-4LCDepending on your total load out artemis is excellent, but it can stymie your ability to boat heavily, mostly, I would say artemis and tag is the way to go, you can live without artemis, but I would take it if I could, gotta take a tag though, it is a flat out must have, especially with how much ECM is now on the playing field. Artemis makes it so that the missiles fly closer together and. Like LRM+Artemis IV launcher which requires LRM Artemis ammo to properly use it etc. 6 min read. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation and are. You can click the arrows to navigate slides, or swipe left and right for tablets/mobile. A SRM-6 with artemis weighs 4 tons, 1 ton for ammo, and gets +2 to the cluster table roll. - Smaller launcher size. The SRM 6 packs a heavy punch for its size and is seen as the main or secondary armament on several. Decreased LRM spread radius from 15 meters to 9 meters, with Artemis decreased from 7. Artemis IV readily available: December 31, 3034 Reduced missile spread percentages are indicated in the game's files but are not currently displayed anywhere in. Just be careful since these weapons can jam when fired on cooldown. Electronic Equipment: These devices assist with targeting, command and control, performance enhancement and electronic countermeasures. 5 tons Engine: Extra-Light 300 Top Speed: 48 kph Gyro: Standard Heat Sinks: 13 Single Heat Sinks Cockpit: Standard. And finally the LRM 15 is ready to fire again. The heaviest of all of the MechWarrior 5 Mechs are the Assault class. The fact Nikolai was willing to die to. Your BattleTech News Round-Up For October, 2023. 2† 180 405 330 X Narc-Capable 2. So guess I am a little confused on what I need to make these work. I have both SRM ammo and SRM ART ammo. Well. ; From MechWarrior Online:. It weighs one-ton per launcher and takes an additional crit slot, it must be used on all missile launchers, its all or none. Ironically, I am having a hard time finding rifle ammo. This variant removes the Narc missile beacon and SRM-6, replacing them with an MML-7 equipped with Artemis IV guidance. MechWarrior 5: Mercenaries/Dragon Missions. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation. My build for the ON1-YAJ:Artemis IV FCS is an advanced targeting system that can be attached to Long Range Missile and Short Range Missile launchers. Artemis for SRM6s is usually a good idea. The tool tip really isn't enough help. Streak SRMs work the same way, you must buy special Streak ammo for Streak SRMs to work, however Stream LRMs just need ammo for the type of launcher, aka either LRM ammo or Artemis ammo. 6 for large. The ATM 9 is the second heaviest and bulkiest of the ATMs. i’m also pretty sure you’re gonna do better with one LRM 15 Artemis versus lrm 5 and lrm 10 combined. Community Outreach - Exploring BattleTech Lore And History With Sven Van Der Plank. In terms of ammunition, the three AMS again have seventy-two rounds to draw on, while the Gauss Rifles have forty rounds. Hit me with your best load-outs! 28 comments. - Stream launchers. 12. 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. 0)=1,628; Design Quirks . Download Mechwarrior Online. Upon taking damage they will repair armor and structure in their install location for a certain amount of time. The UAC/5 becomes available on Dec. Now. What does it do? Is it worth it to down armor or down gun a mech to get it?From MechWarrior Online:. ATMs also include an integral Artemis IV Fire Control System. You're far better off using SRMs because they do excellent damage for their tonnage. - Artemis guidance. Add-On. The Archer chassis has more than enough available to turn the Agincourt into a rich man's Vulture. 5 tons, and armor is also reduced slightly. Need a mech that has a Motive slot to fit it to, here is a list of all the mechs in MW5, look for 'Motive' in the 'Special' column: Hardpoint system strikes again, well have to wait for mods to throw a supercharger and masc on an Urbanmech. BIG STEAM SALE. i coulda swore Artemis replaced the need for tag, but not for narc as narc could still improve missle tracking and of course maintain target lock. Started off trying to throw in the standard 3x SRM 6's, and the damage was high but found too much damage spread. close. Mounted in the aft of the Caerleon were a pair of ER Medium Lasers. There are also some Awesome variants that fit a pair of LRM15s along with a couple of lasers of various sizes as backups. So SRM Artemis acts as a passive buff (reduce missile spread by 25%)A mech moving 5 hexes is moving 54 khp, so in tabletop a mech with a walk speed of 3 would round UP to 5. What does it do? Is it worth it to down armor or down gun a mech to get it?Variants []. 25 double heat sinks kept the fighter's. Personally, I use standard LRMs because so many enemies like to move in close, and those 20 meters often make a difference. Narc-capable: A standard missile modified to identify and home in on active Narc beacons with improved accuracy. I like Artemis mostly for LRMs, but it does make SRM spreads a little smaller. These variants were introduced in MechWarrior Online, and thus far have not appeared in any canonical media. For anyone who doesn't know, Artemis is a guidance system that adds an extra ton to the missile launcher's weight but tightens the missile spread so that more of the damage is. ATMs also include an integral Artemis IV Fire Control System. NASA Uses Two Worlds to Test Future Mars Helicopter Designs. They also can only carry three quarters the. Designed as a partner to the Trebuchet missile support mech, the 50 ton Centurion would become a staple in the Federated Suns' military. Jul 15, 2021 @ 9:07am Improved doesn't mean "increased", it means better. The Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which. 1 points of damage. Cockpit: Standard. Wookieman222 • 2 yr. CN9-A: Removed -10% Laser duration;. From MechWarrior 5: Call to Arms Expansion Pack:. Sarna News. Just beat the campaign and still going strong! Just wanted to share my lance and setup and see what others have come up with. Double Heat Sink,. The only notable difference is its use of a standard PPC in the place of the still-lostech snub-nosed version, dropping the CASE and volume of ferro-fibrous armor. †1 point of heat is added to targets. HGN-IIC-A The Highlander IIC A is an ER PPC boat. This in turn forced the engineers to. If someone else is spotting and you don't have line of sight to the target, your Artemis is having no effect. Use it like a shotgun and enemy mechs just vanish in front of your eyes. BV (1. Otherwise they function as normal. IMO SRM4-ARTIV is better than regular SRM6. 27. 5 meters to 6. Mechwarrior Foundry Wiki is a FANDOM Games Community. If any standard missile launcher is equipped with an Artemis system, every launcher of that type must have its own Artemis-P attached. 5 tons Engine: Light 280 Top Speed: 113 kph Gyro: StandardI'd use artemis on srm 4's and 6's. The year is 3015. All streak missiles have. Archer 2R: Torso Mounted Missles and fast moving arms with 2 Lasers each. Due to the large number of missiles fired at once, the weapon may run out of ammunition during a lengthy skirmish. #3. Also, as a general rule, Artemis IV is always most efficient when used with larger launchers as far as relative cost increase (for LRMs it's not entirely true for 5s and 15s relative to 10s and 20s, given the weight savings offered by the 5/15 iterations). Large lasers for distant targets and birds, medium lasers for light/medium mechs and. Armor: Standard 4. Therefore, the most accurate LRM would be a five-star ART-IV LRM-5 firing in streams. References. Weapon cooldown cycle. I am trying to figure out whether or not it is worth it to give up a ton of armor (or a heat sink) for this feature for a missile launcher. I am trying to figure out whether or not it is worth it to give up a ton of armor (or a heat sink) for this feature for a missile launcher. Put the rest of your lance on the far side of the city (where the last 2 waves of enemy mech will be dropped) Only you will tread into the city itself to pursue. Read more →. mayatola 3 years ago #1. Cargo capacity is reduced to 72. net is an online community founded by Vince "VAM" McMullin in 1999 to provide free downloadable content and tools, developed in-house, for the MechWarrior series of video games. Mechwarrior Foundry. The tool tip really isn't enough help. some tons left over for DHS. • AC/5 • SRM4+Artemis IV Tier 3 • Clan ER PPC • Clan Ultra AC/5 • Clan Ultra AC/20 • Clan LB-20X • Clan SRM4 (with and without Artemis IV) • Clan SRM6. SSRM - Streak SRM - Short ranged missile weapon which when locked onto a target "pings" the mech and detects components such as Torso, Head, Legs, arms. You might not find some of the best mechs. MechWarrior 5 (VG) MechWarrior: Living Legends (VG) MechWarrior Online (VG) MegaMek (VG) Other Games; Admin Pages. r/Mechwarrior5. The tool tip really isn't enough help. If you have 1 Arrow IV, you need 1 Artemis Each Artemis takes up 1 crit and 1 ton. MechWarrior 5 (VG). Structure: Standard Armor: Standard 13 tons Engine: Standard 280 Top. I did the exact same thing with LBX10 Autocannon, I assumed it. Artemis IV in MW5 is - instead of a targeting computer that benefits one type of missile launcher per Artemis IV installed - baked into "special" missile launchers that. Member. • 2 yr. Edit: I was mistaken. Plan your movement to be effective. I have both SRM ammo and SRM ART ammo. Standalone weapon pack that contains all weapons from the Yet Another Mech mod. The forward firing pulse lasers are replaced by an SRM-4 and SRT-4. An attempt by Bergan Industries to push the limits of Land-Air 'Mech technology, the Champion LAM remains the heaviest LAM ever built. Gauvan, on 20 October 2014 - 11:04 AM, said: Artemis IV Fire Control System. Artemis IV bonuses do not apply to targeted enemy Mech's when enemy ECM 'blocks' Line-of-sight. Make sure you are on the market tab, and not checking the market. Other user's assets Some assets in this file belong to other authors. Be sure to strip the medium lasers if you do the lrm build. Anyone knows where to get the 20-ST + ART IV Ammo? It uses Artemis LRM Ammo, same as any other LRM with Artemis. They are not useful for the most part. If you need the heavy rifle, go heavy rifle, LRM 10 artemis, regular lasers, and load up on heat sinks and trim the armor. Pretty much a 'hero' weapon since it shares the color theme of hero mechs. The other has 2 ATM 12s, 2 clan large pulse lasers, and 4 standard medium lasers. Typically just look for Artemis ammo as you travel inside Hubs, and pick up any you come across. 56% if the time it will hit with 5, 33. Use Bobbert's Mod Options to set variables. -30% Ultra AC/5 Jam Chance quirk. Make sure you are on the market tab, and not checking the market. What he's said. Try putting them on, if it doesn't show ammo warning then it's correct. Artemis has no effect on SSRMs. In both titles, ‘Mechs are limited in the number of specific energy, ballistic, and missile-based weapons they can mount in any given section of the. Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. are variants of available BattleMechs that were used by. The Artemis-P must be mounted in the same location as the launcher it controls, taking up space and weight on a BattleMech like other components. Standalone weapon pack that contains all weapons from the Yet Another Mech mod. But it only reduces the lock-on time, not the "streakspread", afaik. Jan 27, 2018 @ 9:56am. 5 and 5. Personally I don't really value the structure upgrades that highly. 5's and 10's see very little benefit. article 13 hours ago. The battlefields are dominated by war machines known as BattleMechs. Extra armor protects the legs, while CASE protects all the ammo bins. Run into one and walk inside it in a "П" pattern to make the most goal of it. LRM 5 w/ Artemis IV FCS, LRM Artemis Ammo, Jump Jet x3: Small Laser, LRM 5, LRM Ammo, Jump Jet x2: Ultra AC/5, Ultra AC/5 Ammo, Jump Jet x3: SRM 2, Jump Jet x3: LRM 5 x2, LRM Ammo, Jump Jet x3:. 33% of the time it will hit with 4 and 8. In the most recent patch, the grouping size was improved to have a 34% tighter spread when compared to standard missiles. I am trying to figure out whether or not it is worth it to give up a ton of armor (or a heat sink) for this feature for a missile launcher. 0) = 1,301[28][29][30]" The Clans never lost the ability to make the system but their focus on ritualized warfare favoring personal glory over supporting roles meant that the Arrow-IV and TAG system saw little use even in the most pragmatic of Clans and so they never refined the system, with modern Clan examples being no different than recovered Star League and modern. The UAC/5 becomes available on Dec. Agreed. ago. The longer you play the game, the more impatient you'll get with. *NLRM 5/10/15/20 + Artemis IV variants (3t/6t/9t/12t, 2/4/6/9 slots or S/M/L/L missile) LRMs with an improved minimum range of 90 meters, instead of the usual 180m of the normal launcher. instead of 2. 4xT5 MLaser, 1xT5 LRM-20-ST + ART IV, 1xT5 LRM-20 ST, 2xT5 LRM-10 ST (Go-to for long range mech melting, paints the sky orange with fire. On the subject of missiles, while Artemis IV is extremely useful on SRM6 and LRM10, 15, and especially 20, it's pointless on anything less as there isn't much of a spread to improve. In addition, the SRM-6 is slaved to an Artemis IV Fire Control System to improve the accuracy of the individual missiles. GAME; STORE; FORUMS; EVENTS; SUPPORT; REDEEM ; LOGIN;. ago. The tool tip really isn't enough help. To anyone who can do these "small". MechWarrior: Dark Age (MWDA; later as Age of Destruction or AOD) was a tabletop wargame by WizKids set in the BattleTech universe that uses the Clix system. . Solid armor, for their class, 97km/h, jumpjets, armed to the teeth. *NLRM 5/10/15/20 + Artemis IV variants (3t/6t/9t/12t, 2/4/6/9 slots or S/M/L/L missile) LRMs with an improved minimum range of 90 meters, instead of the usual 180m of the normal launcher. 5 and 5. csdavis715 • 1 yr. The SRM-6 fires six such missiles at a time. 0) = 2,349; IMP-1C Another early version based on the Imp 1B, this variant mounts a Gauss rifle in the right. 5 meters to 6. In the game I think (but am not 100% sure) that NARC and TAG make it so friendlies can lock the target super fast. close. These are supplemented by fourteen LRM-20s equipped with Artemis IV fire control systems. my stores dont even sell that. Its indirect fire allows support 'Mechs to pummel the enemy from safe distances. Description edit. The Pentagon-class assault DropShip was first designed for the Terran Hegemony Navy in the twenty-sixth century when it needed an anti-fighter escort for its Congress-class Frigates. References. Bay 1: BattleMechs (40) - 4 doors Bay 2: Fighters (6) - 2 doors Bay 3: Small Craft (2) - 1 door Bay 4: Cargo (967 tons) - 1 door. So guess I am a little confused on what I need to make these work. In my experience the pinpoint accuracy kills mechs way faster. - Smaller launcher size. article 8 hours ago. Equipment: 2x LRM-20s w/ 4t ammo, 1x Narc w/ 2t ammo, 2x SRM-4s w/ 2t ammo, 2x CASE. also on big launcher if i can afford the tonnage. Assuming YAML is accurate to vanilla, the following traits improve accuracy: - Item quality. [6] [2] Although the technology to create Arrow IVs was lost during the Star. Games. I can't see any way to manually reload, I have the specific ammo in my inventory, and at this point I am not sure how to sort this out. Description []. A tier 5 LBX-10 SLD does 13 dmg per shot with a DPS of 7. I am trying to figure out whether or not it is worth it to give up a ton of armor (or a heat sink) for this feature for a missile launcher. Commissioned in 2520 by the Lyran Commonwealth, the Dervish has a maximum speed of 86. It cannot be attached to either NARC Beacon or Streak Short Range Missile launchers. Yeah I just checked, LBX has its own ammo. Artemis IV narrows the spread of the missile volley so that more missiles hit the targeted area. NGNG_Seth • 11 yr. 765s cooldown. For rare mechs I think it's either pristine condition of normal mech (most often the case) or a rare. The biggest change is the addition of a Guardian ECM suite in the 'Mech's right torso. The end result allows. This guide is packed to the brim with information about how to play missile weapons in Mechwarrior Online, covering LRM, SRM, ATM, NARC and Streaks. The fighter was clad in 13. For SRMs this means a tighter spread on the 'shotgun' of rockets, for LRMs it improves their ability to seek onto moving targets. The Advanced Tactical Missile system (ATM) was developed by Clan Coyote from 3053 to 3060 and allows its users to choose between three different types of ammunition. The game treats the ticks of chain fire like a new button press. What does it do? Is it worth it to down armor or down gun a mech to get it?For each missile rack, you mount an Artemis FCS. This means they do not lock on like LRM and Streak SRM. Weapons can be attached to weapon hardpoints found on 'Mechs. Stalker, Catapult, Archer) or in combination with SRM4 or 6 (non-stream version). Because of the Jump Jets IMHO better as MRM Mech. 0) = 4,977. -Brand new cockpit sounds with a detailed inside-the-cockpit experience. Trying to get my build nailed down for the Kintaro 18 I found. CPLT-K2-S A variant of the Kurita K2 model exclusive to the Otomo, the arm-mounted PPCs are retained but the machine guns and medium lasers removed and replaced with a AC/2 and Small Laser in each side-torso. The Advanced Tactical Missile system (ATM) was developed by Clan Coyote from 3053 to 3060 and allows its users to choose between three different types of ammunition. Fight alongside your friends with a four-player PvE co-op. 1: Firestarter. But lasers can. Short-Range Missiles pack more power into the missile than almost any other kind. The higher your reputation the more common those special ammo gets. Abuse Log; Block user; Merge &. Password. The tier list does not take fun into account. For the Orion, leave the LRMs to your lancemates and bring SRMs, this is 100% the way to go. Battle Armor C3 System;. Multi-Missile Launcher is capable of firing both short-range missiles and long-range missiles, including any special munitions designed for them, as well as using the Artemis IV fire control system. Shorted all Artemis missile systems to just a plus sign at the end, so instead of '[SRM 6 + Art IV]' it is now just [SRM 6+] Decreased SRM spread radius from 10 meters to 7. #2. Our first few tips are to tell you what kind of game MechWarrior 5: Mercenaries is, the game modes that are available, and the mission types for completing contracts. MechWarrior 5: Mercenaries. It's also equipped with a MechWarrior Aquatic Survival System to protect the pilot in case of a hull breach. 6 kph. • 4 yr. Extra armor protects the legs, while CASE protects all the ammo bins. Is there a separate ART "weapon" i need also?? Is this just a bug?? I have them because I have been told they are worth it and do alot more damage than a. ) AC-20’s are uniquely able to become (hilariously) ‘AC-SIXTIES’ (30+ Damage per Shell)… when double mounted and. Equipment: 1x Ultra AC-5 w/ 2t ammo, 1x LRM-15 w/ Artemis IV w/ 1t ammo, 2x ER Large Laser, 2x Medium Lasers ZEU-9S: [] Structure: Standard Armor: Ferro-Fibrous 11 tons Engine: Standard 320 Top Speed: 65 kph Gyro: Standard.