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 - Artemis guidancemechwarrior 5 artemis iv MechWarrior 5: Mercenaries

Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. You can hit 'Mechs up to 330 meters or more with your SRM6, though remember that weapon tier will affect range. #3 Todeshonk. - Smaller launcher size. Genre (s) Vehicle simulation. 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 have both SRM ammo and SRM ART ammo. 4 has slightly tighter spread. A roguelike at a different scale. 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. Games. To make room. The Lee was produced in four different configurations, with the later design produced limited numbers. Artemis IV narrows the spread of the missile volley so that more missiles hit the targeted area. 2. armor multiplier to their install location. 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. Read more →. 5 meters to 6. The SRM 6 fires a volley of six "non-locking" missiles at high velocity. Sep 27, 2023. The Artemis IV FCS upgrade increases the tracking strength and decreases the lock down time by 50%. Weapons: 1 Large Pulse Laser, 3 Medium Pulse Lasers, 1 LRM-15+Artemis, with 2. r/Mechwarrior5. - Brand new sounds with increased audio fidelity for all in-combat sounds. Your BattleTech News Round-Up For October, 2023. Upon taking damage they will repair armor and structure in their install location for a certain amount of time. When Mech is overheating, all devices start flashing. instead of 2. As far as I recall, for LRMs this means more missiles hit the center torso. Includes: Clan ACs (normal, Ultra, LBX), Gauss, Hyper-Assault Gauss, LRMs and SRMs (with and without Artemis - all are Stream versions), Streak SRMs, ATMs with range/damage brackets,. The Stalker was first produced in 2594 as a heavy assault BattleMech for the Reunification War. LRM 20-ST + ART IV Ammo. You have tighter missile groups so you can headshot or core with less heat generation. You need to find SRM Art IV ammo. 5 or 48. The main story campaign is the Black Inferno Campaign, this is augmented by High Reward Contracts. What does it do? Is it worth it to down armor or down gun a mech to get it?The ZEU-5S was one of two prototype designs before the simpler-to-build -6S went into production. I'd argue it's better than the Agincourt for a few reasons: 1. Yeah, and if you chainfire the UAC/5s in pairs it'll help mitigate possible jams while providing a consistent rate of fire. 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. Has mostly all weapons up to 3070, including all LBX, Ultra, Rotary and Light Autocannons, Light, Heavy and Snub Nose PPCs, Silver Bullet, Light, Heavy, Improved Heavy Gausses, MRMs, Streak SRMs, ER and X. • 4 yr. What does it do? Is it worth it to down armor or down gun a mech to get it?The cockpit is so huge that the AI almost always targets it. 6 kph. Back to top #11 simon1812. videogame_asset My games. Noticed a TDR variant with -65% small laser cooldown. From MechWarrior 5: Call to Arms Expansion Pack:. For SRMs, it tightens the spread of the missiles. Missile weapons have a variety of upgrade options. When played by a human player and supported with TAG and NARC, LRM are absolutely murderous. ugh zone (2-3 to 0. The Shockwave was created by the Marik-Stewart Commonwealth in the years after the Jihad. The following mechs are. The 5W is a vicious city fighter that uses a Ceres Arms Crusher plasma rifle to damage enemies and force heat buildup in enemy 'Mechs, complemented by a trio of Ceres Arms Model 8 heavy machine guns. 5 damage. A Tier 5 SRM 6 does 20. - Artemis guidance. The exception to this are the Magna brand weapons who gain a 5% bonus to weapon damage but also their total heat per second. 0) = 1,301[28][29][30]"Target Acquisition Gear ( TAG) is an advanced targeting device for use by artillery spotters. Was 5. 0) = 5,091; BV (2. 15's and 20's spread so much that Artemis is a requirement. Armor: Ferro-Fibrous 15. MechWarrior and Battletech are registered trade. But it only reduces the lock-on time, not the "streakspread", afaik. Good all around selection of weapons and a ridiculous amount. Short-Range Missiles pack more power into the missile than almost any other kind. (Leopard Upgrade introduced in 3056) Note here: Four 'Mechs and two aerospace fighters constitute a so-called AirLance under SLDF doctrine, where one in three lances. Like LRM+Artemis IV launcher which requires LRM Artemis ammo to properly use it etc. Conceived as a raider, the Lung Wang was designed to meet Chancellor Liao’s specifications for a craft capable of operating independently of support while holding its own against any non-Clan foe. The Annihilator is the best, but walking 33kph across a huge. Mounted in the aft of the Caerleon were a pair of ER Medium Lasers. Noticed a TDR variant with -65% small laser cooldown. In modern games like MechWarrior 5: Mercenaries and BATTLETECH, the solution to the LRM problem has become a hybrid of MechWarrior 4’s hardpoints and more classic tabletop ‘Mech construction. Conidering how this game is structured and how combat goes, there's very little practical reason to use NARCs or TAGs, and you have to pick Art IV for LRMs only if your really have spare weight. While it thus leaves out all other unit types, and was deliberately written to be as concise as possible and to. What does it do? Is it worth it to down armor or down gun a mech to get it?How to play - MechWarrior 5 tips. Here is a comparison video I made comparing standard and artemis SRMs back when the grouping size was only 20% tighter. It helps boost your lock-on speed when you have line of sight (as any good LRM boat should) and it helps cluster the warheads a little more tightly. Lyoto Machida, on 08 April 2014 - 12:18 AM, said: Doesn't seem worth it to me based on accuracy alone but the reduced lock time helps. Possible Mechs able to field this are the Rifleman-4D, Black Knights, or the lethal King Crab Kaiju Hero (a monstrous FOUR Large Pulse lasers, plus a few LRM-5’s for aerial Ko’s and trash clean-up, is a nice setup). One-Shot Streak missile systems and One-Shot Narc systems are also possible. They're still dumbfire missiles. i’m also pretty sure you’re gonna do better with one LRM 15 Artemis versus lrm 5 and lrm 10 combined. Description []. Think of LRM Stream + Artemis like this. If the Kentaro GB is the hero variant, then I highly recommend the artemis setup. 5 seconds, a fourth time (2. 5 meters, with Artemis equipped launchers staying the same at 5 meters. 1. boris. article 14 hours ago. The LRM-15s have been upgraded with Artemis IV for increased accuracy. 12. -New footstep sounds for each weight class of mech, including actuator noises. The biggest change is the addition of a Guardian ECM suite in the 'Mech's right torso. Weapon Tiers Started by Lostdragon, Aug 02 2016 09:16 AM. For LRMs, this only works if you have line-of-sight. IMO SRM4-ARTIV is better than regular SRM6. 1) MechWarrior 5: Mercenaries is a futuristic shooting game where the aim is to complete missions by destroying enemy Mechs, tanks. Posted 04 November 2021 - 03:52 PM. What does a tracking system for a dumbfire rocket offer? The Prototype (known as the Arrow-P) version is bulkier and heavier than a standard Arrow IV launcher by a ton, and can only carry 4 shots per ton of conventional homing ammo. some weapon need specialised ammo for it. HGN-IIC-A The Highlander IIC A is an ER PPC boat. lrms track faster targets and hit better, and srms stay tighter (the 6 srm 6 cat with artemis is very noticeablely buffed this way) but ya, if you are runnin an lrm boat, artemis it up, along with 50% longer sensor. What Artemis IV does is it drops the spread of missiles by a significant amount if you have LoS to the target. ATMs also include an integral Artemis IV Fire Control System. This thing can be a long range power house AND a brawler. MechWarrior 5: Mercenaries Rasalhague Missions details the unique campaign featured in Rise of Rasalhague, which can be played in both Campaign and Career Modes. advertisement. Battle Armor C3 System;. 0) = 4,977. Unite with the Draconis Combine and fortify their defenses against an inevitable war, discover the new Longbow BattleMech, the exclusive "Otomo" Special 'Mech Variants, and embark on an epic 15 mission quest line rallying behind Kurita's unexpected plan. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Abuse Log; Block user; Merge & Delete;. MechWarrior 5: Mercenaries. 0) = 821;. The LRM 15s were equipped with Artemis IV fire control systems, and the Caerleon carried two tons of ammunition for the Light Gauss Rifles and four for the LRM 15s. Artemis IV fire control systems provide a tighter cluster for standard SRMs and LRMs, allowing more missiles to impact, and more missiles to impact at the same location, all. Plan your movement to be effective. Parihelion_ • 4 yr. The engineers and designers at Triad Technologies created the Stalker to be a heavily-armored weapons platform capable of handling combat at any range and absorbing a tremendous. To make room for all these upgrades one of the LRMs had to be sacrificed but an Artemis IV FCS is now integrated into the remaining one to make its shots somewhat. Each missile does 2. NGNG_Seth • 11 yr. In the game I think (but am not 100% sure) that NARC and TAG make it so friendlies can lock the target super fast. it should probably say that instead of LRM ammo, but thank you. Read more →. HarJel I, II, III - Self-Repair systems. It keeps the ER PPCs and LRM-20 and Artemis IV system. So if you fire an LRM at an arm part, all missles will hit the arm part. MechWarrior 5 (VG) MechWarrior: Living Legends‎ (VG) MechWarrior Online (VG) MegaMek (VG) Other Games; Admin Pages. 4) Design Notes: With Melee initially introduced with "Legend of the Kestrel Lancers" we monitored its roll out to identify any issues that we could address with the release of the Hatchetman and the new Melee weapons options to ensure that they are fun and rewarding to use. Originally designed by members of the Battle Magic mercenary unit in 3067, the MML helps simplify logistical needs of cash-strapped. - Smaller launcher size. 704 and a HPS of . Description []. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation and are used under license. So guess I am a little confused on what I need to make these work. 4s cool down. 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. MechWarrior and Battletech are registered trade-marks of. It was first introduced by the Terran Hegemony in 2593 and became a staple of the Star League Defense Force by 2600. Add-On. Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. My favorite all around mech has gotta be the Atlas D. SRM 6 / SRM 6 + Artemis Cooldown increased to 3. Cargo []. Humanity has colonized thousands of systems across a vast region of space splintered by centuries of conflict. 4 km/h, letting it keep up with and support most Succession Wars-era medium and light models. There are a few weapon types the AI is bad with and LRM belong to this category. Ironically, I am having a hard time finding rifle ammo. Thematically, MechWarrior 5 is structured as a roguelike. Which on paper is more damage than the SRM4+ artemis with its 8,6 damage in 4 missiles. You're far better off using SRMs because they do excellent damage for their tonnage. Artemis on LRMs decreases their spread, but ONLY if you can see the target. In 3058 you even start seeing it in the Periphery State and pirate hands . 1 or 2 per missile. 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. However, especially at long range, after they fly a little bit both missle types seems to hit the target as a heap. Best. 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. If you have 4 LRM-5's, you need 4 Artemis. Start-up & Shut Down Mech sequence. Artemis - makes LRMs to be more accurate. Variants []. From MechWarrior 5: Call to Arms Expansion Pack:. These are supplemented by fourteen LRM-20s equipped with Artemis IV fire control systems. 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. Step 2 -. i'll have to try that. So guess I am a little confused on what I need to make these work. After its defeat on Tukayyid, Khan Severen Leroux of Clan Nova Cat commissioned the Nova Cat OmniMech, meant to protect the Clan both militarily and spiritually. 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. Normal LRM - tends to fire like a shotgun, they scatter and usually misses. You just are spending an extra ton on the artemis, but it’s well worth it for the tighter spread. The tool tip really isn't enough help. Ironically, I am having a hard time finding rifle ammo. Catapult hero with four SRM-6 stream + Artemis. It's not wholly ammo-dependent, with ammo stored all over the damn place. I messed around with having 3 lrm 10 stream artemis and 2 lrm 5 stream artemis and thought it isn't as effective at deleting mechs as a straight up srm 6 artemis and srm 4 artemis build, it is definitely fun. The year is 3015. Mode change via YAML interface (Ctrl-1-6 for the weapon groups). Also the damage is enough to break any cockpit armor. BV (2. The Capellan Confederation expanded the utility of the Guardian even more with the introduction of Stealth Armor. The AC2 shoots a third time at 1. Just be careful since these weapons can jam when fired on cooldown. You might not find some of the best mechs. At the higher end of the medium class, the Dervish is a highly mobile fire support BattleMech. If several SRM's are clustered close together on the mech, the artemis can enhance them so much that they'll devesate whatever they hit. Use Bobbert's Mod Options to set variables. So guess I am a little confused on what I need to make these work. Email. 11 DPS and 1. The Manticore is one of the best-designed and most powerful tanks ever created, built to combat BattleMechs in support of infantry formations. The tool tip really isn't enough help. Adding Artemis to a mech changes all LRMs and SRMs on the mech to a new type (LRM + Artemis and SRM + Artemis). Narc uses ammo and has shorter effective range (for AI) than Tag and uses a valuable. You need to find SRM Art IV ammo. For rare mechs I think it's either pristine condition of normal mech (most often the case) or a rare. 5 tons Engine: Extra-Light 300 Top Speed: 48 kph Gyro: Standard Heat Sinks: 13 Single Heat Sinks Cockpit: Standard. close. The Legacy has the following Design Quirks:PlayStation 4, PS5. 2 SRM4's and 2 SRM6's, all with Artemis IV 3 LRM10's, 2 LRM15's and 2 LRM 20's, all with Artemis IV 12 Double Heatsinks u/MechTech76 has made a great post with screenshots of the cache locations if you need any help finding them. Artemis has no effect on SSRMs. this can however take a bit of time considering weaponry to hand and having to dodge what's about. This is the same reason that "5/8" mechs from tabletop which had a top speed of 86. So at a certain range, it can't be used. 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!. BCN-5W This variant of the Buccaneer is almost completely a new 'Mech, with the exception of the hatchet and XL engine. artemis makes your missiles work better, although for streaks i havent really noticed any boost. Invisible Oct 28, 2022 @ 3:21am. The tool tip really isn't enough help. ago. C3 and C3i computers are cut off from their network if Line-Of-Sight between their C3 Master System or other C3i systems. Description []. With BAP you have 1300 spotting range and 1300~m missiles. #4. Artemis IV is a tracking system. Mouse over or ctrl-click lines to highlight them. Swapping the Gauss Rifle for ER PPC, the left-torso pulse lasers are also replaced by twin ER PPCs. Gameplay []. Max out armor, 4 medium lasers, 2 large lasers, fill the missile slots with SRM 4s, preferably Artemis, and add plenty of ammo. close. The 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. Archer 2R: Torso Mounted Missles and fast moving arms with 2 Lasers each. 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. Stream LRM and SSRM Rate of Fire values indicated in-game are incorrect as they do not account for the delay between missiles. Much like the. Prioritize big destructible buildings that you can emerge yourself into thoroughly. Despite their reintroduction in 3030 by the Free Worlds League, One-Shot missile systems are rare, and becoming rarer with the propagation of the 'Mech-sized Rocket. ON1-IIC-A The Orion IIC A retains the arm mounted ER large lasers, but mounts a pair of SRM-4 racks in the left torso, two LRM-15 launchers in the left arm, and downgrades the Gauss rifle to an Ultra AC/5. 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. I belive there is a low priority bug that reduces SSRM lock-on time. Well. References. Just beat the campaign and still going strong! Just wanted to share my lance and setup and see what others have come up with. Overview. The 12 meter tall 'Mech is inspired by the Night Gyr created by Clan Jade Falcon. Click to begin downloading the installer [60 MB] System requirements. first person shooter for Windows, PlayStation 4/5, and Xbox, developed by Evil Mojo Games and published by Hi-Rez Studios. Still highly recommended for the KGC-KJ's four PPCs though. In Mercs, you can fire all your. Artemis IV FCS is an advanced targeting system that can be attached to Long Range Missile and Short Range Missile launchers. The Iron Cheetah is an Assault OmniMech originally designed by Clan Smoke Jaguar in an effort to create the ultimate assault OmniMech. Very good for fatal backshots. Edit: I was mistaken. 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 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 game's miniatures are pre-painted models of infantry squads, vehicles, and giant walking war machines known as BattleMechs or more simply "'mechs". From MechWarrior Online:. Commissioned in 2520 by the Lyran Commonwealth, the Dervish has a maximum speed of 86. ; From MechWarrior Online:. ago. Anywhere that sells the Artemis rack will also have the ammo. I did the exact same thing with LBX10 Autocannon, I. Description []. i am puzzeled about rare weapons in MW5 mercs. Community Outreach - Exploring BattleTech Lore And History With Sven Van Der Plank. What does it do? Is it worth it to down armor or down gun a mech to get it?The Arthur was built around a 220 XL Engine and utilizing an Endo Steel structure to save as much weight as possible. it easily could have changed from that and me not know it though. Just be careful since these weapons can jam when fired on cooldown. 1s), a sixth time (3. Long Range Clan = 9-12 IS = 7-9. ER Medium Laser, ER Small Laser, AC2 Ammo x2, CASE. 0). What does it do? Is it worth it to down armor or down gun a mech to get it?From MechWarrior 5: Call to Arms Expansion Pack:. Greetings all. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation. If you have 1 Arrow IV, you need 1 Artemis Each Artemis takes up 1 crit and 1 ton. Because of the Jump Jets IMHO better as MRM Mech. I have both SRM ammo and SRM ART ammo. Twin Medium X-Pulse Lasers are in each wing, while four ER medium lasers cover the aft arc. Click to begin downloading the installer [60 MB] System requirements. Electronic Equipment: These devices assist with targeting, command and control, performance enhancement and electronic countermeasures. 27. 49 HPS. Stream LRM seem to be better at hitting CTs, but have a greater minimal range (200m) as opposed to 180m for standard LRMs. The other has 2 ATM 12s, 2 clan large pulse lasers, and 4 standard medium lasers. These hulking mechanical monstrosities. An LRM 15 was chosen for the right arm and an Ultra Autocannon 5 was used in the left arm. Each arm carries a Medium Variable Speed Pulse Laser and a Light PPC, supported by two torso mounted MML-7s with Artemis IV fire control systems. article 13 hours ago. You should have purchased the ammo when you got the weapon. - Stream launchers. Artemis on LRMs decreases their spread, but ONLY if you can see the target. Even built on the 10K's weight-saving endo steel frame, a 175-rated XL engine is required to carrying the. 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. 4 180 405 330 X *There is 50% additional damage dealt to non-standard armor variants such as Fero and Reflective. Premium Explore Gaming. 5 tons of Compound XAS ferro-aluminum armor, and CASE protected the Chippewa IIC against ammunition explosions. #2. 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 2 meds are only useful for shooting down VTOLs. 330 Pilot Overhaul just updated for DLC 4 as an hour ago! Link to Nexus in here for anyone else that was waiting to start the expansion career with (I might add w lots of new features) Pilot Overhaul. Indirect fire of LRMs will not benefit from Artemis. - Artemis guidance. From MechWarrior 5: The Dragon's Gambit Expansion Pack:. The UAC/5 becomes available on Dec. SRMs lock on to the target and follow it, rather than just firing straight at where ever your aim was. 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. #2. And also, there is something called AMS. The streak SRM 2 is subject to Heat Scaling. Typically just look for Artemis ammo as you travel inside Hubs, and pick up any you come across. For a MechWarrior life is war and the only true peace is death. Your BattleTech News Round-Up For September, 2023 ; Community Outreach - BattleTech Corps Ukraine's Gaming During WartimeThe NARC Missile Beacon is a missile that replaces the explosive warhead of a missile with a homing beacon. Gauvan, on 20 October 2014 - 11:04 AM, said: Artemis IV Fire Control System. The tool tip really isn't enough help. Bringing this weapon is like putting on clown makeup and mechs that rely on it for damage just aren't worth bringing until you can get LB 10-X's or at least a UAC/5. When fired at a 'Mech, the missile clamps onto the target and transmits homing information for friendly missiles. Your BattleTech News Round-Up For October, 2023. 107. The SRMs are used to rapidly (1-2 salvos at most) disarm potentially dangerous enemy mechs (anything with an AC-10 or 20), and to leg lights, and to core heavy mechs from. For other missions,. They also can only carry three quarters the. Use chainfire for AC/5 BFs, not UAC/5s. 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. SRM Artemis ammo). Share your loadouts, favorite mechs, weapons, etc. I originally had 4 SRM4, but the overheating was irritating, so I cut one down to an SRM2 and added a heat sink. I belive there is a low priority bug that reduces SSRM. A very fast light mech (113+ kph) will take much less damage than a medium mech (65-81 kph). 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:. All streak missiles have. 5's and 10's see very little benefit. In the most recent patch, the grouping size was improved to have a 34% tighter spread when compared to standard missiles. An rare, tier 3 ac20 has the exact same stats as an standard, tier 3 ac20. close. [Or, at least, it shouldn't. The tool tip really isn't enough help. Equipment: 1x LRM-20 w/ Artemis-IV w/ 2t ammo, 4x Medium Pulse Lasers, 5x Jump Jets, 1x CASE. If someone else is spotting and you don't have line of sight to the target, your Artemis is having no effect. The TAG Laser uses one energy hardpoint. This variant removes the Narc missile beacon and SRM-6, replacing them with an MML-7 equipped with Artemis IV guidance. MechWarrior 5 (VG) MechWarrior: Living Legends‎ (VG) MechWarrior Online (VG) MegaMek (VG) Other Games; Admin Pages. You can click the arrows to navigate slides, or swipe left and right for tablets/mobile. The Iron Cheetah was designed to supplement the Dire Wolf and. Description edit. • 10 days ago. Each missile causes 2 points of damage on the component that it impacts. Just try different systems. This might not seem like a big deal, but it is. Its indirect fire allows support 'Mechs to pummel the enemy from safe distances. Loving the new ARC-AGC "Agincourt" mech!! Park on a hill and throw missiles on alternating fire and watch it rain. 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 dislike burst fire for anything AC/10 or larger. ZEU-5S One of the two original models of the Zeus, it was equipped with an Ultra AC/5 with two tons of ammunition, the LRM-15 was linked to an Artemis IV FCS, and the large laser was an extended range model.