I used to frequently run 2 SSRM2s on my lights with missile hardpoints (specifically my RVN 3L). I'm a somewhat rookie pilot so having each shot practically guaranteed to hit is quite handy. But since the latest patch, SSRMs have become quite useless, spreading the damage across an entire mech as apposed to focusing more towards one area. I decided to expand a bit and swap the 2 SSRM2 for 1 SRM6 since it has the same weight and slots. So far, I'm quite satisfied with the swap. I am now able to pick where my missiles go, and deal additional damage when I shoot, up to 9 more points. The only drawbacks I have encountered are I get ~8 less shots per ton, I have to take a moment to aim my missiles, and the slight difference in weapon cooldown has occasionally thrown me off. I would like what the mechspecs community thinks of the usefulness of SSRMs since the latest patch and how 2 SSRM2s compare to 1 SRM6
I find it depends on how many you have, for streaks anyway. They did get the nerf, so they spread fairly wide. But, if you have at least 2, even 3, they are still deadly. For SRM6, I can only compare to being hit with them recently, as I've gotten into Cicadas. Most of the time the Hits don't even register. When they do, THEY HURT! But the thing is, the spread is comparable on both of them, at least without Artemis. Or Tag. Or NARC. With any one of these, Missiles become MUCH more accurate. Even Streaks. So, the rule for me is, More than 2, run a TAG.
I sold my Ravens off. Personally, I prefer Jenners. However, with the way SRMs are now, this is how I would load out my 3L... http://mwo.smurfy-net.de/mechlab#i=33&l=800d2da71437aa368773ffd59693bb823d7f0900 Nearly max armor, max speed and turn function, decent range with 2xMLas, great punch up close with MPL, SRM6, SRM2. Now, the SRM2 will come out in two salvos, same as your SSRM were. That will mean you have to keep your mech pointed at them appx .5sec longer. However, the extra 4 damage may be the difference in a kill against a harder hitting opponent. I've gotten far too many enemies into the deep red crit in CT in a light and not been able to finish them off. The extra SRM2 may help. Moreover, the SRM2 are very focused at their max range of 270, meaning you can effectively use them from a decent bit away. Might work for you, might not, but, worth some testing. As far as SRM vs SSRM, I don't think there is much comparison anymore. SSRMs were decent last patch, but, still hit like a wet noodle. Now, they are more spread out AND hit like a wet noodle. The SRMs are not only more powerful, they do not require a lock, they cannot be ECM jammed and you can focus where they are aimed. True, there is a spread, but, I prefer to use lights to attack in a cross-slash pattern and if you dump the SRMs just before you pass the enemy, they will be very tightly packed. I am a fan. Chatt.
Well, ssrm is good because of one thin, THEY HIT. You know how sometimes you nail that annoying Jenner with your 3xSRM6 point blank and the hit does not register due to lag-shields? At least the streaks would HIT them somewhere. This is true against fast targets. Torso seeking is good, but actually HITTING your target is a lovely thing. That having said, if you got the tonnage then SRM en masse is good. SRM is definitely better against bigger targets. My lil' commando with 2xSRM6 is having so much fun ripping big mechs apart.
I'm all for standard SRMs on a light mech. But it's not meant to be your primary weapon, your lasers are (at least they should be if you know how to aim at things). I mostly use SRMs against heavy target, or against a light only if the shot is certain. I don't like the raven, but I'd certainly go for a classic 3xML + SRM6. But SSRMs are still harmful when stacked. It's a good additional/anti-light weapon for slower mechs with multiples missiles hardpoints.
For people that have trouble aiming in a fast mech the SSRMs + ECMJam or BAP are good. Some damage is better than none. I've watched so many light pilots botch up their Medium Laser shots that it's not even funny. Some grace their targets for less than 0.1 seconds before letting the beam fall off. If you have good aim, the SRM6 will hurt a hell of a lot more especially considering the fact that SRMs were buffed to 2.0 damage per missile while Streaks are still at 1.5 (I think, someone correct me if I am wrong). hear: