Short Range Missile 2

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Equipment Overview
Short Range Missile 2 
Tech Base: Inner Sphere 
Equipment Type: Missile Weapon 
Tonnage: 1 tons
Ammo per Ton: 100 
Critical Slots: 1  
Item Health: 10  
Cost: Cbill.png 20,000  
Sell: Cbill.png 10,000  
Equipment Specifications
Recycle: 2.5
Damage: 4.3 
DPS: 1.72
Heat: 2
HPS: 0.8
Range: 270m 
Maximum Range: 270m
Projectile Velocity: 300
Impulse: 0.11
Cockpit Shake: 0.473
Heat Scaling: 4




The SRM 2 fires two "non-locking" missiles at high velocity. Since the missiles have a minimalist tracking system, they are only effective at short ranges. The SRM 2 provides a decent boost for lighter mechs looking for an increase in firepower without sacrificing too much weight. SRM's do 2.15 points of damage per missile so each SRM 2 salvo can potentially do up to 4.3 points of damage. The SRM 2 has a faster recycle time and tighter spread than the more popular SRM 6 and SRM 4 and is subject to Heat Scaling if more than 5 or more are fired. Generally, missiles are ideal for doing Critical Damage because each warhead has a separate chance of achieving a Critical hit.


The Artemis IV FCS upgrade decreases the spread of missiles by 20%. However, each launcher requires an extra critical space for the Artemis control system and weigh an additional ton. Additionally, ammunition costs double.



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