MechWarrior 5 (VG) MechWarrior: Living Legends (VG) MechWarrior Online (VG) MegaMek (VG) Other. On paper the LRM 15-ST + Art IV does 5 points less damage, but on the battlefield it. ago. Description []. Outreach HPG is a discussion hub for Mechwarrior Online and Mechwarror 5 Mercenaries, stompy robot. The ELRM pairs a standard LRM to a booster system that gives the missile more fuel, and thus, more. #1. I like Artemis mostly for LRMs, but it does make SRM spreads a little smaller. I had great success with SRM so far. Is there some hidden ability of rare weapons that justify their x2 price tag or is. article 13 hours ago. Oct 5, 2023. Every variant is capable of dealing enough damage to go face to face with an Assault class 'mech and come out on top. To make room. If you need the heavy rifle, go heavy rifle, LRM 10 artemis, regular lasers, and load up on heat sinks and trim the armor. The following mechs are. Due to the large number of missiles fired at once, the weapon may run out of ammunition during a lengthy skirmish. The most inaccurate would be a zero-star basic LRM-20. An LRM 15 was chosen for the right arm and an Ultra Autocannon 5 was used in the left arm. The 2 meds are only useful for shooting down VTOLs. Use Bobbert's Mod Options to set variables. I did the exact same thing with LBX10 Autocannon, I. In Mercs, you can fire all your. Large lasers for distant targets and birds, medium lasers for light/medium mechs and. Changed ATMs to have Artemis tag (for YAML quirks etc). Finally, to increase its maneuverability, the Jupiter 2 has had jump jets added that allow it to. Learn ho. 4 has slightly tighter spread. Art IV, or Artemis, is an addon to the launcher that increases the weight a bit in exchange for better accuracy. i'll have to try that. Arrow IV AC /2 /5 /10 /20 Ultra AC/2 /5 /10/20 LBX /2 /5 /10 /20 LRM / Artemis 5 10 15 20 SRM / Artemis / Streak 2 4 6 NARC Laser AMS Flamer Gauss ER Small, Medium, Large Lasers Pulse Small, Medium, Large Lasers ER PPC Equipment (3055): MASC, AP, Light AP, ECM, DHSMechWarrior 5: Mercenaries. One salvo will always hurt, a second salvo may even kill, so I mount both TAG and Artemis IV. Use Bobbert's Mod Options to set variables. The tool tip really isn't enough help. It seems like a solid platform with more hard points than the earlier "three large energy" Awesome I had a few decades ago (now 3052 for my. 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-Pulse Lasers. Stream LRM - makes the missles fire in a. Stalker STK-3H. Artemis IV improves shot grouping with LoS Cantinas have a quirk for fiat improving missile spread TAG can be mounted on self or friendly to improve missile spread. -From Triad Technologies marketing campaign Description []. Invisible Oct 28, 2022 @ 3:21am. Humanity has colonized thousands of systems across a vast region of space splintered by centuries of conflict. This is a walkthrough for Reckoning, a campaign story mission of MechWarrior 5. Normal LRM missiles all fired at the same time while streak LRM missles fire one after another. Got the game on PS5 and have been going along nicely. Throttle Speed. The Kodiak II seems to have been created to link up the visual disparity between that seen in MechWarrior 4 and MechWarrior: Dark Age, when compared to that of Classic. ugh zone (2-3 to 0. 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. Each missile does 2. #3 Todeshonk. MechWarrior and Battletech are registered trade. The Manticore is one of the best-designed and most powerful tanks ever created, built to combat BattleMechs in support of infantry formations. ATM Launchers come in three distinct types: Standard (STD), Extended Range (ER) and High Explosive (HE). a Type XX "Long Bow" LRM-20 with Artemis IV, a Hatchet, a Shield, and Triple Strength Myomer;. 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 other has 2 ATM 12s, 2 clan large pulse lasers, and 4 standard medium lasers. 5/4 Small Craft/ AeroSpace Fighters 0/6 Heat Sinks 131 Double Heat Sinks: BV (1. You just are spending an extra ton on the artemis, but it’s well worth it for the tighter spread. In my experience the pinpoint accuracy kills mechs way faster. 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. Since the missiles have a minimalist tracking system, they are only effective at short ranges. . 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 technology became Lostech during the Succession Wars and was first recovered by the Capellan Confederation in 3044. What does it do? Is it worth it to down armor or down gun a mech to get it?Mechwarrior 5 sound mod : Sounds of the Succession wars. These swaps are made possible by the removal of one of the left arm Streak 6 launchers and the Artemis unit from the right torso LRM-20, carrying three tons of. 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. 78% of the time it will hit with all 6 missiles, 30. All streak missiles have. However once I fit the weapon to my Centurion it gives me the 'no ammo' warning. In addition, the SRM-6 is slaved to an Artemis IV Fire Control System to improve the accuracy of the individual missiles. 6 kph. That said, if >only< rifle ammo is appearing that sounds weirdish but maybe still possible with RNG. From MechWarrior Online:. Within its 6 hex radius of effect, the Angel suite completely blocks the following systems on enemy units: Artemis IV, Artemis V, Beagle Active Probes, Bloodhound Active Probes and their Clan equivalents, C3 master. 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. The battlefields are dominated by war machines known as BattleMechs. BV (1. Definitely worth for LRM15 or 20 (e. 8. Stream LRM - makes the missles fire in a single file line. 5 (fixed: 4) : 40% of engine tonnage : 3035 : ENGINE_FUEL. [Or, at least, it shouldn't. Personally I don't really value the structure upgrades that highly. The Artemis IV FCS upgrade increases the tracking strength and decreases the lock down time by 50%. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation. Artemis does work on streaks too, as long as you have it equipped. 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. The game treats the ticks of chain fire like a new button press. Use the range indicator near the reticle to determine range. Clan = 5-8 IS = 4-6. Community Outreach - Matthew "Stinger" Cross's Contributions To BattleTech. This variant removes the Narc missile beacon and SRM-6, replacing them with an MML-7 equipped with Artemis IV guidance. 107. 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. Longbow Loadouts. Stream LRM seem to be better at hitting CTs, but have a greater minimal range (200m) as opposed to 180m for standard LRMs. Streak SRM function more or less identically to how they do in the base game. Run into one and walk inside it in a "П" pattern to make the most goal of it. A roguelike at a different scale. 5 seconds, a fourth time (2. The standard ammo deals two. The Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which. Artemis makes it so that the missiles fly closer together and. i am puzzeled about rare weapons in MW5 mercs. Typically just look for Artemis ammo as you travel inside Hubs, and pick up any you come across. Capable of dealing destructive damage up close, the AC/20 is standard fare for 'Mechs like the Hunchback. The tool tip really isn't enough help. Abuse Log; Block user; Merge & Delete;. Eight anti-missile systems provide additional protection. Artemis IV systems are also found on the seven Enhanced LRM-20s scattered around the hull. Very good for fatal backshots. 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. The streak SRM 2 is subject to Heat Scaling. Okay, I have this system, an SRM equip and getting the no weapon for ammo warning. September 23, 2021. Deadoon. 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. -30% Ultra AC/5 Jam Chance quirk. Also the damage is enough to break any cockpit armor. Download Mechwarrior Online. Jupiter 2 The Jupiter 2 is a more maneuverable variant of the Jupiter. videogame_asset My games. Artemis IV Fire Control System: This unit provides faster missile locks and allows your missiles to track the target more aggresively than usual. . The AC2 fires and starts its . ATMs also include an integral Artemis IV Fire Control System. 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. Best. 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. The UAC/5 becomes available on Dec. However, especially at long range, after they fly a little bit both missle types seems to hit the target as a heap. 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. Adding Artemis to a mech changes all LRMs and SRMs on the mech to a new type (LRM + Artemis and SRM + Artemis). MechWarrior and Battletech are registered trade-marks of Microsoft Corporation and are. ARC-2P Introduced in 3026, the 2P is rebuilt for short-range and melee combat, retaining only the left and center-torso medium lasers of the ARC-2R, dropping the LRM racks to carry an SRM-4 and SRM-6 rack in each side torso, freeing up the weight for a heavy longsword carried in the right arm. So guess I am a little confused on what I need to make these work. 0) = 1,301[28][29][30]"Target Acquisition Gear ( TAG) is an advanced targeting device for use by artillery spotters. In the game I think (but am not 100% sure) that NARC and TAG make it so friendlies can lock the target super fast. The 'Mech removes the Ultra AC/5s and replaces them with a pair of Ultra AC/10s. The ST's keep heat down, can send 240+ LRM's while closing distance without overheating, and a single shot from the 4xML's finishes them off if needed. Here is a comparison video I made comparing standard and artemis SRMs back when the grouping size was only 20% tighter. All other trade-marks are the property of their respective owners. 5 meters, with Artemis equipped launchers staying the same at 5 meters. Indirect fire of LRMs will not benefit from Artemis. At the higher end of the medium class, the Dervish is a highly mobile fire support BattleMech. As a demonstration prototype, it was equipped with Double Heat Sinks and an Artemis IV system. Equipment: 2x AC-20s w/ 4t ammo, 1x LRM-15 w/ Artemis-IV w/ 1t ammo, 1x Large Laser, 2x CASE KGC-001: [] Structure: Standard Armor: Ferro-Fibrous 16. After 3/4 second, the AC2 shoots a second shot. And Streak SRM2 is really pointless as well. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation and are used under license. As far as I recall, for LRMs this means more missiles hit the center torso. 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. - Smaller launcher size. The game's miniatures are pre-painted models of infantry squads, vehicles, and giant walking war machines known as BattleMechs or more simply "'mechs". • AC/5 • SRM4+Artemis IV Tier 3 • Clan ER PPC. Use Bobbert's Mod Options to set variables. If you can afford the tonnage, Artemis for the SRM 6 upgrade is worth it. See full list on mwo. If you have 4 LRM-5's, you need 4 Artemis. Its light weight and small size give even small 'Mechs the ability to strike at range. ago. The point of having extra rows for the streams is to show the correlation between standard to standard + Art IV and stream to stream + Art IV, which for most are the. At long range. 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. ago • Edited 2 yr. I'd rather go for the speed upgrade, or higher velocity/tighter spread for the missiles, or more damage or something. Be sure to strip the medium lasers if you do the lrm build. What Is the Artemis Program? (Grades 5-8) article 1 day ago. - Stream launchers. You can hit 'Mechs up to 330 meters or more with your SRM6, though remember that weapon tier will affect range. Loving the new ARC-AGC "Agincourt" mech!! Park on a hill and throw missiles on alternating fire and watch it rain. 1 min read. BV (1. Both create heat bildup. 4s cool down. Operating System:. Description []. 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. The LRM 15 is the second largest of the Long Range Missile family. i am puzzeled about rare weapons in MW5 mercs. mayatola 3 years ago #1. 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. Artemis has no effect on SSRMs. A SRM-6 with artemis weighs 4 tons, 1 ton for ammo, and gets +2 to the cluster table roll. If the Kentaro GB is the hero variant, then I highly recommend the artemis setup. 875 M/t while the LRM-20 is 1. 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. artemis makes your missiles work better, although for streaks i havent really noticed any boost. Yeah, I think the game could do with an in-game retrofitting system that could allow you to convert. Like LRM+Artemis IV launcher which requires LRM Artemis ammo to properly use it etc. 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. MechWarrior and Battletech are registered trade-marks of Microsoft Corporation and are used under license. 78% of the time it will hit with all 6 missiles, 30. BV (2. Games. Invisible Oct 28, 2022 @ 3:21am. The standard ammo deals two points per missile, like a short-range missile, but has a longer. I was a skeptic at first but a few missions. When fire each missile will randomly target one of the components that got "pinged". #3. They're still dumbfire missiles. BV (2. The STD and ER variants are hampered by a minimum range (120m for STD and 150m for ER), making. r/Mechwarrior5 • DLC Campaigns should be fully available In. Description []. LRM 15 w/ Artemis IV FCS, LRM Artemis Ammo x2, CASE: LRM 10, LRM Ammo: Medium Laser, MRM Ammo x2: LRM 20, LRM Ammo, SRM Ammo: Right Arm: Medium Laser, SRM 2, SRM Ammo:. Posted 08 April 2014 - 08:00 AM. 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. Yes, the Agincourt has a higher Alpha-Strike potential, but not by as much as I want. You should have purchased the ammo when you got the weapon. 33% of the time it will hit with 4 and 8. Weapons: 1 Large Pulse Laser, 3 Medium Pulse Lasers, 1 LRM-15+Artemis, with 2. 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. 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. Technically Artemis IV makes the weapon use up one more critical slot in addition to the tonnage increase, but that only applies to tabletop rules. 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. While laser designators had been in use for centuries, the development of laser-spoofing systems had decreased their usability by the twenty-sixth century. Best used on mechs that rely heavily on long range missile. Any of them, but namely the FS9-A and FS9-S1. Learn ho. Assuming YAML is accurate to vanilla, the following traits improve accuracy: - Item quality. Your username or IP address has been automatically blocked by MediaWiki. 49 HPS. Highlights. Was 5. lordpooky Dec 9, 2022 @ 3:27pm. 5 tons, and armor is also reduced slightly. From MechWarrior 5: The Dragon's Gambit Expansion Pack:. Buffing the Longbow and Fixing some minor issues. 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. Is there some hidden ability of rare weapons that justify their x2 price tag or is. I bought a rare weapon (LB 10-X AC) and the ammo for it. The tool tip really isn't enough help. Artemis for SRM6s is usually a good idea. #2. 5 or 48. What does it do? Is it worth it to down armor or down gun a mech to get it?Stalker 3F is my bae. 5 meters, with Artemis equipped launchers staying the same at 5 meters. instead of 2. i’m also pretty sure you’re gonna do better with one LRM 15 Artemis versus lrm 5 and lrm 10 combined. 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. Higher tiers of launchers have. Structure: Standard Armor: Standard 13 tons Engine: Standard 280 Top. 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. They also can only carry three quarters the. It weighs 3 tonnes. From MechWarrior Online:. Extra armor protects the legs, while CASE protects all the ammo bins. 0) =. Artemis IV is a tracking system. With. Preview of the player protagonist in Mechwarrior 5: Clans and her twink bondsman on their way to capture Terra. Tons Clan = 2 IS = 3. Of course, it also gets more shots per ton since it fires less missiles per shot, so you might be able to save a ton in ammo. (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. it should probably say that instead of LRM ammo, but thank you. Mine runs 3 ER LL and 3 SRM-6+Artemis. A MRM10 does fire 10 missiles, each doing 1 damage. Join Fan Lab. That said, if >only< rifle ammo is appearing that sounds weirdish but maybe still possible with RNG. 5-1 kills per minute): 4 MRM 40 - I too thought it would fire all rockets at once, like an SRM, nope; 70% miss at 500 meters; Can't see enemy during firing 6 C-LRM20 + ART IV - Can shoot over friendlies; Standard LRM problems(see below); range is below best ballistic weapons; high heat *2 Arrow IV - AoE ;Standard LRM problems. Weapons are pieces of equipment that can inflict damage on a target. It was first introduced by the Terran Hegemony in 2593 and became a staple of the Star League Defense Force by 2600. Wookieman222 • 2 yr. Start-up & Shut Down Mech sequence. Originally posted by Dobelong: Artemis SRMs actually have just tight and yet wide enough spread to shoot out in a small cone towards the target. [1] [2] This page was last. You can also lay the pain with a good constant stream of missiles. Jan 27, 2018 @ 9:56am. ATMs also include an integral Artemis IV Fire Control System. Twin Medium X-Pulse Lasers are in each wing, while four ER medium lasers cover the aft arc. Add a Comment. • 10 days ago. You need to find SRM Art IV ammo. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Your missile launcher should be an SRM-6 Artemis if possible, but a lighter option for that. 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. The LRM15 is still in cool down. 2 (NLRM 20), now it is 4. They're especially good at Demolitions, though. The LRM-20 fires twenty such missiles. The 45-ton Kyudo tops out at 86 km/h, thanks to its VOX 225 fusion engine. The Viking began production shortly after the Beowulf in a joint effort by the Free Rasalhague Republic and ComStar. You have tighter missile groups so you can headshot or core with less. Artemis IV System. The speed has also been improved with the replacement of the standard fusion engine by a XL model. Edit: I was mistaken. Add-On. 3055 Upgrade Introduced by Quikscell in 3054 for the Federated Commonwealth, the use of Lexington Ltd. Deals 27% of the damage per ton per second as a medium laser. MechWarrior 5: Mercenaries. Personally, I use standard LRMs because so many enemies like to move in close, and those 20 meters often make a difference. ) AC-20’s are uniquely able to become (hilariously) ‘AC-SIXTIES’ (30+ Damage per Shell)… when double mounted and. With the exception of the ssrm-2's which actually track pretty well, my understanding was the srm's are dumbfire weapons. Works great to keep the heat down for the other Hero King Crab and its four PPCs. Seismic is also a good idea. - Artemis guidance. Double Heat Sink,. 81 M/t (both launchers with Artemis). Artemis is a Missile-related upgrade found in the mechlab upgrades menu. Normal LRM - tends to fire like a shotgun, they scatter and usually misses. Although not particularly fast for its weight class, the Centurion carries an impressive arsenal which can deal impressive damage at all ranges. [1] It is the first single player MechWarrior game since 2002. Thematically, MechWarrior 5 is structured as a roguelike. Like LRM+Artemis IV launcher which requires LRM Artemis ammo to properly use it etc. Games. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. GAME; STORE; FORUMS; EVENTS; SUPPORT; REDEEM ; LOGIN;. Because of the Jump Jets IMHO better as MRM Mech. The Capellan Confederation expanded the utility of the Guardian even more with the introduction of Stealth Armor. Games. MechWarrior 5 (VG) MechWarrior: Living Legends (VG) MechWarrior Online (VG) MegaMek (VG) Other Games; Admin Pages. An AC/5 has the same damage per second but weighs 4 tons less and needs less tonnage for ammo. Hit me with your best load-outs! 28 comments. Abuse Log; Block user; Merge &. ago. Use chainfire for AC/5 BFs, not UAC/5s. Without Artemis, the spread is significantly wider than you show and gets wider the further away the target is, to the point where a lot of missiles miss entirely at 200m+. 4 360 540 330 X DeadFire 3. 5 meters to 6. References. 16 damage for 13. This is the same reason that "5/8" mechs from tabletop which had a top speed of 86. Capable of dealing destructive damage up close, the AC/20 is standard fare for 'Mechs like the Hunchback. Yeah I just checked, LBX has its own ammo. Please sign in to access the CompTIA Learning Center, CertMaster Learn, or CertMaster CE. 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. If the missles are gone you have still 4 Med-Lasers. Greetings all. [6] [2] Although the technology to create Arrow IVs was lost during the Star. com 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-game. 8x LRM-20 w/Artemis IV; 28x AMS; Armor 135 tons Ferro-Aluminum: Crew 21 Passengers 40 Escape Pods/Life Boats 12/12 Heat Sinks 259 Double Heat Sinks: BV (1. . Variants []. 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. SRM Artemis ammo). ⏵Become a member of Team TTB! me live! access! out the. What he's said. MechWarrior and Battletech are registered trade-marks of. Artemis IV Fire Control System Artemis is a Missile-related upgrade found in the mechlab upgrades menu. Read more →. What does it do? Is it worth it to down armor or down gun a mech to get it?25 April 2015 - 06:46 PM. 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. Edit: I misunderstood that. 5. The. The Hachiman, like all combat vehicles, is a. What does it do? Is it worth it to down armor or down gun a mech to get it?Artemis reduce the spread from srm's a lot, even better with "skills" added, then you have tight srm6 clusters. Depends. 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. Archer 2R: Torso Mounted Missles and fast moving arms with 2 Lasers each. Therefore a 'Mech mounting an LRM-15 and an LRM-5 would need two Artemis IV systems. 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).