ratgoat, on 15 June 2013 - 10:29 AM, said:
I think LRMs should behave and and apply damage differently for all modes of fire, direct fire (LOS), indirect fire, and finally no lock direct fire.
Indirect fire should be have the least payoff in terms of damage. While I don't think the damage numbers per missile need to change, the missile group should be much more spread out and maybe even hit areas of the terrain around the mech.
The numbers for direct fire are fine and should be a baseline for the other two modes of fire. If you catch me out in the open with a missile boat, fine, blast me to shreds.
And finally I think there should be a way to toggle target lock off and dummy fire LRMs for maximum payoff if you can line up the shot. These weapons could really use a mechanic to add skill to their use. Maybe change the flight pattern for no lock LRMs fly with less of an arc with a very tight cluster.
Some of my most satisfying kills came from dummy firing LRMs at DD-Cs during the height of ECM brokenness.
TL;DR: LRMs are boring there are ways to make them more interesting to use.
Its already in the game all that you ask.
Indirect fire with lock: artemis does not work so missile spread = max.
direct fire with lock: artemis kicks in and missile spread tightens.
No lock direct LOS fire: same dispersion as indirect fire with lock but enemy gets no warning.
Without artemis though the missiles all fire with the same spread: wide.
We do need an indirect fire, no lock fire mode. Perhaps allow the missile mech to select a point on the battlegrid that is within range and toss a missile volley in.