instead of arcing up, clan LRMs might have a very gentle climb so they have a harder time clearing terrain in front of them, and at launch they separate more and space out. if they shoot at any target less than 200m away the missiles don't converge very tight so the closer the target is, the less missiles in the volley hit and the damage is more scattered. there should still be a 10-20m minimum range to give the missiles time to separate before they arm. if you hit a target at 20m it will be like getting hit by a shotgun where a lot of the missiles miss (depends on the size of the target - an atlas is going to get hit by a larger % of the missiles compared to a locust which might be lucky to get hit by a few of the missiles) and the ones that do hit are relatively evenly scattered across hit locations. if you are firing at a mech 200m or farther then all the missiles should hit, and still be scattered across hit locations but a larger % of the missiles will start hitting the CT. starting at 400m the missiles should start converging a lot more and a much larger % of the missiles will start hitting the CT up to 1000m (or more)
this will up the skill factor in using clan LRMs since you want to keep the range to 400m or more so you get a better concentration of missiles hitting the CT, but it also makes it a little easier for the target to find cover and avoid the barrage. also the clan LRMs will be able to be used as a desperate last ditch 'shotgun' in close where they can be used in desperate situations, but they won't be able to do any significant damage to the target (unless they are already badly damaged)
same basic weapon as IS LRMs, but slightly different execution/usage
Edited by JagdFlanker, 10 February 2014 - 11:34 AM.