You open up your map, designate a ground in range and fire away. Mech still has to face the direction you are firing at.
Damage:
Missiles will spread out over a wide field instead of a more focused attack like when you look on.
Therefore you won't do much damage at a specific zone of a mech. This should balance out the fact that you don't need a target look.
LRM5 = 5m spread
LRM10 =10m spread
LRM15 = 20m spread
LRM20 = 30m spread
Why should I want this?
The idea behind this is to give an option to soften up the ball of death or people hiding in cover without giveing a free kill.
So Laservomits can still play peek-a-boo but now, over time, they could be forced out of hiding as damage would still rain in over time.
Special Ammo for LRMs:
This is a side idea that could add to this.
Mines:
Either look down the usual path to force people into takeing another route or when they dig in, just pin them down so that if they move they will pay a price.
Mines would active about 10 sec after hitting the ground.Giving people time to react.
They would do 1 damage per missile that hit the ground. So if you run into all 20 single mines an LRM 20 would spread over 30m you will get 20DMG on you legs...and you should get a medal for "Minesweeper extraoridinare"
If they hit a mech instead they just bounce of doing no damage.
Inferno:
Its hot, its buring and it drives your laservomit mech crazy. Basicly this could get every mech except the coolest running for their lives. *sarkasm*
This, like mines, can be an interesting mechanic to break up ball of deatch syndrom and hiding all the time.
Imagine a group of mechs beeing lit up by these ********. People might start thinking twice before getting to close together.
About how much heat they generate? Hard to say, lets also say 1 point per missile?
Burning time would be 10 second.
Edited by Nesutizale, 27 October 2015 - 11:40 PM.