Sometimes you do need the range as it is not strictly range like the other direct fire weapons have but flight duration, currently LRMs travel 1000m then self destruct. Only 800m or so of that is point to point distance the arc of the missiles accounts for the rest of the distance.
So Ori Disciple who never uses missiles beyond 600 meters still needs 700 meters or so of LRM "range" to successfully engage that Jagger mech he wants to dispatch at 595 meters.
If you are up high on pug hill in Alpine Peeks launching down at an exposed mech at a moderate distance like 500 min down below in the valley you will have to account for the 400 meter elevation difference as your missiles arc down to your target.
As for a reduced minimum range the lore is ~Inner Sphere LRMs are only armed after 180 meters as a safety precaution~ it is actually so that they have an obvious weakness for better game play.
Now we have MRMs arriving that if they keep their table top ranges will equal the proposed LRM range
Clan LRMs that don't have that restriction in the table top game Gained damage reduction inside minimum range in MWO because they were perceived to be too powerfull with no minimum range. Especially as there is no
Zellbrigen (Solo combat) it enhances LRMs advantages . As Clan LRM launchers weigh 1/2 what IS launchers do clan missile boats were thought to be too effective.
Long ranges are needed so LRM's can be used to counter the long ranged projectile and energy weapons.
without their range sniper build mechs can stand in the open far from any cover with impunity and pick their shots. Whoever had the longest range weapons would have a enormous advantage.
At the moment that Kodiak-3 or Mauler-MX90 has to stay near cover so opponents with missiles can't Lurm it to death.
The grouping "nerf" is not too problematic as you can open nodes to get the same grouping effect back. However you can't get your range back in the same manner.
Edited by testhero, 17 March 2017 - 11:34 AM.