I am not particularly happy about the idea of a minimum range, but if there is to be one it shouldn't be beyond, say, 90 meters.
The reason why is that in a dedicated brawling role, SRMs will beat out ATMs every day of the week out of shear aimability, and tonnage to damage ratio - plus, depending on how PGI scales the ammo/ton, the damage per ton of ammo might be worse as well. In a dedicated
long range role, LRMs will beat out ATMs, both due to damage per ton, lack of indirect fire, and how horribly inefficient they are with damage per ton of ammo at long range. Mid range will make them solid weapons, however, as will the flexibility of not being totally screwed on a map that favors one specific range bracket more than any others.
However, they're designed to be flexible. To be usable over multiple ranges. Effectively, in table top, most mechs that came with ATM standard had at
least three tons of ammo per launcher so they could freely toggle the ammo type for any given range. In essence, the damage scaled based on the range to target, which is what PGI is doing. Except sidestepping the ammo switching problem. Hell, I think the most ammo starved ATM mechs still had two ammo types per launcher equipped, specifically to maintain that flexibility, albeit in a more limited capacity.
There is no good reason to limit ATM's capabilities by forcing the player to select one, and only one, ammo type. That actually flies in the face of the very purpose of ATMs. That purpose being a multi-range capable missile launcher system that can function at multiple ranges
in the same battle. Locking ammo types denies this capability entirely.
You're basically looking for a solution to a non-existent problem.
Edited by Pariah Devalis, 04 May 2017 - 05:48 AM.