Victor Morson, on 22 May 2013 - 11:10 AM, said:
What we need to do with LBX is stop making them a shotgun. Just because they were a shotgun in MW4 and MW:LL doesn't mean they need to be a shotgun here.
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I think as long as it's a shotgun, the way MW:O works, it's probably never going to live up to potential.
I gotta disagree with you Victor, but instead of just shouting, "**** NOOBZOR!" I'll explain where I'm coming from.
I think the idea of a shotgun for the LBX is actually very good. It makes it different, which is good for the game. This isn't to suggest that your suggestion of an airburst weapon wouldn't also be different, but I think that we can make the LBX into a useful weapon with the current mechanics, and a few minor changes.
First, I of course agree that the LBX10 is trash as it exists currently.
Second, the idea that narrowing the spread on the LBX 10 will improve it, is obviously false on its face. How can you tell? Because even if you narrowed it COMPLETELY to zero spread, then it'd just be a slightly better AC10.... at which point you eliminate the AC10 (which wouldn't be hard, since it's already a bad weapon).
However, by using a shotgun effect, WITH a spread (a significant spread, akin to what we have currently in fact),
but increasing the damage per pellet, you then have a new weapon which is useful within a specific niche.
With spread, but higher damage per pellet, then you have a weapon which will dramatically change in damage potential (and usage) depending on range.
Imagine, for instance, you make the damage 1.5 per pellet. At point blank range, the spread is so narrow that it is effectively equivalent to a gauss rifle shot since all pellets hit the same target. But as you move further out, you quickly lose that focus and it starts spreading damage around.
So with those stats, you have a weapon which is, at point blank range, equivalent to a gauss rifle.. only that weighs significantly less, takes up fewer critical slots, and doesn't explode. But at longer range it's not nearly as useful for point damage.. although it then takes up some use as a light-swatter. Most of the pellets won't hit a light mech due to the spread, but those that do will result in perhaps non-trivial damage.
In this way, you can make an LBX which is actually useful as a "kick-you in the teeth infighter" weapon. If you can get real close, you can be rewarded with a large amount of damage... and this means that using it as a scatter gun at range is also viable, since you're not sacrificing your ability to do large damage by getting close.
And all they need to do to enable this, is jack up the damage.
As I said, I think 1.5 damage per pellet is a good start, with the current spread. Maybe even revert to the prior spread pattern.
It may require pushing the damage up to 2 per pellet, but I suspect that even at 1.5 you'll start seeing folks fielding this weapon.
The key for it will be that at AC20 range, you need to have a spread which will not put everything on a single panel like an AC20 shell. So, by 300m, the shot should already have some non-trivial spread.