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Lbx, I Wish I Knew How To Quit You...
#21
Posted 06 June 2013 - 09:17 AM
#22
Posted 06 June 2013 - 09:23 AM
#23
Posted 06 June 2013 - 09:32 AM
#24
Posted 06 June 2013 - 09:38 AM
Or the devs could make it better. Increased pellet damage or higher ROF please.
#25
Posted 06 June 2013 - 09:39 AM
Deathlike, on 05 June 2013 - 06:35 PM, said:
Just buffing damage wont help. Why use a LBX when I can take an SRM6? Its the exact same shotgun effect but with better damage and it's lighter.
For LBX to be viable they need to:
Completely rework how SRMs behave.
Buff pellet damage or Change the crit system. Maybe both.
Add solid slug ammo..
#26
Posted 06 June 2013 - 09:52 AM
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#27
Posted 06 June 2013 - 10:05 AM
#28
Posted 06 June 2013 - 10:26 AM
Sug, on 06 June 2013 - 09:39 AM, said:
Just buffing damage wont help. Why use a LBX when I can take an SRM6? Its the exact same shotgun effect but with better damage and it's lighter.
For LBX to be viable they need to:
Completely rework how SRMs behave.
Buff pellet damage or Change the crit system. Maybe both.
Add solid slug ammo..
I don't think it's possible for LBX to compete with SRMs. They have different requirements, damage, and heat output. What they should be doing is complement each other.
#29
Posted 06 June 2013 - 11:12 AM
I fully realize that PGI's iteration of the LBX is not entirely consistent with cannon tech in that its implementation is more akin to that of a wide-open choke sawed-off shotgun than a proximity flechette round.
My problem with the proximity flechette round and or the alternate slug round is that for all practical purposes... they pretty much behave like an AC/10, making the LBX sort-of redundant in regards to it's application albeit with the proximity flechette round you have a marginally dispersed spray of damage versus point damage.
Why I prefer the "shotgun" iteration is as-is it fills a niche weapon category, that of a viable close-in (sub-100m) combat weapon. As-is it kind'a fills the category presently vacant by lack of melee weapons...
That said, it's present implementation needs some tweaking to placate both the present iteration as well as meeting those who want a ranged weapon:
- Adjust muzzle choke. = Sub-100m spray should be relatively small and invoke focused damage. Spray should widen linearly out to it's max effective range and the effective spray should be equal to roughly that of mech rt/ct/lt area.
- Buff sub-100m damage. = Possibly buff per-pellet damage .05 ... so a shot inside 100m = 15 points and damage at max effective range = 10
- Buff crit seeking inside of 200m = Think of it as a nod to the higher possibility of these 10 shots entering joint seams, vents, ports and panel seams and causing internal havok.
I know my thoughts on this is very contrary to the trending suggestions to make the LBX viable... And I'm okay with that. I've become used to swimming against the current around here.
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#30
Posted 06 June 2013 - 12:01 PM
Sigh.. if only my raven had the space for speed+jjs+armor+2ml and a lbx + ammo
=|
#32
Posted 06 June 2013 - 01:45 PM
DaZur, on 06 June 2013 - 11:12 AM, said:
I fully realize that PGI's iteration of the LBX is not entirely consistent with cannon tech in that its implementation is more akin to that of a wide-open choke sawed-off shotgun than a proximity flechette round.
My problem with the proximity flechette round and or the alternate slug round is that for all practical purposes... they pretty much behave like an AC/10, making the LBX sort-of redundant in regards to it's application albeit with the proximity flechette round you have a marginally dispersed spray of damage versus point damage.
Why I prefer the "shotgun" iteration is as-is it fills a niche weapon category, that of a viable close-in (sub-100m) combat weapon. As-is it kind'a fills the category presently vacant by lack of melee weapons...
That said, it's present implementation needs some tweaking to placate both the present iteration as well as meeting those who want a ranged weapon:
- Adjust muzzle choke. = Sub-100m spray should be relatively small and invoke focused damage. Spray should widen linearly out to it's max effective range and the effective spray should be equal to roughly that of mech rt/ct/lt area.
- Buff sub-100m damage. = Possibly buff per-pellet damage .05 ... so a shot inside 100m = 15 points and damage at max effective range = 10
- Buff crit seeking inside of 200m = Think of it as a nod to the higher possibility of these 10 shots entering joint seams, vents, ports and panel seams and causing internal havok.
I know my thoughts on this is very contrary to the trending suggestions to make the LBX viable... And I'm okay with that. I've become used to swimming against the current around here.
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Making custom definitions specifically to the LBX would actually require some work (it's like crit bonuses for MGs/Flamers/LBX, which for the most part is meh).. keeping the suggestions easier (like, just tweaking the numbers in the weapon data is easier) for the moment is a better route for now. I'm not against your idea, but it technically isn't the first thing that I would do.
Edited by Deathlike, 06 June 2013 - 01:46 PM.
#33
Posted 06 June 2013 - 02:03 PM
Deathlike, on 06 June 2013 - 10:26 AM, said:
I don't think it's possible for LBX to compete with SRMs. They have different requirements, damage, and heat output. What they should be doing is complement each other.
On A Cent they seem to complement each other, which Is why I can't give up on it.
#35
Posted 06 June 2013 - 06:05 PM
#36
Posted 06 June 2013 - 06:26 PM
I put an LBX-10 into my CN9-A back in closed beta, and it's still my favorite mech to drive. (LB10-X, 3x SSRM 2, 2x Med. Laser)
The combination of cheesy streaks coring people out, followed by my sticking my shotty in there, is just too fun to stop doing.
No, i WON'T try the stupid "zombie cent" build. you have a ballistic slot in that arm for a reason, and its NOT to put an MG on for laughs. When ECM came out, and I was forced to swap the streaks out, I found that I could just slow the cent. down a bit, and throw 3 SRM 6's in...STILL kept my shotty. yes, you can cram all but the 2nd LBX of the famous DDC shotgun build into a centurion.
LBXes friggin' rock!
#39
Posted 07 June 2013 - 08:46 AM
Dire Wolf with 3 x Clan LBX 20s, with improved speed and max armor. I could maul like 20 mechs(simply run up and fill their face with lead basketballs) so long as I am not being focused on by more than 3 at a time. I felt like the Bruce Lee of battle tech.
I had a much harder time with LBX-10s in MWO. I think to Balance LBX, damage can stay the same, but if they reduce cool down to 2.0-2.5 seconds, or decrease weight to 10 tons, or even increase number of shots per ton of ammo by 3, any one or combinations of those can make LBX 10 a balanced niche weapon.
Vs AC10, LBX 10 fails by a long shot, my 3 x AC 10 Ilya routinely get more kills than the 3 x LBX 10 version. The only difference is when I close in on a catapult. A single well placed alpha with missile door open = no more missiles. I have utterly routed splat cats with the LBX 10 Ilya, but against any other builds...I died before I can strip the armor off to cause crit damage.
The thing about crit damage, it is meant to cripple firepower. Even if you disable 50% of their guns, they can still fire with the other 50%. And since most guns are not on CT, you still have to core them to kill them. But destruction of center torso is always a guaranteed kill. That's why crit focused builds have a disadvantage(in my opinion). Hunchbacks and catapults might be exceptions, but if you run into a 6 large laser stalker, you will not be able to shut him down with crit damage before he cores you.
#40
Posted 07 June 2013 - 08:50 AM
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