Throet, on 27 September 2013 - 03:23 PM, said:
I think the important think to take away from a comparison between an LB10X AC and a shotgun is that both are more effective against UNARMORED targets. For an ARMORED target, a single high power round is always going to perform better than 10 separate pellets with the same total mass.
Problem is, right now critting internals doesn't mean squat. As someone stated above, maybe you take out a weapon or two. MAYBE you deny someone one shot. Most battles don't come down to one shot either way, cause most of the time someone is dead seconds after their armor is stripped from an engine-containing torso. If it isn't engine-containing, it usually just gets blown off the next hit or two and ALL the weapons in the arm/leg/side torso are then gone, making crits pretty much amount to a hill of beans right now. To me it seems more like a realism mechanic (parts of your mech breaking and warnings about it as you are hit, making it feel more like piloting a huge dying war machine.) than a viable gameplay mechanic, which is why this weapon is very seldom used, because what it supposedly does well does nothing to help you win. The powerful rocking mechanic is ok, but it fires slow enough that it isn't constant, and the enemy can still shoot back very well, (unless you chain-fire 3, which gives you a host of other problems and can only be done by 1 mech right now anyway.) so that also means squat. It simply needs some work. In prior Mechwarrior games, this weapon's big brother did the highest damage of any conventional weapon (we aren't counting stuff like the Long Tom) but had miserable range. You could counter someone using it easily with long range weapons or just backing up. IF however they got to you by using cover or flanking, you were dead. The two gameplay types balanced each other and both types of weapons got used (long and short range), unlike now where some weapons like this one, pulse lasers, and so on just almost never get use.
My thoughts on the whole weapon balance hoopla are these: Every weapon should excel at something USEFUL, and have drawbacks in other aspects. Long range weapons should be great at long range, but short range weapons should own them hard at short range. Walking up to someone with the big close range shotgun when you are packing long range autocannons should result in your death. When it doesn't work that way, and weapons are seeing almost no use in the game, then they need a buff, end of story. The game won't be nearly as fun with everybody packing just a few weapons that beat everything else. Sorry for the rant, lol.