Osric Lancaster, on 21 February 2014 - 05:20 PM, said:
My point is that it's artificially inflating your accuracy. If you were to use an ac/10, or any weapon, only within the range which you would normally use the LBX, then your accuracy would improve.
Interesting that you should bring up MW4. The MW4 LBXs had a higher dIamage per shot than their normal counterparts. 1.4 times the damage of a normal auto cannon for an ac/10, if I remember correctly.
No. No realistic amount of damage increase is going to make the LB10-X exceed the viability of the AC/10 at longer ranges. I want a damage increase to make them better than ac/10s in brawling range. They would still be considerably worse than ac/10s at long range.
Have I not? What in my last post, specifically, is wrong and why?
1) re: my playstyle - You're making assumptions. I don't generally play at long range. Primarily because my accuracy is bad. So what you see is actually pretty close for both AC10 and LBXAC10 accuracy because I use them at similar ranges.
2) Didn't know that about mw4 but I was primarily talking about how the gun itself worked, mechanically within the game (NOT about the damage values).
3) Played my IM again today, made note of the ranges I was engaging out to. I was firing around 330 meters on a regular basis. Of note, I shot a highlander at 300m and it covered the l/r/center torso, probably a little bit of one of the arms. Spread seemed fine for what I was using (a shotgun).
5) Stats were 5 kills, 0 deaths, 4 games, 2w/2l (cap games sigh)< avg dmg per game around 330 or so.
ILYA MUROMETS 323 169 153 1.10 395 208 1.90 128,779 352,619 1 day 06:26:45
Obviously one player does not make a functional test case. But the reality is my point that some players can make it work for them, is I believe valid based on the evidence provided (maths O_O) and personal experience through much use in actual gameplay.
A little bonus math:
http://mwomercs.com/...-a-brief-guide/
"LB 10-X & Flamer
1x Crit = 39%
2x Crit = 22%
3x Crit = 7%
Total Crit Chance = 67%"
Using this and the 15% metric, we can come up with rough values of structural xfer.
39% of time it's 1 dmg (15% of bonus dmg = .15 xfer 5.85 dmg (out of 100 shots)
22% of time it's 3 dmg (15% of bonus dmg = .45 xfer 9.9 dmg (out of 100 shots)
7% of time it's 5 dmg (15% of bonus dmg = 1.05 xfer 7.35 dmg (out of 100 shots)
33% of the time, it's 0 extra dmg
Average structural transfer per pellet: .231 dmg
If all 10 hit, on average you will do a damage increase of: 2.31 dmg.
This gives us an average .924 dps increase for the weapon. It's nearly a 25% increase (23.1%, of course) on stripped armor. (Final average dps is 4.924 / weapon if my math isn't bad).
This is of course, a maximum damage value. But the reality is in my case I'm firing in pairs or triples on injured structural sections in ways to maximize the damage and trying to minimize pellet loss. This is a pilot skill issue. Even assuming my own personal average of 7.2 hits per shot:
7.2/2.5 = 2.88 REAL dps (factoring in misses, which can be done for any weapon and in most cases for me this is actually one of the highest I have) - 23.1% increase would be: 3.55 dps.
So to answer your question:
let's hypothesize a 1.4 dmg per pellet firing:
14/2.5 = 5.6 dps.
14*.72/2.5 = 4.08 "real" dps. This would put it so firmly above any other weapon it'd far and away be the best weapon in the game at that point.
At this point I'll simply defer to my experience with the weapon. It works fine for me. Changing to a flat damage increase would be easier for people to understand and from a game design standpoint makes more sense as a developer. But they're canadian. We can't expect them to do things easily or simply
So since we have what we have:
The LBX is a generally mediocre weapon that is situationally exceptional.
If you don't like that, stick with your meta-boats.