Strum Wealh, on 23 April 2014 - 11:35 AM, said:
And that proximity risk is rewarded by an increased concentration of damage against a single location (which also corresponds to a lower TTK, versus engaging with the same weapon from a greater range).
Increasing total per-salvo damage, on the other hand, does not fix anything and makes the existing problem (general TTK being too low) worse.
The cluster round, with 1.0 damage per pellet, will not ever have increased concentration of damage over a slug round. It might be able to match the concentration if you get really really close, but it will never surpass it.
Increasing the per-salvo damage does fix things. It makes the ammo type significantly better than slugs in close quarters, giving it a situational advantage. Or, I guess an alternate is to just crank up the critical multiplier and leave the base damage as-is, but critting out components in this game is almost never on-par with the ability to simply rip out the entire section.
Strum Wealh, on 23 April 2014 - 11:35 AM, said:
Forced munition mixing is not arbitrary - that is, it is neither capricious nor unreasonable - and addresses the issue (how to prevent players from loading only LB-X slug rounds & completely eschewing LB-X cluster rounds) in an effective manner that neither 1.) can be easily circumvented in the MechLab, nor 2.) produces additional situations that exacerbates an already undesirable condition (as increasing the per-submunition damage of the cluster rounds by 40-50% would do with regard to the already-too-low TTK).
No, it's not an "effective manner." All you're doing is literally forcing players to use garbage equipment, rather than making the equipment itself
stop being garbage. It would be like trying to "make Trebuchets useful" by designing the matchmaker to put one on both teams every match without exception. The mech would still be trash, and not many people would want to run it. Or, you might require all mechs with energy hardpoints to mount at least one Small Laser. Forcing people to run trash is not fun gameplay. People should want to use certain equipment based on the pros/cons that the equipment has to offer.
The TTK is only too low for builds that can put huge amounts of damage into one spot without spread, generally at long-ish ranges, and usually take cover afterwards. A highly situational, close-range weapon that still won't usually put all damage into one hit location (because buckshot) would hardly be too low of a TTK.
Or, if we're really too worried about "TTK issues," we can just say eff it and not buff clusters at all while still leaving ammo fully divided. The Inner Sphere arsenal already has a plethora of bad weapons and mechs, so the Clans having one useless type of ammunition is a far lesser evil than the Clans having an entirely useless class of weaponry (the LBX lineup). If the ammo sucks, I can just load in different ammo. But if the whole gun sucks, then I have to put in an Ultra in place of it and never use the LBX at all.
Strum Wealh, on 23 April 2014 - 11:35 AM, said:
With using BattleTech values as a base, a slug-firing LB-X would have longer effective ranges (and, very likely, longer maximum ranges - and, thus, superior damage vs. distance curves) than the same-class Clan UAC, with similar base rates-of-fire (as the IS LB-X and AC/10 have the same ROF (2.50s cooldown) & the IS UAC/5 and AC/5 have the same base ROF (1.66s cooldown)) and no risk of jamming at the most inopportune moments.
Having LB-X slugs as single-shell salvos, while it does maximize the contrast between the slug and cluster modes, stands to make them superior to the Clan UACs (and all of the IS sutocannon types).
The extra range of the LBX's in TT is pretty small. It's only 90 meters for the 2 and 5 rated ones, which is laughable. The 10 and 20 rated ones have identical range for both AC classes. You can get around jamming by not holding down the trigger or I guess a macro if you're lazy.
Clan Ultras would only be inferior to single-slug LBX if the RoF or jam stats were too restrictive for the Ultras. Otherwise, the extra RoF (due to double tap mode) would allow for some serious dakka if the target doesn't have cover to hide behind or in a brawl. The LBX would be more of a sneak-n-peak kind of gun, and the Ultra would be better for suppression/brawling (depending on its size).
Edited by FupDup, 23 April 2014 - 12:01 PM.