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Is Lb10X


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#1 verybad

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Posted 01 June 2014 - 10:21 AM

Hearing about the clan LBX canons having alternate slug and shotgun mode made me sad that the IS LBX canon doesn't.

It's pretty easy to solve the problem (makes the IS AC-10 completely obsolete) however.

Make the LBX-10 slug mode significantly slower as reloading (say 1.25-1.5 times the time). This makes sense (the tech isn't "finished" like the clan ones, that have given up the standard ACs.), but gives the LB10 more refinement in the game.

#2 Kodiak Jorgensson

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Posted 01 June 2014 - 10:24 AM

they don't have it? they clearly said in Vlog 4 it was causing issues coding it so clan are getting standard AC in place of slug ammo.

#3 LauLiao

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Posted 01 June 2014 - 10:25 AM

Meh... I'm not too worried about it, as the only AC options for clans are LB and Ultra. They simply don't HAVE standard, single-fire solid-slug ACs, so the LBs kinda have to fill that role.

View PostKodiak Jorgensson, on 01 June 2014 - 10:24 AM, said:

they don't have it? they clearly said in Vlog 4 it was causing issues coding it so clan are getting standard AC in place of slug ammo.


huh... more PGI fail

#4 FupDup

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Posted 01 June 2014 - 10:30 AM

Making the IS LBX slugs reload that much slower might make the weapon relatively crap for playstyles other than peek-and-shoot.

A better way would be to simply boost the RoF on the normal AC/10 a little bit, which would kill two birds with one stone -- making the regular AC/10 competitive, and still letting the LBX10 fire slugs without eclipsing the AC/10.

#5 Levi Porphyrogenitus

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Posted 01 June 2014 - 11:13 AM

The reason LBX slugs make the standard AC10 obselete is that it was a bad gun to begin with. The LBX slug stats basically fixed the balance issues that the AC10 suffered from. Giving the IS an LBX [Slug] like the Clans will be getting (same weight, same crits, etc. as a regular LBX but fires only slugs) would be just fine.

What standard ACs need in the long run is alternative special munitions. Armor Piercing rounds (bonus damage against armor maybe?), Caseless ammo (more ammo per ton, higher chance to explode), Guided Rounds (lock-on ACs that can "seek" a little bit), etc., would all make standard ACs far more interesting and would allow PGI to add slugs to the LBX and include other grades of both Ultras and LB-ACs.

#6 SirLANsalot

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Posted 01 June 2014 - 11:14 AM

View PostKodiak Jorgensson, on 01 June 2014 - 10:24 AM, said:

they don't have it? they clearly said in Vlog 4 it was causing issues coding it so clan are getting standard AC in place of slug ammo.


Only a temp thing really (hope), till they get the coding fixed

#7 EgoSlayer

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Posted 01 June 2014 - 11:17 AM

View PostSirLANsalot, on 01 June 2014 - 11:14 AM, said:


Only a temp thing really (hope), till they get the coding fixed


I'm sure it will be just like all the other 'temporary' fixes...

#8 Kodiak Jorgensson

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Posted 01 June 2014 - 12:36 PM

View PostSirLANsalot, on 01 June 2014 - 11:14 AM, said:


Only a temp thing really (hope), till they get the coding fixed


yeah would have been nice to have it right off the bat.

#9 wolf74

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Posted 01 June 2014 - 12:39 PM

the Odd are they are try to code both types of Effect of the LB-x family weapons to the weapon and not the ammo..

I try to tell them these over a Year ago. For weapon systems that use ammo you assign Range, Damage, Heat-2-Target, Heat-2-Self to the Ammo Not the weapon. This way when ATM and MML come in it can be based on the Ammo Type selected VS the Weapon system.

I not a Good code person but I can read code and I know the above can work we did it in the AT1:Battletech, for the ATM, MML, SRM, LRM, LB-x AutoCannons. For ammo type.

Edited by wolf74, 01 June 2014 - 12:50 PM.


#10 verybad

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Posted 01 June 2014 - 02:49 PM

How is it that almost every MP shooter out there can have weapons with alternate firestyles (for an LBX, just have a hold ALT button fire the other ammo type, and fire the remaining type when one or the other is all gone.

HOW can they not be able to do this? Because modders found out how to do this apparently.quite easilly.
http://www.crydev.ne...p?f=314&t=79337

Quote



Now I really found the solution, quite simple, for the once that are interested:

Code:
void CMyWeapon::OnAction(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
if(actionId == "attack2")
{
CWeapon::SetCurrentFireMode(1);
CWeapon::OnAction(actorId, ActionId("attack1"), activationMode, value);

return;
}

if(actionId == "attack1")
CWeapon::SetCurrentFireMode(0);

CWeapon::OnAction(actorId, actionId, activationMode, value);
}


CMyWeapon is derived from CWeapon.

Within the profile I mapped "attack2" to the second mouse button. I removed the switch fire mode from the weapon and gave it two firing modes.
Perhaps not the cleanest way, but it works like a charm.

Edited by verybad, 01 June 2014 - 02:49 PM.


#11 IraqiWalker

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Posted 01 June 2014 - 03:58 PM

View PostKodiak Jorgensson, on 01 June 2014 - 10:24 AM, said:

they don't have it? they clearly said in Vlog 4 it was causing issues coding it so clan are getting standard AC in place of slug ammo.


Actually what they said is that instead of the ammo switching, it's the barrel that will switch. For us the effect is the same.

As far as the code is concerned, it's the gun that changes. Re-watch the dev vlog.

#12 SirLANsalot

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Posted 01 June 2014 - 04:05 PM

View PostIraqiWalker, on 01 June 2014 - 03:58 PM, said:


Actually what they said is that instead of the ammo switching, it's the barrel that will switch. For us the effect is the same.

As far as the code is concerned, it's the gun that changes. Re-watch the dev vlog.



If it legitimately comes out that way....thats cool.

Any way they can find on how to swap the two is fine by me, as long as they get it to work. Albeit a round about way to doing it, need to rewatch that vid part again cuz I understood it a little differently.

#13 IraqiWalker

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Posted 01 June 2014 - 04:27 PM

View PostSirLANsalot, on 01 June 2014 - 04:05 PM, said:



If it legitimately comes out that way....thats cool.

Any way they can find on how to swap the two is fine by me, as long as they get it to work. Albeit a round about way to doing it, need to rewatch that vid part again cuz I understood it a little differently.


That's the Paul magic for ya. I had to watch the vid a couple of times, and that's what I got from it.

#14 SirLANsalot

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Posted 01 June 2014 - 08:06 PM

View PostIraqiWalker, on 01 June 2014 - 04:27 PM, said:


That's the Paul magic for ya. I had to watch the vid a couple of times, and that's what I got from it.



Explain it in the most obscure way *evil laugh*

#15 Alex Warden

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Posted 01 June 2014 - 08:09 PM

i´m totally okay with having 3 different AC´s for 3 different purposes... leave it as it is

View PostLauLiao, on 01 June 2014 - 10:25 AM, said:

Meh... I'm not too worried about it, as the only AC options for clans are LB and Ultra. They simply don't HAVE standard, single-fire solid-slug ACs, so the LBs kinda have to fill that role.


Edited by Alex Warden, 01 June 2014 - 08:10 PM.


#16 Mycrus

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Posted 01 June 2014 - 08:14 PM

View PostEgoSlayer, on 01 June 2014 - 11:17 AM, said:


I'm sure it will be just like all the other 'temporary' fixes...


Yep soon™





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