WM Quicksilver, on 12 February 2015 - 01:34 PM, said:
You understate the weight benefit of MGs and overstate the 'versatility' and usefulness of the LBX10 at range. The LBX10 is not anywhere near as useful as a PPC at their max effective range.
Sure the LBX10 is effective at a longer range than MGs, but at what cost? Both have a minimal heat footprint, the real difference is the tonnage required to run one MG which is about 1 ton (.5 for the gun itself, .5 for the ammo). Compare that to the 13-14 tons the LBX10 requires for use and the difference becomes extremely apparent. Of course there is always the hardpoint requirement to run multiple MGs, but honestly if you have limited ballistic slots an AC5, UAC5, or AC10 would be better served because they deal damage better than the LBX which outweighs the high crit rate and are more versatile as they are useful at range as well.
Now is the LBX10 worthless, no. Is it optimal or versatile, far from it.
Not on my tablet at work now.
Yes, practically, 14 tons (LBX10+3T of ammo) to be sustainable across a match. That's also 9 slots (6+3) a launcher.
This provides a weapon with an optimal range of 540M, and a max range of 1620M.
It fires 10 pellets that cause 1 damage each, with a screen shake of 0.40 per pellet. (Each pellet causes the same Screen Shake as an AC5 shell). This means it causes a lot of shake.
The base optimal DPS is 4, and that the pellets fly at 1100MP/S, meaning only AC2's, AC5's and Gauss move faster.
It also makes people think they're being hit with an AC5/10/20 or even LRMs, which makes them
move.
You can guide people using it at 800-1500M, this means early game / long range, it's psychological, allowing for some minor field control and a bit of early damage.
At 300-800M the spread is close enough to hit a mech and reasonably focus the damage across a few components. (usually 1-3) This means you can start flaying the mech to death.
At 300M or less, it's focused enough to hit single components and focus the damage.
Additionally, the screenshake is high enough to throw off the opponents.
I've been able to stave of death in a brawl and even win, just because of thise alone.
And once the armour is gone, it's even better, because as above, it has incredibly high Crit Rates.
It's quite effective at tagging lights aswell, moreso than other heavy Ballistics.
Overall, It's usable as a primary weapon, at long, medium and short range, excelling at short-med.
It may not be quite as good as other weapons at a dedicated purpose, but it's better at an overall range.
Though ideally it wants to be ran as a pair, individually can be effective too.
Now the Machinegun only needs 1-1.5T per MG to be sustained across the match.
It's effective range is 120M and has a max range of 240M, with a projectile speed of 100MPS.
It's a sustained fire weapon, only effective at close in sustained sandblasting when the opponent is armoured, and rapid critseeking when the target is stripped.
You also need at least 2-6 to be practical, upping the weight to multiples of 2-3T a pair, and with 6 you're looking at 6-9T to last the match properly.
Each MG has an optimal base DPS of 0.80, meaning 2 is 1.60DPS, 4 3.20DPS and 6 is 4.80DPS.
It's great for flaying passes and finishing opened mechs (best paired with MPLs or LPLs), but very hard to use as a primary weapon, best placed in a secondary role.
It does have a heightened crit rate, though not as much as the LBX10, and it takes 5MGs to match the base DPS of a single LBX10, but at 120M instead of 600.
Now something I do like, where possible, as on the Vindicator 1X, is the combination.
1LBX10 + 2MGs, for 16T, you get the best of both worlds.
If you can combine that with LPLs or MPLs, and you can quickly flay things to death pretty effectively.
Thus far, that's been the Vindicator (1 set), and the King Crab (2 sets).
I keep meaning to try it on the Jager, but I enjoy the Dapperjager too much right now.