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Lbx Modules

Module Weapons

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#1 Lostdragon

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Posted 13 January 2016 - 07:49 AM

I would really like to see a new set of LBX Modules added to the game, specifically choke modules. For those not familiar a choke is a piece of equipment installed in the barrel of a shotgun to provide a tighter spread pattern from the shot.

I would like to see a choke module for every LBX that reduces spreads by 10% at level 5. I think there should be another module for the LBX 10 and 20 that reduces their spreads by an additional 10 to 15% since these weapons have the most atrocious spread. The ability to decrease the spread on these weapons by 10-25% would be much more valuable than extended range or cooldown and might make them actually worth taking without slug ammo.

#2 MeiSooHaityu

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Posted 13 January 2016 - 08:01 AM

I would just hate for a weapon that is pretty sub-par NEED modules just to become less sub par *shrug*. Even with some pretty dramatic quirks (for the IS LBX10 anyway), it still never seems to get used.

I've given up trying to figure out what the LBX needs (within reason) to make it worth using. Maybe it just needs 1.5x damage to internals with a crit chance or something...IDK.

#3 ReemusX

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Posted 13 January 2016 - 08:22 AM

Rate of fire change or module perhaps?

#4 Khobai

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Posted 13 January 2016 - 08:37 AM

The range module should automatically choke the spread. It shouldnt be a seperate module because more spread is a consequence of more range.

LBX range module should increase the range by 10% AND decrease the spread by 10%.

Quote

I've given up trying to figure out what the LBX needs (within reason) to make it worth using. Maybe it just needs 1.5x damage to internals with a crit chance or something...IDK.


It simply needs to be better at getting crits than other weapons.

The problem is most items have 10 health so weapons that do 10 damage or more to one location like PPCs, AC10s, AC20s, Gauss, etc... make the best crit weapons because they can destroy 1-3 items on a single hit (depending if they get a single, double, or triple crit).

While the LBX only does like 1 damage per pellet, so even with a x2 crit multiplier it still needs to hit an item with 5 seperate pellets in order to crit it out. But the pellets get randomly divided up among all the items in the location so you end up with a bunch of items getting damaged but nothing being destroyed.

The LBX is supposed to be one of the best crit weapons so that makes no sense...

What they need to do is lower the crit multipliers for PPC, AC10, AC20, Gauss, etc... to lower than x1 so they dont automatically destroy items on critical hits. Those weapons arnt supposed to be crit weapons theyre supposed to be armor punching weapons. And the LBX crit multiplier probably needs to be increased to at least x2.5 so only 4 pellets instead of 5 are required to destroy an item.

For the LBX to have a place in the game it needs to be the undisputed king of getting critical hits.

Edited by Khobai, 13 January 2016 - 08:53 AM.


#5 Lostdragon

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Posted 13 January 2016 - 10:55 AM

Even if the LBX did 2.5x on crits the big ones are still going to be pretty useless. The LBX 20 spread is so big that you have to be less than 100 yards to get 1/2 the pellets on a single component on an assault. The spread has to be tightened significantly to make the 10 and 20 have enough range to be worth the tonnage.

Edited by Lostdragon, 13 January 2016 - 10:57 AM.


#6 Malcolm Vordermark

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Posted 13 January 2016 - 11:03 AM

I don't find increased crit chance to be very appealing when an exposed section vaporizes in one alpha anyways. I still like the idea of giving them the Clan ER PPC splash damage. It may not be the best mechanic in the world, but it is far better than the LB's current spread, where outside of 150-200 meters damage is spread to all locations on a mech.





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