Bring Your Hate. Its Lb-10X Time.
#1
Posted 18 February 2016 - 01:16 PM
Now that you're here though, here are some of my ideas to fix these weapons because the idea of using a mech killing shotgun gives me fierce erections.
Option One:
Pretty simple. Decrease the cooldown. This will up the dps over all and balance out the need to be so close to concentrate damage. I bet you saw that option coming.
Option Two:
More bang for you C-Bill. Who hasn't held a shotty in their hands and just wanted to {LT-MOB-25} its bulky but smooth action all night long? I know I have. So increase the shells per ton. This keeps the DPS the same but allows pilots to be more trigger happy with it and increases the POTENTIAL damage of the weapon to balance out that a fair amount of your pellets will simply miss the target you had perfectly lined up. That's fair, right? If Piranha wants to keep this weapon as canon as possible, this is probably the way to do it.
Option Three:
My favorite option and maybe Piranha's too. Make it a burst weapon. Make it fire 2 or 3 (hopefully 3) shells rapidly and multiply the cooldown by the same number. DPS and ammo/ton ratio stay the same but the weapon grows a god damn personality for once! A nice peek-a-boo weapon for close quarters with lots of cover. A painfully long cooldown and short effective range still make it pretty balanced and easy to counter, but it gains a strength similar to ballistic variant of SRM boat volley. I feel this would be the most interesting.
Option Four:
Builds off of option three but if you really wanted to spice things up a bit with some added skill: have the weapon reload one shell at a time per cycle of standard cooldown time. Shoot the weapon once, it fires 3 shells. Wait 2.5 seconds and you can fire 1 shell again. Wait 5 seconds and next trigger pull will fire 2 shells. Wait 7.5 seconds or more and the next shot will fire 3 shells. Absolutely the very least likely option that will ever happen to Mechwarrior... because I don't work for Piranha.
What do ya guys think? Ladies, I wanna know that you think, too.
#2
Posted 18 February 2016 - 02:36 PM
As it is now the shell splits up right after leaving the cannon and thus rendering it useless at long ranges.
#3
Posted 18 February 2016 - 02:49 PM
Ryoken, on 18 February 2016 - 02:36 PM, said:
Well, that sounds pretty damn effective. Where are the resources that say it is supposed to work like that? Kinda confusing though. If you fired a LB10X at 10 meters the pellets would behave just like a AC/10 round... unless this version of the rounds had a much looser spread once it turned to shrapnel . Did it?
#4
Posted 18 February 2016 - 02:56 PM
IS AC10 Range S/M/L = 5/10/15
IS LB-X AC10 S/M/L = 6/12/18
No matter how far the target is away you always roll dice for 10 shrapnells that might hit with the same probability.
http://www.sarna.net...LB-X_Autocannon
Edited by Ryoken, 18 February 2016 - 03:01 PM.
#5
Posted 18 February 2016 - 03:16 PM
#6
Posted 18 February 2016 - 06:00 PM
#7
Posted 19 February 2016 - 08:27 PM
#10
Posted 20 February 2016 - 06:03 AM
#12
Posted 21 February 2016 - 09:11 AM
Quote
It was but it is ruined gameplay.
LB-10x can be fixed by making ammo switch between slug and buckshot. Ammo appropriate type must be loaded of course.
#13
Posted 21 February 2016 - 11:38 AM
Alternatively LB-X can fire proximity detonation shells, which may make it useful against moving targets or turn it into aoe weapon. Range may be increased a bit in this variant.
#14
Posted 22 February 2016 - 08:23 AM
If you don't want to make it literally a solid shot, just make it a variable choke so you can get a tighter spread, perhaps at the cost of extra heat/reload time to balance things out a bit.
#15
Posted 22 February 2016 - 09:42 AM
Edited by Kaeb Odellas, 22 February 2016 - 09:43 AM.
#16
Posted 22 February 2016 - 10:47 AM
In the lore of the game, once the Helm memory core knowledge became widespread, LB-10Xs basically totally replaced AC/10s on new production mechs and were a common retrofit for older mechs.
#17
Posted 22 February 2016 - 11:21 AM
MWO LBs are a cute weapon, but unless you're trying to get component destruction or kill steal it's more effective to use full slug weapons. This is a serious problem for the clans, since all their guns are cluster fire.
I don't know if any of your options are valid. Lowered cooldown or more ammo make it clearly better in many situations, and therefore unbalanced. Now personally I think some things NEED to be unbalanced, but PGI has routinely disagreed with that. As for the burst philosophy - any function that lets any gun fire more than once per a cooldown - no matter how long the cooldown - essentially multiplies that gun by that burst. A times-three LB is basically three guns for the weight of one. Sure, you can only fire it every ten seconds, but that doesn't matter when it allows you to pump three heavy guns' worth of damage in one click.
Edited by Vermaxx, 22 February 2016 - 11:27 AM.
#18
Posted 22 February 2016 - 09:10 PM
#19
Posted 22 February 2016 - 09:24 PM
Though if we really need a mech size shotgun I support the increase fire rate by a bit and change nothing else.
#20
Posted 23 February 2016 - 03:07 AM
Edited by Exard3k, 23 February 2016 - 03:12 AM.
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