Edited by Exard3k, 28 April 2016 - 11:37 AM.
So How's The Lbx Doing?
#41
Posted 28 April 2016 - 11:37 AM
#42
Posted 28 April 2016 - 11:40 AM
Thorqemada, on 28 April 2016 - 12:09 AM, said:
So I get a heavier but cooler CERPPC that requires ammo? No thanks.
How about something radical? Have the pellets act like super armor piercing slugs that ignore armor and instead do internal damage.
Khobai, on 28 April 2016 - 10:25 AM, said:
thats the exact opposite of its intended role
again the only way to fix the LBX properly is to fix the whole critical hit system...
See above.
Edited by Mystere, 28 April 2016 - 11:44 AM.
#43
Posted 28 April 2016 - 12:52 PM
Quote
Welcome to why TT LB-X's have a solid shot option- that is, solid shot to breach armor, and then cluster shot to wreck equipment in unarmored sections.
PGI instead made large single-damage hits the ideal equipment killers and rendered any weapon that cannot place most or all of it's damage into one pixel under the crosshair automatically second or third-rate, while being incapable of delivering a weapon with alternate fire modes.
#44
Posted 28 April 2016 - 02:30 PM
Mystere, on 28 April 2016 - 11:40 AM, said:
Quote
There's lots of better, more interesting ideas, no doubt.
But none of them have any chance of being implemented. The cERPPC splash code idea is good not because it's a brilliant perfect idea that makes the LBX awesome and unique, but because it keeps the spirit of the weapon (the cannister shot anyways) while being something that PGI could absolutely do with virtually zero effort.
Yeah, it won't happen either, but it has way better odds of happening than something really creative. And, knowing PGI, if they went the "really creative" route, it would either be utterly broken or just equally useless as now but different.
cERPPC splash code works, is known and understood, and would make it a useful weapon, which is wholly an improvement from it's current state.
All that said, I *still* think the best bet is just bumping per-pellet damage to 1.2 or 1.3. Then, up close, it spreads damage but does *more* total damage, making it a superior close range brawling weapon where effectiveness falls off with distance.
That's an even easier change, and makes the LBX work like a traditional FPS shotgun.
#46
Posted 29 April 2016 - 05:11 AM
Mystere, on 28 April 2016 - 04:40 PM, said:
I was talking about emulating CERPPC splash damage. I never liked that part at all.
But it's perfect for a weapon that is supposed to fire a "cluster" round, almost like an old flak round.
It makes more sense than turning them into shotguns, that's for sure.
Edited by totgeboren, 29 April 2016 - 05:13 AM.
#48
Posted 29 April 2016 - 05:57 AM
That said, I think the hardest part about the LBX is that it's very easy for the weapon to become either a lighter AC10 or a heavier SRM6. Even going the easy route of upping the damage and tightening the spread on, say, a Mauler it would still make more sense to bring quad SRM6s since A ) beyond the SRM's max range the LBX is all but useless anyway and B ) SRM6s deal more damage and are lighter so you can fit in extra DHS and back up weapons. Maybe keep the damage and spread about where it is now but make it deal significantly extra damage verses exposed internal structure? Maybe reduce the number of pellets on the larger LBXs to 8, for LBX10s and 12, for LBX20s? Maybe give them straight up double damage at very close ranges with spread back to it's previous values? There are options that work with the current way the LBX is implemented and I strongly believe that we have to work withing those confines.
Edited by Raso, 29 April 2016 - 05:58 AM.
#49
Posted 29 April 2016 - 05:58 AM
Khobai, on 27 April 2016 - 02:58 PM, said:
LBX is supposed to be a crit weapon. they need to fix the crit system to fix LBX not make it more like a std AC.
I want to bump this point that Khobai made, it is right on the money. The pattern they made is better than it was, the crit chance is non existent. LBX offers a spread pattern with X amount of rounds hitting target at the same time, which makes me wonder what chance of crit we are getting as it hits the target.
The crit system shows as follows (from my understanding)
1st crit = X % damage
2nd crit 2/3X% damage
3rd crit even lower....
4th hit so on, so on...
But how is the LBX doing the hit order? Is it all at once using the highest crit % or is it putting the rounds hitting in sequence? With then an additional crit role in sequence of hits? Kinda sounds hard to program, but I don't know that sorta stuff.
So good job on the pattern spread decrease (at least I like it), but I wonder where we are with that crit system for them?
Even after the adjustment, I look at the LBX as the "finisher" not the "nut-cra-cker" like they used to be in previous MW titles. If you bring enough pewpew to crack that armor, the LBX will finish the job. But I don't think that's how it was intended for use, that really just makes it a glorified MG with bigger rounds and a slower cycle.
** Edited because the forum thinks Nut-cr--acker is a bad word?!?! it censored Cra-ck-er. Really? That's a bad word now? I like to put cheese on my crackers. ***
Edited by The Smoking Man, 29 April 2016 - 06:00 AM.
#50
Posted 29 April 2016 - 06:51 AM
But i cant imagine PGI being willing to do the work for that.
#51
Posted 29 April 2016 - 12:50 PM
Quote
nah LBX should fire in a cylinder shape rather than a cone shape
that way its spread doesnt degrade over range
then LBX could have longer range than std ACs like its supposed too
they also need to adjust crit multipliers on all the weapons to make LBX the best crit weapon
Edited by Khobai, 29 April 2016 - 12:51 PM.
#52
Posted 30 April 2016 - 02:21 AM
#53
Posted 30 April 2016 - 07:45 AM
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