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Pgi Please Inrease Lbx Pellet Damage


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#361 General Solo

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Posted 06 August 2016 - 01:21 AM

View PostMole, on 05 August 2016 - 11:49 PM, said:

Uh... isn't that what it already does...?

mOAR SO THEN IT ALREADY DOES
dam caps to talk
soz

IE boast crit chance the closer u r
50% sub 51m
40% sub 101
30% sub 150 metres etc

Edited by OZHomerOZ, 06 August 2016 - 01:24 AM.


#362 Yosharian

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Posted 06 August 2016 - 01:23 AM

The LB weapons are fine, stop pestering PGI. They are doing a great job and they don't need to be lectured to by a bunch of people who actually play the game.

#363 Ace Selin

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Posted 06 August 2016 - 01:43 AM

View PostYosharian, on 06 August 2016 - 01:23 AM, said:

The LB weapons are fine, stop pestering PGI. They are doing a great job and they don't need to be lectured to by a bunch of people who actually play the game.

See. See.

#364 Antares102

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Posted 06 August 2016 - 02:27 AM

View PostYosharian, on 06 August 2016 - 01:23 AM, said:

The LB weapons are fine, stop pestering PGI. They are doing a great job and they don't need to be lectured to by a bunch of people who actually play the game.

TBH my opinion is that PGI considers their customers a bunch of re*****
who give them money and have no brains at all.
That some of their customers might be professionals in the very field their are making money with doesnt come to their minds. That's why they are so disconnected from the community. We are just cattle that needs to be milked of their cash.

Edited by Antares102, 06 August 2016 - 02:30 AM.


#365 Spleenslitta

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Posted 06 August 2016 - 02:31 AM

View PostOZHomerOZ, on 06 August 2016 - 01:21 AM, said:

mOAR SO THEN IT ALREADY DOES
dam caps to talk
soz

IE boast crit chance the closer u r
50% sub 51m
40% sub 101
30% sub 150 metres etc

Please make it possible to understand what you're talking about.

#366 General Solo

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Posted 06 August 2016 - 02:32 AM

Scope of the game was layed out 4 years ago
check your expectations
or be dissapointed

#367 Quicksilver Aberration

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Posted 06 August 2016 - 07:53 AM

View PostAntares102, on 06 August 2016 - 01:05 AM, said:

NONSENSE

PGI doesnt give a flying rubber-duck about lore when it comes to weapon stats (except tons/slots) because:
  • Lore wise IS Large Pulse Laser has 9 damage and 10 heat and we have 11 damage 7 heat
  • Lore wise Clan Large Pulse Laser has 10 damage and 10 heat and we have 13 damage 10 heat
  • Lore wise IS SRM have 2 damage per missile we have 2.15
  • Lore wise IS Med Laser has 3 heat and we have 4 heat
  • Lore wise Clan ERPPC has 15 damage and 15 heat we have splash damage and 14 heat
  • Lore wise IS Large Laser has has 8 damage and 8 heat and we have 9 damage 7 heat
  • Lore wise Clan ER Med Laser has 7 damage and 5 heat we have 7 damage 6 heat
  • Lore wise Clan Med Pulse Laser has 7 damage and 4 heat we have 8 damage 6 heat
  • Should I go on?


Yeah, but for some reason they are unwilling to change the ACs from their damage output because they believe the rating has to match the damage. They have not once changed an AC's damage since closed beta that I have seen.

#368 Brain Cancer

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Posted 06 August 2016 - 08:28 AM

View PostEl Bandito, on 05 August 2016 - 06:58 PM, said:


By giving it damage boost, so that it won't tickle at mid range, and can be more effective than regular AC10 up close. Since PGI is unlikely to code in cluster ammo, super shotgun is what we should strive for.

Also, giving the LBX small chance of critting internal components even through full armor, can make it more unique. Smaller munitions having easier time finding weak points and such.


Offerings to RNGesus will just get the screaming started with through-armor criticals as people would simply game the system and saturation bomb targets.

Also, super shotgun grossly ruins the whole range thing most LB-X get. An LB-X should have decent armor-stripping at closest range with cluster rounds but you should be soiling your robot's legs with coolant if you have exposed internals and an LB-X spraying you with pellets. And get rid of added structure damage with critical hits.

One point of armor or structure damage per pellet. Base 5 damage to equipment per pellet (so 5/10/15 on a single/double/triple crit). Nothing in MWO right now will clean out a section of equipment before it zeros the structure. That makes it unique.

Edited by Brain Cancer, 06 August 2016 - 08:28 AM.


#369 stillnight

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Posted 06 August 2016 - 09:08 AM

View PostAntares102, on 30 July 2016 - 09:29 AM, said:

.. as the title says.

Currently I see no reason to take any LBX weapon over normal AC for IS and UAC for Clan unless heavy quirking is involved e.g. Legendkiller.
So why not increase the LBX pellet damage to something like 1.1 or even 1.2 (or even higher till it is worthwile taking)
IS SRMs also have 2.15 per missile so why not apply the damage logic to LBX?
Might make LBX actually usefull.


Instead of a dmg boost just increase the RoF instead.

#370 Blind Baku

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Posted 06 August 2016 - 11:03 AM

The more I think about the more I come back to the rate of fire increase and maybe a slight spread decrease. The bonus to crit is the x selling point, right? Then give it more cries. While having porkers means it is less likely to Blasio out a component, the 15%crit damage transfer to structure would as up pretty quick... Just buffing damage is another good option, but it ignores the"selling" point... Sorta.

That said am fine trying either.

#371 Andi Nagasia

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Posted 06 August 2016 - 01:02 PM

if not damage then alot more Crit, all weapons in MWO have a Chance to Crit,
it doesnt make since that a Crit Based weapon has Only +15% more Crit Chance then normal weapons,

#372 pyrocomp

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Posted 06 August 2016 - 01:40 PM

View PostBlind Baku, on 06 August 2016 - 11:03 AM, said:

The more I think about the more I come back to the rate of fire increase and maybe a slight spread decrease. The bonus to crit is the x selling point, right? Then give it more cries. While having porkers means it is less likely to Blasio out a component, the 15%crit damage transfer to structure would as up pretty quick... Just buffing damage is another good option, but it ignores the"selling" point... Sorta.

That said am fine trying either.

Ok. And now let's not force LBX into UAC. The same argument as mostly above. This weapon in ideal should not mimic another weapon, but be unique.

#373 Blind Baku

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Posted 06 August 2016 - 02:31 PM

View Postpyrocomp, on 06 August 2016 - 01:40 PM, said:

Ok. And now let's not force LBX into UAC. The same argument as mostly above. This weapon in ideal should not mimic another weapon, but be unique.


Absolutely agree. I would not want it to come to that big a rof bonus. A step in between the uac and the AC.

The things that make it unique though are spread, and crit. (For IS you can add best/weight/crit space). If you generally maintain the spread, maybe trim it slightly, but boost crit rate, structure damage transfer, or for, you highlight the"selling point", while keeping the unique draw back... Just trying to think of options aside from strict damage buff. Again open to a any love this thing could get.

Hope to run a few more tests tonight. Depends on real life stuff.

Edited by Blind Baku, 06 August 2016 - 02:32 PM.


#374 pyrocomp

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Posted 06 August 2016 - 02:43 PM

View PostBlind Baku, on 06 August 2016 - 02:31 PM, said:

Absolutely agree. I would not want it to come to that big a rof bonus. A step in between the uac and the AC.

The things that make it unique though are spread, and crit. (For IS you can add best/weight/crit space). If you generally maintain the spread, maybe trim it slightly, but boost crit rate, structure damage transfer, or for, you highlight the"selling point", while keeping the unique draw back... Just trying to think of options aside from strict damage buff. Again open to a any love this thing could get.

Hope to run a few more tests tonight. Depends on real life stuff.

It's crit rate already at 67% and AC crits for better damage (less a bit likely to crit but for a full damage, addition is almost double to what LBX has). Why would I take LBX over UAC then?

#375 El Bandito

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Posted 06 August 2016 - 05:40 PM

View PostQuicksilver Kalasa, on 06 August 2016 - 07:53 AM, said:

Yeah, but for some reason they are unwilling to change the ACs from their damage output because they believe the rating has to match the damage. They have not once changed an AC's damage since closed beta that I have seen.


That logic can be easily circumvented on LBX cannons by rationalizing that the pellet count remains the same as the caliber (2/5/10/20). The pellet damage however, can be changed.

#376 Andi Nagasia

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Posted 06 August 2016 - 06:06 PM

View PostEl Bandito, on 06 August 2016 - 05:40 PM, said:


That logic can be easily circumvented on LBX cannons by rationalizing that the pellet count remains the same as the caliber (2/5/10/20). The pellet damage however, can be changed.

the thing is id rather have more Pellets, just think the LBX2 has 2 Pellets, not much of a shotgun,
Perhaps they should Double the Pellets(LBX2=4pellets)(LBX5=10pellets)(LBX10=20pellets)(LBX20=40pellets)
with that make Pellet Damage 0.60? i think this would be better than just making damage to 1.2 per Pellet,
Edit- Spelling

Edited by Andi Nagasia, 06 August 2016 - 06:07 PM.


#377 El Bandito

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Posted 06 August 2016 - 06:21 PM

View PostAndi Nagasia, on 06 August 2016 - 06:06 PM, said:

the thing is id rather have more Pellets, just think the LBX2 has 2 Pellets, not much of a shotgun,
Perhaps they should Double the Pellets(LBX2=4pellets)(LBX5=10pellets)(LBX10=20pellets)(LBX20=40pellets)
with that make Pellet Damage 0.60? i think this would be better than just making damage to 1.2 per Pellet,
Edit- Spelling


The problem is, more projectiles = more hit reg issues. We can already see it when firing tons of SRMs at once. As long as we are using individual pellets for LBX, it is best to keep the pellet count low.

#378 Mcgral18

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Posted 06 August 2016 - 06:29 PM

View PostAndi Nagasia, on 06 August 2016 - 06:06 PM, said:

the thing is id rather have more Pellets, just think the LBX2 has 2 Pellets, not much of a shotgun,
Perhaps they should Double the Pellets(LBX2=4pellets)(LBX5=10pellets)(LBX10=20pellets)(LBX20=40pellets)
with that make Pellet Damage 0.60? i think this would be better than just making damage to 1.2 per Pellet,
Edit- Spelling


That is an option, but it also opens up hitreg concerns


You could also always give them a blanket Pellet count, say 12, and damage of roughly rating/12, with whichever added bonus


Sod the nomenclature, as the rating is damage over 10 seconds, which makes the AC20 an AC60, not an AC20.

#379 Blind Baku

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Posted 06 August 2016 - 08:48 PM

View Postpyrocomp, on 06 August 2016 - 02:43 PM, said:

It's crit rate already at 67% and AC crits for better damage (less a bit likely to crit but for a full damage, addition is almost double to what LBX has). Why would I take LBX over UAC then?


I get that, meant earlier in the thread someone pointed out that something like 15% of crit damage is transferred into structural damage. Increase the volume of crit damage means by nature you increase the volume of structure damage. This you get a weapon that would have an engine element, but statistically does get a damage bonus to UN armored parts.

I have more to post, but it is late so will post, maybe Monday

#380 Ghostrider0067

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Posted 06 August 2016 - 08:58 PM

More pellets isn't the answer. Pellet caliber is a better way to differentiate between them and is more realistic. Adjusting the pellet damage makes sense to make it a more viable option than at present, but I just don't see a good way to do so and keep the total damage output equivalent to the weapon's name seeing that is how they correlate them.





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