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Pgi Please Inrease Lbx Pellet Damage


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#101 AztecD

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Posted 31 July 2016 - 10:11 AM

View PostPjwned, on 30 July 2016 - 09:44 AM, said:

The problem with LBX is that it needs to be good for the crit seeking weapon that it's supposed to be, but the irony is that it's actually worse than every other weapon at doing good critical hit damage.

What should happen is to revise the piss poor critical hit system. Been saying this for a while but it always falls on deaf ears.

what was that , i wasn't listening

#102 ComradeHavoc

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Posted 31 July 2016 - 10:36 AM

HOW THE HELL ARE PEOPLE ARGUING THAT THE CURRENT LBX IS FINE?!

#103 cazidin

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Posted 31 July 2016 - 10:42 AM

View PostComradeHavoc, on 31 July 2016 - 10:36 AM, said:

HOW THE HELL ARE PEOPLE ARGUING THAT THE CURRENT LBX IS FINE?!


1.They're ignorant. 2.They're stupid. 3.They're trolls. 4.It's Paul.

Pick any of the above up to 4.

#104 Jackal Noble

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Posted 31 July 2016 - 11:10 AM

Wow, this like beating an emaciated old dead horse with severe osteoporosis.
First things first, get the coder who figured out how to fix the save times (preferably not the same person tied to the connecting times lol) and have em lump the clan ac family (not uac) with the lbx fam. For IS, idk, possibly the solid slug 10 of the ACs and the burst of the lbx.
If the issue is coding switchable ammo, which TBH is laughable at this point, really guys, then I have an alternate idea. Maybe a modifier, where in the case of the lbx family, have it so one if the guns weigh 0 and two guns occupy the same space and share the same cool down (Meaning you can fire one or the other not both.
So to clarify, this would allow for lbxes to have their multipurpose role, and fix some of the natural flaws with what is honestly an incomplete weapon system before anything else.
Buffing anything (Bandaiding) often serves as a way to waste time on totally fixable issues.
Or PGI, just create a new weapon system that does work, and get rid of all the placeholders.
As it stands ATM LBX family is just straight inferior to AC in every way. With switchable function, they would be almost even.

For the buff lbx group on the clanner side I would dare say tie them to TCs, but that would be all sorts of funky.

Edited by JackalBeast, 31 July 2016 - 12:27 PM.


#105 Jackal Noble

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Posted 31 July 2016 - 12:29 PM

Ever feel like every thread you touch, just disappears into oblivion?

#106 Andi Nagasia

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Posted 31 July 2016 - 12:41 PM

View PostJackalBeast, on 31 July 2016 - 12:29 PM, said:

Ever feel like every thread you touch, just disappears into oblivion?

Nope, its just when Enough is said perhaps its time to move on?

or you could Comment and Rally the Troops behind something Great,
LBX really should get a Pellet Damage Increase, it would make the weapon much better,

#107 davoodoo

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Posted 31 July 2016 - 12:49 PM

If the problem really only was ammo switching, then you could simply have lb10x(slug) and lb10x(cluster) and appropriate ammo(or even the same).

I believe the problem lies somewhere else and its name starts with p and ends with l.

Also same thing could be done for any specialty ammo. ac10(incendiary) which heats up target.

Edited by davoodoo, 31 July 2016 - 12:57 PM.


#108 C E Dwyer

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Posted 31 July 2016 - 01:10 PM

LB-X is good for people that can't shoot straight, because you might do some damage to the target

#109 davoodoo

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Posted 31 July 2016 - 01:13 PM

View PostCathy, on 31 July 2016 - 01:10 PM, said:

LB-X is good for people that can't shoot straight, because you might do some damage to the target

Its still better to hit once in 10 shots with ac10 and deal full 10 dmg to a single part than to shoot 10 times with lbx hit with 1 pellet hit each time for 10 dmg spread accross armor.
Even guy who did doom gameplay for polygon could hit something sometimes.

And if you cant aim for **** then why are you playing fps?? and how come you havent learned yet??

Edited by davoodoo, 31 July 2016 - 01:17 PM.


#110 Brain Cancer

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Posted 31 July 2016 - 01:22 PM

Really not hard.

Give LB-X much more equipment killing damage per pellet. Not raw damage, not "it does extra critical damage", make LB-Xs wreck weapons/ammo/heatsinks.

Give the AC/2 a boost that way, too.

Remove "added structure damage with criticals" entirely. It's why you can one-shot people in the head with dual Gauss and all it really does is make destroying equipment meaningless- the best critters are weapons that tend to destroy the entire section in 1-2 shots anyway and added damage from crits means TTK gets reduced anyway. Reduce the damage to equipment the weapons that do the most PPFLD deal.

If a weapon is best at just coring straight through a target they should be lousy at critting, if they're bad for coring a target they should be better at landing critical hits to at least give them a reason for being.

#111 Jackal Noble

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Posted 31 July 2016 - 01:29 PM

View PostBrain Cancer, on 31 July 2016 - 01:22 PM, said:

If a weapon is best at just coring straight through a target they should be lousy at critting, if they're bad for coring a target they should be better at landing critical hits to at least give them a reason for being.


That is s solid concept right thurrr

#112 Remains Intact

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Posted 31 July 2016 - 01:46 PM

As a t2 solo player who regularly uses Lbx 10's, about to hit t1 in a few games, .... a straight damage buff applied slowly and incrementally is the EASIEST solution, and is warranted. It is also the most likely thing to be produced by the dev team.

That being said a more novel interesting solution would be desired.

1. LBX does double/tripple damage to STRUCTURE once the armor is stripped?
2. LBX in some way affects crit slots/weapon recycle time/heating efficiency even through armor?
3. LBX counters ecm by marking targets for 2-4 seconds? (insert technical sounding countermeasure name here)

#113 cazidin

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Posted 31 July 2016 - 01:56 PM

View PostRemains Intact, on 31 July 2016 - 01:46 PM, said:

As a t2 solo player who regularly uses Lbx 10's, about to hit t1 in a few games, .... a straight damage buff applied slowly and incrementally is the EASIEST solution, and is warranted. It is also the most likely thing to be produced by the dev team.

That being said a more novel interesting solution would be desired.

1. LBX does double/tripple damage to STRUCTURE once the armor is stripped?
2. LBX in some way affects crit slots/weapon recycle time/heating efficiency even through armor?
3. LBX counters ecm by marking targets for 2-4 seconds? (insert technical sounding countermeasure name here)


I appreciate the novel approach, but I'd rather the LBX be more of a straightforward shotgun as many of us think it is. Doom did the Shotgun right. Copy them. Posted Image

#114 El Bandito

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Posted 31 July 2016 - 04:07 PM

View Postcazidin, on 31 July 2016 - 01:56 PM, said:

I appreciate the novel approach, but I'd rather the LBX be more of a straightforward shotgun as many of us think it is. Doom did the Shotgun right. Copy them. Posted Image


Yep, most of us in this thread want LBX to be this, which makes the LBX functional and unique ballistic system.

Posted Image

#115 cazidin

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Posted 31 July 2016 - 05:00 PM

View PostEl Bandito, on 31 July 2016 - 04:07 PM, said:


Yep, most of us in this thread want LBX to be this, which makes the LBX functional and unique ballistic system.

Posted Image


Rip and tear!

#116 Jackal Noble

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Posted 31 July 2016 - 06:26 PM

View Postcazidin, on 31 July 2016 - 05:00 PM, said:


Rip and tear!

Posted Image


#117 Brain Cancer

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Posted 31 July 2016 - 10:16 PM

Lemme fix that for the forums:

Posted Image

#118 Riitters

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Posted 01 August 2016 - 02:21 AM

Uh, hey guys. I don't post here much and I'm only tier 3, but I have another suggestion that I figured I'd share: Instead of buffing the damage per pellet, why not buff the number of pellets and add a but (15-25%) more spread? I know it would be harder to code, but if say
Lbx2 fired 3 pellets, 5 fires 7, 10 fires 13\14, and 20's fire 27, they'd have a more shotgun like effect. More damage at close range before they spread, and just a bit less useful at range.

I know that's harder to code and they'd probably just do a flat per pellet damage change, but I thought of it reading this. My favourite medium is the CN9-D so maybe I'm biased.

View PostBrain Cancer, on 31 July 2016 - 10:16 PM, said:

Lemme fix that for the forums:

Posted Image


Also the fact that all of your R's in that are the bottom right one, and all of the B's are E's with added tidbits is bothering me for some reason.

#119 pyrocomp

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Posted 01 August 2016 - 02:55 AM

Well, yes, more damage per pellet (up to 2). But higher spread in return. And no max spread as it is now, just plane cone, not cylinder past some 80 meters (which is weird). Then up until (if ever) they get to switchible ammo the LBX will be plain shotgun. At least something different from other weapons.

#120 MeiSooHaityu

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Posted 01 August 2016 - 02:56 AM

I'd rather add the clan ERPPC mechanic to LBX cannons instead of increasing pellet damage.

It fires like a single slug and "bursts" just before impact applying a large percentage of damage to the location you aimed at and the remaing %of damage is spread to surrounding hitboxes.

This just seems like the better alternarive to me.





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