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Lbx Switching Modes, When?


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#1 krolmir

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Posted 25 March 2017 - 06:47 PM

Forgive me for clubbing the dead horse, I've been away from playing for a bit, and recently returned. So, here goes...

Ok, we have new tech inbound, but still no LBX switch, I remember why Devs said it would be difficult to do, having to carry 2 types of ammo, and the resulting code rewrites to LBX, not a priority etc., etc.. However, I think that is the wrong path, what about writing in a mode that drastically reduces or eliminates the LBX rounds spread over range? That in theory should be easier to accomplish, and if at/around/over its effective range it would spread damage as normal, thus keeping it from totally replacing the standard A/C's.

Has there been any word from the devs recently about the LBX? Does anyone else feel that the should start seriously working on it??

#2 Snazzy Dragon

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Posted 25 March 2017 - 06:48 PM

Lostech™

#3 Deathlike

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Posted 25 March 2017 - 06:57 PM

View PostSnazzy Dragon, on 25 March 2017 - 06:48 PM, said:

Lostech™


Only until PGI rediscovers their own LBX code... which is not anytime soon™.

Edited by Deathlike, 25 March 2017 - 06:57 PM.


#4 Mcgral18

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Posted 25 March 2017 - 07:08 PM

Never

To expand, ATMs, a weapon system designed to use multiple warheads depending on the situation, will not have an ammo switching feature

It will just dynamically adjust damage on the fly
More up close, less at range (more than likely NOT 3 up close)

#5 Moonlight Grimoire

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Posted 25 March 2017 - 07:42 PM

Cryengine can't do ammo switching, actual engine limitation, not a made up one. Want ammo switching we need a new engine that isn't cryengine.

#6 Mcgral18

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Posted 25 March 2017 - 07:45 PM

View PostMoonlight Grimoire, on 25 March 2017 - 07:42 PM, said:

Cryengine can't do ammo switching, actual engine limitation, not a made up one. Want ammo switching we need a new engine that isn't cryengine.


Posted Image

#7 Deathlike

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Posted 25 March 2017 - 07:48 PM

Ammo switching is not a new concept... let alone something that wouldn't be possible in an engine.

It's strictly competence... or specifically lack thereof to code it.

Edited by Deathlike, 25 March 2017 - 07:49 PM.


#8 Y E O N N E

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Posted 25 March 2017 - 07:59 PM

View PostMoonlight Grimoire, on 25 March 2017 - 07:42 PM, said:

Cryengine can't do ammo switching, actual engine limitation, not a made up one. Want ammo switching we need a new engine that isn't cryengine.


Funny, I seem to recall Crysis having ammo switching...

#9 wolf74

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Posted 25 March 2017 - 08:57 PM

When they Switch most of the weapon stats from the guns to the ammo it self. The Gun only needs a List of the Ammo it is aloud to use.

With all the Stats on the Ammo they can make the Ammo Effect the gun VS having to Code a New Gun for the Ammo type. This Only Effects Ammo Based Weapons.

Which would Open the Door to Specialty Ammo type. Which Battletech Had a Lot of.

Auto-Cannon Specialty Ammo's
Precision Ammo: Does 20% Less damage but Travels Much Faster
Caseless Ammo: 50% more ammo per ton, But Has a Chance to Jam.

Missile Specialty Ammo's
Dumb Fire Missiles, Does 1 more point of damage per missile but remove all Tracking (Basically the SRM we have now)
Inferno Missiles: Does 0 damage, but applies the damage value to the target as Heat.
Semi-Guilded LRM: Follows the Tag Laser (Not Compatible to with NARC or Artemis FCS Systems)
Smoke Missile: creates a Smoke screen where the Missile hit.
Swarm LRM: Any Missile that miss the Locked on target auto-Lock on to ANY target Behind the the Target 50deg arc. (No IFF on this guys to be careful)
I-Swarm LRM (3057): Like the Swarm Missile but they do have IFF so they only lock on to Non-Friendly targets.
Thunder LRMs: Any Missle That Hits the ground becomes a 1 Point Mine. No IFF. There should also be a Min-Range between each Mine..
Narc Missile: Lock-on to the Nearest Active Friendly Narc Beacon. (Not Compatible with TAG or Artemis FCS)
Artemis FCS Missiles: Tracks the Target Path Beam from the Launcher to the Target (Not Compatible with TAG or NARC systems)

NARC Launcher (there are more I-Narc Pod)
Explosive Pod: does 4 points of Damage per pod

Weapons with There Own Ammo:
ATM (Clan) Has 3 Types of Ammo for it self
LB-x Auto Cannons (IS & Clan) has 2 type of Ammo
MML (IS) can use any I.S. LRM or SRM Ammo type.

Edited by wolf74, 25 March 2017 - 09:02 PM.


#10 MechaBattler

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Posted 25 March 2017 - 09:00 PM

If we ever see them port the engine to a game engine that isn't horribly out of date and supported with updates. Then maybe we might actually get that. Barring that, probably effing never.

Edited by MechaBattler, 25 March 2017 - 09:00 PM.


#11 FupDup

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Posted 25 March 2017 - 09:11 PM

If only LBX cluster rounds were good enough that people would actually want to use them instead of using slugs only all day every day.

#12 Mystere

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Posted 25 March 2017 - 09:37 PM

View Postkrolmir, on 25 March 2017 - 06:47 PM, said:

Lbx Switching Modes, When?


View PostMcgral18, on 25 March 2017 - 07:08 PM, said:

Never




#13 El Bandito

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Posted 25 March 2017 - 10:23 PM

View Postwolf74, on 25 March 2017 - 08:57 PM, said:

Which would Open the Door to Specialty Ammo type. Which Battletech Had a Lot of.

Auto-Cannon Specialty Ammo's
Precision Ammo: Does 20% Less damage but Travels Much Faster
Caseless Ammo: 50% more ammo per ton, But Has a Chance to Jam.


Actually, precision ammo was guided AC ammo, at the cost of ammo per ton. http://www.sarna.net/wiki/Precision

There is also the armor-piercing ammo. It penetrates through armor with ease but doesn't deal as much damage as regular AC round. http://www.sarna.net...r-Piercing_Ammo

Edited by El Bandito, 25 March 2017 - 10:25 PM.


#14 MauttyKoray

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Posted 25 March 2017 - 10:44 PM

View Postkrolmir, on 25 March 2017 - 06:47 PM, said:

Forgive me for clubbing the dead horse, I've been away from playing for a bit, and recently returned. So, here goes...

Ok, we have new tech inbound, but still no LBX switch, I remember why Devs said it would be difficult to do, having to carry 2 types of ammo, and the resulting code rewrites to LBX, not a priority etc., etc.. However, I think that is the wrong path, what about writing in a mode that drastically reduces or eliminates the LBX rounds spread over range? That in theory should be easier to accomplish, and if at/around/over its effective range it would spread damage as normal, thus keeping it from totally replacing the standard A/C's.

Has there been any word from the devs recently about the LBX? Does anyone else feel that the should start seriously working on it??

Probably never, we'd be better off looking to balance having Clan ACs in the game and getting them away from multi-shot and back toward the single slug considering they don't have multitap UAC capabilities.

https://mwomercs.com...-acuac-balance/

#15 Y E O N N E

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Posted 26 March 2017 - 12:21 PM

View PostMauttyKoray, on 25 March 2017 - 10:44 PM, said:

Probably never, we'd be better off looking to balance having Clan ACs in the game and getting them away from multi-shot and back toward the single slug considering they don't have multitap UAC capabilities.

https://mwomercs.com...-acuac-balance/


Quad AC/10 KDK-3s for days with that...

#16 Malcolm Vordermark

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Posted 26 March 2017 - 01:10 PM

View PostFupDup, on 25 March 2017 - 09:11 PM, said:

If only LBX cluster rounds were good enough that people would actually want to use them instead of using slugs only all day every day.


Basically comes down to either tighten up the spread so they're useful at more than point blank or give them more damage so they compete with massed SRMs.

#17 Y E O N N E

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Posted 26 March 2017 - 01:13 PM

View PostRouken Vordermark, on 26 March 2017 - 01:10 PM, said:


Basically comes down to either tighten up the spread so they're useful at more than point blank or give them more damage so they compete with massed SRMs.


Or allow them to fire dramatically faster than they do. Which, effectively, gives them more damage without actually giving them more damage.

LB-10X with a 10% spread reduction and 25% increase to rate of fire is a good place to start after eyeballing the performance from the Legend Killer and IV4.

#18 Malcolm Vordermark

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Posted 26 March 2017 - 01:18 PM

View PostYeonne Greene, on 26 March 2017 - 01:13 PM, said:


Or allow them to fire dramatically faster than they do. Which, effectively, gives them more damage without actually giving them more damage.

LB-10X with a 10% spread reduction and 25% increase to rate of fire is a good place to start after eyeballing the performance from the Legend Killer and IV4.


I did not include that because it forces the brawler to stare at their target, not something I would want to be forced to do as brawler.

#19 Coolant

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Posted 26 March 2017 - 01:20 PM

I think the LBX is in a good place except the price. 800,000 cbills is toooo much.

#20 FupDup

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Posted 26 March 2017 - 01:20 PM

View PostRouken Vordermark, on 26 March 2017 - 01:10 PM, said:

Basically comes down to either tighten up the spread so they're useful at more than point blank or give them more damage so they compete with massed SRMs.

The thing with tightening spread is that they eventually might get so tight that they become more or less pinpoint, or you don't go far enough and they still shotgun all over.

We have MW4 as evidence that high damage per volley makes for very good LBX, although the other idea of faster firing (Yeonne) could have its own merits. Dakka dakka is fun.





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