

Lock On For 0 Degree Spread On Lbxes
#61
Posted 24 November 2017 - 07:10 PM
[ ] No Ghost Heat LBs
I suggest you choose wisely.
#63
Posted 26 November 2017 - 01:41 AM
However, I will again suggest a compromise.
LBX's could be fired in two modes.
One, you tap the trigger for them, they fire exactly as they do now.
Two, you hold the trigger then release, and they have a choke that gradually builds (charges up), which decreases the spread of the pellets.
The choke would allow some control over how much spread benefit you want (probably full choke at long range, none or next to none at close), a variable amount.
If you don't like charging mechanisms (and who in their right mind does?), you could ignore it entirely and still use the weapons.
If you can deal with it, then you get some benefit for making the weapon more of a pita to fire. (25-50% spread reduction suggested).
Honestly, with that one change (could PGI even do it?), I don't think any further changes to LBX's would be needed.
#64
Posted 15 December 2017 - 01:07 PM
Khobai, on 24 November 2017 - 04:49 PM, said:
should increase its velocity and crit chance too
#66
Posted 15 December 2017 - 01:23 PM
#67
Posted 15 December 2017 - 01:25 PM
#68
Posted 15 December 2017 - 01:34 PM
how do you handle the lock on mechanic,
any lock? if so whats to stop someone from locking onto a target not you and exploiting it?
only the locked target? well then how do you lead and also get the spread bonus? as you will then lose lock,
the best idea for something like this is to,

1) have a toggle set up so that the spread can be set(toggled) to ether 25m(Burst) or 5m(Slug),
2) have a charge mechanic that once you hold it for 0.2sec its spread is reduced to 5m
Edited by Andi Nagasia, 15 December 2017 - 01:35 PM.
#69
Posted 15 December 2017 - 01:38 PM
fixt
Quote
the targeting computer casts a magic spell that reduces air resistance
seriously of all the things in battletech that make no sense, thats the one you nitpick at? what about jumpjets? jumpjets make absolutely NO sense.
space magic is the only way jumpjets could work. so space magic can be used to explain everything else too.
Edited by Khobai, 15 December 2017 - 01:45 PM.
#70
Posted 15 December 2017 - 01:41 PM
#71
Posted 15 December 2017 - 02:06 PM
Khobai, on 24 November 2017 - 05:03 PM, said:
Well now i know why we keep on loosing games in FW when ur playing with 10D

That said, i prolly shouldnt be the one to mention this since i am one of the few dedicated sniper/mid range laser players on said team, and thus i rarely get shot at until at least half the team drops (or i make a stupid positioning error or so, which does happen on occasion)...
Anyways, back to shotguns. Id like to see a considerable crit chance boost which will actually make the damn things noticeably more effective vs structure. Maybee not MG level where they do ~twice the DPS to open components as they do to armor, but at least say 4.0 crit multiplier so that they can and will eviscerate anything thats opened up (LBX-40 supplemented by a couple SRMs should 1 shot atlas CT if its open imo). That coupled with a very minor boost to accuracy would turn the LBX into a sidegrade instead of a flat downgrade with a handful of notable exceptions (cLBX20+SRM, IS LBX10 with slot and tonnage savings, cLBX-10 quad mounts).
#72
Posted 15 December 2017 - 02:14 PM
#73
Posted 15 December 2017 - 02:16 PM
#74
Posted 15 December 2017 - 04:01 PM
JackalBeast, on 23 November 2017 - 08:11 AM, said:
K, so we can't have switchable ammo on Lbx cannons - PGI says it can't figure out how to code them right or some such.
My alternative workaround would make the lbx system we have in place perform inherently better, and you don't want that.
Annnnd finally, no. Lbxes are not a good weapon system. They are garbage. Not light Gauss bottom of the trashcan garbage but close. All direct fire systems are better. (Unless you can't aim) The lb20X/SRm Scorch? You know why? No ghost heat, but more importantly it's because the other Clan 20 class weapons suck.
As per lore? That is not an argument for making a weapon flat out superior and obsolete the rest of the lineup. This game, or any other Mechwarrior video game I have played, has ever adhered strictly to lore. This game especially so.
On top of that the lock on mechanic would be clumsy and terrible for a weapon used short range and brawling. You actually want to not torso twist to get a good shot in? Really dumb, that would be.
So yeah, especially no to the lock on idea or any other that would not also include some sort of upgrade to rest of ac family.
#75
Posted 15 December 2017 - 04:10 PM
#76
Posted 15 December 2017 - 04:16 PM
#78
Posted 15 December 2017 - 04:31 PM
#79
Posted 15 December 2017 - 04:39 PM
You could tune the pellet damage in each LB-X until balance is reached. The 10 needs less help than the others because it actually weighs less and is one less crit slot than regular AC.
For the purposes of MWO "real" ammo switching would have the problem of immediately obsoleting regular AC's. In TT contexts it's no problem since you can make lore cases for units/mechs using second rate equipment, but in MWO we'd want to create niches for older technology if possible.
#80
Posted 15 December 2017 - 05:40 PM
For example, on an LBX20 I probably wouldn't want to lose too much range, but on an LBX10 I'd choke it down more to improve my focus in close.
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