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Lock On For 0 Degree Spread On Lbxes


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#61 LT. HARDCASE

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Posted 24 November 2017 - 07:10 PM

[ ] Buffed LBs
[ ] No Ghost Heat LBs

I suggest you choose wisely.

#62 The6thMessenger

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Posted 24 November 2017 - 07:22 PM

View PostLT. HARDCASE, on 24 November 2017 - 07:10 PM, said:

[ ] Buffed LBs
[ ] No Ghost Heat LBs

I suggest you choose wisely.


I don't mind GH LBXs.

#63 Insanity09

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Posted 26 November 2017 - 01:41 AM

I agree that the charging mechanism in game does suck, I dislike using gauss for that reason (it always takes me a few games to get the rhythym back).

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 Grus

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Posted 15 December 2017 - 01:07 PM

View PostKhobai, on 24 November 2017 - 04:49 PM, said:

targeting computer should reduce spread on lbx

should increase its velocity and crit chance too
agreed on the first part but dissagree with the second. Just because i dont know why or how a compulter can change the muzzle velocity of a round.

#65 VonBruinwald

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Posted 15 December 2017 - 01:22 PM

View PostGrus, on 15 December 2017 - 01:07 PM, said:

agreed on the first part but dissagree with the second. Just because i dont know why or how a compulter can change the muzzle velocity of a round.


Because; ClanTech Magic....

#66 Y E O N N E

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Posted 15 December 2017 - 01:23 PM

Computer wouldn't change the spread, either. You'd need a choke or rounds with electronically variable burst patterns.

#67 Grus

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Posted 15 December 2017 - 01:25 PM

True.

#68 Andi Nagasia

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Posted 15 December 2017 - 01:34 PM

the problem with this was the same problem with ghost range laser Targeting consept,

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,
Posted Image
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 Khobai

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Posted 15 December 2017 - 01:38 PM

the best idea is just increase the damage per pellet

fixt

Quote

agreed on the first part but dissagree with the second. Just because i dont know why or how a compulter can change the muzzle velocity of a round.


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 Nameless King

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Posted 15 December 2017 - 01:41 PM

I like LBX's the way they are.

#71 panzer1b

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Posted 15 December 2017 - 02:06 PM

View PostKhobai, on 24 November 2017 - 05:03 PM, said:

sharing armor is for stupids. khobai lets his teammates get crunched. then he steals all their kills.


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 Khobai

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Posted 15 December 2017 - 02:14 PM

lol probably

#73 Maxxi

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Posted 15 December 2017 - 02:16 PM

LBX is a shotgun. If you want no spread, get closer. Otherwise use AutoCannons. LRM is a indirect fire weapon, so you need lock a target.

#74 ANOM O MECH

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Posted 15 December 2017 - 04:01 PM

View PostJackalBeast, on 23 November 2017 - 08:11 AM, said:

And what I'm proposing you can still fire them as such. OK dude, I'm presenting a workaround for a weapon system, that per lore has switchable ammo. I don't know how familiar you are with this game, the discussions on the forums regarding balance and gameplay behavior (cue in the gif of the guy saying lbxes are good for crits).
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 Xetelian

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Posted 15 December 2017 - 04:10 PM

Something needs to be done. As is they are a very weak weapon system and not worth taking.

#76 Mole

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Posted 15 December 2017 - 04:16 PM

I like this. I like it a lot. I'm tweeting this thread to Russ. He can do with it what he will.

#77 Nameless King

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Posted 15 December 2017 - 04:17 PM

View PostXetelian, on 15 December 2017 - 04:10 PM, said:

Something needs to be done. As is they are a very weak weapon system and not worth taking.


Yep super weak

Posted Image

#78 Tincan Nightmare

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Posted 15 December 2017 - 04:31 PM

Well as a quick and easy fix to increase the usefulness of LBX why not just boost the number of pellets fired per shot? Yah it still would remain an up close 'shotgun', but at least it could become a very deadly shotgun. Of course, any fix to LBX that makes it 'good', could make it be considered 'OP' by PGI and get the nerf hammer sicked on them (like GH or something).

#79 jss78

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Posted 15 December 2017 - 04:39 PM

I'd simply up the pellet damage a bit. They'd immediately have a role vs. regular AC. Close range you're better off with LB-X, long range with AC, and with a grey area in between.

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 SFC174

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Posted 15 December 2017 - 05:40 PM

Since they're shotguns, maybe the skill tree nodes could become more like selectable "choke" options. Choke node 1 (gotta love that name) gets you 10% tighter pattern but a 5% reduction in range. Choke node 2 gets you 15% tighter pattern but range drops by 10%. IOW, instead of just spread reduction, make it a tradeoff with diminishing benefits.

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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