#1
Posted 27 March 2018 - 12:08 PM
#2
Posted 27 March 2018 - 12:08 PM
#3
Posted 27 March 2018 - 12:11 PM
#4
Posted 27 March 2018 - 12:15 PM
For IS; They have a expanded optimal range and a 3x max range instead of a 2x the normal AC has. They are pretty decent when doing ranged suppression, but otherwise not worth it over other options.
#5
Posted 27 March 2018 - 12:16 PM
#6
Posted 27 March 2018 - 12:19 PM
#7
Posted 27 March 2018 - 12:23 PM
Dual ammo types
Crit Splitting
Dual ammo types should be enough to explain the larger crit sizes of all other LB's aside from the 10 for the IS... Now in TT this isn't as much of an issue, thanks to crit splitting. The ability to dump some crits into an adjacent section in exchange for a reduced firing arc. For example, there is a Crusader mech that uses an IS XL engine and a HGR, by putting two HGR crits into the CT from the ST, what this does is reduces the fring arc of that HGR to CT or a 90 degree cone from the forward hex of the mech. Hell there is a Bushwacker that mounts a LB-20X in the arm but crit splits into the adjoining ST, reducing the firing arc to that ST.
#9
Posted 27 March 2018 - 12:31 PM
It's not great, but I like it
#10
Posted 27 March 2018 - 12:48 PM
Edited by Zergling, 27 March 2018 - 12:48 PM.
#11
Posted 27 March 2018 - 01:00 PM
Metus regem, on 27 March 2018 - 12:23 PM, said:
This has been my reasoning for a while. It makes sense that when you have ammo switching. You need a mechanism in place to do that. May not weigh anything more, but it would take up room in the mech. Otherwise, on the Clan side, no reason why a fixed barrel system is larger than a rotating barrel system (UAC) that weigh the same. ACs don't exist in the TRO. But, I guess since it is in the TRO that way, needs to be in the game that way...
But, there is no way ammo switching is ever going to get into this game. Not possible with the current game engine. So is that extra crit slot still necessary?
Edited by KodiakGW, 27 March 2018 - 01:03 PM.
#13
Posted 27 March 2018 - 01:07 PM
KodiakGW, on 27 March 2018 - 01:00 PM, said:
This has been my reasoning for a while. It makes sense that when you have ammo switching. You need a mechanism in place to do that. May not weigh anything more, but it would take up room in the mech. Otherwise, on the Clan side, no reason why a fixed barrel system is larger than a rotating barrel system (UAC) that weigh the same. ACs don't exist in the TRO. But, I guess since it is in the TRO that way, needs to be in the game that way...
But, there is no way ammo switching is ever going to get into this game. Not possible with the current game engine. So is that extra crit slot still necessary?
That's been my complaint as well, specifically on the LB-20X, that weapon is so heavily punished for the lack of dual ammo types and crit splitting on top of being a sand blaster weapon...
I've been advocating for the IS LB-20X to be 8 or 9 crits, to make it mountable in arms with LAA or LAA and Hand, with my preference to be 8 crits due to the scatter nature of the shot and how ineffective crit damage really is from low damage weapons like LB sub-munitions.
Then again, I'd also make the HGR 9 crits, but with a new hard point type just for it that could only be found on ST's, just so that we could one day get mechs like the Crusader 8S that use a HGR and isXL engine...
What I hear back from some players is "That's not TRO accurate!" to that I say, neither is MWO!
#14
Posted 27 March 2018 - 01:12 PM
Metus regem, on 27 March 2018 - 01:07 PM, said:
That line of thinking still irks me.
Aren't the rules for choosing an engine that the rating must be wholly divisible by your tonnage? So, for example, an AS7 with a 350 STD would not be TT legal?
#15
Posted 27 March 2018 - 01:19 PM
Nema Nabojiv, on 27 March 2018 - 01:06 PM, said:
I just mocked it up in smurfy, you can get max armor everywhere but arms, 7 tons of ammo (so 1400 dmg worth before skills), going at annihilator speed (48.6kph). So, it gets you the same firepower as a quad LBX anni, with better convergence and torso mobility at the cost of armor, for 10 tons less. Not a bad choice in FP. I still prefer the dual HGR CP-S though, it's slightly faster and can put out a damn fine hurting.
#16
Posted 27 March 2018 - 01:20 PM
Nema Nabojiv, on 27 March 2018 - 01:06 PM, said:
Too bad.
https://mwo.smurfy-n...2b74e0a5ab18b61
50.4kph.
#17
Posted 27 March 2018 - 01:22 PM
Jay Leon Hart, on 27 March 2018 - 01:12 PM, said:
Aren't the rules for choosing an engine that the rating must be wholly divisible by your tonnage? So, for example, an AS7 with a 350 STD would not be TT legal?
Yup.... That's not to say that you couldn't do it, there are rules for it, but it doesn't change your speed, that Atlas is still going to be a 3/5.
#18
Posted 27 March 2018 - 01:27 PM
#19
Posted 27 March 2018 - 01:36 PM
KodiakGW, on 27 March 2018 - 01:00 PM, said:
This has been my reasoning for a while. It makes sense that when you have ammo switching. You need a mechanism in place to do that. May not weigh anything more, but it would take up room in the mech. Otherwise, on the Clan side, no reason why a fixed barrel system is larger than a rotating barrel system (UAC) that weigh the same. ACs don't exist in the TRO. But, I guess since it is in the TRO that way, needs to be in the game that way...
But, there is no way ammo switching is ever going to get into this game. Not possible with the current game engine. So is that extra crit slot still necessary?
Instead of ammo switching, I made 2 suggestions that would add a lot more flavor.
1) Airburst. The rounds stays a single slug the entire flight to a target, but when it gets within a certain distance the round bursts into the shotgun effect we all know.
2) Preset airburst. Like above, the round flies along then burst into the shotgun effect. However what's different is that it stays the single slug the entire duration of its optimal range (including when hitting a target) and only then airbursts into a shotgun effect when it passes that range.
#20
Posted 27 March 2018 - 01:40 PM
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