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[Idea] How To Finally Make Lbx-10 Good, Without Making Ac10 Obsolete.


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#21 Ragor

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Posted 24 November 2012 - 06:18 AM

View PostDeadoon, on 24 November 2012 - 05:43 AM, said:

Each of those would make sense, however the problem would be how would you differentiate ac/10 and heat shells?


- HE: splash damage, 75% damage on armor, 125% damage on internals once armor is stripped off, increased cockpit shake on impact
- AC/10 (AP) shells: 100% damage on armor and internals (like atm)
- HEAT: 50% damage vs armor and 50% damage vs structure BUT hitting both the same time -> damage sstructure even when armor is still full, increased crit chance x1.5
- proximity shell: solid shell which explodes in front of the locked target -> focussed 'buckshot' pattern on long range
- 'buckshot': reduced spread (~150m mechsized spread), double amount of pellets doing half the damage (instead of 10@1 -> 20@0.5), increased crit chance x3

Availabiltiy:
AC: HE, AP
UAC: AP
LBX: everything


Edit:
Changing ammunition on the fly. But to switching takes time: double reload cycle OR keep the loaded shell and set the next time to be loaded. (aka 'WoT model')

Edited by Ragor, 24 November 2012 - 06:51 AM.


#22 Strum Wealh

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Posted 24 November 2012 - 07:18 AM

View PostRagor, on 24 November 2012 - 06:18 AM, said:


- HE: splash damage, 75% damage on armor, 125% damage on internals once armor is stripped off, increased cockpit shake on impact
- AC/10 (AP) shells: 100% damage on armor and internals (like atm)
- HEAT: 50% damage vs armor and 50% damage vs structure BUT hitting both the same time -> damage sstructure even when armor is still full, increased crit chance x1.5
- proximity shell: solid shell which explodes in front of the locked target -> focussed 'buckshot' pattern on long range
- 'buckshot': reduced spread (~150m mechsized spread), double amount of pellets doing half the damage (instead of 10@1 -> 20@0.5), increased crit chance x3

Availabiltiy:
AC: HE, AP
UAC: AP
LBX: everything


Edit:
Changing ammunition on the fly. But to switching takes time: double reload cycle OR keep the loaded shell and set the next time to be loaded. (aka 'WoT model')


Standard AC shells are already High-Explosive, Armor-piercing (HEAP/APHE) rounds.
More-specialized Armor-piercing shells for BT/MW ACs aren't canonically in full production until 3059.
Flak rounds (likely a proximity-based shrapnel shell) are, like the other special AC munitions, only available for standard (and, eventually, lightweight) ACs.
LB-X slug shells are different from - and twice as expensive as - standard (HEAP) AC shells and are only available to LB-X ACs.
LB-X cluster rounds ('Mech-scale shotshell/"buckshot") are only available to LB-X ACs.
UACs fire only their own version of standard (HEAP) AC shells, adapted to the special UAC loading mechanism.

#23 Ragor

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Posted 24 November 2012 - 07:24 AM

And what did I post?

#24 Strum Wealh

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Posted 24 November 2012 - 07:35 AM

View PostRagor, on 24 November 2012 - 07:24 AM, said:

And what did I post?

What was posted was:

Quote

Availabiltiy:
AC: HE, AP
UAC: AP
LBX: everything

How it would/should actually work is:

Quote

Availabiltiy:
AC: Standard (HEAP), Flak, Incendiary/Tracer (eventually: AP, Caseless, Flechette, Precision)
UAC: Standard (HEAP)
LBX: LB-X Slug, LB-X Cluster


#25 Ragor

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Posted 24 November 2012 - 07:47 AM

Here, you can have a cookie.

http://www.jolle.se/imgs/cookie.jpg

BTW: Did I post any timeframes regarding the BTU?

#26 Strum Wealh

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Posted 24 November 2012 - 08:32 AM

View PostRagor, on 24 November 2012 - 07:47 AM, said:

Here, you can have a cookie.

http://www.jolle.se/imgs/cookie.jpg

BTW: Did I post any timeframes regarding the BTU?

In this thread, no.

However, the BT timeline is apparently important to PGI - hence, why certain things (like the rest of the LB-X and UAC lines) are not available.

Thus, certain of the special AC munitions (each of which has a specific function and limitations, and which were introduced to breathe new life into the Standard ACs) not being available until the MWO in-game timeline catches up is a reasonable thing to suppose (at least, for the moment).

#27 HlynkaCG

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Posted 24 November 2012 - 03:19 PM

View PostStrum Wealh, on 24 November 2012 - 08:32 AM, said:

In this thread, no.

However, the BT timeline is apparently important to PGI - hence, why certain things (like the rest of the LB-X and UAC lines) are not available.

Thus, certain of the special AC munitions (each of which has a specific function and limitations, and which were introduced to breathe new life into the Standard ACs) not being available until the MWO in-game timeline catches up is a reasonable thing to suppose (at least, for the moment).


...and those extra ammo types givesa reason to bring the standard AC in place of the LBX. (though I still think a ROF or range buff in comparison to the LBX's slugs is a good interim solution)

#28 Oppresor

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Posted 24 November 2012 - 03:38 PM

Yes definitely, this is a good idea. If you take a Tank or a Warship as an example; they carry different types of ammunition for use in different circumstances. E.G. HE, FSDSAP, HESH, Illuminating, VT etc. These are all fired through the same weapon E.G 120m or 4.5"Mk8. In both cases the Tank or Ship can only carry so many rounds of each, so at some point the decision is made on how many to carry. The proposed 1 to 4 ratio is good because it allows for some rounds to be carried; but the decision still needs to be made as to which weapon to loadout with in the first place.





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