Question On The Lbx And Its Damage
#1
Posted 06 June 2013 - 02:27 PM
i´m quite often using the lbx but after reading nearly all i could find about it there is still some stuff i dont know/understand...so i ask here
it shoots 10 pellets, each doing 1 dmg and each having 3 crit chances, thats what i know for sure. but are the crit chances even doing anything when the mech still has armor ? or does it only apply when the mech already has low/no armor at this point (or if the shot does so much damage that some get through) ?
2nd thing i was wondering about was the range...i understand the spread but does the shot lose power with distance too ? or doesnt this apply to the lbx ? with a max range of 1800 AND the spread (and nearly no heat) it would be awesome even if 2 pellets hit the mech at this range, the ac2 wouldnt do more damage.
if someone got any other important info on the weapon pls feel free to tell me, i love it (especially crippling light mechs ) and want to finally know all about it.
thx
durruti
#2
Posted 06 June 2013 - 02:38 PM
Critical hits occur only after the armor has been stripped off. Each component has 10 hitpoints (some have less some more) and each torso section will have a few different components.
Because of this the LBX is actually one of the worst weapons for causing actual component destruction while high damage weapons such as AC/10, AC/20, PPC or Gauss rifles are the best. The distributed nature of the LBX's damage is also very bad feature in a game where taking out sections is critical.
Damage scales like with all the other ballistics. Full damage per pellet up to listed range of 540 m and linear drop off until zero at thrice that range at 1620 meters. The spread does make the effective range of the weapon even less.
Edited by Edustaja, 06 June 2013 - 02:41 PM.
#3
Posted 06 June 2013 - 02:42 PM
Besides the large spread at "max range", after the 540m the damage for each pellet drops out in a linear fashion like with other ballistic weapons to 0 at about 3x the max range (around 1600m).
As you say, it is effective against light mechs or up close in fast brawling. Beyond about 180-200m, though, the spread will still cause most pellets to miss. If you're engaging at that range, it would probably be better take take a regular AC10, for one additional crit slot, ton, and heat generated.
#4
Posted 06 June 2013 - 02:43 PM
1) External - the armor you put on your mech through the mechlab. It has an outline on EACH part of the mech's armor body. The crit bonus that LBX can do does not affect this.
2) Internal - the armor that is innate to the mech (1/2 of the max possible armor of each part of the mech's body, except for the head, which has 15 pts). This is damaged when the external armor in that section is destroyed and that part of the mech is exposed. Anything in that part of the mech's body can be destroyed. So, if you're a Hunchback-4P with 6 med lasers in the right torso... all 6 lasers in the torso can be blown up with LBX, unless right torso is completely removed through regular damage (which removes all the weapons in that section altogether).
The range as stated in battle is the "optimal range".. meaning all damage beyond that distance is dealt at REDUCED damage and is pretty much linearly declining damage. For the sake of LBX, this is irrelevant because your accuracy @ the optimal range is pathetic. You should be focused on hitting things at half the optimal distance due to the spread of the bullets.
#5
Posted 06 June 2013 - 02:53 PM
Edustaja, on 06 June 2013 - 02:38 PM, said:
Critical hits occur only after the armor has been stripped off. Each component has 10 hitpoints (some have less some more) and each torso section will have a few different components.
Because of this the LBX is actually one of the worst weapons for causing actual component destruction while high damage weapons such as AC/10, AC/20, PPC or Gauss rifles are the best. The distributed nature of the LBX's damage is also very bad feature in a game where taking out sections is critical.
Damage scales like with all the other ballistics. Full damage per pellet up to listed range of 540 m and linear drop off until zero at thrice that range at 1620 meters. The spread does make the effective range of the weapon even less.
I disagree.
It is a good weapon platform, just not the most effective, and that's a tough pill to swallow when maximal effectiveness is tied to optimal performance for your team....
I enjoy it tho...
#6
Posted 06 June 2013 - 02:53 PM
what i like to use is the lbx on a cicada, 3M is the best for that. i got the advanced sensors now and adv. seismic so i know where the enemy is and where he´s moving. when keeping range, observing their moves you can rush from behind at them and ripp their back apart quite easy. at least i never have more than 20-25 armor on the back (excpet my atlas), so 1-2 shots at close range can quite certain get that destroyed and then you got their engine free for the final blow.
so what would you say to fit instead ? "but if you can only hit with a shotgun It might work for you" isnt that wrong, i´m used to play the cda and really aiming with that mech isnt the thing you do when flying over the battlefield with 142kmh. i seem to suck with the ac20 (dont know, the drop is making me crazy, i´m always sure it will hit and then it lands in the ground) , and the other ones....well i dont really like the uac (jamming, even when using my macro on the naga hex mouse which DOES keep the 1.1 recycle time between shots (even more, i set it to 1.3), i was told the ac5 is one of the worst dps weapons and fitting dual ac2 on the firebrand... not sure if that´s the right weapon. dual ac10 ?
thx and looking forward to more info
cheers,
durutti
#7
Posted 06 June 2013 - 03:01 PM
#8
Posted 06 June 2013 - 03:32 PM
"DOWN BOY!" I SAY. *SPANK*
I run my jager-s with two LBX-10 and 4 medium lasers. 90 or so rounds and off I go to kill people.
Edited by MoonUnitBeta, 06 June 2013 - 03:33 PM.
#9
Posted 06 June 2013 - 05:58 PM
Buenaventura Durruti, on 06 June 2013 - 02:27 PM, said:
2nd thing i was wondering about was the range...i understand the spread but does the shot lose power with distance too ? or doesnt this apply to the lbx ? with a max range of 1800 AND the spread (and nearly no heat) it would be awesome even if 2 pellets hit the mech at this range, the ac2 wouldnt do more damage.
1) Bonuses apply on unarmored bodyparts that you've hit.
2) Shots lose power after the listed range in the bottom right. At 1800 meters you'll be doing a decimal number. AC/2's max range is 2,160 meters, so at 1,800 the AC/2 would do more damage.
The LB generates less heat than the AC/10. Switching to them has made my flamer / MG / AC/10 Jager so much easier to manage heat-wise. Due to the fact that both myself and my victim can't see, the scatter shots also help prevent myself from wasting time on misfires at the wrong body part.
#10
Posted 07 June 2013 - 04:41 AM
#11
Posted 07 June 2013 - 05:27 AM
Buenaventura Durruti, on 06 June 2013 - 02:53 PM, said:
thx and looking forward to more info
cheers,
durutti
The AC2 is better for this purpose honestly. I'm always delighted when I get River City and spawn on the Dropship side. I rush over to the "shields" near the Dropship and hose down the enemy team at their spawn point! I've managed to collect 7 assists in a single match this way. Before anyone yells at me for shameless "assist farming" if you've ever been on the receiving end you can see what kind of disorientation this causes with the Naval Ship side basically scattering off their spawn.
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