

Consensus: Lb 10-X Ac As A Primary Weapon
#61
Posted 23 November 2012 - 10:42 PM
#62
Posted 23 November 2012 - 11:40 PM
Zelus, on 23 November 2012 - 09:51 PM, said:
The critical mechanic is barely in the game as it is, and you're already complaining?
I don't know about you, but I've lived plenty long after having my Gauss killed via critical. Usually my sentiment is, "I miss my Gauss." But it forces me to support my team it other ways (ER Large FTW). I like this mechanic. The sequence of going in fresh, fighting, walking out crippled, and finding a way to continue to fight, is awesome.
Don't get me wrong. Gauss is THE ballistic weapon right now. I think after it has its integrity nerfed, its dominance will be questioned. I think it might take a bit more than just reducing it's health to 3 points, but it will be progress.
You're in an Atlas. You can live longer. But for anyone else a punched through torso means you are dead. I was just using a Gauss Rifle as an example.
The critical Mechanic is stupid because you usually die. Not 100%... but Atlas' are notorious for surviving with one side torso gone. 90% of the other Mechs in the game won't.
#63
Posted 24 November 2012 - 12:37 AM

Ideally, it should support ammo switching - but even if it did, would there be any point in using the "shotgun" at all? Would it be any different than the AC10? I think that this would be one of those times where the devs might need to stray away of strict lore/TT rules in the name of usability and viability.
As someone mentioned earlier, Instead of having LBX have two fire modes, they could just make them shoot "hybrid" ammo; some sort of explosive shrapnel slugs that detonate and spread right before hitting the target (instead of spreading when shot). This would increase their effectiveness at long range and put it on par with regular AC10. Also in comparison to the AC10, the spreading functionality could allow the LBX to deal a minimal amount of damage when the shot didn't miss for too much; at the cost of splitting damage on near-perfect hits.
This would make it into an AC10 that is not so bad when it misses (because 2 or 3 damage is better than 0), but not so good when it hits (because 10 damage to a single part is better than 7 damage to that part and the remaining 3 split amongst nearby ones). Should be a balanced trade-off, and if it wasn't, they could just tweak ammo/ton, damage, heat and whatnot.
#64
Posted 24 November 2012 - 12:56 AM
It basically just needs a VERY tight spread, like an actual real life shotgun has. This is one of the few games where that won't become overpowered because of the sheer health mechs have and their divided health in components.
It should ideally be able to hit a light's three torso sections at about half of its effective range or so with the majority of its pellets easily, not right next to them, and scaling up. Within 80 metres or so it should basically be delivering all of its damage to a single component on most mechs due to tight spread.
This, combined with slugs, will give this weapon a great place. Just tighten the spread dramatically and you'll see good results from it, I promise. Just a little tightening isn't going to help it much - you have to tighten it to the point it's a realistic shotgun that is hitting the primary components of a larger Mech at its maximum range, or it's not going to have a place anywhere except for using slugs in it.
#65
Posted 24 November 2012 - 05:54 AM
target under 50m : targeted part receives full damage
target between 50-120m : damage is split between 2 adjacent parts
target between 120-250m : damage split between 3 parts
target between 250-450m: damage split between 4 parts
and so on
#66
Posted 24 November 2012 - 05:58 AM
Milkman Luke, on 23 November 2012 - 06:16 PM, said:
Basically, the LBX isn't a main weapon for opening up a mech's armor. It's a secondary weapon for quickly critically damaging the interior components of a mech. From what I've seen, it's actually pretty good at that now that critical hits are implemented. Basically, it ENDS fights. It doesn't start them.
Nope, crits work differently in MWO, no advantage for MG, LBX etc.
#67
Posted 24 November 2012 - 06:02 AM
Joseph Mallan, on 23 November 2012 - 07:15 PM, said:
That's pretty much it. If you give it slugs, it would be an AC/10 deluxe, if you keep the cluster ammo, it's an AC/2 Extra-Heavy or something like that...
I think the cluster ammo would work a lot better if it simply didn't spread more with range, or at least much slower. Or it would only spread 50-100 m in front of the target, so the spread stays small. As it is, the spread is simply a liability.
If they give it slug ammo, it will be superior tot he AC/10 - unless they adjust something else. FOr example, they could increase it's recycle time by 0.5 seconds when fired with slugs, and lower it's recycle time by 0.5 seconds when firing cluster. (However they'd do that -maybe you need to decide in the mech lab what kind of ammo you want to use with the weapon then...)
#68
Posted 24 November 2012 - 06:08 AM
MustrumRidcully, on 24 November 2012 - 06:02 AM, said:
I think the cluster ammo would work a lot better if it simply didn't spread more with range, or at least much slower. Or it would only spread 50-100 m in front of the target, so the spread stays small. As it is, the spread is simply a liability.
If they give it slug ammo, it will be superior tot he AC/10 - unless they adjust something else. FOr example, they could increase it's recycle time by 0.5 seconds when fired with slugs, and lower it's recycle time by 0.5 seconds when firing cluster. (However they'd do that -maybe you need to decide in the mech lab what kind of ammo you want to use with the weapon then...)
but then I'm wondering: What is superior? A single part receiving the full 10 points of damage or those 10 points spread across different body parts. In other words, I would never use the "cluster" rounds as they aren't as efficient.
#69
Posted 24 November 2012 - 06:47 AM
But it actually does ok in a support role. (No one pays attention to a raven anyway. The best thing about it vs a regular AC is that you dont need to compensate as much for convergence. Scored over 600 dmg in one round with an LBX and 2 med lasers.
Granted this could be just because i'm in a raven and you get ignored for larger prey.
#70
Posted 24 November 2012 - 07:05 AM
#71
Posted 24 November 2012 - 07:13 AM
Sybreed, on 24 November 2012 - 06:08 AM, said:
but then I'm wondering: What is superior? A single part receiving the full 10 points of damage or those 10 points spread across different body parts. In other words, I would never use the "cluster" rounds as they aren't as efficient.
As I said - there seems to be really litlte value to cluster ammo in MW:O. A slug version of the LBX would simply be superior to the AC/10 (lighter, takes less crits, and produces less heat), but a cluster variant... Seems always inferior to the AC/10. Maybe it would need to deal 1.5 damage per pellet with cluster ammo to make it worth it? They doubled (now 1.7-tupled) the LRM damage per missile, and its damage spread is cited as the reason why it needed that...
Edited by MustrumRidcully, 24 November 2012 - 07:15 AM.
#72
Posted 14 April 2013 - 09:26 AM
it is a viable weapon, but needs to be fired point blank (within 30 meters) for maximum effect
#73
Posted 14 April 2013 - 09:31 AM
LB 10-X - 1 round of the cluster shot does 18.67 Damage at 520M
To say the "LB 10-X is viable" in MWO is the most tragic sentence ever concerning balance of this weapon, because the PGI Devs have fed people these fantasies.
A Cluster and Spread have the same enhanced range from canon. Every Mech game since MW3 that I can think of has made the LB-X line competitive, by increasing the damage, and making them long-range weapons like they are supposed to be.
Edited by General Taskeen, 14 April 2013 - 09:33 AM.
#74
Posted 14 April 2013 - 09:34 AM
1. Real effective range is <100.
2. It seems to be fragile, at least it seems to get taken out very quickly.
3. It jams.
4. Reload is slow.
having said all of the above, I use one as my main Defensive weapon on my Atlas (Sniper)and is has got me out of more than a few sticky situations.
#75
Posted 14 April 2013 - 10:33 AM
Oppresor, on 14 April 2013 - 09:34 AM, said:
1. Real effective range is <100.
2. It seems to be fragile, at least it seems to get taken out very quickly.
3. It jams.
4. Reload is slow.
having said all of the above, I use one as my main Defensive weapon on my Atlas (Sniper)and is has got me out of more than a few sticky situations.
I think your #3 point is incorrect. LBX do not jam.
But, the thread's point still stands, the LBX needs to hit with 80% of it's pellets, on average, at full optimal range on a medium target for it to become useful. This also will make it more useful for critical seeking due to pellets dealing 2.0 damage to internal equipment.
The problem with the weapon is that not enough pellets can hit a structure location, once it is opened, unless your point blank on your target. It needs to be able to do this for it to be an effective critical seeker.
Edited by Zyllos, 14 April 2013 - 10:42 AM.
#76
Posted 14 April 2013 - 10:34 AM
#77
Posted 14 April 2013 - 10:50 AM
#78
Posted 14 April 2013 - 11:00 AM
Edustaja, on 23 November 2012 - 06:25 PM, said:
I'm not going to get into my opinion of the LBX-10s because the discussion has been done to death. However, you are mistaken about how critical hits work.
The fact that not a single person here has called out this poster despite being in a prominent page position, leads me to believe that most of you don't actually know how critical hits work. Especially with regard to crit seeking weapons.
- Each pellet has its own chance of criting
- There are 3 levels of crit: regular, double, and triple. The lbx has significantly increased chance to not only pull off a crit, but to pull off a double/triple one (67% for each pellet).
- lbx crit damages are doubled. So a 1 damage pellet that crits once does 2 damage, if it crits twice it does 4 damage. If it crits thrice it does 6 damage.
Edit: Oh wow, this was necro'd from November...
Edited by Jman5, 14 April 2013 - 11:21 AM.
#79
Posted 14 April 2013 - 11:17 AM
Phantomewzick, on 23 November 2012 - 06:42 PM, said:
They need to tighten the spread by like 85%. LBX weapons were actually fairly long range weapons. Now we have this buckshot awfulness.
#80
Posted 14 April 2013 - 11:21 AM
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