

Consensus: Lb 10-X Ac As A Primary Weapon
#81
Posted 14 April 2013 - 11:26 AM
However, it is a critical secondary weapon in my Cataphract. 2xAC2 does not cause an enemy to retreat and the Cataph is to slow to flee. However, an LBX10 to the face causes most pilots to back off.
#82
Posted 14 April 2013 - 11:28 AM
I breath a sign of relief if it turns out they went with 2 LB-X 10s. The fact is, it's a weapon that's extraordinarily short ranged in a game where its direct alternatives that have lower nominal ranges are actually far better at range, spreads its damage out in a game about focusing damage, has an irrelevant advantage (crits), and all in all doesn't pull its weight.
Avimimus, on 14 April 2013 - 11:26 AM, said:
An AC 20 to the face causes me to back off. An AC10 or some UAC5 fire to the face makes me reconsider advancing. An LB-X 10 the face is nothing to be overly concerned about.
Edited by FrostCollar, 14 April 2013 - 11:29 AM.
#83
Posted 14 April 2013 - 11:33 AM
#84
Posted 14 April 2013 - 11:48 AM
Rogue Jedi, on 14 April 2013 - 09:26 AM, said:
it is a viable weapon, but needs to be fired point blank (within 30 meters) for maximum effect

#85
Posted 14 April 2013 - 11:49 AM
Khavi Vetali, on 23 November 2012 - 06:56 PM, said:
Given that the original purpose of the LB10X was to obsolete the AC10, I don't see the problem. It isn't like anyone is clamoring about how Double Heat Sinks obsoleted singles. (There's one or two folk who say such things in table top, but they are the minority.)
#86
Posted 14 April 2013 - 11:52 AM
Otherwise make that the spread dynamically changes depending on the range. Whenever I hit something far away (let's say 450m) the spread should hit CT/RT/LT of the hit mech with all the pellets.
As the weapon is now, it's a JOKE to see that the AC 10 has 450m range and the LBX has 540. I don't care that this is a value from TT, just add the solid shot to make it viable, otherwise there's really no motivation to load up any mech with it unless you absolutely want the shotgun effect and you can't bring 2-3 srm launchers that deal more damage even with the current nerf and are more effective in any situation.
Having it dealing more crits is rather useless, you waste away 10 tons + ammo while a couple of srms do its work much better with less weight and more damage and it's not a primary weapon it's a finisher yes, but you really want to invest 12-13 tons to finish mechs sacrificing crit space for weapons that actually kill mechs? I don't..
#87
Posted 14 April 2013 - 11:54 AM
The crit bonus would then be icing on the cake.. instead of being "less than effective".
#88
Posted 14 April 2013 - 11:57 AM
Smk, on 14 April 2013 - 11:17 AM, said:
I think it depends on what you want from the LBX. The reason I use it on my Atlas is primarily last ditch defence against Light units; nasty things like Ravens and (God forbid) Jenner's which close to contact very quickly and try their hardest to circle you quicker than you are able to get a lock of any sort on them. In short a nightmare for anyone in an Atlas.
The theory is straight forward. Use a big Shotgun to catch fast moving targets that travel through your arc of fire; no need to get a lock or to be dead on target because some of the spread will hit them. Working on that philosophy it would be a big mistake to tighten the spread; if anything it would be better to increase the spread and shorten the effective range of the weapon to sub 100 meters.
What I can say in the defence of the LBX10 is that in a few Tourmaline missions over Friday and Saturday night, it well and truly proved its worth in the Atlas on Atlas role at <100 ranges; I mean the thing Rocked.
For the future; I have read that we will be getting the LBX20 Scattershot at some time; needless to say if this is true, it's going on the Atlas. (I live in hope)
#89
Posted 14 April 2013 - 12:38 PM
Many players won't like that set up but after the missile nerf I had to adapt.
My set up went from the standard brawler set-up of 1 ac-20 and 3xsrm-6's plus the lasers in the arms to 2xLL or 2erLL, 2LBX-10's, 2xSrm's and 1 SSrm.
It's been a surprisingly effective build compared to what I had expected.
#90
Posted 14 April 2013 - 12:47 PM
http://www.sarna.net/wiki/LBX
#91
Posted 14 April 2013 - 12:50 PM
Deathlike, on 14 April 2013 - 11:54 AM, said:
The crit bonus would then be icing on the cake.. instead of being "less than effective".
I agree. We can talk about flak rounds, solid shot, proximity fuses, and other changes until the cows come home.
However, in the short term tightening up the spread seems to be a very easy way to make it more viable.
#92
Posted 14 April 2013 - 12:51 PM
#93
Posted 14 April 2013 - 12:55 PM
I Panicked thinking certain death had arrived
Finish targeting to see a single LBX10 as the Atlas' primary, backed up with LLs\SRM6 (some actual damage oh no)
Proceeded to lololololololol kill Atlas and win
#94
Posted 14 April 2013 - 12:57 PM
The problem is that the pellets don't do enough damage - they should be boosted like the LRM and SRM since they don't all hit a single location. Assuming that they don't do explosive (AoE) damage, I'd start with 1.5 damage/pellet and see if that's good enough. But just off the top of my head I suspect it needs to be closer to 1.8.
#95
Posted 14 April 2013 - 12:59 PM
General Taskeen, on 23 November 2012 - 06:25 PM, said:
Something I've suggested in the past is to simulate this by capping how much the LB-10X can spread, thus making it viable out past "in your face" range. Capping the spread isn't a graceful solution but it will involve much less work for PGI instead of completely altering the behavior of the gun.
To cut down on the visual oddities, they could simply make the final spread always the same so that the speed of the spread ends up changing depending on range. Basically you end up with a narrower or fatter cone depending on distance with a maximum possible cone size so that at point blank range you still end up with a devastating shot to one spot.
Edited by TOGSolid, 14 April 2013 - 01:00 PM.
#96
Posted 14 April 2013 - 01:01 PM
Maybe when slug ammo becomes available or the pellet damage gets increased it will be worth looking at again. Until then though it's just not worth it.
#97
Posted 14 April 2013 - 01:05 PM
#98
Posted 14 April 2013 - 01:16 PM
Escef, on 14 April 2013 - 11:49 AM, said:
I just want to point out that while initially LBX AC's do obsolete normal AC's performance wise (with slug ammo), specialized ammo is eventually made to make them relevant again (ex Armor Piercing, etcetera, which LBX cannot use).
Edited by Grey Ghost, 14 April 2013 - 01:18 PM.
#99
Posted 14 April 2013 - 01:18 PM
#100
Posted 14 April 2013 - 01:19 PM
As far as it's effectiveness in battle, it needs back up weapons to either punch holes in armor, or to give you a ranged alternative. I do believe that it can be viable in the right situation.
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