

Consensus: Lb 10-X Ac As A Primary Weapon
#121
Posted 14 April 2013 - 06:16 PM
#122
Posted 14 April 2013 - 06:29 PM
Vassago Rain, on 14 April 2013 - 03:40 PM, said:
That's what you get when games have clear tiers. Dragons with LBXs and medium pulse lasers work really well against commandos with default armor, that charge you.
I have this exact same build. I switched back to the AC10 when I checked and realized that many rounds I was doing as much damage with my MPLs as my LBX10. Now my average damage with that mech is up 100 per round and my KD ratio is higher too. Also, I never once saw myself getting an exceptionally useful crit with my LBX. I consistently notice with my AC10. AC10s and PPCs are the best crit weapons hands down.
The LBX 10 is a bad weapons unless used within 170 meters, and it's only a great weapon when used within 90. Frankly, it's too much weight and crits and cbills for such a specialized weapon that's so bad outside of its "intended" usage.
The spread needs to be reduced by about 70% and then it would be a good MW4 style LBX, which were actually really good weapons.
#123
Posted 14 April 2013 - 06:40 PM
#125
Posted 14 April 2013 - 07:24 PM
#126
Posted 14 April 2013 - 07:29 PM
Weapon fires a canister. Canister acts as an AC10 round at really short range. ( think < 50m )
Once it passes that threshold, it activates a proximity trigger. If the canister gets close to any mech while flying, it immediately detonates and projects all 10 cluster munitions in the direction of the detected mech.
There you go. Shotgun at close range from long range.
Just make sure that jenner of your team doesn't cross paths with the canister otherwise it gets it.

#127
Posted 14 April 2013 - 07:35 PM
#128
Posted 15 April 2013 - 12:15 PM
armyof1, on 14 April 2013 - 01:40 PM, said:
Love It.
#130
Posted 15 April 2013 - 07:00 PM
Scratx, on 14 April 2013 - 07:29 PM, said:
Weapon fires a canister. Canister acts as an AC10 round at really short range. ( think < 50m )
Once it passes that threshold, it activates a proximity trigger. If the canister gets close to any mech while flying, it immediately detonates and projects all 10 cluster munitions in the direction of the detected mech.
There you go. Shotgun at close range from long range.
Just make sure that jenner of your team doesn't cross paths with the canister otherwise it gets it.

This is not simple. This is a decent amount of effort from a programming stand point, and fairly difficult from a kinematics standpoint. Then take into account the fact that there probably aren't any dynamicists employed at PGI, and you'll have something that is not correctly implemented or is really buggy.
#131
Posted 15 April 2013 - 07:18 PM
Khavi Vetali, on 23 November 2012 - 06:56 PM, said:

So you can see the con why take scatter shot lbx when there's a more concentrated firepower ammo available. And the choice would simply be in ammo. Since you'll be missing more with the LBX scatter than you would with the slug, the ammo is available. However, the ammo is decreased for LBX slug since you theoretically would be more accurate and have a longer range for guaranteed damage (5 damage from the slug, if it hits, instead of 1 or 2 from LBX scatter at the same distance). Giving a balance to the two, i think, but balance is certainly not limited to ammo restrictions.
Edited by MoonUnitBeta, 15 April 2013 - 07:27 PM.
#132
Posted 15 April 2013 - 07:24 PM
LBXs become useful, normal ACs have renewed viability.
I know it comes at some point in the timeline after 3050, but sheesh just add it early.
#133
Posted 15 April 2013 - 07:26 PM
Up its damage per pellet, give it a slug shot mode. Reload time upto 3 seconds
Maybe around 1.5 damage per pellet, and of course slug shot is 10 per slug.
AC10 reload down to 2.2 seconds.
Alternatively; have a variable spread function; spread depends on indicator distance. The further the indicator, the narrower the spread. The closer the indicator, the wider the spread.
#134
Posted 17 April 2013 - 08:42 PM
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