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Consensus: Lb 10-X Ac As A Primary Weapon


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Poll: Is the LB 10-X AC a good, viable primary weapon? (360 member(s) have cast votes)

Is the LB 10-X AC a good, viable primary weapon

  1. Yes (73 votes [20.28%])

    Percentage of vote: 20.28%

  2. No (287 votes [79.72%])

    Percentage of vote: 79.72%

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#121 Terran123rd

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Posted 14 April 2013 - 06:16 PM

It most definitely is. I swapped out the AC/10 on my 'phract 1x for one and it's, in my opinion, the better weapon. More fun to use too.

#122 p4g3m4s7r

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Posted 14 April 2013 - 06:29 PM

View PostVassago 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 SilverMalachite

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Posted 14 April 2013 - 06:40 PM

Learn how to shoot

#124 Corvus Antaka

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Posted 14 April 2013 - 07:12 PM

View PostJadedhawke, on 14 April 2013 - 06:40 PM, said:

Learn how to shoot


Another constructive forum post! Thank you for submitting your super intelligent feedback!

#125 Teralitha

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Posted 14 April 2013 - 07:24 PM

I wanted the LBX10 to be a viable weapon, and I tried to make it work.... but it just isnt a viable weapon. I assume its being worked on currently by some anonymous dev and will one day get changed.

#126 Scratx

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Posted 14 April 2013 - 07:29 PM

Want a simple redesign of the weapon to make it work?

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 TehSBGX

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Posted 14 April 2013 - 07:35 PM

They need to make the Spread about 50% tighter, I love this thing but until it gets fixed I'll just pick the UAC5 instead.

#128 Oppresor

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Posted 15 April 2013 - 12:15 PM

View Postarmyof1, on 14 April 2013 - 01:40 PM, said:

It's just the allure of being able to hit light mechs more often that gives the LBX an illusion of being a good weapon. In reality you'd do just as well if not better with a pair of ML because half of your pellets are missing and the other half hit 2-3 different parts of the mech for little damage, but because the reticle lights up and it sounds cool it makes you feel good about it.


Love It.

#129 TOGSolid

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Posted 15 April 2013 - 12:28 PM

View PostOppresor, on 15 April 2013 - 12:15 PM, said:


Love It.

Don't forget to scream KABLAM every time you fire!

#130 p4g3m4s7r

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Posted 15 April 2013 - 07:00 PM

View PostScratx, on 14 April 2013 - 07:29 PM, said:

Want a simple redesign of the weapon to make it work?

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. :D


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 MoonUnitBeta

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Posted 15 April 2013 - 07:18 PM

View PostKhavi Vetali, on 23 November 2012 - 06:56 PM, said:

Check the past Ask the Devs. They have stated that they will be adding munition switching for LBX autocannons in the future, between cluster and slug rounds. How they will implement it to not obsolete the AC10 completely is anyone's guess.
Maybe they'll do it something like this? LBX10 "Slug" ammo is an AC5 slug, with 5 pellets that follow behind. LBX10 "Scatter" ammo is what we have currently.
Posted Image

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 Merky Merc

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Posted 15 April 2013 - 07:24 PM

Give it the ability to swap between slug or canister rounds. Add various ammo types for vanilla ACs.

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 Zaptruder

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Posted 15 April 2013 - 07:26 PM

How do you make LBX-10 a more viable weapon?

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 p4g3m4s7r

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Posted 17 April 2013 - 08:42 PM

Why is everyone suggesting the most incredibly complicated ways to increase its effectiveness when the simple answer is decrease spread! It's already an attribute that exists (aka no new lines of code) and its worked before (MW4 and I think MW3). Seriously, super simple, easy to balance, absolutely no development work...





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