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The Lb-10X Needs An Overhaul


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#1 Sayyadina

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Posted 08 December 2012 - 05:01 PM

The LB-10X AC as it is ingame needs a bit of work (as the rest of them will also when the clans bring the rest of the family). The TT LBX series autocannons have signifigantly longer ranges than their standard kin.

See for reference: http://www.sarna.net...Equipment_Lists

This fails to be achieved with the current shotgun like spread of the LBX series. The current spread of projectiles limits this weapons full effectiveness at anything beyond close range. One suggestion would be to cause the LBX projectile be a single projectile until impact, where the point of impact could used as the determination of where to spread the damage around for the proper value of the size of AC used.

This could lead to a rather visually appealing effect of the target mech being covered in a cloud of small explosions.

#2 Bhael Fire

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Posted 08 December 2012 - 05:58 PM

I have a K2 Shotgun Cat and love it. It's absolutely brutal at close range (within 50 meters). Honestly if it had greater range, it'd be over-powered.

#3 Death Knell

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Posted 08 December 2012 - 06:02 PM

I hate how people think the LBX 10 is a good weapon. It's not. It's utterly terrible. Two of them does the damage of an AC-20 spread out over an entire mech, with inferior range. They're good only compared to a machine gun or flamer.

#4 Bhael Fire

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Posted 08 December 2012 - 06:09 PM

View PostDeath Knell, on 08 December 2012 - 06:02 PM, said:

I hate how people think the LBX 10 is a good weapon. It's not. It's utterly terrible. Two of them does the damage of an AC-20 spread out over an entire mech, with inferior range. They're good only compared to a machine gun or flamer.


I'll re-config my K2 with a AC-20 and give it a go...all I know is, my dual shotguns tear **** up at close range.

#5 BoomDog

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Posted 13 December 2012 - 09:11 AM

Resurrecting this thread.

I usually force myself to use a weapon for around 20 matches before I pass judgement on it. I'be been toying with the LB10X, and I can't find any value for the amount of tonnage it uses.

I think the best comparison for the LB10X is with SRMs.

The projectile spread is about the same as the SRM6 spread, maybe less with artemis. True, you have a max effective range of 540m with the LB10X, but at that range, maybe only half your pellets are hitting. If you're lucky.

For less tonnage, I can mount 3 SRM6 launchers and have two tons left over for ammo or heatsinks.

Three SRM6s have a 45 point alpha vs 10 for the LB10X.

Three SRM6s have an 11.25 DPS vs 4 for the LB10X.

The only advantage the LB10X has is projectile speed and you CAN fire it beyond 270m if you want to waste ammo.

This weapon needs some love.

#6 Tal Kath Naabal

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Posted 13 December 2012 - 09:57 AM

Agreed, My suggestion would be to have cry-engine calculate the projected impact point of the round, and explode it 100m before it's impact. That way you retain the scatter effect, but have some ability to fire past 50 meters.

Would require building a new set of code for the engine, but i'm pretty sure the engine can handle it, just got to work out how.

Edited by Tal Kath Naabal, 13 December 2012 - 09:58 AM.


#7 General Taskeen

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Posted 13 December 2012 - 10:35 AM

An LB-X is supposed to "tear **** up" at long range and short range. The cluster round isn't supposed to be a bunch of pellets flying out of the barrel, they are supposed to spread out at their maximum effective range as the shell itself explodes in proximity to a target.

Remember in 'canon' fluff an LB-X was designed as an anti-aircraft weapon. Same thing with smaller AC's like the AC/2 and AC/5.

Edited by General Taskeen, 13 December 2012 - 10:37 AM.


#8 Scryed

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Posted 13 December 2012 - 10:38 AM

View PostTal Kath Naabal, on 13 December 2012 - 09:57 AM, said:

Agreed, My suggestion would be to have cry-engine calculate the projected impact point of the round, and explode it 100m before it's impact. That way you retain the scatter effect, but have some ability to fire past 50 meters.

Would require building a new set of code for the engine, but i'm pretty sure the engine can handle it, just got to work out how.

you mean 50 meters from the mech not 100

#9 BoomDog

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Posted 13 December 2012 - 11:28 AM

View PostTal Kath Naabal, on 13 December 2012 - 09:57 AM, said:

Agreed, My suggestion would be to have cry-engine calculate the projected impact point of the round, and explode it 100m before it's impact. That way you retain the scatter effect, but have some ability to fire past 50 meters.

Would require building a new set of code for the engine, but i'm pretty sure the engine can handle it, just got to work out how.


I like this idea. It would give it a niche for hitting targets moving perpendicular at range with an AC. It might be tricky to code though. You'd have to make it so that it only detonated when it's about to hit the target you were aiming at. Maybe have it only detonate at 50 meters from the mech you have currently targeted?

A quick fix for now would be to just dramatically tighten the spread. I mean like by 50%.

#10 Martin Gray

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Posted 13 December 2012 - 01:09 PM

The LB-10X Autocannon is an awful weapon presently. In the Battletech tabletop game it was one of my favorite weapons. It can be made good if the following improvements are made to it:

1) Allow solid slugs or shot with the LB-10X Autocannon. Make it the User's choice. It was this way in the tabletop game.

2) Increase projectile velocity on it to the same as the present Autocannon 5 out to 425 meters

3) Reload time for the LB-10X Autocannon and Autocannon 10 should be 2.5 seconds.

#11 Mechteric

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Posted 13 December 2012 - 01:13 PM

I think it just needs to maintain a tighter spread out to a more reasonable distance, rather than completely dispersing so close to you.

#12 Tal Kath Naabal

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Posted 15 December 2012 - 12:31 PM

View PostScryed, on 13 December 2012 - 10:38 AM, said:

you mean 50 meters from the mech not 100

Yes. lol

View PostBoomDog, on 13 December 2012 - 11:28 AM, said:

I like this idea. It would give it a niche for hitting targets moving perpendicular at range with an AC. It might be tricky to code though. You'd have to make it so that it only detonated when it's about to hit the target you were aiming at. Maybe have it only detonate at 50 meters from the mech you have currently targeted?
A quick fix for now would be to just dramatically tighten the spread. I mean like by 50%.

Actually it shouldn't be just the target, that would equate to aim assist, if you miss your target, you miss. If a pole runs between you and the target, the round detonates and you miss with most (if not all) the sub munitions.
edit: this would be required to eliminate people exploiting the detonate ranges.

View PostMartin Gray, on 13 December 2012 - 01:09 PM, said:

The LB-10X Autocannon is an awful weapon presently. In the Battletech tabletop game it was one of my favorite weapons. It can be made good if the following improvements are made to it:

1) Allow solid slugs or shot with the LB-10X Autocannon. Make it the User's choice. It was this way in the tabletop game.

2) Increase projectile velocity on it to the same as the present Autocannon 5 out to 425 meters

3) Reload time for the LB-10X Autocannon and Autocannon 10 should be 2.5 seconds.

This is a perfectly fine solution as well. Though how the lbx should work anyway, but it'd have to require you to have slug type and scatter type rounds on the market. (an have both equiped in your mech)

Edited by Tal Kath Naabal, 15 December 2012 - 12:33 PM.






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