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Lbx Pellets


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#21 General Taskeen

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Posted 08 January 2013 - 11:33 PM

View PostNoth, on 08 January 2013 - 10:03 PM, said:

they just need to make it work like a real LBX and have it fire canisters that explode or normal AC rounds. That would have teh effect of decreasing spread and allowing it to have all damage to one area like it is supposed to.


While I agree with the flak round functionality (and this is my main wish for the LB-X series in this game), damage per pellet increase wouldn't hurt. I think MW3 especially did well with LB-X, AC, and UAC. MW3 LB-X stats (2-X ; 3.25 Damage) - (5-X ; 9.33 Damage) - (10-X ; 18.67 Damage) - (20-X ; 37.35 Damage)

#22 Dexion

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Posted 09 January 2013 - 04:30 AM

I think we need to face facts, we are not getting a flak shot LBX, and selectable slugs seem to be so far in the future they are not worth talking about. (and even if we do get slugs, it doesnt change the fact the current clister shot is sub par)

Changing pellet damage is consistant with current game balance. Remember, in TT lbx are mostly used for scorimg TAC, something we dont have (which im fine with).

Saying we cant change pellet damage because it makes it a lbx15 is silly, you cant do 1/2 points of damage in TT to begin with.

#23 Strum Wealh

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Posted 09 January 2013 - 07:53 AM

View PostGeneral Taskeen, on 08 January 2013 - 09:56 PM, said:

LB-X "cluster" needs something

A. Either give it the proper flak-burst effect (round explodes in proximity to a target, burst of pellets spread over smaller area's), although this might be problematic coding with netcode
B. Give a far reduced spread so all pellets hit at the caliber's given effective range over smaller area's (all pellets spreading roughly across side torso's and center at effective range)
C. A possible damage per pellet increase, 1.2 to 1.5, something like how other past MW titles balanced it or current. Going with 1.5, that would LB 2-X at 3 damage, LB 5-X at 7.5, LB 10-X at 15, LB 20-X at 30. Or start with a high damage per pellet for the lowest caliber (1.5 ; 2-X ; 3 Damage) - (1.4 ; 5-X ; 7 damage) - (1.3 ; 10-X ; 13 Damage) - (1.2 ; 20-X ; 24 Damage) ... just something.

A.) LB-X ACs have always fired their cluster rounds as shotshells, never what you're calling "flak rounds" (which are more properly named "Shrapnel shells", after inventor Henry Shrapnel).

View PostStrum Wealh, on 19 December 2012 - 03:44 PM, said:

The "shotgun" implementation is actually the correct, canonical implementation.

LB-X ACs were always described as "BattleMech-scale shotguns", with the cluster munitions being consistently represented as shotshell rounds (which fragment immediately upon leaving the weapon's barrel) rather than proximity-detonation "Shrapnel shell" rounds (the latter of which most people tend to refer to as "flak rounds" and/or confuse with actual canister shot rounds (which, as it happens and somewhat ironically, operate in a manner closer to shotshells than Shrapnel shells)).

LB-X ACs are also specifically described as smoothbore weapons (TechManual, pg. 207; "These materials, coupled with a smooth-bore, multi-munition feed mechanism, make the LB more expensive than standard autocannons."), a descriptor that is used in such a way as to indicate contrast with other AC types... and one which is significant specifically because rifled barrels are generally unsuitable for firing shotshells, an issue that would not exist with Shrapnel shells.

Additionally, the CBT Master Rules (Revised Edition, #10984) specifically states (on page 132), "The LB-X autocannon can fire cluster munitions, which act like an anti-BattleMech shotgun in combat. When fired, the ammunition fragments into several smaller sub-munitions."
The description indicates that the cluster munitions fragment "when fired", as opposed to "when the shell is within X meters of the target", further supporting the "cluster rounds as shotshells" LB-X model.

So: TT/canon LB-X cluster ammo was always intended to be a shotshell and is consistently described in a manner indicating such, rather than being a Shrapnel shell.
Also, "Flak" is the name given to one of the special munitions used by Standard ACs, which are similar to the LB-X cluster runds only in that it is a cloud of smaller munitions that ultimately strikes the target.

B.) Tightening the (static) spread could work, as could having an automatic adjustable choke that modifies the spread based on the distance to the selected target.
(Apparently, adjustable chokes for shotguns have been around since at least the 1920s and at least some of them can also handle slugs as well as shotshells, an ability that seems to vary from manufacturer to manufacturer; given that the LB-X is quite expensive, made of materials that can only be properly created/refined in microgravity conditions, and are mounted on bipedal walking tanks powered by portable and self-contained fusion reactors, assuming that some form of adjustable choke is built into the design doesn't seem too far-fetched.)

C.) FWIW, I do agree with your proposal for an increase in per-submunition damage to 1.5. ;)

Edited by Strum Wealh, 09 January 2013 - 07:57 AM.


#24 Mongoose Trueborn

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Posted 09 January 2013 - 07:58 AM

View PostFrupertApricot, on 08 January 2013 - 05:05 PM, said:

LBX pellets should do the same damage as LRMs FOR BALANCE REASONS. on tabletop LRMs do one per hit, in MWo about 1.8. Why give LRMs the love but not the LBX even though it has worse spread?



Because they need to make LRMs OP so that anyone can do damage and feel important.

#25 Hillslam

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Posted 09 January 2013 - 07:59 AM

+1 to the suggestion of giving per-submunition damage boost to 1.5 or so. Even 1.2 (20% boost) would make it more attractive.

As it is, the only reason I run an LBX over an AC10 is to fit two DHS in the side torso section vs 1 (because the LBX takes one less critical slot, leaving 6 open, versus 5 remaining with the AC10)

#26 Zyllos

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Posted 09 January 2013 - 08:25 AM

It needs a 25% to 50% reduction in spread. That is all it needs.

The spread should be an average 90% (1 miss) against a medium at the optimum range if firing at the CT.

#27 Pr8Dator

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Posted 09 January 2013 - 08:42 AM

GOOD POINT!!!!!! LBX with 1.8 damage pellets would ROCK!!!! Time to roll out my Triple LBX Ilya Muromets again! ;)

#28 Viper69

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Posted 09 January 2013 - 09:34 AM

I have been saying and many others have since lrm and srm ammo were upped because of scatter and double armor. Did they see those posts? Who knows. Do they care? Who knows. Have they acknowledged it? Hell no.

#29 Taemien

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Posted 09 January 2013 - 09:46 AM

I say give it a chance at 1.4 and adjust from there. We're still in Beta, so why not test it out?

I also say to double any critical damage it does on top of that. Blast an unarmored location and watch the sparks fly. Would make it pairing with regular autocannons a juicy one-two punch option.

#30 Uzi Foo

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Posted 09 January 2013 - 10:32 AM

Even at 1.5 damage a pellet the LBX10 won't out perform the AC 10 in experienced hands, but might help noobs.

#31 Thomas Dziegielewski

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Posted 09 January 2013 - 10:33 AM

LBX15 will be 15 - 1 damage pellets.


Design subject to change ;)

#32 Vechs

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Posted 09 January 2013 - 10:35 AM

View PostThomas Dziegielewski, on 09 January 2013 - 10:33 AM, said:

LBX15 will be 15 - 1 damage pellets.


Design subject to change ;)



I think you should bump up the damage per pellet to 1.1 or 1.2.

The Luballin Ballistics need a little help.





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