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Buff Lbx-10 Please


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#1 SpiralRazor

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Posted 18 February 2013 - 09:11 AM

Projectiles to 1.5 damage each + make the projectiles actually travel past 540....1620 is laughable. Everyone knows this to be the case.

If thats still UP then projectiles to 2.0 damage with fixed effective ranges.

#2 TheForce

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Posted 18 February 2013 - 09:13 AM

yes please.

currently there's no reason to use an lbx10 on a centurion when u can group SRM6's. for about the same weight you can do 10 points of spread damage with the LBX or 45 points of spread with 3 SRM6's.

needs SERIOUS work.

EDIT: nevermind cause you can't fix this unless group fire and pinpoint is fixed so just remove LBX.

Edited by TheForce, 18 February 2013 - 09:17 AM.


#3 Vassago Rain

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Posted 18 February 2013 - 09:14 AM

It needs to do like 2 damage per pellet to be useful.

#4 AnnoyingCat

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Posted 18 February 2013 - 09:15 AM

remember what the 10 stands for?

#5 SpiralRazor

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Posted 18 February 2013 - 09:17 AM

View PostAnnoyingCat, on 18 February 2013 - 09:15 AM, said:

remember what the 10 stands for?


Remember when LRMS did 1 damage? Remember when the max range on a medium laser was 270?

Thats right, you can quiet yourself now:)

#6 Xorak

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Posted 18 February 2013 - 09:18 AM

Seems like it should have much tighter grouping, but not 15 damage.

#7 p00k

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Posted 18 February 2013 - 09:19 AM

View PostAnnoyingCat, on 18 February 2013 - 09:15 AM, said:

remember what the 10 stands for?

it *could* stand for 10 pellets

sort of like how lrm10's used to stand for 10 damage but now stands for 10 missiles that do 18 damage

and no, don't have it do 1.5 or 2 per pellet. start with 1.2, and see what happens. if it still needs work, go to 1.3 or 1.4. 50-100% change in damage at one time is an awful way to balance things

#8 Kabum

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Posted 18 February 2013 - 09:19 AM

The weapons as it is know is quite useless!

#9 SpiralRazor

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Posted 18 February 2013 - 09:20 AM

View PostXorak, on 18 February 2013 - 09:18 AM, said:

Seems like it should have much tighter grouping, but not 15 damage.



You should probably want to read the actual stat line of the SRM 6 then.

http://mwo.smurfy-net.de/#about

#10 Vassago Rain

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Posted 18 February 2013 - 09:20 AM

View PostAnnoyingCat, on 18 February 2013 - 09:15 AM, said:

remember what the 10 stands for?


Yeah, remember when LRMs did 1 damage, and they were just as useless as LBX?

#11 SpiralRazor

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Posted 18 February 2013 - 09:21 AM

View Postp00k, on 18 February 2013 - 09:19 AM, said:

it *could* stand for 10 pellets

sort of like how lrm10's used to stand for 10 damage but now stands for 10 missiles that do 18 damage

and no, don't have it do 1.5 or 2 per pellet. start with 1.2, and see what happens. if it still needs work, go to 1.3 or 1.4. 50-100% change in damage at one time is an awful way to balance things



No, its really, really not. Weve said this since an hour after it was made live and besides which, if this game is still a beta its not an issue to go to 1.5 or even 2.0 for two weeks.

#12 Vassago Rain

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Posted 18 February 2013 - 09:23 AM

View Postp00k, on 18 February 2013 - 09:19 AM, said:

it *could* stand for 10 pellets

sort of like how lrm10's used to stand for 10 damage but now stands for 10 missiles that do 18 damage

and no, don't have it do 1.5 or 2 per pellet. start with 1.2, and see what happens. if it still needs work, go to 1.3 or 1.4. 50-100% change in damage at one time is an awful way to balance things


I can tell you right now that 1.2 damage isn't gonna cut it on a 800,000 gun, that takes up a lot of real estate. It's really the new LRM.

2 damage per pellet, and it MIGHT be useful. Might. I'd rather they give it the solid shot option for square 10 damage, and the pellets stay at 1 armor damage, but deal 3 to unarmored locations.

There, solved.

#13 Sybreed

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Posted 18 February 2013 - 09:26 AM

View PostVassago Rain, on 18 February 2013 - 09:23 AM, said:


I can tell you right now that 1.2 damage isn't gonna cut it on a 800,000 gun, that takes up a lot of real estate. It's really the new LRM.

2 damage per pellet, and it MIGHT be useful. Might. I'd rather they give it the solid shot option for square 10 damage, and the pellets stay at 1 armor damage, but deal 3 to unarmored locations.

There, solved.

really, my biggest complaint about the gun is that its supposed "max range" is 540m and it's completely laughable. Maybe 2-3 pellets will hit the mech at that range... even a fatlas.

#14 Steven Dixon

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Posted 18 February 2013 - 09:27 AM

The devs are already working on buffing the LBX10, but they haven't given any concrete details on exactly what they will do to them. The only idea I've heard from them is that they are experimenting with making the LBX and machine gun do more damage to critical locations and see if that makes them worthwhile, we don't know what else they are expirmenting with. I also think that buffing the damage to 1.5 or even 2 is probably the best way but I'll wait and see.

#15 p00k

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Posted 18 February 2013 - 09:28 AM

View PostSpiralRazor, on 18 February 2013 - 09:21 AM, said:

No, its really, really not. Weve said this since an hour after it was made live and besides which, if this game is still a beta its not an issue to go to 1.5 or even 2.0 for two weeks.

it's a beta but it isn't. you know, the whole cash purchases/xp thing being final and whatnot

and no, it is an issue. it shows bad planning. maybe 2.0 is what it needs. i doubt it. 1.5 is probably reasonable. however drastic changes are not how you balance things. big changes are how you encourage flavor-of-the-week builds. remember the nov 6 patch?

and hell, it's been awful for months. it would be even less of an issue for it to only go to 1.2 for two weeks.

#16 AnnoyingCat

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Posted 18 February 2013 - 09:33 AM

View PostSpiralRazor, on 18 February 2013 - 09:17 AM, said:


Remember when LRMS did 1 damage? Remember when the max range on a medium laser was 270?

Thats right, you can quiet yourself now:)

but that 10 stands for the damage
we don't have laser 270 or lrm 1

Edited by AnnoyingCat, 18 February 2013 - 09:34 AM.


#17 Vassago Rain

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Posted 18 February 2013 - 09:36 AM

View PostAnnoyingCat, on 18 February 2013 - 09:33 AM, said:

but that 10 stands for the damage
we don't have laser 270 or lrm 1


That's great.
Now it stands for 10 pellets, or caliber 10, and it doesn't deal 10x1 damage, as that's useless.

#18 SpiralRazor

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Posted 18 February 2013 - 09:37 AM

View Postp00k, on 18 February 2013 - 09:28 AM, said:

it's a beta but it isn't. you know, the whole cash purchases/xp thing being final and whatnot

and no, it is an issue. it shows bad planning. maybe 2.0 is what it needs. i doubt it. 1.5 is probably reasonable. however drastic changes are not how you balance things. big changes are how you encourage flavor-of-the-week builds. remember the nov 6 patch?

and hell, it's been awful for months. it would be even less of an issue for it to only go to 1.2 for two weeks.



Trust me, it will be nothing NOTHING like the Nov 6th patch bro... LBX 10 is a niche weapon for niche users, even at 2.0 damage. Messing with Criticals is pointless, as will be proven out in play just like I and several others have predicted.

Straight damage buffs solve problems when it comes to multi projectile weapons. Also, not to zoom in on the damage, but that

RANGE THING NEEDS TO BE FIXED....seriously. It wont even go to its minimum effective let alone its max.

#19 ItsAPotato

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Posted 18 February 2013 - 09:37 AM

Copied from a post I made on the subject in another thread discussing the AC/10 vs the LBX

I have K2 build that I run often with a Large Engine, 2 LL, and either 2 LBX or 2 AC/10

Both generate very high amounts of damage per match, both I've been very successful with (read: roughly equal levels of dmg)

The difference, I find, is in the role's they serve, not the damage they do. For example: On a K2, the 2 ballistics are both mounted very close to center, so they both usually hit the same part of the enemy mech. That said, the AC/10's, in a rather indirect way, allow you to do high burst dmg. The LB X lets you do higher sustained dmg.

"They both have the same fire rate, dummy!" you might say. Well consider:

With the LBX, some of your damage will always leak to neighboring components.

With the AC/10, you will occasionally miss. But when you do, all your damage misses.

I definitely notice this in combat. I'm not sure which one I prefer yet. I'm a pretty good shot, but I've died on a few occasions because I missed what would have been an easy kill shot with the AC/10's because, again, all the damage missed. If I'd had the 2 LBX's instead, I'd have gotten the kill. I also free up 2 tons when carrying the LBX's for heatsinks, which allows me to run my supplementary/distance-closing weapons (2 large lasers) more often.

The AC/10 has more range, though it is still a close-range weapon. I find the LBX's to be useful out to farther ranges than most people claim it to be (at 250-300m your LBX spread will still be small enough to only hit the torso of an atlas/phract).

The LBX is much easier to bring to bear on lights, though, so I find these 2 minor advantages/disadvantages to offset eachother.

Edited by ItsAPotato, 18 February 2013 - 09:39 AM.


#20 SpiralRazor

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Posted 18 February 2013 - 09:39 AM

View PostAnnoyingCat, on 18 February 2013 - 09:33 AM, said:

but that 10 stands for the damage
we don't have laser 270 or lrm 1



So SRM-6 stands for Six damage? Okay. And yeah, my point is that we dont have Laser 270 or LRM 1 anymore, but yes....we did.

Edited by SpiralRazor, 18 February 2013 - 09:40 AM.






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