

Buff Lbx-10 Please
#1
Posted 18 February 2013 - 09:11 AM
If thats still UP then projectiles to 2.0 damage with fixed effective ranges.
#2
Posted 18 February 2013 - 09:13 AM
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
Posted 18 February 2013 - 09:14 AM
#4
Posted 18 February 2013 - 09:15 AM
#6
Posted 18 February 2013 - 09:18 AM
#7
Posted 18 February 2013 - 09:19 AM
AnnoyingCat, on 18 February 2013 - 09:15 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
#8
Posted 18 February 2013 - 09:19 AM
#9
Posted 18 February 2013 - 09:20 AM
Xorak, on 18 February 2013 - 09:18 AM, said:
You should probably want to read the actual stat line of the SRM 6 then.
http://mwo.smurfy-net.de/#about
#11
Posted 18 February 2013 - 09:21 AM
p00k, on 18 February 2013 - 09:19 AM, said:
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
Posted 18 February 2013 - 09:23 AM
p00k, on 18 February 2013 - 09:19 AM, said:
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
Posted 18 February 2013 - 09:26 AM
Vassago 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
Posted 18 February 2013 - 09:27 AM
#15
Posted 18 February 2013 - 09:28 AM
SpiralRazor, on 18 February 2013 - 09:21 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.
#16
Posted 18 February 2013 - 09:33 AM
SpiralRazor, 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.
#18
Posted 18 February 2013 - 09:37 AM
p00k, on 18 February 2013 - 09:28 AM, said:
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
Posted 18 February 2013 - 09:37 AM
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
Posted 18 February 2013 - 09:39 AM
AnnoyingCat, on 18 February 2013 - 09:33 AM, said:
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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