MischiefSC, on 29 May 2016 - 09:08 PM, said:
So to answer your somewhat contrived question, yes. Absolutely. If the KDK3 ends up somehow magically worthless if it's only as maneuverable as a Banshee while having more firepower and better durability then it'll need quirks.
Just like the whole Clan assault line other than the KDK needs rescaled, possibly rebuilt from scratch, animation fixes and balance improvements that go beyond quirks. We need to accept the overall power creep and give the Dire Wolf 90 degree rotation for example and in addition to a rescale/remodel give it some hardcore structure buffs and twist rate buffs. While Clan weapon loadouts are flat out superior in general on a ton-ton basis the goal should be that if an Atlas and a Daishi walk around the corner in the tunnel in Crimson Strait it's even odds on who comes out.
Sjorpha, on 30 May 2016 - 03:12 AM, said:
You say this as if we don't already know how an unquirked Kodiak handles.
But we already know exactly how it will handle, the two variants without quirks have no agility or durability problems by assault standards when mounting the typical 375-400 engine. The 3 would handle exactly as they do given that the meta builds on it runs 375+ engines too.
I’m going to surprise folks here, having taken the weekend to visit with my family and take a few days off of forum ranting for a while.
I don’t really give a good goat-dang what happens to the KDK-3. I’ve tried multiple builds on it, faster and slower, mixed autocannons, mixed Gauss-and-autocannons, mixed-Gauss-autocannons-and-ERSL for flavor. Virtually every time I head out in the blasted thing it gets me dead. I honestly hate the machine and will be so glad when I can put it up and not deal with it anymore. I can see and understand the issues all the Comp Tier folks are saying about the KDK-3’s firepower issues.
So yes, fine. Strip the quirks from the KDK-3, let it be bad, because clearly the Clans just aren’t allowed to have worthwhile assault ‘Mechs. A’ight, good, cool.
Why does this require that the rest of the chassis be ruined, as well?
So far as I am aware, the prevailing Meta Overlord opinion on the KDK-1 and the KDK-5, from ultracomp players who’re more talented, insightful, rational, and also cleaner, prettier, and better-smelling than I am is that both the KDK-1 and the KDK-5 are generally worthless. Over-saturated with low-mounted energy hardpoints they can’t properly utilize, not all that much faster or more maneuverable than a Dire Whale, and
incredibly fragile despite its bulk due to bad hitboxes and the sheer, stupefying size of the things. The KDK-2 and KDK-4 are half-salvaged by the presence of moderate agility quirks and very minor structure, while the Spirit Bear is only viable with M.A.S.C. and those same agility quirks.
The KDK-3 has Dire Whale-level firepower, yes.
None of the others do. The 1 and the 5 are honestly hard-pressed to match ordinary Gaussvomit builds that have been in use on Clan heavy ‘Mechs since the Clan release, sacrificing speed and durability for not actually that much firepower increase over a beamvomit Hellbringer or a Gaussvomit Timber Wolf. The KDK-2 jumps as well as a Highlander does, which is to say “theoretically, if you squint hard enough”, and has the same “Clan heavy at best” firepower issues as the 1 and the 5.
The 4 has half a KDK-3’s ballistic hardpoints and can actually approach assault ‘Mech level firepower, but is still shockingly fragile and Whale-level slow and stupid without any of its patch-up quirks. The Spirit Bear is an incredibly fun strike-brawler which is
only viable because of its M.A.S.C. in combination with its agility quirks –
even with M.A.S.C. and quirks, most folks I’ve seen tend to be of the opinion that if an AS7-S and a Spirit Bear turn a corner and run into each other, the Spirit Bear is the one that loses. Its superior mobility lets it pick fights better, which can allow it to make a bigger overall impact on the match at times, but it is a
strike brawler, not an out-and-out land battleship like the Atlas.
Cull the Kodiak’s quirks and remodel its hardpoint locations as many suggest, and yes – the KDK-3 will be “competitive” with some Sphere overquirked dakkamonsters. The KDK-4, as well,
may survive, though probably only in niche roles as something like
an asym dual-Goose sniper or such, considering the chassis’ overall fragility and extreme, incurable vulnerability to CT-coring. If hardpoints are remodeled lower though, this option would be denied the 4 and it’d likely fade away as well through the lack of sheer, overwhelming dakka the KDK-3 and Whale can punch out.
The KDK-1, KDK-2, KDK-5, and Spirit Bear will all die; the 1, 2, and 5, will all be slower, flimsier, and less heavily armed than comparable GigaQuirked Sphere assault ‘Mechs, reliant on low-slung, easily-removed arm-mounted weaponry and unable to carry the overwhelming dakka complement of the 3, the Mauler, or the Whale, or to effectively cool the superheavy energy armaments of the Banshee. The Spirit Bear will have neither the durability to stand up in a straight brawl nor the mobility to pick its engagements and strike as it does now.
Everybody says they want the Kodiak chassis to still be good. Sjorpha in particular claims the laudable goal of wanting to reduce egregious overquirking on all sides, and frankly I can get behind that. But here’s the thing – we all know that reducing the Sphere’s absolutely
stupid level of redonkulous overquirkage is never going to happen. The Gargoyle is a disaster, the Executioner isn’t far behind, the Highlander IIC is held up in other threads as a poster child for the argument “Clan ‘Mechs need quirks sometimes too!”, and the Whale hasn’t been an actual problem since a month after the Invasion injection for anyone who can recognize that standing in front of the Badyear Blimp is not the optimal strategy. The Warhawk is the size of the Whale for no good reason and as much as I enjoy mine, they don’t have the firepower or durability to compete head-to-head with Sphere GigAssaults and don’t quite have the mobility to end-run them, either.
None of that is
ever going to be fixed. Every other Clan assault in this game with the partial exception of the Whale is a write-off and they pretty much always will be – just look at what Catapult drivers had to go through to get their machine looked at, and even then Piranha is only reworking it so they can sell a new Catapult hero.
We have
ONE Clan assault chassis anywhere near worthy of the designation ‘Assault’. Of that chassis, three of the six available variants are as bad as every other Clan assault, two are ‘acceptable’, and one is actually dangerous.
Is it really any wonder that some folks are trying to head off the inevitable devastation of the entire chassis thanks to the KDK-3’s Pedobear rampage during a highly game-warping weekend event?
Edited by 1453 R, 31 May 2016 - 12:40 PM.