Bishop Steiner, on 13 June 2016 - 07:26 AM, said:
Capable of high dmg, but sloppy as heck. 1300 dmg is great...but only 4 kills with? Not a knock on you as it mirrored my usual results, in that's a very powerful feeling machine that puts up great dmg numbers, but very inefficient all thing said and done at killing. Even McGrals splash screens he posted were unusually low kills for dmg. Either that or I keep my Kill/Dmg standard unreasonably high. But 1300 dmg SHOULD in most cases net about 6-7 kills with an efficient machine. (obviously we all have those matches where we just can't seem to seal the deal, but I have a lot more of them with my KDK3 than with my KDK4 or SB, both which average lower dmg, but higher kills).
*shrug*
Good machine. Possible that the 3 is too good. If so, still want a fix that will actually "fix" the problem.
Why does the same loadout on the DWF seem reasonable but on the KDK3 seem OP?
Mobility quirks are what allows you to bring the firepower to use on someone. It lets you dance away, the accel/decel quirks being more useful in that context than the twist but twisting is part of it.
Also the KDK3 is a lot more than just the 4xUAC10 build. That's just the most popular because it's the best damage farmer. As a PPC/Gauss poke mech it's a beast too. Have you been watching the tournament?
That's why the mobility nerfs are important. If 4xUAC10s turns out to be too strong it will be on future mechs that are not knuckle-dragging immobile gimps. If the DWF gets a reasonable rescale/rebuild that would suddenly apply there too. I don't know how that will play out though so I don't want to nerf a whole weapon line setup based off one mech, as was done with 2xAC20s back in the days of yore when a 40 pt alpha 'was just too strong'.
Will removing all the quirks be enough to put the KDK3 into parity? For me, yes. If it gets a hitbox fix too. If, beyond that, certain weapon loadouts prove too strong then maybe, maybe we can look at adjusting that weapon loadout. Again though that makes me really really twitchy. We also don't know what Ghost Heat 2.0 is going to look like.
The KDK3 however is too strong with any build. 4xUAC5s and lasers, gauss + ERPPC, I can all but take it around with MGs and just wreck face. Absolutely wreck face. It's too strong because being more maneuverable than the most maneuverable assault + high mounts + powerful, cool running loadouts is an issue. All the other variants rely on arm mounts (which are lower) and hotter loadouts (which are more balanced).
People get over 1K matches in the KDK3 because you can just keep shooting, often at people who can't effectively shoot back.
TTK is already too short. Do you disagree? The only way you're going to extend TTK is dialing back top performers. If the 3M, Atlas and Mauler all get a tiny tune back I wouldn't cry. If the KDK3 is still an absolute beast, just not the best mix of mobility and firepower in the game bar none I'd be happy. Currently though it's flat out power creep when TTK is already too low.
As with the DWF I'm game with dialing back TTK a little bit by marginally reducing the ability to consistently and effectively apply the damage rather than directly nerfing firepower itself.
If nerfs above and beyond removing quirks was suggested for the KDK3 I'd be against that. Anything beyond that would need looked at in terms of the weapon loadout itself. At that point the KDK3 is no more maneuverable, agile, etc. than any other mech with a 375XL engine and good mounts. Shouldn't that be the baseline? Shouldn't that be the ideal? IS mechs get quirks because IS weapons are, stat-wise, inferior in terms of size, tonnage, in most cases range and damage as well.
I'd argue just as hard as I have here against nerfing the KDK3 beyond removing quirks. If it's 'the best option because of high mounts and tech available' but not quirked above and beyond that, well we have a baseline for exactly how good the raw weapons and tech bases are, right? If that's the ideal top of performance we want to balance to, great. Any balance beyond that, as in that viewed as 'too strong' is a product of the weapons and tech themselves not being balanced, not the chassis.
Make sense?
Quicksilver Kalasa, on 13 June 2016 - 08:34 AM, said:
How would fixing hitboxes change that? Suppose your SB can roll damage like an Atlas, just without the structure quirks. Is it better? Worse?