Even WE have data, like here:
http://mwomercs.com/...s?t=201605mechs
1st-place finishers: KDK5 - 3,409; KDK4 - 3,619; KDK2 - 3,906; KDK1 - 4,014; KDKSB - 4,440; KDK3 - 5,172
50th-place finishers: KDK5 - 2,044; KDK4 - 2,261; KDK1 - 2,419; KDK2 - 2,424; KDKSB - 2,777; KDK3 - 3,775
...and here: http://mwomercs.com/...t=201608assault
1st's: Victor - 3,080; Zeus - 3,392; Highlander - 3,477; Atlas - 3,674; Gargoyle - 3,733; Highlander IIC - 3,738; Mauler - 3,809; Awesome - 3,913; Executioner - 3,993; Banshee - 4,071; Stalker - 4,080; King Crab - 4,127; Warhawk - 4,162; Dire Wolf - 4,227; Battlemaster - 4,688; Kodiak - 5,488
75th's: Victor - 1,898; Highlander - 1,975; Zeus - 2,081; Gargoyle - 2,102; Executioner - 2,227; Banshee - 2,374; Highlander IIC - 2,391; Stalker - 2,412; Atlas - 2,444; Warhawk - 2,499; King Crab - 2,609; Awesome - 2,636; Battlemaster - 2,660; Mauler - 2,749; Dire Wolf - 2,818; Kodiak - 3,226
Obviously there are some shortcomings of this data into which PGI should have better insight (e.g. we're not sure just how many matches were run with each variant/chassis, and it'd be nice to see numbers from average-ish competitors in addition to the winning outliers), but it's pretty clear that a certain mech is head and shoulders above the rest.
...and in fact, the head and shoulders are all that said mech needs to expose in order to obliterate you in a couple salvos, at any range. It's simultaneously a beastly sniper, a beastly brawler, and a beastly blinding suppressive firer, plus it has enough mobility to frequently choose to engage at whatever range is bad for you and also avoid getting stabbed in the back, and enough armor to outlast multiple attackers if it does get caught alone.
But don't just let subjective nerf whining by myself or others sway you, PGI. Look at the objective freakin' data and freakin' fix the freakin' KDK3. PLEASE! Personally I'd recommend ghost-heating the absolute hell out of CUAC10's when more than 2 are fired AND linking that to CUAC5's (tho you could give the 5's a higher threshold when fired on their own, such that firing 4x5 would incur no ghost heat, but 3x10 or 2x10+1x5 would screw you; might also need to do something later about other configs, but decisively diluting 10's should go a long way toward making KDK3's a less ridiculously infuriating battlefield presence without needing a straight-up quirk nerf).
BTW Disclaimer: I own Kodiaks myself, but refuse to play the KDK3 until it's brought under control. It's a pity, because I really do enjoy dakka mechs. Easymode ain't my thing tho.
Edited by Freebrewer Bmore, 23 August 2016 - 09:55 AM.