Quicksilver Kalasa, on 23 January 2017 - 02:42 PM, said:
Not, but whatever...
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You realize there is a double-edged sword with trying to use this argument right? Extreme range is MUCH harder to pull off in QP just like brawling is because both extremes require better than average coordination to pull off. Yes I was using coordinated to prove that there is a way to beat it, but you shouldn't be having range issues in QP since mid/long range is the dominant range in QP.
Your experience in QP is much different than mine then.
It's not at all hard, nor prior to the gauss range nerf, uncommon to pull off long range support in QP. In KGC's and DWF's you're pretty much forced to start out providing long range support due to speed issues.
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It isn't just the KDK-3 and Night Gyr, those just happen to be the top mechs using them.
No, no, no, you don't get to do this... Let's tie this into:
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Gauss is still one of the best Clan ballistics and doesn't need buffing in any fashion.
Nor do you get to do this.
Basically you're stating that the nerf was justified because of TWO SPECIFIC PLATFORMS, you've yet to deny that and appear to doubling down on that.
Worse, you do this:
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If there is a ballistic that needs buffing on the Clan side, it is the UAC20 or LBX2/5s.
Now if there is ANY weapon system in the game that can qualify as a 'vomit' weapon it's the other clan ballistics, absolutely. Clan ballistics, at least up until recently, you could make builds capable of pushing out 2000 damage in under 3 minutes (someone at one point had a screen shot of a DWF doing it).
That and the fact, AGAIN, the weapon systems in and of themselves weren't really broke it was THE SPECIFIC PLATFORMS that they were being utilized on that were the problem, and if I remember correctly the KDK definitely received some specific adjustments, did it not? Yes it did. Prior to that the DWF also received some adjustments, too, correct?
So again, we don't need to nerf the gauss, or at least nerf it as drastically as it was, we need to adjust the specific platforms the weapon becomes OP on.
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The chassis is strong with several builds right now each with their own advantage, unnerfing Gauss would actually hurt build diversity for the Night Gyr at least because of the strength of Gauss compared to most ballistics.
UNLESS you un-nerf the gauss, BUT shift the ballistics mount point to be LOWER on the KDK and NTG.
I think it's a great alternative myself.
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You are doing the entirely wrong comparison. There are two things you SHOULD be comparing Gauss against:
- Other weapons for the ranges at which it is meant for (both within the weapon type and across all weapons
- Across tech base considerations.
Both for Clans and IS, Gauss now competes against PPCs/AC5s/AC10s and depending on the tech base the Gauss is either on par or better than the other options. The problem with the IS Gauss is partly to do with the iXL and the difference between Clans being able to run Gauss in the sides safer than the IS can (otherwise the Mauler would be a solid user of Gauss). Basically you are using bad mechs as an excuse to get a weapon buffed when you should be looking at it in context of how it compares to other weapons and only that. Using mechs as an excuse is how you end up with power creep because if there ever were a mech that had mounts like some Clan mechs enjoy suddenly it becomes overly strong.
In other words, you are doing it wrong.
First: No way, the KGC is NOT a bad 'mech.
Second I'm not doing it wrong: I don't bother comparing weapon vs. weapon because the game isn't played weapon vs. weapon it's played 'mech vs. 'mech, and a 'mech and a weapon system's overall performance is determined by the supporting technology in the platform AND positioning in the 'mech.
That's why no one really gives a crap about gauss in an Atlas, but people suddenly WOULD, if PGI created a variant where the ballistic hard point was at shoulder level.
The KGC is a GREAT 'mech, BUT, the fact that due to all the other considerations of IS tech, you end up with very limited build options that further limit performance makes the 'mech less than what it should be. Possibly the ONLY thing necessary to make the KGC a true top tier 'mech would be to provide it with the same level of torso buffs the Atlas got.
Instead you're piloting a 'mech with weapon systems that are even lower to the ground than the Atlas's problematic mounting points, but also more surface area than an Atlas, with about 1/3rd less the over all health of the Atlas.
Likewise with Clans, it's the fact that for whatever reason PGI insists that nearly EVERY weapon hard point in the torsos should be a HIGH mount, and the free CASE in every location, and the ST loss survivable XL's, and the smaller crit counts, and the lighter weapon systems, and the longer range weapon systems, and the harder hitting weapons systems, and smaller endo steel/ff armor crit counts, and the generally available TC's with ballistics buffs, so on and so forth, ad nausea...
Basically it has added up to weapons that when compared 1-to-1 initially 'looking' close to equal, but on a Clan 'mech they generally out perform the IS version, BECAUSE OF all the other crap that goes in a Clan 'mech.
Honestly you really seem to be working hard into turning this into a Clan vs. IS debate, when I'm stating the weapon system itself wasn't broken or OP for either side before the patch. Perhaps the Clan 'mechs they were generally being loaded up on allowed the weapon to over perform, but that's a problem with those specific 'mechs and should be addressed AT THE 'MECH level, NOT result in an across the board nerf.
cazidin, on 23 January 2017 - 02:53 PM, said:
MODERATORS! LOCK DOWN THIS THREAD!
Moderators he got his feelings hurt and instead of walking away from the thread has decided that if HE can't be the 'bell of the ball' in this thread it shouldn't exist.
A demonstration of extremism at its finest folks.