Why Nerf The Kodiak So Much!
#21
Posted 23 April 2017 - 04:43 AM
#22
Posted 23 April 2017 - 04:44 AM
Shifty McSwift, on 23 April 2017 - 04:34 AM, said:
Like a 75kph dire wolf hehe, but yeah it depends what you are trying for in terms of its hitboxes, its ability to almost force a specific ST to absorb all damage makes for some weird tankiness in damage transfer through components I think that gives it the real brawling bonus in the twist, but once you know the vitals (crotchplate, right torso, that barn wall of a backside etc), their weaknesses start to show.
KDK has that frankenstein-ish clumsy-ness with very clear hitboxes, it is pretty goofy tall too, where the marauder longer but shorter.
Dire wolf is the literal whale mech ATM.
Outclassed in every way by so many mechs. 42kph no decoupling is a bit of a death sentence for MWO >.<
Yea that's one my favorite things about the entire Marauder mech line is their odd tanking abilities and that help alot. my way usually dealing with them is to stay on their sides to make hard for them to attack while at the same time hitting them sweeet ST's.
The Kodiak at best it's like taking apart a Atlas and it's hitboxes is extremely simple, so yeah theirs that.
Dire Wolf I actually miss the days when I'm looking for stragglers and then took the wrong turn to only be melt by Dakka whale, and the only thing that can atleast boost it's performance is give it agility quirks in twist speed and maybe turn speed. But still getting legged and losing a ST is a fate worst than death when piloting those things. Atleast the Annihilator will keep the Dire Whale comfy being just as slow as it.
#24
Posted 23 April 2017 - 05:24 AM
Even in the stock loadout if you just walk in a straight line blindfolded and shooting you can score 3 kills 800 damage.
Though I think it's now been dethroned by the Marauder 2c as the king of the battlefield. Those things are a pain in the butt to kill, so much damn work. KD3 just shoot its giant head(unlike marauder) or the crotch. The marauder also spreads damage with just tiny movements left/right, kd3 kinda just takes it to the face.
#25
Posted 23 April 2017 - 05:51 AM
#27
Posted 23 April 2017 - 06:19 AM
SmokedJag, on 23 April 2017 - 05:51 AM, said:
-sarcasm font on-
That would be impossible in MWO.
Go look at patch notes involving nerfs. PGI claims to only do such a thing (nerf a mech) based on long term review of real in game data. So how could they possibly preemptively nerf a mech? They would be merely guessing! I mean you seem to be implying that there is an awareness of what does and does not work in this game based on historical observation.
-sarcasm font off-
-snide, contemptuous font on-
PGI has implicitly stated that such a thing is absurd and explicitly stated that long term observation and analysis of real data is the only consideration for nerfing a mech. Except when it isn't and when they don't. Like following rescale. Like the very rapid nerfs applied to the Cheetah and Kodiak-3 after their introduction. Like after the Loyalty Summoner was nerfed almost immediately. Like what they are proposing with skills tree.
They expected us to believe that in the process of trying to nerf the Kodiak-3 they just happened to have finally concluded after two years of review that the Enforcer 5P was performing above target values? Bullshi7. Did it really take 3 years of "data" for them to finally conclude "hmmm I guess the Victor does kind of suck."? Were they really sitting there for three years going: "well the data says its fine despite the mechs being almost absent from the game?" If you buy PGI's data line, that is exactly what they were doing. And if that is the case, it is proof positive that PGI does not understand their data or their game or how it is being played.
TLDR: PGI claims to use data as their sole balance determinant, yet objective review of their conduct proves that to be false.
Edited by Bud Crue, 23 April 2017 - 06:20 AM.
#28
Posted 23 April 2017 - 06:32 AM
The cUAC jam chances and cooldown changes hurt it a bit but it hurt the rest of Clan dakka builds that could not boat 4 cUAC even more. The KDK-3 just switched to Gauss/erPPC and carried on.
Anytime you are watching a high Tier streamer and they have a bit of a bad run they will just jump into a KDK-3 for a couple games to get their mojo back and sooth their ego. It is still the easiest way to the big damage score and kill counts.
Edited by Rampage, 23 April 2017 - 01:27 PM.
#29
Posted 23 April 2017 - 07:02 AM
OP, you are sadly mistaken. Still best assault in the game by far.
#30
Posted 23 April 2017 - 07:10 AM
#31
Posted 23 April 2017 - 07:19 AM
#32
Posted 23 April 2017 - 07:25 AM
Slowth, on 22 April 2017 - 10:26 PM, said:
You seemed to have missed the following quirks:
- massive engine cap on a 100-ton assault
- cXL
- high mounts
- more high mounts
- a few more high mounts
- good hardpoints
- good geometry
#33
Posted 23 April 2017 - 08:08 AM
The KDK-3 and it's near 70kph, high mounted dakka/GR and all the armor that comes with being a 100 ton mech with clan tech.
Currently there is NO IS mech that can pack 4xGR - 4xUAC10(4xAC10 in IS case) - 4xUAC5+lasers - 2xGR+2xERPPC, ect.
And all of those weapon mounts are high mounted meaning it doesn't have to expose itself, like say an Atlas.
Due to those high mount it can also engage much further away with much more firepower.
I still believe it didn't need the hardpoint inflation of those 2 extra ballistic hardpoints.
#34
Posted 23 April 2017 - 08:18 AM
#35
Posted 23 April 2017 - 08:23 AM
El Bandito, on 23 April 2017 - 04:13 AM, said:
I've ventured away from Gen Disc a few times:
It's that bad
It's chock full of Clam Apologists who just don't understand
The "Brown Sea" comments aren't entirely wrong.
I can't say who the majority is, though
#36
Posted 23 April 2017 - 08:40 AM
#37
Posted 23 April 2017 - 09:04 AM
Seriously though...it has been eclipsed at least in FW by the MAD IIC as the go-to Clan Assault. I suspect it's due a variety of factors such as tonnage efficiency and the fact that IS pilots are conditioned to focus Kodiaks first (so they can go down early in the match). However, I would still take it first wave if I had the tonnage...but it's mostly too big a risk with tonnage where it's at.
#39
Posted 23 April 2017 - 11:29 AM
As for the Mad IIC considering how easy it is to hit the cockpit I am shocked to see people say how good it is. Granted its good a getting damage out however, that doesn't help so much when you get that cockpit smashed in in the first minutes of engagement.
#40
Posted 23 April 2017 - 01:44 PM
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