denAirwalkerrr, on 18 May 2021 - 04:40 AM, said:
Dude 1000 is my average damage on this mech. Also I played a bit of 2xAC20+2xUAC10 DWF after patch with not much worse resuts then AC2 spam.
Well then, congratulations. You're an ace DWF pilot. I haven't seen performance like that (and certainly not that consistently) in years, and my own experience is VERY far from that. I can get close to it if I run AC/2 spam, but that's boring, and still not consistent (for every 1000 dmg match, there'll be 2 where I get spotted early and die with about 200 dmg done).
denAirwalkerrr, on 18 May 2021 - 04:40 AM, said:
I just didn't recall exact number of E hardpoints on them since mass micropulses became a thing less then a month ago and point still stands that they are extremely good <100m range mechs for brawl.
Okay, fair enough.
denAirwalkerrr, on 18 May 2021 - 04:40 AM, said:
They are known for that in lore it's not the point of making current harpoint and geomentry MWO loadout feel like lore but to make them viable and in most cases fun comparatively to other chassis in the game. Kodiaks with higher that Atlas mobility will be busted.
Um, it's actually exactly the point to make MWO feel like Lore, at least as close as we can get in an FPS PvP game. That's literally the definition of "fun" around here. This game is driven 100% by nostalgia. If you forget that, you lose players. I'm sorry to you expert COMP players, but I doubt there's even 24 of you, and you will not keep this going by yourselves.
When people pre-order 'mechs, they're basing their expectations on the Lore behind the 'mech, and what its reputation is, not "how it performs in-game" because it's not in the game yet. If it's then the exact opposite of its reputation, it's a let-down for the people who spent $70 to get it. It lived up to its reputation for almost a year, and was subsequently transformed into an Annihilator equivalent: Turret Warrior Online (and not even a turret that can rotate).
The Kodiak's "thing" is mobility. That's what differentiates it from other 100 ton chassis. Its "thing" is not firepower. It's "thing" is not armor. It's "thing" is mobility. That needs to be at the heart of any and all balancing of that specific chassis. That's what will differentiate it from any other 100 ton 'mech, and that's what will make it "fun" again.
This needs to be accomplished by reverting the changes PGI made to it before it was introduced: the KDK-3 and KDK-4 need their extra ballistic hardpoints removed. If you want to replace them with extra missile/energy hardpoints, be my guest, but they don't really need those, either. The KDK received its first round of nerfs when people discovered that they could put 4x UAC/10 on the -3, and then the entire chassis was punished for their creativity, and nerfed into the ground. If you get rid of the two extra ballistic hardpoints, players can still do 2x UAC/10 with some energy, if they want, or they can play the 'mech the way it was meant to be played: 2x LBX/20, 4x ERML. The speed and mobility get the 'mech into its really short effective range, and then it can dance the night away spinning and blasting at anyone it lines up on. That was FUN, and I REALLY miss being able to do that with the very first chassis I ever spent real money on. It's not super OP, but it's not super underpowered, either. It's a nice, balanced, extremely mobile 'mech that just happens to weigh 100 tons.
EDIT: the forum always picks the worst time to force an auto-logoff, and accidentally posted this twice while I was trying to figure out why it wouldn't post in the first place...
Edited by C337Skymaster, 18 May 2021 - 05:17 AM.