Exolona wrote:Yeah whatever so nerf damage than ...
UDC = Volcano ... why to give range modifier to udc ?
and let see medium weapons :
t4 LCL : 190m opt, 160% damage, 5 sec
vs
t4 Gauss : 175m opt, 300% damage, 8 sec
t4 HCL : 350m opt, 130% damage, 6 sec
vs
t4 EM : 310m opt, 270% damage, 10 sec
So in most cases you need to wait to clear los for hit, therefore cycle time wont do too much difference, but as we see the base optimals is close to each other , but what ???? magnetic weapons have DOUBLE BASE damage multiplier. so with skills that would be much more and more ...
So if you think that there is all right with balance than you are wrong.
Lets quote one sentence from Alexander 2 months ago : "[Everyone knows Long Range DPS Kains are the future.]" ... no other robots ... just Kains ...
And after that you need buff for them Syndic ... rotfl ...
Edit : i dont need to take Kain speed down to Artemis or even Tyrannos, just make a balance, and let Kain have 5-6% speed bonus over the other two mechs ... but as we knows now with t4 vel nexus kain goes 20-22% faster than t4 vel nexus boosted tyrr or artemis (same light speed fit on all) ... and of course they can outrun any light or assault robots ...this is the main problem...
Yup, and look at the range modifiers currently in place:
-75% optimal range on magnedart. Whoop-de-doo!
The bonuses tell you everything. Kains are glass cannons meant to go in close, unload, and get out if they can. Big one-shot DPS spike, which is why gauss has 10 second cycle speed before extensions. Gauss is not something you use like a rifle, fire a shot and dodge behind a tree, its a goddamn shotgun. Long range kains CAN function adequately, but they require combined arms (ewar mechs, green mechs) to achieve that.
Artemis has an entirely different role; you conveniently neglect to portray the stacking crit bonus & the resistance bonuses which makes them the best resist-tank mechs in the game. Crypto & T4 HCL's, watch the sustained DPS pour in, with the crit stacking bonus providing the "spike".
Tyrannos I wont even get into, with the potential for full range extender setup & spider remote sensor-amping due to low cap usage of missile launchers. Nevermind that range extenders positively stack...
How are you getting this math of velocity nexus giving 20% boost to kains alone? A velocity nexus is a squad-buff that gives a set percentage + extension percentage, it doesnt individually apply to select bots. The difference between a speed-fit Tyrannos and a speed fit Kain is 10 kph, and 8 kph between Kain and a speed-fit Artemis.
The reason why Kains are chosen for roaming isn't because they're "imba" its because of the speed. Speed > everything in roaming. Once the Kains can't close distance (which is what you're crying about, very shortsightedly) they become redundant and useless unless ammo/weapons are redesigned, which makes them just a lazy copy of the same role the Thelodica are filling out.
Its quite simple - if a Kain gets inside the golden 100m marker, youre dead unless youre in an Artemis with x2 Kinetic hardeners. That means that the other mechs have ~500m to kill the Kain, or weaken it sufficiently before it arrives, or they will quite simply die.
Aside from the 1v1v1 balance, what youre REALLY crying about is roam-squads full of kains, ewar mechs, and some supporting tyrannos/artemis. Its the same situation as when people were crying about ewar gangs, and the same truth still applies:
They are fit with the sole purpose of 1. speed 2. picking off the weak links. Either fit accordingly to deal with them, don't fit accordingly and die trying to deal with them, or dont engage.
The future is something far different from some "long range DPS kains". By the time the Devs do the usual kneejerk nerf to appease you, we'll have the next thing ready to roll out en-masse.