Topic: 50m Kain vs Explosion Damage
Something needs to change. Using the setup on a Kain (or Arbalest for that matter) with Gauss Guns and Magnedart ammo is completely stupid now with explosion damage being about 150m outside of your optimal range. Trying to kill anything bigger than an assault is pretty much a suicide run, as you're already using a lightweight frame to get in close so most mechs could kill you when they explode.
Now I am not, and have never been, a Nuimqol pilot. This was brought to my attention today about the stupid contradiction between these 2 very good parts of the game (explosion damage and shotgun-of-doom Kains). I'm surprised nothing has been done about it yet, as I was told no one is bothering with this fit anymore.
A few fixes were suggested in our TS while discussing this. Some are blatantly horrible, some not. I figured throwing them all out there would only help further ideas of what might be able to counteract this problem. These are not meant to be used in conjunction with eachother, but thats not out of the question.
Reduce or remove explosion damage taken from enemy explosions.
Delay explosion damage to allow escape.
Explosion damage increases with the number of nearby bots (similar to Interference)
Module to reduce explosion damage taken (leg slot like resists)
Gauss gun effect that reduces explosion damage taken immediately after firing.
Effect that reduces explosion damage dealt when killed by gauss gun.
Increase gauss gun falloff to allow them to kill from range, but do majority damage in optimal.
PS: Alf, do not pick one of these at random without support from at least 1 other person.