Most of the arguments I see for the chaingun being balanced amount to people saying, in effect, that the people complaining about the weapons power are somehow playing incorrectly. Let's assume, for a moment, that I know how to play the game.
My post, and the replies in agreement, suggested that the majority of these nerf-the-cg threads arise from people who don't use the weapon effectively. I did not suggest that the complainers play the game improperly. This difference is not trivial,
especially when the main argument is "the cg is easy to use, everyone rapes with it". If the people making this argument are, in fact, bad with the cg, then it brings to light their real reason for posting:
their own benefit.
I'm not arguing that the weapon should be made useless, but I do think that when a single weapon is the best choice to use in almost every situation, there is something wrong with the balance of said weapon.
The chaingun is most definitely not the "best choice . . . in almost every situation". At medium, medium-long, and long range, the cg is the most effective "anti-air" weapon of the lot. At close and medium-close range, however, MA's are key. The cg can still be effective, but a well-placed MA will win the fight. And any time the person is landing, regardless of their range, you're looking toward the splash weapons.
Legions is not Tribes. The added maneuverability of the former means that medium-long/long distance MAs will never be hit as consistently (assuming duel-type movement) as they were in the latter. That is the small price you pay for increased movement and for an increased skill differential.
Finally, I disagree that the weapon is somehow difficult to learn. If you have medium range to low ping, it's just a matter of leading a target and changing your lead as they shift directions.
You've committed two errors here: 1) You've reduced the required skills to their most basic form, and 2) You've brought ping into game balancing. I'll explain the former through an example:
"Finally, I disagree that MA'ing is somehow difficult to learn. If you have medium-range to low ping, it's just a matter of leading a target and clicking your mouse. You can hit multiple MA's by simply adjusting your lead and clicking your mouse again."
Do you see the problem? Martial arts, at its most basic, is simply moving your body to strike someone. Playing the piano is simply striking keys. But you'd be an absolute fool to think that's all there is to it, that those are easily-learned skills. Yes, it is true that registering cg streams is a matter of adjusting lead. But not many people are able to adjust their lead quickly enough to compensate; not many people even notice their own directional changes and adjust accordingly; and not many people are good with the cg.
And you can't bring ping into game balancing. Sorry, I know it sucks if you have higher ping (I run 80-110), but games must be balanced around low-pinging players. You can't assume that the community will be so small that players from opposite coasts, and from entirely separate continents, will have to play each other. You can't assume that central deds won't exist. The only way to balance around ping is to introduce a zero-ping netcode, and I don't see that happening any time soon.
However, thats not the point of this post. I'm trying to draw attention to the fact that the chaingun has the potential (and is currently operating at that potential in many cases) to be a devastating weapon with unmatched versatility, often to the detriment of the other projectile weapons.
You argue that the weapon has the potential to become over-powering, that it's easy to learn, and that many are proficient in its use. Far, far more people are adept at splashing the ground, however, and it would be easy to argue that since people must land, that since their energy does run out, that
splash weapons are overpowered. Your posts carry undertones of hope for the MA game, yet we all know people wouldn't magically gravitate toward long-distance MA's in duels. Instead, they would simply hover there, waiting for the simple splash shot, as most already do.