This is a question for people in the competitive scene.
How do you propose to balance it so that brawling with gat/mort becomes viable once again among the upper tier teams, but not have it dominate the pub scene for the lower to mid tier teams?
As much as I love to assume I am famous in the GOIO, I'll give some back story so you know where I come from. I a very long competitive brawler (when I started a brawling ship meant a gat flak Pyramidion with mercs on the side, I pushed it to include Junkers.) As a Duck I've spent a lot of times playing against Ducks both casually as well as practicing for competition. That means facing against the Paddling who I can say have the possibly best Galleon in the game in terms of experienced crew, worked out gun placements, and amazing map positioning. Basically when I tell you that I have spent a lot of time figuring out how to use brawl tactics to beat range tactics, it should be pretty believable.
A disclaimer though, this patch is actually relatively good for my brawl style. I currently fly an asymetrical Junker, Gat/Mortar left hand side and a Carronade/Banshee right (dominant) hand side . The light carronade changes aren't too bad especially with how I get so close anyway. I've always called myself a disabler but in reality I am an overwhelmer. I remove your systems to make sure none of your crew even has a chance to fire back. This is done with my right hand side. Occasionally I use the turning abilities of a Junker to finish with the left side, however considering my crew often asks me whether the should bother preloading and prebuffing the left hand weapons, I think its fair to say I am hardly a user of the Gat/Mortar.
The reason I say all this is to establish that even though I am a brawler, a player who has learned how to close in on an enemy and kill him up close, a gat mortar nerf doesn't really hurt my competitive chances and honestly, kinda helps. The thing is, I've chosen a build and playstyle that excels at the long game.
So let me paint you the picture. Me and my other brawler cousins, charge in to hell. We have both just flew through a killing floor, constantly losing guns, armor and engines all along the way. Its amazing we made it here alive and if the guns are actually up, that means the brawl Gods have granted us a miracle. Now my ship takes some time to win but as an overwhelmer, that is fine, your balloon is down and your engines are gone so you can't even turn your broken guns towards me. I do not have to kill you on the first clip. I get to take my time. A gat mortar though does have to kill you in one clip. The reason why is the enemy just had three or four clips into you. People think that one clip kill combinations in brawl are unfair but what they do not realize is that the engagement began long before that one clip kill.
I like the idea of gatling mortar being extremely close range. 400 meters may be a little too short, 450m, what was lasted tested in dev ap seemed fine.The thing though is if you are going to have a game balanced for I don't know lets say 30 second engagements and a gun combo can't fight for 20 seconds, then it needs the 10 second kill. That is how high reward high risk works. For gatling mortar to be high reward high risk you have to have the high reward. You need to reward them. The range isn't what is killing the gat/mortar, the damage is. This patch there was a significant dps nerf as the damage was lowered and the patch before that saw a massive rate of fire nerf. All these combined have taken away any chance for reward as it is now taking an absurd amount of time to kill.
TLDR, Brawl has to have short kills because they have been silent in a long engagement. This is something that can be balanced with small range, but ferocious DPS. Currently though gat mortar doesn't have the DPS to warrant the tiny range.