Against a sniping team maybe, but against another brawling team I disagree.
Sniping ships have huge disadvantages that can be exploited when within 400 meters, so in that case after the "dance" you don't need to do much else but take advantage of their weakness. Though insta-killing them is still not exactly a fair fight.
That said, I don't think sniping teams should be able to insta-kill either and sniping should just be a support kinda thing. However I don't see how sniping is that much of a problem right now when all you have to do is disable them.
Go play against the Gents or the Paddling or the Merry Men or Cohort. Then talk to me about disabling them or how dis-advantageous it is to be a sniper.
Sniping is very, very potent ATM at the upper levels. Not much else is.
Yeah, the patch will bring variety to the pubs. At the competition level, not much has changed and there are even fewer counters to the galleon/junker combo. Frankly, I'm fine with it being that potent. Again, the skill/reward ratio is fine there. However, if I can close that range by a combination of skill and luck, now what? The galleon/junker can turn close range on me, and now they're even more able to completely disable me. What options do the brawlers have really? Damage output was it. Disabling ships have always had the ability to disable, against both brawlers and snipers, and a good pilot and crew have always been able to make that work. Brawlers have frankly very few viable options, and with this nerf, even less so.
To me, it doesn't make sense. If the idea is to promote variety, why not make the other guns more viable? Consider the light weapons for a moment:
Four have any real hull stripping capability: The mercury, carronade, gat, and hades. Of those only one is mid range, and now it's been nerfed to close range. Of the others, one is extremely close range, and the others are extremely long range and extremely long range with a difficult learning curve and an arming time.
Then you have your three 'killing' weapons, the explosive high-DPS that take care of the rest after the hull is down: The flak, morter, and artemis. Again, one was mid range, but is now only effective at close range. The other two are long range and long range with an arming time.
The rest I'd consider 'disablers', though I'll grant that a banchee -can- kill (in fact, I have a junker that proves it). My point is, there's very little middle ground any more. You're either long range or very close, and those who choose the latter are going to have a rough time of it with these nerfs.
The point is, while I'm all for options the close range player hasn't exactly had a ton of variety to choose from, and for the new players, a lot of the weapons either aren't that effective (disable builds take a long time to kill), or are difficult to use (ever watch a newbie ship try to pull off a flak/hades build?). If the complaint is that too many close range builds use gat/morter, then why hasn't the answer been to give them somthing else that works instead of taking away the few things that do?