Macbrea, on 07 October 2013 - 05:34 AM, said:
For the hero mech: There is four good possible ones:
1) Flip the ballistic and arm energy hardpoints but still leave it a ground pounder
2) Replace the Ballistic Hard points with two 4 port missile slots, then add jump jets
3) Replace the Ballistic Hard points with two energy slots, then add jump jets
4) Replace the Two torso mounted energy slots with two more Ballistic hard points, then add jump jets.
All 4 of them would be appropriate hero mechs for the Catapult-K2.
1) We already have that. It's called a "Jagermech".
2) Doable.
3) Boring.
4) Too abusable. (Since the number one complaint on the K2 to begin with is the GaussaPult or BoomCat)
there is a specific madness to my method of hardpoints in my suggested version.
Missiles are generally speaking, considered the weakest overall weapons. TO pack enough LRMs or SRMs to make them terribly effective, one would be forced to just medium lasers and MGs in the other slots on the model I listed.
The ballistics being in the CT would limit them to MGs or AC2s. And again, go with AC2s, you are either running light support weapons, or hot as heck (Especially if you mount heavy E. the 2 ac2/2 PPC K2 is a frikking oven.
The dual energy hardpoints means no boating, and if you mount PPC/ ERPPC, you need to devote a LOT of tonnage to DHS, or use them sparingly, or NOT in conjunction with your support weapons. In fact paired ER PPCs are realistically barely viable on this chassis to begin with, they run so hot. If you reduce the heat with Large Lasers, you lose most of your effective pinpoint damage and make poptarting largely pointless.
On the other hand, it you mount 2 ac2 and 2 SSRM packs, and 2 medium lasers, you are viable. If you mount 4 ssrm, 2 MG and 2 LLaser or PPC you are viable.
The whole concept is to avoid making it either a retread of an existing mech or blatantly P2W. The hard points I chose are pretty specific to doing that, actually.