Terror Teddy, on 10 March 2013 - 05:19 AM, said:
Ok, so slower to get away if the player wants to have LRM's instead and overall punished because ONE of the configurations are powerful?
How much slower? 65 is base speed so what? 70? 73?
An LRM player is not punished with a low torso twist range, because at the ranges he is fighting, enemies cannot move that fast that he would be unable to turn and twist to keep them in his sight.
The Catapult by lore is a fire support mech. That means it normally operates at long range. It doesn't need a high torso twist range for that.
The "melee" Catapult with AC/20 or SRMs is deemed very powerful, in some cases OP. Nerfing its torso twist range balances those.
So, yes, lower the torso twist range. If a mech should have such a twist range, it's probably the Jagermech, because it is by lore an anti-aircraft mech, and to track aircrafts, you need the twist range.
What I agree with however is that it doesn't need a speed nerf. THe twist range is a key feature that enabled every "OP" version of the Catapult. It was also a problem for the K2 Gauss Kitty that people loved in times of single heat sinks. Only mech at the time to boat the best weapon in the game then (it's no longer the best weapon, thanks to DHS, just a good one), increase torso twist range, and you don't even need to put armour on your arms? Great, imbalanced combination.
I would also like to point out that the SRMs itself are also an issue. The problem is probably again the binary nature of PGI balancing.
SRMs are pretty much useless at ranges beyond 120m or so. Most your missiles will simply miss, even if you were good enough to lead your shot accurately all the time. So at 120+m, it's damage is worthless.
But at close range, it's damage is too good. You can deal almost pinpoint damage at close ranges, an for those ranges, the damage output is too high. 90 damage can almost take out an Atlas arm (and very likely will kill something inside it.)
Lower its damage output, straighten the flight path of the missiles, so the damage isn't spread out that much at range. This way, people can start using the SRMs earlier and be effective, but lose at close range.
Edited by MustrumRidcully, 10 March 2013 - 08:36 AM.