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Is It Time To Un-Nerf The Catapult?
#21
Posted 21 January 2014 - 11:19 AM
Getting rid of the oversized arm boxes that previously were only on the C4 and reverting to the C1/A1 arms wouldn't be overpowering, and being able to internally mount multiple launchers as long as they're within the tube count.
The Jester could stand a little more twist/arm elevation as well...
#22
Posted 23 January 2014 - 06:17 AM
#23
Posted 23 January 2014 - 08:45 AM
#25
Posted 23 January 2014 - 11:13 AM
#26
Posted 24 January 2014 - 11:01 AM
#27
Posted 24 January 2014 - 11:11 AM
Quote
- Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
- Increased the size of the leg penetrating the hip by approximately 5%.
- Head hitbox reduced by approximately 20%
That's from the most recent patch notes, so at least the headshotting problem, the Cat's biggest weakness, has been significantly fixed.
#28
Posted 24 January 2014 - 12:04 PM
That being said, I agree that the Module Slot count is a bit poor and would welcome this change. Jump Jets would be the cherry on top, and just as fitting to the support fire platform as the missing agility. After all, you do need to get into position first, even if you're not intended to move from there!
Bhael Fire, on 21 January 2014 - 11:05 AM, said:
A big "issue" is that they've only changed the textures of the missile box but not the shape, and it just looks ridiculous to have such an oversized launcher with only 5 (LRM) or 7 (SRM) tubes.
Edited by Kyone Akashi, 24 January 2014 - 12:07 PM.
#29
Posted 24 January 2014 - 06:40 PM
Skip some time line and graduate innersphere to OMNI. Do it in a way that makes you money...
That is what ultimately happens...
BTW cooler new weapons are a money sink.. WAKE up IGP>
Edited by Xeven, 24 January 2014 - 06:41 PM.
#30
Posted 25 January 2014 - 07:22 AM
Kyone Akashi, on 24 January 2014 - 12:04 PM, said:
That being said, I agree that the Module Slot count is a bit poor and would welcome this change. Jump Jets would be the cherry on top, and just as fitting to the support fire platform as the missing agility. After all, you do need to get into position first, even if you're not intended to move from there!
I actually do like the idea, but the execution is a bit meh.
A big "issue" is that they've only changed the textures of the missile box but not the shape, and it just looks ridiculous to have such an oversized launcher with only 5 (LRM) or 7 (SRM) tubes.
well, the dcms K2 isn't really a support mech per se. It's meant to fill the same role as the Warhammer, as the only real difference between them (aside from visually) is the SRM6 launcher. Same armor, same basic armament. Medium Lasers as MGs are an odd choice of support weapons. That said, since it is based of the original A1 support chassis, which is a support unit, I can see the agility thing going either way.
JJs..... those would unfortunately feed too much to the poptart meta, a large reason the Jester was energy only. Though instead of nerfing individual mechs and weapons, I would prefer they just fix the underlying design issues that lead to boating and poptarting, the mechlabs nearly open customization (it should be more limited, let each chassis be customizable within it's basic role...you want a different role entirely, get a different mech. If one wants a recon vehicle, you should not start by buying an M1A!1 Abrams tank and trying to make it a scout) and convergence.
#31
Posted 26 January 2014 - 07:15 AM
FupDup, on 20 January 2014 - 01:37 PM, said:
And since the K2 sacrifices JJs compared to the other Cat variants, I'd suggest giving it 2 extra hardpoints to compensate. Less maneuverability, more firepower. It would probably be 1 extra energy per arm, although 1 extra ballistic per side torso might be kind of fun with 4 MGs.
For Cats in general, part of the problem is that missiles aren't always the most reliable weapons out there (direct fire works all day, erryday). So, buff dem missiles (I won't get into the how-to for that because that's beyond the scope of this thread). Furthermore, carrying more than 1 missile per ear should not duct-tape giant boxes to the side of their already big ears. That looks ugly and is just plain stupid (not to mention, increases vulnerability). Side torso hitboxes should be slightly enlarged in size so that you don't have to turn all the way around to make a shot not hit your CT, but we might still leave the CT slightly large for XL friendliness. The head needs an obvious size reduction. The A1 could probably use some kind of quirk to compensate for being such an easily countered 1-trick-pony, such as a bonus module slot or something (or maybe even 2 bonus hardpoints?).
I wouldn't mind the agility returned to Cats, but the hitbox and hardpoint arrangement makes the Cat better at range than up close, and at range that extra agility doesn't make much of a difference. In a brawl, Cats will get eaten alive by Cataphracts, Victors, etc. no matter how far you can twist your torso around.
That's all I can think of for now.
![Posted Image](http://www.strongcoffey.com/wp-content/uploads/2013/10/Cute-Cat-06.jpg)
I would probably not do both, but adding a module slot and adding 2 energy hard points (one for each arm) sounds neat.
Catapults usually carry their weapons in the arms, and the K2's main shtick is supposed to be that it'S an energy variant. But if you want to custom its weapon loadout, you have to sacrifice at least one of these concepts, if not both.
Ballistic Variant => NO longer main guns in the arms, no longer energy based
Large (Pulse or ER) Lasers => Half the primary firepower would now need to be in in the torso.
Medium or Small (Pulse or ER) Lasers = Same as before, and probably you don't even have enough hard points to make a useful build.
And, of course, the Jagermech directly competes and outperforms any possible K2 mech. The only value the K2 still possesses would be as a mech that can sacrifice arm armor - but that doesn't really seem en vogue anymore, quite possibly because the value of high positioned arms in the world of sniping.
---
If no more hard points,a single module slot is not enough. Then I might suggest giving it its original manoeuvrability (or even more) back (on top of the module).
Edited by MustrumRidcully, 26 January 2014 - 07:17 AM.
#32
Posted 26 January 2014 - 07:42 AM
The K2 should also get 2 extra energy hardpoints since it has no jumpjets.
Lastly the Catapult scaling needs to be addressed. And if rescaling isnt possible then the Catapult needs to be given passive quirks to make up for the fact its bigger than certain assault mechs.
Edited by Khobai, 26 January 2014 - 07:55 AM.
#33
Posted 27 January 2014 - 10:31 PM
No where to run, no where to hide, the Catapult jumping and swooping behind me..just needing to get close enough to explode my back in a million jagged fragments of tortured shrapnel.
I say NAY, keep the beast caged! Hold-fast against the ruinous game-breaking potential nested deep within the chained-heart of the Catapult.
#34
Posted 27 January 2014 - 11:36 PM
Mech The Dane, on 27 January 2014 - 10:31 PM, said:
No where to run, no where to hide, the Catapult jumping and swooping behind me..just needing to get close enough to explode my back in a million jagged fragments of tortured shrapnel.
I say NAY, keep the beast caged! Hold-fast against the ruinous game-breaking potential nested deep within the chained-heart of the Catapult.
splatcat was so dangerous because ssrm´s were CT seekers and srm´s were very very strong back then... not the cats fault
![:(](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
Edited by Alex Warden, 27 January 2014 - 11:45 PM.
#35
Posted 28 January 2014 - 02:48 AM
And if I had to choose between Catapults being buffed or SRMs being buffed, I'd choose SRMs.
#36
Posted 17 February 2014 - 07:17 PM
I remember when they introduced the quirks. As to buffing, I agree they should be buffed if they're UP. But, I've not played that many matches recently, so I'm not sure what is what. Would like to see all the metrics, all the numbers on Catapults over on the backend.
#37
Posted 18 February 2014 - 02:17 PM
Take off the missile boxes, move the K2 energy mounts to arms (and add an energy each), and a single ballistic in the RT.... Oh wait...
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
#38
Posted 19 February 2014 - 04:55 AM
I love my Cat's but, I didn't realize that finally buying jagers would basically make 2/3's of my cats look worthless.
and yes I'm sure all of you can still do well in you Cat's, I even did a 4 kill/950+ dmg game in my K2 a few days ago. Doing well in them doesn't change the basic facts of them being suboptimal. There are people out there that probably had 1000dmg games in a locust.
#39
Posted 19 February 2014 - 09:23 AM
Except for that the Jagermech basically entirely invalidates the Cat in any way imaginable.
Quote
Definitely not. Just easily one or twoshotted the both Cats that actually ended up in close combat with me yesterday by somewhat aiming towards the cockpit with my 5x LL Boat Stalker...
Edited by Ragnar Darkmane, 19 February 2014 - 09:29 AM.
#40
Posted 19 February 2014 - 09:35 AM
Mech The Dane, on 27 January 2014 - 10:31 PM, said:
No where to run, no where to hide, the Catapult jumping and swooping behind me..just needing to get close enough to explode my back in a million jagged fragments of tortured shrapnel.
I say NAY, keep the beast caged! Hold-fast against the ruinous game-breaking potential nested deep within the chained-heart of the Catapult.
I was piloting that Splatcat....
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