Today let's look at one of my favorites: The Catapult CPLT-K2
This mech is the one non-paywall Catapult that forsakes the missile launchers and embraces Dakka and energy weapons. Let's look at it's positives and negatives.
Pro's:
- One high mounted energy weapon slot in each arm.
- Looks cool.
- Decent (but not great) hitboxes, with a lot of structure buffs
- Ballistic hardpoints are terribly low.
- Low cockpit means even though you've got high energy hardpoints, you need to expose a lot of the mech to see what you're shooting at.
- One of the worst torso pitches (the vertical range of motion for the torso) in the game, making the torso mounted weapons useless on anything other than completely flat terrain.
- No jumpjets like it's paywall Jester cousin to help with the low mounted torso weapons.
- Only 1 hardpoint in each arm, and only 4 total energy and 2 total ballistic hardpoints.
- Arms are pretty terrible shields, making torso twisting a lot less effective.
- Poor weapon quirks that don't work together.
So how do we resurrect this mech, especially in light of newer mechs that feature a ton of high mounted hardpoints that can boat some serious Alpha?
- Move those ballistic hardpoints up to at least cockpit level. PGI is currently looking to do that, as witnessed in the recent sneak peak images of the CPLT-K2
- Add an additional energy (or even ballistic) hardpoint in each arm. Maybe even something asymmetric like 1E/1B in the LA and 2E in the right arm. Spice it up, and give it some more build options.
- Add a +10% energy range quirk so it can keep up with it's other laser vomit competitors
- Double the torso pitch, especially the negative (downward) pitch to make those torso hardpoints viable.
- (Optionally) Add jump jet capability (though this might take away some of the Jester's uniqueness).