Uhh.... the limited twist angles on Dires killed me countless times in a match.
I would definitely vouch for a wider twist angle for a dire wolf rather than more armor or mobility quirks.
As a slow moving mech, in order not to be surrounded, I often had to re-position my whale under enemy fire.
Positioning is, if not everything, almost everything in assaults and even with their slow feets,
assaults have to re-position often to gain advantage, even if it involves risking the mech to enemy's line of sight.
Yet in many of these circumstances, I couldn't even return fire with my dire because of the twist angle limit.
I either had to risk losing an ST while lumping to cover without even giving suppression fire,
or risk being surrounded by enemies in an isolated position.
Dires aren't build for brawling, albeit their huge pod space. They need to keep distance from the enemy to operate
efficiently. AND they need to be able to fire their weapons in a much wider angle to make use of their firepower.
Turn rate quirks might make a dire more survivable, yet a twist angle buff would make a dire more
adaptive to more combat situations and provide more incentive for whale drivers to move more
as they could at least suppress the enemy when moving.
As for the Kodiaks, the structure buff for the KDK-3 seems unnecessary as Kodiaks could do well even
without them. They have a funnel CT, and they may not turn as fast as an Atlas, yet they could still
spread damage for the better and complement their weakness with firepower and speed.
Edited by Farlayeigh Maerka, 18 September 2016 - 08:01 PM.