As I've said before, I haven't had huge personal issues with splatcats (I run a raven and a cicada and yeah, I get killed by them sometimes, but not that much more than by most other builds), and previously was of the opinion that they aren't really an issue.
I've since changed opinion due to some good arguments here on the boards.
I think there's two slight balance issues of SRMs and the Catapult and just that when you combine them things get out of hand.
- Many of the best variants/builds of most 'mechs include SRMs. SRMs are very strong weapons. I'm not saying they on their own are broken, they are just very very good weapons. The only weapons that I would say rival them are Medium Lasers and UAC-5's, but those are good due to versatility rather than power.
- Many of the builds branded as OP have been catapults, far more than any other chassis. Catapults are very good 'mechs, with potentially good speed, fantastic maneuverability, large boating capability and good armor. The layout's basically their largest weakness, but with good speed and armor that's less of an issue.
It's when you combine these two that we start to see real issues. It's basically the same issue as with the Gaussapult - Gauss was a weapon just a little too good, and that combined with the K2 (which has great layout compared for ballistics builds, far better than the other ones have for missiles) made an obnoxious death machine. SRMs are maybe just a little too good, and that combined with the catapult design makes something of an obnoxious death machine (though I find it less bad than the Gaussapult, but whatever).
Gauss got a nerf, so that now it's used on the 'mechs it was designed for - long range fire support 'mechs. The gaussapult is still around but is a sniper rather than an all-around brawler/sniper, and gauss are still strong choices for many cataphracts and others as long-range weaponry.
SRM's are harder to nerf since what the gauss nerf did was limit gauss to it's intended role - sniping. SRM's are already only useful for their intended role - short-distance battles. However, I think SRM's could take a slight damage nerf and still see wide usage, they're just so good right now that any 'mech that can fit them, will fit them. Dropping them back to the 2 damage per missile as the TT would mean the SRM-6 still is a 3 ton weapon with a 12 point alpha in two slots and the same heat per second as a single medlas. That's good.
For a raven with SRM6+2 and 3 MLas (using that example since I have one like that myself) the alpha would drop from 15+5+15=35 to 12+4+15=31. Noticeable but not changing how you play it, and I'd still pack them. For a splatcat the alpha would drop from 90 to 72, drastically increasing the possibility to survive such an attack.
At the same time, I agree with others saying the catapult is maybe a little too strong a chassi. It's not that it's "overpowered", it's just that it's a bit better than most others. That combined with it's boating capabilities means if a weapon is a little bit too strong that is capitalized in the catapult. I think dropping it's maneuverability a little bit is a good choice - it doesn't break canon, it doesn't hurt the Catapult in it's intended purpose noticeably and it still will be an option for melee too. Scaling the torso arc to 110 degrees (same as spider, slightly less than jenner, still 50 degrees more than the stalker) and lowering the torso twist speed would mean it can be useful in a fight
but can't outmaneuver a cicada as easily (I think the catapult, even in original design, is meant to do
some close-combat; it has four medium lasers, which is a pretty heavy loadout for a long-distancer with only 2xLRM15).
TL;DR: Rather than either catapults or SRM being outright "broken", both may be just a tad bit too strong and taking both back a little bit will keep them useful without making the combination overpowered. How to do this:
- SRM's do 2 damage per missile.
- Catapult torso twist of 110 or 120 degrees and not as fast.
Edited by Stringburka, 10 February 2013 - 12:34 PM.