Catapult was designed to be a threatening card. It isn't at this time.
Was it designed to be a threatening card? I thought it was designed to be threatening only to stall decks, while being at most average against other decks (when used offensively), while when it is used to trigger death effects can't be easily judged 'how threatening it is', but then changing the formula wouldn't change much. Making it's ability usable multiple times per turn might change that situation, but I'd say that catapults are quite slow weapons and don't seem like a card attacking more often than other cards.
Right now it is good for a number of purposes (as a support card). Not excellent, just good. Buffing the damage or allowing multiple use would increase the number of uses. The question is, is this card designed to be used more than other Gravity cards? Does every new card have to be used more often than the previous cards? It's a simple card that fills some niche. Unless Zanz intended otherwise.
As for the problem with Gravity lacking speed and damage... I'd say using catapult to fix this issue would be wrong. Catapults are not meant to be fast, and their damage is supposed to be high, but expensive, so creatures should definitely have better damage/cost ratio.
This problem should be fixed with other cards that are designed to be rush cards. Maybe acceleration will fill this purpose. Maybe not, and Gravity will have to wait for even more cards. IMHO we simply shouldn't try to bend the new cards to fix problems they are not meant to fix.
Of course, if Zanz's intention was different to my interpretation, than shall be it.
Not to mention that Time's rushing capabilities, even if I know a few tricks, are still worse than Gravity's in my opinion. At least if we compare unupped vs. unupped and Upped vs. Upped.
I understand your reasoning, but only to a point. How did we ever get on the subject of rushes, or how effective Catapult is at beating stall strategies? I'm talking about the pure mechanics of the card. Catapult is meant to deal unblockable damage at the cost of a creature. During the infant stages of this card's development, Zanz wanted to come up with a way for big, fat creatures to have relevance within the
element. Flinging them at the opponent is a cool way to do it. During preliminary chat discussion, the damage-to-hp ratio was set at 1:1, up to 50 damage. Zanz wasn't satisfied that this was balanced enough, obviously, so he developed the formula that is currently used.
Now here we are. Catapult is officially in development, and
everybody is screaming "underpowered!" It is simply because Catapult does not deal enough damage to warrant inclusion in a deck. The only use I have seen for it is as an also-ran in a Scarab deck, on the off-chance that you might face a stall situation. Even then, many dedicated stall decks will simply laugh at Catapult because it doesn't deal enough damage to combat the recursive healing that stalls carry. All of this coming from a
seige weapon? You would think a seige weapon of war would be threatening. Slow and low on ammunition, but threatening. It isn't.