I think that if people put some thought into what they say they would re-evaluate their positions and support the Archer for addition in the near future. I plan to lay out my case for the Archer, dispel some myths about why the archer shouldn't be added, and post some unique variants that are time line appropriate.
The body styling wouldn't be too hard to do as you could use many of the resources already in place for the dragon. You would just need to bulk the shoulders up to hold the missile launchers, and add flappy doors. The Archer and the Dragon share similar visual styles in the pictures on Sarna, so too could they here.
The Archer is a long range indirect fire support mech with good, but not great mobility. It's primary weapons are it's dual LRM 20s, and backs those up with medium lasers. The variants of this mech include dropping and adding missile racks and laser hard points to meet it's most current needs. They also include additional hard points for NARCs, and head lasers. This type of mech is needed in game to add a heavily armored mech with aim able arms as an indirect fire support heavy in the 70 ton range. The archer even includes an ECM custom variant with time appropriate equipment.
Catapults have draw back that the archer does not suffer from in order to have increased mobility and jump jets. Catapults at only 65 tons carry less ammo, and lack the lateral field of fire that comes from having arm mounted weapons. Quickdraws at only 60 tons carry lower armor, and are better suited to close range fighting where their troublesome profile and limited armor are less exposed to the dangers of the open field.
So what are some common arguments against the archer?
"it's unseen!" so are the Phoenix Hawk, Locust, Tunderbolt, and Battlemaster. This doesn't appear to be a problem that PGI can't solve.
"Its role is already covered by other mechs." False, there is not a mech with a similar profile, and all of the features above. It may not be the total deviation that a cataphract is from a catapult but they are dissimilar enough in function, movement, and weight that I think this deserves a shot.
Variants:
ARC - 2R
Weapons(Location): 2 LRM 20s (1 in each side torso), 4 medium lasers (1 each in each arm and each side torso)
Armor: 13 tons
Engine: 280
Special: N/A
ARC - 2S
Weapons(Location): 2 LRM 15s (1 in each side torso), 2 SRM 4s (1 in each side torso), 4 medium lasers (1 each in each arm and each side torso)
Armor: 13 tons
Engine: 280
Special: N/A
ARC - 5S
Weapons(Location): 2 LRM 15s (1 in each side torso), 2 SSRM 2s (1 in each side torso), 1 Narc (center Torso), 4 medium pulse lasers (2 each in each arm)
Armor: 13 tons
Engine: XL 280
Special: N/A
ARC - 4W (Archer Wolf)
Weapons(Location): 2 LRM 20s (1 in each side torso), 2 large lasers (1 each in each arm), 2 small pulse lasers (1 each in each arm)
Armor: 13 tons
Engine: 280
Special: Artimis, ECM, Case
I'd own 3 out of 4 of these. There are additional variants but you get the idea!
Also there is a Hero Variant custom built with the back story already written as it was piloted by Jaime Wolf!
ARC - 2W - Hero Mech painted in Red and Black with a wolf motif
Weapons(Location): 2 LRM 20s (1 in each side torso), 4 SRM 4s (2 each in each side), 2 medium lasers (1 each in each arm)
Armor: 10 tons
Engine: 280
Special: None
Additionally there is an FRR variant that isn't very different than the other variants but was specific to the FRR and could be added with community warfare to give that faction some additional equipment. Give people of a certain FRR faction level a price break.
In summary there are enough variants, and the role on the battle field of a 70 ton heavy second line mech with some close range defenses, and a long range punch isn't supported by the Catapult, Quickdraw, Dragon, or Cataphract. The Archer is an iconic and classic mech that is missing from the battlefield.
PGI fix this injustice! Add the Archer soon!
Edited by HammerSwarm, 23 July 2013 - 11:06 AM.