cdlord, on 12 March 2014 - 07:08 AM, said:
I agree and don't at the same time.... While the Hatchetman is designed for melee, it doesn't have to have the hatchet or it could just be cosmetic. With the dynamic graphics I expect the ability to equip and un-equip a melee weapon (when melee is introduced) would also equate to a change in the look of the arm/mech too.
I think I'd rather have the mech and no melee to start than no mech at all waiting for melee... There are lots of other melee mechs that are just waiting for a precedent like this to get into the game. I have ideas on how PGi could do it (intro variants that don't have the hatchet and when melee is introduced, bring in that variant). PGI does have creative license to do this. And I think I want the mech either way, melee or no melee.
That is part of the difference between 'Mechs that merely has a couple of variants that carry melee weapons (such as, say, the
Black Knight or the
Centurion), and 'Mech chassis that were built around their melee weapon(s) (such as, say, the
Hatchetman and the
Axman).
Nearly every variant of the
Hatchetman carries a 3-ton hatchet (except the Kurita-built HTC-5K (which carries a 2.5-ton
sword instead) and the HTC-3NH (which exchanges the Hatchet for a larger Engine, another Jump Jet, and another ton of AC/10 ammo & where the "NH" ostensibly means "no hatchet" - see
here and
here) -
carrying the hatchet is the entire point of the 'Mech, and is the reason it is named "Hatchetman".
Likewise, every production variant of the
Axman (that is, every variant except the experimental, Jihad-era AXM-6X) is equipped with a 5-ton axe/hatchet because, again,
carrying the axe/hatchet is the entire point of the 'Mech.
Generally take that away from them, and you remove not just their primary weapon but most/all of their very identity & reason for being.
If the
Hatchetman were ever to be implemented, I would not mind seeing the hatchet (cosmetic or not) placed as fixed equipment for the 'Mech.
Edited by Strum Wealh, 12 March 2014 - 09:32 AM.