How do you equip your Hatchetman?

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Wissenschaft

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I think its overkill to focus too much on the melee. You need some firepower while you close the distance. Also, to help make up for the slow movement, max JJ always. I like dual Large Lasers, max JJ, max front armor, 25 in back armor, and 2 extra heat sinks.

This gives you most of the firepower of a Crab with superior mobility and armor.
 
Last edited:

jj284b

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yeah, i have full jump jets and two medium lasers with 35dmg each.. that allows me to use precision shot to push enemy one phase so i have time to close in against anything in my phase.. i actually was left with 3 tons i had nothing to put on.. so i used some leg mods too :)

190 dmg in melee is just too good to pass on.. you can kill heavies with that quite well.. (in proper terrain - i even managed to kill a Stalker once)
 

mjbroekman

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I did something similar though I gave mine a LL and a ML along with the JJs and the 190 melee damage. I'm not going to use a 45-ton mech for DFA when I can charge in and smack a target for 190dmg.
 

Dr. Banzai

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First of all I can't see any issues with the core model :)

As a reaction to increased availability of LosTech i have however chosen to strip the heat sink and former armament for a Kali Yama Grand Slam gauss rifle. Utilizing it as a jump capable breaching shot sniper with a strong melee option.
 

Jamey

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I would drop all of the existing weapons, stick two large lasers on it. Then add an arm mod for extra melee damage with a couple tons to spare for extra armor.
I did exactly that, except that I don't have a good melee damage mod. I put a +stab damage mod on with the LLs and maxxed armor.

I sold it. If I ever need a medium mech, I'll stick with the shadow hawk.
Famous last words when you encounter a 50 ton (or lower!) weight limit in a Flashpoint. :)
 

jj284b

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I did exactly that, except that I don't have a good melee damage mod. I put a +stab damage mod on with the LLs and maxxed armor.


Famous last words when you encounter a 50 ton (or lower!) weight limit in a Flashpoint. :)


yeah.. i was keeping ShadowHawk 2D and Kintaro in reserve to have something to use when there will be weight restricted mission, and you can imagine my surprise when limit was 50ton...


Personally, i think it would be better if limit was set for the drop and not for single mech.. that way you could even drop a light mech and balance it out with heavier medium, which are btw faster than 50tonners anyway...
 

KDubya

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I've gone with max armor, 4 jump jets, AC5, and 2 medium lasers and I think a heat sink. Runs ice cold and can fire at long range while I close. I wish it had a few missile slots for some SRMs and a few more energy slots for some medium laser spam.
 

Requiemm

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He didn't say it was removable, only that it could be dropped (as in salvaged) and equipped.

I got all excited and decided to test this by modding the starting mechs to have a couple Hatchetman mechs and tried storing 1, scrapping one, and stripping one. No hatchets appeared in inventory. There went my dream of creating a "Berzerker" knock-off by equipping a Banshee with a hatchet and stuff. :-(
 

Jade_Rook

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I got all excited and decided to test this by modding the starting mechs to have a couple Hatchetman mechs and tried storing 1, scrapping one, and stripping one. No hatchets appeared in inventory. There went my dream of creating a "Berzerker" knock-off by equipping a Banshee with a hatchet and stuff. :-(
My understanding is that the glitch comes from having the CT destruction turned on and having the mech cored in battle. All of the surviving gear gets returned when you lose the chassis. The glitch is that it also returns equipment which is supposed to be unique to the mech, like the hatchet or the Cyclops's battle computer. This also applies to the escape mission in the campaign
where you use the four SLDF mechs. If any of them get cored you get the lostech, even though you normally wouldn't get anything off of them.
 

Requiemm

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My understanding is that the glitch comes from having the CT destruction turned on and having the mech cored in battle. All of the surviving gear gets returned when you lose the chassis. The glitch is that it also returns equipment which is supposed to be unique to the mech, like the hatchet or the Cyclops's battle computer. This also applies to the escape mission in the campaign
where you use the four SLDF mechs. If any of them get cored you get the lostech, even though you normally wouldn't get anything off of them.
Hmmm, now I have to see if I have the time & fortitude to start a new career with the express intent of getting a couple mechs cored in combat...

:-D
 

gh0s7

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So, Yang got his hands on one (ironically, the last part was from the Flashpoint Joint Venture, as the 2nd Liao Lance on the first mission got one :rolleyes: ), and as I did tell him to focus on Melee, he upped to armour to max (except Rear with 50 on the STs and 55 on CT), the most +damage Arm Mods I have right now (+40 & +20) along with 4 Jump Jets and a single Large Laser with +3 accuracy. Haven't had a chance to try it out, but I expect great things to come of it. :D
 

Curuno

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I would drop all of the existing weapons, stick two large lasers on it. Then add an arm mod for extra melee damage with a couple tons to spare for extra armor.

That's exactly what I did with mine. While it loses the up-close punch, it gives it something to do while it chases down things to hack apart.
 

jj284b

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yeah, Hatchetmen are kinda inconsistent in appearing... i already have mine in my new career run, and im still nowhere close to do that Flashpoint... kinda wish these mechs had some condition on them so they wont appear before you complete it.. otherwise entire flashpoint premise is kinda ruined