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Member Review - Sleeping Dragon : 24-May-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.00 |
| Comment: |
This variant upgrades the speed of original, but looses great deal of it's short range firepower. Hatchet without TSM isn't strong enough to get rid of heavier opponents and this lacks weapons to fight effectively against opponents other than lights. |
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Member Review - Blackhand : 13-Apr-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.00 |
| Comment: |
The 17 was a much better setup. Gaining a bit of speed doesn't do this mech much good when you have to gut its weapons complement to get it.
Even with the Xl, you've traded what could have been a spare ranged, and a spare medium laser from your weapons suite.
They're is no logical reason to get your hatchmech to fight in the open ground. You use them as pass agressive weapons. Bring them up after you've cracked the line and use them to garrision your cities.
Which is how they're best used. This now means you can try and chase light mechs around the area. Sucess will be low, if only because most of them move faster by 3050. And your only ranged weapon won't have ammo forever. |
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Member Review - ralgith : 16-May-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.00 |
| Comment: |
While better speed wise than many hatcheman, I dislike the loss of firepower. Not that a Hatchetman is a good ride anywhere other than urban combat anyways. |
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Member Review - Oafman : 05-May-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.00 |
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I like the increase in speed, but this lacks any serious armament. The only time I ever use a Hatchetman is in a city anyways, so for me an upgrade for open terrain is not as useful. I do like the change to the LB 10X. That will work well with the hatchet. Chop a hole, then pepper them with the flechette and hunt those crits. |
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