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Actually i really like the minimal customization options. We have so many Mechs in this game there should be one with needed Hardpoints for most setups. And it really lets look different Mechs and Variants different, when you want to build a certain type of Mech configuration you need the right chassis for it, or you just don't build it.

I remember the old Mechwarrior games were you could customize whatever you want, in the end all were running the same Meta builds. The only difference were how their model looked ^^. I already liked what HBS did with Battletech, different Mechs feel different there. I personally like much more how it is solved in ME5Mercs because some chassis are just crap as it should be and other are just plain better in most cases. That was always a big part of the lore that there are really crappy mech designs out there, in all other Battletech games before (Battletech and MW5) you just stripped the bad chassis of all stuff and then build a good one from scratch. Here you actually need to work with the trash mechs sometimes because they are better then the other trash mechs you own :).

Hmmm: I don't know but i think i forgot MWO that uses something similar to Battletech, don't know didn't play for years.
 
Does the player get to negotiate salvage rights at all?
It uses a point-System based on your reputation with the your prospective employer. The more points you have (2-4 in the early Contracts) the more you can impact the terms. So far, a point equals 2 items of Salvage (some Salvage can be multi-points Items), and increase in base pay of about 115,000 Cbills or Damage Insurance of about 172,000 Cbills (Insurance starts off at zero, unless you drop a Point into it.) Sometimes Base Pay and Insurance can be Capped, where all you can do is drop points into Salvage (I’ve had this happen already.)

When it comes to Damage, there are Repair facilities on some Missions. TAKE ADVANTAGE OF THEM. Judging by past damage to my Centurion, I was looking at a 300-400k Repair Bill before I activated its generator and stepped inside.mnot only did it Repair Armor (not so much Internal Structure Damage or the Armor over Internal Structure Damage) but it also topped off my expendable ammunition too. All this for no cost in Cbills billed to me after the mission, which is the sweetest deal so far. : )


...Critic so far. The best sensor i have is my Mark 1 Eyeball. In the year 3015. ok.

Questions
Is there a way to get your targeting system to lock on automatically? or do you have to hit R or T if someone attacks you?

When do you guys use damage Insurance. If i understand the system right, you get 172000 as an Insurance. If you only have one mech, the damage amounts to about 60000 ( as said, i suck at it). So, taking the Insurance would make sense if you get more mechs, or?
I’ve found the 360-degree Sensor Bar in First Person View to be a lifesaver. It takes getting used to, but even on difficult Missions it can help Cue you to Slew toward your next Enemies.

That being said, “T” is invaluable in targeting your next enemy. I really can’t stress this enough. This plus you don’t have to follow your LRMs all the way to their target. “Terminal Guidance” is not necessarily needed, but there is a risk of a miss if you already move on to the next target, this risk decreases the closer to the target you’ve kept the Target Lock on. I tested this out in a flight of about 6 Rotary Wing aircraft, Targeting/Firing/and then moving on to the next Target and firing before the first flight ever hit the far away Rotary Wing Targets. This really helped nail them before they tore up my Defended Asset, but of the six, I did have to reacquainted and target one of them.

I’ve taken Insurance only once. On the mission just before I took it, I had a more than 600k Repair Bill to a 450k Pay Day... OUCH! On the contract where I had insurance, I ran into the field repair station and only ended with 90k Damage, so a good chunk of that 172k Insurance went unused.

Like all Insurance, it gives a degree of piece of mind. And for that reason alone, I’ll probably keep dropping a Point into Insurance for the foreseeable future.


On the question of MechLab Customization. By setting the bar fairly restrictively, PGI preserves for itself the option to raise this particular bar as MW5 Development continues down the road toward a post 3049 MW5-world. I am not saying that this is a certainty, but the opportunity is in place for PGI to “listen/respond it it’s customer base” and gradually introduce a number of customization options for any follow on Game/DLC.

That being said, I agree with @smurfopax, I like MW5’s customization option set. But that should come as little surprise, I’ve been a longtime supporter of a BattleMech’s Core Identity and constrained customization options in a Unit MechLab, which is all I’ve had access to so far. It is quite possible that with better Faction Reputation that a perk of MW5 is a Great House offering me access to one of their MechLabs where I’ll have the ability to be more... invasive in my Mech Customization efforts. I just don’t know. I have not made it that far into MW5 yet.

But by setting the bar so restrictively, options like Reputation Based Access to better MechLbs and a MechLab-Progression as the Helm Memory Core benefits become more generally available at/approaching 3049 are both very interesting and enticing possibilities.


On the question of Pilot Progression, I like that my actions in-game drive my Skill Progression. If I really make use of my LRMs, it seems that track this and reward it accordingly. Which makes better sense than me making a living on my LRM Fires, but pumping experience into Energy Weapon Proficiency, which I might have been tempted to do if Pilot Progression was a more manual input affair.


Has anyone else been struck by the retro look of the MechWarrior Progression screen?
I don’t have a MW5 screen capture handy but here is the MW4 Mercenaries equivalent:
167E4B4A-4205-4872-91C5-0DC37B68563C.jpeg
 
Does the player get to negotiate salvage rights at all?
Yes, it is somewhat similar to HBS's system. You get a number of points for negotiating based on your reputation and how much the employer likes you. You can spend this on base pay, salvage rights, or damage insurance (always take at least one point in insurance, the payout is better than increasing base pay).

Salvage in the missions I have done starts at 2 points of salvage that you can claim, with each point you spend on negotiations granting 2 more points. There is a max you can put into each category of negotiations, starting around 1 or 2, but I have gotten missions where I can negotiate for up to 12 salvage.

Salvage is similar to HBS's priority picks, with no random salvage. More valuable gear takes more salvage points to claim. Basic weapons take 1 point, but larger or more advanced ones require multiple points. PPCs are 2 points. Light mechs start at 6? points and go up to at least 8. The Griffin was 12 or 13 on a mission where the top salvage was 6.
 
Questions
Is there a way to get your targeting system to lock on automatically? or do you have to hit R or T if someone attacks you?

When do you guys use damage Insurance. If i understand the system right, you get 172000 as an Insurance. If you only have one mech, the damage amounts to about 60000 ( as said, i suck at it). So, taking the Insurance would make sense if you get more mechs, or?
For targeting, I have noticed if you have nothing targeted and start assuming at and shooting an enemy it will lock on them, but that isn't super helpful. The R and T keys are your friend.

I always take at least 1 point of insurance. 100k damage is light for me. Running a full lance, especially with 2 lights (still have Jenner and Javelin) and AI pilots, it is easy to get hefty repair bills.
 
There is no shame in restarting. I do it sometimes if AI issues appear. If you aren´t careful they CAN get stuck.

The Griffin is such a trash mech (one PPC and LRM 10... ROFLMAO) I don´t care I couldn´t salvage it early. But I do hate not being able to get Hunchbacks and Shadow Hawks. The point system is mostly ok, but it doesn´t reward skill as much as it should. I´d rather have a system where I can salvage anything with head shots than the thing being Random AND not having enough points.

However salvaging chassis is one of the easiest ways to raise cash so I ALWAYS put salvage points at maximum. Often what you can get from selling weapons is also better than insurance, as well.
 
Oh I remembered something important. How laser damage works? Because from experience the full damage apparently only happens if the beam hits COMPLETELY. Scratches don´t count as much.

How I noticed it? Firing at gunships. 2 lasers with full hit will bring down them, but less accurate fire won´t. At least that was my impression.
 
LRMs are so darn effective in bringing down Rotary Wing Aircraft! Pretty regularly now, I’ve been able to clear the skies, all the while running toward where the remaining ground forces are ingressing. The targeting keys “R” and “T” are instrumental in their efficient use.
 
It does seem that the game is taking some criticism for its Out-of-Combat aspects... “uninspired” seems to be a common remark when referring to the dialogue and interactions abound the Leopard.

I too am just past the mission where I pick up my first subordinate MechWarrior. Before reading the above posts I had intended to provide very little oversight... now I am wanting to go in there, tear out that SRM and upArmor that Jenner all I possibly can! lol : )

Yeah, the Leopard just feels a bit empty. It would be cool if there were more Mechtechs about and people moved around the ship instead of standing in place. It is an indie game though and I can excuse that. Still, if there was more going on, it would feel a bit more...alive.

As for the Jenner, I up-armored by removing the JJs. I don't plan in using the mech personally, so I didn't bother keeping them. I am pretty sure the AI does not use Jump Jets, so if it is an AI controlled mech, why have them *shrug*.

P.S. I think it was nice we could change the name of our Merc outfit, but does anyone know if we can change it's logo and/or main colors? I know we can color mechs, but I'm guessing we can't change the Dropship or the logo on it.

It would be nice if we could. It would add to the feel of creating your own Mercs outfit.
 
There is no shame in restarting. I do it sometimes if AI issues appear. If you aren´t careful they CAN get stuck.

The Griffin is such a trash mech (one PPC and LRM 10... ROFLMAO) I don´t care I couldn´t salvage it early. But I do hate not being able to get Hunchbacks and Shadow Hawks. The point system is mostly ok, but it doesn´t reward skill as much as it should. I´d rather have a system where I can salvage anything with head shots than the thing being Random AND not having enough points.

However salvaging chassis is one of the easiest ways to raise cash so I ALWAYS put salvage points at maximum. Often what you can get from selling weapons is also better than insurance, as well.

I do miss the partial mech salvage of HBS's Battletech :). I like building a mech from parts.
 
AI jump jet use, or rather the complete absence of it, is an issue. However, jump jets are much more situational in ME. I used them to do some poptarting with the Urbanmech and the Javelin, but that's about it.

Oh I remembered something important. How laser damage works? Because from experience the full damage apparently only happens if the beam hits COMPLETELY. Scratches don´t count as much.

How I noticed it? Firing at gunships. 2 lasers with full hit will bring down them, but less accurate fire won´t. At least that was my impression.
Lasers did damage over the full length of the laser burn. That means you need to hold them on target to be effective. You can sweep them across a target to do some damage, but it generally isn't as effective.

I do miss the partial mech salvage of HBS's Battletech :). I like building a mech from parts.
Partial mech salvage let us make progress even when we couldn't find a mech. It made it so there was always something of value in salvage.
 
...P.S. I think it was nice we could change the name of our Merc outfit, but does anyone know if we can change it's logo and/or main colors? I know we can color mechs, but I'm guessing we can't change the Dropship or the logo on it.

It would be nice if we could. It would add to the feel of creating your own Mercs outfit.
I tried to change the Logo and Unit Colors too. No luck. I don’t think you can. But I bet things like that are on a PGI QoL list somewhere, : )
 
Well, take some time to be used to the torso gymnastics, but the 'instant action' (?) missions are useful for that instead of destroying your nascent campaign.
LRM are very useful against aerial targets indeed.
I take some time to re-learn how to do it in real time instead of turn based, but I'm in the game again :D
Very different from HBS, but also fun.
2019 is a good year for Battletech fans like me.
 
The Blackjack is actually NOT trash in this game. The 2 AC fires VERY fast. So much it´s easy to run out of ammo. I removed the jump jets and added 1 ton of ammo and filled armor.
 
The Blackjack is actually NOT trash in this game. The 2 AC fires VERY fast. So much it´s easy to run out of ammo. I removed the jump jets and added 1 ton of ammo and filled armor.
Rate of Fire can be a big Combat Multiplayer, I am glad to see that PGI got this right. I myself have not yet come across a Blackjack, but with your recommendation I’ll be keeping my eyes out for one. : )

At one point even HBS was looking at different ways to bring Rate of Fire into BATTLETECH. Ultimately much of this was set aside with Weapons receiving a shot per turn as their defacto Rate of Fire. :bow:
 
I headshoted the spider from 3rd mission and couldn´t get it even at max salvage. It costs 7 "choices" and the mission max is 6. I found that disappointing...

The game is being fun so far. Not as good as i expected, as the mechs look toyish, the story and characters feel bland and its weird freely headbutting buildings like that.

But still an advance over the older MW (that are better games, but aged poorly, specially 1 and 2), so i´m happy.
 
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Welp, I'm done with it till they fix things.
Just hit a story mission where they continually spawn wave after wave of enemy directly behind you no matter where you are. Couple that with the arbitrary and low tonnage limit and its just impossible. Never mind the mission pays effectively nothing, and repair costs are 300% there. Difficulty "40" with difficulty 20 tonnage limits? maybe. If they didn't spawn already firing straight into your back.

Bought the game for fun, not lessions in why the only sane contracts are punching farmers and insurgents in the face with cheap mechs.

Ideas to improve the game:
Difficulty settings. Customise the experience for how people want to play

No teleporting in enemies. Its bad game design. If you need to spawn enemies progressively through a mission, well... They can do so out of range and/or at a "spawner" where its justifiable.

Less, but more sensable enemies. Dozens of small laser turrets are annoying and unfun. Less but sensably placed ML and LRM turrets? ok. Equal to more threat, less feeling like you got to level entire nations to walk between places. 6+ hovercraft with MG or small laser in wave after wave goes from interesting to annoying to why am I playing this game?

Relax tonnage limits. Its dumb that you are discentivised from upgrading your lance to better equipment. I mean if you have the choice between a Griffin and a Panther.... Which would you pick? The better scout mech is the 55 tonner. Jenner vs Javelin? The lighter mech is both better and makes the idiotic tonnage limit easier. Can put restrictive tonnage limits for those that like it in the difficulty settings.

Large normal LRM launchers are bad, and whoever shipped them like that should feel bad... in the unemployment line. LRM20 will hit a light mech with only one or two missiles more than a LRM5. Given how the hardpoints work, you can't even replace a LRM20 with a pair of LRM10. I can't even see the point in the LRM20 as a bombardment weapon as its still tight enough that the only target that benfits from the large number of missiles is the tougher flat buildings or strong walls. Either they need to make all LRMs streaming, or make it waves of 5. So a LRM20 would shoot 4 waves of 5 missiles with a small time gap between each.

Locusts are too tough. I mean its nice that you can have them on the team and survive, but its dumb that a locust is tougher than most medium mechs unless you core it right as it spawns in. Not sure what the solution is, but its just unfun to have tiny little tanky anklebiters when things that have way more armor are made of glass. Panthers are perhaps the best example of the balancing issue given that they just disintegrate under a fraction of the firepower and often is missing the PPC after the first time it gets a solid hit.

Improve AI pathing for your AI teammates. I lost a mission because my whole lance decided to run straight through all the buildings.... on a defense mission. Sweet, below 40% at the start of the waves.


One I'm also debating with myself is how they should open up mech configuration, but they need to do something or completely rework salvage, stores, and repairs. Some mechs have weapons that you just can't get early game. *AC/10*. replacing them with a common AC/5 is pointless as there is literally nothing productive to spend the weight on. Badly configured mechs are hard to fix. I don't mean min/max I mean make usable. Stock rifleman is a great example. I had to in the end replace large lasers with a single medium laser each because thats how the hardpoints work. Lore friendly I guess as it sits, but if you can't buy/salvage the weapons to keep mechs in stock order and downgrading makes the mech poinless compared to smaller lighter mechs? The AC/10 varient of the Hunchback can also strangely not take an AC/20. So... don't buy that one.