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Having been Commander of an Air Defence Battery, I can assure anyone who cares to know that maintenance at Home Station and maintenance at a Forward Operating Base in a War Zone are worlds of Difficulty, Expense and Time apart.

If anything MW5 just might be taking it easy on the Player and underestimating the inflation rampant in a War Zone.

I was a mechanic for an Air Defense Battery, mixed arms Vulcan/Chap/Hawk, not Patriot, but I knew a bunch of those guys when I was stationed at Bliss.

I was also a mechanic and shop foreman for several Field Artillery Batteries and the difference between being on maneuvers away from depots and being where you can get parts and supplies was very noticeable to us, let alone managing to get back to the rear and actually being able to use our shop. The shop was nice, but it was the availability of facilities and supplies that was most critical. Mechwarrior 5 may not be presenting it totally realistically, but it certainly is capturing something that is very real world.
 
I was a mechanic for an Air Defense Battery, mixed arms Vulcan/Chap/Hawk, not Patriot, but I knew a bunch of those guys when I was stationed at Bliss.

I was also a mechanic and shop foreman for several Field Artillery Batteries and the difference between being on maneuvers away from depots and being where you can get parts and supplies was very noticeable to us, let alone managing to get back to the rear and actually being able to use our shop. The shop was nice, but it was the availability of facilities and supplies that was most critical. Mechwarrior 5 may not be presenting it totally realistically, but it certainly is capturing something that is very real world.
Well met fellow Air Defender and Artillerist. :bow:

I had my 3 and a half years at Fort Bliss with III Corps’ 31st ADA BDE. From your mention of “on maneuvers” is it possible you’ve participated in Reforgers? If so then you may well have even a better feel than I for what is involved with High Intensity Logistics and Maintenance than I.

As much as one can abstract a kernel of that into MW5, I believe PGI has succeeded quite admirably.

I am very much looking forward to 2020 and just what PGI May have in store for us by way of refinement, content and update.
 
Well met fellow Air Defender and Artillerist. :bow:

I had my 3 and a half years at Fort Bliss with III Corps’ 31st ADA BDE. From your mention of “on maneuvers” is it possible you’ve participated in Reforgers? If so then you may well have even a better feel than I for what is involved with High Intensity Logistics and Maintenance than I.

As much as one can abstract a kernel of that into MW5, I believe PGI has succeeded quite admirably.

I am very much looking forward to 2020 and just what PGI May have in store for us by way of refinement, content and update.

:bow: Thank you for your service, sir.

I was with 2/6 ADA when I was at Bliss. V corps Artillery, 41st FA BDE in Germany. Spent time at the Gap, Grayling, and Shelby too. =)

Yup, two ReForGers, two Caravan Guards, multiple 1-3 day MRAs, two ARTEPS, and fourteen trips to Graf. When we were in Graf, despite being in the field we still had excellent supply infrastructure. When we were doing an MRA or one of the big shows we didn't have that, you did what you could but often it was bootleg at best, left broken more often than not.

I am hoping the MW5 game gets lots of extra content, stories, campaigns and expansions.
 
- Not to keen about melee, but I would love for DFA to be a thing. Either from jump jets or from just straight up falling down from a higher ground.

- I would love for MW5 portraits to be available as pilot portraits in BattleTech

- I would love a hybrid of BattleTech + MW5 hard points systems. In BattleTech I would add a 'hardpoint cost' to each weapon indicating how many of those hardpoints that weapon will consume. An MLAS will take up 1 point, while a PPC will take up 3. So for example a Panther has 4 energy hard points in the arm - means you can fit in 4 MLAS or 1 PPC and MLAS. In MW5 it would be the the other way around with the hardpoints being able to accept any combination of the appropriate weapon type that 'fits'.
- Love MW5s contact negotiation scheme paired with BattleTech's individually salvageable 'Mech parts' system.

- Missions in BattleTech should also advanced the days, just like in MW5. This can be a factor when choosing which contracts to take and prevent this silliness of being able to do several missions before a single day advances.

- No hard limit on tonnage for missions please unless the mission has some story fluff justifying it, But Ido think that there should be a 'operational cost' representing the money and material needed to prep Mechs for combat drop and to do post-op maintenance (aside from damage repairs). So if I'm filthy rich, I might choose to drop 4 assault mechs to swat out an ill-armed insurgency because I can afford it.

- In MW5 per warzone there is a high level reward quest which is typically a 2-contract chain. I would love it if all contracts in BattleTech were handled this way. You land on a planet, you 'declare' for a faction and the series of missions available to you are only from that faction. I find it silly that you can play all sides of a conflict on a single planet.
 
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I dunno, after playing MW5 and Battletech I can agree with some of the OPs points. However I think there are a few that I believe are a very serious.

1) Ai.. or more importantly the lack of i (intelligence). Seriously, you can tell its definately in a MW title when the AI in 5th game is every bit as stupid as it was in 4 and 3. Seriously, even same tactics and NPC fitting styles work. Grab the tankiest brawler mech and give that to your NPCs because the "Geniuses" will get horribly violated in just about anything that isn't meant to be shot in the face by a whole platoon. Weapon loadouts? Hah! I sure hope you weren't expecting NPC to use that LRM20 on the archer, cause he will..... first 2 times before he gets into point blank range of a jenner/spyder/cicada and gets circled to death. Leaving you to LeBron James the whole mission by your lonely self, because a couple of lights or worse..... tanks... managed to kill the lance because you didn't manage to kill 98% of what spawned on you (more on that later) just 95%. I am starting to think that the title of the game should of been "Mech Warrior 5: Slackers". Because it feels like Ai NPCs just do things to make it look like they are helping by focusing on your target, only to miss a stationary Banshee with their volleys standing 400-500 meters away..... seriously....

That really kills the fun since you can't really have diversity in your lance because anything that is not a brawler mech will either be misused or get savagely violated to a point that you'll be forced to sell it in shame. Enemy NPCs aren't any better either, with heavy LRM tanks rushing you to almost point blank or with helicopters for some odd reason deciding that they need to hover 10ft above you in order to slowly shoot you. Seriously, if the game allowed you could probably have the mechwarrior step out of the cockpit for a sec and RPG the stupid things out of the sky since they either present you with their bellies at a hello or just hover stupidly at close range. THATS NOT HOW HELIS FIGHT!

2) NPC Spawns, I love a challenge of hectic fire-fights. But nothing feels like more annoying than 20-30 NPCs spawning right on top of you. I've noticed that in some missions vast majority of enemies you'll fight will show up at the first location of the map. The rest of the way you'll get a trickle here and there. (01/07/2020 so its after the latest patch) Can't tell you enough of how often it happens when I get a mission that I adequately gear for; all optimized only for the targets being 2 turrnets 2 light tanks at location A. Then in a span of about a min it become 7 turrets (I am starting to think that it Battletech universe they mount turrets everywhere even on outhouses too.) 4 Helis which jetfly toward you when they spawn (you can actually see that happening when you see them spawn). 1 V-tol (oddly enough only NPC I can't complain) and like 7 light tanks 3 LRM tanks 4 Heavy tanks (A/C), 3 light mechs and 1 medium mech. I feel that the entire spawnlist for the mission got dropped on me when I reached that objective, because once I survive that fight, there are hardly any enemies left.

3) Mech gearing, this I agree with you to some extent. While I am not a huge fan of being able to 100% mount anything you want on them, I do think that weapons should at least be segregated to "Launchers" and "Guns" slots. And thats it; nothing is more annoying than me seeing a mech with 2 large gun slots that fits Laser cannons and get irritated that I can't put 2 A/Cs in it, until I find a variant of that mech on sale somewhere through sheer luck. Now with size they can restrict it as they do now, but at least let me put different gun types on mechs.

4) Targeting, I don't know what is up with this game but targeting is very odd. Targets appear and then disappear (you can see this alot with V-tols and Helis when they are flying right at you) making things even more annoying. At first I thought that it is squad-sight of some sort whereas if one of my Lance has eyes on target then maybe I get the coordinates too. (You know to facilitate the use of Support mechs we have in this game) But no, some enemy NPCs just disappear making some other tactics like pop-tarting useless since you can't alway spot them w/out radar signatures. That and when you shoot them they bonzai charge you anyway discouraging those tactics.

5) This is just a personal preference but I'd love to see more mechs, I know there were still a few models that they could've easily added. I know that the battletech universe has a very large list of diverse mechs, I would really love to see them add more mechs to the game outside of the ones that already have been in there since MW1. Especially since both MW and Battletech decided to set their games before the Clan invasion where majority of "Cool" mechs start to appear. ( I miss my madcat and Dire Worlf)

6)What was the point of the ship? I mean it is cool when you spawn into the hangar and you see your mechs towering over you, but other than that..... there is nothing happening. Hell all terminals are the same too, no need to walk anywhere, unless its for that 2-3 min exposition monologue by either your liason or the mechanic. There needs to be something going on with the ship. Does not have to be crazy indeph like Star Citizen levels of crazy, but at least some communication from the crew so that they don't stand there nearly motionless.... staring at you all creepy....

7) Would also be cool if you can see system difficulty and ownership change based on your actions. Help 1 side of the conflict and watch the other escalate things by increasing the mission difficulties, where if you win you see the system change onwership.

8) Auto-replace/spare components. Nothing is more annoying when you get components lost that you have in your inventory but can't keep track of. Should just include "Restock" or something to have the system pull those out and replace what was lost.

9) Have "Some" form of melee. Not cart-Blanche like Battletech, where you can whack a mech with your gun barrel and have it not jam. But there are alot of mechs in the game that have arms that can't equip weapons, but look like they were made to punch things....

10) Balance the salvage vs payout system. Yea, that needs to happen. As of right now, unless you have a very high standing with a faction you are almost 90% better off maxing out payout and using salvage for components that you'll inevitably lose I.E. Med Lasers and heatsinks. Seriously investing into mech salvaging is almost pointless since its not guaranteed (I've had many missions where I took mechs down with very little fatal residual damage, only for them to not show up.) And to get anything even remotely good you need to have insanely large amount of salvage points (20+). Thus normally for optimal play you would invest your negotiations into Payout and repair, and just taking basic salvage.

All said I love MW 5, and glad that it happened. I just feel if they addressed the above points it would be the perfect MW game.
 
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One thing BOTH games can learn. swarms of mechs in battle didn happen in this time period.. was more vehicles and infantry wtih a lance or 2 of mechs fighting small skirmishes...
 
One thing BOTH games can learn. swarms of mechs in battle didn happen in this time period.. was more vehicles and infantry wtih a lance or 2 of mechs fighting small skirmishes...
While very true... early on in game development HBS chose on to focus on BattleMech combat to the complete exclusion of Infantry and partial inclusion of Armor.

BATTLETECH simply is not meant to be fully representative of 3025 BattleTech Combined Arms Combat where Infantry represents 70% of the Inner Sphere's Military Forces, Armor represents 20-25% and Mechs representing only 5-10%.

If BATTLETECH would have been developed along these ratios, it would not have been much of a BattleMech game now would it.

While I lament my BATTLETECH Infantry being lost on the cutting room floor, I wouldn't have BATTLETECH any other way...


...Big and Stompy BattleMech Combat is the Heart and Soul of BATTLETECH. And that is just as it should be. :bow:
 
One thing BOTH games can learn. swarms of mechs in battle didn happen in this time period.. was more vehicles and infantry wtih a lance or 2 of mechs fighting small skirmishes...

While that WOULD be interesting I think both Battletech and MW:5 went in their directions because of:
1) Ai limitation (MW:5), if helis played a game of "pop-up" like they do IRL, or LRM trucks hang back and artillery you, (like they do IRL), or light tanks flanked, and heavies moved in a column focus firing. Then this would be quite challengin and even fun to a degree, this would even make missions that would not include a single mech really fun. BUT, thats really hard to implement and as it stands all Ai even mech ones have their programming set to something along the lines of "See enemy= Bonzai charge!" which leads all units being easy to kill resulting in there being a need to "Swam" the player in order to give illusion of difficulty.

2)Mech over representation. Battletech and MW are widely known for mech battles (duh) so both studios wanted to focus on a gameplay loop that'll be most fun to people who like our little niche mech on mech genre. That and imagine if they followed lore? One of the reasons why some mechs like Atlases and King Crabs had such stellar reputations that borderlined on mysticism, aside from their obvious combat prowess, was the fact that they were so damn rare. So when they showed up they were either fielded by VERY elite units or by major regional powers being serious in a conflict. So if the game was accurate to lore then you'd probably spend most of the game operating Light/medium mech, until accidentally running into a mission with a heavy or Assault lance and getting ground into dust. Not a very fun gameplay loop if you think about it.
 
2)Mech over representation. Battletech and MW are widely known for mech battles (duh) so both studios wanted to focus on a gameplay loop that'll be most fun to people who like our little niche mech on mech genre. That and imagine if they followed lore? One of the reasons why some mechs like Atlases and King Crabs had such stellar reputations that borderlined on mysticism, aside from their obvious combat prowess, was the fact that they were so damn rare. So when they showed up they were either fielded by VERY elite units or by major regional powers being serious in a conflict. So if the game was accurate to lore then you'd probably spend most of the game operating Light/medium mech, until accidentally running into a mission with a heavy or Assault lance and getting ground into dust. Not a very fun gameplay loop if you think about it.

I would be interested in playing something like this, but then again I usually turn on all the difficulty settings. :) Maybe the modders can get something like this out.
 
See many people here complaining about the hardpoint limitations in MW5, I personally like it. One of the things that never made sense is why all the mech variants if you can so easily change the loadout. There should always be a massive trade off for making major changes and the MW5 system seems to solve this by limiting the changes to downsizing in most cases. I like the solution, means the existence of variants has real meaning.
 
See many people here complaining about the hardpoint limitations in MW5, I personally like it. One of the things that never made sense is why all the mech variants if you can so easily change the loadout. There should always be a massive trade off for making major changes and the MW5 system seems to solve this by limiting the changes to downsizing in most cases. I like the solution, means the existence of variants has real meaning.

My only real complaint (if you can call it that), is I wish MW5 went the Battletech route of creating 'Support Hardpoints'. I think it could have added a bit more flexibility without sacrificing their design philosophy.

Maybe chalk that up to a thing MW5 could learn from Battletech.

Other than that, I am ok with the Hardpoints. The Mechlab UI is clunky IMO too, but that is another issue.
 
See many people here complaining about the hardpoint limitations in MW5, I personally like it. One of the things that never made sense is why all the mech variants if you can so easily change the loadout. There should always be a massive trade off for making major changes and the MW5 system seems to solve this by limiting the changes to downsizing in most cases. I like the solution, means the existence of variants has real meaning.
I agree.

And I hope as PGI moves MW5 forward that they allow the MechLab to evolve as the CLAN INVASION Era comes and goes...


I am really ready for a game franchise (a game franchise beyond the sandbox) to negotiate that particular wrinkle - successful transition to era(s) past the Clan Invasion.

Okay. Maybe not as far as as the Jihad... no, not that far... I’m still trying to process that level of loss... still trying and failing.

#RIPeveryfavoriteBTunitEver
:bow:
 
I am actually praying they do not go into the clan era, at least not much. The idea of the clan as a NPC Boogieman is awesome. I mean use clan as a VERY rare encounter and only as NPC mechs. Make them something mysterious and to be feared. The minute to bring the clan to the player level the balance breaks if you have any desire to keep with good lore in game play.
 
I am actually praying they do not go into the clan era, at least not much. The idea of the clan as a NPC Boogieman is awesome. I mean use clan as a VERY rare encounter and only as NPC mechs. Make them something mysterious and to be feared. The minute to bring the clan to the player level the balance breaks if you have any desire to keep with good lore in game play.

There is actually a very easy way to do the Clan invasion right. They just have to make it realistic, by that I mean have the clan invasion going on, but have the "Mercenary" only be hired by the factions that are under attack. (Besides its not like Clans are hot into that stuff anyway) Clans would be hostile 100% of the time, and their tech cannot be bought on the market. (I mean if aliens come over and we started salvaging their tech when we defeat them, do you think anyone is gonna be selling it willy-nilly?)

So make their tech salvage only, AND make it harder to salvage their things requiring much more careful methods to taking them down. Could argue that the components are better but are more fragile or w/e. And poof, there you go. Scarcity of parts/meching keeping their OP tech in check, while also giving you the player a way to progress by collecting their things as salvage.
 
I am actually praying they do not go into the clan era, at least not much. The idea of the clan as a NPC Boogieman is awesome. I mean use clan as a VERY rare encounter and only as NPC mechs. Make them something mysterious and to be feared. The minute to bring the clan to the player level the balance breaks if you have any desire to keep with good lore in game play.

I think you're out of luck there. I was digging around in some of the tables and 'Mechs in the editor yesterday and they have stats prepared for every Clan weapon and a few Clan (and other) 'Mechs. The only ones I can remember off the top of my head are the Night Gyr and the Roughneck (not Clan). But aside from that, I agree with you. I would like a game where encounters with the Clans are few and far between but brutally difficult. I would also love it if their 'tech was initially unusable on Inner Sphere 'Mechs.