I'm really liking this game now that I'm getting into it. Anyone recommend a general guide on lance/mech configurations that's relevant for early game? General idea seems to be 3x heavier mechs + 1 scout? I made the mistake of deploying to a mission with 3 of my 4 set up for long range only and fucked myself pretty hard on that one.
Lot of good mods out for MW5 fwiw.So I was having a nap on the couch 2 weeks ago and I woke up with the unflinching desire to play Mechwarrior 5 - no idea why, but the drive was strong!. So in that game I recently acquired my first Atlas and am approaching the last quarter of the game. By the by, I have owned it since exclusive release, as my only Epic Store purchase, ever. My kid loves it as well.
Anyway, it also spurred me to reinstall Battletech, which I actually Kickstarted, but only put about 18 hours in on Steam. After some further education in MW5, I hope to bring some of that to Battletech which is WAY harder on the battlefield but pretty much identical on the Starmap.
That is all, carry on. Perhaps I will rail at my inadequacies as per Bandwagon soonest.
They are accurate for the time period the games are set in.BT mechlab is a bit more flexible than the stock MW5 lab, but neither of them are truly lore accurate like some of the mods can make them.
Eh, not really. Some mechs have different armor (Ferro) or internal structure (Endo-steel, actuators, gyro, xl engines) that takes up crit slots that aren't reflected at all in the base mechlabs. Neither of them properly reflect internal engine double heatsinks. You can build things that aren't possible in the table top because you have more slots available to you than you would in actual lore accurate mech designs.They are accurate for the time period the games are set in.
Most of that stuff is effectively non-existent during the Lostech period, and there's a patch for the engine double heatsink oversight.Eh, not really. Some mechs have different armor (Ferro) or internal structure (Endo-steel, actuators, gyro, xl engines) that takes up crit slots that aren't reflected at all in the base mechlabs. Neither of them properly reflect internal engine double heatsinks. You can build things that aren't possible in the table top because you have more slots available to you than you would in actual lore accurate mech designs.
Nearly all of the hero mechs in MW5 have something that doesn't show up in the mechlab.Most of that stuff is effectively non-existent during the Lostech period, and there's a patch for the engine double heatsink oversight.
Most of the XL mechs are missing the appropriate crit slots in the STs, yes ferro and endo is just magical extra tonnage but very few mechs have it and it barely makes a difference due to the way hardpoints work. Now if they did the full MWO frankenmech-style lab then yes it would be very important to track crit slots accurately, but it really doesn't matter in MW5.Nearly all of the hero mechs in MW5 have something that doesn't show up in the mechlab.