I'm at the late game stage and I'm going to write some tips that I haven't seen anybody else mentioned, if you find this useful, please thumbs up so more people can benefit from it. AI Companion guide: First of all, every guide I watched says: "always press F1 twice to focus fire on your target mech." This is the absolute worst idea, let me explain why. Every battle has 60+ mobs of tanks and helicopters. Starting mid game they are armed with PPC and LRM15s, focus fire on a medium mech will leave all the mobs unchecked and they will end you in 30 seconds. Your AI companions are actually fast at taking out small mobs, 2 or 3 shots usually, don't stop them. My strategy is to pilot a mech with more armor to aggro the enemy mechs until my AI companions clean the little mobs, then use focus fire when there are only multiple enemy mechs left. Don't spam commands to your AI companions, if you pay attention, every time you issue a command, they will stop what their doing for about a second, then do what you asked, so if you keep spamming F1,F2 to form up on you, they will just slow down and stand there. I only use it when one of them broke off to chase an enemy, they usually follow you anyway. On top of jump jets, don't use unguided missiles on AI companion mechs, they suck at using it. Battle guide: When you start any battle, always look at the map first and walk along the parameter, the direct line to your objective is usually an ambush and you will be overwhelmed with enemies from all sides. This is especially the case in main quest battles, take the road less traveled and use hills to hide behind from long range enemy fire. The difference is night and day. Late game logistic guide: When you're heading into a higher rank war zone, save your game at an industrial hub first, then fly over and see what the new tonnage requirement is at the new zone, reload the game back at your industrial hub to chose which 4 mechs to load to meet that tonnage. This will save you lots of money in repairs and refit at the warzone (usually cost 300% more). Not all higher rank war zone will allow more tonnage, my tip is stay in the lowest ranking war zone for the highest tonnage you can do for farming, it's not worth losing your valued weapons in a more difficult battle capped at the same tonnage. During late game of heavy or assault mechs, put all negotiating points into damage coverage, you don't salvage anything useful at this point anyway and the repair cost is astronomical. I have more strategies but this is all I can remember for now. Good luck.
I really don't get people who say "put all negotiation points in repair cost", even in the endgame I rarely put more than 1 or 2 points in it, and only if I had any left over from salvage. I took the opposite approach, give your lancemates heavy short/medium range brawling weapons, and let them focus on the mechs. In the mean time, you take out all the vtols/tanks etc as quickly as you can with a support mech (lrms: trebuchet/archer/stalker, or ideally a mech with several LB10-X AC's). Lancemates are fine vs other mechs, it's when they get swamped and scattered and start shooting at everything, they become inefficient and expose themselves bc of bad maneuvering. They tend to miss more on smaller, faster targets, they overdps when they do hit them and they take time maneuvering, aligning and targeting for each target. Best to just let them focus on mechs, you are far more effective at taking the adds, especially if you stay at a bit of distance and take them out as soon as they pop up. Ofcourse it's always a good idea to be cautious and draw enemies out instead of rushing at them, it can help taking some pot shots at far away buildings and waiting a minute to draw enemies to you, or to draw your lance away from a base you're defending before the next wave of enemies hits.
A couple of respectful addendums - 1. Don't count out salvage in late game. I get some of my biggest paychecks by legging and head-shotting as many mechs as I can, and picking the hulls for salvage. While true the weapon salvage might not be great, you can get several million extra C-bills by selling the corpses of your enemies. 2. Keep the travel costs in mind when hopping back and forth from Conflict zones to Industrial hubs. I was watching Baradul's MW5 videos, and he never seemed to bother retreating to a Hub to repair, while I did. My savings at the hubs were eaten up by the 50k-200k I paid flying back and forth. Each planet hop in line is about 50,000 and 13 days cost. Pilots who don't fight don't make money, so time is a factor. Moreso are the high costs of Jumpship fees. You might crunch some numbers real quick to see if that 25% upcost of repairs in the warzone is more or less than the costs of flying in and out. 3. Finally, keeping your mechs stripped and in storage might save a little in the payroll, but you are paying your mechanic WAY too much to strip and build between battles. Keep at least 1 lance ready to go, maybe two if you want a medium lance and heavy/assault lance for different difficulties. Once you get the feel of how much your expenses are, you can fine-tune your ready-forces to match your needs. You can mouse-over a Conflict system to see what its skull-rating is, and plan your lance to fit. Even read the Intel report to see which mechs might appear.
@XMG3 dude this was awesome advice, I kept spamming F1 and F2 and raging that they weren't efficient enough, which they aren't and the devs need to buff them, and I found out about getting ambushed and over whelmed taking the shortest route to the objective, thank you for this.
@@ingeloak I'm with you on the suggestions. However I will add that in lategame, the conflict zones can get to 300% cost upcharge, and when you're repairing ~400-600k worth of armor on a single assault mech, it is absolutely a gain to just fly over to the hub. The 300% adds well over 1 mil to fix assault mechs.
1. This game is used to the player has to do the most damage. The ai-pilots are only for support so its recommended to order them to a target for quick kill the targets. If you let them do what the ai is thinking they should do you have not the dangerous enemys down in a second, because they shoot everything that is most close to them. That means their prime target changes when the target is not the closest target to them. When the closest target could not be shot, because its behind a building or wall the ai-pilot try to run around without shooting more far targets. Therefore its better you order them to shoot a target that is in the open and could be shot from all 3 and you kill tanks and airunits. Also you can order them to kill tanks and airplanes if your range is too short. 2. It doesnt matter if you go direct into a enemy base or run around it to clear out all roaming units. Most enemy spawn is triggered by your movement and you cannot clear a area like you think, because they spawn behind you in the same moment when you start to fight the enemy on front. If you hide behind hills you steal yourself the early sight on enemys and also the chance to kill em from far distance. 3.If you play this game right you have no money-problems... never. Always give one to two point to repairs and the rest in salvage. If you have points left go for money. Always take the expensive loot and that you have the most in your mechs. Kill enemy mechs by shoot away their legs. This strategie gives you always cheap to repair loot-mechs, needed components and when you sell the expensive loot or mechs a lot of money. Doing like this you need not to repair on industrial planets. I only go to there when i want to buy a hero or want to have better pilots before i get them out of the high rewarded contracts. Sometimes i am looking for heavys and assaults because you need to find the first of a type to get them anywhere on battlefield later. When i plan to do this i am working on missions till my 12 mechs are damaged and go to the industrial zone. At the first planet i start to repair and i fly from one to the other checking all the things above. In the end all mechs are repaired and i go back to the front. 4.You dont need to farm in low level missions like a noob (see above). In low level missions you can go for brawling but as more you continue you need to change to ranged fights. This minimizes your losses and maximizes your loot a lot. Have in mind that lights and mediums cannot carry so much distance weapons, while your heavys and assaults can. Keep your ai-mechs cool and build weapongroups from 1.close range to 2. med. range to 3. most range. This makes the ai-pilot a lot more effective fighting. The wepongroup leads how the pilot try to fight if you dont order something. With this setup the ai-pilot shoots the close range first and begins to get away for the next weapon range so he is a lot more away from close ranged enemys. If you use this for order them wise you can hold em out of the distance of the enemy brawlers. This minimizes your damage and maximizes your income..... 😉 p.s. Dont use high level weapons in the arms because you will lose them. Count on mech with big torso weapon points and mount your expensive weapons there. The only exeption is the jaggermech because he has no alternative. Play the mechs with expensive weapons in the arms by yourself... your wallet thanks you.
Very nicely covered. I would like to add some points of my own: Armour scheme is partly dependent on your role. If you are playing a Vindicator and PPC/LRM sniping from a hill, rear armour is unimportant. The same cannot be said for a Kintaro with an all SRM load-out, which can reasonably be expected to take more fire from behind as it brawls. Which brings me to my next point, the spawning mechanics of the game leave a lot to be desired. Even with the best intentions, if you find yourself inside an (unmarked) enemy spawning zone, you will take more hits to the rear than you anticipated. Finally, for all those that don’t know, arms and legs have no front and rear. If there are important weapons in the arms (eg Panther, Jaegermech, Centurion) you should always, always, always fully armour them.
Not a begginer i just enjoy watching MW5 stuff and I had actually forgotten about crit-padding so thanks for that reminder. Although I think in the current state of the game and especially for brawlers some more back armor would be wise.
I don't know TTB.. I see what you are saying here in regards to armour allocation (Front vs. Back armour). However the issue with positioning is something that I feel we have less control over due to the annoying way that Mechwarrior 5 tends to spawn things in right behind you and your lance all the time in missions. 4 or 5 rear armour works well enough if you know where the enemy is coming from and can plan your positioning appropriately, but this game will spawn clusters of enemies right behind your lance in the middle of battle, this makes a 4/5 rear armour spread much more dangerous.
I was thinking the same thing. I haven't been able to play much after the latest patch, but hopefully the bad spawning gets fixed and rear armor isn't as necessary. I do agree that the default back armor is excessive but I'm not sure I would go quite this low :)
Agreed. I haven't checked since the latest patch, but a rear spawning SRM carrier or 2 would wreck your mission quick if you depleted the rear armor too much. Add that many times those rear area spawns are not detectable until you get get the first shot(s) into your back.
Yeah while the armour advice is sound for other games it doesn't work in MW5 as it is just now. The new patch is a great improvement but hasn't solved the problem completely. According to a dev on the discord the fix they put in was a quick one to rebalance both range and reduce the likelihood of spawns behind you. A more comprehensive spawn change is in the works but needs testing.
Completely agree. You don't always have the luxury of knowing your back is secure and it's not just the spawn locations but the number of spawns too. It's very easy to ignore two or three light mechs or vehicles who'll circle behind you while you're focusing on half a dozen bigger threats. Gotta have at least some back armour so they're not critting out your components from behind in one shot.
On assault mechs I honestly prefer to have 20-25 rear armor since you can easily eat a demolisher in the back if you get hit by a bad spawn, and a lot of the time in80+ difficulty missions you have to ignore enemies firing at your rear to take out priority threats like partisans, demolishers, Jagermechs, Lrm boats etc.
I'm about 60 hours into the game so far. I have one completed campaign that's progressed to 3048 and a second campaign where I'm taking things more slowly (and ignoring the main story). In that time, I've learned that back armor, at least depending on your playstyle, is far more important than it is in MechWarrior Online. If you're doing anything that puts you within Med Laser range of the enemies, then you run a very real risk of grounds vehicles and aircraft getting behind you sooner or later. Especially with the way spawning works, it's just unavoidable and having the armor to deal with it is very important I think. When it comes to AI lancemates, I would say it's also very important. The moment I buffed up the AI's rear armor was the moment they stopped constantly losing side torsos. When I run lights and mediums, I aim for about 8-12 back armor depending on how much free tonnage I have. When heavies and assaults, I aim for 18-24 back armor, again depending on tonnage and also depending on the mech's turn/torso twist speed.
this is especially true when to go for medium and above mech as the enemies small scouting mech tend to want to run around you and shoot you from behind. Making your medium+ mech weak especially when it can't turn as fast in the 1st place. For lighter mech though, i can get behind just 5 armor on the back
@@ereder1476 Old comment, but I agree still. The video presents this as "4 armour in the back, always." That might work on Lights, but heavier mechs tend to take a lot of damage from behind from vehicles and in-map spawns. I personally tend to prefer something ~20% total armour to the back.
I have to respectfully disagree with what you did to the Jenner. That SRM4 is the heavy lifter of the build. Keep it on. The jenner's hitboxes guarantees it will get shot in the CT most of the time it gets hit. It also loses arms like crazy. You should leave the SRM4 in, put half ammo in the legs, drop all jumpjets get as much armor as you can on it and make sure you max out its CT. You can skimp a lot on head armor to make the numbers work. I'm long past using a jenner in my campaign, but while I had it, it did consistently more damage than my Javelin because it had that SRM4. It's also fast enough to dodge a lot of incoming fire.
So far my sweet spot of back armor is 8. There are a lot of enemies in this game that sneak up behind you, on the ground and in the air. For a while I was using 5-6, but my AI pilots were taking too much rear damage.
Just found your channel TTB as I've been playing myself and wanted to find out more info. Your videos are really informative and i really appreciate you putting these out!
The Jenner as a death trap was accurate, I don't think it made it through a single mission before I sold it. Trying out your build on a new career campaign and the Jenner survives and actually kicks some butt. Thanks!
Thanks so much. I was getting rather frustrated losing parts even when I stayed moving and positioning as well as I could. Looking forward to that Jagermech again!
I just found your videos today, and they helped a lot! My allies were taking heavy damage. I previously removed most jump jets, but now I remove them all. Moved more back armor to the front. I'm not so comfortable with the 4-5 rule as I get flanked a lot by assassins and small mechs, but I slashed back armor to 10-12. Double-checked ammo sizes and picked more appropriate quantities. The total light weighting helped improve front armor a lot. Thank you!
This was super helpful, sir, thank you! I had been running about 12 armor in the back, going off of my MWO days, many years ago. Glad to know that I can front load my mechs even more now! Cheers!
This seems like a great guide that I'm going to have to put to use. I just started playing MW5. Definitely one of the best mech games out there, and the hardest.
I agree with this unless running a brawler then ya gonna want more armor on the backside as well, sniper and missle mechs can get away with more up front less in back cause the battle should be infront of them
oh god thank you, TTB! I just started playing and never played any battletech setting game before so i just had no idea what anything does or if its good or not and no idea what i should be aiming for. And with reloaded mod its even worse. But just this, demonstrated in vanilla, is already such a big help.
Recently bought the PS5 version. I needed this info, thank you. I knew I needed to work on balancing my mechs' armor and equipment, but no idea how I should go about it.
Good advice! I haven't played MW since MW4 years ago so let's just say I was a bit rusty. I found the SLDF Wolverine early on & just as I should have learned with the AC5 onnthe Centurion that arm is a bullet magnet so it wasn't long until I lost the UAC5. So lesson learned. I went in and took a look at the armor as the AC10 I replaced the UAC5 with was heavier. While I like the jum jets especially to get at the rear armor of enemy mechs as my star.....er I mean lance engages them. So zi noticed how abysmally low the armor was & decided jump jets were less crucial than armor was so depending on my mood I will remove all or even just leave a pair of jj to help with mobility. I didnt consider stripping rear armor, but I may play around w that. On the Centurion & Wolverine I did strip armor from the arm that was empty other than a hand actuator. Whike I don't recall the cost for replacing an arm I do know it's cheaper then replacing weapons or dealing with crits & ammo explosions. Also especially with no jump jets raising leg armor is a good call as speed or at least some mobility is life especially if you decide to hang around a bit too long going after secondary objectives & need to make a tactical withdrawal to your jumpship. This definitely applies to lancemates that like to dilly dallie or run over fuel storage tanks. A slow lance mate can really be a headache. I need to go through this Playlist and hopefully avoid some costly lessons & make the most of the extremely limited game time I can justify.
Also, in my experience, your AI squad mates don't spam weapons like you do, so it's really a better idea to make them tanky. They're basically there to draw fire, while you run around and burn down the important targets.
Very useful information all round. Didn't pay enough attention to the damage output and behaviour of weapons, applying the tips here has increased survivability in missions by a large amount. Good work and explained well too.
A lot of people in the comments don't seem to understand that 4 armor in the back is just for the light 'mechs, you have to scale it up as you get heavier, ending up with 15-16 for the assault class
Great video! I really liked how you didn't just show what you do, and explained why you were doing it very clearly as well! I'll personally stick to a little more back armour, but I definitely need to balance more to the front. With the Jenner I lost the SRM4 early on and only had a SRM2 to replace it with at the time, when I did that and added more armour I noticed how low it still was, so I removed one jump jet and have run it for 10+ missions with a mediocre pilot without losing more than one arm, which happened I think 3 times. Amazing what a difference it made to what was a paper thin mech. Thanks for sharing your insights!
The "being shot in the back" thing is really difficult to avoid when you're in an especially slow mech, turning can take like 20 seconds so you'll wish you had that armor back there while you're slowly turning your king crabs AC20s
You will get surrounded no matter how well you position yourself. So, personally, you might get away with low back armour but later on, you'll need minimum of 10 back armour and more once you start missions rated 50 and up. Also, brawling is pretty much suicide at that stage. You'll need to whittle down enemies from 400+m away and carefully approach the target.
I just got the game on ps4. Running missions has been hit or miss. Basically, if the enemy pops in with a medium mech I'm toast, and so is my AI companion. I'm going to try your build tips, which I can already see as viable from having played the old-school version. I might tweak the rear armor (4 seems a bit low for the Centurion), but overall I'm looking forward to making these changes.
why do you net reduce the armor on the left arm of the centurion to put more armor on the other body parts? im ean, yeah, you can shield with it, but if you can use the tonnage to max out other stuff on it, maybe put in an AC20 or something, you can just use the structure of the arm as armor...
@@RomanKuvaldin you can not shoot whilst turning away from the enemy. and you do not lose anything, whilst you still have armor. so why not use the tonnage for more/better weapons on parts that are actually useful? if you have armor on the shield arm, but nit on other parts, i would rather reduce armor on the shield arm and use it to cover parts which contain valuable modules
Unfortunately the lance mates will happily ignore a light sitting at point blank, drilling into their back. Seems to happen when they are focusing on an enemy mech.
NBK RedSpy honestly lights are really weak unless they're fire starters or maybe panthers, and it's better to focus on stripping heavier mechs of their firepower or take out tanks first.
Thank you for this. Got this game a week ago. I've been hesitant to go into battle with my ai pilots as they always come back heavily damaged or destroyed. I've been messing with their armor and weapons but I swear they just stand there getting shot for no reason other than to drain my wallet... though I'll admit, it feels weird putting my ammo in the legs...
I run just a bit more, not allot but on average it depends on the mech, the slower they are the more I have on the back because this game LOVES popping enemies into your six out of the blue! On assaults, I typically run 118 to 18 in the center and 12 to 14 in the torsos and downgrade that by 2 points per tier below that. And the Jump Jets are always removed, the AI never uses them and I seel all but 4 of each type just in case I get a wild hair up my arse and wanna go skipping....lol. Great vid man keep em coming!
My only issue with loading more armor on the front vs back is if I try to engage from afar, to help keep steady I need to really slow down or stop. The AI can snipe me easy. Usually they will also rush you as they have no self preservation, if there is more than one you can't always face them all and will get some behind you. Even when using cover you quickly get flanked. Also enemy armor will also spawn around you and sometimes thats behind you as you focus on mechs..constantly retreating to keep them all in front of you is no fun. Now if it was players you're facing it would make more sense as they would also try to keep distance and face you. Yes, I am aware of MWO exists. Lol
I just started playing a few days ago. I never changed armor values. When I reached the coordinated effort mission, I couldn't beat it even with an Atlas. Because I never changed the armor 😢
Oh Nice! I will try this tomorrow, i have started the game two days ago and it ils AWESOME ! I have played this game since mech2 ans the boardgame at the same time :) Thanks a lot :)
I would definitely not leave my mechs with 4 armor on the back, maybe in battletech TBS it works because you have more control over where the enemies are, but here having VTOLs and mechs spawn all over is deadly. I wish they all existed on the map instead of spawning in.
I usually don’t max my head out, I honk if I can’t do full armor I stop at 24 or 26, it’s kinda arbitrary but I save often and a head death hasn’t been a problem being a rare reason I reload from. I put a lil under a third of armor in the back but I also don’t know crap about positioning. Also, out of 12 mechs, I only have one jump jet mech because it’s usually not very helpful and I rather bulk my armor as well as heat sinks/ammo
Not to say this is wrong but from what I've seen so far putting so low armor on the back will kill you. The way enemies spawn, though not necessarily mechs the tanks appear out of thin air and I've seen other mechs cored on the back with much higher armor. So take this with a grain of salt I suppose.
I like your video but I am thinking are these setups for when we are driving these mechs becuase we can make sure to protect out backside but, when it comes to ur NPC pilots on ur team they don/t always protext their backside so/ is this build for these mechs for me and my NPC team or are the jsut when I drive each of the mechs and if it is just for me how much armor do you change around to take into consideration of ur NPC team driving the mechs?? thanks
These tips are excellent. Got my sub! The storing ammo in legs is something if of never thought of! Armor front to back also makes so much sense. Thank you
Armour is the better weight-to-value equipment. A firestarter with full armour and stacked short ranged weaponry can absolutely annihilate heavy mechs who have to make slow turns to try and get their expensive guns to track the firestarter.
For the back armor, u are mostly right. But for AI teammates, u better put a little bit more on the rear. Because your teammates always do team damage in the rear! For my own mechs, I’ll put no more than 5 rear armor. It seems AI don’t do team damage to player. For AI assault mech, I’ll put at least 20 on CT. After every contract, the back armor is bloody red! Btw, separate weapon group for weapons like ppcs. It will give AI higher hit rate! AIs are stupid in this game...
I have no idea why I thought there was a max armor value for the front. I had been shedding heat sinks and some weapons to get those extra points completely forgetting about removing some rear armor.
Good idea moving armor from front to back, until your allied mechs shoot you in the back and you get one shotted! I get shot more from my own "partner" mechs than I do from enemies!
Great video!!!! So, do you think 4~5 back armor is good enough for all mech tiers? Even assault mechs? Well, thinking about it, I think it makes sense. At assault class, you have enough firepower to one shot those pesky locusts, which, in theory, would be the biggest risk for low back armor builds. The problem with this would be the AI companions. I know they go a reasonable good job in always keeping their front side poiting to the enemies, but they also like, during battle, to move forward more than needed, becoming completely surrounded by enemies more often than not.
ive just started out and am fooling around with the start. My current problem to solve is to stop the ai-pilots destroying 2 of the 4 mechs in mission 1 every time(ok, not *every* time, but usually by mission 4. Do I just continue with 3 mechs for a while?). its just a renown 1 difficulty 7 mission, ai, how do you manage to get destroyed? actually, are there even difficulty 6 missions
Centurion? I keep its heatsinks in, remove the 1t of ammo and sacrifice some on my legs, while maxing the torsos and arms. I also will lose some head armor if I need the room. SHS in the arms? No no....SHS go in the legs, head and CT. Arms, especially on the Centurion, fall off like leaves on trees in autumn..... AI Jenner, yeah, strip the JJ, drop the SRM 4, max the armor and throw on a SHS or 2 and done.
Hey TTB, Many thanks for this video. What mechs have two arms that can hold weapon slots? I can change Centurion AC but can't put one on the other arm?
Also I have had a chance to crush the numbers but I'm curious as to why the Jenner with 4 m Lasers (lvl1) & the SRM6 (or 4?) does say 30dam vs the Javelin w just 4 m lasers again lvl1 @40dam. What am I missing?
for the Centurion and other mechs with completely useless arms I just strip the armour from it as much as possible then allocate that to somewhere else on the mech. Anyone else do that? No need to protect an arm that doesn't do anything anyway other than maybe it costs a bit more C Bills to fix, but at least you'll survive a fight and not have to buy a new armament or pilot
I've personally noticed that they don't use jump jets *at all*. I've removed all the jump jets from any mechs to be piloted by my lancemates. I've also noticed they don't like to sit back and shoot so giving them super long range builds seems detrimental.
@@LeweRG works good if you tell them to stay at a spec point. They sway around a bit Bit wont move Forward. I made good exp with 2 lancemates with ppc/ac2/lrm way back on a ridge while i brawl with a support
Tharful I was hoping I wouldn’t need to resort to that xD. I’ve noticed that when told to hold ground if they get attacked they literally just stand there till their rear armour pops
Yeah, The fiction of the game really screws over the actual balance of the game. In the fiction, they say "oh, all the interesting equipment that a light mech could actually equip (er small, er medium, small pulse, medium pulse) is "lostech", which is an amazingly bad decision that should be retconned immediately. It just doesn't work, mechanically, and it never has. Sure, make chase equipment like double heat sinks exist, but there needs to be variety in weapons, and that requires these incredibly rigid medium energy slots to have more than 3 actual weapons that can go in them. Light mechs are not useless in this game, but they sure are generic. 2MLAS for helicopters. then fill to your taste with either 2 more mlas, or 2 slas, or if you want to go crazy, maybe throw on a couple flamers on. That's it. No heavy lasers, no pulse lasers, no er lasers, unless you want to mod them in or find incredibly rare tech, that will mean your light mech is already well obsolete. It also means that the mechs with under 4 weapon hardpoints are just worthless. Who would ever take a spider if you don't have medium pulse lasers? 2 mlas is just not enough dps to compete. Sure, it's fast, but it doesn't do anything when it gets to you. but if you could make those medium pulse? 4 tons of weapons is not a terrible weight budget. ditto the cicada. 3 weapon slots and they aren't even all medium sized? forget it. Also, I really feel that the srm 2 is too heavy for what you get. It's barely worth the attention required a volley of SRM 2's, but you pay the same price for 2 srm 2 as for a srm 4? AND it's less heat efficient? Make it .5 tons, it's worthless as is.
@@TTBprime and they dont die horrifically? I have played a lot of Mech Warrior games and I'm about 50 hours into this one. It has been my experience that with the spawns it never fails that you have vehicle shooting you in the ass for some of the time you are playing, or a locust circling you at least once a drop. I feel even two machine guns and two medium lasers is dangerous to 4 back armor. The AI is a whole 'nother ball of wax, they seem suicidal in their intent on face tanking damage, with a liberal helping of randomly turning around and walking away from active enemies. they lose side torso to rear hits a ton already, how do they not just explode from contact with the air with 4 rear armor?
Do you know of any Mechs (hero Mechs preferred) where we can do like 4 lb10x (or Lb10xSLD), I’m looking for a big alpha strike mech either with ballistics or SRMs and as of her having trouble finding a mech list to do build concepts on.
I just bought the career mode and main game for like 17usd. fuck yeah it was worth waiting 3-4 years for it to become cheap :D. I bought battlefield 4 for like 4 dollars >:D.
I've just started this game and never played any of the others in the series. I can sort of get the combat but I do not understand the equipping new guns and armor to the mec . I put a gun on chest slot and then it says there is no ammo . I have no fucking idea how the systems work in this
I'm at the late game stage and I'm going to write some tips that I haven't seen anybody else mentioned, if you find this useful, please thumbs up so more people can benefit from it.
AI Companion guide:
First of all, every guide I watched says: "always press F1 twice to focus fire on your target mech." This is the absolute worst idea, let me explain why. Every battle has 60+ mobs of tanks and helicopters. Starting mid game they are armed with PPC and LRM15s, focus fire on a medium mech will leave all the mobs unchecked and they will end you in 30 seconds. Your AI companions are actually fast at taking out small mobs, 2 or 3 shots usually, don't stop them. My strategy is to pilot a mech with more armor to aggro the enemy mechs until my AI companions clean the little mobs, then use focus fire when there are only multiple enemy mechs left.
Don't spam commands to your AI companions, if you pay attention, every time you issue a command, they will stop what their doing for about a second, then do what you asked, so if you keep spamming F1,F2 to form up on you, they will just slow down and stand there. I only use it when one of them broke off to chase an enemy, they usually follow you anyway.
On top of jump jets, don't use unguided missiles on AI companion mechs, they suck at using it.
Battle guide:
When you start any battle, always look at the map first and walk along the parameter, the direct line to your objective is usually an ambush and you will be overwhelmed with enemies from all sides. This is especially the case in main quest battles, take the road less traveled and use hills to hide behind from long range enemy fire. The difference is night and day.
Late game logistic guide:
When you're heading into a higher rank war zone, save your game at an industrial hub first, then fly over and see what the new tonnage requirement is at the new zone, reload the game back at your industrial hub to chose which 4 mechs to load to meet that tonnage. This will save you lots of money in repairs and refit at the warzone (usually cost 300% more).
Not all higher rank war zone will allow more tonnage, my tip is stay in the lowest ranking war zone for the highest tonnage you can do for farming, it's not worth losing your valued weapons in a more difficult battle capped at the same tonnage.
During late game of heavy or assault mechs, put all negotiating points into damage coverage, you don't salvage anything useful at this point anyway and the repair cost is astronomical.
I have more strategies but this is all I can remember for now. Good luck.
I really don't get people who say "put all negotiation points in repair cost", even in the endgame I rarely put more than 1 or 2 points in it, and only if I had any left over from salvage.
I took the opposite approach, give your lancemates heavy short/medium range brawling weapons, and let them focus on the mechs. In the mean time, you take out all the vtols/tanks etc as quickly as you can with a support mech (lrms: trebuchet/archer/stalker, or ideally a mech with several LB10-X AC's). Lancemates are fine vs other mechs, it's when they get swamped and scattered and start shooting at everything, they become inefficient and expose themselves bc of bad maneuvering. They tend to miss more on smaller, faster targets, they overdps when they do hit them and they take time maneuvering, aligning and targeting for each target. Best to just let them focus on mechs, you are far more effective at taking the adds, especially if you stay at a bit of distance and take them out as soon as they pop up. Ofcourse it's always a good idea to be cautious and draw enemies out instead of rushing at them, it can help taking some pot shots at far away buildings and waiting a minute to draw enemies to you, or to draw your lance away from a base you're defending before the next wave of enemies hits.
A couple of respectful addendums -
1. Don't count out salvage in late game. I get some of my biggest paychecks by legging and head-shotting as many mechs as I can, and picking the hulls for salvage. While true the weapon salvage might not be great, you can get several million extra C-bills by selling the corpses of your enemies.
2. Keep the travel costs in mind when hopping back and forth from Conflict zones to Industrial hubs. I was watching Baradul's MW5 videos, and he never seemed to bother retreating to a Hub to repair, while I did. My savings at the hubs were eaten up by the 50k-200k I paid flying back and forth. Each planet hop in line is about 50,000 and 13 days cost. Pilots who don't fight don't make money, so time is a factor. Moreso are the high costs of Jumpship fees. You might crunch some numbers real quick to see if that 25% upcost of repairs in the warzone is more or less than the costs of flying in and out.
3. Finally, keeping your mechs stripped and in storage might save a little in the payroll, but you are paying your mechanic WAY too much to strip and build between battles. Keep at least 1 lance ready to go, maybe two if you want a medium lance and heavy/assault lance for different difficulties. Once you get the feel of how much your expenses are, you can fine-tune your ready-forces to match your needs. You can mouse-over a Conflict system to see what its skull-rating is, and plan your lance to fit. Even read the Intel report to see which mechs might appear.
@XMG3 dude this was awesome advice, I kept spamming F1 and F2 and raging that they weren't efficient enough, which they aren't and the devs need to buff them, and I found out about getting ambushed and over whelmed taking the shortest route to the objective, thank you for this.
@@ingeloak I'm with you on the suggestions. However I will add that in lategame, the conflict zones can get to 300% cost upcharge, and when you're repairing ~400-600k worth of armor on a single assault mech, it is absolutely a gain to just fly over to the hub. The 300% adds well over 1 mil to fix assault mechs.
1. This game is used to the player has to do the most damage. The ai-pilots are only for support so its recommended to order them to a target for quick kill the targets. If you let them do what the ai is thinking they should do you have not the dangerous enemys down in a second, because they shoot everything that is most close to them. That means their prime target changes when the target is not the closest target to them. When the closest target could not be shot, because its behind a building or wall the ai-pilot try to run around without shooting more far targets. Therefore its better you order them to shoot a target that is in the open and could be shot from all 3 and you kill tanks and airunits. Also you can order them to kill tanks and airplanes if your range is too short.
2. It doesnt matter if you go direct into a enemy base or run around it to clear out all roaming units. Most enemy spawn is triggered by your movement and you cannot clear a area like you think, because they spawn behind you in the same moment when you start to fight the enemy on front. If you hide behind hills you steal yourself the early sight on enemys and also the chance to kill em from far distance.
3.If you play this game right you have no money-problems... never. Always give one to two point to repairs and the rest in salvage. If you have points left go for money. Always take the expensive loot and that you have the most in your mechs. Kill enemy mechs by shoot away their legs. This strategie gives you always cheap to repair loot-mechs, needed components and when you sell the expensive loot or mechs a lot of money. Doing like this you need not to repair on industrial planets. I only go to there when i want to buy a hero or want to have better pilots before i get them out of the high rewarded contracts. Sometimes i am looking for heavys and assaults because you need to find the first of a type to get them anywhere on battlefield later. When i plan to do this i am working on missions till my 12 mechs are damaged and go to the industrial zone. At the first planet i start to repair and i fly from one to the other checking all the things above. In the end all mechs are repaired and i go back to the front.
4.You dont need to farm in low level missions like a noob (see above). In low level missions you can go for brawling but as more you continue you need to change to ranged fights. This minimizes your losses and maximizes your loot a lot. Have in mind that lights and mediums cannot carry so much distance weapons, while your heavys and assaults can. Keep your ai-mechs cool and build weapongroups from 1.close range to 2. med. range to 3. most range. This makes the ai-pilot a lot more effective fighting. The wepongroup leads how the pilot try to fight if you dont order something. With this setup the ai-pilot shoots the close range first and begins to get away for the next weapon range so he is a lot more away from close ranged enemys. If you use this for order them wise you can hold em out of the distance of the enemy brawlers. This minimizes your damage and maximizes your income..... 😉
p.s. Dont use high level weapons in the arms because you will lose them. Count on mech with big torso weapon points and mount your expensive weapons there. The only exeption is the jaggermech because he has no alternative. Play the mechs with expensive weapons in the arms by yourself... your wallet thanks you.
Dump the jump jets (especially on the lance mates) and max armor.
Very nicely covered. I would like to add some points of my own:
Armour scheme is partly dependent on your role. If you are playing a Vindicator and PPC/LRM sniping from a hill, rear armour is unimportant. The same cannot be said for a Kintaro with an all SRM load-out, which can reasonably be expected to take more fire from behind as it brawls.
Which brings me to my next point, the spawning mechanics of the game leave a lot to be desired. Even with the best intentions, if you find yourself inside an (unmarked) enemy spawning zone, you will take more hits to the rear than you anticipated.
Finally, for all those that don’t know, arms and legs have no front and rear. If there are important weapons in the arms (eg Panther, Jaegermech, Centurion) you should always, always, always fully armour them.
Not a begginer i just enjoy watching MW5 stuff and I had actually forgotten about crit-padding so thanks for that reminder.
Although I think in the current state of the game and especially for brawlers some more back armor would be wise.
I don't know TTB.. I see what you are saying here in regards to armour allocation (Front vs. Back armour). However the issue with positioning is something that I feel we have less control over due to the annoying way that Mechwarrior 5 tends to spawn things in right behind you and your lance all the time in missions. 4 or 5 rear armour works well enough if you know where the enemy is coming from and can plan your positioning appropriately, but this game will spawn clusters of enemies right behind your lance in the middle of battle, this makes a 4/5 rear armour spread much more dangerous.
I was thinking the same thing. I haven't been able to play much after the latest patch, but hopefully the bad spawning gets fixed and rear armor isn't as necessary. I do agree that the default back armor is excessive but I'm not sure I would go quite this low :)
Agreed. I haven't checked since the latest patch, but a rear spawning SRM carrier or 2 would wreck your mission quick if you depleted the rear armor too much. Add that many times those rear area spawns are not detectable until you get get the first shot(s) into your back.
Yeah while the armour advice is sound for other games it doesn't work in MW5 as it is just now. The new patch is a great improvement but hasn't solved the problem completely. According to a dev on the discord the fix they put in was a quick one to rebalance both range and reduce the likelihood of spawns behind you. A more comprehensive spawn change is in the works but needs testing.
Agreed. Especially on later missions, this approach is suicide in MW5. Meta builds are not for this PvE environment.
Completely agree. You don't always have the luxury of knowing your back is secure and it's not just the spawn locations but the number of spawns too. It's very easy to ignore two or three light mechs or vehicles who'll circle behind you while you're focusing on half a dozen bigger threats. Gotta have at least some back armour so they're not critting out your components from behind in one shot.
On assault mechs I honestly prefer to have 20-25 rear armor since you can easily eat a demolisher in the back if you get hit by a bad spawn, and a lot of the time in80+ difficulty missions you have to ignore enemies firing at your rear to take out priority threats like partisans, demolishers, Jagermechs, Lrm boats etc.
I'm about 60 hours into the game so far. I have one completed campaign that's progressed to 3048 and a second campaign where I'm taking things more slowly (and ignoring the main story). In that time, I've learned that back armor, at least depending on your playstyle, is far more important than it is in MechWarrior Online. If you're doing anything that puts you within Med Laser range of the enemies, then you run a very real risk of grounds vehicles and aircraft getting behind you sooner or later. Especially with the way spawning works, it's just unavoidable and having the armor to deal with it is very important I think. When it comes to AI lancemates, I would say it's also very important. The moment I buffed up the AI's rear armor was the moment they stopped constantly losing side torsos.
When I run lights and mediums, I aim for about 8-12 back armor depending on how much free tonnage I have. When heavies and assaults, I aim for 18-24 back armor, again depending on tonnage and also depending on the mech's turn/torso twist speed.
Spawn mechanics are the bane of my existence.
this is especially true when to go for medium and above mech as the enemies small scouting mech tend to want to run around you and shoot you from behind. Making your medium+ mech weak especially when it can't turn as fast in the 1st place.
For lighter mech though, i can get behind just 5 armor on the back
@@ereder1476 Old comment, but I agree still. The video presents this as "4 armour in the back, always." That might work on Lights, but heavier mechs tend to take a lot of damage from behind from vehicles and in-map spawns. I personally tend to prefer something ~20% total armour to the back.
I know this video is 3 years old but as a new player this is super helpful. Cheers 👍
I have to respectfully disagree with what you did to the Jenner. That SRM4 is the heavy lifter of the build. Keep it on.
The jenner's hitboxes guarantees it will get shot in the CT most of the time it gets hit. It also loses arms like crazy. You should leave the SRM4 in, put half ammo in the legs, drop all jumpjets get as much armor as you can on it and make sure you max out its CT. You can skimp a lot on head armor to make the numbers work.
I'm long past using a jenner in my campaign, but while I had it, it did consistently more damage than my Javelin because it had that SRM4. It's also fast enough to dodge a lot of incoming fire.
So far my sweet spot of back armor is 8. There are a lot of enemies in this game that sneak up behind you, on the ground and in the air. For a while I was using 5-6, but my AI pilots were taking too much rear damage.
Just found your channel TTB as I've been playing myself and wanted to find out more info. Your videos are really informative and i really appreciate you putting these out!
Welcome and thanks, glad to hear it!
The Jenner as a death trap was accurate, I don't think it made it through a single mission before I sold it. Trying out your build on a new career campaign and the Jenner survives and actually kicks some butt. Thanks!
Thanks so much. I was getting rather frustrated losing parts even when I stayed moving and positioning as well as I could. Looking forward to that Jagermech again!
I just found your videos today, and they helped a lot! My allies were taking heavy damage. I previously removed most jump jets, but now I remove them all. Moved more back armor to the front. I'm not so comfortable with the 4-5 rule as I get flanked a lot by assassins and small mechs, but I slashed back armor to 10-12. Double-checked ammo sizes and picked more appropriate quantities. The total light weighting helped improve front armor a lot. Thank you!
This was super helpful, sir, thank you! I had been running about 12 armor in the back, going off of my MWO days, many years ago. Glad to know that I can front load my mechs even more now! Cheers!
This seems like a great guide that I'm going to have to put to use. I just started playing MW5. Definitely one of the best mech games out there, and the hardest.
I agree with this unless running a brawler then ya gonna want more armor on the backside as well, sniper and missle mechs can get away with more up front less in back cause the battle should be infront of them
3 years later, still good advice for beginners. Thanks for a good perspective.
oh god thank you, TTB! I just started playing and never played any battletech setting game before so i just had no idea what anything does or if its good or not and no idea what i should be aiming for. And with reloaded mod its even worse. But just this, demonstrated in vanilla, is already such a big help.
Jump jets are pointless in the campaign. I drop all of my jets and max my armor always and end up with very tough mechs
It helps to engage targets behind cover, but I would not go with too much jumpiness.
@@solonaravanroth1433 same. I never equip them in campaign
Recently bought the PS5 version. I needed this info, thank you. I knew I needed to work on balancing my mechs' armor and equipment, but no idea how I should go about it.
Good advice! I haven't played MW since MW4 years ago so let's just say I was a bit rusty.
I found the SLDF Wolverine early on & just as I should have learned with the AC5 onnthe Centurion that arm is a bullet magnet so it wasn't long until I lost the UAC5. So lesson learned. I went in and took a look at the armor as the AC10 I replaced the UAC5 with was heavier. While I like the jum jets especially to get at the rear armor of enemy mechs as my star.....er I mean lance engages them. So zi noticed how abysmally low the armor was & decided jump jets were less crucial than armor was so depending on my mood I will remove all or even just leave a pair of jj to help with mobility.
I didnt consider stripping rear armor, but I may play around w that. On the Centurion & Wolverine I did strip armor from the arm that was empty other than a hand actuator. Whike I don't recall the cost for replacing an arm I do know it's cheaper then replacing weapons or dealing with crits & ammo explosions. Also especially with no jump jets raising leg armor is a good call as speed or at least some mobility is life especially if you decide to hang around a bit too long going after secondary objectives & need to make a tactical withdrawal to your jumpship. This definitely applies to lancemates that like to dilly dallie or run over fuel storage tanks. A slow lance mate can really be a headache. I need to go through this Playlist and hopefully avoid some costly lessons & make the most of the extremely limited game time I can justify.
Also, in my experience, your AI squad mates don't spam weapons like you do, so it's really a better idea to make them tanky. They're basically there to draw fire, while you run around and burn down the important targets.
Very useful information all round. Didn't pay enough attention to the damage output and behaviour of weapons, applying the tips here has increased survivability in missions by a large amount. Good work and explained well too.
A lot of people in the comments don't seem to understand that 4 armor in the back is just for the light 'mechs, you have to scale it up as you get heavier, ending up with 15-16 for the assault class
Great video! I really liked how you didn't just show what you do, and explained why you were doing it very clearly as well! I'll personally stick to a little more back armour, but I definitely need to balance more to the front.
With the Jenner I lost the SRM4 early on and only had a SRM2 to replace it with at the time, when I did that and added more armour I noticed how low it still was, so I removed one jump jet and have run it for 10+ missions with a mediocre pilot without losing more than one arm, which happened I think 3 times. Amazing what a difference it made to what was a paper thin mech.
Thanks for sharing your insights!
The "being shot in the back" thing is really difficult to avoid when you're in an especially slow mech, turning can take like 20 seconds so you'll wish you had that armor back there while you're slowly turning your king crabs AC20s
You will get surrounded no matter how well you position yourself. So, personally, you might get away with low back armour but later on, you'll need minimum of 10 back armour and more once you start missions rated 50 and up. Also, brawling is pretty much suicide at that stage. You'll need to whittle down enemies from 400+m away and carefully approach the target.
My live campaign is at lvl 12. My King Crab is running 4 back armor, still mostly a non-issue for almost any mission.
If you are twisting, it helps to have that 1/3 back armor. Even the stupid AI will take that back shot if it gets the chance
I just got the game on ps4. Running missions has been hit or miss. Basically, if the enemy pops in with a medium mech I'm toast, and so is my AI companion. I'm going to try your build tips, which I can already see as viable from having played the old-school version. I might tweak the rear armor (4 seems a bit low for the Centurion), but overall I'm looking forward to making these changes.
Fantastic video!! This really helped me out. I’m new to the game and I really appreciate the directly to the point style. Cheers.
why do you net reduce the armor on the left arm of the centurion to put more armor on the other body parts? im ean, yeah, you can shield with it, but if you can use the tonnage to max out other stuff on it, maybe put in an AC20 or something, you can just use the structure of the arm as armor...
Because you can suck damage with left side without losing everything.
@@RomanKuvaldin you can not shoot whilst turning away from the enemy. and you do not lose anything, whilst you still have armor. so why not use the tonnage for more/better weapons on parts that are actually useful? if you have armor on the shield arm, but nit on other parts, i would rather reduce armor on the shield arm and use it to cover parts which contain valuable modules
Unfortunately the lance mates will happily ignore a light sitting at point blank, drilling into their back. Seems to happen when they are focusing on an enemy mech.
NBK RedSpy honestly lights are really weak unless they're fire starters or maybe panthers, and it's better to focus on stripping heavier mechs of their firepower or take out tanks first.
Thank you for this. Got this game a week ago. I've been hesitant to go into battle with my ai pilots as they always come back heavily damaged or destroyed. I've been messing with their armor and weapons but I swear they just stand there getting shot for no reason other than to drain my wallet... though I'll admit, it feels weird putting my ammo in the legs...
AI should get improved with the next DLC, but yeah, the lancemate AI is pretty bad.
I run just a bit more, not allot but on average it depends on the mech, the slower they are the more I have on the back because this game LOVES popping enemies into your six out of the blue! On assaults, I typically run 118 to 18 in the center and 12 to 14 in the torsos and downgrade that by 2 points per tier below that. And the Jump Jets are always removed, the AI never uses them and I seel all but 4 of each type just in case I get a wild hair up my arse and wanna go skipping....lol. Great vid man keep em coming!
Thank you for stating the things that I have been saying since Battletech was a TT game!
My only issue with loading more armor on the front vs back is if I try to engage from afar, to help keep steady I need to really slow down or stop. The AI can snipe me easy. Usually they will also rush you as they have no self preservation, if there is more than one you can't always face them all and will get some behind you. Even when using cover you quickly get flanked. Also enemy armor will also spawn around you and sometimes thats behind you as you focus on mechs..constantly retreating to keep them all in front of you is no fun. Now if it was players you're facing it would make more sense as they would also try to keep distance and face you. Yes, I am aware of MWO exists. Lol
my 12mg pir-1 always glad to meet mechs like this :3
On centurion I changed to 1.5 tons of ac10 ammo and got more armour.
Agreed. I was surprised how over equipping ammo I was in the early stages.
Thanks this is helping me with the game just bought it this week.
Have fun!
Thanks for the video. I just got the game and not having a good time as mech seems too weak.
I just started playing a few days ago. I never changed armor values. When I reached the coordinated effort mission, I couldn't beat it even with an Atlas. Because I never changed the armor 😢
Oh Nice! I will try this tomorrow, i have started the game two days ago and it ils AWESOME ! I have played this game since mech2 ans the boardgame at the same time :)
Thanks a lot :)
Tested :
Unbelievable!!! Almost only armor to repair!!!
Thanks a lot :)
Great guide!!. Personally, 6 ~8 back armor works for me (at my lvl at least). Thanks for the video
That was very helpful Mate. Thanks a lot
Glad it helped!
I would definitely not leave my mechs with 4 armor on the back, maybe in battletech TBS it works because you have more control over where the enemies are, but here having VTOLs and mechs spawn all over is deadly. I wish they all existed on the map instead of spawning in.
I usually don’t max my head out, I honk if I can’t do full armor I stop at 24 or 26, it’s kinda arbitrary but I save often and a head death hasn’t been a problem being a rare reason I reload from. I put a lil under a third of armor in the back but I also don’t know crap about positioning. Also, out of 12 mechs, I only have one jump jet mech because it’s usually not very helpful and I rather bulk my armor as well as heat sinks/ammo
Not to say this is wrong but from what I've seen so far putting so low armor on the back will kill you. The way enemies spawn, though not necessarily mechs the tanks appear out of thin air and I've seen other mechs cored on the back with much higher armor. So take this with a grain of salt I suppose.
I like your video but I am thinking are these setups for when we are driving these mechs becuase we can make sure to protect out backside but, when it comes to ur NPC pilots on ur team they don/t always protext their backside so/ is this build for these mechs for me and my NPC team or are the jsut when I drive each of the mechs and if it is just for me how much armor do you change around to take into consideration of ur NPC team driving the mechs?? thanks
Extremely helpful. Thanks
These tips are excellent. Got my sub! The storing ammo in legs is something if of never thought of! Armor front to back also makes so much sense. Thank you
3 years later, still a great vid…
Thank you very much.
Armour is the better weight-to-value equipment. A firestarter with full armour and stacked short ranged weaponry can absolutely annihilate heavy mechs who have to make slow turns to try and get their expensive guns to track the firestarter.
Incredibly detailed! Thank you so much!
You're very welcome!
Dear TTB ! Good idea to switch a part of back armor to front, thank you i'll test in game to 70/30 % have a nice day :)
Is it bad that I Main the "FLEA" while I have assault class and heavy mechs in the rest of my party?
For the back armor, u are mostly right. But for AI teammates, u better put a little bit more on the rear. Because your teammates always do team damage in the rear! For my own mechs, I’ll put no more than 5 rear armor. It seems AI don’t do team damage to player. For AI assault mech, I’ll put at least 20 on CT. After every contract, the back armor is bloody red! Btw, separate weapon group for weapons like ppcs. It will give AI higher hit rate! AIs are stupid in this game...
I have no idea why I thought there was a max armor value for the front. I had been shedding heat sinks and some weapons to get those extra points completely forgetting about removing some rear armor.
Good idea moving armor from front to back, until your allied mechs shoot you in the back and you get one shotted! I get shot more from my own "partner" mechs than I do from enemies!
Thank you very much!
Great video!!!! So, do you think 4~5 back armor is good enough for all mech tiers? Even assault mechs? Well, thinking about it, I think it makes sense. At assault class, you have enough firepower to one shot those pesky locusts, which, in theory, would be the biggest risk for low back armor builds. The problem with this would be the AI companions. I know they go a reasonable good job in always keeping their front side poiting to the enemies, but they also like, during battle, to move forward more than needed, becoming completely surrounded by enemies more often than not.
If you feel you need a bit more, you can add a bit more. Play what works for you :)
ive just started out and am fooling around with the start. My current problem to solve is to stop the ai-pilots destroying 2 of the 4 mechs in mission 1 every time(ok, not *every* time, but usually by mission 4. Do I just continue with 3 mechs for a while?). its just a renown 1 difficulty 7 mission, ai, how do you manage to get destroyed? actually, are there even difficulty 6 missions
Positioning and evasion is important! Jump Jets aren't useless quit removing them all!
Centurion? I keep its heatsinks in, remove the 1t of ammo and sacrifice some on my legs, while maxing the torsos and arms. I also will lose some head armor if I need the room.
SHS in the arms? No no....SHS go in the legs, head and CT. Arms, especially on the Centurion, fall off like leaves on trees in autumn.....
AI Jenner, yeah, strip the JJ, drop the SRM 4, max the armor and throw on a SHS or 2 and done.
I know I'm late but:
If you feel like you lack armor, try a Steiner lance.
I would of left the SRM on the Jenner, loosing 1/3 the damage for slightly more armor is bad. I hardly ever use Jets anyways
With this being released for console and can be cross platform is this info still the same.
It looks good and sounds reasonable.
Been a fan of mwo and mw5 for a long while now, and I completely forgot about crit padding as a mechanic....
Hey TTB, Many thanks for this video. What mechs have two arms that can hold weapon slots? I can change Centurion AC but can't put one on the other arm?
This was helpful. Ty
Remember when we could change the slot color and type to support different weapons?
Very informative. Thanks a lot
Glad it was helpful!
Amazing video subscribed
Also I have had a chance to crush the numbers but I'm curious as to why the Jenner with 4 m Lasers (lvl1) & the SRM6 (or 4?) does say 30dam vs the Javelin w just 4 m lasers again lvl1 @40dam. What am I missing?
Okay, but is it prudent to reallocate armor for 'Mechs that are to be piloted by AI teammates?
Thanks for tips. Been on ps4 to long. PC mouse and keyboard relearning. Lol. Have a hotas ps4 flight stick. How do i get this to work? Semper Fi.
A lot of this is common sense. I figured it out intuitively within an hour or two of playing.
Common sense is not so common.
@@cyr2795
True. Keep up the good work.
i tend to remove all armor from any arms that dont have any weapons on them so i can allocate that armor elsewhere
Thanks great video.
Glad you liked it!
for the Centurion and other mechs with completely useless arms I just strip the armour from it as much as possible then allocate that to somewhere else on the mech. Anyone else do that? No need to protect an arm that doesn't do anything anyway other than maybe it costs a bit more C Bills to fix, but at least you'll survive a fight and not have to buy a new armament or pilot
i do. if you dont enjoy turning the torso to let your arm soak up missiles or something then just take that armor and stick it on your torso instead
Good video
Hell yeah thanks
Hi can you do what weapons NOT to give your lance mates. (MGs seems to not work well)
I've personally noticed that they don't use jump jets *at all*. I've removed all the jump jets from any mechs to be piloted by my lancemates. I've also noticed they don't like to sit back and shoot so giving them super long range builds seems detrimental.
@@LeweRG works good if you tell them to stay at a spec point. They sway around a bit Bit wont move Forward. I made good exp with 2 lancemates with ppc/ac2/lrm way back on a ridge while i brawl with a support
Tharful I was hoping I wouldn’t need to resort to that xD. I’ve noticed that when told to hold ground if they get attacked they literally just stand there till their rear armour pops
The best is laser
After that srm browler or LRM boats
And try to full armor
@@LeweRG That strange as when I tell my AI to hold a point they move around within that point and will still move to engage enemies.
Was helpful
I wish game have more
Yeah, The fiction of the game really screws over the actual balance of the game. In the fiction, they say "oh, all the interesting equipment that a light mech could actually equip (er small, er medium, small pulse, medium pulse) is "lostech", which is an amazingly bad decision that should be retconned immediately. It just doesn't work, mechanically, and it never has. Sure, make chase equipment like double heat sinks exist, but there needs to be variety in weapons, and that requires these incredibly rigid medium energy slots to have more than 3 actual weapons that can go in them.
Light mechs are not useless in this game, but they sure are generic. 2MLAS for helicopters. then fill to your taste with either 2 more mlas, or 2 slas, or if you want to go crazy, maybe throw on a couple flamers on. That's it. No heavy lasers, no pulse lasers, no er lasers, unless you want to mod them in or find incredibly rare tech, that will mean your light mech is already well obsolete.
It also means that the mechs with under 4 weapon hardpoints are just worthless. Who would ever take a spider if you don't have medium pulse lasers? 2 mlas is just not enough dps to compete. Sure, it's fast, but it doesn't do anything when it gets to you. but if you could make those medium pulse? 4 tons of weapons is not a terrible weight budget. ditto the cicada. 3 weapon slots and they aren't even all medium sized? forget it.
Also, I really feel that the srm 2 is too heavy for what you get. It's barely worth the attention required a volley of SRM 2's, but you pay the same price for 2 srm 2 as for a srm 4? AND it's less heat efficient? Make it .5 tons, it's worthless as is.
Hi do you also allocate this kind of armor ratio on ai lancemates?
Yep
@@TTBprime and they dont die horrifically? I have played a lot of Mech Warrior games and I'm about 50 hours into this one. It has been my experience that with the spawns it never fails that you have vehicle shooting you in the ass for some of the time you are playing, or a locust circling you at least once a drop. I feel even two machine guns and two medium lasers is dangerous to 4 back armor. The AI is a whole 'nother ball of wax, they seem suicidal in their intent on face tanking damage, with a liberal helping of randomly turning around and walking away from active enemies. they lose side torso to rear hits a ton already, how do they not just explode from contact with the air with 4 rear armor?
Do you know of any Mechs (hero Mechs preferred) where we can do like 4 lb10x (or Lb10xSLD), I’m looking for a big alpha strike mech either with ballistics or SRMs and as of her having trouble finding a mech list to do build concepts on.
Annihilator X and A models.
I’m using the Phoenix hawk still
My biggest question is I noticed your inventory was “infinity” HOW DID YOU DO THAT!? Hahaha
Thank you for your time and answer!
He’s in the instant action mechlab, hence why everything is one pip tiered.
@@nathanwiens108 thanks mate
Very nice and helpfull video. Especialy for my Jenner. 😉😉🖖🖖👍👍
Ok, ich nehm alles zurück @ nur Baradul würde gute Erklärungs-Vids bringen..........TTB mag ich mit jedem Video mehr und mehr ;)
Jav>jenner? and why any jj?
I go to around 5 or 6 front to 1 back armor. That usually leads to the being nicely being in the same shade all around
I just bought the career mode and main game for like 17usd. fuck yeah it was worth waiting 3-4 years for it to become cheap :D. I bought battlefield 4 for like 4 dollars >:D.
I prefer 10-12 rear armor for those pesky srm carriers
jump jets are so useless in this game... so useless that not even the AI uses it lol
I've just started this game and never played any of the others in the series. I can sort of get the combat but I do not understand the equipping new guns and armor to the mec . I put a gun on chest slot and then it says there is no ammo . I have no fucking idea how the systems work in this
I spend at least 40 to 50 percent of the game tinkering with mechs.
As you should :-)
Kipp the good waepons at torso and solders
Hand gone first