MW5 Clans needs quirks and a weapon balance pass. Small laser monoboats dominate all stages of the game and just push people toward Viper, Nova, and Dire Wolf.
Agree. No reason to use anyrhing that takes ammo. I would also change weapon range so that it actual feels distinctive. Mercenaries was pretty good in this regard. But in clans I am sniping people at like 600 meters with a small lazer lol.
@@TTBprime What would you recommend as good missile or ballistic boats for Clans? I'm trying to get achievements for those damage types but I want to ease the grind.
@@oonue to some degree, you gotta blame the tabletop rules since the stats are pretty much directly transferred. Staying ranged with ACs and LRMs works when you're turn based, less so when AI loves to charge in.
Please do a loadout for each star member. E.g. ballistic focus for Mia early vs late (e g. Shadowcat -> summoner -> timber....) What mechs and loadouts even make sense to use gauss/ac-boat before the direwolf 😅
@@GDLRenoBlade Seriously, how much spare time do you think this guy has? Don't you have a brain of your own? Half the fun/point of this game is nerding over setups and configs, and now you want someone to setup stars for you? You truly must be either a Milennial or Gen Z.. 🤣
An easy solution, if you don't have the time to mess with the mechlab, or don't know how to, is to just buy 1 or 2 more of the mechs suggested to replace what you have, until you unlock the next "best thing" (Viper -> Nova -> Timber Wolf -> Dire Wolf). And if you put all your pilot's XP in evasion, you won't have to worry about specialization till later game.
@@idunno402 well FYI the "older people" are boomers. You didn't think that one through much, did you? Btw I'm at an age you would call old, is my guess. I was introduced to battlemechs through MW2, and l even have a regular job.
This build is awesome. I'm a few missions in on my 2nd playthrough running three of these with the Arctic Cheetahs providing missile support and just totally kicking @$$.
Simple advice for new players of Mechwarrior 5 Clans : ES Lasers! Lots of them! Err.... That's all really. Note that this is not a negative comment on the vid but just how Mechwarrior 5 Clans works compared to Mechwarrior 5 Mercenaries. Once you get to heavy Mechs then ballistics do become viable if you like ballistics. I also guess it is always useful to have one missile boat if playing Single Player as two of the team specialize more in missiles.
I didn't have much difficulty with the starter mission, but this would have saved me buying 1 technician and about 500000 Kerenskies in parts trying to find things that work. I expect it will make for a good unit to put Ezra in to either free up weight or to keep a fast scout in the star at all times.
Yep ; sounds like everyone has spotted the same thing. Load up with a set of small lasers as they have good DPS compared to their heavier cousins. I went with 11 small lasers on the Nova and 493 armour and was using that set up for most of my early missions. Trying to find a heavier setup now as the missions get harder.
Do you have a bunch of campaign upgrades that are inflating your armor stat? I've done this exact same build when I started, but my armor rating was not nearly as high. Maybe around low 300s. Might want to put a blurb in, as the whole selling point of the video is assault armor levels, which it's really not without lots of end-game research done.
Small lasers have always been extremely optimal choices as long as the mech has the hardpoints to carry enough to hit useful breakpoints, they also can be really fun in terms of precision shooting. Another benefit to point out is that small lasers are very, very fast cooldown, so these weapons also increase DPS compared to medium weapons of comparable quality.
So what I've learned from all of these videos is that lasers are OP in this game, is my assumption correct? EDIT: I have tried this build. TTB is right, it is fucking OP.
Correct. Small Laser in the early game are the way to go. The games throws so many enemies against you that Energyweapons are the only option for the player.
Yea I bought an extra n ran 2 n 2 cheetahs for a long long while. Only issue is the lance as a whole world better with mixed weapons. All lasers especially M pulse n shorter range lasers the AI bunches up n blocks eachother
@@cyanidecologne9018 true. Then again it's partly due to map design. When will we ever see a new AAA Mechwarrior game where they really went after it? I'd love to see this game turn into a full fledged sandbox where you could choose any faction, and buy and trade stuff like in a real economy. Imagine if Rockstar was in charge of this.. or at least someone with the same mindset..
There is an atlas in the early missions actually. I forgot the name but its one where your dropship gets shot at the start and there's another lance ordering you to go up a hill. There's at least 1 atlas in that mission. Funny thing is. I was actually running the build you mentioned not to use. with the extra heatsinks. And sure enough it damaged me quite a bit and i had to back off. Engaging a full lance there with all my backup up the hill wasn't the smartest... But i did manage to pick off 2 other mech before getting stuck in front of the atlas. And i managed to get near the end of the mission before my viper finally bit the dust due to the early punishment. But i would have absolutely made it if i went with your variant.
TTB: has about as much armor as a Gargoyle, an 80 ton assault mech Me: oh... I thought you meant a _good_ assault mech 😂 For those who don't play tabletop, the Gargoyle is notorious for having the armor of a 60 tonner on an 80 ton frame.
Just started my playthrough and made something like this today (5th mission) but with heatsinks instead of armor pods as my heat was building a lot faster and dissapating slower. Is that from research and pilot xp?
Mw5 out here being laser simulator. I played lazer boats in mercs and once again i am play lazer boats in clans. Outside the occasional machinegun lol build I loved missiles and ballistic weapons in MW4 and MW3 games.but they just don't have that shreading power lasers have right now.
@@the_maker1841 In Mercs there is a dual Lbx Victor and i think a quad uac Kingcrab, those two go pretty Hard, not as stupid as some Lasers but fun to use still.
@@Nihilius84 I played with the Kind Crab Hero mech that let me stack 4 UAC 5s for a bit. Was used a lot in demo missions but nothing takes my crispy headshots with 6 MP lasers
Im interested to see what you’re more „ lore realistic“ and more different builds are going to be like because laser boats seem so strong nothing else really compares lmao I’d wager there’ll be an assault fire wolf Gauss rifle + ppc sniper in one of the upcoming videos! This thing works just as good as the nightstar or Corsair did in Mercs imo, you do need the research upgrades for gauss and ppcs though
I only needed to read the title to know this would be a Small Laser boat. Mechlab is the death of unit character. No wonder they call builds like this 'laser vomit'
I love the C for MWO as a support mech. Probably a really good choice for Liam early on. The ECM and 3x AMS are great! You could throw a few SRMs on there too to take advantage of his skills. Probably throw in ERSLas on energy slots too. Just play around with swapping in Omni pods to get the hard points you want.
Do you have advice for dummies like me, who can't keep range? I keep ending up in urban engagements. I had to quit the last mission because all my weapons got blown off my Warhawk! 😐
Press the button corresponding to your weapon group. 1 to 6 on your keyboard. M opens up a screen to add weapons to certain groups. If you're on console you'll have to check the options to see how it's bound.
I don't get the math. I made this exactly like you showed it but I'm only showing 291 armor Edit: nevermind. You have to actually build it then the numbers change. Sorry to bother
What are people struggling with!? My first playthrough on expert(ps5) I literally used only slightly modified mechs and barely even touched the armored pods mostly because I was doing just fine with the stock mechs and pods. Now end game, I got stuck because I literally didn't have enough HP to last through so many waves... At which point I switched from mixed heavy lance to just all dire wolves with dual a 20s and ppcs 😂. Seriously though, I played most the game with just timby, Vulture, loki, and masakari. Only at the very end I was like... Wtf, this is impossible. I didn't use any cheese builds like this either. I'm only doing that now on my 3rd playthrough.
It seems that everything in your top builds is revolving around ER Small or Medium pulse lasers. Not blaming you, its probably most optimal DPS/Heat/Weight way to outfit mechs, but game should introduce some mechanic that'll encourage more diverse and creative loadouts than simply maxing on lasers. Just my opinion.
The Problem is that most Combat is between 50-300m in this Game, which is the effective Range for Small and Medium Lasers, as well as most Autocannons - problem is they run out of Ammo, Lasers dont.
nice videos. i have a short question: if u finished the campaign, can u replay it in the simulator while getting XP? do you also get XP while playing the training arena?
XP from sim pod is drastically reduced and to gain any extra XP, gotta do the additional modifiers listed below the mission in question, and I don't think training arena offers additional XP (but haven't tried that bit myself yet).
I see videos where it takes almost an hour to build a mech. Is that what this game is about or is that the nerds going overthinking. That sounds entirely interesting
@@TTBprime thanks for your reply, no, I use exacly the same you have. weird after a mission goes up to 391.14, maybe from the affinity with the mech that I choose recently?
In further looking it still says on my screen that my armor is 269. If I back out to the reg mech bay view, it shows my armor as 344.71 and I’m at 80% health, not sure if it would go higher if at 100. Still confusing though, please address. Thanks for the build though.
The low amount of avaible tonage and option really hold this game back. - Lasers for the player and Laser/PPC+Rockets for teammates are the only way to go to beat the missions on normal and expert. - The missions throw so many enemies at you, cockpit-hits with Energy Weapons is the only way to kill the enemies before they can kill you. - LBX and Autocannons DPS is way to low and you are constanly out of ammo after long fights. These Weapon need more ammo or an Damage increase about 30-50% to make them viable. - and wtf why i am not allowed to play MECHs like Summoner and Executionor without Jumpjets??
with the right Mech, MGs can be powerful, but the Second Line Mech Piranha with its 12 MGs are not in the Game and i dont have found a Mech with enough usefull omnipods to copy that
MW5 Clans needs quirks and a weapon balance pass. Small laser monoboats dominate all stages of the game and just push people toward Viper, Nova, and Dire Wolf.
PGI needs to buff ballistics and missiles.
Agree. No reason to use anyrhing that takes ammo. I would also change weapon range so that it actual feels distinctive. Mercenaries was pretty good in this regard. But in clans I am sniping people at like 600 meters with a small lazer lol.
@@godless1014 You KNOW they will nurf ES Lasers instead of buffing Ballistics and Missiles though don't you?
@@TTBprime What would you recommend as good missile or ballistic boats for Clans? I'm trying to get achievements for those damage types but I want to ease the grind.
@@oonue to some degree, you gotta blame the tabletop rules since the stats are pretty much directly transferred. Staying ranged with ACs and LRMs works when you're turn based, less so when AI loves to charge in.
Please do a loadout for each star member.
E.g. ballistic focus for Mia early vs late (e g. Shadowcat -> summoner -> timber....)
What mechs and loadouts even make sense to use gauss/ac-boat before the direwolf 😅
This, so much this
@@GDLRenoBlade Seriously, how much spare time do you think this guy has? Don't you have a brain of your own? Half the fun/point of this game is nerding over setups and configs, and now you want someone to setup stars for you? You truly must be either a Milennial or Gen Z.. 🤣
@@moparman1692 hah. This is such a boomer comment. 90% of the people who would want those videos are older people with jobs who cannot be assed.
An easy solution, if you don't have the time to mess with the mechlab, or don't know how to, is to just buy 1 or 2 more of the mechs suggested to replace what you have, until you unlock the next "best thing" (Viper -> Nova -> Timber Wolf -> Dire Wolf). And if you put all your pilot's XP in evasion, you won't have to worry about specialization till later game.
@@idunno402 well FYI the "older people" are boomers. You didn't think that one through much, did you? Btw I'm at an age you would call old, is my guess. I was introduced to battlemechs through MW2, and l even have a regular job.
Thank you TTB, I will now use the viper again. I keep forgetting how effective using a bunch of er smalls can be.
This build is awesome. I'm a few missions in on my 2nd playthrough running three of these with the Arctic Cheetahs providing missile support and just totally kicking @$$.
Simple advice for new players of Mechwarrior 5 Clans : ES Lasers! Lots of them! Err.... That's all really.
Note that this is not a negative comment on the vid but just how Mechwarrior 5 Clans works compared to Mechwarrior 5 Mercenaries.
Once you get to heavy Mechs then ballistics do become viable if you like ballistics.
I also guess it is always useful to have one missile boat if playing Single Player as two of the team specialize more in missiles.
In my Experience Mercs always was the Sniper Game with either Double Gauss or Double PPC. This is more "Disco Inferno"😅
Even in MERCS Mass Lasers was one of the best builds. Slap 7 Large Chems onto an Annihilator and ZAP ZAP ZAP :)
I didn't have much difficulty with the starter mission, but this would have saved me buying 1 technician and about 500000 Kerenskies in parts trying to find things that work. I expect it will make for a good unit to put Ezra in to either free up weight or to keep a fast scout in the star at all times.
Higher heat builds are better with the cooling characters, I didn't use mia on ballistics at all lol
Also Liam will always be in a lighter mech due to only the lighter ends of each tier has an ecm slot for his specialization
Yep ; sounds like everyone has spotted the same thing. Load up with a set of small lasers as they have good DPS compared to their heavier cousins. I went with 11 small lasers on the Nova and 493 armour and was using that set up for most of my early missions. Trying to find a heavier setup now as the missions get harder.
Do you have a bunch of campaign upgrades that are inflating your armor stat? I've done this exact same build when I started, but my armor rating was not nearly as high. Maybe around low 300s. Might want to put a blurb in, as the whole selling point of the video is assault armor levels, which it's really not without lots of end-game research done.
@@SeanSappCameraguy that's fair, but it's also only 3 upgrades
Early game an ecm with better range and effect is good tankiness also.
This is a sweet build. Might have to borrow this fun build
Thanks for more builds! I never really did much fiddling in the first couple of missions, I really should have.....oh well, next playthrough!
What?! More laserboating?! Why, I never!
Every mech build: LAZZZZZZZZERS!
I just got this game and I am lost with it. I just found this channel! You have a new subscriber! Love your content! And I LOVE the accent!!!
Welcome aboard!
Small lasers have always been extremely optimal choices as long as the mech has the hardpoints to carry enough to hit useful breakpoints, they also can be really fun in terms of precision shooting. Another benefit to point out is that small lasers are very, very fast cooldown, so these weapons also increase DPS compared to medium weapons of comparable quality.
This. THIS is what I was looking for, THANK YOU
So what I've learned from all of these videos is that lasers are OP in this game, is my assumption correct?
EDIT: I have tried this build. TTB is right, it is fucking OP.
Correct. Small Laser in the early game are the way to go.
The games throws so many enemies against you that Energyweapons are the only option for the player.
@@Berek71182 Ballistic weapons and Missiles need to be buffed, as they do less damage and use ammo compared to a few lasers.
Lasers are op in every mech warrior game, except online where the human element exists.
They are op in every mechwarrior game.
Even in mwo the meta for an arctic cheetah is small lasers.
Laser vomit is a thing for a reason.
A dude named slaughtercauz showed me this build when the game dropped and I've stuck with it since!
i'm glad they added more missiles/ton. makes missiles more viable and fun to use!
This build is officially my second Santander mission build. I call it the Sight Blinder on my saved deck.
TTB bringing his scout star to target practice.
Good one! Knew l kept my Viper for a reason, lol..
Yea I bought an extra n ran 2 n 2 cheetahs for a long long while. Only issue is the lance as a whole world better with mixed weapons. All lasers especially M pulse n shorter range lasers the AI bunches up n blocks eachother
@@cyanidecologne9018 true. Then again it's partly due to map design. When will we ever see a new AAA Mechwarrior game where they really went after it? I'd love to see this game turn into a full fledged sandbox where you could choose any faction, and buy and trade stuff like in a real economy.
Imagine if Rockstar was in charge of this.. or at least someone with the same mindset..
There is an atlas in the early missions actually. I forgot the name but its one where your dropship gets shot at the start and there's another lance ordering you to go up a hill. There's at least 1 atlas in that mission. Funny thing is. I was actually running the build you mentioned not to use. with the extra heatsinks. And sure enough it damaged me quite a bit and i had to back off. Engaging a full lance there with all my backup up the hill wasn't the smartest... But i did manage to pick off 2 other mech before getting stuck in front of the atlas. And i managed to get near the end of the mission before my viper finally bit the dust due to the early punishment. But i would have absolutely made it if i went with your variant.
TTB: has about as much armor as a Gargoyle, an 80 ton assault mech
Me: oh... I thought you meant a _good_ assault mech 😂
For those who don't play tabletop, the Gargoyle is notorious for having the armor of a 60 tonner on an 80 ton frame.
Just started my playthrough and made something like this today (5th mission) but with heatsinks instead of armor pods as my heat was building a lot faster and dissapating slower. Is that from research and pilot xp?
Yeah
Mw5 out here being laser simulator. I played lazer boats in mercs and once again i am play lazer boats in clans.
Outside the occasional machinegun lol build
I loved missiles and ballistic weapons in MW4 and MW3 games.but they just don't have that shreading power lasers have right now.
@@the_maker1841 In Mercs there is a dual Lbx Victor and i think a quad uac Kingcrab, those two go pretty Hard, not as stupid as some Lasers but fun to use still.
@@Nihilius84 I played with the Kind Crab Hero mech that let me stack 4 UAC 5s for a bit. Was used a lot in demo missions but nothing takes my crispy headshots with 6 MP lasers
Im interested to see what you’re more „ lore realistic“ and more different builds are going to be like because laser boats seem so strong nothing else really compares lmao
I’d wager there’ll be an assault fire wolf Gauss rifle + ppc sniper in one of the upcoming videos! This thing works just as good as the nightstar or Corsair did in Mercs imo, you do need the research upgrades for gauss and ppcs though
If you cut your arm armor down by .5T each, you're still at 411 and can mount a computer targeting system for more damage
A TC does not do more damage. It provides a measly extra 4% range. Not worth.
I only needed to read the title to know this would be a Small Laser boat.
Mechlab is the death of unit character. No wonder they call builds like this 'laser vomit'
Any good kit fox builds?
I love the C for MWO as a support mech. Probably a really good choice for Liam early on. The ECM and 3x AMS are great!
You could throw a few SRMs on there too to take advantage of his skills. Probably throw in ERSLas on energy slots too. Just play around with swapping in Omni pods to get the hard points you want.
Do you have advice for dummies like me, who can't keep range? I keep ending up in urban engagements. I had to quit the last mission because all my weapons got blown off my Warhawk! 😐
The armor pods + ER Smalls put the PPC-X to shame.
I just started. How do you use the torso weapons? I can only fire the 2 arm weapons.
Press the button corresponding to your weapon group. 1 to 6 on your keyboard. M opens up a screen to add weapons to certain groups. If you're on console you'll have to check the options to see how it's bound.
Can you do early builds for each character also please?
I’ve always done this just because I’d rather manage heat than ammo.
TTB just can't resist playing Assault 'Mechs, even when using Light or Mediums, lol
I've kept saying for years that any mech I play is an assault mech. It always assaults.
I don't get the math. I made this exactly like you showed it but I'm only showing 291 armor
Edit: nevermind. You have to actually build it then the numbers change. Sorry to bother
Easy mistake to make. Happened to me a couple of times as well!
What are people struggling with!? My first playthrough on expert(ps5) I literally used only slightly modified mechs and barely even touched the armored pods mostly because I was doing just fine with the stock mechs and pods. Now end game, I got stuck because I literally didn't have enough HP to last through so many waves... At which point I switched from mixed heavy lance to just all dire wolves with dual a 20s and ppcs 😂. Seriously though, I played most the game with just timby, Vulture, loki, and masakari. Only at the very end I was like... Wtf, this is impossible. I didn't use any cheese builds like this either. I'm only doing that now on my 3rd playthrough.
Think, we have different experiences what a standard Mech build is 😉
It seems that everything in your top builds is revolving around ER Small or Medium pulse lasers. Not blaming you, its probably most optimal DPS/Heat/Weight way to outfit mechs, but game should introduce some mechanic that'll encourage more diverse and creative loadouts than simply maxing on lasers. Just my opinion.
The Problem is that most Combat is between 50-300m in this Game, which is the effective Range for Small and Medium Lasers, as well as most Autocannons - problem is they run out of Ammo, Lasers dont.
These builds are even more broken when you realize if you toggle heat override on and off you can fire way over heat with taking no damage
@@cyanidecologne9018 bloody hell. What idiot adds a "heat override" option to a Battletech game?
that optimal range
nice videos. i have a short question: if u finished the campaign, can u replay it in the simulator while getting XP? do you also get XP while playing the training arena?
XP from sim pod is drastically reduced and to gain any extra XP, gotta do the additional modifiers listed below the mission in question, and I don't think training arena offers additional XP (but haven't tried that bit myself yet).
You have to play 3 missions, because you get 400xp from mission and those omnipods cost 500xp each. Or you play 2 Vipers in second mission.
I see videos where it takes almost an hour to build a mech. Is that what this game is about or is that the nerds going overthinking. That sounds entirely interesting
I'm doing something wrong. I cant get elanywhere near the same armor, and it's overweight
I'm not able to put the VPR-A Omnipod it takes of the VPR-C Omnipod
Choose from single omnipod screen, you're changing the whole set.
Hi, very good thanks, but weird I can only get 324,62 of armor using this, why can it be?
Seems you're forgetting to add the correct armor pods? There are three variants - 0.25, 0.5 and 1 ton.
@@TTBprime thanks for your reply, no, I use exacly the same you have. weird after a mission goes up to 391.14, maybe from the affinity with the mech that I choose recently?
Did they nerf this build? I did the exact same, but the armor is only at 269.22
In further looking it still says on my screen that my armor is 269. If I back out to the reg mech bay view, it shows my armor as 344.71 and I’m at 80% health, not sure if it would go higher if at 100. Still confusing though, please address. Thanks for the build though.
100% health does say 463.8 confirmed.
done load out exactly to video and iam overloaded
The low amount of avaible tonage and option really hold this game back.
- Lasers for the player and Laser/PPC+Rockets for teammates are the only way to go to beat the missions on normal and expert.
- The missions throw so many enemies at you, cockpit-hits with Energy Weapons is the only way to kill the enemies before they can kill you.
- LBX and Autocannons DPS is way to low and you are constanly out of ammo after long fights. These Weapon need more ammo or an Damage increase about 30-50% to make them viable.
- and wtf why i am not allowed to play MECHs like Summoner and Executionor without Jumpjets??
Why not just buy bravo? It has all required hard points.
Never mind lol.
Locusts rule the battlefield. :D Please do the Scout - locust.
That is an inner sphere mech, so...its not playable in MW5:Clans. (at least, not without mods of some kind)
I'm doing Locusts all the time. One shot and gone! :P
@@pondafarr Locust IIC is the Clan version.
with the right Mech, MGs can be powerful, but the Second Line Mech Piranha with its 12 MGs are not in the Game and i dont have found a Mech with enough usefull omnipods to copy that
I only gor 400 exp for first mission. I can not buy alpha pod loadout.
Clangineering
Hard pass.