@@95DarkFire Yeah I knew what they were designed for lore wise but I just didn't know it worked that way in the game. I don't think it was ever talked about.
Yeah, lore-wise it makes perfect sense, but the minimal explanation in-game makes it really hard to know about that function. I didn't know either, don't feel bad.
Definitely gonna try this out, your extremely smart when it comes to thesegame and certain builds. Im still working on how the build mechanics work in this game and youve given me alot of insight as to how to make it a tad easier. I love that even on lower difficulty setting this game still requires alot of strategies and builds in order to succeed. This game makes you really think and i love it. Its a step up from mercenaries.
I haven’t played a MechWarrior game for over twenty years but it’s good to see that the full medium laser build is still the go to for assault mechs. I used to use this build to target the legs of enemy Mechs to maximise the salvage, good times.
I fit 7 MPL's on one, if there's a Energy slot for the RT i missed it could be more, But 7 MPL's and a Streak 6 do work wonders till you can get a Dire Wolf unlocked
@@Koshea69 I might get other mechs unlocked but this will will be the last Big Mech that I'll actually personally use. The timber wolf was my ultimate goal even if it's not the best Mech it's still what I wanted to use
Love this build. It's a smile and wait for the flash and then you're dead build🤣. Makes me want to re-play the game with nothing but medium pulse laser builds.
Dire Wolf is always the most fun to mess with because even in this game with the sized hardpoints on the omnipods the sheer number of builds you can do is still insane. I run less heat sinks and more armor than other games though because with skills in this game you can really negate heat and with the wave after wave of spawns being a huge target you can take some attrition. I still prefer 2 PPC 2 Gauss even though in this game you have to put one of the Gauss in the torso one in the arm. I like instant pin point damage and minimum time facing the enemy. It still 1 shots plenty of mechs too.
Excellent! My best build so far was based on your Small Laser advice; Turtle Bay was my first team wipe but I completed it on my second run with 5 Novas and took them all to the Cult Of The Small Lasers by replacing 4 of the Mediums in each arm with Small Lasers and leaving 2 Medium in each arm plus a torso pod with 1 Small Laser for a total of 9 Small and 4 Medium then another variant with an SRM 2 in the torso instead of the laser just because I love to play with unguided missiles. The weight savings were taken up with double heat sinks and a armour and there may have been something like a probe or an AMS that I removed to assist. As the Novas don’t have great tilt I often had to do jump shots which are so much fun and helped to keep me mobile and jump-dodging missiles. Destroyed Turtle bay with this load out on the second run after my humbling initial defeat. All hail laser arrays!
I ran something similar. I had the jumpjet center torso and prime head. So I had 12 MPlasers, and instead of extra armor and more MPlasers I had 2 lb5x-sld in the arms. I didn't really need the armor or extra lasers. I find it's good to be able to keep up damage while cooling down, thus the autocannons.
Haven't got this game yet, but I used to do a ballistics build with LBX-5 on the Dire similar to this on MWO. It was slow, but it was an absolute wrecking machine back in the day.
This build really works. I had some trouble with oveheating but once you get used to it it's not too bad for the amount of firepower it brings to bear.
Can't wait for the video for the timber wolf I'm actually tempted to try to adapt the Nova DPS build for the Timber Wolf, although I might still want to keep the missiles because that's just iconic.
I'm no expert, but in mercenaries my rule of thumb was strip everything, put as many medium lasers on the thing as it will hold, fill up the rest with heat sinks. I've been trying some version of that on every new mech I get. Mad dog had to use large lasers due to lack of hard points. Timber wolf with medium pulse can alpha any cockpit with room left for a bunch of armor.
@@resonance01 Was about to say the same thing. Clan Slasers are straight OP. They have the range of IS mediums, *better* damage than IS mediums, less heat, and they weigh half a ton.
@@resonance01 Yep, I've found that! EM lasers create quite a lot of heat so they are not a direct match to M lasers of Merc. Edit to say that I'm now waiting for the nurf on ES Lasers. They could also make ballistics a bit better (UAC/5 is done baaaaaaaad!) but they wont!
LFMF: Inspired by this I built one with 8 ER Large lasers, thinking I needed more range, for what turned out to be the last mission. I gave it enough heat sinks to blow out the scale in the stat block corner and gave it a lot more armor to make it more tanky...Even with all those heat sinks, it still reaches heat levels eerily similar to the Sun's corona...3/10 would not recommend.
I tend to group my weapons on left and right sides because I often take cover behind a pillar and if you group every side together then you tend to waste shots on the cover you're hiding behind instead of the target.
Currently my favorite build for the dire wolf is 6 large pulse lasers, 3 in each arm and then 16 heat sinks and maybe an Active prove if there's space, and then half a ton of extra armour in the right arm, It's very heat efficient and Has nearly the same amount of firepower and Has Excellent range without over heating for Continuous fire engagements, only thing is that it doesn't have Jump jets, That's all
OK, so now that I've gotten a bit farther into the campaign, I can say I'm OK with how they designed the mech lab. I get it. The first thing I suggest people do after the first mission is unlock missile boat omnipods for every mech lol. I was able to unlock 4 out of the 5 after what I believe was the first mission. Then I unlocked the last one I wanted after the second mission. It was the ppc one. There's only one that comes with it I believe. I was having trouble with the second mission, kept losing a mech, so I loaded the autos Ave after the first mission and went into the mech bay and started configuring for missile boats. Missile boats are hyped for a reason. Every starter mech has a missile boat omnipod except 1 I believe, but thats OK because that one has a ppc omnipod. After switching omnipods and going with what I knew, I got through the mission without losing a mech or even a component on expert. Im also focusing on learning the controls and being more tactical and precise in my movements and strategy. God I love Mechwarrior lol.
My final build was a Direwolf Prime, 8x ER Large Lasers, +12 double heat sinks, active probe, targeting computer mk 1, +3.5 tons standard armor. 2 shot any mech, overheats constantly. the medium pulses seem the better route.
ER Large would be amazing if you actually had a lot of chances to utilize their insane range... and a zoom system better than grandpa's magnifying glass.
Do you have any step by step build that you start from the menu system? This was awesome. I did not know about the training grounds or the ability to mix and match pods. I thought you had to take the entire pod on the left of your screen and the weapons it listed. Like tabletop gamers generally want "stock" mechs. I was thinking this game was stock only. Now I need to spend more time playing in the system.
This is basically what I ran, I also has success with MP + a few ER L in the shoulders to peek and snipe when I started getting streamer aggroed and slammed every mission
That’s one beefy boy lol. Gotta try out the MPL vomit. For those struggling with late game: I went with massive ER LL / ER PPC / ER ML / GAUSS mix. Key here is stay at range ~800m to 1km as much as possible. I use overhead view to place lancemates in firing line, then I’ll approach objective, then back away. For 90% of the time, my lance mates decimates from afar, taking minimal damage. Worst case, lost 4 mechs (all DWs). Just bought 4 more to replace to avoid repairs haha.
I finished the game Ezra path with mine 4.5 tons under weight because I didn't have the space for more lol, but I was running 2 LBX-10 SLD, 8ERSL, and LRM-20/Artemis. Nowhere near the powerhouse of this build, but was still quite fun.
I did something similar, only with ams, and 4 mpl/4spl, very satisfying with the double shotguns. With sheer dumb luck on occassion you drop another Direwolf with that lucky Cockpit shot instantly😂
Alternatively, Ive been playing around with 5x LBX 5 ACs and several ER M Lasers with the other Omnipod. The LBX are soooo satisfying and can break the game physics to hilarious effect.
I've been using 8 x ER LL Dires, as I like poking at range, but I'll give this a go. Thinking if I set this up for starmates, I might just have one weapon group for them so it is easier for them to one-shot. Not sure how they'd do with two weapons groups. But might try some A-B testing.
hmm i dont wanna spoil my playing, but @TTB could you make videos on how do you assign your clan members in grid map and how they will react to the enemies?
I mostly just assign them to either follow, or move in front if I'm too damaged. The only other times I've used the battlegrid was when I set up actual firing lines on a known enemy spawn location.
@@TTBprime thanks! currently i've set the difficulty in story mode, since i was having difficulties with my clan members getting wiped out mid missions 😅
I never use the grid because it doesn't pause the game, but I use 'guard area' a lot (F3 after selecting a unit). I typically space my guys out a bit into a line, sometimes I put the LRM boats in the back, particularly if they are injured. I have found that when they are set to follow, they tend to be less effective in many cases as they are grouped up behind you. You are blocking their line of sight and thus their shots. Then I run up and agro the enemy and use cover. My guys take them out with long range weapons, and if a runner charges my line I turn and focus fire. Another use case is to guard the area in front of me to draw agro when I am damaged or in an LRM boat. The third thing is Attack my Target. (F1). This is most useful when you have drawn too much agro on yourself and need them to focus fire a mech chasing you. Because the UI sucks, I created an AutoHotKey macro to make assigning multiple guards work better, using a single keypress per unit. But the tactical grid? Nope, never use it. I am 3/4 through my second playthrough. If it had a tactical pause then it would be great.
@@derekthehalfabee7942 🤔 apparently I think I need to restart the game from start, because the affinity skill does not reset.. and I've place some unnecessary skills 😕
I used 10mp dire Wolf with i think 15 or 16 tons of extra armor to beat the game on hardest difficulty. Only downside is when your idiot team mates get in front of you and you accidentally burn a hole through their back... 4x ppc warhawk is also very good, and you can get away with an up armored timber wolf if you like a little more speed
Wait. Isn't this the mech that William Dresari pilots at the end of MW4: Vengeance? I remember he had a Daishi/Dire Wolf with a shit ton of Clan Medium Pulse Lasers.
Somebody on another video said a 70 ton mech was the last mech you could get with an ECM. Now Im curious if the ECM with maxed range and effect on that 70 ton is tankier than a heavier mech with comparable pilot skills, and damage reduction stacking.
You can 4 dire + a warhack or ECM mech but the hellbringer kinda falls off. Executioner is... A mech I suppose. There are builds for it and people forget evasion is based on lateral movement so you can actually last longer per armor point as the direwolf gets most of its evasion overcome being so slow
That’s definitely fun to watch. One click and *poof* Though is it just me or does the laser effect look somewhat bizarre compared to the other MW games? It seems to be more like a stream of green goo than an actual laser
When I copy your build my stats don’t match and I can’t get that extra .5 ton of armor in my right torso… what gives? Haha any advice? I love this build
Lasers generally feels very overpowered in Clans, both ER M and pulse. Strangely I did not felt this way in Mercenaries where 2xLBX SLD or 3xAC5 burst was universal answer to any question. I kinda struggle to get efficient AC build in this game.
Kinda screams balance issues when all the strong builds are basically stacking endless lasers. But that's Battletech for you, at least it's faithful to the source material, lol.
@@TTBprime ballistics in general are crap in this game but the ultra 20 is a special case as we can ultra tap it several times within the same cooldown cycle AND once we unlock the solidslug we can pinpoint with that as well + getting 30 shots/ton is beyond OP as its basically a 3.75x multiplier of what we get in MWO but given the length of the missions it is sort of needed. I do agree about the missiles though... for some reason they give slightly more lrm's/ton but considerably less srms which is unfortunate because a shortrange weapon with little/no pinpoint ability really needs more ammo not less.
Mad Dog A with Prime arms. 6xArtSRM6, 4xERMLas, 4.5ton Ammo, 2xHeatsinks. Not as hot as you might think, absolute MONSTER up close, Let your enemy engage a friendly, walk behind and delete your foe. I occasionally use a similar build in MWO for fun times. Mad Dog Alpha is Alpha Dog
@bumble3572 I've been running a mad dog build with 615 armor, 2 medium er lasers, 2 large er lasers and 2 lrm 15s. Air superiority, boxed in, and heir to the dragon were an absolute stroll through the park.
You can play the missions in the simpods and try to complete challenges. But there is currently no new game + where you would restart the game with your pilot exp and research/mechs.
@@TTBprime No after you completed the Mercenary main campaign you could play random missions .That what I was asking? Does the game have more than the campaign, multiplayer or replay missions ?
I play on Expert, just because I'm apparently a glutton for punishment. Curious if you have any experience with the Expert difficulty and how this build stacks up?
Just tried to build this now. I can't fit in the armor pods? I have weight available but no slots. I'm using the following pods: Right arm: Prime, Right Torso: S, Head: S, Center Torso: W, Left Torso: S, Left Arm: Prime. Legs: Prime The problem would appear to be the two side torsos. They won't fit the armor pods. Not slots available.
sounds to me like you're not removing everything from the pod first before trying to put stuff in? after the 2x MPL you have space for 1 DHS, leaving you with 3 open spaces for 3 armor pods at 2x 1 ton 1x 0.5 ton
@@TTBprime Found the error. I had misread the configuration that you showed. I put in two double heat-sinks instead of one. Forgot that the omnipod also counts the locked heat-sink. 😅 But damn that thing has a voracious appetite for destruction! 1. Point, 2. Click, 3. Enemy deleted.
The Executioner Prime is pretty terrible. But once you can get its omnipods, it can run 7 SPLs, 3 ERSLs and a UAC20. It's obviously not as good as this Dire Wolf build, but it's the best I've been able to do with the Executioner.
And to make the Timber Wolf Warrant useful without just swapping all the pods, I swapped just the left arm to Prime and gave the mech 4 MPLs, 2 SRM6s and a solid slug UAC10. It was pretty decent.
Some Mechs Work better with Starmates in my Experience. The AI is good with some Weapons but a total Stormtrooper with Others. PPC and LRM they do well, Lasers are okay with better Accuracy in Pulse.
When all else fails, Stack 1 type of Lazer and you will be good. All Medium lasers, time to die. In MW4 merc I had a shot gun mech that I loaded with something like 6 ac 5's and one shot stuff. My favorite build is the 14 machine gun Annihilator from MW4. I moved slow but don't care. You in range? Prepare to die
Oh that'll be fun. I was trying to do all achievements in one go for the bonus sim missions but 125 or less + no components lost with AI on the first pirate mission was not worth rerunning lol DAMN IT NAOMI!
lol Try playing on Expert difficulty! I did it from start to finish. I focused on the research for Pulse lasers first, then heat, armor, duration, and cooldown. because Palse does more damage for less heat. I hated the UACs in the game they were shooting like a limp dick. Especially the UAC/5, The game really forced you to use LBXs or LBX slugs. Also, make sure you level up the pilot's dodge it makes them survive a lot more.
Umm yeah but also 54 KPH, i don't wanna spend all missons snailing from navpoint to navpoint for 20 minutes, a 10ERML SCR does 90ish alpha on 600+ meters with twice the speed and massive armor on both arms to shield from incoming hits.
It's not even remotely close to the strongest build. It might have the most firepower, the Direworlf certainly has the most armour, but there's more to a build than that. Heat management, cooldown, manoeuvrability, chassis rotation speed, lock time, all play a role and in a 1 vs 1 Solaris match this is getting murdered by a Clan Light Mech because rings will be run around it and as it cannot rotate fast enough to keep up with its speed, you won't have to worry about being one-shot.
The Insane thing about this is is: if you hold down 3, you got an infinite Laser with no heat. So basicly you have diacovered an endless Energy Source, take that Science! 😂
Great build video. It's kinda demoralizing that laser builds can be so effective even late game, I've been struggling to make autocannon and ppc builds work, and whenever I swap to laser boat builds, they solve whatever problem I was struggling with, from mobile flying units to heavily armored lances of assault mechs.
Solid slug UACs are pretty great because they fire as fast as you can click, until they jam. I've cored out lots of fresh mechs before my UAC20 jams, sometimes even 100 tonners.
@@kryptonianguest1903 This is what I aspire to build. But the ammo runs out quick on these missions, the screen shake and third person bad aim are both still there from MW5:Mercs, and laser boats can get pretty similar results without that worry, while being much more accurate, if much less satisfying.
Also important: THIS 100 TON WHALE FLIES! We got 2 jump jets for poptarting!
Man alive I had no idea I could choose the individual omnipods for each part of the chassis. This is a game changer. THANK YOU.
Not your faul you don't know, but that is literally the whole point of OmniPods.
@@95DarkFire Yeah I knew what they were designed for lore wise but I just didn't know it worked that way in the game. I don't think it was ever talked about.
Yeah, lore-wise it makes perfect sense, but the minimal explanation in-game makes it really hard to know about that function. I didn't know either, don't feel bad.
Only figured this out by mistake yesterday.
Definitely gonna try this out, your extremely smart when it comes to thesegame and certain builds. Im still working on how the build mechanics work in this game and youve given me alot of insight as to how to make it a tad easier. I love that even on lower difficulty setting this game still requires alot of strategies and builds in order to succeed. This game makes you really think and i love it. Its a step up from mercenaries.
I haven’t played a MechWarrior game for over twenty years but it’s good to see that the full medium laser build is still the go to for assault mechs.
I used to use this build to target the legs of enemy Mechs to maximise the salvage, good times.
Same here. Last I played was M4. We used to load up a Fafnir with PPC's and blow the crap out of everything. Good times !
You're both missing out, MW5 Mercenaries is a great game, ESPECIALLY with mods!
You must be from the old Kali days on dial up with MW2 like me!
@@dantauche7917 I put lots of time into it, but it got a little to "samey" I'll need to look into mods after this game.
Yesss ❤ please do a build for the Timberwolf next 🙏
Yes please do the poster boy.❤❤
It's basically just the same thing, slap as many lasers as you can get onto that bad boy.
Amen to that that's what I've been waiting for right now I've got a pair of Timberwolves for me and my buddy for when we play co-op
I fit 7 MPL's on one, if there's a Energy slot for the RT i missed it could be more, But 7 MPL's and a Streak 6 do work wonders till you can get a Dire Wolf unlocked
@@Koshea69 I might get other mechs unlocked but this will will be the last Big Mech that I'll actually personally use. The timber wolf was my ultimate goal even if it's not the best Mech it's still what I wanted to use
Love this build. It's a smile and wait for the flash and then you're dead build🤣. Makes me want to re-play the game with nothing but medium pulse laser builds.
Dire Wolf is always the most fun to mess with because even in this game with the sized hardpoints on the omnipods the sheer number of builds you can do is still insane. I run less heat sinks and more armor than other games though because with skills in this game you can really negate heat and with the wave after wave of spawns being a huge target you can take some attrition. I still prefer 2 PPC 2 Gauss even though in this game you have to put one of the Gauss in the torso one in the arm. I like instant pin point damage and minimum time facing the enemy. It still 1 shots plenty of mechs too.
Still remember the fun nova builds in MW4. 3 LBX AC20s firing point blank. Nothing survived a burst of that.
Excellent!
My best build so far was based on your Small Laser advice;
Turtle Bay was my first team wipe but I completed it on my second run with 5 Novas and took them all to the Cult Of The Small Lasers by replacing 4 of the Mediums in each arm with Small Lasers and leaving 2 Medium in each arm plus a torso pod with 1 Small Laser for a total of 9 Small and 4 Medium then another variant with an SRM 2 in the torso instead of the laser just because I love to play with unguided missiles.
The weight savings were taken up with double heat sinks and a armour and there may have been something like a probe or an AMS that I removed to assist.
As the Novas don’t have great tilt I often had to do jump shots which are so much fun and helped to keep me mobile and jump-dodging missiles.
Destroyed Turtle bay with this load out on the second run after my humbling initial defeat.
All hail laser arrays!
I remember playing MW4 Mercs and using a build very similar to this. All pulse lasers, and it shredded just about everything.
M lasr hunchback go brrrr
Just unlocked the Stormcrow...gonna try something between this and the ER Small Laser Nova. :)
Thanks for sharing your builds.
Dire Wolf always best girl
I ran something similar. I had the jumpjet center torso and prime head. So I had 12 MPlasers, and instead of extra armor and more MPlasers I had 2 lb5x-sld in the arms. I didn't really need the armor or extra lasers. I find it's good to be able to keep up damage while cooling down, thus the autocannons.
TTB made a practical Dire Star!
Haven't got this game yet, but I used to do a ballistics build with LBX-5 on the Dire similar to this on MWO. It was slow, but it was an absolute wrecking machine back in the day.
This build really works. I had some trouble with oveheating but once you get used to it it's not too bad for the amount of firepower it brings to bear.
Can't wait for the video for the timber wolf I'm actually tempted to try to adapt the Nova DPS build for the Timber Wolf, although I might still want to keep the missiles because that's just iconic.
A new DIREGASM??? but with better colling? The B33F would be proud.
I'm no expert, but in mercenaries my rule of thumb was strip everything, put as many medium lasers on the thing as it will hold, fill up the rest with heat sinks. I've been trying some version of that on every new mech I get. Mad dog had to use large lasers due to lack of hard points. Timber wolf with medium pulse can alpha any cockpit with room left for a bunch of armor.
ER Small Lasers are the Medium Lasers of this game. The damage to weight ratio is insane, and they are easy to manage the heat on.
@@resonance01 Was about to say the same thing. Clan Slasers are straight OP. They have the range of IS mediums, *better* damage than IS mediums, less heat, and they weigh half a ton.
@@resonance01 Yep, I've found that! EM lasers create quite a lot of heat so they are not a direct match to M lasers of Merc.
Edit to say that I'm now waiting for the nurf on ES Lasers.
They could also make ballistics a bit better (UAC/5 is done baaaaaaaad!) but they wont!
@@pauljackson1944 Ge the solid slug variants of the autocannons, the UAC has them too. You're welcome.
The game is so fun … the small laser nova you recommended is also an incredibly fun mech
Great build. I will try that soon.
LFMF: Inspired by this I built one with 8 ER Large lasers, thinking I needed more range, for what turned out to be the last mission. I gave it enough heat sinks to blow out the scale in the stat block corner and gave it a lot more armor to make it more tanky...Even with all those heat sinks, it still reaches heat levels eerily similar to the Sun's corona...3/10 would not recommend.
Wait..WAIT. WAITWAITWAIT!? I can mix and match omnipods per module? Why didn't the game make that clear to us? That's bloody brilliant.
I tend to group my weapons on left and right sides because I often take cover behind a pillar and if you group every side together then you tend to waste shots on the cover you're hiding behind instead of the target.
yeah - struggling with the late missions quite a bit (not that of a Pr0gam3r) ... will try that build asap!
Currently my favorite build for the dire wolf is 6 large pulse lasers, 3 in each arm and then 16 heat sinks and maybe an Active prove if there's space, and then half a ton of extra armour in the right arm, It's very heat efficient and Has nearly the same amount of firepower and Has Excellent range without over heating for Continuous fire engagements, only thing is that it doesn't have Jump jets, That's all
OK, so now that I've gotten a bit farther into the campaign, I can say I'm OK with how they designed the mech lab. I get it. The first thing I suggest people do after the first mission is unlock missile boat omnipods for every mech lol. I was able to unlock 4 out of the 5 after what I believe was the first mission. Then I unlocked the last one I wanted after the second mission. It was the ppc one. There's only one that comes with it I believe. I was having trouble with the second mission, kept losing a mech, so I loaded the autos Ave after the first mission and went into the mech bay and started configuring for missile boats. Missile boats are hyped for a reason. Every starter mech has a missile boat omnipod except 1 I believe, but thats OK because that one has a ppc omnipod. After switching omnipods and going with what I knew, I got through the mission without losing a mech or even a component on expert. Im also focusing on learning the controls and being more tactical and precise in my movements and strategy. God I love Mechwarrior lol.
Thanks for explaining the build!
Glad to help!
this helped me beat the campaign
I will build this soon, it looks great!
Hope you enjoy it!
My final build was a Direwolf Prime, 8x ER Large Lasers, +12 double heat sinks, active probe, targeting computer mk 1, +3.5 tons standard armor. 2 shot any mech, overheats constantly. the medium pulses seem the better route.
ER Large would be amazing if you actually had a lot of chances to utilize their insane range... and a zoom system better than grandpa's magnifying glass.
Do you have any step by step build that you start from the menu system? This was awesome. I did not know about the training grounds or the ability to mix and match pods. I thought you had to take the entire pod on the left of your screen and the weapons it listed. Like tabletop gamers generally want "stock" mechs. I was thinking this game was stock only. Now I need to spend more time playing in the system.
This is basically what I ran, I also has success with MP + a few ER L in the shoulders to peek and snipe when I started getting streamer aggroed and slammed every mission
That’s one beefy boy lol. Gotta try out the MPL vomit.
For those struggling with late game:
I went with massive ER LL / ER PPC / ER ML / GAUSS mix. Key here is stay at range ~800m to 1km as much as possible.
I use overhead view to place lancemates in firing line, then I’ll approach objective, then back away. For 90% of the time, my lance mates decimates from afar, taking minimal damage.
Worst case, lost 4 mechs (all DWs). Just bought 4 more to replace to avoid repairs haha.
You can never have enough DWF.
@@TTBprime You should name this build: P.DiddyWolf 🤣
I finished the game Ezra path with mine 4.5 tons under weight because I didn't have the space for more lol, but I was running 2 LBX-10 SLD, 8ERSL, and LRM-20/Artemis. Nowhere near the powerhouse of this build, but was still quite fun.
I did something similar, only with ams, and 4 mpl/4spl, very satisfying with the double shotguns. With sheer dumb luck on occassion you drop another Direwolf with that lucky Cockpit shot instantly😂
Waiting to unlock this puppy using a er small laser LRM timber wolf build kinda nice set up to soften up targets before I blast them.
Alternatively, Ive been playing around with 5x LBX 5 ACs and several ER M Lasers with the other Omnipod. The LBX are soooo satisfying and can break the game physics to hilarious effect.
I've been using 8 x ER LL Dires, as I like poking at range, but I'll give this a go.
Thinking if I set this up for starmates, I might just have one weapon group for them so it is easier for them to one-shot. Not sure how they'd do with two weapons groups. But might try some A-B testing.
I usually run dual Gauss with ERM and an Lrm 15 with extra armour on the Dire wolf great for cockpit sniping
I used 2xCLBX20 and 3xCLBX10 in MW4. Allow you to chainstun enemy mech from 360m or drop even assault mech with alphashot.
I’m definitely trying this build lol
hmm i dont wanna spoil my playing, but
@TTB could you make videos on how do you assign your clan members in grid map and how they will react to the enemies?
I mostly just assign them to either follow, or move in front if I'm too damaged. The only other times I've used the battlegrid was when I set up actual firing lines on a known enemy spawn location.
@@TTBprime thanks!
currently i've set the difficulty in story mode, since i was having difficulties with my clan members getting wiped out mid missions 😅
I never use the grid because it doesn't pause the game, but I use 'guard area' a lot (F3 after selecting a unit). I typically space my guys out a bit into a line, sometimes I put the LRM boats in the back, particularly if they are injured.
I have found that when they are set to follow, they tend to be less effective in many cases as they are grouped up behind you. You are blocking their line of sight and thus their shots.
Then I run up and agro the enemy and use cover. My guys take them out with long range weapons, and if a runner charges my line I turn and focus fire.
Another use case is to guard the area in front of me to draw agro when I am damaged or in an LRM boat.
The third thing is Attack my Target. (F1). This is most useful when you have drawn too much agro on yourself and need them to focus fire a mech chasing you.
Because the UI sucks, I created an AutoHotKey macro to make assigning multiple guards work better, using a single keypress per unit. But the tactical grid? Nope, never use it. I am 3/4 through my second playthrough. If it had a tactical pause then it would be great.
@@derekthehalfabee7942
🤔
apparently I think I need to restart the game from start, because the affinity skill does not reset.. and I've place some unnecessary skills 😕
Some builds on the other assault mechs would be appreciated. Having a hard time with the executioner and the gargoyle.
I love my pulse lasers,
Did they implement a ghost heat mechanic into Mw5Clans? I always missed that as a limiting factor in MW5mercs.
I used 10mp dire Wolf with i think 15 or 16 tons of extra armor to beat the game on hardest difficulty. Only downside is when your idiot team mates get in front of you and you accidentally burn a hole through their back...
4x ppc warhawk is also very good, and you can get away with an up armored timber wolf if you like a little more speed
When the 100 ton omni-death machine that's been caibrated to perfection, comes at you at 62 kph, 6 ER Ls, and 6 ER Ms. Your gonna have a bad time.
Thank you!
Great video!
Wait. Isn't this the mech that William Dresari pilots at the end of MW4: Vengeance? I remember he had a Daishi/Dire Wolf with a shit ton of Clan Medium Pulse Lasers.
Somebody on another video said a 70 ton mech was the last mech you could get with an ECM. Now Im curious if the ECM with maxed range and effect on that 70 ton is tankier than a heavier mech with comparable pilot skills, and damage reduction stacking.
*looks at his 95 ton Exterminator with ECM*
You can 4 dire + a warhack or ECM mech but the hellbringer kinda falls off. Executioner is... A mech I suppose. There are builds for it and people forget evasion is based on lateral movement so you can actually last longer per armor point as the direwolf gets most of its evasion overcome being so slow
That’s definitely fun to watch. One click and *poof*
Though is it just me or does the laser effect look somewhat bizarre compared to the other MW games? It seems to be more like a stream of green goo than an actual laser
When I copy your build my stats don’t match and I can’t get that extra .5 ton of armor in my right torso… what gives? Haha any advice? I love this build
Hope you post an executioner video, trying to find its niche
Simple, yet effective.
It is the Great Death for a reason...
Lasers generally feels very overpowered in Clans, both ER M and pulse. Strangely I did not felt this way in Mercenaries where 2xLBX SLD or 3xAC5 burst was universal answer to any question. I kinda struggle to get efficient AC build in this game.
this biuld was in MW4 insane too xD
Clans love the lasers, not ammo problems, don't have support and supply issues. And hens the target computer
Kinda screams balance issues when all the strong builds are basically stacking endless lasers. But that's Battletech for you, at least it's faithful to the source material, lol.
I love muh SRMs and UACs in battletech
There's just so many enemies sometimes, relying on ammo can be brutal cause your AI is too busy shooting into buildings, hills and each other's backs
MW3 had the Shadow Cat ER small laser boats
@@Astartes7670 The boardgame?
@@Diwwah There is literally a battletech video game too
TTB you REALLY should try the 3x solid slug ultra 20 build! :D You may find yourself overheating a LOT though.
Less range, projectile speed and bullet drop to contend with, and issues with convergence. Not a fan until they buff ballistics and missiles :)
@@TTBprime ballistics in general are crap in this game but the ultra 20 is a special case as we can ultra tap it several times within the same cooldown cycle AND once we unlock the solidslug we can pinpoint with that as well + getting 30 shots/ton is beyond OP as its basically a 3.75x multiplier of what we get in MWO but given the length of the missions it is sort of needed. I do agree about the missiles though... for some reason they give slightly more lrm's/ton but considerably less srms which is unfortunate because a shortrange weapon with little/no pinpoint ability really needs more ammo not less.
Lol I've played the games so much I figured out this build on my own haha.
The Dire Tatar returns.
Activate: Disco Death Ball Mode
Disco will never die but you will.
Wait what you can mix and match omni pods? I didn't realize that I thought they just forgot about that from MWO
I totally missed that as well, despite knowing thats a Thing in Battletech 🙈
Nova with 12 ER small lasers is carrying me the whole way
More and more insee this game i wanna get it
I had to restart my game cause I didn't understand research and I ignored it for like 12 or 13 missions. I'd love to see a mad dog build
Mad Dog A with Prime arms. 6xArtSRM6, 4xERMLas, 4.5ton Ammo, 2xHeatsinks. Not as hot as you might think, absolute MONSTER up close, Let your enemy engage a friendly, walk behind and delete your foe. I occasionally use a similar build in MWO for fun times. Mad Dog Alpha is Alpha Dog
@bumble3572 I've been running a mad dog build with 615 armor, 2 medium er lasers, 2 large er lasers and 2 lrm 15s. Air superiority, boxed in, and heir to the dragon were an absolute stroll through the park.
Question After you complete the campaign can you continue to play the missions? or the game is over?
You can play the missions in the simpods and try to complete challenges. But there is currently no new game + where you would restart the game with your pilot exp and research/mechs.
@@TTBprime No after you completed the Mercenary main campaign you could play random missions .That what I was asking?
Does the game have more than the campaign, multiplayer or replay missions ?
Not at this time. The campaign missions are all there is.
Question about the sim missions, i know they give 1/2 experience or whatever, but do the mission count toward the mech milestones?
Yes, it counts kills and used.
@Nihilius84 thank you.
Is every single meta in the game just a variant of a laserboat on a different mech?
I don't have the direwolf but I make due with a 9 med pulse laser timberwolf
I play on Expert, just because I'm apparently a glutton for punishment. Curious if you have any experience with the Expert difficulty and how this build stacks up?
It makes expert easy.
@@TTBprime Love this! Thank you TTB!
Yikes, that hurts my eyes and I'm not even on the receiving end, neat
I finished the final mission with 5 fix foxes. As soon as you spawn in just press alt+F4.
laser boat is way to go in this game.
Just tried to build this now. I can't fit in the armor pods? I have weight available but no slots. I'm using the following pods: Right arm: Prime, Right Torso: S, Head: S, Center Torso: W, Left Torso: S, Left Arm: Prime. Legs: Prime
The problem would appear to be the two side torsos. They won't fit the armor pods. Not slots available.
sounds to me like you're not removing everything from the pod first before trying to put stuff in? after the 2x MPL you have space for 1 DHS, leaving you with 3 open spaces for 3 armor pods at 2x 1 ton 1x 0.5 ton
@@TTBprime Found the error. I had misread the configuration that you showed. I put in two double heat-sinks instead of one. Forgot that the omnipod also counts the locked heat-sink. 😅 But damn that thing has a voracious appetite for destruction! 1. Point, 2. Click, 3. Enemy deleted.
15? The nova can do 14 while being far far lighter and maneuverable- Ohh... 15 PULSE lasers... Oookay proceed good sir.
I’m having so much fun playing this game. But the game still needs a few more patches in terms of performance. I can notice frame drops on a ps5
Agreed. Performance patches need to come.
That’s for sure
Is Daishi the inner sphere name?
Yes
The Executioner Prime is pretty terrible. But once you can get its omnipods, it can run 7 SPLs, 3 ERSLs and a UAC20. It's obviously not as good as this Dire Wolf build, but it's the best I've been able to do with the Executioner.
And to make the Timber Wolf Warrant useful without just swapping all the pods, I swapped just the left arm to Prime and gave the mech 4 MPLs, 2 SRM6s and a solid slug UAC10. It was pretty decent.
Some Mechs Work better with Starmates in my Experience. The AI is good with some Weapons but a total Stormtrooper with Others. PPC and LRM they do well, Lasers are okay with better Accuracy in Pulse.
When all else fails, Stack 1 type of Lazer and you will be good. All Medium lasers, time to die.
In MW4 merc I had a shot gun mech that I loaded with something like 6 ac 5's and one shot stuff.
My favorite build is the 14 machine gun Annihilator from MW4. I moved slow but don't care. You in range? Prepare to die
Long live the direstar
I miss PPC-X though which just munch anything in front of it.
I just wish We had light gauss rifles so I can make my scat dual gauss builds
shit, i beat the game already, didnt even think to use different omnipods per body part.... i just used the base prime
Go for another round. I'll start a new expert mode stock builds only playthrough on my livestream this Wednesday :)
Oh that'll be fun. I was trying to do all achievements in one go for the bonus sim missions but 125 or less + no components lost with AI on the first pirate mission was not worth rerunning lol DAMN IT NAOMI!
The pilot toaster 100 XD. Too bad the weapon hard points isn't like in Merc where omni means free for all weapon slots.
Well, this is what happens when ghost heat isn't a thing..... Cauldron will nerf it next patch...😀
lol Try playing on Expert difficulty! I did it from start to finish. I focused on the research for Pulse lasers first, then heat, armor, duration, and cooldown. because Palse does more damage for less heat. I hated the UACs in the game they were shooting like a limp dick. Especially the UAC/5, The game really forced you to use LBXs or LBX slugs. Also, make sure you level up the pilot's dodge it makes them survive a lot more.
Umm yeah but also 54 KPH, i don't wanna spend all missons snailing from navpoint to navpoint for 20 minutes,
a 10ERML SCR does 90ish alpha on 600+ meters with twice the speed and massive armor on both arms to shield from incoming hits.
My issue right now is the stormcrow
I remeber doing this build back in MW4, guess its still broken 😂
So basically a Nova with real armor.
It's not even remotely close to the strongest build. It might have the most firepower, the Direworlf certainly has the most armour, but there's more to a build than that. Heat management, cooldown, manoeuvrability, chassis rotation speed, lock time, all play a role and in a 1 vs 1 Solaris match this is getting murdered by a Clan Light Mech because rings will be run around it and as it cannot rotate fast enough to keep up with its speed, you won't have to worry about being one-shot.
Of course the Atlas can take it, one of the few mechs that can.
The Insane thing about this is is: if you hold down 3, you got an infinite Laser with no heat. So basicly you have diacovered an endless Energy Source, take that Science! 😂
my build is 4 er laser left arm, 4 UAC shoulder and 4 mp laser
What size UAC? I'm guessing 2.
@@kryptonianguest1903 UAC 5 call the mech the thunder drum
thinking of returning to mech online version 4x lbx 5 reduce heat
Great build video. It's kinda demoralizing that laser builds can be so effective even late game, I've been struggling to make autocannon and ppc builds work, and whenever I swap to laser boat builds, they solve whatever problem I was struggling with, from mobile flying units to heavily armored lances of assault mechs.
well, ppc work is ok, but game dont have full autocannon clan mehcs and this is bad
@@Васяпупкин-о2ю6к not to mention the screen shake on the AC'S is horrific
Solid slug UACs are pretty great because they fire as fast as you can click, until they jam. I've cored out lots of fresh mechs before my UAC20 jams, sometimes even 100 tonners.
@@kryptonianguest1903 This is what I aspire to build. But the ammo runs out quick on these missions, the screen shake and third person bad aim are both still there from MW5:Mercs, and laser boats can get pretty similar results without that worry, while being much more accurate, if much less satisfying.
3 gauss 8 er 101 firepower 641 armor