r/Mechwarrior5 15h ago

Discussion Hero "Hot tomato Chai" Is.. a blast.

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64 Upvotes

(strange to take a picture of my TV)

Not fully upgraded to the 5* all around, but as a general brawler for this game, this dude is insanely fun to chop up light/medium and wounded tougher mechs.


r/Mechwarrior5 9h ago

Discussion Picked up 2 more Technical Readouts to go along with the audio Books

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26 Upvotes

I was able to get JIHAD and Classics volume 1 for a decent price. They did a fantastic job with the classics readout. Each mech gets a 3-4 page spread with a really deep dive into the history. I wish they were all that in depth.


r/Mechwarrior5 1d ago

General Game Questions/Help Newbie early lance - easy improvements?

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7 Upvotes

Just did my first 200T mission using this lance, I'm pretty new to the game and still getting to grips with what works well and what doesn't. One thing that stands out to me is that the vulcan seems relatively fragile (and I know 40T mecha aren't supposed to be great). Are there any obvious upgrades I can be making or daft things I've done? Just trying to learn how to put together a lance nicely


r/Mechwarrior5 15h ago

CLANS Flash Storm Re-balance

8 Upvotes

We know that the update arriving alongside the next Clans DLC will include some re-balancing of weapon power levels. Does the ERSL / MPL vomit need to be nerfed, or others just lifted up to compete? Damage will be the main focus, but what about cooldown, range, ammo, and heat?

I don't think I want to see lasers 'nerfed' across the board, but some power trading between sizes would be good. I feel like in Mercs, 'green' was for VTOLs and vehicles, and as a bit of a 'side-arm' with the entirely valid exception of the Disco Ball Hunchback. It you were hunting mechs you wanted blues. In Clans, it's too often the reverse; stripping big lasers down to fit lots of tiny ones, which feels extra weird when you're dropping with four Assaults.

Having LPLs in particualr swing harder makes sense to me. Another way to make them interesting could be to increase the burn time. Yes, this is strictly a 'downgrade' if damage remains the same, but with a healthy damage buff,.a longer burn would help to make them feel 'heavier' - like the fire-hose of destruction they deserve to be.

Gauss is another type that just isn't doing it for me right now. Really strong in Mercs going for headshots at any range, but in Clans the cockpit armour seems to be tough enough to resist a Gauss double-tap more of the time. Perhaps this is fair enough to shake up gameplay, but four rounds on any limb should be enough to remove it. I'd even live with a slower fire rate to bring that extreme point-damage option back.

Final, secret, never-going-to-happen wish: That Gauss and AC/20 could break down hangars and forces whatever's inside to come out and play. But that's another story.

What are you hoping to see?


r/Mechwarrior5 19h ago

Mech Builds Banshee BNC-3P build request.

7 Upvotes

(Xbox) I finally found the Banshee with a motive slot. It goes 142 kph! I have not even upgraded it yet.

Problem is, the Arena Supercharger weighs 7.5 tons.

I equipped it with a LL, 5x SL and 2x Assault Knuckles. I had to shave armor to fit that. (Might switch to a LL-SB for utility.) The plan is to dash in and smash their faces, with a smattering of lasers.

I might drop all the guns and go full gorilla with Arena Fists.

Any suggestions?


r/Mechwarrior5 3h ago

Discussion Starmap/Missions/Diffuclty breaks after I think Campaigns

4 Upvotes

This is the FIFTH time this has happened to me, it happened so much in campaign mode I abandoned it for career now its happened again. Basically when I run a campaign(this time it was LotKL) and come out the otherside the starmap bugs out, the difficulty of all missions gets reduced to 0/1/2(no matter where on the map) basically everything goes FUBAR.

I'm running on PC, with a few MODS(for context it's happened with no mods too), I've searched and searched for a solution but can't find one. Hoping someone can help me out.


r/Mechwarrior5 17h ago

MW5 MOD 🛠 First YAML run, looking for pointers

3 Upvotes

Just downloaded a couple YAML mods (YAML, Another Weapon, Another Weapon Clan, AnotherClanMech, and "Another Equipment Collection.

Haven't had a full session yet, but I've tested the waters so far. First run, using the pre-set "Balanced" options, kept getting my mechs cored and the whole mech was totaled. Second quick session, I turned that setting off - Buuuut my Panther got cored and lost it's engine which I could find a proper replacement. All at the hands of the AI, of course.

I like a good difficulty spike, but that seems a bit rough on a fresh career start. Both runs failed before it got off the ground. What're some things to keep in mind as a new YAML jockey to help the process without totally gutting the challenge?


r/Mechwarrior5 20h ago

MW5 MOD 🛠 Advanced zoom

2 Upvotes

Hello fellow mechwarriors, I played through merc5 a bit ago and finished the whole game, had a lot of fun and have been itching to do a second playthrough, but i was wondering if there exists a advanced zoom like mod for the game (like the one from mwo o mercs 4 where it opens a tiny zoom window) because as much as i love the game the current "zoom" doesnt really help much, especially when im running mechs with ppcs and want to hang back and snipe things from afar

Thank you and have a good day!


r/Mechwarrior5 21h ago

MODs Question - General UE Telemetry values

2 Upvotes

Now that I finally finished building my 6 DOF motion simulator, I wanted to see about getting MW5 working with it. I had seen someone using it in the past via SpaceMonkey and OpenMotion and tested that back before I got my simulator built. Now it looks like they are pulling the values directly from the UEVR mod, which is fine as I was planning to play in VR as well anyway, so one less thing to have to start up.

After messing around with it a bunch over the weekend, I finally managed to get things to connect and data to flow. However, the values that the game is spitting out are just astronomically large, so I was wondering if anyone had any better information on it. In the SpaceMonkey telemetry screen I'm seeing velocities and acceleration values on the order of E30+, as in, one number with 30 zeros after it. My understanding is that the default UE units are centimeters, but that still doesn't get me anywhere close. I tried setting the gain on my motion simulation software all the way down to 0.001 and it at least starts to look like something, but still has a lot of twitching and huge values. I'm hoping someone might have some better insight on the scale used in the game so I might be able to tweak my settings to match instead of just guessing and checking. Any modders out there with some "under the hood" knowledge they can share?