BATTLETECH | Beginner's Guide - 10 Essential Tips

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Published: 7 months ago
In this Beginners / Essential Guide video for BATTLETECH, we take a look at some essential tips to help you get your bearings, especially if you're unfamiliar with the mechanics of battle and systems in BATTLETECH. For more detailed guide videos, subscribe to the channel and feel free to request topics in the comments down below.

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comment  Comments

I'm unfamiliar with the new storyline. But, one thing I misread, because I screw up, is Hilton Head island. It's in Canada. The star League is ruled by the Cameron family. They die. I presume it's a nuclear disaster. Afterwards there's a succession war fought principally between the Kurita(Japanese) and Davion(English) families over leadership of a new star league. The planets ruled directly from earth are divvied up after the first succession war. The only core world that the storylines obsessed about was Dieron, and Kurita got a larger share of the core star league worlds than anyone else, and Davion the fewest. Earth is left independent, run by an organization called Comstar. Their HQ is Hilton Head island. They run hyperpulse generators to allow for interstellar communications. It's not a technology anyone else understands. Hilton Head? The earth, in other words, is ruled by Amerida.
There is much ado about the planet Hesperus is the story telling, this planet is an outer world posession of Steiner (German). Robinson of Davion, however, is far more important.

1 month ago

While I was aware of all these, it is almost impossible for me to remember them all when playing. Even with the computer handling dice rolls, heat management and line of sight (partially anyway), there is still tons of stuff (pun intended) to remember to keep track of.

1 month ago

Bulwark trumps evasion.

1 month ago

Game reminds me of battle tech that came out on the c64 many many years ago...

3 months ago

Is there anything equivalent to the Archer or Warhammer in the game (alas, not in-game at the moment due to legal BS w/ Harmony Gold)? I really like that pairing. The Warhammer and soften up the armor and the Archer can then pepper them with missiles. Plus, both have great range. Also, does this game have Overwatch?

3 months ago

Its a cool game :) like it so far :)

4 months ago

Consider these:
1. Extra evasion on assault mech seems less effective compared to guard and bulwark. True, if you plan to play straight shoot out. However you can't kite (and thus keeping your enemies at longer range) using bulwark, and eventually, enough damage will be dealt to your bracing mech, get knocked down, or being melee'd. And kite, against other assault mech (especially the dreadful King "ED209" Crab) may be your only option.
2. If the mech and pilot is designed correctly, evasion can still be used on straight shoot out. Try Battlemaster with full jumpjets, plenty of armor, and medium range weapons (possibly AC20, but SRMs works wonderful too). You jump jet as far away as possible (toward or flanking the enemies) and gaining as much evasion as possible, and the BRACE. Yep, wasting a turn. However, this mech will be hard to hit and hard to damage. Every attack directed at this mech is an attack not directed at your other mechs, and if they ignore this mech, next turn, it can move to a more favorable position and perhaps fully flanking the enemies. Combined with cover (Forest or whirlwind, or other biomes) and you can even shoot instead of bracing. Why Battlemaster? because it can use 4 jumpjets, and sits at the sweet spot of 85 tons, the heaviest tonnage to jump using H jumpjets which weighs only 1 ton, while heavier mechs uses A jumpjets that costs 2 tons per jumpjet.

4 months ago

OMFG this game looks like the squaresoft game! Instant buy!

4 months ago

Very helpful. Stumbled into this game just recently, was a big fan of all the older Mech games; However, when I started playing this I was LOST! This video provided all the basics I needed to turn a frustrating experience into a fun one!

4 months ago

Great stuff! The only thing I can add are the following:

1. It pays to move your lance in close formation - no more than 1 - 2 spaces from each other. This way you can achieve immediate firepower superiority when you attack your enemy in detail. You do this and you don't normally need any fancy maneuvers. A medium lance moving like this can pound any single heavy or assault mech into the dirt.

2. Sprint when approaching those pesky tanks. They're much easier to stomp than shoot and the worst have the long range weapons that suck at point blank. Get in among them and do the stompy robot dance. Sprint your heavy and assault mechs in close to anyone. That physical attack is a valuable asset.

3. Jump jets. I love 'em and you should too. They provide SOOO much tactical flexibility. Half the time your situation can be improved approaching from a different direction - over a hill rather than around it. Along a ridge rather than in the valley. If you love fancy maneuvers, jumping over the enemy so you can shoot them in the back is about the fanciest. The jump ambush - when you jump your entire lance out of defilade to destroy an enemy at point blank range - is a thing of beauty. Only slightly less so the jump escape - jumping into defilade to avoid an ass beating. If the jets are located on the mech's body you can jump as fast as you walk even with a leg blown off. Death From Above is a desperation move. But if you're desperate it's the best thing ever. Better than hoping you can turn the tide with most of your weapons blown off. I killed the Warden in that prison break battle with a DFA and it swung a losing battle to victory. A lance mate with no jump jets is like the sad fat kid who can't keep up with the rest.

4. Do your management stuff. Make sure you train your pilots (increase their skills based on their XP). Keep a few in reserve and swap them out so they stay current. Buy those "+" weapons and swap 'em with the vanilla ones. Buy Farah her ship upgrades. Shell out bonuses before big missions.

5 months ago

Yeah, good luck sprinting between demolishers and SRM carriers.

3 weeks ago

If you have support weapons (lasers, MGs, Flamers), not only does your melee attack reduce the enemy mech's evasion by one chevron, but the following support fire ALSO reduces the enemy mech's evasion by a SECOND evasion chevron. VERY nice if you have even a small mech near a highly evasive mech to engage it in melee, especially if you've used your team's sensor lock already, or for high numbers of evasion chevrons (4 or more) when combined with your team's sensor lock ability.

Also, regarding your guarantee that DFA will damage your mech, you can pick up parts to add to your mech's legs that will reduce the chance/amount of damage, and perhaps it was a glitch, but when I first started playing, I pulled off an occasional attack without receiving any damage.

Thanks for the great video. I hope my points came across as constructive, and not as nit-picky.

5 months ago

I just bought this game and I'm really struggling to understand some of it. The tutorial in the game is so short that it's inadequate and I don't think it covered enough to help out newbie players like me. The biggest, most annoying problem for me is that the game keeps greying-out three of my four mechwarriors so that, every turn, I can only move one mech at a time, while the enemy gets to move all his stuff. I'm doing something wrong; i get that, but I don't get what it is. So how do I play the game without having to take up to four turns to move my lance just once?

5 months ago

That's actually by design! Take a look at this video, and it should explain a lot more of the confusing elements - https://www.youtube.com/watch?v=QckUSyYM2Fw


Let me know if you still have questions afterward!

5 months ago

I need a video on how to deal with the constant outnumbering.

5 months ago

I call DFA a Highlander Burial...

6 months ago

Hey PE, great vids. You've come a long way from your rambling stuff. Nice and tight content, good stuff! Anyhow, this tutorial is nice because the game tells you pretty much nothing.

6 months ago

Thanks! Glad to hear the evolution is evident =)!

6 months ago

this video is preety bad imo,the tips here are just general basic mechanics you get to learn in the tutorial,real tips are how to build effectivly,tell everyone that the stock builds are all trash and its made that way so people make their own builds,no actualy tip in salvaging effectivly wich is the most important part of the game,evasive mechanics become null in hte mid game once heavy mechs hit,no actual tips to the tactics tree,if you wanna make a tip video actualy play the game and get far enough to learn how the game is played

6 months ago

And to say evade mechanics become null when heavy mechs hit is nigh the dumbest thing I've ever heard. I'm shocked at how many people seem to think that heavier mechs are simply better than light mechs. What sort of simplistic, linear world do you come from?

6 months ago

Proper spelling is fundamental to intelligible communication.

6 months ago

Biggest flaw in the game, is the fact that you can't target the arms or legs from the back... I am not sure what idiot programmed that, but they need to be fired.

The other annoying thing is almost every shot has a crit-hit, which almost makes armor pointless, to an extent. Especially since ammo blows-up so easily. Honestly, ammo would be well protected, demanding multiple crits before spontaneously exploding. Not to mention that unarmed ammo usually doesn't explode. This isn't the movies... Well, apparently this isn't even based of any physical reality at all, so my expectations may be a little high. Reality, who wants that? Fun, who wants that? Constant saving and long reload-times, yea, gimme that!

6 months ago

Who wants constant saving and long reload times when you can having bitching yourself to tears on youtube.

In battletech if ammo gets crit and it's not being protected, it explodes.

You can just google battletech rules to get a sense for why the game does what it does.

And honestly judging from your above statement, you make it clear multiple times that you actually have no clue what's happening. If you're THAT new to a thing, maybe put a lid on the raging entitlement until you've more than a passing familiarity.

Specifically your comments about armor and crits betray total confusion.... Any damage that goes through the armor is a crit, but if you have full armor, nothing can get through it until it's numerically exhausted.

IE if you have 100 armor and test a 25 point hit a million times, it'll never 'crit'.


When your armor is depleted and your internals take damage a piece of equipment held in that part of your mech is randomly chosen to fail as a resuslt of the hit
when they say crit, they don't mean the attack did double damage or something like that.

6 months ago

Man... that are really basic tips. I mean... ok for starter but realy realy basic

6 months ago

I've put in over 100 hours so far, and I'd agree with everything in this tutorial. A few things I'd add: 1. Evasion becomes less important as your mechs get bigger. 2. Try to always move your mech into cover. 3 Don't forget to use your morale effects, especially with your high spirited mechwarriors. That way you can precision shoot AND brace. 4 Think about what each mech in your lance is there for. Give them all a job. Choose one as an LRM carrier, and keep them back. Choose one as your recon mech, to spot for the LRM carrier.

7 months ago

No, evasion becomes less possible as your mechs get slower.

But just because you have access to larger mechs doesn't mean that you should use them; size and quality of mech have literally 0 correlation.

6 months ago

yes please =)

7 months ago

GET A RANGEFINDER AND PUT IT ON YOUR MOST-FORWARD MECH

See them before even your own sensors do.

7 months ago

I love this game

7 months ago

PE, this video should be REQUIRED WATCHING before playing!

7 months ago

Neat :)

7 months ago

No eject metion ? :v that should've saved alot of pilot lifes.... i lost 6 pilot after 30hrs of playing before i found the eject button. :v

7 months ago

How do you prevent an enemy from randomly running in and headshotting you with a random melee hit?

7 months ago

For setting up strikes against solo mechs, I have actually pulled back from engagements with the enemy in order for their light mechs to out pace their medium and heavies. The AI does not appear to do well at keeping their mechs in a cohesive formation, allowing you to pull them apart and blast them to slag.

7 months ago

As a old school Battletech player and beta tester for this game, I have some further advice for new players. Put your ammo in your legs. When ammo is hit it will auto destroy the location it is stored in, so if it is in your torso, you will lose all weapons in that torso as well as the arm weapons. On top of that, exploding ammo will damage your mechwarrior if in the upper body, while in the legs your mechwarrior will not be injured. I am not sure if ammo stored in the arms, when detonated, will injure the mechwarrior, but I would never put it in there to find out, as arms tend to be one of the first thing that gets blown off of a mech. Personally, I would rather lose a leg than a torso. I can still fight with one leg, and any damage that would go to that leg now goes to the torso anyways, while all damage to a missing arm and torso go to the CT. That means your CT is getting hit 3x more often than normal when your torso is blown off, and no CT means no mech.

I also suggest you put extra heatsinks in your legs, where if you stand in water they give a bonus to reducing your heat. I also like putting jump jets in the legs and CT when possible, as it means your mech might have the chance to get out of trouble and get out of sight (and fire) of the enemy if it is to the point of having it's torso blown off.

As for evasion, it seems important, but never think that evasion is a substitution for armor. The enemy will also focus fire, and even when you have a pilot that does piloting and you have 5+ bars, every enemy that fires on you reduces your bars. On top of that, nine times out of ten, you will be outnumbered by the enemy. They will have 2-3 times the number of mechs, vehicles, and turrets to your lance and they will focus fire as much as possible. And even with a reduced chance to hit with the first thing to fire on your mech, things like missiles will always get a missile or 3 through. And since Assault mechs fire last (the mechs with the most and/or biggest guns), they are going to be hitting you with one or zero evasion bars. Also, the bigger mechs /you/ get, the slower they will become. You will just not generate enough evasion bars to even make it worth it.

So... max out your armor as much as possible, or you will literally become a glass cannon. Do not be afraid to remove LRM 5s, SRM 2s, MGs and their ammo to add on more armor. If you like to do melee, go for it and keep the MGs and their ilk, heck, even max it out with a mech like a Banshee that allows you to mount 5-6 of them. Very few stock mechs start with maxed out armor (or nearly maxed, rounded down), as most mechs run light on armor and extra on weapons. For example, we all get a Blackjack starting out. It is a good mech, but those AC 2s are super heavy (7 tons), don't do any more damage than a medium laser, and have ammo that can be exploded (and take up even more tonnage). What I did was change one of my medium lasers to a Large Laser, give it a few more heat sinks and max out the armor. It does a little less damage over all, but it will also not be shredded by enemy fire either. It has the ability to do something at range and can still be effective at close range since it has no minimum range with the ACs.

Now, you may think I max out the armor on every mech I own. I do not. There are some mechs that I will leave the armor as is or even strip down. I do that with the Trebuchet. My 'Trench buckets' have only two MLs, I dropped one of the LRM 15s to a 10, added 2 heat sinks and gave it 3 tons of ammo. You do not want it to be a direct fire mech, you want it to sit back and launch 25 LRMs every round indirectly, which it can do without overheating now. When I first faced Assault class mechs in the game, I had two Trebuchets as part of my all medium lance (yes, I didn't even have heavies yet) and I managed to win by just outmaneuvering them (Trebs are 5/8/0 mechs, so can outrun every Assault in the game) and staying out of sight. Yeah, two mechs with 600 armor shouldn't be fighting Heavies much less Assaults. But as indirect fire LRM boats, armor and even evasion hardly matter.

7 months ago

Good to know that it is at least confirmed. Good luck in saving that Atlas!

6 months ago

Thanks for the info, friend.
Btw, I just had an ammoexplosion in the LL of an Atlas and it did injure the pilot, Magni is correct there. Hope I can salvage that 100t mech since it's the first I encountered.

6 months ago

In table top you had 12 critical locations in the CT, 6 of them were Engine locations and 4 gyro locations with 2 open slots (for weapons, heat sinks, jump jets, etc... or you just leave it bare). The rule was if you took 3 Engine hits or two Gyro hits, your mech was destroyed. The mechanics behind it was that your engine equals 10 heat sinks (no matter what the size of mech or engine), so each engine hit increased your heat rating by +5. That means your first hit is +5 heat per turn, your second hit is +10 heat per turn, and your third hit is your mech being KOed. In table top, a heat sink dispersed 1 heat per turn. In the game, a heat sink disperses 3 heat per turn. So in game terms, a single Engine hit would cause you +15 heat per turn and the second hit would give you +30 heat per turn. Being that in table top walking generates just 1 heat, running generated 2 heat, and a medium laser generates 3 heat, mechs could keep on fighting with a single engine hit. A light mech like a Locust that had no jump jets and a single medium laser could never generate more than 5 heat per turn, so a single engine hit wouldn't even faze a mech like that. While a Spider with 2 medium lasers and 8 jump jets that could generate 14 heat per turn would have to do careful heat management to avoid over-heating with a single engine hit. A mech with a lot of energy weapons /and/ jump jets, like a Grasshopper, would be heavily effected in combat by a single engine hit.

I think this is a easy mechanic to add in if they wanted. They are already doing the slots and randomizing between them on what gets hit on a critical to that location. For example, in table top if a weapon gets hit from a critical, it is auto destroyed. It is why bigger weapons take up more slots. It means a bigger chance to get hit by a critical and be destroyed. But in this game they are giving you the possibility of just having your weapons being damaged instead of auto destroying them, so way more complex. They could even do damage instead of destroy if they wanted for engines, but the engines are suppose to be fusion reactors and a engine hit is suppose to be blowing away the shielding, not damaging mechanical parts that would result in say a slowing down effect. In table top, the engine was the most expensive part of the mech and was lost tech on top of that (IE they were no longer being made and they lost the knowledge on how to even make them), so they were incredibly expensive to buy and repair. That was why in table top lore mechs didn't fight to the 'death' because it was to hard to replace the engine.

6 months ago

As I am not familiar with the table top version I am curious as to what effects on the performance an enginehit has.

6 months ago

I can confirm that ammo explosions only affect the location the ammo is stored in. But in the case of a side torso, if it is destroyed, the arm attached is also lost. In old school table top, the overflow damage transfers towards the CT unless you have CASE, and what is happening is as if all mechs have CASE automatically installed for free. You will only lose a mech from ammo explosions by pilot injury or if you store ammo in the head or CT. A lot of stock mechs /do/ store their ammo in the CT, so new players should keep that in mind. The theory is that things stored in the CT are the most protected, as the enemy has to blow past arms and the side torsos if you always give the enemy side shots and that the CT can have the most armor of any location on the mech. In Old School Battletech you also use to have random chances of getting a internal crit on the CT even with full armor (you rolled double 1s on your location, double 6s were a head shot). I have not noticed any crits on locations that still have armor remaining to this point. But do to that extra chance of getting a lucky ammo hit in the CT, most old school players like myself would move the ammo and put something less critical in that location. It is due to the old rule that once you get a crit, you have to hit something, and the only other things in the CT were gyros and the engine. Who knows, maybe someday the developers will take that step, but at this point, folks do not have to worry about engine and gyro hits.

6 months ago

Tip 1: Stack LRMs and Medium lasers
Tip 2: Pretend the evasion mechanic doesn't exist
Tip 3: Win

7 months ago

If you buy the game intending to try to ruin it for yourself, and with the goal of dumbing it down as much as possible, why even buy it..

you could literally replace "LRM" and "medium lasers" with any other weapon type too, but just because you can finish the game playing like a moron doesn't mean that you're not missing out profusely.

6 months ago

playing this game gets me all tingly, as I used to play the twist-base MechWarrior games. I got in trouble with the guy in charge for always deploying tanks because they were the best units I had. I would keep 4 tanks with really long rang in forest terrain and just bomb the hell out of whoever I was against. Sure, I lost pretty often. But I was playing against people who were using income to buy mechs, and I was only 14 and buying them with present money(my 'allowance' was hit or miss. Sometimes I didn't get it). Most of the guys had some really powerful clan mechs and had been playing a lot longer.

7 months ago

Fellow youtuber here, damn fine video sir.

7 months ago

Do you people really know the rules to BattleTech. And I'm talking about the board game rules which apply to the video games. if a Mac loses a leg it can't move its they're dead. That's real one. Apparently you people do not know the rules of anymore I can't believe this. And I know I play BattleTech the board game since 1993. I suggest you get hold of an old BattleTech compendium and read the rules. Apparently people are making up your own rules. I don't know if FASA exist anymore but they wrote the rules of this game. You can go online to PlayStation all the rule books for the game. But I have the actual original books period to both BattleTech and battle space. I know the rules I know the movement rules I know the firing rules. It's since when can a Mech from cover fire and another Mech unless you have angel or Guardian suite what's your long-range sensors then you can hit them back from cover. I understand the BattleTech rules away they why they were written. Do you people just change up things because you can.

7 months ago

yeah, i'm not sure what you're talking about here but I can only assume you wrote that while high on peyote because it's almost entirely nonsense.

6 months ago

You could do all kinds of things with a Mech that had completely lost a leg.

And indirect LRM fire via a spotter was and is also a thing in the TT. In fact, a Guardian ECM would do jack shit in that regard, being a DEFENSIVE component. And a Beagle or similar Active Probe wouldn't help, either, those are meant to detect hidden units like infantry/battle armor or shut-down Mechs.

And yes, the videogame does in fact change a couple rules, and the result is actually overall better balanced than the old tabletop was.

7 months ago

tip 11.. only have heavy and assault mechs equipped with weapons that could shut down your mech in 2 salvos..focus fire on torso. and you'll win the game. should've mentioned in battle run out till you get enemy contact them fall back to a defensible position

7 months ago

Is there a height advantage?

7 months ago

Sometimes the most important thing to remember is that things can go wrong, Expect the worst and plan for complete failure. Another thing to remember is to experiment, don't attack problems with such strict roles or rules. So that if one of your roles is taken out you lose strategy or even worst hope; roles are meant to be guide lines not rules.

7 months ago

What are the advantages high ground and disadvantages of low ground in this game?

7 months ago

My "source" being virtually everyone on the net I've ever seen looking into the game files in earnest. And funny thing, you cannot prove a negative. But when practically anyone actually looking into it doesn't find a thing, and anyone claiming it exists consistently fails to present any proof thereof? What are we then to logically assume, but the non-existence of said thing?

You are not merely contradicting a single source, you are contradicting the sum total of all actually known data, without providing any sort of evidence for your claim. And when called on your lack of evidence, you're now trying blatantly to deflect the question and distract from your utter lack of evidence for your claim, while yet again attempting to shift the burden of proof that lies solely on you for having made a positive claim with nothing to back it up. But C+ for dishonest bullshittery and empty blather, that seems to be what you actually have a degree in, as mediocre as you are at it.

So, let's drop the bullshit rethorics and deflections, shall we? Present factual, solid proof for the positive claim you've made. Or consider your concession that your claim is completely without any factual base or merit accepted.

6 months ago

My point isn't who has the burden of proof, my point is that you apparently have a source that you're depending on and refuse to share. Despite that, you hold this anonymous source as irrefutable apparently. You keep vaguely referring to these people that have 'gone over the code' and I'm not sure you know exactly what it means to have done that - or that you're referring to something you have direct knowledge of.

You respond as if I'm contradicting a trusted, named source but you've yet to even link to a post where some anonymous nobody claims to have personally gone over the code. So unless you're mistakenly assuming it's public knowledge, I have to figure you don't actually know of anyone in particular who has 'gone over the code' and you're cranky for getting caught in an unnecessary lie that you were using to support your personal estimation.

While I understand the entire internet got a certificate in fallacy and informal logic in the past decade, that's what my actual degree is in and your understanding of when the burden of proof is relevant and upon whom that burden lies is lacking. But A+ in internet ragery, so at least there's that.

6 months ago

Funny. YOU are making the claim that elevated position changes the hit distribution tables. You have failed to present anything that actually backs this claim. I have pointed out that, to the best of my knowledge, nobody has ever found anything backing up that claim, either, despite a hell of a lot of people having gone over the game's code in detail since it was released. It is up to you to present actual evidence for your claim. Instead, you are trying to shift the burden of proof. Why exactly is that? Maybe because you've got nothing to back up your claim at all?

If "your dog" just checked the code? Well, then please present those results. Name the exact file, it's location within the BT game directory and the specific lines within the file. PS: Unless it's specifically in the code that it applies to "up and down", then it does NOT apply. That's how programming works. "Your dog" seems to know less than nothing about programming if he thinks that leaps of logic like that actually apply to IT frameworks.

So, in summary: Kindly shove your vapid attempt at shifting the burden of proof right back up your ass and provide solid evidence, or equally shove your entirely baseless claims back up your ass alongside it.

6 months ago

People? What people? The fact that you're saying so certainly isn't sufficient. No one else has quoted these anonymous code people either.

My dog just checked the code a moment ago and he says that there's code that accounts for the angle between you and your target and my dog sees no reason why that should only apply left and right and not up and down.

And my dog is way better at going through code and backing up my nonsense than your people who go through code are. Plus, my dog isn't even made up.

6 months ago

Again. People have gone over the game's code. And found nothing that supports that theory. The only thing they've found to have different to-hit tables is indirect LRM fire. Remember, the graphical representation in the game is purely for show. It's the RNG dicerolls under the hood that actually determine what happens. And the only influence elevated terrain has on those that anyone has found is a bonus to the raw to-hit chance.

6 months ago

Really good advice! Wish the devs took some time to add a more advanced tutorial cause this game has a fairly steep learning curve. It went fairly well for me..but I spent my childhood playing old Mechwarrior games and they basically taught me all the fundamentals

7 months ago

This game is by far to easy against the AI. The single player would be really good if I must manage my mechs and ship that much that I can not really have the choice to use always my super dream team and also their ultra mechs. Far to less destroyed mechs and components. I've got more then 30H of game play and have only one awesome Mech, the Highlander.

I dont use save games to change the outcome of a battle. I did lost only one Pilot and only one Mech was destroyed. I only lost like 10 components who are most likely cheap and available everywhere, ac5/heatsinks.

7 months ago

Na, I am talking about one awesome mech/load out and not abut the 80t Assault mech Awesome.

I played now over 200h and lost 3 pilots because of headshots but thats it. I still not lost any other mech.

6 months ago

ugh by awesome, do you mean heavy?

assault mechs aren't the only cool mechs, or the only good one
Mech weight is not an indication of mech quality.

I can't believe how many people are stuck on that, it's driving me insane.

6 months ago

I found evasion had minimal effect for or against me. Bulwark skill was much more useful for half incoming damage.

7 months ago

Should probably tell all idiots that gives this game low rating because of "slow battles" that they can just turn of the damn animation cameras and everything goes much faster. But hey why try doing that when you can rage on the internet about it.

7 months ago

5:23 "Information is ammunition"

7 months ago

Here's some tips from someone who's almost at the end of the game.

1. Most of your mechwarriors need to use bulwark from guts tree. Nothing, i mean nothing beats 50% damage reduction. Especially when you get your first assault, he's going to tank the entire enemy team np.

2. Evasion is not as good as advertised here. There are alot of terran modifiers and once you reach heavy mechs, which is pretty early, maximum movement pip you'll gain even with "evasive movement" perk is 3. In order to gain 5-6 pip you either sprint, or use jumpjets. And they are very hot, which means your firepower is considerably less. Basically relegates JJ mechs into backstabbing role which they are excellent at.

3. Tactics tree is the king in the game. After getting 65+ tonners, you'll be able to 1 shot most opponent's CT or leg whichever you prefer. But that requires you to invest in Tactics tree. At lvl6 tactics you'll get "Called Shot Bonus" which will dramatically increase chances of you sniping a single location with "Precision Shot". At level 9, you'll gain "Called Shot Mastery" which literally means 82% of your firepower will be concentrated at one location. This is the most powerful way to kill mechs or cripple them for salvage via legshots. Even headshotting chance will increase to 17-18% which, without the tactics bonus, is around 2%. Tactics tree also gives huge bonuses to indirect lrm fire, which is a great thing as it guarantees you'll be just as effective without putting yourself in harms way. It decreases minimum range greatly, so PPCs, AC2/5s and Lrms are just as effective in short range. In fact, lvl8 tactics will virtually remove minimum range from PPCs and AC5s. It also increases your initiative if you select it as your Mastery tree. It's just the best tree overall.

4. Sensor locking is relatively useless. It will reduce only 2 pip from enemy and will end your turn. If you have fired however, you'd already remove 1 evasion pip, and dealt some damage anyways. Best targets to use it on are ones that are within your sensor range but out of your visual range.(red siluette) That way, you'll be able to fire on an enemy(most effective with tactics speciality lrm mech pilots) without him being able to return fire. Although it's effectivenesss somewhat limited due to enemy ending their turn on "Guarded" if they did not engage an opponent. Still free damage is free.

5. Stability damage can be more powerful than regular damage. Which is why i exclusively use Autocannons, Srms, Lrms and Ceres PPCs (+15/30 stability dmg) on my mechs. It allows you to do Called Shots without spending morale. And the best thing is, your called shot bonuses from tactics tree works on downed opponents as well. (Now you understand why i said tactics is the king?)

6. In general tree's own bonuses are much better compared to 3 speciality skills they give you. Most of them are very situational whereas tree bonuses can be overpowered (looking at you tactics tree). You'll want to invest 4 levels on each skill path at least. They are very cheap compared to later levels and you'll want to have extra "unsteady treshold from piloting, extra injury level from guts, and you'll want to have 5-6 gunnery if you want to be able to hit things and tactics is literally the first thing you focus on no matter what build you make. After getting 9-10 tactics (10 for dedicated lrm mech pilots) it depends on what you want to go for. I generally go for guts/gunnery equally for improved chance to hit and overheat treshold from guts.

Here are some of the best mods for weapons

Lrms - These guys are the king of stability so look for +2 stability (look carefully as even though it will say +2, some lrms have 2+3=5 stability damage per missile, this is insanely good, 75 stability dmg from just an lrm15)

PPCs - Look for Ceres Arms PPCs, they have 2 version +15/+30 stability. Awesome with 3 of these will annihilate everything. They dont have good damage/heat.ton ratio but stability damage is very good so thats where we focus on. +4 accuracy is decent until you get +15stability at least.

Srms - Look for +4 damage(++) or +4dmg+2stability(++). Single Srm6 will deal 72 damage total for 4 tons, which is the highest damage/heat.ton in the game by far. It also deals signficant amount of stability damage. Best used when coupled with hole punchers (ac5/10/20 or ppc. dont use llaser its weak)

ACs - There is really not "best" here, each has its own flavor. For AC20 you want +20dmg but for the rest they really depend on your build.

There are few builds some people might appreciate. I find them to be extremely effective.

1. Victor, if you somehow manage to loot this mech, equip it with ac20+srm10(4+6) and enough ammo to last 10 shots for each group. Mount 4JJs and use this mech to backstab enemies. This is where you want to use your Piloting tree based mechwarrior (we only need one imo and perhaps a spare in midgame+ in case of injury). Because of JJs you'll always have max pips and ac20 is a nightmare weapon for enemy's back. It is enough to one shot heavies and below, and you can easily take out Side torso of an assault with Called shot. Build can be replicated with other 4 movement 75T-85T mechs.

2. Grasshopper is the king of melee, it has good melee damage and 6 support hardpoints so you can put 6 Flamers+ melee/dfa mods and 4jjs and go to town on people. Whatever you focus on will not be able to fire more than once, and soon enough will shutdown. I consider this mech a priority in hot maps, although in other maps its effectiveness is not so great.

3. 2xAC5+2xSRM6 (26tons with ammo). This is the best 4 movement build imo. You got decent long range punch with enormous overall damage(great stability damage as well). Unlike LRMs, Srms are actually very accurate with called shot. (Lrms one weakness is they are not as accurate with called shot). I use mine on a Jagermech because arm accuracy bonuses but will upgrade them to Victor when i find my second one.

Anyways, i wanted to keep it concise but somehow wrote down a wall of text. Hope it helps someone. Peace out!

7 months ago

Good stuff. Can personally vouch for most of the info here, though i dont use PPCs myself at all

4 months ago

blktom If you are facing large numbers of assault mechs, Bulwark is better as Evasion in my opinion. If you are using assaults yourself - and I'd say you have to do this to survive fighting 8 Assaults - you will not get all that much evasion anyway, and will take lots of hits in any circumstance.

In the end you'll receive less damage with Bulwark in these type of encounters, especially considering that even with maximum evasion the enemy can still have a lucky shot and hit you even with a low hit chance. With Bulwark you know the amount of damage you'll have to deal with and don't have to rely on luck. I prefer to reduce the damage of an AC20 over a one-shot destroyed arm or side torso because I relied on evasion and had to take a lucky shot (which doesn't need that much luck anyway, because even with maximum evasion a decent enemy pilot within optimal weapon range still has a 40% hit chance).

Besides from Story missions it is also not true that you have to move all the time. In normal contracts(with the exception of interception missions) you can always pick a spot and wait for the enemy Mechs, sensor locking them from afar and already taking out one or two while they are approaching.

5 months ago

Sensor locking is extremely usefull to take out dangerous tanks like Demolishers of Schrecks with LRMs before they can even see you. It is also usefull - even essential - if you want to take out slow Mechs by killing the pilot with indirect fire - indirect hits have an increased chance to hit the head. Just stay out of sight of the Assault Mech, sensor lock it and hit it with LRMs until the Pilot is dead.

5 months ago

Douglas Bradfield. I've stopped using light mechs and I really want to use them, but they simply don't do enough damage and get downed to focus fire too easily, doesn't matter how good evasion is. Maybe if lights got a special perk that they didn't loose evasion being shot at, or evasion had more effect vs missiles then it would be different.

Having said that my favourite mech is a medium mech. The Kintaro's an absolute monster, load it up with 4xSRM6s all with +4 damage and just wreck anything in 1 shot focus fire. Does so much damage and has the speed to place it in useful places. Take all pilot perks, wait til end of turn, run into the mess, shoot twice and then run off behind cover again. It's even nastier with the 3+ to hit' Gyro. ... I literally never leave home without it, always has highest kills.

6 months ago

Bulwark is definitely good.

What I was criticizing more is this caged-linear thinking that assumes that just because you get it later in the game and just because it weighs more, that the heavier mechs just completely out class light mechs.

And the fact that he's wrong, evasion becomes MORE useful the later you get in the game unless you fall prey to the fallacious mode of thinking above, as light mechs need to be very careful to keep their evasion bonus at max at all times when they are on a battlefield that they share with heavy mechs.

And it's only thinking along those lines, that more weight = better mech, that would make someone think evasion is useless late game.

And he said as much,

I'd bet the love of the love of my life that my three light mechs + 1 heavy would destroy any given four heavies.

"2. Evasion is not as good as advertised here. There are alot of terran modifiers and once you reach heavy mechs, which is pretty early, maximum movement pip you'll gain even with "evasive movement" perk is 3. In order to gain 5-6 pip you either sprint, or use jumpjets. And they are very hot, which means your firepower is considerably less. Basically relegates JJ mechs into backstabbing role which they are excellent at."

Basically when he says this, he's necessarily assuming that mere access to heavier mechs will cause you to never use a light mech again.

In

6 months ago

I dont get to repair so by the third mission there isnt anything left on my mech I die every time.
I have read this its a huge issue.

7 months ago

just freakin repair and hold off on taking the next mission, weirdo.

6 months ago

What do you mean you don't get to repair?

7 months ago

Great video, thank you! I am brand new to the MechWarrior/BattleTech world, and this was perfect for a rookie like myself.

7 months ago

Awesome, glad to hear it helped! Got plenty more coming!

7 months ago

Can you do a quick guide on repair/refit efficiency?

7 months ago

Still not sure whether I prefer this to the original Tabletop version. The old TT version involved getting round with friends and having a good time both good and bad luck in games. And before anyone says yes I'm old but when it comes to gaming I just don't care, I play what I want and enjoy it. All in all very informative for people that don't know the original rules, but also useful for people that do as well given Hare Brained have changed some things slightly.

7 months ago

This is why I still have Lan's with my friends. Playing turn based stuff is great fun in person.

5 months ago

No way, this is actually incredibly similar to the tabletop, all that's missing is the actual rolling of the dice. But just knowing this game well would very adequately prepare someone to play the tabletop without a doubt. It has far more in common with its roots than the Warhammer 40k does with its TT basis.

6 months ago

Well it's like Dawn of War vs 40k. Same shit, different application. I still love modelling and making terrain, but I can't be sitting around a table for 4+ hrs anymore.

7 months ago

Frankly, I think it's an apples and oranges comparison. They may both be set in the same univers, and use somewhat similar rules, but one is a single player video game, the other a social tabletop game.

Same applies to HBS' recent Shadowrun games if you ask me.

They're all great at what they are, and saying one is better than the other is a statement based on false premises.

7 months ago

Ah it's hard to compare digital games with sitting around the table, isn't it? I still love board games, or tabletop wargaming, or pen and paper RPGs - there's a certain joy it brings =).

7 months ago

Any guides for getting the game to work? I've got such bad load times and response times that the game is currently unplayable.

7 months ago

What are the specs of your hardware? Need to know that to know if it's even possible for you.

6 months ago

go to www.amazon.com and buy more ram and a solid state HDD.

Stop yourself before replying to this by saying you have super ram and a diamond solid HDD. If you did, you wouldn't have those problems.

6 months ago

Can I do melee from any side that I can reach the mech? I can't figure out how to do a melee attack from any angle other than the one that the game assumes I want, even if I can get my mech to move to any side of the enemy.

7 months ago

Ah yes! I saw the dots before but never realized I had to select them AFTER selecting the 'move'/melee target. Thanks Party, keep up the entertaining videos.

7 months ago

Yes, you can! When you select the mech to hit in melee, you'll see dots appear on the ground in front of it - you can click on one of the dots to stand there when you strike. I hope that's clear!

7 months ago

speed is life - dead eye

7 months ago

Great tips :) got 30+ hours into the game already but kinda wished I saw this video earlier xD

Now I had to learn the hard way :P Dident know about the directional circle on mechs though, thats a huge help!

7 months ago

Well I'm glad it was able to help to a degree =D! More to come!

7 months ago