MechWarrior 5: Clans

MechWarrior 5: Clans

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Homelander Oct 23, 2024 @ 3:24am
2
Balancing is just bad in MW5: Clans :/
This game is utterly unfair!
Why do i have to fight about 30-40 enemy mechs with my 5 meches without the chance of using a repair bay ?
Throwing in an endless amount of enemies is just a cheap game design!!
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Showing 31-45 of 50 comments
Kryto Oct 23, 2024 @ 6:00pm 
Have you considered lowering the difficulty? I have no issues playing on Expert, but I've also played a ton of MWO and previous games, so I already know the standard mech fighting tactics.

The tldr is, upgrade evasion, use cover, focus fire, abuse Clan range advantages, and TORSO TWIST
Fņŏŕď Oct 23, 2024 @ 6:25pm 
Originally posted by zarthemad:
The Clan Invasion was never meant to be fair...
However, the game has been balanced for PvP....
ACs and PPCs balloon outwards. Laser damage has been lowered.
and instant spawns are the bane of reality.
..... a mod to increase clan weapon damage by 50% base.... would put it in cannon.
If the clans didn't have epic amounts of plot armor they would've been roflstomped.
Rassalhauge would've beaten them GOD help them if they invaded Fedcom space.
"Ha, we have 45 omnimechs!" "Thats nice we have 8 million srm infantry 35,000 manticores backed by artillery. lol.
Nikushimi54 Oct 23, 2024 @ 6:39pm 
Originally posted by Fnord:
"Thats nice we have 8 million srm infantry 35,000 manticores backed by artillery. lol.

Until you account for the fact that the clans equivalent to infantry is Fing space marines.

And other way around regarding plot armor. IS had all the plot armor regarding Tukayyid.
Jebe457 Oct 23, 2024 @ 7:38pm 
Originally posted by Fnord:
If the clans didn't have epic amounts of plot armor they would've been roflstomped.
Rassalhauge would've beaten them GOD help them if they invaded Fedcom space.
"Ha, we have 45 omnimechs!" "Thats nice we have 8 million srm infantry 35,000 manticores backed by artillery. lol.
Ah yes, the Federated Commonwealth.

The faction that only wins when Stackpole's Self Insert Writing Powers are allowed to run wild, and gets comprehensively curb stomped into the dirt the second that's not true. Including by the Capellans...

The Lore guys of course being in the right given the Federated Suns are the faction who did things like looking at the Shadow Hawk and Rifleman, and asking what they could do if they armored them like Light Mechs, and loaded them up with enough ammo for the explosion to be seen from orbit...

Incidentally friendly reminder they heavily nerfed the Clans roughly 3 times in Lore, including nerfing the Clan numbers, nerfing their Mechs, and nerfing their RoE. That's not counting having Jade Falcon and Wolf battling it out to protect the Federated Commonwealth, who did nothing of consequence during the Invasion.

Friendly reminder the Draconis Combine didn't benefit from a similar Writer Favoritism... They smacked the Federated Commonwealth back without it, twice. In turn they faced Smoke Jaguar straight up, without any War of Refusal nonsense...

In turn while Stackpole's Self Insert's Ego demands pretending to the contrary... The Wolf Dragoons and Kell Hounds are Independent Mercenary Commands. In turn friendly reminder said Self Insert's only belaboured contribution to the Battle of Luthien was paying said Mercenary Commands.

There is a reason the Draconis Combine and ComStar are the only two factions that had a major battle with the Clans during the Invasion, the IS nicknames are near universally Japanese, and despite the Federated Suns contributed to Task Force Serpent largely amounting too...

The First Kathil Uhlans, which were comprehensively destroyed on Huntress, in a typical showing of Federated Sun ""competence""... With the Federated Suns suffering no Territorial or Industry Losses due to being on the other side of the map, that that the Federated Suns minus Stackpole Self Insert proceeded to get smacked around by both the Lyrans and the Capellans in the aftermath...

Along those lines friendly reminder since TRO3025 it has been canon the only reason the Federated Suns weren't wiped off the map in the opening moves of the 1st Succession War... was their nonsensical plot armor. And with more recent Lore the only reason they were competitive in the race to get Mech technology leading up to the Star League was... their nonsensical plot armor demanding a nonsensical blackmail plot, that would have utterly failed and put the Federated Suns in a worse position if not for Writer Fiat, aka Plot Armor...

Given Smoke Jaguar by itself was able to penetrate to Luthien... If the map was flipped, so they were coming in from the right, and the War of Refusal wasn't a thing... The Federated Suns by all rights should have ceased to exist as a coherent state under the assault of Jade Falcon+Wolf.
Last edited by Jebe457; Oct 23, 2024 @ 7:45pm
That Mika player Oct 23, 2024 @ 7:41pm 
I have the complete opposite issue. The game is too easy. As it should be though. Inner sphere should get wrecked.
skiittz Oct 27, 2024 @ 11:07am 
Originally posted by Sir_Blaze:
Originally posted by Captain Worthy:
Mechwarrior 5 Mercenaries gave you 4 mechs with shorter ranged weapons and enemies had endless spawns in most missions, meaning you had to complete the mission and then get out of there ASAP.

MW5 Clans massively improves from this.
i'd disagree with the get out of their asap , and endless spawns were in waves i spent an hour on 1 mission dealing with the extra waves before choosing to leave,
and this is where mercs is better than clans, you have a lot more leeway in how to do the missions in clans if you want to do the mission quick and bug out you can if you want to go at targets in a certain order you can , and if you want to stay behind and build up your salvage chances you can.
As for your shorter ranged weapons comment after finishing the campaign a lot of the time you're in combat at the same ranges for both titles or so i found, there were only 2 real instances where you really used your extra range to its full extent, whilst mercs a lot of the maps actually allowed you to take advantage of longer ranges easier if you chose the the longer ranged weaponry. clans you're forced to a lot of closer ranged conflicts due to the map setup.
It's a narrative driven game it's not an endless sandbox like mercs was.

Clans improved on so much... don't get me wrong I love mw5 mercs amd played a lot of it....but clans is just better in literally every way. The only complaint I have is minor, and I had the exact same complaint with mw5 mercs: it's too easy. Even on expert difficulty I was never, not even once, put in a position where I had to make a decision about what to use bc maybe I can't repair everything to full between missions. I was always, 100% of the time, easily able to have everything repaired to full, and launch with full tonnage on every single missiom.
saliddry Oct 27, 2024 @ 11:27am 
i play expertmode ... im level 9 now and the game is way to easy.....
i know how tobuild my mechs...

after the 2nd mission as star commander i had VIpers with assault level armor 630+ with 6 er-small lasers 1-2 shooting everything ..next good mech is the nova.. you can put armor in all parts...12 er-small..... also assault mech armor levels ...

there mechs that are bad cause you cant put armorplates in center or other parts .stormcrow or maddog jump into memory ..not a single free slot in center

my star of 3 vipers and 2 novas run so good i ignored all other mech unlocks ...will get madcats at level 10 for sure

you cant run with ♥♥♥♥ mechs as glass cannons and than cry that you die

+ allcrewskillpoint go into evasion only ..push that up first..... in research focus on less armor damage taken ++++if ya want structure damage taken
Homelander Oct 27, 2024 @ 1:58pm 
But where's the fun in playing all as meta ER-laser mechs?
I really like ballistik weapons but they are sadly underperforming due to ammo problems :/
Mr.Kill Oct 27, 2024 @ 2:25pm 
Ac 10 with 3 tons of ammo shouldn't run dry.
Nova with all small lasers. You will wreck the game easily. I literally used 5 of these until the last level on Expert lol..
Last edited by Lactose the Intolerant; Oct 27, 2024 @ 3:03pm
Vex Werewolf Oct 27, 2024 @ 3:34pm 
It should be illegal to make a game this unfun.
Alpha2518 Oct 27, 2024 @ 5:56pm 
Originally posted by Homelander:
But where's the fun in playing all as meta ER-laser mechs?
I really like ballistik weapons but they are sadly underperforming due to ammo problems :/

I might be able to help you with those builds. Whats the highest tonnage you currently have right now?
ZeroOne Oct 27, 2024 @ 9:40pm 
I honestly believe the game needs a higher difficulty setting or two, so I suppose an easier one might be a good addition as well, but let me give you some tips.

Tips:
1. Your AI teammates are weak by design. You should end up doing most of the damage. You can do some things to make them better and I'll get to that later, but make sure you are firing.
2. If you're struggling to give commands inside say a second, don't try to issue too many orders. Combat is fast paced and because you're much better than your AI helpers, you need to be firing. Only issue commands if you're comfortable and can do it quickly.
3. The mech you are in is almost always in first if you aren't giving many commands. So it tends to get beat up more. Consider switching mechs and taking over another partway through the mission. You can take over any of the other at any time. Switching makes can help to spread the damage out more rather than focusing much of the damage on one mech until it loses component or dies outright. If you don't want to do this, you could also build your primary mech to be able to stand up to more damage.
4. Make sure you have enough for all weapons for the whole mission. The AI doesn't use as much ammo as you would in the same mech. A human pilot can and will fire most weapons on cooldown the entire duration of combat, which means things like LRM20s can burn through 10 tons of ammo in even an early mission. You can also conserve your ammo and/or have some energy weapons.
5. Add armor to your mechs. If your mechs aren't surviving consider adding armor.
6. Add AMS to some of your mechs. AMS shoots down enemy missiles, reducing your damage taken.
7. Have an ECM on Liam's mech. The ECM helps reduce the damage your "star" of mechs takes.
8. Avoid mechs with jumpjets if you don't plan to use them. Jumpjets on a mech that never uses them are wasted weight that should have been used for armor or weapons. Even when the mech with jumpjets has more tonnage, it may have fewer free tons for armor and weapons. For example, Adder and Kit Fox both have more free tonnage--when stripped--to devote to armor and weapons than the larger Viper, because of the jumpjets and engine on Viper. There are few missions where jump jets are really significant, and none I'm aware of where they're required, though I'm not done with the campaign yet and kind of hope that's coming.
9. Not all weapons are created equal. the LRM5 is 1T and launches 5 missiles in a salvo, the LRM10 weighs 2.5T and launches 10. That means the LRM5 weighs 1T per 5 launcher capacity but the LRM10 weighs 1.25T per 5. The 5 ends up being the most efficient for regular LRMs. For LRM + Artemis launchers--which I have been calling LRMAs--the 15 and 20 are tied for most efficient. ER Small Lasers are also extremely powerful for their weight, and honestly could probably use a nerf. Running all ER Small Lasers on a mech which can fit a good number of them is a very effective strategy, and leaves a lot of weight open for armor and AMS.
10. Use your cooling. Every mech has locked heat sinks and built in cooling. Don't feel like you can only have missiles on a missile boat, you can and usually should have a bit of variety to your weapons. Throw in a PPC or some lasers even on your missile and ballistic mechs. Energy weapons take no ammo and can be very light. The tradeoff is the cause heat. You can't remove all the heat sinks from a mech, so you may as well put them to work. This will give your mechs more damage and a source of damage that will not run out of ammo. For mechs where energy weapons are the primary source of damage, you can choose to throw in a ton of heat sinks instead of adding missiles or ballistic weapons to reduce the heat load, which is why this rule is "use heat" not "always make hybrid mechs". Just consider using some heat.
11. Design all the mechs in your star, not only Jayden's.
12. When designing your AI's mechs, pay attention to what weapons the AI is good with. I'm not only talking about the skills of your individual pilots, but the AI itself. I find they're very fast on the trigger with extreme long range weapons like PPC and LRMs. And keep in mind they don't burn ammo anywhere near as quickly as you would in the same mech. They will make it through the missions without running out with half of what you would need.
13. If all this is too much, especially the mech-building and you don't want to be that hardcore, consider using someone else's designs.
14. Consider using multiple copies of the same mech body, and just using different arms and body parts to create different variants. Adder is a solid and versatile choice early game that can become a variety of different types of mech and offers solid armor. By focusing on one mech body by having 3 or 4 of it in your star, you will get it to earn XP faster, and you can get the mech upgrades to speed and mobility. Just keep in mind Liam needs an ECM--well really your star needs one and Liam buffs it--so he probably won't be in the same body as everyone else.
15. Use your mech and pilot experience. You can spend experience points for pilots in the Barracks, and for the Mech Chassis in the Science Lab.
Rhophius Oct 28, 2024 @ 2:06pm 
15 pulse on DW breaks all the later missions, game even on expert is very easy
Phil Oct 28, 2024 @ 3:23pm 
Originally posted by Jebe457:
Originally posted by Fnord:
If the clans didn't have epic amounts of plot armor they would've been roflstomped.
Rassalhauge would've beaten them GOD help them if they invaded Fedcom space.
"Ha, we have 45 omnimechs!" "Thats nice we have 8 million srm infantry 35,000 manticores backed by artillery. lol.
Ah yes, the Federated Commonwealth.

The faction that only wins when Stackpole's Self Insert Writing Powers are allowed to run wild, and gets comprehensively curb stomped into the dirt the second that's not true. Including by the Capellans...

The Lore guys of course being in the right given the Federated Suns are the faction who did things like looking at the Shadow Hawk and Rifleman, and asking what they could do if they armored them like Light Mechs, and loaded them up with enough ammo for the explosion to be seen from orbit...

Incidentally friendly reminder they heavily nerfed the Clans roughly 3 times in Lore, including nerfing the Clan numbers, nerfing their Mechs, and nerfing their RoE. That's not counting having Jade Falcon and Wolf battling it out to protect the Federated Commonwealth, who did nothing of consequence during the Invasion.

Friendly reminder the Draconis Combine didn't benefit from a similar Writer Favoritism... They smacked the Federated Commonwealth back without it, twice. In turn they faced Smoke Jaguar straight up, without any War of Refusal nonsense...

In turn while Stackpole's Self Insert's Ego demands pretending to the contrary... The Wolf Dragoons and Kell Hounds are Independent Mercenary Commands. In turn friendly reminder said Self Insert's only belaboured contribution to the Battle of Luthien was paying said Mercenary Commands.

There is a reason the Draconis Combine and ComStar are the only two factions that had a major battle with the Clans during the Invasion, the IS nicknames are near universally Japanese, and despite the Federated Suns contributed to Task Force Serpent largely amounting too...

The First Kathil Uhlans, which were comprehensively destroyed on Huntress, in a typical showing of Federated Sun ""competence""... With the Federated Suns suffering no Territorial or Industry Losses due to being on the other side of the map, that that the Federated Suns minus Stackpole Self Insert proceeded to get smacked around by both the Lyrans and the Capellans in the aftermath...

Along those lines friendly reminder since TRO3025 it has been canon the only reason the Federated Suns weren't wiped off the map in the opening moves of the 1st Succession War... was their nonsensical plot armor. And with more recent Lore the only reason they were competitive in the race to get Mech technology leading up to the Star League was... their nonsensical plot armor demanding a nonsensical blackmail plot, that would have utterly failed and put the Federated Suns in a worse position if not for Writer Fiat, aka Plot Armor...

Given Smoke Jaguar by itself was able to penetrate to Luthien... If the map was flipped, so they were coming in from the right, and the War of Refusal wasn't a thing... The Federated Suns by all rights should have ceased to exist as a coherent state under the assault of Jade Falcon+Wolf.
This is hilariously nonsensical. Just say you have a grudge against fedcom for whatever reason instead of posting a paragraph of garbage
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Date Posted: Oct 23, 2024 @ 3:24am
Posts: 50