MechWarrior 5: Clans

MechWarrior 5: Clans

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Mission tonnage limit is the weak point in any Battletech game so far, change my mind.
So in my opinion the tonnage limit is the weak point. Why? Because where is the point in having all those different mechs and the different affinities, if you're actually just running around with Direwolfs in the end, because the mission is setup that way.

Yeah I know some people just want to run around with assault mechs. I'm also one of the players who likes to pilot Heavys or Assaults. But with a tonnage limit of say 250-350 (changing in every mission, sometimes you have more sometimes less) your choice on which mech to choose actually matters. Granted the mission design should be balanced around the tonnage limit as well. But instead of just running around with a full star (or lance like in other Battletech games) of Assaults, every mech matters.

Through the campaign I just sold all the other mechs I didn't use, because there is no point in letting your star have a light or medium mech, if the tonnage limit is 400 and they would just get shreeded. And this is kinda sad, if you think about how much time they spend in developing the game and the mechanics.

I didn't even unlock some of the omnipods, because there wasn't time to use them. I was much better of waiting for the next mech to unlock. Because the tonnage limit was increasing so fast.
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Showing 1-9 of 9 comments
Igel. Oct 26, 2024 @ 3:07am 
i have the exact same opinion on mission tonnage. Why isnt there a drawback in using aussault mechs in form of tonnage limitation so medium and light mechs can stay relevant in later stages? The mech unlocks and mission tonnage increases with extreme speed.

It also feels bad if you upgrade ECM and sensors in the mechlab just to lose out on liam and his ECM specialisation later on.
Last edited by Igel.; Oct 26, 2024 @ 3:07am
Death a Barbar Oct 26, 2024 @ 5:47am 
That would require some actual thought put into missions besides spawning more and more enemies on top. "Recon" missions in the game play exactly the same as assault missions.
=DeadShot= Oct 26, 2024 @ 5:50am 
For the clans it makes sense. Each mission has a batchall to decide the minimum force capable to do the mission. The tonnage limit for mission game is the results of those batchalls.
For mercenaries tonnage limit makes no sense outside Solaris or other arenas.
Agathos Deimon Oct 26, 2024 @ 6:12am 
Yeah the "the longer the campaign the higher the mission tonnage" mechanic gets a bit old.

MW5: Clans has so many unnecessary bloat elements like Mechwarrior traits and XP, chassis improvements (yeah understand where that makes sense in MWO for player retention) and research. The energy and developement time that went in those elements that are a liability not and asset for a SP/Co-op story driven game, that this energy and time would have been better spent on improving core gameplay aspects.
Death a Barbar Oct 26, 2024 @ 6:21am 
Originally posted by =DeadShot=:
For the clans it makes sense. Each mission has a batchall to decide the minimum force capable to do the mission. The tonnage limit for mission game is the results of those batchalls.
For mercenaries tonnage limit makes no sense outside Solaris or other arenas.

They could have made it more player friendly by having you bid before missions, and give you different bonuses depend on what you picked. Could be weight class, or actual tons, maybe even include weapon selection. Adds replayability and immersion.
=DeadShot= Oct 26, 2024 @ 6:29am 
Originally posted by Death a Barbar:
Originally posted by =DeadShot=:
For the clans it makes sense. Each mission has a batchall to decide the minimum force capable to do the mission. The tonnage limit for mission game is the results of those batchalls.
For mercenaries tonnage limit makes no sense outside Solaris or other arenas.

They could have made it more player friendly by having you bid before missions, and give you different bonuses depend on what you picked. Could be weight class, or actual tons, maybe even include weapon selection. Adds replayability and immersion.
That is the best suggestion.
bba525 Oct 26, 2024 @ 7:13am 
I agree.
magnumaniac Oct 26, 2024 @ 7:16am 
Originally posted by Death a Barbar:
They could have made it more player friendly by having you bid before missions, and give you different bonuses depend on what you picked. Could be weight class, or actual tons, maybe even include weapon selection. Adds replayability and immersion.

That is a fantastic idea, that completely blends in to the Clan ideology. You should apply for a job with PGI, as they clearly don't have anyone capable of creative thinking like this.
MjKorz Oct 26, 2024 @ 8:55am 
Mission tonnage limits are indeed a problem as in they're too high. For a star of 5 mechs, you shouldn't be allowed more than 400tons or even less. Otherwise, the game just turns into a Dire Whale turret match.
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Date Posted: Oct 26, 2024 @ 2:12am
Posts: 9