MechWarrior 5: Clans

MechWarrior 5: Clans

View Stats:
Am I the only one who hates the new Mech Bay/Modification System?
It always feels like i can't quite customise things as I want. How many slots vs size of slots is unclear until you modifying things, you can't strip Jump Jets/Masc... Worse, I can see how it could be made better; like combine one version's Arm Pod with another's Torso Mod...

It's just... it's not utterly terrible but compared to Mech 5: Mercs and the Mech 4 Mech bays it feels... lackluster.
< >
Showing 1-8 of 8 comments
Bosmang Oct 26, 2024 @ 2:04pm 
You know you can mix/match pods once you unlock them, right?
Slaanesh Patrol Oct 26, 2024 @ 3:01pm 
Originally posted by Bosmang:
You know you can mix/match pods once you unlock them, right?
It's extremely poorly communicated that you can do that. The problem lies with PGI's awful mechbay UI
ChaosUnlimited Oct 26, 2024 @ 3:12pm 
i think people are just too stupid now a days i found it like right away
wildwb Oct 26, 2024 @ 3:15pm 
I agree with D. Paine overall but you can still do a lot of customization in thr mech bay you just have to unlock new pods, but i still prefer MW5 Mercs mech bay over this, i think the overall mechbay is a downgrade
Last edited by wildwb; Oct 26, 2024 @ 3:17pm
Droknar Oct 26, 2024 @ 3:47pm 
I can deal with the mechbay as it is but I don't like it. Its built this way to follow clan lore of only using the omni pods in these mechs. I have hope though that in the future some mods will ease the restrictions on the pods.
The_Maker18 Oct 26, 2024 @ 8:27pm 
Originally posted by Bosmang:
You know you can mix/match pods once you unlock them, right?
I did not discover this till I was well into using my heavy lance, I found it from a youtube video from TTB. Once I used, problems went away. There needed to be a much better explanation in the mechlab. I had complaints about the mechlab till I discovered you can switch each component to what ever you wanted. Which then the mechlab made way more sense.
thundercactus Oct 26, 2024 @ 8:40pm 
The mechlab UI definitely sucks. They couldn't decide between the simple layout and the hardpoint layout, so instead they made both more annoying to use.
You can't strip jumpjets from certain mechs because it's base equipment for that omnimech. Which is also something they didn't make clear.
hilburnashua Oct 26, 2024 @ 11:24pm 
I would like to be able to add ECM to any mech. If I can add a active probe why not an ECM?

It would have been nice if the omnipods indicated not just how many slots for a weapon type the section has, but how many mount points. They could have done something like
Ballistic 1/9 = 1 mount with 9 slots (so one big gun)
Ballistic 9/9 = 9 mounts each 1 slot
And any list of combinations such as
Energy 1/2
Energy 3/3 so you know you can mount 1 2 slot energy weapon and 3 1 slots.

But other then that, I find the Mechlab perfectly functional. It doesn't allow for the degree of freedom that I am sure some people would love. But if that is really what you want with all the mods in Mercs which have added most of the Clan mechs you should be able to have all the freedom you want there.
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Oct 26, 2024 @ 2:01pm
Posts: 8