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Similarly a lot of Stock loadouts may make Loreful sense but don't pass muster in a game where you are in a slugfest to knock out or be knocked out.
Generally i find that the Heavier end of a Tonnage category is the better Mechs, Assaults being a Exception as there are some great choices across the full range of weights.
Between mods the chassis are still the same but with more flexible options so if you find a Mech to be bad its highly likley that your not going to like it as a modded version (I use YAML, no clue on the other large mech mods)
Battlemasters are the Bigger Thunderbolt and are good average Mechs, the stock charger is pretty bad, the upgraded one with the AC 20 is worrisome because of that gun not the chassis, much in the same way a Urbie with one is a Dire threat.
Instant Action is your friend for getting to "know" everything and trying some quirky ideas out without risking actual loss in career or campaign
If you like the Mech use the Mech and its also handy to have a selection of weights to step down if needed, the lack of space is always a bother particularly when playing with a pool of five players who all like slightly different things, Ravens are my Favourite Mech but currently i don't pilot the one we have because my friend who im playing with loves to do the scout role and has kitted the one we have out heavily for that role.
My Hunchback has been a mainstay of the Company since we started the new campaign ~ the system we started in had a Lvl 4 AC20 BF on sale so it went straight into the Hunchie.
Playing with the AI you do have to make such considerations but the less of the AI you have the better the game is.
Well screw it, have a less entertaining version of the Mech guide I wrote a while back. Whether or not this is any use to anyone is up to you.
Keeping a baseline that this is mostly vanilla with the following mods taken into account:
-Engine DHS restored
-Speed fixed on Battlemechs
-Loadouts of broken Battlemechs fixed
Unless otherwise stated, assume talking about all variants of a Mech. Enjoy the worthless opinions.
In no particular tonnage order:
+Lots of firepower
-Insanely slow
Ever wanted to pilot a bunker then this is the Mech for you. Will outgun virtually everything it comes across. It however is not getting anywhere fast so it will most likely sit in the hangar outside of scripted missions.
+All variants are good
-AI is inconsistent in one
-Weak head
The missile boat Mech you can't really go wrong with. AI tend to make a decent stab at piloting one but can also then charge blindly to their doom, or worse, stand completely still and get shot up. Seem to take more head hits than average in this thing. ARC-AGC can carry obscene amounts of firepower.
+Variants using lostech can field a lot of firepower for their weight
+Fast for its weight
-Center torso is a big target
-Variants that are good are hard to find
A Mech that if you were to use the standard variants is nothing to write home about. The ASN-27 and ASN-DD though give you a fast ECM capable Mech with great cooling and decent loadout options. Biggest problem with this Mech is that its centre torso seems to absorb all the damage rather than spreading it around meaning it is a lot squishier than most.
+AI does well in one
-Mediocre weapon options
-Weak for its weight
-Better variants do not appear till later in timeline
Basically what can only be described as a big bully Mech only good for beating up things smaller than it. Any other Assaults are going to stand up to it and give it a damned good thrashing. It also does seem to take more damage than average compared to other Assaults so its actually nowhere as tough as it looks. AI though can make good use of it.
+Carries several large weapons
+AI work great in one
-Weak center torso
-Slower than average for its weight
One of the best Mechs in game that you can't go wrong with. Stick the AI in one especially an AWS-8Q and watch them slice through enemies. About the only thing to watch out for if piloting one is that center torso goes fast, especially if facing against LRM boats.
+Fast for its weight
+Tough for its weight
-Good variants do not show up till later in timeline
Basically ignore this Mech till the BNC-3S shows up. After that shows then it is one of the more capable Assaults out there, in fact the way it tends to spread damage round I'd argue this is one of the toughest Mechs in the game.
+Fast for its weight
+Well positioned torso weapons
-Generally lacks large weapon slots
-Weak arms
-Weak head
Not generally a bad Mech but is quite squishy with arms going quick and head seems to take more shots than most. Weapons on the torso allow it to crest hills. Most likely able to head shot this and get it as salvage.
+AI do extremely well in one
+Can boat a decent sized number of weapons
-Slow for its weight
A criminally overlooked Mech that if you are struggling for what to put the AI in you can't go wrong in most cases. The BJ-3 in particular carries some impressive firepower for its weight.
+Lots of weapons
+Tough for its weight
-Poor weapon placement
The BL-6b-KNT is the one you want to get as it can fire its weapon all day long easily pounding most Mechs into submission while spreading damage evenly around. Its extremely tall though and the weapons are placed lower down on the Mech meaning it can be frustrating to hit a target without exposing yourself.
+Good weapon placement
+AI does well in one
-Arrives later in timeline
-Fragile for its weight
All round solid Mech and pretty good to give to the AI to pilot. Problem is that these things don't start showing up till the 3020s and they seem to take more damage than normal. You can easily lose components quickly in this thing if you are not careful.
+Most variants are good
-AI is suicidal in one
The fire support Mech that can defend itself up close, unless its a CPLT-A1. CPLT-C1b if fixed via mods is really good for its tonnage.
+Good all round Battlemech
+CN9-D is fast for its weight
-AI are inconsistent in one
-Slower than average speed for most variants
You'll be given one at the start of the Campaign and its a solid ride. There isn't really much that can wrong with it other than AI can jump from being ungodly to braindead when piloting one.
+Fast for its weight
+Tough for its weight
-Not a lot of tonnage to play with
60 Tonners have an infamous reputation for being trash due to having oversized engines. While this is true for the most part the Champion seems to absorb a surprising amount of damage spreading it evenly. If you luck out and are able to buy a CHP-1N2 early in a Career it makes an excellent Raid Mech.
+Offers some good loadout options
-The variants that are good do not show up till later in the timeline.
Everyone is so fixated on the terrible CGR-1A1 that they forget the other variants exist and not only that, they are pretty good.
+Very fast for its weight
-Not a lot of playable tonnage
-The decent variants arrive late
The poster child for bigger =/= better. Got way too big of an engine to be of any use and although the CDA-3M and X5 have got weight saving materials, they are not readily available.
+All variants are good
+Considerable firepower for its size
+Stick an AI in one and watch them tear things up
-Average speed for its weight
Heavily overlooked in a lot of cases. Seriously a Commando may surprise you in what it can do especially early game. It outguns a fair number of Mediums.
+Can carry several large weapons
-Can only get one normally
-AI does poorly in one.
I really don't like this thing but at least it can carry several large weapons. The AI is pretty much hopeless in one barely able to hit a broadside of a barn. You will only get this as a reward Mech from a mission.
+Large weapon slots
+Tough for its weight
+AI do well in one
-Can be hard to find
For whatever reason you'll typically find the best variant, the CRB-27sl, in the market far more commonly than you will others for sale which means it can be a bit pricey. It does seem to spread damage around evenly making it feel a lot tougher than other Mechs in its weight.
+Fast for its weight
-Limited tonnage available
-Good variants do not show till later in timeline.
All round average Mech that gets good when lostech variants show up. Till then it has an oversized engine leaving little space for weapons.
+Can carry a lot of splat
-Very ammo dependant
-The DV-7D, the variant you want, does not show up till later in timeline
Another often overlooked Battlemech especially in regards to the 55 Tonners. Can hit extraordinarily hard but most builds typically run hot.
+Fast for its weight
-Not a lot of tonnage to play around with
A 60 Ton Mech so meh that not even the SLDF wanted it. About the only reason you would use a Dragon is that you were desperate for something that can soak up more damage and have literally nothing else available.
+Can carry decent sized weapons
+AI does well in them
-Firepower is all in the arms
-ENF-4R has slower than average speed
A fair number of people don't like this Mech because of the weapons are in the arms. They also tend to forget that there isn't a lot in this weight category that lets you mount such large Autocannon and Energy weapons. If you enjoy a ranged fighting style may be for you.
+Can have a lot of DPS
-Generally short ranged outside the K variant
-AI does poor in them
Okayish for most part. Does great in Demolitions but really lacks larger weapon slots. K gives you a Large Energy slot to play with which comes in handy.
+Can have decent DPS
-AI commits suicide in this thing
-Unless using FLE-17, slow for its weight
You can have fun in this thing as a player but do not give one to the AI unless you want them to die which is why its rated poor. It is useful for early Demolitions though.
+Lostech equipped versions are very capable
-AI does poorly in them
-Weak arms
If jump jets were better this Mech would be much more highly rated. GHR-5P is a surprisingly good Mech if you can find it. Problem though for other variants is that the weapons on its arms tend to explode very quickly. AI also does not know how to pilot this Mech.
+AI does well in one
+Some good lostech models
-Firepower concentrated on right side of Mech
Mostly built for ranged fighting. AI can be set to do well in one. Lose that right arm or torso though and most of its firepower is gone.
+AI does well in one
-Arrives late in timeline
Painfully average Mech that is not bad when given to AI. Basically acts like a 10 ton heavier Warhammer. Problem is that by time you get one you are typically onto much better Mechs.
+Good loadout options
-Weak arms
Biggest problem with the Highlander is that most of its firepower is typically concentrated in the arms and they take way more damage than average. So you are likely to lose something expensive when you take one out. HGN-732b and HGN-HM are still good but be cautious with them.
+All variants are good, even stock
+AI does well in one
-Most firepower focused around right torso
-Slower than average speed for its weight
Not a bad variant amongst them. If you are stuck with what to grab use a Hunchback. Even though that hunch is a big target the only thing you'll be complaining about is the speed.
+AI does great in one
-Weak arms
While you curse it when engaging one, most likely pass this up as a player. AI can make surprising good use out of it but those arms tend to die fast and that is of course where the weapons are mounted.
+Good firepower
+AI does well in them
-Bad weapon arcs
About best described as your early standard trooper Light Mech. Like the Commando it will outgun a lot of things larger than it so you may want to consider fielding one to save some weight.
+Good firepower
+Fast for weight
+AI does well in them
-Weapons in arms tend to be destroyed easily
-Takes more damage than average
I don't personally like the Jenner that much so may be a bit biased but it does seem to have some poor hitboxes going on where it will die a lot faster than other Lights.
+Good firepower options
+AI does well in one
-Poor weapon convergence
-Weak head
-Weak center torso
This is another Mech I do not enjoy piloting. Weapon convergence is quite off. The biggest problem is that its center torso and head take more shots than average. Stick AI in one though and watch them rip through enemies.
+Impressive firepower potential
+KTO-19b is easily the most powerful Mech in its tonnage
-Variants you want are hard to get easily and are very expensive
-Needs a good supply of Double Heatsinks to run at its full potential
Undeniable King of SRM splat. Will shred most targets fast. The KTO-19b runs not only at a good speed but has an extremely high damage potential allowing it to melt even the largest Assault Mechs.
+Fast for weight
+AI does well in them
-Limited in firepower aside from 1E and 3S
One of these ones where you give it to the AI you'll be pleasantly surprised how long they can sometimes last. 1E and 3S gives the Mech some options for more decent firepower without sacrificing a lot of badly needed protection.
+All variants are good
+Good firepower
+Tough for its weight
-Weak head
All round good Mech. Can't go wrong with one. About the only issue that may come across is that it tends to take more head hits than most.
+Tough for its weight
-Lackluster firepower
-Rare
That one Mech everyone is obsessed with getting but isn't all that good in the grand scheme of things. Its hard to get hold of and you may only want it cause it can mount jump jets. About the best thing about it is that it does seem to absorb more damage than other Mechs its weight.
+Good ranged firepower options
-Arrives late in timeline
Can carry a lot of dakka but does not show up till much later in the timeline. Still worth grabbing when it does appear.
+Excellent firepower
-Hard to get hold of
The stock loadout is perfect but what do you expect from a Mech introduced to Battletech to kill hammers? Unless playing through the Campaign it can be quite hard to get ahold of as it won't show in market till 3049 and even then its rare.
+All variants are good
+Good loadout options
-Weak center torso
This is actually one of my favourite Heavies in game. Like the Marauder you can't go wrong with one although it does seem to have a lot of damage transfer to its centre torso.
+Can carry some big weapons for its weight
-Very slow for its weight
One you'll more likely want to give to the AI than yourself. Considering how well AI does with PPCs though that should not be a problem but don't expect them to get anywhere fast.
+AI does well in them
+Tough for its weight
-Most weapons located in arms
Another Mech that people like to avoid due to arm weapons. It does soak up a lot of damage for its weight due to spreading damage around. AI tend to do a good job piloting so if you want some mobile ECM support and have a PHX-2 or PHX-1b you can afford then may be worth fielding.
+Fast for its weight
-Weak arms
-Not a lot of tonnage to work with
Another one of the oversized engine 60 Tonners. Arguably though this is the better of the three in game and is often unfairly judged. Use it like a brawler and you may be pleasantly surprised though this thing does tend to lose arms more often than most.
+Can carry some decent firepower options for its weight
+3L can carry firepower with ECM
-Arrives late in the timeline, especially 3L
-AI do poorly in it
-General variants aside from 3L have slower than average speed
Even without ECM its a solid Mech. AI are often hopeless in one though. The 3L is the one you want but that arrives a bit too late for you to get most of the enjoyment out of it.
+Can carry good sized weapons
+AI does well in them
+No bad variants
-Slower than average for its weight
Yes its a 60 Ton Mech. Yes everything is in its arms mostly. It will still surprise you how capable it can be. Put an AI in one and watch them rock those ACs or PPCs. AI working well in these is why it is rated so highly. Watch enemy AI in one as they hurt.
+Can make ghetto splat builds
-Generally poor loadout options
-AI are inconsistent in it
Another Mech where AI go from doing well to braindead in performance. I actually quite like the Shadowhawk but it can be a bit hard to make it work for you.
+Fast for its weight
+AI survives rather well in it
-Virtually no firepower
If you want essentially a baby carrier for your AI then this is the Mech for you. Otherwise not much it is great for except maybe early Raid missions. Even the Hero Mech is a bit lacking in firepower but does come with twin AMS which does give it some use.
+All variants are decent
+Tough for its weight
-Slower than average for its weight
Best variant is the STK-3Fb. You can't go wrong with a Stalker. It can tank shots better than most other Mechs due to spreading damage around. All you may complain about is the speed.
+All variants are good
+AI does well in them
+Tough for its weight
-Lacks generally larger weapon slots
You'll probably find this an extremely good early buy/salvage if you can afford one. Can deal with virtually anything it comes across and seems to spread damage around allowing it to soak up more hits than even larger Mechs. About the only disappointment is there are no truly great variants that pop out.
Part 2
Mechs the AI seems to do well with:
Playing through to the Heavies and Assaults, I played with a lot of mechs that I don't field anymore, the ones I liked were:
ai did great in the starter mechs though, no complaints there.
flea is... i mean, when an autocannon round exceeds the size of the mech's joints there's a problem there. lol. i've never stuck an ai in one because those things are just torn apart on the battlefield. very cute but totally pointless imo.
i also don't like urbanmech. you need to move around too much. i could see MAYBE using them to point defence an area but they can't reposition before the objective gets destroyed, so they're pure garbage imo, despite the 360 angle of fire. great to cockpit them and strip the ac off for cash though - beautiful treasure.
uhh, early-mid game the blackjack is really good. not because of its size or speed, but because it can pack 6 weapons. couple medium/large lasers, (similar tonnage mechs that can support a ppc as well), i got a ton of mileage out of this one just from how common it is. chuck ai pilots in that have high weapon affinity for what you have and you're laughing. i had all 3 ai in a blackjack at one point, and they did better in those than most others, just due to volume of fire.
after that uhh.. i didnt really see to many i liked for the midgame. centurion/hunchback were just kind of forgettable stepping stones. very cute to focus on 'a really big gun in one spot' but when that spot got blown up, 50% of the firepower was gone. crab was like an armored up blackjack but with less guns, so you either go armor or firepower when you hit that point in the game.
moving to the heavier tonnage guys 65 and up, a lot were very effective compared to all the earlygame crap. but thinking more, i think this is more due to the 'time advancement unlocking better weapon combinations' as opposed to 'this mech being awesome' - some of the assaults had less firepower than the 45-55 ton mechs lol.
Yes my last name is Steiner
1) The Locust 3V. 20 tons 2 mg 2 ml, 127 kph. Stick an AI pilot in this and it will distract one heck of a lot of fire that will mostly miss it, and those mechs aren't shooting at you. Even if it does get clobbered it's cheap to repair. Taking it in your lance can also free up tonnage so you can take bigger mechs in the other 3 lance slots. Goes obsolete when you are fighting AI mechs that can shoot a bit better in the mid game.
The 3V is the best but honestly it doesn't really matter which one you use early on because the point is to rush around being a distraction, not actually the damage done. They are very good at being a distraction :)
2) The Centurion-A. You start with this beauty and it only goes obsolete in the late game. It's more than a jack of all trades and there are no situations where one set up with an AC10, 2ml and either an LRM10 or an SRM6 or 4 isn't a valuable addition to your lance, either for yourself OR a lancemate. (This depends a bit on how squeaky bum you want to go on the armour. Early on I find an LRM very handy at the cost of a few armour points more. Later, your lancemates are pinging vtols out the sky before you've even noticed they are there and an SRM and more armour are better. And nothing can ignore an AC10 for long.)
It's just big enough, just fast enough and just tough enough.
That empty left arm is a great shield and AI pilots actually appear to use it. Can hold its own for a while against 70 tonners but obsolete when your lance tonnage gets over about 300.
The Battlemaster has that bank of 6 ml. Put in some good ones since they are all torso mounted. And a Large Laser. And an SRM. Heck, some mg (why not?) AND enough single heat sinks to actually USE all that firepower! You can play around with SP and SB lasers as well! This mech MELTS things.
All that and 64 kph and decent armour in 85 tons. Yowza.
Stalker 3F. 85 tons but only 48 kph. What do you get for that low speed? 1 LL, 5MLs and an SRM20. Aim this mech towards the enemy, waddle in firing your LL as you go until you reach "can't miss" range (whatever that is for you) and let rip with the rest... Very little can stand up to it. Runs hot, though, so you need to swing away and cool down after firing an Alpha strike.
The Stalker 3FB is an excellent late game EW platform though I think I've only ever seen one (!). Lose 2 missile slots for Guardian. Still has an LRM30 and a decent bank of lasers.
Got my hands on the Hero TDR this runthrough. It's a mini-battlemaster :) You'd love it
My favourites so far are the Warhammer with 2 ER PPC tier 3 , a Binary-laser and 3 medium lasers.
I got it to 85 speed. I like it quite a lot, it serves me well in all but the hardest missions.
I am trying to like the Zeus but it seems a bit squishy, and the AI doesn't use it well either.
I got an Atlas which I wanted since forever and I enjoy it a lot.
I like facetanky mechs the most. Or speedy tanky ones.
Got the Assassin, which I kinda like personally. With UAC5 and pulse lasers it can do some damage, but I only use it for scouting missions (I use coyote mission mod).
The Awesomes are my bread and butter tho.
I want to try the black knight, mainly because it looks cool and has a cool name.