MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Teao Dec 18, 2021 @ 1:35am
cantina upgrade guide?
Anyone know of a cantina upgrade guide? stuff like:
"I found these upgrades are pointless and this one pointless on AI"
"prioritize jump jet upgrades in this order."
etc
Originally posted by user19990313:
Tip: Ctrl+F to see what the initials+number stands for.

The 3 basic weapon carriers, using 3 or 6 upgrade slots (all 3 slot plans use only upgrades with low Catalina level requirements to make it applicable in early-mid games):

3 slot energy: MC1,MC3,TC4/EC4
6 slot energy boat: MH5,MC6, (EC4,MH10/EC4,MC10,Any=brawler laser)/(MC1,EC9=chem laser)

3 slot ballistic: MC2,MH3,TH2
6 slot ballistic boat: MC2,TH8, (MH3,MH9/EC10,TH2=AC20 brawler)/(MC4,TH2=AC10 brawler)/(MC4,MC10=UAC5)

3 slot LRM: TH1,TH3,MH4
6 slot LRM boat: TH3,MC8,MH8, (WD1/WD2/WD6/MC10=player mech)/(MC10/MH4=AI support, MH4 useless if ST-Art)


Quote from reddit user u/Skolloc753 :
You need an alpha damage (damage with one shot without cooldown) of 46 to breach the armor and the structure of a cockpit.
It is unclear if they mean a safe value considering enemy AI skill, or just mistaken from MWO, but basically you only need +10% ballistic damage and dual T5 gauss to guarantee this one-shot alpha damage, or very likely with upgrade, dual T4 gauss and a good pilot.

Dual Gauss sniper: TH8, (Any=T5 Gauss)/(MC2,Any=T4 Gauss, good pilot)/(MC2,MC4,MH3/MC2,MH3,MH9=normal Gauss, or prefer coring)
Dual Heavy Rifle: TH8,MC2, (MC10,MC7=cooling rate<2)/(MC10,MH9/MH10,TH2=good cooling, or higher tier rifle)
Dual PPC sniper: MH5,MC6,MC10,MH10


SRM boat: MC8,TH3,MC10,EC5,WD10


Loadout for some meta/frequently-used mechs:

Dervish-6D (5 slots, SRM, my favorite): TH3,EC5,WD6,MC3,TH5/MC8,MC10,EC5,WD10
Archer-AGC (8 slots, LRM): TH3,MC8,MH8,MC10, (a combination of TH4,MH4,WD1,WD2,WD10,MC3 or just MH10)
Archer-AGC (8 slots, SRM): TH3,MC8,EC5,WD10,MC10, (MH10/MC3,MC5)
Atlas-BH (8 slots, mixed, mostly laser): MC4,MC6,MH10,Any
Corsair-PVT (8 slots, Dual Gauss Sniper): MC4,TH8,WD5,WD7,WD10
Firestarter-E (8 slots, 4 Flamer+4 MG): MC4,MC6,WD3,MC10,WD10,EC5
Rifleman-DNA (8 slots, Dual Gauss Sniper): MC4,TH8,MH9, (TH7/EC3,EC5)
King Crab-CAR (8 slots, 4 UAC+LRM30): MC4,TH8,WD10,MC10,(MC2,MH6/MH10)
King Crab-KJ (8 slots, 4 PPC Sniper): MC6,MC10,MH10,WD10, (MC9/TH4,EC3)

Charger-1A1: (somehow 8 slots): EC5,MH2,TH7,WD8,EC2,WD10. Yes this build let you charge into brawling range and melee enemy mechs. A life insurance here is recommended for this build.


Again, I must be really bored to make this...
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Showing 1-9 of 9 comments
Bovril Brigadier Dec 18, 2021 @ 2:07am 
You know I have not seen one funny enough. I might reply to this thread later in the day after the macaroon hunt with a detailed list.
vine Dec 18, 2021 @ 5:53am 
heh lol :D fyi i'm very close to finishing the game, and i have not used a single canteen upgrade on a mech. not a single one. you don't need them, really.
user19990313 Dec 18, 2021 @ 10:55am 
Okay, I am actually bored enough to make a crude guide to catalina upgrades... What I'm going to post looks like some kind of copypasta, but that's the best I can do to make it actually readable. I'm planning to make it into an actual guide (since I've already spend this much time to do it), so feel free to comment and discuss about the upgrade loadout. I might update the detailed explanation for each loadout later.

The lookup table:
*The initials stands for the catalina mission type, the number stands for the level to unlock that upgrade. Use Ctrl+F to lookup efficiently.*
EC1 +15% JJ time EC2 +7.5% turn speed EC3 +7.5% energy range and velocity EC4 -7.5% laser duration EC5 +2.5% armor EC6 +10% weapon range and velocity EC7 +20% sensor range EC8 +15% ballistic range and velocity EC9 -10% energy cooldown EC10 -7.5% weapon cooldown MC1 -5% energy cooldown MC2 +5% ballistic damage MC3 +5% heat cap MC4 +5% weapon damage MC5 -2.5% missile heat MC6 +10% energy damage MC7 -5% ballistic heat MC8 +10% missile damage MC9 -5% energy heat MC10 -5% heat generation MH1 +20% JJ refill rate MH2 +5% structure MH3 +7.5% ballistic range and velocity MH4 -7.5% missile spread MH5 +5% energy damage MH6 -2.5% ballistic heat MH7 +20% acceleration&deceleration MH8 +15% missile range and velocity MH9 -10% ballistic cooldown MH10 +10% heat cap TH1 +7.5% missile range and velocity TH2 -5% ballistic cooldown TH3 +5% missile damage TH4 +5% heat dissipation TH5 -2.5% energy heat TH6 -10% missile cooldown TH7 +5% armor TH8 +10% ballistic damage TH9 -5% missile heat TH10 -2.5% weapon heat WD1 +10% sensor range WD2 +25% target lock retention and lose lock time WD3 +15% JJ acceleration WD4 +10% acceleration&deceleration WD5 +20% torso twist speed WD6 -5% missile cooldown WD7 +15% turn speed WD8 +10% structure WD9 +15% energy range and velocity WD10 +15% top speed
The author of this thread has indicated that this post answers the original topic.
user19990313 Dec 18, 2021 @ 10:58am 
Tip: Ctrl+F to see what the initials+number stands for.

The 3 basic weapon carriers, using 3 or 6 upgrade slots (all 3 slot plans use only upgrades with low Catalina level requirements to make it applicable in early-mid games):

3 slot energy: MC1,MC3,TC4/EC4
6 slot energy boat: MH5,MC6, (EC4,MH10/EC4,MC10,Any=brawler laser)/(MC1,EC9=chem laser)

3 slot ballistic: MC2,MH3,TH2
6 slot ballistic boat: MC2,TH8, (MH3,MH9/EC10,TH2=AC20 brawler)/(MC4,TH2=AC10 brawler)/(MC4,MC10=UAC5)

3 slot LRM: TH1,TH3,MH4
6 slot LRM boat: TH3,MC8,MH8, (WD1/WD2/WD6/MC10=player mech)/(MC10/MH4=AI support, MH4 useless if ST-Art)


Quote from reddit user u/Skolloc753 :
You need an alpha damage (damage with one shot without cooldown) of 46 to breach the armor and the structure of a cockpit.
It is unclear if they mean a safe value considering enemy AI skill, or just mistaken from MWO, but basically you only need +10% ballistic damage and dual T5 gauss to guarantee this one-shot alpha damage, or very likely with upgrade, dual T4 gauss and a good pilot.

Dual Gauss sniper: TH8, (Any=T5 Gauss)/(MC2,Any=T4 Gauss, good pilot)/(MC2,MC4,MH3/MC2,MH3,MH9=normal Gauss, or prefer coring)
Dual Heavy Rifle: TH8,MC2, (MC10,MC7=cooling rate<2)/(MC10,MH9/MH10,TH2=good cooling, or higher tier rifle)
Dual PPC sniper: MH5,MC6,MC10,MH10


SRM boat: MC8,TH3,MC10,EC5,WD10


Loadout for some meta/frequently-used mechs:

Dervish-6D (5 slots, SRM, my favorite): TH3,EC5,WD6,MC3,TH5/MC8,MC10,EC5,WD10
Archer-AGC (8 slots, LRM): TH3,MC8,MH8,MC10, (a combination of TH4,MH4,WD1,WD2,WD10,MC3 or just MH10)
Archer-AGC (8 slots, SRM): TH3,MC8,EC5,WD10,MC10, (MH10/MC3,MC5)
Atlas-BH (8 slots, mixed, mostly laser): MC4,MC6,MH10,Any
Corsair-PVT (8 slots, Dual Gauss Sniper): MC4,TH8,WD5,WD7,WD10
Firestarter-E (8 slots, 4 Flamer+4 MG): MC4,MC6,WD3,MC10,WD10,EC5
Rifleman-DNA (8 slots, Dual Gauss Sniper): MC4,TH8,MH9, (TH7/EC3,EC5)
King Crab-CAR (8 slots, 4 UAC+LRM30): MC4,TH8,WD10,MC10,(MC2,MH6/MH10)
King Crab-KJ (8 slots, 4 PPC Sniper): MC6,MC10,MH10,WD10, (MC9/TH4,EC3)

Charger-1A1: (somehow 8 slots): EC5,MH2,TH7,WD8,EC2,WD10. Yes this build let you charge into brawling range and melee enemy mechs. A life insurance here is recommended for this build.


Again, I must be really bored to make this...
Last edited by user19990313; Dec 18, 2021 @ 11:00am
Teao Dec 18, 2021 @ 2:03pm 
Originally posted by vine:
heh lol :D fyi i'm very close to finishing the game, and i have not used a single canteen upgrade on a mech. not a single one. you don't need them, really.
I mean since it came in a DLC, obviously they aren't needed. That's not the point.
Bovril Brigadier Dec 18, 2021 @ 2:26pm 
User beat me to it. Had issues making screenshots of it.
I will like to make some notes:
MH4 -7.5% missile spread
Grab this if you are making an LRM boat, trust me its worth it. Way more than damage modules. I was coring Mechs left right and centre using a Catapult C1b with twin LRM-15 ARTIV streams with zero damage modules. Much faster than an Awesome 8V with twin LRM-20 ARTIV streams with damage modules.

WD1 +10% sensor range
WD2 +25% target lock retention and lose lock time
EC7 +20% sensor range
These seem useless right now. I don't know if they are bugged or not but basically I was struggling to lock targets in open plains and losing them instantly at 800m. To put it in perspective I used Mechs without these upgrades and I could lock on much further away and retain the lock better. Its almost like they are actively reducing sensor range and how long you can lock a target for.
user19990313 Dec 18, 2021 @ 8:13pm 
Originally posted by Strayed:
WD1 +10% sensor range
WD2 +25% target lock retention and lose lock time
EC7 +20% sensor range
These seem useless right now. I don't know if they are bugged or not but basically I was struggling to lock targets in open plains and losing them instantly at 800m. To put it in perspective I used Mechs without these upgrades and I could lock on much further away and retain the lock better. Its almost like they are actively reducing sensor range and how long you can lock a target for.
WD2 is definitely a player-only thing; however, WD1 and EC7 benefit the entire lance if they are installed on your mech. That is, if you are piloting LRM support platform you definitely want to acquire target much further; if you let AI lance mate hold the position with LRM boat, it is much more potent, because AI will actually prefer targets within YOUR sensor range unless under immediate threat. Suppose your sensor range is 800m, AI lance mate LRM range is 1000m, you can grab +20% sensor range upgrade and both you and your lance will have an effective engagement range of 960m.
Granted, these upgrades are kinda situational, so you should insert other more useful upgrades in place of these unless your play style demands it.
Bovril Brigadier Dec 19, 2021 @ 2:59am 
Originally posted by user19990313:
WD2 is definitely a player-only thing; however, WD1 and EC7 benefit the entire lance if they are installed on your mech. That is, if you are piloting LRM support platform you definitely want to acquire target much further; if you let AI lance mate hold the position with LRM boat, it is much more potent, because AI will actually prefer targets within YOUR sensor range unless under immediate threat. Suppose your sensor range is 800m, AI lance mate LRM range is 1000m, you can grab +20% sensor range upgrade and both you and your lance will have an effective engagement range of 960m.
Granted, these upgrades are kinda situational, so you should insert other more useful upgrades in place of these unless your play style demands it.
Weird thing is that we were doing exactly this and it didn't work.
user19990313 Dec 19, 2021 @ 6:23am 
Originally posted by Strayed:
Originally posted by user19990313:
WD2 is definitely a player-only thing; however, WD1 and EC7 benefit the entire lance if they are installed on your mech. That is, if you are piloting LRM support platform you definitely want to acquire target much further; if you let AI lance mate hold the position with LRM boat, it is much more potent, because AI will actually prefer targets within YOUR sensor range unless under immediate threat. Suppose your sensor range is 800m, AI lance mate LRM range is 1000m, you can grab +20% sensor range upgrade and both you and your lance will have an effective engagement range of 960m.
Granted, these upgrades are kinda situational, so you should insert other more useful upgrades in place of these unless your play style demands it.
Weird thing is that we were doing exactly this and it didn't work.
Let's see what others would say (I wanted to test it myself, but I only have modded saves right now, and Instant action won't let me add upgrades...)
https://steamcommunity.com/app/784080/discussions/0/5545618081303671949/
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Date Posted: Dec 18, 2021 @ 1:35am
Posts: 9