Playing Mechwarrior 5 after having played a lot of BattleTech? Here’s a few quick tips to ease the transition from turn based to live action. The guide should be useful for anyone looking to go the other direction, too.
I’ve found it’s far better in MW5 to maximize your cash. Once you get about 8 million saved up, save the game and go on a shopping tour! Go to an industrial hub and see what they have for sale. Be sure to look at the hero mechs but there’s plenty of good “common” mechs out there, too, so don’t ignore them. Oh, and keep an eye out for better pilots, too. If you find nothing in your travels, fall back to your save game and take a different tour.
In fact, after the game goes through the tutorial and initial escape-the-system missions, you’ll be in a good position to do a shopping tour. You certainly need some pilots and it would be good to get another light mech, too, so save the game and check out that industrial hub!
Be careful with the rare mechs. Typically in video games, rare means better. In MW5, it just means it isn’t a commonly found mech. They can certainly be excellent mechs, but so can the not-rare mechs. Don’t let the salesman fool you into buying a mech with the old “be the only mechwarrior in your sector with this mech” line!
Note: hero mechs show up even if you don’t own the Heroes of the Inner Sphere DLC.
Otherwise, the games are pretty similar. You can still put heat sinks and ammo anywhere. The weapon in your right arm will fire just as well whether the ammo is along side the weapon in the right arm or if it’s stored clear down in the left leg. The heat from the weapon can exit out the left arm just as well as the right, too. There is a difference in that BattleTech treats small weapons (machine guns, flamers, and small lasers) as its own classification while MW5 puts MGs in ballistics and the other two into energy, but it doesn’t factor in much.
If you shoot missiles without lock on, the missiles will try to go vaguely toward where you’re pointed. If you lose lock on, missiles will go toward the last known position of the target – so you can still hit turrets and sometimes tanks if you lose your lock.