MechWarrior 5: Mercenaries vs Battletech (what they can learn from eachother)

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Harcagnel

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Ok, Let me say I understand they are very different games but there is a ton of overlap. Having played them both BattleTech is just way more refined than Mechwarrior and its actually where they overlap where it tends to show most.

What Mechwarrior got better:
1. Visually better looking with more individually customizable mech appearances... Its nice but actually the least significant difference and easily ignored.
2. Unique NPC pilot stat limits.... I actually really like this it makes buy individual pilots and how you assign them to mechs a lot more interesting.
3. Looking for locations you can head to you can see mission types available icons, high value mission icons, and rare sale items icons. This is great so you don't waste time flying to systems only to find no missing you want to do. This could be greatly improved though by adding system tonnage limits so your not arriving to find out your over tonnage or lack tonnage for the missions and rare salvage could list type so you don't waste time going to a system for a rare AC/2.
4. Improved contract negotiation with damage insurance is nice it adds another option and the point system adds a better visual of how your reputation effects your options.

Where MechWarrior failed:
1. The Lack of Melee and Knock down... they really hurt the game. As result Light mechs run up and circle heavy mechs which can often result in heavy mechs being eaten alive by locusts they would in Battltech computer or desktop would melee it, knock it down, and if it was still alive, step on it. I pretty much will not play a mech without jump jets and good mobility because I am tired tiny circling death. On top of blowing off a mechs leg then after a few seconds it shakes it off and runs full speed again.... that's just plain silly. Knocking a mech down so you can shoot it better is BattleTech to the core this is the #1 thing to add that would improve this game. Where is my death from above!!!
2. No NPC Pilot AI type selections. I would really like to be able to put a pilot in a Jagermech JM6-S with good ballistic skill, set to sniper mode, with priorities First Air, Turrets Second, Tanks Third, and mechs fourth. Then it would head for high ground overlooking the nearest objective marker. We clear that one and it would find a spot overlook then next objective marker. A skirmisher that keeps to the sides and prioritizes tanks first, mechs second, turrets 3rd, and air targets 4th would be good. A Brawler, that heads right into the middle, targets mechs first, tanks second, turrets 3rd, and air 4th would round it out. As it is they all follow me like ducks then lose there minds attacking randomly.
3. Sized hard points suck. I REALLY like how BattleTech did hard points with support weapons in a different category, then if I want to drop all my weapons, armor, and jump jets to turn that energy weapon hard point on center torso of my locust into a large laser I do it. Having hardpoints that restrict me to AC/2 and medium lasers really REALLY kills build flexibly. If they want to keep the hardpoints to exactly what the default build allows, that's fine. A Panther having a choice between PPC + SRM6 or PPC +LRM5 or Large Laser + LRM10 or Medium Laser + LRM20 is still 4 options but MechWarrior ties the missile hardpoint to small which restricts the SRM to 2 or 4 and LRM to 5 effectively halfling the options and the fun. There is no need to keep the Locust models all separated for example. Instead let me buy a locust, pick the hard point variant, then build it out they way I want. If I want to strip all the armor and put a large laser, or strip all the weapons but a medium laser and a small laser let me half my fun. 90% of the mechs are the same it does make since to have me search the galaxy because I want an energy hardpoint in the center torso, instead let me get one mech chassis and pay to convert hard point composition to the model I want it to be.
4. Mission tonnage lock down. Battltech gets it right. There are some missions where they lock tonnage down for a story reason but mostly if you take a lower mission to earn some funds or hunt some smaller mechs you can still do it with your assult lance to save cost in damages. … What your employere is like "No no, I want you murder that guy in your tiny mechs... it will be funnier and you wont make as much money on the mission with all the damage your going ot have to pay off"...… its dumb. It sucks fun and strategy level play out of the game to force it on some tiny little rails.
5. Mechs are not destroyed or sold in parts. MechWarrior 5 goes out of its way to make things harder than BattleTech by not allowing you to salvage mechs in parts then making you save and hunt stores for that moddle of mech you want. Even if you get one on a mission and leg it or blow its head off, you have little to no chance of getting on because they only salvage as a whole mech so you need 12 points or more to get a mech and you can't even get that on most missions. That makes the limited hardpoints more frustrating because you end up not being able to get mechs you fight regularly unless they happen to randomly sell in a shop. Its very unbattletech of a BattleTech game. What's the point of having a system where you pick your salvage... if you then turn around and make me buy everything I want!??!? Why do we bother with salvage negotiation system to under cut it? Worried I will move forward too fast and enjoy myself? No problem!! Make coring mech destroy the mech and risk killing the pilots and I will have to find them again. Don't just make it annoying to build forces in the beginning. It does get a bit better later, but when I got to the point where I could salvage a mech I have only ever done it for selling them. You could really replace the whole system with better mission funds and make me buy it all with virtually no change to the game.
6. Battle Zones cost more time and money. Why? I am using my mechanics on my ship. All this does is mean I spend more traveling to save on repairs. So you let me skip to the next event but then you force me to leave the area for repairs? WHY? If I saw a count down timer or score based on how fast or some reason for this to do something other than waste my time in the real world, that would be one thing. Getting more help should cost more money. If they wanted to make non-combat zones better at building, they should have added an option to buy building support bonuses at manufacturing planets. Makes way more since.
7. Spawning in the hanger instead of the bridge or my cabin. "How can we make it so it takes players longer to beat?, I know put access to everything in one room at one end of the ship and after every mission have them spawn back on the ship at the opposite end so they have to run through every time!!!" … It was cool the first time. I might have walked out a couple of times to admire the mechs since. Really, if the bridge was closed off and we just had screen shot of it like BattleTech it would be fine. Battletech is fine. Really they wasted alot of effort on a feature that looks cool, just to make it a hinderance. The only time having the inside of the ship mapped out matters is when you deploy from the drop ship and you get to spin around and walk out into battle.
 

Harcagnel

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On the otherhand….

BattleTech could make some improvements based off of Mechwarrior.
1. some visibility into mission availability and purchasable equipment would be nice. If I could filter worlds by AC/10 ultra then go to one of those planets in an allies space that has missions I want and run them until I can buy the AC/10 Ultra... that would be awesome.

2. If you could negotiate repairs at x2 money but lose anything above the damage cost to my mechs.

3. Generic salvage of mechs models where when you assemble them select the hardpoint conficuration AKA variant you want to construct. (Then Pieces of 8 would be a lot more fun to play)

4. A new melee "charge" where you sprint to melee but if you miss your mech falls down... would be awesome.

5. NPCs with locked stats. If you could hire a middle level or low level mech warrior with one or 2 of Gunnery, Piloting, Guts, and Tactics that double at some point and a few lower levels in the other are half cost pushing you to buy these specific pilots for specific jobs they can naturally adapt to early on but struggle to move out of later, while not preventing them from maxing all 4 skills.... that would make characters a bit more interesting.
 

MeiSooHaityu

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I know this is a bit off-topic, but I can't help but think the Dropship in MW5 was originally envisioned by PGI to be a lot more engaging and...alive. Maybe there was more to interact with, people going about their business, and just an overall sense that the Dropship was a small bustling entity.

I have a feeling cuts had to be made during development and the Dropship was the go-to place to trim content (either due to time or resource constraints).

I say this because of how much running we have to do in relatively empty space. It is essentially innefficent and cumbersome on the player. Once the novelty runs off, now it becomes a burden.

If my guess is wrong, and it was always meant to be the way they made it, I wish they would have went to static menus like HBS did with Battletech. It's just quicker and cleaner that way.
 

44th MAC|Bonsai

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7. Spawning in the hanger instead of the bridge or my cabin. "How can we make it so it takes players longer to beat?, I know put access to everything in one room at one end of the ship and after every mission have them spawn back on the ship at the opposite end so they have to run through every time!!!" … It was cool the first time. I might have walked out a couple of times to admire the mechs since. Really, if the bridge was closed off and we just had screen shot of it like BattleTech it would be fine. Battletech is fine. Really they wasted alot of effort on a feature that looks cool, just to make it a hinderance. The only time having the inside of the ship mapped out matters is when you deploy from the drop ship and you get to spin around and walk out into battle.

You can just press "Tab" and don't need to walk. Unless you have to talk to you XO or that mechtech-guy I'd totally fire for his bad attitude and hire Yang ^^


Overall, I agree with your points. Especially hardpoint limitation was solved better at BT, the MW4 approach would have been nice, too. This is just extremely limitating, to a point where modifying some chassis makes barely any sense at all.

Concerning pilots, I kinda like the MW5 approach, but I often just end up firing mechwarriors for better ones, I can't even remember the names of my pilots sometimes. At least in BT all pilots have the same max skill level, making it worthwile to keep them and level them up.
 

CHH_Rampage

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I may be in the minority but I do not miss the lack of melee. For me, the idea of melee in huge armored walking tanks is immersion breaking. Do M1 Abram's tanks attempt to physically assault an enemy tank? I know the fiction and TT include some melee but when a 100 ton Mech punches a 50 ton Mech with an arm loaded with lasers or other weapons, the resulting damage to both Mechs and the weapons systems would not make it worth the effort. I can just not divorce myself from the idea that weapons with lenses and barrels are fragile and precious.

I like the sized hardpoints and the subsequent more restrictive customization. MWO level customization was fun but it also ruined the game is some ways. Balance between chassis was nearly impossible. and the unique characters of chassis was lost due to the ability to put nearly any size weapon and any slot of the proper type. I understand that PGI wanted the seeking out of certain variants to be more rewarding and exciting when you successfully found what you were looking for. Limited customization keeps more Mechs relevant for specific roles. I am OK with that and do not count it as a negative aspect of MW5.

I agree the mission tonnage limits are a bit clunky. Perhaps a fuel drop cost for dropping a excessively heavy lance would be a better way to keep the end game interesting. However, one of the biggest complaints about HBS BT is that after you get a full lance of Assault Mechs the game is no longer challenging and gets boring and repetitive. PGI to proactive steps to address that and I have watched a couple streamers who say that they are enjoying the game more since completing the campaign. Some use lighter Mechs and some use less Mechs but heavier Mechs. They seem to like the challenge.

I agree that it makes no sense for Battlezones to increase the time and money it takes to repair your Mech. I would actually be OK with the idea that a Mech could not be repaired at all in a Battlezone if it sustained substantial damage and you then had to travel to a world where major repairs and parts purchases fabrication could be done. However, I suspect a lot of players would be even more unhappy if this was the case.

I, too, hope that the Leopard becomes a more active space where all the room starts to serve a purpose and it becomes possible to have some interaction with the crew and fellow Mech pilots. Maybe that will come in an expansion or mod.

HBS BT is over 1 1/2 years old. It has been fleshed out with patches and DLC. PGI's MW5 is one week old. I hope we will see similar growth, improvement and expansion of it as time passes. I really enjoy both games and I am happy with both (for now).
 

Prussian Havoc

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...I agree that it makes no sense for Battlezones to increase the time and money it takes to repair your Mech. I would actually be OK with the idea that a Mech could not be repaired at all in a Battlezone if it sustained substantial damage and you then had to travel to a world where major repairs and parts purchases fabrication could be done. However, I suspect a lot of players would be even more unhappy if this was the case...
Having been Commander of an Air Defence Battery, I can assure anyone who cares to know that maintenance at Home Station and maintenance at a Forward Operating Base in a War Zone are worlds of Difficulty, Expense and Time apart.

If anything MW5 just might be taking it easy on the Player and underestimating the inflation rampant in a War Zone.
 

Harcagnel

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I may be in the minority but I do not miss the lack of melee. For me, the idea of melee in huge armored walking tanks is immersion breaking. Do M1 Abram's tanks attempt to physically assault an enemy tank? I know the fiction and TT include some melee but when a 100 ton Mech punches a 50 ton Mech with an arm loaded with lasers or other weapons, the resulting damage to both Mechs and the weapons systems would not make it worth the effort. I can just not divorce myself from the idea that weapons with lenses and barrels are fragile and precious.

A completely void argument if they just make the melee a kick. … The light mech circling is way more annoying and immersion damaging to the game and image of the game than worrying about the damage an atlas would take kicking a locust in half... also fun factor of punting a small mech is just fun and has been in BattleTech since day 1. It breaks my immersion when I can't just step on little ankle biters and it results in my heavy mech being eaten live by a locust … I have yelled at my screen a number of times "JUST STEP ON HIM HE COMES TO YOUR ANKLE!!" I get the damaging the guns but there are also a lot of brawlers that don't have weapons in the arms for a very specific reason which is a little funny considering this uniqueness (aka Mech chassis relevance to the role brawler) is exactly what your arguing for in the next paragraph.

I like the sized hardpoints and the subsequent more restrictive customization. MWO level customization was fun but it also ruined the game is some ways. Balance between chassis was nearly impossible. and the unique characters of chassis was lost due to the ability to put nearly any size weapon and any slot of the proper type. I understand that PGI wanted the seeking out of certain variants to be more rewarding and exciting when you successfully found what you were looking for. Limited customization keeps more Mechs relevant for specific roles. I am OK with that and do not count it as a negative aspect of MW5.

You can keep some variants as selecting hard point configurations and make the hardpoints the exact hard points used by that variant and still accomplish 90% of what your talking about. This is story style sticking point over riding good fun that has been core to BattleTech since the first edition with its customization rules in the back. I don't see anyone complaining about how much fun BattleTech is to customs mechs. The only time someone complains is because some duplicates the capabilities of there favorite mech on a different chassis... this in no way forces the player who has a favorite chassis from playing it default where supper restricting hardpoint so specific weapons does steal from people who want to customize. That's amplified when you make all model variants different mechs and I have to grind through the game to find a specific model I want. If I could instead change the variant of any model to the variant I want I could be more forgiving but its to a point where your being forced to play stock and that is a huge part of the fun for many of us.

I agree the mission tonnage limits are a bit clunky. Perhaps a fuel drop cost for dropping a excessively heavy lance would be a better way to keep the end game interesting. However, one of the biggest complaints about HBS BT is that after you get a full lance of Assault Mechs the game is no longer challenging and gets boring and repetitive. PGI to proactive steps to address that and I have watched a couple streamers who say that they are enjoying the game more since completing the campaign. Some use lighter Mechs and some use less Mechs but heavier Mechs. They seem to like the challenge.

As you said, you have the options stay with lower mechs. People aren't moving forward because they have to but because they want to. After 7 play throughs I am not board playing it and advancing mechs. If they did anything, I would like to start with a lance of all light mechs so they stick around a bit but they make half the starting lance mediums so I am pushing past light mechs before we even start. MechWarrior 5 does the same thing giving you a Centurion out the gate. Wanting to advance and then doing it is not a flaw. BattleTech added some flashpoints with mech ton restrictions for story reasons like speed or tournaments to allow you to step back even in later game but they did not put a tonnage limit on 100% of missions... that's super extreme. 5-10% would cover your complaint and give the freedom I want. Make those mission high profit missions and you make it worth it to keep a light, medium, heavy, and assault lance for chasing some rewards while not locking players down from cutting loose with an assault lance on a level 1 mission when they want to.

I agree that it makes no sense for Battlezones to increase the time and money it takes to repair your Mech. I would actually be OK with the idea that a Mech could not be repaired at all in a Battlezone if it sustained substantial damage and you then had to travel to a world where major repairs and parts purchases fabrication could be done. However, I suspect a lot of players would be even more unhappy if this was the case.

It just adds tedium and cut scenes. Their is no in game reason for me to care. My drop ship is still my repair bay no matter the location so there is no change to my repair capabilities and if your talking about limited recourses that's already there. If my mechs AC/10 is destroyed, I don't have a spare, and I can't buy one in the war zone... then I fly to another industrial planet to buy one and it achieves the exact same thing for the exact same reason but in a real way not an intangible abstract. If I bought a spare AC/10 and don't need to buy a replacement that intangible abstract was mitigated and I am being punished for having what I need due to good planning... That's why I hate it so very much.

I, too, hope that the Leopard becomes a more active space where all the room starts to serve a purpose and it becomes possible to have some interaction with the crew and fellow Mech pilots. Maybe that will come in an expansion or mod.

Ya, they even disable the repair mechs from the med bay after the first mission. I would be ok with doing away with drop ship internals completely and make it a splash screen like BattleTech. Maybe someone does as you said, I just don't see what it adds. The concept is cool, but the reality is wasted effort.

HBS BT is over 1 1/2 years old. It has been fleshed out with patches and DLC. PGI's MW5 is one week old. I hope we will see similar growth, improvement and expansion of it as time passes. I really enjoy both games and I am happy with both (for now).

I am absolutely with you. My point in the post is largely in hope of pointing out the biggest things I want them to target on future patches and DLC. If they made it so you could flip a setting and you spawn on the bridge instead of the mech bay for example it would be an easy fix but leave it so the mech bay could be more interesting later. In fact, BattleTech overhauled the campaign start settings and greatly improved things. They could do the same thing with all 7 of these features so people who want them have them and people who don't are free to leave it alone.
 

Harcagnel

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Having been Commander of an Air Defence Battery, I can assure anyone who cares to know that maintenance at Home Station and maintenance at a Forward Operating Base in a War Zone are worlds of Difficulty, Expense and Time apart.

If anything MW5 just might be taking it easy on the Player and underestimating the inflation rampant in a War Zone.

So you never took spares to forward operation base so that you don't have to take the defense battery to garrison for repairs? I was in Marine Corps as a network engineer and we took a sparing kit with us. When we had what we needed repairs did not take longer or cost more in forward deployed operation zones. If we did not have something we needed in sparing it was more expensive and took more time... however, isn't that already true in the game without the bonus cost and expense? If your mechs AC/10 gets destroyed and you brought a spare in case it does make since cost more or take more time in a combat zone. If you did not bring a spare you have to fly to several other planets to find one raising cost by the travel expense and time for traveling to each planet. This is exactly the same as the real world. Its why all maintenance jobs in forward deployed locations bring sparing kits. The annoying part in this game is that they add a cost to the work that can not be offset by prior planning of buying spares and keeping them on hand to mitigate the cost and time loss.

… You tell me, as Commander of an Air Defense Battery, did you bring a sparing kit? Did you bring a spare, bring the tools, bring the personnel … yet some came in told your repair crews to work slower and charge your unit extra money because you did your job in combat zone over the parts and labor you brought from garrison paid on the same salary, using the same tools? My experience is no. Its bad planning, cutting deployment costs buy shipping less spares, and short changing logistics that generally cost those expenses. BattleTech and MechWarrior both allow for the same issues in game without adding anything additional. Also, their forward deployed base is their garrison base as the drop ship is a mobile everything They don't have a different garrison office where they store the rest of gear... they take it all, every time, every well. Its more like an Air Craft Carrier than an Air Defense Battery. I don't think you see a huge difference in an aircraft carriers maintenance when they are docked in the US vs when they docked in the Australia because they keep what they need on the ship.
 

Prussian Havoc

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So you never took spares to forward operation base so that you don't have to take the defense battery to garrison for repairs?...

… You tell me, as Commander of an Air Defense Battery, did you bring a sparing kit? Did you bring a spare, bring the tools, bring the personnel … yet some came in told your repair crews to work slower and charge your unit extra money because you did your job in combat zone over the parts and labor you brought from garrison paid on the same salary, using the same tools? My experience is no. Its bad planning, cutting deployment costs buy shipping less spares, and short changing logistics that generally cost those expenses. BattleTech and MechWarrior both allow for the same issues in game without adding anything additional. Also, their forward deployed base is their garrison base as the drop ship is a mobile everything They don't have a different garrison office where they store the rest of gear... they take it all, every time, every well. Its more like an Air Craft Carrier than an Air Defense Battery. I don't think you see a huge difference in an aircraft carriers maintenance when they are docked in the US vs when they docked in the Australia because they keep what they need on the ship.
The difference between basic stockage levels in garrison and what little you can transport with you is quite significant. Plus when you deploy, your Logistics Train and Direct and GS Maintenance goes from garrison to all too much extremely High Priced Contractor Support for the most part, along with all the attendant costs of such a Contract. Plus there is a world of difference in maintenance in a Hummer or 5-ton Truck and maintenance on high end Patriot Equipment. Increased costs, time and difficulty in a War Zone are a distinct reality. A reality that PGI captures in MW5. And a distinction that HBS has not drawn upon for BATTLETECH.

An Aircraft Carrier is indeed a City at Sea. No doubts about that, I’ve seen it for myself about the USS Roosevelt (CVN-71).

That being said, MW5’s Leopard is not a City unto itself. And while I heartedly approve of the liberties that PGI have taken (a dozen Mechs in Bays, upwards of what... 16? ...more? stripped down and placed in cold storage?

Sure my MW5 MechTechs can get a lot done, and it is my opinion that the War Zone Monetary and Time Premiums are spot on and add considerably to both immersion and authenticity,

I understand we don’t agree on this point and that is quite alright. :bow:

After all we both seem to be enjoying the heck out of this current wealth of BattleTech PC Gaming! : )


And as ever, good luck and good MW5 / BATTLETECH gaming!
 

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Tonnage limits suck, but now that spawn rates have been improved, at least the difficulty is VASTLY more plausible so it evens out. I started a new game after the last patch and the change is real. So much that, well, after being used to harsh spawns the game is now relatively easy (or is it that I have improved? Dunno).

With the current AI I´m against melee (which IS already in the game to an extent as you can stomp tanks). The AI wouldn´t do it properly and it would only give more advantage to the player. Maybe something for the future, but not NOW.
 

Jurav

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Dec 20, 2019
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I love the game, I've missed Mechwarrior so much, but...

I agree with all of what the OP has stated.

I'd also like to see more in depth content in Mechwarrior 5 like Battletech Computer has.
Like:
  • Upgrades to Drop ships that affect morale and training of crew and pilots
  • Moral boosts and losses
  • Random crew events
  • Being able to chat with crew members on the drop ship. Hear their story and backgrounds
  • More Historical content that can be researched on a computer terminal
  • Planet and moon weather that affects the heat sinks on mechs

Just things that will make the universe feel more alive.
 

XT6Wagon

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I think a good place to spend money would be to make a Union and excalibur dropship interior. This would allow early game to have a 4 + 2 mech limit early game, (4 simultaneous repair), then move on to 12 and endgame 16. Art resources could be minimized by making bays for 4 mechs then making copies of them with minimal differences. Center of the 3(4) mech bays is the ops room. Operating costs of such a thing would promote endgame play without the drop tonnage silliness that currently exists. Who could afford to keep an excalibur dropship running on what some poor farmer can pay for running off some pirate hovercraft? No, its a tool to drop heavy on a serious conflict and earn the heavy payouts.
 

smurfopax

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Drop tonnage never makes sense except when the employer provides the dropship or the environment somehow cant support the heavier machines. And even then it makes no real sense. But i think Mechwarrior 5 did an even better job then Battlletech to keep the small stuff viable. There is exactllly no cause to take a light when you can take a Atlas, except when you need the speed. At least Mechwarrior 5 managed with Raid missions that it is always the better idea to take the faster Mech. In Battlletech lights were only useful in the endgame when youu wanted to make it yourself harder. Even Tarquet Aquisition is easier with a bunch of Assaults then with 4 lights.

@Jurav
Take a hard look at Ice Planets and then at the Volcanic map and telll me again environment doesn't effect heat in MW5
 

Mechwarrior

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1. Visually better looking with more individually customizable mech appearances... Its nice but actually the least significant difference and easily ignored.
I agree with you about this. The problem is MW5 requires a higher level of details because its a simulator so I'm not sure it's a fair comparation. I would not use Unity as game engine if good looking and performance was a priority. Battletech uses Unity while MW5 uses Unreal. Harebrained Schemes should have its motives and I believe they was sucessful at the end.

2. Unique NPC pilot stat limits.... I actually really like this it makes buy individual pilots and how you assign them to mechs a lot more interesting.
Battletech has this at some degree. You have unique pilots in honor to the backers and I quite like them more which the other ones. They always come with a cool or funny background what turn them interenting. All my pilots are backers. I think this is good because the player can choose pilots of his preference and train until they become true professionals. Creates some kind of bound with them.

3. Looking for locations you can head to you can see mission types available icons, high value mission icons, and rare sale items icons. This is great so you don't waste time flying to systems only to find no missing you want to do. This could be greatly improved though by adding system tonnage limits so your not arriving to find out your over tonnage or lack tonnage for the missions and rare salvage could list type so you don't waste time going to a system for a rare AC/2.
Quite agree with you on this one. In Battletech, missions are randomly generated at the first time you access your command center available missions on a new star system. Its not bad at all because you can just save your game before this point and repeat this procedure until you get some set of wished missions. But its a tedious and repetitive pratice who could be avoided with a different system.

4. Improved contract negotiation with damage insurance is nice it adds another option and the point system adds a better visual of how your reputation effects your options.
Basically I agree with you about this one.
 

Apocal

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The Paint Lab in MW5 is certainly superior. Just let me hex code those colors, set the pattern and then stand aside.

6. Battle Zones cost more time and money. Why? I am using my mechanics on my ship. All this does is mean I spend more traveling to save on repairs. So you let me skip to the next event but then you force me to leave the area for repairs? WHY? If I saw a count down timer or score based on how fast or some reason for this to do something other than waste my time in the real world, that would be one thing. Getting more help should cost more money. If they wanted to make non-combat zones better at building, they should have added an option to buy building support bonuses at manufacturing planets. Makes way more since.

Well, when the repairs are just superficial armor damage and you're talking about easy mode war zones, it makes sense to just eat the extra cost. It comes out to a fraction of your typical mission payout, marginal costs all told. Certainly less than picking up stakes and hoofing it to an indy hub for repairs, when accounting for time spent traveling and the jump costs. But I view it as Fahad going out and ordering more armor through intermediaries and those middlemen driving up the price because... they are traveling in a war zone where they can afford to jack up the prices on basic warfighting goods like uncut slabs of armor or specialized arrangements of internal structure.

That said, it is meant to be a money-sink to prevent players from farming profitable zones endlessly. It isn't like HBS BT doesn't make you pick up and move every so often after all.
 

Quardak

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Best of both or three Worlds? (when you consider MW-O as part of it)

Sell Upgrade-Kits als Possibility to upgrade Slots from Small to Medium or from Medium to Large.

Lock it to specific Slots off a Mech....

so you can buy 2x Upgrade-Kits to Upgrade the 2x Medium-Ballistic-Slots to Large-Slots on your Jaegermech.
->Now you can create a Gauss-Jaeger if you like.

a Good Money sink for Endgame.
 

Beagá

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What I want is git gud pills so I can head shot properly. I feel that is the only way to beat the rep 10 missions and above without making your mech look like modern art.
 

Apocal

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What I want is git gud pills so I can head shot properly. I feel that is the only way to beat the rep 10 missions and above without making your mech look like modern art.

Make sure your frame rate is decent. The game has a habit of stuttering and slowing at the worst possible time, which makes smoothly tracking heads quite a bit more difficult than it needs to be. Fortunately, the larger, heavier mechs have the bizarre habit of stopping and staring right at you, which gives some time to line up the shot. Other than that, try a double gauss/double ERLL build of some sort.