As RIGHTLY pointed out, I did NOT remove and replace the AMMO. I should have and didn't even think about it as the video was made to provide an overview of the mech lab vs. actually kitting out a mech you'd use in combat!
I did not play Mechwarrior Mercernaries before getting this game. I am SERIOUSLY lost as to how to do anything on this game! Very frustrating when you don't understand jacks**t and want to play. I dont even understand how to group weapons.
@@ShadowcoastGaming + On a brand new PS 5. I have gotten better in the last day or two. I'm learning quickly. I just wish there was a good paper copy strategy guide with all the info in it. I can't find one. If ya know of one, let me know. I found one on Amazon fo $15. Complete GARBAGE.
This games mechlab is not new player friendly at all lol. This might be "simplified" but even as a new player the restrictions actually make things more complicated for me.
Just an advice, you cannot change the engine of any mech. They are all omnimechs and therefore cannot change the engine size or type. The center torso on most mechs cannot carry a lot of weapons, but e.g. on the timber wolf different omnipods change the amount of armor on the part and this "addon" armor doesnt weigh anything.
Very helpful. I just figured some of this last night. The omnipod part is something I didn't know. I need to have one missile boat for one of my pilots. Now I know how to do it. MK is an abriviation for Mark. MK 82 would be call a Mark 82 for instance.
@@ShadowcoastGaming The only 2 things I haven't figured out is how to adjust front and back armor and how remove a piece of gear without having to strip the whole pod. I am enjoying the game but it is annoying getting wiped out in the last phase of a mission and having to play the whole thing over again.
@@NotaVampyre111 Ya armor is kinda weird, since you apply to slots in .25, .5 and 1 ton increments! Not sure how to make it rear vs. forward facing to be honest! If I figure it out I'll let you know!
@ShadowcoastGaming Another tricky thing is getting my star to use repair bays. They won't do it from the wheel command. I have to go into the tactical map, select a unit and double click a repair bay. I like this game but it has some annoying quirks.
Beat the game on expert....halfway dome replaying to get all the secondary objs in sim pod....only juat finding out i could change indidvual omnipods instead of using whole kits...my ass has not been paying enough attention lmao
Helpful stuff as I am on day 1 finding this a bit confusing, saved for rewatch.Correct me if I’m wrong but you forgot about the 2 tons of Gauss amo still in your right torso, after swapping out the Gauss rifle for the er larges.
It does NOT cost k-bills to make changes. When you see that you are paying for the new equipment and weapons. If you only have 1 gauss rifle and you move it the game makes you buy a 2nd one. However, if you have an extra one in you inventory the cost to move the gauss will be ZERO.
My OCD!!! Please for the love of all things, remove the Gauss and Artemis Ammo! Decent job explaining it. I'm not sure how I feel about the changes to the Mechlab yet. I've got well over 1000 hrs into MW5:Mercs. I'll finish the campaign and then go back to Mercs until there are mods for Clans.
Haha fair enough - want to emphasize this was for the video and not a mech I actually used in game! Def important to remove ammo which I should've done and replaced w/ armor or something useful!
@@eternal_affairs After a few more hours I'm more confident in saying I don't like what they've done with the Mechlab (omnipods) I feel they've dumbed it down too much but somehow managed to make it almost more complicated, can't really articulate it very well, probably why I don't make videos, lol. Clans will need to be heavily modded, that said so does mercs. 😂
Fair point - should've removed and replaced w/ armor or something useful! Was more trying to help others out and not thinking about actually using the mech in recording the video!
Nice! However - Engines and fixed components can never be changed. This is both 100% lore accurate, and a good mechanic for chassis uniqueness. To change engine, and internal structure, or extensively hardwired components, requires extensive mech bay time, facilities, and cost. Hence, the prime drawback of Inner Sphere mechs - they’re “stuck” with off the shelf variants in the field. Clan Omni Tech allows you to instantly swap pre-built “modules” in. Thus, instant and easy field refits. Making them significantly more adaptable to meet changing tactical/strategic needs on the fly. And this is how it’s represented in game. I think it works well! Good way to give some customizability but keeping true to lore.
@@Ganimal83its actually not lore acurate. There are mechs that can have their power systems changed. Only Omni-mechs are fixed. I want my old mechs back.
@@Jake-777-7 Well, technically, all non-omni IS mechs have “fixed” everything. Hence the need for legit mech bays for modifications, and extensive facilities for engine swaps, etc. Omnis allow “near instant” module swaps in field with minimal facilities, hence their strategic flexibility. Both types still need extensive facilities if you want to swap engines or structure. Of course it will be represented in game with liberty in various ways for “fun factor”. I still think MW5 Clans did a solid job of mixing the 2 to allow individual chassis uniqueness.
You didn't remove your gauss ammo, and you even added extra LRM artemis ammo. It tells you in the bottom left corner in the overview. All this ammo is useless, taking up tonnage, and could potentially explode if hit. Definitely take out all that ammo and replace it with armor or something else.
Should clarify, the Gauss ammo is ballast, it's useless and does nothing. However, the LRM isn't just ballast and *can* explode. Don't carry around bombs you don't need, it's a bad idea
I'm going to start watching now, but for some reason I can't use my weapons on missions, like, I have the flamethrower and the missile launcher, an energy pulse rifle or something, and another cannon. But even at the start of the mission, they don't fire anything.
@@ShadowcoastGaming in on PS5, in my controls, it says that If I hold R1 I can select/swap weapon groups, but nothing happens. Do you think there's anything to do with ammo, even at the start of the match? In the sense of, I need to equip a massive ammo reserve for each weapon I have, in order to fire even a single shot?!
@@Segundachanceemgames Nope, if you see ammo on right (should be a number) then you should be able to fire - that's so weird! Are you in scan mode? Bottom right should say weapons offline or something if you're in scan mode!
At 6:18 on the right hand side under the blue bar. Every item that you do not own or having your inventory needs to be bought. Those items will have a green tag in that spot.
I admit that the mechbay changes from Mw5 to ME5: Clans have been REALLY frustrating. Mastering those aspects of MW5 simply do not transfer over to mw5: Clans at ALL. It should be Mechwarrior 6: Clans.
To be fair, this is apart of a specific event in a very specific location. Your bound by military doctrines and such, therefore the mechlab must be different for thematic purposes.
@Jake-777-7 That's absolutely true. I guess part of the problem I have with it is that there are so few mechs and you can't use any of the clan mechs against the innersphere chassis and there's no method for mixing it up in instant play which is really frustrating. I know you can replay missions or use the testing grounds, but that's just not the same at all.
@ShadowcoastGaming first hour in and saw the customization and the mech you can get. Got disappointed real fast. Even the button layout is annoying me and cant customize it for classic.
@@jacobtaylor7506I had the same thought. Mw5 mercenaries is what? 5, 7 years old? I couldn't believe how they managed to make a customisation system that was even worse than a 7 year old game.
They need to reduce the laser damage to make ballistics and missiles more competitive. Once you realize wasting tonnage and space on ammo (which misses and is limited) is a huge drawback, you can't UNSEE this.
Nerfing laser damage to make other damage more competitive isn't going to make the game more fun. It just means you'll run out of ammo faster and die more.
The ONLY mech you can customize to be absolutely godlike is the Nova . . . Every other mech has too many limitations. Spending tonnage on ballistics and missiles instead of damage or armor is a huge waste. Ammo is limited and takes tonnage. Lasers do not. And there is only ONE mech that has a ton of lasers. That mech also happens to be fast, tough, and . . . Jumpy lol. Once you realize this fact it is hard to choose ANY mech besides the Nova. My custom Nova has 12 ER Small lasers, 89 KPH, 700+ armor, and jump jets. It's ONLY drawback is the tonnage @ 50. This limits the amount of armor you can put on it. But 700 is still pretty damned good. You might think heat would be a problem with 12 lasers, but heat is shockingly easy to manage. You can fire 3-4 full bursts before you have to cool down. That's 36-48 laser blasts in a short amount of time. Most mechs disintegrate under 1 or 2 full salvos. Field a full squad of these little bad boys and the Draconis Combine are shitting in their tight pants.
Yea the ER small lasers are ridiculously overtuned in this game when you stack research + pilotskills on them (I mean getting +40% range from pilot+research is beyond broken). The usual equivalence is clan ER mediums = IS large in range but here we get there with the smalls already for a much lower heatcost and with a sharper crisper burn (less duration). I'll try to stay away from the ER lasers mostly next playthrough because boating them really breaks the game =) Even my executioner and Direwolf builds rely on them for most of the crunch. Usually in other mechwarrior games I like pulselasers but when comparing them to the ER's in this game I really can't see the point of using the pulses.
As RIGHTLY pointed out, I did NOT remove and replace the AMMO. I should have and didn't even think about it as the video was made to provide an overview of the mech lab vs. actually kitting out a mech you'd use in combat!
I did not play Mechwarrior Mercernaries before getting this game. I am SERIOUSLY lost as to how to do anything on this game! Very frustrating when you don't understand jacks**t and want to play. I dont even understand how to group weapons.
@@marvinheemeyer6660 It can definitely be confusing at first, are you playing on PC w/ mouse & keyboard?
Is the game basically complete, or is there DLC / Micros behind a paywall?
@@ShadowcoastGaming + On a brand new PS 5. I have gotten better in the last day or two. I'm learning quickly. I just wish there was a good paper copy strategy guide with all the info in it. I can't find one. If ya know of one, let me know. I found one on Amazon fo $15. Complete GARBAGE.
@@FoulPet It's a complete single player game - not sure if they'll have DLC. They went for a more curated/story driven linear gameplay approach!
I’ve been playing since MW2, and your video even reminded me of a few things. I’m loving Clans and great video, btw!✌️
@@toecutter9372 thank you!
This games mechlab is not new player friendly at all lol. This might be "simplified" but even as a new player the restrictions actually make things more complicated for me.
I just started the game and was confused as how to change out pods. Thanks for the tutorial. Very helpful
Glad to help out!
Just an advice, you cannot change the engine of any mech. They are all omnimechs and therefore cannot change the engine size or type. The center torso on most mechs cannot carry a lot of weapons, but e.g. on the timber wolf different omnipods change the amount of armor on the part and this "addon" armor doesnt weigh anything.
Very helpful. I just figured some of this last night. The omnipod part is something I didn't know.
I need to have one missile boat for one of my pilots. Now I know how to do it.
MK is an abriviation for Mark. MK 82 would be call a Mark 82 for instance.
Glad to hear it helped you out! And great call out!
@@ShadowcoastGaming The only 2 things I haven't figured out is how to adjust front and back armor and how remove a piece of gear without having to strip the whole pod.
I am enjoying the game but it is annoying getting wiped out in the last phase of a mission and having to play the whole thing over again.
@@NotaVampyre111 Ya armor is kinda weird, since you apply to slots in .25, .5 and 1 ton increments! Not sure how to make it rear vs. forward facing to be honest! If I figure it out I'll let you know!
@ShadowcoastGaming Another tricky thing is getting my star to use repair bays. They won't do it from the wheel command. I have to go into the tactical map, select a unit and double click a repair bay.
I like this game but it has some annoying quirks.
@@NotaVampyre111you have to be within a specific range of the repair bays to issue the command. Too close or too far and it doesnt work.
Beat the game on expert....halfway dome replaying to get all the secondary objs in sim pod....only juat finding out i could change indidvual omnipods instead of using whole kits...my ass has not been paying enough attention lmao
Helpful stuff as I am on day 1 finding this a bit confusing, saved for rewatch.Correct me if I’m wrong but you forgot about the 2 tons of Gauss amo still in your right torso, after swapping out the Gauss rifle for the er larges.
@8:19 you had 2 energy slots but couldn't add any lasers because you didn't own anything to fit that slot
It does NOT cost k-bills to make changes. When you see that you are paying for the new equipment and weapons.
If you only have 1 gauss rifle and you move it the game makes you buy a 2nd one. However, if you have an extra one in you inventory the cost to move the gauss will be ZERO.
Good call out, thanks!
My OCD!!! Please for the love of all things, remove the Gauss and Artemis Ammo! Decent job explaining it. I'm not sure how I feel about the changes to the Mechlab yet. I've got well over 1000 hrs into MW5:Mercs. I'll finish the campaign and then go back to Mercs until there are mods for Clans.
Haha fair enough - want to emphasize this was for the video and not a mech I actually used in game! Def important to remove ammo which I should've done and replaced w/ armor or something useful!
@@ShadowcoastGaming I would have been yelling at my monitor if you jumped into a skirmish like that. Just giving you a bit of a hard time. =)
@@MrDamnLag Haha all good and fair point to call out!
Bought it for the campaign, coop, and to support the devs. But just like you, when I'm done with campaign I'll probably go back to mercs
@@eternal_affairs After a few more hours I'm more confident in saying I don't like what they've done with the Mechlab (omnipods) I feel they've dumbed it down too much but somehow managed to make it almost more complicated, can't really articulate it very well, probably why I don't make videos, lol. Clans will need to be heavily modded, that said so does mercs. 😂
Well, the sim pod milestones make customising unattractive as you need to sim pod the missions in stock loadouts.
Great video!! I was wondering how to do this
Glad I could help!
How do you change weapon groups for your ally’s mechs?
Switch to them and then set it - can switch between mechs/mechwarriors by clicking Y on mouse and keyboard!
@@ShadowcoastGaming oh Damn didn’t even know you could do that, thanks
is there a way to change bot behavior, my LRM girl keep going into melee range instead of bombing from a distance lol , she got herself deleted twice.
On tactical/strategic map you can send your mechwarriors to defend a spot - best way to keep them further back!
AI teammates use the weapon groups you set for that mech. If you remove melee from all weapon groups on her mech, she won't try to melee.
"I'm not dependent on any ammo"
>leaves two tons of gauss ammo on the mech
Fair point - should've removed and replaced w/ armor or something useful! Was more trying to help others out and not thinking about actually using the mech in recording the video!
Nice! However - Engines and fixed components can never be changed. This is both 100% lore accurate, and a good mechanic for chassis uniqueness.
To change engine, and internal structure, or extensively hardwired components, requires extensive mech bay time, facilities, and cost. Hence, the prime drawback of Inner Sphere mechs - they’re “stuck” with off the shelf variants in the field.
Clan Omni Tech allows you to instantly swap pre-built “modules” in. Thus, instant and easy field refits. Making them significantly more adaptable to meet changing tactical/strategic needs on the fly.
And this is how it’s represented in game. I think it works well! Good way to give some customizability but keeping true to lore.
100% great call outs thank you! Found it confusing they even had the option to look at it!
@@ShadowcoastGaming I liked that they did it, gets the lore-boys off their backs haha.
@@Ganimal83 Hahaha fair enough!
@@Ganimal83its actually not lore acurate. There are mechs that can have their power systems changed. Only Omni-mechs are fixed. I want my old mechs back.
@@Jake-777-7 Well, technically, all non-omni IS mechs have “fixed” everything. Hence the need for legit mech bays for modifications, and extensive facilities for engine swaps, etc.
Omnis allow “near instant” module swaps in field with minimal facilities, hence their strategic flexibility. Both types still need extensive facilities if you want to swap engines or structure.
Of course it will be represented in game with liberty in various ways for “fun factor”.
I still think MW5 Clans did a solid job of mixing the 2 to allow individual chassis uniqueness.
You didn't remove your gauss ammo, and you even added extra LRM artemis ammo. It tells you in the bottom left corner in the overview. All this ammo is useless, taking up tonnage, and could potentially explode if hit. Definitely take out all that ammo and replace it with armor or something else.
Should clarify, the Gauss ammo is ballast, it's useless and does nothing. However, the LRM isn't just ballast and *can* explode. Don't carry around bombs you don't need, it's a bad idea
@@Enderdragon91 True, but I'd still definitely remove both.
Gauss ammo does not explode. Only the gun.
I applaud the effort and I gave you a thumbs up, but please invest in a microphone.
I'm going to start watching now, but for some reason I can't use my weapons on missions, like, I have the flamethrower and the missile launcher, an energy pulse rifle or something, and another cannon.
But even at the start of the mission, they don't fire anything.
Hm are you ok mouse and keyboard? If you click M can you assign them controls?
@@ShadowcoastGaming in on PS5, in my controls, it says that If I hold R1 I can select/swap weapon groups, but nothing happens.
Do you think there's anything to do with ammo, even at the start of the match? In the sense of, I need to equip a massive ammo reserve for each weapon I have, in order to fire even a single shot?!
@@Segundachanceemgames Nope, if you see ammo on right (should be a number) then you should be able to fire - that's so weird! Are you in scan mode? Bottom right should say weapons offline or something if you're in scan mode!
What I really want to know is how to set up my HOTAS joystick
I wish I had a HOTAS setup but I don't :( Sorry!
The green tags mean you have to purchase the item. You don't have any spares in your inventory.
Green?
At 6:18 on the right hand side under the blue bar. Every item that you do not own or having your inventory needs to be bought. Those items will have a green tag in that spot.
Great vid
I admit that the mechbay changes from Mw5 to ME5: Clans have been REALLY frustrating. Mastering those aspects of MW5 simply do not transfer over to mw5: Clans at ALL. It should be Mechwarrior 6: Clans.
To be fair, this is apart of a specific event in a very specific location. Your bound by military doctrines and such, therefore the mechlab must be different for thematic purposes.
@Jake-777-7 That's absolutely true. I guess part of the problem I have with it is that there are so few mechs and you can't use any of the clan mechs against the innersphere chassis and there's no method for mixing it up in instant play which is really frustrating. I know you can replay missions or use the testing grounds, but that's just not the same at all.
Lolol Wont let tou increase your weapons. Lol you can put as much armor on, but they put hardpoints on, so you cant actually beef up anything. Lololol
Def does not let you customize as much as the other games!
literally the worst mech customization of all the mws
thats the clans , its in the lore
@Rokr83 No it's not. They literally invented omnimechs.
They definitely limited the options to make it “easier” I think. Love the game and the story just wish they had greater customization!
@ShadowcoastGaming first hour in and saw the customization and the mech you can get. Got disappointed real fast. Even the button layout is annoying me and cant customize it for classic.
@@jacobtaylor7506I had the same thought. Mw5 mercenaries is what? 5, 7 years old? I couldn't believe how they managed to make a customisation system that was even worse than a 7 year old game.
They need to reduce the laser damage to make ballistics and missiles more competitive. Once you realize wasting tonnage and space on ammo (which misses and is limited) is a huge drawback, you can't UNSEE this.
Nerfing laser damage to make other damage more competitive isn't going to make the game more fun. It just means you'll run out of ammo faster and die more.
The ONLY mech you can customize to be absolutely godlike is the Nova . . . Every other mech has too many limitations. Spending tonnage on ballistics and missiles instead of damage or armor is a huge waste. Ammo is limited and takes tonnage. Lasers do not. And there is only ONE mech that has a ton of lasers. That mech also happens to be fast, tough, and . . . Jumpy lol. Once you realize this fact it is hard to choose ANY mech besides the Nova.
My custom Nova has 12 ER Small lasers, 89 KPH, 700+ armor, and jump jets. It's ONLY drawback is the tonnage @ 50. This limits the amount of armor you can put on it. But 700 is still pretty damned good. You might think heat would be a problem with 12 lasers, but heat is shockingly easy to manage. You can fire 3-4 full bursts before you have to cool down. That's 36-48 laser blasts in a short amount of time. Most mechs disintegrate under 1 or 2 full salvos. Field a full squad of these little bad boys and the Draconis Combine are shitting in their tight pants.
Yea the ER small lasers are ridiculously overtuned in this game when you stack research + pilotskills on them (I mean getting +40% range from pilot+research is beyond broken). The usual equivalence is clan ER mediums = IS large in range but here we get there with the smalls already for a much lower heatcost and with a sharper crisper burn (less duration). I'll try to stay away from the ER lasers mostly next playthrough because boating them really breaks the game =) Even my executioner and Direwolf builds rely on them for most of the crunch. Usually in other mechwarrior games I like pulselasers but when comparing them to the ER's in this game I really can't see the point of using the pulses.
@@Flakzor123 all laser are ER lasers
@@Rokr83 lorewise yea but pulses are not technically in that "category" even though their range is longer than in other games.