So there’s a question out there that I’m sure has been bandied around the upper echelons of Catalyst Game Labs more than once: does BattleTech have a Pokémon problem?
It’s an honest question, and one I’m probably going to have to explain before I dive into the weeds. BattleTech is obviously not competing with Pokémon in any way–I can’t imagine there’s much overlap between Pokémon and BattleTech fans (although feel free to prove me wrong). I refer to the “Pokémon problem” to point out how BattleTech and Pokémon are two game universes with a very similar issue and one that gets to the core of what each franchise is even about.
Late last year, Pokémon fans were in an uproar when they found out that the latest video game installment wouldn’t feature the full list of nearly 900 Pokémon. Instead, Nintendo decided to pare back the list to 400 individual monsters, citing issues with maintaining game balance when there’s close to 900 separate Pokémon to keep track of.
Simply put, there are just too many Pokémon for a franchise to keep adding more and more with every new game. Eventually, you’d have a game with thousands or even tens of thousands of Pokémon, making it impossible for anyone–even the game’s designers–to properly keep track of them.
While there’s certainly an argument to be made on the player’s side that having thousands of options would keep every game fresh thanks to the abundant variety of Pokémon to choose from, the logistical challenges of an ever-expanding roster are undeniable. A game just can’t keep getting bigger and bigger forever without something, somewhere, breaking.
The number of Pokémon weighing down the franchise had become a problem. The solution was to cull some, relegating them to past games where they would stay until future games decided to bring them out of retirement for another romp.
Now let’s talk about BattleTech. There are currently just over 650 ‘Mechs, according to my quick addition on Sarna’s BattleMech portal, although that number might be a bit low as I’m basically eyeballing each tonnage category. When you add in Aerospace fighters, DropShip classes, types of Battle Armor, tanks, VTOLs, WarShips, and everything else that makes up BattleTech, you get a number so high I’m not even going to bother to try and calculating it because I don’t get paid by the hour.
But we’re going to keep our discussion limited to ‘Mechs. So, just like Pokémon had too many Pokémon, does BattleTech have too many BattleMechs?
Too Many ‘Mechs. Maybe.
I’m going to say right off the bat that I don’t have the answer to this question. I think it’ll be a different answer for different people, but it’s definitely something worth considering as BattleTech continues into the future.
One of the problems that has always existed in BattleTech is the desire for new content, and for the tabletop game, that means new maps, new stories, and new TROs filled with new ‘Mechs. If a TRO came out and it didn’t have a new ‘Mech or a new variant, it just wouldn’t be a TRO, and crucially, it probably wouldn’t sell. So from Catalyst’s perspective, you can probably never have too many ‘Mechs since you can never sell too many TROs.
Or can you? Just like with Pokémon, each new ‘Mech has to be tracked. Luckily, we have Sarna here to continue expanding the BattleMech portal, so keeping track of all these new machines isn’t a problem. Likewise, tracking for the sake of balance isn’t a problem in BattleTech because the game isn’t designed to be balanced, it’s designed to simulate warfare, and warfare is rarely fair.
Now, if all those 650+ ‘Mechs were to ever arrive in a video game, it would be a different story. The rules of a tabletop game keep things from getting out of hand, but the multitude of factors that go into creating a ‘Mech in a game like MechWarrior must be balanced for the sake of multiplayer. If one ‘Mech can simply have more weapons, armor, and speed than any other, everyone would just use that ‘Mech.
Here, the tabletop rules again largely save MechWarrior the trouble of balance, but that doesn’t mean everything is fair. Just look at MechWarrior Online to see the trouble that an ever-expanding roster of ‘Mechs can cause in a multiplayer game. In MWO’s case, there are definite tiers that have emerged as certain ‘Mechs prove to be superior to others due to quirks, movement profiles, and just overall shape and size.
Even MechWarrior Online doesn’t have 650+ ‘Mechs in it though. In fact, most MechWarrior games throughout history have handled the Pokémon problem by limiting the era in which the game takes place. MechWarrior games that take place before the 3050s, such as MechWarrior 2: Mercenaries and MechWarrior 5: Mercenaries, have largely overlapping rosters where certain ‘Mechs reappear again and again (I’m looking at you, Centurion). Whenever the Clans appear, ‘Mechs like the Timber Wolf, Summoner, and Mad Dog are never forgotten by the developers.
These fan favorites tend to ensure that even as the tabletop game keeps adding ‘Mechs by the truckload, BattleTech video games tend to stick with the machines that MechWarrior fans most recognize. It’s as much about good marketing as it is about good game design.
But even still, BattleTech keeps getting new ‘Mechs from fiction, TROs, and video games (such as the Bull Sharkand Corsair). I know that when I read a BattleTech book I always have Sarna open on my browser to quickly lookup a name I don’t recognize. That’s not really a problem, per se, as I always love refreshing my memory or even learning about a ‘Mech I’d never heard of until that point. I can’t help but wonder, though, if that’s the same for everyone.
So, can there be too many ‘Mechs? Does BattleTech have a Pokémon problem? And if so, what’s the solution? Let me know in the comments below.
PS: And if you find any more Pokémon X BattleTech memes, send ’em my way!
Alright kiddies. Let’s talk about MechWarrior 5. I know some of you hate this iteration of MechWarrior with a fiery passion that has inflamed the comments section from time to rime, and those comments are for the most part valid. MechWarrior 5 is, admittedly, a flawed game, but mods fix many of those flaws, and I’ve been having a blast on my most recent playthrough. We’re going to talk about some of those mods today.
However, SOME of the comments that I’ve culled from posting have been a little bit… let’s call them “heated.” We’re all entitled to our opinions, but we’re not entitled to declare a holy war on anyone. So, keep the personal attacks to a minimum as we explore the wonderful world of MechWarrior 5: Mercenaries mods!
I’ve recently picked up MechWarrior 5 again after putting the game down relatively soon after it launched late last year. I admit, the initial shine of the first new MechWarrior game in years was enough to get me to overlook some of the game’s flaws. Yes, the actual core combat portion of the game felt better than any other MechWarrior to come before (at least to me), but the more you play, the more you find things that really should be fixed.
Knowing that mod support was a core feature for MechWarrior 5, I decided to sit down and wait for mods to take care of all those rough edges. While there’s still plenty of roughness yet to smooth out in MechWarrior 5 (and a pending update will hopefully do just that), I wanted to share with you the package of mods that I’ve personally installed, and what mods that I hope the community will make in the future. Who knows? Maybe we’ll change a few minds today.
In general, my philosophy when it comes to mods is to try and keep the core experience as much as possible but fix everything that annoyed me. And before any of you naysayers start your naysaying, yes, even I found a lot to dislike in MechWarrior 5. But hey, mods fix it. Feel free to discuss the role mods should play in a game’s development in the comments below.
I also tried to use mods that were officially supported through the Epic Games Store as much as possible. Since Epic now makes downloading and installing mods easy for MechWarrior 5 while also keeping those mods updated, this drastically cuts down on the amount of work needed to get MechWarrior 5 up and running. The mods I’ve downloaded from Nexus Mods are relatively small and therefore easy to install, so they weren’t too much effort even for the non-technically inclined.
As I said before, both MercTech and Mercs Reloaded are not on this list. I certainly recommend them both for ‘Mech fans looking for a new experience and to expand MechWarrior 5’s extremely limited ‘Mech customization, but I wanted to go without that. While ‘Mech customization is and always has been a core feature of BattleTech, I’ve always felt that sort of thing wouldn’t necessarily be available to a poor mercenary unit. Simple swaps like removing a small laser for more armor could be done in a Leopard’s ‘Mechbay, but an engine swap or tossing out an AC/5 for a PPC would require specialized equipment only found planet-side–at least, in my personal view of this fictional universe.
That’s not to say that MercTech and Mercs Reloaded don’t have lots more to offer than ‘Mech customization and equipment, though. Both are feature-packed and vastly expand upon MechWarrior 5 in more ways than I can go into here.
But anyway, without further adieu, here’s what mods got going on for my personal MechWarrior 5 experience.
This mod is easily the most important one. Much of MechWarrior 5‘s randomly generated missions will turn into a battle of attrition as more and more enemy units just keep spawning from thin air. This mod fixes that, toning down the number of enemies spawned and making them show up from DropShips rather than nowhere. It changes the tone of MechWarrior 5 to be less like a frantic rogue-lite and more like previous MechWarrior games, and I consider it an essential addition.
There’s a well-known bug in vanilla MechWarrior 5 that has to do with the way the game fails to clear memory used for weapons fire and other sound effects. On longer missions, this will cause increasing performance loss and possibly even a full lockup on older machines. This will be fixed in the next patch, according to PGI, but in the meantime, this is another essential mod.
The AI in MechWarrior 5 can be truly atrocious at times. This mod makes your lancemates stop running through buildings you’re required to protect while also giving enemy ‘Mechs behaviors beyond suicide-charging straight at the player.
Frankly, the JumpShip animations weren’t all that great to begin with and they can really slow down MechWarrior 5‘s overall pacing. Best to be rid of them. This mod leaves you with the much shorter animation of your Leopardin flight but gets rid of the parts with the Invader-class JumpShip.
I like crunchy guitars as much as the next guy, but it seems like MechWarrior 5 has maybe six songs total and they all kinda sound the same. It gets old fast. This mod replaces the soundtrack with remixed and remastered versions of songs from MechWarrior 2: Mercenaries, and I gotta say, it’s a huge improvement. The mod even changes songs depending on the in-game action.
I really liked seeing this mod in action, so I grabbed it for myself. Not that I have anything against the traditional MechWarrior Online layout, but the 3D Hud mod makes MechWarrior 5 seem like a brand new game. Plus it looks cool and has an advanced zoom for sniping.
Vastly improved weapon effects. Missiles have better smoke trails, lasers look better, and autocannon rounds are more explosive. Pew pew is very important in a game like MechWarrior 5, and this makes the pew pew more woo woo!
For whatever reason, PGI thought that if a ‘Mech’s leg gets destroyed, this should cause them to limp for a few seconds and then get up and run away as though nothing happened. This was probably a gameplay decision based on how being legged would make a co-op teammate take forever to reach the objective. I understand that logic, and I disagree with it 100%. This mod keeps a legged ‘Mech limping forever, just as the BattleTech gods intended.
The in-game portraits are fine, but I always felt like they needed a little something extra so they weren’t just pictures popping up on-screen. This makes pilot portraits feel more like they’re actual broadcasts thanks to a bit of distortion animation and brings MechWarrior 5 in line with contemporary games that make use of the same feature.
The Mods I Wish Existed But Don’t… Yet
Now let’s get to the mods I wish existed. These are fixes that I feel MechWarrior 5 desperately needs. We might see some of these fixed in the upcoming patch, but I haven’t specifically heard them being mentioned, so I’m begging you modders to get on these quick!
Fix Jump Jets
I gotta be honest, when I think of jump jets in MechWarrior games, I think of Death from Above and jumping from mesas into gorges to duel a Masakari to the death. Jump jets in MechWarrior 5 do virtually nothing–they just let you hover in place for a little while and maybe prevent some leg damage if you accidentally fall into the previously-mentioned gorge. I think this might be a bug because I occasionally find myself leaping into the air as one would expect, but most often it’s just a useless hover 3 feet off the ground. The game desperately needs a mod to give jump jets some actual functionality.
New Voice Actors
Ryana is okay, as are some of the random NPCs, but I cringe openly whenever Fahad or Commander Mason opens their big dumb mouths. Someone, please, save me from their nattering!
On a related note…
Character Creator Options
This will likely make more sense with the new campaign options that are coming in the next patch, but it’d be great if we could play as ourselves rather than this Commander Mason guy. He’s not really all that important as a character if we’re being honest, and something like Harebrained’s BATTLETECH would be a vast improvement. I’m even fine with the protagonist going back to being completely silent just so long as we can play as something other than a huge dudebro.
Animate NPCs on DropShip
Pretty much all the NPCs in MechWarrior 5 stand around like mute mannequins until you go up and talk to them. It’s embarrassing that a game in 2020 still takes the same approach to NPCs that Half-Life did back in 2001. Ryana and Fahad should be doing stuff. How hard can it be to have Ryana tapping on a keyboard of Fahad to be using a laser torch on some ‘Mech armor? Get these NPCs moving!
Make Running The Default Movement on DropShips
This is another personal peeve of mine. Why would I slowly crawl to wherever it is I’m going on the Leopard when I could actually get there sometime this century? I shouldn’t have to hold down the damn Shift key all the time! Just make running the default movement in first-person mode!
Design Quirks Mod
I’m pretty sure I’m not the first person to think of this, and if I’m stealing your idea, I apologize and give you full credit.
So you know how BattleMechs have little design quirks that give them a whole bunch of flavor? Like how the Phoenix Hawk is supposed to have great sensors, and the Centurion is supposed to have ammunition feed problems for that AC/10? It’d be great to add these quirks to the game to give each ‘Mech their own unique flavor. Maybe it’d be tough to program ammo-jams for specific ‘Mechs, but it can’t be that hard to make an “Easy to Repair” ‘Mech cheaper to repair after a mission.
Still no word on when PGI plans to release the next big update along with Heroes of the Inner Sphere, but I’ll be sure to let you know as soon as I do!
I’ve got a question for you, my fellow BattleTech aficionados. Why doesn’t everyone just scrap their LRM-20s and use a bunch of LRM-5s in their place? This is a question that has dogged me ever since I got into BattleTech and one that I’ve decided to answer once and for all.
For me, this all started way back with MechWarrior 2: Mercenaries when I discovered than an LRM-5 weighs just 2 tons, meaning I could boat-up four of those suckers and get the equivalent firepower of an LRM-20 but at just 80% of the tonnage requirement. Then I got into the tabletop game and saw that the LRM-5 was still just 2 tons, and it made me wonder why didn’t everybody scrap all their LRM-20s and duct-tape together a bunch of LRM-5s? Is every ‘Mech jock in the entire universe stupid or what?!
It turns out there’s a reason for that, and that reason has changed with every new generation of BattleTech games. But for much of BattleTech video game history, there was little reason to keep those big LRM launchers instead of swapping them for an equivalent number of LRM-5s, and that made me wonder just how the heck this innocuous weapon system can be so weird across so much of BattleTech’s games.
So today, we’re going to take a deep dive into the many intricacies of perhaps one of BattleTech’s most boring weapon system: the LRM-5.
LRM-5, According To The Table
Starting where it all began, of course. My introduction to the LRM-5 might have come in the form of a video game, but to understand the LRM-5 we have to go back to the beginning, and that means tabletop rules. Even here the LRM-5 can seem like a questionable choice, so let’s break this weapon down.
The LRM-5 weighs 2 tons, takes 1 crit, and can fire a packet of five measly long-range missiles at a target up to 21 hexes away (Inner Sphere stats, of course). One look at Sarna’s vast repository of BattleTech knowledge reveals that this is a significant weight savings when compared to larger missile launchers such as the LRM-10 (5 tons, 2 crits), LRM-15 (7 tons, 3 crits), and LRM-20 (10 tons, 5 crits), so why would you ever want to use any of those larger launchers?
The answer is hiding in the damage tables. To determine damage, you roll 2D6 and then consult the table. For most of the possible rolls, the damage between four LRM-5s and a single LRM-20 is equivalent, except for two results: a 2 and a 4. If you roll a 2 on an LRM-5 shot, then you’re only dealing 1 damage, whereas an LRM-20 is dealing 6 damage. That’s a 50% bonus over four LRM-5s firing simultaneously.
A similar story happens if you roll a 4, which causes an LRM-5 to deal 2 damage and an LRM-20 to deal 9. A single extra point of damage isn’t quite as pronounced as the snake-eyes situation, but it’s still more damage on low rolls.
There’s also heat to consider. An LRM-20 produces just 6 points of heat, but four LRM-5s firing together produce 8 points. On the other hand, you can manage your heat better by just firing a few of those LRM-5s at a time rather than all four at once, but in terms of average damage per round, the LRM-20 is clearly beating our cludged 4xLRM-5.
Whether you think a little less heat and a little more consistent damage is worth the extra two tons and one critical slot is a matter of personal opinion, but the math checks out--at least, for the tabletop. That story changes dramatically once we get into the video games.
Off The Table And Into The Silicon Wafer
While things were just fine and dandy for the LRM-5 in the tabletop version of BattleTech, as soon as things went digital, shit got weird. Really weird.
First, LRMs in the old MechWarrior 2 days didn’t use damage tables to randomly calculate the amount of mayhem a flight of LRMs will produce. In MechWarrior 2, every missile was its own object with its own specific trajectory. However, LRMs had such good homing in those days that a missile lock often meant that every single one of those missiles would hit its target--many of them in the same location. Worse, the splash damage of the explosion essentially doubled the firepower of LRMs, meaning you were dealing 2 damage per missile instead of one.
So in MechWarrior 2, it absolutely made sense to replace all your LRM-20s with LRM-5s, but only if you had space for them. MechWarrior 2 limited players to just 10 total weapons systems, so this would work on some ‘Mechs like the Vulture, but not on more heavily-laden machines like the Mad Cat.
The only downside to this strategy was heat. LRM-5s still produced more heat than the equivalent LRM-20, so that extra ton is likely to be used up with a heat sink to offset the extra heat produced.
MechWarrior 2: Mercenaries still had inexplicable Streak LRMs, but at least the splash damage bug had been fixed so that each individual missile only did 1 damage. However, the same situation remained: all missiles fired hit their mark, and that meant random damage tables couldn’t account for the extra 2 tons and 1 crit that an LRM-20 has over four LRM-5s. Once again, it absolutely made more sense to toss your heavier LRM units for group-fired LRM-5s.
This situation continued into MechWarrior 3, but finally changed in MechWarrior 4 when LRMs got a complete overhaul. Rather than fire streak-style homing missiles directly at whatever you had a lock on, LRMs in MechWarrior 4 would take an arcing path over obstacles if fired at great distances. Missiles were also grouped into “packets” of 5, just like in the tabletop game, and it was certainyl possible for those packets to miss a fast-moving target.
However, this isn’t quite the same as the tabletop’s damage. Those packets of 5 missiles either struck home for 5 damage (actually 4--MechWarrior 4 used weird damage values) or they missed and did nothing. There’s no in-between. So, boating LRM-5’s once again appears to make sense.
Only MechWarrior 4 did something different that finally gave players a good reason to use a larger missile system over a smaller one. MechWarrior 4 added fixed hardpoints to the MechWarrior series that prevented a player from simply swapping out whatever weapon systems they wanted. Although the tonnage of each weapon remained the same, critical slots had been replaced by weapon hardpoints that would allow only a certain amount of energy, missile, or ballistic weaponry.
An Inner Sphere LRM-20 still weighed 10 tons, but now it took up two “missile” slots in a hardpoint. This meant that a single LRM-20 could only ever be replaced by two LRM-5s, albeit with significant weight savings and with only 8 possible damage (again, MechWarrior 4 used different damage values than pretty much every other MechWarrior game).
For me, MechWarrior 4 was where LRMs started to make sense again. Yes, larger LRM packs were less efficient in terms of weight, but they were more efficient in terms of damage per missile hardpoint slot. The key here is that MechWarrior 4 changed the relationship between damage, tonnage, and space. Instead of tonnage being the key limiter to damage, hardpoint slots were often the limiting factor. This meant that it made sense for larger ‘Mechs to have larger LRM packs, while smaller ‘Mechs made do with LRM-5s.
The Modern Solution To The LRM Problem
In modern games like MechWarrior 5: Mercenaries and BATTLETECH, the solution to the LRM problem has become a hybrid of MechWarrior 4’s hardpoints and more classic tabletop ‘Mech construction. In both titles, ‘Mechs are limited in the number of specific energy, ballistic, and missile-based weapons they can mount in any given section of the chassis, but the more traditional critical slot layout is also retained from the tabletop game.
MechWarrior 5 goes one step further. Instead of just having missile, ballistic, and energy hardpoints, it also subdivides those weapons into small, medium, and large categories. A small weapon can fit into any sized hardpoint, but it occupies the entire hardpoint and prevents any additional weapons from slotting in. A large weapon can only occupy a large weapon hardpoint, so an LRM-5 can replace a single LRM-20, but an LRM-20 can’t replace an LRM-5. And, crucially, four LRM-5s cannot replace an LRM-20 unless the chassis has four total available missile hardpoints.
You’d think that would be enough for MechWarrior 5, but no. PGI REALLY wanted to differentiate between small and large launchers, so they added a very interesting quirk to LRMs.
Lock-on Weapons (LRMs) in Mechwarrior 5: Mercenaries | Full Mission Gameplay
In MechWarrior 5 there are actually two styles of LRM launcher: stream launchers and regular launchers. Stream launchers fire their missiles one after the other so that each missile’s launch doesn’t affect the one behind it. This causes stream launchers to be somewhat more accurate and have a tighter grouping than regular launchers.
Regular LRM launchers fire all their missiles at once, creating a sort of “cloud” of missiles that home in on their target. The orientation of that cloud is random every time it’s fired, and that randomizes how damage is applied when missiles strike their target.
If they strike their target. In MechWarrior 5, the larger the launcher, the larger the cloud of missiles. Unlike in previous MechWarrior games, missiles don’t converge when they approach their victim, so if the target is significantly smaller than the cloud of LRMs fired--like in the case of an LRM-20 fired at a Locust--then the vast majority of those missiles will just hit the ground and deal no damage.
Suddenly the LRM-5 is more than just a smaller version of larger launchers. Since the cloud fired from an LRM-5 is small, it can be used against smaller targets like light ‘Mechs and armored vehicles. LRM-20s, on the other hand, are only really useful against larger targets that will get struck by the majority of the missile cloud--otherwise you’re just wasting most of your ammo.
MechWarrior 5 is smart too. If you manage to group together four LRM-5s, firing them all at once essentially creates the same cloud as firing a single LRM-20. You do have the option of firing them one at a time, however, which will keep the cloud to a smaller size that’s more appropriate to dealing with smaller targets and adds a measure of flexibility.
I gotta give PGI credit, this is probably the most innovative and effective iteration of LRMs in any MechWarrior game. Boating is discouraged, but having an LRM-5 or two is still an effective way of dealing with pesky light ‘Mechs at extreme ranges. LRM-20s are better for heavy and assault ‘Mechs or heavily armored structures. The difference in weight efficiency is overshadowed by the importance of using the right weapon for the right job.
Now let’s take a look at Hairbrained’s BATTLETECH, the game that perhaps mirrors the tabletop experience more than any other BATTLETECH game ever produced. On the surface, BATTLETECH appears to handle things very similar to the tabletop, which means we’re back to maximizing damage per ton with our cludged 4xLRM-5 launchers again, but it’s not immediately obvious what’s going on when the computer is the one rolling digital dice. To find out, I actually reached out to Harebrained Studios to get the inside scoop on what’s happening when you light off a flight of missiles at some schmuck in a Thunderbolt.
“LRMs roll a separate to-hit for each missile in the rack,” BATTLETECH engineer Connor Monahan told me via email. “The first to-hit is rolled on a normal hit table (respective of facing) and that first hit determines the ‘center’ of the LRMs clustering, then all subsequent location rolls for successful hits from that missile rack roll on that influenced/clustered table.”
So, does that mean there’s really no real damage advantage between four LRM-5s and a single LRM-20? Monohan explained essentially “yes,” but that’s not the whole story in BATTLETECH.
First, there’s still heat to consider. Four LRM-5s are a lot hotter than an LRM-20, and that will seriously reduce a ‘Mech’s average damage per round. Second, since every missile rolls separately, missile weapons are some of the best weapons in the game to take against smaller, more evasive targets. A medium laser with 40% to-hit is most likely going to miss and deal no damage at all, whereas an LRM-20 with a 40% hit chance is likely to still deal 8 total damage with 8 missile hits. This is in stark contrast with MechWarrior 5 where larger launchers are actually no better than smaller ones against small targets.
And third, you can split your fire with four LRM-5s. This is especially useful when a pilot has Multi-Target, which enhances your accuracy when firing at multiple opponents.
The Evolution Of A Tiny Missile Launcher
So, are we done? Is MechWarrior 5 the pinnacle of long-range missile technology? Or is BATTLETECH and its faithful adherence to the original tabletop rules the best that an LRM can be?
Honestly, I think MechWarrior 5 has gotten the formula right. You can still boat those LRM-5s to replace heavier LRM-20s and wind up with weight savings, but there are appropriate tradeoffs. You lose the option of mounting other missile launchers (most likely, as few ‘Mechs have more than four missile hardpoints), but you gain extra tons to devote to other weapon systems. Each LRM launcher is best suited to increasingly larger enemies, and if you do decide to mount multiple LRM-5s, you’re given maximum flexibility in being able to engage both large and small targets without wasting ammunition.
But I don’t think the evolution of the LRM is over. We started out with ludicrously broken and overpowered missiles in MechWarrior 2, and each iteration of BattleTech brought them first towards balance, and then to something better: justification.
Is MechWarrior 5 where the evolution of the LRM launcher ends? Or will long-range missile launchers of the future take a more retro-inspired approach like BATTLETECH?
Right now it’s hard to say since we’re sort of in-between generations at the moment. All I can say is that I will always hot-swap my LRM-20s for LRM-5s until I’m convinced to do otherwise. And even then, I’ll probably still swap for those two extra tons. It’s just how I’ve been taught.
And as always, MechWarriors: Stay Syrupy.
(Edit: Yes, I know I’m omitting quite a few games, including the first MechWarrior, MechCommander, and MechWarrior Online. But I think this article is long enough.)
I dunno about you, but this ongoing coronavirus pandemic is starting to get to me. Not only have I been cooped up inside without being able to see friends or family for a month (a situation unlikely to change in the near future), but I’m also terrified that each time I go to the grocery store it might be my last. There’s also that whole specter of a global economic collapse the likes of which we haven’t seen since The Great Depression, which sounds like a gay old time.
I’m sure some of you are feeling the same way. What we need to do is redirect that coronavirus anxiety into something that’s more productive. And what could be more productive than mindlessly speculating about which fictional giant robot could best survive a very real pandemic?
Time for us to go on a journey, my friends.
For this intellectual exercise, we’re going to pick a ‘Mech from each class that is A) has a cockpit that is atmospherically sealed, B) is non-ammo dependant so as to avoid having to re-arm itself and risk breaking social distancing with ‘Mech techs, and C) has a relatively spacious cockpit with decent air recycling.
A) should be pretty much every ‘Mech in existence that has been properly maintained, so we’re really focusing on B) and C). There are plenty of energy-only designs, so criteria C) is the real sticking point. Luckily, I know of a few that had some decent space for spending months at a time trapped in a ‘Mech’s cockpit. Note that these are all Inner Sphere designs as Clan cockpits were universally cramped and spartan as they were designed for quick fights and not extended battles against an unseen enemy.
There are actually a few benefits to the Wolfhound for surviving a pandemic. First, it’s all energy all the time in all its various forms, so you never have to worry about bringing people into close contact in order to reload (except for the mutant Free Worlds League model, the WLF-3M, which features a Light Gauss Rifle).
Second, it’s got a rumble seat, so we know that it’s got a spacious enough cockpit to have a passenger. You might even be able to stretch your legs out and have a horizontal nap. I haven’t seen the inside of a Wolfhound (besides the view offered in MechWarrior 4 and MechWarrior Online, of course), but Sarna’s cockpit page points out that most IS ‘Mechs also had enough space for a small toilet and a meal-prep area.
Third, and most importantly, it’s got a Full-Head Ejection System, so even if you do get taken out and are forced to eject you still don’t have to inhale possibly virus-tainted air. Everything is always enclosed.
This one’s tough since most medium ‘Mechs aren’t designed for creature comforts. They’re designed for maximum combat efficacy for the minimum of cost, and where these two concepts intersect doesn’t leave a lot of room for something as inefficient as headspace.
That said, we can still take consideration for Inner Sphere designs that were created for extended operations. One of those ‘Mechs just so happens to be the BJ-3 Blackjack. I’ve always liked the look of the Blackjack, and the BJ-3 takes out those piddly AC/2’s for a pair of PPCs and enough Double Heat Sinks to actually use ‘em on occasion.
Being a St. Ives Compact design, you just know their engineers will pay special attention to atmospheric sealing, given how the Capellans are wont to experiment with bio and chemical weapons (and occasionally on their own citizens). It doesn’t have a Full-Head Ejection System like the Wolfhound, but that bulging head looks like it’ll have some extra space to kick your feet up.
Of all the ‘Mechs ever designed, the Thunderbolt holds a special place in BattleTech canon. According to the BattleTech story A Guy Walks Into A Bar On Solaris VII, published in BattleCorps in 2006 by Jeff Kautz, the Thunderbolt has “an exceptionally roomy cockpit,” even when compared to an Atlas or a BattleMaster. And considering that a BattleMaster is often retrofitted to have a Command Console and two seats, that makes the Thunderbolt a bachelor apartment on legs.
Why the Thunderbolt was given such a roomy cockpit we may never know. But if I had to live out my days in isolation, I want the most space I can get, and that means the Thunderbolt.
Unfortunately, all variants of the Thunderbolt have some ammunition dependency, but even the TDR-5S has a fair number of energy weapons that will keep it in the fight long after it’s missile and machine gun bins are exhausted.
Inner Sphere assault ‘Mechs tend to have spacious cockpits. Is this because Inner Sphere assaults are often piloted by nobles, generals, and high-ranking officials? Or is it simply because they’re larger and have more space to leave to creature comforts like a storage bin and an espresso machine?
These are questions left unanswered in BattleTech lore. But the Grand Titan has enough space for a goddamn back room and that’s good enough for me. You could play poker with your MechWarrior pals in this thing if it weren’t for social distancing.
Is that a big enough to place a bed and breakfast? You damn right it is. I can’t tell if whatever is labeled “2” or “5” is where you go to the bathroom or where you recharge your cell phone, but either way it looks spacious and comfy.
As great as my suggestions are, I must admit to not having quite the encyclopedic knowledge of BattleMech amenities as perhaps some of Sarna’s illustrious readers. To that end, I ask you all to discuss which BattleMechs have the most luxurious amenities for their lucky pilots in the comment section below.
I know I say that about most of this particular generation of video games, but this time I really mean it!
But first, we gotta go back to MechWarrior 2: 31st Century Combat. That game was a huge freakin’ success for Activision, and like all major game developers/publishers, they want to keep making money. So after MechWarrior 2 came MechWarrior 2: Ghost Bear’s Legacy, an expansion pack that added a brand new Ghost Bear-focused campaign, several new ‘Mechs, and a bunch of different weapons systems that should have been in MechWarrior 2 but were cut for time.
Ghost Bear’s Legacy was great and really added a lot to MechWarrior 2, but it was really just an appetizer. The main course was MechWarrior 2: Mercenaries.
At this point in Activision’s history, and specifically for the MechWarrior 2 team, it was a time of near-constant crunch. MechWarrior 2 first came out for MS-DOS in July of 1995, then for Windows in December of 1995. Ghost Bear’s Legacy was developed concurrently with the Windows 95 version of the game and came out in November.
Which leads us to MechWarrior 2: Mercenaries. For this latest iteration of MechWarrior 2, Activision decided to take everything they’d learned from Ghost Bear’s Legacy and the Win95 version of Mechwarrior 2 and make a “stand-alone expansion,” which is really just a fancy way of saying they’re making a brand new game using the same engine.
Mercenaries had several enormous technical improvements over its predecessors. It was one of the first games to feature texture-mapped surfaces rather than mere colored polygons, making terrain and ‘Mechs actually stand out from their surroundings. Multiple light sources were finally possible, meaning laser blasts and PPCs generated their own glow that shined off surfaces. Smoke contrails were added to missiles that obscured your screen when they leaped off their launch rails. And for the first time ever, taking out an opponent’s leg didn’t cause them to stand there like a stunned flamingo--they actually fell over and were unable to right themselves without the use of jump jets.
All of this was pretty ground-breaking, but this wasn’t just some tacked-on improvements to the source. Mercenaries was its own game, with its own incredibly unique campaign that puts pilots right in the thick of the Clan Invasion. There were added vehicles, tons of all-new ‘Mechs (at least, new to the MechWarrior series of games), voice acting, music, and more.
And all of it was done in just 9. Freakin’. Months. Think about how long it takes to make a modern game with cutting-edge everything, and imagine doing all that in just 9 months. It wasn’t easy, as the dev team revealed in hidden thank you messages buried inside MechWarrior 2: Mercenaries‘ code.
“Most of these people haven’t left their cubicles in months, so if they sound a little crazy, forgive them,” wrote Game Director Jack Mamais in his passage. His tone might sound jocular, but everyone on this page (courtesy of The Cutting Room Floor) said something about working “a ton of long hours.”
3D Artist J.J. Franzen called it “4 months of non-stop hectic craziness.” That’s a long time to be working 12-hour days. It’s several years late (or more like several decades), but let me at least express my appreciation for all the blood, sweat, and tears put into Mercenaries. It might not have had the crazy employee turnover that MechWarrior 2 did, but there was certainly a lot of suffering to go around because of corporate deadlines.
Back To The Inner Sphere
How to start your career as a mercenary ‘Mech jock.
One of the interesting aspects of Mercenaries‘ development was not just when the game takes place in the BattleTech universe, but also when the game was developed in FASA‘s history. At the time, FASA hadn’t even written the sourcebooks to the FedCom Civil War and all the things that would happen following the Clan Invasion, and they forbid Activision from using any parts of BattleTech that hadn’t yet been officially published.
Without any path forward in time following Ghost Bear’s Legacy, they instead went back to perhaps the most exciting period in BattleTech’s history.
“The problem with FASA’s BattleTech universe is that it ends roughly where Ghost Bear ends, and FASA won’t let us go beyond that,” said Mamais in an interview with NextGen Magazine way back in 1996. “Just covering another Clan wasn’t the way to go, since that wouldn’t add much that was new. So we looked at the entire BattleTech universe and decided that the most interesting time really was in the Inner Sphere when the Clans were just coming back.”
Mercenaries starts with you, a lowly ‘Mech jock in an old Commando COM-7X fighting for Team Venom, a mercenary unit of unknown size and headed by Colonel Holly Harris. When Harris’ Zeus gets left behind on a recon raid mission in the Draconis Combine, she bequeaths the unit and Commando to you in a rare display of generosity, posthumously saying you need to figure things out on your own from now on.
Gotta pay those bills, mercenary.
You’ve got two options: go solo as your very own merc outfit, or you can sign on with Hansen’s Roughriders. Signing on with the Roughriders turns Mercenaries into a very linear game much like MechWarrior 2 without any of the business management aspects that come with owning your own mercenary command. This was suitable for new players and ensured that even the worst MechWarrior always had a working ‘Mech to fight with.
But the real game is found by selecting “Mercenary Commander” on the menu screen. This puts you in command; you buy and sell ‘Mechs, MechWarriors, components, and everything else. It’s much like the original MechWarrior game, only you don’t have to worry about travel time or travel costs like you do in more modern titles like BATTLETECH or MechWarrior 5.
You do, however, need to worry about armor, ammo, weapons, and everything else that a mercenary lance needs to stay afloat.
From MechWarrior To Mercenary Commander
Although you start out in a Commando, you likely won’t stay there for long. Mercenaries adds a whopping 37 Inner Sphere ‘Mechs that weren’t already present in previous iterations of MechWarrior 2 (Ghost Bear’s Legacy already had the Atlas, Annihilator, Victor, Hatamoto-Chi, and Raven) along with the 19 Clan ‘Mechs ported from other games for a total of 61 ‘Mechs--more than any other MechWarrior game at the time (although some of those ‘Mechs aren’t available in the main campaign, and a few can only be obtained as salvage from later versions of Mercenaries that added dynamic salvage rules).
That’s a lot of ‘Mechs. For the first time, you’ve got your choice at every weight class on whether you want speed or armor, weapons or defensibility. It was this unparalleled choice that made Mercenaries the best in the series, at least to my eyes.
You also had an unparalleled level of customization. Mercenaries allowed up to 16 different weapon systems, meaning you didn’t have to stifle your Medium Laser boat Atlas just for the sake of mounting a heavy autocannon. You could do both.
Although I loved the Commando you started the game with, the Jenner or Panther were quick upgrades, depending on which archetype you preferred. From there it could lead to a Sentinel, Crab, Centurion, Vindicator, or Hunchback, and then to whatever heavier designs you wished. Notably absent were any of the Unseen designs, which were the subject of ongoing litigation at the time.
“Shoot me even once, and I’ll tear that beer can you call a ‘Mech into scrap.”
You don’t get launched right into the Clan Invasion, of course. You start with an optional training contract with Hansen’s Roughriders, where the gloriously rugged voice of Sgt. “Deadeye” Unther threatens you through a series of simple missions designed to get you in touch with your ‘Mech. After that come a series of progressively more difficult campaigns that take you all around the Inner Sphere, from hotspots in the Draconis Combine to the great halls of Solaris VII. While you smash rebels for the DCMS or put down pirates for the Free Worlds League, Comstar provides detailed news about what’s going on in the wider BattleTech universe that really made it seem like you were in the middle of the Inner Sphere.
Unlike in MechWarrior 2, mission outcomes aren’t set in stone. You could fail a mission and get a dock in pay but have it lead to a different mission that would otherwise never have been available. These differing outcomes added an element of replayability to Mercenaries the previous MechWarrior 2 titles never had. Failure wasn’t just the end but a new path to explore.
While I enjoyed MechWarrior 2‘s short stories before and after every mission, Mercenaries‘ added news reports were just a much better fit for a game that’s trying to draw the player into the universe. But if you still preferred the stories, your personal journal likely provided more than enough backstory.
I won’t go into the ‘Mech piloting too much as it’s mostly the same as previous games. The added management components of Mercenaries were far more interesting, although somewhat cumbersome compared to more modern titles. Still, no other ‘Mech game provided a more tabletop BattleTech-accurate ‘Mech customization bay than MechWarrior 2: Mercenaries, for better or for worse.
How did the rebels get access to a Star League ‘Mech?!
One thing I will go into is the weapons. After MechWarrior 2, BattleTech fans wrote in to petition the next game to have weapons that were more accurate to the tabletop game. This meant that LRMs and PPCs were far less effective (Activision had managed to fix the splash damage bug that was causing both weapons to hit far harder than they should in MechWarrior 2), but also meant that autocannons were just generally bad. If an AC/5 did as much damage as a Medium Laser and had only 20 shots per ton of ammo, you’re far better off with a few Medium Lasters and accompanying heat sinks than even a single AC/5.
For this reason, the most effective loadouts in Mercenaries often involved mounting multiple Medium Lasers as your main armament and then having some support weapons to take out Elementals or other small targets.
The Invasion Begins
I’ll never forget the first time playing through and getting to the mission that required you to hunt down the Oberon Confederation in the Free Rasalhague Republic. Things start off as you’d expect, but then “unidentified” ‘Mechs barge in and start wrecking both you and the pirates alike. The second mission where you have to escape in a stolen Pegasus hovertank was one of the most frustrating experiences in a MechWarrior game, but that feeling of helplessness against even light Clan ‘Mechs really pressed home how ‘Mechs were the kings of the battlefield.
Afterward, you read how the KungsArmé murders the escaped pirates so nobody can confirm your story that the Clans have invaded. It was a nice touch.
It was also rendered almost immediately irrelevant as your next mission takes you to Wolcott to fight off the Smoke Jaguars and hand the clans their first-ever defeat. You’ll later take on the Ghost Bears to capture a fully intact Kodiak so that the DCMS can examine it, or you could decide to just blow away the Dracs and keep the 100-ton ‘Mech for yourself.
The campaign eventually leads to Luthien, where you and other mercenary commands heroically fend off the Jaguars and prevent the capture of the Draconis Combines’ home planet. The last mission where you hold the line against wave after wave of Jaguar ‘Mechs is chilling both for how desperate the player tries to keep their ‘Mech from crumbling around them and the epic music that plays in the background.
Perfect, But Imperfect
Who needs enhanced imaging when you’ve got thermal sensors?
As great as Mercenaries was, it’s still far from perfect. The rushed development cycle meant that the DOS version of the game didn’t launch with dynamic salvage and instead had scripted salvage at the end of each mission. Only the Windows 95 version of Mercenaries got dynamic salvage after a patch (which also made it one of the first games to use “patching” in order to add intended features).
There were also a ton of bugs. One was a “phantom weight” bug that kept adding extra un-specified weight to a ‘Mech every time it was repaired until it eventually became so overburdened that you couldn’t even equip a Small Laser. The only solution was to sell the ‘Mech and buy a new one--something I did a few times when my Atlas suddenly became unable to equip its full complement of AC/20 rounds.
While Aerospace fighters were a fun addition to your mercenary command, the pilot AI was so useless that you might as well not bother. Fighters would often get lost, stuck on buildings, or take so long to arrive at the battlefield that the fight was already over by the time they got there. They were occasionally useful to delay enemy forces in defensive actions, but that was about it.
And of course, there was the usual collection of freezes and crashes that were typical of games from the era. The Windows 95 version of Mercenaries was especially prone to crashes, as was the 3DFX-enhanced and Titanium Editions.
This one is coming home with me.
But did the bugs really matter? Not really. Not when there were so many ‘Mechs to play with, and not when there was so much replayability in Mercenaries. Taking different contracts, using different ‘Mechs, and making different decisions meant that I got way more out of Mercenaries than I ever did out of MechWarrior 2, and I suspect I’m not alone in that opinion.
A Mercenary Legacy
What Mercenaries did for MechWarrior was truly remarkable in that it showed us what a MechWarrior game could be--a non-linear campaign where decisions mattered, from choosing what parts of your opponent to destroy in the hopes of salvaging components later to choosing whether or not it’s worth holding the line for that sweet bonus at the end of your contract. These choices have since become standard features for both BATTLETECH and MechWarrior 5, and they both owe Mercenaries for their creation.
It also proved that the time before and leading up to the Clan Invasion was just a better era to play in. The rules were simpler, the factions were clearer, there were more ‘Mechs, and you could slowly add technology to the game as it was discovered (or rediscovered). Fighting before 3049 made it so that Clan or Star League technology was something truly special and equipping it meant you were on the cutting edge of technology.
And there was a sense of freedom to Mercenaries. You weren’t railroaded to anything. You could take missions you wanted or ignore them (outside of the mandatory story missions, of course). You could use whatever ‘Mech using whatever weapons you wanted. You could customize your lancemates and their machines to perfectly match your fighting style.
There’s a reason why today’s BattleTech games use MechWarrior 2: Mercenaries as their template. While the graphics might not hold up quite as well as MechWarrior 2 due to the very basic texture maps, I recommend any BattleTech fan pick up MechWarrior 2: Mercenaries and give it a shot. You’ll be glad you did.
The more I play MechWarrior 5, the more I realize it’s missing something. Something that made my MechWarrior 2: Mercenaries playthroughs so magical. And I’ve had time to masticate on what that thing is since I had to restart my campaign as the preview-version of MW5 I’d been playing ceased getting updates and became incompatible with the regular version.
Anyway, I’ve figured out what the thing is that I’m missing. It’s the Whitworth.
Let me back up a second–the Whitworth was a ‘Mech I became introduced to way back in the heady days of MechWarrior 2: Mercenaries. It was basically the largest, most heavily-armed ‘Mech you could purchase fresh out of the game’s training sequences. You’d trade-in your old Commando for something with a little more oomph, and that oomph for me was always a 40-ton missile ‘Mech.
On the surface, the Whitworth wasn’t really all that impressive: it was slow, kinda generic, and had a goofy name that made absolutely no sense (who or WHAT is a Whitworth?!). But what it did have was 3 Medium Lasers, 2 LRM-10s, and armor enough to take a hell of a beating for its size.
That armament meant that the Whitworth was ideal for taking out enemy light ‘Mechs (albeit due to MechWarrior 2 LRMs being more like Streak LRMs than regular ones), and the armor meant that you could wade through some intense fire without fear of losing your arms. It was also long-range, so engagements could be started and sometimes finished at a distance where your opponents couldn’t return fire.
For much of the early missions in MW2:Mercs, the Whitworth was my jam. And then, when it finally came time to upgrade to a beefier machine, my lancemate would often inherit my beat-up Whitworth. The same things that made it great for the player also made it great for friendly AI: lock-on missiles so it could never miss, lasers so it could never run out of ammo, and armor enough to take a beating without losing components.
There’s nothing like the Whitworth in MechWarrior 5. I know you get the Centurionpretty early on and it’s a strictly better machine, but it just doesn’t feel the same. There’s nothing in the same weight class that lets you boat up on lasers and missiles in the same way as the Whitworth (barring the Trebuchet, but I haven’t seen any of those yet), and while I love the Assassin conceptually, it’s really only suitable for raid attacks on soft targets.
So here’s what I want for Christmas: the Whitworth in MechWarrior 5.
What are the odds of this happening? Not good. As anyone who’s played MechWarrior Online knows, all the ‘Mechs in MW5 use the same models as MWO, and since the Whitworth was never in MWO, it would have to be made from scratch. That’s a tall order when there are plenty of other MWO designs that could be ported over to MW5, including the Vulcan, Dervish, and the Champion.
That leaves modders to pick up the slack. Unfortunately, MechWarrior 5 did not ship with modding tools, and while PGI says that will be coming in early 2020, that’s still too late for anyone to give me a Christmas Whitworth.
And I also must admit, there are far more important mods for those with the skills to make first, such as replacing the ‘Mech voice with the original Bitching Betty voice lines from MW2, as well as mods to replace the music with bitching tunes of Timothy Seals (seriously, go listen, and then imagine those songs in MW5—chef’s kiss).
You might think the Whitworth to be beneath the notice of an actual company trying to make a buck off of BattleTech. You might agree that the Whitworth is boring and silly, one of the many Inner Sphere ‘Mech designs that seemed to be cobbled together and then given a random name without much thought and done to just to flesh out the overall BattleTech universe.
To you, I say: humbug! No Santa Whitworth for you!
UPDATE: It has been brought to my attention that the fleshy bit hanging from a turkey is called a “wattle,” not a “waddle,” thus identifying a clear lack of poultry knowledge on my part. This has been corrected. The original story follows.
It’s Thanksgiving. In America, anyway. In Canada, we celebrated Thanksgiving several weeks ago due to our short harvest season and our reservation for the month of November to be one-half solemn remembrance for our fallen soldiers, and then one-half insane consumerism in the lead-up to Christmas.
However, Canada celebrating early means that I am reminded of American Thanksgiving with plenty of time to prepare an article on the subject.
How can Thanksgiving possibly relate to BattleTech, you ask? Simple: some of these ‘Mechs look a helluva lot like turkeys.
As is often the case, I found myself browsing the vast databanks of Sarna’s stored ‘Mech designs thinking, “Man, some of these giant death machines look a lot like a bird I’d like to eat.” So then I figured I should point out some of my favorites and turn it into a fun way to celebrate Thanksgiving in a very BattleTech way.
So without further ado, these are the ‘Mechs I think resemble turkeys the most.
Right away, I centered in on the Huron Warrior. Yes, that frilly bit around the ‘Mechs head is most certainly designed after the ceremonial headdresses of Native Americans, but I hasten to point out that some of the feathers on those headdresses were from wild turkeys. Thus, the similarity between the Huron Warrior and a turkey’s tail feathers shouldn’t be too much of a shock.
I have a friend who I used to play MechWarrior Online with. He always called his Stalker the “Murder Turkey” for the way it single-handedly dismantled opponents. I think it also had to do with the way the ‘Mech moved, which was sort of like a man drunk on wine and tryptophan, the sleep-inducing chemical that is found in roast turkey. Regardless, the squat and ugly Stalker is very much a turkey in ‘Mech form.
I mean, how could we not discuss the Mad Cat (or Timberwolf, if you’re a Clanner)? It’s got the backward-canted legs, the bulbous body, and the missile racks sort of do a good stand-in for the big frilly tail of a turkey. Replace those racks with a bunch of lasers as on the Alt. Config A and it sort of has the roundedness of a turkey too.
This might be a little on the nose given the name, but what the hell. It’s a giant turkey of a ‘Mech if there ever was one. Perhaps more so than any other design on this list. It’s just huge, and menacing, and rounded, and weird in all the same ways as a real turkey. Just about the only thing separating the two is the Turkina’s lack of a wattlle.
Sticking with Jade Falcon bird ‘Mechs, we arrive at the Black Lanner. This design is a little more predatory than a turkey really could ever be, but overall the similarities are there. Especially if we ignore the farm-raised turkeys and stick with wild turkeys, which are far sleeker.
Why not the regular Marauder? Because the Marauder II is thicc in all the same ways as a turkey. Plus it has a giant autocannon sticking out of its head in much the same way a turkey has a wattlle. Only it’s on the top instead of the bottom. Then there’s the legs, the body, and the capability for short bursts of flight. It’s a turkey, no question.
I’ve never really seen great pictures of the Maelstrom, but from what I’ve seen in the classic BattleTech art, it looks an awful lot like a turkey. Plus it spits charged particles and concentrated light beams while possessing enough double heat sinks to keep it cool, just like a real turkey.
Another Davion chassis designed to take on the Clans, the Falconer possesses the same bird-like qualities as the very ‘Mechs it was tasked with defeating. This also makes it look a bit like a turkey. You can see the rounded nature of the torso and the long, slender legs, although they’re not quite the same as the bird-like limbs of other designs on this list. Still, it’s got that turkey air to it, so the Falconer is on the list.
Arguably more turkey-like than an actual Mad Cat, the Mad Cat look-alike has all the same qualities of turkey-ness as the real deal. Perhaps more due to the somewhat smaller missile racks being more easily confused with a turkey’s tail feathers. Especially if you’ve had a few too many to drink after consuming an unhealthy amount of turkey and stuffing.
Did I miss one? Is there another turkey-’Mech that rightfully deserves to be on this list? Drop a comment and let me know of my horrible mistake.
So MechWarrior 5 might become the next Epic Games Store exclusive title. Maybe.
Before anyone starts shouting, there has been no official confirmation from either Epic or PGI (the makers of MechWarrior 5: Mercenariesand MechWarrior Online). What we have is some troubling changes to the MechWarrior 5 website and PGI President Russ Bullock saying they’re just due to a harmless website update.
One thing that you’ll immediately notice is that the new MW5 FAQ is much smaller than the old one. You’ll also notice that there is no longer any mention of getting a Steam key from pre-orders that recently wrapped up and that any mention of Steam has in fact been totally removed. The pre-order beta has also been removed.
Getting rid of the pre-order info makes sense since you can’t pre-order MechWarrior 5 any longer (although they might have another pre-order closer to release). But removing all mention of Steam–ostensibly the platform that the game will release on–seems a little strange. Suspicious even.
In case you’re not up on the latest brawl to hit the digital gaming market, Epic Games is the maker of Fortnite (that battle royale game you see the kids playing these days), Unreal Engine 4 (which is the same game engine that MW5 uses–more on that later), and also a brand new digital storefront called the Epic Games Store.
The Epic Games Store works just like every other digital storefront, but with a big incentive for game developers. Rather than the customary 70/30 revenue split, Epic gives studios more of the gaming pie to the tune of 88/12 (that’s 88% revenue to the developer, in case that wasn’t clear). All of this is done under the guise of breaking the virtual monopoly that Steam holds on the PC gaming market.
However, the Epic Games Store doesn’t have anywhere near the same features as Steam, GOG, Discord, or other game stores have. They don’t have cloud save file storage, user reviews, wish lists, news feeds, or bundled prices that reflect already-installed DLC. They also don’t have multi-language support or support for payment in any currency other than US dollars.
To be fair to Epic, they plan to implement all these features within the next 6 months, but when it launched, the Epic Games Store was a barren wasteland compared to Steam.
So to get people onto their store, Epic has adopted an aggressive strategy of gobbling up PC games as exclusive titles. They also don’t care if that game promised its Kickstarter backers or pre-order buyers a release on Steam. Just look at the debacles of Shenmue III and Metro Exodus for proof if this.
Here’s where I’m going to diverge from the facts for a second to insert some personal opinion, which I mention specifically because this is a very heated topic with a lot of misinformation floating around.
It seems clear to me that Epic’s plan is to replace Steam as the de-facto PC gaming platform. Steam makes TONS of money–enough that Valve hasn’t really released a real game in years (Artifact doesn’t count)–and Epic wants that bank all to themselves.
But to get it, Epic is spending a ludicrous amount of cash essentially guaranteeing the developer a reasonable amount of sales. This is based off a tweet from June whereby a Korean games community discussed how SNK was offered “hundreds of thousands” of pre-orders for Samurai Showdown to become an exclusive title.
The only games store looking for exclusive titles is Epic, so put two-and-two together and you get Epic’s gameplan.
Initially, there were some unsavory rumors that Epic was full of spyware and was actually a front for the Chinese government. So far, that’s all turned out to be bunk, but there was an element of truth to it. Epic is 40% owned by Tencent, a huge Chinese entertainment and media company, and I think it’s Tencent that is funding Epic with gobs of cash to throw at any and every game they can turn into an exclusive title all with the intention of eventually becoming the big kahuna of PC gaming.
Anyway, opinion over, and now back to speculating on MechWarrior 5.
We already knew from last month that PGI was hurting for cash. New ‘Mech Packs being sold in MechWarrior Online had stopped being profitable, and Bullock basically admitted that the studio was going all-in on MechWarrior 5. If the game flopped, then PGI would be in serious trouble financially, to the point where the likeliest outcome would be the cessation of operations.
But if MechWarrior 5 went Epic Games Store exclusive and PGI got a cash infusion from Epic, they wouldn’t have to worry. Epic guarantees their sales to the point where they could at least continue as a business. On top of that, MechWarrior 5 already uses the Unreal 4 engine, making even more sense for an exclusive deal.
If this all turns out to be true, I can’t blame PGI for taking the money. Games development is a risky business and most studios are one bad game from going bankrupt. That said, they promised a Steam release with their pre-order, and judging by the MechWarrior subreddit, people would be mighty upset if MechWarrior 5 were to suddenly become an Epic exclusive.
Twitch Streamer Nuttyrat asked Bullock on Twitter about the changes in MechWarrior 5’s FAQ, with Bullock responding that they’re just the result of the community pre-order being over so there’s no need to have information about it on the site.
Well now you can let them know it’s just the site update incoming – no need to have preorder bits in the FAQ
But again, it seems odd to remove all mention of Steam at the same time as removing the pre-order info.
Personally, I don’t have nearly as much hate for Epic as a lot of rabid Steam fans do, and if Epic is able to eventually provide the same sort of services that Steam does I’d have no problem with switching sides. However, the use of exclusives to get users is pretty anti-competitive and puts a sour taste on things, especially when those games already promised to release on Steam and other platforms.
The time has finally come. We’re taking a look at MechWarrior 2: 31st Century Combat in this week’s retrospective look at the BattleTech video games that made the franchise. And for me at least, there was no more formative experience in BattleTech than MechWarrior 2.
But before we get into the game, let’s head back to our last retrospective on MechWarrior 2: The Clans. If you recall, the original MechWarrior PC game was made by Dynamix, but then they got purchased by Sierra On-Line and took MechWarrior’s engine with them. That meant Activision had to start over from scratch back in 1992.
As is often the case with Activision, development did not go smoothly.
You can read up on the details in our previous post. Suffice to say, the entire production staff either quit or left for other projects, and MechWarrior 2 would have died entirely were it not for Tim Morten. Credited as an associate producer, Tim took the engine being worked on for The Clans and refined it until there was something resembling a game. Morten was also instrumental in convincing Activision’s leadership to keep the project going with a team of about two dozen people.
Finally, two development teams and one scrapped game later, MechWarrior 2: 31st Century Combat released on PC for MS-DOS in 1995.
MechWarrior 2 would go on to win dozens of awards from various game publications and sell 500,000 copies in the first three months of sales. For the mid-’90s, that’s basically a blockbuster. Overall sales were a lot more than that, but getting specific figures is a bit tricky. Let’s just say it’s well into the millions and leave it at that.
I came across MechWarrior 2 back when games were still being handed around via shareware discs. The internet was still in its infancy and my home still didn’t even have a dial-up modem. My gaming was done entirely solo, and MechWarrior 2 was easily the best DOS game I’d ever played.
Depending which team you play for, either the Jade Falcons crush the Wolves and go on to take Terra, or the Wolves defeat the Jade Falcons and defend the Inner Sphere against Clan incursions for the foreseeable future. Obviously, MechWarrior 2 doesn’t take place in traditional BattleTech canon, so these outcomes are entirely apocryphal.
Also, you wind up as Khan of either Clan after the final Trial, which is technically an elected position and not one you can achieve strictly through combat. But whatever--you’re also destroying dozens of ‘Mechs completely by yourself in some missions. ‘Mech games sell based on hero fantasies and not realistic depictions of a single person’s ability to sway history, after all.
Choose Your Weapon
Both sides feature the same arsenal of 14 ‘Mechs and both sides lacked some of the newer designs introduced in 3057 (some would be added later in the Ghost Bear’s Legacy expansion, but it’s still a notable slip). You do get several IIC variants, including the some unseen ‘Mechs such as the Rifleman, the Warhammer, and Marauder, but otherwise, you’re limited to Clan ‘Mechs that were present during the start of the Inner Sphere invasion.
MechWarrior 2 also didn’t ship with certain technologies that were present in 3057. Anti-missile systems, ECM, active probes, and basically anything that wasn’t a standard Clan weapon was just too complex for the developers to handle and still actually ship a completed game. To that end, many of the ‘Mechs featured in MechWarrior 2 didn’t arrive with their historically correct loadouts. Basically all the Firemothalternate configurations were modified in some way, as was the primary config Hellbringer, several Kitfoxvariants, the Warhawk, and the GargoyleAlt Config C and D.
Another limitation in MechWarrior 2 was that each ‘Mech could only carry a maximum of 10 weapon systems, which meant several weapons-heavy ‘Mechs also needed to be changed. The primary configuration of the Nova, famously comprised of 6 ER Medium Lasers in either fist, was instead changed to just 7 ER Medium Lasers, 2 Medium Pulse Lasers, and 1 ER Small Laser.
Strangely, Activision didn’t stop at just altering the Nova’s weapon loadout. They also gave the ‘Mech an Endo Steel chassis and a 300 XL engine to give it a running speed on par with that of the Storm Crow. Nobody is quite sure why they did that, and we can only assume it was to ensure the Nova stayed roughly on par with the Storm Crow in terms of performance.
The Timber Wolfand Dire Wolfalso had minor changes to their primary configurations due to possessing too many weapon systems.
Unlike modern BattleTech games that limit the types of weapons that can be taken on an OmniMech, MechWarrior 2 allowed anything and everything on any given chassis. If you wanted to rip out the missiles and lasers on a Mad Dog and replace them with autocannons, that’s just fine. This would do nothing to the overall appearance of your ‘Mech, mind you, but you could do it. It wouldn’t be until MechWarrior 3 that dynamic loadouts were considered in a Mech’s model.
Piloting your multi-ton beast was done entirely via keyboard unless you were one of the lucky few who purchased MechWarrior 2 packaged with Microsoft’s Sidewinder joystick. The Sidewinder allowed you to control your ‘Mech’s torso by twisting the stick, making it a lot easier to maneuver your machine while maintaining weapons on your opponents. Otherwise, one hand was on the arrow keys while the other was busily hitting the “<>” keys to keep your torso pointed in the right direction.
The Prettiest Death Machines
But what truly set MechWarrior 2 above most PC games of the era was its graphics. MechWarrior 2 used dynamic lighting and color shading to really add depth to every world you encountered. Textures were entirely basic--you would see some bitmaps on each machine, but otherwise, every surface was just a flat color interrupted by the occasional sprite of a bush or piece of rubble.
And yet, somehow, it still holds up. Take a look at the video below to see for yourself.
MechWarrior 2 remained on the cutting edge of graphics technology for quite a few years following its initial release. As Digital Foundry calls it, the mid-’90s was a Wild West-era for PC gaming where there were multiple video card manufacturers and each one required their own special game release in order to take full advantage of what that manufacturer’s card could do. Activision catered to pretty much all of them, which meant that MechWarrior 2 was released in no less than 38 different versions over three years.
And frankly, a lot of them sucked. Sure, it was neat to see ground that was something other than a flat-shaded polygon, but in order to make the textures work, Activision had to remove a lot of the dynamic lighting that made the original DOS version look so great. They often also removed textures from the ‘Mechs themselves making them look drab and utterly boring.
I managed to avoid those special editions. By the time I got my first PC upgrade, MechWarrior 3 and MechCommanderwere out, and they did a much better job of making things look pretty. But these graphically enhanced editions and expansions like Ghost Bear’s Legacy and the stand-alone MechWarrior 2: Mercenaries--packaged together as the Titanium Trilogy--kept the MechWarrior series relevant for years and were widely considered the golden age in ‘Mech simulator games.
The Little Things
Another thing that set MechWarrior 2 apart from games of the era was the music. Even today, MechWarrior 2’s soundtrack holds up extremely well, combining orchestral and digital sounds in a way that was both unique and cutting-edge for that era of PC gaming. It was also one of the first PC games to burn the music directly to the CD rather than encode it as MIDI files, meaning you could take the CD, put it in a Walkman, and listen to the entire score whenever you wanted.
There were way more little gems that set MechWarrior 2 apart. The manual came with its own Technical Readout section that basically took part of the actual Technical Readout: 3050 for the relevant ‘Mechs. There were little notes added in the margins to make it look like a pilot had been scribbling notes to provide cadets hints on how to succeed. And between every mission, there was a short story that provided you with a bigger picture of all the battles that were happening at that time in the Refusal War.
I could say without a doubt that it was these little things that gave MechWarrior 2 a certain magic that no other game of the era possessed. The music, the lore--they all made it seem like MechWarrior 2 was bigger than it actually was, which if we’re being honest, wasn’t all that big. You could crunch out both campaigns in a single afternoon if you were really rushing it. But then you’d miss out on reading the stories that came before and after each mission, or on tweaking your ‘Mech so it was armed and armored exactly the way you wanted it.
That’s not to say MechWarrior 2 was perfect. The Windows 95 versions were often bug-filled messes that crashed after a few minutes of play. Splash damage was so hopelessly broken that it doubled or even tripled the stated damage of ER PPCs and LRMs, making a pair of LRM-20s capable of destroying any ‘Mech in a single salvo. And those LRMs were actually Streak LRMs considering how they locked-on and homed in on targets.
Let’s not even get started on the Sega Saturn or PlayStation versions of the game.
But these faults were relatively minor. MechWarrior 2 was the first game that truly captured the magic of BattleTech in a single experience. You had all the lore of previous BattleTech video games combined with the feeling of really being inside a multi-story death machine, with truly enough firepower to level a city block. That’s an intoxicating combination that snapped up more than a few impressionable young minds.
Hi everyone. Pull up a chair, take a sit, grab a cup of hot cocoa. I want us to have a frank, honest discussion about MechWarrior: Dark Age.
Now, I know that Dark Age wasn’t particularly well received by the BattleTech faithful. There are plenty of good reasons for that–the complete sidelining of all the major houses, the inability for anybody to communicate due to the HPG blackout, and ‘Mech stats that didn’t even bother to follow the classic ‘Mech construction rules are all valid complaints. Even for me, as someone who arrived at BattleTech a little later on, thought that Dark Age represented a franchise reboot that pissed all over the original game’s charms.
I mean, who wants to field an army of modified AgroMechs and unarmored infantry? Nobody, that’s who. A glorified farmer in a chainsaw-wielding tractor with legs is nobody’s idea of a sound military strategy.
courtesy of Troll and Toad
But I don’t want us to just spend an hour bashing Dark Age and blaming them for BattleTech’s relative obscurity in this era of increasing tabletop gaming interest (I think that has more to do with the complicated web of licenses and ownership of the original IP). There were real, genuine merits to MechWarrior: Dark Age.
First, there were the models themselves. I know plenty of people love painstakingly painting their own figures and even customizing them into miniature pieces of art, but man, I don’t have that kind of time! Being able to get a fully-painted and even slightly opposable figure straight out of the box was actually pretty cool, if I do say so myself, and they weren’t half bad! Sure, sometimes the arms fell off at the slightest provocation, but they were intricate, fully-painted models that look good for zero effort. I call that a win.
And the Clix system wasn’t half bad either. Let’s be real: BattleTech’s rules are a wee bit on the complicated side, as my 300-plus page tome of Total Warfare can attest (I had university textbooks that were smaller–just sayin’). Simplifying everything down to “damage equals clicks”, and having your ‘Mech’s or tank’s (or whatever) stats modified to represent battle damage with every click was actually a really clever way of making combat easier to keep track of.
Admittedly, using a tape-measure for movement a la Warhammer 40K made the rules slightly more complicated, but it also meant that Dark Age could be played anywhere and even household objects could be repurposed as ad hoc terrain. Empty bottle cans became buildings, moldy pizza boxes became swamps, and that bit of carpet where your dog threw-up became a toxic waste zone.
For some reason, my miniature battles were usually fought in some pretty rank areas.
I even appreciate the random “loot box” nature of buying most MechWarrior: Dark Age boxes. It was a lot like buying Magic: The Gathering cards, which was another pastime that I genuinely enjoyed. And even if you don’t like that aspect, the age of the internet has made purchasing specific figures in Dark Age or any other collectible game easier than ever–just go on eBay and you’ll probably find what you’re after.
Anyways, my point is that Dark Age gets a lot of flack, and while a lot of is deserved, it’s important to understand that it wasn’t all bad. There were some truly innovative of fun aspects of Dark Age, and I kinda wish that some of those aspects could be incorporated into the original tabletop game. But no AgroMechs, please. Those were stupid.
Also, I’m selling my old Dark Age collection. It’s spring, I haven’t touched the things in years, and I suspect wherever I wind up next won’t have the storage space for me to keep these plastic bins as monuments to my childhood. So they gotta go.
Details are on the eBay listing. Yes, this is a shameless use of a pulpit for my personal benefit, but someone else should be able to get some joy from these toys so they don’t just languish in my basement. That and it’s tax season and Canadian taxes are no freakin’ joke!
And if that ultimately means my old collection gets chopped up to be used as props in someone else’s custom miniature scene because Dark Age is stupid and everybody hates it, that’s fine with me.