

If you’re heading into a hot biome, you’ll want to either swap energy weapons out for ballistic or missile weapons or add heat sinks. But be aware of the mission type you’re heading into, and the environment. It doesn’t hurt to have a close-range support machine gun or laser in the mix, either.


Your heaviest ‘Mechs are best when you give them a decent spread between ballistic, missile, and energy weapons. In most cases, think of these loadouts as existing solely for a particular type of mission: a fast, long-range sniper built on a Jenner chassis, for instance, can be incredibly helpful in assassination missions, but its low drop-in tonnage will make it nearly useless in base assaults and straight-up battles.
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However, you’re free to ignore as much of Yang’s advice as you wish and moving away from his preference for medium lasers can allow you to customize a ‘Mech for a much more specialist role. That includes a default weapons loadout template you can follow, which is a very helpful starting point for most ‘Mech builds. Each BattleMech chassis has a stock role that your engineer, Yang Virtanen, describes in notes you can find in the info panel. Once the financial restraints are loosened up a bit in the campaign, you’ll have more freedom to kit out your ‘Mechs for specific roles. Having a light frame ‘Mech such as a Flea or Locust equipped with COIL beams (which build up damage-dealing capability based on how far a ‘Mech travels in a turn) can open up incredibly valuable flanking and harrassing opportunities on the battlefield.īasic Principle 2: Specialize (to a point) Heavy Metal does change this calculation up a bit, as the new COIL weapon was specifically designed to keep lighter, speedier ‘Mechs viable further into the game. ‘Mechs tend to get substantially more survivable as you move up in tonnage, and that’s also crucial in the early game when money is tight. Being able to be flexible early on is important, and fielding ‘Mechs with a wide range of weapons will help out a lot in the beginning missions. More like this: Read our Battletech guideīigger ‘Mechs usually mean more hardpoints for weapons, and that means you can afford to equip them as generalists for early missions. There are certainly roles for lighter, faster ‘Mechs, like the Jenner and Firestarter, but when you’ve only got a few key MechWarriors available, you can’t afford the risk of putting them in something that can’t be armored as heavily as possible. Particularly in the early stages of the base campaign, you’re generally going to want to field the heaviest BattleMechs you have available. We’ve taken all this as well as where the free-patches have taken the meta and put together a guide to help you create the perfect Lance. The Flashpoint expansion also added the Hatchetman, Crab, and Cyclops ‘Mechs to the mix. There are also new weapons and specialised hardware, so the design space for lances is now officially huge. The previous DLC was Urban Warfare which not only added the new Raven and Javelin mechs, but also changed the game’s balance by weaving ‘electronic warfare’ in the form of interesting, battlefield-changing equipment. Speaking of Heavy Metal, BattleTech’s latest and final expansion added a total of ten new battlemech chassis to customize to your hearts’ content (not to mention two free ones with the accompanying patch).
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We’ll continue to update this guide as we learn more about BattleTech, but the rules below should apply to BattleTech as of the Heavy Metal expansion and the 1.9 Patch. Feel free to tweak at your leisure, though. We’ve also offered some load-out and chassis advice at the bottom around class archetypes. We’ll go over a few general principles to bear in mind, but it’s important to remember that these can always be superseded in certain circumstances. There aren’t any real hard and fast rules when creating your lance because everything in BattleTech is situational. These mech building tips should provide you with plenty of guidance for crafting your ideal mech. But building your lance the right way and picking the missions best suited to your lance is just as important – if not more so – than proper positioning and timing in a fight. There are interesting tactical decisions to be made certainly and BattleTech packs a lot of detail into its combat encounters. If you’ve spent any significant time with Harebrained Schemes’ BattleTech you’ve undoubtedly had a sense that just as much of the game takes place in the MechLab as on the field.
