Let's Play MechWarrior 5 Mercenaries CO-OP | Episode 39 | EYES ON DEMOCRACY



Though we strive to establish a strong working relationship with House Davion, we are also mercenaries without political or social agendas. Only the almighty C-Bill matters if we are to continue our operations and so, on occasion, we must set our sights on Davion ‘Mechs.

#battletech #mechwarrior #mechwarrior5 #mechwarrior5mercenaries #mw5 #letsplay #blindplaythrough #theinventorygame #coop

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15 thoughts on “Let's Play MechWarrior 5 Mercenaries CO-OP | Episode 39 | EYES ON DEMOCRACY”

  1. Aerodynamic hull works for all missiles but I would not use it on LRMs because your max sensor range is 800 m, which means beyond 800 m U will lose the lock. There are also upgrades for sensor range, that is better upgrade for LRM mechs. I would use aerodynamic hull on SRMs. Choice is your.

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  2. To get more out of the Rifleman try dropping the AC5's and put on medium or heavy Rifles. The rifles should be available with your new DLC in the market. They do more damage and weigh a lot less. The only drawback and it's not a biggie is they have a slow rate of fire. But some ballistic upgrades once you acquire them can help with this. You can up the heat sinks, armor and ammo with the freed-up tonnage from using the Rifles over the autocannons and make the Rifleman a much better mech. When in those up close and personal fights remember to use the zoom to make headshots easier. A rifleman paired with two Warhammers and a Black Knight or two riflemen with a Warhammer and a Black Knight or an Archer as an alternate should be able to take out heavy and assault mechs no problem. Just don't forget to set up an alpha strike.

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  3. Warhammer part 2 if your armour is max out put small lasers yes we know scott hate small lasers but small lasers do the same amount of damage as the medium lasers and do less heat but shorter range

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  4. Picked this up during the steam sale last week to see how the franchise has evolved as I played Mechwarrior 2 decades ago and ended up getting hooked. Found your channel just today and was pleasantly surprised to find well-seasoned gentleman such as yourself. It's nice to see fellow graying heads in the same games I like, makes me feel a little less weird for being 50+ and playing these games. Dropped you a subscribe.

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  5. Well fought. Too bad for the bagpipes, though.

    Today's unbidden advice:

    1) as others have said, keep an eye out for rifles and their ammo now that you have some DLC. They save some weight for extra damage on stuff like the rifleman.

    2) the chicken walker family is thus: Locust, Cicada, Marauder, Stalker. The first is a solid light, the second is a garbage medium, the third is a solid heavy, and the last is a devastating assault.

    3) upgrades strip off when you move a mech to cold storage. Not super important, but good to know.

    4) I will always err on the side of keeping AI pilots alive. Putting them in something well armored with lots of short-med ranged weapons is probably the safest path unless you plan to issue active movement orders throughout every battle.

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