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A new episode of Bytesized is now available from KC Nwosu checking out MechWarrior 5: Clans!

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MechWarrior 5: Clans Review | Bytesized

KC Nwosu reviews MechWarrior 5: Clans, developed by Piranha Games Inc. MechWarrior 5: Clans on Steam: https://store.steampowered.com/app/2000890/MechWarrior_5_Clans/ Support us on Patreon: https://www.patreon.com/SecondWindGroup Second Wind Merch Store: https://sharkrobot.com/collections/second-wind

Comments

Carbon Green

Very fair review! As someone who has spent a lot of time in piranha games' previous title (MechWarrior online), I would like to say the following: on the controls, it's no surprise that anyone new to them would bounce right off. I myself would liken them to something like fighting game motion controls. Something where (once you're used to them) the limitations of the control system make the overall experience more interesting. With them on, taking cover becomes a difficult maneuver to perform on the fly, jump jets allow for much quicker turns and reorientations. The momentum in the system gives Mechs a lot of weight in gamefeel. Buuuut. like fighting game controls, this only comes alive when you're used to them and MW5:C is not long enough or tutorial-ed enough to let you learn that. Speaking of tutorials The game never tells you this but the 3 and 4 buttons are mapped to your mouse's middle mouse's left and right buttons (if you have one capable of this) otherwise all weapon groups are useable by pressing that number on the number line. You're just supposed to know that I guess. I'm also completely with you on poor squad controls. There's just so many anti-qol decisions that it's a rare achievement on steam for players to use it 100 times. my biggest bugbear is that you will only see your squad's numbers in the command screen and not in-game or on the minimap. overall, Clans seems to expect the player to navigate a wild number of input UIs in real time. I will echo that, hightened twords the end, the poor squad integration makes for a lot of slugfests. Being a bit brighter here There are moments where I can see the intended experience shine through! I've baited enemies into pre-planned ambushes, I've told my squad to hold a cliffside (leveraging our superior range (also something the game doesn't tell you (you have better guns))) while I went and flanked their artillery, I hid behind hills to avoid a dropship's threatening arms. These were fun and I wish I was asked to and given the tools to be able to set up these kinds of strategic decisions more often. I think it'd highten the contast between the occasions where you are ambushed in unfavorable, close quarters combat or when you're asked to run a gauntlet where speed and loose formation is advisable. That ends what I have to say about what's here, but I do have one last thought to share about the game's progression system. In classic BattleTech (tabletop), heavier mechs are not always better. even past strategics, some heavier mechs will carry worse equipment than lighter mechs. This is balanced by a system called Battle Value where what you can bring is limited by quality and quality of units and equipment. I wonder if that's a better system for progression in modern games than simply holding the biggest stompiest mech for last. Might make it worth more to bring a highly advance scout mech and widen the variety of unlocks you could acquire. Love your work, best wishes! ~SafetyC

JC

If you're really interested in the background lore of this universe, I can greatly recommend Tex Talks Battletech - especially the 'Primer on the Clans' videos. It will add a huge amount of context to the events and so on

David C. Simon

Interesting that you say this is a game for people who like "slow methodical walking-tank" sims, when for many veterans of the Mechwarrior franchise the recent entries (Mercenaries and Clans) are actually too fast-paced and arcade-like. I want my Battletech games to feel more like mil-sims than action romps.