PATCH SALE
50% OFF C-BILL and MC prices on All Engines, All Weapons (including the NEW!), All Consumables, 'Mech Bays, Premium Time, GSP, and all of the 'Mechs that are updated in this patch.
LUCKY CHARMS EVENT 2024
Welcome to the Lucky Charms 2024 Event! This year's lucky Charms will be all about getting the Loot bags, Bonus Redeems and Pick a Prize Hero Mech of Choice. We have also included “Legends” that have been made into Heroes and every Hero that has been available for MC up to the December 2023 Patch Date. This includes: Howl, Desperada, Arges, Seraph, Scattershot, Dreadnought, Moonwalker, and Juggernaut. Note these are just the “Hero” versions of the Legends and do not include any of the Legends Mini Battlepass content!
DUNCAN FISHER HERO MECH and WARHORN
Solaris Showdown, the latest DLC for MechWarrior 5: Mercenaries, has arrived and with this patch all those that wishlisted the DLC on Steam and posted on the
appropriate thread by the deadline will receive their Duncan Fisher Hero/Special 'Mech with 30% C-Bill Boost and Warhorn! (MechBay Included)
OTOMO PACK
- 6 'MECHS each with a 30% C-Bill Boost
- Dragon DRG-1N(O)
- Catapult CPLT-K2(O)
- Charger CGR-3K(O)
- Hatamoto Chi HTM-28TR(O)
- Battlemaster BLR-2C(O)
- Mauler MAL-1P(O)
- 6 'MECH BAYS
- 7 BOLT-ONS
- 1 DECAL
- 6 OTOMO Skins + unlock for 6 Chassis (Same as OTOMO variants)
NEW WEAPONS AND AMMO TYPES
LIGHT AUTOCANNONS
A modified version of the Inner Sphere AC/2 and AC/5 weapons, these variations sacrifice range and cooldown for increased weight savings.
LAC/2
- Tech: Inner Sphere
- Tonnage: 4 tons
- Slots: 1 slot
- Damage: 2 damage
- Number of Rounds: 1 round
- Cooldown: 1.1 seconds
- Optimal Range: 540m
- Max Range: 1080m
- Heat: 0.6
- Ghost Heat: NA
- Velocity: 1600
- Quirk Families: Ballistic, Autocannon, AC2
LAC/5
- Tech: Inner Sphere
- Tonnage: 5 tons
- Slots: 2 slot
- Damage: 5 damage(2.5 per round)
- Number of Rounds: 2 round
- Cooldown: 2.15 seconds
- Optimal Range: 450m
- Max Range: 900m
- Heat: 1.5
- Ghost Heat(GH starts at this number): 6
- Ghost Heat Multiplier: 0.5
- Ghost Heat Family: AC5
- Velocity: 1300
- Quirk Families: Ballistic, Autocannon, AC5
PROTOMECH AUTOCANNONS
Clan modified versions of the C-AC/2, C-AC/5, and C-AC/10. Like LACs, these also sacrifice range and cooldown for lighter tonnage.
PAC/2
- Tech: Clan
- Tonnage: 3.5
- Slots: 2 slot
- Damage: 2 damage
- Number of Rounds: 1 round
- Cooldown: 1.25 seconds
- Optimal Range: 600m
- Max Range: 1200m
- Heat: 0.75
- Ghost Heat: NA
- Velocity: 1600
- Quirk Families: Ballistic, Autocannon, AC2
PAC/4
- Tech: Clan
- Tonnage: 4.5
- Slots: 3 slot
- Damage: 4 damage
- Number of Rounds: 1 round
- Cooldown: 2 seconds
- Optimal Range: 450m
- Max Range: 900m
- Heat: 1.5
- Ghost Heat: 5
- Ghost Heat Multiplier: 0.8
- Ghost Heat Family: AC5
- Velocity: 1400
- Quirk Families: Ballistic, Autocannon, AC5
PAC/8
- Tech: Clan
- Tonnage: 5.5
- Slots: 4 slot
- Damage: 8 damage(4 per round)
- Number of Rounds: 2 rounds
- Cooldown: 3 seconds
- Optimal Range: 270m
- Max Range: 540m
- Heat: 3
- Ghost Heat: 5
- Ghost Heat Multiplier: 24
- Ghost Heat Family: AC10
- Velocity: 1200
- Quirk Families: Ballistic, Autocannon, AC10
THUNDERBOLT MISSILES
Similar to LRMs, these missiles carry a much larger payload, fire in lower arcs, and have a lower max range. These missiles are slightly more vulnerable to AMS than their LRM counterparts.
THUNDERBOLT 5
- Tech: Inner Sphere
- Tonnage: 3
- Slots: 1
- Damage: 5 damage
- Number of Missiles: 1 missile
- Cooldown: 3.25 seconds
- Optimal Range: 630m
- Max Range: 630m
- Minimum Range: 150m(will do half damage at min range)
- Heat: 2.2
- Ghost Heat: 5
- Ghost Heat Multiplier: 3.4
- Ghost Heat Family: LRM
- Velocity: 190
- Quirk Families: Missile, Thunderbolt(new family)
THUNDERBOLT 10
- Tech: Inner Sphere
- Tonnage: 7
- Slots: 2
- Damage: 10 damage(5 per missile)
- Number of Missiles: 2 missiles
- Cooldown: 3.7 seconds
- Optimal Range: 630m
- Max Range: 630m
- Minimum Range: 150m(will do half damage at min range)
- Heat: 3.6
- Ghost Heat: 4
- Ghost Heat Multiplier: 3.4
- Ghost Heat Family: LRM
- Velocity: 190
- Quirk Families: Missile, Thunderbolt
THUNDERBOLT 15
- Tech: Inner Sphere
- Tonnage: 11
- Slots: 3
- Damage: 15 damage(5 per missile)
- Number of Missiles: 3 missiles
- Cooldown: 4 seconds
- Optimal Range: 630m
- Max Range: 630m
- Minimum Range: 150m(will do half damage at min range)
- Heat: 4.5
- Ghost Heat: 3
- Ghost Heat Multiplier: 3.4
- Ghost Heat Family: LRM
- Velocity: 190
- Quirk Families: Missile, Thunderbolt
THUNDERBOLT 20
- Tech: Inner Sphere
- Tonnage: 15
- Slots: 5
- Damage: 20 damage(5 per missile)
- Number of Missiles: 4 missiles
- Cooldown: 4.3 seconds
- Optimal Range: 630m
- Max Range: 630m
- Minimum Range: 150m(will do half damage at min range)
- Heat: 5.4
- Ghost Heat: 3
- Ghost Heat Multiplier: 3.4
- Ghost Heat Family: LRM
- Velocity: 190
- Quirk Families: Missile, Thunderbolt
MAGSHOT/AP GAUSS
A much smaller Gauss Rifle designed for anti-infantry. Unlike their larger counterparts, these weapons do not require charge up before firing.
MAGSHOT
- Tech: Inner Sphere
- Tonnage: 0.5 tons
- Slots: 2 slot
- Damage: 2 damage
- Number of Rounds: 1 round
- Cooldown: 2 seconds
- Optimal Range: 270m
- Max Range: 540m
- Heat: 0.5
- Ghost Heat: NA
- Velocity: 1700
- Explosion Damage: 5
- Quirk Families: Ballistic, Autocannon
AP GAUSS
- Tech: Clan
- Tonnage: 0.5 tons
- Slots: 1 slot
- Damage: 2 damage
- Number of Rounds: 1 round
- Cooldown: 2 seconds
- Optimal Range: 270m
- Max Range: 540m
- Heat: 0.6
- Ghost Heat: NA
- Velocity: 1700
- Explosion Damage: 5
- Quirk Families: Ballistic, Autocannon
SILVER BULLET GAUSS RIFLE
A modified Gauss Rifle with spread and a much shorter cooldown.
- Tech: Inner Sphere
- Tonnage: 15 tons
- Slots: 7 slots
- Damage: 15 damage(5 per shell)
- Number of Rounds: 3 rounds fired in a spread pattern
- Cooldown: 3.5 seconds
- Optimal Range: 810m
- Max Range: 1620m
- Heat: 1
- Ghost Heat: NA
- Velocity: 2200
- Spread: 0.4
- Explosion Damage: 20
- Quirk Families: Ballistic, Gauss
BEAM LASER
A Clan experimental weapon meant to emulate the Large X-Pulse Laser, this weapon fires a continuous beam.
- Tech: Clan
- Tonnage: 6 tons
- Slots: 2 slots
- Damage: 5 Damage per second
- Heat: 3 Heat per second
- Optimal Range: 600m
- Max Range: 900m
- Ghost Heat: 3
- Ghost Heat Multiplier: 10
- Ghost Heat Family: Large Laser
- Quirk Families: Laser, STD Laser
(Note: This weapon is not impacted by duration or cooldown quirks)
PLASMA CANNON
A lighter variation of the Clan ER-PPC, this weapon deals a marginal amount of heat damage to targets as well.
- Tech: Clan
- Tonnage: 3 tons
- Slots: 2 slots
- Damage: 4.5 damage + 1 splash damage to each adjacent component
- Cooldown: 3.5 seconds
- Optimal Range: 540m
- Max Range: 1080m
- Heat: 7
- Ghost Heat: 4
- Velocity: 1650
- Heat Damage: 0.25(this will result in 1-2% based on the heat capacity of the mech)
- Quirk Families: Clan ERPPC, Light PPC
(Note: Not all of the Heat Damage in the Plasma Cannon is in the primary damage, some is in the splash damage as well. In order to land full heat damage on your target, you must hit them in a torso component. Hitting a limb will result in only 2/3 of the heat damage being dealt as some splash damage is lost)
LIGHT TAG
A lighter variant of the IS TAG laser.
- Tech: Inner Sphere
- Tonnage: 0.5 tons
- Slots: 1 slots
- Optimal Range: 450m
- Max Range: 450m
WEAPON ADJUSTMENTS
LARGE LASER
- Reduced heat to 5.9 (from 6.5)
BINARY LASER CANNON
- Increased beam duration to 1.3 seconds (from 1.25)
LARGE X-PULSE LASER
- Increased heat to 1.5 (from 1.35)
- Reduced range to 450m (from 480m)
INCOMING UPDATES
In the April patch, 'Mechs will get Ammo Quirks for their New Weapons based on the following criteria:
- 'Mechs with STD AC ammo quirks will get Light AC/Proto AC ammo depending on their tech type
- 'Mechs with Machine Gun ammo quirks will get Magshot/AP Gauss ammo depending on their tech type
- Inner Sphere 'Mechs with LRM ammo quirks will get Thunderbolt ammo
- Inner Sphere 'Mechs with Gauss ammo quirks will get Silver Bullet Gauss ammo
EQUIPMENT ADJUSTMENTS
ADVANCED SENSOR PACKAGE
- Clan 'Mechs can now equip the same Advanced Sensor Package as IS
MASC MK I (IS)
- Acceleration boost reduced to 150% (from 180%)
- Deceleration boost reduced to 140% (from 170%)
- MASC bar fill rate is made consistent with other classes of MASC
MASC MK II (IS)
- Acceleration boost reduced to 150% (from 200%)
- Deceleration boost reduced to 140% (from 190%)
- Increased Turn rate boost to 50% (from 45%)
MASC MK III (IS)
- Acceleration boost reduced to 150% (from 185%)
- Deceleration boost reduced to 140% (from 175%)
- Increased Turn rate boost to 50% (from 40%)
MASC MK IV (IS)
- Acceleration boost reduced to 150% (from 185%)
- Deceleration boost reduced to 140% (from 175%)
- Increased Turn rate boost to 50% (from 35%)
MASC MK V (IS)
- Acceleration boost reduced to 150% (from 180%)
- Deceleration boost reduced to 140% (from 170%)
- Increased Turn rate boost to 50% (from 30%)
MASC MK I (Clan)
- Acceleration boost reduced to 150% (from 180%)
- Deceleration boost reduced to 140% (from 170%)
- Increased Turn rate boost to 50% (from 45%)
- MASC bar fill rate is made consistent with other classes of MASC
MASC MK II (Clan)
- Acceleration boost reduced to 150% (from 190%)
- Deceleration boost reduced to 140% (from 180%)
- Increased Turn rate boost to 50% (from 40%)
- Speed boost reduced to 23% (from 26%) - consistent with IS MASC MK II
MASC MK III (Clan)
- Acceleration boost reduced to 150% (from 185%)
- Deceleration boost reduced to 140% (from 175%)
- Increased Turn rate boost to 50% (from 35%)
- Speed boost reduced to 26% (from 28%) - consistent with IS MASC MK III
MASC MK IV (Clan)
- Acceleration boost reduced to 150% (from 180%)
- Deceleration boost reduced to 140% (from 170%)
- Increased Turn rate boost to 50% (from 30%)
- Speed boost reduced to 28% (from 30%) - consistent with IS MASC MK IV
'MECH ADJUSTMENTS
BANSHEE
La Malinche and Siren
- Moved energy hardpoints higher up in the arms
CICADA
All variants:
- Acceleration increased to 89.23 kph/s (from 75.39 kph/s)
- Deceleration increased to 100.62 kph/s (from 81.88 kph/s)
- Turn rate increased to 112.87 deg/s (from 92.82 deg/s)
- Torso twist speed increased to 202.5 deg/s yaw and 143.48 deg/s pitch (from 175.5 deg/s and 126.56 deg/s)
VAPOR EAGLE
Gorewing (LGD)
- Torso twist speed increased to 130.5 deg/s yaw and 95.63 deg/s pitch (from 108 deg/s and 78.75 deg/s)
'MECH QUIRKS
FLEA
FLE-19
- Reduced cooldown to -15% (from -40%)
- Added -25% Energy cooldown
- Added -25% Missile cooldown
FLE-R5K
- Added 5% Mech top speed
- Added -20% Laser duration
- Added 30% Missile velocity
MIST LYNX
MLX-D
- Removed -20% UAC Jam duration from SO8
- Added -50% UAC Jam chance in SO8
- Increased UAC Jam chance to -50% on LA (from -40%)
ARCTIC CHEETAH
ACH-B
- Increased LBX Spread to -40% on RA (from -5%)
- Added 40% Ballistic velocity to RA
WOLFHOUND
WLF-1, WLF-1A, WLF-1B, WLF-2, WLF-GR, WLF-C(L)
- Reduced RT armor bonus to +11 (from +17)
- Added +6 Armor bonus to RA
CICADA
CDA-2B
- Increased Energy heat to -15% (from -10%)
VINDICATOR
All Variants:
- Added +100% Jump Jet initial thrust
- Survival bonuses on all variants normalized to VND-1X level
VND-1R
- Removed -10% Energy heat
- Removed 10% Energy range
- Removed 20% PPC velocity
- Added 10% Range
- Added -20% Heat
- Added -10% Laser duration
- Added -30% Missile spread
VND-1AA
- Removed -10% Energy heat
- Removed -10% PPC heat
- Removed 20% PPC velocity
- Removed -15% Missile cooldown
- Removed 10% Missile velocity
- Increased Cooldown to -20% (from -10%)
- Added -30% heat
- Added 30% Weapon velocity
VND-1X
- Removed -5% Missile cooldown
- Removed -20% Energy heat
- Removed 20% PPC velocity
- Increased cooldown to -30% (from -20%)
- Increased Machine gun rate of fire to 50% (from 30%)
- Added -20% Heat
- Added 15% Range
- Added -30% Spread
NOVA
NVA-PRIME
- Increased Energy heat to -5% in LT, RT (from -2.5%)
- Increased Torso yaw speed to 10% in LT, RT (from 2.5%)
- Increased LA, RA Armor bonus to +8 in SO8 (from +5)
- Added 10% Torso pitch speed in LT, RT
NVA-A
- Added +6 Torso yaw angle in LT, RT
NVA-B
- Increased Pulse laser duration to -5% in LA (from -3%)
- Increased Laser duration to -5% in LA (from -3%)
- Increased torso yaw angle to +6 in LT (from +3)
- Added +6 Torso yaw angle in RT
NVA-C
- Increased Missile cooldown to -10% in LT (from -5%)
- Added +6 Torso yaw angle in LT, RT
- Added +7 LT, RT Armor bonus in SO8
NVA-D
- Added 10% Torso yaw and pitch speed in LT, RT
NVA-S
- Increased torso yaw angle to +6 in LT, RT (from +3)
- Increased Pulse laser heat to -5% in LA, RA (from -2.5%)
NVA-BK
- Removed 3% ER Laser range from RA
- Increased LT Structure bonus to +10 (from +5)
- Increased torso yaw angle to +6 in RT (from +3)
- Added 5% Laser range in RA
- Added -25% Missile spread in SO8
KINTARO
All Variants (excluding KTO-20):
- Increased CT Armor bonus to +20 (from +15)
KTO-18
- Removed -10% Laser duration
- Removed 15% STD Laser range
- Increased Missile heat to -15% (from -5%)
- Increased SRM spread to -20% (from -10%)
- Added 10% Range
KTO-19
- Removed -10% Missile cooldown
- Removed -5% Heat
- Increased Streak SRM heat to -25% (from -15%)
- Added -20% Streak SRM cooldown
- Added +100m 360 degree target retention
KTO-20
- Increased CT Armor bonus to +25 (from +15)
- Removed -30% Pulse laser duration
- Increased Laser duration to -40% (from -10%)
KTO-GB
- Removed -10% MRM cooldown
- Removed 30% MRM velocity
- Increased Cooldown to -15% (from -5%)
- Added 30% weapon velocity
DRAGON
DRG-1N
JAGERMECH
JM6-DE(L)
- Increased Heavy Gauss Rifle range to +80% (from +20%)
MARAUDER
MAD-B(LGD)
- Added 20% Ballistic velocity
THANATOS
TNS-4S
- Removed Large pulse laser HSL +1
- Added Laser HSL +1
TNS-4P
- Removed -5% AC20 Cooldown
- Removed -10% Ballistic cooldown
- Added -15% Cooldown
TNS-5P
- Removed 5% LRM velocity
- Removed 15% PPC Family velocity
- Added 20% Weapon velocity
TNS-5S
- Removed 5% Ballistic range
- Removed 10% Energy range
- Added 10% Range
TNS-HA
- Removed -5% Laser heat
- Removed -10% Missile heat
- Added -10% heat
LONGBOW
LGB-10C
- Removed 18.75% Sensor range
- Added +150m sensor range
BATTLEMASTER
BLR-1G
- Removed -5% Medium Laser Family heat
- Removed -10% Missile heat
- Added -10% Heat
BLR-1D
- Removed -10% Ballistic cooldown
- Increased Cooldown to -20% (from -10%)
- Increased Heat to -10% (from -5%)
BLR-1S
- Removed -20% STD/ER Medium Laser duration
- Removed -10% Medium Pulse Laser duration
- Removed 15% MRM velocity
- Removed 15% SRM velocity
- Removed -10% SRM spread
- Added -10% Cooldown
- Added 15% Missile velocity
- Added -10% Missile spread
BLR-3S
- Removed -5% Energy heat
- Removed 5% Medium Pulse Laser range
- Removed -10% Missile heat
- Increased Missile velocity to 30% (from 20%)
- Increased Missile cooldown to -30% (from -20%)
- Added -10% Heat
BLR-2C
- Removed -10% Missile cooldown
- Increased heat to -15% (from -10%)
- Added -15% Cooldown
BLR-1GHE
- Removed 20% PPC Family velocity
- Removed 10% Missile velocity
- Added 20% Weapon velocity
HIGHLANDER
All Variants:
- Increased Jump Jet initial thrust to 200% (from 15%)
HGN-732
- Removed -5% Ballistic cooldown
- Removed -10% Missile cooldown
- Removed 10% Energy range
- Added -15% Cooldown
- Added 10% Range
- Added -10% Laser duration
HGN-733
- Removed -15% Missile cooldown
- Removed -10% AC10 cooldown
- Removed -5% Ballistic cooldown
- Added -15% Cooldown
- Added 25% weapon velocity
HGN-733C
- Removed 5% Ballistic velocity
- Removed -5% Ballistic cooldown
- Removed 10% Missile velocity
- Added -10% Cooldown
- Added 20% Weapon velocity
HGN-733P
- Removed 10% Energy range
- Increased heat to -15% (from -10%)
- Added 10% Range
HGN-732B
- Removed -10% Ballistic cooldown
- Removed -10% Energy cooldown
- Removed 5% Ballistic velocity
- Removed 10% Energy range
- Added -15% Cooldown
- Added 10% Range
- Added 25% Weapon velocity
MAP UPDATES AND FIXES
- Invisible wall fix on Solaris
- Plugged holes on Bearclaw II, Mining Collective, and Emerald Taiga
BUG FIXES
- Fixed an issue where areas of the Black Knight lost paint ability after Red Reaper release