Player Guides
Mech Stats
Additional Tips
CONTRACTS & COMBAT ZONES
Mission Difficulty can be checked in the Starmap, and after accepting a contract. Always pay attention to it!
When starting work with a new faction, keep missions short and focus on raising your reputation. Better standing will net you better contracts later.
For contracts, always have one or two points in "Damage Coverage"; you will always have damages to pay and this is the most efficient way to cover it.
Second to Damage Coverage, focus on salvage rights next if you want to maximize profits and don't mind prolonged mission engagements.
Focus on "C-Bill Payout" only if salvage has below average cap or you want to finish drops quickly (good option for Demolition and Raid contracts).
Demo and Raid contracts are much faster and easier to complete with fast Mechs if you focus on just the objectives (just kill any pursuing helicopters).
Potential bonus combat pay rarely covers the cost of replacing Mech limbs and components; extract before this happens whenever possible.
Avoid issuing major upgrades or overhauls inside a Combat Zone; this greatly increases time and cost to complete the job.
TACTICS
A mission is largely affected by the tonnage you bring into a mission, but not always. Pilot skill levels and positioning are also important.
High ground is best ground; use hills and cliffs to snipe from afar or divide enemy groups and crush them as they come around corners.
Keep your most damaged ally towards the back of the line; for AI teammates, use the "GO TO" order to keep them out of trouble.
Damage from high falls is a thing; feather your drop with jumpjets or find a safer way down a cliffside.
It is possible to get stuck in some rocky crevices when falling down a cliff or hillside; watch your step. You must restart the mission if you get stuck.
Ground vehicles can be eliminated quickly by stepping on them, but be aware you may sustain some damage in doing so.
Prioritize targets: generally speaking, you should eliminate easiest to kill targets FIRST (this is usually conventional vehicles).
NEVER ignore an enemy with an Autocannon 20 (especially Demolisher tanks); destroy them quickly and from long range whenever possible.
Don't be afraid to switch targets if your current opponent has lost their ability to shoot back or has disengaged.
EQUIPMENT & SALVAGE
Generally speaking, it is best to equip a mix of long and short range weapons and group them according to range; this allows you the most flexibility (the Catapult C1, with its LRM20s and Medium Lasers, is a good example of this).
"Bracket-Firing" (grouping according to range and firing only ONE group at a time) is a very effective way to pack extra firepower with fewer heatsinks
(the Stalker 3F, with its massive array of weapons, but inability to manage the heat when firing them all, is a good example of this)."Weapon Boating" (where you equip all/mostly one type of weapon) will limit your options in some situations, but can give you an edge in others.
(the Hunchback 4P, with its battery of Medium Lasers, is a good example of this).The cockpit HUD only displays the *optimal* range of weapons, but some weapons have additional range modifiers. Check MechLab for details.
Energy weapons can deal reduced damage beyond their optimal range (mods like Guns of Kerensky expand this to include ballistics).
Lasers, small caliber ballistics, and LRM missiles are easiest to aim on target and recommended for players that need help aiming their shots.
Claim the most expensive salvage if there isn't anything you want; you can always sell it later on the market.
Buy/sell rates are not affected by being in Conflict Zones or Industrial Hubs. Only your standing with your market's faction affects buy/sell rates.
Although it is by no means required, MW5 does work with a HOTAS control setup. A guide to getting it working can be found here.