
In MECHWARRIOR 5: CLANS, players become new Smoke Jaguar pilots in the Clan Invasion of the Inner Sphere. Lead a five-mech "Star" squad across diverse planets, engaging in an expansive campaign with immersive gameplay and intricate combat. Customize BattleMechs and explore strategic options.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
Genres
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.9Kreviews | 74% | — | $6.9M |
| $29.99 | 2.3Kratings | 56% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 868 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you want to feel like youre in a giant mech with satisfying guns, beautiful graphics, epic explosions, incredible vibes, magnetic visceral gameplay and a non-covoluted non-time-hoover story.. def try elsewhere. In the meantime just get yourself 'Broforce' and see how game excellence is done proper.
its ok crazy that it still plays poorly
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $6.8M | 10.7K | 88% | $23.99 | |
| $6.9M | 17.4K | 90% | $19.99 | |
| $6.9M | 10.8K | 83% | $19.99 | |
| $6.9M | 14.9K | 71% | $19.99 | |
| $6.8M | 21.5K | 95% | $19.99 | |
| $6.9M | 6.3K | 91% | $44.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.9M | 11.1K | 64% | $39.99 | |
| $1.4M | 4.9K | 76% | $9.99 | |
| $18.5K | 47 | 68% | $9.99 | |
| $14.1M | 16.5K | 79% | $39.99 | |
| $10.4M | 28.6K | 78% | $9.99 | |
| $221.2K | 851 | 57% | $13.99 |
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Russian*languages with full audio support
| $14.99−50% |
| 965ratings |
| 82% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 869 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
MW5 Mercs is it's own thing, but this also kicks ass.
The Battlegrid options don't actually work. My commands aren't followed by my starmates nor do they attack. They just stand at way points and get shot to death. This is no fun.
Apart from the UE5 graphics and a coherent (however stupid) campaign, this is a direct downgrade from MechWarrior 5: Mercenaries in almost every way. In fact, it plays like a mobile cashgrab in most aspects, since most features feel slapped on as if just to slow down the player's progression and make them pay to skip the grind. [h1]Meta game:[/h1] Available mechs are limited by your reputation/honor/player level. You get an extra level for every 2 (later 3) campaign missions you complete. Your performance does not matter, but there are arbitrary numbers affixed to the progression to make it look like you're "earning more honor" from later missions. You [b]unlock new mechs with [strike]Kudos[/strike] Merits[/b]. You can't loot them. You can not have an assault mech until you're [b]this[/b] honorable. Your maximum mech weight is increased by 5 per honor level. There are 1-2 mechs per weight, more if you own the DLC. Each new mission increases your tonnage slightly. The total tonnage is almost always below 5x maximum available mech weight. Your mechs' upgrades and omnipods are purchased with Platform XP. Platform XP is gained for each platform individually, at a glacial pace, you never gain enough mech XP to max out a platform before a "Weight+5" platform becomes available unless you spend hours farming Platform XP in horde mode. For every run of Horde mode you get 150 platform XP for each mech, regardless of your performance. The optimal way is to run five of the same mech, periodically upgrading them all by 20-25 tons (with a couple mid-weght mechs to balance out the mission tonnage) Your research speed (because. you know, every separate star in a clan's galaxy needs to research all the gear upgrades on their own) is tied to the number of scientists you have and your science lab's upgrade level. The materials you need for research are looted from missions and you get roughly 200-300 of each per mission (plus any from caches you scanned), with the ability to redistribute numbers within your maximum amount. You buy scientists, upgrade levels and the ability to loot extra material with Merits. Your mechs are repaired by technicians, at most 5 per mech. You buy extra technicians and upgrade the mechlab with... [strike]Kudos[/strike] Merits, you guessed it. [i]So, Merits... You get a certain amount of them at every honor level up. There is no other way to get them. But you see how the game is absolutely designed around Merits being a premium currency you would be totally able to buy with real money, right? :D[/i] At least the horde mode for XP farming is free. [h1]Gameplay:[/h1] Your best weapon is the ER S Laser. Low weight, low heat, respectable range when upgraded, quite high DPS per heat/weight. Everything else is objectively worse. The Gauss feels like a potato cannon. SRMs are great but why waste valuable slots on ammunition when you have the almighty ER S Laser? You don't see actual stats after campaign missions, just a bunch of "XP reward amounts" for each of your pilots. How effective was the LRMboat captain? Eh, who knows... When on the missions, you are strictly herded in a direction and not allowed to move out of bounds. The bounds only change after some important dialogue has happened. But not always, sometimes you have to leave the area and come back for the game to witness you. You are limited to 2x zoom and that is final. No upgrades to improve that, no mods (because nobody is interested, I guess). On the other hand, you rarely have the chance to fight anything beyond 500-600 meters for any significant length of time, since the enemies just rush you like a Beheaded Kamikaze from Serious Sam. [h1]Final Thought:[/h1] Clans seems to be an attempt to appeal to the wider audience that falls on both sides of the tightrope at once, painfully so. It's nowhere nearly as freeform and deeply customizable as Mercs and it's nowhere as interesting and streamlined as most "kill it all with more dakka" games, as it demands following rigid yet pointless rules and jumping through hoops, but doesn't really offer anything in return. Best buy it at a large discount to play the campaign on Easy or skip it altogether. Unless you know better than me.
Кому то действительно это зашло? Первая часть была лучшей. Тут как будто не в мехе, а в ботика закинули на аренку. Нету масштаба, нету атмосферы. Пустышка, а не игра.
First of all, I love Mechwarrior 5: Mercenaries. Despite its flaws, it's an excellent game with a satisfying game loop and complementary systems that help to make it a satisfying experience and one I've actually willingly restarted to try a new game more than once. I was hoping for more of the same from Mechwarrior 5: Clans. Unfortunately, MW 5: Clans takes the things that make MW5: Mercenaries good and gets rid of them and replaces them with a more linear, narrative driven experience that unfortunately dispenses with design elements that make MW5: Mercs so good. The Good: - Unreal engine 5 makes the graphics and general performance of the environments work smoothly and look great (with the exception of the character models, more on that below). - The co-op experience is better designed from the ground up. MW5: Clans allows co-op players the ability to looks through most of the context menus available to the hosting player, making the co-op feel more "co-op" and less like being a passenger. I can see the map in Clans, I can see the missions, I can buy things in the marketplace, Mercs doesn't give me those options as a guest. I can only drive the mechs and tinker with them. Clans give the co-op player more information and agency. That way I can collaborate with the other players. - The in-game map is so much better. The Bad: - Because the gameplay is more linear, so is the equipment that you find. In MW5: Mercs, there's always the fun experience of finding new loot, so you can change and tune your mechs. It's largely procedurally generated, so you can get ahold of mechs or weapons early on that makes tweaking your mech very enjoyable and you're always on the lookout for this or that thing. It really propels the gameplay loop. MW5: Clans doesn't have that aspect, really so it kills the desire to want to keep playing to make your mech better so that you can kick ass. - Progression is tied to "levels" so you're not going to find something that's a bit OP. That constant scaling makes the levels a slog and boring, honestly. No amazing mechs just discovered, no amazing weapons just discovered, just the stuff you'd expect for this part of the game. - Along those lines, the game mechanics that are more center stage in Mercs is downplayed or not existent in Clans. Replacing the sandbox is the linear story which... is boring. I don't care about the characters, I don't care about the story and I don't care about what's happening. It needed to be extremely good to make it center stage and it just doesn't land for me. - Along with the writing, the characters are boring. Just... that's it. I don't like them. The, "save the cat" moments for the characters fall flat, and it doesn't change the perception that you're part of a war machine invading sovereign space in the name of a warrior cult of personality that practices eugenics. Then again, the inner sphere isn't much better, but it's hard to paint the clans as the good guy and you need to be pretty narratively flexible to bend yourself into the shape of wanting to see these guys (the player, essentially) succeed. - The character models aren't great in-game. There's some uncanny valley action happening. During conversations in game, the character eyes just stare unblinkingly into the middle distance. They don't look around at instruments in their cockpit, and they don't blink. Ever. That part really rubs me the wrong way. The cutscenes are a different story, but in game, this is a thing. - They managed to make tinkering with your mech completely unenjoyable, which is a shame since that is a huge draw to Mercs, partly because of lacking what Mercs has (procedurally generated loot). I wasn't looking forward to getting new mechs because I couldn't -- I had to wait 'til I got to "X" level for whatever mech I wanted instead of saving, selling and salvaging my way to a mech that I wanted. Part of that is that the UI is subtley different, but in a way that is less intuitive and clunkier. - As to the UI, it isn't very good. There are menus within menus that aren't as clear as they are in Mercs. - The physics of the mechs feel more "arcadey" and less like a simulation than Mercs did. Going toward less lumbering stompy robots is a mistake. While I can buy it that the clan mechs are more maneuverable and generally better, they only feel like the former but not the latter. - Clan weapons absolutely tear through IS mechs in Mercs and the narrative supports this. Through several of the first missions in Clans, it feels like a slog going through the IS mechs and it feels like you're too much on an even field against them. You should be tearing through IS lances the same way, but you're just not. It's balance for gameplay, not balance for narrative. But when the game is supposed to be focused on narrative, this part falls flat and is counter to the narrative in general. The design needs to pick a lane. Either clans are technologically superior and are difficult to stop, even when outclassing them several times over in tonnage (like in Mercs) or they're little better than IS mechs (like in Clans). - There are "boss fights" in this game that just feel lame. One of them has you face off against a VTOL that takes entirely too much damage to drop. Later on, you fight a Corsair mech with lights/mediums. Doing that same fight with the same tech in MW: Mercs isn't even close to the same feel. It's like they nerf your weapons while simultaneously buffing the armor of the bosses and again, it makes little narrative sense. This destroys the feeling of verisimilitude during gameplay and feels just generally arbitrary. There are more issues I could go through, but the gist is all here. The main issue is that the loss of the procedurally generated sandbox of MW5: Mercs isn't replaced by a stronger design in Clans. In fact, Clans is just worse, in most ways. Time is precious. You'll never get today back. If you're going to spend it playing a mech game, spend it playing MW5: Mercenaries and ignore MW5: Clans. Mercenaries is just a better game, with more content, better content, and more satisfying design that always wants you to play "one more mission" to try out your new mech design, or get money for that new mech or new weapon or just to survive another couple of weeks. Clans lacks the stakes and the design chops that would make it a contender.
Pay your phone bills
cutsecens are great. gameplay is good and the new dlcs are really good.
A solid entry in the mechwarrior series. Unlike MW5 mercs which is more of a sandbox game, this is a linear story campaign. It's definitely long enough to justify the price, I enjoyed it overall even though enemies can become very spongey and you need to kind of metagame your player mechs to survive in the endgame. The only downside I can really see for this game is the incredibly limited selection of mechs especially without DLC. If you don't own either of the 2 story dlcs about half of the roster will just sit there, taunting you telling you that you can't use these without the dlc.
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