As a Capellen, I was trying to figure out if a slime technically even had a back to stab when I realized you were referring to the Raven 1X. Disregard all previous assassination attempts. Keep up the good work.
this is the kind of content Battletech needs in order to grow as a real wargame, been playing cbt forever and this is concise, well presented and easily accessible, cant wait till you hit heavies or even clans/ post clan invasion era bc there's a real content drought there, good job
+1 The orange blob is my favorite character on UA-cam at the moment and as lore channels go this is top tier, duke of new York A #1 Newcomers and old timers alike will grow from this channel's knowledge
this channel has an extremely wild and amazing aesthetic. ur a slime made out of mechlab telling me how to optimize Succession War mechs and then you start bumping some goddamn sick shit in the credits i had to look up. its rare I see a channel doing something literally no one else is doing, and rarer when it doesn't feel like an idle novelty account. Keep vibin lil slime dude
It's like those videos where people get a weird filter stuck on for there zoom meeting but in the Inner Sphere it's even harder to fix cos the Telephone Wizards don't like explaining how things work.
Thank you for the shout-out, I didn't expect that! I'm glad that variant scored so well in your efficiency matrix! This is a great overview for someone who happens to be looking for a third light mech mech, I guess that Firestarter is it!
You're welcome! I just plugged in the stats and was happy to see that high number come up. I actually think the "Dent" will be making up the majority of my light mech forces above the Firestarter, but we'll see once I get my campaign going properly~
If we're using the modern artwork and MWO models to visually represent the 'mechs, I think the "no torso twist" quirk should be ignored. Either way, interesting work. The comment on the Raven "dying out in the next few decades" was an amusing in-character joke, and makes me curious to see how you will rank these 'mechs again if you ever touch the eras of 3028-3050 and beyond.
Hah! I'm glad someone noticed the little Raven comment. I think it was a bit of a risk considering it's technically incorrect information, but the speaker wouldn't know about future events :)
@@nemamiah7832 don't people in table top games generally ignore errata content since it tends to break more than it fixes? or is that exclusively a TTRPG issue?
@@brettdibble2763 Up to you, really. Your table - your rules. BT doesn't really have a "competitive" scene and "ultimate rules". You pick and choose whatever you like. For instance, unless you are using Quirks optional rule, No Torso Twist wasn't coming into play at all. And base rules don't have Quirks.
Thanks so much for your kind words. This one did take me quite a while and felt like a gamble since it was a bit far from what I normally do. Thank you!
As a Phoenix Hawk pilot, I can definitely say I agree with most of the tiers here, though I do think you underestimate the threat posed by the Commando a bit. Phoenix Hawks tend to run hot, and that leads to decreased mobility rather quickly. A Commando can catch an overheated Phoenix Hawk and then clip its wings by firing an SRM barrage and taking out a jump jet or two, or disabling the large laser, I've had this happen in campaigns. Once I had the head armor completely blown off and was forced to eject (the Phoenix Hawk's other weakness being subpar head armor for its tonnage). Gives me a nervous twitch when I see anything fast with SRMs. I think another mech which deserves a mention is the LCT-1M variant of the Locust. Remember the Wyvern's niche as a fire support platform? You can carry twice as much firepower in one mech bay if you fill it with Locust 1Ms. Just...don't get hit if you can help it.
Well said! I'll always stand up for the Commando but i didnt think of it that way. I think the underestimating comes from the matrix and conceptualization used. The Commando hits. Hard. It's a terrific flanker and backstabber, great as a threat off to the side or cavalry action in sudden bursts. No, it isn't as jumpy but that's not the point of it. It's a jab and a right hook that'll take down much bigger threats in a larger engagement, in a way the P Hawk doesn't quite do.
You are correct! The Phoenix Hawk is mech that defines the light mech meta because of its good defense, large laser, and ability to catch or keep up with most lights. This forces light mechs who are often scouts and strikers to have to have an answer to it (out fight, out run, or defend well enough until help arrives). So while it's not a light mech itself, it is the yardstick which I use to judge the effectiveness of scouts and multi-role scout-striker mechs.
@@kennethcook9406 That it is, BUT, the Phoenix Hawk is the premier scout killer of its era, and so being able to survive being pursued by one in some way tends to be a favorable trait for a light mech of the Succession Wars. That said, I do not run mine in a stcok configuration. Mine is a PHX-1 that has had the large laser and machine guns (plus ammo) removed and replaced with two additional medium lasers, two flamers, and more heat sinks, as I am in a campaign with a unit that is rather top-heavy tonnage wise (not quite Steiner heavy, but close - the average tonnage for our mechs is around 70 tons), forcing me to also fulfill the scouting and anti-infantry roles. We had dedicated scouts signed on at one point, but they never showed up.
Well done! Just found your channel, mate. The one thing I'd like to add: the benefit of SDR-5V is the fact that the MLs are mounted in torsos, just like with FireJav, but he gets way more jumping capability. Now that's important, because it allows Spider to freely jump in the rear arc of heavier opponents, unload 2 MLs in their backs and then also swing at them with both arms with minimum retaliation. Rolling on Punching table twice can be scary even for more beefy opponents. And Pilot Hits tend to accumulate. Or even leave the Head in a precarious position of being open to get 1-shotted. I still wouldn't have bought one until the technology improves and Venoms come into play. But this ability of sneaky stabbing someone into the back of the head - always something to keep in mind.
This is soo well done, and I look forward towards more of this form, especially getting into different weight/tonnage classes as well as the clan mechs later
Thanks so much! They take quite a bit to do since I need to evaluate each mech in the class to understand the meta. But I look forwards to doing more of them!
@@nerdyOveranalyzed Systems certainly were online for this one, as informative yet direct and too the point as you were, it made those 15 minutes absolutely zoom by.
At first I was like, "What about the 20T Fleas?" ... but then I remembered how rare they were outside of the Wolf's Dragoons until their exclusivity contract ended post Fourth Succession War.(3028-3030) The 15T version def fits in the F tier.
Oh yeah it's totally crap but I've used them to draw fire like most people would use a Savannah Master. Filun way to soak up sub 300 BV and have a Mad fast spotter.
@@MrDmitriRavenoff The 15-tonner version doesn't really count. It's an "ultra-light" mech, which is a separate category and doesn't really have many mechs in it...most of which are pretty crap.
The improved 20t Fleas is overall better. Which is the up-tonned variant I love. The bit slower but smaller profiled, higher hardpoints and biiit more firepower. But yeah 15 ton F-14 is garbage, not even fun to race in😂
Great video, but I think the Spider, Wasp, and Stinger are going a bit underappreciated here. Jump jets add a large amount of mobility in any difficult to traverse terrain, which is fairly common. The Locust is also difficult to pilot, further bogging it down in any paved or non-flat areas. Flexibility during an engagement might be worth looking at.
Ye, a few people have mentioned the Spider was put a bit low. I think it's a really good scout mech but a bit too specialized to find it's way into a mercenary company. I'd still need to test though!
Wasp and Stinger are still criminally under-armed, though. If they spent their 3 tons for weapons on 3 medium lasers they would be perfectly viable scoutmechs and theywould deserve their status as a standard here. But their current loadouts are horrible, especially the Stinger's.
Hey, thanks man! I appreciate that. I agree with you there. After watching a few videos and channels I feel like actually painting a big picture and taking a risk to draw conclusions is something that was missing. Thanks for your comment.
12:56 The Jenner and Panther should logically be very easy to obtain via salvage trades or escrow exchanges with the Lyran and FedSun militaries due to their constant engagements with the Draconis Combine. One advantage of being a mercenary is that you can sniff around for items the other House militaries will want for analysis, training, or on rare occasion, for personal collections. In fact, I'd wager the Great Houses would prefer to offload salvaged mechs for which they down produce themselves. Giving mercs common mechs outside of their standard military procurement in lieu of regular payment is a good way to reduce overhead for stuff that disproportionately costs more to maintain. Though sometimes the opposite can happen: The Capellan Confederation made the Cataphract out of spare parts from the growing stockpile of spare parts their constant warring with the Federated Suns and Free Worlds League produced. And the FedSuns did the same producing the 4X variant of the Raven from the numerous units salvaged and/or seized during the Fourth Succession War. But...if the TRO and Faction charts say something is rare or exclusive, that's how it be even if it doesn't make much sense otherwise.
A similar modification for the JVN-10 is to switch from SRM-6's to -4's, and then add a single medium laser to each side torso bay. This has the same exact weight profile, whilst adding 1 point of damage per bay over the base model, and it's more ammo efficient. It will also do 4 points of damage more than the "MERC" variant.
Just found your channel. As a old school table top player, I have to say I love your analysis. I also very much like your presentation and voice work. I am looking forward to more from you in the future! Keep up the awesome work!
One house rule I'm considering for the ex-Macross designs like Stinger, Wasp, and Valkyrie is to allow the units with jump capability to perform an airborne drop onto the battlefield as reserves. Given their relative uselessness in the role of a mech due to being so lightly armored and slow, and due to their "unseen" and (shudder) LAM varients, I see them as more super-heavy battlearmor than true mechs. An airborne insertion tactic into the backfield or sudden drop on objectives brings a unique usefulness that really isn't overpowered by their aenemic weapons or armor.
A very well done presentation. And I agree with the assessment - its impossible to judge 'the best' because different people have different criteria but where drop capacity and repair costs/availability are a premium, I think I agree with you. It's also worth noting that - at least from the perspective of an alpha strike/battleforce player - the locust has another string to its bow: its high speed means it will be delivering rear arc shots far more regularly than other mechs which makes between a 50 and 100% difference to its effective firepower compared to a slower scout formation.
Great job on the video. I like the criteria used as well to determine it's ranking (essentially the Phoenix Hawk as a light hunter). Funny how the Javelin, Jenner, and Firestarter came out on top as I like to use them in HBS Battletech and MW5: Mercs. I do have one additional consideration I would like to mention. Ammo, and specifically ammo explosions. Light Mechs with ammo are potential time bombs (like any 3025 Era mech pre-CASE) where an internal shot can potentially detonate ammo and that is a death sentence for any 3025 mech, (especially lights). The Jenner-F and Javelin-10F are still great choices taking ammo explosions into account, but Firestarter and Panther are a bit more vulnerable because of it. Again, great job and good list and I will be looking out for more videos like this.
yeah for sure, ammo locations are definitely a thing! I took it into consideration when grading the defensive characteristics of the mech. Thanks for taking the time to write this comment I appreciate it!
Ooh, nice. New kind of video! Time to BINGE! 😁 Also, thanks to your videos. I have managed to succeed on my ultimate challenge. Using MekHQ program to start only with locust and end up with 3 company size mercenary unit with 3 lances of aerospace and artillery support team.
As a professional Capellen hunter, I personally find the Raven to be a fine striker with a bit of reworking. Ripping out the animic electronic warfare systems to free up space for larger engines or weapons. Maybe both once that helm memory core gets released to the public. Free parts are decently common if you know where Liou's birds roost and all in all I'm quite fond of my two.
One meta consideration I have for medium and light mechs for mercenary companies is the presence of hand actuators to be able to pull off raids for goodies (or just grabbing that arm you knocked off the heavy mech for salvage).
Ooooh this was a fun and detailed list. Always love how much effort you go into on details with every vid. Javelin really is just an amazing mech to have a lot of.
@@nerdyOveranalyzed Yeah I really like how you do the narrative section of this being a late succession war/pre Helm core advisory video to some of the more ignorant merc commanders out there. Kinda pidgeonholes yourself to this theme unless you want to do some shifting around and have the Invasion era/Civil War era be your in universe character's kid or something to keep up the trend. Possibly with your late SW character popping in and going "wow I wasn't expecting these mechs to get this good"
@@nerdyOveranalyzed Also, I'm surprised you didn't mention that the Javelin has a canonical refit by this time that gives it an LRM 15 with a single ton of ammo. That's really, really good for a light mech supplying indirect fire support, and even better is the fact that you can drop it down to an LRM 10/two LRM 5s and add on a medium laser/flamer/heat sinks/armor with your 2-3 ton weight saved. It's like a Valkyrie but better because it's not Fed Suns dependent. It's the JVN-10A if Mordel and Sarna aren't lying to me.
Love this list! As commander of the Red Sashes mercenary group (est. 3010), I would like to share my experiences on the field and the work my brilliant techs have done. Forming the core of my scout lances (not counting mechs in other weight classes) are Jenner JR7-Fs, Locusts, a single Firestarter of a custom variant (replacing the flamers with machineguns), and a few Wasps of the, not mentioned in this video, WSP-1D variant. For fire support we use a custom variant of the Valkyrie that turns the LRM 10 into two LRM 5s, which frees up tonnage to add an additional medium laser. The extra firepower comes in rather handy. The Locusts are derived from the LCT-1V variant. The one ton ammo bin for the machineguns is reduced in size to a half ton, allowing for a small laser to be added in the centerline next to the medium laser. This may not be as effective against hard targets like the LCT-1E, but I like having the machineguns to deal with infantry and it is not as crippling to have an arm sheared off this way. The Wasps are definitely the weakest of the bunch, but it was what I could get on the market on short notice when I was expanding the company to a full battalion. Look forward to more videos like this one. Stay safe out there fellow mercenaries.
Hey Otto! I see you still respond here, and I want to leave some kinda positive/negative feedback. Hope it’s not disheartening! I really like the theming and presentation on your channel As a lot of others have pointed out, you discount jump jets, and also overvalue some mechs while discounting others. The panther (much like the IRL German tank COUGH COUGH COUGH) is much better on paper than in practice. Also, you state machine guns are inefficient against infantry, which simply is not true. Let me preface, that I make UA-cam videos as a hobby and I 100% understand that hindsight is 20/20 and you can’t magically alter your vid at this point even if new information does arise. I showed this video to a member of my playgroup with much more experience, and genuinely, I thought your metric was an amazing idea. Personally, I don’t think it worked quite flawlessly, because anything less than a 6/9/6 is really not workable for a light mech. I think perhaps you were a bit lenient with the mobility characteristics? Ultimately I’m just getting into the game, so I think vids like these are an amazing resource so I hope you make more. I just think these results are very hypothetical in terms of tabletop or even the video games! But, it’s also an opportunity for future content! Oh and PS: if you haven’t already, please consider making a video about the Stalker, it’s pilots favored a tactic where they’d hide inside a building and busting out like the kool aid man to surprise opponents!!!
Hey Dead End thanks for taking the time to write! Glad you and your play group are enjoying the content. The critique on the jump jets is valid. A few people commented about the discount on jump jets and I've been reconsidering making a few grading tweaks as I learn more. Ultimately no list will be perfect as the game isn't solved yet (which I really like). So take it as one slime's researched opinion on tactics. It could be wrong and I'd be willing to change it at a later date! Stalker does look pretty nice!
@@nerdyOveranalyzedas long as people can understand what you value/look for specifically, it makes it really easy for you to receive Feedback and have everyone on the same page. I think that’s why the concept appeals to me. I also think your approach to content is refreshing. Please by all means make more, I’m subbed
Very well done! Much better analysis and much mroe charismatic voice than most every other Battletech UA-camrs I've seen. Animated both figuratively and literally! :D
I've been interested in D&D mini painting and terrain design for a while, and I've always loved giant robots, so Battletech seems like a good fit for me. Mechwarrior 2: Mercenaries was actually my first real computer game. But I was so young, I didn't know what I was doing (I still loved it). I also got the more recent Battletech video game, but it's a lot to take in. There are so many options that it's hard to parse what's going on. I haven't played it that much because it's kind of hard to get into. I've looked around on UA-cam to try to find useful information, but it hasn't been going well. Until now. Your videos are BY FAR the most useful content I've found. This video is absolutely incredible for a beginner. Very thorough, but very concise. It's crazy how many 1 Hour+ Battletech videos there are that give almost no useful information. This video has been 100x more useful than all of the hours of content that I've watched combined. I'm going through all of your videos and really looking forward to future content. Even if I don't end up picking up the tabletop game as a hobby, I can't see myself ever unsubbing from your channel.
Overall conclusions really line up with how my play in modded MW5 Mercenaries went. Early game is all about nothing too fancy, easy to maintain, easy to repair when destroyed. Can't ever really get behind the Panther with PPC, that arm always gets ripped off :( Don't go for the best, go for the good enough. Great analysis. Well earned sub
I'm concerned primarily with using the idea that you can cram 2 locusts in 1 Bay. If we're running with quirks, the locust has so many negative quirks that are not being considered and substantially reduce the awesome factor of the mech, insofar as it hasn't actually got any.
Negative quirks are Cramped Cockpit, No/Minimal Arms and Weak Legs. Which pretty much adds up to: Never get into melee, and if you do fall you're pretty much not getting up. In exchange it's one of the only mechs that can be fit into 1 bay and has narrow/low profile to reduce incoming shooting damage. Is it worth it? In a lance sized unit? Certainly not. Probably not to a small company sized mercenary unit as well. But battalions might have a place for it. And in regiments where units can have very specialized roles I think for sure.
I think the Spider and the Ostscout should be in their own tier, the "objective mech" tier. They are god tier in heavy-terrain Raids/Extraction missions, where the 8 jump would get you to safety when 2 locusts would get bogged down in terrain Niche? Hell yes. But game winning in those niches
For sure for sure, these comments are making me rethink a few positions, particularly the placement of the spider's defense and utility rating (and therefore overall rating). I'm not certain it's an auto-include in the mercenary company I'll eventually run, but I think it might have it's place for the instances where the terrain is heavy.
@@nerdyOveranalyzed My campaigns first mission started with a spider jumping onto a moving train, burning a hole into the top of the train car using its medium lasers, using both hands to grab some loot, then properly GTFO-ing of there :D
These analyses are wonderful. They clearly set benchmarks and make solid comparisons between 'Mechs. I'm not 100% sure I agree with all of them, but the reasoning is solid. Can't wait for the next batch on medium 'Mechs.
This was really good. The only issues here is that I would say this ranking is for the best light scout, not best light mech. Not all lights are designed around scouting. The urby, while slow and lightly armored, can be equipped with an ac 20. Get enough of them together and you can take out mechs that would cost way more than just a few urby's with ac 20's. Another thing I would say is that the Raven 2X is the better version to use. 1 large laser, 2 medium lasers and 1 SRM 6 (or NARC) makes it a great fire support mech. It also has slightly more armor. I liked the grading system a lot and can't wait to see how well the medium mechs do (the bushwacker, hunchback and viper are my favorites).
re: Urbies - this tier list is about ranking light mechs for use in a mercenary company. Urbies are a great cheap garrison option, it's true, but a lot of that is the assumption that the fight is coming to them, not the other way around. The Urbanmech is simply too slow to be anything other than a defender. While merc companies sometimes find themselves defending a location, most merc companies take a variety of jobs, and as such the Urbanmech is not a good option to have lying around the dropship, taking up a Mechbay that could be used for a more multi-mission-capable mech, or indeed, two Locusts.
One thing not covered in the calculations: While I realize that for most people it's mostly flavor, one thing I like to play with when GM'ing scenario games is raiding missions where battlefists/hand manipulators actually come in handy, especially for light mechs (though lyran scout lances generally have plenty of carry capacity). It's pretty niche for most people but as I play it, if people want to pick up the objective I like to let them run with it. Literally.
The tier list is fantastic, but there is one important factor you overlooked, that being hand actuators. Sometimes you need a 'mech to be able to physically pick up and move an object, and you need manipulators for that. The Spider and Ostscout are great for such asset removal operations, while the Locust is incapable of doing this.
@@nerdyOveranalyzed Doesn't the standard firestarter omit a hand actuator for no good reason since it already has an elbow and can't rifleman flip like a jenner?
I'd go so far as to say that I've gotten the most use out of the Jenner and panther than out of any other light mech. I like to use the panther as a light sniper that can reposition easily, and the jenner is great for tying down enemies while larger stuff moves in to combat range. Good video btw
I've used Urbanmechs with great success in a bodyguard role marching In lockstep with big slow assaults. the AC10 able to discourage most scouts and light vehicles from trying sneaky backshots and letting the assault mech focus on the enemy in front of them. definitely not good for a scout Lance though.
One thing I'll say is that when I played Mechwarrior 5 and needed a light mech to round out my lance, if I put an AI pilot in a Javelin of either variant, they'd generally come back missing at least one arm and a leg if not both of each. But, if I put that same pilot in a Commando 2D, they'd come back with minimal damage and a kill or two.
Crits are a lot less frequent and dangerous in mechwarrior games. Those crit protections are a huge save for the walking bomb. That and srm ammo being shared between srm6 and 4 unlike table where they can't be mixed so they are much more easily knocked offline. Think the commandos reputation of fragility but decent damage doesn't help either as it's a popular target for players whenever available. Dunno if I've ever seen a commando survive a single turn in range without being blasted to pieces, if it even makes it there.
My guess as to why is that the Commando is shorter, meaning that other mechs have to aim down to hit it. In Tabletop and other pure strategy games, this isn't an issue, but in a game like Mechwarrior 5, where you physically aim and shoot, having a short target matters, because it can hide behind buildings or terrain easier, and if it gets right up next to you, you might not be able to hit it at all.
This video was really well done, quickfire, informative whilst taking into account the lore of the setting. Personally, if i could i would keep the Pheonix Hawk as lance command - 2 Javelins with mixed loadout and a firestarter for anti infantry duties. reasonably well rounded engagement ranges, if a little heat dependant on the battlefield
I ran a mercenary campaign with my captain still in a Mongoose while the rest were in heavys. Man I loved that mech, full runs every turn back shots to harass, and the command module for the rest of the team. Really great times.
Figuring out how to use Light Mechs Correctly is often a critical first step in most Campaigns, it is all you will have to work with often enough. Very Useful Video Looking Forward to Seeing more.
Lol, this is the kind of grading scale/category stuff my OCD brain does with my own lance formations or making custom builds to fit a role. Subbed and adding/keeping my eyes out for others like this to add to my watch list 👍
So I came back to this vid to add it to a playlist for future reference and sharing with friends...apparently youtube changed my 👍 to a 👎. 🤬 I have corrected it back to 👍, just a heads up in case its happened for other people. Also, any chance of a vid going over how you arrived at each categories score (like a video on just the scoring formula portion you're using itself)? I hate to be the "show your work" guy, but it would help others who like the nerdy math bits to follow along without it seeming mostly like a "gut feeling" type rating rather than mostly empirical. It would also be interesting to be able to compare formulas and weightings with yours.
Best in my experience is the Firestarter H. Remove some flamers for small lasers and this is the standard light mech for when I have 35 extra tons on the drop in Mechwarrior 5.
Heh heh heh, I plan on doing something similar on mine but with machine guns. It really pisses the Lyran's off when the Firestarter goes in with no flamers.
@@nerdyOveranalyzed No jumpjets, max armor, 2 flamers, 2 small lasers, 2 medium lasers, 2 machine guns with ammo in the leg. Crit seeking killer of things I don't want to chase and legs of salvage targets.
I note you've not discussed the Firestarter Mirage, either here or in the Firestarter video.. I know it's a bit rare, but it seems like it would be a simple retrofit.
Thanks for your comment! I did strongly consider the Mirage but ended up taking the A variant because it retained it's ability to fight infantry effectively. I would definitely prefer the Mirage variant good if it was in an all Mech game though!
Your videos have First monitor status for me. I cant wait for the medium, heavy and assault analysis. Maybe it will even be applicable in the battletech game I recently downloaded.
Heyyyy thanks so much for setting the notifications! The other ones will come eventually, just gotta work though them all lol. Was there anything else you'd like to see?
Also true with Mechwarrior 5: Mercenaries. I kept 3 JVN-10F with Medium Lasers at all times until I started getting more heavies and benched the light mechs. That Javelin type's survivability is insane as it keeps its MLasers on the torso so it can use its arms as akin to shields to stay in the fight for a crazy long time. I fielded them vs Phoenix Hawks and they were fine.
I overwhelmingly agree, with one caveat, which is the value of a mech changes based on what you want from the lance. For example, if you have a lance of two valkyries, a locust, and a fire jav, then you have a highly mobile fire support and harassment lance with a spotter for indirect fire and a close protection mech. Conversely, if you are conducting COIN Ops then a Locust, two firestarters, and a regular Jav or commando would be ideal for dealing with infantry and hardened targets. Urbanmechs and panthers make for solid mobile pillboxes on static garrison duties, especially if you expect to encounter light raiding units that their AC 10s and PPCs will rip to shreds, and would do well with two urbies, a panther, and a valkyrie. Now, if you are taking on generalist contracts, absolutely it is recommended to purchase the mechs with the greatest utility value. However, if you can negotiate for, and subsequently design for, specific contract types, then you can absolutely tailor your lances to very particular mission tasks and likely negotiate for less commonly available mechs to boot. Except for the Dracs.
For sure for sure! Things can be tuned to mission for sure. You hit it on the head, I 100% agree by pointing out a mercenary company would want to take generalists rather than spend a ton of cash on the best mech for every contingency.
Wait you used to work with the combine??? Who let a Combine lover into the Company, someone get me the recruiter. Hehe still this, as always, has been insanely informative and I LOVE the inclusion of the one commenter's Javelin modification I remember seeing. Adhering to the All Mighty C-Bill as well as availability gives the perfect perspective for me since I want to be as realistic as i can with the Stygian Guard Merc Company of mine. And examples like using larger dropships and how Locusts can provide extra room is extremely helpful too to imagine. Well done, you continue to outdo yourself and I'll continue to praise you to anyone I can.
Hmm, really? In the games I've played I usually just keep moving and zapping with my Large Laser at medium range. Then swap to Large Laser + single medium laser + machine guns at shorter ranges. Alternatively I can just do 2 mediums + machine guns if the target it already open in a few locations or I need to cool down. But then again I usually fight against MegaMek
@@nerdyOveranalyzed nothing wrong with what your doing its when the jump jets are being used and you have spider jumping around at Mach 2. Edit: to mention that your content is golden and worthy of the sub.
I've been playing Battletech for decades. This was a good analysis. Though personally I prefer creating mech units with a certain set of battle tactics in mind.
Thanks so much for your kind words! Near the end of the video has a few suggested compositions, but a few more will probably be included in a future video!
waaaait nothing about Mirage variant of the Firestarter?! how are the wasp and stinger worse logistically than the locust when the singer and wasp have full arms and hands to reload other mechs in the field, or to carry away loot boxes?
I did consider the Mirage but ended up taking the A because of it's ability to deal with infantry. The Mirage is preferred for anti-mech for sure! You are right about the Stinger and Wasp having arms, I prefer the Locust because it takes up only half a mech bay so I can bring more mechs to the invasion
Going to build the whole company. 4 lights: 3 Javelin 10F, 1 Firestarter. 4 Medium: 3 Wolverine 6M, 1 Hunchback 3 Heavy: 2 Warhammer 6D, 1 Archer 2S 1 Assault: AWS 8Q Awesome Scout Lance: 3x Javelin, Wolverine 6M (command mech quirk) Battle Lance: 2x Warhammer 6D, 2x Wolverine 6M Command Lance: Awesome, Archer, Firestarter, Hunchback There are some light modifications that can be made to the Javelins as discussed, and the Archer 2S can be tweaked into an absolute monster. The Firestarter: remove the rear firing flamer, all the MGs/Small lasers, for 3 Flamers, three Medium Lasers, armor and heatsinks.
No surprise that the Mongoose is the dominant S-tier ride. The engineers at Newtown Industries prepared refit packages for all of the 'Mechs marketed by the major manufacturers in Operation: Kickstarter with an eye toward increased durability and better heat/weapon balance, but when it came to the Mongoose they simply couldn't find anything to improve.
Oh ho! My fav is the Flea, since piloted in MW4Mercs. Just glad the Wolfs Dragoons came back with improved variants later on! I pushed and advocat HARD to see it included in MWO. Got my wish and since we can optimize our mech better, it and its cousin, the Locust is real fun to zoom in and ANNOYING to deal with 😁 The Flea are a bit slower than Locust but brings bit more firepower and better hardpoint placement. Raven, Firestarter, Locust, Valkyrie and Wolfhound is my follow ups
This is the first time I've ever heard of the idea of doubling locusts per mechbay, where is this rule set and how exactly does it work vs any other 20T light mech like the wasp, stinger, or flea?
It's from the compact mech design quirk, allows 2 compact mechs to share a mechbay (only for transport purposes, only one mech at a time can be repaired or maintained) for logistics it means the dropship can carry another 20tons of cargo rather than a spare mothballed mech
You are correct! The Phoenix Hawk is mech that defines the light mech meta because of its good defense, large laser, and ability to catch or keep up with most lights. This forces light mechs who are often scouts and strikers to have to have an answer to it (out fight, out run, or defend well enough until help arrives). So while it's not a light mech itself, it is the yardstick which I use to judge the effectiveness of scouts and multi-role scout-striker mechs.
My poor Ostscout, it can throw hands, kidnap VIPs, steal supplies, load salvage mechs onto flatbeds In combat zones. I know it's not good but it has use as a locust that can jump. Then again I like trash mechs
Out of curiosity, where did you get the availability percentages from? Either way amazing work! You look adorable and video is extremely helpful for newcomer like meh! ^^
I don't get how you can fit two locusts in a bay that only fits one stinger or wasp. They're a bit longer front-to-back than a stinger or wasp and not THAT much shorter. are their leg myomers more suitable to longterm storage in a second more compressed pose?
lol, i love your punchy jokes dropped in... and wow, very thorough. A person can even pause and read and learn even more. I take it this is based on a mechwarrior campaign or RPG ruleset? I've only played standard classic battletech a couple times myself.
It’s been a while since I played BTech (still have a FASA catalog from 86), but I thought PHX was light medium with Wasp / Stinger being its little brothers.
I can't wait for the SW Heavy Tier list. I'm expecting a very high placement for my favourite heavy, the Thud. It has really good L1 variants. Also, when the Assault tier list comes down, swapping the Stalker STK-3F's 2 LRM10s for 4 LRM5s you can add 2 tons of armor, drastically increasing heat management abilities and adding a lot of survivability.
Wolfhound was invented later but would likely be rated B+ to A+. Ostscout was rated. Xotl RATs shows Mongoose as rare but available during the time period. Hope that helps!
@@nerdyOveranalyzed Wow. Nice. When i started playing BT it was maybe 1990, we had a Hardcover players handbook. We had Raven and Wolfhound but no house offered the Mongoose according to our tables. We would have loved that mech. It was possible to get a Longbow somewhere though. All other was 3025. May have been 2nd Edition i guess. Thanks for answering. We were forbidden to customize our mechs, only the house variants. Was fun. I miss the time. Now all are working and we havent played in years. Sigh. Keep up the good work. Like it very much.
This is awesome and I do like how it's making me rethink things (I loathe the wimpy locust but when you mentioned how it can ALLOW MORE SPACE!...oh be still my logistics loving heart). However, something kept nagging the back of my brain and it crystallized when you hit the Jenner. Cost. You mention it several times and it's a fantastic point. However, I propose it might skew the ratings. Rather, how much weight is given to the consideration and is it applied evenly. For example, you mention something being one shotted by a P Hawk as a detriment. Sure. I see and agree. But then, what about something that is only a one shot? Wouldnt the ammo concerns of the Javelin be something? Would energy designs inherently have an edge? Not only for ammo cost but the risk of kabooming oneself? Sure, probably not the biggest deal for light mechs but curious when we hit heavier tiers. Something that was bouncing around the brain watching this awesome vid. Edit: oi! And then you hit the end with availability and resources! That alone should see the spider bumped up a tier or two.
Hi, thanks for all of the useful analysis. You often mention the Phoenix Hawk as a benchmark for performance, but I haven't been able to locate a video on that 'Mech specifically. Have I overlooked it? If not, please consider doing one, as I'm sure it would be exceptionally useful.
Hey Headhunter thanks for the comment! I haven't made a video on the Phoenix Hawk yet as I'm going through all the heavy designs at the moment. It'll probably get a video sometime when I start moving into the medium mechs.
As a Capellen, I was trying to figure out if a slime technically even had a back to stab when I realized you were referring to the Raven 1X. Disregard all previous assassination attempts. Keep up the good work.
D: Thank you sir!
this is the kind of content Battletech needs in order to grow as a real wargame, been playing cbt forever and this is concise, well presented and easily accessible, cant wait till you hit heavies or even clans/ post clan invasion era bc there's a real content drought there, good job
Thanks so much for that, it means a lot. More to come soon!
+1
The orange blob is my favorite character on UA-cam at the moment and as lore channels go this is top tier, duke of new York A #1
Newcomers and old timers alike will grow from this channel's knowledge
this channel has an extremely wild and amazing aesthetic. ur a slime made out of mechlab telling me how to optimize Succession War mechs and then you start bumping some goddamn sick shit in the credits i had to look up. its rare I see a channel doing something literally no one else is doing, and rarer when it doesn't feel like an idle novelty account.
Keep vibin lil slime dude
Thanks a bunch my Doe!
It's like those videos where people get a weird filter stuck on for there zoom meeting but in the Inner Sphere it's even harder to fix cos the Telephone Wizards don't like explaining how things work.
Thank you for the shout-out, I didn't expect that! I'm glad that variant scored so well in your efficiency matrix! This is a great overview for someone who happens to be looking for a third light mech mech, I guess that Firestarter is it!
You're welcome! I just plugged in the stats and was happy to see that high number come up. I actually think the "Dent" will be making up the majority of my light mech forces above the Firestarter, but we'll see once I get my campaign going properly~
It's a simple, brilliant change to the two best configurations of the Javelin. Well done.
I know we are talking about a mercenary outfit but daaaamn seeing the Urbie on F hurts ...
Urbie goes bananas dude ...
It's a great mech for a planetary garrison unit! Terrible mech to lug along on a mercenary drop ship.
Ah, the mongoose. Every light commander's dream mech
Awwwh yeah!
Love those. More firepower than the Locust and more armor, plus they don't explode when the pilot sneezes.
If we're using the modern artwork and MWO models to visually represent the 'mechs, I think the "no torso twist" quirk should be ignored. Either way, interesting work. The comment on the Raven "dying out in the next few decades" was an amusing in-character joke, and makes me curious to see how you will rank these 'mechs again if you ever touch the eras of 3028-3050 and beyond.
Hah! I'm glad someone noticed the little Raven comment. I think it was a bit of a risk considering it's technically incorrect information, but the speaker wouldn't know about future events :)
I believe no torso twist quirk has niw been scrapped by CGL
@@TheSotai It was, yes. It was errataed away. I am still pretty sad about it, but what can you do?
@@nemamiah7832 don't people in table top games generally ignore errata content since it tends to break more than it fixes? or is that exclusively a TTRPG issue?
@@brettdibble2763 Up to you, really. Your table - your rules. BT doesn't really have a "competitive" scene and "ultimate rules". You pick and choose whatever you like. For instance, unless you are using Quirks optional rule, No Torso Twist wasn't coming into play at all. And base rules don't have Quirks.
What an incredibly well done video. An incredible amount of work went into this, and it shows with how superbly the information is presented.
Thanks so much for your kind words. This one did take me quite a while and felt like a gamble since it was a bit far from what I normally do. Thank you!
As a Phoenix Hawk pilot, I can definitely say I agree with most of the tiers here, though I do think you underestimate the threat posed by the Commando a bit. Phoenix Hawks tend to run hot, and that leads to decreased mobility rather quickly. A Commando can catch an overheated Phoenix Hawk and then clip its wings by firing an SRM barrage and taking out a jump jet or two, or disabling the large laser, I've had this happen in campaigns. Once I had the head armor completely blown off and was forced to eject (the Phoenix Hawk's other weakness being subpar head armor for its tonnage). Gives me a nervous twitch when I see anything fast with SRMs.
I think another mech which deserves a mention is the LCT-1M variant of the Locust. Remember the Wyvern's niche as a fire support platform? You can carry twice as much firepower in one mech bay if you fill it with Locust 1Ms. Just...don't get hit if you can help it.
Well said! I'll always stand up for the Commando but i didnt think of it that way.
I think the underestimating comes from the matrix and conceptualization used. The Commando hits. Hard.
It's a terrific flanker and backstabber, great as a threat off to the side or cavalry action in sudden bursts.
No, it isn't as jumpy but that's not the point of it. It's a jab and a right hook that'll take down much bigger threats in a larger engagement, in a way the P Hawk doesn't quite do.
Then you would know that the Phoenix Hawk is a 45-ton MEDIUM mech, not a light mech.
You are correct!
The Phoenix Hawk is mech that defines the light mech meta because of its good defense, large laser, and ability to catch or keep up with most lights. This forces light mechs who are often scouts and strikers to have to have an answer to it (out fight, out run, or defend well enough until help arrives).
So while it's not a light mech itself, it is the yardstick which I use to judge the effectiveness of scouts and multi-role scout-striker mechs.
@@kennethcook9406 That it is, BUT, the Phoenix Hawk is the premier scout killer of its era, and so being able to survive being pursued by one in some way tends to be a favorable trait for a light mech of the Succession Wars.
That said, I do not run mine in a stcok configuration. Mine is a PHX-1 that has had the large laser and machine guns (plus ammo) removed and replaced with two additional medium lasers, two flamers, and more heat sinks, as I am in a campaign with a unit that is rather top-heavy tonnage wise (not quite Steiner heavy, but close - the average tonnage for our mechs is around 70 tons), forcing me to also fulfill the scouting and anti-infantry roles. We had dedicated scouts signed on at one point, but they never showed up.
Well done! Just found your channel, mate. The one thing I'd like to add: the benefit of SDR-5V is the fact that the MLs are mounted in torsos, just like with FireJav, but he gets way more jumping capability. Now that's important, because it allows Spider to freely jump in the rear arc of heavier opponents, unload 2 MLs in their backs and then also swing at them with both arms with minimum retaliation. Rolling on Punching table twice can be scary even for more beefy opponents. And Pilot Hits tend to accumulate. Or even leave the Head in a precarious position of being open to get 1-shotted.
I still wouldn't have bought one until the technology improves and Venoms come into play. But this ability of sneaky stabbing someone into the back of the head - always something to keep in mind.
Thanks for your comment! A few people have mentioned that they think the Spider is being underrated. I'm keeping my eye on it for a possible regrade!
This is soo well done, and I look forward towards more of this form, especially getting into different weight/tonnage classes as well as the clan mechs later
Thanks so much! They take quite a bit to do since I need to evaluate each mech in the class to understand the meta. But I look forwards to doing more of them!
@@nerdyOveranalyzed Systems certainly were online for this one, as informative yet direct and too the point as you were, it made those 15 minutes absolutely zoom by.
At first I was like, "What about the 20T Fleas?" ... but then I remembered how rare they were outside of the Wolf's Dragoons until their exclusivity contract ended post Fourth Succession War.(3028-3030) The 15T version def fits in the F tier.
Oh yeah it's totally crap but I've used them to draw fire like most people would use a Savannah Master. Filun way to soak up sub 300 BV and have a Mad fast spotter.
lol. Sounds amusing.
@@MrDmitriRavenoff The 15-tonner version doesn't really count. It's an "ultra-light" mech, which is a separate category and doesn't really have many mechs in it...most of which are pretty crap.
The improved 20t Fleas is overall better. Which is the up-tonned variant I love. The bit slower but smaller profiled, higher hardpoints and biiit more firepower. But yeah 15 ton F-14 is garbage, not even fun to race in😂
@@z3r0_3515 tons but takes up a whole bay is just painful
Great video, but I think the Spider, Wasp, and Stinger are going a bit underappreciated here. Jump jets add a large amount of mobility in any difficult to traverse terrain, which is fairly common. The Locust is also difficult to pilot, further bogging it down in any paved or non-flat areas. Flexibility during an engagement might be worth looking at.
Ye, a few people have mentioned the Spider was put a bit low. I think it's a really good scout mech but a bit too specialized to find it's way into a mercenary company. I'd still need to test though!
Wasp and Stinger are still criminally under-armed, though. If they spent their 3 tons for weapons on 3 medium lasers they would be perfectly viable scoutmechs and theywould deserve their status as a standard here. But their current loadouts are horrible, especially the Stinger's.
Thanks!
By giving a contextual baseline you've already made better content than most of the bigger channels. Subbed.
Hey, thanks man! I appreciate that. I agree with you there. After watching a few videos and channels I feel like actually painting a big picture and taking a risk to draw conclusions is something that was missing. Thanks for your comment.
12:56 The Jenner and Panther should logically be very easy to obtain via salvage trades or escrow exchanges with the Lyran and FedSun militaries due to their constant engagements with the Draconis Combine. One advantage of being a mercenary is that you can sniff around for items the other House militaries will want for analysis, training, or on rare occasion, for personal collections.
In fact, I'd wager the Great Houses would prefer to offload salvaged mechs for which they down produce themselves. Giving mercs common mechs outside of their standard military procurement in lieu of regular payment is a good way to reduce overhead for stuff that disproportionately costs more to maintain.
Though sometimes the opposite can happen: The Capellan Confederation made the Cataphract out of spare parts from the growing stockpile of spare parts their constant warring with the Federated Suns and Free Worlds League produced. And the FedSuns did the same producing the 4X variant of the Raven from the numerous units salvaged and/or seized during the Fourth Succession War.
But...if the TRO and Faction charts say something is rare or exclusive, that's how it be even if it doesn't make much sense otherwise.
A similar modification for the JVN-10 is to switch from SRM-6's to -4's, and then add a single medium laser to each side torso bay. This has the same exact weight profile, whilst adding 1 point of damage per bay over the base model, and it's more ammo efficient. It will also do 4 points of damage more than the "MERC" variant.
Just found your channel. As a old school table top player, I have to say I love your analysis. I also very much like your presentation and voice work. I am looking forward to more from you in the future! Keep up the awesome work!
Thanks so much! More videos coming soon!
This is such a cool idea for exploring battlemechs, I love it! Awesome video!
Glad you enjoyed! Thanks for the feedback!
One house rule I'm considering for the ex-Macross designs like Stinger, Wasp, and Valkyrie is to allow the units with jump capability to perform an airborne drop onto the battlefield as reserves. Given their relative uselessness in the role of a mech due to being so lightly armored and slow, and due to their "unseen" and (shudder) LAM varients, I see them as more super-heavy battlearmor than true mechs. An airborne insertion tactic into the backfield or sudden drop on objectives brings a unique usefulness that really isn't overpowered by their aenemic weapons or armor.
A very well done presentation. And I agree with the assessment - its impossible to judge 'the best' because different people have different criteria but where drop capacity and repair costs/availability are a premium, I think I agree with you. It's also worth noting that - at least from the perspective of an alpha strike/battleforce player - the locust has another string to its bow: its high speed means it will be delivering rear arc shots far more regularly than other mechs which makes between a 50 and 100% difference to its effective firepower compared to a slower scout formation.
Great job on the video. I like the criteria used as well to determine it's ranking (essentially the Phoenix Hawk as a light hunter). Funny how the Javelin, Jenner, and Firestarter came out on top as I like to use them in HBS Battletech and MW5: Mercs. I do have one additional consideration I would like to mention. Ammo, and specifically ammo explosions.
Light Mechs with ammo are potential time bombs (like any 3025 Era mech pre-CASE) where an internal shot can potentially detonate ammo and that is a death sentence for any 3025 mech, (especially lights).
The Jenner-F and Javelin-10F are still great choices taking ammo explosions into account, but Firestarter and Panther are a bit more vulnerable because of it.
Again, great job and good list and I will be looking out for more videos like this.
yeah for sure, ammo locations are definitely a thing! I took it into consideration when grading the defensive characteristics of the mech.
Thanks for taking the time to write this comment I appreciate it!
This is the first video I've watched, I love the style and presentation soo much. Instantly added to the company advisory staff!
Ooh, nice. New kind of video! Time to BINGE! 😁
Also, thanks to your videos. I have managed to succeed on my ultimate challenge.
Using MekHQ program to start only with locust and end up with 3 company size mercenary unit with 3 lances of aerospace and artillery support team.
Haha thanks! I appreciate it. Sounds like a crazy challenge!
Fantastic video condensing all that complex information into much easier understandable display of data and lists!
As a professional Capellen hunter, I personally find the Raven to be a fine striker with a bit of reworking. Ripping out the animic electronic warfare systems to free up space for larger engines or weapons. Maybe both once that helm memory core gets released to the public. Free parts are decently common if you know where Liou's birds roost and all in all I'm quite fond of my two.
One meta consideration I have for medium and light mechs for mercenary companies is the presence of hand actuators to be able to pull off raids for goodies (or just grabbing that arm you knocked off the heavy mech for salvage).
You can see the work that's been put into this list, nicely done!
Ooooh this was a fun and detailed list. Always love how much effort you go into on details with every vid. Javelin really is just an amazing mech to have a lot of.
Hey thanks again for your kind words! Yeah, after looking at the data I do think the Javelin is probably one of the best choices.
Finally a video that let's me understand the complicated aspect of armor and weapons
Thank you for such a quick yet throughout video!
Thank you for your kind words! You're welcome and glad this was of help to you!
I will say, that Raven segment is hilarious considering uh, what a monster it turns into
Lol, thanks! I'm glad a few people caught on!
@@nerdyOveranalyzed Yeah I really like how you do the narrative section of this being a late succession war/pre Helm core advisory video to some of the more ignorant merc commanders out there. Kinda pidgeonholes yourself to this theme unless you want to do some shifting around and have the Invasion era/Civil War era be your in universe character's kid or something to keep up the trend. Possibly with your late SW character popping in and going "wow I wasn't expecting these mechs to get this good"
@@nerdyOveranalyzed Also, I'm surprised you didn't mention that the Javelin has a canonical refit by this time that gives it an LRM 15 with a single ton of ammo. That's really, really good for a light mech supplying indirect fire support, and even better is the fact that you can drop it down to an LRM 10/two LRM 5s and add on a medium laser/flamer/heat sinks/armor with your 2-3 ton weight saved. It's like a Valkyrie but better because it's not Fed Suns dependent. It's the JVN-10A if Mordel and Sarna aren't lying to me.
Love this list! As commander of the Red Sashes mercenary group (est. 3010), I would like to share my experiences on the field and the work my brilliant techs have done. Forming the core of my scout lances (not counting mechs in other weight classes) are Jenner JR7-Fs, Locusts, a single Firestarter of a custom variant (replacing the flamers with machineguns), and a few Wasps of the, not mentioned in this video, WSP-1D variant. For fire support we use a custom variant of the Valkyrie that turns the LRM 10 into two LRM 5s, which frees up tonnage to add an additional medium laser. The extra firepower comes in rather handy. The Locusts are derived from the LCT-1V variant. The one ton ammo bin for the machineguns is reduced in size to a half ton, allowing for a small laser to be added in the centerline next to the medium laser. This may not be as effective against hard targets like the LCT-1E, but I like having the machineguns to deal with infantry and it is not as crippling to have an arm sheared off this way. The Wasps are definitely the weakest of the bunch, but it was what I could get on the market on short notice when I was expanding the company to a full battalion. Look forward to more videos like this one. Stay safe out there fellow mercenaries.
Hey Otto! I see you still respond here, and I want to leave some kinda positive/negative feedback. Hope it’s not disheartening! I really like the theming and presentation on your channel
As a lot of others have pointed out, you discount jump jets, and also overvalue some mechs while discounting others. The panther (much like the IRL German tank COUGH COUGH COUGH) is much better on paper than in practice. Also, you state machine guns are inefficient against infantry, which simply is not true. Let me preface, that I make UA-cam videos as a hobby and I 100% understand that hindsight is 20/20 and you can’t magically alter your vid at this point even if new information does arise. I showed this video to a member of my playgroup with much more experience, and genuinely, I thought your metric was an amazing idea. Personally, I don’t think it worked quite flawlessly, because anything less than a 6/9/6 is really not workable for a light mech. I think perhaps you were a bit lenient with the mobility characteristics? Ultimately I’m just getting into the game, so I think vids like these are an amazing resource so I hope you make more. I just think these results are very hypothetical in terms of tabletop or even the video games! But, it’s also an opportunity for future content! Oh and PS: if you haven’t already, please consider making a video about the Stalker, it’s pilots favored a tactic where they’d hide inside a building and busting out like the kool aid man to surprise opponents!!!
Hey Dead End thanks for taking the time to write! Glad you and your play group are enjoying the content.
The critique on the jump jets is valid. A few people commented about the discount on jump jets and I've been reconsidering making a few grading tweaks as I learn more. Ultimately no list will be perfect as the game isn't solved yet (which I really like). So take it as one slime's researched opinion on tactics. It could be wrong and I'd be willing to change it at a later date!
Stalker does look pretty nice!
@@nerdyOveranalyzedas long as people can understand what you value/look for specifically, it makes it really easy for you to receive Feedback and have everyone on the same page. I think that’s why the concept appeals to me. I also think your approach to content is refreshing. Please by all means make more, I’m subbed
Very well done! Much better analysis and much mroe charismatic voice than most every other Battletech UA-camrs I've seen. Animated both figuratively and literally! :D
Thanks so much! That's high praise. More videos coming soon!
This was soo relaxing and interesting to watch. Nice work on your channel man!
Glad you enjoyed it
Maybe the best BT UA-camr out there as far as useful quality content goes. I love the analysis and the POV as a merc advisor. Very useful.
My that's quite high praise! Thank you for taking the time to type this! I'm glad you're enjoying.
It makes so sad, that this channel isn't active anymore. All the videos I've seen, have been incredibly insightful and immensely valuable to me.
I've been interested in D&D mini painting and terrain design for a while, and I've always loved giant robots, so Battletech seems like a good fit for me. Mechwarrior 2: Mercenaries was actually my first real computer game. But I was so young, I didn't know what I was doing (I still loved it). I also got the more recent Battletech video game, but it's a lot to take in. There are so many options that it's hard to parse what's going on. I haven't played it that much because it's kind of hard to get into.
I've looked around on UA-cam to try to find useful information, but it hasn't been going well. Until now. Your videos are BY FAR the most useful content I've found. This video is absolutely incredible for a beginner. Very thorough, but very concise. It's crazy how many 1 Hour+ Battletech videos there are that give almost no useful information. This video has been 100x more useful than all of the hours of content that I've watched combined.
I'm going through all of your videos and really looking forward to future content. Even if I don't end up picking up the tabletop game as a hobby, I can't see myself ever unsubbing from your channel.
This is a damn good video, and love the slime avatar. Subbed
Thanks so much!
I like that you put clear criteria for how you're ranking them.
This is really excellent work.
If you haven't already, do please assign yourself a raise and extra fiesta pail ration.
Thank you sir I do enjoy my fiesta pail rations! o7
Overall conclusions really line up with how my play in modded MW5 Mercenaries went. Early game is all about nothing too fancy, easy to maintain, easy to repair when destroyed. Can't ever really get behind the Panther with PPC, that arm always gets ripped off :(
Don't go for the best, go for the good enough.
Great analysis. Well earned sub
I agree. Certain things I can do in other games to minimize that risk, but seems to be quite hard in MW5, from what I’ve seen.
I'm concerned primarily with using the idea that you can cram 2 locusts in 1 Bay. If we're running with quirks, the locust has so many negative quirks that are not being considered and substantially reduce the awesome factor of the mech, insofar as it hasn't actually got any.
Negative quirks are Cramped Cockpit, No/Minimal Arms and Weak Legs. Which pretty much adds up to: Never get into melee, and if you do fall you're pretty much not getting up. In exchange it's one of the only mechs that can be fit into 1 bay and has narrow/low profile to reduce incoming shooting damage.
Is it worth it? In a lance sized unit? Certainly not. Probably not to a small company sized mercenary unit as well. But battalions might have a place for it. And in regiments where units can have very specialized roles I think for sure.
I'm an old Jenner pilot myself!!!! Love that machine!!!!
I think the Spider and the Ostscout should be in their own tier, the "objective mech" tier.
They are god tier in heavy-terrain Raids/Extraction missions, where the 8 jump would get you to safety when 2 locusts would get bogged down in terrain
Niche? Hell yes. But game winning in those niches
For sure for sure, these comments are making me rethink a few positions, particularly the placement of the spider's defense and utility rating (and therefore overall rating). I'm not certain it's an auto-include in the mercenary company I'll eventually run, but I think it might have it's place for the instances where the terrain is heavy.
@@nerdyOveranalyzed My campaigns first mission started with a spider jumping onto a moving train, burning a hole into the top of the train car using its medium lasers, using both hands to grab some loot, then properly GTFO-ing of there :D
Awesome new channel and awesome Format, can't wait for the rest!
Thanks so much and welcome aboard!
@@nerdyOveranalyzed Happy to be here I have now binged all your episodes.
Wow just getting into battletech and its overwhelming but this is the content i was looking for !
Glad you're getting a bunch out of it nya~ Welcome to the hobby nya!
These analyses are wonderful. They clearly set benchmarks and make solid comparisons between 'Mechs. I'm not 100% sure I agree with all of them, but the reasoning is solid.
Can't wait for the next batch on medium 'Mechs.
Thanks so much!
This was really good. The only issues here is that I would say this ranking is for the best light scout, not best light mech. Not all lights are designed around scouting. The urby, while slow and lightly armored, can be equipped with an ac 20. Get enough of them together and you can take out mechs that would cost way more than just a few urby's with ac 20's.
Another thing I would say is that the Raven 2X is the better version to use. 1 large laser, 2 medium lasers and 1 SRM 6 (or NARC) makes it a great fire support mech. It also has slightly more armor.
I liked the grading system a lot and can't wait to see how well the medium mechs do (the bushwacker, hunchback and viper are my favorites).
re: Urbies - this tier list is about ranking light mechs for use in a mercenary company. Urbies are a great cheap garrison option, it's true, but a lot of that is the assumption that the fight is coming to them, not the other way around. The Urbanmech is simply too slow to be anything other than a defender. While merc companies sometimes find themselves defending a location, most merc companies take a variety of jobs, and as such the Urbanmech is not a good option to have lying around the dropship, taking up a Mechbay that could be used for a more multi-mission-capable mech, or indeed, two Locusts.
One thing not covered in the calculations: While I realize that for most people it's mostly flavor, one thing I like to play with when GM'ing scenario games is raiding missions where battlefists/hand manipulators actually come in handy, especially for light mechs (though lyran scout lances generally have plenty of carry capacity). It's pretty niche for most people but as I play it, if people want to pick up the objective I like to let them run with it. Literally.
Love this. Great info and presentation!
The Lyran in me is sad you didn’t cover the variant commandos tho. Esp the Large Laser one.
The tier list is fantastic, but there is one important factor you overlooked, that being hand actuators. Sometimes you need a 'mech to be able to physically pick up and move an object, and you need manipulators for that. The Spider and Ostscout are great for such asset removal operations, while the Locust is incapable of doing this.
Javelin, Firestarter, and a few mediums should be able to complete those missions for us Commander!
@@nerdyOveranalyzed Doesn't the standard firestarter omit a hand actuator for no good reason since it already has an elbow and can't rifleman flip like a jenner?
I'd go so far as to say that I've gotten the most use out of the Jenner and panther than out of any other light mech. I like to use the panther as a light sniper that can reposition easily, and the jenner is great for tying down enemies while larger stuff moves in to combat range. Good video btw
Thanks! Yeah they're pretty good~!
I've used Urbanmechs with great success in a bodyguard role marching In lockstep with big slow assaults. the AC10 able to discourage most scouts and light vehicles from trying sneaky backshots and letting the assault mech focus on the enemy in front of them. definitely not good for a scout Lance though.
I wonder why AC10 always feels so strong compared to PPC's, especially against lights. It just stumps me when I use them
Congrats on the 1k. Just found you and I gotta say, looking forward to the next videos
Welcome aboard! Thanks so much!
One thing I'll say is that when I played Mechwarrior 5 and needed a light mech to round out my lance, if I put an AI pilot in a Javelin of either variant, they'd generally come back missing at least one arm and a leg if not both of each. But, if I put that same pilot in a Commando 2D, they'd come back with minimal damage and a kill or two.
Weird~ The Jav seems far superior to the Commando on table top.
Crits are a lot less frequent and dangerous in mechwarrior games. Those crit protections are a huge save for the walking bomb. That and srm ammo being shared between srm6 and 4 unlike table where they can't be mixed so they are much more easily knocked offline. Think the commandos reputation of fragility but decent damage doesn't help either as it's a popular target for players whenever available. Dunno if I've ever seen a commando survive a single turn in range without being blasted to pieces, if it even makes it there.
My guess as to why is that the Commando is shorter, meaning that other mechs have to aim down to hit it. In Tabletop and other pure strategy games, this isn't an issue, but in a game like Mechwarrior 5, where you physically aim and shoot, having a short target matters, because it can hide behind buildings or terrain easier, and if it gets right up next to you, you might not be able to hit it at all.
@@Suraht Would actually be nice if lights were counted as one height shorter in tabletop as well. Would do wonders for thier ability to stay alive.
This video was really well done, quickfire, informative whilst taking into account the lore of the setting.
Personally, if i could i would keep the Pheonix Hawk as lance command - 2 Javelins with mixed loadout and a firestarter for anti infantry duties. reasonably well rounded engagement ranges, if a little heat dependant on the battlefield
Thanks for taking the time to write your compliment! I appreciate it as it really helps with the algorithm. Your lance would work for sure!
Which pixie though?
@@nerdyOveranalyzed Its no probs :)
Would love to see similar stuff for all the weight ranges, telling us of who is best and who is readily available.
What about the Mirage FS9 - M ? Love this cant wait for the Medium, Heavy and Assault versions. I have 2 Javelin 10Fs
I ran a mercenary campaign with my captain still in a Mongoose while the rest were in heavys. Man I loved that mech, full runs every turn back shots to harass, and the command module for the rest of the team.
Really great times.
Yeah, the Mongoose is great!
Figuring out how to use Light Mechs Correctly is often a critical first step in most Campaigns, it is all you will have to work with often enough. Very Useful Video Looking Forward to Seeing more.
Thanks, glad you enjoyed! More coming up!
Lol, this is the kind of grading scale/category stuff my OCD brain does with my own lance formations or making custom builds to fit a role.
Subbed and adding/keeping my eyes out for others like this to add to my watch list 👍
Hey TAVAAR thanks for the comment, glad you like it!
So I came back to this vid to add it to a playlist for future reference and sharing with friends...apparently youtube changed my 👍 to a 👎. 🤬
I have corrected it back to 👍, just a heads up in case its happened for other people.
Also, any chance of a vid going over how you arrived at each categories score (like a video on just the scoring formula portion you're using itself)?
I hate to be the "show your work" guy, but it would help others who like the nerdy math bits to follow along without it seeming mostly like a "gut feeling" type rating rather than mostly empirical. It would also be interesting to be able to compare formulas and weightings with yours.
Best in my experience is the Firestarter H. Remove some flamers for small lasers and this is the standard light mech for when I have 35 extra tons on the drop in Mechwarrior 5.
Heh heh heh, I plan on doing something similar on mine but with machine guns. It really pisses the Lyran's off when the Firestarter goes in with no flamers.
@@nerdyOveranalyzed No jumpjets, max armor, 2 flamers, 2 small lasers, 2 medium lasers, 2 machine guns with ammo in the leg. Crit seeking killer of things I don't want to chase and legs of salvage targets.
I note you've not discussed the Firestarter Mirage, either here or in the Firestarter video.. I know it's a bit rare, but it seems like it would be a simple retrofit.
Thanks for your comment! I did strongly consider the Mirage but ended up taking the A variant because it retained it's ability to fight infantry effectively. I would definitely prefer the Mirage variant good if it was in an all Mech game though!
@@nerdyOveranalyzed On an unrelated note, have you ever seen the TIA-1N Titan in Battletechnology #11? And if so, what do you think of it?
Your videos have First monitor status for me. I cant wait for the medium, heavy and assault analysis. Maybe it will even be applicable in the battletech game I recently downloaded.
Heyyyy thanks so much for setting the notifications! The other ones will come eventually, just gotta work though them all lol. Was there anything else you'd like to see?
@@nerdyOveranalyzed I am pretty new to the battletech franchize so I go with the flow. If you simply keep posting them I will keep watching them.
@@Z1pZ1p3r Deal! :D
just found this channel. Great content and I hope you keep it up!
Hey welcome aboard! More content coming up soon!
I really liked this video. I have watched it 4 times now. I would like to see a similar video on assault mechs.
Also true with Mechwarrior 5: Mercenaries. I kept 3 JVN-10F with Medium Lasers at all times until I started getting more heavies and benched the light mechs.
That Javelin type's survivability is insane as it keeps its MLasers on the torso so it can use its arms as akin to shields to stay in the fight for a crazy long time. I fielded them vs Phoenix Hawks and they were fine.
Love this content. Can't wait for the medium Tier List
Thanks!
I overwhelmingly agree, with one caveat, which is the value of a mech changes based on what you want from the lance. For example, if you have a lance of two valkyries, a locust, and a fire jav, then you have a highly mobile fire support and harassment lance with a spotter for indirect fire and a close protection mech. Conversely, if you are conducting COIN Ops then a Locust, two firestarters, and a regular Jav or commando would be ideal for dealing with infantry and hardened targets. Urbanmechs and panthers make for solid mobile pillboxes on static garrison duties, especially if you expect to encounter light raiding units that their AC 10s and PPCs will rip to shreds, and would do well with two urbies, a panther, and a valkyrie. Now, if you are taking on generalist contracts, absolutely it is recommended to purchase the mechs with the greatest utility value. However, if you can negotiate for, and subsequently design for, specific contract types, then you can absolutely tailor your lances to very particular mission tasks and likely negotiate for less commonly available mechs to boot. Except for the Dracs.
For sure for sure! Things can be tuned to mission for sure. You hit it on the head, I 100% agree by pointing out a mercenary company would want to take generalists rather than spend a ton of cash on the best mech for every contingency.
I'm so happy to see the Flea-14 in there.its a meme of a mech, but at 270 BV it is a hard to hit troll of a mech.
Heh heh.
Wait you used to work with the combine??? Who let a Combine lover into the Company, someone get me the recruiter.
Hehe still this, as always, has been insanely informative and I LOVE the inclusion of the one commenter's Javelin modification I remember seeing. Adhering to the All Mighty C-Bill as well as availability gives the perfect perspective for me since I want to be as realistic as i can with the Stygian Guard Merc Company of mine. And examples like using larger dropships and how Locusts can provide extra room is extremely helpful too to imagine. Well done, you continue to outdo yourself and I'll continue to praise you to anyone I can.
Glad you're enjoying the videos and thank you for spreading the word about the channel!
@@nerdyOveranalyzed Happy to! I got at least one other interested and invested in the channel and I'd like to add more
Solid teir list . Only issue is fear of p hawk. It's dangerous to lights but truth be told its to hot to keep pace with most lights .
Hmm, really? In the games I've played I usually just keep moving and zapping with my Large Laser at medium range. Then swap to Large Laser + single medium laser + machine guns at shorter ranges. Alternatively I can just do 2 mediums + machine guns if the target it already open in a few locations or I need to cool down. But then again I usually fight against MegaMek
@@nerdyOveranalyzed nothing wrong with what your doing its when the jump jets are being used and you have spider jumping around at Mach 2. Edit: to mention that your content is golden and worthy of the sub.
I've been playing Battletech for decades. This was a good analysis. Though personally I prefer creating mech units with a certain set of battle tactics in mind.
Thanks so much for your kind words! Near the end of the video has a few suggested compositions, but a few more will probably be included in a future video!
waaaait nothing about Mirage variant of the Firestarter?!
how are the wasp and stinger worse logistically than the locust when the singer and wasp have full arms and hands to reload other mechs in the field, or to carry away loot boxes?
I did consider the Mirage but ended up taking the A because of it's ability to deal with infantry. The Mirage is preferred for anti-mech for sure!
You are right about the Stinger and Wasp having arms, I prefer the Locust because it takes up only half a mech bay so I can bring more mechs to the invasion
Would love to see a heavy and medium list like this. Still new to the game and don't know enough to build a well thought out lance yet.
I'll be streaming a lesson how to do that tomorrow!
The Locust 1E is a gem. I've used it to harass multiple Heavies simultaneously, leading to some heated outbursts at the table.
Going to build the whole company.
4 lights: 3 Javelin 10F, 1 Firestarter.
4 Medium: 3 Wolverine 6M, 1 Hunchback
3 Heavy: 2 Warhammer 6D, 1 Archer 2S
1 Assault: AWS 8Q Awesome
Scout Lance: 3x Javelin, Wolverine 6M (command mech quirk)
Battle Lance: 2x Warhammer 6D, 2x Wolverine 6M
Command Lance: Awesome, Archer, Firestarter, Hunchback
There are some light modifications that can be made to the Javelins as discussed, and the Archer 2S can be tweaked into an absolute monster. The Firestarter: remove the rear firing flamer, all the MGs/Small lasers, for 3 Flamers, three Medium Lasers, armor and heatsinks.
No surprise that the Mongoose is the dominant S-tier ride. The engineers at Newtown Industries prepared refit packages for all of the 'Mechs marketed by the major manufacturers in Operation: Kickstarter with an eye toward increased durability and better heat/weapon balance, but when it came to the Mongoose they simply couldn't find anything to improve.
Heh, the Mongoose is a great mech!
Oh ho! My fav is the Flea, since piloted in MW4Mercs. Just glad the Wolfs Dragoons came back with improved variants later on! I pushed and advocat HARD to see it included in MWO. Got my wish and since we can optimize our mech better, it and its cousin, the Locust is real fun to zoom in and ANNOYING to deal with 😁 The Flea are a bit slower than Locust but brings bit more firepower and better hardpoint placement. Raven, Firestarter, Locust, Valkyrie and Wolfhound is my follow ups
I loved this video! So useful! More, please! Do the mediums and the heavies too, please!
Of course! That's the plan! Takes quite a bit of research to do them though, so going through some of the meks first with the mek videos.
These are a great rundown for getting into BT
Thanks!
This is the first time I've ever heard of the idea of doubling locusts per mechbay, where is this rule set and how exactly does it work vs any other 20T light mech like the wasp, stinger, or flea?
It's from the compact mech design quirk, allows 2 compact mechs to share a mechbay (only for transport purposes, only one mech at a time can be repaired or maintained) for logistics it means the dropship can carry another 20tons of cargo rather than a spare mothballed mech
Phoenix hawk is a medium not a light
You are correct!
The Phoenix Hawk is mech that defines the light mech meta because of its good defense, large laser, and ability to catch or keep up with most lights. This forces light mechs who are often scouts and strikers to have to have an answer to it (out fight, out run, or defend well enough until help arrives).
So while it's not a light mech itself, it is the yardstick which I use to judge the effectiveness of scouts and multi-role scout-striker mechs.
My poor Ostscout, it can throw hands, kidnap VIPs, steal supplies, load salvage mechs onto flatbeds In combat zones. I know it's not good but it has use as a locust that can jump. Then again I like trash mechs
I know the Wolfhound is too late to this show, but I would love to see its evaluation.
I was really looking forward to seeing the Wolfhound as well. Definitely my favorite light mech.
Out of curiosity, where did you get the availability percentages from? Either way amazing work! You look adorable and video is extremely helpful for newcomer like meh! ^^
Again very informative!
Thanks! Glad you enjoyed!
I don't get how you can fit two locusts in a bay that only fits one stinger or wasp. They're a bit longer front-to-back than a stinger or wasp and not THAT much shorter. are their leg myomers more suitable to longterm storage in a second more compressed pose?
Under what ruleset does the Locust take up only half a mechbay?
Quirks optional rules :)
lol, i love your punchy jokes dropped in... and wow, very thorough. A person can even pause and read and learn even more. I take it this is based on a mechwarrior campaign or RPG ruleset? I've only played standard classic battletech a couple times myself.
Thanks! I'm using Battletech Classic!
Excellent. Please do the other weight categories.
Thanks for your comment. More coming up!
Love raptorial-style mechs like the Locust!
What was the FLE-14 built for? It's kinda cool looking!
How terrifying are infantry? Aircraft?
Where is the Locust being two per mech bay thing coming from? As far as I am aware it still needs a full mech bay for itself.
sarna quirks
@@nerdyOveranalyzed ah thanks I tend to not really look at the quirks of mechs.
It’s been a while since I played BTech (still have a FASA catalog from 86), but I thought PHX was light medium with Wasp / Stinger being its little brothers.
The UrbanMech's F tier rating is deceptive. It's a very niche. I'm very glad that you actually mentioned that.
I can't wait for the SW Heavy Tier list. I'm expecting a very high placement for my favourite heavy, the Thud. It has really good L1 variants.
Also, when the Assault tier list comes down, swapping the Stalker STK-3F's 2 LRM10s for 4 LRM5s you can add 2 tons of armor, drastically increasing heat management abilities and adding a lot of survivability.
I'll keep it in mind!
Yeah! The urbie video I have out talks about it's strategic value a bit more;
Running the Wasp Land-Air-Mech, with the Taurian Concordate, on Roguetech online. It does so much for a 30 ton flying light mech.
Aloha. What about the Wolfhound and the Ostscout? And i think its fair to consider the Mongoose a Star League Relic that you would not own in 3025.
Wolfhound was invented later but would likely be rated B+ to A+. Ostscout was rated. Xotl RATs shows Mongoose as rare but available during the time period.
Hope that helps!
@@nerdyOveranalyzed Wow. Nice. When i started playing BT it was maybe 1990, we had a Hardcover players handbook. We had Raven and Wolfhound but no house offered the Mongoose according to our tables. We would have loved that mech. It was possible to get a Longbow somewhere though. All other was 3025. May have been 2nd Edition i guess. Thanks for answering. We were forbidden to customize our mechs, only the house variants. Was fun. I miss the time. Now all are working and we havent played in years. Sigh. Keep up the good work. Like it very much.
For the Raven the 4L and 5L are for the scout and Electronic warfare role but I normaly play in the later timelines and not 3025
This is awesome and I do like how it's making me rethink things (I loathe the wimpy locust but when you mentioned how it can ALLOW MORE SPACE!...oh be still my logistics loving heart).
However, something kept nagging the back of my brain and it crystallized when you hit the Jenner.
Cost.
You mention it several times and it's a fantastic point. However, I propose it might skew the ratings. Rather, how much weight is given to the consideration and is it applied evenly.
For example, you mention something being one shotted by a P Hawk as a detriment. Sure. I see and agree.
But then, what about something that is only a one shot?
Wouldnt the ammo concerns of the Javelin be something? Would energy designs inherently have an edge? Not only for ammo cost but the risk of kabooming oneself?
Sure, probably not the biggest deal for light mechs but curious when we hit heavier tiers.
Something that was bouncing around the brain watching this awesome vid.
Edit: oi! And then you hit the end with availability and resources! That alone should see the spider bumped up a tier or two.
Hi, thanks for all of the useful analysis. You often mention the Phoenix Hawk as a benchmark for performance, but I haven't been able to locate a video on that 'Mech specifically. Have I overlooked it? If not, please consider doing one, as I'm sure it would be exceptionally useful.
Hey Headhunter thanks for the comment!
I haven't made a video on the Phoenix Hawk yet as I'm going through all the heavy designs at the moment. It'll probably get a video sometime when I start moving into the medium mechs.
@@nerdyOveranalyzed I'm looking forward to it, I'm sure it will be very informative!