These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Abridged Arena Array: TSA_Sandblasted in Living Legends. In version 0.3.2, servers usually had 3 maps in their rotation: Sandblasted, Palisades, and Thunder Rift. All for 90 minute rounds. Later versions of the mod lessen Sandblasted's prominence, but server owners still get a hard-on for the map.
With the Clan Smoke Jaguar unit collectively ragequitting from Living Legends over drama and taking down their popular server (running said maps), this has been toned down. Sandblasted is still popular on the other major server, however.
Adaptation Displacement: At this point, MechWarrior is a much more recognizable name than BattleTech. Case in point, MechWarrior: Tactics was given the MechWarrior title rather than the BattleTech title, despite being closer to the original board game than the main MechWarrior games. This has a lot to do with the fact that gamers are more likely to recognize MechWarrior than BattleTech.
Author's Saving Throw: Tweaking the Mechwarrior Online premium consumables to be better balanced with the in-game credit consumables.
The lack of a mechlab - Some approve of the lack of mechlab (because players have to rely on more diverse layouts, instead of just boating weapons), while others dislike the lack of customization
Artistic License: Most of the designs are met with high approval, but the controversial Thor/Summoner design (which removes the offset arm, has thinner legs, and a boxier torso) has a significant hate base. Other changes, such as the weapons on mechs glowing has supporters arguing that it allows newbies to get into the game more easily (identifying their enemies), while others argue that it makes stealth harder and looks silly.
Combined arms: The big one. Vets from previous games argue that a MechWarrior game should not have tanks and aircraft. Supporters argue that it makes a huge impact on gameplay (it does) and offers more depth, while others argue that mechwarrior should not have things other than mechs, period; though more coherent arguments are that some of the non-mech assets are unbalanced.
The changes to the original plans of MechWarrior Online haven't helped gain support from some fans. Stated deadlines were missed for some features to be introduced, such as Community Warfare. As such, players have begun forming their own gaming leagues to fill in the gap.
One particular nasty one from MechWarrior Online is the ECM Suite. Tons of fans crying out about how it makes LRMs and Streak SRMs useless.
Then there's the whole issue of "heat scaling" (what the community knows better as "Ghost Heat"). In an attempt to help lengthen match durations by increasing mech's longevity, and as a way to reduced the ability to boat and Alpha strike, PGI added a heat penalty to firing multiples of the same weapon type at the same time as listed here on the MWO forums. The fans blew up over this, with some praising the changes, and purists ranting about PGI trying to make the game "easy mode for casuals" (ignoring the irony of course that the whole purpose of boating is to make it "easy mode" to destroy enemy mechs).
An even nastier one for MWO happened with the pre-order of Clantech mechs. Prices of upwards of a hundred dollars for mech configurations has caused some issues among the fan base, even to some of the most die-hard pilot. The issue is caused by the following key reasons:
Collections provide the best over all deals, by throwing in 3 mechs for every tier (an additional $30 dollars per collection tier level, I.E. the 2nd tier $60 collection will get you 6 mechs) purchased, plus some extras like premium time or cockpit items. However, in a blatant attempt to convince players to buy higher cost pre-order packages, the Tiers are go in a Light, Medium, Heavy, Assault, Repeat order of purchase. Additionally, the ever popular Mad Cat / Timber Wolf was placed as the 7 out 8 in the tiers of collection, which cost $210.
A La Carte purchases allows you skip over the tiers to purchase any of the Prime Chassis and two variants, but at the cost of $55 for each, and comes with no additional bonuses beyond the mechs and their mech bays. So no warhorns, no bonus modules, no premium time, no cockpit items, etc.
The Gold collection, while it comes with the $240 top tier Maskari/Warhawk collection (which includes 24 mechs total alone, 6 of each weight class), but then tosses on a golden colored Prime Variant of any of the 8 Prime mechs, for an additional $260, for a total cost of $500. A lot of people are not happy at the high cost primarily for a Vanity item, which has led to complaints that it's "500 for one mech!". Not to mention, the gold colors can be similarly replicated with the much cheaper Kintaro-Golden Boy Hero Mech.
To top the whole issue off, PGI earned further ire from the players, when the announced recently that there was "Less than 50 Gold Timber Wolf 'mechs left", which has players asking the obvious: "How do you have run out of a completely digital item?" (PGI claims it's for exclusivity sake, something that can already, and is handled via the fact that it's a Pre-order only option right now). Many cynical players began snarking that there was "only 50 left, because there was only 51 to begin with".
And then regarding the addition of Clan Tech itself, is PGI's announcement saying they intend to balance/nerf some portions of Clan Tech in an attempt to avoid the tech conversion rush from Inner Sphere mechs, to Clan mechs as seen in previous games. Such mentioned ideas include the following:
Clan Lasers generating more heat scaling (aka ghost heat) and have longer "burn" time to inflict full damage.
StreakSRM 4s and 6s having a staggered launches of 2 missiles at a time to enable AMS a better chance of trying to shoot any down.
Clan LRMs which (while still weighing less than IS LRMs) will weigh a few tons more than their original Battletech weights, and will have to reach the a certain distance to deal full damage via a ramp up damage mechanic for missiles that hit less than the normal 180 meter minimum range distance to avoid "StreakLRMs". The fanbase on the forums are completely shattered at this point between whether these are a good idea to keep things balanced and Battletech purists who believe that PGI is completely missing the point that Clans are powerful at the beginning, and that the Inner Sphere catches up by getting unique equipment of their own such as Rotary Auto Cannons
Additionally Clan Omnimechs will have Engine, Armor, and Structure restrictions, in that Omni's can't switch between Standard and XL engines, Ferro-Fibrous and Standard armor, or Endo-Steel and normal structure, stuck with the types they start with. Also, for armor and structure options, they'll have fixed critical slots spread through out the mech, rather than Dynamic critical slots like on IS mechs. Detractors have begun claiming that that IS mechs are more Omnimech like than the Omnimechs themselves.
Mean while MechWarrior Tactics has similar pay issues. It's advertised as "Free to Play!" but is currently in a Closed Beta state. How does one get access? A. Sign up, and hope you're given a Beta key, or B. Buy a Founders package for instant access, at $20, $50, or $120 dollars. With no announcements hinting at when Open Beta or the official launch is, and a closed beta that's been going on about a year or more now, people are starting to question whether the game is ever being launched, and if it's really a Allegedly Free Game
Crazy Awesome: The "Heavy Metal" Hero 'Mech from MechWarrior Online. It's the first Hero 'Mech to be released before the other variants of its chassis, as a Highlander, it's a 90 ton assault 'Mech with JumpJets, it has built-in speakers that play guitar riffs every time it scores a kill, and it's painted in pink. The origin for mech, is based off of the Highlander used by Rhonda Snord of the Snord's Irregular and Wolf's Dragoons, where she used those speakers to play Elvis music.
The Vulture B in Living Legends, which has 4 Dual Short Ranged Missile-6 launchers. While the missiles are individually weak, the missiles can be fired almost constantly, they have huge explosion effects, smoke trails that obscure the mech firing them, and the the missiles can rock the target's pilot around so much that they simply cannot fight back.
Aerospace Fighters in Living Legends, to many players. The Aerospace fighters can damn-near instagib many mechs and tanks with their powerful bombs, and the pilot of the fighter can come in straight down at a ninety degree angle, preventing any of the people on the ground from firing back unless they're in an Anti-Air tank. Said anti-air tanks tend to be glacially slow and the first target of the fighters.
The Sparrowhawk scout plane in particular is a famous Demonic Spider, for aerospace. You cannot out-turn a Sparrowhawk, so your only hope to escape is to boost as fast as you can back to base before the Shawk blows out your fuselage. If the Shawk pilot knows he cannot blast through your armor in time, he'll probably just smash you into a mountain by landing on you in midair. Before the physics were adjusted, the Shawk was also incredibly effective at ruining the day of tanks on the ground, by smashing into them at max speed, causing them to go flying across the map spinning wildly.
BattleArmor in Living Legends. Demonic spawns from the pits of hell, to Assault 'Mech pilots and tank drivers. They'll hop onto your head / turret, and start hacking off your limbs, rear armor, or in some cases, start blasting through the cockpit to kill the pilot directly. Attempting to bail out to kill them will only make things worse - they will hose you down with their bullet hose handheld Autocannon, or steal your 'mech to kill you and walk off. Players with BA on their heads have only one hope - their teammates, or mashing their face up against a wall and firing all their explosive weaponry to try and kill the battlearmor with splash damage - Doing this of course, requires you to reach the wall before the battlearmor damages you too much, otherwise you'll just end up blowing yourself up.
One mission in Ghost Bear's Legacy requires you to defend a dropship from enemy attack, which isn't so bad...until they start siccing kamikaze Elementals (mechs at least half the size of the smallest playable mech in the game, and thus a huge pain in the ass to hit) rigged with lots of explosives on you.
Even Better Sequel: In regards to balance, the games have gotten progressively better. However, in other regards, each game has it's strong points.
3 - A complete train wreck of terrible balance decisions has caused a generation of scrubs to disregard certain tactics (such as legging) in later games. However, the game was very immersive and had an excellent singleplayer campaign.
4 - Much improved the balance, but the presence of slow jump jets, third person, and most maps having no objectives causes the game to revolve around turtling; players hide behind walls in jump capable Assault mechs, waiting for an enemy to pop up so that they can blast them with their 2 ERPPC 2 Gauss Rifle loadout. The Mercenaries standalone expansion pack added an awesome singleplayer campaign where you could choose your next mission, hire mercenaries, and so on.
Mektek's free release of Mechwarrior 4 added the Advanced Radar mode (line of sight radar only, rather than detecting enemies through buildings and terrain), which combined with the force first person view server option, effectively killed off "poptarting" (jumping up from behind cover in third person to snipe at people, then falling back down into cover) as a major tactic on servers that run Advanced Radar.
Living Legends - Mech-on-mech action is fairly balanced without any significant gamebreakers, but since it's combined arms, the balance between aerospace, battlearmor, tanks, and mechs is shifting on a nearly patch-by-patch basis.
Game Breaker: Lasers were once deemed too powerful, being Hit Scan weapons with low reload times. The most recent game adjusted the heat they produce, preventing players from equipping a lot of lasers without the risk of overheating.
It should be pointed out that lasers are NOT Hit Scan in MechWarrior 2, but are in MechWarrior 3-not sure about MechWarrior 4. Still, that Hit Scan quality combined with huge damage and range with ER Large Lasers made Particle Projection Cannons (PPCs) utterly irrelevant.
A number of players in Mechwarrior 4 and Mercenaries also complained about non-laser weaponry not actually inflicting damage upon their targets — the so-called "No Damage Bug". However this was far from a universal occurrence, and some players never experienced it at all; or at least, not in a way that could be readily distinguished from ordinary lag. Regardless of its severity, though, the concept itself (and those who insist it remains a major factor) has contributed to the lingering popularity of laser-armed Mechs, even as the ER Large Laser's stats became somewhat less effective in later Mektek releases.
"Boating", the game's term for Whoring, involves using a 'mech equipped with a single type of weapon. There are actually 'mechs that are designed for that specific tactic, such as the Longbow (missiles), Annihilator (ballistics), and Supernova (lasers). In "No heat, unlimited ammo" (NHUA) games, these configurations are more devastating. This is especially notable in the second game, where you can load up on LRMs, and as long as you can keep your distance, you can eat things alive without ever getting touched.
"Jump-sniping", also known as "poptarting" in the multiplayer community, involves hiding behind a ridge or obstacle, activating the jump jets, firing your weapons and dropping behind cover. This allows players to net easy kills while only being vulnerable for a few seconds. This tactic is so effective that many players employ this tactic every time, often turning a multiplayer match into a Giant Mecha version of whack-a-mole. Several game changes have been made to reduce the effectiveness of this tactic and encourage more varied gameplay.
The 4xELRM-20 Shiva aerospace fighter in Living Legends 0.3.2 is capable of effectively instantly killing or crippling Assault mechs in one salvo, it flies at 300kph+, and it can laugh off damage from anything short of concentrated AA fire or a lucky blast from a LBX; except it can fly at such high altitude that the AA weapons do pitiful damage and the LBX can't even get a third of the way there before dissipating. Thankfully it was nerfed down to quad LRM-20s, which have 2/3 the range of a ELRM-20.
The Shiva E assault jet fighter (Flying Beatstick, Beatstick Shiva), which has 2 LBX-20 shotguns and 2 LBX-10 shotguns, with advanced Bloodhound radar. A single salvo from both LBX-10s is enough to effectively instagib anything else flying in the sky, firing all the guns at once is enough to leg most mechs in a single hit. The Shiva E is also incredibly cheap (a mere 87K, less than most heavy mechs), and has enough armor to laugh off attacks from anything besides another Shiva E (which kills it in one hit). It was nerfedhard in the final update.
Legging (destroying a mech's leg) in MechWarrior 3 resulted in a mech instantly being destroyed. Legs can be attacked from any angle, and aren't particularly hard to hit if you aim for the hip. The legging being so broken in MechWarrior 3 caused a knee-jerk reaction to legging in the later games, causing people to curse you out when you leg them, even after legging was nerfed to simply reducing your speed (in MW4) note Destroying a leg would prevent a mech from reversing, and slow them down significantly. Destroying both legs would destroy the mech, or causing your mech to fall over but remain functional (in Living Legends) note Destroying a leg causes the mech to fall over to the ground, but they remain completely functional - including their guns and jumpjets, so they can still shoot and flop about on the ground.
Tackling in Online. You plow your mech into an enemy, and one of you (or both) falls over. In organized groups, one player is generally in a Jenner or something fast and well armored, and their only job is to plow into enemies to trip them up, while their allies can pump fire into them. The feature was so buggy (netcode would promptly break upon a mech trying to get up, causing mechs to twitch around and teleport) and game-breaking that it was removed entirely.
For a while in the Online pre-open beta, the Dragon had what seemed to be infinite mass. A Dragon could tackle almost any mech in the game (aside from the Atlas, which would fall over but the Dragon down with it) without falling over. Cue players dropping the largest engine possible in the Dragon to run at ~100kph (later nerfed) with as much armor possible, then running through enemy firing lines to trip every single mech. And then, they turn around and do it again. And again. And again.
Online has the Gauss Rifle. Zero heat, huge damage, tons of ammo, fast reload, perfectly accurate, and its ammo doesn't explode when damaged. It makes PP Cs worthless, LR Ms mediocre at best, and large lasers irrelevant. The Catapult K2 with 2 Gauss Rifles (with its Gauss Rifles in the side torso, firing from machine gun ports) and a XL Engine curb-stomps almost anything in the game, including Atlases at close range. The only thing preventing a Gaussapult from being an unstoppable god of war is the game's questionable server-side authentication on shots, which causes a half-second to one-second delay on firing, making it hard to hit fast assets. Worse still, the Muramets Cataphract, a mech that can only be bought for real money - it's not cheaper either, being around $20-30 - is capable of mounting three Gauss Rifles.
Worth mentioning that while Ilya Muromets can mount a trio of Gauss Rifles, it's not exactly a smart idea as their sheer weight will cause the 'mech to be lacking in either speed, armour or ammunition. Fiddling around on the Smurphy Mechlab site reveals that removing everything, including the engine, from a Muromets, adding Endo-Steel and then the three rifles leaves the 'mech with only 8 tons free for engine and ammunition (this is without touching the armour). And that's not even considering the fact that Gauss Rifles explode spectacularly when destroyed.
Gauss Rifles have also been modified so that they must be charged before firing. Holding the trigger down until they're charged and then releasing to fire requiring greater trigger discipline and target selection in order to avoid wasting shots. The Clan Invasion patch also added a restriction that only two Gauss Rifles can be charged at once, with any further ones needing to wait for the others to fire (or lose their charge) before being able to charge.
Jenners were huge game breakers for Online for a very long time, especially next to the two other light classes. When compared with the Raven and Commando they had almost all of their strengths and none of their weaknesses. Three times the max. weapons slots, the ability to at least equal them in speed, jump jets, smaller hitboxes, hard to hit rear armour and cockpits. Worse still whereas the Commando and Raven were largely ignored, the Jenners were consistently upgraded with each patch meaning they could easily run rings around other lights and a skilled pilot could thoroughly demolish bigger and better armed mechs. Their only real weakness is to streak missiles, which the development team was going to remove by giving them access to ECM until a forum-wide poll suggested this would not be a popular move. They're generally overshadowed by the Ravens these days, those which did get ECM capability.
Gateway Series: MechWarrior 2 probably introduced the most fans into Battletech universe than any other Battletech product.
The mission designers for Mechwarrior 4: Vengeance seemed to be inordinately fond of the Uziel, given how many of them you run into. Their Interface Screw-inducing PP Cs, long range, and surprising durability, combined with the fact you tend to encounter more than one in every single mission, will eventually drive pilots mad. The Black Knight expansion one-ups this with the even more annoying, even more powerful, even tougher to kill Mad Cat Mk. II - You will see more of these Clan mechs used by your Inner Sphere enemies in the last op alone than you will see in Clan use ever in Mercenaries.
The Osiris and many Harrasser variants in Living Legends are bad jokes, but they're also ridiculously fast, are dirt cheap, and often have very annoying weapons such as PPCs or massed amounts of flamethrowers. They're not likely to kill you, but they will make you want to punch the guy over your TCP/IP port.
Early versions of Living Legends allowed mechs to enter any building so long as their feet lined up with the entrance and the entrance could fit an infantry player. What this basically meant, is an Atlas could walk through a 1 story tall warehouse (with the torso sticking straight through the building's roof) and come out on the other side to attack an enemy who thought he was safe.
The Thor and Loki mechs in Living Legends have slightly broken skeletons on their legs. When they are destroyed or legged, they'll go catapulting through the air spinning around wildly before landing on the ground. Very rarely when they're legged, it'll be catapulted over a thousand meters away and fall off the level.
In the third game the penultimate mission was played in a cavern above a lava lake. It was possible (at least on some patches) for one enemy to misstep and drop inside the lava - where he exploded with enough force to complete a couple of the objectives.
The bridge is only needed if you forgot to put jump jets on the Mech.
The developers for Living Legends remark on the transport VTOLs causing a number of... interesting physics bugs when transporting stuff, such as when transporting a tank. The tank will spaz out, crushing anyone inside the VTOL, then explode inside the VTOL killing both at the same time. Some players suggested adding the VTOLs anyway because it would look hilarious.
There's a bug in the Mechwarrior 2 Mech Lab that can cause your heatsinks to go negative. Abusing this provides effectively free weight, which makes possible things like super-armored hyperfast Firemoths that can blow up enemy Mechs in a single salvo of heavy autocannons - a weapon the normal version can't even mount due to its excessive weight. It does require cheating by disabling heat management, though.
I Am Not Shazam: For the uninitiated, MechWarriors are just the pilots. The 'Mechs themselves are called BattleMechs.
Internet Backdraft: When Living Legends development was shut down citing legal issues with the IP, which was owned by Mechwarrior Online, users weren't exactly happy with Piranha Games on the Online forums. Cue backpedaling by the Piranha PR teaming essentially saying "They agreed to shut down by mutual agreement!"
The hula girl bobble in MechWarrior Online.note It was present in the cockpit in the 2009 trailer, and was advertised as a way to customize the inside of the cockpit. When Online was announced, players kept pestering Piranha to keep it in, which they did in the Atlas video trailer.
RIP AND TEAR - a popular description of what battlearmor do when presented with an enemy.
Player Punch: MechWarrior 4: Black Knight, Vengeance's expansion, eventually pits the player against the original 4 members of Omega Lance, the protagonists from Vengeance, who quite a few players have grown fond of over their playthroughs of said game.'
The Osiris and Uller finally got the weapons and armor they deserves - after being unarmored pieces of junk since they were first released.
The Atlas's armor was massively beefed up to restore it to its proper place, its armaments were pumped up, and after three years of waiting, players can finally drive classic the AS7-D loadout.
The Sparrowhawk can now actually carry some firepower, such as the incredibly obnoxious twin Thunderbolt-10 variant.
Scrappy Level: Escort Missions in all the games. Team Solaris Arena in Living Legends - Park behind a hill and wait for the enemy to pop out of their hill - Fun!
Scrub: Legging (destroy a mech's leg) is a major taboo in all games, after the train-wreck balance that was MechWarrior 3. To elaborate, in MechWarrior 3, if you destroyed a player's leg, he would instantly be killed; much faster than blasting out their torso (to be fair, legging held the best chances to salvage a 'Mech and most of its equipment short of a headshot in Single Player mode in Mech3). Later MW games nerfed legging, hard. In MechWarrior 4, destroying a leg only slowed down a player; you had to pump huge amounts of ammo into their leg to kill them after "destroying" the leg. In Living Legends, destroying a mech causes it to ragdoll; but the player still can aim the torso, and use jumpjets to flail around. Many servers outright baned legging in Living Legends until leg armor was buffed, and in other servers (or in MW4), doing it elsewhere will cause people to call you a "***ing legger". In Online it is mildly more acceptable (destroying a leg limits the 'Mech to half speed or 40 kph, whichever is slower; destroying both legs kills the 'Mech), especially where Light 'Mechs are concerned, since it may be the only way for a Heavy team to prevent a Light from capturing the base and winning the match singlehandedly. Still, it is considered bad form to "leg" a 'Mech out in the middle of an open space, where they cannot find cover.
There is also a group of MW 4 Players referred to as "Old Guard", regarding various (almost all) changes made by Mektek to the fourth game after the free release.
Tanks, Aeros, VTO Ls, and Battlearmor actually be good in Living Legends caused the mod to have a lot of this when MW4 vets started playing.
Tier-Induced Scrappy: The Mad Cat B in Living Legends, which is a min-maxer's wet dream. The Shiva E (Jet fighter with a bunch of giant shotguns on it) falls into this as well, often being outright banned from scrims, since if often ends up killing the entire enemy team, single handed. Or the team just fields as many of them as they possibly can. The most effective counter to a Shiva E? Another Shiva E.