The Flashpoint expansion also added the Hatchetman, Crab, and Cyclops ‘Mechs to the mix. There are also new weapons and specialised hardware, so the design space for lances is now officially huge. The previous DLC was Urban Warfare which not only added the new Raven and Javelin mechs, but also changed the game’s balance by weaving ‘electronic warfare’ in the form of interesting, battlefield-changing equipment. Speaking of Heavy Metal, BattleTech’s latest and final expansion added a total of ten new battlemech chassis to customize to your hearts’ content (not to mention two free ones with the accompanying patch). We’ll continue to update this guide as we learn more about BattleTech, but the rules below should apply to BattleTech as of the Heavy Metal expansion and the 1.9 Patch. Feel free to tweak at your leisure, though. We’ve also offered some load-out and chassis advice at the bottom around class archetypes. We’ll go over a few general principles to bear in mind, but it’s important to remember that these can always be superseded in certain circumstances. There aren’t any real hard and fast rules when creating your lance because everything in BattleTech is situational. These mech building tips should provide you with plenty of guidance for crafting your ideal mech. But building your lance the right way and picking the missions best suited to your lance is just as important – if not more so – than proper positioning and timing in a fight. There are interesting tactical decisions to be made certainly and BattleTech packs a lot of detail into its combat encounters. If you’ve spent any significant time with Harebrained Schemes’ BattleTech you’ve undoubtedly had a sense that just as much of the game takes place in the MechLab as on the field.
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