MechWarrior 5: Mercenaries - JumpShip Edition Hints on Xbox Series X (XboxSX)

Last Updated: October 9, 2022

Here are our Hints for MechWarrior 5: Mercenaries - JumpShip Edition on Xbox Series X. The most trustworthy items get the most 'thumbs up' from our users and appear nearer the top!

Are you enjoying MechWarrior 5: Mercenaries - JumpShip Edition?

Click a score button below to add your rating... or even Write a review!

1 2 3 4 5 6 7 8 9 10

The passage of time

Hints

MechWarrior 5 keeps track of time in days. The passage of time is only significant for a few reasons, none of which are related to the main story arc. In fact, all assignments will be waiting for you and will not have a time restriction.

The passage of time is only important for the following reasons:

  • Work orders are used for repairing or replacing mechs.
  • Bills are paid every 90 days.
  • Time for injured pilots to recover.

Time does not normally move while you are aboard your ship. Aside from loading times, when you order a jump to a different star system, the leap will take a certain number of days in-game yet happen instantly in the real world. If you need to wait for an event but don't want to leave the star system, click the enormous "Wait" button in the bottom-right corner of the hub's Home page. The button will be deactivated if there are no events to wait for.

In general, time is unimportant in MechWarrior 5. When it comes to managing funds, it is often more necessary to take the most cost-effective action rather than the quickest option. That typically means jumping out of war zones, repairing, and then jumping back in rather than taking on several contracts one after the other.

Heat Sinks

Hints

You can never have too many Heat Sinks. Heat Sinks are frequently the first item to fail when your mech is injured. They're cheap in most areas, so if you visit a new industrial region, make sure to buy all of their heat sinks. If you ever have less than 30, you should probably go out and acquire more.

Mannyocrity explains how heat works in the following video

Speed is a killer

Hints

Fast-moving mechs are difficult to hit, which benefits both the AI and you. Even if the pilots' abilities are similar, a faster-moving mech will avoid incoming fire better than a slower-moving one. Some story missions may have AI that is slightly more accurate than others, but the average mech enemy will have a harder time striking you if you're moving swiftly, all else being equal.

However, this might also work against you. You'll notice your reticle jumping slightly when moving swiftly, especially when zoomed in. Moving quickly may further exasperate the problem if you're not receiving a steady framerate with your graphics settings.

In general, unless you have amazing marksmanship and/or your computer can maintain a high framerate, it's preferable to go no faster than 40 kmph when assaulting a base. When you travel quicker, it will be more difficult to aim precisely, which may result in friendly fire against your lance.

Checkout this guide by Mage for more tips and gameplay advice

Questions, Answers and Comments

Ask a Question

We also have a page for this game on....