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MechWarrior 5: Mercenaries - Shadow of KerenskyMechWarrior 5: Mercenaries - Shadow of Kerensky
Just no... The elemental's are a really big problem and all of the high level missions will have something around 30 light mechs and not much else. There are way too many of them per mission and they do way too much damage and they take too much damage to be able to deal with them efficiently. Even with 400 tons worth of mechs these little jerks will eventually tear you down before you get a mission done. Fighting the clans in this is just not fun at all! with a mix of endless light mechs charging in with elementals and even worse AI than before it's like good freak en luck!
7 votes funny
Just no... The elemental's are a really big problem and all of the high level missions will have something around 30 light mechs and not much else. There are way too many of them per mission and they do way too much damage and they take too much damage to be able to deal with them efficiently. Even with 400 tons worth of mechs these little jerks will eventually tear you down before you get a mission done. Fighting the clans in this is just not fun at all! with a mix of endless light mechs charging in with elementals and even worse AI than before it's like good freak en luck!
7 votes funny
I get to fight furries, its good.
7 votes funny
Death to the clans! Edit: it feels so good to be fighting for the IS again, yes, they not perfect, warts and all, but they're our people :))
6 votes funny
Campaign is great, well paced, and actually gives you repair bays FINALLY. Cutscenes are pretty good too, though the in-engine conversations are insanely stiff. The problem though is after the 12 mission campaign, there doesn't feel like much more going forward that isn't either poorly designed or just not worth doing. 1. I'm not an idiot, I know that Clan tech is insanely good vs IS tech when it comes to the narrative, the problem as a game though is as soon as you get clan tech there's never a reason to go back. Ever. There's no reason to take missions in the IS unless its for narrative curiosity. As soon as you get a lance full of clan mechs, there's never a reason to go back to IS mechs unless you're kicking around the IS, which is to ignore this DLC. Against clan tech, even an Atlas is gonna get torn to shreds in seconds. I have a full lance of Timberwolves and everything, including clan mechs, are just wiped out in two volleys. 2. The AI, for whatever reason, is still obsessed with targeting the player 7 times out of 10 rather than your lancemates, who STILL have AI pathing and target priority issues. In the last 3 missions of the DLC campaign I had to hide in a corner and manually tell the lance to move up as I was cored 1/3rd through the mission, and my lancemates weren't even scrateched. AI priority targeting is still bad for enemies and allies alike. 3. Again, I'm not stupid, I know that Elemental spam was a legit stratagy in the Battletech narrative. HOWEVER, when I walk near an enemy base and 30 of them spawn on me, picking everyone apart as I try to pinpoint shoot them one at a time, yeah, no, that's not fun or challenging. It's just frustrating. Maybe if I was rocking multiple LBX's MAYBE it wouldn't be an issue, but that's a hyper specialization that I have no way of forseeing I'll need as I queue a mission. 4. The challenge of this DLC comes not from starting with light clan mechs and fighting your way up to heavy and assault clan mechs. It's "we're going to spam your lance of 4 with 7 light mechs at any given time that have enough firepower to take you apart, yet they themselves aren't too terrible to deal with." I feel like the balance is insanely out of wack. Like, the clan heavy and assault mechs are tough sure, but a player group of 4 mechs can handle it with the expected increase of difficulty. But two lances of light to medium clan mechs with Clan ER-PPC's and ER-L Lasers coming at me every which way, with target priority being an issue, it's again, frustrating. I feel like a lot of this DLC was developed with the narrative as the spine rather than more balanced game design. It's cool to see the clan invasion, it's cool to fight them, see them in really well done cutscenes, but once that campaign is done, it feels like it's all down hill with little else to look forward to due to balancing issues. Crossing my fingers that mods will fix some of these issues.
5 votes funny
The new content is way too easy that it's just boring. They changed how the AI fires their weapons and they wont alpha strike or group fire anymore. They force the AI to chain fire which COMPLETELY ruins any chance the AI has of feeling like a threat and ruins any feeling of fear or tension the Clans might have had. This change sucks!
4 votes funny
The biggest problem with this DLC as of now despite all it's positives is the enemy aggro and their ungodly ability to headshot you in such a highly consistent fashion. There is very little you can do to avoid it as their laser aiming tends to just constantly hit your face no matter what mech you hop into. This became horrendously prevalent in the latter missions where the ER and large pulses will just not miss. Great DLC in terms of story, mechanics and the missions I played thus far, but it's VERY hard to enjoy when the AI just keep quite literally decapitating your entire lance with little to no effort
4 votes funny
first off yall removed the torso lock toggle annoying as hell second mechlab permissions is busted friends can edit there mechs and it ses there not in a system that and refit mechs yet we are the hell did yall fuck up fix it
4 votes funny
I HATE YOU CLANNER TRASH GIVE ME BACK MY NIGHTSTAR
4 votes funny
Loving this DLC. Best one to date. Please, PLEASE make it so that Commander Mason, the pilot we are all collectively stuck with, can somehow benefit from pilot traits himself. He's already a plank of a character without his employees making it worse.
3 votes funny
YOU DARE REFUSE MY BATCHALL?
3 votes funny
"Minimal viable Product" - Mw5 Clans and its Ghost Bear-DLC set a higher quality standard. Compared to that, Shadow of Kerensky is severly lacking. - there are more Biomes, but the graphics aren't that impressive. - Enemies spawn in range of the IS weapons most of the time. The dread of longer clan ranges is not there. - questionable configs of the omnimechs. - voice lines are updated. Now IS enemies call you "Freebirth" in 3015. - coop: the old mw5 problem. only the host can see most ot the things happening on the dropship. The host had to open a stream for me to get to see all information. Including animated briefings on the holo-table. - is it fun? yeah, its a mechwarrior game. is it good quality and polished? no.
2 votes funny
I might be crazy for saying this, but I put playing Silksong on hold for this dlc, and I do not regret it. This is such an amazing dlc that takes what they learned from MW5: Clans and adds it to Mercenaries. Though not quite on the cinematic level of MW5: Clans, the cutscenes are still amazing and make the character and universe feel so much more alive. I particularly enjoyed how the characters look older compared to the start of the game (given how much time has passed). This dlc also adds a ton of QoL updates that make pilots feel like more than just stat sticks that you could just throw into any mech. Overall an easy recommend for any Mechwarrior fan, and I hope we see more dlc in the future that advances the timeline.
2 votes funny
My life used to be different. It used to be so much simpler. Everything was so easy. Then I found out what "stravag" meant, and now nothing can ever be the same.
2 votes funny
Cannot recommend this DLC now. I am running into a campaign mission that I cannot complete due to the Smoke Jaguar mechs not spawning. Need to wait until they clean up the DLC with patches.
2 votes funny
Well, of course I recommend it :D Firstly: We bought all the previous DLCs for this Secondly: You won't have to install mods on clans
2 votes funny
Maybe I am Dezgra
2 votes funny
clan pulse laser go brrrrr
1 votes funny
Ain't gonna lie, I had a lot of fun. Thumbs up, there you go. Works a treat, changes how I play the game. But also not gonna lie, this totally breaks things too. Being able to one-tap mechs at over a kilometer away is silly, but the maps rarely allow that much line of sight. It's lopsided victory after victory now that Mason and co. (as Demon Core LLC) proceed to utterly humiliate every last jackanape that dares cross them. I'm not a lore grognard, I just like the visceral feel of stamping about in a mech. But this era has been visitted by four different games at least, now, so I know the general story beats and what's supposed to be up. The presentation, therefore, is kind of ace. Who are these guys? What are they up to? What stupid garbage weird words are they saying? Is that an insult? Why are these powerful pirate fellas so scared of 'em? Then it's your turn, and at the outset when you don't have any clan stuff, facing these guys is scary. Their weapons reach farther, their projectiles sail much faster, and they can cram in ridiculous amounts of firepower into small packages. How many freakin' lasers does that gangly thing have? And it's hitting me from back there? Some people were complaining about being shot out of their mech cockpits a lot. I've never had them do this once, and I am on normal difficulty as well, with an almost entirely unmodded game. The inner sphere has come closer to doming Mason's mech, though they're way less reliable about landing headshots at all. This may also be that I have sort of a brawling approach to the game by default: move from cover to cover to close the distance, never stop moving, weave and twist, and when you're in range, snap your shots off quickly and then twist away while your weapons cycle. The Solaris DLC introduces some weapons I thought were quite OP and I was leaning on them for awhile. PPC-Xs in particular were my bread-and-butter and, if I could get within range of a clan mech, would still humiliate it as readily as any other mech... as long as I could get close. And I did. Now, they hit a lot harder, and inattentiveness gets a mech killed quickly. On the other hand, my Marauder II is now fitted out with a lot of clan guns, and I'm coring these guys from a kilometer away. For me, this has radically changed how the game is played, as I creep around and angle for long-range shots, rather than plotting my route to from cover to cover so I can jump enemies at close range for some Shotgun Surprise. Also they have flying infantry that want to latch onto your cockpit and go drilling for oil. They're kind of annoying to fight if you didn't bring shotguns, but some calm, precision, and backpedalling furiously can help. There's other people cussin' them out, I just find it really warrants caution and not barging into a fracas like I used to. Yeah. This has turned the game into a sniperfest. And I imagine this is kind of how MWO is played by people who aren't light-striker-driving hockey pests, such as myself. That said, there's a mech that does 160 out of the box, 242 in short sprints, and all that without the extra speed buffs available. I think I could get it to do over 310 km/hr and I can't wait. Yeah, it looks goofy AF, but I'm so fast you'd never see me. In somebody else's game, I'd engineer reasons to go use it. I feel like I'm rambling here, so let me summarize things and wrap up: The clanners, when introduced, are properly mysterious and their weapons are quite scary, and they remain that way. The weapons introduce all new levels of overpowered that humiliates the Solaris DLC guns. For some, I'm lead to believe that's a plus. Fighting the clanners requires attentiveness as standing still and being an easy target means they'll show you how easy a target you are. And there's MW5-Clans-style cutscenes! There's not a lot, but it's kind of nice seeing Mason not presented as a hunka hunka man (he looks a little careworn over a few decades of warfare), and it weirds me slightly to see my second-in-command clearly having made herself up. But I also don't claim to understand the ladieeezz so maybe there's a reason to have some on-point eyeliner game. What a weird thing for me to latch onto. I'm sure this all ties back into the first hints of the main character's father's Mysterious Oogy Past, and I don't know what it is yet, but we'll get there and... if you're watching me, I guess you can find out too. http://www.twitch.tv/fdejeuner
1 votes funny
How to start this dlc? I bought dlc, launched my save with 3053 year and nothing, tried to fly to different planets to receive the message. and nothing.
1 votes funny
This is an excellent DLC! The new Mech variants for existing mechs are really fun to use, I especially love the new Hatchetman variant! Bullshark is a fun new mech and nice to see it hasn't disappeared from common memory! Cutscenes are the same quality as the cutscenes in Mechwarrior 5: Clans, so if you liked those, you'll love these. Story is fun and it was nice to get more "lore" around Commander and his dad. As for all the clanner stuff? Clanner's are going to get Focht'd
1 votes funny
16 clan mechs, updates the star map up to 3053. adds all that sweet clan tech. and finally makes it so modders will create uniform clan content around the standard that this DLC has set. with a decent set of story missions with decent looking characters and animations? Out of all the DLC, this one is the most bang for your buck, and PGI deserves credit for what they delivered. also adds a lot to what you could consider the endgame of a career, since all clan equipment is expensive, worth a lot of shares, and rare outside of battlefield salvage.
1 votes funny
The academies are a great feature to keep early game pilots relevant. I never enjoyed having to fire pilots because they outlived their usefulness. Though I wish the traits were more coherent. Having a light mech expert with a point blank and a gauss trait doesn't make sense. Or an assault mech expert with srm2... like what? Maybe we can actually send them to training on specific branches of skill like a light mech school, or training for srms (why just 2, just how different are srm2 launchers from 4 and 6 anyway, gunnery-wise?) The inclusion of cinematic videos are great! I'm glad the devs were able to bring back good things from Clans to Mercs. Lots of bugs literally everywhere (pilots getting more than 6 traits, mech model errors, sound problems, UI typos, even cinematics boo boos) but the new content is still absolutely playable and doesn't take away from the overall enjoyment of mech combat. Future patches will fix this, in fact there's already a hotfix lined up next week, so I am optimistic for this. mods are slowly catching up to compatibility with the current build so pretty soon PC players will be able to play their bespoke games with this content, and by King George there is a whole lot of content. 16 OmniMechs with different variants (I get why they are not true omni in the context of the merc life, but I hope they unlock Omni tech after 3057) a ton of new IS variants and a new (for the game) 'mech. So so so many weapons and equipment (I don't get why we need to have different ammo for clan and inner sphere weapons, I wish they were cross compatible, but I get why they're not, it's been over 220 years of branched development) There's a bad AI firing logic change that came with the game update (that's not actually a part of the DLC) that makes AI only chain fire, which I hope they change because it makes AI even worse. Just note that this change is in the base game and not in the DLC per se. I've been waiting to relive this era of BattleTech since MW2:M came out and I have to say this DLC was worth the wait. And this will only get better as PGI continues to fix what's broken, and the tireless modders bring their amazing creations up to the current version. If you want to kick those Clanners back to the Kerensky Cluster then this DLC is definitely for you. Now, to PGI. Update the Tech Manual so I can buy the Digital Extras already! You did that for Clans, please do it here, too.
1 votes funny
Now this... is MECHWARRIOR! While I enjoyed Clans, the UE5 engine is a pain. MW5 Merc engine is well optimized... and now with this DLC which brings in the CLANs to the IS.... I'm loving it. The way the cut scenes are done and story... excellent. Even ties in to the events of CLANs and CLANS DLC which is awesome. Using salvaged Omni Mechs back against CLANers are really cool... without the performance hiccups of CLANs. It's abit short, but very satisfying indeed. I hope there will be another DLC which continues the story. Well done Piranha Games. I would gladly support such DLCs
1 votes funny
The campaign missions themselves are a lot fun. The clan mechs are sufficiently scary when facing them early on with no or very little clan-tech of your own. The biggest issue? Is how the enemy AI behaves. They will target YOU above anyone else. Oh, there's Blue (Allied) mechs between you and them? They'll ignore the allied mechs and focus you down purely. The only good thing about that is that the campaign missions had repair bays you could take advantage of. But the free play missions? Good luck. It's Macross Missile Massacre Mode. And the AI still focuses so blatantly heavily on you. It was annoying before hand this DLC but at least the AI before this DLC would shoot at other mechs from time to time. And can I please have AMS? Like fucking seriously. Going to have to wait till the mods catch up so I can actually mount AMS to my fucking mechs to make the LRM swarms manageable. One mission, for example, had almost 40 Elementals in it combined with endlessly spawning light mechs with SRM's with about 6 mechs, mostly lights and one heavy, with nothing but LRM's. The sudden barrage of C-LRM's from behind cored out my Banshee within moments.
1 votes funny
I dont normally review DLC but I have to say this really hit the spot in all the right ways. I prefer low-impact quality of life mods - this DLC brings to the game a large chunk of content that was previously only found in larger mods that made drastic changes to the game. PGI has done the Battletech universe a huge service with the quality of their games for such a small and niche IP. Hopefully these lead to bigger and better things. Also shame on Paradox - can you imagine how good Battletech could be cooking with a follow up to the turn based game? Ridiculous.
1 votes funny

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