This is an aging freemium PC game perfect for "dad-gamers." It has had a tumultuous past (OP clan, p2W aspects, casuals playing with premade teams of pros) but this is almost entirely balanced out. Mechs and weapons are balanced reasonably well, the grind is almost non-existent and free mechs are given way monthly. I tried it and quit repeatedly in the early years but have been enjoying it lately.
....You see, I and my kids love mechs but do not enjoy the mechanics of tabletop Battletech, so this has become a popular co-op game in our house. You can play across continents (Australia, Europe, America) with little issues due to the slow place/inbult lag compensation. It's full of LARPing BT nerds who have names referencing Battletech lore or dad jokes, and some truly awful players in quickplay. Urbammechs tend to be painted like R2D2 or trashcans with smiley faces, or a Spider in red-and-blue Spiderman-themed paint.
There's also the newer, shinier Mechwarrior 5 where you develop your crew, pilots and mechs RPG-style but I'm discussing the free, older one which I and the kids prefer.
Gameplay
The game itself is played on a somewhat repetitive cycle of maps and game-modes that usually devolves into "kill em all" and a somewhat incomprehensible NASCAR movement anti-clockwise on most maps (even if the best terrain is the opposite direction). TTK is slow for a shooter, but faster than the average mechdad would expect - as even an Atlas assault cannot absorb the fire of multiple enemies for long; and limbs can be deliberately targetted making mechs more brittle than tabletop.
Mixed, lore-accurate loadouts tend to be poor. In a FPS, doing one thing well is better than doing many things poorly. "Boating" a particular weapon optimized for a particular range-band works best. Mechs tend to class as "laser vomit" (max laser alpha); "dakka/dps" (rapid fire autocannons like AC5s/UACs), "sniper" (er lasers, gauss, PPC); and "poptart" jumping mechs which deliver alphas. Brawlers tend to use SRM, snub PPCs or large cannons. Light mechs tend to be "poke" (shoot and duck back); dps (ankle-chewers) or SRM bombers (dump and run). ECM is handy for avoiding the lock on missiles prevalent at low tier and jumpjets can stop you getting stuck or perform "pop up" attacks over cover (sadly there is no melee or death-from-above.)
As you may infer from above, there is quite a lot of gameplay styles and "builds" within each class of mech so you can mix it up a lot even if maps are stale.
You can customise your mech quite a lot based on tonnage and hardpoints (similar to BT rules) and many(most?) mechs end up nothing like their tabletop equivalents.
There is a handy website of builds optimized by good (T1) players so even if you want an obscure mech you can probably find at least a decent build for it. Use these as a starting point. As a new player, the awesome build you modified from tabletop probably sucks. Sorry.
Getting Started
I've just been "onboarding" my daughter and I was thinking there would probably be a pretty big overlap between folk who visit this blog/mech enthusiasts/nerds/gamers, so this might be handy for some who haven't tried it (or who did and hated it back in the old days - trust me, it's a lot better now.)
There is a tutorial to teach you the controls, and quite a few "trial" mechs which are quite good (the UI is atrocious so good luck finding the settings to change your arm lock or MASC). My kids got disorientated by which way your feet go vs your upper body - the "C" key will re-centre your legs.
Weapon groups are assigned using right ctrl + arrow keys - it may be important to divide weapons up into groups: if you always alpha everything on leftclick you will quickly cook yourself.
To stop excessive boating of weapons, a thing call "ghost heat" was introduced; e.g. each weapon after the limit has a big bonus heat penalty. I.e. you can 2 PPCs, but a 3rd would incur ghost heat; but you might be able to use 6 medium lasers without triggering the penalty. This stops gigantic alpha strikes to insta-delete mechs; but also is little understood by most players. If you visit the website linked above, most loadouts have been designed with this in mind.
There is a tiny option under your mech called testing grounds where you can test your guns and heat on stationary targets and explore maps.
You'll quickly make some c-bills for new mechs but hold off and don't spend anything until you've tried all the trial mechs (repeatedly) so you have an idea of what you enjoy. You also can bonus c-bills and xp; earn special mechs with xp boosts etc but you need to log into the website to claim rewards. Everything is pretty hard to find - UI is awful.
Buying mechs - this is more complex (and way more expensive) than it sounds. Your 3.5 mil c-bill mech might need a 3mil c-bill engine, 1.5 million of DHS (mandatory on most builds) and a chunk of endo/ferro armour and a mil or two of weapons. Clan omni-mechs have less major hidden costs but may need body parts swapped. Budget for a mech to cost double the sticker price.
Always fit out the mech in a approved loadout and drive it around in the test range - try before you buy. Some mechs seem awesome on paper but have awkward handling or vision from the cockpit. Others have awful hitboxes/size and die faster than they should.
Playing
Quickplay ("soup") is where the unwashed masses play glorified 12v12 deathmatch ad nauseam. It's also the only mode I play so *shrugs*... There is also (semi?)competitive scene where clans play each other in other modes. I'm only tier 2 out of 5 tiers - good enough to see problems but not good enough to rise above them!
Turn on your override (O key) when you play; as overheating can damage your mech, but shutting down in front of enemies will almost certainly kill you.
a) Sticking with your team (even if they are doing something stupid) is advised. That cool solo flank results in you dying 99% of the time. The slower your mech, the more this rule applies.
b) "Angles" Try to engage only one mech at a time, unless it is crippled/weak/you are vastly superior. If you are at a disadvantage, don't trade. Would you accept a $1 coin for a $2 normally? I often see mechs peeking out to fight 2, 3 or 4 opponents solo. "Free damage" (where you shoot them when they can't shoot back/are distracted) is the best damage. Control your ADHD and wait; or go peek somewhere else.
c) Use your lock-on button to see weak points/damaged parts i.e. "is the armour off the CT of that mech?" and then aim there.
d) Keep checking your mini-map - where is the battle going? Where are the enemies coming from? Are you being left behind by the team (<- this is quite common)
e) Have a plan - if you get shot at, where will you go? At low tiers, lots of folk use lock-on missiles. Good players can avoid these missiles by simply moving to cover; but missiles (LRMs) can panic and frustrate the unprepared. Poor players wander about in the open getting farmed and blaming everything but themselves.
f) If you want to be a "brawler" be prepare to wait. A brawler must wait in cover for much of the game, before ambushing enemies with close range alpha and dps. Slow brawlers are especially very hard to play. Yoloing across the open into your foes will see you die, donating your hp to your foes without being in range to scratch your enemies' paint. In what seems a contradiction in terms, if you are impatient, brawlers - like speedy light mechs - are NOT for you.
Mech Classes
The following is general class tips as well as recommended mechs for most playstyles - current as of mid 2026 - picked for my kids. It's not an exhaustive list, but the mechs are either versatile with several good builds or excel at their role or are easy to use. Properly built (again I refer you to this repository of builds) you will outclass the average Tier 5 player - with your gear, at least.
ECM makes you more survivable (hard to lock/thus invisible to bad players/missiles) and jumpjets makes you very flexible. High gun mounts allows you to "peek" over hills like a hulldown tank. A small size/hitboxes also is helpful.
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Lights are (with exception of some clan mechs like Adder and Cougar) speedy and fast - from ~110-195kph. Sit still for long, you die. Even if capping a flag = keep moving unless you want your legs gaussed off. Usually newbie light players, drunk with speed, yolo into the enemy team deathblob and die in the first few minutes. Lights get stronger as the game goes on and they can outmaneuver and isolate enemies. I'm serious - if you are a light and merely spent the first 2-3 minutes on concentrating on taking no hits at all, your team will win more and you'll do more damage overall. Picking your fight (when to "dive" or commit) and entry/exit routes is a very important skill new players often do not possess.
Not recommended initially as it's easy to run into trouble. One of those high skill ceiling classes. You need to be very map aware. Chug some Red Bull and play "I like to move it move it" in the background.
Recommended lights: Vomit/Poke=Incubus 2, Clan Wolfhound ECM, Osiris 4; (dps)=Piranha 2/Osiris 1P, Fire Moth D (SRM Bomber) Jenner II SRM, Jump=Raven 4X/Spider 5K, Jenner II or K; Long=Panther 10(lbx) or 9(lasers) ECM=Javelin 11B SRM, Urban R80, Flea 20; Fun Gimmick=Adder Warthog, Flea 19/Fire Ant
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Mediums encompass a wide range of mechs from 100kph+ fast strikers and 120kph+ pseudo-lights to waddling 65kph ones boating assault-level firepower. Their role depends on how you play them. A dakka light like a Nova/Shadowhawk 2H will pepper enemies with a stream of fire at long range. A striker like a Phoenix 7S, Blackjack 1X or Gauntlet or an SRM bomber like an Arctic Wolf will zoom in, hit hard and leave. All-rounders like a Vapor Eagle can punch above with weight with 3 large pulses or PPCs. Jumpers - usually with PPCs - leap up and fire over cover.
Recommended as they can absorb some damage but are quick enough to reposition out of trouble. Also good for trying a wide range of roles as mediums can impersonate the roles of lights or heavies depending on loadout/chassis. Can be low responsibility - follow the big boys, shoot what they shoot - or allow some limited flanking (you usually aren't fast enough to yolo off too far).
Recommended mediums: Allrounder= Vapor Eagle 1; Vomit= Hunch IIC, Blackjack 1X Skirmisher=Phoenix hawk 7S/Gauntlet 10B Jumper = Blackhawk-3 Dakka = Nova, Bushwhacker X1 mini-gun, Shadowhawk 2B lbx, Shadowhawk II-6 Sniper = erll Cicada, gauss/erppc Vapor Eagle, Shadowcat ecm Missile spam = MRM Wolverine 7(masc) or Giffin 2 (ecm); SRM Bomber = Hellspawn 8, Arctic Wolf, Shadowhawk II-4 ATM; Pseudo-light = Black Lanner A, Vulcan 5S; Fun Gimmick=Hunch II w 2xUAC20s/2s, Treb 5J fast lasers
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Heavies are the sweet spot if you want to bring the pain while remaining mobile. Clan heavies can do 80kph+ and even slower heavies do 65-70kph - easily enough to keep up with the team. The strongest are "dakka" boating a range of guns for consistent cooler dps, or larger pinpoint weapons or "laser vomit" with a range of large and medium lasers with a huge (but hot) alpha.
Recommended: Dakka=Blackhawk, Night Gyr, Sunspider D ECM, Rifleman 3C lbx; Missile Spam = Archer 5S; Jumper = Crusader 6T, Brawl = Orion K, Marauder snacc, Thunder 9S/Warhammer 4 snubs, Laservomit = Timberwolf S, Grasshopper Sniper = Warhammer 5 gauss, Gimmick=Jagermech DE heavv gauss, Nova Cat Pac2 SRM bomber = Catapult, Summoner
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Assaults attract new players ("muh Atlas") but are a newbie trap: they are too slow to escape bad positioning and unless you are very aware of the mini-map you may get left behind/isolated and die or get outnumbered. A isolated assault will often be helpless to a light that chews its ankles off as the assault helplessly tries to bring its guns to bear. In addition they are more frail than tabletop and it cannot "tank" fire the way new players imagine. Most are much slower than a heavy (~50kph vs ~70-80kph) and probably only carries slightly more firepower - if you are caught out of position you won't be able to regroup; if you commit to the wrong angle you may not be able to retreat in time. In an assault, you usually die from the positioning mistake you made minute/s ago.
Not recommended for new players as they are slower than heavies and the lack of speed exacerbates positioning mistakes, for only a slight upgrade in firepower and armour.
Recommended: Dakka = Nightstar 10p ECM, Mauler 90/1R, Bullshark 6, Blood Asp ECM, Bane-1, Annihilator 2a, Stone Rhino 1, Mad cat IIB; Battlemaster 6 Vomit = Marauder II, Stalker 4N/7D, Marauder 4L Sniper = Marauder IID ECM, Mad Cat 1, Brawl = Atlas, Corsair 6 Gimmick = Charger, Executioner (zoom), Atlas RS (pewpew), Fafnir 5 heavy gauss, Highlander (jump)
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...OK, why am I going on about some PC game? It's just a decent free game, runs on a laptop, and I and the kids have enjoyed it (for hundreds of hours now) for free - and I suspect the average blog reader will have a similar overlap of mech-interests. It's certainly not perfect - it's showing it's age, can be repetititive and the UI is incomprehensible - but it's a freebie, fun co-op for those with dad reflexes and an urge to customize their mechs - and it "gets" the feel of Battletech...