[Top 5] Mechwarrior 5 Best Energy Weapon Mechs

Lasers are hitscan weapons that deal damage almost instantaneously.


[Top 5] Mechwarrior 5 Best Energy Weapon Mechs

The Marauder is a very capable laser or PPC platform.

Probably my favorite out of all the weapon types in Mechwarrior 5: Mercenaries are the energy weapons.  And no, I’m referring to flamers or small lasers here.  We’re talking about the ones that are actually useful in almost any situation and not just in demolition missions.  We’re talking about the big boys.  The Particle Projection Cannons, the Large Pulse Lasers, the Extended Range Large Lasers, the Large Short Burst Lasers and their medium counterparts.  Oh, there’s the Chem Laser, as well.

The most important aspect of energy weapons is that they, with the exception of the Chem Laser, don’t require ammo.  Also, lasers hit enemies almost instantaneously, except for the PPC which fires an ionized ball of energy.  Weapons that don’t need ammo?  Sounds too good to be true, right?  

Well, energy weaponry like lasers and PPCs have a teensy tiny problem.  They generate a lot of heat real fast if you don’t stagger your shots and this, in turn,  will make your ‘Mech shut down, leaving you very much a sitting duck.

With decent aim & a bit of practice in heat management, players can find that ‘Mechs fielding energy weapons are quite enjoyable to use in every mission.  Here are my top 5 laser boats in MW5.

 

5. Annihilator ANH-1E

If you want to take down an Annihilator, do what Thanos said and go for the head.

Specs:

  • Weight:  100 tons
  • Armor:  432/626
  • Structure:  313
  • Free Tonnage:  58.94 tons
  • Speed:  32.4 km/h
  • Standard Loadout:  2 PPCs & 1 Medium Laser (Right Arm), 2 Medium Lasers (Center Torso), 2 PPCs & 1 Medium Laser (Left Arm)

While ancient Star League records date the original Annihilator schematics to the final year of the Amaris Civil War in 2780, the chassis was never known to have actually entered production until it was seen among the ranks of the mysterious Wolf’s Dragoons mercenary company in 3009.  With a top speed of 32.4 km/h, (making it one of the slowest ‘Mechs ever designed) the Annihilator relies on massive amounts of armor to shrug off any fire directed its way.  Together with its immense amount of firepower, the Annihilator more than lives up to its name.  

Strengths:

  • One of the best armored ‘Mechs in the game.
  • 4 PPCs can deal considerable damage to any incoming hostile. 
  • Ideal for warzone and demolition missions since the 1E can dish out damage indefinitely without requiring ammo.  

Since the 1E, like all Annihilators, is slower than your grandma, the only way to play this ‘Mech is to shoot enemies from afar while gradually closing the distance.  Swap out the PPCs for short burst large lasers if you’re having trouble keeping your heat in check.  Or you can exchange the medium lasers for more heat sinks.  Double heat sinks would be preferred.  

The 1E becomes available when the game progresses to the year 3028.  Keep an eye out for systems that sell rare ‘Mechs.  The industrial hub near Terra  has the most chance of selling Annihilators.  Save, travel & reload if it doesn’t show.

 

4. Hunchback HBK-4P

6 Medium Lasers mounted on the right torso can dish out some serious damage.

Specs:

  • Weight:  50 tons
  • Armor:  320/350
  • Structure:  175
  • Free Tonnage:  22.57 tons
  • Speed:  64.8 km/h
  • Standard Loadout:  1 Medium Laser (Right Arm), 6 Medium Lasers (Right Torso), 1 Small Laser (Head), 1 Medium Laser (Left Arm)

Introduced in 2572, the Hunchback is a medium-to-short range brawler that rose to prominence during the many urban battles of the Reunification War.  Widely known for its street-fighting abilities, the Hunchback soon earned the respect & admiration of many mechwarriors.  Though the original Kobiyama/Nissan General Industries factories were destroyed during the Succession Wars, Kali Yama acquired the rights to the design and soon began producing the Hunchback for the Free Worlds League.  

Strengths:

  • Energy weapons don’t need ammo.  The 4P can keep fighting until it or its weapons are destroyed.
  • Can be obtained fairly easily as it is not a rare or hero  ‘Mech.  
  • Useful for early to mid game as the 4P can punch well above its weight class thanks to its 6 torso mounted lasers. 

Remove the small laser and add armor instead.  Players can assign this ‘Mech to A.I. team mates and they will perform well with it.  If using the 4P yourself,  assign the lasers into groups of 3 or 4 to minimize heat buildup.  And try to avoid getting flanked by hostile forces.  The 4P’s rear armor is weak.

The HBK-4P is a common ‘Mech that can be bought in ‘Mech markets or industrial hubs, particularly in Marik territory.  It can also be obtained as salvage in missions against House Marik.  

 

3. Top Dog TDR-5S-T

 A zombie ‘Mech is a ‘Mech that can keep on fighting despite losing most of its limbs, which describes the Top Dog perfectly.

Specs:

  • Weight:  65 tons
  • Armor:  416/434
  • Structure:  217
  • Free Tonnage:  25.44 tons
  • Speed:  64.8 km/h
  • Standard Loadout:  1 Large Laser (Right Arm), 4 Medium Lasers (Right Torso), 4 Medium Lasers (Left Torso)

Mary Tallman grew up around ‘Mechs.  Her father was a house Tech with the 22nd Avalon Hussars. In her late teens, she built her own Locust from spare parts.  Being comfortable inside a ‘Mech had its downside, and she chafed under the classwork at NAIS, instead leaving and enlisting with the 22nd Avalon Hussars.  With time, 2 things became apparent; Mary was a competent officer and unlikely to see promotion past Company Commander.  After 3 years with the Robinson DMM, she was offered her own command of the Bremmon Draconis March Militia, and quickly turned that troublesome unit around.  An expert at atmospheric drops, it’s no surprise Mary’s ‘Mech is one designed for planetary assault & her constant tinkering means that her Thunderbolt is anything but standard.  

Strengths:

  • Very effective mid range brawler due to its 9 lasers.
  • Almost all of its weapons are located in the torso, meaning the Top Dog can continue fighting despite losing both arms & a leg.
  • Ideal for prolonged engagements as long as players pace their rate of fire.    

With proper aim, the Top Dog’s lasers can take down almost any target.  The only issue I have with this ‘Mech is heat buildup.  I suggest outfitting the Top Dog with double heat sinks as soon as you get them if you intend to use this ‘Mech as one of your main damage dealers.  

The TDR-5S-T will spawn at random in industrial hubs with a skull icon from 3025 onwards.    Save, travel to the hub system & reload if RNG isn’t on your side.  

 

2. Black Knight BL-6B-KNT

The epitome of the laser boat, the Black Knight can take down foes from long to medium range.

Specs:

  • Weight:  75 tons
  • Armor:  416/474
  • Structure:  237 Endosteel
  • Free Tonnage:  31.19 tons
  • Speed:  64.8 km/h
  • Standard Loadout:  1 ER PPC & 1 Medium Laser (Right Arm), 1 Large Pulse Laser (Right Torso), 1 Small Laser (Head), 1 Large Pulse Laser & 1 Medium Laser (Left Torso), 1 Medium Laser (Left Arm)

In the years since introduction, the Black Knight has gained a positive & well deserved reputation.  With its creation, some believe that Kong Interstellar Corporation came close to achieving the ultimate in heavy class battlemech design.  Production of the chassis slowed after the destruction of the KIC plants during the 1st Succession War, but the hallowed reputation of the Black Knight has only grown as a result.  

Strengths:

  • 3 large energy weapon slots can equip anything from ER Large Lasers to PPCs to Large Pulse Lasers to Large Chem Lasers.
  • 6 Double Heat Sinks dramatically keeps heat buildup manageable, ensuring the Black Knight’s weapons fire more consistently.
  • Equipped with a Beagle Active Probe that can identify hostile forces quicker.

One of my favorite sniper ‘Mechs.  Drop the small laser & equip this ‘Mech with cantina mods that minimize heat buildup since those 2 large pulse lasers can get quite hot.  If you prefer, you can swap out the large pulse lasers & PPC with short burst large lasers or large chem lasers for easier heat management but with a slight drop in DPS.  Either way, the Black Knight will kick ass on the battlefield as long as you don’t play too recklessly.

Players need to have the Heroes of the Inner Sphere DLC to be able to get this Black Knight variant.  The good news is this ‘Mech is available pretty early in the game.  The bad news is it can take a while to actually find it since it’s a rare ‘Mech.  Best bet is try looking in industrial hubs near Terra and look for the rare ‘Mech icon that appears above the names of planetary systems.  Save before heading there and reload if another ‘Mech is the one on sale.

 

1. Stalker STK-3FB

Like all Stalkers, the 3FB may be slow, but it has enough weapons & armor to get the job done.

Specs:

  • Weight:  85 tons
  • Armor:  512/538
  • Structure:  269
  • Free Tonnage:  40.69 tons
  • Top Speed: 48.6 km/h
  • Stock Armament:  2 Medium Lasers & 1 LRM 15+ART IV (Right Arm), 2 Medium Lasers & 1 LRM 15+ART IV (Left Arm), 1 ER Large Laser (Right Torso), 1 ER Large Laser (Left Torso)

Originally designed by Triad Technologies in 2594, the Stalker has been a workhorse assault ‘Mech of the Inner Sphere for more than 200 years, and has served with distinction in the Star League Defense Forces for 2 centuries prior to that.  The Stalker is a powerhouse of a ‘Mech, mounting a mix of heavy weaponry and heavy armor.  While no one will ever accuse the Stalker of being fast, few will claim it is easy to stop.  

Strengths:

  • Better heat management compared to other Stalker variants thanks to 7 double heat sinks.  
  • Has ECM, which makes the 3FB harder to target with missiles.
  • Can effectively engage enemies at any distance due to its varied weaponry.  

Players & A.I. team mates can engage enemies from afar with the 3FB’s LRMs & ER Large Lasers.  Players should assign the ‘Mech’s weapons into groups.  If assigned to A.I. pilots, set weapons to chain fire to minimize heat buildup since the A.I. won’t fire anything till their ‘Mech cools down enough.  If a human player pilots the 3FB, just play smart and manage your heat.  

The STK-3FB can be taken as salvage (if you’re lucky) upon completion of “Hazing of the Weak” questline’s last mission.  The questline will be available once players reach Reputation 9.  If not, the 3FB may show up being sold as a rare ‘Mech in ‘mech markets closer to Terra.  

 

Honorable Mention:  Awesome AWS-9M

Those 3 ER PPCs are more than enough to deal with light and medium ‘Mechs. 

Specs:

  • Weight:  80 tons
  • Armor:  496/506
  • Structure:  253
  • Free Tonnage:  37.69 tons
  • Speed:  64.8 km/h XL
  • Standard Loadout:  1 ER PPC (Right Arm), 1 ER PPC (Right Torso), 1 Small Pulse Laser (Head), 1 Medium Pulse Laser & 1 Streak SRM 2 (Center Torso), 1 ER PPC (Left Torso), 1 Streak SRM 2 (Left Arm)

Originally built for the Star League in 2665, the Awesome’s design was based on the aging STR-2C Striker ‘Mech.  While not as swift as its ancestor, it isn’t uncommon for battlemechs to retire from the field outright than face a formation of Awesomes.  It excels at heavy engagements and is often tasked with securing the most critical objectives, or at least guarding such objectives from the enemy.  

Strengths:

  • 3 ER PPCs can deal a ton of damage from long range.  
  • 10 Double Heat Sinks help dissipate heat quickly, ensuring the 9M’s PPCs to consistently deal damage.
  • Heavily armored for an 80 ton ‘Mech.  
  • Fastest top speed out of all the other non hero Awesome variants due to its XL engine.

Actually, any Awesome variant with 3 PPCs is good.  It’s just that the 9M has the most Double Heat Sinks & is the fastest among all the other non hero variants.  I suggest taking out every weapon except for the 3 ER PPCs.  Then use the extra weight to slap on more armor & double heat sinks.  

The 9M will be available to players when the in-game year hits 3049.  Once you reach the required year, head to Marik territory as the 9M is easier to obtain there, either sold as a rare ‘Mech or acquired as salvage in missions against the Free Worlds League.

 

Pulse lasers deal more damage than standard lasers but generate more heat.  

Always keep an eye on your heat gauge when using energy weapons, especially PPCs.  Additionally, mechwarriors like us need to take into account where our missions will take place since that will affect our heat dissipation.  

This is especially true with volcanic worlds.  Avoid stepping in lava as it will damage the legs of your ‘Mech as well as raise your heat.  Conversely, on tropical worlds, standing in bodies of water will cool down your ‘Mech.  Situational awareness is always the key when playing games like MW5.  I’d love to hear about your 5 best laser boats, as well.  Feel free to comment.

 

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As the lone practitioner of the ancient martial art of Kung Pao Chicken, Jonathan trains daily for his inevitable fight with Son Goku.
Gamer Since: 1991
Favorite Genre: RPG
Currently Playing: Genshin Impact
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