MechWarrior 5 Mercenaries Update 1.05 Patch Notes


MechWarrior 5 update 1.05 (1.000.005) details released for PS4, PC, and PS5 players. According to the official MW5 Mercs patch notes, the latest update added the new Hatchetman ‘Mech, 5 Mission Campaign, 9 New Melee Weapons and much more. Additionally, MechWarrior 5 Mercenaries version 1.05 also includes 23 Standard Melee Variant ‘Mechs and 5 Hero Melee Variant ‘Mechs.

Previously, a major update was released with various quality of life fixes. Unfortunately, since the release, some players are experiencing problems with the game. Today’s MechWarrior 5 patch 1.05 will fix a few of these issues.

Check out more details below.


MW5 Patch Notes (Call of Arms Update) – June 8, 2022


We are super excited to release MechWarrior 5: Mercenaries Call to Arms featuring:

  • The New Hatchetman ‘Mech
  • 5 Mission Campaign
  • 9 New Melee Weapons
  • 23 Standard Melee Variant ‘Mechs
  • 5 Hero Melee Variant ‘Mechs
  • 3 New Biomes
  • Free game update and MORE!


Don’t forget about these great Free Base Game Updates that take effect on all versions of the game!

  • Switch ‘Mechs Upon Death in single player
  • Instant Action Variant Control *Req HOTIS DLC
  • Upgraded Starmap
  • Upgraded Contracts Screen

Here are some additional changes coming in this update.


The Digital Extras (Available on EGS, GOG, and STEAM) have been updated with:

  • New Soundtrack for DLC  3
  • Tech Manual update
  • New DLC 3 Desktops


Bug Fixes:

  • Fixed a bug in which rare equipment (ECM/BAP) would not spawn in markets despite notifications saying that it is available.
  • Fixed a bug in which rare equipment (Double Heat Sinks) would only ever spawn a single heat sink in the market.  Will now spawn within a random range between 1-5.



of the Kestrel Lancers:

  • Act 1 Cinematic has been updated.


With Melee weapons being the headlining feature of the Call to Arms expansion, we wanted to take a look at the weapon roster to see if we could make any improvements based on the modern state of MechWarrior 5: Mercenaries.  Please note that each of these listed changes are to the baseline “Tier 1” versions of these weapons.  Higher and lower tier weapons will still exponentially scale based off of these new numbers.

  • Light Rifle
    • Cooldown reduced to 7 (from 8)
    • Heat reduced to 2.2 (from 2.5)
  • Medium Rifle
    • Cooldown reduced to 8 (from 7)
    • Heat reduced to 4.5 (from 5.0)

Design Notes: One reason we pushed to include rifles with the Heroes of the Inner Sphere expansion was to give additional options for early game ballistic hardpoints. Particularly when it came to providing more options in the tonnage gap between the 0.5 ton Machine Guns, and the 6 ton Autocannon/2.  While Heavy Rifles have found their audience, the Light and Medium Rifles still felt a bit underwhelming, so we are giving them a bit of a bump.  Long cooldowns and high heat will still be among their designed drawbacks, but we hope to give a bit more wiggle room to pair them with other weapons, particularly in the early game where we want them to be seen as more viable options for Light and Medium ‘Mechs with ballistic Hardpoints.

  • Autocannon 2
    • Cooldown reduced to 0.9 (from 1)
  • Autocannon 5
    • Cooldown Reduced to 1.5 (From 2)
    • Heat Reduced to .5 (From .75)
  • Autocannon 2 Burst Fire
    • Spread Reduced to 160 (from 220)
  • Autocannon 5 Burst fire
    • Spread Reduced to 160 (from 200)
    • Cooldown Reduced to 1.24 (from 1.65)
    • Heat Reduced to .48 (from .75)

Design notes: The AC/5 has a lot of competition in the Medium sized Ballistic slot and was often falling behind to weapons like the Heavy Rifle for comparable weight, so we are opening it up for more sustained DPS by increasing its rate of fire while dropping its heat output.

  • Ultra-Autocannon 5
    • Heat Reduced to .6 (from 1)
    • Cooldown Reduced to 1.5 (from 2)
    • Delay between projectile reduced to .15 (from .2)
  • LBX 10-X AC Cluster
    • Damage increased to 13 (from 10)


  • Large Pulse Laser
    • Heat reduced to 6.5 ( from 7.5)
  • Medium Pulse Laser
    • Heat reduced to 2.6 ( from 3)
  • Small Pulse Laser
    • Heat reduced to 1 (from 1.3)

Design notes: MW5: Mercenaries at its heart is a Succession Wars game.  One in which the lost technology of the Star League was often perceived as better than the more commonly found ‘Mechs and weapons.  When it comes to weapon balance we want to allow “LosTech” weapons to fall on the stronger side of the balance curve to reward those that find such gems in the game world prior to their re-introduction. While some weapons like the Solid Slug AC/10 fall on that side of the curve naturally, others have not. So we want to provide a bit more of a nudge for those weapons like the Pulse Lasers, Ultra AC’s and standard LBX autocannons to make finding and using them prior to their reintroduction more directly rewarding.

  • Large Chem Laser
    • Fixed bug with weapon.
    • Cooldown changed to its intended value of 4.5
  • Medium Chem Laser
    • Heat reduced to 1 (from 1.25)
  • Small Chem Laser
    • Heat reduced to 0.1 (from .25)

Design notes: Through this weapon audit, we discovered a bug with the Large Chem Laser that was resulting in its cooldown being significantly lower than its intended amount.  We have corrected the bug and reset the weapon cooldown to it’s intended amount.   The other Chem Lasers somewhat miss the mark, so we are providing them with a bit more of a buff to lean further into them as being a more heat-neutral option for weapons in the energy slot. We may consider similar changes to the Large Chem Laser in the future, but for now, we want to monitor its performance with its intended cooldown rate first.


  • SRM 2 / SRM 2 + Artemis
    • Cooldown increased to 2.8 (from 2.4)
  • SRM 4 / SRM 4 + Artemis
    • Cooldown increased to 3.4 (from 2.4)
  • SRM 6 / SRM 6 + Artemis
    • Cooldown increased to 3.4 (from 2.4)

Download free MW5 patch 1.05 on PlayStation 4 and PlayStation 5.