MechWarrior 5: Mercenaries
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About this mod

Updates the AI of both enemy mechs and your Lancemates AI to perform better in combat. New behaviors and logic to seem more human, and jumpjets enabled. No more circle of death. This combines both the prior EnemyAI and LancemateAI mods into a more efficient less bug prone package.

Permissions and credits
TableTopRulez AI MOD:

THANKS TO VonSeiten for the banner graphic.

This mod alters the AI for the game to better approximatebattletech TT and how human players behave. General structure is also based on Alphastrike sourcebook for mech roles and practices. Mechs with this mod will use JumpJets to get into optimal range or to avoid damage. 


The old version is still on the file pages. 
After struggling with layering my system on top of PGI system I decided to rebuild my entire mod from scratch using only minimal structure from the
original system. Currently for mechs only scouting behavior remains. This version has a new targeting system and new lancemate system that should be less prone to bugs than the prior version. 
Also has improved VTOL behavior. 
Newer system should be less CPU intensive than prior version and is much more streamlined.


1.     Unzip the Mod file.
2.     Review the information on mech roles.
3.     Copy the TTRulezAIMod2 into the MW5Mercs/Modsfolder.
4.     Play the game

If you used formation changer before this mod.  Remove formation changer mod they use the same files.  Then add the TTRulez_LancemateOrderz mod.  You may need to jump at least one to two systems to avoid a weird keybinding issues.

V4.0: New lancemate orders
New lancemate orders have come to TTRulezAI Mod. 
PLEASE READ THE MANUAL ON THE FILES PAGE.  Special thanks to Wpnx330 for his help on the menus and to VonSeiten for his new graphics for icons.  Unfortunately the editor has issues with the widgets needed for this system so I couldn't combine with my AI mod as one mod (I had to redo the whole thing as a result). Unfortunately this is going to make it very hard to bug test this. Hopefully I got it right on the first try :)  

Installation: Unzip the v4.0 mod file and place the TTRulezAIMod2 into MW5Mercs/ModsFolder. Then do the same with the LancemateOrderz.

Changes:  There is a new order manual and explanation of roles available for download on the files page.  Please review for more in depth information.
1. You select the unit you wish to order like normal with F1-F4
2. Once you have selected a lancemate or the group you then hit F7 to open the Engagement order menu.  This key is not remappable to ensure my mod is usable with any other mods.  The other F keys are remappable.
3. Select the option you want to change with F1-F5.  
4. Be aware Engage at will/Focus fire and Stay in formation/Loose formation do NOT issue orders they change the settings for the attack my target and form on me orders.
4. Check the Lance status menu it should show color coding for what you have selected:
--Green means free to engage per the AIs logic (like go at a light) and blue means they are set to be more conservative

1. Attack my target can be set to Engage at will or Focus fire:
2. Form on me can be set to Stay in Formation or Loose formation
3. Default behavior on startup is Focus fire and Loose formation

Engage at will: When you order "Attack my target" the AI will set your target as the primary but they will fight independently of the player using logic similar to the enemy AI.  They will rejoin formation when ordered by "Form on me" or when all visible enemy targets are dead. Please be aware that if they don't see an enemy and you do they rejoin formation despite enemies being in the field. More common with ECM enemies.

Focus  fire: When you order "Attack my target" the AI will set your target as their target. They may fire at other enemies if out of range from the target but once within range they will only fire at and focus on that target. They will rejoin formation once you order "Form on me" or the assigned target is dead. This is the vanilla game setup (but with my tweaks to behavior).

Stay in Formation: The AI will use this when in "Form on me" The AI will fire at enemies but will not move to gain LOS or exhibit any new behaviors. They will literally stick to whatever their formation assignment is.  Works great for raid missions or setting up a firing line.  Not so good for areas with obstacles.

Loose formation: The AI will use this when in "Form on me" The AI will fire at enemies and move to maintain LOS to maximize damage output. Aggressive units will range in front of the player, while snipers and missile boats will hang back.  Scouts, strikers, and skirmishers have permission to leave formation and destroy nearby enemy targets particularly turrets and vehicles.

Defend target: Completely new behavior. You select the target with the Q key (default game, you can rebind).  Once a friendly is selected you can assign them as the defend target. Once assigned your lancemate (s) will form on them as an escort. This should work for mechs or vehicles. With nonlancemates the AI will form in 1 of 4 locations based on their speed with fastes units out front and slowest units to the back.  If you assign a lancemate to another lancemate they will formup only to the rear as a wing.  You can assign up to 3 lancemates to a friendly target or 2 lancemates to another lancemate. You may not assign yourself or an enemy mech.

Change formation:
Self explanatory. Only available in the group orders. You pick one of the 8 new formations. Works will with stay in formation to form firing lines. Default is Finger four.

Change role: Allows you to change your lancemates roles on the fly. Only available in the individual orders.  So now if you want your sniper to focus on vehicles (VTOL and Tanks) set them to Antiaircraft.

5.0 official:
1. Transferred the setup for enemy units to the Missiondirector. Other parts of the mod then retrieve data from here reducing CPU usage. Doesn't really change gameplay from prior versions but should make more CPU friendly. Especially forming units which should also reduce errors in unit structure.
2. Fixed issue where the AI wouldn't have a follow actor sometimes and would lockup until commanded to move to location or form up.
3. Watched Baradul video was not happy with deployment and AI getting close to units when running this. Improved deployment logic to keep better spacing from enemies and discovered an error in my setup that could make them deploy near the enemy units. 
4. Improvements to enemy AI lance behaviors and deployments of sniper units similar to lancemate deployment.
5. The new mission director appears to improve the quality and quantity of enemy lances you will now face in the game. 
6. Store the misssion parameters in the mission director for each unit so they can recall without processing freeing up CPU
7. Added replication to some behaviors to try to fix an issue with assigning a multiplayer player unit as the defend promises this may be beyond me to fix, if so I may make it so you can't assign a player
8. Fixed an error with the defend target setup that could have caused crashes
9. Fixed a doofusy way I had assassinations mission enemies look for the player lance. Should be much more CPU friendly now.

1. Added some replication changes. Still try assigning players as defend targets at your own risk. Multiplayer is very tricky
2. Fixed missing connection in formation change order screen 2 that could cause the commands to stick
3. Changed line astern formation to diamond formation for players using missileboats to stay in the back. Not the same as PGI version.

1. Evaluated lancemates not shooting at buildings.  Logic was working but if a turret or any unit was within 500m even not firing they wouldn't target buildings.  I agreed looked like they weren't doing their job. Updated range to 350m to focus on the threat. Looks much better now.
2. Realized focus fire was missing from my targeting logic. Enemy and Friendly mechs will now be aware how many units are firing on a perspective target and based on their mech role are more likely to target--like a human trying to jump on an easy kill. Snipers and Missileboats in particular look for enemies struggling, while juggernauts tend to do their own thing.  I kept the score relatively low so mainly if equal choice will chose the enemy taking fire already and to avoid all the AI focus firing on the human player.
3. Again to make the AI more human looking adjusted targeting. The AI will now recognize that an enemy mech is near death. This will increase their odds of firing on that unit. Again made the scoring a bit lower to avoid destabilizing my system. But they should be more likely to take down and struggling unit.

1. Discovered bug where light fast mechs would run too far under VTOL causing the VTOL to move upwards to really great heights and shrink their movement circle. Making them stay in one spot the light standing under them looking upward and no one firing. Redid VTOL logic so they don't move higher because a mech is closer and this keeps their circle big enough to move away. Also rebuilt my mech vs vehicle logic so mechs have different logic for ground units vs VTOL. If VTOL they maintain enough distance to be able to target them.
2. Discovered broken connection in specified actor distance check. Fixed.
3. Improved the Attack my target (in focus fire mode) closure. In this mode the AI can only target 1 target. If far away they would take fire and not be shooting. I fixed this so they would charge and fire on random targets until within optimum range then switch back to the assigned target and fight normally.  Discovered this was terrible for deployment mechs who ran into the enemy and for strikers and skirmishers because they got too close before starting their logic:
--Deployment mechs (missileboats and snipers/firesupport) now deploy immediately they don't use this logic.
--Striker and Skirmishers now deploy 350m from their target this gives them time to flank may adjust to 400m debating
--Other mechs deploy at optimal range + 100m. This gets them close while firing on other targets but gives them time to get into their optimum approach.
4. New lancemate skirmisher logic. Previously the lancmate with attack my target would rush the assigned target firing on them and once close and slightly to the side would jump back.  However, they could get very close to the enemy and take heavy damage. They now use that logic for light or medium slow enemies. However, for slow heavy or assault mech targets they flank the enemy and maintain decent range. They choose the side away from the bulk of the enemy mechs if possible. Once they take >25 points of damage in 10 seconds they now retreat back to the player (skirmishing).  After damage resets they will try to flank again unless given a new order.

1. Deploy worked great for AI but not for lancemates. Realized that Attack my target clears TravelActor.  That was what the move location for deploy was set from.  Setup a new system for deploy to find the location to send Missileboats and Snipers to fight.  Should not longer see them run into enemies.
2. Fixed 3 other areas with references to travel actor used with attack.
3. Changed the Map system for lancemates for defend orders to run off the order widget on the HUD.  Hopefully will fix defend issues with wrong lancemate being assigned.


1. Removed the alert for lancemates when they have no attack targets and are rejoining formation as it was confusing players.
2. Found likely cause of rare missing travelactor in pickcombat target.

1. Found the error some players were complaining about where melee would occur inappropriately. Light mechs should no longer run up to punch a centurion or hunchback.
2. Moved diamond formation center unit more forward and left.

1. Fixed boolean mistake on updating current orders. Should now display the correct feedback.
2. Realized PGI was putting lancemates in alphabetical order rather than your dropship order.  This makes no sense to me since you can control the order you want them in and military designations aren't alphabetical. Now your dropship order (left to right) is the order they will appear on the lancemate menu.  This also fixes alot of order issues.
3. Changed the distance the mechs wander from their guard location order to be closer so they don't seem to wander off as much.

1. Revised AI perception with new central system for evaluating if the combat target is in their rear arc and firing on them.  Uses distance, relative velocity, rear arc, and time evaluations as well as new damage system (tells if combat target is shooting them). This will hopefully fix the issue where the player can run behind the AI firing on their back for prolonged periods.
2. Revised cover EQS system to try to select better options closer to self with cover from the combat target.
3. Built a new generator for EQS to find cover positions since the default UE4 system was detecting the mech as an obstuction and it sometimes was trying to hide behind itself.  Mechs that are trying to withdraw should now actually seek out cover.
5.7a: Efficiency change to a check no game play changes.

1. PGI fixed the SaveMod system so I streamlined the AI system to how it always should have been. Probably not noticeable to most players but may avoid conflicts or issues with other mods.
2. Setup more limitations on melee based on damage similar to PGI setup, otherwise kept current melee system as very similar to PGI version
3. Updated the roles system backups for vanilla based on system built by PGI in the new DLC and updated the vanilla system to contain the new variants. Should be noticeable to YAML and MercTech users but should allow the DLC to work correctly for vanilla players.

1. PGI system was not fixed only appeared to be that way. Reverted to old system to avoid possible errors.  PGI is looking into the issue
2. Tweaked the role enemy scores so Antiaircraft, Scout, and Firesupport mechs will target vehicles more aggressively making it so the player doesn't have to spend so much time on this. Firesupport mainly upped for tanks (was really low before) especially heavy to help in MercTech and Scary tanks.
3. Added a surrounded check for Deployed mechs. If they start getting surrounded while deployed, they will fall back to a position near the player.
4. Updated system for torso twist to hopefully require less CPU shouldn't be noticeable to players.
5. Finally appear to have gotten pilot skills to work in the game...could be good and bad for lancemates:
--In the default game and my prior versions all lancemates had the same ability to hit targets. I boosted this for long range similar to my enemy changes and made all the lancemates equivalent to elite shooters.  The skills have nothing to do with this.
--New version calculates weapon damage by weapon type (energy, ballistic, missile) for the piloted mech. The percent of damage coming from each weapon group is then multiplied by the appropriate skill.  The total gives the pilots skill level with that individual mech.  This means the mech and the lancemate need to match to optimize abilities.
--For instance if the mechs total damage output with an alpha strike would be 80% energy and 10% ballistic and 10% missile then a lancemate with skills Energy 7, Ballistic 5, Missile 8 would now have a Gunnery skill of 5.6 + 0.5 + 0.8 = 6.9 (rounds to 7).  Gunnery skills now have accuracy curves. 1 = Recruit, 2-3 = Green, 4-6 = Regular, 7-8 = Veteran, 9-10 Elite, 10-15 = Boss, >15 = Ace.  I also changed headshot percents to be higher with higher skill levels as well as overheat chances.
6. Made mod give benefits for Pilot Overhauls skill system (as above for gunnery).  I also updated all the skill curves to be compliant with his changes. It doesn't matter what order you load the mods in it should now play correctly.  As above you can now get super elite units with his mod.

1. LancemateOrderz wasn't working as intended issuing the order to the wrong lancemate. Discovered PGI altered their initial sorting sequence. I now updated and streamlined my process.  Appears to be working more efficient and no errors. Hopefully will fix issues with defend target and changing roles and what appeared to be icons not changing color (order was sent to the wrong mech).

1Jumpjets were built for MWO logic and abuses in MW5.  I have now restored them to TT values. FirstI set gravity back to 1.0g.  Default gamehad set at >2g to make them fall at a speed that looks like a human falling.  They seem more floaty but thisis realism just like how a plane looks slow when it is going 300kph.  Using the new system the JJ cover a forwarddistance of 30m/JJ (TT values 1 hex per JJ) and height max of 8m/JJ.  So a 6JJ mech can jump 180m forward and 48mhigh in a 10 second period.  This makesJJ much more effective and defensive.  Tocompensate for players higher intellect on jumps I have reduced the JJ burn duration of players to 2.5 sec from 3.5 for mechs.  This allows you to get the same jump distanceand height but no more super jumps.  Alsobuilt new system to try to give client players some extra jump ability…hopefully works.
The entire bases of this mod is to use roles as defined in "Alpha-strike" instead of the light/notlight/LRM system created by PGI. Roles are set at the beginning of play using the gameplay tag assigned roles from PGI for the mechs variant (PNT-2R).  Some mods may allow you to set these roles for lancemates yourself. If you are a mod builder making new variants please remember to assign them the role you want them to fill (preferably from "Alpha-strike" source material and/or sarna)

Scout: Light fast mechs that generally focus on vehicles, turrets, and other light mechs. When none are available they make slashing hit
and run attacks at heavier mechs.

Striker: Fast light or medium mechs with minimal armor butheavy close range weapons like SRMs. They flank the target then rush in from the side or back and unload their payload then try to finish off the opponent as quickly as possible. Secondary role destroying fast light enemies if no heavy enemies are present.

Skirmisher: Light and Medium mechs with good speed or JJ with distance weapons, whose primary role is to remove light fast mechs from the battlefield to
protect the heavies. If no light mechs are present they will fight heavier enemies by maintaining range and cover, hit and run slashing attacks, or will
skirmish (attack by flanking and then quickly withdraw if taking damage to their heavier support mechs).

Juggernaut: Slow heavy/assault mechs with heavy weaponry.  They aren’t much good at dodging so they wade in trying to wipe out the enemy
and depending on firesupport/brawlers to keep opponents busy while they get close enough to devastate them.

Brawler: NOT what most people think from MWO (that is juggernaut). Brawlers are slowe mechs with good armor and good long range weapons (not up close) they maintain a ranged fight against opponents usually at medium ranges, but will change range based on their opponent vs their own optimum range (if opponent is a sniper they will get closer).

Sniper/Firesupport: Slower long range mechs.  These mechs follow near heavier brawlers or juggernauts and once close to the enemy they deploy to high ground and cover the other closer opponents who keep their enemies busy.  If no mechs to support they try to maintain range.

Missileboat: LRM dependent mechs. These mechs move close to slower brawlers or juggernauts providing support but further back than
Sniper/Firesupport.  If no mech to support try to maintain range. NEW: If out of LRM ammo they will change to brawler tactics.

Antiaircraft: AC5 or 2 equipped mechs designed to destroy VTOL/ Tanks. They will preferentially target these unit types. Secondarily they
will function as Firesupport.

MercTech: Allow lancemate selection of roles in MechLab
    MercTechRequires com
patibility mod:  
MW5 ModCompatibility Pack at MechWarrior 5: 
YAML: Allows lancemate rolesetup through the quirk system (WIP let me know if any issues)

Biggest change to this mod is the new targeting system. Itis the most complex thing I have built but I created a new radar system, building tracker, and entire target selection logic that is based off roles.  This should make the AI behavemore realistically. The old aggro system and focus firing the player are gone.
  • Damage aggro: The AI now tracks how much damage it has taken from each enemy.  The personal damage it receives is the biggest component of it target selection. Old aggro system (which each enemy stored how much damage it did regardless of target) is divided by 3.5-5 depending on mech role, this reduces focus firing the player and makes them protect themselves but consider a high output damage enemy over a less active opponent. Also now counts shots to their back as double. Making them turn quickly on any
  • one shooting them in the back.
  • Distance: Proximity has a big impact.  Enemies directly in their face will demand attention.
  • Leads target: If a lancemate or in enemy lancewill give some preference for leads target depending on role (firesupport prefers this).
  • Same target: Have a slight preference to keep their own target. Limits too aggressive switching.
  • Prefer units targeted by allies (focus fire)
  • Prefer units near death to finish them off
  • Role dependent factors adds points but isn't the only reason they target a unit: 
  • Scouts prefer infantry and vehicles or if none available fast light mechs
  • Skirmishers prefer prefer fast light targets
  • Strikers prefer slow heavier slow opponents
  • Brawlers prefer heavier slow opponents
  • Juggernauts prefer assualt units
  • Firesupport prefer heavier units
  • Missile support prefers Vehicles or if none available slower mech
  • Anti-aircraft prefers VTOL, then vehicles, then slow mechs

This doesn’t apply to the player. Butlancemate’s and enemies in lances now share their combat targets. This reduces
missile lock breaks and makes missile mechs much more effective. It also means mechs don’t stand around dawdling while their companions are attacked. To make this seem less artificial there is a variable delay between checks to simulate being told and reacting. Now scout mechs and missile mechs have a special bond and missile mechs are more likely to target scout mech targets and scouts will communicate their target with missilemechs.

Visual detection changes: In PGI version the enemy can detect you at 700m and tell you are an enemy at 500m. This is a bit visually off. I tested and have set the ranges to 1300m and 700m which is where I can tell the paint job of an enemy and see them clearly in the distance without zoom.  I did narrow their FOV so you may avoid detection still. Weather conditions alter identification range (700m clear, 600m night, 500m bad weather), ECM shortens to 400m regardless of weather and BAP removes weather and nighttime effects and extends range to 800m and cancels ECM effect.

LANCEMATEAI SKILL LEVEL BOOST:Lancemate’s accuracy sucked in default game. Now they shoot with the same accuracy at distances as elite mechwarriors in tabletop. You should notice improved lancemate damage output. I can no longer adjust for skill level since PGI removed the BehaviorConfig variable from the AI controller so it is the same accuracy is used for all lancemates their weapons skill doesn't matter.

Move to location: The AI will now Move to the location and set it as a guard location. If no enemies nearby they will patrol realistically around this area, returning to the site periodically. They will maintain space from allies to avoid friendly fire. If engaged by enemies they will move to maintain LOS and ideally take the high ground but will not wander farther than 250m from this location.

Follow me: The AI no longer run off leaving you behind.  They will stay in formation until you engaged with enemies. Once the enemy is within 500m they will deploy according to their role. Juggernaut and strikers will deploy in front of you, while Brawlers and fire support deploy to your side. Missile boats deploy
behind you on high ground to maintain LOS. All will remain in close proximity and not wander off. 
  • Scouts and strikers will deploy against enemies if they come within 250m of the lead player.
  • Skirmishers will deploy against enemy light mechs and heavies (skirmish) if within 500m of the lead player. They will rejoin if they wander more than 500m from the player.
  • Lancemates will now jump down from cliffs to follow the player.
Attack my target: This mode is much improved from prior versions and now very usable.  The lancemates will attack the target.  If the target is outside their optimal range (250-500m depending on loadout) they will advance to optimal range shooting at targets of opportunity along the way (other mechs or vehicles) once in range they will focus on their target for the remainder of this command. Once the target is destroyed they will rejoin formation. 
  • Scout: Vehicles/Turrets will rush and attack them.  Fast enemies will engage in a circle fight using JJ to turn on the target. For slow enemies will HitAndRun where they attack get distance and circle back around.
  • Skirmisher: Rush vehicles/turrets. Fast enemies will circle fight. For slow opponents if they are fast (>90kph) will Hit and Run. If they are slow (<90kph) will engage in ranged combat flanking the target and retreat if taking heavy damage.
  • Striker: Rush non-mech enemies or circle fight.  For slow opponents will flank the enemy (deploy their side relative to lead making them focus on lead or self. Turning their back to one of the two.  After flanking they get in close.
  • Juggernaut: If not taking damage rush the target.  If taking damage and >250m away will use cover to approach. Once <250m will aggressively attack at short range.
  • Brawler: Attacks using the default PGI behavior for ranged mechs. So close circle fight but at a distance.
  • Ambusher: Will move in and out of cover shooting the target and minimizing time they take damage. Works best in cities.
  • Antiaircraft/Missileboat/Sniper/Firesupport: Marchon vehicles to kill quickly. If mechs they deploy to high ground near the player and will provide support fire.  Ifin bad condition they will change their role to fight at range in and out of cover.

LANCEMATE RAID AND DEMOLITIONLOGIC: If you lance consist entirely of mechs with speed >90kph and the mission is a raid, objective raid, demolition, or scorched earth they will use the new formation wedge and will only maintain formation the entire mission unless told to move to location or attack my target. They will also use JJ to stay with the player and avoid being left behind. This allows you to bring support to shoot at enemies but move quickly between target areas and destroy the objective without loosing friendlies who get left behind.

Enemyskill level: Enemy mechs now have TT values for hitting targets at ranges. They are much more deadly. PGI nerfed their targeting so you could take on an army. You need to plan and use more skill now.  If this is too hard consider using the option easy targeting file (restores PGI defaults).
NearDeathbehavior: To compensate for the skill level change the AI now reacts when its center torso structure (not armor) is <50%.  They have several options with percentages that vary based on their faction (I’ll let you figure out how prefers what):
--No change: 20-30% of the time they just keep fighting
--Defensive: They will use cover and try to move in and out of cover to reduce damage risk.
--Retreat: They will try to retreat from the fight and save their mech (it is a family heirloom). Once far enough away and out of player LOS they will disappear.
  • PLEASEDO NOT COMPLAIN THE AI IS BROKEN IF A MECH IS TRYING TO RUN AWAY—either kill them or let them go, in a real fight you should focus on the objective not to get kill points.
--Heroic charge: Self explanatory. They forget all other logic and get in close to duke it out.
--Panic: They loose their cool and eject even though not destroyed.
--Suicidal rush: They charge their enemy at full speed, slamming into them for damage and then eject their core for more damage…this israre but watch out.

EnemyLance behavior:
  Complete overhaul. The system is now relatively bug free. The AI now follows alpha strike rules for lance type and behaviors.  They sort themselves into lances if they have 3-4 mechs.  These lances have a lead, wing, element, and element wing, like the player’s lance structure and formations. They will engage in similar strategies.  Strikers will flank you. Skirmishers will distract you or kill light mechs aggressively. Scouts will hit and run and try to wipe out light mechs. Snipers/missileboats/antiaircraft mechs will deploy on high ground at range.  But you will notice them move information towards your location before deploying based on roles. Distances and triggers are a work in progress.
·       Battle and firesupport lances now detect the average optimal range of their lance and will engage you at that distance.
·       Recon and Cavalry lances will engage you in a flanking maneuver before splitting up.
·       Assault lances will use cover to advance butt hen attack you head on depending on their weight class to overwhelm you.

Enemies track how much damage they have taken in 10 seconds and based on their max structure and armor will seek cover if at risk.

EnemyAI will behave according to the role descriptions above. Ranged combat mechs now detect their optimal range based on weapons (lost weapons accounted for) and compare that to their enemy’s optimal range.  So if facing a LRM only mech and have closerweapons will close range.

NEW DETECTION SYTEM:  In the PGIgame the AI would automatically assign the player as a target if now other target was perceived.  While effective this was a bit artificial and meant players got first volleys often.  Depending on the mission type behaviors vary.  In warzone the AI will be provided the players location simulating the nature of this engagement. In raid and other missions, interdiction lances will get a  random location near the player but will not actually have the player as a target. They will investigate this area and if they spot the player engage.  This gives you the potential to dodge these units on this mission type.  Periodically they will get updates on your location so if you get bogged down they will likely catch up. However, this and new visual cones increases stealth opportunities.

Enemies are divided into Melee mechs, NonMelee mechs, and Regular mechs: Melee mechs are those listed on sarna as being hand to hand focused mech builds with specially designed fist. This includes : Archer, Atlas, Awesome, Banshee, Blackknight, Charger, Dragon, Hunchback, Shadowhawk.  NonMelee mechs are those with no arms: Balckjack, Catapult, Champion, Cicada, Flea, Jagermech, Jenner, KingCrab, Locust, Raven, Rifleman, Stalker, Urbanmech.

System: The AI doesn't run amok trying to do melee. Mechs are still ranged platforms. They will evaluate melee if <150m from a target.  They evaluate their Maxspeed and the target's Maxspeed. If they are faster they may attack at out to 100m, if similar <50m, and if the enemy is substantially faster only if <35m.  This gives them the best chances to get in punches.  They also do not always do this so  it isn't predictable or exploitable.  Once fighting if they outweigh the enemy by >10tons they will charge them for damage and then punch. If they are similar in weight or lighter they will rush the enemy but will try to avoid collision.

Melee mechs: These mechs have a 50% chance to engage in melee when an enemy gets too close
Regular mechs: These mechs have a 10% chance to melee
NonMelee mechs: These mechs will not try to melee