MechWarrior Online Combat UI Guide

The MechWarrior Online user interface is less than friendly to new players. Luckily for you, we’ve got you covered.

MechWarrior Online officially launched yesterday to the joy players everywhere. The matches have been fast paced and fierce. If there’s one thing you don’t want to be doing in the heat of combat, it’s trying to figure out what all those crazy symbols and dots in the user interface are. Or as it’s called in MWO, your HUD (Heads Up Display). As you can see from the image below, things can get pretty crazy. Go ahead and click here to see the full-sized version of the image below so you can take a closer look and follow along as we go over everything you’ll need to know about it.


1 – This designates which lance you’re in and the name of your fellow lancemates. A lance is a team of four mechs, so since each team is made up of twelve mechs, you’re one of three lances. 

2 – This shows which mech each individual lancemate is running. 

3 – The match progress window. This is the only section of the UI that changes slightly, depending on which mode you are playing. The screenshot above is from an Assault match (destroy all enemy mechs or capture enemy base). The other possible match type at the moment is Conquest (destroy all mechs or control 750 resources) -blue represents your team, red is the opposing team. The number represents how many mechs have been destroyed on that team. So for the example here, your team has destroyed 2 mechs while the opposing team has destroyed 3 of your team's 12 mechs. The bars underneath represent the capture status of your base. If a base is being captured, that bar will start to disappear. When it's gone, the match is over. If your opponent destroys all 12 mechs, the match is over. Each match has a default time of 15 minutes. If time runs out, the match is over (I have yet to see this ever happen). In Conquest, the numbers represent each team’s resource control status and the bars are split into the 5 different resource points. These points are color coded to show which team has control of each. 

4 - All warnings will show up here, such as critical damage, incoming missile, etc. 

5 – This seemingly small section of the UI contains the most data, so I’m going to split it up a bit.

  • The two triangles represent what direction the top and bottom of your mech are facing. The triangle with the point up shows the direction your legs are facing, while the triangle pointing downwards shows the direction your torso is facing.
  • The dashed lines are marks of a compass. Imagine it's a floating compass ball you see in some cars. It will rotate around as you turn.
  • The red star in the image show the direction of the enemy base. A blue star would represent the direction of your base.
  • The blue diamonds show the relative position of your teammates. The red diamonds signify where enemy mechs (that have been spotted) are. The red triangle with the yellow border is the mech you currently have targeted.
  • There are six squares around the torso crosshair (see #6). Each of these represents one of your weapons (a mech can have up to six). If one of the squares has a sideways “L” surrounding it, it’s the weapon that’s currently selected and will fire if you push your left mouse button. If a square is split in two that means it’s in a weapon group. Yellow is standby/ready (except for some weapons like the Gauss Rifle that needs to charge – then it turns green when charged), red means it’s recycling.  

6 - This is your crosshair. By default, the system ties your torso and arm weapons to the same aiming system, giving you a single set of crosshairs. When you gain more experience (and if you choose to), you can separate them, as depicted here. The small circle near the crosshairs is the arm weapon aim point. 

7 - This is the enemy you currently have targeted. The general health of their individual compartments is shown, both front and back. A greyish yellow is undamaged, while the redder a compartment gets, the more damage it has received. In the event any of their weapons had been destroyed, the weapons listed beside this window would be red rather than red. 

8 - This window shows what weapons you have, their firing group arrangements, and the firing state and remaining ammo loads of each. Weapons that share the same highlighted number are in the same weapon group. Weapons listed in red are out of commission or out of ammo. 

9 - Your central information HUD. This contains a mini-map letting you know the location and direction of your mech, your lancemates, and teammates, as well as any detected enemy mechs. You are designated in yellow (the dotted line shows the direction of your legs while the cone represents your torso direction and field of view). Your lancemates are in a light green. Teammates are in blue. Enemies are in red. The red bar on the right shows your current heat buildup levels. The yellow bar on the right shows your current speed. Anything above the small green marker is forward momentum. Anything below it would be backwards momentum. 

10 - Your mech and its current levels of damage. Both front and back. The "No Signal" notification means that an enemy mech in the area in this case, our target) is using ECM to try and jam your sensors. 

11 - Clicking the arrow here will allow you to cycle through any available mechs so you can continue to watch the action unfold after your mech has been destroyed.


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