MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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RepairFix
   
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1.221 MB
19 Jun, 2022 @ 8:15am
27 Jan, 2023 @ 5:57pm
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RepairFix

Description
Fixes armor and structure repair times to be more reasonable. Takes into account that the developers upped the armor points per ton without increasing the armor points that can be repaired in a day. Assumes an Elite Tech which can replace 2 tons of armor per day.

*** Updated for the July 21, 2022 Patch
12 Comments
Havok006 3 Jun @ 1:56am 
In every other Battle Tech game. Your usually rewarded extremely low repair time if its just armor damage. or in some games. fixed on the same or the next day. I have NO idea what the devs were thinking on the vanilla MW5.

What The devs should have done if they want to make it more difficult. Is have you required to buy enough consumable modular armor plates. and if you use it all up in the Conflict zone. then re plating armor will costs more and take a lot longer(depending on Conflict zone). because only getting mats for armor plates or getting wrong sizes & required to cut it up. but at the industrial hub and buying plenty of Armor module plates. should keep your mechs ready for battle, on next day or deployment.

Id say the game is cheating. If the Mechbays in the mission can fix all of your armor and refill Ammo in moments. I think the safety of your garage with those giant welding arms should be able to do the task just as fast. Or at least get done in a day or 2.
Ciaran Zagami 17 Feb, 2024 @ 2:13pm 
I don't care if this mod is cheating or not, with how stupid the friendly "AI" is there's no reason not to use it.
Magojiro22 23 Nov, 2023 @ 4:54am 
Hey, does this still work for DLC 5? and compatible with YAML?
SPaMuRai GRaNaTaBRu 4 Feb, 2023 @ 5:59pm 
Question, does this reduce armour repair time but increase structure repair time?
ƎXiLE 5 Jan, 2023 @ 11:16am 
Ty for this useful mod.
Still works as intended with DLC3.
Dragon of Fire 26 Jul, 2022 @ 12:46pm 
FF armor is definitely in the base game, a handful of the hero mechs have it, its not reported to the player all that well (or at all) that the mechs are using FF armor unless you have a mod to help like mech attribute viewer, but they definitely do.
HopsDevalis  [author] 26 Jul, 2022 @ 12:32am 
As far as the base game is concerned, in the beginning, (I assume anyway) Standard Armor was getting replaced, as per the current tabletop rules (Total Warfare in this case) at a rate of two tons per Mech per Day. Incidentally, the repair rate is tied to the number of points of armor, not the tonnage. Then somewhere along the line, (for game balance, I assume) they doubled how many points were in a ton of armor (from 16 to 32). They did NOT change the rate at which armor was repaired however. That is what is this mod was meant to address. Most combat vehicles are designed to have armor replaced fairly quickly (basically modular style armor). It's when it gets past the armor that you really have to embrace the suck when it comes to repairs.
Regardless of my rambling, thanks for taking a look at this mod, and the questions.
HopsDevalis  [author] 26 Jul, 2022 @ 12:32am 
FerroFiberous wasn't modified in this mod. When I created this, I wasn't using any mod that had FF in it. I still don't to be quite honest. That being said, it really should be in here, so I will take a look at it this weekend and see what needs to be done to make this happen. If whatever mod you are using modifies how many points per ton of armor (standard, FF, etc.), or how fast it is repaired, then this mod will not work as intended. Chances are that if it does modify those things, then you don't need this mod either. Just something to keep in mind.
Dragon of Fire 25 Jul, 2022 @ 6:22am 
How fast does the base game do it, and how does it handle FF armor (both base game, and mod FF armor)?
HopsDevalis  [author] 23 Jul, 2022 @ 5:35pm 
if it doesn't change how many points of armor per ton, then yes it should.