MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeaponClan
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Update: 1 Nov, 2024 @ 12:09am

Version 4.0
Changelog: Update-4.0

Bug Fixes:
Actually completed the bad modlist detection system. Now works via menu UI and has buttons to press to direct you to the new troubleshoot
-guide. Do note that other mods may override the files that integrate the UI functions, but at the very least the main menu with the cockpit
-view in the leopard has this UI function. Weapon hud overrides were removed in case the search for bad modlist function caused performance
-issues. No idea if it actually did.
Fixed some minor stat errors on the Fusillade.
Fixed newly introduced MG array x3s and x5s.

Mod Changes: (Includes new features, weapons and minor tweaks)
Added resource UI in to the leopard cockpit-view menu while in campaign/career mode. Can be disabled completely through mod-options.

Adjusted the Fusillade Launcher to have proper AI mode swapping behavior

Properly added x3 and x5 MG arrays. (x5 arrays are apocryphal)

Overhauled non-mech AI firing behaviors since they cannot use "valid target" which is limiting. They now alternate consistently
with the various alt-ammo types.
Incendiary Ammo: Swap to fire 1 INC round every 4th shot if AC/2 or AC/10. AC/5 and AC/20 will swap every 10th shot.
Burst-Fire ACs: Use Flak rounds by default, and every 5th shot is standard ammo.

Started a Mod-options set of toggles for using either YARW or NWR projectile visuals. Unfortunately, it is unlikely to happen with lasers due
to technical limitations with the editor.

Overhauled RACs: Now have a ramp-up rate of fire mechanic, but with this have a +50% faster firing speed potential. RAC Stats adjusted.
RAC/2s: RPM = 600 instead of 750, but the max RPM = 900. Deals 0.75 vs 0.6 damage per round.
RAC/5s: RPM = 500 instead of 600, but the max RPM = 750. Deals 1.2 vs 1 damage per round.
RISC-RAC/10: RPM = Max RPM = 405.
RISC-RAC/20: RPM = Max RPM = 270.
Clan-RAC/10: RPM = 400 instead of 450, but the max RPM = 600. Deals 2 vs 1.777 damage per round.
Clan-RAC/20: RPM = 300 and the max RPM = 450.
Proto-RAC/2: RPM = Max RPM = 270.

Optimized timers for AI with the intent to improve performance by having the check timer activate based on variables rather than 24/7.
Non-Mech AI also have no need for timers, therefore all turrets, tanks and VTOLs will no longer have a constant timer going off per weapon.

Flat Buffs:
Clan RAC heat set to = IS RAC heat.

Flat Nerfs:
-

Version notes:
Any reported issues or requests to troubleshoot an issue related to a broken modlist will ignored. Use the new YARW Troubleshooting guide if
you have a broken modlist instead.

Thank you everyone in the YA-MW5 Discord on suggestions and feedback!

During the week, i spent 1 whole day learning UI stuff from scratch. If YARW can be improved with more UI additions/changes, let me know.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 26 Oct, 2024 @ 11:41pm

Changelog: Update-3.9.1
Emergency Patch
Fixed the IATM crash on being equipped onto a mech with no ATM ammo types. This issue is caused by accidently replacing the fix
for normal ATMs into the IATMs via copying something last minute before upload. (An Integer value that needs to be 8 was set to 3)

Update: 26 Oct, 2024 @ 10:51am

Changelog: Update-3.9

Bug Fixes:
Fixed Precision AC .json ammo types listing the old weapon Asset names.
Major thanks to Merlock for helping with a fix all solution to the AI Lock-on only missiles crash. Previous versions were not 100% effective.
Fixed Inferno missiles. Fixing their visual issues, broke their heat damage over time due to deleting the projectile as a whole.
Fixed LAC/10 Ammo damage = twice as much as what it should be
Fixed the missile self-destruct at max range setting not working. It was set up exactly like YAW, so IDK if its broken there as well?
-Please keep in mind that missiles not self-destructing at max range may cause substantial balance issues. Certain missiles may ignore
-their intended max range with this setting disabled.

Mod Changes: (Includes new features, weapons and minor tweaks)
Added global cooldown sliders for essentially all weapons. Reorganized the slider settings

Fusillades have been overhauled and now have 5 firing modes. They also no longer use a modified UAC system to function.
ATMs have been heavily overhauled and now have 3 firing modes and 3 ammo types. AI can use just standard ammo for all 3 modes.
I-ATMs are mechanically fair more complex. Depending on ammo usage, they either fire like streaks (I-ATM ammo types) or like the other
missile launchers (normal ATM ammo types). Please note that equivalent ATM and I-ATM do not mix and match. I-ATM
ammo types have no minimum range, but they cannot fire indirectly. Normal ATM ammo types fire like LRMs.
IATM Ammo: ER-IATM, IATM, HE-IATM, MP-IATM, INF-IATM
ATM Ammo: ER-ATM, ATM, HE-ATM.

Added detection system to check if your mods are incorrectly installed (AKA not reading YARW's mod page!). If the detection system
catches a false positive, please write a bug report. Just double check to make sure it is indeed a false report if u do.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
Massive thanks to Merlock for collaborating with the Streak Missile fix!

Plans for future updates: Overhaul the other Missile launchers to have more ammo and firing mode options.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 18 Oct, 2024 @ 12:56pm

Changelog: Update-3.8

Bug Fixes:
ER Small Pulse laser DPS fixed to match the ER Med Pulse while on Constatnt beam mode.
Fixed all projectile based heat damage weapons to correctly connect to their intended multipliers and global slider.

Mod Changes: (Includes new features, weapons and minor tweaks)
Slightly improved AI behavior to lock into ALT ammo only if no standard ammo is detected. May not help with anything but it might help
with preventing AI delaying their weapons fire since they wont "cycle" through the targeting logic anymore.

New Weapon: Added the Bombast Laser. Thank u DeadRaiser for the Help! Will likely need fine tuning balance adjustments in the future.
As of now, it deals up to 13.5 (not including weapon tiers) damage for 9 heat, and at minimum will deal 8 damage for 5 heat.

New Weapon: Forgot to mention last update but a Clan CAP ERPPC was added in 3.7.

Reduced Laser impact flare. Scale was set from vanilla 340 to 99.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
Massive thanks to DeadRaiser for collaborating with making the Bombast Laser.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 16 Oct, 2024 @ 5:15pm

Changelog: Update-3.7

Bug Fixes:
AI running out of ammo no longer triggers BB to announce "Ammo Depleted". Sorry for this bug, it was quite annoying.
Fixed Clan Arrow min range along with other weapon stat typos

Mod Changes: (Includes new features, weapons and minor tweaks)
Overhauled the Capacitor PPCs to work more like they do in YAW. Charge bar has returned, but the charge speed is typically much faster.
Additionally the excess heat on charging up is reduced to be only 1/3 as much which was arguably the biggest issue with YAW's Cap PPCs in
terms of practical use. Bonus Capacitor PPC damage varies based on weapon tier for better balancing as well. +5 heat is added vs YAW's
+4, but this still ends up with less heat than YAW due to the reduced charge up heat.

BB no longer announces "Ammo Depleted" on mission start if only Alt Ammo is equipped. (Quite the head-ache to make for a simple change)
This was planned for last patch but only got half way implemented.

Overhauled Missile visuals again. Missile exhaust smoke will no longer disappear instantly.

Removed RISC MMLs. Non-lore friendly weapons that are redundant, serve no purpose or tamper with the sandbox will be removed going
forward. If any mechs use them in future mech mod updates, they will be patched with alternative missile weaponry.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 8 Oct, 2024 @ 11:58am

Version 3.6.1
Changelog: Update-3.6.1
Quick Patch Update
Bug Fixes:
Fixed Standard AC/20s having the wrong ammo tags for standard ammo
Adjusted IS LBX emitter to match the same changes in the other autocannon emitters.

Mod Changes: (Includes new features, weapons and minor tweaks)
-

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 5 Oct, 2024 @ 10:01am

Version 3.6
Changelog: Update-3.6

Bug Fixes:
Fixed more Mech loadouts that were out of date or were not fixed by other mod authors. Removed Loadouts adjusted for special ammo types.
Mechassault Laser weapons now have light impact visuals to match their laser color
Ammo for the H-RRs now spawns earlier.
Fixed weapons that got de-linked in their weapon emitters due to asset name change
Missiles with a mode/ammo swapping that run out of ammo, and then gain ammo back can now swap firing modes.
Updated and fixed many weapon descriptions
Fixed YARW_Essentials having the wrong .json files
Reverted Streak SRM AI crash fix to OG style, as this may work better. YAW was reported to still cause crashes.

Mod Changes: (Includes new features, weapons and minor tweaks)
Ballistic weapons can now swap ammo types with a single button press like missiles. By default this is "K"

Some weapons with ALT ammo types will have exceptions to AI needing both ammo types to use either firing mode.
There is a one time check to see if a mech has specialty ammo, and if the mech loadout has zero specialty ammo, then the mech will be able
to use its secondary firing mode while consuming standard ammo. If specialty ammo is detected, then that AI mech will only be able to fire
as many specialty rounds as is in its special ammo bins. Reasoning for this change is so that AI mechs can use more firing modes
without manual adjustments to their loadouts, which is a very tedious and time consuming process. This new feature applies to all applicable
Autocannons with the additional exception of the Precision ACs.

AI with INC AC ammo will always use such ammo on mechs at 50% or higher of their heat cap, up to 90%.

Most heat damage weapons now have a heat cap in which they cannot apply any more heat damage. A mech at 75% heat takes 33% heat
damage. At 91% heat, the heat damage = 0. Non missile + Flamer heat damage weapons deal heat damage based on their damage again.

Adjusted ballistic tracer visuals to be larger in diameter and shorter in length.

Revamped the Mechassault weapons to more closely resemble how they perform with differences between upgrades. Mechassault weapons
are now tier-3,4,5 only but this will allow them to be upgraded via the weapon upgrade system. Prices adjusted per weapon as well.
Tier-1 only MA weapons are now Tier-5. Please note that if u use T1 weapons only, that the MA weapons will not be available to use.
This is likely to get fixed in the future. This is still a WIP at this time and work will continue in future updates.
Advanced Autocannon: No fire rate, range or velocity bonuses at higher tiers.
Advanced Gauss: Longer cooldown but upgrades at higher tiers is mostly the same as other weapons in the game.
Advanced MGs: Reduced rate of fire to 450 vs 600 RPM. They also produce a small amount of heat. T5 gets more range + velocity.
Crossbow Missiles: Have a small AOE blast but less damage per upgrade. Burst duration is not compensated for in the cooldown.
Javelin Missiles: Mostly the same as before but T5 Javelins get a mild AOE damage boost instead of a direct damage increase.
Hammer Missiles: More base damage.
Auto Pulse Laser: Rate of fire reduced from 120 per minute to 100, but damage increased by +25%. Higher tiers increase the fire rate
tremendously but have slightly lower damage. Heat is also adjusted. Accuracy is also increased per higher tier.
Supercharged Auto Pulse Laser: Is now identical to 2 A-Pulse lasers smooshed into 1 weapon EXCEPT for a slightly lower base damage.
Advanced Laser: Higher damage at higher tiers but no cooldown improvements. Has the range of a Clan ER-Med now vs IS ER-Med.
Advanced PPC + Plasma PPC: Mostly the same as before
Lavagun: Less damage but more AOE damage
Flamethrower: Unchanged

Flat Buffs:
Inferno Missiles deal their heat damage in 3 vs 5 seconds.

Flat Nerfs:
Inferno Missiles deal 10% less heat damage in total

Version notes:
Since this update included a lot of time conusming technical changes, I wouldn't be surprised if there are a few odd bugs
here and there. As always, write a bug report on Nexus if a bug is 100% confirmed to be derived from YARW.

There was a system made to allow standard autocannon ammo to be used on RF-ACs if RF-AC ammo was not detected. This caused
more issues than it solves though and was scrapped.

Massive thanks to Furo for the new awesome YARW Mod page art/logo!

Mods that override projectiles such as NWR will break certain projectiles and tremendously throw off the intended balance and projectile stats.
Most notably inferno missiles. Hopefully a patch can be made at a later date as NWR works well together with YARW otherwise.

Spreadsheet Changes:
-

Known issues not fixed on this version:

Update: 20 Sep, 2024 @ 10:17am

Changelog: Update-3.5

Bug Fixes:
Reworked how AI weapon firing patterns "activates" for non-mode swapping weapon types. The issue stemmed from not having overhauled
or an overwrite of weapon stats in any way, which prevented the player controlled mech from "reverting to default". A different approach was
taken to hopefully fix the issue entirely. The issue still doesn't make 100% sense though as all the fail-safes were ignored (player control check)
under inconsistent circumstances.

Updated Mechassault MGs to have AI functions and the proper max range + Damage scale at max range stats.

Fixed Precision Autocannon descriptions

Mod Changes: (Includes new features, weapons and minor tweaks)
Set weapon asset names to new "YAOW" standard for mod compatibility. Mech mods should be swapping to this "standard" as well.
Read up on the Nexus article for more info. https://www.nexusmods.com/mechwarrior5mercenaries/articles/92

Changed Muzzle-flash behavior to not "stick" to the barrel of the weapon. With that though, new muzzle flash visuals were created that
are attached to the barrel. It varies quite a lot per weapon however. This hybrid system is the best of both worlds.
A LOT of weapons have had tweaked or overhauled muzzle flash visuals with the changes above.

Patched mechs from Wolves to use YARW's MA weapons and for such mechs to be balanced to TT/MW5 standards. They still are very
powerful, but are now in-line with Clan mechs essentially. The Super-heavies from Wolves may have their armor adjusted at a later date.

Added Super-Charged Auto-Pulse Laser to act as a stand-in "x2" version.

Re-Worked Arrow-IV missile: Is no longer a 1 to 1 copy of YAW's Arrow Projectile. Should work more consistently now.

Added some Alt-Loadout configs for mechs to have alt ammo types. Most notable are some Rifleman and Jagermechs with FLAK ammo.


Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 10 Sep, 2024 @ 9:51pm

Changelog: Update-3.4

Bug Fixes:
Long name fixed for some of the Streak LRM5s
Condensed some of the weapon "short names" to display better in the weapon table UI.
Finally fixed any laser visuals with the wrong impact visuals
Cleaned Up Burst emitter for IS ACs and Cap-PPCs
Adjusted RAC audio one last time. Problem was different RACs needed separate "rules" for audio to play well. Additionally, 3rd person
audio plays differently than first person for whatever reason, so this was also cause for the needed adjustments.
Adjusted certain Clan Autocannons to have more consistent heat generated in comparison to IS ACs.
All vanilla weapon content has been moved to YARW_Essentials for compatibility sake with Assorted DLC fixes.

Mod Changes: (Includes new features, weapons and minor tweaks)
Revamped Machine-guns was updated and now has Mod-Options integration.

Finished Laser visuals. They now emit a light source upon firing and more vapor/smoke. Beam sizes also redone.
Re-worked ER-Pulse Laser visuals to no longer flash after firing for 1 second as to make the constant beam not "strobe".
VSPLs shrink the beam size during their firing duration. Reverted Clan Laser Assets to not "derive" from YAWC as to not be overwritten.
This change may be temporary, depending on how Compatibility patches with other mods could be made.

Touched up on AI firing behaviors again. This will likely be the final version of AI firing patterns unless more features can be integrated.
They now focus more on target type such as movement speed or mech class for ammo selection.

Updated RAC and ATM visuals.

Flat Buffs:
Magshot mech armor damage penalty removed, and range increased to 270m

Flat Nerfs:
Magshot cooldown increased by 20%
RISC-RAC10/20s Ammo damage per ton set to 800 vs 960. (This is still extremely high vs most other weapons)


Version notes:
Please note, that YARW's Laser visuals are still based on how Vanilla lasers are set up, just with a few small tweaks, additional
muzzle-effects and color variety for visual feedback. None of YARW's visuals should affect performance though. Testers with lower end
PCs have confirmed this, but not every PC and its hardware can be tested.

I do use https://www.nexusmods.com/mechwarrior5mercenaries/mods/178 (Ultra Visual and Weather) when playing MW5, so it's unknown
if any weapon visuals look off without it.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 31 Aug, 2024 @ 9:55am

Changelog: Update-3.3

Bug Fixes:
Fixed description of Enhanced-LRMs (N-LRMs), their ability to ammo swap at x2 speed and their ammo being grey vs green.
Fixed Audio issues with RACs. Issue stemmed from fixing Audio for Caseless ACs
Fixed the MA_MG projectile. Wrong projectile was selected.
Clan UACs jam chance uses the same logic as the IS-UACs.
Fixed AI to use the amount of ammo x the times they fired if the weapon has special AI firing patterns.
Fixed AI firing behavior mixing with default firing behavior when swapping mechs. This was mostly an issue for UAC/20s due to
-having longer cooldowns. Still don't know how the game confused weapon logic to cause this issue to begin with as the
-the game should've reverted to a fallback "default" state.
Fixed Clan weapon descriptions that de-synced.
Fixed ER-LL size being 2x the diameter it should be

Mod Changes: (Includes new features, weapons and minor tweaks)
NEW WEAPON: Improved Narc Pod. Can use Haywire or Explosive Pod as alt-firing modes. This is the only way so far to include
some of the other ammo types for the I-Narc Beacon. Do note, that the I-NARC Pod does not lock-on or practically apply narc beacons.

Re-Worked Fusillade I-ATM. Now has proper mode swapping integration. Please note: Firing mode will not show in the UI

Changed many projectile/RAY names to better match with YAW/YAWC. This will make YARW work better with Merlock's visual mods, but
still mostly not compatible with the Laser Visuals mod.

Adjusted LAMS descriptions.

Reworked Missile visuals. I recommend disabling mods that change missile visuals to at least try YARW's out, then choose what you like.
Reworked Laser visuals. Lasers now emit smoke when firing and a light source.

TSEMPs now deal damage to vehicles. Do note their "stat card damage" should be ignored as they still deal practically 0 damage vs mechs.

Removed content from YARW_Extras for better compatibility with other mods. Basically it was simplified and no longer includes progression
data-tables.

Flat Buffs:
RAC Heat Bars last longer by about 25%
Set I-Narc ammo per ton to be TT values x4.

Flat Nerfs:
Caseless ACs heat bar cools down slower by 15.2%

Version notes:
If using the Fusillade I-ATM, use the separate range brackets for determining the firing mode. Initial firing mode is HE-ATMs,
while firing mode 2 is Streak-I-ATMs. Streak has more range and accuracy, but requires lock-on, no indirect fire and less damage.


Spreadsheet Changes:
-

Known issues not fixed on this version:
-