MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeaponClan
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Update: 31 Aug, 2024 @ 9:48am

wrong upload

Update: 17 Aug, 2024 @ 2:02am

Changelog: Update-3.2

Bug Fixes:
Fixed IS missiles with min range being 1/10th of what it should be on mission start
Fixed non-mech AI weapon behavior for the RACs, Caseless AC/2, Hyper-Fire PPC and standard/burst autocannons.
MRM-40 spread fixed and set to proper amount (around half of what it was)
Change plasma weapons selected audio file. Should match up better with NSR.
Fixed some oddly specific and technical issues with RAC or RAC like weapons.
Adjusted many weapon tags. Not really bugs, but this was done for better integration with other mods.
Fixed some IS LRMs having lower spread than intended.
Clan Streak MRM changed to not fire in cluster-bursts as the in game tool-tip could not read the stats correctly
Lasers with mode swapping should maintain stat improvements to range, from either quirks or equipment.
Fixed Pirate MRMs and Double AC/5s to use the correct emitter blueprint.
Created a possible fix to game crashes when AI fire Streak guided weapons. Vanilla bug, but the additional streak
-weapons from mods worsen this issue. To test this further: Equip AI with streaks, have them fire at objective buildings.
Added "non-upgradeable" to tier-1 only weapons
Fixed Precision ACs standard rounds max ranges being the old values. Also gave them proper damage at max range scales.

Mod Changes: (Includes new features, weapons and minor tweaks)
Refined AI weapon behavior with high rate of fire weapons (RACs, AC2s etc.) AI with Caseless ACs or RACs should be deadlier.
RACs, Caseless ACs and Hyper-Fire PPC had their heat bar stats adjusted to be more consistent. This also applies to better heat
bar stats for higher tiered versions of these weapons. AI weapon behavior cannot apply to Precision ACs as they are "missiles".

Thank you "Hauptmann Krause" for inspiring me to come up with this idea: Players no longer have min-ranges on ballistic Artillery.
AI however, still do so that they dont blow themselves up. This is a perfect solution, as it fixes the main issue without limiting
the player. Just be careful as to not blow up your own mech or lance-mates.

New Weapon: Bear-hunter Autocannon. Originates from YAOW, but it's now been ported it over to YARW with minor changes.
New Weapon: Mech Mortars. Originates from YAOW, but it's now been ported it over to YARW with minor changes.
New Weapon: TSEMP Cannons. Originates from YAOW, but it's now been ported it over to YARW with minor changes.
New Weapon: Fusillade ATM. Replaces the YAGDM version but acts more like it does in lore. This weapon will be worked on more
in the future as there are some issues in fulfilling all of its intended features. Still need to add tiers 2-5.

N-LRMs fire in clusters vs streams now. They now use their own ammo type.

ATMs, MMLs and LB-X Autocannons now ammo swap 2x as fast. Can no longer spam ammo swapping.


Flat Buffs:
SRM spread reduced by around 8%
MRM spread reduced by around 10%
X-Pulse Lasers heat reduced by 7.4%.
Re-Engineered laser damage increased by +10% and heat reduced by around 8.33%
Re-Engineered laser structure damage penalty removed
VSPL heat reduced by 22% and is the same as X-Pulse lasers
VSPL max range increased to 3.333x vs 3x
Large VSPL damage increased to 14.4 from 14
Hyper-Fire PPC heat reduced to 2.5 from 3
Caseless ammo types (Caseless ACs and RISC-RAC10/20s) ammo buffed to be +100% vs +60% as this is more TT accurate.
N-LRM Dead-Fire LRM mode spread reduced to 750 from 800.
HVAC/20 takes 9 vs 10 slots now as this is more consistent with the sizing of the other HVACs
IS UAC/2 heat reduced by -20%. Since this weapon takes 2 more slots and weighs 1 ton more than a Standard AC2, it's
-rather lackluster compared to the other AC2 weapons.
Light Rifle armor damage penalty reduced to -60% vs -66.67%


Flat Nerfs:
Re-Engineered laser armor damage reduced to +5% from 20%
VSPL optimal range reduced by -16.667% and damage at max range set to 30% from 40%.
Small VSPL damage decreased to 5.4 from 5.625
Caseless ammo types will be deadlier if detonated due to more ammo per ton. BE CAREFUL WHERE YOU STORE THIS STUFF!
N-LRM spread increased to be 0.9x vs 0.8x that of normal LRMs
Long-tom Arty damage reduced to 25 from 30
Heavy Rifle armor damage penalty increased to -40% vs -33.34%

Version notes:
Previous changelog (3.1) noting the SRM velocity reduction was incorrect, as this change was reverted last minute before release.

Apparently, setting AI special firing pattern for "missile emitter" weapons crashes the game when they fire.

Next update will include more parity changes between the IS and Clan content. There just wasn't enough time this update.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 24 Jul, 2024 @ 10:56am

Changelog: Update-3.1

Bug Fixes:
Fixed MML3 + Artemis not being equipable on mechs
Fixed many weapon descriptions and updated clan missiles to new description format
Fixed Projectile Heat Damage slider not functioning. This may fix other issues with such weaponry.
Fixed LBX not having any muzzle flash.
Returned HAGs, magshot and AP-Gauss to use YARW visual projectiles if using Merlock's gauss visuals. YARW has trails,
- but Gauss Visuals does not, or at least for the moment. This will hopefully be a temporary change. Also, YARW has WAY less of
- a bright flash that make these weapons unuseable.
Fixed equipment properties. Grabbed the wrong one for last upload
Bastard Rifle is back to 4 slots vs 3 as this was always intended. Not sure why its stats were not reading correctly.
Fixed Pirate: Sawn-Off LBX ACs not being able to benefit from LB-X quirks. Weapon TAGs was Autocannon vs AutoCannon.
Fixed some weapons from "being associated" with certain DLC. (Does not apply to vanilla weaponry of course)
Fixed some loadouts overrides that were out of date.
Added the AS7-BIG or Big Al to the list as its 90/100 tons bothered me.
Fixed Clan Streak LRM Tier-based cooldown bonuses being negatives vs positives

Mod Changes: (Includes new features, weapons and minor tweaks)
Stream SRMs now have the same turning radius as normal SRMs and half the spread of normal SRMs too.

New: Added Improved ATMs. Been wanting to do this for a while but with their special munitions. For whatever reason, the editor
sucks and this has not been possible whichever way I approached it. That said, I-ATMs work like an in-between of Streak-SRMs
and Clan LRMs but with +50% more range. They do require their own ammo, but size, weight and many other stats are the same
or similar as normal ATMs. Likely to see adjustments in the future as I'm not sure if their current iteration is the right direction.

Updated YARW Extras.

Flat Buffs:
SRM+ART-IV improve spread by 33.33% vs 30%

Flat Nerfs:
SRM velocity slightly reduced to 525 from 540. Spread noticeably increased from 343 to 420.
ATMs got a +5% spread increase
LB-X AOE radius reduced and damage cut in half. LB-Xs AOE damage has seemed inconsistent and can often be far more powerful
than intended.
Clan Streak MRM ammo reduced to 500 missiles per ton vs 600.


Version notes:
SRM spread was increased as it doesn't take much to reduce it enough from quirks or equipment. This also gives SRMs+ART-IV
more value, as previously they didn't improve accuracy enough to validate using them for many builds. This also gives Stream-SRM
types more value, as their high accuracy generally wasn't worth it over the instant blast of missiles.


Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 4 Jul, 2024 @ 1:42pm

Changelog: Update-3.0.2-Beta

Bug Fixes:
Updated the config settings to use "YAW's" config again but range charts will still not correctly display for a few weapons
actual max range. Some stats are also set to reset on game start as they only exist for debugging
Fixed vanilla bug with DLC6 weapons not being tagged correctly. Good news is this won't invalidate existing weapons.
This "bug" is the reason why Rapid-Fire ACs appear so often in salvage as they were basically overwriting single shot ACs.
Fixed some of the TAG weapons not using the accuracy boost status effect.
Weapons with "internal magazines" now function much better when used by AI.
Tier-5 AC/2-RF no longer partially links its swappable stats with the AC/5-RF.
Improved Heavy Gauss Intro date set to 3065 instead of being the same as the normal HGR
Fixed UAC/20 not syncing stats. Weapon asset was completely bugged and refused to accept its intended stats due to an issue with
- the editor. Its entirely possible other weapons are randomly suffering from this issue but its not a simple fix for whatever reason.
Fixed IS RAC-20/10 ammo per ton.
Visual fixes for the Mechassault MG tracer not displaying. Tracer model got de-linked.
Battle Armor SRMs are now Tier-1 again. Previously they were set at tier-0 as a work-around.

Mod Changes: (Includes new features, weapons and minor tweaks)
More tweaks to improve AI with rapid-firing AC style weapons. Relatively minor, but the changes should make such weapons
integrate better with YAML's AI Firing interval setting.

Added Improved TAG. Akin to Improved NARC but for TAG. Basically slightly better accuracy improvement and much better range.
It is 2 tons vs 1 through and intro date is 3055.

Heat Damage for Autocannons only scales with 10% of the base weapon damage vs 100%. Higher tiered ACs with INC ammo
will be less effective at shutting down mechs essentially.

Rifle Heat and cooldowns adjusted. Damage per minute = 180 for all single shot rifles. With the damage penalty to mech armor,
Rifles balance out better with these changes. Burst Rifles mostly unaffected at all.

PPC-X intro date set to 3028 as this is the earliest a mech with one in it's loadout spawns.

Autocannons heavily adjusted to better match new changes. ACs no longer have varying max ranges but instead varying damage
multipliers at max range. With the exceptions of LAC and HVACs, all ACs of the same class have the same max range damage multi
AC/2s = 0.75, AC-10/5s = 0.5, AC/20s = 0.25. All HVACs, LACs and Proto-ACs now have a max range damage multi of 0.5
Most ACs of the same class have the same velocity now. Gravity heavily adjusted for all ACs as well.

Changes to possibly improve loading time performance? No noticeable change on my end however.

Reworked the Proto-LRM10 to fire 2 missiles in the secondary firing mode vs doubling the cooldown. AI should make better use of it.

Removed Pirate Recoilless Rifle ammo. Pirate Heavy-RR now uses the normal Heavy-RR ammo.

Hyper Velocity AC20 damage reduced by 20% but the cooldown was improved to keep the same Damage output. Heat output also
improved. Heat per shot is now 5 vs 6.75. Ammo per ton adjusted.

Pirate Heavy SN-PPC reworked: Now acts like a super-sized PPC-X. Deals 30 damage split amongst 10 x 3 damage PPC Bolts.
Other stats heavily adjusted to compensate.

(Thank you Biosterous for the idea/suggestion) TAGs now have an alt firing mode to constantly stay on so that there is no need to
constantly press that firing mode button. Your fingers are welcome. Also, AI won't toggle modes to prevent weird behavior.

New Weapon: Clan Light PPC. Other mods may already have such a weapon, but YARW has always been intended to be an all
in one stand-alone weapons mod. Since there were only 2 clan PPCs, it made sense to expand upon this. Stat wise, it's much
more similar to the IS L-PPC than a clan ER-PPC, so this should be a good option for those that want a faster firing Clan PPC.

Flat Buffs:
X-Pulse lasers "Auto" mode now has the same heat output per minute as the Pulse firing mode. Auto mode damage increased +5%
AC/2-Rapid Fire spread slightly improved
All shotgun PPCs (PPC-X for example) now have 467 vs 510 spread and less heat.
PPC-X Heat reduced from 16 to 13.5. Pirate Chem SN-PPC heat reduced to 10.25 from 12.
Improved HGR Cooldown improved from 6 to 5.555 and velocity increased a very small amount.
AC/20s velocity increased by 50% to 1350m/s from 900m/s. Does not apply to some AC/20s.
MRM velocity increase to 720m/s. (Other MRMs adjusted with this as a base)
Pirate Heavy Recoiless Rifle damage increased to 5 from 4.5
Burst-Fire Rifles range increased +11.11% and damage multiplier at max range improved to 50%.
Prototype PPC range increased to 540m. Heat reduction Tier-quirks improved slightly.
Machine-guns damage at max range set to a 50% minimum.
IS Battle-Armor: Advanced SRM damage increased to .5 from 0.25. They are Inferno missiles so the damage is still low.

Flat Nerfs:
AC/2-Rapid Fire damage output reduced slightly. (218.18 vs 240). Cooldown is 0.33 vs 0.3. Heat-gen is the same per shot.
Rapid-Fire ACs INC round damage reduced to 0.675 from 0.8 per round (Based on tier-1). Heat damage is still 0.5 per round
Chem Laser beam duration extended to standard laser durations or by 11.11%.(Cooldown adjusted so the fire rate is the same)
Blazers cooldown slightly extended by 11.111%.
Ultra AC jam chances re-worked. Jam Durations extended for the smaller UACs. Clan UACs now have a higher jam chance vs IS
Burst-ACs, UACs and Caseless-ACs spread increased/adjusted
I-HGR gravity increased from 0.25 to 0.5. HGR and Spinal HGR gravity increased to 1 from 0.5.
HGR velocity decreased from 2100m/s to 2000m/s.
AC/5s velocity reduced to 1440m/s from 1500m/s
AC/2s velocity reduced to 1520m/s from 1800m/s
All AC-RFs velocity reduced to 1250m/s from 1600m/s
Heavy MRM range reduced from 525 to 450
Pirate Heavy Recoilless-Rifle range reduced to 360 from 400 and velocity reduced to 750m/s from 900m/s.
Machine-guns max range kept at 1.5x, which is the same as Lasers.
SRM accuracy slightly decreased. Does not apply to Stream SRMs.

Version notes:
The damage drop-off, missile self-destruct and pulse laser duration settings will always reset to default upon launching the
game. While less than ideal, these settings shouldn't be altered to begin with as the calculations for the weapons were made with
such settings set to these defaults. These mentioned settings should really just be used for debugging/testing purposes
which is why they are left in.

With the AC/2-Rapid Fire being so space efficient, it's an odd outlier in being the best AC-RF per ton and crit slots. While more
hard-points are needed, mechs that can facilitate this end up with WAY more space, and therefore a far better potential to reduce the
mech's weight. Its main disadvantage is the non-existent burst damage vs the other rapid-fire ACs, but since AC-RFs are DPS
focused anyways, this is less of a concern.

From play-testing, friendly AI lancemates with only AC/5 or AC/2 Rapid-Fires perform incredibly well, so long as all the ACs are on
the same firing group. It's very rare for me to see AI lancemates out-damage players, let alone keep up fairly well. I am using TT-AI,
and i set the lancemates to Anti-Air.

Arrow-IV changes will come later. They don't even work as intended ATM in YAW, so its TBD when changes will be made, if at all.

Rifles are incredibly effective against light mechs and as such work well for early game. They also excel in Arena fights and AI
can do quite well with them as well for vehicle or mech clean-up. Their armor damage penalty is less of an issue than it may appear,
as the moment a mech's structure is exposed they'll deliver excessive damage. This can cause odd behavior such as destroying an
exposed side torso will often deal full damage to the Center Torso. They are perfect as executioner weapons.

Spreadsheet Changes:
-

Known issues
-

Update: 7 May, 2024 @ 2:54pm

Changelog: Update-2.9.3

Bug Fixes:
LRMs spread upped to intended values. Their stats reverted. (They have been altered further after fixing this issue)
TBolt Single shot turn rate fixed. Flight path set to Hot Load LRM.
Fixed Clan Lasers T5 range quirk being set to +5% instead of +25%
Various T1 LRMs did not have their -cooldown reduction quirk to compensate for their stream duration
MMLs were half baked last update and their intended changes to match YAW were not finished. Main issue was they worked,
- but the suggested ammo types were wrong.
LRM lower than min range 0 damage bug possibly fixed.This is an issue with the base game logic. Most LRMs will read their min
range from their stat card as 10% of what it actually is though.
Patched the Dragonslayer "DSY-02P" to use YARW's AC-RF ammo instead of AC5 ammo.
Fixed some issues with the AI and any weapons that have altered stats just for them.
Fixed Clan Streak LRM Tier-Stat bonuses/quirks

Mod Changes: (Includes new features, weapons and minor tweaks)
MMLs use normal ammo. Added MMLs + Artemis for better parity with YAW. This may make any current MMLs invalid
Also, default mech loadouts currently equipped with MMLs will likely be broken until those mechs are updated to accommodate for
the soon to come changes from YAW. RISC MML stats adjusted to have better parity with the canonical MMLs.

MMLs equipped with SRMs will now use the Hot-Load LRM flight path. This is subject to change or revert back.

IS And Clan Chem Lasers overhauled. Clan Chem Lasers have stats more akin to TableTop and IS Chem laser stats are basically
the opposite compared to what they used to be.
Clan CL: Damage reduced to TableTop values. Fire rate increased and damage output is higher than IS standard Lasers.
IS CL: Damage increased to match IS Pulse Lasers. Fire rate decreased to match the same damage output as IS standard Lasers.
Heat also increased but the output is -25% less than IS standard Lasers. Range reduced to IS Pulse Lasers. Damage output
is now lower compared to what they used to be. Chem laser ammo for Clan and IS is based on 600 damage per ton of ammo.

Re-worked some of the "MKII" T5 bonus stats for IS standard/low tech weapons. For the sake of consistency and the fact that the
"MKII" suffix cannot be brought back, T5 PPC/Large Laser will no longer have any weight reduction bonuses. While generally a nerf
They now get the +33.33% vs 25% range boost and additional heat reduction seen in the other T5 standard IS tech weapons.
Apologies if this messes with any current builds. Check Version notes further below.

Weapons now compensate their burst/stream durations via emitter and not a quirk. It will not show this on the weapon stat cards
but by doing it this way, it'll also not be affected by mech quirks/equipment. Should of been done this way from the start.

Updated weapon "damage paint". Just visual improvements, though I it shouldn't improve or worsen performance.

T5 LRMs no longer have a velocity improvement over 10%, but this is done so to make their flight path more consistent

Tweaked Artillery a little bit.

Streak Missiles now have spread with a new cluster system. A similar system was added on top of ATMs, MRMs and SRMs as well.
Missiles with a streak flight path no longer have perfect "accuracy" as the only way they could have "spread" was their lock-on logic.
Other missiles will be less accurate up close, but about the same or more accurate at a distance. Further adjustments needed.
(Thank you cszolee79, simple but effective idea for this system).

Flat Buffs:
MML spread improved compared to other LRMs.
Pirate Sawn-Off LB-10X intro date set to 3037 vs 3060
Artemis LRMs now have a spread improvement of 33.33% vs 20%. Essentially Artemis LRMs accuracy remains the same.
RISC MML heat reduced almost in half.
Clan SRM Cooldown buffed to be 5.76 vs 6 seconds
Clan Linked LPPC heat reduced to 10 from 10.8
Clan ER Large Laser heat reduced to 9.8 from 10.5
Artillery Weapons blast radius increased. Long tom Artillery had this increased the most

Flat Nerfs:
SRM 6/4 spread increased by 10%. LRM Spread increased across the board by around 20%
Artemis SRM spread reduction is now -30% vs -33.33%.
Spread for E/N-LRMs increased to be more in line with LRM changes. They're still much more accurate than normal LRMs though.
Rocket Launcher spread and heat increase. Lower the class, the more the stats were changed
Most LRMs heat increased to be basically the same as the TableTop values instead of those values -20%.
All Clan Missiles now have 10% more spread than their IS Counterparts.
IS Stream LRM spread is only -6.66% vs 10% less than their normal counterpart, however, the stream firing style inherently
improves accuracy on its own, so this is more so done to reduce the stacking of accuracy boosts.
Clan ER Large Laser damage reduced to 10.5 from 11.25
Less powerful Artillery should deal less damage as their AOE damage was lowered
Artillery heat and cooldown increased. AOE Damage decreased as well but to varying degrees based on the Arty weapon

Version notes:
Since Chem lasers are "heavier and bulkier" due to needing ammo, they previously made very poor backup weapons. This was also
due to having less burst damage vs IS standard Lasers. They should now be able to fulfil this role better.

With the DLC-6 Arena content, RLs suddenly became viable and actually OP. The nerfs barely change the RL-20/15 to make them
more appealing vs the RL-10 as they're less weight efficient

There was testing in trying to bring back the "MKII" Suffix for standard-tech T5 weapons, but this still broke their upgrades. Main
advantage of T5 standard tech weapons is still the much lower heat output vs more advanced weapons. Testing this, along with
changing the Tier-5 PPC/L Laser has been on the backburner for a while, but now its known for sure that the MKII suffix is no good.

LRM changes were done to emphasize the use of Artemis or other equipment to enhance their accuracy. Additionally, LRMs
required minimal cooling so long as a DHS kit was installed. LRMs are still effective as support weapons, but boating them is far
more optimal. Despite the nerfs, they still prove to be strong and said nerfs won't affect things as would be thought. That said, if the
changes are too much, at least there is a much better base point as reference for future adjustments.

Arrow-IV changes will come later to be more in line with YAW's current pre-release build.

Spreadsheet Changes:
-

Known issues not fixed on this version:
Stream LRMs for some reason drop short on rare occasions for reasons unknown. Generally, they work just fine but this may be
an issue related to the range to target. More testing on this is needed, but even if consistently reproduced, I'm not sure what
would need to be done to fix the issue.

Update: 2 May, 2024 @ 7:47am

Changelog: Update-2.9.2

Bug Fixes:
Fixed tags for the Caseless AC/2 and /20. Weapons may disappear, add them back via the F10 debug menu
Reverted Load-King skins to default as Dead-Raiser's LDK skin was removed. YAISM no longer is required.
Added back some files from YAW/YAWC so that YAWE may piggyback off of YARW without issues.
For those that use Revamped Machine Guns: AI should now use the projectile based "Tracer MGs" more competently.
FLAK and LBX shouldn't damage the player if fired at point blank range anymore.
Battle Armor Disable Setting fixed and ammo types associated with such weapons are disabled now too.
Fixed weapon firing audio based on using Nostalgic Sounds Redux (NSR), more work is needed however (Highly recommend NSR).
Clan UACs set to only use a single firing sound. They fire such a rapid 2 round burst but this solves more egregious audio issues.
Updated weapon descriptions some more.
Single Shot TBolt Missile turn radius increased and uses the hot-loaded flight path now for better use at close range.
Fixed equipment .json not working.
Fixed the chance for some of the Clan weapons to be crit.
Performance improvements with ACs, most notably LBX ACs.

Mod Changes: (Includes new features, weapons and minor tweaks)
AI will now use most AC/2 and all Rapid-Fire Autocannons more competently now. Technically speaking, the way they will use
these weapons will be a bit different than the player, but for gameplay purposes this is a huge step up. May require more fine-tuning.

Non-Mech AI will alternate ammo types for AC/10s and AC/2s. This should make turrets less OP on Stronghold defense missions.
AI RAC burst count increased. AI should fire high fire rate ACs for around 0.9-1.33 seconds now.

FLAK and LBX rounds have been reworked. AOE will now only apply to VTOLs and Mechs. FLAK visuals improved

VSP-Lasers no longer have an ALT firing mode and are now simplified to have a x3 max range multiplier. Damage, heat and
cooldown values adjusted accordingly

Machine Gun arrays have had their weights and sizes set to be TableTop accurate.

Tweaked Hot-Loaded flight path. Testing has shown it to be more consistent and effective up close.

Weapon HUD text color changed to white. Done so for better accessibility and contrast for different HUD mods.

ERPPC and Gauss Rifles now match 1 to 1 for their damage scale and max range multipliers

Flat Buffs:
FLAK now has damage multipliers against VTOLs. 2x for AC-10/20s, x2.5 for AC/5 and x3.5 for AC/2
LBX now has a 1.25x damage multiplier against VTOLs.
HAGs now have a 1.5x damage multiplier against VTOLs.
ER, Snub-Nose, X and Pirate Dropship MKII PPCs all had a max range multiplier increase to 3x from 2.25x

Flat Nerfs:
FLAK and LBX no longer shuts down tanks as often due to their re-work.
All Rapid-Fire AC INC round heat damage set to 0.5 per projectile, which is the same as what the AC/20-RF had already
LBX AOE damage reduced, but this is more so to do with their re-work. Re-work + Old stats made them more powerful somehow
ER and Dropship MKII PPCs damage scale reduced to 20% from 30% at max range

Version notes:
For whatever reason, the editor does not like making projectile weapons have a heat damage over time system like the missiles do.
More fine tuning is likely needed for the new features of this update.

Spreadsheet Changes:
Updated LRM Missiles some more.

Known issues not fixed on this version:
-

Update: 20 Apr, 2024 @ 12:44pm

Changelog: Update-2.9.1

Bug Fixes:
Fixed issue where the Proto LRM would not return to the correct flight path for the primary firing mode after swapping ammo.
Certain Cluster fire energy and ballistic weapons did not include a feature in which at least 1 projectile within the cluster would
-hit where the crosshair is targeting
Fixed intro dates of Battle Armor Recoilless Ammo. Set back to 3060 instead of spawning before 3015. Spawn chance reduced.
Fixed C-Bill values of higher tier Prototype PPCs. Salvage point value is uniquely set to C-Bill value divided by 300,000 vs 200,000.
Fixed Mysterious SLDF Ammo explosions chance to 15% vs 60%.
Fixed RISC-MMLs having the YASV Jam chance.
Adjusted HAG visuals to use AC2 impacts. This was always intended, but in making YARW more compatible with Merlock's
- weapon visual mods, certain things weren't transferred back over.

Mod Changes: (Includes new features, weapons and minor tweaks)
Binary Lasers/Blazers C-Bill value increased. Small Blazer value doubled, which is now the same as a Medium laser
Medium and Large classes C-Bill values increased by +25%. Salvage point costs adjusted.

Changed Pirate Ultra Gauss. Now fires a rapid 2 round burst with 7.5 damage per round. Other stats remained the same.

Flat Buffs:
Silver-Bullet Gauss Rifle cooldown improved from 5.555 to 5.333.
Medium and Large Improved Heavy Lasers had a minimal heat reduction to match that of Blazers
Proto LRM cooldown improved to 0.8 and 0.4 on the secondary firing mode. Velocities adjusted for better consistency.

Flat Nerfs:
Binary Lasers or Blazers had their duration increased by 20% and heat slightly increased so that the heat output is 2x the standard
laser counterpart. Previous heat was based on standard laser x2.25. Rate of fire is the same, so damage output is the same too.
These changes should help the viability of IS Pulse lasers as Pirate Blazers were overshadowing them heavily.
Improved Heavy Lasers durations are the same as Standard Lasers. Assault laser not changed

Version notes:
YARW moving forward will try to be as compatible as can be with any of Merlock's weapon visual mods. So future updates
will likely involve swapping around projectiles/rays assigned to weapons. I'm also gonna give the Niagara system a try so
some of YARW's visuals can emulate some of the changes done by Merlock. If I'm successful, it would be less of a burden
on Merlock as there would be less patches to be made.

Had to get this patch out so that I can work on higher priority things for now. Unless there are any serious issues/bugs, this'll be
the last update for some time.

Spreadsheet Changes:
-

Update: 19 Apr, 2024 @ 3:19am

Changelog: Update-2.9

Bug Fixes:
Fixed PPC-X, Light and Medium Rifle-BF Cbill values per tier. Were set to vanilla values, which are wrong to begin with.
Fixed various salvage point costs to many weapons. Includes PPC-X and Inferno SRMs.
Fixed issue where the Disable Mechassault Setting also disabled the spawn of Plasma cannon ammo
Fixed Clan LRMs needing to "cooldown" on mode swapping.
Fixed some weapon desciptions and some of the weapons that had their descriptions de-linked.
Clan Streak MRMs now have a burst-duration compensation quirk. Burst duration extended for better parity with other missiles.
Clan Streak MRMs now also display their stats correctly, but ammo had to be reduced to 20%. 1 ammo now = 5 Missiles.
Fixed IS RAC/2 ammo per ton to be based on 0.48 damage per round vs 0.6
Fixed Advanced SRMs stats not being consistent among other SRM types. Clan versions kept their cooldown while IS got lowered.
Heavy Lasers in LOW-PWR (Low power) mode no longer have any screen interference, giving more value to this mode.
Pirate Double AC/5 descripitoin notes it uses FLAK rounds and its velocity adjusted to 1500m/s, or the same as the AC/5
A certain weapon using Mysterious SLDF ammo had something fixed. Hint Hint, the this weapon is Tier-5 only.

Mod Changes: (Includes new features, weapons and minor tweaks)
Released Source Files and YARW Guide! Note that the guide still needs more work and any feedback is welcome!

All Rapid Fire Autocannons now have 50% more heat output vs their standard counterpart and they have spread increases of +35
starting at 75 with the AC/2-RF. This makes the all but the AC/2-RF more accurate, but more noticeably with the higher classes.

Clan ER-Pulse Lasers now fire a Beam instead of an Auto mode as its alt fire. (Roughly inspired by the MWO Clan Beam laser)

Adjusted flight paths for the Clan "Cluster" mode, IS Hot-Loaded LRMs and all non streak SRMs.

New: Battle Armor Recoilless Rifles. Another odd lightweight BA weapon. Can be disabled anytime. Comes in Light, Medium and
Heavy classes with each higher class dealing +1 more damage. Ammo bins only come in 0.25, 0.5 and 1 ton varieties.
Fire rates are moderate and damage somewhat low, but they weigh very little and have a moderate range as well.
Velocity is the same as an AC/20. There is also a much earlier Pirate variation of this kind of weapon.

New Fat Bastard "Artillery": Based off the Bastard Rifle and functions much the same way. Difference is its much bigger and has
proper AOE damage that can obliterate light mechs pretty quickly.

Heavy laser interference is now based on the duration of the beam.

Flat Buffs:
AC-5/10/20-RF Heat adjusted to new fire rate values.
AC/10-RF and AC/20-RF spread decreased and cooldowns slightly improved.
Removed -20% armor damage penalty for Clan Streak MRMs.

Flat Nerfs:
AC-2/-RF heat and spread increased. AC/2-RF with a spread of 75 vs 56.25. Cooldown slightly increased to 0.3 from 0.25
AC-5/-RF heat increased. Cooldown minimally increased to 0.45 from 0.4
ProtoMech AC-4/8 heat and spread increased. PM-AC/4 Burst duration extended. PM-AC/8 cooldown slightly increased
Clan Streak MRMs cooldown increased from 6 to 7.2. Heat adjusted for slower fire rate.
Pirate Double-AC/5 Spread doubled from 25 to 50. The Spread is still very low. Heat increased from 0.88 to 0.9.

Version notes:
Thank you Snarkel for the beam ER-Pulse laser idea. Makes them more unique vs the "IS counterpart" X-Pulse lasers.
Thank you siciliansteel for suggesting a "Fat-Bastard" weapon based on the Bastard Rifle

From testing as I've had time to actually play the game, Rapid-Fire ACs were adjusted for balance reasons, but I do prefer to
sometimes overtune something before toning it back down later. So I was expecting AC/2-RF and possibly AC/-5-RF to overperform.
New changes for AC-RFs should work better anyways as they have a more consistent set of "standards" for their stats anyways.

I removed the additional "disable" functions and added them into my own brand new files so that they don't show up in the weapon
blueprints anymore. The relevant thing here is if this affects loading times. Let me know if you think it does. Otherwise ignore this.

Spreadsheet Changes:
-

Known issues not fixed on this version:
Recoilless Rifle ammo spawns in too early.

Update: 7 Apr, 2024 @ 7:48pm

Changelog: Update-2.8.9
Some needed patches/fixes as well as some new changes for Artillery based on YAW's changes
Bug Fixes:
Fixed Description not showing on the Pirate Bastard Rifle
Updated Descriptions on many weapons such as Inferno SRMs
Fixed Audio with Hyper-Fire PPC and Improved Clan Plasma Cannon (weapon audio type was too quiet)
Added the full list of tiers for Prototype PPCs (was just tier-1 before so YASV Proto-PPCs were finding their way in game)
Fixed more salvage and crit chances on a few weapons.
Fixed TBolts. Were using an obsolete projectile type. Now set to use MechAssault Javelin MK2 projectile.
Fixed Clan Arrow-IVs again. They reset to their previous projectile.
Fixed Turrets getting instantly disabled from any ballistic/missile weapon with heat damage. Feature is derived from
- YAW, but this causes issues with certain Coyote missions and their turrets. Unknown if the fix will cause other issues or work 100%
- of the time, but testing didn't ring any alarms. So as of now INC rounds are not good against turrets due to no damage bonus.
- This trade off is better than the OP instant disable, but its still less than ideal.
Fixed Crit-chance of many weapons such as the CAP-PPCs. YARW's standard bases this off of crit-slot size.
Fixed Clan Improved Plasma Cannon not swapping modes. Ammo TAGs got delinked.
Fixed Inferno Missiles using AC/10 fire sound on impact. (Issue stems from YAW)
Certain Mech patches weren't applied correctly due to typos. Should all be good to go now.

Mod Changes: (Includes new features, weapons and minor tweaks)
Prototype PPC slightly reworked. Range reduced to 500m from 540. Tier bonuses per upgrade are different vs other weapons
Doesn't get any cooldown buffs except for T5, but instead heat and min-range reduction buffs. (Its cooldown = tier 4 PPC already)

Reduced Pirate XL-LRM launcher intro dates to 3033 from 3053

Set Rapid-Fire ACs standard projectile type to what RACs use. Should help with visual obstruction and performance

SuperCharger C-Bill costs made more consistent. Each higher tier is 50% more expensive than the last tier, but overall this makes
them less expensive. Same changes done with MASC.

Clan Improved Plasma Rifle delivers slightly less damage but fires slightly faster now. Change is due to make the damage per
ton of ammo about the same as the Plasma Rifle. Projectiles in Splatter mode reduced from 8 to 7.

Flat Buffs:
Buffed the AMS T5 rate of fire and made the stats more consistent amongst all tiers. LAMS at T5 produce less heat while the normal
- AMS uses less ammo per second at T5. Standard AMS Missile destruction rate buffed amongst higher tiers as well.
Weapons that explode have this damage reduced through higher tiers.
CAP-PPCs for the most part explode for much less damage if destroyed. Standard does not apply to "PPC-X" style PPCs.
Clan Plasma Weapons should deal more damage vs vehicles.

Flat Nerfs:
Most weapons that exploded if destroyed had their damage increased due to the damage at higher tiers being reduced.

Version notes:
Plans to tweak Clan ER-Pulse lasers to have a BEAM alt fire mode instead of Auto mode will be done next update.

Spreadsheet Changes:
-

Known issues not fixed on this version:
Can't as of now fix Missiles auto-swapping modes on mission start if ALT ammo is the only ammo equipped in the mech. Not
really a major issue as the missile launcher can still swap ammo, but it must be done manually at the start of each mission. That
said, it's much better than locking into 1 mode for the rest of a mission. Auto-swapping mode still works when ammo runs out and
another valid ammo type is available.

So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types.
Since this mod has so many ammo types for various weapons, it's much more apparent than just YAW. To get around this, equip at
least one 1/2 ton ammo bin to your mech.

Update: 3 Apr, 2024 @ 4:25am

Changelog: Update-2.8.8 - Some needed patches/fixes as well as some new changes for Artillery based on YAW's changes

Bug Fixes:
Fixed SRM initially noting they're in "LRM" mode. Redid how the initial weapon mode name is done.
Clan LAMS range set to 200 from 2000m
Updated and fixed certain descriptions for weapons. Hopefully they're more clear in indicating important info. Feedback needed.
Rapid-Fire ACs salvage values set to standard of other weapons
Fixed IS LRM15s explosion damage being 10 instead of 7.5
Fixed Supercharger inconsistencies. Damage per second has a better standard
Working on Audio for weapons more. AC/2 audio set to rapid-AC/2 should help or completely fix issues of sound going out on firing.
Fixed issues with SRMs not being able to equip the right ammo types or being able to use ammo that would not work.
Fixed the Name for Heavy MRM ammo. No longer says incendiary as the ammo stays the same for both modes of the H-MRMs.
Fixed Clan Streak Missiles component targeting chance and damaged component chance. Was set to default which makes Streak
- targeting completely random with little focus on damaged components of 15%, vs 75%. Intended stats prioritize the torso more.
Fixed issue where only Clan Stream Artemis SRMs would not be able to swap back modes after switching once.

Mod Changes: (Includes new features, weapons and minor tweaks)
Reworked Artillery along with the same changes made in YAW. Arrow-IV turn rate increased, but spread doubled.
Artillery Have a 180 min range and Cannons have a 120 min range. Visuals improved as well as performance.

Lowered FLAK rounds radius to 275 from 300 for AC-2/5s, 260 for AC/10 and 245 for AC/20. Still looking into ways of making this
dynamic and only extend the proxy fuse after a certain range.

Added Arena Superchargers (SCs) to override vanilla content. Offers less of a speed boost, but still double that of normal SCs
Now has a deceleration boost vs non (Set to 1.75, Normal SCs have 1.25). Gauge Drain and fill rate improved. Turn rate penalty
reduced by 33.33% (The penalty went from 0.75 to 0.5).

Added new TOI and HUD_Weapon elements from YAW. Missiles now list their minimum range on the weapon's table HUD.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
Something I realized is, one reason AI are fairly dumb with Arena Superchargers is due to the turn rate also being reduced
when activated. Since AI always have MASC/Superchargers turned on, it causes them to fly face first into wall like a bunch
of imbeciles as they literally cannot control their mechs. Might look into this further by tweaking the Arena-SC stats so AI to better
utilize them. That said, an ultra lightweight + 66.667% speed boost is fairly OP. Constant 33.334% is already very strong with SC.

Spreadsheet Changes:
-

Known issues not fixed on this version:
Can't as of now fix Missiles auto-swapping modes on mission start if ALT ammo is the only ammo equipped in the mech. Not
really a major issue as the missile launcher can still swap ammo, but it must be done manually at the start of each mission. That
said, it's much better than locking into 1 mode for the rest of a mission. Auto-swapping mode still works when ammo runs out and
another valid ammo type is available.

So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types.
Since this mod has so many ammo types for various weapons, it's much more apparent than just YAW. To get around this, equip at
least one 1/2 ton ammo bin to your mech.

Finding and fixing a lot of the bugs this update took way longer than expected. Also, some potential issues may exist, but no testing
has confirmed such. Main one is the firing mode switching mechanic for missiles locking into one mode after switching to AI. If
anyone can confirm such an issue to exist still, please write a detailed bug report.