MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeaponClan
Showing 51-60 of 62 entries
< 1  2  3  4  5  6  7 >
Update: 26 Mar, 2024 @ 10:55pm

Changelog: Update-2.8.7 - Rework of Missile emitters, RF-ACs, QOL changes and patches

Bug Fixes:
Overhauled the Missile MML blueprint. All IS and Clan missiles with ammo/mode swapping should function better
-Hopefully any "mode locking" is fixed, some testing confirmed this but please write a bug report if something isn't right.
Tweaked LRM flight path to hopefully provide better consistency with hitting targets. OLD 2.7.2 version worked great, not sure
- why it suddenly started having issues with the new game release of DLC6.
AC-10-BF damage stats adjusted for its 4 round burst instead of its old 5 round burst.
Fixed RAC/2 audio. Decided to remove the AMS go brrrrr audio, as fixing it was taking more time than it was worth.
Fixed RAC Rock impact visuals
Fixed Config Files to pertain only to YARW and not YAW. Intended YARW settings should be the default to start with now.
Another pass at patching Mechs due to changes in YARW. Now integrated with YAML's new loadout replace through .json config system.
- Note that patches for YARQE will be needed as some of the quirks are override due to the new system but the alternative was to add
- another file to activate or download for steam users.
Fixed many visual issues with MechAssault weapons. Likely to get tweaked a bit later

Mod Changes: (Includes new features, weapons and minor tweaks)
FLAK round "hit detection sphere" reduced slightly. Went from 325 to 308.

Rapid-Fire ACs no longer have FLAK rounds and just have Standard + Incendiary rounds now. Standard rounds deal +20% more
damage than before so the DPS is very high. Ammo reduced further from 360 to 320 to compensate for the damage increase.

Inferno LRMs intro date set to 3015. Should be interesting with the refit system.

For any disable weapon setting, ammo-bins associated only to those weapons are also disabled now too.

Lowered the emitted smoke from artillery rounds. Should help performance as its 3.334 times less than before.

Weapon properties config simplified. If any issues occur, please make a bug report on Nexus.

Precision ACs re-worked but effectively their max ranges should just be correct now.

Flat Buffs:
LRM velocities buffed across the board. Was needed for better consistency. Turn radius also buffed, but more so for functionality.
RF-ACs base damage increased by 20%. Rounds per minute increased for all except the AC/2 class, but more significantly so
with the 10 and 20 classes of RF-ACs. Burst count also increased for the 10 and 20 classes, but cooldown is slower.
Buffed Clan Chem-Laser ammo damage per ton to 600

Flat Nerfs:
LRMs accuracy nerfed across the board due to other changes. Still extremely strong with the right build.
RF-AC Incendiary rounds heat damage slightly reduced and base damage reduced from 1 to 0.8. Heat Damage is further reduced
- per round for each higher class of Autocannon. Likely to get further tuned in the future.
RF-ACs also have had their spread increased along with the AC/2-RF now having spread. Heat increased to various degrees

Version notes:
Looking into ways to make the FLAK round have a dynamic hit detection sphere that increases after a certain range.
Any old config settings will be reset to the intended defaults or at least should be.

Spreadsheet Changes:
Still a WIP, but mostly finished.

Known issues not fixed on this version:
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still

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, its much more apparent than just YAW. To get around this, equip at
least 1 1/2 ton ammo bin to your mech.

Update: 21 Mar, 2024 @ 6:10pm

Changelog: Update-2.8.6 (Current Release)
Minor patch update
Bug Fixes:
YAWE should work again with YARW now.
Set Dummy GUI file in YARW-Clan to not have anything display in game.
SRM6 salvage points = 1 again, and description fixed

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

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
Long list of disable toggles of specific weapons removed as it extended loading times too much.

Spreadsheet Changes:
Still a WIP, but mostly finished. Hope to get done this upcoming weekend

Known issues not fixed on this version:
Mech-Assault Missile trails might linger...
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still

Update: 20 Mar, 2024 @ 1:27pm

Update: 19 Mar, 2024 @ 8:01pm

Changelog: Update-2.8.4 (Current Release)
Major Patch update: Most major bugs were due to corrupted files
Bug Fixes:
Fixed Weapon Cooldown Component for various weapons. For some reason it got reset to YAW stock values despite not
touching this blueprint in over a week. This applied to UACs, RISC-ULTRA Laser and the Pirate-Gauss Rifle
Fixed some missing weapon descriptions
Set AC/2 back to single shot AC/2 stats and not the test-build Rapid AC/2
Remade the Blueprint for CAP-PPCs and IS Autocannons. Is much more streamlined and should prevent more odd issues.
- If any occur it will at least be easier to fix now.
Fixed Clan AC ammo capacity. Was at YAW's default values
Fixed MechAssault weapon and ammo issues along with intro dates. More work is needed but they function as intended now
Fixed Corrupted Missile blueprint connected to most IS missile weapons. All LRMs and SRMs should work as intended now.
IS LRMs intended stats set in place.
Fixed IS Stream Artemis LRM Turning rate issue. Other stats were also reset on the stats sheet so this has been fixed too
CAP-PPCs now default in the charged Capacitor firing mode.
Fixed LB-X_Solid Slug intro dates as they can now be "disabled" with the disable redundant weapons setting, same as ShortBurst
-Lasers. More weapons might be added to this but Stream-Streak SRMs are disabled by default for being dumb and worthless.
Loading Hints updated to better represent the current state of the mod.
Added Battle-Value to RF-ACs and AC5. This is a vanilla game bug

Mod Changes: (Includes new features, weapons and minor tweaks)
Heavily tweaked the PPC-X and Pirate SNPPC
Pirate SNPPC works now as a Chem laser PPC-X but the Heavy SNPPC (P) remains the same
IS LRMs: Cluster/Normal LRMs are 10% less accurate and generate 5% more heat vs their Stream Variation, but get out missiles
instantly vs in a stream. Cluster LRMs also tend to perform better at close range when hot-loaded.
SRM Guided path changed. Should arc a bit to help with hitting a target where aimed vs below. Please provide feedback on this as
changing missiles paths is a very tricky thing to get just right.
Properly Added Clan Stream SRMs back but are now disabled with disable redundant weapons. Might get their own setting later.
"""Reading is LosTech. Please read the weapon descriptions! There's a lot of useful info crammed there!"" hint added"

Flat Buffs:
PPC-X damage buffed to 20 (10 projectiles x 2 damage) vs 16 (8 projectiles x 2 damage). Likely to see some tweaks
Heavy Rocket-Launchers damage buffed by 12.5%. If u haven't tried one out yet, I strongly recommend doing so as they are
very underrated due to people not understanding their stat cards.
Adjusted Dumb-fire Ammo price to be 25% less expensive

Flat Nerfs:
PPC-X cooldown doubled to 8 from 4 and heat increased to 16 from 10.
Toned down the Rapid-AC, INC-heat damage and FLAK-AOE damage as the base projectile no longer loses half of its damage
- This was not displayed in stats for the stat card so things should be more accurately represented now. Also, AOE damage does
not like projectiles with a base damage below 1 for some reason, so things should be more consistent.
RF-AC ammo toned down a bit to 360 rounds per ton vs 400. Not a big change.

Version notes:
More RF-AC balance changes likely to come in the future.
Still concerned about other corrupted files so please make a bug report on nexus or @ me on the YAML discord if you think you
found something of this sort. Resorted to a backup build didn't resolve the issues oddly enough so I decided to keep using the latest
build and work on the bugs from there as at least there is some known baseline for what needed to be worked on

Spreadsheet Changes:
Still a WIP, but mostly finished. Hope to get done this upcoming weekend

Known issues not fixed on this version:
Mech-Assault Missile trails might linger...
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still

Update: 17 Mar, 2024 @ 12:54pm

Update: 16 Mar, 2024 @ 2:21pm

Changelog: Update-2.8.2 (Current Release)
Patch update
Bug Fixes:
Fixed IS LBX from having 0% range. Bug occured after fixing another bug from last update. Ironically that bug was preventing
- something else from setting the stats to 0
BA_TAG stats set correctly
Clan Flamers weight set to 0.5 vs 1 ton
Added "INC" to standard Rapid-AC ammo as well as updated its description too.
Rocket-Launchers to intro date of 3015. Not technically lore friendly, but better for gameplay and in spirit, it's more fitting to the lore.

Mod Changes: (Includes new features, weapons and minor tweaks)
Added description to Rapid ACs

Adjusted Clan ERPPC and Linked PPC projectiles for compatibility with another to be seen mod.

Flat Buffs:
-


Flat Nerfs:
-


Version notes:
-


Spreadsheet Changes:
Still a WIP, but mostly finished.

Known issues not fixed on this version:
-

Update: 16 Mar, 2024 @ 8:55am

Changelog: Update-2.8.1 (Current Release)
Patch update
Bug Fixes:
Clan Machineguns set to their intended damage values. (-10% less than IS MGs)
Heavy MGs optimal range set to of 150m vs 135m.
Standard Autocannons Cooldown being reduced in firing mode2. This cooldown boost is supposed to be just for CAP-PPCs
Adjusted CAP-PPC cooldown bonuses to correct values. Is more consistent now.
Fixed Double-Ammo bins for Lore-Abiding Citizen
New standard ammo types should have a high chance of spawning now if they weren't previously set to.
Alt-Fire weapons had their Assigned weapon class change on their own. Unkown as to why but they all should function correctly now
Fixed TOI-Cluster Logic - Thank you cszolee79
All mechs in DLC-6 that had Rapid-Autocannons had their loadouts changed to accommidate for the overhauled Rapid-Autocanons.
Might see more adjustments later.

Mod Changes: (Includes new features, weapons and minor tweaks)
For just 1.1354 or higher (DLC-6) and not likely to work well with 1.1351 (DLC-5) Rapid Autocannons have been overhauled
and now use a universal ammo type.
Can swap between Incendiary rounds or FLAK rounds only. 400 rounds per ton of ammo

Added "Dumb-Fire" SRM missiles. Basically a non-lore friendly Dead-Fire ammo alternative until Dead-Fire missiles are introduced
in 3052. The Dumb-Fire missiles are more expensive and have less ammo per ton vs standard SRMs. They are less likely to
be struct and cause an ammo explosion though. Lastly, they are more expensive than normal SRMs are not not worth keeping
after Dead-Fire SRMs are available.



Flat Buffs:
-


Flat Nerfs:
-


Version notes:
-


Spreadsheet Changes:
Still a WIP, but mostly finished.

Known issues not fixed on this version:
-

Update: 14 Mar, 2024 @ 9:34am

Changelog: Update-2.8 (Current Release)
Massive Rebuild from the ground-up
Bug Fixes:
Performance but most notably loading times seem better across the board compared to 2.7.2. So much was changed since this
version re-built most things from scratch and the base YAW + YAWC source files.
Machine-Guns no longer have left-over T5 heat damage bonus. Not all were bugged but this was an inconsistency
Mech-Assault Ammo should have the same intro dates as the selected enabled or disabled option.
Weapon-Upgrades should work for the odd few that didn't. Not every weapon + Tier was tested as that would take too long.
Heavy-Rocket Launchers asset names redone to allow for upgrades. If u had any previously, they can be added back via F10.
LBX ACs now have a consistent +20% damage in cluster mode across the board. Might get rebalanced in the future
Fixed Caseless AC20 no sound issue. Was due to having a reload sound oddly enough.
Clan RACs asset names changed. Again, if any weapons become invalid use the F10 menu.
Removed "MKII" suffix as this might of been a culprit to weapons not upgrading. Possibly a temporary change for now.
Patched new weapons having incorrect or inconsistent stats
Patched vanilla mechs with Autocannons-RF

Mod Changes: (Includes new features, weapons and minor tweaks)
Weapon chance to be damaged is now calculated at "(0.025% x Crit Slots) + 0.025%" instead of a flat 15% chance. Small weapons
Are less likely to be destroyed when armor is breached but large weapons are more likely. There are exceptions, such as prototypes.

Rifles (Light, Medium and Heavy Rifles) have come full circle back to vanilla damage but with a twist. They now deal significantly
less damage to varying degrees against mech armor. Mech Armor multipliers are as follows:
Light-Rifle = x0.333, Medium-Rifle = x0.5 and Heavy-Rifle = x0.667. Other stats have been either tweaked slightly or unchanged.

TLE (Traditional Lasers Edition) removed but in place a hybrid variation of the old laser colors and vanilla style of laser colors has
been implemented. Laser colors are more or less based on how powerful and technologically advanced they are.
Large Lasers start light blue and shift towards being more blue and then purple
Medium Lasers start Yellowish Green and shift towards being more Green and then "Sea-Green"
Small Lasers start Lightish Red (Yes and I swear it's not pink!) and shift towards being more Red and then Orange/Yellow

REMOVED Pirate: Capacitor SNPPC. ADDED Pirate Heavy PPC instead. Works like a shotgun just like the other Pirate SNPPC.
Pirate PPCs have been reworked in general with better visuals and weapon performance.

REMOVED Dead-Fire SRMs: Replaced as alternative fire mode and ammo for most SRMs. Note that Dead-Fire ammo is introduced
in 3052. Dead-Fire SRMs deal 1.5x more damage but have no lock-on ability,16.667% less range and way more spread.

REMOVED Stream-Streak SRMs: Only the Vanilla Stream-Streak SRM2 remains and has been set to not spawn but is still possible
to obtain through salvage or mechs with it as a default weapon. Just works like a normal Streak-SRM2.

REMOVED Streak MMLs: These weapons were the original weapon idea for the current RISC MMLs but their ammo selection was
not consistent with the YASV mechs with such weapons. As such they were splitted into two separate weapons but now these
"""Streak"" MMLs really don't fill much of a purpose. As such they have been removed to reduce weapon bloat."

Remade many weapon visuals such as muzzle-flashes for most Autocannons. Most projectiles have had visual tweaks. MGs too :)

Capacitor PPCs function more akin to other weapons with ALT-fire modes. Starts in normal (NRML) mode and can be switched
anytime to Capacitor (CAP) mode for a +5 damage boost in exchange for +4 heat. Basically more consistent than YAW Cap-PPCs.
Likely to see further adjustments

IS gauss explosion damage set to base damage + 1/3 while Clan = Base damage + 2/3. Applies to ALL gauss weapons
(This is still less than vanilla btw, so technically a buff)

Pirate Incendiary MRMs renamed back to Heavy MRMs. They now feature the previous Incendiary ammo like before with extra
structure damage, but now also include an alt fire High-Explosive AOE damage missile firing mode. These things will delete mechs
with low armor and exposed components. They are still classified as a Pirate weapon however.

Projectile-based Flamers removed but I will include their source files in case anyone wants to use them still.
Projectile-based Machine-Guns are now their own optional file to improve performance for those not wanting them to begin with.
Mech-Assault Weapons now spawn in by default but can be disabled anytime. More changes to them in the future.

X-pulse and RE-Engineered Lasers have almost identical stats now. The damage of these Pulse lasers is the same as standard
Pulse Lasers but they have a slightly faster rate of fire.

RISC-Hyperlaser now has an ALT-Fire that acts like YAW's version but without any additional mechanics that made things less
consistent. Deals -60% damage in "HYPER"-mode but has no cooldown or duration (fires continuously). Higher tiers of the
Hyper Laser receive more damage in HYPER mode to compensate for the lack of a cooldown + duration bonus.

Added "Bastard Rifle" which is a unique Pirate variation of a Heavy-Rifle.

All Capacitor PPCs now work like other weapons with ALT-fire. They can now be toggled to have the capacitor activated for extra
damage or turned off for better heat + rate of fire. Likely to see some adjustments in the future.

Precision ACs now can alt fire to Standard AC ammo and operate more or less like a single shot Standard AC.

Prototype PPC Repurposed. Instead of a cheaper but crappier PPC, it's now a "quirky" PPC. Can explode with a high chance of
being damaged and a min range of 90m. Cooldown is 4 instead of 5. C-Bill = 50% more than PPC. Still only T1 only for now.

Rotary Autocannons re-worked along with Caselss ACs since they both use the same heat bar emitter type. RACs now have
varying fire rates based on class. Clan versions are more linear in this change through classes while IS RISC RACs are more
separated in their stats like they were before. RAC/2 or 5s have higher proportional damage but a slight mech armor damage penalty
RAC/2s = 0.6 damage at 750 RPM but with a 0.8 mech armor damage multiplier.
RAC/5s = 1.111 damage at 600 RPM but with a 0.9 mech armor damage multiplier.
Clan RAC/10 = 1.777 damage at 450 RPM. RISC RAC/10 = 2.5 damage at 270 RPM. Both cooldown faster with less heat cap
Clan RAC/20 = 3 damage at 300 RPM. RISC RAC/20 = 4.167 damage at 180 RPM. Both cooldown faster with less heat cap

Caseless ACs completely reworked. Now function like a RAC, UAC and Burst AC all merged together. Super high Burst damage
potential as they fire longer bursts in rapid succession but for only so many times in a row before jamming. Jams last a long time.
ALL caseless ACs are more difficult to use in general due to the lengthy bursts requiring some skill to shoot well.
So under optimal conditions these weapons will wreck things like no-ones business but if you're spreading you shots all across a
mech or missing a few from a burst, they're not gonna perform better than other ACs.
CL-AC/20 can get about 3 bursts before needing to take time to cool of before risk of jamming/overheating.
CL-AC/10 can get about 4 bursts before needing to take time to cool of before risk of jamming/overheating.
CL-AC/5 can get about 5 bursts before needing to take time to cool of before risk of jamming/overheating.
CL-AC/2 functions more or less like a Burst-AC2 in that its fire rate isn't too much higher. Can fire way more rounds before jamming.

Re-worked AI targeting for weapons with ALT-Fire modes. Most notably with the standard style of autocannons.
Tanks and VTOLs (Cannon-Fodder) can now use Incendiary rounds under certain conditions as well as flak rounds.

Improved Plasma Cannon (C) changed to de

Update: 4 Jan, 2024 @ 1:01am

Changelog: Update-2.7.2 -Bug fixes

Bug Fixes:
AC/2 BF higher than tier-1 were set to single-shot AC/2 stats.
Fixed various weapon descriptions to be more accurate or better represent the weapon
RISC MMLs given high arc trajectory seen in just about every other LRM weapon.

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

Flat Buffs:
RISC-Streak MMLs cooldown buffed from 5 to 4.4.


Flat Nerfs:
-

Version notes:
Streak MMLs were arguably useless in terms of comparing them to other weapon options. They might
get axed entirely in the future or re-worked, but for now they're just getting a cooldown buff.

Spreadsheet Changes:
-

Known issues not fixed on this version:
Looking into ways to possibly reduce loading times.

Update: 31 Dec, 2023 @ 7:32pm

Changelog: Update-2.7.1-Bug fixes, Buffs and visual improvements

Bug Fixes:
Dramatically increased missile turning rate for missiles given the high arc trajectory such as the N-LRMs
Fixed IS Stream LRM20 + ART tier-5 range quirk. Is now + 25% and not 40%.
RISC Hyper Laser should work as intended now. Somehow I re-linked its old HUD elements which broke things
Fixed RISC Ultra Laser stats at higher tiers
Fixed various Clan Tracer MGs. Their stats were not being read from their data-table.
Fixed Inferno Heavy-Rocket Launchers using the normal RL projectile.
Certain Precision, Flak and INC ammo bins set to correct ammo per ton.

Mod Changes: (Includes new features, weapons and minor tweaks)
Small tweaks and adjustments to LRMs which have more consistent heat and spread among each other.

Adding Missile smoke Trails. Might affect performance but visually it's much better looking.

Adjusted Pirate Double AC/5 audio to sound better. Also gave it burst duration compensation. Also can now use Flak ammo :)

Weapon visuals adjusted for MA_Hammer + Javelins. Many other missiles set to default as moving forward I'll be recommending
the mod "Volatile" since it does a great job at overhauling missile visuals.



Flat Buffs:
Extended LRMs now deal 1.4 damage per missile vs 1.25, and 1.3x vs 1.5x the heat of normal LRMs + Accuracy improvements


Flat Nerfs:
Extended LRMs fire slower at a cooldown of 5 vs 4. However, this also reduces their heat output so it isn't strictly just a nerf.

Version notes:
I've confirmed that LRMs in this mod can hit targets beyond 1250m. It was commonly believed missiles couldn't go past
this range due to game-engine limitations but this is clearly not the case so Extended LRMs are not useless!


Spreadsheet Changes:
-

Known issues not fixed on this version:
Looking into ways to possibly reduce loading times.