MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeapon
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Update: 12 May @ 2:00am

Update: 8 May @ 11:00pm

Update: 8 May @ 10:49pm

5.3

Development Update and General Info:
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Bug Fixes:
Fixed a couple typos.
Fixed RMG emitter logic. Forgot to re-attach custom "set stats" after optimization overhaul.
Fixed Binary laser TAGs being deleted by the editor.

Mod Changes: (Includes new features, weapons and minor tweaks)
Tweaked RMG to not apply to vehicles so that they dont shoot themselves. Hopefully a temporary fix.
Re-worked Bastard weapons. Fat Bastard arcs like other artillery now.

Slightly updated the soft-mod/asset conflict prompt to hopefully be more clear.

Flat Buffs:
- Bastard Rifle: Heat reduced 20%, AOE returned at 10% base damage, armor penalty removed. Spread also reduced. Ammo set to 18 vs 10.
- Fat Bastard: Damage set to 15, AOE set to 10.
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Flat Nerfs:
- Bastard Rifle: Heat damage reduced to 6 vs 9.6 per burst. Damage set to 16 vs 24. Velocity reduced to 1520 vs 1560 m/s
- Fat Bastard: Heat damage removed (Plasma mortar takes this role)
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Version notes:
-

Update: 7 May @ 8:05am

Update: 6 May @ 10:39pm

Version 5.2
5.2
THE BIG F***ING UPDATE
Development Update and General Info:
Been having PC issues which has delayed this release a lot. A lot of planned content will release at a later time.
Also, YAEC-R plugin I had was corrupted and is not longer useful. My involvement with the mod will not continue.
More visual improvements and overhauls will continue with future updates.

Bug Fixes:
Extensive changes were made to weapon emitters & game UI to better optimize them and reduce lag/frame drops. This update has basically
trimmed the fat so to speak. Some emitters were outright re-built from the ground up.
Fixed a few more typos
Fixed Light Double ammo bins from not spawning
Fixed the added -DF AMS variants being de-synced from their emitter and not firing.
More so an oversight + misunderstanding on how things worked: Weapon rift system should be less annoying now.
There are variables that can be used to affect weapon refits. So weapons that constantly refit to make mechs worse should no longer be able
to be used in refits. Notable weaponry that fit this description: Proto-PPCs. Small Blazers. Small pulse
Updated both incompatible mods detected systems. Not a bug fix, but removed the front page "bad modlist detected" due to the amount of
mods using its vanilla BP file.
LRM 15-MP Min Range set to match other Ammo Swapping LRMs. (Keep in mind these launchers aren't really intended for player use)
Other small general fixes

Mod Changes: (Includes new features, weapons and minor tweaks)
Completely overhauled mod/asset detections to use data-assets (this is the optimizations mentioned in bug fixes). This will improve overall
game performance and clean up lag spikes from Mechs/Vehicles spawning. Added ammo intro dates for AI but this does not work in IA.
Also updated UI to prevent weapon name with mode type overlap. There are a TON more Mod Options PLEASE look through them!

Overhauled and improved Gauss Visuals. Gauss visual mods are not compatible or at best won't adjust anything. Adjusted Artillery impact
visuals and they now have impact decals.

Adjustments were made in effort to combat bad mech refits but there isnt much that can be done about this mechanic.

Artillery Arcing mechanics overhauled. They now roughly hit where the player is aiming. I say roughly as it does not really account for
the height at which the weapon is fired from nor the angle down/up from target. But on flat terrain, it's pretty spot on. Velocity
reduced to 800m/s vs 900m/s but this is hardly a nerf and more so an optimization. Velocity is capped however to not exceed 800m/s.

NEW MECHANIC: Through armor criticals. This is complete as a mechanic, but tweaks and balance passes for the various weapons
are expected in future updates. List of TAC weapons below. Also note, certain armor types will offer +defense or reduced defense vs TACs.
- All Gauss Rifles (Not micro gauss weapons): 100% chance to TAC on single slug Gauss weapons. HAGs and multi projectile Gauss
Instead have a crit-chance vs 100% crit.
- All Gauss Rifles (Not micro gauss weapons): 100% chance to TAC on single slug Gauss weapons. HAGs and multi projectile Gauss
- LBX: No longer features AOE damage but instead has the low chance to Through Armor critical. TACs can deal 1, 2 or 4 damage.
Damage depends on crit roll of course. Slugs cannot TAC. If TAC slider set to 0, LBX will revert to old mechanics.
- Armor Piercing Autocannon ammo: New ammo type for all standard autocannon variants. Ammo capacity is 40% lower, but all classes of ACs
have the ability to TAC. Higher the class, higher the TAC chance & damage on higher tiered crits. Burst/Single shot affects the behavior
of AP ammo as well. Notably, Burst-Fire ACs have 1/2 the crit chance and lower higher tier crit damage.
-Tandem Warhead ammo: Only available to Short Range Missile capable launchers. Very similar to AP autocannon ammo, just in SRM form.
Ammo capacity is also reduced by 40% but the damage if the ammo bin explodes by +50% per missile.

NEW Difficulty modes: Added slider that makes the game more challenging. Depending on mods/content used, the difficulty level will go up
automatically to compensate for things that make the game way too easy.

Hot-Loaded LRMs: Now properly explode and deal internal structure damage. Damage doesn't
usually transfer over to other components, but if the component explode, a small AOE will also emit.
Hyper Laser also now properly explodes when firing for too long. Note that it sometimes induces more damage than normal and its unknown
as to why.

Complete overhaul to "advanced SRMs" (Not the canonical Battle Armor weapon versions). They now are called Jaeger Streak SRMs
and combine a streak system with Tandem Warheads. What's unique, is that they use an internal ammo bin but carry different ammo amounts.
Clan version carries 1/2 of ammo (108 SRMs) vs IS 1 full tons worth of ammo (216 SRMs).

PPC-Xs: Now include a rapid-fire mode which makes them like an AC/2 in PPC form.

Caseless autocannons Overhauled: Now work very similar to vanilla UAC/5 in that they can fire while cooling down an unlimited amount
of times but at a higher and higher chance to jam. Reasoning for this was to simplify them and to differentiate them from RISC RACs.
RISC RACs have effectively replaced how Caseless Autocannons used to work so removing this redundancy made the most sense.

Scorpion Tank AC/5 Main-gun: Stats overhauled to represent its canon description. fires moderate speed 3 round burst.
Ultra Gauss now uses Mini-Gauss ammo.

FLAK rounds no longer air-burst on anything that is not a VTOL. Air-Burst radius increased substantially.

Overhauled Mag-Pulse Missiles. Now properly affects pilot gunnery skills without nerfing other aspects such as damage reduction. Lore option
to make non-Improved ATM Mag-Pulse extremely ineffective after 3065 but much more powerful before 3065.

Clan LRM + SRMs now have access to all respective launchers ammo types EXCEPT Dead-Fire ammo.

Lancemate AI are extra smart with autocannon mode swapping and will use each ammo type optimally. Note that certain ammo will take
priority over others. Best example is, if target armor is high enough & AP ammo is equipped, they will use AP

Added the "Great Urban-pocalypse" Challenge mode: It's certainly a difficulty step up. Anyone that can beat a Campaign or DLC Campaign
will get something made for them in YARW. Due note this is very much a joke that's just for fun, but if u take this seriously i will honor it.
Only rules is, it needs to be documented and NO CHEATs whether via settings or mods. I guarantee you won't survive. More info below.

Update: 8 Apr @ 10:48pm

5.1.1

Bug Fixes:
More so a preemptive patch that may fix some issues for weapons that have alt-ammo types.
So, no idea if this really does anything but would rather error on the safe side.

Update: 7 Apr @ 6:36pm

Update: 7 Apr @ 6:15pm

Version 5.1
5.1

Bug Fixes:
Fixed a lot of typos with the new formats for weapons, ammo equipment etc.
Fixed Large Ultra Laser not being connected to "OR" bool. Caused weapon to have infinite "re-firing" within its cooldown.
Added missing tiers for MG-Array x5s (non canon array)
Extended emitter delays for some of the clan weapon emitters: This is to fix stat modifiers from quirks/equipment to properly integrate with the
base weapon stats.
Added in M-Pod to as a patch for Exotic Inner-Sphere Mechs version of it. Follows YARW's standards much better now.
More weapon patches for weapons of non-weapon focused mods.

Mod Changes: (Includes new features, weapons and minor tweaks)
Overhauled the weapon_properties.json file. Most changes will not apply unless YAML updates for such features.

Adjusted many weapon descriptions to not overlap UI when looked at in the market. Do note that while simpler, certain information that should
be obvious is missing.

Added the remaining -Direct Fire AMS assets. Work on making AMS have a -DF mode work as an alt firing mode ended up not working &
would take too much time to complete if even possible.

Added Pirate IED: Basically the early intro "self artillery system" that's twice as heavy & bulky vs Dead Man's Gift. Does have more boom.
SAS Weapons: Given count-down timer before... detonation.

Added a few weapons from YAW-Addons that make sense in YARW's sandbox. Due note, weapon assets will not be added for sake of
compatibility since they just add more bloat. Such weapons are also NOT supposed to be used by other mods in their mech/vehicle loadouts
anyways. In other words: NO Minnesota-Tribe "early Clan" weapons or weapon variants uniquely added in YAW/YAWC-Addons only.
- Light PPC-X: Works similar to PPC-X, but is less damage efficient in exchange for a higher rate of fire.
- Artillery Guns: For turrets/vehicles only. This is for parity purposes.
- IS Railgun: Added since there has been a Clan Railgun for a long time.

All coils have the same cooldown + duration but smaller the coil, the better the heat gen but worse range.

Flat Buffs:
ADA/SAM (anti-air ammo) Arrow IV's now have a large AOE blast that does little damage, but should still help with VTOL Swarms.
Coil Cannons: Heat reduced by 1/2 and top speed cap set to 162 KPH. Damage scale increased by +50%.
Railgun heat reduced by 2.8%

Flat Nerfs:
Coil Cannons: Heat scale set to 2x vs 1.5x
Railgun damage reduced to 42 from 52.
LRM + Artemis accuracy buff reduced from -33.33% to -27.5%. Affects all LRM style launchers with Artemis.

Version notes:
Update was delayed for YAEC-R update to release.

The railgun never was well balanced, but now it should be less of an obvious option for those that love Gauss/PPCs.

COILs will likely see future adjustments.

Update: 7 Apr @ 5:59pm

Update: 20 Mar @ 11:36pm

Version 5.0
5.0

Bug Fixes:
Possible fix to turret HL-AOE damage applying to players when stepping on such a unit.
Fixed some short and long names for weapons. Issue stems from vanilla.
Completely removed standalone Clan Stream SRMs from mod. (they have been disabled for a long time now).

Mod Changes: (Includes new features, weapons and minor tweaks)
Completed artillery arc mechanics. All artillery fire in a slight arc. Cannons at 1.5-degree and pieces at 6. Gravity increased significantly
(Gravity matches arc angle) If detected within a certain radius, the projectiles will dive bomb towards Mechs, Turrets or Tanks. Keep in mind
that artillery is indiscriminate and will nose dive towards friendlies as well. AI work perfectly fine with artillery.

Ultra-Laser overhauled. Now produce more heat and have a longer duration when "double-tapping".
New Weapons: Added Small + Medium Ultra Laser classes. MU Laser = 2.5 tons and takes 2 slots. SU Laser = 1.25 tons and takes 1 slot.

New Weapons: Coil guns like the ones in HBS 2018 BattleTech. The faster the mech moves, the more damage and heat it can produce.
(Basically REALLY strong lasers for scout mechs).

Added temporary patch for certain YAWE weapons using the rac emitter to include the old minimum jam chance clamp of 5 vs the newly
set value to = 1 for YARW's RACs.

Updated autocannon tracer visuals.

Added a mode reset that sets the firing mode to default if swapping to an AI Lancemate mech that uses mode swapping ammo weapons.

AI will now use UACs like players and to their full potential. Basically they always fire in double-tap burst. Since AI cannot Jam weapons nor double-tap normally, their firing behavior is still slightly different than players.

Re-standardized laser heat & durations. Since the Standard IS Med laser has more heat and used as a baseline for all other lasers,
many laser heat values have been changed. Small Laser heat output is the same but the standard is 2/3 of their medium laser class.

Light autocannons now use standard AC ammo and all their alt-ammo types. This also means that all light autocannon ammo has been
disabled. However, if a mech detects no standard ammo, the LAC will default to the light AC Ammo bin. This is more so for AI in allowing
mech loadouts that don't have standard ammo to still function with the LAC ammo bins.

Added a secret "weapon" that takes an AMS hardpoint slot.

Flat Buffs:
Arty piece velocity increased by 100m per second and arty cannon increased by 50m per second
Artillery spread removed.

Pulse Laser durations reduced by -16.67%. (Does not apply to Pulse lasers with longer or shorter than normal durations)
X-Pulse "full-auto" mode slightly buffed due to other general laser adjustments. Damage output increased by +7%.

IS ER lasers are now +40% vs 50% more heat compared to Standard lasers. Laser durations also reduced by 11.11%
IS Pulse lasers are now +11.11% vs 25% more heat compared to Standard lasers. (Keep in mind this buff is based on new IS Med Laser heat)
Chem lasers heat output indirectly buffed due to not changing.
- Most other IS and Clan Lasers have been proportionally affected by the new standards. (Most Med & LRG laser heat reduced)

Clan ER Laser DPS increased by 5% (Cooldowns basically reduced by 5%)
Clan Heavy Lasers cooldown reduced by 6.25%
Clan Chem lasers cooldown reduced by 4%
Clan ER Large Laser heat reduced to 9.333 or = 2x the ER Med Laser
Clan Large Pulse Laser heat reduced to 8.25 from 9. (ER LPL proportionally adjusted too)
Clan ER Small Pulse Laser: Damage output increased +11.11% and range by +7.1%

Hot-Loaded LRMs no longer have reduced range.

Non ER-PPC velocity increased. Standard range PPC set to = ERPPC or 2500m/s vs 1800.
Reduced range PPC velocity set to 2000m/s vs 1500.
Non ER-PPC cooldowns slightly improved. Base PPC is now 4.8 instead of 5.
HPPC + SNPPC Cooldown set to 4.5 from 4.8 and LPPC set to 4 from 4.1667

IS Standard Med Laser heat increased to 2.5 from 2.4.
All Small laser durations are now 20% less vs 25% less vs their medium laser class counterpart. (this was the intended value anyways)

Clan Heavy Laser duration increased by 11.111%
Clan Large Pulse laser damage reduced to 11 from 12 (ER LPL proportionally adjusted too)
Clan ER Large laser damage reduced to 10 from 10.5

Artillery cooldowns increased by +25%. Note that the heat per shot was not changed so heat output is lower.

Hot-Loaded LRMs now have way more spread.

Version notes:
Many thanks to the YA-MW5 discord for helping with play-testing for this update. :)

Many Clan Lasers had their cooldowns reduced and stats adjusted to compensate.

While artillery is effectively complete, they are likely to see some balance adjustments in the future. As of now, they are fairly powerful.

Non-ERPPCs should pair better with Gauss weapons and ERPPCs now.

If you see a mech refitted with a "Dead Man's Gift" in place of AMS, run away and actually report this on the YA-MW5 discord or as a comment.
It is unknown at this time if this can take place of actual AMS...