MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeapon
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Update: 20 Feb @ 10:03pm

Version 4.9
4.9

Bug Fixes:
Fixed more weapon descriptions.
Clan RAC range based off of RAC/5 standard and now share the same range as Clan UACs (Range buff).
Set all emitters to load slower. So don't fire with the first 3 seconds when spawning in to be safe. This should prevent weapons not applying
their intended quirk + equipment stat modifiers. Issue most likely stems from PC hardware loading everything slow, so this will help those
on lower end systems the most.
Went through every ammo bin and fixed any inconsistencies. Most fixes were to ammo C-Bill costs.
Adjusted UI to be less intrusive.

Mod Changes: (Includes new features, weapons and minor tweaks)
Updated for Revamped Machine Guns latest overhaul. Overhaul allows normal machine guns to fire projectiles instead of requiring
dedicated projectile machine guns that are separate weapons. More info on RMGs changelog version 1.5.

RISC Hyper Laser now explodes when fired in constant beam mode for too long. Will emit interference as a warning before blowing up.
"Cools down" at 1.25x the rate it "heats up". In other words, the weapon can be fired for about 6 seconds before blowing up. To reset this
duration to 0, the player must wait about 7.5 seconds. This weapon is much deadlier now, but offsets this with a massive "RISC" :)

Mine performance optimization: Checks 10 times a second vs every frame for mechs/Tanks in it's detection sphere. Reduced Thunder
LRM Mine radius but increased explosion speed. Mines are more powerful but have less radius basically.

Re-worked RACs again. Firing logic simplified and should be more consistent. All RACs initial rate of fire = 1/2 the max fire rate. This sounds
sounds like a nerf, but all RACs have had their UI displayed cooldown to = the max firerate. Ramp up time is also fairly quick.
Added Inner-Sphere RAC-10/20 and RISC-RAC-2/5. Renamed the current RISC RAC/20 asset back to trueg's naming format.
Clan RACs: Still have more range and accuracy but now have less DPS. Heat output = same.
Clan RAC-10/20s: Weigh less than IS counterparts but take same slot amounts. Deal 15% less damage. Still have better range+accuracy.
RISC RACs work technically speaking more akin to TT or like MW4mercs. They fire in bursts with damage = to their AC Class.
Cooldowns are very short compared to a standard autocannon counterpart.
RACs also have a calculated damage before the jam/heat bar reaches 100%. Starts at 100 for RAC/2 and increases by +20 each higher class.
So a RAC/20 can deal around 160 damage before it has the chance to jam.
RISC RACs are designed to be able to fire 5 bursts in a row without jamming, and a very small chance to jam on the 6th consecutive burst.

Flat Buffs:
Hyper Laser Damage while in constant beam mode increased by +25%. Also no longer emits constant hud interference .
Mine detection range set to 12.5 vs 11m
Caseless ammo bin hit chance reduced to 25% from 30%.
Proto-RAC/2 fire rate increased from 180 RPM to 200 RPM
Rapid-Fire Autocannon ammo per ton increased by 3.75% (12 extra shots)

Flat Nerfs:
RACs have more spread.
Proto-RAC/2 spread increased to 90 from 50
Clan RAC-10/20s damage now = 15% less than IS counterparts due to taking same slots and weigh less for more range.

Version notes:
If you lose any RISC-RACs, use the F10 debug menu to spawn some in your inventory.

Xeno Pax Optimize & The Timber Mod have been added to the incompatible mod list IF using Revamped Machine Guns. Using RMG with either
of these mods WILL induce crashes/hard-locks.

In a future update, Light Autocannons will get overhauled to use all the standard autocannon ammo types and the LAC ammo will be
depreciated. LAC ammo will be set to disabled from spawning but will still work for LACs.

Update: 8 Feb @ 10:23am

Version 4.8.1
4.8.1

Bug Fixes:
Fixed IS LRMs not locking on if mode was not swapped. This bug made 0 sense looking at the BP Logic, but by default, the Thunder LRM
true/false mode was being read as "true" even though the default state is false.
Thunder LRMs no longer have a min-range.

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


Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Known issues not fixed on this version:
-

Update: 6 Feb @ 11:34pm

Version 4.8
4.8
The Warcrimes Update
Bug Fixes:
Adjusted/updated some weapon descriptions.
Plasma and inferno missiles updated to prevent instant turret shutdown/disabling.
Repaired some files not syncing correctly. (Don't know if this will be apparent to any users in fixing much.)

Mod Changes: (Includes new features, weapons and minor tweaks)
LANDMINES! Added thunder missile types: Thunder missiles are basically landmine delivery systems. Stepping on one emits a small AOE.
Thunder variants exist for Arrow-IVs and for LRMs. They mechanically work differently, but the mines work the same.
There are two MO settings for mines. Lifetime: Sets in seconds before self-destructing. Debug Mines: Destroys all deployed mines in mission.
Don't give AI Lancemates Thunder munition types. They dont know what to do with it at this time.

Added new Plasma Mortar weapon. Basically an energy Artillery weapon. If you like the Fat-Bastard, you'll enjoy this one.

Artillery: Overhauled impact visuals. Oddly performance friendly. A lot was overhauled so that the projectiles could be simplified more.
Artillery will seem less powerful on paper, but in reality they are more or less the same. Main thing is they are FAR more consistent.
Arty damage technically reduced in half, but this was already the case through the projectile logic anyways.
Artillery ammo reduced to = 528 damage per ton of ammo (Calculated by Base Artillery Piece damage + AOE damage).
This affects the sniper and thumper ammo bins. Also, Mech-Mortars received similar adjustments and their AOE works much better now too.

Artillery Piece changes:
AOE Damage = base damage and blast radius is fairly large. All have an 8 second cooldown now.
Base blast radius is 110m. Longtoms are 20% more than this.

Artillery Cannon changes:
Damage = 1/3 higher than base artillery piece, but they have half the AOE radius and their AOE damage = 40% of their base damage.
Cooldowns reduced to about 6 seconds. Heat output per minute is still the same as artillery pieces.

TBolt Intro date set back to 3057. Lore wise they began production around this time for the Solaris games. Official/Previous intro date is 3072.

Flat Buffs:

Artillery Piece cooldowns all set/improved to 8 seconds.
All TBolts given AOE damage = to 10% base damage.
RACs initial fire rate and minimal fire rate cap is 3.33x vs 6.66x. This'll reduce spin-up time drastically.

Flat Nerfs:
Mortar damage reduced by 1 for IS and 0.5 for Clan. AOE damage also reduced by 16.666%.
TBolt-5/10/15 spread increased to be slightly below the TBolt/20. All TBolt velocity reduced to 420 from 450m/s
Arrow Heat increased to help balance their new lethality.

Version notes:
Mech Mortars are not nerfed as much as the flat nerf would imply. Their AOE damage is more consistent now which acts as a buff.

Try not to place too many mines. It will crash the game. Granted, there were over 2000 before my game crashed. but still. Thunder missile
content is still a WIP and very experimental at this time. If too many mines is a concern, set their lifetime to be lower.
IF you get any game crashes and you are certain it is due to mines, copy the crash report message (on game crash it goes to your clipboard,
pre ready to be posted with CTRL-V) as a bug report. If there are any bug reports related to mines, PLEASE reply to the already existing
mine-related bug report. Then list any details on what occured before and during the issue. Same goes for any bug report really.

PLEASE NOTE: If you are using scary tanks, the artillery AOE may not work correctly against vehicles. As much as i love that mod, I haven't
been using it and instead just use Assorted Fixes + the Tank & VTOL patch when testing YARW artillery. To compensate for the lack of ST,
I significantly increase the YAML vehicle health sliders. (Scary tanks added to Potentially Incompatible Mods)

Known issues not fixed on this version:
-

Update: 30 Jan @ 10:18am

Version 4.7.6
4.7.6

Bug Fixes:
Fixed turrets being disabled from certain autocannon projectiles. Old system no longer works for some reason.
Sniper Artillery no longer has 10x the blast radius.
Fat-Bastard can no longer interupt cooldown
Clan RACs benefit from improved vehicle damage as well now.

Mod Changes: (Includes new features, weapons and minor tweaks)
Completely reconstructed the Incendiary and FLAK autocannon projectile types with an enum system. This'll make editing projectiles
much easier if it is needed.

Updated artillery descriptions.


Flat Buffs:
Slightly buffed the AC/2-RF cooldown to .32 from .333. DPM is 226.2 vs 217.2 now

Flat Nerfs:
-

Version notes:
Artillery should have better game performance.

Known issues not fixed on this version:
-

Update: 27 Jan @ 5:46pm

Version 4.7.5
4.7.5

Bug Fixes:
Went through the entirety of YARW's plugins and purged any potentially bad files or references. Corrupted files were either fixed or rebuilt, but
they now work as intended. With this, the weapons using the weaponemitter_trace having broken damage are fixed.

Made several emitter optimizations.

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

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
Lasers using the weaponemitter_trace were broken for several reasons. Firstly due to corrupt files/bad references. Secondly due to the AI
only damage not being read correctly and somehow setting to a different value. No other weapon emitter has had this issue.

Major bug was fixed, and potential issues of this degree should also be prevented from occuring anymore as well. That said, this all started due
to an editor crash, which has the chance of doing odd things to the plugins.

Still have no idea exactly on why only (as far as is known) the base weaponemitter_trace was affected or why it was affected in the way it was.

Known issues not fixed on this version:
-

Update: 25 Jan @ 10:03am

Version 4.7.3
Changelog: Update-4.7.3

Bug Fixes:
Moved many files from core mod to YARW_Essentials to prevent them from being overwritten. This will fix incorrect ammo bin values for
certain weapons if using Assorted Fixes among other issues being fixed. Basically a compatibility patch.
Fixed minor issues with Narcs attached beacons and TAG_Lvl0 status effect.
Adjusted certain ammo types to better account for their associated DLCs.

Mod Changes: (Includes new features, weapons and minor tweaks)
Adjusted TAG spread modifiers to be consistent with NARC. NARC still applies a better spread reduction vs TAG.
All non-mech AI with LRMs count their LRMs as "hotloaded" at all times which means their launchers will explode if critted.

Flat Buffs:
Narc durations buffed at higher tiers by +3 more seconds vs +1.5 seconds. (Buffed status effects apply every other tier)

Flat Nerfs:
-

Version notes:
The non-mech AI hotloaded feature may get reverted or adjusted in the future.

Known issues not fixed on this version:
-

Update: 23 Jan @ 10:39pm

Version 4.7.2
Changelog: Update-4.7.2

Bug Fixes:
Fixed RAC tracer initial size to not block the target.
Artillery no longer has the ability to instantly disabled turrets without killing them.
Adjusted base trace weapon emitter to be function more correctly. May not make a difference in game, but previous setup would of prevented
certain mod options from interacting correctly. This may fix other potential issues that are much more game breaking?

Mod Changes: (Includes new features, weapons and minor tweaks)
Overall changes to RACs should make them more consistent. It seemed in game the actual final damage calculations were not lined up
with their intended stats.

Tweaked Artillery projectiles to be better vs vehicles. Game performance with arty may improve as well.

Flat Buffs:
MM-1/2/4s heat reduced to compensate for bad tonnage to damage ratio in comparison to the MM/8. Spread further reduced as well.

RAC Heat bar length increased +25% and jam chance reduced in half. RAC/2 base heat bar increased an additional 12%.
RAC-2/5 heat bar cooling rate improved by 16.667%
RAC-2/5s no longer have -armor damage %. Performance vs mechs should be the same.
RAC-2/5s Damage vs anything that's not a mech has been improved within the projectile itself.
RAC vehicle damage: +50% for RAC/2, +20% for RAC/5 and +10% for other RACs.
RAC-2/5 velocities increased by +80m/s

Flat Nerfs:
MM/8s spread increased.
RAC-2/5 base damage reduced to what it was intended to be with the previous armor damage % penalty.
Reduced RAC heat bar duration buffs per higher tier to be +5% more per tier vs up to + 50% at tier-5.
RAC jam clear time increased by +2 seconds.

Version notes:
RAC/2s are ideal for anti-vehicle/air and sustained fire. RAC/5s are ideal for raw killing power. They run much hotter though.

This build is more so experimental and technically a WIP. The previous 4.7.1 build will be kept up while 4.7.2 exists for download.

Known issues not fixed on this version:
-

Update: 22 Jan @ 12:20pm

Version 4.7.1
Changelog: Update-4.7.1

Bug Fixes:
Fixed Mech-Mortar Ammo tags so that they can actually use their ammo.

Update: 22 Jan @ 2:52am

Version 4.7
Changelog: Update-4.7

Bug Fixes:
Added in latest Streak Missile crash fix for all missile launchers. (A bit late on this as I forgot to implement this many updates ago)
Fixed some missile self-destruct logic.
Changed Mech-Mortar tags to prevent issues and to parity YAOW's mortar changes.
All-Narc Beacons now offer improved accuracy boosts at higher tiers (Vanilla issue). Narc durations also extended based on tier.
Clan and IS Streak missile chance to target damaged components is consistent and set at the same percents.

Mod Changes: (Includes new features, weapons and minor tweaks)
Dedicated Magpulse/Inferno Launchers now work exactly the same as normal IS-Missile launchers. They only differ in that AI will always prefer
using the launcher ammo type if the ammo is still available. Launchers still are disabled from markets and salvage, but obtaining them
is a non-issue. In other words, using them is fine even if they aren't supposed to be obtainable. They also have a toggle to reduce clutter.

Overhauled All Artillery: All artillery projectiles should be far more consistent and effective vs all targets. This especially applies to their AOE.
All artillery ammo = (TT value * 4) - 20% vs TT * 2. This'll provide Arty with much more ammo.
- Direct-Fire Arty: Besides the general arty changes, they are more lethal. All classes/variations of such weapons have been re-balanced.
Cannon variants deal less AOE damage and have a smaller radius but more direct hit damage.

- Arrow-IV launchers. They now have the same ammo swapping capabilities as normal IS-Missile launchers.
Ammo types include: Homing, HE, Cluster, Inferno and Surface to Air (SAM)/Air-Defense Arrow (ADA).
AI also can swap to particular ammo types just like IS-Missiles. Arrow-IVs also have a lore-accurate settings that is disabled by default. The
toggle sets the missiles that can home in when locked on to only apply WHILE the target is tagged/narced. Non-homing missiles will not
be able to home-in under any circumstances. With the setting disabled, non-homing arrow-missiles require the target to be tagged/narced
in order to home in.

Updated IS-missile "out of ammo state" and improved emitter optimization.

Missile self-destruct at max range now always applies to missiles that had issues working as intended with this setting disabled. Self-destruct
option is now a preference setting vs a debug setting. Still a WIP but the intent is to at least prevent any weapon breaking behavior, regardless
on what the toggle setting is set too.

Added "TableTop & Lore-Accurate Mechanics" which includes the Lore-Accurate Arrow-IVs and Simple-HL settings for now.

Flat Buffs:
Artillery is much more lethal. Direct Artillery have had their cooldowns reduced as well.

Flat Nerfs:
Set all streak missiles chance to target damaged internals to 60% vs 75%. (This was half-way done in an earlier update)

Version notes:
Fine tuning artillery lethality is likely to occur in the future. Looking for feedback.

Known issues not fixed on this version:
-

Update: 14 Jan @ 4:58pm

Version 4.6.3
Changelog: Update-4.6.3

Bug Fixes:
LBX Autocannons using conventional Slugs and not Simple ammo now correctly display the ammo count when fired.
AMS intercept visuals work once again.

Mod Changes: (Includes new features, weapons and minor tweaks)
Hot-Loaded ammo overhauled: Now properly made with intended mechanics. IF the launcher with HL-Ammo is damaged, an explosion
will spawn where the weapon is located. This may induce a chain-reaction of explosions depending on what gets damaged. Explosion
damage is based off of launcher tube quantity. This makes the HL-Ammo more Table-Top accurate than it was before.

Hotloaded ammo is now by default set to use the LRM launchers default ammo bin-type, but another Mod-Option toggle has been added to
keep the old HL-ammo bins. Separate HL-ammo bins is more lore accurate due to how TT rules for Hot-loading LRM ammo works.

Removed AS7-BIG patch: Will be ported and overhauled in YARQE.


Flat Buffs:
IS-Missile Mode swapping time reduced to 1.25x vs 1.5x cooldown. N-LRMs have 1 to 1 cooldown mode swap times.
Buffed direct fire artillery AOE damage by 33.34%.

Flat Nerfs:
-

Version notes:
Added Weapon salvage into for any redundant weapon variant such as LBX_SolidSlug variants in case this feature gets extended to weapons.

Known issues not fixed on this version:
-