MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeapon
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Update: 23 Nov, 2024 @ 10:18am

Version 4.3
Changelog: Update-4.3

Bug Fixes:
Adjusted detect cheat mod UI. Now labled as potential incompatible mods. Now works with disable YARW UI Mod option
Fixed Inferno SRMs when using YARW with NWR
Fixed some ammo display names and decided to axe the x2 naming structure and keep "double".
Changed UI controller interface buttons. Please provide feedback if this breaks things still. That Said, controller support is very limited.
Fixed up the remaining weapons on the OG MML emitter.
Heavily adjusted and fixed "Simple Ammo" for IS Missiles. MMLs now can use all ammo types with simple ammo enabled.
Added more ammos to be disabled with simple ammo setting enabled.

Mod Changes: (Includes new features, weapons and minor tweaks)
Added Mech Taser (MTAS): Specialty weapon for dueling. Long cooldown, great for shutting down a single mech.
Re-Added APDS: basically an ER-AMS on steroids. Ideal for protecting more of the lance from Missiles but on a single mech.

Improved-Narc now has 3 ammo types and the Projectile I-Narc Pod has been removed due to it being redundant.

Overhauled the LRHHM-Launcher to fire 10 missiles. In standard mode it fires all 10 in a very slow burst. Artemis ammo acts like a cluster
LRM-10 + Art-IV with slightly better spread and fire-rate.

Added Pirate- Russian Roulette Launcher. MML-like launcher that swaps ammo randomly every time its fired. Normal swapping = 2x cooldown.
This weapon now replaces the RISC-MMLs from YASV. YARW used to override this weapon, but it was removed due to it being worthless.

Flat Buffs:
LHHM/10 Missile quantity increased to 10 vs 1.

Flat Nerfs:
LHHM/10 Cooldown increased from 0.8 to 6.667

Version notes:
This version was supposed to have released days ago. I had a power outage IRL for a while.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 15 Nov, 2024 @ 12:29am

Changelog: Update-4.2

Bug Fixes:
Ammo bins that did not save correctly had their intended ammo capacity fixed.
Technically not a bug, but fixed potential crash with the incorrect mods being installed. Functions are now derived in their own library and not
in the YAW_specific function library. Basically if YAW loaded after YARW, the function "Reading is Lostech" could not be found which = crash.
(For the love of God and all that is holy, PLEASE DO NOT USE YAW WITH YARW!)
Updated and fixed the "lore-accurate" ammo list

Mod Changes: (Includes new features, weapons and minor tweaks)
Revamped YARW's Mod options UI. Now has categories and many new Mod-Options. New settings listed below.
-Simple Ammo: Sets most alt-firing modes to use the base ammo bin and not the alt-ammo type bin.
-Disabled AI Heat-Damage Ammo: Prevents most AI units from being able to use heat-damage based projectiles.
-Disable Weapon Tier (x): Removes specific stat modifiers derived from weapon tiers..
-AI weapon Damage: Damage multiplier for all units outside of the player's lance.

Expanded upon IS Missile launchers (LRMs + SRMs). MMLs now have 8 ammo types to choose from. IS LRMs + SRMs now have 4.
MMLs: LRM/LRM + Art-IV, Dead-Fire LRM, Inferno LRM, Mag-Pulse LRM, SRM/SRM + Art-IV, Dead-Fire SRM, Inferno SRM, Mag-Pulse SRM
LRMs: LRM/LRM + Art-IV, Hot-Loaded LRM, Inferno LRM, Mag-Pulse LRM
N-LRMs: N-LRM, Dead-Fire LRM, Inferno LRM, Mag-Pulse LRM
SRMs: SRM/SRM + Art-IV, Dead-Fire SRM, Inferno SRM, Mag-Pulse SRM
Dedicated Missile launchers for Mag-Pulse/Inferno ammo types are now Disabled. Mechs with them in their loadout will still use them, but
they are no longer salvageable. They function exactly the same as they did before this update in case there is still access to them.
Certain firing modes will not be available to AI depending on settings and others not at all if they dont have the correct ammo equipped.

Re-worked I-ATMs to function more like the MMLs. They now have 8 proper firing modes and can cycle between them all, regardless if the
improved or standard ammo types are equipped.

Tweaked RACs. The RAC emitter should integrate well with any weapon that uses the emitter. (AKA: YAWE) RACs also work better now.

Updated most of the weapon emitters to include the new features and/or standards put in place within the last month.

RF-ACs can now use normal AC ammo if no-RF-AC ammo is detected on mission start. It's still far less efficient, but it's better than nothing.

Clan SRMs now have a stream alt-fire mode instead of Dead-Fire SRMs. Clan Stream SRMs have been disabled for now.


Flat Buffs:
-

Flat Nerfs:
Double ammo bins now have a +50% greater chance of taking a crit vs other ammo bins.

Version notes:
Seems like a small update, both this required a massive overhaul to all of YARW's emitters and many of its functions. So this is actually one of
YARW's largest updates in terms of time put into it.

This update went through a couple test-builds. If theres any issues, hopefully i can find time the day after upload to fix any issues.

Spreadsheet Changes:
-

Known issues not fixed on this version:

Update: 2 Nov, 2024 @ 10:21am

Version 4.1
Changelog: Update-4.1

Bug Fixes:
Fixed Clan RAC damage not being a decimal.
Adjusted AI firing mode system. Any player interactions should be removed, though I'm not sure how the previous system could of affected
players to begin with as players were literally separated form the functions entirely. Functions are more streamlined now as well.
Adjusted UI elements for the YARW resources links.


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

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
I apologize for the less than stellar update last upload. Not enough time was available for testing, so in the future the YA-MW5 discord
test-build: YAML Addons channel will be used for all future uploads with limited testing before an official upload. IA is also not the most
thorough for testing.

Please note that i do not normally have any time for modding Fri-Sun. Even then, moving forward there won't be any more rushed releases
for when there is a 3 day waiting period before an update could be uploaded with the exception of high urgency patches

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 1 Nov, 2024 @ 12:08am

Version 4.0
Changelog: Update-4.0

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

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

Adjusted the Fusillade Launcher to have proper AI mode swapping behavior

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

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

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

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

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

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

Flat Nerfs:
-

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

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

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

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 26 Oct, 2024 @ 10:51am

Changelog: Update-3.9

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

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

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

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

Flat Buffs:
-

Flat Nerfs:
-

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

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

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 18 Oct, 2024 @ 12:56pm

Changelog: Update-3.8

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

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

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

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

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

Flat Buffs:
-

Flat Nerfs:
-

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

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 16 Oct, 2024 @ 5:15pm

Changelog: Update-3.7

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

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

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

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

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

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 8 Oct, 2024 @ 11:58am

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

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

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 5 Oct, 2024 @ 10:00am

Version 3.6
Changelog: Update-3.6

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

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

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

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

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

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

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

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

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

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

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

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

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

Spreadsheet Changes:
-

Known issues not fixed on this version:

Update: 20 Sep, 2024 @ 10:17am

Changelog: Update-3.5

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

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

Fixed Precision Autocannon descriptions

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

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

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

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

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

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


Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Spreadsheet Changes:
-

Known issues not fixed on this version:
-