MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeapon
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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: 7 Mar, 2024 @ 10:29pm

Update: 4 Mar, 2024 @ 5:29am

Steam Flubbed something up but IDK how or what

Update: 4 Jan, 2024 @ 12:59am

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 @ 7:22pm

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.

Update: 25 Dec, 2023 @ 5:17pm

Changelog: Update-2.7 - Steaming with Patches and Big Booms!

Bug Fixes:
Fixed Clan RAC Jam Bar not having any color variation and RAC projectiles in general to have better performance. :)
Fixed Improved Plasma Cannon names in higher tiers.
Fixed Clan AC/2 + AC/5s various issues
LB-10X Projectile Tracer is no longer set to the default AC/10 tracer
Fixed VSPL ALT-Fire mode. Was broken since the asset names changed several updates ago.
Fixed Impulse on AC20 + AC10
Adjusted and fixed many ammo bin C-Bill values. Mostly cost reductions.
RISC RACs intro date set back to RISC Faction (3082)
Lava-Gun and Hammer Missile detonate at max range instead of disappearing
Fixed Advanced MG Tracers
And many other small weapon visual adjustments and tweaks. Clan Ballistics back to green tracers for now at least
YASV Mechs Patched: HBK-4X-Has the proper Light AC/20 ammo and not normal AC/20 ammo.
BLK-MHL- Adjusted loadout since the RE-Engineered Laser weights are lore accurate in YARW vs YASV
Fixed Clan UAC/10 damage. was set to 2.5 vs 3.333 per projectile.


Mod Changes: (Includes new features, weapons and minor tweaks)
Mod is now on Steam!

LBX ACs Cluster mode now deliver AOE damage while slugs work the same as before Removed LBX armor damage reduction.

Standard ACs burst variation separated into its own style of weapon. Burst ACs now can switch between burst and Flak rounds.
Flak rounds have a small proximity based detonation distance and they deal AOE damage.

Single Shot Standard ACs can now switch between slugs and incendiary rounds, which apply heat damage to targets.

NEW! Precision Autocannons: Function akin to a Streak SRM but as an AC. has 1.33x the range as a standard AC, but has
40% less ammo per ton. Also deals 20% more damage against everything except mech armor.

NEW! Hyper-fire PPC: Basically a Rotary PPC. Can overheat if fired for too long. Massive damage and heat output.

NEW! Mech-Assault "Tracking PPC" variants: A more representative version of the MA PPCs, can lock-on like a Streak SRM
but have lower velocities

Prototype PPCs beyond Tier-1 have been essentially disabled.

Enhanced-LRMs + MMLs now firing in a high arc like Stream LRMs.

IS LRMs now stand out with 20% more damage vs Stream LRMs.

Flat Buffs:
Advanced PPC weight reduced to 8 vs 10.
Auto-Pulse Laser Heat reduced to .667 from .75
Lava-Gun accuracy improved from 150 to 90 and optimal range increased to 360m from 270m
Lava-Gun Burst Duration offset added (- 0.6667 cooldown)
Re-Engineered Large Laser size reduced from 5 to 4. Less lore friendly but more sensible for consistency with other weapons

Flat Nerfs:
Lava-Gun velocity reduced to 275 vs 400m/s and max range set to optimal range (360m from 405m)

Version notes:
If you lost any weapons this update, check the spreadsheet's intro page to look into getting them back.
Still looking at patching mechs from other mods with invalid load-outs but no ETA when this will release. Likely need help from other
modders

Spreadsheet Changes:
-

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

Update: 14 Dec, 2023 @ 2:13pm