MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YARW_Essentials
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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 @ 6:00pm

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: 20 Mar @ 11:37pm

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.

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...

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: 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 @ 5:47pm

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 @ 10:38pm

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 @ 12:22pm

Version 4.7.1
Changelog: Update-4.7.1

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