MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YARW_Essentials
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Update: 19 Apr, 2024 @ 3:19am

Changelog: Update-2.9

Bug Fixes:
Fixed PPC-X, Light and Medium Rifle-BF Cbill values per tier. Were set to vanilla values, which are wrong to begin with.
Fixed various salvage point costs to many weapons. Includes PPC-X and Inferno SRMs.
Fixed issue where the Disable Mechassault Setting also disabled the spawn of Plasma cannon ammo
Fixed Clan LRMs needing to "cooldown" on mode swapping.
Fixed some weapon desciptions and some of the weapons that had their descriptions de-linked.
Clan Streak MRMs now have a burst-duration compensation quirk. Burst duration extended for better parity with other missiles.
Clan Streak MRMs now also display their stats correctly, but ammo had to be reduced to 20%. 1 ammo now = 5 Missiles.
Fixed IS RAC/2 ammo per ton to be based on 0.48 damage per round vs 0.6
Fixed Advanced SRMs stats not being consistent among other SRM types. Clan versions kept their cooldown while IS got lowered.
Heavy Lasers in LOW-PWR (Low power) mode no longer have any screen interference, giving more value to this mode.
Pirate Double AC/5 descripitoin notes it uses FLAK rounds and its velocity adjusted to 1500m/s, or the same as the AC/5
A certain weapon using Mysterious SLDF ammo had something fixed. Hint Hint, the this weapon is Tier-5 only.

Mod Changes: (Includes new features, weapons and minor tweaks)
Released Source Files and YARW Guide! Note that the guide still needs more work and any feedback is welcome!

All Rapid Fire Autocannons now have 50% more heat output vs their standard counterpart and they have spread increases of +35
starting at 75 with the AC/2-RF. This makes the all but the AC/2-RF more accurate, but more noticeably with the higher classes.

Clan ER-Pulse Lasers now fire a Beam instead of an Auto mode as its alt fire. (Roughly inspired by the MWO Clan Beam laser)

Adjusted flight paths for the Clan "Cluster" mode, IS Hot-Loaded LRMs and all non streak SRMs.

New: Battle Armor Recoilless Rifles. Another odd lightweight BA weapon. Can be disabled anytime. Comes in Light, Medium and
Heavy classes with each higher class dealing +1 more damage. Ammo bins only come in 0.25, 0.5 and 1 ton varieties.
Fire rates are moderate and damage somewhat low, but they weigh very little and have a moderate range as well.
Velocity is the same as an AC/20. There is also a much earlier Pirate variation of this kind of weapon.

New Fat Bastard "Artillery": Based off the Bastard Rifle and functions much the same way. Difference is its much bigger and has
proper AOE damage that can obliterate light mechs pretty quickly.

Heavy laser interference is now based on the duration of the beam.

Flat Buffs:
AC-5/10/20-RF Heat adjusted to new fire rate values.
AC/10-RF and AC/20-RF spread decreased and cooldowns slightly improved.
Removed -20% armor damage penalty for Clan Streak MRMs.

Flat Nerfs:
AC-2/-RF heat and spread increased. AC/2-RF with a spread of 75 vs 56.25. Cooldown slightly increased to 0.3 from 0.25
AC-5/-RF heat increased. Cooldown minimally increased to 0.45 from 0.4
ProtoMech AC-4/8 heat and spread increased. PM-AC/4 Burst duration extended. PM-AC/8 cooldown slightly increased
Clan Streak MRMs cooldown increased from 6 to 7.2. Heat adjusted for slower fire rate.
Pirate Double-AC/5 Spread doubled from 25 to 50. The Spread is still very low. Heat increased from 0.88 to 0.9.

Version notes:
Thank you Snarkel for the beam ER-Pulse laser idea. Makes them more unique vs the "IS counterpart" X-Pulse lasers.
Thank you siciliansteel for suggesting a "Fat-Bastard" weapon based on the Bastard Rifle

From testing as I've had time to actually play the game, Rapid-Fire ACs were adjusted for balance reasons, but I do prefer to
sometimes overtune something before toning it back down later. So I was expecting AC/2-RF and possibly AC/-5-RF to overperform.
New changes for AC-RFs should work better anyways as they have a more consistent set of "standards" for their stats anyways.

I removed the additional "disable" functions and added them into my own brand new files so that they don't show up in the weapon
blueprints anymore. The relevant thing here is if this affects loading times. Let me know if you think it does. Otherwise ignore this.

Spreadsheet Changes:
-

Known issues not fixed on this version:
Recoilless Rifle ammo spawns in too early.

Update: 7 Apr, 2024 @ 7:48pm

Changelog: Update-2.8.9
Some needed patches/fixes as well as some new changes for Artillery based on YAW's changes
Bug Fixes:
Fixed Description not showing on the Pirate Bastard Rifle
Updated Descriptions on many weapons such as Inferno SRMs
Fixed Audio with Hyper-Fire PPC and Improved Clan Plasma Cannon (weapon audio type was too quiet)
Added the full list of tiers for Prototype PPCs (was just tier-1 before so YASV Proto-PPCs were finding their way in game)
Fixed more salvage and crit chances on a few weapons.
Fixed TBolts. Were using an obsolete projectile type. Now set to use MechAssault Javelin MK2 projectile.
Fixed Clan Arrow-IVs again. They reset to their previous projectile.
Fixed Turrets getting instantly disabled from any ballistic/missile weapon with heat damage. Feature is derived from
- YAW, but this causes issues with certain Coyote missions and their turrets. Unknown if the fix will cause other issues or work 100%
- of the time, but testing didn't ring any alarms. So as of now INC rounds are not good against turrets due to no damage bonus.
- This trade off is better than the OP instant disable, but its still less than ideal.
Fixed Crit-chance of many weapons such as the CAP-PPCs. YARW's standard bases this off of crit-slot size.
Fixed Clan Improved Plasma Cannon not swapping modes. Ammo TAGs got delinked.
Fixed Inferno Missiles using AC/10 fire sound on impact. (Issue stems from YAW)
Certain Mech patches weren't applied correctly due to typos. Should all be good to go now.

Mod Changes: (Includes new features, weapons and minor tweaks)
Prototype PPC slightly reworked. Range reduced to 500m from 540. Tier bonuses per upgrade are different vs other weapons
Doesn't get any cooldown buffs except for T5, but instead heat and min-range reduction buffs. (Its cooldown = tier 4 PPC already)

Reduced Pirate XL-LRM launcher intro dates to 3033 from 3053

Set Rapid-Fire ACs standard projectile type to what RACs use. Should help with visual obstruction and performance

SuperCharger C-Bill costs made more consistent. Each higher tier is 50% more expensive than the last tier, but overall this makes
them less expensive. Same changes done with MASC.

Clan Improved Plasma Rifle delivers slightly less damage but fires slightly faster now. Change is due to make the damage per
ton of ammo about the same as the Plasma Rifle. Projectiles in Splatter mode reduced from 8 to 7.

Flat Buffs:
Buffed the AMS T5 rate of fire and made the stats more consistent amongst all tiers. LAMS at T5 produce less heat while the normal
- AMS uses less ammo per second at T5. Standard AMS Missile destruction rate buffed amongst higher tiers as well.
Weapons that explode have this damage reduced through higher tiers.
CAP-PPCs for the most part explode for much less damage if destroyed. Standard does not apply to "PPC-X" style PPCs.
Clan Plasma Weapons should deal more damage vs vehicles.

Flat Nerfs:
Most weapons that exploded if destroyed had their damage increased due to the damage at higher tiers being reduced.

Version notes:
Plans to tweak Clan ER-Pulse lasers to have a BEAM alt fire mode instead of Auto mode will be done next update.

Spreadsheet Changes:
-

Known issues not fixed on this version:
Can't as of now fix Missiles auto-swapping modes on mission start if ALT ammo is the only ammo equipped in the mech. Not
really a major issue as the missile launcher can still swap ammo, but it must be done manually at the start of each mission. That
said, it's much better than locking into 1 mode for the rest of a mission. Auto-swapping mode still works when ammo runs out and
another valid ammo type is available.

So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types.
Since this mod has so many ammo types for various weapons, it's much more apparent than just YAW. To get around this, equip at
least one 1/2 ton ammo bin to your mech.

Update: 3 Apr, 2024 @ 4:25am

Changelog: Update-2.8.8 - Some needed patches/fixes as well as some new changes for Artillery based on YAW's changes

Bug Fixes:
Fixed SRM initially noting they're in "LRM" mode. Redid how the initial weapon mode name is done.
Clan LAMS range set to 200 from 2000m
Updated and fixed certain descriptions for weapons. Hopefully they're more clear in indicating important info. Feedback needed.
Rapid-Fire ACs salvage values set to standard of other weapons
Fixed IS LRM15s explosion damage being 10 instead of 7.5
Fixed Supercharger inconsistencies. Damage per second has a better standard
Working on Audio for weapons more. AC/2 audio set to rapid-AC/2 should help or completely fix issues of sound going out on firing.
Fixed issues with SRMs not being able to equip the right ammo types or being able to use ammo that would not work.
Fixed the Name for Heavy MRM ammo. No longer says incendiary as the ammo stays the same for both modes of the H-MRMs.
Fixed Clan Streak Missiles component targeting chance and damaged component chance. Was set to default which makes Streak
- targeting completely random with little focus on damaged components of 15%, vs 75%. Intended stats prioritize the torso more.
Fixed issue where only Clan Stream Artemis SRMs would not be able to swap back modes after switching once.

Mod Changes: (Includes new features, weapons and minor tweaks)
Reworked Artillery along with the same changes made in YAW. Arrow-IV turn rate increased, but spread doubled.
Artillery Have a 180 min range and Cannons have a 120 min range. Visuals improved as well as performance.

Lowered FLAK rounds radius to 275 from 300 for AC-2/5s, 260 for AC/10 and 245 for AC/20. Still looking into ways of making this
dynamic and only extend the proxy fuse after a certain range.

Added Arena Superchargers (SCs) to override vanilla content. Offers less of a speed boost, but still double that of normal SCs
Now has a deceleration boost vs non (Set to 1.75, Normal SCs have 1.25). Gauge Drain and fill rate improved. Turn rate penalty
reduced by 33.33% (The penalty went from 0.75 to 0.5).

Added new TOI and HUD_Weapon elements from YAW. Missiles now list their minimum range on the weapon's table HUD.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
Something I realized is, one reason AI are fairly dumb with Arena Superchargers is due to the turn rate also being reduced
when activated. Since AI always have MASC/Superchargers turned on, it causes them to fly face first into wall like a bunch
of imbeciles as they literally cannot control their mechs. Might look into this further by tweaking the Arena-SC stats so AI to better
utilize them. That said, an ultra lightweight + 66.667% speed boost is fairly OP. Constant 33.334% is already very strong with SC.

Spreadsheet Changes:
-

Known issues not fixed on this version:
Can't as of now fix Missiles auto-swapping modes on mission start if ALT ammo is the only ammo equipped in the mech. Not
really a major issue as the missile launcher can still swap ammo, but it must be done manually at the start of each mission. That
said, it's much better than locking into 1 mode for the rest of a mission. Auto-swapping mode still works when ammo runs out and
another valid ammo type is available.

So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types.
Since this mod has so many ammo types for various weapons, it's much more apparent than just YAW. To get around this, equip at
least one 1/2 ton ammo bin to your mech.

Finding and fixing a lot of the bugs this update took way longer than expected. Also, some potential issues may exist, but no testing
has confirmed such. Main one is the firing mode switching mechanic for missiles locking into one mode after switching to AI. If
anyone can confirm such an issue to exist still, please write a detailed bug report.

Update: 26 Mar, 2024 @ 10:56pm

Changelog: Update-2.8.7 - Rework of Missile emitters, RF-ACs, QOL changes and patches

Bug Fixes:
Overhauled the Missile MML blueprint. All IS and Clan missiles with ammo/mode swapping should function better
-Hopefully any "mode locking" is fixed, some testing confirmed this but please write a bug report if something isn't right.
Tweaked LRM flight path to hopefully provide better consistency with hitting targets. OLD 2.7.2 version worked great, not sure
- why it suddenly started having issues with the new game release of DLC6.
AC-10-BF damage stats adjusted for its 4 round burst instead of its old 5 round burst.
Fixed RAC/2 audio. Decided to remove the AMS go brrrrr audio, as fixing it was taking more time than it was worth.
Fixed RAC Rock impact visuals
Fixed Config Files to pertain only to YARW and not YAW. Intended YARW settings should be the default to start with now.
Another pass at patching Mechs due to changes in YARW. Now integrated with YAML's new loadout replace through .json config system.
- Note that patches for YARQE will be needed as some of the quirks are override due to the new system but the alternative was to add
- another file to activate or download for steam users.
Fixed many visual issues with MechAssault weapons. Likely to get tweaked a bit later

Mod Changes: (Includes new features, weapons and minor tweaks)
FLAK round "hit detection sphere" reduced slightly. Went from 325 to 308.

Rapid-Fire ACs no longer have FLAK rounds and just have Standard + Incendiary rounds now. Standard rounds deal +20% more
damage than before so the DPS is very high. Ammo reduced further from 360 to 320 to compensate for the damage increase.

Inferno LRMs intro date set to 3015. Should be interesting with the refit system.

For any disable weapon setting, ammo-bins associated only to those weapons are also disabled now too.

Lowered the emitted smoke from artillery rounds. Should help performance as its 3.334 times less than before.

Weapon properties config simplified. If any issues occur, please make a bug report on Nexus.

Precision ACs re-worked but effectively their max ranges should just be correct now.

Flat Buffs:
LRM velocities buffed across the board. Was needed for better consistency. Turn radius also buffed, but more so for functionality.
RF-ACs base damage increased by 20%. Rounds per minute increased for all except the AC/2 class, but more significantly so
with the 10 and 20 classes of RF-ACs. Burst count also increased for the 10 and 20 classes, but cooldown is slower.
Buffed Clan Chem-Laser ammo damage per ton to 600

Flat Nerfs:
LRMs accuracy nerfed across the board due to other changes. Still extremely strong with the right build.
RF-AC Incendiary rounds heat damage slightly reduced and base damage reduced from 1 to 0.8. Heat Damage is further reduced
- per round for each higher class of Autocannon. Likely to get further tuned in the future.
RF-ACs also have had their spread increased along with the AC/2-RF now having spread. Heat increased to various degrees

Version notes:
Looking into ways to make the FLAK round have a dynamic hit detection sphere that increases after a certain range.
Any old config settings will be reset to the intended defaults or at least should be.

Spreadsheet Changes:
Still a WIP, but mostly finished.

Known issues not fixed on this version:
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still

So, not technically a bug with this mod, but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types.
Since this mod has so many ammo types for various weapons, its much more apparent than just YAW. To get around this, equip at
least 1 1/2 ton ammo bin to your mech.

Update: 21 Mar, 2024 @ 6:01pm

Update: 20 Mar, 2024 @ 1:26pm

Update: 19 Mar, 2024 @ 8:01pm

Changelog: Update-2.8.4 (Current Release)
Major Patch update: Most major bugs were due to corrupted files
Bug Fixes:
Fixed Weapon Cooldown Component for various weapons. For some reason it got reset to YAW stock values despite not
touching this blueprint in over a week. This applied to UACs, RISC-ULTRA Laser and the Pirate-Gauss Rifle
Fixed some missing weapon descriptions
Set AC/2 back to single shot AC/2 stats and not the test-build Rapid AC/2
Remade the Blueprint for CAP-PPCs and IS Autocannons. Is much more streamlined and should prevent more odd issues.
- If any occur it will at least be easier to fix now.
Fixed Clan AC ammo capacity. Was at YAW's default values
Fixed MechAssault weapon and ammo issues along with intro dates. More work is needed but they function as intended now
Fixed Corrupted Missile blueprint connected to most IS missile weapons. All LRMs and SRMs should work as intended now.
IS LRMs intended stats set in place.
Fixed IS Stream Artemis LRM Turning rate issue. Other stats were also reset on the stats sheet so this has been fixed too
CAP-PPCs now default in the charged Capacitor firing mode.
Fixed LB-X_Solid Slug intro dates as they can now be "disabled" with the disable redundant weapons setting, same as ShortBurst
-Lasers. More weapons might be added to this but Stream-Streak SRMs are disabled by default for being dumb and worthless.
Loading Hints updated to better represent the current state of the mod.
Added Battle-Value to RF-ACs and AC5. This is a vanilla game bug

Mod Changes: (Includes new features, weapons and minor tweaks)
Heavily tweaked the PPC-X and Pirate SNPPC
Pirate SNPPC works now as a Chem laser PPC-X but the Heavy SNPPC (P) remains the same
IS LRMs: Cluster/Normal LRMs are 10% less accurate and generate 5% more heat vs their Stream Variation, but get out missiles
instantly vs in a stream. Cluster LRMs also tend to perform better at close range when hot-loaded.
SRM Guided path changed. Should arc a bit to help with hitting a target where aimed vs below. Please provide feedback on this as
changing missiles paths is a very tricky thing to get just right.
Properly Added Clan Stream SRMs back but are now disabled with disable redundant weapons. Might get their own setting later.
"""Reading is LosTech. Please read the weapon descriptions! There's a lot of useful info crammed there!"" hint added"

Flat Buffs:
PPC-X damage buffed to 20 (10 projectiles x 2 damage) vs 16 (8 projectiles x 2 damage). Likely to see some tweaks
Heavy Rocket-Launchers damage buffed by 12.5%. If u haven't tried one out yet, I strongly recommend doing so as they are
very underrated due to people not understanding their stat cards.
Adjusted Dumb-fire Ammo price to be 25% less expensive

Flat Nerfs:
PPC-X cooldown doubled to 8 from 4 and heat increased to 16 from 10.
Toned down the Rapid-AC, INC-heat damage and FLAK-AOE damage as the base projectile no longer loses half of its damage
- This was not displayed in stats for the stat card so things should be more accurately represented now. Also, AOE damage does
not like projectiles with a base damage below 1 for some reason, so things should be more consistent.
RF-AC ammo toned down a bit to 360 rounds per ton vs 400. Not a big change.

Version notes:
More RF-AC balance changes likely to come in the future.
Still concerned about other corrupted files so please make a bug report on nexus or @ me on the YAML discord if you think you
found something of this sort. Resorted to a backup build didn't resolve the issues oddly enough so I decided to keep using the latest
build and work on the bugs from there as at least there is some known baseline for what needed to be worked on

Spreadsheet Changes:
Still a WIP, but mostly finished. Hope to get done this upcoming weekend

Known issues not fixed on this version:
Mech-Assault Missile trails might linger...
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still

Update: 17 Mar, 2024 @ 12:48pm

Update: 16 Mar, 2024 @ 2:22pm

Changelog: Update-2.8.2 (Current Release)
Patch update
Bug Fixes:
Fixed IS LBX from having 0% range. Bug occurred after fixing another bug from last update. Ironically that bug was preventing
- something else from setting the stats to 0
BA_TAG stats set correctly
Clan Flamers weight set to 0.5 vs 1 ton
Added "INC" to standard Rapid-AC ammo as well as updated its description too.
Rocket-Launchers to intro date of 3015. Not technically lore friendly, but better for gameplay and in spirit, it's more fitting to the lore.

Mod Changes: (Includes new features, weapons and minor tweaks)
Added description to Rapid ACs

Adjusted Clan ERPPC and Linked PPC projectiles for compatibility with another to be seen mod.

Flat Buffs:
-


Flat Nerfs:
-


Version notes:
-


Spreadsheet Changes:
Still a WIP, but mostly finished.

Known issues not fixed on this version:
-

Update: 16 Mar, 2024 @ 8:57am