MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Audiostash Ultimate
Showing 1-7 of 7 entries
Update: 4 Mar @ 6:59pm

  • Changed comms effect: Allies will have almost no noise and enemies will have a bit of low quality radio effect
  • Removed some remaining autoducking controllers from vehicles and orbital guns
  • Boosted Binary and Large Laser volume a bit

Update: 1 Mar @ 10:33pm

  • Added custom Laser Sounds for normal Lasers and Pulse Laser, Chem Lasers are still vanilla
  • Added true C-RAM sounds to the AMS
  • Changed completely the radio effect applied on voicelines played through comms
  • Boosted comms volume a bit
  • Boosted Betty volume a bit
  • Enhanced bass on Assault's footsteps
  • Remixed AC2 Rapid Fire and Burst Fire sounds to not sound so much of a humanlike-gun
  • Fine tuned attenuations of some destruction sounds and impacts
  • Removed most of the game's autoducking of certain occasions (Merc Company Encounter still applies)

Update: 21 Feb @ 10:37am

Converted both Volumes into a single package as "Audiostash Ultimate"

Update: 26 May, 2024 @ 11:55am

-Another volume rebalance pass
-Tried to fix MASC sound cutting off at random times
-Fixed King Crab using Medium class footstep sounds
-Increased Mech engine volume a little bit more

Update: 17 May, 2024 @ 4:29pm

-New Mech Engines sounds
-New MASC/Supercharger Sound
-Volume retune in Explosions and Debris

Update: 11 May, 2024 @ 9:30am

-Changed priority of all sound groups for better feedback on whats important (Priority impacts what the game audio player should play first and cut what's lower priority if all sound channels are being used).
-New ECM humming sound
-Rebalanced volume of Debris and Artillery

Update: 6 May, 2024 @ 1:51am