MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedQuirksEquipment
27 Comments
Alan 13 May @ 1:16am 
This gets a higher load order number than YAML, right? Urbanmechs are still incredibly hard to kill, I assume because of the "Urbanmech Durability" and narrow profile quirks. Is that intended?
Daemon_Fire 8 Apr @ 7:31am 
@MasterReeve - a lot of incompatibilities that the game picks up on can be ignored, for the most part. 330's PO can absolutely be used alongside YAML
MasterReeve 11 Nov, 2024 @ 6:53pm 
330's Pilot Overhaul is listed as recommended, but it throws a compatibility error with YAML when added to the mods list.
Inquisition 20 Aug, 2024 @ 1:01am 
<3
Saqxon 6 Aug, 2024 @ 5:56am 
Some of the equipments like Gyro Dreadnought and Weapon Compensator (Weapon_Mount_Recoil) are missing their Reduce Recoil Stat from their original Mod.
They are useful in reduce camera recoil when firing Heavy Weapon or Alpha Strike.
Coggernaut 17 Jul, 2024 @ 4:39pm 
Awesome! Happy to hear it was a mod-conflict that you knew about :steamhappy:
LittleTex2112  [author] 16 Jul, 2024 @ 8:59pm 
@Coggernaut
This is due to some of the updates from YAISM which has "updated" so to speak the _MDL on many mech chassis. The Raven just so happens to be one of them, but next update will attempt to future proof YARQE from any of the YAISM updates/changes.
Coggernaut 16 Jul, 2024 @ 7:14pm 
Might be a mod conflict, but it only just happened within a week.

RVN-1X only has:
- UAV Carrier
- Improved Sensors
-Capellan Confederation

Now, I *do* think it's flavorful that the prototype has less quirks, but I didn't read this change in the patch notes. Thought I might post a comment
8377 Rose 10 Jul, 2024 @ 12:27pm 
Absolutely fantastic. Good to know, thank you!!!
LittleTex2112  [author] 10 Jul, 2024 @ 9:32am 
@That One Lass:
Yep, so anything to do with just Mech quirks can be installed and uninstalled anytime without causing issues. Its not an installed equipment going away or being added so everything in the Mechlab will stay the same.

Expanded 'Mech Quirks is pretty outdated and doesn't come anywhere near the scale as this mod, or is really a 1 to 1 comparison to begin with. I'm also trying to get a new update out ASAP, just have lots of things to catch up on that's taking longer than anticipated. Technically, both mods could be used, but I'm 99% sure that YARQE would straight up override everything (at the very least most of it) making Expanded 'Mech Quirks completely redundant.
8377 Rose 10 Jul, 2024 @ 6:04am 
Is this save friendly? And can it replace Expanded 'Mech Quirks?
Coggernaut 25 Apr, 2024 @ 5:58pm 
Keep up the awesome work! This mod is a must have and gives mechanic to each mech's personality
aethel27 2 Apr, 2024 @ 9:31am 
Just poking in to say found this on the YAML discord and think its bloody awesome!
LittleTex2112  [author] 17 Mar, 2024 @ 10:23am 
Appreciate all the kind comments here for this mod. As you can probably guess, going through each mech variant to add a little character takes an immense amount of time, especially when I go read Sarna.net entries for most of them.
Silver Pheonix 17 Mar, 2024 @ 10:13am 
Thank you for this mod do love the Faction quirks. They add to the quirky nature of House Armies. Please keep this going folks. I would see more of these kinds of add-ons.
Serious Table 15 Jan, 2024 @ 8:13am 
THANK YOU for adjusting the Urbanmech armor quirk. I get it's a meme but it was absolutely ridiculous at the start of a game having to fight a heavy mech in lights.
Coggernaut 10 Jan, 2024 @ 12:42pm 
As for hunchbacks, they may be so common, and universally used they could also fit with the mercenary quirk. Since it's been centuries and they were built/designed with Star League doctrine in mind, but I'm also fine with Draconis quirk :)

Also I love the Cyclops-Z quirks, so flavorful! It could be combined with a SatNav module and command an entire world's surface. Could be an interesting thing to build upon. I play the cyclops in it's intended design, an HQ (and unlorefully, an Arrow IV platform).

Would you be interested in adding a quirk (or equipment) to build upon this design quirk? To make it a cyclops only equipment you could require Tacticon B-2000 sensor equipment to be able to attach the Olmsted 840 tight beam comm suite with SatNav module. Let me know what you think, the Cyclops was done justice with your quirks
Coggernaut 10 Jan, 2024 @ 12:29pm 
I absolutely love the flavoring of Faction Specific Quirks! Gives them personality and lorefully encourages you to build around a mech's lore-function/purpose

I have no complaint with the current stats. Being all positives would be quite dull, as each faction had industry strengths/weaknesses.

Not saying every faction quirk *needs* a negative, but I don't have a complaints with the current line-up
LittleTex2112  [author] 10 Jan, 2024 @ 8:00am 
No worries and completely understandable. They're both canon fodder 20 ton scout mechs with basically the same silhouette. While I am periodically working on YARQE, my main focus is on YARW right now, so no ETA on a new release.
Urist McDood 9 Jan, 2024 @ 4:52pm 
You're right it's a Locust, my mistake. I tend to put the Flea and Locust in the same box, the box of "replace for the sake of my AI pilots".
LittleTex2112  [author] 9 Jan, 2024 @ 2:44pm 
I'm not familiar with any Flea's using LRMs, nor do they have the Weak-Legs quirk. Locusts do have the "weak-legs" though, and there are a few LRM locusts. The mech exploding is likely due to the minus armor applying no matter what and not to the max-armor capacity of the mech, in which case is a bug.
Urist McDood 5 Jan, 2024 @ 5:09pm 
I should mention there's a bug with the Flea. When I started in Davion space the stock LRM Flea would explode and constantly make an explosion sound in the mechlab. Turns out it's because the Weak Legs quirk was pushing it's armor to 0, causing the mech's legs to explode it's visual armor off in the mechlab and deployment screens.
Coggernaut 5 Jan, 2024 @ 4:57pm 
I love your mod, so happy to see it's on steam now!
Urist McDood 5 Jan, 2024 @ 4:54pm 
I'm most certainly enjoying your suite of mods as the faction quirks makes some variants unique like the MAD-4R and MAD-4L which has the exact same weapon slots and were effectively the same without this mod. I'll check out YAMM as well.

As for the HBK-4G, for me it was a bit of a kneejerk reaction as I like my Hunchies and seeing that the HBK-4H having a far better quirk and the 4G having barely anything that helps it's role had me raising an eyebrow.
LittleTex2112  [author] 5 Jan, 2024 @ 2:05pm 
3. The HBK-4G does have other faction quirks with YAMM, which I highly recommend using if its not already. One of them is bugged ATM due to a typo but since the last update, YAMM refits will be used to promote more faction quirks for certain mech variants. There's also plans to update the various faction quirks in general too, probably next update.

Anyways, hoping you're enjoying the mod otherwise and have a good one :)
LittleTex2112  [author] 5 Jan, 2024 @ 2:05pm 
Appreciate the feedback. I'll note a few things in a couple of comments.

1. This mod is still a WIP and I'm still prioritizing on updating the mechs from various mods. It takes an immense amount of time looking up the lore per variant of each mech, then deciding what quirks make the most sense to add/create in addition to adding quirks based on buffing a mech's shortcomings. With that said, it's all subject to change, especially since it's easy to miss something and say, type in the wrong faction quirk for a variant.


2. Faction quirks aren't necessarily meant to be buffs, but changes in mechs to give more flavor. There are plans on adding something similar to the Fed-Suns refit quirk for the other factions if applicable. I think I'll start with the Draconis Combine first, since mechs like the HBK-4G aren't really a Kuritan-Exclusive, like the Dragon is for example.
Urist McDood 4 Jan, 2024 @ 11:52am 
Odd that the HBK-4G has the Draconis Combine quirk that boosts MRMs and PPCs on a mech known for it's big ballistic gun. The factory in Combine space making the 4G was destroyed during the early Succession Wars, leaving Kali Yama in Marik Space the remaining factory where they were made.

This also makes the HBK-4H a far better option to run as it doesn't suffer from increased upkeep and reduced weapon range. I feel like there should be a Draconis Combine Refit quirk in the same manner as the Federated Suns Refit quirk and have it represent Kurita's combat doctrine of bushido for, at least, the 4G.

Also, the Draconis Combine perk is probably one of least desirable of the faction quirks, with the Capellan's being worse combat-wise, due to how hyper-focused it is. Other faction quirks feature a larger spread of weapons whereas the Draconis Combine has just 2, MRMs (made after the Clan Invasion) and PPCs. I'd go as far to say that the Lyran Commonwealth quirk is superior for PPCs.