MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

1,977 ratings
Yet Another Weapon
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13.062 MB
Jun 9, 2021 @ 3:52pm
May 11, 2024 @ 4:39am
45 Change Notes ( view )

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Yet Another Weapon

Description
Adds advanced Inner Sphere weapons to the game and configurable global overrides for all weapons even from mods.

V 2.2

Compatible with DLC6 / Game version 1.1.361

YAML Discord:
https://discord.gg/YetAnotherMW5Server

Global weapon balance and override config moved to game.ini, accessible via Bobbert's Mod Options (damage, heat, range, etc):
https://www.nexusmods.com/mechwarrior5mercenaries/mods/537

All settings can be now changed and immediately applied in-mission. Default settings now resemble MechWarrior Online stats (ranges, damage falloff etc).

RACs, MMLs, UACs and Cap PPCs have custom HUD feedback.

LBX mode switch (cluster / solid) requires the Yet Another Meclab mod.

AoE weapons (Artillery weapons, Arrow IV missile) damage is not counted, and always applies even with friendly fire off or godmode on. If you don't like this, don't use them.

Weapon intro dates:

RISC Hyper Laser: 3134
ASRMs, MagShot Gauss, ThunderBolt: 3072
ER Flamers: 3070
Gatling, Light, Heavy MGs, MG Arrays, Light Autocannons, Plasma Rifle, Heavy Flamer, MMLs: 3068
Snub-Nose, Light, Heavy PPCs and Capacitor variants: 3067
RAC/2, RAC/5, Improved NARC: 3062
Heavy, Improved Heavy Gauss: 3061
Capacitor ER and normal PPCs, UAC/20: 3060
Laser AMS, Hypervelocity AC /2 /5 /10: 3059
MRMs, Streak SRMs, ER Lasers, LBX5, LBX20, LBX2: 3058
Compact Heatsinks: 3058
X-Pulse Lasers, UAC/2, UAC/10, Light Gauss: 3057
Silver Bullet Gauss: 3051
Rocket Launchers, Magnetic Pulse Warheads: 3050
Coolant Pods: 3049
Arrow IV: 3044
Binary Laser: 2800
Long Tom: 2500

LosTech weapons can spawn on Industrial Hub markets as Rare weapons before their (re)introduction date.
Streak SRM2
Gauss Rifle (Standard)
Ultra Autocannon /5
LB10-X Autocannon
Small, Medium, Large Pulse Lasers
ER Large Laser
ER PPC
NARC
AMS
Arrow IV
Snub Nose PPC

YAML Discord:
https://discord.gg/6jhxuwXRUf

If you think this mod is worthy of your support, you can use PayPal to send donations.
https://paypal.me/cszolee79 - cszolee79, Csányi Zoltán
Popular Discussions View All (8)
3
Dec 23, 2024 @ 1:02pm
Weapon hardpoint sizes
Patch♡♡
2
Aug 3, 2024 @ 12:59am
Oddly missing ammo
krylexian
2
Jan 1, 2023 @ 10:55am
Its been a couple updates now...still getting weird crash.
Solon
493 Comments
Khaesho Feb 3 @ 8:32pm 
Artillery weapons not affected by mech quirks? There's an Arrow IV platform Urby that specifically says it reduces minimum range of arrow 4 nukes. Don't remember what mod it's from though.

IDK, even with other mechs, I've been having difficulty making artillery weapons explode properly.
phfor Jan 27 @ 10:55am 
Yeah, you shouldn't be running YAW with YARW, they're mutually exclusive, per the mod description of YARW
maximuslt90 Jan 26 @ 11:24am 
I had the same issue with range being zero and animation for missiles wouldn't even play, just had the reset bars goin. Turns out the revamped weapons mods and the YAWR essentials or whatever was messing everything up, hope this helps someone that was as enraged as I was. Deleted the mod and it was fixed.
cszolee79  [author] Jan 10 @ 7:29am 
IIRC the Arty weapons use different code for min range (it's in th projectile itself), not affected by mech quirks or anything like that.
Khaesho Jan 9 @ 8:05pm 
Having some issues with the artillery weapons in this mod, specifically, they're not exploding until enemies are significantly beyond the in-game listed minimum range.

Specifically, there's a missile urbie that reduces artemis 4 minimum range by 50%... but the missiles won't explode properly unless you're miles away, it feels like, and even then, sometimes they just don't pop.

Anyone else run into this?
Patch♡♡ Dec 17, 2024 @ 11:58am 
Is there a way to add all the new weapons and keep weapon hardpoint sizes?
arschbombe Dec 14, 2024 @ 6:27am 
Does the AI use this new weapons in mechs? Or is it just for the player?
Sean2111 Nov 25, 2024 @ 8:03pm 
Ok thanks.
Learn something every day.
phfor Nov 25, 2024 @ 7:51pm 
It doesn't say 0/540 ammo.

That's the range numbers - 0m minimum range, 540m maximum.

The ammo is showing as infinite (limitation on the implementation of one-shot)
Sean2111 Nov 22, 2024 @ 4:32pm 
I checked again-
initially I was using in a campaign game.
THIS time I checked in INSTANT action game.
The rocket shows as 0 ammo at start of scenario -
BUT he will fire once ,the animation is just a single rocket/bullet ,which in my test did destroy a Building.

Could an ammo count be introduced so it does not say 0/540 ammo for the Rocket15 before it is even fired.
Should it not say 15/15 ammo ,which as phfor states would then change to 0/15 once fired ONCE?