MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
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Opdatering: 11. maj 2024 kl. 4:39

2.2 Yet Another Weapon

Added: override UI/Mech/HUD_Crosshair to improve rangefinder. Now it is max 5000m instead of vanilla 1250m.
Added: more support for weapon visuals mods @ Merlock
Added: MML-Artemis IV. Use old spread stats, Artemis ammo, +1t and +1crit slot size
Changed: "old" MMLs are no longer Artemis. Changed ammo type, spread, gameplay tags accordingly.
Added: Arrow IV Homing - now it can only fire at targets that are locked AND NARCed or TAGged. Decreased spread from 12 to 3m, AoE radius from 22.5m to 8m
Changed: Arrow IV to High Explosive - much lower accuracy and zero homing capability, AoE radius 45m, spread 15m
Changed: Arrow IV Ammo 10 -> 8/ton
Changed: MRMs have improved spread mechanics. It is now always 4.5m after firing, spread quirks etc have no effect
Fixed: MML Ammo Switch / Artemis and normal version ammo
Fixed: Binary Laser SB short - long name swap
Fixed: weapon group and ams enabled text color
Changed: Weapon tag - HPS code (custom models) @ TePª

Opdatering: 1. apr. 2024 kl. 11:15

2.1 Yet Another Weapon
Added check to ClusterToiLogic Rare / Hero Mech spawner function - this should negate any orphaned UnitCards. Also updated rate equipment / weapon spawn logic
Added support for color change in HUD_Weapon widget (for other mods changing the "Color" variable in HUD.uasset)
Changed: YAW Binary Lasers to "Short Burst" stats compared to the new vanilla Blazers @ Justicier10-7
Changed: Arrow IV missile speed from 250m/s to 200, turn rate from 100 to 180 - now it should be able to hit things more reliably under 800m range. Increased Spread from 8 to 12m
Changed: Artillery weapons AoE damage - now it is always the reported weapon damage.
Changed: All Artillery type weapons have proxy fuse - range is damage/4 meters.
Changed: Artillery weapons - they now have a minimum range, under that the AoE explosion will not happen at all - 150m for Cannons, 200m for Artillery
Changed: Artillery weapons - no more Min Range, Range, Damage and Velocity bonus by Tier, only Cooldown and Heat. Global Overrides don't affect Range.
Changed: HUD widget range - Artillery and all missiles will now show MIN|MAX range
Changed: Ballistic Artillery velocities

Opdatering: 13. mar. 2024 kl. 18:20

2.0 Yet Another Weapon
Added: Compatible with DLC6 / Game version 1.1.354. Will not work with earlier version!
Updated: ClusterToiLogic to include changes in game version 1.1.354
Updated: YAW Binary Laser name (Binary Laser YAW / B Laser YAW)
Updated: YAW Binary Laser stats (damage: 16 -> 18, heat: 11 -> 14, duration: 1.2 -> 1.6, cooldown: 5.25 -> 7.0, cost: 400k -> 200k base)

Opdatering: 18. nov. 2023 kl. 7:11

1.9 Yet Another Weapon
Added unique tags for weapon variants (Inferno, MagPulse etc)
Halved damage vs mech armor for all Machineguns and MagShot Gauss (only if YAML is active)
Increased MRM damage from 1.0 to 1.2 / missile
Increased Arrow IV minimum range to 300m

Opdatering: 26. aug. 2023 kl. 4:00

1.8 Yet Another Weapon
Added: ModOptions multiplier for YAW Artillery weapons explosion (aoe) radius
Added: support for YAML's Mechlab Levels (some weapons need higher mechlab levels to install / uninstall)
Changed: rebalanced X-Pulse lasers according to MWO's new weapons (much shorter duration, cd and lower damage). Kept the increased range (same as non-pulse s/m/l lasers)
Changed: improved Arrow IV accuracy, increased min range to 300m
Changed: improved YAW Artillery weapons environmental damage behavior (2x range, 2x damage)

Opdatering: 23. feb. 2023 kl. 11:28

1.7.2 Yet Another Weapon
Fixed YAML cooldown quirks not applying to Ultra ACs (just added a Delay:1.5s to wait for mech setup)

Opdatering: 18. feb. 2023 kl. 8:34

1.7.1 Yet Another Weapon
Fixed projectile override multipliers not applying to PPCs / Plasma / MRMs

Opdatering: 11. feb. 2023 kl. 14:29

1.7 Yet Another Weapon
Added proper tags / visuals for Light Autocannons
Fixed HUD widget for weapons that have special cooldown or other property (initial "SRM-Art" fixed)
Fixed ClusterToiLogic not spawning rare weapons

Opdatering: 26. jan. 2023 kl. 4:41

1.6 Yet Another Weapon
Compatible with DLC4 update for game version 1.1.335
Added Nasumirayne's Double Ammo UI icons
Changed Ultra ACs: when used by AI they have lower CD (because AI does not doubletap them), depending on tier they can fire 2 to 3x faster
Moved Ultra AC cooldown logic to default Cooldown component - now it applies to all Ultra Autocannons, including ones for other mods (if they use the default Cooldown component and have Weapon.Ballistic.AutoCannon.Ultra tag)
Changed MagShot Gauss (cd: 1.0 -> 1.5s, heat: 0.5 -> 0.75 / shot, optimal range 270m -> 180m)
Changed all Artillery (Ballistic) ammo: -20% ammo for all types

Opdatering: 31. dec. 2022 kl. 16:00

1.5 Yet Another Weapon
Added: moved double ammo bins for vanilla and YAW weapons from trueg's Equipment Collection (not lore accurate - support for Lore Abiding Citizen toggle in YAML will come later for them)
Changed: Arrow IV velocity 400 -> 250m/s, missile turn rate 125 -> 100, higher trajectory.
Changed: Arrow IV cooldown: 8 -> 10s, ammo 16/t -> 10/t
Changed: Ray_RISCH and Ray_XLLaser exceptions (sound in trace emitter) (Clan Invasion)
Changed: Improved Heavy Gauss optimal range is shown as max range now (since it's the same for it, having no damage drop) on HUD via WeaponEmitter_Projectile. Does not apply to tooltip (that's YAML).
Fixed: Arrow IV Tier3 upgrade (Tier4 had incorrect Tier setting)
Fixed: ASRM and TBolt missile short names (space before the number)
Fixed: all missile weapon names
Fixed: Plasma Rifle half ammo amount (20)