MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
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Update: Oct 23, 2022 @ 4:44am

1.4 Yet Another Weapon
Added: filter in ClusterToiLogic to not spawn items with "fixed" property (Gladiator armor etc) (only when YAML is active)
Changed: rebalanced Arrow IV (cooldown: 6 -> 8s, speed 300 -> 400m/s, missile turn rate 100 -> 125). More balancing later.
Changed: Silver Bullet Gauss from 15 to 20 pellets to account for the increase in LBX Cluster weapons damage. Increased spread from 2.5m to 4m
Changed: RAC to use jam chance multiplier quirks from YAML. New stats: RAC2: 7s heat bar, 3s jam time, RAC5: 5s heat bar, 4s jam time. Also Tier jam bonuses apply now (T5: -50% jam chance). Weapon tier also affects max heat bar length up to +3s
Changed: RAC weapondata stats: max jam chance: starting jam chance (affected by quirks) per shot. 0.00125, 0.0025, 0.00334, 0.005 for RAC/2/5/10/20 according to old (fixed) code. min jam chance: heat bar timer (was fixed 5s, now 5s for rac5, 7s for rac2). Jam clear time: was fixed 3s, now controlled by weapondata (rac2: 3s, rac5: 4s). Jam chance is affected by quirks now, heat bar is affected by weapon tier (was 5s fixed, now for a tier5 rac2 with it should be +3s (t5) and = 10s.
Changed: weapon emitters code to be more efficient
Changed: rebalanced all weapons share cost
Fixed: Improved NARC now applies to non-mech units

Update: Sep 29, 2022 @ 6:44am

1.3 Yet Another Weapon
Changed: ammo: RAC2: 700->840/t, RAC5: 280->330/t
Changed: simplified trace and missile emitters code
Fixed: Machinegun damage multiplier (Ballistic Damage) not applying properly in the emitter

Update: Sep 24, 2022 @ 3:48am

1.2 Yet Another Weapon
Added: ThunderBolt missiles /5 /10 /15 /20 (made by Silby / from trueg's eqiupment mod)
Added: Mod Option to turn off inverted cooldown bars (revert to MW5 vanilla) might be a bit buggy if its turned off, needs to re-init HUD so a mech switch is needed
Changed: artillery weapon sizes (15 to 20 crits) to take advantage of YAML's new Crit Splitting capability. This might invalidate some existing loadouts.
Changed: decreased Arrow IV cooldown from 8 to 6s, minimum range from 300 to 200m, single missile (no longer 5-shot stream), lowered spread to 5.5m
Changed: removed minimum range for arty cannons (didn't have an effect - apparently it's not used for ballistics)
Changed: increased Delay in all WeaponEmitters BeginPlay from 0.5s to 1s to fix the emitter not always correctly reading YAW settings at init
Changed: increased Plasma Rifle ammo 20->40, Heavy Gauss 13->16 per ton
Changed: Long Tom Arty / Cannon, Sniper Arty have min mech tonnage requirement now (80/70t), can't be installed on arms (only with YAML)
Changed: Heavy and Improved Heavy Gauss cant be installed on arms (only with YAML)
Changed: Arty weapons do double damage vs structures
Fixed: artillery weapons impact effects and sounds

Update: Aug 14, 2022 @ 5:27am

1.1 Yet Another Weapon
Changed Inferno / MagPulse / Plasma Rifle heat application (Heat Interface)
Added ModOptions for Inferno / MagPulse / Plasma Rifle heat and all arty weapons damage multiplier.

Update: Jun 13, 2022 @ 12:00pm

1.02 Yet Another Weapon
Fixed LBX ammo switch (editor reinstall messed up some stuff).

Update: Jun 12, 2022 @ 2:55pm

1.01 Yet Another Weapon
Changed LBX and SRM stats to be in line with DLC3 (increased SRM cooldown, increased LBX Cluster damage by 30% via more pellets).
Increased LBX spread by 25%.
Increased SRM4 and 6 variants (streak, advanced, etc) cooldown.
Reduced X-Pulse Lasers heat by 30% like vanilla Pulse Lasers.
Decreased Blazer heat from 12 to 11.
Decreased Ultra AC/5 cooldowns to 1.5s and damage to 5.5
Increased Ultra AC/2 velocity.
Fixed Magshot Gauss (tag) not it's visible again in inventories.

Update: Jun 8, 2022 @ 7:04am

1.00 Yet Another Weapon
DLC3 compatible
Updated ClusterToiLogic so Melee weapons will properly spawn as Rare weapons as well
Fix Arrow impact effect! invisible in game (hopefully)
Moved around a lot of weapon tags so they work better with YAML quirks (ArtemisMissiles, etc) using trueg's remap code. Now most stuff has its own proper tag (Weapon.Missile.LRM.LRM20.MRM40 -> Weapon.Missile.MRM.MRM40) etc. The new, cleaned up tags ini is in the source.

Update: May 31, 2022 @ 3:50pm

0.99.16 Yet Another Weapon
Quickfix for broken Magshot gauss. Added Light Gauss effects.

Update: May 30, 2022 @ 7:14am

0.99.15 Yet Another Weapon
Implemented YAML External Interface. Now supported weapons' (LBX, MML and IXP Laser for now) mode can be switched with CTRL-1-6 via weapon groups from DerivedMech in YetAnotherMechlab. Updated MML and RAC emitters.
Changed all LBX autocannons' names to new naming scheme: LBX/10-SLD and LBX/10-CLU for Solid and Cluster.
Added mode switch to all LBX Autocannons (cluster and solid slug). Old SLD variants will default to Solid Slug mode, base variants to Cluster. Use the existing (universal) ammo. Mode change via YAML interface (Ctrl-1-6 for the weapon groups).
Added Improved Large X-Pulse Laser. Intro date: 3072.In default Long Range mode it has similar behavior as a Large X-Pulse Laser. In Short Range mode it halves range but also decreases cooldown and generated heat by 25%, halves pulsed beam duration and increases damage by 50%. Not canon, just for fun. Default keybind: Delete (YAW_XLaserModeSwitch). Intro date: 3072. Tier1 DPS: 2.5/6.8 HPS: 2.1/2.8. Balancing is up to debate. AI should auto-switch modes.
Fixed MML keybind (still default K), if it was broken.

Update: May 27, 2022 @ 9:06am