MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
Showing 11-20 of 52 entries
< 1  2  3  4  5  6 >
Update: Nov 18, 2023 @ 7:11am

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

Update: Aug 26, 2023 @ 4:00am

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)

Update: Feb 23, 2023 @ 11:28am

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)

Update: Feb 18, 2023 @ 8:34am

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

Update: Feb 11, 2023 @ 2:29pm

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

Update: Jan 26, 2023 @ 4:41am

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

Update: Dec 31, 2022 @ 4:00pm

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)

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