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This was against targets beyond 300m's, the bug seems to occur when the missile impacts at a near perpendicular angle. The greater the impact angle, the higher the chance the missile actually does something.
This theory seems to hold true as most shots against slow mechs do nothing, but shots against fast moving light mechs where the missile has to turn significantly, deal damage at a much more consistent rate.
Arrow IV Homing has a 8m AOE radius while the HE has a 40m~ AOE radius.
i went into the mod options and just doubled artillery aoe radius (1.0 to 2.0) in my game. then if you want you can also adjust the damage slider to compensate or just leave it.
https://www.sarna.net/wiki/LRM-5
How hard is it to change the slot requirements on weapons? is it possible at all for us the end user?
Only asking as I find it very strange ER L Lasers take 1 slot, but ER LP Laser take 3, one ER LP Laser is not the equivalent of 3 ER L Lasers, Same for Clan SSRM 6 being 2 slots, and the 4 being 1 slot, why would you never ever just use 2 x4 in the same slot space?
Please do not take this as me bashing or insulting you, and I am sorry if it seems that way, I just wanted to give a few examples as to why I was asking the question on weapon slot reqs.
I am really enjoying all the YAML content after years playing on console modless, it's breathed a whole new life into the game for me, so thank you again.
That weapon isn't added by this mod....
I've also seen the stone rhino spinal mount and ursus plasma cannon issue mentioned by another commenter.
I have no idea what that is.
Compatible with DLC6 / Game version 1.1.354
Fixed: Clan Heavy MG Array x4 tags (@ LittleTex115)
CAP PPCs are a thing in your other mod... we gonna get a Clan Version at all?
https://www.nexusmods.com/mechwarrior5mercenaries/mods/816
This did not affect anything except the Hyper-Assault Gauss rifle's gameplay tags. It should not cause such.
Idea: try to download the previous version from nexus and use it instead. I've put it back to Optional Files
https://www.nexusmods.com/mechwarrior5mercenaries/mods/241?tab=files&file_id=6375
The tiny patch today corrupted my game files. I lost a large number of mechs that had weapons from your mod on them. I truly hope this can be fixed.
Beyond that, the only thing I'd ever want changed would be adding burst fire clan AC's