MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

2,272 ratings
Yet Another Weapon
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11.947 MB
Jun 9, 2021 @ 3:52pm
Nov 2 @ 9:33am
51 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 2.4.4

Compatible with DLC7 / Game version 1.13.378

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).
Improved weapon HUD display, showing min-max range on weapons with such properties.

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

LBX mode switch (cluster / solid) requires the Yet Another Meclab or Quality Of Life 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.

Supports Thunder Of Succession Wars mod, Rotary ACs have custom sound when that mod is active:
https://www.nexusmods.com/mechwarrior5mercenaries/mods/1322

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/YetAnotherMW5Server

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 (9)
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
535 Comments
SirFlutternutz Nov 3 @ 8:39am 
Since the most recent patch of this mod (Nov. 2, 2025), it has developed a fatal incompatibility with "Hellfire and Brimstone - Missile Effects". It will crash on startup.
I'm only putting this here so it's written down somewhere. It is unreasonable to expect this to be fixed, but I figured this would help someone else who's trouble shooting the same problem.
ShotMadikov Nov 2 @ 3:42pm 
Hi! followup comment, it seems that it was double ammo bins from the Inner sphere ammo selection causing a weird crash on your update. Not entirely sure what happened but once I removed all double ammo bins from our mech lineups it was stable again.
ShotMadikov Nov 2 @ 3:22pm 
Heyo! I've been encountering a problem with your newest update, it looks like its causing some sort of desync in multiplayer? I've seen it happen further back but it seems to cause my friends joining to not be able to use the UI or even load in to the save properly! It seems to have started happening after your 2.4.4 update today
cszolee79  [author] Nov 2 @ 9:42am 
2.4.4 Yet Another Weapon

Fixed: Ballistic Heat Generated modifier is applied properly now / vanilla SRMs do heat damage
Changed: YAW Inferno and Magpulse heat application. Now YAW's Inferno SRMs do 0.75 damage, 1.0 heat damage immediately and 1.0 heat damage over 5s per burn effect (no limit on number of effects). Vanilla: 1.8 / 0.75 / 0.75 per burn effect (only one can be active). MagPulse does 1 heat damage to Mechs and 1 damage to non-Mechs.
Changed: Plasma Rifle now uses the vanilla Heat Damage. Still does double damage to non-Mech targets.
Changed: removed YAW's "MissileHeatDamage" from Mod Options, now all such heat is controlled by "BallisticHeatDamageMultiplier" (YAW and vanilla as well)
Changed: Heavy Gauss optimal range from 330 to 250m, Light Gauss optimal range from 880 to 660m, cooldown from 3 to 4s, SB Gauss pellets 20 to 15, spread 4 to 7m, cooldown from 6s to 4s
strykerpsg Oct 25 @ 11:27pm 
My Metar (110t) and a few others are missing after this update. Is there an options menu I need to select to get them back?
cszolee79  [author] Oct 25 @ 10:15am 
Clan and IS mg damage is all vanilla. Ask PGI
Void Smasher Oct 25 @ 2:33am 
2.4.3 Yet Another Bug Report (resubbed/redownloaded the mod)

IS Machinegun T5
- damage: 2.4/s
- ranges: 208 / 416

Clan Machinegun T6
- damage: 1.95/s
- ranges: 187,5 / 375

Clan Machinegun description:
The Clan version is lighter and longer range.

Judging by the stats "supperrior" Clan technology sucks. And the description is a lie.
Paddon Oct 19 @ 4:36pm 
I've noticed the Binary Laser SBs look and sound like L Lasers, is this intended or is there a bug?
dullen Oct 17 @ 10:23pm 
delete magpulse lrms
Max Night Oct 15 @ 3:24pm 
possible bug I have the LBX 10 C (default cluster)
and I press K or CTRL+ # the ammo wont switch