MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Yet Another Weapon
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11.895 MB
9 jun, 2021 @ 15:52
14 nov @ 6:15
53 ändringsnotiser ( visa )

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Yet Another Weapon

Beskrivning
Adds advanced Inner Sphere weapons to the game and configurable global overrides for all weapons even from mods.

V 2.4.6

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
Populära diskussioner Visa alla (9)
3
23 dec, 2024 @ 13:02
Weapon hardpoint sizes
Patch♡♡
2
3 aug, 2024 @ 0:59
Oddly missing ammo
krylexian
2
1 jan, 2023 @ 10:55
Its been a couple updates now...still getting weird crash.
Liebenz
549 kommentarer
cszolee79  [skapare] 23 nov @ 6:10 
Yes, DeadRaiser just informed me of that. Apparently PGI decided to remove the (vanilla) explosion effects from the game recently that the arty weapons use(d). Will need to do an update for that, whenever I have the time.
CreeperDude0509 22 nov @ 11:13 
I too am also having a bugged visual effect on all artillery guns. A bunch of weird, somewhat transparent squares pop in where the mushroom cloud should be.
booper02 16 nov @ 17:31 
visual effect for long tom guns seems to be bugged out at the moment, there may also be something wrong with the damage radius but that could just be difficulty telling where the round landed
Northropi 15 nov @ 15:55 
Somehow, the HAGbug returned.

I was able to replicably get the bugged HAG behavior to still kinda manifest after running the game with no mods except this and other YAML stuff. Running a lance of four HAG/30-equipped mechs and switching between them would sometimes:

-Result in a mech shooting 7 rounds in a burst, and reloading to a 5/6 state, whereupon it would shoot a 5-rnd burst and then be normal
-Much more rarely, detract 1/6 from the counter and go into full cooldown, repeat until it hits 0/6 and reloads to 6/6 whereupon it fixes itself.

Both of these tended to manifest after the first use of HAGs after switching into the mech, and would usually not persist. Nor are either of these cases all that severe, of course.
777Tiki 15 nov @ 8:12 
this mod for some reason is crashing the game mid mission. with just mechlab its fine
Emden 14 nov @ 15:42 
Thank you for fixing the HAG.... My Atlas will be very happy :)
cszolee79  [skapare] 14 nov @ 6:16 
2.4.6 Yet Another Weapon

Fixed: Hyper-Assault Gauss cooldown for player / AI (really this time)
stf_911 14 nov @ 1:11 
Artillery AOE seems to not always take effect.
I've been firing Long Toms and Sniper Artillery at the very feet of enemy medium and heavy mechs, at 500+ range, only to have the shots not deal damage. Same issue when firing at buildings.
Once every ~5 shots it does seem to work though and the direct damage always takes effect when hitting.
stf_911 14 nov @ 1:08 
Hyper Laser heating and visual effect seem bugged.
I've dropped their heating to below 1/s for 2 hyper lasers (pirate fuel cells, coolant lines, mech quirks, etc), achieved 1.8/s cooling, yet the mech still overheats after firing for 2-3 seconds.
Also, when starting firing, it shows a "mech cored" effect at the firing point - not sure if intended but looks way janky.
Mad Larkin 13 nov @ 21:49 
Laser AMS (And CLAMS in YAWC) don't seem to show up in the weapon combine upgrade page.