MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
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Update: 24 sep 2022 om 3:48

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: 14 aug 2022 om 5:27

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: 13 jun 2022 om 12:00

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

Update: 12 jun 2022 om 14:55

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: 8 jun 2022 om 7:04

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: 31 mei 2022 om 15:50

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

Update: 30 mei 2022 om 7:14

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: 27 mei 2022 om 9:06

Update: 27 mei 2022 om 9:05

Update: 22 mei 2022 om 10:23

0.99.14 Yet Another Weapon
Note: config settings have been moved to Mod Options (game.ini). You will have to set them to your liking. From now on, you'll need Bobbert's ModOptions mod to edit them in-game. Most options can be changed in-mission. Some settings need game restart. This will need YAML 0.9.4 or newer to show on YAML tooltips.
Note: new default settings are based on MWO (projectile velocity, weapon ranges, ballistic damage falloff).
Added mod-specific persistent actor to make some functions possible. Added tag replacement code from trueg, so now weapons can have completely custom tags and link those to existing weapon tags so they appear with their correct models by appending the tag maps to the HPS files. Example: ATM9 missile, want to look like an existing LRM10: Weapon.ArtemisMissile.ATM.ATM9 -> map to Weapon.ArtemisMissile.LRM.LRM10 so it always appears as an LRM Artemis 10 on the mechs.
Changed MMLs, ArrowIV, Advanced SRMs to Artemis (tags) so they work correctly with Artemis bonuses from other mods.
Changed MagShot Gauss model to AC2.
Added options: no artillery (artillery weapons intro date set to 9000), missile drop vs destruction at max range
Fixed Silver Bullet Gauss long name