This is the core to this mod. Please follow the intructions on this mod's description page before using BattleTech - Beyond 3015.
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Changelogs
Version 1.05
Fixed issue with dynamic unit card loadout swapping which caused rare issue where some units would fail to spawn in campaign missions or high reward quests
Fixed CRD-7L, UM-R80, and UM-R68 appearing in game
Version 1.04
Rank progression overall XP required reduced from 2x to 1.5x as it was a little too slow mid game - most of the extra XP is still distributed on a curve between rank 5 and 10 but now peaks with 2.5x vanilla XP required
Gauss rifle cooldown reduced (12 > 10)
SRM cooldowns decreased (6.5 > 5) - factoring in missile accuracy this brings their DPS/ton/heat slightly better than medium lasers, at short-medium ranges where more missiles connect SRMs will outperform MLs
AC/2, AC/5, and AC/10 cooldowns slightly increased to bring their DPS/ton/heat down as they were a bit too effective relative to other weapons - this also slightly nerfs Igors/turrets/tanks
With these latest changes the cooldown of almost all weapons match the Variable Reload Time used in PvP BattleTech MUXes with a few small exceptions
Source files are now available
Version 1.03
Reverted large laser duration back to vanilla (1.8 > 1.4), medium laser is now 1.2 (was 1.4, vanilla 1.0) - keeping a slight nerf to MLs
Fixed binary laser heat (18 > 16)
All pulse lasers updated to be half the standard laser duration, now pretty close to vanilla and basically reflects the TT hit chance bonus
ER LLs duration reduced (1.8 > 1.0, vanilla 1.4) - the ER LL doesn't offer much apart from extra range, in TT the extra heat gives extra range but this also translates to better hit chances, this accuracy buff is now reflected in the duration
Binary laser duration reduced again (1.6 > 1.2) - the significant heat cost prevents firing two BLs at once (excluding quirks) so a short duration here shouldn't be an issue, and given that 12 damage needs to hit a single location to make the cost worth it a duration reduction should help a bit
Version 1.02
Fixed incorrect ER PPC range, now 690m instead of 630m (thanks Se1fD3struct1on)
Burst fire ACs damage bonus compared to regular ACs reduced from 20% to 8%, this has reduced the overall DPS bonus from 33% (as in vanilla) to 20% - while the bonus makes sense as it hits multiple locations versus a normal AC this brings it to a more sensible amount
Short burst lasers now produce the same DPS, heat per second, and damage over time as regular lasers, but with a 25% cooldown bonus
Binary laser duration decreased from 2.0s to 1.6s to compensate for its high heat cost - it now deals greater damage over time than large lasers (7.5 vs 4.4), but less than large pulse lasers (10)
Medium lance range increased from 18.75m to 20m (in line with the latest patch)
Version 1.01
Removed YAML bonus armour quirk from UrbanMechs
All Cantina missions no longer reward removed weapons
Mech Collector missions no longer task you with collecting non-existent mechs
Mech Hunter missions no longer task you to kill non-existent mechs
Weapon Collector missions no longer task you to find non-existent weapons
BattleTech: 3015 is lore-friendly overhaul that returns MechWarrior 5 closer to its BattleTech roots and covers the time period between 3015 and 3056. It uses Yet Another Mechlab at its core with additional Mech variants provided by Lore-based Mech Variants YAML-Edition. The overall goal is to return the game closer to tabletop, with an improved campaign experience and more interesting and balanced combat.
If you find the game too easy, too rushed, unbalanced, and would like it to be a bit more lore-friendly then this might be the mod for you.
FEATURES
Complete overhaul of weapon balance, including weapon cooldowns increased by approximately 2x across the board but with armour and structure values halved back to actual TT values using YAML - this results in similar TTK to vanilla but provides more time between shots to observe the battlefield, check armour values, order lancemates, and reposition. Each shot counts now, AC20s and gauss rifles really hurt, and missiles have more purpose.
Heatsink capacity for all mechs restricted to 30 heat as in TT and weapon heat values corrected - this results in much more interesting and immediate heat management.
Levelling is slower in the early part of the game and it around 2.5 times longer to move through the light, medium and heavy mech phases, while reaching level 4 takes the same amount of time as vanilla - this allows you to unlock cantina missions early to begin unlocking YAML Leopard upgrades while allowing you to actually appreciate the early stage of the game.
Melee attack damage returned back to roughly tabletop values with longer cooldowns - melee still hits hard and can punch straight through armour but is not overpowered like vanilla and needs to be used in tandem with your other weapons.
All non-canon Mechs have been replaced by lore friendly variants (excluding some campaign mechs and melee variants) and all rewards adjusted.
Hero mechs are no longer obtainable either through salvage or purchase, and rewards have been replaced by lore-friendly variants (usually SLDF relics if available). Hero Mechs are generally overpowered, non-canon, and full of LosTech which ruins the early game difficulty. You will still encounter Hero mechs in campaign missions, but you will only be able to salvage their equipment and parts. Make your own hero Mechs with gear you've salvaged and bought, you have YAML!
PPC-X has been removed from the game - non-canon and overpowered.
Rifles have been removed from the game - in TT they are worse autocannons, but in MW5 they are just cheap low tonnage gauss rifles, bringing their stats back to TT would leave them with no purpose and they are non-canon anyway for Mechs in the time period.
An extensive rebalance of all weapons.
QUICK START GUIDE
Download BattleTech: 3015 from the Files tab here.
Activate all three mods using whatever method you choose, just ensure that BT3015 is loaded after YAML.
Launch MW5, go to Settings, the Mod Options tab, and set the following options: ENFORCE MAX ENGINE RATING ENABLED AMMO SCALING 0.50 ARMOR SCALING 0.50 STRUCTURE SCALING 0.50 WEAPON QUIRK SCALING 0.75 UN-NERF TURRETS ETC ENABLED REBALANCE VANILLA TANK HP ENABLED TANK HP SCALING 1.50 VTOL HP SCALING 1.50 TURRET HP SCALING 1.50 ENABLE CLAN INTERNALS DISABLED ENABLE MECH QUIRKS ENABLED DISABLE HEATSINK CAPACITY ENABLED DISABLE ENGINE HEAT CAPACITY ENABLED LORE-ABIDING CITIZEN ENABLED
Just note if you're doing Campaign and not Career mode you will want to delay the Tank/VTOL/Turret HP buffs until you've finished Act 1, these missions throw a lot of vehicles at you.
When starting a career or campaign YAML will present you with options for difficulty, simply select the Balanced preset.