MechWarrior 5: Mercenaries

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cszolee79

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cszolee79

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About this mod

Advanced Inner Sphere weapons and equipment. Global weapon rebalance with Mod Options.

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Yet Another Weapon

*Compatible with DLC6 v1.1.354*

YAML Discord:
https://discord.gg/YetAnotherMW5Server

Use Bobbert's Mod Options to set variables.

Standalone weapon pack that contains all weapons from the Yet Another Mech mod. Has mostly all weapons up to 3070, including all LBX, Ultra, Rotary and Light Autocannons, Light, Heavy and Snub Nose PPCs, Silver Bullet, Light, Heavy, Improved Heavy Gausses, MRMs, Streak SRMs, ER and X-Pulse Lasers, Light and Heavy Machine Guns, Long Tom and Arrow IV Artillery.

Compatible with most if not all mods.
Overrides vanilla weapon emitters. Has the sound fix for weapons (FPS degrading fix) built in.

0.99.15 and newer: LBX mode switch (cluster / solid slug) is available via Yet Another Mechlab only. Controls -> weapon mode per group. Default is Control+1.6 for each weapon group.
If keybinds do not work, try deleting input.ini in %localappdata%\MW5Mercs \ blabla \WindowsNoEditor

0.99.14 and newer:
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).

Config file for global weapon rebalance is in Mods\YAW_Config.ini. Here you can change characteristics for your weapons (damage, heat, range, etc). Applies to all vanilla and YetAnotherWeapon/Clan weapons, or any weapon mod that uses the vanilla emitters.

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.

Recommended / compatible mods:
Yet Another Weapon
Yet Another Weapon Clan
Scary Tanks (you might want to wait with enabling this one until you have at least 150-200t worth of lance)
Unlock Hidden Color Schemes
Remove JumpShip Animation
TTRulez_AIMod (Oraeon1224)
vonBiomes (vonSeiten)
MWO Replacement Style HUD (HoneyPepper)
SMMO (Jgood121)
42's Mechs Of Beauty (42and19)
MW5 Rebalance Mission Changes (Paladinj01)
MW5 Rebalance Economy (Paladinj01)
Repair Bays (Bobbert)
Coyotes Mission Pack (Coyotekins)
Lore-based Mech Variants YAML-Edition (Mace24de)
More Career Starts (Suivil) has YAML compatible version.
330's Pilot Overhaul (Wpnx330)
Camo Spec 2.0 (TheChosenOfMods)

Also works with my separate mods (Remove JumpShip Animation, Unlock Hidden Color Schemes, Max Level Unique Pilots).

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Installation:
Unpack the YetAnotherWeapon folder in the zip to your MW5Mercs\Mods directory.

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Note for LAMS:
No ammo needed. It just works. Thank you for the idea, MagnumGB!
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Note for NARC fix:
As it turns out, the devs turned off the NARC beacon's spread modifier in the game engine. MagnumGB found a way to still make it work, with a custom blueprint applying TAG effect.
Improved NARC has much longer range, low level guidance (if lockon is achieved, it is very likely to hit the target, except for fast moving ones). It has increased effect length and missile spread modifier reduction.
Thank you, MagnumGB for the fix and the permission to include it in my mod.
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Note for Ultra Autocannons:
Have custom HUD feedback (remaining shots before a forced full cooldown). Can fire multiple times before being forced in a full cooldown cycle, based on weapon tier (T0-2: 2x, T3-4: 3x, T5: 4x)
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Note for Magnetic Pulse Warheads:
As their desctription states, they add heat to the hit mech, and scramble sensors. I do this by setting pilot behavior to "Recruit" and pilot weapon levels (Energy, Ballistic, Missile) to 1 for the duration. That's a big nerf to their accuracy. Needs testing - it works in the editor as intended. The heat spike property might be more important though. It shuts down enemy mechs pretty nicely.
As it needs a TAG effect to work properly, the sensor scrambling property will not work on TAGged or NARCed enemies.
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Note for Rotary Autocannons:
Have custom HUD feedback (heat bar instead of cooldown) - over 100% heat, they get an increasing chance to jam for a few seconds.
AI fires in 10-shot bursts, player can fire single shots.
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Note for Capacitor PPCs:
Have custom HUD feedback (Capacitor % next to CD bar), at first cooldown they act as normal PPCs of their type, then get the additional damage added based on capacitor charge.
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Note for MMLs:
Default ammo switch key (K)
Have custom HUD feedback (selected ammo), AI will auto-switch based on target range and available ammo (SRM-Art or LRM-Art).
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Weapon list and  introduction dates:
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RISC Hyper Laser: 3134
ASRMs, MagShot Gauss: 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
Mine Launcher: 2500

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LosTech weapons
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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
EMP Mine Launcher
Arrow IV
Snub Nose PPC