MechWarrior 5: Mercenaries
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Updates the AI of both enemy mechs and your Lancemates AI to perform better in combat. New behaviors and logic to seem more human, and jumpjets enabled. No more circle of death. This combines both the prior EnemyAI and LancemateAI mods into a more efficient less bug prone package.

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TableTopRulez AI MOD:

This mod alters the AI for the game to better approximatebattletech TT and how human players behave. General structure is also based on Alphastrike sourcebook for mech roles and practices. Mechs with this mod will use JumpJets to get into optimal range or to avoid damage. 

The old version is still on the file pages. 
After struggling with layering my system on top of PGI system I decided to rebuild my entire mod from scratch using only minimal structure from the
original system. Currently for mechs only scouting behavior remains. This version has a new targeting system and new lancemate system that should be less prone to bugs than the prior version. 
Also has improved VTOL behavior. 
Newer system should be less CPU intensive than prior version and is much more streamlined.


1.     Unzip the Mod file.
2.     Review the information on mech roles.
3.     Copy the TTRulezAIMod2 into the MW5Mercs/Modsfolder.
4.     Play the game

1. Updated for the new DLC all new mission types added and new variants now have assigned roles
2. Fixed an error where juggernauts and strikers were not ranging in front of the player when fighting in follow me.
3. Changed fighting while in follow me so the AI cannot pick locations in the players firing arc. They can cross your firing line but shouldn't camp there
4. Added new target sharing and prioritization between scout mechs and missilemechs. If you have both in your lance the missile mechs should maintain locks better and prioritize the scouts target. Attack target with scout and and missileboat works well together.
5. New logic for lancemates in follow me to unstick themselves if they get caught on landscape.
6. Rescale version now has magnums capsule fix. Hopefully will help reduce getting stuck on landscape.

Jumpjets were built for MWO logic and abuses in MW5.  I have now restored them to TT values. FirstI set gravity back to 1.0g.  Default gamehad set at >2g to make them fall at a speed that looks like a human falling.  They seem more floaty but thisis realism just like how a plane looks slow when it is going 300kph.  Using the new system the JJ cover a forwarddistance of 30m/JJ (TT values 1 hex per JJ) and height max of 8m/JJ.  So a 6JJ mech can jump 180m forward and 48mhigh in a 10 second period.  This makesJJ much more effective and defensive.  Tocompensate for players higher intellect on jumps I have reduced the JJ burn duration of players to 2.5 sec from 3.5 for mechs.  This allows you to get the same jump distanceand height but no more super jumps.  Alsobuilt new system to try to give client players some extra jump ability…hopefully works.
The entire bases of this mod is to use roles as defined inalpha strike instead of the light/notlight/LRM system created by PGI. Roles are set at the beginning of play using the gameplay tag assigned roles from PGI for the mechs variant (PNT-2R).  Some modsmay allow you to set these roles for lancemates yourself. If you are a mod builder making new variants please remember to assign them the role you want them to fill (preferably from alphastrike source material and/or sarna)

Scout: Light fast mechs that generally focus on vehicles,turrets, and other light mechs. When none are available they make slashing hit
and run attacks at heavier mechs.

Striker: Fast light or medium mechs with minimal armor butheavy close range weapons like SRMs. They flank the target and unload their
payload then try to finish off the opponent as quickly as possible. Secondary role destroying fast light enemies if no heavy enemies are present.

Skirmisher: Light and Medium mechs with good speed or JJwhose primary role is to remove light fast mechs from the battlefield to
protect the heavies. If no light mechs are present they will fight heavier enemies by maintaining range and cover, hit and run slashing attacks, or will
skirmish (attack by flanking and then quickly withdraw to their heavier support mechs).

Juggernaut: Slow heavy/assault mechs with heavy weaponry.They aren’t much good at dodging so they wade in trying to wipe out the enemy
and depending on firesupport/brawlers to keep opponents busy while they get close enough to devastate them.

Brawler: NOT what most people think. Brawlers are slowermechs with good armor and good long range weapons (not up close) they maintain
a ranged fight against opponents usually at medium ranges.

Sniper/Firesupport: Slower long range mechs.  These mechs follow near heavier brawlers orjuggernauts and once close to the enemy they deploy to high ground and cover the other closer opponents who keep their enemies busy. 

Missileboat: LRM dependent mechs. These mechs move close toslower brawlers or juggernauts providing support but further back than
Sniper/Firesupport. They also deploy to hilltops to help.  NEW: Once out of LRM ammo they will change tobrawler tactics.

Antiaircraft: AC5 or 2 equipped mechs designed to destroyVTOL/ Tanks. They will preferentially target these unit types. Secondarily they
will function as Firesupport.

MercTech: Allow lancemate selection of roles in MechLab
    MercTechRequires compatibility mod:   MW5 ModCompatibility Pack at MechWarrior 5: 
YAML: Allows lancemate rolesetup through the quirk system (WIP let me know if any issues)

Biggest change to this mod is the new targeting system. Itis the most complex thing I have built but I created a new radar system, building tracker, and entire target selection logic that is based off roles.  This should make the AI behavemore realistically. The old aggro system and focus firing the player are gone.
  • Damage aggro: The AI now tracks how much damageit has taken from each enemy.  Thepersonal damage it receives is the biggest component of it target selection. Old aggro system (which each enemy stored how much damage it did regardless of target) is divided by 3.5-5 depending on mech role, this reduces focus firing the player and makes them protect themselves but consider a high output damageenemy over a less active opponent. Also now counts shots to their back as double. Making them turn quickly on anyone shooting them in the back.
  • Distance: Proximity has a big impact.  Enemies directly in their face will demandattention.
  • Leads target: If a lancemate or in enemy lancewill give some preference for leads target depending on role (firesupportprefers this).
  • Same target: Have a slight preference to keeptheir own target. Limits too aggressive switching.
  • Role dependent factors: Skirmishers and scoutsprefer fast light targets. Strikers prefer slow heavier opponents etc… Antiaircraft and missileboats prefers VTOL and tanks.  Juggernauts prefer the heaviest mechs. Unlikein prior versions they can still switch targets as this is a point system and not the only factor.

This doesn’t apply to the player. Butlancemate’s and enemies in lances now share their combat targets. This reduces
missile lock breaks and makes missile mechs much more effective. It also means mechs don’t stand around dawdling while their companions are attacked. To make this seem less artificial there is a variable delay between checks to simulate being told and reacting. Now scout mechs and missile mechs have a special bond and missile mechs are more likely to target scout mech targets and scouts will communicate their target with missilemechs.

Visual detection changes: In PGI version the enemy candetect you at 700m and tell you are an enemy at 500m. This is a bit visually off. I tested and have set the ranges to 1100m and 700m which is where I can tell the pain job of an enemy and see them clearly in the distance without zoom.  I did narrow their FOV so you may avoid detection still. Weather conditions alter identification range (700m clear, 600m night, 500m bad weather)

LANCEMATEAI SKILL LEVEL BOOST:Lancemate’s accuracy sucked in default game. Now they shoot with thesame accuracy at distances as elite mechwarriors in tabletop. You should notice improved lancemate damage output. I can no longer adjust for skill level since PGI removed the behaviorconfig variable from the AI controller so it is the same accuracy is used for rookies and experts.

Move to location: The AI will now Move to thelocation and set it as a guard location. If no enemies nearby they will patrol realistically around this area, returning to the site periodically. They will maintain space from allies to avoid friendly fire. If engaged by enemies they will move to maintain LOS and ideally take the highground but will not wander farther than 250m from this location.

Follow me: The AI no longer run off leaving you behind.  They will stay in formation until you engaged with enemies. Once the enemy is within 500m they will deploy according to their role. Juggernaut and strikers will deploy in front of you, while Brawlers and fire support deploy to your side. Missile boats deploy
behind you on highground to maintain LOS. All will remain in close proximity and not wander off. 
  • Scouts and strikers will deploy against enemies if they come within 250m of the lead player.
  • Skirmishers will deploy against enemy light mechs and heavies (skirmish) if within 500m of the lead player. They will rejoin if they wander more than 500m from the player.
  • Lancemates will now jump down from cliffs to follow the player.
Attack my target: This mode is much improved from prior versions and now very usable.  The lancemates will attack the target.  If the target is outside their optimal range (250-500m depending on loadout) they will advance to optimal range shooting at targets of opportunity along the way (other mechs or vehicles) once in range they will focus on their target for the remainder of this command. Once the target is destroyed they will rejoin formation. 
  • Scout: Vehicles/Turrets will rush and attack them.Fast enemies will engage in a circlefight using JJ to turn on the target. For slow enemies will HitAndRun where they attack get distance and circle back around.
  • Skirmisher: Rush vehicles/turrets. Fast enemies willcirclefight. For slow opponents if they are fast (>90kph) will Hit and Run. If they are slow (<90kph) will engage in ranged combat using cover.
  • Striker: Rush non-mech enemies or circlefight.  For slow opponents will flank the enemy(deploy their side relative to lead making them focus on lead or self. Turning their back to one of the two.
  • Juggernaut: If not taking damage rush the target.If taking damage and >250m away will use cover to approach. Once <250m willaggressively attack at short range.
  • Brawler: Attacks using the default PGI behavior forranged mechs. So close circle fight but at a distance.
  • Ambusher: Will move in and out of cover shootingthe target and minimizing time they take damage. Works best in cities.
  • Antiaircraft/Missileboat/Sniper/Firesupport: Marchon vehicles to kill quickly. If mechs they deploy to high ground near theplayer and will provide support fire.  Ifin bad condition they will change their role to fight at range in and out ofcover.

LANCEMATE RAID AND DEMOLITIONLOGIC: If you lance consist entirely of mechs with speed >90kph and the mission is a raid or demolition they will use the new formation wedge and will only maintain formation the entire mission unless told to move to location or attack my target. They will also use JJ to stay with the player and avoid being left behind. This allows you to bring support to shoot at enemies but move quickly between target areas and destroy the objective without loosing friendlies who get left behind.

Enemyskill level: Enemymechs now have TT values for hitting targets at ranges. They are much more deadly. PGI nerfed their targeting so you could take on an army. You need to plan and use more skill now.  If this is too hard consider using the option easy targeting file (restores PGI defaults).
NearDeathbehavior: To compensate for the skill level change the AI now reacts when its center torso structure (not armor) is <50%.  They have several options with percentages that vary based on their faction (I’ll let you figure out how prefers what):
--No change: 20-30% of the time they just keep fighting
--Defensive: They will use cover and try to move in and out of cover to reduce damage risk.
--Retreat: They will try to retreat from the fight and save their mech (it is a family heirloom). Once far enough away and out of player LOS they will disappear.
  • PLEASEDO NOT COMPLAIN THE AI IS BROKEN IF A MECH IS TRYING TO RUN AWAY—either kill them or let them go, in a real fight you should focus on the objective not to get kill points.
--Heroic charge: Self explanatory. They forget all other logic and get in close to duke it out.
--Panic: They loose their cool and eject even though not destroyed.
--Suicidal rush: They charge their enemy at full speed, slamming into them for damage and then eject their core for more damage…this israre but watch out.

EnemyLance behavior:
  Complete overhaul. The system is now relatively bug free. The AI now follows alpha strike rules for lance type and behaviors.  They sort themselves into lances if they have 3-4 mechs.  These lances have a lead, wing, element, and element wing, like the player’s lance structure and formations. They will engage in similar strategies.  Strikers will flank you. Skirmishers will distract you or kill light mechs aggressively. Scouts will hit and run and try to wipe out light mechs. Snipers/missileboats/antiaircraft mechs will deploy on high ground at range.  But you will notice them move information towards your location before deploying based on roles. Distances and triggers are a work in progress.
·       Battle and firesupport lances now detect the average optimal range of their lance and will engage you at that distance.
·       Recon and Cavalry lances will engage you in a flanking maneuver before splitting up.
·       Assault lances will use cover to advance butt hen attack you head on depending on their weight class to overwhelm you.

Enemies track how much damage they have taken in 10 seconds and based on their max structure and armor will seek cover if at risk.

EnemyAI will behave according to the role descriptions above. Ranged combat mechs now detect their optimal range based on weapons (lost weapons accounted for) and compare that to their enemy’s optimal range.  So if facing a LRM only mech and have closerweapons will close range.

NEW DETECTION SYTEM:  In the PGIgame the AI would automatically assign the player as a target if now other target was perceived.  While effective this was a bit artificial and meant players got first volleys often.  Depending on the mission type behaviors vary.  In warzone the AI will be provided the players location simulating the nature of this engagement. In raid and other missions, interdiction lances will get a  random location near the player but will not actually have the player as a target. They will investigate this area and if they spot the player engage.  This gives you the potential to dodge these units on this mission type.  Periodically they will get updates on your location so if you get bogged down they will likely catch up. However, this and new visual cones increases stealth opportunities.