MechWarrior 5: Mercenaries

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MagnumGB

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MagnumForceGB

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About this mod

Overhaul of the game using some rules from Battletech handbooks.

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UPDATE 11/3/2023 - BETA VERSION 0.78a RELEASED
Discord channel for bug reporting and getting unstable releases
https://discord.gg/TFeVMnnXvs

Install:  Unzip the FOLDER "MercTech" into your "MW5Mercs\MW5Mercs\Mods" directory.  If you have a previous version of MercTech, delete the old folder and unzip the new one to the Mods folder.  The following are required to run:

MW5Compatibility https://www.nexusmods.com/mechwarrior5mercenaries/mods/168

HIGHLY RECOMMEND COCKPIT_GLASS MOD:
Cockpit Glass at MechWarrior 5: Mercenaries Nexus - Mods and community (nexusmods.com)
Cockpit glass will crack and have bullet holes when the cockpit is hit now

RECOMMEND TTRULZ AI MOD (LOADED BEFORE MERCTECH):
TTRulez_AIMod2 at MechWarrior 5: Mercenaries Nexus - Mods and community (nexusmods.com)

MERCTECH v3.0 FEATURES:

  • Mechs now have a "Knock-Down" feature.  When the gyro is over 80% saturated for 5 seconds, the mech will stop and crouch while the reaction wheels spin back up.  This takes 5 seconds, afterwards your mech will stand and you will be immune to gryo damage for 15 seconds.
  • Unlocked Mechlab - Fractional tonnage rules have been implemented, so you can put 0.001 tons of ammo in 1 location if you want.  There is only 1 jump jet equipment (and improved jump jet) that will weigh more on bigger mechs, and they use general slots.  The only limit is the engine size.
  • Ammo Management - Ammo is now tracked, so if you use 100 rounds of autocannon ammunition in a mission, you must refill that ammo bin with those rounds.  Ammo can be purchased by the ton in the market at any industrial zone.  This option can be turned off/on when starting a new campaign.
  • Armor Management - Armor is also tracked like ammo.  Is purchased in 5 ton lots and can be salvaged.
  • Resource Delivery - Ammo and Armor can be delivered to you if you have resource management set to "Limited".  If you do not have the required amount when putting in a work order, a time delay will be added when creating the work order.
  • Overhauled Missiles - Missiles now individually track a target vs a group that flies together.  With these changes, Swarm ammo has become a reality, each missile can target a random target within 180 meters of the primary target.  If they miss their first target, they will go into pitbull mode and can target any target in front of it.  Missiles have an acceleration and deceleration part in their life cycle.  When first launched, the missiles are traveling around 100 m/s, but will quickly accelerate to their max velocity, during this time they have the highest turn rate.  Once they reach max velocity, their motors will still burn and have good turn rates to track the target.  Once the motor is out, their turn rate and velocity will begin to decrease while still tracking the target.
  • Overhauled Projectiles - Autocannons, Gauss, and machine gun rounds can now deal damage at any range as long as they can reach their target.  When they contact an object, the round may bounce off and hit something else while still dealing damage to the first object.  The primary damage factor is the velocity of the round when it hit the object, the secondary factory is the angle of incident, which can only lower the damage by 80% with a glancing shot
  • Weapon Critical Hits - With the addition of the workbench, weapons now have parts that can be damaged in combat.  Weapons can be knocked out of alignment, so your laser that was hitting the crosshairs may now hit below it instead.  Your emitter may be damaged which can cause the laser to generate more heat when fired than normal.  Weapons that are damaged this way will show up yellow in the mechlab, but can be repaired on the mech.  Weapons are damaged by hits to their individual meshes on the outside.
  • Ammo Explosion changes - Ammo explosions will now cause ammo to come flying out of the mech or vehicle.  These rounds are live and can cause damage, so be careful. 
  • PPC Safety and Overcharge - PPC's that have a minimum range (Inner Sphere PPC's) will have a safety to prevent them from firing if they detect a target under their minimum range.  You can disable this safety, but doing so can cause the PPC to be damaged from feedback.  The closer the object that was hit, the greater the changes for feedback.  PPC's can also be overcharged now, you hold the trigger down and release when ready.  The weapon will automatically fire after 5 seconds of being charged.  The longer the trigger is held down, the greater the damage and heat generated, but at the risk of damaging the PPC.  
  • Autocannon changes - Single fire regular autocannons can now enter double fire mode, but they have a 20% chance of jamming and damaging the autocannon.  Burst fire autocannons can now toggle between Single, Burst, and Accelerated modes.  Accelerated mode will fire twice the rounds as burst fire does in the same amount of time, but the chances for jamming are 20%.  Projectile spread is also increased in these modes.  New ammo includes FLAK and Armor-Piercing for all calibers.  New Caseless Autocannons have been added, they are lighter, less bulky, higher damage than regular autocannons, but they generate twice the heat and can damage the weapon on jamming.
  • Missile Launcher changes - Missile launchers will now fire their missiles at random intervals based off the tier of the weapon.  They will also only fire as many missiles as their are tubes before doing a quick reload in 0.5 seconds to fire the next salvo.  LRM's can have their missiles hot loaded in the tubes, which if the LRM takes a critical hit while the missiles are hot loaded, the weapon and ammo will explode.  LRM's that are not hot loaded take a high arc to the target, while hot loaded missiles are direct fire.  
  • Through Armor Criticals - Autocannons, Gauss, and Missiles can penetrate armor and damage internal components.  This chance increases with the projectile caliber.  TAC's can not begin until the armor is at least 25% damaged, and the chances for a TAC will increase as the armor is removed.
  • Thermal Vision updated - Thermal vision now uses a combination of the white/black vanilla thermal vision for the backgrounds, and use color for mechs/vehicles.  Each weapon on mechs are tracked with their own heat, so you will see lasers glowing red on a mech that is still green.  Thermal vision will get worse for the user as their heat increases.
  • VTOL and Tank upgrades - These units now have armor facings and a shared internal structure hit point pool.  Though this makes them tougher to deal with, they are subjected to critical hits at twice the rate as mechs.
  • ECM - ECM can now act as a passive anti-missile system.  When a missile is targeting a vehicle with ECM, the missile will see the target as much larger and can veer off its course.
  • Rocket Launchers - These weapons may now be fired in single, ripple, or salvo modes.
  • Laser model update - Lasers installed on mechs will have their lens color match the beam.  So a small laser will have a red lens, medium green, large blue.
  • Shell Casings - Shell Casings will be ejected during autocannon fire (for non-caseless ammo).  This can be turned off/on with the lifespan of the casings.
  • Infantry will now fire real SRM's and Inferno SRM's.

Along with the changes to MercTech, I have updated the MW5 Compatibility Pak with the ability to change your keybinding for mods.  Currently it is limited to a select number of keyboard keys, but future will have joystick and mouse support.  


MERCTECH WIKI - MercTech | Mechwarrior Foundry Wiki | Fandom

If you get a FATAL ERROR after updating the mod, delete the MercTech and Compatibility mods from your mod directory, start up MW5 and close it, then reinstall the mods.  This clears out the mod cache so the assets are correct.

Comments, forums, and bugs on Nexus has been disabled since I don't visit this page unless I'm making updates.  Use my discord server for bugs and troubleshooting.