Nice, glad to see this mod (YAML) is getting a lot of support from other modders. It needed mechs. I assume this does not need to overwrite YAML, correct?
Is this compatible with the Resize of YAML? I wonder how many Mech mods are compatible with the resize, I like very much the mechs being a bit small and real but it breaks immersion if a mech it's a giant variant of a different mod lmao
I love playing with enforce mech destruction but I have one gripe: the message you get in the mechbay. (Fahad says less work for me etc.) It always breaks my immersion a little and reminds me that I'm playing modded content. Everything else feels so seamlessly integrated into the game. And yeah the vanilla game does humor, but not in the menus like that (plus it never really lands anyway). For something that happens as often as light mechs getting cored in an ironman run it gets tiresome read the same Fahad mechanic joke. Long shot but can you please release a version that says "Engine unrecoverable. 'Mech destroyed." That would feel more in line with the rest of the UI.
For YAMM, I had proposed the idea of making an "Assassaclint", since the Assassin already had suitable hardpoints to make a Clint stand-in variant. Chozo had agreed and made it as the closest thing we could get to a Clint without having a modeler and such to make the mech (after admittedly much begging on my part).
Really incredible to see a Clint brought into MW5. I've always loved the mech as a great 40t trooper/skirmisher mech. I look forward to getting the update installed and seeing the Clint in game. Interested to see what hardpoint layouts/inflation there are and getting to play around with it in game.
Anyway, as always, Mace, thank you for all of your efforts in improving MW5. It is sincerely appreciated.
... but to answer your question, I made a model from scratch for the Clint.
@Caratar
You're welcome and I didn't know YAMM had an Assassin "Clint". Personally, I don't think the Assassin is very well suited to be used as a Clint replacement.
Hey, no worries. I will say, though, between the Vulcan, Cicada, and Assassin, the only vanilla chassis that could even remotely approximate a good Clint was the assassin. Same actuators and at least reasonably close hardpoints.
Anyway, I finally got to play around with them for a bit in instant action. They play great! Really nice hardpoints, overall, and great quirks (I like the predictive targeting to simulate the Clint's special targeting system in lore). Two minor critiques, and they are minor: - "Denton" could use a hero quirk to fit it's existence. Possibly 8-10 armor in arms, 6-8 in legs, and 4-6 across torsos. I think that's pretty close to the other 40t hero quirks. - Maybe consider putting a second AMS in the LT of the 1-2 R? It's got the least amount of hardpoints across the Clints. Even the 3-3T and 2-4T have more total hardpoints. However, just adding another E or something doesn't make it very unique (and I think steps on the toes of the other variants, no matter what), but a 2nd AMS would be.
Just some thoughts. Take it or leave it as you desire. Regardless, the efforts you put into the mod are awesome and very sincerely appreciated.
EDIT: As a thought, have you looked at the "All the Heroes" mod? It could be a feasible way to have true heroes for all of the new chassis you've added across your mods. It's a newish mod, and no idea how reasonable it is to integrate.
If you feel like making it, just going to make another plea, if you will, for a HBK II X apocryphal variant with ballistic slots (1xAC2 and 1t ammo = same tonnage as 1xPPC, so easy conversion). Post DLC6, a RF-AC2 in each shoulder would be utterly wild to run in the thing. Also a reminder that there's no V1 Salvage for the HBK II as-is, which can actually appear as an enemy with the "Better Mission Choices" mod, so you said you needed to add it.
No matter what, a huge thank you for all the efforts you've put into improving MW5. It is sincerely appreciated.
It already worked with DLC6 and I'm waiting for cszolee to update YAML, since it is a hard requirement for the next version. Furthermore, I've also renamed my unique Mechs, I hope this will do.
Great mod, one of my favorite combinations with YAML. I do have a few minor nitpicks though - cantina upgrade slots are inconsistent. In the base game and YAML the star league/royal battlemechs have 2 or 3 extra upgrade slots over the base variants because they're treated like a rare mech.
Ex: In the base game/yaml the Kintaro KTO-18 has 6 slots, but the Royal Kintaro KTO-19B has 8 slots. The Crab CRB-20 has 6 slots while the Royal Crab CRB-27B has 9 slots.
In this mod it looks like all the new SLDF variants I have encountered just have the same slots as the base variant. (e.g. the Thunderbolt TDR-5Sb only has 5 slots when it should probably have 8) If this could be changed in a future update it would be amazing. Thank you for the work you've done to create this mod.
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Like my old "Yet Another Reloaded Mech" had to override Reloaded, to enable the new and fun weapon hardpoints on the new mech variants.
Really incredible to see a Clint brought into MW5. I've always loved the mech as a great 40t trooper/skirmisher mech. I look forward to getting the update installed and seeing the Clint in game. Interested to see what hardpoint layouts/inflation there are and getting to play around with it in game.
Anyway, as always, Mace, thank you for all of your efforts in improving MW5. It is sincerely appreciated.
@Caratar
You're welcome and I didn't know YAMM had an Assassin "Clint". Personally, I don't think the Assassin is very well suited to be used as a Clint replacement.
Anyway, I finally got to play around with them for a bit in instant action. They play great! Really nice hardpoints, overall, and great quirks (I like the predictive targeting to simulate the Clint's special targeting system in lore). Two minor critiques, and they are minor:
- "Denton" could use a hero quirk to fit it's existence. Possibly 8-10 armor in arms, 6-8 in legs, and 4-6 across torsos. I think that's pretty close to the other 40t hero quirks.
- Maybe consider putting a second AMS in the LT of the 1-2 R? It's got the least amount of hardpoints across the Clints. Even the 3-3T and 2-4T have more total hardpoints. However, just adding another E or something doesn't make it very unique (and I think steps on the toes of the other variants, no matter what), but a 2nd AMS would be.
Just some thoughts. Take it or leave it as you desire. Regardless, the efforts you put into the mod are awesome and very sincerely appreciated.
EDIT: As a thought, have you looked at the "All the Heroes" mod? It could be a feasible way to have true heroes for all of the new chassis you've added across your mods. It's a newish mod, and no idea how reasonable it is to integrate.
No matter what, a huge thank you for all the efforts you've put into improving MW5. It is sincerely appreciated.
In the base game and YAML the star league/royal battlemechs have 2 or 3 extra upgrade slots over the base variants because they're treated like a rare mech.
Ex: In the base game/yaml the Kintaro KTO-18 has 6 slots, but the Royal Kintaro KTO-19B has 8 slots. The Crab CRB-20 has 6 slots while the Royal Crab CRB-27B has 9 slots.
In this mod it looks like all the new SLDF variants I have encountered just have the same slots as the base variant. (e.g. the Thunderbolt TDR-5Sb only has 5 slots when it should probably have 8) If this could be changed in a future update it would be amazing. Thank you for the work you've done to create this mod.