For those wanting to use a semi-like mod to this with Coyotes missions mods. Try "Better Mission Choices" until the author can update. Theirs a Mod option to scale min/max extra difficulty of missions for a more enemy mech BV experience.
I miss the DoubleBV, and the ability to just config your values!
Better Mission Choices is nice, but it does not add the non-stop spawn swarms this mod had. Made artillery useful, and feel balanced. For once it did not feel "cheap" blasting the dropships with thumpers and sniper artillery in the air before they dropped the lances, there were always another three dropping in nearby, and if I took too long or ran out of ammo, I would be forced to get out! In general, it solved the balance of overpowered builds, because when you have over 1000 hours in the game, you learn to min-max to make pretty much anything OP, or naturally understand positioning and aiming for components to handicap everything.
Currently, I am forced to handicap myself, and it's just not as fun.
I hope someday this mod is revisited for an update.
Hey ljorder66, I tried to update your mods but the modding tools are too complicated for me. I also tried hiring a MW5 modding veteran to help me update your mods but he's too busy. If you ever come back to update HeavierEnemyLances and Enemies I would be happy to playtest them.
Just a heads up that your "Enable unique units spawn in missions" AKA "Enemies" mod doesn't play well with the latest version of Coyote's Mission. I get a Low Level Fatal Error crash when traveling to a new system. I don't think it is necessary anyway. As long as your excellent HeavierEnemyLances continues to work everything is gravy.
Okay so I just realized that It is Enemy Unit Rarity Tweaks AKA Enemies that is in conflict with Coyote's latest updates. It sucks because this is an essential mod to compliment your HeavierEnemeyLances. Is there any way you can update it? I can test it for you.
Aand just got an objective raid, where 4 dropships dropped in the same place, lagging up the coop session enough for the coop partners to be useless. Sadly, we had to remove the mods :/
Hey, thank you for making this mode, it's been a lot of fun!
Question - there's a 95 difficulty Raid mission that is a side quest (Charity Job or something is the name) that is simply too difficult for me to complete. So, I disabled the mod and loaded to a prior save before I accepted the mission.
I then accepted the mission with the mod disabled, only to find the exact same enemies in the exact same spots as when the mod was enabled.
How do I get this mission back to normal? It's just too hard for me.
I am trying to increase the overall amount of enemies. I use the main mod at the end of the load order, then let "double BV" override that and at the very end is "Enemy Unit Configs" from the 05 Jul 2023.
I then enabled a 100% chance of having 4 more mechs in enemy squad. But yeah, thats not enough ^^
The sliders at the bottom of the mod options just change the size of the mechs (by changing the castegories) right? So... how would I do it?
After installing this mod, I noticed something immediately: While there were heavier enemy mechs, the more interesting feature is that they are higher QUALITY enemy mechs. Mechs with tier 4 and tier 5 equipment were suddenly quite common. This is FANTASTIC! Missions were harder, but the REWARD was also better!
I was having a blast until I started running into some missions that were just impossible. These were vonBiome-based missions where between the environment (MW5 devs seem to believe trees are made out of titanium) and the density of enemies, it was just impossible to defeat that many high tier mechs when movement was so limited or when objectives were too clustered together.
So here's something I think might be worth tinkering with: Leave the total number of mechs and tonnage at vanilla and JUST increase the tier of the mechs. This should increase the feeling of danger without simply overwhelming the player with an entire company of mechs to fight at once.
I have the opposite opinion. Vanilla mechs and tonnage is TOO EASY. They throw a bunch of light, medium, and some heavies at you. With occasional assault mechs. If you are having a hard time with this mod then make sure all of your mechs are upgraded and equipped with high tier weapons, bring your best pilots on hard missions, order your lancemates to bring down priority targets, cheese the AI with LRMs, use cover to your advantage, try Orbital Drop Airstrike Replacement (essential), try 330's Pilot Overhaul, and the Repair Bays mod (essential). All of this plus any other buffs from other mods should be more than enough to handle Heavier Enemy Lances.
I'm sorry, I wasn't clear. I'm not talking about a lance of heavy mechs. I'm talking about facing a COMPANY of heavy mechs... with an escort squadron of heavy tanks... In a rain forest or jungle where you have little room to move, everything is point-blank range, and trees eat half your dps.
This would happen in vonBiome maps where the objective locations ended up a bit too close. There's no way to use range draw some off, since the trees are everywhere. So you end up facing multiple sets of objective point guards at once.
I removed vonBiomes today and haven't run into a mission I couldn't handle since, and it's a much better experience. Without HeavierEnemyLances, vonBiomes made things a bit more difficult, due to the more difficult terrains, but both mods together are too much sometimes, depending on your luck. But, as noted above, I'm having a blast fighting the much more dangerous mechs instead of the tier 0-2 cannon fodder the regular game sticks to.
The point of my post above is that it's much more interesting when you're facing BETTER mechs, rather than MORE mechs. And the author seems to be running into problems of too many mechs, judging by the optional mods he's been adding that seem to be about reducing it somewhat. So I thought I'd suggest leaning into the "better mechs" rather than "more mechs", since facing more dangerous mechs that also drop better loot is a win-win.
That is a matter of preference though. I prefer more AND better mechs. I requested that the mod author update his mod because it became too easy after it was updated from the last patch. It looks like the Double BV will make MW5 harder while the Enemy Unit Config can be adjusted to your preferences.
Another update on this: After turning off vonBiomes, I was having a blast until yesterday I ran into two missions on a smaller Megacity map that appeared to have an entire BATALION on the field at once. (They must have snuck an Overlord dropship into the city...) Unfortunately, MW5 is not designed to handle that many mechs, and after the mission started, it first locked up, then crashed completely. While locked up before the game finally crashed, I was able to count 20 mechs on the radar, and I imagine there were quite a few more outside of visual range.
I don't know if it's possible to have it change based on the biome or map size. If there could be a carve-out for smaller, denser maps, that might solve it.
I'm sorry, I don't remember the exact difficulty number, I know the tonnage limit was around 300. Mission Type was Raid or Assassination. I believe the actual cause is that on the Megacity biome, the objectives are often very close together, and your mod increases the number of guards at each objective. So four objectives all within about 1.5km means all the guards spawn at once. So it should technically happen on most difficulties.
This was the same thing I ran into on the vonBiome. When you have many guard spawn points in close proximity, it overwhelms. I don't know if there's any way to stop that from the mod end while also keeping the larger number of mechs for the larger biomes.
There is an issue with this mod late game I hit Supply Run mission and it was in a city biome. Ryana says "We have been hired to get supplies." There are like 50 mechs literally right at the start on my screen before we can even start moving.... and the game just craps out on itself.
Had to disable the mod finish that mission.
This is the first time its had an issue but I think its tripping over the engine spawn limits for the game.
Not my rig either 5950x/3080 ti so its plenty for MW5.
EDIT: Still same problems same mission type every time. 100 difficulty Objective Raid in a City Biome forget MW5 after that mission starts... it just goes into MEM LEAK mode... with this mod disabled that never happens. I am running Coyotee with this but it doesnt happen with only Coyotee so its related to this and trying to spawn too damn much at once.
I really appreciate all the work you've done on the mod and that you're trying to provide a bunch of flexibility for players. I could use a little more guidance about which optional files I should use.
What happens if I use the main file only?
Should I only use one of the optional files (enemy unit configs, double bv, dlc 2 raid mission config) or do they all play well with each other?
Does Enemy Unit Configs focus on changing the unit mix and quality for a given battle value while Double BV changes the overall battle value? Is there more to it?
dlc 2 raid mission config is stand alone, you can use it with or without main and optional files you can only use main file you can use main file with enemy unit configs, if game still not hard enough for you then you can use doubleBV double BV change overall battle values and mission's battle values, it should override main file, theoretically in game more BV should spawn more mechs, better use with enemy unit configs 1.14
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Better Mission Choices is nice, but it does not add the non-stop spawn swarms this mod had. Made artillery useful, and feel balanced. For once it did not feel "cheap" blasting the dropships with thumpers and sniper artillery in the air before they dropped the lances, there were always another three dropping in nearby, and if I took too long or ran out of ammo, I would be forced to get out! In general, it solved the balance of overpowered builds, because when you have over 1000 hours in the game, you learn to min-max to make pretty much anything OP, or naturally understand positioning and aiming for components to handicap everything.
Currently, I am forced to handicap myself, and it's just not as fun.
I hope someday this mod is revisited for an update.
Got greeted with a 0/83 mechs scouted infiltration.
Question - there's a 95 difficulty Raid mission that is a side quest (Charity Job or something is the name) that is simply too difficult for me to complete. So, I disabled the mod and loaded to a prior save before I accepted the mission.
I then accepted the mission with the mod disabled, only to find the exact same enemies in the exact same spots as when the mod was enabled.
How do I get this mission back to normal? It's just too hard for me.
I then enabled a 100% chance of having 4 more mechs in enemy squad. But yeah, thats not enough ^^
The sliders at the bottom of the mod options just change the size of the mechs (by changing the castegories) right?
So... how would I do it?
I was having a blast until I started running into some missions that were just impossible. These were vonBiome-based missions where between the environment (MW5 devs seem to believe trees are made out of titanium) and the density of enemies, it was just impossible to defeat that many high tier mechs when movement was so limited or when objectives were too clustered together.
So here's something I think might be worth tinkering with: Leave the total number of mechs and tonnage at vanilla and JUST increase the tier of the mechs. This should increase the feeling of danger without simply overwhelming the player with an entire company of mechs to fight at once.
This would happen in vonBiome maps where the objective locations ended up a bit too close. There's no way to use range draw some off, since the trees are everywhere. So you end up facing multiple sets of objective point guards at once.
I removed vonBiomes today and haven't run into a mission I couldn't handle since, and it's a much better experience. Without HeavierEnemyLances, vonBiomes made things a bit more difficult, due to the more difficult terrains, but both mods together are too much sometimes, depending on your luck. But, as noted above, I'm having a blast fighting the much more dangerous mechs instead of the tier 0-2 cannon fodder the regular game sticks to.
The point of my post above is that it's much more interesting when you're facing BETTER mechs, rather than MORE mechs. And the author seems to be running into problems of too many mechs, judging by the optional mods he's been adding that seem to be about reducing it somewhat. So I thought I'd suggest leaning into the "better mechs" rather than "more mechs", since facing more dangerous mechs that also drop better loot is a win-win.
I don't know if it's possible to have it change based on the biome or map size. If there could be a carve-out for smaller, denser maps, that might solve it.
This was the same thing I ran into on the vonBiome. When you have many guard spawn points in close proximity, it overwhelms. I don't know if there's any way to stop that from the mod end while also keeping the larger number of mechs for the larger biomes.
Had to disable the mod finish that mission.
This is the first time its had an issue but I think its tripping over the engine spawn limits for the game.
Not my rig either 5950x/3080 ti so its plenty for MW5.
EDIT: Still same problems same mission type every time. 100 difficulty Objective Raid in a City Biome forget MW5 after that mission starts... it just goes into MEM LEAK mode... with this mod disabled that never happens. I am running Coyotee with this but it doesnt happen with only Coyotee so its related to this and trying to spawn too damn much at once.
I really appreciate all the work you've done on the mod and that you're trying to provide a bunch of flexibility for players. I could use a little more guidance about which optional files I should use.
What happens if I use the main file only?
Should I only use one of the optional files (enemy unit configs, double bv, dlc 2 raid mission config) or do they all play well with each other?
Does Enemy Unit Configs focus on changing the unit mix and quality for a given battle value while Double BV changes the overall battle value? Is there more to it?
Thanks!
you can only use main file
you can use main file with enemy unit configs, if game still not hard enough for you then you can use doubleBV
double BV change overall battle values and mission's battle values, it should override main file, theoretically in game more BV should spawn more mechs, better use with enemy unit configs 1.14