MechWarrior 5: Mercenaries
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TimberWulf

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Timberwulf518

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A Major Gameplay overhaul that not only dramatically changes how weapons work, but how you interact with the built environment too!
AI Plays with weapons more efficiently, thus more accurate.
Vehicle and Dropship weapon Nerfs removed
Vastly improved VFX and lighting
Much, much more coming

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Hello MechWarriors, 

This is my next major mod apart from my sound project. 

MechWarrior Enhanced includes: 

1. Weapon Reworking w/Realistic weapon velocities :
All weapons have had their damage quirks removed!
- Trace weapons (machineguns, lasers and flamers) have had their building damage multiplier reduced to x1 from 4-12x with flamers reduced to 0.2x from 12x
Rationale: Machineguns could destroy whole bases in a few seconds flat, this is not only unrealistic, but makes demolition missions trivial and boring and defence missions unnecessarily hard if the enemy has more than 4 enemies with machineguns. 
Flamers are the same story; its stupid to even think a little flame thrower can absolutely decimate whole cities without issue. 
Lasers are still rather effective at destroying buildings, but not Superman levels of effective. 

Standard lasers: Small, medium, large lasers have had 40% reduction in beam duration, increased cooldown, same damage except a 0.5 damage buff to small lasers. 

Medium pulse lasers: duration is the same, damage is the same, cooldown has been buffed, 40-45% reduction. Pulse lasers are now high damage, high rof beasts. While this may seem a bit overpowered, pulse lasers will overheat you much faster than usual so you will need to take more or double heat sinks. I find this to be the perfect balance between rapid, high damage power and heavier and hotter lasers. 

Chemical lasers: Have been rebalanced to fit in between standard lasers and pulse lasers with damage and cooldown models fitting right in between them. 

Short Beam lasers: Slight reduction in duration, slight buff in damage 


- Ballistics have had their damage, cooldown, gravity adjusted and now have damage drop-off past their optimum range.
AC2 and 5s have had their cooldown reduced, gravity effect increased to 0.5
Rationale: while single shot, low calibur ACs are more accurate than burst fire weapons, the lack of damage overtime in comparison simply makes these weapons inferior in most circumstances, thus have had a cooldown buff to bring them up to snuff, while increasing gravity for realism. 

ALL burst fire ACs have had a slight damage buff  to make them more distinct from their single shot counterparts. Cooldown is the same, but provides better single upfront damage at close quarters. 

AC10s have had a 25% cooldown nerf, but now do 12 damage per shot to compensate. 
Rationale: AC10s from level 4-5 have ridiculously fast fire rates. 2 AC10s that are level 5 in the stock game, are more than enough to decimate any foe within seconds due to their higher damage, cooldown and low heat. To remedy this, the damage quirk has been removed, while all other quirks remain. 

LBX10s have had a 30% cooldown nerf for the same reason but were even worse! at level 5, these things would just blow everything away and you didn't even need to be accurate!  LBX ACS now do 11 damage, 1 damage per ton, but fire 25% faster than AC10s. This fulfils a new niche of " I want an AC10 but something a little different and weighs less, but still has the same role of doing moderate damage, just a bit faster up close" 

AC20s have had the same treatment as AC10s, but to a larger extent to fit a higher calibur. 

Gauss Rifles: Slight damage buff due to a higher cooldown 

Mech rifles: Damage nerfed but fire slightly faster for better all-round use. 

-Energy, PPCs have had their damage buffed, but cooldown nerfed. 
Rationale: PPCs have always been hard hitting weapons in MechWarrior games, with slow cooldowns. This is a call-back to previous titles, which not only fits the theme of this mod, but syncs better with gauss rifles. 
Standard PPCs do 12.5 damage, ERPPCs 13, with 6.5 and 7 second cooldowns respectively. 

-Missiles have had the largest changes, with LRM spread and turn rates buffed heavily, while cooldowns have been nerfed. 
LRM Rationale: PGI punishes players who take larger LRMs in mechs that can take them, yet, the stock mech lab design limits your mech's power, so taking something smaller will just make you under tonnage or underpowered or both. 
LRMs have been reworked to not only have tighter groupings that hit most of the time, but these changes are UNIFORM ACROSS THE BOARD. In the stock game, the larger the LRM, the higher the spread, which decreases the chances of each missile hitting to the point where LRM 20s are useless compared to LRM 15s, with LRM10s being the best bang for buck. 

This changes here. All missiles do the same damage, have the same chance of hitting, with the cost being higher tonnage and cooldowns at higher tonnages to represent higher strain on the missile loaders and to prevent LRM 20 spam from occurring. 

Artemis LRMS have an even tighter spread and turn radius with slightly faster firing rates to make them worth it. 

LRMs are now useful support weapons and are scary to go up against en masse. USE TORSO TWISTING and get close to your enemy to survive. 

SRMS in the stock game are incredibly overpowered, all you need is a jenner with SRMs and a fat atlas target. Jenner wins because SRM spam; the Atlas is too slow to react before its legs are removed from existence. 

So, Cooldowns have been doubled from stock, with smaller missile racks having a faster fire rate. 
Like with LRMS, Artemis SRMs have a shorter cooldown for the extra tonnage. 

For the weapon velocities, refer to the mod that I used for implementation: https://www.nexusmods.com/mechwarrior5mercenaries/mods/17
-All weapons now have a gravity value of 1.0


2. Environment and player interaction
-Certain structures in the middle of the battlefield that appear to serve a purpose in the base game, do not. 

-ALL walls have had 3x hit point buffs to actually provide cover and protection  for you and the base you are defending or attacking. 
ALSO 
Heavier and faster mechs are now needed to break through walls.... what? you think your Dragon can somehow get past a giant, reinforced military wall? What a joke!

Turret generators... tiny little things that you always walk past... or into accidently... killing all friendly turrets by accident. 
NOT ANY MORE!
Turret generators have now increased in size dramatically, as well as their hotpoints and destruction requirements. You wont have a good time with a locust. 

I have future plans on tinkering with base health in the future, for now, the damage multiplier for weapons provides the illusion that the environment has higher health that before, yet this is not the case. 

*NEW* Camera shake/recoil on projectile impacts! You actually feel like you are getting hit, when you are hit! 
Camera shake effects scale on the size and amount of projectiles that hit you at one time, which means that ac20s and lrm 20s hit hard.

3. Enemies

-Bad guys will now be more precise with their weaponry due to slower fire rates... I don't know why, but AI love slower weapons, be careful. 
- VTOls have been downscaled to 75% of their original size for realism. 
- Dropship and vehicle special weapons have been de-nerfed and brought in line with your own weapons. The battlefield is harsh and fair now. 

4.Visuals *NEW*
-  ALL weapon and common explosion effects have either been completely reworked, replaced or improved on
- Ballistic weapon shells have been rescaled to match their calibur, and their tails to match how they would look in reality, with a small amount of smoke trailing them 
-Missile (shells) have doubled in size and their tails adjusted to look more realistic and emit light, changes and improvements to the smoke trails.
-Lasers have had a complete redo, going with high definition, realistic looking laser effect with lighting. (These look REALLY good) 
-Muzzle fire effects have been tinkered to emit light, proper amount of smoke AND no longer attach to the barrel, the effects move with gravity, rather with the weapon barrel. 
PPCs have had improvements to their lighting and diffusion, PPCs are now a light blue color. PPCs also emit light that is equal to real life lightning... very bright

Common explosions such as reactor expulsions, tank explosions, impact explosions, building and pipe explosions have been tinkered to emit light, with tank explosions and ballistic impacts being completely new effects from the marketplace. 

PPC and laser impact effects have been reworked and retextured. Those flat, dry looking molten metal drops you saw in the stock game? Yea, they are 3d, glowing droplets now, a major improvement with no drop in performance. 

Jumpjets now emit light! Will experiment with custom jumpjet effects in the future. 

- More VFX fixes and improvements will come in future releases. 






AAAAAND Many More Changes To Come, Let Me Know What YOU Want So We Can Make This The Best Version Of MW5 That Is Compatible With All Mods. Thanks! 

-TimberWulf