MechWarrior 5: Mercenaries
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MagnusEffect

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worcottle

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About this mod

This is a community-led weapon balance mod with four key points in mind: (1) smooth out inconsistencies in vanilla weapon stats, (2) incorporate a few popular features from the expanded rules of classic Battletech, (3) do this while striking a balance between lore and the vanilla MW5 experience, and (4) be compatible with future official updates!

Permissions and credits
10/1/2021 - UNDER CONSTRUCTION! 

DOES NOT CURRENTLY WORK! 

CLICK THE "TRACK" BUTTON ABOVE TO BE NOTIFIED OF UPDATES.


4/22/2020 POST-MOD APOCALYPSE UPDATE: WE ARE BACK!

Guns of Kerensky is finally rebuilt and working like it used to!  Thank you to all for your patience and continued support.  This should return everything back to how the mod worked for the 1.0 release.  Just a few things I would like to add:
  • Because I essentially had to rebuild this mod from scratch and there was a lot of data to change, there is definitely the possibility I may have made a clerical error somewhere.  However, rest assured I was VERY careful!  I also did some testing to make sure everything worked and that's why it took so long to update.  I'm hopeful that I managed to recreate this mod without any errors.  That being said, if you do find something that looks wrong, please let me know!
  • The UACs are back to working like they did with 1.0, which is still a vast improvement over vanilla behavior, but is only a temporary measure until I can get them behaving exactly like I want them to (see Bug Reports for details).  I need to deep dive on those files to see what can be done.  In the meantime, DPS has been lowered slightly to compensate for the fact that jamming is currently disabled (again, same as it was for 1.0).  This will suffice until a better, more permanent solution for the jamming mechanic is found.
  • This mod installation is currently still using the old method of installation (dropping the pak file directly into the pak folder) and does not use the in-game mod browser support.  I wanted to include it in ver1.3, but I decided to prioritize getting the mod working again first.  I still need time to learn what has changed after the last major official patch before I can get the new mod support featurs playing nicely together.  More on that later.
  • A compatibility patch for Realistic Velocities is still on the horizon.  I hope to have that out soon (waiting for update from Kirby).
  • More Star League era weapons and equipment are still planned for further down the road, but I need to get everything above done first.

(Endorsements always welcome)

Change Log
Change log can be found in the Forums tab.

Future Plans:
-> Incorporate more interesting Advanced Rules from the tabletop game where it is applicable (TBA).
-> Sprinkle in some retrotech and other canon weapons appropriate for the pre-3050 era.
-> GoK patch for Realistic Weapon Velocities mod (collaborating with author).
-> Possible GoK patches (where needed) for other popular weapon mods (dependent on collaboration with respective authors).
-> Possible separate mod for post-3050 tech (will probably collaborate with another modder for this).

VANILLA FRIENDLY & UPDATE PROOF!*
*It is the intent of this mod to be as "future-proof" as reasonably possible.  COMPLETELY STANDALONE; DOES NOT REQUIRE ANY OTHER RESOURCES!
Simply unzip the mod's file and you are good to go (see file description for install details).

Compatibility:
This mod should work fine with ANY other mod that doesn't change vanilla weapon stats.  Theoretically, it "might" work with other "addon" weapon mods, but you need to be mindful of what is being changed as well as your load order (the order of files in the PAK folder) to decide what overwrites what.  Also, know that this mod was purpose built to balance specifically vanilla weapons; not other weapon mods...  so your mileage may vary.
NOTE: getting some reports that velocity mods may not work with this.  I cannot speak to that, but I can say this mod also improves velocity significantly (see below).

Key Changes
  • Fixed inconsistencies in weapon stats across the board; values better align with original source material while still being well balanced for MW5 gameplay... yes, it CAN be done!  ;)
  • By design, MW5 effectively doubled the armor of all mechs.  To compensate for this, Guns of Kerensky has VASTLY improved the lethality of most weapons (especially the heavier ones).  In other words, TIME TO KILL IS SIGNIFICANTLY SHORTER.
  • Ranges for ALL weapons now better reflect their tabletop counterparts (except where specifically noted here).
  • Velocities are now proportionate to Optimal Range (longer = faster); all have been improved from vanilla and some by as much as 50%!
  • Added missing falloff damage for ALL ballistic weapons ("Max Range" is basically 1.5x "Optimal Range" for ALL weapons now).
  • Adjusted heat levels to reflect changes in RoF and Damage where needed.
  • All AC ammo has been increased by 25% to match RoF changes (except AC2 which has vanilla RoF, but benefits from 25% more ammo).
  • Fixed Burst Fire AC/2 to actually be somewhat accurate at long range.
  • Fixed the frankly abysmal DPS performance of the AC10 (see images for details).
  • Due to their generally reduced accuracy and problems with how vanilla calculates RPM, the BF-ACs now have a "true DPS buff" of 20%.
  • UAC5 is no longer annoyingly "clicky clicky, jammy jammy" to use.  RoF was increased to achieve full auto RPM and damage/shot was decreased to compensate changes. Even with the changes, its overall DPS still falls in line between a AC5 and AC10 (as it should).
  • LB 10X now has a little more bite and a somewhat smaller spread pattern; very good at any range now (esp. for those damn choppers).
  • Machine Guns were always originally intended as Anti-infantry weapons; I can't bring you infantry (PGI, please?), but I can at least make them easier to use against various armored targets.  The vanilla damage model was broken as hell (4x more DPS than AC20!), so now they have a lot less bite, but have improved the falloff range to compensate.  Consider these to behave more like "rapid firing" MGs with extended falloff damage.
  • Ammo for MOST ballistic weapons has been improved slightly overall to better match source material ammo efficiencies.
  • The Gauss Rifle and PPCs had their damages buffed to better reflect their deadly reputation in the source material (this is to compensate for MW5's double the normal armor values).  The end result is a very powerful single strike, but with slower RoF.
  • All lasers RoF improved (and heat proportionately adjusted based on source material) to make DPS on par with changes to ballistics.
  • All pulse lasers have been improved to better follow lore (ie. better accuracy); now have shorter burn times for better pin-point damage.
  • TAG range increased to match other changes and to make it actually more useful.
  • All missile ranges adjusted to follow TT extended range values; SRM range increased by ~33%, LRM range reduced by ~5%.
  • All missile heat has been normalized to scale according to the size of the missile rack (vanilla heat was busted, now closer to TT values).
  • All missile rate of fire decreased by 25%, but damage/missile increased by 25%; DPS was fine before, but each volley is now stronger.  This has the side effect of making all missile systems more ammo efficient (ex. two tons of ammo for an LRM 15 should be sufficient for most missions).

PROTIP: This mod aims to make weapons feel more distinct, both mechanically and visually.  Choose what fits your playstyle:  
If you suck at hitting anything (especially smaller targets), besides lock on missiles and Gauss, you will definitely see a big improvement using the lighter ACs, pulse lasers and LB-10.  But if your aim is great (or you don't mind getting closer), the heavier ACs now have some real punch to them.  Respect the AC20 and avoid being on the business end of one. 

The best way to fight a double AC20 Demolisher is NEVER get in range.  ;)

Recommended Companion Mods:
Expanded Weapon Tool Tips - https://www.nexusmods.com/mechwarrior5mercenaries/mods/70


Credits:
Very Special Thanks to Chonke and XCorsair for their instrumental help in getting this made!

Also, thanks to Freja's Feather, captain828, and all of my fellow Skjaldborg shieldbrothers for their extensive playtesting and motivating me to finish what I started! :D