MechWarrior 5: Mercenaries
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pufthemajicdragon

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21 comments

  1. FMPhoenixHawk
    FMPhoenixHawk
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    Does this work with DLC4 now?  Or does it still need updating?
  2. zFeudor
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    It would be an awesome (and logical) upgrade to integrate this with Mod Options like you did with loot crates, to have user-adjustable optimal and max accuracy ranges. Yet Another Weapon allows to match weapon range and armor\structure points much closer to TT values: i.e. Med Laser 180\270m, Large Laser 300\540m and so on, making fight distances much shorter, lore-like and less arcade - thus being able to set the AI accuracy accordingly is much desired. Thanks for your work!
    1. DirtyAmericanDevil
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      I hope you know that the tabletop ranges are only that short because if they were true to the weapon's actual theoretical range, hex maps would be the size of a living room. In that regard, Mechwarrior 5's weapon ranges are (if much shorter than the theoretical IRL range) still more accurate.
    2. FMPhoenixHawk
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      There is one that's that big.  It's called the BFM.  I have one.  Thing is massive.  Think medium-sized area rug.
  3. FMPhoenixHawk
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    How well does this interact with the TTRulez_AIMod?  Does that overwrite this, does this overwrite that?  I asked over there and was told that the mod completely redoes AI targeting, thus potentially conflicting.  However MW5 LOM does not show a conflict, and running both doesn't cause any issues.  But I cannot tell, as I'm in 3060 with Clan weapons.
    1. vine01
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      i will probably find out very soon, just happened upon this mod. However MW5LOM Launcher tells me this Accuracy Recurve does conflict with TTRulez_AIMod_EasyAIM that i use. I'll try AR mod loaded first and TTAIM after that.
    2. pufthemajicdragon
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      If MW5 doesn't show any conflicts then it should work with TTRulez. That said, I can't predict what the combination of the two mods would behave like together.

      If MW5 does show a conflict, as appears to be the case with TTRulez_AIMod_EasyAIM according to Vine01, then you're going to have to pick which mod you want to use, cause one will completely override the other.
    3. koztaz2
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      TTRulez_AIMod changes the behavior (when, where and how to move) not the aiming. However after the DLC 3 default AI is better for me and a lot less stucking in terrain.
  4. Raddra
    Raddra
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    Any plans for update for the latest DLC?
    1. pufthemajicdragon
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      Dun!
    2. Raddra
      Raddra
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      Thank you so much!
  5. Slicer3025
    Slicer3025
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    This is one of the best mods ever for me.  Only having to worry about elite pilots/crews when i fight makes the game easier but also more realistic.

    I prioritize elite enemies cuz i know they can hit me at range, while the green and recruits i can safely ignore until i close into a furball.

    Elite/veteran tank crews in high end tanks are a nasty surprise.  Since im not running out 360+ tons of metal every mission, im running mixed lances with 1 fast mover who can go 90+ KPH, due to needing a scout or fast reaction mech for arty maps.  God i love the in mission Y swap, totally breathed new life into the game.
    1. pufthemajicdragon
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      Thanks! <3
      Let me know if you think this offers a good balance or if you think it needs any adjustment :)
  6. Oraeon1224
    Oraeon1224
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    Just to be aware the reason they set the curves >100% is because they subtract several variables from them including evasion and lateral mech speed. So even if >100% they aren't 100% on most shots, with the default system PGI built. Be careful that you don't make superfast mechs too hard to hit.
    1. gundamofgod
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      Is it me or the game just crash when AI trying to melee in the latest patch? It stated that AI can't find function to punch or something.
    2. Alextriathlete
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      New patches/dlc have a habit of breaking mods, just disable it for now and re enable it when the mod gets updated for the dlc.
    3. pufthemajicdragon
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      Gundamofgod / Alextriathlete: This mod changes nothing except the accuracy curves. It's darn near impossible for it to crash the game and I've already checked its compatibility with DLC2 and no update is needed.

      Oraeon1224: In practice, BOSS level AI has 100% accuracy even against fast-moving mechs. Even with this mod, their accuracy is still uncanny and very close to 100%. A one-on-one battle with a boss-AI at any distance will get you wrecked because they just can't miss. In most vanilla missions you'll only meet 1, maybe 2 boss level AIs in a single mission, but other mods can change that, dramatically changing the difficulty and balance of the game.
      And fast-moving mechs should be darn near impossible to hit - that's the point of fast-moving mechs.

      So far in my testing I have not found the impact of this mod to be game-breaking in any way, and in fact I find it to be less impactful than I would like. I'd appreciate feedback on that front to know if other people find the AI is still too hyper-accurate with this mod or too inaccurate.
    4. E8rocks1962
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      Ill give it a whirl, I dont have the Kestrel DLC (and I still havent confirmed if my game was updated to include punching or not), ut I just deleted most all my mods, updated a few others, and am going to start a new campaign save, Ill let ya know if I find anything wonky. Going to use yours instead of the LanceAI Boss Accuracy mod
    5. Flashrain
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      Disable the lore salvage mod if you have it. I discover it is somehow causing the melee fatal error.
    6. dainsgames
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      Hey, love the idea of this mod and am trying it out. I am pretty shocked at the lameness of lancemates' skill settings. One would think their aiming skills would increase as their weapon points increased, right?

      But even if it's just a skill rating from Recruit to Elite, that's still something that can be calculated from the number of points they have accumulated. It's great that you've set them at Veteran, but having them be able to level themselves up would be a perfect solution, if possible :)

      I also note that it seems very difficult for even my player to destroy tiny fast moving mechs with this mod. I am getting into heavies, and Locusts, Jenners and the like now take many hits from PPCs and AC20s to go down (but melee when they're stopped is still effective). I was using the LanceAI Boss Accuracy mod and my guys had no trouble popping the little ones in just a couple of hits. Could there be a side effect from the mod regarding damage reduction from the speed they're going at? 
    7. pufthemajicdragon
      pufthemajicdragon
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      dainsgames: I am not aware of any way that this mod would affect player/AI damage or player accuracy. It's possible that the game has an underlying algorithm that links damage with accuracy, but if so it's hidden in code and not accessible to modders; and there'd be no way to even confirm if this were the case without a lot of extensive testing.