MechWarrior 5: Mercenaries

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AltaMasters_1011

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Masters1989

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About this mod

This mod re-balances weapons to be as evenly-performing as possible; fixes mistakes and bugs within the vanilla game; generally enhances weapon potency and performance; and adds new weapons that fill specific and unique combat roles not covered in the vanilla game.

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**Major update!! (Apr. 27th, 2024)**

RBEW has been updated with a re-balance of all weapons introduced in DLC 6 (Solaris Showdown); the addition of many new weapons; and a significant number of balance changes.

Notable updates include:
1) The addition of NINETEEN (19) new weapons
2) A re-balance of the share values of ALL weapons (including those added in DLC 6)
3) GREATLY improved Binary Laser and Burst-Fire Rifle performance
4) Added/enhanced visuals for ALL lasers. (Lasers now emit particles with the same colour as their beam upon hit on hard surfaces; fading to a reddish colour (to simulate metal particles) at the end of their lifetime)
5) The fixing of multiple (all) mistakes and oversights included in the weapons added in DLC 6
6) Improved performance of HSMs. (Reduced tonnage; improved seeker weighting (resulting in better performance); and increased range)
7) Re-worked/improved Bludgeon- and Bludgeon Burst-Fire AC performance (due to the addition of RF ACs)

Also, due to certain weapons that were added, the Binary Laser, PPC-X, and all RF ACs have had their DLC 6 requirements removed; thus, they are included in this mod for everyone to be able to use.

The nineteen, newly created weapons are:
- the AC/3-RF and the AC/30-RF
- the AC/2 – Cluster (C), AC/3-C, AC/5-C, AC/10-C, AC/20-C, and the AC/30-C
- the Crackshot – Low-Potency, Crackshot – Medium-Potency, Crackshot – High-Potency, and the Crackshot – Ultra-High-Potency
- the Binary (B) Laser – Short Burst (SB), Extended-Range B Laser, B Pulse Laser, and the Chemical B Laser
- the Light PPC-X and the Heavy PPC-X
- the Shock Laser – SB

As this update comes after DLC 6 was released, please be aware that the Rapid-Fire Autocannons that previously existed in this mod have been renamed to “Hyper Rapid-Fire Autocannons”. (PGI!!) These weapons are still as powerful as they once were; making them much more powerful than the newly introduced RF ACs. (The “Hyper” in the name is not for show!)

Also, Crackshots have been introduced, which were a concept that I came up with about nine months to a year ago, but had not yet implemented. With the introduction of the PPC-X, PGI beat me to the punch! (Even though I was weapons-testing for a few months at that point.) As PPC-Xs were introduced, Light- and Heavy PPC-Xs were created to fill in light and heavy classes of the weapon. Crackshots and the PPC-X (along with the Light- and Heavy PPC-X) turn out to behave very similarly to one another, by chance, so this means ultra-close-range projectile play for a wide range of builds!

Lastly, Cluster-Shot ACs have been introduced for low-heat, mid-range ballistic play.

Please see the respective Google Docs Weapons Information and Overview Sheets for information on the behaviour and intended use of all newly created weapons, as well as the respective Google Sheets Data Sheets for statistics on each weapon and how they perform. (Both document types are listed below in their own sections.)

For a comprehensive overview of all changes made, please see the Changelog. (There have been many in this update.) Find it here: https://docs.google.com/document/d/1Nfgisk0zw1lJ_v-1HPG-63F4Vol1hghkb1S9jr-lcEo/edit?usp=sharing

Please enjoy!! :)

- Masters

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Note:

Please be aware that there are now two versions of this mod available. The first version (V1) has light-casting fire-based weapons; making Flamers much more visually impactful. (Will require a more-powerful computer to run than the standard version. Details on the NexusMods file download page.)

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History and Scope of Mod:

Re-balanced and Expanded Weapons (RBEW) was created with the initial goal of re-balancing Standard Rifles (those available in DLC 1). After finding that other weapons performed poorly or too powerfully, the mod was slowly expanded to include all the weapons in the game – eventually including fixing bugs that existed/exist in the vanilla game, as well as including slight-to-moderate visual enhancements.

The mod is intended to be used both standalone (without any other mods), or with YAML. The mod has minor compatibility issues with the extended YAML collection (mostly YAW and YAWC), but compatibility is very high if overriding such mods. (This will allow all mods to work without removing any features of any of them, and allowing for the best compatibility between all of the mods in use.) A notable compatibility issue with YAW is that Double Ammo does not have the right quantities due to ammo re-balancing, but, generally, ammo density is increased with this mod anyway.

Compatibility with purely YAML is nearly – if not entirely – flawless. A mod icon is also present to better help players identify weapons when browsing one’s Inventory/the Market, as well as being a general label for RBEW weapons.

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On Game Balance:


Weapons have been balanced to generally have lower heat; higher DPS (damage-per-second); and have higher precision than in vanilla MechWarrior 5; all while ensuring that the weapons do not perform beyond their intended purpose, nor overly powerfully. Original weapons have been added and balanced in the same fashion, and have been made to fill-in distinct – and sometimes unique – combat roles, while intending to not be overbearing nor superfluous. This re-balancing has been done while not altering how the game is normally played (not going beyond the game’s intended combat design), which results in making engagements more satisfying, as well as reducing needless time-to-kill/uneventful combat (though not overly-aggressively so). (Keep in mind that CPU opponents possess the same weapon balance changes; making them more potent – but not overpowered – as well!)

Mistakes and bugs within the vanilla game have also been fixed in this mod. There are many of them, and some of them can be quite problematic; affecting both gameplay and visuals significantly.

Lastly, Projectile-Based Machine Guns (MGs) have been included for those that wish to use projectile-based variants of MGs for a different and more engaging experience with said weapons. (A more powerful computer may be required.)

Examples of problems corrected NATIVE TO THE VANILLA VERSION OF THE GAME:

1) Fixing the Heat Generation Percentage Quirk for the SRM 2-ST at Tier 0. (Was 0.02 (2%) instead of 0.2 (20%).)
2) Fixing incorrect spread modifiers for the LB 10-X at Level 2 (-0.15x) and Level 3 (-0.13x). (Would normally be increasing in value at higher levels. (Ex.: -0.3x at Level 3, for example.))
3) Fixing the SRM 4-ST having a firing duration of “0” (it fires instantly instead of sequentially) as opposed to a value greater than the SRM 2-ST. (Should have an increased firing duration than that of the SRM 2-ST with the way the vanilla game balances ST-type missiles. (Longer durations for heavier missile launchers.))

Examples of notable balance changes (focusing solely on Autocannons):
1) Reducing the tonnage of the AC/10 (from 12 tonnes to 11); increasing its DPS; and increasing its velocity
2) Significantly increasing the HPS (heat-per-second) of the AC/5 (as it was HIGHLY over-powered)
3) Reducing the tonnage of the AC/2 (from 6 tonnes to 4), and increasing its HPS (as it was a very “cold” weapon for its damage, velocity, and ballistic type. (Has no damage drop-off))
4) Introducing the AC/3 to fill in the vanilla AC/2’s weight (6 tonnes), while having an increase in DPS and damage-per-round at that tonnage for Autocannons
5) GREATLY increasing the projectile velocity of the AC/20

Notable enhancements and changes include:

1) LRMs have MUCH higher velocities; slightly tighter missile spread; and have improved turn-rates; resulting in more accuracy against flying opponents; better overall performance; and less flying time
2) Vanilla lasers (including most “Expanded” lasers) have had their Maximum Range values increased from the vanilla game’s 1.5x Optimal Range to 2x Optimal Range (as this offers greater flexibility for laser engagement ranges (without making them overpowered), and increases their lacklustre performance in vanilla. (This is how PPC ranges are scaled in vanilla, for comparison))
3) Lasers generate less heat (sometimes much less) – with Large Laser-type lasers having MUCH greater performance by way of doing both greater damage, and by generating less heat than their vanilla versions
4) PPCs generate MUCH less heat, while velocities have been greatly increased; behaving more like “projectile lightning” as opposed to a slower-moving conventional/ballistic projectile
5) Rifles have MUCH greater performance with GREATLY-reduced cooldowns, along with GREATLY-improved ammo density (rounds-per-tonne). Both Neo Rifles and AMMRs have been introduced to fill in distinct roles left over from how Standard Rifles have been adjusted to perform
6) GREATLY reduced costs of higher-tier weapons. (This is intended to make buying weapons less prohibitive; making losing weapons less stressful and/or anxiety-inducing; and making the use of higher-tiered weapons both more encouraged and more practical)
7) Earlier introduction dates for weapons to remove the needless wait time for weapons to unlock. Introduction dates have been adjusted so as to have all weapons unlock within a normal Campaign playthrough. (I am aware that this is not lore-accurate. This has been balanced with a focus on gameplay and game/user experience, as this is a video game: not a book/real life. (This is not a knock against those that wish to abide by – or like – the lore, to be clear.))
8) All Dropship weapons have been un-nerfed. (Their performances are reduced *significantly* in the vanilla game. As a result, the Dropship is more impactful, and can be better used as a defensive tool. This makes it particularly important – and useful – for challenging missions meant for lighter ‘mechs.)
9) Certain tanks have had their weapon systems un-nerfed. (This makes the given tanks more threatening, and less of mostly an annoyance or hindrance, in-game. As a result, these tanks are much more critical to take out quickly, as they can accumulate significant damage over time, or can inflict powerful burst damage; turning the tide of the battle/mission if not addressed with proper respect. (Information on these tanks’ weapon systems can be found within the applicable Data Sheets.))

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On Visual Enhancements:

This mod has light-to-moderate visual effects enhancements. Care has been taken to make them conform closely to how the vanilla game appears, while evening-out and enhancing their effects for minimal-to-no performance impact. Some visual enhancements are intended to act as a “next-gen”/current-gen upgrade; keeping in line with current advancements in computer hardware compared to when the game was first released (in 2019).

Examples:
1) Lasers will now properly illuminate on *all* surfaces (including ‘mechs) instead of just the ground and certain rocks. (Offers better player feedback, and visual appeal)
2) Lasers will now eject particles with the same colour as their beam colour upon hitting hard surfaces, such as metals, rocks, and concrete; transitioning to a reddish colour at the end of their lifetime (to simulate molten metal particles/super-heated debris). (This has been done for greater visual impact (as they felt weak compared to other weapon types), and to improve player feedback (especially for when hitting a ‘Mech))
3) Laser light “auras” are stronger and nearly constant (have a very slight warble to the effect) while still remaining relatively subtle (as opposed to being weak and pulsing at a seemingly intermittent rate in vanilla)
4) Pulse-type lasers now have light auras that will pulse AT THE SAME RATE as when they hit an object (as opposed to using the same weak, ambiguous pulsing effect as standard vanilla lasers)
5) Muzzle VFX for all weapons have been detached from their weapon/barrel orientation. (Ex.: Gauss Rifles will now have their blue particles, flames, and smoke be affected by player movement, instead of being fixed directly in front of the player while moving.)
6) Missile impacts on ‘mechs now have explosion effects like normal. (These were missing in the vanilla game. Missile impacts will move with ‘mechs when they hit, but are so brief that it felt okay to implement as a compromise for improved immersion and visual appeal)
7) Missiles from LRMs and similar custom missile launchers have delayed rocket VFX (they do not light up right away – a design choice to simulate how some missiles work in real life, and to make them distinct from other missile types); SRMs and other similar launchers have a large initial ignition and then no rocket effect (to simulate how such missiles work in real life (having no guidance)); and SSRMs and similar launchers have the same VFX as normal (as they would require such propulsion to be constant in order to track enemies). Missile smoke has been enlarged; made more visible; and generally lasts longer (for increased immersion and realism. Is not meant to be blinding)
8) Extended-Range (ER) variants of energy weapons have darker colours, and tend toward the violet-end of the colour spectrum. This change has been made to help differentiate ER weapons from standard weapons, and to show that they are higher-intensity/higher-frequency than their standard variants. (This change also happens to reflect how MechWarrior Online uses colour to “code” ER variants from standard variants, in part.) The inverse applies to chemical-based weapons. (Ex.: Lower-frequency (tending toward the red-end of the colour spectrum) for lower tech/chemicals in beam, and lower heat.)
9) Chemical Lasers have had their vibrancy reduced so as to not be blinding, while still remaining bright and more white/less saturated than Standard Lasers

Various custom VFX have been created for “Expanded” weapons; including those that have appeared in MechWarrior Online/BattleTech. Some of these are highly extensive, which results in some more-impressive-looking visuals for the game’s visual design (without intending to be overbearing).

In addition, this mod has now had the/my “Alternate Flamer Visuals” mod incorporated into it, as well; making Flamers appear much more satisfying, and offering much better feedback to users (while not being overbearing). This mod also has unique visuals for the Heavy Flamer – made with visuals distinct from standard Flamers to indicate its increased power. (The light-casting version may require a more-powerful computer to run.)

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Conclusion/In Closing:


This mod has (obviously) been an *incredible* amount of work; taking MANY HUNDREDS of hours to do, and multiple revisions – all done by me. I have learned various aspects of Unreal Engine; made many visual effects that didn’t exist in the vanilla game; and have spent hours upon hours fixing and theory-crafting the balance of weapons to make them as good as possible. (This does not include all of the time taken to make detailed descriptions and data available for public consumption.)

It brings me great pleasure to be able to share this mod with those that appreciate it, and I hope that you can get a lot of enjoyment out of this mod, should you choose to use it.

Take care! :)

- Masters

{P.S.: Special thanks to the YAML team for sharing the source files to allow for splash damage to be used for Hail Missiles. (You all have made an incredible mod, and your generosity is greatly appreciated. This kind of sharing is what helps to make the world go around.)

Also, a special thanks, specifically, to Cszolee from the YAML team for their telling me how to implement a mod icon when using RBEW with YAML for the unique weapons I’ve made, and for the other tidbits of help they’ve given me over my modding career with MW5. They are a tremendous asset to the MW5 community, and are a positive, proactive force within its modding scene. Without them, MW5 modding would not be nearly as good as it is now.}

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Weapon Data:

Data can be found for each section of the mod/weapon type (Autocannons, Energy Weapons, and et cetera) at the hyperlinks to their respective Google Sheets spreadsheets, provided below:

Autocannons (+MGs): https://docs.google.com/spreadsheets/d/1AYYMCUON5Ac-qn4dNwpy4aIq_4nBAERtDNQWtUs68jk/edit?usp=sharing
Energy Weapons: https://docs.google.com/spreadsheets/d/1oS5JymNIb5NEV9PLgCUS-fczoWsdO-5OFBRBIFQE9xk/edit?usp=sharing
Missiles: https://docs.google.com/spreadsheets/d/1n1lY7RnbRMtXEWeUtRtZvZUCHVllb6d_cxDKUtc_WuA/edit?usp=sharing
Projectile-Based Machine Guns:
https://docs.google.com/spreadsheets/d/1kwQsuPqLVptTRGfXqyEB_WzQK964OLieyIvG9Od4tDw/edit?usp=sharing
Rifles: https://docs.google.com/spreadsheets/d/15wnfo6qGpX4vGBimZySxsWf4rYRTfi45bUrQtx5YkEg/edit?usp=sharing

These documents are critical in understanding the metrics of a given weapon. They contain all critical data, as well as relevant ancillary data. They have a large wealth of data within them for each weapon, and they are the basis for how all balancing and extraneous considerations are made. They are the soul of this mod.

Note that all Melee Weapons have also been included, with their adjustments being the simple change of making their cooldowns half as long as vanilla. (See the Data Sheet here: https://docs.google.com/spreadsheets/d/1sooxqfeCp-UayKCkOTQzCij3nOmPFcspP4WPuLpo_7Y/edit?usp=sharing )

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Weapon Overviews/Information:


Overviews and information can be found for each section of the mod/weapon type at the hyperlinks to their respective Google Docs information sheets, provided below:

Autocannons (+MGs): https://docs.google.com/document/d/17UAerxRFQZBZk3NeznhR3g6Wx_v03_DiY0VRjWflpA8/edit?usp=sharing
Energy Weapons: https://docs.google.com/document/d/1w-RsqUDRPJq0G6VLgdyF8NzcY91ym2Vt5b1rRuAh69U/edit?usp=sharing
Missiles: https://docs.google.com/document/d/1wUMklPwebytLGSizE4A0bDTIlemlXUUQhvZi0A7ZgkI/edit?usp=sharing
Projectile-Based Machine Guns: https://docs.google.com/document/d/1doqxtk8q3rS_T7l8VEuuPSotJWf0_X-V8nR8clW8hSA/edit?usp=sharing
Rifles: https://docs.google.com/document/d/18tTaajZoG22noCZfbSZdrUQL327tvWwfd0WLBuHIGWU/edit?usp=sharing

These documents contain detailed information on the behaviour of a given weapon; a weapon system's use-case; and the concept behind individual weapon families. They can be a great asset for those that want to learn more about a weapon's intended usage, as well as how it functions – beyond simply a weapon's data/metrics.

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Other mods by me!:
Alternate Flamer Visuals: https://www.nexusmods.com/mechwarrior5mercenaries/mods/847
Better Cantina Rewards: https://www.nexusmods.com/mechwarrior5mercenaries/mods/1005/
Dimmer Loot Beam: https://www.nexusmods.com/mechwarrior5mercenaries/mods/851
Enhanced Critical: https://www.nexusmods.com/mechwarrior5mercenaries/mods/848
Enhanced 'Mech Traits: https://www.nexusmods.com/mechwarrior5mercenaries/mods/910
Full-Spectrum Conflict Zones: https://www.nexusmods.com/mechwarrior5mercenaries/mods/1021
High-Damage Critical: https://www.nexusmods.com/mechwarrior5mercenaries/mods/860
Improved Airstrike: https://www.nexusmods.com/mechwarrior5mercenaries/mods/850
Increased Enemy Difficulty: https://www.nexusmods.com/mechwarrior5mercenaries/mods/861
Increased Treefall Animation Rate ("The 'Timber' Mod!"): https://www.nexusmods.com/mechwarrior5mercenaries/mods/852
Increased Warzone Rewards: https://www.nexusmods.com/mechwarrior5mercenaries/mods/849
Increased Warzone Rewards (Light): https://www.nexusmods.com/mechwarrior5mercenaries/mods/854
Party Critical: https://www.nexusmods.com/mechwarrior5mercenaries/mods/866
Projectile-Based Machine Guns: https://www.nexusmods.com/mechwarrior5mercenaries/mods/748
Re-balanced and Expanded Jump Jets: https://www.nexusmods.com/mechwarrior5mercenaries/mods/858
Re-balanced and Expanded 'Mechs: https://www.nexusmods.com/mechwarrior5mercenaries/mods/1004
Re-balanced and Expanded Weapons (My main mod): https://www.nexusmods.com/mechwarrior5mercenaries/mods/744

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I now have a Ko-fi!

Contribute here if you'd like to: https://ko-fi.com/altamasters1011 :)

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Installation Instructions:
To install, download the .7z file; extract the contents; open the resulting folder and cut the folder inside; and place (paste) into your MechWarrior 5 "Mods" folder within your video game library (please see the provided, simplified guide to locating the folder if you don't know where to find it). The remaining folder (the folder with the same name as the .7z file) can be discarded (deleted).

Please be aware that MW5 requires the player to select the mods they wish to activate within their own mod menu within the game (simply titled "Mods"), and then requires the player to restart the game for it to take effect. See information on load orders in case any conflicts occur, and both download and arrange the mods as you see fit; depending on the version of the game you have (Epic Games vs. Steam).

{Here are the general folder paths to follow to install the mod:
For Steam: <OSDrive>:SteamLibrary\steamapps\common\MechWarrior 5 Mercenaries\MW5Mercs\Mods
For Epic Games: <OSDrive>:\Epic Games\Library\MechWarrior 5 Mercenaries\MW5Mercs\Mods
For Windows: <OSDrive>:\Users\<username>\AppData\Local\MW5Mercs\Mods}