Can HM missiles be updated to respect their minimum range?
My understanding is that in BattleTech and MechWarrior the logic behind minimum ranges for missile launchers is that is how long it takes for the warheads to arm. By that logic I shouldn't be able to AoE myself to death when I'm firing HMs at an enemy mech and accidentally pan the camera over something 50m in front of my mech. Those missiles should just waste themselves by slamming into the object and doing no damage.
Mind you I'm sure this is a "Not a bug" thing and is due to engine limitations, or at least limitations that cannot be worked around within the constraints of a mod, but I'd like to raise the issue in case it can be resolved because of just how thoroughly frustrating it is to loose half or more of your armor to your own weapons when there's no logical (in-game) reason for it.
Personally, I love HM launchers. The damage spread takes a bit of getting used to, but once you've got it figured out they're grate for welcoming hostile drop ships and handling the various "destroy the town" missions. Missiles detonating inside their minimum range and the (probably?) bug with the launchers ceasing function if you launch too many missiles at one time just make running them really hurt at times, sometimes literally.
With what this mod does, it is incompatible with both Yet Another Weapon as well as Yet Another Revamped Weapon. Getting tired of having to deal with broken mod lists that people call "bugs" in the YAML discord.
Stop using them together people, it breaks stuff in the background. And to the inevitable "But it's working for me" comments that will spring up - no, it just looks like it is to you, but it's breaking stuff in the background.
This mod is for those that what an experience like YARW offers, for a non-YAML based game. It's an amazing mod for a Vanilla+ experience since not everyone wants to use YAML.
It may not, actually. I can't confirm, but this mod - for certain - does NOT clash with YAW and YAWC (in any significant way), which YARW includes within its files.
Give it a shot, if you're curious. Things may end up working just fine!
can say it does not interfere with revamped weapons as far as I have tested to the current date with this along with all the others in the current form of my collection either
No longer the case it seems as the YARW_Essentials wants to be at such a high loader order that it overwrites a ton from the mod, if used in the correct position.
Hello, great mod, I love the rebalance compared to vanilla underwhelming ballistic weapons. Can you confirm the slot sizes for Crackshots are correct? I see this progression which seems out of order:
Crackshot – Low-Potency 1 slot Crackshot – Medium-Potency 2 slots Crackshot – High-Potency 7 slots <<< Is this one too high / out of order with the UHP? Crackshot – Ultra-High-Potency 3 slots <<< Is this one out of order with the HP?
EDIT 1 Missing Compatible Ammo Type Warnings The AC/2-RF does not have a compatible ammo type (the AC/2 Ammo that should work with it, does not) Update: OK figured it out - for just the AC/2-RF, the weapon description text doesn't match the actual compatible ammo needed. AC/2-RF is a "vanilla" weapon but my guess is balanced/changed by this mod, causing the glitch. WeaponText says:Actual ammo needed: AC/2-RF AC/2RF-AC
EDIT 2 AI do not use "Full Auto" Weapons (eg AC2/3/5-HRF, Heavy Plasma MG (P), Ultra-Light RFR, etc) The AI does not use the Hyper Rapid Fire cannons any of the rebalanced weapons I tested in their "full auto" mode. AI fires 1 shot, waits for ~1s, then fires 1 more shot. IE: AI waits far longer than the actual cooldown before firing the next 1 shot. AI uses other "vanilla" full auto weapons optimally (eg vanilla RAC, vanilla MG types, etc) Example WeaponStated DPS Actual DPS (1 shot with ~0.5-1.0s pause) Heavy Plasma MG (P) T5 6.933 ~0.78 - 1.56 AC/5-HRF T5 43.333~6.5 - 13.0 In all the rebalanced weapons I tested, did you change/can you add code that helps AI use them in full auto?
Hey not sure if someone has asked already but would you mind making the source files available? Im starting to get into modding and seeing how others have made such awesome things is really inspiring. I thoroughly enjoy this mod and your work has been great. Thanks again for making this mod and letting us enjoy the cool ass weapons!
Can you please edit the mod description to clarify "loaded above". There are several different mod managers out there at least a few represent overrides in either direction. In LOTS loading "above" something else means it will be overridden by later mods, while in LOMV it's the opposite and loading "above" something means it will override everything "below" it.
It's best to be explicit and say whether this mod should override YAWC/YARW or vice versa.
So by default load order YAW and YAWC have load orders of 1 and 0 respectively. Re-balanced and Expanded Weapons has a default load order of 0.
Using the base game mod manager I should edit the mod.json file for Re-balanced and Expanded weapons to a load order of 2 to make sure it overrides YAW and YAWC?
Minor issue, but this messed with at least one stock mech so far. For example, just picked up the free Wolverine and it starts out over tonnage due to the changes.
Not a huge deal and hopefully there won't be others.
If this is not to your liking, you may not like the mod. Just keep in mind that that is the nature of this re-balancing: to make everything as balanced as possible - even at the expense of stock loadouts.
As for YAML ammo-scaling: again, of course it is not intentional. Why you would wonder if it was intentional I don't understand.
Regardless, see my responses on YAML double ammo as to why for further details. (Briefly: it is simply due to re-balancing; amount of work; and non-compatibility (partially by choice - at least with regards to double ammo).)
It could be intentional for the very reason you just stated, re-balancing. If the only way to set ammo limits based on your preferences is to disable the whole YAML function of ammo scaling, it would make sense. I spent an hour disabling mods to find out what was breaking the feature and wanted to make sure it wasn't set that way on purpose.
Well, again, this is not intentional, as your statement would imply that it is meant to break things with YAML. It is simply done with respect to vanilla, as that is my baseline: not YAML.
If thought differently, it would be nice if *YAML* were able to account for re-balances of ammunition and able to apply an appropriate value for Double Ammo, rather than that being the responsibility of other mods. That, however, would also be unfair, as it's not YAML's job to look after that: it's just the way YAML is designed, versus the way other mods are designed.
I might talk with the YAML team (as I have done before) and see if something can be done about this in the future, but, for now, this is just a matter of two mods having some incompatibilities with one-another: not my mod (or any other mod, for that matter) intentionally breaking a feature of YAML.
Any chance we could get a version of this without the new weapons? They are neat, but I'd rather just play with canon weapons and I feel like the extra weapons are pushing out options for base game weapons in industrial hubs. I am well past the introduction of Pulse lasers and I can't find a Large Pulse Laser anywhere.
There *are* a lot of added items, but they are all meant to serve a purpose. Still, having an option that only re-balances vanilla weapons would be good, I think, so I may just do it. (Some people have asked for only the "Re-balanced Weapons" to be included, but that would upset the balance of other mods. I like the idea of making a version that only re-balances vanilla weapons, as it wouldn't do this - although it would have to be used stand-alone in order for it to not be at odds with the balance of other weapon mods.)
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As for Industrial Hubs, I'm not sure if the extra added weapons should have any effect on how they operate (in that they generate certain weapons based on their own algorithm). LosTech items, like you mentioned, have always been very rare, and I have had a very hard time acquiring before I started making (and using) this mod. While using this mod, I have actually noticed no difference in how often they appear.
LosTech actually uses unique tags to indicate which weapons are considered as such, in MW5s back-end. As a result, there might be no difference (as I was saying) because the markets select the weapons based on this tagging system (although, again, I'm not certain). Just keep that in mind, if you weren't aware.
I'm also in this boat (or mech I guess). I like the rebalances, but there are waaaaay too many weapons added. Just clogs up the inventory and markets. Would 100% use a version with your rebalances, but leaves out all the extra stuff.
Again, I'll see what I can do. Thanks for your feedback.
(I really wish I knew how to make a version that actually had an option within Mod Options to turn on and off the Expanded weapons, as it would make things easier for both users and myself. It would also be nice so that people can turn on and off the weapons to try them out when they want to.
I *did* make this mod with the goal of adding new weapons, however, so I don't necessarily like the idea of having a lot of the hard work I put in filtered out - especially since it's not meant to be superfluous. Still, it'd be nice to have the option - if only for having fewer weapons to sort through. (I wish MW5 had a better weapons and equipment filtering system so that this wasn't an issue.))
84 comments
My understanding is that in BattleTech and MechWarrior the logic behind minimum ranges for missile launchers is that is how long it takes for the warheads to arm. By that logic I shouldn't be able to AoE myself to death when I'm firing HMs at an enemy mech and accidentally pan the camera over something 50m in front of my mech. Those missiles should just waste themselves by slamming into the object and doing no damage.
Mind you I'm sure this is a "Not a bug" thing and is due to engine limitations, or at least limitations that cannot be worked around within the constraints of a mod, but I'd like to raise the issue in case it can be resolved because of just how thoroughly frustrating it is to loose half or more of your armor to your own weapons when there's no logical (in-game) reason for it.
Personally, I love HM launchers. The damage spread takes a bit of getting used to, but once you've got it figured out they're grate for welcoming hostile drop ships and handling the various "destroy the town" missions. Missiles detonating inside their minimum range and the (probably?) bug with the launchers ceasing function if you launch too many missiles at one time just make running them really hurt at times, sometimes literally.
Stop using them together people, it breaks stuff in the background. And to the inevitable "But it's working for me" comments that will spring up - no, it just looks like it is to you, but it's breaking stuff in the background.
This mod is for those that what an experience like YARW offers, for a non-YAML based game. It's an amazing mod for a Vanilla+ experience since not everyone wants to use YAML.
Give it a shot, if you're curious. Things may end up working just fine!
Can you confirm the slot sizes for Crackshots are correct? I see this progression which seems out of order:
Crackshot – Low-Potency 1 slot
Crackshot – Medium-Potency 2 slots
Crackshot – High-Potency 7 slots <<< Is this one too high / out of order with the UHP?
Crackshot – Ultra-High-Potency 3 slots <<< Is this one out of order with the HP?
EDIT 1
Missing Compatible Ammo Type Warnings
The AC/2-RF does not have a compatible ammo type (the AC/2 Ammo that should work with it, does not)
Update: OK figured it out - for just the AC/2-RF, the weapon description text doesn't match the actual compatible ammo needed.AC/2-RF is a "vanilla" weapon but my guess is balanced/changed by this mod, causing the glitch.
WeaponText says:Actual ammo needed:
AC/2-RF AC/2RF-AC
EDIT 2
AI do not use "Full Auto" Weapons (eg AC2/3/5-HRF, Heavy Plasma MG (P), Ultra-Light RFR, etc)
The AI does not use
the Hyper Rapid Fire cannonsany of the rebalanced weapons I tested in their "full auto" mode. AI fires 1 shot, waits for ~1s, then fires 1 more shot. IE: AI waits far longer than the actual cooldown before firing the next 1 shot.AI uses other "vanilla" full auto weapons optimally (eg vanilla RAC, vanilla MG types, etc)
Example WeaponStated DPS Actual DPS (1 shot with ~0.5-1.0s pause)
Heavy Plasma MG (P) T5 6.933 ~0.78 - 1.56
AC/5-HRF T5 43.333~6.5 - 13.0
In all the rebalanced weapons I tested, did you change/can you add code that helps AI use them in full auto?
And Yeah! :D thank you for continue these MW5 Mods! <3
You're very welcome, and thanks for the compliment!
It's best to be explicit and say whether this mod should override YAWC/YARW or vice versa.
I meant to be explicit, so, now that I know this is possible, I will change it.
So by default load order YAW and YAWC have load orders of 1 and 0 respectively. Re-balanced and Expanded Weapons has a default load order of 0.
Using the base game mod manager I should edit the mod.json file for Re-balanced and Expanded weapons to a load order of 2 to make sure it overrides YAW and YAWC?
Not a huge deal and hopefully there won't be others.
If this is not to your liking, you may not like the mod. Just keep in mind that that is the nature of this re-balancing: to make everything as balanced as possible - even at the expense of stock loadouts.
Is it intentional to break the YAML ammo scaling? I saw mention of the double ammo boxes, but not the whole ammo mod system.
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As for YAML ammo-scaling: again, of course it is not intentional. Why you would wonder if it was intentional I don't understand.
Regardless, see my responses on YAML double ammo as to why for further details. (Briefly: it is simply due to re-balancing; amount of work; and non-compatibility (partially by choice - at least with regards to double ammo).)
If thought differently, it would be nice if *YAML* were able to account for re-balances of ammunition and able to apply an appropriate value for Double Ammo, rather than that being the responsibility of other mods. That, however, would also be unfair, as it's not YAML's job to look after that: it's just the way YAML is designed, versus the way other mods are designed.
I might talk with the YAML team (as I have done before) and see if something can be done about this in the future, but, for now, this is just a matter of two mods having some incompatibilities with one-another: not my mod (or any other mod, for that matter) intentionally breaking a feature of YAML.
There *are* a lot of added items, but they are all meant to serve a purpose. Still, having an option that only re-balances vanilla weapons would be good, I think, so I may just do it. (Some people have asked for only the "Re-balanced Weapons" to be included, but that would upset the balance of other mods. I like the idea of making a version that only re-balances vanilla weapons, as it wouldn't do this - although it would have to be used stand-alone in order for it to not be at odds with the balance of other weapon mods.)
--
As for Industrial Hubs, I'm not sure if the extra added weapons should have any effect on how they operate (in that they generate certain weapons based on their own algorithm). LosTech items, like you mentioned, have always been very rare, and I have had a very hard time acquiring before I started making (and using) this mod. While using this mod, I have actually noticed no difference in how often they appear.
LosTech actually uses unique tags to indicate which weapons are considered as such, in MW5s back-end. As a result, there might be no difference (as I was saying) because the markets select the weapons based on this tagging system (although, again, I'm not certain). Just keep that in mind, if you weren't aware.
Thanks for your feedback, and I'll see what I do.
(I really wish I knew how to make a version that actually had an option within Mod Options to turn on and off the Expanded weapons, as it would make things easier for both users and myself. It would also be nice so that people can turn on and off the weapons to try them out when they want to.
I *did* make this mod with the goal of adding new weapons, however, so I don't necessarily like the idea of having a lot of the hard work I put in filtered out - especially since it's not meant to be superfluous. Still, it'd be nice to have the option - if only for having fewer weapons to sort through. (I wish MW5 had a better weapons and equipment filtering system so that this wasn't an issue.))