MechWarrior 5: Mercenaries
0 of 0

File information

Last updated

Original upload

Created by

Gundug

Uploaded by

Gundug

Virus scan

Safe to use

Tags for this mod

32 comments

  1. Gundug
    Gundug
    • member
    • 1 kudos
    Locked
    [04.30.2023]: the latest version of this mod, which is Stream Missiles Single Fire now switches lasers so the standard lasers fire in a short burst, while the SB types are Sustained Burst, and fire as long as you hold the trigger. I toned down the heat penalty on Chemical Lasers so they are more usable. I also uploaded a couple optional patch mods that correct the layouts of 'mechs if you are using YAML, so they will not be undertonnage. All the 'mechs are improved, so be prepared for fast moving Urbanmechs.

    I have uploaded a version of the mod that only adjusts weapon ranges and velocity, with some minor tweaks to the damage range envelopes of some weapons. If you like the idea of increased range, but don't like how my other version messes with weights and weapon behaviors, I encourage you to give it a try. Let me know if there are any errors, and I will look into correcting them.
  2. NinjaRC1217
    NinjaRC1217
    • member
    • 1 kudos
    I do like this mod since it makes the battles feel realistic. What I think is ridiculously OP about lasers is that you can fire them indefinitely as long as you don't overheat and lasers not having a cooldown between uses. I'm fine with short burst and pulse variants the way they are.

    My ideas for the lasers:
    1) Sustained firing has a 3-second time limit instead of being limited by when you release the trigger or overheat.
    2) Laser cooldowns between firing:
    Tier 0: 1.5 seconds
    Tier 1: 1.4 seconds
    Tier 2: 1.3 seconds
    Tier 3: 1.2 seconds
    Tier 4: 1.1 seconds
    Tier 5: 1 second
    1. Gundug
      Gundug
      • member
      • 1 kudos
      Thanks for checking out the mod and your feedback! The basic lasers actually come out on the low end of DPS, even slightly below their SB variants, which also produce less heat, but I have no issue with making a version of the mod that doesn't mess around with anything other than range and velocity. I expect more folks would prefer not dealing with some of the other quirks of the current version as well. I'll get started on that and hopefully have a new file up soon.
  3. hammons556
    hammons556
    • premium
    • 0 kudos
    Any chance of this mod getting an update?
    1. Gundug
      Gundug
      • member
      • 1 kudos
      Hello! Sorry I had not played this game for ages, and only just now noticed all of these comments here. I have uploaded a version that is compatible with the current version of the game.
  4. DaHALOSHOCK
    DaHALOSHOCK
    • premium
    • 1 kudos
    This mod sounds awesome but it won't work on my version of the game, you need to update and so it can go inside the mod fold the game now comes with.
  5. RexBexar
    RexBexar
    • member
    • 0 kudos
    PLEASE Update this Mod.
  6. loen999
    loen999
    • member
    • 5 kudos
    I hope there is a patch for newer version. I crash the moment I fire., removed it then it works fine.
  7. Stanislav48
    Stanislav48
    • member
    • 0 kudos
    Please make a version of the mod for the new patch . I'm already used to this awesome weapon .
  8. Stanislav48
    Stanislav48
    • member
    • 0 kudos
    Played on the version with ultra damage . Very well. Not for everyone . But in combination with mods for additional armor is just fine . Fights take the form of competitions of snipers:)
  9. NotBrad
    NotBrad
    • member
    • 0 kudos
    Is there any chance of getting a 'lite' version of the mod where weapons have closer to double their vanilla range? As of right now your mod is the only one doing anything meaningful to the dreadfully short range weapons of vanilla, but it can get kinda wonky when there's a VTOL hangin somewhere past your max render distance taking pot shots with an AC2.
    edit:
    Also, considering that LRM has had its range buffed so hard, it would be awesome if you could also buff the range of enemy detection through LOS and allies, it would also work wonders to alleviate the issue with enemies engaging with weapons from beyond where you can see them, or for that matter them engaging you from a range beyond what they should be able to see.
    Still an awesome mod, works great on flat maps.
    1. Gundug
      Gundug
      • member
      • 1 kudos
      Thank you for the feedback! I hadn't considered people might have different graphical settings that prevent them from seeing the VTOLs as they spawn. On my setup, I often see distant enemies before they notice me and sometimes wake them up by taking a shot in their direction.

      Jacen101 also requested a double vanilla range mod, and I really need to find the time to make it. I will get it done as soon as I can. I will also dig into the detection settings again and see if I can increase it further. I also would like to improve the range, and would consider increasing it to 360 degrees, not just based on LOS and hearing radius.
    2. kmoore88
      kmoore88
      • supporter
      • 2 kudos
      Another vote for a “lite” version of extended range.
  10. hammythehamster11
    hammythehamster11
    • member
    • 0 kudos
    Hey Gundug, love the mod - I think you've done the ratios between the different weapons types beautifully. This is also the only mod which tries to make meaningful adjustments to the hilarious stock weapon ranges so huge kudos for that.
    Obviously there's a bunch of things that are beyond your control - lock on range for instance making LRMs useless for the player. Ironically I think that the best solution there would be to leave them as stock range-wise and treat them like SSRMs.

    In any case, the only constructive criticism I want to leave, as it's the only thing stopping me from playing a campaign with your mod, is that the entire rest of the game (maps, AI, spawn system etc) just can't handle the immersive/realistic weapon characteristics that you've made.
    It's not your fault obviously as these things are much harder to mod if possible at all, but the result is that you're never really out of range of any enemy weapons (aside from flamers and mgs perhaps).
    Partly it's the map design/layout, but that's at least somewhat manageable on a tactical level. The bigger issue is the spawn and objective system forcing the player in much closer than your weapon ranges would make sensible before objectives trigger and enemies spawn/activate/render. Number of times I've visually swept a base before closing in, only to see the defenders suddenly become visible right in the open and well within range...

    I'm not really sure that anything can be done about it. I'm hopeful that PGI or a modder will drastically improve the map generation and enemy management system, but that seems a long way off if ever likely. Great job on what you've done already though, much love.
    1. Gundug
      Gundug
      • member
      • 1 kudos
      Thank you for the nice feedback! I am hoping to someday puzzle out the lock-on range issue. I have achieved missile hits at up to around 1300m, but the game has a weird pulse lock-on, where distant targets may be locked for a few seconds, then lost for a few seconds, then locked, and so on.

      I have not played the game with vanilla spawn behavior in a long time, as it is not at all ideal to me, even with default range weapons. I use Better Spawns for all campaigns, and it makes the game much more playable. Enemies generally drop in via dropship, and most others become visible at somewhere over a kilometer away. I think the farthest I have seen was just under two kilometers.

      I would also like to see a revamp of the spawning system, especially on defense missions, where the enemy frequently drops in right on top of what it is the player is defending. Better AI behavior would be great as well. I find a simple close to engage, then circle strafe the target becomes very tiresome. The Cicadas are the worst offenders of this for me. The only 'mechs I ever see do anything interesting and different are the Locusts carrying LRMs that attempt to stay at range, although they are not particularly effective.

      It will be interesting to see if PGI adds some compelling features with their next update.
    2. hammythehamster11
      hammythehamster11
      • member
      • 0 kudos
      I also use the Better Spawn Mod - have done ever since it was released. However on Raid missions in particular I find myself forced to close to ~800m from an objective marker before enemies spawn around it and begin combat. Annoying but still acceptably far for most weaponry when playing stock but not possible at the moment with your mod - much though I'd like to.

      On other missions it's a mixed bag. Assassination targets seem to be present from mission start so it's largely down to map layout whether you can get a reasonable engagement distance. Defense and warzone have an annoying tendency to land dropships on top of the objective but sometimes work beautifully and land 2km away. The procedural generation does SOMETIMES get it right, so hopefully in the future someone will work out how to tweak it.