MechWarrior 5: Mercenaries

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LittleTex

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LittleTex115

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About this mod

Yet Another Revamped Weapon includes all of the weapons featured in YAW + YAWC in addition to many more new weapons. All of the weapons have been balanced around the philosophy of "if every weapon is powerful, it's balanced" which should encourage more build variety and playstyles. Massive thanks to cszolee79 for releasing the YAW source files!

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Changelogs
::  ANNOUNCEMENTS:
• 2.9.4: Just a quick fix for a single issue. Check the changelog.
• 2.9.3: Fairly extensive update, mostly bug fixes but also some significant gameplay changes. I apologize for the long wait, but development took much longer than expected.
• Added a ::Yet Another Revamped Weapon Guide:: on steam. Please note that it is a WIP and some sections are untouched or incomplete. Feedback on the guide would be greatly appreciated. As of now I do need to make things a bit more consistent within it.



::  MOD NOTES: PLEASE READ BEFORE INSTALLING!
• Mods that require YetAnotherWeapon or YetAnotherWeaponClan will be 100% compatible with YetAnotherWeaponRevamped being used instead. Please make sure to NOT have YAW or YAWC installed when using YARW. It will break things if you do! Any current play-through will work fine if swapping YAW for YARW.

• The main download contains 3 files. "YetAnotherRevampedWeapon"- Core part of the mod, "YetAnotherRevampedWeaponClan"- A clan weapon expansion and "YARW_Essentials"- A patch file that forces the .json configs to load last so that they are not overwritten by other mods. ALL 3 of these mods are activated separately and are treated as 3 different mods to the in-game mod menu.


•  There is a Spreadsheet that contains all of the modified weapons and equipment stats as well as a more in-depth changelog that shows fixes/features of new upcoming releases. Additionally, the intro page of the Spreadsheet contains a how to guide on using the F10 Debug menu in case any weapons become invalid and you'd like to recuperate your losses.

  Please look through YARW's Mod Options settings tab. Most settings display a default and recommended settings, but some are very much up to player preference.

If using Yet Another Special Variant, the weapons from YASV will still display YASV as their source even though all of their stats are still from YARW. It's a little confusing but these weapons will also have (Actual Mod Source: YARW) at the beginning of their description. 



:: FEATURES:

• YARW still has a Mod Options Config but with more options than YAW. Also includes toggles to disable any non-lore friendly weapons or to adjust weapon intro dates.

• Adds all of the new Inner Sphere (IS) advanced weapons from YAW and Clan weapons from YAWC along with new weapons and variants not seen in YAW and YAWC. Adds most of the weapons from MW4mercs MekTek, some fun pirate weapons and many more lore friendly weapons.

• Overhauled and rebalanced every weapon (Including vanilla weapons) with the intention for them all to be effective and fun to use. They may not all be in-line in terms of "power", but there shouldn't be any weapon so bad it's worthless.

• Built-in patches for mods such as Yet Another Special Variant for higher compatibility.

• More Alternative weapon firing modes for the following weapons:
  • Standard/Short-burst/Heavy/ER lasers can toggle between short-burst or standard fire, 
  • X-Pulse/RE-Engineered/Clan ER-Pulse Lasers have a Full Auto mode, 
  • Variable Speed Pulse Lasers toggle between short- and long-range mode, 
  • IS Standard + Artemis LRMs toggle between Normal and Hot-Loaded Missiles while 
  • Clan LRMs changes between Stream and a more direct fire cluster mode.
  • Clan ATMs Short/Long Range missile.
  • Standard IS autocannons can switch between slugs and incendiary rounds while Burst-Fire and Clan standard autocannons fire a higher damage output burst or flak rounds which have an AOE proximity detonation. (Update 2.7)
  • LBX and MMLs already had alt fire modes from YAW. Press [CTRL + Weapon Group Number] to switch any weapons firing mode.


::  COMPATIBILTY:
• This mod is not compatible with Yet Another Weapon (YAW) or Yet Another Weapon Clan (YAWC) since this mod acts as an alternative to them. 
 Other weapon mods: As a general rule, if a mod focuses on adding new weapons/overhauling existing ones, it's probably not compatible. This includes any mods that heavily adjust the Mech Upgrades earned through the cantina or mods that add "cheat" equipment that significantly boost missile velocities. Play the game as you please, nothing inherently wrong with cheat mods, but anything that increases missile velocities too much will break LRMs. This is an issue with the vanilla MW5 LRMs too and not particular to YARW. 

• 
YAWE 
 is an exception IF weapon balance doesn't matter to you. While these mods have drastically different styles for weapon balancing, from a technical perspective they are 100% compatible. 

• Weapon audio mods may cause issues to weapon firing sounds.
• Clan Invasion: I don't use this mod from what I've seen, YARW adds similar weapons that exist in CI. So, using both mods will likely cause issues.



:: OPTIONAL FILES:
• YARW_Extras: This addon allows tier-5 weapons to be earned through salvage. Additionally, it slightly adjusts some of the negotiation point caps, negotiation point quantity earned through higher reputations, salvage rates and pay rates per negotiation point used.

• YARW_MechlabLevels: This addon now lowers the levels for which weapons can be installed. Depreciated for now.


::  KNOWN ISSUES: 

  • Disable Battle Armor weapon spawning has been accidently replaces with the disabled Extra Weapons spawn setting, and therefore will not work. Will be fixed next update and the BA ammo will be added to this setting as well.
  • Light AC/10 and /20 ammo type unlinked for some reason, and therefor these weapons won't require ammo bins.


:: HIGHLY RECOMMENDED MODS:
While these mods aren't required, I highly recommend doing so as they were taken into account for balancing/designing YARW. 
Moving forward, YARW will focus on being compatible with as many of Merlockx's weapon visuals mods as possible.

:: RECOMMENDED MODS:
Just some more awesome mods that pair well with YARW.

:: MY OTHER MODS:
YetAnotherRevampedQuirksEquipment
Revamped Machine Guns
ClanBountyHunterRewards
Giga-Upgrades


• Added a ::Yet Another Revamped Weapon Guide:: on steam.
::  GENERAL CHANGES:
  • Again, specific weapon stats can be found on this Spreadsheet.
  • MASC and Superchargers only buff speed by 33.333% as opposed to the ridiculous 50%. This is not only much more accurate to tabletop, but much better for game balance with YAML as any mech can slap on either a MASC or Supercharger. To compensate for this nerf, MASCs and Superchargers have better drain rate, gain rate, acceleration and turning bonuses. With better Drain and gain rates both equipment can be activated for longer and cooldown faster.
  • Most weapon heat generation has been reduced by 20% compared to the tabletop heat values.
  • With some exceptions, only Tier-5 weapons will have additional heat reduction bonuses. (Usually ranging from 10% - 12.5%)
  • Tier-5 basic Inner Sphere tech (Example: Large Lasers but not ER large Lasers) have additional bonuses such as "-1 Tons" or "+Extra Range". The goal of this addition is to make IS basic tech more useful when IS advanced/Clan tech is available.
  • Weapon tiers are more balanced and consistent with a focus to make less of a power difference between tiers. That being said, Tier-5 weapons are still considerably more effective overall than Tier-4 weapons, but the damage difference is much less than vanilla. Most vanilla Tier-5 weapons had about 40% more damage and a 15% faster fire rate than Tier-1. YARW's Tier-5 weapons usually have 20-25% more damage and fire rate than Tier-1.
  • Clan weapons as a general rule have around 10-20% less DPM compared to the IS counterparts. 
  • All velocity-based weapons have higher velocities. Vanilla weapons that had low velocities such as AC/20 or LRMs benefit from these changes the most.
  • Generally, ammo bins have better "tabletop parity". Most ammo bins in MW5mercs have the tabletop ammo values multiplied by 4. Gauss rifles now carry an efficient 32 rounds per ton of ammo (the tabletop value (8) x 4) vs 26. This is also why machine gun ammo is 8000 rounds per ton of ammo.

Ballistic changes.
  • Some autocannons fire faster and produce less heat. AC/2s benefit from these improvements the most. 
  • Small Bore Ballistic weapons such as AC/2s no longer have "recoil". Recoil just makes fast firing, low damage weapons needlessly more difficult to use compared to other weapons. 
  • Heavy, Medium and Light Rifles now have 1/3 more damage than Table-Top but 1/3 less than vanilla values. Their other stats such as ROF have been adjusted to give these weapons comparable damage output to their autocannon counterparts.
  • LBX weapons no longer have a ROF bonus compared to the vanilla style autocannon balance but now deliver + AOE damage while in cluster mode.  LBX's can also toggle their ammo type by pressing [Ctrl+WeaponGroup number]. 
  • RACs don't have cooldown bonuses through their tiers. Instead, they get slight heat reduction and larger damage bonuses.
  • Standard IS and Clan Autocannons can switch between Burst Fire or Single Shot modes. Burst Fire has 20% more damage per use but more heat and a slightly lower rate of fire due to the burst duration. 

Energy changes.
  • Many Lasers can switch to an alternative shorter duration firing mode.
  • Large lasers produce 2.25 times more heat than their medium laser counterpart but have the same laser duration and cooldown. This allows large and medium lasers of the same type to pair well together.
  • Small lasers have half the range as their medium laser counterpart. Micro lasers have the same range as the small IS ER or Pulse laser.
  • IS/Clan Pulse and ER Lasers have more consistent damage percentage increases. Clan ER small lasers are the exception so that they don't deviate from tabletop values damage values. (Tabletop Clan ER lasers have +2 damage vs standard lasers. This mod's Clan ER medium/large lasers have +40% damage vs standard lasers, which is proportionally better since they have the same cooldown and duration.)
  • IS Chemical lasers have 12.5% less damage than standard lasers but the same ROF as pulse lasers. Might see further adjustments.

Missile changes.
  • Besides streaks and normal IS cluster LRMs, missile weapons no longer have a +20% base damage increase vs Tabletop values. Missiles have noticeably less spread and more ammunition per ton to compensate. 360 for SRMs and 480 for LRMs.
  • Most LRMs can switch between different firing modes.
  • All missiles are balanced around automatically self-destructing at their optimal range. (Standard behavior of YAW but not vanilla)
  • All streak missiles do 25% more damage vs Tabletop to make them stand out more, but they have less ammo per ton.
  • SRMs now lock-on but can still be free fired. They're missile turn rates are limited however, so aiming more directly at the target is still required.
  • Missiles have much better turn rates which further helps with accuracy.
  • Both Clan and IS streak SRMs have the same ranges.
  • Artemis missiles also have a 10-11% range + velocity boost over their counterpart missile launchers.