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LittleTex

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LittleTex115

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  1. LittleTex115
    LittleTex115
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    I'll answer comments when I have time. Any comments related to user-induced issues or questions related to such issues will be diverged to YARW's troubleshooting guide or ignored entirely.

    Please remember that if u think there's a bug, write a BUG REPORT, and not a comment. Otherwise, it's likely to get drowned out by other non-bug/issue related comments.

    Also, do not report any issues with relation of YARW + YAWE as YAWE does plan to become more independent from YAW or YARW. This will fix the issues some of y'all are having. No ETA when that will happen, but this will work out the best for both mods
  2. LittleTex115
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    If you are having issues with YARW then please use the guide linked below. Especially if the game displays that your mod-list is broken!
    [MechWarrior 5: Mercenaries Nexus - Mods and community]
  3. Tryiton
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    Does anyone have in their game mechs that shoot little nuclear urbies(i think that's what they are). They ones hot my mechs.
    1. LittleTex115
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      Reset your YARW's mod options and reboot the game for now. If this occurs without users manually setting the toggle, then it's due to Mod options not setting the default values correctly which is technically being addressed next YARW update.

      More so, it's a rare occurrence issue and I'm adding onto the new YARW system that forces the game to setup MO Variables to their default values as a redundant safety layer. It would be ideal for users to still reset to default settings next update if they have downloaded the 5.3.4 version before. This is because the auto-set to default settings would have already applied.

      I'll also note, I never could replicate this issue until I did some very tedious testing for 2 hours straight and even then, only replicated this kind of issue like 2 times.
  4. Kuyawa22
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    On the latest patches the ER M Laser (C) is not recognized on the Mechlab. My Nova that has all ER M Lasers (C) could not be deployed on a mission as the game thinks it does not have any weapons on. 

    Update: The new experimental patch fixed the issue.
  5. ChvrchAI
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    Came back to the game after a while and found that a bunch of weapons were bugged. I wrote off the save, made a new one, and Tested, Adding a CERPPC with the save editor, then testing the weapon, Finding that it Generated 3 Million% Heat somehow
    1. LittleTex115
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      This is a known issue that pre-dates YARW but unknown as to what causes it. U could "reset to default" Mod Options but I recommend going to the troubleshooting channel on the Yet Another MW5 server Discord.

      Also, DO NOT USE THE SAVE EDITOR. Just use the YAML F10 debug menu if u need to cheat/acquire things.
    2. ChvrchAI
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      Just curious, May I ask why not use save editor?
    3. LittleTex115
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      Good way to FUBAR your save. Thats on top of the fact that it is 100% pointless with YAML's F10 debug menu.
  6. Wravynn
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    Are there any plans to have an option to disable IED type weapons specifically? I like the pirate weapons, but would rather not have to face the IED.
    1. LittleTex115
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      Technically this shouldn't be possible, but I got something better if the solution works. So far so good, but I made a new mechanic that prevents specific weapons from refitting. Self-Destruct bombs have been added to this list.
  7. BrainP
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    Hey there! Love many things about this mod!, weapons feel cool and I appreciate your attempt at keeping all weapons useful.

    However, what is your reasoning behind the Bastard weapons? They make 0 sense as a player or lance mate weapon. A weapon that weights several tons but can only shoot 10- 20 times in a mission? I consider about 100 shots the minimum for a non-game-changer weapon that fires slowly-ish, like every couple of seconds. But they also aren't often randomly equipped to enemies, at least I hadn't noticed. What's the idea?
  8. Integra89
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    Bro this is like the sixth update I've downloaded in the last couple days.
  9. kingzack
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    hello i found a issues with the LRM-15MP  the minimum range on all ammo other then hot load (for obvious reasons) is set to 1800m  im guessing its a typo
  10. hunydo1255
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    Any plans to add tandem ammo for the SRM weapons? Its ammo that has extra crits, and does through-armor criticals. Very funny
    1. LittleTex115
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      Sadly, not really. Main issue is I haven't been able to make a working TAC projectile. Same issue with armor-piercing Autocannon ammo.
    2. drgnslyr
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      Aaaahahahahahahaha :D
  11. nikita937
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    I am unable to find the stats for the coil  lasers other than the in game ones...
    is 200 kph  200% dmg and 100% heat?   Quality  doe not to seem to affect that, perhaps thats one balance point in they seem to want to shut down a mech if moving fast and a lot of them
    1. LittleTex115
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      Don't worry, they are getting overhauled next update. Didn't have time to playtest them much since they were fairly last minute to implement. But they will focus less on trying to be as close to HBS-Battletech since MW5 is not turned based. 
  12. ArnNied
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    IDK if this was in the original YAW/YAWC, but what was the reasoning for increasing chem lasers heat generation? Shouldn't chem laser be an alternative for normal laser if you're having problem with heat gen? Sacrificing battle duration by risking running out of ammo than managing heat, or the other side, if you're sure the battle won't take long? Atleast that's what my understanding of the vanilla stats.

    The current setup of chem lasers heat generation is only slightly lower than normal lasers, but now you need ammo AND heat sink for it? it doesn't make any sense to bring chem lasers. Or is there something I'm missing something here?
    1. LittleTex115
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      They deal +25% more damage vs standard lasers and are proportionally much more heat efficient because of this. Slower rate of fire also lowers the heat output.

      If u want chem lasers with much lower heat output, use Clan Chem Lasers. They are the only canonical chem lasers from Tabletop anyways and as such replicate TT stats a lot closer (This was very deliberate so that the IS and Clan versions aren't the same).

      I've been able to run a Marauder with 8 Large Chem Lasers and only 5 tons of ammo as an incredibly effective and long-lasting build. Ammo is super-efficient with chem lasers (630 damage per ton with a T1 weapon vs most weapons 400-480 damage per ton).
    2. ArnNied
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      Right, after seeing the ingame stats, i can see that the HPS is a lot more manageable. The caveat is that this only have a significant effect for laser boat.

      I got a RFL-3N with 6 ML having delta heat (heat/s - cooling/s) of 2.04/s, refitted with 6 MCL + a double ammo i got that down to 1.41/s (maybe 1.61/s if i need another double ammo).

      The +25% damage gets offset by the cooldown tho... Sure, the alpha damage is higher. But it still has the same DPS as an ML (from the ingame tooltip).

      What do you say the ratio for the ammo should be? atleast 1 ton of ammo for every 2 chem laser? and, maybe for a more broader application, when do you think it's better to use chem laser other than a laser boat? since they still generate some heat, using just 1 or 2 chem laser doesn't seem effective due to needing heat sink and ammo

      P.S: You might want to update the spreadsheet and maybe the steam guide due to the recent changes.
  13. ArnNied
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    IDK if this was in the original YAW/YAWC, but what was the reasoning for increasing chem lasers heat generation? Shouldn't chem laser be an alternative for normal laser if you're having problem with heat gen? Sacrificing battle duration by risking running out of ammo than managing heat, or the other side, if you're sure the battle won't take long? Atleast that's what my understanding of the vanilla stats.

    The current setup of chem lasers heat generation is only slightly lower than normal lasers, but now you need ammo AND heat sink for it? it doesn't make any sense to bring chem lasers. Or is there something I'm missing something here?

    Goofy ahh nexus duplicating posts. How do i delete?