Includes better cantina rewards in the main file. The better rewards include weapons from YetAnotherRevampedWeapon or if you prefer, YAW + YAWC. (If you use YARW, don't use YAW + YAWC and vice versa.) Some of the rewards also includes stripped mechs. If requested enough this feature may be separated as an optional file.
I would love to implement rewards releasing only after that weapons intro date. Just need to figure out how.
When I have the time, I do want to go back and separate the rewards aspect of this mod as an optional file at the very least. As of now, this mod is the lowest of my priorities on updating unfortunately.
also here to comment that i find the mod main image for your mods hilarious and makes me want to download them, on top of them being awesome mods haha. also want to say thank you for making mods for this game, last good mech game we have had in about a decade asides from the armored core series and your modding support is awesome and very much awesome!
Very nice def gonna try it as these when i get free time as they look a lot more interesting then what every other cantina mod does which most OP the perks and make em cheaper. I do think time investment reduction is not required but thats just me. I never liked damage mods as TTK is already fairly low and i felt they were game breaking in particular when it came to lasers which is why i never used em. I think some existing mobility mods could be merged like accel/deccel and turn rate could be a general mod by themselves. I would suggest still having some 2 slots mod but making em specific to lets say levels 5 and 10 or 9 and 10 or just as a last unlock and combining effects of several mods from that tree but being worse then either mod individually. One of the mods as well i feel is redundant namely the "minimum range on LRMs" as in late game or upon late era start you will be getting stuff like clan LRMs a lot which can be hot fired thus negating the need for the mod. Just my thoughts , looking forward to trying this out and seeing its progress.
I think you're correct about the damage boost upgrades. I'm currently testing to see if lowering the effectiveness of firepower upgrades vs vanilla (in half basically) would be better overall. When u factor in all the damage boosts from tier-5 weapons, pilot skills and then add +20% more damage with firepower upgrades it gets a little ridiculous. That said, higher quality enemy AI (Elite AI) also have substantial damage reduction to counter this but even then, I feel like the time to kill can be too fast for late game. It's one of the reasons I like mods like Scary Tanks.
I've actually had the same idea in combining more minor quirks like the ones u suggested. Unfortunately, there seems to be some limitations for changing mech upgrades as each upgrade can only have one "quirk". Now some quirks effect multiple things at once, (one of the jump jet quirks allows it to have different stats for X, Y and Z axis) so I might be able to make "new" quirks in order to combine lesser stats into one upgrade. Sadly, some of the pre-existing quirks don't seem to even work with mech upgrades. I attempted to make a flamer specific quirk that boosted heat damage with the vanilla heat damage quirk, but it literally changed nothing. Someone more talented than I with the MW5mercs editor might be able to accomplish some of what you suggested though.
For the LRM minimum range upgrade, I think I need to make it one of the first upgrades to earn vs last to give it some value. I do like the idea of an upgrade like this, but it is a little lack-luster for now. (Mostly for the same reasons you mentioned)
11 comments
Includes better cantina rewards in the main file. The better rewards include weapons from YetAnotherRevampedWeapon or if you prefer, YAW + YAWC. (If you use YARW, don't use YAW + YAWC and vice versa.) Some of the rewards
also includes stripped mechs. If requested enough this feature may be
separated as an optional file.
Is it possible to restrict specific items to only be available during/after the Year of Release/Invention?
When I have the time, I do want to go back and separate the rewards aspect of this mod as an optional file at the very least. As of now, this mod is the lowest of my priorities on updating unfortunately.
I never liked damage mods as TTK is already fairly low and i felt they were game breaking in particular when it came to lasers which is why i never used em.
I think some existing mobility mods could be merged like accel/deccel and turn rate could be a general mod by themselves.
I would suggest still having some 2 slots mod but making em specific to lets say levels 5 and 10 or 9 and 10 or just as a last unlock and combining effects of several mods from that tree but being worse then either mod individually.
One of the mods as well i feel is redundant namely the "minimum range on LRMs" as in late game or upon late era start you will be getting stuff like clan LRMs a lot which can be hot fired thus negating the need for the mod.
Just my thoughts , looking forward to trying this out and seeing its progress.
I've actually had the same idea in combining more minor quirks like the ones u suggested. Unfortunately, there seems to be some limitations for changing mech upgrades as each upgrade can only have one "quirk". Now some quirks effect multiple things at once, (one of the jump jet quirks allows it to have different stats for X, Y and Z axis) so I might be able to make "new" quirks in order to combine lesser stats into one upgrade. Sadly, some of the pre-existing quirks don't seem to even work with mech upgrades. I attempted to make a flamer specific quirk that boosted heat damage with the vanilla heat damage quirk, but it literally changed nothing. Someone more talented than I with the MW5mercs editor might be able to accomplish some of what you suggested though.
For the LRM minimum range upgrade, I think I need to make it one of the first upgrades to earn vs last to give it some value. I do like the idea of an upgrade like this, but it is a little lack-luster for now. (Mostly for the same reasons you mentioned)