MechWarrior 5: Mercenaries

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LittleTex

Uploaded by

LittleTex115

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About this mod

Completely revamps a large portion of the mech quirks and adds a bunch of new ones to vanilla as well as most other mech mods. Individual mech variants now have a specific faction quirk that were made from the ground up. This mod also goes through and adjusts/overhauls the various equipment featured in YAML and YAEC.

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Permissions and credits
Changelogs
Big thanks to all of the mod authors who gave me permission to make and add quirks to the various mech mods! Especially to the creators of YAML and YAEC, trueg and cszolee79

::  ANNOUNCEMENTS:
• 2.8.5: I can confirm that the last 2.8.4 update did not upload correctly. Nexus was having a lot of issues at that time, but I didn't realize this being an issue till just now. So 2.8.5 might seem like a bigger update as it includes the changes from 2.8.4 too. The Steam version did upload without issues of course but hopefully this is just a one time occurrence. 



Notes:
  • The mech quirks were balanced with the default max engine setting turned on. This setting is found in the YAML Mod Options tab under difficulty. 
  • If you believe any of the mechs have the incorrect quirks or are missing quirks (not for mechs that clearly haven't been updated by YARQE at all yet), please make a bug report. It's very easy to miss something with a mod like this. Likewise, any suggestions/critiques for either the current quirks or new ones are welcome. :)
  • Link to Equipment Spreadsheet - Needs more work and updating but should still give the right idea of some of the changes.

Mech Changes:
  • WIP
  • Most -P mech variants are mechs added by PGI and therefor non-cannon. Because of this, most of these mech variants use the Pirate or Periphery quirk.
  • Adds faction specific quirks for most mechs. Exceptions to this rule are Hero mechs and most SLDF + Clan buster mechs.
  • Revamps many existing quirks.
  • Adds lots of new quirks to make certain chassis better where they were weak or quirks to make them stand out more. 
  • NO MORE SUPER TANKY URBANMECHS! They're just deadlier now but at least they don't have the armor of a heavy mech. 
  • If you think a mech has the incorrect quirks or would like to see a new quirk added, please make a comment here or message me on the Yet Another Discord. :)

Equipment Tweaks (Yet Another Equipment Collection + Yet Another Mechlab):  Outdated, is getting re-worked to patch YAEC.
  • Most equipment is more likely to spawn/generate in markets due to having a higher "rarity value". 
  • Besides melee, damage quirks have been removed for the most part.
  • Cooldown quirks have been reduced but are supplemented with other quirks.

Defensive equipment
  • Blue Shield Particle Field Damper is now -40% PPC damage taken + -10% energy damage taken. Used to be -15% PPC damage + -35% energy damage.
  • None of the modular armor's are stackable, which is how the Modular Ferro worked already. (In my opinion this is a patch to a potentially overpowered bug)
  • All forms of Modular armor incur a slight penalty to the mech's acceleration, deceleration and turning speed. (This is to represent the Tabletop's -1 to pilot skill when the armor is equipped.) Unfortunately, I have no way of removing this penalty when the armor is destroyed.
  • Tabletop version nerfs the armor values to 5 points per quarter ton of modular armor vs the original 8 (Tabletop modular armor has 10 points of armor but the MW5mercs armor values are doubled vs Tabletop.) Modular Ferro is "removed" so players shouldn't be seeing these in the market, but the stats are empty in case they are acquired. So far this is the only changes between the two versions of the equipment mod files.

Offensive equipment
  • NEW: Gauss Capacitor -intro 3063. Akin to PPC capacitor but for Gauss Rifles. Doesn't apply to AP Gauss and Magshot Gauss.
  • Weapon mounts now all have spread reduction. Normal weapon mount and turret mount boost range slightly.
  • Turret mount has a minimal reduced heat bonus, otherwise exactly the same as the weapon mount. 
  • Pulse Laser module stats are slightly worse or the same, but it now has a +5% damage bonus.
  • Overcharge laser module increases cooldown and burn duration and has less damage and range boosts. Still powerful.
  • PPC capacitors now produce +25% vs +30% damage and +27.5% heat vs +15% heat. Still very powerful but make sure to load up on heatsinks.

Mobility equipment
  • Machined pivot now weighs half as much and provides +7.5% turn speed vs +5%.
  • Interlinked Myomer provides +7.5% acceleration and +2.5% top speed vs just +5% acceleration.
  • Speedy leg actuators only provide a +6% top speed vs+12% and reduce deceleration by 10% vs 8%. The rest of the stats are not affected as much or at all.

BCs and Targeting-Computers (TCOMPs)
  • Missile computers vary the most between another. They have much faster lock on time bonuses along with improvements to min-range.
  • Ballistic computers now have range improvements.
  • PPC computers from YAEC no longer have spread reduction, but they have a slight heat reduction and the PPC TCOMP has a slight range boost. 
  • Laser computers function mostly the same.
  • Several BCs had their stats nerfed, but some got buffed as well. Examples: BC Heat is -7.5% heat vs 10%, but BC Predictive is now -12.5% spread and +7.5% velocity vs -10% spread and +5% velocity. 


Yet Another Mechlab Tweaks:

  • Basically, just changes to the FCSs to be in line with the FCSs in YAEC.


Known Issues:
  • -

While this mod was built to be used with most of my other mods, they are not required in any way.
:: MY OTHER MODS:
Yet Another Revamped Weapon
Revamped Machine Guns
ClanBountyHunterRewards -needs updating
Giga-Upgrades -needs updating

:: RECOMMENDED MODS:

Mod Options
Coyotes Mission Pack And Mission Overhaul
Scary Tanks
Yet Another Mechlab Mechs (YAMM)
TTRulez_AIMod2
Advanced Zoom
330's Pilot Overhaul
Mech Delivery