MechWarrior 5: Mercenaries
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Gamecase

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33 comments

  1. Hazenowhere
    Hazenowhere
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    If you run Merctech v3 with this mod and HFB enabled, missiles from helicopters and tanks will no longer explode
  2. Burktross
    Burktross
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    Would it be possible to see this mod be released in modules? Like being able to pick and choose a file for LRMs, lostech, short-range weapons separately?
    1. Gamecase
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      it could be done, why only one type? I could see lostech sure but it would really make that one weapon family drastically better than the rest.
    2. Burktross
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      Imo, I find that LRMs are particularly underpowered in this game compared to everything else. I was thinking a 1.5x buff would make them worth taking in small amounts instead of just slapping on more srms.
    3. chrifer
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      I wasn't sure about this at first, but I think I agree... scared to buff everything myself and get ripped to pieces (kinda lazy and don't like having "too many" mods if I can like increased rewards) ... but first thing I liked when I read this was LRM buff as I too think they are the weakest gear at the moment.

      I tried a lrm40 stalker and its.... okay if can get locks and decent LOS with range, but without artemis (and even with) they just seems to do so little compared to just stacking SRMs (or other mechs with PPC, Gauss and other ranged options) -- I would definitely be in favour of giving just LRMs a buff and not feeling "dirty" about it as they just don't seem to do their job as-is in the game (tickle all armour points essentially, instead of "peppering" them as often described in lore/novels).

      In terms of smaller loadouts (M or S slots), 100% I always take an SRM over an LRM as well and force the mech to be a brawler as an LRM5 or 10 even just never did enough work for the engagement/effective time it gets on enemies unlike SRM6's.
    4. Gamecase
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      See Optional Files as requested.
    5. chrifer
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      Saw it and can't wait to try it out tonight!

      Thanks, much appreciated!!
    6. Burktross
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      Excellent, thank you kindly.
    7. DirtyAmericanDevil
      DirtyAmericanDevil
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      Hmm...
      I'm trying to get your mod to buff the LRM equipment from the Clan Invasion Mod, but can't figure out how to do it.
    8. Gamecase
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      you would need to add, create configs for the added weapons, from that mods source files.
  3. SeRomose
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    What can I say, I've been using this mod since the day it was published, and still it is the only mod I absolutely cannot play without. 

    Would be glad to update it if source is published. Still appears to work though. 
  4. dainsgames
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    nice job! Hoping you'll continue and maybe add compatibility with Mod Options, so we can play with our damage profiles? If you do, could you include the Global and Enemy Damage parameters which are available, so we can really tune the difficulty to our liking? I understand enemy damage is nerfed in vanilla MW5, and I find that really annoying lol.
    Thanks again for your work in modding this!
  5. MickeyHarkeerat
    MickeyHarkeerat
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    Love the mod, feels far more realistic than vanilla stuff or anything out there. 


     
    1. arach32
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      Agreed 110%. I've just had a bit of a weird experience with having run this mod for nearly the whole time I've been playing HotIS/DLC -- got so used to it that when I temporarily deactivated it to try some other weapon variety mod + evaluating mod conflicts, it's literally like there was something "wrong" with the game. I've found that I just need this feeling (the brutality and power of the weapons -- and in particular, the elevated potency of the Lostech stuff) that it's become more important than almost anything else weapon-wise, even over sheer variety or "newness", such as what you might get from other weapon mods on the Nexus. (All kudos and respect of course to those other mods, not taking away from them at all; they are incredible in their own right.) For me, this is just how these weapons should feel, and I'll take a more limited but exhilarating palette (of weapons) over a wider but slightly less potent one. :)
  6. SeRomose
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    I honestly played the game from the beginning with your mod, and never tried normal combat. I ran into a bug today where with UAC - 5 it fires three shots and the sound would go off for 5 shots. I disabled mods one at a time until I determined this was your mod. I'm wondering is this something I can fix myself with your help? I hate to ask you to fix something for me. I honestly cannot play the game without your mod. The damage sponginess is killing me.
  7. xenoargh
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    First off, thanks for taking this on as a project.  Just my $0.02 here, in terms of the look / feel of MW5's combat model:

    1.  AC's, in general (and I include Rifles in this) feel incredibly weak vs. stacking for energy weapons.  They weigh more, have slow shots that miss much more frequently, produce heat, and eat ammo.  It's like a list of bad things, and no real positives; even things like the AC20, which ought to be devastating (if you can ever get one in range) feel really weak and hard to justify for the tonnage.  I've ended up just building energy-based headshot 'mechs, personally.

    I've been thinking about how to fix them, while keeping damage levels basically the same, and my thoughts were that:

    A.  Not having AOE on their shells is a major problem- near-misses don't blow things up, which feels pretty ridiculous (try shooting an AC10 right next to a tank, tell me that the Hollywood explosion next to the undamaged tank doesn't feel strange).

    B.  They really need more range, if they're the slow-moving weapons; right now their real, effective range band is maybe half what it says on the tin.  I know you went the other direction, and increased shot velocity, but that kind of makes them "pulse lasers, but with different sounds and graphics", in terms of their gameplay effects.  Maybe the right direction is to make them the kings of range, but continue to need a lot of leading?

    C.  The AC2 is maybe the most pointless-feeling of the bunch, due to its extreme mass vs. damage output.  

    D.  Rifles and Gauss both need more ammo per ton, or truly world-ending levels of damage.  Like, seriously, if you're trying for "fluff feel", then Gauss should basically tear limbs off of 'mechs against anything but pristine Assaults (so, IDK, 50+), lol.

    2.  Small lasers really stick out as problematic; in a game where slots are so restricted (even by MWO standards, MW5 'mechs feel curiously under-armed, and I can't wait for a Universal Slot mod to arrive), they really stand out as weapons I'd never ever use.  Medium Lasers remain plenty viable, simply because of their tonnage and range (with bonus gear applied) but smalls are pretty lame. 

    I think they should output considerably more damage, rather than getting their range buffed much; then they'd be a viable choice for face-hugger builds, rather than just MGs and flamers.


    3.  I totally agree with the changes to LRMs (heck, even 2X wouldn't annoy me, honestly- a LRM20 should hurt things), but make sure to buff AMS to allow for a counter.

    4.  I feel like PPCs are fine; sure they miss sometimes, but they're plenty powerful and one-shot headshot alpha builds are completely viable.

    5.  I feel like the pulse lasers and SBs are a bit too nerfed on damage for what they do, which is moderately improved damage, sometimes.  I don't ever use them, because usually, at the ranges that are ideal for engagements, I'm using Large Lasers or ER LL's, while my lance uses same or PPCs. 

    I prefer LLs for killing small stuff efficiently, since I have to do that constantly to keep the AIs focused on enemy 'mechs, lol.

    Anyhow... could you maybe un-nerf their damage?  They already have a heat penalty, and in the case of pulse lasers, a ridiculous mass penalty (seriously, 2-ton Medium Pulse Lasers may as well not even exist).

    6.  In closing... honestly, I just want more of the weapons to feel like viable choices, even if for nothing better than squirrel-case builds.  MW5's combat just feels so... bland, honestly; there are only a few things that actually work well-enough to worth the bother, and that's sad, because all the effort PGI put into the game feels largely wasted.  It also adversely effects the game's balance, since so many AI builds are effectively crippled by poor balance and are easy meat for a minmax player.
    1. Gamecase
      Gamecase
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      the latest version sees that Pulse lasers got a buff to damage, and range to bring them inline with other lasers of the same size class. they should be more viable now. earlier there was a version where the Large Laser class weapons did not propagate into the packed mod properly but that has since been fixed. also Gauss rifle received a further buff, to damage and velocity, to bring it more in line with the novel lore.
  8. gazookagames
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    just a heads up, but since the last small update for the game like 3/4 days ago, I had to remove all mods and install them one by one, and found that this mod was causing the game to saturate the ram to max (all 32gb worth it usually sits around the 9-10gb mark) and cause my hard drive to max out and drag after beginning a mission for like 1 min, then completely freezes after 3.
    I've added some screencaps to show what I mean in task manager when starting a mission (the date and time are a couple of days off due to not being able to post sooner) would have recorded it but kept corrupting the recordings when trying.
    https://imgur.com/wPEEFh9
    https://imgur.com/Vy8dAzx
    https://imgur.com/D9V6On1
    1. Gamecase
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      I will check it out, but the file edits are pretty simple, I don't see how it is doing that unless the velocity increase is starting to cause havoc with the games physics engine, and are you using the latest version?
    2. gazookagames
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      Yeah I literally updated everything, I verified the files in steam, uninstalled/reinstalled, updated nvidia drivers even updated windows, so attempted removing all my mods then added them back one by one and when I added this mod, my whole computer (not just the game) began to freeze up after 2 mins in a mission, and took my computer about 3-4 minutes to return to normal after exiting the game. I tried just this mod on its own, it took like 1 minute longer but the same result.
      As I said I was using this mod fine before the small game update a few days ago, then this problem began.

      The mods i've been using don't say there's a conflict but just to be sure:
      Cockpit HD
      Cockpit Glass
      Cheatsink2
      Logical Salvage
      Missile Trail Galore
      Parley
      Smaller Double Heatsinks - 1 Slot
      NSR-9J - Upgraded Nightstar
      MAD-5A - Upgraded Marauder-II
      ANH-1X -- Upgraded Annihilator
      No Tonnage Limit
      Mech Attribute Viewer
    3. gazookagames
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      Yes works again brilliant work :)
  9. Natalshadow
    Natalshadow
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    Would it be feasible to have a different set of values for your own AI lance? My reasoning is that they are particularly useless apart from fending off small vehicles and maybe giving them 10 to 25% more damage output than everyone else might compensate. I never understood why I always have 10x the damage output of my lance combined.
    1. Gamecase
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      It is because the AI is really stupid, this game has one of the most incapable Ai that I have ever seen in my 22 Years of gaming. i think someone is working on an improved AI mod, but that is probably held up due to the editor being broken at the moment.
    2. Gamecase
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      you could mod the upgrade for damage to 25% instead of 5 or 10% if you wanted that and just put it on your mechs. but it can not be done within the Brutal weapons mod yet as I am not doing the mech upgrades in this one.
  10. ArcticFenrir
    ArcticFenrir
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    I would love to see a buff to the fire rate of Rifles and the ammo per tonne as well if you consider it worthwhile to do.
    1. Gamecase
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      Check out the new mod update, I put the data for the rifles in a spreadsheet and compared them to the other weapons in game, they were way less effective in Damage Per Min, Heat Per Min, and Damage Per Ton, than all other weapons. so they got a buff. ammo 4+ Ton and 15%-25% increase in rate of fire depending.
    2. ArcticFenrir
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      Awesome, thanks. Will have to test them out and hope I don't cook myself!