MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
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Update: 19 sep om 9:06

2.4 Yet Another Weapon

Added: moved Clan LB-X Autocannons from Yet Another Weapon Clan to YAW so they can use the new emitter. They will use the same stats as DLC7 versions.
Added: ModOptions "yawDisableDuplicateWeaponsDLC7" to disable duplicate YAW weapons introduced in DLC7 (SRM Inferno, Clan LBX). Default: on
This setting will also disable the duplicate LBX versions from MW5, DLC7, YAW and their ammo to spawn.
Added: override all Clan LB-X Autocannons (to change name and WeaponEmitter), override C-TAG (for 750m range)
Changed: LBX Autocannons are now either single fire or burst fire, there is no distinction in cluster or solid - that is available with mode switch
Changed: created a unified, single LBX cannon weaponemitter. Now all such weapons use that one emitter (cluster, solid, burst, lbx2/5/10/20)
Changed: former YAW Cluster / Solid slug LBX cannons are now normal (single fire) and burst instead. LBX/20, LBX/20 BF etc. Mode change between Cluster and Slug via YAML.
Changed: removed AMS ammo overrides. YAML will do that when installed instead, via YAW's EquipmentProperties.json (ammo: 5000/t, does not explode)
Changed: removed ClusterToiLogic override. Now it is in YetAnotherMechlab
Changed: arty description, include no kill counted

Update: 7 sep om 9:06

2.3 Yet Another Weapon

Added: Compatible with DLC7 / Game version 1.10.370
Note: DLC7 weapons are not touched yet.
Added: Ballistic weapons do not have projectile drop for AI (weapons using the default projectile emitter, lbx, rac) - this should improve their accuracy.
Changed: returned LB10X spread to vanilla (7m at 350m distance) and set all other LB-X autocannons to use vanilla spread (4.75/4.75/7/10m for LB-X 2/5/10/10)
Changed: removed Ultra AC/5 BF from overrides. Now vanilla and new burst Ultra/5 Autocannons use vanilla spread and stats.
Changed: removed override UI/Mech/HUD_Crosshair to improve compatibility with HUD mods. Rangefinder is now back to vanilla 1250m
Changed: Missile self destruct at max range logic (no longer ontick) and MRM self destruct at max range (now it's controlled by the missile self destruct setting)
Changed: Removed AMS weapon override, nerfed LAMS range and missile destruction rate to vanilla AMS (so that DLC7 Clan AMS can shine)
Changed: Clan AMS Ammo upgraded to 6000/ton, does not explode (like IS version)
Fixed: "Disable Artillery Weapons" ModOption not working properly
Fixed: HUD_Weapon sizing by @ Merlock

Update: 11 mei 2024 om 4:39

2.2 Yet Another Weapon

Added: override UI/Mech/HUD_Crosshair to improve rangefinder. Now it is max 5000m instead of vanilla 1250m.
Added: more support for weapon visuals mods @ Merlock
Added: MML-Artemis IV. Use old spread stats, Artemis ammo, +1t and +1crit slot size
Changed: "old" MMLs are no longer Artemis. Changed ammo type, spread, gameplay tags accordingly.
Added: Arrow IV Homing - now it can only fire at targets that are locked AND NARCed or TAGged. Decreased spread from 12 to 3m, AoE radius from 22.5m to 8m
Changed: Arrow IV to High Explosive - much lower accuracy and zero homing capability, AoE radius 45m, spread 15m
Changed: Arrow IV Ammo 10 -> 8/ton
Changed: MRMs have improved spread mechanics. It is now always 4.5m after firing, spread quirks etc have no effect
Fixed: MML Ammo Switch / Artemis and normal version ammo
Fixed: Binary Laser SB short - long name swap
Fixed: weapon group and ams enabled text color
Changed: Weapon tag - HPS code (custom models) @ TePª

Update: 1 apr 2024 om 11:15

2.1 Yet Another Weapon
Added check to ClusterToiLogic Rare / Hero Mech spawner function - this should negate any orphaned UnitCards. Also updated rate equipment / weapon spawn logic
Added support for color change in HUD_Weapon widget (for other mods changing the "Color" variable in HUD.uasset)
Changed: YAW Binary Lasers to "Short Burst" stats compared to the new vanilla Blazers @ Justicier10-7
Changed: Arrow IV missile speed from 250m/s to 200, turn rate from 100 to 180 - now it should be able to hit things more reliably under 800m range. Increased Spread from 8 to 12m
Changed: Artillery weapons AoE damage - now it is always the reported weapon damage.
Changed: All Artillery type weapons have proxy fuse - range is damage/4 meters.
Changed: Artillery weapons - they now have a minimum range, under that the AoE explosion will not happen at all - 150m for Cannons, 200m for Artillery
Changed: Artillery weapons - no more Min Range, Range, Damage and Velocity bonus by Tier, only Cooldown and Heat. Global Overrides don't affect Range.
Changed: HUD widget range - Artillery and all missiles will now show MIN|MAX range
Changed: Ballistic Artillery velocities

Update: 13 mrt 2024 om 18:20

2.0 Yet Another Weapon
Added: Compatible with DLC6 / Game version 1.1.354. Will not work with earlier version!
Updated: ClusterToiLogic to include changes in game version 1.1.354
Updated: YAW Binary Laser name (Binary Laser YAW / B Laser YAW)
Updated: YAW Binary Laser stats (damage: 16 -> 18, heat: 11 -> 14, duration: 1.2 -> 1.6, cooldown: 5.25 -> 7.0, cost: 400k -> 200k base)

Update: 18 nov 2023 om 7:11

1.9 Yet Another Weapon
Added unique tags for weapon variants (Inferno, MagPulse etc)
Halved damage vs mech armor for all Machineguns and MagShot Gauss (only if YAML is active)
Increased MRM damage from 1.0 to 1.2 / missile
Increased Arrow IV minimum range to 300m

Update: 26 aug 2023 om 4:00

1.8 Yet Another Weapon
Added: ModOptions multiplier for YAW Artillery weapons explosion (aoe) radius
Added: support for YAML's Mechlab Levels (some weapons need higher mechlab levels to install / uninstall)
Changed: rebalanced X-Pulse lasers according to MWO's new weapons (much shorter duration, cd and lower damage). Kept the increased range (same as non-pulse s/m/l lasers)
Changed: improved Arrow IV accuracy, increased min range to 300m
Changed: improved YAW Artillery weapons environmental damage behavior (2x range, 2x damage)

Update: 23 feb 2023 om 11:28

1.7.2 Yet Another Weapon
Fixed YAML cooldown quirks not applying to Ultra ACs (just added a Delay:1.5s to wait for mech setup)

Update: 18 feb 2023 om 8:34

1.7.1 Yet Another Weapon
Fixed projectile override multipliers not applying to PPCs / Plasma / MRMs

Update: 11 feb 2023 om 14:29

1.7 Yet Another Weapon
Added proper tags / visuals for Light Autocannons
Fixed HUD widget for weapons that have special cooldown or other property (initial "SRM-Art" fixed)
Fixed ClusterToiLogic not spawning rare weapons