MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
Se afișează 11-20 din 47 intrări
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Actualizare: 26 ian. 2023 @ 4:41

1.6 Yet Another Weapon
Compatible with DLC4 update for game version 1.1.335
Added Nasumirayne's Double Ammo UI icons
Changed Ultra ACs: when used by AI they have lower CD (because AI does not doubletap them), depending on tier they can fire 2 to 3x faster
Moved Ultra AC cooldown logic to default Cooldown component - now it applies to all Ultra Autocannons, including ones for other mods (if they use the default Cooldown component and have Weapon.Ballistic.AutoCannon.Ultra tag)
Changed MagShot Gauss (cd: 1.0 -> 1.5s, heat: 0.5 -> 0.75 / shot, optimal range 270m -> 180m)
Changed all Artillery (Ballistic) ammo: -20% ammo for all types

Actualizare: 31 dec. 2022 @ 16:00

1.5 Yet Another Weapon
Added: moved double ammo bins for vanilla and YAW weapons from trueg's Equipment Collection (not lore accurate - support for Lore Abiding Citizen toggle in YAML will come later for them)
Changed: Arrow IV velocity 400 -> 250m/s, missile turn rate 125 -> 100, higher trajectory.
Changed: Arrow IV cooldown: 8 -> 10s, ammo 16/t -> 10/t
Changed: Ray_RISCH and Ray_XLLaser exceptions (sound in trace emitter) (Clan Invasion)
Changed: Improved Heavy Gauss optimal range is shown as max range now (since it's the same for it, having no damage drop) on HUD via WeaponEmitter_Projectile. Does not apply to tooltip (that's YAML).
Fixed: Arrow IV Tier3 upgrade (Tier4 had incorrect Tier setting)
Fixed: ASRM and TBolt missile short names (space before the number)
Fixed: all missile weapon names
Fixed: Plasma Rifle half ammo amount (20)

Actualizare: 23 oct. 2022 @ 4:44

1.4 Yet Another Weapon
Added: filter in ClusterToiLogic to not spawn items with "fixed" property (Gladiator armor etc) (only when YAML is active)
Changed: rebalanced Arrow IV (cooldown: 6 -> 8s, speed 300 -> 400m/s, missile turn rate 100 -> 125). More balancing later.
Changed: Silver Bullet Gauss from 15 to 20 pellets to account for the increase in LBX Cluster weapons damage. Increased spread from 2.5m to 4m
Changed: RAC to use jam chance multiplier quirks from YAML. New stats: RAC2: 7s heat bar, 3s jam time, RAC5: 5s heat bar, 4s jam time. Also Tier jam bonuses apply now (T5: -50% jam chance). Weapon tier also affects max heat bar length up to +3s
Changed: RAC weapondata stats: max jam chance: starting jam chance (affected by quirks) per shot. 0.00125, 0.0025, 0.00334, 0.005 for RAC/2/5/10/20 according to old (fixed) code. min jam chance: heat bar timer (was fixed 5s, now 5s for rac5, 7s for rac2). Jam clear time: was fixed 3s, now controlled by weapondata (rac2: 3s, rac5: 4s). Jam chance is affected by quirks now, heat bar is affected by weapon tier (was 5s fixed, now for a tier5 rac2 with it should be +3s (t5) and = 10s.
Changed: weapon emitters code to be more efficient
Changed: rebalanced all weapons share cost
Fixed: Improved NARC now applies to non-mech units

Actualizare: 29 sept. 2022 @ 6:44

1.3 Yet Another Weapon
Changed: ammo: RAC2: 700->840/t, RAC5: 280->330/t
Changed: simplified trace and missile emitters code
Fixed: Machinegun damage multiplier (Ballistic Damage) not applying properly in the emitter

Actualizare: 24 sept. 2022 @ 3:48

1.2 Yet Another Weapon
Added: ThunderBolt missiles /5 /10 /15 /20 (made by Silby / from trueg's eqiupment mod)
Added: Mod Option to turn off inverted cooldown bars (revert to MW5 vanilla) might be a bit buggy if its turned off, needs to re-init HUD so a mech switch is needed
Changed: artillery weapon sizes (15 to 20 crits) to take advantage of YAML's new Crit Splitting capability. This might invalidate some existing loadouts.
Changed: decreased Arrow IV cooldown from 8 to 6s, minimum range from 300 to 200m, single missile (no longer 5-shot stream), lowered spread to 5.5m
Changed: removed minimum range for arty cannons (didn't have an effect - apparently it's not used for ballistics)
Changed: increased Delay in all WeaponEmitters BeginPlay from 0.5s to 1s to fix the emitter not always correctly reading YAW settings at init
Changed: increased Plasma Rifle ammo 20->40, Heavy Gauss 13->16 per ton
Changed: Long Tom Arty / Cannon, Sniper Arty have min mech tonnage requirement now (80/70t), can't be installed on arms (only with YAML)
Changed: Heavy and Improved Heavy Gauss cant be installed on arms (only with YAML)
Changed: Arty weapons do double damage vs structures
Fixed: artillery weapons impact effects and sounds

Actualizare: 14 aug. 2022 @ 5:27

1.1 Yet Another Weapon
Changed Inferno / MagPulse / Plasma Rifle heat application (Heat Interface)
Added ModOptions for Inferno / MagPulse / Plasma Rifle heat and all arty weapons damage multiplier.

Actualizare: 13 iun. 2022 @ 12:00

1.02 Yet Another Weapon
Fixed LBX ammo switch (editor reinstall messed up some stuff).

Actualizare: 12 iun. 2022 @ 14:55

1.01 Yet Another Weapon
Changed LBX and SRM stats to be in line with DLC3 (increased SRM cooldown, increased LBX Cluster damage by 30% via more pellets).
Increased LBX spread by 25%.
Increased SRM4 and 6 variants (streak, advanced, etc) cooldown.
Reduced X-Pulse Lasers heat by 30% like vanilla Pulse Lasers.
Decreased Blazer heat from 12 to 11.
Decreased Ultra AC/5 cooldowns to 1.5s and damage to 5.5
Increased Ultra AC/2 velocity.
Fixed Magshot Gauss (tag) not it's visible again in inventories.

Actualizare: 8 iun. 2022 @ 7:04

1.00 Yet Another Weapon
DLC3 compatible
Updated ClusterToiLogic so Melee weapons will properly spawn as Rare weapons as well
Fix Arrow impact effect! invisible in game (hopefully)
Moved around a lot of weapon tags so they work better with YAML quirks (ArtemisMissiles, etc) using trueg's remap code. Now most stuff has its own proper tag (Weapon.Missile.LRM.LRM20.MRM40 -> Weapon.Missile.MRM.MRM40) etc. The new, cleaned up tags ini is in the source.

Actualizare: 31 mai 2022 @ 15:50

0.99.16 Yet Another Weapon
Quickfix for broken Magshot gauss. Added Light Gauss effects.