MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
518 条留言
sgtsausage138 10 月 1 日 下午 2:00 
Where did RAC 20 go?
LightDestroyer6 9 月 27 日 上午 8:50 
the heavy cap ppc for some strange reason decided to become a hmg. the thing fires faster than a rac 2 and over heats me immediately.
Kubric-khan 9 月 26 日 上午 9:09 
I either got very unlucky, or the yaml mechs with uac/5s production date is bugged. Fought against a couple of them in 3015 doing both a drac and lyran start.
Void Smasher 9 月 25 日 上午 9:26 
If the mod affected machine guns, then the IS machine guns are now much better than the clan version.
Void Smasher 9 月 25 日 上午 4:59 
Please, do not merge standard and burst-fire AC as requested below or make it an optional feature.
Ketchup_Stain 9 月 24 日 下午 10:18 
Hi! Is it possible to merge the standard and burst-fire AC like what you did with the cluster/solid? Also, is there a YAW-lite with just the LBX ammo switching, without the additional weapons?
xKilroyx 9 月 21 日 下午 4:36 
Thank You for updating these excellent mods!
The Adversary 9 月 21 日 上午 1:36 
Why is the LBX 10 max range only 742 meters, outside the mission it says max range 1.4km however in mission both cluster and slug dont do damage against anything, not very little damage the dont do any past that range.
The Adversary 9 月 20 日 上午 5:08 
i like this mod however i dont get why you changed the LB10X AC-BF to also fire slugs and removed the slug version.
Assknight 9 月 19 日 下午 1:05 
Updated causes a disconnect for the other player when loading a save with LBX10 weapons
Toys0125 9 月 18 日 下午 6:23 
Hey wanted to say that CAP PPC produces way to much heat for some reason instant shutdown at 173. I was using the Tier 4 ER CAP PPC. Compared to Tier 4 ER PPC i get only 20 heat level.
spyderDFX 9 月 15 日 下午 12:11 
This mod causes crash with SoK but Yet Another Weapon Clan works
StrayHALO_MAN 9 月 13 日 下午 3:08 
I'm getting both DLC7 and YAW inferno SRM.
Spencer 9 月 11 日 下午 2:49 
Nice to see you guys in here working on your mods! They just broke basically everyone's game save with that update lol
cszolee79  [作者] 9 月 11 日 下午 2:24 
Next update will happen over the weekend it will include the 1.11.371 Hotfix 1 change to ClusterToiLogic so that Co-op clients can edit Mech loadouts.
QuartzDr4gon 9 月 9 日 下午 3:49 
I'm running Mod Options and YAML (the only two I've gotten to work with this update so far) and added YAW, game crashes on save load.
Sire Vladimir 9 月 7 日 下午 12:54 
cszolee79 thanks a lot:davion:
Silver Pheonix 9 月 7 日 上午 11:59 
Thank you folks yall are doing a great job plz plz keep it up.
charliehorse2323 9 月 7 日 上午 11:03 
thank you cszolee79, in the next update can you add full controller support ?, currently weapon upgrades have to be done with mouse.
DirtyIrishTactix 9 月 7 日 上午 9:59 
YES!
Hermatus 9 月 7 日 上午 9:19 
You are just AWESOME !!
cszolee79  [作者] 9 月 7 日 上午 9:14 
Mod is now DLC7 compatible.
DirtyIrishTactix 9 月 7 日 上午 6:39 
YAML is updated. Can't wait for this and the companion mods to get similar treatments. Thanks to the modders and all you do!
jdbrophy8 9 月 5 日 下午 5:38 
Update coming our way soon?
HITMAN 9 月 4 日 上午 6:16 
Update plz
Khaesho 2 月 3 日 下午 8:32 
Artillery weapons not affected by mech quirks? There's an Arrow IV platform Urby that specifically says it reduces minimum range of arrow 4 nukes. Don't remember what mod it's from though.

IDK, even with other mechs, I've been having difficulty making artillery weapons explode properly.
phfor 1 月 27 日 上午 10:55 
Yeah, you shouldn't be running YAW with YARW, they're mutually exclusive, per the mod description of YARW
maximuslt90 1 月 26 日 上午 11:24 
I had the same issue with range being zero and animation for missiles wouldn't even play, just had the reset bars goin. Turns out the revamped weapons mods and the YAWR essentials or whatever was messing everything up, hope this helps someone that was as enraged as I was. Deleted the mod and it was fixed.
cszolee79  [作者] 1 月 10 日 上午 7:29 
IIRC the Arty weapons use different code for min range (it's in th projectile itself), not affected by mech quirks or anything like that.
Khaesho 1 月 9 日 下午 8:05 
Having some issues with the artillery weapons in this mod, specifically, they're not exploding until enemies are significantly beyond the in-game listed minimum range.

Specifically, there's a missile urbie that reduces artemis 4 minimum range by 50%... but the missiles won't explode properly unless you're miles away, it feels like, and even then, sometimes they just don't pop.

Anyone else run into this?
Patch♡♡ 2024 年 12 月 17 日 上午 11:58 
Is there a way to add all the new weapons and keep weapon hardpoint sizes?
arschbombe 2024 年 12 月 14 日 上午 6:27 
Does the AI use this new weapons in mechs? Or is it just for the player?
Sean2111 2024 年 11 月 25 日 下午 8:03 
Ok thanks.
Learn something every day.
phfor 2024 年 11 月 25 日 下午 7:51 
It doesn't say 0/540 ammo.

That's the range numbers - 0m minimum range, 540m maximum.

The ammo is showing as infinite (limitation on the implementation of one-shot)
Sean2111 2024 年 11 月 22 日 下午 4:32 
I checked again-
initially I was using in a campaign game.
THIS time I checked in INSTANT action game.
The rocket shows as 0 ammo at start of scenario -
BUT he will fire once ,the animation is just a single rocket/bullet ,which in my test did destroy a Building.

Could an ammo count be introduced so it does not say 0/540 ammo for the Rocket15 before it is even fired.
Should it not say 15/15 ammo ,which as phfor states would then change to 0/15 once fired ONCE?
phfor 2024 年 11 月 22 日 上午 11:22 
Rocket Launchers, as the description states, are one-shot. They fire once and then they're done.
Sean2111 2024 年 11 月 22 日 上午 1:53 
Rocket 15 ;
description says integrated ammo.
But in game it seems I have 0/some number and it does not fire.

Do i need to buy ammo -since it sounds cool and only takes up 1 ton and I have it on a mech at present.
Also does it need a target lock or anything?
Silence Suzuka 2024 年 10 月 21 日 上午 7:30 
I'm not sure which once is causing it.
But after installing YAML and this mod, I feel I never have enough ammobox in the market. even the very basic AC/5 ammobox or AC/10 ammobox.
Willass 2024 年 9 月 4 日 上午 4:14 
how do I get this mod to stop conflicting with every crosshair mod I try???
George W. Kush 2024 年 9 月 1 日 上午 8:22 
arty weapons are amusing, shoot a tank or vtol and they go spinning out of control for like 2000m. idr what mod it was but there is a mod that adds in arty weapons and the AOE counts as damage unlike the arty weps in this mod
Eric H 2024 年 8 月 8 日 上午 9:02 
Any chance of getting a config option for global cooldown multiplier, and perhaps for ammo capacity as well? I'd love to be able to set up a version where both cooldown and damage are doubled, and ammo size significantly reduced, to make for a more strategic, less spammy gameplay option. (If cooldown multiplier was separate by weapon type, that would be even better!) Thanks!
aarnold 2024 年 7 月 8 日 下午 5:06 
where are the Id's for spawning the weapons with the console commands?
Lon247 2024 年 6 月 28 日 下午 5:30 
can this be added in mid save?
cszolee79  [作者] 2024 年 6 月 28 日 上午 4:09 
SB Gauss in _this_ mod uses standard Gauss ammo.
Green Onion 2024 年 6 月 13 日 下午 7:16 
Not sure if it's a conflict with another mod I'm using, but even when loaded with regular Gauss Ammo the Silver Bullet Gauss doesn't load it, and ends up being empty.
cszolee79  [作者] 2024 年 5 月 26 日 上午 7:32 
Standalone, no prerequisites (well, except Mod Options, if you want to change settings in-game, but that's optional).
goldclaw07 2024 年 5 月 17 日 下午 7:08 
looks to be all "Artillery" class weapons even direct hits with thumper cannons arent doing damage
Spanky 2024 年 5 月 16 日 下午 6:00 
Arrow is def broken, i had the same issues
goldclaw07 2024 年 5 月 14 日 上午 12:11 
the Arrow IV HE is broken you lose target on firing and it registers even ground infront of you over target lock when firing so you cant shoot over hills if close