MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Revamped Mech Assault Weapons
   
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7.183 MB
5 Jan @ 10:23am
6 Feb @ 11:44pm
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Revamped Mech Assault Weapons

Description
"Just you, me. Briefing boy here, a handful of pilots and some of your FAVORITE toys. You up for this?": Another sectioned off portion of YARW that includes the Mech-Assault weapon content. Content includes the weapons themselves with unique mechanics AND patches to the Mech-Assault/Wolves mechs to use these weapons. MOD IS STILL A WIP!


[REQUIREMENTS/COMPATIBILITY]
  • Requires Yet Another Mechlab (YAML).
  • While not required, Project Helios and its dependencies are highly recommended to be used with RMAW.
  • Should be usable with other weapon mods, but RMAW is still best with Yet Another Revamped Weapon as opposed to YAW+YAWC.

[Description]
This mod simply ports over the Mech-Assault weapons and other content that was originally in Yet Another Revamped Weapon. Revamped Mech-Assault Weapons or "RMAW"was built to be used with Project Helios

However, RMAW also extends onto the mechanics from what YARW did with the weaponry. Mainly that weapons are now only 1 tier but can be upgraded IN MISSION (Upgrades only apply in the current mission and do not carry over on new missions). There are three tiers for weapons and all upgradeable weapons start at tier-1. To upgrade, simply use a repair bay. Do note that this only works if your Mech ends up with a higher health percentage after using the repair bay than it went in with. Taking damage shortly after using it may also prevent the upgrades from applying. Improvements/changes to weapon stats very greatly per weapon as its based closely on how the weapons upgrade in Mech-Assault itself.

Another part of RMAW is the Mech Loadout overhauls, which converts the Wolves + Mech-Assault Mechs Mechs to use the RMAW weaponry + have Table-Top/MW5 accurate build rules (Correct health/structure, fixed components for omni-mechs etc).

[NOTES]
RMAW is NOT designed to be balanced, and the weapons shouldn't be used in playthroughs that intend to be balanced. However, the mechs you fight against in Project Helios also will use the same RMAW weapons which sets the hostiles to be on the same power-level as the player is intended to be.

[WEAPONS]

- Ballistic
  • Advanced Autocannons: Similar to an AC5. Fires an additional projectile per upgrade. Damage per rounds lowers, but the damage per burst greatly increases.
  • Advanced Gauss Rifle: Basically, a Light Clan Gauss Rifle. Mostly increases damage per upgrade.
  • Advanced Machine-Guns: Projectile based MG that is similar to a Clan Heavy MG array on steroids. Upgrades focus mostly on increasing damage. DOES NOT HAVE ARMOR DAMAGE REDUCTION LIKE OTHER MGs DO!

- Energy
  • Advanced Laser: Essentially a fusion between a Clan ER-Medium Laser with the fire-rate and accuracy of a small Pulse. Upgrades mostly focus on damage and range improvement.
  • Auto-Pulse Laser: Akin to a Machine-gun in laser form. Low burst-damage but extremely high DPS. Upgrades mostly focus on improving the rate of fire but damage gets lowered slightly.
  • Advanced PPC: Basically, a faster fire-rate and lighter weight alternative to the HPPC. Upgrades massively increase the damage.
  • Plasma PPC: Lower damage but rapid-fire PPC that upgrades much the same way as the Advanced PPC.
  • Flamethrower: Really big Flamer on steroids.
  • Lavagun: Hard to use but REALLY powerful three round burst AOE high damage projectile weapon. Non-Upgradeable.

- Missile
  • Crossbow SRMs: Akin to a rapid-fire streak SRM that fires a single or stream of missiles with AOE. Upgrades add one more missile * the launcher class.
  • Hammer MRMs: Possibly the most OP weapon available. Think Arrow-IV damage + AOE mixed but in a shorter ranged direct fire missile launcher. Upgrades improve the damage and AOE.
  • Javelin LRMs: Very similar to a Thunderbolt-5 launcher. Upgrades improve velocity and damage. Tier-3 also adds some AOE damage.

- Weapon Variations
  • Tracking PPCs: Slower velocity but have a lock-on ability that guides the projectile like a streak missile. Otherwise exactly the same as their non-tracking counterparts.
  • X2/X3/X4: Same logic as the larger missile classes seen in Missile Launchers. It's the same weapon just multiplied in projectile count, crit-slots and weight as the "X-Amount".
2 Comments
Corrosion 20 Mar @ 12:46am 
There's something that keeps instantly killing me in instant action. I removed the mod and it seems fine now.
Nachjager 10 Jan @ 1:00pm 
Lets try, i report later.
Anyway what mods are you using here for that campaing?