MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Revamped Machine Guns
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Update: 1 Jun @ 9:30am

Update: 24 May @ 9:37am

Update: 17 May @ 9:32am

Changelog: Update-1.6

Bug Fixes:
Non-Mechs will no longer be able to shoot themselves

Mod Changes: (Includes new features, weapons and minor tweaks)
Improved muzzle-flash and tracers visuals.
Optimized RMG emitter and projectile logic.

MGs deal 1/2 base damage now. Vehicles & mech structure have a 3x damage multiplier (+100% base damage). Subject to change

Flat Buffs:
MG spread reduced in half.

Flat Nerfs:
-

Version notes:




Update: 20 Feb @ 10:00pm

Version 1.5
Changelog: Update-1.5

Bug Fixes:
-

Mod Changes: (Includes new features, weapons and minor tweaks)
Complete overhaul to RMG and its purpose. Now focuses on making all the normal "hit-scan/RAY-Cast" Machine guns fire actual
projectiles. This means that all the MGs from vanilla, YAW+YAWC/YARW will be able to use projectiles instead of just the added MGs in this
mod. As such, the default mod options have been swapped to where the Tracer Machine Guns are disabled by default.

Added many new mod options that are tied to the projectiles emitted from the normal MGs (Does not apply to tracer MGs).

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
Please note that RMG will ONLY WORK WITH Yet Another Revamped Weapons until DeadRaiser releases a patch for YAW-Addons. When
YAW-Addons gets updated, then RMG can rely on YARW OR YAW-Addons (As always, just not both).

In order for the machine gun overhaul to work for AI, the MGs have "0 range" upon firing but reset after firing has stopped. This effectively
stops the ray from casting (which prevents doubled damage) while allowing AI to still think the "RAY's Range" is still valid. It looks fin

Update: 19 Dec, 2024 @ 11:21pm

Changelog: Update-1.4

Bug Fixes:
Fixed x5 mg arrays
Fixed some weapon .TAGs
Pirate: Gatling MGs now emits the AMS firing sound. Issue was a reference error.
Fixed MG muzzleflash not sticking to gun barrel
Many other small tweaks/fixes to make RMGs work better with the current state of YARW.

Mod Changes: (Includes new features, weapons and minor tweaks)
Changed the mod-option settings for MGs from other mods. x5 array MGs are non-canon and have their own disable option

Increased Tracer size for better visability.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 15 Nov, 2024 @ 12:29am

Possible fix to weapons not being set to disabled correctly?

Update: 16 Oct, 2024 @ 5:15pm

Update: 10 Sep, 2024 @ 9:52pm

Changelog: Update-1.1

Bug Fixes:
-

Mod Changes: (Includes new features, weapons and minor tweaks)
Added Mod-Option integration: Now has disable options for MGs from other mods and Vanilla MW5

Tracer MGs now take up salvage of MGs from vanilla/other mods

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
The salvage changes along with disable toggles through Mod-Options will allow this mod to better integrate with the game.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 2 May, 2024 @ 7:46am

Update: 9 Mar, 2024 @ 3:00pm

Version 0.91 Patch

Weapon names showed up fine on my end but not on other users games, and not in the editor.
Basically some of the Weapon Short Names defaulted to "Missing Table Entry", but this should be fixed now.