MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

ADC Ballistics
16 Comments
AxeOfKukujevo 12 Mar @ 10:28am 
Too bad. Way more satisfying gunplay.
I wonder if there are analogues. Didn't find one yet
Fuhrer_51[RUS] 13 Apr, 2023 @ 1:44pm 
As far as I understand, this mod will no longer be updated?
Fuhrer_51[RUS] 7 Mar, 2023 @ 2:16am 
Conflict with Yet Another Weapon and Scary Tanks mods. -_-
Mustafa Kemal Ataturk 21 Aug, 2022 @ 11:56am 
@Shits'N'Giggles try Moon Moons stuff. Only issue is he never posts pictures of his stuff.
[Khorne] Shits'N'Giggles 10 Jan, 2022 @ 9:09am 
Could you work on a version that is FX only, or the option to toggle between?
wickedgaming 4 Dec, 2021 @ 8:58am 
this have any compatibility issues with mods that alter bullet behavior?
miltonlost1 24 Nov, 2021 @ 7:00pm 
Thank you!!
Ralph Raptor 23 Nov, 2021 @ 5:13pm 
Combined with "War FX" mod, this mod is perfect! Thanks!!!
BlackCatActual 18 Nov, 2021 @ 9:43pm 
2. Projectile speeds could be bumped up a bit still.

3. Bullet drop compensation on the target reticle would be huge. Modern tanks and even some optics for rifles have it and I don't see why mechs wouldn't.

Lastly, thank you for this mod.
BlackCatActual 18 Nov, 2021 @ 9:42pm 
First off, I am -loving- this mod. It has made the ballistics of the game a bit more bearable vs the mononad slow and tracerless bullets without the mod. I'm even loving the bullet drop. I do have a few suggestions if that's alright.

1. Point of aim / point of impact is a big thing with ballistics and modern guns actually lob the projectile upwards slightly. The angle is so small that it's not visible, but what it does is cause the projectile to actually fly over the point of aim at a certain distance. For example, an AR15 zeroed at 50 meters will actually hit above the point of aim at 100 and 150 meters before coming very close to zero again at 250 meters. I am not sure how hard it would be to do, but it would be nice to have our autocannons zeroed at optimal range. More especially the AC20, because even at short range, one has to aim somewhat significantly higher than the target due to massive bullet drop.
ARMDEVCOR  [author] 9 Oct, 2021 @ 12:45am 
Apologies for the delay in responding, I've been keeping a closer eye on NexusMods.

We are working on new features for this mod right now, and have gotten some requests for a "visuals only" and/or MercTech compatible version(s). After we hammer out a few tweaks and some additional enhancements (e.g. better impact effects), then I think it will make sense to spin off a branch for just that.

Thank you all for the feedback to date.
Geeves 8 Oct, 2021 @ 10:16am 
Just tested and works perfectly with some weapon mods, yes. Cszolee's weapon mods work like a charm with this.

MercTech/PirateTech makes changes that do not play well with this mod. It still *works*, but you will only see the new ballistics models and tracer effects on some weapons.
The Crescent Hawk 4 Oct, 2021 @ 5:41pm 
Will this work with mods like, "Clan weapons"?
KirbEMB 3 Oct, 2021 @ 3:31pm 
Would it be possible to get this without the gameplay changes?
I love how the new tracers look, but I don't think technology as advanced as Battlemechs would lack projectile drop compensation (considering it already exists in irl tanks).
miltonlost1 3 Oct, 2021 @ 3:06am 
Mechwarriror 5 effects are bad ass now with this! Great work!
Geeves 1 Oct, 2021 @ 5:37am 
Phenomenal work. Any chance of a merctech compatible version? Would be fantastic to see your trails with their ricochet and ammo explosion mechanics.