Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
I've been hooked on Continuous Beam Lasers since MW4 Mercs and have yet, until now, to find a mod that features them. So, even though I haven't been able to enjoy this mod and YAWC:FA due to DLC7 patch -- thank you even so.
Indeed such a magnificent weapon should be balanced with either a range gap or friendly fire. I choose friendly fire. :D
I understand that these do no damage under an "Arming Distance" of 100m. This is demonstrated easily, that it does no damage at point blank.
However, the bug is that this no damage Arming Distance is INCREASED by range bonuses (e.g. from Equipments or Quirks, and possibly from the Level of the weapon), so that the better the range bonus, the longer the no damage Arming Distance, and the worse the weapon performs. At the same time, Arming Distance appears to be not affected by bonuses to decrease Minimal Range (that works on e.g. LRMs).
I hope this is not WAD, and hope there is an option to disable the Arming Distance mechanism. Thank you!
A smaller issue: There is no indicator that the Railgun is under Arming Distance (increased by Equipments and Quirks, so the pilot has no way of knowing), so it becomes very unreliable and frustrating to use at close range.
Thankfully installing clan addons and fixes at any point restores this association.
"THIS MOD REQUIRES YET ANOTHER WEAPON!"
I subbed to both mods here on workshop, but when I enable both mods game says its in conflict. is this ok?
I got another question though. For some reason, I don't see any of the vanilla PPC-X in neither markets nor do enemy mechs spawn with them. Also, Solaris DLC Mech variants seem strangely absent from markets, missions and arena missions aswell. I have not enabled the "disable PPC-X" option though, which is where my confusion about this stems from.
*EDIT* Nevermind, the cause is your "Assorted Fixes and Content Restoration". All good.
I got a question though. For example, your ILRMs default firing mode is cluster while the more powerful one is the stream mode. One has to manually switch to that one though. Is there a way to tell AI lancemates to switch firing modes? Or was this deliberate so they can't use them?
Clearly there is something conflicting with some other mods I installed, but what? I don't have many, let's sai 15 at all...what is conflicting? Idk what to think.
-YAW Clan
- YAW
- YAW Clan Addon
- YAW Addon (this mod)
- YAOW
I am the developer on the Addons and YAO, yes. This how the load order is intended.
So for me it is:
YAW+AF
YAW
YAOW (obscure weapon, you also are the developer, yes?)
Where should I put your mod in my load order?
Thank you for your answer!
Just letting you know that I have tested the most of it and everything looks compatible so far.
Very happy to hear that the author is working on all-in-one package.
It may or may not work with the Addon as it’s built without the fixes in mind. That mod is being discontinued by the mod author and replaced with an updated and better weapon visuals pack soon with built-in YAW(C) Addon support
Greetings and thank you for your great work on these fixes.
Sorry for bothering, but I have a question about compatibility with another mod "Ballistic Visuals" [www.nexusmods.com]
Since the mod in question has a compatibility patch for YAW, do you think it will work fine with this mod too? I have checked it in-game briefly and it looked fine on the first glance.