Weapons from Solingen

⭐ — (32 endorsements) 📥 390 downloads 📌 v1.0 📅 12/29/2020
⚪ Last updated 2020

By Solingen · Weapons

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 12/29/2020 📅 Created: 12/29/2020

🔍 Analysis

  • 🏆 #64 of 91 Weapons mods in this game by downloads

📋 About This Mod

Weapon adjustment mod which aims are to spicy some weapons up a little, give to few underperforming ones an edge and keep vanilla in mind and not to overextend changes.

1. Autocannons slightly improved to make them more competitive versus (much lighter and pinpoint accurate) lasers.

- ACs now have better speed and range (AC20 considerably and should be more useful) and generate less heat.

- Damage and ROG of standard and burst variants were equalized, so AC10 damage went from 10 to 12, AC20 from 20 to 24.

- UAC5 was changed to behave more like "UAC10" (weight increased, damaged increased, ROF decreased). Its accuracy is much better now and it is fun weapon to use.

- MG range increased from 130m to 160m.

2. Ammo capacity per ton was increased.

- Almost every ammo capacity is increased 2x and rounded to 200, 100, 50 and 25. Few exceptions: Gauss is now 100 per ton (was 26) as Gauss ammo was solid tungtsteen projectiles with no propellant therefore mag should contain a lot of them).

- Rockets are now all 400 per ton.

- Damage per 1 exploded round was decreased (to 0,5 of original value) to keep mag explosion potential the same as in vanilla.

3. Artemis rockets are special now.

- LRM Artemis variants have zero minimal range (was 180m).

- SRM Artemis have longer range (was 270m, is 400m).

- As rockets were expensive (according Battletech books) and to avoid long range rockets spamming, which I consider breaking the atmo, all rockets now have 2x larger cooldown. LRM from 4s to 8s (stream variants to 10s), similarly SRM.

4. Lasers

- Some ROF balancing was done here.

- ER LL corrected error when it was able to shot behind its max range and is now heavier (from 5t to 6t) and damage was increased (from 8 to 10) to give it competibility between LL and LPL.

5. Heatsinks improved

- HTs have now increased capacity +50% (how many heat they can store) and efficiency +50% (how fast they can dissipate heat).

6. AMS improved slightly.

7. Dropship's weapons

- Tried to increased dropship's weapons range, but seems without effect :-).

8. PPC and Gauss stats

- Those weapons are now energy "family", which gives players opportunity to use the from the lightest one -PPC (with the least DMG and range) to  heaviest-Gauss (the largest range and DMG).

- Gauss now fits in energy slot and produce a lot of heat (There is huge thermal effect after all once gun is fired in vanilla, but still it produced only 1 heat, consider it nok). Gauss uses its ammo, it is magnetic gun firing tungsteen projectiles.

- Weights are follows: PPC=5t, ER PCC=7t, Gauss=11t (10t gun + 1t needed ammo).

- All those 3 weapons has the same ROF and heat production, range (nominal/max) is follows: PPC=400/800; ER PPC=600/1200; Gauss=800/1600m.

9. PPC and Gaus

📊 Mod Details

Game
Mechwarrior5mercenaries Mods
Author
Solingen
Version
1.0
Downloads
390
Endorsements
32
Category
Weapons
Created
12/29/2020
Updated
12/29/2020

🔧 How to Install MechWarrior 5: Mercenarie Mods

Download from Nexus Mods.

📖 Full step-by-step install guide for MechWarrior 5: Mercenarie →

Visit the official mod page for specific installation instructions for this mod.

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