Yet Another Bombast Laser (deprecated)
🟠 Updated over a year agoPreview

🔍 Analysis
- 👍 3.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #41 of 91 Weapons mods in this game by downloads
📋 About This Mod
Adds in a lore accurate Bombast laser to Mechwarrior 5: Mercenaries. The first true "hold fire to charge" weapon to be introduced in this game.
Description
This mod adds in the Bombast laser with custom VFX, SFX and a custom made charging mechanic that triggers when holding weapon fire. There are three stages the weapon cycles between when charging. Each stage increases damage, heat and cooldown.
You can either fire the weapon instantly or charge up for 2. 5s to fire the first stage, which will be the lowest damage (Shown on the tooltip, 7 for tier 1) and fastest cooldown. Charging for 2. 5s up to 5s will fire the second stage, which will do 9. 5 dmg on tier 1 and have a 0. 6s longer cooldown than stage 1. Charging for 5s will automatically fire the last stage which will do 12 damage on tier 1 and will have a 1. 4s longer cooldown than stage 2.
Because the AI is not built to be able to use charging mechanics, they will randomly fire one of the three stages instead. The respective stats per stage work just fine.
Compatibility
This mod works as a standalone mod without dependencies or it works as a YAOW override to replace YAOW's interpretation of the Bombast Laser.
Known issues
- Co-op: The charging mechanic is custom logic made by changing existing logic and adding onto it. However, some of the vanilla logic works differently in Co-op which means that the charging mechanic produces unintended behaviour within this gamemode. What does this mean? Players will not see the VFX of eachother, only of themselves. Clients (everyone who isnt host) will also not be able to see the VFX on AI. All damage and cooldown logic works perfectly fine, the issues are merely cosmetic.
Certain vanilla events and functions are used to manipulate the weapon into allowing charging behavior. Sadly some of these events/functions are only triggered for the owning player's mech and not for any other mech in their game. For this reason the logic is not able to execute properly for other player's mechs which causes issues with the VFX to not trigger.
** Every mech in the game is controlled by something called Controllers. Player's mechs will be assigned a PlayerController, while AI controlled mechs will be assigned an AIController. These controllers are used in some of the logic. Clients however, can not see any Controller objects besides their own. Only the host is able to see other player's PlayerControllers and AIControllers. For this reason clients are not able to see the VFX on AI.
Credits
Thank you to deadraiser for giving me the idea and supporting me through the development process. As well as providing stats and insights on how the weapon should function. Check out his amazing mods on his profile.
Thank you to Naiken8 for
📊 Mod Details
- Game
- Mechwarrior5mercenaries Mods
- Author
- Merlockx
- Version
- 1.0.1-build6
- Downloads
- 770
- Endorsements
- 24
- Category
- Weapons
- Created
- 10/21/2024
- Updated
- 11/20/2024
🔧 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.
🎮 Need cheat codes or console commands? Check ur gaming wiki for MechWarrior 5: Mercenarie commands, item IDs, and more.
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