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christianerding2

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christianerding2

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About this mod

*Fixes a bug where Black-Market-Icon not appears in shops.*
Changes the ++ of Weapons to something usefull. For example AC20 +D = AC20 with 5 Points extra damage. So you see immediatly what a weapon does.
Makes Starleague weapons aviable on planets with former star league presence (very rare).
Compatible with Battletech 1.9.1

Requirements
Permissions and credits
*Update: Bugfix where Black-Market-Icon not appears in shops.*

ModTek recommended for full functionality.


Changes the weapons and gameplay values to create a (better) battletech experience.

Gameplay:

Tutorial:
Mastiff gets a better equiped centurion to reflect his status as a warveteran and trainer/bodyguard of Kamea.
Kamea get a Kintara whick equipment better reflects her status and hobby-gladiator.
Tutorial will become a little bit more easy with this.

Story:
-The story contracts are more generous. For example if you manage the difficult task, to disable the quickdraw in the Axylusmission
you receive 5 salvage pieces to get the full mech.
Same counts for some other story missions, too.

Gameplay:

-Adds industrial heatsinks (thx to EIG for the idea) bulky but better than standard heatsinks but inferior to doubleheatsinks.
-Adds Gatling-MGs to the game. (Rare)
-Adds Double Heatsinks to shops (Very Rare)
-Adds MG-Arrays

-Improves the rifleman a little bit (AC-Beast)
-Improves the quickdraw (Melee)
-Improves the Jaegermech (AC-Beast)
-Improves the Vulture VL-2T (More support-weapons)
-Improves the Archer (More Ballistic slots)
-Improves the Atlas AS7-D-HT (Higher quality weapons)
-Improves the Vindicator (Better Heat management, like in  the description)

Changes the ++ of Weapons to something usefull. For example AC20 +D = AC20 with 5 Points extra damage. So you see immediatly what a weapon does.
Makes Starleague weapons aviable on planets with former star league presence, very rare.

Tripple letter weapons are very rare, for example AC2 +DDW


Lore is good, but I am no slave to lore. Some weapons make no sense for me in this game, so I did change it.

- Removed the coil-gun, because your are sitting on a fusion-reactor but need to generate energy for your laser with a dynamo on the legs of your mech, sure...
  And after running a few hundred meters you have enough power for a crazy strong laser-blast, sure...

-Beefed up Pulse-Lasers und ER-Lasers
-Beefed up ER-PPC

Especially the AC2 sucks, to heavy, to little damage, long range is no big benefit, even a malus for short range.

For me it is fast-firing Anti-Aircraft-Gun that can fight Aircraft and Mechs, like on the mechwarrior cover from 1986.

https://en.wikipedia.org/wiki/MechWarrior_(role-playing_game)

Increased magazine size for some AC's

Before:
AC2:    25 Damage   6 Tons
AC5:    45 Damage   8 Tons
AC10:  60 Damage 12 Tons
AC20:100 Damage 14 Tons

After

AC2:    20 Damage x 26 Tons (two shoots two ammo)
AC5:    40 Damage      8 Tons
AC10:  60 Damage    10 Tons
AC20:100 Damage    14 Tons

AC5: Damage nerfed to 40 = ~ 50 Prozent more than AC2
AC10: Weight reduced to 10 Tons