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This page was last updated on 28 September 2024, 2:52PM
- Changelogs
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Version 2.22
- Sperry MG sounds fixed after I screwed up and didn't set the spatial part to position
- Cockpit glass breaks may work better, was in the middle of fixing it up when this emergency patch had to come out
- New careers should have the correct number of mechs
- After your coolant level drops below 20%, it should no longer make noise and show coolant venting
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Version 2.20
- Moving files over to the MercTechComp to help PirateTech Team (mainly the Asset Manager)
- Adding ammo explosions to the MercTechComp so the Niagara can play special effects during explosions (I have a lot of good ones)
- Minor adjustments to some HUD files for new 3d HUD
- LRM's will now have 4 modes of operation. Default is Auto (Safety) which will have the safeties engaged (if the launcher has a min range) and will auto-select between direct and indirect based off the line of sight. Indirect(Safety) and Direct(Safety) are as their names suggest, and Hot-Loaded will be as current, but can not be activated on LRM's with no min range (Clan LRM)
- Bug found with non-Mech projectile weapons having the wrong max range set, fixed
- Thumper Cannon and Thumper Piece now deal 5 and 15 damage respectively no matter what damage model. Currently looking at having them apply gyro stability damage when fired unless you are stopped
- More performance fixes with removing constant quality checks during combat
- Vehicle salvage is now based off how the vehicle is destroyed and ammo can be salvaged from it now
- New Mechs added (From Reaper)
- Phoenix Hawk (PXH-1bC, PXH-1c, PXH-3D, PXH-3K, PXH-3M, PXH-4L, PXH-4M, PXH-4W, PXH-5L, PXH-7K, PXH-8CS, PXH-9)
- Quickdraw (QKD-5Ma, QKD-8K, QKD-C)
- Raven (RVN-3M, RVN-4L)
- New Whitworth model (Thanks to Rumia)
- Lock and Loaded mission had a few errors with the MAD-3R boss and a plain UAC/5 ammo as a reward - FIXED
- MercTech Niagara updated with more FX and will have more variety
- Thanks to Timberwolf for the minigun sounds, the Sperry now has a new sound when firing with a full hopper.
- Venting coolant will now remove 2 points of heat per second, but vents 5% of your coolant per second.
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Version 2.17
- Integrated Combat Turns implemented
- Market tab in the Mechlab will now show the correct ammo for weapons you have loaded
- Hellion and Javelin fixed (Requires MW5CAB 1.9)
- Micro lasers fixed
- Salvage screen will show the value and how much ammo you have for salvage items
- Possible to sell cold storage mechs
- Repairs to armor reduced by 75% when using time vs ICT
- Machine guns now give Autocannon Dampeners when disassembled
- Camera shake from incoming damage can be adjusted in the options menu
- Fixed MASC equipment not installing
- You can only upgrade weapons that are 100% quality and undamaged now.
- AMS adjusted to fire more rounds
- Rocket Launcher damage fixed
- Sounds adjusted again
- LRM and SRM launch sounds made new
- Attempt to improve performance
- Mod size reduced by not including some texture files not needed
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Version 2.15.2
- Fixed ammo depots
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Version 2.15
- Prevent AI from saying "Nice Headshot" when the enemy pilot ejects. Currently they are saying it because when the pilot ejects, I'm destroying the head, and this is triggering that dialog.
- MW5 and MW5V2 should now ignore AC cooldown modifier completely with regards to heat
- Legging mechs should now cause both their legs to fall off
- Disable Heat Effects should now work again
- Deadfire missiles have limited tracking now
- Switching mechs will no longer cause sound bugs with clip reload sounds
- Limited clip reload sounds to 1 sound globally
- Adjusted multiple sounds to balance them, and added fade outs on some AC sounds to prevent a sudden cut-out
- New mechs added
- Auto-Mech switch on ejection added FINALLY
- Vehicle BV is adjusted based off the vehicle armor modifier you select for non-authored missions. From Armor Modifier 100% to 200%, it will scale up the BV 1% for every 2% of armor, so at 200%, the BV will be increased by 50%. It will not go below the regular BV value to prevent mass spawning of vehicles.
- Quality level on weapons in mechlab will no longer change the background color, but instead lower the tech level pips
- BUGS:
- There is a weird bug with Voelkers not following the arm reticle in MWO hardpoints. Fixed in new version, but still don't understand why it happens
- If you repair a weapon on the mech and then remove that weapon (in the same work order), it will not repair the weapon and will still deduct the parts from your inventory. Do not do this for now until a solution can be found
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Version 1.6.4.0
- Added Oraeon's new TableTop rescale version (V2) to the game
- Ammo explosion chances reduced for better gameplay
- Ammo explosions will now cause damage over time instead of at the end of the final explosion.
- The paperdoll from mechs will now update very 1 second in Ironman mode, and in co-op the client will have it updated every 0.5 seconds.
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Version 1.6.3.0
- Universal Socio-Industrial Index Rating now displayed on the System information page. This is for future use
- RAC/UAC jamming chances have been reduced
- HFB effects should work better now
- Shockwaves have been added back to ammo, so AC20 rounds should destroy buildings easier.
- Commendation Medals will now have a tool tip that will show you how much XP they are worth and the stats for it. So for weapons, it will show you the total weapon damage done and then break out for each weapon.
- AI will now start out with max Rate of Fire for their UAC/RAC weapons
- AI will now swap their LBX AC's to Cluster/Solid based off certain conditions. If they are targeting a VTOL, they will use cluster ammo. If they are targeting a mech that has exposed structures, they will use cluster. If the mech has no structure exposed, they will use solid rounds, if during that time the structure opens up, they will then switch to cluster rounds. If shooting at tanks and turrets, they will use solid rounds.
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Version 1.6.2.0
- Thermal Vision fixed (not overhauled yet)
- Weapons have a 25% chance of being repairable after being destroyed
- Gyro meter will now fill up from any impulse (running into buildings). Gyro meter has been reworked to be a little more accurate also
- In the Gameplay Options menu there is now an option to flip your mech's paper doll.
- In the Gameplay Options menu, there is now a rescale option also. MW5 is stock, TableTop is Oraeon's TT Rescale values, and Comical is 20% of that (for fun).
- Arrow IV Cluster Missiles have been completely reworked and now let off 30 submunitions above its target, showering the target with explosions.
- New "Extreme Munitions" damage model added. Autocannons' have their damage increased by 300% over tabletop values, but keep the limited ammo. Missiles also have a 50% boost in damage.
- Story missions should now give the proper mech rewards even if your mechbays are full.
- Salvage screen no longer adds random numbers to the mechs you own.
- Repair Bays will now refill and repair armor correctly in missions.
- MercTech Advanced - PPC damage has been put back to normal, LRM's now do splash damage.
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Version 1.6.0.0
- Damage handler has been updated to use the primary method. Before it was using a backup method due to performance issues, this has been corrected.
- Mech Work orders will now work in co-op mode.
- Improved performance when mechs spawn, reducing the amount of stuttering during game play.
- Dirt will now appear on mechs the longer the walk in combat. This will be cleaned off when a mech work orders is complete.
- Quality of the mech will now show up on the mechs exterior. Armor will have paint chips, grime will come out of joints, etc.
- Mech Salvage chance has been updated to use the correct setting in the options menu.
- Mech upkeep has been updated to use the mech weight to determine how many hours are required to maintain it, multiplied by 1000 for labor. The mech quality now effects the cost you pay, as well as the "Difficult to Maintain" and "Easy to Maintain" quirks
- Pilot salaries are now modified based off the pilots skill. An elite pilot will command 3 times the normal rate.
- Market has been updated to use availability codes for equipment seeding. Some Star League era equipment can now appear before 3040 (CASE, Double Heat Sinks, BAP)
- Beagle Active Probe has gained the ability to ping the entire map for targets for 10 seconds with a 120 second cooldown (use the '[' key to activate)
- LRM and SRM missiles have had their spread radius reduced
- Going slower will reduced Autocannon's spread radius, and your gunnery skill will reduce jamming chances on UAC/RAC.
- Physical combat can now be turned on. You can charge or do a Death From Above attack on any mech. If you have Friendly Fire turned off, you will deal nor receive damage but your Gyro will be maxed out and will need to recovery. Damage done from physical attacks is spread out between several locations based off the hit location.
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Version 1.5.1.3
- Fixed availability dates for weapons
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Version 1.5.1.2
- Fixed mech salvage
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Version 1.5.1.1
- Fixed crashes due to 1.5.1.0
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Version 1.5.1.0
- Added clan weapons to the weapon table
- Fix projectile weapons not hitting correctly.
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Version 1.5
- Damage handler has been overhauled for future use
- Critical Hits are now determined by the damage done to the structure and any modifiers the ammo has. LBX Cluster have a 200% modifier, while Machine Guns have a 150% modifier
- Mission Results screen for pilots have been changed
- Market will now seed weapons based off their availability codes
- Salvage has been updated and fixed
- Friendly Fire option has been added to the options menu (not compatible with the Friendly Fire mod)
- LRM/SRM will now fire deadfire type if they do not have a lock on a target. If LRM's can see the target, they will fire at the target, if not they will go vertical to hit from above.
- Ally pilots should no longer be killed easily
- Lancemates should no longer say you got a headshot all the time
- Mechs that were in vanilla cold storage should now be removed properly into the new cold storage system.
- Pulse Lasers will now stay on the location hit if they hit a mech on the first hit
- TAG system will now stay active and on target up when activated if they are over a target and the aim is within 10 degrees.
- Weapons loadout in HUD now reflects where your weapons are. Press F9 to switch back to the classic view.
- Added Clan weapons to the main weapons table, they should work now.
- Fixed projectile weapons not hitting their target.
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Version 1.2.0.0
- Added FLAK ammo for 30mm, 60mm, 120mm, and 180mm Autocannon's.
- Weapon table in the editor will now allow all weapons in it to be loaded into Instant Action
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Version 1.1.8.0
- Fixed cooling systems not showing up again because I forgot to hook up a pin
- Fix for co-op work order test again.
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Version 1.1.5.0
- Fixed cooling system swaps not showing up
- Cored mechs in Ironman mode now go with the cored mech salvage chances (before it defaulted to 0%)
- Minor fixes to salvage while refining it
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Version 1.1.2.0
- Fixed armor not costing c-bills to repair
- Tabletop damage model should now work correctly
- ALT Firing keys will now go off the HUD weapon groups to swap ammo / change rate of fire.
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Version 1.1.1.0
- Fixed compatibility issues with the MW5 Compatibility pak
- Added support for after-modded structures and armor types. Due to this you may see the same type of structure that you have on your mech for now in the mechlab.
- Added ammo counter to the slots in the critical slot view (F10)
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Version 1.1.0.0
- Scenario Generator bug fixed, enemy mechs should use advanced tech units when available.
- Cold Storage now has unlimited storage. If you are playing Ironman mode, then the mechs can only be stored in Industrial Systems, and must be retrieved from the same place.
- Salvage System Revamp
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Version 1.1
- Standard Markets will now only seed tier 1 through 4 weapons. Rare weapons will always be tier 5 and can be lostech.
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Version 1.0.0.1
- Fixed machine gun sounds not stopping.
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Version 1.0.0.0
- Gyro Damage now effects the recovery rate (33% less for first critical hit, 66% for the 2nd critical hit)
- Medium Range Missiles added
- Heavy Machine Guns added
- Light Machine Guns added
- Advanced Tactical Missiles added with all 3 ammo types (Extended Range, Standard, High Explosive)
- Mech Quirks have been added (Ironman mode only)
- Mechlab has been updated for correct critical slots being used when weapons are installed, so a Machine Gun in an AC20 slot will no longer take 10 slots.
- Weapon Crit Splitting has been implemented, any weapon that has 8 or more slots can be split to the adjacent location, but 7 must be in the original location
- Hero Mechs now have full MWO style mechlab, while regular mechs will need to be kept in balance to avoid penalties (Ironman mode only)
- SRM and LRM carriers have had their cooldown reduced from 10 and 12 seconds respectively, down to 6 seconds. This prevents them from having overpowered alpha damage.
- RAC and UAC now fire in burst modes when their rate of fire has been changed. The jam chance is now done on the cooldown, so it will work more like table top.
- Changed how the emitters are handled in the mod
- Parts of MercTech were moved to the MW5 Compatibility mod
- Max Armor button now works
- Ironman mode now only has 1 save file, so you can't go back.
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Version 0.9.9.9
- CTF-1X Center Torso and Right Arm slots have been fixed
- Fixed Weapon Groups 4, 5, and 6 could not change ammo or rate of fire
- Rate of Fire modifier added in the options menu for Autocannons. Can select between a 1 and 4 multiplier.
- Machine Guns are now burst fire weapons, they fire 12 times with 0.08 seconds between rounds. This should help the AI use them.
- Multi-Missile Launchers have been added
- Deadfire Missiles have been added for SRM and LRM. They deal 50% more damage for SRM, 100% more damage for LRM, but have a high spread radius.
- Fixed the Stalker floating on the title screen
- Adjusted CASE availability date from 3040 to 3036
- Gryo Effects are now enabled with the Heat Effects. As your mech takes damage, a gauge next to the heat gauge fills up, the higher this gauge, the slower your torso twist and turn rate is. Your gyro size and current mech power (how fast your mech is going) controls how fast this gauge goes down. Stopping will increase the recovery rate by 3 times, while full speed will make it 0.
- Heat no longer effects the mechs turn rate, only its speed (Gyro now takes care of turn rate)
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Version 0.9.9.8
- Ammo will now show up for weapons that are being sold in industrial hubs
- Tier 5 UAC20 had its jamming rate reduced from 100% to 10%.
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Version 0.9.9.7
- Snub PPC should now be the correct damage
- AS7-S Atlas now has the correct number of center torso slots for shielding
- Typo of "Kreuss PPC" fixed
- Ammo explosions are fully implemented now (Critical hits and Heat), they follow the location propagation like the rulebooks say unless you have CASE in that location. If you have ammo in your left arm and CASE in your left torso, the ammo explosion will destroy your left arm and your left torso, but stop short of the center torso.
- Inventory filter now recognizes Streak SRM's.
- Clan SRM's can now use Inferno ammo
- Clan Streak SRM's now show valid ammo
- BAP doubles the sensor range from 800 meters to 1600 meters, and doubles to FoV of sensors
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Version 0.9.9.6
- Added the ability to skip Act 1 when starting a new campaign.
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Version 0.9.9.5
- Armstrong 150mm LBX10 does the correct damage now
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Version 0.9.9.4
- Fixed pilot kill stats not updating
- LBX ammo now updates with damage per ton correctly
- Fixed tooltip showing incorrectly for Enemy AI Damage Modifier
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Version 0.9.9.3
- LBX weapons now calculate their damage correctly when firing, no longer do LBX20 deal 210 damage per shot
- Heatsinks will now be restricted in Ironman mode to the cooling system type.
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Version 0.9.9.2
- Added the ability to skip the tutorial mission
- Atlas Kraken has the hero re-enabled
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Version 0.9.9.1
- Clan UAC10 should no longer crash the game
- LBX-2 should allow ammo switching
- LAC5 tier 1 should show as the correct tier now
- KNOWN ISSUE: Custom PPC's, Gauss Rifles, and Machine Guns are not showing up in instant action
- KNOWN ISSUE: Only Tier 0 RAC5 is showing up in Instant Action, all others are missing.
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Version 0.9.9
- Mechlab work orders revamped and should work better now
- All weapon short names no longer have brackets in there name
- Equipment filters have been added to the mechlab inventory panel, you can now filter Engines, Gyros, Internals, HeatSinks, Ammo, and Jump Jets
- Campaign Starts can now select which year they wish to start, 3015, 3025, 3034, 3039.
- Damage Models have been added. You can now select how much DPS each class of weapon does based off of Mechwarrior 5, Tabletop, or MercTech. Future versions can be made easily.
- Added Enemy AI Mech Damage Multiplier that stacks with the Global Damage Multiplier
- Added Damage Per Ammo Ton to the options menu, you can select how much damage each ton of ammo can do, it will get as close as it can based off the damage modifier, global modifier, and weapon. REQUIRES GAME RESTART AFTER CHANGING
- Fixed tutorial mission not being able to kill the legged mech if Legging is disabled
- Fixed various mechs that did not have the correct slots for center torso, like the Dragon FLAME and FANG
- New weapons have been added to the game that replace the stock weapons
- KNOWN ISSUE: When replacing a standard gyro with a compact gyro, you do not gain the extra 2 slots. The compact gyro has a 10% damage rate vs the 25% of the standard gyro though.
- Engine Critical Hits in Non-Ironman mode now only increase heat 0.25 per second
- Engine Critical Hits in Ironman mode will destroy the engine after just 3 hits, vs the 4 in Non-Ironman mode. Heat still increases 0.5 per second in Ironman Mode
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Version 0.9.8.2
- Updated Campaign Rewards again to give new weapons, see if it works this time
- Added Thermal Vision (Black and White) by pressing the 'M' key
- Added action keys for controlling weapon grouping and thermal vision, this will allow future version to customize those key bindings
- Max Legged Speed option should work now
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Version 0.9.8.1
- Pilot kill tracker should now work
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Version 0.9.8
- Fixed critical hit calculations
- Added ALT+ Group Number as a keyboard shortcut for swapping ammo/rate of fire changes
- Kills are now tracked throughout the campaign, in the barracks page you can see how your lancemates are.
- Increased machine gun damage from 0.3 DPS to 0.6 DPS, just behind small laser DPS
- Shorted all Artemis missile systems to just a plus sign at the end, so instead of '[SRM 6 + Art IV]' it is now just [SRM 6+]
- Decreased SRM spread radius from 10 meters to 7.5 meters, with Artemis equipped launchers staying the same at 5 meters.
- Decreased LRM spread radius from 15 meters to 9 meters, with Artemis decreased from 7.5 meters to 6 meters.
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Version 0.9.7.6
- Fixed marketplace not showing information or models
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Version 0.9.7.5
- Added the 3 general slots to the SHD-2H ShadowHawk to fix the shielding issue when installing engines
- Marketplace showing wrong weight
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Version 0.9.7.4
- Installing engines that require new shielding will now successfully create the work order
- All paint schemes have been added to the new mech variants
- Repairs of actuators will not show up twice now
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Version 0.9.7.1
- Increased mech speed calculation from 10.67 to 10.8. New formula is (Engine Rating / Mech Weight) * 10.8 to get the walking speed, multiplied by 1.5 for running speed
- Fixed issues with the work order system failing when doing armor, structure, or cooling system changes. Also fixed bug with repairing head components
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Version 0.9.7
- Armor swapping added to mechlab
- Armor, Internal Structure, Cooling system upgrades can now only happen in repair systems
- Implemented Ironman mode, can only issue work orders while in a repair system. Cored mechs can not be repaired or salvaged
- Fixed issues with work orders failing
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Version 0.9.6ia
- Nearly full functional Mechlab. Engine, Internal Structure, and Cooling system swapping.
- LBX can swap ammo between Cluster and Solid rounds, SRM can swap between Inferno, Standard, and Artemis rounds. SRM + Artemis can not swap.
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Version 0.9.6
- Engine swapping in Campaign mode complete. Endo-Steel comes out in 3034, but is disabled since I'm working on getting Repair Clusters to work correctly.
- Added Damage Multiplier to the options menu, will modify the damage of all weapons used in the game when fired. Default is 100%
- New Campaign must be used so all mechs have their loadouts correct. If you want to use in a previous save, you will need to sell all your old mechs and by new ones 10 jumps away (refreshes the market)
- Known Issue: When starting a campaign, Actuators and other equipment is seeded, you can sell these. Working on removing it from start.
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Version 0.9.5hf
- Patch to fix the Clan ER PPC not showing up, was missing its custom slot type.
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Version 0.9.5
- Merged Heat Galore and Weapons Galore to MercTech
- Options menu will now allow you to configure options for the Heat Galore parts
- Added Clan ER PPC
- Fixed issues with the Light Gauss Rifles and Harpoon SRM6
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Version 0.9.2
- Includes mechs from cszole's Yet Another Mech mod
- Added Clan pulse lasers and SRM's
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Version 0.9
- Fixed market TOI logic to not load every ammo asset per weapon you have.
- Added Federated Autoloader 10/B, 10 round burst fire 80mm
- Added Clan LRM's
- Fixed the Mauler having an incorrect loadout
- HEAT AND CRIT have been merged. All mechs have had their heat capacity increased by 50% (40 to 60) and everything over 40 now induces the negative effects.
- HEAT - At 100% heat, the mech will gradually slow down and your aim will start to sway
- HEAT - At 112% heat, you will have a 10% chance to trigger a shutdown event every 5 seconds, in which case you have 3 seconds to hit override. Override only lasts for 20 seconds or until your heat goes below 100%
- HEAT - At 123% the shutdown chance increases to 20% and ammo explosions have a 10% chance of happening every 10 seconds
- HEAT - At 135% the shutdown chance increases to 40% and ammo explosions have a 20% chance
- HEAT - At 142% the shutdown chance increases to 60% and ammo explosions have a 40% chance
- HEAT - At 150% the reactor shuts down even with the override engaged. The reactor will be turned off a minimum of 5 seconds but can take longer depending on your chances. Reactor will automatically retart below 100%.
- Side Torso's with XL engines that are destroyed will cause the heat cooling to be reduced by 0.25 heat per second.
- Head crit hits will now remove the targetting reticle and target information.
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Version 0.8.5
- Added all Tiers for Streak SRM4 and Streak SRM6
- All autocannon's now decrease their spread by 10% per tier level
- Markets in Industrial Hubs should now supply ammo you need
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Version 0.8.4
- Fixed LBX and UAC spread and optimal ranges
- Defiance 1001 ER PPC has its range and heat reduced. It is in between the regular PPC and the ER PPC.
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Version 0.8.3
- Fixed impulse of projectiles
- Removed the heat component and made it seperate that can be used in vanilla games.
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Version 0.8.2
- Fixed mission rewards, with the final mission giving an ER Large Laser from a weapons factory on Ashton
- Added the 37mm ZeusBolt, a 3-burst fire AC2.
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Version 0.8.1
- Instant Action now allows all tier weapons to be used
- Added Tier filter in mechlab
- Implemented codiene42's "Mechlab Detail View by Default" into the mod sinces our conflicted.
- Fixed various spelling errors.
- PPC's had the wrong range, increased from 460 to 540 meter optimal with 920 meter falloff.
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Version 0.8
- Market Screen will now have filter buttons to filter based on classes. You can now filter based off of AC2, AC5, etc
- Markets will no longer show advanced tech before their introduction date.
- Markets should no longer show stock weapons
- Stock weapons should no longer be salvageable and AI mechs should not be using advanced tech before
- Heat over 50% now reduces movement up to 80% @ 100% heat. The hotter you run past 50% heat, the slower your mech moves and turns.
- Smoke rises from mechs over 80% heat, this simulates grease and oils burning off like the novels say.
- A legged mech should be limited to 20% throttle and turn speed now.
- Moobtech Advanced Systems released their version of the Medium and Large Pulse lasers, they generate more heat but can do more DPS if you can stay on the target constantly.
- Series 1, Series 2a, Series 7Ja ER Lasers will now appear after 3049. They are teir 5 only so they will be extremely rare, but they are Clan tech salvage.
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Version 0.7.2
- All Autocannon muzzle velocity has been increased by 100 m/s. Damage has increased as a result.
- Added - Victory Throb: Small Pulse Laser with high cooldown
- Added - Magna 900P: Large Pulse Laser with short cooldown
- Added - Magna Mk IX: ER Large Laser with a short cooldown
- Added - Pontiac 100-BF: 10 round burst fire 151mm Autocannon. High damage but twice the heat and a 6.7 second cooldown
- Added - Whirlwind 120-BF: 3 round burst fire 120mm Autocannon. 4.5 second cooldown
- Added Experimental - Moobtech P300: Small Pulse Laser that can fire constantly but produces nearly twice the heat as a regular small pulse laser
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Version 0.7.1
- Added filtering function for weapon classes in mechlab
- Removed stock weapons from being salvage
- Fixed various bugs
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Version 0.7
- Added LRM's and SRM's.
- Rebalanced weapons, every weapon received a 50 damage reduction, after that all Autocannons got a 50% increase (so 25% debuff for them)
- AC's now deal more damage but requies you to be on target more, so it rewards players with a steady aim.
- All mech loadouts have been updated to use the new weapons.
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Version 0.5
- Added PPC's, Heavy PPC's, Light PPC's, Snub-Nose PPC's
- Added Lasers, ER Lasers, and Pulse Lasers
- Created new muzzle flash for the RAC5 to include sparks like a M61 and GAU-8 does. This is experimentation
- New Machine gun called the M100 is in, it doesn't use trace like stock, it fire projectiles and does low damage. It can hit targets further than 90 meters, but tickles them.
- Fixed Inferno SRM 4 firing in weird directions
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Version 0.4
- Added Gauss, Light Gauss, Heavy Gauss Rifles. Only tier 1 weapons for now, balancing will be needed.
- Added Inferno SRM's and Streak SRM4 and SRM6. Inferno SRM's deal 0.1 damage (so the AI will use them) and deals 1 heat per missile. They also fire in a staggered pattern.
- Fixed typos
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Version 0.3
- Added Class 20 Autocannons
- Reworked all autocannons, the higher DPS versions in their respective class will do less damage per ton of ammo, while lower DPS will do more damage per ton of ammo.
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Version 0.2.1
- Fixed Mech Lab equipment tab to show the correct ammo when "Valid Only' is checked.
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Version 0.2
- Added AC10 Variations
- Increased damage of all autocannon variations by 50%
- Heat fixed on RAC2
- Removed the "Shell" model on the projectiles to improve framerate. Trail is still present.
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Version 0.1
- Initial beta release
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- Author's activity
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September 2024
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28 Sep 2024, 2:52PM | Action by: MagnumForceGB
Attribute change
'Description changed.'
January 2024
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19 Jan 2024, 3:32PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.86]'
December 2023
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06 Dec 2023, 8:36PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.82a]'
November 2023
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11 Nov 2023, 3:22PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.80]'
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03 Nov 2023, 2:57PM | Action by: MagnumForceGB
Attribute change
'Description changed.'
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03 Nov 2023, 2:56PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.78a]'
October 2023
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14 Oct 2023, 3:20AM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.76]'
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06 Oct 2023, 10:24PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.74]'
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02 Oct 2023, 9:57PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.72]'
September 2023
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15 Sep 2023, 1:44PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.70]'
August 2023
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23 Aug 2023, 3:02AM | Action by: MagnumForceGB
Mod video added
'Mech Knock Downs'
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23 Aug 2023, 2:59AM | Action by: MagnumForceGB
Attribute change
'Description changed.'
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23 Aug 2023, 2:58AM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.68]'
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05 Aug 2023, 4:34PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.66b]'
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05 Aug 2023, 6:55AM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.66a]'
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05 Aug 2023, 2:53AM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.66]'
July 2023
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08 Jul 2023, 7:34PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.64]'
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01 Jul 2023, 1:43AM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.62]'
June 2023
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17 Jun 2023, 5:44PM | Action by: MagnumForceGB
Attribute change
'File \'MercTech V3\' description changed.'
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16 Jun 2023, 4:03PM | Action by: MagnumForceGB
File added
'MercTech V3 [version 0.60]'
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- Mod page activity
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April 2025
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28 Apr 2025, 9:08PM | Action by: M1a2af
Endorsed
'MercTech V3 (BETA)'
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28 Apr 2025, 4:28PM | Action by: codenamedtux
Endorsed
'MercTech V3 (BETA)'
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28 Apr 2025, 1:03AM | Action by: s5620h
Endorsed
'MercTech V3 (BETA)'
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27 Apr 2025, 12:40PM | Action by: warpigthedumber
Tracked
'MercTech V3 (BETA)'
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26 Apr 2025, 10:08PM | Action by: DirkMclargeHuge
Tracked
'MercTech V3 (BETA)'
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26 Apr 2025, 8:32PM | Action by: WuWerw4ger
Endorsed
'MercTech V3 (BETA)'
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25 Apr 2025, 4:41AM | Action by: Cdriver81
Tracked
'MercTech V3 (BETA)'
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25 Apr 2025, 3:59AM | Action by: Waterstrider1988
Endorsed
'MercTech V3 (BETA)'
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23 Apr 2025, 3:51PM | Action by: JanSusinka
Tracked
'MercTech V3 (BETA)'
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22 Apr 2025, 10:26AM | Action by: Shadowrend512
Untracked
'MercTech V3 (BETA)'
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17 Apr 2025, 10:19AM | Action by: Firstofthird
Endorsed
'MercTech V3 (BETA)'
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16 Apr 2025, 6:41PM | Action by: ramseysparrow
Tracked
'MercTech V3 (BETA)'
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15 Apr 2025, 11:13PM | Action by: flicky1155
Endorsed
'MercTech V3 (BETA)'
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12 Apr 2025, 4:40PM | Action by: bootylord7
Endorsed
'MercTech V3 (BETA)'
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07 Apr 2025, 4:57AM | Action by: UnklePhunkle
Tracked
'MercTech V3 (BETA)'
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07 Apr 2025, 1:32AM | Action by: adfgnserg
Tracked
MercTech V3 (BETA)
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02 Apr 2025, 8:52PM | Action by: Dewydoesgaming
Tracked
'MercTech V3 (BETA)'
March 2025
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31 Mar 2025, 4:26AM | Action by: TheGovernment2
Endorsed
'MercTech V3 (BETA)'
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24 Mar 2025, 10:18AM | Action by: Kelt70
Endorsed
'MercTech V3 (BETA)'
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23 Mar 2025, 12:10PM | Action by: Dankaone
Tracked
'MercTech V3 (BETA)'
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