Features:
- You will be able to customize/upgrade pretty much every aspect of your mech. From engine upgrades, to structure, to 5 types of armor, Gyros, engine cooling, sensors, arm and leg enhancement slots, etc.
- The entire mech roster has gone through surgery for a significant increase to their available hardpoints (mainly consistent with Mechwarrior online)
- Weapons now occupy actual slots on the mech and have correct sizes according to construction rules, rather than using the small/med/large system
- ammo is now color coded to the corresponding weapon for better visibility
- Customization options become available as you progress through timeline
- expect deep structural upgrades to be expensive.
- engines and upgrades can either be purchased in industrial hubs or black markets, or can be salvaged from destroyed mechs after missions.
- Environmental heat effects:
Your mech cooling efficiency will now be affected by type of map and time of day.
A completely new thermal vision is included in this mod. Activate thermal vision using the "H" Key (future updates will add an option to rebind it)
Mechs have fully active heat profile, meaning you can have a guess as to which mech is near overheating threshold
An MW3 style targeting computer has been added as an equip-able piece of gear that calculates projectile trajectory and provides the pilot with an accurate estimate as to where to shoot to hit a selected target.
You can link the targeting computer to any desired projectile weapon by selecting it in the weapon group panel using the arrow keys.
- Sensors (Tier 1 to 5): increase radar range by 10% to 50%. All mechs by default now have 360 degree LOS radar with 800m default range
- Targeting computer: covered above
- Reinforced cockpit upgrade (Tier 1 to 5): Damage to the cockpit is reduced by 10% to 50%
- Armor upgrades (separate kits for each weight class):
- Ferro Fibrous (12% more armor per ton for extra weight saving, requires 14 slots),
- Light Ferro Fibrous (6% more armor per ton for extra weight saving, requires 7 slots),
- Reactive (Ballistic/Missile damage reduced by 50%, Energy damage as normal, requires 14 slots, only affects armor ),
- Reflective (Energy damage reduced by 50%, ballistic/missile as normal, requires 10 slots, only affects armor),
- Hardened (all incoming damage reduced by 50, only affects armor, each point of armor is two times heavier than standard)
- Structure upgrades (separate kits for each weight class): Endo steel structure upgrade (Separate kits for each weight class, only weighs 5% of the chassis max tonnage, 50% less than standard structure)
- Arm upgrade slots:
- Arm heat vents: weapons equipped in the same arm generate 15% less heat per installed upgraded (can be stacked for bigger bonus, if mech has more slots on that arm)
- Reinforced arms: Damage to an arm with this upgrade is reduced by 10%, can be stacked.
- Improved arm actuators: Increases the amount a mech can twist its arms by 10%, can be stacked
- Leg upgrade slots:
- Shock absorbers: fall damage is reduced by 10%, can be stacked
- Reinforced legs: Damage to a leg with this upgrade is reduced by 10%, can be stacked.
- improved leg actuators: increases the turn speed of a mech by 10%, can be stacked
- Gyro upgrade (Tier 1 to 5): Increases a mech acceleration, deceleration, torso twist speed, and torso twist limits according to Tier. It also reduces weapon recoil (higher Tiers result in higher reduction, depending on the weapon).
- Engine cooling upgrade (Tier 1 to 5): Increases cooling efficiency of internal engine heatsinks by 20% to 100%. Heatsinks equipped to engine heatsink slots are not affected
- Engines: Standard, LFE, and XL engines are provided from 100 to 400 + STD60 for urbie. Losing a side torso with LFE and XL engines results in speed and agility penalties (more severe with XLs), Losing both side torsos is death.
- Expanded MW5 turret roster
- Turrets have received a considerable health buff and following turrets are added to the game
-- 2xAC10 -- AC20BF
L -- PPC -- 2xPPC -- 4xLL -- 4xAC5BF -- 4xAC2 -- 2xAC5BF -- 2xAC2 -- 2xLL -- AC2 -- LL+2xML -- 4xML -- 2xML -- ML -- SRM4 -- 2xSRM6 -- 2xSRM6+4xML -- 2xLRM20+2xLL -- 2xLRM10+2xML
- Higher level turrets will spawn on higher level missions
- Reworked enemy force composition to be more focused on fewer and stronger units, rather than vehicle spam.
- Adjusted mission salvage shares
- All auto non-campaign missions now provide 50% more salvage shares
- Adjusted mech salvage chances
- cored: 33% (was 25% in vanilla)
- Legged 66% (was 10% in vanilla)
- Headshot 95% (unchanged)
- This mod includes my previous re-scale mod plus limping after a mech is legged.
- Re-worked walking animation for Nightstar
- Mech leg Inverse Kinematics (legs adjusting to slopes)
- Mech and vehicle Re-scales to better match their tonnage (very close to lore values)
- Improved laser visuals (brighter and fuller beams)
- fixed weapon trails for Gauss and PPCs being stuck to the barrel after firing
- added missile smoke instead of cheap ribbons