Technical Aspects
YARW in this guide will mean Yet Another Revamped Weapon + Yet Another Revamped Weapon Clan + YARW_Essentials since they're intended to all be used together as one mod anyways.
Mod terms:
YAML = Yet Another Mechlab
YASV = Yet Another Special Variant
YAW = Yet Another Weapon
YAWC = Yet Another Weapon Clan
Stat/general terms:
TT = TableTop
AA= Anti-Air
DPM = Damage per minute (Represents Mechwarrior better than DPS)
Boat/Boated = Equipping a lot of X weapon to be used together
Class = weapon size/weight variation of a weapon family. Example: Large, Medium and Small Lasers are all different Classes. Another example is AC/2, AC/5, AC/10 and AC/20.
- This mod is built from the source files of YAW, and YAWC. Therefore, any mod requiring those two mods will be 100% compatible with YARW instead. In fact specific patches were made in YAML so that this mod functions and is essentially identified as YAW + YAWC for YAML + other mods. However, YARW must NOT be used with YAW + YAWC since it acts as a replacement to those mods. Additionally, the load order for YARW is the same as YAW + YAWC and should NEVER be changed! Actually, DO NOT CHANGE THE LOAD ORDER FOR ANY OF THE "YET ANOTHER: SERIES OF MODS!
- This also means user created load-order managers (Not Vortex) should NOT be used as they are more likely to cause load order issues than actually help (Many of them are horribly outdated anyways). Load-order issues, and ones caused by load-order manager programs make up the majority of YARW's reported/noticed "issues" and are user-induced problems. As a general rule, do not mess with a mod's load-order unless you know what you're doing! The ONLY exception to this is "MW5 Mod Organizer" by Merlockx/Merlock as its generally superior to the rest of the Mod Loaders.
- Additionally, if you notice that this mod is "in conflict" with another mod, it's most likely intended/perfectly fine. The exceptions would be anything that overwrites most of the vanilla game's weapons, or this file "/Game/UI/Mech/HUD_Weapon.uasset" as it's crucial for weapons with alternative firing modes to function correctly (Unless stated otherwise).
- Since YARW is built from YAW + YAWC source files, this means this mod includes all of the content and weapons featured in YAW + YAWC. All of the changes made in YARW will also retroactively apply if these mods are swapped mid play-through since they use the same asset names.
- Additionally, YARW basically has built-in patches for other mods. Most notably YASV, in which YARW not only includes and re-balances all of that mod's weapons, but also patches some of its Mechs due to asset differences between these two mods. YARW derives its weapon weights and sizes from lore, so some weapons featured in YASV are not the same size and weight as YARW.
I highly recommend using YASV with YARW as they compliment each other well and more Mech variety never hurts. Well, except for loading times which is an issue worth talking about.
- YARW unfortunately does extend loading times, although when used with just YAML, this extension is not bad at all. Realistically though, most users will be adding lots of mods that can extend load times and when combined with YARW, might add around 30-60 seconds to the initial game boot. That said, YARW since version 2.8 has made significant improvements to loading times and was the main reason for the mod to be re-built from the ground up.
Stats And Mechanics: General Information
General YARW Changes.
Please note that many of the general changes are based around using the default settings
MASC and Superchargers only buff speed by 33.333% as opposed to the ridiculous 50%. This is not only much more accurate to tabletop, but much better for game balance with YAML as any mech can slap on either a MASC or Supercharger. To compensate for this nerf, MASCs and Superchargers have better drain rate, gain rate, acceleration and turning bonuses. With better Drain and gain rates both equipment can be activated for longer and cooldown faster.
Most weapon heat generation has been reduced by 20% compared to the tabletop heat values.
With some exceptions, only Tier-5 weapons will have additional heat reduction bonuses. (Usually ranging from 10% - 12.5%)
Tier-5 basic Inner Sphere tech (Example: Large Lasers but not ER large Lasers) have additional bonuses such as "-1 Tons" or "+Extra Range". The goal of this addition is to make IS basic tech more useful when IS advanced/Clan tech is available.
Weapon tiers are more balanced and consistent with a focus to make less of a power difference between tiers. That being said, Tier-5 weapons are still considerably more effective overall than Tier-4 weapons, but the damage difference is much less than vanilla. Most vanilla Tier-5 weapons had about 30-40% more damage and a 15% faster fire rate than Tier-1. YARW's Tier-5 weapons usually have 20-25% more damage and fire rate than Tier-1.
Clan weapons as a general rule have around 10-20% less DPM compared to the IS counterparts.
All velocity-based weapons have higher velocities. Vanilla weapons that had low velocities such as AC/20 or LRMs benefit from these changes the most.
Generally, ammo bins have better "tabletop parity". Most ammo bins in MW5mercs have the tabletop ammo values multiplied by 4. Gauss rifles now carry an efficient 32 rounds per ton of ammo (the tabletop value 8 x 4) vs 26. This is also why machine gun ammo is 8000 rounds per ton of ammo.
General Weapon knowledge.
Autocannon Tracers:
Red = Standard IS ammo.
Green = Clan Standard ammo.
Pink = Incendiary ammo.
Yellow = FLAK/AOE damage ammo.
I apologize to anyone with color blindness, there isn't much I can implement to help identify these tracers otherwise.
AI with YARW:
Weapons with alternative firing modes can be fully utilized by the AI. Certain ammo types for missiles and autocannons are also prioritized over others.
Any non-mech vehicle with AC/2s, AC/10s or AC/RFs will use Incendiary rounds.
Non-mech AI with AC-BFs will always prefer FLAK rounds so long as they are over 112.5m away from their target.
For Stronghold Defense missions from the "Coyote's Missions mod", I HIGHLY recommend building AC/2 turrets to at least level-2 and Large Laser turrets to level-3. Why you may ask? Well the AC/2 turrets will have incendiary ammo and at level-2 they will fire 4 of these rounds at a time. This allows them to be extremely effective in shutting down mechs, particularity when multiple AC/2 turrets are targeting the same mech. Large Laser turrets at level-3 will have 2 AC/10-BF which means they have FLAK ammo. Not only will they have a better chance to hit targets due to the proximity detonation of such rounds, but they will also perform well as "the AA turret we have at home". AA turrets are usually limited and not as versatile since they aren't for general use.
AI will switch to Short-Burst mode for applicable lasers when below 1/3 the Laser's optimal range.AI can take full advantage of LRMs indirect/high flight path arc capabilities. I've run missions where friendly AI were more than 1500m away from me and since they had Extended LRMs, they were still hitting anything I tagged near my mech. There was no LOS of my friendlies btw.
Weapon Skill Level Rating
With every listed type of weapon, there is an included 1-4 "SLR" or "Skill-Level Rating", which basically just means how difficult a weapon type is to use effectively. Obviously not everyone will agree exactly for each placement, but this is not a tier list or anything of that sort. Its to help better understand a weapon's potential if a user finds a weapon to be under-performing. Doesn't even mean you're playing badly or a weapon is actually bad if it doesn't seem to be very good, but more likely that the weapon might require a niche style of play or build to get the most out of it.
For example, Burst-Fire Standard Autocannons are in theory better than their Single-Shot counterparts due to 20% more potential damage each time they are fired. However, the burst duration adds varying degrees of difficulty to actually placing that damage onto target effectively, and therefore are given a higher SLR than single-shot Autocannons.
1-4 skill level (SLR) rating:
1 = Easy: Very intuitive on how to use.
2 = Slightly more difficult: Often is more complicated due to an alternative fire-mode.
3 = Moderately Difficult: Has more complex mechanics or fires in an extended fashion and proper usage may not be so obvious.
4 = Hard to use: These weapons tend to have very high potential but require a certain finesse to be used optimally.
Due to the limitations steam has put in place for this guide, weapons will sometimes require a "Part 2" for going over their Stats and Mechanics.
Stats And Mechanics: Autocannons-Part 1
General Autocannon stats, changes and notes:
Projectile velocity significantly increased. Example: Standard AC/20 velocity = 900m/s vs 400.
Higher tech Autocannons have even higher velocities, but generally not by a large amount. Example: LB-10X velocity = 1333m/s vs AC/10 = 1200m/s.
At max range, damage drops off to 60% the base damage for all Autocannons. This still allows for decent damage, but range is still important in optimal use of Autocannons.
Max range multipliers values vary per autocannon and are generally based on the optimal range.
Under 324 = 1x. Between 324 and 539 =1.334x. Between 540 and 660 =1.667x. Over 661 = 2x.
HVACs are the only exception as they all have a max range multiplier of 2x. Note that these multipliers will multiply again by the global max range multiplier which is set to 1.5x by Default.
Any AC that fires in Bursts will have way better accuracy vs vanilla. They have way less to no spread, though this varies on AC type and Class. Secondly, burst duration's are shorter, making them practically more accurate as less time is needed to aim at the target. They're still more difficulty to use consistently compared to any single shot AC.
ALL standard type ACs have a secondary firing mode that allows them to use FLAK or Incendiary rounds. The normal or single shot ACs use INC rounds while Burst-Fire ACs use FLAK rounds.
Rapid-Fire ACs also use INC rounds for their alternative ammo, but they use a separete universal ammo type that's shared with all classes of AC-RFs.
Incendiary or INC rounds deal half the damage but make up for that damage loss in an equal amount of heat-damage/heat buildup. Can also be used to disable Tanks.
FLAK rounds also deal half the damage but make up for this with a small AOE blast and proximity charge. They deal massive damage to VTOLs and can disable Tanks.
AC/2 class ACs have a much higher rate of fire. Example: Standard AC/2 fires 90 rounds per minute vs the vanilla 66.667 RPM. This + the general improvements to ACs means AC/2s wont suck.
Note that AI will rarely take advantage of this higher fire rate, but they will take advantage of their tremendous range. If giving AI Any kind of AC/2, Burst, Ultra or Caseless work best. RAC/2s also work, but higher class RACs will tend to be better for the AI.
Non-Mech hostile AI prefer alternative ammo types for their ACs which means they'll use Incendiary ammo. The exception is if they have Burst-Fire ACs equipped as the alternative ammo type is FLAK rounds, but generally non-mech hostiles don't use Burst-Fire ACs.
Mech AI whether Friend of Foe, still prefer alternative ammos, but they can only do so if the ammo is equipped to their mech. There are exceptions such as AI preferring normal ammo for single shot AC/20s.
Standard Autocannons (SLR-1):
Baseline for all other Autocannons and their stats.
Simple single shot weapons without any complicated firing patterns or mechanics. ALT-Fire mode is incendiary ammo, which reduces the damage in half in exchange for heat damage equal to the damage lost. Better against light or mobile mechs than most other types of Autocannons with standard ammo, while incendiary can be useful to shutdown or limit the firing capabilities of HVTs.
Burst Fire (SLR-2):
+20% more damage potential per use.
+11.11% more range but accuracy suffers just from being burst fire.
+11.11% more heat than single-shot ACs.
Uses FLAK Ammo as ALT-Fire mode.
While more difficult to use with the same effectiveness vs single-shot ACs, Burst-Fire ACs are optimal against vehicles and slower mechs with large hit boxes. With FLAK ammo, VTOLs can be turned into mince meat and most light mechs of any can be taken out with little difficulty.
Rapid-Fire (SLR-3):
Universal ammo type among all the RF-ACs but less damage potential per ton of ammo vs other ACs.
Each higher class fires twice the amount of rounds per burst as the previous, starting at 1 for the AC/2-RF.
Range = 630m for all AC-RFs, but spread increases by an additional 30 per higher class as well. Spread starts at 90 for AC/2-RF
Incendiary ammo for alt fire, but only 1/3 damage is lost compared to the typical 1/2. Heat damage is lowered per round with each higher class.
On paper the RF-ACs seem overpowered, but their limited damage per shot/burst along with their spread, hinders them a lot more than it seems. Best to use them more like RACs that don't jam. Their lower damage per ton of ammo also makes these weapons heavier practically speaking, as more ammo is needed to keep them running. Unlike most other ACs, having a mixture of different RF-AC classes works quite well and as an example, use 2 AC/2-RF for long range and AA while a single AC/20-RF is used in conjunction for anything up close.
Caseless (SLR-4):
+60% ammo per ton. Ammo is more deadly if detonated and the crit chance is 66.667% higher.
Way higher damage output. Fires prolonged bursts but with extremely short cool-downs, similar to a combination of a UAC and Standard Burst-Fire AC.
Jams/overheats after so many bursts have been fired. Jam time duration is quite long. *Mechanics might be swapped with UACs in the future.
The punishing jam times forces users to correctly time when to use the weapon. Generally boils down to either over-committing the weapon in order to destroy an HVT, which is then followed by retreating for the weapon to un-jam. Other method of use is to "feather" the bursts and purposefully limit the weapon's damage output. Accuracy is another concern due to the prolonged burst duration adding a great deal of difficulty in landing effective hits. Ideal for 1 v 1 situations.
Precision (SLR-1):
+100% range, +11.111% Velocity, +10% damage
Locks-on like a Streak Missile with a high priority towards exposed internals.
-40% ammo capacity. The turn radius is limited so firing directly towards the target is still necessary and max-range = optimal range. Can swap to standard AC rounds.
Best used at their maximum effective range. Extremely effective against mass trash/low health units if the Lock-On time is low enough. Excellent against mobile mechs.
LBX (SLR-1):
Primary firing mode is Cluster rounds. Fires like a shotgun with +20% more damage in total on top of an additional small radius AOE explosive damage.
Secondary firing mode is Slugs, which act like single shot standard Autocannons.
+ 33.333% more range, +11.111% velocity, and less heat vs standard ACs. Regardless of mode.
Arguably the best all around style of Autocannon due to their massive damage potential up close, along with good capabilities at range from Slugs. Cluster rounds are devastating lightly armored mechs and all types of VTOLs. Slugs allow for consistent pin-point damage against really anything. Besides some of the versatility being lost, LBX-ACs are on par or superior to Standard ACs in every way.
Ultra (SLR-2):
Can be fired 2 times within its cooldown but with a chance to jam on each double-tap.
+20%range for IS. +33.33% and +6%velocity for Clan.
IS UACs fire one less round per burst than the Clan counterpart. Each Higher class Fires 1 more round per burst than the previous Class. IS UAC/2 Fires a single round for reference.
While less consistent than most other ACs due to the potential of jamming, few weapons can match them in burst damage potential. Ideal when used for brief periods of time followed by a lull in combat, either by getting back into cover or due to all immediate hostiles being eliminated. UACs tend to be worse against mass swarms of canon-fodder/weak enemies vs standard ACs.
Stats And Mechanics: Autocannons-Part 2
Rotary-2/5s (SLR-3):
Extremely high DPM due to high rate of fire and +20% damage potential per ton of ammo but low damage per projectile. Will jam after prolonged use.
IS RACs= -16.67% range vs IS-standard ACs. Clan RACs have 40% more range than IS RACs.
For RAC/2s, mount at least 3 and at least 2 for RAC/5s. Best when boated and used as the only primary weapons of a mech. Less ideal against mobile mechs as the practical accuracy of RACs tends to hinder efficient damage. Both RAC-2/5s but more so with 2, have a damage penalty vs mech armor, but this should be looked from the other way around as these weapons really are balanced around having MORE damage vs internals and vehicles. This makes RAC/2s one of the best weapons for AA when boated against VTOL Swarms. (Even if using the Scary-Tanks mod)
Rotary-10/20s (SLR-3):
Extremely high DPM due to high rate of fire. Clan RACs have +20% damage potential per ton of ammo while RISC-RACs have + 60% with their "Caseless ammo". Will jam after limited use but the heat-bar cool rate is much faster than RAC-2/5s.
Clan RACs = +16.67% more range vs IS-standard ACs while RISC RACs offer + 33.34% more range. Clan RACs also have higher DPM but lower burst damage and accuracy vs RISC-RACs.
Similar use case as RAC-2/5s. RAC/10s are best with at least 2 and RAC/20s are the ONLY RAC weapon that can get away with just mounting 1 as an effective weapon. Still best to mount as many RACs as practically possible. Also, unlike RAC-2/5s, RAC-10/20s have no damage penalty/bonus vs mech armor, internals or vehicles.
Light (SLR-1):
Same as Standard ACs except for 16.667% less range, -11.11% velocity, +11.11% longer cooldown and + 35% more heat.
Weighs around 1/3 less than Standard-ACs, takes less crit slots and has 20% more ammo per ton.
Similar usage as Standard ACs. Due to their increase in heat per shot, more tonnage should be devoted to cooling. Best when used in mechs with plenty of ballistic hard-points.
Pirate Double AC/5 (SLR-1):
Best described as 2 Standard AC/5s taped together. Fire rate is the same and it weighs 15 tons vs 16 tons of 2 separate AC/5s.
Produces more heat per shot and fires a rapid 2 round burst vs a single round at a time.
Uses FLAK rounds as alternate ammo type vs INC rounds.
Unlike most Pirate Weapons, the Double AC/5 is really just a more efficient way to have 2 AC/5s with little downsides. Also the only non "Burst-Fire" AC with FLAK rounds technically speaking.
Pirate Sawn-Off LBX (SLR-1):
An LBX AC without ammo swapping, enhanced range advantage or reduced heat per shot
Weighs noticeably less than even Clan LBX ACs. Akin to Light AC + LBX being put together.
Has more spread than LBX's normally do as well. Range is the same as Standard ACs.
Its a mech sized Sawn-Off shotgun. Ideal for close range engagements. Compliments most SRMs extremely well. Simple as.
Stats And Mechanics: Rifles
General Rifle stats, changes and notes:
Standard Rifles are an amalgamation of their TableTop and MW5 vanilla stats.
Range values are the same but the max range is 2x the optimal range.
Fire rates dramatically increased but this is due to other downsides being added as well.
Standard Rifles now have damage reduction vs mech armor. The burst variations do not have this downside but have less maximum damage per burst.
Velocities significantly increased.
Ammo per ton from Rifles featured in MW5 is calculated by (288) / (the TableTop damage values +33.33%)
Heavy Rifle (SLR-1):
Cooldown improved to 5.333 from 10.
Heat decreased to from 5.6 from 10.
As with all Rifles, velocity is now 1720m/s. Range kept the same.
Damage is still 18 or twice that of TableTop, but there is now a 33.33% mech armor damage reduction. Carries 24 rounds per ton of ammo.
Heavy Rifles are potentially way more lethal due to the fire rate almost doubling, but their damage vs mech armor holds them back from being too effective vs mechs. Still extremely effective vs vehicles and any mechs with exposed components. For early game, they can be good replacements to an AC-5/5s, but they will need more tonnage devoted to ammo.
Medium Rifle (SLR-1):
Cooldown improved to 3.6 from 8.
Heat decreased to from 2.88 from 4.5.
As with all Rifles, velocity is now 1720m/s. Range kept the same.
Damage is still 12 or twice that of TableTop, but there is now a 50% mech armor damage reduction. Carries 36 rounds per ton of ammo.
Medium Rifles strike an odd middle ground where the mech armor damage is too low for optimal use against it, but it's also not worthless. Ideal for use as a vehicle killer or weapon to finish off damaged mechs. Since they are only 5 tons, carrying one a a supplementary weapon isn't a bad idea.
Light Rifle (SLR-2):
Cooldown improved to 2 from 7.
Heat decreased to from 1.25 from 2.2.
As with all Rifles, velocity is now 1720m/s. Range kept the same.
Damage is still 6 or twice that of TableTop, but there is now a 66.67% mech armor damage reduction. Carries 72 rounds per ton of ammo.
Light Rifles are nearly worthless against mech armor as the damage is too low for their rate of fire. Even though they weigh half that of AC/2s, their damage output vs mech armor is 1/3 of one. However, they do work well as backup weapons for finishing off damaged mechs and destroying vehicles. Possibly their best use case is in light mechs for backstabbing and anti-vehicles purposes. Just be sure to bring some medium or small lasers on such builds.
Burst Rifles (SLR-2):
Cooldowns adjusted for the Heavy Rifle which fires 23.5% faster and the Light Rifle which fires 20% slower. Medium Rifle has the same cooldown.
Damage is no longer reduced from mech armor but the damage per use is 33.33% lower.
Burst Rifles are far more consistent in their potential damage but they are more difficult use as they're burst fire. Light Rifles get the most benefit compared to their non-burst counterpart. If the focus is on fighting mostly mechs vs vehicles, Burst-Rifles are likely the better option. However, they can be mixed and matched for a unique build and play-style. Burst-Fire for dropping armor and the single fire Rifles for finishing the job.
Recoilless Rifles (SLR-1):
Recoilless rifles were a new addition to 2.9 and only come as tier-1 weapons.
Extremely lightweight and have unique ammo bins. They come in 0.25, 0.5 and 1 ton versions.
In practice, they function closest to SRMs with more range,velocity and the damage concentrated into a single accurate projectile. They don't use a guidance system.
Most of the specific changes seen within the Rifles seen in MW5 don't apply to RRs.
Lower Class RRs have more range.
Since they're based on the Battle Armor RRs, they have a late intro date but there is a Pirate version that can be used at the begining of a playthrough. The Pirate H-RR is heavier and based on Recoilless Rifle "field-guns".
Should be used similar to SRMs, just mounted in a ballistic hardpoint. Some mechs can take great advantage of this and will effectively have "more SRMs".
Stats And Mechanics: Gauss
General Gauss-Weapon stats, changes and notes:
Gauss weapons have seen little changes. Mostly just some of the general changes seen with other weapons.
Velocity increased. For example: Standard GR went from 2000m/s to 2500m/s.
Range matters now as while their max range is 3x the optimal, they also drop-off to only 20% the base damage at their max.
[*Ammo increased to TableTop x4, as with most other ammo bins. So the Standard Gauss Rifle Holds 32 vs 26 rounds per ton of ammo.
IS Gauss Rifle (SLR-1):
Baseline for all other Gauss Rifle/GR like weapons and their stats.
Max range increased to 720m and velocity increased to 2500m/s from 2000m/s
Ammo per ton increased to 32 from 26 rounds.
Low DPM but high burst damage at long range.
Gold standard for a sniping weapon. Always try to pair with an ER-PPC if possible as they compliment each others weaknesses. That being Gauss has minimal heat but is heavy, and ER-PPC has very high heat but weighs much less. Despite needing ammo, GRs have impressive longevity due to the much higher ammo efficiency vs other weapons. A single Double-bin (2 tons) of GR ammo provides 80 rounds and can often be enough ammo for 2 GRs in a single mission.
Clan Gauss Rifle (SLR-1):
Exactly the same as IS Gauss except it weighs 12 vs 15 tons, takes 1 less crit-slot and the cooldown is 11.11% longer.
Any other changes are negligible and everything in using the IS GR effectively also applies to the Clan GR.
Silver-Bullet Gauss(SLR-1):
LBX equivalent to the Gauss Rifle except that there is no mode switching. Uses IS GR ammo.
Fires 12 projectiles at once in a cluster, like a shotgun. While each round only does 1.5 damage, this totals up to 20% more damage potential per use vs normal GRs.
Cooldown is slightly shorter at 5.555 vs 6.
Basically throws everything ideal about Gauss Rifles out the window with the focus on a low heat, CQB shotgun. Really ideal for when a build needs a heavy hitting main gun, but not at the expense of high heat output. Generally speaking, this weapon ends up being inferior to normal Gauss, but under niche conditions it can still excel.
Heavy Gauss Rifle (SLR-2):
Deals a whopping 25 damage per slug and carries 18 rounds per ton of ammo vs YAW's 16.
Base range of 312m and max range of 1040 due to the highest max range multiplier of 3.333.
Much lower velocity of 2100m/s vs the 2500m/s or normal GRs.
Excessive size of 11 crit-slots and massive weight of 18 tons. Weapon explosions are much more of a concern.
Same rate of fire as a normal GR.
Due to the size and weight, only use HGRs in Assault mechs that can mount 2 of them. If you don't have a Fafnir (In the YAISM mod), an Annihilator is always a reliable option for this. Biggest benefit of the Dual-HGR is their potential to outright kill light and some medium mechs in a single trigger pull. If within close to medium range, only a very small selection of mechs can withstand 2 HGR slugs to the head. While more damage efficient per ton than other GRs, the limiting range will require a more aggressive/up close and personal play-style. Mounting an array of Medium lasers is often best for a secondary set of weapons to deal supplementary damage or to deal with canon-fodder. DO NOT SKIMP OUT ON REAR TORSO ARMOR! Imagine the HGR is just a 11-crit-slot stack of ammo in your mech's side torsos. Case-II can be used as well, but its best to maximize durability to where enemies can't punch through your armor to begin with.
Improved Heavy Gauss (SLR-1):
Deals a respectable 22 damage per slug and still uses normal HGR ammo.
Optimal range is doubled vs HGR but max range multiplier is x3 vs x3.333.
Velocity is improved to 2360m/s vs the HGR 2100m/s.
Same size of 11 crit-slots but now weighs a ridiculous 20-tons. Weapon explosions are still very much of a concern.
Same rate of fire as a normal GR.
*Likely to see a buff in the future, but more feedback is needed.
Unlike the normal HGR, the improved variation can be an effective sniping weapon. Otherwise, just about everything with the HGR applies to the I-HGR. ER-PPCs will also compliment I-HGRs much better but not as well as normal GRs. Main benefits over mounting several Clan Gauss Rifles is the higher rate of fire and better concentration of using just 2 slugs vs 3 when going for headshots.
Hyper Assault Gauss (SLR-2):
Burst-Fire Gauss rifle with unmatched long range burst-damage. Fires in 5 damage slugs.
Carries 96 rounds per ton but ammo consumption is based on the HAG class divided by 5. A HAG/20 will use 4 rounds per use as an example.
Same velocity as GRs and even better range of 800m vs 720m.
Higher heat output than other Gauss Weapons.
Very long cooldown times, often longer than the Clan GR.
While less effective in pin-point damage at range, the higher burst damage potential goes far beyond any other Gauss weapon. Heat is the only additional concern vs other Gauss weapons, but its still relatively low. Best when boated with other HAGs vs pairing with ER-PPCs due to the drastically different firing styles.
Magshot (SLR-1):
MG scaled Gauss weapon. Weighs only 0.5 tons but still takes 2 crit-slots and explodes if destroyed.
Deals a minimal 2 damage per shot but has a cooldown of 1.333.
Short range of 240m with a 1.75x max range multiplier.
High velocity of 1800m/s for a close range weapon.
Mech armor damage penalty of -25%.
Basically for those that need a supplementary MG like weapon, or something to be boated excessively but want more range and pin-point damage vs MGs.
Anti-Personal Gauss (SLR-2):
Clan equivalent to the Magshot. Weighs 0.5 tons but takes 1 crit-slot. Still explodes if destroyed.
Deals 50% more damage per use vs the Magshot but also fires in a 3 round burst and has a longer cooldown. DPM is the same as the Magshot.
Same range, velocity and Mech armor damage penalty as the Magshot.
Same use case as the Magshot but for those that value raw burst damage vs pinpoint. Smaller size is also a noticeable advantage over the Magshot.
Pirate Ultra Gauss Rifle (SLR-2):
Functions exactly the same as a normal GR but has the UAC ability to fire 2 times within its cooldown for a chance to jam.
Explodes for twice the damage if destroyed vs a normal GR.
Only other difference is the increase in weight of 17 tons and crit-slots of 9.
Please note that this weaponls stats are likely to be changed in the future.
While less reliable than normal GRs, the Pirate Ultra Gauss allows for absurd burst damage that rivals HAGs.
Pirate Silver-Bullet Heavy Gauss (SLR-1):
Exactly the same in functionality wise as the SB-GR, but with a Heavy Gauss as a base.
Uses normal HGR ammo and has about the same range values. Cooldown is the same too.
Fires 20 projectiles in a cluster that deal 1.5 damage each for 20% more damage potential than the normal HGR.
The Pirate SB-HGR arguably makes more sense than the original as the HGR was already a closer range weapon to being with. Extremely lethal and perfect for scoring easy headshots within 200m.
Spinal Heavy Gauss (SLR-1):
Variation of the Heavy Gauss that can only be mounted in the CT or Head.
Takes 3 slots in the installed location and 4 in each side torso. Requires a compact engine or gyro to be mounted. If mounted in the head, Quikscell Sensors and a small cockpit are needed.
Weighs only 16 tons but the requirements to mount tend to add weight already.
Slightly better range of 360m vs the HGR 312m.
Can be used with 2 normal HGRs. Usage is the same as HGRs.
Stats And Mechanics: Machine Guns
General Machine Gun stats, changes and notes:
All Machine Guns (MGs) have new visuals. Do note that MGs are hit-scan weapons, and the tracers they fire are just for show. So treat them like lasers when aiming. (This is a vanilla mechanic)
Machine guns do around 50% more damage than vanilla, but also have a -50% damage vs mech armor. This makes them extremely lethal vs Vehicles and any expose internals of mechs. Compared to YAW, their damage vs mech armor is effectively only reduced by -25%.
MGs still have a max range multiplier of 1.5x and their optimal range was also increased.
Ammo per ton increased to parity TableTop.
Damage drops off to the damage scale at max range , which = 20% by default.
Machine Gun (SLR-1):
Ammo increased to 8,000 rounds per ton vs the previous 5,200. Be wary of ammo explosions.
Range increased to 200m from 130m.
Deals 0.15 damage per round and fires 10 rounds a second or 600 rounds per minute.
Machine-guns are ideal as backup weapons or to be boated on mechs with a massive amount of ballistic hardpoints. The lack of heat when fired is their biggest benefit. Unless a massive amount of them are mounted, its best to use 1 half-ton ammo bin.
Heavy Machine Gun (SLR-1):
Weight of HMGs is twice that of normal MGs and the ammo per ton is half as much.
Range = almost 1/3 less than standard MGs or 135m
Damage vs mech armor is the same -50%.
Deals 0.24 damage per round and fires 10 rounds a second or 600 rounds per minute.
Essentially just a more lethal variation of the MG. HMGs are ideal if the hardpoints for MGs are limited or if the increased tonnage for them is affordable. While the reduced range is a concern, this is less of an issue with high mobility mechs. For slower mechs, standard MGs are likely a better choice as supplementary weapons.
Light Machine Gun (SLR-1):
Weight of LMGs is the same as normal MGs and the ammo per ton is 25% more.
Range = twice that of normal MGs or 400m.
Damage vs mech armor is the same -50%.
Deals 0.12 damage per round and fires 10 rounds a second or 600 rounds per minute.
Same usage as MGs apply to LMGs. The increased range does make them ideal as an Anti-Air (AA) backup weapon. Otherwise its user preference based on whether LMG vs MGs are better.
Machine Gun Array X2 (SLR-1):
Combines 2 MGs of whatever type (Normal, Heavy or Light) and adds + 0.5 tons.
Takes as many crit-slots as there are MGs in the array. This is unlike YAW/YAWC as they also add an additional slot for just being an Array MG.
Fires 20 rounds a second or 1200 rounds per minute.
For half a ton more, an MG Array x2 simply merges 2 MGs into 1 hardpoint, which considering how lightweight MGs tend to be, this is a good trade-off. Use case is the same as any other MG but as expected, more ammunition might be needed as well.
Machine Gun Array X4 (SLR-1):
Combines 4 MGs of whatever type (Normal, Heavy or Light) and adds + 0.5 tons. Same mechanics from MG Arrays x2 apply to the X4 variations.
Fires 40 rounds a second or 2400 rounds per minute.
For half a ton more, an MG Array x4 simply merges 4 MGs into 1 hardpoint, which is extremely efficient.
All Clan Machine Guns(SLR-1):
Only 2 notable differences between Clan and IS MGs. Clan MGs deal -10% less damage but the base weapons also weigh half as much.
Overall, Clan MGs are still superior despite dealing less damage as twice as many can be mounted or close to that when using MG Arrays. Nothing else of note.
Gatling Machine Gun (SLR-1):
Fills the role of a MG Array X3. Weight and fire rate is = to 3 normal MGs.
Fires 30 rounds a second or 1800 rounds per minute.
Produces a small amount of heat per shot.
Main advantage is being more space and weight efficient than any of the MG Arrays.
Basically just 3 MGs merged into one weapons but with better crit-slot efficiency in exchange for producing a minimal amount of heat. They are well worth using as backup weapons but the heat output tends to be much more noticeable when mounting a massive quantity of them.
Stats And Mechanics: Long Range Missiles Part 1
This section applies to any missile with lock-on and long range capabilities, not just "LRMs".
General Long Range Missile stats and notes:
Velocities significantly increased and accuracy noticeably improved. Example: LRM velocity = 450m/s vs 200m/s
Missile Turn Rate has been increased significantly, which contributes immensely in fixing most vanilla LRM issues and is what allows for more complicated flight paths. Regardless of velocity boosts from equipment or weapon tiers, LRMs have little trouble being able to maneuver and not overshoot/under-travel to their target.
Default flight path of LRMs is an extremely high arc, allowing for far better indirect fire, but also better damage concentration for mechs and vehicles.
All Standard LRM Ammo per ton increased to 480 from 440.
Many LRM launchers now have an ALT-Fire mode, but most still use the same ammo for both modes.
Damage is reduced to Table-Top values vs the vanilla +20%. However, due to all the listed changes above, this won't make them worse. Quite the contrary, LRMs are some of the best weapons in the game and with the right mech build and/or Lance setup. LRMs allow for a truly different and unique game-play experience, though mostly in due-part to their far superior indirect fire capabilities vs vanilla.
It's highly advised to bring at least 1 mech with AMS on higher difficulty missions. Hostile "LRM-Boats" can be quite dangerous now and shouldn't be underestimated. Part of this is AI being able to take advantage of LRMs indirect fire capabilities which will turn "cover" into "concealment". The other part is they'll swap modes to Hot-Loaded and sandblast your armor off at point blank range.
IS LRM (SLR-2):
Baseline for all other LRMs. All LRMs primarily fire in high arcs with incredible indirect fire capabilities. Much higher velocity than vanilla as well as accuracy.
Secondary firing mode sets the Missiles to "Hot-Loaded" which removes the min-range but at the cost of a less effective firing arc, range and velocity. SRMs still tend to outperform Hot-Loaded LRMs ton for ton.
What you'd would expect for LRMs except just better than vanilla in almost every way. These LRMs tend perform better while Hot-Loaded and when used in general vs VTOLs. Main advantage is not having to worry about losing target-locks while waiting for the weapon to finish its entire volley of missiles.
IS LRM_Stream (SLR-2):
Fires a prolonged stream with better accuracy. ALL other stats are exactly the same as normal IS LRMs, despite what the stat-card will say.
Better against ground vehicles and mechs when they present themselves long enough for the whole stream/burst duration.
All LRMs + Artemis IV (SLR-2):
+11.11% more range, velocity as well as -11.11% min-range (except Clan).
Accuracy better by about 25% vs their non-Artemis counterpart.
Takes 1 more ton and crit slot vs their non-Artemis counterpart. So less valuable on LRM5s.
Very Straight forward, LRM with more expensive ammo and +1 ton and crit slot in exchange for better accuracy.
All Clan LRMs (SLR-1):
Mostly the same stats as IS LRMs but still fires in a stream in the default firing mode. Most notable difference is the cooldown being 20% longer and heat increased so that the heat output per minute vs IS LRMs is the same.
No minimum range, and weight half that of IS LRMs. (No damage penalty/ramp-up in min-range unlike YAWC)
Can instantly swap between Cluster and Stream firing modes as this is mostly user preference.
Cluster mode fires slightly more directly and has a -11.11% velocity.
Again, nothing to note other than Clan LRMs will allow for more warheads on foreheads and are easier to use due to no min-range.
Enhanced LRM (SLR-1):
Somewhat like an IS ATM equivalent. Better accuracy, +33% more range, -50% min-range and +20% velocity vs standard IS LRMs.
Larger + weighs more than standard IS LRMs.
Can swap to Dead-Fire LRMs for +50% more damage at the cost of no guidance system, -70% range and extremely high spread. (still uses normal LRM ammo)
Fairly straight forward and much more forgiving than normal IS LRMs. While weight and crit-slots are a concern, they more than make up for this by being better in basically every other regard. Also, the dead-fire alt fire mode doesn't need an alternative ammo bin like Dead-Fire SRMs, and like them have stupendous damage potential if the wide spread is taken into account. Really useful for when a panic close-range weapon option is needed, as even with hot-loaded LRMs, they tend to suffer up close.
Extended LRM (SLR-3):
+109% more range, + 40% damage, +875% velocity but +41.67% min-range and +33.34% more heat vs standard IS LRMs.
A hyper specialized LRM system that only benefits players with solid tactics and positioning skills as to not only take advantage of their immense range, but also to keep aware of hostiles closing in. E-LRMs DO NOT have any hot-loading ability and as such really need decent backup weapons for close range. Having a good spotter or highly upgraded sensors is a must with these weapons. They can be quite useful on AI mechs sitting way further back than the player and out of LOS since they will still fire within range of what you can target (preferably with tag, narc or UAVs).
Clan Streak LRM (SLR-2):
Streaks for LRMs are just like their Streak SRMs. So requires missile locks and no indirect fire.
+25% more damage, +38.89% more range, much higher velocity and +75% chance to target exposed internals.
Weighs as much as IS LRMs, but the rate of fire is the same as them as well.
While better in many ways, the loss of any indirect fire capabilities is quite penalizing. Super strong against VTOLs and vehicles IF the lock-on time can be reduced enough. Ideal when used at long range from good high-ground.
MML (SLR-2):
Is "ATM" equivalent. Swaps between LRM + Artemis IV or SRM + Artemis IV ammo
LRM mode is almost identical in stats to IS LRM + Artemis. Fires in Clusters.
SRM mode is similar in stats to IS SRM + Artemis, but it actually uses a streak lock-on system due to the missile turn rate being too high for a normal SRM flight path. Has no special chance to target damage internals. Fires in a Stream/burst.
Cooldown is 20% faster than normal LRMs but the SRM cooldown does not compensate for the stream duration and therefore fires slightly less often.
While extremely versatile, accurate and relatively cheap, MMLs should either be boated with a focus on theLRM mode or be primarily used as SRM launchers with some LRM ammo in case you need the range.
RISC MML (SLR-2):
Basically a later intro upgrade to normal MMLs. Swaps between LRM + Artemis IV or SRM + Artemis IV ammo. Uses launcher sizes of 4, 8, 12 and 16.
Differs from MMLs in that they fire at a normal IS LRM rate of fire and aren't as accurate. They are more weight efficient however.
RISC MMLs mainly differ in that they are more effective as LRM launchers.
Clan ATM (SLR-3):
Damage is dynamically based on set range values for the primary firing mode. 2 damage up to 720m and 1.25 damage beyond that. Has min-range of 120m.
Can swap to short range ATMs or HE-ATM which deal 50% more damage but they fire in a direct trajectory and have only 25% the range. Uses the same ATM ammo when swapping modes.
Optimal use requires keeping some distance away from targets while staying under 720 meters. Beyond 720m they are still good vs vehicles and lighter mechs. Up close with HE-ATMs, they are extremely lethal but not being able to fire beyond its newly set max range makes them trickier to use.
Stats And Mechanics: Long Range Missiles Part 2
Thunderbolt Missile (SLR-1):
Variation of the LRM. Trades out the cluster of missiles for a single high damage missile.
Range is 13.89% less and velocity -11.11% less. Has 25% less min-range though.
Has no alt-fire mode like Hot-Loading the missiles. Does not explode if destroyed.
Spread is around half that of LRMs and the cooldown is 10% better.
Extremely vulnerability to AMS. This is perhaps their greatest downside.
TBolts weigh around 50% more than IS LRMs and the damage per ton of ammo is only 300 vs most weapons 400 or LRMs 480.
*TBolts are subject to be buffed in the future but more testing is required.
While worse on paper, TBolts tend to concentrate their missiles onto the CT of mechs. This can lead to more efficient/quicker kills. Should be used much the same way any LRM system would be.
Inferno LRM (SLR-1):
Besides damage, stats are exactly the same as normal IS LRMs. Uses normal IS LRM ammo.
Induces 0.8334 heat damage/buildup per missile. Useful in shutting down mechs but also in limiting hostile return fire. You don't have to shut down a mech to benefit from infernos.
Base damage is 1/8 of a normal LRM, making them generally useless in dealing damage. However, they deal extra damage to vehicles, and are still decently effective against them.
Internal structure damage multiplied by 6x, which allows inferno LRMs to be useful against targets with exposed internals. This is still 25% less damage than normal LRMs though.
Its an LRM that trades damage for utility. Since there is no Hot-Loading they'll also be fairly restrictive up close.
Magpulse LRM (SLR-2):
Besides damage, stats are exactly the same as normal IS LRMs. Uses normal IS LRM ammo.
Induces 0.5 heat damage/buildup per missile. Main benefit is the ability to de-buff a mech's "Pilot Skills", by setting them to 1 for 3 seconds. This has the potential of being extremely overpowered as it can temporarily turn elite pilots into imbeciles that don't understand what a heat-gauge is.
Base damage is 1/8 of a normal LRM, making them practically useless in dealing damage. They are practically useless vs vehicles as they receive no damage bonuses against them.
Same as Inferno LRMs, it trades damage for utility. Effective in duels but also as a support role through focusing on a single mech in order to apply the de-buffs. Since there is no Hot-Loading they'll also be fairly restrictive up close.
Pirate XL-LRM (SLR-2):
Has the same exact functionality of a normal IS LRM. Main difference is the non-canonical launcher sizes of 30 or 40 and they have slightly more spread.
The XL Launchers aren't really any more efficient per ton vs IS LRMs and are ideal for mechs with limited hard-points but a desire to mount more LRMs.
Thunderbolt Launcher (SLR-1):
Also known as a Single TBolt, this is the TBolt missile equivalent to the Rocket-Launchers.
Delivers a massive 20 damage missile, has no minimum range and can still lock-on with a flight path like that of Hot-Loaded LRMs.
Can only be fired once (No reloading but also no ammo bins)
As the predecessor to all other TBolts, it has a much earlier intro date.
This is a canonical weapon, which is why it was added. Otherwise its really for "fluff". Should only be used as an afterthought if the tonnage is available or for hyper-specialized dueling builds.
Stats And Mechanics: Medium Range Missiles
This section applies to any missile with only Medium range capabilities, not just "MRMs".
General Short Medium Missile stats and notes:
Not many general changes to MRMs. Mostly just the general changes seen in other weapons and individual tuning per MRM type.
Like all missile weapons, MRMs self-destruct at max range.
All MRMs fire in some sort of burst/stream but as with most weapons that do so, this is compensated for via a cooldown quirk.
Medium Range Missile (SLR-3):
Range increased to 480m, and velocity increased to 625m/s. Ammo set to 720 missiles per ton.
Spread reduced significantly to about half that of YAW MRMs.
Long cooldown of 6.667 seconds.
MRMs are still trickier to use than most missiles due to firing in a long un-guided stream. While spread is way lower, its still enough to make MRMs inefficient in their damage potential. Ideally, it's best to get as close to your target as possible. Best when used against larger and slower mechs/vehicles. Like most other missile launchers, MRMs can be effective as secondary or primary weapons, but it's probably best to make them the main focus of a mech build that utilizes them.
Medium Range Missile + Apollo FCS (SLR-2):
Essentially an "Artemis" system but for MRMs. Weight is increased by 1.5 tons per launcher.
Range and speed increased by 11.11% and spread effectively set to 0. Technically uses a "streak" guidance system, but the missile turn rate is limited similar to SRMs. Burst duration kept the same.
The "guidance" system of Apollo MRMs greatly enhances their effective range and no longer require getting as close as possible to the target for effective use. They're quite heavy and are ideal on heavy/assault mechs. Since locking on is the ideal way to use them, they should be the primary weapon system/systems of your mech build.
Clan Streak Medium Range Missile (SLR-2):
Most of the benefits seen in other streak launchers apply to the Clan Streak MRM.
[*']Missile turn rate set much higher as is the standard with Streak systems but a target-lock is required before firing.
Range increased by 33.33% and velocity by 15%.
Fires in a burst with noticeable delay between each cluster of missiles. Each cluster is 5 missiles. Ammo is technically 600 missiles, as 1 ammo = 5 missiles in total.
Weight and size are the same as IS MRMs.
Extremely long cooldown of 7.2. Even longer than normal MRMs.
While there is no damage bonus of +25% seen in all other streak launchers, they still have a 75% chance to target exposed internals or components stripped of armor.
Arguably the best overall MRM launcher as it is the easiest to use and the most forgiving. The limitation of only firing when there is a target-lock and only firing within its max range is the only added difficulty with these MRMs. Can be effective as a primary weapon system/systems but Clan Streak MRMs are also quite effective as a way to finish off weakened targets. With the right equipment, Clan Streak MRMs can actually be effective at long range as well, just not as well as Streak LRMs.
Pirate Heavy Medium Range Missile (SLR-2):
Although noted as "heavy" this is more to do with the ammunition. Weight and sizes are the same as IS MRMs. Has 600 missiles per ton of ammo.
Range and velocity is improved over MRMs. *This is subject to change, along with other re-balancing decisions.
Uniquely fires either Incendiary/Inferno Missiles with great potential to shut-down mechs, or High Explosive missiles with a small AOE. Mode swap uses the same Heavy MRM ammo.
Both modes have a x4 missile damage vs the internals of mechs.
Damage is technically minimal with Heavy MRMs, but regardless of mode their ability to delete mechs without armor is unprecedented. Extremely effective vs larger mechs with Incendiary missiles, and stupidly powerful against lighter mechs with the HE-Missiles. Best used as a supplement weapon to something that can crack open a mech's armor effectively. Re-Engineered lasers fill this role perfectly and should be considered in any build with Heavy MRMs, if available that is.
Rocket-Launcher (SLR-1):
Single use weapon that fires in a cluster like a shotgun (No reloading but also no ammo bins).
Intro date set much earlier so that they are usable from the beginning of any play-through.
Only comes in Tier-1.
Has similar stats to MRMs but with twice the damage per missile and minimal spread.
Rocket-Launchers should only be used on hyper-specialized dueling builds, or as an afterthought weapon if the tonnage is available. The ability to quickly dish out solid burst damage only once rarely makes them worth using. That said, with the new Solaris and Arena content they may prove to be more useful than before.
Heavy Rocket-Launcher (SLR-4):
Very different style of weapon vs the normal Rocket-Launchers. Has an internal ammo system, so no ammo bins are used with these weapons. Based from the MW4 Heavy Rocket-Launchers.
No cooldown buffs per higher tier. Instead gets +1 salvo of rockets. Starts with 10 salvos at tier-1.
Weighs 8 tons and takes 5 crit slots, which is inefficient due to the limited ammo supply.
Deals 4.5 damage per rocket and fires 4 of them over a 1 second burst duration.
No guidance system but has an unusually high velocity for a missile weapon.
Technically has the same range as an LRM, but they are difficult to use at long range.
Can be fired the moment the burst has ended. Because of this, Heavy Rocket-Launchers have some of the highest DPM in the game, until they run out of their limited ammo supply.
Easily one of the most unique weapons available with the main drawback being their minimal ammo supply. Ideal for deleting mechs very quickly in duels, but not so effective for general use. They are viable as a standalone weapon when reserved for "only for desperate situations". Such as a surprise Atlas appearing when your mech is heavily damaged.
Inferno Heavy Rocket-Launcher (SLR-3):
Exactly the same as the Heavy-RL, except that the damage is reduced by 75% in exchange for a high amount of heat damage.
Deals 3x the damage to exposed internals of mechs.
Should be used the same way as the normal Heavy-RL, just that this variation has a more utility focus. Ultimately comes down to player preference for which is better.
Stats And Mechanics: Short Range Missiles Part 1
This section applies to any missile with only short range capabilities, not just "SRMs".
General Short Range Missile stats and notes:
Velocities noticeably increased and accuracy significantly improved. Example: SRM velocity = 540m/s vs 400m/s. Spread is around 40% less than vanilla, allowing for far better accuracy.
In general, SRMs now lock-on similar to LRMs and can be guided to their target. However, they still can't indirect fire like LRMs and the turning rate of the missiles is quite low. This requires the user to aim much more directly towards the intended target. So locking on acts more as "an-assist" vs "aim completely for you" system. Does not require a lock-on to fire.
SRMs have a slower rate of fire but it's much more reasonable now. Regardless of class, SRMs of the same type have the same rate of fire and heat.
All Standard SRM Ammo per ton increased to 360 from 320.
Many SRM launchers now have an ALT-Fire mode that uses Dead-Fire missiles. Dead-Fire SRMs also have an inferior but earlier intro Pirate variation known as "Dumb-Fire" ammo.
Damage is reduced to Table-Top values vs the vanilla +20%. However, due the some of the changes above, they can still perform better than vanilla. Especially when directly comparing Dead-Fire SRMs and vanilla SRMs.
Its worth noting that Hostile mechs with SRMs can lock-onto the player/their targets as well and "Incoming Missile" could mean a launch of SRMs vs LRMs now. AI can also make use of Dead-Fire SRMs but only if they have the ammo equipped.
IS SRM (SLR-2):
Baseline for all other SRMs. Can swap to Dead-Fire ammo if available.
With a target lock, SRMs tend to guide themselves towards a mech's center of mass.
Dead-Fire SRMs deal +50% more damage but have way worse spread, 16.667% less range and cannot lock-on, which to some might be a benefit.
Only reason SRMs aren't brain-dead easy to use is there is a bit of a learning curve on using them effectively. For example, if there is an intention on striking a mech's legs, sometimes it might be better to aim low on purpose as the SRMs often try to pull up. It will vary a bit on the situation however. Main thing is SRMs can be effective even with a single SRM6 launcher, though the more mounted the better. If you despise their target lock-on ability, just use Dead-Fire/Dumb-Fire ammo. When against agile or quick mechs, the lock-on system comes quite in handy.
Stream SRMs (SLR-3):
Fires a prolonged stream with significantly better accuracy. ALL other stats are exactly the same as their non-stream counterpart, despite what the stat-card will say.
Better against slower mechs with large hit-boxes, as it'll be easier to land all the missiles into one location. Target locking has even less effect as the turn rate is much lower.
Can still fire Dead-Fire SRMs but they will fire out in a cluster and not as a stream. Accuracy benefit of Stream SRMs is not applied to Dead-Fire mode.
Since the delay between each SRM is quite substatial, guiding these missiles effectively can be tricky. However, the damage efficiency has better potential due to there being way less spread. Up to the user on which is prefered.
All SRMs + Artemis IV (SLR-2):
+11.11% range and velocity. Spread reduced by 33.34%.
With a target lock, works exactly the same as non-artemis SRMs.
Can still use Dead-Fire missiles as an alternative firing mode but Artemis offers almost no benefit when doing so.
Dead-Fire SRMs deal +50% more damage but have way worse spread, 16.667% less range and cannot lock-on, which to some might be a benefit.
Only reason SRMs aren't brain-dead easy to use is there is a bit of a learning curve on using them effectively. For example, there is an intention on striking a mech's legs, sometimes it might be better to aim low on purpose as the SRMs often try to pull up. It will vary a bit on the situation however. Main thing is SRMs can be effective even with a single SRM6 launcher, though the more mounted the better. If you despise their target lock-on ability, just use Dead-Fire/Dumb-Fire ammo. When against agile or quick mechs, the lock-on system comes quite in handy.
All Stream SRMs + Artemis IV (SLR-2):
Fires a stream with a shorter duration and significantly better accuracy. ALL other stats are exactly the same as their non-stream counterpart, despite what the stat-card will say.
Since the stream/burst duration is half the duration of non-Artemis Stream SRMs, landing missiles onto target efficiently is much easier. They technically have better accuracy too, but the main benefit is this shorter duration.
Can still fire Dead-Fire SRMs but they will fire out in a cluster and not as a stream. Accuracy benefit of Stream SRMs is not applied to Dead-Fire mode.
The stream duration is still of a concern, but guiding these missiles effectively is much easier. Most users will still likely prefer their cluster counterpart as they're already accurate, but the potential to melt vehicles/mechs with large hit-boxes will still be unmatched. Still ultimately user preference on which firing style is better.
All Clan SRMs (SLR-2):
Only differ from IS SRMs in weighing half as much, the cooldown being 20% longer and the heat per shot being higher. The heat output per minute is the same despite the increase in heat per shot.
Clan SRMs can still use Dead-Fire ammo.
Extremely strong weapon if a mech has the hard-points to mount several. Not including ammo, a single Clan SRM-4 with Dead-Fire ammo can deal 12 damage for 1 ton. Not many weapons match this level of efficiency in terms of damage to weight ratio
IS Streak SRM (SLR-2):
Extremely accurate guidance system, +25% more damage, +33.34% range, +15% velocity vs normal SRMs. Has a high turn rate and typically will only miss due to an obstacle being in the way.
75% chance to target any component stripped of armor. Can only fire with a target lock. Cannot fire beyond max range.
No alt-fire mode
Streak SRMs are ideal against mobile mechs and any kind of vehicle. Its vital to get the lock-on time reduced as much as possible through quirks and/or equipment. Unlike other SRMs which are good as primary, secondary or as backup weapons, Streaks are only optimal when used as primary weapons, or as a a weapon to finish off weakened targets.
Clan Streak SRM (SLR-2):
Only differ from IS SRMs in weighing 2/3 as much, the cooldown being 20% longer and the heat per shot being higher. The heat output per minute is the same despite the increase in heat per shot.
Same use case of IS Streaks apply to the Clan ones.
IS Advanced SRM (SLR-2):
Same range as Streak SRMs but has the same accuracy, velocity and guidance system of Artemis SRMs. Uses Streak Ammo
Same damage as normal SRMs but also includes a +50% mech armor damage bonus.
Has a slightly faster cooldown of 4.5 vs 4.8.
Advanced SRMs are even heavier than Streak SRMs and like streaks, have no alt-fire.
Basically a better Artemis SRM but at the cost of weighing more. Ideal as a primary weapon as the mech-armor damage bonus should be taken advantage of as much as possible. Still good against vehicles, just less efficient.
Clan Advanced SRM (SLR-2):
Mostly the same as IS ASRMs. Weighs less to varying degree, cooldown is longer and they produces more heat per shot.
Has a slightly faster cooldown of 5 vs the typical 6 of most Clan SRMs.
Same use case as IS Advanced SRMs.
Stats And Mechanics: Short Range Missiles Part 2
Inferno SRM (SLR-1):
Besides damage, stats are exactly the same as normal IS SRM . Uses normal IS SRM ammo.
Induces 1.667 heat damage/buildup per missile. Useful in shutting down mechs but also in limiting hostile return fire. You don't have to shut down a mech to benefit from infernos.
Base damage is 1/8 of a normal SRM, making them generally useless in dealing damage. However, they deal extra damage to vehicles, and are still decently effective against them.
Internal structure damage multiplied by 6x, which allows inferno SRMs to be useful against targets with exposed internals. This is still 25% less damage than normal SRMs though.
Its an SRM that trades damage for utility. Extremely effective in duels or 1 v 1 situations.
Magpulse SRM (SLR-2):
Besides damage, stats are exactly the same as normal IS SRM s. Uses normal IS SRM ammo.
Induces 1 heat damage/buildup per missile. Main benefit is the ability to de-buff a mech's "Pilot Skills", by setting them to 1 for 5 seconds. This has the potential of being extremely overpowered as it can temporarily turn elite pilots into imbeciles that don't understand what a heat-gauge is.
Base damage is 1/8 of a normal SRM , making them practically useless in dealing damage. They are practically useless vs vehicles as they receive no damage bonuses against them.
Its an SRM that trades damage for utility. Effective in duels but also as a support role through targeting as many mechs as possible in order to apply the de-buffs.
Pirate XL-SRM (SLR-2):
Has the same exact functionality of a normal IS SRM. Main difference is the non-canonical launcher sizes of 8, 10 or 12 and they have slightly more spread. Can still use Dead-Fire ammo.
While less weight efficient, they produce less heat per missile.
The XL Launchers aren't really any more efficient per ton vs IS SRMs and are ideal for mechs with limited hard-points but a desire to mount more SRMs.
IS Battle Armor Inferno SRM (SLR-1):
Built in internal ammo supply (No ammo bins needed). Has no guidance system.
Extremely lightweight but only has up to 6 salvos.
Uses the Inferno missiles and anything that applies with those apply with these SRMs.
Can be fired the moment the salvo stream/burst ends.
Battle Armor SRMs should be used in the same light as Rocket-Launchers, as backup weapons if extra tonnage is available or as part of a hyper-specialized dueling build.
Clan Battle Armor Advanced SRM (SLR-1):
Built in internal ammo supply (No ammo bins needed). Has no guidance system.
Extremely lightweight but only has up to 6 salvos.
Same features seen in Advanced SRMs apply to these Clan BA-ASRMs
Can be fired the moment the salvo stream/burst ends.
Battle Armor SRMs should be used in the same light as Rocket-Launchers, as backup weapons if extra tonnage is available or as part of a hyper-specialized dueling build.
Stats And Mechanics: PPCs
General PPC stats, changes and notes:
ER and Snub-Nose PPCs have a max range multiplier of 2.25x vs all other PPCs 2x.
Velocity increased. For example: Standard PPC went from 1040m/s to 1800m/s.
ER-PPC velocity matches that of normal Gauss Rifles so that these weapons pair up perfectly.
Range adjusted for PPCs to have TableTop values be taken as a base, and if needed adjustments made from there. Vanilla PPC ranges were oddly arbitrary
Some PPCs have had their visuals adjusted or replaced with completely new ones.
Capacitor PPCs no longer work like they do in YAW, which is a rare example of YARW being less close to TableTop vs YAW. Cap-PPCs now have 2 firing modes, which in many ways simplifies things as users can instantly swap between CAP mode or + mode. + Mode is similar to the PPC without the capacitor but with an even higher rate of fire. Otherwise its the same as the non-CAP counterpart.
PPC (SLR-1):
Baseline for all other PPC weapons and their stats.
Velocity increased to 1800m/s from 1040m/s.
Range set to 540m.
Tier-5 has a -1 Ton bonus.
Heat kept at 8 since vanilla oddly already had a -20% heat to it compared to TableTop.
The PPC has mostly seen just QOL improvements to make the weapon easier to use and better represent how the weapon should feel. For early game, the standard PPC is a good all-around weapon, but its ideal for "Sniping" at medium range. With the weight reduction at Tier-5, PPCs can still perform quite well among more advanced weapons.
PPC-X (SLR-2):
Velocity increased to 1500m/s from 1040m/s.
Heat more than tripled at 16 vs 5. Same thing with cooldown which is 8 vs 2.5.
Fires 10 vs 8 bolts, but each bolt does 2 vs 3 damage. Total damage = 20 vs 24.
Buffed spread pretty noticeably to 540 vs 700.
Clearly PGI weren't thinking in making the PPC-X for MW5. If the vanilla PPC-X kept the same fire rate for more heat vs the PPC it would've still been very strong without breaking the balance completely. YARW version of the PPC-X puts it in line with the other weapons and tech of the time. Still strong up close as its 20 damage for only 7 tons, but now it will require an actually mech build and not just something to slap onto anything with an energy hardpoint. Should be used with a similar mindset as SRMs since its a shotgun weapon.
IS ER-PPC (SLR-1):
Velocity increased to 2500m/s from 1645.56m/s.
Range set to 720m to match GRs, but max range increased to 1620m from 1500m.
Damage increased to 12 from 10.
Cooldown increased to 6 from 5.
Produces +50% more heat (12 heat) than standard PPCs.
With the higher damage but lower rate of fire, the ER-PPC is more distinguished as a dedicated Sniping weapon vs general purpose weapon. Always try to pair with an Gauss Rifle if possible as they compliment each others weaknesses. That being Gauss has minimal heat but is heavy, and ER-PPC has very high heat but weighs much less. The ER-PPC has the same DPM as the PPC but the increased heat is what balances it to not be better in almost every way. Overall, a very strong and consistent weapon regardless of what else is available (Even Clan ER-PPCs).
Clan ER-PPC (SLR-1):
Identical range and velocity stats as the IS ER-PPC.
Damage is 15 but the cooldown is even slower at 7.2 compared to the IS 6.
Weighs 6 vs the IS 7 tons and takes only 2 vs 3 slots. This along with the higher damage is what allows the Clan ER-PPC to be so strong.
Everything that applies to the IS ER-PPC also does to the Clan version. Basically just an improvement over the IS model but the slow rate of fire leaves a gap in the weapon being effective vs swarms of canon-fodder. Make up for this with just mounting more ER-PPCs + Gauss or by having a secondary weapon for such a role.
Snub-Nose PPC (SLR-1):
Damage is 12 vs 10 and the max range multiplier is 2.25x vs 2x.
Optimal range set to 280m and max is 630m.
Keeps the same heat and has a slightly faster cooldown of 4.8 vs 5 compared to the PPC.
Same weight and size of Clan ER-PPC.
While the ER-PPC pairs well with GRs, the SN-PPC pairs perfectly with AC/20s. The velocity will be higher, but they both focus on close range pin-point damage. Main reason for the significant buffs over normal PPCs is that SN-PPCs lose a core aspect and advantage of most PPCs, range.
Light PPC (SLR-1):
Has a more efficient cooldown at 4.167 vs 5 compared to the PPC.
Damage still at 5 and weight is 3 tons for 2 crit-slots.
Besides the noted changes above, the LPPC is identical to the PPC.
Since the LPPC introduces so late, it was made into a more "advanced" variation of the PPC with its higher damage output potential per ton. Besides being more viable on lighter mechs, the LPPC has the same use case the normal PPC.
Heavy PPC (SLR-1):
Has a slightly improved cooldown at 4.8 vs 5 compared to the PPC.
Damage set to 16 vs 15.
Better heat efficiency at 11.25 heat per shot.
Still weighs 10 tons for 4 crit-slots.
Besides the noted changes above, the HPPC is identical to the PPC.
Like the LPPC, the HPPC introduces pretty late in the timeline. So it was made into a more "advanced" variation of the PPC with its higher damage efficiency per ton. While the Clan ER-PPC is likely better in most situations, the HPPC has some notably advantages now which shortens that gap in what is more useful.
All Capacitor PPCs (SLR-1):
CAP-PPCs all have a + 5 damage for +4 heat. Cooldowns are adjusted per weapon so the LPPC for example has a much longer cooldown than the base LPPC.
Includes 2 firing modes, "CAP-PPC" and "+" mode which basically sets the PPC stats to what the Base PPC is without a CAP. The difference is there is also a boost to the fire rate.
Generally, Capacitor PPCs are a good way of boosting damage without needing to an an additional PPC/other weapon. The 2 alt fire modes may seem unnecessary, but the secondary firing mode is ideal for when the heat bar is too high, or for when the focus changes to shooting low HP canon-fodder enemies.
Pirate Dropship PPC (SLR-1):
Not intended to be a serious weapon and as such, they're generally not worth using.
Basically like combining 3 PPCs into one weapon that has better range and slightly better damage but a much longer cooldown.
Pirate Dropship Capacitor-PPC (SLR-1):
Works exactly the same as other CAP-PPCs but with a +16 damage for +12 heat instead.
Basically like combining 3 PPCs into one weapon that has better range and slightly better damage but a much longer cooldown.
Pirate Chemical SN-PPC (SLR-2):
Basically a chemical PPC version of the PPC-X.
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Pirate H-SNPPC (SLR-2):
An in-between that of a SN-PPC, HPPC but with shotgun multi projectile capability. (The "shotgun" concept for PPCs existed in YARW before PPC-Xs)
Fires 5 bolts that deal 4 damage each for up to 20 damage. Unlike PPC-Xs, the H-SNPPC has
about the the same rate of fire as a HPPC.
Has less than half the spread of a PPC-X.
Pairs up well with a LB-20X ACs as the H-SNPPC fires as often as an AC/20.
Battle Armor Support PPC (SLR-1):
BA-SPPC is like a micro laser but in PPC form. Weighs 0.25 tons and does 2 damage.
Has a fast cooldown of 2.4.
Range is also limited to 200m and the disruption field is only 30m vs 90m.
Ideal as a backup weapon or boated onto a mobile mech with lots of energy hardpoints.
Hyper-Fire PPC (SLR-3):
If a RAC and PPC had a baby...
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Stats And Mechanics: Plasma
General Plasma-Weapon stats, changes and notes:
Plasma weapons have a max range multiplier of 1.75x
As with most weapons, velocities were increased but this varies greatly on type. Plasma weapons focused more on damage will have a higher velocity vs ones with lower velocity will focus on inducing heat-damage/buildup.
Most plasma weapons use the Turret M Laser audio instead of Large Pulse Laser. This makes plasma weapons very distinct.
IS Plasma Rifle (SLR-2):
Baseline for all other Plasma weapons and their stats.
Velocity increased to 1600m/s.
Range set to 480m vs 450m.
Fires a rapid 5 round burst vs a longer 9 round burst.
Delivers 4.5 heat damage per burst.
Ammo increased to 50 rounds per ton vs 40.
The plasma rifle is in many ways is an upgrade to the reliable PPC. Same damage, heat and tonnage (with 1 ton of ammo that is) but with the ability to also apply heat damage. Best when boated and should always be utilized as the primary weapon system of a mech.
Clan Plasma Cannon(SLR-2):
Velocity is a much slower 750m/s.
Range is better at 540m and heat is only 5.4 vs the IS Plasma Rifle
Fires a rapid 4 round burst with minimal damage.
Each burst deals only 3 damage but the main benefit is the 6 heat damage.
Fast cooldown of 4.
Ammo is 72 rounds per ton.
The Plasma Cannon is less so a weapon and more so a mech shut-down machine. Stupidly high heat damage output for only 3 tons and way more range than most heat-damage weapons. Main downside is the high heat output of the weapon itself. Ideal as a unique secondary weapon or for specialized builds focused primary on shutting down enemies. Fairly effective on friendly AI mechs as well.
Clan Improved Plasma Cannon(SLR-2):
Fusion between a Plasma Rifle, Clan Plasma Cannon and an LBX AC. Weighs as much as a Plasma Rifle as well or 6 tons.
Primary firing mode is "splatter" which fires a cluster with high heat damage but only 3.5 damage in total.
Secondary firing mode fires a much higher velocity slug for 7 damage.
Uses the same ammo as the Plasma Cannon.
High rate of fire with a 3.333 cooldown.
The improved Plasma Cannon is in many ways a compromised in-between that of the Plasma Rifle and Cannon. While it has more range and much better accuracy vs a Plasma Rifle, the damage per use is noticeable lower. Granted the fire rate allows for similar DPM. Then when comparing the normal Plasma Cannon, the normal versions is much lighter weight allows for better efficiency in dealing heat damage vs the Improved model. The versatility of the Improved Plasma Cannon is its greatest strength but like the Plasma Rifle, should be used as a primary weapon system.
Clan Heavy Plasma Cannon(SLR-3):
Heavily based on the Plasma Cannon seen in MW4mercs
Impressive range of 600m.
Weighs a massive 10 tons for 5 crit-slots.
Still uses Plasma Cannon ammo but consumes 4 rounds per 4 rounds burst.
Has an insane 25 damage per burst and 6.25 heat damage as well.
The cooldown is extremely low at 8 and the heat per burst is a massive 22.
This variation of the Plasma Cannon is much more restrictive than most energy weapons due to the excessive heat per burst. This will force any practical mech build to focus a lot on cooling. Additional, the weapon is deceptively heavy as more tonnage will need to be devoted to ammo compared to other weapons.
Stats And Mechanics: Lasers Part 1
General Laser stats, changes and notes:
Lasers have a max range multiplier of 1.5x like vanilla. YAW has a default of 2x.
Large Lasers have the same cooldown and duration as their medium laser counterpart. This allows Large Lasers and Medium lasers of the same type to converge perfectly with each other.
Laser damages are based from TableTop first, then if needed a better and more consistent standard of percentages are used. Example, All IS Standard Pulse Lasers have +25% damage across the board compared to IS Standard Lasers.
Medium lasers now produce 2.4x more heat than Small Lasers, and Large Lasers produce 2.25x more heat than Medium Lasers
Short-Burst Lasers have been made redundant as the Short-Burst mode seen on many of the laser types does exactly what they would do but as an ALT-fire. By default, they have their spawning disabled but finding them through the Cantina or other mission rewards is normal and its perfectly fine to use them. They'll just be identical to their non Short-Burst counterpart. Interestingly, they still display the stats of Short-Burst mode as a way to get an idea/compare the modes.
Standard Laser (SLR-1):
Baseline for all other Lasers and their stats.
Damages set to TableTop values when applicable.
Large and medium have a 1 second duration and the small laser -25% less than that.
Can swap between Short-Burst and Normal modes instead of these being 2 separate weapon variants. Short-burst reduces the damage and heat by 40% but the cooldown and duration are cut in half. Range is also reduced by -11.11%, which is the same range as pulse lasers in YARW.
Tier-5 Large Laser has -1 ton bonus while the Medium and Small laser get a larger range boost of +33.33% vs +25%.
Simple workhorse weapon system with the main strength being the lower heat output vs any other laser type. For early game, combining some medium lasers with 1 or 2 large lasers can be quite effective. One of the best multi-purpose weapons as they can be used to supplement primary weapon systems or be used as the main weapon system. With the quirk improvements seen at Tier-5, Standard Lasers can still be viable late game as well.
IS Chemical Laser (SLR-1):
Has only 58.33% the heat of Standard Lasers
Damages per ton of ammo set to 630 for all IS Chem Lasers.
Damage reduced by 12.5% but fire rate improved by 33.33% compared to Standard Lasers. DPM is also 16.667% higher.
Tier-5 Chem Lasers get +33.33% more range vs+25%.
Less reliable due to the reliance on ammo, but the ammo damage per ton is quite high. Ideal for early game when DHS aren't common. Despite what seems to be an inferior laser system, boating Chem Lasers is surprisingly effective and is the preferable way to use them. Chem lasers should not be used as secondary weapons as this prevents them from taking full advantage of their strengths.
IS Pulse Laser (SLR-1):
-11.11% range vs Standard Lasers.
+25% more heat and damage vs Standard Lasers.
Large and medium have a 0.6 second duration and the small laser -25% less than that.
Total cooldown = -16.667% less than Standard Lasers. DPM is 50% higher.
Does not have an alt fire mode. *This might change in the future, but don't bet on it.
While quite a bit more powerful than standard lasers, IS Pulse Lasers tend to work better when used as a primary weapon vs a more multi-purpose weapon. Small Pulse is somewhat of an exception but should only be used on faster mechs, ideally in conjunction with MGs. Partyback or HBK-4P with 9 M/S Pulse Lasers is a simple but hyper-lethal mech build achievable after LosTech gets re-introduced.
IS ER Laser (SLR-1):
+33.33% range vs Standard Lasers.
+50% more heat and +20% damage for Medium and Large while Small gets +33.33% damage vs Standard Lasers.
Large and medium have a 1.125 second duration and the small laser -20% less than that.
Total cooldown = +8% longer than Standard Lasers. DPM is +11.11% higher.
Can swap between Short-Burst and Normal modes. Works the same same as it does on Standard Lasers.
ER Lasers are generally an improvement over Standard Lasers but their high heat output seriously punishes users without Double Heat Sinks. Still acts as a multi-purpose weapon type that works well when boated or as secondary/supplementary weapons.
X-Pulse Laser (SLR-1):
Based on the IS Pulse laser and has +25% more range.
Duration is the same but the cooldown is ever so slightly higher vs IS Pulse.
Heat = 20% higher vs IS pulse.
Can swap to "AUTO" mode which makes these lasers act more like machine guns. Super short duration and a rate of fire of 100 laser pulses per minute for all 3 Classes. Large X-Pulse Laser can fire 15 times a minute for comparison. Damage is much lower but DPM increases by +33.33%.
For more heat and an interesting alt fire mode, the X-Pulse laser acts basically as an ER variation of the IS Pulse. AUTO mode should be reserved for mechs that boat X-Pulses, but any X-Pulse will converge perfectly together as all 3 classes have the same rate of fire. Otherwise should be used the same as normal Pulse Lasers.
Re-Engineered Laser (SLR-1):
Almost identical to X-Pulse Lasers.
Main difference is the increase to heat, weight and size in exchange for a bonus +20% damage to mech armor and ignores special armor durability bonuses. Does have -10% mech-structure damage though.
Still has the same AUTO mode seen in X-Pulse Lasers.
If you find yourself facing mechs with specialty armors such as hardened or Clan Ferro-Lamellor, then these will act as the perfect counter. Otherwise, X-Pulse will likely prove better due to the better crit-slot and heat efficiency
Binary Laser/Blazer (SLR-1):
For all intents and purposes, the Pirate Small and Medium Blazers act as the small and medium class variations of the Binary Laser, and will be treated as if they are the same laser family/type.
Deals twice the damage of standard lasers while keeping the same duration.
Have 6.67% more range than Standard Lasers.
Heat is much less efficient at 2x the heat output per minute than Standard Lasers.
Cooldown and beam duration are 20% longer vs Standard Lasers. While DPM is 66.67% higher, they all basically weigh twice as much as well.
Blazers are essentially an easy way of "mounting" more lasers without needing more Hardpoints. While less efficient, they aren't too far behind 2 standard lasers and their main disadvantage is not having the versatility of switching between Short-Burst and normal Modes. The Binary Laser does have a dedicated Short-Burst laser variant though. Double Heat Sinks are really needed with Blazers, otherwise its generally not possible to take advantage of their full potential.
Stats And Mechanics: Lasers Part 2 (WIP)
RISC Hyper Laser (SLR-2):
High powered laser that will explode if destroyed.
Same range as the Clan ER Large laser or 750m.
Has 2 firing modes. Beam and Burst. Beam is the primary firing mode and works like most other lasers. Fire for 20 damage within a 0.8 duration, then wait for a long cooldown.
Beam works like the YAW Hyper Laser in that it fires continuously with no cooldown or duration. Heat output is less efficient but damage potential is noticeably higher. Unlike YAW, there isn't any odd buildup mechanics or extra things that complicate using the weapon. Uniquely, since the Beam mode can't benefit from its higher tiered cooldown and duration boosts, it instead gets extra heat reduction and damage boost per higher tier. This only applies when the Beam mode is selected.
Continuous-Beam Large Laser (SLR-1):
Extremely long range Laser with a 800m range.
Damage over time isn't impressive as its basically firing a new Standard Medium Laser every second, just on repeat with no cooldown.
Mounting enough CB Large Lasers to deal serious damage will also make the heat output from firing so many quite high. With just a couple of CB LLs, the heat buildup isn't too concerning.
Duration and cooldown boosts do not benefit this weapon. Higher tiers get increased damage in place of these quirks.
Perfect laser for an AA role. VTOLs usually don't have too much health regardless of mods being used, and therefore an extremely easy to use and long range weapon like this is perfect. AI are interesting with these as they are an all or nothing weapon for them. With AI targeting being based on "hit" or "no-hit", a weapon with an "infinite duration" will mean the AI will continue to fire until their mech heats up too much or the target dies, or they lose LOS. This means AI can Drill a targeting component until it blows up, or hilariously miss a laser for a solid 10 seconds. If you're felling lucky enough to give AI these weapons, its best to make sure the Pilot is highly skilled as well.
Clan ER Laser (SLR-1):
Has doubled the range and damage bonuses of the IS ER laser compared to the IS Standard Laser.
Cooldown is much slower than the IS lasers.
Heat is nearly doubled that of IS Standard Lasers.
Otherwise is the same or has the same features as the IS ER Lasers
While the heat is intense, Clan ER Lasers are some of the strongest weapons in the game simply due to their amazing damage and range for the tonnage.
Clan Pulse Laser (SLR-1):
Has doubled the damage bonuses of the IS Pulse laser compared to the IS Standard Laser.
Range is 50% more than IS Pulse or the same as IS ER.
Cooldown is slower than the IS lasers.
Heat is 33.33% higher than IS Standard Pulse.
Otherwise is the same or has the same features as the IS Standard Pulse.
Since Clan Pulse Lasers have the same ranges as IS ER Lasers, they make good secondary weapons. While their rate of fire still isn't high, the accuracy + high burst damage makes them monstrously powerful in Laser boat builds.
Stats And Mechanics: Flamers (WIP)
(WIP)
Stats And Mechanics: Artillery (WIP)
(WIP)
Stats And Mechanics: Support (WIP)
(WIP)
Added Weapons And Intro Dates (WIP)
This section still needs a lot of work and should be ignored for now.
List of weapons and their introduction dates
- Every weapon featured in YAW, YAWC and YASV also exist in YARW. However, there are technically a few exceptions as some weapons from those mods have been "replaced" with another similar weapon of the same size and weight. They use the same asset files so they should retroactively apply without issue. These weapons are...
- YAW: Improved Large X-Pulse Laser is now the RISC Ultra Laser
- YASV: RISC MMLs still exist, but as smaller launchers in sizes of 4,8,12 and 16 vs the previous 5,10 and 20. (YASV did not include a 15-sized launcher for this weapon family)
YAW Weapons:
Ballistic LBX Autocannons: LB10-X 3035 (LosTech), LB2-X+ LB5-X + LB20-X 3058
Ultra Autocannons: UAC/5 3035 (LosTech), UAC/2 + UAC/5 3057, UAC/20 3060
Caseless Autocannon: 3054
Hyper-Velocity 2/5/10: 3059
Light Autocannon 2/5: 3061
Heavy Gauss Rifle: 3061
Rotary Autocannon 2/5: 3062
- Mek-Tek and Apocryphal weaponry: Most of the weapons featured in MW4mercs have been implemented into YARW, but as with ALL non-canon weapons, they can be disabled any time though the mod-options settings tab. There are also a few more original, non-cannon weapons added into this category but they still make logical sense in how they function compared to other weapons of the BattleTech universe.
Mektek and Apocryphal Weapons:
Ballistic Hyper-Velocity AC/20: 3059
Light Autocannon 10/20: 3067
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3129402391
More MechWarrior 5: Mercenaries guilds
- All Guilds
- Yosharian's MW5 Music Modding Guide
- some note
- T.Flight HOTAS One with rudder pedals as "gas" and "brake"
- MW5: Mercs Official Manual (Controls and Basics)
- Winwing HOTAS Mapping
- Battle Tactics Guide - revised 500 hours
- MechWarrior 5: Mercenaries Guide 186
- MechWarrior 5: Mercenaries Guide 167
- Yosharian's MW5 Modding Guide