1 | Welcome to the Yet Another Revamped Weapon Spreadsheet! |
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2 | |
3 | Using the F10 debug/command console, any weapon in your game can be added (Ignore all Quotations for the commands). Super useful if any weapon becomes "Invalid" and you'd like it back. |
4 | |
5 | To use the "addweapon" command you'll need the weapon asset name which can be obtained through a YAML advanced tooltips option, or through the "listweapons" command. You can set the list location anywhere, but for ease of use I just use |
6 | "listweapons C:\mw5" . |
7 | |
8 | Example of adding a weapon to your inventory: "addweapon C79HFlamer" would add a Clan Heavy Flamer. Now if i want a higher level version i can add "_Lvl2" or whatever level you like. (0/1/2/3/4/5) So if I wanted a Tier-4 Large Variable Speed Pulse Laser, |
9 | it would look like "addweapon trueg_Large_VSPL_Lvl4" . Hope this helps and have a good one Mechwarriors! |
10 | |
11 | Other mod notes: |
12 | Most of the Weapon stats are up to date. |
13 | |
14 | Content on this spreadsheet is subject to change. |
15 | |
16 | Weapons that are labeled as "Alt Fire Only", only exist as an alternate firing mode to a weapon. (This Label has not been implemented yet.) |
17 | |
18 | Artillery weapons are likely to see much more experimental adjustments. The goal is make them more consistent but there may not be much to be done in fixing this. |
19 | |
20 | Plenty of weapons have additional modifiers to give them different max ranges when the "GlobalMaxRangeMultiplier" is set to 1.5. |
21 | |
22 | Missiles auto detonate at max range. |
23 | |
24 | Rate of fire is based on how many times a weapon can fire within one minute. |
25 | |
26 | Damage per minute and Rate of fire don't include the "free" +1 "weapon damage", so the actual damage per minute of some weapons is higher. Example: The AC/20 fires 12.5 rounds a minute, Times the damage of 20 = 250. |
27 | When including the extra +1 "weapon Damage", the total damage per minute of the AC/20 is actually 270. (The +1 "weapon damage" comes from the first shot not having a cooldown.) |
28 | |
29 | Ultra autocannons doubled fire rate vs standard autocannons is based off of the user double-tapping. Realistically the damage output/fire rate of Ultra autocannons wouldn't be that high due to jamming when double-tapping. |
30 | |
31 | Some missiles such as ATMs and MMLs are featured on multiple sheets but it's just a way to display their different stats based on what ammo is selected. |
32 | |
33 | Capacitor PPCs do not include a capacitor charge time stat which causes the damage per minute of these weapons to be incorrectly much higher. |
34 | |
35 | RISC Hyper-laser's Damage per Minute, and Rate of Fire stats are not properly included. They also function the exact same way as they do in YAW. May be changed in the future. |
1 | Changelog: Update-2.9.1 | Changelog: Update-2.9 | Changelog: Update-2.8.9 | Changelog: Update-2.8.8 | Changelog: Update-2.8.7 (Current Release) | Changelog: Update-2.8.6 | Changelog: Update-2.8.5 | Changelog: Update-2.8.4 | Changelog: Update-2.8.3 (Current Release) | Changelog: Update-2.8.2 | Changelog: Update-2.8.1 | Changelog: Update-2.8 | Changelog: Update-2.7.2 | Changelog: Update-2.7.1 | Changelog: Update-2.7 | Changelog: Patch-2.6.3 | Changelog: Patch-2.6.2 | Changelog: Patch-2.6.1 | Changelog: Release-2.6 | Changelog: Patch-2.5.1 | Changelog: Update-2.5 | Changelog: Patch-2.4.1 | Changelog: Version-2.4 | Changelog: Version-2.3 | Changelog: Version-2.2 | Changelog: Version-2.1 | Changelog: Version-2.0 (First-DLC5 Release) | Changelog: Version-1.04.0-DLC4 | Changelog: Version-1.03.1 | Changelog: Version-1.03.0 | Changelog: Version-1.02.1 | Changelog: Version-1.02.0 | Changelog: Version-1.01.0 | Changelog: Version-1.00.0 | Changelog: Version-BETA-0.99.9aHF |
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2 | Lots of bug fixes | Some needed patches/fixes as well as some new changes for Artillery based on YAW's changes | Rework of Missile emitters, RF-ACs, QOL changes and patches | Minor patch update | Minor patch update | Major Patch update: Most major bugs were due to corrupted files | Patch update | Patch update | Patch update | Massive Rebuild from the ground-up | Bug fixes | Bug fixes, Buffs and visual improvements | Steaming with Patches and Big Booms! | Minor Patches and tweaks | Minor Patch and tweaks | Mostly adjustments and fixes | Some oopsie fixes, buffs, some new content and making things purtier looking :) | Small Tweaks to MechAssault Weapons along with Description Fixes to certain LRMs | Big update with all new MechAssault Weapons and many nice tweaks and balances. This update has taken +48 hours to create. | Just some bug fixes and TLE should work correctly now along with Weapons that switch modes | More compatibility changes due to YAW + YAWC New release. New Weapon and bug fixes | Mostly refinements and adjustments for better compatibility. Also new ALT Main file with traditional MW5 Laser Colors | Small update, mostly just patches. | Mod renamed to Yet Another Revamped Weapon (YARW) | WIP ATM! | ||||||||||
3 | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: | Bug Fixes: |
4 | Fixed issue where the Proto LRM would not return to the correct flight path for the primary firing mode after swapping ammo. | Fixed PPC-X, Light and Medium Rifle-BF Cbill values per tier. Were set to vanilla values, which are wrong to begin with. | Fixed Description not showing on the Pirate Bastard Rifle | Fixed SRM initially noting they're in "LRM" mode. Redid how the initial weapon mode name is done. | Overhauled the Missile MML blueprint. All IS and Clan missiles with ammo/mode swapping should function better | YAWE should work again with YARW now. | More or less a re-upload as I think the nexus version didn't go up right | Fixed Weapon Cooldown Component for various weapons. For some reason it got reset to YAW stock values despite not | So the Capacitor PPCs emitter blueprints were corrupted and had to be remade. The fix was literally remaking it 1 to 1, IDK why. | Fixed IS LBX from having 0% range. Bug occured after fixing another bug from last update. Ironically that bug was preventing | Clan Machineguns set to their intended damage values. (-10% less than IS MGs) | Performance but most notably loading times seem better across the board compared to 2.7.2. So much was changed since this | AC/2 BF higher than tier-1 were set to single-shot AC/2 stats. | Dramatically increased missile turning rate for missiles given the high arc trajectory such as the N-LRMs | Fixed Clan RAC Jam Bar not having any color variation and RAC projectiles in general to have better performance. :) | Fixed TLE and method on making the separate TLE version. Should prevent the stats from switching and being borked. | Fixed AP Gauss. Was using a flawed testing method as i based the muzzle flash effects it has from the perspective of an Atlas, | MA Advanced ACs re-worked to more closely resemble how they functioned in MechAssault. Fire in proper bursts now | Fixed Pulse Laser descriptions to be more accurate since many of them no longer have a "full auto" alt fire since version 2.4. | Crossbow SRM weights reduced in half to intended weights and they can no longer fire past their max range. | Improved Clan Heavy Lasers now have the "(C)" at the end of their name | Fixed HUD_Weapons widget which affected weapons with alternate firing modes (Only affected a few but it should be good now) | Clan RACs properly display their heat bar. | Many weapons that were removed/replaced from YAW were returned for better compatibility with other mods. | Fixed more weapons such as the Clan heavy flamer having the wrong Bill multipliers for higher tier versions | Weapons should display with the correct models now. | Clan RACs should be available now. A very strange bug occured where some Users couldn't get access to them and others could. | Some LRM-5s had the wrong stats. | LBX ACs now have their 2.5X max range boost when using slugs and 2x with cluster shot. | Fixed a few more errors with weapon tier percentage bonuses. | Multiple weapons had the incorrect amount of ammo per ton. Includes HVAC/2, HVAC/5, Many of the UACs and Magshot | Standard AC/2s listing the wrong max range. | PPCs minimum range: All non ER or SN ppcs had the minimum range removed. (ER and SN PPCs didn't have min range) | Many weapons having old or default stat values were properly set to intended values. | T-Bolt missile spread was set to default values. Increased accuracy by setting spread to intended values. |
5 | Certain Cluster fire energy and ballistic weapons did not include a feature in which at least 1 projectile within the cluster would | Fixed various salvage point costs to many weapons. Includes PPC-X and Inferno SRMs. | Updated Descriptions on many weapons such as Inferno SRMs | Clan LAMS range set to 200 from 2000m | -Hopefully any "mode locking" is fixed, some testing confirmed this but please write a bug report if something isn't right. | Set Dummy GUI file in YARW-Clan to not have anything display in game. | Tuned LRM missile paths to be more consistent at closer ranges | touching this blueprint in over a week. This applied to UACs, RISC-ULTRA Laser and the Pirate-Gauss Rifle | So its possible other parts of the mod got corrupted, so please write a bug report if you think something funny is going on with a | - something else from setting the stats to 0 | Heavy MGs optimal range set to of 150m vs 135m. | version re-built most things from scratch and the base YAW + YAWC source files. | Fixed various weapon descriptions to be more accurate or better represent the weapon | Fixed IS Stream LRM20 + ART tier-5 range quirk. Is now + 25% and not 40%. | Fixed Improved Plasma Cannon names in higher tiers. | Clan RAC weapon tags changed for better mod compatibility. Kinda sucks but this'll be better for the future. | which has a low slung ballistic weapon mount. AP Gauss will no longer have a blinding flash when fired near the cockpit of a mech. | MA Crossbow SRMs re-worked to more closely resemble how they functioned in MechAssault. Burst Duration extended | Gauss tracer trails were incorrectly set to the wrong type. Were also adjusted to look nicer in general | Fixed Stream LRMs and NLRMs descriptions to be more accurate. | Heavy Clan Plasma Cannons had their ammo type fixed. Ammo tags got unlinked for whatever reason. | fixed clan flamers again, had intro date set to 9066 instead of 3066. | Flamer tags fixed | Fixed LBX Mode recoils for some of the LBX ACs | Added (Actual Source: YARW) to more weapons that are also in YASV | Install weapon costs now fixed. Changing the costs from default prevented the cost multipliers from working. | Prices for all RACs were set to 300,000. Each RAC now has its own price. | Clan MG Arrays are now the correct weight and not the IS weight. Fixed the weapon Tags for IS MGs. No longer display as Clan MGs. | MMLs have the proper range and velocity stats now. | Velocity bonuses in SRMs were too high | Some weapons had the incorrect world damage, world damage radius and impulse. | Giga-WOP Plus had its name fixed when activating the mod. | (The minimum range didn't do anything and it incorrectly read as 9000m min range and not 90m) | IS er small laser damage fix | |
6 | -hit where the crosshair is targeting | Fixed issue where the Disable Mechassault Setting also disabled the spawn of Plasma cannon ammo | Fixed Audio with Hyper-Fire PPC and Improved Clan Plasma Cannon (weapon audio type was too quiet) | Updated and fixed certain descriptions for weapons. Hopefully they're more clear in indicating important info. Feedback needed. | Tweaked LRM flight path to hopefully provide better consistency with hitting targets. OLD 2.7.2 version worked great, not sure | SRM6 salvage points = 1 again, and description fixed | Possibly fixed No damage LRMs at min range. If an LRM with min range is fired, and then the target moves closer than the minimum | Fixed some missing weapon descriptions | weapon. | BA_TAG stats set correctly | Standard Autocannons Cooldown being reduced in firing mode2. This cooldown boost is supposed to be just for CAP-PPCs | Machine-Guns no longer have left-over T5 heat damage bonus. Not all were bugged but this was an inconsistency | RISC MMLs given high arc trajectory seen in just about every other LRM weapon. | RISC Hyper Laser should work as intended now. Somehow I re-linked its old HUD elements which broke things | Fixed Clan AC/2 + AC/5s various issues | Fixed certain weapon displaying the incrorrect weapon model | Reduced Smoke from Advanced ACs so they are not as blinding. It's still excessive though. | Fixed the Tier-5 MechAssault Energy weapons C-Bill values. | All double ammo bins should now be subject to YAML's Lore Abiding Citizen Mod Options Toggle. This actually should be in the next | Excess Flamer Cannon ammo deleted. | Clan MGs stats set to same as IS MG stats. | YASV Weapons: RISC MMLs return and RISC Streak MMLs are a standalone weapon now. Pirate MRMs still replace Heavy MRMs | Pirate MRM40 now does .25 instead of 1 damage per missile | Some ammo types were tagged incorrectly. | Fixed Audio for BA-SRMs | LAMS no longer burn hotter than the sun. | IS LRMs now have the proper amount of ammo per ton for 1 and 1/2 ton ammo bins. Is now 480, was 400 per ton. | MML LRM and SRM stats set to Artemis equivalents and SRM velocity no longer doubled the LRMs. Set to + 25% instead. | LB 2-X and LB 5-X Autocannons had their recoil bug fixed. They now produce less or no recoil. | Medium rifle had the incorrect Cooldown. (Fire rate too slow) | Plasma Rifle tier-5 quirks fixed. Mainly the tier-5 cooldown was lowered to be consistent with other tier-5 weapons. | Ammo quantity fixes for Gauss weapons and machine guns | Mod Changes: | ||
7 | Fixed intro dates of Battle Armor Recoilless Ammo. Set back to 3060 instead of spawning before 3015. Spawn chance reduced. | Fixed Clan LRMs needing to "cooldown" on mode swapping. | Added the full list of tiers for Prototype PPCs (was just tier-1 before so YASV Proto-PPCs were finding their way in game) | Rapid-Fire ACs salvage values set to standard of other weapons | - why it suddenly started having issues with the new game release of DLC6. | range, the damage goes to 0. | Set AC/2 back to single shot AC/2 stats and not the test-build Rapid AC/2 | YALM-Warlord or AS7-W was patched to have the LB-20X in YARW. Also swapped the Small Lasers for ER-Small Lasers | Clan Flamers weight set to 0.5 vs 1 ton | Adjusted CAP-PPC cooldown bonuses to correct values. Is more consistent now. | Mech-Assault Ammo should have the same intro dates as the selected enabled or disabled option. | Fixed RISC Ultra Laser stats at higher tiers | LB-10X Projectile Tracer is no longer set to the default AC/10 tracer | Mod Changes: (Includes new features, weapons and minor tweaks) | Fixed Flamethrower visuals | Added a slight delay to Autocannon + MG weapon Tracers so that they don't look like lightsabers at super close range. | Mod Changes: (Includes new features, weapons and minor tweaks) | YAML update as well :) | RISC Rotary AC/10 weapon Tags fixed from being a RAC20 and is now a RAC10. RISC RACs jam stats also fixed | More price adjustments for artillery weapons to be more consistent with how other weapon prices are calculated. | and there are no plans to change this since there is not compatibility issues with this version of MRMs. | Fixed incorrect asset names for clan Stream SRMs and the Large Variable Speed Pulse Laser tier-3 | Recoil fixes for certain autocannons. | Light Gauss stats restored. Stats were accidently deleted last update, so whoops. | Adjusted and fixed more weapon firing audio issues | AC2s now have the intended 2.5x max range. | AMS double ammo bins set to 5000 instead of 15000 | Audio for the "cooldown complete" + reload audio were removed from faster firing weapons since they overridden the weapon | ERPPC and CAP-ERPPC now have consistent velocities | SN-Capacitor PPC range parity fix with normal SN-PPC | er pulse lasers have the proper heat to damage ratios now | None. | |||
8 | Fixed C-Bill values of higher tier Prototype PPCs. Salvage point value is uniquely set to C-Bill value divided by 300,000 vs 200,000. | Fixed some weapon desciptions and some of the weapons that had their descriptions de-linked. | Fixed more salvage and crit chances on a few weapons. | Fixed IS LRM15s explosion damage being 10 instead of 7.5 | AC-10-BF damage stats adjusted for its 4 round burst instead of its old 5 round burst. | Mod Changes: (Includes new features, weapons and minor tweaks) | Removed test mod options file in Clan resources | Remade the Blueprint for CAP-PPCs and IS Autocannons. Is much more streamlined and should prevent more odd issues. | Fixed some of the PPC projectiles being incorrectly set. Should be more variety of PPC colors now :) | Added "INC" to standard Rapid-AC ammo as well as updated its description too. | Fixed Double-Ammo bins for Lore-Abiding Citizen | Weapon-Upgrades should work for the odd few that didn't. Not every weapon + Tier was tested as that would take too long. | Mod Changes: (Includes new features, weapons and minor tweaks) | Fixed various Clan Tracer MGs. Their stats were not being read from their data-table. | Fixed VSPL ALT-Fire mode. Was broken since the asset names changed several updates ago. | Mod Changes: (Includes new features, weapons and minor tweaks) | Changes Crossbow SRMs to maintain the same damage per missile regardless of tier but the cooldown is no longer kept the same | ELRM Rocket Exhaust is now always the color its intended to be | All Advanced Autocannons now use the Medium Rifle Firing sound. | ATM HE Missiles (Short Range) fixed to 3 vs 2.666 damage per missile. | Audio fixes for Clan Ultra AC 20s. Now their firing sound isn't cut off | Fixed RE-Engineered Laser Intro Dates to 3130 instead of 3057 | Pirate MRM40s weight set to 12 instead of 10. | Gatling MGs were the wrong size and the Clan version wasn't spawning at all. | Finally fixed that annoying RAC firing audio bug where no audio would play on firing a RAC for the first time! | Updated audio again for certain weapons. Audio stuff was incorrectly labeled for Battle Armor SRMs. | Weapons should integrate better with the YAW stat sliders. The Mod Options YAW Sliders Tab is now named Giga-WOP Config. | Clan Missile World damage. Most missiles were set at 1, now set in line with IS missiles of 2. | Fixed the damage per round for many of the ammo bins. Some of these issues stem from the original YAW/YAWC. | firing audio. This was most noticeable with the AC/2s. Might remove more weapon cooldown complete blips in the future. | Magshot range: Was 240, it's now 225. | IS Arrow IV artillery missiles have velocity increases through their tiers. | Ultra autocannon Jam % is now consistent between Clan and IS versions | ||
9 | Fixed Mysterious SLDF Ammo explosions chance to 15% vs 60%. | Clan Streak MRMs now have a burst-duration compensation quirk. Burst duration extended for better parity with other missiles. | Fixed TBolts. Were using an obsolete projectile type. Now set to use MechAssault Javelin MK2 projectile. | Fixed Supercharger inconsistencies. Damage per second has a better standard | Fixed RAC/2 audio. Decided to remove the AMS go brrrrr audio, as fixing it was taking more time than it was worth. | - | Updated YARW_Essentials to better include the up to date .json configs | - If any occur it will at least be easier to fix now. | Machine Gun Ray added to YARW_Essentials as to not be overridden anymore. | Rocket-Launchers to intro date of 3015. Not technically lore friendly, but better for gameplay and in spirit, it's more fitting to the lore. | New standard ammo types should have a high chance of spawning now if they weren't previously set to. | Heavy-Rocket Launchers asset names redone to allow for upgrades. If u had any previously, they can be added back via F10. | - | Fixed Inferno Heavy-Rocket Launchers using the normal RL projectile. | Fixed Impulse on AC20 + AC10 | Lava-Gun muzzle flash reduced but molten metal debris from firing increased. | per tier either. Technically, higher tier launchers have a longer cooldown due to the burst duration but more missiles fired which = | Mod Changes: (Includes new features, weapons and minor tweaks) | Adjusted loading hints to be more accurate... added some more too. | Completely re-went over and remade the flamers. Kept glitching out but they should be all good now and spawn correctly. | Heavy Flamer weight set to 1.5 as it should be. | Fixed prices, range and guidance systems for Magpulse + Inferno SRMs. Much more consistent with the other SRMs now. | HAG Burst duration set to .06 for all HAGs and not just HAG40s | Fixed standard and LBX autocannons not getting range boosts from quirks or equipment | Clan Medium Chemical Laser heat was 3, is now 2.25. | Dead-Fire SRM4s and 6s have the dead-fire stats instead of the normal SRM stats. | Many fixes to incorrect weapon stats caused from the technical issues of 1.03.0's development. | Clan Stream SRMs didn't have an updated description. | Clan Standard ACs now use correct ammo amount. | Fixed incorrect weapon descriptions. | Fixed many errors with weapon tier percentage bonuses. | This is not intentional as increases to velocity can make Arrow IVs function worse/be less consistent. | Narc beacons no longer produce heat | ||
10 | Fixed RISC-MMLs having the YASV Jam chance. | Clan Streak MRMs now also display their stats correctly, but ammo had to be reduced to 20%. 1 ammo now = 5 Missiles. | Fixed Clan Arrow-IVs again. They reset to their previous projectile. | Working on Audio for weapons more. AC/2 audio set to rapid-AC/2 should help or completely fix issues of sound going out on firing. | Fixed RAC Rock impact visuals | Fixed Clan AC ammo capacity. Was at YAW's default values | Fixed Rapid-Fire Autocannons ammo consumption per shot to be per rounds and not per burst. | Extended YARW_Essentials load-order so that it overrides everything. | Alt-Fire weapons had their Assigned weapon class change on their own. Unkown as to why but they all should function correctly now | LBX ACs now have a consistent +20% damage in cluster mode across the board. Might get rebalanced in the future | Certain Precision, Flak and INC ammo bins set to correct ammo per ton. | Adjusted and fixed many ammo bin C-Bill values. Mostly cost reductions. | more damage per trigger pull. | Set AI ALT fire missile range to 200m from 270. Not sure what else to do to convince AI to use LRMs like LRMs instead of MRMs. | Fixed ATM burst durations and burst duration cooldown offset | Flat Buffs: | Fixed certain weapons with incorrect C-Bill multipliers for their tier. | Patch for the current YALM Goshawk RISC variant. Thank you MalumUmbra for helping with this :) | Fixed Streak-MRM/10 and 20 not having Clan Tags | Fixed Stream SRM6s burst durations. | Pirate Dropship PPC MKIIs now explode when destroyed like the other Capacitor PPCs | Fixes to many descriptions and battle values | Tracer MGs now have the correct Bill Values | Plasma Rifles max range is no longer over x10 the optimal range. | MRM10 had 0 damage. Not sure how this happened but it's fixed now. | RACs and LBX now have the proper autocannon max range multipliers | lvl5 AC/2 burst fire had incorrect stats. | Also fixed some parity issues with comparable weapons having different weapon tier percentage bonuses. | Some artillery had inconsistent tier-quirk stats vs other artillery. | AC/2 heat values are now more consistent with one another | |||||
11 | Adjusted HAG visuals to use AC2 impacts. This was always intended, but in making YARW more compatible with Merlock's | Fixed IS RAC/2 ammo per ton to be based on 0.48 damage per round vs 0.6 | Fixed Turrets getting instantly disabled from any ballistic/missile weapon with heat damage. Feature is derived from | Fixed issues with SRMs not being able to equip the right ammo types or being able to use ammo that would not work. | Fixed Config Files to pertain only to YARW and not YAW. Intended YARW settings should be the default to start with now. | Flat Buffs: | Mod Changes: (Includes new features, weapons and minor tweaks) | Fixed MechAssault weapon and ammo issues along with intro dates. More work is needed but they function as intended now | Fixed Light AC20/10 from not showing their selected ammo when equipped | Fixed TOI-Cluster Logic - Thank you cszolee79 | Fixed Caseless AC20 no sound issue. Was due to having a reload sound oddly enough. | Flat Buffs: | RISC RACs intro date set back to RISC Faction (3082) | Flat Buffs: | Advanced AC ammo increased to compensate for increased ammo consumption | Lava-Gun no longer uses ammo. | Enhanced Long Range Missiles (NLRMs) "stream duration" cooldown quirks removed. | C-Bill costs for Streak SRMs fixed to be consistent with other weapons. | Missile firing audio for Heavy Rockets and Battle Armor SRMs | Clan Railgun tracer effects fixed. | Removed Clan RACs from the main file and placed them into the clan file. This was a work-around. | New Stream SRMs properly named with stream. | Improved Heavy Gauss Rifle now has damage drop off. | Some LRMs had the incorrect spread stats. | RISC Hyper-Lasers had flat stat bonuses (+0.25 Damage vs +25%) and not percentage bonuses throughout their tiers. | CLAN and IS ER Flamers now have matching ranges | |||||||||
12 | - weapon visual mods, certain things weren't transferred back over. | Fixed Advanced SRMs stats not being consistent among other SRM types. Clan versions kept their cooldown while IS got lowered. | - YAW, but this causes issues with certain Coyote missions and their turrets. Unknown if the fix will cause other issues or work 100% | Fixed the Name for Heavy MRM ammo. No longer says incendiary as the ammo stays the same for both modes of the H-MRMs. | Another pass at patching Mechs due to changes in YARW. Now integrated with YAML's new loadout replace through .json config | - | - | Fixed Corrupted Missile blueprint connected to most IS missile weapons. All LRMs and SRMs should work as intended now. | Mod Changes: (Includes new features, weapons and minor tweaks) | All mechs in DLC-6 that had Rapid-Autocannons had their loadouts changed to accommidate for the overhauled Rapid-Autocanons. | Clan RACs asset names changed. Again, if any weapons become invalid use the F10 menu. | RISC-Streak MMLs cooldown buffed from 5 to 4.4. | Mod Changes: (Includes new features, weapons and minor tweaks) | Lava-Gun and Hammer Missile detonate at max range instead of disappearing | - | Flat Buffs: | Mod Changes: (Includes new features, weapons and minor tweaks) | Flamethrower weight reduced from 5 to 3 tons | Mod Changes: (Includes new features, weapons and minor tweaks) | Mod Changes: (Includes new features, weapons and minor tweaks) | Pirate Sawn-Off LB-20X names fixed for higher tiers. | Weapon Properties is now its own file to reduce issues of the necessary stats it contains from being ignored/overrided. | Magshot properly labeled for the mechlab levels optional file. | Removed Dead-Fire Missile assets. They should no longer appear in instant action. Dead-Fire missiles exist with NLRMs now. | Stream Streak SRMs now have the proper amount missiles for each launcher. | Mod Changes: | Clan SRMs had inconsistent tier quirk stats vs IS SRMs. | ||||||||
13 | Heavy Lasers in LOW-PWR (Low power) mode no longer have any screen interference, giving more value to this mode. | - of the time, but testing didn't ring any alarms. So as of now INC rounds are not good against turrets due to no damage bonus. | Fixed Clan Streak Missiles component targeting chance and damaged component chance. Was set to default which makes Streak | - system. Note that patches for YARQE will be needed as some of the quirks are override due to the new system but the | IS LRMs intended stats set in place. | Mod Changes: (Includes new features, weapons and minor tweaks) | Added description to Rapid ACs | Might see more adjustments later. | Removed "MKII" suffix as this might of been a culprit to weapons not upgrading. Possibly a temporary change for now. | Small tweaks and adjustments to LRMs which have more consistent heat and spread among each other. | Fixed Advanced MG Tracers | All Stream Missile weapons now have +10% velocity over their cluster counterparts | Flat Buffs: | Advanced Laser beams are now... Thicker. | Mod Changes: (Includes new features, weapons and minor tweaks) | Added Clan ProtoMech Rotary Autocannon/2. Basically a lighter and smaller Clan RAC/2 with less range. Uses Proto AC Ammo | Adjusted and fixed many weapons C-Bill cost to be more consistent. Many of the various IS Autocannons are now cheaper. | Precision AC20 ammo should no longer spawn anymore... a possible weapon to be added later perhaps :) | Fixed MRM burst durations and Apollo MRM Bill values | Clan Plasma Cannons now have the correct tags and cooldown values. | LAMS now produce actual heat. Issue stems from YAW and YAWC. APDS should appear now. | Mod Changes: | Updated weapon descriptions. | Mod Changes: | Clan Artemis SRM2s had 1.4 heat vs the 1.6 heat of other SRM2s. | Mod Changes: | |||||||||
14 | Mod Changes: (Includes new features, weapons and minor tweaks) | Pirate Double AC/5 descripitoin notes it uses FLAK rounds and its velocity adjusted to 1500m/s, or the same as the AC/5 | - This trade off is better than the OP instant disable, but its still less than ideal. | - targeting completely random with little focus on damaged components of 15%, vs 75%. Intended stats prioritize the torso more. | - alternative was to add another file to activate or download for steam users. | Flat Nerfs: | Flat Buffs: | Fixed IS Stream Artemis LRM Turning rate issue. Other stats were also reset on the stats sheet so this has been fixed too | Properly integrated the Disable Redundant Weapons setting. Only applies to short-burst lasers as of now | Patched new weapons having incorrect or inconsistent stats | And many other small weapon visual adjustments and tweaks. Clan Ballistics back to green tracers for now at least | Flat Nerfs: | TBolt Velocity increased from 350m/s to 400m/s | - | Updated All projectile based flamers projectile visuals to be more... fiery. Flare Flamers may cause performance issues | Flat Nerfs: | Added Basically all the weapons from MechAssault: Many of these weapons have additional or unique characteristics on higher | Clan LBX are 1.6x vs 2x price of IS counterparts which is the same as Clan Ultra ACs. | MMLs Bill values reduced to correct values. Is much more affordable now. | Many NEW WEAPONS and weapon overhauls! | Autocannon/Rifle- | Mech upgrade content have been separated into its own mod, Giga-Upgrades | |||||||||||||
15 | Binary Lasers/Blazers C-Bill value increased. Small Blazer value doubled, which is now the same as a Medium laser | A certain weapon using Mysterious SLDF ammo had something fixed. Hint Hint, the this weapon is Tier-5 only. | Fixed Crit-chance of many weapons such as the CAP-PPCs. YARW's standard bases this off of crit-slot size. | Fixed issue where only Clan Stream Artemis SRMs would not be able to swap back modes after switching once. | Fixed many visual issues with MechAssault weapons. Likely to get tweaked a bit later | - | - | CAP-PPCs now default in the charged Capacitor firing mode. | Adjusted Clan ERPPC and Linked PPC projectiles for compatibility with another to be seen mod. | Mod Changes: (Includes new features, weapons and minor tweaks) | Patched vanilla mechs with Autocannons-RF | Flat Nerfs: | Adjusted Missile visuals for better integration with the mod Volatile | YASV Mechs Patched: HBK-4X-Has the proper Light AC/20 ammo and not normal AC/20 ammo. | Lava-Gun heat increased to 24 from 15 per use. Might get further increased, but heat output per minute is about 216 which is | ATM Velocity increased from 450m/s to 480m/s | TLE Lasers vanilla lasers and some of the advanced-tech IS lasers should now be compatible with the Beam-Effect Mod. | Javelin LRMs velocity reduced from 600m/s to 400m/s. Is the same as other LRMs now basically | tiers. MechAssault weapons only include tiers 1, 3 and 5 or just tier 1. They are not designed to be the most balanced but | Flat Buffs: | Machine Guns now deliver much more damage. 50% more for MGs and LMGs deal .8x the damage of normal MGs instead of .75x | Machine guns now properly read their intended stats off of their data table. | Mod Changes: (Includes new features, weapons and minor tweaks) | Is now 100% compatible with YASV! Hooray :) | Mod Changes: (Includes new features, weapons and minor tweaks) | Mod Changes: (Includes new features, weapons and minor tweaks) | Mod Changes: | Autocannons/Rifles- | Added new optional file for single shot AC/20s and AC/10s. | Mod Changes: | Optional file exist now for increased chances of tier-5 weapons and other game tweaks. Giga-WOP Plus | ||||
16 | Medium and Large classes C-Bill values increased by +25%. Salvage point costs adjusted. | Fixed Clan Improved Plasma Cannon not swapping modes. Ammo TAGs got delinked. | Fixed LB-X_Solid Slug intro dates as they can now be "disabled" with the disable redundant weapons setting, same as ShortBurst | Flat Buffs: | For just 1.1354 or higher (DLC-6) and not likely to work well with 1.1351 (DLC-5) Rapid Autocannons have been overhauled | - | BLK-MHL- Adjusted loadout since the RE-Engineered Laser weights are lore accurate in YARW vs YASV | still very high. | Flat Nerfs: | Linked-PPC color changed to yellow | nothing should be game breaking either. | Experimental Changes: MRMs and Pirate MRMs got a significant improvement to their accuracy | HMGs deal x2 the damage of LMGs. Machine gun damage vs Mech armor reduced by 50%. | Clan ER Med Laser uses Medium Ray and not Large Ray | Added Pirate XL SRM8s and 12s. Function the same way as the 10. | NEW_MW4Mercs Mek-tek weapons: HV-AC/20, Clan Rotary A10s/20s, Mini Gauss, Clan Railgun, Clan Linked Capacitor PPC, | Weapon Emitters have been cleaned up and revamped. | MML stats are still a WIP. | NEW_Caseless Autocannons - Basically the same as normal IS ACs but with 60% more ammo per ton and slightly better ranges. | Now have better and more consistent world damage, world damage radius and impulse. | Slight rate of fire bonuses (Around 5% better cooldown) for all Autocannons except RACs. | PPCs that previously had minimum ranges had slight adjustments to certain stats. Mostly just applies to tier-5 PPCs | Salvage crate content removed due to being obsolete with mods like [ Stacked Crates - Loot Crate Overhaul ] | ||||||||||||
17 | Mod Changes: (Includes new features, weapons and minor tweaks) | Fixed Inferno Missiles using AC/10 fire sound on impact. (Issue stems from YAW) | Mod Changes: (Includes new features, weapons and minor tweaks) | Mod Changes: (Includes new features, weapons and minor tweaks) | Version notes: | Flat Nerfs: | -Lasers. More weapons might be added to this but Stream-Streak SRMs are disabled by default for being dumb and worthless. | - | Flat Buffs: | and now use a universal ammo type. | Mod Changes: (Includes new features, weapons and minor tweaks) | Adjusted Pirate Double AC/5 audio to sound better. Also gave it burst duration compensation. Also can now use Flak ammo :) | Fixed Clan UAC/10 damage. was set to 2.5 vs 3.333 per projectile. | Advanced MGs weight increased to 2 from 1. Much better balanced now and more representative of the Mech Assault MGs. | Flat Nerfs: | Flamethrower range reduced to 90m from 120m | Version notes: | MechAssault Ballistics: Advanced Autocannon + ADV-AC/5 X2, Advanced Gauss Rifle, Advanced Machine Gun + ADV-MG x2. | Buffed RISC RACs damage by +1 | Updated Pirate Manufacturer names :) | Mod Changes: (Includes new features, weapons and minor tweaks) | Assaut Laser, Large Continuous Laser, Heavy Rocket Launcher + Inferno Variant, Inferno LRMs and Clan Streak MRMs. | CLACs produce more heat and ammo explosions are more deadly. All CLACs fire a single projectile. | Multiple projectile ACs have the less world damage. | Rifles got slightly improved fire rates to stay consistent with autocannons. | Descriptions, loading menu tips and the ReadMe were updated to match up better with the mod's content. | Most Clan weapons now have around 10% less Damage per minute vs their IS counterpart. | ||||||||
18 | Changed Pirate Ultra Gauss. Now fires a rapid 2 round burst with 7.5 damage per round. Other stats remained the same. | Released Source Files and YARW Guide! Note that the guide still needs more work and any feedback is welcome! | Certain Mech patches weren't applied correctly due to typos. Should all be good to go now. | Reworked Artillery along with the same changes made in YAW. Arrow-IV turn rate increased, but spread doubled. | FLAK round "hit detection sphere" reduced slightly. Went from 325 to 308. | Long list of disable toggles of specific weapons removed as it extended loading times too much. | - | Loading Hints updated to better represent the current state of the mod. | - | Can swap between Incendiary rounds or FLAK rounds only. 400 rounds per ton of ammo | Weapon chance to be damaged is now calculated at "(0.025% x Crit Slots) + 0.025%" instead of a flat 15% chance. Small weapons | Version notes: | - | Thunderbolt/TBolt Missiles are now more akin to the current MA Javelin LRMs | Feedback on the new Stream LRM firing trajectory would be greatly appreciated | MechAssault Missiles: Javelin LRM + X2 and X4 variants, Crossbow SRM + X2 variant, Hammer Missiles | Parity Changes with YAW's artillery. Isn't 1 to 1 but they are closer to YAW's artillery stats again. | Single shot Thunderbolt missile can now be placed in the head or center torso. | With the new mod Rename, there are now icons on all the non-vanilla weapons and gear from Yet Another Revamped Weapon. | Also included: Heavy-Plasma Cannon (Was just the Plasma Cannon in MW4Mercs), Light A10s/20s, | Loading Hints have been updated. | Snub Nose PPC damage and cooldown improved while the heat and range worsened. Damage is now 12, was 10. | Clan ACs now act like their IS "burst fire" variant. +20% damage in exchange for +10% heat, longer burst durations and increased | AC/5s now have less recoil across the board. | Rifles received more damage per ton of ammo. 288 vs 216. | Updated artillery tier quirks. Mostly consistent reduced heat gen with each tier and no velocity bonuses for all artillery. | Less spread variance between the different missile sizes. Almost all missiles weapons saw spread changes | ||||||||
19 | Artillery Have a 180 min range and Cannons have a 120 min range. Visuals improved as well as performance. | Added Battle-Value to RF-ACs and AC5. This is a vanilla game bug | Are less likely to be destroyed when armor is breached but large weapons are more likely. There are exceptions, such as prototypes. | Streak MMLs were arguably useless in terms of comparing them to other weapon options. They might | Weapon visuals adjusted for MA_Hammer + Javelins. Many other missiles set to default as moving forward I'll be recommending | Version notes: | Version notes: | MechAssault Energy: Advanced Laser, Auto-Pulse Laser, Advanced PPC, Plasma PPC, Flamethrower, Flare Flamer, Lava-Gun | Flat Nerfs: | Mod Changes: (Includes new features, weapons and minor tweaks) | New Toggles for disabling non-lore friendly weapons and change weapon intro dates | Cooldown = 4.8 was 5. Range is 300m with a 1.75x max range multiplier vs 330m with a 2x. Heat is now 8 vs 7. | spread. They fire a tad bit slower than the IS burst ACs but the same number of rounds are fired per burst. | UACs no longer consume multiple ammo per shot so the ammo displays the actual amount of shots available. | Burst Autocannons produce 10% more heat vs standard autocannons. | IS and Clan streak SRMs now have the same range. | |||||||||||||||||||
20 | Flat Buffs: | All Rapid Fire Autocannons now have 50% more heat output vs their standard counterpart and they have spread increases of +35 | Mod Changes: (Includes new features, weapons and minor tweaks) | Rapid-Fire ACs no longer have FLAK rounds and just have Standard + Incendiary rounds now. Standard rounds deal +20% more | Spreadsheet Changes: | Version notes: | Flat Nerfs: | Added "Dumb-Fire" SRM missiles. Basically a non-lore friendly Dead-Fire ammo alternative until Dead-Fire missiles are introduced | get axed entirely in the future or re-worked, but for now they're just getting a cooldown buff. | the mod "Volatile" since it does a great job at overhauling missile visuals. | Mod Changes: (Includes new features, weapons and minor tweaks) | If you lost any weapons this update, check the spreadsheet's intro page to look into getting them back. | Version notes: | - | Added Pirate Double AC/5. It is intentional that the weapon doesn't include an ALT fire mode | Spreadsheet Changes: | They are all DISABLED by default and require the user to toggle them at the bottom of YetAnotherRevampedWeapon Mod Options | Clan Streak MRM ammo reduced to 600 vs 720 missile per ton. Velocity reduced slightly | Any weapon that had its tags changed in YAW saw the same treatment with this update. Might invalidate a lot of weapons sadly. | Added many new Pirate weapons which include: Sawn-Off LB-10X, Silver Bullet HGR, Ultra Gauss, XL LRM30s/40s, | Removed APDS since YASV version was very similar. Might add back in later for better balancing. | RACs reverted to fire around 600 RPM vs 1800. This was done primarily for performance reasons. The AMS firing sound is still | Most PPCs and Gauss Rifles had their ranges adjusted. | RACs now go BRRRR! Uses AMS firing sound and fire 1800 RPM vs 600 RPM. Performance may be affected | RACs have a longer jam bar but they are much more likely to jam when surpassing 100% on the jam bar. | All AC/2s (except RAC/2) got a velocity buff. | Spreadsheet Changes: | T-Bolt Heat slightly reduced | |||||||
21 | Silver-Bullet Gauss Rifle cooldown improved from 5.555 to 5.333. | starting at 75 with the AC/2-RF. This makes the all but the AC/2-RF more accurate, but more noticeably with the higher classes. | Prototype PPC slightly reworked. Range reduced to 500m from 540. Tier bonuses per upgrade are different vs other weapons | Lowered FLAK rounds radius to 275 from 300 for AC-2/5s, 260 for AC/10 and 245 for AC/20. Still looking into ways of making this | damage than before so the DPS is very high. Ammo reduced further from 360 to 320 to compensate for the damage increase. | Still a WIP, but mostly finished. Hope to get done this upcoming weekend | - | Mod Changes: (Includes new features, weapons and minor tweaks) | - | Flat Nerfs: | in 3052. The Dumb-Fire missiles are more expensive and have less ammo per ton vs standard SRMs. They are less likely to | Rifles (Light, Medium and Heavy Rifles) have come full circle back to vanilla damage but with a twist. They now deal significantly | Mod is now on Steam! | Would like to look over the Cluster Style LRMs to make them stand out vs Stream Style LRM. | Would like to look over the Cluster Style LRMs to make them stand out vs Stream Style LRM. | - | setting tab. This setting is at the bottom of the tab. | MRMs, Pirate MRMs and Apollo MRMs got a velocity reduction and a slight range reduction | (Shotgun PPCs) SNPPC and SNPPC Cap. | New weapon: Improved Plasma cannon which is like a shotgun plasma rifle. | used with racs for now. Stats adjusted for the rate of fire change. Heat values for RACs has also be re-worked. | Gauss Rifles Optimal ranges= 750m, HGR = 324m, IHG = 625m, SB-GR = 720m, HAG = 800m | Clan ER, Pulse and ER Pulse lasers had their heat increased by a noticeable amount. Although clan lasers had more heat when | so a "performance version" of this mod will release without these changes. Ammo adjusted accordingly. | Light and Medium rifles fire rate reduced, heat increased and tier-5 weapon percentage bonuses were changed. | AC/5 produces slightly more heat while the AC/2 and AC/10 produce slightly less. | Fixed some minor errors. | ATMs heat reduced | |||||||
22 | Medium and Large Improved Heavy Lasers had a minimal heat reduction to match that of Blazers | Doesn't get any cooldown buffs except for T5, but instead heat and min-range reduction buffs. (Its cooldown = tier 4 PPC already) | dynamic and only extend the proxy fuse after a certain range. | Heavily tweaked the PPC-X and Pirate SNPPC | - | be struct and cause an ammo explosion though. Lastly, they are more expensive than normal SRMs are not not worth keeping | less damage to varying degrees against mech armor. Mech Armor multipliers are as follows: | Spreadsheet Changes: | Spreadsheet Changes: | ATMs now have different exhaust colors based on range. | MechAssault mechs now have a -90% to missile lock-on time. Might extend out to Wolves mechs as well. | Projectile Heavy Flamers use their respective faction's Plasma Weapon's ammo. Renamed to Flamer Cannons as previous name | Added mechlab permission levels to Pirate PPC and Railgun for main file. Reduced price of the Pirate Dropship PPCs | New Weapons: Pirate weapons: Medium and Small Blazers (Binary Lasers), Incendiary MRMs, XL-SRM10s. | Gauss Rifles Max range Multipliers = x3, HGR = x3.333, IHG + SB-GR = x2.5. | fired, their total heat output per minute was lower due to slower rates of fire. Now clan lasers closely match their IS laser | RAC Projectiles are likely to get updated for both performance and visuals | HVAC/2 now does 4 damage vs 2.4, but at the cost of much more heat and a slower fire rate. (Ammo adjusted to 96 vs 160) | Added "Apocryphal" weapons that are only found in the instant action. | Clan gauss rifle ROF buff | |||||||||||||||
23 | Proto LRM cooldown improved to 0.8 and 0.4 on the secondary firing mode. Velocities adjusted for better consistency. | Clan ER-Pulse Lasers now fire a Beam instead of an Auto mode as its alt fire. (Roughly inspired by the MWO Clan Beam laser) | Inferno LRMs intro date set to 3015. Should be interesting with the refit system. | Known issues not fixed on this version: | Spreadsheet Changes: | Pirate SNPPC works now as a Chem laser PPC-X but the Heavy SNPPC (P) remains the same | after Dead-Fire SRMs are available. | Light-Rifle = x0.333, Medium-Rifle = x0.5 and Heavy-Rifle = x0.667. Other stats have been either tweaked slightly or unchanged. | - | LBX ACs Cluster mode now deliver AOE damage while slugs work the same as before Removed LBX armor damage reduction. | Spreadsheet Changes: | Spreadsheet Changes: | When there is time to do so, the spreadsheet will get updated some more to the current version. | Known issues not fixed on this version: | Had to remove YASV weapons toggle to add MechAssault Toggle :( | Version notes: | was long and less interesting. | ER and Heavy Flamers return while the projectile based versions are known as Concentrated Burst Flamers | Added: All weapons from YASV. Exceptions include Incendiary MRMs which replace Heavy MRMs and RISC MMLs are now | Many weapons had their prices adjusted, especially clan weapons. Some things are more expensive and some less. Too much | Parity adjustments between the Clan and IS gauss Rifles + ERPPCs. | counterpart in heat output which means IS lasers are more heat efficient since they have higher DPM as well. Clan Heavy lasers | NEW_Projectile based Machine guns - Named Tracer Machine Guns, the main advantage over their hit-scan originals is more range. | MRMs- | HVAC/5 does 8 vs 6 damage at the cost of more heat and slower fire rate. (Ammo adjusted to 48 vs 64) | Mag shot and AP Gauss range and ROF stats slightly reduced. | |||||||||
24 | Reduced Pirate XL-LRM launcher intro dates to 3033 from 3053 | Added Arena Superchargers (SCs) to override vanilla content. Offers less of a speed boost, but still double that of normal SCs | Mech-Assault Missile trails might linger... | Still a WIP, but mostly finished. Hope to get done this upcoming weekend | IS LRMs: Cluster/Normal LRMs are 10% less accurate and generate 5% more heat vs their Stream Variation, but get out missiles | Version notes: | Flat Buffs: | Don't have much time for mods ATM, but I'll still work on small things when there's time. | Don't have much time for mods ATM, but I'll still work on small things when there's time. | Flat Buffs: | The Clan RACs Hud colors aren't working but this is just a cosmetic. | More so an emergency patch than anything else | Removed variable clan-tech intro date based from weapon tiers. Most Clan weapons release at 3055 like it used to be. | RISC Streak MMLs, | remain the same except for the heavy small laser which has its decreased from 2.25 to 2.025. The Clan ER-Pulse Lasers | Projectile MGs auto destroy their projectiles at the Tier-1 weapon's max range + maybe a dozen meters. Max range is 5x optimal range. | The number of times fired is reduced in half but the projectiles per time fired is 2 vs 1. Ammo reduced in half to compensate. | HVAC/10 mostly remains the same. Now has a faster cooldown since the standard AC/10 cooldown was improved. | Version notes: | HAGs ROF nerfed (Might see future adjustments) | |||||||||||||||
25 | Flat Nerfs: | Adjusted flight paths for the Clan "Cluster" mode, IS Hot-Loaded LRMs and all non streak SRMs. | Now has a deceleration boost vs non (Set to 1.75, Normal SCs have 1.25). Gauge Drain and fill rate improved. Turn rate penalty | For any disable weapon setting, ammo-bins associated only to those weapons are also disabled now too. | Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still | instantly vs in a stream. Cluster LRMs also tend to perform better at close range when hot-loaded. | - | Version notes: | TLE (Traditional Lasers Edition) removed but in place a hybrid variation of the old laser colors and vanilla style of laser colors has | Known issues not fixed on this version: | Extended LRMs now deal 1.4 damage per missile vs 1.25, and 1.3x vs 1.5x the heat of normal LRMs + Accuracy improvements | Standard ACs burst variation separated into its own style of weapon. Burst ACs now can switch between burst and Flak rounds. | Known issues not fixed on this version: | TBolt indirect fire capabilities have greatly improved. | Weapon salvage costs Overhauled: Salvage costs for weapons are now based on the weapons C-Bill value divided | Didn't have enough time to playtest new MRM changes as i was in the middle of that before needing to put up a patch ASAP | All variant weapons such as short-burst lasers had their stats set to the "default weapon" they derive from. The weapons were | Adjusted many weapons recoil: HGR now recoils more, PPCs, AC/10s and AC/5s have less recoil to make higher recoil | Clan Plasma Cannon ammo increased to 72 from 60. | Standard and ER lasers (Not ER Micro) can now switch between Short-burst and Standard burst modes similar to how the LBX | had their heat set to 1.125 times that of the clan pulse laser counterpart. | IS racs have a max range multiplier of 2 and 2.5 for clans. All LBX have a max range multiplier of 2.5. | Burst-Fire rate changed to 1200 RPM vs 3000 RPM which slightly extends the burst duration. Audio is improved with this change. | Clan Proto-ACs: Velocity reduced to 1400 from 1500 and rates of fire adjusted. | Fairly simple update with some bug fixes. | Slight ROF buffs to all AC/10s and AC/5s | |||||||||
26 | Binary Lasers or Blazers had their duration increased by 20% and heat slightly increased so that the heat output is 2x the standard | Set Rapid-Fire ACs standard projectile type to what RACs use. Should help with visual obstruction and performance | reduced by 33.33% (The penalty went from 0.75 to 0.5). | Known issues not fixed on this version: | SRM Guided path changed. Should arc a bit to help with hitting a target where aimed vs below. Please provide feedback on this as | - | been implemented. Laser colors are more or less based on how powerful and technologically advanced they are. | Looking into ways to possibly reduce loading times. | Flak rounds have a small proximity based detonation distance and they deal AOE damage. | Known issues not fixed on this version: | Known issues not fixed on this version: | The Clan RACs Hud colors aren't working but this is just a cosmetic. Likely to get more closely looked at for a 2.7 update | Auto-Pulse Laser heat reduced to .75 from 1 | by 200,000, then rounded to a whole number. So a weapon that is valued at 400,000 C-Bills is now worth Two | Will likely buff their velocity back up. | redundant already so this doesn't really change anything due to their ability to swap modes, but now their default mode is in sync | weapons like AC/20s stand out more. | Flat Buffs: | Almost all ballistic weapons now have red tracers. | autocannons switch between Slugs and Cluster shot. Press [CTRL] + the weapon group number of a weapon to change modes. | Autocannon 20s and 10s have a 2x max range multiplier while AC2/5s have a multiplier of 2.5. Used to be a universal 3x for all ACs. | Slightly longer cooldown but MRMs now have 11% better range and around 15% less spread. | Recoil added to HVAC/2 and Proto AC/8. | (If you have any feedback please make a comment. Suggestions and criticisms are always welcome) | Slight ROF nerfs to all AC/2s | ||||||||||
27 | laser counterpart. Previous heat was based on standard laser x2.25. Rate of fire is the same, so damage output is the same too. | New: Battle Armor Recoilless Rifles. Another odd lightweight BA weapon. Can be disabled anytime. Comes in Light, Medium and | Lowered the emitted smoke from artillery rounds. Should help performance as its 3.334 times less than before. | Mech-Assault Missile trails might linger... | changing missiles paths is a very tricky thing to get just right. | Flat Buffs: | Large Lasers start light blue and shift towards being more blue and then purple | The Clan RACs Hud colors aren't working but this is just a cosmetic. Likely to get more closely looked at for a 2.7 update | The Clan RACs Hud colors aren't working but this is just a cosmetic. Likely to get more closely looked at for a 2.7 update | Flamethrower damage increased to 15... this weapon is for sure OP but it also only has 1 tier as well. | salvage shares. Clan Weapons just add 33% more than their IS counterpart or closest equivalent. | with the base weapon. So no more swapping weapon modes at the start of each mission to make everything consistent | Buffed IS + Clan SRMs + Artemis SRMs. Now have much less spread and a higher missile turning radius | Standard IS and Clan Autocannons can now fire in bursts as an ALT fire mode. Has 20% more damage in burst mode. | Flat Buffs: | X-Pulse Laser heat slightly reduced. Now has 1.33x the heat output of normal Pulse Lasers vs 1.4. | Hyper ACs still have a 3x max range multiplier. | RAC/2 has more damage while the RAC/5 had its fire rate reduced. Improved RAC accuracy but jam chance increased. | Medium Rifle ROF adjusted | ||||||||||||||||
28 | These changes should help the viability of IS Pulse lasers as Pirate Blazers were overshadowing them heavily. | Heavy classes with each higher class dealing +1 more damage. Ammo bins only come in 0.25, 0.5 and 1 ton varieties. | SuperCharger C-Bill costs made more consistent. Each higher tier is 50% more expensive than the last tier, but overall this makes | Added new TOI and HUD_Weapon elements from YAW. Missiles now list their minimum range on the weapon's table HUD. | Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still | Properly Added Clan Stream SRMs back but are now disabled with disable redundant weapons. Might get their own setting later. | Spreadsheet Changes: | - | Medium Lasers start Yellowish Green and shift towards being more Green and then "Sea-Green" | Flat Nerfs: | Single Shot Standard ACs can now switch between slugs and incendiary rounds, which apply heat damage to targets. | Projectile Flamer weapons velocity increased | More Mech patches will likely come later :) | Enhanced LRMs Dead-Fire mode now has more range of 450m but maintains min range of m as well. Missile velocity is now 450m/s | Inferno missiles now all deal 6x structure damage. This is still less damage than a normal version of the respective missile launcher. | Added back the Gatling MG which is now categorized as "apocryphal" so it can be disabled if users want to. Weighs 2 tons and | All narc beacons have more range. Narc = 360m from 300m, CNarc = 500m from 400m and INarc = 640m from 500m | NEW_ Battle Armor Compact Narc Beacon Array (Long name I know): Has 6 shots built in and no ammo | VSPLs now produce significantly less heat but still have a high heat output that's 1.5x of Pulse Lasers. Used to be 1.75x. | Lasers- | Various changes to autocannons that fire in bursts. Mostly just fire rate improvements within the bursts. Cooldowns are the same. | Known issues not fixed on this version: | Chem lasers damage reduced | ||||||||||||
29 | Improved Heavy Lasers durations are the same as Standard Lasers. Assault laser not changed | Fire rates are moderate and damage somewhat low, but they weigh very little and have a moderate range as well. | them less expensive. Same changes done with MASC. | Weapon properties config simplified. If any issues occur, please make a bug report on Nexus. | "Reading is LosTech. Please read the weapon descriptions! There's a lot of useful info crammed there!" hint added | Still a WIP, but mostly finished. | Spreadsheet Changes: | Small Lasers start Lightish Red (Yes and I swear it's not pink!) and shift towards being more Red and then Orange/Yellow | Extended LRMs fire slower at a cooldown of 5 vs 4. However, this also reduces their heat output so it isn't strictly just a nerf. | RISC Hyper-Lasers Reworked to function more like all the other lasers. Closest in Function to Clan Heavy Lasers now. | LBX damage buffed +20% across the board for all modes but armor damage reduced by 16.7%. They're super effective against | acts like a Tracer MG with 3x the fire rate. Has a small amount of heat build-up and can jam for the rest of a mission. | bins but much less range. Otherwise works the same as a normal NARC. Technically not Lore friendly, although the | VSPL durations are -11.111% shorter. | Most stream missile launchers now have separate burst fire rates depending on the launcher size. Larger | Chemical lasers had their ammo per ton increased again since lasers are typically boated. | Removed reload audio for some of the ballistic weapons. | The optional addon mod Giga-WOP Plus is named Giga-Boost when booting up MW5mercs and trying to activate mod. | Chem lasers damage per ton of ammo / ammo quantity reduced | ||||||||||||||||
30 | Velocity is the same as an AC/20. There is also a much earlier Pirate variation of this kind of weapon. | Flat Buffs: | Still a WIP, but mostly finished. | NEW! Precision Autocannons: Function akin to a Streak SRM but as an AC. has 1.33x the range as a standard AC, but has | Flat Nerfs: | Spreadsheet Changes: | vehicles and Mech Internal Structure. likely to be adjusted in the future as this makes LBX very strong under optimal conditions. | Pulse Lasers: Now only X-Pulse and Clan ER-Pulse have the Full Auto Alt fire mode. Otherwise Pulse Lasers are the same. | Flat Nerfs: | Added a clan Gatling MG as well which just weighs half as much. | Flat Nerfs: | Battle Armor Compact Narc Beacon does exist like the Battle Armor Support PPC does. | VSPLs have a 1.125x longer cooldown and duration along with 1.125x more heat in short range mode. | launchers have a shorter interval between each missile fired. Clan LRMs still need to be updated. | This issue won't likely be fixed until the addon mod gets updated with other fixes or adjustments. | Chem lasers ROF and Damage per Minute buffed | |||||||||||||||||||
31 | Version notes: | Clan Improved Plasma Rifle delivers slightly less damage but fires slightly faster now. Change is due to make the damage per | - | Precision ACs re-worked but effectively their max ranges should just be correct now. | Flat Buffs: | Known issues not fixed on this version: | Flat Nerfs: | REMOVED Pirate: Capacitor SNPPC. ADDED Pirate Heavy PPC instead. Works like a shotgun just like the other Pirate SNPPC. | Version notes: | 40% less ammo per ton. Also deals 20% more damage against everything except mech armor. | Flamethrower C-Bill Value Increased | AI Missile Ammo switch range set to 270m across the board. Experimental change, the intent is to make AI focus on the "Long" | - | Rifles were changed and made to have damage 1/3 higher than their listed Table-Top damage. This is a nice in-between of vanilla | - | Advanced SRMs have been replaced with Battle Armor SRMs. Like the Battle Armor Narc Beacon, they have a built-in six shots of | Spreadsheet Changes: | Gauss and ERPPCs- | Chem lasers heat value ratio adjusted for lower damage | ||||||||||||||||
32 | YARW moving forward will try to be as compatible as can be with any of Merlock's weapon visual mods. So future updates | New Fat Bastard "Artillery": Based off the Bastard Rifle and functions much the same way. Difference is its much bigger and has | ton of ammo about the same as the Plasma Rifle. Projectiles in Splatter mode reduced from 8 to 7. | PPC-X damage buffed to 20 (10 projectiles x 2 damage) vs 16 (8 projectiles x 2 damage). Likely to see some tweaks | Capacitor PPCs default Firing mode is now "Rapid-Fire" or RF-PPC instead of CAP-PPC. Since fixing them they default to this | Known issues not fixed on this version: | - | Pirate PPCs have been reworked in general with better visuals and weapon performance. | I've confirmed that LRMs in this mod can hit targets beyond 1250m. It was commonly believed missiles couldn't go past | range mode more of ALT fire style missile launchers such as MMLs. | Re-Engineered Lasers stats changed to mimic X-Pulse Lasers which is for the most part buffing them. They Still have their +20% | Battle Armor SRMs are now a standalone weapon since Advanced SRMs returned similar to how they were in YAW. | MW5mercs rifles and their "lore stats". They feel more distinct now but aren't as potentially OP as vanilla. | ammo and no ammo bins. The launchers weigh significantly less now and all only take one slot. IS versions use Inferno missiles | SRM spread and missile path values adjusted. To me at least they feel much better, but the missile turn rate it still very | Clan LRM Artemis flight path slightly adjusted. ATMs now have slightly higher long range damage per missile, 1.25 vs 1. Medium | Just stat adjustments to be in line with version 1.02.1 | Velocity reduced by at least 20% for all IS gauss and erppc weapons. Clan equivalents have 10% | AMS ammo per ton reduced to 2000 rounds. Now has the lowest missile destruction rate but the best range | ||||||||||||||||
33 | will likely involve swapping around projectiles/rays assigned to weapons. I'm also gonna give the Niagara system a try so | proper AOE damage that can obliterate light mechs pretty quickly. | Flat Nerfs: | Flat Buffs: | Heavy Rocket-Launchers damage buffed by 12.5%. If u haven't tried one out yet, I strongly recommend doing so as they are | for whatever reason. Not a big deal, but it would be nice to fix this. | - | this range due to game-engine limitations but this is clearly not the case so Extended LRMs are not useless! | NEW! Hyper-fire PPC: Basically a Rotary PPC. Can overheat if fired for too long. Massive damage and heat output. | Version notes: | Known issues not fixed on this version: | armor damage bonus and -20% structure damage penalty. | Like rocket-launchers, BA_SRMs have had their higher tiers removed again for now at least. Might change again later if requested. | Version notes: | All MGs deal more damage to internal structure now but have less base damage. LMG = 2.666x damage, HMG = 1.2x and MG = 2x. | Version notes: | while the clan version still maintains the advanced SRMs. These launchers fire in slow streams with high accuracy but no lock-on | low, so directly aiming on/in front of the target is required to score effective hits. | and short range ATM missiles should remain the same damage per missile | more velocity and range vs IS. Clan HAGS and Gauss have the same range + velocity values. | IS L-AMS has more heat but the best missile destruction rate | ||||||||||||||
34 | some of YARW's visuals can emulate some of the changes done by Merlock. If I'm successful, it would be less of a burden | Flat Buffs: | - | LRM velocities buffed across the board. Was needed for better consistency. Turn radius also buffed, but more so for functionality. | very underrated due to people not understanding their stat cards. | REMOVED Dead-Fire SRMs: Replaced as alternative fire mode and ammo for most SRMs. Note that Dead-Fire ammo is introduced | - | ATM and LRM ammo types when switching firing modes changed. ATMs display HE and ER now and Clan LRMs display as | The Clan RACs Hud colors aren't working but this is just a cosmetic. | SRMs will be tested for better balancing in the future as this buff might of been too strong | LBX autocannons deal 10% more internal structure damage as well. | Huge thanks to Snarkel. Helped with Testing and had the idea for introducing the Mek-Tek weapons from MW4mercs. :) | ability. Like Rocket-Launchers, these launchers have only one tier and cannot be upgraded. | Version notes: | CLAN L-AMS has less heat and a destruction rate between the standard AMS and IS L-AMS. | ||||||||||||||||||||
35 | on Merlock as there would be less patches to be made. | Heavy laser interference is now based on the duration of the beam. | Buffed the AMS T5 rate of fire and made the stats more consistent amongst all tiers. LAMS at T5 produce less heat while the normal | RF-ACs base damage increased by 20%. Rounds per minute increased for all except the AC/2 class, but more significantly so | Adjusted Dumb-fire Ammo price to be 25% less expensive | - | Version notes: | in 3052. Dead-Fire SRMs deal 1.5x more damage but have no lock-on ability,16.667% less range and way more spread. | NEW! Mech-Assault "Tracking PPC" variants: A more representative version of the MA PPCs, can lock-on like a Streak SRM | INDIR and DIRECT. IS display as INDIR and HOT-LD | Artemis IV Missiles no longer have a flat C-Bill cost added to them. Is now a progressive flat increase per launcher. Should make | RISC Streak MMLs are the exact same but now a standalone weapon. RISC MMLs work close to how they were in YASV, but | Sadly another file has to be activated due to load-orders. So the main download now contains YetAnotherRevampedWeapon, | HAGs now function more like MWO. Now fires a burst of larger projectiles that deal 5 damage each. | Caseless ACs now have a heat bar like RACs. When the bar reaches 100%, the chance for the weapon to jam is high. | NEW_Apollo MRMs - Works kinda like streaks but with a low missile turn rate so where u aim matters. (Still can be free fired) | Several changes in this update are experimental and were intended for a later version. Since I already changed the stats | Missiles- | Both L-AMSs had their ranges reduced to the same amount. | ||||||||||||||||
36 | - AMS uses less ammo per second at T5. Standard AMS Missile destruction rate buffed amongst higher tiers as well. | Version notes: | with the 10 and 20 classes of RF-ACs. Burst count also increased for the 10 and 20 classes, but cooldown is slower. | - | - | Spreadsheet Changes: | but have lower velocities | Spreadsheet Changes: | The RISC Goshawk has some incorrect Armor values from YALM but it'll get fixed later. | many of the smaller ART IV Missile launchers noticeably cheaper. | they come in launcher tube sizes of 4/8/12/16 now. Still act more like IS LRMs though. | YetAnotherRevampedWeaponClan and YARW_Essentials | Spreadsheet Changes: | Clan LRMs no longer have a varying damage reduction within 180m (Feature of YAW). Can now be fired point blank for full damage. | Caseless ACs have been reworked to make them more unique. They all have 20% less damage. However, they also all have | MRMs overhauled from the last update. Returns to firing 1 missile at a time and their burst durations have been increased. | of various weapons they'll be included in this patch but they're subject to further change. | Improved missile turn speed. This seems to help a lot with missiles hitting their target more consistently. | TAGs now provide a better accuracy bonus in the lower tiers | ||||||||||||||||
37 | Had to get this patch out so that I can work on higher priority things for now. Unless there are any serious issues/bugs, this'll be | Flat Buffs: | Weapons that explode have this damage reduced through higher tiers. | Something I realized is, one reason AI are fairly dumb with Arena Superchargers is due to the turn rate also being reduced | Buffed Clan Chem-Laser ammo damage per ton to 600 | Flat Nerfs: | REMOVED Stream-Streak SRMs: Only the Vanilla Stream-Streak SRM2 remains and has been set to not spawn but is still possible | - | - | Returned IS Stream LRMs to fire in an ARC. ALL stream LRMs (Except Pirate LRMs) now fire in a Fire arc ideal for indirect fire. | With the addition of the toggle to set clan-tech back to past 3070 as an option and due to the changes in YAML, the varying | Lasers colors are now based on weapon family and no longer have any relation based on class (small, medium, large). | Spreadsheets weapon stats are still a WIP. | faster cooldowns with 20% higher Damage output than their standard AC counterpart. Cross-Hair cooldown indicators are | However they are much more accurate now. Ammo adjusted accordingly | Artemis LRM missiles have a new flight pattern. | SN PPC range buff | ||||||||||||||||||
38 | the last update for some time. | AC-5/10/20-RF Heat adjusted to new fire rate values. | CAP-PPCs for the most part explode for much less damage if destroyed. Standard does not apply to "PPC-X" style PPCs. | when activated. Since AI always have MASC/Superchargers turned on, it causes them to fly face first into wall like a bunch | PPC-X cooldown doubled to 8 from 4 and heat increased to 16 from 10. | to obtain through salvage or mechs with it as a default weapon. Just works like a normal Streak-SRM2. | Prototype PPCs beyond Tier-1 have been essentially disabled. | Flat Buffs: | Replaced Improved Large X-Pulse Laser with RISC Ultra Large Laser. Similar to Clan ER-Large Pulse but with a double-tap function. | Clan intro dates didn't much sense. | IS Laser colors: Standard-Red, Chemical-Lighter Red, ER-Blue, Pulse-Green, Binary-Orange, RE-Engineered-White, | IS LRMs can swap between firing normally or hot-loading. As a compromised middle ground, All standard or | recommended since the cooldown bar is replaced with a heat-bar. These changes are experimental and are subject to change. | The intention for the MRM changes was to fix their weird firing audio and to improve their effectiveness at range without | SRM spread increased by 10% across the board. Might see further accuracy reductions in the future. | PPC and CAP-PPC ROF buffed | |||||||||||||||||||
39 | AC/10-RF and AC/20-RF spread decreased and cooldowns slightly improved. | Clan Plasma Weapons should deal more damage vs vehicles. | of imbeciles as they literally cannot control their mechs. Might look into this further by tweaking the Arena-SC stats so AI to better | Flat Nerfs: | Toned down the Rapid-AC, INC-heat damage and FLAK-AOE damage as the base projectile no longer loses half of its damage | Spreadsheet Changes: | Known issues not fixed on this version: | Known issues not fixed on this version: | Capacitor PPCs re-worked. Vastly simplified and their previous charge up mechanic removed. Now function like a normal PPC | MMLs accuracy greatly improved. | Flat Buffs: | Clan Laser colors: Heavy Lasers-Magenta, ER-Cyanish, Pulse-Yellow, Chemical-Lighter Red | Artemis IS LRMs can explode like gauss rifles, albeit for much less damage. Hot-Loaded LRMs have no min-range but less | SRMs overhauled. Most SRMs can now lockon and fire. Works kinda like streaks but with a low missile turn rate so | making them too much better at close range. | ||||||||||||||||||||
40 | Spreadsheet Changes: | Removed -20% armor damage penalty for Clan Streak MRMs. | utilize them. That said, an ultra lightweight + 66.667% speed boost is fairly OP. Constant 33.334% is already very strong with SC. | LRMs accuracy nerfed across the board due to other changes. Still extremely strong with the right build. | - This was not displayed in stats for the stat card so things should be more accurately represented now. Also, AOE damage does | Still a WIP, but mostly finished. | REMOVED Streak MMLs: These weapons were the original weapon idea for the current RISC MMLs but their ammo selection was | Looking into ways to possibly reduce loading times. | Enhanced-LRMs + MMLs now firing in a high arc like Stream LRMs. | The Clan RACs Hud colors aren't working but this is just a cosmetic. | but with more damage and a longer cooldown. Likely to see more work in the future. | Enhanced LRMs accuracy improved for both modes and Dead-Fire LRM Alt Fire mode velocity increased 20% | All Tracer Machine guns across the board received velocity and accuracy boosts | Spreadsheet Changes: | Known issues not fixed on this version: | optimal range and a slower velocity. Press [CTRL] + the weapon group number of the weapon to change modes. | Version notes: | where u aim matters but they can still be free fired. Stream SRMs fire slow bursts with high accuracy. Artemis versions of | Slight adjustments to Giga-WOP Plus. | ||||||||||||||||
41 | - | Flat Nerfs: | RF-AC Incendiary rounds heat damage slightly reduced and base damage reduced from 1 to 0.8. Heat Damage is further reduced | not like projectiles with a base damage below 1 for some reason, so things should be more consistent. | not consistent with the YASV mechs with such weapons. As such they were splitted into two separate weapons but now these | Extended LRM accuracy slightly improved | WIP for now. I promise this will get finished some day! | Standard IS and Clan Pulse Lasers now have a full auto alt fire mode with 16% more damage output potential than Pulse mode. | RISC Hyper Lasers cause significant performance issues. Is getting looked into but I'm not sure how to fix this issue as of now. | The technical issues that forced the original 1.03.0 update to be reverted to an older backup had more of an impact than I | stream SRMs just fire the burst faster since the accuracy can't be improved. | Changes to the RACs are just an attempt to fine tune them. | |||||||||||||||||||||||
42 | Flat Nerfs: | Most weapons that exploded if destroyed had their damage increased due to the damage at higher tiers being reduced. | Spreadsheet Changes: | - per round for each higher class of Autocannon. Likely to get further tuned in the future. | RF-AC ammo toned down a bit to 360 rounds per ton vs 400. Not a big change. | Known issues not fixed on this version: | "Streak" MMLs really don't fill much of a purpose. As such they have been removed to reduce weapon bloat. | IS LRMs now stand out with 20% more damage vs Stream LRMs. | Tracer MGs got Muzzleflashes added and HGRs had their muzzleflash effects increased by +25%. | Plasma Rifle Ammo increased to 50 ammo per ton vs 48. | Flat Nerfs: | Updated many descriptions. | Since the weapon gets introduced so late, this issue isn't a high priority. | IS Stream LRMs now are similar to Stream SRMs in that they are super accurate but they have a more limited turning radius. | thought. lots of little changes that I thought were still in the 1.03.0 backup were not included. So when working from the backup, | Deadfire SRMs have been made as their own weapon instead of replacing the vanilla Stream SRMs. Unlike the other SRMs | Spreadsheet Changes: | ||||||||||||||||||
43 | - | AC-2/-RF heat and spread increased. AC/2-RF with a spread of 75 vs 56.25. Cooldown slightly increased to 0.3 from 0.25 | - | RF-ACs also have had their spread increased along with the AC/2-RF now having spread. Heat increased to various degrees | - | Pirate Dropship PPC MKII weight reduced by 1 ton | New Weapon: Clan Improved Heavy Lasers. Function almost the same as Heavy Lasers but they have shorter laser durations and | Requires the user to fire more directly at the target. They also have a much higher velocity. Artemis versions have a shorter burst. | lots of issues were missed. Some of these were known but most were not. Hopefully the 1.03.1 patch returns the 1.03.0 update | Deadfire SRMs have no lock-on system and still function pretty much the same. | The light and medium rifles were overtuned with certain mech builds. Specifically heavy/assault mechs with lots of ballistic | Just stat adjustments to be in line with version 1.02.0 | |||||||||||||||||||||||
44 | AC-5/-RF heat increased. Cooldown minimally increased to 0.45 from 0.4 | Version notes: | Version notes: | Remade many weapon visuals such as muzzle-flashes for most Autocannons. Most projectiles have had visual tweaks. MGs too :) | Flat Buffs: | Flat Buffs: | Flamer Cannons now have a +25% structure damage bonus. | Known issues not fixed on this version: | slightly more range. They do produce more heat, are more expensive and can explode like gauss rifles. | Some weapons don't have the correct manufacturer name and/or Battle Value. Relatively minor issues but I'm still putting this | to how it was supposed to launch. | There are now clan variations of Stream SRMs now | hardpoints. This isn't as noticeable in mechs with a moderate amount of ballistic hardpoints like a Jager-Mech, but Clan | ||||||||||||||||||||||
45 | ProtoMech AC-4/8 heat and spread increased. PM-AC/4 Burst duration extended. PM-AC/8 cooldown slightly increased | Plans to tweak Clan ER-Pulse lasers to have a BEAM alt fire mode instead of Auto mode will be done next update. | Known issues not fixed on this version: | Version notes: | More RF-AC balance changes likely to come in the future. | Advanced PPC weight reduced to 8 vs 10. | All MRM velocities returned closer to what it was before last update. Range kept the same | Clan Streak MRMs buffed with better range and damage to 1 vs 0.8 per missile. | Version notes: | This god-forsaken spreadsheet that i need to finish up XD | Non-improved Heavy Lasers now have a slight distortion effect when firing but their durations were drastically reduced. | off for a later update focused on "clean up". | IS Enhanced LRMs can now switch between firing normally or to Dead-Fire LRMs. Dead-Fire LRMs are nasty at close range | The main reason for the 1.03.0 releasing too early was for playtesting with friends. Probably should of noted 1.03.0 as a beta. | SRM Tier-5 quirks changed. Less heat and no spread reduction for Artemis but more range boost. | omni-mechs that can boat a large array of these weapons were unnecessarily strong. The nerf to the light-Rifle might be too much, | Version notes: | ||||||||||||||||||
46 | Clan Streak MRMs cooldown increased from 6 to 7.2. Heat adjusted for slower fire rate. | Can't as of now fix Missiles auto-swapping modes on mission start if ALT ammo is the only ammo equipped in the mech. Not | Looking into ways to make the FLAK round have a dynamic hit detection sphere that increases after a certain range. | Still concerned about other corrupted files so please make a bug report on nexus or @ me on the YAML discord if you think you | Capacitor PPCs function more akin to other weapons with ALT-fire modes. Starts in normal (NRML) mode and can be switched | Auto-Pulse Laser Heat reduced to .667 from .75 | All MRM Burst durations reduced by around half | The weapons that have returned from YAW are redundant but were added for better compatibility. Not really a fan of such weapons | and are like if the MRM and SRM launchers were combined. Mode switch is the same as the other weapons. | The only changes in this patch that weren't originally for 1.03.0 were the laser and Caseless AC changes. | but they are still strong when boated in large arrays. Mechs with an unusually large amount of hardpoints will be strong | The new single shot ACs optional file is just a player preference thing. (IMO it's less balanced and fun) | |||||||||||||||||||||||
47 | Pirate Double-AC/5 Spread doubled from 25 to 50. The Spread is still very low. Heat increased from 0.88 to 0.9. | Spreadsheet Changes: | really a major issue as the missile launcher can still swap ammo, but it must be done manually at the start of each mission. That | Any old config settings will be reset to the intended defaults or at least should be. | found something of this sort. Resorted to a backup build didn't resolve the issues oddly enough so I decided to keep using the latest | anytime to Capacitor (CAP) mode for a +5 damage boost in exchange for +4 heat. Basically more consistent than YAW Cap-PPCs. | Lava-Gun accuracy improved from 150 to 90 and optimal range increased to 360m from 270m | Flat Nerfs: | because they're unnecessary, but it's better to have more than you need and not cause problems with other mods. | Clan Linked PPCs no longer use the capacitor charging mechanic. Fire rate lowered to compensate but they should be more | NEW_Extended-LRMs - They are very large and heavy weapons with ridiculous range. Includes a new unique flight path. These | regardless, so it might be best to ignore them when considering weapon balance in the future. | This will also make AI equipped with these ACs potentially more lethal. | ||||||||||||||||||||||
48 | - | said, it's much better than locking into 1 mode for the rest of a mission. Auto-swapping mode still works when ammo runs out and | build and work on the bugs from there as at least there is some known baseline for what needed to be worked on | Likely to see further adjustments | Lava-Gun Burst Duration offset added (- 0.6667 cooldown) | Flat Nerfs: | Clan RAC 10s/20s heat increased | consistent now | Updated missile flight paths for most of the missiles. Missiles should reach their target more effectively now. | I like the new direction the Caseless ACs have taken but as stated earlier the changes are experimental with the purpose of | LRMs have a very high missile velocity and over double the range of normal LRMs. Since they're so heavy, they also have +25% | ||||||||||||||||||||||||
49 | Version notes: | another valid ammo type is available. | Spreadsheet Changes: | Re-Engineered Large Laser size reduced from 5 to 4. Less lore friendly but more sensible for consistency with other weapons | My sanity... | Clan Streak MRMs now deal -20% Mech Armor damage and cost more C-Bills. | Request to make the Heavy Lasers Disruption effect stronger has been unsuccessful. Not sure why it breaks so | Added Clan Improved Plasma Cannon which is like a shotgun Plasma Rifle. | making them stand out more. The changes were also done to make the Caseless ACs work with the RAC heat bar better. | more damage and fire 20% faster vs normal LRMs. Uses ELRM ammo. (320 missiles per ton of ammo) | Known issues not fixed on this version: | I did a lot of instant action testing for different weapons with the Gunzburg PT.3 mission from the RISE OF RASALHAGUE DLC. | |||||||||||||||||||||||
50 | Thank you Snarkel for the beam ER-Pulse laser idea. Makes them more unique vs the "IS counterpart" X-Pulse lasers. | Known issues not fixed on this version: | Still a WIP, but mostly finished. | Spreadsheet Changes: | IS gauss explosion damage set to base damage + 1/3 while Clan = Base damage + 2/3. Applies to ALL gauss weapons | this effect might stay how it is. | Inferno and Mag-pulse SRMs no longer have a guidance system but they have slightly less range, accuracy and velocity. | - | I found this to be a good instant action for intense CQC fighting in heavy mechs. This update focuses on Ballistic weapon tweaks. | ||||||||||||||||||||||||||
51 | Thank you siciliansteel for suggesting a "Fat-Bastard" weapon based on the Bastard Rifle | Can't as of now fix Missiles auto-swapping modes on mission start if ALT ammo is the only ammo equipped in the mech. Not | So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types. | Still a WIP, but mostly finished. Hope to get done this upcoming weekend | (This is still less than vanilla btw, so technically a buff) | Flat Nerfs: | Version notes: | Version notes: | Battle Armor SRMs now have full tiers and increased ammo capacity on some tiers. | Spreadsheet Changes: | NEW_Enhanced-LRMs - Slightly larger and heavier than normal LRMs but they have around 1/3 more range and half the | ||||||||||||||||||||||||
52 | really a major issue as the missile launcher can still swap ammo, but it must be done manually at the start of each mission. That | Since this mod has so many ammo types for various weapons, it's much more apparent than just YAW. To get around this, equip at | Known issues not fixed on this version: | Lava-Gun velocity reduced to 275 vs 400m/s and max range set to optimal range (360m from 405m) | Massive Thanks to se1fd3struct1on! | After looking at everything in the YAW update, I decided that MGs having a damage reduction against armor would be better. | I would like to convert IS Stream LRMs back to a more traditional style of firing but I also want them to stand out so they'll remain the | ATMs re-worked. Now have an ALT fire mode between short and long. Short range mode deals 3 damage but has no minimum | Flat Buffs: | Reformatted and added new categories to spreadsheet. | minimum range. Also has higher velocity. Uses IS LRM ammo. (480 missiles per ton of ammo) | HVAC/2s and 5s were changed to make them more unique and more effective as long range weapons. | |||||||||||||||||||||||
53 | From testing as I've had time to actually play the game, Rapid-Fire ACs were adjusted for balance reasons, but I do prefer to | said, it's much better than locking into 1 mode for the rest of a mission. Auto-swapping mode still works when ammo runs out and | least one 1/2 ton ammo bin to your mech. | Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still | Known issues not fixed on this version: | Pirate Incendiary MRMs renamed back to Heavy MRMs. They now feature the previous Incendiary ammo like before with extra | Main reason i didn't do this to begin with is to avoid confusion as to why "MGs damage sucks" or whatever but it should be clear | same for now. | range. However, it cannot fire past 270m. Long range mode will deal 2 damage per missile up to 700m and then 1.25 damage | Plasma Rifle and Cannons max ranges set to x1.75. Plasma Rifles cooldown reduced. Slight optimal range buff to 480m from 450m. | |||||||||||||||||||||||||
54 | sometimes overtune something before toning it back down later. So I was expecting AC/2-RF and possibly AC/-5-RF to overperform. | another valid ammo type is available. | Mech-Assault Missile trails might linger... | structure damage, but now also include an alt fire High-Explosive AOE damage missile firing mode. These things will delete mechs | Version notes: | MechAssault weapons won't likely be seeing heavy changes unless they can be brought closer in any way to how they function in | when reading an MGs stat card that it has this feature. Is now more consistent across all MGs of -50% armor damage vs the | per missile beyond that range. Short range also fires in a flatter trajectory. | ERPPCs and SNPPCs had their max range increased to x2.25 of the optimal range. | Known issues not fixed on this version: | NEW_Thunderbolt Launcher- The original thunderbolt missile popularized from the Solaris games is now a one shot missile | Gauss and ERPPCs should still dominate at long range but it'll be a little more difficult to hit certain targets at those ranges. | |||||||||||||||||||||||
55 | New changes for AC-RFs should work better anyways as they have a more consistent set of "standards" for their stats anyways. | Finding and fixing a lot of the bugs this update took way longer than expected. Also, some potential issues may exist, but no testing | So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types. | Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still | with low armor and exposed components. They are still classified as a Pirate weapon however. | If you lost any weapons this update, check the spreadsheet's intro page to look into getting them back. | MA. This also goes for balance changes, they're unlike all the other weapons in YARW in terms of balancing standards which is | specific numbers for Mech structure damage bonus. | Spreadsheet Changes: | Clan LRMs can now switch between a flat or arced missile path similar to IS hot-loaded LRMs but without penalties. | Heavy PPC cooldown and heat reduced. Clan ERPPC heat increased (Same heat output of IS ERPPC now). | RISC Hyper Lasers cause significant performance issues. Is getting looked into. | much like rocket launchers. Like Rocket launchers, damage and heat values are doubled (20 damage). Weighs 1 ton. | The new range and velocity differences between Clan and IS Gauss and ERPPCs now distinguish them more from each other. | |||||||||||||||||||||
56 | So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types. | has confirmed such. Main one is the firing mode switching mechanic for missiles locking into one mode after switching to AI. If | Since this mod has so many ammo types for various weapons, its much more apparent than just YAW. To get around this, equip at | Still looking at patching mechs from other mods with invalid load-outs but no ETA when this will release. Likely need help from other | why they are disabled by default. | Mostly finished all of the weapon stats for this spreadsheet :) | Can only be mounted in the side torsos of a mech. (This is a rule from Tabletop but it can be changed in the .ini file) | ||||||||||||||||||||||||||||
57 | I removed the additional "disable" functions and added them into my own brand new files so that they don't show up in the weapon | Since this mod has so many ammo types for various weapons, it's much more apparent than just YAW. To get around this, equip at | anyone can confirm such an issue to exist still, please write a detailed bug report. | least 1 1/2 ton ammo bin to your mech. | Projectile-based Flamers removed but I will include their source files in case anyone wants to use them still. | modders | Since RE-Engineered lasers get introduced so late, they were made more powerful and act as an "Improved X-Pulse Laser". | Tier 5 weapon quirks changed. Most tier-5 weapons have a lowered cooldown or damage but are improved in other categories. | MG Arrays are now smaller by 1 slot. All Projectile MGs have better accuracy and velocity. | Some weapons don't have the correct manufacturer name. Relatively minor issue but I will get around to adjusting this...hopefully. | Giga-WOP Plus had slight adjustments for tier-5 weapons to spawn ever so slightly more often. | ||||||||||||||||||||||||
58 | blueprints anymore. The relevant thing here is if this affects loading times. Let me know if you think it does. Otherwise ignore this. | least one 1/2 ton ammo bin to your mech. | Projectile-based Machine-Guns are now their own optional file to improve performance for those not wanting them to begin with. | For some reason, any time more weapon disable toggles are added, it breaks the mod from even being Packaged. | Known issues not fixed on this version: | Some weapons don't have the correct Battle Value. | NEW_Variable Speed Pulse Lasers - Even larger and heavier than their IS pulse laser counterparts. They can switch between | Honestly just wanted an excuse to fix the name of the file | |||||||||||||||||||||||||||
59 | Mech-Assault Weapons now spawn in by default but can be disabled anytime. More changes to them in the future. | Spreadsheet Changes: | Still working on a Hyper Laser Remake. Progress with Bombast laser has hit a roadblock. | Potentially loud audio when firing many weapons at once. Problem with base game but there may be a way to resolve this issue | Changed some of the Clan weapon manufacturer names. Very minor details but i used Sarna.net as a reference. Still need to | The Silver-Bullet Gauss Rifle has a faster rate of fire. Cooldown of 5.555 vs 6. | Two modes of short and long range. Long range works almost the same as X-Pulse lasers with slightly less damage. Short range | ||||||||||||||||||||||||||||
60 | Spreadsheet Changes: | - | More changes to AI weapon swapping behavior might be necessary. More data is required on tweaking this. | in some way | work on giving more weapons the correct manufacturers. | Some weapons still have odd audio where the weapon firing noise gets cut off too soon or does not generate. | buffs the damage by 50% but the range is nerfed by around 44% and cooldown takes 25% longer. | RAC/2s were underwhelming as a DPM specialized weapon without steller DPM. Might see more buffs later but the | |||||||||||||||||||||||||||
61 | - | X-pulse and RE-Engineered Lasers have almost identical stats now. The damage of these Pulse lasers is the same as standard | Spreadsheet Changes: | Extended LRM 5s and 20s each had their weight reduced by 2 tons due to how worthless they were when the 10s and 15s | Some of this is due to MW5mercs in general. Some audio issues were fixed this update. | Ammo switching works like LBX ACs, press Ctrl and then the weapon group number that contains the VSPL. | RAC/5 was arguably over performing, so in order to bring it closer to the RAC/2 its fire rate went from 600 rpm to 540 rpm. To | ||||||||||||||||||||||||||||
62 | Pulse Lasers but they have a slightly faster rate of fire. | Known issues not fixed on this version: | IDK why weapons and Ammo keep unlinking from their tags but it's very time consuming to test this thoroughly before each release. | - | existed with much more efficient tonnages. I prefer to not adjust weapon weights or sizes from the TableTop values, but | compensate for the RAC/5 receiving a nerf, its spread was noticeably improved going from 250 to 200. | |||||||||||||||||||||||||||||
63 | Known issues not fixed on this version: | Looking into ways to possibly reduce loading times. | Flat Buffs: | this was too egregious to ignore. | IS Tracer HMGs might display as Clan Tracer MGs. | NEW_Support PPC. Basically a Battle Armor sized PPC mounted on a mech. Weighs .25 tons but has significantly less | |||||||||||||||||||||||||||||
64 | - | RISC-Hyperlaser now has an ALT-Fire that acts like YAW's version but without any additional mechanics that made things less | IMO MRMs are pretty strong which is how I prefer them to be. All weapons really should feel "strong" if that makes sense. | Known issues not fixed on this version: | Pulse lasers have a shorter duration. | heat, range and damage than normal PPCs. Technically not lore accurate to have it mech mounted but cute and tiny PPCs! | Known issues not fixed on this version: | ||||||||||||||||||||||||||||
65 | consistent. Deals -60% damage in "HYPER"-mode but has no cooldown or duration (fires continuously). Higher tiers of the | The Clan RACs Hud colors aren't working but this is just a cosmetic. | Assault laser range slightly improved and heat reduced from 18 to 17.5. | Flat Nerfs: | The LB 2/5-X ACs still having the wrong recoil stats. | ||||||||||||||||||||||||||||||
66 | Hyper Laser receive more damage in HYPER mode to compensate for the lack of a cooldown + duration bonus. | Spreadsheet Changes: | Heavy Flamer Ammo still exists. Shall be purged next update. | Overall Binary lasers have been improved with higher damage of 16 vs 12 and a slight range increase to 480m from 450m. | Most Clan Missiles and Autocannons now have a cooldown thats 20% slower than their IS counterpart. Used to be 11%. | NEW_Projectile Flamers - Instead of being separate variants of the flamers like the projectile MGs, ER and Heavy flamers | |||||||||||||||||||||||||||||
67 | - | Streak LRMs, LBX-ACs and RACs kept their previous fire rates. | are now projectile based while the standard flamers work as they did before. | ||||||||||||||||||||||||||||||||
68 | Added "Bastard Rifle" which is a unique Pirate variation of a Heavy-Rifle. | Flat Nerfs: | |||||||||||||||||||||||||||||||||
69 | Known issues not fixed on this version: | Pulse lasers have a slower cooldown. | The ELRM5 had its size increased from 1 to 2 due to the weight reduction buffs. | Plasma Rifle has been re-worked. Fires a shorter burst with less but more damaging projectiles. (Still has the same total damage) | |||||||||||||||||||||||||||||||
70 | All Capacitor PPCs now work like other weapons with ALT-fire. They can now be toggled to have the capacitor activated for extra | The Clan RACs Hud colors aren't working but this is just a cosmetic. | Short-Burst mode/lasers have slightly less damage output. | Plasma Rifles ammo per ton buffed to 48 from 40 but heat damage reduced to 3 from 10. | |||||||||||||||||||||||||||||||
71 | damage or turned off for better heat + rate of fire. Likely to see some adjustments in the future. | Assault Laser now can explode like improved heavy lasers | Light ACs had their heat increased by around 50%. Total heat output is about 33% more than their standard autocannon counterpart. | NEW_Clan Plasma Cannon - Works kind of like the plasma cannon that trades raw damage for x2 heat damage. Weighs | |||||||||||||||||||||||||||||||
72 | Binary Lasers produce more heat and have a longer cooldown of 6 vs 5. | Likely to receive more fine tuning as this is likely an over correction. | half as much as the Plasma Rifle and only takes 1 slot. Plasma cannon has 60 rounds per ton of ammo. | ||||||||||||||||||||||||||||||||
73 | Precision ACs now can alt fire to Standard AC ammo and operate more or less like a single shot Standard AC. | ||||||||||||||||||||||||||||||||||
74 | Version notes: | Most Clan weapons have a x5 vs x4 Bill cost compared to Tabletop values. Prices are likely to see further adjustments. | NEW_Clan chemical lasers - The weird thing is chemical lasers were always a Clan thing in Tabletop meant for conventional | ||||||||||||||||||||||||||||||||
75 | Prototype PPC Repurposed. Instead of a cheaper but crappier PPC, it's now a "quirky" PPC. Can explode with a high chance of | Big thanks to the YAML discord community :) | vehicles. In this mod they work like the IS standard lasers but with even more damage, slightly more range and less heat but | ||||||||||||||||||||||||||||||||
76 | being damaged and a min range of 90m. Cooldown is 4 instead of 5. C-Bill = 50% more than PPC. Still only T1 only for now. | Due to the asset name changes of many weapon, some weapons may become invalid. Their names are more consistent now so | Version notes: | they use ammo. High damage per ton of ammo. | |||||||||||||||||||||||||||||||
77 | they can be searched for and found with the F10 debug option. | Most of the bug fixes in 1.04.0 are due to the technical issues during version 1.03.0's development. There's likely to be | |||||||||||||||||||||||||||||||||
78 | Rotary Autocannons re-worked along with Caselss ACs since they both use the same heat bar emitter type. RACs now have | more bugs, but hopefully the particularly bad ones are patched now, and hopefully not any more new ones. (Fingers Crossed) | NEW_Advanced Point Defense System - Basically just a super AMS with more range much higher missile destruction rate. | ||||||||||||||||||||||||||||||||
79 | varying fire rates based on class. Clan versions are more linear in this change through classes while IS RISC RACs are more | Originally the plan for the new ballistic tracers was to have Clan weapons use green tracers and red for IS, but the green tracers | Weighs a hefty 3 tons and exists at a very late intro date of 3137. Produces heat but less than LAMS. Needs more balancing | ||||||||||||||||||||||||||||||||
80 | separated in their stats like they were before. RAC/2 or 5s have higher proportional damage but a slight mech armor damage penalty | never looked quite right. I've literally spend hours trying to get this right but at least for now, most ballistics have the | Hot-Loaded LRMs need more work but I'll likely need some assistance to fully flesh this out as a feature. | NEW_Instead of making a new AMS, Clan AMS ammo exists which doubles the ammo per ton. | |||||||||||||||||||||||||||||||
81 | RAC/2s = 0.6 damage at 750 RPM but with a 0.8 mech armor damage multiplier. | same red tracer color. In the future Clan ballistics might get their own tracer colors but they may not be green. | Clan LRMs + ATMs will get re-worked at a later time but it may not be the update after this one. Technical issues prevented | AMS base range and range boost per tier upgrade reduced for all AMS systems. IS LAMS now releases higher tiers | |||||||||||||||||||||||||||||||
82 | RAC/5s = 1.111 damage at 600 RPM but with a 0.9 mech armor damage multiplier. | them from being finished this update and some assistance will likely be needed. | at later dates like the Clan LAMS. ALL AMS systems destroy less missiles per second as well. | ||||||||||||||||||||||||||||||||
83 | Clan RAC/10 = 1.777 damage at 450 RPM. RISC RAC/10 = 2.5 damage at 270 RPM. Both cooldown faster with less heat cap | Pulse lasers may get a slight heat increase in the future due to the fire rate decreasing. Not too worried about it as of now. | |||||||||||||||||||||||||||||||||
84 | Clan RAC/20 = 3 damage at 300 RPM. RISC RAC/20 = 4.167 damage at 180 RPM. Both cooldown faster with less heat cap | More Alt Fire modes for weapons may be added in the future. I like this more than simply "adding new weapons" and it allows for | NEW clan weapon release dates. Most clan weapons now release their higher tiered variants between the Fed-Com civil war | ||||||||||||||||||||||||||||||||
85 | Clan MGs might get nerfed in the future since they are straight up better than the IS versions. Nothing too drastic though. | interesting alternatives for balancing weapons. That said many new weapons are planned for a future update. | era through the Jihad era. Most Clan weapons and all their tiers will be unlocked by/on 3067. | ||||||||||||||||||||||||||||||||
86 | Caseless ACs completely reworked. Now function like a RAC, UAC and Burst AC all merged together. Super high Burst damage | Clan equipment is less likely to spawn in markets. Clan ECM and Active Probe are now each worth 600,000 | |||||||||||||||||||||||||||||||||
87 | potential as they fire longer bursts in rapid succession but for only so many times in a row before jamming. Jams last a long time. | Since i have ATMs mostly working how I want them too, Improved ATMs may come next update. | While the Mod Options Stat Sliders now function better with Giga-WOP, it's still highly recommended to not change the settings | ||||||||||||||||||||||||||||||||
88 | ALL caseless ACs are more difficult to use in general due to the lengthy bursts requiring some skill to shoot well. | from the intended default settings. One setting that is much more up to the user is the Heat damage slider. | Spreadsheet Changes: | ||||||||||||||||||||||||||||||||
89 | So under optimal conditions these weapons will wreck things like no-ones business but if you're spreading you shots all across a | Spreadsheet Changes: | Weapon stats NOT YET adjustmented to be in line with version 1.03.0 | ||||||||||||||||||||||||||||||||
90 | mech or missing a few from a burst, they're not gonna perform better than other ACs. | WIP for now. I promise this will get finished some day! | More BA weapons could be added in the future but only if they offer something interesting as an alternative. | Added Clan weapon availability sheet. Shows when certain tiers of clan weapons are available in the market. Clan salvage may | |||||||||||||||||||||||||||||||
91 | CL-AC/20 can get about 3 bursts before needing to take time to cool of before risk of jamming/overheating. | Advanced SRMs weren't intended to be kept in this mod similar to the Gatling MG and Improved X-Pulse laser. Unlike those | still provide the higher tiered weapons before their market availability which is not a bug. | ||||||||||||||||||||||||||||||||
92 | CL-AC/10 can get about 4 bursts before needing to take time to cool of before risk of jamming/overheating. | previously listed weapons, Advanced SRMs are something that exists as a real weapon for Battletech but for use in Battle Armor. | |||||||||||||||||||||||||||||||||
93 | CL-AC/5 can get about 5 bursts before needing to take time to cool of before risk of jamming/overheating. | Known issues not fixed on this version: | That said, "creative liberties" were taken for including any of this mod's Battle Armor weapons, as they aren't really supposed to be | Version notes: | |||||||||||||||||||||||||||||||
94 | CL-AC/2 functions more or less like a Burst-AC2 in that its fire rate isn't too much higher. Can fire way more rounds before jamming. | RISC Hyper Lasers cause significant performance issues. Is getting looked into but I'm not sure how to fix this issue as of now. | mounted on mechs to begin with. To be clear, I don't mind non-cannon weapons as long as they don't stand out as too ridiculous | This is a massive update, the largest since this mod's launch. | |||||||||||||||||||||||||||||||
95 | Since the weapon gets introduced so late, this issue isn't a high priority. | or overshadow cannon weapons, but they need to be unique enough to be added. | Originally the VSPLs were something I was creating from the ground up but the already existing blueprint for the improved X-pulse | ||||||||||||||||||||||||||||||||
96 | Re-worked AI targeting for weapons with ALT-Fire modes. Most notably with the standard style of autocannons. | Advanced Point Defense System still hasn't merged with the version in YASV. | accomplished much of what i wanted in the VSPLs anyways. They may get re-worked in the future but it won't be likely as | ||||||||||||||||||||||||||||||||
97 | Tanks and VTOLs (Cannon-Fodder) can now use Incendiary rounds under certain conditions as well as flak rounds. | This mod uses a similar approach as the MW4 games for IS vs Clan weapons. This update just emphasized this a little more. | it's not worth the time. | ||||||||||||||||||||||||||||||||
98 | Clan weapons are generally better but with slower rates of fire and more heat. (Same heat per minute however) | Better fine tuning of the new weapon changes will likely be needed but nothing stands out as of now. | |||||||||||||||||||||||||||||||||
99 | Improved Plasma Cannon (C) changed to deal more damage on slugs but much more heat damage in Splatter mode. | Extended and Enhanced LRMs have different release dates for their tier-3 and above versions. | |||||||||||||||||||||||||||||||||
100 | Now uses Clan Plasma Cannon ammo instead of a special ammo type. (Splatter mode is cluster shot) | Spreadsheet Changes: | |||||||||||||||||||||||||||||||||
101 | Slugs = 7.5 Damage and 3 heat damage. Also increases the velocity. | Spreadsheets weapon stats are still a WIP. | Some of the changes/intended changes made for the 1.03.0 update did not make it in due to technical problems. At one point this update had to revert | ||||||||||||||||||||||||||||||||
102 | Splatter = 4 Damage and 7 heat damage. Fires 8 projectiles | Added a buffs and nerfs section of the mod changes section. | to a back-up version which didn't include all of the intended content or changes before work on this version continued. | ||||||||||||||||||||||||||||||||
103 | |||||||||||||||||||||||||||||||||||
104 | For now, Heavy Lasers (Improved as well) can toggle to low-power mode, aka "LOW-PWR" to operate like a standard laser but with | Known issues not fixed on this version: | Known issues not fixed on this version: | ||||||||||||||||||||||||||||||||
105 | a shorter laser duration. Is nice to have if heat is too intense, even if DPS and burst damage is lower. While this does invalidate | RISC Hyper Lasers cause significant performance issues. Is getting looked into but I'm not sure how to fix this issue as of now. | Some weapons don't have the correct manufacturer name. Relatively minor issue but I will get around to adjusting this...hopefully. | ||||||||||||||||||||||||||||||||
106 | standard lasers for the most part in terms of role, they are still less space efficient | Since the weapon gets introduced so late, this issue isn't a high priority. | Some weapons don't have the correct Battle Value. | ||||||||||||||||||||||||||||||||
107 | |||||||||||||||||||||||||||||||||||
108 | Clan Stream SRMs disabled for now but still exist in IA and if previous acquired. Need more community feedback if worth keeping. | Some weapons don't have the correct manufacturer name and/or Battle Value. Relatively minor issues but I'm still putting this | Clan RACs are in the Giga-WOP file and not Giga-WOP Clan due to the special RAC UI elements not working in the | ||||||||||||||||||||||||||||||||
109 | off for a later update focused on "clean up". | Giga-WOP Clan file. This is just a work around for now but I don't know to fix this issue at the moment. If you don't want Clan | |||||||||||||||||||||||||||||||||
110 | Updated Binary Laser to Short-Burst version while the vanilla binary takes the old stats | content and just the base file activated, it should be technically fine since he ammo for Clan RACs is still in the Clan file anyways. | |||||||||||||||||||||||||||||||||
111 | (Can't use Clan RACs without ammo) | ||||||||||||||||||||||||||||||||||
112 | "Removed Autocannons-Rapid Fire". They can be toggled via mod options but their stats weren't changed | RACs may not have any sound when fired for the first time. Don't know how to fix this issue but simply fire the weapon for | |||||||||||||||||||||||||||||||||
113 | a short burst, wait a second and the RAC should generate sound properly from then on. | ||||||||||||||||||||||||||||||||||
114 | Burst-Fire Rifles kept and have no armor damage penalty to make them more distinct. | ||||||||||||||||||||||||||||||||||
115 | Some weapons still have odd audio where the weapon firing noise gets cut off too soon or does not generate. | ||||||||||||||||||||||||||||||||||
116 | PPC-X stats rebalanced: Damage is now 16 vs 24 and cooldown is 4 vs 2.5. Accuracy is much better now though | Some of this is due to MW5mercs in general. | |||||||||||||||||||||||||||||||||
117 | Heat also increased to 10 from 5. Likely to see future adjustments. | ||||||||||||||||||||||||||||||||||
118 | LBXs still don't have the proper max range multipliers | ||||||||||||||||||||||||||||||||||
119 | Flat Buffs: | ||||||||||||||||||||||||||||||||||
120 | Rifles (Not gauss) velocity set to 1720m/s across the board. | MMLs don't have the proper stats for SRMs | |||||||||||||||||||||||||||||||||
121 | Most heat-damage weapons such as Incendiary Autocannon ammo buffed to have more heat damage. INC ammo now has | ||||||||||||||||||||||||||||||||||
122 | a 1 to 1 damage to heat damage ratio but due note that INC rounds still deal 1/2 damage vs normal ammo | IS Tracer HMGs might display as Clan Tracer MGs. | |||||||||||||||||||||||||||||||||
123 | Heavy PPCs damage set to 16 from 15 and cooldown is 4.8 from 5. Light PPCs cooldown set to 4.1667 from 5. | ||||||||||||||||||||||||||||||||||
124 | SRM velocity increased from a base of 500 m/s to 540m/s. Dead-Fire Alt fire mode deals 1.5x more damage vs normal SRM ammo | ||||||||||||||||||||||||||||||||||
125 | MMLs now have a shorter cooldown of 4 vs 5. Now has a much better damage potential per ton | ||||||||||||||||||||||||||||||||||
126 | Dead-Fire LRMs for the Enhanced LRM min-range removed. | ||||||||||||||||||||||||||||||||||
127 | X-Pulse and RE-Engineered AUTO ALT-firing mode damage increased and cooldown + duration is the same amongst all of their | ||||||||||||||||||||||||||||||||||
128 | laser classes (small, medium and large). DPS increased as well. Might be over-tuned so If they feel OP, please provide feedback | ||||||||||||||||||||||||||||||||||
129 | IS Chemical Lasers now all have 630 base damage potential per ton of ammo | ||||||||||||||||||||||||||||||||||
130 | Artemis LRMs have slightly less Min-Range as well now vs non-Artemis LRMs | ||||||||||||||||||||||||||||||||||
131 | Short-Burst Lasers/Mode now have half the duration of their normal firing mode/laser counterpart | ||||||||||||||||||||||||||||||||||
132 | RE-Engineered Lasers structure damage penalty reduced. Multiplier is now 0.9 vs 0.8. | ||||||||||||||||||||||||||||||||||
133 | RAC Heat reduction improved over all tiers, along with Heat Bar ratio. | ||||||||||||||||||||||||||||||||||
134 | RAC Velocity improved across the board and no longer mimics Light ACs. Similar case with Caseless ACs | ||||||||||||||||||||||||||||||||||
135 | Improved Heavy Lasers now have the same fire rate as their heavy laser brethren, but this also increases their heat output. | ||||||||||||||||||||||||||||||||||
136 | |||||||||||||||||||||||||||||||||||
137 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
138 | More of a consistency thing, but Gauss Rifles and ERPPC optimal ranges were adjusted to 720m for GRs and 750m for ERPPCs. | ||||||||||||||||||||||||||||||||||
139 | Dead-Fire LRMs for the Enhanced LRM has had its damage multiplier reduced from 2x to 1.5x | ||||||||||||||||||||||||||||||||||
140 | X-Pulse and RE-Engineered lasers range set to be +25% better than standard pulse vs 33.334%. | ||||||||||||||||||||||||||||||||||
141 | LRMs no longer receive min-range quirk bonuses unless at T5 | ||||||||||||||||||||||||||||||||||
142 | Short-Burst Mode/Lasers have -11.111% range. | ||||||||||||||||||||||||||||||||||
143 | RAC and MG damage over tiers reduced and capped at +40% at T5. | ||||||||||||||||||||||||||||||||||
144 | Continuous beam laser damage reduced to 4.5 from 5 and heat increased to 3 from 2.75. Might be temporary and tweaked a bit | ||||||||||||||||||||||||||||||||||
145 | -in the future | ||||||||||||||||||||||||||||||||||
146 | |||||||||||||||||||||||||||||||||||
147 | Version notes: | ||||||||||||||||||||||||||||||||||
148 | It seems a cause of slow loading times was actually all the unique weapon emitter blueprints being on so many weapons. | ||||||||||||||||||||||||||||||||||
149 | So performance isn't as improved as I would like it to be, nor as much when first doing the re-build. A lot of fat was trimmed however | ||||||||||||||||||||||||||||||||||
150 | amongst the amount of blue-prints and extra content within them. | ||||||||||||||||||||||||||||||||||
151 | |||||||||||||||||||||||||||||||||||
152 | Caseless ACs are probably a bit overpowered at this time. Likely to see tweaks in the future | ||||||||||||||||||||||||||||||||||
153 | |||||||||||||||||||||||||||||||||||
154 | |||||||||||||||||||||||||||||||||||
155 | Spreadsheet Changes: | ||||||||||||||||||||||||||||||||||
156 | Updated weapon stats across the board to represent the 2.8 rebuild (Still in progress) | ||||||||||||||||||||||||||||||||||
157 | |||||||||||||||||||||||||||||||||||
158 | Known issues not fixed on this version: | ||||||||||||||||||||||||||||||||||
159 | Due to being re-built from the ground up, its its likely that there are new bugs but at the same time previously reported bugs should | ||||||||||||||||||||||||||||||||||
160 | be fixed now too. | ||||||||||||||||||||||||||||||||||
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199 | |||||||||||||||||||||||||||||||||||
200 | |||||||||||||||||||||||||||||||||||
201 | Changelog: Update-2.8.1 | Changelog: Update-2.8.1 | |||||||||||||||||||||||||||||||||
202 | Patch update | Patch update | |||||||||||||||||||||||||||||||||
203 | Bug Fixes: | Bug Fixes: | |||||||||||||||||||||||||||||||||
204 | Fixed IS LBX from having 0% range. Bug occured after fixing another bug from last update. Ironically that bug was preventing | Clan Machineguns set to their intended damage values. (-10% less than IS MGs) | |||||||||||||||||||||||||||||||||
205 | - something else from setting the stats to 0 | Heavy MGs optimal range set to of 150m vs 135m. | |||||||||||||||||||||||||||||||||
206 | BA_TAG stats set correctly | Standard Autocannons Cooldown being reduced in firing mode2. This cooldown boost is supposed to be just for CAP-PPCs | |||||||||||||||||||||||||||||||||
207 | Clan Flamers weight set to 0.5 vs 1 ton | Adjusted CAP-PPC cooldown bonuses to correct values. Is more consistent now. | |||||||||||||||||||||||||||||||||
208 | Added "INC" to standard Rapid-AC ammo as well as updated its description too. | Fixed Double-Ammo bins for Lore-Abiding Citizen | |||||||||||||||||||||||||||||||||
209 | Rocket-Launchers to intro date of 3015. Not technically lore friendly, but better for gameplay and in spirit, it's more fitting to the lore. | New standard ammo types should have a high chance of spawning now if they weren't previously set to. | |||||||||||||||||||||||||||||||||
210 | Alt-Fire weapons had their Assigned weapon class change on their own. Unkown as to why but they all should function correctly now | ||||||||||||||||||||||||||||||||||
211 | Fixed TOI-Cluster Logic - Thank you cszolee79 | ||||||||||||||||||||||||||||||||||
212 | All mechs in DLC-6 that had Rapid-Autocannons had their loadouts changed to accommidate for the overhauled Rapid-Autocanons. | ||||||||||||||||||||||||||||||||||
213 | Might see more adjustments later. | ||||||||||||||||||||||||||||||||||
214 | |||||||||||||||||||||||||||||||||||
215 | Mod Changes: (Includes new features, weapons and minor tweaks) | Mod Changes: (Includes new features, weapons and minor tweaks) | |||||||||||||||||||||||||||||||||
216 | Added description to Rapid ACs | For just 1.1354 or higher (DLC-6) and not likely to work well with 1.1351 (DLC-5) Rapid Autocannons have been overhauled | |||||||||||||||||||||||||||||||||
217 | and now use a universal ammo type. | ||||||||||||||||||||||||||||||||||
218 | Adjusted Clan ERPPC and Linked PPC projectiles for compatibility with another to be seen mod. | Can swap between Incendiary rounds or FLAK rounds only. 400 rounds per ton of ammo | |||||||||||||||||||||||||||||||||
219 | |||||||||||||||||||||||||||||||||||
220 | Flat Buffs: | Added "Dumb-Fire" SRM missiles. Basically a non-lore friendly Dead-Fire ammo alternative until Dead-Fire missiles are introduced | |||||||||||||||||||||||||||||||||
221 | - | in 3052. The Dumb-Fire missiles are more expensive and have less ammo per ton vs standard SRMs. They are less likely to | |||||||||||||||||||||||||||||||||
222 | be struct and cause an ammo explosion though. Lastly, they are more expensive than normal SRMs are not not worth keeping | ||||||||||||||||||||||||||||||||||
223 | after Dead-Fire SRMs are available. | ||||||||||||||||||||||||||||||||||
224 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
225 | - | ||||||||||||||||||||||||||||||||||
226 | |||||||||||||||||||||||||||||||||||
227 | Flat Buffs: | ||||||||||||||||||||||||||||||||||
228 | Version notes: | - | |||||||||||||||||||||||||||||||||
229 | - | ||||||||||||||||||||||||||||||||||
230 | |||||||||||||||||||||||||||||||||||
231 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
232 | Spreadsheet Changes: | - | |||||||||||||||||||||||||||||||||
233 | Still a WIP, but mostly finished. | ||||||||||||||||||||||||||||||||||
234 | |||||||||||||||||||||||||||||||||||
235 | Known issues not fixed on this version: | Version notes: | |||||||||||||||||||||||||||||||||
236 | - | - | |||||||||||||||||||||||||||||||||
237 | |||||||||||||||||||||||||||||||||||
238 | |||||||||||||||||||||||||||||||||||
239 | Spreadsheet Changes: | ||||||||||||||||||||||||||||||||||
240 | Still a WIP, but mostly finished. | ||||||||||||||||||||||||||||||||||
241 | |||||||||||||||||||||||||||||||||||
242 | Known issues not fixed on this version: | ||||||||||||||||||||||||||||||||||
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399 | |||||||||||||||||||||||||||||||||||
400 | |||||||||||||||||||||||||||||||||||
401 | Changelog: Update-2.8.1 | Changelog: Update-2.8.1 | |||||||||||||||||||||||||||||||||
402 | Patch update | Patch update | |||||||||||||||||||||||||||||||||
403 | Bug Fixes: | Bug Fixes: | |||||||||||||||||||||||||||||||||
404 | Fixed IS LBX from having 0% range. Bug occured after fixing another bug from last update. Ironically that bug was preventing | Clan Machineguns set to their intended damage values. (-10% less than IS MGs) | |||||||||||||||||||||||||||||||||
405 | - something else from setting the stats to 0 | Heavy MGs optimal range set to of 150m vs 135m. | |||||||||||||||||||||||||||||||||
406 | BA_TAG stats set correctly | Standard Autocannons Cooldown being reduced in firing mode2. This cooldown boost is supposed to be just for CAP-PPCs | |||||||||||||||||||||||||||||||||
407 | Clan Flamers weight set to 0.5 vs 1 ton | Adjusted CAP-PPC cooldown bonuses to correct values. Is more consistent now. | |||||||||||||||||||||||||||||||||
408 | Added "INC" to standard Rapid-AC ammo as well as updated its description too. | Fixed Double-Ammo bins for Lore-Abiding Citizen | |||||||||||||||||||||||||||||||||
409 | Rocket-Launchers to intro date of 3015. Not technically lore friendly, but better for gameplay and in spirit, it's more fitting to the lore. | New standard ammo types should have a high chance of spawning now if they weren't previously set to. | |||||||||||||||||||||||||||||||||
410 | Alt-Fire weapons had their Assigned weapon class change on their own. Unkown as to why but they all should function correctly now | ||||||||||||||||||||||||||||||||||
411 | Fixed TOI-Cluster Logic - Thank you cszolee79 | ||||||||||||||||||||||||||||||||||
412 | All mechs in DLC-6 that had Rapid-Autocannons had their loadouts changed to accommidate for the overhauled Rapid-Autocanons. | ||||||||||||||||||||||||||||||||||
413 | Might see more adjustments later. | ||||||||||||||||||||||||||||||||||
414 | |||||||||||||||||||||||||||||||||||
415 | Mod Changes: (Includes new features, weapons and minor tweaks) | Mod Changes: (Includes new features, weapons and minor tweaks) | |||||||||||||||||||||||||||||||||
416 | Added description to Rapid ACs | For just 1.1354 or higher (DLC-6) and not likely to work well with 1.1351 (DLC-5) Rapid Autocannons have been overhauled | |||||||||||||||||||||||||||||||||
417 | and now use a universal ammo type. | ||||||||||||||||||||||||||||||||||
418 | Adjusted Clan ERPPC and Linked PPC projectiles for compatibility with another to be seen mod. | Can swap between Incendiary rounds or FLAK rounds only. 400 rounds per ton of ammo | |||||||||||||||||||||||||||||||||
419 | |||||||||||||||||||||||||||||||||||
420 | Flat Buffs: | Added "Dumb-Fire" SRM missiles. Basically a non-lore friendly Dead-Fire ammo alternative until Dead-Fire missiles are introduced | |||||||||||||||||||||||||||||||||
421 | - | in 3052. The Dumb-Fire missiles are more expensive and have less ammo per ton vs standard SRMs. They are less likely to | |||||||||||||||||||||||||||||||||
422 | be struct and cause an ammo explosion though. Lastly, they are more expensive than normal SRMs are not not worth keeping | ||||||||||||||||||||||||||||||||||
423 | after Dead-Fire SRMs are available. | ||||||||||||||||||||||||||||||||||
424 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
425 | - | ||||||||||||||||||||||||||||||||||
426 | |||||||||||||||||||||||||||||||||||
427 | Flat Buffs: | ||||||||||||||||||||||||||||||||||
428 | Version notes: | - | |||||||||||||||||||||||||||||||||
429 | - | ||||||||||||||||||||||||||||||||||
430 | |||||||||||||||||||||||||||||||||||
431 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
432 | Spreadsheet Changes: | - | |||||||||||||||||||||||||||||||||
433 | Still a WIP, but mostly finished. | ||||||||||||||||||||||||||||||||||
434 | |||||||||||||||||||||||||||||||||||
435 | Known issues not fixed on this version: | Version notes: | |||||||||||||||||||||||||||||||||
436 | - | - | |||||||||||||||||||||||||||||||||
437 | |||||||||||||||||||||||||||||||||||
438 | |||||||||||||||||||||||||||||||||||
439 | Spreadsheet Changes: | ||||||||||||||||||||||||||||||||||
440 | Still a WIP, but mostly finished. | ||||||||||||||||||||||||||||||||||
441 | |||||||||||||||||||||||||||||||||||
442 | Known issues not fixed on this version: | ||||||||||||||||||||||||||||||||||
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600 | |||||||||||||||||||||||||||||||||||
601 | Changelog: Update-2.8.1 | Changelog: Update-2.8.1 | |||||||||||||||||||||||||||||||||
602 | Patch update | Patch update | |||||||||||||||||||||||||||||||||
603 | Bug Fixes: | Bug Fixes: | |||||||||||||||||||||||||||||||||
604 | Fixed IS LBX from having 0% range. Bug occured after fixing another bug from last update. Ironically that bug was preventing | Clan Machineguns set to their intended damage values. (-10% less than IS MGs) | |||||||||||||||||||||||||||||||||
605 | - something else from setting the stats to 0 | Heavy MGs optimal range set to of 150m vs 135m. | |||||||||||||||||||||||||||||||||
606 | BA_TAG stats set correctly | Standard Autocannons Cooldown being reduced in firing mode2. This cooldown boost is supposed to be just for CAP-PPCs | |||||||||||||||||||||||||||||||||
607 | Clan Flamers weight set to 0.5 vs 1 ton | Adjusted CAP-PPC cooldown bonuses to correct values. Is more consistent now. | |||||||||||||||||||||||||||||||||
608 | Added "INC" to standard Rapid-AC ammo as well as updated its description too. | Fixed Double-Ammo bins for Lore-Abiding Citizen | |||||||||||||||||||||||||||||||||
609 | Rocket-Launchers to intro date of 3015. Not technically lore friendly, but better for gameplay and in spirit, it's more fitting to the lore. | New standard ammo types should have a high chance of spawning now if they weren't previously set to. | |||||||||||||||||||||||||||||||||
610 | Alt-Fire weapons had their Assigned weapon class change on their own. Unkown as to why but they all should function correctly now | ||||||||||||||||||||||||||||||||||
611 | Fixed TOI-Cluster Logic - Thank you cszolee79 | ||||||||||||||||||||||||||||||||||
612 | All mechs in DLC-6 that had Rapid-Autocannons had their loadouts changed to accommidate for the overhauled Rapid-Autocanons. | ||||||||||||||||||||||||||||||||||
613 | Might see more adjustments later. | ||||||||||||||||||||||||||||||||||
614 | |||||||||||||||||||||||||||||||||||
615 | Mod Changes: (Includes new features, weapons and minor tweaks) | Mod Changes: (Includes new features, weapons and minor tweaks) | |||||||||||||||||||||||||||||||||
616 | Added description to Rapid ACs | For just 1.1354 or higher (DLC-6) and not likely to work well with 1.1351 (DLC-5) Rapid Autocannons have been overhauled | |||||||||||||||||||||||||||||||||
617 | and now use a universal ammo type. | ||||||||||||||||||||||||||||||||||
618 | Adjusted Clan ERPPC and Linked PPC projectiles for compatibility with another to be seen mod. | Can swap between Incendiary rounds or FLAK rounds only. 400 rounds per ton of ammo | |||||||||||||||||||||||||||||||||
619 | |||||||||||||||||||||||||||||||||||
620 | Flat Buffs: | Added "Dumb-Fire" SRM missiles. Basically a non-lore friendly Dead-Fire ammo alternative until Dead-Fire missiles are introduced | |||||||||||||||||||||||||||||||||
621 | - | in 3052. The Dumb-Fire missiles are more expensive and have less ammo per ton vs standard SRMs. They are less likely to | |||||||||||||||||||||||||||||||||
622 | be struct and cause an ammo explosion though. Lastly, they are more expensive than normal SRMs are not not worth keeping | ||||||||||||||||||||||||||||||||||
623 | after Dead-Fire SRMs are available. | ||||||||||||||||||||||||||||||||||
624 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
625 | - | ||||||||||||||||||||||||||||||||||
626 | |||||||||||||||||||||||||||||||||||
627 | Flat Buffs: | ||||||||||||||||||||||||||||||||||
628 | Version notes: | - | |||||||||||||||||||||||||||||||||
629 | - | ||||||||||||||||||||||||||||||||||
630 | |||||||||||||||||||||||||||||||||||
631 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
632 | Spreadsheet Changes: | - | |||||||||||||||||||||||||||||||||
633 | Still a WIP, but mostly finished. | ||||||||||||||||||||||||||||||||||
634 | |||||||||||||||||||||||||||||||||||
635 | Known issues not fixed on this version: | Version notes: | |||||||||||||||||||||||||||||||||
636 | - | - | |||||||||||||||||||||||||||||||||
637 | |||||||||||||||||||||||||||||||||||
638 | |||||||||||||||||||||||||||||||||||
639 | Spreadsheet Changes: | ||||||||||||||||||||||||||||||||||
640 | Still a WIP, but mostly finished. | ||||||||||||||||||||||||||||||||||
641 | |||||||||||||||||||||||||||||||||||
642 | Known issues not fixed on this version: | ||||||||||||||||||||||||||||||||||
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799 | |||||||||||||||||||||||||||||||||||
800 | |||||||||||||||||||||||||||||||||||
801 | Changelog: Update-2.8.1 | Changelog: Update-2.8.1 | |||||||||||||||||||||||||||||||||
802 | Patch update | Patch update | |||||||||||||||||||||||||||||||||
803 | Bug Fixes: | Bug Fixes: | |||||||||||||||||||||||||||||||||
804 | Fixed IS LBX from having 0% range. Bug occured after fixing another bug from last update. Ironically that bug was preventing | Clan Machineguns set to their intended damage values. (-10% less than IS MGs) | |||||||||||||||||||||||||||||||||
805 | - something else from setting the stats to 0 | Heavy MGs optimal range set to of 150m vs 135m. | |||||||||||||||||||||||||||||||||
806 | BA_TAG stats set correctly | Standard Autocannons Cooldown being reduced in firing mode2. This cooldown boost is supposed to be just for CAP-PPCs | |||||||||||||||||||||||||||||||||
807 | Clan Flamers weight set to 0.5 vs 1 ton | Adjusted CAP-PPC cooldown bonuses to correct values. Is more consistent now. | |||||||||||||||||||||||||||||||||
808 | Added "INC" to standard Rapid-AC ammo as well as updated its description too. | Fixed Double-Ammo bins for Lore-Abiding Citizen | |||||||||||||||||||||||||||||||||
809 | Rocket-Launchers to intro date of 3015. Not technically lore friendly, but better for gameplay and in spirit, it's more fitting to the lore. | New standard ammo types should have a high chance of spawning now if they weren't previously set to. | |||||||||||||||||||||||||||||||||
810 | Alt-Fire weapons had their Assigned weapon class change on their own. Unkown as to why but they all should function correctly now | ||||||||||||||||||||||||||||||||||
811 | Fixed TOI-Cluster Logic - Thank you cszolee79 | ||||||||||||||||||||||||||||||||||
812 | All mechs in DLC-6 that had Rapid-Autocannons had their loadouts changed to accommidate for the overhauled Rapid-Autocanons. | ||||||||||||||||||||||||||||||||||
813 | Might see more adjustments later. | ||||||||||||||||||||||||||||||||||
814 | |||||||||||||||||||||||||||||||||||
815 | Mod Changes: (Includes new features, weapons and minor tweaks) | Mod Changes: (Includes new features, weapons and minor tweaks) | |||||||||||||||||||||||||||||||||
816 | Added description to Rapid ACs | For just 1.1354 or higher (DLC-6) and not likely to work well with 1.1351 (DLC-5) Rapid Autocannons have been overhauled | |||||||||||||||||||||||||||||||||
817 | and now use a universal ammo type. | ||||||||||||||||||||||||||||||||||
818 | Adjusted Clan ERPPC and Linked PPC projectiles for compatibility with another to be seen mod. | Can swap between Incendiary rounds or FLAK rounds only. 400 rounds per ton of ammo | |||||||||||||||||||||||||||||||||
819 | |||||||||||||||||||||||||||||||||||
820 | Flat Buffs: | Added "Dumb-Fire" SRM missiles. Basically a non-lore friendly Dead-Fire ammo alternative until Dead-Fire missiles are introduced | |||||||||||||||||||||||||||||||||
821 | - | in 3052. The Dumb-Fire missiles are more expensive and have less ammo per ton vs standard SRMs. They are less likely to | |||||||||||||||||||||||||||||||||
822 | be struct and cause an ammo explosion though. Lastly, they are more expensive than normal SRMs are not not worth keeping | ||||||||||||||||||||||||||||||||||
823 | after Dead-Fire SRMs are available. | ||||||||||||||||||||||||||||||||||
824 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
825 | - | ||||||||||||||||||||||||||||||||||
826 | |||||||||||||||||||||||||||||||||||
827 | Flat Buffs: | ||||||||||||||||||||||||||||||||||
828 | Version notes: | - | |||||||||||||||||||||||||||||||||
829 | - | ||||||||||||||||||||||||||||||||||
830 | |||||||||||||||||||||||||||||||||||
831 | Flat Nerfs: | ||||||||||||||||||||||||||||||||||
832 | Spreadsheet Changes: | - | |||||||||||||||||||||||||||||||||
833 | Still a WIP, but mostly finished. | ||||||||||||||||||||||||||||||||||
834 | |||||||||||||||||||||||||||||||||||
835 | Known issues not fixed on this version: | Version notes: | |||||||||||||||||||||||||||||||||
836 | - | - | |||||||||||||||||||||||||||||||||
837 | |||||||||||||||||||||||||||||||||||
838 | |||||||||||||||||||||||||||||||||||
839 | Spreadsheet Changes: | ||||||||||||||||||||||||||||||||||
840 | Still a WIP, but mostly finished. | ||||||||||||||||||||||||||||||||||
841 | |||||||||||||||||||||||||||||||||||
842 | Known issues not fixed on this version: | ||||||||||||||||||||||||||||||||||
843 | - | ||||||||||||||||||||||||||||||||||
844 | |||||||||||||||||||||||||||||||||||
845 |
1 | Autocannons/Rifles: | Damage Per Minute | Damage | Rate of Fire | Heat Generated | Heat Damage | Optimal Range | Blast Radius | Projectile Velocity | Spread | Burst Duration | Projectiles per shot | Number of Times Fired | Max Jam Chance | Can Lock-on Target? | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Long-Tom Artillery | 150 | 25 | 6 | 16 | N/A | 5000m | 22.5m | 800m/s | 0 | 0 | 1 | 1 | N/A | N/A | 10 | 250 | 30 | 15 | IS-Standard | 3015 |
3 | Sniper Artillery | 120 | 20 | 6 | 9 | N/A | 5000m | 22.5m | 800m/s | 0 | 0 | 1 | 1 | N/A | N/A | 12 | 240 | 20 | 20 | IS-Standard | 3015 |
4 | Thumper Artillery | 90 | 15 | 6 | 6 | N/A | 5000m | 22.5m | 800m/s | 0 | 0 | 1 | 1 | N/A | N/A | 20 | 300 | 15 | 15 | IS-Standard | 3015 |
5 | |||||||||||||||||||||
6 | Long-Tom Cannon | 160 | 20 | 8 | 16 | N/A | 5000m | 22.5m | 800m/s | 0 | 0 | 1 | 1 | N/A | N/A | 10 | 200 | 20 | 15 | IS-Standard | 3015 |
7 | Sniper Cannon | 111.1111111 | 10 | 11.11111111 | 9 | N/A | 5000m | 22.5m | 800m/s | 0 | 0 | 1 | 1 | N/A | N/A | 12 | 120 | 15 | 10 | IS-Standard | 3015 |
8 | Thumper Cannon | 60 | 5 | 12 | 6 | N/A | 5000m | 22.5m | 800m/s | 0 | 0 | 1 | 1 | N/A | N/A | 20 | 100 | 10 | 7 | IS-Standard | 3015 |
9 | |||||||||||||||||||||
10 | Arrow IV Artillery | 133.3333332 | 20 | 6.66666666 | 8 | N/A | 5000m | 22.5m | 200m/s | 0 | 0 | 1 | 1 | N/A | Yes | 10 | 200 | 15 | 15 | LosTech | 3044 |
11 | Arrow IV Artillery | 120 | 20 | 6 | 8 | N/A | 5000m | 22.5m | 200m/s | 0 | 0 | 1 | 1 | N/A | Yes | 10 | 200 | 12 | 12 | CLAN | 3055 |
1 | Autocannons/Rifles: | AOE DMG | AOE Radius | Armor DMG Multi | Structure DMG Multi | DMG per Minute | Heat per Minute | Damage | Rate of Fire | Heat DMG | Heat Generated | Optimal Range | Max Range Multiplier | Projectile Velocity | Spread | Burst Duration | Projectiles | Times Fired | Max Jam Chance | Firing Style | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | C-Bill Cost | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Light-Rifle | N/A | N/A | 0.3333333333 | 1 | 60 | 37.5 | 6 | 30 | N/A | 1.25 | 360m | 2 | 1720m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 72 | 144 | 3 | 1 | Periphery | 3015 | $33,700 | N/A |
3 | Medium-Rifle | N/A | N/A | 0.5 | 1 | 100 | 48 | 12 | 16.66666667 | N/A | 2.88 | 450m | 2 | 1720m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 36 | 216 | 5 | 2 | Periphery | 3015 | $75,500 | N/A |
4 | Heavy-Rifle | N/A | N/A | 0.6666666667 | 1 | 135 | 63 | 18 | 11.25 | N/A | 5.6 | 540m | 2 | 1720m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 24 | 288 | 8 | 3 | Periphery | 3015 | $90,000 | N/A |
5 | Bastard-Rifle (P) | 2 | 1200 | 0.6666666667 | 1 | 1600 | 3000 | 24 | 100 | 6 | 5 | 540m | 2 | 1720m/s | 50 | 0.6 | 1 | 4 | N/A | BF, HT-DMG + AOE | N/A | (24 x 9) + (1 X Tier) | 9 | 4 | PIRATE | 3036 | $270,000 | N/A |
6 | ||||||||||||||||||||||||||||
7 | Autocannon/2 | N/A | N/A | 1 | 1 | 180 | 27 | 2 | 90 | N/A | 0.3 | 720m | 3 | 1800m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 200 | 400 | 6 | 1 | IS-Standard | 3015 | $150,000 | SLUG |
8 | Autocannon/5 | N/A | N/A | 1 | 1 | 200 | 32 | 5 | 40 | N/A | 0.8 | 540m | 2.5 | 1500m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 80 | 400 | 8 | 3 | IS-Standard | 3015 | $250,000 | SLUG |
9 | Autocannon/10 | N/A | N/A | 1 | 1 | 225 | 50.625 | 10 | 22.5 | N/A | 2.25 | 450m | 2 | 1200m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 40 | 400 | 12 | 7 | IS-Standard | 3015 | $400,000 | SLUG |
10 | Autocannon/20 | N/A | N/A | 1 | 1 | 250 | 67.5 | 20 | 12.5 | N/A | 5.4 | 270m | 1.5 | 900m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 20 | 400 | 14 | 10 | IS-Standard | 3015 | $600,000 | SLUG |
11 | ||||||||||||||||||||||||||||
12 | BF-Autocannon/2 | N/A | N/A | 1 | 1 | 180 | 29.997 | 2 | 90 | N/A | 0.3333 | 800m | 3 | 1800m/s | 0 | 0.1 | 1 | 1 | N/A | Burst-Fire | 200 | 400 | 6 | 1 | IS-Standard | 3015 | $150,000 | Burst |
13 | BF-Autocannon/5 | N/A | N/A | 1 | 1 | 200 | 35.552 | 5 | 40 | N/A | 0.8888 | 600m | 2.5 | 1500m/s | 0 | 0.15 | 1 | 1 | N/A | Burst-Fire | 80 | 400 | 8 | 3 | IS-Standard | 3015 | $250,000 | Burst |
14 | BF-Autocannon/10 | N/A | N/A | 1 | 1 | 225 | 56.25 | 10 | 22.5 | N/A | 2.5 | 500m | 2 | 1200m/s | 0 | 0.18 | 1 | 1 | N/A | Burst-Fire | 40 | 400 | 12 | 7 | IS-Standard | 3015 | $400,000 | Burst |
15 | BF-Autocannon/20 | N/A | N/A | 1 | 1 | 250 | 75 | 20 | 12.5 | N/A | 6 | 300m | 1.5 | 900m/s | 0 | 0.25 | 1 | 1 | N/A | Burst-Fire | 20 | 400 | 14 | 10 | IS-Standard | 3015 | $600,000 | Burst |
16 | ||||||||||||||||||||||||||||
17 | Autocannon/2 (C) | N/A | N/A | 1 | 1 | 194.4 | 26.9973 | 2.4 | 81 | N/A | 0.3333 | 864m | 3 | 1800m/s | 0 | 0.1 | 1 | 1 | N/A | Burst-Fire | 200 | 480 | 5 | 2 | CLAN | 3055 | $225,000 | Burst |
18 | Autocannon/5 (C) | N/A | N/A | 1 | 1 | 216 | 31.9968 | 6 | 36 | N/A | 0.8888 | 648m | 2.5 | 1500m/s | 0 | 0.15 | 1 | 1 | N/A | Burst-Fire | 80 | 480 | 7 | 3 | CLAN | 3055 | $375,000 | Burst |
19 | Autocannon/10 (C) | N/A | N/A | 1 | 1 | 240 | 50 | 12 | 20 | N/A | 2.5 | 540m | 2.5 | 1200m/s | 0 | 0.18 | 1 | 1 | N/A | Burst-Fire | 40 | 480 | 10 | 4 | CLAN | 3055 | $600,000 | Burst |
20 | Autocannon/20 (C) | N/A | N/A | 1 | 1 | 270 | 67.5 | 24 | 11.25 | N/A | 6 | 324m | 2 | 900m/s | 0 | 0.25 | 1 | 1 | N/A | Burst-Fire | 20 | 480 | 12 | 8 | CLAN | 3055 | $900,000 | Burst |
21 | ||||||||||||||||||||||||||||
22 | Ultra-Autocannon/2 | N/A | N/A | 1 | 1 | 360 | 54 | 2 | 180 | N/A | 0.3 | 864m | 3 | 1800m/s | 0 | 0 | 1 | 1 | 2.5% | Double-Tap: Single-Shot | 200 | 400 | 7 | 3 | IS-Advanced | 3057 | $240,000 | N/A |
23 | Ultra-Autocannon/5 | N/A | N/A | 1 | 1 | 400 | 64 | 5 | 80 | N/A | 0.8 | 648m | 2.5 | 1500m/s | 25 | 0.06 | 1 | 2 | 5.0% | Double-Tap: Burst-Fire | 80 | 400 | 9 | 5 | LosTech | 3035 | $400,000 | N/A |
24 | Ultra-Autocannon/10 | N/A | N/A | 1 | 1 | 450 | 101.25 | 10 | 45 | N/A | 2.25 | 540m | 2.5 | 1200m/s | 50 | 0.09 | 1 | 3 | 7.5% | Double-Tap: Burst-Fire | 40 | 400 | 13 | 7 | IS-Advanced | 3057 | $640,000 | N/A |
25 | Ultra-Autocannon/20 | N/A | N/A | 1 | 1 | 500 | 135 | 20 | 25 | N/A | 5.4 | 324m | 2 | 900m/s | 75 | 0.12 | 1 | 4 | 10.0% | Double-Tap: Burst-Fire | 20 | 400 | 15 | 10 | IS-Advanced | 3060 | $960,000 | N/A |
26 | ||||||||||||||||||||||||||||
27 | Ultra-Autocannon/2 (C) | N/A | N/A | 1 | 1 | 324.3243243 | 54.05405405 | 2 | 162.1621622 | N/A | 0.3333333333 | 960m | 3 | 2000m/s | 0 | 0.04 | 1 | 2 | 3.0% | Double-Tap: Burst-Fire | 200 | 400 | 5 | 2 | CLAN | 3055 | $480,000 | N/A |
28 | Ultra-Autocannon/5 (C) | N/A | N/A | 1 | 1 | 360 | 64 | 5 | 72 | N/A | 0.8888888889 | 720m | 3 | 1666m/s | 40 | 0.08 | 1 | 3 | 6.0% | Double-Tap: Burst-Fire | 80 | 400 | 7 | 3 | CLAN | 3055 | $800,000 | N/A |
29 | Ultra-Autocannon/10 (C) | N/A | N/A | 1 | 1 | 400 | 100 | 10 | 40 | N/A | 2.5 | 600m | 2.5 | 1333m/s | 80 | 0.12 | 1 | 4 | 9.0% | Double-Tap: Burst-Fire | 40 | 400 | 10 | 4 | CLAN | 3055 | $1,280,000 | N/A |
30 | Ultra-Autocannon/20 (C) | N/A | N/A | 1 | 1 | 450 | 135 | 20 | 22.5 | N/A | 6 | 360m | 2 | 1000m/s | 120 | 0.16 | 1 | 5 | 12.0% | Double-Tap: Burst-Fire | 20 | 400 | 12 | 8 | CLAN | 3055 | $1,920,000 | N/A |
31 | ||||||||||||||||||||||||||||
32 | LBX-Autocannon/2_CLU | 1 | 11 | 1 | 1 | 216 | 20.25 | 2.4 | 90 | N/A | 0.225 | 960m | 3 | 2000m/s | 100 | 0 | 4 | 1 | N/A | Cluster-Shot AOE + AA | 200 | 480 | 6 | 4 | IS-Advanced | 3058 | $300,000 | LBX-Cluster |
33 | LBX-Autocannon/5_CLU | 2.5 | 11 | 1 | 1 | 240 | 24 | 6 | 40 | N/A | 0.6 | 720m | 3 | 1666m/s | 200 | 0 | 8 | 1 | N/A | Cluster-Shot AOE + AA | 80 | 480 | 8 | 5 | IS-Advanced | 3058 | $500,000 | LBX-Cluster |
34 | LBX-Autocannon/10_CLU | 5 | 11 | 1 | 1 | 270 | 37.96875 | 12 | 22.5 | N/A | 1.6875 | 600m | 2.5 | 1333m/s | 300 | 0 | 12 | 1 | N/A | Cluster-Shot AOE + AA | 40 | 480 | 11 | 6 | LosTech | 3035 | $800,000 | LBX-Cluster |
35 | LBX-Autocannon/20_CLU | 10 | 11 | 1 | 1 | 300 | 45 | 24 | 12.5 | N/A | 3.6 | 360m | 2 | 1000m/s | 400 | 0 | 16 | 1 | N/A | Cluster-Shot AOE + AA | 20 | 480 | 14 | 11 | IS-Advanced | 3058 | $1,200,000 | LBX-Cluster |
36 | ||||||||||||||||||||||||||||
37 | LBX-Autocannon/2_CLU (C) | 1 | 11 | 1 | 1 | 194.4 | 20.25 | 2.4 | 81 | N/A | 0.25 | 960m | 3 | 2000m/s | 100 | 0 | 4 | 1 | N/A | Cluster-Shot AOE + AA | 200 | 480 | 5 | 3 | CLAN | 3055 | $500,000 | LBX-Cluster |
38 | LBX-Autocannon/5_CLU (C) | 2.5 | 11 | 1 | 1 | 216 | 24 | 6 | 36 | N/A | 0.6666666667 | 720m | 3 | 1666m/s | 200 | 0 | 8 | 1 | N/A | Cluster-Shot AOE + AA | 80 | 480 | 7 | 4 | CLAN | 3055 | $1,000,000 | LBX-Cluster |
39 | LBX-Autocannon/10_CLU (C) | 5 | 11 | 1 | 1 | 240 | 37.5 | 12 | 20 | N/A | 1.875 | 600m | 2.5 | 1333m/s | 300 | 0 | 12 | 1 | N/A | Cluster-Shot AOE + AA | 40 | 480 | 10 | 5 | CLAN | 3055 | $1,600,000 | LBX-Cluster |
40 | LBX-Autocannon/20_CLU (C) | 10 | 11 | 1 | 1 | 270 | 45 | 24 | 11.25 | N/A | 4 | 360m | 2 | 1000m/s | 400 | 0 | 16 | 1 | N/A | Cluster-Shot AOE + AA | 20 | 480 | 12 | 9 | CLAN | 3055 | $2,400,000 | LBX-Cluster |
41 | ||||||||||||||||||||||||||||
42 | LBX-Sawn-Off AC/10_CLU (P) | 5 | 11 | 1 | 1 | 270 | 52.734375 | 12 | 22.5 | N/A | 2.34375 | 450m | 2 | 1200m/s | 320 | 0 | 12 | 1 | N/A | Cluster-Shot AOE + AA | 40 | 480 | 9 | 5 | PIRATE | 3040 | $1,000,000 | N/A |
43 | LBX-Sawn-Off AC/20_CLU (P) | 10 | 11 | 1 | 1 | 300 | 62.5 | 24 | 12.5 | N/A | 5 | 270m | 1.5 | 900m/s | 384 | 0 | 16 | 1 | N/A | Cluster-Shot AOE + AA | 20 | 480 | 11 | 9 | PIRATE | 3060 | $1,400,000 | N/A |
44 | ||||||||||||||||||||||||||||
45 | Rotary Autocannon/2 | N/A | N/A | 0.8 | 1 | 360 | 75 | 0.6 | 750 | N/A | 0.1 | 600m | 2.5 | 1800m/s | 50 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 800 | 384 | 8 | 3 | IS-Advanced | 3062 | $330,000 | N/A |
46 | Rotary Autocannon/5 | N/A | N/A | 0.9 | 1 | 600 | 120 | 1.111111111 | 600 | N/A | 0.2 | 450m | 2 | 1500m/s | 75 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 480 | 480 | 10 | 6 | IS-Advanced | 3062 | $550,000 | N/A |
47 | RISC-Rotary Autocannon/10 | N/A | N/A | 1 | 1 | 675 | 162 | 2.5 | 270 | N/A | 0.6 | 600m | 2.5 | 1450m/s | 0 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 160 | 400 | 15.5 | 9 | RISC-Apocryphal | 3082 | $1,200,000 | N/A |
48 | RISC-Rotary Autocannon/20 | N/A | N/A | 1 | 1 | 750 | 202.5 | 4.166666667 | 180 | N/A | 1.125 | 360m | 2 | 1100m/s | 0 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 128 | 533.3333333 | 18 | 11 | RISC-Apocryphal | 3082 | $1,800,000 | N/A |
49 | ||||||||||||||||||||||||||||
50 | Rotary Autocannon/2 (C) | N/A | N/A | 0.8 | 1 | 360 | 84.375 | 0.6 | 750 | N/A | 0.1125 | 840m | 3 | 2000m/s | 35 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 800 | 384 | 8 | 4 | Clan | 3069 | $660,000 | N/A |
51 | Rotary Autocannon/5 (C) | N/A | N/A | 0.9 | 1 | 600 | 135 | 1.111111111 | 600 | N/A | 0.225 | 630m | 2.5 | 1666m/s | 50 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 480 | 480 | 10 | 8 | Clan | 3069 | $1,100,000 | N/A |
52 | Rotary Autocannon/10 (C) | N/A | N/A | 1 | 1 | 750 | 180 | 1.666666667 | 450 | N/A | 0.4 | 525m | 2.5 | 1440m/s | 65 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 320 | 533.3333333 | 13 | 9 | Clan-Apocryphal | 3069 | $1,760,000 | N/A |
53 | Rotary Autocannon/20 (C) | N/A | N/A | 1 | 1 | 900 | 225 | 3 | 300 | N/A | 0.75 | 315m | 1.5 | 1250m/s | 80 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 240 | 720 | 16 | 11 | Clan-Apocryphal | 3069 | $2,640,000 | N/A |
54 | ||||||||||||||||||||||||||||
55 | Caseless Autocannon/2 | N/A | N/A | 1 | 1 | 288 | 32.724 | 2.4 | 120 | N/A | 0.2727 | 800m | 3 | 2000m/s | 10 | 0 | 1 | 4 | Heat-Bar: 5% | Rapid-BF, Short Heat Bar | 320 | 768 | 6 | 1 | IS-Advanced | 3055 | $150,000 | N/A |
56 | Caseless Autocannon/5 | N/A | N/A | 1 | 1 | 351.2195122 | 42.56780488 | 6 | 58.53658537 | N/A | 0.7272 | 600m | 2.5 | 1700m/s | 20 | 0.525 | 1 | 8 | Heat-Bar: 5% | Rapid-BF, Short Heat Bar | 128 | 768 | 8 | 4 | IS-Advanced | 3055 | $250,000 | N/A |
57 | Caseless Autocannon/10 | N/A | N/A | 1 | 1 | 612.7659574 | 94.46808511 | 12 | 51.06382979 | N/A | 1.85 | 500m | 2 | 1400m/s | 30 | 0.675 | 1 | 10 | Heat-Bar: 5% | Rapid-BF, Short Heat Bar | 64 | 768 | 12 | 6 | IS-Advanced | 3055 | $400,000 | N/A |
58 | Caseless Autocannon/20 | N/A | N/A | 1 | 1 | 1086.792453 | 201.0566038 | 24 | 45.28301887 | N/A | 4.44 | 300m | 1.5 | 1100m/s | 40 | 0.825 | 1 | 12 | Heat-Bar: 5% | Rapid-BF, Short Heat Bar | 32 | 768 | 14 | 9 | IS-Advanced | 3055 | $600,000 | N/A |
59 | ||||||||||||||||||||||||||||
60 | Light Autocannon/2 | N/A | N/A | 1 | 1 | 162.1621622 | 35.67567568 | 2 | 81.08108108 | N/A | 0.44 | 600m | 2.5 | 1600m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 240 | 480 | 4 | 1 | IS-Advanced | 3062 | $200,000 | N/A |
61 | Light Autocannon/5 | N/A | N/A | 1 | 1 | 180 | 42.66 | 5 | 36 | N/A | 1.185 | 450m | 2 | 1333m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 96 | 480 | 5 | 2 | IS-Advanced | 3062 | $333,000 | N/A |
62 | Light Autocannon/10 | N/A | N/A | 1 | 1 | 200 | 67.5 | 10 | 20 | N/A | 3.375 | 375m | 2 | 1066m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 48 | 480 | 8 | 4 | IS-Apocryphal | 3062 | $800,000 | N/A |
63 | Light Autocannon/20 | N/A | N/A | 1 | 1 | 225 | 90 | 20 | 11.25 | N/A | 8 | 225m | 1.5 | 800m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 24 | 480 | 9 | 7 | IS-Apocryphal | 3062 | $900,000 | N/A |
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65 | Proto Autocannon/2 (C) | N/A | N/A | 1 | 1 | 160 | 24 | 2 | 80 | N/A | 0.3 | 540m | 2.5 | 1500m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 200 | 400 | 3.5 | 1 | CLAN | 3068 | $380,000 | N/A |
66 | Proto Autocannon/4 (C) | N/A | N/A | 1 | 1 | 180 | 27 | 4 | 45 | N/A | 0.6 | 540m | 2.5 | 1500m/s | 50 | 0.1 | 1 | 2 | N/A | Burst-Fire | 100 | 400 | 4.5 | 2 | CLAN | 3068 | $532,000 | N/A |
67 | Proto Autocannon/8 (C) | N/A | N/A | 1 | 1 | 200 | 30 | 8 | 25 | N/A | 1.2 | 540m | 2.5 | 1500m/s | 75 | 0.3 | 1 | 4 | N/A | Burst-Fire | 50 | 400 | 5.5 | 3 | CLAN | 3068 | $700,000 | N/A |
68 | Proto-RAC/2 (C) | N/A | N/A | 1 | 1 | 360 | 54 | 2 | 180 | N/A | 0.3 | 500m | 2 | 1500m/s | 90 | 0 | 1 | 1 | Heat Bar: 0.0125% | Rapid Single-Shot | 200 | 400 | 7 | 3 | CLAN-Apocryphal | 3069 | $900,000 | N/A |
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70 | Hyper Velocity-Autocannon/2 | N/A | N/A | 1 | 1 | 216 | 40.5 | 4 | 54 | N/A | 0.75 | 1200m | 3 | 2400m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 96 | 384 | 8 | 2 | IS-Advanced | 3058 | $200,000 | N/A |
71 | Hyper Velocity-Autocannon/5 | N/A | N/A | 1 | 1 | 266.6666667 | 53.33333333 | 8 | 33.33333333 | N/A | 1.6 | 900m | 3 | 2200m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 48 | 384 | 12 | 4 | IS-Advanced | 3058 | $333,000 | N/A |
72 | Hyper Velocity-Autocannon/10 | N/A | N/A | 1 | 1 | 270 | 75.9375 | 12 | 22.5 | N/A | 3.375 | 750m | 3 | 2000m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 32 | 384 | 14 | 6 | IS-Advanced | 3058 | $800,000 | N/A |
73 | Hyper Velocity-Autocannon/20 | N/A | N/A | 1 | 1 | 300 | 101.25 | 20 | 15 | N/A | 6.75 | 450m | 3 | 1800m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 19 | 380 | 16 | 10 | IS-Apocryphal | 3058 | $900,000 | N/A |
74 |
1 | Autocannons/Rifles: | AOE DMG | AOE Radius | Armor DMG Multi | Structure DMG Multi | DMG per Minute | Heat per Minute | Damage | Rate of Fire | Heat DMG | Heat Generated | Optimal Range | Max Range Multiplier | Projectile Velocity | Spread | Burst Duration | Projectiles | Times Fired | Max Jam Chance | Firing Style | Ammo per Ton | (Ammo) Damage Per Ton | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Autocannon/2 | N/A | N/A | 1 | 1 | 90 | 27 | 1 | 90 | 1 | 0.3 | 720m | 3 | 1800m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot, Heat-DMG | 200 | 200 | Incendiary |
3 | Autocannon/5 | N/A | N/A | 1 | 1 | 100 | 80 | 2.5 | 40 | 2.5 | 0.8 | 540m | 2.5 | 1500m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot, Heat-DMG | 80 | 200 | Incendiary |
4 | Autocannon/10 | N/A | N/A | 1 | 1 | 112.5 | 253.125 | 5 | 22.5 | 5 | 2.25 | 450m | 2 | 1200m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot, Heat-DMG | 40 | 200 | Incendiary |
5 | Autocannon/20 | N/A | N/A | 1 | 1 | 125 | 675 | 10 | 12.5 | 10 | 5.4 | 270m | 1.5 | 900m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot, Heat-DMG | 20 | 200 | Incendiary |
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7 | BF-Autocannon/2 | 0.8 | 12 | 1 | 1 | 108 | 29.997 | 1.2 | 90 | N/A | 0.3333 | 800m | 3 | 1800m/s | 0 | 0.1 | 1 | 2 | N/A | BF, AA, Proximity | 200 | 240 | FLAK |
8 | BF-Autocannon/5 | 2 | 12 | 1 | 1 | 120 | 35.552 | 3 | 40 | N/A | 0.8888 | 600m | 2.5 | 1500m/s | 0 | 0.15 | 1 | 3 | N/A | BF, AA, Proximity | 80 | 240 | FLAK |
9 | BF-Autocannon/10 | 4 | 12 | 1 | 1 | 135 | 56.25 | 6 | 22.5 | N/A | 2.5 | 500m | 2 | 1200m/s | 0 | 0.18 | 1 | 4 | N/A | BF, AA, Proximity | 40 | 240 | FLAK |
10 | BF-Autocannon/20 | 8 | 12 | 1 | 1 | 150 | 75 | 12 | 12.5 | N/A | 6 | 300m | 1.5 | 900m/s | 0 | 0.25 | 1 | 6 | N/A | BF, AA, Proximity | 20 | 240 | FLAK |
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12 | Autocannon/2 (C) | 0.8 | 12 | 1 | 1 | 90 | 30 | 1.2 | 75 | N/A | 0.4 | 864m | 3 | 1800m/s | 0 | 0.1 | 1 | 2 | N/A | BF, AA, Proximity | 200 | 240 | FLAK |
13 | Autocannon/5 (C) | 2 | 12 | 1 | 1 | 100 | 35.55333333 | 3 | 33.33333333 | N/A | 1.0666 | 648m | 2.5 | 1500m/s | 0 | 0.15 | 1 | 3 | N/A | BF, AA, Proximity | 80 | 240 | FLAK |
14 | Autocannon/10 (C) | 4 | 12 | 1 | 1 | 112.5 | 56.25 | 6 | 18.75 | N/A | 3 | 540m | 2.5 | 1200m/s | 0 | 0.18 | 1 | 4 | N/A | BF, AA, Proximity | 40 | 240 | FLAK |
15 | Autocannon/20 (C) | 8 | 12 | 1 | 1 | 125 | 75 | 12 | 10.41666667 | N/A | 7.2 | 324m | 2 | 900m/s | 0 | 0.25 | 1 | 6 | N/A | BF, AA, Proximity | 20 | 240 | FLAK |
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17 | LBX-Autocannon/2_SLG | N/A | N/A | 1 | 1 | 180 | 20.25 | 2 | 90 | N/A | 0.225 | 960m | 2.5 | 2000m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 200 | 400 | LBX-SLUG |
18 | LBX-Autocannon/5_SLG | N/A | N/A | 1 | 1 | 200 | 24 | 5 | 40 | N/A | 0.6 | 720m | 2.5 | 1666m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 80 | 400 | LBX-SLUG |
19 | LBX-Autocannon/10_SLG | N/A | N/A | 1 | 1 | 225 | 37.96875 | 10 | 22.5 | N/A | 1.6875 | 600m | 2.5 | 1333m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 40 | 400 | LBX-SLUG |
20 | LBX-Autocannon/20_SLG | N/A | N/A | 1 | 1 | 250 | 50.625 | 20 | 12.5 | N/A | 4.05 | 360m | 2.5 | 1000m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 20 | 400 | LBX-SLUG |
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22 | LBX-Autocannon/2_SLG (C) | N/A | N/A | 1 | 1 | 162.1621622 | 21.28378378 | 2 | 81.08108108 | N/A | 0.2625 | 960m | 2.5 | 2000m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 200 | 400 | LBX-SLUG |
23 | LBX-Autocannon/5_SLG (C) | N/A | N/A | 1 | 1 | 180 | 25.2 | 5 | 36 | N/A | 0.7 | 720m | 2.5 | 1666m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 80 | 400 | LBX-SLUG |
24 | LBX-Autocannon/10_SLG (C) | N/A | N/A | 1 | 1 | 200 | 39.375 | 10 | 20 | N/A | 1.96875 | 600m | 2.5 | 1333m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 40 | 400 | LBX-SLUG |
25 | LBX-Autocannon/20_SLG (C) | N/A | N/A | 1 | 1 | 225 | 47.25 | 20 | 11.25 | N/A | 4.2 | 360m | 2.5 | 1000m/s | 0 | 0 | 1 | 1 | N/A | Single-Shot | 20 | 400 | LBX-SLUG |
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1 | Gauss: | Armor DMG Multi | Structure DMG Multi | Damage Per Minute | Heat Per Minute | Damage | Rate of Fire | Heat Generated | Optimal Range | Max Range Multiplier | Projectile Velocity | Spread | Burst Duration | Projectiles | Times Fired | Firing Style | Explosion Damage | Max Jam Chance | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | Bill Cost |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Gauss Rifle | 1 | 1 | 150 | 10 | 15 | 10 | 1 | 720m | 3.00 | 2500m/s | 0 | 0 | 1 | 1 | Single-Shot | 20 | N/A | 32 | 480 | 15 | 7 | LosTech | 3040 | $800,000 |
3 | Gauss Rifle (C) | 1 | 1 | 135 | 10 | 15 | 9 | 1.111111111 | 720m | 3.00 | 2500m/s | 0 | 0 | 1 | 1 | Single-Shot | 22.5 | N/A | 32 | 480 | 12 | 6 | CLAN | 3055 | $1,600,000 |
4 | Light-Gauss Rifle | 1 | 1 | 160 | 8 | 10 | 16 | 0.5 | 825m | 3.00 | 2500m/s | 0 | 0 | 1 | 1 | Single-Shot | 15 | N/A | 48 | 480 | 12 | 5 | IS-Advanced | 3056 | $550,000 |
5 | Mini-Gauss Rifle | 1 | 1 | 125 | 7.5 | 7.5 | 16.66666667 | 0.45 | 800m | 3.00 | 2500m/s | 0 | 0 | 1 | 1 | Single-Shot | 10 | N/A | 64 | 480 | 8 | 3 | IS-Apocryphal | 3061 | $450,000 |
6 | Heavy-Gauss Rifle | 1 | 1 | 250 | 20 | 25 | 10 | 2 | 312m | 3.33 | 2100m/s | 0 | 0 | 1 | 1 | Single-Shot | 33.5 | N/A | 18 | 450 | 18 | 11 | IS-Advanced | 3061 | $1,000,000 |
7 | Improved Heavy-Gauss Rifle | 1 | 1 | 220 | 20 | 22 | 10 | 2 | 624m | 3.00 | 2360m/s | 0 | 0 | 1 | 1 | Single-Shot | 33.5 | N/A | 18 | 396 | 20 | 11 | IS-Advanced | 3065 | $1,200,000 |
8 | |||||||||||||||||||||||||
9 | Ultra-Gauss Rifle (P) | 1 | 1 | 300 | 25 | 15 | 20 | 1.25 | 720m | 3.00 | 2500m/s | 0 | 0 | 1 | 1 | Double-Tap: Single-Shot | 40 | 0.08% | 32 | 480 | 17 | 9 | PIRATE | 3062 | $1,050,000 |
10 | Hyper Assault Gauss Rifle/20 (C) | 1 | 1 | 180 | 28.8 | 20 | 9 | 3.2 | 800m | 3.00 | 2500m/s | 70 | 0.18 | 1 | 4 | Burst-Fire | 24 | N/A | 96 | 480 | 10 | 6 | CLAN | 3068 | $1,600,000 |
11 | Hyper Assault Gauss Rifle/30 (C) | 1 | 1 | 250 | 40 | 30 | 8.333333333 | 4.8 | 800m | 3.00 | 2500m/s | 80 | 0.3 | 1 | 6 | Burst-Fire | 32 | N/A | 96 | 480 | 13 | 8 | CLAN | 3068 | $2,000,000 |
12 | Hyper Assault Gauss Rifle/40 (C) | 1 | 1 | 320 | 51.2 | 40 | 8 | 6.4 | 800m | 3.00 | 2500m/s | 90 | 0.42 | 1 | 8 | Burst-Fire | 48 | N/A | 96 | 480 | 16 | 10 | CLAN | 3068 | $2,400,000 |
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14 | Silver Bullet-Gauss Rifle | 1 | 1 | 180 | 10 | 18 | 10 | 1 | 720m | 2.50 | 2400m/s | 275 | 0 | 12 | 1 | Cluster-Shot | 20 | N/A | 32 | 576 | 15 | 7 | IS-Advanced | 3051 | $800,000 |
15 | Silver Bullet HGR (P) | 1 | 1 | 300 | 20 | 30 | 10 | 2 | 300m | 3.33 | 2000m/s | 350 | 0 | 20 | 1 | Cluster-Shot | 33.5 | N/A | 18 | 540 | 18 | 11 | PIRATE | 3065 | $1,250,000 |
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17 | Mag-Shot | 0.75 | 1 | 67.5 | 18 | 2 | 45 | 0.4 | 240m | 1.75 | 1800m/s | 0 | 0 | 1 | 1 | Single-Shot | 2 | N/A | 240 | 480 | 0.5 | 2 | IS-Advanced | 3072 | $34,000 |
18 | Anti Personal-Gauss (C) | 0.75 | 1 | 67.5 | 18 | 3 | 30 | 0.6 | 240m | 1.75 | 1800m/s | 0 | 0.1 | 1 | 3 | Burst-Fire | 4 | N/A | 160 | 480 | 0.5 | 1 | CLAN | 3069 | $75,000 |
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20 | Railgun (C) | 1 | 1 | 312 | 60 | 52 | 6 | 10 | 1200m | 3.00 | 3000m/s | 0 | 0 | 1 | 1 | Single-Shot | 64 | N/A | 10 | 520 | 28 | 15 | CLAN-Apocryphal | 3069 | $4,000,000 |
21 | Spinal Heavy Gauss Rifle | 1 | 1 | 250 | 20 | 25 | 10 | 2 | 360m | 3.33 | 2100m/s | 0 | 0 | 1 | 1 | Single-Shot | 33.5 | N/A | 10 | 250 | 16 | 3-CT, 4-LT, 4-RT (11) | IS-Apocryphal | 3063 | $1,250,000 |
22 |
1 | Tracer Machine Guns | Armor DMG Multi | Structure DMG Multi | DMG per Minute | Damage | Rate of Fire | Heat DMG | Heat Generated | Optimal Range | Max Range Multiplier | Projectile Velocity | Spread | Burst Duration | Projectiles | Times Fired | Max Jam Chance | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | C-Bill Cost | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Tracer Machine Gun | 0.5 | 1 | 45 | 0.15 | 600 | 0 | 0 | 180m | 4 | 1100m/s | 30 | 2 | 1 | 1 | N/A | 8000 | 1200 | 0.5 | 1 | IS-Standard | 3015 | $10,000 | N/A |
3 | Light Tracer Machine Gun | 0.5 | 1 | 36 | 0.12 | 600 | 0 | 0 | 360m | 4 | 1350m/s | 20 | 2.666 | 1 | 1 | N/A | 10000 | 1200 | 0.5 | 1 | IS-Advanced | 3068 | $10,000 | N/A |
4 | Heavy Tracer Machine Gun | 0.5 | 1 | 72 | 0.24 | 600 | 0 | 0 | 120m | 4 | 950m/s | 40 | 1.2 | 1 | 1 | N/A | 4000 | 960 | 1 | 1 | IS-Advanced | 3068 | $15,000 | N/A |
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6 | Tracer Machine Gun (C) | 0.5 | 1 | 40.5 | 0.135 | 600 | 0 | 0 | 180m | 4 | 1100m/s | 30 | 2 | 1 | 1 | N/A | 8000 | 1080 | 0.25 | 1 | CLAN | 3055 | $20,000 | N/A |
7 | Light Tracer Machine Gun (C) | 0.5 | 1 | 32.4 | 0.108 | 600 | 0 | 0 | 360m | 4 | 1350m/s | 20 | 2.666 | 1 | 1 | N/A | 10000 | 1080 | 0.25 | 1 | CLAN | 3060 | $20,000 | N/A |
8 | Heavy Tracer Machine Gun (C) | 0.5 | 1 | 64.8 | 0.216 | 600 | 0 | 0 | 120m | 4 | 950m/s | 40 | 1.2 | 1 | 1 | N/A | 4000 | 864 | 0.5 | 1 | CLAN | 3059 | $30,000 | N/A |
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10 | Tracer Machine Gun Arrayx2 | 0.5 | 1 | 90 | 0.15 | 1200 | 0 | 0 | 180m | 4 | 1100m/s | 45 | 2 | 1 | 1 | N/A | 8000 | 1200 | 1.5 | 2 | IS-Advanced | 3068 | $22,500 | N/A |
11 | Light Tracer Machine Gun Arrayx2 | 0.5 | 1 | 72 | 0.12 | 1200 | 0 | 0 | 360m | 4 | 1350m/s | 30 | 2.666 | 1 | 1 | N/A | 10000 | 1200 | 1.5 | 2 | IS-Advanced | 3068 | $22,500 | N/A |
12 | Heavy Tracer Machine Gun Arrayx2 | 0.5 | 1 | 144 | 0.24 | 1200 | 0 | 0 | 120m | 4 | 950m/s | 60 | 1.2 | 1 | 1 | N/A | 4000 | 960 | 2.5 | 2 | IS-Advanced | 3068 | $33,750 | N/A |
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14 | Tracer Machine Gun Arrayx2 (C) | 0.5 | 1 | 81 | 0.135 | 1200 | 0 | 0 | 180m | 4 | 1100m/s | 60 | 2 | 1 | 1 | N/A | 8000 | 1080 | 1 | 2 | CLAN | 3069 | $45,000 | N/A |
15 | Light Tracer Machine Gun Arrayx2 (C) | 0.5 | 1 | 64.8 | 0.108 | 1200 | 0 | 0 | 360m | 4 | 1350m/s | 40 | 2.666 | 1 | 1 | N/A | 10000 | 1080 | 1 | 2 | CLAN | 3069 | $45,000 | N/A |
16 | Heavy Tracer Machine Gun Arrayx2 (C) | 0.5 | 1 | 129.6 | 0.216 | 1200 | 0 | 0 | 120m | 4 | 950m/s | 80 | 1.2 | 1 | 1 | N/A | 4000 | 864 | 1.5 | 2 | CLAN | 3069 | $50,625 | N/A |
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18 | Tracer Machine Gun Arrayx4 | 0.5 | 1 | 180 | 0.15 | 2400 | 0 | 0 | 180m | 4 | 1100m/s | 50 | 2 | 1 | 1 | N/A | 8000 | 1200 | 2.5 | 4 | IS-Advanced | 3068 | $45,000 | N/A |
19 | Light Tracer Machine Gun Arrayx4 | 0.5 | 1 | 144 | 0.12 | 2400 | 0 | 0 | 360m | 4 | 1350m/s | 25 | 2.666 | 1 | 1 | N/A | 10000 | 1200 | 2.5 | 4 | IS-Advanced | 3068 | $45,000 | N/A |
20 | Heavy Tracer Machine Gun Arrayx4 | 0.5 | 1 | 288 | 0.24 | 2400 | 0 | 0 | 120m | 4 | 950m/s | 75 | 1.2 | 1 | 1 | N/A | 4000 | 960 | 4.5 | 4 | IS-Advanced | 3068 | $67,500 | N/A |
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22 | Tracer Machine Gun Arrayx4 (C) | 0.5 | 1 | 180 | 0.15 | 2400 | 0 | 0 | 180m | 4 | 1100m/s | 50 | 2 | 1 | 1 | N/A | 8000 | 1200 | 1.5 | 4 | CLAN | 3069 | $90,000 | N/A |
23 | Light Tracer Machine Gun Arrayx4 (C) | 0.5 | 1 | 129.6 | 0.108 | 2400 | 0 | 0 | 360m | 4 | 1350m/s | 25 | 2.666 | 1 | 1 | N/A | 10000 | 1080 | 1.5 | 4 | CLAN | 3069 | $90,000 | N/A |
24 | Heavy Tracer Machine Gun Arrayx4 (C) | 0.5 | 1 | 259.2 | 0.216 | 2400 | 0 | 0 | 120m | 4 | 950m/s | 75 | 1.2 | 1 | 1 | N/A | 4000 | 864 | 2.5 | 4 | CLAN | 3069 | $135,000 | N/A |
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26 | Gatling Tracer Machine Gun (C) | 0.5 | 1 | 194.4 | 0.216 | 1800 | 0 | 0.06 | 135m | 4 | 950m/s | 90 | 2 | 1 | 1 | N/A | 4000 | 864 | 1.5 | 2 | CLAN-Apocryphal | 3066 | $50,000 | N/A |
27 | Gatling Tracer Machine Gun (P) | 0.5 | 2 | 180 | 0.15 | 2400 | - | 0.036 | 200m | 4 | 1100m/s | 75 | 2 | 1 | 1 | N/A | 8000 | 1200 | 2 | 2 | PIRATE | 3066 | $50,000 | N/A |
28 | Gatling Tracer Machine Gun | 0.5 | 1 | 135 | 0.15 | 1800 | 0 | 0.04 | 200m | 4 | 1100m/s | 50 | 2 | 1 | 1 | N/A | 8000 | 1200 | 1.5 | 2 | IS-Apocryphal | 3065 | $50,000 | N/A |
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1 | Machine Guns | Armor DMG Multi | Structure DMG Multi | Heat DMG | DMG per Minute | Damage | Rate of Fire | Heat Generated | Optimal Range | Max Range Multiplier | Burst Duration | Max Jam Chance | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | C-Bill Cost | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Machine Gun | 0.5 | 1 | 0 | 45 | 0.15 | 600 | 0 | 200m | 1.5 | 0 | 1 | 8000 | 1200 | 0.5 | 1 | IS-Standard | 3015 | $10,000 | N/A |
3 | Light Machine Gun | 0.5 | 1 | 0 | 36 | 0.12 | 600 | 0 | 400m | 1.5 | 0 | 1 | 10000 | 1200 | 0.5 | 1 | IS-Advanced | 3068 | $10,000 | N/A |
4 | Heavy Machine Gun | 0.5 | 1 | 0 | 72 | 0.24 | 600 | 0 | 135m | 1.5 | 0 | 1 | 4000 | 960 | 1 | 1 | IS-Advanced | 3068 | $15,000 | N/A |
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6 | Machine Gun (C) | 0.5 | 1 | 0 | 45 | 0.15 | 600 | 0 | 200m | 1.5 | 0 | 1 | 8000 | 1200 | 0.25 | 1 | CLAN | 3055 | $20,000 | N/A |
7 | Light Machine Gun (C) | 0.5 | 1 | 0 | 36 | 0.12 | 600 | 0 | 400m | 1.5 | 0 | 1 | 10000 | 1200 | 0.25 | 1 | CLAN | 3060 | $20,000 | N/A |
8 | Heavy Machine Gun (C) | 0.5 | 1 | 0 | 75 | 0.25 | 600 | 0 | 135m | 1.5 | 0 | 1 | 4000 | 1000 | 0.5 | 1 | CLAN | 3059 | $30,000 | N/A |
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10 | Machine Gun ArrayX2 | 0.5 | 1 | 0 | 90 | 0.15 | 1200 | 0 | 200m | 1.5 | 0 | 1 | 8000 | 1200 | 1.5 | 2 | IS-Standard | 3068 | $22,500 | N/A |
11 | Light Machine Gun ArrayX2 | 0.5 | 1 | 0 | 72 | 0.12 | 1200 | 0 | 400m | 1.5 | 0 | 1 | 10000 | 1200 | 1.5 | 2 | IS-Advanced | 3068 | $22,500 | N/A |
12 | Heavy Machine Gun ArrayX2 | 0.5 | 1 | 0 | 144 | 0.24 | 1200 | 0 | 135m | 1.5 | 0 | 1 | 4000 | 960 | 2.5 | 2 | IS-Advanced | 3068 | $33,750 | N/A |
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14 | Machine Gun ArrayX2 (C) | 0.5 | 1 | 0 | 90 | 0.15 | 1200 | 0 | 200m | 1.5 | 0 | 1 | 8000 | 1200 | 1 | 2 | CLAN | 3069 | $45,000 | N/A |
15 | Light Machine Gun ArrayX2 (C) | 0.5 | 1 | 0 | 72 | 0.12 | 1200 | 0 | 400m | 1.5 | 0 | 1 | 10000 | 1200 | 1 | 2 | CLAN | 3069 | $45,000 | N/A |
16 | Heavy Machine Gun ArrayX2 (C) | 0.5 | 1 | 0 | 144 | 0.24 | 1200 | 0 | 135m | 1.5 | 0 | 1 | 4000 | 960 | 1.5 | 2 | CLAN | 3069 | $50,625 | N/A |
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18 | Machine Gun ArrayX4 | 0.5 | 1 | 0 | 180 | 0.15 | 2400 | 0 | 200m | 1.5 | 0 | 1 | 8000 | 1200 | 2.5 | 4 | IS-Standard | 3068 | $45,000 | N/A |
19 | Light Machine Gun ArrayX4 | 0.5 | 1 | 0 | 144 | 0.12 | 2400 | 0 | 400m | 1.5 | 0 | 1 | 10000 | 1200 | 2.5 | 4 | IS-Advanced | 3068 | $45,000 | N/A |
20 | Heavy Machine Gun ArrayX4 | 0.5 | 1 | 0 | 288 | 0.24 | 2400 | 0 | 135m | 1.5 | 0 | 1 | 4000 | 960 | 4.5 | 4 | IS-Advanced | 3068 | $67,500 | N/A |
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22 | Machine Gun ArrayX4 (C) | 0.5 | 1 | 0 | 180 | 0.15 | 2400 | 0 | 200m | 1.5 | 0 | 1 | 8000 | 1200 | 1.5 | 4 | CLAN | 3069 | $90,000 | N/A |
23 | Light Machine Gun ArrayX4 (C) | 0.5 | 1 | 0 | 144 | 0.12 | 2400 | 0 | 400m | 1.5 | 0 | 1 | 10000 | 1200 | 1.5 | 4 | CLAN | 3069 | $90,000 | N/A |
24 | Heavy Machine Gun ArrayX4 (C) | 0.5 | 1 | 0 | 288 | 0.24 | 2400 | 0 | 135m | 1.5 | 0 | 1 | 4000 | 960 | 2.5 | 4 | CLAN | 3069 | $135,000 | N/A |
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26 | Gatling Machine Gun | 0.5 | 1 | 0 | 135 | 0.15 | 1800 | 0.05 | 200m | 1.5 | 8000 | 2 | 8000 | 1200 | 1.5 | 2 | IS-Apocryphal | 3068 | $50,000 | N/A |
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1 | Lasers: | Armor DMG Multi | Structure DMG Multi | Damage Per Minute | Heat Per Minute | Damage | Rate of Fire | Heat Generated | Optimal Range | Max Range Multiplier | Beam Duration | Explosion Damage | Firing Style | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | Bill Cost | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Small-Chemical Laser | 1 | 1 | 70 | 15.54666667 | 2.625 | 26.66666667 | 0.583 | 135m | 1.5 | 0.675 | N/A | Normal-Beam | 230 | 603.75 | 0.5 | 1 | Periphery | 3015 | $15,000 | N/A |
3 | Medium-Chemical Laser | 1 | 1 | 70 | 22.4 | 4.375 | 16 | 1.4 | 270m | 1.5 | 0.9 | N/A | Normal-Beam | 138 | 603.75 | 1 | 1 | Periphery | 3015 | $60,000 | N/A |
4 | Large-Chemical Laser | 1 | 1 | 112 | 50.4 | 7 | 16 | 3.15 | 450m | 1.5 | 0.9 | N/A | Normal-Beam | 84 | 588 | 5 | 2 | Periphery | 3015 | $150,000 | N/A |
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6 | Small-Chemical Laser (C) | 1 | 1 | 63 | 15.35625 | 4 | 15.75 | 0.975 | 150m | 1.5 | 0.75 | N/A | Normal-Beam | 150 | 600 | 0.5 | 1 | Clan | 3060 | $30,000 | N/A |
7 | Medium-Chemical Laser (C) | 1 | 1 | 63 | 22.4 | 6 | 10.5 | 2.133333333 | 300m | 1.5 | 1 | N/A | Normal-Beam | 100 | 600 | 1 | 1 | Clan | 3060 | $120,000 | N/A |
8 | Large-Chemical Laser (C) | 1 | 1 | 100.8 | 50.4 | 9.6 | 10.5 | 4.8 | 500m | 1.5 | 1 | N/A | Normal-Beam | 60 | 576 | 5 | 2 | Clan | 3060 | $300,000 | N/A |
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10 | Small Laser | 1 | 1 | 60 | 20 | 3 | 20 | 1 | 135m | 1.5 | 0.75 | N/A | Normal-Beam | N/A | N/A | 0.5 | 1 | IS-Standard | 3015 | $20,000 | Normal |
11 | Medium Laser | 1 | 1 | 60 | 28.8 | 5 | 12 | 2.4 | 270m | 1.5 | 1 | N/A | Normal-Beam | N/A | N/A | 1 | 1 | IS-Standard | 3015 | $80,000 | Normal |
12 | Large Laser | 1 | 1 | 96 | 64.8 | 8 | 12 | 5.4 | 450m | 1.5 | 1 | N/A | Normal-Beam | N/A | N/A | 5 | 2 | IS-Standard | 3015 | $200,000 | Normal |
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14 | Small-Pulse Laser | 1 | 1 | 90 | 30 | 3.75 | 24 | 1.25 | 120m | 1.5 | 0.45 | N/A | Pulse | N/A | N/A | 1 | 1 | LosTech | 3037 | $35,000 | N/A |
15 | Medium-Pulse Laser | 1 | 1 | 90 | 43.2 | 6.25 | 14.4 | 3 | 240m | 1.5 | 0.6 | N/A | Pulse | N/A | N/A | 2 | 1 | LosTech | 3037 | $140,000 | N/A |
16 | Large-Pulse Laser | 1 | 1 | 144 | 97.2 | 10 | 14.4 | 6.75 | 400m | 1.5 | 0.6 | N/A | Pulse | N/A | N/A | 7 | 2 | LosTech | 3037 | $350,000 | N/A |
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18 | Small X-Pulse Laser | 1 | 1 | 93.75 | 37.5 | 3.75 | 25 | 1.5 | 160m | 1.5 | 0.45 | N/A | Pulse | N/A | N/A | 1 | 1 | IS-Advanced | 3058 | $55,000 | AUTO |
19 | Medium X-Pulse Laser | 1 | 1 | 93.75 | 54 | 6.25 | 15 | 3.6 | 320m | 1.5 | 0.6 | N/A | Pulse | N/A | N/A | 2 | 1 | IS-Advanced | 3058 | $220,000 | AUTO |
20 | Large X-Pulse Laser | 1 | 1 | 150 | 121.5 | 10 | 15 | 8.1 | 540m | 1.5 | 0.6 | N/A | Pulse | N/A | N/A | 7 | 2 | IS-Advanced | 3058 | $550,000 | AUTO |
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22 | RE-Engineered Small Laser | 1.2 | 0.9 | 120 | 44.44444444 | 3.75 | 26.66666667 | 1.666666667 | 160m | 1.5 | 0.45 | N/A | Pulse | N/A | N/A | 1.5 | 1 | IS-Advanced | 3130 | $62,500 | AUTO |
23 | RE-Engineered Medium Laser | 1.2 | 0.9 | 120 | 64 | 6.25 | 16 | 4 | 320m | 1.5 | 0.6 | N/A | Pulse | N/A | N/A | 2.5 | 2 | IS-Advanced | 3130 | $250,000 | AUTO |
24 | RE-Engineered Large Laser | 1.2 | 0.9 | 192 | 144 | 10 | 16 | 9 | 540m | 1.5 | 0.6 | N/A | Pulse | N/A | N/A | 8 | 4 | IS-Advanced | 3130 | $625,000 | AUTO |
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26 | Variable Speed Small Pulse Laser | 1 | 1 | 108 | 42 | 3.6 | 30 | 1.4 | 180m | 1.5 | 0.4 | N/A | Pulse | N/A | N/A | 2 | 1 | IS-Advanced | 3070 | $93,000 | Long-Pulse |
27 | Variable Speed Medium Pulse Laser | 1 | 1 | 108 | 60 | 6 | 18 | 3.333333333 | 324m | 1.5 | 0.5 | N/A | Pulse | N/A | N/A | 4 | 2 | IS-Advanced | 3070 | $372,000 | Long-Pulse |
28 | Variable Speed Large Pulse Laser | 1 | 1 | 180 | 135 | 10 | 18 | 7.5 | 540m | 1.5 | 0.5 | N/A | Pulse | N/A | N/A | 9 | 4 | IS-Advanced | 3070 | $930,000 | Long-Pulse |
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30 | Micro-Pulse Laser (C) | 1 | 1 | 81 | 28 | 3.375 | 24 | 1.166666667 | 120m | 1.5 | 0.45 | N/A | Pulse | N/A | N/A | 1 | 1 | CLAN | 3060 | $35,000 | N/A |
31 | Small-Pulse Laser (C) | 1 | 1 | 81 | 30 | 4.5 | 18 | 1.666666667 | 180m | 1.5 | 0.45 | N/A | Pulse | N/A | N/A | 1 | 1 | CLAN | 3055 | $70,000 | N/A |
32 | Medium-Pulse Laser (C) | 1 | 1 | 81 | 43.2 | 7.5 | 10.8 | 4 | 360m | 1.5 | 0.6 | N/A | Pulse | N/A | N/A | 2 | 1 | CLAN | 3055 | $280,000 | N/A |
33 | Large-Pulse Laser (C) | 1 | 1 | 129.6 | 97.2 | 12 | 10.8 | 9 | 600m | 1.5 | 0.6 | N/A | Pulse | N/A | N/A | 6 | 2 | CLAN | 3055 | $700,000 | N/A |
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35 | ER Small-Pulse Laser (C) | 1 | 1 | 84 | 37.4976 | 5 | 16.8 | 2.232 | 210m | 1.5 | 0.6 | N/A | Long-Pulse | N/A | N/A | 1.5 | 1 | CLAN | 3057 | $160,000 | AUTO |
36 | ER Medium-Pulse Laser (C) | 1 | 1 | 84 | 54 | 7 | 12 | 4.5 | 420m | 1.5 | 0.75 | N/A | Long-Pulse | N/A | N/A | 2 | 2 | CLAN | 3057 | $640,000 | AUTO |
37 | ER Large-Pulse Laser (C) | 1 | 1 | 135 | 121.5 | 11.25 | 12 | 10.125 | 700m | 1.5 | 0.75 | N/A | Long-Pulse | N/A | N/A | 6 | 3 | CLAN | 3057 | $1,600,000 | AUTO |
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39 | Extended Range-Small Laser | 1 | 1 | 66.66666667 | 25 | 4 | 16.66666667 | 1.5 | 180m | 1.5 | 0.85 | N/A | Normal-Beam | N/A | N/A | 0.5 | 0.5 | IS-Advanced | 3058 | $40,000 | Normal |
40 | Extended Range-Medium Laser | 1 | 1 | 66.66666667 | 40 | 6 | 11.11111111 | 3.6 | 360m | 1.5 | 1.125 | N/A | Normal-Beam | N/A | N/A | 1 | 1 | IS-Advanced | 3058 | $160,000 | Normal |
41 | Extended Range-Large Laser | 1 | 1 | 106.6666667 | 90 | 9.6 | 11.11111111 | 8.1 | 600m | 1.5 | 1.125 | N/A | Normal-Beam | N/A | N/A | 5 | 5 | LosTech | 3037 | $400,000 | Normal |
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43 | Extended Range Micro Laser (C) | 1 | 1 | 60 | 20.25 | 2 | 30 | 0.675 | 180m | 1.5 | 0.75 | N/A | Normal-Beam | N/A | N/A | 0.25 | 1 | CLAN | 3060 | $40,000 | Normal |
44 | Extended Range-Small Laser (C) | 1 | 1 | 60 | 25 | 5 | 12 | 2.083333333 | 225m | 1.5 | 0.85 | N/A | Normal-Beam | N/A | N/A | 0.5 | 1 | CLAN | 3055 | $80,000 | Normal |
45 | Extended Range-Medium Laser (C) | 1 | 1 | 60 | 40 | 7 | 8.571428571 | 4.666666667 | 450m | 1.5 | 1.125 | N/A | Normal-Beam | N/A | N/A | 1 | 1 | CLAN | 3055 | $320,000 | Normal |
46 | Extended Range-Large Laser (C) | 1 | 1 | 96 | 90 | 11.2 | 8.571428571 | 10.5 | 750m | 1.5 | 1.125 | N/A | Normal-Beam | N/A | N/A | 4 | 1 | CLAN | 3055 | $800,000 | Normal |
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48 | Small Blazer (P) | 1 | 1 | 100 | 40 | 6 | 16.66666667 | 2.4 | 144m | 1.5 | 0.9 | N/A | Long-Beam | N/A | N/A | 1 | 1 | PIRATE | 3027 | $40,000 | N/A |
49 | Medium Blazer (P) | 1 | 1 | 100 | 57.6 | 10 | 10 | 5.76 | 288m | 1.5 | 1.2 | N/A | Long-Beam | N/A | N/A | 2 | 2 | PIRATE | 3027 | $160,000 | N/A |
50 | Binary Laser | 1 | 1 | 160 | 129.6 | 16 | 10 | 12.96 | 480m | 1.5 | 1.2 | N/A | Long-Beam | N/A | N/A | 9 | 4 | IS-Standard | 3015 | $400,000 | N/A |
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52 | Heavy Small Laser (C) | 1 | 1 | 75 | 28.125 | 6 | 12.5 | 2.25 | 135m | 1.5 | 0.9 | N/A | Long-Beam | N/A | N/A | 0.5 | 1 | CLAN | 3059 | $80,000 | N/A |
53 | Heavy Medium Laser (C) | 1 | 1 | 75 | 40.5 | 10 | 7.5 | 5.4 | 270m | 1.5 | 1.2 | N/A | Long-Beam | N/A | N/A | 1 | 2 | CLAN | 3059 | $400,000 | N/A |
54 | Heavy Large Laser (C) | 1 | 1 | 120 | 91.125 | 16 | 7.5 | 12.15 | 450m | 1.5 | 1.2 | N/A | Long-Beam | N/A | N/A | 4 | 4 | CLAN | 3059 | $1,000,000 | N/A |
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56 | Improved Heavy Small Laser (C) | 1 | 1 | 75 | 30 | 6 | 12.5 | 2.4 | 150m | 1.5 | 0.75 | 4.5 | Normal-Beam | N/A | N/A | 0.5 | 1 | CLAN | 3069 | $150,000 | N/A |
57 | Improved Heavy Medium Laser (C) | 1 | 1 | 75 | 43.2 | 10 | 7.5 | 5.76 | 300m | 1.5 | 1 | 9 | Normal-Beam | N/A | N/A | 1 | 2 | CLAN | 3069 | $600,000 | N/A |
58 | Improved Heavy Large Laser (C) | 1 | 1 | 120 | 97.2 | 16 | 7.5 | 12.96 | 500m | 1.5 | 1 | 18 | Normal-Beam | N/A | N/A | 4 | 4 | CLAN | 3069 | $1,500,000 | N/A |
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60 | Assault Laser | 1 | 1 | 150 | 131.25 | 20 | 7.5 | 17.5 | 300m | 1.5 | 0.75 | 18 | Short-Beam | N/A | N/A | 5 | 3 | IS-Apocryphal | 3070 | $750,000 | N/A |
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62 | Continuous Beam Large Laser | 1 | 1 | 270 | 180 | 4.5 | 60 | 3 | 800m | 1.5 | 0 | N/A | Constant-Beam | N/A | N/A | 6 | 2 | IS-Apocryphal | 3064 | $500,000 | N/A |
63 | RISC Ultra Laser | 1 | 1 | 200 | 170 | 10 | 20 | 8.5 | 675m | 1.5 | 0.75 | 8 | Double Tap S-B | N/A | N/A | 8 | 3 | IS-Apocryphal | 3082 | $750,000 | Normal |
64 | RISC Hyper Laser | 1 | 1 | 200 | 200 | 20 | 10 | 20 | 750m | 1.5 | 0.8 | 24 | Short-Beam | N/A | N/A | 8 | 6 | IS-Advanced | 3134 | $2,000,000 | Normal |
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1 | Lasers: | Armor DMG Multi | Structure DMG Multi | Damage Per Minute | Heat Per Minute | Damage | Rate of Fire | Heat Generated | Optimal Range | Max Range Multiplier | Beam Duration | Explosion Damage | Firing Style | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Small Laser (SB) | 1 | 1 | 72 | 24 | 1.8 | 40 | 0.6 | 120m | 1.5 | 0.375 | N/A | Short-Burst | S-Burst |
3 | Medium Laser (SB) | 1 | 1 | 72 | 34.56 | 3 | 24 | 1.44 | 240m | 1.5 | 0.5 | N/A | Short-Burst | S-Burst |
4 | Large Laser (SB) | 1 | 1 | 114 | 77.76 | 4.75 | 24 | 3.24 | 400m | 1.5 | 0.5 | N/A | Short-Burst | S-Burst |
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6 | Small X-Pulse Laser | 1 | 1 | 125 | 156.2499938 | 1.333333333 | 93.75 | 1.6666666 | 160m | 1.5 | 0.45 | N/A | "MachineGun Pulse" | AUTO |
7 | Medium X-Pulse Laser | 1 | 1 | 125 | 337.5 | 1.333333333 | 93.75 | 3.6 | 320m | 1.5 | 0.6 | N/A | "MachineGun Pulse" | AUTO |
8 | Large X-Pulse Laser | 1 | 1 | 200 | 759.375 | 2.133333333 | 93.75 | 8.1 | 540m | 1.5 | 0.6 | N/A | "MachineGun Pulse" | AUTO |
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10 | RE-Engineered Small Laser | 1.2 | 0.9 | 150 | 156.25 | 1.333333333 | 93.75 | 1.666666667 | 160m | 1.5 | 0.45 | N/A | "MachineGun Pulse" | AUTO |
11 | RE-Engineered Medium Laser | 1.2 | 0.9 | 150 | 375 | 1.333333333 | 93.75 | 4 | 320m | 1.5 | 0.6 | N/A | "MachineGun Pulse" | AUTO |
12 | RE-Engineered Large Laser | 1.2 | 0.9 | 240 | 843.75 | 2.133333333 | 93.75 | 9 | 540m | 1.5 | 0.6 | N/A | "MachineGun Pulse" | AUTO |
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14 | Variable Speed Small Pulse Laser | 1 | 1 | 144 | 32 | 5.4 | 26.66666667 | 1.2 | 100m | 1.5 | 0.45 | N/A | Short Range, +DMG | Short-Pulse |
15 | Variable Speed Medium Pulse Laser | 1 | 1 | 144 | 64 | 9 | 16 | 4 | 180m | 1.5 | 0.6 | N/A | Short Range, +DMG | Short-Pulse |
16 | Variable Speed Large Pulse Laser | 1 | 1 | 240 | 144 | 15 | 16 | 9 | 300m | 1.5 | 0.6 | N/A | Short Range, +DMG | Short-Pulse |
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18 | ER Small-Pulse Laser (C) | 1 | 1 | 84 | 31.5 | 5 | 16.8 | 1.875 | 210m | 1.5 | 0.6 | N/A | "MachineGun Pulse" | AUTO |
19 | ER Medium-Pulse Laser (C) | 1 | 1 | 84 | 54 | 7 | 12 | 4.5 | 420m | 1.5 | 0.75 | N/A | "MachineGun Pulse" | AUTO |
20 | ER Large-Pulse Laser (C) | 1 | 1 | 135 | 121.5 | 11.25 | 12 | 10.125 | 700m | 1.5 | 0.75 | N/A | "MachineGun Pulse" | AUTO |
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22 | Extended Range-Small Laser | 1 | 1 | 66.664 | 24.999 | 4 | 16.666 | 1.5 | 180m | 1.5 | 0.875 | N/A | Short-Burst | S-Burst |
23 | Extended Range-Medium Laser | 1 | 1 | 66.666 | 39.9996 | 6 | 11.111 | 3.6 | 360m | 1.5 | 1.125 | N/A | Short-Burst | S-Burst |
24 | Extended Range-Large Laser | 1 | 1 | 105.5545 | 89.9991 | 9.5 | 11.111 | 8.1 | 600m | 1.5 | 1.125 | N/A | Short-Burst | S-Burst |
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26 | Extended Range Micro Laser (C) | 1 | 1 | 72 | 26.66666667 | 1.2 | 60 | 0.4444444444 | 180m | 1.5 | 0 | N/A | Constant | CON-BEAM |
27 | Extended Range-Small Laser (C) | 1 | 1 | 72 | 49.99992 | 3 | 24 | 2.08333 | 225m | 1.5 | 1.125 | N/A | Short-Burst | S-Burst |
28 | Extended Range-Medium Laser (C) | 1 | 1 | 72 | 80.57142857 | 4.2 | 17.14285714 | 4.7 | 450m | 1.5 | 1.125 | N/A | Short-Burst | S-Burst |
29 | Extended Range-Large Laser (C) | 1 | 1 | 115.2 | 154.2857143 | 6.72 | 17.14285714 | 9 | 750m | 1.5 | 1.125 | N/A | Short-Burst | S-Burst |
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31 | RISC Hyper Laser | 1 | 1 | 480 | 600 | 8 | 60 | 10 | 750m | 1.5 | 0 | 25 | Constant | Hyper-Beam |
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1 | Particle Projector Cannons: | Armor DMG Multi | Structure DMG Multi | Damage Per Minute | Heat Per Minute | Damage | Rate of Fire | Heat Generated | Heat Damage | Optimal Range | Max Range Multiplier | Projectile Velocity | Spread | Burst Duration | Projectiles | Times Fired | Firing Style | Explosion Damage | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | Bill Cost | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | PPC | 1 | 1 | 120 | 96 | 10 | 12 | 8 | N/A | 540m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 7 | 3 | IS-Standard | 3015 | $400,000 | N/A |
3 | Prototype PPC | 1 | 1 | 150 | 150 | 10 | 15 | 10 | N/A | 540m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 7 | 3 | IS-Prototype | 3015 | $600,000 | N/A |
4 | Light PPC | 1 | 1 | 72 | 57.6 | 5 | 14.4 | 4 | N/A | 540m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 3 | 2 | IS-Advanced | 3067 | $300,000 | N/A |
5 | Heavy PPC | 1 | 1 | 200 | 140.625 | 16 | 12.5 | 11.25 | N/A | 540m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 10 | 4 | IS-Advanced | 3067 | $500,000 | N/A |
6 | Battle Armor Support PPC | 1 | 1 | 50 | 31.25 | 2 | 25 | 1.25 | N/A | 200m | 1.75 | 1375m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 0.25 | 1 | IS-Advanced | 3064 | $30,000 | N/A |
7 | ||||||||||||||||||||||||||
8 | Snub Nose PPC | 1 | 1 | 150 | 100 | 12 | 12.5 | 8 | N/A | 300m | 2.25 | 1500m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 6 | 2 | LosTech | 3057 | $600,000 | N/A |
9 | Snub Nose PPC (P) | 1 | 1 | 180 | 120 | 15 | 12 | 10 | N/A | 280m | 2.25 | 1500m/s | 250 | N/A | 5 | 1 | Cluster-Shot | 8 | N/A | N/A | 6 | 2 | PIRATE | 3063 | $720,000 | N/A |
10 | Heavy Snub Nose PPC (P) | 1 | 1 | 240 | 168 | 20 | 12 | 14 | N/A | 280m | 2.25 | 1500m/s | 250 | N/A | 8 | 1 | Cluster-Shot | 11.25 | N/A | N/A | 7 | 3 | PIRATE | 3068 | $825,000 | N/A |
11 | ||||||||||||||||||||||||||
12 | ER PPC | 1 | 1 | 120 | 120 | 12 | 10 | 12 | N/A | 750m | 2.25 | 2500m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 7 | 3 | LosTech | 3037 | $800,000 | N/A |
13 | ER PPC (C) | 1 | 1 | 125 | 120 | 15 | 8.333333333 | 14.4 | N/A | 750m | 2.25 | 2500m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 6 | 2 | CLAN | 3055 | $1,600,000 | N/A |
14 | Dropship PPC (P) | 1 | 1 | 270 | 270 | 36 | 7.5 | 36 | N/A | 720m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Single-Shot | N/A | N/A | N/A | 22 | 10 | PIRATE | 3027 | $1,200,000 | N/A |
15 | ||||||||||||||||||||||||||
16 | Capacitor PPC | 1 | 1 | 150 | 120 | 15 | 10 | 12 | N/A | 540m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Overcharge: Single-Shot | 15 | N/A | N/A | 8 | 4 | IS-Advanced | 3062 | $600,000 | CAP |
17 | Capacitor Snub Nose PPC | 1 | 1 | 177.0833333 | 125 | 17 | 10.41666667 | 12 | N/A | 540m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Overcharge: Single-Shot | 15 | N/A | N/A | 8 | 4 | IS-Advanced | 3062 | $600,000 | CAP |
18 | Capacitor Heavy PPC | 1 | 1 | 218.75 | 158.8541667 | 21 | 10.41666667 | 15.25 | N/A | 540m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Overcharge: Single-Shot | 15 | N/A | N/A | 11 | 5 | IS-Advanced | 3067 | $700,000 | CAP |
19 | Capacitor Light PPC | 1 | 1 | 100 | 80 | 10 | 10 | 8 | N/A | 540m | 2 | 1800m/s | N/A | N/A | 1 | 1 | Overcharge: Single-Shot | 15 | N/A | N/A | 4 | 3 | IS-Advanced | 3067 | $500,000 | CAP |
20 | Capacitor ER PPC | 1 | 1 | 170 | 160 | 17 | 10 | 16 | N/A | 800m | 2.25 | 2500m/s | N/A | N/A | 1 | 1 | Overcharge: Single-Shot | 15 | N/A | N/A | 8 | 4 | IS-Advanced | 3062 | $1,000,000 | CAP |
21 | CAP-Dropship PPC MKII (P) | 1 | 1 | 288 | 276 | 48 | 6 | 46 | N/A | 1000m | 2 | 2500m/s | N/A | N/A | 1 | 1 | Overcharge: Single-Shot | 48 | N/A | N/A | 26 | 12 | PIRATE | 3071 | $1,800,000 | CAP |
22 | ||||||||||||||||||||||||||
23 | Plasma Rifle | 1 | 1 | 125 | 100 | 10 | 12.5 | 8 | 4.5 | 480m | 1.75 | 1600m/s | 75 | 0.3 | 1 | 4 | Burst-Fire | N/A | 48 | 480 | 6 | 2 | IS-Advanced | 3068 | $520,000 | N/A |
24 | Plasma Cannon (C) | 1 | 1 | 45 | 84 | 3 | 15 | 5.6 | 6 | 540m | 1.75 | 800m/s | 75 | 0.3 | 1 | 4 | Burst-Fire | N/A | 72 | 216 | 3 | 1 | CLAN | 3069 | $640,000 | N/A |
25 | Improved Plasma Cannon (C) | 1 | 1 | 125 | 100 | 7.5 | 16.66666667 | 6 | 3 | 540m | 1.75 | 1200m/s | 75 | 0.3 | 9 | 1 | Single-Shot | N/A | 72 | 540 | 6 | 2 | CLAN-Apocryphal | 3071 | $2,000,000 | PLAS-SLUG |
26 | Heavy Plasma Cannon (C) | 1 | 1 | 208.325 | 66.664 | 25 | 8.333 | 8 | 6 | 600m | 1.75 | 1600m/s | 75 | 0.3 | 1 | 4 | Burst-Fire | N/A | 72 | 450 | 10 | 4 | CLAN-Apocryphal | 3071 | ? | N/A |
27 | ||||||||||||||||||||||||||
28 | RISC Hyper-Fire PPC | 1 | 1 | 720 | 1440 | 4 | 180 | 8 | 6 | 500m | 2 | 1750m/s | 30 | 0 | 1 | 1 | Rapid Single-Shot | 12 | N/A | N/A | 11 | 5 | IS-Apocryphal | 3082 | $900,000 | N/A |
29 | ||||||||||||||||||||||||||
30 | Improved Plasma Cannon (C) | 1 | 1 | 66.66666667 | 100 | 4 | 16.66666667 | 6 | 7 | 540m | 1.75 | 1200m/s | 75 | 0.3 | 9 | 1 | Cluster-Shot | N/A | 72 | 288 | 6 | 2 | CLAN-Apocryphal | 3071 | $2,000,000 | Splatter |
31 |
1 | Missiles-Short Ranged: | AOE DMG | AOE Radius | Armor DMG Multi | Structure DMG Multi | Damage Per Minute | Heat Per Minute | Damage | Rate of Fire | Heat Generated | Heat Damage | Optimal Range | Min Range | Projectile Velocity | Spread | Burst Duration | Projectiles | Times Fired | Guidance + Firing Style | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | Bill Cost | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | SRM/2 | N/A | N/A | 1 | 1 | 50 | 13.75 | 4 | 12.5 | 1.1 | 0 | 270m | 0m | 540m/s | 240 | 0 | 2 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 1 | 1 | IS-Standard | 3015 | Normal | |
3 | SRM/4 | N/A | N/A | 1 | 1 | 100 | 27.5 | 8 | 12.5 | 2.2 | 0 | 270m | 0m | 540m/s | 270 | 0 | 4 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 2 | 1 | IS-Standard | 3015 | Normal | |
4 | SRM/6 | N/A | N/A | 1 | 1 | 150 | 41.25 | 12 | 12.5 | 3.3 | 0 | 270m | 0m | 540m/s | 300 | 0 | 6 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 3 | 2 | IS-Standard | 3015 | Normal | |
5 | |||||||||||||||||||||||||||
6 | SRM/2 (C) | N/A | N/A | 1 | 1 | 40 | 13.75 | 4 | 10 | 1.375 | 0 | 270m | 0m | 540m/s | 240 | 0 | 2 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 0.5 | 1 | CLAN | 3055 | Normal | |
7 | SRM/4 (C) | N/A | N/A | 1 | 1 | 80 | 27.5 | 8 | 10 | 2.75 | 0 | 270m | 0m | 540m/s | 270 | 0 | 4 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 1 | 1 | CLAN | 3055 | Normal | |
8 | SRM/6 (C) | N/A | N/A | 1 | 1 | 120 | 41.25 | 12 | 10 | 4.125 | 0 | 270m | 0m | 540m/s | 300 | 0 | 6 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 1.5 | 1 | CLAN | 3055 | Normal | |
9 | |||||||||||||||||||||||||||
10 | Stream-SRM/2 | N/A | N/A | 1 | 1 | 50 | 13.75 | 4 | 12.5 | 1.1 | 0 | 270m | 0m | 540m/s | 43.75 | 0.36 | 1 | 2 | LOS-Lock-On: Burst-Fire | 360 | 720 | 1 | 1 | IS-Standard | 3015 | Normal | |
11 | Stream-SRM/4 | N/A | N/A | 1 | 1 | 100 | 27.5 | 8 | 12.5 | 2.2 | 0 | 270m | 0m | 540m/s | 43.75 | 0.54 | 1 | 4 | LOS-Lock-On: Burst-Fire | 360 | 720 | 2 | 1 | IS-Standard | 3015 | Normal | |
12 | Stream-SRM/6 | N/A | N/A | 1 | 1 | 150 | 41.25 | 12 | 12.5 | 3.3 | 0 | 270m | 0m | 540m/s | 43.75 | 0.72 | 1 | 6 | LOS-Lock-On: Burst-Fire | 360 | 720 | 3 | 2 | IS-Standard | 3015 | Normal | |
13 | |||||||||||||||||||||||||||
14 | Stream-SRM/2 (C) | N/A | N/A | 1 | 1 | 40 | 13.75 | 4 | 10 | 1.375 | 0 | 270m | 0m | 540m/s | 43.75 | 0.18 | 1 | 2 | LOS-Lock-On: Burst-Fire | 360 | 720 | 0.5 | 1 | CLAN | 3055 | Normal | |
15 | Stream-SRM/4 (C) | N/A | N/A | 1 | 1 | 80 | 27.5 | 8 | 10 | 2.75 | 0 | 270m | 0m | 540m/s | 43.75 | 0.27 | 1 | 4 | LOS-Lock-On: Burst-Fire | 360 | 720 | 1 | 1 | CLAN | 3055 | Normal | |
16 | Stream-SRM/6 (C) | N/A | N/A | 1 | 1 | 120 | 41.25 | 12 | 10 | 4.125 | 0 | 270m | 0m | 540m/s | 43.75 | 0.36 | 1 | 6 | LOS-Lock-On: Burst-Fire | 360 | 720 | 1.5 | 1 | CLAN | 3055 | Normal | |
17 | |||||||||||||||||||||||||||
18 | Artemis-SRM/2 | N/A | N/A | 1 | 1 | 50 | 13.75 | 4 | 12.5 | 1.1 | 0 | 300m | 0m | 600m/s | 100 | 0 | 2 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 2 | 2 | LosTech | 3035 | Normal | |
19 | Artemis-SRM/4 | N/A | N/A | 1 | 1 | 100 | 27.5 | 8 | 12.5 | 2.2 | 0 | 300m | 0m | 600m/s | 150 | 0 | 4 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 3 | 2 | LosTech | 3035 | Normal | |
20 | Artemis-SRM/6 | N/A | N/A | 1 | 1 | 150 | 41.25 | 12 | 12.5 | 3.3 | 0 | 300m | 0m | 600m/s | 200 | 0 | 6 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 4 | 3 | LosTech | 3035 | Normal | |
21 | |||||||||||||||||||||||||||
22 | Artemis-SRM/2 (C) | N/A | N/A | 1 | 1 | 40 | 13.75 | 4 | 10 | 1.375 | 0 | 300m | 0m | 600m/s | 100 | 0 | 2 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 1.5 | 2 | CLAN | 3055 | Normal | |
23 | Artemis-SRM/4 (C) | N/A | N/A | 1 | 1 | 80 | 27.5 | 8 | 10 | 2.75 | 0 | 300m | 0m | 600m/s | 150 | 0 | 4 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 2 | 2 | CLAN | 3055 | Normal | |
24 | Artemis-SRM/6 (C) | N/A | N/A | 1 | 1 | 120 | 41.25 | 12 | 10 | 4.125 | 0 | 300m | 0m | 600m/s | 200 | 0 | 6 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 720 | 2.5 | 2 | CLAN | 3055 | Normal | |
25 | |||||||||||||||||||||||||||
26 | Stream-Artemis-SRM/2 | N/A | N/A | 1 | 1 | 50 | 13.75 | 4 | 12.5 | 1.1 | 0 | 300m | 0m | 600m/s | 43.75 | 0.36 | 1 | 2 | LOS-Lock-On: Burst-Fire | 360 | 720 | 2 | 2 | LosTech | 3035 | Normal | |
27 | Stream-Artemis-SRM/4 | N/A | N/A | 1 | 1 | 100 | 27.5 | 8 | 12.5 | 2.2 | 0 | 300m | 0m | 600m/s | 43.75 | 0.54 | 1 | 4 | LOS-Lock-On: Burst-Fire | 360 | 720 | 3 | 2 | LosTech | 3035 | Normal | |
28 | Stream-Artemis-SRM/6 | N/A | N/A | 1 | 1 | 150 | 41.25 | 12 | 12.5 | 3.3 | 0 | 300m | 0m | 600m/s | 43.75 | 0.72 | 1 | 6 | LOS-Lock-On: Burst-Fire | 360 | 720 | 4 | 3 | LosTech | 3035 | Normal | |
29 | |||||||||||||||||||||||||||
30 | Stream-Artemis-SRM/2 (C) | N/A | N/A | 1 | 1 | 40 | 13.75 | 4 | 10 | 1.375 | 0 | 300m | 0m | 600m/s | 43.75 | 0.18 | 2 | 2 | LOS-Lock-On: Burst-Fire | 360 | 720 | 1.5 | 2 | CLAN | 3055 | Normal | |
31 | Stream-Artemis-SRM/4 (C) | N/A | N/A | 1 | 1 | 80 | 27.5 | 8 | 10 | 2.75 | 0 | 300m | 0m | 600m/s | 43.75 | 0.27 | 1 | 4 | LOS-Lock-On: Burst-Fire | 360 | 720 | 2 | 2 | CLAN | 3055 | Normal | |
32 | Stream-Artemis-SRM/6 (C) | N/A | N/A | 1 | 1 | 120 | 41.25 | 12 | 10 | 4.125 | 0 | 300m | 0m | 600m/s | 43.75 | 0.36 | 1 | 6 | LOS-Lock-On: Burst-Fire | 360 | 720 | 2.5 | 2 | CLAN | 3055 | Normal | |
33 | |||||||||||||||||||||||||||
34 | Streak-SRM/2 | N/A | N/A | 1 | 1 | 62.5 | 15 | 5 | 12.5 | 1.2 | 0 | 360m | 0m | 625m/s | 0 | 0 | 2 | 1 | LOS-Lock-Only: Cluster-Shot | 300 | 750 | 1.5 | 1 | LosTech | 3035 | N/A | |
35 | Streak-SRM/4 | N/A | N/A | 1 | 1 | 125 | 30 | 10 | 12.5 | 2.4 | 0 | 360m | 0m | 625m/s | 0 | 0 | 4 | 1 | LOS-Lock-Only: Cluster-Shot | 300 | 750 | 3 | 1 | IS-Advanced | 3058 | N/A | |
36 | Streak-SRM/6 | N/A | N/A | 1 | 1 | 187.5 | 45 | 15 | 12.5 | 3.6 | 0 | 360m | 0m | 625m/s | 0 | 0 | 6 | 1 | LOS-Lock-Only: Cluster-Shot | 300 | 750 | 4.5 | 2 | IS-Advanced | 3058 | N/A | |
37 | |||||||||||||||||||||||||||
38 | Streak-SRM/2 (C) | N/A | N/A | 1 | 1 | 50 | 15 | 5 | 10 | 1.5 | 0 | 360m | 0m | 625m/s | 0 | 0 | 2 | 1 | LOS-Lock-Only: Cluster-Shot | 300 | 750 | 1 | 1 | CLAN | 3055 | N/A | |
39 | Streak-SRM/4 (C) | N/A | N/A | 1 | 1 | 100 | 30 | 10 | 10 | 3 | 0 | 360m | 0m | 625m/s | 0 | 0 | 4 | 1 | LOS-Lock-Only: Cluster-Shot | 300 | 750 | 2 | 1 | CLAN | 3055 | N/A | |
40 | Streak-SRM/6 (C) | N/A | N/A | 1 | 1 | 150 | 45 | 15 | 10 | 4.5 | 0 | 360m | 0m | 625m/s | 0 | 0 | 6 | 1 | LOS-Lock-Only: Cluster-Shot | 300 | 750 | 3 | 2 | CLAN | 3055 | N/A | |
41 | |||||||||||||||||||||||||||
42 | Advanced-SRM/2 | N/A | N/A | 1.5 | 1 | 80 | 14.66666667 | 4 | 13.33333333 | 1.1 | 0 | 360m | 0m | 600m/s | 0 | 0 | 1 | 2 | LOS-Lock-On: Burst-Fire | 300 | 900 | 2.5 | 2 | IS-Apocryphal | 3071 | N/A | |
43 | Advanced-SRM/4 | N/A | N/A | 1.5 | 1 | 160 | 30.66666667 | 8 | 13.33333333 | 2.3 | 0 | 360m | 0m | 600m/s | 0 | 0 | 1 | 4 | LOS-Lock-On: Burst-Fire | 300 | 900 | 4 | 3 | IS-Apocryphal | 3071 | N/A | |
44 | Advanced-SRM/6 | N/A | N/A | 1.5 | 1 | 240 | 48 | 12 | 13.33333333 | 3.6 | 0 | 360m | 0m | 600m/s | 0 | 0 | 1 | 6 | LOS-Lock-On: Burst-Fire | 300 | 900 | 5.5 | 4 | IS-Apocryphal | 3071 | N/A | |
45 | |||||||||||||||||||||||||||
46 | Advanced-SRM/2 (C) | N/A | N/A | 1.5 | 1 | 72 | 16.5 | 4 | 12 | 1.375 | 0 | 360m | 0m | 600m/s | 0 | 0 | 1 | 2 | LOS-Lock-On: Burst-Fire | 300 | 900 | 2 | 2 | CLAN-Apocryphal | 3071 | N/A | |
47 | Advanced-SRM/4 (C) | N/A | N/A | 1.5 | 1 | 144 | 34.5 | 8 | 12 | 2.875 | 0 | 360m | 0m | 600m/s | 0 | 0 | 1 | 4 | LOS-Lock-On: Burst-Fire | 300 | 900 | 3 | 2 | CLAN-Apocryphal | 3071 | N/A | |
48 | Advanced-SRM/6 (C) | N/A | N/A | 1.5 | 1 | 216 | 54 | 12 | 12 | 4.5 | 0 | 360m | 0m | 600m/s | 0 | 0 | 1 | 6 | LOS-Lock-On: Burst-Fire | 300 | 900 | 4 | 3 | CLAN-Apocryphal | 3071 | N/A | |
49 | |||||||||||||||||||||||||||
50 | Inferno-SRM/2 | N/A | N/A | 1 | 1 | 6.25 | 13.75 | 0.5 | 12.5 | 1.1 | 3.333333333 | 270m | 0m | 540m/s | 240 | 0 | 2 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 90 | 1 | 1 | IS-Standard | 3015 | N/A | |
51 | Inferno-SRM/4 | N/A | N/A | 1 | 1 | 12.5 | 27.5 | 1 | 12.5 | 2.2 | 6.666666667 | 270m | 0m | 540m/s | 270 | 0 | 4 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 90 | 2 | 1 | IS-Standard | 3015 | N/A | |
52 | Inferno-SRM/6 | N/A | N/A | 1 | 1 | 18.75 | 41.25 | 1.5 | 12.5 | 3.3 | 10 | 270m | 0m | 540m/s | 300 | 0 | 6 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 90 | 3 | 2 | IS-Standard | 3015 | N/A | |
53 | |||||||||||||||||||||||||||
54 | Magnetic Pulse-SRM/2 | N/A | N/A | 1 | 1 | 6.25 | 13.75 | 0.5 | 12.5 | 1.1 | 2 | 270m | 0m | 540m/s | 240 | 0 | 2 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 90 | 1 | 1 | IS-Advanced | 3050 | N/A | |
55 | Magnetic Pulse-SRM/4 | N/A | N/A | 1 | 1 | 12.5 | 27.5 | 1 | 12.5 | 2.2 | 4 | 270m | 0m | 540m/s | 270 | 0 | 4 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 90 | 2 | 1 | IS-Advanced | 3050 | N/A | |
56 | Magnetic Pulse-SRM/6 | N/A | N/A | 1 | 1 | 18.75 | 41.25 | 1.5 | 12.5 | 3.3 | 6 | 270m | 0m | 540m/s | 300 | 0 | 6 | 1 | LOS-Lock-On: Cluster-Shot | 360 | 90 | 3 | 2 | IS-Advanced | 3050 | N/A | |
57 |
1 | Missiles-Medium Ranged: | Armor DMG Multi | Structure DMG Multi | Damage Per Minute | Heat per Minute | Damage | Rate of Fire | Heat Generated | Heat Damage | Optimal Range | Min Range | Projectile Velocity | Spread | Burst Duration | Projectiles per shot | Number of Times Fired | Max Jam Chance | Guidance + Firing Style | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | Bill Cost | Alt Fire Name | Alt Fire Only? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | MRM/10 | 1 | 1 | 90 | 27 | 10 | 9 | 3 | 0 | 500m | 0m | 600m/s | 475 | 0.675 | 1 | 10 | N/A | No Guidance: Burst-Fire | 720 | 720 | 3 | 2 | IS-Advanced | 3058 | N/A | N/A | |
3 | MRM/20 | 1 | 1 | 180 | 43.2 | 20 | 9 | 4.8 | 0 | 500m | 0m | 600m/s | 500 | 1.14 | 1 | 20 | N/A | No Guidance: Burst-Fire | 720 | 720 | 7 | 3 | IS-Advanced | 3058 | N/A | N/A | |
4 | MRM/30 | 1 | 1 | 270 | 64.8 | 30 | 9 | 7.2 | 0 | 500m | 0m | 600m/s | 525 | 1.45 | 1 | 30 | N/A | No Guidance: Burst-Fire | 720 | 720 | 10 | 5 | IS-Advanced | 3058 | N/A | N/A | |
5 | MRM/40 | 1 | 1 | 360 | 86.4 | 40 | 9 | 9.6 | 0 | 500m | 0m | 600m/s | 550 | 1.56 | 1 | 40 | N/A | No Guidance: Burst-Fire | 720 | 720 | 12 | 7 | IS-Advanced | 3058 | N/A | N/A | |
6 | |||||||||||||||||||||||||||
7 | Rocket Launcher/10 | 1 | 1 | 20 | 20 | 20 | N/A | 3.2 | 0 | 500m | 0m | 600m/s | 200 | 0 | 10 | 1 | N/A | No Guidance: Cluster-Shot | (internal bin) | 20 | 0.5 | 1 | Periphery | 3015 | N/A | N/A | |
8 | Rocket Launcher/15 | 1 | 1 | 30 | 30 | 30 | N/A | 4.8 | 0 | 500m | 0m | 600m/s | 200 | 0 | 15 | 1 | N/A | No Guidance: Cluster-Shot | (internal bin) | 30 | 1 | 2 | Periphery | 3015 | N/A | N/A | |
9 | Rocket Launcher/20 | 1 | 1 | 40 | 40 | 40 | N/A | 6.4 | 0 | 500m | 0m | 600m/s | 200 | 0 | 20 | 1 | N/A | No Guidance: Cluster-Shot | (internal bin) | 40 | 1.5 | 3 | Periphery | 3015 | N/A | N/A | |
10 | |||||||||||||||||||||||||||
11 | Apollo-MRM/10 | 1 | 1 | 100 | 32 | 10 | 10 | 3.2 | 0 | 550m | 0m | 660m/s | 0 | 0.675 | 1 | 10 | N/A | No Guidance: Burst-Fire | 720 | 720 | 4.5 | 3 | IS-Advanced | 3071 | N/A | N/A | |
12 | Apollo-MRM/20 | 1 | 1 | 200 | 48 | 20 | 10 | 4.8 | 0 | 550m | 0m | 660m/s | 0 | 1.14 | 1 | 20 | N/A | No Guidance: Burst-Fire | 720 | 720 | 8.5 | 4 | IS-Advanced | 3071 | N/A | N/A | |
13 | Apollo-MRM/30 | 1 | 1 | 300 | 64 | 30 | 10 | 6.4 | 0 | 550m | 0m | 660m/s | 0 | 1.45 | 1 | 30 | N/A | No Guidance: Burst-Fire | 720 | 720 | 11.5 | 6 | IS-Advanced | 3071 | N/A | N/A | |
14 | Apollo-MRM/40 | 1 | 1 | 400 | 80 | 40 | 10 | 8 | 0 | 550m | 0m | 660m/s | 0 | 1.56 | 1 | 40 | N/A | No Guidance: Burst-Fire | 720 | 720 | 13.5 | 8 | IS-Advanced | 3071 | N/A | N/A | |
15 | |||||||||||||||||||||||||||
16 | Streak MRM/10 (C) | 0.8 | 1 | 80 | 32 | 8 | 10 | 3.2 | 0 | 660m | 0m | 720m/s | 0 | 0.675 | 2 | 5 | N/A | LOS-Lock-Only:Burst-Fire | 800 | 640 | 3 | 2 | CLAN-Apocryphal | 3060 | N/A | N/A | |
17 | Streak MRM/20 (C) | 0.8 | 1 | 160 | 48 | 16 | 10 | 4.8 | 0 | 660m | 0m | 720m/s | 0 | 1.14 | 4 | 5 | N/A | LOS-Lock-Only:Burst-Fire | 800 | 640 | 7 | 3 | CLAN-Apocryphal | 3060 | N/A | N/A | |
18 | Streak MRM/30 (C) | 0.8 | 1 | 240 | 64 | 24 | 10 | 6.4 | 0 | 660m | 0m | 720m/s | 0 | 1.45 | 6 | 5 | N/A | LOS-Lock-Only:Burst-Fire | 800 | 640 | 10 | 5 | CLAN-Apocryphal | 3060 | N/A | N/A | |
19 | Streak MRM/40 (C) | 0.8 | 1 | 320 | 80 | 32 | 10 | 8 | 0 | 660m | 0m | 720m/s | 0 | 1.56 | 8 | 5 | N/A | LOS-Lock-Only:Burst-Fire | 800 | 640 | 12 | 7 | CLAN-Apocryphal | 3060 | N/A | N/A | |
20 | |||||||||||||||||||||||||||
21 | Heavy MRM/10 (P) | 1 | 3 | 25 | 35 | 2.5 | 10 | 3.5 | 2.5 | 500m | 0m | 600m/s | 360 | 0.675 | 1 | 10 | N/A | No Guidance: Burst-Fire | 600 | 150 | 3 | 2 | PIRATE | 3063 | N/A | N/A | |
22 | Heavy MRM/20 (P) | 1 | 3 | 50 | 60 | 5 | 10 | 6 | 5 | 500m | 0m | 600m/s | 360 | 1.14 | 1 | 20 | N/A | No Guidance: Burst-Fire | 600 | 150 | 7 | 3 | PIRATE | 3063 | N/A | N/A | |
23 | Heavy MRM/30 (P) | 1 | 3 | 75 | 90 | 7.5 | 10 | 9 | 7.5 | 500m | 0m | 600m/s | 360 | 1.45 | 1 | 30 | N/A | No Guidance: Burst-Fire | 600 | 150 | 10 | 5 | PIRATE | 3063 | N/A | N/A | |
24 | Heavy MRM/40 (P) | 1 | 3 | 100 | 120 | 10 | 10 | 12 | 10 | 500m | 0m | 600m/s | 360 | 1.56 | 1 | 40 | N/A | No Guidance: Burst-Fire | 600 | 150 | 12 | 7 | PIRATE | 3063 | N/A | N/A | |
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26 | Deadfire-Enhanced LRM/5 | 120 | 19.2 | 10 | 12 | 1.6 | 0 | 450m | 75m | 450m/s | 725 | 0 | 5 | 1 | 0 | No Guidance: Cluster-Shot | 480 | 960 | 3 | 2 | IS-Advanced | 3058 | Standard NLRM | Yes | |||
27 | Deadfire-Enhanced LRM/10 | 240 | 38.4 | 20 | 12 | 3.2 | 0 | 450m | 75m | 450m/s | 750 | 0 | 10 | 1 | 0 | No Guidance: Cluster-Shot | 480 | 960 | 6 | 4 | IS-Advanced | 3058 | Standard NLRM | Yes | |||
28 | Deadfire-Enhanced LRM/15 | 360 | 57.6 | 30 | 12 | 4.8 | 0 | 450m | 75m | 450m/s | 775 | 0 | 15 | 1 | 0 | No Guidance: Cluster-Shot | 480 | 960 | 9 | 6 | IS-Advanced | 3058 | Standard NLRM | Yes | |||
29 | Deadfire-Enhanced LRM/20 | 480 | 76.8 | 40 | 12 | 6.4 | 0 | 450m | 75m | 450m/s | 800 | 0 | 20 | 1 | 0 | No Guidance: Cluster-Shot | 480 | 960 | 12 | 9 | IS-Advanced | 3058 | Standard NLRM | Yes | |||
30 | |||||||||||||||||||||||||||
31 | Standard-ATM/3 (C) | 60 | 16 | 6 | 10 | 1.6 | 0 | 700m | 0m | 600m/s | 375 | 0.2 | 3 | 1 | 0 | Indirect-Lock-On: Burst-Fire | 256 | 512 | 1.5 | 2 | CLAN | 3060 | HE ATM | No | |||
32 | Standard-ATM/6 (C) | 120 | 32 | 12 | 10 | 3.2 | 0 | 700m | 0m | 600m/s | 400 | 0.375 | 6 | 1 | 0 | Indirect-Lock-On: Burst-Fire | 256 | 512 | 3.5 | 3 | CLAN | 3060 | HE ATM | No | |||
33 | Standard-ATM/9 (C) | 180 | 48 | 18 | 10 | 4.8 | 0 | 700m | 0m | 600m/s | 425 | 0.48 | 9 | 1 | 0 | Indirect-Lock-On: Burst-Fire | 256 | 512 | 5 | 4 | CLAN | 3060 | HE ATM | No | |||
34 | Standard-ATM/12 (C) | 240 | 64 | 24 | 10 | 6.4 | 0 | 700m | 0m | 600m/s | 450 | 0.55 | 12 | 1 | 0 | Indirect-Lock-On: Burst-Fire | 256 | 512 | 7 | 5 | CLAN | 3060 | HE ATM | No | |||
35 |
1 | Long Range Missiles | AOE DMG | AOE Radius | Armor DMG Multi | Structure DMG Multi | Damage Per Minute | Heat Per Minute | Damage | Rate of Fire | Heat Generated | Heat Damage | Optimal Range | Min Range | Projectile Velocity | Spread | Burst Duration | Projectiles | Times Fired | Guidance + Firing Style | Ammo per Ton | (Ammo) Damage Per Ton | Weapon Tonnage | Critical Slots | Tech Type | Intro Date | Bill Cost | Fire Mode |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | LRM/5 | N/A | N/A | 1 | 1 | 60 | 21 | 5 | 12 | 1.75 | 0 | 900m | 180m | 450m/s | 600 | 0 | 5 | 1 | LOS-Lock-On: Cluster | 480 | 480 | 2 | 1 | IS-Standard | 3015 | $60,000 | Normal |
3 | LRM/10 | N/A | N/A | 1 | 1 | 120 | 31.5 | 10 | 12 | 2.625 | 0 | 900m | 180m | 450m/s | 600 | 0 | 10 | 1 | LOS-Lock-On: Cluster | 480 | 480 | 5 | 2 | IS-Standard | 3015 | $200,000 | Normal |
4 | LRM/15 | N/A | N/A | 1 | 1 | 180 | 52.5 | 15 | 12 | 4.375 | 0 | 900m | 180m | 450m/s | 600 | 0 | 15 | 1 | LOS-Lock-On: Cluster | 480 | 480 | 7 | 3 | IS-Standard | 3015 | $350,000 | Normal |
5 | LRM/20 | N/A | N/A | 1 | 1 | 240 | 63 | 20 | 12 | 5.25 | 0 | 900m | 180m | 450m/s | 600 | 0 | 20 | 1 | LOS-Lock-On: Cluster | 480 | 480 | 10 | 5 | IS-Standard | 3015 | $500,000 | Normal |
6 | |||||||||||||||||||||||||||
7 | Stream-LRM/5 | N/A | N/A | 1 | 1 | 60 | 21 | 5 | 12 | 1.75 | 0 | 900m | 180m | 450m/s | 540 | 0 | 1 | 5 | LOS-Lock-On: Stream | 480 | 480 | 2 | 1 | IS-Standard | 3015 | $60,000 | Normal |
8 | Stream-LRM/10 | N/A | N/A | 1 | 1 | 120 | 31.5 | 10 | 12 | 2.625 | 0 | 900m | 180m | 450m/s | 540 | 0 | 1 | 10 | LOS-Lock-On: Stream | 480 | 480 | 5 | 2 | IS-Standard | 3015 | $200,000 | Normal |
9 | Stream-LRM/15 | N/A | N/A | 1 | 1 | 180 | 52.5 | 15 | 12 | 4.375 | 0 | 900m | 180m | 450m/s | 540 | 0 | 1 | 15 | LOS-Lock-On: Stream | 480 | 480 | 7 | 3 | IS-Standard | 3015 | $350,000 | Normal |
10 | Stream-LRM/20 | N/A | N/A | 1 | 1 | 240 | 63 | 20 | 12 | 5.25 | 0 | 900m | 180m | 450m/s | 540 | 0 | 1 | 20 | LOS-Lock-On: Stream | 480 | 480 | 10 | 5 | IS-Standard | 3015 | $500,000 | Normal |
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12 | LRM/5 (C) | N/A | N/A | 1 | 1 | 50 | 21 | 5 | 10 | 2.1 | 0 | 900m | 0m | 450m/s | 600 | 0 | 1 | 5 | LOS-Lock-On: Stream | 480 | 480 | 1 | 1 | Clan | 3055 | $120,000 | STREAM |
13 | LRM/10 (C) | N/A | N/A | 1 | 1 | 100 | 31.5 | 10 | 10 | 3.15 | 0 | 900m | 0m | 450m/s | 600 | 0 | 1 | 10 | LOS-Lock-On: Stream | 480 | 480 | 2.5 | 1 | Clan | 3055 | $400,000 | STREAM |
14 | LRM/15 (C) | N/A | N/A | 1 | 1 | 150 | 52.5 | 15 | 10 | 5.25 | 0 | 900m | 0m | 450m/s | 600 | 0 | 1 | 15 | LOS-Lock-On: Stream | 480 | 480 | 3.5 | 2 | Clan | 3055 | $700,000 | STREAM |
15 | LRM/20 (C) | N/A | N/A | 1 | 1 | 200 | 63 | 20 | 10 | 6.3 | 0 | 900m | 0m | 450m/s | 600 | 0 | 1 | 20 | LOS-Lock-On: Stream | 480 | 480 | 5 | 4 | Clan | 3055 | $1,000,000 | STREAM |
16 | |||||||||||||||||||||||||||
17 | Artemis LRM/5 | N/A | N/A | 1 | 1 | 60 | 21 | 5 | 12 | 1.75 | 0 | 1000m | 160m | 500m/s | 480 | 0 | 5 | 1 | LOS-Lock-On: Cluster | 480 | 480 | 3 | 2 | LosTech | 3035 | $110,000 | Normal |
18 | Artemis LRM/10 | N/A | N/A | 1 | 1 | 120 | 31.5 | 10 | 12 | 2.625 | 0 | 1000m | 160m | 500m/s | 480 | 0 | 10 | 1 | LOS-Lock-On: Cluster | 480 | 480 | 6 | 3 | LosTech | 3035 | $300,000 | Normal |
19 | Artemis LRM/15 | N/A | N/A | 1 | 1 | 180 | 52.5 | 15 | 12 | 4.375 | 0 | 1000m | 160m | 500m/s | 480 | 0 | 15 | 1 | LOS-Lock-On: Cluster | 480 | 480 | 8 | 4 | LosTech | 3035 | $500,000 | Normal |
20 | Artemis LRM/20 | N/A | N/A | 1 | 1 | 240 | 63 | 20 | 12 | 5.25 | 0 | 1000m | 160m | 500m/s | 480 | 0 | 20 | 1 | LOS-Lock-On: Cluster | 480 | 480 | 11 | 6 | LosTech | 3035 | $700,000 | Normal |
21 | |||||||||||||||||||||||||||
22 | Artemis Stream-LRM/5 | N/A | N/A | 1 | 1 | 60 | 21 | 5 | 12 | 1.75 | 0 | 1000m | 160m | 500m/s | 432 | 0 | 1 | 5 | LOS-Lock-On: Stream | 480 | 480 | 3 | 2 | LosTech | 3035 | $110,000 | Normal |
23 | Artemis Stream-LRM/10 | N/A | N/A | 1 | 1 | 120 | 31.5 | 10 | 12 | 2.625 | 0 | 1000m | 160m | 500m/s | 432 | 0 | 1 | 10 | LOS-Lock-On: Stream | 480 | 480 | 6 | 3 | LosTech | 3035 | $300,000 | Normal |
24 | Artemis Stream-LRM/15 | N/A | N/A | 1 | 1 | 180 | 52.5 | 15 | 12 | 4.375 | 0 | 1000m | 160m | 500m/s | 432 | 0 | 1 | 15 | LOS-Lock-On: Stream | 480 | 480 | 8 | 4 | LosTech | 3035 | $500,000 | Normal |
25 | Artemis Stream-LRM/20 | N/A | N/A | 1 | 1 | 240 | 63 | 20 | 12 | 5.25 | 0 | 1000m | 160m | 500m/s | 432 | 0 | 1 | 20 | LOS-Lock-On: Stream | 480 | 480 | 11 | 6 | LosTech | 3035 | $700,000 | Normal |
26 | |||||||||||||||||||||||||||
27 | Artemis LRM/5 (C) | N/A | N/A | 1 | 1 | 50 | 21 | 5 | 10 | 2.1 | 0 | 1000m | 0m | 500m/s | 480 | 0 | 1 | 5 | LOS-Lock-On: Stream | 480 | 480 | 2 | 2 | Clan | 3055 | $220,000 | STREAM |
28 | Artemis LRM/10 (C) | N/A | N/A | 1 | 1 | 100 | 31.5 | 10 | 10 | 3.15 | 0 | 1000m | 0m | 500m/s | 480 | 0 | 1 | 10 | LOS-Lock-On: Stream | 480 | 480 | 3.5 | 2 | Clan | 3055 | $600,000 | STREAM |
29 | Artemis LRM/15 (C) | N/A | N/A | 1 | 1 | 150 | 52.5 | 15 | 10 | 5.25 | 0 | 1000m | 0m | 500m/s | 480 | 0 | 1 | 15 | LOS-Lock-On: Stream | 480 | 480 | 4.5 | 3 | Clan | 3055 | $1,000,000 | STREAM |
30 | Artemis LRM/20 (C) | N/A | N/A | 1 | 1 | 200 | 63 | 20 | 10 | 6.3 | 0 | 1000m | 0m | 500m/s | 480 | 0 | 1 | 20 | LOS-Lock-On: Stream | 480 | 480 | 6 | 5 | Clan | 3055 | $1,400,000 | STREAM |
31 | |||||||||||||||||||||||||||
32 | Enhanced LRM/5 | N/A | N/A | 1 | 1 | 60 | 21 | 5 | 12 | 1.75 | 0 | 1200m | 90m | 540m/s | 450 | 0 | 1 | 5 | LOS-Lock-On: Stream | 480 | 480 | 3 | 2 | IS-Advanced | 3058 | $90,000 | N-LRM |
33 | Enhanced LRM/10 | N/A | N/A | 1 | 1 | 120 | 31.5 | 10 | 12 | 2.625 | 0 | 1200m | 90m | 540m/s | 450 | 0 | 1 | 10 | LOS-Lock-On: Stream | 480 | 480 | 6 | 4 | IS-Advanced | 3058 | $300,000 | N-LRM |
34 | Enhanced LRM/15 | N/A | N/A | 1 | 1 | 180 | 52.5 | 15 | 12 | 4.375 | 0 | 1200m | 90m | 540m/s | 450 | 0 | 1 | 15 | LOS-Lock-On: Stream | 480 | 480 | 9 | 6 | IS-Advanced | 3058 | $525,000 | N-LRM |
35 | Enhanced LRM/20 | N/A | N/A | 1 | 1 | 240 | 63 | 20 | 12 | 5.25 | 0 | 1200m | 90m | 540m/s | 450 | 0 | 1 | 20 | LOS-Lock-On: Stream | 480 | 480 | 12 | 9 | IS-Advanced | 3058 | $750,000 | N-LRM |
36 | |||||||||||||||||||||||||||
37 | Extended LRM/5 | N/A | N/A | 1 | 1 | 84 | 26.66666667 | 7 | 12 | 2.222222222 | 0 | 1880m | 255m | 800m/s | 400 | 0 | 1 | 5 | LOS-Lock-On: Stream | 320 | 448 | 4 | 2 | IS-Advanced | 3055 | $120,000 | N/A |
38 | Extended LRM/10 | N/A | N/A | 1 | 1 | 168 | 40 | 14 | 12 | 3.333333333 | 0 | 1880m | 255m | 800m/s | 400 | 0 | 1 | 10 | LOS-Lock-On: Stream | 320 | 448 | 8 | 4 | IS-Advanced | 3055 | $400,000 | N/A |
39 | Extended LRM/15 | N/A | N/A | 1 | 1 | 252 | 66.66666667 | 21 | 12 | 5.555555556 | 0 | 1880m | 255m | 800m/s | 400 | 0 | 1 | 15 | LOS-Lock-On: Stream | 320 | 448 | 12 | 6 | IS-Advanced | 3055 | $700,000 | N/A |
40 | Extended LRM/20 | N/A | N/A | 1 | 1 | 336 | 80 | 28 | 12 | 6.666666667 | 0 | 1880m | 255m | 800m/s | 400 | 0 | 1 | 20 | LOS-Lock-On: Stream | 320 | 448 | 16 | 8 | IS-Advanced | 3055 | $1,000,000 | N/A |
41 | |||||||||||||||||||||||||||
42 | Streak LRM/5 (C) | N/A | N/A | 1 | 1 | 75 | 21.6 | 6.25 | 12 | 1.8 | 0 | 1250m | 0m | 700m/s | 400 | 0 | 5 | 1 | LOS-Lock-Only: Cluster | 400 | 500 | 16 | 8 | IS-Advanced | 3055 | $1,000,000 | N/A |
43 | Streak LRM/10 (C) | N/A | N/A | 1 | 1 | 150 | 36 | 12.5 | 12 | 3 | 0 | 1250m | 0m | 700m/s | 400 | 0 | 10 | 1 | LOS-Lock-Only: Cluster | 400 | 500 | 16 | 8 | IS-Advanced | 3055 | $1,000,000 | N/A |
44 | Streak LRM/15 (C) | N/A | N/A | 1 | 1 | 225 | 57.6 | 18.75 | 12 | 4.8 | 0 | 1250m | 0m | 700m/s | 400 | 0 | 15 | 1 | LOS-Lock-Only: Cluster | 400 | 500 | 16 | 8 | IS-Advanced | 3055 | $1,000,000 | N/A |
45 | Streak LRM/20 (C) | N/A | N/A | 1 | 1 | 300 | 72 | 25 | 12 | 6 | 0 | 1250m | 0m | 700m/s | 400 | 0 | 20 | 1 | LOS-Lock-Only: Cluster | 400 | 500 | 16 | 8 | IS-Advanced | 3055 | $1,000,000 | N/A |
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57 |
1 | Support Equipment: | Missile Destruction Rate | Missile Accuracy Bonus | Rate of Fire | Heat Generated | Optimal Range | Projectile Velocity | Burst Duration | Ammo per Ton | Weapon Tonnage | Tech Type | Intro Date | Bill Cost |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Anti Missile System | 4.5 | N/A | 30 | 0 | 150m | N/A | N/A | 2000 | 0.5 | LosTech | 3040 | |
3 | Laser-Anti Missile System | 5.5 | N/A | 10 | 1.5 | 112.5m | N/A | N/A | N/A | 1.5 | IS-Advanced | 3059 | |
4 | Laser-Anti Missile System | 5 | N/A | 10 | 1.5 | 120m | N/A | N/A | N/A | 1 | CLAN | 3055 | |
5 | Advanced Point Defense System | 12 | N/A | 60 | 1 | 225m | N/A | N/A | 72 | 3 | IS-Advanced | 3137 | |
6 | |||||||||||||
7 | Narc Beacon | N/A | 20% | 15 | 0 | 300m | 800m | N/A | 24 | 3 | LosTech | 3035 | |
8 | Improved Narc Beacon | N/A | 50% | 15 | 0 | 500m | 900m | N/A | 16 | 5 | IS-Advanced | 3062 | |
9 | Narc Beacon | N/A | 25% | 12 | 0 | 400m | 850m | N/A | 24 | 2 | CLAN | 3055 | |
10 | BA- Compact NARC Beacon Array | N/A | 25% | ∞ | 0 | 180m | 500m | N/A | 6 | 1 | IS-Apocryphal | 3060 | |
11 | |||||||||||||
12 | Target Acquisition Gear (TAG) | N/A | 15% | ∞ | 0 | 450m | N/A | N/A | N/A | 1 | LosTech | 3044 | |
13 | Light-TAG | N/A | 15% | ∞ | 0 | 360m | N/A | N/A | N/A | 0.5 | CLAN | 3055 | |
14 |
1 | Mobility Equipment: | Speed Boost | Gauge Fill Rate | Gauge Drain Rate | Acceleration Boost | Deceleration Boost | Turn Rate Boost | Tonnage | Critical Slots | Tech Type | Intro Date | Bills |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Supercharger-MK I | 33.33% | 0.033 | 0.025 | 2.5 | 1.25 | 0.15 | 1/10 X Engine Weight | 1 | Experimental | 3015 | |
3 | Supercharger-MK II | 33.33% | 0.034 | 0.02325 | 2.5 | 1.25 | 0.125 | 1/10 X Engine Weight | 1 | Experimental | 3015 | |
4 | Supercharger-MK III | 33.33% | 0.035 | 0.0225 | 2.5 | 1.25 | 0.1 | 1/10 X Engine Weight | 1 | Experimental | 3015 | |
5 | Supercharger-MK IV | 33.33% | 0.035 | 0.0225 | 2.5 | 1.25 | 0.1 | 1/10 X Engine Weight | 1 | Experimental | 3015 | |
6 | Supercharger-MK V | 33.33% | 0.035 | 0.0225 | 2.5 | 1.25 | 0.1 | 1/10 X Engine Weight | 1 | Experimental | 3015 | |
7 | ||||||||||||
8 | MASCMK I | 33.33% | 0.033 | 0.025 | 3 | 1.5 | 0.3 | 1 | 1 | LosTech | 3035 | |
9 | MASC-MK II | 33.33% | 0.033 | 0.025 | 3.5 | 1.75 | 0.35 | 2 | 2 | LosTech | 3035 | |
10 | MASC-MK III | 33.33% | 0.033 | 0.025 | 4 | 2 | 0.4 | 3 | 3 | LosTech | 3035 | |
11 | MASC-MK IV | 33.33% | 0.033 | 0.025 | 4 | 2 | 0.4 | 4 | 4 | LosTech | 3035 | |
12 | MASC-MK V | 33.33% | 0.033 | 0.025 | 4 | 2 | 0.4 | 5 | 5 | LosTech | 3035 | |
13 | ||||||||||||
14 | MASC-MK I | 33.33% | 0.03 | 0.02667 | 4.5 | 2.125 | 0.45 | 1 | 1 | CLAN | 3055 | |
15 | MASC-MK II | 33.33% | 0.03 | 0.02667 | 4.5 | 2.125 | 0.45 | 2 | 2 | CLAN | 3055 | |
16 | MASC-MK III | 33.33% | 0.03 | 0.02667 | 4.5 | 2.125 | 0.45 | 3 | 3 | CLAN | 3055 | |
17 | MASC-MK IV | 33.33% | 0.03 | 0.02667 | 4.5 | 2.125 | 0.45 | 3 | 3 | CLAN | 3055 | |
18 | MASC-MK V | 33.33% | 0.03 | 0.02667 | 4.5 | 2.125 | 0.45 | 4 | 4 | CLAN | 3055 | |
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