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成为你自己的战争武器 欢迎来到3015年!这是一个地狱般的时代。 人类已经殖民了数以千计的星系,它们横跨被称为“Inner Sphere”的广阔空间。合作和进步的黄金时代已经成为遥远的记忆,人类再次分裂成不同的派别,争夺霸权。 在一连串的继承战争中,像你这样渴望权力的雇佣兵处于能够大赚一笔的优势地位。这是一项危险的工作,但富贵险中求,对吗?如果你渴望爆炸、破坏、践踏和全面暴走,那就进入战场,成为你自己的战争武器吧! 剧情 你是曾经辉煌的雇佣兵公司的继承人,它在阴谋派别手中几乎被摧毁,然后又浴火重生。你在成为精英MechWarrior和雇佣兵指挥官的过程中追逐着星际阴谋的线索,同时你对荣耀和复仇的追求将延伸到许多光年之外。 THE INNER SPHERE Inner Sphere是数以千计的星系和一系列令人惊叹的生物群落的家园,它充满了活力,有各种活动、目的、后果,而且多种多样。星系将被占领和夺回,重大事件将会展开,新的技术将出现在人们面前。 你与各派系的关系随着无情的继承战争和你作为雇佣军领袖的选择而波动,战争的严酷性将随着每一周的推移而显现。 游戏玩法 未来的战场由BattleMech主导,这些巨大的战争机器能够夷平整个城市。作为一名BattleMech驾驶员,你要破坏敌人的'Mech和目标,包括坦克、地面车辆、飞机、先进的防御系统和加固的基地。 没有多少东西能长期承受'Mech的力量,而Inner Sphere的世界是名副其实的毁灭杀场,等待着你保护性的防御或粉碎性的破坏。 BATTLEMECHS "拥有超过50个独特的'Mech机架和数以百计的亚种变体,这一切都以高保真模型、损伤状态和装备加以完全实现,没有两个'Mech是相同的! 无论是在Inner Sphere的市场上搜寻珍稀的机架和装备,还是直接从被你消灭的敌人的残骸和战争战利品中获取,你作为一个MechWarrior和雇佣兵装备指挥官,维护和操作你的BattleMech至关重要。" 雇佣兵人生 在战场之外,作为雇佣兵公司的领导者,你需要对运行一个战斗单位的所有关键要素加以管理。 你需要维护和购买'Mech与装备,从整个Inner Sphere雇佣和派遣MechWarrior加入你的战场,并处理你与Inner Sphere的Great Houses的关系,他们在彼此争夺你,好为他们的大战做出努力。 当然,每一份合同都伴随着谈判,每一次胜利都伴随着后果。 其他特色 Inner Sphere幅员辽阔,其复杂的世界生成系统也提供了巨大的多样性和可重玩性,《MechWarrior 5: Mercenaries》的体验无穷无尽。在战役之外,一个功能齐全的即时行动系统将允许你随时自定义和启动单个任务,不受战役限制。 战役和即时行动系统中都支持四人合作,你可以和好友一起体验《MechWarrior 5: Mercenaries》宇宙的完整广大范围。 模组可以进一步扩展你的游戏!释放社区的无限创造力,以惊人的方式改变和扩展游戏。完整的编辑器和界面支持游戏模组开箱即用,你的创造力将不受限制。
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2026-02-17 16:01:47 · 发布在 「MechWarrior 5: Mercenaries」
《机甲战士5:雇佣兵》必备模组列表
A compilation of mods that work together to make MW5 look, run & play slightly better, without any significant gameplay changes. Use this guide as a starting point for your own personal collection of mods, or use it as it is for a near vanilla experience. This list is obviously subjective and because of PGI, all mods are prone to breaking with any patch so if something isnt working (or gets fixed) leave a comment. Core Workshop Mods These are all available on the Steam Workshop. TechnicalRemove JumpShip Animation This mod does what it says on the tin, it removes the lengthy scene that plays of your Leopard attaching to a Jumpship so you only see the default loading scene where your Leopard flys through space, which can speed up the game if you have a fast PC, but its not updated so you will still see this scene during DLC events like the FedCom Wargame Campaign journey. XenoPax Art Optimizer 1.99a XenoPax Optimize 2.99a Two mods that tidy up the code of the game to theoretically have it run a little better. AudioKh0rnes Sound Mod The definitive mod for improving audio across the entire game without taking things too far. There are other versions of this mod, this one is my personal preference. MW2 Betty Ultimate Any excuse to remove the default voice lines in MW5 is a good thing, and what better way to do that than reintroducing something from a classic. GameplayStar Map Mouse Over This mod lets you see a tooltip when hovering over a system that shows what missions are there and who the involved factions are, the difficulty of the mission and the drop weight. QOL Upgrades 2 - Thermals and Headlights This is a very useful mod that primarily adds working thermal vision and external lights to your mechs, and has some useful options through Mod Options such as customising the salvage chances, but is a rip from YAML so dont use the two together as it says in its description. VisualNiagaraMG Replaces the MG bullet effect with a particular effect technique that is meant to be more light weight, and produces a distinct visual as it turns MG tracers into actual light effects. Core Nexus Mods For these mods you will need to download them from Nexus Mods and then you can either just manually install them or you can use their mod manager Vortex. A quick guide to using Vortex: After installing Vortex, you download the mods you want from Nexus Mods, then inside Vortex after setting up MW5 as a game it manages and that you have selected, in the "Mods" section you have a button to install mods from a file, you do that for each mod you download, then you click "Deploy Mods" and if there are no permissions issues it should show that its doing something and return back to normal, now if you done it correctly when you load up MW5 you will see those mods and you will always have the convenience of Vortex to keep the mods up to date and quickly find their pages on Nexus Mods if you need to. If you cant get the mods to show up in MW5 using Vortex, use the manual installation method, unzip the mods and drop the contained folder into " MechWarrior 5 Mercenaries MW5Mercs Mods". TechnicalMW5 Mod Compatibility Pack[www.nexusmods.com] "Community driven package that enables increased compatibility between mods". Some mods benefit from this to play nice together, not the ones currently recommended here though. In The Pit[www.nexusmods.com] This mod fixes some camera positioning issues as well as some bugs in the game, along with some support for some displays, check the Nexus page for details if thats you. Mod Options[www.nexusmods.com] "A mod that allows configuring options for my other mods, because MW5 modding." MultiplayerCo-op Rewards[www.nexusmods.com] "Gives rewards to clients in co-op." GameplayEnhanced Cooldown Pips[www.nexusmods.com] This mod allows you to customise the cooldown pips for weapons around your reticle if you have them enabled. It works on a scale like the heat bar, so my advice is to set your optimal and minimum ranges to neutral colours like white and/or black, so that theres a clear distinction between being in range and not, but otherwise very useful and a feature of older MW games. TTRulez_AIMod2[www.nexusmods.com] This improves the AI, even though it might not address your personal gripes with specific aspects of the AI in MW5, and if you get the version that comes with Lancemates_Orderz, that doesnt seem to work all the time, so IMO this mod is a little hit and miss but theres no currently working alternative. VisualImproved Laser Beams[www.nexusmods.com] This makes lasers brighter and more solid, which is useful in snow maps and otherwise is a visual preference. Improved Mech Shader[www.nexusmods.com] "Tweaks the material of all the mech paint to less uniform more dirty and the metal darker like in MWO. Also does small changes to the weapons material. (You will need Ultra Visual and Weather and Source HD Textures to get the best effect)" I personally recommend the "Dull" file pack. Source HD Textures[www.nexusmods.com] This is a collection of HD Texture packs for different aspects of the game. The files we are interested in are: Cockpit HD MechNormal_HD (or) MechWear_HD (but not both, I prefer Wear) MechNormal_HD_DLC (or) MechWear_HD_DLC (but not both, I prefer Wear) Ultra Visual and Weather[www.nexusmods.com] "Improvements to the lighting and various visual elements (Volumetric fog, AO, shadow, and post processing, skybox...)" Other Mods These mods dont currently work. VisualPrecision Sights[www.nexusmods.com] This replaces the sight/reticle with one that obscures your target less, if you find the default one is too obtrusive. This mod is broken, it crashes your game if you change to an AI mech. Remove Green Pickup Zone Ring Doesnt hurt your game but doesnt currently do anything. GameplayBetter Spawns 2 Classic[www.nexusmods.com] Better Spawns updated implementation[www.nexusmods.com] Better Spawns 3[www.nexusmods.com] Fixes enemies and vehicles spawning out of thin air, but unfortunately none of them work well currently. If these did actually work, you would only use one of them, they all aim to do the same thing but seem effectively abandoned unfortunately. DIY Mods Sometimes theres no decent mod that does what you need, maybe specifically because its so easy to do that everyone else does it themselves. No Intro Quick StartRemoving the opening videos when starting the game: 1. Navigate to the games install folder. 2. Navigate to " MechWarrior 5 Mercenaries MW5Mercs Content Movies". 3. Make a new folder and call it something easy to understand and notice like "DISABLED". 4. Move all of the "legalsplash...", and "piranha-logo..." files from Movies to your new folder, 4 files in all currently. You can also remove any other videos you like, and if you change your mind or move the wrong file you can just return the files to where they originally where, which is why were not deleting them entirely. Keep in mind that editing these kinds of files like this is something that can be easily undone unintentionally by Steam through regular patching or definitely if you ever verify the game through Steam.
视力下降
2026-02-17 22:00:11 · 发布在 「MechWarrior 5: Mercenaries」
如何让你的AI飞行员为你效力而非与你作对
This guide will hopefully show you how to get the most out of your AI pilots, i.e. the Three Stooges. It's not the last word in AI mech design, as I am sure there are more advanced strategies that could be employed, but this should help you get the most bang for your buck, with the least hassle. Authors Note: This guide is old, and was written before some of the DLCs. That said, its knowledge pulled out of the forums from players with tons of experience as well as people digging into the code to create mods. It's still largely valid, but there may be points here and there that have been superseded by the most recent DLCs. Also, it's my views on how to get the most out of the game and your pilots without obsessing over every detail. Your own opinions or experiences may differ, but a lot of people have been helped by the tips here. Enjoy. K.I.S.S. K.I.S.S. Keep It Simple, Stupid. This has to be your mantra when choosing and outfitting mechs for your AI pilots to use. Why? Because the term "Artificial Intelligence" is used very loosely here. They're dumb as a sack of hammers. If you've played for any time at all, or noticed the innumerable threads in discussion about it, you realize that. It's why you're here, reading this. The "Intelligence" has been programmed with a few basic rules that include getting into optimal range for EVERY weapon you give them, running through their assigned weapon groups in order, and not overheating. They can't simply be given any mech that YOU would pilot, and expect to be able to use it. You have to tailor their load outs around these constraints. Please note at this point: This is NOT a definitive, last-word guide on how to perfect the AI in this game. Nor is it about AI mods, such as TT_Rulez AI mod (although it will probably still apply, because those mods usually just add more behavioral rules; the basics still apply). That said, the second disclaimer: you WILL have to babysit your AI lance mates all the time, regardless. Go here. Follow me. Shoot that. Stay there. That's not going to change. This guide is to help you make good mechs for them to pilot, do acceptable damage, and come back with all their parts. Remember...YOU are playing this game, not the AI. It's not designed for you to sit back and watch them win for you. Weapon Selection So, let's be blunt. Some of the most interesting, fun, and potent weapons in this game, i.e. LRM's, are also the hardest to use consistently and effectively. Between waiting for Target Lock, losing that Lock when the target steps behind a bush or rock, maps that often don't give you good opportunites for long-range fire, and the inability to use those high-tonnage weapons at all in brawling range, they're tough to get the absolute most out of. So, how do you think three braindead morons are going to fare with them? I'll give you a hint. Not well. First rule: Forget about LRM's on your AI-piloted mechs. Can it be done? Sure. If you go out of your way to specifically build a late-game lance with dedicated LRM boats and other mechs with TAG and such, it can be made functional. What a pain in the ASS, that only works on half or less of the maps. Remember the first rule, which is forget about LRM's. Second rule: Pretend Small Lasers and Machine Guns don't exist. Remember when I said the AI is programmed to get in optimal range for EVERY weapon it carries? Guess what giving them a Small Laser or Machine Gun basically is? It's an order to fix bayonets and charge! Don't fire until you see the whites of their eyes! This is NOT ideal. Don't do it. Third rule: Limited weapons in limited groups. K.I.S.S. The AI will do MUCH better with hard-hitting larger weapons backed up by banks of Medium Lasers than it will with a bunch of random nonsense from all over the weapons list. Ideally, you will have one or two "big gunz," such as A/Cs, Heavy Rifles, PPC's, Large Pulse Lasers, etc., and then a bunch of Medium Lasers, and POSSIBLY, if you still have tons left over, an SRM. It's often worth leaving the SRM's off, though, for a few reasons. --Short Range --High Heat --Extra Weapons Group --Ammo (more on this on later) Put the "big gunz" in the first and/or second Group, the ML's into groups 3 (and 4, split up, if you have a bunch of them). Remember, the AI looks at the total heat output of a Group to decide if it can fire it or not, so lumping all of your Medium Lasers into a single group can be a bad idea. Chain Fire won't help you here, the AI doesn't care. just the total heat output of the Group. This should cause the AI to cycle through the "big gunz," and while they are recharging/reloading, start firing the lasers. This is where big, hard-hitting, slow weapons really shine, The Heavy Rifle is a favorite weapon of mine to put on Medium and Heavy mechs for the AI. It hits like a ton of bricks, and is slow enough that they'll cycle through all the other weapons too while it reloads. If you give your AI mechs A/C2 BF's, expect them to always be shooting those fast-firing weapons. You might as well skip other weapons. That's not 100% true, but it's close enough. Heavy/Medium Rifles, PPC's, Large Lasers, and regular A/Cs (not Burst Fire) seem to work the best, especially if you can back them up with fast-firing Short Burst Medium Lasers in the later weapons Groups. You'll actually see the AI using it's weapons! What a novel concept! Speaking of which, Fourth rule: Plenty of heat sinks. The AI won't shoot something if it's going to overheat. It's often worth limiting the weapon selection to add extra heat sinks to their mech, because adding extra weapons doesn't help if they're never going to shoot them. This is especially true on all-energy chassis and chassis with nothing but energy and missiles. Skip a weapon or two (especially missiles) to make them run cooler. They'll perform better overall. Remember, the AI doesn't aim at specific locations, and it doesn't Alpha Strike. It cycles through the groups (so it WILL Alpha Strike if you put all the weapons in ONE group AND have enough heat dissipation for it to shoot it, but that's not going to happen on anything over 50 tons), and spreads the damage out all over the enemy. Make sure it can shoot constantly by giving it lots of heat shedding ability. Those are the big ones, as far as rules go. Let's recap: 1. Forget about LRM's. 2. Forget about Small Lasers and Machine Guns. 3. Limited weapons in limited groups. Preferably a couple big, hard-hitting guns. 4. Make it run cool. Onto mech chassis selection and thoughts. Mech Chassis So, what makes a good AI mech chassis? A few things, really. I'll spell them out, and detail them after: 1. Proper hard point types. 2. Proper hard point locations. 3. Proper ammo storage locations. 4. Bonuses such as Engine Heat Sink and ECM slots. So, in more detail: 1. Hard Point types. Very simple. If you want to use a big AC or Rifle, or a PPC or Large Laser, well, you have to have a place to slot it on the mech. If all your mech has is places for missile and Medium Lasers (like an Archer), it's probably not a good AI mech. Kind of a "duh" moment, but one that needs to be said out loud. 2. Hard Point locations. This is important. Unlike the player (I LOVE arm-mounted weapons), the AI doesn't take good advantage of being able to torso-twist on the run, look almost behind you, fire off some arm-mounted weapons, shoot almost straight up at annoying VTOL's, etc. Putting weapons in the arms of AI mechs, while often NECESSARY (due to limited chassis selection), is not IDEAL. It's fine to throw the Medium Lasers out in the arms, for example, but expect to lose them from time to time. Putting the "big gunz" in the arms is asking for trouble. It's not the end of the world, but expect to come home missing those weapons sometimes. A good chassis has all of the heavy-hitters in the torsos, and the peripheral weapons, i.e. the Medium Lasers, in the arms. A GREAT chassis has everything in the torsos. An acceptable chassis has a mix...maybe one big gun in an arm, the other in the torso (there are a lot of mechs that fit this description). Empty arms means fewer weapons lost, more damage done, and cheaper repairs at the end (arms are cheap and fast to fix). Side note: If you're running some complete overhaul mod that lets you put anything anywhere (boring, in my opinion), this section becomes stupidly easy. Put on the right weapons in the torsos, and boom, done. 3. Ammo storage. Remember last section when I said i'd touch on this? Here it is. I have a hard and fast rule about my AI-run mechs. No more than 5 tons of ammo, ever. 4 tons in the legs, and, IF you need another ton, put it in the head (if the head gets blown off, having ammo there hardly matters. I've never seen it happen). Putting ammo in the torsos is a recipe for disaster. If you have so many ammo-hungry weapons you need more than 5 tons, or you can't put it in the legs (because they're filled with stupid Jump Jet slots), pick a different chassis. Use that one yourself...hopefully you're smart enough to know when you've taken too much damage to an ammo-storage location and compensate for that. The AI isn't. A note on Jump Jets: they're worthless wasted tonnage for the AI. It doesn't help them, because they're too stupid to use them. Maybe if you are running a bunch of AI mods it might be worth it, but those same mods also have to modify the enemy AI so that they aren't just programmed to hit at certain intervals regardless of where their target is. 4. Bonus slots. It's cool, but not a requirement, to have bonus slots on a mech chassis. Never underestimate a Guardian ECM suite, and AMS system, or even just "free" critical space slots for Engine Heatsinks, that you can fill up with heat sinks that will last forever (barring the mech getting cored or something). ECM and AMS systems are big umbrellas that limit the amount of damage your mechs take. If you can find them, use them. Skip Beagle Active Probes, though. Wasted tons on an AI mech. Closing thoughts and examples. So, there you have the "wisdom" (a term lightly used) of my few hundred hours of playing this game, and also what I've gleaned from other people on the discussion boards and such. Will this make your AI team an unstoppable force to be feared and respected throughout the Inner Sphere? No. Laughable as a very concept. But it's really helped mine to go from a bunch of losers who spent their time looking down the barrels of their own guns and watching me do 2 times the damage of all three of them put together to a semi-useful group who, in the after action report, usually each do at least half of my own damage. A definite improvement. They also come back with most of their parts still attached, since they aren't using a bunch of arm-mounted weapons and are actually killing the enemy BEFORE they take a ton of damage. I'm not sure I could ever really expect more out of the basic AI for this game. I'm sure there will be differing opinions from people who consider themselves "experts" at this game, but, frankly, it's a game. I want to have my teammates be competent without having to have a PhD in their AI coding or how to build the exact right mech for each member. I have better things to do with my time, like actually play. So, use this information as you see fit. If you follow it, you'll likely see a marked increase in the usefulness of your Stooges, both in damage output and survival. If you want to delve deeper, experiment with other things, get down right into the nuts and bolts, DO IT. It's your game, have fun with it. Enjoy. Now, as a final bit, one last rule and a couple examples. Last Rule: MAXIMUM ARMOR. This should go without saying, but for any mech you use (either for the AI or yourself), it's really helpful to do a few steps in the Mechlab: 1. Strip Mech. 2. Maximum Armor. 3. Balance the armor. If you're really close to a half-ton break, drop a few points here and there to get to exactly XX.5 tons. If you're up around XX.8 or XX.9 or whatever, probably don't worry about it. Remember that it's better to have the extra armor than tack on one more weapon that the AI probably isn't going to use anyway. As far as torso armor, I usually do a 75/25 split between front and back, or somewhere close. 80/20 is ok too. Remember, they're stupid, and the enemy WILL get behind them, usually with something hideous like a Javelin with a pair of SRM-6's. Have some armor on their asses. So, what are some of my favorite AI-piloted mech chassis? For Light mechs, the aforementioned Javelin is a good one, although the one with 4 Medium Lasers has more amour, heat dissipation, and staying power. The Wolfhound can also be a real winner...max armor, all lasers, decent speed. Even with the Large Laser in the arm. On the other hand, I've had bad luck with things like Jenners. They usually come home missing at least one arm, and thus half their weapons. Panthers are hit or miss...they're slow with a big gun, so the other lance mates usually outpace them and draw away the enemy attention, meaning they usually come home with all their parts, but also don't end up doing as much damage as everyone else. On the Medium side, well, most of them have the problem of having the biggest boom stick arm-mounted, and usually being a bit slow on top of that. Or they are absolute missile boats, i.e. the Kintaro, Trebuchet, and Dervish. Lackluster at best. Oddly, the much-maligned Shadow Hawk can prove to be a winner, if you get the Variant that has extra hard points. It can field a decent torso-mounted AC or Rifle, a pair of Medium Lasers in the arms, and tack on an SRM rack in the torso. Or skip the SRM's and put a Heavy Rifle on it. Big badda-boom. Compare that to, say, a Wolverine, which has basically the same weapons, but the big gun is in the arm. I prefer that as a player, but not for an AI mech. With the Lights and the Mediums, you tend to be making the best of a bad situation. Most of the chassis just don't pan out well for the rules I've laid out. Some do, or specific variants will, but if you don't have access to those (and you might not in the early parts of a game), just do the best you can do with what you have. The Heavy mechs are where this really starts to come into play. If you read my other guide, you might remember I hate 60-ton 80KPH mechs, for myself to pilot. I'm here to tell you, one of the very best AI mechs I have found is exactly in this category. The Champion. Ugly as sin. Like a wingless airplane with legs and winches for hands. Terrible weapon placement for my preferences as a player. But...damn. For the AI? Each of the variants (1N, 2N, 1N2) can mount a Heavy Rifle (up to 23 damage at range and speed each shot), 4 tons of ammo for it in the legs, and 4 Medium Lasers, all in the torsos. Plus, the 2N and 1N2 save a ton or two of armor by using Ferro-Fibrous, so have an extra Heat Sink or two. Max armor, and they can keep up with everything I'm piloting. These things were ALWAYS putting out at least half my damage each, every mission, and never coming back worse off than missing an empty arm. They were by bread-and-butter AI mechs for many, many hours of my playthroughs. I had trouble giving them up even when tonnage creep started and I was getting bigger mechs. I'd find myself picking the mech I wanted to pilot, then slotting in three Champions, and going in 50+ tons light sometimes, just because I knew we could get the job done. As opposed to bringing a Dragon, Rifleman, or Victor or something and losing valuable weapons and firepower halfway through a mission. The Champion is the "Prototype Example" of the AI mech strategy I laid out in this guide. Sort of the gold standard I judge other AI mechs by. Fortunately a lot of the Heavy and Assault mechs follow a similar pattern, with big A/C's and such in the torsos. Some do not. I'm looking at YOU, Warhammer, Marauder, King Crab, etc. Those are mechs I can pilot competently, but I keep them out of the hands of idiots. Anyway, I hope this helps someone, somewhere have a better experience with this game, and more fun playing it as opposed to screaming at their monitor about how stupid and useless the AI is. Happy hunting.

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