
本指南将“另一种改良武器”(YARW)及其所有其他可下载的YARW系列模组视为一个整体模组进行介绍。尽管如此,指南中仍包含一些有用的通用信息,即使不使用YARW的玩家也可能从中受益。 本指南旨在帮助用户更好地理解“另一种改良武器”(YARW)的以下几个方面: - 从技术角度介绍该模组的工作原理及其与游戏的交互方式。 - 介绍模组所做的总体和具体改动。这些改动并非都严格用于重新平衡,但通常围绕此目的展开。 - 提供有效使用YARW中武器的技巧。 - 请注意,本指南仍处于“开发中”(WIP)状态。部分章节尚未完成或尚未开始编写。始终欢迎反馈! 技术方面

YARW in this guide will mean Yet Another Revamped Weapon + Yet Another Revamped Weapon Clan + YARW_Essentials since they're intended to all be used together as one mod anyways. Mod terms: YAML = Yet Another Mechlab YASV = Yet Another Special Variant YAW = Yet Another Weapon YAWC = Yet Another Weapon Clan Stat/general terms: TT = TableTop AA= Anti-Air DPM = Damage per minute (Represents Mechwarrior better than DPS) Boat/Boated = Equipping a lot of X weapon to be used together Class = weapon size/weight variation of a weapon family. Example: Large, Medium and Small Lasers are all different Classes. Another example is AC/2, AC/5, AC/10 and AC/20. - This mod is built from the source files of YAW, and YAWC. Therefore, any mod requiring those two mods will be 100% compatible with YARW instead. In fact specific patches were made in YAML so that this mod functions and is essentially identified as YAW + YAWC for YAML + other mods. However, YARW must NOT be used with YAW + YAWC since it acts as a replacement to those mods. Additionally, the load order for YARW is the same as YAW + YAWC and should NEVER be changed! Actually, DO NOT CHANGE THE LOAD ORDER FOR ANY OF THE "YET ANOTHER: SERIES OF MODS! - YARW's troubleshooting guide on nexus goes much more in depth with mod compatibility and technical aspects. Link: https://www.nexusmods.com/mechwarrior5mercenaries/articles/126 - Additionally, if you notice that this mod is "in conflict" with another mod, it's most likely intended/perfectly fine. The exceptions would be anything that overwrites most of the vanilla game's weapons, or this file "/Game/UI/Mech/HUD_Weapon.uasset" as it's crucial for weapons with alternative firing modes to function correctly (Unless stated otherwise). - Since YARW is built from YAW + YAWC source files, this means this mod includes all of the content and weapons featured in YAW + YAWC. All of the changes made in YARW will also retroactively apply if these mods are swapped mid play-through since they use the same asset names. - Additionally, YARW basically has built-in patches for other mods. Most notably YASV, in which YARW not only includes and re-balances all of that mod's weapons, but also patches some of its Mechs due to asset differences between these two mods. YARW derives its weapon weights and sizes from lore, so some weapons featured in YASV are not the same size and weight as YARW. I highly recommend using YASV with YARW as they compliment each other well and more Mech variety never hurts. Well, except for loading times which is an issue worth talking about. FAQ Frequently Asked Questions Q: What does YARW do that YAW and/or other weapon mods dependent on YAW don't?. A: A whole lot. - Re-Balance: Firstly, YARW heavily re-balances every weapon with new standards with the goal of making EVERY weapon viable. Ultimately, this means every weapon available through YARW are at the very least good, which is a drastic change in comparison to the Vanilla style balance of MW5/YAW. This re-balance includes all vanilla weapons, weapons seen in YAW/YAWC and newly added weapons in YARW. - Weapon Expansion: YARW includes everything in YAW, almost every missing lore friendly weapon, apocryphal content (Not canon but featured in another BattleTech product such as MW4-Mercs HV-AC/20) and also some non-lore friendly weapons (All content that spiritually still fits within the BattleTech universe). Any non-lore based weapon can be disabled anytime though YARW's Mod Options tab. - Gameplay Mechanics & Weapon Variety: One of the main aspects of YARW is new and/or improved weapon game play mechanics not seen or as commonly used in other mods. It's one thing to add weapons, its another to make ALL weapons effective but also stand-out in comparison to all the options. A massive part of this is unique weapon mechanics that typically come in two flavors which aren't mutually exclusive. 1. Derived or inspired from lore/TT adjacent values such as additional ammo types from lore. Example: Standard Autocannons have 4 new canon ammo types (Incendiary, FLAK, Armor-Piercing & Precision) that can be swapped through at a button pr 2. Special firing behaviors such as Magazines that require a reload after the mag empties. Example: Most "Single-Shot Autocannons" will have a reload on empty or upon ammo swap magazine mechanic. When the ammo in the mag reaches 0, the reload time will be significantly longer than the cooldown time. - More Game Customization: All the sliders in YAW are included in YARW along with some new ones such as cooldown sliders for weapons. While keeping the default options or nerfing the weapon stats is recommended, YARW does allow for "cheat-level" changes to weapons. Q: My game is telling me that my modlist is broken. How do I fix this? A: Follow the YARW troubleshooting guide, you did not read through and follow the mod requirements. https://www.nexusmods.com/mechwarrior5mercenaries/articles/114 Q: A mod says it requires YAW/YAWC/YAOW, do I install them with YARW or can I not use those mods? A: DO NOT INSTALL YARW WITH YAW/YAWC/YAOW or just about any other weapon mod. YARW is a derivative of YAW, and therefore is essentially 100% compatible with any non-weapon mod that requires YAW or YAW-derived mods. Basically, such mods will recognize YARW to = YAW. Q: Whats the big deal in using other weapon mods with YARW? A: Short answer: Compatibility issues. Long-answer: Other weapons from separate mods are likely or guaranteed to cause issues to varying degrees, which range from the game crashing to just the game slowing down. YAWE is the only other weapon mod that is technically compatible with YARW, and even then its not recommended as it is not balanced in line with YARW by any metric. Q: Is YARW Lore-friendly? A: Depends on your perspective. In comparison to vanilla MW5? Yes, its arguable much more "lore-friendly" due to adding lots of mechanics and features taken or inspired by BattleTech lore/TT rules. That said, while TT is heavily used as a foundation, most weapons used different formulas / patterns / standards for weapons stats that are derived from TT values. They are just made more consistent or adjusted for better game-play. Example: Standard Large Lasers in YARW have TT accurate damage, but their heat is calculated based on a YARW standard that all large lasers deal 2.25* more heat than their Medium-Laser counterpart. Q: If I swap out YAW + other mods dependent on YAW, can I install YARW? A: Yes, and YARW can swap out YAW + other mods dependent of YAW mid-play through. Do note that swapping YARW out for YAW mid-play-though will likely cause lots of items to become invalidated due to YARW simply adding more assets. Q: Do AI use special ammo types? A: Yes, though their behavior to use such ammo types varies greatly per weapon and the requirements also vary. Q: Do AI Lance-mates need special ammo types equipped to use the alt-fire modes? A: Yes. Only non-lance mate AI can use alt-fire modes with just standard ammo under the default settings. However, if the simple ammo option is enabled, this'll apply the same ammo requirement rules to lance-mates as what is applied to the player. Q: Help! I'm constantly overheating due to enemies firing heat damage ammo types!? A: There are settings to adjust the heat damage in game and now a setting to disable such ammo types from being used by AI. That said, if this happens frequently, its a likely a skill issue. Try to build mechs while considering that heat-damage hostiles are more common or adjust your play-style to be more cautious. That said, heat damage is substantially less powerful and no longer broken OP like it is in YAW. Therefore, heat damage being more common is much less of an issue than you'd think. Example: Mag-pulse weaponry in YARW is still no slouch to come up against, but its no longer an instant win button for whichever side is using the said weaponry like in YAW. Q: Enemies are now too difficult because the weapons are better. A: While not directly intended, re-balancing all weapons will cause certain enemies/enemy types to be more of a threat. Though the inverse is also true for weapons that were toned down in some ways. If you find this to be the case, then try and take advantage of the improvements with said weaponry for your whole lance. I also would recommend using LRM or LRM-style weapons due to their ability to indirect fire, which can help minimize risk to your mech. The base Black-jack variant (BJ-1) is a good example as AC/2s are worthless in vanilla MW5. YARW gives AI special firing behavior with AC/2s to maximize their potential. Q: "X" weapon sucks and/or isn't fun. Please fix. A: This is why YARW offers an immense amount of weapon variety. Everyone will have their preferences on what suits them best, and what works for one individual may not for another. Basically, play around with everything to get a feel for it all, then pick and choose what you like to use. Q: "X" weapon is totally OP because i looked at its potential weapon stats. A: Q: Where do I find the options to adjust YARW to my liking? A: It can be found by pressing ESC, click on settings, then click on Mod-Options to the far right, and finally scroll down to the tab/row that is named Yet Another Revamped Weapon. Click on that and you'll find all the options to adjust from here Q: I found a bug. What to do now? A: Do note that WAY too much time has been spent trying to replicate issues that do not exist if YARW's requirements are met. If you think u find a bug, please make sure that all the requirements for YARW are met, and that there are no other issues affecting the game. Once that is verified, replicate the issue and write a bug report on YARW's Nexus page. Be as detailed as possible. It's much easier to go through on Nexus vs a comment on Steam. https://www.nexusmods.com/mechwarrior5mercenaries/mods/931?tab=bugs Stats and Mechanics: General Information General YARW Changes. Please note that many of the general changes are based around using the default settings MASC and Superchargers only buff speed by 33.333% as opposed to the ridiculous 50%. This is not only much more accurate to tabletop, but much better for game balance with YAML as any mech can slap on either a MASC or Supercharger. To compensate for this nerf, MASCs and Superchargers have better drain rate, gain rate, acceleration and turning bonuses. With better Drain and gain rates both equipment can be activated for longer and cooldown faster. Most weapon heat generation has been reduced by 20% compared to the tabletop heat values. With some exceptions, only Tier-5 weapons will have additional heat reduction bonuses. (Usually ranging from 10% - 12.5%) Tier-5 basic Inner Sphere tech (Example: Large Lasers but not ER large Lasers) have additional bonuses such as "+33.33% Range" vs "+25% Range". The goal of this addition is to make IS basic tech more useful when IS advanced/Clan tech is available. Weapon tiers are more balanced and consistent with a focus to make less of a power difference between tiers. That being said, Tier-5 weapons are still considerably more effective overall than Tier-4 weapons, but the damage difference is much less than vanilla. Most vanilla Tier-5 weapons had about 30-40% more damage and a 15% faster fire rate than Tier-1. YARW's Tier-5 weapons usually have 20-25% more damage and rate of fire vs Tier-1. Clan weapons as a general rule have around 10-20% less DPM compared to the IS counterparts. All velocity-based weapons have higher velocities. Vanilla weapons that had low velocities such as AC/20 or LRMs benefit from these changes the most. Generally, ammo bins have better "tabletop parity". Most ammo bins in MW5mercs have the tabletop ammo values multiplied by 4. Gauss rifles now carry an efficient 32 rounds per ton of ammo (the tabletop value 8 x 4) vs 26. This is also why machine gun ammo is 8000 rounds per ton of ammo. General Weapon knowledge. Autocannon Tracers: Red = Standard IS ammo. Green = Clan Standard ammo. Pink = Incendiary ammo. Yellow = FLAK/AOE damage ammo. I apologize to anyone with color blindness, there isn't much I can implement to help identify these tracers otherwise. AI with YARW: Weapons with alternative firing modes can be fully utilized by the AI. Certain ammo types for missiles and autocannons are also prioritized over others. Non-mech vehicles may have special behaviors for ammo swapping, and may alternate ammo types frequently. For Stronghold Defense missions from the "Coyote's Missions mod", I HIGHLY recommend building AC/2 turrets to at least level-2 and Large Laser turrets to level-3. Why you may ask? Well the AC/2 turrets will alternate to incendiary ammo and at level-2 they can fire 4 of these rounds at a time. This allows them to be extremely effective in shutting down mechs, particularity when multiple AC/2 turrets are targeting the same mech. Large Laser turrets at level-3 will have 2 AC/10-BF which means they have FLAK ammo. Not only will they have a better chance to hit targets due to the proximity detonation of such rounds, but they will also perform well as "the AA turret we have at home". AA turrets are usually limited and not as versatile since they aren't for general use. AI will switch to Short-Burst mode for applicable lasers. Usually when at 1/3 the Laser's optimal range. AI can take full advantage of LRMs indirect/high flight path arc capabilities. I've run missions where friendly AI were more than 1500m away from me and since they had Extended LRMs, they were still hitting anything I tagged near my mech. There was no LOS of my friendlies btw. Weapon Skill Level Rating With every listed type of weapon, there is an included 1-4 "SLR" or "Skill-Level Rating", which basically just means how difficult a weapon type is to use effectively. Obviously not everyone will agree exactly for each placement, but this is not a tier list or anything of that sort. Its to help better understand a weapon's potential if a user finds a weapon to be under-performing. Doesn't even mean you're playing badly or a weapon is actually bad if it doesn't seem to be very good, but more likely that the weapon might require a niche style of play or build to get the most out of it. For example, Burst-Fire Standard Autocannons are in theory better than their Single-Shot counterparts due to 20% more potential damage each time they are fired. However, the burst duration adds varying degrees of difficulty to actually placing that damage onto target effectively, and therefore are given a higher SLR than single-shot Autocannons. 1-4 skill level (SLR) rating: 1 = Easy: Very intuitive on how to use. 2 = Slightly more difficult: Often is more complicated due to an alternative fire-mode. 3 = Moderately Difficult: Has more complex mechanics or fires in an extended fashion and proper usage may not be so obvious. 4 = Hard to use: These weapons tend to have very high potential but require a certain finesse to be used optimally. Due to the limitations steam has put in place for this guide, weapons will sometimes require a "Part 2" for going over their Stats and Mechanics. Stats and Mechanics: Autocannons-Part 1

General Autocannon stats, changes and notes: Projectile velocity significantly increased. Example: Standard AC/20 velocity = 1350m/s vs 400. At max range, damage drops off to varying amounts, based on the class of Autocannon. Any AC that fires in Bursts will have way better accuracy vs vanilla. They have way less to no spread, though this varies on AC type and Class. Secondly, burst duration's are shorter, making them practically more accurate as less time is needed to aim at the target. They're still more difficulty to use consistently compared to any single shot AC. ALL standard type ACs have a secondary firing mode that allows them to use FLAK or Incendiary rounds. The normal or single shot ACs use INC rounds while Burst-Fire ACs use FLAK rounds. Rapid-Fire ACs also use INC rounds for their alternative ammo, but they use a separate universal ammo type that's shared with all classes of AC-RFs. Incendiary or INC rounds deal half the damage but make up for that damage loss in an equal amount of heat-damage/heat buildup. Can also be used to disable Tanks. FLAK rounds also deal half the damage but make up for this with a small AOE blast and proximity charge. They deal massive damage to VTOLs and can disable Tanks. AC/2 class ACs have a much higher rate of fire. Example: Standard AC/2 fires 90 rounds per minute vs the vanilla 66.667 RPM. This + the general improvements to ACs means AC/2s wont suck. AI will now take full advantage of the high fire-rate Autocannons now with the 2.9.2 update! AI with weapons like Rapid-Fire ACs or UAC/2s are pretty dangerous now and should be considered for lance-mate mech builds and some to be cautious towards from hostiles. Non-Mech hostile AI prefer alternative ammo types for their ACs which means they'll use Incendiary ammo. The exception is if they have Burst-Fire ACs equipped as the alternative ammo type is FLAK rounds, but generally non-mech hostiles don't use Burst-Fire ACs. Mech AI whether Friend of Foe, still prefer alternative ammos, but they can only do so if the ammo is equipped to their mech. There are exceptions such as AI preferring normal ammo for single shot AC/20s. Standard (SLR-1): Baseline for all other Autocannons and their stats. Has Incendiary, FLAK and Armor-Piercing ammo types. Simple single shot weapons without any complicated firing patterns or mechanics. Better against light or mobile mechs than most other types of Autocannons with standard ammo. Burst Fire (SLR-2): +20% more damage potential per use. Accuracy suffers just from being burst fire. +11.11% more heat than single-shot ACs. Has Incendiary, FLAK and Armor-Piercing ammo types. While more difficult to use with the same effectiveness vs single-shot ACs, Burst-Fire ACs are optimal against vehicles and slower mechs with large hit boxes. Rapid-Fire (SLR-3): Universal ammo type among all the RF-ACs but less damage potential per ton of ammo vs other ACs. Each higher class fires twice the amount of rounds per burst as the previous, starting at 1 for the AC/2-RF. Range = 630m for all AC-RFs, but spread increases by slightly with each higher class as well. Spread starts at 75 for AC/2-RF, ends at 125 for the RF-AC/20. Velocity is relatively low for a long-range weapon. Has Incendiary, FLAK and Armor-Piercing ammo types. On paper the RF-ACs seem overpowered, but their limited damage per shot/burst along with their spread, hinders them a lot more than it seems. Best to use them more like RACs that don't jam. Their average ammo damage per ton also makes these weapons heavier practically speaking, as more ammo is needed to keep them running. Unlike most other ACs, having a mixture of different RF-AC classes works quite well and as an example, use 2 AC/2-RF for long range and AA while a single AC/20-RF is used in conjunction for anything up close. Caseless (SLR-4): +100% ammo per ton. Ammo is more deadly if detonated and the crit chance is 66.667% higher. +50% longer cooldown but can interrupt this cooldown like UACs an unlimited amount of times. However, every additional bust has a chance to jam the weapon. Jams take a long time to clear. The punishing jam times forces users to correctly time when to use the weapon. Generally boils down to either over-committing the weapon in order to destroy an HVT, which is then followed by retreating for the weapon to un-jam. Other method of use is to "feather" the bursts and purposefully limit the weapon's damage output. Accuracy is another concern due to the prolonged burst duration adding a great deal of difficulty in landing effective hits. Ideal for 1 v 1 situations. Precision (SLR-1): +100% range, and +10% damage Locks-on like a Streak Missile with a high priority towards exposed internals. -40% ammo capacity. The turn radius is limited so firing directly towards the target is still necessary and max-range = optimal range. Can swap to standard AC rounds. Best used at their maximum effective range. Extremely effective against mass trash/low health units if the Lock-On time is low enough. Excellent against mobile mechs. LBX (SLR-1): Primary firing mode is Cluster rounds. Fires like a shotgun with +20% more damage in total on top of an additional small chance to deal a Through armor critical (Applies +1 structure damage regardless of armor level). Secondary firing mode is Slugs, which act like single shot standard Autocannons. + 33.333% more range, and less heat vs standard ACs. Regardless of mode. Arguably the best all around style of Autocannon due to their massive damage potential up close, along with good capabilities at range from Slugs. Cluster rounds are devastating vs lightly armored mechs and all types of VTOLs. Slugs allow for consistent pin-point damage against really anything. Besides some of the versatility being lost, LBX-ACs are on par or superior to Standard ACs in every way. Ultra (SLR-2): Can be fired 2 times within its cooldown but with a chance to jam on each double-tap. +20%range for IS and +33.33% Clan. IS UACs fire one less round per burst than the Clan counterpart. Each Higher class Fires 1 more round per burst than the previous Class. IS UAC/2 Fires a single round for reference. While less consistent than most other ACs due to the potential of jamming, few weapons can out-match them in burst damage potential. Ideal when used for brief periods of time followed by a lull in combat, either by getting back into cover or due to all immediate hostiles being eliminated. UACs tend to be worse against mass swarms of canon-fodder/weak enemies vs standard ACs. Stats and Mechanics: Autocannons-Part 2

氏族+星际联盟旋转机炮(SLR-3): 极高的每分钟伤害,这得益于其高射速以及每吨位弹药+20%的潜在伤害,但单发伤害较低。长时间使用后会卡壳。 具有射速递增机制。初始射速为最大射速的一半。 星际联盟旋转自动炮(RAC)的射程比星际联盟标准自动炮(AC)短16.67%。氏族旋转自动炮的射程比星际联盟旋转自动炮远60%。 对于RAC/2,至少安装3门;对于RAC/5,至少安装2门。最佳使用方式是集中安装,并作为机甲唯一的主武器。由于旋转自动炮的实际精度往往会影响伤害效率,因此对付机动型机甲时效果欠佳。集中安装的RAC/2或RAC/5因其对载具的伤害加成,是对抗垂直起降飞行器(VTOL)集群时最好的防空武器之一。 RISC旋转机炮(SLR-4): 由于高射速而拥有极高的每分钟伤害。RISC RAC使用无壳弹药,以抵消其增加的吨位。散布范围更大。 以相当于等级伤害的方式进行连发射击。在有卡壳风险前最多可射击6次。 使用方式与RAC大致相同,但其高散布和长连射持续时间使其在远距离对抗小型目标时不太有用。与大多数专注于持续伤害的武器不同,RISC RAC还具有较高的爆发伤害潜力,使其能够极快地摧毁大多数目标。 轻型(SLR-1): 与标准AC的区别在于:射程减少16.667%,弹速降低11.11%,冷却时间延长11.11%,热量增加35%。 重量约为标准AC的三分之一,占用的暴击槽更少。 使用标准AC弹药。拥有燃烧弹、高射炮弹和穿甲弹等弹药类型。 使用方式与标准AC类似。由于每次射击产生的热量增加,应分配更多吨位用于冷却。最适合配备大量弹道武器挂载点的机甲使用。 海盗双AC/5(SLR-2): 最贴切的描述是将两门标准AC/5捆绑在一起。射速相同,重量为15吨,而两门单独的AC/5总重16吨。 每次射击产生的热量更高,以快速两发点射模式发射,而非单次一发。 拥有燃烧弹、高射炮弹和穿甲弹三种弹药类型。 与大多数海盗武器不同,双AC/5实际上是一种更高效的两门AC/5组合方式,几乎没有缺点。 海盗短管LBX(SLR-1): 一款无法切换弹药、没有增强射程优势且未降低单发热量的LBX AC。 重量明显轻于氏族的LBX AC。类似于轻型AC与LBX的结合体。其扩散范围比通常的LBX更大。射程与标准AC相同。 这是一把机甲尺寸的短管霰弹枪。非常适合近距离战斗。能极好地搭配大多数SRM。就是这么简单。 属性与机制:步枪

General Rifle stats, changes and notes: Standard Rifles are an amalgamation of their TableTop and MW5 vanilla stats. Range values are the same but the max range is 2x the optimal range. Fire rates dramatically increased but this is due to other downsides being added as well. Standard Rifles now have damage reduction vs mech armor. The burst variations do not have this downside but have less maximum damage per burst. Velocities significantly increased to 1560m/s for all non-Recoil-less Rifles. Ammo per ton from Rifles featured in MW5 is calculated by (288) / (the TableTop damage values +33.33%) Heavy Rifle (SLR-1): Cooldown improved to 6 from 10. Heat decreased to 6 from 10. Damage is still 18 or twice that of TableTop, but there is now a 40% mech armor damage reduction. Carries 24 rounds per ton of ammo. Heavy Rifles are potentially way more lethal due to the fire rate almost doubling, but their damage vs mech armor holds them back from being too effective vs mechs. Still extremely effective vs vehicles and any mechs with exposed components. For early game, they can be good replacements to AC/5s, but they will need more tonnage devoted to ammo + cooling. Medium Rifle (SLR-1): Cooldown improved to 3.6 from 8. Heat decreased to from 2.88 from 4.5. Damage is still 12 or twice that of TableTop, but there is now a 50% mech armor damage reduction. Carries 36 rounds per ton of ammo. Medium Rifles strike an odd middle ground where the mech armor damage is too low for optimal use against them, but it's also not worthless. Ideal for use as a Light mech / vehicle killer or weapon to finish off damaged mechs. Since they are only 5 tons, carrying one a a supplementary weapon isn't a bad idea. Light Rifle (SLR-2): Cooldown improved to 2 from 7. Heat decreased to from 1.25 from 2.2. Damage is still 6 or twice that of TableTop, but there is now a 60% mech armor damage reduction. Carries 72 rounds per ton of ammo. Light Rifles are nearly worthless against mech armor as the damage is too low for their rate of fire. Even though they weigh half that of AC/2s, their damage output vs mech armor is about 1/3 of one. However, they do work well as backup weapons for finishing off damaged mechs and destroying vehicles. Possibly their best use case is in light mechs for backstabbing and anti-vehicles purposes. Just be sure to bring some medium or small lasers on such builds. Burst Rifles (SLR-2): Cooldowns adjusted for the Heavy Rifle which fires 23.5% faster and the Light Rifle which fires 20% slower. Medium Rifle has the same cooldown. Damage drop-off at max range is only 50% vs 25% of normal Rifles. Damage is no longer reduced from mech armor but the damage per use is 33.33% lower. Burst Rifles are far more consistent in their potential damage but they are more difficult use as they're burst fire. Light Rifles get the most benefit compared to their non-burst counterpart. If the focus is on fighting mostly mechs vs vehicles, Burst-Rifles are likely the better option. However, they can be mixed and matched for a unique build and play-style. Burst-Fire for dropping armor and the single fire Rifles for finishing the job. Recoilless Rifles (SLR-1): Recoilless rifles were a new addition to 2.9 and only come as tier-1 weapons. Extremely lightweight and have unique ammo bins. They come in 0.25, 0.5 and 1 ton versions. In practice, they function closest to SRMs with more range,velocity and the damage concentrated into a single accurate projectile. They don't use a guidance system. Most of the specific changes seen within the Rifles seen in MW5 don't apply to RRs. Lower Class RRs have more range. Since they're based on the Battle Armor RRs, they have a late intro date but there is a Pirate version that can be used at the beginning of a play-through. The Pirate H-RR is heavier and based on Recoilless Rifle "field-guns". Should be used similar to SRMs, just mounted in a ballistic hardpoint. Some mechs can take great advantage of this and will effectively have "more "SRMs". Pirate: Bastard Rifle (SLR-4): Internal ammo bin: Has 9 bursts + (1 x Weapon tier). Deals AOE and Heat damage but has a -40% mech armor damage penalty. Extremely slow burst that fires 4 rounds with a 0.1667 second interval. Weighs 9 tons and takes 4 slots, but doesn't use any ammo bins. Has internal ammo instead. Highly specialized weapon, ideal for Dueling. The actual damage from the After Action report will be higher than what is listed due to the small AOE damage. Stats and Mechanics: Gauss

General Gauss-Weapon stats, changes and notes: Gauss weapons have seen little changes. Mostly just some of the general changes seen with other weapons. Velocity increased. For example: Standard GR went from 2000m/s to 2500m/s. Range matters now as while their max range is 3x the optimal, they also drop-off to only 20% the base damage at their max. Ammo increased to TableTop x4, as with most other ammo bins. So the Standard Gauss Rifle Holds 32 vs 26 rounds per ton of ammo. Besides AP-gauss/Magshot, all gauss weapons can deal Through armor critical hits (TACs) by default. IS Gauss Rifle (SLR-1): Baseline for all other Gauss Rifle/GR like weapons and their stats. Max range increased to 720m and velocity increased to 2500m/s from 2000m/s Ammo per ton increased to 32 from 26 rounds. Low DPM but high burst damage at long range. Gold standard for a sniping weapon. Always try to pair with an ER-PPC if possible as they compliment each others weaknesses. That being Gauss has minimal heat but is heavy, and ER-PPC has very high heat but weighs much less. Despite needing ammo, GRs have impressive longevity due to the much higher ammo efficiency vs other weapons. A single Double-bin (2 tons) of GR ammo provides 80 rounds and can often be enough ammo for 2 GRs in a single mission. Clan Gauss Rifle (SLR-1): Exactly the same as IS Gauss except it weighs 12 vs 15 tons, takes 1 less crit-slot and the cooldown is 11.11% longer. Any other changes are negligible and everything that applies to using the IS GR, also applies to the Clan GR. Silver-Bullet Gauss(SLR-1): LBX equivalent to the Gauss Rifle except that there is no mode switching. Uses IS GR ammo. Fires 15 projectiles at once in a cluster, like a shotgun. While each round only does 1.33 damage, this totals up to 33.33% more damage potential per use vs normal GRs. Chance to TAC for each round. Basically throws everything ideal about Gauss Rifles out the window with the focus on a low heat, CQB shotgun. Really ideal for when a build needs a heavy hitting main gun, but not at the expense of high heat output. Generally speaking, this weapon ends up being inferior to normal Gauss, but under niche conditions it can still excel. Heavy Gauss Rifle (SLR-2): Deals a whopping 25 damage per slug and carries 18 rounds per ton of ammo vs YAW's 16. Base range of 270m and max range of 1080m due to the highest max range multiplier of 4x. Lower velocity of 2200m/s and much higher gravity. Excessive size of 11 crit-slots and massive weight of 18 tons. Weapon explosions are much more of a concern. Same rate of fire as a normal GR. Due to the size and weight, only use HGRs in Assault mechs that can mount 2 of them. If you don't have a Fafnir (In the YAISM mod), an Annihilator is always a reliable option for this. Biggest benefit of the Dual-HGR is their potential to outright kill light and some medium mechs in a single trigger pull. If within close to medium range, only a very small selection of mechs can withstand 2 HGR slugs to the head. While more damage efficient per ton than other GRs, the limiting range will require a more aggressive/up close and personal play-style. Mounting an array of Medium lasers is often best for a secondary set of weapons to deal supplementary damage or to deal with canon-fodder. DO NOT SKIMP OUT ON REAR TORSO ARMOR! Imagine the HGR is just a 11-crit-slot stack of ammo in your mech's side torsos. Case-II can be used as well, but its best to maximize durability to where enemies can't punch through your armor to begin with. Improved Heavy Gauss (SLR-1): Deals a respectable 22 damage per slug and still uses normal HGR ammo. Optimal range is more than doubled to 570m and the 4x max range is kept. Velocity is improved to 2500m/s vs the HGR 2200m/s. Same size of 11 crit-slots but now weighs a ridiculous 20-tons. Weapon explosions are still very much of a concern. Same rate of fire as a normal GR. Unlike the normal HGR, the improved variation can be an effective sniping weapon. Otherwise, just about everything with the HGR applies to the I-HGR. ER-PPCs will also compliment I-HGRs much better but not as well as normal GRs. Main benefits over mounting several Clan Gauss Rifles is the higher rate of fire and better concentration of using just 2 slugs vs 3 when going for head-shots. Hyper Assault Gauss (SLR-2): Burst-Fire Gauss rifle with unmatched long range burst-damage. Fires in 5 damage slugs. Carries 96 rounds per ton but ammo consumption is based on the HAG class divided by 5. A HAG/20 will use 4 rounds per use as an example. Same velocity as GRs and even better range of 800m vs 720m. Higher heat output than other Gauss Weapons. Very long cooldown times, often longer than the Clan GR. While less effective in pin-point damage at range, the higher burst damage potential goes far beyond any other Gauss weapon. Heat is the only additional concern vs other Gauss weapons, but its still relatively low. Best when boated with other HAGs vs pairing with ER-PPCs due to the drastically different firing styles. Magshot (SLR-1): MG scaled Gauss weapon. Weighs only 0.5 tons but still takes 2 crit-slots and explodes if destroyed. Deals a minimal 2 damage per shot but has a cooldown of 1.333. Short range of 225m with a 2x max range multiplier. High velocity of 1800m/s for a close range weapon. Mech armor damage penalty of -25%. Basically for those that need a supplementary MG like weapon, or something to be boated excessively but want more range and pin-point damage vs MGs. Anti-Personal Gauss (SLR-2): Clan equivalent to the Magshot. Weighs 0.5 tons but takes 1 crit-slot. Still explodes if destroyed. Deals 50% more damage per use vs the Magshot but also fires in a 3 round burst and has a longer cooldown. DPM is the same as the Magshot. Same range, velocity and Mech armor damage penalty as the Magshot. Same use case as the Magshot but for those that value raw burst damage vs pinpoint. Smaller size is also a noticeable advantage over the Magshot. Pirate Ultra Gauss Rifle (SLR-2): Functions much like the normal IS-GR but has the UAC ability to fire 2 times within its cooldown for a chance to jam. Fires a rapid 2-round burst but uses normal GR ammo. Explodes for twice the damage if destroyed vs a normal GR. Only other difference is the increase in weight of 17 tons and crit-slots of 9. While less reliable than normal GRs, the Pirate Ultra Gauss allows for absurd burst damage that rivals HAGs. Pirate Silver-Bullet Heavy Gauss (SLR-1): Exactly the same in functionality wise as the SB-GR, but with a Heavy Gauss as a base. Uses normal HGR ammo and has about the same range values. Cooldown is the same too. Fires 20 projectiles in a cluster that deal 1.5 damage each for 20% more damage potential than the normal HGR. The Pirate SB-HGR arguably makes more sense than the original as the HGR was already a closer range weapon to being with. Extremely lethal and perfect for scoring easy headshots within 200m. Spinal Heavy Gauss (SLR-1): Variation of the Heavy Gauss that can only be mounted in the CT or Head. Takes 3 slots in the installed location and 4 in each side torso. Requires a compact engine or gyro to be mounted. If mounted in the head, Quikscell Sensors and a small cockpit are needed. Weighs only 16 tons but the requirements to mount tend to add weight already. Slightly better range of 300m vs the HGR 270m. Can be used with 2 normal HGRs. Usage is the same as HGRs. Stats and Mechanics: Machine Guns

通用机枪数据、改动及说明: 所有机枪(MG)均采用新外观。请注意,机枪属于即时命中武器,其发射的曳光弹仅为视觉效果。因此瞄准时机枪应被视为激光武器(这是原版机制)。 机枪伤害较原版提升约50%,但对机甲装甲伤害降低50%。这使得机枪对载具及机甲暴露的内部结构极为致命。与YAW相比,其对机甲装甲的伤害实际仅降低25%。 机枪的最大射程倍率仍为1.5倍,且最佳射程也已增加。 每吨弹药量增加至与桌面版一致。 伤害衰减至50%。 SLR-1型机枪: 每吨弹药量从之前的5200发增加至8000发。请注意弹药爆炸风险。射程从130米增加至200米。 每秒发射10发子弹(即每分钟600发),每发子弹造成0.15点伤害。 机枪是理想的备用武器,或可装配在拥有大量弹道武器挂载点的机甲上。其最大优势在于射击时不会产生热量。除非挂载数量极多,否则建议使用0.5吨的弹药箱。 重机枪(SLR-1): 重机枪的重量是普通机枪的两倍,每吨弹药量则为普通机枪的一半。 射程比标准机枪缩短近三分之一,即135米。 对机甲装甲的伤害同样降低50%。 每秒发射10发子弹(即每分钟600发),每发子弹造成0.24点伤害。 本质上是普通机枪的更致命版本。重机枪(HMG)在机枪安装点有限或能负担其额外吨位时是理想选择。虽然射程缩短是个问题,但对于高机动性机甲而言,这一问题并不突出。对于速度较慢的机甲,标准机枪可能是更好的辅助武器选择。 轻机枪(SLR-1): - 轻机枪的重量与普通机枪相同,每吨弹药量增加25%。 - 射程为普通机枪的两倍,即400米。 - 对机甲装甲的伤害同样降低50%。 - 每发子弹造成0.12点伤害,射速为每秒10发,即每分钟600发。 - 轻机枪的使用方式与普通机枪相同。其增加的射程使其成为理想的防空(AA)备用武器。除此之外,选择轻机枪还是普通机枪主要取决于个人偏好。双联装机枪阵列(SLR-1): 组合任意类型(标准、重型或轻型)的2挺机枪,额外增加0.5吨重量。 占用的暴击槽数量与阵列中的机枪数量相同。这与YAW/YAWC不同,后者作为机枪阵列还会额外增加一个槽位。 射速为每秒20发或每分钟1200发。 仅多花费0.5吨重量,双联装机枪阵列就能将2挺机枪合并到1个武器挂载点上。考虑到机枪通常重量较轻,这是一笔不错的交易。其使用场景与其他任何机枪相同,但显然可能需要更多弹药。 四联装机枪阵列(SLR-1): 组合任意类型(标准、重型或轻型)的4挺机枪,额外增加0.5吨重量。双联装机枪阵列的所有机制同样适用于四联装版本。 射速为每秒40发或每分钟2400发。多花半吨重量,一个四联装机枪阵列能将四挺机枪整合到一个武器挂载点上,效率极高。 氏族机枪(SLR-1): 氏族机枪与星际联盟机枪相比,只有两个显著区别。氏族机枪的伤害降低10%,但其基础武器重量也减轻了一半。 总体而言,尽管伤害较低,氏族机枪仍然更具优势,因为可以挂载两倍数量的机枪,或者在使用机枪阵列时接近这个数量。其他方面没有特别值得注意的地方。 转管机枪(SLR-1): 其作用相当于三联装机枪阵列。重量和射速与三挺普通机枪相当。 射速为每秒30发,即每分钟1800发。 每发子弹会产生少量热量。 主要优势是比任何机枪阵列都更节省空间和重量。基本上就是将3挺机枪合并成一把武器,但以产生少量热量为代价,换取了更高的暴击槽效率。它们非常适合作为备用武器使用,但当大量安装时,其热量输出往往会更加明显。 数据与机制:远程导弹(第一部分)

This section applies to any missile with lock-on and long range capabilities, not just "LRMs". General Long Range Missile stats and notes: Velocities significantly increased and accuracy noticeably improved. Example: LRM velocity = 450m/s vs 200m/s Missile Turn Rate has been increased significantly, which contributes immensely in fixing most vanilla LRM issues and is what allows for more complicated flight paths. Regardless of velocity boosts from equipment or weapon tiers, LRMs have little trouble being able to maneuver and not overshoot/under-travel to their target. Default flight path of LRMs is an extremely high arc, allowing for far better indirect fire, but also better damage concentration for mechs and vehicles. All Standard LRM Ammo per ton increased to 480 from 440. Many LRM launchers now have an ALT-Fire mode, but most still use the same ammo for both modes. Damage is reduced to Table-Top values vs the vanilla +20%. However, due to all the listed changes above, this won't make them worse. Quite the contrary, LRMs are some of the best weapons in the game and with the right mech build and/or Lance setup. LRMs allow for a truly different and unique game-play experience, though mostly in due-part to their far superior indirect fire capabilities vs vanilla. It's highly advised to bring at least 1 mech with AMS on higher difficulty missions. Hostile "LRM-Boats" can be quite dangerous now and shouldn't be underestimated. Part of this is AI being able to take advantage of LRMs indirect fire capabilities which will turn "cover" into "concealment". The other part is they'll swap modes to Hot-Loaded and sandblast your armor off at point blank range. IS LRM (SLR-1): Baseline for all other LRMs. All LRMs primarily fire in high arcs with incredible indirect fire capabilities. Much higher velocity than vanilla as well as accuracy. Secondary firing mode sets the Missiles to "Hot-Loaded" which removes the min-range but at the cost of a less effective firing arc, range and velocity. SRMs still tend to outperform Hot-Loaded LRMs ton for ton. What you'd would expect for LRMs except just better than vanilla in almost every way. These LRMs tend perform better while Hot-Loaded and when used in general vs VTOLs. Main advantage is not having to worry about losing target-locks while waiting for the weapon to finish its entire volley of missiles. IS LRM_Stream (SLR-1): Fires a prolonged stream with better accuracy. ALL other stats are exactly the same as normal IS LRMs, despite what the stat-card will say. Better against ground vehicles and mechs when they present themselves long enough for the whole stream/burst duration. All LRMs + Artemis IV (SLR-1): +11.11% more range, velocity as well as -11.11% min-range (except Clan). Accuracy better by about 33% vs their non-Artemis counterpart. Takes 1 more ton and crit slot vs their non-Artemis counterpart. So less valuable on LRM5s. Very Straight forward, LRM with more expensive ammo and +1 ton and crit slot in exchange for better accuracy. All Clan LRMs (SLR-1): Mostly the same stats as IS LRMs but still fires in a stream in the default firing mode. Most notable difference is the cooldown being 20% longer and heat increased so that the heat output per minute vs IS LRMs is the same. No minimum range, and weight half that of IS LRMs. (No damage penalty/ramp-up in min-range unlike YAWC) Can instantly swap between Cluster and Stream firing modes as this is mostly user preference. Cluster mode fires slightly more directly and has a -11.11% velocity. Again, nothing to note other than Clan LRMs will allow for more warheads on foreheads and are easier to use due to no min-range. Enhanced LRM (SLR-1): Somewhat like an IS ATM equivalent. Better accuracy, +33% more range, -50% min-range and +20% velocity vs standard IS LRMs. Larger + weighs more than standard IS LRMs. Can swap to Dead-Fire LRMs for +50% more damage at the cost of no guidance system, -70% range and extremely high spread. (still uses normal LRM ammo) Fairly straight forward and much more forgiving than normal IS LRMs. While weight and crit-slots are a concern, they more than make up for this by being better in basically every other regard. Also, the dead-fire alt fire mode doesn't need an alternative ammo bin like Dead-Fire SRMs, and like them have stupendous damage potential if the wide spread is taken into account. Really useful for when a panic close-range weapon option is needed, as even with hot-loaded LRMs, they tend to suffer up close. Extended LRM (SLR-2): +109% more range, + 40% damage, +875% velocity but +41.67% min-range and +33.34% more heat vs standard IS LRMs. A hyper specialized LRM system that only benefits players with solid tactics and positioning skills as to not only take advantage of their immense range, but also to keep aware of hostiles closing in. E-LRMs DO NOT have any hot-loading ability and as such really need decent backup weapons for close range. Having a good spotter or highly upgraded sensors is a must with these weapons. They can be quite useful on AI mechs sitting way further back than the player and out of LOS since they will still fire within range of what you can target (preferably with tag, narc or UAVs). Clan Streak LRM (SLR-2): Streaks for LRMs are just like their Streak SRMs. So requires missile locks and no indirect fire. +25% more damage, +38.89% more range, much higher velocity and +75% chance to target exposed internals. Weighs as much as IS LRMs, but the rate of fire is the same as them as well. While better in many ways, the loss of any indirect fire capabilities is quite penalizing. Super strong against VTOLs and vehicles IF the lock-on time can be reduced enough. Ideal when used at long range from good high-ground. MML (SLR-2): Is "ATM" equivalent. Swaps between LRM + Artemis IV or SRM + Artemis IV ammo LRM mode is almost identical in stats to IS LRM + Artemis. Fires in Clusters. SRM mode is similar in stats to IS SRM + Artemis, but it actually uses a streak lock-on system due to the missile turn rate being too high for a normal SRM flight path. Has no special chance to target damage internals. Fires in a Stream/burst. Cooldown is 20% faster than normal LRMs but the SRM cooldown does not compensate for the stream duration and therefore fires slightly less often. While extremely versatile, accurate and relatively cheap, MMLs should either be boated with a focus on theLRM mode or be primarily used as SRM launchers with some LRM ammo in case you need the range. Clan ATM (SLR-3): Damage is dynamically based on set range values for the primary firing mode. 2 damage up to 720m and 1.25 damage beyond that. Has min-range of 120m. Can swap to short range ATMs or HE-ATM which deal 50% more damage but they fire in a direct trajectory and have only 25% the range. Uses the same ATM ammo when swapping modes. Optimal use requires keeping some distance away from targets while staying under 720 meters. Beyond 720m they are still good vs vehicles and lighter mechs. Up close with HE-ATMs, they are extremely lethal but not being able to fire beyond its newly set max range makes them trickier to use. Stats and Mechanics: Long Range Missiles Part 2 Thunderbolt Missile (SLR-1): Variation of the LRM. Trades out the cluster of missiles for a single high damage missile. Range is 13.89% less and velocity -11.11% less. Has 25% less min-range though. Has no alt-fire mode like Hot-Loading the missiles. Does not explode if destroyed. Spread is around half that of LRMs and the cooldown is 10% better. Extremely vulnerability to AMS. This is perhaps their greatest downside. TBolts weigh around 50% more than IS LRMs and the damage per ton of ammo is only 300 vs most weapons 400 or LRMs 480. *TBolts are subject to be buffed in the future but more testing is required. While worse on paper, TBolts tend to concentrate their missiles onto the CT of mechs. This can lead to more efficient/quicker kills. Should be used much the same way any LRM system would be. Inferno LRM (SLR-1): Besides damage, stats are exactly the same as normal IS LRMs. Uses normal IS LRM ammo. Induces 0.8334 heat damage/buildup per missile. Useful in shutting down mechs but also in limiting hostile return fire. You don't have to shut down a mech to benefit from infernos. Base damage is 1/8 of a normal LRM, making them generally useless in dealing damage. However, they deal extra damage to vehicles, and are still decently effective against them. Internal structure damage multiplied by 6x, which allows inferno LRMs to be useful against targets with exposed internals. This is still 25% less damage than normal LRMs though. Its an LRM that trades damage for utility. Since there is no Hot-Loading they'll also be fairly restrictive up close. Magpulse LRM (SLR-2): Besides damage, stats are exactly the same as normal IS LRMs. Uses normal IS LRM ammo. Induces 0.5 heat damage/buildup per missile. Main benefit is the ability to de-buff a mech's "Pilot Skills", by setting them to 1 for 3 seconds. This has the potential of being extremely overpowered as it can temporarily turn elite pilots into imbeciles that don't understand what a heat-gauge is. Base damage is 1/8 of a normal LRM, making them practically useless in dealing damage. They are practically useless vs vehicles as they receive no damage bonuses against them. Same as Inferno LRMs, it trades damage for utility. Effective in duels but also as a support role through focusing on a single mech in order to apply the de-buffs. Since there is no Hot-Loading they'll also be fairly restrictive up close. Pirate XL-LRM (SLR-2): Has the same exact functionality of a normal IS LRM. Main difference is the non-canonical launcher sizes of 30 or 40 and they have slightly more spread. The XL Launchers aren't really any more efficient per ton vs IS LRMs and are ideal for mechs with limited hard-points but a desire to mount more LRMs. Pirate MML (SLR-4): Basically a later intro upgrade to normal MMLs. Swaps between LRM + Artemis IV or SRM + Artemis IV ammo. Uses launcher sizes of 4, 8, 12 and 16. Differs from MMLs in that they fire at a normal IS LRM rate of fire and aren't as accurate. They are more weight efficient however. RISC MMLs mainly differ in that they are more effective as LRM launchers. Thunderbolt Launcher (SLR-1): Also known as a Single TBolt, this is the TBolt missile equivalent to the Rocket-Launchers. Delivers a massive 20 damage missile, has no minimum range and can still lock-on with a flight path like that of Hot-Loaded LRMs. Can only be fired once (No reloading but also no ammo bins) As the predecessor to all other TBolts, it has a much earlier intro date. This is a canonical weapon, which is why it was added. Otherwise its really for "fluff". Should only be used as an afterthought if the tonnage is available or for hyper-specialized dueling builds. Stats and Mechanics: Medium Range Missiles

This section applies to any missile with only Medium range capabilities, not just "MRMs". General Short Medium Missile stats and notes: Not many general changes to MRMs. Mostly just the general changes seen in other weapons and individual tuning per MRM type. Like all missile weapons, MRMs self-destruct at max range. All MRMs fire in some sort of burst/stream but as with most weapons that do so, this is compensated for via a cooldown quirk. Medium Range Missile (SLR-3): Range increased to 480m, and velocity increased to 625m/s. Ammo set to 720 missiles per ton. Spread reduced significantly to about half that of YAW MRMs. Long cooldown of 6.667 seconds. MRMs are still trickier to use than most missiles due to firing in a long un-guided stream. While spread is way lower, its still enough to make MRMs inefficient in their damage potential. Ideally, it's best to get as close to your target as possible. Best when used against larger and slower mechs/vehicles. Like most other missile launchers, MRMs can be effective as secondary or primary weapons, but it's probably best to make them the main focus of a mech build that utilizes them. Medium Range Missile + Apollo FCS (SLR-2): Essentially an "Artemis" system but for MRMs. Weight is increased by 1.5 tons per launcher. Range and speed increased by 11.11% and spread effectively set to 0. Technically uses a "streak" guidance system, but the missile turn rate is limited similar to SRMs. Burst duration kept the same. The "guidance" system of Apollo MRMs greatly enhances their effective range and no longer require getting as close as possible to the target for effective use. They're quite heavy and are ideal on heavy/assault mechs. Since locking on is the ideal way to use them, they should be the primary weapon system/systems of your mech build. Clan Streak Medium Range Missile (SLR-2): Most of the benefits seen in other streak launchers apply to the Clan Streak MRM. [*']Missile turn rate set much higher as is the standard with Streak systems but a target-lock is required before firing. Range increased by 33.33% and velocity by 15%. Fires in a burst with noticeable delay between each cluster of missiles. Each cluster is 5 missiles. Ammo is technically 600 missiles, as 1 ammo = 5 missiles in total. Weight and size are the same as IS MRMs. Extremely long cooldown of 7.2. Even longer than normal MRMs. While there is no damage bonus of +25% seen in all other streak launchers, they still have a 75% chance to target exposed internals or components stripped of armor. Arguably the best overall MRM launcher as it is the easiest to use and the most forgiving. The limitation of only firing when there is a target-lock and only firing within its max range is the only added difficulty with these MRMs. Can be effective as a primary weapon system/systems but Clan Streak MRMs are also quite effective as a way to finish off weakened targets. With the right equipment, Clan Streak MRMs can actually be effective at long range as well, just not as well as Streak LRMs. Pirate Heavy Medium Range Missile (SLR-2): Although noted as "heavy" this is more to do with the ammunition. Weight and sizes are the same as IS MRMs. Has 600 missiles per ton of ammo. Range and velocity is improved over MRMs. *This is subject to change, along with other re-balancing decisions. Uniquely fires either Incendiary/Inferno Missiles with great potential to shut-down mechs, or High Explosive missiles with a small AOE. Mode swap uses the same Heavy MRM ammo. Both modes have a x4 missile damage vs the internals of mechs. Damage is technically minimal with Heavy MRMs, but regardless of mode their ability to delete mechs without armor is unprecedented. Extremely effective vs larger mechs with Incendiary missiles, and stupidly powerful against lighter mechs with the HE-Missiles. Best used as a supplement weapon to something that can crack open a mech's armor effectively. Re-Engineered lasers fill this role perfectly and should be considered in any build with Heavy MRMs, if available that is. Rocket-Launcher (SLR-1): Single use weapon that fires in a cluster like a shotgun (No reloading but also no ammo bins). Intro date set much earlier so that they are usable from the beginning of any play-through. Only comes in Tier-1. Has similar stats to MRMs but with twice the damage per missile and minimal spread. Rocket-Launchers should only be used on hyper-specialized dueling builds, or as an afterthought weapon if the tonnage is available. The ability to quickly dish out solid burst damage only once rarely makes them worth using. That said, with the new Solaris and Arena content they may prove to be more useful than before. Heavy Rocket-Launcher (SLR-4): Very different style of weapon vs the normal Rocket-Launchers. Has an internal ammo system, so no ammo bins are used with these weapons. Based from the MW4 Heavy Rocket-Launchers. No cooldown buffs per higher tier. Instead gets +1 salvo of rockets. Starts with 10 salvos at tier-1. Weighs 8 tons and takes 5 crit slots, which is inefficient due to the limited ammo supply. Deals 2 damage per rocket and fires 10 of them in a cluster. No guidance system but has an unusually high velocity for a missile weapon. Technically has the same range as an LRM, but they are difficult to use at long range. Can be fired the moment the burst has ended. Because of this, Heavy Rocket-Launchers have some of the highest DPM in the game, until they run out of their limited ammo supply. Easily one of the most unique weapons available with the main drawback being their minimal ammo supply. Ideal for deleting mechs very quickly in duels, but not so effective for general use. They are viable as a standalone weapon when reserved for "only for desperate situations". Such as a surprise Atlas appearing when your mech is heavily damaged. Inferno Heavy Rocket-Launcher (SLR-3): Exactly the same as the Heavy-RL, except that the damage is reduced by 75% in exchange for a high amount of heat damage. Deals 3x the damage to exposed internals of mechs. Should be used the same way as the normal Heavy-RL, just that this variation has a more utility focus. Ultimately comes down to player preference for which is better. Stats and Mechanics: Short Range Missiles Part 1
This section applies to any missile with only short range capabilities, not just "SRMs". General Short Range Missile stats and notes: Velocities noticeably increased and accuracy significantly improved. Example: SRM velocity = 540m/s vs 400m/s. Spread is around 40% less than vanilla, allowing for far better accuracy. In general, SRMs now lock-on similar to LRMs and can be guided to their target. However, they still can't indirect fire like LRMs and the turning rate of the missiles is quite low. This requires the user to aim much more directly towards the intended target. So locking on acts more as "an-assist" vs "aim completely for you" system. Does not require a lock-on to fire. SRMs have a slower rate of fire but it's much more reasonable now. Regardless of class, SRMs of the same type have the same rate of fire and heat. All Standard SRM Ammo per ton increased to 360 from 320. Many SRM launchers now have an ALT-Fire mode that uses Dead-Fire missiles. Dead-Fire SRMs also have an inferior but earlier intro Pirate variation known as "Dumb-Fire" ammo. Damage is reduced to Table-Top values vs the vanilla +20%. However, due the some of the changes above, they can still perform better than vanilla. Especially when directly comparing Dead-Fire SRMs and vanilla SRMs. Its worth noting that Hostile mechs with SRMs can lock-onto the player/their targets as well and "Incoming Missile" could mean a launch of SRMs vs LRMs now. AI can also make use of Dead-Fire SRMs but only if they have the ammo equipped. IS SRM (SLR-2): Baseline for all other SRMs. Can swap to Dead-Fire ammo if available. With a target lock, SRMs tend to guide themselves towards a mech's center of mass. Dead-Fire SRMs deal +50% more damage but have way worse spread, 16.667% less range and cannot lock-on, which to some might be a benefit. Only reason SRMs aren't brain-dead easy to use is there is a bit of a learning curve on using them effectively. For example, if there is an intention on striking a mech's legs, sometimes it might be better to aim low on purpose as the SRMs often try to pull up. It will vary a bit on the situation however. Main thing is SRMs can be effective even with a single SRM6 launcher, though the more mounted the better. If you despise their target lock-on ability, just use Dead-Fire/Dumb-Fire ammo. When against agile or quick mechs, the lock-on system comes quite in handy. Stream SRMs (SLR-3): Fires a prolonged stream with significantly better accuracy. ALL other stats are exactly the same as their non-stream counterpart, despite what the stat-card will say. Better against slower mechs with large hit-boxes, as it'll be easier to land all the missiles into one location. Target locking has even less effect as the turn rate is much lower. Can still fire Dead-Fire SRMs but they will fire out in a cluster and not as a stream. Accuracy benefit of Stream SRMs is not applied to Dead-Fire mode. Since the delay between each SRM is quite substatial, guiding these missiles effectively can be tricky. However, the damage efficiency has better potential due to there being way less spread. Up to the user on which is prefered. All SRMs + Artemis IV (SLR-2): +11.11% range and velocity. Spread reduced by 33.34%. With a target lock, works exactly the same as non-artemis SRMs. Can still use Dead-Fire missiles as an alternative firing mode but Artemis offers almost no benefit when doing so. Dead-Fire SRMs deal +50% more damage but have way worse spread, 16.667% less range and cannot lock-on, which to some might be a benefit. Only reason SRMs aren't brain-dead easy to use is there is a bit of a learning curve on using them effectively. For example, there is an intention on striking a mech's legs, sometimes it might be better to aim low on purpose as the SRMs often try to pull up. It will vary a bit on the situation however. Main thing is SRMs can be effective even with a single SRM6 launcher, though the more mounted the better. If you despise their target lock-on ability, just use Dead-Fire/Dumb-Fire ammo. When against agile or quick mechs, the lock-on system comes quite in handy. All Stream SRMs + Artemis IV (SLR-2): Fires a stream with a shorter duration and significantly better accuracy. ALL other stats are exactly the same as their non-stream counterpart, despite what the stat-card will say. Since the stream/burst duration is half the duration of non-Artemis Stream SRMs, landing missiles onto target efficiently is much easier. They technically have better accuracy too, but the main benefit is this shorter duration. Can still fire Dead-Fire SRMs but they will fire out in a cluster and not as a stream. Accuracy benefit of Stream SRMs is not applied to Dead-Fire mode. The stream duration is still of a concern, but guiding these missiles effectively is much easier. Most users will still likely prefer their cluster counterpart as they're already accurate, but the potential to melt vehicles/mechs with large hit-boxes will still be unmatched. Still ultimately user preference on which firing style is better. All Clan SRMs (SLR-2): Only differ from IS SRMs in weighing half as much, the cooldown being 20% longer and the heat per shot being higher. The heat output per minute is the same despite the increase in heat per shot. Clan SRMs can still use Dead-Fire ammo. Extremely strong weapon if a mech has the hard-points to mount several. Not including ammo, a single Clan SRM-4 with Dead-Fire ammo can deal 12 damage for 1 ton. Not many weapons match this level of efficiency in terms of damage to weight ratio IS Streak SRM (SLR-2): Extremely accurate guidance system, +25% more damage, +33.34% range, +15% velocity vs normal SRMs. Has a high turn rate and typically will only miss due to an obstacle being in the way. 75% chance to target any component stripped of armor. Can only fire with a target lock. Cannot fire beyond max range. No alt-fire mode Streak SRMs are ideal against mobile mechs and any kind of vehicle. Its vital to get the lock-on time reduced as much as possible through quirks and/or equipment. Unlike other SRMs which are good as primary, secondary or as backup weapons, Streaks are only optimal when used as primary weapons, or as a a weapon to finish off weakened targets. Clan Streak SRM (SLR-2): Only differ from IS SRMs in weighing 2/3 as much, the cooldown being 20% longer and the heat per shot being higher. The heat output per minute is the same despite the increase in heat per shot. Same use case of IS Streaks apply to the Clan ones. IS Advanced SRM (SLR-2): Same range as Streak SRMs but has the same accuracy, velocity and guidance system of Artemis SRMs. Uses Streak Ammo Same damage as normal SRMs but also includes a +50% mech armor damage bonus. Has a slightly faster cooldown of 4.5 vs 4.8. Advanced SRMs are even heavier than Streak SRMs and like streaks, have no alt-fire. Basically a better Artemis SRM but at the cost of weighing more. Ideal as a primary weapon as the mech-armor damage bonus should be taken advantage of as much as possible. Still good against vehicles, just less efficient. Clan Advanced SRM (SLR-2): Mostly the same as IS ASRMs. Weighs less to varying degree, cooldown is longer and they produces more heat per shot. Has a slightly faster cooldown of 5 vs the typical 6 of most Clan SRMs. Same use case as IS Advanced SRMs. Stats and Mechanics: Short Range Missiles Part 2 Inferno SRM (SLR-1): Besides damage, stats are exactly the same as normal IS SRM . Uses normal IS SRM ammo. Induces 1.667 heat damage/buildup per missile. Useful in shutting down mechs but also in limiting hostile return fire. You don't have to shut down a mech to benefit from infernos. Base damage is 1/8 of a normal SRM, making them generally useless in dealing damage. However, they deal extra damage to vehicles, and are still decently effective against them. Internal structure damage multiplied by 6x, which allows inferno SRMs to be useful against targets with exposed internals. This is still 25% less damage than normal SRMs though. Its an SRM that trades damage for utility. Extremely effective in duels or 1 v 1 situations. Magpulse SRM (SLR-2): Besides damage, stats are exactly the same as normal IS SRM s. Uses normal IS SRM ammo. Induces 1 heat damage/buildup per missile. Main benefit is the ability to de-buff a mech's "Pilot Skills", by setting them to 1 for 5 seconds. This has the potential of being extremely overpowered as it can temporarily turn elite pilots into imbeciles that don't understand what a heat-gauge is. Base damage is 1/8 of a normal SRM , making them practically useless in dealing damage. They are practically useless vs vehicles as they receive no damage bonuses against them. Its an SRM that trades damage for utility. Effective in duels but also as a support role through targeting as many mechs as possible in order to apply the de-buffs. Pirate XL-SRM (SLR-2): Has the same exact functionality of a normal IS SRM. Main difference is the non-canonical launcher sizes of 8, 10 or 12 and they have slightly more spread. Can still use Dead-Fire ammo. While less weight efficient, they produce less heat per missile. The XL Launchers aren't really any more efficient per ton vs IS SRMs and are ideal for mechs with limited hard-points but a desire to mount more SRMs. IS Battle Armor Inferno SRM (SLR-1): Built in internal ammo supply (No ammo bins needed). Has no guidance system. Extremely lightweight but only has up to 6 salvos. Uses the Inferno missiles and anything that applies with those apply with these SRMs. Can be fired the moment the salvo stream/burst ends. Battle Armor SRMs should be used in the same light as Rocket-Launchers, as backup weapons if extra tonnage is available or as part of a hyper-specialized dueling build. Clan Battle Armor Advanced SRM (SLR-1): Built in internal ammo supply (No ammo bins needed). Has no guidance system. Extremely lightweight but only has up to 6 salvos. Same features seen in Advanced SRMs apply to these Clan BA-ASRMs Can be fired the moment the salvo stream/burst ends. Battle Armor SRMs should be used in the same light as Rocket-Launchers, as backup weapons if extra tonnage is available or as part of a hyper-specialized dueling build. Multi-Role Missile Launchers MMLs & ATMs Stats and Mechanics: PPCs

General PPC stats, changes and notes: ER and Snub-Nose PPCs have a max range multiplier of 2.25x vs all other PPCs 2x. Velocity increased. For example: Standard PPC went from 1040m/s to 1800m/s. ER-PPC velocity matches that of normal Gauss Rifles so that these weapons pair up perfectly. Range adjusted for PPCs to have TableTop values be taken as a base, and if needed adjustments made from there. Vanilla PPC ranges were oddly arbitrary Some PPCs have had their visuals adjusted or replaced with completely new ones. Capacitor PPCs no longer work like they do in YAW, which is a rare example of YARW being less close to TableTop vs YAW. Cap-PPCs now have 2 firing modes, which in many ways simplifies things as users can instantly swap between CAP mode or + mode. + Mode is similar to the PPC without the capacitor but with an even higher rate of fire. Otherwise its the same as the non-CAP counterpart. PPC (SLR-1): Baseline for all other PPC weapons and their stats. Velocity increased to 1800m/s from 1040m/s. Range set to 540m. Tier-5 has a -1 Ton bonus. Heat kept at 8 since vanilla oddly already had a -20% heat to it compared to TableTop. The PPC has mostly seen just QOL improvements to make the weapon easier to use and better represent how the weapon should feel. For early game, the standard PPC is a good all-around weapon, but its ideal for "Sniping" at medium range. With the weight reduction at Tier-5, PPCs can still perform quite well among more advanced weapons. PPC-X (SLR-2): Velocity increased to 1500m/s from 1040m/s. Heat significantly increased to 13.5 vs 5. Same thing with cooldown which is 8 vs 2.5. Fires 10 vs 8 bolts, but each bolt does 2 vs 3 damage. Total damage = 20 vs 24. Buffed spread pretty noticeably to 480 vs 700. Clearly PGI weren't thinking in making the PPC-X for MW5. If the vanilla PPC-X kept the same fire rate for more heat vs the PPC it would've still been very strong without breaking the balance completely. YARW version of the PPC-X puts it in line with the other weapons and tech of the time. Still strong up close as its 20 damage for only 7 tons, but now it will require an actual mech build and not just something to slap onto anything with an energy hardpoint. Should be used in a similar vein as to LB-Xs or SRMs since it's a shotgun weapon. IS ER-PPC (SLR-1): Velocity increased to 2500m/s from 1645.56m/s. Range set to 720m to match GRs, but max range is triple that of the optimal range. Damage increased to 12 from 10. Cooldown increased to 6 from 5. Produces +50% more heat (12 heat) than standard PPCs. With the higher damage but lower rate of fire, the ER-PPC is more distinguished as a dedicated Sniping weapon vs general purpose weapon. Always try to pair with an Gauss Rifle if possible as they compliment each others weaknesses. That being Gauss has minimal heat but is heavy, and ER-PPC has very high heat but weighs much less. The ER-PPC has the same DPM as the PPC but the increased heat is what balances it to not be better in almost every way. Overall, a very strong and consistent weapon regardless of what else is available (Even Clan ER-PPCs). Clan ER-PPC (SLR-1): Identical range and velocity stats as the IS ER-PPC. Damage is 15 but the cooldown is even slower at 7.2 compared to the IS 6. Weighs 6 vs the IS 7 tons and takes only 2 vs 3 slots. This along with the higher damage is what allows the Clan ER-PPC to be so strong. Everything that applies to the IS ER-PPC also does to the Clan version. Basically just an improvement over the IS model but the slow rate of fire leaves a gap in the weapon being effective vs swarms of canon-fodder. Make up for this with just mounting more ER-PPCs + Gauss or by having a secondary weapon for such a role. Snub-Nose PPC (SLR-1): Damage is 12 vs 10 and the max range multiplier is 3x vs 2x. Optimal range set to 270m and max is 810m. Keeps the same heat and has a slightly faster cooldown of 4.8 vs 5 compared to the PPC. Same weight and size of Clan ER-PPC. While the ER-PPC pairs well with GRs, the SN-PPC pairs perfectly with AC/20s. The velocity will be higher, but they both focus on close range pin-point damage. Main reason for the significant buffs over normal PPCs is that SN-PPCs lose a core aspect and advantage of most PPCs, range. Light PPC (SLR-1): Has a more efficient cooldown at 4.167 vs 5 compared to the PPC. Damage still at 5 and weight is 3 tons for 2 crit-slots. Besides the noted changes above, the LPPC is identical to the PPC. Since the LPPC introduces so late, it was made into a more "advanced" variation of the PPC with its higher damage output potential per ton. Besides being more viable on lighter mechs, the LPPC has the same use case the normal PPC. Heavy PPC (SLR-1): Has a slightly improved cooldown at 4.8 vs 5 compared to the PPC. Damage set to 16 vs 15. Better heat efficiency at 11.25 heat per shot. Still weighs 10 tons for 4 crit-slots. Besides the noted changes above, the HPPC is identical to the PPC. Like the LPPC, the HPPC introduces pretty late in the timeline. So it was made into a more "advanced" variation of the PPC with its higher damage efficiency per ton. While the Clan ER-PPC is likely better in most situations, the HPPC has some notably advantages now which shortens that gap in what is more useful. All Capacitor PPCs (SLR-1): CAP-PPCs all have a + 5 damage for +4 heat. Cooldowns are adjusted per weapon so the LPPC for example has a much longer cooldown than the base LPPC. Includes 2 firing modes, "CAP-PPC" and "+" mode which basically sets the PPC stats to what the Base PPC is without a CAP. The difference is there is also a boost to the fire rate. Generally, Capacitor PPCs are a good way of boosting damage without needing to an an additional PPC/other weapon. The 2 alt fire modes may seem unnecessary, but the secondary firing mode is ideal for when the heat bar is too high, or for when the focus changes to shooting low HP canon-fodder enemies. Pirate Dropship PPC (SLR-1): Not intended to be a serious weapon and as such, they're generally not worth using. Basically like combining 3 PPCs into one weapon that has better range and slightly better damage but a much longer cooldown. Pirate Dropship Capacitor-PPC (SLR-1): Works exactly the same as other CAP-PPCs but with a +16 damage for +12 heat instead. Basically like combining 3 PPCs into one weapon that has better range and slightly better damage but a much longer cooldown. Pirate Chemical SN-PPC (SLR-2): Basically a chemical PPC version of the PPC-X. - Pirate H-SNPPC (SLR-2): A fusion of a SNPPC, HPPC and PPC-X. Has an extremely short optimal range of 225m and max range = to 3x the optimal. Fires 10 bolts that deal 3 damage each for up to 30 damage. Just a larger PPC-X but with even less range. Get up close and obliterate what's in front of you.. Battle Armor Support PPC (SLR-1): BA-SPPC is like a micro laser but in PPC form. Weighs 0.25 tons and does 2 damage. Has a fast cooldown of 2.4. Range is also limited to 200m and the disruption field is only 30m vs 90m. Ideal as a backup weapon or boated onto a mobile mech with lots of energy hardpoints. Hyper-Fire PPC (SLR-3): If a RAC and PPC had a baby... - Stats and Mechanics: Plasma

通用等离子武器数据、改动及说明: - 等离子武器的最大射程倍率为1.75倍 - 与大多数武器一样,等离子武器的弹速有所提升,但不同类型间差异较大。侧重伤害的等离子武器弹速更高,而弹速较低的则更注重造成热量伤害/热量积累。 - 大多数等离子武器使用炮塔中型激光的音效,而非大型脉冲激光,这让等离子武器的辨识度很高。 IS等离子步枪(SLR-2): - 是所有其他等离子武器及其数据的基准 - 弹速提升至1600米/秒 - 射程从450米调整为480米 - 由较长的9发连射改为快速的5发连射 - 每轮连射造成5点热量伤害 - 弹药量从每吨40发增加至50发 - 在许多方面,等离子步枪是可靠的粒子炮(PPC)的升级版伤害、热量和吨位相同(包含1吨弹药),但额外具备施加热量伤害的能力。最适合集火配置,应始终作为机甲的主武器系统使用。 氏族等离子炮(SLR-2): 速度较慢,为750米/秒。 射程更优,达540米,热量仅5.4,低于内天体等离子步枪。 以快速4发点射模式开火,单发伤害极低。 每次点射仅造成3点伤害,但主要优势在于能造成6点热量伤害。 冷却速度快,仅需4秒。 每吨位弹药量为72发。 等离子炮与其说是武器,不如说是机甲停机机器。仅3吨的重量却能产生极高的热量伤害输出,且射程远超大多数热量伤害武器。主要缺点是武器自身的热量输出较高。作为独特的副武器或专注于压制敌人的特化构筑而言非常理想。对友方AI机甲也相当有效。 氏族改进型等离子炮(SLR-2): 融合了等离子步枪、氏族等离子炮和LBX自动炮的特点。重量与等离子步枪相同,均为6吨。 主射击模式为“溅射”,发射一组高热能伤害的弹簇,但总伤害仅为3.5。 副射击模式发射速度更高的弹丸,造成7点伤害。 使用与等离子炮相同的弹药。 高射速,冷却时间3.333秒。 改进型等离子炮在很多方面是等离子步枪和等离子炮之间的折中方案。虽然与等离子步枪相比拥有更远的射程和更高的精度,但其每次使用的伤害明显更低。尽管射速使其拥有相近的每分钟伤害,但与普通等离子炮相比,普通型号重量更轻,在热伤害效率方面优于改进型。改进型等离子炮的最大优势在于其多功能性,但和等离子步枪一样,应作为主要武器系统使用。 氏族重型等离子炮(SLR-3): - 很大程度上基于《机甲战士4:雇佣兵》中出现的等离子炮 - 拥有600米的可观射程 - 重量高达10吨,占用5个暴击槽 - 仍使用等离子炮弹药,但每4发连射消耗4发弹药 - 每连射造成25点伤害和6.25点热能伤害,伤害极高 - 冷却时间极短,仅为8,而每连射产生的热量高达22这种等离子炮的变体比大多数能量武器的限制要多得多,因为每次爆发产生的热量过高。这会迫使任何实用的机甲配置都必须高度专注于散热。此外,该武器的重量具有欺骗性,因为与其他武器相比,需要为弹药分配更多吨位。 数据与机制:激光 第一部分

General Laser stats, changes and notes: Lasers have a max range multiplier of 1.5x like vanilla. YAW has a default of 2x. Large Lasers have the same cooldown and duration as their medium laser counterpart. This allows Large Lasers and Medium lasers of the same type to converge perfectly with each other. Laser damages are based from TableTop first, then if needed a better and more consistent standard of percentages are used. Example, All IS Standard Pulse Lasers have +25% damage across the board compared to IS Standard Lasers. Medium lasers now produce 2.4x more heat than Small Lasers, and Large Lasers produce 2.25x more heat than Medium Lasers Short-Burst Lasers have been made redundant as the Short-Burst mode seen on many of the laser types does exactly what they would do but as an ALT-fire. By default, they have their spawning disabled but finding them through the Cantina or other mission rewards is normal and its perfectly fine to use them. They'll just be identical to their non Short-Burst counterpart. Interestingly, they still display the stats of Short-Burst mode as a way to get an idea/compare the modes. Standard Laser (SLR-1): Baseline for all other Lasers and their stats. Damages set to TableTop values when applicable. Large and medium have a 1 second duration and the small laser -25% less than that. Can swap between Short-Burst and Normal modes instead of these being 2 separate weapon variants. Short-burst reduces the damage and heat by 40% but the cooldown and duration are cut in half. Range is also reduced by -11.11%, which is the same range as pulse lasers in YARW. Simple workhorse weapon system with the main strength being the lower heat output vs any other laser type. For early game, combining some medium lasers with 1 or 2 large lasers can be quite effective. One of the best multi-purpose weapons as they can be used to supplement primary weapon systems or be used as the main weapon system. With the quirk improvements seen at Tier-5, Standard Lasers can still be viable late game as well. IS Chemical Laser (SLR-1): Produces 6.25% less heat than standard lasers. Damages per ton of ammo set to 600 for all IS Chem Lasers. Damage is increased to match IS-Pulse Lasers but their cooldown is a bit lower. Tier-5 Chem Lasers get +33.33% more range vs+25%. Less reliable due to the reliance on ammo, but the ammo damage per ton is quite high. Ideal for early game when DHS aren't common. Despite what seems to be an inferior laser system, boating Chem Lasers is surprisingly effective and is the preferable way to use them. Chem lasers should not be used as secondary weapons as this prevents them from taking full advantage of their strengths. IS Pulse Laser (SLR-1): -11.11% range vs Standard Lasers. +25% more heat and damage vs Standard Lasers. Large and medium have a 0.6 second duration and the small laser -25% less than that. Total cooldown = -16.667% less than Standard Lasers. DPM is 50% higher. Does not have an alt fire mode. *This might change in the future, but don't bet on it. While quite a bit more powerful than standard lasers, IS Pulse Lasers tend to work better when used as a primary weapon vs a more multi-purpose weapon. Small Pulse is somewhat of an exception but should only be used on faster mechs, ideally in conjunction with MGs. Partyback or HBK-4P with 9 M/S Pulse Lasers is a simple but hyper-lethal mech build achievable after LosTech gets re-introduced. IS ER Laser (SLR-1): +33.33% range vs Standard Lasers. +50% more heat and +20% damage for Medium and Large while Small gets +33.33% damage vs Standard Lasers. Large and medium have a 1.125 second duration and the small laser -20% less than that. Total cooldown = +8% longer than Standard Lasers. DPM is +11.11% higher. Can swap between Short-Burst and Normal modes. Works the same same as it does on Standard Lasers. ER Lasers are generally an improvement over Standard Lasers but their high heat output seriously punishes users without Double Heat Sinks. Still acts as a multi-purpose weapon type that works well when boated or as secondary/supplementary weapons. X-Pulse Laser (SLR-1): Based on the IS Pulse laser and has +25% more range. Duration is the same but the cooldown is ever so slightly better vs IS Pulse. Heat = 11.111% higher vs IS pulse. Can swap to "AUTO" mode which makes these lasers act more like machine guns. Super short duration and a rate of fire of 93.75 laser pulses per minute for all 3 Classes. Large X-Pulse Laser can fire 15 times a minute for comparison. Damage is much lower but DPM increases by +40%. For more heat and an interesting alt fire mode, the X-Pulse laser acts basically as an ER variation of the IS Pulse. AUTO mode should be reserved for mechs that boat X-Pulses, but any X-Pulse will converge perfectly together as all 3 classes have the same rate of fire. Otherwise should be used the same as normal Pulse Lasers. Re-Engineered Laser (SLR-1): Almost identical to X-Pulse Lasers. Main difference is the increase to heat, weight and size in exchange for +5% damage to mech armor and ignores special armor durability bonuses. Also deals more damage in general. Still has the same AUTO mode seen in X-Pulse Lasers. If you find yourself facing mechs with specialty armors such as hardened or Clan Ferro-Lamellor, then these will act as the perfect counter. Otherwise, X-Pulse will likely prove better due to the better crit-slot and heat efficiency Binary Laser/Blazer (SLR-1): For all intents and purposes, the Pirate Small and Medium Blazers act as the small and medium class variations of the Binary Laser, and will be treated as if they are the same laser family/type. Deals twice the damage of standard lasers while keeping the same duration. Have 6.67% more range than Standard Lasers. Heat is much less efficient at 2x the heat output per minute than Standard Lasers. Cooldown and beam duration are 20% longer vs Standard Lasers. While DPM is 66.67% higher, they all basically weigh twice as much as well. Blazers are essentially an easy way of "mounting" more lasers without needing more Hardpoints. While less efficient, they aren't too far behind 2 standard lasers and their main disadvantage is not having the versatility of switching between Short-Burst and normal Modes. The Binary Laser does have a dedicated Short-Burst laser variant though. Double Heat Sinks are really needed with Blazers, otherwise its generally not possible to take advantage of their full potential. Stats and Mechanics: Lasers Part 2 (WIP) RISC Hyper Laser (SLR-2): High powered laser that will explode if destroyed. Same range as the Clan ER Large laser or 750m. Has 2 firing modes. Beam and Burst. Beam is the primary firing mode and works like most other lasers. Fire for 20 damage within a 0.8 duration, then wait for a long cooldown. Beam works like the YAW Hyper Laser in that it fires continuously with no cooldown or duration. Heat output is less efficient but damage potential is noticeably higher. Unlike YAW, there isn't any odd buildup mechanics or extra things that complicate using the weapon. Uniquely, since the Beam mode can't benefit from its higher tiered cooldown and duration boosts, it instead gets extra heat reduction and damage boost per higher tier. This only applies when the Beam mode is selected. Continuous-Beam Large Laser (SLR-1): Extremely long range Laser with a 800m range. Damage over time isn't impressive as its basically firing a new Standard Medium Laser every second, just on repeat with no cooldown. Mounting enough CB Large Lasers to deal serious damage will also make the heat output from firing so many quite high. With just a couple of CB LLs, the heat buildup isn't too concerning. Duration and cooldown boosts do not benefit this weapon. Higher tiers get increased damage in place of these quirks. Perfect laser for an AA role. VTOLs usually don't have too much health regardless of mods being used, and therefore an extremely easy to use and long range weapon like this is perfect. AI are interesting with these as they are an all or nothing weapon for them. With AI targeting being based on "hit" or "no-hit", a weapon with an "infinite duration" will mean the AI will continue to fire until their mech heats up too much or the target dies, or they lose LOS. This means AI can Drill a targeting component until it blows up, or hilariously miss a laser for a solid 10 seconds. If you're felling lucky enough to give AI these weapons, its best to make sure the Pilot is highly skilled as well. Clan ER Laser (SLR-1): Has doubled the range and damage bonuses of the IS ER laser compared to the IS Standard Laser. Cooldown is much slower than the IS lasers. Heat is nearly doubled that of IS Standard Lasers. Otherwise is the same or has the same features as the IS ER Lasers While the heat is intense, Clan ER Lasers are some of the strongest weapons in the game simply due to their amazing damage and range for the tonnage. Clan Pulse Laser (SLR-1): Has doubled the damage bonuses of the IS Pulse laser compared to the IS Standard Laser. Range is 50% more than IS Pulse or the same as IS ER. Cooldown is slower than the IS lasers. Heat is 33.33% higher than IS Standard Pulse. Otherwise is the same or has the same features as the IS Standard Pulse. Since Clan Pulse Lasers have the same ranges as IS ER Lasers, they make good secondary weapons. While their rate of fire still isn't high, the accuracy + high burst damage makes them monstrously powerful in Laser boat builds. Stats and Mechanics: Flamers (WIP) (WIP) Stats and Mechanics: Artillery (WIP)

(开发中) 数据与机制:支援(开发中) (开发中) 新增武器及引入日期(开发中) 新增武器及其引入日期列表 - 几乎所有在YAW、YAWC和YASV中出现的武器在YARW中也存在。值得一提的是,考虑到替代弹药类型,实际上有更多武器,但以下未列出。不过,也有少数例外情况,即这些模组中的部分武器已被同尺寸和重量的其他类似武器“替换”。它们使用相同的资源文件,因此应该可以无问题地追溯应用。这些武器包括……- YAW:改进型大型X脉冲激光现更名为RISC超级激光 YAW/YAWC武器: 弹道武器 LBX自动炮:LB10-X 3035(失落科技)、LB2-X+、LB5-X+、LB20-X 3058 超重型自动炮:UAC/5 3035(失落科技)、UAC/2+UAC/5 3057、UAC/20 3060 银弹高斯步枪:3051 氏族自动炮:3055 超高速自动炮2/5/10:3059 氏族重机枪:3059 氏族轻机枪:3060 轻型自动炮2/5:3061 重型高斯步枪:3061 旋转自动炮2/5:3062 内天体轻机枪:3068 内天体重机枪:3068 内天体机枪阵列:3068 氏族机枪阵列:3069 原型机甲自动炮:3073 导弹武器 火箭发射器:3015 氏族远程导弹:3055 氏族近程导弹:3055 连发近程导弹4/6:3058 氏族连发远程导弹:3057 氏族先进战术导弹:3060 能量武器 增强型激光:增强型长激光3035(失落科技)、增强型中激光/增强型短激光3058 X脉冲激光:(失落科技)3057 SN粒子炮:(失落科技)3068 重型粒子炮:3068 轻型粒子炮:3068 重型粒子炮:3068重型火焰喷射器:3069 ER火焰喷射器:3071 标准武器(未包含在YAW/YAWC中): 弹道武器 星际联盟机甲迫击炮:3015 氏族机甲迫击炮:3049 无壳自动加农炮:3055 氏族熊猎自动加农炮:3062 星际联盟三联装机枪阵列:3068 氏族三联装机枪阵列:3069 氏族旋转自动加农炮2/5:3069 导弹武器 增程型远程导弹:3054 增强型远程导弹:3054 战斗装甲近程导弹:3058 氏族改进型先进战术导弹:3070 阿波罗中程导弹:3071 能量武器 庞巴迪激光:(失落科技)3064 重构激光:(失落科技)3130 -机甲科技与非正史武器:《机甲战士4:雇佣兵》中出现的大多数武器已被整合到YARW中,但与所有非正史武器一样,可随时通过模组选项设置标签将其禁用。此外,该类别中还添加了一些原创的非官方武器,但与《机甲战士》宇宙中的其他武器相比,它们的功能在逻辑上仍然合理。 麦泰克与非官方武器: 弹道类 超高速自动炮/20:3059年 迷你高斯步枪:3061年 轻型自动炮10/20:3067年 内天体五联装机枪阵列:3068年 氏族五联装机枪阵列:3069年 氏族旋转自动炮10/20:3069年 氏族旋转原型自动炮/2:3069年 RISC旋转自动炮10/20:3069年 导弹类 重型火箭发射器:3049年 氏族集束中程导弹:3063年 能量类 突击激光炮:3070年 RISC速射粒子炮:3082年 RISC超级激光炮:3082年
2026-02-17 16:00:29 发布在
MechWarrior 5: Mercenaries
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