BTA Challenge Mission and Coyote! Merctech/PirateTech - Part 23
Here is a brief features list taken from the MercTech download on Nexus Mods, MercTech can also be downloaded form steam store, Epic games and their own Discord channel;
Unlocked Mechlab - New feature will be an unlocked mechlab that can be switched between MW5 and MWO hardpoints. If you enable MWO hardpoints, you get all the hardpoints from MWO with empty weapon hardpoints not taking up slots. If you disable MWO hardpoints, you can only put weapons on mechs where there were some on the stock loadout. Hero mechs are exempt from this rule. Jump jets can now be played in the Torso or Legs if that mech can use Jump Jets (the chassis, not the individual variant). Jump Jet when removed do not take up slots, and you can only place the max amount from the rulebook (the mech's walking movement point, so Engine Rating / Weight rounded down.
Ammo Management - Ammo is now tracked, so if you use 100 rounds of autocannon ammunition in a mission, you must refill that ammo bin with those rounds. Ammo can be purchased by the ton or half ton in the market at any industrial zone. This option can be turned off/on when starting a new campaign.
Overhauled Missiles - Missiles now individually track a target vs a group that flies together. With these changes, Swarm ammo has become a reality, each missile can target a random target within 180 meters of the primary target. If they miss their first target, they will go into pitbull mode and can target any target in front of it. Missiles have an acceleration and deceleration part in their life cycle. When first launched, the missiles are traveling around 100 m/s, but will quickly accelerate to their max velocity, during this time they have the highest turn rate. Once they reach max velocity, their motors will still burn and have good turn rates to track the target. Once the motor is out, their turn rate and velocity will begin to decrease while still tracking the target.
Overhauled Projectiles - Autocannons, Gauss, and machine gun rounds can now deal damage at any range as long as they can reach their target. When they contact an object, the round may bounce off and hit something else while still dealing damage to the first object. The primary damage factor is the velocity of the round when it hit the object, the secondary factory is the angle of incident, which can only lower the damage by 80% with a glancing shot
New Workbench area - An entire new sub-section of the game has been added with the workbench. The workbench allows players to dismantle, upgrade, refurbish, or repair weapons that are removed from mechs. If the option "Weapon Degradation" is turned on during campaign start, weapons will lose quality as they are used. Once the quality hits 0%, they will drop a tier level unless they are already tier 0, at which point they will be broken and must be repaired. You can use parts that you gained from dismantling weapons to refurbish or upgrade the weapons.
Weapon Critical Hits - With the addition of the workbench, weapons now have parts that can be damaged in combat. Weapons can be knocked out of alignment, so your laser that was hitting the crosshairs may now hit below it instead. Your emitter may be damaged which can cause the laser to generate more heat when fired than normal. Weapons that are damaged this way will show up yellow in the mechlab, you must remove the laser, take it to the workbench and repair it if you have the parts. Weapons destroyed can also be repaired, but requires a lot of parts.
Ammo Explosion changes - Ammo explosions will now cause ammo to come flying out of the mech or vehicle. These rounds are live and can cause damage, so be careful.
Piratetech is based on the workings of the Roguetech mod and is built with their full support. and features over 100 new Mechs, Dozens of new weapons, Pilots, Quests, and more. Over two years of work have gone into this. Most content is canon or from Roguetech but features our own thoughts, ideas, equipment, mechs, and balance. The mod is constantly evolving and we take feedback seriously.
Over 100 New mechs: This includes new Chassis and Variants. Most are using existing assets or proxies but work is being done to replace them with full models. These include things like the Wasp (Full Model), Hammerhands, Devastator, Stinger (Full Model), Hornet, and more.
Dozens of new weapons: Hyper Assault Gauss Rifles, Buzzsaw Launchers, Pirate Rotary Autocannons, Ballista, Ultra Pulse Lasers, Heavy Lasers, Improved Heavy Lasers, and more.
New Equipment: HarJell Auto Repair System II and III, New armors and structures like Hardened, Ferro Lamelor, Endo Composite, and more.
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