MercTech New Update!? MW5 Modded - VonBiomes/Coyote Stuff - Stream 3

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MERCTECH v3.0 FEATURES:
Mechs now have a "Knock-Down" feature. When the gyro is over 80% saturated for 5 seconds, the mech will stop and crouch while the reaction wheels spin back up. This takes 5 seconds, afterwards your mech will stand and you will be immune to gryo damage for 15 seconds.
Unlocked Mechlab - Fractional tonnage rules have been implemented, so you can put 0.001 tons of ammo in 1 location if you want. There is only 1 jump jet equipment (and improved jump jet) that will weigh more on bigger mechs, and they use general slots. The only limit is the engine size.
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 in the market at any industrial zone. This option can be turned off/on when starting a new campaign.
Armor Management - Armor is also tracked like ammo. Is purchased in 5 ton lots and can be salvaged.
Resource Delivery - Ammo and Armor can be delivered to you if you have resource management set to "Limited". If you do not have the required amount when putting in a work order, a time delay will be added when creating the work order.
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
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, but can be repaired on the mech. Weapons are damaged by hits to their individual meshes on the outside.
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.
PPC Safety and Overcharge - PPC's that have a minimum range (Inner Sphere PPC's) will have a safety to prevent them from firing if they detect a target under their minimum range. You can disable this safety, but doing so can cause the PPC to be damaged from feedback. The closer the object that was hit, the greater the changes for feedback. PPC's can also be overcharged now, you hold the trigger down and release when ready. The weapon will automatically fire after 5 seconds of being charged. The longer the trigger is held down, the greater the damage and heat generated, but at the risk of damaging the PPC.
Autocannon changes - Single fire regular autocannons can now enter double fire mode, but they have a 20% chance of jamming and damaging the autocannon. Burst fire autocannons can now toggle between Single, Burst, and Accelerated modes. Accelerated mode will fire twice the rounds as burst fire does in the same amount of time, but the chances for jamming are 20%. Projectile spread is also increased in these modes. New ammo includes FLAK and Armor-Piercing for all calibers. New Caseless Autocannons have been added, they are lighter, less bulky, higher damage than regular autocannons, but they generate twice the heat and can damage the weapon on jamming.
Plus SOOO Much More!!
Download here, https://www.nexusmods.com/mechwarrior5mercenaries/mods/48




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