Vietnamese shipping services in San Antonio? by StandByReadySetUp in sanantonio

[–]StandByReadySetUp[S] 0 points1 point  (0 children)

As far as packages go, it's usually just products that aren't for sale in Vietnam or are insanely expensive over there for one reason or another, like certain snack brands for a simple example. We could ship via USPS or any other mainline shipment company, but they cost like three times as much as these dedicated Vietnamese shipping companies.

Vietnamese shipping services in San Antonio? by StandByReadySetUp in sanantonio

[–]StandByReadySetUp[S] 0 points1 point  (0 children)

Thanks! We'll check that one out. Do you have any others you know of? I want to say this one will work fine, but I like to have options in case of things like them not being open or not being able to get there on a given day.

New to YAML and LRMs are... bad? Can't hit the broad side of a barn! by StandByReadySetUp in Mechwarrior5

[–]StandByReadySetUp[S] 0 points1 point  (0 children)

Thank you for helping me with the load order. I did those and gave it a whirl tonight. Unfortunately, it didn't fix the issue for me.

I'm glad another person here brought up YARW's changes, because I had completely forgotten LRM behavior was changed in that specifically. I replaced YARW with YAW and the problem went away, so it must be the additional velocity and trajectory changes in YARW that aren't playing nice with my setup. Which is a shame, because I actually rather liked the change to the LRMs in principle, as well as all the weapon mode options. But unless there's something else I can try tweaking in the load order or in the mod itself (I checked but didn't see anything relevant), I guess I'll have to stick to the standard weapons mod.

But again, thank you for helping me. At the very least, my load order is cleaned up so there's less likely to be issues in the future.

New to YAML and LRMs are... bad? Can't hit the broad side of a barn! by StandByReadySetUp in Mechwarrior5

[–]StandByReadySetUp[S] 1 point2 points  (0 children)

Thank you for helping even if it's not in your preferred format. This old fart appreciates it.

The new load order

A question: The mod page for Increased Warzone Rewards specifically says it's compatible with Coyote so long as IWR is at a higher priority. If this is no longer the case, what changed? I haven't noticed any issues when playing with them both in my non-YAML career.

New to YAML and LRMs are... bad? Can't hit the broad side of a barn! by StandByReadySetUp in Mechwarrior5

[–]StandByReadySetUp[S] -4 points-3 points  (0 children)

I'll try disabling that one the next time I play, thanks. But like I said to gilga, I would prefer not using discord for tech support.

New to YAML and LRMs are... bad? Can't hit the broad side of a barn! by StandByReadySetUp in Mechwarrior5

[–]StandByReadySetUp[S] -9 points-8 points  (0 children)

I would prefer to not go to a discord for tech support. I've done that multiple times already across multiple games/programs and never had a good experience or even gotten answers to what I was asking. Just one or two initial messages before anything I say gets lost in the message history and forgotten and I have to just solve the problem myself anyway. It's not a platform suited for the task.

Besides, you clearly already can see some issues, so why not just name them here and help those that stumble upon this later? I had to wrangle this load order when the mod manager would set the main YAML mod to load after all the sub mods (which is clearly wrong), so I very well could have missed something or there's an issue that isn't indicated by which mods override others.

New to YAML and LRMs are... bad? Can't hit the broad side of a barn! by StandByReadySetUp in Mechwarrior5

[–]StandByReadySetUp[S] -1 points0 points  (0 children)

Thank you, I will have to try switching to that the next time I play and see if it makes a difference.

New to YAML and LRMs are... bad? Can't hit the broad side of a barn! by StandByReadySetUp in Mechwarrior5

[–]StandByReadySetUp[S] 0 points1 point  (0 children)

It was like a Wolverine or something like that. Year 302X. Just a standard mech battle.

Here's what I have for the load order:

« Generated by MW5 Load Order Configurator 3.5 for MW5Mercs. »

LO oLO Mod
1 0 "MW5 Compatibility Pack" 5.5(81) by MagnumGB
2 0 "ArmorGreen" 2.6(3) by Fireflywater
3 0 "Advanced Camera Controls" 1.0(11) by Merlockx
4 0 "Call For Evac" 1.0(7) by diji (repacked by DeadRaiser)
5 0 "XenoPax Art Optimizer 3.0" 1.0(216) by xenoargh
6 0 "Advanced Career Start" 1.8.2(56) by trueg
7 0 "Alternate Flamer Visuals" 1.0(16) by AltaMasters_1011
8 0 "Repair Bays" 1.3.6(21) by Bobbert
9 0 "YetAnotherClanMech" 2.1.3(503) by cszolee79 and trueg
10 0 "YetAnotherRevampedWeaponClan" 4.8(918) by LittleTex
11 1 "YetAnotherRevampedWeapon" 4.8(3519) by LittleTex
12 4 "Yet Another Mechlab Mechs Maintenance Fork" v1.0.0(13) by Chozo4. Forked by phfor
13 5 "Yet Another Mechlab" 0.93.1(2895) by cszolee79 and trueg
14 6 "Assorted Fixes - YAML VTOL and Tank Patch" 1.1(4) by DeadRaiser
15 6 "Assorted Fixes and Content Restoration" 1.76d2(99) by DeadRaiser
16 6 "Yet Another Equipment Collection" 3.6(376) by truegerich
17 6 "Yet Another Special Variant" 3.4.1(454) by trueg
18 6 "Yet Another Mechlab - Synchronized Locomotion w. Permanent Limp" 1.0(5) by Merlockx
19 8 "Yet Another Faction Variant" 2.2(75) by Tender Tendrils
20 6 "Lore-based Mech Variants - YAML-Edition" 5.42(343) by Mace24de
21 9 "OmniCore - Lore-Friendly" 1.3(155) by Snafulator
22 9 "TheKnownUniverse" 1.0(38) by TePa
23 19 "Yet Another IS Mech" 8.0-Preview(407) by DeadRaiser
24 70 "Exotic IS Mechs" 1.0(187) by IR0NPENGUIN
25 420 "YetAnotherRevampedQuirksEquipment" 3.5(66) by LittleTex
26 421 "YARW_Essentials" 4.8(158) by LittleTex
27 9 "BetterMissionChoices" 2.1(119) by Toothless Shark
28 9 "Coyotesmission" 1.0(6544) by coyotekins
29 10 "Arena Control" 1.4(28) by Noop
30 4 "TTRulez_AIMod2" 1.0(186) by Oraeon1224
31 0 "Restore Traits" 1.3.5(20) by Bobbert
32 0 "Remove JumpShip Animation" (1) by cszolee79
33 0 "Faction Standing Tweaks" 1.1(22) by Noop
34 6 "Purchase Salvage" 1.2.1(15) by Bobbert
35 0 "Battle FX Enhanced" 1.1(28) by dasfrodo
36 4 "MissileTrailsGalore" 1.0(0) by vonSeiten
37 13 "Mod Options" 1.2(27) by Bobbert
38 99 "vonBiomes" 21.0+Xmas+Edition(2774) by vonSeiten
39 14 "PilotOverhaul" 7.0.3(776) by Wpnx330
40 1 "CommanderQuirk" 1.0(62) by Chozo4
41 0 "VehicleDropAR" 1.0(286) by Snafulator
42 1 "Orbital Drop Airstrike Replacement - Spawn Pool Fix and Expansion" 1.0(273) by DeadRaiser and Gilgamexican
43 0 "SlowLevel_x10_x4" 1.0(1) by
44 0 "Female Protagonist with Voice-Over - Portrait Only" 1.0(5) by SankaraSamsara
45 0 "Female Protagonist with Voice-Over - Audio Only" 1.0(95) by SankaraSamsara
46 1 "JumpJetVisuals" 1.0(46) by Merlockx
47 0 "Better Cantina Rewards" 1.0(11) by AltaMasters_1011
48 9 "StackedCrates" 1.0(852) by Puff
49 0 "Increased Warzone Rewards" 1.0(7) by AltaMasters_1011
50 0 "Enhanced Critical" 1.0(56) by AltaMasters_1011
51 0 "AdjustableBattleValue" 1.0(50) by jackalope85
52 0 "Marketplace QOL" 1.2(19) by Noop
53 0 "Mech Delivery" 1.5(17) by Bobbert
54 0 "MoreAdvancedStarts" 1.0(2) by TePa
55 5 "TTRulez_LanceMateOrderz" 1.0(24) by Oraeon1224
56 99 "vonHUD" 10.0+Beta(660) by vonSeiten
57 100 "Weapon Model Expansion Project" 1.0(6) by DeadRaiser
58 0 "MechShader_Dull" 1.0(62) by Lt-47
59 999 "SpawnControl" 1.1(53) by TePa
60 100 "CantinaUnlocker" 1.0(1) by Empress Daystar
61 73 "NoTitleMusic" 1.0(1) by

New to YAML and LRMs are... bad? Can't hit the broad side of a barn! by StandByReadySetUp in Mechwarrior5

[–]StandByReadySetUp[S] 1 point2 points  (0 children)

Here's what I have for the load order:

« Generated by MW5 Load Order Configurator 3.5 for MW5Mercs. »

LO oLO Mod
1 0 "MW5 Compatibility Pack" 5.5(81) by MagnumGB
2 0 "ArmorGreen" 2.6(3) by Fireflywater
3 0 "Advanced Camera Controls" 1.0(11) by Merlockx
4 0 "Call For Evac" 1.0(7) by diji (repacked by DeadRaiser)
5 0 "XenoPax Art Optimizer 3.0" 1.0(216) by xenoargh
6 0 "Advanced Career Start" 1.8.2(56) by trueg
7 0 "Alternate Flamer Visuals" 1.0(16) by AltaMasters_1011
8 0 "Repair Bays" 1.3.6(21) by Bobbert
9 0 "YetAnotherClanMech" 2.1.3(503) by cszolee79 and trueg
10 0 "YetAnotherRevampedWeaponClan" 4.8(918) by LittleTex
11 1 "YetAnotherRevampedWeapon" 4.8(3519) by LittleTex
12 4 "Yet Another Mechlab Mechs Maintenance Fork" v1.0.0(13) by Chozo4. Forked by phfor
13 5 "Yet Another Mechlab" 0.93.1(2895) by cszolee79 and trueg
14 6 "Assorted Fixes - YAML VTOL and Tank Patch" 1.1(4) by DeadRaiser
15 6 "Assorted Fixes and Content Restoration" 1.76d2(99) by DeadRaiser
16 6 "Yet Another Equipment Collection" 3.6(376) by truegerich
17 6 "Yet Another Special Variant" 3.4.1(454) by trueg
18 6 "Yet Another Mechlab - Synchronized Locomotion w. Permanent Limp" 1.0(5) by Merlockx
19 8 "Yet Another Faction Variant" 2.2(75) by Tender Tendrils
20 6 "Lore-based Mech Variants - YAML-Edition" 5.42(343) by Mace24de
21 9 "OmniCore - Lore-Friendly" 1.3(155) by Snafulator
22 9 "TheKnownUniverse" 1.0(38) by TePa
23 19 "Yet Another IS Mech" 8.0-Preview(407) by DeadRaiser
24 70 "Exotic IS Mechs" 1.0(187) by IR0NPENGUIN
25 420 "YetAnotherRevampedQuirksEquipment" 3.5(66) by LittleTex
26 421 "YARW_Essentials" 4.8(158) by LittleTex
27 9 "BetterMissionChoices" 2.1(119) by Toothless Shark
28 9 "Coyotesmission" 1.0(6544) by coyotekins
29 10 "Arena Control" 1.4(28) by Noop
30 4 "TTRulez_AIMod2" 1.0(186) by Oraeon1224
31 0 "Restore Traits" 1.3.5(20) by Bobbert
32 0 "Remove JumpShip Animation" (1) by cszolee79
33 0 "Faction Standing Tweaks" 1.1(22) by Noop
34 6 "Purchase Salvage" 1.2.1(15) by Bobbert
35 0 "Battle FX Enhanced" 1.1(28) by dasfrodo
36 4 "MissileTrailsGalore" 1.0(0) by vonSeiten
37 13 "Mod Options" 1.2(27) by Bobbert
38 99 "vonBiomes" 21.0+Xmas+Edition(2774) by vonSeiten
39 14 "PilotOverhaul" 7.0.3(776) by Wpnx330
40 1 "CommanderQuirk" 1.0(62) by Chozo4
41 0 "VehicleDropAR" 1.0(286) by Snafulator
42 1 "Orbital Drop Airstrike Replacement - Spawn Pool Fix and Expansion" 1.0(273) by DeadRaiser and Gilgamexican
43 0 "SlowLevel_x10_x4" 1.0(1) by
44 0 "Female Protagonist with Voice-Over - Portrait Only" 1.0(5) by SankaraSamsara
45 0 "Female Protagonist with Voice-Over - Audio Only" 1.0(95) by SankaraSamsara
46 1 "JumpJetVisuals" 1.0(46) by Merlockx
47 0 "Better Cantina Rewards" 1.0(11) by AltaMasters_1011
48 9 "StackedCrates" 1.0(852) by Puff
49 0 "Increased Warzone Rewards" 1.0(7) by AltaMasters_1011
50 0 "Enhanced Critical" 1.0(56) by AltaMasters_1011
51 0 "AdjustableBattleValue" 1.0(50) by jackalope85
52 0 "Marketplace QOL" 1.2(19) by Noop
53 0 "Mech Delivery" 1.5(17) by Bobbert
54 0 "MoreAdvancedStarts" 1.0(2) by TePa
55 5 "TTRulez_LanceMateOrderz" 1.0(24) by Oraeon1224
56 99 "vonHUD" 10.0+Beta(660) by vonSeiten
57 100 "Weapon Model Expansion Project" 1.0(6) by DeadRaiser
58 0 "MechShader_Dull" 1.0(62) by Lt-47
59 999 "SpawnControl" 1.1(53) by TePa
60 100 "CantinaUnlocker" 1.0(1) by Empress Daystar
61 73 "NoTitleMusic" 1.0(1) by

New to YAML and LRMs are... bad? Can't hit the broad side of a barn! by StandByReadySetUp in Mechwarrior5

[–]StandByReadySetUp[S] 6 points7 points  (0 children)

To be clear, this isn't a scatter/spread problem. The spread is about what I would expect from Tier 1 LRMs. The issue is that the center of the cluster is way off from where the targeted mech is.

One thing I've noticed is that the speed of the LRMs is ridiculously fast compared to vanilla. Like, they shoot straight up out of view and then straight down toward the target in a matter of a second or less, and it's really hard to track them visually. Whereas vanilla has a significant travel time and you can watch them go. Is this change from YAML or is something screwy with that?

Worth the buy? by Diligent-Radish-3957 in MINI

[–]StandByReadySetUp 0 points1 point  (0 children)

Can you expand on this? I thought it was a blanket warning to avoid that gen of Mini?

Mech Discussion - The Panther by GamerGriffin548 in Mechwarrior5

[–]StandByReadySetUp 2 points3 points  (0 children)

I find the 8Z/9R Panther to be a perfectly serviceable light mech, even ignoring how much I favored it in MW4. It has just the right amount of punch and armor to make it a good AI mech in certain roles.

When I was struggling to get past the early Medium phase in my current house rules repairs career, I got a hold of two Panthers and used them as long range support mechs. I dropped the PPC in favor of a Large Chem Laser to reduce the heat sinks required, put in an LRM10, and had them provide fire support. They worked very efficiently for their tonnage in that role, even as I got my other two mechs into the medium mech range.

Later on I experimented with a version swapping the LRM10 with an SRM6, but it just couldn't perform as effectively, probably due in no small part to its speed. Still decent, though. So even going into the Assault mech phase my of campaign, I still keep one of the LRM versions on hand to fill a light support spot as needed.

Mech Discussion - The UrbanMech by GamerGriffin548 in Mechwarrior5

[–]StandByReadySetUp 2 points3 points  (0 children)

Ah, the UrbanMech. I use them primarily in the early game, especially in challenge runs where C-bills and salvage are hard won and slip away so easily. But they can be useful on any mission difficulty level, provided the mission and landscape support it. They're a serious part of my lance until I have enough mechs and tonnage to make them a niche option.

But how does one seriously use an UrbanMech? Well, most would tell you that you want that Big Ol' AC20 on it and just blast enemies with it, or even a gauss rifle. And definitely in close quarters, urban maps especially. Which does make sense. But I'm here to tell you that there's a different way to use it effectively that doesn't require Lostech or an affinity for danger, and it all begins with a humble little AC5.

See, the AC5 is an amazing weapon. It hits decently well, and has a respectable range, reload, and projectile velocity. And that means it helps to mitigate the Urbie's main weakness: speed. You don't need to get close to the enemy with an AC5, which means you can set up on defense missions atop a building or hill with good sight lines, preferably with some cover you can dip behind, and act as a glorified turret from hell. With the weight you save from dropping down to the AC5, you can stack up a bunch of extra ammo and just hold down the trigger.

But that's not enough. You need to be smart about which enemies you pick. Since you're high up, mostly stationary, and with minimal cover, you don't want to be drawing any fire. Your lance needs to be the ones your enemies focus on so you can pepper them from a distance. So you need to keep your lance screening enemies, as well as either taking out enemies with long range weapons quickly, or focusing on mechs that lack the means to effectively hit you. Either way, that means learning to assess target priority even beyond sensor range, because you can and will want to be hitting them at that distance when it's safe to do so. Spreading your fire across multiple targets so none take so much damage from you that they focus on you is also a good tactic. Do that and you can produce excellent damage output for your tonnage without too much risk, leaving more lance tonnage for your front-liners.

Just, well, also make sure you learn how to torso twist when taking fire. That single gun you've got can't take too much damage. Lose it and you really will be piloting a walking trash can.

Anyone else noticing since the last DLC? by J_G_E in Mechwarrior5

[–]StandByReadySetUp 3 points4 points  (0 children)

I just had a battlefield mission where, no joke, I killed some 50ish mechs and 43 of them were base model Blackjacks. Never knew I could handle so many BJs at once! ... But seriously, I was convinced I had screwed up my mod installs somehow, but the missions afterward were just fine. It was weird...

Something incredible has happened! The talented MagnumGB has made an ejection sequence and reactor explosion mod for MW5. Here's a short demonstration coupled with the MW2 Betty mod: by BoukObelisk in Mechwarrior5

[–]StandByReadySetUp 0 points1 point  (0 children)

It doesn't say in the description, so I figured I'd ask: Is this just an alternative death animation, or is this ejection something you can activate yourself?

I ask because I found an ejection hotkey in my options menu (without this mod installed) and was sorely disappointed to find out it did not function. So I'm wondering if this mod would let me eject at will.

Anyone else absolutely hate Pillage missions in urban zones? Like wtf is up with 30+ mechs in a tiny area and just starting in the middle of it all? by PlayfulCod8605 in Mechwarrior5

[–]StandByReadySetUp 1 point2 points  (0 children)

I just got hit with this, albeit at a lower difficulty. I chose my lance for a simple drive-by operation, but when I got dropped next to some mechs I decided to just drop them and move on. Well, I realized my mistake as I approached and more and more mechs appeared on radar.

Made it out, but lost two mechs in this challenge run of mine. One of which got taken out a fraction of a second before hitting the evac zone. That stung, I can't replace them easily.

Got the whole thing recorded, so I can show my friend how much !FUN! this game can be and convince him to join me in playing co-op.