hvMechWarrior-v14
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    hvMechWarrior-v14 is the current release of hvMechWarrior. There are 4 new
Mechs, 9 new Weapons and a new Attachment. Below is a list of all the improvements* (59 total) as well as download links.
    Disclaimer: It is my intention, as co-author of the hvMechWarrior mod, not to interfere with any of the Mechwarrior products produced by Activision, FASA or Microprose, but, rather to give their eforts a new market through Tribes, It is my hope that the hvMechWarrior mod will bring a new combat experience to player of Tribes and that this experience will increase interest in the Mechwarrior series PC games as well as the Battletech RPG.

Weapon improvements:
    1) Invented a new weapon fire code using global variables that streamlines the mod's operation (less lag) and makes future modifications easy.
    2)
New weapon: HV-AC10: Most often carried by defensive players, the HV-AC10 shoots high-velocity (HV) rounds. It has a slow rate of fire, however this makes it very accurate and an effective anti-sniper weapon.
    3)
New weapon: Gyrojet Cannon: An infantry weapon scaled-up for Mech use, the Gyrojet Cannon quickly fires stabilized rockets that explode on impact. It is very useful in finishing-off wounded Mechs.
    4)
New weapon: Thumper: First used in an anti-aircraft turret, the Thumper has been modified for Mech use. It fires explosive rounds to great range at a high rate of speed.
    5)
New weapon: Streak SRM-4: Same as the Streak SRM-2 or SRM-6, but firing a burst of 4 missiles.
    6)
New weapon: Light Thunderbolt: With the success of the Thunderbolt (see below), pilots of Light and Medium Mechs demanded a reduced-size missile for their Mechs' smaller chassis. The result was the Light Thunderbolt. The Light Thunderbolt will lock on a target just like the missile systems described above.
    7)
New weapon: Thunderbolt: Essentially a mini-Arrow IV, the Thunderbolt offers Heavy Mechs an alternative style of missile armament to Streaks and LRMs. The Thunderbolt will lock on a target just like the missile systems described above.
    8)
New weapon: Thunder LRM: A very large single missile, the Thunder LRM is a mine-layer. At a pre-determined range it explodes, dropping a payload of 5 mines.
    9)
New weapon: Light Mech Mortar: An infantry weapon scaled up to Mech-size, the Light Mech Mortar gives a pilot the ability to engage targets around corners or over hills.
    10)
New weapon: Heavy Mech Mortar: Most often used to destroy fixed emplacements, the Heavy Mech Mortar is can also be a powerful tool against Mechs caught in open field.
    11) The Heavy Machine Gun replaces the weaker Machine Gun of hvMW-v12.
    12) All Auto Cannons fire at 2x their hvMW-v12 rate, with 3/4 the heat generated. This has made the ACs more functional within the mod and more representative of their BattleTech counterparts.
    13) Increased the range of all Auto Cannons. This was done after experience showed typical engagement ranges were greater than anticipated.
    14) Reduced the aim deflection of the LBX-class Auto Cannons to tighten their grouping.
    15) Increased the rate of reload of Auto Cannons at stations. This reduces the amount of time Mechs must wait at stations.
    16) The Gauss Rifle now generates no heat.
    17) The Gauss Rifle's alt. fire is now a fragmentation round, which does much less damage but has a medium-sized radius of effect.
    18) The Sniper Cannon was tweaked and renamed the Light Gauss Rifle.
    19) Increased the damage caused by the Flamer in both fire modes and renamed it the Heavy Flamer.
    20) Reduced the recharge time of the Large ER Laser to make it more useful, and shortened its "beam time" to reduce lag.
    21) Increased the Medium Pulse Laser's damage. It was a little too weak before to be considered a viable weapon.
    22) Reduced the reload time for the Streak SRM-6, LRM-10 and LRM-15.
    23) Increased the heat generated by the LRM Missile Systems and the Arrow IV, making their use more appropriate for long range combat.
    24) Change the Arrow IV's alt. fire to an Inferno warhead.
    25) Eliminated the need for a player to mount an FCC Pod (see below) in order to use the Arrow IV.
    26) Re-wrote the weapon popup messages to reduce their screen size for better visibility.

Mech improvements:

    27)
New Mech: Wasp: The Wasp is the smallest, fastest Mech. It has limited weapons and armor and operates best as a scout. It can use MASC (see below), to extend its speed and jumping. Weight: 20 tons
    28)
New Mech: Warhammer: The Warhammer has the widest range of weapons of any Heavy Mech. It has limited Jump Jets and armor, but very good mobility on foot. Weight: 75 tons
    29)
New Mech: Charger: The Charger is a huge Mech designed specifically for ramming other Mechs. Its weapon choices are very limited, but it is fast and can inflict crushing blows on enemies via "Death From Above". Weight: 80 tons
    30)
New Mech: Cyclops: The Cyclops is a command and control Mech. It can deploy any turret, and control them at will through use of the command screen. Its weapon choices offer good anti-sniper as well as light melee capabilities. Weight: 90 tons
    31) Increased Heat Sink power from 10 to 12. This makes Mechs more maneuverable and gives players more options.
    32) Added "ramming" damage. Based on a Mech's tonnage, damage occurs whenever enemy Mechs collide. Wearing Ferro Fibrous Armor halves this damage, while jumping on an enemy Mech's head (DFA!!!) doubles ramming damage. For a picture, click HERE.
    33) Increased Mech damage sustained from falling.
    34) Increased the Auto Cannon ammo capacity of all Mechs.
    35) The HellBringer no longer has access to ER-type lasers. This was done to slightly reduce the HellBringer's potency as a sniper.
    36) The Archer no longer has access to Pulse-type lasers. Pulse lasers did not seem to fit the aesthetic of the Archer's standoff role.
    37) Slightly decreased the power of the HellBringer and BattleMaster's Jump Jets. They were too mobile for their size.

Aerotech vehicle improvements:
    38) All Aerotech vehicles have reduced armor; fighters' armor was cut by 1/2, dropships' by 1/3.
    39) Re-wrote the fire code for the vehicles to improve mod efficiency.
    40) The Stingray is now armed with twin PPCs.
    41) Fixed a velocity bug with the Riever's Arrow IV.
    42) The Leopard Class dropship is now armed with a non-locking LRM-10 Missile System.
    43) Increased the reload delay of the Union Class dropship's Long Tom.

Attachment improvements:
    44) New Attachment: MASC: MASC is a system that radically increases electrical impulses to a Mech's leg muscles. This forces the Mech to run faster and jump higher at the cost of additional heat.
    45) Double Heat Sink's cooling rate has been increased in proportion to a Mech's standard Heat Sink cooling rate.

    46) The Welding Torch now repairs Light Mechs at a slower rate than other objects. This reduces the occasional cheese by players skiing away while repairing which made it nearly impossible to kill them.
    47) The ECM Pod now activates immediately when purchased and stays activated until one's Mech is destroyed. It also now generates no heat.
    48) The Fire Control Computer (FCC Pod) no longer generates heat when activated. Gameplay is simplified now, as the FCC Pod simply acts as a switch to change fire modes on a player's weapons with no adverse effects.
    49) Increased the amount of Auto Cannon ammo stored by the Munitions Pod.

Other improvements:
    50) The Streak SRM Turret have been converted to an Arrow IV Turret and its detection range increased to 185 meters. These changes have reduced lag (fewer objects generated) and created more effective AA defense against Aerotech vehicles.
    51) Decreased the effectiveness of the Long Tom on shielded objects. This allows the Long Tom to continue to be useful against Mechs without the side effect of being overly powerful against turrets.
    52) The Rangefinder is now reworked to act just like it does in Base, but with a red beam to distinguish it from Pulse Lasers.
    53) The explosion graphic for grenades has been changed to a more simple one. This was done to eliminate the incorrect assumption that grenades were "nuclear" like those in the Renegades 1.3 mod and to reduce lag.
    54) The list of items one finds in a Mech Bay is now restructured to provide a more logical interface, making it easier to find what one is looking for.
    55) Added a distinct sound to the "resupply complete" message so that players will know exactly when they can leave a Mech Bay or Munitions Bay fully armed.
    56) Stations will now violently knock back any enemy who attempts to use it, while simultaneously reporting the attempted violation to the station's team via a red comm message.
    57) Added a "computer network" that links all items to players of the same team so that if any item is destroyed its team is notified via a red comm message. This greatly enhances defensive player's ability to respond to base infiltration.
    58) Removed the Camera, as it is no longer needed.
    59) Added a new scoring system that rewards players based on the usefulness of their actions. For a list of scoring values, view the .txt file HERE.


    *Special thanks go to the following individuals who influenced hvMechWarrior-v14 with their valuable feedback and/or scripting assistance: Cheshire Cat, DMM|US 600RR, Goliath, NaTeDoGG, [HF] Pendragon, HF|US Cirrus, hvAhvendavia, hvCryptWyrm, hv Darius, hvDrifter, hv IceHawk, hv Mr.Magoo, hvPhoenixHawk, hvSirLorn :{>, hvSTRKLLR, hvSynergy, Mr. X, Parameterector, T'ai Kung, and Tin Trout.


hvMechWarrior subsections:

    To learn more details about hvMechWarrior equipment and to view screenshots, click on any of the following:
       - Mechs - Weapons - Aerotech vehicles - Deployables - Sundries
...or use the
Jump to links at the bottom of each page.


hvMechWarrior server list:

- hvMechWarrior-v14 is currently hosted 24/7 by Darkknight on the Rabidclowns <RC> server (IP:64.81.240.2:28001).
 

Downloads:
- You can download hvMechWarrior-v14 HERE.
- You can download the dueling version of hvMechWarrior-v14, hvMechDuel-v14 HERE.
- You can download the BOT version of hvMechWarrior-v14, hvMechBOT-v096 (brilliantly written by Mr.X) HERE.

Game Design subsections
- Return to Castle Wolfenstein -
- Fighter Squadron -
- Need For Speed 6, Hot Pursuit 2 -
- Tribes -
- hvMechWarrior-v12 mod -
- hvMechWarrior-v14 mod -
Mechs - Weapons - Aerotech vehicles - Deployables - Sundries
- hvTactical mod -
Armors - Weapons - Vehicles - Deployables - Sundries
- Accessories  - Maps  - Skins -

Main Sections
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