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.
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mod -
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Deployables
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Sundries
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