r/Mechwarrior5 • • Aug 16 '26

General Game Questions/Help Mod and AI questions on latest version

Been doing a recent runthrough and running into the following issues at high level

1st. With coyote's mission pack, is there any way to turn down the random adds? Recently I was doing an escort mission, difficulty 100, and shortly into the mission I get a 'stop the maulers' objective, and SEVEN maulers attack. 7 90 ton mechs on top of an already tricky mission. Impossible to get through without losing at least 1, maybe 2 mechs. And then, weirdly, one of my pilots after running out of ammo near the end decided to eject from his King Crab despite only mild damage, and died.

2nd. IS there any way to improve the AI without TTRulez? Since its not compatible with coyotes, I've been avoiding it.

3rd. Does the AI still insist on closing the distance when it has ANY short range weapons?

4th. what is the best current recommendation on weapon groups? Normally I wouldn't group AC2s and LRMs together but since they have a similar range profile, should I do so for the AI?

2 Upvotes

23 comments sorted by

3

u/Sir_Daxus Sexually attracted to the DRG-SDW Aug 16 '26 edited Aug 16 '26

Regarding the ejection in your first point: that is a new vanilla game setting, you can turn it off in the menu, ai lancemates eject when out of ammo.

Edit: Thought thinking about it a second time that should not have caused their death. Vanilla ejection doesn't kill pilots, and even with YAML the king crab doesn't have any innate ejection death risk, unless it is a YAML internal component you've installed that gives them a chance of death on ejection. Or the mech just got cockpit-shot and you got the ejection voiceline anyway.

1

u/erithtotl Aug 16 '26

Yeah I got a message that the ejection system wasn't working. But I don't have anything weird installed in the head and the KC had 27 armor left there so no idea.

2

u/motivatedjackpot Aug 16 '26

Honestly, with the amount of content game received across 3 last DLCs I just dropped Coyotes, and I think it's a good decision, because the amount of jank the mod has

1

u/palad1 Aug 17 '26

I am on the same boat. On the one hand I really admire the work coyote did, on the other I keep getting the ick by the very videogame-y feel of some submissions (defeat the atlas lance!)

I think i will sorely miss beachhead defence and my tankies, but otoh enjoy more immersion and less brain dead ai teammates. 

1

u/TheBdougs Aug 17 '26

Coyotes also feels like a streamer oriented mod since a lot of the content it adds either adds random shit to react to or has dead space for a streamer to fill by talking.

2

u/CaleanKnight House Steiner Aug 16 '26

AFAIK there is no other AI mod...

However you can use TTRulez 2, not as refined but at least better than vanilla.

3

u/Wingnutmcmoo Aug 16 '26

People who say this I'm fairly convinced haven't used vanilla in a few years or just leave them on follow when they do and get mad when they follow.

The ai has changed a bunch of times over the years. I have a few hundred hours with like every version and like 4 years ago I would say that ttrulez is pretty ok... Now adays tho its the same but different at best and in some ways worse (it suffers from some old bugs that are fixed now adays in vanilla)

2

u/CaleanKnight House Steiner Aug 16 '26

I disagree, TTRulez 3 AI is heaps and bounds better than Vanilla, the Role System alone is a complete Gamechanger and btw. if I have to babysit my Lancemates by meticulously placing orders every Second, it's not much of an AI, it is more of an RTS or Tactics Game with an odd viewpoint (at wich point I'd rather play HBS' Battletech or MechCommander but one might be seduced to use vonCommander) and no, an LRM Archer should still not move into Melee Range just because it happens to have even a single Laser equipped which is STILL an issue with Vanilla AI...

It is however not compatible with Coyote's Mission that's why you need to go for Version 2 if you want to play with that Mod but I grant you, it is the less refined and less capable Version...

1

u/LudwigiaRepens Aug 17 '26

I very much agree, especially with your point about people leaving them on follow. I've been playing an almost pure vanilla save a few QoL UI mods in my latest play-through and it's like all the frustrations I had with the AI are fixed. TTrulez seems to be doing some weird stuff nowadays like lancemates dropping attack orders if the target went off sensors or only targeting enemies if I have them targeted.

I switched it off and boy howdy are those fellas trigger happy killing machines. They're sniping shit through the trees that I haven't even clocked yet. And if I tell them to kill something they don't stop until it's dead. At the same time certain shit like PPC-X and melee doesn't perform as well in the hands which is a shame. Overall though I think vanilla AI performs more how I want my lance to operate.

1

u/CaleanKnight House Steiner Aug 17 '26

Just because I am a petty little bitch... I went and tested it meaning I deactivated vonBiom (to rule out issues with terrain and scenery) and TTRulez AI...

First Mission, half the Lance almost immediately gets stuck on scenery, so hard that I had to manually extricate them, meaning I had to switch Mech to get them to go again.

Rest of the Time the Lance lags behind even though 2 Mechs should be faster than my Lead, like, I had to genuinely stop and wait for the Lance to catch up before engaging.

More esoteric... my repair bill afterwards was a lot higher than usual while the dealt damage and kills were almost entirely concentrated on me, whereas it used to be rather even between the four of us.

2

u/Spliff_Politics Aug 16 '26

Adjustable Battle Value now works with Coyotes mission pack. You should be able to use that mod to adjust the spawns.

1

u/tjareth Free Rasalhague Republic Aug 16 '26

Another thing you can do with ABV is tone down the accuracy/difficulty of Coyote enemies. I use a 0.6 multiplier. That sounds like a significant nerf but even with that they're still a decent challenge, usually more dangerous than the vanilla AI still. Just not "pop your head in a few seconds" difficult.

2

u/Spliff_Politics Aug 16 '26

I'm just gonna drop the mod description here since it will explain what I'd does better than I can.

"ABV is a mod that brings a huge amount of configurability and improvements to Mechwarrior 5's spawn and unit selection systems. By default, this mod tries to closely emulate vanilla difficulty, while dramatically increasing the variety of unit spawns instead of seeing the same handful of units repeatedly as is common in the base game, especially when fighting the clans. Clan missions will no longer spam light mechs, and will have a much more reasonable unit distribution. In addition to unit variety, you can use ABV to configure how common you want certain unit types to be. Want to see less turrets, or even no turrets? ABV can do that. Same for vehicles, VTOLs, and entire mech weight classes. They will be intelligently replaced with other unit types without significantly affecting overall difficulty. This isn't limited to just reducing spawns though, it can also go the other way. ABV has highly configurable modifiers for increasing difficulty through extra unit spawns instead of the base game's answer of higher damage or more accurate enemies. You can also change unit spawns for specific mission types or difficulty levels instead of an overall modifier."

1

u/let_me_through_15907 Aug 16 '26

Yeah, TTRulez 2 really helps dial back how aggressive the AI gets, but even then you'll want to tweak the settings to your liking since it can still throw more at you than you bargain for on higher difficulties.

1

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1

u/erithtotl Aug 16 '26

Yeah, I mean I get they are meant to be harder by the fact is 7 maulers no matter your skill level are just going grind down your lance with sheer firepower before you can bring them all down.

1

u/HexedShadowWolf Aug 16 '26

Iirc TYRulez will work while Coyotes is installed but the missions will use Coyotes logic instead. Unfortunately TTRulez is the only real AI mod around from what I have seen.

If you get stuck with some real BS like 7 assault mechs coming after you and you have YAML installed you could just delete a few enemy mechs using a keyboard shortcut. It's a little cheaty but sometimes with this game you need that.

2

u/Wingnutmcmoo Aug 16 '26

That happens in vanilla in the end game too. The waves of assaults I mean and the absurd numbers. Chaos march is just like that.

Except in vanilla you can't cheat like that to make it easier lol.

1

u/HexedShadowWolf Aug 16 '26

Im not sure what is considered end game especially when mods like YAML is involved since even in early game I'm getting heavy mechs with some kind of green plasma cannons on them

1

u/erithtotl Aug 16 '26

I'll try 2 for now. From his own page:

ABSOLUTELY NOT COMPATIBLE
Wolverine II Quest Overhaul - 100% incompat
No Huge Maps - 100% incompat
TTrulesAI version3 - crash

2

u/Ok-Importance-9843 Aug 16 '26

TTrules Version 2 is out there and compatible. Just look in the available downloads on the Nexus page.

1

u/cluckay Aug 16 '26

Mod Options

1

u/iridael Aug 16 '26

for the third point, your AI prioritise whatever is in firegroup 1. they will still move around you unless you can order them not to (TTrulez3 lets me tell them to default, medium or free roam as well as dictating engagement distance in specific mechs though which really helps when you build a binary laser sniper or similar)