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Meows

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meows75321

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About this mod

CatTech YAML is a tech expansion and addon. It adds tech to preexisting tech bases as well as adds its own. The eventual goal of the mod is to introduce its own faction.

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CatTech is currently fairly bare-bones but adds plenty of equipment to play around with.

REQUIRES PIRATETECH YAML

Current Additions:

Innersphere:

Poly-Endo, Fills the gap left behind by Endo-Composite. Is effectively the Heavy Ferro of the endo world. Reduces Structure weight by 75% and requires 21 dynamic slots. (3068)

Clan:
Poly-Endo, Same as IS variant but more costly and only requires 11 dynamic slots. (3069)
Light Ferro, Same as the IS variant but yet again more costly and only requires 3 dynamic slots. (3070)
Heavy Ferro, Surprise the same as the IS variant, hurts your wallet and only requires 11 dynamic slots. (3070)
Light and Heavy Guass, Lighter and less slot intensive and with some extra range as well compared their IS counter parts. (3068)
HAG 10, About what you would expect from a HAG 10. (3068)
ER Light and Heavy PPCs, Toasty ER versions of the Light and Heavy PPCs with all the upsides and downsides that come with Clan ER PPCs. (3069)

RISC:
Small and Medium Hyper Lasers, Scaled down versions of the Hyper Laser for those Hyper Laser enjoyers out there. (3136)

Society:
Light Rotary Auto Cannons, an odd rotary weapon that fires three shots at a time as well as being lighter and less slot intensive then standard Rotary ACs (3076)

Aurora (This is the primary focus of the mod and my new tech base):
Leg and Arm Actuators that buff certain stats of the mech/weapons, each one is only one slot meaning you can mix and match much easier with these. (3140)
Anti-Matter Overcharger: Drastically increases the heat, spread, cooldown and damage of weapons in the same location as it. Works on both Gauss and Energy weapons. (3140)
Magnetic Accelerator: Best explained as turning any AC into a gauss weapon, increases range and damage of the weapons its attached to at the cost of cooldown and heat. Works on all ACs and yes that includes RACs (3140)
Missile Launch Booster: Increases range and speed of missiles at the cost of cooldown, heat generation and if applicable minimum range. Can be attached to any missile system. (3140)
Quad-Linked Ultra capacitor: Reduces cooldown on all energy and gauss weapons at the cost of spread and heat. (3140)
Augments: Augments are an oddity, they are akin to quirks and each mech may only ever have one equipped at any given time. They come in various forms each buffing up a certain "system" from buffing pilot skills to giving extra ammo per ammo bin they have many uses. They are zero slot items but still cost some tonnage to equip. (3140)
Cockpits: Aurora has a number of cockpits that all vary in usage, however they all come with advance C3 computers build in however this comes at the cost of increasing heat generation due to the complex computers onboard.
Engines: Aurora has a number of engines they are slotted out differently and may require some adjusting to but they are quite useful, from the humble Left XL engine to the might Anti-Matter engine they all have their uses and quirks and can fit a wide range of game play styles. (3140)
Gyros: Aurora gyros are just as varied as the engines and are meant to be paired up with the engines to make up for some of the engines' downsides. (3140)
Meta Heat Sinks: Aurora has its own heat sinks as well, these are akin to prototype and radical heat sinks and as such can be quite dangerous if one is not careful with their heat management. However their vastly improved heat sinking abilities well make up for the downsides. (3140)
Armor and Structures: Aurora's Armor and Structures are quite varied from simple Ferro and Endo like materials to self repairing nano machine armor Aurora has it all (3140)
VPGv1-3: VPG is Auroro's stealth tech, the techno babble with this one is strong but needless to say its akin to the Void Signature System. Expect to run toasty. (3140)
MASC: Aurora has its own MASC and is general improvement upon MASC except it really pushes the mech resulting in the gauge filling faster then other MASC systems
Magnetic Autocannons: These are the standard Autocannons for Aurora. They are what happens when you mix Rotary Autocannons and Gauss into a single system. They have increase range but sacrifice rate of fire and jam chance over the typical RAC style weapon. They come in 5,10,15,20,25, and 30 variants. (3140)
Pulsers and Beamers: These are continuous particle beam weapons. They are akin the laser weapons for the other factions. They come in Small, Medium, Large, and Extra large versions.
Typhoons: Rotary Micro Missile launchers meant to overhelm and keep busy AMS systems to allow their sister missiles the Gale to it through. They still do plenty of damage for a bunch of Micro missiles. They come in 1,2,3, and 4 tube variants
Gale: The unholy love child of thunderbolts and ATMs. These missiles behave much like one would expect from such a combo. They however are weak to AMS systems hence why they are meant to be paired up with Typhoons. They come in 1,2,3 and 4 tube variants


Hybrid weapon systems (Aurora):
Guided Particle Cannon: Guided Particle Cannons are what happens when you mix PPCs and Missiles together. They are hot but have unlimited ammo and are equipped in energy slots. They come in 3,6,9 and 12 Verions (3140)
High Density Dust Gun: A ballistic weapon that uses similar tech as PPCs. The weapon has unlimited ammo and Akin to MWO HAGs. They come in 10,20,30, and 40 versions. (3140)
Tau Particle Cannon: The Tau particle cannon is a high fire rate energy weapon that consume ammo. The weapon system increases in fire rate rather then damage as the size increase. This means that all Tau Cannons use the same ammo bins. They come in 5,10,15, and 20 versions. (3140)