BattleTech
0 of 0

File information

Last updated

Original upload

Created by

Axterix

Uploaded by

Axterix

Virus scan

Safe to use

Tags for this mod

About this mod

Attempts to improve overall weapon balance while reducing the power of the "knockdown and called shots" strategy.
- Lowers LL and PPC heat
- Nerfs Called Shot Mastery
- Restores Medium range
- ACs give a to hit debuff to target.
- Missiles no longer cluster.
- Other tweaks.

Permissions and credits
This mod changes the following things:

Contracts:
- increased max number of contracts shown from 3 to 5.  (three is annoying with the story + "breadcrumb" missions eating up the slots.)

Visibility:
- Sight range increased from 300 to 360.  (Longer sight range makes longer range weapons more valuable.)
- Sensor range increased from 400 to 450.  (Needs to be sufficiently longer than sight range.)

Skills:
- Gunnery now adds 2% to hit per rank, down from 2.5%. (Found accuracy too high with max skill mechwarriors.)
- Guts skill Increase Overheat Level only increases overheat cap by 10, down from 15. (To keep balance with lower LL and PPC heat values.)
- Called Shot Mastery now only increases location hit chance by 2.8, down from 3.75. (Was downright silly how accurate it was.)
- Clustering hit location multipliers reduced to 1, down from 8 for the same location and 4 for an adjacent location.  (An intended drawback in TT for missiles is that they cannot be aimed.  This restores that, meaning that you'll want other weapons to shoot at that target lying on the ground.)

Weapons:
- Heat has been reduced on the following: (TT values worked much better than the values in the game, so I'm using them.)
-- PPCs: heat reduced from 40 to 30.
-- ERPPCs: heat reduced from 50 to 45.
-- Large Lasers: heat reduced from 30 to 24.
-- Large Pulse Laser: heat reduced from 40 to 30.
-- ER Large Laser: heat reduced from 45 to 36.
- Ranges (short, medium, long) have been adjusted to match TT levels for all weapons except the Pulse LL.  It continues to use the regular LL ranges the game gave it, except now with the TT S/M/L breakdown. (All weapons had short range set out to medium range, and since I'm adding medium range back in, that had to be changed.)
- PPCs no longer provide a to hit debuff on targets.  (With heat changes, it doesn't need it, and I wanted to move it to ACs.)
- ACs now provide a to hit debuff on targets.  This debuff stacks up to 4x. (Gives ACs something unique.)
- AC/2 now weighs 4 tons, down from 6.  It now generates 6 heat, up from 5. (Keeps its flavor, but makes it worth considering using.)

Combat:
- Base to hit chance reduced to 70%, down from 75%. (Found accuracy too high later on, so dropped the base.)
- Indirect Fire is now a 5 penalty, up from 3. (Tactics skill allowed complete nullification of this penalty.  Now it doesn't.)
- For firing from above:
-- Chance of head shot reduced by 50%.  (Was a bit high, so lowered it.)
-- Chance of side torso hit increased by 25%.  (Seemed a bit low, and keeps overall value the same when combined with head hit chance change.)
- Medium range now has a 2 to hit penalty, up from 0.  (The value it is supposed to have.)

Mechs:
- Blackjack: gets 1 ton more armor, a heat sink in the left torso, and a pair of machine guns in side torso + ammo in center.
- Jagermech JM6-S - Added 2 tons more armor, a Ballistic TTS, and 1 heat sink.
- Jagermech JM6-A - AC/2 ammo moved to CT.  Added 2 tons more LRM ammo and 2 heat sinks.
(The mechs above gained four free tons from the reduction of the AC/2s weight.  To bring the mechs back up to their full weight, I added four tons worth of stuff, trying to keep the tweaks in line with what the actual game might do, rather than spending them optimally like a player would.)

Bug fixes:
- Delta LRM 5++, LRM 10++, LRM 15++ incorrectly had 5 stability damage instead of four.  Now they do the correct four stability damage.
- Holly SRM 6+ and SRM 6++ had accuracy boosts of 5 and 25% respectively.  Now receive the same accuracy boosts as all other SRMs (0%).