BattleTech
0 of 0

File information

Last updated

Original upload

Created by

LKN

Uploaded by

pdanders

Virus scan

Safe to use

Tags for this mod

About this mod

This mod re-balances all weapons (including +/++/+++) with the goal of making all weapons viable. Where it makes sense I've referenced the TT values for things like heat. In addition accuracy/evasion/etc has been re-balanced and I have made some campaign modifications as well. The mod can be used all together or you can take only what you like,

Permissions and credits
Note that almost all of these changes (other than a couple of minor sim layer changes) are a part of the dz Consolidated Company Commander mod. If you prefer a mod that is pretty close to vanilla, but with a reworked tactical layer then this mod is for you. If you'd like a much more in depth overhaul of the simulation layer as well as these tactical changes then you should check out dz consolidated company commander (note that as of right now changes to this mod are folded into that mod (and vice versa) when it comes to the tactical layer).

Link to dz consolidated company commander:

https://www.nexusmods.com/battletech/mods/136?tab=description



Changelog for 2.4:

Switched AI to use AI from dz Consolidated Company Commander
Permanent evasion switched to dz Permanent Evasion by movement
- Ace Pilot gives one Permanent evasion
- Permanent pips at the following movement breakpoints
- 140: 1
- 165: 2
- 190: 3
- 210: 4

Clustering set to 1/1/1

To hit light/medium/heavy/assault mech to 0/1/2/3 from 1/2/3/4

To hit light/medium/heavy/assault vehicle to 0/0/1/2 from 0/1/2/3

AC/2: +5 ammo per ton, -1 heat
AC/5: +5 ammo per ton, -2 heat
AC/10: +2 ammo per ton, -3 heat
AC/20: +1 ammo per ton, -4 heat
LRMs: Accuracy -1 for all
ML: +2 heat
SL: +1 heat
ER PPC: -5 heat
ERLL: -2 heat
LPL: -2 heat
ERSL: -2 heat
SPL: -2 heat

Fixed Commando and Spider Max head armor



Changelog for version 2.3:

Reverted ACE Pilot to only make 3 pips permanent for all weight classes.

Changelog for version 2.2:

ACE Pilot now makes the following number of pips permanent based on weight class 5/4/3/3 - Light/Medium/Heavy/Assault

ERML: -5 heat
ERLL: -3 heat

Lostech weapons now have a small chance to appear in shops where there is a black market or former star league presence



Changelog for version 2.1:

Side torso destruction no longer causes pilot injuries (makes heavier mechs a bit harder to kill and salvage 3 pieces of)

Ace Pilot now makes the last 3  pips of evasion permanent on a per turn basis (they can not be stripped by firing).  (from Permanent Evasion / dz Consolidated Company Commander)

Changelog for version 2.0:

Slight change to evasion scaling:

        "ToHitMovingPipUMs": 
[
1,
            3,
            5,
            8,
            11,
            14
],

Juggernaut now also braces (from Better Juggernaut / dz Consolidated Company Commander)

Ace Pilot now makes the last 2 pips of evasion permanent on a per turn basis (they can not be stripped by firing).  (from Permanent Evasion / dz Consolidated Company Commander)

Changelog for version 1.9:

Small nerfs to evasion (pips 4,5,6 are all one less in effectiveness and pips 5 and 6 are slightly harder to get)
"ToHitMovingPipUMs": 
        [
            2,
            4,
            6,
            8,
            11,
            14
        ],
       
        [
            20,
            70,
            100,
            125,
            160,
            190
        ],


Changelog for version 1.8:

Lostech buffs:

ERPPC = +10 stab, +25% critical
ERLL = +70 optimal range, +50% critical
ERML = +50% critical
ERSL = +50% critical

Nerf precision shot acccuracy bonus:
"ToHitOffensivePush": -2 (from -4)
Increase precision shot cost:
"OffensivePushCost": 35, (from 30)
"OffensivePushLowMoraleCost": 45, (from 40)
"OffensivePushHighMoraleCost": 25, (from 20)

Increase vigilance cost:
        "DefensivePushCost": 35, (from 30)
        "DefensivePushLowMoraleCost": 45, (from 40)
        "DefensivePushHighMoraleCost": 25, (from 20)

All chassis +15 stability (formula now 90 + (tonnage/2))

"PilotingBaseFloor": 0.8, (from 0.9) (melee is slightly more difficult)

Tactics skills that reduce minimum range changed to reductions to the minimum range to hit penalty.
The base minimum range to hit penalty is +8, the first skill reduces this to +6 and the second kill reduces it to +4

Further encouraging the AI to shoot at evasive targets.

{
    /* Evasive "to hit" floor - if the to-hit is below this
       percentage (0.0 - 100.0), only shoot a single
       "conservative" shot. Note: ignored for attackers that
       are not mechs. */
    "k" : "Float_EvasiveToHitFloor",
    "v" : {
"type": "Float",
"floatVal" : 20.0,
    }
},

Called Shot Master multiplier to 2.5 (from 2.6)

Changelog for version 1.7:

Now Modtek compatible!

LRM stability damage un-nerfed back to stock (2 per missile).

+/++/+++ LRMs rebalanced to have the following bonuses:

Acc +1
Range +90m
Critical +25%
Acc +2
Acc +1, Range +90m
Critical +50%
Acc +1, Critical +25%
Acc +2, Critical +50%

Max Accuracy Bonus for all +/++/+++ weapons is now +2 (from  +3)

Default Unsteady Threshold to 61 (from 41)
Unsteady Threshold +1 to 71 (from 61)

Damaged Weapons are slightly less accurate:
"ToHitSelfWeaponDamaged": 3

Evasive pip distance tweak:

"ToHitMovingTargetDistances": 
[
20,
            70,
            100,
            125,
150,
180
],

Made AI slightly more likely to fire at highly evasive targets:

    /* Evasive "to hit" floor - if the to-hit is below this
       percentage (0.0 - 100.0), only shoot a single
       "conservative" shot. Note: ignored for attackers that
       are not mechs. */
    "k" : "Float_EvasiveToHitFloor",
    "v" : {
"type": "Float",
"floatVal" : 30.0,
    }

Changelog for version 1.6:

SRM stability nerf removed
Called shot mastery multiplier to 2.6 (from 2.7)

Completely Rebalanced all Actuators and TTS
See modded mods tab here for details:
 https://docs.google.com/spreadsheets/d/1czVp890OHFcFQJclxe6G3Esvo6qJnshfI8RHyD1a_R4/edit?usp=sharing 

Changelog for version 1.5:

Improved Called shot multiplier to 2 (from 2.4)
Called Shot mastery multiplier to 2.7 (from 3.75)

All chassis stability to 75 + (tonnage/2)

AC/2 +5 stability damage
AC/5 +5 stability damage
AC/10 + 5 stability damage
AC/20 + 10 stability damage
Gauss Rifle +5 damage

Changelog for version 1.4:

Stability set to 100 + (tonnage/2): rounding up where necessary.  Stability was simply too high before and very few knockdowns were happening.

Changelog for version 1.3:

Slightly un-nerfed gunnery skill progression (max is no +20% instead of +16%)

Added +1 to hit penalty for movement (includes jumping)

Changed spotter/sensor range to 400/500

AI can now be inspired

AI is now more likely to fire multiple weapons with lower hit chances 


Changelog for version 1.2:

Improved Evasion:

All evasion pips are now easier to get (Any movement will give you at least 1 pip):


 "ToHitMovingTargetDistances": 
[
    20,
            70,
            100,
            130,
    160,
    190
],

Evasion pips 4,5 and 6 are more effective.

"ToHitMovingPipUMs": 
            2,
            4,
            6,
            9,
            12,
            15
],


Changelog for version 1.1:

LRM 15: Heat +1

Changes:

Base weapon balance:

AC/2:+5 damage, + 5 stability, +5 Ammo per ton
AC/5:        +5 stability, +5 Ammo per ton
AC/10:      +10 damage, +10 stability, +2 Ammo per ton
AC/20:      + 10 stability, Heat -4, +1 Ammo per ton
SRM2:       Heat -2
SRM4:       Heat +1
LRM5:      Acc -1
LRM10:    Heat -2, Acc -1
LRM15:    Heat +1, Acc -1
LRM20:    Heat +2, Acc -1
PPC:         Damage +5, Heat -5
L Laser     Damage +5, Heat +6

Gauss:   +5 damage

ER PPC:   Dmg +5, Heat -15, Stability +10, +25% crit
ER LL:      Dmg +5, Heat +3, Critical +50%, +70m optimal range
LPL:         Dmg +5, Heat -12, Ignore 2 evasion pips
ERML:     Heat -10, Critical +50% crit
MPL:       Heat -4, Ignore 2 evasion pips
ERSLL:    Heat -9, Critical +50%
SPL:        Heat -4, Ignore 2 evasion pips

A table showing how all these changes impact balance is here (modded base weapons tab)

https://docs.google.com/spreadsheets/d/1czVp890OHFcFQJclxe6G3Esvo6qJnshfI8RHyD1a_R4/edit?usp=sharing

All +/++/+++ weapons have been re-balanced as well.  Bonuses have been normalized so we no longer have some weapons getting 50% damage bonuses while others get 20% (or even less)

The same sheet details all the changes (Modded + Weapons tab)

https://docs.google.com/spreadsheets/d/1czVp890OHFcFQJclxe6G3Esvo6qJnshfI8RHyD1a_R4/edit?usp=sharing

Completely Rebalanced all Actuators and TTS
See modded mods tab here for details:
https://docs.google.com/spreadsheets/d/1czVp890OHFcFQJclxe6G3Esvo6qJnshfI8RHyD1a_R4/edit?usp=sharing 

The AI has been buffed fairly significantly using the AI from dz Consolidated Company Commander




Additional changes:

Un-nerfed AI Critical Chance: Multiplier is now 1.0 instead of .2

Clustering for LRMs has been reduced:
"ClusterChanceOriginalLocationMultiplier": 1 (from 8)
"ClusterChanceAdjacentMultiplier": 1 (from 4)

Indirect fire penalty increased from 3 to 5 (you can no longer fully cancel it out with tactics)

Tactics skills that reduce minimum range changed to reductions to the minimum range to hit penalty.
The base minimum range to hit penalty is +8, the first skill reduces this to +6 and the second kill reduces it to +4

Hitting targets in cover/obstructed is now slightly harder: increased penalty from 2 to 3

To hit penalties for mechs increased:
"ToHitAssault": 0,  (from 0)
"ToHitHeavy": 1,    (from 0)
"ToHitMedium": 2, (from 1)
"ToHitLight": 3,      (from 2)

To hit penalties for vehicles increased:
"ToHitVehicleAssault": 0,  (from 0)
"ToHitVehicleHeavy": 0,   (from 0)
"ToHitVehicleMedium": 1,  (from 0)
"ToHitVehicleLight": 2,   (from 0)

To penalties added for movement:
"ToHitSelfWalkLight": 1,
"ToHitSelfWalkMedium": 1,
"ToHitSelfWalkHeavy": 1,
"ToHitSelfWalkAssault": 1,
"ToHitSelfWalkVehicle": 1,

AI can be inspired:
"CanAIBeInspired": true,

"ToHitOffensivePush": -2

Morale abilities are more expensive:
"OffensivePushCost": 35,
"OffensivePushLowMoraleCost": 45,
"OffensivePushHighMoraleCost": 25,
"DefensivePushCost": 35,
"DefensivePushLowMoraleCost": 45,
"DefensivePushHighMoraleCost": 25,

All evasion pips are now easier to get (Any movement will give you at least 1 pip):

 "ToHitMovingTargetDistances": 
[
    20,
            70,
            100,
            125,
    160,
    190
],

Evasion pips 5 and 6 are more effective:

"ToHitMovingPipUMs": 
            [  
    1,
            3,
            5,
            8,
            11,
            14
],


All chassis stability values set to 90 + tonnage/2 (rounding up when needed)  (for example a Locust now has 100 stability points and an Atlas has 140... all mechs are at 100 in stock)

Catapult-C1 added 1 more missile hardpoint on each arm

Trebuchet max CT armor fixed (changed to 160 from 120.. the stock value is an error)

Increased sensor and spotter range
Base Spotter distance =400
base sensor distance = 500

Nerfed gunnery skill progression to a max of 20% gain by modifying the Gunnery divisor (each level now gives 2% gain instead of 2.5%)
Gunnery Divisor changed to 50

Improved Called shot multiplier to 2 (from 2.4)
Called Shot mastery multiplier to 2.5 (from 3.75)

"PilotingBaseFloor": 0.8, (from 0.9) (melee is slightly more difficult)

Default Unsteady Threshold to 61 (from 41)
Unsteady Threshold +1 to 71 (from 61)

Damaged Weapons are slightly less accurate:
"ToHitSelfWeaponDamaged": 3

Juggernaut now also braces


Faster mechs now get pips of permanent evasion (140 - 1, 165 -2, 190 - 3, 210 - 4)

ACE Pilot now makes 1 pip of evasion permanent (for the rest of that turn) after moving.


Lostech weapons now have a small chance to appear in shops where there is a black market or former star league presence

Side torso destruction no longer causes pilot injuries

Increased the number and variety of contracts:
"MaxContractsPerSystem" : 6,
"ContractRenewalPerWeek" : 1,
"ContractDifficultyVariance" : 5,

5 parts to salvage a mech
"DefaultMechPartMax": 5

Starting lance changed to:
Blackjack
Panther
Jenner
Commando 1B
Spyder