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Zoticus

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13 comments

  1. PlayerTw0
    PlayerTw0
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    looks like 1.1 almost copied some of your changes with heat.
  2. PlayerTw0
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    this works really well with the stability mod and makes you focus your stability attacks on one mech with a few mechs instead of straight up knocking down down somebody with 2 lrm20's. also makes it so you aren't getting knocked down as much unless the enemy is focusing stab damage at one lone mech.
  3. Forefal
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    So I said I'd tell you some balance issues once I reviewed them more.

    So Flamer, S Laser and MG. S laser is the clear king here. Especially because they are typically used with melee which doesn't generate heat. MG can hit the head or crit, but it's not as valuable AND you need ammo. And flamer is very situational where you have to really stack it to make it effective and you ahve limited use.

    So I guess I'd suggest just either raising S Laser heat significant or lowering the damage to 15. If you think the "crit" of MGs is too strong, it could be reduced/removed or the accuracy of the MG could be reduced.
    1. Zoticus
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      Thanks for the feedback!
  4. PlayerTw0
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    Thanks man using this in my mod pack
    https://www.nexusmods.com/battletech/mods/198
    1. Zoticus
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      Very cool!
  5. PlayerTw0
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    well I like the changes that you made compared to other variations I have tried already.
    im going to make this the cornerstone to a mod pack im making that ive already been testing for a few days that makes the game play a bit better.

    1. Zoticus
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      Cool. I'm glad you've enjoyed it!
  6. Forefal
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    I think these changes are great but not very comprehensive. A lot of other weapons could use tuning as well and it's hard to use a "partially balanced" mod. You really focused on the major problems though, with LRMs being way too good. Great insight.
    1. Zoticus
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      I'm curious what other weapon changes you would like to see. I started with adjusting the weapons I felt were major outliers, but I'm happy to listen to suggestions for future changes.

      I tried to make this mod a very "light" touch, as ModTek lets you make per-attribute changes (like Damage or Accuracy) and most of my weapon changes only have 2 to 4 attributes touched, and not all weapons were changed. This should help with compatibility with many other mods except where we both change the same attribute.
    2. Forefal
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      I don't mean to dodge, but others have put together more comprehensive changes. For example, do you ever use AC5? And what about flamer with its limited ammo? And is MG vs S Laser balanced? S Laser adds heat but that can be ignored on a melee build possibly. MG requires ammo and that ammo can explode, but it also gets higher crit.

      I can't remember off the top of my head, but back when I was looking at balance the LRM was the obvious ridiculously overpowered item so I hadn't perused the rest of them in as much detail but I know other mods had found issues. LRM's had the problem of amazing damage, stability damage, accuracy, and could indirect fire. Their only limiter was ammo needed.
    3. Zoticus
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      I felt like the AC's were pretty well balanced by HBS. Bumping the damage put the AC2 and AC5 in a good place. Some people will swear by swapping out any AC10 for an AC20 but I play with sensor and visible range expanded and the range on the AC10 makes it viable due to it's much larger range. I used AC5 and AC10 the most in my own campaign. Both are very solid weapons. Good single-location damage for low heat but at significant tonnage. I found them competitive with PPC's (at 30 heat), with interesting trade-offs between them.

      Maybe that's a key thing. I play with Visible Range set to 500m and Sensor Range set to 450m. It makes direct fire long range weapons a lot better because you can engage before they get into ML and SRM range.

      Did you feel like AC5's need a damage buff? nerf? more stability? less?

      I felt like the SL and MG are fairly well balanced, at least in single player. Ammo explosions for players are rare. SL does damage to a single location whereas MG's really shine as crit-seakers. Once a mechwarrior gets "Ace Combat", something like the Firestarter with a lot of support weapons will just ruin someone's day when he delays late into the initiative phase to get a move - shoot - shoot - move combo.

      For Flamers I increased the ammo from 6 to 8. Looks like I missed putting that in my notes. That's reasonably well balanced for single player, but would probably break multiplayer.
    4. Forefal
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      I'm glad to hear you've looked at all the weapons. I had assumed you just touched a few and ignored the rest but I'm now guessing I was wrong. Nicely done then. :)

      When I start playing again I'll go through them in more detail and see if I can provide more constructive feedback. Thanks for the mod and your hard work.