BattleTech
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Riftskipper

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Clinkzbone

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About this mod

Adjusts weapon balance, spotting distance, morale system, to-hit chances, etc. in order to make the game harder but more balanced.

Requirements
Permissions and credits
LAST UPDATED: 29/06/2018

Overview
This mod aims to make all weapons viable, and make the game more difficult in general. It does this by buffing weaker weapons (the smaller ACs, certain energy weapons), nerfing missiles and otherwise tweaking weapon values. In addition, Guarded was nerfed, the visual and radar range was increased, the morale system was tweaked, and hit chances are calculated slightly differently to make things harder to hit in general.

In addition, an optional add-on modifies the AI to be (hopefully) more challenging (WIP).

Requirements
You will need ModTek and BTML.

Conflicts
This mod edits almost all weapon files, AC2 ammo and AC5 ammo, almost all mech chassis, several ability files, several behaviorVariable files and CombatGameConstants.json. As such, installing this with other mods that edit these files can produce unwanted results.

As mods are loaded in order by name and the last loaded mod overwrites, you can change the name of the mod to start with Z to make sure it is loaded last.

Installation
Download the .zip and extract the contents into your Mods folder.

Main Features
  • Large Lasers and PPCs less stupidly hot.
  • AC2s and AC5s made more useful.
  • LRMs and SRMs less powerful.
  • LRMs no longer cluster.
  • Guarded nerfed.
  • Precision shot nerfed.
  • Morale system more fluid, harder to maintain high morale.
  • Light mechs made easier to knock down, heavy mechs made harder to knock down.
  • To hit modifiers... modified to make most targets harder to hit.
  • AI modified to be more challenging to fight (WIP, optional).
Details

IMPORTANT: +hit chance makes a target harder to hit, -hit chance makes a target easier to hit.

Abilities
  • Guarded damage reduction reduced from 50% to 33%.
  • Gunnery now increased accuracy by 2.0% per point instead of 2.5%.
  • Precision shot now has +2 to hit instead of -4.

Pilot Injury
  • Overheating now causes a pilot injury.
  • Pilots can be injured multiple times in one instance of combat.

AI (WIP, optional)
  • Should now play more defensively.
  • Should focus fire a little better.
  • Should play more to their roles (e.g. snipers should stay further back).

Morale
  • Morale now has a max capacity of 100 instead of 50.
  • Morale abilities cost more numerically but less proportionally (both abilities cost 30, increased from 20).
  • Initial morale is 10 instead of 5.
  • Morale is no longer passively gained at the start of each turn.
  • Morale is now additionally gained from:
    • Causing critical damage (+1 morale).
    • Causing ammo explosions (+1 morale).
    • Causing weapon destruction (+1 morale).
    • Dealing major armour damage (+1 morale).
  • Morale is now lost from:
    • Ally ammo explosions (-2 morale).
    • Ally weapon destruction (-2 morale).
    • Taking critical damage (-2 morale).
    • Taking minor armour damage (-1 morale).
    • Taking major armour damage (-2 morale).
    • Being knocked down (-10 morale).
    • Being DFA'd (-10 morale).
    • Failing an objective (-25 morale).
    • Ally being destroyed (-25 for lights, -30 and mediums, -35 for heavies, -40 for assaults).
    • An ally being destroyed by melee causes an additional -10 morale.

Mechs

  • Chassis stability is now calculated by the formula (50 + tonnage).

Weapons
  • LRMs:
    • Base damage reduced from 4 to 3.
    • Stability damage reduced from 2 to 1.
  • SRMs:
    • Base damage reduced from 8 to 7.
    • +weapon attributes adjusted to be less powerful.
  • Small Laser:
    • Base damage reduced from 20 to 15.
    • Heat reduced from 6 to 5.
    • +Dmg weapon attributes adjusted to be less powerful.
  • Flamer:
    • Base damage reduced to 0.
    • Now have 999 ammo.
    • Now peoduce heat equal to half the heat damage dealt.
    • +Heat damage attributes made less powerful.
  • ER Small Laser:
    • Base damage reduced from 20 to 15. 
    • Heat reduced from 15 to 10.
  • Small Pulse Laser:
    • Base damage reduced from 25 to 20.
    • Heat reduced from 10 to 8.
    • Now ignores 1 evasion pip.
  • Medium Laser:
    • Base damage reduced from 25 to 20.
    • +Dmg weapon attributes adjusted to be less powerful.
  • ER Medium Laser:
    • Base damage reduced from 25 to 20.
    • Heat reduced from 25 to 15.
  • Medium Pulse Laser:
    • Base damage reduced from 30 to 25.
    • Heat reduced from 20 to 12.
    • Now ignores 1 evasion pip.
  • Large Laser:
    • Heat increased from 18 to 24.
  • ER Large Laser:
    • Heat reduced from 45 to 36.
  • Large Pulse Laser:
    • Heat reduced from 40 to 30.
    • Now ignores 1 evasion pip.
  • PPC:
    • Heat reduced from 35 to 30.
  • ERPPC:
    • Heat reduced from 50 to 40.
  • Machine Gun:
    • Crit increased from 50% to 75%.
  • AC2:
    • Now deal 10 damage per shot and fire 3 shots at once, dealing 30 damage total. Shots roll for hit chance and hit location independently.
    • +Dmg weapon attributes adjusted to be less powerful.
  • AC5:
    • Now deal 25 damage per shot and fire 2 shots at once, dealing 50 damage total. Shots roll for hit chance and hit location independently. 
    • +Dmg weapon attributes adjusted to be less powerful.
  • Gauss Rifle:
    • Base damage increased from 75 to 80.


Ammo
  • 1 ton of AC2 ammo now contains 75 rounds instead of 25 (to compensate for the AC2 changes).
  • 1 ton of AC5 ammo now contains 30 rounds instead of 15 (to compensate for the AC5 changes).

Spotting, Hit Chance, Misc
  • Visual spotting distance increased from 300 to 450.
  • Radar spotting distance increased from 400 to 500.
  • Mechs can shoot at targets a full 180 degrees in front of them.
  • Light mechs have a +4 hit chance modifier.
  • Light vehicles have a +2 hit chance modifier.
  • Medium vehicles have a +1 hit chance modifier.
  • For every 15 units of elevation you have on a target, you have -1 hit chance, and vice versa.
  • Shooting at a target at medium range now gives +1 hit chance instead of 0.
  • Shooting at a target at long range now gives +3 hit chance instead of +4.
  • Shooting at an obstructed target now gives +4 hit chance instead of +2.
  • Indirect fire now gives +4 hit chance instead of +3.
  • Shooting at a knocked down target now gives -4 hit chance instead of 0.
  • Overheating gives +2 to hit chance instead of 0.
  • Walking gives +1 to hit chance instead of 0.
  • Distances required to gain the first 3 evasion pips decreased from 70, 100, 130 to 20, 80, 120 respectively. That means moving just 1 hex is sufficient for 1 pip of evasion.
  • Distances required to gain the last 3 evasion pips increased from 160, 190, 220 to 190, 220, 250 respectively. That means getting high levels of evasion is now harder.
  • Making a mech unsteady now removes Guarded.
  • Hitting a target with melee now removes Evasive.
  • Head hits are less common.
  • LRM clustering removed.

Known Issues
  • The AC2 and AC5 use the machine gun VFX and SFX.
  • The visual indicator for a mech's firing arc still shows 120 degrees.

Acknowledgements
Thanks to Mpstark for creating ModTek and BTML.