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Khorban

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Khorban

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Balances weapon values and buffs evasion

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This mod was started in an effort to balance the various weapons in Battletech (including upgraded versions) while retaining the spirit of the balance that existed in TT. Additionally, it gives a minor boost to evasion by giving at least one pip if any movement is done, and increasing the evasion granted by every pip by 5%.

Summary of Weapon Balance Changes (reasoning in parentheses):

-Large Pulse Laser: -5% chance-to-hit, ignore 1 evasion pip (Extra accuracy bonus replaced with ignoring 1 evasion pip)
-ER Medium Laser: -5 heat (ER heat was too punishing for the range increase)
-Medium Pulse Laser: -4 heat, -5% chance-to-hit, ignore 1 evasion pip (heat lowered to differentiate from ERML and extra accuracy bonus replaced with ignoring 1 evasion pip)
-AC/10: +10 damage, +5 stability damage (AC/10's were just not worth the 4 extra tons over 5's, and for only 2 more tons 20's were way better)
-Gauss Cannon: -35 stability damage, removed bonus 5% chance-to-hit (extra accuracy is unneccessary and stability damage nerfed since its ammunition isn't explosive)
-Small Laser: -1 heat
(made slightly more competitive against machine guns, whose crit bonus is amazing)
-ER Small Laser: -2 heat (ER heat was too punishing for the range increase)
-Small Pulse Laser: -4 heat, -5% chance-to-hit, ignore 1 evasion pip (extra accuracy bonus replaced with ignoring 1 evasion pip)

-For +,+, and +++ weapons, damage boosts were normalized among weapons so that the first step of a damage boost is ~25% better and the second is ~50 better. I would have preferred to decrease the damage boosts across the board, but I didn't want to deal with decimals for missiles or take their damage plus equipment away just yet. Weapons with a double damageboost were given a 33% heat increase to compensate for badassery. Additonally, the Delta and Zeus lrm's were modified to have accuracy buffs instead of stability damage buffs, as the stability damage became unreasonably large with high count lrm's (i.e. 80 stability damage for lrm/20's in some cases).



Here's an excel sheet detailing the balance changes. This is a modified template created by JaidenHaze, whose mod inspired the beginning of my own changes.


Summary of Evasion Changes:

-The first evasion pip is awarded upon any movement; further pips still awarded as per vanilla values.
--In Vanilla, the first evasion pip was not awarded until the mech had moved 70units (not entirely clear how many dots this translates to).
-Evasion pips buffed to give 15% evasion each instead of 10% each)
--This change was done primarily to increase the viability of mobile mechs, with a focus on lights, and to make bulwark less of an obvious choice. It also increases the strength of sensor lock.

Installation: drop .zip file into BMM or unzip archive into the /Mods folder. Made to be used with BMM and BTML.

Uninstallation: replace your backed up folders into the main archive.

Buckle up mechwarriors!