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Random Modder Oh MyUploaded by
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About this mod
Mod takes a detailed approach to re-balancing all weapons based on their efficiency in converting heat and tonnage into damage (and stability damage).
- Permissions and credits
To use the mod, unzip the .json files into their respective folders in %steamfolder%\\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data
The goal of the mod is to where damage and stability damage are normalized between weapons enough so that it creates interesting decisions on whether to include any given weapon system. Tonnage was not changed for any weapon, so all stock mech's should remain valid.
Not all weapons are equivalent, as damage spread vs. concentration, range, stability damage and weapon ammo factor into how much more efficient a weapon can be over another.
Change list of base weapons:
AC/2: +5 damage, -3 heat
AC/5: -2 heat
AC/10: +5 damage, -5 heat
AC/20: -3 heat
Medium Laser: +2 heat
Large Laser: +10 damage, -9 heat
PPC: +10 Damage, -10 heat
LRM5: -1 stability damage per missile, +1 heat
LRM10: -1 stability damage per missile, -1 heat
LRM15: -1 stability damage per missile, +3 heat
LRM20: -1 stability damage per missile, +4 heat
SRM2: -1 stability damage per missile
SRM4: -1 stability damage per missile, +4 heat
SRM6: -1 stability damage per missile, +4 heat
Additional changes to +, ++, +++ weapons (limiting missile stability damage, normalizing max +damage to 20-25% for most weapons) and and ER and Pulse energy weapons. ER and Pulse weapons have not been properly balanced however.
Some notes on balancing concerns.
AC/2 - Damage unfortunately had to be raised as its high base tonnage makes it difficult to be damage efficient without. A relatively efficient long range weapon whose low damage causes considerable spreading considerations. High tonnage, low heat, excellent choice if building a low heat mech.
AC/5 - Made slightly more heat efficient to fall in line with the progression from AC/2 to AC/10. Intended to be a long range, low heat weapon that gives damage and instability.
AC/10 - Brought to be within 15% of the AC/20s damage efficiency. Intended to be a high damage concentration longer range weapon.
AC/20 - High damage concentration, efficient weapon that provides great stability damage. Its ammo constraints, high tonnage and shorter range are intended to be the primary trade off.
Medium Laser - Hyper efficient shorter range weapon. For maximizing alpha strike damage, its intended to be the most, at the expense of damage concentration and range.
Large Laser - Intended as an efficient longer range damage option. Has no ammo concerns and reasonably high concentration. In consideration of its damage concentration it is less efficient then the LRM missiles, which spread damage considerably.
PPC - With similar damage and stability damage profile but no ammo consideration, it was balanced against an AC/10 carrying a larger then normal amount of Ammo (3 tons). It is also the primary stability damage option for laser hard point heavy mechs.
LRMs - Now with equivalent efficiency between all 4 mount sizes. LRMs 5 and 15 run a little hotter, while LRms 10 and 20 are a bit heavier, but all balance out if heat sinks are used to offset heat. Stability damage reduced to reasonable levels. Still a very efficient long range level because of their considerable damage spread and use of ammo.
SRMs - Now all equivilent in efficiency. Second most efficient weapon in terms of damage and stability damage, in exchange for short range, high damage spread and use of ammo. Ammo boxed lowered to 60 per ton to reduce efficiency fo the weapon overall and increase the weight commitment.