MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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TA Balance Mod
   
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9.033 MB
9 月 24 日 上午 6:33
11 月 21 日 下午 2:04
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TA Balance Mod

在 TemplarArmos 的 1 个合集中
TemplarArmos MW5
8 件物品
描述
TemplarArmos Weapon Balance Mod

Current Version: 1.14

Overview

This mod was created to better capture the feel and pacing of weapons from the classic BattleTech tabletop game.
All weapon damage is based on a 10-second damage model — for example, the AC/20 is designed to deliver roughly 20 damage per 10 seconds, and all other weapons are balanced relative to that baseline.

Because armor values in MechWarrior 5 are roughly double those of the tabletop version, this was factored into all damage calculations.

Weapon Damage and Heat Modifiers

Weapon Type
Damage
Heat Modifier
Ballistic Projectile
1.25
Ballistic Trace
1.25
Energy Projectile
1.75×
1.25
Energy Trace
1.5×
1.25
Missiles
1.25

Design Philosophy:
Weapons with travel time, ammunition requirements, or large spread patterns receive higher modifiers, while hitscan or non-ammunition-based weapons receive smaller boosts.

For example, an AC/2 and a Machine Gun differ in classification — the former is projectile-based (affected by travel time and ammo), while the latter is a trace weapon (instant-hit), resulting in different scaling.

Ammunition Balance

Ammunition-based weapons gain higher sustained damage potential but are limited by their ammo supply and the fact that they now have a spread factor.

• A Medium Laser can fire indefinitely (unlimited potential damage).
• An AC/20 with one ton of ammo caps out at roughly 224 total damage.

All projectile-based weapons — Standard, Burst, and Rapid Fire variants — use the same ammo bins. To make each feel unique while maintaining shared resources, I adjusted them as follows:

Burst Weapons: Long cooldowns, higher per-shot damage, lower sustained DPS, lower heat generation, higher damage per ton of ammo
Rapid Fire Weapons: Short cooldowns, lower per-shot damage, higher sustained DPS, higher heat generation, lower damage per ton of ammo

Example: AC/10 Variants

Total Ammo per ton: 50

Variant
Total Cooldown
Damage / Attack
DP10S
Heat Per 10 seconds
Damage / Ton Ammo
Standard
2.0 s
4.0
20
6
200
Burst
4.0 s
6.0 (1.2 × 5-round burst)
15
4.5
300
Rapid Fire
1.0 s
2.5
25
7.5
125

Weapon Level Balance
The original game's weapon levels were all over the place and rarely consistent. This caused some weapons to benefit way more from higher levels than others. I have gone through and adjusted everything to have up to 4 beneficial quirks and a CBill adjustment that impacts the overall performance of the weapons.

Below is the breakdown of each quirk amount and level:

Level
Damage
Cooldown
Duration
Heat
Spread
Speed
MinRange
Range
Cbill
Level 0
-20.00%
*
20.00%
-20.00%
20.00%
-20.00%
20.00%
-20.00%
-50.00%
Level 1
0.00%
*
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
Level 2
10.00%
*
-10.00%
10.00%
-10.00%
5.00%
-5.00%
5.00%
50.00%
Level 3
15.00%
*
-15.00%
15.00%
-20.00%
10.00%
-10.00%
10.00%
100.00%
Level 4
20.00%
*
-20.00%
20.00%
-30.00%
15.00%
-15.00%
15.00%
150.00%
Level 5
30.00%
*
-30.00%
30.00%
-40.00%
25.00%
-25.00%
25.00%
250.00%

Below are the quirks for every weapon type:

Weapon Group
Quirk 1
Quirk 2
Quirk 3
Quirk 4
Quirk 5
Autocannons
Damage
Spread Radius
Range
Speed
CBill Value
Rifles
Damage
Spread Radius
Range
Speed
CBill Value
Machine Gun
Damage
Range
CBill Value
Lasers
Cooldown
Duration
Heat Generated
Range]
CBill Value
Chemical Lasers
Damage
Range]
Heat Generated
CBill Value]
Flamer
Heat Generated
Range
Heat Damage
CBill Value
PPCs
Cooldown
Heat Generated]
Speed
Range
CBill Value]
PPC Shotgun
Cooldown
Heat Generated]
Speed
Spread Radius]
CBill Value]
LRMs
Damage
Spread Radius]
Range
Min Range]
CBill Value]
SRMs
Damage / Heat Damage
Spread Radius]
Range]
Speed
CBill Value]


Clan vs. Inner Sphere Balancing

To bring Clan weapons closer to their lore-accurate performance (without making them overpowered), I implemented the following range-based distinctions:

Inner Sphere Weapons:
• Optimal range = what would be Medium range on tabletop
• Damage tapers to 50% at maximum range

Clan Weapons:
• Optimal range = Long range (also serves as max range)
• Maintain stronger long-range performance but lose excessive “Tier 6” stat bonuses for balance

This ensures Clan tech maintains its long-range edge while staying balanced within MW5’s gameplay mechanics.

Ongoing Adjustments/Additions

Further tweaks are planned, including:
• Continued balance passes based on gameplay feedback and testing
• Strive to give each weapon type its own personality
• Create a on-hit critical system that will either increase the damage of the hit or cause damage to internal systems.
• Work on creating different ammo types that affect how certain weapons operate.

Feedback

Feedback is always appreciated!
If you have suggestions, encounter issues, or want to share your own data, please leave a comment below.
Your input directly helps shape future updates and refinements.

Mod Compatibility

Mod should be compatible with most mods, as it is just adjusting base weapons. Any mod that adds other weapons would not follow the same balancing and may be overpowered.

Tested and works with the following:
• YAML
• vonMissions Arenas & Solaris7
• vonBiomes
4 条留言
TemplarArmos  [作者] 11 月 15 日 上午 8:29 
@Robin Sparrow
The goal of the mod is to make lasers feel closer to their Tabletop roles. In vanilla MW5, small and medium lasers deal almost the same damage over time, and large lasers don’t offer much more, so there’s little incentive to use bigger weapons. In Tabletop, small lasers are for soft targets or filler, while mediums are the reliable workhorses.

My rebalance gives each tier a clearer role—mediums are still solid, just not the all-purpose best. I’m also working on a crit system where fast-firing weapons have a chance to do bonus or internal damage based on pilot skill and target defense. Progress is slow with a full-time job and a 1.5-year-old, but I’m working on it. Thanks for the feedback!
Robin Sparrow 11 月 14 日 上午 10:42 
I like this mod in principle but it feels like it really nerfs medium and small lasers in a way that makes playing light mechs a slog. I assume its the damage taper effect, but where a full burst of medium laser would do 5 damage to a tank or turret (since YAML displays their HP on the HUD) it now only does 3 at most.
TemplarArmos  [作者] 10 月 10 日 下午 7:12 
I am currently using YAML with no issues.The mod would not be compatible with anything that adds new weapons as the new weapons would follow whatever balance the mod creator used.


I am hoping to learn how to adjust Clan Mech deployments as it seems that the old values basically cause you to fight nothing but Clan light mechs. With how the old weapon damages were it makes sense as they were extremely overpowered.
MeerKatJack 10 月 10 日 下午 3:14 
is this YAML-compatible? the clan weapon rebalance sounds really good