Overhauled the games Damage & Heat values to reflect the TableTop game according to Classic BattleTech TechManual readouts (p.341-p.343) Linky
Most of the stats for weapons were not accurate according to classic battletech tech manual like the following things for example
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- Running with inflated damage values (like the 250% AC2)
- Not dealing as much damage as it should of been (3/4 dmg of SRMs for example)
- Incorrect cooling values (PPCs running 25% hotter)
- Or a combination of the above issues. Like really the values were all over the place
So I went through all the weapon data and matched up the values according to the CBT TechManual readouts (p.341-p.343). Do note that the game was developed with the tabletop damage values having a coefficient of 5 & heat a value of 3. So for example the tech manual lists the Small Laser as 1 heat & 3 damage so when translated into the game that equates to 3 heat & 15 damage.
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Some minor changes not part of CBT ruleset
- The default buffs for Rare + & Super Rare ++ weapons were astronomically higher than some stock models base damage after the stock weapon models were corrected to reflect tabletop values therefore all such weapons have had the bonus changed to 10% + or 20% ++ damage buffs.
- Normally a tt player would choose when using a flamer to afflict ethier damage OR heat but the way the Flamer is set up in this game that isn't possible so Flamers are applying heat to both the players mech & the targeted mech as well as damage to the targeted mech.
- Again in regards to Flamers, changing the weapon type to not use munitions or attempting to set it to unlimited crashes the game. So flamers have been given an ammo amount of 100 units.
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