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GUmby_Aaron

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May 18, 2011
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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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I might point out that while you can scale both damage and heat by factors of 5, that is not what HBS did with the stock game.

Damage was scaled by 5, and then tweaked. Heat was scaled by 3, and then tweaked. (Many people believe that the tweaks to energy weapons were excessive.)

Just pointing out that HS was not performing only at 60% efficiency... that was the number they chose.
 
Could you post your experience with playing with this mod? Or upload a video of a battle?

I'm curious how it'll affect actual game play, making battles quicker, longer, heat becoming more of an issue, not needing as many heat sinks on builds etc.
 
Note. In Tabletop, an LRM 20 will tend to hit with 12 Missiles (of 20), AFTER making a successful to hit roll.

Your Missile Launchers are dealing 1(5) damage per missile, making the default damage of your LRM 20 to be 20. This is even more than it currently is.

Suggest reset LRM damage to 3 per missile. SRM Damage to 6 per missile. Suggest having the BEST + Damage LRM be +1, for 4 Damage per missile (a 33% bonus), and scaling others appropriately.

Also, how are non-integer damage values working for you? I thought damage values had to be integers...
 
Not really going to be keeping tabs on this thread and the Nexus thread at the same time so late replies will happen. If interested in mod progression and progress follow it on nexus not here.
Could you post your experience with playing with this mod? Or upload a video of a battle?

I'm curious how it'll affect actual game play, making battles quicker, longer, heat becoming more of an issue, not needing as many heat sinks on builds etc.
The game now plays like a sped up version of the actual tabletop game and almost identical to how the early closed beta played before devs skewed away from Tabletop due to multiplayer meta-min-maxing.

& as heat goes it really depends a lot on what kind of play style you have. missile weapons you'll notice run at a lower dmg per heat while PPCs, LL & ballistics do more dmg per heat (except the AC2 which the devs scaled massively up and was literally acting liking an AC5), and backup weaponry now acts exactly that with reduced dmg per weapon on SL and MG. & ML behave identical to stock game. Overhaul the game now plays at a much tactical pace where the lines between the weapon types and their sizes is now noticeable instead of blurred together to appease MP (which is ironic in that BT has been multiplayer for 30+yrs with no issues!!!).
 
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Note. In Tabletop, an LRM 20 will tend to hit with 12 Missiles (of 20), AFTER making a successful to hit roll.

Your Missile Launchers are dealing 1(5) damage per missile, making the default damage of your LRM 20 to be 20. This is even more than it currently is.

Suggest reset LRM damage to 3 per missile. SRM Damage to 6 per missile. Suggest having the BEST + Damage LRM be +1, for 4 Damage per missile (a 33% bonus), and scaling others appropriately.

Also, how are non-integer damage values working for you? I thought damage values had to be integers...
The latest mod version has been released and addresses the above mentioned issues.
 
Excellent. I strayed a bit more than you from Classic Battletech (gave the Lasers some more accuracy to pay for knockdown, left the AC/10 at 60 damage, AC/2 at 20 and AC/5 at 35 cause AC2 and 5 stink on ice)... but your brain and mine seem to be in much the same (classic) place.

Good work.

For missiles, recommend 1 (LRM) and 2 (SRM) damage per missile.

Also, how did you rescale your missiles, exactly? I initially had 3 damage LRMs and 6 Damage SRMs, but found that rounding was ruining LRMs against people in cover/bulwark, because 3 damage drops to 1.5 with Bulwark, rounding down to 1 (I think). I cheated and had each LRM fire 4 missiles per size class (thus 4/8/12/16) doing 4 damage, so the rounding didnt wreck them.
 
I removed all the floating points from the few weapons that i had them (rounded them up) but the game always handled them while in combat (because cover gives 1/4 and if you used the stock values some of the weapons wouldn't land on a solid integer like that), the user just doesn't see it happening as the GUI rounds it out.
 
FYI: My balancing work was completed earlier last week. I now consider the mod to be 'complete'.

https://nexusmods.com/battletech/mods/28
https://nexusmods.com/battletech/mods/28
https://nexusmods.com/battletech/mods/28
 
New version out that shifts focus away from the earlier mods work on weapon/mech balance and looks to address new areas like AI & pilots

  • [*]Version 1.39
    • Updated the MechBay Statistics to show proper min/max pip bar values
    • Taught the AI to try & avoid turn stacking by allowing reserve actions for thier turn phases
    • Gave the AI tunnel vision as not to retaliate on another Mech if a focused fire primary target is still set by fellow lance mates
    • Informed the AI about kiting so as to prefer to seek out it's engagements as a proper lance
    • Sent the AI to Mech Academy to learn about protecting weak sides & how to utilise terrain advantages
    • Guts now gives pilots a free Standard Heat Bank followed by an upgrade to an Improved Heat Bank. Overheat Thresholds of 5/10 instead of 15/30
    • A to hit self value of -1 is applied if a Mech moves than fires. (An Ace pilot can avoid this by firing than moving)
    • The to hit self when sprinted value has been changed from -4 to -2
    • Bulwark now provides the same reduction to damage as taking cover. 25%
    • Applied a scale of 5:6 to movement values to allow for greater engagement times over longer distances
    • Piloting perk when maxed allows 3 extra evasive charges (up to the max of 6), bonus is 2+1
    [*]Version 1.37
    • removed non essential chassis files
    • Fixed the tactical ability to now give the proper boost values
    • Increased the AC/2 stab value from 40% base damage up to 80% its total base damage
    • Increased the AC/5 stab value from 40%base damage up to 60% its total base damage
    [*]Version 1.36
    • Added the missing movedef files that are required for the Mech Movement update
    [*]Version 1.35
    • Missiles accuracy was reduced for direct fire mode to account for the missing dice roll from TT (previously the mod only applied towards indirect fired missles)
    • All mech movements values have been updated to use CBT values (Walking Points Value*30)
    • Store scrap values have been increased to suitable levels to closely match the games stock mech store value
    • Pilot View/Radar ranges increased by value of 50 to accommodate for medium range engagements
    [*]Version 1.33
    • Corrected the ingame info fields on the updated ammo bins
    • Stability damage has been scaled to 40% of the weapons actual damage output
    • +,++,+++ Rares are scaled from the TT stock values but only +++ can match or even succeed some SLDF/LosTech
    [*]Version 1.21
    • Fixed an incorrect comma that resulted in a null field error from the small stock laser
    [*]Version 1.3
    • Weapons have correct range & prices
      Ammo Bins have correct # of rounds
      Missiles got tweaked to accommodate for extra TT to hit roll
      Tactical perk updated to for above mentioned change
      Mech movement calculates correct heat values for idle/jumps/walk/sprints
      Floating point have been removed in some weapons to utilize standard integers
    [*]Version 1.2
    • Reverted the heat scale back to the default 3:1 ratio but kept default 5:1 ratio for the damage. This allows less files to be changed specially everything in the heatsinks directory can remain vanilla
    [*]Version 1.1
    • Corrected the Internal Fusion Engine Heat Sinks to utilize the same 5:1 ratio that v1.0 used
    [*]Version 1.0
    • v1.0 Initial mod that matched Damage & Heat values to reflect CBT TechManual readouts (p.341-p.343) to a scale of 5:1
 
Updated v1.4
Now compatible with game build 1.1.0-303R
Converted mod over to use BattleTech Mod Loader and ModTek
Made minor fixes to some in game text
(2 version available, manual copy paste OR btml)

As a side note I'd like to point out that if you are coming from a previous game version that v1.4 of this mod has been tested with old BattleTech 1.0.4-280D save games. One of which was using v1.391 of this mod and one which was just vanilla. In both instances v.1.4 of this mod with the updated BT 1.1.0-303R client resulted in SAVE GAME COMPATIBILITY with those old saves.
 
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Updated to be compatible with BattleTech 1.5.x Versions (1.5.0-473R & 1.5.1-477R)

[Mod edit: No unapproved links, no Nexus]
 
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