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Author Topic: Reduced weight weapons and equipment Inner sphere tech pointers.  (Read 223 times)

Izzy193

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I was contemplating on decreasing the weight of Inner sphere weapons and equipment for later era's. At least some of the more common tournament legal Inner Sphere Tech. But I am running into some balancing issues in terms of them might be too strong for the setting. what should I do to offset the decreased weight, Increase the crits, increase the heat, increase the BV a C-bill cost or all of the above? Or would it vary based upon the weapon/equipment type itself?

AlphaMirage

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I would compare the difference between light and standard auto cannons as well as the difference between improved missiles vs the standard as there is already precedent

Daryk

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Did TPTB ever give BV for the "Improved" weapons that predated full clanner tech? ???

monbvol

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How much a weapon weights or how many critical slots a weapon takes up does not have any impact on the weapon's BV rating.

The philosophy behind this is that by the fact something weighting less or taking up fewer critical slots allows for the installation of other things that will come with their own BV rating and thus drive the BV rating of the unit up by that method.

As such something I've actually done some play testing with(at least a hundred matches against an older version of the MegaMek bot) and found no real issue with is just cutting the weight of ACs, LB-Xs, RACs and UACs by 2 tons and for those that would not result in zero critical slots reduce those by 1 as well.  I don't think LACs were actually a thing when I did those tests.

Daryk

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That sounds like a solid approach to me!  :thumbsup:

VanVelding

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I was contemplating on decreasing the weight of Inner sphere weapons and equipment for later era's. At least some of the more common tournament legal Inner Sphere Tech. But I am running into some balancing issues in terms of them might be too strong for the setting. what should I do to offset the decreased weight, Increase the crits, increase the heat, increase the BV a C-bill cost or all of the above? Or would it vary based upon the weapon/equipment type itself?
As long as they're not beating out Clan Tech, I'm not sure what the problem is. How are they too strong?

You can also use the intermediate weapons that the Clans created before Clantech.

As far as BV goes, you should definitely recalculate BV when you change a weapon's performance. IIRC, it's a simple formula.
I also have a blog about gaming, comics, and news at vanvelding.blogspot.

Izzy193

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As long as they're not beating out Clan Tech, I'm not sure what the problem is. How are they too strong?

You can also use the intermediate weapons that the Clans created before Clantech.

As far as BV goes, you should definitely recalculate BV when you change a weapon's performance. IIRC, it's a simple formula.

they have increased heat for lighter weight without taking up more crit space at this time, for example I made a SPL,ERML and ML variant that's 0.5 tons and 1 crit.

RifleMech

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Improved Autocannons, Gauss Rifle, Large Laser, Large Pulse Laser and PPC are one ton lighter and one crit smaller but are otherwise the same as Standard IS versions. Improved LRMs are half the weight but still have the minimum range.
Improved SRMs have longer range for the same weight.

 


VanVelding

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they have increased heat for lighter weight without taking up more crit space at this time, for example I made a SPL,ERML and ML variant that's 0.5 tons and 1 crit.
I assume that's variants for Small Pulse Lasers, ER Medium Lasers, and Medium Lasers where each variant was 0.5 tons, 1 crit, and produced extra heat, where the heat wasn't sufficient to balance the halved weight.

Paired IS SPLs versus Clan SPLs gives a lot more damage for a lot more heat, but still have half the range. If you're willing to run right up on infantry to murder them, they're great, but I can see good reasons to take one Clan SPL.

Same for the ER Medium Lasers. 7 damage for 5 heat versus 10 at...14+ heat and a worse range is a big ask. It's deffo good for the IS, but not that revolutionary.

I can see how half-weight Medium Lasers are worrisome. I've run a lot of Battletech numbers and every time Medium Lasers are in the mix they jump right to the top of the efficiency scale. But half-weight Medium Lasers with even one extra heat generation average out to Heavy Medium Lasers except with more heat and less concentrated damage.

So BV wouldn't be any different.

It's reasonable to sharply raise C-Bill cost. Especially if you want them to remain rare.

You've already increased the heat, but if that's not enough by all means increase it some more. A 'mech basically gets 20 free heat dissipation with double heat sinks so the biggest beneficiaries are 'mechs that don't carry enough weapons, or enough weapons in each bracket, to break that 20.

A Spider with DHS can carry 4 medium lasers that generate, say, 5 heat each and still jump 8. It'll have to drop one or two to jump and fire, but it can still pack a punch.

A Spider with DHS and 2 ER Mediums that generate, say, 7 heat can afford an additional double heat sink and still stay neutral on a jump. It gets free additional range for a small C-Bill bump.

A Spider with 2 Clan ER Mediums would only generate 18 on a fire and jump, so it'd have better range and cooling and damage. I feel like ClanTech is still superior.
I also have a blog about gaming, comics, and news at vanvelding.blogspot.

 

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