I also want to post some of my weapon ideas here because I think it would actually make them feel unique, opposed to the current vanilla feel they all have (NOTE: Introductory Tech, for now):
Lasers
These are basically fine on their own. We're working on a system for PSR's for taking 20+ damage. So far, we're thinking lasers can still force a PSR but they won't have a stacking bonus. This quirk gives more of an incentive to utilize a mix of weapons or unit types.
Quirks:
No PSR bonus on their own. EDIT: Their high heat for decent damage and lack of ammo is enough. Lasers are fine.
Type Heat DMG Range Tons Crits Ammo
Small Laser 1 3 3 0.5 1 -
Medium Laser 3 5 9 1.0 1 -
Large Laser 8 8 15 5.0 2 -
Particle Projector Cannon
By itself, the PPC is a really powerful weapon. In order to balance it, and keep it competitive with other weapons, giving the same bonus AC's get for forcing PSR's should work.
Quirks:
+1 bonus for forcing PSR's, stacks per unit EDIT: The bonus crit mechanic is just too much. PPC's are fine on their own.
Minimum Range 3
Type Heat DMG Range Tons Crits Ammo
PPC 10 10 18 7.0 3 -
Autocannons
The damage boost is really needed. Ammunition explosions and damage always comes up when comparing to energy weapons, especially with smaller AC's. Boosting their damage, and giving them a bonus for PSR's, gives them the extra umph they need. Now you can actually compare the AC/5 with the Large Laser AND PPC as a worthy replacement. The AC/2 still keeps its niche role, but it can now at least do more damage than a Machine Gun. Autocannons, with the damage buff, now have a good balance between damage and heat AND this also justifies the risk for carrying ammunition.
Quirks:
(Class 2 and 5) -1 bonus for targeting airborne units
(Class 10 and 20) +1 bonus for forcing PSR's, stacks per unit EDIT: The bonus crit mechanic is just too much. The boost in damage is actually enough to achieve this.
Autocannon 2 Minimum Range 4
Autocannon 5 Minimum Range 3
Type Heat DMG Range Tons Crits Ammo
Autocannon 2 1 3 24(4) 6.0 1 50
Autocannon 5 2 7 18(3) 8.0 4 20
Autocannon 10 4 12 15 12.0 7 10
Autocannon 20 7 24 9 14.0 10 5
Missile Launchers
These guys are already somewhat fine on their own. However, the SRM-2 always got shafted. Without having to change the missile hit chart, I figured giving them a bonus in their specific range bracket would help.
Quirks (LRM's):
+1 on missile hit chart (long range)
-1 on missile hit chart (short range) EDIT: With the new way we handle woods it seems like too much. They're fine on their own.
Minimum Range 6
Type Heat DMG Range Tons Crits Ammo
LRM-5 2 1/m 21(6) 2.0 1 24
LRM-10 4 1/m 21(6) 5.0 2 12
LRM-15 5 1/m 21(6) 7.0 3 8
LRM-20 6 1/m 21(6) 10.0 5 6
Quirks (SRM's):
+1 on missile hit chart (short range)
-1 on missile hit chart (medium range) EDIT: With the new way we handle woods it seems like too much. They're fine on their own.
Type Heat DMG Range Tons Crits Ammo
SRM-2 2 2/m 9 1.0 1 50
SRM-4 3 2/m 9 2.0 1 25
SRM-6 4 2/m 9 3.0 2 15
Point Defense
They are really only useful for fighting off infantry, but this is a game about BATTLEMECHS. Why not make them better against 'Mechs? Let the Flamer do heat and damage to the target instead of picking one or the other (I always thought having to choose was stupid). Give the machine gun a bonus for critical hits since it's firing a cluster of bullets.
Quirks (Flamers):
2d6 damage against infantry
Causes both heat and damage to the target
Type Heat DMG Range Tons Crits Ammo
Flamer 3 2/3ht 3 1.0 1 -
Flamer (Veh) 0 2/3ht 3 0.5 1 20
Quirks (Machine Guns)
2d6 damage against infantry
+1 bonus for critical hit checks
Type Heat DMG Range Tons Crits Ammo
Machine Gun 0 2 3 0.5 1 200
I have not play tested any of this, but it was an idea that I tossed up that we may or may not try. I want to make the game faster, but I also want to see some actual differences between weapons instead of it just being numbers.