Further analysis on the value of damage, versus the list value of armor.
This is more as a proof of concept of the 'value of damage' part of weapon BV that needs to be added. As a reminder, I currently have it as +raw damage to the weapons BV, as I know it needs to be SOMETHING, but I havent done the calculations to see what this 'value of damage' is in the BV formula.
A medium laser is 46BV. 1 point of armor is 2.5 BV. With 3/5 speed, an offensive speed factor of 1.0 and defensive modifier of only 1.2 in existing BV rules, at medium range, the medium laser needs 8's to hit said +2TMM unit. If we assume 5 turns of shooting only, the medium laser will deal 10.4 damage. This is 31.25 BV worth of armor on that TMM2 unit. But if we play more then 5 turns of battletech, which is very likely, say 10 turns where the medium laser is shooting/12 turns total, well now that medium laser deals 62.5 points of damage worth of armor bubbles. The medium laser has parity after shooting 7.36 times. AKA after 7 shots with a medium laser, damage is worth more then armor. If the medium laser shoots 7 or less times in a game, armor is worth more then the damage from a medium laser at skill 4. As games go more then 7 turns by default, weapon damage is undervalued so long as sufficiently normal game turns are played.
With my proposed change of +5 BV to a medium laser, because it does 5 damage, and 1.27x multiplier for TMM2, now those 10.4 points of damage in 5 turns deals 33 BV in damage, and in 10 turns its 66 BV worth of damage for a 51 BV gun. This is 7.7 turns shooting the medium laser. Its a minor change, but hopefully a step in the right direction. However, adding only +5 BV for 5 damage doesnt change the turn count very much (less then .4 turns), so we still have the same issue.
The same calculation with a PPC at 10 damage (using the base BV system and my sample TMM change, which is minor at only TMM2) shows a PPC needs 14 shots either way, hit or miss, to earn 176 BV of armor in the base system. So while the PPC does have 2x the range at 18 versus 9, that 2x range doesnt translate to it getting 2x the shots. Even the most generous estimate of these 3/5 speed units will have the attacker gaining 2 hexes a turn, as the defender walks 3 back while the attacker runs 5 forward. This means the medium laser would close on the PPC wielding 3/5 mech, like an aweseome, in 5 turns at most, and 2 turns if the PPC mech isnt moving. This, of course, is less then the difference in weapon effectiveness with the awesome needing 14 turns to 'earn its keep' while the medium laser needs ~7. By the time the PPC mech has earned its 14 turns to get value, the medium laser is somewhere between 17% and 56% better with +5 BV per medium laser, depending on how quickly the medium laser can close in, versus 22%-63%.
Paying for accuracy and closing into short range, of course, is almost always worth it in these sorts of calculations involving medium range or similiar +2 hit penalties, as a +2 TMM and any movement or range mods push the to-hit to 8 or above, making accuracy at a minimum worth 40% going from 8 to 7, for only 25% more--and only getting better above 8s to hit. However, the value of accuracy is not in question at this moment... suffice it to say, accuracy is ALWAYS worth it on an average game at least 2 times. An elite 2 gunner is always worth the BV when shooting versus a 4 gunner. Only at very high stacking accuracy bonuses will this not be true--pulse lasers are mostly wasted on a 0 gunner for example.
At short range, thus 6s to hit, the end result of closing in with the enemy and then standing still to deliver maximum damage, a unit hits 26/36 times versus TMM2. This puts the turn parity in base btech BV at 8.12 turn for a PPC base BV rules and 8.11 turns for a PPC with +10 BV for 10 damage. A medium laser needs 4.25 turns base versus 4.45 turns with my system. Considering the short range difference for these 6s to hit is only a gap of 3, which is 1-2 turns of movement at most, we see again that even by adding +damage to the BV of weapons it isnt enough, the shorter range higher damage weapons are still better without an outside factor that makes crossing 3 hexes take multiple turns, which is not a standard map or gravity setting.
So, the value of damage added to weapons needs to be MORE then just +damage. If a medium laser is 46, increasing it to 51 isnt enough, raw damage regardless of range is still worth more then this. At +2x damage to BV, we see the 6 to hit medium laser at defensive BV parity in 4.88 turns, while the PPC is hitting turn parity at 8.5 turns. At +4x damage to BV, its 5.76 versus 9.4. So we are running into an issue that the absolute range difference is not catching up raw damage very quickly, seeing as the absolute turn difference between the 2 weapons is 2 turns at short range, but the value of the damage of the medium laser is more then this... the medium laser is closing the distance and out damaging the PPC still. Damage is still better even at a 4x damage BV addon or 10x BV addon.
We all knew the shorter range medium laser was an apex weapon on standard maps, but the math is tough. A theoritical medium laser only awesome would smash the PPC awesome in almost any simulation you run where the 2 maneuver against each other and they have the same BV.
As an aside, on the topic of setting accuracy to 1.25x multipliers, versus armor multipliers from TMM/defense. When we apply the 1.25 multiplier, compared to the value of speed/defense TMM on base 4, we see the following relationship.
+1 Accuracy 1.25x +1 TMM 1.1x
+2 Accuracy 1.5625x +2 TMM 1.27x
+3 Accuacy 1.9531x +3 TMM 1.57x
+4 Accuracy 2.4414x +4 TMM 2.2x
+5 Accuracy 3.0516x +5 TMM 3.3x
+6 Accuracy 3.8147x +6 TMM 5.5x
+7 Accuracy 4.7684x +7 TMM 11x
So I really like this relationship, as a unit with TMM+1 likely wont be getting that +1 TMM very much, so the 1.1 cost is less then the +1 Accuracy. A 3 gunner will have to pay more to match the +1 TMM something like a 2/3 annihilator pays for, as the Annihilator likely wont be countering the +1 gunnery very much and +1 accuracy will always be useful anywhere on the 2d6 curve. This flips around the time a unit is paying for gunnery 0 + a targeting computer or other effect, versus TMM5. Something with a TMM5 bonus likely will be maintaining a high TMM, while the accuracy side has hit diminishing returns--something with a +5 bonus to hit will often be autohitting things with less TMM (A +5 to hit is base -1 to hit, so versus targets in short range with TMM3 or less the shots are all auto hits, thus shooting at TMM2 is wasteful), wasting points in excess accuracy, while TMM is exponentially more powerful past to hit's of 8 (4 base +4 penalty to hit).
the tl;dr for the above is that something like a PPC, from range 18 to 2, with a like enemy closing in at only 2 hexes a turn, expects about 4 hits in those 9 turns. A weapon with half the range, and thus double the damage by BV, will get about 1.72 hits in those 9 turns, on the last 4 turns when the range 9 weapon is in range. But there is 2x as much damage from half range, so its effectively 3.5 hits, compared to the PPC who shot for +5 turns more then the collection of half range guns. Thus, now in close range, the next turn the medium range guns have outpaced the PPC after 10 turns of play. Adding to the BV is troublesome, as this trend continues if you get 4 medium lasers for the price of a PPC, or 3 medium lasers for the price of a PPC; 3-1 pricing (a 96 bv medium laser versus 276 bv PPC) versus the existing 4-1 pricing (46 bv versus 176 bv) sees the mediums catchup in 4 turns instead of 1, which is still too fast as that is 13 turns of PPC shots versus 8 turns of 3x medium laser shots. 5 turns is the absolutely maximum reasonable turn difference for a unit to close from 18 to 9 hexes, while the minimum is only 2 turns. So, the +damage addon to weapons is looking like +10x damage for BV. Thus, a small laser needs to go from 9 bv to 39, while a medium laser needs to go from 46 to 96, to keep the ratio of damage to range at least to the minumum reasonable ratio for fairness. I would love some thoughts on this, or other math showing exactly how many small lasers it take to equal a medium laser versus medium laser to PPC on a reasonable map.