There you go. Feel free to use, taken from game files, no copying from somebody else's work. Feel free to use, give props if you feel like it.
Quick rundown:
Weapons are rated with "heat neutral and average ammo capacity for damage per overall weight". In a nutshell, it is a very sensible "best bang for buck" value. I'll leave knowing the ranges of the weapons up to you for how you will utilize the listing.
Included are also stability damage, which makes for a mostly boring list, missiles missiles missiles ... AC20 (and Gauss though that's ... just there for the info) comes as a nice runner-up. Again, the different bonuses from +++ weapons may play a role.
Obvious holes in balancing: LRM 10 should be called LRM 10% weaker. Energy weapons, well, not so hot (err wait, too hot?), but I did run out of ammo in that one mission even with mostly over-ammoed loadouts.
LosTech? Maybe more like GetLosTech ... unless you need the hidden hit modifiers, I didn't bother taking that info out of the files, but it is there. I guess technically SRM4+++ boats are da-bomb.
Mechs are mostly as you can see very uniform in their value. The CT structure is listed, as basically armor maximums are directly in proportion to that anyways. Listed by their free tons. There is a mighty jump from the ubiquitous Orions into the real assault territory as you can see. Comes with a loss of about 1/5th of your speed. Banshee's are obviously meant to load a buttload of MLs and MGs, sprint in with vigilance cover and go to town alternating between ML burn and melee.
Otherwise there are very few outliers in the heavy/medium territory. Dragons and Quickdraws have less guns and more speed, but definitely doesn't look worthwhile IMHO. Jenners and Cicadas if you wanna go fast and still actually have punch. I think they can pretty easily max out their internal heatsinks with their loadouts, so it's not actually a bad punch either ...
Hope it is helpful, cheers.
HBS, love the game, thanks!
Quick rundown:
Weapons are rated with "heat neutral and average ammo capacity for damage per overall weight". In a nutshell, it is a very sensible "best bang for buck" value. I'll leave knowing the ranges of the weapons up to you for how you will utilize the listing.
Obvious holes in balancing: LRM 10 should be called LRM 10% weaker. Energy weapons, well, not so hot (err wait, too hot?), but I did run out of ammo in that one mission even with mostly over-ammoed loadouts.
Mechs are mostly as you can see very uniform in their value. The CT structure is listed, as basically armor maximums are directly in proportion to that anyways. Listed by their free tons. There is a mighty jump from the ubiquitous Orions into the real assault territory as you can see. Comes with a loss of about 1/5th of your speed. Banshee's are obviously meant to load a buttload of MLs and MGs, sprint in with vigilance cover and go to town alternating between ML burn and melee.
Hope it is helpful, cheers.
HBS, love the game, thanks!