Mech chassis and weapon stats tables

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Nipsnaps

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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!
 

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arcana75

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VERY interesting data thanks! One thing that stood out was the melee damage that is not linked to tonnage. 90 damage melee from the 60 ton Dragon, or the 85 damage melee from the 55 ton Shadowhawk, versus the 70 and lower damage strikes from similar tonnage mechs.

An Ace skilled pilot combined with a Dragon, compensates well for its underpowered weaponry. Quickdraw is definitely a meh even with jumpjets.
 

mjbroekman

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VERY interesting data thanks! One thing that stood out was the melee damage that is not linked to tonnage. 90 damage melee from the 60 ton Dragon, or the 85 damage melee from the 55 ton Shadowhawk, versus the 70 and lower damage strikes from similar tonnage mechs.

An Ace skilled pilot combined with a Dragon, compensates well for its underpowered weaponry. Quickdraw is definitely a meh even with jumpjets.

Some of the chassis were buffed for melee because of various things in lore.
 

Nipsnaps

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As an aside, RIP Behemoth, taking that shot to the face in the 2nd to last mission in the final moments ...

Considering the playthrough, the weapon rating is very valid after you have some guys with master called shot (when missile spread doesn't matter anymore really). Mech rating, the speed vs. tonnage, I feel it is more about the sacrifice for jumpjets and what skills are you using rather. Mechwise you just kinda always go for the biggest payload in the campaign. MP issues are different. :)