To start off, this is a discussion on how best to adjust game mechanics for the better, as I noticed the game developers made a lot of tweaks from the tabletop values, that might be well-intended for balance, but ended up crippling some common mech loadouts more than it should.
I have looked at spreadsheet values done by the community and started comparing to table top values with equivalent modifiers. Here are some basic things to know.
Tabletop(TT) versus HBS Battletech (HBS)
Tonnage: Follows TT values fully
Single Heat Sink: -1 heat compared to -3 heat (x3 modifier for heat)
Slots: AC5/10/20, LRM 20 and Gauss take up less slots in HBS
Armour and Internal structures values are all multiplied by 5. eg. Head: 9pts(TT) vs 45pts(HBS)
Damage: Correspondingly, multiplying all TT damage by 5:
- AC2/5/10 do more dmg. in HBS. AC/20 same dmg.
- SRM2/4/6 do less dmg. in HBS
- LRM5/10/15/20 do less dmg. in HBS
- All Lasers, PPCs and Gauss with the exception of Small Laser do the same dmg in HBS
- Flamer less dmg. in HBS
- Machine Gun and Small Laser more dmg. in HBS
Heat: Correspondingly, multiplying all TT heat generation by 3:
AC2/5/10/20, SRM4/6, ALL Lasers, PPCs and Gauss run hotter in HBS
SRM2, LRM5/10/15/20 same heat in HBS
Flamer less heat in HBS (zero actually)
MG zero heat in both TT and HBS.
My first thought on this current balance by HBS was that it was probably influenced by Pilot skills and Stability damage, and tuning some weapon systems that might be deemed underpowered or overpowered.
A very good example would be AC2/5 doing much more damage in HBS (25/45 versus 10/25),
and all missile launchers doing 4x multiplier less damage instead of 5x damage in HBS.
Knowing all this, let's start with a few simple questions.
1) Should SRMs damage be buffed to 10 damage per missile since it is short range and lacks indirect fire ability.
2) Should Stability damage for missiles be reduced to prevent easy knockdowns, and better balance long range tactics against brawling tactics.
3) Should PPCs and Large Lasers be reverted to their TT heat values as they have been largely deemed less effective than the bigger AC/s and LRMs.
4) Should Flamers be reverted back to TT values with heat generation and unlimited usage?
Hopefully there can be a mod where we have easy options to play with different values:
1) One where everything is reverted to tabletop values and rebalanced from there including pilot skills and stability damage
2) One where we carefully balance based on single player immersion, making enemy mechs and stock loadouts better
3) One where we balance EXCLUSIVELY for multiplayer where balance is king, and more varied effective strategies can be played out, without any clear abuse of game mechanics tending to one weapon type.
Any input is appreciated.
I have looked at spreadsheet values done by the community and started comparing to table top values with equivalent modifiers. Here are some basic things to know.
Tabletop(TT) versus HBS Battletech (HBS)
Tonnage: Follows TT values fully
Single Heat Sink: -1 heat compared to -3 heat (x3 modifier for heat)
Slots: AC5/10/20, LRM 20 and Gauss take up less slots in HBS
Armour and Internal structures values are all multiplied by 5. eg. Head: 9pts(TT) vs 45pts(HBS)
Damage: Correspondingly, multiplying all TT damage by 5:
- AC2/5/10 do more dmg. in HBS. AC/20 same dmg.
- SRM2/4/6 do less dmg. in HBS
- LRM5/10/15/20 do less dmg. in HBS
- All Lasers, PPCs and Gauss with the exception of Small Laser do the same dmg in HBS
- Flamer less dmg. in HBS
- Machine Gun and Small Laser more dmg. in HBS
Heat: Correspondingly, multiplying all TT heat generation by 3:
AC2/5/10/20, SRM4/6, ALL Lasers, PPCs and Gauss run hotter in HBS
SRM2, LRM5/10/15/20 same heat in HBS
Flamer less heat in HBS (zero actually)
MG zero heat in both TT and HBS.
My first thought on this current balance by HBS was that it was probably influenced by Pilot skills and Stability damage, and tuning some weapon systems that might be deemed underpowered or overpowered.
A very good example would be AC2/5 doing much more damage in HBS (25/45 versus 10/25),
and all missile launchers doing 4x multiplier less damage instead of 5x damage in HBS.
Knowing all this, let's start with a few simple questions.
1) Should SRMs damage be buffed to 10 damage per missile since it is short range and lacks indirect fire ability.
2) Should Stability damage for missiles be reduced to prevent easy knockdowns, and better balance long range tactics against brawling tactics.
3) Should PPCs and Large Lasers be reverted to their TT heat values as they have been largely deemed less effective than the bigger AC/s and LRMs.
4) Should Flamers be reverted back to TT values with heat generation and unlimited usage?
Hopefully there can be a mod where we have easy options to play with different values:
1) One where everything is reverted to tabletop values and rebalanced from there including pilot skills and stability damage
2) One where we carefully balance based on single player immersion, making enemy mechs and stock loadouts better
3) One where we balance EXCLUSIVELY for multiplayer where balance is king, and more varied effective strategies can be played out, without any clear abuse of game mechanics tending to one weapon type.
Any input is appreciated.
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