Since I've done this for TT, I thought I'd look at efficiency for weapons in BATTLETECH.
Ballistic Weapons
Autocannons (ACs) get more efficient as they get bigger, especially in stability. That makes sense given their lower ranges.
Energy Weapons
The ML is competitive with some SRMs for efficiency. That probably makes it a little weak because it has no stability damage. I'm not convinced the accuracy buff is worth zero stability damage, especially once your pilots have leveled up their gunnery to a decent point.
The LL and PPC are less efficient than all ACs, even in the more heat efficient biomes. Currently the only usage I see for these is as the primary weapon on a lighter mech (e.g. a sniper Panther). I would personally tweak these so that they are at least more efficient than ACs in cold biomes.
Missile Weapons
LRMs are mostly balanced with each other, other than the LRM 10 which is worse than the others just like in TT. LRMs are among the best options for long range damage as well as stability damage. Looking at these numbers, I expect LRMs to be a major part of the meta. I would probably tune them downward in damage while leaving them as the kings of knockdown.
SRMs are weirdly balanced with. I almost suspect a typo in the SRM 4 heat number, as if it were 10 heat the SRMs would be reasonably balanced against each other. They are also well balanced against the ML in damage, but they also deploy stability.
Support Weapons
MGs are a massive outlier. My understanding is that they fire 5 shots per volley, so there are 40 shots in a ton of ammo. That may not be correct, which would change their calculation greatly. I went with 0.5 tons per MG (20 shots each) because they were crazy efficient at lower numbers.
SLs are very efficient. I'm going to look at mounting them over MLs on faster mechs. I'm imagining a Firestarter with 3 ML and 6 SL for back attacks.
Flamer heat damage is unique. If you take them, it is for the heat damage, not for the damage. That said, their damage efficiency is the same as MLs. It's not clear to me if they have only 3 shots like they did in beta. If so, they are very niche.
Other notes
There are other factors I'm not taking into account in my efficiency numbers because they are situational or subjective. These are the ones I know about:
- Ammo is the minimum tons I'd dedicate to the weapon. I'm generally looking for 15 shots.
- Dam / (W+A) is damage divided by weight of weapon and ammo
- Dam / (W+A+H) is damage divided by weight of weapons, ammo, and heat sinks
- STB is stability damage, and the efficiency calculations are identical for regular damage
- 65% HS and 120% HS efficiency numbers are for planets with biomes that increase and reduce HS efficiency.
Ballistic Weapons
Autocannons (ACs) get more efficient as they get bigger, especially in stability. That makes sense given their lower ranges.
Energy Weapons
The ML is competitive with some SRMs for efficiency. That probably makes it a little weak because it has no stability damage. I'm not convinced the accuracy buff is worth zero stability damage, especially once your pilots have leveled up their gunnery to a decent point.
The LL and PPC are less efficient than all ACs, even in the more heat efficient biomes. Currently the only usage I see for these is as the primary weapon on a lighter mech (e.g. a sniper Panther). I would personally tweak these so that they are at least more efficient than ACs in cold biomes.
Missile Weapons
LRMs are mostly balanced with each other, other than the LRM 10 which is worse than the others just like in TT. LRMs are among the best options for long range damage as well as stability damage. Looking at these numbers, I expect LRMs to be a major part of the meta. I would probably tune them downward in damage while leaving them as the kings of knockdown.
SRMs are weirdly balanced with. I almost suspect a typo in the SRM 4 heat number, as if it were 10 heat the SRMs would be reasonably balanced against each other. They are also well balanced against the ML in damage, but they also deploy stability.
Support Weapons
MGs are a massive outlier. My understanding is that they fire 5 shots per volley, so there are 40 shots in a ton of ammo. That may not be correct, which would change their calculation greatly. I went with 0.5 tons per MG (20 shots each) because they were crazy efficient at lower numbers.
SLs are very efficient. I'm going to look at mounting them over MLs on faster mechs. I'm imagining a Firestarter with 3 ML and 6 SL for back attacks.
Flamer heat damage is unique. If you take them, it is for the heat damage, not for the damage. That said, their damage efficiency is the same as MLs. It's not clear to me if they have only 3 shots like they did in beta. If so, they are very niche.
Other notes
There are other factors I'm not taking into account in my efficiency numbers because they are situational or subjective. These are the ones I know about:
- Lasers have an accuracy buff
- The PPC applies an accuracy debuff to targets it hits
- Autocannons have a recoil penalty that debuffs accuracy when fired on consecutive turns
- Different weapons can have different bonuses for + weapons. That may change the balance between weapons (e.g. LRMs can get +STB but lasers can get +DAM). More information will be required to take that into account, as this is all anecdotal so far based on seeing streams.
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