This should give you a basic idea for each weapon its stats based on tooltips. Current as of June 2023. Each weapon has slots, tons, damage, heat, cooldown, minimum and maximum range. Then it calculates damage per slot, damager per ton, damage to heat ratio, DPS, and finally DPS per ton.
If you have any suggestions, I'm open to hearing them. I hope this makes someone else's life easier the way it has mine.
The caveats, at the moment:
- Optimal and maximum weapon ranges are listed but not incorporated into any calculations - because range is situational and you have to decide for yourself if you're willing to pay the price in other stats for a longer range build, and if you're willing to fire beyond optimal range for the reduced damage.
- Ghost heat isn't included - I feel like that would be a massive undertaking because in some cases it's not just size specific, it's weapon specific (for example you can fire 6 Clan Medium Pulse or Medium ER Lasers but only 4 Clan Heavy Medium Lasers before triggering ghost heat).
- Flamers, TAGs, AMS, and NARCS are not included because they aren't for dealing damage.
ATM damage works in brackets - the optimal range is based on their highest damage bracket, but their base damage is listed in the middle 2/missile bracket.
Minimum ranges for the ATM, IS LRM, and Heavy PPC, as well as range ramp-up for the Clan LRM and IS PPC are not included.
- How long it takes you to get a missile lock is your business
- LBX and Missile Spread are not included - you know what you're getting when you bring a shotgun. Likewise, the extra weight and slots of Artemis are included and their impact on other stats, but I can't tell you how many more missiles you'll put on target, and I can't tell you how many missiles you'll get past an AMS.
- UAC double tap damage gets its own rows, but jam chance is a bit RNG, and I don't know any specific calculations to incorporate it. It's a gamble - maybe you pull the trigger and do the extra damage, maybe you get boned. Formulas for averaging jams into sustained fire seem anecdotal at best, and mean nothing for a single burst.
- RAC jams and RAC ramp-up and how they affect damage and heat are both based on how long you sustain fire. Not really great for calculating simple things like DPS or DOT. They're a special beast, but you can at least know what you're putting out while they're doing their thing.
Clan ERPPC splash damage is not included because it depends on where you hit - consider it a bonus.C-ERPPC and IS Snub now list damage including 5 splash.
- A few weapons have special perks. PPC's disable ECM and Stealth, machine guns are crit monsters. This is beyond the scope of this chart. The seasoned Mechwarrior will know if they need these specific features.
- Weapon system health is beyond the scope of this chart
- Ammo weight is beyond the scope of this chart. It does add to the weight of ballistic and missile weapons, but you can bring as little as half a ton or as much as you can fit.
https://docs.google....dit?usp=sharing
Edited by Marcel Leander, 10 July 2023 - 01:52 AM.