TLDR: Skip to spreadsheets and bold text.
Over the past few weeks, I have compiled a gigantic spreadsheet of weapon values and derived stats. I first started with the current values, ran some calculations, and as I figured, I was very disappointed with the present state of game balance. So I began typing in different numbers, trying to see what the values for balanced weaponry would actually look like.
Here they are. Note that I have been making tweaks and edits slowly. The latest iterations include a massive array of global buffs to heat efficiency, a more proper scaling of DPS between the Large Laser, Medium Laser, and Small laser, a very slight nerf to ballistic damage to bring them more in line with energy weapons, and a minor rescaling of damage per heat values among pulse lasers.
In this chart, I have included several weapons which do not yet exist in-game, such as the UAC2, UAC10, and UAC20, along with SSRM4 and SSRM6. Balancing these weapons in the very near future will be necessary as well, and as such, they are included.
Click the spreadsheets to make them bigger; the forum window squishes them a bit and makes them smaller and harder to read.
Energy Weapons:
Ballistic Weapons:
Missile Weapons:
Now, to explain what all these numbers mean:
Tonnage, Damage, Cooldown, Heat, Criticals, and ideal and maximum ranges should be self-explanatory.
AmPT = Ammunition Per Ton. This is not a raw measure of the number of rounds per ton, but instead the number of shots for each ton of ammuntion for the indicated weapon. With most weapons, this will be the same as rounds per ton, but not with weapons that fire more than one round per trigger pull (such as missile weapons).
DPS = Damage Per Second. This should be reasonably obvious; it is the amount of sustained damage a weapon does.
DPS/Ton = Damage Per Second Per Ton. This is a measure of the sustained damage output of a weapon, versus its tonnage.
APT = Alpha Per Ton. This is a raw measure of how much damage the weapon can do in a single shot, compared to its tonnage. Note that APT can sometimes be deceiving and is not always an entirely accurate measure of how effective a weapon is at burst-damage potential. For example, most ballistic weapons do all of their damage to a single part of the mech, whereas lasers hit instantly but apply their damage over a short period of time. Missiles spread their damage across a large area, and some missiles may miss their target completely and apply no damage.
DPH = Damage Per Heat. This is a very important derived value, since it indicates the absolute efficiency of a weapon in terms of heat generated versus damage produced. Ballistic weapons have very high DPH, while energy weapons have much lower DPH.
DPS/Crit = Damage Per Second Per Critical. A measure of how much sustained damage the weapon does, versus the amount of space it takes up inside the battlemech. Due to derpy mechlab mechanics, larger chassis are more prone to running out of criticals.
APC = Alpha Per Critical. This is a measure of the effective burst damage of a weapon, compared to how much space it takes up inside the battlemech.
ATPM = Ammunition Tonnage Per Minute. This indicates the rate of ammunition consumption (in tons) per minute of continuous firing. It is a gauge of how ammunition-efficient a weapon is.
DPAT = Damage Per Ammunition Ton. This is a raw measure of the total damage that a single ton of ammunition will do once fired.
HPS = Heat Per Second. This is a value stating the amount of heat the weapon will generate every second, if fired at its maximum rate of fire, It is a rough indication of how many heat sinks will be needed to effectively compliment the weapon.
HPS/Ton = Heat Per Second Per Ton. This is a figure purely for the sake of balancing, indicating the heat generated per second at maximum rate of fire, in relation to weapon tonnage.
SHSS = Standard Heat Sinks to Stability. This indicates the number of standard heat sinks which are necessary to fire the weapon indefinitely.
DHSS = Double Heat Sinks to Stability. This is the number of double heat sinks you will need to fire the weapon and have it be completely heat-stable.
DPS/HST (SHS) = Damage per Second per Heat Stable Tonnage. This is the DPS per ton of the tonnage of the weapon + tonnage of standard heat sinks required to make it heat-stable.
DPS/HST (DHS) = Damage per Second per Heat Stable Tonnage. This is the DPS per ton of the tonnage of the weapon + tonnage of double heat sinks required to make it heat-stable.
Game Design Philosophy:
There should be no such thing as a crappy weapon.
There should be no such thing as an overpowered weapon.
No weapon should have a narrowly constrained role.
You never give a player the capability to push a button and prevent other players from doing actions. The entire premise of CC in PvP is flawed.
All weapon viewshake is reduced to the point where it does not interfere with aiming by any statistically significant degree. Viewshake is for immersion purposes only.
Weapon tonnage must not be altered, or this will screw up stock variants. This also means that EVERY mech configuration you have made so far, you can still use!
The role of a weapon is to do damage. Anything else a weapon does other than damage will be minor, existing somewhere between purely ancilliary and completely incosequential.
These figures assume that hit detection and lag issues get resolved. The developers are busy working on this.
There is no reason why a critical and a hardpoint cannot be the same thing. To ever separate the two was a mistake.
Every chassis should be able to mount many multiple smaller weapons if the pilot chooses, to the same extent as the Swayback.
It may be too late to get the developers to fundamentally recode the mechlab and give us a Mechwarrior 4 style mechlab where criticals and hardpoints are the same thing. If this is the case, all mechs' hardpoints need to be globally and radically buffed (to match the Swayback).
The developers have stated that they intend to apply a heat penalty to duplicate weapons on the same body part of the mech, the above balancing changes assume they follow through with this. This perfectly balances mechs with 10+ hardpoints.
"Heat sinks do not cool fast enough" is fundamentally the same as "Weapons generate too much heat in relation to heat sink cooling speed".
If we first balance the damage per heat of all weapons in the game, and then globally scale the heat down to the point where current heat sinks can competently manage the heat, then this solves the problem BETTER than just increasing heat sink cooling speed.
TT is a radically & fundamentally different game than MWO. What happens in TT stays in TT.
Now, I imagine a few of you are scratching your heads, wondering what dafuq is up with those Ultra AC's and that insanely awesome Alpha per Ton. Allow me to explain, because the Ultra AC's require a fundamental reworking of their firing mechanics:
The UAC2 should fire 10 rounds over 1 second, each doing 0.72 damage. (280 ammo per ton)
The UAC5 should fire 9 rounds over 1.2 seconds, each doing 1.3 damage. (153 ammo per ton)
The UAC10 should fire 8 rounds over 1.3 seconds, each doing 2.7 damage. (72 ammo per ton)
The UAC20 should fire 8 rounds over 1.6 seconds, each doing 3.6 damage. (48 ammo per ton)
This means that the odds of any UAC applying all of its alpha per ton to a single location is very low. Standard AC's will forever remain the kings of high damage application to a single body part in very little time. Jam mechanics may not be necessary for UAC's, only RAC's (whenever they come out)
Standard lasers need a slight nerf to their firing duration (fire for slightly longer for higher spread of damage). The gap between standard laser and pulse laser effectiveness should be widened only slightly. I strongly advise against any change to either laser type's firing durations by more than 10%.
SSRM homing issues need to be resolved. I trust the developers are working on this. (EDIT: SSRM's no longer hit CT-only, so this is mostly resolved)
TAG and NARC should be nerfed hard; these should only slightly tighten missile spread. Pinpoint-accurate LRM's should be impossible regardless of the amount of TAG, NARC, and Artemis assistance. (EDIT: I think this has been done already, to some extent)
Flamers will need to fire a single PPC-like blast of superheated plasma from the mech. Until a better effect can be made, I would actually advocate using a recolored PPC blast as the flamer effect, albeit with a lower projectile velocity.
Flamer #1 is an idealized flamer, balanced to do damage, and almost nothing but.
Flamer #2 sacrifices some damage from Flamer #1; this is with the intention of doing some statistically significant heat to the target as well. Note, however, that this flamer is still a numerically competent weapon.
Flamer #3 has the same damage as Flamer #1, but has an increased heat cost - with the intention that this flamer variant would also do statistically significant heat to the target. I honestly like this flamer the best, and would like to see it in-game.
Fun fact: With these proposed changes, Flamer 3 (and 1) does the same alpha-strike damage as Medium Lasers, but have significantly reduced range. They also have a faster cooldown, for higher DPS. Additionally, while Flamer 3 generates much more heat than a Medium Laser, it is also balanced to add heat to the target, which makes Flamer 3 a good counter against Swayback-esque configurations. For maximum effect, the flamer can be used against only very close targets - thus why a Jenner or Swayback armed with nothing but flamers is not necessarily a good idea. Game design can be so much fun!
These three different flamer variants are merely examples of appropriately balanced and competent flamers, because multiple weapon mechanic models could theoretically apply to the flamer.
Now, you may also notice that all the weapons barely generate any heat. Remember that getting our mechs to overheat is something that is not supposed to happen regularly. This is because the 'burst DPS' in the game occurs not in a matter of 2-3 seconds as in most games, but often over 15-30 seconds. This means that we need to overheat in 15-30 seconds of alpha-striking, not 2-3 seconds of alpha-striking.
Heat sinks cool 0.1 heat per second, and add 1 heat capacity to the mech's base heat capacity of 30. Now, to demonstrate how these new heat values work on a hot-running, default configuration, I will go ahead and lay out the math for the AWS-8Q's heat stability.
The AWS-8Q has 28 heat sinks, which increases its base heat capacity to 58, and cools 2.8 heat every second. The updated PPC generates.6.4 heat per shot, or 19.2 heat per alpha-strike (or 33 percentage points on the heat indicator). After the first alpha strike, the 2.7 second PPC cooldown means that the mech will cool 7.56 heat during the recharge time.
The second alpha will raise the mech from 11.64 heat to 30.84 heat. (53% heat)
The third alpha will raise the mech from 23.28 heat to 42.48 heat. (73% heat)
The fourth alpha will raise the mech from 34.92 heat to 54.12 heat. (93% heat)
This is exactly how heat is supposed to work. Alpha-striking results in a steady and rapid rise in heat until the pilot either lets the mech cool, or overheats the mech. This also means that ERPPC's are completely usable in numbers in an identical role, provided that the pilot has a reasonably large number of heat sinks.
Now, you may be wondering: Okay, so globally reducing heat is a smart thing to do if we want to be able to alpha-strike with any semblance of regularity. But how do we know that THESE values between heat, ballistic, and energy weapons are actually where they need to be? How do we know for a fact that missiles, or ballistics, or energy weapons are NOT going to become completely dominant on the battlefield because of improper heat scaling between weapon types?
Great question, and a question that I lacked an answer to for a few days. As it turns out, this question is answered by the derived statistic: Damage per Second per Heat Stable Tonnage. Simply put, I calculated the number of heat sinks that would be necessary for each weapon to fire at maximum speed and be completely heat-stable, and added that tonnage to the weapon's tonnage, and then divided the weapon's DPS by that number.
I was absolutely shocked at how closely the individual weapon types were matched against one another. The parity of firepower is incredible. At first glance, it looks like ballistics are actually better when compared against energy weapons, but remember that DPS per Heat Stable Tonnage does not account for ammunition tonnage. Once that tonnage is added in, ballistic DPS per Heat Stable Tonnage will go down just a bit, and even more closely match energy weapon DPS per Heat Stable Tonnage.
So, now that we have redesigned all weapon values, fundamentally made everything useful without resorting to narrowly constrained roles, fixed the issue of heat and overheating, made ourselves ready to bear the burden of increased clan-tech heat saturation without really even intending to, and perfectly solved the problems with default builds running arbitrarily & apocalyptically hot, are we done?
Nope!
You see, even though Medium Lasers and Large Lasers are balanced against each other (as is every single other weapon in the game), do we actually have the option of removing a single Large Laser and installing five Medium Lasers? Medium Lasers aren't OP anymore, after all.
What's this? Hardpoints are in the way?! And you can only do this conversion on ONE mech, the Swayback?!
It is impossible to balance the Swayback versus other mech designs without either abandoning the hardpoint system completely and going with weapon-type-specific criticals, or globally buffing all weapon hardpoints to approximately the same levels as the Swayback. As stated before, all these numbers are based upon pilots actually having the option to choose between 1 large laser, 5 medium lasers, or 10 small lasers. EVERY mech needs to have the freedom of configuration that the Swayback does. We must either proceed down the path of ample hardpoints on all designs, or a hardpoint-free mechlab.
Now I understand that reverting back to a Mechwarrior 4 style mechlab would require a complete overhaul of the interface, and would require the devs to spend a month or so (at minimum) in coding hell. Add another month to make the new mechlab stable (at the very least). Asking the devs to take a two-month break from EVERYTHING is just not practical. Making ample hardpoints will be infinitely faster; all they have to do is type in the numbers into the servers, and maybe add some more fire points to the mechs.
Specifically, by ample hardpoints, I mean we need an equation! The Swayback, a 50-ton mech, has 9 hardpoints. For the sake of simplicity, let's subtract one hardpoint from the head, and add one hardpoint to each arm, leaving us with 10 total. This will be the basis of all mech hardpoints.
Since all mechs exist in five-ton increments, this means that each mech should have hardpoints equal to one-fifth their tonnage. That five-ton increment thingy REALLY makes things convenient to figure out!!!
I will demonstrate an example of what a mech such as this might look like, post hardpoint-balancing:
AS7-K (The energy-weapon atlas):
Left Arm - 4 Energy
Right Arm - 4 Energy
Left Torso - 2 Missile, 3 Energy
Right Torso - 2 Ballistic, 3 Energy
Center Torso - 2 Energy
Ideally, this Atlas should be graphically modified with extra firepoints in its left and right torsos, and physical guns in its hands (variable firepoints, as with the Raven). Although in the interim, I would not care if lasers shot out of the missile and ballistic firepoints. That can be fixed once hit detection, lag issues, and stability are fixed.
It is overwhelmingly apparent why the developers did not spend six hours in front of a spreadsheet experimenting with weapon values - they are too busy making the game stable and playable to be concerned about fixing weapon balance right now. (EDIT: They have no excuse now, they're just sitting on the content conveyor spewing new crud to try and get us to buy MC) Open beta is when weapon balance needs to be resolved; I have simply spared them from a lengthy trip through spreadsheet hell (or spreadsheet heaven, depending on your point of view).
Almost all of the fundamental changes I suggested can be made immediately, simply by typing in different numbers for the weapon values and adding some hardpoints. These changes do not need to be time-consuming, or require massive feats of recoding. We can have weapon balance fixed NEXT TUESDAY...but only if you, the player base, demand it.
Edited by Xandralkus, 08 March 2013 - 01:12 PM.