Weapon Relative
SL 1.98
ML 1.33
LL 0.77
SPL 1.50
MPL 1.25
LPL 0.81
ERLL 0.74
PPC 0.90
ERPPC 0.87
Flamer
AC2 1.00
AC5 1.00
Ultra AC5 2.00
AC10 1.00
LBX10 1.00
AC20 0.86
MG
Gauss 1.00
SRM2 0.80
SSRM2 0.80
SRM4 0.80
SRM6 0.80
LRM5 0.50
LRM10 0.50
LRM15 0.50
LRM20 0.50
Values greater than 1 indicate that the weapon has a higher DPS to HPS ratio in tabletop (IE: the weapon does more damage for less heat in the tabletop version). Weapons with a Relative value of less than 1 indicate that they are more effective (more damage for less heat) in MW:O.
Some more info before I launch into the meat of my argument:
- The tabletop efficiencies are calculated by taking (Damage / 10) / (Heat / 10). This is because weapons fire in 10 second intervals. Effectively, a TT ac/20 has a DPS of 2.
- MWO efficiencies are taking from Ohmwrecker's guide and are just DPS / HPS.
- Values for the MG and Flamer are not present because for MG you can't divide by 0 (mg generates 0 heat) and there was no HPS value listed for Flamers.
- The full formula is (MWO DPS / MWO HPS) / (TT DPS / TT HPS)
This is all very interesting because it shows one thing: weapons cannot be considered 'balanced' based on DPS / HPS.
This in turn raises the question of what makes a weapon 'feel' balanced in this game?
Keep in mind that the metric I've used has one glaring problem. If a weapon was considered OP in tabletop, keeping the same HPS/DPS ratio in MW:O will make it OP here too.
So, how do we account for true balance in MW:O?
(Also, if someone could let me know how to post a table in here, I'll format this better)
Edited by Artgathan, 04 February 2013 - 10:58 AM.