Here's a "Rock Paper Scissors" Model:
- Lasers:
For each point of laser damage you take on a hit location, you suffer a 2 second debuff that increases all damage taken by ballistic weapons by 2.5 %. This debuff stacks, up to a maximum of 15 %.
Rationale*: Laser weapons "soften" up armour, allowing fast moving projectiles to penetrate it better. - Ballistic Weapons:
For each point of ballistic damage you take on a hit location, you suffer a 2 second debuff that increases all damage taken by missile weapons by 2.5 %. This debuff stacks, up to a maximum of 15 %.
Rationale: Ballistic weapons create deformations in the armour and weak spots, making them more suspectible to armour piercing explosives. - Missile Weapons:
For each point of missile damage you take on a hit location, you suffer a 2 second debuff that increases all damage taken by laser weapons by 2.5 %. This debuff stacks, up to a maxium of 15 %.
Rationale: Missile weapons explosives tend to ncrease the heat levels on the armour they inficted - not enough to soften them up for ballistics, but enough to make the work of lasers somewhat easier.
The Odd Men Out:
- PPCs disrupt ECM functioning and locks.
- Flamers: Flamers weaken the ammo in general, causing a 2 second debuff that increases all damage taken by a location by 1 % from ballistics, missiles and lasers. This debuff stacks, up to a maximum of 10 %. Flamers do not deal extra damage from other weapon type debuffs or their own, but lasers, missiles and ballistic debuffs increase the heat they inflict (Up to a maximum bonus of 25 %).
Drawback:
Some mechs can only use one weapon type. (Some Catapult, Hunchback, Spider, Jenner and Awesome variants). These mechs must gain something to compensate. Say, a general 15 % damage reduction.
* ) They don't have to be perfectly reasonable. Just a thin veneer of explanation to have something in-game world to explain them. It's not like Battletech is realistic.

Edited by MustrumRidcully, 19 February 2013 - 09:05 AM.