TA Balance Mod
🟡 Updated this yearPreview

🔍 Analysis
- 🏆 #297 of 333 Gameplay mods in this game by downloads
📋 About This Mod
A balance mod meant to adjust the game to feel more like the Battletech Board game values.
TemplarArmos Weapon Balance Mod
Current Version: 1. 15
Overview
This mod was created to better capture the feel and pacing of weapons from the classic BattleTech tabletop game.
All weapon damage is based on a 10-second damage model — for example, the AC/20 is designed to deliver roughly 20 damage per 10 seconds, and all other weapons are balanced relative to that baseline.
Because armor values in MechWarrior 5 are roughly double those of the tabletop version, this was factored into all damage calculations.
Weapon Damage and Heat Modifiers
Weapon Type — Damage / Heat Modifier
-
[] Ballistic Projectile — 2×
[
] Ballistic Trace — 1. 5×[] Energy Projectile — 1. 75×
[] Energy Trace — 1. 75×
[] Missiles — 2×
Design Philosophy
Weapons with travel time, ammunition requirements, or large spread patterns receive higher modifiers, while hitscan or non-ammunition-based weapons receive smaller boosts.
For example, an AC/2 and a Machine Gun differ in classification — the former is projectile-based (affected by travel time and ammo), while the latter is a trace weapon (instant-hit), resulting in different scaling.
Ammunition Balance
Ammunition-based weapons gain higher sustained damage potential but are limited by their ammo supply.
-
[] A Medium Laser can fire indefinitely (unlimited potential damage).
[] An AC/20 with one ton of ammo caps out at roughly 224 total damage.
All projectile-based weapons — Standard, Burst, and Rapid Fire variants — use the same ammo bins. To make each feel unique while maintaining shared resources, I adjusted them as follows:
Burst Weapons: Long cooldowns, higher per-shot damage, lower sustained DPS, lower heat generation, higher damage per ton of ammo
Rapid Fire Weapons: Short cooldowns, lower per-shot damage, higher sustained DPS, higher heat generation, lower damage per ton of ammo
Example: AC/10 Variants
Total Ammo per ton: 50
-
[] Standard — 2. 0s cooldown, 4. 0 dmg/attack, 20 DP10S, 6 Heat/10s, 200 dmg/ton
[] Burst — 4. 0s cooldown, 6. 0 dmg (1. 2×5 burst), 15 DP10S, 4. 5 Heat/10s, 300 dmg/ton
[] Rapid Fire — 1. 0s cooldown, 2. 5 dmg/attack, 25 DP10S, 7. 5 Heat/10s, 125 dmg/ton
Clan vs. Inner Sphere Balancing
To bring Clan weapons closer to their lore-accurate performance (without making them overpowered), I implemented the following range-based distinctions:
Inner Sphere Weapons
-
[] Optimal range = what would be Medium range on tabletop
[
] Damage tapers to 50% at maximum rangeClan Weapons
[*] Optimal range = Long range (also serves as max r
-
[] Optimal range = what would be Medium range on tabletop
-
[] Standard — 2. 0s cooldown, 4. 0 dmg/attack, 20 DP10S, 6 Heat/10s, 200 dmg/ton
-
[] A Medium Laser can fire indefinitely (unlimited potential damage).
📊 Mod Details
- Game
- Mechwarrior5mercenaries Mods
- Author
- TemplarArmos
- Version
- 1.15
- Downloads
- 194
- Endorsements
- 3
- Category
- Gameplay
- Created
- 10/20/2025
- Updated
- 12/26/2025
🔧 How to Install MechWarrior 5: Mercenarie Mods
Download from Nexus Mods.
📖 Full step-by-step install guide for MechWarrior 5: Mercenarie →
Visit the official mod page for specific installation instructions for this mod.
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