TA Balance Mod

⭐ — (3 endorsements) 📥 194 downloads 📌 v1.15 📅 10/20/2025
🟡 Updated this year

By TemplarArmos · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 12/26/2025 📅 Created: 10/20/2025

🔍 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 range

          Clan Weapons

          [*] Optimal range = Long range (also serves as max r

📊 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.

🎮 Need cheat codes or console commands? Check ur gaming wiki for MechWarrior 5: Mercenarie commands, item IDs, and more.

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