Next Release Preview

= Preview of next release =
The following information is all work in progress and is likely to change to some degree. Take these previews more as our current vision of what we'd like to add to RogueTech, than what the actual final end result will be.
== Squads 2.0 - Part A ==
Squads is the framework RogueTech already uses to represent Battle Armor, ProtoMechs and Ultralight 'Mech squads. The framework allows defining a unit in the game to consist of several members that share the same internal systems.
As a reminder, the following traits are consistent for all squad units:
* All members of the squad share the same systems configuration. This include things such as armor, structure, engine, etc.
* Since systems are shared, they can not be critically hit or destroyed on an individual squad member. They will continue functioning until the whole unit is neutralized.
* The Squad units are immune to heat and stability damage, and can never shutdown. They are instead considerably more vulnerable to Through Armor Damage.
* All weapons are fixed for Mech Squads and ProtoMechs for balance reasons.
With Squads 2.0 the framework is being expanded to both allow more options of implementing the units as well as making the capabilities of these types of units easier to understand for players.
Some of the key features of 2.0 can be seen in the screenshot of the Mech Lab below:
# Squad Units can now have proper quirks, armor and structure like standard 'Mech units already do. They are displayed just like for other units within the Mech Lab, but are not visible in combat due to technical limitations.
# A new display section in the mech lab on the top right side for displaying the shared internal systems of the units.
# The introduction of Specialist equipment, to represent non-critical systems that each member of the squad would have but the benefits does not stack or have to be equal for all squad members. E.g. ECM, C3, MASC/Supercharger, Sensors and more. Note: These are fixed and can not be changed for balance reasons.
# Allowing customization by players of the ammunition loadouts for 'Mech Squads.
With these changes it is now possible to implement more canon and apocryphal ultralight 'Mechs with the correct loadouts, allowing the increase of Ultralight 'Mechs in RogueTech from 4 to 36. So the chance to meet and acquire one will be a bit higher with the new release.
These are some more examples of new Ultralight Squad units:
mosquite_mos-1k.png|Mosquito MOS-1K
celerity_clr-03-oc.png|Celerity CLR-03-OC
slowpoke_slp-2u.png|Slowpoke SLP-2U
corgi_crg-ca.png|Corgi CRG-CA
And for those that wonder if the quite a lot heavier existing Gûn and UrbanMech Squads are now also converted to squads 2.0... Yes, yes they are:
== Squads 2.0 - Part B ==
Building on the changes seen in the previous part of the preview around Mech squads, we were able to implement ProtoMechs and Battle Armor loadouts in a more accurate way. 
Note: Due to the technical implementation behind how squad-type units and their shared gear (e.g. armor, structure, quirk, engine, etc) works, they are not shown in the target doll tooltips during battle.
=== ProtoMech ===
Due to technical limitations ProtoMechs will still not allow changing their gear or weapons outside of ammunition. ProtoMechs can use either their specific boxes, with a lower amount of shots to be more weight efficient, or standard ammunition boxes, both types can be found in Clan stores as per usual.
Many of the key features of Mech Squads 2.0 also carry over their benefits to ProtoMechs, as seen below.
* ProtoMechs now have proper quirks, armor and structure like standard 'Mech units already do. They are displayed just like for other units within the Mech Lab, but are not visible in combat due to technical limitations.
* A new display section in the mech lab on the top right side for displaying the shared internal systems of the units.
* The introduction of Specialist equipment, to represent non-critical systems that each member of the squad would have but the benefits does not stack or have to be equal for all squad members. E.g. ECM, C3, MASC/Supercharger, Sensors and more. Note: These are fixed and can not be changed for balance reasons.
As seen in the screenshot below, Quad ProtoMechs now have a separate Quad Turret item, allowing them to have Quirks like the other ProtoMechs. This specific unit also shows the EDPA armor, which provides a shutdown chance on all melee attacks.
Basilisk Quad
The next screenshot shows how the Glider ProtoMech with the WiGE equipment look.
Svartalfa 1
The Specialist gear of ProtoMechs are listed in the table below. Not all ProtoMechs will have Specialist gear, and some might have more than one.
Gear Name 	Benefit 	Example Unit
Angel ECM (C) 	Strong ECM Suite with 180 m radius 	Gorgon 6
Guardian ECM (Proto) 	Standard strength ECM Suite with 180 m radius 	Roc 4
ECM (P) 	Pirate ECM suite with 300 m radius 	Slayer
Magnetic Clamp System 	Allows ProtoMech to ride on BattleMechs 	Cecerops 5
Protomech Myomer Booster	+50% Sprint Distance 	Centaur 4
Partial Wing System 	+40% Jump Distance 	Hippogriff 1
Light Active Probe (C) 	Light Probe, +15 sensors / +10% vision 	Satyr 1
WiGE 	Wing in Ground Effect, allows ProtoMech to transform to flying form	Svartalfa 1
=== Battle Armor ===
Battle Armor has gone through some larger changes than ProtoMechs, which hopefully can make them a bit more interesting to field and fight against. 
Besides the same benefits already listed in the ProtoMech section above, the following features will be available:
* Battle Armor will now require ammunition boxes for any Missile weapon that is not a one-shot. This will allow adding more ammunition if desired at the cost of less armor. Ammunition boxes will be available both in stores or as salvage.
* Special ammunitions will now be able, such as Inferno SRM or Acid LRM. 
* VTOL Battle Armor is now available, allowing transformation to a flying form.
* Weapons will remain configurable as before, but more types of weapons have been added. Some examples are Tsunami Gauss rifle, Satchel Charges and Needler weapons.
* DWP versions of weapons above 600k weight were added. A DWP weapon is 75% lighter than its standard weight, but limits movement. 
** Note: Due to technical limitations the movement reduction is not able to be recalculated dynamically when a weapon is dropped in mission, as the Battletech DWP rules normally state. Therefore a DWP weapon can not be dropped during combat in Roguetech.
Example of Battle Armor squad with Jump Boosters and two Specialist gear.
Clan Battle Armor 'Bär'
Example of a Battle Armor with VTOL.
Kobold IIC
Example of one of the Rider-type Battle Armor obtainable from Derelict Flashpoint.
C Rider 'Devastator'
Example of using DWP version of a weapon that would otherwise be too heavy for the Battle Armor.
Kanazuchi 'Cyclops'
 Battle Armor Specialist Gear
Gear Name 	Benefit 	Example Unit
Active Probe 	+15 sensors / +10% vision 	Gray Death Scout [STD]
C3i 	Battle Armor-size improved C3 Computer 	Longinus 'Hacked' [GSS]
C3 Slave 	Battle Armor-size C3 Slave Computer 	Kage C
Camouflage System 	Very basic Mimetic Stealth 	Angerona Scout Suit [STD]
ECM 	Micro Scale ECM, 90 m radius 	Afreet (Interdictor)
Extended Life Support	3% Resolve Bonus 	Tunnel Rat IV [GL]
Heat Sensor 	Basic Sensor bonus 	Infiltrator Mk I [STD]
Improved Sensors 	Sensors +25% 	Gray Death Infiltrator [IS]
Jump Booster 	+1 Jump Movement Points 	Golem (Fast Assault)
Magnetic Clamps 	Allows riding on any BattleMech 	Inner Sphere Standard (Fa Sure) [MG]
Myomer Booster 	+50 m movement (1 ton BA or less), +25 m otherwise	Elemental II
Partial Wing 	+1 Jump Movement Points 	Kage [FL]
Searchlight 	Same as BattleMech item 	Nephilim [MG]
 Battle Armor Armor Types
Armor Name 	Benefit 	IS Weight Factor1	Clan Weight Factor1
Standard 	- 	x 1.0 	x 0.5
Advanced 	- 	x 0.8 	-
Stealth (Basic) 	-60% Sensor Stealth Signature Reduction, -2 Sensors Check Penalty. Harder to Hit by 1/2/3 (M/L/X range). -10% visibility. 	x 1.1 	x 0.6
Stealth (Prototype)	-60% Sensor Stealth Signature Reduction, -2 Sensors Check Penalty. Harder to Hit by 1/2/3 (M/L/X range). -10% visibility. 	x 2.0 	-
Stealth (Standard) 	-70% Sensor Stealth Signature Reduction, -3 Sensors Check Penalty. Harder to Hit by 2/2/3 (M/L/X range). -30% visibility. 	x 1.2 	x 0.7
Stealth (Improved) 	-80% Sensor Stealth Signature Reduction, -3 Sensors Check Penalty. Harder to Hit by 2/3/4 (M/L/X range). -40% visibility. 	x 1.2 	x 0.7
Mimetic 	5 charges of -15% Visibility Reduction and Harder to Hit by 1. Charges Decay by 1 for every Hex moved. -40% visibility. -15% signature.	x 1.0 	-
Fire Resistant 	-99% damage taken from heat (before conversion to standard damage) 	- 	x 0.6
Reactive 	-50% ballistic damage. Immune to Through Armor Criticals. 	x 1.2 	x 0.7
Laser-Reflective 	-50% energy damage. 	x 1.1 	x 0.6
1) Weight Factor is compared to Inner Sphere standard Battle Armor armor.
Note: Due to the large flexibility of Battle Armor in the Battletech rules system, an implementation choice was made that most internal systems will have no visible weight or cost in the Mech Lab. This is due to the fact the game is not able to handle dynamic gear weights and costs based on each squad member's max weight. As a result of this the Movement information displayed in the Mech Lab and Mech bay will not be correct, instead check the internal systems' tooltips for this information. All weapon and ammunition boxes will however have a listed weight, allowing customization of them.
== Squads 2.0 - Part B addendum ==
Some recent changes meant we could improve the Detachable Weapons Pack equipment for Battle Armor. Instead of being separate versions of the weapons as previously stated, the DWP is now instead a weapon attachment able to be attached to any non-missile Battle Armor Weapon. 
The attached weapon will have its weight lowered by 25%, at the cost of decreased movement for the unit as seen in the tooltip shown below.
Detachable Weapon Pack attachments will occasionally be available to buy from both Clan and Inner Sphere stores.
Example of a Kanazuchi 'Cyclops' using DWP attachments.
== Artillery - The Reimagining ==
Disclaimer: The following information is still in the design/testing phase, and the final implementation upon release might be very different.
=== The reasoning ===
Since its introduction in Roguetech, artillery weapons - particularly when using indirect fire - have been problematic to properly balance due to their strong impact on the battlefield. A large part of it has always been the very long range and large Area of Effect for both damage and other traits such as heat and instability. 
As a result, it would often lead to a situation where players rely on several artillery units that are kept very far back to repeatedly unleash powerful strikes at enemies with little risk to the unit themselves until the opposing forces are weak enough to engage directly. Although this is quite tactically sound, it also often leads to static gameplay with limited challenge. 
The vision of the Roguetech mod has always been to provide a very challenging experience, especially at higher difficulties, that would require well-planned and well-executed decisions to win its battles. The gameplay that the current implementation of artillery enables falls outside this vision, and as a result, the Roguetech team has long wanted to address this.
A previous attempt to balance artillery was the introduction of the brace-to-fire mechanic, which did not solve the situation as players quickly found ways to practically neutralize the mechanic. Even with repeated changes (such as the removal of immunity for QuadMechs), this mechanic proved to not be useful for the situation of indirect artillery fire. The mechanic does however keep a role with direct-fire artillery attacks and large-bore weapons, limiting the strategy of just using the biggest gun around in large amounts.
=== Possible ways to balance ===
As Roguetech is heavily inspired by the actual rules of the tabletop version of Battletech, the first step is to look at how artillery is balanced within this ruleset. There are several limiting factors within the tabletop rules, but the main differences (besides lower damage and smaller radius of impact) compared to Roguetech is that the artillery shells have travel time before impact and fixed accuracy. The travel time is based on distance from the target, which allows targets further away to manoeuvre before the shell strikes, possibly resulting in a miss. 
One thing we considered to emulate the travel time was to simply add a cooldown to artillery, but cooldowns are something players tend to not enjoy and could also lead to a situation where the solution is just to bring more artillery to be able to fire constantly. 
Another thing discussed was to reduce damage and radius to be more like the tabletop values, or possibly increase the spread of the shells so much that they would be less reliable. Both of these solutions would however just be nerfs done to the stats of the weapons, in an attempt to lower the strength of the weapons in the player's hands, and not address the actual root cause.
=== The (possible) solution ===
Instead of the above-mentioned ideas, we instead decided to take a different approach to make artillery gameplay unique, but enough of a limiting factor to prevent it from being a too easily used crutch against difficulty.
Our current idea is to make indirect artillery strikes a two-phase attack. The first phase initiates deployment of the artillery unit allowing it to brace and aim, while the second phase allows the actual firing of the artillery weapon.
During the first phase, an enemy unit or ground attack is selected as per normal during the artillery unit's activation. Once the target is selected and the Fire button is pressed, a new marker will appear at the aimed location - showing the projected impact of the artillery weapon(s) - and the unit's activation ends.
Example of an aimed artillery strike after the target selection phase has been finished.
Upon the artillery unit's next activation, the unit is now prepared to fire the artillery weapon(s). The only allowed actions at this point are either to fire the weapons(s) or to cancel the firing sequence by bracing to end the unit's activation.
Example of the second phase of artillery strike, allowing firing of the artillery weapons.
When the AI fires at the player's units, they follow the same two-phase attack pattern to clearly show where the artillery strike will hit. This allows the player to react and move out of the way if possible.
Example of incoming artillery fire from an AI unit.
The fact that instant indirect fire is no longer possible allows for relaxing some of the previously introduced limitations of indirect fire. The Brace to Fire-mechanic will no longer apply - the first phase of artillery fire includes bracing after all - and the spread of missed attacks has been considerably lowered. Further changes to make the indirect attacks still worth it in combat situations (although fewer of them) are still being discussed and will be introduced before release.
However, as the above changes just address the problem of indirect fire, the direct fire mode would still stay a bit too strong. To address this the maximum range of a direct attack has been lowered to the tabletop value of 425 meters (17 hexes), instead of the previous 600 meters. This will ensure that the artillery unit has to get close enough that it is not a low-risk attack. Further, the brace-to-fire penalty will be increased to match the previous indirect fire value.
Finally, the last change will be to introduce the fixed accuracy previously mentioned. This means negative accuracy effects such as size difference and bad weather won't have an impact on artillery strikes, as the target is a ground location, not a moving unit. Using targeting equipment such as TAGs and Narcs will still allow increased accuracy for artillery strikes.
These changes will be applied to all current artillery systems, including artillery cannons and Arrow IV missile artillery. 
The AI will know what an artillery strike means and will move away from its area of impact if possible. This means an artillery strike against more mobile units will possibly be hard and require planning ahead.
=== TL;DR ===
Artillery will be changed in the following way:
* Indirect fire will be a two-round attack
** The first round involves selecting the location to strike.
** The second round allows firing the artillery weapon.
* The brace-to-fire mechanic will no longer apply to indirect fire attacks.
* Direct fire will have a shorter range and higher brace-to-fire penalties.
* Artillery weapons will use fixed accuracy, meaning bonuses and maluses to accuracy will have little to no impact. TAG and Narc applied bonuses are exempt.
=== Footnote ===
As these changes will make LRM weapons even more powerful, some changes are coming to these as well.
=== Q & A ===
Q: Can other weapons be fired while aiming or between aiming and firing the artillery?
A: No, starting the firing sequence of the artillery is a commitment, no other weapons can be used during this time.
Q: What does the circle on the ground in the above screenshots represent?
A: The circle is a visual representation of the radius of the weapon's standard high-explosive ammunition if the artillery strike would perfectly hit where it was originally aimed. In reality, the impact zone will be slightly different, as the circle does not account for scatter or misses. If specialist ammunition is used with a different area of effect, the circle will not adapt its size.
Q: Will the artillery track the unit it was originally aimed at?
A: No, all indirect attacks are ground attacks, aimed at the ground where the unit was positioned at the time of aiming. It is also not possible due to technical limitations.
Q: Does this mean artillery can no longer target units directly during indirect mode?
A: Yes, as all indirect artillery attacks are now seen as ground attacks. Even though you can select a unit during the aiming phase, once the aim is confirmed it converts to a ground attack at that unit's position, which is shown by the circle on the ground.
Q: But what about specialist ammo such as shaped charges and solid slugs?
A: These types of ammunition will only be useable in direct-fire mode from now on. In the same way, some ammunition can only be used in indirect mode. Flak mode can only use standard (high-explosive) rounds.
Q: Once aimed, can you keep the aim and fire every round?
A: No, each firing sequence always consists of an aim round and a fire round.
Q: Once the firing phase is reached and the shot is no longer desired, what other actions can be taken?
A: Bracing to finish the unit's activation is the only allowed action.
Q: Is it instead possible to start aiming another shot?
A: No, every firing sequence consists of one aim and one fire phase.
Q: Has the Area of Effect damage model changed?
A: No, the damage dealt to units in the impact zone scaling remains linear to the distance. The same is true for the chance of any weapon or ammunition status effects being applied, the chance decreases based on distance from the centre of the impact.
Q: What does "bonuses and maluses to accuracy will have little to no impact" actually mean?
A: Most accuracy modifiers will be ignored by any artillery weapon, no matter which firing mode is used. This includes things such as affinities, equipment, size difference, weather and other modifiers. A few modifiers will still work, mainly TAG and Narcs, and will be marked so specifically. This change affects all firing modes.
Q: Will C3 bonuses also be ignored?
A: For now they remain, but this is mainly due to a technical limitation. If we manage to solve it they will also not count for Artillery.
Q: Do pilot scatter bonuses still affect the actual accuracy of an artillery strike?
A: Yes, any scatter modifiers will work the same as before. 
Q: What about quirks or affinities that currently provide a bonus to Artillery accuracy?
A: They will be changed to other stats, such as reducing scatter.
Q: Are there any other changes to the stats?
A: We have increased the radius for most Artillery weapons by between 25% and 50%. Generally, the smaller the radius they had, the larger the increase they got.
Q: What about the evasion ignore artillery currently has in all firing modes?
A: It will be removed, it was a workaround for artillery being affected by negative accuracy modifiers.
Q: Did the value of stat X change?
A: So far only what has been mentioned so far has been touched, but more things might very well be changed later on. All changes will be presented in the release changelog as per usual.
Q: Will Flak mode change as well?
A: Yes, Flak mode will also be changed, as mentioned above. Its range will stay the same, it still has no restricted (minimum firing) range and can fire as far as the unit has a clear line of sight within the weapon's max range.
Q: Will the artillery cannons be affected?
A: Yes, they are just sawed-off artillery, all changes apply.
Q: Will the Howitzer 2000 be affected?
A: Yes, it is considered artillery. It was further a bit too strong and has been reduced in stats.
Q: What about the Thunderstorm?
A: Although it somewhat behaves like an artillery, in practice it is just a thunderbolt launcher and will for this reason not be affected by the changes.
Q: What about vehicles?
A: All units will have the same behavior, even turrets.
Q: What about the LAM bay non-artillery Arrow IV?
A: It will not be changed as part of this, but some other changes are planned to these weapons for other reasons.
Q: How will multishot work if you have multiple artillery weapons?
A: It works the same as now, you can target each artillery at the location of a different unit.
Q: I have this really cool idea of how to do better! It only involves doing X when Y and then Z!
A: Most likely it is not currently technically possible. Even though it might sound simple, the amount of changes already done to the game makes every following change more complicated and we try to limit making things too complex. However, it is still the first iteration of the new artillery system, things can be changed in the future if it doesn't work out.
Q: What is the actual end goal in terms of balance for artillery? Is it tabletop replication or a specific point on the balance curve in terms of power and function?
A: The goal is to try and find a niche for artillery in Roguetech where firing it every round without much thought doesn't immediately rule the battlefield, but still allows it to have a tactical impact on the battlefield when used properly. Pure tabletop replication will never be a goal as it is far too complex, including factors such as off-board artillery, counter-battery, bore sighting, altitude differences and so on.
== MechWarriors - Who are they? ==
Several changes are coming to how MechWarriors work and are acquired, each section below represents one area where they were changed.
=== Piloting ===
What units a MechWarrior can pilot will be changed in the upcoming release, as it is too easy to build the perfect stall of MechWarriors that can do pretty much everything currently.
All MechWarriors will be limited to what unit types they can pilot based on their assigned classes. There is a total of 3 primary and 2 secondary piloting classes, where the primary classes can only be obtained as the pilot is generated or created. Secondary classes are in addition to the primary classes. A pilot cannot have a secondary class without the valid corresponding primary class. 
Primary Classes
* Mech Class - Allows piloting of all mechs
* Ground Vehicle Class - Allows piloting of all ground-based vehicles
* BA Class - Allows piloting of Battle Armor 
Secondary Classes
* VTOL Class - Allows piloting of VTOLs; requires the pilot to also have Ground Vehicle class. 
* LAM Class - Allows piloting of LAMs; requires the pilot to also have Mech Class.
Other Piloting Requirements
* QuadVee - MechWarrior needs both Mech and Ground Vehicle class
Note: Quad units, Battle Armor VTOL, Protomech WiGE Glider and other advanced unit types not mentioned here do not require a specific class, they fall under their respective main unit type.
File:mw-piloting-classes.png|All piloting classes.
File:mw-piloting-allskills.png|Procedurally generated MechWarrior with all classes.
File:mw-piloting-deploy.png|Deployment screen examples.
==== Pilot Class Training ====
New events are added to allow select pilots to be trained in an additional secondary class. Not all pilots are eligible. VTOL training requires pilots to already have Ground Vehicle Class. LAM training requires pilots to already have Mech Class. 
An item to start the training event has been added to stores, in a similar way to how Pain Shunt and Neural Implant surgery currently work.
File:mw-piloting-vtolitem.png|Item that allows starting VTOL training.
File:mw-piloting-lamtraining.png|Item that allows starting LAM training.
Training is risky and there is a chance for the pilot to die. Training is not instant - it can take anywhere from 6-12 months to complete training and during this time pilot is NOT available for drops or events. Only one pilot may be away training per class at any given time.
Upon training completion, if no injuries were sustained, there will be an offer to buy the unit the pilot trained on for a fee. If acquired, the MechWarrior will start with a small amount of affinity for the unit.
Note: Due to how events work, it is not possible to train every pilot in the barracks. If an event doesn’t trigger, typically it is due to not enough valid candidates; not enough cash on hand; a pilot already being trained or the pilot being in a cooldown period.
File:mw-piloting-vtoltrainingstart.png|The VTOL training event.
File:mw-piloting-completeinjury.png|Injury as a result of training.
File:mw-piloting-completebuy.png|Opportunity to buy the training unit.
=== Hiring ===
How to hire MechWarriors has also been changed, to prevent how easy it is to fill the barracks up with only the best pilots.
Many pilots now will have a hiring requirement, making it more of a thrilling experience when able to hire a special one.
Examples of some requirements are:
* Only able to be hired through specific events
* Can only be found on certain worlds or systems owned by certain factions. 
* Needing certain other pilots to have been already hired
* Refusing to hire if certain other pilots are already hired
* Having to have completed a specific Flashpoint
* Required amount of successful missions
Event that allows hiring a specific MechWarrior.
=== RTO Legendary Pilots ===
Some RTO Legendary Pilots will now have a custom 'Mech, which in some cases only they can pilot. These 'Mechs can be acquired after fulfilling the requirements of an event, which might have hidden prerequisites before it appears.
If the 'Mech is locked to only the owner being able to pilot it and this MechWarrior dies, an event can occur that allows converting the 'Mech to a slightly worse version pilotable by anyone.
Event to acquire a MechWarrior's custom 'Mech.
As of right now, only a few such 'Mech's have been added, but more will come with future releases.
=== MechWarrior Weapon Proficiencies ===
Another new feature introduced for MechWarriors is weapon proficiencies, the ability to get better at using weapons of the same class over time.
Currently, the weapon proficiency classes only cover the main weapon types, Energy, Ballistics and Missiles, but more might be added before release.
Every time a MechWarrior fires a weapon of one of the weapon classes, a small amount of weapon proficiency experience points will be gained based on the following criteria:
* The damage can not be Area of Effect, as AoE attacks always hit (just not always where aimed).
* The lower the hit chance, the more experience gained.
* Both hits and misses provide an experience gain but hits provide a larger amount. The higher the proficiency level the MechWarrior is, the less experience a miss provides.
The actual formula for experience gained is based on amounts of hits, current weapon proficiency level and what hit chance bracket the shot fits in:
Exp gained = [Hit %] * ([Hit XP] - [Miss XP]) + [Miss XP]
Example (values are just examples, not the actual ones): 
* A MechWarrior, with Ballistics Proficiency Level 1, fires a rotary LBX5 in x3 mode, with a hit chance of 53%. 
* Of the total of 15 (5 x 3) bullets fired, 10 hit.
* The Level 1 Ballistics experience table lists contain an entry for Hit chance between 50% and 60%, giving 6 experience on a miss and 12 experience on a hit.
* The pilot will receive 10 experience points from the formula (10 / 15) x (12 - 6) + 6 = 10
When enough weapon proficiency experience to reach the next level has been gathered, the MechWarrior will gain the benefits from the achieved level from the next mission onwards. That is, levelling up does not immediately apply any new bonuses in the current mission. The MechWarrior can however still keep gaining experience points for the next level, meaning it is possible to gain multiple levels once the mission has ended.
As we still are in the design phase of this feature, the actual values have not been decided yet. The full experience tables and bonuses for each level achieved will be posted on the wiki as a separate page closer to release.
Examples of bonuses that are likely to be included are accuracy, heat generated, recoil, jam chance and scatter.
The current proficiency levels can be seen in the barracks as a combination of letters and numbers at the top right of each MechWarrior in the list, with a tooltip providing more information. When a MechWarrior gains a level it will be shown in the barracks overview with a flashing marker, as well as list it in the weapon proficiency tooltip. Clicking on the MechWarrior's proficiency levels in the barracks opens a more detailed screen, where the bonuses unlocked by each level can be browsed by the tooltips.
File:mw-proficency-overview.png|Weapon proficiency information in barracks.
File:mw-proficency-details.png|Detailed view of weapon proficiency levels and their bonuses.