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OWB 4.2 Tech, Equipment and Unit Balance Changes

Apr 7th, 2023
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  1. # 4.2 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. Low War Support modifier maximum Non-Core Attack and Defense maluses -12% -> -10%
  6.  
  7. Added Anti-Tank Rifles to the Gun Runners organization market
  8.  
  9. Robotics Expert unit leader trait Combat and Security Robot Attack and Defense +7.5% -> +10%
  10. (Dev Note: Robot balance is always a little delicate given the gap between the nations specifically geared to utilize them and the nations
  11. which are not. Given nerfs in recent patches, however, this change is made primarily to slightly improve the potency of Combat Robots in an
  12. area with a level playing field, as every nation can acquire the Robotics Expert trait right towards the start of the game.)
  13.  
  14.  
  15.  
  16. Infantry and Support Changes:
  17.  
  18. Crowd Gear Defense 2 -> 1.5, Breakthrough 3.5 -> 4
  19. Riot Gear Defense 3.5 -> 3, Breakthrough 6.5 -> 7
  20. (Dev Note: A minor side-grade to Enforcers such as this should help slightly in their ability to perform their generally offense-oriented
  21. niche successfully without necessarily improving their power level overall.)
  22.  
  23. Special Forces Equipment Armor 4/6/8/10/13 -> 4/7/10/13/16
  24. Advanced Special Forces Kit Defense 8 -> 7.5
  25.  
  26. HMG Defense 20.5 -> 20, Soft Attack 15 -> 15.5, Production Cost 12 -> 11.5
  27. Minigun Defense 25 -> 24.5, Soft Attack 19.5 -> 20, Hard Attack 9 -> 8.5
  28. Galing Laser Defense 19 -> 18.5, Hard Attack 14 -> 14.5, Production Cost 12 -> 11.5
  29. Tesla Cannon Defense 23 -> 22.5, Soft Attack 13.5 -> 12.5, Hard Attack 18 -> 18.5
  30.  
  31. Heavy Incinerator Breakthrough 25 -> 24
  32. Grenade Rifle Breakthrough 12 -> 12.5
  33. Grenade Machine-Gun Defense 13.5 -> 12.5, Breakthrough 17 -> 17.5, Soft Attack 17.5 -> 17
  34.  
  35.  
  36. Robot Changes:
  37.  
  38. Thruster Engines Robot Recovery Rate +0.03 -> +0.05
  39.  
  40.  
  41.  
  42. Implant Changes:
  43.  
  44. Cybernetic Implants (Starting Tech) Medical Chem Trickleback +1% -> +5%, Exp Loss Reduction -1% -> -5%
  45. Regulation Override Army Soft and Hard Attack +2% -> +3%
  46.  
  47.  
  48.  
  49. Doctrine Changes:
  50.  
  51. # Automated Warfare
  52. Automated Distribution granted Supply Node Range +10%
  53. Rushed Production Robot Reliability -2% changed to all Army
  54.  
  55. # Refined Warfare
  56. Hit-and-Run Army Speed +8% -> +10%
  57. Walking Tanks granted Training Time +10%
  58.  
  59.  
  60.  
  61. Navy Changes:
  62.  
  63. # Hull Changes
  64. Longboat hull Metal and Water Cost 1 -> 2
  65. Schooner hull Water Cost 3 -> 2, Circuitry Cost of 1 removed, Production Cost 1000 -> 850
  66. River Barge hull Circuitry Cost of 1 removed, Production Cost 1600 -> 1400
  67. Combat Barge hull Production Cost 2200 -> 2050
  68. Assault Craft hull Circuitry Cost 1 -> 2
  69.  
  70. Trireme hull Metal Cost 5 -> 4, Water Cost 4 -> 3
  71. Brig hull Metal and Water Cost 3 -> 4, Circuitry Cost of 1 removed, Production Cost 2000 -> 1800
  72. Paddle Streamer hull Metal and Water Cost 3 -> 4, Production Cost 3200 -> 2800
  73. Battle Barge hull Metal and Water Cost 3 -> 4, Circuitry Cost 1 -> 2, Production Cost 4400 -> 3900
  74. Floating Fortress hull Metal cost 4 -> 5, Water Cost 3 -> 4, Circuitry Cost 1 -> 3, Production Cost 5600 -> 5100
  75.  
  76. Refurbished Tanker hull Metal Cost 5 -> 6, Production Cost 10000 -> 9000
  77. Personal Floating Palace hull Metal Cost 5 -> 6, Production Cost 12000 -> 10800
  78.  
  79. # Module Changes
  80. Weapon Mount Production tech Damage +1% -> +2%
  81. Recoil Compensation Damage +2% changed to Naval Hit Chance +3%
  82. Point Defense Laser Anti-Air 5 -> 4.8, Light Attack 1.4 -> 1.6
  83. Amour modules Speed maluses -25%/-25%/-25%/-25%/-25% -> -15%/-17.5%/-20%/-22.5%/-25%
  84. Reinforced Storage tier 2 modules Water Cost 2 -> 1
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