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