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- # 4.2.7 Tech and Units Balance Changelog
- Infantry, Support and Unique Tech Changes:
- Militia unit Speed modifier +10% -> +20%, Equipment requirement 18 -> 17
- Behemoth unit changes:
- Upgrade techs time to research increased by 33%
- First upgrade tech Defense +10% -> +20%, Hardness +5% -> +15%, Armor +15% -> +20%
- Second upgrade tech Recovery Rate +0.03 -> +0.05, Breakthrough +10% -> +20%
- Third upgrade tech Soft Attack +15% -> +20%, Hard Attack +10% -> +15%
- Equipment Production Cost 29 -> 30
- (Dev Note: When these techs were originally conceived, it was with the goal of improving the ability of Behemoths to scale
- throughout the game. With time, though, it's become clear that in order to accomplish this goal properly they need to make an
- increase of larger proportions to stats considering the scale of stat increases standard, multi-stage equipment lines get from
- their upgrades.)
- Fireteam and Demolitions Infantry unit changes:
- (Dev Note: For clarity, this refers to the mainline infantry platoon unit and not any other Fireteam or Demolitions unit.)
- Combat Width 2 -> 1, Manpower and Equipment requirement 25 -> 20
- +10% Soft/Hard Attack removed, Piercing +40% -> +30%, Recovery Rate 0.2 -> 0.1, Supply Use 0.35 -> 0.3
- River Movement -10% -> -15%, Amphibious Movement -15% -> -25%, granted Marsh and River Attack -15%, Amphibious Attack -25%
- (Dev Note: Whether it seems like it or not, this combat width change is perhaps the most significant adjustment in the entire
- patch for the massive implications it can have not just for the utility of the unit but also for its possible impact on
- division design. Combat width has always existed in a strange state in Old World Blues ever since HOI4's 1.11 patch that came
- with No Step Back introduced unique terrain width, a feature which OWB has, at the time of writing, yet to adopt. This is not
- necessarily an enormous problem; although it makes width design a process with little room for deviation from a 10/20 width
- paradigm, there's an argument to be made that width isn't necessarily the most engaging part of division design anyway.
- Regardless of whether that's true or not, though, OWB's choice to still use units of different widths that don't fit the
- standard scale makes units which can apply to many different divisions being 1-width quite literally a game changer.
- This change is highly experimental. While we've labored to land the stats and cost in the proper position, and we're excited at
- the prospect of Line Fireteams and Demoteams finally achieveing greater viability, it's possible that the units actually become
- too potent or overcentralizing and will require further nerfs to adjust. Or, alternatively, it's possible this change doesn't
- land as well as we hope and therefore gets reverted. We will be sure to monitor it closely and provide time for players to
- experiment and strategies to develop before making any dramatic changes--provided the power level of these units isn't vastly
- higher than we expect.)
- Fireteam and Demolitions Support unit changes:
- (Dev Note: For clarity, this refers to the support company and not any other Fireteam or Demolitions unit.)
- Manpower and Equipment requirement 15 -> 10
- Combat Stat modifiers -20% -> -40%, HP 10 -> 5, Recovery Rate 0.15 -> 0.1
- Fireteams SAW equipment Production Cost 6 -> 5.5
- Ballistic Fireteams equipment line Production Cost 9/11.5/14 -> 8/10.5/13.5
- Demolitions Dynamite equipment Soft Attack 10 -> 9
- Flamer Demolitions equipment line Soft Attack 15/20/25 -> 14/19/24, Explosive Demolitions equipment line Soft Attack 12/14.5/17 -> 11/13.5/16
- Unique Demolitions equipment Breakthrough and Soft Attack 26 -> 25
- Anti-Air Equipment Air Attack 40/55 -> 45/60
- Warhounds unit Organisation 30 -> 35, granted Breakthrough +10%
- Vehicle and Robot Tech Changes:
- Motorized Fireteam Defense -20% -> -30%
- Motorized Demoteam Defense -20% changed to Breakthrough -30%
- Additional Motorized Fireteam and Demoteam unit changes:
- Recovery Rate 0.2 -> 0.1, Forest, River and Marsh Movement -10% -> -20%, Amphibious Movement -20% -> -30%
- Granted River and Marsh Attack -20%, Amphibious Attack -30%
- Eyebot Production Cost 10.5 -> 10
- Doctrine Changes:
- # Perks and Doctrine School
- CnC Robots removed from Robot Terrain Bonus techs
- (Dev Note: For a while, the presence of CnC in these techs was based on an oversight, and as the mechanics currently work is
- very unbalanced since terrain bonuses are additive from support units rather than averaging like for mainline units. This does
- nerf Robots at their highest ceiling, but the very specific application and dlc exclusivity of this change coupled with the
- already planned minor buffs to Automated Warfare this patch should hopefully help alleviate this somewhat. It was also not
- necessarily integral to their strategy or performance even in more competitive multiplayer lobbies, much less singleplayer or
- for the AI which often does not utilize these techs currently, so we're hopeful that despite this technically substantially
- lowering attack and defense in certain terrain that robots will not feel too adversely affected.)
- # Automated Warfare
- Automated Warfare (Starting Doctrine Tech) Special Forces Capacity -5% removed
- (Dev Note: Considering how Automated Warfare already penalizes and does not substantially encourage a mixed army composition,
- we feel that this bonus has proven unnecessarily restrictive. Pushing too many buffs into the doctrine which affect all unit
- type runs the risk of making it far too strong for nations not planning on using robots at all given its universal factory
- output bonuses, but considering how special forces are inherently unable to make up the whole of any large army due to their
- limited capacity this malus was doing little more than stifle any chance for creative experimentation--optimal or otherwise--
- with the use of special forces together with robots.)
- Dynamic Tactics Integration Robots Max Speed +15% changed to whole Army
- Self Replicating Machinery Experience Loss Factor -10% -> -15%
- Networked AI Robot Organisation +7 -> +8
- # Conventional Warfare
- Armoured Assault Vehicles Breakthrough and Armor +5% changed to Army
- (Dev Note: Obviously Armor is not usually found on support units, which for any vehicle-only build is the only extra
- implication of this change, but it does have slight benefits for any mixed armies and so might as well be moved alongside the
- Breakthrough (the main target of this change) for consistency)
- Forward Firebase unit Combat Stat modifiers besides Breakthrough -20% -> -40%, Breakthrough -80% -> -40%, Organisation -5 -> 0, Manpower 50 -> 40
- (Dev Note: As the first change works to partially improve parity between Firebases and Fireteams, the 3 tweaks mentioned
- afterward are very minor changes from a balancing perspective that serve to only slightly offset the impact of the nerf.)
- Rapid Redployment granted Forward Firebase Entrenchment +2.0
- (Dev Note: We're returning a small amount of the previous Entrenchment bonus which Forward Firebases could provide to divisions
- which included them as slight compensation for the changes made to its stats as well as Fireteam support.)
- # Asymmetric Warfare
- Wasteland Knowledge Militia bonuses changed to all Locals units
- Air Changes:
- Global Ground Attack Land Unit Org damage and Strength damage modifiers reduced from 0.12 to 0.095
- (Dev Note: The effect of this change is that each point of Ground Attack will be worth 16.7 percent--or one sixth--less with
- regards to the amount of damage dealt to land units.)
- Land Unit Air Attack maximum CAS damage reduction reduced from 90% to 80%
- (Dev Note: First, to clarify the mechanics of this change, Air Attack as a stat on land units on top of dealing damage to enemy
- aircraft also has the effect of reducing damage from enemy CAS missions percentually. This reduction has a cap, however, which
- is set at 75% in vanilla and as of this patch 80% in OWB. Note that this change does not affect the amount of Air Attack
- required to reach an 80% reduction, meaning Air Attack values below a reduction of 80% are no weaker from this change.
- Secondly, to talk about the reasons for this shift. When 4.0 was originally released, it was following a period in the game's
- history where Air, particularly CAS, was extremely dominant. It had been so to the point that it began to overcentralize the
- game not just for competitive players but for more casual ones as well as knowledge of its power gradually spread. In response,
- 4.0 levied several very high nerfs onto CAS, one of which was raising the aforementioned damage reduction cap from 75% to 90%.
- While this was a big part in the success of the changes, it also tends to create a rather dramatic disparity between facing
- enemies with relatively high air attack due to how the proportions work; the difference between 90 and 100 Air Attack would
- render CAS *half* as effective by reducing its output from 20% of its base to 10% of its base. This makes balancing the tug of
- war between AA and CAS extremely difficult, which is counter to the interest of keeping air viable but not dominant.
- Considering the high amount of Air Attack required to actually reach this high reduction, we expect that when coupled with the
- other changes this patch will most likely nerf Close Air Support on the whole, but we will continue to monitor the situation
- and make prompt adjustments should it become a serious balance outlier yet again.)
- Barrage Balloon Air Attack 24 -> 25
- Naval CAS Plane variants Ground and Naval Attack values swapped
- (Dev Note: Due to an oversight, the stats on Naval variants of CAS aircraft were actually never properly set like their bomber
- counterparts, which is now rectified with this change.)
- Naval Targeting lowered from 2 to 1 for all CAS planes besides Naval CAS variants
- CAS Aircraft Air Superiority 0.6/0.8/1.0/1.2 -> 0.5/0.6/0.7/0.8
- VB Gunship Air Superiority 1 -> 0.7, Xian CAS Air Superiority 0.8 -> 0.6
- Airships Air Superiority 2/3/4/5 -> 3/4/5/6
- Navy Changes:
- Light Hulls base production cost 200/500/800/1100/1400 -> 300/400/550/750/1000
- Medium Hulls base production cost 400/850/1400/2050/2800 -> 600/800/1050/1500/2050
- Heavy Hulls base production cost 800/1800/2800/3900/5100 -> 1200/1600/2050/2650/3400
- Refurbished Tanker Hull base production cost 9000 -> 4800, Personal Floating Palace hull base production cost 10800 -> 6400
- (Dev Note: The production cost scaling for Naval Hulls has long been excessively aggressive, creating a situation where ship
- cost dramatically out scales the gain in stats and module slots that hulls can bring. Of course, rectifying this is somewhat
- dangerous due to the risk of making high naval technology too disproportionately influential on the strength of a fleet, but
- we'll be closely monitoring the effects of these changes and likely make further adjustments down the road until we reach a
- desirable spot.)
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