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OWB 4.1.13 Tech, Equipment and Unit Balance Changes

Jan 21st, 2023
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  1. # 4.1.13 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. Base Fuel Gain and Fuel Gain per Energy 0.35 -> 0.28
  6. (Dev Note: Refer to the previous 4.1.12 notes for context on why such a significant change is being made, as this is mostly but not entirely undoing a temporary change done last patch as a safety net while we handled a vanilla HOI4 bug which was decreasing fuel consumption dramatically)
  7.  
  8. Air Attack percent of planes shot down on hit reduced by ~10%
  9. (Dev Note: To clarify, every time Air Attack lands a hit it shoots down a percentage of attacking CAS proportional to Air Attack and this internal value. However, this damage is actually a random range scaling up to this value, and because every hit from Air Attack always shoots down a minimum of one planes this is technically less than a 10% reduction. The higher your Air Attack the more significant this reduction will be, approaching but never reaching 10%)
  10. Reinforce Rate per Initiative reduced from 0.25% to 0.2%
  11. Entrenchment Combat Bonus reduced from 2% per level of Entrenchment to 1.5%
  12. Amphibious Landing Penalty -40% -> -35%
  13.  
  14. Naval Bases changed to be constructable in allied terrain
  15. Maximum Coastal Forts on a province lowered from 10 to 8
  16. Outposts and Coastal Forts base construction cost 750 -> 700, additional cost per existing level +750 -> +800
  17.  
  18. Compliance 80% Modifier Recruitable Population +20% -> +10%
  19.  
  20. Mutant Recruitment law No Mutants Allowed Conscription Factor -6% -> -3%
  21. Chems Banned law Conscription Factor -5% -> -3%. Chems Legalized Monthly Population -5% -> -3%
  22. (Dev Note: While the impact of increased scarcity of manpower has mostly been positive in our eyes, some smaller nations could wind up with slightly lower manpower at the start of the game than we might like them to have. Obviously the above changes are marginal, but they're supposed to be)
  23. Brotherhood Outsider Initiates law Non-Core Manpower -50% -> -10%, Resistance target +1% -> +2%.
  24. Brotherhood Outsider Knights law Conscription +1% removed, Resistance Target +2% -> +4%
  25.  
  26. Outpost Builder design company Outpost construction Speed +20% -> +15%
  27.  
  28. Basic Hygiene Education Decision cooldown 150 -> 200 days
  29.  
  30. Petition for Followers' Technology duration 100 -> 150 days, cooldown 200 -> 150 days
  31. (Dev Note: Many players have been wanting some significant tweaks to the Followers of the Apocalypse system for a long time. That still won't be happening in this patch, but we have our eyes on it for the future)
  32.  
  33.  
  34.  
  35. Industry, Engineering and Tribal Tech Changes:
  36.  
  37. # Industry
  38. Tool Procurement Production Efficiency Growth +2% -> +2.5%
  39. All Sophisticated Tech for Tools, Production, Construction, Resource Extraction and Habitation moved back by 1 year
  40. Organised Agriculture Manpower +250 -> +300
  41.  
  42. # Engineering
  43. Combat Language, Smoke Signals, Primitive Radio and Radio Reinforce Rate +2% -> +1.5%
  44. Long Range Radio Reinforce Rate +3% -> +1.5%, Coordination +1.5% -> +1%
  45. Digital Data Links changed from 2281 tech to 2282 tech, Reinforce Rate +4% -> +3%
  46. Advanced Circuitry changed from 2281 tech to 2282 tech
  47. ZAX Technology changed from 2283 tech to 2284 tech
  48.  
  49. # Tribal
  50. Militia Skirmishers Reinforce Rate +5% -> +4%
  51. Inherent Mechanical Knowledge Army Reliability +1% -> +3%
  52. Terrain Knowledge Division Attrition -20% -> -15%
  53. (Dev Note: The Tribal tech tree has long needed more significant changes and this patch still doesn't deliver those, but improvements are improvements)
  54.  
  55.  
  56.  
  57. Infantry Changes:
  58.  
  59. Added Militia to the Walking Infantry unit category
  60. Added modifiers for Militia to the Infantry Perks and Doctrine School to accommodate them being in the Walking Infantry category
  61. Removed Militia specific modifiers on Infantry in-between technologies as they now received the bonuses to the Walking Infantry category
  62.  
  63. Basic Drill Division Recovery Rate +3% -> +5%, Division Speed +3% moved to Mechanized Training
  64. Mechanized Training Reinforce Rate +5% -> +3%
  65.  
  66. Objective Security Tactics tech Max Entrenchment +15% -> +10%, granted Entrenchment Speed +5%
  67.  
  68. Enforcer Tech XP Boost Cost 35 -> 30
  69. Enforcers Desert Movement -20% -> -10%
  70. Crowd Gear Armor 10 -> 12
  71. CqC Training Enforcers and Motorized Enforcers Suppression Bonuses +10% -> +5% and moved to Additional Plating
  72. CqC Training granted Enforcers and Motorized Enforcers Recovery Rate +0.02
  73. Riot Gear Breakthrough 5.5 -> 6, Armor 15 -> 20, Production Cost 6.5 -> 7
  74.  
  75. Pipe Guns Air Attack 0.5 -> 0.4, Reliability 85% -> 80%
  76. Basic Melee Reliability 90% -> 85%
  77. Basic Weaponry (Ballistic Tier 2) Air Attack 1 -> 0.8
  78. Basic Laser Weaponry Hard Attack 4.5 -> 5, Air Attack 1.5 -> 1
  79. Common Energy Weaponry Soft Attack 6 -> 5.5, Air Attack 2 -> 1.5
  80. Common Weaponry (Ballistic Tier 3) Soft Attack 6 -> 6.5, Air Attack 1.5 -> 1.2
  81. Advanced Energy Weaponry Soft Attack 8 -> 7.5, Air Attack 2.5 -> 2
  82. Advanced Weaponry (Ballistic Tier 4) Soft Attack 8 -> 8.5, Breakthrough 3.5 -> 4, Air Attack 2 -> 1.6
  83. Powered Melee Breakthrough 5 -> 5.5
  84. Pulse Energy Weaponry Soft Attack 11 -> 10, Air Attack 3 -> 2.5
  85. Elite Weaponry (Ballistic Tier 5) Breakthrough 4 -> 4.5, Soft Attack 11 -> 11.5, Air Attack 2.5 -> 2
  86.  
  87. Plasma Rifle Air Attack 2 -> 1, Piercing 10 -> 14
  88. Turbo Plasma Rifle Air Attack 2.5 -> 1.5, Piercing 20 -> 26
  89. Mass Driver Soft and Hard Attack 12 -> 11.5, Piercing 25 -> 22
  90. Gauss Rifle Soft and Hard Attack 15 -> 14.5, Piercing 30 -> 26
  91.  
  92. Lawkeeper Upgrade Techs +1% Initiative removed. Lawkeepers granted innate base Initiative +1%
  93.  
  94. All Spec Ops equipment Reliability 90% -> 85%
  95.  
  96. Power Armour Frame Reliability 90% -> 85%, Production Cost 6.5 -> 6
  97.  
  98. Radroach Equipment Defense 10 -> 10.5, Reliability 100% -> 90%
  99.  
  100.  
  101.  
  102. Vehicle Changes:
  103.  
  104. Motorized Enforcers Armor -20% -> -30%, Marsh Movement -15% -> -20%, granted River -10% Attack and -20% Movement
  105. (Dev Note: The armor nerf is intended to counteract the increase to the Armor of Enforcer equipment, leaving Motorized Enforcer Armor at a similar value to what it was previously on average)
  106.  
  107. Compartmentalization Vehicle Organisation +3 -> +2, Reliability +2% -> +3%
  108. Return Rollers Tank Organisation +5 -> +4
  109.  
  110. Tank unit base HP 35 -> 45, Suppression 0.2 -> 1
  111. All Tank Equipment Reliability 85% -> 80%
  112.  
  113. Chariot Cell Usage 0.3 -> 0.4
  114.  
  115.  
  116.  
  117. Robot Changes:
  118.  
  119. Dedicated Mechanics, Improved Manufacturing and Peak Efficiency techs research time reduced by ~13%, Robot Production Cost -12% -> -10%
  120. Fission Batteries Research Time reduced by ~17%, Robot Defense +5% -> +8%
  121. Intermediate CnC Robot Techs research time reduced by ~17%
  122.  
  123. Armour Hardening Robot Armor +12% -> +10%
  124.  
  125. Scrapbots and all Thruster Robot Equipment Reliability 80% -> 75%
  126. All Bipedal Robot Equipment Reliability 85% -> 80%
  127. Scrapbot Soft Attack 4 -> 4.5
  128. Protectron Mk1 Air Attack 1.5 -> 1
  129. Mr Handy Air Attack 1 -> 0.8
  130. Protectron Mk2 Air Attack 2 -> 1.5
  131. Mr Gutsy Air Attack 1.5 -> 1.2
  132. Assaultron Air Attack 2.5 -> 2
  133. Mr Blasto Air Attack 2 -> 1.6
  134. Assaultron Mk2 Air Attack 3 -> 2.5
  135. Mr Blasto Mk2 Air Attack 2.5 -> 2
  136.  
  137. Securitrons Air Attack 3.5 -> 2, Reliability 85% -> 80%
  138. C-27 Air Attack 5 -> 3.5
  139.  
  140. All Combat Robot Equipment Reliability 85% -> 80%
  141. Heavy Lifter Bot Armor 30 -> 28
  142. Sentry Bot Mk1 Suppression 0.5 removed, Armor 40 -> 38, Production Cost 20 -> 20.5
  143. Sentry Bot Mk2 Suppression 1 removed, Armor 50 -> 48, Production Cost 25 -> 26
  144.  
  145. CnC Robot unit base Recovery Rate 0.6 -> 0.55, Training Time 30 -> 35
  146. Eyebot Defense 11 -> 10, Soft and Hard Attack 9 -> 8.5
  147. Robobrain Defense 17 -> 16, Breakthrough 6 -> 5.5, Soft and Hard Attack 15 -> 13
  148.  
  149. Super-Heavy Quadrupeds Air Attack 6 -> 5
  150. Super-Heavy Colossals Air Attack 7 -> 6
  151.  
  152.  
  153.  
  154. Support Changes:
  155.  
  156. Support Fireteams, Anti-Air, Anti-Tank, Demolitions, Dogs, Recon, Logistics and Maintenance HP 15 -> 10
  157. Support PA and Mobile Recon, Logistics and Maintenance HP 30 -> 20
  158. Mobile Chems HP 35 -> 30
  159.  
  160. Makeshift SAW, all Laser Fireteam Equipment and all Anti-Air Equipment Reliability 85% -> 80%
  161. All Ballistic Fireteam Equipment Reliability 90% -> 85%
  162. Makeshift SAW Defense 14 -> 13.5
  163. Heavy RCW Hard Attack 12 -> 11.5
  164. Gatling Laser Hard Attack 16 -> 15
  165. Tesla Cannon Hard Attack 20 -> 19
  166.  
  167. Rocket AA Air Attack 45 -> 40
  168. Proximity AA Air Attack 60 -> 55
  169.  
  170. Logistics Support granted +5% Attack on Amphibious and Rivers
  171. Mobile Logistics Supply Usage Factor -15% -> -10%, Initiative +15% -> +20%
  172.  
  173.  
  174.  
  175. Doctrine Changes:
  176.  
  177. # Automated Warfare
  178. Robotic Commander Proxies Robot Recovery Rate +0.02 removed, granted +5% Planning Speed
  179. Information Relays Robot Initiative +1% removed, granted +5% Initiative Modifier
  180. (Dev Note: This is a percentual initiative modifier applied after division initiative is calculated if that was not clear)
  181.  
  182. Combat Simulations Army Defense +5% and Robot Initiative +2% both changed to Frontline Platoons, Planning Speed +10% -> +5%
  183.  
  184. Internal Replicators Frontline Platoon Supply Use -0.05 -> Robot Supply Use -0.1, Robot Armor +10% -> +5%
  185.  
  186. Age of the Machine CnC Robot Organisation -10 -> -20
  187.  
  188. # Refined Warfare
  189. Refined Warfare (Starting Tech) Army Organisation +5 -> +4
  190. Concentration of Force Infantry Breakthrough +10% -> +12%, Organisation +7 -> +6
  191.  
  192. Hit-and-Run Army Speed +5% -> +8%, Special Forces Minimum Capacity +30 -> +20
  193.  
  194. Adaptive Chain of Command Experienced Soldier Losses -25% -> -20%
  195.  
  196. # Conventional Warfare
  197. Field Fortifications Walking Infantry Organisation +5 -> +3
  198.  
  199. Armoured Assault Vehicle Max Speed +5% replaced with Hardness +5% Tank Hard Attack +15% -> +14%
  200.  
  201. Anti-Armour Tactics Army Hard Attack and Piercing +5% changed to only Frontline Platoons
  202. Soldier Level Radio Integration Army Initiative +3% and Organisation +3 changed to Infantry and Special Forces
  203. (Dev Note: This makes the tech grant its benefits to less units which do not actually receive/require Radios, though some exceptions still remain for now)
  204. Forward Firebase unit granted -20% Soft and Hard Attack, Piercing and Air Attack
  205.  
  206. # Asymmetric Warfare
  207. Cannae Formations Walking Infantry Defense +5% -> +4%
  208. Military Engineering Max Entrenchment +4 changed to Max Entrenchment +10%
  209.  
  210. Wasteland Knowledge Militia Defense +20% -> +10%, Breakthrough +7.5% -> +10%, Soft and Hard Attack +7.5% replaced with HP +20% and Maximum Speed +10%
  211. Wasteland Intuition Locals Soft and Hard Attack +5% -> +10%, Resistance Growth Speed -30% removed, Non-Combat Out of Supply Penalties -30% -> -25%
  212. The Gang Enforcers Recovery Rate +0.2 changed to Walking Infantry Recovery Rate +0.15
  213. Nightstalker Tactics Army Piercing +10% -> +15%, granted Army Recovery Rate +0.05 and Max Entrenchment -25%
  214. Nightstalker Tactics Resistance Growth Speed on our states occupied by the enemy +40% -> +20% and moved to Cazadore Venom
  215. Deathclaw Ferocity Maximum Command Power +100% removed. Enforcer Breakthrough +20% -> +15%, granted +5% Enforcer Speed and +5% Infantry Breakthrough
  216. (Dev Note: If Trooper Warfare in Conventional could be called a "Static Defense" doctrine, then you could describe the goal for these Wasteland Tactics changes to be fleshing it out as something akin to an "Elastic Defense" doctrine.
  217.  
  218. Of all the standard army doctrine paths, Wasteland Tactics has long been the odd one out. The low viability of Militia coupled with strong competition and a simple lack of focus are all partially responsible for this. You can view these changes as part of an effort to make the doctrine's identity more distinct at the same time as pushing its power level, ideally being strong enough to have niche use cases for players and be reasonable for AI nations that take it without trumping another path in the process. This is part of the reason for the increase in Recovery Rate and Strength bonuses and slight decrease in Defense: in contrast with Trooper Warfare, standard line units in an army with Wasteland Tactics aren't especially difficult to push out of a province, but can continue the fight on the retreat far better, and can recover for the following combat faster and more reliably.
  219.  
  220. Of course, this is not going to immediately be an accurate description of how Wasteland Tactics plays in 4.1.13. Doctrine changes tend to see a lot of iteration over time and this will be no exception. We hope that in the long run Wasteland Tactics will be able to stand as a doctrine with a strong defensive offering, but with a faster, dynamic style that's much more fun and engaging for both the attacker and the defender)
  221.  
  222.  
  223.  
  224. Air Changes:
  225.  
  226. Air Accidents base chance increased by 20%
  227.  
  228. Glider, Barrage Balloon and Payload Glider research time reduced by 20%
  229. Transport Glider research time reduced by 25%
  230. All Air Prerequisite techs bonuses +1% -> +2%
  231.  
  232. Glider Production Cost 20 -> 22 (40 -> 44 after modifier)
  233. All Intermediate, Sophisticated and Unique Fighters, CAS and Bomber Production Cost raised by 5 (10 after modifier)
  234. (Dev Note: Variants also adjusted proportionally. This is less of a nerf to Bombers than CAS and less to CAS than fighters because of how great of a % change it is, and is also less of a nerf to the later techs due to this, which is all intentional)
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