TrulyTranscend

OWB 4.2.11 Tech, Equipment and Unit Balance Changes

Nov 13th, 2023
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  1. # 4.2.11 Tech and Units Balance Changelog
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  3. General Changes:
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  5. Animal Friend Unit Leader trait granted Warhound Attack/Defense +10% and Speed +5%
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  8. Infantry and Support Changes:
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  10. Stripped Power Armor Defense 3 -> 4
  11. Scavenged Power Armor Defense 4.5 -> 6, Reliability 80% -> 85%, Production Cost 12 -> 11.5
  12. T-45d Power Armor Defense 6 -> 8, Production Cost 15 -> 14.5
  13. Composite T-45d Power Armor Defense 5.5 -> 7.5, Maximum Speed 5 -> 5.5, Production Cost 14 -> 13
  14. T-51b Power Armor Defense 8 -> 10, Production Cost 17 -> 17.5
  15. Mobile T-51c Power Armor Defense 7.5 -> 8.5, Maximum Speed 5.5 -> 6
  16. T-51b Power Armor Defense 6 -> 8
  17. Hardened T-51b Power Armor Defense 10 -> 12, Production Cost 19 -> 20.5
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  19. Vault-Tec Power Armor Defense 4 -> 6
  20. ATA Power Armor Defense 5 -> 7, Production Cost 15 -> 14.5
  21. Advanced Power Armor Defense 10 -> 12, Production Cost 20 -> 22.5
  22. Advanced Power Armor MkII Defense 12 -> 14, Production Cost 22.5 -> 25
  23. (Dev Note: The third stage of Power Armor had a Reliability stat not following the pattern set by the others, which is addressed alongside this batch of balance changes. In general, the cost changes make the increase from stage to stage slightly higher for later technologies, as has been done for most other equipment lines throughout recent patches.
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  25. However, nerfs to Power Armor as a whole are not desirable currently. As a result, we've opted to also adjust Defense to have a similarly balanced curve, which simultaneously helps further push lower tier Power Armor techs and partially compensates higher tier ones.
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  27. Lastly, while we're in the midst of making other Power Armor adjustments we've granted slight increases to Speed as well as further Production Cost decreases to the underperforming Composite T-45d and Mobile T-51c Power Armor techs.)
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  29. Warhound Infantry unit Organisation 35 -> 45, Recovery Rate 0.2 -> 0.25
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  31. Fireteam and Demolitions Infantry Recovery Rate 0.1 -> 0.05
  32. (Dev Note: For clarity, this refers to the mainline infantry platoon units and not any other Fireteam or Demolitions unit.)
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  36. Vehicle and Robot Changes:
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  38. Protected Storage tech Vehicle HP +10% replaced with Defense +5%
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  40. Light Motorized equipment Defense 2.5/4.5/6.5/9 -> 3/5/7/9, Breakthrough 2.5/3.5/4.5/6 -> 3/4.5/6/7.5, Armor 6/11/18/28 -> 7/14/21/28
  41. Heavy Motorized equipment Defense 3/5.5/8/11.5 -> 4/6.5/9/11.5, Breakthrough 2/3/4/5.5 -> 2/3/4/5, Armor 12/20/30/40 -> 11/22/33/44
  42. Salvaged Motorcycle and Scrap Truck Piercing 2 -> 1.5
  43. (Dev Note: Firstly, a tl;dr summary of these changes: Stat curves are being adjusted for motorized including generally slightly higher armor, slightly higher defense and breakthrough for light motorized, and higher defense for heavy motorized. Finally, the piercing change is mainly for consistency so that piercing values scale by an equal amount between equipment tiers.
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  45. Now to talk about the changes. Motorized has had an interesting history in OWB, but while sub-units like Motorized Enforcers or Demoteams have had times to shine, regular motorized units have often been left in the dust. This is undesirable, both for gameplay and thematic reasons. A buff to motorized equipment rather than the motorized infantry unit might therefore seem strange and contradictory, but this change favors motorized infantry more in some ways and is also important for other reasons. The current game state has developed around infantry spam off the back of newly 1 combat width Demolitions platoons, but a lot of the reason for this is because the mobile pushing units that keep said strategy at bay in vanilla are far weaker in OWB. One of the largest reasons for this is the very low defense of pushing units. This is why Protected Storage saw a change as well. It's also part of the reason that the additional Fireteam and Demoteam nerf this patch is lighter; we're hoping that working to bolster counters to the strategy will be a healthier course of action that leads to a more enjoyable state of the game, particularly due to not hitting the far less dominant fireteam platoons--a much more defensive unit--as hard.)
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  47. Tank equipment Defense 8/10/12/14 -> 10/12/14/16
  48. (Dev Note: This change is largely in line with the reasons for the motorized tweaks described above.)
  49. Battle Tank equipment Maximum Speed 8 -> 9
  50. Great War Tank equipment Maximum Speed 9 -> 10
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  52. Robot Precision Motors tech Robot Organisation +2 -> +3.
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  55. Doctrine Changes:
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  57. # Asymmetric Warfare
  58. Asymmetric Warfare (starting tech) Organization Loss at Low Org -20% -> -15%
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