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OWB 4.2.6 Tech, Equipment and Unit Balance Changes

Jul 14th, 2023 (edited)
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  1. # 4.2.6 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. Tribal Conscription Research Speed modifiers +20%/+10%/0%/-10%/-20% -> +15%/+7.5%/0%/-7.5%/-15%
  6.  
  7. Baseline Compliance Growth +0.03 -> +0.05
  8. Changed the following for occupation laws Sporadic Outposts through Wasteland Pacification:
  9. Local Factories and Resources -10%/-30%/-50%/-70%/-90% -> 0%/-20%/-40%/-60%/-80%
  10. Resistance Target -40%/-45%/-50%/-55%/-60% -> -35%/-45%/-50%/-55%/-65%
  11. Compliance Gain +0.02/+0.05/+0.08/+0.11/+0.14 -> +0.02/+0.04/+0.06/+0.08/+0.1
  12. Damage to Garrisons -50%/0%/+25%/+50%/+100% -> -25%/0%/+25%/+50%/+75%
  13.  
  14. Mutant Occupation law Compliance Gain 0.14 -> 0.1, Resistance Decay +50% -> +30%
  15.  
  16. Greasers Power Armor manufacturer Power Armor Hardness -15% -> -5%
  17.  
  18.  
  19.  
  20. Infantry and Support Tech Changes:
  21.  
  22. Horse equipment Defense 5/7.5/10 -> 5/7/9, Piercing 9/12/15 -> 8/10/12, Production Cost 9.5/12/14.5 -> 9.5/12/15
  23. Horse unit Plains Attack and Defense +20% -> +15%
  24.  
  25. Turbo Plasma Rifles and M72 Gauss Rifles Production Cost 13 -> 13.5
  26.  
  27. HERMES Armor Hard Attack 4 -> 3.5, Piercing 15 -> 13
  28.  
  29. APA Mk2 Reliability 95% -> 90%
  30. (Dev Note: Reducing the reliability of APA equipment will affect the factory demand for nations that manufacture it, but also make cases where nations begin with or acquire flat amounts of the equipment resulting in nations running out of it slightly sooner. This should reduce--albeit marginally--the equipment's oppressiveness early in the game.)
  31.  
  32. SMMG equipment Defense 30 -> 28, Soft Attack 23 -> 22, Hard Attack 23 -> 21
  33.  
  34. Anti-Tank techs Focus Fire and Vital Point Targeting Piercing +20% -> +15%
  35.  
  36. RG Launcher Defense 15 -> 14, Breakthrough 28 -> 26, Equipment Hard Attack 19 -> 18
  37.  
  38. Medical Chem Support base Trickelback +10% -> +15%, Motorized Medical Chem Support base Trickleback +15% -> +20%
  39.  
  40.  
  41.  
  42. Vehicle Tech Changes:
  43.  
  44. All tank equipment Cell Usage increased by 0.1
  45.  
  46. Improvised Tank Breakthrough 34 -> 36, Soft Attack 24 -> 26, Hard Attack 20 -> 21
  47. Wasteland Tank Defense 9 -> 10, Breakthrough 42 -> 45, Soft Attack 36 -> 38, Hard Attack 28 -> 32
  48. Battle Tank Defense 11.5 -> 12, Breakthrough 52 -> 54, Soft Attack 48 -> 50, Hard Attack 39 -> 43
  49. (Dev Note: The peak performance of Tanks can often be quite high, but their stat curve has long been more aggressive than their IC curve as you progress to later equipment--more than most of OWB's equipment lines, or Vanilla's for that matter. This remains the case with these changes, but they do bring it closer, and as such allow early-game tanks to perform better, which is of particular note for nations that may have otherwise been dissuaded from using them due to lacking the Sophisticated Vehicle technology level.)
  50.  
  51.  
  52.  
  53. Robot Tech Changes:
  54.  
  55. Precision Motors, Cooling Systems, and High Power Optics shifted from Sophisticated Robotics to Intermediate Robotics
  56. (Dev Note: Compared to other technology groups, such as Vehicles or Air, Robots were always more top-heavy in their amount of Sophisticated tech compared to their amount of Intermediate tech. To a certain degree, this is very intentional on account of the technology's nature, narratively or otherwise, but after a lot of thought on the subject, we don't believe this warrants the inconsistency, especially in light of its effects on gameplay.
  57.  
  58. For starters, the years attached to the aforementioned moved technologies are already within the window of the research years included in most other groups of Intermediate technology. The structure of the tree also causes many nations which need to start off with Robot technology to immediately have a far smaller amount of research to progress through during the game. This is on account of how many technologies they need to be given just to acquire the bare necessities of Support and CnC or even more for nations like Ejercito Mexicano which need to start with Heavy Lifters, leaving them with absolutely 0 research to do for Combat Robots until unlocking Scientific tech. In addition, robots have always struggled to find a viable place in the meta without being overcentralizing because of the disparity between nations with access to Sophisticated technology and those without it. These technologies are not going to make an enormous positive impact on Intermediate robots in isolation, but they are yet another part of broader efforts we've been making--in this patch and those before it--to improve the standing of Robots outside of their highest ceiling.
  59.  
  60. Considering that only minor techs are being moved, the change also does little to lower the positive feeling of unlocking Sophisticated robots from a flavor perspective. We hope these changes will positively impact the place of Robots in Old World Blues broadly.)
  61.  
  62. Fission Batteries tech Robot Defense +8% -> +5%
  63. Armour Hardening tech granted Robot Breakthrough +5%
  64. Precision Motors tech Robot Breakthrough +5% replaced with Hard Attack +5%
  65. Advanced Power Systems tech Robot Supply Use -0.05 -> -0.1
  66. Cooling Systems tech granted Combat Robot Speed +5%
  67. Thruster Engines tech Robot Max Speed +3% -> +5%
  68. High Power Optics tech Robot Piercing +10% -> +5%, granted Robot Soft Attack +5%
  69. (Dev Note: Reconfiguring the bonuses of these technologies should help provide more impact for them due to the circumstantial value of some modifiers without making them explicitly far stronger.)
  70.  
  71. Assaultron Mk2 and Mr. Blasto Mk2 Circuitry Cost 1 -> 2
  72. Eyebot Metal cost 2 -> 1
  73. Scurry Bot and C-27 granted Circuitry Cost of 1
  74.  
  75. Scrapbot Hard Attack 3 -> 4
  76.  
  77. Protectron Mk2 Hard Attack 9 -> 8.5, Piercing 8 -> 7.5, Production Cost 13 -> 12.5
  78. Assaultron Soft Attack 13.5 -> 13, Hard Attack 12 -> 11, Piercing 11 -> 10, Production Cost 17.5 -> 16.5
  79. Assaultron Mk2 Soft Attack 17 -> 16, Hard Attack 15 -> 13.5, Piercing 14 -> 12.5, Production Cost 22.5 -> 21
  80.  
  81. Mr. Handy Breakthrough 6 -> 6.5, Air Attack 0.8 -> 0.6
  82. Mr. Gutsy Breakthrough 6.5 -> 7, Soft Attack 9 -> 8.5, Air Attack 1.2 -> 0.9, Production Cost 13 -> 12.5
  83. Mr. Blasto Breakthrough 7 -> 7.5, Soft Attack 12 -> 11, Hard Attack 13.5 -> 13, Air Attack 1.6 -> 1.2, Production Cost 17.5 -> 16.5
  84. Mr. Blasto Mk2 Breakthrough 7.5 -> 8, Soft Attack 15 -> 13.5, Hard Attack 17 -> 16, Air Attack 2 -> 1.5, Production Cost 22.5 -> 21
  85.  
  86. Heavy Lifter Defense 5 -> 6, Hard Attack 9 -> 9.5
  87. Sentry Bot Mk1 Air Attack 2 -> 1.5
  88. Sentry Bot Mk2 Defense 10 -> 9, Hard Attack 15 -> 14.5, Air Attack 3 -> 2
  89. (Dev Note: The above Support and Combat Robot changes serve a similar purpose to the above Tank changes but from the position of lowering stats and IC for the later equipment rather than the reverse in the case of Support Robots. This is alongside minor stat curve adjustments to help flesh out the differences between the two variants. Even though these changes are technically a side-grade for sophisticated Support Robots, quality always beats quantity. Thus, lowering the IC and stats in unison will help intermediate Support Robots not be left as far behind in stats without making sophisticated Support Robots less cost-efficient in the process. We will continue to monitor these changes and make adjustments until intermediate Robots are in a healthy, viable position.)
  90.  
  91. CnC-Bot Defense 6.5 -> 7, Soft Attack 1.5 -> 2, Hard Attack 1 -> 2, Reliability 80% -> 75%
  92.  
  93. Eyebot Soft and Hard Attack 8 -> 8.5
  94.  
  95. Securitron Defense 13.5 -> 14, Air Attack 2 -> 1.5
  96. Securitron Mark 2 OS third upgrade tech Securitron HP +100% -> +50%
  97.  
  98. Scurry Bot Max Speed 7.5 -> 7
  99.  
  100.  
  101. Doctrine Tech Changes:
  102.  
  103. # Automated Warfare
  104. Automated Warfare (Starting Tech) Army Fuel Consumption -10% -> -15%
  105. Self Replicating Machinery granted Experience Losses -10%
  106.  
  107. # Doctrine School
  108. New Recruits Special Forces Minimum Capacity +30 -> +20, Special Forces Training Time -5% -> -10%
  109. Expanding the Ranks and Rising Squadrons Special Forces Minimum Capacity +30 -> +25
  110.  
  111. # Pragmatic Aviation
  112. Artful Positioning Strategic Bombing Targetting +5% -> +10%
  113.  
  114. # Elaborate Disruption
  115. Practical Launch Mechanisms granted Air Range +5%
  116. Localized Harassment granted Strategic Bombing Targetting +10%
  117.  
  118.  
  119.  
  120. Tribal Tech Changes:
  121.  
  122. Tribal Production techs Dockyard Output +3% -> +2.5%
  123. Soft Occupation and Civilian Education Compliance Growth +10% changed to Daily Compliance +0.02%
  124. Militia Skirmishers Reinforce Rate +4% -> +3%
  125.  
  126.  
  127.  
  128. Unique Tech Changes:
  129.  
  130. Monster Support changed to no longer use up the Special Forces cap.
  131. Monster Support Supply Use 0.75 -> 0.7
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