TrulyTranscend

OWB 4.0.4 Tech, Equipment and Unit Balance Changes

Jun 28th, 2022
1,918
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.55 KB | None | 0 0
  1. Research Changes:
  2. Vehicle research times were set lower than intended due to a file conflict, and thus many have been increased to fix this:
  3. Bicycle research time increased by 33%, Other vehicle equipment research times increased by 50%
  4. Mobile Support company research times increased by 25%
  5. Motorization, Simple Tracks, Mobile Assault Weaponry and Gun Ports research times increased by 66%
  6. Top path vehicle tech research times increased by 40%
  7. Other Vehicle in-between techs research times increased by 40%
  8.  
  9. Top Path Infantry Techs and Night/Thermal Vision Techs Research Times -20%
  10. Intermediate and Sophisticated Fighter, CAS, Bomber and Transport techs all moved back by 1 year
  11.  
  12. Robot Changes:
  13. Automation tech granted +1% Reliability for Support Robots
  14. Fission Batteries granted -0.01 Supply Usage
  15. Armour Hardening tech granted +25% Suppression Modifier
  16. Armour Hardening, Precision Motors and Advanced Power Systems changed to affect all Robots
  17. Light, Heavy and Security Robot HP 25 -> 30, CnC Robot HP 5 -> 15
  18. Scrapbot Defense 5 -> 8, Breakthrough 1 -> 3, Speed 5 -> 4, Production Cost 7 -> 5
  19.  
  20. Bipedal Robot Equipment granted +30% Suppression Modifier
  21. Protectron Mk I Defense 9.5 -> 13, Breakthrough 3 -> 4.5, Hardness 35% -> 45%, Hard Attack and Piercing 6 -> 7, Production Cost 12 -> 10
  22. Protectron Mk II Defense 13 -> 16, Breakthrough 4 -> 5, Hardness 40% -> 50%, Hard Attack and Piercing 9 -> 10, Production Cost 16 -> 13
  23. Assaultron Defense 16.5 -> 19, Breakthrough 5 -> 6, Hardness 45% -> 55%, Hard Attack and Piercing 12 -> 13.5, Production Cost 20 -> 17
  24. Assaultron Mk II Defense 20 -> 23, Breakthrough 2.5 -> 7, Hardness 50% -> 60%, Hard Attack and Piercing 15 -> 17, Max Speed 5 -> 6 Production Cost 25 -> 21
  25.  
  26. Thruster Robot Cell Usage 0.25 -> 0.3
  27. Mr. Handy Defense 8 -> 10, Breakthrough 1.5 -> 5, Hardness 35% -> 45%, Soft Attack 6 -> 7, Production Cost 12 -> 10
  28. Mr. Gutsy Defense 11 -> 12.5, Breakthrough 2 -> 6, Hardness 40% -> 50%, Soft Attack 9 -> 10, Production Cost 16 -> 13
  29. Mr. Blasto Defense 14 -> 15, Breakthrough 2.5 -> 7, Soft Attack 12 -> 13.5, Production Cost 20 -> 17
  30. Mr. Blasto Mk II Defense 17 -> 19, Breakthrough 3 -> 8, Hardness 50% -> 60%, Soft Attack 15 -> 17, Production Cost 25 -> 21
  31.  
  32. Combat Robot Speeds 5 -> 4, Reliability 80% -> 85%
  33. Heavy Lifter Defense 2 -> 5, Breakthrough 7 -> 13, Hardness 50% -> 60%, Soft Attack 9 -> 12, Piercing 9 -> 15
  34. Sentry Bot Mk I Defense 4.5 -> 7.5, Breakthrough 10.5 -> 16, Hardness 60% -> 70%, Soft Attack 12 -> 16, Piercing 12 -> 20, Cell Usage 0.3 -> 0.4
  35. Sentry Bot Mk II Defense 7 -> 10, Breakthrough 14 -> 20, Hardness 70% -> 80%, Soft Attack 15 -> 19, Piercing 15 -> 25, Cell Usage 0.3 -> 0.5
  36.  
  37. CnC Robot Supply Use 0.5 -> 0.35
  38. CnC-bot Breakthrough 1 -> 2.5, Armor 5 -> 8, Piercing 3 -> 6, Cell Usage 0.4 -> 0.2, Production Cost 12 -> 6
  39. Eyebot Breakthrough 1 -> 4, Cell Usage 0.5 -> 0.3, Production Cost 22 -> 11
  40. Robobrain Breakthrough 2 -> 6, Cell Usage 0.6 -> 0.4, Production Cost 32 -> 16
  41.  
  42. Security Robot Defense 10 -> 13
  43. Scurry Bot Breakthrough 2 -> 5, Production Cost 28 -> 22
  44. C-22 Defense 8 -> 15, Air Attack 5 -> 8
  45.  
  46. #Note: Super Heavy Robots were typically deceptively overtuned due to low battalion equipment requirements compared to other units yet also extremely hard to use due to cell usage.
  47. Super Heavy Robots changed to 10 equipment per battalion instead of 5
  48. Heavy Quadrupeds Composite Cost 5 -> 4, Advanced 5 -> 3, Energy 5 -> 4
  49. Ironclad Colossals Composite Cost 6 -> 5, Advanced 6 -> 4, Energy 6 -> 5
  50. Heavy Quadrupeds Soft and Hard Attack 18 -> 22, Air Attack 4 -> 6, Hardness 85% -> 90%, Armor 55 -> 65, Piercing 20 -> 45, Cell Usage 4 -> 0.6, Production Cost 35 -> 60
  51. Ironclad Colossals Soft and Hard Attack 20 -> 25, Air Attack 5 -> 7, Armor 60 -> 75, Piercing 25 -> 55, Cell Usage 4 -> 0.7, Production Cost 40 -> 70
  52.  
  53. Infantry Changes:
  54. Warrior Training Division Training Time -3% -> -5%, granted +0.01 Recovery Rate to whole army
  55. Changed Militia Training, Guerilla Tactics and Platoon Training to affect the whole army
  56. Militia Training Defense +6% -> +5%, Guerilla Tactics Breakthrough +6% -> +5%
  57. Objective Security Tactics changed to Max Entrenchment +15%
  58. Virtual Reality Training Time -5.00% -> -10.00%, Added +5.00% Army Experience Gain
  59.  
  60. Crowd Gear Reliability 100% -> 90%, Added 1.5 Defense, Production Cost 6 -> 4.5
  61. Riot Gear Reliability 100% -> 90%, Added 3.5 Defense, Added 0.5 Suppression, Production Cost 9 -> 6.5, Added 1 Metal to cost
  62.  
  63. Pipe Gun Defense 4 -> 6, Breakthrough 0.5 -> 1
  64. Basic Melee Defense 3 -> 5, Breakthrough 1 -> 1.5
  65.  
  66. Basic Ballistic Defense 6 -> 9, Breakthrough 1 -> 1.5
  67. Slashing Melee Defense 5 -> 7, Breakthrough 2 -> 2.5
  68. Basic Laser Defense 6 -> 9, Hard Attack 4 -> 4.5, Air Attack 0.5 -> 1.5, Breakthrough 0.5 -> 1.5, Production Cost 2.5 -> 3
  69.  
  70. Heavy Melee Defense 7 -> 10, Breakthrough 3 -> 4, Piercing 4 -> 3, Production Cost 4.5 -> 5
  71. Common Energy Defense 8 -> 11, Hard Attack 6 -> 7, Air Attack 1 -> 3, Breakthrough 1 -> 2, Production Cost 4 -> 4.5
  72. Common Ballistic Defense 8 -> 12, Breakthrough 1.5 -> 2.5, Production Cost 3.5 -> 4
  73. Overcharged Ammunition Soft Attack +3% -> +5%
  74. Basic Infantry Equipment (In-between Tech) Changed to grant +5% Defense
  75.  
  76. Powered Melee Defense 9 -> 11, Breakthrough 4 -> 5, Piercing 6 -> 4, Production Cost 6 -> 7
  77. Advanced Energy Defense 10 -> 14, Hard Attack 8 -> 9, Air Attack 4 -> 5, Breakthrough 1.5 -> 2.5, Production Cost 6 -> 7
  78. Advanced Ballistic Defense 10 -> 15, Breakthrough 2 -> 3, Production Cost 5 -> 6.5
  79. Prewar Infantry Kit Org +2 -> +4
  80.  
  81. Pulse Energy Defense 12 -> 16, Air Attack 5 -> 7, Soft Attack 10 -> 11, Hard Attack 11 -> 12, Breakthrough 2 -> 3, Production Cost 8 -> 9
  82. Elite Ballistic Defense 12 -> 17, Air Attack 2.5 -> 3, Soft Attack 10 -> 11, Breakthrough 2.5 -> 4, Production Cost 7 -> 8.5
  83.  
  84. Plasma Rifle Defense 12 -> 16, Soft Attack 14 -> 16, Hard Attack 7 -> 8, Breakthrough 3 -> 3.5, Production Cost 13 -> 12
  85. Turbo Plasma Rifle Defense 15 -> 17, Air Attack 2.5 -> 3, Piercing 20 -> 15, Production Cost 14 -> 13
  86. Mass Driver Defense 12 -> 18, Air Attack 2.5 -> 3, Breakthrough 3 -> 5, Piercing 25 -> 18, Production Cost 13 -> 12
  87. Gauss Rifle Defense 15 -> 20, Air Attack 2.5 -> 4, Soft and Hard Attack 16 -> 15, Breakthrough 5 -> 6 , Piercing 30 -> 22, Production Cost 14 -> 13
  88.  
  89. Scout Kit Defense 2 -> 1.5
  90. Pioneer Kit Defense 4 -> 3, Armor and Piercing 6 -> 5
  91. Armour Hardening Armor +5% -> +10%, Added +15% HP
  92. Scout Kit Defense 6 -> 4.5, Armor and Piercing 9 -> 8
  93. Ballistic Fibres Granted +15% HP, Hardness +5% -> +20% (Note: This is a percentage modifier and not additive)
  94. S.F. Kit Defense 8 -> 6, Armor and Piercing 12 -> 10
  95. Advanced Kit Defense 10 -> 8, Armor and Piercing 15 -> 13
  96. Stealth Boys Soft Attack +2% -> +5%
  97.  
  98. Night and Thermal Vision Techs Land Night Attack +10% -> +15%
  99.  
  100. Tier 1 PA Defense 1.5 -> 2, Armor 15 -> 20, Reliability 100% -> 95%, Production Cost 8 -> 7
  101. PA Support Frame Added +1% Reliability
  102. PA Frame Hardening Added +10% Hardness
  103. Tier 2 PA Defense 2 -> 3, Armor 25 -> 30
  104. Simple Servos Max Speed +5% -> +10%
  105. Scavenged PA Defense 4 -> 4.5, Armor 25 -> 35, Production Cost 11.5 -> 12
  106. T-45d PA Armor 30 -> 35
  107. Composite T-45d PA Hardness 65% -> 55%, Max Speed 4.5 -> 5
  108.  
  109. Support Changes:
  110. Rocket AA Piercing 3 -> 9
  111. Proximity AA Piercing 4 -> 12
  112. Proximity Munitions and Guided Munitions Static AA Damage +10% -> +15%
  113.  
  114. Fireteam Support Stat Penalties -25% -> -20%
  115. Fireteam battalion Organization -10 -> 0
  116. Fireteam and PA Fireteam battalions given +30% Piercing
  117. Makeshift SAW Piercing 6 -> 20
  118. Light Machine Gun Piercing 12 -> 25
  119. Heavy Machine Gun Piercing 18 -> 30
  120. Minigun Piercing 24 -> 35
  121. Heavy RCW Piercing 18 -> 30
  122. Gatling Laser 24 -> 38
  123. Tesla Cannon Piercing 30 -> 45
  124. SMMG Piercing 30 -> 45
  125.  
  126. Demolition Support Stat Penalties -25% -> -20%
  127. Demo battalion Organization -20 -> 0 PA Demo battalion Organization -10 -> 10
  128. Demo and PA Demo given +30% Piercing
  129. Dynamite Piercing 3 -> 12
  130. Flamer Piercing 6 -> 18
  131. Incinerator Piercing 9 -> 24
  132. Heavy Incinerator Piercing 12 -> 30
  133. Frag Grenade Piercing 3 -> 15
  134. Grenade Rifle Piercing 5 -> 20
  135. Grenade Machine-Gun Piercing 7 -> 25
  136. RG Launcher Piercing 15 -> 30
  137.  
  138. Anti-Tank Rifle Hard Attack 5 -> 6, Production Cost 6.5 -> 7
  139. Rocket Launcher Hard Attack 10 -> 12, Production Cost 10 -> 11
  140. Missile Launcher Hard Attack 15 -> 18, Production Cost 11.5 -> 13
  141.  
  142. Trained Mongrel Production Cost 4.5 -> 4
  143. Trained Dog Production Cost 6.7 -> 6
  144. Cyberdog Production Cost 10.3 -> 9.5
  145.  
  146. Chems Support Company Trickleback +5% -> +10%
  147. Med-X and Doctor's Bag Trickleback +3% -> +5% and Exp loss +3% -> +5%
  148.  
  149. Logistics Support Company Supply Consumption -10% -> -15%, granted +5% Defense in Jungles and Marshes
  150.  
  151. Vehicle Tech Changes:
  152. Motorized Enforcers granted -10% Defense penalty
  153. Motorized Demo and Fireteam Granted -10% Breakthrough penalty, Defense penalty -20% -> -30%, Organization changed from -20 and -10 respectively to 0
  154.  
  155. Motorisation Granted +1% Vehicle Reliability
  156. Compartmentalization Reliability +2% -> +1%, Org +2 -> +4
  157. Engine Overclocking Vehicle Speed +10% -> +5%
  158. Simple Tracks Tank Speed +10% -> +8%
  159.  
  160. Wasteland Car Speed 14 -> 13
  161. Military Car Speed 16 -> 15
  162. Wasteland Bus Max Speed 11 -> 10.5
  163. Wasteland APC Max Speed 13 -> 12
  164.  
  165. Tank Battalion Supply Use 1.5 -> 1.35
  166. Improvised Tank Breakthrough 24 -> 22, Armor 40 -> 45, Cell Usage 0.25 -> 0.3, Production Cost 45 -> 40
  167. Wasteland Tank Breakthrough 33 -> 30, Armor 50 -> 55, Production Cost 60 -> 55
  168. Battle Tank, Breakthrough 44 -> 40, Armor 60 -> 65 Production Cost 75 -> 70
  169. Great War Tank Breakthrough 58 -> 54, Armor 70 -> 75, Production Cost 90 -> 85
  170.  
  171. Granted Motor Chariots +1 Defense
  172.  
  173. Doctrine Changes:
  174. #Automated Warfare
  175. Human Targeting Firmware Granted +5 Organization to all Robots, 25 -> 20 org for CnC Robots
  176. 3 Middle Automated Warfare Techs +20 -> +25 CnC Robot Organization
  177. Field Maintenance Supply Use -0.01 -> -0.05
  178. The Flesh is Weak Soft Attack +3% -> +7%
  179. Refined Construction Hardness +5% -> +10%, changed to only affect Robots
  180. Networked AI Granted +5% planning speed, Organization +10 -> +5 and changed to only affect Robots
  181. War Games Soft and Hard Attack +6% -> +5%, granted +5 Organization to all Robots, plus +10% Soft and Hard Attack and -30 Organization to CnC Robots
  182. Human Commanders Defense -5% -> -10%, Soft and Hard Attack +6% -> 5%, granted +10% Breakthrough, granted -0.05 Supply Consumption and -30 Organization to CnC Robots
  183. Age of the Machine Soft and Hard Attack +5% -> +20% and changed to only affect CnC Robots, granted +10 Organization to Robots and -10 Organization to CnC Robots
  184.  
  185. #Refined Warfare
  186. Integrated Support Non Combat Support Unit +20 Organization -> +25 Organization
  187. Adaptive Chain of Command granted -15% Experience Loss Factor
  188.  
  189. #Conventional Warfare
  190. Motorized Deployment Max Speed +10% -> +5%, Soft Attack +5% -> +10%
  191.  
  192. #Asymmetric Warfare
  193. Wasteland Intuition Recon +0.16 -> +0.2
  194. The Gang Soft and Hard Attack +12% -> +10%, Recovery Rate +0.5 -> 0.4
  195. Cazadore Venom Soft Attack +8% -> +10%
  196. Deathclaw Ferocity Hard Attack +7.5% -> +5%, Soft and Hard Attack changed to affect all Infantry
  197.  
  198. #Outsider Warfare
  199. Early Training Regimen and Adapted Armor Doctrine changed to grant the +10% hardness to Behemoths also
  200. Early Training Regimen granted -10% Attrition
  201. Inherent Tactical Knowledge granted +10% Defense to Mutants and +5% for Behemoths
  202.  
  203. Air Changes:
  204. Glider, Bomb Glider and Recon Glider Agility 30 -> 25 (Note: This change helps resolve the issue of AI not producing proper planes instead of Gliders)
  205.  
Advertisement
Add Comment
Please, Sign In to add comment