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- # 5.1.10 Tech and Units Balance Changelog
- Equipment Changes:
- Planes:
- Blimp range 1000/1500/2000/2500 -> 800/1200/1600/2000
- CAS range 300/500/750/900 -> 250/400/600/750
- Fighter Range 175/300/500/750/900 -> 175/250/400/600/750
- Cargo Plane Range 225/500/1000 -> 225/500/800
- Xian Fighter and CAS range 1250 -> 900
- Vertibird Transport range 1500 -> 1100
- Vertibird gunship range 1000 -> 850
- Every plane that had a naval targeting of 1 has been made 2, every plane that had 2 has been made 5.
- (Dev Note: Air is extremely strong in OWB, although it is somewhat expensive. Because of the lack of strategic depth in most wars in the mod, you only rarely need to build more then a single airfield to carry you through a war. To combat this, air ranges have been lowered across the board to make the controlling and building of airfields more important to add some more thought to the use and combat of airforces across the mod. Fighting enemy navies with air has always been a mostly forgotten thing due to both the lack of big navies and the lack of airforces for most countries, and even if you did build naval bombers they would rarely actually hit enemy ships. This is due to the fact they had low naval targetting, raising this should help air be stronger at combatting navy.)
- Platoon changes:
- Amphibious Creatures:
- Combat Width 4 -> 2.5
- HP 75 -> 60
- Manpower 50 -> 30
- (Dev Note: Since the introduction of creature tech as a whole there has been some unit types that has not really fit into their proper place. Amphibious Creatures, or in pretty much all current cases Mirelurks, are one of them. They were too big as unit to have any kind of concentrated stats in battle and this makes countries that rely on them suffer. Which is why their combat width and manpower usage is being reduced. HP has also been slightly lowered because of the fact you will now get 8 platoons in a 20 width instead of 5, still coming out as a net gain of HP across the division. This should make using Amphib creatures alot more viable, although the cost has not been changed which means you will now pay a higher price for a 20 width then you did before.)
- Naval Tech Changes:
- (Dev Note: These naval changes were made based on player feedback, with the goal of making naval invasions somewhat easier and increasing the length of naval battles by increasing defensive stats. There was also a substantial change to the modules unlocked by the Grappling Harpoon tech, as the stats they gave were considerable for the time period you can unlock them in.)
- Invasion Technologies:
- Invasion Defense 5% -> 8%
- Amphibious Invasion Speed 5% -> 8%
- Invasion Penalty -5% -> -8%
- All Ships:
- Organization 50 -> 60
- Light Hull:
- HP 30/45/60/75/90 -> 60/90/120/150/210
- Base Armor 0/0/0/0/0 -> 0/1/1/2/2
- Medium Hull:
- HP 40/60/80/100/118 -> 80/120/160/200/240
- Base Armor 1/1/1/1/1 -> 1/2/2/3/3
- Heavy Hull:
- HP 52/78/104/130/153 -> 100/160/220/280/340
- Base Armor 2/2/2/2/2 -> 2/4/4/6/6
- Super Heavy Hull:
- HP 200 -> 400
- Base Armor 5 -> 10
- Black Flag Frigate:
- HP 60 -> 120
- Base Armor 0 -> 4
- Personal Floating Palace:
- HP 150 -> 300
- Base Armor 6 -> 12
- Fuel Usage 0.8 -> 1.0
- Boarding Party Modules:
- Attack Stats 4/8/16/32 -> 3/6/12/24
- Costs 75/150/300/600 -> 75/140/260/500
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