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OWB 4.1.10 Tech, Equipment and Unit Balance Changes

Dec 27th, 2022 (edited)
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  1. # 4.1.10 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. Peace Conference War Reparations and Resource Rights cost increased by 20%
  6. (Dev Note: In practice this should only be a small burden on a nation's total points)
  7. War Reparations Civilian Factory Ratio lowered from 50% to 40%
  8. Demilitarization, War Reparations and Resource Rights Duration lowered from 5 years to 3 years
  9. (Dev Note: War Reparations and Resource Rights in conjunction with OWB's existing puppet laws)
  10.  
  11.  
  12.  
  13. Infantry and Unique Unit Changes:
  14.  
  15. Militia Soft and Hard Attack -25% -> -20%, Defense -15% -> -10%, Breakthrough -25% -> -30%, granted +10% Maximum Speed. Militia Urban Movement +20% -> +15%, granted +5% Urban Attack and Defense
  16. (Dev Note: Besides giving a small bump to Militia, some of these changes also exist because the second decimal place for percentages is not visible on some stats in the unit summary from the tech tree,
  17. meaning many might assume these modifiers to be, say, -20% instead of -25% or -10% instead of -15% since they aren't directly given any information. It's because of this that we'll be cutting down on
  18. some examples of inate unit modifiers that use the second or later decimal places to make sure players have accurate information)
  19.  
  20. Enforcers Air Attack -10% -> -50%
  21. (Dev Note: Due to hits on aircraft from land divisions always resulting in a minimum of one plane being shot down combined with the Air Attack from units aside from Fireteams or Support Anti-Air rarely
  22. being high enough to actually excede this minimum and shoot down 2 or more Aircraft with a hit, this change is in practice far more minor than it seems. Enforcers are in a much healthier place than in
  23. previous patches, so the change has less to do with influencing their power level in any substantial way and more with further differentiating them from Infantry so the two units can better coexist)
  24.  
  25. Power Armour Support Recovery Rate 0.3 -> 0.2
  26. (Dev Note: See the below Dev Note related to the other Combat Support Companies)
  27.  
  28.  
  29.  
  30. Support Changes:
  31.  
  32. Fireteam Support Recovery Rate 0.2 -> 0.15
  33. Anti-Air Support Recovery Rate 0.2 -> 0.15
  34. Anti-Tank Support Recovery Rate 0.3 -> 0.15
  35. Demolitions Support Recovery Rate 0.3 -> 0.15
  36. Dog Support Recovery Rate 0.3 -> 0.2
  37. (Dev Note: For starters it should be clarified that Anti-Tank Support and Demolitions Support were actually seemingly intended to bear a Recovery Rate of 0.2 rather than 0.3, as shown by the pattern
  38. for the different Fireteam Units and Demolitions Units being the same aside from that inconsistency. As far as the changes at large, Support Companies in vanilla actually go as far as to have negative
  39. Recovery Rate values because the impact of one battalion out of, say, 10 in a 20 width Infantry division is very small. These should therefore act as only very minor hits to Combat Support Companies.
  40. Dogs are left as a minor exception to the rule by still having slightly higher Recovery Rate, continuing their position as a kind of "Jack of all trades, master of none" unit)
  41.  
  42. Anti-Tank Rifle Piercing 50 -> 45, Rocket Launcher Piercing 70 -> 60, Missile Launcher Piercing 90 -> 80
  43. Focus Fire and Vital Point Targeting (Anti-Tank In-Between Techs) Anti-Tank Support Piercing +10% -> +20%
  44. (Dev Note: The goal of these changes is to shift some more of the piercing into the in-between techs for two reasons. The first is that it makes researching said technologies feel and be a more
  45. significant improvement proportionally to the effectiveness of Anti-Tank companies, which is especially helpful for lessening the pain of having to spend research bonuses on them as opposed to a
  46. full-blown equipment upgrade. The second more important reason is to lower the piercing stat some select units which use Anti-Tank equipment alongside other equipment can reach, namely Warforms,
  47. Paladins and Forward Firebases. Overall, the piercing of Anti-Tank Support units should still be roughly the same over the course of a game)
  48.  
  49.  
  50.  
  51. Vehicle and Robot Changes:
  52.  
  53.  
  54. Motorized Enforcers Air Attack -10% -> -50%
  55. (Dev Note: See the Enforcers Dev Note above as it also applies to Motorized Enforcers and Motorized)
  56.  
  57. Support Robot Base Organisation 30 -> 35
  58. Combat Robot Base Organisation 30 -> 25
  59. Securitron Air Attack 10 -> 5, Supply Use 0.625 -> 0.6
  60. Securitron upgrade sub-technologies research times increased by 25%
  61.  
  62.  
  63.  
  64. Doctrine Changes:
  65.  
  66. # Automated Warfare
  67. Human Targeting Firmware CnC Robot Organisation +15 -> +5, +10% Planning Speed replaced with Robot Soft and Hard Attack +5%
  68. Automated Distribution Army Defense +3% -> Robot Defense +5%, Division Attrition -10% -> -15%
  69. Rushed Production Robot Cell Usage -3% -> -10%, granted -1% Robot Reliability
  70. Self-Replicating Machinery Army Defense +3% removed, Robots Cell Usage -3% changed to +0.05 Recovery Rate and -1% Reliability
  71. CnC Doctrine Techs CnC Robot Organisation +15 -> +10
  72. Standardized Blueprints Factory Output +15% -> +5%, granted -30% Experienced Soldier Losses and +10% Robot HP
  73. Networked AI Robot Organisation +5 -> +8
  74. Internal Replicators Army Hardness and Armor +5% removed, Robot Recovery Rate +0.05 and Army Recovery Rate +0.05 merged into Frontline Units Recovery Rate +0.1
  75. Internal Replicators Robot Supply Use -0.01 changed to Frontline Units Supply Use -0.05, Robot Armor and Hardness +5% -> +10%
  76.  
  77. # Refined Warfare
  78. Refined Warfare (Starting Tech) Army Organisation +3 -> +5
  79. Concentration of Force Recruitable Population Factor -5% -> -10%, +0.1 Infantry Recovery Rate replaced with +10% Infantry Breakthrough
  80. Rapid Deployment +5% Infantry Breakthrough replaced with +15% Army Organisation Regain, Training Time +5% -> +10%
  81. (Dev Note: For anyone unaware, Recovery Rate, sometimes also called Morale, instead of being the sole determiner of how fast a unit recovers organisation is actually additive
  82. to a fixed rate of organisation gain units inately have. The difference between a percentual bonus to Recovery Rate and to Army Organisation Regain, therefore, is that the latter
  83. also increases this fixed value, making it a strictly stronger bonus if two flat increases or two percentual increases are 1:1)
  84.  
  85. # Conventional Warfare
  86. Conventional Warfare (Starting Tech) Entrenchment Speed +35% -> +25%, Max Entrenchment +6 -> +8
  87. Battle Plans Planning Speed +20% -> +10%, Max Planning +10% -> +15%
  88. Mechanised Forces Max Entrenchment -6 -> -8
  89. Forward Firebase (Unit) Training Time 120 -> 150 Recovery Rate 0.3 -> 0.1, Base Organisation 5 -> -5, Breakthrough -100% -> -90%
  90. (Dev Note: See the Dev Note above as the reasoning for the Recovery Rate change is largely the same)
  91.  
  92.  
  93.  
  94. Air Changes:
  95. (Dev Note: Keep in mind that all plane sub-variants (scout planes, heavy variants of fighters, long range variants of bombers, etc.) as well as barrage balloons and bomb gliders are not affected by the
  96. doubling production cost that occurs for all other planes as is mentioned on some air techs. This means their production costs in the tech tree are actually their true costs as opposed to half of their true
  97. costs. Without that knowledge some numbers, changed or not, may seem strange, so hopefully that clears up any confusion)
  98.  
  99. Bomb Glider tech changed to be classified under the CAS and Bomber tech categories and no longer be under the Fighter tech category
  100.  
  101. Defensive Armament tech CAS Air Defense +5% -> +10%
  102. Internal Bomb Mounts tech granted +5% Strat Bomber Agility
  103. Lightweight Lifting Gas tech granted +10% Airship Speed
  104.  
  105. Gliders Strategic Bombing 2 -> 1, Naval Attack 1 -> 0.5
  106. Scout Glider Metal Cost 2 -> 1, Range 200 -> 250, Production Cost 25 -> 30, Reliability 80% -> 85%
  107. (Dev Note: If anything seems questionable, consider these two above changes a work in progress as some tweaks to the equipment and air as a whole had to be delayed to the next patch due to complications
  108. with the AI)
  109. Barrage Balloons Air Defense 5 -> 10, Air Attack 20 -> 22, Air Superiority 0.25 -> 0.35
  110. Bomb Glider Range 150 -> 200, Agility 25 -> 22.5, Strategic Bombing 500 -> 450, Air Superiority 0 -> 0.01, Naval Attack 1 -> 10, Ground Attack 75 -> 80, Maximum Speed 200 -> 175
  111.  
  112. Biplane Fighter and Triplane Attacker Range 250 -> 300
  113. Recon Plane Range 400 -> 450, Maximum Speed 200 -> 225, Production Cost 60 -> 45, Reliability 80% -> 85%
  114. Nuclear Jetfighter and Nuclear CAS Range 1000 -> 900, Carrier variants Range 900 -> 800, Heavy variants Range 800 -> 750
  115. Jet-Attackplane Production Cost 60 -> 55
  116. (Dev Note: The cost of Jet Attackplanes was set to 60 instead of 55 mistakenly due to an error from a previous patch)
  117.  
  118.  
  119.  
  120. Special Equipment Changes
  121.  
  122. Mini-Nuke Agility 10 -> 8, Ground Attack 350 -> 375, Maximum Speed 200 -> 150
  123. (Dev Note: Even in the narrow amount of cases where Mini-Nukes are not only available but used for Air Missions instead of or in addition to the commander ability associated with them, these changes
  124. should collectively have a minor overall impact given the nature of the math for CAS missions and the single use nature of Mini-Nukes)
  125. Artillery Metal cost 3 -> 5, Water cost of 3 removed
  126.  
  127.  
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