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- # 5.1.1 Tech and Units Balance Changelog
- Unit and Equipment Changes:
- Behemoths Cost 30 -> 25
- Behemoths Combat Width 4 -> 2.5
- Behemoths HP (per platoon) 175 -> 80
- (Dev Note: Behemoths have long been left behind, to the point where just mass producing regular mutant infantry and ignoring Behemoths is a more then viable strategy as any nation that gets them. So this change is to make them more on par with the other Special Forces Cap units in the mod. It means you can fit 8 Behemoth platoons in a 20 width instead of 5, a massive buff. But it does also mean the cost of a 20 width behemoth division has gone up, which is why the cost was reduced to 25. This might make Behemoths too strong, and if we do come to the conclusion that it is, they will most likely be nerfed in future patches.)
- Mutant Infantry infantry equipment per platoon 25 -> 30
- (Dev Note: When looking at Behemoths to make them stronger, the conclusion that Super Mutant infantry are very strong was obvious. They outform their normie counterparts massively for the same price and manpower cost, only really suffering in the org department. So to make up for the fact that Mutant Inf gets far more bang for their buck, their platoons will require 5 more infantry equipment per. Not a massive change, but enough to make it a little bit more fair. As always this is subject to future change.)
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