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- # 4.2.3 Tech and Units Balance Changelog
- Design Company Changes:
- Pre-War Power Armor manufacturer Armor +5% -> +10%
- BoS unique Power Armor manufacturer Speed +10% -> +5%, granted 5% Soft and Hard Attack
- Light Ship manufacturer Production Cost -25% -> -10%, Max Range -50% -> -20%
- Heavy Ship manufacturer Max Range +5% -> +10%
- Unit Leader Trait Changes:
- # SPECIAL
- Charismatic Supply Consumption -5% replaced with Recovery Rate +5%
- (Dev Note: As ironic as it is for Old World Blues, a mod that started with adapting New Vegas, to have its weakest SPECIAL stat also be Charisma, it
- is good for the traits to all be subtle but consistently slightly beneficial to the unit leader. Given the mod's leniency with Supply as a roadblock,
- Supply Consumption is the odd one out with that criteria . It also arguably did not fit the flavor of Charisma as well as Recovery Rate would anyway.)
- Agile Modifiers condensed to Movement Bonus on Land +5%
- (Dev Note: This is not a functional change, only a visual one.)
- # Unit Leader
- Sniper Reconnaissance +25% removed, Spec Ops Defense +5% -> +10%
- Inspirational Army Leader Experience Gain +15% -> +20%, Reinforce Rate +2% removed
- Commando removed from the Agility section and converted to a Personality Trait with Army Attack and Defense +2.5% and Special Forces Supply Grace +96
- Lead Foot changed to an Assignable Trait, replacing Commando, with Org Loss When Moving -15% plus Motorized Infantry and Chariot Attack and Defense +5%
- Ninja Org Loss When Moving -20% replaced with Reinforce Rate +2%
- # Field Marshal
- Flexible Planning Speed +15% -> +20%
- Tough Leader Division Defense +10% -> +7.5%
- Infantry and Support Changes:
- Militia Breakthrough -30% -> -20%, Defense -15% -> -10%
- (Dev Note: Contrary to what may seem like large number shifts here, it's not expected that this change will have any major impact on the viability
- of Militia as a unit, but considering how prior changes have accumulated over time to allow them to at least situationally prove useful, that isn't
- the goal anyway. This change will likely be the final difference to leave them in a satisfactory position long term.)
- Spec Ops equipment Piercing 4/6/8/10/13 -> 5/7/9/11/13
- Military Heritage The Long March tech Recovery Rate +2% -> +3%, Historical Firearms tech Army Soft/Hard Attack and Piercing +2% -> +3%
- Demolitions Platoon HP 5 -> 10
- Demolition and Fireteam platoons Urban movement -15%, Fort movement -10% and Desert Movement -5% removed. Hills and Forest movement -10% -> -5%
- Demolition and Fireteam platoons Supply Use 0.4 -> 0.35, Training Time 150 -> 120, Weight 0.9 -> 0.8
- Anti-Tank Rifle Piercing 45 -> 40
- Anti-Tank equipment Hard Attack 7/14/21 -> 10/16/22
- Missile Launcher Metal Cost 4 -> 3
- Medical Chems Company and Mobile Medical Chems Company base Experience Loss reduction -10% -> -15%
- Super Mutant Auxiliaries Recovery Rate 0.30 -> 0.35
- Behemoth Breakthrough 29 -> 30
- Radroach Units Manpower 50 -> 25, Combat Width 2 -> 1.5, Training Time 80 -> 90
- Radroach equipment Defense 12 -> 13, Breakthrough 7 -> 8, Max Speed 4 -> 5, Reliability 90% -> 100%, Production Cost 7 -> 8
- Vehicle Changes:
- Active Protection System tech Vehicle Armor +15% -> +10%, granted Hardness +5%
- Protected Storage tech Vehicle Hardness +5% removed, granted HP +10%
- Vacuum Sealing Hot and Cold Acclimatization +40% -> +25%
- Motorized Mountain Movement -10% removed, granted River Movement -10%
- Tank Amphibious Movement -70% -> -50%, Mountain and Urban Movement -20% -> -15%, granted Marsh Attack -10%
- Chariot Fort Movement Movement -15%, Attack -10% and Defense +10% removed. Urban Movement -15% removed. Urban and Mountain Defense -20% -> -10%
- Robot Changes:
- Robot production cost techs Organisation penalties -5 -> -3
- All Non-Unique Support and CnC Robot equipment Hardness increased by 5%
- Support and Security Robot Amphibious Attack -30% -> -20%. Combat Robot Amphibious Movement -40% -> -30%, Attack -30% -> -20%
- Doctrine Changes:
- # Perks and Doctrine School
- All Perk Unit Experience Gain bonuses +2% -> +3%
- New Crossroads Army Training Time -5% changed to Special Forces Training Time -5%
- (Dev Note: Training time is already a minor stat to modify as is, so while it's still good to keep the first Doctrine School tech somewhat beneficial
- this change should help increase its specificity slightly and lower the ease with which Training Time reductions can be acquired through tech or other
- universal modifiers everyone can access.)
- # Automated Warfare
- Dynamic Tactics Integration Robots Speed +10% -> +15%
- Automated Distribution Frontline Units Recovery Rate +0.05 -> +0.1
- Rushed Production Reinforce Rate +2% -> +4%
- Information Relays Initiative Factor +10% -> +15%
- (Dev Note: We don't necessarily consider Robots or the Robot Doctrine to be weak currently. These changes are instead mostly informed by the right path
- generally outclassing the left path in the doctrine's first split, so we don't anticipate these changes to raise the peak strength of the doctrine much
- if at all. Rather, it seeks to undo some of the more aggressive nerfs made in the later 4.1.x patches now that Robots are more in control and allow for
- the choice between the two paths to be closer.)
- # Conventional Warfare
- Rapid Motorised Deployment Army Recovery Rate +0.12 -> +0.15
- Suppressive Firepower granted Fireteam Platoon and Demolitions Platoon Organisation +5
- Anti-Armour Tactics Infantry Hard Attack and Piercing +4% -> +5%
- Rapid Redeployment Max Command Power +20 -> +25
- # Asymmetric Warfare
- Decimation Division Experience Gain +7.5% -> +10%
- Strong Right Flank Army Speed +5% -> +10%
- The Gang granted Recruitable Population Factor +5%
- Air Changes:
- Land unit Air Attack to plane damage reduced by 20%
- (Dev Note: This means that upon landing hits on enemy aircraft, divisional AA will shoot down 20% less planes)
- Ace Wing Bonus Size reduced from 100 to 50
- (Dev Note: What this value governs is not the max bonus, but what the bonuses for have an Ace consider the average wing size to be when scaling their
- modifiers. In other words, the effectively doubles the bonus from Aces, but occasionally the bonus may hit its cap on occasion and negate some or all
- of the impact of this.)
- Ace Earn Chance Multiplier from killing enemy planes increased by 100%
- Detect Chance from Radar scaling reduced from up to 60% to up to 50%
- Max Aircraft to reach detection bonus raised from 50 to 500
- Detect Chance Max from Aircraft reduced from 2.0 to 0.8
- Air Training XP per Wing reduced from 0.125 to 0.08
- Xian-85 Fighter Production Cost 70 -> 80, Xian-85 Attackplane Production Cost 80 -> 85
- Xian Fighter and Attackplane tech research time reduced by 25%, Research Year 2281 -> 2283
- Vertibird Transport and Gunship tech research time reduced by 25%, Research Year 2280 -> 2282
- Navy Changes:
- Multi-Deck Construction granted Capital Ship Reliability +2%
- Square Rig Sails Ship Max Speed +2% -> +5%
- Metal Bows granted Ship Reliability +2%
- Armour Reinforcement Ship Armor +5% -> +10%
- Naval Module techs Research Time reduced by ~17%
- All Armour Modules Production Cost reduced by 20%
- Command Module Ship Reliability bonuses removed
- Grappling Harpoon Module Production Costs 100/200/400/800 -> 75/150/300/600
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