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OWB 4.2.3 Tech, Equipment and Unit Balance Changes

Apr 30th, 2023 (edited)
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  1. # 4.2.3 Tech and Units Balance Changelog
  2.  
  3. Design Company Changes:
  4.  
  5. Pre-War Power Armor manufacturer Armor +5% -> +10%
  6. BoS unique Power Armor manufacturer Speed +10% -> +5%, granted 5% Soft and Hard Attack
  7. Light Ship manufacturer Production Cost -25% -> -10%, Max Range -50% -> -20%
  8. Heavy Ship manufacturer Max Range +5% -> +10%
  9.  
  10.  
  11.  
  12. Unit Leader Trait Changes:
  13.  
  14. # SPECIAL
  15. Charismatic Supply Consumption -5% replaced with Recovery Rate +5%
  16. (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
  17. 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,
  18. 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.)
  19. Agile Modifiers condensed to Movement Bonus on Land +5%
  20. (Dev Note: This is not a functional change, only a visual one.)
  21.  
  22. # Unit Leader
  23. Sniper Reconnaissance +25% removed, Spec Ops Defense +5% -> +10%
  24. Inspirational Army Leader Experience Gain +15% -> +20%, Reinforce Rate +2% removed
  25. 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
  26. Lead Foot changed to an Assignable Trait, replacing Commando, with Org Loss When Moving -15% plus Motorized Infantry and Chariot Attack and Defense +5%
  27. Ninja Org Loss When Moving -20% replaced with Reinforce Rate +2%
  28.  
  29. # Field Marshal
  30. Flexible Planning Speed +15% -> +20%
  31. Tough Leader Division Defense +10% -> +7.5%
  32.  
  33.  
  34. Infantry and Support Changes:
  35.  
  36. Militia Breakthrough -30% -> -20%, Defense -15% -> -10%
  37. (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
  38. 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
  39. the goal anyway. This change will likely be the final difference to leave them in a satisfactory position long term.)
  40.  
  41. Spec Ops equipment Piercing 4/6/8/10/13 -> 5/7/9/11/13
  42.  
  43. Military Heritage The Long March tech Recovery Rate +2% -> +3%, Historical Firearms tech Army Soft/Hard Attack and Piercing +2% -> +3%
  44.  
  45. Demolitions Platoon HP 5 -> 10
  46. Demolition and Fireteam platoons Urban movement -15%, Fort movement -10% and Desert Movement -5% removed. Hills and Forest movement -10% -> -5%
  47. Demolition and Fireteam platoons Supply Use 0.4 -> 0.35, Training Time 150 -> 120, Weight 0.9 -> 0.8
  48.  
  49. Anti-Tank Rifle Piercing 45 -> 40
  50. Anti-Tank equipment Hard Attack 7/14/21 -> 10/16/22
  51. Missile Launcher Metal Cost 4 -> 3
  52.  
  53. Medical Chems Company and Mobile Medical Chems Company base Experience Loss reduction -10% -> -15%
  54.  
  55. Super Mutant Auxiliaries Recovery Rate 0.30 -> 0.35
  56.  
  57. Behemoth Breakthrough 29 -> 30
  58.  
  59. Radroach Units Manpower 50 -> 25, Combat Width 2 -> 1.5, Training Time 80 -> 90
  60. Radroach equipment Defense 12 -> 13, Breakthrough 7 -> 8, Max Speed 4 -> 5, Reliability 90% -> 100%, Production Cost 7 -> 8
  61.  
  62.  
  63.  
  64. Vehicle Changes:
  65.  
  66. Active Protection System tech Vehicle Armor +15% -> +10%, granted Hardness +5%
  67. Protected Storage tech Vehicle Hardness +5% removed, granted HP +10%
  68. Vacuum Sealing Hot and Cold Acclimatization +40% -> +25%
  69.  
  70. Motorized Mountain Movement -10% removed, granted River Movement -10%
  71. Tank Amphibious Movement -70% -> -50%, Mountain and Urban Movement -20% -> -15%, granted Marsh Attack -10%
  72. Chariot Fort Movement Movement -15%, Attack -10% and Defense +10% removed. Urban Movement -15% removed. Urban and Mountain Defense -20% -> -10%
  73.  
  74.  
  75.  
  76. Robot Changes:
  77.  
  78. Robot production cost techs Organisation penalties -5 -> -3
  79.  
  80. All Non-Unique Support and CnC Robot equipment Hardness increased by 5%
  81. Support and Security Robot Amphibious Attack -30% -> -20%. Combat Robot Amphibious Movement -40% -> -30%, Attack -30% -> -20%
  82.  
  83.  
  84.  
  85. Doctrine Changes:
  86.  
  87. # Perks and Doctrine School
  88. All Perk Unit Experience Gain bonuses +2% -> +3%
  89. New Crossroads Army Training Time -5% changed to Special Forces Training Time -5%
  90. (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
  91. this change should help increase its specificity slightly and lower the ease with which Training Time reductions can be acquired through tech or other
  92. universal modifiers everyone can access.)
  93.  
  94. # Automated Warfare
  95. Dynamic Tactics Integration Robots Speed +10% -> +15%
  96. Automated Distribution Frontline Units Recovery Rate +0.05 -> +0.1
  97. Rushed Production Reinforce Rate +2% -> +4%
  98. Information Relays Initiative Factor +10% -> +15%
  99. (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
  100. 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
  101. 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
  102. the choice between the two paths to be closer.)
  103.  
  104. # Conventional Warfare
  105. Rapid Motorised Deployment Army Recovery Rate +0.12 -> +0.15
  106. Suppressive Firepower granted Fireteam Platoon and Demolitions Platoon Organisation +5
  107. Anti-Armour Tactics Infantry Hard Attack and Piercing +4% -> +5%
  108. Rapid Redeployment Max Command Power +20 -> +25
  109.  
  110. # Asymmetric Warfare
  111. Decimation Division Experience Gain +7.5% -> +10%
  112. Strong Right Flank Army Speed +5% -> +10%
  113. The Gang granted Recruitable Population Factor +5%
  114.  
  115.  
  116.  
  117. Air Changes:
  118.  
  119. Land unit Air Attack to plane damage reduced by 20%
  120. (Dev Note: This means that upon landing hits on enemy aircraft, divisional AA will shoot down 20% less planes)
  121. Ace Wing Bonus Size reduced from 100 to 50
  122. (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
  123. 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
  124. of the impact of this.)
  125. Ace Earn Chance Multiplier from killing enemy planes increased by 100%
  126. Detect Chance from Radar scaling reduced from up to 60% to up to 50%
  127. Max Aircraft to reach detection bonus raised from 50 to 500
  128. Detect Chance Max from Aircraft reduced from 2.0 to 0.8
  129. Air Training XP per Wing reduced from 0.125 to 0.08
  130.  
  131. Xian-85 Fighter Production Cost 70 -> 80, Xian-85 Attackplane Production Cost 80 -> 85
  132. Xian Fighter and Attackplane tech research time reduced by 25%, Research Year 2281 -> 2283
  133. Vertibird Transport and Gunship tech research time reduced by 25%, Research Year 2280 -> 2282
  134.  
  135.  
  136.  
  137. Navy Changes:
  138.  
  139. Multi-Deck Construction granted Capital Ship Reliability +2%
  140. Square Rig Sails Ship Max Speed +2% -> +5%
  141. Metal Bows granted Ship Reliability +2%
  142. Armour Reinforcement Ship Armor +5% -> +10%
  143.  
  144. Naval Module techs Research Time reduced by ~17%
  145.  
  146. All Armour Modules Production Cost reduced by 20%
  147. Command Module Ship Reliability bonuses removed
  148. Grappling Harpoon Module Production Costs 100/200/400/800 -> 75/150/300/600
  149.  
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