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2.32.2 Balance changes

Smithy requested to merge feature/2.32.2_changes into develop
==== Vehicle Armors ====
* Reactive
** Reduced cost from 18 to 15
* Regenerative
** Increased Bio Damage by 25%
* Deflective
** Increased Health from 75 to 80
==== Infantry Resistances ====
Infantry Resistances have been redone so that Engineer is the baseline, Grenadier takes 20% less damage from explosions, Rifleman takes 20% less damaga from bullets and Scout takes 10% less damage from explosions and 10% less damage from bullets
* Engineer
** Engineer is now the baseline for infantry resistances
* Grenadier
** Grenadier has 20% resistance against explosions
* Rifleman
** Rifleman has 20% resistance against bullets
* Scout
** Scout has 10% resistance against explosions and 10% resistance against bullets
==== Vehicle Weapons ====
===== Cannons =====
* Standard Cannon
** Reduced Explosion Radius from 300 to 250
** Reduced Heat from 9 to 8
* Extended Range Cannon
** Reduced Explosion Radius from 250 to 200
** Increased Heat from 8 to 9
* High-Explosive Cannon
** Increased Heat from 12 to 14
* Rail Cannon
** Reduced Explosion Radius from 250 to 200
** Reduced Projectile Spread from 0.1 to 0.01
* Plasma Cannon
** Increased Explosion Radius from 270 to 300
** Reduced Projectile Spread from 1 to 0.3
** Increased Heat to Target from 8 to 10
* Biological Cannon
** Reduced Projectile Spread from 0.5 to 0.3
** Reduced Player Bio Time from 5 to 3
** Reduced Vehicle Bio Time from 5 to 3
** Increased Vehicle Bio Damage from 6 to 8
===== Missile Launchers =====
* Standard Missile Launcher
** Reduced Explosion Radius from 200 to 150
* Guided Missile Launcher
** Reduced Explosion Radius from 200 to 150
* Homing Missile Launcher
** Reduced Explosion Radius from 200 to 150
* Upgraded Missile Launcher
** Reduced Explosion Radius from 250 to 200
===== Machine Guns =====
* High-Explosive Heavy Machine Gun
** REMOVED
* Plasma Heavy Machine Gun
** Reduced Damage from 12 to 10
==== Buildings ====
Cannon Shells and Missiles (other than nukes) will now deal 1/6th damage to buildings, 1/12th damage to walls (Plasma CN does double damage), 1/3rd damage to turrets and 2/3rd damage to surveillance.
* Buildings
** Increased ShellKineticResist from 0.8 to 0.833
** Increased ShellBiologicalResist from 0.85 to 0.833
** Increased ShellPlasmaResist from 0.85 to 0.833
* Turrets
** Increased ShellKineticResist from 0.6 to 0.666
** Increased ShellExplosiveResist from 0.6 to 0.666
** Increased ShellBiologicalResist from 0.6 to 0.666
** Increased ShellPlasmaResist from 0.6 to 0.666
** Increased MissileResist from 0.65 to 0.666
* Walls
** Increased ShellKineticResist from 0.9165 to 0.9165
** Increased ShellExplosiveResist from 0.933 to 0.9165
** Increased ShellBiologicalResist from 0.94 to 0.9165
** Increased ShellPlasmaResist from 0.88 to 0.833
** Increased MissileResist from 0.925 to 0.9165
* Surveillance
** Increased ShellKineticResist from 0.25 to 0.332
** Increased ShellExplosiveResist from 0.25 to 0.332
** Increased ShellBiologicalResist from 0.25 to 0.332
** Increased ShellPlasmaResist from 0.25 to 0.332
** Increased MissileResist from 0.25 to 0.332

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