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Description
Given the file common/00_generic_organization.txt, the following code snippet under generic_artillery_organization is found:
trait = {
token = generic_mio_trait_advanced_trajectory_calculations
name = generic_mio_trait_advanced_trajectory_calculations
icon = GFX_generic_mio_department_icon_artillery
position = { x = 2 y = 0 }
relative_position_id = generic_mio_trait_improved_direct_fire_targeting
all_parents = {
generic_mio_trait_improved_hydraulic_recoil_system
}
mutually_exclusive = {
generic_mio_trait_improved_direct_fire_targeting
generic_mio_trait_advanced_anti_air_targeting
}
limit_to_equipment_type = {
artillery_equipment
rocket_artillery_equipment
}
equipment_bonus = {
hard_attack = 1
breakthrough = 0.05
}
}
Specifically, the hard_attack = 1 part (Which is conveyed by tooltip as "+100% Hard Attack") seems completely unbalanced compared to general military-industrial organization balance practices.
A bonus of hard_attack = 0.3 would seem more in line balance-wise with what those industrial-organization traits are trying to achieve.
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