Carrier Command 2

Carrier Command 2

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Ground Focussed Rebalance
   
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12 Jun @ 1:39pm
14 Jun @ 9:16am
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Ground Focussed Rebalance

Description
An attempt to make ground combat viable, useful, fun, and even at some points necessary.

HP and damage of almost everything has been reduced by 50%, making repairs faster, weapons less effective vs the carrier and subsystems, and making ground vehicles quicker to 'construct' from storage.

Damage numbers have been tweaked overall, aiming for a system whereby a chassis with a better gun can destroy 2-3 of its own chassis without difficulty, and a stronger chassis with a better gun can destroy at least 10 weaker chassis. As such, a seal with a 30mm can be expected to kill 2-3 seals with only 15mm guns, and a walrus with a 30mm can kill far more.
A walrus with a 40mm should be able to clear a 1 shield island on its own.

Ground weapons have more ammo, and tend to do more damage overall, because ground chassis armour is increased.
Ground chassis is increased to make the air chaingun less good - it still murders seals, but it now struggles to kill a walrus so easily, and will do almost nothing against bears.
Bear cannons are differentiated:
- the battlecannon does much less damage over a wider radius, consider it more of a mortar, and is good at killing seals, fine at killing walruses, and can still damage a bear on a direct hit.
- The heavy cannon has more ammo (30rnds) and deals much higher damage over a much lower radius. A near miss will only slightly damage a bear, but only one or two direct hits will be needed to kill a bear, and certainly a direct hit will kill any other ground chassis.
Bears are in general tougher, and will take perhaps three missiles to destroy, wheras seals are slightly weaker and will take only 1 missile to destroy.

15mm guns are made significantly more accurate. This makes them an actual viable 1000m range air defense weapon, do not discount them. 1 shield islands are arguably easier to take with ground forces.
30mm guns are also made slightly more accurate, while having more ammo. They are good at killing seals, and enough of them will threaten a walrus.
40mm guns have more ammo. They are great at killing seals, good vs walrus, and can eventually threaten a bear.

Aircraft health has been increased to attempt to compensate for the increased lethality of incidental ground fire. This means that aircraft chainguns are also worse at killing other aircraft. They will still easily kill fixed wings, but struggle a little at killing razorbills, and will take a long time to down a petrel.

Carrier hull health is increased to twice default, but damage values have not been meaningfully altered otherwise. CIWS damage has gone up a bit so that it can eventually kill a petrel, which has reduced the time to kill against a manta, though realistically if you were getting hit by a CIWS with a manta then you were probably dying anyway so this has only sped that up, if you're getting hit at all.

Anti-air missiles are more maneuverable, deal less damage, but deal it in a wider area, they should be more effective at killing aircraft.
IR missiles are slightly slower and deal the same damage as before. Vehicle turrets can carry 8 of these rather than 4.
Laser missiles are the same speed but do more damage in a somewhat smaller explosion, and are excellent at killing bears or turrets.
CIWS has more ammo - since island defense CIWS never ran out of ammo anyway, this simply makes it harder to run out the ammo of a player CIWS. They can probably also kill seals if manually targetted.

Ammo production time is reduced.
Seal production time and cost is significantly reduced. They were always somewhat the spammable, cheap option, now they are at least cheap and fast to replace. If using Revolution 1.5 or similar that grants access to free 15mm turrets, only the ammo and chassis cost counts, so you can possibly use that as a flexible air defense and ground push.
Popular Discussions View All (2)
2
22 Jun @ 11:31am
Feedback please!
Darloth
1
14 Jun @ 9:25am
Old constants file for previous version of mod before HP halving
Darloth
27 Comments
Royal Dragon 27 Oct @ 5:52am 
oh thank you
Darloth  [author] 25 Oct @ 1:07pm 
Ah, I am wrong, it modifies a bomb.

The main change you'll be wanting to make it setting:
bomb_3_explosion_magnitude 40
and
bomb_3_explosion_damage_scale 1

that's what makes the heavy bomb have such a large radius with a falloff of damage. If you want the production changes and the longer TV missile range you should copy those across as well, they're:
tv_missile_max_range 25000.0
(although I have already extended them to 10km in this rebalance)
and
item_hardpoint_bomb_3_production_cost 10000

A good file merging program like Meld will help do this easily, but there's nothing stopping you opening the /content/scripts/constants.txt in notepad and just changing the numbers over by hand.
Darloth  [author] 25 Oct @ 12:58pm 
It's not directly compatible, they both change constants.txt, but you can make it happen yourself, it's just editing a text file.

Find out which values are different in the nuke mod, most likely the lines starting with: missile_?_explosion_magnitude, and change those values in the constants.txt of this mod, and it will be the way you want it.
Royal Dragon 25 Oct @ 7:49am 
does it work with the nuke mod if not you think you make it happen pretty please with 2 bears on top.
Darloth  [author] 13 Oct @ 11:07am 
Yes, it does. They don't change the same files, so technically it works, and I usually play with the Revolutions mod as well, so balance wise it takes the changes there into account. Thankfully, those changes are mostly to aircraft (and some groundcraft) mounting options, all of which help in general to push things a little in the same direction.

I made sure that everything would work with just this mod alone, but my preferred way of playing it would usually be this + revolutions + some stuff to make the ground vehicles faster in the water.
Broletariat 12 Oct @ 7:18pm 
Does this work with the Revolutions mod? On paper it does, but I am not entirely sure.
Darloth  [author] 8 Oct @ 6:16am 
If you're attempting to take a 3 shield island without at least a walrus or some solid fire support, I wanted it to be a struggle. Seals are no longer good enough for this. If you don't have Walruses or bears, you'll need to get some or kill most of the targets first. If you can't get any of them, then you will need a different approach. If there are no different approaches, then either the map you're playing on is too small, or you have lost strategically.

Seals with 30mm supported by a pair of razorbills with IR missiles can absolutely roll over a 1 shield island, and take 2 shield islands with some care and careful control. 2 shield islands can also be taken trivially with cruise missiles or 160mm shells from the carrier. Use those 2 shield islands to build things you'll need (such as Walruses) to take 3 shield islands, and so on. The mod probably does make the game harder, but it is optional, and aimed at people who already didn't like killing everything with air vehicles
Darloth  [author] 8 Oct @ 6:16am 
The decreased utility of the drone attack runs is sad, but I can't change that. They were never an amazingly efficient way to use the 25mm chaingun to begin with, and now in this mod they are probably useless in that role, at least when drone controlled. I accepted that to make the rest better. Drones can still engage just fine with missiles.

Razorbills are still very useful because they are both cheap and fast. Additionally, if you use them as close air support against things which are -already- shooting at your ground units, because the ground units should take longer to kill, they will not get shot as often. Typically, the best attack pattern is send in a couple of seals and fly the Razorbill behind them so the razorbill isn't getting shot but can unload a solid stream of 25mm shells at whatever starts shooting at your ground forces.
Darloth  [author] 8 Oct @ 6:15am 
Missile targetting has nothing I can alter or affect. It's poor, and that's sad, but we all have to live with it.

The 25mm aircraft chain gun was too powerful. I can still kill things with it at low altitude without losing a Razorbill as long as there's not too many targets (practice hitting things while maneuvering), but not as many things and not with 100% safety. Its previous position as the only thing you needed to clear entire islands was wrong, in my opinion. You're welcome to increase the damage slightly if you think you'd like it more, but it easily becomes too good again.

The increased anti-air ability of the 30mm gun is intentional, because it means ground support or missiles become -valuable- instead of a waste of time. You can spend missiles killing things safely should you need to.
For ever A 8 Oct @ 12:44am 
Moreover, due to some modifications, the aviation chain gun has completely lost its usefulness. The powerful anti-aircraft firepower of the 30mm gun makes it impossible for the carrier Sparrow helicopter, which is most suitable for using the aviation chain gun, to shoot at low altitude. The inefficient killing power of the aviation chain gun also means that fixed wing fighter jets cannot cause enough damage in the extremely short diving attack window period. At the same time, the 400 round spare ammunition becomes very insufficient, making the aviation chain gun completely a warehouse decoration.