Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
well, balancing thousands of units wont be too easy gg.
a good way to balance against ranged would be to increase the shield block % and the block value ( I already use a mod like this ...but it only helps shielded units).
as some units can reach the max 90% cap more easily than others perhaps increasing HP would deliver a better outcome (more HP as faction trait (dont know if there is a easy way to increase the HP for all units in game + unit mods/dlc/new factions?? idk
No problem, happy to help.
Thanks)
Better expressed as x0.67 and x0.5. Since multiplicative vs flat percentage modifiers are easy to mix up
I would try 20% first and see how it plays, tweaking the numbers (or making different versions with different +%) shouldnt be too difficult once you have figured out how to do it once
So if the regen cap is, say 80% max hp. take 80x0.833. with a 20% hp boost you would want the new regen cap to be 66-67%