Naval Balance: Rework Destroyers#7101
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📝 WalkthroughWalkthroughThis PR contains balance tuning adjustments across four unit blueprints: health stat reductions for URS0201 and XSS0201, firing adjustments to the Proton Cannon, damage rebalancing for the XSS0201 weapon suite, and weapon configuration cleanups for URS0302 and XSS0302 back cannons. ChangesUnit Balance Tuning
Estimated code review effort🎯 2 (Simple) | ⏱️ ~10 minutes Possibly related PRs
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⚠️ Outside diff range comments (4)
units/UAS0401/UAS0401_unit.bp (1)
67-67:⚠️ Potential issue | 🟡 Minor | ⚡ Quick win
EconomyThreatLevelis stale after theBuildCostMassincrease.
EconomyThreatLevel = 533was computed from the old mass cost of 24,000 (24000 ÷ 45 ≈ 533). WithBuildCostMassnow at 25,000 the expected value is ~556. The AI uses this field to assess the unit's economic weight; leaving it at 533 means the AI will slightly undervalue the Tempest relative to its new cost.🔧 Suggested update
- EconomyThreatLevel = 533, + EconomyThreatLevel = 556,🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@units/UAS0401/UAS0401_unit.bp` at line 67, Update the stale EconomyThreatLevel constant to reflect the new BuildCostMass of 25,000: locate the EconomyThreatLevel = 533 entry for the UAS0401/Tempest unit and change it to the corrected value (≈556, e.g. EconomyThreatLevel = 556) so the AI properly accounts for the unit's increased economic weight.units/UES0201/UES0201_unit.bp (1)
331-336:⚠️ Potential issue | 🟡 Minor | ⚡ Quick win
EffectiveRadius(57) now exceedsMaxRadius(55) — stale display value.After the
MaxRadiusreduction,EffectiveRadius = 57is greater than the weapon's actual engagement radius of 55. This causes the range overlay ring to display as larger than the weapon can actually fire, misleading players about the unit's AA coverage.Peer AA weapons in this PR (
UES0103line 270,URS0103line 250) useEffectiveRadius = 0; the fix can follow either approach:🛠️ Proposed fix
- EffectiveRadius = 57, + EffectiveRadius = 55,or, consistent with other frigate/destroyer AA guns in this PR:
- EffectiveRadius = 57, + EffectiveRadius = 0,🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@units/UES0201/UES0201_unit.bp` around lines 331 - 336, EffectiveRadius for FrontTurret02 is stale (57) and exceeds MaxRadius (55); update the EffectiveRadius value in UES0201_unit.bp (symbol: EffectiveRadius for the FrontTurret02 weapon block / Label "FrontTurret02") so it does not exceed MaxRadius — either set EffectiveRadius = 55 to match MaxRadius or set EffectiveRadius = 0 to match the pattern used by peer AA weapons (see UES0103/URS0103) so the range overlay reflects the actual engagement radius.units/UAA0204/UAA0204_unit.bp (1)
199-214:⚠️ Potential issue | 🟡 Minor | ⚡ Quick winSame salvo-window extension concern as URA0204 applies here
Burst arithmetic is preserved:
150 × 5 × 3 = 2250equals old187.5 × 4 × 3 = 2250. However,MuzzleSalvoDelay = 0.2is unchanged, so the salvo window grows from 0.8 s to 1.0 s. The same break-off / heading-arc interaction described for URA0204 applies here and may cause the 5th step to fire after the aircraft turns away.🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@units/UAA0204/UAA0204_unit.bp` around lines 199 - 214, The salvo window increased because MuzzleSalvoSize was raised to 5 while MuzzleSalvoDelay stayed at 0.2 (5×0.2=1.0s vs previous 4×0.2=0.8s), which can cause the final shot to occur after the aircraft turns (see HeadingArcRange/FireTargetLayerCapsTable interactions). Fix by either reverting MuzzleSalvoSize to 4 or reducing MuzzleSalvoDelay to maintain the original salvo window (e.g., set MuzzleSalvoDelay ≈ 0.16 so 5×0.16≈0.8), and verify changes in the weapon block containing Damage, MuzzleSalvoSize, MuzzleSalvoDelay, HeadingArcRange and Label.units/UEA0204/UEA0204_unit.bp (1)
207-222:⚠️ Potential issue | 🟡 Minor | ⚡ Quick winSame salvo-window extension concern as URA0204/UAA0204 applies here
Burst arithmetic is preserved:
150 × 5 × 3 = 2250equals old187.5 × 4 × 3 = 2250. TheMuzzleSalvoDelay = 0.2is unchanged, so the salvo window grows from 0.8 s to 1.0 s, carrying the same risk that the 5th step fires after break-off. This is the third unit in the PR with this identical change pattern — confirming the arithmetic is consistent, but please verify the longer attack window is intentional across all three.🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@units/UEA0204/UEA0204_unit.bp` around lines 207 - 222, The change to UEA0204's weapon increases MuzzleSalvoSize to 5 while keeping MuzzleSalvoDelay = 0.2, which extends the salvo window (last shot at 1.0s) and risks firing after break-off; update the weapon config (reference fields: MuzzleSalvoSize, MuzzleSalvoDelay, Damage) to preserve the original salvo window by either reducing MuzzleSalvoSize back to 4, or lowering MuzzleSalvoDelay to ~0.1667 (so 4 intervals = 0.6667s, 5 shots span 0.6667s) or otherwise adjust timing so the total salvo duration matches the previous behavior across all three units with identical changes.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@units/UAS0302/UAS0302_unit.bp`:
- Line 214: FrontTurret and MidTurret include RenderFireClock = true but
BackTurret lacks it; confirm whether the omission is intentional and if not, add
RenderFireClock = true to the BackTurret block (the same place where RateOfFire
= 10/60 and SlavedToBody are declared) so all three turrets consistently render
the fire clock; if the omission is intentional, add a short comment near
BackTurret explaining why it should not render the clock to avoid future
regressions.
---
Outside diff comments:
In `@units/UAA0204/UAA0204_unit.bp`:
- Around line 199-214: The salvo window increased because MuzzleSalvoSize was
raised to 5 while MuzzleSalvoDelay stayed at 0.2 (5×0.2=1.0s vs previous
4×0.2=0.8s), which can cause the final shot to occur after the aircraft turns
(see HeadingArcRange/FireTargetLayerCapsTable interactions). Fix by either
reverting MuzzleSalvoSize to 4 or reducing MuzzleSalvoDelay to maintain the
original salvo window (e.g., set MuzzleSalvoDelay ≈ 0.16 so 5×0.16≈0.8), and
verify changes in the weapon block containing Damage, MuzzleSalvoSize,
MuzzleSalvoDelay, HeadingArcRange and Label.
In `@units/UAS0401/UAS0401_unit.bp`:
- Line 67: Update the stale EconomyThreatLevel constant to reflect the new
BuildCostMass of 25,000: locate the EconomyThreatLevel = 533 entry for the
UAS0401/Tempest unit and change it to the corrected value (≈556, e.g.
EconomyThreatLevel = 556) so the AI properly accounts for the unit's increased
economic weight.
In `@units/UEA0204/UEA0204_unit.bp`:
- Around line 207-222: The change to UEA0204's weapon increases MuzzleSalvoSize
to 5 while keeping MuzzleSalvoDelay = 0.2, which extends the salvo window (last
shot at 1.0s) and risks firing after break-off; update the weapon config
(reference fields: MuzzleSalvoSize, MuzzleSalvoDelay, Damage) to preserve the
original salvo window by either reducing MuzzleSalvoSize back to 4, or lowering
MuzzleSalvoDelay to ~0.1667 (so 4 intervals = 0.6667s, 5 shots span 0.6667s) or
otherwise adjust timing so the total salvo duration matches the previous
behavior across all three units with identical changes.
In `@units/UES0201/UES0201_unit.bp`:
- Around line 331-336: EffectiveRadius for FrontTurret02 is stale (57) and
exceeds MaxRadius (55); update the EffectiveRadius value in UES0201_unit.bp
(symbol: EffectiveRadius for the FrontTurret02 weapon block / Label
"FrontTurret02") so it does not exceed MaxRadius — either set EffectiveRadius =
55 to match MaxRadius or set EffectiveRadius = 0 to match the pattern used by
peer AA weapons (see UES0103/URS0103) so the range overlay reflects the actual
engagement radius.
🪄 Autofix (Beta)
Fix all unresolved CodeRabbit comments on this PR:
- Push a commit to this branch (recommended)
- Create a new PR with the fixes
ℹ️ Review info
⚙️ Run configuration
Configuration used: defaults
Review profile: CHILL
Plan: Pro
Run ID: 8af00888-5466-4a83-9f9a-db9afed201e0
📒 Files selected for processing (15)
projectiles/SIFLaanseTacticalMissile02/SIFLaanseTacticalMissile02_Script.luaunits/UAA0204/UAA0204_unit.bpunits/UAS0302/UAS0302_unit.bpunits/UAS0401/UAS0401_unit.bpunits/UEA0204/UEA0204_unit.bpunits/UES0103/UES0103_unit.bpunits/UES0201/UES0201_unit.bpunits/URA0204/URA0204_unit.bpunits/URS0103/URS0103_unit.bpunits/URS0201/URS0201_unit.bpunits/URS0302/URS0302_unit.bpunits/XSS0103/XSS0103_unit.bpunits/XSS0201/XSS0201_unit.bpunits/XSS0202/XSS0202_unit.bpunits/XSS0302/XSS0302_unit.bp
💤 Files with no reviewable changes (2)
- units/XSS0302/XSS0302_unit.bp
- units/URS0302/URS0302_unit.bp
Co-authored-by: NoryGit <261927847+NoryGit@users.noreply.github.com> Co-authored-by: lL1l1 <82986251+lL1l1@users.noreply.github.com> Changes from #7101 which the balance team has agreed on. Salem has it's AA range reduced to weaken it's ability to shoot down air scouts to allow for better counterplay against Cybran stealth boats covering the Salems. Cybran Destroyer (URS0201): AA MaxRadius (60 -> 55) [Area: 11310 -> 9503 (-16%)] Omen has it's cost increased and its dps slightly reduced as it is currently the most powerful battleship, the new stats should make the cost match the performance better compared to other battleships. Aeon Battleship (UAS0302): BuildCostEnergy (54000 -> 58000) BuildCostMass (9000 -> 9500) BuildTime (28800 -> 30300) [192s -> 202s w/ T3 Factory] RateOfFire (10/59 -> 10/60) [DPS: 169.5 -> 166.7] [Note: the UI rounds; total DPS is 500.] Tempest is good at safely farming value and staying healthy despite it's low stats per cost compared to battleships due to its long range, high splash weapon and because it still greatly benefits from veterancy despite the previous nerf. Tempest (UAS0401): BuildCostEnergy (380000 -> 400000) BuildCostMass (24000 -> 25000) BuildTime (38400 -> 40000) [1181.5s -> 1230.8s w/ T3 Engineer]
Description of the proposed changes
The changes were developed in conjunction with feedback from my clan. They aim to address critical balance issues and also include a small bug fix related to the rendering of fire clocks on non-UEF battleships.
T2 Navy
Checklist
Changes are annotated, including comments where usefulRequest 2-3 reviewers from the list of reviewers and their areas of knowledge.Summary by CodeRabbit
Release Notes