Introduction
Want the challenge of relying on the iconic Mobile Infantry to get the job done?
Well, these changes are for you. My original intent was to make veterancy ACTUALLY mean something worthwhile. Besides the unlocked ability, there is no real benefit for having a Vet3 squad over a non-vetted squad – giving no real incentive to keeping them alive. Sure, there is a small bonus to accuracy and fire rate, but its effect is negligible at best.
Perhaps, I’ve been spoiled by the Company of Heroes franchise, where you do everything you can to avoid getting your fully vetted squads wiped out because of the very noticeable decrease in quality of rookie squads. That’s not so much the case in STTC. Apart from the Powered Infantry, who get a very noticeable buff at Vet3, does anyone really care about losing a unit? Just spawn in another one, right? These changes are expected to address that.
Also, these changes will increase the potency of several units against light to medium armored threats, allowing them to remain as a viable option to tackle late game missions. Want the challenge of beating the game using only basic MI troopers? Now, you can.
Note:. These are Google Sheets of the units, variables, and weapons files. To get them, Click File > Download > Comma Separated Values (.csv)
You may need to rename the file name to make sure that it says units.csv, for example. Place the files in the following folder (be sure to rename or create a backup copy of your original files).
SteamLibrary\steamapps\common\Starship Troopers – Terran Command\Starship Troopers_Data\StreamingAssets\Data
Note: changes are highlighted in yellow to make it easy to find the adjustments on the spreadsheets.
Weapons.csv
docs.google.com/spreadsheets/d/1CnH4uUf92_50IavjmXAf2MgMmZzpJ30caJRrmsVTRNc/edit?usp=sharing
Note: If Steam does not let you open the documents, just copy and paste the link into your web browser
Units.csv
docs.google.com/spreadsheets/d/1kuefyO_JMBT9W6VJvXZm3M1EOGiX_AH9cVAbTYDAWTM/edit?usp=sharing
Note: If Steam does not let you open the documents, just copy and paste the link into your web browser
Abilities.csv
docs.google.com/spreadsheets/d/1MV8vkwqAs9X_fH9RJQGC5MjJmjc10tUrlHu6yMGWCFA/edit?usp=sharing
Note: If Steam does not let you open the documents, just copy and paste the link into your web browser
Changes
Rifle Troopers]
- AP increased with each level of veterancy, up to a maximum of +10 AP at Vet 3 (Note: This is still 5 AP less than the nerf they received in the beta patch)
- Vet 3 now confers an additional 5% to accuracy. (Change from +15, 15, 5 to 15, 15, 10)
- The “stungun” shotgun that individual models shoot in melee range now deals the same amount of damage and shock as the shotguns in the special ability (it simply didn’t make sense for the same shotgun to deal less than 1/3 of the damage). The shock value has been decreased from 100 to 60 to match the shotgun ability. Cooldown has been reduced from 6 seconds to 4 seconds. In my testing, these changes increase the survivability of rifle troopers when they get surrounded in melee combat, but the troopers will still get quite handily wiped out if you do not make an effort to get them out of there.
Snipers
- AP increased by 5 with each level of veterancy, up to a maximum of +15
- Without AP, snipers are essentially useless as combat units, only being effective against Spitters.
- On Brutal difficulty, it takes snipers 8 shots to kill a basic Warrior, 4 shots on normal difficulty. Now, with veterancy, snipers can better contribute as a combat unit, allowing a Vet3 sniper to kill a Warrior with only 3 shots on Brutal.
- This change incentivizes both using snipers and keeping them alive, as a Vet3 sniper now offers more than the occasional Crippling Shot or Sensory Flair
Heavy Troopers [MK II}[/b]
- Accuracy increases with each level of veterancy (same values as Rifle Troopers)
- AP increases by 5 each level of veterancy, to a maximum of +15
- Vet3 units will now have the same AP as the base unit before the Beta Patch
Marines
Sure, they are good in a pinch when you need some extra firepower, but who keeps them around after things settle down? They gain no benefits, have no abilities, and those 5 supplies would be better used to get other units. We either never use them or immediately de-spawn them after an emergency use. These changes will make them worth keeping around:
- Grenade ability has been added from Rifle Troopers (because, why the bleep don’t they have grenades?)
- Marines can now gain veterancy, which increases their accuracy
- The Few. The Proud Vet3 Marines now have the Tactical Command unlock ability, but it operates differently than the Tactical Officer’s ability. The Marines can inspire all those around them in an aura, increasing movement speed and firing rate, while adding 5 AP. There is a five-minute cooldown to keep this from being spammed and to encourage using it only when facing dire circumstances.
Marauder
- Accuracy increases with each level of veterancy (10, 15, and 20%, respectively)
Grenade Launcher Turret
Let’s face it. For its cost, the grenade launcher is a very lackluster unit. After firing its initial volley of six grenades, it just sits there for 10 seconds while the horde of arachnids is still coming at you. I found myself never building these things, as building two additional MG turrets was always much more effective. The following changes improve the grenade launcher and make it worth the cost and trade-off for two MGs.
- Fires a volley of 3 grenades instead of 6
- Cooldown between volleys is 3.3 seconds instead of 10 seconds
Wavebreaker
This is a great unit, but it is too easily destroyed by Scorpions, especially when 3+ show up at once. This is a heavy piece of armored artillery, and it should feel like it. Additionally, I noticed an issue with its targeting. It currently fires a salvo of two shells in rapid succession, followed by a four second delay. The problem is that this salvo will target the same enemy – even if the enemy is in its death animation – wasting a shell. The following changes improve the Wavebreaker:
- Fires a volley of 1 shell instead of 2
- Reload has been reduced to 2 seconds instead of 4
- Armor increased from 40 to 70 (the unit can sustain 7 Scorpion hits instead of 5)
The DPS remains the same, but the unit is much less likely to waste its second shell and will, instead, target another enemy. With two cannons, the Wavebreaker now maintains a sustained rate of fire by firing one cannon at a time (although, the animation has it firing from the same cannon, lol).
Note: adjusting the values to get the same fire rate with both cannons firing still resulted in the Wavebreaker firing at the same target, despite death animation.
Fleet Liaison
“Pardon me, Sir, but you want to drop down with what? A PISTOL”?!?
I get it. She’s supposed to be the equivalent of a general grade officer, but there’s no way someone would drop into this war zone with a pistol, even the Radio Operator and Tactical Officer carry rifles. Plus, it is quite difficult to level her up, given that her only practical experience-gaining ability is the bombing run. To increase her effectiveness and ability to gain experience points, she now carries a rifle.
- Pistol changed to the Morita MkI Secondary (same as the Radio Operator)
- She can shoot through units, allowing her to remain behind your main line
Note: I am aware of her wonky animation while firing. The animation for her model has her pointing the rifle as though she was holding a pistol. I’m still looking into how to change her animation without changing her unit model.
Radio Operator
- Propaganda Broadcast increases the accuracy of all affected units
In the base game, this ability only decreases the reload time of your units; however, since it alerts all other enemies in the vicinity, there is no real incentive to use this ability – as the increase in enemies only makes things harder for you. This change strengthens the ability by adding a strong incentive to use it. There may be more bugs, but your soldiers are fighting a lot harder.
Grenadier
This is meant to be the Arachnids’ indirect fire unit, operating much like a mortar; however, with a range of only 55, the Grenadier has to get too close to the front line before it starts firing – allowing you to quickly focus it down. This change allows the Grenadier to operate more like a conventional mortar behind the front line; therefore, if your units have been spotted, it can fire from much further away, providing effective indirect fire coverage for advancing arachnids.
Note: the sight range for the unit remains the same, with a value of 40. If your units have not been spotted, the Grenadier would still need to close the distance before it could “see” you.
- Attack range increased from 55 to 80.
That’s all we are sharing today in Starship Troopers: Terran Command Veterans Guide, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author Anderson ABN