Total War: WARHAMMER II

Total War: WARHAMMER II

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Skaven Shooty Nerf
   
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Tags: mod, Units
File Size
Posted
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15 May, 2022 @ 7:20pm
3 Sep, 2022 @ 6:41am
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Skaven Shooty Nerf

Description
I've searched the entire Workshop, found plenty of Skaven buff mods but none which nerfs Skaven's overpowered missile units. I don't mind powerful ranged infantry or artillery, but when a Total War army looks like it would fit right in if suddenly dropped into Warhammer 40K Dawn Of War (great game) then something's wrong.

This mod nerfs the Skaven missile units and artillery via the Projectile Database, i.e. nerfing the ranged weapons without touching the units using them. This applies to both Player and AI; I intend to play Skaven with "sensible" ranged weaponry.

I left the lords' and Regiments of Reknown's weapons untouched (except the Doomrocket). I figured that they should seem ridiculous. Keep in mind that this means Skaven shooty RORs are not just "a little bit" better than their regular counterparts.

Most of the lines below should be self-explanatory, except a few terms...
1. "Base Reload Time" is not a straight translation into seconds. A value of 30 does not mean that the Warp Lightning Cannon takes 30 seconds to reload, so chill.
2. "Calibration Distance" is the range where the unit's aim starts becoming less reliable, even though it is still within his shooting range.
3. "Calibration Area" value controls how far the unit's aim may stray off the bullseye.
4. I always felt that there was something off about the Plagueclaw Catapult aside from the horrific army-deleting damage, but couldn't quite put my finger on it until I looked in the value tables. Its Calibration Distance was 600! Its effective range is only 400 what does it need with 600?! Basically it was a catapult which always hits whatever it aims at from across the map.... wtf, CA. I changed it to 340 so it loses accuracy at the edge of its effective range, like all artillery.


Log:

**wh2_dlc12_skv_ratling_gun_bullet**
Muzzle Velocity 100 > 75
Marksmanship Bonus 10 > 0
Damage 2 > 4
AP Damage 6 > 4
Base Reload Time 5 > 6
Calibration Distance 70 > 65
Calibration Area 2.7 > 3.2

**wh2_dlc12_skv_warp_jezzails_bullet**
Base Reload Time 12 > 16
Calibration Area 0.6 > 0.7

**wh2_dlc12_skv_warpfire_alt**
Marksmanship Bonus 10 > 0
Base Reload Time 12 > 14
Calibration Area 1.7 > 2.4

**wh2_main_skv_warpfire**
Marksmanship Bonus 10 > 0
Base Reload Time 14 > 17
Calibration Area 1.7 > 2.4

**wh2_dlc14_skv_death_globe_alt**
Muzzle Velocity 30 > 20
Marksmanship Bonus 10 > 0
Damage 6 > 14
AP Damage 16 > 8
Base Reload Time 10 > 12
Calibration Area 8 > 12

**wh2_main_skv_death_globe**
Muzzle Velocity 30 > 20
Marksmanship Bonus 10 > 0
Damage 6 > 14
AP Damage 16 > 8
Base Reload Time 10 > 12
Calibration Area 8 > 12

**wh2_dlc14_skv_poison_wind_globe_alt**
Muzzle Velocity 30 > 20
Marksmanship Bonus 10 > 0
Damage 4 > 10
AP Damage 12 > 6
Base Reload Time 11 > 14
Calibration Area 8 > 12

**wh2_main_skv_poison_wind_globe**
Muzzle Velocity 30 > 20
Marksmanship Bonus 10 > 0
Damage 4 > 10
AP Damage 12 > 6
Base Reload Time 11 > 14
Calibration Area 8 > 12

**wh2_dlc14_skv_poison_wind_mortar_globe_alt**
Marksmanship Bonus 10 > 0
Damage 6 > 30
AP Damage 48 > 24
Base Reload Time 14 > 17

**wh2_dlc14_skv_poison_wind_mortar_globe**
Marksmanship Bonus 10 > 0
Damage 6 > 30
AP Damage 48 > 24
Base Reload Time 14 > 17

**wh2_main_skv_plagueclaw**
Marksmanship Bonus 10 > 0
Base Reload Time 18 > 23
Calibration Distance 600 > 340
Shockwave Radius 0.6 > 0.8 (a buff)

**wh2_main_skv_sling**
Muzzle Velocity 50 > 45
Marksmanship Bonus 10 > 0
Calibration Area 4.8 > 5.8

**wh2_main_skv_sling_gutter_runners_alt**
Muzzle Velocity 50 > 45
Marksmanship Bonus 15 > 10
Calibration Area 3.8 > 4.6

**wh2_main_skv_sling_gutter_runners**
Muzzle Velocity 50 > 45
Marksmanship Bonus 15 > 10
Calibration Area 3.8 > 4.6

**wh2_main_skv_sling_gutter_runners_poison_alt**
Muzzle Velocity 50 > 45
Marksmanship Bonus 15 > 10
Calibration Area 3.8 > 4.6

**wh2_main_skv_sling_gutter_runners_poison**
Muzzle Velocity 50 > 45
Marksmanship Bonus 15 > 10
Calibration Area 3.8 > 4.6

**wh2_main_skv_sling_night_runners_alt**
Muzzle Velocity 50 > 45
Marksmanship Bonus 15 > 10
Calibration Area 4 > 4.9

**wh2_main_skv_sling_night_runners**
Muzzle Velocity 50 > 45
Marksmanship Bonus 15 > 10
Calibration Area 4 > 4.9

**wh2_main_skv_throwing_stars_alt**
Muzzle Velocity 48 > 40
Marksmanship Bonus 10 > 5
Calibration Area 1.8 > 2.2

**wh2_main_skv_throwing_star**
Muzzle Velocity 48 > 40
Marksmanship Bonus 10 > 5
Calibration Area 1.8 > 2.2

**wh2_main_skv_throwing_star_gutter_runners_alt**
Muzzle Velocity 48 > 40
Marksmanship Bonus 10 > 5
Calibration Area 1.8 > 2.2

**wh2_main_skv_throwing_star_gutter_runners**
Muzzle Velocity 48 > 40
Marksmanship Bonus 10 > 5
Calibration Area 1.8 > 2.2

**wh2_main_skv_throwing_star_gutter_runners_poison_alt**
Muzzle Velocity 48 > 40
Marksmanship Bonus 10 > 5
Calibration Area 1.8 > 2.2

**wh2_main_skv_throwing_star_gutter_runners_poison**
Muzzle Velocity 48 > 40
Marksmanship Bonus 10 > 5
Calibration Area 1.8 > 2.2

**wh2_main_skv_warlock_doomrocket**
Muzzle Velocity 72 > 70
Marksmanship Bonus 10 > 0
Base Reload Time 17 > 21
Calibration Area 10 > 14

**wh2_main_skv_warp_lightning**
Marksmanship Bonus 30 > 15
Base Reload Time 21 > 29
Calibration Area 9 > 10


Any recommendations let me know. Keep in mind I don't feel Skaven missile units should be equal to Elves, nor do I want their artillery to rival Dwarves.
11 Comments
WolfintheWheat 30 Oct, 2023 @ 7:02pm 
Classiest Rat of them all, can't believe I witnessed a Secret of Nimh reference in 2023. :HappyMoonman:
elpumpkinbyweezerjun2025 6 Jul, 2022 @ 6:08pm 
thank you brodie
Vincente Steele 1 Jul, 2022 @ 4:07pm 
I'm definitely trying this with SFO. The Skaven are annoying to deal with, SFO or not. I imagine SFO will still affect the Skaven as intended, and this mod will pad out some of that annoyance.
Sandboxhead  [author] 11 Jun, 2022 @ 9:34pm 
I tried to bring back the unreliability by eliminating the Marksmanship Bonus from almost all Skaven missiles aside from sniper roles such as lightning guns and jezzails.
Elite slings retain some bonus because slings are underestimated in modern times; they are quite accurate and notorious when used in ancient wars. Throwing stars also retain some bonus because ninja rats.
Bjorn 11 Jun, 2022 @ 12:29am 
@Saw It In A Pro Game Once
That is what happens when the Skaven's trademarked unreliability is not included.
NeoKorp 31 May, 2022 @ 5:59am 
Too bad =(
Thanks for the reply(^,^V
Sandboxhead  [author] 31 May, 2022 @ 5:31am 
@ NeoKorp:
I don't use SFO, so I cannot pretend to balance for it when I don't have a feel for its gameplay. Sorry.
NeoKorp 31 May, 2022 @ 1:45am 
SFO when?
Saw It In A Pro Game Once 27 May, 2022 @ 5:29pm 
The absolute hard on the Devs have had for the Skaven has always bugged me. The most egregious was the Prophet and the Warlock DLC I mean look at what Ikit Claw got compared to tehenauin
Sandboxhead  [author] 27 May, 2022 @ 4:56pm 
Don't think you can ignore Skaven missile units now, gentlemen. Their poison winds/ death globes will still melt your formations. Their catapults and lightning guns still deliver their payloads at a good clip, and you'll still see your men's hp bars drain in real time.

It just won't look so weird now. Their projectiles don't travel at warp speed, and their catapult volleys actually have spread.