Based on your feedback and our analysis of the last rebalance, we’ve decided to continue making further tweaks to improve Mech Arena. You can expect the next iteration of changes to go live on the 4th of June.
Our core goal remains the same as last time: we’re aiming to improve underperforming Mechs and Weapons, while toning down some overly strong recent additions. We will also address builds used for SP dropping.
📆 When?
The upcoming stage of the rebalance will be released 14 days from today, on the 4th of June.
🔄 What?
Some old favorites are getting buffs to help them compete better in the current meta and live up to their Legendary Grade:
Redox: Speed (16 km/h → 22km/h), HP (170,400 → 227,300), Ability Damage (45,500 → 79,600), grants a Personal Shield (31,600 HP) and a Speed Boost (+50%) for Ability Duration.
Dev Note: Wow, that was kinda unexpected, huh? We’ve decided to help Redox come back to the meta. It was an interesting challenge. With the introduction of new Mechs Redox fell off the radar significantly and it didn’t have the necessary kit to come back. Instead, we’ve taught it some new tricks. Now, Redox is faster, stronger and deals more Damage over time. It also gains a Personal Shield and Speed Boost when it activates its Ability. These changes will help Redox survive tough duels, be safer in close quarter skirmishes, and allow it to retreat after using its Ability if things go wrong.
Blast RPG: Damage Per Shot +35%.
Dev Note: Our Legendary version of the existing and beloved RPG didn’t turn out to be a strong successor. In order to make it more viable, we’re increasing its Damage Per Shot. It will now reliably kill enemies and should help you deal with most threats in the game.
Disc Launcher: Damage Per Shot +35%.
Dev Note: Another good old friend of ours. This Weapon was waiting to make its comeback. After the first nerfs to this weapon, which happened long ago, Disc Launcher lost its popularity. The introduction of new Weapons didn’t help either. So we’re increasing its Damage Per Shot in order to make Disc Launcher a bigger threat. We hope that you’ll have fun with it again!
Chain Gun: Damage Per Shot +25%.
Dev Note: The Chain Gun has interesting mechanics, however it needed an extra boost. We are increasing its Damage Per Shot. It should now pack a bigger punch and be able to hold its own against the more meta weapons.
Dev Note: The situation with Solis was interesting. On one hand, it was pretty useful against players because you could rely on its Ability to Blind enemies and its high Max Energy Capacity to get you out of trouble on the battlefield. On the other hand, its effectiveness dropped when playing against bots. Plus, enemy players were not really happy with how long the Blind effect lasted. So we thought we’d change things up. We are reducing the duration of the Blind effect and increasing its cooldown.
To balance this we’ve added a significant Speed Boost to Solis after activating its Ability, which continues for each orb you throw. This should help Solis be able to reposition quickly right after it Blinds its target and get a better angle to attack or retreat. It will take time to get used to the reworked Solis, but we hope you enjoy experimenting with new tactics.
The following nerfs will address some of the most frequently reported overperforming Mechs and Weapons, along with Mechs commonly used for SP dropping:
Dreadnought & Nomad: Ability Damage will be decreased on all Ranks except Max Rank.
Here is the list of the new stats:
⭐
Dreadnought: 12,202 → 2,440
Nomad: 7,400 → 2,220
⭐⭐
Dreadnought: 25,982 → 7,795
Nomad: 11,400 → 6,270
⭐⭐⭐
Dreadnought: 32,868 → 11,504
Nomad: 19,900 → 11,940
⭐⭐⭐⭐
Dreadnought: 41,296 → 18,583
Nomad: 30,800 → 20,020
⭐⭐⭐⭐⭐
Dreadnought: 51,578 → 36,105
Nomad: 40,200 → 28,140
⭐⭐⭐⭐⭐⭐
Dreadnought: 64,085 → 54,472
Nomad: 51,700 → 41,360
⭐⭐⭐⭐⭐⭐⭐
Dreadnought: 74,319
Nomad: 70,200
Dev Note: Both Dreadnought and Nomad were commonly used by SP droppers. We tried to address this issue in different ways, such as testing some matchmaking changes. But we found this balance approach to be the best way at addressing the issue with these Mechs.
We reduced the Ability Damage for both Dreadnought and Nomad on their lower Ranks. This should make SP dropping with them more difficult and far more time-consuming, eventually becoming senseless. Once again, we want to stress the fact that at Max Rank the Ability Damage and all the other stats remain the same for these Mechs.
Deathwalker: Ability Cooldown (10s → 15s), HP Restoration (+10% of max HP → +5% of max HP).
Dev Note: It’s hard to imagine something as irreplaceable as Deathwalker right now. But we’re making these changes because of a bug that was affecting its Ability Cooldown Time. We’re fixing this issue by making the Cooldown Time 15 seconds, regardless ofwhether you have been killed while the Ability was active.
Plus, we’re slightly reducing the healing that Deathwalker receives when it respawns.
We’ll continue to monitor the situation to make sure these changes, along with Outlaw’s previous buff and the introduction of Tailsting, will help to slightly decrease the number of Deathwalkers and their undeniable dominance on the battlefield.
Burrow Beam: Damage will be split 70% to Shields and 30% to HP, Damage Per Shot +6.82%, Reload Time (3s → 4.5s).
Dev Note: This change is due to an unexpected behavior of the Weapon’s main mechanics. The Burrow Beam was overpowered because it dealt twice as much Damage as it should. 100% of the Damage went to HP, and another 100% of Damage went to Mods & Shields. This should have been the same 100%, and not 100% + 100% = 200%.
But don’t worry, we’re not decreasing the damage by half. We’re reworking the shield penetration mechanics to make them more familiar to players. In fact, this is how the shield penetration works on the Tetra Rifle, for example. From now on, only 30% of the Damage that the Burrow Beam deals will apply to HP if there are Shields or Mods on the target. Plus, we’re increasing the Reload Time, because the Damage cycle was also a bit too much.
➡️ What’s next after this rebalance?
We’ll continue closely monitoring player feedback and in-game performance and make further adjustments if needed. We hope you enjoy these changes, and we welcome any feedback you might have.
Good morning, more of the same! Unfortunately, you change everything and it's a waste of time to max out the robots... then you come and simply get rid of them... the game system that allows you to bug the hangars to play in low leagues and farm points by cheating the system, you don't change that, like the number 1 player in the top 500 playing with a 980k hangar! Like playing tournaments with bugged hangars with 1200 hangar points to make it easier to farm points, you don't change that, allowing this type of gameplay! But they are always ready to nerf the mech and harm those who play in high leagues and play without bugged hangars!!In 5 years I haven't seen you change the weaker robots, but you always destroy the stronger ones, thus fueling the idea that the best thing to do is to cheat the system and play with 3-star robots in bugged hangars. That's why newbies complain because they end up playing against veteran players who bug the hangars to farm points... It's a waste of time, spending money and time leveling up robots and weapons only to see you nerf everything, benefiting those who play in the lower leagues! That's why many veteran players are leaving. I myself used to spend hours playing, now I play the basics, 3 or 4 matches and leave. There's no point in wasting time on this game.
nerfing solis imo is strange notion, but i hope the speedbuff will trigger regardless if an enemy is affected otherwise that will outright kill solis usage, especoally if that nerf does not revert the previous one aka still is on 2 balls instead of 3
nerfing nomad and dreadnaught while simultaniosly buffing redox to a ridicuiless degree(more base speed, more ability damage, personal shield and cherry on top personal shield) is nonsensical i think, hangar droppers will abuse new mechs lie the strengthened redox than instead, possibly also citadel and blitzfrost
that measure only addresses the symptoms not the issue imo but i have to admit that i have no clear cut way to address droppers in general
on a side node why can blitzfrost and citadel negate eclipse while cloaked? so much for immunity while phase cloak is active
nerfing solis imo is strange notion, but i hope the speedbuff will trigger regardless if an enemy is affected otherwise that will outright kill solis usage, especoally if that nerf does not revert the previous one aka still is on 2 balls instead of 3
nerfing nomad and dreadnaught while simultaniosly buffing redox to a ridicuiless degree(more base speed, more ability damage, personal shield and cherry on top personal shield) is nonsensical i think, hangar droppers will abuse new mechs lie the strengthened redox than instead, possibly also citadel and blitzfrost
that measure only addresses the symptoms not the issue imo but i have to admit that i have no clear cut way to address droppers in general
on a side node why can blitzfrost and citadel negate eclipse while cloaked? so much for immunity while phase cloak is active
just my thoughts so
It is because they are technically not statis effects but field effects that affect the terrain, not the mech I believe is the reasoning
I accept these balances and nerfs. P2W people, get good if you are mad at these changes
Most of us aren't p2w, we save resources for a long time and use them to max things out and then boom they get nerfed, like solis will be unusable now, it took me so long to max it and save mod parts for it, and now those resources are completely wasted, so you really think that's ok do you? Bet you're one of those cry babies who complain to support about solis an deathwalker every week
Most of us aren't p2w, we save resources for a long time and use them to max things out and then boom they get nerfed, like solis will be unusable now, it took me so long to max it and save mod parts for it, and now those resources are completely wasted, so you really think that's ok do you? Bet you're one of those cry babies who complain to support about solis an deathwalker every week
I honestly couldn't care less about solis and deathwalker. they are a problem sometimes but there is counterplay, you can use gaurdian(I don't), zephyr and weapons with high ammo or quick reload to deal with deathwalkers, orion, rushdown with AOE or guided to get rid of solis. Sure I am only about 4,500 SP, but I can still deal with them. I just play this game for fun and I have seen the rise and the fall of many meta pieces such as disc launcher & revoker, I still use them. I believe someone said that things can be nerfed, but they can also be buffed, look at redox and disc launchers. If you have played at max rank for a while, you probaly have high level disc launchers. Also if you expect a game dev to have one thing thats leagues above the rest accidentaly, do you expect them to not nerf it to make the game balanced and actually make the game fun and diverse, or do you want the game to be just whoever has the bigger gun or bigger mech with no care for skill? I want this game be diverse, not run by a singular mech or weapon setup. The only things that I would even consider complaining about is hanger showdown, the new tournament mode rewards/match making, and the fact legendary stuff is so expensive like jeez dude I wanna get redox but 9275 acoins sheesh.
yall suck half my clan is quiting now because you keep messing with resources that we payed for. i will not spend another dime on this game and probably will quit playing as well. yall are thieves and liars fuck you