
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:
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.
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.
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!
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.
One Mech will be reworked:
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:
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.
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 of whether 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.
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.
So last year I spent A LOT of resources maxing out eclipse, surge and hemlock, also revoker 8s, 12s and 16s, then you nerfed them all so now I don't use them anymore,
Then I put my time and again A LOT of resources into maxing deathwalker, solis and burrow beams, and now you are nerfing them too
Seriously wow, I spent so much time and effort gathering resources and now they're all wasted on things I'll probably never use again,
So what happens now, I put my resources into some other things and you go and nerf them in the future,
all you do is listen to cry babies who haven't got these mech or weapons and cry about being beat by them, you don't care about the players who spend thousands of acoins and thousands of mod parts and millions of credits upgrading these things, that took alot of time and work to save up
That's it I'm done with this game, well done on destroying a once great game
I understand your point.
We’re not trying to invalidate your progress; we rebalance to keep matches fair and avoid dominant outliers. I know that doesn’t fully remove the frustration, but your feedback about long-term value is noted.
finally disc launchers are getting a buff. i believe savant could do with a massive buff too as maxed savant 12 and 16 are useless in battles, you need to reload savant 12 5 to 6 times to kill 1 enimy also tanks with max power of 24 are useless. the weapons they carry is not enough to kill. why not upgrade all tanks to have max weapon carry of 28 and make more 14 power weapons
Savant got a buff witch was good until mods were reworked please at more perjectiles or make the perjectiles slightly slower because it takes savant like 4 whole mags to just get rid of mods
finally disc launchers are getting a buff. i believe savant could do with a massive buff too as maxed savant 12 and 16 are useless in battles, you need to reload savant 12 5 to 6 times to kill 1 enimy also tanks with max power of 24 are useless. the weapons they carry is not enough to kill. why not upgrade all tanks to have max weapon carry of 28 and make more 14 power weapons
Glad you like the Disc Launcher buffs.
Savant is noted, but global tank capacity changes aren’t planned for now. If it underperforms, we’d rather buff it specifically than change the whole system.
Please add some hp to solis I am a semi maxed player (everything I have is rank 6 but not maxed yet) The only problems I had with solis was that the ability would not affect bots it Was a glass cannon and it was slow two of those were fixed but you added yet another problem solis's ability duration is now cut in half before solids could blind mechs like surge and nomad when they dash in so solid had a chance at surviving but now the blind is not long enough to keep dash mechs and guided spam at bay
I hear you on Solis.
We’ll keep monitoring its performance post-change and adjust if needed in the future.
It's all good.
Everyone stop whining (again) how you spent money.
I have to chuckle at the guy saying he no longer uses Eclipse, Surge, Hemlick, Revokers...because they were nerfed.
Funny, I see lots of people playing them and doing well. I still use Revoker. Are some other things now reasonable to use? Yes, but nothing was "ruined".
Predictions of games flooded with dominating Outlaw never happened.
Adapt.
It's all good.
Everyone stop whining (again) how you spent money.
I have to chuckle at the guy saying he no longer uses Eclipse, Surge, Hemlick, Revokers...because they were nerfed.
Funny, I see lots of people playing them and doing well. I still use Revoker. Are some other things now reasonable to use? Yes, but nothing was "ruined".
Predictions of games flooded with dominating Outlaw never happened.
Adapt.
My hangers are over 20k, so yes they are useless in high power matches, I face the top players with maxed everything, revokers don't do well at all, maybe in lower power matches they are good, but not in over 20k power games,
And yes solis will be useless now, it was already weak in high power matches but the blind effect made it good, I used thousands of acoins and credits maxing it and thousands of mod parts to max them for it, and now I'll never use solis again so it's a complete waste of resources that I have been saving for a long time, so you think I shouldnt be bothered about that and should just adapt?, seriously
I understand your point.
We’re not trying to invalidate your progress; we rebalance to keep matches fair and avoid dominant outliers. I know that doesn’t fully remove the frustration, but your feedback about long-term value is noted.
Well solis is going to be completey useless now because it was already weak hp, 3 second blind wasn't even that long anyway but now 1.5, wow, I just also spent thousands of mod parts to make it stronger in tournaments but now I won't be using it again, so you really need to either let us scrap mod parts or be able to swap them on different mechs in each category, so all support mech can swap mods between each other, all scout can swap between each other and so on
Initial thoughts:
So plarium saw our calls for Redox to be buffed with maybe a bit more hp or a decent speed buff and said "why not both? And we'll give it a personal shield too". I mean why not. Redox has been trash from the very beginning. Like it was never good.
Blast RPG buff: We just wanted to not have it home in on targets at all. We wanna manual aim it and splash surfaces near our opponents to deal damage.
Disc Launcher buff: Maybe just what it needed. I feel like now that there's been so much power creep you could give the 16 energy disc launcher the same fire rate as the other 2 variants finally though. And I still would have liked to see them damage 2 mod shield layers at once. I would at least like to see some weapon have that ability and others with mod dismantling capabilities. Something that destroys galvanic hulls. Disc launcher could also do that.
Chain gun keeps getting direct damage boosts. If it's ever good, it's just going to be OP this way.
Solis: Fair NERF cause even with half cooldown it was just mild annoyance singularly but multiple could be very annoying.
Dreadnaught and Nomad sub-max NERF. Thanks for doing this but SP tankers have moved on to using volti so it needs the same treatment.
Deathwalker: I thought if anything its ability duration needed a NERF but I didn't know about the bug with the cooldown. I'm assuming it was patched because deathwalker had two separate ability cooldowns before, and a reduced cooldown if killed while your ability is active. I think maybe this is the correct NERF. Interesting to see what happens with "Tailsing".
If any mech needed another to counter it though I thought that would be Citadel because literally everything gets affected by its massive seismic field ability and its so fast and so tanky it performs like a crazy attacker tank. But I don't know that I want it NERFed yet. I definitely know that I want something to be unaffected by the seismic field. Maybe something that's immune or resistant to field effects while its ability is active. There's already two in the game. Or maybe resistance to field effects can be a buff for already existing mechs. IDK.
Burrow Beam: I think making its shield piercing work like other weapons is exactly what it needed. I wouldn't use this weapon on scouts anymore. And I think its performance may become very map dependent. But the ability for it to tunnel through mechs is for sure always useful.
I was hoping Carbine might get a buff still, along with railgun and EM Rifle. Sadly these weapons are still forgotten about. And I said before I wanted EM to have its auto-target capability back but that might make it OP on Orion