
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.
I'm new to the community but I've spent a lot on Mech Arena over the years and keep coming back because its the best mech battle game I've played on Android so far.
Anyways, burrow beams are extremely OP and the balance is definitely welcome for them. Same goes for Disc Launchers that I had invested so much on, but cant use them off late because of how bad their damage was.
On a different note, there are 2 issues i wanted to raise.
1.Cards for maxed out mechs and weapons - we still get cards for weapons and mechs that have already maxed out. It would be great if we can recycle these cards for extra bucks or A-coins.
2. Implants - They cost a lot, but what sucks more is having invested in 1 epic implant and raising it all the way to level 6 and then deciding to buy the legendary variant of the same implant. It would be great if epic and legendary implant parts can be converted into each other. For e.g. Convert 1000 epic implant parts into 10 legendary implant parts and vice versa. That would really help recycle some of the investment rather than starting over.
Wtf so because your ass of a team decided oh we are too lazy to fix the matchmaking and just make mechs weaker like wtf I thought you guys were trying to be a good game not an ass one like I use dreadnought and nomad but you decide to nerf the, like really? Also what about Scorpio's still a ass mech
Solis absolutely did not need blinding duration nerf. If you're gonna touch that then don't increase ability cooldown, 1.5 seconds is too low. It's issue is low HP, it's very fragile and ability was there to mitigate it otherwise it will just die too quickly.
Also deathwalker already had slow HP recovery for the duration of the battle, now it's just going to quickly die pver and over without doing anything once you failed to get killed in ability.
Also nerf volti damage or rework it's ability entierly, SP droppers now using that instead of dreadnought and nomad
Officially deleted the game, not before leaving the clan, and saying good bye to all the great folks that I played with.
I had been playing for a about a year, a good buddy of mine got me into playing. We had over 1.5k battles together, 1.2k of which we won.
Put in a lot time, some amount of money, and dedication into this game. Had plenty of fun. However, when they nerfed the revokers, and the eclipse, I swore that I would delete this game if they nerfed another paid item again.
The Deathwalker nerf, no matter how significant or insignificant, was the last straw for me. You will continue to lose players by doing what you are doing now.
People who pay money to buy the exclusive content, keep the lights on at the end of the day. I will not indulge Palarium and it's hap hazard attempts at "amending" their mistakes when creating mechs or weapons.
I was part of one of the top 100 clans in weekly damage, (ZEN) where the level of competition, companionship, and team play was amazing.
A job well done Palarium, nobody loses players as efficiently as Mech Arena does.
~ Mr House
1. Mech & Weapon Nerfs
Recent adjustments on Deathwalker’s HP restoration and Burrow Beam reduction raise concerns. These changes risk making the mech and weapon ineffective, similar to what happened earlier with Eclipse and Revoker. Instead of repeated nerfs, consider upgrading Eclipse and Revoker to restore balance and player confidence.
If a mech or weapon is nerfed after players have invested significant time and resources, reimbursement in Acoins should be provided. This is a fair approach because once a mech or weapon becomes nearly useless due to nerfs, the player’s prior investment loses value. A reimbursement system would show respect for player effort and maintain trust in the game.
The current prize distribution feels discouraging. For example, 2nd or 3rd place rewards of only 26 or 6 Acoins undervalue the effort players invest. Previous tournaments offered more meaningful rewards, motivating participation. The present system feels like “token prizes” rather than recognition of skill. A fairer structure would ensure that time and dedication are rewarded appropriately.
Despite taking 2–4 weeks for improvements, the outcome has disappointed many players. Instead of enhancing the experience, the changes have reduced excitement. Reconsidering the reward system and gameplay balance could restore trust.
The tougher enemy bots are a positive step. However, allied bots also need improvement to make matches more manageable and fair. Balanced AI on both sides ensures competitive integrity.
Continuous nerfs without meaningful upgrades risk alienating the player base. If the trend continues, it could undermine the game’s longevity. A better path forward is balancing upgrades, fair rewards, and a reimbursement policy that respects player investment.
You don't need to rebalance those things. Rebalance the tournament the kill theft issue is irritating and also if you don't want give A-coins in tournament so why you are showing 25 A-coins at expert1 as big numbers. The opponent has 10000-12000 SP and mine is 7000. And you said we will fair the match making. This is soo fair thanks. And if you don't want players bellow 9000 SP at expert1 then show a pop-up that your SP is low for the bracket.