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.
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
Most people accept NERFs and buffs as part of the game
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
Exactly right, nearly everything I've maxed the last year, has now all been nerfed, so much resources wasted that could of been used else where, they shouldn't nerf anything and should just buff everything else up, it's all the cry baby small hanger players that complain about mech and weapons being strong because they haven't got them and for some reason platuirm listen to them rather than us higher power players
As a veteran player (4 years), I find your robot and weapon adjustments quite reasonable (though some things are a bit overdone), but there are still many other mechs and weapons that really need power boosts. Therefore, you could buff mechs and weapons that are currently out of place in the meta and adjust those that are overpowered compared to other weapons with the same energy and rarity. Thank you for listening, and I wish your game continued growth and success.
Est ce qu'il serait possible de buff les carabines pour les dégats, la portée optimal et réduire son temps de rechargement il faudrait aussi en crée des carabines 16.
Il faudrait aussi buff les HP de Orion et de Panthère.
Nerf les dégâts des revoker quand la fléche revient er réduire la vitesse de la fléche.
Il faudrait aussi nerf la vitesse de rechargement des reaver.
Il faudrait augmenter la cadence de tir des vipers.
Augmenter les dégats des fuses mortar et mettre des fuses mortar 16.
As a veteran player (4 years), I find your robot and weapon adjustments quite reasonable (though some things are a bit overdone), but there are still many other mechs and weapons that really need power boosts. Therefore, you could buff mechs and weapons that are currently out of place in the meta and adjust those that are overpowered compared to other weapons with the same energy and rarity. Thank you for listening, and I wish your game continued growth and success.
So what is the point of the game if everything is the same? Things need to be weaker and things need to be more powerful, thats the whole point of any game, so you can work hard and collect enough resources to get the more powerful things, but to do that and then they nerf them, is the stupidest thing game developers could ever do because it breaks trust with players and makes people never want to upgrade anything because there's a chance it will be nerfed in the future, nothing should ever be nerfed but yes some things deserve a little buff boost
Most people accept NERFs and buffs as part of the game
Nothing should ever be nerfed, people spend thousands of acoins, thousands of mod parts and millions of credits upgrading things, which takes along time to save, nerfing things just makes it all a waste
So what is the point of the game if everything is the same? Things need to be weaker and things need to be more powerful, thats the whole point of any game, so you can work hard and collect enough resources to get the more powerful things, but to do that and then they nerf them, is the stupidest thing game developers could ever do because it breaks trust with players and makes people never want to upgrade anything because there's a chance it will be nerfed in the future, nothing should ever be nerfed but yes some things deserve a little buff boost
Yeah broo. That's why I am worried about upgrading storm racks. It's also a out performing weapon till now.
I don't want to say anything bad, but I've been playing here for almost 2 years, I had a permanent group of friends of 100+ people. Yes, we detonated somewhere around 100-150 dollars a month, after the rebalance, 80% of people have been gone for more than 2 weeks, and the game is either noobs or high level 15,000+, why kill the middle (the support of the game), I still don't understand.
Hola buenas tardes compañeros y compañeras desarrolladores en el hipotético caso que vayan a tocar algunas de mis armas de hecho para bajar su desempeño porque para subirlo lo dudo mucho. Les sugiero que tomen las armas y me devuelvan todo dinero y crédito porque las armas para usarlas hay que desarrollar los mechas y aumentar la potencia de los pilotos poner los implantes correctamente. Y todo eso lleva una inversión. Así que a menos que vayan devolverme todo eso porfa mis armas no las toquen
Yeah broo. That's why I am worried about upgrading storm racks. It's also a out performing weapon till now.
I wouldn't bother upgrading it, it will be nerfed in a few months, nothing good is worth upgrading anymore because all low hanger players will complain about them so they all will end up being nerfed in the future