
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.
Eso a mí impresión no es para nada justo.
Primero las armas que fueron compradas y que uno tuvo que invertir para subirlas van a bajar su daño. Acaso van a devolver todo el dinero que se invirtió en ellas, el que se uso para subirlas, el de subir los mechas para poder usarlas, el de subir los implantes correctamente y el de subir los pilotos.
A parte de que no es las armas que vas a hacer después vamos a quitar las habilidades de los mechas porque la verdad es que hay habilidades de otro planeta.
Y luego que?
No vendas las armas y nos peleamos todos con mechas iguales y con las mismas armas y vemos cuánto dura el juego.
Que tal yo no estoy deacuerdo con el reequilibrio ustedes tienen la culpa, como van a poner a un jugador de baja categoría con uno de mucho tiempo y eso se ve en los torneos, eso es lo que deberían arreglar y devolver todo lo que negociaron a como estaban ya han abandonado el juego muchos que conocí y si siguen a si se van a quedar solos lo que están haciendo no me ha servido de mucho me han debilitado y ya no puedo competir con alguien de poder.
I have Deadwalker and spent money on getting it and updating. 15 secs nerf is too much . Please consider 12 secs , if at all. Also why nerf stuff why not do beta tests first this way it won't feel money grab.
PS. Orion can oneshot bots and citadel is very OP are you considering those for nerfing?
if you do the works from first time released anything new this wont had needed always after a time all you screwed then you say its about a rebalance. the way you do on dreadnaught and nomad, should apply all legendary mech then, sourge still strong they will use for those both you will nerf for lower rank. all old mech & weapon all quallity need a dmg up. Im back to the game after 2 year leave, from july to december 2025, I played so good, then you started the bullxhit with "rebalance".
I am very dissapointed over the dreadnaught nerf. The nerf is so large that it is going to make the mech largely unplayable for most players in CPC and DM below anything but maxed rank, or in Hangar Showdown. I spent a significant amount of money and acoins on that mech (and I know I am not the only one) and now it's going to be very nearly worthless to me. I understand there is an issue with people using it to SP drop, but in my experience, the dreadnaught SP dropping issue is not prevalent enough in standard play to warrant such an egrigeous nerf. Surely there are other ways the issue could be addressed (changing the programming of matchmaking specifically to address SP dropping hangars, for instace) or the nerf could be reigned in a good deal, and still be effective.
I don't see this as a patch; I spent an enormous amount of money and time upgrading my weapons and macros... It just feels like they are nerfing it to sell other things. Think of how much cash and time it takes to fully upgrade just one Deathwalk... They have instantly made fools of the players who play the game just for that one thing. I doubt anyone will spend money on this game now. If we spend money to upgrade and get strong, they will probably nerf it again. Instead of nerfing, they should implement a buff patch to bring other macros and weapons to the same level so that we can enjoy the game without worry, no matter which macro we raise. If they just nerf a high-performance macro again, who would invest time and cash to fully upgrade it? There is a game company in South Korea called NCSoft... the company that made the game Lineage... and they are doing exactly the same thing now. They release good characters and high-performance items, nerf them after a while, buff unpopular characters and unused items... and then repeat the cycle over time. I am leaving the game now. When will you release... Why would I invest time and cash if I don't know how to nerf macros and weapons?
I don't understand why half of the mechs need to be reduced, they're already invisible on the battlefield. Take Normad, for example, up to 4500 hangars, but then I didn't see them. The most annoying thing about this rebalance is that everyone is focusing on weak players who will leave in 2-3 months, and the server will lose the golden mean from 8000 to 14,000 hangars, which were detonated and supported the game and the server. It's a shame, but I haven't seen half of my friends for 3 weeks, with whom I constantly played in a party, and that's exactly 9000-11000. When the admins realize this (that they lost it), they will do rollbacks, but unfortunately only 20-25% will return. The rest will play on other servers, fortunately there are a lot of clone games now.
The most disgusting thing about all this is that half the mechs don't play anymore, since there's no point in even playing Normand. The whole game boils down to this: when they fixed both close combat and attack, stand somewhere behind the walls and fire artillery across the entire field, that's it, so everyone who +/- detonated was hangars 9000 and above, now I haven't met my friends for 2-3 weeks (with whom I played), more than half haven't logged into the game for 2 weeks, and that's from 102 people to 60, with hangars 1000-14000. It's a shame that you've ruined the game so much, towards the noobs who will leave the game in 3-4 months, towards the entire core players, you've lost, I'm also looking for a similar game on a different server.
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.