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📢 Rebalance: 5th Wave

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.

One Mech will be reworked:

  • Solis: Blind Effect Duration (3s → 1.5s), Speed Boost (+80% for 3 secs), Ability Cooldown (8s → 12s).

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 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. 

  • 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. 

i


Views
926
Comments
117
May 21, 2026, 13:0905/21/26
May 21, 2026, 13:1305/21/26
07/05/25
1

WHERE?! WHERE IS SCORPIUS?! YOU BUFF EVERYTHING EXEPT MY FAVORITE MECH!!!!!!!!!!!

May 21, 2026, 14:5105/21/26
12/10/24
1

Thank you for understanding I love the game 

May 21, 2026, 15:0205/21/26
May 21, 2026, 15:09(edited)
10/29/25
1

I honestly feel like support is just doing what they feel like at this point, not actually listening to the community, and then dressing it up as "this is what the community wanted". Like this post if you agree, for scientific purposes. 

May 21, 2026, 15:0305/21/26
02/14/23
5

It is not fair to drop mechs and weapons-I build and spent money for revorker- no become usless (almost) 


May 21, 2026, 15:1105/21/26
12/10/24
45

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

May 21, 2026, 15:3505/21/26
11/08/22
7

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

May 21, 2026, 15:3805/21/26
May 21, 2026, 15:43(edited)
09/17/21
414

[quoted `john`, then edited it which fs with quoting apparently]

Uh bro idk if anyone uses tengu for tanking, you probably just fought a tengu, lost horribly and now you're salty

Tengu is my favourite mech, definitely doesn't need a nerf, loved by many and is only rare anyway so it doesn't really matter.

I'm still waiting for a legendary tengu... C'mon Plarium, please


The most common sp dropping mechs are dreadnought and nomad, guess what mechs they nerfed (albeit maybe a little too harshly)

May 21, 2026, 15:3905/21/26
03/27/26
2

pls fix the rewards

May 21, 2026, 15:4005/21/26
03/27/26
2
PogsterPlays

[quoted `john`, then edited it which fs with quoting apparently]

Uh bro idk if anyone uses tengu for tanking, you probably just fought a tengu, lost horribly and now you're salty

Tengu is my favourite mech, definitely doesn't need a nerf, loved by many and is only rare anyway so it doesn't really matter.

I'm still waiting for a legendary tengu... C'mon Plarium, please


The most common sp dropping mechs are dreadnought and nomad, guess what mechs they nerfed (albeit maybe a little too harshly)

ya it is my favourite too

May 21, 2026, 15:4105/21/26
09/17/21
414

Bro I'm happy the deathwalker problem is finally being addressed more directly, and deathwalker will still definitely be good after these changes.


And a redox buff? That thing might end up scary. Personally I would've given it damage resistance instead of a shield, but I guess it got a speed boost to make up for that.

May 21, 2026, 15:4405/21/26
01/16/26
1

I feel like when you nerf stuff you should compensate players who own that mech or weapon at the time of the nerf - imagine spending money to buy a product and then have the manufacturer downgrade the product after you've paid for it! Compensation should increase with the level of the mech or weapon in question. What does everyone think? Seems reasonable, no?

May 21, 2026, 15:4605/21/26
03/16/25
5

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

May 21, 2026, 15:5105/21/26
03/16/25
5
bloop

I feel like when you nerf stuff you should compensate players who own that mech or weapon at the time of the nerf - imagine spending money to buy a product and then have the manufacturer downgrade the product after you've paid for it! Compensation should increase with the level of the mech or weapon in question. What does everyone think? Seems reasonable, no?

This is reasonable becuase after nerfs players may may no longer want to use the nerfed mech or weapon but with compensation players can put resources into other or new mechs or weapons and use them as replacements for the mech or weapon you nerfed

VelocityCommunity Manager
May 21, 2026, 15:5305/21/26
04/05/21
1263
Monsterfan

WHERE?! WHERE IS SCORPIUS?! YOU BUFF EVERYTHING EXEPT MY FAVORITE MECH!!!!!!!!!!!

Scorpius wasn’t part of this rebalance cycle. It’s not ignored; we’re still tracking its performance, and it may be adjusted in the future.

VelocityCommunity Manager
May 21, 2026, 15:5305/21/26
04/05/21
1263
Pickle

Thank you for understanding I love the game 

Thank you! 😉

May 21, 2026, 15:5405/21/26
03/16/25
5

btw follow up recently I spent about 20$ to 50$ getting solis to rank 6 and now I'm not sure If I will still use it so PLEASE GIVE COMPENSATION also my player id is 82870116 if anyone wants to see my hanger or freind me


VelocityCommunity Manager
May 21, 2026, 15:5905/21/26
04/05/21
1263
Terminator

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.

May 21, 2026, 16:0005/21/26
03/16/25
5
faithley

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

VelocityCommunity Manager
May 21, 2026, 16:0205/21/26
04/05/21
1263
faithley

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.

VelocityCommunity Manager
May 21, 2026, 16:0605/21/26
04/05/21
1263
Goofy_Goober

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.