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Rebalance Reminder

🛠️ Reminder: Wave 5 of the rebalance goes live in 7 Days!

Get ready! The fifth stage of our major balance update arrives on June 4.

This wave continues our efforts to make battles more diverse, competitive, and fun. It features buffs to some old favorites, one Mech rework, plus several nerfs targeting SP dropping cases and specific balance concerns.

📈 Key Buffs

  • Redox: Speed (16 km/h → 22 km/h), HP (170,400 → 227,300), Ability Damage (45,500 → 79,600), now grants a Personal Shield (31,600 HP) and a Speed Boost (+50%) for the Ability Duration.
  • Blast RPGs: Damage per Shot +35%.
  • Disc Launchers: Damage per Shot +35%.
  • Chain Guns: Damage per Shot +25%.

🔄 Rework

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

📉 Key Nerfs

  • Dreadnought & Nomad: Ability Damage decreased for all Ranks except Max Rank.
  • Deathwalker: Ability Cooldown (10s → 15s), HP Restoration (+10% Max HP → +5% Max HP).
  • Burrow Beams: Damage distribution changed to 70% Shields / 30% HP, Damage per Shot +6.82%, Reload Time (3s → 4.5s).

✅ What’s next? We’ll continue closely monitoring player feedback and in-game performance and make further adjustments if needed. We hope you enjoy these changes and look forward to hearing your feedback!

🔗 Read the full breakdown of the upcoming update here

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15
28 трав. 2026, 13:1428.05.26
28 трав. 2026, 23:4428.05.26
30.09.23
3

Hello, I fail to understand why you are nurfing the Deathwalker so severely when the glitch with the pod gun STILL causes damage and death after ability respawn? The 10% heal rate don't even compensate for that. Not to mention this has been a glitch since day 1 with Deathwalker. And 15 second recharge? You can't be serious! This mech is already extremely slow as it is and such a long recharge will make this mech useless for any practical battles.

I like this game but I feel like I got severely ripped off, extremely disappointed and it makes me second guess my return.

28 трав. 2026, 23:5828.05.26
30.09.23
3

Not to mention the ftp guardian completely stops it in its tracks.

29 трав. 2026, 06:4629.05.26
24.02.26
2

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.

29 трав. 2026, 12:5929.05.26
30.01.24
424
willbillybe

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.

Agreed about dreadnaught (and nomad). Apart from the fact that they should just fix tanking (there are lots of good ideas to do so), if they are actually doing this to address tanking then they didn't need to nerf rank 4 and up. 

The only benefit (from Plarium's perspective) that I can see of this approach is that it encourages people to fully upgrade these two mechs, but if that's the case then they have miscalculated. Neither of these mechs are strong enough at end game thanks partly to mods. Now they will also not be strong enough at mid game.

VelocityCommunity Manager
29 трав. 2026, 17:2229.05.26
05.04.21
1263
Aremhime

Hello, I fail to understand why you are nurfing the Deathwalker so severely when the glitch with the pod gun STILL causes damage and death after ability respawn? The 10% heal rate don't even compensate for that. Not to mention this has been a glitch since day 1 with Deathwalker. And 15 second recharge? You can't be serious! This mech is already extremely slow as it is and such a long recharge will make this mech useless for any practical battles.

I like this game but I feel like I got severely ripped off, extremely disappointed and it makes me second guess my return.

Thank you for taking the time to share this so thoroughly. The pod gun glitch is something we want flagged properly, so if you haven't already, please submit a bug report so our team can investigate it directly. Regarding the balance changes, we understand this feels like a lot, especially as a returning player, and your disappointment is completely valid. We'll make sure this feedback reaches the team 🙏 

VelocityCommunity Manager
29 трав. 2026, 17:2329.05.26
05.04.21
1263
willbillybe

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.

Appreciate you sharing this and we're sorry it's hit this hard 😔We'll make sure it gets passed along to the team 🙏

VelocityCommunity Manager
29 трав. 2026, 17:2629.05.26
05.04.21
1263
tar

Agreed about dreadnaught (and nomad). Apart from the fact that they should just fix tanking (there are lots of good ideas to do so), if they are actually doing this to address tanking then they didn't need to nerf rank 4 and up. 

The only benefit (from Plarium's perspective) that I can see of this approach is that it encourages people to fully upgrade these two mechs, but if that's the case then they have miscalculated. Neither of these mechs are strong enough at end game thanks partly to mods. Now they will also not be strong enough at mid game.

Really appreciate the detailed perspective here. Sharing the feedback with the team. 

30 трав. 2026, 19:4230.05.26
10.12.25
1

boo hoo i don't have an unfair advantage anymore even though I paid for it.  hilarious

31 трав. 2026, 06:5631.05.26
07.07.25
1

Ummmmm I only have one word to say"ok" I mean it's not really a large difference and not the most useful update but I'll take it better than nothing 😕🍀😃

1 черв. 2026, 15:4701.06.26
13.04.25
29

u guys should have the crate rushes schedule already post it but no take your time guys we can wait a week to see it.

1 черв. 2026, 16:3801.06.26
19.04.25
10

What ?! That mean killshot will make morgen damage as nomad!

1 черв. 2026, 16:5601.06.26
30.01.24
424
alpha

What ?! That mean killshot will make morgen damage as nomad!

That's a good point :-).

And in fact it leads us to another miscalculation by Plarium. Dreadnaught and Nomad are the current top mechs for tankers, but that doesn't mean other mechs can't be used. When I was at lower SPs, I also saw tankers make crazy scores (especially in FFA) with killshot and tengu. Even if the nerf proves bad for tankers, they'll probably just revert back to their old favorites.

VelocityCommunity Manager
2 черв. 2026, 10:348 днів
05.04.21
1263

Thanks everyone for the feedback and discussion. We hear your points and will pass them on to the team. Appreciate you all staying engaged and sharing your thoughts! 

4 черв. 2026, 12:416 днів
4 черв. 2026, 12:41(відредаговано)
30.08.24
64

I can see the rebalance has taken place now, but Deathwalker still has a 7s cooldown when it dies duriing his ability being active, which is the same it was yesterday. It's only when it doesn't die and the duration of the ability finishes, that the cooldown is extended by another 7 seconds (or 8) which with the other 7s would add up to the stated 15s cooldown. 

Meaning the nerf missed the mark no?

4 черв. 2026, 12:506 днів
03.03.26
1

Nomad has become terrible. You spend a lot of money to get this mech, only to see it nerfed by 60%. Even Killshot has better mobility now, despite supposedly being a lower-tier mech. I want my money back. You're ruining a game that used to be really good.