Aurora
The Aurora will now use the firing solution instead of its aim bone when targeting units. This should decrease the number of initial shots that miss.
This patch primarily aims to improve the land balance between factions and between different unit choices at the T2 and T3 stages.
We wish you good luck and much fun playing with the new patch!
The Aurora will now use the firing solution instead of its aim bone when targeting units. This should decrease the number of initial shots that miss.
The obsidian's damage and rate of fire are adjusted. This is a general improvement aimed at increasing their efficiency versus T1 units and reducing the downside of a missed shot.
The pillar gets a slight range reduction to allow for more micro and kiting in some matchups, notably versus the rhino.
The rhino gets a range increase of one to differentiate the ranges of the main T2 tanks more greatly, allowing for more micro and kiting.
The Ilshavoh has improved micro capabilities thanks to an increase in turret turn speed. Vision radius is increased to reduce their reliance on selens and radars.
The riptide was the weakest T2 tank after the recent Blaze buff. It gets a substantial buff to bring it closer in strength to other T2 units.
The blaze gets a small buff to its health and range to differentiate from other hover tanks.
The Yenzyne is given greater health and a faster fire rate with a decrease in speed to improve its effectiveness on land without over buffing it in the naval arena.
Fire beetles are now cheaper, faster to build and have less health. Fire beetles are permanently cloaked, meaning they must be spotted using radar and cannot be spotted using a units vision.
Titans get a buff in range, and small health and shield buffs. Damage is reduced slightly to prevent over buffing.
The Loyalist gains damage and range at the expense of health. It also gains a new ability called "Charge." When activated, a ten second countdown begins and the Loyalist will self-destruct at the end of that countdown. After four seconds the Loyalist gains a x1.75 speed boost and its stun duration is doubled. The delay between pressing the charge button and gaining these advantages is to stop players from simply enabling the ability as any Loyalist is about to die. Once the charge starts after 4 seconds a timer appears over the head of the Loyalist. At the end of the countdown the loyalist will explode. The aim of the new ability is to accentuate the death weapon of the Loyalist and allow for new gameplay opportunities.
Harbingers get a significant buff, gaining a small amount of range to allow for more micro possibilities while also gaining some health and a fast shield recharge speed. Their fire cycle is also adjusted.
The Percival has its fire cycle adjusted to be less front loaded and its shots are slightly more dodgeable.
The Brick's shots are more dodgeable.
The Othuum is buffed with greater speed and damage. Health is reduced. The thau cannon has area of effect damage so that it can easily deal with tech 1 point defense.
Snipers have reduced speed and higher cost as they were too often chosen over the main T3 battle tanks.
Snipers have reduced speed and higher cost as they were too often chosen over the main T3 battle tanks.
Tech 3 artillery became a strong option versus tech 3 tanks after the tech 3 land health reduction. These changes are designed to prevent them from so easily being used against massed tech 3 and tech 2. They will have a harder time retreating from armies.
Tech 3 artillery became a strong option versus tech 3 tanks after the tech 3 land health reduction. These changes are designed to prevent them from so easily being used against massed tech 3 and tech 2. They will have a harder time retreating from armies.
Tech 3 artillery became a strong option versus tech 3 tanks after the tech 3 land health reduction. These changes are designed to prevent them from so easily being used against massed tech 3 and tech 2. They will have a harder time retreating from armies.
Tech 3 artillery became a strong option versus tech 3 tanks after the tech 3 land health reduction. These changes are designed to prevent them from so easily being used against massed tech 3 and tech 2. They will have a harder time retreating from armies.
Higher tech engineers have greater build range to reduce pathfinding conflicts during base building.
Higher tech engineers have greater build range to reduce pathfinding conflicts during base building.
Death Weapons for some experimentals are adjusted to better match the size of the units.
Death Weapons for some experimentals are adjusted to better match the size of the units.
Death Weapons for some experimentals are adjusted to better match the size of the units.
Death Weapons for some experimentals are adjusted to better match the size of the units.
The turn rate change in a previous patch created landing difficulties for these planes. The turn rate change is reverted and they have a reduced speed instead.
The weapons on these gunships have a greater range of motion to bring them in line with other gunships.
The swiftwind gets a cost increase as it is a powerful fighter which can be accessed easily and spammed quite early into the game.
The weapons on these gunships have a greater range of motion to bring them in line with other gunships.
The Spectre now has a cannon akin to the oblivion turret or the exodus class destroyer although much weaker. This differentiates the gunship from those of the other factions and gives Aeon extra options at the T2 air stage.
The Notha is nerfed to bring it back to a similar effectiveness as before. The buffing in previous patches was unintended and severe.
The turn rate change in a previous patch created landing difficulties for these planes. The turn rate change is reverted and they have a reduced speed instead.
ASF are nerfed to allow for more aggressive air usage in the T3 stage. They will have a harder time catching threats presented across the map.
The Czar has been due a serious buff for a while and it is finally here. The flying fortress is now equipped with a shield to allow for incursions into and retreats from enemy territory. The AA capabilities are also greatly increased.
Death Weapons for some experimentals are adjusted to better match the size of the units. Ahwassa also has its speed reduced because of the ASF speed nerf.
Death Weapons for some experimentals are adjusted to better match the size of the units.
The lower cost of the T2 Air HQ compared to land and navy led to a T2 air rush being a no-brainer on 20x20 1v1 maps.
T3 sonar energy maintenance is increased to reflect the effectiveness of this intel structure.
T3 sonar energy maintenance is increased to reflect the effectiveness of this intel structure.
T3 sonar energy maintenance is increased to reflect the effectiveness of this intel structure.
The Seraphim Restoration Field upgrade is moved from the right arm to the left arm allowing for it to be used with the gun upgrade. Regen ceiling values are also adjusted slightly.
Regen Ceiling:
The Seraphim Restoration Field upgrade is moved from the right arm to the left arm allowing for it to be used with the gun upgrade. Regen ceiling values are also adjusted slightly.
Regen Ceiling:
The RAS upgrade is moved from the back to the right arm to even out the options between the three upgrade slots.