Patch 3750

Balance Update
Released

This patch aims to alleviate the most pressing imbalances that have arouse over the past 2 years.
Notably the dominance of Sniper bots and Titans/Loyalists during the T3 stage, Nukes being extremely oppressive, air T4s and T3 artilleries being rushed without any energy infrastructure and the power distribution in naval warfare being very asymmetric tech wise between factions.
It also includes 2 mini-reworks, Soul Ripper and Bulwark which hopefully will help those units function better at their intended roles.
We hope you enjoy this new patch

⚖️ The Balance Team

Land

Asylum

Asylum

Nerf
Aeon UAL0307

Aeon t2 land has become arguably the best with a combination of powerful tanks, cheap shields, and the strongest ACU. This minor nerf aims at reducing the strength a little bit.

Economy

  • Energy Maintenance Cost: 45 55
Titan

Titan

Nerf
UEF XEL0305

The Titan build-time buff from patch 3725 is reverted to make it harder to snowball out of control with a T3 land rush. After T3 rebalance Titans with their fast recharging shields became a bit too oppressive and they are currently stronger than loyalists. A small HP nerf should put the unit in the right place while not taking away from its specialty of constantly dashing in and out and letting its shield recharge.

Durability

  • Health: 2600 2400

Economy

  • Build Time: 2160 2400
Loyalist

Loyalist

Mixed
Cybran XRL0305

The Loyalist build-time buff from patch 3725 is reverted to make it harder to snowball out of control with a T3 land rush. However, Loyalists' ability has been underwhelming and thus it's getting a well-deserved buff, we hope this will be enough to make mixing in Loyalists in your army in later stages a more viable option instead of being a gimmick that is rarely used.

Economy

  • Build Time: 2160 2400

Other

  • Ability: The Loyalist's ability will no longer disable weapons and the charge will kick in 1 second faster
Usha-Ah

Usha-Ah

Nerf
Seraphim XSL0305

Sniper bots get an overall nerf to make it harder to snowball out of control. With the energy cost nerf specifically we aim at delaying the first few snipers from hitting the field immediately after a player gets T3 Land. The snipe mode icon is changed to make the difference between the snipe mode and normal mode easier to see.

Economy

  • Mass Cost: 880 960
  • Energy Cost: 9,700 15,360
  • Build Time: 4,500 5,400
Sprite Striker

Sprite Striker

Nerf
Aeon UAL0304

Sniper bots get an overall nerf to make it harder to snowball out of control. With the energy cost nerf specifically we aim at delaying the first few snipers from hitting the field immediately after a player gets T3 Land.

Economy

  • Mass Cost: 800 880
  • Energy Cost: 8,900 14,080
  • Build Time: 4,500 4,950

Air

Ahwassa

Ahwassa

Nerf
Seraphim XSA0402

Air experimentals were always extremely cheap in energy cost compared to t3 air. This led to the ability to build air t4's without any power setup like is required for t3 air and thus became a relatively cheesy way to win games. With this change, the e cost is more streamlined with t3 air. We also reduce the crash damage of air T4s. Their ability to kill heavily shielded targets by simply dying and hitting them provided the defending player with little counter-play. In addition to the energy cost nerf the Ahwassa gets a small nerf to its AoE considering its dominance compared to the other air T4s.

Economy

  • Energy Cost: 780,000 1,920,000

Weapon

  • Damage Radius: 20 19
  • Crash Damage: 10,000 7,000
CZAR

CZAR

Nerf
Aeon UAA0310

Air experimentals were always extremely cheap in energy cost compared to t3 air. This led to the ability to build air t4's without any power setup like is required for t3 air and thus became a relatively cheesy way to win games. With this change, the e cost is more streamlined with t3 air. We also reduce the crash damage of air T4s. Their ability to kill heavily shielded targets by simply dying and hitting them provided the defending player with little counter-play.

Economy

  • Energy Cost: 731,250 1,530,000

Other

  • Crash Damage: 10,000 7,000
Soul Ripper

Soul Ripper

Mixed
Cybran URA0401

A decrease of roughly 15% across the board. The goal is to make the SR a more viable option and further establish it as the value over time air experimental. With the lower cost, it will be easier for the player to justify investing in the SR and slowly leverage a small-medium advantage he had in the air. In addition to the stat changes we also increase the movement speed by 1 and give it 75 hp regen per second. The decrease in hp is slightly larger than the decrease in DPS meaning the Soul Ripper will be a bit less tanky but will pack a bigger punch relative to its cost.

Durability

  • Health: 90,000 75,000
  • Regen Rate: 0 75

Economy

  • Mass Cost: 34,000 29,000
  • Energy Cost: 480,000 812,000
  • Build Time: 56,250 48,000

Weapon

  • DPS: 1,535 1,368.3

Other

  • Crash Damage: 7,000 5,000
Ambassador

Ambassador

Nerf
UEF UEA0304

Strategic bombers have their elevation reduced. This will make them easier to hit by non-homing AA which should greatly increase the effectiveness of T1 AA and T2 Flak (although that will now hit rarely instead of never) which should make the early strategic bomber a lot less oppressive since now every play will be able to build a unit that will at least partially counter the strategic bomber. Added jamming capability to buff un-scouted strategic bomber runs, making the UEF strategic bomber harder to detect and intercept.

Economy

  • Energy Maintenance Cost: 0 25

Mobility

  • Elevation: 20 14

Other

  • Jamming: Added jamming capability
  • Jamming Default State: Off by default
Shocker

Shocker

Nerf
Aeon UAA0304

Strategic bombers have their elevation reduced. This will make them easier to hit by non-homing AA which should greatly increase the effectiveness of T1 AA and T2 Flak (although that will now hit rarely instead of never) which should make the early strategic bomber a lot less oppressive since now every play will be able to build a unit that will at least partially counter the strategic bomber.

Mobility

  • Elevation: 20 14
Revenant

Revenant

Nerf
Cybran URA0304

Strategic bombers have their elevation reduced. This will make them easier to hit by non-homing AA which should greatly increase the effectiveness of T1 AA and T2 Flak (although that will now hit rarely instead of never) which should make the early strategic bomber a lot less oppressive since now every play will be able to build a unit that will at least partially counter the strategic bomber.

Mobility

  • Elevation: 20 14
Sinntha

Sinntha

Nerf
Seraphim XSA0304

Strategic bombers have their elevation reduced. This will make them easier to hit by non-homing AA which should greatly increase the effectiveness of T1 AA and T2 Flak (although that will now hit rarely instead of never) which should make the early strategic bomber a lot less oppressive since now every play will be able to build a unit that will at least partially counter the strategic bomber.

Mobility

  • Elevation: 20 14
Spy Plane

Spy Plane

Buff
UEF UEA0302

These changes should allow UEF air players to trick their opponents by including Air scouts in their mix and artificially inflating the size of their ASF cloud. It will also make the Air scouts harder to shoot down by static AA/ASF.

Other

  • Jamming: Added jamming capability
  • Jamming Default State: On by default with no running cost
Notha

Notha

Buff
Seraphim XSA0202

For some reason Notha had different crash damage than other T2 Fighter bombers. This change normalizes it to match the standard T2 fighter bomber crash damage.

Other

  • Crash Damage: 25 200
Kennel Drone

Kennel Drone

Buff
UEF UEA0003

Significant improvements to Kennel drones making them much less punishing to lose. Drones will rebuild faster and at much lower cost. The elevation increase makes drones less prone to random AoE attacks landing on the base.

Economy

  • Mass Cost: 250 100
  • Build Time: 750 500

Durability

  • Health: 6 50

Other

  • Elevation: 2 3

Structures

T1 Hive

T1 Hive

Nerf
Cybran URB2301

Hives have been the dominant engineer station forever now, they have many advantages over Kennels and are extremely dominant in the super-late game. These changes are meant to bring the Hives more in line with the Kennels without making them a non-viable option if you quickly want some concentrated, albeit less efficient, bp in your base in the mid to early late-game. Hives will now get less efficient the higher tech of the Hive you get, this is meant to reduce their strength as an insanely compact, high bp that is easy to shield.

Economy

  • Build Power: 25 20
  • Energy Cost: 1,750 2,100
T2 Hive

T2 Hive

Nerf
Cybran URB2302

Reducing HP and build power while increasing energy cost to balance Hive efficiency and make them easier to snipe, emphasizing the need to protect your BP more.

Economy

  • Build Power: 50 37
  • Energy Cost: 4,083.33 4,200

Durability

  • Health: 1,250 1,000
T3 Hive

T3 Hive

Nerf
Cybran URB2303

Significant nerfs to the highest tier Hive to reduce their super-late game dominance. You will now have to pay more to have more concentrated, higher HP, higher range BP.

Economy

  • Build Power: 75 50
  • Energy Cost: 6,416.66 6,300

Durability

  • Health: 2,750 2,000
T2 Kennel

T2 Kennel

Buff
UEF UEB2301

Balancing changes to UEF T2 engineering station to improve cost-effectiveness and viability compared to Cybran Hives.

Economy

  • Mass Cost: 550 525
  • Energy Cost: 2,750 2,625
  • Build Time: 1,100 1,000
T3 Kennel

T3 Kennel

Buff
UEF UEB2302

Mixed changes to T3 Kennel: reduced HP to make it easier to snipe (matching Hive nerfs), but significantly improved build rate to enhance its value proposition.

Economy

  • Build Rate: 20 30

Durability

  • Health: 3,000 2,500
UEF T2 Point Defense

Triad

Nerf
UEF UEB2301

The economy stats of T2 point defenses are being normalized across factions. Ratios between factions were close but not the same for no apparent reason, so these changes standardize the values while making slight adjustments.

Economy

  • Build Time: 664 675
  • Energy Cost: 3,600 3,780
Aeon T2 Point Defense

Oblivion

Buff
Aeon UAB2301

Normalizing economy stats across factions. The build time is reduced to match the standard, while mass and energy costs are slightly increased for balance.

Economy

  • Build Time: 701 675
  • Mass Cost: 528 540
  • Energy Cost: 3,648 3,780
Seraphim T2 Point Defense

Uttaus

Buff
Seraphim XSB2301

Normalizing economy stats to match other factions. Previously had the same cost as Aeon but randomly cost 26 more build time, which has now been standardized.

Economy

  • Build Time: 727 675
  • Mass Cost: 528 540
  • Energy Cost: 3,648 3,780
Cybran T2 Point Defense

Cerberus

Buff
Cybran URB2301

Minor energy cost adjustment as part of faction-wide economy stat normalization for T2 point defenses.

Economy

  • Energy Cost: 3,400 3,360
UEF T2 Static Artillery

Klink Hammer

Nerf
UEF UEB2303

T2 static artilleries shouldn't be able to consistently hit small single targets. Firing randomness is increased by 0.25 to reduce accuracy against small targets. Economy stats are also normalized across factions with minor adjustments.

Economy

  • Mass Cost: 1,890 1,900
  • Energy Cost: 13,500 13,585

Weapon

  • Firing Randomness: 2 2.25
Aeon T2 Static Artillery

Miasma

Buff
Aeon UAB2303

Aeon artillery gets a small buff as it's currently the most underwhelming one. Damage radius is increased to improve effectiveness, while firing randomness is adjusted to prevent consistent hits on small targets. Economy stats are normalized with minor cost increases.

Economy

  • Mass Cost: 2,079 2,080
  • Energy Cost: 14,850 14,872

Weapon

  • Firing Randomness: 1.5 1.75
  • Damage Radius: 2 2.25
Seraphim T2 Static Artillery

Iashavoh

Nerf
Seraphim XSB2303

T2 static artilleries shouldn't be able to consistently hit small single targets. Firing randomness is increased by 0.25, and economy stats are normalized with minor cost adjustments.

Economy

  • Mass Cost: 1,995 2,000
  • Energy Cost: 14,250 14,300

Weapon

  • Firing Randomness: 1.5 1.75
Cybran T2 Static Artillery

Little Bertha

Nerf
Cybran URB2303

Firing randomness increased to prevent consistent hits on small single targets. Minor energy cost adjustment as part of economy stat normalization.

Economy

  • Energy Cost: 12,000 12,012

Weapon

  • Firing Randomness: 2.5 2.75
Nuclear Warhead

Nuclear Warhead

Nerf
ALL FACTIONS Strategic Missile

Nukes are extremely strong and can be very oppressive, especially in team games. The energy cost of the missile itself is increased (The Launcher will now drain 5k instead of 4.5k E/sec), increasing the importance of adjacency while discouraging heavy assisting.

Economy

  • Energy Cost: 1,350,000 1,500,000
Nuke Silo

Nuke Silo

Nerf
ALL FACTIONS T3 Strategic Missile Launcher

In almost every game in an early late-game, it's a good idea to make a nuke. Its relatively low cost combined with having potential for game-ending damage makes it a no-brainer, forcing out multiple SMDs across the map. The mass cost increase and higher energy cost are supposed to make it more expensive and delay the 1st nuke by requiring more E infrastructure to set up. You will no longer be able to get T3, make 2 T3 power generators, and a nuke launcher immediately afterward.

Economy

  • Mass Cost: 15,000 16,500
  • Energy Cost: 210,000 412,500
Aeon Nuke Sub

Silencer

Nerf
Aeon UAS0304

Cost increases to make nuke submarines more expensive and require more infrastructure setup, consistent with land-based nuke launcher changes.

Economy

  • Mass Cost: 9,000 9,500
  • Energy Cost: 80,000 152,000
UEF Nuke Sub

Ace

Nerf
UEF UES0304

Cost increases to make nuke submarines more expensive and require more infrastructure setup, consistent with land-based nuke launcher changes.

Economy

  • Mass Cost: 9,000 9,500
  • Energy Cost: 80,000 152,000
Cybran Nuke Sub

Plan B

Nerf
Cybran URS0304

Cost increases to make nuke submarines more expensive and require more infrastructure setup, consistent with land-based nuke launcher changes.

Economy

  • Mass Cost: 10,000 10,500
  • Energy Cost: 80,000 152,000
UEF T3 Static Artillery

Duke

Nerf
UEF UEB2302

Energy cost nerfs follow in the steps of Air experimentals and nukes. The E cost increase is meant to force players to set up proper energy infrastructure before making artillery instead of being able to dump all of their mass extremely fast. The E maintenance cost increase is meant to create a real operational cost, especially when a player has multiple artilleries.

Economy

  • Energy Cost: 900,000 1,350,000
  • Energy Cost to Fire: 8,000 16,000
Aeon T3 Static Artillery

Emissary

Nerf
Aeon UAB2302

Energy cost nerfs follow in the steps of Air experimentals and nukes. The E cost increase is meant to force players to set up proper energy infrastructure before making artillery instead of being able to dump all of their mass extremely fast. The E maintenance cost increase is meant to create a real operational cost, especially when a player has multiple artilleries.

Economy

  • Energy Cost: 915,000 1,372,500
  • Energy Cost to Fire: 8,500 17,000
Seraphim T3 Static Artillery

Suthanus

Nerf
Seraphim XSB2302

Energy cost nerfs follow in the steps of Air experimentals and nukes. The E cost increase is meant to force players to set up proper energy infrastructure before making artillery instead of being able to dump all of their mass extremely fast. The E maintenance cost increase is meant to create a real operational cost, especially when a player has multiple artilleries.

Economy

  • Energy Cost: 885,000 1,327,500
  • Energy Cost to Fire: 7,500 15,000
Cybran T3 Static Artillery

Disruptor

Nerf
Cybran URB2302

Energy cost nerfs follow in the steps of Air experimentals and nukes. The E cost increase is meant to force players to set up proper energy infrastructure before making artillery instead of being able to dump all of their mass extremely fast. The E maintenance cost increase is meant to create a real operational cost, especially when a player has multiple artilleries.

Economy

  • Energy Cost: 870,000 1,305,000
  • Energy Cost to Fire: 7,000 14,000