Patch 3761

Balance Update
Released

The main objective of this patch is to enhance the viability of a diverse range of strategies by boosting raiding capabilities, balancing overpowered units, and introducing novel ways to utilize existing units.

⚖️ The Balance Team

Land Units

Spirit

Spirit

Nerf
Aeon UAL0101

Brings the Spirit's speed in line with the other t1 scouts. This plays a small role in reducing the effectiveness of tree breaking as well.

Mobility

  • Max Speed: 5 4.6
  • Max Acceleration: 5 4.6
Mongoose

Mongoose

Buff
UEF UEL0205

The following changes make this unit better at staying on target while moving.

Mobility

  • Turn Rate: 90 80

Weapon

  • Rack Salvo Charge Time: 2 1
  • Rack Salvo Reload Time: 1 2
  • Turret Yaw Speed: 80 90
Hoplite

Hoplite

Buff
Cybran URL0205

The following changes make this unit better at staying on target while moving.

Mobility

  • Turn Rate: 90 80

Weapon

  • Muzzle Velocity: 15 20
  • Turret Yaw Speed: 60 130
Deceiver

Deceiver

Buff
Cybran URL0306

This buff is to counter the vision change to ensure that the Deceiver is not obsolete.

Stealth

  • Stealth Range: 20 23
Riptide

Riptide

Buff
UEF UEL0203

This change is to go along with the vision change to ensure the base vision range is at the same range as the weapon before the +15% is added.

Vision

  • Vision Radius: 15 18
Wagner

Wagner

Buff
Cybran URL0203

Vision changes to match weapon range, and torpedo damage buff to improve underwater combat effectiveness.

Vision

  • Vision Radius: 15 22
  • Water Vision Radius: 20 22

Weapon

  • Torpedo Damage: 15 30
Yenzyne

Yenzyne

Buff
Seraphim XSL0203

This change is to go along with the vision change to ensure the base vision range is at the same range as the weapon before the +15% is added.

Vision

  • Vision Radius: 15 20
Blaze

Blaze

Buff
Aeon UAL0203

This change is to go along with the vision change to ensure the base vision range is at the same range as the weapon before the +15% is added.

Vision

  • Vision Radius: 15 24
Brick

Brick

Buff
Cybran URL0303

Based on a Pull Request by Basilisk3, we have decided to buff the torpedoes and anti-torpedoes of T3 amphibious units. This will make them a bit more viable when they're underwater.

Weapon

  • Torpedo Damage: 8 15
  • Anti Torp Flare RoF: 0.065 0.05
Othuum

Othuum

Buff
Seraphim XSL0303

Based on a Pull Request by Basilisk3, we have decided to buff the torpedoes of T3 amphibious units. This will make them a bit more viable when they're underwater.

Weapon

  • Torpedo Damage: 30 60
Mobile Missile Launchers

Mobile Missile Launchers & Spearhead

Buff
ALL FACTIONS T2 MML / T3 Spearhead

MML and Spearhead missiles are much faster now. This should help them against recent TMD buffs and help hit mobile units.

Weapon

  • Missile Speed: Increased by 1.75x
Scathis

Scathis

Buff
Cybran URL0401

This unit was far more inaccurate than desired or indicated by the reticle. Some shots still go outside the reticle but with this change this is greatly reduced. Increasing its accuracy any further buffed its performance against shielded bases too much.

Weapon

  • Fixed Spread Radius: 80 70
Galactic Colossus

Galactic Colossus

Nerf
Aeon UAL0401

Removal of Omni as this only served as a hard counter to Cybran Cloak.

Intel

  • Omni: Removed

Air Units

UEF T1 Transport

C6 Courier

Buff
UEF UEA0107

Adjust the movement of air transports to increase consistency and responsiveness. This means that placing unload orders on the fly will not cause a huge delay in unloading. It also makes transports quite easy to micro.

Mobility

  • Elevation: 8
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0 -0.25
Aeon T1 Transport

C14 Star Lifter

Buff
Aeon UAA0107

Adjust the movement of air transports to increase consistency and responsiveness.

Mobility

  • Elevation: 8
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0 -0.25
Cybran T1 Transport

C20 Dragon Fly

Buff
Cybran URA0107

Adjust the movement of air transports to increase consistency and responsiveness.

Mobility

  • Elevation: 8
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0 -0.25
Seraphim T1 Transport

Vish

Buff
Seraphim XSA0107

Adjust the movement of air transports to increase consistency and responsiveness.

Mobility

  • Elevation: 8
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0 -0.25
UEF T2 Transport

C14 Skyhook

Buff
UEF UEA0104

Adjust the movement of air transports to increase consistency and responsiveness.

Mobility

  • Elevation: 9
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0.1 -0.25
Aeon T2 Transport

C28 Crane

Buff
Aeon UAA0104

Adjust the movement of air transports to increase consistency and responsiveness.

Mobility

  • Elevation: 9
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0.1 -0.25
Cybran T2 Transport

C225 Skuttle Drop

Buff
Cybran URA0104

Adjust the movement of air transports to increase consistency and responsiveness.

Mobility

  • Elevation: 9
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0.1 -0.25
Seraphim T2 Transport

Vishala

Buff
Seraphim XSA0104

Adjust the movement of air transports to increase consistency and responsiveness.

Mobility

  • Elevation: 9
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0.1 -0.25
UEF T3 Transport

C301 Heavy Lift

Buff
UEF UEA0203

Adjust the movement of air transports to increase consistency and responsiveness.

Mobility

  • Elevation: 10
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KLift: 1 2
  • KLiftDamping: 1.25 2
  • KMove: 0.8 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 7 4
  • CollisionOffsetY: -0.1 -0.25
UEF T1 Interceptor

Cyclone

Buff
UEF UEA0102

This change helps balance out the transport changes. This also makes Interceptors feel more responsive and better to micro.

Mobility

  • AutoLandTime: 1 2
  • BankFactor: 2 3
  • BreakOffDistance: 5 10
  • CombatTurnSpeed: 1.5 1.7
  • KLift: 3 2
  • KLiftDamping: 2.5 2.0
  • KMove: 1 1.5
  • LiftFactor: 7 5
  • StartTurnDistance: 5 10
  • TurnSpeed: 1.5 1.7
Aeon T1 Interceptor

Shimmer

Buff
Aeon UAA0102

This change helps balance out the transport changes. This also makes Interceptors feel more responsive and better to micro.

Mobility

  • AutoLandTime: 1 2
  • BankFactor: 2 3
  • BreakOffDistance: 5 10
  • CombatTurnSpeed: 1.5 1.7
  • KLift: 3 2
  • KLiftDamping: 2.5 2.0
  • KMove: 1 1.5
  • LiftFactor: 7 5
  • StartTurnDistance: 5 10
  • TurnSpeed: 1.5 1.7
Cybran T1 Interceptor

Prowler

Buff
Cybran URA0102

This change helps balance out the transport changes. This also makes Interceptors feel more responsive and better to micro.

Mobility

  • AutoLandTime: 1 2
  • BankFactor: 2 3
  • BreakOffDistance: 5 10
  • CombatTurnSpeed: 1.5 1.7
  • KLift: 3 2
  • KLiftDamping: 2.5 2.0
  • KMove: 1 1.5
  • LiftFactor: 7 5
  • StartTurnDistance: 5 10
  • TurnSpeed: 1.5 1.7
Seraphim T1 Interceptor

Iaselen

Buff
Seraphim XSA0102

This change helps balance out the transport changes. This also makes Interceptors feel more responsive and better to micro.

Mobility

  • AutoLandTime: 1 2
  • BankFactor: 2 3
  • BreakOffDistance: 5 10
  • CombatTurnSpeed: 1.5 1.7
  • KLift: 3 2
  • KLiftDamping: 2.5 2.0
  • KMove: 1 1.5
  • LiftFactor: 7 5
  • StartTurnDistance: 5 10
  • TurnSpeed: 1.5 1.7
Aeon Swift Wind

Swift Wind

Buff
Aeon UAA0203

This change helps balance out the transport changes. This also makes the Swift Wind feel more responsive and better to micro.

Mobility

  • BankFactor: 2 3
  • CombatTurnSpeed: 1.5 1.8
  • KLift: 3 2
  • KLiftDamping: 2.5 2.0
  • KMove: 1 1.5
  • LiftFactor: 7 5
  • StartTurnDistance: 5 10
  • TurnSpeed: 1.5 1.8
ACU and SCU Drones

ACU and SCU Drones

ALL FACTIONS
Buff

Updated the ACU and SCU Drone HP to 50, the same as Kennel drones.

Durability

  • Health: 6 50
Drones

Drones

ALL FACTIONS
Buff

Gives all drones the ability to reclaim on a patrol move. This does not include ACU or SCU Drones.

Mercy

Mercy

Mixed
Aeon DAA0206

Based on Deribus's suggestion from a while ago, this changes the Mercy's role from a sniping unit to a damage over time AOE unit.

We have tweaked the setting a bit more and added a reticule so you're able to see the area of effect when Mercy is fired.

Mobility

  • Max Speed: 10 13
  • Min Speed: 10 3
  • Turning Speed: 1.5 1
  • Elevation: 18 12
  • Fuel Duration: 110 400

Durability

  • Health: 10 90

Vision

  • Vision Radius: 15 10
  • Impact Vision: Added vision projectile on impact

Weapon

  • Damage: 2400 79
  • Damage Radius: 3 7.5
  • Damage Ticks: 0 20
  • Damage Time: 0 10
UEF Torpedo Bomber

Stork

Buff
UEF UEA0204

All of the Tech 2 Torpedo Bombers now have the same number of projectiles. This is important as they are vulnerable to anti-torpedoes now.

Weapon

  • Projectile Count: 2 3
Cybran Torpedo Bomber

Cormorant

Buff
Cybran URA0204

All of the Tech 2 Torpedo Bombers now have the same number of projectiles. This is important as they are vulnerable to anti-torpedoes now.

Weapon

  • Projectile Count: 2 3
Strategic Bombers

Strategic Bombers

ALL FACTIONS
Mixed

A slight decrease in cost and build time but a large increase in reload time. This should prevent early bombers from 1-passing so many targets in quick succession.

Economy

  • Mass Cost: 2100 1750
  • Energy Cost: 144k 180k
  • Build Time: 9.6k 12k

Weapon

  • Rate of Fire: 5s 8s

Structures

UEF T1 Torpedo Defense

AN/AQS-1 Sonar Array

Buff
UEF UEB2109

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Weapon

  • Damage: 150 180
Aeon T1 Torpedo Defense

Tide

Buff
Aeon UAB2109

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Weapon

  • Damage: 150 180
Cybran T1 Torpedo Defense

Scuttler

Buff
Cybran URB2109

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Weapon

  • Damage: 25 30
Seraphim T1 Torpedo Defense

Atha-Ythia

Buff
Seraphim XSB2109

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Weapon

  • Damage: 100 120
UEF T2 Torpedo Defense

AN/AQS-2 Sonar Array

Buff
UEF UEB2205

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Weapon

  • Damage: 150 180
Aeon T2 Torpedo Defense

Tsunami

Buff
Aeon UAB2205

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Weapon

  • Damage: 150 180
Cybran T2 Torpedo Defense

Slink

Buff
Cybran URB2205

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Weapon

  • Damage: 50 60
Seraphim T2 Torpedo Defense

Uttaus

Buff
Seraphim XSB2205

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Weapon

  • Damage: 201 242
HARMS

HARMS

Nerf
Cybran XRB2308

We are decreasing the harm caused by HARMS by removing the stealth and reducing both their HP and Range.

Durability

  • HP: 11000 9000

Economy

  • Build Time: 4097 4100

Weapon

  • Max Radius: 80 70

Intel

  • Personal Stealth: Removed
Aeon T1 Sonar

Aeon T1 Sonar

Mixed
Aeon UAB3101

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units. T1 and T2 sonar will be getting a range buff to make them more useful while giving them more expensive to build and run to balance them out.

Durability

  • Health: 500 400

Economy

  • Energy Cost: 544 1275
  • Mass Cost: 64 150
  • Build Time: 80 127.5
  • Maintenance Cost: 10 20

Intel

  • Sonar Radius: 115 160
UEF T1 Sonar

UEF T1 Sonar

Mixed
UEF UEB3101

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units.

Durability

  • Health: 600 400

Economy

  • Energy Cost: 544 1275
  • Mass Cost: 64 150
  • Build Time: 80 127.5
  • Maintenance Cost: 10 20

Intel

  • Sonar Radius: 115 160
Cybran T1 Sonar

Cybran T1 Sonar

Mixed
Cybran URB3101

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units.

Economy

  • Energy Cost: 544 1275
  • Mass Cost: 64 150
  • Build Time: 80 127.5
  • Maintenance Cost: 10 20

Intel

  • Sonar Radius: 115 160
Seraphim T1 Sonar

Seraphim T1 Sonar

Mixed
Seraphim XSB3101

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units.

Economy

  • Energy Cost: 544 1275
  • Mass Cost: 64 150
  • Build Rate: 13.01 14.08
  • Build Time: 80 127.5
  • Maintenance Cost: 10 20

Intel

  • Sonar Radius: 115 180
Aeon T2 Sonar

Aeon T2 Sonar

Mixed
Aeon UAB3201

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units.

Durability

  • Health: 1000 800

Economy

  • Energy Cost: 3600 7200
  • Mass Cost: 150 300
  • Build Time: 845 1680

Intel

  • Sonar Radius: 230 290
UEF T2 Sonar

UEF T2 Sonar

Mixed
UEF UEB3201

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units.

Durability

  • Health: 1400 800

Economy

  • Energy Cost: 3600 7200
  • Mass Cost: 150 300
  • Build Time: 845 1680

Intel

  • Sonar Radius: 230 290
Cybran T2 Sonar

Cybran T2 Sonar

Mixed
Cybran URB3201

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units.

Durability

  • Health: 625 800

Economy

  • Energy Cost: 3600 7200
  • Mass Cost: 150 300
  • Build Time: 845 1680

Intel

  • Sonar Radius: 230 290
Seraphim T2 Sonar

Seraphim T2 Sonar

Mixed
Seraphim XSB3201

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units.

Durability

  • Health: 1000 1400

Economy

  • Energy Cost: 6000 9600
  • Build Time: 600 2120
Cybran T3 Sonar

Cybran T3 Sonar

Mixed
Cybran URB3201

The Cybran Tech 3 Sonar has gotten a nerf to its stealth field and received a small E drain cost reduction.

Durability

  • HP: 850 1200

Economy

  • Maintenance Cost: 700 600

Intel

  • Radar Stealth Field Radius: 70 40
  • Sonar Stealth Field Radius: 70 40
UEF T3 SAM Launcher

T3 SAM Launcher

UEB2304
UEF
Nerf

SAMs have always had a disproportionate amount of hp for their cost, making them nearly invulnerable to raids. If you built a SAM it would stay there until you got pushed off the area entirely. This change will allow them to be raided, including by air-to-ground units and TML.

Durability

  • HP: 7000 5000
Aeon T3 SAM Launcher

T3 SAM Launcher

UAB2304
Aeon
Nerf

SAMs have always had a disproportionate amount of hp for their cost, making them nearly invulnerable to raids. If you built a SAM it would stay there until you got pushed off the area entirely. This change will allow them to be raided, including by air-to-ground units and TML.

Durability

  • HP: 7000 5000
Cybran T3 SAM Launcher

T3 SAM Launcher

URB2304
Cybran
Nerf

SAMs have always had a disproportionate amount of hp for their cost, making them nearly invulnerable to raids. If you built a SAM it would stay there until you got pushed off the area entirely. This change will allow them to be raided, including by air-to-ground units and TML.

Durability

  • HP: 7000 5000
Seraphim T3 SAM Launcher

T3 SAM Launcher

XSB2304
Seraphim
Nerf

SAMs have always had a disproportionate amount of hp for their cost, making them nearly invulnerable to raids. If you built a SAM it would stay there until you got pushed off the area entirely. This change will allow them to be raided, including by air-to-ground units and TML.

Durability

  • HP: 7000 5000
UEF T1 Mass Extractor

T1 Mass Extractor

UEB1103
UEF
Nerf

Reducing Mex HP across the board should encourage raiding across most of the game. In particular, the T1 Mex HP reduction allows for T1 bombers to destroy them in just two passes, which should help them find utility outside of their regular engineer-slaying duties.

Durability

  • HP: 760 400
Aeon T1 Mass Extractor

T1 Mass Extractor

UAB1103
Aeon
Nerf

Reducing Mex HP across the board should encourage raiding across most of the game. In particular, the T1 Mex HP reduction allows for T1 bombers to destroy them in just two passes, which should help them find utility outside of their regular engineer-slaying duties.

Durability

  • HP: 600 370
Cybran T1 Mass Extractor

T1 Mass Extractor

URB1103
Cybran
Nerf

Reducing Mex HP across the board should encourage raiding across most of the game. In particular, the T1 Mex HP reduction allows for T1 bombers to destroy them in just two passes, which should help them find utility outside of their regular engineer-slaying duties.

Durability

  • HP: 500 360
Seraphim T1 Mass Extractor

T1 Mass Extractor

XSB1103
Seraphim
Nerf

Reducing Mex HP across the board should encourage raiding across most of the game. In particular, the T1 Mex HP reduction allows for T1 bombers to destroy them in just two passes, which should help them find utility outside of their regular engineer-slaying duties.

Durability

  • HP: 650 380
UEF T2 Mass Extractor

T2 Mass Extractor

UEB1202
UEF
Nerf

Reducing Mex HP across the board should encourage raiding across most of the game.

Durability

  • HP: 2500 2000
Seraphim T2 Mass Extractor

T2 Mass Extractor

XSB1202
Seraphim
Nerf

Reducing Mex HP across the board should encourage raiding across most of the game.

Durability

  • HP: 2000 1950
UEF T3 Mass Extractor

T3 Mass Extractor

UEB1303
UEF
Nerf

T3 Mex HP is brought closer together to reduce faction HP discrepancies.

Durability

  • HP: 9000 7000
Aeon T3 Mass Extractor

T3 Mass Extractor

UAB1303
Aeon
Buff

T3 Mex HP is brought closer together to reduce faction HP discrepancies.

Durability

  • HP: 6200 6500
Cybran T3 Mass Extractor

T3 Mass Extractor

URB1303
Cybran
Buff

T3 Mex HP is brought closer together and Cybran T3 Mex no longer die to a single TML.

Durability

  • HP: 6000 6250
Seraphim T3 Mass Extractor

T3 Mass Extractor

XSB1303
Seraphim
Nerf

T3 Mex HP is brought closer together to reduce faction HP discrepancies.

Durability

  • HP: 7000 6750
UEF T1 Power Generator

T1 Power Generator

UEB1101
UEF
Nerf

Reducing power generator HP to encourage raiding of economy structures.

Durability

  • HP: 760 600
Aeon T1 Power Generator

T1 Power Generator

UAB1101
Aeon
Nerf

Reducing power generator HP to encourage raiding of economy structures.

Durability

  • HP: 600 525
Seraphim T1 Power Generator

T1 Power Generator

XSB1101
Seraphim
Mixed

Reducing power generator HP to encourage raiding of economy structures. Also making it consistent with other factions by removing the death animation.

Durability

  • HP: 650 550

Other

  • Removed Death Animation
Cybran T2 Power Generator

T2 Power Generator

URB1201
Cybran
Buff

Increasing T2 power generator HP to improve survivability.

Durability

  • HP: 1800 2200
Aeon T2 Power Generator

T2 Power Generator

UAB1201
Aeon
Buff

Increasing T2 power generator HP to improve survivability.

Durability

  • HP: 1900 2300
Seraphim T2 Power Generator

T2 Power Generator

XSB1201
Seraphim
Buff

Increasing T2 power generator HP to improve survivability.

Durability

  • HP: 2000 2400
UEF Mass Storage

Mass Storage

UEB1106
UEF
Nerf

Reducing mass storage HP to encourage raiding of economy structures.

Durability

  • HP: 1200 800
Aeon Mass Storage

Mass Storage

UAB1106
Aeon
Nerf

Reducing mass storage HP to encourage raiding of economy structures.

Durability

  • HP: 1000 650
Cybran Mass Storage

Mass Storage

URB1106
Cybran
Nerf

Reducing mass storage HP to encourage raiding of economy structures.

Durability

  • HP: 800 600
Seraphim Mass Storage

Mass Storage

XSB1106
Seraphim
Nerf

Reducing mass storage HP to encourage raiding of economy structures.

Durability

  • HP: 1100 700
UEF Energy Storage

Energy Storage

UEB1105
UEF
Buff

Increasing energy storage capacity and adjacency bonus to make energy storage more valuable.

Economy

  • Capacity: 5000 10000
  • Storage Adjacency: Increased by x2
Aeon Energy Storage

Energy Storage

UAB1105
Aeon
Buff

Increasing energy storage capacity and adjacency bonus to make energy storage more valuable.

Economy

  • Capacity: 5000 10000
  • Storage Adjacency: Increased by x2
Cybran Energy Storage

Energy Storage

URB1105
Cybran
Buff

Increasing energy storage capacity and adjacency bonus to make energy storage more valuable.

Economy

  • Capacity: 5000 10000
  • Storage Adjacency: Increased by x2
Seraphim Energy Storage

Energy Storage

XSB1105
Seraphim
Buff

Increasing energy storage capacity and adjacency bonus to make energy storage more valuable.

Economy

  • Capacity: 5000 10000
  • Storage Adjacency: Increased by x2

ACU

Aeon ACU Range Enhancement

Range Enhancement

Aeon ACU
Aeon
Mixed

The Aeon gun range upgrade is quite powerful with the current cost. We have split it to allow it to still be strong later but not oppressive in the game's t1/early t2 phase. This along with the OC nerf should make the Aeon gun com far less oppressive while still being viable.

Economy

  • Energy Cost: 15000 6000
  • Mass Cost: 500 300
  • Build Time: 500 350

Weapon

  • New Range: 35 30
Aeon ACU Advanced Range Enhancement

Advanced Range Enhancement

Aeon ACU
Aeon
Buff

New enhancement that requires the first Range upgrade. Allows the Aeon gun com to reach full range potential in later stages of the game.

Requirements

  • Requires First Range upgrade

Economy

  • Energy Cost: 31000
  • Mass Cost: 900
  • Build Time: 1100

Weapon

  • New Range: 35
Aeon ACU Chrono Dampener

Chrono Dampener

Aeon ACU
Aeon
Buff

The Chrono Dampener upgrade now adapts to your ACU gun range so depending on the ACU current range chrono will increase along with it.

Other

  • Chrono range now scales with ACU gun range upgrades
UEF ACU Bubble Shield

Bubble Shield

UEF ACU
UEF
Mixed

This splits the shield upgrades so you decide whether to have the personal shield or the bubble shield.

Requirements

  • Split from Personal Shield

Economy

  • Mass Cost: 3600 2300
  • Energy Cost: 450000 112500
  • Build Time: 3400 2100
  • Maintenance Cost: 500 250

Shield

  • Shield HP: 36000 9000
  • Shield Regen Rate: 42 60
  • Shield Recharge Time: 175 90
  • Shield Size: 16 20
Cybran ACU Base Stats

Cybran ACU Base Stats

Cybran ACU
Cybran
Buff

Cybran is especially reliant on Stealth for their combat ACU, so it gets some buffs as well as a much needed self-repair upgrade to lessen the impact of vision changes. Maser gets a nerf to lessen the potential of maser + self-repair.

Durability

  • Base Regen: 15 18
Cybran ACU Self-Repair

Self-Repair Enhancement

Cybran ACU
Cybran
Buff

New enhancement that fits into the Cybran stealth upgrade path, providing regeneration capability to combat ACUs.

Requirements

  • Upgrade Path: Stealth Self-Repair Cloak

Economy

  • Mass Cost: 1500
  • Energy Cost: 45000
  • Build Time: 1500

Durability

  • Regen: 60
  • HP: 1500
Cybran ACU Cloak

Cloak Enhancement

Cybran ACU
Cybran
Nerf

HP reduction to balance the enhanced stealth upgrade path.

Durability

  • HP: 15000 12000
Cybran ACU Torpedo

Torpedo Launcher Enhancement

Cybran ACU
Cybran
Mixed

Torpedo enhancement rebalanced to have higher damage per projectile but fewer projectiles.

Weapon

  • Damage: 250 500
  • Projectile Count: 4 2
Cybran ACU Laser

Laser (Maser) Enhancement

Cybran ACU
Cybran
Nerf

Maser gets a nerf to lessen the potential of maser + self-repair combo.

Weapon

  • DPS: 4000 3000
Seraphim ACU Advanced Regen Aura

Advanced Regen Aura

Seraphim ACU
Seraphim
Buff

A long time ago the Base Regen Aura was updated from the base FA version of RegenPerSeconds and since then getting advanced regen aura was a downgrade so this is a small fix to make it so Advanced Regen Aura works as intended.

Durability

  • RegenPerSecond: 0.01111111111 0.035