Patch 3825

Balance Update
Released

This patch focuses on targeted balance adjustments across land, naval, and ACU enhancement systems. The Cybran Sky Slammer T1 mobile AA receives a damage reduction to account for its improved projectile retargeting capabilities. Naval balance sees changes with the UEF Bulwark shield boat and Cybran CI:18 Mermaid stealth boat both receiving size reductions while the CI:18 Mermaid also gets a durability reduction to improve counterplay opportunities. The Seraphim Sou-istle T1 submarine's anti-torpedo defense reload is nerfed to prevent excessive dominance against other T1 subs and snowballing effects. ACU enhancement costs are rebalanced, with the first Aeon range upgrade becoming more expensive while the speed upgrades costs are reduced, and Cybran torpedo upgrade gains improved salvo size and the nano repair loses some regen rate.

⚖️ The Balance Team

Land Units

Sky Slammer

Sky Slammer

Nerf
Cybran URL0104

Reduce the damage of the Cybran T1 mobile anti-air since its projectiles can now retarget, as it no longer needs so much damage to match the AA of other factions

Weapons

  • Nanodart Launcher
  • Damage (DPS): 16 (32) 14 (28)

Air Units

Soul Ripper

Soul Ripper

Buff
Cybran URA0401

Add ability for Soul Ripper weapons to fire at gunships. Gunships can fire at other gunships, so the Soul Ripper should be able to do this too.

Weapons

  • Can Shoot at other Gunships: False True

ACUs & SACUs

Enhanced Quantum Disruptor

Enhanced Quantum Disruptor:

Nerf
Aeon Enhancement

Rebalance the Aeon ACU's first range upgrade costs to create strategic parity with other factions' gun upgrade options. The increased investment required for the range upgrade ensures that combined range and speed upgrades match the total cost of other factions' comprehensive gun improvements. This change also equalizes the individual costs of speed and range upgrades, preventing players from exploiting cost disparities to rush specific upgrades on smaller maps where early positioning advantages can be decisive.

Economy

  • Mass Cost: 300 400
  • Energy Cost: 6000 12000
  • Build Time: 350 400
Quantum Accelerator

Quantum Accelerator

Buff
Aeon Enhancement

Reduce the fire rate upgrade costs to balance the overall investment required for Aeon ACU enhancement paths. By lowering the fire rate upgrade costs to match the new range upgrade pricing, both individual upgrades now require equal investment, preventing strategic exploitation where players could prioritize cheaper upgrades for early game advantages. This adjustment ensures that Aeon players must make meaningful tactical decisions between range and fire rate improvements without cost-based bias influencing their upgrade priorities on smaller maps.

Economy

  • Mass Cost: 500 400
  • Energy Cost: 15000 12000
  • Build Time: 500 400
Nanite Torpedo Launcher

Nanite Torpedo Launcher

Buff
Cybran Enhancement

Further increase the MuzzleSalvoSize of the Cybran ACU's Nanite Torpedo upgrade to 4, as it still had difficulties penetrating torpedo defenses after (#6476) increased it to 3. Its DPS remains unchanged.

Weapon

  • Damage (DPS): 60 (225) 45 (225)
  • Muzzle Salvo Size: 3 4
Nano-Repair System

Nano-Repair System

Nerf
Cybran Enhancement

Nerf the Cybran ACU's Nano-Repair System, as it has proven to be an oppressive tool that causes Cybran ACUs to overperform during the Tech 2 stage.

Defence

  • Regen Rate: 60 HP/s 50 HP/s

Structures

Shield of Light

Shield of Light

Buff
Aeon UAB4202

The Aeon T2 shield can now be upgraded to T3. It has the same 20 buildpower as UEF and Seraphim T2 shields.

Display

  • Upgradeable: False True

Other

Mechanics

Game Mechanics

Universal
Nerf

Blocking the ACU with quickly started but unfinished 1x1 structures which decay only very slowly such as T1 point defense, is often considered unfair as the ACU’s pathfinding can get ruined to a point where the ACU is completely stuck and effectively unable to move, because of the unbuilt structures. While the mechanic of blocking an opponents movement by quickly starting a building in front of them is a valid strategy, most buildings in the game such as factories or other structures larger than 1x1 leave gaps inbetween them even if built right next to each other, allowing some way to escape while still slowing down movement as the ACU walked around them. As 1x1 structures can completely block movement when built next to each other, their very slow decay makes them far more oppressive when used for such a strategy. To allow some more counterplay, these structures will now decay more quickly when below 10% completion. This means that quickly spamming many barely started T1 PD’s for example will now also have them disappear more quickly, making it more difficult to fully trap the enemy, giving them a better chance to escape while still retaining the advantage of slowing the enemy down.

When below 10% completion structures with a 1x1 footprint now have the decay rate of walls

Affected Structures

  • T1 Point Defence
  • T1 Static Anit-Air
  • T1 Torpedo Launchers