Patch 3714
Date: May 3rd 2020
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 Balance Team
Land
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.
Obsidian
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.
- Damage:
480360 - RateOfFire:
0.250.333
Pillar
The pillar gets a slight range reduction to allow for more micro and kiting in some matchups, notably versus the rhino.
- Range:
2322
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.
- Mass Cost:
297290 - Build Time:
13201300 - Range:
2324 - Vision Radius:
2022
Ilshavoh
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.
- FiringTolerance:
13 - TurretYawSpeed:
7085 - Vision Radius:
2024
Riptide
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.
- Health:
17001800 - Mass Cost:
360320 - Power Cost:
20001650 - Build Time:
16001420
Blaze
The blaze gets a small buff to its health and range to differentiate from other hover tanks.
- Health:
10501100 - Range:
2324
Yenzyne
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.
- Health:
13001350 - Speed:
4.34 - RateOfFire:
0.250.3
Mobile Bomb
Fire beetles
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.
- Health:
500350 - Mass Cost:
250190 - Power Cost:
15001300 - Build Time:
1000700 - Damage:
15001100 - Fire beetles can now cloak.
T3 Light Assault Bots
Titan
Titans get a buff in range, and small health and shield buffs. Damage is reduced slightly to prevent over buffing.
- Health:
25502600 - Shield:
600700 - Damage:
5045 - Recharge Time:
1512 - Range:
2224
Loyalist
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.
- Health:
30002500
-
EMP explosion on death:
- Duration:
1.4s1.5s
-
2nd Weapon (Heavy Electron Bolter):
- Damage:
1428 - Range:
2024
-
Charge ability:
- Stun duration when charging: 3
- Speed boost while charging: x1.75
- SecondsBeforeChargeKicksIn = 4
- SecondsBeforeExplosionWhenCharging = 6
Harbinger
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.
- Health:
30503600 - Range:
2627 - Damage:
320160 - RateOfFire:
12 - ShieldRechargeTime:
4030
Percival
The Percival has its fire cycle adjusted to be less front loaded and its shots are slightly more dodgeable.
- Damage:
16701450 - Rate of Fire:
0.20.23 - Muzzle Velocity:
3836
Brick
The Brick's shots are more dodgeable.
- MuzzleVelocity:
4238
Othuum
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.
- Health:
50004700 - Unit Size:
- Speed:
2.62.75 - SizeY:
0.450.65 - SizeZ:
2.02.3 - First 2 Guns:
- Damage:
4664 - Muzzle Velocity:
4030 - Range:
2120 - 3rd Gun:
- Damage:
525625 - DamageRadius(AoE):
01.2
Tech 3 Snipers
Sprite Striker
Snipers have reduced speed and higher cost as they were too often chosen over the main T3 battle tanks.
- Speed:
2.852.6 - Mass Cost:
720800 - Power Cost:
80008900 - Build Time:
40004500
Usha-Ah
Snipers have reduced speed and higher cost as they were too often chosen over the main T3 battle tanks.
- Speed:
2.52.4 - Mass Cost:
800880 - Power Cost:
88009700 - Build Time:
43004900
Tech 3 Mobile Artillery
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.
UEF
- Speed:
2.52.2 - Minimum Range:
025 - Unpacking Animation:
1-2s~4s
Aeon
- Speed:
2.52.2 - Minimum Range:
025
Cybran
- Speed:
2.52.2 - Minimum Range:
025 - Unpacking Animation:
1-2s~4s - Damage Radius(AoE):
76
Sera
- Speed:
2.52.2 - Minimum Range:
025 - Unpacking Animation:
1-2s~4s - Damage Radius(AoE):
65
Engineers
T2 Engineer
Higher tech engineers have greater build range to reduce pathfinding conflicts during base building.
- MaxBuildDistance:
56
T3 Engineer
Higher tech engineers have greater build range to reduce pathfinding conflicts during base building.
- MaxBuildDistance:
57
Land Experimentals
Galactic Colossus
Death Weapons for some experimentals are adjusted to better match the size of the units.
- Death Weapon Damage:
75008000 - Death Weapon Radius:
47
Ythotha
Death Weapons for some experimentals are adjusted to better match the size of the units.
- Death Weapon Damage:
100007000 - Death Weapon Radius:
86
Monkeylord
Death Weapons for some experimentals are adjusted to better match the size of the units.
- Death Weapon Radius:
76
Megalith
Death Weapons for some experimentals are adjusted to better match the size of the units.
- Death Weapon Damage:
75008000 - Death Weapon Radius:
49
Air
T1 Air scouts
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.
- Turn Rate:
0.60.8 - Speed:
2019
Jester
The weapons on these gunships have a greater range of motion to bring them in line with other gunships.
Swiftwind
The swiftwind gets a cost increase as it is a powerful fighter which can be accessed easily and spammed quite early into the game.
- Mass Cost:
200235 - Power Cost:
60006750 - Build Time:
16001800
Tech 2 Gunships
Stinger
The weapons on these gunships have a greater range of motion to bring them in line with other gunships.
Specter
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.
- Mass Cost:
240270 - Power Cost:
48005400 - Build Time:
16001800 - Damage:
1378 - Rate of fire:
1.250.208 - Muzzle Velocity:
4025 - Damage radius:
02 - Range:
2220
Notha
The Notha is nerfed to bring it back to a similar effectiveness as before. The buffing in previous patches was unintended and severe.
- BreakOffDistance:
1.55 - BreakOffTrigger:
1015 - Rate of fire:
0.20.1
T3 Spy planes
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.
- Turn Rate:
0.60.8 - Speed:
3027
Air Superiority Fighters
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.
- Speed:
2522
Experimentals
Czar
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.
- Health:
5800040000 - Personal shield:
030000 - Shield recharge time: 120
- Shield regen rate: 180
- Energy consumption:
0500 - SAM range:
64120 - SAM damage radius
02 - SAM velocity:
50100
Ahwassa
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.
- Speed:
2018 - Death Weapon Radius:
810
Soul Ripper
Death Weapons for some experimentals are adjusted to better match the size of the units.
- Death Weapon Damage:
50007500 - Death Weapon Radius:
48
Navy
Structures
T2 Air HQ
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.
- Mass cost:
840920 - Energy cost:
1440018000 - Build time:
18002000
Sonars
Sera Tech 2 (Shou-esel)
- Speed:
12.5 - Speed while submerged:
0.51.5
T3 Sonar
T3 sonar energy maintenance is increased to reflect the effectiveness of this intel structure.

- Energy Maintenance:
250500

- Energy Maintenance:
250500

- Energy Maintenance:
400700
ACUs
Regen Aura
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:- T1: 10 hp/s
- T2: 15 hp/s
- T3: 25 hp/s
- T4: 40 hp/s
- SCU: 30 hp/s
- Upgrade position:
Right armLeft arm
Advanced Regen Aura
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:- T1: 20 hp/s
- T2: 50 hp/s
- T3: 120 hp/s
- T4: 240 hp/s
- SCU: 140 hp/s
- Upgrade position:
Right armLeft arm
Seraphim ACU Resource Allocation System
The RAS upgrade is moved from the back to the right arm to even out the options between the three upgrade slots.
- Upgrade position:
BackRight arm