Patch 3761
Date: July 15th 2023
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
Spirit
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.
- Max Speed:
54.6 - Max Acceleration:
54.6
Mongoose and Hoplite
The following changes make these units better at staying on target while moving.

- Turn Rate:
9080 - Rack Salvo Charge Time:
21 - Rack Salvo Reload Time:
12 - Turret Yaw Speed:
8090

- Turn Rate:
9080 - Muzzle Velocity:
1520 - Turret Yaw Speed:
60130
Deceiver
This buff is to counter the vision change to ensure that the Deceiver is not obsolete.
- Stealth Range:
2023
Tech 2 Amphibious Tanks
This change is to go along with the vision change to ensure their base vision range is at the same range as their weapon before the +15% is added.
Also Wagner Torpedoes get a buff.

- Vision Radius:
1518

- Vision Radius:
1522 - Water Vision Radius:
2022 - Torpedo Damage:
1530

- Vision Radius:
1520

- Vision Radius:
1524
Tech 3 Amphibious Tanks
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

- Damage:
815 - Anti Torp Flare RoF:
0.0650.05

- Damage:
3060
Mobile Missile Launchers and Spearhead
MML and Spearhead missiles are much faster now. This should help them against recent TMD buffs and help hit mobile units
- increased Missile Speed by 1.75x
Land Experimentals
Scathis
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.
- Fixed Spread Radius:
8070
Galactic Colossus
Removal of Omni as this only served as a hard counter to Cybran Cloak.
- Omni removed
Navy
Air
Air Elevations
Generally, lower flying targets are easier to hit with ground-to-air weapons. However, if they are brought too low, they can fire at shields in the case of interceptors or inside shields in the case of bombers. Therefore T2 planes are brought to an elevation just above T2 shields and T3 planes are brought to an elevation just above T3 shields.
- T1 Scout:
2016 - T1 Interceptor:
1814 - T1 Bomber:
1814 - T2 Combat Fighter:
2018 - T3 Scout:
2522 - T3 Air Superiority:
2018 - T3 Strategic Bomber:
1418 - T3 Torpedo Bomber:
2518 - T4 CZAR:
2520
Transports
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, so we are giving interceptors similar changes to help them against the new transports.
Tech 1 Transports
- Elevation: 8
- AutoLandTime:
12 - BankFactor:
0.10.2 - BankForward:
FalseTrue - KMove:
0.952 - KTurn:
12 - KTurnDamping:
42 - LiftFactor:
82 - TransportHoverHeight:
64 - CollisionOffsetY:
0-0.25
Tech 2 Transports
- Elevation: 9
- AutoLandTime:
12 - BankFactor:
0.10.2 - BankForward:
FalseTrue - KMove:
0.952 - KTurn:
12 - KTurnDamping:
42 - LiftFactor:
82 - TransportHoverHeight:
64 - CollisionOffsetY:
0.1-0.25
Tech 3 Transports
- T3 Elevation: 10
- AutoLandTime:
12 - BankFactor:
0.10.2 - BankForward:
FalseTrue - KLift:
12 - KLiftDamping:
1.252 - KMove:
0.82 - KTurn:
12 - KTurnDamping:
42 - LiftFactor:
74 - CollisionOffsetY:
-0.1-0.25
Interceptors and SwiftWind
This change helps balance out the transport changes. This also makes Interceptors feel more responsive and better to micro.
Tech 1 Interceptors
- AutoLandTime:
12 - BankFactor:
23 - BreakOffDistance:
510 - CombatTurnSpeed:
1.51.7 - KLift:
32 - KLiftDamping:
2.52.0 - KMove:
11.5 - LiftFactor:
75 - StartTurnDistance:
510 - TurnSpeed:
1.51.7
Swift Wind
- BankFactor:
23 - CombatTurnSpeed:
1.51.8 - KLift:
32 - KLiftDamping:
2.52.0 - KMove:
11.5 - LiftFactor:
75 - StartTurnDistance:
510 - TurnSpeed:
1.51.8
ACU and SCU Drones
Updated the ACU and SCU Drone HP to 50, the same as Kennel drones
- Health:
650
Drones
Gives all drones the ability to reclaim on a patrol move. This Dose Not Include ACU or SCU Drones
Mercy
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
- Max Speed:
1013 - Min Speed:
103 - Turning Speed:
1.51 - Health:
1090 - VisionRadius:
1510 - Elevation:
1812 - Damage:
240079 - DamageRadius:
37.5 - Damage Ticks:
020 - Damage Time:
010 - Fuel Duration:
110400 - Added Vision Projectile on impact
Torpedo Bombers
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.
UEF
- Projectile Count:
23
Cybran
- Projectile Count:
23
Strategic Bombers
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.
- Mass Cost:
21001750 - Energy Cost:
144k180k - Build Time:
9.6k12k - Rate of Fire:
5s8s
Structures
Torpedo Defenses
Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.
Tech 1 Torpedo Defense

- Damage:
150180

- Damage:
150180

- Damage:
2530

- Damage:
100120
Tech 2 Torpedo Defense

- Damage:
150180

- Damage:
150180

- Damage:
5060

- Damage:
201242
HARMS
We are decreasing the harm caused by HARMS by removing the stealth and reducing both their HP and Range.
- Removed Personal Stealth
- HP:
110009000 - Build Time:
40974100 - Max Radius:
8070
Sonar
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.
The Cybran Tech 3 Sonar has also gotten a nerf to its stealth field and received a small E drain cost reduction.
Tech 1 Sonar

- Health:
500400 - Energy Cost:
5441275 - Mass Cost:
64150 - Build Time:
80127.5 - Maintenance Cost:
1020 - Sonar Radius:
115160

- Health:
600400 - Energy Cost:
5441275 - Mass Cost:
64150 - Build Time:
80127.5 - Maintenance Cost:
1020 - Sonar Radius:
115160

- Energy Cost:
5441275 - Mass Cost:
64150 - Build Time:
80127.5 - Maintenance Cost:
1020 - Sonar Radius:
115160

- Energy Cost:
5441275 - Mass Cost:
64150 - Build Rate:
13.0114.08 - Build Time:
80127.5 - Maintenance Cost:
1020 - Sonar Radius:
115180
Tech 2 Sonar

- Health:
1000800 - Energy Cost:
36007200 - Mass Cost:
150300 - Build Time:
8451680 - Sonar Radius:
230290

- Health:
1400800 - Energy Cost:
36007200 - Mass Cost:
150300 - Build Time:
8451680 - Sonar Radius:
230290

- Health:
625800 - Energy Cost:
36007200 - Mass Cost:
150300 - Build Time:
8451680 - Sonar Radius:
230290

- Health:
10001400 - Energy Cost:
60009600 - Build Time:
6002120
Tech 3 Sonar

- HP:
8501200 - Maintenance Cost:
700600 - Radar Stealth Field Radius:
7040 - Sonar Stealth Field Radius:
7040
SAMS
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.
- HP:
70005000
Economy Structures
In the early game, the primary focus is on raiding expanding engineers. One engineer's death may have potentially devastating consequences. On the other hand, after the expansion phase is over it can be very difficult to find value with light raids. We'd like to encourage more interaction between players by increasing the damage potential of small raids after the expansion phase.
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.
Mass Extractors

- Cybran:
500360 - UEF:
760400 - Aeon:
600370 - Sera:
650380

- UEF:
25002000 - Sera:
20001950

T3 Mex hp is brought closer together and Cybran T3 Mex no longer die to a single TML
- Cybran:
60006250 - UEF:
90007000 - Aeon:
62006500 - Sera:
70006750
Power Generators

- UEF:
760600 - Aeon:
600525 - Sera:
650550

- Cybran:
18002200 - Aeon:
19002300 - Sera:
20002400

Make it so that the Seraphim tech 1 Power generator has the same consistency as all the others.
- Removed Death Animation
Mass Storage
- Cybran:
800600 - UEF:
1200800 - Aeon:
1000650 - Sera:
1100700
Energy Storage
- Capacity:
500010000 - Storage Adjacency: Increased by x2
ACU
Aeon ACU
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.
Range
- Energy Cost:
150006000 - Mass Cost:
500300 - Build Time:
500350 - New Range:
3530
Advanced Range
- Requires First Range upgrade
- Energy Cost: 31000
- Mass Cost: 900
- Build Time: 1100
- New Range: 35
Chrono Dampener
The Chrono Dampener upgrade now adapts to your ACU gun range so depending on the ACU current range chrono will increase along with it.
UEF ACU
Bubble Shield
This splits the shield upgrades so you decide whether to have the personal shield or the bubble shield
Changes- Split from Personal Shield
- Mass Cost:
36002300 - Energy Cost:
450000112500 - Build Time:
34002100 - Maintenance Cost:
500250 - Shield HP:
360009000 - Shield Regen Rate:
4260 - Shield Recharge Time:
17590 - Shield Size:
1620
Cybran ACU
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.
- Base Regen:
1518
Self-Repair
- Upgrade Path: Stealth Self-Repair Cloak
- Mass Cost: 1500
- Energy Cost: 45000
- Build Time: 1500
- Regen: 60
- HP: 1500
Cloak
- HP:
1500012000
Torp
- Damage:
250500 - Projectile Count:
42
Laser
- DPS:
40003000
Seraphim ACU
Advanced Regen Aura
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.
- RegenPerSecond
0.011111111110.035