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This repository was archived by the owner on Apr 9, 2026. It is now read-only.
<pclass="ChangeDescription">The Fatboy has been in an awkward position for some time. These changes aim to address the issues while preserving its identity.</p>
<pclass="ChangeDescription">Reduce the speed of hover flak on water to be the same as on land. This makes it less oppressive supporting hover raids and more exposed when supporting naval fleets.</p>
<pclass="ChangeDescription">Reduce the speed of hover flak on water to be the same as on land. This makes it less oppressive supporting hover raids and more exposed when supporting naval fleets.</p>
<pclass="ChangeDescription">Unlike other Tech 2 units, the Fire Beetle only takes up one clamp on transports, the same as Tech 1 units. To ensure that it does not slow transports down excessively, the Fire Beetle's TransportSpeedReduction stat is reduced to match that of Tech 1 units.</p>
<pclass="ChangeDescription">Reduce Blaze speed to make it easier to catch and reduce its powerful raiding capabilities. Additionally, reduce T2 Amphibious Tank vision by 2 to give them a weapon range disadvantage of 2 when behind enemy lines and lacking intel, similar to T2 land tanks.</p>
<pclass="ChangeDescription">Reduce T2 Amphibious Tank vision by 2 to give them a weapon range disadvantage of 2 when behind enemy lines and lacking intel, similar to T2 land tanks.</p>
<pclass="ChangeDescription">Reduce T2 Amphibious Tank vision by 2 to give them a weapon range disadvantage of 2 when behind enemy lines and lacking intel, similar to T2 land tanks.</p>
<pclass="ChangeDescription">Buff the cost of the Mercy to suit its new role of killing large numbers of low HP targets such as armies, T1 pgens, and engineers. The buildtime is reduced an extra amount compared to other costs since it is a kamikaze unit.</p>
<pclass="ChangeDescription">The Soul Ripper's Iridium Rocket Packs gain the same area of effect radius as its primary weapons. Visually, these weapons appeared like they dealt damage in an area of effect, however, this was never the case. Due to being very inaccurate, this caused them to underperform against smaller units.</p>
<pclass="ChangeDescription">Unify the MuzzleVelocity stat of the Aeon Cruiser's missile launchers. The Infinity Class is equipped with two copies of Zealot AA Missile launchers. These two weapons function identically except for their MuzzleVelocity stat, where one weapon has a higher value than the other. This is misleading because the models look the same, and the unit databases imply that both have a MuzzleVelocity of 40. In terms of gameplay, there is virtually no difference.</p>
<pclass="ChangeDescription">Add strong tracking capabilities (like the Seraphim SAM) to the AA of the Cybran and Seraphim carriers so that they do not miss their shots. Cybran carrier had an especially poor hit rate at the edge of its range because its weak tracking disabled its ability to lead targets.</p>
<pclass="ChangeDescription">When the Nano-Repair upgrade was introduced to the Cybran ACU, the MuzzleSalvoSize of its torpedo upgrade was nerfed to prevent the combination from being too oppressive. Unfortunately, this change resulted in the torpedo upgrade being weak even against lower quantities of torpedo defenses, since a single anti-torpedo projectile can negate 500 damage. To alleviate this issue, the torpedo upgrade now launches 3 instead of 2 torpedoes, but at a slightly lower DPS. Additionally, as with most other Cybran torpedoes, their damage is now dealt in multiple pulses.</p>
<pclass="ChangeDescription">Vulthoo have been underperforming after their rework. Their biggest weak point was the excessive amount of build time required which made it impractical to make them in the earlier stages of tech 2 especially.</p>
<pclass="ChangeDescription">Buff the power of sniper bots as they have become too expensive and micro-intensive to use compared to saving for a T4 to counter Bricks and Percivals. The changes improve the leniency for their micro and improve their firing accuracy.</p>
<pclass="ChangeDescription">Enhance the Usha-Ah's effectiveness by improving both its standard combat mode and specialized snipe mode. These changes reduce firing randomness for better accuracy across both modes, improve firing tolerance for more responsive targeting, and increase movement speed to make the unit more viable in extended engagements while maintaining its unique dual-mode tactical flexibility.</p>
<pclass="ChangeDescription">Nerf the Brick against Percivals and other T3, as the 32 -> 34 range buff from #5547 made it obsolete Percivals and a bit too strong against Harbingers/Othuums, which resulted in huge spam of Bricks instead of moving onto the other units in the Cybran faction.</p>
<pclass="ChangeDescription">Enhance the Megalith's defensive capabilities against torpedo threats by improving its anti-torpedo flare system. The increased minimum radius ensures better coverage of nearby friendly units and the Megalith itself against incoming torpedo attacks.</p>
<pclass="ChangeDescription">Comprehensive improvements to the CZAR's combat effectiveness and survivability. Enhanced flak cannon targeting with improved firing tolerance and optimized weapon arc ranges for better anti-air coverage. Increased vision radius for superior battlefield awareness, faster shield regeneration, and stronger shield output for improved staying power in prolonged engagements.</p>
<pclass="ChangeDescription">The Seraphim destroyer is currently too powerful due to its micro potential. To address this, its underwater speed has been reduced to allow for more counterplay potential: Aeon and Cybran destroyers can catch Seraphim destroyers that overcommitted, and all destroyers (particularly UEF) can flee from submerged Seraphim destroyers and get out of torpedo range. Nerf the frontal turret of the Seraphim Destroyer, as the unit has proven to be too strong in direct combat with other destroyers. To prevent it from becoming too weak against Tech 2 Torpedo Launchers due to this change, its torpedo defense is buffed by improving its targeting and reload time. This should also make the unit more resilient against sub spam.</p>
<pclass="ChangeDescription">Further rebalance various stats of the Seraphim Tech 3 Submarine Hunter to make it less oppressive. The overall aim of these changes is to allow for more counterplay against it, especially with Destroyers and Tech 2 Submarines. This PR is a continuation of #5895, which was a step in the right direction but ultimately did not nerf the unit enough.</p>
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<pclass="ChangeDescription">Buff UEF ACU Drone’s rebuild costs by making it half the upgrade’s cost. Previously it was too high due to not being changed alongside the upgrade’s cost, and had an unreasonable drain for a T1 economy. Additionally, the drone now rebuilds based off the ACU’s buildpower instead of a hardcoded 10 seconds.</p>
<pclass="ChangeDescription">Increase the UEF T3 shield’s regen start time (the amount of time after taking damage before regeneration starts) to make it consistent with other shields, as it was missed by accident during regen start time changes a long time ago.</p>
<pclass="ChangeDescription">Reduce the damage of Aeon and Seraphim T2 PD, as they have better DPS/mass than the UEF PD, and the Aeon one has higher muzzle velocity while the Seraphim one has a beam weapon.</p>
<pclass="ChangeDescription">Reduce the damage of Aeon and Seraphim T2 PD, as they have better DPS/mass than the UEF PD, and the Aeon one has higher muzzle velocity while the Seraphim one has a beam weapon.</p>
<pclass="ChangeDescription">Improve anti-torpedo defense capabilities for the T3 Sonar Platform to provide better torpedo defense targeting and effectiveness.</p>
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