The following Changes & Fixes have been applied on the Wednesday 9/27 update.
Please see (https://www.kixeye.com/forum/discussion/711964) for a breakdown and discussion on the brand new base defence feature: Support Turrets!
Please see (https://www.kixeye.com/forum/discussion/711961) for a breakdown and discussion on the upcoming PVP Event: Warpath!
Please see (https://www.kixeye.com/forum/discussion/711978) for a breakdown and discussion on the Security Update and Illegitimate Content Rollback.
The following unit balance changes are now Live:
There was a bug flatlining the damage of the Avalanche at its max value (as in: it started at it's max damage output and stayed there). So, we're going to make it's old max it's new baseline and return the damage scaling. This is definitely a buff to a turret that was starting to feel very ineffectual. Remember when fighting the Avalanche to take it out quickly, before it spins up and becomes a massive threat:
Damage increased to 16k from 1.8k.
Shots per second decreased to 10 per second from 20 per second.
Damage scales 10% per Second of continuous fire to a maximum bonus of 200% at 20 Seconds.
Charge-Up (the time before it initially starts firing) reduced to 0.25 Seconds from 0.5 Seconds.
The Hammer is a unique and interesting tank, but a few things were getting in the way of it feeling like good addition to the Survivors arsenal:
Reload Time reduced to 4 Seconds from 5 Seconds.
Roland's Level 1 Reload Time reduced to 5 Seconds from 6.25 Seconds.
Health Increased to 3.1m from 2.0m.
Roland's Level 1 Health increased to 4.5m from 3.0m.
Tech: Loading Efficiency
Reload Speed Bonus decreased to 35% from 40% (making it's post-time Reload Time roughly 3 seconds).
The Apollo had one major problem: it was NOT durable enough to be a front-line air unit. We are making a targeted change to alleviate that weakness:
Health increased from 1m to 2.5m.
Oren's Level 1 Health increased from 1.5m to 3.5m.
The Phalanx is an odd duck. The unit was originally intended to spawn units as a distraction, allowing it (or other units it was supporting) to deal out damage while the Spartans it deployed soaked damage. However, too much of the power of the of Phalanx was in the Spartans it spawned and not enough was in the unit itself. We're shifting some of that power back to the core unit itself and out of the Spartans, allowing the Phalanx itself to be the offensive thread while the Spartans become the smoke screen.
Phalanx Damage increased to 25k from 7.4k.
Spartan Damage reduced to 7.5k from 20k.
Spartan Health reduced to 400k from 550k.
The Spartan ZK was notably the weakest of the baseline Infantry (the others being Liberators and Acolytes). Their role was always intended to be an Infantry that was strong against enemy Infantry, against air, and as a light siege unit, but weaker against opposing Sustain and Area Turrets (particularly the Overwatch turret) as well as hostile ground vehicles (particularly the Vindicator). We also want all Factions to have a way to capitalize on their Faction's Traits on Defense, so this required the Spartan ZK gain the natural ability to target both Air and Missiles:
Can now naturally target Air (at all Levels).
Can now naturally target Missiles (at all Levels).
Range has been increased by 75 (at all Levels), now capping out at 525 at Level 10.
Damage has been increased to 20k from 16k.
Health has been reduced to 400k from 550k.
Tech: Heavy Impact Armor
Effect Removed: Damage Taken from Vehicles reduced by 20%.
Effect Added: Damage Taken from Turrets reduced by 25%.
Tech: Anti-Personnel Rounds
Bonus Damage against Infantry increased to 50% from 30%.
Tech: Flak Rounds
Effect Removed: Equipped unit can Target Air.
Effect Added: Increases Damage against Airborne targets by 25%.
We want all Factions to have a way to capitalize on their Faction's Traits on Defense, so this required the Acolyte gain the natural ability to target Missiles.
Can now naturally target Missiles (at all Levels).
By accentuating the Purifier's alpha strike and durability against small arms, but also playing up weaknesses appropriate for a Burst unit, the Purifier now better exemplifies its role as both a tank and a devastating burst attacker.
Damage increased to 750k from 450k.
Ardra's Level 1 Damage increased to 900k from 540k.
Charge-Up Time increased to 1.25 Seconds from 0.75 Seconds.
Ardra's Level 1 Charge-Up Time increased to 1.25 Seconds from 0.75 Seconds.
Tech: Spaced Armor
Effect Removed: Damage Taken from Vehicles reduced by 40%.
Effect Added: Damage Taken from Infantry and Bunkers reduced by 50%.
The X Tech component slot, used for Diamond Tech, has been renamed to Relic
New Units will now appear at the top of all Production Buildings
Repairing a PVP platoon with Gold will now cost half as much as repairing a standard platoon
Gold was not gifting correctly; this has now been fixed
Machine Gun Turret Level 8 had a visual error corrected
The text description for the War Dog component Platz Whistle was incorrect; this has been corrected
In some cases, the War Dog’s Imprint Training was not increasing Weaver’s speed correctly; this has been fixed
The Equip Costs for Diamond Tech was, in some cases, incorrect; this has been fixed
The Heavy Missiles component for Seeker will now correctly target High Altitude units
The Component Loading Efficiency store description text has been corrected to show the correct, and consistent, values
The Floating and Reinforced platforms now display the correct Locked icons
The Legendary Laser Tank will now correctly target the unit, rather than the unit’s shadow, in all cases
The Focusing Lens component level 6 for the Laser Tank now correctly targets air
Prior to this update, the War Rig could, mistakenly, be placed in Base Defence platoons. This has been corrected