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Patch Update #820 - Released 23rd January 2026


Marcus
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Patch Update #820 - Released 23rd January 2026

 

List of changes:

  • The following augments were added to Common and Epic Containers

    • Ricochet’s “Boxer”

    • Gauss’ “Boxer”

  • Scorpion

    • “Missile launcher «Spear»” augment

      • Salvo reload time decrease was changed from -25% to -20%

    • “Missile launcher «Swarm»” augment

      • Added an increase of the Initial rocket angular speed by 10%;

      • Added an increase of the Final rocket angular speed from 1 to 5 deg/s

  • Shaft

    • “Stellarator” augment

      • Energy used per sniping shot increase changed from +50% to +60%

  • Activation delay of the overdrive for all hulls increased from 1.3 to 2 sec

  • Overdrive charge for reputation points for all hulls changed to 0.01%-0.1% per reputation point.

  • Overdrive charge per second

    • Hopper

      • 0,416% → 0,333% or 240 → 300 sec for full overdrive charge

    • Hornet

      • 0,370% → 0,476% or 270 → 210 sec for full overdrive charge

    • Viking

      • 0,278% → 0,256% or 360 → 390 sec for full overdrive charge

    • Paladin

      • 0,300% → 0,278% or 330 → 360 sec for full overdrive charge

    • Dictator

      • 0,300% → 0,476% or 330 → 210 sec for full overdrive charge

    • Titan

      • 0,333% → 0,416% or 300 → 240 sec for full overdrive charge

    • Ares

      • 0,416% → 0,278% or 240 → 360 sec for full overdrive charge

  • The “Classic” battle format in PRO battles is turned off

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On 1/22/2026 at 6:38 PM, Marcus said:

The following augments were added to Common and Epic Containers

  • Ricochet’s “Boxer”

  • Gauss’ “Boxer”

i didn't know turrets wore boxers, perhaps boxers are back in fashion..

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On 1/22/2026 at 3:25 PM, Hypersomnia said:

mammoth od so comedically bad they forgot it even exists

Actually insane, they have nerfed this overdrive indirectly for years. First the heavy hulls nerf, then crusader being able to destroy it. And now they are buffing Titan but leaving Mammoth in the dust.

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2 months of waiting for some decent patch notes and this is all we got , looks like lack of balance will be real reason why players will leave this game for good. 

 

Where is promised change of hover hulls physics?  Its been already like 5 months since you have announced that in a vlog. 

Spoiler

  •  Crusader overusage by every "pro" or "meta abuser"  
  • Crusader OD killing Mammoth OD is a feature now? Is there any logic behind this decision or is it simply because you are lazy to program it well ?
  •  Why crusader OD has 4K dmg for medium hull ? OD has very good splash area , freeze and AP status effects and can kill multiple targets that are close enough + its working on medium and long distances which is advantage in itself
  • Hopper ruining CTF and RGB by flying through half of the map either with OD or by map enviroment 
  • All hover hulls clearly way more resistant against impact force/flipping itself upside down 
  • Ability to control them midair, stop at will, change direction, accelerate. 
  • Easy to dodge lot of projectiles simply by strafing 

 

Do we really have to just hope for possible changes ? Do you even consider hover hulls OP ?  Hover hull are one good reason why this game is not fun anymore, and I do not hate hover hulls I just hate when there is not any real balance behind them and a fact that everyone is indirectly forced to use them if they wanna easily improve their performance.  These are significant imbalances in the core of the game that should be addressed as soon as possible 

 

Where is promised supplies/drones change you have promised in the end of 2024/early in 2025 

Spoiler

Are not you guys tired of seeing most of the players using 2 same drones ? If you do not want to make supplies change then you surely should focus on the issue with the drones balance, defender clearly needs a nerf or change, everyone is using it to the point its now like a basic need for players to even be competitive or perform good in battle.  

 

Long range meta highly favoured by devs, devs ignoring camping issue in game and all the reasonabe balance of long range turrets 

Spoiler

Why do we even have "Range" category for turrets when "long" range turrets are now good for all ranges ?

How it used to be 

Railgun was first long range turret in a the game and we can observe difference between balance and mechanics of railgun and new long range turrets, shot delay for railgun is implemented as a balance mechanic so its harder to use at short range, magnum has something simillar - longer reload. Shaft used to have energy consumed for arcade shots, sniper mode still does have a tracer and user is stationary.

All this imply that you clearly knew how to balance long range turrets why did you abandoned this way of balance and now ignoring all the game logic by making Scorp/Gauss and partially shaft super turrets that work on all ranges ? 

 

Another problem is that long range turrets getting constant buffs despite the fact that camping is now a dominant and toxic game style, OP/toxic augments are kept OP on purpose or on top of that get additional buffs (Tornado, Nemesis, Super Solenoids, Death Herald)  

 

How is it now 

Scorpion despite being classified as a long range turret clearly have no problems at short/medium ranges, why did you changed salvo mode to work on meele/short range? Why did you significantly decreased arcade shot reload ? It was absolutely not neccesary to change any of that.

I played with scorpion before change and it was easy mode even before all those buffs, if its long range turret then its meant to be good at that range not at all ranges, this goes against all the logic.

Great example - Scorpion Tornado,  toxic augment which is killing juggernaut and siege modes. What did you do to keep it balanced or prevent abuse of this augment? They did this -  "Aiming time increase changed from +100% to +50%, Added a Salvo reload time decrease by -12%"   Was this really healthy for game balance? Absolutely not and yet you really thought this is gonna help it?  Seriously?  

 

Gauss - arcade mode good for short/medium ranges, salvo good for medium/long ranges, guaranteed splash area status effects with no reduced dmg by 50 % like other turrets have with status effect augments upon crits.  Aiming does not have any tracer/laser so we dont even know if someone is aiming at us, salvo having large splash areas which is punishing good players being on "wrong" spot simply because of one bad teammate who does not know what is doing. I listed some of the advantages of gauss, what are the disadvantages?  Only one - unable to shot after salvo for few seconds, that it, its negligible for all the benefits, lets compare it with the shaft sniper mode - user have to be stationary, user has to aim well, yet still can miss and thus waste all the energy, user has a laser/tracer, user can hit only one target. Why using salvo mode for Gauss is so easy and does not require any effort ? Its not possible to miss with gauss salvo because it either fully lock on target = hit, or do not fully lock on target =  still able to shot with arcade mode or lock-on immediately on another target with the salvo  mode, all of these while you can freely move, despite all the benefits  augments for gauss are still receiving buffs after buffs. - This is madness

 

I am asking again, where is the logic behind all of this? Dont argue with the "not enough players are playing with the gauss/scorp thus we have to make it OP" Thats not how you increase popularity of turret, you can do that by making turret fun and not by making it stupidly OP forcing all players to play with them, yes you will get your results, more players will plays with those lame skilless turrets, but eventually everyone will get frustrated and bored by this game and how it operates, bored or rather frustrated by lack of any meaningful balance to the point they will leave this game and move on to greener pastures  

 

Inconsistency with the balance of Healing in game

Spoiler

At one side we have meele/close range healing with the isida, which used to and still has limited energy for healing, is limited by meele range and is at risk of being constantly focused by enemy, energy for healing used to be at the expense of energy that was also used for attacking and on the other side we have long range (more likey unlimited range)  healing with the healing emitter or nanotech, one of which has literally unlimited range for healing (no healing drop at any range) and one can use sniper mode to heal great amount of HP at any range, both of those augments have ability to constantly heal for the whole battle duration without any need to stop and yet still have better healing than any isida augment. Best healing augment for isida that could "fit" supportive role is support nanobots and despite augment being designed for such role it has option to heal only for 10s still at a  limited range and as a drawback has reduced dmg by 50 %. Why wont you apply same metric for nanotech or emitter ? Nanotech has dmg reduced by only 20 % and emitter only by 15 %

You may argue that  you wanted isida to be more attack oriented which is fair, but why not to make one good healing augment for it? Thunder and Shaft can have very good augments for attacking (Adaptive reload, Strict ammo load, Anvil, Vacuum, Rapid fire mode, Stellarator, Quasar) yet still have augments that are very strong for a supportive role (Nanotech and Emitter)  isida can not have one single competitive healing augment that will fits within the supportive role ?  

I would understand this logic if you also treated nanotech and emitter with the similar metric - to have optional little occasional healing bonus, instead of healing massive amount of HP at any distance for any duration needed, you nerfed/changed isida healing to look like you wanted to change whole healing meta in game to the point it becames just small part of game with the occasional small contribution towards winning yet forgot to apply same adjustments for nanotech/emitter  this is what I meant by inconsistency.   

 

Freeze effect being overkill with the ability to disable double dmg

Spoiler

You can simply change freeze effect to reduce healing received by 50 % or add other unique feature like for example to decrease impact force of enemy, but please make it so it CANT remove double dmg, I understand it has to have more effects than just freezing because that would mean its just "weaker" firebird but you dont have to make it blatantly OP, freeze turrets has crazy strong crits on top of all that, please just be more creative, you can change isida healing back and make freeze effect to disable/reduce healing to counter it. Easy link between meele ranges - Isida removes burning/freeze, freeze removes burning and reduces healing, firebird removes freeze and has additional dmg... why you guys seem to be so out of ideas to improve your game and balance it baffles me 

 

Juggernaut is absolute weakling constantly killed by first viking OD/ tornado salvo no reason or fun to play it

 

Sorry for another yapping from my side but from normal player perspective this game has become boring and repetitive, last year was not fun at all, perhaps we got one or two unique events, rest of those were just repetitive events  with the worse rewards than previous years, completely lack of balance and no sight of new ideas, I actually do care about game and I would like to see it in a good healthy state but this seem to be far from truth, especially  with the less and less frequent patch notes that does not change anything for the sake of real balance. 

 

Its either time to take things seriously or pack things up and end it here    

 

Edited by Tekken
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