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Patch Update #839 - Released 7th August 2026


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On 8/7/2026 at 9:23 AM, Acecaddy said:

good job turning it into a junk turret :I

as an ex-Isida main i can say with confidence that it already was a junk turret for a year+ now its garbage embarrassment clown circus turret.

God forbid a sensitive young man wants to heal a tank with a HEALING turret

On 8/6/2026 at 11:28 PM, DMR said:

I don't understand why gatekeeping pulsar

on paper its 4 in 1. augment which is absurdly broken (key word on paper).

its so toxic to face it literally has a Biohazard as its icon.

artificial scarcity. they can put pulsar in an event and call it an 'exclusive ultra rare reward' 

only realistic counter to it is phoenix hull augment. unlike other augments where ol' reliable defender/crisis +50% prot completely tanks you. best case here is AP immunity + 50% prot which is way more P2W than just upgrading a drone.

On 8/7/2026 at 4:25 PM, Wry said:

Needless to say that all should be tracked hulls.

I SPEAK FOR EVERYONE when i say this is absurd and flying hulls should be buffed because they're very weak right now. I'd like at least +200% raw HP increase for all of them.

 

On 8/7/2026 at 5:13 PM, Tekken said:

isida balance never played with it because this turret completely lack any purpose in this game

can someone give me one logical explanation to why infinite energy gimmick was given to OFFENSIVE side of Isida (Healing. Healing turret. Healing.) and not... THE HEALING SIDE???????? 

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On 8/7/2026 at 9:44 PM, Hypersomnia said:

can someone give me one logical explanation to why infinite energy gimmick was given to OFFENSIVE side of Isida (Healing. Healing turret. Healing.) and not... THE HEALING SIDE???????? 

Uff, that would still be a cancer on both defense and offense to face.  I genuinely dont know why they introduced this mechanic in the first place.  Isida should have gotten far more points for healing then HE Shaft or Thunder Nanotech. Those long range healers should have been rekt by that healing score nerf a long time ago. However Isida should have been untouched or even slightly boosted given its range limitations and travelling time to potential healing targets. 

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On 8/7/2026 at 10:55 PM, krokorok said:

Uff, that would still be a cancer on both defense and offense to face.

and shaft/thunder healing an enemy with 'infinite' energy across the map is not cancer to face even after all the nerfs? if they just switched the sides during that nerf  a year ago it would mean healing might become cancer if you let an isida get very close to the enemy to heal them (thats ignoring how isidas are just targeted by default by everyone no matter what) and offence is borderline useless. idk sounds fair for a turret whose whole gimmick is healing.

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On 8/7/2026 at 10:11 PM, Hypersomnia said:

and shaft/thunder healing an enemy with 'infinite' energy across the map is not cancer to face even after all the nerfs? if they just switched the sides during that nerf  a year ago it would mean healing might become cancer if you let an isida get very close to the enemy to heal them (thats ignoring how isidas are just targeted by default by everyone no matter what) and offence is borderline useless. idk sounds fair for a turret whose whole gimmick is healing.

Healing Shaft and Thunder dont have exactly infinite energy as with offensive Isida, they still need to reload although I will agree that their reload and damage should have been touched as well long time ago. As I said, Isida should have been compensated for the fact that it has been completely outclassed as healer by ilogical long range augments. I am all for reviving short range healing Isidas and bringing it back to life, but  I also dont want scenario of some Isida sitting in the cover and just infinitely holding spacebar while some noob teammate is tanking damage for it. I believe we can agree that this creates certain scenarios that can be pretty easy to abuse just like the prime long range healing augments, old Dictator spam in Assault, old Juggernaut farming, and other brainrot strats we experienced in the past.

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On 8/7/2026 at 11:11 PM, krokorok said:

Healing Shaft and Thunder dont have exactly infinite energy as with offensive Isida, they still need to reload although I will agree that their reload and damage should have been touched as well long time ago. As I said, Isida should have been compensated for the fact that it has been completely outclassed as healer by ilogical long range augments. I am all for reviving short range healing Isidas and bringing it back to life, but  I also dont want scenario of some Isida sitting in the cover and just infinitely holding spacebar while some noob teammate is tanking damage for it. I believe we can agree that this creates certain scenarios that can be pretty easy to abuse just like the prime long range healing augments, old Dictator spam in Assault, old Juggernaut farming, and other brainrot strats we experienced in the past.

 

There has always been balance for isida healing simply by its range limitations, if someone was good isida healer he could also be easily focused by good enemy players, meanwhile nanotech or healing emitter can heal from safety, well hidden in base or behind random cover where nobody can focus him. Which one is more toxic ? To add salt to injury, even if you managed to heal with isida while being behind cover, you would eventually run out of energy and to be honest only support nanobots healing was strong enough to outheal some real damage. Meanwhile with nanotech or heling emitter you will never run out of energy, you can shot same target for the whole battle duration, on top of that both HE and nanotech have some gimmicks, HE can use sniper mode to either defend itself with good damage, or insantly fully heal anyone at just one shot (except juggernaut) nanotech has splash which means it can deal damage while healing.    

 

Juggernaut healing ? That's pointless. They have not solved problem at all, instead of isida+hornet/dictator ducklings healing juggernaut for the whole battle, you can just take viking+HE/Nanotech and do the same as before, in fact even better, because you will never run out of energy.  Killing melee range healing was one of worst decisions made in this game. It killed or significantly decreased teamwork between players. Everyone ignores game objective, game is promoting camping and focus on killing instead of engaging in game mode. 

On 8/7/2026 at 9:44 PM, Hypersomnia said:

as an ex-Isida main i can say with confidence that it already was a junk turret for a year+ now its garbage embarrassment clown circus turret.

 

 True, well at least it will be easier for me to just leave this game, all the fun is slowly getting killed, melee range is getting slowly killed, (new drone mechanics will only make it worse) and everyone seem to just spam OP meta crap which is usually for long range nonsense. How can this game be so bad at the balance ? I have never ever seen worse game balance, for me it's so obvious what should have been done for  fair balance but for devs which should know better it's like mystery, I know they do it on purpose, to increase popularity of turrets like gauss which literally get buff after buff, or to profit. But it can be done way better, keep reasonable balance but also some OPish stuff so they can profit from it. Instead of augment focus economy , they should focus on other things, like achievements, skins, shot effects. I like the game, but I hate what it's slowly turning into     

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I still main isida to this day and have for years, you need to be a skilled player to make it work and when you do you can usually get top 3 very consistently. Although they've been crapping on isida for so long, it isnt unplayable but once again its yet another turret the average player won't ever use because they can't make it work in battles. I appreciate the other op augment nerfs but the pure isida nerf with no upside is upsetting. I can still get first place often but I'm working with scraps here, mechanic/defender + excelsior can only get me so far if the base turret is meh. I already can't afford to use any augment but SN as everyone runs away otherwise.

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@Santan_Klaus, major error, tsunami duplet has combo damage returned to it. Bad translation was done. This would explain why users are still performing just as well.

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On 8/7/2026 at 6:55 PM, Akame said:

@Santan_Klaus, major error, tsunami duplet has combo damage returned to it. Bad translation was done. This would explain why users are still performing just as well.

RU Forum explains it clearly. It pretty much only affects people that miss shots on Duplet. Hitting both shots still has almost the same power ceiling as before.

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On 8/8/2026 at 12:29 AM, TheCongoSpider said:

RU Forum explains it clearly. It pretty much only affects people that miss shots on Duplet. Hitting both shots still has almost the same power ceiling as before.

DPS is lower if no crits by a little, otherwise higher if even 1 crit, assumption based naturally on combo working, which is not as hard still. Though since arma's are more common than tsunami prot, may mean rare occasions of survivability.

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On 8/7/2026 at 11:38 PM, Tekken said:

 

There has always been balance for isida healing simply by its range limitations, if someone was good isida healer he could also be easily focused by good enemy players, meanwhile nanotech or healing emitter can heal from safety, well hidden in base or behind random cover where nobody can focus him. Which one is more toxic ? To add salt to injury, even if you managed to heal with isida while being behind cover, you would eventually run out of energy and to be honest only support nanobots healing was strong enough to outheal some real damage. Meanwhile with nanotech or heling emitter you will never run out of energy, you can shot same target for the whole battle duration, on top of that both HE and nanotech have some gimmicks, HE can use sniper mode to either defend itself with good damage, or insantly fully heal anyone at just one shot (except juggernaut) nanotech has splash which means it can deal damage while healing.    

 

Juggernaut healing ? That's pointless. They have not solved problem at all, instead of isida+hornet/dictator ducklings healing juggernaut for the whole battle, you can just take viking+HE/Nanotech and do the same as before, in fact even better, because you will never run out of energy.  Killing melee range healing was one of worst decisions made in this game. It killed or significantly decreased teamwork between players. Everyone ignores game objective, game is promoting camping and focus on killing instead of engaging in game mode. 

I feel like you missed my point, since I wasnt talking about old Isida, but reacting to Infinite healing beam Isida (just like it had on offense) that Hypersomnia mentioned and how that can be a toxic mechanic. As I said before yes, long range healing augments should have been nerfed far more drastically, with damage, max range healing, and reload nerfs very long ago, and yes isida should have been the only turret that should have kept a decent exp ratio for healing because of its range limitations. 

Also I wasnt talking about Isida healing Juggernaut or Dictator/Isidas. What I was saying is that if Isida had INFINITE healing beam (no reload on healing) as Hypersomnia mentioned above, it can become a toxic abusable mechanic just like when people were joining old Juggernaut to farm Phoenix aumgents, or how people abused old Dictators OD sharing and exp for sharing mechanic usually in assault, or how Hopper users abused Trickster in old Assault when delivering flags. I dont mind Isida getting decent exp for healing, nor do I mind it being finally competitive with long range healers or even outperforming them finally, my gripes were only with the Infinite healing beam mechanic mentioned above because infinite healing without any reload is in my opinion a toxic mechanic.

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On 8/7/2026 at 7:44 PM, Hypersomnia said:

as an ex-Isida main i can say with confidence that it already was a junk turret for a year+ now its garbage embarrassment clown circus turret.

God forbid a sensitive young man wants to heal a tank with a HEALING turret

on paper its 4 in 1. augment which is absurdly broken (key word on paper).

its so toxic to face it literally has a Biohazard as its icon.

artificial scarcity. they can put pulsar in an event and call it an 'exclusive ultra rare reward' 

only realistic counter to it is phoenix hull augment. unlike other augments where ol' reliable defender/crisis +50% prot completely tanks you. best case here is AP immunity + 50% prot which is way more P2W than just upgrading a drone.

I SPEAK FOR EVERYONE when i say this is absurd and flying hulls should be buffed because they're very weak right now. I'd like at least +200% raw HP increase for all of them.

 

can someone give me one logical explanation to why infinite energy gimmick was given to OFFENSIVE side of Isida (Healing. Healing turret. Healing.) and not... THE HEALING SIDE???????? 

That's the thing.
You'd think that they'd invert the aspect so damaging drains energy but healing requires none.
Instead, they decided both healing AND damaging should drain energy, so now it's just... Isida before the rework...but worse.

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On 8/8/2026 at 6:56 AM, krokorok said:

I feel like you missed my point, since I wasnt talking about old Isida, but reacting to Infinite healing beam Isida (just like it had on offense) that Hypersomnia mentioned and how that can be a toxic mechanic. As I said before yes, long range healing augments should have been nerfed far more drastically, with damage, max range healing, and reload nerfs very long ago, and yes isida should have been the only turret that should have kept a decent exp ratio for healing because of its range limitations. 

Also I wasnt talking about Isida healing Juggernaut or Dictator/Isidas. What I was saying is that if Isida had INFINITE healing beam (no reload on healing) as Hypersomnia mentioned above, it can become a toxic abusable mechanic just like when people were joining old Juggernaut to farm Phoenix aumgents, or how people abused old Dictators OD sharing and exp for sharing mechanic usually in assault, or how Hopper users abused Trickster in old Assault when delivering flags. I dont mind Isida getting decent exp for healing, nor do I mind it being finally competitive with long range healers or even outperforming them finally, my gripes were only with the Infinite healing beam mechanic mentioned above because infinite healing without any reload is in my opinion a toxic mechanic.

Alright, do not make it infinite, either buff the healing OR buff the energy regen.

Honestly though, does it really matter nowadays? These days, a lot of the matches have people using augments that melt through enemy health like a hot knife melts through butter, just saying.

 

 

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On 8/8/2026 at 9:08 AM, Acecaddy said:

Alright, do not make it infinite, either buff the healing OR buff the energy regen.

Honestly though, does it really matter nowadays? These days, a lot of the matches have people using augments that melt through enemy health like a hot knife melts through butter, just saying.

Yes thats true, but imagine that this tryhard buyer or even two or three of them in one team with hover hull, stable mix Freeze, Needle Hammer, prime Vulcan, Excelsior Twins (or any other OP p2w junk that will come in the future)  now also has an Infinite healing beam isida pet behind him. Would you enjoy playing a match like that? They are often impossible to deal with as it is. 

Some of these propositions rely heavily on some perfect balanced gameplay where enemy team will surely have some way of dealing with enemy Isida, and in some cases yes that might be true, but we all know that you will also likely end up on the team that has zero pressure and now you wont even ever be able to touch these tryhards because there will be an infinite healing isida tucked nicely behind them. So yes, lets make healing Isidas better and more competitive, but lets not create another meta where Isida trains and 1 or two buyers auto win games.

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On 8/8/2026 at 10:30 AM, krokorok said:

now also has an Infinite healing beam isida pet behind him. Would you enjoy playing a match like that? They are often impossible to deal with as it is. 

and how is healing shaft/thunder any different besides being barely even noticeable that the tryhards are even being healed because no teammate is close to them? any situation you can come up with just gets shattered by heal shaft/thunder existing. 

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On 8/8/2026 at 9:51 AM, Hypersomnia said:

and how is healing shaft/thunder any different besides being barely even noticeable that the tryhards are even being healed because no teammate is close to them? any situation you can come up with just gets shattered by heal shaft/thunder existing. 

Do you even read my posts at all? What does that have to do with anything? In every post here, I mention that yes Healing Isidas should get significant buff to make them competitive with HE Shaft and NanoThunder and that long range healing should be nerfed (I literally mentioned range of healing, damage and reload nerfs like one post ago) if they still outperform short range Isida. All I am saying is that instead of creating third toxic abusable healing mechanic like Infinite healing on Isida to go along with HE Shaft and nanotech, its better to buff Isida healing/score and nerf long range healing in a way where healing Isidas are at the very least competitive and usable in the game. Is it so hard to comprehend that I would rather have reasenable buffs and nerfs instead of creating mechanics that players will surely find a way to abuse just like they did with other abusable mechanics in the past?

The fact that its not happening and that long range healers have been able to roam and abuse this for several years is something you should take up with those responsible for the poor state of balancing in this game.

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On 8/8/2026 at 12:33 AM, BlazePixie said:

I still main isida to this day and have for years, you need to be a skilled player to make it work and when you do you can usually get top 3 very consistently. Although they've been crapping on isida for so long, it isnt unplayable but once again its yet another turret the average player won't ever use because they can't make it work in battles. I appreciate the other op augment nerfs but the pure isida nerf with no upside is upsetting. I can still get first place often but I'm working with scraps here, mechanic/defender + excelsior can only get me so far if the base turret is meh. I already can't afford to use any augment but SN as everyone runs away otherwise.

I can be top 3 without any augment and only brutus drone, (which I proved in few of my videos) it's not about being in top3 at the end of battle, it's about options turret offers.

Why exactly should I use isida now? I can barely heal, if I do heal and waste all my energy at 1 target I can't attack effectively, so I in concluion, I can't heal, I can't attack, aiming is harder than with other melee range turrets (you have to maintain constant aim at target otherwise you will get 0 damage while beam is still shown at enemy) and you have 260 damage, which is weakest from all the melee turrets.

Yes I know Tesla has 800 but you have to consider fact that first tesla hit does not need reload, it's instant, so after 1s, dps of tesla is in fact 1600 + it has other perks (dmg distribution to multiple target for example, electro ball is capable of dealing damage etc) 

Same for Hammer, option to attack multiple enemies, in first few seconds, DPS is highly in favour for hammer, then it gets even (but good luck surviving) + hammer impact force causes isida most likely to miss at least 1s of its attacking.  

In conclusion what I want to tell you is that all other melee range turrets has their gimmick and it's working for that turrets,

Hammer has great impact force, multiple augments that are useful

Tesla has chaining, ball chaining, electro ball damage, great status effect etc..

Freeze has freeze effect + better base damage and way stronger crit hits, 

Firebird, weakest of the 4, has burning but it still has option to attack multiple enemies and base damage is at least better. (I think it also deserve buff) 

 

What does isida have ?

Few seconds of healing followed by unavailability to attack enemies due to low energy. Weakest dps, no impact force, option to attack just 1 target, weak critical hit dmg, weak critical chance. Only one good thing about isida is no damage drop, but you can barely use that to your advantage over other melee range turrets. 

 

So yeah, you can perform with it to be in top 3, but why would you play with it? Other melee range turrets are all better, healing is way better with nanotech or healing emitter, status effect are way better for tesla and hammer. There is literally nothing unique about isida now, anyone who will play with it is willingly nerfing himself.

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On 8/8/2026 at 8:56 AM, krokorok said:

I feel like you missed my point, since I wasnt talking about old Isida, but reacting to Infinite healing beam Isida (just like it had on offense) that Hypersomnia mentioned and how that can be a toxic mechanic. As I said before yes, long range healing augments should have been nerfed far more drastically, with damage, max range healing, and reload nerfs very long ago, and yes isida should have been the only turret that should have kept a decent exp ratio for healing because of its range limitations. 

Also I wasnt talking about Isida healing Juggernaut or Dictator/Isidas. What I was saying is that if Isida had INFINITE healing beam (no reload on healing) as Hypersomnia mentioned above, it can become a toxic abusable mechanic just like when people were joining old Juggernaut to farm Phoenix aumgents, or how people abused old Dictators OD sharing and exp for sharing mechanic usually in assault, or how Hopper users abused Trickster in old Assault when delivering flags. I dont mind Isida getting decent exp for healing, nor do I mind it being finally competitive with long range healers or even outperforming them finally, my gripes were only with the Infinite healing beam mechanic mentioned above because infinite healing without any reload is in my opinion a toxic mechanic.

Fair, but remember sustainable nanobots when it came out? It could heal for 40s without any pause , do you think it was OP or no?  I played with that augment a lot, and I can guarantee you that it was not really OP certainly not toxic, most of the times you were not able to outheal damage and anyone who was being healed by you died anyway (sooner than expected) It was not even extra good for score farming, sometimes it was more annoying than useful, you had to play it (and still do) with crusader or hopper/ares due to weak cone angle it have, maps with uneven surface like massacre, future, silence, highways etc... = not good at all, and I usually died sooner than I managed to use all my energy for healing (in fact it did happen very rarely) You basically could not run out of energy for whole battle duration and yet it still was not OP, how many players played with it back then? If it was OP it would be spammed and abused by meta slaves but nobody actually played with it, only few enjoyers like myself. So I don't think infinite healing for isida would make game toxic, if it was made with a good disadvantages, that's what I think.

 

As for Phoenix augments farm, I think it does not matter anymore, phoenix augments are long killed and curret "phoenix" augments are just little better stock turrets with bonus points gain, and "status"  which is not lucrative enough to most of the players. In contrary I do think that killing ASL mode (with how they nerfed points per cap, was bad idea) This game is camping circus, long range nonsense is constantly kept OP and with the new drones mechanic it will get only worse, so having one mode where players play active game and are trying to reach objective  is not bad at all, let them have those points, why not? Why gatekeep hull phoenix augments to few choosen ones who were numb enough to stick with just one single turret and hull for hundreds of hours, making process faster should be a thing. I could have phoenix for isida and any hull by now, if I sticked with just one turret and hull , but it makes game boring and rigid. I think it would be good to have option to transfer experience from other hulls just to one, all phoenix are same anyway so why not. 

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l have an idea for lsida, and for HeaIing Augments:

The same Nanobots shouidn't HeaI one group of Tanks (teamates) and damage another group of Tanks (enemies).

lnstead there shouId be 2 types of Nanobots, one for each roIe.

ln the case of lsida, this turret shouId have 2 Nanobot containers, 1 for HeaIing Nanobots and 1 for Damaging Nanobots.

When it HeaIs it shouId drain one of the containers.

The reecharge couId be sIow, but it wiII have the other container fuII, so it can start attacking the enemy.

And viceversa.

 

PS: Like if you Iike the idea and l'II post it in l&S.

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On 8/8/2026 at 10:46 AM, THRN said:

l have an idea for lsida, and for HeaIing Augments:

The same Nanobots shouidn't HeaI one group of Tanks (teamates) and damage another group of Tanks (enemies).

lnstead there shouId be 2 types of Nanobots, one for each roIe.

ln the case of lsida, this turret shouId have 2 Nanobot containers, 1 for HeaIing Nanobots and 1 for Damaging Nanobots.

When it HeaIs it shouId drain one of the containers.

The reecharge couId be sIow, but it wiII have the other container fuII, so it can start attacking the enemy.

And viceversa.

 

PS: Like if you Iike the idea and l'II post it in l&S.

I suggested similar things for firebird, to have new interesting augments for this outdated turret, but I guess this require changing turret mechanics and that's why devs won't do it, certainly not in form of augment, if they decided to do something like you suggested it would be implemented as a brand new isida turret mechanics 

Edited by Tekken
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On 8/8/2026 at 6:05 AM, cx2014 said:

In the future they will release new Healing Augments for Firebird, Freeze and Tesla turrets 😂

And Burning, and Freezing Augments for lsida.

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Well I didn't like these: «All augment icons now feature a new color coding corresponding to their rarity.»

I think colors and other UI stuff should have some Customized Settings available for users!

So we could have some better using experience as it happens in other software tools.

More Costumization should be available to get old style UI or the new one as we like.

Edited by cx2014

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