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Patch Update #839 - Released 7th August 2026


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On 8/6/2026 at 9:00 AM, Marcus said:

All augment icons now feature a new color coding corresponding to their rarity.

  • (Note) Augment rarity is now indicated not only by the icon's contours but also by the icon's main color. The main icon color is no longer personalized for different augments, with the exception of Excelsior and Phoenix augments

I cannot conceive a single reason for this change. Not only does it look both ugly and lifeless, it'll now be a peeve for me as every time I go to the garage I think I'm using AP Immunity instead of EMP. Why make the icon colour the same as the contour? 

Every way I look at it, it's just a step back from what it was. 

On 8/6/2026 at 9:00 AM, Marcus said:

Smoky

  • "Autocannon" augment

    • Regular damage reduction is changed from -50% to -35%

Always found it funny how close to Ricochet Autocannon was damage and firing rate-wise. Now Autocannon gets to have +30% normal damage added to it, along with the already higher critical damage and chance, and infinite firing. 

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Tomatina is proof that the Game doesn´t need One Shot kiIIs for peopIe to have fun.

OnIy Shaft shouId have the abiIity to One Shot, if it aims and shoots at the turret exactIy.

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On 8/9/2026 at 4:26 AM, THRN said:

Tomatina is proof that the Game doesn´t need One Shot kiIIs for peopIe to have fun.

OnIy Shaft shouId have the abiIity to One Shot, if it aims and shoots at the turret exactIy.

Ikr, I have most fun when I am hit with critical and just sitting there for 10 seconds to die. Its great being benched and just being able to breath in that battle atmosphere without worrying about moving or shooting. Thank god they are so original and made it 4 weeks too.   

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On 8/9/2026 at 1:43 AM, krokorok said:

Ikr, I have most fun when I am hit with critical and just sitting there for 10 seconds to die. Its great being benched and just being able to breath in that battle atmosphere without worrying about moving or shooting. Thank god they are so original and made it 4 weeks too.   

You can do the same to them.

lt's not Iike when you are trying to capture a Point in CP and a camper from a safe distance and spot just keeps One Shoting you and you can´t do anything to them.

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On 8/8/2026 at 2:05 PM, cx2014 said:

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

Maybe, who knows ?
Funny idea.

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On 8/6/2026 at 4:00 PM, Marcus said:

"Stellarator" augment 

  • Initial sniping damage changed from +380% to +300%

edit: I just went to 1st grade and learned how to do math and now I understand. Everything makes sense. No bug. RIP my ego

—————————————————

This does not seem to be the only change to stellarator. Now it also seems that min sniping damage = 2800 and max sniping damage = 2800 instead of min sniping damage = +300% and max = -15%

i.e. there is no damage drop off while aiming in. Is this a bug? Or is it supposed to have changed this way?

Edited by H3R0
I’m an *****

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On 8/9/2026 at 11:08 AM, wolfson said:

Maybe, who knows ?
Funny idea.

Imagine if it halved how much status per tick do they give, at cost apply "repairing" status ticks to teammates

that would be silly, I don't know how the points system will work with it though.

Honestly I don't mind it anymore. It's not like isida is functional without Vampire augment now anyways.

Edited by Acecaddy

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On 8/8/2026 at 9:21 AM, Tekken said:

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.

I disagree, you can get good healing with isida using the sustainable nanobots augment, you get a lot of healing ticks total with the tank and there have been times my consistent isida healing has proved more effective than a thunder/shaft healer. Plus I have a bigger range with the augment meaning enemies struggle to target me as I'm healing if I'm further away. The damage isn't entirely horrible, you can still threaten to kill plenty of people because the energy tank does last a decent amount of time still (although you need to be somewhat tanky yourself). I play with isida a lot so I know how to play conservatively and choose my attacks/healing targets, allowing my tank to recharge in the moments in between. Not to mention there have been loads of times my critical heals have been the reason my teammates survived (another benefit to isida over other close range turrets that can't be ignored). The sustainable nanobots augment is super underrated and is the reason why I still bother with isida. I live long enough due to being tanky so the damage I deal does add up.

Base isida healing is awful and its damage doesn't make up for the minimal range, I will give you that, but you need to play with SN to see isida still has lots of potential, I'm getting thanked every other game because I can be a great support while also a useful attacker. I'm not saying isida needs a nerf or shouldn't be buffed more but I feel you're either over-exaggerating the downsides of isida or just haven't considered the augment I mentioned.

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On 8/10/2026 at 6:52 PM, BlazePixie said:

you can get good healing with isida using the sustainable nanobots augment

I am Legend 211 ex Isida Main. The only 'good healing' part about that augment is that you could heal for longer, the healing is still comedically slow esp if the teammate is getting attacked. Even when nothing is happening most of them would just rather waste a repair kit than wait for you to heal them.

 

On 8/10/2026 at 6:52 PM, BlazePixie said:

my consistent isida healing has proved more effective than a thunder/shaft healer.

unless you got some year 2049 Nuclear Nanobots augment or you have the greatest crit heal luck in history this is flat out wrong.

 

On 8/10/2026 at 6:52 PM, BlazePixie said:

Plus I have a bigger range with the augment meaning enemies struggle to target me as I'm healing if I'm further away

and grom/shaft have effectively infinite range without giant green beam... beaming. your location to the entire map.

 

On 8/10/2026 at 6:52 PM, BlazePixie said:

Not to mention there have been loads of times my critical heals have been the reason my teammates survived (another benefit to isida over other close range turrets that can't be ignored)

and how many times does it happen EACH battle on average? from my experience 0-3 times at bests. give or take 70/30 heal/attack ratio in battles. sustainable nano augment.

 

On 8/10/2026 at 6:52 PM, BlazePixie said:

The sustainable nanobots augment is super underrated and is the reason why I still bother with isida.

it is super underrated but isida got killed and then its corpse burnt at the stake so im too scared to even try out the 'new' isida 

 

On 8/10/2026 at 6:52 PM, BlazePixie said:

Base isida healing is awful

yet sustainable nanobots healing (0% bonus heal over base) is suddenly 'good healing'? the only advantage is time which does not change much except leave you with more energy to spare i guess.

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On 8/10/2026 at 5:52 PM, BlazePixie said:

I disagree, you can get good healing with isida using the sustainable nanobots augment, you get a lot of healing ticks total with the tank and there have been times my consistent isida healing has proved more effective than a thunder/shaft healer. Plus I have a bigger range with the augment meaning enemies struggle to target me as I'm healing if I'm further away. The damage isn't entirely horrible, you can still threaten to kill plenty of people because the energy tank does last a decent amount of time still (although you need to be somewhat tanky yourself). I play with isida a lot so I know how to play conservatively and choose my attacks/healing targets, allowing my tank to recharge in the moments in between. Not to mention there have been loads of times my critical heals have been the reason my teammates survived (another benefit to isida over other close range turrets that can't be ignored). The sustainable nanobots augment is super underrated and is the reason why I still bother with isida. I live long enough due to being tanky so the damage I deal does add up.

Base isida healing is awful and its damage doesn't make up for the minimal range, I will give you that, but you need to play with SN to see isida still has lots of potential, I'm getting thanked every other game because I can be a great support while also a useful attacker. I'm not saying isida needs a nerf or shouldn't be buffed more but I feel you're either over-exaggerating the downsides of isida or just haven't considered the augment I mentioned.

I main isida, I have hundreds of hours played with it, I know sustainable very well to say it's mid at healing at best. You could heal with it 40s without pause, now it's only 10s which is pathetic in comparion with nanotech or healing emitter. I would partially agree with you if you could still have unlimited energy for attack but spending your energy for healing now means you are at the risk against enemies to run out of energy which only makes it harder to comfortably play and heal with this augment. 10s of healing = 8K HP potential (excluding criticals which are RNG) nanotech, after 10s of healing = 8640 HP healed, more than sustainable nanobots, which is best isida healing augment now. Nanotech can continue to do this for the full battle duration, meanwhile you have to wait 14s for full energy bar reload with sustainable, + nanotech has splash damage, unlimited healing range (no healing drop at any range) You also forget to meantion disadvantages of using sustainable nanobots, which is bad cone angle, making it good mainly with hoverhulls like hopper/crusader or possibly ares. (and not everyone wants to play just those OP trash cans) If you play with trackhulls you will struggle to have constant connection with the target if you are moving and not stationary, if you are attacking/healing  one small hit can also easily disrupt your healing.

 

So feel free to disagree, but why would anyone choose augment where he has:  limited range, limited energy, bad cone angle which has to be compensated with hover hulls, risk of dying because of no energy over infinite energy augment, infinite range, splash damage and no need to compensate with hover hull  ? Mind you, both of these augments are legendary augments, it's not like sustainable nanobots is free choice for everyone. 

 

This is my argument I was making from the start, what's the point of using isida if other turrets offers way better results in all the aspects. Healing is outclassed by nanotech/emiter , and damage is outclassed by all the other melee range turrets. Even vampire now is mid. First enemy with 50 % protection is your last enemy, even more so if damage was reduced from 290 to 260.  

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I think for isida it is about other turrets/Augments being too good rather than isida being weak. Freeze has been OP for the last few years and the go to turret for the hardcore players when they really want to win. Both Nanotech and Emitters should do less healing while doing the same amount of damage since damage is not the problem here. Most of the MM map pool is not really for short range turrets. 

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