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Update 1.3.0.3

[h2]4-Player Brawl[/h2]
  • Players who achieve 1st place in 4-Player Brawl will receive a minimum of 8 MMR and 600 Combat Power, regardless of other players' MMR.
  • Players who achieve 2nd place in 4-Player Brawl will receive a minimum of 4 MMR and 600 Combat Power, regardless of other players' MMR.


[h2]Balance Adjustments[/h2]
Patch 1.3 introduced changes that significantly impacted game balance. After analyzing data from Patch 1.3, we decided to make the following adjustments:
[h3]Hound[/h3]
  • HP increased from 846 to 897 (+6%).

Developer’s Note: Hounds currently have a slightly lower win rate compared to other units. This minor HP boost aims to improve their survivability.
  • [Incendiary Bomb] cost decreased from 300 to 200, and now will lock onto the target.

Developer’s Note: Hounds currently are underutilized in non-agro formation. This buff to [Incendiary Bomb] aims to increase their viability in non-agro scenarios.

[h3]Arclight[/h3]
  • [Charged Shot] cost increased from 150 to 250.
  • [Electromagnetic Shot] cost increased from 200 to 300.
  • HP increased from 4414 to 4635 (+5%).

Developer’s Note: The addition of the Hounds expanded the anti-swarm roster, allowing us to adjust Arclight's role a little bit. After the change, Arclight remains one of the best anti-swarm choices, but it will be less cost-efficient in other roles.

[h3]Tarantula[/h3]
  • EXP required for rank-up increased by 11%.
  • [Armor Enhancement] HP bonus increased from 35% to 40%.
  • [High-Explosive Ammo] cost increased from 200 to 300.

Developer’s Note: Tarantula openings are still too strong, and its [High-Explosive Ammo] has one of the highest win rates and pick rates in the game. These changes aim to bring down Tarantual to other units' level.

[h3]Steel Ball[/h3]
  • EXP required for rank-up increased by 11%.

Developer’s Note: After the introduction of Hounds, the win rate of Steel Ball openings has consistently exceeded other strategies. To address this, we increased the EXP required for Steel Ball rank-up, aiming to bring their win rate down to the average level.

[h3]Sabertooth[/h3]
  • [Missile Interceptor] interception efficiency increased by 20%.


[h3]Raiden[/h3]
  • [Chain] now prioritizes units within 25 meters of the target. Units beyond 25 meters (up to 60 meters) are only chained if no closer targets exist.
  • HP increased from 15888 to 17476 (+10%).

Developer’s Note: Previously, [Chain] often randomly hit backline units far behind the primary target. This change will make [Chain] less random.

[h3]Initial Units[/h3]
Based on recent win rate and pick rate data, we have adjusted HP bonus for the following openings:
  • Stormcaller Hound Opening: HP bonus increased from 0 to 300.
  • Mustang Hound Opening: HP bonus increased from 0 to 500.
  • Mustang Crawler Opening: HP bonus increased from 300 to 400.
  • Sledgehammer Hound Opening: HP bonus increased from 0 to 100.
  • Sabertooth Fang Opening: HP bonus increased from 0 to 100.
  • Mustang Marksman Opening removed.


[h3]Specialists[/h3]
  • [Sabertooth Specialist] changed to: Decreases Sabertooth’s Tech Upgrade cost by 50. Get 1 Rank 1 Sabertooth on Round 3.
  • [Fire Badger Specialist] changed to: Increases Fire Badger’s range by 10. Get 1 Rank 1 Fire Badger on Round 3.

Developer’s Note: Last week’s adjustments to the [Sabertooth Specialist] and [Fire Badger Specialist] lacked sufficient testing and data support. After further analysis and testing this week, we decided to change them again. These changes remove their early-game power spike while enhancing their mid-game strength and increasing their uniqueness. We are sorry about these back-to-back changes. Future balance changes will be approached with greater caution.

[h3]Unit Reinforcements (Unit Drops)[/h3]
  • Hounds will no longer exceed Rank 3 in Unit Reinforcement.
  • Rhino will have lower ranks in Unit Reinforcement.


[h2]Bugfixes[/h2]
  • Fixed multiple display issues.
  • Fixed a data error caused by War Factories.