[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.