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Update 0.7.11 A little discussion

[h2]Update 0.7.11 A little discussion[/h2]
[h3]Update Content[/h3]
MMR
Now before the game start, the MMR of both parties will be displayed by default.
Now after each battle, MMR changes will be displayed.

Bugfixes
Fixed an issue where team chat was not displaying correctly.
Fixed an issue where Insight logs were not correctly displayed.

[h3]A little discussion[/h3]
This is the third update in two days. Obviously, the current MMR and Combat Power system has not fully achieved the effect we want yet. We are working hard to improve the matchmaking experience, and thank you for your patience and hope that you can give us a little more time.

Our intention of adding MMR to the game is to help players find more evenly matched opponents. The good news is that for most players, after a few placement matches, it is indeed easier now to find an evenly matched opponents. And many players want to know more about how MMR works. In the future, we will display MMR and MMR changes in more places, and increase the add an MMR leaderboard.

The combat power system has more problems. Since the combat power has not been reset, for some players there is a huge gap between their Combat Power and MMR. As a result, two players with even MMR can have huge combat power difference.

Many players are asking, now that we have MMR, what is our vision for the Combat Power system? We think that Combat Power is a score that comprehensively measures the player's competitive level and dedication.

In July, our Credit store will be online. The store will have avatars, emotes, unit skins, and even prediction tickets. At this moment, we are considering introducing a season mechanic to reset the Combat Power every season, and give players Credit rewards that match their Combat Power. In this way, the Combat Power system will have a new role in the game, and players also have a new way to obtain rewards. What do you guys think of this idea? Leave us a message in the comment section, Discord or Steam Discussion.

Update 0.7.10

[h2]Update 0.7.10[/h2]
[h3]Bug Fixed[/h3]
Fixed the wrong damage problem of Fortress Rocket Punch

Update 0.7.9

[h2]Update 0.7.9[/h2]
[h3]Units Change[/h3]
Fortress
New Tech [Rocket Punch]: FORTRESS Launches his fists to attack enemies, triggering once when FORTRESS's HP is below 70% and 40% respectively.

Vulcan
HP adjusted from 37073 to 35960

[h3]MMR(Matchmaking Rating)[/h3]
In order to find more suitable opponents for players during matching, we have added MMR(Matchmaking Rating) in the game. During matchmaking, the MMR will be used instead of Combat Power to find opponents with similar skill level.

[h3]Combat Power[/h3]
Now, the CP difference between the two sides will be considered more when the Combat Power is calculated after a match. When playing against players with similar combat power, there will no longer be a situation where the loss is significantly greater than the gain.
All players above 1000 combat power now lose Combat Power when they lose, but lower tier players lose far less Combat Power than they gain.
Due to the adjustment of the Combat Power system, the CP of all players with a CP greater than 30,000 will be reset to 30,000.

[h3]Reporting and Appeal[/h3]
When clicking on a player's name to report, it is now possible to add a more detailed reason for the report.
Players who have been auto-silenced due to reports from other players can now appeal using the Appeal button next to the chat box.

[h3]Battle Acceleration[/h3]
Battle automatically speeds up when one side has only air units and the other has no anti-air units.
In the second half of the battle, if both players vote to speed up, the battle will speed up immediately.

[h3]Bugfixes[/h3]
Fixed an issue where Melting Point having no wreckage after death.
Fixed an issue where the finish SFX of Ion Blast was ignoring the in-game volume setting.
Fixed an issue where the AI wasn't working properly in Survival Mode.
Fixed an issue Where Fortress's doubleshot Tech did not display correctly.

Update 0.7.8

[h2]Update 0.7.8[/h2]
[h3]Balance Adjustments[/h3]
Vulcan
Vulcan's attack adjusted from 88 to 86.
Weakened [Extended range Vulcan] card, the effect is adjusted to: Vulcan's range increased by 20, attack power increased by 50%, but HP decreased by 35%.

Fortress
Fortress's HP decreased by 2%.

Melting Point
Melting Point's base attack increased by 3%.

Mustang
Mustang's attack adjusted from 37 to 36.

Phoenix
Phoenix's attack interval adjusted from 3.2 seconds to 3.3 seconds.

Stormcaller
Stormcaller's damage reduced by 2%.

Starting Specialist
Quick Supply Specialist's player HP bonus increased by 200.
Marksman Specialist's player HP bonus increased by 100.
Supply Specialist's player HP bonus decreased by 100.

Starting Unit
[Crawler + Mustang]'s player HP bonus reduced by 100.
[Crawler + Slegedhammer]'s player HP bonus reduced by 100.

[h3]Bugfixes[/h3]
Fixed an issue where units become vulnerable after being pushed out of the deployable area. Fixed an issue where Sentry Missiles would sometimes damage units inside shields.

[h3]Update Preview[/h3]
Next week will see the last major update for June. The Combat Power system will be reworked, and a new MMR system will be introduced. The reporting system will be improved. Player will be able to vote to speed up the battle. A new Tech for Fortress [Rocket Punch] will be added.

Update 0.7.7

[h2]Update 0.7.7[/h2]
[h3]Balance Adjustment[/h3]
General
Adjusted the attack bonus of all [Elite Marksman] tech from 30% per level to 23% per level

Rhino
Base attack interval reverted from 1.0 to 0.9
The cost of technology [Whirlwind]decreased to 250, and the [Whirlwind] attack interval decreased from 1.7 to 1.5
The attack interval reduction value of [Mechanical Rage]adjusted from 0.2 to 0.3

Vulcan
Vulcan's attack power reverted from 90 to 88

Arclight
[Extended range Arclight]adjusted to: Increase Arclight's range by 20 but decrease ATK by 20%
[Heavy Arclight]moved to level 3, and the HP bonus adjusted from 200% to 180%
[Intelligent Arclight] EXP bonus adjusted to 75%

Marksman
[Intelligent Marksman]] EXP bonus adjusted to 75%

[h3]Bugfix[/h3]
Fixed an issue where the forced move function in the Testing Grounds was not working properly
Fixed an issue where sometimes the slow effect would last until the next round