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Mechabellum News

Update 0.7.13

[h2]Update 0.7.13[/h2]
[h3]Balance Adjustments[/h3]
Hacker
Tech [Multiple Control] cost adjusted from 300 to 250.
Sledgehammer
Tech [Armor Enhancement] now adds an additional 20% HP.
The price of [Armor-Piercing Bullets] has been adjusted from 300 to 250.
Rhino
Tech [Armor Enhancement] now adds an additional 20% HP.
Arclight
Technology [Armor Enhancement] adds an additional 20% HP, and the price is adjusted from 100 to 150.
Steel Ball
Tech [Armor Enhancement] adds an additional 20% HP, and the price is adjusted from 300 to 350.
Melting Point
HP increased by 3%.
Vulcan
The EXP required to level up Vulcan have been adjusted from 1600 to 2200.

[h3]Next update Preview[/h3]
[Core Building Fortification]: Each core building can be fortified individually. Players can increase the HP of one core building to 200,000 through 5 fortification upgrades.
[Missile Interceptor]: Players can place devices on the battlefield to intercept enemy missiles (battlefiled power cannot be intercepted).

Update 0.7.12

[h2]Update 0.7.12[/h2]
[h3]Balance Adjustments[/h3]
Reason for adjustment
At present, when the MMR is below 2400, Steel Ball and Steel Ball & Mustang combo has the highest usage rate and win rate, and when MMR is above 2400, Vulcan and Vulcan & Marksman combo has the highest usage rate and win rate. The goal of this patch is to make Steel Ball easier to counter, and make Vulcan less irreplaceable.

Arclight
Arclight's attack interval adjusted from 1.2 to 1.1, Arclight's attack adjusted from 397 to 346.

Vulcan
Vulcan's attack adjusted from 86 to 85.

Marksman
Marksman's attack adjusted from 2271 to 2248.

Steel Ball
The EXP required for leveling up has been adjusted from 750 to 780.
Reinforcement card [Subsidized Steel Ball] adjusted from level 1 to level 2.
The cost of [Mechanical Division] adjusted from 300 to 350, and the number of crawler generated adjusted from 7 to 5.

Fortress
The cost of [Rocket Punch] adjusted from 300 to 250.
Trigger conditions of [Rocket Punch] adjusted from 40% and 70% of HP to 55% and 85% of HP.

[h3]Other Adjustments[/h3]
Slightly reduced matchmaking time.
Slightly increased the MMR change between game.
The speed-up vote now appears sooner during battle.

[h3]Bugfixes[/h3]
Fixed an issue where players could only gain EXP 30 times a day.
Fixed some typos.

Combat Power Algorithm Update

[h3]The Combat Power algorithm Change[/h3]
Many of you may have noticed, since the MMR patch, players often gain very little Combat Power from a game. For the past few days, we've been discussing options to improve the matchmaking experience for these players. Ultimately we decided to make the following changes:

1. Greatly increased Combat Power gain/loss efficiency.
2. The theoretical cap of Combat Power has been greatly increased, and the theoretical cap will automatically increase at a faster rate.
3. Players with Combat Power below 10,000 will no longer lose Combat Power in the battle

[h3]Notice[/h3]
The above modifications will cause a large number of players to increase their Combat Power rapidly in the near future, which will lead the Combat Power leaderboard into Chaos for a week or two, but don't worry, the new MMR system will be used as a better measure of strength, and we will add an MMR leaderboard very soon.

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