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You've been asking us to make a lot of new features and balance changes. We hope that most of you will be pleased with what we've done:

What’s new?

- We’ve added several info banners describing Star, Free Supplies and Supplies from our special offers.

- You can open a player’s profile right from the chat by tapping on his name

- Our test battle AI has been modified accordingly players battle zones.

Balance changes:

- Cyclops wasn’t that popular among epic units and that’s why we’ve made it 10% stronger.

- We’ve been monitoring your games and reviews. A lot of Buggy in your battles is really an issue now but on the other hand we genuinely prefer not to change this effective unit. That’s the reason why we didn’t reduce its damage per turn and made its actual attack a bit different. Buggy makes 3 bursts per turn instead of 4 now. One burst is one target. We believe that this change will help to save Buggy in your squad but will make it easier to create an effective strategy if you meet it in the battle. We’ve been also working on other changes that we believe would have a positive impact on the strategy element in our game. We hope you’ll like them in our upcoming updates!

- Heavytzer was planned as a unit that can attack a generator from a long distance and survive its explosion. The reality was a bit different and only a few could master it properly. We would like to change this situation and in order to do so we’ve increased its attack range from 18 to 20. It’s worth mentioning that generator’s explosion radius is 19.

- Photon’s attack radius has been increased as well from 6.5 to 8. Now it’s stronger in a close battle with other units.

- Grenadier was created as a unit against heavy targets and turned out it’s pretty effective against any ground targets. According our data it’s a bit too effective and that’s why we reduced its damage against non-heavy targets by 16.5%. No worries here because Grenadier’s damage against heavy targets was increased by 25%.

- Several updates before we made Jetraider a way cheaper than it used to be. Now this unit is way too effective for its relatively low cost and that’s why players chose to play a pretty predictable and uninventive strategies using it. We made Jetraider 105 energy points instead of 100 to prevent situations like that.

- Initially Junior was made as a unit against light targets but in practice, it was a way different from that. We made Junior cheaper: 120 instead of 130. We also changed its attack: it shoots two short bursts of two shells now but the actual damage is the same.

- Blindzone is a relatively cheap but a pretty complex support item and that’s why players prefer not to use it in their squads. We would like to make it better and increased its radius from 6 to 8.

- Invisibility is another support item that was ignored by our players in the beginning. We’ve prolonged this support’s effect on the first levels leaving the max level at the same length it used to be.

- Shield is an extremely popular item but its impact on the game is way too strong especially when players are able to use it after the first antimatter barrel. We would like to change this and that’s why it costs 6 antimatters instead of 5 now.  


-  UI has been improved and became more comfortable in usage.

- New battle zones information was upgraded.

- We've made a special animation for new units in the battle to visualize their invulnerability.

- We’ve made units control better and fixed several annoying issues.

What do you think?

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why did you nerf the light tank like that... 120 creds is okay but you made it into an athena... a light version of athena... now every turn it can engage only 2 targets and not 4 targets like before. and it wont be able to counter units like athena..

it would have been better to just leave it alone. its true capability is at level 11 and 12 when it can counter athena if played right.

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grenadiers damage increase vs heavy targets is a bit useless considering the only heavy targets used are tank and hammerfrost. 
With tank it doesn't really matter as you either balance yourself out of it's range or not and hammerfrost was rather new addition to meta as anti-buggy and anti-athena

grenadiers main use was against enemy generators and now it is severly handicapped at that while heavytzer is really tricky to eliminate....


also it seems that buggy shoots 3 bursts instead of 4 but damage per shot was kept the same, not damage per turn / dps

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I use lev 11-lev 12 commons usually (so I can add only 1, max 2 levels to it) and I am wiped by mindless waves of jetriders level 8 - so the unit that can be upgraded 3 more times.

jetriders are basically double use flakker, yet cost only half more than flakker, can be used over barriers, high alpha/high burst units are less effective against them since most of the damage is lost and quite importantly, supports like stun or disarm are kinda useless since jetrider dropped to ground is not under the influence anymore


as everyone expected, as every time you try to balance units, all you do is nerfing most popular, most used, most invested unit to make it not really worth it to use in equal level setting, while making other unit mindnumbigly op

such strategy makes perfect sense if you want to milk players that are forced to level up new units with every patch


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