Full notes
Full AirMech update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Workshop
- Performance
AirMech changes
AirMech Strike Update 268.5, Build 73323
Mostly incremental balance and bugfixes involved in the overhaul of how Helix uses Rockets. What seemed like a simple change on the surface snowballed into a lot of unintended stacking of damage and projectiles. Along with some other balance tweaks this should be a most welcome hotfix. :)
BALANCE
reworking Helix ground rockets damage formula to be more consistent with damage output prior to autofire changes
rework Helix Missile Launch ability to auto fire on chargeup. Consistent fire rate
buff to higher level Missile Launcher ability
Paladin hammer damage 45 -> 60
Paladin hammer armor piercing 50 -> 70
fix target damage scaling for Airmech ability damage output (Mantis Strike, Bombs, Power Sword, Bomber Melee)
fix damage scaling to target for Paladin Hammer
fix damage scaling against units for Saucer Deathray
fix damage scaling against units/forts/outposts for Helix missiles and rockets
Paladin Hammer stasis is now level based. 2s -> 2s, 2.5s, 3s, 4s at Hammer ability level 1->4
reworking Helix homing missile fire in air (was stacking too many missiles)
adjust base helix fire rate periods for missiles
1 -> 1.2 s for grenades, 0.666 -> 0.75s for rockets
adding RocketsLifespan setting for helix
BUGFIXES
Fix crash when deploying a unit without a fort/outpost (AM-10193)
some of the Helix balance changes could be considered bugs, but are listed in the other section
Source
Changelog.gg summarizes and formats this update. How we read updates.
