The Emergency turret was under performing, especially when compared to the Serpentine Turret
Both air fighters are having their suitability reduced to improve the potency of all ground based anti-air.
The Dominator and Punisher had a tiny amount of health relative to their shields. We are replacing some shields for health as it was inconsistent with other Substrate units and made them especially vulnerable to EMP Pulse.
The Hades was still lackluster and due to the damage increase of basic air defenses, the Hades is getting a small buff.
Most of the Punisher's delay comes from it's movement, flying around to re-strafe its target. However, if the Punisher continually targets units in front of it, such as extractors across multiple resource regions, the Punisher's damage output is enormous. We are increasing the Punisher's weapon cool down so it's less potent for sniping multiple Extractors.
The chance to miss has been removed from most weapons due to unnecessary RNG and the visual inconsistency it causes. The Harbinger is losing its chance to miss.
The secondary weapon on the Substrate Nexus looked strange as the projectile was incredibly slow. Its projectile speed is increasing to look more potent.
in 2.5, we reduced the health of the Assembly to make it weaker than the PHC Counterparts to compensate for its versatility. Since it can no longer produce air units, we are restoring some of that health. This change was intended for the 2.65 update which it was accidentally left out of.
The Pulverizer had too much range for a tier 1 defense, making it difficult to counter with artillery cruisers.
EMP Pulse was too effective, able to completely turn Cruiser fights, especially when combined with Plasma Storm. We are increasing the cost of EMP Pulse so it's more of an investment from the PHC player.
The Hyperion was over performing as it's 20% armor-piercing gave it too strong performance against other Dreadnoughts. We are removing its armor-piercing to better distinguish it from Dreadnought killers.
Battleline & Battleline Frenzy
Campaign & Scenarios
Partially due to the Constable buff, we are making Leo easier as it was too difficult compared to most other campaign missions.
Betelgeuse was too easy on high difficulties, but required lots of sitting around waiting. We are making the mission more exciting by reducing the enemy upgrades but adding to the enemy waves sent out at the player making defense more challenging.
Overlord and King of the Hill were the only two scenarios that didn't get an update in 2017. Overlord suffered from too many narrow pathways and insufficient Radioactives Deposits, limiting the player's options. Despite this, the mission was far too easy on high difficulties.
King of the Hill Scenario
King of the Hill was old and outdated, lacking units from Escalation. The difficulty settings for Kill of the Hill was unnecessary as it was an endless wave survival mission, the challenge is seeing how long you can hold out for. We are removing the difficulty setting so that it is standardized, making it easier to compare scores and struggle to improve your survival time. The map is getting some quality of life changes, more unit variety and additional late game juggernaut waves are being added to prevent experienced players from holding out indefinitely with Juggernauts.
Audio Volume Adjustments
There were many issues with the volume of weapon effects, some weapons were too loud or quiet, while many secondary weapons on Dreadnoughts were just as loud as the primary weapon. We are rebalancing many of the weapon effects to ensure volume levels are more consistent and better reflect the potency of the weapon type.