New Mechanics, Re-balance and Ranked Season 16

New Mechanics, Re-balance and Ranked Season 16

New Mechanics, Re-balance and Ranked Season 16

Updates 124666 and 124667

Greetings Commanders,

Since the release of Co-op Galactic War our primary focus has been on fixing bugs and improving the overall experience. With much of that work behind us, we can finally treat you to a new ranked season and some major balance changes.

We very much hope you enjoy this update and dip your toes back into 1v1 Ranked. Join the PA Discord and let us know what you're enjoying most about this and our recent updates! We'd love to chat!

~ The Community Commanders

Ranked Season 16

This ranked season will run from July to October.

Want to escape Bronze and brag to all your friends how much better of a commander you are? Check out the official guide or get free coaching in the official Discord.

2 New Maps

  • Outreach by MournfulEagle

  • Skaro by PhyrricVictory

16 Returning Maps from Previous Seasons

  • Alloy

  • Aquilaris

  • Basilica

  • Bayrange

  • Classy barren

  • Dire strait

  • Faren

  • Friction

  • Lugaan

  • Molten Fortress

  • Mukden

  • Phang Shores

  • Plenty

  • Scavanger's recluse

  • Twin Peaks

  • Superbowl

Experimental Reworks

Helios — the Helios Orbital Titan now crashes into the ground, dealing damage in a medium area around the crash site.

Icarus — now fires lightning bolts that chain between air targets.

Stinger — now slows down significantly while firing, but moves faster overall and fires high-damage short range missiles.

Dox — can now shoot while transported inside Pelicans.

Bugfixes

  • Continual shooting at wreckage edge case fixed.

  • "merged" and "flooded" CSG parameters in the system editor now work correctly.

  • Fixed an Eradication mode bug where the game won't end after killing all enemies.

  • The Zeus titan's crash weapon will now trigger at the crash site instead of at the point where the Zeus titan died.

  • Performance optimisation: the pathfinder algorithm will fail more gracefully when the sim speed is overburdened (fewer units pathing under terrain, teleporting, etc.).

  • Fixed an issue where you could connect to a game before it was ready to receive connections, resulting in the player getting stuck connecting.

GW Co-Op Fixes

  • Fixed an issue where surrendering would clear out your data, causing the continue war flow to drop players.

  • Deleting tech no longer clears your list of subcommanders until a reload of the save is done.

Quality of Life Improvements

  • Direct Connect button added to help users who struggle to reconnect to a lobby if they crash or briefly lose internet connection. If you are struggling with these issues, ask for help on the Discord!

Mod Support

  • The death_weapon on flying units gained an additional impact_ammo_spec which triggers in addition to air_ammo_spec when the wreckage hits the ground after dying midair.

Detailed Balance Changes

Commander

Anti-Air Ammo

  • splash_radius increased from 0.75 to 1.5

  • initial_velocity increased from 125 to 150

  • max_velocity increased from 125 to 150

  • lifetime increased from 2 to 2.5

The commander's AA is meant to be a formidable weapon, but in reality it's relatively weak against T1 air due to its low RoF and significant overkill. This buff should make commanders slightly better at surviving air snipes when the incoming air is clustered too tightly.

Air

Bumblebee

  • splash_damage decreased from 75 to 50

  • splash_radius increased from 10 to 12

Trades raw splash damage for a wider blast. Bumblebees keep their area denial against clumped bots while doing less damage to more durable tanks. We will be keeping extra-careful track of this change to make sure it doesn't invalidate T1 air use.

Icarus

  • build_metal_cost increased from 125 to 150

  • max_health increased from 40 to 50

  • aggressive_distance increased from 60 to 90

  • damage decreased from 25 to 20

  • ammo_chain_jumps added and set to 3

  • ammo_chain_range added and set to 30

  • ammo_capacity decreased from 1500 to 900

  • ammo_demand increased from 100 to 300

  • ammo_per_shot increased from 300 to 900

  • max_range increased from 70 to 105

  • yaw_rate increased from 180 to 720

  • target_layers changed to Air only (target_priorities removed)

  • sim_impact_effect added

  • Description updated

Icarus have had the unique combination of being cheap and reliable enough to completely shut down early game land-only aggression, especially in 1v1s. In combination with the cheap energy and fab snipe potential they gave, no-air openings are not viable. This rework completely changes the role and playstyle of Icarus: they now fire a medium range anti-air lightning that will jump to up to 3 extra targets. Swarms of Icarus will be particularly effective at zoning-out an airspace, but their low health and move speed make them poor escorts.

Pelican

  • max_health decreased from 150 to 125

  • transporter/fire_while_loaded added, enabled for Bot & Basic & Amphibious

  • transporter/load_range added and set to 20

  • Dummy targeting weapon added (max_range 75, targets land/sea/underwater)

  • targeting_move_speed_multiplier / firing_move_speed_multiplier set to 0.75

Pelicans have two major issues: they are extremely durable for their cost, and are very effective at "hot drops" — deploying Infernos, Boombots or Vanguards within AA range. To address that, Pelicans now have less HP and will now lose 25% of their speed when near enemy ground units. This change aims to make them more vulnerable on approach while retaining the ability to move fabs and troops to areas not guarded by AA. As a minor compensation buff, Dox loaded in Pelicans can now shoot while airborne, allowing for some of the gunship functionality of Icarus to be retained, at a higher cost.

Air Fabber

  • move_speed decreased from 35 to 30

  • acceleration decreased from 35 to 30

  • break decreased from 35 to 30

Air fabricators are extremely quick to snatch uncontested metal in the mid and late game. This minor nerf aims to increase the time it takes for them to pay for themselves and increase their window of vulnerability.

Wyrm

  • damage decreased from 5000 to 2500

  • splash_damage decreased from 5000 to 2500

  • ammo_per_shot decreased from 1500 to 750

  • rate_of_fire increased from 0.4 to 1

  • maintain_priority_target added and set to false

  • mesh_bounds updated from \[14, 7.5, 2.6] to \[12, 20, 8]

The Wyrm has always been a bit of a one-trick pony, only ever being used for commander/anti-nuke snipes. This change effectively doubles its rate of fire while halving its damage, making Wyrms waste a lot less of their DPS in overkill and turning them into devastating anti-base bombers.

Zeus

  • death_weapon changed from ground_ammo_spec to impact_ammo_spec

  • Death weapon damage_volume/delay removed

  • Death weapon ignore_shields added and set to true

  • Death weapon impact_decals added (scorch)

Minor quality of life fix, the Zeus titan's crash explosion will now correctly trigger at the crash site.

Land

Boom

  • max_health increased from 10 to 20

Over the years the repeated buffs to Strykers and Sparks have left the Boom as a niche snipe unit that rarely sees much use against armies. This change aims to return the boombot back to a more conventional anti-vehicle role.

Spark

  • splash_damage increased from 50 to 60

  • full_damage_splash_radius increased from 2 to 5

  • ammo_demand decreased from 200 to 100

  • ammo_capacity decreased from 400 to 200

  • ammo_per_shot decreased from 400 to 200

Minor AoE buff to strengthen Sparks against Dox and Strykers in the mid-late game. Significant decrease to the energy draw should make them less of a burden on the economy in the early-mid game.

Stinger

  • build_metal_cost decreased from 120 to 110

  • damage increased from 10 to 30

  • rate_of_fire decreased from 1.5 to 0.5

  • max_range decreased from 90 to 75

  • initial_velocity decreased from 200 to 120

  • max_velocity decreased from 200 to 120

  • move_speed increased from 16 to 18

  • acceleration increased from 120 to 180

  • break increased from 120 to 180

  • firing_move_speed_multiplier added and set to 0.45

  • firing_disable_pushing added and set to true

The Stinger now fires a slow, high damage volley, significantly improving its early game performance against airborne fab snipes. The shorter range and slower missiles are offset by a cheaper cost and better mobility. While firing, the Stinger drops to roughly half move speed and can no longer be pushed, meaning it can no longer reliably dodge bombers forever.

Stryker

  • move_speed decreased from 15 to 14

  • acceleration decreased from 150 to 140

  • break decreased from 150 to 140

In the most recent patches Strykers have been overperforming, at times completely taking over the role of Dox. These minor nerfs aim to limit their offensive potential while keeping them a strong anti-raid option.

Spinner

  • splash_radius increased from 0.75 to 1.5

Similar to other AA changes, the Spinner will now be slightly more effective against tightly clumped air.

Bluehawk

  • rate_of_fire increased from 0.3 to 0.35

Minor buff to increase the overall strength of Bluehawks. We will monitor it closely.

Leveler

  • damage decreased from 300 (600) to 250 (500)

  • max_health decreased from 1500 to 1300

Levelers have had unreasonably high stats for how long their range is, making them difficult to counter cost effectively. We want to keep their identity as high damage heavy tanks but also to increase their reliance on support units for health padding and destroying structures.

Sheller

  • splash_damage decreased from 400 to 300

Minor nerf to the ultra-late game use of Shellers.

Vanguard

  • yaw_rate decreased from 360 to 120

Narrow nerf to decrease the effectiveness of Vanguard drops. Vanguards will now struggle more to retarget units such as boombots up-close.

Nyx

  • build_metal_cost decreased from 700 to 500

Naval

Typhoon

  • Squall (Carrier Drone) passive_health_regen decreased from -3 to -5

The lifetime of each drone is decreased from 13.3s to 8s. The Typhoon's sustained DPS will go down, while retaining high burst damage.

Narwhal

  • Surface cannon max_range decreased from 150 to 140

Minor nerf to make Narwhals more vulnerable to Piranhas and Drifters.

Structures

Lob

  • max_range increased from 240 to 340

  • max_firing_velocity increased from 150 to 185

  • firing_standard_deviation decreased from 3.5 to 2.5

We want to give Lobs a bit more personality beyond being a faster Dox factory. With the extra range and tighter accuracy they can now be used as a genuine siege and flanking tool.

Galata Turret

  • splash_radius increased from 0.75 to 1.5

Similar to other AA changes, the Galata will now be slightly more effective against tightly clumped air.

Ragnarok

  • ammo_capacity increased from 56 to 176

  • ammo_per_shot increased from 56 to 176

Increased the charge-up time roughly threefold (from 60s to 180s) to allow other players to try and snipe or escape the Ragnarok.

Orbital

Orbital Launcher

  • build_metal_cost increased from 600 to 900

Building an early Orbital Launcher for orbital scouts is now slightly more expensive.

AKRYD

  • max_health decreased from 1000 to 600

Long overdue HP nerf to bring AKRYD more in line with other orbital units.

Helios

  • wreckage_health_frac increased from 0.0 to 1.0

  • physics/radius increased from 10 to 15

  • physics/air_friction added and set to 0.25

  • wreckage/collision added and set to \["none"]

  • wreckage/remove_ground_cost_stamp added and set to true

  • has_death_effects added and set to true

  • model/animtree changed to titan_orbital_anim_tree.json (death/dead animations added)

  • events/died audio_cue and effect_spec cleared (replaced by death weapon)

  • death_weapon added (impact_ammo_spec)

  • \ Death weapon:

    • damage / splash_damage: 5000

    • splash_radius: 75

    • full_damage_splash_radius: 30

    • burn_damage: 200

    • burn_radius: 75

    • ignore_shields: true

    • impact_decals added (scorch)

    • sim_fire_effect added (ground impact explosion)

    • Does not damage allies; deals no damage to air or orbital units

Experimental change: the Helios titan will now crash into the ground on death, dealing significant damage to anything it hits. This is a drastic change that significantly buffs the performance of Helios as a snipe / anti-ground tool, we will closely monitor its impact on orbital game balance.