Introducing the Artillery Base, Bombardment Base and Artillery Fort! Unleash your artillery strike a safe distance away directly from your base with these new Legendary minis!
New Easter Skins
Get your bunny suit out and celebrate Easter with the new Easter Base skin.
Mini Balancing
Base / Standard Base / Fort: Damage increased from 140 to 145, Radius increased from 20 to 25
Photon Base / Laser Base: Damage increased from 20 to 30
Turret Base / Anti-Air Base / Anti-Air Fort: Range increased from 31m to 32m
Soldier / Infantry / Rifleman: Speed increased from 40 to 45, Run Speed increased from 110 to 115
Combat Medic: Health increased from 200 to 250
Photon Trooper / Laser Trooper: Damage increased from 20 to 30
General / Commander: Max in Play reduced from 3 to 2, AP generation rate increased from 1 per 8 seconds to 1 per 7 seconds, Range increased from 15m to 16m, Damage increased from 300 to 320
Mechanic / Engineer: Health increased from 200 to 250
Paratrooper / Airborne Trooper: Max Squad increased from 1 to 5
Stinger / Missile Soldier: Range increased from 32m to 33m
Pyroblaster / Flamethrower: Clip Size increased from 30 to 40, Damage increased from 100 to 110
Mecha-Soldier / Power Armor: Max Squad increased from 1 to 2, Missile Damage vs Planes reduced from 50% to 0%
Turret Truck / Anti-Air Truck / Mongoose Truck: Damage increased from 150 to 160
Ambulance / Turtle Truck: Health increased from 1200 to 2000, Upkeep reduced from 12% to 8%, Damage (Healing) increased from 100 to 130
Turret Tank / Anti-Air Tank: Damage increased from 30 to 35
Recon Tank / Mini-Tank: Targeting priority adjusted to Truck (1st), Tank (2nd), Infantry (3rd), Heavy Infantry (3rd), Base (4th)
Heavy Tank / Rhino Tank: Aim Time increased from 1s to 1.5s, Reload Time increased from 1.5s to 2s, Damage increased from 1400 to 2000
Missile Defense / S.A.M.: Upkeep reduced from 20% to 12%, Max in Play reduced from 2 to 1, Range increased from 37m to 43m, Range halved when attacking ground minis, will now target Tanks, targeting priority adjusted to Planes (1st), Helicopters (2nd), Tanks (3rd), Damage vs Infantry and Heavy Infantry reduced from 100% to 0%, Damage vs Trucks and Tanks reduced from 100% to 50%
Command Tank: Aim Time reduced from 0.4s to 0.2s, Reload Time reduced from 0.5s to 0s, Clip Size reduced from 2 to 1
Helicopter / Chopper: Range increased from 18m to 21m
Zeppelin: Health reduced from 1500 to 1400, Missile Reload Time increased from 1s to 1.2s, Spawn Clip Size (minis dropped) reduced from 5 to 4
Glider / Stork Plane: Max Squad increased from 1 to 3, Max in Play increased from 2 to 4
Warthog: Missile Fire Time reduced from 1s to 0.8s, Missile Clip Size increased from 4 to 6
Stealth Bomber / Doomsky: Damage increased from 2750 to 2800
Other
AP generation rate when base is destroyed reduced by approximately 8%
Mini Guns - Server Update Notes (March 13th)
We pushed a small update along with the seasonal reset earlier today, here are the details on the changes made.
Honor Capacity Perk Reward Values Increased
Increased Honor Capacity perk reward values for levels 1 to 11.
Level 1 increased from 25 to 100
Level 2 increased from 25 to 100
Level 3 increased from 50 to 100
Level 4 increased from 50 to 100
Level 5 increased from 100 to 250
Level 6 increased from 100 to 250
Level 7 increased from 100 to 250
Level 8 increased from 200 to 250
Level 9 increased from 250 to 500
Level 10 increased from 250 to 500
Level 11 increased from 250 to 500
Mini Guns - Version 1.0.30 Release Notes
Chinese New Year
Happy Chinese New Year, everyone! We’re celebrating with some new Skins - this time for the Republic Mortar, Empire Small Bertha, and Dominion Hover Truck!
Daily Offers
New in the shop - Daily Offers! These are randomized little packs for a dollar or two that pack a lot of bang for your buck. Limited to one purchase each day per pack.
Mini Balancing
Combat Medic: Hunting increased from 20 to 40
Mechanic / Engineer: Hunting increased from 20 to 40
Paratrooper / Airborne Trooper: Max in Play set to 5
Machine Gun Truck / Attack Truck / War Hound Truck: Health increased from 500 to 600, Aim Time increased from .1s to .2s, Fire Time reduced from .1s to .05s, Clip Size increased from 40 to 50, Damage reduced from 50 to 30, Spread increased from 20 to 30
Bike / Motorcycle / Cheetah Bike: Health increased from 200 to 250, Reload Time reduced from .6s to .4s, Clip Size increased from 20 to 30, Damage increased from 35 to 45
Dragon Tank: Range increased from 12m to 13m, Damage increased from 180 to 190
Missile Defense / S.A.M.: Health increased from 1000 to 1500, Stealth increased from 0 to 40, Fire Time increased from 1.25s to 2s, Damage increased from 800 to 1000, Rotation speed increased
Transport / Mini Tank Transporter: Health reduced from 2000 to 1800
Warthog: Health increased from 600 to 900, Missile Range adjusted from 25m-50m to 12m-50m, Missile Damage increased from 500 to 600, Turret Range adjusted from 25m-50m to 18m-50m, Turret Clip Size increased from 100 to 200, Turret Damage increased from 45 to 50
Other
Safe and Mega-Safe now cost 250 and 1000 Shards, respectively, instead of Gold.
Legendaries can no longer appear in the Shop's A La Carte and Instant Upgrade sections.
Decreased the time necessary for minis to begin passthrough/phasing when blocked (approximately 30% faster)
Bug Fixes
Fixed issue with Shard amount given by highest value Shard package in Shop
Fixed issue with Faction and Rarity packs costing Shards
Mini Guns - Version 1.0.29 Release Notes
Notice: Modifiers are extra values assigned to certain factions' minis to either increase or decrease health, damage and/or ap cost in order to differentiate them from the other factions. This update brings some changes to these values which are listed in the faction-specific balancing sections. The usual balancing changes made to minis are listed in the mini balancing section.
Mini Balancing
These changes apply to all minis listed.
Sniper / Marksman: Reload Time increased from 2s to 2.2s
Engineer / Mechanic: AP Cost increased by 1, Health increased from 150 to 200, Gun Damage increased from 15 to 25, Healing increased from 50 to 75
Pyroblaster / Flamethrower: Damage increased from 90 to 100
Machine Gun Truck / Attack Truck / War Hound Truck: Speed increased from 55 to 120
Bike / Motorcycle / Cheetah Bike: Speed increased from 120 to 150, Run Speed increased from 180 to 200
Trike / Sidecar / Siamese Bike: Speed increased from 100 to 120, Run Speed increased from 150 to 180
Tank / Standard Tank / Lion Tank: Health increased from 1600 to 1700
Siege Tank / Artillery Tank / Giraffe Tank: Range adjusted from 31m-43m to 37m-43m
Shredder / Crocodile Tank: Reload Time decreased from 3s to 0s, Clip Size increased from 120 to 1000
Rocket Siege Tank / Rocket Artillery Tank / Cobra Tank: Projectile Speed decreased, Fire Time increased from .3s to .4s, Reload Time increased from 3s to 3.2s, Range adjusted from 31m-40m to 34m-40m, Spread increased from 30-120 to 50-150
Hybrid Tank / Dual-Tech Tank / Fox Tank: Health decreased from 1800 to 1500
Heavy Tank / Rhino Tank: Health increased from 2750 to 3000
Dragon Tank: Health increased from 1700 to 1900, Reload Time decreased from 3s to 0s, Clip Size increased from 30 to 1000
Command Tank: Health increased from 1500 to 1600
Ace Tank: Health increased from 2000 to 2200
Laser Tank: Health increased from 1500 to 1600
Attack Helicopter / Rocket Copter: No longer targets Infantry and Heavy Infantry
Typhoon: Projectile Fire Time decreased from .8s to .6s, Turret Aim Time decreased from .4s to .3s
Stealth Bomber / Doomsky: Damage increased from 2500 to 2750, Blast Radius reduced from 150 to 125
Dominion-Specific Balancing
These changes are for the Dominion faction only.
Doomsky: Increased AP Cost by 1, Health and Damage modifiers removed (stats now equal to same-level Republic Stealth Bomber)
Empire-Specific Balancing
These changes are for the Empire faction only.
Lion Tank: Damage modifier increased from -10% to -20%, Health modifier increased from -15% to -20%
Giraffe Tank: Damage modifier increased from -10% to -20%, Health modifier increased from -15% to -20%
Crocodile Tank: Damage modifier increased from -10% to -20%, Health modifier increased from -15% to -20%
Cobra Tank: Damage modifier increased from -10% to -20%, Health modifier increased from -15% to -20%
Fox Tank: Damage modifier increased from -10% to -20%, Health modifier increased from -15% to -20%
Pelican Plane: Damage modifier increased from +10% from +20%, Health modifier increased from +15% to +20%
Dragon Plane: Damage modifier increased from +10% from +20%, Health modifier increased from +15% to +20%
Match Reward Drop Rate
We've increased the pack drop rate for both wins and ties.
Wins: 70% chance of pack dropping, up from 50% chance
Ties: 40% chance of pack dropping, up from 30% chance
Losses: Remains the same at a 10% chance of pack dropping
The required Honor for levels 4-9 have been increased.
Level 4 increased from 75,000 to 100,000
Level 5 increased from 100,000 to 500,000
Level 6 increased from 125,000 to 1,000,000
Level 7 increased from 150,000 to 2,500,000
Level 8 increased from 200,000 to 5,000,000
Level 9 increased from 250,000 to 10,000,000
Other
World Chat restricted to players Level 5 and above
AP generation rate reduced for players with destroyed bases (approximately, 16.6% slower)
Mini Guns - Version 1.0.28 Release Notes
New Seasonal Alliance Chest Reward
Players can now unlock a seasonal Alliance chest for earning Honor as an Alliance each season. The more Honor you earn, the higher the level of the chest - and each Alliance member reaps the rewards! So work together to reach the maximum level!
New World Chat
Chat with everyone playing Mini Guns in our new global chat!
New Map: The Desert
Warm up this winter with the new hot and sunny Desert map!
New Holiday Skins
Get into the holiday spirit with the new Christmas Commando, Drone and Grenadier skins!
New Honor Perks
Daily Login Reward Increase the quantity of the reward received for Daily Login.
Daily Goals Reward Increase the quantity of the reward received for completing Daily Goals.
New Army Randomization
With everything beyond the first three Minis in an army having their order randomized, matches now play out a lot more differently than they used to!
Mini Balancing
Sniper Base: Reload Time reduced from 2s to 1.5s
Was proving too weak in comparison to other bases
Soldier / Infantry / Rifleman: Damage increased from 70 to 80
Intent is to make this actual Mini more playable as a “main” option, rather than purely from spawners
Mortar / Small Bertha: Range adjusted from 18m-37m to 21m-37m
Was a little too safe. Making it unable to shoot so close to itself should make it a bit more vulnerable.
Assault / Attack Trooper / Elite Rifleman: Damage vs Tanks reduced from 50% to 10%
Doesn’t target Tanks by default, but was still dealing too much damage to them with incidental fire. Brought damage back in line with intended results.
Special Ops: No longer targets Heavy Infantry
Mini should now be able to complete its primary purpose better by not getting as distracted (particularly with targets it can’t really fight very well)
Pyroblaster / Flamethrower: Health increased from 600 to 700, Damage increased from 80 to 90
Was less appealing than other heavy Mini options. Small buff to increase usefulness.
Tank Lady: Health increased from 800 to 900
Was less appealing than other heavy Mini options. Small buff to increase usefulness.
Mecha-Soldier / Power Armor: Missile rotation speed increased
Missiles were turning too slowly to hit targets sometimes. Corrected to bring back in line with expectations.
Machine Gun Truck / Attack Truck / War Hound Truck: Range increased from 12m to 15m
Small buff to try to increase Mini usefulness
Tank Buster Truck / Cannon Truck / Ram Truck: Upkeep increased from 8% to 12%, Damage reduced from 700 to 650, No longer targets Infantry
Was too effective at removing light infantry. Change should give Machine Gun Truck more purpose and let Tank Buster focus on its intended purpose of destroying vehicles.
Trike / Sidecar / Siamese Bike: Health reduced from 350 to 250, Upkeep increased from 8% to 12%, Reload Time increased from 1s to 1.2s, Damage reduced from 400 to 350, Damage vs Bases reduced from 50% to 25%, Resistance vs Trucks reduced from 25% to 0%, Resistance vs Tanks reduced from 25% to 0%
Far too big a part of the current meta. Changes made to make easier to counter (particularly in Sudden Death) while still being useful.
Mine Layer / Alligator Truck: Upkeep increased from 8% to 12%
Minor upkeep tweak to discourage spam
Tempest: Damage vs Bases reduced from 100% to 50%
Was too effective at base destruction if able to get into position
Tank / Standard Tank / Lion Tank: Damage increased from 350 to 400
Basic tanks were under-performing compared to more specialized options. Buff to try to increase usefulness.
Shredder / Crocodile Tank: Health reduced from 1000 to 800, Upkeep increased from 16% to 20%, Damage vs Tanks reduced from 15% to 5%, Resistance vs Infantry reduced from 50% to 25%, Resistance vs Heavy Infantry reduced from 50% to 25%
Too relevant in meta. Effectiveness reduced to let more specialized Minis shine, upkeep increased to discourage heavy spam
Sonic Tank / Soundwave Tank: Upkeep increased from 16% to 24%
Adjusted to bring in line with other Minis that don’t require line of sight (e.g. artillery)
Rocket Siege Tank / Rocket Artillery Tank / Cobra Tank: Fire Time reduced from .6s to .3s, Reload Time reduced from 3.4s to 3s, Range increased from 31m-37m to 31m-40m, Spread increased from 10-100 to 30-120, Damage increased from 250 to 300
Wasn’t as useful as other options. Increased speed and range to attempt to give it its own niche.
Hybrid Tank / Dual-Tech Tank / Fox Tank: Cannon Reload Time to 1s, Turret Aim Time to .7s, Turret Reload Time to 1.8s, Turret Damage vs Infantry, Heavy Infantry, Trucks and Tanks reduced from 100% to 25%, Turret Damage vs Bases reduced from 50% to 25%
Reload speed brought in line with other tanks, AA strength reduced to give more specialized Minis room to shine
Dragon Tank: Damage increased from 160 to 180
Was underperforming compared to alternatives. Minor damage buff to make more appealing.
Helicopter / Chopper: Speed increased from 40 to 50, Run Speed increased from 100 to 110, Damage increased from 20 to 25
Currently doesn’t have much of a role. Made faster and more damaging to enable it to fill a quick-response role.
Attack Helicopter / Rocket Copter: Aim Time reduced from .3s to .2s, Fire Time reduced from .7s to .5s, Reload Time reduced from 2s to 1.6s
Was previously too slow to really be effective.
Interceptor / Intercopter: Turret Aim Time reduced from .4s to .1s, Missile Fire Time increased from .2s to .3s, Missile Reload Time increased from 1.3s to 1.5s
Now more balanced between air and ground targets - aerial targets are acquired faster, but missile burst slowed.
Typhoon: Missile Reload Time reduced from 3.3s to 3s
Minor reload speed increase to boost Mini usefulness
Zeppelin: Missile Damage vs Tanks reduced from 100% to 75%
Was too effective against vehicles in addition to everything else it brought to the table. Minor nerf to enable more specialized Minis to shine.
Stealth Bomber / Doomsky: Health reduced from 500 to 250, Damage vs Helicopters reduced from 100% to 5%, Damage vs Planes reduced from 100% to 0%
Removed anti-air capability of bombs as Mini is intended as anti-ground. Made more fragile to allow anti-air to be more effective.
Transport / Mini Tank Transporter: Fly Passes reduced from 3 to 2
Mini Guns - Version 1.0.26 Release Notes
Daily Goals
Complete various goals every day (play X Rare Minis, play Y matches as Dominion, etc.) to receive rewards!
Skin Purchases
You can now purchase skins with shards!
Mini Cap
Some Minis are now limited to having a maximum amount on the battlefield at one time! This cap is per player and not per team.
New Skins
Halloween skins for the Tank, Standard Tank and Lion Tank!
Donation Limit Change
Rather than a daily 100 Donation cap, donations now cap at 20% of the total request amount for each individual request!
Upgrade Ready Icon
When you have Minis in your army ready to be upgraded, a green arrow will show on the lower right corner of faction images from the factions tab
Used Minis Highlight
At the open pack summary, the Minis that are currently used in your army will be highlighted
Fixed Mini Amounts
No more random amounts when buying a pack, now you know the exact amount of each type of Mini you'll get!
Extended Shop Refresh Time
The Shop now restocks every 24 hours instead of every 12, to give you more time to buy what you need!
À La Carte Requirement Display
Before buying a Mini in the à la carte section, the prompt will now inform you of how many Minis you need to upgrade to the next level!
Sudden Death AP
Surviving bunkers now provide a 4 AP boost instead of 3 AP.
Mini Balancing
Turret Base / Anti-Air Base / Anti-Air Fort: Damage reduced from 40 to 20
Machine Gun Truck / Attack Truck / War Hound Truck: Damage increased from 40 to 50
Tank Buster Truck / Cannon Truck / Ram Truck: Damage reduced from 800 to 700
Mine Layer / Alligator Truck: Health reduced from 1000 to 700
Zeppelin: AP cost increased by 1
Reminder: The maximum in play cap is per player not per team
Mortar / Small Bertha: Maximum in play set at 3
Heavy Machine Gun / Stationary Gunner / Tripod Gunner: Maximum in play set at 3
General / Commander: Maximum in play set at 3
Tank Buster Cannon / Anti-Vehicle Cannon: Maximum in play set at 3
Howitzer / Heavy Mortar / Big Bertha: Maximum in play set at 3
Ambulance / Turtle Truck: Maximum in play set at 2
A.P.C. / Kangaroo Truck: Maximum in play set at 3
Tempest: Maximum in play set at 2
Missile Defense / S.A.M.: Maximum in play set at 2
Bomb Balloon / Hovering Balloon: Maximum in play set at 3
Jet / Hunter: Maximum in play set at 4
Glider / Stork Plane: Maximum in play set at 2
Transport / Mini Tank Transporter: Maximum in play set at 2
Warthog: Maximum in play set at 2
Bug Fixes
Fixed an issue where players with no legendary Minis unlocked would sometimes not receive legendary Minis from secret and/or ultimate pack
Fixed an issue where names displayed in wrong order in 2v2 and 3v3 matches on the beginning of match and match summary screens
Fixed an issue where two prompts could show when winning a pack at the end of a match
Player's names no longer capitalized in the leaderboards
Fixed an issue where notification icons were showing on the alliance and shop tabs even if there was nothing new
Fixed an issue where sometimes Minis gained would show twice (e.g. showing you gained 30 Minis instead of 15)
Mini Guns - Server Update Notes (October 11th)
Hey everyone,
Here are the release notes for our next server update planned for release later today.
Mini Balancing
Assault / Attack Trooper / Elite Rifleman: Speed increased from 40 to 45, run speed increased from 100 to 120, damage increased from 40 to 45
Tank Lady: Damage increased from 25 to 30
Mecha-Soldier / Power Armor: Missile damage vs bases reduced from 50% to 25%
Hover Truck: Health reduced from 1000 to 600, cannon damage vs trucks reduced from 100% to 50%, cannon damage vs tanks reduced from 50% to 5%
Shredder / Crocodile Tank: Health reduced from 1200 to 1000
Recon Tank / Mini-Tank: Health increased from 800 to 1000, damage increased from 225 to 250
Dragon Tank: Targeting now prioritizes bases over other mini types
Command Tank: Range increased from 105 to 110, spread reduced from 1-7 to 0
Attack Helicopter / Rocket Copter: Health increased from 800 to 1000
Zeppelin: Speed to increased from 20 to 35, missile reload time reduced from 1.5s to 1s, missile damage increased from 300 to 350, spawn fire time reduced from 2s to 1s
Jet / Hunter: Turret gun damage increased from 30 to 35
Balancing Logic
Assault / Attack Trooper / Elite Rifleman: These didn't previously fill much of a role. The changes are intended to make them more useful overall, to fill a sort of (heaviest of the light) role
Tank Lady: Was underperforming compared to other heavy options (Power Armor, etc.)
Mecha-Soldier / Power Armor: Was melting bases far too quickly. Changes should keep it useful while bringing it in line.
Turret Truck / Anti-Air Truck / Mongoose Truck: Now consistent behavior with the Tank variants.
Hover Truck: Mini was performing far too well, especially compared to other multi-role Minis. Changes meant to bring it more in line while keeping it useful.
Shredder / Crocodile Tank: Was overperforming for its cost. Change to health should make it easier to counter while not depriving it of its usefulness.
Recon Tank / Mini-Tank: Previously wasn't really filling much of a role. New values should allow it to be competitive and carve out a niche for itself.
Dragon Tank: Was being easily distracted from attacking Bases by a lone infantry Mini. Should now stay more on target.
Command Tank: Didn't really stand out, particularly as a Dominion-exclusive Mini. Changes intended to let it be more useful in general.
Attack Helicopter / Rocket Copter: Often died before it could accomplish much. Should now stick around long enough to deal some damage.
Zeppelin: Changes meant to overall increase Mini usefulness, particularly as an Empire-exclusive option.
Jet / Hunter: Mini wasn't really proving worth it compared to other anti-air options. Gun buff should add extra utility.
Matchmaking Changes
A team will now only be able to be within three ranks of each other. For example, if a player is Diamond 2 they can Random Team with up to a Diamond 5 player and as low as a Gold 4 player. This same logic is applied to matchmaking when searching for an opposing team. Give it a try and let us know in a ticket if it's too wide or too narrow - we're looking to improve this further!
Other
Increased initial value of Solo Battle Honor from 9 to 10
Increased reward value of Solo Battle Honor perk levels
Mini donations now capped per request at 20% of the requested amount
Mini Guns - Version 1.0.25 Release Notes
New Leaderboards
Now you can see previous season rankings along with current and all-time rankings. Rankings are also separated by each faction.
Other
New prompt when boxes are full to either wait or open now
Bug Fixes
Fixed issue where claiming season rewards on low quality settings was impossible
Fixed progress bar not updating on first unit obtained from an Ultimate pack
Fixed Revenge matchmaking with random players
Frenzy Mode is here! Battle your friends and foes in Epic 3v3 Battles!
3v3 Matches
Brand new 3v3 matches for even more action!
Mixed factions
Now, any combination of factions can play together in 2v2 and 3v3!
Upgrades with gold
No more time consuming upgrades - Minis will now be upgraded instantly using gold!
Sudden Death revamp
Remaining bunkers give even more AP, so make sure to protect them! Bases start Sudden Death with 10% of their max HP - no more one shot kills!
Many more changes (including bug fixes and balancing) at: https://redd.it/9dnds7
Mini Guns - Version 1.0.23 Release Notes
New 3v3 Mode
Now you can play in 3v3 matches against players along with 2v2 and 1v1!
Ranked and Friendly Matches Revamp
Now you can have mixed factions in 2v2 mode and the new 3v3 mode
Players who join a Friendly or Team Battle can now choose their own faction
Mini Upgrades Revamp
All Minis can now be instantly upgraded for Gold
Instant upgrade costs per mini missing reduced by half
Mini Balancing
Assault / Attack Trooper / Elite Rifleman: Health increased from 350 to 450
Mechanic / Engineer: Can now shoot mines deployed on the battlefield to destroy them\
General / Commander: AP generation rate increased from 1 AP every 5 seconds to 8 seconds, fire time increased from .5s to .75s
Special Ops: Bomb range increased from 12m to 15m
Mecha-Soldier / Power Armor: Missile damage increased from 250 to 300
Siege Tank / Artillery Tank / Giraffe Tank: Spread increased from 10-85 to 10-95
Turret Tank / Anti-Air Tank: No longer targets light Infantry
Hybrid Tank / Dual-Tech Tank / Fox Tank: Cannon damage reduced from 350 to 300, turret damage reduced from 50 to 45
Dragon Tank: Damage vs Bases reduced from 50% to 25%
Zeppelin: Health increased from 1000 to 1500
Warthog: Fly passes decreased from 3 to 2
Mini Balancing Explanations
Assault / Attack Trooper / Elite Rifleman: Just a generally underperforming Mini when compared to the other light infantry options. Changes ought to help it be more competitive.
Mechanic / Engineer: A common request was having a way to counter-play mines that didn't involve hurling many AP worth of Minis into it or hoping that explosions lined up. This seemed a natural fit for the Mechanic / Engineer.
Mecha-Soldier / Power Armor: The missile component of the Mech has always felt underwhelming compared to the melee explosion. This should bring it more in-line with what we expect from it when fighting tanks or air Minis.
Turret Truck / Anti-Air Truck / Mongoose Truck / Turret Tank / Anti-Air Tank: These had too much utility, and were doubling in the role that the Machinegun Truck / Shredder are meant to fill.
Tempest: Not targeting infantry should stop it from getting distracted by a lone Soldier, and let it save its shots for heavier targets like tanks.
Siege Tank / Artillery Tank / Giraffe Tank: The intent is for artillery to feel at least a little unreliable, and these were still hitting with pinpoint accuracy too often. Added a bit more variance as a result.
Hybrid Tank / Dual-Tech Tank / Fox Tank: These were seeing almost universal use, and competing too aggressively with the Minis specialized for their respective roles. They were toned down a bit as a result.
Dragon Tank: This was still a death sentence for any structure it got too close to if not dealt with immediately. Damage to structures was reduced to a point where it should still be effective, but allow for some counterplay.
Zeppelin: Should now stick around enough to reliably drop off its Minis.
Warthog: Three passes led to it locking down a lane for too long if left uncontested. The goal here was to let it do its destruction thing, then let play in that lane progress again.
General/Commander: This is going to be a tough one to balance, so if these end up being too much (or too little) expect further tweaks.
Match Balancing
Bunker levels are now normalized in 2v2 and 3v3 matches.
Bases now start at 10% of original base health when entering Sudden Death.
Other
New gold offers in the "Gold and Omega Shards" section of the shop.
Players can pay shards to refresh their À la carte choices! VIP players get 3 free refreshes every 12 hours, too!
Packs won in battles are now assigned automatically to empty slots. Once those slots are full, no more packs will drop unless you open one instantly or a slot becomes free.
Packs assigned to slots now have the “open another” button when multiple are available to open.
Strongboxes now open automatically when ready.
Now only the challenger pays Shards to issue a revenge challenge!
Minis can now be requested directly from the Mini’s details in the army editor.
Players can now view details of an unlocked unit in the army editor.