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AirMech Strike

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Official AirMech Community Group

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Welcome to AirMech! You'll often find people in Group Chat if you need help, and we also post annoucements when there are special events like Double XP or Drops.

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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



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