





UNSC (All Leaders)

DPS increase after researching Spotter Drone reduced -43%

Acceleration reduced -29%

Self-healing rate reduced -33%

Build time 25s -> 20s

Population Cost 4 -> 3

Cost 75/150 -> 75/135

Build time 15s -> 20s

Cost 150/170 -> 150/190

DPS and HP increased +10%

Build time 24s -> 20s

Fixed issues with Gauss where it was not an upgrade against many target types, and in particular was a large downgrade against Light Infantry.

Build time 15s -> 20s

DPS increased +15%/+12%

Cost 375 -> 325

Build time 20s -> 22s

Phoenix Missile now uses Ultimates damage type, damage vs Buildings reduced -30%

Damage increased +22%

Range increased +33%

Damage increased +8%

Cost 400/0 -> 360/50

Population Cost 5 -> 4

HP (per squad member) increased +9%

DPS increased +24%

Velocity increased +9%

Combat Tech Engineer HP increased +25%

Combat Tech Engineer DPS increased +57%

Veterancy requirements increased by 25% to compensate for improvements

Command 01 - Heal Value to 1.2

Command 03 - Heal value to 2.8

Command 04 - Heal Value to 3.8

Speed increased +8%

Build time 16s -> 14s

Base HP increased +10%

Dispersion Nozzles also increases squad health by +10%

Damage slightly increased to be balance neutral with Marines (unchanged vs Marines and slightly improved vs other Light Infantry)

Combat Salvage buff duration reduced from 180s to 45s

Per-unit VFX now last for the duration of the effect (so you can see when an enemy unit is under the effect of Combat Salvage)

Cost increased from 1000/500 to 1500/1000.

Banished (All Leaders)

When cast on enemy units, Grunts will chase and throw directly at the target (like Grenades)

Throw range increased +80%

Throw speed faster

Arming time reduced -83%

Damage reduced to account for being much more reliable and better at hitting

Improved slow on affected enemy vehicles

Splash radii on Shrapnel Rounds reduced -60%/-25%

DPS and HP increased +10%

Marauder build time 27s -> 24s

Heal Value increased +75%

Damage multiplier against Light Armored reduced -14%

Damage vs Light slightly increased to be balance neutral against Marines (unchanged vs Marines and slightly improved vs other Light Infantry)

No longer deal splash damage, greatly reduces their effectiveness against infantry

Banshee build time 15s -> 18s

Cost 125/90 -> 90/125

DPS reduced -13%

Build time 16s -> 20s

Build time 20s -> 22s

Build time 20s -> 23s

Cost 160/160 -> 140/180

Assault Beam upgrade cost 900 -> 700

Damage multiplier vs Scouts reduced -33%

Cost 110/65 -> 90/50

Added slight AoE to weapons, which makes them more effective against infantry squads with lots of members

Build time 17s -> 15s

Cloak generator build time 40s -> 45s

Shield generator build time 30s -> 45s

Engineer cost 240/0 -> 200/30

Shroud cost 450/0 -> 400/60

Beam AoE 50% -> 25% (this is the AoE when the beam goes through an enemy unit or structure, it doesn’t affect the main target damage)

Damage vs Medium/Medium Hero/Medium AA reduced -17%

Damage vs Building reduced -10%

Builder 01 - Heal Value to 1.4

Builder 03 - Heal Value to 3.8

Builder 04 - Heal Value to 4.8

See next post for additional balance update notes...

Jackrabbits were still dominant and making other UNSC options redundant, as well as beating Choppers in the right hands. This slightly reduces their damage and healing ability. The reduction in acceleration also curbs their ability to hit-and-run with too much efficiency.Snipers were a little too difficult to afford and use at Tier 1.With the buff to Tier 2 vehicles, and in some other situations, it was clear that the Cyclops had fallen a little behind Hunters (even when allowing for cost and population differences). This redresses that balance.This reduces the ability of the Vulture to snipe HQ structures with the Phoenix Missile, which was overly-effective in certain late game scenarios. The Vulture is still one of the UNSC’s premier base-crackers, but this gives a little more opportunity for counterplay, and encourages players to use Phoenix missiles more often against other targets.Hellbringers still weren’t performing their role as a rush or anti-infantry unit, so needed further buffs, and needed to be able to counter the strengthened core infantry.Combat Salvage was too strong, particularly in conjunction with more expensive units like Grizzlies and Vultures. As well as dramatically increasing the cost, this also reduces the duration and makes that duration clear to players – allowing counterplay around trying to dodge a Combat Salvage-using opponent.Grunt Mines were not performing their role as an Anti-Scout Vehicle ability. This rework allows you to use Grunt Mines more reactively (like Grenades) but still retain their mine-laying ability.Banshees were still too good at countering Infantry. The cause of this was a small amount of splash damage, which wasn’t large enough to matter against enemy vehicles, but gave them too much strength against Infantry units.Making Jump Pack Brutes more effective as rush units. Their use and win rates were low, and they weren’t doing their job effectively.The Banished still have a large defender’s advantage, which can slow down games and give them an important edge over UNSC in longer games, or when there’s a high number of expansion bases.It is intended that the Banished HQ heals more slowly, because Banished single-target heal (Engineer) is stronger, and because the Banished benefit from Shield Generators