Update 1.3.1: Balance tweaks
Season 3 approaches—final balance refinements before new content arrives.


Balance Goals
The current meta has stabilized with diverse strategies. To prepare for upcoming shifts, this update focuses on:
Boosting underused units/techs.
Toning down overly dominant tactics.
Unit Adjustments
Sabretooth
Damage: 7,372 → 7,962 (+8% increase)
[Missile Interceptor]: Efficiency +12%
[Secondary Armament] Cost: 250 → 200
Reasoning: Buffs target Sabretooth’s weak early-game viability.
Overlord
Missile HP: +10%
[Mothership] Cost: 300 → 250
Reasoning: Adjustments address missile interception vulnerability.
Phantom Ray
[High-Explosive Ammo] Cost: 300 → 200
[Sticky Oil Bomb] Radius: 30 → 40
Reasoning: Enhancements promote build diversity.
Fortress
[Fang Production]: 10 units/32s → 8 units/36s
Reasoning: Aligns production efficiency with similar units.
Scorpion
Removed from Round 2 Reinforcement pool
Reasoning: Prevents oppressive early-game double-Scorpion strategies.
Mustang
Rank 3 removed from Round 3 Reinforcement
[Missile Interceptor] Efficiency: -5%
Reasoning: Reduces anti-air dominance over Stormcallers/Overlords.
Wraith
Rank-Up EXP: 1,950 → 2,250
Reasoning: Slows high-MMR snowball potential.
Vulcan
[Perfect Partner] Cost: 200 → 250
Reasoning: Increases cost of popular Vulcan+Marksman synergy.
Marksman
[Shooting Squad]: 5 Fangs → 4
Reasoning: Minor nerf to high-win-rate tech.
Farseer
Damage: 1,148 → 1,114 (~3% reduction)
Rank 2 removed from Rounds 1-5 Reinforcement
Reasoning: Curbs early-game dominance.
Specialist & Starting Lineup Changes
Aerial Specialist: Player HP +300 → +400
Amplify Specialist: Player HP +100 → +200
Training Specialist: Player HP +0 → +100
Cost Control Specialist: Player HP +200 → +100
Sabretooth+Fang Start: Player HP +100 → +200
Stormcaller+Hound Start: Player HP +300 → +200
Quality of Life & Fixes
Replay Cleanup: Streamlined deletion of expired replays.
Bug Fixes: Resolved data errors and visual inconsistencies.
Explore the changes and adapt strategies before Season 3!
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