Exciting New Features and Updates in Our Latest 2.2 Release

Our latest update is now live, bringing a host of new features, enhancements, and balance changes to elevate your gaming experience! Here’s a breakdown of everything that’s new:

Introducing the Cyber Pass

We're thrilled to announce the arrival of the Cyber Pass—your new pathway to earning more rewards simply by battling! This reward track offers players the chance to earn exclusive content and themed passes. Stay tuned for even more exciting rewards and content in the future as you progress through the Cyber Pass!

Enhanced Post-Battle Flow

Our new post-battle flow provides players with a deeper insight into their performance after each match. This enhanced flow includes detailed battle stats, an improved mission progress tracker, and a comprehensive reward summary for all crates earned. This streamlined process ensures you can quickly assess your progress and get back into the action.

All-New Scrimmage Mode

Looking to refine your strategies without the risk of losing Victory Points? Enter Scrimmage Mode—a brand-new practice mode where you can test your tactics against ranked opponents without any consequences. Matchmaking remains the same as in regular play, but in this mode, you won’t gain or lose Victory Points, nor will you earn rewards. It’s the perfect environment to fine-tune your approach.

New Card: Blaster (Rare)

We’re excited to introduce Blaster, our first speed-boost support card! Blaster is best positioned at the back or middle of your push due to his light armor. He boasts a large Area of Effect that can speed up a good number of units, but timing is crucial. Faster units may zip through his hype range quickly, while slower units might not catch up. Master the timing to maximize his potential on the battlefield.

Card Balance Adjustments

To keep the gameplay balanced and fair, we’ve made several adjustments to key cards:

  • Sharkticons: Health increased by 11%, Energon cost raised to 5 (from 4), and damage reduced by 11%. These changes maintain Sharkticons’ role as a versatile swarm card while distinguishing them from similar cards like Minion Horde.

  • Autobot Infantry: Cooldown reduced to 0.9 seconds (from 1.1), and damage increased by 6%. These tweaks help Autobot Infantry perform better against single-target melee units, enhancing their overall battlefield impact.

  • Autobot Troopers: Cooldown decreased to 1.3 seconds (from 1.7), and damage increased by 6%. These improvements address their low win rate, bringing them closer to the expected performance against single-target ranged units.

Tank Meta Adjustments

Since the introduction of Tarn, the tank meta has been dominating the game. This trend was further amplified by previous adjustments to heavy-hitting tactical support cards, such as Dark Energon Strike and Proximity Minefield. To address the current imbalance, we've reviewed the top-performing tank cards, focusing on right-sizing their stats while keeping their health, armor, and cost intact.

  • Optimal Optimus

    Robot Mode: Smash Attack Damage reduced by 20%, overall damage decreased by 20%.

    Alt Mode: Smash Attack Damage reduced by 20%.

Optimal Optimus, a Legendary card, has a slight "Energon tax" (between 0.5-1) on his cost due to his versatility. This means he should be balanced closer to a 5- or 6-cost card, rather than his 6- and 7-cost sticker price. However, his damage output was simply too high, even for a bruiser of his caliber. By reducing his damage by 20%, we’ve aligned him more closely with other quintessential tanks like Grimlock, ensuring a fairer playing field.

  • Megatron

    Robot Mode: Cooldown increased to 1.5 seconds (from 1.1).

    Alt Mode: Damage reduced by 22%.

Megatron, the leader of the Decepticons, was outperforming other cards at his price point. The increased cooldown in his Robot Mode brings his performance closer in line with other 3-cost ranged units like Arcee. Meanwhile, his Alt Mode's damage was previously too strong for a 6-cost card, leading to unbalanced matchups. By reducing his damage by 22%, we’ve ensured that battles against characters like Optimus Prime are more evenly matched—now taking 3 hits instead of 2 to defeat Optimus Prime. Additionally, this adjustment allows medium-health units like Hot Rod and Cheetor to survive a single hit, creating a more balanced gameplay experience.

  • Tarn

    • Front Turret Damage: Reduced by 20%.

    • Health: Decreased by 15%.

Tarn was proving to be an exceptionally powerful card for his 6-cost price, often outperforming other cards in his tier. With the reduction in his turret damage and health, Tarn still remains a formidable opponent but is now more appropriately balanced with other tanks of similar cost.

Bug Fixes and General Improvements

  • Updated Wild Card inventory limits to allow for overflow when earning or purchasing outside the general shop.

  • Players now earn Ore-13 even for losses, offering a small consolation and incentive to keep playing.

  • The Quill of Trion now correctly erases Proximity Minefield.

We’re excited for you to dive into these new features and experience the latest improvements. Jump into the game now to explore all the changes and let us know what you think in our social and community channels!

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