[ Planned balance changes of the upcoming update, April 2025. Second test ]

Planned balance changes of the upcoming update, April 2025. Second test

Hello!

We would like to remind you that the second stage of testing of the planned balance changes starts today. We have reviewed the results of the first stage, your feedback and the results of the latest survey and implemented the following changes:

Tengu

  • Cooldown time increased from 4 to 6 sec. (instead of 7 sec. before).
  • Increased the perk’s blocking time after contact with an enemy from 2 to 3 sec.

Developer comment: in this form, the change doesn’t significantly reduce “Tengu’s” effectiveness with careful gameplay.

All robotic legs

Removed the jumping mechanic.

Developer comment: based on the results of the first testing and survey, we decided not to implement this mechanic into the game, as its effect on the effectiveness of armoured vehicles with robotic legs contradicts our initial goal (to diversify gameplay without a noticeable effect on the effectiveness of robotic legs).

All shotguns (except “Arothron”)

Increased the projectile’s radius.

Developer comment: the change should increase the percentage of hits from shotguns, making dealing damage with them more stable.

Hippogriff

  • Perk active time reduced from 7 sec. to 6 sec. (instead of 10 sec. increase before)
  • Perk recharge time reduced from 25 sec. to 12 sec. (instead of 20 sec. before)

Developer comment: the change will allow using the cabin’s perk more often.

Punji

  • Active time increased from 25 sec. to 45 sec.
  • Recharge time increased from 8 sec. to 15 sec.
  • Stake activation time increased from 0.8 sec. to 2.5 sec.
  • Stake durability increased from 30 pts. to 100 pts.

Developer comment: these changes together with the connection range increase are aimed at increasing “Punji’s” relevance as a guarding tool and reducing its efficiency as an enemy destruction tool.

You can find the full list of changes as well as instructions on how to launch the test server here.

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i mean i understand why they did this but boy are alot of players not gonna like that… oh well :man_shrugging:

I don’t get it, aren’t the Dino legs, jumping legs?

yeah. its so odd to me that theyd remove the jumping feature on them.
flamingos dont do anything except run…
tengus do a burst forward, sideways or backwards.
dinos have the jump feature with the boosters.

the only legs that jump are the dinos. unless they have plans to add legendary legs in this is an odd decision for them to make. maybe its cause people are tired of the constant frog hopping and “bunny hopping” that people do in pvp? or maybe in pve to as people tend to love jumping over you only to land right in your line of fire.
im not to sure. odd decision but i get where they are coming from.

Umm…what modes revolve around guarding something?

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So if only the dino legs jump, and will soon jump no more, what will differentiate them from the other legs? I was going to get a pair to make my prancing devil art build look better, but I’m glad I waited on that. Maybe they could have a special CK that lets them wear pants and shoes?

temp

they still have boosters on them… maybe they will still boost the build upwards? perhaps theyll have an ability similar to the tengu?
the only other thing i can think of is maybe giving them the ability to dash faster?
maybe an ability to walk over cars and damage them? (doubt it)

im not to sure what can be done to help the legs in this situation. dino legs are pretty powerful with their current ability to jump, so im not sure what other ability they could give them to balance that… any thoughts?

rip to legs ever being interesting, but then again they’re stuck in heli hell

neat but possibly a nothingburger

Rip Punji, Vulture of the Syndicate battlepass you never had a chance
F

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Guys, you are misreading the jumping leg thing.
They had proposed adding a basic jump to all legs, and that’s all they’ve changed their mind on. I am pretty sure they’re keeping the existing rocket jump for the Dino legs, just not adding jumping to the other legs.

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I hope this fixes shotguns, but a bit surprised that Arothron isn’t getting the buff, considering almost no one uses them.

They are oddly useful in next step for blocking the cap point on the collections mode.

Hello, thanks for the balancing attempts. It’s already a lot of work, and this is probably not the time, but perhaps the place, to make a suggestion regarding helicopters.
It’s shocking that helicopters without tail rotors can have the same vertical tilt angles (90°) and speed.
Without a tail rotor, between 45 and 60° of tilt depending on the main rotor model, and 90° with a tail rotor, seems more consistent and should balance power costs for a maneuverable vehicle.
Have a good day.

Instead of making a new topic just for Punji, might as well put it here since it’s the most recent place where Punji is relevant

Anyone else feel a bit like Punji is a flawed weapon? To me the biggest downside it has is having to drop them like mines, there just is no real way to make anyone drive into these things even if they’re chasing you.

To me it feels like if this kind of a gun ever wanted to have any chance at functioning you should be able to deploy it like a Jubokko (throw them). That is the only way I ever see to be able to get anyone to drive through this energy fence thing, having to physically be there to deploy it just does not work, the game is way too fast paced for that and the energy fence is just too small to block off any areas or routes, it just does not work

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thats because it IS flawed.
the punji is an awful weapon to use in pve mainly because it counts as a mine layer. this is bad because bots always prioritize land mines / drones over everything else. this weapon would be made completely useless in pve due to this because the only time id ever see this weapon working is if the bots run though it voluntarily (which wont ever happen) or if you drop them around a bot to further damage them, which, again, wont happen as the bots will just move out of the way.
if the weapon connected to more then just 1 punji within its radius it would be a devastating weapon to use against others. in pvp i can see it being kind of useful but not really as youll be taking alot more damage then you would be dealing in that scenario.
dont get me wrong, i like the concept of the weapon itself, but in practice it was poorly implemented.
if you took away the bots priority thing in pve then this weapon would be good. but it falls in the same category as drones and now the jotun and incinerators. bots will actively avoid them and target them to destroy them making the weapon completely useless even with its low power consumption.
can the punji be a good weapon? yes.
is it a good weapon? no.
what would make it better? having bots focus less harshly on mines and drones would be a start. again, bots focus way to hard on drones / mines / avoiding certain weapons like the jotun and incinerators. so i think having bots be less “oh hey im going to get rid of all these things you just plopped down to make you be completely worthless to your team just to be a dick” would be better.

thats just my thoughts though.

These balance changes are worthless. Start making more movement parts besides epic wheels, hovers, and augers viable. Nerf finwhale, jackie, and rework catalina. As long as these balance changes arent made the game will continue to lose its diehard playerbase because nobody wants to play with a 20% winrate against meta builds. Put an end to 4 mans in 8v8 missions because people are fed up with fighting against clans of guys in voice chat stacked with godfused builds. We are randoms and in game voip got removed in 2017, stop allowing 4 mans to roflstomp 8v8 missions where people arent coordinated.

Sometimes I wonder if fixing the market would solve alot of problems in a roundabout way, and make perpetual rebalancing less of a necessity.

For the prices you get on crafting stuff, the effort doesn’t pay off, and it takes longer to progress to better equipment. Established players (or players who spend real $) might not be as affected, but the average newer player can’t get into better stuff quicker to even compete at higher ps, or even learn what’s worth having and what’s not so important. Fixing punji sticks might be important to some, but not a concern for the new guy trying to advance past rare weapons and modules for a year or more.

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Yeah I’ve tried it in regular pvp for the most part and any time there is a bot on the enemy team (so 8 matches out of 10) this weapon is instantly useless (well it is kinda useless even without bots but still), it feels like the bots instareact to any punji available and shut them down in an instant

Kind of a global problem for all the drones/turrets/mines but these just feel like they get instadeleted way faster than anything else. I think it’s because it sticks up from the ground so much when in pole mode and the bots target the very tip of the punji sticks, with mines they have to aim downward and that makes mine deletion times just a bit longer because they have to get into a good enough position to fire at them (low enough at the ground so they can’t usually be right next to the mines), but with Punjis they can target them from all over the place (and instantly at the normal punji deploying distances to enemies)

if the bots have mgs or any fast firing rate guns then they will delete any and all punjis within its sight. this will definitely make the punjis completely worthless because they just get destroyed immediately.

but i think another reason this weapon is so useless is how its deployed. the point is trying to get enemies to run through the barrier. but often times this just doesnt work because of how the punjis work. you can drop a punji down but then have to race around the bot and drop one on the other side, but if they are targeting you and you do that they will just move. on cannon bots they run away from you making them worthless. on others they will just target the punji and shoot it before you drop the second one like in the case of mgs. its just a lose lose situation with them. plus how they connect to one another presents a ton of problems to. try to drop them down and see what i mean.
in their current state they can only connect to one nearby punji stick. which is bad…
if you made them connect to every stick near them then this will be even better. even if it needs an energy increase to do this i wouldnt mind. but they need to be less targeted by bots.
also the deploy distance needs work to if they are increasing the range…

i havent ran them but yeah i do feel like they do. believe it or not i was once dropping a king mine behind me, well a scorpion bot sniped the mine out of mid air just as it came out of the launcher. i feel that the same thing would happen to the punjis as well.

i have noticed as well they upped the bots ai way to much. on top of bots actively avoiding fire / ice puddles they also tend to avoid kapkans, mines, and anything inbetween. when it comes to drones, mines, kapkans, etc they tend to target and destroy them immediately. i think this is a bit to much. the thing is, some people say “you can be a decoy for your team mates and use your drones to distract them and absorb enemy fire.” except i dont WANT to be a fucken decoy! i want my drones, mines, etc to do damage and help me get points! theres no points to be gained if my drones are just instantly deleted by a god damn punisher build with a hard on for stalking and harassing me around the map instadeleting every god damn thing i throw at it. sigh. sorry. its just this topic makes me upset. i just wish drones and mines and whatnot werent so hard focused on. is it to much to ask?

if bots actively avoid kapkans, fire / ice puddles, mines, etc then i imagine they will actively avoid driving into punji walls to.

my guess is that they ment for punji to be used to “negate passage through narrow passageways”, i mean it lasts for almost a minute now and they said smt about defending…it’s dumbo players that try to use it as a killing weapon, insted of a portable passage blocker…
jusy my 2 cents on it…don’t like it anyway, same as that imugi crap…people whined that HRs and drones were a weapon for skillless people…then what is the mighty skill needed for that “kinglauncher…”
HRs and drones are master skill class compared to that crap… :grin: :grin: :grin:

In the right circumstances, they’re capable of doing a lot of damage.
I paired mine with kapkans, to get my victims stuck on the fences. Also made some heavy skinner builds that could deliver some big damage if you held enemies in place.

I hope they make them launch a longer distance as well, so that I can mount two facing opposite directions and launch them at the same time to make a nice long wall.