
Planned balance changes, July 2025
Hello, survivors!
Today we are ready to share the balance changes planned for the next update releasing in July. As usual, at the end of the week you will be able to see all the changes on the special testing server. For now, let’s have a look at the full list.
We remind you that all the new features described in this news are not final and may be changed before they are introduced into the game or may not make it into the game at all. You can see all the planned changes in more detail on the special testing server!
All machine guns (except miniguns “Miller”, “Reaper” and “Devourer”)
Increased projectile size.
Comment: the change should increase the percentage of hits on target, making damage output more stable.
Shotguns
Lupara, Sledgehammer, Mace
- Optimal range increased from 18 to 25 m.
- Maximum range increased from 40 to 50 m.
Thunderbolt
- Optimal range increased from 18 to 25 m.
- Maximum range increased from 40 to 50 m.
- Damage increased by 15%.
Hammerfall
- Optimal range increased from 18 to 25 m.
- Maximum range increased from 40 to 50 m.
- Damage increased by 7.5%.
Breaker
- Optimal range increased from 18 to 25 m.
- Maximum range increased from 40 to 50 m.
- Damage increased by 6.7%.
Junkbow and Fafnir
- Horizontal spread reduced by 20%.
- Vertical spread reduced by 7%.
Nidhogg
Spread pattern replaced with a pattern similar to “Jormungandr’s”, and then reduced by 15%.
Jormungandr
Spread reduced by 15%.
Comment on shotguns: the changes are due to low demand for both branches of shotguns and are intended to increase their relevance.
Rocket launchers
Wasp
- Energy consumption reduced from 8 to 6 pts.
- PS reduced from 520 to 390.
- Durability increased from 72 to 101 pts.
- Mass increased from 90 to 126 kg.
Pyralid
- Energy consumption reduced from 8 to 6 pts.
- PS reduced from 760 to 570.
- Durability increased from 90 to 126 pts.
- Mass increased from 98 to 137 kg.
Locust
- Energy consumption reduced from 8 to 6 pts.
- PS reduced from 1080 to 810.
- Durability increased from 130 to 182 pts.
- Mass increased from 110 to 154 kg.
Comment: low popularity of rocket launchers. We decided to raise their efficiency by increasing their number on the armoured car, which is facilitated by the small size of their models. Durability changes will additionally increase their survivability.
Tracks
Small track
Speed increased from 95 to 100 km/h.
Sleipnir
Speed increased from 85 to 90 km/h.
Hardened track
Speed increased from 80 to 85 km/h.
Armored track
Speed increased from 70 to 75 km/h.
Tank track
Speed increased from 65 to 70 km/h.
Goliath
Speed increased from 60 to 65 km/h.
Comment on tracks: unpopular movement part class. The changes will make the speed of tracks in combination with “Golden Eagle” about the same as it was before the speed balance changes and the change of the “Golden Eagle” perk, which previously increased tracks speed.
Fire puddles
Incinerator
Fire puddle’s damage to movement parts and speed of heating them up increased by 20%.
Mandrake
Fire puddle’s damage to movement parts and speed of heating them up increased by 25%.
Porcupine
Fire puddle’s damage to movement parts and speed of heating them up increased by 30%.
Comment: this additional feature should increase the efficiency of fire puddles and make driving through them more risky.
Special parts
Tempura
- Damage increased by 21%.
- Added 45% ram damage resistance.
- Added 30% melee damage resistance.
Comment: low efficiency of the weapon.
Pilgrim
Perk now applies to any type of damage, not just energy damage.
Comment: the narrowly focused perk greatly limited the weapon choices for this cabin. As the number of available options increases, the relevance of the cabin should increase as well.
Jockey
- Perk activation zone radius increased from 40 to 50 m.
- Perk accumulation time reduced from 8 to 6 sec.
- Perk cooldown increased from 6 to 7 sec.
Commentary: “Jockey” is less popular than similar cabins. The changes will increase the average damage bonus per battle.
Oculus VI
- All enemy detection radiuses reduced from 150 to 100 m.
- Module turning speed upon detecting an invisible enemy reduced by 35%.
Comment: with its current energy consumption value, the module has displaced its epic counterpart, “Verifier”. Since “Oculus” was previously unpopular despite having the same energy consumption as “Verifier”, we decided to change its parameters rather than increase energy consumption.
Epic parts
Tachi
- Damage increased by 21%.
- Added 45% ram damage resistance.
- Added 30% melee damage resistance.
Comment: similar to “Tempura”.
Nagual
Damage increased by 15%.
Comment: low efficiency of the weapon in comparison with other epic analogs.
Varun
- Damage increased by 10%.
- Perk damage bonus reduced from 10% to 7%.
- Projectile speed increased by 45%.
- Perk no longer affects projectile speed.
Comment: the weapon has high efficiency, but is not popular due to its complex mechanics. The changes reduce the dependence on the perk without significantly affecting the maximum efficiency.
Astraeus
- Damage with no charge increased by 67%.
- Damage with full charge increased by 20%.
- Damage bonus to overcharged shots reduced from 50% to 25%.
- Added 25% bonus to reload speed after an overcharged shot.
Comment: low efficiency of the weapon. The changes increase the efficiency of shooting without overcharging, but at the same time increases the benefit of using the mechanic due to faster reloading. The total damage with overcharge remains the same. With these changes, we want to make the weapon’s efficiency less dependent on the overcharged shots, so that players will use both firing options.
Spike-1
Durability increased from 336 to 403 pts.
Comment: the crossbow had low durability to mass ratio.
ATGM Flute
- Increased rockets maneuverability.
- Ammunition increased from 6 to 8 pcs.
Comment: unpopular weapon. The maneuverability adjustment will increase the number of successful hits and simplify controls, as well as allow damage to be dealt from closer range.
AC64 Joule
- Damage reduced by 7%.
- Time to overheating reduced by 20%.
- Perk overheating slowdown reduced from 25 to 20%.
Comment: high efficiency in the 5000–10000 PS range. The weapon has an extremely high ratio of damage per battle to energy consumption.
Quantum
Changed the perk mechanics. Now it works as follows:
If the vehicle does not receive damage for 2 sec., weapon damage gradually increases by 5% per second. Maximum bonus is 20%. The bonus reduces upon taking damage.
Comment: The “Quantum’s” perk is rarely used in battle due to its instant reset when damage is received. The updated perk not only makes the damage bonus more persistent, which increases the medium damage per battle, but also expands the list of weapons available for use by removing the dependency from energy damage. For these reasons, the maximum possible bonus from the perk has been reduced from 25% to 20%.
Kensei
- Perk reload time reduced from 12 to 6 sec.
- Perk duration reduced from 6 to 4 sec.
Comment: unpopular cabin. The changes will allow using the perk much more often.
Manitou
Perk damage bonus increased from 20% to 30%.
Comment: although the cabin was largely designed for use with revolvers, they have significantly lower efficiency with “Manitou” than with other cabins.
Howl
- Perk activation zone radius increased from 40 to 50 m.
- Perk charging time reduced from 8 to 6 sec.
- Perk cooldown increased from 6 to 7 sec.
Comment: similar to “Jockey”.
Photon
The perk now applies to all types of damage, not just energy damage.
Comment: similar to “Pilgrim”.
Savior
- Changed perk: increases the damage protection of the weapons mounted on the cabin (except for melee weapons) by 7% for every 1000 pts. of the armoured car’s durability. Maximum bonus is 28%.
- Speed reduced from 62 to 55 km/h.
- Tonnage increased from 9500 to 10500 kg.
- Mass limit increased from 18500 to 21000 kg.
- Power increased by 12%.
Comment: unpopular and too narrowly focused cabin. To increase its relevance, we decided to make it the gameplay predecessor to the “Machinist”.
Sabbath
- Perk speed bonus increased from 3% to 4%.
- Perk cooldown increased from 2 to 3 sec.
Comment: low efficiency of the wheel in comparison with the analogs.
Claw
Now the perk starts to reset only after energy damage is dealt, not after firing an energy weapon.
Comment: the change simplifies the use of the perk by ensuring that the reset does not start after a miss.
MR-2 Maple
- Takeoff speed increased from 85% to 100% of the maximum speed.
- Perk now activates at speeds higher than 65 km/h instead of 80 km/h.
Comment: low efficiency in comparison with coaxial rotors.
Impeller
The maximum bonus to yaw speed is now achieved when the “Impeller” is installed at a distance of 5 m from the center of mass instead of 6 m.
Comment: the current distance requirement is too high and limits design options for full implementation of the perk.
Gerrida I
Speed increased from 65 to 70 km/h.
Comment: previously, “Gerrida’s” speed was reduced because these legs were used to build heavy but fairly fast armored cars. We decided to restore “Gerrida’s” original speed, as this issue should not arise after the speed balance changes.
Icarus IV
Added perk: increases the movement part’s damage protection by 30% for each enemy within a 75 m radius. Maximum bonus is achieved with 4 enemies within the active range.
Icarus VII
Added perk: increases the armoured car’s power by 20% for every 18% of its durability lost. The bonus doesn’t depend on the amount of such hovers, but decreases proportionally with other mounted movement parts, except for rotors.
Comment on hovers: unlike other epic movement parts, hovers previously had no perks.
Widget and Widget ST
- Bonus to cabin power in the second mode reduced from 80 to 35%.
- Power penalty increased from 7% to 8% (from 14% to 16% for ST).
- Delay before switching modes increased from 0.5 to 1 second.
Comment: taking all the features of the parts’ mechanics, perks, and model into account, the movement parts turned out to be overly effective and versatile. The “Widget” significantly increases the mobility of armoured cars, has high survivability, and protects parts at the frame level. Therefore, we decided to significantly reduce the acceleration of armored cars with “Widgets”. The delay in switching modes will make frequent mode changes slightly less effective.
Power unit
- Energy consumption reduced from 4 to 2 pts.
- PS reduced from 540 to 270.
Comment: the current energy consumption of the “Power unit” limits the variety of possible modules for armoured cars with plasma emitters.
Legendary parts
Charon
- Damage increased by 15% (both from projectile hits and from the perk).
- Distance requirement for charging the perk reduced from 80 to 50 m.
- Maximum spread reduced by 25%.
- Spread increase when turning reduced by 29%.
Comment: low efficiency combined with excessive demands on the player’s skills and armoured car.
Athena
- Volley size reduced from 10 to 8 rounds.
- Damage increased by 25%.
- Heating from a hit increased from 0.56% to 0.7%.
- Added welding points on the corners of the base.
Comment: unpopular weapon. The changes improve the weapon's damage output while keeping the maximum damage at the same level. The additional welding points should make it easier to build armoured cars with “Athena”.
Compiler
Reloading time after a plunging shot now reduces by 65%.
Comment: currently, the extra shot from the perk is rarely used by players, as direct fire is often much more advantageous and easier. Now the plunging shot will be practically “free” in terms of time, which should give additional motivation to use it during long-range firefights.
Toadfish
Durability increased from 422 to 506 pts.
Comment: similar to “Spike-1”.
Thyrsus I
- Damage increased by 70%.
- Reloading time increased from 1.5 to 3 sec.
- Added welding points to the corners of the base.
Comment: unpopular weapon. The changes reduce the rate of fire and will increase the value of each hit, making the weapon more comfortable to use, as well as slowing down the consumption of perk charges. Additional welding points should improve the designing of armoured cars equipped with the “Thyrsus”.
Jupiter
Ball lightning damage radius reduced from 12 to 9 m.
Comment: the weapon is too easy to use, and the projectile flying past the enemy is more effective than a direct hit.
Commit
- Damage reduced by 20%.
- Bonus damage to structural parts increased from 85% to 130%.
- Projectiles hitting environmental objects no longer have a physical model.
Comment: high efficiency. The changes significantly reduce the overall damage of the weapon, but leave damage to structural parts the same. This should bring the weapon’s gameplay closer to its original design. When hitting environmental objects, the projectile now behaves the same as other crossbows, i.e. it is purely a visual element. The physical projectile mechanic did not work well with “Commit” and was more of a hindrance than a help, so we decided to remove it.
Cohort
- Tonnage increased from 9200 to 10400 kg.
- Mass limit increased from 24000 to 25500 kg.
Comment: low efficiency. Now, along with the “Mainframe”, the cabin will have the highest mass limit.
Beholder
Mode 1:
- active time increased from 5 to 8 sec.
- reloading time reduced from 23 to 16 sec.
Mode 2:
- invisibility is now removed with a delay not only after taking damage, but also after firing.
- Invisibility removal delay increased from 1.8 to 3 sec.
Comment: low efficiency of the perk in comparison with other legendary cabins.
Mainframe
- Power bonus now activates when 15% durability is lost instead of 700 pts., and is 25% instead of 40%.
- Damage bonus now activates when 35% durability is lost instead of 1900 pts., and is 10% instead of 15%.
- Damage protection bonus now activates when 65% durability is lost instead of 3500 pts., and is 20% instead of 30%.
Comment: high efficiency and versatility of the perk, thanks to which the cabin has replaced other legendary heavy cabins. Changing absolute durability units to relative ones will allow the cabin to have approximately equal efficiency across a wide range of PS.
Integrating robotic legs into classic PvP battles
Since adding robotic legs to the game, we have received numerous comments suggesting that they should be allowed in all modes. On the one hand, we agree, but on the other hand, we understand that in their current form, robotic legs would have an advantage over other movement parts outside special missions.
We believe that many players would be curious to see the familiar classic missions with robotic legs adapted to the conditions of the modes. This is what we propose to do, before making a joint decision on the viability of such a change. We would like to warn you in advance that testing of the addition of robotic legs to classic missions will be held in several stages: you should not expect robotic legs in classic missions in the next update.
The current testing is only a preliminary assessment of the selected parameters. The next stage, which will determine further actions, will be testing in a temporary brawl on live servers. Details about the brawl will be given in the patch notes for the next update.
The final state of the robotic legs we are aiming for:
- Robotic legs should be rebalanced for “classic” PvP modes and can be used in them.
- In order not to change the previous gaming experience, the robotic legs should remain as they were before the changes in special missions with armored aircraft.
Below is a list of changes on the testing server for the possible addition of robotic legs to classic missions:
Flamingo
- Durability reduced from 1200 to 1080 pts.
- Maximum speed reduced from 80 to 75 km/h.
- Turning speed reduced by 21%.
- Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).
- Reduced acceleration for all movement directions.
- Disabled turning while airborne.
Tengu
- Durability reduced from 1070 to 963 pts.
- Maximum speed reduced from 90 to 85 km/h.
- Turning speed reduced by 33%.
- Speed when moving sideways reduced by 6%.
- Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).
- Reduced acceleration for all movement directions.
- Disabled turning while airborne.
- Dash distance reduced.
- Dash speed reduced.
- Dash cannot be activated while airborne.
RL-M Dino
- Durability reduced from 1550 to 1395 pts.
- Maximum speed reduced from 70 to 65 km/h.
- Turning speed reduced by 28%.
- Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).
- Reduced acceleration for all movement directions.
- Changed flying mechanics: now it can be done only after a complete stop, only vertically and to a limited height.
Driver
- Durability reduced from 2110 to 1899 pts.
- Maximum speed reduced from 50 to 45 km/h.
- Turning speed reduced by 33%.
- Speed when moving sideways reduced by 30%.
- Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).
- Reduced acceleration when turning.
- Disabled turning while airborne.
- Perk power bonus reduced from 300% to 200%.
- Perk speed bonus reduced from 100% to 80%.
How to get to the test server?
If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
- Download the launcher from this link. Running this launcher will automatically start the installation of the version of the game client used for mass testing.
- Choose a folder to install the testing game client and decide if you wish to create a desktop icon for it.
- After the installation is complete, and all files are downloaded, run the game client using either the desktop icon or launcher.exe in the test game client folder, and then log into the game using your username and password.
- The whole progress of your main account will be transferred to the test server (including parts in storage and levels of reputation in factions).
- If you had not already done it before, you will need to transfer progress from your account after logging into the test server: press the “Esc” key and select “Copy account data”.
- Please note the schedule of the test server:
- Friday, July 4, 2025: from 13:00 to 19:00 (GMT)
- Saturday, July 5, 2025: from 13:00 to 19:00 (GMT)
- Sunday, July 6, 2025: from 13:00 to 19:00 (GMT)
- Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.