AirMech - CarbonJames
Rolling together a collection of fixes and work in progress for a minor update.

Updates
  • Added Player Maps, Campaign buttons to Play menu
  • Fixes to Map Editor window, show authors and allow unpublishing
  • Campaign button just a test for more Wastelands maps being ported over

Balance
  • Pepper and Stinger armor type lowered from 70 to 60
  • Morty move speed lowered from 5.0 to 3.0
  • Striker Missile Burst now only adds missiles each level, does not increase damage per missile (nerf/bugfix)
  • Bucky armor type lowered from 40 to 30
  • Osprey HP increased from 1400 to 1600 (because James likes playing Osprey)
  • Iron 1 now has stats copied from Samson (since he's not easy to get, and was OP)
  • Vulcan armor type lowered from 30 to 20
AirMech - CarbonJames
Rolling out a build with various fixes and some in-progress improvements to the Units Loadouts management. The ultimate goal is to allow you to have more than 4 loadouts and be able to pick the ones you want at the start of a match. With Custom maps seeing more playtime, the last thing you want is to not have the right units for the map or gamemode you are about to play. This will also lead to being able to pick your AirMech during pregame (for the same reasons).

Changes:

  • Loadouts can be renamed
  • Loadouts can be dragged by the number to a different row
  • Added X to easily remove heads/flair/pets
  • Fixed AirMech select menu choices when you don't own all the AirMechs
  • Fixed display of Units when using RB menu with gamepad
  • changed gamepad B in RB menu to clear last unit in queue
  • made gamepad X cycle units
  • gamepad Y should not double-build units anymore
  • fixes to ingame unit swapping
  • custom maps no longer have level restrictions (accidental restriction)
AirMech - CarbonJames
UI updates! We've added (somewhat ugly) buttons to the screen when in Town to make it easy to access the various functions. But wait, doesn't this defeat the purpose of having a Town area to explore? In a way, yes, but since Town is not well explained or labeled, it's still quite a mess for anyone new to it, both veterans and new players. The goal is to make Town good of course, but this achieves a number of things: giving the veterans who just want a simple menu what they have been asking for, a collection of everything in one place for new players, and a rework of some menus to prepare for better gamepad support. The text will become nicer looking icons, and the order they appear will be tweaked for new players, plus options to hide/show things.

While not beautiful, it is intended to at least be functional, so we are looking for bug reports specific to anything bad happening with them. Please post them in the "bugs" forum area in Discord: http://AirMech Discord

The AirMech Loadout menu has had significant changes to hopefully fix a number of bugs that were there, and sets things up to hopepfully allow AirMech selection during Pregame. The Units menu is in the middle of a rework. If you have 4 Loadouts or less then it looks fine...if you have 5 or more (veteran players only) then you will see the in-progress stuff. The intent is to make it easier to swap around rows of units, and when you start a match you will eventually be able to pick which 4 rows you want to use.

Custom Games and Maps! A small but potentially huge change is making it easier to access Custom Games, though the bot/player setup is still buggy. But Custom Maps have been enabled in Solo, Coop, and Custom games when you pick the map. Look for the new tile in the lower right of the Map select screen.



Balance:
  • Striker GroundDPS changed from 245 to 250
  • Striker AirDPS changed from 370 to 380
  • Striker Carry Capacity changed to 2200 from 2300
  • Neo Armor Type changed from 70 to 75
  • Angel GroundDPS changed from 237 to 240
  • Angel HP changed from 1500 to 1550
  • Angel Carry Capacity changed from 2400 to 2300
  • Uber build time increased to 2 minutes
  • Uber build cost increased to 88,888 credits
  • Missile Silo build cost increased from 8000 to 15000
AirMech - CarbonJames
Minor update to fix some matchmaking issues. One was where if you were invited and then joined the queue from the bottom menu, you didn't go in the general queue.

We also reworked some logic around changing modes and player sizes. Sometimes bad things might happen if players joined and left. We've put some more guardrails to prevent bad combinations and try to make better choices if someone drops while in queue.

Hopefully that settles down the main matchmaking queue bugs--we'll be focusing on making Custom Games more flexible, getting all the options working, and after some testing we'll put them front and center instead of hiding them in the corner.
AirMech - CarbonJames
Many thanks to all of the players who have been sharing information with us about situations where they have not been able to play due to latency (ping) estimations when they really should have pretty good internet. This only affects a subset of players, so there is a good chance this update is not relevant to you, but it might be. Out of these groups:
  • Players who can use Matchmaking fine already
  • Players who cannot use Matchmaking, but do have decent internet
  • Players who cannot use Matchmaking, and don't have decent internet
This update is for the middle set. Definitely let us know if this helped you or not!

Fixes also went in for not selecting the correct mode/map when directly inviting someone to play with.
AirMech - CarbonJames
Minor bugfix and quality of life improvements patch. Something to watch out for is if you invite people into a group and then try to play games, you may not have common servers with them. This could lead to a black screen when loading which never clears, because both players can't get on the same server. Try to verify you have common servers if directly inviting people to play with. If you use Matchmaking, this shouldn't be an issue--defifnitely let us know if it happens when using the Matchmaking flow!

Changes:
  • resume dropping crates besides Strike Crate
  • rename Void Crate to Void Plans Crate
  • start dropping Void Walker Crate again (very low chance)
  • changes to language around Locked Diamonds to be "Bonus"
  • hide Bonus Diamonds until level 8 and more than 800 saved

Fixes:
  • fix friend invite on click not offering the accept option
  • prevent mapmode from switching in custom games
  • don't clear your state when AFK if doing solo stuff
  • remove random Diamond sparkle shower pfx in middle of town
AirMech - CarbonJames
Continuing the work on making Custom Games easy to setup, easy to browse and join. Definitely still bugs we are working out, especially how to configure what bots go where and move people around between teams but already we see people eager to use it.

Look for the half buried structure in the lower right area of town for now. Once we get it working more reliably we'll move it front and center.

Semi-related is Custom Maps! Some players didn't even know you could make and upload custom maps. We want to make sure everyone can discover and play these now, which is why the Custom Games and browsing will be so important.
AirMech - CarbonJames
We have new queues for Matchmaking, both on the PvE side and PvP. While these should mostly work the same as they have in the past, a key difference is it is easier to change what your group wants to do. If you start by inviting a friend directly, or get matched with them, you can change your minds and play a different mode or game type.

That sounds minor, but the reason we did this is to lay the groundwork for Custom Games! Yes we are bringing back truly custom games and all the options from years ago. Yes, this also means the ability to browse Custom games, and play user made maps.

For what is new it depends if you have been keeping up with the Reboot or not. The goal of Reboot is to bring the best parts of AirMech Arena (the console version) and AirMech Wastelands (the paid game) into the F2P version of AirMech--known going forward as just AirMech. AirMech Strike was extremely PvP focused, so by dropping the second name we hope it is clear this is the one true AirMech going forward.

Patchnotes are posted ingame, and we'll try to also post them here but as minor updates.
AirMech - CarbonJames
It's a been a long time coming, but we are ready to more widely test the biggest update to AirMech in years. Consider this the "Director's Cut" of the game, taking our favorite things from AirMech Arena, combining that with parts of AirMech Wastelands, and just going back to simpler more fun gameplay.

Survival and Coop are back and front and center. We have the basics of a Town area to meet other players and even explore outside. Parts are back, and drop by chance from any enemies, not just at the end of games.

We'll talk more about this later giving a full rundown of what is in this new version and what is coming--if we survive 24 hours. We may revert back to the older Strike build if things don't go smoothly.
AirMech - InsaneFirebat
This is a PvP live-balance update aimed at addressing a few sore spots and shifting some units closer toward their intended roles. An additional live-balance update is expected to follow after some time for players to adjust. Join us on Discord to discuss the balance changes: https://discord.gg/AirMech

- Bomber guns piercing increased from 50 to 55
- Bomber melee damage increased from 161 to 166
- Bomber armor decreased from 80 to 75
- Angel armor piercing increased from 50 to 55
- Striker carry capacity decreased from 2300 to 2100
- Warthog HP decreased from 1900 to 1800
- Warthog air DPS decreased from 460 to 440
- Warthog ground DPS increased from 230 to 240
- Neo armor decreased from 75 to 70
- Morty armor piercing increased from 40 to 50
- Morty death blast minimum range increased from 1.8 to 2.5
- Flamer armor piercing increased from 15 to 20
- Assassin move speed increased from 5 to 6
- Sergeant move speed decreased from 3.5 to 3.0
- Sergeant armor decreased from 40 to 30
- Butcher carry weight increased from 550 to 700
- Necro build time increased from 3.5 to 6.0
- Arty full-blast damage range increased from 1.5 to 2.5
- Arty blast damage increased from 100 to 120
- Arty armor decreased from 70 to 45
- Arty build cost increased from 4400 to 5400
- Archy full-blast damage range increased from 2.0 to 2.5
- Archy min-blast damage range decreased from 6.0 to 4.0
- Archy blast damage decreased from 80 to 70
- Archy direct damage increased from 130 to 150
- Archy armor decreased from 70 to 45
- Archy build cost increased from 4400 to 5400
- Joker HP increased from 600 to 700
- Joker armor decreased from 30 to 25
- Rebel armor decreased from 65 to 55
- Jackal armor decreased from 50 to 45
- Armadillo armor piercing decreased from 60 to 50
- Gemini aim rotation speed increased from 105 to 115
- Grinder HP decreased from 2750 to 2500
- Grinder armor decreased from 90 to 70
- Grinder build cost decreased from 13500 to 10500
- Hero build cost decreased from 4500 to 3500
- Hero HP increased from 1100 to 1250
- T99 build time decreased from 11.0 to 10.0
- T99 upkeep decreased from 3 to 2
- T45 shot damage decreased from 50 to 40
- T45 fire delay decreased from 0.25 to 0.2
- T45 sustained fire time increased from 1.0 to 1.2
- Gatty damage reduction vs outposts increased from 25% to 55%
- HAAT build cost decreased from 7300 to 6500
- Gorgon HP decreased from 3500 to 3200
- Gorgon armor piercing increased from 35 to 60
- Gorgon shot damage decreased from 35 to 25
- Stasis Mine build cost decreased from 1200 to 1000
- Heavy Mine carry weight increased from 750 to 1200
- Heave Mine build cost increased from 500 to 1000
- Heavy Mine shot damage increased from 1050 to 1300
- Generator build cost increased from 2800 to 3000
- Generator build time increased from 8.0 to 9.5
...

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