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The second balance patch for version 1.7 is here! As we mentioned in previous balance patches, in the coming weeks, we will continue to make frequent and fast balance adjustments based on the collected data and feedback. In addition to this balance adjustment, we have also stated some of our thoughts on future updates at the end of this post. We welcome you to leave your opinions and suggestions in the comments section of this post, Reddit, Discord, or the Steam Discussion Forum!


Buildings now grant EXP when destroyed.

  • Defense Wall: 6 EXP per segment

  • Rapid-fire Cannon: 60 EXP

  • Anti-Armor Cannon: 60 EXP

  • HP 277 → 263 (-5%)
  • Incendiary Bomb Price 300 → 250
  • HP 13683 → 13273 (-3%)

  • Armor Enhancement HP modifier +40% → +50%

  • ATK 90 → 88 (-2%)

  • HP 35332 → 33566 (-5%)

  • Ignite 200 → 250

  • Scorching Fire 100% → 85%

  • Range 93 → 95

  • HP 4204 → 4498(+7%)

  • Electromagnetic Shot 300 → 400

  • Elite Marksman ATK modifier per rank +22% → +17%

  • Unlock cost 0 → 50
  • Armor Enhancement Price 350 → 300

  • Mechanical Division Price 350 → 300

  • Energy Absorption Price 250 → 200

  • HP 1371 → 1509 (+10%)

  • Energy Shield price 300 → 250

  • Aerial Mode price 250 → 200

  • Charged Shot price 200 → 150

  • Suppressive Shots price 150 → 100

  • Energy Absorption price 0 → 50

  • Elite Marksman price 300 → 400
  • ATK 6213 → 6524 (+5%)
  • ATK 8906 → 9352 (+5%)
  • ATK 5304 → 5570 (+5%)
  • 【Saturation Bombardment】 Price 400 → 500, Attack Interval 100% → 120%
  • Swarm Missile Price 450 → 500
  • Reduced the rank of Rhino, Steel Ball, Mustang, Fire Badger, Fang, and Crawler in unit reinforcement cards.

Now the speed-up button will show 20 seconds earlier during combat.


  • Fixed an issue related to Mountain.

  • Fixed multiple building-related issues.

  • Fixed multiple tournament-related issues.

Looking back, the biggest issue with the patch 1.7 update was insufficient testing. Although we conducted a 3-week Closed Beta Test for the patch 1.7, the number of participants in the Closed Beta Test was too small compared to the hundreds of thousands of players who are active in Mechabellum every month. The small number of test players meant that we were unable to collect statistically significant data, which made it difficult for us to make data-driven adjustments during the testing period. Right now, we are actively revamping our testing process and server architecture. Our goal is to open the test server to all players, which will take quite a bit of time, but we will do it as soon as possible. Regarding unit balance, many players have expressed their desire to utilize fewer chaff units, such as Crawlers and Fangs. We understand this desire, as everyone loves giant robots! However, light units are a very important part of the game’s counter loop, so what we can do is add more options for players to counter light units. Several months ago, we began to rework the models, stats, and techs of Fire Badger and Typhoon. And they will become core units that can be freely recruited after the rework, which will significantly increase players’ options for countering light units. About the update pace, in the past 12 months, we have probably been adding new content to the game too fast, which has led to us not having enough time to test new content or optimize old content. In the coming months, we will slow down the addition of new systems and focus more on balance adjustments, QOL improvements, and existing content remakes. In terms of collecting feedback, there was many useful feedback in the comment section of the last balance patch, and we have also collected a lot of feedback from Reddit, Discord, and Steam forums, which we are currently studying. Previous feedback has helped our development a lot, and we hope that you will continue to leave more of your opinions and suggestions in the comment section of this article this time.