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Mini Guns - Version 1.0.23 Release Notes
September 6, 2018by Zesty Hamburger
GamePatchNote Digest
Mini Guns - Omega Wars Patch Notes — September 6, 2018
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
New 3v3 Mode
Now you can play in 3v3 matches against players along with 2v2 and 1v1!
Ranked and Friendly Matches Revamp
- Now you can have mixed factions in 2v2 mode and the new 3v3 mode
- Players who join a Friendly or Team Battle can now choose their own faction
Mini Upgrades Revamp
- All Minis can now be instantly upgraded for Gold
- Instant upgrade costs per mini missing reduced by half
Mini Balancing
- Assault / Attack Trooper / Elite Rifleman: Health increased from 350 to 450
- Mechanic / Engineer: Can now shoot mines deployed on the battlefield to destroy them\
- General / Commander: AP generation rate increased from 1 AP every 5 seconds to 8 seconds, fire time increased from .5s to .75s
- Special Ops: Bomb range increased from 12m to 15m
- Mecha-Soldier / Power Armor: Missile damage increased from 250 to 300
- Turret Truck / Anti-Air Truck / Mongoose Truck: No longer targets light Infantry
- Tempest: No longer targets light Infantry
- Siege Tank / Artillery Tank / Giraffe Tank: Spread increased from 10-85 to 10-95
- Turret Tank / Anti-Air Tank: No longer targets light Infantry
- Hybrid Tank / Dual-Tech Tank / Fox Tank: Cannon damage reduced from 350 to 300, turret damage reduced from 50 to 45
- Dragon Tank: Damage vs Bases reduced from 50% to 25%
- Zeppelin: Health increased from 1000 to 1500
- Warthog: Fly passes decreased from 3 to 2
Mini Balancing Explanations
- Assault / Attack Trooper / Elite Rifleman: Just a generally underperforming Mini when compared to the other light infantry options. Changes ought to help it be more competitive.
- Mechanic / Engineer: A common request was having a way to counter-play mines that didn't involve hurling many AP worth of Minis into it or hoping that explosions lined up. This seemed a natural fit for the Mechanic / Engineer.
Mecha-Soldier / Power Armor: The missile component of the Mech has always felt underwhelming compared to the melee explosion. This should bring it more in-line with what we expect from it when fighting tanks or air Minis. - Turret Truck / Anti-Air Truck / Mongoose Truck / Turret Tank / Anti-Air Tank: These had too much utility, and were doubling in the role that the Machinegun Truck / Shredder are meant to fill.
- Tempest: Not targeting infantry should stop it from getting distracted by a lone Soldier, and let it save its shots for heavier targets like tanks.
- Siege Tank / Artillery Tank / Giraffe Tank: The intent is for artillery to feel at least a little unreliable, and these were still hitting with pinpoint accuracy too often. Added a bit more variance as a result.
- Hybrid Tank / Dual-Tech Tank / Fox Tank: These were seeing almost universal use, and competing too aggressively with the Minis specialized for their respective roles. They were toned down a bit as a result.
- Dragon Tank: This was still a death sentence for any structure it got too close to if not dealt with immediately. Damage to structures was reduced to a point where it should still be effective, but allow for some counterplay.
- Zeppelin: Should now stick around enough to reliably drop off its Minis.
- Warthog: Three passes led to it locking down a lane for too long if left uncontested. The goal here was to let it do its destruction thing, then let play in that lane progress again.
- General/Commander: This is going to be a tough one to balance, so if these end up being too much (or too little) expect further tweaks.
Match Balancing
- Bunker levels are now normalized in 2v2 and 3v3 matches.
- Bases now start at 10% of original base health when entering Sudden Death.
Other
- New gold offers in the "Gold and Omega Shards" section of the shop.
- Players can pay shards to refresh their À la carte choices! VIP players get 3 free refreshes every 12 hours, too!
- Packs won in battles are now assigned automatically to empty slots. Once those slots are full, no more packs will drop unless you open one instantly or a slot becomes free.
- Packs assigned to slots now have the “open another” button when multiple are available to open.
- Strongboxes now open automatically when ready.
- Now only the challenger pays Shards to issue a revenge challenge!
- Minis can now be requested directly from the Mini’s details in the army editor.
- Players can now view details of an unlocked unit in the army editor.
- Optimizations for Android