Key points
Part & Parcel
We’ve read all your feedback on Part & Parcel and have identified the following primary concerns:
The pick-up mechanic is not as fun as it could be.
The bonuses, especially the first bonus, is difficult.
The mission often ends abruptly (We’d like to investigate ways to more effectively communicate the objective).
There isn’t enough time to complete the mission.
It’s not clear what the bosses do.
We’ve read all your feedback on Part & Parcel and have identified the following primary concerns:
The pick-up mechanic is not as fun as it could be.
The bonuses, especially the first bonus, is difficult.
The mission often ends abruptly (We’d like to investigate ways to more effectively communicate the objective).
There isn’t enough time to complete the mission.
It’s not clear what the bosses do.
Han & Horner
After we release a commander, we like to take a little time to evaluate our community’s experience with them and then see what we can do to improve it. Our most recent commander has seen a decent amount of time in the sun so far and we’ve noticed the following:
Reapers seem like they’re in a good place right now. Most of the other units, on the other hand, seem weaker in comparison. The community has specifically pointed to the Battlecruiser as a problem unit, citing his Mini Yamato upgrade is more of a downgrade.
Strike Fighters aren’t seeing as much use as we’d like. We’d like to hear your thoughts on ways that we might change these to make them more appealing
Fenix
Oh boy. Fenix has historically been the most-changed commander in all of Co-op by a wide margin. Despite all the changes, we’re still receiving feedback that he’s maybe a bit too weak. Here’s a list of Fenix’s issues we’ve identified:
Fenix’s ramp-up time still feels a bit too long. While we’ve made efforts to address these issues in the past—notably, cutting most of his research costs by half—but we still feel like he might need a bit more of a bump.
Carriers are still commonly considered Fenix’s best unit composition. While we’ve tried to curb the strength of Carriers in the past, we now want to take the opposite approach. First, we’re thinking about reverting the cost change to Interceptors made in the past from 15 to 0. Second, we want to take a good look at the rest of Fenix’s army and see how we can push those units and their respective champions to the next level.
Fenix’s army lacks survivability. First, we believe that whatever buffs we make to Fenix’s army (even offensive ones) will improve his units’ survivability (Amon’s units don’t deal damage when they’re dead). Additionally, we’re looking into what we can do about the Conservator, a unit whose designated purpose is to help retain units.
Avenging Protocol still doesn’t feel as strong as we’d like. We’ll be looking to make major changes to Avenging Protocol so that it’ll feel quite a bit more impactful in battle.
Karax
Karax is a popular commander in mutations and frequently gets voted as the “Commander of the Week” in mutation posts. We decided to focus on Karax as one of the commanders for the next patch since some of the plans we have for Fenix also seem like decent changes for Karax (Colossus and Carrier changes in particular). Karax is an example of a commander that we feel doesn’t require many changes (and we don’t want to set the expectation that every single commander gets sweeping changes).
As with Fenix, we’re planning on reverting the Carrier Interceptor change.
We feel the Colossus costs slightly too much for what it does, especially because it’s a fairly niche unit.
After we release a commander, we like to take a little time to evaluate our community’s experience with them and then see what we can do to improve it. Our most recent commander has seen a decent amount of time in the sun so far and we’ve noticed the following:
Reapers seem like they’re in a good place right now. Most of the other units, on the other hand, seem weaker in comparison. The community has specifically pointed to the Battlecruiser as a problem unit, citing his Mini Yamato upgrade is more of a downgrade.
Strike Fighters aren’t seeing as much use as we’d like. We’d like to hear your thoughts on ways that we might change these to make them more appealing
Fenix
Oh boy. Fenix has historically been the most-changed commander in all of Co-op by a wide margin. Despite all the changes, we’re still receiving feedback that he’s maybe a bit too weak. Here’s a list of Fenix’s issues we’ve identified:
Fenix’s ramp-up time still feels a bit too long. While we’ve made efforts to address these issues in the past—notably, cutting most of his research costs by half—but we still feel like he might need a bit more of a bump.
Carriers are still commonly considered Fenix’s best unit composition. While we’ve tried to curb the strength of Carriers in the past, we now want to take the opposite approach. First, we’re thinking about reverting the cost change to Interceptors made in the past from 15 to 0. Second, we want to take a good look at the rest of Fenix’s army and see how we can push those units and their respective champions to the next level.
Fenix’s army lacks survivability. First, we believe that whatever buffs we make to Fenix’s army (even offensive ones) will improve his units’ survivability (Amon’s units don’t deal damage when they’re dead). Additionally, we’re looking into what we can do about the Conservator, a unit whose designated purpose is to help retain units.
Avenging Protocol still doesn’t feel as strong as we’d like. We’ll be looking to make major changes to Avenging Protocol so that it’ll feel quite a bit more impactful in battle.
Karax
Karax is a popular commander in mutations and frequently gets voted as the “Commander of the Week” in mutation posts. We decided to focus on Karax as one of the commanders for the next patch since some of the plans we have for Fenix also seem like decent changes for Karax (Colossus and Carrier changes in particular). Karax is an example of a commander that we feel doesn’t require many changes (and we don’t want to set the expectation that every single commander gets sweeping changes).
As with Fenix, we’re planning on reverting the Carrier Interceptor change.
We feel the Colossus costs slightly too much for what it does, especially because it’s a fairly niche unit.