# AirMech Helix Hotfixes - Product: AirMech (https://whatsnew.fyi/product/airmech) - Vendor: Carbon Games - Date: 2018-04-12 - Original notes: https://store.steampowered.com/news/app/206500/view/2912096327581813217 - Permalink: https://whatsnew.fyi/product/airmech/releases/2018-04-12-helix-hotfixes What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Rework Helix ground rockets damage formula to be more consistent with damage output prior to autofire changes - **changed** — Rework Helix Missile Launch ability to auto fire on chargeup with consistent fire rate - **changed** — Buff higher level Missile Launcher ability - **changed** — Increase Paladin hammer damage from 45 to 60 - **changed** — Increase Paladin hammer armor piercing from 50 to 70 - **fixed** — Fix target damage scaling for Airmech ability damage output including Mantis Strike, Bombs, Power Sword, and Bomber Melee - **fixed** — Fix damage scaling to target for Paladin Hammer - **fixed** — Fix damage scaling against units for Saucer Deathray - **fixed** — Fix damage scaling against units, forts, and outposts for Helix missiles and rockets - **changed** — Make Paladin Hammer stasis level based at 2s, 2.5s, 3s, and 4s for ability levels 1 through 4 - **changed** — Rework Helix homing missile fire in air to prevent stacking too many missiles - **changed** — Adjust base Helix fire rate periods from 1 to 1.2 seconds for grenades and from 0.666 to 0.75 seconds for rockets - **added** — Add RocketsLifespan setting for Helix - **fixed** — Fix crash when deploying a unit without a fort or outpost ##### **AirMech Strike Update 268.5, Build 73323** Mostly incremental balance and bugfixes involved in the overhaul of how Helix uses Rockets. What seemed like a simple change on the surface snowballed into a lot of unintended stacking of damage and projectiles. Along with some other balance tweaks this should be a most welcome hotfix. :) ##### **BALANCE** - reworking Helix ground rockets damage formula to be more consistent with damage output prior to autofire changes - rework Helix Missile Launch ability to auto fire on chargeup. Consistent fire rate - buff to higher level Missile Launcher ability - Paladin hammer damage 45 -> 60 - Paladin hammer armor piercing 50 -> 70 - fix target damage scaling for Airmech ability damage output (Mantis Strike, Bombs, Power Sword, Bomber Melee) - fix damage scaling to target for Paladin Hammer - fix damage scaling against units for Saucer Deathray - fix damage scaling against units/forts/outposts for Helix missiles and rockets - Paladin Hammer stasis is now level based. 2s -> 2s, 2.5s, 3s, 4s at Hammer ability level 1->4 - reworking Helix homing missile fire in air (was stacking too many missiles) - adjust base helix fire rate periods for missiles - 1 -> 1.2 s for grenades, 0.666 -> 0.75s for rockets - adding RocketsLifespan setting for helix ##### **BUGFIXES** - Fix crash when deploying a unit without a fort/outpost (AM-10193) - some of the Helix balance changes could be considered bugs, but are listed in the other section