Season 3 shifted how long units take to build, with T2, T3, and seaplane factory units getting hit the hardest. If you came back after a break and your builds feel slower, here is what changed and how to adapt.
Tags: season 3, build time, patch notes, balance, T2, T3
T2, T3, and seaplane factory units now follow this formula:
New build time = old build time times 1.1 plus metal cost times 60 plus energy cost divided by 20
Roughly speaking, that adds thirty percent or more to build times for most units in those tiers. Fast-building units like air get hit harder in relative terms than slow units that already had long build queues. The goal was to slow down early tier rushes and give players more reaction time.
T2 fighters deal enough damage to delete T1 scouts in two shots, while it takes three T1 scouts to do the same to a T2 fighter. Per unit, T2 fighters are stronger. But with longer build times, flooding cheap T1 scouts for vision becomes comparatively viable again. T2 air loses some cost-effectiveness because you get fewer of them on the field during the critical early window.
Tier two transitions now take longer to pay off. Do not rush T2 the moment your lab finishes. Build a solid T1 foundation first, secure your geo spots, and make sure your energy income covers the longer build queues. When you do commit to T2 units, prioritize the ones with the highest impact per build-time investment, like heavy assault units over marginal upgrades.
The complete season 3 changelog lives on GitHub under Mitvit's gist. It covers every unit, every timing adjustment, and the reasoning behind the changes. Keep it bookmarked if you play competitively.
Patch changes hit harder when you adapt alone. Creed of Champions players review balance updates together, test builds in team games, and share what works faster than solo queue ever could.
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