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New Mechanics, Re-balance and Ranked Season 16

Planetary Annihilation: TITANS · Community Announcements · July 26, 2026

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New Mechanics, Re-balance and Ranked Season 16

Updates 124666 and 124667 Greetings Commanders, Since the release of Co-op Galactic War our primary focus has been on fixing bugs and improving the overall experience. With much of that work behind us, we can finally treat you to a new ranked season and some major balance changes.

We very much hope you enjoy this update and dip your toes back into 1v1 Ranked. Join the PA Discord and let us know what you're enjoying most about this and our recent updates! We'd love to chat!

~ The Community Commanders

Ranked Season 16

This ranked season will run from July to October. Want to escape Bronze and brag to all your friends how much better of a commander you are? Check out the official guide or get free coaching in the official Discord.

2 New Maps

16 Returning Maps from Previous Seasons

Experimental Reworks

Helios — the Helios Orbital Titan now crashes into the ground, dealing damage in a medium area around the crash site.

Icarus — now fires lightning bolts that chain between air targets.

Stinger — now slows down significantly while firing, but moves faster overall and fires high-damage short range missiles. Dox — can now shoot while transported inside Pelicans.

Bugfixes

GW Co-Op Fixes

Quality of Life Improvements

Mod Support

Detailed Balance Changes

Commander

Anti-Air Ammo

The commander's AA is meant to be a formidable weapon, but in reality it's relatively weak against T1 air due to its low RoF and significant overkill. This buff should make commanders slightly better at surviving air snipes when the incoming air is clustered too tightly.

Air

Bumblebee

Trades raw splash damage for a wider blast. Bumblebees keep their area denial against clumped bots while doing less damage to more durable tanks. We will be keeping extra-careful track of this change to make sure it doesn't invalidate T1 air use. Icarus

Icarus have had the unique combination of being cheap and reliable enough to completely shut down early game land-only aggression, especially in 1v1s. In combination with the cheap energy and fab snipe potential they gave, no-air openings are not viable. This rework completely changes the role and playstyle of Icarus: they now fire a medium range anti-air lightning that will jump to up to 3 extra targets. Swarms of Icarus will be particularly effective at zoning-out an airspace, but their low health and move speed make them poor escorts. Pelican

Pelicans have two major issues: they are extremely durable for their cost, and are very effective at "hot drops" — deploying Infernos, Boombots or Vanguards within AA range. To address that, Pelicans now have less HP and will now lose 25% of their speed when near enemy ground units. This change aims to make them more vulnerable on approach while retaining the ability to move fabs and troops to areas not guarded by AA. As a minor compensation buff, Dox loaded in Pelicans can now shoot while airborne, allowing for some of the gunship functionality of Icarus to be retained, at a higher cost. Air Fabber

Air fabricators are extremely quick to snatch uncontested metal in the mid and late game. This minor nerf aims to increase the time it takes for them to pay for themselves and increase their window of vulnerability. Wyrm

The Wyrm has always been a bit of a one-trick pony, only ever being used for commander/anti-nuke snipes. This change effectively doubles its rate of fire while halving its damage, making Wyrms waste a lot less of their DPS in overkill and turning them into devastating anti-base bombers. Zeus

Minor quality of life fix, the Zeus titan's crash explosion will now correctly trigger at the crash site.

Land

Boom

Over the years the repeated buffs to Strykers and Sparks have left the Boom as a niche snipe unit that rarely sees much use against armies. This change aims to return the boombot back to a more conventional anti-vehicle role. Spark

Minor AoE buff to strengthen Sparks against Dox and Strykers in the mid-late game. Significant decrease to the energy draw should make them less of a burden on the economy in the early-mid game. Stinger

The Stinger now fires a slow, high damage volley, significantly improving its early game performance against airborne fab snipes. The shorter range and slower missiles are offset by a cheaper cost and better mobility. While firing, the Stinger drops to roughly half move speed and can no longer be pushed, meaning it can no longer reliably dodge bombers forever. Stryker

In the most recent patches Strykers have been overperforming, at times completely taking over the role of Dox. These minor nerfs aim to limit their offensive potential while keeping them a strong anti-raid option. Spinner

Similar to other AA changes, the Spinner will now be slightly more effective against tightly clumped air. Bluehawk

Minor buff to increase the overall strength of Bluehawks. We will monitor it closely. Leveler

Levelers have had unreasonably high stats for how long their range is, making them difficult to counter cost effectively. We want to keep their identity as high damage heavy tanks but also to increase their reliance on support units for health padding and destroying structures. Sheller

Minor nerf to the ultra-late game use of Shellers. Vanguard

Narrow nerf to decrease the effectiveness of Vanguard drops. Vanguards will now struggle more to retarget units such as boombots up-close. Nyx

Naval

Typhoon

The lifetime of each drone is decreased from 13.3s to 8s. The Typhoon's sustained DPS will go down, while retaining high burst damage. Narwhal

Minor nerf to make Narwhals more vulnerable to Piranhas and Drifters.

Structures

Lob

We want to give Lobs a bit more personality beyond being a faster Dox factory. With the extra range and tighter accuracy they can now be used as a genuine siege and flanking tool. Galata Turret

Similar to other AA changes, the Galata will now be slightly more effective against tightly clumped air. Ragnarok

Increased the charge-up time roughly threefold (from 60s to 180s) to allow other players to try and snipe or escape the Ragnarok.

Orbital

Orbital Launcher

Building an early Orbital Launcher for orbital scouts is now slightly more expensive. AKRYD

Long overdue HP nerf to bring AKRYD more in line with other orbital units. Helios

Experimental change: the Helios titan will now crash into the ground on death, dealing significant damage to anything it hits. This is a drastic change that significantly buffs the performance of Helios as a snipe / anti-ground tool, we will closely monitor its impact on orbital game balance.

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