★ SUPER EARTH COMMUNITY DISPATCH TERMINAL ★ MANAGED DEMOCRACY PREVAILS ★
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★ SUSTAINEDIN PETITION RANGE · TEXT SEALED FROM A PRIOR CARRY · STILL VOTABLE
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⧗ PARTIALLY ADDRESSED · PATCH MACHINERY OF OPPRESSION: 6.3.0

RaisedJun 13, 2026

Carried7 citizen votes

Partly shippedMachinery of Oppression: 6.3.0 · Jun 17, 2026

WHAT SHIPPED

Durable damage was cut across key Terminids (Hunters, Warriors, Spewers, Stalkers), Vox Engine health reduced, and sentries buffed to offset earlier durable-vs-vehicle changes — restoring the weapon time-to-kill the community flagged.

  • Hunters: normal 50→40, tongue 45→30, pounce 50→35 durable damage
  • Warriors & Spewers: 80→65 durable damage
  • Stalkers: tongue 50→35 durable damage
  • Sentry health +100% to offset prior durable-vs-vehicle changes
  • Vox Engine + cannon-turret health/armour reduced

STILL OPEN — CARRIED AS AN AMENDMENT

Durable damage is still invisible. The values aren't shown in the UI or disclosed in patch notes, so players still can't see what these numbers are or that they changed — only that a weapon "feels" off.

PRIORITY-1 · BALANCE REPORT · CLASSIFIED TACTICAL BRIEF ★

REPORT CLASSIFICATION: BALANCE REPORT

Durable damage is invisible, misleading, and creates false weapon expectations

FILED: Jun 13, 2026

7

VOICES CAST

▸ PROBLEM STATEMENT

Durable damage is one of the most impactful stats in the game but is completely hidden from players. Every weapon has a separate durable damage value that silently replaces its listed damage on any enemy part flagged as "durable." The problem is threefold:

1. Weapon cards only show base damage, which is meaningless without knowing the durable damage ratio. A weapon with 140 damage and 10% durable damage deals only ~14 effective damage against high-durability parts — a 90% reduction never communicated to the player.

2. Enemy durability changes are never noted in patch notes. When Arrowhead raises a part's durability % (e.g. Charger legs, Rocket Devastator chest), every weapon in the game is silently nerfed against that enemy with no disclosure. Players lose effective playstyles with no explanation.

3. The player-vs-enemy asymmetry is undocumented. Enemy weapons use durable damage as an amplifier against player equipment (Exosuit, shields), while player weapons use it as a reduction — these are functionally opposite mechanics sharing the same name.

Expected behaviour: players should be able to read a weapon's stats and understand how it will perform. Actual behaviour: weapons routinely underperform their listed stats against common enemies, and the reason is invisible to all but dataminers.

▸ PROPOSED CHANGE🔒 SEALED TEXT

THIS TEXT WAS SEALED WHEN CARRIED FORWARD FROM A PRIOR CYCLE. PROPOSE AN AMENDMENT BELOW TO REFINE IT.

▸ ON RECORD IN THE SEASON 1 PETITION →

Add in-game references for hidden combat stats: durable damage, armour-penetration tiers, and breakpoints. Viewable from the ship terminal or the weapon/enemy info cards. e.g. You deal 100 standard and 50 durable damage per shot with your gun. (Before AV or range falloff) The part you shoot is 0% durable, you deal 100 standard damage and 0 durable damage. 100 damage total. The part you shoot is 50% durable, you deal 25 durable damage and 50 standard damage for a total of 75 points of damage. The part you shoot is 100% durable, you deal 50 durable damage and 0 standard damage. 50 damage total.

▸ AMENDMENT LOG3

AMENDED Jun 18, 2026

Machinery of Oppression: 6.3.0 partially addresses this: durable damage was cut across key Terminids and enemy durability rebalanced, restoring weapon time-to-kill. The core ask remains unmet: durable damage is still invisible — the values are not shown in the UI or disclosed in patch notes.

AMENDED Jun 18, 2026

Add an in-game reference for the hidden combat stats — durable damage, armour-penetration tiers, and breakpoints — viewable from the ship terminal or the weapon/enemy info cards, so players can learn the system without third-party wikis or datamines. Disclose stat changes in patch notes as well.

AMENDED Jul 16, 2026

Add in-game references for hidden combat stats: durable damage, armour-penetration tiers, and breakpoints. Viewable from the ship terminal or the weapon/enemy info cards. e.g. You deal 100 standard and 50 durable damage per shot with your gun. (Before AV or range falloff) The part you shoot is 0% durable, you deal 100 standard damage and 0 durable damage. 100 damage total. The part you shoot is 50% durable, you deal 25 durable damage and 50 standard damage for a total of 75 points of damage. The part you shoot is 100% durable, you deal 50 durable damage and 0 standard damage. 50 damage total.

▸ AMENDMENTS

Carried forward from a prior cycle — the text above is the sealed record. Proposals become candidates the community votes up or down — the highest net one is merged into the proposed change when voting closes. Buried suggestions drop off.

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