Noobs in Combat V6.0–V6.1 Changelog Highlights
Big units, QoL, balance notes—and a reminder to verify Discord for hotfixes.
How to use this changelog page
This is a player-facing digest of the V6.0.0 generation launch and the V6.1.0 / 6.1.1 follow-ups for Noobs in Combat on place 94675483044457. It is not a byte-for-byte dump of every bug ticket. For save transfer steps see V6 Migration. For how new toys fit roles, open Units, Infantry, and Vehicles.
Always cross-check Discord #dev-logs (13+ community) and the in-game description for patches that land after this article. Hotfixes like Marksmen reversions ship quickly.
V6.0.0 — generation jump
Headline systems
- UI overhaul and infantry aesthetic pass
- Tech tree reorganisation — plan research on the Tech Tree guide after migrating
- Helicopter suite additions/rebalance plus related air tools (including Tank Buster-style dive evolutions called out in launch notes)
- Tank cannon shell models and assorted naval refresh work
- Massive QoL stack: captured buildings can adopt the capturer’s Skins (toggleable), loadout preset switching during deployment, shop respect for the selected deploy loadout, rejoin restoring control of your units
- Solo PvE resume saves (multi-slot, multi-day retention) so dropped sessions are recoverable
- PvP host tools such as radio support bans with safety rails so bans cannot soft-lock players below usable unit counts
- Explicit data migration prompt path from the legacy place
New / reworked unit lines (V6.0 wave)
- Rangers (Riflemen evolution) and Marksmen (Rangers evolution)
- Combat Engineer (Sapper evolution)
- Troopers tree evolving toward Shock Troops and Grunts
- Wheeled IFV as an IFV variant
- Air/AA path notes such as Tank Buster and AA Tank evolutions in launch lists
Example V6.0 balance themes
Launch notes adjusted rifle/MG ranges, IFV pricing, Shock Troops/Trooper SMG damage, carrier mobility tags, missile heli building damage, recoilless ammo behavior, heavy tank CW tuning, AA gun armor, rocket battery attack counts, and scout vision. Treat individual numbers as historical—later V6.1 patches overwrite some values.
Why V6 felt like a new game
Combined with the ownership/place move, V6 reset social bookmarks and forced every veteran through V6 Migration. Mechanically it rewarded players who rebuilt presets around Troopers/Grunts instead of muscle-remembering only classic Riflemen spam.
V6.1.0 — Tank hunter, SAM, QoL storm
New units
- Tank hunter — Tank Destroyer pre-evolution, earlier AT access
- Heavy AT Gun — AT gun evolution for defensive hard counters
- SAM battery — AA cannon evolution for longer-range air denial
Skin & presentation
- French infantry overhaul
- Australia skin listed at 200 gems
Structural / economy changes
- AA trees moved to Air slots
- +2 air slots
- PvP consecutive-win reward ramp (about +0.2x per win up to 2x)
- Combat Engineer + cargo transport XP requirement −20%
- Campaigns split into clearer tabs (Historical, Campaign, Misc, Legacy, PvP, Live, Tutorial) with per-tab difficulty unlock logic; Guest saga housed in Campaign tab structure
- Close-support radio blind-fire behavior restored for eligible indirect guns
- Sappers gain XP for repairs, mine lays, and mine hits/kills
Notable balance tweaks (6.1.0)
- Marksmen: Scouting and HP experiments (see 6.1.1)
- Rangers HP adjustment
- Troopers price/HP adjustments
- HE cannon building multiplier reduced
- Combat Engineer pistol damage up
- Heavy tank chassis better in debris
- Wheeled IFV HP up
QoL highlights players actually feel
Roads/rail up ramps, helicopter landing gear animation, PvP surrender consensus button, restart controls, optional single-tap moves, splash preview, mobile terrain inspect, ping wheel shortcuts, allied empty ammo/fuel icons, profile time played, assorted desync/ghost-unit fixes, armored car fuel lasting full duration, mobile attack button scrolling, spectator end screens, perk row fitting on one line.
V6.1.1 — hotfix reality check
Public wiki notes after 6.1.0 include:
- Marksmen changes reverted (do not theorycraft forever on the temporary Scouting/HP swing)
- Wheeled IFV price nudge
- Troopers radio removed in that hotfix window—verify live card text before building radio plans solely on Troopers
- New community campaign content (e.g. Operation Nightfall credits in patch blurbs)
- Neko Blue skin addition called out as an extra cosmetic drop
This is exactly why the top of the page says check Discord: letter grades on this wiki track stable roles, but a 24-hour hotfix can shuffle a perk icon.
What to do after reading patch notes
- Confirm you are on 94675483044457 (migrate if not).
- Open each preset and re-validate air/AA slot spend.
- Re-read Best Loadout and the Loadout Planner if Troopers radio or IFV pricing changed your tix math.
- Update mental tiers: Tank hunter/Heavy AT/SAM are real now; Marksmen remain niche.
- Spend gems on Skins only after tech needs are covered.
Related hubs
- Updates Hub
- V6 Migration
- Tier List Hub
- Guides Hub
- Codes — separate from patches; claim on the live place only
Patch discipline beats rumor screenshots. When a friend quotes a buff, ask which version string they are on—6.1.0 vs 6.1.1 already diverges on Marksmen and Troopers radio.
Frequently Asked Questions
Quick answers to the most common questions.
What are the biggest V6.0 features?
UI/tech tree overhaul, new infantry lines (Troopers, Rangers/Marksmen, Combat Engineer), Wheeled IFV, helicopter work, solo resume saves, and the migration to a new Roblox place.
What did V6.1 add?
Tank hunter, Heavy AT Gun, SAM battery, Australia skin at 200 gems, French infantry overhaul, AA trees moving into air slots, extra air slots, and a large QoL/bugfix pass.
Is this page a complete official patch log?
No. It is a curated highlights digest. For the latest hotfix lines, read in-game notes and the official Discord developer logs.
Did V6.1.1 change Troopers and Marksmen again?
Yes. Community patch notes report Marksmen changes reverted and Troopers radio removed in that hotfix, plus a Wheeled IFV price tweak—verify live unit cards.