Operator Tweaks
Doc overheals to 140.
The overheal effect to Doc’s unique gadget was introduced in the first Mid-Season Reinforcement in Skull Rain. We felt as though we needed to revisit this mechanic and decided to increase the overheal from 120 to 140. We did this change for two main reasons. First, we felt like 120 HP was not enough to truly make a difference in a firefight. Moreover, it decreased too fast to actually have +20 HP on an engagement be significant, so most of the time you would have a little amount left. We are now making it worth the effort to overheal a teammate.
Buck gets an extra magazine for his Skeleton Key.
We’ve added in an extra magazine to Buck’s Skeleton Key gadget. We felt like Buck ran out of ammo quite fast sometimes and wanted to give players more freedom with breaching or line-of-fire openings.
Weapons Balancing
Red Dot, Reflex Sight, and Holo Sight Reticle sizes are getting smaller.
Due to the realignment of sights in the Velvet Shell update that brought many of the sights closer, we saw immediate feedback from the community that the reticles of many sights were back to being too large. We have corrected this and the reticle sizes will now be less obstructive when ADS’ing to allow for better precision and vision.
DMR’s trigger rate has been adapted to prevent rapid firing.
The DMRs’ maximum “trigger” rate has been lowered to prevent very rapid firing. This change was made because the maximum trigger rate was too high. Some people were able to click so fast on their mouse that it turned the DMR into a fully automatic AR. We felt like this was too strong.
Echo’s MP5SD2 does more damage at medium range.
We have buffed the MP5SD2’s damage at medium range. We felt like the weapon’s damage was subpar because of its integrated silencer. Before the patch, the gun dealt 25 damage from 0 to 10 meters, then fell to its lowest damage at 14. It now has 29 damage from 0 to 15 meters then falls off to 14 damage at 20 meters.
Thermite’s 556xi’s is easier to control.
The 556xi’s recoil has been tweaked to make it easier to control. The weapon’s personality has not been changed, but you should have an easier time at being more precise with it.
Caveira’s Luison’s damage dropoff has been tweaked.
Caveira’s Luison damage has been buffed at medium range encounters. Pre-Patch, the damage went from 70 damage at 7 meters down to 20 damage at 18 meters. Now it goes from 70 damage at 7 meters to 35 damage at 18 meters. It then falls of to 20 damage at 24 meters. We felt like Caveira’s signature weapon damage dropoff was too sharp and made it hard for players to understand what range is lethal and which isn’t. It is now as good, or better, at all ranges than the standard PRB92.
Jackal’s C7E’s recoil is getting balanced.
We have increased the recoil of the C7E. We felt like it was way too accurate and had no downsides. It is now harder to control for prolonged full automatic fire.
Capitao’s PARA-308 is getting a recoil buff.
We have buffed the PARA-308’s recoil. A lot of the Pro League players expressed how hard to control this weapon is and we felt they were absolutely right. It should be easier to control over fully automatic fire and should sway a little less to the sides.
Other Improvements
Zero Ranked MMR Exploit
Last week we implemented several fixes to resolve the occurrence of an exploit that would result in the winning team receiving zero ranked MMR points. On top of resolving the actual issue, we have also reinstituted an abandon penalty for exiting a ranked game during the final kill cam.
We will be continuing to monitor this issue closely and we welcome your to share any feedback or issues on our forums and subreddit.