Matchmaking
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Fixed an issue where multiple match reconnections could occur.
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Fixed an issue where estimated match time was not shown for party members during queue.
Gameplay
Melee
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Fixed an issue where melee attacks could target friendly players when no enemies were nearby.
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Fixed an issue that occasionally caused players to get stuck in the "Movement in Air" state after performing a melee hit while jumping.
Aim
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Improved and fixed aim assist smoothing.
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Fixed an issue where the first-person view scope could break if a melee attack was used immediately after switching shoulders.
Quick Order Drone
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Fixed an issue where Quick Order could not be cancelled using the Escape key.
Tutorial
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Fixed an issue in the tutorial where character movement direction did not correspond to input keys, depending on camera orientation.
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Fixed an issue where an incorrect loadout selection appeared when pressing B in the inventory screen. The player's actual loadout selection screen can now be accessed properly during the tutorial.
Other
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Fixed lootbox material replication issue where opened lootboxes still showed yellow tape for other players.
Cyberlimbs
Phosphor Fury
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Fixed an issue where the visual and sound effects of the Phosphor Dart remained on the player after exploding, especially when triggered mid-air.
Kinetic Shield
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Fixed an issue where the projectile launch sound did not play after multiple rapid throws.
Maxigun
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Added air target detection and explosive bullets.
Hammerheads
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Fixed an issue where Hammerhead animations continued playing after impact if there was no surface beneath the character.
Thumpers
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Fixed an issue where players could use the Thumpers beneath obstacles after spawning.
Recon Drone
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Updated scan visual effects.
Paralyzer
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Updated scan visual effects.
Tripmine
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Fixed visual and audio effect volumes.
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Fixed an issue with invisible water collision on sloped terrain, which could allow Tripmines to be placed in mid-air.
Miscellaneous
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Fixed an issue where picking up Cyberlimbs would cause a temporary visual duplication on the ground (lasting 0.5–1 second).
Weapons
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Fixed bug where FPV scope appeared invisible when spectating a teammate who was aiming.
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Fixed issue where FPV scope magnification changes were not visible in spectator mode.
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Teardrop Legendary Weapons now drop from both loot crates and TeardropOp rewards.
Weapon TTK Reduction
In an effort to improve the feeling of weapon combat we have reduced the Time-To-Kill (TTK) of Weapons by approximately 30%.
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Numerically, this is a sharp reduction in TTK, so all weapons underwent full Spread passes to tune their overall bloom under consistent firing scenarios. This means that simply aiming at someone and holding down the fire-button is no longer guaranteed to land every shot on the target with minimal effort
unless they are very close to you. With a lower TTK, there was no longer a necessity for weapons to be as accurate as they were before because fewer shots need to hit a target to knock them now.
This Spread increase serves three purposes:
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To add more skill requirements to Weapon Combat that more players are familiar with and already comfortable with.
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To ensure there is enough survivability at mid-to-long ranges.
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Typical scenarios include flying with the Jetpack, using Leapers, escaping with the Roadrunners.
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To aid with the feeling that Aim Assist is too strong in certain scenarios.
We can’t list every specific change that has been made as these patch notes would end up being too much to both document and read, so a summary is as follows:
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Spread has been increased significantly when firing weapons for extended periods of time. This varies from weapon family to weapon family (Terikon, Hawk, etc.) and is subject to further tweaks over the
coming weeks. -
Spread-affecting Weapon Attachments have been rebalanced around the new Spread values to provide more balanced adjustments both positively and negatively and some have had their Spread-affecting
values removed where it made sense. -
Spread has been increased for most weapons when the player is airborne (Falling, Jumping).
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Spread has been increased slightly when the player is moving (ADS Walking, Running)
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Spread has been slightly reduced again for Snipers using third-person sights when airborne.
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Spread has been slightly reduced again for Snipers using third-person sights when moving (ADS Walking, Running).
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Weapons have had damage drop-off adjustments to account for the new TTK.
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Some weapons have had slight RPM tweaks to fit them into their respective TTK brackets.
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Weapon Variants have all been rebalanced slightly to ensure they do not massively outperform or underperform their base weapon counterparts without losing their identities.
We want to stress that this is just the first step on this new way forward with Weapons combat in OTG, with many more changes, tweaks and improvements coming in the next weeks based on your feedback. A few
things to note that we are aware of and are already making the first pass of improvements on:
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Spread is aggressive now, so we will likely be tightening it in gradual amounts until we reach the perfect feeling for it.
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Mid-to-long range survivability is now likely to be higher than before the patch, perhaps excessively so, and this directly correlates with how many shots you land before your Spread becomes unmanageable.
The point above this one will simultaneously address this. -
Some weapons may feel like their new Spread values don’t quite fit their proper usage cases based on how players prefer to use them, so this will be addressed as soon as possible based on feedback.
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Individual weapons may prove to be stronger or weaker in the new system than intended, so providing feedback on this would be greatly appreciated so we can tackle weapons on an individual basis.
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Recoil has not been touched with this new TTK pass and will be undergoing adjustments in the coming weeks to finally add proper recoil patterns.
We will be iterating and improving on this every update over the coming weeks to tighten the Weapon Combat up as quickly as possible and we appreciate any and all constructive feedback.
Progression
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New feature: Battle Pass levels can now be purchased with GUN.
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Updated Hex decoding prices.
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Updated Gun and XP values earned from matches.
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Updated GUN earned from Challenges.
Sound
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Fixed an issue where the Gridshield sound effect could get stuck on the player after switching to a different backpack inside the shrinking zone.
UI and Settings
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Fixed issue for Xbox players, where pressing [A] on a player card from another platform in the ESC menu opened an empty Xbox profile.
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Fixed issue where the next HEX extraction terminal was not highlighted after the closest one was covered by the zone.
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Fixed issue where the cursor too often snapped to interactive icons on the map, making it difficult to place a marker between them.
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Fixed issue where the mouse cursor was not locked in the game window while the inventory screen was open.
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Fixed issue where the Apply settings button and pop-up notification did not trigger after changing the zoom sensitivity multiplier settings.
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Fixed issue where there was no marker for the Last Place of Death in solo mode.
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Fixed issue where the HEX extractor marker on the minimap did not reset after the HEX was dropped from the inventory.
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Fixed issue where the ping marker disappeared for the owner if it was confirmed and then canceled by a non-owner player.
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Prevented Hopper from obstructing pinging with a controller during deployment by making it transparent while pinging.
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Updated loadout selection screen based on feedback: added a separate tab for random loadouts and made it the default screen for new players without loadouts.
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Added entries for kills and assists to the action log.
Lobby
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Fixed an issue where the Item Claimed redirection after claiming a Battle Pass item always led to the Cyberlimb Hex category tab.
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Adjusted lobby background lighting to match the original, fixing overly dark areas.
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Fixed an issue where the Right Eye and Left Eye could not be equipped separately.
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Fixed a bug where weapons and attachments were not visually updated on the character model after receiving an "ItemWithdrawn" notification for items in the current loadout.
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Fixed an issue where lobby music and appearance tab music would not play after reinitialization.
Crashes
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Fixed a crash caused by the Maxigun: If a player picked up another limb during Maxigun deactivation, the new limb would be equipped, but the Maxigun would remain active, potentially causing a crash.
Various
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Fixed issue where the word 'HEX' was incorrectly translated in the HEXES tab for Korean localization.
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Fixed issue where unlocalized text was displayed in the winner team post-match screen in multiple languages (e.g. Japanese, Spanish, French, Italian, German, Turkish, Korean).
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Fixed issue where the word 'HEX' was incorrectly translated in the HEXES tab for Korean localization.
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Fixed issue where text in the standalone loadouts tabs overflowed the borders in multiple languages (e.g., Spanish, French, Italian, Portuguese-BR, Turkish).
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Fixed issue where 4 players appeared in the plane during the deployment phase while only 3 players were in the team.