Weapons
Weapon Changes
- All first-person sights are now usable in both first and third-person for Assault Rifles, Marksman Rifles, LMGs, SMGs, and Sniper Rifles.
- New settings let you customize first-person or third-person mode per sight magnification, with default presets to ensure a smooth experience.
Reminder: Toggle between first-person and third-person by pressing Y on Keyboard or ADS+Emote on Controller.
First Person Sights
- Larger sights (e.g., sniper scopes) have been decluttered and slightly reduced in size to enhance peripheral vision and reduce claustrophobia in first-person view.
- Smaller sights (like ACOGs) have been slightly enlarged for improved visibility without changing zoom levels.,
- Previously third-person-only sights have received initial sizing and framing updates, with further tweaks planned based on player feedback.
- Aim timings and scope accuracy have been improved for faster ADS and tighter accuracy, reducing stray shots during quick-scoping.
- Added subtle weapon and hand movement during player movement and aiming in first-person view to enhance visual quality.
Crosshair
- Crosshair opacity increased for improved visibility during chaotic on-screen action, making it easier to track.
Magazine Sizes
- Magazine sizes have been rebalanced to align with the game's updated time-to-kill, correcting previously oversized ammo counts on high-fire-rate weapons. Rounds needed to knock targets generally follow: Compact 55-60%, Default 45-50%, Extended 35-40%, Drum 30-35%, with LMGs having lower thresholds (Compact 30-35%, Default 20-25%, Extended 18-20%, Drum 15-16%).
Limb Loss Penalties and Bonuses
- Recoil increase when missing an Arm is now 10% (was 20%)
- Recoil reduction when missing Legs is now 10% (was 20%)
Weapon Adjustments
AR
- Kasper:
- Burst Cooldown reduced to 0.25s (was 0.35s)
- Damage reduced to 60 (was 70)
- M4 Commodore Enforcer:
- Headshots to kill increased to 11 (was 10)
- Horizontal recoil reduced by 5%
LMG
- Hawk Anarchist
- Headshots to kill increased to 8 (was 7)
- Boomslang Player Zero
- Spread reduced by 8%
Sidearms
- Tap9 Pacifist
- RPM set to 220 (Tap9 base RPM is 290)
- Body Damage set to 140
- Headshot Damage set to 230
- Horizontal recoil reduced by 10%
- Vertical recoil increased by 20%
- Spread reduced by 7%
SMG
- Kite Nebula:
- Kite Nebula now has correct attachment allocations across all rarities and supports swapping Muzzle, Sight, Tactical, and Magazine attachments.
SR
- Kestrel
- RPM increased to 50 (was 40)
- Base damage increased to 250
- Slightly increased spread when moving with Third Person sights
- Kestrel Templar:
- Since the base Kestrel was changed, the following has been implemented on the Templar variant:
- Body Damage set to 220
- Headshot Damage set to 520
- Ninja Kestrel:
- Since the base Kestrel was changed, the following has been implemented on the Ninja variant:
- Body Damage set to 280
- Headshot Damage set to 480
Recoil Adjustments
- Several weapons had their Recoil adjusted to reduce the number of turns the patterns take to provide a cleaner result.
Spread Adjustments
- Sniper Rifles aimed and fired in third person have undergone a spread adjustment to increase their accuracy when standing still but increase their spread slightly more when moving along the ground.
Gameplay
- Sliding is now momentum-based with no time limit, allowing infinite downhill, brief uphill, and backward sliding.
- Reworked camera framing to reduce motion, keep the player more visible, apply consistent FoV regardless of speed, and use zoom based on intended engagement range.
- Falling air resistance no longer slows speed below sprint speed when falling backward or without movement input.
- Added Flick Stick settings for Motion Aiming with customizable activation, timing, smoothing, sensitivity, and deadzones.
- Improved Melee targeting consistency.
- Jetpack land rolling now keeps momentum direction, is detached from camera rotation, and can be turned with input.
- The character now dies when losing all limbs instead of being completely stationary.
- Fixed an issue preventing weapon switching while using the jetpack.
- Fixed an issue causing the aim point to shift after aiming through first-person view scopes.
- Fixed an issue where the character becomes invisible and the scope breaks after the user spams aim-mode toggle while scoping and reloading.
- Fixed an issue preventing weapon movement animations from being played while in crouch.
- Fixed an issue causing the weapon to float near the character while swapping the left arm in left-shoulder view.
- Fixed an issue where the reticle elements are misplaced when switching to the left shoulder view.
- Fixed an issue causing muzzle flash and tracer video effects to appear in the center of the screen after switching between first- and third-person aim.
Cyberlimbs
- Fixed an issue causing the Paralyzer Cyberlimb to not hide the player from the enemy recon drone scan.
- Fixed an issue preventing the Paralyzer Cyberlimb from highlighting HEX terminals and loot containers.
- Fixed an issue causing indifferent weapon holstering results after canceling the Maxigun.
- Fixed an issue causing missing hit damage indicator when the player gets shot by the Maxigun.
- Fixed an issue where the Kinetic Shield becomes invisible at certain distances.
- Fixed an issue causing the Hammerheads to hover and cancel at a slow interval.
UI / Lobby
- Fixed an issue causing the ammo counter to not properly update while shooting the Kestrel.
- Fixed an issue causing the image of a minimized tile in the content pack to load only after interaction.
- Fixed an issue where the Challenges widget loads with a noticeable delay after boot, preventing the Noob Challenges tab from appearing.
- Fixed an issue where the text on the Leave Match pop-up wasn't bold — it is now properly emphasized.
- Fixed an issue where players in a squad using "Push to Talk" voice chat mode appear with a 'Muted' icon in the squad section of the social panel.
- Added a new Lobby News section.
- Added lighting features to the Event and Leaderboard tabs.
- Fixed an issue where the ammo counter in the weapon customization menu doesn't show correct ammo after a magazine change.
Various Fixes
- Fixed an issue with the Soldier Backpack where, after firing a pistol and switching weapons, the second weapon incorrectly shows the pistol’s ammo count.
- Fixed an issue causing dropped loot to sometimes get stuck in the DJ container.
- Fixed an issue preventing squad members from hearing each other, depending on the invite and join order.
- Fixed an issue where the player does not see the Deathmatch endgame sequence cinematic and remains invulnerable if pressing the ESC button after the final scoreboard is displayed.
- Fixed multiple issues related to location and localization.