Table of contents:
Threshold Mode Rebalance: Quick Respawns And New Price For Mistakes

Hello, everyone!

Pace is everything in the Threshold mode. Constant pressure, quick decisions, and map control determine the winner.

As time passed, we noticed that one of the mechanics stood out: the respawn time of operators. After being incapacitated, especially at the beginning of a match, players could wait for a respawn up to 30 seconds. This broke the rhythm and slowed down the pace of battles.

In the 1.4.0 update, we’ve reworked the respawn system, so the battle won’t slow down, and intrigue will remain until the very end.

FASTER FROM THE BEGINNING

The first thing we changed was the speed of returning to battle at the start of the match. Now, a respawn takes significantly less time, and battles enter their active phase much faster.

Basic respawn time is now 15 seconds instead of 30.

MORE INTENSE AT THE END

We decided not to speed up the entire battle. The closer it gets to the end of the match, the higher the price of a mistake becomes.

Now, the respawn time depends not only on the passed time but also on the flow of the battle. The timer is now linked to the team’s score, so the system takes the situation on the map into account.

  • The respawn time increases additionally depending on the score gained by the team: each 500 points give +1 second to the timer, however, the time increases smoothly.
  • The rate at which the respawn time increases as the match progresses was reduced.
As a result, the losing team gets more opportunities to turn the tide of the battle, while the winning team has to play more carefully—the price of a mistake increases significantly.

READINESS FOR BATTLE

Not only the duration of the respawn matters, but also the state of the operator who returns to battle.

Now, after respawning, the operator is instantly ready to fight:

  • Primary and secondary weapon ammo is fully restored.
  • Stamina is fully restored.

This reduces the pauses after returning and allows operators to come back to the fight faster.

Additionally, after reaching 1,000 points, the team receives a bonus: their sprint speed is increased after respawning.

FEWER LONG DEFENSES

Decreased time of respawn could lead to long-time defenses. To avoid this, we also sped up interactions with key objects.

  • Time to plant a bomb on an AA system is reduced from 7 to 5 seconds. The time will be reduced to 3 seconds with the bonus for eliminating a Heavy Fighter. The bonus itself didn’t change.
  • Time to neutralize an enemy server is reduced from 5 to 2.5 seconds.

This reduces the number of situations when teams had to hold down the action button for a long time, as well as makes fights for points of interest more dynamic.

CONCLUSION

We’ve made Threshold more dynamic and intense right to the very end. The mode now accelerates faster, loses its pace less often, and reacts to teams’ actions more strongly.

You’ll be able to try out the rebalanced mode in the 1.4.0 update.

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More QoL Upgrades: Presets and Quick Opening of Containers