Table of contents:
RE: Balance: 22 SpN Collection

Hello, soldiers!

In the 1.4.0 update, we will carry out a major rebalance of one of the first Caliber collections—22 SpN.

Over time, these operators began to lag behind newer collections in effectiveness, so we have decided to update them while keeping their key features and making them more relevant in battle.

PLUT

Plut will receive noticeable changes and become a more tactical Assault. Thanks to new capabilities of his decoy, he can now distract enemies more effectively and influence the flow of battle: the decoy attracts attention more strongly and can create smoke screens.

SABOTAGE ABILITY

One of the most noticeable changes is the updated functioning of the inflatable decoy. Thanks to reworked upgrades, it can receive the Marked effect (upgrade #10-3), which is displayed to enemies and is visible even through obstacles, making the decoy more conspicuous and provoking a reaction.

This is especially effective at close range: a sudden deployment of the decoy with the active Marked effect forces the enemy to switch their attention to it more often.

According to our internal tests, this noticeably affects player behavior: they react to the decoy more often, spend time checking it, and frequently open fire on the dummy, mistaking it for the real Plut.

A new upgrade #14-3 adds an additional feature to the decoy: when it is destroyed, a smoke screen appears. 

If necessary, the decoy can be destroyed manually: aim at it and press the Command button (C by default).

Destroying the decoy using this button is only available to Plut and only works with his own decoy: someone else’s decoy can be destroyed and made to produce smoke only by shooting it.

This expands the usage options: the smoke can be used both for aggressive play (quickly taking a position or forcing a fight) and for tactical actions (distracting the enemy, covering allies during revival, or safely crossing open ground).

PRIMARY WEAPON

Plut’s weapon will become noticeably more comfortable: we will improve the barrel behavior in the aiming mode and rework a number of firing parameters.

  • The sensitivity of weapon model shift while aiming has been reduced by about 25-30% for all Outfits. This makes the weapon model less distracting while shooting.
  • Weapon sway when entering the aiming mode has been reduced.
  • The reticle size has been reduced; contrast, positioning, and lens transparency have been adjusted. This makes long‑range shooting more comfortable and predictable.

OPERATOR'S CHARACTERISTICS

Changes will also affect base stats. Normal movement speed will increase noticeably, while sprint speed will decrease slightly. At the same time, through upgrades you can enhance both movement and sprint speed.

Base movement speed is especially important in game modes where you have to move a lot and Stamina runs low sometimes. Higher speed also allows you to move more effectively while shooting, making it harder for enemies to aim at you.

  • Sprint cost: was 9 SP/sec., now 8.
  • Sprint speed: was 5,4 SP/sec., now 5,3.
  • Movement speed: was 3.5 mps, now 3.5.
  • Stamina: was 500 SP, now 575.

OTHER CHANGES 

Sabotage ability:

  • Decoy duration: was 60 seconds, now 45.
  • Decoy movement speed: was 3.6 mps, now 3.8.

F-1 special gear:

  • A new parameter “Time to detonation” has been added to the description.
  • Damage radius: was 5.6 m, now 4.5.

Reserve stock:

  • Primary: was 10, now 11.
  • Secondary: was 10, now 11.

Duck and Weave personal skill:

  • Increases the operator's resistance to bullet and explosion damage while sprinting: was 10/15/17%, now 10/13/17%.

Operator upgrades:

  • NEW. #1-1 “Decoy duration increase”: +5 sec. 

Old upgrade (+20 AP) moved to #5-1.

  • NEW. #1-2 “Reduced activation cost of the ability”: -7 SP.
  • NEW. #2-1 “Increased speed of Sprinting”: +0.2 mps.
  • NEW. #2-2 “Increased movement speed”: +0.2 mps.
  • MOVED. #3-2 “Increased Stamina pool”: +25 SP.
  • NEW. #5-1 “Increased Armor”: +20 AP. 
  • REMOVED. #5-3 “Increases Secondary Reserve stock”: +2.
  • CHANGED. #6-1 “Operator restores HP when revived”: was 25 HP, now 30.
  • CHANGED. #7-2 “Reduces ability activation cost”: was -25 SP, now -20. 
  • NEW. #9-2 “Fuse modification. Reduced time to detonation”: -1 sec.
  • NEW. #9-3 “Increased explosion radius of special gear”: +1 m.
  • NEW. #10-3 “After activating the ability, the decoy is highlighted with the Marked effect (full outline + icon) for the enemy team.”
  • CHANGED. #11-1 “Basic Primary Reserve stock increase”: was +2, now +3.
  • CHANGED. #11-3 “Basic Secondary Reserve stock increase”: was +2, now +3.
  • CHANGED. #12-1 “Shortened ability cooldown”: was -5 sec., now -7.
  • NEW. #12-2 “Increased base Stamina of the operator”: +125 SP.
  • NEW. #12-3 “Increases base HP”: +5 HP.
  • CHANGED. #13-1 “Special trait: enemies within 5 m of the decoy receive the Marked effect”: now also highlights mines.
  • CHANGED. #14-2 “Special trait: a teammate who kills an enemy attacking the decoy created by the ability recovers Stamina. Stamina recovery”: was 50 SP, now 70.
  • NEW. #14-3 “When the decoy is destroyed, a smoke screen appears within its radius.  Also adds the ability to destroy the decoy by marking it using the C key”: radius 2.5 m, duration 6 sec.
  • NEW. #15-2 “Increased primary weapon ammo”: +1 magazine.

KIT

Kit has long remained a stable and useful Support: a universal team operator suitable for any mode.

In reworking him, we stuck to the principle of “don’t fix what isn’t broken” and focused on targeted improvements, primarily the Banner ability.

At level 15, the player chooses whether to boost their own survivability or increase team efficiency through faster revival of allies.

Kit will retain his reliability but will feel fresher.

BANNER ABILITY

One of the key changes is upgrade #15-2, which speeds up revival of teammates by 4 seconds.

Additionally, the ability description now shows the flag’s durability, and with new upgrade #12-3 it can be increased even more. This is especially important in PvP: enemies often focus on the flag to interrupt revival, and higher durability buys more time.

Overall, the changes make Kit’s ability even more useful for the team. A full list of upgrades can be seen in the spoiler at the end of this section.

PRIMARY WEAPON

Similar to Plut, Kit’s weapon has also been improved: firing behavior has been reworked, making it more comfortable to use.

  • The sensitivity of weapon model shift while aiming has been reduced by about 25-30% for all Outfits.
  • Weapon sway when entering the aiming mode has been reduced.
  • The reticle size has been reduced; contrast, positioning, and lens transparency have been adjusted. This makes long‑range shooting more comfortable and predictable.
  • Increased the base ammunition load of the basic primary weapon: was 3 magazines, now 4.

OPERATOR'S CHARACTERISTICS

Kit’s base stats will be adjusted: he will become more durable and get more reserves, but with a slight reduction in Health.

The health reduction is offset by a buff to Banner, which provides even more advantages than before.

  • Health: was 100 HP, now 95.
  • Stamina: was 500 SP, now 550.

OTHER CHANGES 

Banner ability:

  • Parameters Durability and Revival time have been added to the description.

OZM-72 special gear:

  • A parameter “Deployment time” has been added to the description.
  • Deployment speed increased: was 2 sec, now 1.5.

Reserve stock:

  • Primary: was 10, now 11.
  • Secondary: was 12, now 13.

Operator upgrades:

  • NEW. #1-1 “Reduced cost of Sprinting”: -1 SP/sec.

Old upgrade (+1 magazine) moved to #15-3. Previously, the extra magazine was considered a base stat; now at level 15 the player will have to choose between it and other upgrades.

  • NEW. #1-2 “Increases base SP”: +50 SP.
  • NEW. #3-1 “Increased speed of Sprinting”: +0.2 mps.
  • NEW. #3-2 “Increased movement speed”: +0.2 mps.
  • NEW. #3-3 “Reduced cost of Sprinting”: -2 SP/sec.
  • NEW. #4-2 “Increased ammo of special gear”: +1 pcs.

Moved from upgrade #11-2.

  • CHANGED. #7-2 “Shortened ability cooldown”: -3 sec.
  • CHANGED. #7-3 “Increased HP when revived by Banner”: was +25 HP, now +20.
  • CHANGED. #8-1 “Increases base HP”: was +10 HP, now +5.
  • NEW. #8-3 “Increased Banner durability”: +15 HP (base value: 20 HP).
  • CHANGED. #9-1 “Reduces ability activation cost”: was -25 SP, now -10.
  • CHANGED. #9-2 “Shortened ability cooldown”: -5 sec.
  • NEW. #10-1 “Increased ammo of special gear”: +1 pcs.
  • CHANGED. #11-1 “Basic Primary Reserve stock increase”: was +2 pcs., now +3.
  • NEW. #11-2 “Reduced activation cost of the ability”: -20 SP.
  • CHANGED. #11-3 “Basic Secondary Reserve stock increase”: was +2 pcs., now +3.
  • CHANGED. #12-2 “Special trait: when activating the ability, the operator restores health”: was 10 HP, now 15.
  • NEW. #12-3 “Increased Banner durability”: +25 HP.
  • CHANGED. #13-2 “Shortened ability cooldown”: was -10 sec., now -7.
  • NEW. #14-1 “Increased durability of the ability’s shield”: +15 HP for the operator, +5 HP for teammates.

Reduced cost of Sprinting moved to #1-1 and #3-3.

  • NEW. #14-3 “Increases base SP”: +150 SP.
  • NEW. #15-2 “Reduced revival time from the ability’s flag”: -4 sec.

Increased ammo of special gear moved to #10-1.

  • NEW. #15-3 “Increased ammo”: +1 magazine.

Increased durability of the shield created by the ability moved to #14-1.

KARAVAI

Karavai will receive comprehensive changes aimed at more thoughtful gameplay.

We will rework the operator’s upgrade progression and other features so that he remains useful throughout the round and depends less on his ability.

PRIMARY WEAPON

Shooting from his assault rifle will become more comfortable, but the changes are not only visual. 

The linear upgrade at level 13 has been removed: a 30‑round magazine will now be the default, and a new 20‑round armor‑piercing variant has been moved to an upgrade.

As a result, the operator gains a boost in effectiveness through higher armor penetration instead of the previous recoil upgrade.

  • Linear upgrade #13 “Low-velocity rounds”: this is now a base property of the standard magazine (30 rounds).
  • New improved 20‑round magazine: armor penetration +10%, recoil reduced, effective range reduced by 10 m.
  • The sensitivity of weapon model shift while aiming has been reduced by about 25-30% for all Outfits.
  • Weapon sway when entering the aiming mode has been reduced.
  • The reticle size has been reduced; contrast, positioning, and lens transparency have been adjusted. This makes long‑range shooting more comfortable and predictable.

PROGRESSION

Karavai is a balanced operator already, so we focused on updating his progression.

We have prepared two main directions (though nothing stops you from making your own build): increasing the amount of health restored or boosting survivability.

OTHER CHANGES 

RDG special gear:

  • Base stock reduced: was 5, now 4.

Healing Capsule ability:

  • Cooldown increased: was 10 sec., now 14 sec.
  • Activation cost increased: was 30 SP, now 45 SP.

Reserve stock:

  • Primary: was 12, now 13.
  • Secondary: was 10, now 11.

Base characteristics:

  • Sprint cost increased: was 8 SP/sec., now 10.
All of Karavai’s nerfs are fully offset by greater control over upgrades in his new progression.

Fans of the familiar Karavai will be able to keep a comfortable build, while the renewed variety of upgrades will add more options for those who have long waited for it.

Operator upgrades:

  • MOVED. Linear upgrade #13 “Low-velocity rounds” moved to the base magazine (30 rounds).
  • NEW. #1-1 “Shortened ability cooldown”: -2 sec.

Old upgrade (+1 magazine) moved to the operator’s base stats.

  • NEW. #1-2 “Reduced activation cost of the ability”: -5 SP.
  • NEW. #2-1 “Increased base movement speed”: +0.2 mps.

Old upgrade (+5 HP) moved to #5-3.

  • NEW. #2-2 “Increased base sprint speed”: +0.2 mps.
  • NEW. #5-1 “Increased ammo”: +1 magazine.
  • NEW. #5-3 “Increases base HP”: +5 HP.
  • NEW. #7-1 “Increased amount of healing from the ability”: +3 HP.
  • NEW. #7-3 “Reduced activation cost of the ability”: -10 SP.
  • NEW. #9-3 “Shortened ability cooldown”: -3 sec.

Old upgrade (+10 HP) moved to #15-3.

  • CHANGED. #10-1 “Basic Primary Reserve stock increase”: was +2 pcs., now +3.
  • NEW. #10-2 “Increases base SP”: was +50 SP, now +75.
  • CHANGED. #10-3 “Basic Secondary Reserve stock increase”: was +2 pcs., now +3.
  • CHANGED. #11-1 “Stamina recovery increases in smoke”: was +12 SP/sec, now +8.
  • NEW. #12-3 “Increased amount of healing from the ability”: +5 HP.
  • NEW. #13-1 “Increased base movement speed”: was +0.2 mps., now +0.3.
  • NEW. #13-2 “Increases base SP”: was +75 SP, now +100.
  • NEW. #13-3 “Increased base sprint speed”: +0.2 mps.
  • NEW. #14-1 “Increased amount of healing from the ability”: was +5 HP, now +7.
  • CHANGED. #14-2 “Stamina recovery increases in smoke”: was +12 SP/sec, now +10.
  • CHANGED. #15-1 “Special gear ammo”: was +1 pcs., now +2.
  • CHANGED. #15-2 “Duration of immunity to the Burning effect”: was 5 sec, now 7.
  • NEW. #15-3 “Increases base HP”: +10 HP.


TIEN

Tien will change significantly.

We have reshaped his key mechanics so that he better fits his role. The ability now fully realizes the operator’s concept and allows him to move around the map more effectively, force fights, and attack enemies unexpectedly.

Previously, players often used it as a weapon buff as it increased the primary weapon’s rate of fire. 

Now, thanks to the base upgrade of the primary weapon, the ability is primarily a tactical tool: for flanking, surprise attacks, or safe retreats.

As a result, Tien will become a more mobile and aggressive fighter who can be effective not only through his ability.

ESCAPE ABILITY

The updated Escape encourages active movement around the map and forcing fights with the enemy. 

The weapon buff has been replaced with an opportunity to extend the ability by eliminating enemies: each incapacitation increases its duration by 3 seconds (no more than twice per activation). This can be further enhanced through progression: the extension time and the number of triggers can be increased.

To compensate for this change, the weapon’s base stats will be improved.

The Stamina cost reduction (–50%) has been replaced with accelerated Stamina recovery while the ability is active: +3 SP/sec.

This makes the ability more versatile: players can maintain their usual playstyle while also recovering Stamina, and during active movement, they will spend their SPs noticeably less.

PRIMARY WEAPON

If currently Tien’s primary weapon is most effective when combined with his ability, in the 1.4.0 update it will be useful at any moment in battle.

We will increase both damage and armor penetration, as well as improve firing control.

As with Karavai, Tien’s primary weapon magazines will be changed: a 15‑round magazine will be the default, and an upgrade will introduce a 10‑round variant with increased armor penetration, bullet velocity, and faster reload.

  • Body shot and headshot damage: was 45/92, now 52/98.
  • Armor penetration: was 55%, now 70.
  • Rate of fire: was 2.2 rps, now 2.5.
  • Bullet velocity: was 500, now 450.
  • Maximum spread slightly increased.
  • A 15‑round magazine has become a basic one, and the upgrade is a 10‑round magazine with armor‑piercing rounds: +10% armor penetration, +10% bullet velocity, and reload speed increased by 0.4 sec.
  • Increased the contrast of the reticle when using the base Outfit.

OTHER CHANGES 

Escape ability:

  • Rate of fire increase is replaced with an opportunity to extend the ability: incapacitating an enemy while it is active increases its duration by 3 sec (triggers up to 2 times).
  • The Stamina cost reduction (–50%) has been replaced with accelerated Stamina recovery while the ability is active: +3 SP/sec.
  • Ability duration: was 10 sec, now 12.
  • Activation cost: was 65 SP, now 70.

RG-6 special gear:

  • Rate of fire increased: was 0.8 rps, now 1.2.

Operator's characteristics:

  • Armor: was 40 AP, now 20.
  • Health: was 90 HP, now 85.
  • Stamina: was 500 SP, now 550.
  • Primary reserves: was 10, now 11.
  • Secondary reserves: was 10, now 11.

Operator upgrades:

  • NEW. #1-1 “Ability duration increase”: +2 sec.
  • NEW. #1-2 “Reduced activation cost of the ability”: -5 SP.
  • NEW. #2-2 “Increase base Stamina recovery speed”: +1 SP/sec.
  • NEW. #3-2 “Increases base AP”: +20 AP.

Old upgrade (Increased special gear damage to covers +50%) moved to #7-2.

  • NEW. #4-1 “Increased base sprint speed”: +0.3 mps.

Old upgrade (Increased armor penetration +10%) moved to the operator’s base stats.

  • NEW. #4-2 “Increased base movement speed”: +0.3 mps.
  • NEW. #5-1 “Increased maximum duration of the ability’s extension”: +2 sec.  
  • NEW. #5-3 “Increased Stamina recovery while the ability is active”: +1 SP/sec.
  • CHANGED. #6-1 “Shortened ability cooldown”: -3 sec.
  • DELETED. #6-3.

Old upgrade (Increased base Primary Reserve stock +2) moved to #11-3 and #12-3.

  • NEW. #7-1 “Increased special gear rate of fire”: +0.5 rps.

Old upgrade (increased primary weapon rate of fire while the ability is active by 10%) removed due to the change in ability mechanics and the buff to base weapon stats.

  • NEW. #7-2 “Special gear damage increase to covers”: +50%.

Old upgrade (Increased movement speed while the ability is active +10%) moved to #9-2.

  • CHANGED. #8-1 “Health restoration when revived”: was 25 HP, now 30.
  • NEW. #9-1 “Additional ability extension triggers”: +2.  
  • NEW. #9-2 “Increased movement speed while the ability is active”: +10%.

Old upgrade (Reduce primary weapon spread while the ability is active -20%) removed due to the change in ability mechanics and the buff to base weapon stats.

  • NEW. #9-3 “Increased Stamina recovery while the ability is active”: +2 SP/sec.
  • NEW. #11-1 “Ability duration increase”: was +2 sec., now +3.
  • NEW. #11-2 “Increases base SP”: +125 SP.

Old upgrade (+10 HP) moved to #13-3.

  • DELETED. #11-3.

Was: +75 SP.

  • CHANGED. #12-1 “Basic Primary Reserve stock increase”: was +2, now +3 pcs.
  • NEW. #12-2 “Ability duration increase”: was +2 sec., now +4.
  • CHANGED. #12-3 “Basic Secondary Reserve stock increase”: was +2 pcs., now +3.
  • CHANGED. #13-1 “Special gear armor penetration”: was +10%, now +15.
  • DELETED. #13-3.

Was: +100 SP.

  • NEW. #14-1 “Ability duration increase”: was +4 sec., now +5.
  • NEW. #15-3 “Special trait: Slowed from special gear”. The target receives the Slowed effect: -25% movement speed, duration 5 sec.

CONCLUSION

Thank you to everyone who read this far: you are the most engaged players.

The 22 SpN operators will receive a rebalance that makes them more relevant, featuring new capabilities and more flexible progression.

Experiment with builds, adapt to the situation, and find your own playstyle.

For those who prefer ready‑made solutions, we have a separate announcement: we are already preparing author’s presets for 22 SpN and will share them after the update releases. Don’t miss it!

We will continue to monitor battle results and your feedback closely and adjust balance as needed.

See you on the battlefield!

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