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 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.
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).
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.
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.
Sabotage ability:
F-1 special gear:
Reserve stock:
Duck and Weave personal skill:
Operator upgrades:
Old upgrade (+20 AP) moved to #5-1.
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.
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.
Similar to Plut, Kit’s weapon has also been improved: firing behavior has been reworked, making it more comfortable to use.
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.
Banner ability:
OZM-72 special gear:
Reserve stock:
Operator upgrades:
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.
Moved from upgrade #11-2.
Reduced cost of Sprinting moved to #1-1 and #3-3.
Increased ammo of special gear moved to #10-1.
Increased durability of the shield created by the ability moved to #14-1.
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.
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.
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.
RDG special gear:
Healing Capsule ability:
Reserve stock:
Base characteristics:
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:
Old upgrade (+1 magazine) moved to the operator’s base stats.
Old upgrade (+5 HP) moved to #5-3.
Old upgrade (+10 HP) moved to #15-3.
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.
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.
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.
Escape ability:
RG-6 special gear:
Operator's characteristics:
Operator upgrades:
Old upgrade (Increased special gear damage to covers +50%) moved to #7-2.
Old upgrade (Increased armor penetration +10%) moved to the operator’s base stats.
Old upgrade (Increased base Primary Reserve stock +2) moved to #11-3 and #12-3.
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.
Old upgrade (Increased movement speed while the ability is active +10%) moved to #9-2.
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.
Old upgrade (+10 HP) moved to #13-3.
Was: +75 SP.
Was: +100 SP.
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!