Hello, soldiers!
In update 1.4.2, the rebalance will affect the KSK—one of the first collections in Caliber. Many know the progression of these operators by heart, and Stern is obtained by every new player.
That is exactly why we are not going to turn them into different fighters under familiar call signs. The familiar gameplay will remain in place. However, the number of options will noticeably increase: familiar abilities can be used in new ways, and the progression will feature builds that KSK simply did not have before.
Currently, in the KSK branches there are upgrades that are only formally considered a choice. It is difficult to pass up an extra magazine, HP, or Stamina—they are simply too useful. Some of these bonuses will become baseline, and the vacated slots will be taken by options that have a more noticeable impact on gameplay.
Rein will be able to deal damage with Dead Calm and gain Invisibility after using it. Stern will be able to adjust Guardian against negative effects, including the Electrified one.
Schatz will be able to turn his dressing packet into a trap, and Kurt will be able to restore HP for hits on enemies during Lure. It all depends on the chosen progression.
If you already have a favorite playstyle for KSK, you won't have to start from scratch. But even those who have long mastered all four will have something to try after the update.
Each KSK operator's progression will feature two new upgrades.
The first one triggers when a KSK operator is revived: after a successful revival, both they and the ally who came to help have their primary and secondary weapons fully reloaded. After defeating an enemy, you can immediately help an ally without wasting time on reloading. And if a new enemy appears nearby, both operators will be ready to immediately continue the fight.
The second one enhances combat reserves. Using a Primary Reserve reduces the ability cooldown by 40%, while using a Secondary Reserve restores one Primary Reserve. This will allow you to use abilities more often and get more benefits from Reserves. For example, when using a stimulant, the operator will receive its usual effects and simultaneously bring the next ability use closer.
This upgrade does not work with Team Reserves and special event Reserves.
The Dead Calm ability will have more customization options—and therefore, more ways to use it. With the right progression, Rein will be able to deal damage to enemies, drain some of their Stamina, and gain Invisibility after using the ability.
These effects can be combined. For example, Rein can activate Dead Calm before the enemy spots him, deal damage and reduce Stamina, and then, while under the effect of Invisibility, change position after the attack or escape return fire.
With the #7-2 upgrade, Rein's elimination will not go unpunished. The enemy who finishes him off will receive the EMP effect: the active ability will be interrupted, and its repeated use will be temporarily blocked.
The extra magazine, which previously required a separate upgrade, will become available in the base kit. Changes will also affect aimed-down-sights shooting.
With one of the new upgrades, the DM 51 grenade will detonate immediately upon contact with a surface. This will allow it to be used directly during close-quarters combat with an enemy.
A similar upgrade is available for the medic Schatz.
Rein will receive more HP and Stamina, and will also move faster without Sprinting. Previously, these bonuses were located in different parts of the progression.
DM 51 special gear:
Operator upgrades:
Old upgrade #1-1 (+25 SP) moved to the operator's base stats.
Old upgrade #3-1 (+1 primary weapon magazine) moved to the operator's base stats.
Old upgrade #6-2 (+50 SP) moved to the operator's base stats.
If upgrade #10-2 is activated, the effect doesn’t deal damage.
The effect doesn’t apply to Team Reserves and special event Reserves. Old upgrade #8-2 (+1 special gear) moved to #10-1.
Old upgrade #11-3 (+2 Secondary Reserves) moved to #8-3.
Old upgrade #10-1 (+0.3 m/s movement speed) moved to the operator's base stats.
Old upgrade #10-2 (+5 HP) moved to the operator's base stats.
Old upgrade #11-2 (+1 special gear) moved to the operator's base stats.
The effect has been moved to upgrade #8-3.
Old upgrade #12-2 (+5 m ability area of effect) moved to #11-1.
Old effect of upgrade #15-3 (+30 special gear damage) moved to #15-1.
When using Guardian on himself, the Shielded effect will be applied twice as fast, so the protection will start working almost immediately.
The Guardian ability will also have more customization options. With the right progression, Stern under the Shielded effect will become immune to the Stunned effect and damage from the Electrified effect. Another option will halve received explosive damage but increase bullet damage.
Another upgrade will allow restoring HP while the Shield is active but reduce its durability.
In the primary weapon settings for Stern, a new Ammo type will appear in the Magazines section—5.56 PC (Polymer-Cased) rounds. These cartridges will increase movement speed by 10% but reduce effective range by 15%.
The progression will also feature a choice between an extra magazine and mobility bonuses. The first option will increase Ammo, while the second will increase movement speed and Stamina recovery, as well as reduce SP cost for sprinting.
Shooting while aiming will also become more comfortable.
Stern will receive more HP and Stamina. Previously, these bonuses were located in different parts of the progression.
Guardian Ability:
RGW 90 special gear:
Operator upgrades:
Old effect of upgrade #1-1 (+5 HP) moved to the operator's base stats.
Old effect of upgrade #2-1 (+50 SP) moved to the operator's base stats.
Stamina cost for sprinting reduction has been moved from upgrade #5-2.
Stamina recovery: 200 SP.
The effect doesn’t apply to Team Reserves and special event Reserves.
Old effect of upgrade #5-2 (-2 SP/sec. Stamina Sprint cost) moved to #3-2.
Old effect of upgrade #15-1 (+2 Primary Reserves) moved to #5-1.
Old effect of upgrade #15-3 (+2 Primary Reserves) moved to #5-3.
First Aid will become more useful for allies and more dangerous for enemies. Dressing packs will restore more HP, and Schatz will be able to throw them faster.
With the right progression, a picked-up pack will also be able to temporarily protect an ally from Electrified effect damage, as well as from Stunned and Slowed ones. The positive effects of the upgrades will only work on allies—the enemy will only receive the base healing.
Another upgrade will allow using the dressing pack against an incapacitated enemy. If the pack hits them, the enemy will be unable to move, and the ally who starts reviving them will receive the Marked effect.
Among the Level 15 upgrades, two new options will appear. One will allow restoring bonus HP for eliminations during healing, and the other will turn the dressing pack into a trap: it will stop healing the enemy and instead apply the Marked and Slowed effects, as well as a temporary block on HP recovery. At the same time, enemies will not see the dressing pack's glow on the ground.
The MP7A1 magazines will swap places. The 30-round extended magazine will become the base option, and the 20-round reduced magazine will be moved to the Magazines module section and receive new characteristics. The player will have to choose between a larger number of rounds and increased limb damage along with faster reloading.
Shooting while aiming will also become more comfortable, and a new magazine will be added to the base Ammo.
In the P8's Magazines section, you can now choose Expanding ammo. Hits from these rounds will slow enemies, giving Schatz more time to escape the threat or switch to healing allies.
Schatz will receive more HP and Stamina, and Sprint will consume less SP. Previously, these bonuses were located in different parts of the progression.
At the third level of the Flat Trajectory skill, headshot damage when shooting while crouched will no longer be reduced. This will allow using the skill's bonus without sacrificing damage on accurate hits.
First Aid Ability:
Operator upgrades:
Old effect of upgrade #1-1 (-2 SP/sec. Stamina Sprint cost) moved to the operator's base stats.
Old effect of upgrade #2-1 (+1 primary weapon magazine) moved to the operator's base stats.
The effect doesn’t apply to Team Reserves and special event Reserves.
Old effect of upgrade #6-2 (+1 special gear) moved to #7-1.
Old effect of upgrade #7-1 (+5 HP) moved to the operator's base stats. The new effect has been moved from upgrade #6-2.
Old effect of upgrade #7-2 (+75 HP) moved to #14-3.
Old effect of upgrade #12-1 (+50 SP) moved to the operator's base stats.
Old effect of upgrade #13-1 (+2 Primary Reserves) moved to #6-1.
The effect has been moved to upgrade #6-3.
Stamina amount increase from #7-2 and #15-1 have been moved to this upgrade.
Old effect of upgrade #15-1 (+150 SP) moved to #14-3.
When this upgrade is selected, the dressing pack no longer heals enemies and is not highlighted for them.
Sight choice will become a full-fledged part of Kurt's build. Already at the first progression level, you can enhance the weapon for the desired range.
The upgrade for mechanical and collimator sights will increase weapon movement speed and reduce hip-fire spread. Kurt will be able to move more actively in combat and shoot enemies more accurately at close range without wasting time switching to aiming mode.
With the upgrade for the optical sight, Kurt will be able to work the bolt without leaving aiming mode, even without the Bolt Assembly Modernization skill. After a shot, the target will remain in sight, making it easier to correct aim and immediately continue firing.
Regardless of the chosen progression, reticles will become more compact and obstruct less of the view.
New upgrades will make every hit during the Lure even more useful.
With one of them, repeated hits on an enemy will temporarily increase the bullet damage they take. Kurt will be able to finish off the target faster himself or make them more vulnerable to allied fire.
A separate progression option will appear for close-range combat. As before, during the Lure ability, Kurt will be able to inflict the Marked effect to enemies. With the new upgrade, while a marked enemy is nearby, Kurt's primary weapon rate of fire will be increased.
Another upgrade will restore HP for primary weapon hits during the Lure. The more accurately Kurt shoots, the longer he can stay in the fight.
Even a destroyed mine can give Kurt an advantage. With one of the new upgrades, an enemy who destroys the special gear will receive the Marked effect and briefly reveal their position to your team.
Another option will help Kurt leave the deployment spot unnoticed. After placing the mine, the operator will receive Haste and Invisibility effects, allowing him to quickly change position or prepare for an attack.
Kurt will receive more Stamina. Bonuses that were previously in upgrades #1-1 and #14-3 will become part of the base characteristics.
Armor-piercing rounds, previously found in upgrade #7-1, have been moved to the primary weapon's Magazines module section.
Standard weapon sights have been reworked across all Outfits:
Special gear:
Ambush personal skill:
Operator upgrades:
Old upgrade #1-1 (+25 SP) moved to the operator's base stats.
Previously, weapon movement speed and hip-fire spread bonuses were tied to the improved collimator sight. They now also work when using procured weapons with mechanical or collimator sights.
Old upgrade #2-1 (+1 primary weapon magazine) moved to the operator's base stats.
Armor-Piercing Rounds, previously found in #7-1, have been moved to the primary weapon's Magazines module section.
Previously, upgrade #8-2 increased max Stamina by 50 SP.
The effect doesn’t apply to Team Reserves and special event Reserves. Old upgrade #9-2 (+1 special gear Ammo) moved to #7-1.
Old upgrade #13-1 (+2 Primary Reserves) moved to #9-1.
Old upgrade #14-1 (+3 sec. ability duration) moved to #10-2.
The bonus has been moved to the operator's base stats.
The rebalance will preserve the familiar roles of the KSK operators but will give each of them more progression options and new ways to use familiar abilities.
Experiment with upgrades, build for different modes and situations, and find combinations that suit you best.
The updated KSK operators will appear in the game with the 1.4.2 update.
Share your impressions on social media—we look forward to hearing from you about your favorite builds.
See you on the battlefield!