Table of contents:
RE: Balance: KSK Collection

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.

GENERAL CHANGES

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.

ASSAULT REIN 

DEAD CALM ABILITY

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.

LAST GIFT

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.

PRIMARY WEAPON

The extra magazine, which previously required a separate upgrade, will become available in the base kit. Changes will also affect aimed-down-sights shooting.

  • Magazine count: is now 5 instead of 4.

SPECIAL GEAR

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.

OPERATOR'S CHARACTERISTICS

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.

  • HP amount: is now 80 instead of 75.
  • Stamina: is now 575 instead of 500.

OTHER CHANGES

DM 51 special gear:

  • Ammo increased by one unit.

Operator upgrades:

  • CHANGED. #1-1 "Ability's area of effect is increased": +2 m.

Old upgrade #1-1 (+25 SP) moved to the operator's base stats.

  • NEW. #1-2 “Shortened ability cooldown”: -2 sec.
  • NEW. #2-2 “Increased base movement speed”: +0.2 mps.
  • NEW. #2-3 “Increased speed of Sprinting”: +0.2 mps.
  • CHANGED. #3-1 "Special trait: reduced headshot damage taken and increased limb damage taken": -20% headshot damage, +15% incoming limb damage.

Old upgrade #3-1 (+1 primary weapon magazine) moved to the operator's base stats.

  • NEW. #3-2 "Gain the Invisible effect after using ability": effect duration—3 sec.
  • CHANGED. #5-1 "Special trait: restores Stamina to the ally who revived the operator": 200 SP.  Now also fully reloads the primary and secondary weapons of both operators after revival.
  • CHANGED. #6-2 "Shortened ability cooldown": -6 sec. Max HP amount: -5 HP.

Old upgrade #6-2 (+50 SP) moved to the operator's base stats.

  • NEW. #7-2 "Special trait: before dying from an Execution, the operator inflicts the EMP effect to the executing enemy": effect duration—3 sec.

If upgrade #10-2 is activated, the effect doesn’t deal damage.

  • CHANGED. #8-1 “Basic Primary Reserve stock increase”: is now +4 instead of +2.
  • CHANGED. #8-2 "Changed Reserve properties": using a Primary Reserve reduces ability cooldown by 40%, using a Secondary Reserve restores one Primary Reserve.

The effect doesn’t apply to Team Reserves and special event Reserves. Old upgrade #8-2 (+1 special gear) moved to #10-1.

  • CHANGED. #8-3 “Basic Secondary Reserve stock increase”: is now +4 instead of +2.

Old upgrade #11-3 (+2 Secondary Reserves) moved to #8-3.

  • CHANGED. #10-1 "Increased special gear Ammo": +1 pcs.

Old upgrade #10-1 (+0.3 m/s movement speed) moved to the operator's base stats.

  • CHANGED. #10-2 "Special trait: enemies in the ability's area of effect receive damage": 20 HP to operators and 30 HP to bots. Ability area of effect: -15 m. Ability duration: -2.5 sec.

Old upgrade #10-2 (+5 HP) moved to the operator's base stats.

  • CHANGED. #11-1 "Ability's area of effect is increased”: +5 m.
  • CHANGED. #11-2 "EMP effect from the ability duration increased": +1 sec.

Old upgrade #11-2 (+1 special gear) moved to the operator's base stats.

  • DELETED. #11-3 "Increased basic Secondary Reserve stock": +2.

The effect has been moved to upgrade #8-3.

  • CHANGED. #12-1 "Increased maximum SP amount and Stamina recovery speed, reduced Sprint cost": +100 SP, +1 SP/s recovery, -1 SP/s Sprint cost.
  • CHANGED. #12-2 "Special trait: enemies in the ability's area of effect lose 100 SP." If the ability hits at least one enemy, Rein restores 100 SP.

Old upgrade #12-2 (+5 m ability area of effect) moved to #11-1.

  • CHANGED. #14-1 "Haste effect duration increased": is now 8 sec. instead of 6 sec.
  • CHANGED. #15-1 "Increased special gear blast radius": now additionally increases special gear damage by 30.
  • CHANGED. #15-2 "Shortened ability cooldown": is now -10 sec. instead of -8 sec.
  • NEW. #15-3 "Special gear detonates upon contact with a surface."

Old effect of upgrade #15-3 (+30 special gear damage) moved to #15-1.

SUPPORT STERN

GUARDIAN ABILITY

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.

PRIMARY WEAPON

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.

  • Weapon sway when aiming has been reduced.
  • Camera FOV on shot has been slightly increased.
  • Visual recoil has been slightly increased.

OPERATOR'S CHARACTERISTICS

Stern will receive more HP and Stamina. Previously, these bonuses were located in different parts of the progression.

  • HP amount: is now 125 HP instead of 120 HP.
  • Stamina amount: is now 550 SP instead of 500 SP.

OTHER CHANGES

Guardian Ability:

  • Received bullet and explosive damage parameters added to the description.
  • Shielded effect application time when using the ability on self: is now 0.5 sec. instead of 1 sec.

RGW 90 special gear:

  • A Projectile velocity parameter has been added to the description.

Operator upgrades:

  • NEW. #1-1 "Increased durability of the shield created by the ability": +5 HP.

Old effect of upgrade #1-1 (+5 HP) moved to the operator's base stats.

  • NEW. #1-2 “Shortened ability cooldown”: -2 sec.
  • NEW. #2-1: Increases Shield durability by 10 HP, but also increases received limb damage by 10%.

Old effect of upgrade #2-1 (+50 SP) moved to the operator's base stats.

  • NEW. #3-2 "Increased movement speed and Stamina recovery, and reduced Stamina Sprint cost": movement speed +0.3 m/s, Stamina recovery +1 SP/sec., Stamina cost for sprinting -2 SP/sec.

Stamina cost for sprinting reduction has been moved from upgrade #5-2.

  • CHANGED. #4-1 "Restores part of the SP amount to the ally who revived the operator": now also fully reloads the primary and secondary weapons after revival of Stern and the ally who revived him.

Stamina recovery: 200 SP. 

  • CHANGED. #5-1 “Basic Primary Reserve stock increase”: is now +4 instead of +2.
  • NEW. #5-2: Using a Primary Reserve reduces ability cooldown by 40%, while using a Secondary Reserve restores one Primary Reserve.

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.

  • CHANGED. #5-3 "Increased basic Secondary Reserve stock": is now +4 instead of +2.
  • NEW. #6-3: The operator under the Shielded effect will become immune to the Stunned effect and damage from the Electrified effect.
  • NEW. #9-3: Shield duration increased by 2 seconds, but ability cooldown increased by 4 seconds.
  • NEW. #12-3: The operator under the Shielded effect receives 50% less explosive damage but 20% more bullet damage.
  • CHANGED. #13-1 "Increased max Stamina": SP amount bonus—is now +100 SP instead of +75 SP. The upgrade now also increases Stamina recovery speed by 1 SP/sec.
  • NEW. #15-1: Special gear projectile velocity increased by 50%.

Old effect of upgrade #15-1 (+2 Primary Reserves) moved to #5-1.

  • NEW. #15-3: The operator under the Shielded effect restores 2 HP/sec., but Shield durability is reduced by 10 HP.

Old effect of upgrade #15-3 (+2 Primary Reserves) moved to #5-3.

MEDIC SCHATZ

FIRST AID ABILITY

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.

PRIMARY WEAPON

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.

  • The 20-round reduced magazine has been moved to the Magazines module section: limb damage increased by 15%, reload time reduced by 1 second.
  • Magazine count: is now 5 instead of 4.
  • Weapon sway while aiming has been reduced.
  • Camera FOV on shot has been slightly increased.
  • Visual recoil has been slightly increased.

SECONDARY WEAPON

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.

  • Hitting an enemy with an expanding round from the P8 inflicts a 10% Slowed effect to them.

OPERATOR'S CHARACTERISTICS

Schatz will receive more HP and Stamina, and Sprint will consume less SP. Previously, these bonuses were located in different parts of the progression.

  • HP: is now 90 instead of 85.
  • Stamina: is now 650 SP instead of 600 SP.
  • Stamina cost for sprinting: is now 8 SP/sec. instead of 10 SP/sec.

FLAT TRAJECTORY PERSONAL SKILL

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.

OTHER CHANGES

First Aid Ability:

  • A clarification has been added to the description: positive effects of upgrades only work on allies. An enemy who picks up a dressing pack receives only the base healing.
  • Healing amount: is now 40 HP instead of 36 HP.
  • Dressing pack throw speed: is now 20 instead of 15.
  • Throw animation speed: is now 2 instead of 1.6.

Operator upgrades:

  • NEW. #1-1 "Increased ability healing": +4 HP.

Old effect of upgrade #1-1 (-2 SP/sec. Stamina Sprint cost) moved to the operator's base stats.

  • NEW. #1-2 "Shortened ability cooldown": -2 sec.
  • NEW. #2-1 "Increased movement speed": +0.2 m/s.

Old effect of upgrade #2-1 (+1 primary weapon magazine) moved to the operator's base stats.

  • NEW. #2-2 "Increased Sprint speed": +0.2 m/s.
  • CHANGED. #3-2 "Shortened ability cooldown": is now -3 sec. instead of -2 sec.
  • CHANGED. #4-1 "Increased number of additional revival kits": is now +2 pcs. instead of +1 pcs.
  • CHANGED. #5-1 "Restores part of the Stamina to the ally who revived the operator": now also fully reloads the primary and secondary weapons after revival of Schatz and the ally who revived him.
  • CHANGED. #6-1“Basic Primary Reserve stock increase”: is now +4 instead of +2.
  • NEW. #6-2 "Using a Primary Reserve reduces ability cooldown, and using a Secondary Reserve restores one Primary Reserve": ability cooldown reduction +15%.

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.

  • CHANGED. #6-3 “Basic Secondary Reserve stock increase”: is now +4 instead of +2.
  • NEW. #7-1 “Increased special gear ammo”: +1 pcs.

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.

  • NEW. #7-2 "Special gear detonates upon contact with a surface": blast radius reduced by 50%, Stunned effect duration reduced by 50%.

Old effect of upgrade #7-2 (+75 HP) moved to #14-3.

  • NEW. #8-3 "Dressing packs grant temporary immunity to damage from the Electrified effect, as well as from the Stunned and Slowed effects": effect duration 15 seconds.
  • NEW. #11-2 "Increased number of thrown dressing packs": +2 pcs.
  • NEW. #12-1 "Increased primary and secondary weapon reload speed": +10%. 

Old effect of upgrade #12-1 (+50 SP) moved to the operator's base stats.

  • NEW. #12-3“Increased movement speed”: +0.3 mps.
  • NEW. #13-1 "A thrown dressing pack that hits an incapacitated enemy prevents them from moving and reduces their time in this state. The ally reviving them receives the Marked effect": time in the incapacitated state is reduced by 5 seconds, the Marked effect duration—3 seconds.

Old effect of upgrade #13-1 (+2 Primary Reserves) moved to #6-1.

  • DELETED. #13-3 "Increased basic Secondary Reserve stock": +2.

The effect has been moved to upgrade #6-3.

  • NEW. #14-3 "Increased maximum Stamina and Stamina recovery speed ": +100 SP, Stamina recovery +1 SP/sec.

Stamina amount increase from #7-2 and #15-1 have been moved to this upgrade.

  • NEW. #15-1 "After picking up a dressing pack and while under its healing effect, the operator restores HP for each enemy eliminated": +20 HP per elimination.

Old effect of upgrade #15-1 (+150 SP) moved to #14-3.

  • NEW. #15-3 "After an enemy picks up a dressing pack, they receive the Marked and Slowed, and HP recovery block effects": the Marked effect duration is 1 second, movement speed reduced by 40%, the Slowed effect and healing block duration—3 seconds.

When this upgrade is selected, the dressing pack no longer heals enemies and is not highlighted for them.

MARKSMAN KURT

TWO PLAYSTYLES

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.

LURE ABILITY

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.

SPECIAL GEAR

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.

OPERATOR'S CHARACTERISTICS

Kurt will receive more Stamina. Bonuses that were previously in upgrades #1-1 and #14-3 will become part of the base characteristics.

  • Stamina: is now 575 instead of 500.

PRIMARY WEAPON

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:

  • Base sight magnification slightly increased.
  • Visible area inside sights increased.
  • Reticles reduced.
  • Visual recoil on shot adjusted.

OTHER CHANGES

Special gear:

  • A parameter “Deployment time” has been added to the description.

Ambush personal skill:

  • When using bipod, now additionally increases primary weapon reload speed by 3%, 7%, or 10% depending on the skill level.

Operator upgrades:

  • NEW. #1-1 "Increased weapon effectiveness at close range when using mechanical or collimator sights."  Movement speed with weapon: +10%. Hip-fire spread: -20%.

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.
  • NEW. #1-2 "Increased weapon effectiveness at close range when using mechanical or collimator sights. The primary weapon allows shooting without leaving aiming mode.” Hip-fire spread: -20%. Rate of fire:+20%
  • NEW. #2-1 "Increased movement speed": +0.2 m/s.

Old upgrade #2-1 (+1 primary weapon magazine) moved to the operator's base stats.

  • NEW. #2-2 "Increased Sprint speed": +0.2 m/s.
  • CHANGED. #3-1 "Restores Stamina to the ally during revival": now also fully reloads the primary and secondary weapons after revival of Kurt and the ally who revived him. 
  • CHANGED. #4-2 "Bolt carrier group modification": rate of fire increase now also applies to procured weapons. Rate of fire: +0.25 rps.
  • NEW. #4-3 "Special trait: reduces primary and secondary weapon spread by 20% when using Sprint for more than 3 seconds." Effect duration: 3 sec.  
  • NEW. #5-2 "Special trait: while the ability is active, repeated hits on an enemy from the primary weapon increase the bullet damage they take by 10%." Effect duration: 3 sec.  
  • CHANGED. Upgrade #6-1: "Reduced cost of Sprinting": SP cost reduced from -1 SP/sec. to -2. 
  • NEW. #6-3 “Increase base Stamina recovery speed”: +1 SP/sec. 
  • MOVED. #7-1 "Increased special gear Ammo": +1 pcs. Previously, this upgrade was located at #9-2. 

Armor-Piercing Rounds, previously found in #7-1, have been moved to the primary weapon's Magazines module section.

  • NEW. #7-2 "Special trait: an enemy who destroys the operator's mine receives the Marked effect." Effects duration: 3 sec. 
  • CHANGED. #8-2 “Shortened ability cooldown”: -2 sec. 

Previously, upgrade #8-2 increased max Stamina by 50 SP.

  • NEW. #8-3 “Reduced activation cost of the ability”: -10 SP. 
  • CHANGED. #9-1 “Basic Primary Reserve stock increase”: is now +4 instead of +2. 
  • NEW. #9-2 "Unique Reserve property." Using a Primary Reserve reduces ability cooldown by 40%, while using a Secondary Reserve restores one Primary Reserve. 

The effect doesn’t apply to Team Reserves and special event Reserves. Old upgrade #9-2 (+1 special gear Ammo) moved to #7-1.

  • CHANGED. #9-3 "Increased basic Secondary Reserve stock": is now +4 instead of +2.
  • NEW. #10-2 “Ability duration increase”: +3 sec.
  • NEW. #11-3 "Special trait: after deploying special gear, the operator receives Haste and Invisible effects." Effects duration: 5 sec. 
  • CHANGED. #12-1 "Increased duration of the Haste effect": is now 5 sec. instead of 3 sec.
  • NEW. #12-2 "Special trait: increased primary weapon rate of fire if there is a Marked enemy  within 7 meters of the operator."  Rate of fire: +30%.
  • NEW. #12-3 "Special trait: increased primary weapon armor penetration when there are no enemies within 20 meters. Armor penetration: +10%. 
  • CHANGED. #13-1 "Increased special trait effect duration": +3 sec.

Old upgrade #13-1 (+2 Primary Reserves) moved to #9-1.

  • DELETED. #13-2. The upgrade has been moved to #13-1.
  • DELETED. #13-3. The upgrade (+2 Secondary Reserves) has been moved to #9-3.
  • MOVED. #14-1 "Special trait: improved secondary weapon performance while shooting." Damage: +15%. Armor penetration: +10%. Rate of fire: +2 rps. Reload speed: +15%. Effect duration: 5 sec.

Old upgrade #14-1 (+3 sec. ability duration) moved to #10-2. 

  • DELETED. #14-3 "Increased max Stamina": +50 SP. 

The bonus has been moved to the operator's base stats.

  • NEW. #15-3 "Special trait: during the ability, primary weapon hits on enemies restore 7 HP to the operator.

CONCLUSION

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!

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