Hello, soldiers!
Most new features are easy to show in a single image: here's an Outfit, here's an Emblem, here's a new weapon. The changes in this article are a bit more complex. They are hard to fully appreciate in a screenshot or video—but in battle, you'll feel the difference right away.
In the 1.4.2 update, it's time for several Calibercore systems to get some attention. They usually work quietly behind the scenes, but they form the foundation of the gameplay experience.
Here's what Caliber producer Lisa Dulepova has to say about why we decided to revisit these systems now:
As a result of years of development, Caliber inevitably becomes more complex and multi-layered. We believe it's important to maintain a balance between complexity and comfort. We monitor this and work to ensure the game remains a place where you can relax and enjoy the gameplay.
The results of our recent survey showed that the majority of active players don’t experience major issues with combat dynamics and are satisfied with the game's mechanics (which is great to see!). However, a significant part of players would like to see the gameplay become more tactical, smoother, and more measured.
That's exactly why most of the changes below are aimed at increasing comfort in combat while preserving the core concept and the unique features of our game that we all love and have grown accustomed to.
And, of course, changes to combat mechanics don’t delay the resolution of tasks related to matchmaking, balance, anti-cheat, or new content releases. These are simply different tasks—just as a concept artist creates images rather than writes code, issues in different areas of the game are handled by specialists in their respective fields.
—Lisa Dulepova, Caliber Producer
Thanks everyone who took part in the summer survey on key Caliber mechanics. Your responses helped us in preparing the 1.4.2 update.
As a result, work on individual mechanics grew into a large-scale combat overhaul. We revisited several core systems and how they work together.
Below, we'll go into the changes one by one—from those that are immediately noticeable on screen to those that reveal themselves directly in a fight.
Let's start with what will literally change your view of the game.
After the update, it may seem like all operators have suddenly started moving faster. But it's not about increased speed—this effect will be created by an expanded Field of View.
In 1.4.2 update, it will increase by 15 degrees: from 60 to 75.
More of the surrounding environment will be visible on screen, so movement will feel more dynamic. At the same time, it will become easier to keep track of the situation and notice what's happening around you.
The new value will be set automatically, but you can reduce FOV in the settings if you wish.
An expanded Field of View will make the game feel visually faster. But speed isn't always a good thing—especially when it comes to the time between leaving cover and entering the incapacitated state.
Over the years, Caliber has changed many times. We've conducted rebalances and strengthened operators, as well as responded to requests to make favorite operators more powerful. At the same time, gameplay options have expanded: we've added new operators, skills, mechanics, procured weapons, and modules.
Individually, each change solved its own issue, but together they gradually affected the overall pace of combat: currently, you can deal significantly more damage in a short time than before. The survey results also confirmed this.
We want to provide more room for tactics and make operator roles more noticeable in battle itself.
A successful ambush and the first precise shot will still give you an advantage, but a player caught under fire will more often have the opportunity to return to cover, use an ability, or return fire.
To achieve this, in the 1.4.2 update, operator HP will be increased: by 10 HP for Assault and Support operators, and by 15 HP for Marksmen and Medics.
At the same time, we want to preserve the familiar effectiveness of bolt-action rifles and the value of a precise shot. Therefore, all such rifles will have their headshot damage increased.
Along with this, the effectiveness of the First Aid Kit Combat Reserve will be increased: it will now restore 45 HP instead of 30. The additional HP will give you more time to react to an attack, and the enhanced First Aid Kit will allow you to recover and continue the fight.
Longer firefights will also require more Ammo. Therefore, the Ammo reserve will now replenish 90 rounds instead of 50.
The Ammo Box Team Reserve will change in the same way: it will replenish 90 rounds instead of 50.
Increased survivability and enhanced Reserves are only one side of the changes. We also seriously reworked the behavior of weapons themselves.
And we're not talking about a few individual guns or a universal adjustment for all of them at once.
We individually adjusted every automatic weapon in the game—including weapons from Outfits.
The changes affected spread, recoil, weapon movement, and camera shake while hip-firing and while aiming. The differences between guns will now feel more pronounced, and shooting will become more realistic and easier to understand.
In the survey, you often wrote that you would like to feel the weight of the weapon and its recoil better. We took this into account during the rework.
Comfortable and satisfying shooting doesn't necessarily have to be easy.
Currently, the recoil of many weapons is easy to compensate, and modules and skills allow you to reduce it even further. As a result, different guns feel too similar, and the skill of controlling recoil plays a smaller role.
After the update, automatic weapon recoil will become more noticeable both vertical and horizontal, and the characteristics of each gun will be expressed more distinctly.
A smart choice of modules and skills will still help make a weapon more manageable, but your own handling skills will matter more. And when a long burst lands exactly on target, the satisfaction will be even greater.
Recoil will become more noticeable, but aiming itself will be calmer. When transitioning to aiming mode, the weapon model and camera will make fewer unnecessary movements.
The difference will be most visible with optical sights: the aiming point will shift less when transitioning to aiming mode, making it easier to acquire targets.
We will also revisit how weapon damage drops off with distance.
Currently, as you move away from the target, damage in some cases changes too abruptly: just a few extra meters can significantly affect the result of an otherwise identical hit.
After the update, damage will drop off with distance more smoothly, without sharp jumps. At the same time, we won't be bringing all weapons to the same values—individual guns will retain their unique characteristics.
Machine guns have a large Ammo capacity and allow you to sustain fire for a long time. This is a serious advantage, so heavy weapons should require more deliberate handling.
Currently, the first bullet from a machine gun reaches its target instantly: it uses hitscan, which doesn’t account bullet’s travel time. In the 1.4.2 update, hitscan will be removed, and the first bullet, like all subsequent ones, will need time to reach its target.
At close range, the difference will be almost imperceptible. But at long ranges, when firing at a moving target, you will need to lead your shots.
Additionally, machine gun hip-fire spread will be increased. The large magazine and sustained fire will remain their strengths, but for accurate shooting, it will become more important to take a position in advance and use the sight.
All of these changes work together and should noticeably alter the overall rhythm of combat. You will have more time to react and respond, but the weapons themselves will require more attention and control.
As a result, operator roles will become more distinguished. It will become more important to use their strengths, abilities, and suitable weapons, rather than simply being the first to open fire.
Ultimately, throughout a fight, you will have to make decisions more often: when to attack, when to change position, when to help the team, and when to fall back and prepare for the next exchange.
You'll be able to try out the changes starting September 23. Choose an operator, try different weapons, and let us know how the combat feels now.