RE: Balance — Update 0.21.1 | News | Caliber is a team-based online game
RE: Balance — Update 0.21.1

Hello everyone! Many changes, including some global ones, are awaiting your operators in the next version of Caliber.

We have adjusted the gameplay for not just one, but two classes: Assaults and Marksmen using bolt-action rifles. While the former will be debuffed in their survivability, the latter will receive a significant buff.

Smoke grenades are now more useful. The activation of the grenade, and the smoke’s spread and dissipation will now be a lot faster. Smoke grenades are not considered combat grenades, so they should be used more often. Operators that use smoke grenades will now have even more of them.

And another global change: upgrades to tactical flashlights and laser sights are currently not immediately apparent during gameplay. So, we decided to change them in version 0.21.1! The improvements now increase accuracy when hip-firing.

There also will be a lot of subtle tweaks, all to be covered in this article.

CHANGES TO ROLES

ASSAULTS

It is our vision that there should not be any classes that can solo the game without the help of their teammates. Each class is to have their own pros and cons.

The purpose of each class and their estimated characteristics are shown in the image below. Note that we show the archetypal characteristics of each class — these are the majority of the classes in the game. However, some operators can be considered to fit into two classes at once. CST Support Fortress, with her 30-round magazine, is a great example of such a case.

As you can see, there should not be a jack-of-all-trades class that could decide the outcome of a battle by themselves. Each class should be good at certain things, while lacking ability in others.

Right now, the Assault operators tend to break this mold. They can engage in mid- and close-range combat, have a lot of HP and Armor, and have high mobility. The data shows that Assaults often prove to be the most effective fighters in battle, and deal more damage compared to the other classes.

Thus, we have made the decision to lower the toughness of all Assaults.

Assaults should use their mobility, flanking their enemies and quickly reaching points of interest and advantageous positions. This is the reason they were given high Stamina, low Sprint cost and high speed.

In other words, Assaults should not be able to charge into battle and eliminate the entire enemy team by themselves. Their damage stats will remain unchanged, but players will have to pick their battles more wisely.

MARKSMEN

We see the Marksmen as the highest damage dealers at medium and long-range.

Marksmen who use semi-automatic rifles can be considered cross-class fighters. They should not be dishing out the most damage on the team. And right now, they operate just as we envisioned.

Marksmen who use bolt-action do not correspond to our vision, however. Their rifles are hard to fire, mistakes can have dire consequences, and their damage output is sometimes lacking.

ALL VERSION 0.21.1 OPERATOR CHANGES

VYMPEL

  • Decreased base HP from 80 to 75.
  • Increased base Movement Speed from 3.5 to 3.6.
  • Increased base Sprint Speed from 5.2 to 5.5.
  • Increased the base ammunition load of the primary weapon from 4 magazines to 5.
  • Linear upgrade #13 "45-round magazine": now decreases the primary weapon ammunition by 1.
  • Increased the base ammunition load of the GM-94 special gear from 1 magazine to 2.
  • Increased the rate of fire of the GM-94 special gear from 0.8 to 2.4.
  • Increased the base ammunition load of the RDG-M special gear from 2 grenades to 5.
  • Increased the smoke screen spread rate and dissipation rate of the RDG-M special gear from 1 second to 0.3 seconds.
  • Decreased the fuse activation time of the RDG-M special gear from 4 seconds to 3.

ALPHA

  • Decreased base HP from 80 to 65.
  • Decreased base Armor from 40 to 0.
  • Reworked the Piercing Shots Ability: it now increases the rate of fire by 30% (instead of a 20% damage increase, as it was before) and removes horizontal recoil.
  • Linear upgrade #6 "Switching firing mode to single shot while the ability lasts": increased the effective damage distance.

Game Designer Commentary:

Playing with the upgrade active is suitable for long-distance fire. When the upgrade is deactivated, then the ability is best used for mid- and close-ranged combat.

  • Upgrade #13-1 "Increased additional damage from the primary weapon while the ability lasts." is replaced by "Special Trait: the special gear explodes upon contact with a surface." Replaces the Stunned Effect with the Suppressed, Disoriented and Slowed Effects and decreases the ammunition load by 1 grenade.
  • Upgrade #13-2 "Special trait: primary weapon recoil decrease while the ability lasts" is replaced by the "Piercing Shots Ability upgrade. Eliminating an enemy with the primary weapon restores the operator’s Stamina." Stamina recovery +30 SP.
  • Increased the healing of upgrade #9-1 from 8 to 11.
  • Increased the healing of upgrade #9-2 from 5 to 8.
  • Linear upgrade #14 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • Linear upgrade #14 "Tactical Flashlight": added a 15% spread reduction when hip-firing (without aiming).
  • Increased primary weapon damage. Body shot damage increased from 75 to 80. Headshot damage increased from 165 to 202.
  • Increased armor penetration of the primary weapon from 80% to 83%.
  • Decreased primary weapon spread while aiming by 57.5%.
  • Decreased primary weapon spread focus time while aiming by 75%.

SSO

  • Decreased base HP from 80 to 65.
  • Increased the base ammunition load of the RDG-M special gear from 2 grenades to 5.
  • Increased the smoke screen spread rate and dissipation rate of the RDG-M special gear from 1 second to 0.3 seconds.
  • Decreased the fuse activation time of the RDG-M special gear from 4 seconds to 3.
  • Linear upgrade #14 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • Increased primary weapon damage. Body shot damage increased from 55 to 60. Headshot damage increased from 106 to 145.
  • Decreased primary weapon spread by 15% while aiming.
  • Decreased primary weapon spread focus time while aiming by 140%.

22 SPN

  • Decreased base HP from 90 to 80.
  • Upgrade #10 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • Increased the base ammunition load of the RDG special gear from 2 grenades to 5.
  • Increased the smoke screen spread rate and dissipation rate of the RDG special gear from 1 second to 0.3 seconds.
  • Decreased the fuse activation time of the RDG special gear from 4 seconds to 3.
  • Linear upgrade #10 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • The Escape ability: the ability can now be canceled by pressing [Q] again.
  • Sprinting now uses half as much Stamina while the ability lasts.

GROM

  • Decreased base HP from 90 to 75.
  • The Emergency Care ability: removed the delay before activating the ability.
  • Upgrade #4-1 "Special Trait: the special gear can destroy covers": increased the damage done to covers. Sturdy covers can now be destroyed in one hit.

KSK

  • Decreased base HP from 80 to 75.
  • Linear upgrade #13 "Tactical Flashlight": added a 15% spread reduction when hip-firing (without aiming).
  • Linear upgrade #6 "Tactical Module": Added a 15% spread reduction when hip-firing (without aiming).
  • Linear upgrade #10 "Tactical Flashlight": added a 15% spread reduction when hip-firing (without aiming).
  • Increased primary weapon damage. Body shot damage increased from 70 to 75. Headshot damage increased from 160 to 197.
  • Increased armor penetration of the primary weapon from 68% to 70%.
  • Decreased primary weapon spread by 15% while aiming.
  • Decreased primary weapon spread focus time while aiming by 100%.
  • Linear upgrade #6 "Tactical Flashlight": added a 25% spread reduction when hip-firing (without aiming).

SEAL

  • Decreased base HP from 80 to 65.
  • Linear upgrade #13 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • Increased the base ammunition load of the M18 special gear from 2 grenades to 4.
  • Increased the smoke screen spread rate and dissipation rate of the M18 special gear from 1 second to 0.3 seconds.
  • Decreased the fuse activation time of the M18 special gear from 4 seconds to 3.
  • Linear upgrade #10 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).

CST

  • Decreased base HP from 80 to 70.
  • The description of the Impersonation ability has been updated. Now it has the information that it’s possible to deactivate the ability by pressing [Q] while the ability is active.
  • Linear upgrade #6 "Tactical Flashlight": added a 15% spread reduction when hip-firing (without aiming).
  • Linear upgrade #9 "Tactical Flashlight": added a 15% spread reduction when hip-firing (without aiming).

TFB

  • Decreased base HP from 70 to 65.
  • Linear upgrade #10 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • The Jammer ability: the device can now be located by the sounds it emits.
  • Linear upgrade #6 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • Increased primary weapon damage. Body shot damage increased from 145 to 155. Headshot damage increased from 225 to 240.
  • Decreased primary weapon spread by 15% while aiming.
  • Decreased primary weapon spread focus time while aiming by 125%.

RAID

  • Decreased base HP from 100 to 90.
  • Increased the base ammunition load of the GL06 special gear from 3 grenades to 4.
  • Increased the smoke screen spread rate and dissipation rate of the GL06 special gear from 1 second to 0.3 seconds.
  • Decreased the fuse activation time of the GL06 special gear from 4 seconds to 3.
  • Linear upgrade #6 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • Increased primary weapon damage. Body shot damage increased from 65 to 70. Headshot damage increased from 115 to 155.
  • Increased armor penetration of the primary weapon from 50% to 55%.
  • Decreased primary weapon spread by 15% while aiming.
  • Decreased primary weapon spread focus time while aiming by 68%.
  • Manurhin MR 73 secondary weapon: decreased spread focus time by 166%.

NESHER

  • Decreased base HP from 80 to 65.
  • Increased primary weapon damage. Body shot damage increased from 70 to 75. Headshot damage increased from 135 to 174.
  • Increased armor penetration of the primary weapon from 58% to 63%.
  • Decreased primary weapon spread by 15% while aiming.
  • Decreased primary weapon spread focus time while aiming by 140%.

EZAPAC

  • Decreased base HP from 80 to 70.
  • Upgrade #8-1 "Base HP Increase" decreased from 10 to 5.
  • Linear upgrade #10 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • Linear upgrade #14 "Tactical Flashlight": added a 15% spread reduction when hip-firing (without aiming).
  • Linear upgrade #10 "Ammo Replacement: 12ga Dragon’s Breath": added the "instant hit" (hitscan) effect.

ARYSTAN

  • Decreased base HP from 90 to 75.
  • Upgrade #14-1 "Base HP Increase" decreased from 10 to 5.

SSO RB

  • Decreased base HP from 80 to 65.
  • Increased the ammunition load of the M18 special gear from 2 grenades to 4.
  • Increased the smoke screen spread rate and dissipation rate of the M18 special gear from 1 second to 0.3 seconds.
  • Decreased the fuse activation time of the M18 special gear from 4 seconds to 3.
  • Decreased primary weapon recoil by 30%.
  • Linear upgrade #13 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • Increased primary weapon damage. Body shot damage increased from 65 to 70. Headshot damage increased from 140 to 180.
  • Increased armor penetration of the primary weapon from 80% to 90%.
  • Decreased primary weapon spread by 15% while aiming.
  • Decreased primary weapon spread focus time while aiming by 125%.
  • Linear upgrade #9 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).

AMF

  • Decreased base HP from 100 to 80.
  • Upgrade #8-1 "Base HP Increase" decreased from 10 to 5.
  • The Touch of Iðunn ability now restores HP over 5 seconds after activation, rather than instantly.
  • Changed upgrade #7-1: "Special Trait: holding the ability activation key restores 75 Stamina to all teammates. Restores 30 HP to the Operator".

Clarification for upgrade #7-1. By pressing [Q], the operator heals only teammates. By holding down [Q], the operator restores his teammates’ SP and heals only himself.

JIAOLONG

  • Decreased base HP from 80 to 70.
  • Decreased primary weapon recoil by 10%.
  • Improved linear upgrade #9-1 "Rate of fire increase": increased from +1.5 to +1.7.
  • Added upgrade #9-2 "Drone shooting accuracy increased by 15%".
  • Improved upgrade #13-2 "Drone shooting accuracy increase": effect increased from 10% to 15%.
  • Improved upgrade #15-2 "Drone shooting accuracy increase": effect increased from 10% to 15%.
  • Improved upgrade #15-3 "Drone durability increase": effect increased from 10 HP to 20 HP.
  • Linear upgrade #14 "Ammo Replacement: slugs" has been moved to Level 5. The upgrade now has the "instant hit" (hitscan) effect.
  • Decreased primary weapon recoil by 10%.
  • Increased the rate of fire of the HD66 secondary weapon from 6 to 8.
  • EMP Grenade special gear: increased the throw distance by 5 meters.
  • Linear upgrade #10 "Tactical Flashlight": added a 15% spread reduction when hip-firing (without aiming).
  • Added the new linear upgrade "Firing Mode: three-round Burst" for the HD66 secondary weapon.
  • Decreased primary weapon spread by 15% while aiming.
  • Decreased primary weapon spread focus time while aiming by 125%.

BOPE

  • Linear upgrade #10 "Laser Sight": added a 15% spread reduction when hip-firing (without aiming).
  • The "Shared First-Aid Kit" personal skill now allows using the First Aid Kit Reserve while at full HP.

RECRUITS

  • Decreased base HP from 100 to 85.
  • Increased the base ammunition load of the RDG-M special gear from 1 to 3 grenades.
  • Increased the smoke screen spread rate and dissipation rate of the RDG-M special gear from 1 second to 0.3 seconds.
  • Decreased the fuse activation time of the RDG-M special gear from 4 seconds to 3.
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