Hello, everyone!
This new rebalance brings major changes to the Stamina system, adjustments to skills, operator bonuses against bots, upgrade updates for RAID operators, melee, and much more.
We continue to enhance the Stamina system to make gameplay more comfortable. At the same time, we’re working to keep Stamina management as a tactical component.
Starting from the next update, operators will have their Stamina fully recovered at the beginning of each round and after respawning. Also, Stamina will now replenish while abilities are active.
Affected modes:
We realize that this change will affect the established metagame, but it’s time to stir it up! This mostly affects skills, so we’re gonna update them, too.
Over 30 skills have been rebalanced. Below are their current versions, along with the updated ones.
Medic Ded’s personal skill.
Before:
Speeds up application of Reserve effects and decreases cooldown time. Cooldown: −15/20/25%. Application speed: +15/20/25%.
Now:
Speeds up application of Reserve effects and decreases cooldown time. Cooldown: -20/25/30% Application speed: +20/25/30%
Assault Volk’s personal skill.
Before:
Special breathing practice increases Stamina Recovery Speed. Recovery speed: 1/1.5/2 SP/sec.
Now:
Special breathing practice increases Stamina Recovery Speed. Recovery speed: +2/3/4 SP/sec.
Assault Mustang’s personal skill.
Before:
Thanks to advanced physical fitness, the operator returns to battle with more Stamina. Minimum Stamina: +125/200/275 SP.
Now:
The operator’s maximum HP is increased by 1 for every 150/125/100 of maximum SP. Increases the operator’s maximum SP: +100 SP.
Assault Plut’s personal skill.
Before:
Advanced movement training increases the operator’s resistance to bullet and explosion damage while sprinting. Incoming damage: −9/12/15%.
Now:
Advanced movement practice under fire increases the operator’s resistance to bullet and explosion damage while sprinting. Incoming damage: −10/15/17%.
Support Bourbon’s personal skill.
Before:
Experimental serum. Increases the operator’s maximum HP, but decreases their Stamina. Max HP: +5/10/15 HP. Stamina: −100 SP.
Now:
Experimental serum. Increases the operator’s maximum HP, but decreases incoming healing from all sources by 15%. Max HP: +5/10/15.
Assault Perun’s personal skill.
Before:
If the operator’s HP drops below 20/30/40 HP, they start regenerating it up to that value. The operator must not take damage for 5 seconds. Regeneration rate: 2 HP/sec.
Now:
If the operator’s HP drops below 25/35/45% HP, they start regenerating it up to that value. The operator must not take damage for 7 seconds. Regeneration rate: 2% HP/sec.
Assault Sterling’s personal skill.
Before:
The operator can crawl faster when critically wounded. Movement Speed increase: +50/75/100%.
Now:
Increases Movement Speed while incapacitated, as well as incapacitation time. Movement Speed increase: +50/75/100%. Incapacitated duration: +20%.
Marksman Víðarr’s personal skill.
Before:
The operator’s Movement Speed increases while affected by the Marked effect. Movement Speed: +8/12/15%.
Now:
The operator’s Movement Speed increases while affected by the Marked effect. Movement Speed: +10/15/20%. Also receives immunity to the Slowed effect.
Marksman Busel’s personal skill. Moved to Combat tactics slot.
Before:
The operator moves faster while crouched. All sounds made by them, except for shooting, are muffled. Movement Speed increase: +10/15/20%. Sound volume reduction: −75%.
Now:
The operator moves faster while crouched. All sounds they make, except for shooting, are muffled. If the operator does not move for 3/2.5/2 sec. while crouched, they receive the Invisible effect. Movement Speed increase: +10/15/20%.
Marksman Avalanche’s personal skill.
Before:
Movement speed while in primary weapon aiming mode is increased by 10/15/20%..
Now:
Increases Movement Speed and decreases spread while aiming with primary weapon by 5/10/15%.
Assault Martelo’s personal skill.
Before:
The prep time for the operator’s primary ability is decreased, but their maximum health is decreased. Ability prep time: −33% HP. decrease: −30/25/20%.
Now:
The cooldown of the operator’s primary ability is reduced, but their maximum health is decreased and the ability activation cost is increased. Cooldown: −15/25/33%. Ability activation cost: +40/35/30%. HP: −10%.
Medic Velour’s personal skill.
Before:
Properly selected uniform and equipment significantly increase the operator’s comfort. While the operator has full AP, they recover Stamina faster. Bonus Stamina recovery: 4/6/8 SP/sec.
Now:
While the operator has full AP, or if they had 0 AP at the start of the battle, they recover Stamina faster, but lose 20 AP. Bonus Stamina recovery: 4/6/8 SP/sec.
Support Svarog’s personal skill.
Before:
The operator loses 20 AP but gains additional Stamina. Stamina increase: +100/150/200 SP.
Now:
The operator loses 20 AP but gains additional Stamina. Stamina increase: +100/150/200 SP. If their maximum AP is 40 or less, primary weapon recoil is decreased by 8%.
Medic Yàowáng’s personal skill.
Before:
When an enemy is within 4/5/6 meters of the operator, the operator deals more damage to them with their primary and secondary weapons. Damage increase: +10/12/15%.
Now:
When an enemy is within 4/5/6 meters of the operator, the operator deals more damage to them with their primary and secondary weapons. Damage increase: +9/11/13%.
Medic Shersheret’s personal skill.
Before:
Using the First Aid Kit reserve restores Stamina as well as HP. Stamina recovery: 70/105/140 SP over 3 sec. Cooldown between uses: 40 sec. The duration of activation increases to 4 sec.
Now:
Using the First Aid Kit reserve restores Stamina as well as HP. Stamina recovery: 70/105/140 SP over 3 sec. Cooldown between uses: 35 sec. Can be used while HP is full.
Support Barreira’s personal skill.
Before:
The operator’s armor is enhanced, but their Movement Speed is decreased by 30/25/20% in all conditions except heavily wounded. Armor enhancement: +20 AP.
Now:
The operator’s armor is enhanced, but their Movement Speed is decreased by 17/15/13% in all conditions except heavily wounded. Armor: +20 AP.
Support Tower’s personal skill.
Before:
If the operator uses an Armor Plate while their armor is full, it grants an additional 20 AP. Activation time is increased by 1 sec. reserve recovery — by 20/15/10 sec.
Now:
Using an Armor Plate applies the Shielded effect for 15 seconds. Reserve cooldown: +20/15/10 sec. Shield durability, HP: 15/20/25.
Marksman Archer’s personal skill.
Before:
Standard ammo for primary weapon replaced with an armor-piercing variant. Armor Penetration: +5/10/15%.
Now:
Standard ammo for primary weapon is replaced with an armor-piercing variant. Armor Penetration: +5/10/15%. Primary weapon spread: +20/15/10%.
Support Kit’s personal skill.
Before:
The Ammo Pack Reserve replenishes special gear instead of primary and secondary weapon ammo. Cooldown before repeated application: 720/480/360 sec. Application time increased to 5 sec.
Now:
Using the Ammo Pack Reserve replenishes special gear. Cooldown before next application: 720/480/360 sec. Application time increased to 5 sec.
Game designer’s comment: The skill no longer has its negative characteristic. Ammo Pack now replenishes both special gear and ammo.
Marksman Diablo’s personal skill.
Before:
The operator activates a thermal imagery sight. Targets in smoke are highlighted when you’re in aiming mode. Activation time: 1/0.5/0.25 sec.
Now:
The operator activates a thermal imaging sight. Targets in smoke are highlighted while in aiming mode using the primary weapon, and operators with the Invisible effect are inflicted with a personal Marked effect. Activation time: 1/0.5/0.25 sec.
Support Sputnik’s personal skill. Moved to Combat tactics slot.
Before:
Additional set of pouches allowing the operator to carry more Reserves. Reserve stock in battle: +1/2/3 of each type.
Now:
An additional set of pouches allows the operator to carry more Reserves. Reserve stock in battle: +3/4/5 of each type. Revival kits: +1 pc.
Marksman Scout’s personal skill.
Before:
At the end of each round, unexploded mines are returned to the operator. Maximum returned mines: 1/2/3 pcs.
Now:
The operator installs mines faster. At the end of each round, unexploded mines are returned to the operator. Mine installation speed: +25/35/45%.
Medic Freyr’s personal skill. Moved to Physical fitness slot.
Before:
Applying Stimulant Reserve restores more Stamina. While the Reserve is active, the operator takes less damage. Stamina regeneration: +60/80/120 SP. Damage resistance: +6/8/10%. Cooldown between uses: 40 sec. The duration of activation increases to 4 sec.
Now:
Applying the Stimulant Reserve restores more Stamina. While the Reserve is active, the operator takes less damage and becomes immune to fire and smoke. Stamina recovery: +60/80/120 SP. Duration: 10 sec.
Support Hagana’s personal skill.
Before:
Reduces primary and secondary weapon ammo by 1 magazine, but increases the operator’s Stamina and Movement Speed in all conditions. Stamina increase: +100/125/150 SP. Movement Speed increase: +5%. Ammo cannot be lower than 1 magazine.
Now:
Reduces primary and secondary weapon ammo by 1 magazine, but increases the operator’s Stamina and Movement Speed in all conditions. Increases primary and secondary weapon reload speed. Reload speed: +10/15/20%. Stamina increase: +100/125/150 SP. Movement Speed increase: 5%. Ammo cannot be less than 1 magazine.
Marksman Bell’s personal skill. Moved to Combat tactics slot.
Before:
Eliminating an enemy with a headshot applies the Focus and Haste effects to the operator. Primary weapon spread and recoil are reduced, and movement speed is increased by 10/15/20% for 5 sec. Focus: Weapon stats are temporarily increased. Haste: The operator’s movement speed is temporarily increased. If the same weapon is equipped as primary and secondary, the skill applies to both.
Now:
Eliminating an enemy with a headshot applies the Focus and Haste effects to the operator. Primary weapon spread and recoil, as well as Movement Speed boost, are reduced by 8/12/15% for 5 sec. If the same weapon is used as both primary and secondary, the skill applies to both.
Medic Mikołaj’s personal skill.
Before:
Revival Kit Stock increase. Revival Kits: +1/2/3 pcs.
Now:
Revival Kit Stock increase. Revival Kits: +2/3/4 pcs.
Medic Miguel’s personal skill.
Before:
Revived teammates receive a temporary Movement Speed boost, while you receive a Stamina boost. Duration: 5 sec. Stamina recovery: 100/125/150 SP. Movement Speed: +10/15/20%.
Now:
Reviving a teammate provides a Stamina boost, as well as a temporary Movement Speed boost to the operator and revived teammate. Duration: 8 sec. Stamina recovery: 100/125/150 SP. Movement Speed: +10/15/20%.
Support Prorok’s personal skill.
Before:
The operator’s Movement Speed and primary and secondary weapon damage are increased while they are in smoke. Movement Speed in smoke: +9/12/15%. Primary and secondary weapon damage in smoke: +6/8/10%.
Now:
Operator’s Movement Speed is increased and they take less bullet and explosion damage while they are in smoke. Movement Speed in smoke: +9/12/15%. Incoming bullet and explosion damage in smoke: −8/10/12%.
Support Bastion’s personal skill.
Before:
After taking a certain number of hits from firearms, damage dealt by the operator’s weapons is increased for 8 seconds. Hits received: 5/4/3. Damage increase: +8/10/15%.
Now:
After taking a certain number of hits from firearms, damage dealt by the operator’s weapons is increased for 8 seconds. Hits received: 5/4/3. Damage: +6/8/10%.
Marksman Sokol’s personal skill.
Before:
For each incapacitated teammate, the operator gains additional resistance to damage dealt by bullets and explosions. Resistance: +3/4/5%.
Now:
For each incapacitated teammate, the operator gains additional resistance to bullet and explosion damage and recovers their Stamina faster. Resistance: +3/4/5%. Stamina recovery speed: +1/2/3 SP/sec.
Support Bishop’s personal skill.
Before:
The operator takes less damage from bullets and explosions during Executions. Damage: −50/60/70%.
Now:
The operator takes less bullet and explosion damage when executing enemies. The operator recovers 20 AP after a successful Execution. Damage: −50/60/70%.
Assault Sly’s personal skill.
Before:
Improved stats for your secondary weapon. Ammo: +3 magazines (up to 7). Armor penetration: +15%. Effective range: +10 m. Headshot damage: +5%. Reduced stats for your primary weapon. Reload time: +20/15/10%. Ammo: −1 magazine (down to 1). The skill does not affect operators that use the same primary and secondary weapon.
Now:
Improved stats for your secondary weapon. Ammo: +2 magazines (up to 7). Armor penetration: +15%. Effective range: +10 m. Headshot damage: +5%. The skill does not affect operators that use the same primary and secondary weapon.
Marksman Caçador’s personal skill.
Before:
An enemy who incapacitates the operator receives the Marked effect and cannot be healed for 3/5/6 sec.
Now:
Damage dealt to enemies inflicted with the Marked effect is increased by 5/6/7%. An enemy who incapacitates the operator receives the Marked effect and cannot be healed for 3/5/6 sec.
Medic Açaí’s personal skill.
Before:
The self-healing effect of the First Aid Kit is decreased by 10 HP. Each teammate within a 3-meter radius of the player restores 12/16/20 HP over 4 sec.
Now:
Using the First Aid Kit Reserve restores 12/16/20 HP to teammates within a 5-meter radius of the operator over 4 sec.
Update 0.24.0 brings melee to Caliber. Press [V] to attack an enemy with a knife.
Stabbing an operator deals 50 damage.
If you were able to sneak up on an enemy from behind, you can eliminate them with a single hit. No reviving.
You may remember how we renewed the Vympel collection with our last update by changing operator upgrades. RAID is next on the list!
Assault Avant-garde
Base stats:
Vengeance ability:
Primary weapon:
Game designer’s comment: The main changes affect movement speed and provide level-up flexibility. You can make Avant-garde faster at the cost of his combat potential, or you can choose all linear upgrades, which will make him extremely effective at both medium and close range, but less mobile.
New upgrades:
Game designer’s comment: Since Avant-garde uses pellets, this new upgrade will be useful for players who prefer to fire at random. Pellets will very likely hit enemy limbs.
Game designer’s comment: This upgrade works nicely for those who choose a speed build for Avant-garde. You will be undetectable, thus able to outflank enemies without drawing attention.
Changed upgrades:
Game designer’s comment: Upgrade #12-2 will make it easier to receive the Shielded effect, which makes the operator more effective at close range.
Support Bastion
Primary weapon:
Game designer’s comment: Bastion’s weapon is too precise, and its spread is narrow, which allows fighting at medium range. This is not how this operator was designed—he is supposed to be played with a team and fight at close range.
New upgrades:
Changed upgrades:
Game designer’s comment: This upgrade is intended to unlock the operator’s team potential and coordination. Useful for defensive operations. To help you get a better understanding of the area of effect, we added a dome-like visual effect.
Game designer’s comment: The operator is well protected and reflects damage while the ability is active, so this upgrade should further increase their shooting potential. Combined with the new upgrade #9-3, it will allow the player to lay down fire and protect their allies at the same time.
Removed upgrades:
Medic Velour
Primary weapon:
Game designer’s comment: A smaller reticle allows for more accurate shooting, especially in combination with related skills and upgrades.
Game designer’s comment: Subsonic rounds allow for more accurate shooting, making Velour much more effective at both medium and close range.
New upgrades:
Game designer's comment: Upgrade #15-3 allows for healing allies from a distance without them having to interact with the bag. Bonuses like additional Armor, Stamina replenishment, and reserve cooldown are only granted to the player who picked up the bag.
Changed upgrades:
Removed upgrades:
Marksman Vagabond
New upgrades:
Game designer’s comment: Using a revolver in combination with the ability allows Vagabond to deal AoE damage. This is especially useful indoors and in narrow passages.
Game designer’s comment: Vagabond’s primary weapon among the lowest armor penetration of marksmen using bolt-action rifles. The new upgrade #9-3 fixes that.
Changed upgrades:
Game designer’s comment: Another armor penetration improvement for Vagabond. Combined with the new upgrade #9-3 and Armor-piercing rounds skill, it significantly increases primary weapon armor penetration. To maintain balance, this upgrade only increases armor penetration while the operator’s ability is active, and it also significantly reduces shrapnel damage from the ability.
The Invisible effect is currently effective only against other players. We decided to make it work when fighting against bots, too.
Bots cannot see you:
Bots can see you:
Operators’ abilities and special gear are now more effective against bots.
Regular bots:
Bot Officers (except for Heavy Fighters):
Take a more comfortable position by crouching. Both spread and recoil will be reduced by 20% while aiming.