RE: Balance: Update 0.24.0 | News | Caliber is a team-based online game
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RE: Balance: Update 0.24.0

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.

STAMINA: WHAT’S NEW?

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:

  • Showdown
  • Hacking
  • Onslaught
  • Annihilation
  • Threshold
  • Skirmish (available in User Battles)

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.

SKILL REBALANCE

Over 30 skills have been rebalanced. Below are their current versions, along with the updated ones.

SLEIGHT OF HAND

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%

RESPIRATORY TRAINING

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.

ADVANCED TRAINING

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.

DUCK AND WEAVE

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%.

HEMOSTATIC SERUM

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.

SELF-TREATMENT

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.

CLINGING TO LIFE

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%.

SIXTH SENSE

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.

HIDDEN MOVEMENT

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%.

GUNPOINT

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%.

FRESH FORCES

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%.

SNUG FIT

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.

LIGHTWEIGHT PROTECTION

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%.

READINESS

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%.

STIMULANT MEDICATIONS

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.

ENHANCED PROTECTION

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.

EXTRA LAYER

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.

ARMOR PIERCING ROUNDS

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%.

HEAVY AMMO PACK

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.

THERMOGRAPHIC SIGHT

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.

ADDITIONAL POUCHES

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.

FRUGALITY

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%.

ENHANCED STIMULANTS

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.

LIGHTWEIGHT CHEST RIG

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.

ZEROING

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.

SPARE SYRINGE

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.

REFINED FORMULA

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%.

SILENT WARRIOR

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%.

COUNTERATTACK

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%.

LONE WOLF

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.

MERCILESSNESS

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%.

PERSONAL PRIORITIES

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.

PRIORITY TARGET

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.

SHARED FIRST-AID KIT

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.

MELEE

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.

RAID

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:

  • Increased sprint speed from 5.5 to 5.7.
  • Increased Movement speed from 3.7 to 3.8.
  • Increased Stamina cost of sprinting from 9 to 10.

Vengeance ability: 

  • The ability no longer checks for Shielded status. Previously, if the operator was Shielded, the effect would not refresh on using the ability.

Primary weapon:

  • Increased effective range by 10%.
  • Reduced magazine ammo from 10 to 7.
  • Increased the number of magazines from 3 to 4.
  • Linear upgrade #6: «Vertical Tactical Foregrip»: now additionally reduces Sprint speed by 0.1 and vertical recoil by 30% (instead of 20%).
  • Linear upgrade #10: «Longer Barrel»: now additionally reduces Sprint speed by 0.4 and increases stability by 12% (instead of 7%).
  • Linear upgrade #14: «12-Round Magazine»: now additionally reduces Sprint speed by 0.2 and increases magazine capacity by 5 rounds (instead of 2). Reduces the number of magazines by 1.

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.

REVAMPED UPGRADES

New upgrades:

  • Upgrade #6-3: The operator deals +10% additional limb damage with their primary weapon while the ability is active.

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.

  • Upgrade #9-2: Using the ability no longer inflicts the Marked effect on the operator. Ability duration is reduced by 2 sec.

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.

  • Upgrade #14-3: Special gear upgrade. Special gear explodes on surface contact. Stunned effect replaced with Slowed. Slowed duration: 3 sec. Gas cloud duration: −4 sec. Gas damage: +10/sec. Movement speed: −40%.

Changed upgrades:

  • Upgrade #3-2: «Increased base Stamina by 25 SP» changed to «Increased damage reflected by the ability by 2%.»
  • Upgrade #7-1: Increased damage reflected by the ability by 5% (instead of 3%).
  • Upgrade #9-1: Increased duration of the ability by 2 (instead of 1).
  • Upgrade #12-2 now changes Shielded requirements. The effect is applied when the enemy is hit with the primary weapon while the ability is active. Hits to activate: 3 Shielded duration: −5 sec. Shield durability: −10 HP Previously, this upgrade increased base Stamina by 50 SP.

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.

  • Upgrade #14-2: «Increased base Stamina»: was +75 SP now +150 SP.

Support Bastion

Primary weapon:

  • Increased the number of magazines from 4 to 5.
  • Increased recoil and spread by ~25%.

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.

REVAMPED UPGRADES

New upgrades:

  • Upgrade #4-3: Reduced ability cooldown by 2 sec.
  • Upgrade #14-3: Increased Movement Speed by 0.2 m/sec.

Changed upgrades:

  • Upgrade #9-3: «Reduced damage reflected while the ability is active. Reduced incoming damage from bullets and explosions by 60%» changed to «While the ability is active, allies within the area of effect take reduced incoming damage. The operator is immobilized. Incoming damage: −20% Area of effect: 4 m Effect duration: −6 sec.»

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.

  • Upgrade #10-2: «Increased amount of magazines for primary weapon by 1» changed to «Increased base HP by 10.»
  • Upgrade #15-1: «Increased Basic Primary Reserve stock by 2» changed to «The operator is able to hip-fire in single-shot while the ability is active. Rate of fire: −80% Spread: +200%»

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.

  • Upgrade #15-3: «Basic Secondary Reserve stock increase: +2» changed to «Reduced incoming damage from explosions when using special gear by 25%.»

Removed upgrades:

  • Upgrade #13-2: «Base HP Increased by 10» moved to slot #10-2.

Medic Velour

Primary weapon:

  • Reduced reticle size.

Game designer’s comment: A smaller reticle allows for more accurate shooting, especially in combination with related skills and upgrades.

  • Linear upgrade #10: Suppressor increases shooting range by 3 m.
  • Added linear upgrade #9: New ammo: subsonic. Primary weapon recoil reduced by 15%, effective range reduced by 8 m.

Game designer’s comment: Subsonic rounds allow for more accurate shooting, making Velour much more effective at both medium and close range.

REVAMPED UPGRADES

New upgrades:

  • Upgrade #6-3: The operator revives allies faster in smoke. Revival speed: +50%
  • Upgrade #11-2: The operator can use the ability while incapacitated. Can only be used once after going into incapacitated state.
  • Upgrade #13-3: Medication and armor plates bag additionally reduces reserve cooldown by 25 sec.
  • Upgrade #14-3: Additional magazine for your primary weapon: +1.
  • Upgrade #15-3: When a medication and armor plate bag is picked up, restores ally HP within the area of effect. Area of effect: 5 m Healing: -7 HP.

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:

  • Upgrade #2-1: «Basic Secondary Reserve stock increase: +2» changed to «Increased base Stamina by 50 SP.»
  • Upgrade #13-2: «Increased base Stamina by 75 SP» changed to «Medication and armor plates bag additionally restores Stamina by 75 SP.»
  • Upgrade #14-1: «Base HP increase: +10» changed to «Increased special gear ammo: +1.»
  • Upgrade #14-2: Increased base Stamina by 150 SP. (instead of 100)
  • Upgrade #15-1: «Increased special gear ammo: +1» changed to «Base HP increase: +10.»

Removed upgrades:

  • Upgrade #2-3: Basic Secondary Reserve stock increase: +2.

Marksman Vagabond

REVAMPED UPGRADES

New upgrades:

  • Upgrade #2-2 Increased shrapnel blast radius when using the ability: +1 m.
  • Upgrade #5-2: The operator can use the ability with their secondary weapon. The area of effect and ability damage with the secondary weapon are permanent. Area of effect: 3 m Shrapnel damage: −60%.

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.

  • Upgrade #7-2: Increased base Stamina by 50 SP.
  • Upgrade #7-3: Increased base Sprint speed by 0.3.
  • Upgrade #9-3: AP ammo: +5% armor penetration.

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.

  • Upgrade #11-3: Drone upgrade. Stunned frequency: +15%
  • Upgrade #12-3: Increased base Stamina by 75 SP.
  • Upgrade #15-3: The ability area of effect is increased but shrapnel damage is reduced. Area of effect: 4 m. Shrapnel damage: −20%.

Changed upgrades:

  • Upgrade #2-1: «Increased base Stamina by 25 SP» changed to «Special gear search radius increased by 10 m.»
  • Upgrade #11-2: «Increased base Stamina by 50 SP» changed to «Increased drone Movement speed by 12%.»
  •  Upgrade #12-2: «Increased area of effect of shrapnel blast from the ability: +4 m» changed to «The area of effect is increased but shrapnel damage is reduced. Area of effect: 3 m Shrapnel damage −10%»
  • Upgrade #15-2: «Increased base Stamina by 75 SP» changed to «Increased primary weapon armor penetration while the ability is active. Reduced shrapnel damage. Armor penetration: +10 Shrapnel damage −40%»

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.

BOTS: OPERATOR INVISIBILITY

The Invisible effect is currently effective only against other players. We decided to make it work when fighting against bots, too.

INVISIBILITY EFFECT EXPLAINED

Bots cannot see you:

  • As long as you’re 10 m away or further.
  • When you’re using reserves.
  • When you’re not attacking (this does not include mines and drones).

Bots can see you:

  • When you’re in range.
  • When you attack.
  • When the effect ends.
  • When you interact with objects on the map (use Ammo boxes, capture servers, plant bombs on AA systems, etc.)
  • When you begin to revive an ally.
  • Being detected by a bot does not cancel the Invisible effect, and enemy players still won’t be able to see your mark and outline.

BOTS: TAKING MORE DAMAGE

Operators’ abilities and special gear are now more effective against bots.

Regular bots:

  • Increased incoming damage from explosions, fire, gas, bleeding, and knife by 100%.

Bot Officers (except for Heavy Fighters):

  • Increased incoming damage from explosions, fire, gas, bleeding, and knife by 50%.

CROUCH AND SHOOT

Take a more comfortable position by crouching. Both spread and recoil will be reduced by 20% while aiming.

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