Patch notes

SEASON 7 - Patchnote 1.7.0

 

SEASON 7 is here!

 

Taking your feedback into account, we felt it was necessary for Season 7 to slow down content production in order to stabilize the game and make our existing content more sustainable. This season includes new features, balance updates, a new meta, and a brand-new Season Pass. You’ll find the full list of updates in the article below.

 

🗓️ March 5th →  we will release another major update that will include a new network engine to resolve IS issues, as well as a second optimization pass.

 

NEW FEATURES

 

➡️The Atlas reticle gets a fresh new look! A clean design with white lines outlined in thin black strokes to ensure visibility in all lighting conditions, and a red dot in the center to line up those headshots.

 

Dessin sans titre (2)

 

➡️ To prevent abuse of the Atlas fullscope, known as the Lean Glitch, the full-screen aiming system has been reworked. The player’s head position now follows the weapon while scoped in, keeping it aligned behind the scope and preventing players from hiding behind walls or environmental objects.

 

image (1)-4

 

➡️ The Needle brings back its original reticle that made it popular. No more fullscope, it now features a red dot.

 

image1image2

 

➡️The M12 loaded shot has a new mechanic:

 

    • Pressing Button B lets you enter and exit loaded shot mode in 1 second

    • You can stay in loaded shot mode as long as you want, your next shot will be loaded

    • The loaded shot has a 20-second cooldown. Once fired, you’ll need to wait 20 seconds before you can use it again. Use it wisely!

 

M12-TACTICAL_BASE_Main Camera

 

➡️In Domination, players are no longer invincible during respawn.

 

Design sans titre (3)-1

 

CORRECTIONS

 

  • Overall game performance has been improved, notably fixing freezes and SteamVR crashes when switching to full scope on the Atlas.

  • Fixed a bug causing the Shield to be placed below the ground on certain maps.

  • Fixed a bug that allowed a grenade to pass underneath a Shield.

  • Fixed the issue where the grenade preview remained visible even after the grenade had been thrown.

  • Fixed the appearance of player ghost shadows in smoke on the maps Ceres, Horizon and Outlaw.

  • Fixed collider bugs that allowed grenades to pass through certain surfaces.

  • Fixed incorrect player positioning while fullscoped on the minimap.

  • Fixed a bug that caused unintentional shooting upon respawn.

  • Fixed an issue where two “Ready” buttons overlapped during a technical pause, preventing the game from resuming properly.

  • Stabilized in-game voice communication management.

 

NEW META

 

T1 Gauss

T1_Gauss_RedArtic_Main Camera (1)
 
  Head Torso Endpoints Spread
Damage 110 (165) 110 (95) 110 (95) 2 (1,5)

 

Damage drop regarding distance (in meters)        
0 - 3,5m (0 - 4m) = max 3,5 - 6m (4 - 6m) = -50% 6 - 10m = -60% 10 - 15m = -80% > 15m = 0
Cadence (RPM) Ammo Reloading time (s) Switch time (s)
54 (60) 5 3 (2) 0,5 (0.3)

Spectre

 

Spectre_000_Base (1)

  Head Torso Endpoints Spread
Damage 12 10 9 1,35
Damage drop regarding distance (in meters)      
0 - 8m = max 8 - 12m = -35% 12 - 20m = -50% >20m = -60%

 

Cadence (RPM) Ammo Reloading time (s) Switch time (s)
1020 (1080) 45 1 0,4

 

M12 tactical

 M12-TACTICAL_BASE_Main Camera
 
  Head Torso Endpoints Spread
Normal shot damage 80 80 51 2 (2,5)
Loaded shot damage 100 (120) 100 (80) 100 (60) 0
Damage drop regarding distance (in meters)      
Normal shot  0 - 5m = max 5 - 10m = -30% >10m = -40%
Loaded shot 0 - 10m = max 10 - 15m = -30% > 15m = -40%
  Cadence (RPM) Ammo Reloading time (s) Switch time (s) Time to change mode (s)
Normal shot 162 8 (12) 2 0,3 1
Loaded shot Cooldown of 20 seconds Uses 2 bullets 2   1
 

Striker

 
STRIKER BASE
 
  Head Torso Endpoints Spread
Damages 19 15 13 1,5
Damage drop regarding distance (in meters)      
0 - 5m (0 - 6m) = max 5 - 8m (6 - 8m) = -35% 8 - 10m = -45% > 10m = -70%
Cadence (RPM) Ammo Reloading time (sec) Switch time (sec)
780 (750) 30 1 0,3

MP52

 MP-52
 
  Head Torso Endpoints Spread
Damages 19 16 14 1,431
Damage drop regarding distance (in meters)      
0 - 8m = max 8 - 9m = -30% 9 - 15m = -45% >15m = -55%
Cadence (RPM) Ammo Reloading time (sec) Switch time (sec)
588 (642) 35 1 0,3

 

ERG-51

 

ERG

  Head Torso Endpoints Spread
Damages 162 (157) 122 (119) 110 (108) 0
Damage drop regarding distance (in meters)    
0 - 20m = max 20 - 30m = -20% >30m = -30%
Cadence (RPM) Ammo Reloading time (sec) Switch time (sec)
NC 4 (3,2) secondes 2 0,6

 

Needle

 NEEDLE
 
 
  Head Torso Endpoints Spread
Damages 34 28 28 0
Cadence (RPM) Ammo Reloading time (sec) Switch time (sec)
258 (222) 20 1,5 0,6

 

Fury

 FURY
  Head Torso Endpoints Spread
Damages 25 20 18 Static: 0,15
In motion: 10
Damage drop regarding distance (in meters)    
0 - 50m = max 50 - 70 m = -20% >70m = -30%
Cadence (RPM) Ammo Reloading time (sec) Switch time (sec)
450 (438) 75 4 0,9

 

VULCAN

 

VULCAN

  Head Torso Endpoints Spread
Damages 19 17 15 1st bullet: no dispersion
2nd bullet : 0,1 (0,15)
3rd bullet : 0,15 (0,2)
Damage drop regarding distance (in meters)  
0 - 30m = max >30m = -25%
Cadence (RPM) Ammo Reloading time (sec) Switch time (sec)

burst: 0.16s

between 2 bursts : 0.23s

TOTAL 0.39s

30 1,5 0,4

 

AK-77

 

 

AK77

  Head Torso Endpoints Spread
Damages 17 15 14 0,3
Damage drop regarding distance (in meters)    
0 - 25 m = max 25 - 35 m = -17% >35m = -25%
Cadence (RPM) Ammo Reloading time (sec) Switch time (sec)
552 (540) 35 1,8 0,6

 

WESTFIRE

Westfire_Base

  Head Torso Endpoints Spread
Damages 100 60 45 0
Damage drop regarding distance (in meters)    
0 - 5m = -30% 5 - 25m = max >25m = -20%
Cadence (RPM) Ammo Reloading time (sec) Switch time (sec)
63 (78) 9 0,4s/balle 0,8

Any questions or feedback? ⬇️

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Paul Catuli
VP Games

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