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.
➡️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.
➡️ 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.
➡️ The Needle brings back its original reticle that made it popular. No more fullscope, it now features a red dot.
➡️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!
➡️In Domination, players are no longer invincible during respawn.
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.
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
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