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I’m really excited to dive into the Epidemic gamemode! It sounds intense, with three corporations fighting to spread their virus and take control of San Paro. The idea of turning citizens into zombies and battling for domination adds a whole new level of chaos, and I can’t wait to experience it firsthand. It’s been a while since Epidemic was last seen, and it feels like the perfect time to jump back in and see which virus will come out on top. Ready to see how it all unfolds!

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The Halloween 2024 sale is now live!

And that's not all—later today, we’ll be adding the Scoped N-TEC 5 Dvah along with nearly all Halloween-themed weapon skins to ARMAS as standalone items, with account-wide purchase options available.

We’ll let you know as soon as they go live!

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On 10/14/2024 at 7:29 AM, MageLO said:

S1-NA 'Frenzy'

  • Significantly decreased both horizontal and vertical recoil.
  • Health Damage increased from 143 to 153.

Interesting, a recoil buff for one of my favorite guns. Wonder how much of an actual effect the buff gives the weapon. The damage increase doesn't boost it to 6 STK, but it does potentially give it a few extra meters of effective range... not that it really needs that, the gun is best at short to mid range anyways (nice boost for plinking tho).

On 10/14/2024 at 7:29 AM, MageLO said:

ISSR-A

  • Hard Damage per shot lowered from 54 to 40.5.

Dev Note: The recent rework to the ISSR-A has landed extremely well but we do think it is over performing in some aspects so we are lowering its Hard Damage to be more in line with other Assault Rifles.

Could ya'll please stop removing (and ideally return) the literal defining feature and purpose of usage for the ISSR series weapons? There's no reason to use the ISSRs anymore thanks to this shit.

On 10/14/2024 at 7:29 AM, MageLO said:

R2 'Harbinger'

  • Accuracy Cooldown removed.
  • Equip time reduced from 0.8s to 0.5s.
  • Reload time reduced from 3s to 2s.
  • Ammo per Resupply cycle increased from 6 to 7.
  • Maximum Bloom reduced by 50%.
  • Recovery per second increased by 20%.
  • Run Modifier reduced by 25%.
  • Effective Range reduced from 65m to 50m.

Dev Note: These changes intend to move the Harbinger out of its currently awkward spot between the Act-44 and RSA by reducing its range and doubling down on its fast firing close range capabilities making it much more efficient in close range whilst allowing it to be a decent mid range choice up to 50 meters.

Back to the dumpster it goes. Harbinger being usable was nice while it lasted, but-

 

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16 hours ago, LilyRain said:

Disappointing, a step in the right direction but it is still disappointing. You are still too afraid to make meaningful changes, LO.

Last time they tried to do that we waited years to not get it

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