MageLO 384 Posted June 5 Hello everybody, Our standard weekly maintenance will be held this Thursday (06/18) starting at 9:00 AM UTC. The game should be back up and running in 6 to 8 hours. This patch marks the beginning of our Summer 2026 Heatwave! Event, play Missions or Minigames to progress the Heatwave! Event role awarding Joker Tickets, new Titles as well as one of two faction based weapon skins whilst enjoying scheduled gameplay bonuses over the course of the entire event! You can find out all the details about the Heatwave event in our written blog post. Balance changes Todays update includes a large number of experimental pistol changes following a new design approach, these were tested and iterated on with the help of our testing team over the last month and we're now at the point where we feel confident in trying these out on the Live servers to gather more feedback and see how this new approach affects the meta in the ways we're hoping it will. Before we head into the details we wanted to take the time to go over what prompted this design approach. The Colby .45 has been at the top of the Secondary Meta for an extremely long time for good reason, it is supposed to be one of the best if not the best secondary in the game within short to medium ranges should the user have the required skill to consistently utilize its strengths despite its glaring weaknesses of high recoil, low magazine capacity and poor accuracy when firing as soon as you come out of sprint. We have seen the constant feedback about the Colby .45 feeling overpowered when playing against players who mastered the weapon but because of the effort and consistency required to make the Colby .45 be this strong our design approach was to bring other pistols up to par and able to beat the Colby .45 but not as versatile to ensure that players who mastered the Colby .45 are still rewarded for their mastery of the gun. This also directly influenced the design of the Joker M9 which was supposed to be a a direct counter to the Colby .45 in close range scenarios, giving players yet another alternative to combat the Colby .45. The Joker M9 was a final attempt to balance around the Colby .45 AP to see if there is going to be a decrease in negative feedback about the Colby .45's power and following the release of Legends and the Joker M9 becoming available to all players via regular contact progression it quickly became apparent that this design approach is not working as it created a scenario in which there was negative feedback about both the Colby .45 AP as well as the Joker M9 with users from both ends being unhappy about the state of the other weapon. Following this increase in negative feedback and many community suggestions including extensive discussions in our testing community we started working on an experimental balance pass that addresses the issue of Secondary weapons being too powerful and often working well enough within closer ranges to consistently beat out primary weapons that are designed to perform best in close range. All of the changes below are experimental, we will be monitoring the situation closely and make changes based on further feedback or even fully revert changes and go back to the drawing board should this approach not work out either. We also understand that many of these will throw off years of muscle memory but our hope is that these changes will diversify the Secondary meta whilst also allowing Close range weapons more freedom to exist. Colby .45 AP Rate of Fire decreased to increase its Time to Kill from 0.8s to 0.86s. Improved accuracy when coming out of sprint. FR0G Rate of Fire decreased to increase its Time to Kill from 0.8s to 0.86s. Improved accuracy when walking and running. Decreased Bloom per Shot. Joker M9 Rate of Fire decreased to increase its Time to Kill from 0.8s to 0.9s. Mountie Rate of Fire decreased to increase its Time to Kill from 0.78s to 0.82s. Burst Interval decreased from 0.45s to 0.35s. N-FA 9 Health damage decreased from 70 to 66 to increase its time to kill from 0.63s to 0.675s. Increased magazine capacity from 28 to 31. Increased reserve ammo from 168 to 186. Reduced Horizontal Recoil by 16%. Reduced Vertical Recoil by 5%. S-AS PDW Rate of Fire decreased to increase its Time to Kill from 0.84s to 0.876s. UL-3 Rate of Fire decreased to increase its Time to Kill from 0.84s to 0.876s. Decreased maximum bloom. OCA 'Nano' Decreased equip time from 0.8s to 0.4s. RFP-9 Reduced sprint delay from 0.525s to 0.425s. Improved accuracy when walking, running and sprinting. Obeya FBW Improved base accuracy from 19cm to 18cm. Thank you for your patience. Quote Share this post Link to post Share on other sites