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MageLO

06/18 HEATWAVE PATCH ANNOUNCEMENT

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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.

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Here's to hoping the S-AS PDW nerf makes the gun better at keeping up with it's own bloom thus making it more accurate.

Fr0g looking extremely favourable now which is personaly something I enjoy but in the grand scheme I'm unsure of.

 

RFP, oh man. I used to play entire matches with that alone with a buddy of mine. I quite enjoyed that but it was a bit rediculous.

 

Still hating the Nano. A VERY personal issue with that thing CONSISTENTLY being whipped out a snipers arse to then have a pocket SMG. AND it was something money couldn't buy (directly)... makin' me jealous >: (

Edited by koenyboy500
(wanted emote not to be an icon but text)

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On 6/5/2026 at 12:18 PM, MageLO said:

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

 

  Reveal hidden contents

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.

 

Balancing TTK by changing rate of fire (affecting tapping muscle memory) is a large mistake.
- Why would they nerf the S-AS PDW?.... It was completely fine. I would lower the total bullet spread of the gun (Shot Modifier Cap) instead.
- The .45 got a indirect buff.... why? Why would they change SprintModifier=1,5 to something lower?.... You are indirectly buffing it's total accuracy during gameplay. The 60ms difference is not enough to offset it...
- RFP & FBW buffs are going to be a good buff. I don't see the necessity of it though.
- NANO got unnecessarily buffed, but it'll still be mediocre. It's close to FR0G Kokoe levels of Equip Time 
- The NFA9 got a buff... regardless of this trivial +45ms TTK difference. I'd rather see them touch the Shot Modifier Cap instead.
- Buffing FR0G to the extents mentioned in this patch are going to be a slight issue, as it's already top 3 in terms of bullet spread secondaries while hipfiring or walking. Changing the values from WalkModifier=1,2 & RunModifier=1,3 is bound to create even more issues...  

I dislike the fact that they're omitting exact weapon stats again on some of these weapons.
A overall trivial weapon balancing patch, but better than doing nothing I suppose...
I'd rather see them balance the districts, add a internal frame rate limiter, get away from Scaleform & add a map notification pinging system (without entering the map for it).

What's also hillarious to me is that ARMAS still isn't account lifetime only, which is the vision Matt has for ARMAS as per the last AMA.
What's the point of sales if the interface of ARMAS, the main income source of this game, still isn't solved?

Edited by purpleHorizons

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- The .45 is dead to me. Restore it to it's release stats. I think I'm the only person who doesn't have hatred towards others using the .45.

- I like the Nano change. It's slow draw time made it useless in most situations. 

- I like the RFP-9 changes. Maybe it will be usable again.

- I don't know how I feel about the FBW change. It's the starting weapon. It's suppose to be not quite good enough at everything. This might make it too accurate, indirectly decreasing it's ttk.

- The UL-3 changes don't make sense. The problem with the UL-3 is the slow draw time. It's a secondary designed to be used in close range, but only 1 variant is capable of that. It should be changed to 0.35s, like the FR0G and RFP-9.

 

It doesn't matter though. There's no point in signing in when there's still server sided network problems. This is a shooter, the bullets need to hit where the game says they will hit. You seem to have forgotten that.

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nice event - 0 interest (240-270)
nobody expect this secondary changes..why dont you focuse on improving the missions for example?
theres so much work to be done

Edited by TheMessiah

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Well U kids finally got your way, .45 was already a nerf with STK of 5 close range and 15 shots at range.

Somebody probley shot a gold with it so they nerfed it, So now my spring action bb gun firing a 4.5 mm round, 

firing when new bout 380 fps, and is old so 100 fps, is now more deadlier and has a lower ttk/stk than any 

apb pistol. 😕

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