Alpha 0.2

Release Date: August 2nd, 2023

After the release of Alpha 0.1, we found that some values were negatively affecting your playing experience. While we do our best to actively test all new features and value changes within our patches, we are a small team and sometimes it’s important to remember that the main goal is to work in the right direction, not to stress over making the game perfect after 1 patch. Spoiler Alert: That perfect patch doesn’t exist in any game. We hope that with Alpha 0.2 our vision will be seen a little more clearly by all of you. - NEWGEN LABS

Feedback Form ///

BUG FIXES ///

  • Grenade damage now properly doing 150 damage after last patch’s buff, instead of the original 125 damage

KNOWN ISSUES ///

  • Coach is unable to shoot after reloading for a small period of time.

  • Number of bullets fired in a burst shot is inconsistent and at times the burst fire guns will jam, making it unable to fire.

Burst fire weapons will temporarily be unavailable.

  • Utility does not throw properly when moving and throwing.

  • Utility being thrown causes the player to appear on the mini-map for the enemy team.

  • M1 Reload Audio not synced with animation.

  • Camera sometimes does not reset after firing a weapon:

Bug is caused by a few separate things. First, it was caused by attachments with Recoil Return Time reduction. RRT for short. RRT reduction has been removed from attachments for now. The other is caused by un-ADS’ing after you stop firing. This still happens and we are looking for a fix. At times, mainly affecting snipers, you will have the bug after firing, even while maintaining ADS.

  • Khamsin Blade VFX not working properly.

We have put on a temporary effect placeholder for now.

WEAPON UPDATES ///

When changing the value for limb damage, we forgot to adjust the Barret to make sure it wasn’t one-tapping people in their toes. Whoops. While the gun is meant to be a power weapon in the second half of a game, it wasn’t supposed to be that strong. In addition, we are fine tuning a few more values and avoiding any big changes on this patch, as we continue to collect data and feedback on everything.

Pistols

Glock

  • Vertical Recoil reduced.

USP

  • Vertical Recoil reduced.

Deagle

  • Vertical Recoil reduced.

SMG’s

UMP

  • Movement Speed increased from 0.96 to 0.97

Honey Badger

  • Damage increased from 25 to 27.

  • Crit Damage increased from 1.5 to 1.6.

  • Vertical Recoil reduced.

  • Horizontal Recoil reduced.

Shotguns

870

  • Price reduced from 3500g to 2500g.

Coach Gun

  • Movement Speed increased from 0.95 to 0.97.

AR’s

FAMAS

  • Damage increased from 29 to 30.

  • Crit Damage increased from 1.7 to 1.8.

Heckler

  • Vertical Recoil reduced.

M4

  • Price reduced from 6750g to 6500g.

  • Damage reduced from 32 to 30.

  • Crit Damage increased from 1.8 to 1.9.

  • Horizontal Recoil reduced.

AK

  • Price reduced from 6750g to 6500g

  • Vertical Recoil reduced.

Sniper

Dragunov

  • Price reduced from 7500g to 6000g.

M1

  • Price reduced from 9000g to 8000g.

Barret

  • Weapon Damage decreased from 300 to 225.

  • Price reduced from 12000g to 11000g.

UTILITY UPDATES ///

The current Armor system was not allowing for players to have a fair chance at a comeback in our hybrid game mode. The winning team was able to further push their advantage too easily, and it became worse when the winning team didn’t have many player deaths each round.

Frag

  • Price increased from 250g to 300g.

Flash

  • Price decreased from 250g to 200g.

Smoke

  • Price decreased from 250g to 200g.

Shield

  • No longer auto-healed at the start of every round.

Armor is still kept, but will require the player to repurchase at full price after being damaged if they would like the full 100 HP bonus.

Hybrid Competitive Mode ///

Falling behind is never fun, especially early in the game when everybody is racing towards better weapons. We’re giving a nudge to those teams that are struggling to find a round win after multiple rounds.

Game Mode Changes

  • Round Loss Cap increased from 3 rounds to 5 rounds.

2 Losses in a row = 1100g.

3 Losses in a row = 1200g.

4 Losses in a row = 1300g

5 Losses in a row = 1400g.

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