here are the Operation 5 Versus playlists:
RANKED
- TDM (4v4) max of 2
- KOTH (4V4) full stack
- 2v2
- FFA
QUICKPLAY
- Guardian
- TDM
- KOTH
- Arcade
- Co-op vs AI
We know some of you may not see your favorite modes but they are still available in custom lobbies and we’ll continue to feature these modes as special events.
DEVELOPER’S PLAYLIST TUNING
The goal of the Developer’s Playlist is to help us test out tuning and balance mechanics resulting in diverse playstyles, balanced gameplay and providing players the feeling of individuality.
With the beginning of Operation 5, we want you to get your hands on some new versus tuning. Beginning in Week 1 of Operation 5, we’re adding this tuning to our Versus Event – Classic Blitz. Then, in Week 2, we’ll move the tuning over to the regular Developer’s Playlist for you to get extensive hands-on with these changes.
In this iteration, we want to push for a more tactical gears experience where every action should have a give and take with a certain level of risk involved. The core versus theme is focused on unique close quarters engagements with rifle play mostly playing a supportive role.
Let’s get into the details.
MOVEMENT
The goal is to add “weight” to the characters, where players can feel each change of direction.
- Reduced the base player acceleration by 17%
- Cover Slip (Up A) modifier decreased from 1.66x -> 1.6x
- Reverted the roadie run speed down to 480 from 500
- Removed the speed boost gained by performing cover actions
- New: Sliding will now take into consideration acceleration, previous as soon as the player entered a slide, they would immediately reach the max speed of 600uu/s. Now we have set the initial speed of the slide to 300uu/s with an acceleration rate of 2000uu/s2. This means the character will feel like they have more weight while maintaining the fluidity of movement.
CORE GAMEPLAY
As we’ve reduced the RNG tied to the gnasher and cover actions, we saw an increase in players shooting immediately out of slides especially “Air Back A’s” for example. We’re exploring ways to create more punishable windows for certain actions while still pushing us closer to that give and take gameplay.
- Added a slight delay to firing after cancelling a slide: 0s -> 0.15s
- Increased the delay from firing when aiming out of cover from 0.1s -> 0.2s
- Weapon swap speed changed from 0.7s -> 0.9s with primary weapons and 0.5s -> 0.65s with pistols, slightly faster than previous titles.
RIFLE/SECONDARY WEAPONS
The rifle/secondary play should suit the situation, stronger in team fire and when catching people by surprise but not suppressing player’s movement from A-B as a single user. Some secondary rifles should feel like upgrades to the loadout weapons but not break away from this theme.
BOLTOK:
- Reduced the rate of fire from 110rpm -> 90rpm (rounds per minute)
- Removed the semi auto shot delay.
- Bullet magnetism reduced by 50% at all ranges
MARKZA:
- Bullet Magnetism reduced by 50% at all ranges
HAMMERBURST:
- Weapon Damage decreased from 55 -> 40 (per bullet)
- Stopping Power slightly decreased at short, medium and long ranges
RETRO LANCER:
- Weapon damage decreased from 100 -> 75
- Weapon rate of fire decreased from 400rpm -> 360rpm
- Headshot multiplier reduced from 1.35x -> 1.2x
LANCER:
- Weapon damage reduced from 50 -> 45
POWER WEAPONS
Power weapons should also suit the situation while still feeling significant and approachable. We feel bringing some weapons (Overkill and Claw) into a more suitable power level for versus might allow us to showcase them on more maps if we reach that goal.
We’ve also altered the Longshot based on previous feedback and pushed the Torque Bow charge time back to its classic feel.
TORQUE BOW:
- Stick charge time increased from 1.35 -> 1.7
LONGSHOT:
- Reverted the change to firing from the Hip
- ADSing while standing still will cause the user to be 100% accurate
CLAW:
- Weapon Damage decreased from 145 -> 80
- Weapon Rate of Fire increased from 360rpm -> 450rpm
- Active Rate of Fire decreased from 1.25x -> 1.11x
- Weapon Mag Size increased from 60 -> 100
- Removed the 2nd magazine on pickup
- Accuracy decay rate reduced from 5.0 -> 3.0
- Removed the weapon jam feature
OVERKILL:
- Reduced the mag size from 4 -> 3
- Greatly decreased bullet magnetism for both Hipfire and ADS at all ranges