Max Damage Range increased to 49 meters, up from 36 Meters. Max Damage Range increased to 92 meters, up from 68 Meters. Max Damage Range increased to 61 meters, up from 45 Meters. Max Damage Range increased to 45 meters, up from 33 Meters. Max Damage Range increased to 137 meters, up from 102 Meters. Max Damage Range increased to 58 meters, up from 43 Meters. Max Damage Range increased to 80 meters, up from 59 Meters. Max Damage Range increased to 55 meters, up from 41 Meters. Max Damage Range increased to 117 meters, up from 87 Meters. Max Damage Range increased to 57 meters, up from 42 Meters. Max Damage Range increased to 127 meters, up from 94 meters. Max Damage Range increased to 111 meters, up from 82 Meters. Max Damage Range increased to 50 meters, up from 37 Meters. Max Damage Range increased to 72 meters, up from 48 meters. ADS Transition In/Out time scalar decreased to -3%, down from 2%. *This change was originally intended to decrease Movement Speed - which will be corrected in an upcoming update.Movement Speed now decreased increased by 2%.ADS movement speed increase removed, down from 6%.Movement speed increase removed, down from 3%.Muzzle Velocity decreased to 35%, down from 50%.ADS Transition In/Out Time increased to 210ms, up from 190ms.Max Damage range decreased to 8 meters, down from 9 meters.
ADS Transition In/Out Time increased to 200ms, up from 190ms. ADS Movement Speed Bonus decreased to 18%, down from 20%. Movement Speed scalar penalty increased to -5%, down from -4.2%. Damage Range decreased to 5%, down from 10%. Damage Range penalty increased to -25%, down from -14%. ADS Movement Speed Scale decreased to 1.36, down from 1.4. We’re making some strategic changes here in order to keep the weapons viable but open up the short-range meta back to its former glory. This is mostly due to far superior handling. Some of the more recent additions to the Submachine Gun category have been dominant and reduced the once great breadth that was on offer. While we like its handling where it is, as with the KG M40 we’ll be addressing its damage profile downward a bit. This is due to the relative ease of recoil that the kilo enables. While we’re thrilled to see the “return of the king” we’ve seen a high jump in KD particularly in the higher skilled brackets on the smaller maps. Min Damage decreased to 22, down from 23. A small adjustment in its min-damage reinforces the weapons identity as a powerhouse of close-to-mid range, but can be used at range when needed. This indicates that more players have found accurate long-range builds with the weapon. We love seeing the Volkssturmgewehr (VG) start to find its place in the meta but are seeing its long-range efficiency become higher and higher. Damage Range decreased to 26%, down from 40%.Vertical Recoil Penalty increased to -21%, down from -12%.Muzzle Velocity Penalty increased to -20%, down from -10%.Damage Range Penalty increased to -25%, down from -10%.Min Damage decreased to 21, down from 22.By bringing this down we expect to see the weapon perform well, but not dominate. This is mostly due to the reliability of landing headshots and has one of the highest head-shot accuracies in the game. The KG M40 (VG) has started to rear its head as the front-runner.
Neck Locational Damage multiplier increased to 1.32, up from 1.3Īs mentioned previously, our philosophy is to address the damage profile of weapons that are designed to be easier to control.Headshot Locational Damage multiplier decreased to 1.32, down from 1.46.Headshot Locational Damage multiplier decreased to 1.3, down from 1.5.We’re seeing good early performance data come through from the Vargo-S (VG) but the Muzzle Velocity was holding its long-range viability back.