Thanks to the community feedback regarding weapons and weapon gameplay balance, we made an overhaul of the entire weapons system. We realized that it had its flaws and it was relatively abstract. Based on your feedback, we decided to have a more “hands on” and understandable system. We think it makes more sense, and we hope you’ll think that too. With the feedback we got from the community we started to get an idea of what needed to be done, essentially breaking it down into two things:

The First thing was to have more weapons viable and let it be a question of aesthetics and playstyles regarding which weapons a player would like to use instead of having “top tier” weapons. It was important to have enough difference between the weapons so that they actually feel like different weapons, but similar enough so they are balanced with each other. The biggest goal was to have most weapons viable. The Second thing was to have the weapons be more comparable to each other. This will help players compare weapons more easily and hopefully have less abstract values. Earlier, two weapons with the same accuracy and/or stability stat values could still have different accuracy and stability while playing.

Below is a quick summary of what we did.

Total Ammo has been reworked to be balanced with the other stats. Weapons with high damage and accuracy generally have a lower ammo pool and vice versa. Damage has been reworked to show decimals. This will make it easier for players to see if their weapons hit important breakpoints or not. Accuracy has been reworked and rebalanced to show a value between 0 and 100, where 0 is least accurate and 100 is most accurate. Snipers are one of the most accurate at around 100 and shotguns being one of the least accurate at around 10, depending on mods. Stability has been reworked and rebalanced in a similar way that accuracy has. It will now show a value between 0 and 100, where 0 is least stable and 100 is most stable. “Smaller” weapons are generally more stable and larger weapons are generally less stable. Rate of Fire has not been changed. Concealment has not been changed. Threat has not been changed. Movement speed penalty has been removed from LMG’s in order to balance them with the other weapons.

New Weapon

Customization Scene

We're introducing a redesign to the weapon customization system. You can now preview your modified weapon more quickly when attaching mods and selecting skins.