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Steam News15 June 202619d ago

Patch Note: Guns & Attachments Overhaul

We've had this panned out for a long time, but haven't had the time to fine tune and polish the Gunsmith system.

In this update15

Full notes

Full No Such Place update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes15 additions381 changes10 removals
  • Balance
  • Performance
  • Gameplay
  • Compatibility
  • Maps
changedWe've had this panned out for a long time, but haven't had the time to fine tune and polish the Gunsmith system. Some elements of our early design diminished the differences between the firearms in the game other than damage, and most of the attachments are either ignored for offering the exact same thing or ignored for offering too little. That, will change today.
addedTo provide more depth to the Gunsmith system and foundation for future contents, we are reworking all the statistics for nearly every single guns in this update, agents will find their familiar weapons now have their own diversified performance, and there will be more build options.
changedErgonomics affects how a gun's Spread recover, this stat was the same for all guns in previous versions, and it was set way too high. In this update, most of the guns will have their Ergonomics reduced, this is will bring their performance to a reasonable range.
changedFor reference, a factory WLF K16 firing in full-auto while stationary can almost dump the whole magazine on a single point, after the update it will have almost the same level of accuracy for the first 10-15 rounds in continuous fire, but gets significantly worse on the second half of the magazine.
changedAgents can still get their guns to perform on a similar level comparing to before with proper attachments, but Ergonomics will not be affected by any attachments, only the receiver of the gun. Different guns from different manufacturers will have their own Ergonomics range, which will significantly influence their combat performance.
changedAs we are doing overhaul on guns, attachments will also get their well-deserved attention. -0.05 Initial Spread is simply lame and we will change that. After this patch, all attachments will have increased stat, but they also might come with a negative effect, this will provide more foundations for build crafting. For guns with core attachments (barrel, rear grip, stock), the stat of their receiver will be reduced while their core attachments will inherit their reduced stat.
Reload Time: +0.4+0.9Reload Time: + increased, nerfRecoil:0+0.8Recoil: increased, buffRecoil: -0.1-3.2Recoil: - decreased, nerfMovement Speed:0-0.2Movement Speed: decreased, nerf

No Such Place changes

changedWe've had this panned out for a long time, but haven't had the time to fine tune and polish the Gunsmith system. Some elements of our early design diminished the differences between the firearms in the game other than damage, and most of the attachments are either ignored for offering the exact same thing or ignored for offering too little. That, will change today.
addedTo provide more depth to the Gunsmith system and foundation for future contents, we are reworking all the statistics for nearly every single guns in this update, agents will find their familiar weapons now have their own diversified performance, and there will be more build options.
changedErgonomics affects how a gun's Spread recover, this stat was the same for all guns in previous versions, and it was set way too high. In this update, most of the guns will have their Ergonomics reduced, this is will bring their performance to a reasonable range.
changedFor reference, a factory WLF K16 firing in full-auto while stationary can almost dump the whole magazine on a single point, after the update it will have almost the same level of accuracy for the first 10-15 rounds in continuous fire, but gets significantly worse on the second half of the magazine.
changedAgents can still get their guns to perform on a similar level comparing to before with proper attachments, but Ergonomics will not be affected by any attachments, only the receiver of the gun. Different guns from different manufacturers will have their own Ergonomics range, which will significantly influence their combat performance.

We've had this panned out for a long time, but haven't had the time to fine tune and polish the Gunsmith system. Some elements of our early design diminished the differences between the firearms in the game other than damage, and most of the attachments are either ignored for offering the exact same thing or ignored for offering too little. That, will change today.

To provide more depth to the Gunsmith system and foundation for future contents, we are reworking all the statistics for nearly every single guns in this update, agents will find their familiar weapons now have their own diversified performance, and there will be more build options.

The main adjustment revolves around one hidden statistic: Ergonomics.

Ergonomics affects how a gun's Spread recover, this stat was the same for all guns in previous versions, and it was set way too high. In this update, most of the guns will have their Ergonomics reduced, this is will bring their performance to a reasonable range.

*For reference, a factory WLF K16 firing in full-auto while stationary can almost dump the whole magazine on a single point, after the update it will have almost the same level of accuracy for the first 10-15 rounds in continuous fire, but gets significantly worse on the second half of the magazine.

Agents can still get their guns to perform on a similar level comparing to before with proper attachments, but Ergonomics will not be affected by any attachments, only the receiver of the gun. Different guns from different manufacturers will have their own Ergonomics range, which will significantly influence their combat performance.

As we are doing overhaul on guns, attachments will also get their well-deserved attention. -0.05 Initial Spread is simply lame and we will change that. After this patch, all attachments will have increased stat, but they also might come with a negative effect, this will provide more foundations for build crafting. For guns with core attachments (barrel, rear grip, stock), the stat of their receiver will be reduced while their core attachments will inherit their reduced stat.

We are also adding a bit of special flavors for different manufacturers. The military-grade weapons from Red Star and Wolff will have some trade-off between power and precision, the police equipment made by Sivige prioritize first shot accuracy, and the submachineguns from Atlantis will have different performance based on which market they target. Meanwhile, attachments will receive proper bonus as their name suggest, "mobility" grip will actually make you more mobile, but some heavy attachments will also bring performance issues just like their name suggest.

Also, the previous overhaul of the damage system brought shotgun shells to a place where we are satisfied with, but shotguns are severely underperforming even since before. Before the change to damage system, the unique mechanism of shotgun shells makes them impossible to adjust, but now we can finally safely bring them up. All shotguns will receive a huge increase to their base damage, but at the cost of decreased fire rate and range, they will be able to obliterate enemies at point blank, but getting too close will also bring risks.

Attachments and Gunsmithing

Attachments do not simply bring changes to a gun's statistics, missing certain attachments will make the gun inoperable or underperform. These attachments, including Barrels, Magazines, Rear Grips, and Stocks, are the Core Attachments of a gun. Missing any core attachment other than stock will make the gun unusable, and missing the stock alone will make it much harder to control. In this overhaul, the main question we ask ourselves during redesigning gun stats was how the receiver of such gun interact with its core attachments, a similar receiver using barrel of different length or stock of different form will have different result (like the RS74 and RS74U). In the previous version, receiver provided almost all meaningful stats for a gun, changing attachments, core or not, will rarely have game changing effect, the differences between attachments also didn't offer any space beyond a few better choices.

Thus, we decided to shift some of the stats on the receivers to their factory core attachments, the receivers now offer platforms with more customization options. Want to raise the range of a SMG? Barrels from assault rifles and sniper rifles now offer much higher range than before. Want to raise the fire rate of a sniper rifle? A certain barrel known for its high attack speed now has an even more rampant attack speed increase. But all choices has a cost, other than agents might need a certain Corruption to make it work, some core attachments comes with negative effects. Heavier stock surely offers better Spread related stats, but it also weights down the gun; short barrels will increase your fire rate, but they also manage Spread worse than normal barrels.

Receiver

This overhaul will bring major changes to the receivers as the foundation of a gun. Aside from the changes mentioned above, two stats will now be only offered by the receiver and will not be affected by any attachments: Ergonomics and Kickback.

We hand picked all the weapons' Ergonomics based on their type and manufacturer, which will be detailed in later sections.

Kickback, formerly "Recoil", used a very misleading name, thus we changed its name just as we changed how it works. Kickback influence how much your gun knocks you backward when firing, indicated by camera shack and a push back just like being knocked backward. Now, this stat will be independent of attachment influences, function as a feature of receivers and munitions. Just like Ergonomics, we brought new Kickback to all guns.

Also, we decided to replace "Shooting Spread" with "Recoil", this name should make it better to understand how the Spread system work.

Also, we made some adjustments to semi-auto and burst-fire mode. In burst-fire mode, the gun's Attack Speed will only influence the spacing between the rounds within a round of burst, the delay between bursts will now be fixed and only influenced by the receiver. Currently, burst-fire is only featured on WLF T9 and P1982, but any other burst-fire guns we add to the game in the future will follow this rule as well. However, using burst-fire will greatly increase the Ergonomics of a gun, this will make landing shots from distance much easier. Any guns with a selectable semi-auto mode will have increased Ergonomics when using this fire mode, along with a sightly increase fire rate.

All attachments no longer influence Kickback

In burst-fire mode, Attack Speed will only influence the delay between shot, not delay between bursts.

In semi-auto mode, Attack Speed and Ergonomics will be increased.

Barrel

In previous versions, the barrel offers almost all types of stats found on a gun, we decided to simplify that. Now a normal barrel will only affect a gun's Damage, Attack Speed, Initial Spread, and Spread Limit. And just like we stated before, different types of barrels from different manufacturer will have different performance. Light-weight barrels and short barrels will offer higher Attack Speed, but barely any damage or Spread Limit and also increase Initial Spread instead of reducing; Heavy barrels will offer much higher damage and Spread stats at cost of Attack Speed; As for sniper rifle barrels, they will offer significant amount of Damage and superior Initial Spread reduction, but they don't care about Recoil and Spread Limit. Also, there are certain special barrels, which will be covered later when we get to them.

Magazine

To quote from an old Gunsmith, there's no substitute for a full magazine. Most of the guns in the game rely on magazines to feed ammo, but the previous rough design didn't take account of differences between magazines in making their stats. In this overhaul, most magazines will offer drastically reduced Reload Time bonus, but the lost stats will mostly transfer to their corresponding receivers. Using a heavy and bulky drum or helical magazine will now have negative impact on your gun's Initial Spread and Recoil.

AA 65rd Standard Drum

  • Reload Time: +0.4 -> +0.9

  • Initial Spread: 0 -> +0.4

  • Recoil: 0 -> +0.8

Rear Grip

You want to fire a gun, you need to hold the gun. Rear grips rarely had differences in stats in previous versions, and this overhaul will make their stat more diverse. Rear grips will now offer Initial Spread and Recoil control, light-weight/mobility grips will offer better Switch Time and Movement Speed at the cost of offering no Recoil control, heavy grips (in the future) will offer better Recoil control but worsen Switch Time and Movement Speed.

Stock

To stock or not to stock, it's a question. In this overhaul, most stocks will have increase stats, they will offer Recoil and Spread Limit control, but reduce Switch Time and Movement Speed. Of course, a reduced-weight stock won't have such problems, a light-weight stock can even improve these stats, but they also offer less Spread related stats. Not installing a stock won't make a gun non-functional, but as we said before, missing the stock might make the gun harder to control.

AA Stable ErgoStock

  • Initial Spread: -0.3 -> 0

  • Recoil: -0.1 -> -3.2

  • Spread Limit: -1 -> -24

  • Switch Time: 0 -> +0.2

  • Movement Speed: 0 -> -0.2

WLF Streamlined Stock

  • Initial Spread: -0.06 -> 0

  • Recoil: -0.03 -> 0

  • Spread Limit: -1 -> -6.5

  • Switch Time: 0 -> -0.1

  • Movement Speed: 0 -> +0.1

WLF Lightweight Stock

  • Renamed to WLF WR Stock

  • Initial Spread: -0.1 -> 0

  • Recoil: -0.05 -> -1.7

  • Spread Limit: -2 -> -11

WLF Support Stock

  • Initial Spread: -0.4 -> 0

  • Recoil: -0.2 -> -3.3

  • Spread Limit: -4 -> -15

  • Switch Time: 0 -> +0.12

  • Movement Speed: 0 -> -0.12

Scope

The most important thing a scope can offer is not better stat but better sight image, optical sights can offer much improved target image compared to iron sights, an optical sight with magnification can also increase the effective range for a gun. The overhaul on scopes will separate them based on the magnification they provide, now they will not influence Reload Time and Range, and their stat will be decided by their zoom level. A sight with no magnification will offer a trivial amount of Recoil control and no Aim Range, a scope with higher magnification will over higher Aim Range but also negatively impact Switch Time and Movement Speed. Scopes of same magnification will have almost identical stats, but all scope now have their unique sight image, agents can choose one of their liking.

  • All scopes no longer influence Reload Time and Range

  • Added unique sight images for all scopes.

WLF Prism Holosight

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.05 -> -0.2

  • Spread Limit: -0.5 -> 0

  • Aim Range: 15 -> 0

SVG Paratrooper Holosight

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.05 -> -0.2

  • Spread Limit: -0.5 -> 0

  • Aim Range: 15 -> 0

RS Veteran Holosight

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.05 -> -0.2

  • Spread Limit: -0.5 -> -0

  • Aim Range: 15 -> 0

WLF SnapPoint 6x Long Arm Scope / WLF SnapPoint 6x Long Arm Scope G

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.05 -> -1.2

  • Spread Limit: -0.5 -> 0

  • Aim Range: 20 -> 18

  • Switch Time: 0 -> +0.08

  • Movement Speed: 0 -> -0.05

SVG Elite Marksman 8x Scope

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.05 -> -1.6

  • Spread Limit: -0.5 -> 0

  • Aim Range: 25 -> 24

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.05

Under Barrel

Under Barrel attachments were almost the same in previous versions as well, and this overhaul will be a complete rework on their stats. Under Barrel attachments now offer different types of stat combinations base on their categories. Vertical grips and Angular grips each offer Recoil and Initial Spread control along with Spread Limit reduction, laser sights offer bonus on Initial Spread and Recoil, bipods will drastically reduce Initial Spread and Spread Limit at the cost of hindering movement.

We also found instructions to install batteries for laser sights, now they work properly!

AD Laser Sight

  • Let there be light!

  • Reload Time: +0.03 -> 0

  • Initial Spread: -0.1 -> -0.8

  • Recoil: -0.1 -> -0.8

  • Spread Limit: -0.5 -> 0

WLF Vertical Grip

  • Initial Spread: -0.1 -> 0

  • Recoil: -0.5 -> -0.7

RS Solid Wood Vertical Grip

  • Initial Spread: -0.1 -> 0

  • Recoil: -0.5 -> -1

  • Spread Limit: -3 -> -2

RS Triangle Grip

  • Initial Spread: -0.1 -> -1

  • Recoil: -0.5 -> 0

AA WebFang Vertical Grip

  • Initial Spread: -0.1 -> 0

  • Spread Limit: -3 -> -4

WLF Bipod

  • Initial Spread: -0.1 -> -3.5

  • Recoil: -1 -> 0

  • Spread Limit: -3 -> -6

  • Movement Speed: 0 -> -0.25

Muzzle

Muzzles will also receive a full overhaul. Suppressors were overpowered in previous versions, offering high Spread reduction while increasing Damage, while other muzzles lack behind. The overhauled suppressors will now focus on reducing the noise from firing, and no longer affect Spread; heavy suppressors will be able to do that job much better and offer a little bit of Damage and Range increase, but also increase Recoil. Muzzle brakes will focus on reducing Recoil, loud brakes in the future will further reduce recoil but also, as the name goes, make your guns much louder; A new category, compensators, will be added, they offer reduced Spread Limit, extended compensators in the future will further reduce Spread Limit at the cost of Initial Spread. All flash hiders will be recategorized into other muzzle attachments.

  • All normal muzzles no longer affect Range.

  • All normal suppressors no longer affect Spread.

WLF Stealth Suppressor

  • Damage: +3 -> +2.5

Mard Motorcycle Suppressor

It just works

  • Damage: +1 -> +0.2

AA Longsword Suppressor

The Longsword Suppressor is now recategorized as heavy suppressor.

  • Greatly increased noise reduction

  • Damage: +2 -> +4

  • Range: +3 -> +2

  • Recoil: -0.5 -> +0.8

SVG Police Pistol Suppressor

  • Slightly increased noise reduction

RS Chornyi Terrier Suppressor

  • Slightly increased noise reduction

  • Damage: +3.5 -> +5

  • Range: +4 -> +3

  • Recoil: +0.1 -> +1

RS Jackal Flash Hider

  • Renamed to RS Jackal Compensator

  • Damage: +2 -> 0

  • Initial Spread: -0.3 -> 0

  • Recoil: -0.8 -> 0

  • Spread Limit: -2 -> -4

WLF Pistol Flash Hider

  • Renamed to WLF Pistol Muzzle Brake

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.01 -> -0.5

  • Spread Limit: -1 -> 0

RS Lonewolf Muzzle Brake

  • Initial Spread: -0.5 -> 0

  • Recoil: -0.5 -> -1.2

  • Spread Limit: -3 -> 0

Weapons

Pistols

Most Pistols have neither the fire rate of SMGs nor damage of rifles, but surely everyone heard of that "Switch to your sidearm is faster than reload" thing. As a backup plan, most pistols will not have superior firepower but superior maneuverability. Some heavy pistols however, have the exact opposite composition.

  • Switch Time: 0.5 -> 0.4

  • All pistols other than auto pistols no longer fires in full-auto

WLF P1982

After this overhaul, the P1982 will be the only auto pistol in the game, and the one with the highest base Magazine Size and the fastest Attack Speed, which combines into burning through ammo at a very high rate. Full-auto pistols will be able to match the damage burst of a SMG at close range, but they will be much harder to control, which is the drawback of P1982 in full-auto mode. Of course, it also features a burst fire mode, which will now be the default and has much better overall control.

  • Default Fire Mode: full-auto -> burst

  • Damage: 10 Piercing -> 3 Piercing

  • Recoil: 5.5 -> 4.5

  • Full-auto Mode Attack Speed: 8 -> 16

  • Burst Mode Attack Speed: 6 -> 12.5

  • Spread Limit: 15 -> 40

  • Kickback: 0.3 -> 0.17

SVG St12

Most agents' first gun, the St12, the most pistol of all pistols. St12 won't change much, it fits the profile of a compact pistol. Being compact comes with other vantages: it will have higher Ergonomics than most conventional pistols and even lower Switch Time.

  • Fire Mode: full-auto -> semi-auto

  • Switch Time: 0.5 -> 0.3

  • Kickback: 0.3 -> 0.05

SVG Anaconda

The Anaconda matches the firepower of some rifles with its 7.62 rounds, and we think it should feel as hard-hitting as it actually is. After the overhaul, this pistol will be more stable when firing at a steady pace while aiming down sight, hip fire like a cowboy will make it harder to hit smaller targets. We also increased the noise it makes when firing to fit the profile of a heavy pistol.

*The "noise" mentioned above will only affect the range of which monsters detect gun fire, not actual volume of the game.

  • Initial Spread: 2 -> 0

  • Recoil: 8 -> 15

  • Spread Limit: 24 -> 30

RS Gerasim 33

Also a high-power heavy pistol, the G33 will perform similar to the Anaconda, but it will perform better at medium range while continuous firing. It also makes more noise now.

  • Fire Mode: full-auto -> semi-auto

  • Initial Spread: 6 -> 2

  • Recoil: 5 -> 12

  • Spread Limit: 10 -> 28

GM-Grach Lux 0

The Lux 0 is currently the only pistol that can equip a stock, it performed similarly to other pistols, but this overhaul will make it a bit different around how its stock works. Now this pistol will gain a significant reduction in Spread Limit with the dedicated stock equipped, but also more Recoil and worse Switch Time and Movement Speed; in general, this won't affect overall performance much, but will make hip firing more consistent.

  • Fire Mode: full-auto -> semi-auto

  • Initial Spread: 5 -> 2.5

  • Recoil: 4 -> 3

  • Spread Limit: 10 -> 18

  • Kickback: 0.3 -> 0.15

GM-Grach Lux 0 Stock

  • Reload Time: +0.1 -> 0

  • Initial Spread: -0.3 -> -2

  • Recoil: -0.1 -> +2

  • Spread Limit: -3 -> -8

  • Switch Time: 0 -> +0.2

  • Movement Speed: 0 -> -0.1

Shotguns

As we said, shotguns will gain a major buff to their damage at the cost of reduced Attack Speed, in terms of Spread and Ergonomics, they will also receive some special treatment. For Damage, we decided to give shotguns high Impact Damage to fill the vacuum left by other firearms, their range will be greatly reduced and it won't be able to hit anything beyond your average screen's edge. Shotguns will also have overall increase firing noise, this might draw enemy from further away, but close to you mean more danger to them as well. The pump-action shotguns already in the game will have extremely high Recoil and Spread Limit, but that is compensated by their adequate Ergonomics. Master the pace between shots and range to enemies will be crucial to make shotguns rock. Also, while slam-fire auto shotguns are interesting, they shouldn't be in the game for now, all the pump-action shotguns will no longer be able to fire in full-auto.

  • Switch Time: 0.5 -> 0.8

RS Polarwave 27

In the original design, Polarwave 27 was actually a double barrel shotgun. We didn't have the means to make it, so it was installed as a pump-action shotgun with an awkward 2 round capacity. But as the game evolves, we think it is actually working well (aside from the capacity), but requires a little boost. Polarwave 27 will now have doubled capacity, retaining the reload and firing speed while having increased Spread, but the improved damage will make it a wonder at close range.

  • Fire Modes: full-auto pump-action -> single shot pump-action

  • Damage: 1 Piercing -> 45 Impact

  • Attack Speed: 1.7 -> 0.8

  • Range: 8 -> 4

  • Capacity: 2 -> 4

  • Initial Spread: 0 -> 2

  • Recoil: 4 -> 10

  • Spread Limit: 15 -> 20

RS Polarwave 27 Handguard

  • Attack Speed: +0.3 -> +0.4

SVG Capra M500

The M500 felt like a Polarwave 27 with larger capacity and nothing else, so we decided to completely redeisgn this gun. After the overhaul, M500 will have slightly lower damage and higher Recoil compared to Polarwave 27, but also much higher Attack Speed to make its burst damage higher, although it won't perform well at range.

  • Fire Modes: full-auto pump-action -> single shot pump-action

  • Damage: 2 Piercing -> 40 Impact

  • Attack Speed: 2.2 -> 1.2

  • Range: 8 -> 3

  • Initial Spread: 0 -> 3

  • Recoil: 4 -> 15

  • Spread Limit: 18 -> 30

SVG Capra M500 Handguard

  • Attack Speed: +0.3 -> +0.6

Submachineguns

SMGs are the hardest to make other than shotguns for almost all shooter games, and we wish them to be fun while having something special to offer. In this overhaul, SMGs will received increased Spread and decreased Range, but they will have the highest Ergonomics of all automatic weapons. This means attachments will be more impactful on SMGs; those without a good stock will have hard to control Spread, but a properly fitted SMG can have consistent ping-point accuracy.

RS Private 41

The RS41 with its iconic 71rd drum walking along side many agents during the playtest, the overhaul will keep it on a similar level compared to before. RS41 will have slightly increased Spread and Spread Limit, with lower Ergonomics among SMGs, but still reliable as it has slower fire rate to control the Spread growth without completely relying on attachments. However, the drum will get a nerf, it now comes with increase to Reload Time and Recoil, all drum/helical magazines present or in the future will receive the same treatment. We also removed its semi-auto fire mode and slightly increased its damage, this old fellow didn't have a fire selector after all.

  • Fire Modes: full-auto/semi-auto -> full-auto

  • Damage: 5 Piercing -> 10 Piercing

  • Range: 17 -> 9

  • Initial Spread: 2 -> 3

  • Recoil: 2.5 -> 4

  • Spread Limit: 25 -> 27

  • Kickback: 0.3 -> 0.2

RS Private 41 71rd Drum

  • Reload Time: +0.2 -> +1

  • Initial Spread: 0 -> +0.5

  • Recoil: +0.6 -> +1

RS Private 41 35rd Magazine

  • Recoil: +0.2 -> 0

RS Private 43

As a direct upgrade of the RS41, RS43 has optimized weight and detachable stock. It will have better Ergonomics and Spread compared to the RS41, but only when the stock is installed. The stock slot also opens up opportunities for other upgrades. We also removed semi-auto from this gun with a slight increase in Damage.

  • Fire Modes: full-auto/semi-auto -> full-auto

  • Damage: 5 Piercing -> 10 Piercing

  • Range: 18 -> 9

  • Initial Spread: 2 -> 2.7

  • Recoil: 2.5 -> 3.4

  • Spread Limit: 25 -> 27

  • Kickback: 0.3 -> 0.2

RS Private 43 35rd Magazine

  • Recoil: 0.2 -> 0

RS Private 43 Folding Stock

  • Reload Time: -0.1 -> 0

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.5 -> 0

  • Spread Limit: -5 -> -8

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

RS Antler 19

A unique SMG with modern kit and 64rd helical magazine, weapon of choice for a certain Captain. Although it looks just like an Assault Rifle produced by Red Star, RS19 retains the traditional high-power of RS firearms while having more manageable Spread, with a custom barrel to handle the impact of that helical magazine. In this overhaul, we want to make something special to distinguish this SMG from others, the RS19 will have relatively larger Initial Spread and Recoil, but also a lower Spread Limit, which is achieved by its custom barrel. A certain something might make this perk go somewhere else.

  • Damage: 4 Piercing -> 8 Piercing

  • Attack Speed: 10 -> 9.5

  • Range: 17 -> 6

  • Initial Spread: 2.5 -> 2

  • Recoil: 2.1 -> 4.4

  • Spread Limit: 24 -> 30

RS Antler 19 Custom Barrel

  • Damage: +1 Piercing -> +3 Piercing

  • Attack Speed: 0 -> +2.5

  • Range: 0 -> +3

  • Reload Time: -0.4 -> -0.9

  • Initial Spread: -1.7 -> +1.7

  • Recoil: -0.5 -> +6.2

  • Spread Limit: 1 -> -10

RS Antler 19 Mobility Rear Grip

  • Initial Spread: +0.3 ->

  • Recoil: -0.5 ->

  • Spread Limit: -3 -> 0

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

RS Antler 19 Foldable Stock

  • Initial Spread: -0.5 -> 0

  • Recoil: +0.2 -> 0

  • Spread Limit: -3 -> -7

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

SVG B59

B59 has been the average SMG with nothing special even when receiving the ability to chamber .45, the most SMG of SMGs, the most "well that's just a 9mm assault rifle" SMG. We think having a stereotypical SMG is actually good, but it can't be without something of its own to shine. B59 will keep and own that stereotype, but it will also be the only one to have no Initial Spread among SMGs, with better Range and Ergonomics. Also, the default barrel of B59 can now only chamber .45, it will also only drop with .45 rounds.

  • Damage: 4 Piercing -> 3 Piercing

  • Attack Speed: 8 -> 7

  • Range: 12 -> 9

  • Initial Spread: 2 -> 2.5

  • Recoil: 2.5 -> 5.7

  • Spread Limit: 25 -> 28

  • Kickback: 0.22 -> 0.18

SVG B59 Default Barrel

  • Compatible Ammo: 9mm Ammo/.45 Ammo -> .45 Ammo

  • Damage: 0 -> +1 Piercing

  • Range: +3 -> +2

  • Recoil: -0.05 -> 0

  • Spread Limit: -1 -> -2

  • Kickback: 0.02 -> 0

SVG B59 MP Grip

  • Initial Spread: -0.1 -> -1.5

  • Recoil: -0.05 -> -0.3

  • Spread Limit: -1 -> 0

  • Kickback: -0.02 -> -0.1

SVG B59 Portable Stock

  • Initial Spread: -0.3 -> 0

  • Recoil: -0.1 -> 0

  • Spread Limit: -1 -> -5

  • Kickback: -0.02 -> 0

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

AA Deep Sea

If the B59 is the one typical SMG in reality, Deep Sea is the one typical SMG in video games. A box spewing bullets at insane speed, that's all about it, and this overhaul will keep it that way, even further increase its Attack Speed. It might not have a high Spread on paper, but the high fire rate will make it reach Spread Limit way faster than others. Also, it doesn't have good factory attachments, but AA makes other better parts, which combined with a certain Corruption will make it significantly better in all aspects.

  • Now use pistol quick melee animations.

  • Fire Modes: full-auto/semi-auto -> full-auto

  • Initial Spread: 4 -> 2.6

  • Recoil: 4 -> 6.7

  • Spread Limit: 30 -> 30

AA Short Barrel

  • Attack Speed: +3 -> +4.5

  • Range: -1 -> -2

  • Recoil: +0.5 -> 0

  • Spread Limit: 0 -> -1

  • Kickback: -0.05 -> 0.05

AA Agility Stock

  • Reload Time: -0.1 -> 0

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.5 -> -0.3

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

AA Reinforced Strap

It's better than nothing, but just better than nothing.

  • Initial Spread: -0.1 -> -0.2

  • Recoil: -0.1 -> -0.2

  • Spread Limit: -1 -> -0.2

  • Kickback: -0.05 -> 0

AA AP7 Viper

AP7 had one major problem: low first-shot accuracy. We decide to turn that into a feature instead, AP7 will keep that high Initial Spread but gain much lower Recoil and Spread Limit, also slightly worse Ergonomics in SMGs. It will perform better in hip firing without relying on attachments, but engaging targets in medium range will require help from attachments.

  • Range: 10 -> 8

  • Initial Spread: 6 -> 5.5

  • Recoil: 5 -> 3

  • Spread Limit: 35 -> 34

  • Kickback: 0.35 -> 0.28

AA AP 32rd Standard Magazine

  • Reload Time: 0.06 -> -0.1

AA AP7 Standard Stock

  • Recoil: -1.5 -> 0

  • Spread Limit: -5 -> -10

  • Reload Time: -0.1 -> 0

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

AA Standard Grip

  • Initial Spread: -2 -> 0

  • Recoil: -1 -> -0.3

  • Kickback: -0.02 -> 0

AA Suppressor-3

As one of the two most common SMGs, Suppressor-3 will have slightly worse stat compared to other SMGs after the overhaul. It will be something that can be easily acquired in early game but outshined by others in late game, a much better auto pistol.

  • Damage: 5 Piercing -> 3 Piercing

  • Initial Spread: 1 -> 2.5

  • Recoil: 3 -> 5.2

  • Spread Limit: 24 -> 30

AA Suppressor Basic Stock

  • Added compatibility to Pistols

Seems strange, isn't it? Check the next gun on the list.

  • Initial Spread: -1 -> 0

  • Reload Time: +0.2 -> 0

AA 25rd Standard Magazine

  • Added compatibility to Pistols

  • Reload Time: +0.05 -> 0

AA Suppressor-5

As the other one of the two most common SMGs, Suppressor-3 will also be an early game weapon just like its brother, within some special changes: it is now categorized as a Pistol. It will lose the ability to fire in full-auto, and benefit from skills related to Pistols instead of SMGs. As a civilian variant of the Suppressor-3, it won't have much different stat, it will feel like an oversized pistol instead of a semi-auto SMG. Also, being semi-auto makes it gain excellent Ergonomics.

  • Initial Spread: 1 -> 2.5

  • Recoil: 3 -> 5.2

  • Spread Limit: 24 -> 25

  • Kickback: 0.25 -> 0.35

Assault Rifles

In this overhaul, the assault rifles will be adjusted mainly based on their manufacturer; products of the Red Star Arsenal will have superior firepower, Wolff Group's gears will have better accuracy. Of course, there are certain special cases, and one that's technically a machinegun, they will get some special attention. Assault rifles after the overhaul will be more affected by their Spread related stats, this will make having the right attachments or proper fire discipline more important.

RS Veteran 47

The most common assault rifle in Origin-00 area, even the corrupted soldiers say its good. Well, being common doesn't mean it is the best, as an early design from the Red Star, RS47 has nothing special within the product lines of the Arsenal, but it is one of the easiest to acquire for agents operating within Origin-00. RS47 will receive slightly increased Spread just like all other Red Star assault rifles, its Ergonomics will make mag dumping a bad idea, but this problem is less prominent for later iterations.

  • Damage: 20 Piercing -> 17 Piercing

  • Attack Speed: 8 -> 6

  • Range: 17 -> 11

  • Reload Time: 2.4 -> 2.3

  • Initial Spread: 5 -> 4.7

  • Recoil: 4 -> 11

  • Spread Limit: 30 -> 46

  • Kickback: 0.64 -> 0.45

  • Switch Time: 0.5 -> 0.7

  • Movement Speed: -0.5 -> -0.65

RS Veteran 47 Barrel

  • Damage: +2 Piercing -> +5 Piercing

  • Range: +3 -> +7

  • Attack Speed: 0 -> +2

  • Initial Spread: -1.5 -> -1

  • Recoil: -0.15 -> 0

  • Spread Limit: -3 -> -4.8

RS Veteran 47 30rd Magazine

  • Reload Time: -0.3 -> -0.18

RS Veteran 47 Solid Wood Grip

  • Initial Spread: -1 -> -0.1

  • Recoil: -0.05 -> -1.2

  • Spread Limit: -1 -> 0

RS Veteran 47 Solid Wood Stock

  • Initial Spread: -1 -> 0

  • Recoil: -0.05 -> -4

  • Spread Limit: -1 -> -12

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.15

RS Veteran 47 15rd Civilian Magazine

One special attachment only obtainable from tutorial before v0.4... It's a wonder where it is now.

  • Reload Time: -0.3 -> -0.4

RS Veteran M

The RSM, direct upgrade of the RS47, flagship of the RS 7.62 assault rifles. After the overhaul, the RSM will remain as an upgrade from the RS47, minor improvements might seen subtle but still impactful. Of course, the RSM still requires fire discipline to operate.

  • Damage: 25 Piercing -> 20 Piercing

  • Attack Speed: 8 -> 6

  • Range: 17 -> 12

  • Reload Time: 2.35 -> 2.2

  • Initial Spread: 4 -> 3.8

  • Recoil: 3.5 -> 10

  • Spread Limit: 27 -> 45.5

  • Kickback: 0.64 -> 0.4

  • Switch Time: 0.5 -> 0.7

  • Movement Speed: -0.5 -> -0.65

RS Veteran M Barrel

  • Damage: +3 Piercing -> +8 Piercing

  • Range: +3 -> +8

  • Attack Speed: 0 -> +2

  • Initial Spread: -1.7 -> -1

  • Recoil: -0.17 -> 0

  • Spread Limit: -3 -> -6

RS Veteran M 30rd Magazine

  • Reload Time: -0.4 -> -0.2

RS Veteran M Solid Wood Grip

  • Initial Spread: -0.9 -> -0.15

  • Recoil: -0.05 -> -1.6

  • Spread Limit: -1 -> 0

RS Veteran M Solid Wood Stock

  • Initial Spread: -1.1 -> 0

  • Recoil: -0.05 -> -4

  • Spread Limit: -1 -> -13

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.15

"Veteran-Calibrated" RS Veteran M

A special RSM taken care of by an actual veteran, modifications amended for some of the less desirable aspects of the RSM, but it still remains an RS assault rifle. In this overhaul, it will get slightly improved, with some extra sprinkles on top.

  • Damage: 28 Piercing -> 22 Piercing

  • Attack Speed: 8 -> 6

  • Range: 17 -> 12

  • Reload Time: 2.3 -> 2.1

  • Initial Spread: 3.7 -> 3.3

  • Recoil: 3.4 -> 9.5

  • Spread Limit: 26 -> 40

  • Kickback: 0.64 -> 0.43

  • Switch Time: 0.5 -> 0.7

  • Movement Speed: -0.5 -> -0.55

"Veteran-Calibrated" RS Veteran M Barrel

  • Damage: +3 Piercing -> +9 Piercing

  • Range: +3 -> +8

  • Attack Speed: 0 -> +2

  • Initial Spread: -1.8 -> -1.1

  • Recoil: -0.18 -> 0

  • Spread Limit: -3 -> -6.5

"Veteran-Calibrated" RS Veteran M 30rd Magazine

  • Renamed to “Veteran-Calibrated" RS Veteran M 35rd Magazine

  • Reload Time: -0.45 -> -0.1

  • Capacity: 30 -> 35

"Veteran-Calibrated" RS Veteran M Solid Wood Grip

  • Initial Spread: -0.95 -> -0.21

  • Recoil: -0.05 -> -1.7

  • Spread Limit: -1 -> 0

"Veteran-Calibrated" RS Veteran M Solid Wood Stock

  • Initial Spread: -1.2 -> 0

  • Recoil: -0.06 -> -4.5

  • Spread Limit: -1 -> -15

  • Switch Time: 0 -> +0.07

  • Movement Speed: 0 -> -0.1

RS Veteran 74

Red Star product of a new age, easier to control with 5.45mm munitions. The most significant difference between the RS74 and RS47/RSM is that it can use a munition with less draw backs, the gun itself did not receive significant upgrade. In this overhaul, the RS74 will remain a similar performance to the RSM.

  • Damage: 25 Piercing -> 20 Piercing

  • Attack Speed: 9 -> 6.5

  • Range: 17 -> 12

  • Reload Time: 2.35 -> 2.2

  • Initial Spread: 3.5 -> 3.6

  • Recoil: 3 -> 10

  • Spread Limit: 26 -> 42

  • Kickback: 0.64 -> 0.4

  • Switch Time: 0.5 -> 0.7

  • Movement Speed: -0.5 -> -0.65

RS Veteran 74 Standard Barrel

  • Damage: +3 Piercing -> +8 Piercing

  • Range: +3 -> +8

  • Attack Speed: 0 -> +2

  • Initial Spread: -1.7 -> -1

  • Recoil: -0.7 -> 0

  • Spread Limit: 0 -> -3.3

RS Veteran 74 30rd Standard Magazine

  • Reload Time: -0.5 -> -0.2

RS Veteran 74 Nylon Rear Grip

  • Initial Spread: -2 -> -0.2

  • Recoil: 0 -> -1.8

  • Spread Limit: -2 -> 0

RS Veteran 74 Nylon Stock

  • Initial Spread: -1.1 -> 0

  • Recoil: 0.1 -> -4.5

  • Spread Limit: -1 -> -13

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.1

RS Veteran 74U

The RS74U is one of those special assault rifles, more like a rifle-caliber SMG. This overhaul will lean into that, and the RS74U will receive lowered Range but higher than average Ergonomics, but the high Attack Speed and short barrel will still make handling Spread a challenge.

  • Damage: 20 Piercing -> 18 Piercing

  • Attack Speed: 9 -> 7

  • Initial Spread: 4.5 -> 3.3

  • Recoil: 3 -> 9.4

  • Spread Limit: 35 -> 44

  • Kickback: 0.8 -> 0.5

  • Switch Time: 0.5 -> 0.6

  • Movement Speed: -0.5 -> -0.6

RS Veteran 74U Compact Barrel

  • Damage: +1 Piercing -> +3 Piercing

  • Range: +2 -> +3

  • Attack Speed: +1.2 -> +3.2

  • Initial Spread: -1.2 -> -0.6

  • Recoil: -0.5 -> 0

  • Spread Limit: -5 -> -3

RS Veteran 74U 30rd lightweight Magazine

  • Reload Time: -1.2 -> -0.5

  • Recoil: +0.5 -> +0.7

RS Veteran 74U Mobility Rear Grip

  • Initial Spread: -1.8 -> 0.4

  • Recoil: 0 -> -0.5

  • Spread Limit: -4 -> 0

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

RS Veteran 74U Foldable Stock

  • Initial Spread: -0.5 -> 0

  • Recoil: -0.1 -> 0

  • Spread Limit: -2 -> -8

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

RS Elite 77

Power. Precision. Prestige. The pinnacle of Red Star's craft, at least for now, for 7.62 rifles. And also the hardest to obtain during the Playtest. RS77 will receive the same Spread adjust in this overhaul, but it will still be the best of the best among all comrades.

  • Damage: 30 Piercing -> 24 Piercing

  • Attack Speed: 8 -> 6.7

  • Range: 18 -> 12

  • Reload Time: 2.4 -> 2.1

  • Initial Spread: 3.5 -> 2.1

  • Recoil: 3.5 -> 9.5

  • Spread Limit: 25 -> 40

  • Kickback: 0.63 -> 0.325

  • Switch Time: 0.5 -> 0.7

  • Movement Speed: -0.5 -> -0.65

RS Elite 77 Athlete Barrel

  • Renamed to RS Elite 77 Standard Barrel

  • Damage: +2 Piercing -> +8 Piercing

  • Range: +5 -> +8

  • Attack Speed: +1 -> + 2.3

  • Initial Spread: -2 -> -1

  • Recoil: -0.2 -> 0

  • Spread Limit: -3 -> -7.7

RS Elite 77 30rd Magazine

  • Reload Time: -0.5 -> -0.3

RS Elite 77 Portable Grip

  • Initial Spread: -2 -> -0.2

  • Recoil: 0 -> -1.8

  • Spread Limit: -2 -> 0

  • Switch Time: 0 -> -0.05

  • Movement Speed: 0 -> +0.05

RS Elite 77 Stable Stock

  • Initial Spread: -1 -> 0

  • Recoil: -0.1 -> -4.6

  • Spread Limit: -1 -> -17

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.1

RS Veteran LM

Yes, the RSLM is a machinegun; yes, the RSLM will remain categorized as an assault rifle, for now. The RSLM will not have any drastic changes after the overhaul, it is one of the few that already had the new Ergonomics design when implemented. However, some of its attachments will have significant changes to accommodate the new attachment system.

  • Damage: 28 Piercing -> 20 Piercing

  • Attack Speed: 9 -> 7

  • Range: 17 -> 14

  • Reload Time: 2.5 -> 2.4

  • Initial Spread: 6.5 -> 3.2

  • Recoil: 9 -> 10.5

  • Spread Limit: 40 -> 46

  • Kickback: 1 -> 0.65

  • Switch Time: 0.5 -> 0.75

RS Veteran LM Heavy Barrel

  • Damage: +2 Piercing -> +12 Piercing

  • Range: +5 -> +9

  • Attack Speed: -2 -> +1

  • Initial Spread: -1.7 -> -1.3

  • Recoil: -1.5 -> 0

  • Spread Limit: -1 -> -12

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.1

RS Veteran LM 75rd Drum

  • Reload Time: +1 -> +1.3

  • Initial Spread: 0 -> +0.4

  • Recoil: 0 -> +1.2

RS Veteran LM Wooden Rear Grip

  • Initial Spread: -2 -> -0.2

  • Recoil: -0.5 -> -2

  • Spread Limit: -1 -> 0

RS Veteran LM Wooden Stock

  • Initial Spread: -1.1 -> 0

  • Recoil: -2 -> -4.5

  • Spread Limit: -1 -> -20

  • Switch Time: 0 -> +0.2

  • Movement Speed: 0 -> -0.2

WLF T9

One of the most successful products of Wolff Group, T9 stood out for its steady performance and burst fire mode. In this overhaul, T9 will keep its original texture, but continuous firing will see significant decrease in accuracy. Also, it will no longer have access to semi-auto fire mode, but will have slightly increased Attack Speed in full-auto fire mode.

  • Fire Mode: full-auto/semi-auto/burst ->full-auto/burst

  • Full-auto Mode Attack Speed: 8.5 -> 6.5

  • Burst Mode Attack Speed: 6.3 -> 9.5

  • Range: 15 -> 12

  • Initial Spread: 1 -> 3.8

  • Recoil: 3.5 -> 6.5

  • Spread Limit: 25 -> 40

  • Kickback: 0.3 -> 0.25

  • Switch Time: 0.5 -> 0.7

  • Movement Speed: -0.5 -> -0.6

WLF T Default Barrel

  • Range: +3 -> +6

  • Attack Speed: 0 -> +2

  • Initial Spread: -0.1 -> -2.1

  • Recoil: -0.5 -> 0

  • Spread Limit: -2 -> -4

WLF T MP Grip

  • Initial Spread: -0.1 -> -0.7

  • Recoil: -0.5 -> -1.1

  • Spread Limit: -2 -> 0

  • Kickback: 0 -> -0.1

WLF T Solostrike Stock

  • Initial Spread: -0.1 -> -0

  • Recoil: -0.5 -> -2

  • Spread Limit: -3 -> -12

  • Kickback: -0.1 -> -0.2

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.1

WLF T Iron Sights

  • Initial Spread: -1 -> -0.2

  • Spread Limit: -2 -> 0

  • Aim Range: 10-> 0

  • Switch Time: 0 -> -0.1

  • Movement Speed: 0 -> +0.05

WLF K16

K16 only had slightly lower Damage and slightly higher Attack Speed compared to T9 and no other major differences, this overhaul will bring more to that, including its attachments. The K16 will come with compact factory attachments, rarely seen for assault rifles, this will give it better mobility and higher Attack Speed, but also harder to control.

  • Damage: 15 Piercing -> 10 Piercing

  • Range: 17 -> 12

  • Attack Speed: 9.5 -> 6.5

  • Initial Spread: 1 -> 4.1

  • Recoil: 2 -> 6.7

  • Spread Limit: 20 -> 42

  • Kickback: 0.5 -> 0.3

  • Switch Time: 0.5 -> 0.65

  • Movement Speed: -0.5 -> -0.6

WLF K Tactical Barrel

  • Damage: 0 -> +4 Piercing

  • Attack Speed: 0 -> +3

  • Initial Spread: -1 -> -2

  • Recoil: -0.05 -> 0

  • Spread Limit: -1 -> -3.6

WLF K MP Grip

  • Initial Spread: -1 -> -0.5

  • Recoil: -0.05 -> -1.3

  • Spread Limit: -1 -> -4

WLF K Solostrike Stock

  • Initial Spread: -1 -> 0

  • Recoil: -0.05 -> -3

  • Spread Limit: -1 -> -11

WLF T1C

An assault rifle is defined as "rifle capable of automatic fire", T1C can't but still sits in this category for now. It will receive increased Damage in this overhaul, but slightly more Spread than conventional WLF assault rifles. Still, semi-auto fire mode and slower Attack Speed will keep it accurate.

  • Damage: 5 Piercing -> 30 Piercing

  • Reload Time: 1.9 -> 2.5

  • Initial Spread: 0 -> 1.1

  • Recoil: 4 -> 9

  • Spread Limit: 15 -> 22

  • Kickback: 0.24 -> 0.45

  • Switch Time: 0.5 -> 0.65

WLF T1A1C

  • Damage: 10 Piercing -> 27 Piercing

  • Reload Time: 1.9 -> 2.2

  • Initial Spread: 0 -> 1.1

  • Recoil: 4.4 -> 9.6

  • Spread Limit: 15 -> 23

  • Switch Time: 0.5 -> 0.6

WLF T1 15rd Magazine

  • Reload Time: -0.1 -> -0.5

Sniper Rifle

Using a sniper rifle means one simple thing: the battlefield is no longer even, you can reap beyond enemies' visual range, but only the MSP89 can do this in previous versions, other sniper rifles are mostly ignored for various reasons. In this overhaul, we will address the two most prominent problems with sniper rifles: Damage and Spread. Aside from the MSP89, most of the sniper rifles are lacking behind in damage potentials, and they will receive a boost to their Damage. Agents reported that sniper rifles are much harder to use for their Spread, we will change that as well.

More specifically, sniper rifles will still have high Recoil, some with even higher Recoil, but they will also have drastically increased Ergonomics, which will ensure that they can recover to their Initial Spread in the time between each shots. In this way, operating a sniper rifle will still give you a kick, but their accuracy will see improvement. However, if you attempt to engage enemies in distance or fire when moving, they might need extra time to recover from each shots.

SVG MSP89

With great power comes great responsibility, also huge Kickback. As one of the hardest weapons to obtain in the game, MSP89 has the highest Damage of all and currently the only one that can chamber .338 rounds. It will retain most of its original performance, but receive some limitations as well. The receiver of MSP89 will have increased Initial Spread and Recoil, and its factory attachments will have just enough to completely negate all Initial Spread, but further increase its Recoil. Of course, the global change to sniper rifles will give it enough Ergonomics to maintain per-shot accuracy while properly pacing shots, but any increase to Attack Speed will make it much less accurate. Also, now the default barrel of MSP89 can only use .338 ammo, and it will only drop with .338 ammo.

  • Changed to spawn with .338 Ammo

  • Damage: 100 Piercing -> 85 Piercing

  • Attack Speed: 2 -> 1.55

  • Reload Time: 2.9 -> 2.7

  • Initial Spread: 0 -> 5

  • Recoil: 7 -> 26.3

  • Spread Limit: 30 -> 35

  • Kickback: 0.9 -> 1

  • Switch Time: 0.5 -> 0.9

  • Movement Speed: -0.5 -> -0.8

SVG MSP89 Carbon Fiber Barrel

  • Compatible Ammo: 6.5mm Ammo/.338 Ammo -> .338 Ammo

  • Damage: 15 Piercing -> 30 Piercing

  • Attack Speed: 0 -> -0.6

  • Initial Spread: +1 -> -5

  • Recoil: +4 -> +9

  • Spread Limit: +3 -> +7

SVG MSP89 10rd Magazine

  • Reload Time: -0.3 -> +0.3

SVG MSP89 Scavenger Bolt

Attack Speed: -1 -> +0.1

SVG MSP89 IronSpike Pad

  • Initial Spread: 0 -> -1

  • Recoil: -0.5 -> +0.2

  • Spread Limit: -1 -> -2

SVG Lion M90

Bolt-action, round-reload, single-shot, comes with a red dot scope, the M90 was one of the unique guns in the game. In the overhaul, we will decrease its Initial Spread and reduce some Reload Time. The round-reload single-shot mechanism makes the Attack Speed of M90 completely dependent on its Reload Time, we will lead into that with the design. The M90 will have superior Ergonomics to ensure it can always recover from any amount of Spread it gains after a round has been loaded to be absolutely accurate. And most importantly, it will now strike like a lion, M90 will be changed to use .338 ammo, and drop with .338 ammo.

  • Compatible Ammo: 7.62mm Ammo -> .338 Ammo

  • Changed to spawn with .338 Ammo

  • Range: 25 -> 30

  • Reload Time: 3.4 -> 2.3

  • Initial Spread: 2 -> 0.15

  • Recoil: 8 -> 17

  • Switch Time: 0.5 -> 0.75

  • Movement Speed: -0.5 -> -0.6

SVG Lion M90 Master Red Dot

  • Initial Spread: -0.1 -> 0

  • Recoil: -0.2 -> -0.2

  • Spread Limit: -1 -> 0

  • Aim Range: 15 -> 0

SVG Lion M90 Master Red Dot G

Having some extra damage is nice, but having only 5 is not nice enough

  • Initial Spread: -0.1 -> 0

  • Recoil: -0.2 -> -0.3

  • Spread Limit: -1 -> 0

  • Aim Range: 15 -> 0

  • Damage: 5 Piercing -> 3 Impact + 3 Piercing + 3 Slashing

WLF T1903

As one of the few Wolff products that use 7.62mm ammo, T1903 had higher than average Damage but kept the Wolff accuracy. In this overhaul, it will remain that way, with some extra touch to make it feel more like a sniper rifle. However, the T1903 bolt will provide less Attack Speed, which will be transferred to the receiver.

  • Adjusted layout in gunsmith panel

  • Damage: 50 Piercing -> 60 Piercing

  • Attack Speed: 0.6 -> 0.75

  • Reload Time: 3.7 -> 3.2

  • Initial Spread: 0 -> 1

  • Recoil: 3 -> 22

  • Spread Limit: 15 -> 28

  • Kickback: 0.25 -> 0.7

  • Switch Time: 0.5 -> 0.8

WLF T1903 Basic Bolt

  • Attack Speed: +0.5 -> +0.35

WLF S08

A peculiar weapon born from mistakes, S08 is the only sniper rifle capable of full-auto firing. Comparing to other sniper rifles, the S08 has lower Damage and use ammo with lower Damage, but it has better per-shot Damage than assault rifles and faster Attack Speed than sniper rifles, this special properly will be the foundation for its overhaul. S08 will receive the combination of adjustments to assault rifles and sniper rifles, it will have the low Initial Spread of sniper rifle and the Ergonomics of a Wolff assault rifle, with Recoil and Spread Limit in between the two weapon types.

  • Damage: 45 Piercing -> 38 Piercing

  • Attack Speed: 2 -> 2.1

  • Range: 20 -> 15

  • Reload Time: 2.85 -> 2.55

  • Initial Spread: 0 -> 5.65

  • Recoil: 6 -> 12

  • Spread Limit: 20 -> 17

  • Switch Time: 0.5 -> 0.65

  • Movement Speed: -0.5 -> -0.7

WLF S08 Elite Barrel

  • Damage: +5 Piercing -> +12 Piercing

  • Range: +10 -> +8

  • Initial Spread: +1 -> -3

  • Recoil: -0.2 -> +3

  • Spread Limit: 0 -> +10

  • Kickback: -0.02 -> 0

WLF S 15rd Standard Magazine

  • Reload Time: -0.29 -> 0

WLF S Standard Grip

  • Attack Speed: +0.3 -> 0

  • Initial Spread: -1 -> -0.25

  • Recoil: -0.5 -> -1

  • Spread Limit: -1 -> -5

  • Kickback: -0.3 -> -0.12

WLF S Quick Bolt

  • Attack Speed: +0.5 -> +0.4

  • Recoil: +1 ->0

WLF S Recoil Pad

  • Initial Spread: 0 -> -0.3

  • Recoil: -0.5 -> -0.9

  • Kickback: -0.05 -> -0.12

Graf Gargano-1

Gargano-1 had too low Damage, that's it. Even with 6.5mm rounds, it still feels lackluster as a sniper rifle. Thus, the overhaul brings rectification. Gargano-1 will have slightly lower Attack Speed but huge increase in Damage, with Recoil and Spread Limit lower than average sniper rifles.

  • Damage: 20 Piercing -> 75 Piercing

  • Attack Speed: 1 -> 0.8

  • Range: 25 -> 27

  • Reload Time: 3.65 -> 3.15

  • Recoil: 8 -> 18

  • Spread Limit: 36 -> 22

  • Kickback: 0.6 -> 0.75

  • Switch Time: 0.5 -> 0.7

  • Movement Speed: -0.6 -> -0.7

Graf Gargano 8x Scope

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.05 -> -1.6

  • Aim Range: 25 -> 24

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.05

RS M1891

A solid rifle from the old times, with a scope for medium range engagements. M1891 will be overhauled to feel more like an RS product, increase in Damage and decrease in Attack Speed, with overall worse accuracy than other sniper rifles. However, it will perform better in continuous firing at medium range, although the less powerful scope will limit its performance in longer range. We also found some minor problems with its gunsmith interface, since we are already here might as well fix it.

  • Adjusted layout in gunsmith panel

  • Damage: 65 Piercing -> 75 Piercing

  • Attack Speed: 0.9 -> 0.8

  • Initial Spread: 0 -> 0.8

  • Recoil: 3 -> 20

  • Spread Limit: 15 -> 20

  • Kickback: 0.3 -> 1

  • Switch Time: 0.5 -> 0.7

  • Movement Speed: -0.6 -> -0.7

RS M1891 Standard Bolt

  • Attack Speed: +0.3 -> +0.2

RS 3.5x PE Sight

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.05 -> -0.7

  • Switch Time: 0 -> +0.05

"Forester's" RS M1891

The Forester's beloved M1891 will perform slightly better than the normal one, just like before. We also added something special for this special weapon...

  • Adjusted layout in gunsmith panel

  • Damage: 70 Piercing -> 82 Piercing

  • Attack Speed: 1 -> 0.85

  • Reload Time: 3.5 -> 3.4

  • Initial Spread: 0 -> 0.5

  • Recoil: 2.5 -> 18.8

  • Spread Limit: 15 -> 18.8

  • Switch Time: 0.45 -> 0.65

  • Movement Speed: -0.6 -> -0.7

"Forester's" RS M1891 Standard Bolt

  • Attack Speed: +0.2 -> +0.25

"Forester's" RS 3.5x PE Sight

  • Initial Spread: -0.05 -> 0

  • Recoil: -0.05 -> -0.8

  • Switch Time: 0 -> +0.03

RS Falcon AST

The RSAST continued the identity of M1891, a medium range support rifle. As a product of new age, it is significantly improved, a semi-auto sniper rifle with significantly increased Attack Speed, stable Spread and better Ergonomic. The changeable barrel also raised the modification ceiling for RSAST. In the overhaul, RSAST will have less Recoil than other sniper rifles, but keep the RS "high-power high-spread" profile. Its Damage and Attack Speed will be adjusted to fit a semi-auto sniper rifle.

  • Damage: 85 Piercing -> 65 Piercing

  • Attack Speed: 1.8 -> 2

  • Range: 20 -> 16

  • Reload Time: 3 -> 2.8

  • Initial Spread: 1.8 -> 1.2

  • Recoil: 8.5 -> 15.5

  • Kickback: 1.1 -> 0.8

  • Switch Time: 0.5 -> 0.65

RS Falcon AST Accuracy Barrel

  • Damage: +8 Piercing -> +15 Piercing

  • Attack Speed: +0.2 -> -0.2

  • Range: +10 -> +8

  • Initial Spread: -2.1 -> -1.1

  • Recoil: -1.5 -> 0

  • Spread Limit: -3 -> -17

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.1

RS Falcon AST 10rd Standard Magazine

  • Reload Time: -0.2 -> 0

RS 4x Precision Scope

  • Recoil: -0.3 -> -1.5

  • Switch Time: 0 -> +0.05

Scrap Weapons

As the makeshift weapons of the Cookie Crumbs, scrap weapons had... weird stats, making them either unusable or useless. From the feedback we got, Cookie Crumbs in general are too weak, a change to their weapons will be part of the solutions to that problem, also might make some of these more usable in general. In this overhaul, all scrap weapons will receive significantly increase damage, their attachment will no longer come with significant debuffs, but they will still be worse than any standard firearm. At least for most of them.

Scrap Pistol/Scrap Pistol with Blade

One of the worst weapons, only better than empty handed, but that's exactly what they are. Not much is coming for the scrap pistols.

  • Damage: -3 Piercing -> 3.2 Piercing

  • Switch Time: 0.5 -> 0.35

Scrap Submachine Gun

Almost the same as scrap pistols but slightly better, the scrap SMG was almost unusable for its stats, this overhaul will make it slightly better.

  • Damage: -6 Piercing -> 7.9 Piercing

  • Attack Speed: 7.1 -> 6.9

  • Range: 10.1 -> 12.1

  • Reload Time: 1.66 -> 2.11

  • Initial Spread: 5.2 -> 4.2

  • Recoil: 2.1 -> 3.8

  • Spread Limit: 23.3 -> 26.7

18rd Scrap Submachine Gun Magazine

  • Attack Speed: -1.2 -> -0.18

  • Reload Time: +0.7 -> 0

  • Initial Spread: +1.7 -> 0

  • Recoil: +0.8 -> +0.16

  • Spread Limit: +3.4 -> 0

Scrap Rifle

The scrap rifle will receive more improvement than others, making Cookie Crumbs holding this weapon pose more threat to agents. Still, it won't outperform any military grade firearms.

  • Damage: -4 Impact & -6 Piercing -> 9.6 Piercing

  • Attack Speed: 7.7 -> 6.3

  • Range: 10.1 -> 12.1

  • Reload Time: 1.7 -> 2.2

  • Initial Spread: 7.8 -> 4.8

  • Recoil: 3.4 -> 7.4

  • Spread Limit: 25.5 -> 27.5

  • Switch Time: 0.5 -> 0.7

14rd Scrap Rifle Magazine

  • Attack Speed: -1.6 -> -0.2

  • Reload Time: +0.9 -> 0

  • Initial Spread: +1.3 -> 0

  • Recoil: +1.1 -> +0.2

  • Spread Limit: +2.2 -> 0

Scrap Shotgun

The scrap shotgun won't get the same level of buff than other shotguns, it's a scrap weapon. Making it too good will also make agents' lives much harder. However, we do have another double barrel shotgun coming for those who like this type of guns....

  • Damage: -4 Piercing -> 37.7 Impact

  • Attack Speed: 1 -> 2.7

  • Range: 5.5 -> 4.98

  • Reload Time: 1 -> 0.9

  • Initial Spread: 2.2 -> 3.2

  • Recoil: 9.9 -> 26.7

  • Switch Time: 0.5 -> 0.6

Rusty Teeth's Scrap Submachine Gun

This one also won't get much change, aside from something special....

  • Damage: 3 Piercing -> 9.9 Piercing

  • Attack Speed: 7.9 -> 7.6

  • Reload Time: 1.65 -> 2.01

  • Initial Spread: 6 -> 3.82

  • Recoil: 2 -> 3.25

  • Spread Limit: 32 -> 29.9

  • Switch Time: 0.5 -> 0.4

18rd Scrap Submachine Gun Magazine

  • Attack Speed: -3 -> -0.12

  • Reload Time: +0.69 -> -0.01

  • Initial Spread: +1.7 -> 0

  • Recoil: +0.8 -> +0.15

  • Spread Limit: +3.4 -> 0

Iron Scab's Scrap Machine Gun

As the only weapon capable of getting more accurate with each shot, Iron Scab's machinegun has the same problem like all scrap weapons: underpower. In this overhaul, it will perform like an average Assault Rifle, with Damage spread between Impact and Piercing; it will also retain its special perk, but not relying on the special belt box to achieve that.

  • Damage: -5 Impact & 5 Piercing -> 5.5 Impact & 15.5 Piercing

  • Attack Speed: 8 -> 7.67

  • Range: 13.9 -> 19.3

  • Initial Spread: 23.1 -> 62.5

  • Recoil: 9.2 -> -6.34

  • Spread Limit: 45.7 -> 2

  • Switch Time: 0.5 -> 0.75

  • Movement Speed: -0.5 -> -0.75

87rd Scrap Machine Gun Belt Box

  • Attack Speed: -2 -> -1.01

  • Initial Spread: +39.4 -> +1.32

  • Recoil: -15.48 -> +0.09

  • Spread Limit: -47.7 -> 0

  • Switch Time: 0 -> +0.1

  • Movement Speed: 0 -> -0.1

Special Weapons

Of course... There's something special that deserves special attention.

NT Rainbow Catcher

The Rainbow Catcher is an easter egg weapon, 100% safe toy without any damage potential. In this overhaul, it will still be unable to do any meaningful damage, but it will gain better Spread and Ergonomics. That just might be useful in some cases.

  • Attack Speed: 1.6 -> 0.8

  • Reload Time: 0.8 -> 1.5

  • Spread Limit: 3 -> 0

NT Reverberation Compensator

This attachment will not be affected by the overhaul. It's a piece of plastic and not designed to be used on firearms.

NT Stubby Angled Foregrip

  • Attack Speed: 0 -> +0.8

  • Initial Spread: -0.1 -> 0

  • Recoil: -0.1 -> 0

  • Spread Limit: -1 -> 0

Rough Wooden Bow

It's a bow but bows operated on the same logic as guns anyway. We slightly adjusted how it works, the bow will have better visual presentation on the crosshair now, but the overall performance should remain the same.

  • Recoil: 4 -> 5

Melee Weapons

As we implemented new animations for the [WLF M Solostrike Trench Knife] and [RS Scout Dagger], we are making some adjustments to their damage profile as well to better fit their new attack style.

WLF M Solostrike Trench Knife

  • Damage Profile:

    • Light Attack: 55 Piercing -> 50 Piercing & 20 Slashing

    • Heavy Attack: 160 Piercing -> [2x] 65 Piercing & 35 Slashing

  • Attack Speed: 2.1 -> 1.6

RS Scout Dagger

  • Damage Profile:

    • Light Attack: 65 Piercing -> 45 Piercing & 30 Slashing

    • Heavy Attack: 185 Piercing -> [2x] 55 Piercing & 55 Slashing

  • Attack Speed: 2 -> 1.4

Source

Steam News / 15 June 2026

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