New Gun: Double Barrel The Double Barrel is a close range, high damage weapon. Perfect for executing a player in close quarters or making a quick getaway with its knockback boost.
In this update1
Full notes
Full Redmatch 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix4 additions5 changes1 removal
Balance
Gameplay
Fixes
UI and audio
Security
changedNew Gun: Double BarrelThe Double Barrel is a close range, high damage weapon. Perfect for executing a player in close quarters or making a quick getaway with its knockback boost. Left click for a medium damage, highly accurate shot. Right click for an extremely high damage but inaccurate blast which will send you flying. You can equip it in the Loadouts menu at level 25 or higher.
changedNew Gun: Double BarrelDamage Falloff: 1x until 15m, then decreases until 0.2x damage at 30m
addedNew Gun: Double BarrelThis is the first gun to introduce damage falloff. I wanted a way to cement the intended range of guns without relying on random bullet spread, which has proved an inconsistent and annoying way of regulating distance. However, I think damage falloff is in many cases a frustrating tool which discourages the use of weapons at longer distances, so there is a balance to be struck. For the time being I won't be adding it to anything except shotguns. The Shotgun has also had damage falloff added in this update, with 1x damage until 20m, then decreasing to 0.1x damage at 70m.
addedAll ChangesAdded the Double Barrel
Redmatch 2 changes
changedThe Double Barrel is a close range, high damage weapon. Perfect for executing a player in close quarters or making a quick getaway with its knockback boost. Left click for a medium damage, highly accurate shot. Right click for an extremely high damage but inaccurate blast which will send you flying. You can equip it in the Loadouts menu at level 25 or higher.
changedReload time: 1.33s
changedDamage: 90 (Primary), 270 (Secondary)
changedDamage Falloff: 1x until 15m, then decreases until 0.2x damage at 30m
addedThis is the first gun to introduce damage falloff. I wanted a way to cement the intended range of guns without relying on random bullet spread, which has proved an inconsistent and annoying way of regulating distance. However, I think damage falloff is in many cases a frustrating tool which discourages the use of weapons at longer distances, so there is a balance to be struck. For the time being I won't be adding it to anything except shotguns. The Shotgun has also had damage falloff added in this update, with 1x damage until 20m, then decreasing to 0.1x damage at 70m.
New Gun: Double Barrel
The Double Barrel is a close range, high damage weapon. Perfect for executing a player in close quarters or making a quick getaway with its knockback boost. Left click for a medium damage, highly accurate shot. Right click for an extremely high damage but inaccurate blast which will send you flying. You can equip it in the Loadouts menu at level 25 or higher.
Base Stats
Pull out time: 0.4s
Firerate: As fast as you can click, up to 33/s
Reload time: 1.33s
Magazine size: 2
Damage: 90 (Primary), 270 (Secondary)
Knockback: 2.5m/s (Primary), 9.5m/s (Secondary)
Damage Falloff: 1x until 15m, then decreases until 0.2x damage at 30m
This is the first gun to introduce damage falloff. I wanted a way to cement the intended range of guns without relying on random bullet spread, which has proved an inconsistent and annoying way of regulating distance. However, I think damage falloff is in many cases a frustrating tool which discourages the use of weapons at longer distances, so there is a balance to be struck. For the time being I won't be adding it to anything except shotguns. The Shotgun has also had damage falloff added in this update, with 1x damage until 20m, then decreasing to 0.1x damage at 70m.
And yes, you can use it in time trials. Have fun!
All Changes
Added the Double Barrel
Fixed a bug where when respawning, the crosshair would flash at the center of the screen for 1 frame
Reduced the random pitch amount of the SMG and Revolver reload sounds
Added the Knockback Multiplier room setting
Removed the "Disable Anti-Cheat" option from match creation, as it was unintuitive that it only disabled peer anti-cheat enforcement and not the anti-cheat itself