In our latest update, Rogue Company has recruited one of the most prolific action heroes to date: John Rambo!

Play as Seeker with all-new John Rambo cosmetic content and Rambo-themed contracts.

Human backfill allows players to join in-progress matches whenever other players have left midway through a game. Backfilled players will be rewarded the maximum amount of Reputation and experience they could achieve in a complete game. We hope to address uneven matches that tend to happen for our players with this feature.
With that said, human backfill is currently experimental and will only be active in our casual Demolition queue. While we've worked diligently to ensure quality, we decided to put this feature out into the wild so players can test it in an environment outside of our internal testing.
Assuming all goes well, we will slowly enable this feature for other game modes and see how it ramps up. As you potentially encounter this feature in the wild, we hope to hear more feedback on how it improves the health of your daily matches.

We have added Meltdown, Palace, and Skyfall to our core Team Deathmatch (TDM) game mode. This addition brings the TDM map pool up to 13. We know this leaves out the Arena and Glacier from the rotation, but we hope to get them back in the future. Your patience is appreciated.
We are adding a much-requested feature in this update: you may now queue with up to 6 friends for our 6v6 game modes. Due to game mode size restrictions, this will be available on all platforms except the Nintendo Switch.
Our players are jumping head/feet first into a hot zone in many of our game modes. We found that players who linger in the drop-ships run the risk of getting downed while still deciding what perk to buy. So we introduced a change that protects our players while they are inside the Chimera or the Manticore. That said, we want to make sure that you don't linger for too long. You'll need to jump into the fight sooner rather than later!
As with any game, we are sure that our players have encountered unsavory, toxic and/or just outright unfair players. While we have long had a Report feature, our players often ask us if reporting a player is meaningful. Beginning with the Rambo, King Cobra Update, we will notify you when action is taken against players you've reported. Keep up the good fight in making our community the best it can be!
Dima's launcher is a bit wilder than Switchblade's rockets or even Kestrel's drones, sometimes so much so that not even Dima knows where the launcher might hit! So don't you think the master of explosives should be a little more resilient to them? Long-term, we're working on better targeting feedback for all of our rockets, but in the meantime, we hope tenacity to survive explosives will be a welcome substitution for all our long-time Dima mains out there!
We're looking to reduce Switchblade's tankiness. She has both Life Drain and Bounce Back, so we feel she can afford to lose Tenacity. This change reduces the viability of shooting at your feet to damage your opponent. It's not all bad news though! Stalker has excellent synergy with Switchblade's passive, allowing her to benefit more from her increased movement speed while aiming.
Gl1tch was initially designed as a Breacher that destroyed all enemy defenses and prevented them from placing new ones for a window of time, allowing his team to strike. However, as the game matured, we started to see gameplay that eclipsed his intended design. These changes will help push him toward those original goals.
We hit the KA30 a few patches in a row in an attempt to push it further towards a more wild, hard to control, but high damage style. So this is a buff to help bring it closer to its new identity and balance out some of the other nerfs the weapon has recently seen.
We like the hefty feel the Sahara brings to the mid-range ARs but felt it was a bit too accurate for the damage it deals. Tweaks to the fire rate and reticle bloom of the weapon while retaining its damage profile will hopefully bring it a bit more in line.
Hydra's third upgrade provided too much range for what is typical of an AR range upgrade.
The SLC has fallen a bit behind the curve against some of the other SMGs. These changes are a solid TTK buff to the weapon while simultaneously making it easier to control. The SLC has one of the most aggressive recoil patterns in the game, so we want it to have an aggressive TTK that rewards players who can tame the beast.
These changes will help push the LMPX more towards its role as a "headshot optimal" SMG. The slight fire rate reduction puts its body shot TTK in the back of the pack, while the headshot damage makes its headshot TTK best in class at all ranges. A reduced fire rate also makes the weapon a bit easier to control, allowing you to hit heads easier.