
Zeroes, Teardrop just got rebuilt under your feet.
This is our biggest single update since Early Access began, bringing a new PC performance baseline, a full Weapon Rework, and a major Cyberlimb rebalance that changes how every loadout plays. FPS is up significantly across NVIDIA hardware, weapons now kick, spread, handle and specialize with much clearer identity, and cyberlimbs have been reworked so rarity, role and build choices matter more than ever.
Every weapon feels different. Every limb builds different. Whatever you thought you knew about the Grid, drop it at the door.
A quick read on everything in this update. Full details in each section below.
Performance Baseline. A new FPS floor on Steam PC. 3x uplift on RTX 20 series PCs, 30 to 60% uplift on RTX 30 series, and 30%+ uplift on RTX 40 series and above. Fewer FPS drops and a more consistent frame rate. This is the baseline, not the finish line.
Weapons. A total overhaul of every weapon: fire-modes, RPM, recoil, spread, range, velocity and weight. New Dynamic Recoil shares the kick between camera and crosshair, attachments move to a points budget, and lower rarity weapons carry handling penalties that vanish at Epic. Existing setups are reset, so rebuild your loadouts.
Cyberlimbs. Every limb rebalanced so rarity actually matters, with quality-of-life fixes and role redesigns across the board. The Legendary Ghost leaves the loot-pool pending a redesign.
Character. The new Limb Toughness system grants up to +50 bonus HP per limb plus more per rarity, making limb loss far less likely. Jetpack Dash moves to 1 charge on a 3 second cooldown, and wall-jumps are roughly 3x stronger.
Gameplay & NPCs. The zone shrinks more aggressively, HEX extraction is simplified with Generators removed, high rarity loot is drastically rarer, and NPC senses and target acquisition are sharper.
World. Look up. The sky and lighting across Teardrop have been completely overhauled, bringing a warmer, brighter, and more realistic look to the world.
HUD UI. Significantly sharper HUD above 1080p, a new dynamic crosshair that reflects your actual point of impact, and updated loading screens.
RTX 20 series: 3x performance uplift on Medium settings
RTX 30 series: 30 to 60% performance uplift on High settings
RTX 40 series and above: expect 30%+ uplift on Ultra settings
M4 Macs: up to 2x FPS uplift
M3 and earlier: improvements in this patch, with a further patch coming to continue improving performance
Beyond the raw numbers, we have significantly reduced the amount of FPS drops and made frame rates far more consistent on top of the average gains. The result is a smoother, more stable experience in the moments that matter most, like mid-fight.
Weapons have undergone a total overhaul in every regard, from fire-modes and rates of fire to recoil, spread, camera shakes and camera framing. The intent behind these changes is to add more character to the weapons and to reinforce the visuals the weapons have to ensure that the weapon you pick up and fire does what you'd expect it to do, sound like you'd expect it to sound like and feel like you'd want it to feel and be different enough from the next weapon that you see and feel a reason to try everything.
This patch sees the introduction of an improved Recoil system we are calling "Dynamic Recoil". Recoil is now shared between the Camera and Crosshair where it was purely Camera-based before. When firing your weapons your crosshair will have minor movement within a tolerance radius in the centre of the screen, allowing the recoil to be strong without the camera having to recoil so much which caused a lot of difficulties and accessibility issues for some players. We feel this change not only feels really visceral and powerful, but it also allows us to have more interesting recoil on weapons and also reinforces the feeling that the crosshair is part of the weapon and not just a marker bolted to the middle of your screen. This system affects both third person and first person and is subject to further polishing and adjustments based on feedback.
All weapon classes in the past were a bit of a mishmash of RPMs that ultimately resulted in a lot of weapons feeling the same. We wanted to do something about this, so weapon RPMs have been separated much more between Weapon Classes than in previous iterations of Off The Grid to better reinforce these intended playstyles and feelings. SMGs are now the kings of RPM, while Assault Rifles are more moderately balanced with slower fire-rates but higher accuracy and range.
Spread is now more of a factor with all weapons, increasing gradually as the weapon fires until spread reaches its peak at the latter stages of a magazine's capacity. Just spamming shots and aiming at someone will have some effect, but you'll eventually begin to miss shots and will need to space your shots occasionally to maintain accuracy. Spread modifications on weapon attachments will help with this for players who find it difficult. Spread has also been adjusted per Weapon Class to ensure that the feeling of using the wrong weapon at the wrong engagement distance becomes immediately obvious to the player.
All weapon classes have had a full rebalancing to damage ranges and bullet velocities relative to their intended usage. SMGs have had their ranges slightly reduced, Assault Rifles have stayed in a similar spot as before, LMGs have had slight increases and all classes fit into their own ranges to provide a more balanced spread of engagement ranges for each weapon.
All weapons have undergone changes to their bullet velocities to better represent the intended ranges they should be used at. Once again, some weapon attachments can increase or decrease this depending on how you spec your weapons out.
Sway is a little more aggressive now, providing more of a swing with longer range weapons than before. Weapon Attachments can compensate for this and all sights above 3x magnification come with built-in Sway reduction that scales with their magnification amounts.
Weapons have had adjustment to their penalties/bonuses when moving with them. Heavier weapons like LMGs and Sniper Rifles now slow the player down more than before, whereas lighter weapons such as Pistols and SMGs now speed the player up more than before. Additionally, movement penalties associated with weapons have been adjusted based on Spread changes and weapon intent. These penalties to movement speed and accuracy can naturally be countered with various weapon attachments.
Assault Rifles, Marksman Rifles and LMGs now have a more zoomed-in third person camera more suitable for the intended ranges they should be used for. This difference is marginal, but noticeable to the keen-eyed, and should help with picking off targets at longer ranges in third person with these weapons.
Semi-Auto is once again per-click rather than press-and-hold. We felt that while Semi-Auto was easier to use with a press-and-hold mechanic, it detracted from the feeling of what a semi-automatic weapon should be, as well as making several weapons too easy to use and harder to balance and as a result have returned it to its original state. The Hold-To-Shoot option is still available in the Gameplay Settings, however, now only correlates to Burst-Fire weapons.
In addition to the Dynamic Recoil listed above, First Person has been improved to better represent the stats on your weapon. ADS Time properly scales with attachments into First Person and the system has been improved to have the weapon approach your line of sight from below rather than from the side.
Weapons now use a points-based system for equipping attachments rather than the previous set limits of the number of attachments being based on the Rarity of the weapon. Weapon Attachments have been rebalanced with updated stats and values and now have costs to equip them which is based around their rarity and effective power levels. A lot of attachment rarities have changed to better represent their cost to equip them, so in light of these changes any existing weapon setups have been reset and you will need to rebuild your loadouts. As mentioned, each Rarity of weapon has a different limit to the points available to it. Currently this stands at:
Common - 50 points
Uncommon - 60 points
Rare - 80 points
Epic - 100 points
This frees up the player to use more attachments of lower rarity at the expense of fewer but more powerful rarer attachments should they choose to and should provide more variance to loadouts for players to tune their weapons the way they need to for their own personal playstyle. Our aim was always to make your attachment choices matter and to be based on your own personal preferences and skill limitations, so we hope that there is no "one true build" for every weapon, and more a selection of builds based on what you want to achieve.
Weapons at rarities lower now have penalties associated with them that make them a bit more difficult to use, and these penalties differ between Weapon Classes:
Assault Rifles: More Recoil, Longer Reload Time
LMGs: More Spread, Longer ADS Time
Marksman Rifles: Stronger Sway, Longer ADS Time
Pistols: Longer Reload Time, More Spread
Shotguns: More Spread, More Recoil
SMGs: More Recoil, Longer Reload Time
Sniper Rifles: More Sway, More Recoil
As each weapon progresses from Common to Epic, these penalties are weakened, with Epic being without penalties entirely. This is to provide a form of progression with the weapons as you obtain higher rarity versions, in addition to any progression you feel by equipping different attachments or simply getting more skilled as a player with the weapons you use as you get used to using and modifying them.
Weapon Variants (such as the Proton Drifter, Vulture CyberGoth, Tacoma Pioneer and so on) have had their unique modifiers removed to bring their performances in line with the baseline weapons of each Weapon Family. These weapons now act simply as standard versions with custom skins/geometry where applicable. Any weapon attachments attached to these weapons by default will still modify the behaviour of the weapon.
Once again, due to the massive number of changes to weapon stats, we can't cover every little thing in excruciating detail in these patch notes (otherwise it would literally be 80 pages long) and instead we will cover the major changes and intent of each weapon.
Fire-Mode: Burst-Fire (2 round burst)
RPM: 850
Recoil: Moderate, Stable
Damage: 75
Headshot Multiplier: 2x
Kasper has had its burst fire reduced from 3 shots to 2 and has been given a place as a hybrid AR/Marksman Rifle, rewarding precise headshots at the expense of pure DPS to the body. Burst-fire recoil patterns received overhauls to make their shots closer together between the larger swings between bursts to make them easier to handle.
Fire-Mode: Full-Auto
RPM: 720
Recoil: Moderate, Erratic
Damage: 42
Headshot Multiplier: 1.4x
The M4 Commodore has seen a reduction in RPM but still maintains its spot as a rapid-fire AR with serious impact.
Fire-Mode: Full-Auto
RPM: 630
Recoil: Low, Stable
Damage: 40
Headshot Multiplier: 1.3x
Mavinga is now finally putting those fancy flaps on the front to good use as recoil stabilizers, being positioned as a low-recoil AR that suffers slightly for its ease of use with lower damage.
Fire-Mode: Full-Auto Dual-Shot
RPM: 500
Recoil: Strong, Balanced
Damage: 27(x2) +20% Armour Damage
Headshot Multiplier: 1.5x
The Partisan now fires 2 rounds per trigger-pull, spraying its default 40-round magazine 2 shots at a time, and deals an additional 20% damage to Armour.
Fire-Mode: Full-Auto
RPM: 570
Recoil: Strong, Erratic
Damage: 47
Headshot Multiplier: 1.2x
Terikon has been given more kick and aggressive behaviour to more accurately represent how we envisioned it from the start. Intended primarily for body-shots, the Terikon is a monster to handle, but will absolutely rip your opponents a new one.
Fire-Mode: Full-Auto
RPM: 450
Recoil: Strong, Stable
Damage: 65
Headshot Multiplier: 1.5x
The Vulture is one of the Assault Rifles that has seen the biggest adjustment, being reframed as the heavy Assault Rifle intended for mid-range domination and longer-range area suppression. A hybrid of an Assault Rifle and LMG, the Vulture hits like a truck but is tricky to master.
Fire-Mode: Full-Auto
RPM: 350
Recoil: Moderate, Balanced
Damage: 70
Headshot Multiplier: 1.75x
The Boomslang is still the thunderous beast it used to be but now has a bit more spread to offset its high damage, ensuring it also plays a role in area suppression while being more than capable of long-range pot-shots with a good scope.
Fire-Mode: Dynamic Full-Auto
RPM: 350 to 750
Recoil: Strong, Stable
Damage: 48
Headshot Multiplier: 1.6x
The Hawk now features a new Fire-Mode which increases its rate of fire the longer you hold down the trigger. This begins at 350 RPM and increases to 750 RPM over a short duration. Intended more as an area suppression weapon, it'll still shred your opponents if you're able to handle the kick and the ever-increasing spread.
Fire-Mode: Semi-Auto
RPM: 80
Recoil: Very Strong, Balanced
Damage: 200
Headshot Multiplier: 1.4x
The Ichnya is now the powerhouse Marksman Rifle intended for longer range engagements with a focus on landing headshots. Kicks like a mule, hits like a freight-train.
Fire-Mode: Semi-Auto
RPM: 200
Recoil: Moderate, Balanced
Damage: 120
Headshot Multiplier: 1.3x
The Proton is now a rapid-fire Marksman Rifle intended for quicker skirmishes. With less aggressive recoil, the Proton can be used on the move more effectively than the Ichnya but requires more dedication to sight in your target due to its ADS Time.
Fire-Mode: Full-Auto
RPM: 600
Recoil: Low, Erratic
Damage: 50
Headshot Multiplier: 1.45x
The biggest change in the Pistol Class belongs to the Kelowna. No longer a Burst-fire Pistol, the Kelowna is now a full-auto sidearm with the magazine capacity and damage profile to match it. Has relatively low recoil compared to a lot of Full-Auto weapons but suffers from lower range to compensate.
Fire-Mode: Semi-Auto
RPM: 220
Recoil: Very Strong, Erratic
Damage: 120
Headshot Multiplier: 1.65x
The Tap9 is still the monster you all love and fear but now has more emphasis on its recoil. Range is more of a factor for all Pistol Class weapons now, so getting in close will be pivotal to success with the Tap9, although it still out-ranges its other Pistol Class companions.
Fire-Mode: Semi-Auto
RPM: 330
Recoil: Moderate, Stable
Damage: 90
Headshot Multiplier: 1.5x
The Type 227 is the all-rounder pistol, snappy to use but with not as much kick as the Tap 9 or the ferocity of the Kelowna. Now has a reduced magazine capacity to get away from the moniker "Type 227 Minigun".
Fire-Mode: Semi-Auto
RPM: 60
Recoil: Very Strong, Stable
Damage: 38(x8)
Headshot Multiplier: 1.5x
The Flenser is the ultimate close-range weapon, intended to violate anyone that is getting a little too close to your personal bubble. Recoil kicks hard and spread is huge, so close range is mandatory.
Fire-Mode: Semi-Auto
RPM: 140
Recoil: Moderate, Stable
Damage: 162
Headshot Multiplier: 1.5x
The Influencer is positioned as a hybrid Shotgun/Marksman Rifle, with a higher range than other shotguns but much less accuracy than a Marksman Rifle. Controllable, hits hard and still fires slug rounds but is prone to missing if you're not careful.
Fire-Mode: Burst-Fire (3 round burst)
RPM: 500
Recoil: Strong, Erratic
Damage: 25(x4)
Headshot Multiplier: 1.25x
The Squall is now a 3-round Burst-Fire shotgun that is intended to scatter people the moment you draw it. Hits hard and fast, but not easy to control at ranges exceeding 20 meters. Barrel-stuff them and they'll regret getting close.
Fire-Mode: Full-Auto
RPM: 630
Recoil: Moderate, Erratic
Damage: 50
Headshot Multiplier: 1.35x
The AZV100 is no longer a burst-fire SMG and is now the slowest-RPM SMG, but hits hard to compensate. Controllable and reliable, it'll still rip people apart.
Fire-Mode: Burst-Fire (4 round burst)
RPM: 1250
Recoil: Moderate, Erratic
Damage: 50
Headshot Multiplier: 1.35x
The Kite is now a 4-round burst-fire SMG that matches precision with brute force in sub-30m ranges. Snappy, reactive and good for precise invasive surgery to remove heads from bodies.
Fire-Mode: Full-Auto (Regenerative)
RPM: 740
Recoil: Strong, Erratic
Damage: 45
Headshot Multiplier: 1.4x
The Kochi now has tech built in that constantly 3D-prints ammunition directly within the Magazine as it fires, allowing ammo to regenerate without needing to pick it up or reload the weapon. Be warned though, overheating the weapon will shut it down for a few seconds until the heat dissipates and the ammo-printing can continue. It gets pretty hot. Be glad you've got metal hands.
Fire-Mode: Full-Auto
RPM: 820
Recoil: Strong, Erratic
Damage: 40
Headshot Multiplier: 1.25x
The Tacoma has had a sizeable RPM increase, feels stronger and nimble in close ranges. Positioned as a good all-rounder baseline SMG.
Fire-Mode: Full-Auto
RPM: 1150
Recoil: Moderate, Erratic
Damage: 38
Headshot Multiplier: 1.25x
The Woodpecker is now the highest RPM weapon in the game, but with its low ammo-capacity is intended for the daredevils and professional hitmen who never miss. Two or three missed bullets will result in needing to reload to finish someone off, but precise shots and expert recoil control will see you through.
For balancing purposes, all shorter-range sights for Sniper Rifles are now a minimum of 3x magnification (up from 1.25x), scaling up more than the counterparts on other weapon classes. Longer-range sights (8x and above) are unaffected.
Fire-Mode: Semi-Auto
RPM: 40
Recoil: Very Strong, Stable
Damage: 300
Headshot Multiplier: 2x
The Kestrel is still the weapon you all love to hate but now has more noticeable bullet-drop along with all other sniper rifles.
Fire-Mode: Semi-Auto
RPM: 90
Recoil: Moderate, Stable
Damage: 200
Headshot Multiplier: 1.5x
The Osprey is a more movement-centric reactive sniper rifle intended for more movement when shooting than its Class companions. Quick follow-up shots, great accuracy, not enough kick to knock you off your feet. With the lowest bullet velocity of all Sniper Rifles, the Osprey suffers from bullet-drop the most but is focused primarily on mid-to-long-range engagements where such issues are less problematic.
Fire-Mode: Charged Shot (with EMP at full charge)
RPM: 80 (1s Charge Time)
Recoil: Strong, Stable
Damage: 150
Charge Multiplier: 2x
Headshot Multiplier: 2x
The Pierser has had an increase to the length of time required to charge the shot to maximum but has been changed to allow the player to continuously fire fully charged shots once it has reached its peak if they time the cadence of their shots correctly and can compensate for the recoil well, allowing for quick follow-up shots at full power. Additionally, Pierser does not suffer from bullet-drop over its bullet travel time.
Cyberlimbs have undergone a huge number of changes to provide greater differences in power levels between their rarities and provide more meaningful progression when going up the rarity stack. In a lot of cases, this simply meant toning down some Cyberlimb effectiveness at lower rarities and in other cases higher rarity limbs gained some much-needed improvements. Quality of Life was also a major focus, so some limbs have received some much-requested adjustments on their usage. Additionally, some Cyberlimbs have now received some improved mechanics or have been redesigned to fill specific roles. It would be a huge undertaking to list every single stat that changed on every single limb, so we will summarise with the intent of the changes and call out specific stat changes where we feel these are important to highlight.
INTENT: To provide more variety to the Arc Shield bubbles based on rarity and make higher rarity Arc Shields more important.
Arc Shield Activation Time after impact is now instant.
Arc Shield Radius now scales with rarity, with the lower rarity versions being more suitable for solo players or players who enjoy cuddles. The maximum Arc Shield Radius has been reduced to 12m (down from 15m).
Arc Shield Cooldowns have been slightly increased.
INTENT: Make the lower rarity drones less effective, but make all drones feel more impactful.
Assault Drone Cooldown now begins once the drone dies.
Assault Drone Damage is now subject to damage fall-off over distance like any other projectile weapon.
Assault Drone HP values are now larger and scale with rarity.
Assault Drone Damage and RPM scales with rarity.
Assault Drone Attack Radius now also scales with rarity.
INTENT: Make the Bouncebomber scale with rarity and make it more readily available.
Bouncebomber's Damage now scales with rarity and has had a slight reduction at Epic level.
Bouncebomber's Firing Distance now scales with rarity and has been decreased at all levels, with less of a nerf at higher rarity levels.
Bouncebomber's Cooldown has been reduced by a considerable amount at all rarities.
INTENT: To reduce the overall effective area of the Ghost across the board while making higher rarity versions matter more.
Leaving the gadget radius now immediately ends stealth rather than it falling off over 3 seconds.
Ghost's Radius now scales with rarity and has been dramatically reduced for all rarities.
Ghost's Cooldown has been massively reduced, making it more readily available.
Legendary Ghost has been removed from the Teardrop loot-pool pending a redesign.
INTENT: To make the Hookshot a more appealing limb by making it more frequently available and giving it more movement potential.
Hookshot's Projectile Travel Speed has been doubled and it's Travel Back speed has been tripled, making using the Hookshot quicker and missing a Hookshot considerably less punishing.
Hookshot's Damage now scales with rarity and has seen up to a 25% increase at Epic level.
Hookshot's Charges are now 2 for all rarities except Legendary which is still unlimited.
Hookshot's Cooldown has been drastically reduced to compensate for fewer charges and to make it more readily available.
Hookshot's Pull Speed now scales with rarity and has been increased across the board.
Hookshot's Swing (sideways movement while pulling) has been improved and scales with rarity.
INTENT: To make the Javelina less effective at lower rarities, to decrease overall tracking ability of Javelinas and to make higher rarity Javelinas more important.
Javelina's Lock-on Delay and Lock-on Duration now scale with rarity and get quicker the higher the rarity goes making the usage snappier.
Javelina's Damage now scales with rarity, and this is reduced at lower rarities.
Javelina's Lock-on Distance now scales with rarity, and this has been reduced at lower rarities.
Javelina's Missile Acceleration and Top Speed all scale with rarity.
Javelina's Tracking (turning) Speeds have been reduced, making missiles easier to dodge in some cases. We will monitor this in case we hit them too hard with the nerf hammer.
Javelina's Cooldowns have been reduced at lower rarities, scaling to approximately the same as before at Rare and Epic level.
INTENT: To make the Kinetic Shield a bit more defensive and a bit less damage focused.
Kinetic Shield's Damage now scales with rarity and has been decreased across the board.
Kinetic Shield's Damage Range has been reduced.
Kinetic Shield no longer automatically fires the blast when reaching maximum damage when taking damage.
Kinetic Shield now remains active when losing your legs or non-shield arm.
Kinetic Shield now continuously regenerates its health while actively deployed. The amount of regeneration scales with rarity and is on average 3-4x more health regeneration per tick than before.
Kinetic Shield's HP values have been lowered, but this is offset by the strong constant health regeneration. We will monitor this and increase the shield HP if people are finding it too squishy.
Kinetic Shield can now be deployed in the middle of a Jetpack Dash.
Kinetic Shield no longer cancels when performing a Jetpack Dash.
Kinetic Shield's Cooldowns have been reduced across the board.
INTENT: To fix bugs with the Maxigun and make it scale with rarity.
Fixed a bug that was causing the Maxigun to shoot at the wrong crosshair which was making it far too easy to aim.
Maxigun's Trailing Crosshair movement speed now increases as rarity increases.
Maxigun's Movement Speed reduction while active now scales with rarity and has been reduced to 0% at Epic level.
Maxigun's Ammo Regen speed now scales with rarity and is on average 50% faster.
Maxigun's now uses the weapon recoil system.
INTENT: To make the Painkilla's rarity matter more and to adjust the usage of the Legendary Painkilla.
Painkilla's Cooldown now begins once the drone dies.
Painkilla's HP now scales with rarity and has been increased.
Painkilla's Healing Radius has been dramatically reduced and scales up with rarity.
Painkilla's Healing Amount now scales with rarity but on average has seen a slight reduction.
Painkilla's Revive now begins after 0.5 seconds (down from 1.5s)
Painkilla's Duration has been reduced slightly at all levels (except for Legendary).
Legendary Painkilla is now considered a "personal healer" and has a much smaller Radius. It will still heal and revive team-mates, but only if you really enjoy standing inside someone else's personal space.
INTENT: To reduce the overall AoE dominance of the Paralyzer and add more differences in power levels between rarities.
Paralyzer's Bubble Radius now scales with rarity, with smaller bubbles at the lower end that don't last as long, up to larger bubbles with longer durations as you reach Epic. Maximum bubble size has been reduced by 2m.
Paralyzer's Bubble Waves now pulse once for each level of rarity, up to 4 times for Epic.
Paralyzer's EMP Wave Damage now scales with rarity.
Paralyzer's Cooldown has been reduced by 10 seconds for all rarities.
INTENT: Make the Phosphor Fury more user friendly and not have to rely on direct hits to be useful. A direct hit plus AoE damage over time should still be incredibly lethal, but the limb should also be usable as an area-denial ability.
Phosphor Fury now deals less direct and indirect explosive damage, de-emphasizing the need to land direct hits with it.
Phosphor Fury Damage and Radius now scale with rarity. It deals considerably more burn damage, and its radius has been massively increased.
Phosphor Fury AoE Burn Duration now scales with rarity and has been more than doubled at Epic level.
Phosphor Fury's Cooldown has been reduced by 20% for all rarities.
INTENT: Reduce the overall effectiveness the Recon Drone and make its rarity matter more.
Recon Drone Cooldown now begins once the drone dies.
Recon Drone HP has been increased and scales with rarity.
Recon Drone Scan Radius still scales with rarity but has been reduced on average by 50%.
Recon Drone Duration still scales with rarity but has been reduced by approximately 35%.
Recon Drone Cooldown still scales with rarity but has been increased by approximately 15%.
INTENT: To make Ripper more appealing by making it available more often but reducing its dash range to melee ranges to make players commit to the risks of melee.
Ripper is now a much shorter-ranged melee attack with considerably lower cooldowns.
Ripper now has a relaxed upward pitch allowing the player to dash further if they angle upwards.
Ripper's Body Damage has been reduced as rarity decreases but is unaffected at Epic level.
Ripper still 1-shots Arms, and we will monitor this to determine future changes.
INTENT: Add increasing effectiveness of the smoke as rarity goes up and add more dynamic gameplay interactions.
Firing a Skunkpaw at an already burning area (Phosphor Fury, etc.) now automatically triggers the smoke explosive blast.
Skunkpaw's Exploding Cloud now knock players back huge distances.
Skunkpaw's Duration now scales with rarity and has been reduced considerably at all rarities.
Skunkpaw's Damage over Time now scales with rarity and has been reduced at lower rarities and slightly increased at Epic level.
Skunkpaw's Radius now scales with rarity and has been slightly decreased at Epic level.
Skunkpaw's Lingering Damage Effect now scales with rarity and has been reduced in duration to 2 seconds at Epic level to 1 second at Common level (was 3s for all rarities).
Skunkpaw's Exploding Cloud damage now scales with rarity and has been increased at all rarities above Common.
Skunkpaw's Cooldown has been reduced at lower rarities and remains the same at Epic to provide a smoother progression curve through the rarities.
INTENT: To balance the power of the Slamfist without reducing the fun factor and to make it more appealing to use as a melee attack.
Slamfist's fist decal has been removed, and the crosshair is no longer locked to the horizon-line of the character when standing on the ground.
Slamfist's Camera has been unlocked, and player can now punch the full 90 degrees vertically.
Slamfist's Damage now scales with rarity and has received a 50% increase at the minimum charge amount and a 25% increase at maximum charge at Epic level.
Slamfist's Minimum Dash distance has been reduced at lower rarity levels and slightly increased at Epic level.
Slamfist's Maximum Dash distance has been reduced at all levels, with higher rarities receiving a smaller reduction.
Slamfist's Charge Speed now scales with rarity and is slower at lower rarities than before, but faster at higher rarities than before.
Slamfist's Knockback has been increased and scales up per rarity.
Slamfist's Concussion duration now scales with rarity.
INTENT: Have the Slugger scale with rarity more and make the burning Goo more deadly.
Slugger Radius now scales in size based on the rarity.
Slugger Slow Effect and Duration now scale with rarity, and both have been made slightly less powerful at all rarities.
Slugger Projectile Speed now scales with rarity.
Slugger Charges changed to 1 for all rarities.
Slugger's Burning Damage has been increased dramatically, upwards of 230% at Epic level.
Slugger's Cooldown has been slightly increased at lower rarities.
INTENT: Convert the Tripmine into more of a trap/ambush mechanic, and have it scale more with rarity.
Tripmine Arm Charges reduced to 2 for Common and Uncommon and 3 for Rare and Epic
Tripmine Damage has been reduced substantially, dropping them on people's heads is no longer a guaranteed kill, but might still be hilarious.
Tripmines now knock back enemies on detonation and this knock back strength scales with rarity.
Tripmine Explosion Radius now scales with rarity and has been increased.
Tripmine Cooldown has been reduced by approximately 20%.
INTENT: Scale Cyberlancer's effectiveness through rarity and improve its damage dealing capabilities slightly.
Cyberlancer's Damage now scales with rarity and has been increased at Rare and Epic levels and reduced at Common levels.
Cyberlancer's Bleed Damage now scales with rarity and has been increased at Rare and Epic levels and reduced at Common levels.
Cyberlancer's Bleed Duration is now 5s at Rare and Epic levels (up from 4s).
Cyberlancer's Knockback Strength now scales with rarity and has been slightly increased at Epic level.
Cyberlancer's Dash Distance now scales with rarity and has been reduced at the lower end of the rarities and slightly increased at Epic level.
Cyberlancer's Concussion duration now scales with rarity and is unaffected at Epic level but scaled down at lower rarities.
Cyberlancer's Cooldown has been reduced by 2s for all rarities.
INTENT: To scale up effectiveness of Hammerheads through the rarities and improve some quality-of-life issues.
Hammerheads camera has been unlocked on the minimum angle so that the Hammerheads can now smash straight down vertically.
Hammerheads Leap Height now scales with rarity.
Hammerheads Damage now scales with rarity and has been increased for higher rarities.
Hammerheads Concussion duration now scales with rarity and has been increased for higher rarities.
INTENT: To curb the strength of the Leapers slightly, to provide scaling through rarity and to make the legs more readily available on average.
Leapers Charges changed to 1 for Common and Uncommon (down from 2)
Leapers Charges changed to 2 for Rare and Epic (down from 3)
Leapers Jump Strength now scales with rarity and has not changed at Epic level.
Leaper's Cooldown per Charge has been reduced by approximately 60%.
INTENT: To scale up effectiveness of Mirror Breakers through the rarities, make them more readily available and provide a bit more nuance to their usage through damage percentage adjustments.
MirrorBreakers Charges changed to 1 for all rarities.
MirrorBreakers now spawn all their available Holograms in one Charge.
MirrorBreakers Hologram Amount now scales with rarity. 1 for Common, 2 for Uncommon, 3 for Rare and 4 for Epic.
MirrorBreakers Holograms HP now scales with rarity and has been increased for higher rarities.
MirrorBreakers Movement Speed modifier now scales with rarity and has been decreased for lower rarities and increased for higher rarities.
MirrorBreakers Clone Damage percentage now scales with rarity and has been increased for higher rarities.
MirrorBreakers Cooldown has been slightly reduced at all rarities.
INTENT: To scale up effectiveness of Roadrunners through the rarities and fix some quality-of-life concerns.
Roadrunners Sprint Speed now scales with rarity and has been increased to 1.95x sprint speed at Epic level.
Roadrunners Acceleration now scales with rarity and has been reduced at lower rarities and increased at higher rarities.
Roadrunners Recharge Speed now scales with rarity and has been increased on all rarities by a substantial amount.
Roadrunners no longer have a short Cooldown when they run out of energy and begin recharging immediately. This is to help with players feeling like they need to conserve a tiny amount of charge to make recharging them happen sooner.
INTENT: To scale up effectiveness of Mortars through the rarities.
Thumpers Explosion Radius now scales with rarity, but in the opposite direction (Common has a bigger radius per shell and it scales down as rarity goes up - This is purely a balancing act of number of shells vs area of effect and should still result in higher rarities feeling more impactful).
Thumpers Spread increases with rarity
Thumpers Scatter Mortars Amount now scales up with rarity, meaning more scatter mortars are dropped on the battlefield the higher the rarity is.
Thumpers Targeting distance on the tablet now scales with rarity and has been slightly reduced at lower rarities and increased at higher rarities.
Thumpers Scanner Time should now scale with rarity and gets quicker at identifying targets on the tablet the higher the rarity.
Thumpers Cooldown has been reduced by 15s for all rarities.
This patch sees the introduction of a new system we are calling "Limb Toughness", which is our interpretation of a form of Class Fantasy of how robust a limb should be based on what it is used for (Offense vs Utility vs Defense), as well as what its expected usage scenarios look like, such as its Effective Range (Close versus Mid versus Far), Mobility (High versus Low versus None) and Lethality (Instant Damage versus Periodic Damage versus No Damage). Limbs have been assigned Toughness values as a modifier, and limbs gain extra HP based on this Toughness bonus. A limb can either have no bonus, +25 HP or +50 HP over the baseline HP amount and after that we've also scaled up Limb HP with rarity, where every level of rarity increases limb HP by 25. The player's body and armour values are not affected by this change and remain at 600 HP (300 Armour/300 HP). This should result in some limbs feeling sturdier than others, with 3 tiers of Toughness to add variety and Health values are now fully relayed on the Cyberlimb Stats screens when viewing the stats of each Limb and each Rarity. The intent of this system is to give players a way to build their characters and loadouts to better fit their playstyle, reduce some of the friction players experience when engaging in combat as well as make the game a bit less difficult to get into for newer players by effectively reducing the likeliness of losing a limb in combat in most cases. To support this system, Weapons have all undergone tuning to the amount of damage they deal to Arms and Legs to ensure they can still remove limbs before the target dies and that tougher limbs require extra shots to detach, and this will be reviewed and revised (along with potentially reclassifying the Toughness of limbs) as this system matures and grows.
The Jetpack has undergone a few small tweaks to tone down its long-duration power and benefit it in more short-duration usage scenarios. As a result:
The Jetpack now accelerates considerably faster and transitions into flight more quickly.
Heat-up duration for horizontal flight has been reduced to 20 seconds (down from 25s)
Overheat cooldown from full now takes 10 seconds (up from 7.5s), but as usual the Jetpack will still function if you activate it again while it is cooling down.
Jetpack Dash has had various adjustments to its mechanics.
Jumping into a Jetpack Dash now provides more elevation based on your vertical velocity when activating it - A Jetpack Dash immediately after a Jump will provide more height than before, a Dash half-way through a Jump will be more horizontal and a Jetpack Dash when falling will result in more of a drop while dashing.
Jetpack Dash now maintains a consistent speed throughout the Dash once it is activated.
Jetpack Dash is now limited to 1 charge on a 3 second cooldown (down from 3 charges on a 7 seconds per charge cooldown), making it more frequently and consistently available but removing the stacking multi-dash mechanic.
Pressing the Jetpack Dash button while Crouched will now cancel Crouch when the Jetpack Dash ends.
Additionally, pressing the Jetpack Dash button while Crouched while Jetpack Dash is on Cooldown will also cancel Crouch.
Wall-Jumping has been made stronger to provide more varied engagement and traversal strategies.
Jump-off strength has increased by approximately 3x, leading to much more aggressive wall-jumping possibilities.
The height of a wall-jump is now dependent on your vertical velocity when activating it - A quick wall-jump while still rising will result in a much higher wall-jump, whereas wall-jumping while at a stable altitude or while falling will result in a flatter, more horizontal wall-jump.
Assigned players to spawn areas in Pre-match phase more evenly
Players have infinite armor kits and ammunition during Pre-match phase
Changed number and pacing of the shrinking zone stages to shrink more aggressively
Removed the in-match events for discounts on redeployment and loadout purchases and the hex extraction time boost
Added Slow-Motion effect to match end
Added XP gain for destroying turrets
Zeroes, look up. The sky and lighting across Teardrop have been completely overhauled, bringing a warmer, brighter, and more realistic look to the world.
Adjusted loadout costs to increase the difference between low and high rarity item prices
Changed premade loadouts to provide early, mid and late game choices
Reduced overall item rarity of respawn loadouts
Drastically reduced the chances for high rarity items from loot and opportunity mission rewards
Added guaranteed Adreno Shot item to all Supply Run opportunity mission containers and decreased their drop chance from loot (5% -> 2%)
Buffed Grid Shield backpack to roughly 2.5x increased survival time in the overloaded zone
Temporarily removed the legendary Ghost arm from being obtained in the game (to be returned)
Simplified the HEX extraction process by removing HEX Generators from the game
Added fireworks to successful HEX extraction, reflecting the rarity of the extracted HEX
Changed HEX extraction grid color to red when the process is being hacked
Fixed collision of the expanded HEX site antenna
Significantly improved HUD sharpness on high-resolution (above 1080p) displays
Added a dynamic crosshair that reflects the actual point of impact
Fixed input issues during match end sequence in some cases
Updated loading screens
PC: Added inertia to items rotation
Gamepad: Improved smoothness of item rotation
Brought visual clarity and improved lobby screen aesthetics
Stay As Squad Improvement Pass 1: staying together with your squad between matches is now smoother, with Stay As Squad support added to the Spectator screen and Escape Menu
Lower body traversal now supports climbing and vaulting obstacles up to 110cm
Shoulder Switch speed has been increased and a bug with the Shoulder Switch button not staying has been fixed
Keyboard keybinds adjusted for scope toggling
Building on the improved NPC senses and target acquisition covered above:
NPCs now investigate briefly sensed or lost targets
NPCs now clear their selected target when the target uses Mirror Breakers legs
New endgame stats screen art for both winners and losers
Stats with a 0 value are now greyed out in the Endgame Screen
Improved the range and level of the Combat DJ SFX
New overheat audio for the Kochi
Loot no longer clumps together when dropping from loot containers
New currency icon applied across the UI
This patch sets the new baseline, and we are not done. We will be monitoring the meta closely as it shifts across Teardrop, reviewing and tuning the Weapon and Cyberlimb Rework based on what you find out there. Performance work continues too, with further uplift coming in future patches. There has never been a more accessible Teardrop. Higher frames on the rig you already own, limbs that hold together long enough to learn from your mistakes, and weapons that finally fight the way they look. The only thing standing between you and the Grid is a download.
See you on Teardrop!