EMPULSE · public · first seen
The largest content update we have shipped since Early Access launched is now live on all platforms. Update #3 brings Aim Down Sights for every weapon, the new Crescendo lightning gun (secondary anti-mech weapon), refreshed versions of Plaza and Harbor, a v1 Custom Games experience, bot updates (for custom games), dozens of new weapon camos, and a balance pass across weapons and mechs. Read on for more details.
The story of this update is the one we have been building toward since we launched the Experimental Playlist system in Update #2. You played the early version of ADS, gave feedback, and it earned its permanent spot in EMPULSE. Update #3 ships ADS on by default for every weapon, complete with red dot sights added to Coda, Percussion, Echo, Modulator, Compressor, Oscillator, and Opus, plus a batch of quality-of-life improvements around crosshair behavior, sight movement, and how FOV shifts feel while aimed in.
One note on how ADS shipped versus how you played it in the Experimental Playlist: the "weapons are less accurate when not in ADS" rule from the experimental version is not in the full-game version. We tested it, listened to how it felt, and decided it was one Experimental Playlist beat too many. ADS in Update #3 is additive, not a replacement for hip-fire play. We also heard a lot of feedback about the gun moving too much while ADS’d and it coming in the way of gunplay, so we’ve made big changes to address that feedback.
Update #3 also adds a new weapon to the arsenal: the Crescendo. Damage ramps up the longer you keep your beam locked on a target and drops back down when you miss, so patience and precision are what turn the Crescendo into a real mech-killer. It is going to change how Crews decide to engage a piloted mech, and we cannot wait to see the plays it produces.
Custom Games have also arrived in Update #3. Version 1 ships with a refreshed lobby setup, cleaner map and mode selection, and reworked Create Lobby, Find Lobby, and Join With Code screens. Game options can now be set the moment you spin up a lobby without digging through advanced settings, tie breaker rounds can inherit their configuration from the base game options, and setting health to 0 flips on infinite health for anyone running a party or a social session.
Plaza and Harbor come back with updated visuals this update, keeping the same layouts and movement lines you already know but sitting inside completely new atmospheres. Ships and vehicles now move in Harbor's background, and Drainage picked up a foliage polish pass along the way.
Crescendo (Lightning Gun). A new anti-mech beam weapon. Damage ramps up as you chain hits on a target and drops back down when you miss.
Aim Down Sights. ADS has graduated from the experimental playlist and is now on by default for every weapon.
Improved crosshair behavior while aiming
Added new sounds when aiming in and out
Added red dot sights to Coda (SMG), Percussion (Explosive SMG), Echo (Shotgun), Modulator (Fast AR), Compressor (Heavy AR), Oscillator (LMG), and Opus (Heavy Pistol)
Reduced weapon movement while aiming
Improved FOV changing behavior on higher base FOV
Weapons are no longer less accurate when not in ADS (this was part of the experimental ADS playlist ruleset)
New weapon camos. Added 24 new Rare and 15 new Epic camos, available across all weapons.
Custom Games. Custom Games has been redesigned, with a refreshed lobby setup, updated map and mode selection, and reworked Create Lobby, Find Lobby, and Join With Code screens.
Game options can now be set when creating a lobby, without opening advanced settings.
Tie breaker rounds can copy their settings from the base game options.
Setting health to 0 turns on infinite health, which is useful for parties and socials.
Fixed a number of issues in the Custom Games menus.
Mech entry animation. Implemented a new mech entry animation and removed the hold-time requirement to enter a mech.
Bots can now pilot mechs.
Bots will grab idle mechs, use the rocket and shield abilities, and carry the mech to capture in Mech CTF.
Idle bots give real players a reasonable chance to grab a mech first before making the trip themselves.
Added new mech sounds, including entrance audio and a new melee impact sound.
The mech rocket now uses team colors.
The mech shown in the post-game winner circle now displays its rocket.
Fixed an issue where other players' first-person grappling hook models could be visible.
Fixed an issue where spectators would see incorrect weapon visuals after the player they were watching respawned.
Fixed an issue where charm thumbnails appeared much darker than the in-game item.
Fixed an issue where a cosmetic thumbnail did not match its in-game preview.
Fixed a rare crash related to weapon impact effects.
Fixed an issue with the ball pickup sound in Upload.
Fixed spelling errors in two map callouts.
General optimization pass across Plaza and Harbor.
Additional optimization across multiple maps at lower quality settings.
Plaza has been updated to a new version of the map, with new graffiti, ceiling lights, set dressing, and lighting improvements.
Harbor has been updated to its reworked version, including interior art updates.
Ships and vehicles now move in Harbor's background.
Foliage polish pass on Drainage.
Fixed a number of bot navigation issues across maps.
Fixed a number of texture issues on props across multiple maps.
Fixed a number of collision, clipping, and out-of-bounds issues on Plaza and Harbor.
Updated loading screens and thumbnails for Plaza, Harbor, and the practice range.
Speed Demon medal
Required speed: 2000 → 1850cm/s
This makes the medal and challenge easier to earn.
Close Call medal
Low health <=15hp → <=20hp
This makes the medal and challenge easier to earn.
Volta (Homing AR)
Homing Acceleration: 40 → 50m/s²
Homing Acquisition Angle: 5.13 → 6.28 degrees
The Volta acquires targets more easily and corrects harder toward them.
Percussion (Explosive SMG)
Explosions no longer block view in first person when being shot.
Requiem (Sniper)
Time between shots: 0.8s → 0.95s
Dropoff distances: 80m, 120m, 160m, 200m, 240m → 40m, 60m, 80m, 100m, 120m
Damage drop-off takes effect at closer distances. The Sniper picked up a serious buff pass in Update #2 and started dominating matches at longer ranges than we wanted, so this adjustment brings it back in line with the rest of the arsenal.
Finale (Hammer)
Damage to mechs: 200 → 250
Time between swings: 0.595 → 0.5s
All Mechs
Health: 1500 → 2000
See you in Freehold.
The team at 1047 Games