Patch Notes
The Season 2 update revised firearm statistics, damage calculations, vehicles, tactical gear, match modes, and player progression. These patch notes summarize adjustments that directly alter active combat and gameplay. Purely visual cosmetics, altered setting names, sound modifications, and shader or pre-warm assets are omitted.
Weapon Adjustments
For .308 Winchester ammunition, baseline impact damage dropped from 60 down to 45. This damage decrease impacts the M14, MK22, FAL, Evo-3 Ultra, and BMR-308.
Cartridges of 7.62x54 mm saw standard base damage lowered from 55 to 44. The PKM, SVD, SV98, and Mosin Nagant are all subject to this reduction.
Infantry sniper rifles now deliver elevated damage against anatomical body zones. Hit modifiers for the neck, head, pelvis, upper torso, and middle torso climbed by about a third, while upper arm modifiers increased by a quarter. Specifically, the critical headshot multiplier for sniper weapons climbed from 3.2 to 4.27.
Weapon suppression ratings received extensive revisions across numerous firearms. Multiple armaments had suppression values added outright, whereas existing ratings on other guns were modified.
Legacy aim assistance response curves were completely eliminated. Developers deleted sixteen targeting curves governing hip-fire along with reticle-boundary aim assist across pistols, shotguns, assault rifles, SMGs, LMGs, and melee. Remaining aim assist friction exhibits increased drag and pull intensity. Pull and slow values were adjusted to 10 inward and 8 outward across all categories, excluding unassisted launchers such as the RPG-7, MAAWS, 9K333 Verba, and MGL-40. Furthermore, reticle capture bounds dedicated to sniper class rifles were expanded.
Four distinct guns underwent recoil trajectory updates, moving multiple pattern coordinates on firearms including the SVD and SKS. Camera kick was fully stripped from the SKS, SVD, and BMR-308, while kick on the MP5 increased from 1.1 up to 1.15.
Bolt cycling and rechamber delays on sniper rifles were noticeably accelerated. Rechamber cooldown on the SV98 dropped from 0.3 s down to 0.08 s, whereas the AMR 50 requires 0.2 s (down from 0.24 s).
Ballistic damage degradation over distance was reworked for the Super-45. Two new range degradation thresholds were assigned to it, reaching 0.4 at 100 m and 0.3 at 150 m.
Grenade velocity when firing the MGL-40 was reduced. Initial muzzle speed for the weapon fell from 100 m/s down to 75 m/s.
Acquisition costs for the majority of foregrips and muzzle attachments dropped, as seen with the Birdcage Flash Hider (cut from 900 to 600) and BMR-308 Flash Hider pricing (reduced from 1,280 to 930). Conversely, pricing on the AR Multi-Caliber Suppressor jumped from 400 to 1,200.
A total of 162 firearm and accessory items joined the game files, introducing fresh barrels, grips, and custom animation packages.
Armor Systems
Heavy tier armor along with Heavy helmets offer reduced protection. Damage mitigation decreased from 55% down to 50%. Protection ratings on Super heavy vests and Super heavy helmets similarly decreased from 65% to 60%. Protective values for Light and Medium gear remained unaltered.
Occupant defense ratings shifted inside helicopters belonging to the Venom and Little Bird variants. Helicopter passengers retain half their prior defense versus small and medium arms (reduced from 50% to 25%) alongside lower mitigation against high-calibre fire (from 20% to 15%). An equivalent seating defense rule now encompasses the Z20 Lakota. This configuration grants 25% protection versus small and medium calibres plus 15% facing high-calibre rounds.
Mounted vehicle turrets inflict lessened damage across the majority of infantry hit zones. For instance, the upper-torso multiplier on the Minigun tumbled from 1.3 to 0.57. Upper-torso damage multipliers for heavy tank and artillery turrets fell from 1.8 down to 0.885.
Saplings and surrounding brush foliage now interact destructively with Molotov flame. An additional metal fence asset was introduced, destroyable by heavier vehicular impacts or substantial explosive blasts.
Rifle-class ammunition now incorporates an explicit weapon-type damage multiplier against infantry operators. No such category scaling existed during Season 1. Assault weapons chambering .308 Winchester like the FAL apply x0.75, while 7.62x39 mm assault rifles like the TCX-SPR apply x0.88. Designated marksman rifles register x0.85 when utilizing .308 Winchester (M14, BMR-308) and x0.80 when firing 7.62x54R (SVD). LMG firearms inflict x0.75 across both .308 Winchester (Evo-3 Ultra) and 7.62x54R (PKM). All alternative firearms and projectile calibres maintain an unadjusted x1.00 multiplier. These factors calculate on top of the decreased baseline weapon damage figures.
Vests mitigate 12 gauge rifled slug hits more heavily, reducing the modifier from x0.87 to x0.70. This reduction engages across all torso segments covered by an equipped vest, regardless of armor tier. Helmet modifiers for rifled slugs were preserved, continuing at x0.95 across any helmet tier plus an added x0.88 against Super heavy helmets.
Archery projectiles forfeit effectiveness when impacting heavy protection. Arrows loosed by the Compound Bow inflict x0.90 on Heavy helmets and vests, dropping to x0.66 against Super heavy helmets and vests. During Season 1, no armor penalty was enforced on arrows. Ratings against Medium and Light defensive gear remain unaltered.
Heavy .50 cal munitions fired from the mounted M2 Browning and AMR 50 suffer damage penalties against players. Base body hit zones resolve at x0.84 on neck and head, x0.875 on upper torso, and about x0.87 across middle and lower torso regions. Wearing Heavy helmets or vests subtracts an extra x0.90, whereas Super heavy vests apply x0.875 and Super heavy helmets apply x0.80. These defensive equipment factors compound directly with hit zone modifiers. Remaining anatomical areas and lower armor grades experience no adjustments.
Super heavy helmets received revised calculations against incoming rifle fire. The previous Season 1 resistance of x0.75 shielding against heavy rounds (arrows, .50 AE, .338 Norma Magnum, 30 mm, .308, and the 7.62 family) was rescinded. In its place, armor-piercing sniper projectiles register a x0.80 multiplier upon striking a Super heavy helmet.
High-rate autocannon shells inflict lowered direct damage against infantry targets. Both the 35 mm rounds of the Flakpanzer Gepard and 20 mm cannon shells from stationary emplacements like the Vanguard CIWS deal x0.70 across all hit zones. Prior Season 1 data lacked explicit infantry mitigation rules for these calibres.
Secondary blast radius damage was cut in half for two additional weapons. Players caught along the outer explosive radius of MGL-40 grenades and T-72B3 125 mm cannon rounds receive x0.50 damage, mirroring other rocket profiles. Lethality within the inner explosive perimeter remains completely untouched.
Burning flames from a Molotov deliver x0.70 damage against targets wearing a Super heavy vest. Vests of lighter defensive categories suffer standard flame damage without alteration.
Vehicle Updates
Fresh ballistic interaction tables were introduced for autocannons and rocket ordnance. A dedicated 125 mm rocket formula was integrated into 17 vehicle armor tables, while 20×102 mm cannon formulas were implemented for five stationary armaments.
Baseline resistance formulas were rebalanced across a number of combat vehicles. Default damage parameters shifted from -67% to -85% on the Humvee, -65% to -87.5% on the Ural, and from +87.5% to -46.0% on the Havoc. In these damage tables, negative values signify greater damage mitigation.
Further combat vehicle profiles received updated resistance values. Specific profile mitigation adjusted from -40% to -69.5% on the Little Bird, -40% to -57.25% for the Z20 Lakota, -60% to -84% on the M113 APC SV, and -75% to -85% on the L2A6 and Flakpanzer Gepard.
Turret protection improved as well, shifting from -71% to -88% on the Humvee [Minigun] and from -69% to -86.5% on the Humvee [M249]. Torque distribution across the Humvee drivetrain was reconfigured. Front axle torque allocation dropped from 70% down to 40%, raising rear axle power from 30% up to 60%.
Dampening and spring rates on the rear suspension of the Humvee were overhauled concurrently.
Puncture thresholds governing tire deflation were increased from 0.5 to 0.55 across most wheeled transports. Steering and suspension mechanics were adjusted on select chassis. Rear braking torque on the Dune Buggy dropped from 16,000 down to 13,000 alongside a secondary brake decrease from 12,000 to 9,000, weakening rear stopping capacity.
Rebound damping coefficients on tank suspensions and the M113 APC SV climbed from 12,000 to 17,000.
Procurement prices increased across almost every armed combat vehicle. Notable vehicle price hikes include: Ural Defender costs 7,200 (was 6,000), L2A6 heavy tank raised to 22,000 (was 14,000), Flakpanzer Gepard at 14,000 (was 10,000), Z20 Lakota [Miniguns] now 15,000 (from 8,000), AH-6R [Rockets] priced at 18,800 (from 12,500), AH-6M [Miniguns] up to 12,000 (was 7,000), Kodiak [M249] increased to 6,750 (was 3,750), Humvee [M249] up to 8,500 (from 3,750), Humvee [Minigun] raised to 10,000 (from 4,500), and Havoc priced at 28,000 (up from 18,000). Defensive emplacement operational parameters were altered substantially. Reloading time for the Talon 9K-SAM increased to 5.0 s (previously 2.0 s), while replenishment cost rose from 50 up to 200 ammunition supplies.
Windup timing on the L81 mortar jumped to 2.5 s (up from 0.85 s), and refilling requires 150 ammo supplies instead of 75.
The vehicular lineup expanded with two entries: the heavy tracked T-72B3 tank and the wheeled Wolf-110, which features a machine-gun equipped configuration.
Tactical Gear
Parachute deployment requires greater altitude and initiates with longer latency. The threshold fall distance before deploying a chute increased from 1 m to 4 m (inferred from internal data values 100 and 400). Canopies now mandate a clearance of at least 10 m over terrain (recorded as 1,000 in code) and require 2 time units (presumably seconds) for full opening.
Vendor costs across parachutes underwent significant adjustments. Price for the Basic Parachute escalated from 100 to 500, whereas the Sport Parachute discounted from 1,000 down to 700.
Touchdown impact trauma now caps out at substantially higher velocities. Inflicting maximum 100 landing damage now requires reaching 17 m/s descending speed, compared with 11.1 m/s previously.
A vertical aerodynamic drag rating of 1.75 was implemented on both chute models. Deceleration forces when executing pull-ups on the Sport Parachute declined from 825 down to 400.
Purchase rates for medical supplies and protective armor were refreshed.
Cost shifts include: Super heavy helmet priced at 4,500 (was 3,000), Heavy helmet rose to 2,000 (from 1,500), Super heavy vest reached 5,000 (was 4,000), Heavy vest now 2,500 (up from 2,000), standard resuscitator reduced to 425 (was 500), and Medical Bag dropped to 1,800 (from 2,000). Targeting optics and surveillance gear had their market rates altered.
Prices rose on the Infrared rangefinder (1,200 to 3,200), standard rangefinder (400 to 1,450), monocular optic (150 to 350), and binoculars (75 to 180). Sundry equipment tools also saw economic price changes.
Wrench cost climbed from 150 to 180, while the Halligan Bar reduced from 1,100 down to 885.
Structural durability on the Halligan Bar expanded from 5,000 up to 7,000. Hammering efficiency during fortification construction was lessened.
Construction progress per weak-point impact dropped from 10 to 8 on the Large Hammer and from 6 to 5 for the Medium Hammer.
Inventory stack limits for 30 mm ammunition were reduced from 200 rounds down to 50. Material requirements decreased for specific deployable fortifications.
Supplies needed to erect the Talon 9K-SAM fell from 1,000 to 650, while Vanguard CIWS construction declined from 1,500 to 1,200. Conversely, multiple defensive structures experienced higher construction demands.
Build supply requirements climbed for the L81 mortar emplacement (150 to 600), Stingray (150 to 650), Bremer Wall (15 to 32), Gate (85 to 200), Door (22 to 80), Recon Tower (100 to 200), Bunker (100 to 200), and Indirect Fire Shelter (100 to 200). Erecting a Drill Rig requires 2,750 supplies instead of 2,250, accompanied by altered fuel mechanics: minimum activation fuel increased from 1,500 to 2,000, fuel capacity expanded from 7,500 to 10,000, and operation time per fuel unit dropped from 0.05 to 0.03.
Calibre suppression ratings rose across common cartridges, shifting baseline suppression from 0.12 to 0.3 for 5.56 mm rounds and from 0.075 to 0.15 for 45 ACP.
Game Modes
A dedicated match mode titled Team Offence debuted, bringing unique mission challenges alongside specific voting and infraction penalties. A guided tutorial was introduced to the shooting range, and Control Zone configurations rolled out across Sniper Showdown alongside the Russia and Africa battlefields.
Currency payouts linked to reconnaissance tagging and eliminating specified vehicles were reworked. For the SPH-2 artillery platform, initial spotting payout decreased from 1,500 down to 400 (200 on refresh), while spotter bounty upon its destruction plummeted from 8,000 to 1,200.
Tagging rewards saw similar cuts across other vehicle classes. Spotting bounty on the Flakpanzer Gepard decreased from 5,000 to 2,100, and rewards for tagging the Talon 9K-SAM dropped from 1,000 to 400. Experience gained from spotting Talon and Mortar emplacements dropped by about half, falling from 125 down to 60 XP. In contrast, reconnaissance XP for marking Claymores and AT Mines doubled from 2.5 to 5.0. When friendly forces eliminate a tagged opponent or vehicle, the assisting spotter’s cash multiplier fell from 0.5 down to 0.25.
Baseline match-score payouts for standard spotting actions remained static. Within standard scoreboards, marking enemies consistently awards 15 to 275 cash, and eliminating a marked target continues paying 50 to 500.
Challenge progression tables for spotting expanded considerably. The underlying challenge database expanded from 44 to 130 records, adding dedicated sub-rows for every vehicle variant and scaling rewards tied to construction stage.
Elimination bounty tables now incorporate the newly added vehicular models. Successfully neutralizing a T-72B3 yields a baseline reward of 5,000 cash.
In-game logging and statistical tracking for friendly team kills were removed entirely.
Role Progression
Experience progression requirements for mastering all six combat roles were revamped. From level 10 through level 100, identical revised milestone thresholds apply universally across roles. Reaching level 10 now requires 25,000 XP instead of 35,000 XP, while attaining level 50 shifted from 1,500,000 XP down to 1,150,000 XP.
Unlock credit costs were adjusted across 54 weapons, tools, and vehicles. Prominent price increases include: Driver Humvee from 25,000 to 75,000 cash, Medic Defibrillator from 50,000 to 110,000, Pilot AH-6M [Miniguns] from 50,000 to 125,000, and Wardog GGX 17 from 5,000 to 15,000.
Required role tiers shifted for 118 equipment unlocks, accompanied by 50 brand-new unlocks entering service while 19 older options were retired.
Reward payout matrices for engineering and cooperative challenges underwent extensive balance tuning. Demolishing an enemy Flakpanzer Gepard now awards base cash of 3,500 (down from 10,000), a Vanguard CIWS pays 1,200 (down from 3,000), a Talon 9K-SAM gives 650 (down from 2,000), and an SPH-2 delivers 8,000 (reduced from 14,000). Destroying an enemy mortar emplacement increased its reward payout from 300 up to 650. Demolishing a fortified Gate saw base cash decrease from 500 to 200, while successfully infiltrating a Forward Operating Base pays 1,000 down from 2,500. Deploying supply crates now yields half prior credit earnings, dropping small supply crates from 250 to 125 cash.
Cooperative assist bonuses are now divided proportionally among contributing teammates, while engineering XP directly tracks construction progress.
Sources
- Community Wiki: Season 2 Patch Notes
- Community Wiki: Armor and Combat Systems