Mosin

Haunted Great War

Hello all,

Today’s update adds the Mosin-Nagant to player loadouts, as well as a limited-time map, Haunted 2, available throughout the month of October. Grenade mechanics have also been improved – explosions are deadlier than ever – and some weapons have received balance changes.

NEW WEAPON

Mosin-Nagant was previously a scenario-only weapon but it is now added to player loadouts! It is our first bolt-action sniper to come with iron-sights by default, intended to be a slow but cheap one-shot-kill option for those skilled enough to be up to the task! It can instantly kill armored players to the chest at up to 100m.

Because the new Mosin-Nagant is slightly weaker than the old version in scenario mode, the price of Mosin-Nagant in Scenario has been reduced by $150 for both variants.

The mosin unlocks at level 91; G11 has been moved to unlock at level 89.

NEW MAP

Haunted II is a complete reimagining of last-year’s Haunted map. It offers much more verticality than the previous version as well as new outdoor areas for more varied aesthetics.

WEAPON CHANGES

  • MP9: significantly increased base hip & ADS sway
  • TMP: reload time 1.35s -> 1.65s, slightly reduced damage dropoff
  • UMP-45: armor penetration 58 -> 57
  • MP5K A4: slightly increased recoil in auto/semi mode, reduced recoil in burst mode, burst mode now has a greater benefit to hipfire but less benefit to ADS
  • Shotguns: headshot damage 2.4x -> 1.8x
    • M1014: armor penetration 74 -> 76
    • Origin-12: armor penetration 64 -> 67
    • SPAS-12: armor penetration 60 -> 63
    • NS-2000: armor penetration 59 -> 64
    • Remington 887: damage 25 -> 28, armor penetration 73 -> 76, damage dropoff +11%, changed spread pattern so that pellets are more spread out
    • Honcho: increased recoil, reduced recoil recovery (recoil no longer resets completely between shots)
  • Mini-Nuke: now twice as powerful in PVP, somewhat more powerful in Mob-Arena

MODIFICATION CHANGES

  • All optic modifications rebalanced – lower zoom optics increase ADS speed while higher zoom optics reduce sway. Sniper optics can reduce sway dramatically but may decrease ADS speed
  • Muzzle Boost description fixed – it increases rate of fire by 6%, but the previous description incorrectly said that it increased rate of fire by 5%
  • Thompson .30 CAR modkit: now counts as “Magazine” attachment

THROWABLE CHANGES

  • Looking downwards while throwing a grenade will now throw it at a slower speed, preventing it from bouncing back off the ground excessively
  • Molotov and Incendiary now do much more damage to enemies not at the center of their area of effect
  • All explosives have a new hit detection code and now more consistently do damage to enemies partially behind cover
    • Flashbangs are unaffected by this change and still only use the target’s eye location for hit detection
  • Fixed a glitch where simply standing near a block could reduce grenade damage
  • You will now take damage from your own throwables in team-based PVP modes
    • You will no longer get XP from damaging yourself in any mode
NTW

The Gunplay Update

Hello all,

We have made big changes to our weapons today, including a secondary weapon balancing pass, an improvement to the sway system that should allow better bursting accuracy, and all new weapon & grenade visuals.

HANDGUN BALANCE UPDATE

It is finally time to rework our secondary weapons! Pistol and revolvers have received more realistic damage and substantial recoil to make them more skillful and rewarding to use.

*Base recoil = recoil of the first shot
*Additional recoil = extra recoil given on top of base recoil in consecutive shots after the first

  • USP: damage 36 -> 35, armor penetration 50 -> 54, +200% base vertical recoil, +50% base horizontal recoil, increased recoil recovery, reload speed 2.15s -> 1.95s
  • P2000: now acts like a proper 9mm pistol as opposed to .45. Damage 36 -> 31, armor penetration 50 -> 59, bullet velocity 340 -> 410 m/s, +130% base vertical recoil, +50% base horizontal recoil, increased recoil recovery
  • Glock-18: damage 30 -> 27, armor penetration 47 -> 58, +100% base vertical recoil, +50% base horizontal recoil, increased recoil recovery, burst mode no longer increases recoil
  • XD: damage 30 -> 27, armor penetration 47 -> 59, +100% base vertical recoil, +40% base horizontal recoil, increased recoil recovery
  • P250: +130% base vertical recoil, +50% base horizontal recoil, greatly increased additional horizontal recoil, -11% block penetration
  • Five-SeveN: damage 32 -> 29, +100% base vertical recoil, reduced additional vertical recoil
  • CZ75-Auto: damage 35 -> 33, armor penetration 77.65 -> 68.65, increased recoil of first few shots in the pattern but decreased recoil of final few shots
  • M9A1: damage 38 -> 37, armor penetration 57.5 -> 60, +100% base vertical recoil, +30% base horizontal recoil, increased recoil recovery
  • PPK: armor penetration 78 -> 68, +45% base vertical recoil, reduced additional vertical recoil, increased recoil recovery, reload time 1.85s -> 1.65s
  • Beretta 90two: damage 38 -> 37, +100% base vertical recoil, +30% base horizontal recoil
  • Mauser: damage 33 -> 32, increased first shot recoil
  • Tec-9: +100% base vertical recoil, greatly reduced additional vertical recoil, increased recoil recovery
  • Desert Eagle: damage 63 -> 81, rate of fire 270 -> 180 RPM, idle sway cone 0.65 -> 0.8, +50% base recoil, increased additional recoil, movement penalty 2.2 -> 4.4
  • Colt Python: damage 70 -> 53, rate of fire 170 -> 255 RPM, reload time 2.2s -> 2.1s
  • R8 Revolver: damage 86 -> 70, +30% base vertical recoil
  • Colt SAA: damage 73 -> 64
  • Rhino: damage 66 -> 49, price $700 -> 350
  • QSZ-92: damage 38 -> 32, armor penetration 71 -> 91, +50% base recoil, greatly increased recoil recovery
  • AF2011: +200% base vertical recoil, +100% base horizontal recoil, increased recoil recovery, reload time 2.7s -> 2.4s
  • M45A1: renamed M1911, price $600 -> 450, reload 2.3s -> 1.8s, ammo 14/28 -> 7/35, +50% base vertical recoil
  • Dual Berettas: damage 38 -> 37, +65% base vertical recoil, +50% base horizontal recoil, increased recoil recovery, reduced damage dropoff, added minimum damage limit
  • MP-443: rate of fire 500 -> 450 RPM, +100% base vertical recoil, increased recoil recovery
  • M&P .45: +100% base vertical recoil, greatly reduced additional vertical recoil, additional sway per shot 2.4 -> 2.16
  • Skorpion: price $500 -> 550, slightly increased recoil
  • Charger 22: rate of fire 425 -> 460 RPM, reload time 2.8s -> 2.45s
  • Thunder .50 BMG: damage 102 -> 105, armor penetration 98 -> 96.5

OTHER BALANCE CHANGES

  • Shotguns: Headshot multiplier reduced from 2.75x to 2.4x in PVP/COMP (now identical to full auto weapons). Chest multiplier stays at 1.25x.
  • Shotguns: Headshot multiplier of pump shotguns reduced from 1.9x to 1.8x in Mob-Arena. Headshot multiplier of semi auto shotguns reduced from 1.7x to 1.6x in Mob-Arena.
  • NS2000: movement penalty 4.0 -> 2.4, damage 21 -> 22
  • Sawed-Off: reload time 0.7s -> 0.65s
  • Nova: price $1200 -> 1050
  • M3: movement penalty 2.4 -> 1.4
  • SPAS-12: damage 18 -> 19
  • KSG-15: armor penetration 66 -> 67
  • Double Barrel: kill award 100 -> 300
  • RPK: Greatly accelerated recoil pattern early on in its spray. May consider another nerf if the weapon remains too powerful.
  • Nylon 66: rate of fire 415 -> 540 RPM
  • NTW-20: rate of fire 30 -> 36 RPM (still a little slower than CheyTac)

NEW WEAPON VISUALS

  • We have brought back our old tracers for all weapons, but the effects only display when the bullet is close to you.
    • Both your and your enemies’ bullets will display tracers, making gunfights feel much more intense and lethal.
  • Muzzle flashes are now larger than normal for Sniper Rifles, Shotguns, and Magnum Handguns.
    • Muzzle flashes are now ridiculously large on the NTW-20 and Thunder .50 BMG

  • Frag Grenades now have a new fragmentation particle effect. The particles are animated and look better in-game than this screenshot.
    • This also prevents a glitch where the old fragmentation effect would place stone buttons into the world if a grenade went off right before a server restart.

OTHER CHANGES

  • Tweaked sway system to greatly improve accuracy when burst firing or speed tapping with all weapons. Does not affect single shots or long sprays.
    • Has the most benefit to Machine Guns, as this change greatly reduces the adverse effect of machine guns’ fast sway cone expansion rate compared to other weapons.
  • All weapons should now do correct damage and take body armor into account at all times.
  • Changed the sound of armored body/chest/arm hits in PVP/COMP to be more audible
  • Changed the sound of leg hits in PVP/COMP to be different from unarmored body hits
Vertigo and Dizzy

Map Update — Two New Maps!

I hope you like climbing stairs because this update brings two new maps; both set on the top of two buildings in a busy city. The unique thing about these two maps is that you can easily suicide by jumping off the side of the building.

VERTIGO

Terrorists are planning on destroying this building that is under construction. The FBI is here to stop them. This map is available for Defusal and TDM Random Spawns.

Terrorists Spawn

Counter Terrorists Spawn

A Site

B Site

DIZZY

This map is available for Arms Race and Elimination. Both sides of the map are the same.

Mid

Terrorist Spawn. Counter Terrorists spawn on the opposite side of the map.

We hope you aren’t afraid of heights!

 

HOTFIX 9/16

  • Tweaked sway system to greatly improve accuracy when burst firing or speed tapping with all weapons. Does not affect single shots or long sprays.
  • Reduced damage dropoff and added a proper minimum damage limit to the Dual Berettas.

-Hky