We want to reinforce interactivity and counterplay during the execution of the Jegeo Payload, while ensuring Dokkaebi's success depends on positioning, timing, and risk management.
Requiring a continuous connection between Dokkaebi's tablet and the target's phone introduces a clearer risk-reward dynamic to the Jegeo Payload. Defenders can actively interrupt the process using gadgets, such as Signal Disruptors, or by eliminating Dokkaebi.
The tablet remaining active and detectable by electronic detectors, such as Solis' SPEC-IO, throughout the upload further increases this risk. This encourages more deliberate positioning and careful timing when committing to the ability.
Additionally, replacing EMP Impact Grenades with Breach Charges removes unintended self-disruption, as EMP effects could interrupt the connection by disabling the target's phone.
JEGEO PAYLOAD
Requires constant connection between Dokkaebi and the target to progress.
Interrupting the connection automatically cancels the payload upload.
We want to improve Kali's fluidity and adaptability across engagement distances, allowing her to participate more actively in a wider range of scenarios.
Removing the ADS cancelation when swapping to the V-Lance improves overall responsiveness, allowing Kali to use her gadget more fluidly without disengaging from fights. This change better integrates her utility into moment-to-moment gameplay.
The updated scope magnifications are designed to be more practical across different distances. Aligning the default magnification with an existing value also reduces the learning curve, while lowering the higher magnification makes it more usable without compromising Kali's effectiveness at longer ranges. Additionally, the faster bolt-action cycle reduces downtime between shots, and the increased ammunition allows for more consistent participation throughout the round.
To balance this increased fluidity, higher recoil reinforces the need for precision in follow-up shots, while increased hip fire spread limits effectiveness in close-range situations. Together, these adjustments make Kali a more active operator and reward precision, adaptability, and engagement awareness while maintaining clear trade-offs.
V-LANCE
Switching to or from the V-Lance does not cancel ADS.
CSRX 300
Short magnification: 3.5x (from 5x).
Long magnification: 8x (from 12x).
Pump: 0.8 seconds (from 1).
Max ammo: 51 bullets (from 36).
Recoil: Increased.
Hip fire spread: Increased.
SMG-12
The SMG-12 offers an extremely high rate of fire, allowing it to deliver significant damage output in very short timeframes. Despite its intended trade-offs, its current damage, magazine size, and total ammo pool can enable excessive sustained pressure, particularly in close-range engagements.
These changes emphasize controlled bursts over prolonged firing, increasing the importance of precision and timing. Players will need to be more selective in how they commit to engagements, as missed shots or overuse will carry greater consequences.
BASE STATS
Damage: 16 hp (from 28).
Magazine: 22 bullets (from 32).
Max. ammo: 111 bullets (from 129).
OPERATORS AFFECTED
Dokkaebi
Vigil
Warden
ARUNI
Aruni and Tubarão both have access to DMRs that already offer strong long-range precision and high per-shot damage. When paired with certain barrel attachments, these weapons can become overly consistent in reducing recoil, particularly in rapid follow-up shots.
Without access to the Muzzle Brake, these weapons should require greater recoil management between consecutive shots, reinforcing their precision-focused gameplay. This adjustment reduces the overall firing consistency.
LOADOUT
MK14 EBR: Muzzle Brake not available.
TUBARÃO
LOADOUT
AR-15.50: Muzzle Brake not available.
AR-15.50
Lowering damage reduces the reliability of securing eliminations in fewer shots, particularly against higher-health targets, while increased recoil makes rapid follow-up shots more demanding.
Together, these changes decrease overall engagement consistency, especially when holding long sightlines or chaining shots under pressure. Defenders using these DMRs will need to rely more on precision and positioning, rather than sustained accuracy.
This should bring the AR-15.50 and the Mk 14 EBR performance more in line with defensive expectations, preserving their high-impact potential without allowing them to dominate extended engagements.
BASE STATS
Damage: 59 hp (from 67).
RECOIL – M&K & CONTROLLER
First shot: Increased.
OPERATORS AFFECTED
Maverick
Tubarão
MK14 EBR
BASE STATS
Damage: 56 hp (from 60).
RECOIL – M&K & CONTROLLER
First shot: Increased.
OPERATORS AFFECTED
Aruni
Dokkaebi
REFINEMENT CHANGES
These are small adjustments that don’t aim to alter an operator’s overall power level or flexibility. Instead, they focus on polishing gameplay details, improving consistency, and enhancing quality-of-life without shifting the meta. Our goal is to maintain a steady stream of these refinements alongside major updates, helping the game evolve and improve at a constant pace.
LION
This adjustment slightly increases the effectiveness of coordinated scans by tightening defender reaction windows, while maintaining the ability to avoid detection through careful positioning.
EE-ONE-D
Warning: 1.4 seconds (from 1.5).
KAPKAN
We want to reinforce the lethality of Kapkan’s traps when triggered, increasing their effectiveness and raising the overall threat level.
ENTRY DENIAL DEVICE
Damage: 62 hp (from 60).
ECHO
This adjustment allows for more frequent use of Sonic Bursts, increasing Echo’s presence over time while keeping clear opportunities for attackers to play around cooldowns.
YOKAI
Sonic Burst refill: 15 seconds (from 16).
SPSMG9
This buff improves the weapon’s lethality and reliability in short-range fights, making it a more competitive choice without significantly impacting balance at longer ranges.
BASE STATS
Damage: 35 hp (from 33).
OPERATORS AFFECTED
Clash
Kali
CLAYMORE
This increase improves consistency in eliminating targets caught within the blast, strengthening its role as a dependable anti-flank tool while maintaining clear visual counterplay.
Context: Back in Year 4 when newly released operators started being given old weapons instead of a new weapon, instead of using the same model, they would have their own unique model (For example, compare Valkyrie's default MPX with Warden's). This stopped around Year 6 and hasn't been seen since, until today, with Noor receiving a unique model for his Commando!
Some of these have been lost, such as the original default skin for Melusi's T-5 and Oryx's MP5 (before they were switched). Kali's P226 used to have its own Nighthaven-themed default skin before it was removed from her loadout. When the pistol was eventually re-added, it has since used the same default skin that is present on the original SAS operators.
Although the new season has come with a new bug, where several of these default skins aren't even selectable anymore in the skin weapon menu. If you equip a skin on Noor's Commando (as well as several others like Aruni's MK14 or Roni), you can no longer use the default skin! (This was present on the Test Server and reported, but hasn't been fixed)
Idk what to do and it’s my placements too. Games been loading for almost 15 mins now. And pls report “Chang.Brain” he managed to not get hit by our frost mat when he was using Amari to go through a window. Even tho it was it was underneath him.
What can I do? At first we assumed that one of the enemy team installed the game on a HDD but bros hard drive can the that slow,right?
(Played ranked Apex Legends and currently playing Overwatch on a HDD but siege is on a SSD)
The only animated skin that I can think of where you can actually see the animation without having to search for it is “Fowl Play” for the L85 with the ducks that went across it. Basically every other skin that’s “animated” is maybe like a single light or tiny strip that changes color blinks. At that point why even make the skin animated? Like there’s probably more pressing issues in the world but it’s just something that’s always puzzled me when going to look at what’s in the alpha pack drop pool ever since the changed around skin rarities.
I’m peak Plat 2 so I may not be too knowledgeable of the game however I simply wanted to ask why do people ban and pick thatcher over Kali? Thatcher can be bandit/kaid tricked and Tubarao can make his life a bunch harder but Kali just uses her gadget and the bandits/kaids are gone and Tubarao will only delay rather than help fully counter and Kali can even destroy the Zoto canisters.
The only reason I can think of is the sniper may not be everyone’s fancy and choose thatcher to have a gun they feel better with.
Guys as we know dmr’s are nerfed but fear not! Tcsg is still op and you have 3 ops with it, just run Kaid, Sentry, and Goyo. All in all it’s a valid lineup for many sites and you get a laser with ACOG that can two tap every attacker. Hope is not lost, you don’t need to get better at the game! Just come crutch the next OP weapon.
Hope this helps those who may have been distraught.
Before Rauora was added to the game (and Rainbow) her lore was that she was also simply a Striker recruit part of the Rainbow trainees, so maybe this is a hint to the next operator being an attacker since Strikers are usually the attacking recruits. Another thing is the numbers of the Striker is 0707 which could mean they’re probably gonna come from Vigil/Dokkaebi’s unit the 707, they’re James Bond (two 07s, double O seven), or their next callsign will be “Angel” because 0707 is an angel number and potentially be a healer since defenders have 2 (Doc and Thunderbird) while attackers only have 1 (Finka).
After playing him most of the day I’m finding he doesn’t really bring much to the table other than a very strong shield counter. The problem with this is when he is bannable, any serious shield players are going to ban him before doing any sort of shield strats allowing shields to just be as annoying. I was also disappointed to learn you can’t really trick the wall with him anymore unless you time it before any of the hard breaches enable their ability. Pretty lack luster for content if you ask me.
I really wish they would release operators with way more depth to them rather than 1 trick ponies.
Since its pretty evident that they want to get rid of a dmr meta on defense, why did we not nerf the 2nd most crutched gun in the game? It 2 taps any limb any range and u can also die before even seeing the guy. I dont understand this game
This is the first game I’ve played this new season. The second round has been stuck loading for over 30 minutes, so while we were all stuck on the loading screen, we eventually left the game while discussing what to do.
Now, when we try to queue for another game, we can’t. The only option we have is to rejoin the exact same match. We can’t even simply accept the abandon penalty and move on.
So we’re basically stuck in a game that hasn’t loaded for 30+ minutes, and there’s no way to leave it and play another ranked game.
After the update my ps5 stopped forcing the 120hz output on my monitor, even though both my in-game and console settings are correct (it works in any other game). Is anybody else facing this issue?