
v6.0.0
Season 6: Rising Stars - Update 6.0.0
Released
PC · PlayStation · Xbox
Season 6: Rising Stars - Update 6.0.0 brings balance changes to the Anti-Gravity Cube, APS Turret, Data Reshaper and Glitch Grenade and 52 bug fixes.
Added13
Winch Claw: Added scaling of the stun duration versus Weapons and Gadgets, based on the distance to the target player, meaning long range hooks stun for slightly longer than short range hits
Winch Claw: Added minimum Weapon/Gadget stun duration on targets hit at min range (3m or less) of 0.3s
SA1216: Added a new element to the ammunition HUD that shows the number of ‘feed modules’ the weapon has and how many have been used, to make it clearer when the player has rotated the magazine. This same HUD element is also used for the new ARN-220 with its dual magazines.
Added animations to several primary weapons available for purchase in the customization menu
Gameplay: Added ‘Sorry’ as an emote option
Player Customization: Added new weapon animations in the customization screen
Private Matches & Spectator: Added the ability to manually configure team compositions in the lobby
Private Matches & Spectator: Added the ability to change Arena even after the lobby has been created
Private Matches & Spectator: Added the ability to choose map condition, map variant, and mid-round event from the private lobby menu
Private Matches & Spectator: Added Team Deathmatch
Added a separate category for spectator keybinds in the Settings menu
Stability & Performance: Added GPU Utilization to the in-game performance overlay
UI: Added the ability to inspect weapon skin animations in the store and weapons customization screen
Changed119
Team Deathmatch Is Here to Stay: Fortune Stadium, Seoul, SYS$HORIZON, Las Vegas, Kyoto, Skyway Stadium
Anti-Gravity Cube: Decreased cooldown from 40s to 35s
Anti-Gravity Cube: Increased effect radius from 3.5m to 4m
APS Turret: Decreased damage taken per projectile destroyed from 40%to 31.25% of total health, meaning a full health APS can now block 4 projectiles instead of 3
Data Reshaper: Decreased ammo count from 3 to 2
Glitch Grenade: Decreased the fuse time from 1.8s to 1.5s
Gravity Vortex: Increased the maximum duration of the vortex from 8s to 10s
Gravity Vortex: Increased the minimum duration of the vortex from 5s to 7s
Gravity Vortex: Decreased throw velocity from 16.5m/s to 15m/s
Gravity Vortex: Increased projectile gravity modifier from 1 to 1.7, giving the projectile a steeper arc
Gravity Vortex: Therefore, maximum throw distance decreased from around 29m to around 15m
Tracking Dart: Increased tracking duration on targets from 10s to 13s
Reduced the fuse time of the Explosive Canisters, so they will detonate sooner and more reliably
Cloaking Device: Increased ‘Cloak Max Blend’ from 1.5 to 1.75, making cloaked players slightly more visible to others
Cloaking Device: Increased ‘Delay Before Transitioning Into Cloak’ from 0 to 0.5s, increasing the time it takes to for a player to disappear
Cloaking Device: Increased the ‘First Person Cloak Multiplier’ from 0.9 to 1.0, meaning the cloaking effect in first-person view will more accurately represent the cloaking effect seen in third-person view
Winch Claw: Increased max range from 10m to 12m
Winch Claw: Increased the maximum Weapon/Gadget stun duration on targets hit at max range from 0.55s to 0.65s
The Winch Claw stun effect changes described here impact Weapons and Gadgets only. Specializations are always impacted for a fixed stun duration, which is a different value. That value is unchanged from what it was before.
AKM: Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement
CL-40: Increased the size of the inner blast radius radius from 30cm to 60cm, meaning it should now be easier to do maximum damage
CL-40: Increased the speed of the grenade projectile from 35m/s to 42m/s
CL-40: Decreased the projectile gravity modifier from 1 to 0.9, giving projectiles a slightly flatter arc
Dagger: Increased damage of regular attacks from 50 to 60
Dagger: Increased the damage of non-backstab secondary attacks from 50 to 75
Dagger: Damage with backstab secondary attacks remains at 320 damage
FAMAS: Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement
FCAR: Decreased recoil intensity for bullets 5-7 in the firing sequence, making the weapon slightly more stable
KS-23: Decreased pump-action duration from 0.82s to 0.7s, allowing the gun to fire faster.
This change effectively increases the KS-23’s fire rate from 73RPM to 85RPM
LH1: Decreased damage from 46 to 40
M11: Increased damage falloff max range from 15m to 17.5m, giving the weapon a slightly longer effective range
M11: Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range
M60: Increased damage from 19 to 20
M60: Increased damage falloff max range from 32m to 35m, giving the weapon a slightly longer effective range
M60: Increased damage falloff multiplier from 0.4 to 0.5, meaning the weapon now does slightly more damage at range
Pike-556: Decreased damage falloff minimum range from 50m to 45m, giving the weapon a slightly shorter effective range
Pike-556: Decreased damage falloff max range from 55m to 50m, giving the weapon a slightly shorter effective range
Pike-556: Decreased damage falloff multiplier from 0.85 to 0.75, meaning the weapon now does slightly less damage at range
Pike-556: Significantly reduced the amount of visual recoil experienced when aiming-down-sights, causing the bullets to land closer to where your reticle indicates
SA1216: Decreased pellet count from 13 to 12
SA1216: Therefore, total damage per shot decreased from 78 to 72 (due to pellet count change)
SA1216: Increased damage falloff minimum range from 10m to 12.5m, giving the weapon a slightly longer effective range
SA1216: Increased damage falloff max range from 15m to 20m, giving the weapon a slightly longer effective range
SA1216: Pellet pattern has been adjusted, to move it towards a better closer-range role after the removal of a pellet
XP-54: Increased damage from 16 to 17
XP-54: Increased damage falloff minimum range from 20m to 22.5m, giving the weapon a slightly longer effective range
XP-54: Increased damage falloff max range from 30m to 32.5m, giving the weapon a slightly longer effective range
XP-54: Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range
Animation: Made all transitions to aim down sight while sprinting feel much smoother
Quick Melee animations now show properly while vaulting
Throwing knives will now always play the standard deploy animation in between shots to avoid disorienting motions
Made animations flow more smoothly when going from a vaulting animation to a firing sequence or aiming down sights
Audio: Reset the player’s Music Playlist to play the Season 6 Soundtrack, for a fresh introduction to the new theme and vibe. Players can easily turn it back to their preferences again through the Playlist menu
Gravity Vortex: Custom skins now stay applied when thrown
Gameplay: Interactions with statues and Cashouts should now be much less likely to be incorrectly interrupted at the start of the interaction
Gameplay: Free-fly camera now ignores camera direction, meaning pressing the spacebar will always make the camera ascend vertically relative to the map
Gameplay: Players using invisibility will now be uncloaked when directly hit by the flamethrower
Gameplay: Crosshair is now disabled correctly when emoting
Gameplay: Grenade throwing is now properly canceled when interacting with items
Gameplay: Potential fix for a stubborn issue where Aim Down Sight suddenly stopped working
Gameshow Event duration is now shown in the HUD
Ranked Cashout: Updates the scoreboard and Tournament overview screen in Ranked Tournaments. Previously shown information such as the seeding of other teams, other players Rank Score, or other players gameplay scores (such as combat score) will not be presented to players before or during...
TDM added to the Quick Play menu as a base mode
TDM: Now available on: Fortune Stadium, Seoul, SYS$HORIZON, Las Vegas, Kyoto, Skyway Stadium
TDM: Revamped visuals for the HUD
TDM: Players are now forced to spawn after being dead for an extended period of time, to prevent griefing
Power Shift: Goo no longer slows down the platform
Power Shift: Slightly adjusted the speed at which the platform moves based on the amount of players on it
Power Shift: 1 player: 8.33% faster
Power Shift: 2 players: 3.33% faster
Power Shift: 3 players: same speed
Power Shift: Slightly adjusted the path in Skyway Stadium near the Medical Center so the bridge no longer clips with the platform when open
Updated the collision of industrial beams to better match their visuals
Made it possible to vault on and have Goo interacting with the pillars of outdoor lifts
Elevator doors are now able to be destroyed
Slightly increased the distance that the map border effect becomes visible, making it easier to see to players approaching the edge of the playable space
Las Vegas Stadium: This new version of Las Vegas comes with a total rework of destruction to help optimize the map further
SYS$Horizon: Made minor adjustments to the voxel bridge connecting the Art Gallery and Library so players can smoothly walk up the steps
Player Customization: The Multi-Mood Mask and Affection Display cosmetics now work with body paint
Player Customization: The Wise-Wing Jumper poncho now has cloth-like properties
Player Customization: Slight visual improvements to Player Card
Private Matches & Spectator: Private matches no longer wait for spectators to successfully connect to the match before starting
Private Matches & Spectator: The info bar at the bottom of the screen for dedicated spectator in private matches has had a facelift with some QoL changes
Rendering: Speculative fix for missing gas from gas grenades and mines after being out of view
Specializations: Blocked the ability to pick up objects during the slam in Charge'N'Slam
UI: Improved and expanded Rich Presence in the Friends list to better display the current status of friends and the status of their party
UI: VoIP now correctly displays the player’s name next to the speaker icon while talking
Build number now displays in uppercase monospace font for better clarity and separation of letters
VFX: Made the spawn sequence shorter and less intrusive to reduce the time when running blind
Updated many of the weapon overview statistics to improve consistency of stats across weapon types.
Sights - Holographic: ARN-220
Sights: Holographic: AKM, Famas
Sights - Holographic: CB-01
Sights: Holographic: Lewis Gun
Sights - Holographic: XP-54
Sights: Holographic: Matter
Sights: Looking Glass: ShAK
Sights - Looking Glass: ARN-220
Sights: Looking Glass: AKM, Famas, FCAR
Sights - Looking Glass: CB-01
Sights: Looking Glass: Lewis Gun
Sights - Looking Glass: XP-54
Sights: Looking Glass: Matter
Sights - Looking Glass: Model 1887
Sights: Adder Reflex: ShAK
Sights - Adder Reflex: ARN-220
Sights: Adder Reflex: AKM, Famas, FCAR
Sights - Adder Reflex: CB-01
Sights: Adder Reflex: Lewis Gun
Sights - Adder Reflex: XP-54
Sights: Adder Reflex: Matter
Sights: Compact Reflector: ShAK
Sights - Compact Reflector: ARN-220
Sights: Compact Reflector: Famas, FCAR
Sights - Compact Reflector: CB-01
Sights - Compact Reflector: XP-54
Security and Anti-cheat: Improved messaging for AHK violations
Security and Anti-cheat: Refined detection systems, Implemented hardware bans
Fixed52
Fixed an issue where melee animations could be missing or look incorrect while attacking during the motion of swapping to an item
Fixed an animation issue when reloading prior to interacting with Cashouts and statues
Fixed an issue that caused reload animations to continue while being pulled by the Winch Claw
Fixed an animation issue that could occur when players are pulled by the Winch Claw while vaulting
Fixed an issue where interrupting looped reload animations could look incorrect
Fixed an issue where the spawn animation would sometimes not trigger when spawning
Fixed an animation issue when deploying weapons after performing a ledge catch motion
Fixed an animation blend issue when transitioning from a ladder straight to vaulting
Fixed an animation issue which made the player’s arms look strange while throwing a Goo Grenade with certain skins equipped
Animation: Fixed an issue where players would see static legs in first person or other players stuck in a "death pose"
Fixed an issue with single fire weapons that could lead to being stuck in infinite reload animations
Animation: Fixed an issue with the Recurve Bow clipping into the camera when vaulting on objects
Animation: Fixed an issue where the character’s fingers could blend badly during the slow motion sequence in the end of a round
Fixed an issue where the player’s animations could freeze when trying to interact with something immediately after a successful interaction was just completed
Controller: Fixed "Unbound" text that was shown in the inventory HUD when the "Equipment Cycling" gamepad preset was being used
Fixed an issue where, if the APS Turret was attached to a liftable object and was being carried by a player, a sphere of invisible collision would block all bullets being fired near the APS
Gameplay: Fixed carried objects sometimes incorrectly clipping into the player head when held above the player
Gameplay: Fixed issue where the player’s held weapon was slow to start firing after dropping an object
Gameplay: Fixed a rare issue where players would lose respawn tokens when being revived
Gameplay: Fixed issues with enemy outlines sometimes not having the correct color
Gameplay: Fixed an issue where players could enter a “flying mode” after a ladder interaction
Gameplay: Fixed an issue with autosprint not triggering after respawning
Gameplay: Fixed a rare bug where outlines would show up as friendly on enemy contestants
Gameplay: Fixed issue where using the last ammo of an item and picking up an object directly after would always make it drop again
Gameplay: Fixed an issue where players could have the wrong item equipped when respawning
Fixed a bug where players would not be able to pick their full loadout selection when backfilling into a match
Resolved issues where vaults spawning mid-game would not be highlighted
Cashout: Fixed an issue that could occasionally cause teams to respawn too close to objectives
Terminal Attack Tutorial: Fixed issue where players could throw the goo barrel out of bounds and brick the tutorial
Fixed issue where doors could be opened by walking backwards into them
Bernal: Fixed visible seam in landscape
Bernal: Fixed a gap in one of the roads for better traversal
Bernal: Fixed issue where gadgets could be moved underground when attached to the corkscrew platform
Kyoto: Fixed an issue where players could get stuck between a rock and a hard place (a wooden beam) below the Cliffside building
SYS$Horizon: Fixed shadow rendering issues on buildings for improved visual clarity
SYS$Horizon: Fixed an issue where the glitched visuals around trees would block projectiles
Skyway Stadium: Fixed a floating sign
Skyway Stadium: Fixed an issue with flashing lights under an elevator
Player Customization: Fixed an issue where the character’s hands and props in the Player Card would misalign
Player Customization: Fixed weapon inspects and deploy animations that would occasionally reset to default after being customized
Private Matches & Spectator: Fixed an issue where squad names were not being randomised properly
Rendering: Fixed an issue that caused distant contestants to appear blurry and smear in movement
Rendering: Fixed the look of the sniper bullet trail to be less thick and bright,returning to the original and intended look.
Specializations: Fixed an issue where an excessive amount of “healing completed” sounds would play when swapping targets
Stability & Performance: Fixed many of the most common crashes
UI: Fixed double notifications when someone is kicked from a private match lobby
UI: Fixed issues where the player would lose input focus when exiting out of the settings menu after being respawned
UI: Resolved issues where progression on items would incorrectly show that they were leveling up in the end-of-round screen even when they had already reached max level
UI: Fixed the club tag appearing in the wrong color in the event log
UI: Fixed an issue where rewards could remain on the screen until the end of the reward summary sequence
UI: Fixed an issue where the wrong items and characters could appear in the main lobby screen
Fixed issue where Flamethrower would sometimes visually merge together with other items, making both unusable
Removed2
Removed Bank It from the Quick Play menu for now as TDM takes its place. Bank It will still be available in Private Matches
UI: Removed Ranked Score from the Player Card

