You can stop spamming us now, because Competitive Mode goes live this patch. Most obvious change is that our top rank is now “Radiant” and we’ve added a surrender option, which will come in handy when you start losing to Radiant players.
Tagging, the slowing effect you feel when hit by bullets, has been adjusted, in part to up your chances of escape if you’re near cover. We can’t help you much if you’re dancing in the open.
Lots of love has gone into improving the Menu UI—might be jarring at first, but we believe it’s for the better. It’s worth studying the tweaked areas for all maps, which should relax the desire to exhaust abilities at certain locations.
Buff Toxic Screen now burns through walls, placing emitters at all valid locations (e.g., the ground) over its length
Viper Toxic screen is a potentially-strong vision slicing tool, but its access was well...terrible, making it only useful in a few spots on most maps. This should allow Viper to cut up sights, maps, and other unique areas to either fake or help take ground.
C - Snake Bite
Fragile Snake Bite, taking damage will make a player fragile for a short time
Fragile Fragile is a debuff that doubles damage taken Note: the total damage is unchanged (the damage is lowered, but fragile increases it - it all evens out)
With Viper applying decay on her smokes, but only providing moderate chip damage on her area-damage skill, pushing through it was hard to punish. With Fragile, Viper’s team should have a big advantage on anyone if they fire on pushing enemies
We like Viper’s unique ability to do “one-way” smokes, but some of the locations could create places where it was suicide to push through. An increased window should keep this viable without eliminating the strategy.
The previous tuning for smokes made it far too punishing for players to push through and take a calculated risk—really encouraging them to be used as a powerful defensive stall tool. Pushing through a smoke will still be risky, just more reasonable.
Adjusted tuning around screen effects when exiting and entering smokes
We discovered an accidental discrepancy in how we were applying movement inaccuracy to the Bucky's right-click, one we introduced during closed beta when we added a delay for players to receive walking accuracy when
slowing down from a running state. This was making it so that the right-click was much more accurate on the run that intended. We've fixed this now so that running with the right-click is significantly more inaccurate
than walking or standing still. We've also increased the inaccuracy for crouch-walking to more appropriately match the amount of evasion it provides.
Adjusted numerous locations to allow clearing angles to be a bit more straightforward in the following places:
Haven
Garage Doors
Entrance to C Long on Attacker Side
Cover in A Lobby restructured to open up the space which allows for additional sight lines and traversal options
C Link
A Link
The Entrance to A Sewer and the bottom of A Sewer
Ascent
Defender spawn entrance
Attacker side of A Main (Including a self-boost to gain an additional angle to peek A Main as an attacker)
Garden entrance
Bind
A Bath entrance
B Teleporter Exit and B Window entrance
Split
Defender Spawn
We’re peeling back a bit on the amount of locations that require ability usage, thorough angle checking or teamwork to clear safely.
The intention is that angles that are more difficult to clear are most commonly found in areas meant to reinforce existing territory control. This is to emphasize ability usage and teamwork in order to reliably gain control of these locations. An added benefit is that this encourages ability usage and combat engagements to be spread out across the map which can help prevent the frequency of scenarios where all of the players expend all of their abilities and ultimates in the same place at the same time.
We’ll continue monitoring how the maps are playing and make adjustments as necessary.
Collision and Nav Mesh (playable terrain) improvements
We’ve included a set of menu UI changes as part of our ongoing work to clarify the client experience coming out of Closed Beta. This is only a small portion of the improvements, but should push overall usability in a positive direction.Navigation and UI changes are disruptive, so we appreciate your patience adjusting to the new approach and we hope you find the changes to be upgrades after you settle in.
As always, thank you for your continued feedback. We have a long way to go, but we’ll keep hammering on the client UI until it’s a stellar experience for everyone.
All main sections views now have a “back” button in the upper left to return to the Home view (pressing Escape is also supported)
All details views (gun details, players cards, match details, etc.) have been converted to use the same back button in the upper left instead of a close button in the upper right
Small popup dialogs still use the close button in the upper right where appropriate
Slide-out options menu removed from the logo button in upper left
New options button added to upper right, which opens the menu with Settings, Support, About, Leave Match, and Exit to Desktop buttons
Circle progress elements for Battlepass and active contract removed from navigation; missions element remains throughout the experience
Navigation reordered to accommodate the changes
Exit to desktop flow converted to a single button with a popup that allows a player to exit or sign out and exit.
Note that the Leave Match button is now displayed all the time, but will be locked in cases where leaving a match is not allowed. Previously the button was missing completely when leaving was not allowed, which looked like a bug
rather than a restriction.
Added a setting that allows players to always display the inventory in the lower right of the HUD
Added a new HUD element that tells you when you haven't been spawned in due to being AFK
An Early Surrender option has been added.
You can now opt to surrender out of a match ahead of the match’s completion if you do not want to continue playing. We will also be adding some light polish and functionality in future patches post 1.02.
You can call an early surrender vote by typing: “/ff” “forfeit” “concede” or “surrender”
An early surrender vote requires all present players on the surrendering team to vote ‘yes’ to pass
You can vote via “/yes” or “/no” along with the settings F5 and F6 (defaults)
Each team can only call a vote once per half
Early surrender votes cannot be called before reaching round 8.
Added a setting that to allow players to permanently mute text from enemy players
Update to Tagging (slowdown effect when hit by enemy fire)[edit | edit]
Effect of tagging on movement speed reduced:
Tagging Movement Speed Reduction (Standard) 80% >> 70%
Tagging Movement Speed Reduction (Wall Penetration) 35% >> 25%
Increased the time it takes to reach desired slow amount when tagged by 100%
Tagging is intended to reward the player with better positioning and the player that successfully lands a shot on the enemy first. When tagged, you will now more gradually transition to the reduced tagging speed. In addition, the
reduced tagging speed is slightly more forgiving. If you are positioned close to cover, this should allow you to potentially escape when tagged more frequently than before. Also, the effects of being tagged should feel less jarring
especially when playing with higher ping.
Tagging through walls has been further reduced which should enable reliable escapes when being shot through walls.
Levels 2-7 for the Sovereign Ghost skin are now fixed and unlockable
As we’ve stated, we never intend for skins to be pay-to-win or pay-to-lose
. In this case, the Sovereign Ghost was playing unsilenced audio in third-person on Levels 2-7, so it was totally pay-to-lose and we didn’t want any of you to experience that. It’s fixed now, so go ahead and upgrade that
baby and enjoy your custom effects, finisher, kill banner, and variants!
Fixed Toggle Walk, you can once again use this setting
Fixed the Return from AFK message only displaying the name of the last player to rejoin
Fixed an issue where the defuse bar would duplicate
Fixed several localization strings and text overlaps
Fixed several crashes
Fixed a bug where the Spike could automatically plant when you walked onto a plant site while it was in your inventory
Fixed a bug where the Spike would float in the air if it had been placed on a Sage wall
Fixed a bug where the dropped Spike's model could be invisible to defenders on while it was on the ground
Fixed a bug where gun buddies were squished on the Arsenal page
Fixed a bug where trying to open the Character Select UI while the megamap in the Shooting Range would result in a deadlock
Improved GPU performance of most out of game menu screens
Fixed a bug where sometimes players got stuck on the transition into game and never successfully transitioned into game
Fixed a bug where the spread on the Bucky's alt fire was higher when walking than was when running or standing still
Fixed a bug where dead players could appear standing when you reconnect to a match
Fixed a bug where you could get stuck grabbing orbs
Fixed a bug where enemy players would appear on the minimap while watching the Spike, once your team was dead
Competitive match overtime on this patch will be resolved using Sudden Death, which we know is intrinsically unfair. We’re actively working on replacing this with a more fair solution.
We’ve discovered issues in our routing software causing some players in Sweden to be incorrectly placed on our Istanbul game servers, and this is likely causing a small number of players elsewhere to also end up on the incorrect
game servers. The fix is deployed to our Stockholm networking gear and we’re deploying the fix globally this week.