March 30, 2022 Update

All PC servers will be offline for the following update, Mar. 30, at 6:00am PT (3:00pm CEST). Downtime is expected to last up to two hours.



The Arsenal Update
With this massive update, we've re-tuned many weapons, added more than 800 weapon attachments, revisited aspects of vehicle and infantry balance, and added new equipment that will expand your combat capabilities. Brace yourself for some very, very long patch notes.

NSO Legacy Outfits
When NSO went free to play (and received a revamped arsenal, new vehicles, and the ability to permanently align with a home faction,) in summer of last year, we mentioned allowing existing NSO outfits to migrate their members to a home faction, instead of having to disband and reform the outfit. This functionality has finally arrived, and the handful of legacy NSO outfits that are still holding on can properly migrate to a separate faction. NSO players without active memberships will remain in Freelancer status (functionality fixed in this update,) and will not be booted from their existing Outfit if membership lapses. Leaders of legacy NSO Outfits can now permanently align their Outfit to a home faction by speaking to Emerson on Sanctuary. This is a one-time transaction that will cause all the current members in our Outfit to move to the selected faction. Members who are online will need to relog (or re-zone into Sanctuary) for their home faction to be updated proper.

Black Market
In celebration of the Arsenal Update, FL-34 and SPRK-33 got some new digs on Sanctuary. You can visit them in the same spot they've been holding down, but now with a totally new look. Additionally...

The new Black Market directive, with new banner and Punisher variant rewards.
 * All Black Market weapons are now purchasable with Daybreak Cash, as an alternative to the normal A7 currency costs.
 * A new "Black Market" directive can be found in the Specialty directive tree. Progress through this tree by showing your expertise with Black Market weapons.
 * New to the Black Market: SPRK-33's Stomper - This heavily modified Thumper fires anti-vehicle sabot rounds capable of shredding enemy armor over moderate distances.

New Faction-specific Mines
Tactical mine options have been added to each faction to add more defensive layers during point defense.

Flashbang Mine (VS only)

 * Vanu Sovereignty Infiltrators and Engineers now have access to the new Flashbang Mine.
 * Flashbang Mines blind enemies within 12m when triggered.

EMP Mine (NC only)

 * New Conglomerate Infiltrators and Engineers now have access to the new EMP Mine.
 * EMP Mines deplete shields and scramble the HUD of infantry within 12m, as well as destroy or disable deployables caught in the blast.

Concussion Mine (TR only)

 * Terran Republic Infiltrators and Engineers now have access to the new Concussion Mine
 * Concussion Mines slow and disorient enemies within 12m when triggered.

Havoc Mine (NSO only)

 * NSO Infiltrators and Engineers now have access to the new Havoc Mine.
 * Havoc Mines prevent repairs of mechanical targets within a 12m radius when triggered.
 * These mines only trigger when vehicles or MAX units come within range (or are destroyed.)

Cleansing Grenade (Combat Medic only)

 * Combat Medics now have access to the new Cleansing Grenade.
 * Cleansing Grenades detonate on impact, removing most status effects and healing 100hp/sec. for 3sec.

Havoc Grenade (Heavy Assault only)

 * Heavy Assault now have access to the new Havoc Grenade.
 * Havoc Grenades detonate on impact in an 8m radius, preventing repairs for 6sec.

Timed EMP (Infiltrator only)

 * Infiltrators now have access to the new Timed EMP grenade.
 * Timed EMPs detonate after 3 seconds in a 10m radius, depleting shields and scrambling the HUD.

Impulse Grenade (Light Assault only)

 * Light Assault now have access to the new Impulse Grenade.
 * Impulse Grenades detonate on impact in a 5m radius, knocking back enemies or yourself.
 * When used on enemies, the knockback is less extreme than when used to propel yourself.

General

 * A new HUD grenade warning indicator has been added for offensive tactical grenades like Flash and Concussion Grenades.


 * Detonation visuals for EMP, Flash, and Concussion Grenades have been updated.
 * Targets who are Flashed or Concussed now display small debuff visuals.

Concussion Grenade

 * Effective radius from 12m to 10m.

Flash/Quick-Det Flash Grenade

 * Effective radius from 12m to 10m.

EMP Grenade

 * Effective radius from 15m to 10m. (Dev Note: You should still have no problem hitting spawn beacons.)

Nanite Healing Grenade

 * Renamed to Nano-Regen Grenade.
 * Healing over time from 150hp/sec. to 175hp/sec.

New Vehicle Top Guns
New empire-specific "Basilisk" (jack-of-all-trades) top gun options have made their way to the game. These new weapons have statistical variations that set them apart from the common pool Basilisk, and will be available on multiple vehicles. The Prowler, Vanguard, and Magrider will receive these new weapons as a part of the default equipment, and the Sunderer, ANT, and Harasser will be capable of unlocking them as an option.

N30 Trawler (New Conglomerate)
The Trawler is a slow firing, 30mm heavy machine gun that dishes out heavy damage over short distances.

M18 Palisade (Terran Republic)
The M18 Palisade increases rate of fire over the first second, unleashing a barrage of machine gun rounds from its large magazine.

V42 Pariah (Vanu Sovereignty)
The Pariah is a stable, rapid fire plasma platform that offers consistent high-caliber damage over even long-range engagements.

General

 * Tank shell tracers have received new visuals.

Reload Speed Certification Lines
Dev Note: In many, but not all cases, this is a buff to the reload speed cert line, with bigger gains at lower levels to increase accessibility to newer players.
 * The reload speed certification lines for main cannons, noseguns, ESF wing mounts, Liberator bellyguns, and Flash weapons have been standardized at 5/7/8.5/9.5/10% reload speed.
 * The reload speed certification lines for top guns, air vehicle non-nosegun (and non-bellygun) weapons have been standardized at 10/14/17/19/20% reload speed.
 * Weapons with no magazine size option are an exception to the above, and remain at the 10% reload speed cap (Halberd and Gatekeeper, as examples.)

Chimera
The changes here help compensate for the Chimera being a larger target, and give the non-Satyr main cannons more presence on the battlefield.

General

 * Chimera Health from 5000 to 5500

CT-135 (Chimera Main Cannon)

 * Direct damage from 550 to 600
 * Reload speed from 2.5sec. to 2.25sec.

CT-150 Cyclops (Chimera Main Cannon)

 * Direct damage from 800 to 900

HCG-20 (Chimera Forward Turret)
''Dev Note: Since the Chimera already had a unique "Basilisk" weapon, it's received some adjustments to set it apart. These weapons are now unlockable on the Harasser/ANT/Sunderer as well.''
 * Projectile velocity from 550 to 650
 * Max damage range from 10m to 50m
 * Min damage range from 100m to 250m
 * Min damage from 167 to 143
 * Refire rate from 150ms to 171ms
 * Now has an Extended Magazine certification line.

Valkyrie
Changes below help move the Valkyrie a bit further away from piñata territory by increasing its overall movement capabilities and its anti-vehicle effectiveness with non-VLG weaponry.

General

 * Increased forward speed by roughly 25kph.
 * Increased downward thrust speed.
 * Increased forward and rise acceleration.
 * Increased braking capabilities.
 * Tank shell resist from -65 to -80

Wyvern

 * Damage resist type from 28 to 4
 * Minimum damage from 143 to 150
 * Minimum damage range from 100m to 200m
 * Reserve ammunition from 300 to 480

Pelter Rocket Pods

 * Reload speed from 3.5sec. to 2.25sec.
 * Direct damage from 125 to 145
 * Reserve ammunition from 100 to 200

Hellion G20

 * Magazine size from 60 to 90
 * Reserve ammunition from 450 to 720

Sunderer
''Dev Note: The refire changes revert a long-standing adjustment that left Sunderer Basilisks less powerful than vehicles with only a single top gun. Reverting this renews the possibility of battle bus tactics.''
 * Deploy Shield now uses hex shield visuals to show when it's active.
 * Basilisk (top guns) refire rate from 171ms to 150ms

ANT

 * Added Deliverer Module as a defensive slot option.
 * Deliverer Module passively dispenses ammunition to nearby vehicles, and acts as a global spawn point while deployed. Additionally, The Deliverer Module allows Squad Members to spawn directly into the vehicle.

Galaxy

 * Added the Lodestar Module as as defensive slot option.
 * Lodestar module now allows the Galaxy to deploy into a global spawn point, with a defensive shield layer and attached equipment terminals.

Nanoweave Armor (Suit Slot)
''Dev Note: As part of the ongoing experiments with Nanoweave, we're pulling off the movement speed reduction and moving the resistances of sniper rifles into their own category that can be contested by this armor. Sniper Rifles traditionally have a low skill floor for the bodyshot damage they put out (yet feel bad when they're not given enough bodyshot damage, Daimyo being a good example.) Pushing more of the focus subtly toward headshots through this method is something we'd like to explore.''
 * Rank 1 Nanoweave now reduces (resist type 20) damage received by 20%, instead of  (resist type 2).
 * No longer reduces movement speed.

Adrenaline Shield (Heavy Assault Ability)
Dev Note: Returning a couple hundred effective health after winning a firefight has more value than we were balancing against with previous numbers, the changes here reduce the effectiveness of Adrenaline Shield to make more room for alternatives.
 * Reduced the energy return on kill from 31/35/38/41/44% to 15/18/21/23/25%.

Nano-Armor Cloaking (Infiltrator Ability)
Dev Note: Removing the extra 100 shield helps create more consistency surrounding weapons that should be able to one-shot an infiltrator (the Commissioner with a headshot, for example,) while ensuring, similar to Resist Shield, that the ability is active to receive benefits.
 * Removed the 100 extra shield provided by Nano-Armor Cloaking.
 * The damage reduction from Nano-Armor Cloak is now 35% at all ranks, instead of just the last one.

Symbiote (Implant)
Dev Note: This bug above effectively broke the implant in the majority of situations you'd find yourself needing it to trigger, and we've increased the health return to a more noticeable amount as well.
 * Healing provided by Symbiote's activation from 50 to 125.
 * Added visual FX when healing is triggered.
 * Damage taken while already at full health no longer triggers the healing effect, and thus the cooldown.

Experimental Stims

 * Now passively allows you to equip 1 additional stim (Restoration Kit, Medical Kit, or Infradine) on top of its previous benefits.

Broad Weapon Changes
This update includes many sweeping changes that will broadly impact the balance of certain weapon archetypes. The areas below will be broken down into groups to make it easier to digest.

Directive Weapons
Dev Note: The changes above allow for customization of the weapons you've spent hundreds of hours working toward, and also factor into the subsequent balance adjustments that are made in each faction's weapon balance sections further down.
 * Enabled attachment customization on all applicable directive reward weapons.
 * Directive weapons can now be used with the Advanced Specialization Program.

Sniper Rifles
''Dev Note: The damage values for this new resistance are equivalent to small arms. This change will allow us to do is modify the bodyshot damage output from Nanoweave, as mentioned above.''
 * Anti-infantry sniper rifles now use a separate resistance (type 20).
 * Being struck by a sniper rifle now has more prominent audio.

Power Knives
''Dev Note: Power knives consistently kill with two shots to the body or one shot to the head. This change is meant to dampen the effectiveness of specific setups, and give players more time to react to the burst of damage when the user can't land a headshot.''
 * Activated knife damage from 1050 to 900

Sidearms
''Dev Note: This is a subtle change that technically extends effective range, but won't be noticeable in most cases. More realistically, this change is closer to housekeeping.''
 * Most sidearms now have their ADS CoF bloom set to half of their hipfire CoF bloom. Weapons impacted by this are noted further down.

Select Fire Modes
''Dev Note: There are many weapons in the game that don't make use of their select-fire functionality, and realistically, it wouldn't make sense to try to tune all of that extra baggage to be useful. Removing the burst/semi-auto modes on weapons that don't lean on them will help streamline the weapon quality overall. Examples of weapons that make good use of alternate firemodes are the TRAP-M1, SABR-13, TS2 Inquisitor, LA3 Desperado, Phaseshift VX-S, etc.''
 * Select fire modes that aren't an important part of the weapon's capabilities have been removed.

Shotguns
''Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.''
 * Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
 * Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
 * Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.

Attachment Changes
More than 800 new weapon attachments have been added, allowing for much more customizability. Those changes and additions can be found here, in quite possibly the most anxiety inducing way imaginable.

Slug Ammunition
Slug ammo now comes in 3 flavors with different damage ranges with independent hipfire cone of fire values. It's intended for semi-auto shotguns to be the most desirable to use with slug ammo, where others have steeper tradeoffs.
 * 650-500 damage, pump shotguns.
 * 600-400 damage, semi-auto shotguns.
 * 475-300 damage, auto-shotguns.

Underbarrels
Dev Note: The changes here are meant to reduce some of the clunkiness of Underbarrels in general.
 * Shortened the firemode switch timer for underbarrels from 0.8sec. to 0.4sec.
 * Weapon equip time penalty for having an underbarrel equipped has been standardized at 0.25sec.
 * (The above changes do not affect integrated underbarrels, like the one on the Punisher.)

Compensator
''Dev Note: Compensators tend to be used less as players learn to control vertical recoil. These changes push the attachment closer to relevance for more setups and skill levels.''
 * Increased Compensator's vertical recoil reduction from 15% to 30%.
 * Decreased Compensator's hipfire cone of fire penalty from 20% to 15%.

Forward Grips
Dev Note: Advanced Forward Grips were previously given to weapons who already had top-tier horizontal recoil models, and the benefits of a grip far outweigh the drawbacks.
 * Advanced Forward Grips have all been converted to Forward Grips.
 * The equip time penalty for these grips have been standardized to 0.15sec. across all weapons.

Laser Sights
''Dev Note: Like above, Advanced Laser Sights were typically given out to weapons that already had top-tier hipfire cone of fire, only furthering balance discrepancies. Unlike most attachments, laser sights don't have a real drawback beyond opportunity cost.''
 * Advanced Laser Sights have all been converted to Laser Sights.

Comfort Grip
Dev Note: Traditional Forward Grips offered no functional benefits to slow firing semi-auto weapons, so swapping them for Comfort Grips (which reduce the equip and unequip time of a weapon,) can be interpreted as a buff in almost all cases.
 * Penalty now increases vertical recoil by 20%, instead of increasing hipfire cone of fire by this amount.
 * Most Shotguns, Sniper Rifles, and Scout Rifles now use Comfort Grips, instead of Forward Grips.

Mobile Prediction Laser
Dev Note: With the changes to cone of fire for shotguns, all shotgun laser sights have been converted to MPLs so that the attachment remains a relevant option for certain setups.
 * An MPL now reduces vertical and horizontal recoil by 60% when fired from the hip, instead of reducing hipfire pellet spread.

Disruptor Ammunition
Dev Note: Overall this results in a buff to any weapon using Disruptor Ammunition, and further increases its effectiveness against enemies with higher-than-typical shield pools.
 * Now reduces total per-shot damage by 20% at all ranges, and strips maximum shield energy on hit, instead of a flat value.
 * The amount of shield and energy stripped varies from weapon to weapon, this is unchanged.

Heavy Barrel

 * Reduces cone of fire bloom by 20% while aiming down sights.
 * Reduces aim down sights movement speed by 20%.

Short Barrel

 * Reduces cone of fire bloom by 40% when firing from the hip.
 * Increases vertical recoil by 20% while aiming down sights.

Angled Forward Grip

 * Reduces first shot recoil by 60%.
 * Increases overall horizontal recoil by 10%.

Flechette Ammunition

 * Triples maximum and minimum damage falloff ranges, but reduces the number of pellets fired (weapon dependent.)

KCAP Ammunition (Terran Republic only)
Dev Note: The accessibility of bonus damage through legshots might be too powerful, so we might move a different direction based on feedback.
 * Reduces headshot damage by 50%.
 * Increases legshot damage by 20% and removes the legshot damage penalty.

Manticore Ammunition (Vanu Sovereignty only)

 * Reduces infantry movement speed by 20% for 2 seconds on impact, reduces projectile velocity while equipped by 40%.

Cerberus Ammunition (Vanu Sovereignty only)

 * Causes the weapon to fire a 3-pellet spread horizontally from the hip, and vertically while ADS.

Equinox VE2 (VS Assault Rifle)
Dev Note: These changes carve a niche for the Equinox as a more mobile weapons platform, in addition to the wide attachment variety.
 * Hipfire Cone of Fire reduced by 0.25 in most movement states.
 * Movement speed while aiming from 0.5x to 0.75x.

CME (VS Assault Rifle)
Dev Note: Removed much of the random deviation from this accuracy-focused weapon, elevating it to one of the most accurate assault rifles in the game.
 * Recoil angle from 17/18 to 0
 * Horizontal recoil from 0.22 to 0.18
 * Horizontal recoil tolerance from 0.5 to 0.2

Equinox VE2 Burst (VS Assault Rifle)
''Dev Note: The Equinox VE2 Burst is actually a burst-variant of the Pulsar VS1. Changing the naming convention to resolve this literally unplayable bug.''
 * Renamed to Pulsar Burst.

VX29 Polaris (VS LMG)
Dev Note: Major buff that moves this support LMG in the direction of the Naginata and Promise while aiming down sights, without being quite as accurate as either.
 * Maximum ADS CoF to 1.2 in most states.

VA39 Spectre (VS Sniper Rifle)
Dev Note: These changes make the progression from scout rifle to semi-auto sniper a bit more apparent as semi-auto snipers in general are made more useful.
 * Hipfire CoF bloom from 0.8 to 0.6
 * ADS starting CoF while moving from 0.55 to 0.25
 * Max damage from 400 to 450
 * Min damage from 260 to 280

Phantom VA23 (VS Sniper Rifle)

 * ADS starting CoF while moving from 0.55 to 0.25
 * ADS CoF bloom from 0.8 to 0.2
 * Max damage range from 8m to 15m
 * Min damage from 260 to 280

Nyx VX31 (VS Scout Rifle)

 * ADS CoF bloom from 0.3 to 0.1

Eidolon VE33 (VS Scout Rifle)

 * Long reload from 3.4sec. to 2.6sec.
 * Short reload from 2.5sec. to 2.0sec.
 * Underbarrel ammo restock cooldown from 5sec. to 2.5sec.

Parallax VX3 (VS Sniper Rifle)

 * Short reload from 4.72sec. to 3.86sec.
 * Long reload from 6.575sec. to 5sec.

Solstice SF (VS Carbine)

 * Renamed to: Prominence VE4
 * Hipfire minimum cone of fire values reduced by 0.25 across the board.

Orion VS54 (VS LMG)

 * ADS CoF bloom from 0.04 to 0.05

Beamer VS3 (VS Sidearm)

 * CoF bloom while ADS from 0.12 to 0.06

Cerberus (VS Sidearm)

 * Hipfire CoF bloom from 0.18 to 0.16
 * ADS CoF bloom from 0.18 to 0.08

Manticore SX40 (VS Sidearm)

 * ADS CoF bloom from 0.14 to 0.07

Spiker (VS Sidearm)

 * Hipfire CoF bloom from 0.15 to 0.12
 * ADS CoF bloom from 0.1 to 0.06

VS Directive Weapons
We've moved to a new formula for VS' heat-based weapons that are based on a non-heat based weapon. Adding a heat mechanic to a weapon now (in most cases) reduces the magazine size by 20% of the base weapon, heat recovery delay is now based on damage per magazine, heat bleed-off is based on a percentage of the long-reload of a weapon, and overheat penalties are now equivalent to the base weapon's long reload speed.

Additionally, reloading these weapons only makes use of their overheat penalties, instead of short and long reload times, and isn't affected by reload speed modifiers through implants or suit slots. This is a bug we caught too late into development to correct, and will need to be amended in a later update. Lastly, the changes below are very strict and will likely need tuning. We can take these weapons in a couple of different directions, but will need to observe Live conditions before choosing which path to take.

Betelgeuse 54-A (VS LMG)
Dev Note: This weapon mostly receives usability nerfs, but has been indirectly brought in line with cross-faction alternatives through attachment selection.
 * Aim down sights CoF bloom from 0.04 to 0.05
 * Consecutive shots before overheat from 50 to 40.
 * Overheat penalty from 3.28sec. to 3.444sec.
 * Heat recovery delay from 0.5sec. to 0.572sec.
 * Heat ammo recovery from 10 rounds per second to 9.28 rounds per second.

Darkstar (VS Assault Rifle)
Dev Note: This weapon's innate forward grip benefits can be stacked with an attachable forward grip as an option.
 * Now has access to the Underbarrel Cure Grenade Launcher by default.
 * Can now engage a manual reload.
 * Consecutive shots before overheat from 30 to 24.
 * Overheat penalty from 1.75sec. to 2.2sec.
 * Heat recovery delay from 0.5sec. to 0.343sec.
 * Heat ammo recovery from 17.1 rounds per second to 8.74 rounds per second.

Eclipse VE3A (VS Carbine)
''Dev Note: The new integrated Impulse Underbarrel will allow Light Assaults to propel themselves around the battlefield with ease, and can be swapped out for a variety of other rail attachment options. Kept the integrated laser sight in exchange for a hit to projectile velocity.''
 * Now has access to the Underbarrel Impulse Grenade Launcher by default.
 * Can now engage a manual reload.
 * Consecutive shots before overheat from 30 to 24.
 * Overheat penalty from 1.65sec. to 2.28sec.
 * Heat recovery delay from 0.5sec. to 0.343sec.
 * Reduced max-damage range from 15m to 10m.
 * Heat ammo recovery from 17.55 rounds per second to 8.42 rounds per second.

The Immortal (VS Sidearm)
Dev Note: Aside from the heat mechanic changes, this weapon receives innate Soft Point Ammo to further its maximum damage range.
 * Is now a heat-based weapon with manual reload.
 * Consecutive shots before overheat 14.
 * Overheat penalty set to 1.75sec.
 * Heat recovery delay set to 0.233sec.
 * Heat ammo recovers 6.4 rounds per second.
 * Removed integrated Suppressor.

Revenant (VS Scout Rifle)
Dev Note: Attachment options here are expanded to include Manticore Ammunition.
 * Is now a heat-based weapon with manual reload.
 * Consecutive shots before overheat 16.
 * Overheat penalty set to 2.6sec.
 * Heat recovery delay set to 0.35sec.
 * Heat ammo recovers 3.76 rounds per second.

Parsec VX3-A (VS Sniper Rifle)
Dev Note: Minimum damage is increased to further the one-shot kill range, on top of the heat mechanic addition.
 * Is now a heat-based weapon with manual reload.
 * Consecutive shots before overheat 4.
 * Overheat penalty set to 5.575sec.
 * Heat recovery delay set to 1.83sec.
 * Heat ammo recovers 0.9 rounds per second.
 * Max damage from 750@10m to 700@10m
 * Min damage from 400@325m to 450@325m

Chaos (VS Shotgun)
Dev Note: No changes here beyond the heat mechanic and sweeping shotgun changes.
 * Is now a heat-based weapon with manual reload.
 * Consecutive shots before overheat 6.
 * Overheat penalty set to 3.22sec.
 * Heat recovery delay 0.36sec.
 * Heat ammo recovers 1.49 rounds per second.

Skorpios (VS SMG)
Dev Note: Removed the long-range integrated attachments for this weapon in exchange for a built-in Vented Power Core.
 * Is now a heat-based weapon with manual reload.
 * Consecutive shots before overheat set to 20.
 * Overheat penalty set to 1.74sec.
 * Heat recovery delay set to 0.28sec.
 * Heat ammo recovers 5.72 rounds per second.

Jackhammer (NC Heavy Weapon)
Dev Note: Considerable buff to the Jackhammer's ability to reliably output damage, and carries over some of the sweeping shotgun changes were needed.
 * Hipfire and ADS cone of fire standardized to 0.15 in most movement states.
 * Burst-fire mode no longer has hidden damage falloff over range.
 * Laser Sight converted to MPL.

NC6S Gauss SAW S (NC LMG)
''Dev Note: With there being as many flavors of 167 damage model weapons in the NC arsenal as there are, these changes provide a second 200 damage model option for LMGs. The Gauss SAW S mainly takes a small hit to refire rate and mag size for a faster reload and slightly more controllability.''
 * Max damage from 167@10m to 200@10m
 * Min damage from 125@75m to 167@85m
 * Refire rate from 104ms to 126ms
 * Hipfire walk/stand/move starting CoF values increased by 0.25 (on par with the NC6 Gauss SAW.)
 * Hipfire crouchwalk starting CoF increased by 0.5 (on par with the NC6 Gauss SAW.)
 * ADS walk/stand starting CoF from 0.03 to 0.00 (on par with the NC6 Gauss SAW.)
 * Projectile velocity from 630 to 580
 * Hipfire CoF bloom from 0.12 to 0.14
 * ADS CoF bloom from 0.06 to 0.07

EM1 (NC LMG)
Dev Note: Major buff that moves this support LMG in the direction of the Naginata and Promise while aiming down sights, without being quite as accurate as either.
 * Maximum ADS CoF to 1.2 in most states.

Gauss Compact Burst (NC Carbine)
Dev Note: Gauss Compact Burst is actually a variant of the standard "Mercenary" carbine, and this naming convention fixes that.
 * Renamed AF-20 Rogue.

Gauss Compact S (NC Carbine)
Dev Note: Similar thread here, the Gauss Compact S was a variant of the Mercenary, but without the "Select Fire" attributes, it's been renamed to something more fitting its nature.
 * Renamed NC2 Gauss Compact.

MGR-C1 Charger (NC Carbine)
''Dev Note: This is a significant buff to the weapon, as a 600rpm model (100ms refire) is near top-tier for the 167 damage category. This change also does away with shots to kill discrepancies that can be tied to bouncing between two damage models.''
 * When "uncharged" this weapon no longer drops to a 143 damage model, and instead scales back rate of fire.
 * Refire rate when uncharged from 92ms to 100ms

NC9 A-Tross (NC Assault Rifle)
Dev Note: Small adjustment pushes the refire rate to 5% slower than the Reaper DMR, instead of the 7%ish it was at before.
 * Refire rate from 128ms to 126ms

Gauss Rifle S (NC Assault Rifle)
Dev Note: Small change to give the S variant more visible benefits when compared to the standard Gauss Rifle.
 * Short reload from 2.1sec. to 1.85sec.
 * Long reload from 2.8sec. to 2.5sec.

AF-8 RailJack (NC Sniper Rifle)
Dev Note: This is long overdue, given the theming of the weapon.
 * Projectiles now pierce through infantry targets, with no limit.

Gauss SPR (NC Sniper Rifle)
Dev Note: These changes make the progression from scout rifle to semi-auto sniper a bit more apparent as semi-auto snipers in general are made more useful.
 * Hipfire CoF bloom from 0.8 to 0.6
 * ADS starting CoF while moving from 0.55 to 0.25
 * Max damage from 400 to 450

Impetus (NC Sniper Rifle)

 * Max damage range from 10m to 15m
 * ADS starting CoF while moving from 0.55 to 0.25
 * ADS CoF bloom from 0.8 to 0.2

EM4 Longshot (NC Sniper Rifle)

 * Short reload from 4.72sec. to 3.86sec.
 * Long reload from 6.575sec. to 5sec.

AF-6 Shadow (NC Scout Rifle)

 * ADS CoF bloom from 0.3 to 0.1

Warden (NC Scout Rifle)

 * Long reload from 3.4sec. to 2.6sec.
 * Short reload from 2.5sec. to 2.0sec.
 * Underbarrel ammo restock cooldown from 5sec. to 2.5sec.

LA8 Rebel (NC Sidearm)

 * Hipfire CoF bloom from 0.18 to 0.16
 * ADS CoF bloom from 0.18 to 0.08

LA3 Desperado (NC Sidearm)

 * Hipfire CoF bloom from 0.18 to 0.12
 * ADS CoF bloom from 0.12 to 0.06

Gauss Prime (NC Assault Rifle)
''Dev Note: Stacking HVA on top of this weapon makes it the highest projectile velocity assault rifle in the game. The forward grip benefit can be stacked with an optional forward grip for heavy horizontal recoil reductions.''
 * Now has access to the Underbarrel Cure Grenade Launcher by default.
 * Projectile velocity from 682 to 675.
 * Removed integrated Compensator.

19A Fortuna (NC Carbine)
Dev Note: We keep the laser sight benefits in exchange for the reduced bullet velocity here, allowing it to equip non-laser rail attachments and replace the impulse underbarrel if desired.
 * Now has access to the Underbarrel Impulse Grenade Launcher by default.
 * Maximum damage range from 15m to 10m.
 * Projectile velocity from 475 to 450.

NC6A GODSAW (NC LMG)
Dev Note: Very few changes made here, as the availability of attachments will push an already solid weapon just a bit further.
 * Crouchwalk moving hipfire cone of fire from 4 to 3.75.
 * Removed integrated HVA.

The Brawler (NC Shotgun)
''Dev Note: Expansion of magazine size with a small reload bump blends the Mauler and Sweeper's proficiencies. These changes take place on top of the sweeping shotgun changes mentioned above.''
 * Magazine size from 8 to 10.
 * Ammunition capacity from 56 to 70.
 * Short reload speed from 2.1sec. 2.6sec.
 * Long reload speed from 3.22sec. to 3.6sec.

The Executive (NC Sidearm)
''Dev Note: Novel bump to the max damage range in exchange for the mag size reduction, and access to Disruptor ammunition. With the bumped damage and changes to Disruptor ammunition, you can stay above a 167 damage model and retain three-tap headshot potential in spite of that.''
 * Removed integrated Suppressor.
 * Max damage from 200 to 222.

Tempest (NC SMG)
''Dev Note: The "long range" benefits (and drawbacks) of this weapon have been removed, but can still be opted into through attachments. We kept the innate 35 round magazine and longer reload time, and the allowed this weapon to take Disruptor ammunition, among others.''
 * Removed integrated HVA.
 * Removed integrated Forward Grip.

The Moonshot (NC Sniper Rifle)
Dev Note: This weapon becomes capable of one-shot a bit further out, and projectiles now pierce a single infantry target as an added bonus.
 * Rechamber from 1.5sec. to 1.65sec.
 * Minimum damage from 400 to 450.
 * Projectiles can now pierce through one infantry target.

GD Guardian (NC Scout Rifle)
Dev Note: Attachments do most of the heavy lifting on this weapon, but it's been given a more manageable reload in line with its predecessor.
 * Long reload speed from 3.4sec. to 2.6sec.
 * Short reload speed from 2.5sec. to 2sec.

T7 Mini-Chaingun (TR Heavy Weapon)
Dev Note: These changes drastically increase the potential of this weapon, for one on one encounters and room clearing alike.
 * Headshot multiplier from 1.5x to 2x

T5 AMC (TR Carbine)
Dev Note: These changes give a bit more in return for the lower rate of fire, allowing it to function with more mobility and control.
 * ADS movement speed multiplier from 0.5x to 0.75x
 * Recoil angle from 20 to 0
 * Short reload from 2.265sec. to 2.2sec.
 * Long reload from 3.13sec. to 2.7sec.
 * Standing moving ADS CoF from 0.3 to 0.25
 * Crouchwalking ADS CoF from 0.2 to 0.15

MG-S1 Jackal (TR SMG)
Dev Note: These changes increase the usefulness of the BX Adapter in far more situations, and prevent it from harming the base usefulness of the weapon as it had before.
 * BX Adapter no longer reduces magazine size, and uses the existing weapon ammo pool.
 * BX Adapter now consumes two rounds per shot.
 * BX Adapter's refire rate from 60ms to 80ms.
 * BX Adapter no longer prevents rail slot items from being equipped.

T9 CARV-S (TR LMG)
Dev Note: These changes make the CARV-S far more controllable than it was previously.
 * Vertical recoil from 0.42 to 0.35
 * Horizontal recoil tolerance from 0.7 to 0.42.

T1S Cycler (TR Assault Rifle)
Dev Note: Same as above, small change that provides a clearer differences when compared to the default Cycler.
 * Long reload from 3.65sec. to 3.25sec.

SABR-13 (TR Assault Rifle)
Dev Note: The above changes create consistency with the weapon's recoil, and reduces the number of potential kicks horizontally in a single direction from 3 to 2.
 * Horizontal recoil from 0.15-0.175 to 0.16
 * Horizontal recoil tolerance from 0.35 to 0.30

MG-HBR1 Dragoon (TR Scout Rifle)
Dev Note: General usability buff to this weapon.
 * Heavy Magazine from 2 to 3 rounds.
 * Magazine size from 8 to 10.
 * Ammunition capacity from 96 to 110.

T16 Rhino (TR LMG)
Dev Note: Major buff that moves this support LMG in the direction of the Naginata and Promise while aiming down sights, without being quite as accurate as either.
 * Maximum ADS CoF to 1.2 in most states.

TRAP-M1 (TR Sniper Rifle)
Dev Note: The above changes should make this weapon far more usable than it has been previously, as we start treating it more like a semi-auto sniper rifle, and less like an awkward scout rifle.
 * Maximum damage from 184 to 200.
 * Maximum damage range from 15m to 50m.
 * Minimum damage range from 85m to 250m.
 * 2-round Burst
 * Vertical recoil from 0.4 to 0.2
 * 3-round Burst
 * First shot multiplier from 0.8 to 0.75
 * Vertical recoil from 0.5 to 0.4

99SV (TR Sniper Rifle)
Dev Note: These changes make the progression from scout rifle to semi-auto sniper a bit more apparent as semi-auto snipers in general are made more useful.
 * Hipfire CoF bloom from 0.8 to 0.6
 * ADS starting CoF while moving from 0.55 to 0.25
 * Max damage from 400 to 450.

KSR-35 (TR Sniper Rifle)
Dev Note: Same as above.
 * Max damage range from 10m to 15m
 * ADS starting CoF while moving from 0.55 to 0.25
 * ADS CoF bloom from 0.8 to 0.2

HSR-1 (TR Scout Rifle)

 * ADS CoF bloom from 0.3 to 0.1

AMR-66 (TR Scout Rifle)

 * Long reload from 3.4sec. to 2.6sec.
 * Short reload from 2.5sec. to 2.0sec.
 * Underbarrel ammo restock cooldown from 5sec. to 2.5sec.

RAMS .50M (TR Sniper Rifle)

 * Short reload from 4.72sec. to 3.86sec.
 * Long reload from 5.575 to 5sec.

TX1 Repeater (TR Sidearm)

 * Hipfire CoF bloom from 0.2 to 0.1
 * ADS CoF bloom from 0.1 to 0.05

T4 AMP (TR Sidearm)

 * Hipfire CoF bloom from 0.15 to 0.1
 * ADS CoF bloom from 0.1 to 0.05

TX2 Emperor (TR Sidearm)

 * ADS CoF bloom from 0.12 to 0.06

TS2 Inquisitor (TR Sidearm)

 * Hipfire CoF bloom from 0.15 to 0.1
 * ADS CoF bloom from 0.1 to 0.05

Havoc (TR Shotgun)
''Dev Note: The adjustments to this weapon are on top of the overall changes to shotguns detailed elsewhere. The main draw of this weapon now becomes the semi-auto stat base being given automatic fire capabilities.''
 * This weapon is now automatic.
 * Vertical recoil from 2.8 to 3.2
 * Short reload from 2.1sec. to 2.4sec.
 * Long reload from 3.542sec. to 3.4sec.
 * Reserve ammunition from 50 to 60.

T1A Unity (TR Assault Rifle)
''Dev Note: The attachment access and innate forward grip benefits (that can be stacked with another forward grip) set this weapon apart from its predecessor. Unity is also the only TR assault rifle capable of equipping Heavy Mags in the ammo slot to increase its magazine size beyond the initial 40 rounds.''
 * Now has access to the Underbarrel Cure Grenade Launcher by default.
 * Removed integrated Soft Point Ammunition.

TRAC-Shot (TR Carbine)
Dev Note: The TRAC-Shot keeps its built-in laser in exchange for a minor penalty to projectile velocity, and a variety of non-laser attachment options.
 * Now has access to the Underbarrel Impulse Grenade Launcher by default.
 * Reduced max-damage range from 15m to 10m.

T9A "Butcher" (TR LMG)
''Dev Note: Extended magazines doubles the weapon's ammo, giving it the largest LMG magazine size in the game. This is also the only high rate of fire LMG to have access to KCAP ammunition, among other options.''
 * Ammo capacity from 450 to 600.
 * Removed integrated Laser Sight.

Shuriken (TR SMG)
''Dev Note: The "long range" benefits (and drawbacks) of this weapon have been removed, but can still be opted into through attachments. We kept the 40 round magazine, and reduced the reload slightly to make it more manageable. This innate extended magazine can now be stacked with the optional rail attachment to bring it up to 50 rounds total.''
 * Short reload from 2.7sec. to 2.5sec.
 * Long reload from 3.5sec. to 3.2sec.
 * Removed integrated HVA.
 * Removed integrated Forward Grip.

The President (TR Sidearm)
''Dev Note: Turning this traditionally burst-fire weapon into an automatic increases its effectiveness and usability. A special extended magazine attachment allows for twice the magazine size if opted into.''
 * This weapon is now automatic.
 * Removed integrated Suppressor.
 * Hipfire CoF bloom from 0.2 to 0.1
 * Minimum damage range from 30m to 50m.

Bighorn .50M (TR Sniper Rifle)
Dev Note: The changes here help fulfill the fantasy of the weapon being extremely powerful, and allow for one-shot headshots at any range.
 * Minimum damage from 400 to 500.
 * Rechamber from 1.5sec. to 1.65sec.
 * Ammunition capacity from 40 to 60.

DMR-99 (TR Scout Rifle)
Dev Note: The DMR-99 becomes the highest rate of fire weapon capable of equipping Explosive Ammunition.
 * Magazine size from 22 to 25.
 * Ammunition capacity from 136 to 150.
 * Removed innate HVA.

SR-100 (NSO Sniper Rifle)
Dev Note: These changes make the progression from scout rifle to semi-auto sniper a bit more apparent as semi-auto snipers in general are made more useful.
 * Hipfire CoF bloom from 0.8 to 0.6
 * ADS starting CoF while moving from 0.55 to 0.25
 * Max damage from 400 to 450.

SR-L75 (NSO Sniper Rifle)

 * ADS starting CoF while moving from 0.55 to 0.25
 * ADS CoF bloom from 0.8 to 0.2

SR-150 (NSO Sniper Rifle)

 * Max damage from 425 to 465.
 * ADS CoF while moving from 0.55 to 0.25
 * ADS CoF while crouchwalking from 0.3 to 0.2

BAR-A75 (NSO Scout Rifle)

 * Renamed to BAR-A50 for consistency.

SG-ARX Rutherford (NSO Shotgun)
Dev Note: With these changes, the Rutherford becomes a usable pump action shotgun from the hip that transforms into a Thumper alternative while aiming.
 * Hipfire pellet spread from 4.5 to 4.
 * Magazine is now visible during a reload.
 * Magazine size from 3 to 4.
 * Ammunition capacity from 60 to 28. (Back in line with the HSG-400.)
 * Hipfire now uses a normal spread and projectile velocity in line with the HSG-400.
 * Now fires a single explosive round while aiming down sights, dealing 250 direct damage and 350 indirect damage.

CB-ARX Newton (NSO Carbine)
Dev Note: As with other directive carbines, a default Impulse launcher has been added for maneuverability.
 * Now has access to the Underbarrel Impulse Grenade Launcher by default.
 * This weapon can now "aim" from the hip for increased accuracy, instead of firing when the aim button is held.

U-ARX Dirac (NSO Pistol)
Dev Note: The changes here more effectively push the idea of a precise pistol that can function over range.
 * Now has a 3.4x optic equipped by default.
 * Projectile velocity from 350 to 550.
 * Minimum damage from 125 to 143.

PMG-ARX Schrodinger (NSO SMG)
Dev Note: Big improvement to ammo capacity given the unique nature of this weapon.
 * Magazine size from 60 to 66.
 * Ammunition capacity from 240 to 792.

SR-ARX Einstein (NSO Sniper Rifle)
Dev Note: Didn't need much in the way of changes here.
 * Magazine size from 6 to 8.
 * Ammunition capacity from 60 to 72.

XMG-ARX Galilei
Dev Note: Increased reload speed makes this weapon a bit more functional, and this weapon can equip extended magazines to push the reload economy even further.
 * Long reload from 4.9sec. to 4.25sec.
 * Short reload from 4.5sec. to 3.85sec.

NS-AM7 Archer (Common Pool Anti-Materiel Rifle)
Dev Note: The benefits here push the Archer into a much stronger position against vehicles and MAX units, and allows for more consistent one-shot kill potential against infantry with a headshot.
 * Maximum direct damage from 400 to 450.
 * Minimum direct damage from 200 to 250.
 * Headshot multiplier from 2x to 2.4x.

NS-AM8 Shortbow (Black Market Anti-Materiel Rifle)
Dev Note: The Shortbow becomes much more usable after these changes, reeling in some of the tradeoffs it made for its close-range optics and hipfire.
 * Maximum direct damage from 400 to 450.
 * Headshot multiplier from 2x to 2.4x.
 * Magazine size from 3 to 4.
 * Ammo capacity from 36 to 32.
 * Now uses a default 1x reflex, instead of ironsights.

NS-30 Tranquility (Black Market, Common Pool Scout Rifle)

 * Slow caused by Tranquility projectiles from 30% to 20%.
 * Maximum damage from 280 to 300.

NSX Yawara (Black Market, Common Pool Sidearm)

 * Hipfire CoF bloom from 0.15 to 0.14
 * ADS CoF bloom from 0.1 to 0.07

Player Studio
The Legion Armor and Helmet set by Doku are now available in the Depot. ''TR Heavy Assault wearing Legion Armor and Legion Captain Helmet. Loyalty until death, strength in unity.''

Misc. Changes, Fixes, and Additions

 * VR Training NPCs now play their death animations when they die.
 * Filtering weapons in the loadout now filters by showing the categories you select, instead of needing to deselect everything you want to filter out.
 * Fixed an issue where redeploying from a vehicle could cause you to see underwater caustics on other continents.
 * Exodus PPC will now target enemies riding a Flash.
 * Switching characters while underwater no longer causes that audio mixer to persist on the new character.
 * Spawning a Deliverer can now be done from Flotilla vehicle terminals.
 * Seapost bases are now properly affected by Ground Vehicle Facility Module discounts.
 * Oshur's conquest bonus now applies to NSO characters currently assigned to the conquering faction.
 * Dog Tag collection directives no longer appear among the recommended directives to complete.
 * NC's Phoenix Rocket Launcher now properly triggers the underwater visuals for the pilot.
 * Fixed a visual issue where the opacity of deep water behind an object would appear overlaid atop it.
 * Claiming mission rewards no longer displays previously complained mission rewards momentarily.
 * Fixed a rock being able to be clipped into near Viridian Genetics Lab on Oshur.
 * You'll no longer find the Oshur Expedition countdown screens in Sanctuary.
 * You no longer hear footsteps of players moving underwater while you're above water.
 * NSO's Defector once again plays its idle animations in the loadout screen.
 * NSO's Repair Drone now requires line of sight in order to repair its target.
 * NSO's Repair Drone now despawns when its owner dies.
 * The Combat Medic's passive Triage now works in the Flash XS-1.
 * Horns and Headlights now work in the Flash XS-1.
 * Fixed a non-functional jump pad at Halcyon Watch on Hossin.
 * Jackpot Commissioner and Wyrdwood Shillelagh now both count toward the Gun Game daily mission.
 * Fixed inconsistencies with Oshur's facility experience rewards.
 * Your arms no longer flail wildly when firing while airborne after using a jump pad.
 * Fixed an issue preventing progress of the Training: Light Assault and Guerrilla Warfare missions.
 * Centri Mining Operations on Oshur now has a painfield near the spawn.
 * Trident Relays on Oshur now have a painfield within the spawn rooms.
 * Removed Mirror Bay Watchtower capture point shield and sealed up some of the back walls.
 * Fixed an issue where some rocket launchers would show the player's shoulder while aiming down sights.
 * Added cover to Viridian Terrance's main spawn room, on Oshur.
 * Defector and MAX units now play sounds when meleeing underwater.
 * The T7-P Mini-Chaingun (TR Heavy Weapon) magazine is no longer invisible.
 * Underbarrel Grenade Launcher attachments now specify equip timer penalties.