

Next up, the rim lighting feature has been added which gives a slight glow to the outline of opponents to eliminate some of the advantage that camouflaged uniforms give. The player who finished off the kill will be credited with an assist instead. This is just a way to simplify the mechanic and make it more obvious for all players the differences between each level.įirstly, the player who downs an enemy will now be credited with the kill rather than a teammate who kills the injured enemy. The way each operator’s armor level impacts the game is changing as three-armour operators now start with 125 HP, two-armor operators have 110 HP, and one-armor operators have stuck with the standard 100 HP. This moves Mute to more of a drone denial role rather than it having the ability to deny all gadgets well. This means a single Mute no longer covers a double wall giving both Fuze and Ace a much easier way in which forces a Kaid or Bandit to be used instead. Mute’s Signal Disruptor’s range is a sphere rather than a cylinder changing how much of a wall it covers.

This change should make Fuze a viable operator as, with some coordination, it should be able to clear defenders out of entrenched locations and stop any Kaid or Bandit-tricks being used. After a short delay the grenades then shoot out as normal.

Fuzeįuze can attach his Cluster Charge gadget to reinforced walls. This makes her much more useful at portraying information, especially at lower levels and in teams that lack communication. IQ can now ping all gadgets such as Jager’s ADS’ and Kaid’s Electroclaws through walls using her gadget. These two drones can now also jump and destroy gadgets in a single shot rather than just disabling them making them a much more effective utility clear device. When she spawns in she then gets her two additional Shock Drone to use which is already an initial buff compared to the two she usually has. Twitch now uses a standard drone during the preparation phase rather than her Shock Drone.
