Eternal Conflict Update[]
Rogues, welcome to the first patch of 2023, a long overdue update that brings about a ton of changes that will fuel the Eternal Conflict between rogues for this year! In this patch, we have a healthy amount of fixed issues, a wide range of pre-season balance changes, new(ish) queues, some QoL and an Event Pass!
General Updates[]
- Sabotage has been disabled due to technical and design issues.
- Battle Zone and Wingman have been added to custom matches.
Lobby Music Randomizer[]
What was your favorite seasonal music track of Rogue Company? Was it Season 3? 4? Well, in this update you can enjoy them all! In our initial pass, the lobby music will rotate each time you login. In later updates, we’ll look to potentially give you more control over this!
Season Updates[]
Season 10 - Eternal Conflict[]
The forces of Good and Evil duke it out in the 35 level event pass! Filled with cosmetics both infernal and angelic alike, kicking off Demon Days Dima and arriving to an apocalyptic conclusion with Archangel Juke! Additionally, there are 5 prestige levels that introduce this year’s exclusive skins packaged with the Event Pass Supply Drop.
Game Mode Updates[]
Wingman Quick Play (NEW!)[]
“ | In this update, we are introducing a Wingman Quickplay queue that we will rotate with the current Quickplay each week. We intend on introducing more and better Quickplay queues to give our players a better variety of game modes each update. So for now, get a duo buddy and get out there!
— Official Announcement.
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Battle Zone[]
- All gadgets' base costs have been adjusted to $5,000 and upgrade costs to $2,000.
Rogue Updates[]
General[]
Speed and Toughness[]
When we introduced Speed and Toughness, our intention was to create variance between rogues in active combat. In hindsight, we didn’t do enough to properly support this as it became an esoteric stat that made combat interactions difficult to maintain mentally. As such, we currently feel we can accomplish stronger rogue identity through other solutions (which you will see below).
- Speed and Toughness have been removed from all rogues.
Health Regeneration[]
In the current setting it is difficult to work around the base regeneration for balance purposes. For now, we are wanting to experiment with reducing the out-of-combat activation time in order to reign in the effectiveness of Bounce Back and also have more risk/reward in evasive duels and pushes.
- Health regeneration activation time increased from 5s to 6s.
Anvil[]
Anvil’s identity is to be a fortress. To be able to lock down an area, hold it and endure punishment. Currently in Live, he was more of an unstoppable offensive juggernaut that can chain multi-kills and sustain his offensive output with Berserker, Replenish and Life Drain. This goes against his identity, therefore we are making the following adjustments:
- Berserker replaced by Shredder Rounds.
- Life Drain replaced by Bounce Back.
- Replenish replaced by Energized.
Dima[]
You’d think our explosives expert/madman would know how to handle himself around explosives! Destroying things is his forte, after all. A small adjustment for now but will revisit him in a later update.
- Bounce Back replaced by Energized.
- Energized replaced by Tenacity.
Gl1tch[]
Gl1tch has strong global presence with their ability and, with it, they should have the identity of a tricky disabler, relying on pinging enemies and disabling their devices/abilities. We are shuffling up their loadout to reflect this identity.
- Energized replaced by Armor.
- Tracker Rounds replaced by Evade.
- Armor replaced by Bounce Back.
- Tenacity replaced by Stalker.
- Bounce Back replaced by Gadgeteer.
- Gunsmith replaced by Tracker Rounds.
Juke[]
Our inventor scientist is getting an identity adjustment in her perk loadout to better encapsulate her strengthening whatever equipment she takes to the field. Additionally, her dash is getting an adjustment on her recharge rate, distance and speed as she is proven difficult to track and dashing too often(making her hard to deal with).
Juke Boots:
- Recharge rate increased from 3s to 4s.
- Distance and speed multipliers reduced from 30% to 20%.
- Life Drain replaced by Armor.
- Bounce Back replaced by Blaster.
- Gadgeteer replaced by Shredder Rounds.
- Bulletproof replaced by Gadgeteer.
Lancer[]
With the removal of the Speed trait, our nimble free-running glass cannon needs to have a perk loadout emphasizing speed. We are also slightly buffing her movement speed while using her ability, and her passive is getting some additional rules so that it only works with weapons that are defined as “mag-fed.” Her default weapons are counted in this, but look at the weapons' descriptions to learn which others she’ll be able to use her passive with.
Quick and Quiet:
- Movement speed bonus increased from +10% to +12.5%.
Elusive:
- Now only apply to "mag-fed" weapons.
- Stalker replaced by Bounce Back.
- Bounce Back replaced by Life Drain.
- Gunsmith replaced by Evade.
- Life Drain replaced by Stalker.
Ronin[]
The underground street racer should get another mobility option in her kit. Additionally, we are adjusting the range on her Ballistic Knife. She’ll get a formal pass at a later date.
Ballistic Knife:
- Mobilized radius reduced from 3.5m to 3m.
- Direct hit minimum damage increased from 70 to 90.
- Direct hit radius reduced from 3m to 2m.
- Tenacity replaced by Evade.
Saint[]
We are going to dial in on Saint’s identity as the true combat medic of not only being able to revive players from a distance but also the ability to locally heal his team. This also gives us the ability to have a fully support-oriented character.
- C4 replaced by Regeneration Field.
- Crackshot replaced by Nimble Hands.
The Fixer[]
Fixer’s headshot lethality is beyond the point of overkill between his ability, passive and Crackshot. We are replacing that with one that fits his cold and efficient style for now. We will revisit him in the future.
- Throwing Axe replaced by Combat Knife.
- Stalker replaced by Nimble Hands.
- Crackshot replaced by Stalker.
Perk Updates[]
Outside of some general adjustments, there are some perks that currently are undercosted to the point of not impacting player choice in the economy. Additionally, due to the removal of Speed and Toughness, we are adjusting the cost of related perks. Essentially, the shop economy is going to experience some inflation. We’ll keep a close eye on this and are looking forward to your feedback.
Armor[]
This is in reaction to the global loss of Toughness and the increased effectiveness of Shredder Rounds.
- Rare: Cost reduced from $8,000 to $7,500.
- Epic: Cost reduced from $12,000 to $10,000.
- Legendary: Cost reduced from $16,000 to $14,000.
Berserker[]
Being able to reload while sprinting is incredibly valuable! Let’s reflect that value properly.
- Rare: Cost increased from $3,000 to $5,000.
Bounce Back[]
It appears that the Bounce Back family had an unlisted extra benefit of increasing the player’s heal per second by a significant amount. Bounce Back is potent enough as is with reducing the health regeneration delay time, so we will remove this and see how it goes.
- Healing bonus removed from all tiers.
Evade[]
Upped in value due to the removal of Speed on rogues. We may adjust these later.
- Rare: Cost increased from $1,500 to $4,500.
- Epic: Cost increased from $3,000 to $6,000.
- Legendary: Cost increased from $5,000 to $9,500.
Gunsmith[]
Getting a downward adjustment on this perk’s potency. Increasing magazine sizes AND fall off ranges is very impactful to a weapon’s performance.
- Bonus reduced from 20%/30%/40% to 10%/20%/30%.
Life Drain[]
Slight adjustment to heal a full block of HP to give the rare a bit more value on its cost.
- Rare: Health bonus increased from 20 to 25.
Nimble Hands[]
Nimble Hands is rather slept on for something cheaper than similar weapon upgrades that can cost $5k, so it’s getting a bump.
- Rare: Cost increased from $1,500 to $3,500.
- Epic: Cost increased from $2,500 to $4,500.
- Legendary: Cost increased from $4,000 to $7,000.
Padded Steps[]
- Epic: Cost reduced from $10,000 to $9,000.
Quick Hands[]
Similar ruling as Nimble Hands.
- Epic: Cost increased from $5,000 to $7,500.
Stalker[]
- Rare: Cost increased from $2,000 to $4,000.
- Epic: Cost increased from $4,000 to $6,000.
- Legendary: Cost increased from $6,500 to $8,000.
Weapon Updates[]
Submachine Guns[]
We are bringing the rest of the SMGs into the fold of the core identity, along with other adjustments for individual weapons to stand them out better from each other. Additionally, after further testing and community-feedback, we are making slight adjustments to our identity criteria for SMGs to put them in a more comfortable place.
- All submachine guns received a third falloff threshold with damage reduced down to 30-45%.
- All submachine guns received updated descriptions to better match their unique identities.
HRM-30KS[]
The HRM-30KS has edged out the be a general powerhouse with near perfect accuracy, negligible bloom and incredibly high headshot damage that wasn’t properly offset by fire rate, ammo or recoil. As such, we are taking this opportunity to apply the identity that we are wanting Assault Rifles to have. Essentially, some of these changes are reverting a buff or two and introducing some identity adjustments.
- Headshot damage reduced from 42 to 38.
- Fire rate reduced from 6.33 to 5.88.
- Recoil increased.
- ADS accuracy increased from 0.115 to 0.13.
- Accuracy loss per shot increased from 0.0175 to 0.019.
- Maximum accuracy loss increased from 0.048 to 0.06.
- Move accuracy penalty introduced from 0 to 0.02.
- Epic: Magazine size upgrade reduced from 30 to 25.
- Legendary: Recoil upgrade adjusted.
24S[]
A mag-fed lightweight SMG, favored by the most agile.
- Headshot damage reduced from 21 to 20.
- First falloff threshold damage increased from 0.75 to 0.85.
- Falloff ranges reduced from 12m/23m to 8.5m/16m.
- ADS accuracy modifier reduced from 0.07 to 0.04.
- Hipfire accuracy reduced from 0.92 to 0.9.
- Accuracy jump penalty reduced from -0.09 to -0.02.
- Crouching accuracy modifier removed.
D40-C[]
A high-capacity mag-fed SMG that is a jack of all trades, master of none.
- First damage threshold falloff increased from 0.82 to 0.9.
- Maximum accuracy loss reduced from 0.065 to 0.06.
- Hipfire accuracy increased.
- Bloom recovery speed increased.
Ibex[]
A mag-fed surgical burst-fire SMG. Burst weapons interact with our system differently as each bullet influences accuracy and burstfire which tend to spike bloom and recoil. This SMG will have much faster bloom recovery than the others and a reduced recoil to compensate. Additionally, we are lowering the number of bullets fired per burst but slightly increasing the damage to offset the loss.
- Burst reduced from 5 to 4.
- Body damage per bullet increased from 10 to 12.
- Headshot damage per bullet increased from 13 to 15.
- Magazine size reduced from 30 to 28.
- Fire rate reduced from 4.17 to 3.7.
- Recoil reduced.
- Accuracy reduced from 0.915 to 0.91.
- Maximum accuracy loss increased from 0.04. to 0.09.
- Accuracy return rate greatly increased.
- ADS accuracy modifier reduced from 0.1 to 0.05.
- Jump accuracy modifier reduced from -0.09 to -0.05.
- Crouching accuracy modifier removed.
LMP-X[]
A mag-fed controllable SMG with a built-in suppressor.
- ADS accuracy modifier increased.
- Hipfire accuracy slightly increased.
Knight[]
A mag-fed apex headhunter SMG.
- ADS accuracy increased.
- Accuracy loss per shot reduced from 0.015 to 0.01.
- Maximum accuracy loss increased from 0.045 to 0.07.
- Hipfire accuracy increased.
Objection[]
The hornet’s nest of an SMG, pure hipfire. We are slightly averaging out the damage and buffing the first threshold of the falloff for the Objection as we want to attempt to make this a danger-close pure hipfire SMG that can utterly shred.
- Body damage increased from 11 to 13.
- Headshot damage reduced from 16 to 14.
- First falloff threshold damage increased from 0.75 to 0.9.
- Falloff ranges adjusted from 9m/20m to 10m/15m.
- Magazine size reduced from 40 to 30.
- Reload time reduced from 1.35s to 1.25s.
- Hipfire accuracy reduced from 0.94 to 0.9.
- Crouching and ADS accuracy modifiers removed.
SL-C[]
A mag-fed reliable, stable, fast-firing close/close-mid range SMG.
- Headshot damage reduced from 18 to 17.
- First falloff threshold damage increased from 0.75 to 0.9.
- Falloff ranges reduced from 12.5m/21.5m to 7.5m/16m.
- ADS accuracy modifier reduced from 0.07 to 0.04.
- Hipfire accuracy reduced from 0.915 to 0.89.
- Accuracy jump penalty reduced from -0.09 to -0.04.
- Crouching accuracy modifier removed.
Executioner[]
We will push the Executioner to be slightly more punchier with a minor trade off in the “near perfect” accuracy and mag size that it currently has so that it can better encapsulate being our heavy pistol.
- Body damage increased from 30 to 32.
- Headshot damage increased from 42 to 45.
- Magazine size reduced from 12 to 8.
- ADS accuracy reduced from 0.1 to 0.07.
- Rare: Magazine size upgrade reduced from 16 to 12.
Spitfire[]
Getting a range and damage falloff adjustment to experiment a different SMG community-requested direction on this SMG. Stat wise, it was very similar to the original LMP-X and 24S, just with a smaller magazine size and falloff ranges. Give it a spin and let us know what you think.
- Falloff ranges reduced from 9m/18m to 7m/14m.
- Second falloff threshold damage reduced from 55% to 25%.
- Crouch and jump accuracy modifiers removed.
- Rare: Now reduces reload time from 1.6s to 1.2s; no longer upgrades falloff ranges.
Warrant[]
This pistol should be our reliable generalist sidearm that should be a decent introduction into the weapon type. We are adjusting its over performing damage output to bring it into that range.
- Body damage reduced from 22 to 20.
- Headshot damage reduced from 32 to 28.
- ADS accuracy reduced from 0.1 to 0.09.
Gadget Updates[]
Active Protection System[]
- Durability increased from 20 to 40.
- Rare: Durability upgrade increased from 35 to 60.
Bug Fixes[]
Fixed Issues[]
- We have cleaned up the audio on Icarus and Vice.
- Fixed an issue with Sahara where it had inconsistent fire rate across all upgrade.
- Fixed an issue with the APS where the Upgrade 1 wasn't properly intercepting an additional projectile.
- Potential fix implemented for when players are unable to shoot or use abilities for an entire match.
- Fixed an issue in Battle Zone where players could refund more expensive gadgets for additional cash.
- Fixed an issue where Juke’s turret was dealing damage to friendly players.
- Fixed a description on a daily contract for Juke which stated to deal 5 damage with her turret (it should be 250).
- Fixed an issue where the Katana’s fourth Milestone was not showing in game.
- Fixed an issue where Ranked Rewards were not unlocking immediately after completing the requirements.
- Fixed an issue with the Conviction LMG third Milestone unlocking.
- Juke's turret can now be destroyed by Gadgets and Abilities as intended.
- Updated the Future Tech Dallas icon to look more like the actual skin.
- Daily Contracts should now be using the correct icons.
- Fixed a Contract Description which said Get (0) Assists (it should be 50).
- Fixed an issue with the Gone Rogue award that was indicating the wrong season.
- Fixed an area on Favelas where players could go out of bounds.
- Fixed collision that would prevent players from standing up near walls/cover a selection of maps.
- Fixed an issue where Evade would only trigger once per life.
- Fixed bad lighting on a few maps.
- Fixed an issue where Talon could grab the Demolition Bomb through walls.
- Fixed an issue where Cannon where his Minigun could shoot through cover while crouched.
Known Issues[]
- Archangel Juke’s wings fail to animate during consecutive dashes.
- Incorrect Description on Wicked Glimpse Outfit.
- Incorrect Name on the Grime Reactive Melee Wrap.
- If the Regeneration Field gadget is destroyed early, the visual effects will still persist for the full duration.
- When purchasing Event Pass tiers, the incorrect level and reward may be shown.
Eternal Conflict Hotfix[]
This hotfix was released 10 days after the update aiming to address some issues.
Hey, Rogue Company Players! We hope you’re enjoying the Eternal Conflict update, but we know that some of you have been experiencing issues that have been causing crashes and incorrect rewards display. We’ve been hard at work on a hotfix that addresses these issues and we’re excited to announce that it’s now live! We understand how frustrating these issues can be, and we appreciate your patience while we worked on fixing them. We are still reviewing data and investigating reports of issues players are experiencing with our servers. We’re always striving to make Rogue Company the best experience possible, and we’re grateful for your support.
Bug Fixes[]
Fixed Issues[]
- Fixed an issue where the Archangel Juke outfit was causing the game to crash.
- Fixed an issue where the Wicked Glimpse outfit was causing the game to crash.
- Fixed an issue where the Elite Event Pass levels weren't being displayed correctly.
- Fixed an issue where Weekly Contracts weren't being displayed.
Eternal Conflict Hotfix[]
This hotfix was released 21 days after the update aiming to add more balance changes.
Rogue Updates[]
General[]
Health Regeneration[]
A combination of Bounce Back being adjusted and the speed of the game being impacted by the initial change, we are opting to revert the regeneration delay back to 5s.
- Health regeneration activation time reduced from 6s to 5s.
Cannon[]
Our team has worked to define our four roles, their rules and intended playstyles recently. At his core, we felt that Cannon is honestly a Breacher, defined by the tools at his disposal and the kind of playstyle it rewards; he is a forward moving juggernaut meant to force engagements with multiple enemies and pressure defensible points. Additionally, we are changing how his Gatling Gun functions so that its primary function is to move forward.
- Role changed from Defender to Breacher.
Gatling Gun:
- Body damage reduced from 15 to 14.
- Head damage reduced from 18 to 16.
- No longer able to go prone or mount.
- Movement speed while using it reduced by 15%.
Dahlia[]
Dahlia is meant to be our in-the-fight combat support specialist that can fight and help her team. As such we are giving her fast tools that allow her to lead her team to victory.
- Active Protection System replaced by Pop Smoke Grenade.
- Blaster replaced by Evade.
- Replenish replaced by Quick Hands.
Kestrel[]
Kestrel is our seasoned and well-priced veteran of the field, a duelist of great skill that is rewarded greatly for taking risks. We are changing a couple of perks to help facilitate that gameplay.
- Quick Hands replaced by Padded Steps.
- Gadgeteer replaced by Restock.
Vy[]
Vy is a wonderful defender who is meant to control spaces with her zoning tools. However, her ability is a bit too oppressive and easily used offensively which can make enemies feel overwhelmed and literally drowning in AoEs! We are making some adjustments to her ability and also changing a few items in her loadout to reward a more defensive and controlling playstyle.
Vile Poison:
- Cooldown increased from 30s to 40s.
- Duration reduced from 12s to 10s.
- Throw distance reduced.
- Katana replaced by Combat Knife.
- Tenacity replaced by Helping Hand.
- Replenish replaced by Tenacity.
Perk Updates[]
Bounce Back[]
- Legendary: Cost increased from $13,000 to $14,000.
Lifeline[]
- Revive speed bonus reduced from 20%/40%/60% to 15%/30%/50%.
Weapon Updates[]
Assault Rifles[]
Assault Rifles globally are going to have their accuracy tuned to favor ADS more than hipfire. This is to fit more to their identity of being larger weapons and to give a better space for SMGs to have their strengths in close quarters engagements. Keep in mind the net accuracy (Base+ADS) is the same, hipfiring was nerfed but ADS was buffed.
Submachine Guns[]
While they have dropped a bit in use rate and their win rates still above 50%, the SMGs are getting a global bump and some targeted adjustments to put them in our intended placements for them. This will involve increasing the overall accuracy, improving bloom and pushing out falloff thresholds to be more reasonable. We will continue to watch player sentiment and the data.
24S[]
- Damage falloff thresholds increased from 8.5m/16m/19.75m to 10.5m/18.5m/24m.
- Base accuracy increased.
- Accuracy loss per shot reduced.
- Max accuracy loss reduced.
D40-C[]
- Damage falloff thresholds increased from 8m/17m/21.5m to 10m/19m/25m.
- Base accuracy increased.
- Accuracy loss per shot reduced.
- Max accuracy loss reduced.
HRM-30KS[]
We are pulling back on some of the adjustments to the HRM30k from the prior update.
- Movement accuracy penalty reduced from 0.02 to 0.005.
- Epic: Magazine size upgrade increased from 25 to 30.
Hydra[]
The Hydra is running very strong the ecosystem, coupled with an overly-generous mag size, high damage and a moderate fire rate, it’s currently over-represented and its win rate is trending beyond acceptable thresholds. Therefore, in addition to the identity adjustments, we are bringing down the fire rate and upgraded magazine size.
- Fire rate reduced from 5.5 to 5.
- ADS accuracy increased.
- Hipfire accuracy reduced.
- Movement accuracy penalty increased from 0 to 0.01.
- Accuracy loss per shot reduced.
- Max accuracy loss reduced.
- Accuracy return delay reduced.
- Rare: Magazine size upgrade reduced from 40 to 30.
Ibex[]
- ADS accuracy increased.
KA30[]
- ADS accuracy increased.
- Hipfire accuracy reduced.
Knight[]
- Base accuracy increased.
- Accuracy loss per shot reduced.
- Max accuracy loss reduced.
- Accuracy return delay reduced.
LMP-X[]
- Damage falloff thresholds increased from 9m/19m/24m to 12m/22m/28m.
- Base accuracy increased.
- Accuracy loss per shot reduced.
- Accuracy return delay reduced.
MLX Mark 4[]
- ADS accuracy increased.
- Hipfire accuracy reduced.
Nightshade[]
- Falloff ranges adjusted from 13m/26m to 13m/23m/31m.
- First damage falloff increased from 75% to 85%.
- ADS accuracy reduced.
- Jump accuracy penalty reduced from -0.09 to -0.07.
Objection[]
- Body damage reduced from 13 to 12.
- Damage falloff thresholds increased from 10m/15m/17.5m to 10m/17m/21.5m.
- Base accuracy increased.
- Accuracy loss per shot reduced.
Riptide[]
- ADS accuracy increased.
- Hipfire accuracy reduced.
Sahara[]
- ADS accuracy increased.
- Hipfire accuracy reduced.
SKL-6[]
- Body damage reduced from 75 to 70.
- Head damage reduced from 110 to 100.
- Fire rate reduced from 2 to 1.82.
SL-C[]
- Damage falloff thresholds increased from 7.5m/16m/20.5m to 9m/18m/23m.
- Base accuracy increased.
- ADS accuracy increased.
Striker 8x10[]
- Body damage reduced from 52 to 48.
- Third falloff range reduced from 25m to 20m.
Executioner[]
Returning some of the accuracy to the heavy pistol so that players can land more shots at range.
- Base accuracy increased.
Spitfire[]
While still popular in both use rate and win rate, the Spitfire is getting some improvements to its range and damage fall offs, getting a third threshold to have a better gradient on the ranges.
- Damage falloff thresholds increased from 7m/14m to 9m/17m/20m.
- Damage falloff adjusted to 80%/55%/30%.
Bug Fixes[]
Fixed Issues[]
- Improved load time when clicking the Contracts button on the main menu to minimize a temporary freeze.
- Fixed UI text which stated 12 Rogues are required to be owned to participate in Ranked.
- Fixed an issue with Lifeline where the Epic and Legendary versions were showing incorrect bonuses.
Known Issues[]
- Rare and Legendary Lifeline have the wrong values displayed, but they are reducing revive time by the listed amounts in this patch notes.