2021-04-29
1.25.0 patch notes
1.25.0 is now LIVE and available on both Android and iOS.
RANKED SEASON 5
- Weapon balance changes
- New Ranked rewards
For Ranked Season 5, we had a few goals in mind. We wanted to address some community feedback based on the faction weapon split introduced in 1.17.0 while giving room to grow in the future.
There are no changes to the faction weapon split this time around since the current separation fits well. Instead, we focused on re-balancing gunfights in two significant ways:
- Early and Eco rounds (Pistols, SMG’s & Shotguns)
- Ranged Combat opportunities (Snipers & other damage over distance balances)
This season, we introduce only a few minor changes to the economy to spice up options during early rounds and low money situations. Our goal is to set in motion themes for future seasons.
We look forward to developing the best competitive gameplay experience and our competitive esports scene, various community programs & the rest of our community in-game.
Now let’s go over the changes!
WEAPON BALANCE CHANGES
SVD REDESIGN
TL;DR: “If you move, you’re F$%+”
- Fast movement speed with heavy movement inaccuracy
- Able to compete well with Uratio on damage
- First shot accurate
- Inaccuracy increases with each consecutive shot after the second
- SVD design is based on a lightweight, really powerful marksman’s rifle
Developer’s Comments
We’re addressing the often underused SVD rifle, providing a new feel on how the weapon fires, recoils, and accuracy. Overall a better placement in the weapon roster.
That is why a complete redesign was done based on modern marksman rifle behavior. The design intends to provide it with a learning curve different from Uratio to make sniper gameplay more exciting.
The goal for us is to allow different play styles to take form at the top of competitive play and refresh sniping in general.
LOW PRICED SMG’S
TL;DR: “A bit more power, now for a lower price.”
MP5
- More consistent power (damage over distance)
- Increased fire rate
- Price decreased by 100$, new price 1200$
MPX
- Weapon shaking while shooting decreased a little
- Price decreased by 100$, new price 1400$
Developer’s Comments
We want to bring MP5 and MPX a little closer to pistol values and expand the early gameplay possibilities. This was also balanced out with some changes to the Deagle and MR96 to give more opportunities in eco rounds.
DEAGLE
TL;DR: “Same deathly power, with a bit more consistent recoil.”
- More consistent power (damage over distance + more stable damage to armored enemies)
- More controllable recoil shake
Developer’s Comments
We had a simple goal, make using the Deagle feel more epic. In the right hands, the Deagle should be the weapon to turn the tide on a losing match and allow players to showcase their skill in one tap headshots.
MR96
TL;DR: “More power, but less fire rate.”
- More consistent power (damage over distance + more stable damage to armored enemies)
- Decreased fire rate
- “Little brother to the Deagle”
Developer’s Comments
For those unable to handle the power of the Deagle, we wanted to bring a slight counterbalance to the force. MR96 has received a boost in power and damage over distance.
Our goal was to make it different from the Deagle and allow interesting gameplay styles to evolve around both weapons. That is why we reduced its fire rate.
Both weapons have been pushed towards a higher tier able to compete more with AR’s in ranged combat and give interesting eco moments.
DUAL MTX
TL;DR: “More consistent recoil”
- Minor recoil reduction to make controlling easier
Developer’s Comments
Dual MTX was improved in recoil to make it a more viable option to use for its price.
We haven’t been so happy with how little use it has been getting, and hopefully, this will allow some to have more shots with the weapon in competitive play.
ALL SHOTGUNS
TL;DR: “Improved armor penetration and shot effectiveness over close to medium distances.”
M1887 & FP6
- More consistent damage over distance
- Armor penetration increased
Super90
- More consistent damage over distance
- Armor penetration increased
- Decreased fire rate
Developer’s Comments
All shotguns have consistent damage over distance, making them a viable buy in more situations now. We also boosted the armor penetration to balance that close-to-medium distance damage.
Super90 is the only shotgun to receive additional changes in the form of a reduced fire rate, making sure it won’t become too powerful in certain situations.
ALL THE DATA, NOW AT YOUR FINGERTIPS!
This time around, we wanted to share more data and information with you. We are working on new ways to communicate the stats and the effects better. To get you all going, tap on the categories to see more information about weapons, base character stats and more.
We want to remind everyone that the best way to learn how our weapons feel and behave is in-game. We look forward to hearing your feedback on this and knowing what data you would be interested in!
Character and other data
Character | |
---|---|
Default health | 100 |
Head damage | 320% |
Chest damage | 116% |
Stomach damage | 132% |
Arm & Leg damage | 100% |
Default movement speed | 5.3 |
Crouch delay | 0.25 seconds |
Armor | |
---|---|
Default armor | 100 |
Economy price | 800 |
Very High penetration weapons | -5% |
High penetration weapons | -10% |
Medium penetration weapons | -20% |
Low penetration weapons | -35% |
No armor = | Max damage |
* Lower armor penetration = less damage
Knife | |
---|---|
Damage | 60-100 |
Armor penetration | Ignores armor |
Movement speed increase | 2.5% |
Interaction range | 1.85 units |
Deploy time | 0.525 seconds |
Pistol data
Pistols | P250 | MR96 | XD.45 | GSR1911 | DEAGLE | DUAL MTX |
---|---|---|---|---|---|---|
Economy price | 300 | 500 | 500 | 600 | 700 | 800 |
Damage | 22-33 | 44-45 | 15-38 | 29-41 | 48-50 | 23-36 |
Fire rate | 315 | 110 | 385 | 270 | 220 | 475 |
Clip size | 17 | 6 | 19 | 8 | 7 | 24 |
Extra clips | 2 | 5 | 3 | 3 | 4 | 3 |
Movement speed reduction | -7% | -9% | -10% | -7% | -7% | -10% |
Effective distance | 7 units | 20 units | 10 units | 8 units | 15 units | 10 units |
Armor penetration ability | Low | Medium | Low | Medium | Very High | Low |
Wall penetration | Weak | Strong | Weak | Weak | Strong | Weak |
Sub machine gun data
Sub machine guns | MP5 | MPX | MP7 | VECTOR | P90 |
---|---|---|---|---|---|
Economy price | 1200 | 1400 | 1600 | 2000 | 2200 |
Damage | 14-29 | 12-30 | 12-33 | 12-33 | 17-35 |
Fire rate | 880 | 850 | 925 | 1000 | 900 |
Clip size | 30 | 30 | 30 | 33 | 50 |
Extra clips | 3 | 3 | 3 | 3 | 2 |
Movement speed reduction | -13% | -14% | -12% | -15% | -15% |
Effective distance | 10 units | 10 units | 9 units | 10 units | 12 units |
Armor penetration ability | Low | Low | Low | Medium | Low |
Wall penetration | Weak | Weak | Weak | Weak | Weak |
Assault rifle data
Assault rifles | SA58 | AK47 | M4 | HK417 | SG551 | AUG |
---|---|---|---|---|---|---|
Economy price | 1800 | 2600 | 2800 | 2900 | 3000 | 3200 |
Damage | 20-30 | 30-36 | 26-32 | 39-42 | 36-38 | 34-40 |
Fire rate | 1200 | 600 | 675 | 440 | 620 | 630 |
Clip size | 30 | 30 | 30 | 20 | 30 | 32 |
Extra clips | 3 | 3 | 3 | 3 | 3 | 3 |
Movement speed reduction | -20% | -20% | -20% | -25% | -24% | -25% |
Effective distance | 15 units | 24 units | 22 units | 25 units | 30 units | 25 units |
Armor penetration ability | Medium | High | Medium | Very High | Very High | Medium |
Wall penetration | Strong | Strong | Strong | Strong | Strong | Strong |
Shotgun data
Shotguns | M1887 | FP6 | SUPER90 |
---|---|---|---|
Economy price | 1000 | 1100 | 2600 |
Damage | 4-19 | 4-22 | 5-16 |
Fire rate | 180 | 180 | 240 |
Clip size | 5 | 8 | 8 |
Extra clips | 5 | 3 | 3 |
Movement speed reduction | -15% | -15% | -15% |
Effective distance | 7 units | 7 units | 8 units |
Armor penetration ability | Medium | Medium | Medium |
Wall penetration | Weak | Weak | Weak |
Sniper rifle data
Sniper rifles | TRG22 | URATIO | SVD | M14 |
---|---|---|---|---|
Economy price | 1800 | 4000 | 4200 | 4800 |
Damage | 69-70 | 100-101 | 80-90 | 50-62 |
Fire rate | 200 | 150 | 115 | 180 |
Clip size | 10 | 10 | 10 | 8 |
Extra clips | 4 | 3 | 3 | 3 |
Movement speed reduction | -10% | -25% | -15% | -27.5% |
Effective distance | 40 units | 60 units | 50 units | 50 units |
Armor penetration ability | Medium | Very High | Very High | Very High |
Wall penetration | Strong | Strong | Strong | Strong |
Utility data
Utilities | FRAG | FLASHBANG | SMOKE |
---|---|---|---|
Economy price | 300 | 200 | 300 |
Damage | 1-98 | - | - |
Explosion distance | 3-8 units | - | - |
Movement speed reduction | -5% | -5% | -5% |
Throw time | 0.34s | 0.34s | 0.34s |
Throw velocity | 20 units/s | 20 units/s | 20 units/s |
Bounciness | -50% | -50% | -50% |
Friction | -50% | -50% | -50% |
Armor penetration ability | Low | - | - |
RANKED SEASON 5 REWARDS
A new season brings a new set of rewards for you to unlock.
- Reach the required Rank
- Achieve the necessary victories
- Collect your reward
Rewards Per Rank
RANK | Total Wins Required | Reward |
---|---|---|
Iron | 10 Wins | 350 Credits |
Bronze | 20 Wins | 400 Credits |
Silver | 30 Wins | 500 Credits |
Gold | 40 Wins | 2 Premium Cases |
Platinum | 50 Wins | 2 T5 Case |
Diamond | 60 Wins | 2 Warpaint 2021 Event Cases |
Master | 70 Wins | Uratio Season 5 Mastery |
Spec OPS | 80 Wins | Uratio Season 5 Supremacy |
A fresh batch of rewards to continue encouraging all competitive players.
This season includes two unique Uratio Rifle skins to recognize Top-Listed players.
Developer’s Comments
We wanted to acknowledge those players moving through the ranks. We’re happy to report that players from different segments decided to join Ranked matches to unlock their rewards.
We have many ideas on how to continue improving Ranked Rewards and other methods to recognize players.
GAME MODE: ELIMINATION
Welcome to the new era of deathmatch gameplay in Critical Ops.
In Elimination, players compete in a 3v3 round-based elimination match for supremacy. Elimination combines the best parts from Team Deathmatch and Defuse into a highly competitive new game mode that is easy to pick up but requires great game sense and teamwork to master.
There are no respawns during the same round, just fast action until one team takes home the win each round. Form your squad, pick your weapon of choice and hop into action in update 1.25!
Gamemode details
- Elimination is a team based game mode
- No respawns during a single round
- Kevlar & Helmet as default gear
- All weapons are available to both factions
- Freeze time at the start of each round is 10 seconds
- Buy time at the start of each round is 15 seconds
- To win a round eliminate the enemy team
- Win 9 rounds for victory
- Max 6 players
Developer’s Comments
For the 1.25 update, we want to bring something new to the core gameplay experience. The new Warehouse map gave us the perfect opportunity to explore a new team vs team format.
Elimination adds something new to Critical Ops that TDM and Defuse couldn’t offer. It’s easy to get into, yet challenging to master.
Like Skullhunter before it, we consider Elimination a core game mode for the game. We’ll be looking at its performance closely to understand how the community feels about it. The response to Skullhunter Solo & Duo has not fully met our expectations. Still, we hope this new team vs team format with rounds will give you all a unique gameplay experience that works for both casual and competitive focused players alike.
We hope you all enjoy this one! Please let us know your feedback through any of our social channels.
MAP UPDATES
A new map, “Warehouse”, will be introduced in the 1.25 version
- Sharing the same theme as Brewery and Raid
- Small map, suitable for smaller team fights
- Immediately available in custom games, in any mode
OTHER MAP CHANGES
Canals: fixed several reported issues
- Updated colliders to avoid bomb stuck spots
- Power boxes are now penetrable
- Fixed some occlusion issues (disappearing objects)
- Fixed leaky ceiling in the tunnel (rain no longer appears in the tunnel)
Plaza (and Heat): fixed in-game advertising
- Especially noticeable in Plaza, but now resolved and will have proper lighting/color when no in-game ad is displayed
- Also airplanes are no longer as fast as fighter jets
Port (and Cargo): forklift updated
- Forklift no longer has small gap and forklift is now penetrable
- The concrete base of the light pillars is now penetrable
- Other objects that aren’t in gameplay area are now penetrable (optimization)
Raid: minor tweaks
- Added additional plank next to crate in B long. This is to reduce bullet damage from wall-banging the green crate
- Fixed several bomb stuck spots
Tutorial:
- Updated lighting
All maps, where applicable:
- Updated buy area indicators in the minimap
Developer’s Comments
Warehouse is the newest addition to C-OPS, with a similar approach as maps like Park and Bout. This means that Warehouse initially serves more like a small arena than a bigger Defuse or Team Deathmatch map. Warehouse supports all modes, although it may be pretty tricky to plant the bomb if you decide to play Warehouse in Defuse mode. We’re curious to see the battles that will take place on this map regardless!
VARIOUS OTHER FIXES AND IMPROVEMENTS
We have also worked on several improvements and bug fixes all across the board. Including but not limited to:
- Skins
- Anti-Cheat
- Gameplay bugs
- Menu UI
- Localization
- And more…