Greetings, Operatives! Welcome to our third Dev Sync Up, where we answer hot topics and address major concerns within the community. Through these Developer Sync Ups, we hope to provide more clarity and transparency between the dev team and you, the community. As always, thank you for your support!HACKING/CHEATING
Hacking/cheating is something that we take very seriously. Improving our defenses against the main cheat functions as they are identified is critical to a healthy, fun experience. We are also working to expand our auto-kick system.
Players who use hacks/cheats within the game will have action taken against their account. This is not taken lightly and we ask that if you see any suspicious behavior, please contact our CS team to report it: https://support-firstassault.nexon.net/hc/en-us/requests/newNETCODE/LATENCY
This is our top priority at the moment. Although these issues cannot be solved with an overnight fix, it is something we have been/are continuously working to improve. We do have a plan in mind and will be providing more information in the coming weeks as we test out these fixes and optimization.SNIPER DAMAGE
Some inconsistencies with weapons values and stats, especially with sniper rifles, do exist. This can understandably be a cause of frustration for players. There will be an upcoming revamp to the internal notation method for elements that can change damage to ensure they reflect accurate values and stats.SPAWN PROTECTION
In the near future, an update will be released that adjusts spawn protection to turn off upon firing your weapon. This is something that the community has been asking for and we feel that this is the best way to make spawn protection fair for all of our players. Our team will be monitoring player feedback when this change happens, so be sure to leave us your thoughts on the forums! WEAPON/SKILL BALANCING
We have heard your feedback on the current weapon and skill systems and will gradually be implementing balancing of both. Weapon balancing and improving the shooting system will come first. More information will be provided as plans are finalized for balancing operative skills. TIME TO KILL
We are aware that our players feel that the time to kill is too low. Some of our future plans will have a significant impact on how the weapons will function and in turn, affect time to kill. We’re hopeful that our players will respond well to these changes, but as always, we’ll be keeping an eye on the forums to see what everyone thinks.
We hope that this helps to address some of your concerns with the current Open Beta. If you have any other questions, please feel free to leave them in this thread as we will be monitoring feedback as always. Thank you for your support, Operatives!
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