For other patch notes for changes for other seasons, please go here.

June 7

JUNE 7 UPDATE

Today’s update for ShooterofIO: Modern Ops 2 focuses on early Season 04 feedback, gameplay consistency, bug fixes across Multiplayer, Missions, and Battle Royale, and targeted weapon tuning for two weapons that have been closely watched since the launch of the season.

Since the June 4 update went live, the team has been reviewing player reports, attachment usage, kill data, time-to-kill performance, and match pacing across public matches and Ranked Play. This update is not a full sandbox reset. Instead, it addresses several clear outliers and fixes issues that were affecting the feel of Season 04 during its first weekend.

Hey everyone, thanks for jumping into Season 04. We have been tracking feedback around the XR-92 “Vanguard,” the MX-5 “Tempest,” map flow, objective interactions, and several stability reports that appeared after the June 4 update.

The XR-92 “Vanguard” was killing faster than intended in too many standard engagements, especially when stacked with its strongest recoil and handling attachments. The MX-5 “Tempest” is not in the same place, but a few of its mobility-focused attachments were offering too much value with too little downside. Today’s update focuses on those specific areas without forcing every weapon in the game to change.

GLOBAL

Gameplay

  • Improved server-side validation when firing immediately after exiting a slide, dive, or mantle.
  • Fixed an issue where players could briefly lose weapon input after rapidly swapping weapons near an objective interact point.
  • Reduced cases where tactical equipment could fail to deploy when thrown directly after sprinting through a doorway.
  • Fixed an issue where some Field Upgrades could display as ready before fully charging.
  • Improved consistency when picking up weapons while standing near ammo boxes, dropped equipment, or objective devices.

Progression

  • Fixed an issue where some Season 04 Daily Challenges could stop tracking after changing playlists.
  • Fixed an issue where Battle Pass progress could visually appear delayed after completing a match.
  • Fixed an issue where some attachment unlock progress was not updating until the player restarted the game.
  • Fixed an issue where Weapon XP earned from objective play could display incorrectly in the After Action Report.

UI

  • Fixed an issue where the Season 04 event tile could show the wrong remaining time.
  • Fixed an issue where Gunsmith stat bars could display outdated values after switching between saved builds.
  • Fixed an issue where the XR-92 “Vanguard” could show incorrect attachment pros and cons after equipping certain barrel and receiver combinations.
  • Improved readability of locked attachment requirements in the Gunsmith menu.
  • Fixed an issue where the After Action Report could show incorrect challenge progress when leaving a match after the final killcam.

MULTIPLAYER

Maps

  • Fracture
    • Fixed an issue where players could mantle onto unintended rock geometry near the western excavation lane.
    • Adjusted collision around collapsed machinery to reduce cases of players becoming stuck.
    • Improved objective marker visibility in the lower service tunnel.
    • Reduced visual obstruction from steam effects near the central platform.
  • Checkpoint Kilo
    • Fixed an issue where equipment could pass through a closed security shutter near the central checkpoint.
    • Adjusted one Hardpoint boundary to better match the visible capture space.
    • Reduced the chance of spawning directly into enemy sightlines near the rear convoy lane.
    • Fixed a lighting issue that made some enemies difficult to read near the inspection building entrance.
  • Existing Maps
    • Fixed several locations where players could place Field Upgrades inside map geometry.
    • Fixed additional out-of-bounds spots on Harborline, District, and Eastpoint.
    • Improved collision around several staircases and low-wall mantle points.

Modes

  • Breach
    • Fixed an issue where the breach charge interaction prompt could disappear if multiple players attempted to arm the same objective.
    • Fixed an issue where defenders could occasionally respawn too close to the final breach point.
    • Improved objective audio when a charge is planted, contested, or defused.
    • Reduced overtime delay after the final objective is destroyed.
  • Ground Control
    • Fixed an issue where capture progress could briefly continue after all players left the zone.
    • Fixed an issue where the next sector icon could overlap with teammate indicators.
    • Adjusted score payout timing to better reward active objective play.
    • Reduced cases where sector rotation audio would play twice.
  • Search & Destroy
    • Fixed an issue where the bomb could become unrecoverable when dropped near destroyed vehicles.
    • Fixed an issue where the round-end camera could briefly focus on the wrong player.

Spawns

  • Improved spawn safety checks when enemy players are holding elevated sightlines.
  • Reduced spawn flips caused by one enemy briefly entering the opposing backline.
  • Adjusted Domination spawn weighting to better protect home flags during early match flow.
  • Reduced cases where players could spawn too close to an active explosive streak.

Ranked Play

  • Updated restricted attachment list following today’s XR-92 “Vanguard” tuning.
  • Fixed an issue where players could briefly preview restricted attachments in Ranked Loadouts.
  • Fixed an issue where reconnect protection could fail if a player disconnected before the first round started.
  • Improved match cancellation behavior when a player fails to fully load into the lobby.

MISSIONS

Gameplay

  • Fixed an issue where objective markers could fail to update after a squadmate completed an interact step.
  • Fixed an issue where certain mission doors could briefly appear locked after the objective had already advanced.
  • Improved checkpoint reliability after completing multi-stage defense objectives.
  • Fixed an issue where players could lose their selected Field Upgrade after a full squad wipe and restart.
  • Improved enemy spawn timing during late-objective waves to reduce sudden stacked pressure.

Enemies

  • Mangler
    • Reduced projectile tracking slightly at longer ranges.
    • Fixed an issue where Manglers could continue firing during a stagger animation.
    • Improved hit feedback when breaking Mangler armor plates.
    • Reduced explosive splash damage slightly on lower difficulties.
  • Armored Infantry
    • Fixed an issue where armor break audio could fail to play for squadmates.
    • Reduced cases where armored enemies could ignore suppression reactions.

Bug Fixes

  • Fixed an issue where reward notifications could display twice after completing optional objectives.
  • Fixed an issue where some mission intel pickups could not be pinged.
  • Fixed several stuck spots in industrial and desert combat spaces.
  • Fixed an issue where extraction music could continue playing after returning to the lobby.
  • Fixed a rare issue where the mission timer could remain visible after failure or completion.

BATTLE ROYALE

Gameplay

  • Fixed an issue where Armor Plates could fail to apply if used immediately after climbing a ladder.
  • Improved server-side validation for parachute redeploy timing.
  • Reduced instances where players could take fall damage after landing on certain sloped rooftops.
  • Fixed an issue where loot containers could appear unopened for some squadmates after being searched.
  • Fixed an issue where players could briefly lose the ability to ping after exiting a vehicle.

Contracts

  • Supply Raid
    • Fixed an issue where contract crates could spawn partially inside terrain.
    • Improved objective marker visibility in dense urban areas.
  • Bounty
    • Reduced cases where a target could be selected immediately after redeploying.
    • Fixed an issue where bounty audio could play from the wrong squadmate perspective.

Vehicles

  • Fixed an issue where vehicle health bars could remain visible after the vehicle had been destroyed.
  • Improved vehicle exit placement near low walls, concrete barriers, and supply crates.
  • Slightly reduced collision bounce when light vehicles hit small environmental objects.
  • Fixed an issue where players could become stuck between a vehicle and a Buy Station.

Loot

  • Reduced duplicate pistol spawns in small buildings.
  • Improved Armor Plate spawn consistency in low-tier loot areas.
  • Fixed an issue where some weapon rarity colors could display incorrectly on the ground.

WEAPONS

Weapons

Today’s weapon update is targeted. We are not making broad changes across the full arsenal. The XR-92 “Vanguard” has been adjusted due to faster-than-intended kill performance and several attachments that were stacking too efficiently. The MX-5 “Tempest” receives attachment-only tuning to reduce low-cost mobility stacking without damaging its core identity.

We are still monitoring the wider Season 04 weapon pool. Several weapons are being discussed internally, but we do not want to overcorrect the meta only three days into the season. This update focuses on the clearest issues first.

Assault Rifles
Assault Rifle Adjustments
Weapon
Adjustments
XR-92 “Vanguard”

820 RPM • 38 Head / 30 Upper / 27 Lower • 240ms ADS

The XR-92 “Vanguard” was producing too many fast kills across its intended range band. The base weapon is being brought down slightly, while its strongest attachment combinations now carry clearer tradeoffs..

Damage Adjustments

  • Upper Torso Damage reduced from 30 to 29⇩.
  • Lower Torso Damage reduced from 27 to 26⇩.
  • Maximum Damage Range reduced from 0 - 28m to 0 - 25m⇩.
  • Medium Damage Range adjusted from 28 - 42m to 25 - 40m⇩.

Handling Adjustments

  • Aim Down Sight Speed increased from 240ms to 250ms⇩.
  • Sprint to Fire time increased by 10ms.
  • Initial recoil kick increased by 6%.
  • Recoil recenter speed reduced slightly.

Attachment Adjustments

  • Vanguard Carbon Barrel
    • Damage Range benefit reduced from 18% to 12%⇩.
    • Bullet Velocity benefit reduced from 14% to 10%⇩.
    • Added a 3% Aim Down Sight Speed penalty.
  • XR Precision Stock
    • Recoil Control benefit reduced from 16% to 11%⇩.
    • Aim Walking Steadiness benefit reduced from 18% to 12%⇩.
    • Movement Speed penalty increased slightly.
  • XR Tactical Grip
    • Sprint to Fire benefit reduced from 12% to 8%⇩.
    • Aim Down Sight Speed benefit reduced from 9% to 6%⇩.
    • Hipfire spread penalty increased slightly.
  • XR Hypercoil Brake
    • Vertical Recoil Control benefit reduced from 20% to 14%⇩.
    • Gun Kick Control benefit reduced from 16% to 11%⇩.
    • Horizontal Recoil penalty increased from 4% to 7%⇩.
  • XR Smart Receiver
    • Recoil stabilization benefit reduced from 15% to 9%⇩.
    • Removed unintended Idle Sway reduction.
    • Added a 2% Aim Walking Movement Speed penalty.

Submachine Guns
SMG Adjustments
Weapon
Adjustments
MX-5 “Tempest”

Fast-handling SMG built for aggressive close-range pressure.

The MX-5 “Tempest” should remain a fast, aggressive SMG, but its best mobility setup had too little cost when stacked together.

Attachment Adjustments

  • Tempest CQB Barrel
    • Aim Down Sight Speed benefit reduced from 10% to 7%⇩.
    • Sprint to Fire benefit reduced from 12% to 8%⇩.
    • Damage Range penalty increased slightly.
  • Tempest Skeleton Stock
    • Movement Speed benefit reduced from 5% to 3%⇩.
    • Aim Walking Movement Speed benefit reduced from 9% to 6%⇩.
    • Recoil Control penalty increased slightly.
  • Tempest Speed Grip
    • Sprint to Fire benefit reduced from 10% to 7%⇩.
    • Slide to Fire benefit reduced from 12% to 8%⇩.
    • Hipfire spread penalty increased by 4%.

General Adjustments

  • No base damage changes.
  • No base fire rate changes.
  • No base range changes.

Sniper Rifles

Sniper Rifles in Modern Ops 2 are performing within acceptable overall balance ranges, but we have seen too many inconsistencies between individual rifles in areas that should feel predictable: Aim Down Sight speed, upper torso effectiveness, ADS movement speed, hip movement speed, and one-shot reliability. This update focuses on standardizing sniper behavior while preserving each weapon’s role.
Snipers should feel different from each other, but they should not feel random. Heavy snipers should feel slower and more reliable. Lightweight snipers should feel faster but less forgiving. Semi-auto snipers should reward follow-up precision without replacing marksman rifles. Today’s adjustments are focused on making those identities clearer.

Sniper Rifle Adjustments
Weapon
Adjustments
MCPR-300

Heavy Sniper • High damage • Slower handling

The MCPR-300 should sit as a reliable heavy sniper with strong upper torso performance and controlled handling. Its movement values were slightly below the intended class floor.

Damage Adjustments

  • Upper Torso Damage effectiveness improved for consistency across all ranges.
  • Lower Torso Damage no longer produces inconsistent one-shot results at close range.
  • Headshot Damage unchanged.

Handling Adjustments

  • Aim Down Sight Speed standardized to 405ms⇧.
  • ADS Movement Speed increased by 3%.
  • Hip Movement Speed increased slightly.
  • Reduced ADS Idle Sway variance after entering scope.
KATT-AMR

Anti-Materiel Sniper • Maximum damage • Lowest mobility

The KATT-AMR is intended to be the slowest but most reliable sniper. It was occasionally failing to deliver expected upper torso lethality in edge-case range and armor interactions.

Damage Adjustments

  • Upper Torso Damage consistency improved against armored targets.
  • Increased damage reliability when hitting upper arms connected to the torso hitbox.
  • Headshot Damage unchanged.
  • Limb Damage unchanged.

Handling Adjustments

  • Aim Down Sight Speed standardized to 430ms⇩.
  • ADS Movement Speed reduced slightly to better match its Anti-Materiel role.
  • Hip Movement Speed reduced slightly.
  • Flinch Resistance improved by 5%.
Longbow

Lightweight Sniper • Fast ADS • Lower forgiveness

The Longbow should be the fastest sniper option, but its upper torso behavior was too inconsistent compared to its speed-focused role. We are tightening its rules instead of simply making it stronger.

Damage Adjustments

  • Upper Torso Damage effectiveness improved inside maximum damage range.
  • Upper Torso Damage effectiveness reduced slightly at long range.
  • Lower Torso Damage reduced slightly to better separate it from Heavy Snipers.
  • Headshot Damage unchanged.

Handling Adjustments

  • Aim Down Sight Speed standardized to 380ms⇧.
  • ADS Movement Speed increased by 5%.
  • Hip Movement Speed increased by 4%.
  • ADS Idle Sway increased slightly after holding scope for more than 2 seconds.
KV Inhibitor

Semi-Auto Sniper • Follow-up shots • Reduced one-shot forgiveness

The KV Inhibitor is a semi-auto sniper and should not share the same forgiveness profile as heavy bolt-action rifles. Its follow-up speed remains its strength, but its torso rules are being clarified.

Damage Adjustments

  • Upper Torso Damage effectiveness improved at close range.
  • Upper Torso Damage effectiveness reduced at extended range.
  • Lower Torso Damage reduced slightly.
  • Headshot Damage unchanged.

Handling Adjustments

  • Aim Down Sight Speed standardized to 395ms⇧.
  • ADS Movement Speed increased by 3%.
  • Hip Movement Speed increased slightly.
  • Reduced accidental queued shot window after firing.
  • Recoil recenter speed improved after missed shots.
Arclight .50

Heavy Sniper • High power • Stable scope behavior

The Arclight .50 overlaps with other Heavy Snipers, but its identity is built around stability. We are improving consistency without making it faster than intended.

Damage Adjustments

  • Upper Torso Damage effectiveness improved across all ranges.
  • Lower Torso Damage consistency improved at close range only.
  • Headshot Damage unchanged.

Handling Adjustments

  • Aim Down Sight Speed standardized to 415ms⇧.
  • ADS Movement Speed unchanged.
  • Hip Movement Speed increased slightly.
  • ADS Idle Sway reduced by 8%.
  • Flinch Resistance improved by 4%.
MORS-375

Advanced Sniper • Fast charge profile • Precision focused

The MORS-375 is intended to feel advanced and responsive, but some builds created inconsistent upper torso damage and movement behavior. These changes make its rules easier to understand.

Damage Adjustments

  • Upper Torso Damage effectiveness improved within intended one-shot range.
  • Upper Torso Damage effectiveness reduced slightly beyond intended one-shot range.
  • Lower Torso Damage reduced slightly.
  • Headshot Damage unchanged.

Handling Adjustments

  • Aim Down Sight Speed standardized to 390ms⇧.
  • ADS Movement Speed increased by 4%.
  • Hip Movement Speed unchanged.
  • Charge timing consistency improved when firing immediately after sprinting.

Attachment Adjustments

  • Charge Barrel
    • Reduced extreme long-range aim assist strength slightly.
    • Improved charge timing consistency after mantling.
  • Quickdraw Grip
    • Aim Down Sight Speed benefit reduced from 7% to 5%⇩.
    • Sprint to Fire benefit unchanged.

Gunsmith

  • Fixed an issue where XR-92 “Vanguard” attachment stat bars could display stronger benefits than the attachments were intended to provide.
  • Fixed an issue where the XR Smart Receiver could incorrectly show no mobility penalty.
  • Fixed an issue where MX-5 “Tempest” mobility attachments could display outdated stat values after switching builds.
  • Updated descriptions for Vanguard Carbon Barrel, XR Precision Stock, XR Tactical Grip, XR Hypercoil Brake, XR Smart Receiver, Tempest CQB Barrel, Tempest Skeleton Stock, and Tempest Speed Grip.

AUDIO

  • Improved enemy footstep priority during close-range firefights.
  • Reduced friendly footstep volume slightly in Multiplayer and Battle Royale.
  • Fixed an issue where suppressed XR-92 “Vanguard” builds could sound louder than intended to nearby enemies.
  • Fixed an issue where MX-5 “Tempest” firing audio could briefly desync during packet burst.
  • Improved objective audio clarity in Breach and Ground Control.

GRAPHICS

  • Fixed an issue where weapon effects could remain visible after swapping weapons.
  • Improved smoke edge blending on Fracture and Checkpoint Kilo.
  • Fixed a lighting issue that could make some Operator skins appear too dark in interior spaces.
  • Improved texture streaming around newly added Season 04 map areas.

STABILITY

  • Fixed a rare crash that could occur when backing out of Gunsmith while a playlist update was being applied.
  • Fixed a rare crash that could occur when previewing certain XR-92 “Vanguard” Blueprints.
  • Fixed a rare crash that could occur after completing a Missions match and immediately opening the Battle Pass tab.
  • Improved memory handling during long Battle Royale sessions.
  • Added additional server-side stability improvements.

June 4

WELCOME TO SEASON 04

Season 04 of ShooterofIO: Modern Ops 2 is live, bringing new Multiplayer maps and modes, a new Missions deployment, Battle Royale updates, EchoShield security improvements, quality-of-life fixes, and a focused weapon tuning pass across the live arsenal.

This update is built around practical tuning rather than changing every weapon for the sake of it. Some weapons receive direct balance changes, some receive attachment adjustments, and several weapons are being left alone because their current performance is healthy.

Hey everyone, thanks for jumping into Season 04. We have been tracking weapon usage, Ranked Play performance, Battle Royale pacing, Missions completion rates, and player reports throughout Season 03 and Reloaded.

This update is not intended to reset the meta overnight. The main goal is to reduce a few outliers, make weaker picks easier to justify, clean up attachment behavior, and improve consistency across all modes.

NEW SEASON 04 CONTENT

New Multiplayer Maps

  • Season Launch
    • Fracture (6v6)
      • A broken industrial site built around a collapsed geothermal rig, fractured walkways, service tunnels, and a dangerous central lane that rewards controlled pressure.
    • Checkpoint Kilo (6v6)
      • A fortified desert checkpoint with vehicle lanes, inspection buildings, watchtower sightlines, and tight interior routes for aggressive objective play.
  • In-Season
    • Overgrowth (6v6)
      • An abandoned research facility reclaimed by vegetation, mixing greenhouse interiors, exterior service routes, and short vertical power positions.

New Multiplayer Modes

  • Breach
    • Attackers push through sequential fortified objectives by planting breach charges while defenders hold the line and delay the advance.
  • Ground Control
    • Teams fight over rotating control sectors. Holding multiple sectors increases score pressure, but overcommitting can leave the next rotation open.

New Missions Content

  • Operation Silent Meridian — In-Season
    • A multi-stage deployment centered on relay sabotage, encrypted drive recovery, armored patrols, and extraction under heavy resistance.
  • Mangler Enemy Type
    • A heavily armored pressure enemy equipped with explosive attacks, breakable plating, and a high-value weak point reward loop.

New Battle Royale Content

  • Fracture Site
    • A new high-risk POI with vertical cover, exposed loot routes, and underground access points.
  • Blacksite Meridian
    • A locked combat zone that can be opened through contracts and rewards coordinated teams with high-tier loot.
  • Outrider Depot
    • A vehicle-focused outpost with redeploy balloons, fuel caches, and rotating contract spawns.

Season 04 Event

  • Signal Break
    • Complete challenges across Multiplayer, Missions, and Battle Royale to unlock XP Tokens, Calling Cards, a Weapon Charm, an Operator Skin, and the Signal Break Mastery Blueprint.

GLOBAL

Gameplay

  • Improved hit registration consistency during brief packet burst windows.
  • Reduced cases where players could take damage immediately after spawning.
  • Improved weapon raise timing after mantling, sliding, diving, and climbing ladders.
  • Reduced camera shake intensity from nearby explosive impacts.
  • Improved enemy readability through dust, sparks, smoke edges, and heavy debris effects.
  • Improved interaction reliability when picking up weapons, reviving players, planting devices, or interacting with mission objectives.

EchoShield Anti-Cheat

SOI Studios has delivered several EchoShield updates for Season 04 focused on Ranked Play integrity, abnormal input detection, account security, and repeat-offender prevention.

  • Expanded detection logic for automated recoil scripts and abnormal firing inputs.
  • Improved replay review tagging for suspicious Ranked Play matches.
  • Updated VPN and region mismatch checks in competitive playlists.
  • Improved detection for accounts repeatedly queueing with confirmed cheaters.
  • Added additional account trust checks before Ranked Play placement matches.
  • Improved backend review tools used for high-skill and Top 250 match audits.

Progression

  • Improved Battle Pass progression tracking when leaving a match after the final score screen.
  • Fixed an issue where some Daily Challenges could visually reset after a playlist update.
  • Fixed an issue where Weapon XP bonuses could fail to display correctly in the After Action Report.
  • Improved tracking reliability for multi-mode Event Challenges.

MULTIPLAYER

Maps

  • Fracture
    • Adjusted collision around the central drill platform to prevent unintended mantle spots.
    • Reduced visibility obstruction from steam vents near the east service lane.
    • Improved objective marker visibility in the lower maintenance tunnel.
  • Checkpoint Kilo
    • Adjusted cover placement near the central inspection lane to reduce spawn-side sightlines.
    • Improved player collision around parked vehicles.
    • Moved one Search & Destroy defensive spawn slightly farther from the opening grenade lane.
  • Existing Maps
    • Addressed out-of-bounds exploits across Harborline, Dome Relay, District, and Eastpoint.
    • Fixed several locations where Field Upgrades could be hidden inside map geometry.
    • Adjusted Hardpoint capture boundaries on three maps to better match the visible objective area.

Spawns

  • Spawn logic updates across multiple maps to reduce spawning inside active enemy pressure.
  • Improved spawn safety checks around active Hardpoints and Ground Control sectors.
  • Reduced aggressive spawn flipping when only one enemy briefly enters the opposing side of the map.
  • Improved spawn weighting against active lethal streaks and controlled sniper lanes.

Modes

  • Breach
    • Reduced charge plant interaction delay by 0.15s.
    • Increased defender warning radius around active breach points.
    • Fixed an issue where the final breach icon could remain on-screen after the round ended.
  • Ground Control
    • Adjusted sector rotation timing from 70s to 75s.
    • Reduced score snowballing when one team holds all active sectors.
    • Fixed an issue where a sector could briefly award score after being disabled.
  • Search & Destroy
    • Fixed an issue where the bomb could become unrecoverable if dropped near destroyed vehicles.

Playlists

  • Added Fracture 24/7.
  • Added Breach Moshpit.
  • Added Ground Control.
  • Added Season 04 Moshpit featuring Fracture, Checkpoint Kilo, Breach, and Ground Control.
  • Updated Quick Play map weighting to reduce repeated map selections.
  • Added Checkpoint Kilo to Hardcore rotation.

Ranked Play

  • Updated Ranked map and mode rotation for Season 04.
  • Improved lobby skill spread in Diamond and above.
  • Improved disconnect forgiveness when a teammate fails to load into the match.
  • Adjusted SR calculations to reduce extreme losses in close matches against higher-rated opponents.
  • Updated restricted attachment list following Season 04 weapon tuning.

Game Chat

  • Addressed an issue where some players could lose voice chat between rounds.
  • Improved microphone device refresh when changing input devices while the game is open.
  • Fixed an issue where party chat indicators could remain visible after a player left the party.

Weapons

Season 04 includes a focused weapon pass. We are not adjusting every weapon. Several weapons are performing within target ranges and are being monitored rather than changed.

Reminder: Some changes below adjust handling, recoil, attachments, or consistency rather than raw damage. Where useful, post-patch values are shown directly.

All Weapons
  • Reduced excessive weapon bob when exiting tactical sprint.
  • Improved muzzle flash readability on several high-rate weapons.
  • Improved Weapon Inspect camera depth on several weapons.
  • Fixed an issue where weapon fire audio could briefly desync during packet burst.

Assault Rifles
Assault Rifles are receiving selective tuning. The goal is to keep the class reliable at mid-range without letting the fastest rifles take over SMG ranges or letting burst rifles delete too consistently with low commitment.
Assault Rifle Adjustments
Weapon
Adjustments
SVA 545

820 RPM • 30 Upper • 240ms ADS

The SVA 545 receives a small recoil cleanup without increasing its close-range lethality.

General Adjustments

  • Horizontal recoil reduced by 4%.
  • Recoil recenter speed improved by 5%.
  • No damage value changes.
MCW

720 RPM • 34 Upper • 260ms ADS

The MCW is still one of the most stable rifles in the game, so this update targets attachment stacking rather than the base weapon.

Attachment Adjustments

  • Precision Heavy Barrel: Aim Down Sight penalty increased from 6% to 8%⇩.
  • Longline Stock: Horizontal recoil benefit reduced from 12% to 9%⇩.
  • No base damage or range changes.
DG-56

900 RPM Burst • 36 Upper • 280ms ADS

The DG-56 was winning too many one-burst fights at ranges where counterplay should exist.

General Adjustments

  • One-burst potential now requires at least one upper torso hit inside maximum damage range.
  • Burst delay increased by 14ms.
  • Vertical recoil during burst increased by 5%.

Attachment Adjustments

  • Rapid Burst Kit: Fire rate benefit reduced by 3%.
FR 5.56

850 RPM Burst • 37 Upper • 285ms ADS

The FR 5.56 remains powerful, but its maximum damage range was too forgiving for a burst rifle.

General Adjustments

  • Maximum Damage Range reduced from 0 - 28m to 0 - 26m⇩.
  • Lower Torso Damage reduced from 33 to 32⇩.
  • ADS Idle Sway increased slightly while using high-zoom optics.
ARX-160

760 RPM • 32 Upper • 255ms ADS

The ARX-160 should feel like a flexible rifle with clean handling, but it was losing too many fair mid-range fights.

General Adjustments

  • Medium Damage Range increased from 34 - 48m to 34 - 50m⇧.
  • Aim Down Sight Speed improved from 260ms to 255ms⇧.
  • Initial recoil kick reduced by 6%.
MTZ-556

790 RPM • 31 Upper • 235ms ADS

Attachment Adjustments

  • Short Barrel: Sprint to Fire benefit reduced from 10% to 8%⇩.
  • Factory Grip: Recoil control benefit increased from 7% to 9%⇧.
  • No base weapon changes.

Battle Rifles
Battle Rifles should reward accuracy and controlled firing. We are improving the feel of the Sidewinder while tightening a few attachment combinations on the strongest picks.
Battle Rifle Adjustments
Weapon
Adjustments
Sidewinder

520 RPM • 50 Upper • 310ms ADS

The Sidewinder receives the clearest buff this pass. It still demands accuracy, but it should no longer feel punished before the fight begins.

General Adjustments

  • Aim Down Sight Speed improved from 325ms to 310ms⇧.
  • Horizontal recoil reduced by 9%.
  • Bullet velocity increased by 6%.
BAS-B

630 RPM • 42 Upper • 4.6 m/s

Attachment Adjustments

  • Heavy Support Barrel: ADS penalty reduced slightly to fix an unintended double penalty.
  • Bruiser Grip: Hipfire benefit reduced from 12% to 8%⇩.
  • No base damage changes.
MTZ-762

585 RPM • 46 Upper • 290ms ADS

General Adjustments

  • Maximum Damage Range reduced from 0 - 42m to 0 - 40m⇩.
  • Upper Torso multiplier reduced slightly when using automatic fire.
  • Semi-auto recoil recovery improved by 5%.

Submachine Guns
SMG tuning is focused on range discipline. Strong close-range weapons should stay strong up close, but their minimum damage performance should not erase Assault Rifles at distance.
SMG Adjustments
Weapon
Adjustments
WSP Swarm

980 RPM • 25 Upper • 205ms ADS

General Adjustments

  • Minimum Damage reduced from 21 to 20⇩.
  • Medium Damage Range reduced from 15 - 25m to 15 - 23m⇩.
  • Increased horizontal recoil by 4%.
AMR9

720 RPM • 31 Upper • 225ms ADS

The AMR9 has struggled to justify its slower SMG profile, so we are improving its range identity.

General Adjustments

  • Maximum Damage Range increased from 0 - 22m to 0 - 24m⇧.
  • Medium Damage Range increased from 24 - 36m to 24 - 38m⇧.
  • ADS movement speed improved by 3%.
Vector .45

1100 RPM • 23 Upper • 205ms ADS

General Adjustments

  • Maximum Damage Range reduced from 0 - 14m to 0 - 13m⇩.
  • Lower Torso Damage reduced from 22 to 21⇩.
  • Increased vertical recoil by 8%.
Mamba 9

760 RPM • 29 Upper • 215ms ADS

The Mamba 9 was underperforming and receives range and handling improvements.

General Adjustments

  • Maximum Damage Range increased from 0 - 19m to 0 - 21m⇧.
  • Medium Damage Range increased from 21 - 31m to 21 - 33m⇧.
  • Aim Down Sight Speed improved from 220ms to 215ms⇧.
FJX Horus 67

900 RPM • 27 Upper • 205ms ADS

Attachment Adjustments

  • Micro Burst Kit: Headshot multiplier benefit reduced slightly.
  • Light Stock: Sprint to Fire benefit reduced from 8% to 6%⇩.
  • No base weapon changes.

Shotguns
Shotgun updates are attachment-heavy this season. Base shotgun performance is close to target, but several ammo and laser combinations were creating inconsistent fights.
Shotgun and Ammo Adjustments
Weapon / Attachment
Adjustments
12 Gauge Slugs

Attachment Pass

Attachment Adjustments

  • Headshot multiplier increased from 1.35x to 1.45x⇧.
  • Hipfire spread penalty increased by 10%.
  • Reduced one-shot consistency on lower torso hits beyond maximum damage range.
Dragon's Breath

Ammo Attachment

Attachment Adjustments

  • Burn duration reduced from 2.5s to 2.0s⇩.
  • Initial pellet damage increased slightly to keep close-range performance consistent.
  • Reduced visual flame obstruction for both shooter and target.
Riveter

120 RPM • Semi-Auto

General Adjustments

  • Pellet spread tightened by 4% while ADS.
  • Maximum Damage Range increased from 0 - 7.5m to 0 - 8m⇧.
  • Reduced sprint-out delay by 20ms.
Bulldog 12

120 RPM • 300ms ADS

Attachment Adjustments

  • Choke attachments now apply their spread benefits more consistently after sprinting.
  • Heavy Stock recoil benefit increased from 9% to 11%⇧.

Marksman Rifles
Marksman Rifles are being tuned around precision and follow-up control. We are improving some slow picks while reducing frustrating flinch-resistant builds.
Marksman Rifle Adjustments
Weapon
Adjustments
EBR-14

500 RPM • 55 Upper • 280ms ADS

General Adjustments

  • Aim Down Sight Speed improved from 290ms to 280ms⇧.
  • Recoil recovery improved by 5%.
  • Reduced visual kick when firing repeatedly.
MTZ Interceptor

500 RPM • 55 Upper

General Adjustments

  • Flinch received increased by 7%.
  • Minimum Damage Range reduced slightly in Battle Royale only.

Attachment Adjustments

  • Marksman Grip flinch resistance reduced from 15% to 11%⇩.
MCW 6.8

500 RPM • 55 Upper

General Adjustments

  • Bullet velocity increased by 5%.
  • Aim Walking Movement Speed improved by 4%.
  • No damage changes.
DM56

500 RPM • 55 Upper

Attachment Adjustments

  • Rapid Fire: Rate of Fire benefit reduced from 9% to 6%⇩.
  • Rapid Fire: Vertical recoil penalty increased from 10% to 14%⇩.

Sniper Rifles
Sniper changes are aimed at build diversity. Fast ADS builds should still be possible, but the strongest combinations now ask for clearer tradeoffs.
Sniper Rifle Adjustments
Weapon / Class
Adjustments
All Snipers

Class Adjustment

General Adjustments

  • Base flinch resistance improved by 5%.
  • ADS Idle Sway delay improved by 0.1s.
  • Heavy Stock flinch resistance bonuses reduced across the class.
Longbow

55 RPM • 400ms ADS

General Adjustments

  • Aim Down Sight Speed increased from 390ms to 400ms⇩.
  • Sprint to Fire time increased by 15ms.
  • Reduced rechamber visual shake by 8%.
KV Inhibitor

55 RPM • Semi-Auto

General Adjustments

  • Recenter speed improved after missed shots.
  • Reduced accidental queued shot input window.

Attachment Adjustments

  • Light Barrel ADS benefit reduced by 2%.
MORS-375

55 RPM • 400ms ADS

Attachment Adjustments

  • Charge Barrel: Reduced extreme long-range aim assist strength slightly.
  • Quickdraw Grip: ADS benefit reduced from 7% to 5%⇩.

Handguns and Launchers
Secondary Weapon Adjustments
Weapon
Adjustments
Renetti

400 RPM • 180ms ADS

Attachment Adjustments

  • Conversion Kit: Burst delay increased by 18ms.
  • Conversion Kit: Hipfire spread increased by 6%.
TYR

400 RPM • 45 Head

General Adjustments

  • Trigger delay reduced by 20ms.
  • Akimbo hipfire spread increased by 8%.
WSP Stinger

400 RPM • Auto Sidearm

General Adjustments

  • Minimum Damage reduced from 28 to 27⇩.
  • Maximum Damage Range increased from 0 - 11m to 0 - 12m⇧.
PILA

500ms ADS • Lock-On

General Adjustments

  • Lock-on acquisition speed improved by 8% against aerial streaks.
  • Direct impact damage unchanged.
  • Reduced smoke trail opacity for better follow-up visibility.

Gunsmith

  • Improved attachment stat clarity for recoil control, gun kick, and visual recoil.
  • Fixed an issue where some attachment pros and cons were displayed in the wrong order.
  • Fixed an issue where saved Blueprints could show an incorrect magazine model.
  • Updated descriptions for several Season 03 attachments to better explain their real behavior.

Perks

  • Reduced tracker visibility duration from 7s to 6s.
  • Fixed an issue where Scavenger could fail to resupply tactical equipment in specific modes.
  • Fixed an issue where Cold Blooded did not always hide players from thermal optics attached to remote streaks.

Scorestreaks

  • Recon Drone
    • Reduced maximum tag duration from 8s to 6s.
  • VTOL Escort
    • Improved target selection to reduce repeated attacks on already-downed Battle Royale players.
  • Cluster Mortar
    • Fixed an issue where warning indicators could fail to appear on sloped surfaces.

UI

  • Added clearer restricted item messaging in Ranked Play.
  • Fixed an issue where the After Action Report could show incorrect weapon progression.
  • Fixed an issue where objective medals could overlap with challenge progress banners.
  • Improved readability of killfeed icons for equipment eliminations.

Stability

  • Added stability fixes for private matches with custom rule sets.
  • Fixed a rare crash that could occur when backing out of Gunsmith while a playlist update deployed.
  • Fixed a rare crash when loading into a map with an incomplete shader cache.

MISSIONS

Operation Silent Meridian

  • Added Operation Silent Meridian to the in-season Missions schedule.
  • Added new optional intel pickups that reveal alternate extraction dialogue.
  • Added new reward path with XP, Calling Card, Emblem, Weapon Charm, and Blueprint rewards.
  • Added additional checkpoint protection before the final extraction phase.

Mangler

  • Added Mangler enemy type to selected Missions and escalation waves.
  • Mangler armor can be broken in sections, briefly exposing weak points.
  • Destroying armor before elimination grants bonus score and a higher equipment drop chance.
  • Reduced Mangler explosive splash radius on Recruit and Regular difficulties.

Enemy AI

  • Improved enemy use of cover during open-area encounters.
  • Reduced cases where AI would repeatedly vault over the same cover object.
  • Improved sniper AI reposition timing after being suppressed.
  • Reduced grenade spam from mixed enemy squads on lower difficulties.

Bug Fixes

  • Fixed an issue where an extraction marker could fail to appear after host migration.
  • Fixed an issue where players could lose mission progress after reconnecting late.
  • Fixed several stuck spots in refinery and desert outpost combat spaces.
  • Fixed an issue where reward notifications could display twice after completing bonus objectives.

BATTLE ROYALE

Map Updates

  • Added Fracture Site, Blacksite Meridian, and Outrider Depot POIs.
  • Improved terrain collision around several cliff and riverbank routes.
  • Added additional interior loot points to low-traffic residential areas.
  • Reduced rooftop head-glitch strength on several downtown buildings.

Loot and Economy

  • Improved early-match ground loot variety.
  • Reduced duplicate pistol spawns in high-tier loot zones.
  • Increased Armor Plate spawn chance in small buildings.
  • Reduced Self-Revive spawn rate from standard crates.
  • Buy Station Loadout price increased slightly in Quads.

Circle and Gas

  • Adjusted first circle logic to reduce extreme edge pulls.
  • Reduced final circle frequency near steep vertical terrain.
  • Improved gas visual clarity inside buildings.
  • Fixed an issue where gas damage could briefly tick after exiting the gas.

Contracts

  • Secure Uplink
    • Contract upload time reduced by 3s in Trios and Quads.
  • Bounty
    • Reduced chance of selecting a target already actively fighting another squad.
  • Blacksite Access
    • Added Blacksite Meridian contract variant with unique reward pool.

Vehicles

  • Increased light vehicle health by 5%.
  • Reduced heavy vehicle acceleration slightly when damaged below 40% health.
  • Improved vehicle collision against small rocks and roadside debris.
  • Fixed an issue where players could exit vehicles inside invalid geometry.

Bug Fixes

  • Fixed an issue where squadmate pings could disappear after Gulag redeploy.
  • Fixed an issue where rare loot crates could appear open but still contain loot.
  • Fixed an issue where cash pickup audio could play from the wrong location.
  • Fixed an issue where redeploy drones could briefly show the wrong interact prompt.

AUDIO

  • Improved enemy footstep priority in close-quarters combat.
  • Reduced friendly footstep volume slightly in Multiplayer and Battle Royale.
  • Improved vertical audio readability for ladders, ziplines, and rooftop movement.
  • Reduced overly sharp indoor gunfire reflection on several maps.
  • Fixed an issue where suppressed weapons could sound unsuppressed to nearby players.

GRAPHICS

  • Improved lighting consistency on Fracture and Checkpoint Kilo.
  • Reduced flickering shadows in several interior spaces.
  • Improved smoke edge blending at lower graphics settings.
  • Fixed an issue where weapon effects could remain attached to the player after swapping weapons.
  • Improved texture streaming around newly added Battle Royale POIs.

STABILITY

  • Added crash fixes across Multiplayer, Missions, and Battle Royale.
  • Fixed a rare crash that could occur when joining a party during playlist refresh.
  • Fixed a rare crash related to previewing certain Blueprints in Gunsmith.
  • Improved memory handling during long Battle Royale sessions.
  • Improved server recovery for matches affected by brief backend interruptions.

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