What’s up guys, Rogue-9 here and in this video, I want to discuss all of the mini & micro
nerfs and buffs coming with Operation Void Edge, that I didn’t get to talk about in
the last video where I mainly focused on Twitch and Lesion.
So, let’s get stuck right in and see what’s in store for us next season!
Castle will be seeing a mini loadout rework: he will lose access to the ubiquitous M45
pistol and instead get access to the Super Shorty shotgun.
This makes a lot of sense and will allow Castle players to rework the map more freely, without
having to bring a primary shotgun.
It’s a tiny improvement on a very situational operator but in my opinion, it’s definitely a step in the right direction.
Hopefully there is a much more impactful rework in the making to give poor old castle a bit
more of a purpose in future!
Frost is also seeing a micro-update in that her 9mm C1 SMG will now get access to the holographic sight.
It won’t really change anything about her power level but since the holo sight is
still the most popular option in the game (when the ACOG is not available) it makes
complete sense to add this choice.
If you like the holo, well good news everyone, you can now also play it on Frost and if not,
well nothing really changes.
Goyo’s shields have been remodelled a little bit, so that they will now only explode and
spread fire if they were intentionally destroyed with explosives or bullets to the red canister.
Accidentally setting off one of the shields by stepping onto it will soon be a thing of the past.
Again, this is a relatively minor comfort change more than anything else.
You won’t see the shield go off accidentally in the prep phase anymore but for attackers
the shields will still be exactly the same obstacle as before.
I definitely approve of this update, a nice little fix!
IQ has always had special little voice lines for when she discovers the bombs or biohazard
containers on her wrist scanner but up until now, there was no effect beyond that.
With Operation Void Edge, scanning the objectives will now also fulfil a practical purpose in
that this can discover and mark them for the entire attacking team, just like droning does
(or let’s say: like the droning is supposed to do…).
I’m going to call this change a micro-buff as well, nothing really changes, this won’t
really affect IQ’s pick rate or win delta but it gives her just that extra bit of utility
that will be useful especially amongst newer players.
If droning didn’t find the objective, IQ can soon run a quick sweep right at the beginning
of the round which will ID the objective and then allow the team to focus their efforts
on the attack rather than searching the map.
I think grouping Warden in with these changes also makes sense since again, his update is
a bit of a micro-buff; nice to have but definitely not earth shattering.
In the past and up until now, one of Warden’s weaknesses (one of many sadly) is that he
can only use his Smart Glasses when they are fully charged and once activated, switching
them off manually will cause the remaining charge to be used up.
Then after that you have to wait for them to completely recharge before being able to use them again.
But no more!
With Operation Void Edge, you will be able to interrupt the use of the Glasses at any
time without losing the rest of the charge and you will also be able to reactivate them
as long as they are above 20% of their charge.
The total maximum duration of a charge is 10s and it takes just as long to recharge
the Glasses; 1s recharge time for every 1s of time you used the ability.
DMRs are getting a little more utility added to them.
Not only are they now the predominant weapon class that can over penetrate a target and
score multiple hits in one shot, but they are now also much more powerful when it comes
to destroying breachable surfaces.
As you can see from this handy summary, up until now, most DMRs needed 20 shots to open
up barricades, 10 shots to create an impulse in wooden walls and 6 for dry wall.
Hatches used to take up so many shots that opening them with most of the DMRs was basically impossible.
It would cost you a lot of time and all of your ammo and even then, there was no guarantee
that you would be able to open the hatch with your sidearm.
The .50 calibre AR-15.50 used by Maverick was a bit of an exception as was Glaz’ OTs-03
because ya know, his gun is also his gadget.
And nothing changes for the Russian OTs with the new operation whereas all other DMRs will
be standardised to the same, more powerful destructive capabilities.
You will now need a pretty consistent 7 shots on barricades, 3 shots on wooden walls, 2
shots on dry walls and usually either 6 or 7 shots for hatches.
If the 6th shot on a hatch causes an impulse, then it’s 6 otherwise the 7th shot will do.
On some occasions, getting a hatch open with 5 shots can also occur but it’s quite rare.
So, once again we have a nice little micro-buff that won’t be game changing in and of itself
but just adds that extra layer of differentiation to the weapons classes.
For far too long has the Assault Rifle class just been the default best choice for attackers
in the game with LMGs and DMRs being straight up inferior in every way.
Little considerations like the possibility of hitting multiple targets and breaching
soft surfaces more easily will give players more of a real choice to think about when
playing operators that can bring either a DMR or Rifle; great move, I love it!
Another little tweak to the DMRs is that they will all be losing access to the Compensator muzzle attachment.
For single shot weapons, the Muzzle Brake has been the best possible choice ever since
that attachment became available during the mid-season reinforcements of Operation Skull
Rain and the simple fact is that the Compensator just doesn’t really do anything on semi-auto weapons.
Taking away this pointless choice is all about removing a bad option and reducing confusion.
Last topic of the day and let’s round things out with a bit of a bang!
The Vector .45 has always been a bit of a lacklustre weapon but this fact has been kept
hidden for a long time because in the past, it was only Mira who could use this gun and
Mira’s Windows are so powerful that they helped mask how bad this gun actually is.
Now that this SMG is also shared by Goyo though, it’s shortcoming have become a bit more
evident and so the gun is being buffed from 21 damage to 23 at close range and from 15 to 16 at long range.
And “Hurray!”
I hear you cry out sarcastically, “Whop-dee-dooooo!
Hallelujah: 2 extra damage at short range and 1 extra at distance!
This is truly going to make all the difference, isn’t it?!”
But, curb your sarcasm is all I can say in response because this is actually one of those
very rare cases where a small damage change actually has a respectable impact.
At ranges up to 18m, those two extra damage points mean one less shot to down/kill against
both level 2 and 3 armour opponents when hitting the upper body and one less shot against level
1 and 2 armours if you’re hitting just the arms or legs.
That’s definitely nothing to be sniffed at and each of those savings of one bullet
will also translate into a time saving of 50ms.
Not too shabby!
At longer range, admittedly, the improvement is not quite as impressive.
No bullet savings for body shots but instead, one shot saved for limb shots against level
1 armours and two shots saved for 3 armours.
Again, those savings translate into 50ms per bullet but when we’re talking 9 hits instead
of 10 and 13 instead of 15 and for arm and leg strikes ONLY, then that advantage becomes
a little bit meaningless overall.
But that doesn’t really matter, Mira has complete control over her engagements most
of the time anyway and if you’re going to be fighting at longer ranges with Goyo, just
switch to the TCSG before the round starts and you’ll be fine as well.
All in all, this change should give the Vector a nice little bump that will hopefully help
bring it more in line with the performances of other defender weapons and if it turns
out to not be enough yet, there’s still more room to improve this gun in future.
And those are all of the remaining micro operator changes that Void Edge will bring up.
With the exception of the Vector buff all of these changes are a lot of little tweaks
that won’t make a huge difference in terms of effectiveness or power level of the operators
or weapons but will hopefully improve the quality of life a bit.
Hopefully we will see a lot more of these kind of changes with every season in future.
Given that we will be going down to one operator per season later on this year, they really need to make up
for this reduction in content by stepping it up when it comes to improving the game overall.
I guess on that front, it will be a case of wait and see.
With that, many thanks for watching, I hope you enjoyed the video and I will see you in the next episode!