Patch 0.4.2 — Movement Pass
The playtest build gets its biggest feel update yet. This pass is entirely about how the game reads in your hands — recoil, movement interrupts, and aim response. Nothing here touches the economy.
Movement
- Mantle cancel. You can now break out of a mantle in the first 180ms with jump or crouch. Ledge-baiting is a real mind game now.
- Slide-jump tuning. Slide exit velocity reduced 6%; slide-jump no longer stacks with the downhill bonus. Movement chains stay expressive, but the wall-bounce zoomers were breaking pathing on Relay mid.
- ADS inertia. A small acceleration curve on aim-down-sights entry. Flick response unchanged at centre; the change kills the micro-jitter some players used to abuse peeker's advantage.
Weapons
- M7 Havoc. First four shots of the spray pattern tightened ~8%; late-magazine horizontal drift widened slightly. Rewards burst discipline over spray-and-pray.
- VPR-9. Damage falloff start pushed from 18m to 22m. It's supposed to win close fights — now it actually does.
Netcode
- Sub-tick interpolation smoothing for players above 90 ping — hit registration was always correct server-side, but the kill-cam now shows what the server saw.
Full patch history ships with the beta client. See you in the playtest.