This time our Community Managers have prepared the subtitles for the video version of patchnote. The video can be found here: link
Harsh snow blizzards give way to a mysterious phenomenon known as the Inside Out. It's time to unravel the secrets of the Zone in the new Back to the Inside Out spring season. To get the valuable rewards from the season pass, you'll have to travel to the furthest corners of the Inside Out... but it's worth it, right?
Season pass rewards have been updated.
The following key rewards are available to players this season:
The MK-47 Mutant assault rifle is a unique reward for reaching level 500.
The range of items for Act 1 Tickets in the in-game shop has also been updated!
Item | Price in tickets |
Legendary part | 1500 |
Exclusive part | 1000 |
Rare part | 700 |
Special part | 100 |
Transferable Season pass | 800 |
ZIVCAS ArcticSafe-6 | 1500 |
ZIVCAS Valor | 1500 |
Fog Hunter Heavy Armored Suit | 900 |
CD-3b Armored Suit | 750 |
SIG SG 550 Sniper | 900 |
Glock 18C | 1200 |
Military Stalkers’ Cleaver | 700 |
FN SCAR-L | 200 |
APS | 150 |
EMChes Machete | 100 |
Transferable Forgotten supplies – 75 pcs. | 500 |
Transferable Forgotten supplies – 15 pcs. | 150 |
Personal Forgotten supplies – 125 pcs. | 500 |
Personal Forgotten supplies – 25 pcs. | 150 |
Case with gear parts | 100 |
Albatross Heavy Assault Armored Exoskeleton Part | 1000 |
Gauss Rifle part | 1000 |
The purchase limits for Anomalous Serum and Unstable Anomalous Batteries have also been updated.
The contents of the Tactical and Elite cases have been updated. The contents of the Basic case remain unchanged. All gear from these cases can be put on your character, transferred to another player, or sold through the auction.
New unique Back to the Inside Out season styles and motifs have been added and are available for purchase in the shop.
The following styles are available:
A set of Forgotten in the Inside Out motifs has also been added. As always, players can purchase them as a set at a significant discount or individually.
The Back to the Inside Out season starter pack is also available for purchase in the in-game shop.
The following items can be received with purchase:
The new spring season case, Forgotten supplies, offers players a wide variety of rewards. It includes master pieces of gear, among other things:
Note. We had originally planned to include rewards from the first season of Act I (summer season 2024) in the blueprints, but then the RPL-20 machine gun would only become available two years later. So we decided to add it already this season — exactly one year since its appearance in the game.
This will increase the number of users of this weapon, as well as finer balancing and more cosmetics for it.
When you receive a second item from the list below, it can be exchanged for season currency at the Exchanger:
Item | Amount of season currency |
SBA TANK | 25000 |
HK XM8S | 25000 |
FN SCAR SSR | 25000 |
RPL-20 | 25000 |
Endgame | 3000 |
Grenadier Exoskeleton | 4500 |
M1014 Breacher | 2500 |
ALK-22 Dragonfly | 5000 |
New flora and fauna began to appear in the Zone. Strange plants, the properties of which can only be guessed about, and superfast ticks. They appear out of nowhere and in a moment disappear into nothing. Residents chatter that passageways to the mysterious Inside Out are about to open... Are these events related? The answer should be sought from your old acquaintance Dr Sergei Suckoff!
Hurry up! The quest is available after completing the tutorial and will be available for two weeks.
The Swamps location has been partially redesigned.
Changes:
Meanwhile, the Roadside location has been completely redesigned.
PVP event added to the Roadside location, previously it was possible to participate in it only on the northern locations — Outpost.
Capture is available to players from all factions. When an outpost is captured, the owner of the outpost is determined by the following rules:
In conjunction with the redesign of The Swamps and Roadside, a lot of quests in the South have undergone significant changes. In most cases, we have changed player routes to reduce the time spent travelling between key points in the quest.
Some quests have undergone dramatic changes, while others have been replaced with brand-new adventures.
Player routes in the South story have also been optimised and story missions have been slightly reworked. Kaa's riddles have been completely rewritten and simplified to make them more accessible and interesting for players.
One of the key problems of the Digger base is a common safe zone for the two opposing factions in the central part of the Scrapyard location, i.e. the most dangerous part of the location.
Also, this safe zone was visually one of the most outdated.
It was decided to split the Digger Base into a separate base for Stalkers and a separate base for Bandits.
Now the Digger Base for Bandits is located at the Kolos Agrocomplex location, and for Stalkers at the Black Willows location.
Digger Bases are no longer located underground and are called Digger Hut for Bandits and Digger Plot for Stalkers.
If the player has visited the Digger Base, they have the option to reappear at this safe zone.
Since this is not the main safe zone, the player will only be able to buy consumables and charge devices to continue their journey further, but there is no access to personal storage at these bases.
The Photon-2 and Garages safe zones were second in the outdated grading. It was decided to completely redefine them to reflect the new visual style of the Roadside location.
Now on the Bandits‘ side there is a Village School base, and on the Stalkers’ side there is a Fire Station base.
These bases were made with a bias towards player findability, where we reworked:
After gathering feedback from players, it was decided to finalise the Ataman's HQ and the Boathouse.
For easier player navigation, it has been redesigned:
After gathering feedback and completing other projects, we will also redesign the following safe zones:
We plan to improve the player experience by:
Added an impersonal progress bar for capturing an active outpost to the map event description.
When hovering over the event icon on the map, you can see the progress of capturing an outpost.
Added notification of the beginning of a battle for an outpost.
The notification appears as follows:
Added a previously hidden movement speed penalty to weapon and character characteristics, which works when the weapon is in hand.
In the weapon's characteristics
Also, in character stats, you can now track the decrease in movement speed as the overload increases.
Added the ability to fully unpack packed items.
Reworked the sorting of merchant assortment on all safe zones.
Also, starting in the North, items that are crafted in the Hideout have been added to the merchant's assortment.
These items cannot be bought from a merchant, but the player can now add crafted items to their trade packs for quick purchase.
Since these items cannot be bought, they can only be obtained by using the “Use items from personal storage” function.
From safe zones where there is no access to a personal storage area, trade packs will not work.
It is also now possible to view item crafting from the merchant's menu when right-clicking on a crafted item.
The nights in the Exclusion Zone have become much darker.
The further the player moves north, the darker the nights become. If you can still do without a night vision goggle in The Swamps, then further on you can't.
Old night at The Swamps location
New night at The Swamps location
Old night at Pervomaisky Factory Bar location
Old night at Pervomaisky Factory Bar location
Old night at Serpentine location
New night at Serpentine location
All night vision goggles were massively redesigned. We tried to remove all the problems of past NVGs and make playing with them more enjoyable and comfortable.
Among the nice things, the detector screens, the SN-2u Leglet and the Castor F2N appearance screen on the FAMAS G2 are now clearly visible when the NVG is switched on.
Getting all the NVGs is now only possible through the barter tree.
The latest model of the NVG implies three variations of different colours.
The choice between them is absolutely free so that the player can choose the option they feel more comfortable playing with.
Two conceptual NVGs have also been added: Broken NVG and Aww scary NVD They are designed primarily for media content creation, but not for performance play.
The old NVGs models were replaced with new assault models of appropriate quality.
What we're replacing |
Home-made NVG → Assault NVG of Picklock quality |
Night-Vision Goggles → Assault NVG of Stalker quality |
2nd Generation NVG → Assault NVG of Veteran quality |
NVD-11 Export → Assault NVG of Master quality |
NVG 01M → Assault NVG of Master quality |
All transferable NVG models are converted to a personal NVG with associated compensation.
Name | Compensation content |
Night-Vision Goggles |
|
2nd Generation NVG |
|
NVD-11 Export |
|
Also, each player, for all available armour on the character, was given one NVG of the best model according to the best armour of a character.
It should be noted that if the player has a suit with Combat NVG, which existed in a built-in form in a number of suits, the player will receive an Assault NVG of Master quality.
From now on, signals on such locations as Scrapyard, The Pit, The Forest, The Dead City, The Graveyard, The Path of Fools and Polesskoye will depend more on the number of players on the location, which will make it easier to get them on average.
Also, crafting of Buryat and camo containers will be aimed towards Northern locations, making them more accessible and relevant on average.
Name | Was | Is |
SRD Candle | 1 | 1 |
Alpha Group Tracker | 125 | 50 |
Beta Group Tracker | 125 | 75 |
Gamma Group Tracker | 25 | 150 |
Name | Was | Is |
Alpha Group Tracker | 25 | 5 |
Beta Group Tracker | 15 | 10 |
Gamma Group Tracker | 5 | 15 |
Added the ability to quickly exit Hideout into the open world.
The exit leads to the location corresponding to the last visited safe zone.
Added the ability to remove all objects, extensions and decorations to the laptop interface, as well as view the object characteristics and remaining extensions.
Also, all functional safe zone NPCs have been added to the laptop with some changes, which you'll learn about below:
Any barter item can now be purchased from the equipment merchant in the Hideout according to the reputation level of the desired equipment.
Installing additional extensions to the Generator (you can learn more about the mechanics of the Hideout here) increases the energy decay rate for artefacts in the Hideout Researcher. Note that each extension has its own cleavage rate increase value.
Hideout merchants are also affected by all boosts from faction bonuses and subdivision bonuses.
Added the ability to charge devices in the Inverter for hideout energy.
You can now choose to respawn in Hideout when you die. If you select this option it will become a priority, it also works vice versa.
Outposts and quest locations will still have the highest priority of respawn locations.
Added the ability to go to Hideout from the regular map, not just the global map. Also added a function to switch to the hideout from the map with the Q button.
Switching between item crafting tabs can now be back and forward using the Q and E buttons.
Hideout item capacity has been increased to 300.
Changes have been made to the cost of the following items:
Name | Cost in reputation |
Small Crate of Rations | 4 → 8 |
Common Crate of Rations | 8 → 16 |
Big Crate of Rations | 14 → 48 |
Crate of Parts | 6 → 24 |
Compensation in the form of the difference in reputation value of the Arsenal of changed items has also been issued.
New items have been added to fill the safes.
Safe name | Item name |
Military |
|
Factory |
|
Medical |
|
Scientific |
|
The following items have also been added to all safes:
The development team decided to remove all worn and damaged versions of the suits from the barter progression. In addition, the MIS-113 Iolite, MIS-116 EmeraldMIS-116 Emerald and MIS-105 Topaz suits were removed from the progression of the scientist branch of suits, and the Scythian-4b Armored Suit was removed from the progression of combo armour.
Now all suit branches are linear development and progression, except for the AH and Exoskeleton branches, these branches as before start in branches of other armour classes, scientist for the AH branch and combo for the Exoskeleton branch.
As part of the redesign, some armour styles have moved to the last armour types from progression.
Styles and the armour they are now fitted to:
Style | Armour |
Master of the Snowstorm | Scythian-5 Armored Suit |
Blizzard Tamer | Centurion Armored Exoskeleton |
Master of the Winter Forest | Beast Slayer Exoarmor |
Name | Characteristics |
Jacket with Body Armor |
|
Scout Suit |
|
Striker Armored Suit |
|
Hoplite Armored Suit |
|
Legionnaire Heavy Armored Suit |
|
Hunter’s Cloak |
|
Houndmaster Protective Suit |
|
Trapper Suit |
|
Fleece Protective Suit |
|
Osh Protective Suit |
|
Jaeger Exoarmor |
|
Voshod Heavy Armored Suit |
|
Samson Exoskeleton |
|
Gorka-3 Suit |
|
Aurora Jumpsuit with Gas Mask |
|
Forager Jumpsuit |
|
Falcon Armored Suit |
|
Scythian-2m Armored Suit |
|
Scythian-4 Armored Suit |
|
AH-2 Nomad Suit |
|
AH-3 Seeker Suit |
|
RAPS AH-4 Raider |
|
RAPS AH-5 Pilgrim |
|
Aurora-B Jumpsuit |
|
MIS-99 Amber |
|
MIS-99 Malachite |
|
Uranus Jumpsuit |
|
Player armour before patch | Old armour base level | Armour issued to player | New armour base level |
Worn MIS-99 Amber | Roadside level 3 | Aurora-B Jumpsuit | Roadside level 3 |
Worn MIS-99M Malachite | The Bar level 2 | MIS-99 Amber | The Bar level 3 |
Worn Uranus/REAPER Jumpsuit | The Bar level 6 | MIS-99 Malachite | The Bar level 7 |
MIS-122 Amethyst | North level 1 | Uranus/REAPER Jumpsuit | North level 4 |
Damaged Saturn Jumpsuit | North level 3 | Uranus/REAPER Jumpsuit | North level 4 |
Worn Saturn Jumpsuit | North level 5 | Saturn Jumpsuit | North level 7 |
Bandit Suit with Gas Mask | Roadside level 1 | Kleptomaniac Suit | Roadside level 3 |
Aurora Jumpsuit with Gas Mask | Roadside level 1 | Forager Jumpsuit | Roadside level 3 |
Worn Kleptomaniac | Roadside level 3 | Kleptomaniac Suit | Roadside level 3 |
Worn Forager | Roadside level 3 | Forager Jumpsuit | Roadside level 3 |
Worn Falcon/Mockingbird Armored Suit | The Bar level 2 | Falcon/Mockingbird Armored Suit | The Bar level 3 |
Worn Scythian-2m/Kingpin Suit | The Bar level 6 | Scythian-2m/Kingpin Armored Suit | The Bar level 7 |
Scythian-2m/Kingpin Armored Suit | North level 1 | Scythian-4 Armored Suit | North level 4 |
Worn Scythian-4b | North level 3 | Scythian-4 Armored Suit | North level 4 |
Worn Scythian-4 | North level 3 | Scythian-4 Armored Suit | North level 4 |
Scythian-4b Armored Suit | North level 5 | Scythian-5 Armored Suit | North level 7 |
Scythian-4 Armored Suit | North level 5 | Scythian-5 Armored Suit | North level 7 |
PS-1 Picklock | The Swamps level 4 | IP-4M | The Swamps level 4 |
AH-1 Drifter Suit | Roadside level 1 | AH-2 Nomad Suit | Roadside level 3 |
Worn AH-2 Nomad | Roadside level 3 | AH-2 Nomad Suit | Roadside level 3 |
Worn AH-3 Seeker Suit | The Bar level 2 | AH-3 Seeker Suit | The Bar level 3 |
Worn AH-4 Raider | The Bar level 2 | AH-4 Raider Suit | The Bar level 7 |
RAPS AH-5 Pilgrim | North level 3 | RAPS AH-5 Pilgrim | North level 4 |
Worn AH-6 Nomad | North level 5 | RAPS AH-6 Nomad | North level 7 |
Cloak/Bandit Cloak | The Swamps level 3 | Houndmaster Protective Suit | The Swamps level 4 |
Houndmaster Protective Suit | Roadside level 1 | Trapper Suit | Roadside level 3 |
Worn Trapper Suit | Roadside level 3 | Trapper Suit | Roadside level 3 |
Worn Fleece Protective Suit | The Bar level 2 | Fleece Protective Suit | The Bar level 3 |
Worn Osh Protective Suit | The Bar level 6 | Osh Protective Suit | The Bar level 7 |
Jaeger Exoarmor | North level 3 | Jaeger Exoarmor | North level 4 |
Worn Beast Slayer | North level 5 | Beast Slayer Exoarmor | North level 7 |
Jacket with Body Armor | The Swamps level 3 | Scout Suit | The Swamps level 4 |
Scout Suit | Roadside level 1 | Combat-5M Armored Suit | Roadside level 3 |
Striker Armored Suit | Roadside level 5 | Striker Armored Suit | The Bar level 3 |
Worn Hoplite Armored Suit | The Bar level 2 | Striker Armored Suit | The Bar level 3 |
Worn Legionnaire | The Bar level 6 | Hoplite Armored Suit | The Bar level 7 |
Legionnaire Heavy Armored Suit | North level 1 | Legionnaire Heavy Armored Suit | North level 4 |
Damaged Centurion | North level 3 | Legionnaire Heavy Armored Suit | North level 4 |
Worn Centurion | North level 5 | Centurion Armored Exoskeleton | North level 7 |
Voshod/Thug Heavy Armored Suit | The Bar level 6 | Voshod/Thug Heavy Armored Suit | The Bar level 7 |
Worn Samson/Trump Exoskeleton | North level 1 | Samson/Trump Exoskeleton | North level 4 |
Samson/Trump Exoskeleton | North level 3 | Samson/Trump Exoskeleton | North level 4 |
Worn Mule/Ace | North level 5 | Mule/Ace Exoskeleton | North level 7 |
Player armour before patch | Old armour base level | Armour issued to player | New armour base level | Amount of compensation trade coins | Amount of compensation rubles |
MIS-99 Amber | Roadside level 5 | Aurora-B Jumpsuit | Roadside level 3 | 800 | 10200 |
MIS-113 Iolite | The Bar level 5 | — | — | 15000 | 230000 |
MIS-116 Emerald | The Bar level 5 | — | — | 15000 | 230000 |
MIS-105 Topaz | The Bar level 5 | — | — | 15000 | 230000 |
Bandit Suit | The Bar level 5 | Bandit Suit with Gas Mask | The Swamps level 4 | 65 | 1350 |
Aurora Jumpsuit | The Swamps level 5 | Aurora Jumpsuit with Gas Mask | The Swamps level 4 | 65 | 1350 |
Kleptomaniac Suit | Roadside level 5 | Kleptomaniac Suit | Roadside level 3 | 800 | 10200 |
Forager Jumpsuit | Roadside level 5 | Forager Jumpsuit | Roadside level 3 | 800 | 10200 |
Mockingbird Armored Suit | The Bar level 4 | Mockingbird Armored Suit | The Bar level 3 | 1500 | 14500 |
Falcon Armored Suit | The Bar level 4 | Falcon Armored Suit | The Bar level 3 | 1500 | 14500 |
AH-2 Nomad Suit | Roadside level 5 | AH-2 Nomad Suit | Roadside level 3 | 800 | 10200 |
AH-3 Seeker Suit | The Bar level 4 | AH-3 Seeker Suit | The Bar level 3 | 1500 | 14500 |
RAPS AH-4 Raider | North level 1 | RAPS AH-4 Raider | The Bar level 7 | 11000 | 160000 |
Hunter’s Cloak | The Swamps level 5 | Houndmaster Protective Suit | The Swamps level 4 | 65 | 1350 |
Trapper Suit | Roadside level 5 | Trapper Suit | Roadside level 3 | 800 | 10200 |
Fleece Protective Suit | The Bar level 4 | Fleece Protective Suit | The Bar level 3 | 1500 | 14500 |
Osh Protective Suit | North level 1 | Osh Protective Suit | The Bart level 7 | 11000 | 160000 |
Worn Voshod Heavy Armored Suit | The Bar level 4 | Falcon Armored Suit | The Bar level 3 | 1500 | 14500 |
Thug Heavy Armored Suit | The Bar level 4 | Mockingbird Armored Suit | The Bar level 3 | 1500 | 14500 |
Due to the fact that some players will receive master versions of armour as part of the basic compensation, the development team decided to compensate the barter of players depending on the time of ownership of the armour and, accordingly, the unlocked potential of the master armour.
Armour unit barter period | Compensation in trade coins | Serum compensation |
19.02.25 – 05.03.25 | 50 000 | 55 |
05.12.24 – 18.02.25 | 10 000 | 20 |
05.03.24 – 05.12.24 | 10 |
Changes |
Damage: 41.1 → 42.8 |
Minimum damage: 32.7 → 34.2 |
Picatinny side rails added |
Name | Changes |
RSh-12 | Limb damage: 0.7 → 0.8 |
Gauss Rifle | Speed penalty in aiming: : -50% → -30% |
AM-17 |
First shot recoil multiplier 2 → 1.7 Recoil: 0.68° → 0.65° |
Scorpion EVO III | Recoil increase: 6% → 5% |
OTs-14M Surge | Recoil increase: 5.5% → 4.5% |
|
Hip-fire spread: 2.45° → 3° Removed 60% spread reduction in the lying position |
Rigel Jumpsuit | Bullet resistance: 209 → 216 |
Ceramic Plate I | Armor: 43.75 → 55 |
Ceramic Plate II | Armor: 65.625 → 85 |
Ceramic Plate III | Armor: 87.5 → 115 |
Ceramic Plate IV | Armor: 109.375 → 140 |
Ceramic Plate V | Armor: 131.25 → 170 |
Experimental plate |
Armor: 150 → 190 Damage absorption: 100% → 95% |
|
Damage absorption: 20% → 25% |
Steel Plate I-V | Damage absorption: 10% → 15% |
Previously, magazine penalties and bonuses were excessive, causing a conventional assault rifle with an ergonomically designed magazine to have significantly less hip spread than a submachine gun, which has the default advantage of reduced hip spread.
A similar situation occurred with penalties — a drum AR could have a much greater hip spread than a machine gun.
The situation has been bad for the perception of weapons, causing the range of penalties and bonuses to be significantly narrowed.
Name | Changes |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
5.45 Bakelite Magazine |
|
7.62x39 Drum Magazine |
|
OTs-14 Extended Magazine |
|
|
|
5.56 NATO EMAG Drum Magazine |
|
Scorpion Drum Magazine |
|
|
|
PPSh Drum Magazine |
|
X-5 Drum Magazine |
|
AKM Airborne Magazine |
|
Magpul PMAG 7.62x39 Magazine |
|
|
|
7.62 Plastic Magazine |
|
Handmade 7.62x39 Magazine |
|
Previously, the overheat limit of a weapon did not take into account the initial damage and was set solely by the size of the magazines. The principle of setting the limit has been changed to take into account the damage a weapon must do at its level.
Name | Change |
M16A1 | Overheat limit: 46 → 41 |
AKS-74U | Overheat limit: 46 → 51 |
M16A2 | Overheat limit: 46 → 41 |
M16A3 | Overheat limit: 46 → 56 |
AK-74М | Overheat limit: 46 → 51 |
Kbk wz. 88 Tantal | Overheat limit: 46 → 51 |
AKM | Overheat limit: 46 → 41 |
AN-94 Abakan | Overheat limit: 46 → 51 |
M4A1 | Overheat limit: 46 → 56 |
AK-105 | Overheat limit: 46 → 51 |
L85A1 | Overheat limit: 46 → 51 |
M4A1 CQC | Overheat limit: 46 → 56 |
AKM Tishina | Overheat limit: 46 → 41 |
AN-94M Abakan | Overheat limit: 46 → 56 |
SIG SG 550 | Overheat limit: 46 → 51 |
9А-91 | Overheat limit: 31 → 46 |
Steyr AUG A1 | Overheat limit: 46 → 56 |
ALK-22 Dragonfly | Overheat limit: 46 → 61 |
M4 LB | Overheat limit: 46 → 51 |
OTs-14M Hurricane | Added overheat limit: 51 |
Equalizer | Overheat limit: 46 → 56 |
Rapier | Overheat limit: 46 → 41 |
HK416 | Overheat limit: 46 → 61 |
TKB-0146M | Overheat limit: 46 → 56 |
AK-12 | Overheat limit: 46 → 51 |
OTs-14 Groza | Overheat limit: 31 → 46 |
AS Val | Overheat limit: 31 → 46 |
HK G36C | Overheat limit: 46 → 56 |
AEK-971 | Overheat limit: 46 → 61 |
FN F2000 | Overheat limit: 46 → 66 |
Steyr AUG A3 | Overheat limit: 46 → 56 |
Rune | Overheat limit: 46 → 51 |
HK XM8 | Overheat limit: 46 → 56 |
HK XM8S | Overheat limit: 46 → 56 |
IWI Tavor X95 | Overheat limit: 46 → 71 |
LR-300 | Overheat limit: 46 → 66 |
AMB-17 | Overheat limit: 31 → 51 |
OTs-14M Surge | Overheat limit: 60 → 51 |
ASh-12 | Overheat limit: 31 → 36 |
A-545 | Overheat limit: 46 → 61 |
АМ-17 | Overheat limit: 46 → 51 |
QBZ-191 "Burevestnik" | Overheat limit: 46 → 61 |
FN F2000 Tactical | Overheat limit: 46 → 66 |
FAMAS G2 | Overheat limit: 46 → 71 |
FAMAS G2 SOPMOD | Overheat limit: 46 → 71 |
Walther MPK | Overheat limit: 48 → 36 |
PP-91 KEDR | Overheat limit: 60 → 46 |
Vz.68 Scorpion | Overheat limit: 60 → 51 |
Gepard | Overheat limit: 46 → 36 |
IMI Uzi | Overheat limit: 60 → 41 |
Ingram MAC-10 | Overheat limit: 48 → 51 |
IMI Mini Uzi | Overheat limit: 60 → 51 |
PP-2000 | Overheat limit: 60 → 51 |
Tsunami | Overheat limit: 60 → 56 |
PPSh | Overheat limit: 53 → 56 |
Spectre M4 | Overheat limit: 60 → 51 |
AEK-919K Kashtan | Overheat limit: 46 → 51 |
IMI Micro UZI | Overheat limit: 60 → 61 |
HK UMP9 | Overheat limit: 51 → 41 |
SR-2M Veresk | Overheat limit: 46 → 56 |
PP-19 Bizon-2-01 | Overheat limit: 80 → 54 |
HK UMP45 | Overheat limit: 46 → 41 |
Steyr AUG 9 mm | Overheat limit: 48 → 51 |
Frog | Overheat limit: 60 → 41 |
SMG Nut | Overheat limit: 36 → 41 |
SIG MPX | Overheat limit: 75 → 51 |
Steyr AUG A3 9mm XS | Overheat limit: 68 → 51 |
SR-3 Vikhr | Overheat limit: 31 → 61 |
FN P90 | Overheat limit: 75 → 51 |
Beretta Mx4 Storm | Overheat limit: 50 → 56 |
Premium Micro UZI | Overheat limit: 60 → 76 |
TDI KRISS Vector | Overheat limit: 50 → 56 |
Scorpion EVO III | Overheat limit: 51 → 61 |
SR-3M | Overheat limit: 31 → 56 |
HK G3A1 | Overheat limit: 38 → 36 |
Old FN Fal | Overheat limit: 31 → 36 |
DSA-58 | Overheat limit: 31 → 36 |
АК-308 | Overheat limit: 31 → 41 |
FN SCAR-H | Overheat limit: 31 → 36 |
HK417 | Overheat limit: 31 → 36 |
FN FAL | Overheat limit: 31 → 36 |
SA-58 CTC | Overheat limit: 31 → 36 |