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DESIGNER'S NOTES: Y11S2.2 MID-SEASON UPDATE

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In this latest edition of Designer’s Notes, we'll take a deeper dive into the balancing changes introduced in the Mid-Season Update.


WIN DELTA VS. PRESENCE AND TOP OPERATOR BANS
\[PC] WIN DELTA VS. PRESENCE


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\[CONSOLE] WIN DELTA VS. PRESENCE

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\[PC] TOP OPERATOR BANS

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\[CONSOLE] TOP OPERATOR BANS

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OPERATOR BALANCING
WAMAI


Wamai and Jäger occupy a similar space as projectile denial operators, and our goal is to maintain their shared role while further differentiating their gameplay. Wamai’s ability has always offered more flexibility and reactivity than Jäger’s, but it also requires greater player attention to leverage effectively.

With this set of changes, we are emphasizing that reactive playstyle by making Mag‑Nets more available and responsive, while also expanding his loadout flexibility. Our intent is to reinforce Wamai as a catcher who rewards higher player input and awareness, allowing him to adapt more effectively throughout the round.

MAG-NET SYSTEM

  • Charge update frequency 20s (was 40s)


  • Total maximum Charges 7 (was 6).


  • Reduced activation time to 0.5s (was 1.5s).
LOADOUT

Gadgets:


  • Add Deployable Shield.


  • Replace Impact Grenades with C4.


DOKKAEBI

A longer per-target cooldown reduces repeated pressure on the same defenders, providing clearer recovery windows. Players who have already been affected gain temporary relief, allowing for repositioning and more meaningful decision-making.

At the same time, Dokkaebi gains flexibility, as her effectiveness is no longer tied to a single cooldown. This enables more adaptative usage, rewarding awareness of defender positioning and better timing when coordinating pushes.

The new cooldown system also encourages Dokkaebi to distribute the activations more thoughtfully. Focusing repeatedly on the same target or sending a payload when not ready to capitalize on it becomes less efficient and effective, promoting more strategic target selection.

JEGEO PAYLOAD

  • Cooldown is now per-target (from ability global)


  • Cooldown: 14 seconds (from 7)


JÄGER

Alongside the updates to Wamai, we are making targeted adjustments to Jäger to further differentiate their roles as projectile denial operators.

Jäger will return to a 3 Speed - 1 Health configuration, reinforcing his strength in mobility. Unlike Wamai, Jäger’s utility is more static once deployed, making repositioning and adaptation during the round more limited. Increasing his mobility allows for faster rotations across the map and more efficient deployment during the Preparation Phase.

Additionally, we are improving the recoil control of the 416‑C to increase its consistency; more details can be found in the Refinement Changes section further down.

BASE STATS

  • Speed: 3 (was 2)


  • Health: 1 (was 2)


ZOFIA

In Y11S1.3, we began refining Zofia’s kit by improving the recoil of the M762, followed in Y11S2.0 by restoring her 2 Health / 2 Speed configuration to reinforce her mobility and overall reliability in engagements.

As part of this continued refinement, we are increasing the available ammunition for the KS79 Lifeline, raising both Concussion and Impact Grenades to 3 charges each. This adjustment is intended to give Zofia more flexibility and presence throughout the round, allowing her to apply her utility more consistently while reinforcing her role as a versatile and adaptable attacker.

KS79 LIFELINE

Increased Ammunition:


  • Concussion Ammunition set to 3 (was 2)


  • Impact Grenades Ammunition set to 3 (was 2)


REFINEMENT CHANGES

These are small adjustments that don’t aim to alter an operator’s overall power level or flexibility. Instead, they focus on polishing gameplay details, improving consistency, and enhancing quality-of-life without shifting the meta. Our goal is to maintain a steady stream of these refinements alongside major updates, helping the game evolve and improve at a constant pace.


416-C

The 416‑C was historically a very strong weapon, particularly when paired with the higher demand for projectile denial, contributing to Jäger’s popularity on defense.

As part of the broader adjustments aimed at reinforcing Jäger’s role, we are smoothing the recoil of the 416‑C to improve its consistency, especially in longer‑range engagements. Given that Jäger’s utility is more static and straightforward compared to Wamai’s, this change ensures that his primary weapon remains reliable and accessible.

Our goal is to support Jäger’s identity as a more straightforward catcher, allowing both experienced players and newcomers to engage effectively without lowering the skill ceiling tied to recoil control.

RECOIL – M&K & CONTROLLER

  • Vertical: Reduced Vertical recoil an all burst stages


  • Horizontal: Smoothed lateral recoil an all burst stages


  • Recoil Evolution: The hardest part of the recoil will start on bullet 10 instead of 8, also is has been generally softened

OPERATORS AFFECTED


  • Jäger


RAUORA

This adjustment smooths out some remaining awkward interactions, making Rauora’s ability more comfortable and reliable to use in practice.

D.O.M. PANEL

  • Reduce cooldown between shots to 1s (was 3s)


MELUSI

A minor increase to Banshee’s area of effect improves placement forgiveness and overall usability, without changing its core impact.

BANSHEE

  • Increase Banshees area of effect to 4.3m (was 4m)


TWITCH

Reducing the Shock Drone charge time slightly increases the payoff for well‑managed drones, improving their consistency over the course of a round.

SHOCK DRONE

  • Reduce Laser charges refill time to 28s (was 30s)


LESION

Faster Gu Mine refills enhance Lesion’s long‑term presence, allowing surviving traps to maintain relevance deeper into the round.

GU MINE

  • Reduce refill time to 25s (was 30s)





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