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Kel-Tec KS7 and more in store



Soldiers!

The following line-up will be available in store till around 9:00 UTC (11:00 CEST) on the 15th of April:
  • Kredit Random Boxes: Kel-Tec KS7, AM-17, Remington MSR
  • Direct Sale of Regular versions via Kredits: HArms CQR, Winchester 1887, Calico M951S
  • Direct Sale of Golden versions via Kredits: SCAR-L PDW, ACR CQB

[h3]KEL-TEC KS7[/h3]



Taking into account the devastating damage, excellent range, good accuracy and decent rate of fire, there is every reason to believe that the Kel-Tec KS7 is a very impressive gun and can easily compete with the popular MAG-7 for the title of the best pump-action shotgun in the game. The former compares favourably with the latter thanks to its load-one-round-and-resume-fire system which the MAG-7 lacks.



Strong as a bull!

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Soon in game: Kel-Tec SUB 2000



Soldiers!

We are glad to present you a new secondary weapon Kel-Tec SUB 2000 that will appear in the game after the next update. The construction of this American carbine places it somewhere in between rifles and pistols while the gun itself offers the best of both worlds. Such extraordinary arm will definitely catch the eye of the most sophisticated weapon connoisseurs!

[h3]KEL-TEC SUB 2000[/h3]
Kel-Tec SUB 2000 is a semi-automatic folding carbine manufactured by Kel-Tec CNC Industries, and designed by the constructor George Kellgren who is well known as a creator of peculiar and innovative weapon models including the shotgun Kel-Tec KSG and the pistol TEC-9. Sometimes Kel-Tec SUB 2000 is called a pistol-caliber carbine since it is chambered for 9×19 mm and 10×22 mm cartridges that are usually used for pistols.



However, the carbine surpasses pistols since, thanks to the minimum return force of the trigger mechanism, Kel Tec SUB 2000 offers higher accuracy and rate of fire (up to 150 rounds per minute). The bolt mechanism is partially located in the tubular buttstock allowing to increase the barrel length up to 406 mm while the arm remains quite compact. The new weapon is a folding carbine; thus, it can be easily transported without being seen even under clothes. The gun is foldable to 40х10 cm while its weight without cartridges is similar to that of some pistols.

[h3]WEAPON IN GAME[/h3]
Among it peers Kel-Tec SUB 2000 stands out thanks to its elegant looks. Moreover, it is meant to become one of the most accurate secondary weapons, just like Taurus Judge invariably remains the benchmark for melee revolvers/pistols.

Kel-Tec SUB 2000 sports unsurpassed hip fire accuracy, high range, and packs a superb punch that will blast bad dudes to the kingdom come in no time. The arm's advantages are offset by moderate rate of fire, low selection and aiming speed. However, taking into account the gameplay style for which this gun was designed the mentioned drawbacks seem quite insignificant.



Apart from sleek looks, the golden version of the weapon will boast better range and increased mag capacity.

Kel-Tec SUB 2000 is a must-have for that top-of-the-line slot in your armory.

[h3]ACHIEVEMENTS[/h3]
By killing enemies with this weapon you will be able to get memorable distinctions.



Please note that the specs indicated are preliminary and can be subject to change per general testing results.

With such reliable friend at hand you will dread no enemies!

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"Gorgon" Battle Pass Pre-order Ends Soon!



Soldiers!

We know that you are looking forward to the start of the new Battle Pass "Gorgon". Rest assured, the release will take place in the coming days!

"GORGON" PRE-ORDER WILL END AT 09:00 UTC (11:00 CEST) ON THE 13TH OF APRIL
IT IS NECESSARY FOR US TO GET PREPARED FOR THE BATTLE PASS RELEASE!


[h3]BUY ACCESS[/h3]

Please note: it will take us several days to prepare and test the Battle Pass. Hurry up to pre-order the access while you still can. While testing is in progress, you can learn more about the event in the dedicated articles on our website.

"Gorgon" Battle Pass "Gorgon": rewards and currencies "Gorgon": mission system

Claim the power of "Gorgon"!

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Damage indicator: new mechanics



Soldiers!

After the March update one of the main game interface elements, damage indicator, has been changed. Watch the video below to learn more about the reasons why we decided to remaster it and about the new mechanics of displaying the damage dealt.

[h3]DETAILS[/h3]
In Warface, just like in any FPS, shooting plays a fundamental role. The main indicator of shooting effectiveness is the so-called damage cross. The game has featured this interface element starting from the very launch of the project, and all the players are well familiar with it. At the same time, the old damage indicator's principles of work were not obvious and often confused users. Players’ understanding was that a small cross meant that they dealt little damage while a big cross meant great damage done to the target. However, that was not the case. So we decided to completely rework the mechanics.

[h3]KEY ISSUES WITH THE OLD DAMAGE INDICATOR:[/h3]
  1. Each hit had its own damage indicator.
  2. The old indicator displayed only the damage done to the enemy's health and neglected the damage done to the armor.
  3. The size of the displayed "cross" directly depended on the damage dealt to the enemy's health. If we take into consideration that almost three quarters of damage are dealt to the armor if the opponent has armor, it becomes clear why damage indicators used to be different all the times.

[h3]EXAMPLE[/h3]
Let's take shooting from an assault rifle as an example of the work of the old damage indicator. When you hit an enemy with full health, only a quarter of the damage cross was displayed because the other three quarters of the damage dealt by the bullet were absorbed by the opponent’s armor. The gunner saw a small damage cross and thought that, for some reason, the damage was not registered although in fact it was fully registered.

[h3]THE DAMAGE INDICATOR HAS BEEN REMASTERED AND HAS BECOME MORE UNDERSTANDABLE AND LOGICAL:[/h3]
  1. The size of the indicator now depends on the current state of the enemy in a gun battle. It no longer shows damage dealt by separate hits.
  2. The current damage cross displays two parameters, damage done to the heath and to the armor.
  3. The weaker the enemy is, the larger the indicator will become with every subsequent hit. The full damage indicator means the death of the enemy.

Thus, you will first see small damage crosses because you have just started to damage the opponent and he/she still has a lot of health, while just before he/she dies, the cross will become huge due to the critical state of the enemy.

Thus, the new system provides more understandable data about your shooting efficiency, the state of the enemy, and your chances of winning the battle.

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Golden shop update



Soldiers!

The following line-up will be available in store till around 9:00 UTC (11:00 CEST) on the 13th of April:
  • Kredit Random Boxes: Stoner LMG A1, Thompson M1928, Fabarm XLR5 Prestige, Truvelo CMS 20x42 mm, AK-12, McMillan CS5, MAG-7, CZ Scorpion Evo3 A1
  • Direct Sale of Golden versions via Kredits: Stoner LMG A1, Thompson M1928, Fabarm XLR5 Prestige, McMillan CS5, MAG-7, CZ Scorpion Evo3 A1

[h3]SPECIAL HIGHLIGHT: STONER LMG A1[/h3]



The gun boasts an excellent accuracy-damage ratio especially while aiming. Besides, the fast reload makes Stoner LMG A1 stand out among other weapons of the same class as it takes the operator only 4 seconds to change the magazine and get ready to fire.



Let them tangle in the web of defeat!

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