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Fast Kill

[p]Attention Zeroes:

You thought the time-to-kill was fast before? Get ready, because it's about to get 50% faster!

For 24 hours only, the Fast Kill modifier will be live in Deathmatch.

Modifier: Fast Kill (TTK reduced by 50%) - Deathmatch [/p]

Game Update - Aug 28

[p]Gameplay[/p]
  • [p]Players now retain 80% of their currency (RIP) upon death. Currency (RIP) will no longer be dropped.[/p]
  • [p]Wall Jump no longer activates when moving into a wall, reducing unintended activations.[/p]
  • [p]Wall Jump can now be triggered from walls located behind your character.[/p]
  • [p]Mid-air climb speed increased by 9%.[/p]
  • [p]Melee damage increased to 190 (was 155).[/p]
  • [p]Melee damage is now consistent across both normal and knockdown targets.[/p]
  • [p]Reduced the chance of finding a special weapon variant in loot to 5%.[/p]
  • [p]Fixed an issue affecting the drop chance of legendary Teardrop weapons from loot boxes.[/p]
[p]Weapons[/p]
  • [p]Improved First-Person Sight accuracy by adjusting ADS timing so maximum accuracy is reached more quickly.[/p]
  • [p]Completed a Camera Shake pass on all weapons (FPV and TP) to reduce motion sickness and provide cleaner visuals during intense firefights.[/p]
  • [p]Fixed an issue where Piercer reloads were not interruptible, allowing players to shoot while reloading.[/p]
  • [p]Fixed an issue with excessive muzzle smoke VFX when shooting with the Kestrel. Smoke effects are now balanced and consistent with other weapons.[/p]
[p]Core Character[/p]
  • [p]Fixed an issue causing the camera to detach from the spectated player after an execution.[/p]
  • [p]Fixed an issue where the execution animation triggered but no execution occurred if the enemy was moving sideways, leaving the victim alive and allowing the execution to be repeated.[/p]
[p]HUD[/p]
  • [p]Updated Hit Markers with added visual variety.[/p]
  • [p]Reduced jetpack-induced motion sickness.[/p]
  • [p]Fixed an issue where weapon icons displayed a dark background in asset holes.[/p]
  • [p]Fixed an issue where Netrunner and Supply_Run mission target markers were not displayed on the map for players more than 200m away.[/p]
  • [p]Fixed an issue where unique mission markers were not revealed to teammates at a distance.[/p]
  • [p]Fixed an issue where the cyberlimb panel icon was not inverted when active.[/p]
  • [p]Fixed an issue where the hacked indication appeared in spectator mode and overlapped the player’s nickname.[/p]
  • [p]Fixed an issue where owned in-game currency displayed as 0 after spectating another player.[/p]
  • [p]Fixed an issue where the skip cinematic hint was not fully visible during the endgame sequence cinematic in Loadout Ladder and Deathmatch game modes when in windowed mode.[/p]
  • [p]Fixed an issue where the red trajectory point was not displayed when blocking a shot.[/p]
  • [p]Fixed an issue where placing a ping marker and then opening the ESC menu caused players to lose menu input while still being able to move the character.[/p]
  • [p]Fixed an issue where the Supply_Run mission hint was missing from the bottom-right of the map.[/p]
  • [p]Fixed an issue where the respawn notification was only visible for a few frames after choosing a loadout.[/p]
  • [p]Fixed an issue where the Soldier backpack status icon was only visible when affected by another effect.[/p]
  • [p]Fixed an issue where some attachments appeared detached from weapons.[/p]
[p]Cyberlimbs[/p]
  • [p]Updated lobby statistics to reflect recent Cyberlimb adjustments.[/p]
  • [p]Fixed an issue where the second cyberlimb ability would not activate properly after a weapon swap.[/p]
[p]Kinetic Shield[/p]
  • [p]The shield now automatically releases absorbed damage once maximum capacity is reached.[/p]
  • [p]If destroyed, all remaining absorbed damage will be released automatically.[/p]
  • [p]The shield will gradually become brighter and more contrasted as its absorbed damage capacity fills up.[/p]
  • [p]The shield’s color shifts from white-blue to red as its durability decreases.[/p]
[p]Slugger[/p]
  • [p]Reduced Slugger’s movement slowdown from 75% to 60%.[/p]
  • [p]Fixed an issue where Slugger’s Sticky Goo interrupted Hammerheads when landing on ferrofluid.[/p]
[p]Hookshot[/p]
  • [p]Removed the 0.5s cooldown from Hookshot after activation.[/p]
[p]Paralyzer[/p]
  • [p]Increased Paralyzer’s projectile speed from 90m to 120m.[/p]
[p]Roadrunners[/p]
  • [p]Fixed an issue where using Roadrunners while closing the Maxigun in standalone mode caused the character to lose movement speed.[/p]
[p]Mirrorbreakers[/p]
  • [p]Fixed an issue where Mirrorbreakers clones did not continue firing non-automatic weapons after the first burst. Clones should now continue shooting as intended.[/p]
[p]Hammerheads[/p]
  • [p]Fixed an issue where Hammerheads dealt no damage in certain areas of the map.[/p]
[p]Locations[/p]
  • [p]Fixed an issue where the bounty mission log displayed “mission complete” if the target was killed by hunters. It should now display “mission failed.”[/p]
[p]Performance & Stability[/p]
  • [p]Fixed a crash occurring after decoding a HEX when many items and Hexes were present in the inventory.[/p]
  • [p]Fixed a PS5 issue where micro-freezes occurred when opening the map during Extraction Royale matches.[/p]
  • [p]Fixed an issue where Profile customization items were still displayed in the Career tab and could be selected.[/p]
  • [p]Fixed an issue where the Armor Kit counter reset to 1 after equipping the same number of kits already in use.[/p]
  • [p]Fixed an issue with incorrect camera placement when spectating a player after an execution.[/p]
  • [p]Fixed an issue where the execution animation triggered but no execution occurred if the enemy was moving sideways.[/p]
  • [p]Fixed an issue where character state broke when using Leapers with the Piercer while firing.[/p]

New BattlePass: GridOps Engineer & Hitori Yubi

[p]Hey Zero's,[/p][p]The new Battlepass drops with 80 levels of grit and glory. Every reward unlocks at its own level, with two standout characters leading the charge: the electric GridOps Engineer and the ruthless Hitori Yubi.[/p][h3]GridOps Engineer[/h3][p][dynamiclink][/dynamiclink]GridOps keep Teardrop alive—he’s the reason your cyberlimbs twitch instead of burning out. His gear is wired for survival and destruction, from insulated armor to spark-slinging tech. With the GridOps Engineer, volts aren’t just power—they’re a weapon.[/p][h3]Hitori Yubi [/h3][p][dynamiclink][/dynamiclink]Hitori Yubi doesn’t fight to survive—he fights to prove that honor didn’t die with the old world, it just found sharper blades. His gear is carved from rage and legacy, built for those who refuse to bow. Step into his mask, his suit, his scars—and show the battlefield nothing can cut deeper.[/p][p]Kind Regards,[/p][p]The Gunzilla Team![/p]

The “Comeback” Content Pack

[p][/p][p]Malik “Blitz” Benton had it all. Then the league broke his body. Teardrop made him whole again with steel rage and endless regen. [/p][p][/p][previewyoutube][/previewyoutube][p]The Content back includes the following epic rarity items:[/p][p][/p]
  • [p]🏈 The Blitz Comeback Set - Full Player Outfit[/p]
  • [p]🔥 Influencer TBI Blitzbringer - Influencer Shotgun[/p]
  • [p]⚡ The Blitz Down - Player Emote[/p]
  • [p]🦿 Comeback #1 - Player Icon[/p]
  • [p]🏆 TBI League - Player Icon[/p]
[p][/p][p]See you on Teardrop![/p]

Game Update - Aug 15

[p]Zeroes, check out our patch notes for today's update. Here's everything you can expect:[/p][p][/p]
UI / Lobby
  • [p]Updated teammate markers for better clarity.[/p]
  • [p]Added UI settings for:[/p][p]Distortion [/p][p]Scale [/p][p]Opacity [/p][p]Crosshairs colour and saturation[/p]
  • [p]Downscaled the entire HUD for a cleaner visual experience.[/p]
  • [p]Reduced hover distance for item tooltips.[/p]
  • [p]Reduced overall HUD curvature to declutter the screen center.[/p]
  • [p]Fixed incorrect post-match damage display.[/p]
  • [p]Fixed the behavior of the "Stay in Squad" and "Mute" buttons.[/p]
  • [p]Fixed minimap display issues related to Unique Missions and the Recon Drone.[/p]
  • [p]Fixed tooltip and inventory descriptions for backpacks.[/p]
  • [p]Fixed incorrect display of player loadouts.[/p]
  • [p]Fixed an issue where already-decoded HEX items appeared in the inventory during subsequent game sessions and couldn’t be decoded.[/p]
  • [p]Fixed an issue where weapons became invisible after closing the loadout settings menu.[/p]
  • [p]“View All Offers” button for profile pictures and backgrounds now correctly opens the full list.[/p]
  • [p]Friends’ profile customizations are now visible in the squad invitation pop-up screen.[/p]
  • [p]Leaderboard category icons now adapt properly to different screen resolutions.[/p]
Performance & Stability
  • [p]Optimized bullet trail FX for better visual and system performance.[/p]
  • [p]Polished finisher animations for smoother visual transitions.[/p]
  • [p]Fixed an issue where the second consecutive use of the jetpack had no sound effects.[/p]
  • [p]Detaching a limb now generates an appropriate sound effect.[/p]
  • [p]Fixed an issue where auto-pickup would not function unless the player was directly looking at the item.[/p]
Weapons
[h2]Sights[/h2]
  • [p]Fixed discrepancies in zoom behavior across Long-Range (LR) and Medium-Range (MR) sights used by LMGs, Marksman Rifles, and Snipers. These issues caused reduced accuracy while airborne in First Person.[/p]
[h2]Weapon Balance[/h2][p]Assault Rifles [/p][p]M4 Commodore[/p]
  • [p]Slight increase in recoil randomness per shot.[/p]
  • [p]Horizontal recoil increased by 4%.[/p]
  • [p]Vertical recoil increased by 5%.[/p]
[p]M4 Controller[/p]
  • [p]Slightly increased horizontal recoil after the recent attachment rework.[/p]
[p]Light Machine Guns [/p][p]Boomslang[/p]
  • [p]Base damage reduced to 60 (was 68).[/p]
  • [p]Headshot multiplier decreased to 2.25x (was 2.5x).[/p]
  • [p]Rate of fire (RPM) increased to 425 (was 400).[/p]
[p]Boomslang Player Zero[/p]
  • [p]RPM reduced slightly due to Base Weapon adjustments[/p]
  • [p]Damage increased slightly due to Base Weapon adjustments[/p]
Cyberlimbs
[p]Roadrunner Legs [/p][p]Super Sprint Duration now varies by rarity to improve balance and progression:[/p]
  • [p]Common: 7 seconds[/p]
  • [p]Uncommon: 8 seconds[/p]
  • [p]Rare: 9 seconds[/p]
  • [p]Epic: 10 seconds[/p]
[p]Recon Drone Arm[/p]
  • [p]Fixed an issue where the Recon Drone Arm would stop functioning after the player was hit by an enemy’s Defiler.[/p]
[p]Quick Order Drone[/p]
  • [p]Fixed a bug where cyberlimbs became unusable after picking up an identical loadout.[/p]
Gameplay and HUD
  • [p]Players with no remaining teammates or self-revive items, but equipped with a redeployment backpack, will now die immediately instead of entering a knockdown state.[/p]
  • [p]Implemented smooth transition into climbing after a slide.[/p]
  • [p]Missions – Bounty Hunter: Fixed an issue where the mission would fail if the main target was eliminated by another team.[/p]
  • [p]Fixed an issue where players couldn't progress any challenges in Loadout Ladder.[/p]
[p]See you on Teardrop![/p]