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Off The Grid News

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]

August Update

Features:
[p]New Game Mode: Loadout Ladder[/p][p]In Loadout Ladder (aka Gun Game), Zeroes go head-to-head in fast-paced combat across different arenas throughout Teardrop. With unlimited respawns, the pressure’s on to rack up kills and climb the gear ladder, each takedown earns you a loadout. It’s a constant arms race, and the first Zero to land a kill with the final loadout seals the win. [/p][p]New Delivery Drones: [/p][p]When calling in your custom loadouts, you’ve got the option to spend a little extra RIP to bring in some serious backup. One’s all about firepower, laying down extra heat when things get messy, while the other focuses on surveillance, scanning the area for threats and giving you the tactical edge. It’s a smart upgrade if you’re looking to turn the tide of a fight or just keep your head above water when things get chaotic.[/p][p]Battle Pass:[/p][p]We’re making changes to improve your Battle Pass experience, starting with how items are unlocked. Instead of receiving a new page every 10 levels, each item will now unlock at its own specific level, meaning most levels will now grant you a reward to claim. This new system makes progression feel smoother, more consistent, and more rewarding throughout the entire Battle Pass. And this is just the beginning, more improvements are on the way, so stay tuned.[/p][p]New Cyberlimb - Mirror Breakers: [/p][p]With these bad boys using cutting-edge holographic tech, you can deploy a mirror image of yourself straight into the field. This decoy isn’t just for show, it draws enemy fire, exposes hidden threats, and can even trigger traps like mines. It's the perfect distraction tactic, giving you the upper hand while your enemies waste time and ammo on a ghost.[/p][p]Added Wall Jump: [/p][p]Wall Jump can be activated by pressing the jump button close to a wall while falling. This adds a new dimension of movement to the game and allows gaining enough height to activate jetpack from the ground.[/p][p]Careers Page: [/p][p]All Zeroes now have the option to customize their OTG Contestant badge in the brand-new Career Page. Choose the profile picture of your liking, update the badge background to match your style, and customize your Clan tags to whoever and whatever you’d like to represent. [/p][p]The Career page also allows you to scroll through the currently active Challenges. [/p][p]But that’s not all, Zeroes. We’ve overhauled the Leaderboard and moved it to the new Career page. Track your Global and Friends rankings across Extraction Royale, Deathmatch, and Loadout Ladder.[/p][p]New Lobby:[/p][p]Updated lobby: Welcome to the Lobby, the newest, most up-to-date OFF THE GRID Launch Studio. Located aboard the Dreadnaught Carrier the Lobby is where you'll customize your Zero, put together your Loadout and prepare to drop out of a Hopper plane straight onto Teardrop Island. Fitted with state of the art cameras and sporting the newest weapons and cyberlimbs, it has all you need for you to go out and win. Huurah! [/p][p]Updated Usability: Camera positions adjusted for most menus to better match intended use, and made improvements on scenes and menu navigation.[/p][p]Overhauled HUD:[/p][p]Completely reworked the player HUD with a new style and visuals. [/p][p]Inventory Management System: [/p][p]The inventory system now features dedicated slots for each type of ammo and equipment, simplyfing overall iventory management. Backpacks now determine the maximum capacity of these slots. Plus, any items on the ground will be automatically picked up if there’s available space.[/p][p]Additional QoL changes: [/p]
  • [p]Added fade transition to final cinematic and overall improved visual experience for match end stats display[/p]
  • [p]Reworked hitmarker visuals[/p]
  • [p]Cleaned up inconsistent button styles across the HUD [/p]
  • [p]Add display of weapon attachments in HUD, loadout selection and player inventory[/p]
[h2]Gameplay:[/h2]
  • [p]Reworked finishers to be more cinematic, visceral and fast.[/p]
  • [p]Added Hold-to-Shoot accessibility feature which now allows to hold down the fire button to keep shooting semi-auto and burst-fire weapons, similar to automatic weapons. This can be disabled in the settings.[/p]
  • [p]Pressing the armor plate button now queues all 3 plates at once. Most actions can be used to cancel the plating.[/p]
  • [p]Removed ability to fast-heal with Adreno-Shot [/p]
  • [p]Deathmatch: Added option to insta-spawn with last used loadout [/p]
  • [p]HEX Extraction Hacks will now insta-complete when the terminal gets covered by the Grid [/p]
  • [p]Added auto pick-up for all ammo and armor plates [/p]
  • [p]Increased lifespan of loadout containers in the Grid to 2m[/p]
  • [p]Added advanced smoothing settings for motion aiming using controller gyro.[/p]
  • [p]Added weapon unholster during landing roll animation.[/p]
  • [p]Improved landing roll animation by gradually reducing excessive speed at the end.[/p]
  • [p]Improved the default aiming experience by changing default controller sensitivity, aim sensitivity multiplier, aim acceleration and response curve settings.[/p]
  • [p]Added interrupting reload by shooting when there are bullets remaining in the old magazine.[/p]
  • [p]Tweaked camera framing when siding or sprinting.[/p]
  • [p]Increased move speed in legless or knocked down states.[/p]
  • [p]Reduced minimum height required to be able to activate jetpack.[/p]
  • [p]Reduced minimum move speed required for glass to break on collision.[/p]
  • [p]Removed climb attempt animation for unclimbable walls and jumping backwards out of a climb. This was replaced by Wall Jump and reduces unintended climbs.[/p]
  • [p]Improved movement smoothness in some networking conditions.[/p]
[h2]Weapons:[/h2][h3]Weapon Attachment Rebalance:[/h3][p]In today's update, all weapon attachments have undergone a complete rebalance to provide more varied gameplay options and give players much more choice in how they kit their weapons out. There are too many changes to list every single one so we will discuss the general direction here.[/p][p]In the previous updates, a lot of players tended to steer towards recoil reduction as their main choice for OTG. This was fine, however we felt it wasn't nuanced enough to truly capture the spirit of gearing yourself up for a specific playstyle you wanted to use, especially considering the relative synergy between weapons and Cyberlimbs. Additionally, the previous attachments all had far too much in the way of "push-pull", where the "push" would be a bonus or benefit and the "pull" would be something we'd take away from you in return to even the odds and in a lot of cases the pull either felt either underwhelming or overwhelming depending on your abilities.
We felt there was a better way to handle this, to provide more push and less pull and have players be able to modify their weapons in a way that would reinforce their playstyles and not just end up one setup ruling over all.[/p][p]To this end, you will now find that there are more choices on attachments, with less pull, meaning you won't necessarily have to sacrifice anything with some options. In cases where we provide extremely strong options, some pull is required to offset such a strong bonus, but then other slots can be used to lessen that pull dramatically.
To give you all a brief example:[/p]
  • [p]Light Barrels now increase your headshot damage to reduce the number of headshots required to knock someone (typically by 1 shot, with the exception of the Kestrel). These barrels however also drastically increase your horizontal and vertical recoil.[/p]
  • [p]With various combinations of other attachments such as stocks, underbarrel grips and others, you can reduce these huge recoil increases down to more manageable levels.
    This is just one of the new dynamics to decide on, others might include multiple options that when combined increase your movement speed by a significant amount or ones that increase your damage range and bullet velocities. It's up to you to decide how you see your style of play and what works best for you. There are no doubt some combinations that would be straight up difficult to play with, but we are hoping that there is no truly right or wrong way to modify your weapons with these changes, but some will obviously be more effective in more situations than others. Additional balancing for these values will come in due time based on player feedback and internal diagnostics.
    Additionally, different weapon classes (AR, Sidearms, etc.) may have differing amounts of these bonuses and penalties based on their general usability and limited number of attachment slots, so you'll need to experiment with what works for you.[/p]
[h3]Aim Camera:[/h3]
  • [p]Cameras have been pulled back slightly in ADS to provide a bit more peripheral view in combat situations.[/p]
[h3]Sights (1x-2x):[/h3]
  • [p]All Short-Range sights below 2x magnification are now 1.25x magnification only and differ only in visuals and the stat bonuses/penalties they provide. This is to provide more comfortable and consistent short-range ADS both in Third Person and First Person ADS modes and provide more choice for players on both a statistical as well as aesthetic level.[/p]
[h3]Recoil:[/h3]
  • [p]All weapons have undergone another recoil pass to smooth out the amount of erratic direction changes. Additionally, the speeds at which the crosshair returns down have been adjusted to provide smoother feeling recoil post-shot.[/p]
[h3]Loot Containers:[/h3]
  • [p]Loot Containers now have a 5% chance when spawning a weapon to pick from the pool of previously released Epic Variant weapons. All previously released and none-current weapons are included in this loot pool. These act as island-only loot, can't be taken off the island or extracted and function similar to the Teardrop Legendaries system.[/p]
[h3]Weapon Balance:[/h3][p]ARs:[/p]
  • [p]All Assault Rifles have had their damage reduced by 10% through the Damage Fall-Off system at their mid-ranges.[/p]
  • [p]M4 Commodore:[/p]
    • [p]Base Damage reduced to 32 (was 34)[/p]
[p]LMGs:[/p]
  • [p]Boomslang:[/p]
    • [p]Base RPM increased by to 400 (was 350)[/p]
    • [p]Headshot Multiplier increased to 2.5x (was 2.25x)[/p]
[p]Marksman Rifles:[/p]
  • [p]Proton:[/p]
    • [p]Base Damage increased to 150 (was 140)[/p]
  • [p]Ichnya:[/p]
    • [p]Base Damage increased to 100 (was 90)[/p]
[p]Sidearms:[/p]
  • [p]Tap9:[/p]
    • [p]Base Damage reduced to 100 (was 105)[/p]
    • [p]Headshot Multiplier increased to 1.75x (was 1.5x)[/p]
  • [p]Type 227:[/p]
    • [p]Base Damage reduced to 75 (was 80)[/p]
    • [p]Headshot Multiplier increased to 1.5x (was 1.25x)[/p]
  • [p]Kelowna:[/p]
    • [p]Base Damage increased to 70 (was 60)[/p]
    • [p]Headshot Multiplier reduced to 1.5x (was 1.75x)[/p]
    • [p]Burst Cooldown increased to 0.235s (was 0.225s)[/p]
[p]Shotguns:[/p]
  • [p]Squall:[/p]
    • [p]Headshot Multiplier increased to 1.75x (was 1.5x)[/p]
  • [p]Influencer:[/p]
    • [p]Headshot Multiplier increased to 1.5x (was 1.25x)[/p]
[p]SMGs:[/p]
  • [p]Tacoma:[/p]
    • [p]Base Damage increased to 40 (was 38)[/p]
    • [p]Headshot Multiplier increased to 2x (was 1.75x)[/p]
  • [p]Tacoma Pioneer:[/p]
    • [p]RPM increased by 5%[/p]
  • [p]Tacoma AVAX Gen 04:[/p]
    • [p]Now increases movement speed by 8%[/p]
    • [p]Now has an additional 5% bonus damage per shot[/p]
    • [p]Base Spread reduced by 10%[/p]
  • [p]Woodpecker:[/p]
    • [p]Base Damage increased to 55 (was 50)[/p]
  • [p]Woodpecker Prankster:[/p]
    • [p]Sway Increase Penalty removed (was +25% Sway)[/p]
  • [p]Kochi:[/p]
    • [p]Base Damage increased to 48 (was 42)[/p]
[p]Sniper Rifles:[/p]
  • [p]Osprey:[/p]
    • [p]Fixed an issue with the Default and Compact Magazine sizes, the Default Magazine had 2 rounds more in it than intended and the Compact Magazine had the wrong value set in it's Cons section.[/p]
  • [p]Kestrel Templar:[/p]
    • [p]Due to the weapon attachment rework, the Kestrel Templar can no longer switch barrels to prevent a 1-shot sniper situation. As compensation for this, it now comes with a Heavy Barrel by default which increases it's damage range and bullet velocity as standard.[/p]
[h2]Cyberlimbs:[/h2]
  • [p]New colour visualization for friendly skunkpaw clouds. Friendly skunkpaws also no longer damage you.[/p]
  • [p]Fixed an issue where Drone Goblins would not be targetable by Javelinas. [/p]
  • [p]Fixed an issue where Roadrunners were not properly affected by Slugger. [/p]
  • [p]Sluggers will now overheat jetpacks on direct hits. [/p]
  • [p]Updated Assault Drone’s visual stats to match their actual data. [/p]
  • [p]Fixed an issue where Phosphor Fury sometimes did not stick to enemies when both players were in the air. [/p]
  • [p]Updated Phosphor Fury’s lower direct charged hit 600 -> 590, reduce charge time from 1.5s ->1s. [/p]
  • [p]Recon drones will now be destroyed when a new one is spawned using the same limb. We’ve also removed the destruction delay. [/p]
  • [p]Improved the linking system for Tripmines. [/p]
[p]Hookshot improvements: [/p]
  • [p]Increased hookshot projectile speed to 150m/s (was 130m/s)[/p]
  • [p]Increased the return speed when the hookshot didn’t land anywhere [/p]
[p]Kinetic Shield improvements: [/p]
  • [p]Updated the Kinetic Shield’s damage value to 350HP across all rarities and changed the effective force release radius to 25m from the shield surface. [/p]
  • [p]New cooldown values: [/p]
    • [p]Common 27 sec[/p]
    • [p]Uncommon 24 sec[/p]
    • [p]Rare 21 sec[/p]
    • [p]Epic 18 sec[/p]
[p]Slamfist improvements: [/p]
  • [p] Unified charge damage scaling across all rarities: [/p]
    • [p]Instant Shot Damage: 125 HP[/p]
    • [p]Full Charge Damage: 275 HP[/p]
    • [p]Damage scales linearly with charge percentage across all rarities.[/p]
[p]Leapers recharge cooldown and charge count rebalance: [/p]
  • [p]Common: 2 charges / 30s[/p]
  • [p]Uncommon: 2 charges / 25s[/p]
  • [p]Rare: 3 charges / 30s[/p]
  • [p]Epic: 3 charges / 25s[/p]
[p]BounceBomber changes: [/p]
  • [p]Expanded the vacuum effect radius by +100 units to improve visual pull coverage and damage effectiveness.[/p]
  • [p]Restored manual detonation control for explosives[/p]
  • [p]Any limb within the vacuum zone will be temporarily disabled 0.5 seconds after entering, preventing immediate activation during vacuum surge.[/p]
[p]Updated cooldown values for CyberLancers. All rarities will have 2 charges but cooldown decreases with higher rarities: [/p]
  • [p]Common: 29s[/p]
  • [p]Uncommon: 26s[/p]
  • [p]Rare: 24s[/p]
  • [p]Epic: 22s [/p]
[h2]Missions:[/h2]
  • [p]Changed rules for Bounty Hunter opportunity[/p]

Minor Update

[h2]
Gameplay[/h2]
  • [p]Decreased sensitivity assist on console to 50% (previously 60%).[/p]
  • [p]Fixed initial slide direction when landing from falling.[/p]
  • [p]Fixed melee attacks on crouched or knocked-down enemies in rare cases.[/p]
  • [p]Fixed an issue causing the character to not receive fall damage when sliding during landing after a large fall.[/p]
  • [p]Updated the texture of Common HEX to appear more metallic.[/p]
[h2]Cyberlimbs[/h2]
  • [p]Fixed an issue where the character would become visible when holding the weapon swap button while using the Ghost Cyberlimb.[/p]
  • [p]Fixed an issue causing HEX VFX to remain visible while using the Ghost Cyberlimb.[/p]
  • [p]Fixed an issue where the character's skin turned black after being knocked down while under the Ghost Cyberlimb ability.[/p]
  • [p]Fixed an issue preventing the use of Hammerhead Cyberlimbs while the character is in an emote state.[/p]
  • [p]Fixed an issue causing the character to jitter after activating Leapers Cyberlimbs during a downward flying movement.[/p]
[h2]UI / Lobby[/h2]
  • [p]Fixed an issue causing incorrect display of certain usernames on Steam.[/p]
  • [p]Fixed error R13001 for Steam users with the Steam Overlay disabled, which prevented purchasing OTG Pro or GUN packs.[/p]
  • [p]Fixed an error that appeared after login for players with large friend lists.[/p]