Off The Grid (@playoffthegrid): Off The Grid | Vanguard Patch Notes | 08/27/2026
Estimated coin impact
Scores are not price-change percentages. High impact means a score of +70 or more, or -70 or less.
Impact unavailable
Off The Grid | Vanguard Patch Notes | 08/27/2026 ⚔️ CORE CHARACTER & MOVEMENT Character & View Distance Unlimited View Distance: Characters are now visible at unlimited ranges (previously capped at 200m). If you can see them, you can shoot them (experimental change; performance is being monitored). Quick Melee: Damage reduced to 100 (was 190). Jetpack Rework Shoulder Switching: Now functions while flying with the Jetpack, featuring a momentary camera shift to indicate exit orientation. Jetpack Dash: Automatically cancels active flight without requiring manual deactivation. Dash Mechanics: Dashing now uses your Heat level as energy (30% Heat per dash, up to 3 charges). Speed is now Additive rather than an Override, boosting your existing momentum. Overheat Rework: Overheating now forces a rapid pitch forward with 50% maneuverability but disables pull-up/ascent, forcing you to the ground. Heat Dissipation: Heat dissipates at all times when not flying unless an Overheat Explosion occurs, at which point reactivating mid-descent will force you back down. Maximum heat dissipation duration increased to 20s (was 10s). HUD Indicator: The Jetpack Overheat bar is now permanently visible on the HUD whenever Heat is above 0%. Animation Polish: Fixed extreme character bending issues at sharp flight angles. Slide-Hopping Movement Adjustment: Slide mechanics have been tuned to reduce high-speed traversal potential. A slide into a hop into a slide will now quickly slow the player down after the second hop. (Roadrunners afford a few extra hops before losing speed). 🔫 WEAPONS & ATTACHMENTS General Weapon Mechanics TTK Reduction: Time-to-kill lowered across the board for most weapon classes (excluding Marksman and Sniper Rifles). Headshot precision is now rewarded much more. New Weapon Spread System: Crosshair spread now transitions dynamically based on movement speed. Aerial accuracy and high-speed movement accuracy have been significantly reduced. Crosshair Bounds Fix: Resolved a bug where spread was calculated outside the central bloom circle. Shots now consistently land within crosshair bounds. Recoil Scaling: Per-shot recoil scaling has been normalized across magazine bursts to make recoil compensation consistent. First-shot recoil remains higher for realism. Dynamic Recoil & UI Slider: Recoil patterns have been normalized between First-Person (FP) and Third-Person (TP). Added a Gameplay Options slider (0% to 100% in 20% increments) to adjust visual crosshair recoil movement. Unholster Speeds: Reduced unholster speeds across weapon classes (SMGs, Snipers, and LMGs noticeably slowed down). Weapon Attachments Point Costs: Barrels, Stocks, and Grips reduced by 5 points. Stocks shifted to Rare and Grips to Uncommon to align with new point costs (stat values remain unchanged). Attachment Fixes: Fixed inaccurate Spread, Hip-Fire, and ADS values across multiple attachments. Kasper Attachment: Renamed to Kasper Hybrid Compensator. Weapon Balance Assault Rifles Kasper: Damage increased to 102 (was 75). M4 Commodore: RPM reduced to 630 (was 720) | Damage increased to 70 (was 42) | Headshot Multiplier increased to 2.0x (was 1.4x). Mavinga: RPM reduced to 580 (was 630) | Damage increased to 74 (was 40) | Headshot Multiplier increased to 2.3x (was 1.3x). Partisan: Damage increased to 36x2 (was 27x2) | Headshot Multiplier increased to 1.9x (was 1.5x). Terikon: RPM reduced to 520 (was 570) | Damage increased to 78 (was 47) | Headshot Multiplier increased to 2.2x (was 1.2x). Vulture: Damage increased to 92 (was 65) | Headshot Multiplier increased to 1.9x (was 1.5x). LMGs Boomslang: Damage increased to 100 (was 70) | Headshot Multiplier increased to 1.9x (was 1.75x). Hawk: Damage increased to 68 (was 48) | Headshot Multiplier increased to 1.9x (was 1.6x) | Reaches maximum RPM 33% faster. Pistols Kelowna: Damage increased to 63 (was 50) | Headshot Multiplier increased to 1.6x (was 1.45x) | Range increased by +2m across drop-off curve | Added new erratic recoil pattern. TAP9: RPM reduced to 120 (was 220) | Damage increased to 200 (was 120) | Headshot Multiplier increased to 1.75x (was 1.65x) | Range increased by +3m | Added new firing animation. Type 227: Damage increased to 100 (was 90) | Headshot Multiplier increased to 1.5x (was 1.25x) | Range increased by +3m. Shotguns Flenser: RPM increased to 68 (was 60) | Range increased by +5m. Squall: Damage increased to 30x4 (was 25x4) | Range increased by +5m. SMGs AZV100: Damage increased to 60 (was 50) | Headshot Multiplier increased to 1.7x (was 1.35x) | ADS Time reduced to 0.24s (was 0.285s) | Reload Time increased to 2.1s (was 1.9s) | Mags: Basic 28, Compact 24, Extended 36, Drum 40. Kite: Damage increased to 49 (was 36) | Headshot Multiplier increased to 1.5x (was 1.35x) | ADS Time reduced to 0.27s (was 0.285s) | Reload Time increased to 2.3s (was 2.1s) | Mags: Basic 40, Compact 34, Extended 46. Kochi: Damage increased to 55 (was 45) | Headshot Multiplier increased to 1.65x (was 1.4x) | ADS Time reduced to 0.28s (was 0.29s) | Cooldown increased to 4.0s (was 2.5s) | Cooldown Delay 0.5s | Overheat Cooldown Delay 2.5s | Fixed misleading overheat indicator. Tacoma: RPM reduced to 750 (was 820) | Damage increased to 58 (was 40) | Headshot Multiplier increased to 1.75x (was 1.25x) | ADS Time reduced to 0.28s (was 0.295s) | Reload Time increased to 2.2s (was 2.0s) | Mags: Basic 30, Compact 25, Extended 35, Drum 40. Woodpecker: Damage increased to 41 (was 38) | Headshot Multiplier increased to 1.4x (was 1.25x) | ADS Time reduced to 0.26s (was 0.275s) | Reload Time reduced to 1.5s (was 1.6s) | Mags: Basic 18, Compact 16, Extended 20, Drum 22. Sniper Rifles General Penalty Changes: Lower rarity snipers carry Headshot penalties: Common (-15%), Uncommon (-10%), Rare (-5%). Light Barrels: Increased Headshot Damage (+20%), Recoil (+20%), and Moving Accuracy penalty (-50%). Kestrel: Headshot Multiplier reduced to 1.7x. Osprey: Headshot Multiplier reduced to 1.3x (was 1.5x). Pierser: Damage reduced to 120 (was 150) | Headshot Multiplier increased to 2.5x (was 2x) | Charge Multiplier increased to 4x (was 2x) | Charge Time increased to 4s (was 1s) | Charging Mobility reduced to 50% | Limb Damage increased to 100%. (Full charge kills on any body hit; 1-shot headshots require ~1s charge). 🦾 CYBERLIMBS & ABILITIES Responsiveness: Improved Active limb cancellation so they no longer block Instant limbs from activating. Maxigun: Bullet detection range for detonation reduced by 50%; explosion radius reduced by 40%. Spread now scales with the new weapon spread system. Roadrunners: No longer accelerate players while falling or mid-air. Slamfist: Re-added the ground punch decal effect. Tripmine: Fixed detection bug. Tripmines now detect players within 2.5m across all rarities (blast radius and damage still scale with higher rarities). Bug Fixes: Fixed Kinetic Shield blocking your own Knee Strike and halting movement when paired with Cyberlancers. Fixed Phosphor Fury burn effect persisting on characters after leaving the radius. Fixed Slamfist and Cyberlancers failing to grant vertical lift on activation. 🎮 GAMEPLAY, AI & WORLD Redeployment & Respawns Redeployment Tokens: Players now drop a temporary token on death enabling teammates to redeploy them for free at a terminal. Currency Redeployment: Available only after the token lifetime expires. Respawn Delays: Increased automatic respawn delay timers to 30 / 45 / 60 / 75 seconds (was 20/30/40/50s). Environment Loadout Delivery: Updated the delivery drone model to a jet thruster variant. Drop Pod Fixes: Fixed issues where Drop Pods failed to drop replaced items or always replaced the weapon in slot 1. Shooting Range: Relocated to a brand-new map. AI Behavior Accuracy Adjustment: Nerfed NPC accuracy by adding natural weapon sway. 💻 UI, META & TECHNICAL HUD & UI Overhauls Combat HUD: Rebuilt damage and directional indicators to clarify critical incoming damage severity. Static HUD: Rebuilt squad panel for consistent player states; added teammate Self-Revive Kit visibility. Streamlined cyberlimb and weapon UI panels to reduce screen footprint while preserving text and icon sizes. Markers: Adjusted default marker positioning to minimize HUD overlap and tweaked the ADS visibility curve to keep sightlines clear. Menus & Meta Systems Marketplace & Inventory: Rebuilt from the ground up with filter-based navigation, improved listing flows, and enlarged previews with multi-axis rotation. Lobby & UI Refresh: Visual overhauls for Appearance Menu, Play Panel, Social Notifications, Hex Menu, and Settings. Post-Match Summary: Now displays progress toward Challenges, Achievements, and Campaign. Performance & Fixes Game Login Speed: PC-limited rollout testing a system for linear login times, significantly improving loading speeds for large inventories. Bug Fixes: Fixed misleading minimap visual state for hacked extraction markers. Fixed unlocalized loadout names. Resolved character limb flickering and offset navigation tiles in the Appearance Menu. Fixed missing navigation sounds and 'New' marker clearing issues.