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Prey — Update 0.33.0 Description
Prey — Update 0.33.0 Description
Feedback Axlebolt avatar
Written by Feedback Axlebolt
Updated over a week ago

Introducing Season 9! Expect updated MMR, colorful Brazilian styles, a new mode, new maps, and new dual SMGs.

Ranked Modes

Season 8 Rewards

Hurry to claim the rewards for your achievements. There are more rewards this time thanks to the Duel charms!

Updated MMR System

We were thinking about how to improve the MMR system for a long time. In the previous seasons, we used a system that analyzed the results of each round in a match. Even though it was fair in its own way, many players found it too hardcore.

So, in Season 9, we’re bringing a new MMR point earning system. It’ll be fairer, and it’ll let skilled players climb faster.

Here’s what affects your MMR in the new system:

  1. Match results. You’ll earn some MMR points after you win a match, and you’ll lose some if you’re defeated. In fact, at lower ranks, you’ll get more points for victories and lose less for defeats. This point distribution system works exactly the opposite way at higher ranks.

  2. Difference in rounds. The more confident your victory is, the more points you’ll receive. And if you put up a good fight but lost the match, you won’t lose many points.

  3. Average MMR of the teams. It’s still factored in, but it’s less noticeable now. Don’t expect to get many points if you’ve wiped out players whose total rank was much lower compared to yours. However, you’ll get an additional bonus if you’ve bested a stronger team.

  4. Your personal statistics. You’ll get a little bit more points if you’ve played well and if you’ve outperformed your teammates. And if your performance is lackluster, you won’t get any negative MMR points.

  5. Leaving the match. Players who prematurely leave the match will lose extra MMR. This is how we’re dealing with toxic behavior and random leaves.

No more minus MMR on victory screen, and that’s the main change. Winning matches must be rewarded.

Convoy Mode

In the new mode, two teams compete to deliver the cargo to the final destination. Each team has their own cargo, route, and final destination. The robotruck pushes the cargo. To activate it, you need to come close to it. Even one player can do that. Winning a match is harder than it seems though. Besting your opponents and delivering the cargo first will be a challenge.

Basic Rules

  • Team composition: 4v4

  • Maps: Sandstone, Breeze, Rust, and Zone 7

  • Match duration: 5 minutes

  • Respawns: infinite, but the respawn time is 7 seconds

  • Armor and HP: 100 HP, full armor

  • Weapon selection: you’ll be able to select a pre-made weapon set at the respawn zone, just like in Escalation

  • How to win: When the time runs out and the cargo is not delivered, the team that pushed their cargo farther wins

How the Robotruck Works

Four operation modes:

  1. Neutral state. If there’s no one around the robotruck for more than five seconds, it moves back to the midpoint of the routes.

  2. Moving towards the cargo. When a team controls the robotruck, it moves towards the cargo along the route

  3. Pushing the cargo. If the robotruck reaches the cargo, it starts pushing it towards the final destination

  4. Contested. If two or more competing players are close to the robotruck, it won’t move. Take care of the nearby opponents to control the robotruck.

The robotruck with a “shield” in front of it is larger than a player character for a reason. The players can hide behind it and keep moving forward.

The route the robotruck is moving along is highlighted in the color of the team. You’ll always know where your cargo is and how far it is from the final destination.

Weapon Sets

To make the battles even more dynamic, we’ve added a system of weapons sets that will be changing as the match progresses:

  • Tier 1 (0–30 sec): pistols only.

  • Tier 2 (31–60 sec): SMGs and shotguns become available.

  • Tier 3 (61 sec – 2 min): more powerful equipment becomes available.

  • Tier 4 (2 – 5 min): top weapons for the final phase of the match become available.

You can choose a different weapon set after your next respawn.

New Dual SMGs

We’re bringing Akimbo Uzi into the game! This gun has an insane fire rate, and it deals a lot of damage. Thanks to the capacious magazine, you can take down an entire enemy team without a single reload. But you’ll need to learn to handle these beasts: the strong recoil, short effective range, and long reload time can make you an easy target unless they’re properly managed.

Grab your dual Uzi, get close to an enemy, and unleash a storm of bullets before they take cover. But remember that once you empty your mag, the reload will take up quite some time, so choose the right moment for it. We can’t wait to see what tactics you’ll come up with while rocking these bad boys!

Three New Maps

In Season 9, we decided to pay special attention to Duel, Team Deathmatch, and Arms Race. After all, Duel is a ranked mode now, and it needs new locations. As for Team Deathmatch, it’s one of the most popular Standoff 2 modes, and it’s been quite a while since the last time we added new TDM maps.

That’s why we won’t feature any new or reworked Defuse maps in update 0.33.0. However, we keep working on new Defuse maps, but we don’t want to rush things up. We plan on releasing a balanced, high-quality Defuse location in the future.

In Season 9, Favelas will be added to the list of Team Deathmatch maps, and there’ll be two new Duel maps — Cableway and Pipeline. Favelas and Cableway are the new maps designed in the Brazilian style, and they’re a big part of Season 9. As for Pipeline, it’s full of Rust vibes.

Prey Collection

We’re bringing a seasonal Battle Pass into the game. It’ll last for 8 weeks. During this time, you’ll be able to get 60 new items, including 6 unique, eye-catching gloves. The collection is filled with colorful Brazilian styles that will be an excellent addition to your inventory!

All new items, excluding the medals, will be available to you in containers. Open them or save them for later if you want to sell your containers when the collection is out on the Marketplace (that happens 2 weeks after the BP ends).

Dynasty Collection

Farewell to Empire! The cases and boxes from this collection are no longer featured in the Shop. Now, you can buy and sell them on the Marketplace, and they’ll be growing more expensive gradually.

Meet Dynasty — a new skin collection — and the Mantis knife that resembles a folding karambit. The new collection features some of the old skins that we improved on. This is how we came up with FN FAL “PRO,” AKR “Genesis,” and other familiar styles.

Additionally, there’s no Box in this collection. But there’s no reason to be sad about it because we’ve added a new container called Crate that can be purchased for 100 Coins.

You can get both regular and temporary items from a Crate. Thanks to that, the chances to receive a higher-value item from it are increased. Now, any player will be able to get a valuable skin regardless of how much Gold they have. And in case you get a few identical temporary items from a crate, their expiration time will stack.

Why did we do that?

The items from boxes (especially Common and Uncommon ones) overwhelm the Marketplace. They’re hard to sell, and it’s even harder to profit from selling them. As a result, there are tons of useless items that clutter your inventory.

It’s true that you’ll get fewer regular items from a Crate than from a Box, but this is what’s going to make them more expensive on the Marketplace. And this’ll work not only with Arcane items, but also with Uncommon ones. So, if you get a regular item from a Crate, you’ll be able to put it up for sale and earn a profit, and your inventory won’t be cluttered with junk that’s impossible to sell.

The Dynasty case works just like any other case, but this one should be more cost-effective. The other cases and boxes remain unchanged.

Tutorial

We’ve added a tutorial into the game that’ll help the players learn the key mechanics of Standoff 2. Expect shooting and grenade throwing practice at a special polygon, and learn how to perform knife takedowns. Claim your reward for successfully completing the tutorial.

Please note! The tutorial will appear as a test feature for new players. It means that the users who have been with us for a while won’t see it in the game. For now, we’ll collect feedback on the tutorial mode, add the necessary improvements, and make the tutorial available for everyone in the future updates.

Updated Weapon Balance

In the new Season, we’ll bring changes to the tactics and meta to keep the gameplay fresh, make unpopular weapons more attractive, as well as make top weapon choices a bit less powerful.

The Tec-9 and F/S were the best pistol choices with the highest pick rate. That’s why we decided to nerf these weapons and buff the P350 and Berettas to give you more weapon options.

P350

  • 🟢 Stomach damage: 47 → 49

  • 🟢 Leg damage: 28 → 30

  • 🟢 Damage multiplier at 15 meter range: 0.71 → 0.8

Berettas

  • 🟢 Rate of fire: 400 → 420

  • 🟢 Chest and arm damage: 38 → 42

  • 🟢 Stomach damage: 47 → 50

  • 🟢 Leg damage: 28 → 32

  • 🟢 Armor penetration: 57 → 66

F/S

  • 🔴 Price: $500 → $600

  • 🔴 Rate of fire: 400 → 380

  • 🔴 Chest and arm damage: 33 → 30

  • 🔴 Stomach damage: 40 → 38

  • 🔴 Damage multiplier at 15 meter range: 0.77 → 0.7

  • 🔴 Armor penetration: 92 → 78

Tec-9

  • 🔴 Price: $500 → $600

  • 🔴 Rate of fire: 420 → 400

  • 🔴 Chest and arm damage: 38 → 35

  • 🔴 Stomach damage: 42 → 37

  • 🔴 Leg damage: 27 → 24

  • 🔴 Damage multiplier at 15 meter range: 0.73 → 0.68

  • 🔴 Armor penetration: 87 → 75

The shotguns haven’t completely recovered since the last time they were nerfed in the Nightmare update, and now we want to get them in shape. We’ll be careful though. The shotguns won’t end up being overpowered on most maps anymore.

SM1014

  • 🟢 Armor penetration: 66 → 73

SPAS

  • 🟢 Rate of fire: 90 → 100

The machine gun deals less damage now, but it’s become more affordable.

M60

  • 🟢 Price: $3600 → $3400

  • 🔴 Headshot damage: 150 → 120

  • 🔴 Chest and arm damage: 45 → 42

  • 🔴 Stomach damage: 55 → 48

  • 🔴 Damage multiplier at 15 meter range: 0.95 → 0.8

  • 🔴 Damage multiplier at 25 meter range: 0.8 → 0.7

Akimbo Uzi joins the ranks of submachine guns. Additionally, we’re buffing most SMGs (except the MP7, because it’s OP as is) to make them stronger in close-quarters combat. At the same time, their damage at long range remains unchanged.

MAC10

  • 🟢 Chest and arm damage: 28 → 31

  • 🟢 Stomach damage: 33 → 38

  • 🟢 Leg damage: 22 → 24

  • 🔴 Damage multiplier at 15 meter range: 0.9 → 0.75

  • 🔴 Damage multiplier at 25 meter range: 0.75 → 0.65

  • 🟢 Armor penetration: 55 → 57

UMP 45

  • 🟢 Price: $1200 → $1100

  • 🟢 Chest and arm damage: 30 → 35

  • 🟢 Leg damage: 22 → 25

  • 🔴 Damage multiplier at 15 meter range: 0.9 → 0.8

  • 🔴 Damage multiplier at 25 meter range: 0.75 → 0.7

  • 🟢 Armor penetration: 65 → 66

MP5

  • 🟢 Chest and arm damage: 28 → 32

  • 🟢 Stomach damage: 33 → 36

  • 🟢 Leg damage: 22 → 25

  • 🔴 Damage multiplier at 15 meter range: 0.9 → 0.75

  • 🔴 Damage multiplier at 25 meter range: 0.75 → 0.73

  • 🟢 Armor penetration: 63 → 64

MP7

  • 🔴 Headshot damage: 116 → 107

  • 🔴 Damage multiplier at 15 meter range: 0.9 → 0.72

  • 🔴 Damage multiplier at 25 meter range: 0.75 → 0.7

  • 🔴 Armor penetration: 67 → 64

P90

  • 🟢 Chest and arm damage: 25 → 30

  • 🟢 Stomach damage: 34 → 35

  • 🔴 Damage multiplier at 15 meter range: 0.9 → 0.75

  • 🔴 Damage multiplier at 25 meter range: 0.75 → 0.73

  • 🔴 Armor penetration: 68 → 62

The assault rifle changes are meant to strengthen the unpopular FN FAL and FAMAS a little bit and make them worth their price tags. At the same time, we’re nerfing the M4 and VAL, giving more room to their inferior alternatives.

FAMAS

  • 🟢 Chest and arm damage: 31 → 33

  • 🟢 Stomach damage: 36 → 37

  • 🟢 Armor penetration: 67 → 68

FN FAL

  • 🟢 Chest and arm damage: 32 → 34

  • 🟢 Stomach damage: 37 → 39

  • 🟢 Leg damage: 25 → 26

VAL

  • 🟢 Rate of fire: 700 → 720

  • 🔴 Headshot damage: 140 → 128

  • 🔴 Chest and arm damage: 34 → 32

  • 🔴 Stomach damage: 42 → 40

  • 🔴 Leg damage: 25 → 23

  • 🟢 Armor penetration: 73 → 75

M4

  • 🔴 Rate of fire: 700 → 690

  • 🔴 Headshot damage: 136 → 135

  • 🔴 Chest and arm damage: 34 → 33

  • 🔴 Stomach damage: 42 → 40

  • 🔴 Leg damage: 25 → 23

  • 🟢 Armor penetration: 73 → 74

M4A1

  • 🟢 Armor penetration: 71 → 73

The sniper rifle changes are only meant to influence the economy in a match. The reward for picking off an enemy using an M40 was too high, and the M110 was an unaffordable luxury sometimes.

M40

  • 🔴 Kill reward: $800 → $500

M110

  • 🟢 Price: $4300 → $4100

Other Changes

  • New soundtrack was added

  • New feature for select iOS devices that moves interface elements so they’re displayed correctly was added

  • The word “Collection” was removed from all collection names. They speak for themselves

  • An indicator of “expired” temporary items was added to the system messages window (you’ll see it if you open the message after the item has expired)

  • The confirmation message for unlinking Twitch account was updated

  • Network status is now displayed in the HUD

Bugfixes

  • Fixed a bug that let the players duplicate the weapon during the preparation for the round

  • Fixed a bug that caused the bomb to disappear after the player planted it and then reconnected to the match

  • Fixed a bug where defuse kit wouldn’t drop on character death (it actually did drop…through the textures)

  • Fixed a rare bug where a wrong item would be put up for sale on the Marketplace

  • Fixed a bug where you could kill a player character at the end of the warm-up with a Molotov and get money for the kill in the pistol round

  • Fixed a bug where graffiti would be displayed incorrectly

  • Fixed a bug that caused the game to crash on select devices when authorizing through VK

We were able to get rid of many old bugs in ranked matches thanks to the updated MMR system:

  • Fixed a bug that would add extra rounds required for victory in ranked modes

  • Fixed a rare bug where the MMR system wouldn’t factor in the remaining rounds if one of the teams surrendered

  • Fixed a bug with a missing MMR graph after completing calibration

  • Fixed a bug where a player wouldn’t lose MMR for being AFK in one or more Duel rounds

  • Fixed a bug that would change a player’s game version when they reconnected to a match

  • Fixed a bug where MMR wouldn’t be reset to previous values after a match was canceled

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