Explore the backstory of a familiar face.
Season 10
Ready for a new competitive Season? It’s time to do your calibration matches and collect the rewards for everything you accomplished in Season 9.
The Mallard
The Mallard is a new sniper rifle with unique mechanics: two shots and a high rate of fire. If you reload after firing a single shot, the reload animation is faster.
This gun gives you the option to fire from the hip or scope in (like the M110).
It costs $1,600, making it an excellent alternative to the M40 in round two.
Maps
Hanami
A new Japanese-style map for modes like Competitive, Defuse, Allies, and others that use “big” maps.
Hanami is Sakura reimagined, with improved geometry and a better level layout. That means a more engaging gameplay experience.
Watch the video below and check out our detailed overview of the map.
Hanari
A new map for Team Deathmatch and Arms Race. Hanari is similar to Hanami, but you’ll see a few changes here and there. This new location will get you ready for competitive matches on the bigger map, Hanami.
Sakura
Sakura is no longer available, but all your in-game stats collected on this map will be saved. We don’t plan on bringing Sakura back or redesigning it.
Yard
We adjusted the height of several points of cover on the second floor to make shootouts more dynamic.
Bridge
We changed the map geometry, especially the elements in the middle of the map. The points of cover have been reworked to make it easier for opposing teams to find each other.
Lab
Lab has been removed from the list of available maps in all modes.
Lab was a lackluster map in modes like Duel, Team Deathmatch, and Arms Race. It was too big for 1v1 encounters, and didn’t have enough space for 5v5 confrontations.
Modes
Faster Matches
We’re cutting down how many rounds you need to win to be victorious in Competitive and Defuse. The new numbers are:
Defeat the enemies in 8 rounds in Competitive
Best your opponents in 6 rounds in Defuse
These changes should make your matches faster, and result in fewer leavers.
Heist
A new mode where you get the chance to be a real criminal mastermind.
Team composition: 5v5
Maps: Hanari, Sandstone, Breeze, Dune
Your objective is to collect $500,000 before your enemies do. If neither team achieves that in 5 minutes, the team with more money at the end of the match wins.
How to get money:
Find a money bag on the map and pick it up to earn $5,000.
Loot the safe to gain $15,000. Stand near the safe marked on the map and loot it to secure the money.
Complete a contract to make $50,000. You’ll see an available contract on the map as the match progresses. Go to the marked location, pick up the briefcase, and bring it to the final destination. Complete the contract to get the reward. If you get taken down while carrying the briefcase, your enemies or allies can pick it up to complete the contract.
Capture the point to gain $500 a second. Reach the marked zone, capture it, and hold it. As long as your team controls the point, money will come in every second. Control Point mode rules apply here.
Loot the enemy drop box to gain $4,000 a second. Stand near the enemy drop box and start looting it! You can get a lot of money this way, but it’s a very risky enterprise since the Drop Box is right near the enemy base.
Types of money
There are two types of money in Heist mode:
Team’s total money
Player’s temporary money
Each team’s total holds the money stored in their drop box. This is the amount that decides if you win or lose at the end of the match. Only the money you gain from capturing the point is added to your team’s total right away. Everything else is your temporary money.
Temporary money is the money each player collects in one of the ways listed above. This money isn’t added to your team’s total right away. To score this temporary money, you need to be in your team’s drop box zone. Stand near it and deposit the money.
If your character gets killed, you’ll drop all your temporary money, and other players will be able to pick it up. So play it safe and don’t carry too much temporary money on you at a time.
Tournament (OVERTIME)
Introducing a new mode in custom lobbies: Tournament (OVERTIME). It’s just like the standard regular tournament mode, except with extra rounds and an additional condition: Winning 13 rounds isn’t enough to be victorious in this mode. You’ll also need to be at least 2 rounds ahead of the enemy team. An example of that would be a score of 13:11.
When extra rounds begin, the difference needed to win the match will be 3 rounds instead of 2. The Tournament (OVERTIME) match will keep going until this condition is met.
Adding this mode to the game doesn’t mean we plan on using overtime in the eSports scene. The tournament operator makes the decision on whether to introduce additional rounds, and it must fit into the tournament regulations.
Collections
Battle Pass
Ready for a new Japanese-style collection? This time we focused on more classic Japanese designs, but you’ll see a few anime styles.
The Battle Pass will last for 8 weeks, and these knives are its biggest rewards: M9 Bayonet, Mantis, Tanto, Kunai, Kukri, and Stiletto.
Rewind
Our team has a new Charm Pack in store for you! We haven’t released one in a while, right? So, this pack includes 20 styles, and they’re references to the good old Standoff 2 classics. Inside the new charm pack you’ll find charms like Gold Skull, Metal Rat, PRO, and many other familiar items.
Trophy Shop
There’s a new activity with free rewards in the new in-game store, Trophy Shop.
Complete Battle Pass missions, gain XP, and receive a new currency: Tokens. Use these to buy items in the Trophy Shop. One of the rewards is a new box that has a chance to drop a unique AWM skin.
Please note: Tokens can’t be purchased. You can only earn them by completing missions.
The event will last for 4 weeks once the update goes live. When the activity ends, all unused Tokens will disappear. Make the most of them while they’re around!
Weapon Balance Changes
No weapon nerfs this time. So here come the buffs!
Shotguns
FabM
Headshot damage: 40 → 45
Stomach damage: 23 → 27
Damage multiplier at 15 meter range: 0.45 → 0.55
Damage multiplier at 25 meter range: 0.2 → 0.3
SM1014
Chest and arm damage: 15 → 18
Leg damage: 14 → 16
Damage multiplier at 15 meter range: 0.45 → 0.55
Damage multiplier at 25 meter range: 0.2 → 0.3
SPAS
Damage multiplier at 15 meter range: 0.5 → 0.6
Damage multiplier at 25 meter range: 0.2 → 0.3
Submachine Guns
MAC10
Chest and arm damage: 31 → 33
Leg damage: 24 → 26
Damage multiplier at 15 meter range: 0.75 → 0.77
Damage multiplier at 25 meter range: 0.65 → 0.7
Armor penetration: 57 → 59
UMP45
Headshot damage: 116 → 120
Chest and arm damage: 35 → 37
Stomach damage: 35 → 38
Leg damage: 25 → 28
Damage multiplier at 15 meter range: 0.8 → 0.85
Damage multiplier at 25 meter range: 0.7 → 0.77
Armor penetration: 66 → 70
MP5
Headshot damage: 110 → 115
Chest and arm damage: 32 → 35
Stomach damage: 36 → 37
Leg damage: 25 → 26
Damage multiplier at 15 meter range: 0.75 → 0.85
Damage multiplier at 25 meter range: 0.73 → 0.8
Armor penetration: 64 → 68
MP7
Headshot damage: 107 → 111
Chest and arm damage: 30 → 33
Stomach damage: 35 → 37
Leg damage: 22 → 27
Damage multiplier at 15 meter range: 0.72 → 0.85
Damage multiplier at 25 meter range: 0.7 → 0.8
Armor penetration: 64 → 68
Rifles
VAL
Headshot damage: 128 → 133
Chest and arm damage: 32 → 36
Leg damage: 23 → 26
AKR12
Reduced bullet spread when shooting
M16
Reduced bullet spread when shooting
M4
Rate of fire: 690 → 720
Chest and arm damage: 33 → 35
Stomach damage: 40 → 42
Leg damage: 23 → 25
Sniper Rifles
M110
Price: 4100 → 3800
Bugfixes
Fixed a bug where players would see a victory screen in a round after reconnecting to Duel 2v2
Environmental deaths, like falling off the edge of Pool, will now also count towards the number of deaths in your Duel statistics
Fixed a bug where Molotov Drive would be incorrectly displayed on killcam
Sounds no longer disappear after exiting reverberation zones like tunnels or hangars