Patch 5.9

> August 30th 2023
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### Rifleman

* Learn Grenade is now a 3 level skill instead of a 4 level skill and tweaked slightly
* Added new skill tree, Combat Proficiency, available at levels 6/9/12 and grants various passives and the Focus Fire active skill
* Focus Fire is now unlocked and improved by Combat Proficiency instead of being based on the hero's level
* Focus Fire now gives 20/25/30% damage, 10/15/20% attack speed, 5/7.5/10% crit chance, and +1/2/3 range instead of 62.5/125% damage, 12.5/25% attack speed, and +1/2 range
* Focus Fire's duration decreased from 15s to 6/7/8 seconds
* Focus Fire's cooldown decreased from 75/60s to 5s
* Focus Fire's energy cost decreased from 100 to 60/54/48
* Focus Fire no longer has an alternative version for AW
* Rank bonuses removed

### Medic

* Marksmanship is available (but only visible) after leveling revive to level 3 (if not voting 1 life modifier)

### Enforcer/Commando

* Shotguns now have different Critial Shot values compared to other MOS:
	+ 20% Chance for a 2.25/3.5/4.75/6x Multiplier (default is 12.5% Chance for 2.5/5/7.5/10x Multiplier)

### Squad Designated Marksman (SDM)

* Adjusted Mono Wire indicator to be more accurate

### Mech Operator

* Reverted the Light and Heavy Walkers' ammo system
* Mechs now have a custom health bar

### Specter

* Base round swap duration increased to 3s from 2.5 (this also fixes an issue where Specter Skills 3 would disable round swapping)
* Adjusted how Specter's snipe handled target sorting to address an issue with sniping stacked targets
* Adjusted Specter's AP and HP attribute bonuses and penalties:
	+ AP penalty vs light 30% -> 40%
	+ HP penalty vs armored 30% -> 50%
* Reverted Standard Snipe radius increase from previous patch
* Sonic Pulse traps can now affect massive targets (but still only light targets)
* Sniper Kit no longer prevents decloaking when firing snipes, instead it grants +0.25 energy regen
* Sabotage Aura now has a radius of 25, affects zombies, and has been renamed
* Sabotage Aura radius increases by 5 per level
* Reduced Deploy Hologram cooldown by 60s
* Holograms now die independently

##### Phantasm

* No longer causes Sabotage Aura to outright disable PMC detection at level 4
* Now causes Sabotage Aura to disable PMC Flashlights/Spectrum Amplifiers and reduces zombie detection radius by 4 at all levels
* Reduces Specter Cloak cooldown by 30s
* Now causes activating Specter Cloak to grant undetectable for 2s
* Now prevents decloaking when firing snipes

##### Warden Elite

* Radar now display minimap pings (this ping is shared for every Specter with WE)
* Allows snipes to fired into fog of war
* Increases primary targets allowed for AP snipes and HP snipes by 1 and 10, respectively

### Items

* M135 Minigun and M92 Torrent now cause attacks with the weapon equipped to be hitscan, bypassing the actual projectile and its travel time
* M135 Minigun stats changed from +50% attack speed -0.14 movement speed to +12 damage, +20% attack speed, -0.15 movement speed
* Reverted MCR's damage penalty
* Reduced Bubble Generator's energy drain from 0.8 to 0.1 (lmao what was I doing)
* MELT and Executioner Rounds no longer trigger on allies

### General SIs

* Ghillie Suit now makes the user Undetectable while its cloak is active, but the decloak range is increased to 9 from 7
* Shielded Armor SI is now unlockable by completing PMC Survival with Hyper PMC and Barebones active and extracting all the data

### General

* Fixed an edge case where PMC Flamethrowers could destroy player magazines with fuel discharge
* Enabled voting the T1 modifier in Boss Mode
* Getting into the evacuation ship to finish Survival or PMC Survival games now grants team mate vision
* Most PMC infantry that had Light Filter now have Spectrum Amplifier (Umbra now has Advanced Spectrum Amplifier)
* Fixed bought items in Invasion not being spawned properly
* Fixed issue where Endless initial item spawns an weapon spawn loop could be missed if voting was slow
* Fixed a case where PMC Campaign could trigger the Ignis and Vesania mission twice
* RA Infiltrators are now biological in addition to their other attributes
* Slightly lowered Lacerti charge cast range but increased cast leash
* Adjusted King Darreus, Cacumen, and Darreus weapons to no longer damage themselves
* Zombie Mutation Lockout now has a stack count depending on the difficulty, failed mutations remove a stack instead of mutating the zombie (stacks time out as before)
* Siege wins should now be tracked and displayed properly
* Tooltip fixes and cleanup