The Phoenix Update

# New XP Reward: Health Insurance

Phoenix's messiah complex extends to his new 'workplace', along with his need to claim his share of the spotlight; introducing the new "Health Insurance" XP Reward!

After healing or reviving a friendly player, you'll be rewarded with an XP bonus based on the XP your patient earns for the 10 seconds after being revived, which applies to all medics that put themselves in the line of fire for their teammates.

# Player Reporting (Alpha)

While we’re keeping it as up-to-date as possible, our new anti-cheat system NGS is only one layer of protection. To support NGS, we are adding in the much-requested Player Reporting system. Accessible by right-clicking on another player's name in the scoreboard, doing so will send a report to our team.

Due to the high impact of this system, Player Reporting is being released in an Alpha state. While we will be punishing guilty players in submitted reports as soon as possible, we do ask that you remain patient as we gather data and tweak the system’s parameters.

# Updated Stopwatch Rules

We've improved the rules in Stopwatch Mode, properly rewarding teams who progress through the objectives the furthest. A few edge case situations are now accounted for, including the allowance of draws where appropriate:

If neither team completes the map, only Primary Objective progression is taken into account and the team who progressed the furthest will win. For example:
On multi-C4 objectives (such as the second objective in Terminal), destroying one Container is better than none.
On multi-Delivery objectives (like the final objective for Trainyard), delivering one Data Core is better than none.
If both teams are held on an EV Escort Objective (such as Bridge's second objective), the team who moves the EV closest to the destination will win.
If both teams reach the same point in the same amount of time, the match is a draw, regardless of time taken to complete previous objectives, for example:
If both Teams only manage to destroy one Container in the second half of Terminal after 15 mins, the match is always a draw.
At the end of the first half of a Stopwatch match, Overtime can now activate. Any extra time added due to Overtime is added to the clock in the second half of the match, for example:
If a C4 is planted in the first half and the timer runs out, the game will continue until the C4 explodes or is disarmed.

# Private Matches (Alpha)

**Earning is disabled in Private Matches, turning off XP, Credits, Equipment Cases and Missions.**

Friendly Fire in Private Matches
Private Matches will give you the option to test our new Friendly Fire setting. No standing in Airstrike territory or sending an Orbital Laser careening over the map willy nilly, your teammates will take damage from almost every source. Even more, allied players will have full collision with you, preventing you from running through them and their deployables.

As the scramble to finish and revive incapacitated players is a staple of Dirty Bomb, Friendly Fire does not apply to friendly incapacitated players. Defibrillators will also never harm friendly players.

## TEAM KILL

If the team kill was accidental (or entirely your fault!), then type in "/f" to Forgive them, and all is well.
However, if you felt your teammate did it intentionally, then you can type in "/p" to Punish them, docking them 300 XP from their game score.
Once there have been 4 complaints against a player, a Vote Kick will automatically be started.
Once there have been 8 complaints against a player, they will be immediately kicked from the game, without the need for a vote.
Let us know how you get on with Friendly Fire, as we expect to tweak it based on your feedback!

# Weapon Inspection

Finally get your hands on a Cobalt and want a closer look at your shiny new weapon? Now, by pressing the G key (default), your Merc will take a moment to admire their currently equipped primary, secondary or melee weapon. Any action beyond basic movement will instantly interrupt the animation, so you'll never be left with your pants down.

# New Premium Cases

This update brings five new Premium Loadout Card Cases, giving you more options and better chance of getting a Loadout Card for the Merc you want!

Elite Cases A and B
The Elite Case has been split up into two separate Cases, each containing Loadout Cards for half of the Mercs in Dirty Bomb. There's no change in price, no change in Loadout Card quality or odds, just a better chance of getting a Loadout Card for the Merc you want, still for US $4.99 (or local equivalent)!

Expert Cases A, B and C
We're also introducing an all-new set of Loadout Cases, the Expert Cases, which splits the Mercs into three groups. These new crates only cost US $2.49 per Case and can reward Loadout Cards from Bronze up to Cobalt rarity!

# Balance Changes

## Redeye

* Increased Smoke Grenade radius by 10%
* Smoke Grenades now take 200 explosive damage to dissipate (from 150)
* Players are now unspotted if Redeye is killed whilst spotting

## MoA SNPR-1

* Reduced magazine size to 5 rounds (from 6)

## FEL-IX Sniper Rifle

* Increased magazine size to 6 rounds (from 5)

# Other Updates

## User Interface

* Map voting in lobby is now disabled until there are enough players to start the game
* Halved the opacity of Objective HUD indicators
* Fixed bug where Party leaders were not able to search for a new match after completing one
* Fixed bug where the initiator of an Objective would show up on the HUD rather than the player who completed it
* Fixed bug where keys could become unbound if the player changed bindings while dead/spectating
* Fixed bug where the voting bar could extend beyond the voting box
* Fixed bug where spectators were counted as voting players

## Audio

Kill confirmation beeps are now included in the Hit Beep audio option
Updated the Hochfir SMG firing audio to make the weapon sound slightly punchier
Fixed bug where two music tracks could play at the same time

## General Gameplay

* Reduced view kick speed by ~10%
* Increased amount of freedom when moving/looking away from Objectives before the interaction is cancelled
* Fixed bug where elevators counted as Secondary Objectives
* Fixed several synchronisation issues with Carryable Objectives
* Fixed bug where Deployables could be placed inside the EV