Big one. Sockets got a full rework, turrets have owners now, and you don’t have to walk across the lane to pick up money you already earned. If you only read two sections, read Capture Sockets and Economy — those change how you should actually be playing.
HIGHLIGHTS
- Capture sockets reworked — flipping an enemy point is a two-stage fight now, and capping goes faster with teammates on the pad.
- Two new buildings — the War Foundry unlocks premium bot orders, the Bot Armory unlocks bot stat upgrades. Raze one and the enemy army goes back to being line infantry.
- Turrets have owners — if your tower gets the kill, it’s your elim and your cash.
- Kill rewards pay out instantly — no more chasing your own money.
- Scrap banks itself — no hauling, no deposit runs.
- All class passives removed — a class is a body and a gun now, nothing hidden.
- Seventh capture socket in mid, plus a new ledge.
- Squads hold five.
CAPTURE SOCKETS
Capping used to be something one player wandered off and did while everyone else fought. I wanted it to be an actual team decision, so here’s the rework.
Bring friends, cap faster. Capture speed scales with how many teammates are on the point. A second player caps 1.5× faster, a third doubles it. After three it stops helping, so bring a buddy or two, not the entire team standing on the pad doing nothing.
Taking an enemy socket is now two stages. First you have to neutralize their claim, and I made that stage slower than a normal capture on purpose so the owning team gets a real window to rotate and defend. Once the point drops to neutral, capping it for your team runs at full speed.
You’ll see it coming. While a point is being neutralized the pad reads NEUTRALIZING, and the second it hits neutral, whatever the previous owners built there is destroyed.
Defending works how you’d expect. Standing on your own contested point freezes the attacker’s progress, and clearing them off drains it at double speed.
So flipping a built-up socket is a commitment the enemy actually gets to contest, while grabbing untouched ground stays quick — especially if you brought help.
NEW STRUCTURES
Two new buildings for the commander to fight over, and your bot army now depends on keeping them alive.
WAR FOUNDRY — 450 scrap
Premium barracks units need a standing War Foundry. No foundry, no heavy orders — the barracks menu stays locked until you build one. Scheduled waves and the inhibitor-break push don’t care, this only gates the stuff you’re paying extra for.

BOT ARMORY — 400 scrap
All bot stat upgrades need a standing Bot Armory. That’s the commander’s HP / DMG / ROF / SPD ladder and the field upgrade tiers.
You never lose what you bought. If the enemy razes your armory, your tiers stay purchased but go dormant and your bots drop to default stats. Build a new armory anywhere and everything you paid for switches back on across the whole field, instantly. You’re not re-buying anything.

What this does to the socket war
Both buildings sit on capture sockets and die like any other building — neutralize the socket, raze the structure. You’ve got generators, forward shops, collectors, and now two unlock buildings all competing for seven sockets, so your team has to pick: income, convenience, heavy units, or stronger bots. You can’t have all of it. And razing the right enemy socket turns their upgraded army back into line infantry.
Locked purchases tell you exactly what you’re missing (NEEDS WAR FOUNDRY / NEEDS BOT ARMORY), so the commander seat kind of doubles as the build order.

CLASSES
Loadout changes
| Class | Change |
| Scout | Primary → semi-auto shotgun |
| Soldier | Primary → rocket launcher · Secondary → shotgun |
| Heavy | Secondary → shotgun |
Passives retired
I pulled every class passive. What’s on the card is what you get.
- Scout — loses Fast Hands, Coin Vacuum, and the boosted Power Slide. Keeps the double jump, because that’s core Scout movement, not a perk.
- Soldier — loses Socket Armour (the on-point damage resistance).
- Sniper — loses Spotter Scope (through-wall target marking).
- Heavy — loses Braced Firing (crouch recoil suppression).
- Medic — loses Adrenaline Drafting (pace-matching with faster teammates).
The PASSIVE block is gone from the pre-match banners and bench chips, so each card just reads name, stats, and loadout. Class stat identities (health / speed / silhouette) and the universal slide are untouched. Picking a class is about the body you want and the gun it carries, nothing else.

Soldier — ROCKET SPECIALIST (new, 4 ranks)
Rockets fly +15% faster per rank, and landing a direct hit finally means something. The player you hit takes the full undecayed blast, gets staggered (slowed to a crawl for a second), and the explosion blooms +15% wider per rank. Splash spam is untouched, this only pays out when you actually hit someone. Aim at bodies, not feet.
Soldier — EXTENDED CLIP (replaces Extended Mags)
Extended Mags is off the Soldier’s wall. A percentage of a rocket clip never rounded into anything useful, so now it’s a flat +2 rockets per rank straight into the tube. Scout and Medic keep their percentage mags like before.
Heavy — PROJECTILE DESTROYER (new, 2 ranks)
Heavy is the anti-ordnance wall now. Your minigun bullets destroy enemy rockets in the air. Rank 1 takes two landed hits per rocket, rank 2 swats them with one, and a crit pops a rocket instantly at either rank. Downed rockets just die up there — no explosion, no damage. Park a Heavy in the lane and the enemy Soldier has a problem.
Fix — Heavy Ammo Capacity actually does something now
The belt-fed Mini Gun carries everything in the belt, which means the reserve-based Ammo Capacity upgrade was buying you literally nothing. It widens the belt itself now (+25% per rank). Nobody else is affected.
SNIPER
Scope rework. I rebuilt the scope on a much simpler method for the time being, until I find something better. It performs better, it’s more accurate zoomed in, and it’s not blurry and smudged anymore. Downside: being scoped in takes up your entire screen. You’re going to have to deal with that one for now — but please be kind and tell me if you HATE it so I can find out how many people HATE it. If nobody does, that’s awesome and it stays. Okay, that’s enough rambling.
Scope glare added. When you’re zoomed in, you shine. Gives your fellow competitors a fair chance to react before their head gets blown off.
Crit charge meter added. It fills up when you’re not moving and drains when you start moving, and it empties completely after a shot. Full charge means a critical headshot. The Sniper is strong — strong enough to one-shot a Heavy with a crit headshot — so I needed to slow it down a bit.
New upgrade: FAST CHARGE (PRIMARY locker, 4 levels) +25% scope charge speed per level. Maxed out, you fill the charge in half the time — 1.0s instead of 2.0s of holding still. Costs 200 → 300 → 400 → 500 coins. The drain while moving is unchanged and the bolt-cycle reset works like it did.
MOVEMENT & LANDINGS
Fall damage is back, since you can rocket jump now. But I reworked how landings affect your movement, because drops as short as ~2.5m used to briefly slow you down even though they dealt no damage. That mismatch bugged me. One rule decides everything now: if a fall didn’t hurt you, it doesn’t slow you either.
- Ordinary drops (under ~4.5m) — completely free. No damage, no slowdown, no sprint interruption. Keep moving.
- Big falls — damage and a stagger. You lose speed on impact and you can’t sprint right away. Falls scale up to 55 damage and will never kill you from full health.
- Jump pads & zipline dismounts — always a clean landing no matter how hard you come down. Taking fall damage off a jump pad would be messed up, imagine that lol.
- Rocket jumps — still cost you fall damage on the way down, on top of the rocket’s self-damage. Height you bought with a rocket has a price. That’s the trade.
Landings still look and feel like landings, the camera dip and the impact are the same. They just don’t cost you anything unless the fall was actually dangerous. Landing impact SFX added too.
Slide, by popular demand. Cancelling a slide now transitions you back into sprint. If you let it ride to completion it puts you in a crouch instead. There’s a short delay before you can cancel and start another one.
Zipline extension retuned. It maxes out toward the middle of the lane now instead of at the gate of the enemy base. The extension happens when allied bots destroy the tier 1 turret. Once bots cross over into a base, the other team’s zip collapses completely until their own bots cross their base threshold. Your extended zipline collapses when enemy bots reach your tier 1 turret’s radius (active or destroyed). This is to give the defending team room to breathe, reposition, and set up their defenses (the green is the new zip line extension max.)

WEAPONS
Reduced visual recoil on all weapons. I have never heard a player say “Gah! I wish there were more camera shake when I shoot. Trash game.”
Weapon mounting disabled for all classes. Mounting was originally built for the extraction shooter I was making. With this gamemode being as mobile as it is, it just doesn’t have a good fit.
TURRETS
Default Core towers now start at level 3.
Aggro handoff. If you’re inside an enemy turret’s radius and it locks onto you, it’ll aggro off to an incoming allied bot wave instead — assuming you’re not attacking an enemy player.
Bought towers are YOUR towers
Build a turret at a mount and it fights in your name. Its kills are your kills — elims on the scoreboard, plus instant cash on every bot it last-hits, even while you’re sitting there waiting to respawn. Teammates who chip in on upgrades earn a cut of its kill income (half the kill’s value, split by what they spent), and that’s paid on top of yours, never out of it. Your tower, your credit, always.
Default towers are co-op investments
The pre-placed lane towers work differently. Every upgrade buys shares. Biggest investor flies the flag and gets the elims and the finisher’s cash, and everyone else who invested collects their proportional cut on every kill. Out-spend the current leader and the flag moves to you; on a tie, the earlier investor keeps it. Kill cuts from player kills show up as ASSIST banners, bot kills as coin pickups.
An untouched default tower is nobody’s — it stays a neutral servant until somebody invests.
Support pay for repairs
Repairing a teammate’s damaged tower pays you support cash based on how much health you actually restored, delivered with the assist banner. Patch a scratch, earn a little. Save a dying tower under fire, earn the cap. Your own towers pay you nothing, because support means helping someone else’s stuff.
Defend your investments. The tower that’s feeding you only feeds you while it’s standing.
ECONOMY
Kill rewards pay in full, on the spot
Long-range players were getting robbed. Half of every kill’s reward used to land on the ground next to the body, which is fine if you’re a shotgunner standing over your work and worthless if you’re a sniper who just earned a pick from across the map.
Now you land a kill — with your weapon or your credited turret — and it all arrives at once. One clean elim banner for +150. No coin to chase, no banner spam, no walk of shame across the lane to collect your own kill.
Ammo stays where bodies fall
Every player death drops an ammo box right where they died. One-shot pickup, anybody can grab it, and it’s gone after 20 seconds.
Ground coins aren’t gone
Deaths with nobody’s name on them — an unowned tower, a bot wave, a long fall — still leave the classic coin drop for whoever walks over it.
Scrap banks itself
No more backpack hauling, no more deposit runs. Every piece of scrap you earn goes straight into your team’s pool the instant you grab it. The collector doesn’t ask you to stand there and channel anymore, it just holds the pool. You’ll still see the scrap banner on every earn — that’s your contribution ticking into the commander’s war chest.
The split this creates:
- Fight players → coins, for you. Your weapons, your upgrades, your turrets.
- Farm bots & objectives → scrap, for the team. The commander’s buildings and bot army.
Two economies, two reasons to be in two different places, and no bookkeeping in between.
Coin vacuum is a game rule now
The coin vacuum used to be a Scout perk. It’s just how the game works now — every class sweeps up kill-drop coins from about double the old reach (~2 meters). Less stopping on coins mid-fight, more staying on the move.
MAP
- Added a seventh capture point in mid (up from 6) to give the team holding it better control of the map.
- Added another ledge in mid.
HUD & UI
The Socket Strip
A compact row of seven chips — A through G — sits under the lane bars, colored by whoever holds each point and grey while it’s neutral. When a socket comes under attack its chip flashes red.
The letters are fixed for the whole match, so they double as callouts. “They’re on E” means something now.
Markers only when they matter
The floating letter badges don’t live on your screen full-time. A badge shows up in exactly two moments:
- A point is being taken — the flashing, swelling red alarm badge, pinned to the edge of your screen in its true direction if it’s behind you.
- You’re closing in on a socket you don’t own — it fades in within ~30m to guide the last stretch.
Everything else stays off your screen. The strip tracks the state, the world stays clean for the gunfight.
PA Announcements
When an enemy starts taking one of your sockets, the station PA calls it out — “Socket C under attack” — to your team only. The attackers get no confirmation that you’ve been warned.
The announcer keeps its composure. Calls never talk over each other, and a coordinated push on several pads at once gets a single “multiple sockets under attack” instead of a pile-up of letters. The flashing badges cover the per-pad detail.
Lane bars (and why there’s still no minimap)
Two bars represent the lanes. Each one fills based on how far your bots have pushed, and there’s an icon attached to your current wave so you know whether you’ve got bots coming up on your turrets or the enemy’s. Turrets are labeled under both bars and get marked with an ✕ when they’re destroyed.
I didn’t add a minimap because I think it’d block valuable information on your screen, especially with how mobile this game is between Scout speed and rocket jumping. It’d be annoying to have a mystery rocket show up because a minimap was sitting on top of the Soldier who was 40 feet in the air with your name on it.
Turret menu, cursor ready
Opening a turret’s repair/upgrade menu now drops your cursor dead-center, right on top of the choices.
Compass removed
That was from the extraction mode. There’s no point having it here.
SQUADS — PARTIES GROW TO FIVE
The squad cap is 5 players now (leader + 4), end to end:
- Invite up to four friends from the main menu. The party lobby holds five and the invite slot stays open until the squad is full.
- Squad section rebuilt for five — the roster shows all five banners, the header counts SQUAD · n/5, and STASH / SETTINGS / QUIT moved down to make room for a full house.
- You deploy as ONE squad. Match seating keeps a full five-party together instead of splitting it across squads.
- Fifth identity color — squad member 5 gets violet on the HUD roster and through-wall markers, joining green, blue, yellow, and orange.
BUG FIXES
- Fixed a bug where the Scout carried zipline speed into a double jump after dismounting.
- Fixed a bug where healer bots would cross over mid into the other lane when there were no allied bots left around.