Aliens Fireteam Elite megathread

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by Kenneth Araullo

March 9, 2022 11:06 am in News

aliens firetem elite update 1.19

Cold Iron Studios has released the Aliens Fireteam Elite update 1.19 (PS5 version 1.019) patch on all platforms today, and this one is for some new weapon and attachment fixes, plus other issues as well! Check out the full Aliens Fireteam Elite March 9 patch notes below.

Aliens Fireteam Elite Update 1.19 Patch Notes | Aliens Fireteam Elite Update 1.019 | Aliens Fireteam Elite March 9 Update Patch Notes:

Patch deployment times may vary by platform.

We have implemented the following changes:

WEAPONS & ATTACHMENTS

  • Fixed a bug where the OCAP-91 Volcan wouldn’t stumble enemies after the first hit stumble.
  • Fixed an issue with Gun Perk procs that would sometimes cause them to trigger twice (granting 2 stacks of their buff) per proc. They should now only trigger once per proc.
  • Fixed a bug with timing discrepancies that resulted in players dealing less damage due to a single-frame delay in the firing of some Weapons.
  • Fixed a bug where ammo limitations were not correctly applied to client players, resulting in client players having a higher ammo capacity than the host.
  • Fixed a bug where machine gun reticles pulse once the Weapon has reached its max spread reduction.
  • Perks and Attachments associated with firing burst Weapons will now trigger with their first shot.
  • Fixed the fire rate display for Burst Weapons, so now the proper fire rate will be displayed.
  • Guns: M41A3 Burst Rifle: Fixed a bug that caused the 4 star perk to decrease Stability on Hit while in ADS. The 4 star perk now properly increases Stability on Hit while in Aim Down Sight.
  • Fixed an issue with the Type 99 Incinerator that could cause a progression blocker in The Only Way to Be Sure: Breach mission.

ANIMATION

  • Holstered guns are now visible when switching to a sidearm if the holster slot is not already filled.
  • Fixed a bug where some doors in the Giants of the Earth and The Gift of Fire campaigns would behave strangely after being opened.
  • Fixed a bug that caused idle animations to break on the matchmaking screen after changing handgun muzzle Attachments.
  • Fixed a bug that caused Xenos to appear to fall through the floor after vaulting.

AUDIO

  • Fixed a bug where a weapon’s audio could repeat after a player was stumbled or otherwise incapacitated, until they fired the Weapon again.
  • Fixed a bug that caused a burst of audio prior to mission start.

CAMPAIGN

  • Fixed a bug so that Synths now spawn properly in the first encounter of The Only Way to Be Sure: Breach Mission.
  • Fixed a bug where players could get sent on Missions they didn’t have downloaded when playing as a client.

CHALLENGE CARDS

  • Fixed a bug with the Main Weaponry Only Challenge Card that caused VFX and Audio to go missing until swapping to the sidearm weapon.

CONSUMABLES

  • Players now receive a message to alert them when a Vulnerability Assessment Drone is already in use by another team member.
  • Fixed a bug that caused Vulnerability Assessment Drones to sometimes refresh when the timer ran out.

ENEMIES

  • Maintenance Synths now have the appropriate amount of health for each difficulty level.

ENVIRONMENT

  • Made visual improvements to moss textures in the game.

KITS

  • Demolisher: The Fire & Forget Perk now deals increased Area of Effect damage, as expected.
  • Doc: Fixed a bug where players wouldn’t heal if they placed a Suppression or Painkiller Station while it was out of energy, and then refilled it by picking up a med kit.
  • Doc: Fixed a bug where the buff icon for Trauma, Painkiller, and Suppression Stations sometimes wouldn’t appear.
  • Gunner: The Mobility Perk now properly increases the duration of the Stay on Target Passive Ability.
  • Gunner: The Short, Controlled Bursts and Let’s Rock Perks now properly apply to the first shot of each burst, in addition to the 2nd, 3rd, and 4th shots of the burst. Additionally, they now provide non-automatic guns with the benefits stated in the tooltip. Previously, most non-automatic guns were getting no benefit from this Perk.
  • Recon: The Recon class will no longer be able to fire their weapon when placing a Support Drone, and will need to let go and re-press the input to fire again.
  • Recon: The Eye On the Prize Perk now provides 15 Combat Rating as expected.
  • Recon: The Blood Hound Ability will now only display the “No Valid Target” notification for the player that is activating the Ability.
  • Technician: Fixed an issue with Charged Coils that allowed it to recharge in half the time, and caused the UI recharge timer to become out of sync.
  • Technician: Fixed a bug where the Charged Coils Ability’s Area of Effect would not trigger the Disruptive Technology Perk.

UI

  • Fixed a bug where some waypoints in Priority One: Rescue would sometimes not appear on the Motion Tracker.
  • Fixed an issue where there was inconsistency between the distance values of waypoints in the game with what showed on the Motion Tracker.
  • The center dot no longer turns off when loading into a Mission if the option is enabled.
  • Enemy outlines are now turned on by default for Standard mode.
  • Fixed a bug that caused Character Appearance changes to save even after choosing to exit the menu without saving.
  • The HUD will now indicate which member of the fireteam is holding a Mission item, such as a Power Cell.
  • Fixed a bug that could prevent a notification from displaying to inform a player when their ammo and Aid Kits capacity is full.
  • Fixed a bug with hidden caches that sometimes caused the notification to incorrectly repeat the name of the first team member who opened it when subsequent players opened it.
  • Added a message to Spectator Mode, so that team members know who they are spectating.
  • Fixed an issue where the Patch Into Network marker was not appearing on the Motion Tracker in the Priority One: Rescue Mission.

GENERAL

  • Fixed a bug so that the Technician’s Charged Coils Ability will no longer stick to Ko in the Endeavor.
  • Fixed a bug so that Santos stays in the frame during conversations with him on the Endeavor.
  • Fixed a bug where a Xeno would sometimes get stuck in the ceiling during Wave 9 in Horde Mode.
  • Fixed a crash that could occur when deploying Doc’s Suppression Station Ability while using the Combat Stims Ability and Beneficial Side Effects Perk.
  • Fixed a bug where players could occasionally interact with Intel they had already obtained.
  • Fixed a bug where pinging would not work properly when holding a Mission item like a Power Cell.
  • Fixed a bug on Xbox that could prevent a player from joining a game if the host disconnected from and then re-connected to the Internet after sending out an invite.
  • Fixed a bug that sometimes caused the level to unload when spectating another player.
  • Players now start with Thumbs Up, Point, and No Way emotes equipped by default.
  • Players can no longer join sessions with players on a different version of the game.
  • Players can no longer ping for help after getting killed in action.
  • Field effects created from explosions now properly scale their radius based on Perk Modifiers.
  • Players must first load into the Endeavor before they can join a queue.
  • Players can no longer ping while emoting with a controller.
  • Fixed a crash resulting from switching profiles with Windows Game Pass.
  • Fixed a crash that could occur when a player tried to spectate another player while near an interactable object.
  • Maintenance Synths that are in their docking stations will now spawn at the appropriate difficulty level.

Once a new title update or new content drop is announced, we’ll let our readers know. Stay tuned by bookmarking our Aliens Fireteam Elite game hub.

Source: Aliens Fireteam Elite

SEASON 3 UPDATE DEEP DIVE!

24TH MAR 2022

The upcoming Season 3: Lancer update brings a veritable armory of new content to Aliens: Fireteam Elite. We’ve invited Lead Systems & Combat Designer Chris Matz, Systems Designer Corey LeFever, and Systems Designer Tony Marasco to walk us through the new additions and share some insights into their development process.

ENLARGE IMAGE

NEW LANCER CLASS KIT

The Season 3 update adds the new Lancer Class Kit, available to all players as soon as they get the update. This is the second Heavy weapons Class Kit added to Aliens: Fireteam Elite, following the Demolisher, which brings new abilities that open up unique playstyles for the game.

“For the Lancer, we wanted to provide a second kit with access to heavy weapons but that provided different gameplay options from the Demolisher. Where the Demolisher focuses on rapidly dealing with swarms of enemies, we wanted the Lancer to lean into standing its ground and dealing with larger foes. Both of the Lancer active Abilities push in this direction. Particle Lance hits extremely hard but covers a narrow area, making it perfect for maximizing damage on a single target. The second Lancer ability, Onslaught, slows movement speed and fire rate, but increases damage and temporarily removes the need to reload - allowing you to put out a punishing amount of damage wherever you focus. Finally, the Overwatch ability is what really emphasizes the Lancer’s “hold your ground” playstyle. It stacks a powerful set of buffs while standing still, but those stacks fall off while moving.”

“To help further differentiate the Lancer’s gameplay, we wanted it to have access to different secondary weapons than the Demolisher. After some testing, we went with the CQW slot, which grants the class a variety of tools for dealing with enemies that get too close. Pairing hard-hitting CQWs that typically need lots of reloading, such as the M37 Pump Shotgun or the new X1 Fireball, alongside some of the longer range Heavy Weapons, such as the new M41E4 Heavy Pulse Rifle, allows the Lancer to deal with varied threats quite quickly via effective use of the Onslaught Ability.”

- Chris Matz

PARTICLE LANCE:

Fires a penetrating beam in front of you, damaging all enemies in its path. The beam passes through all foes but is blocked by any terrain.

This Ability can be customized with its two Replacer Perks:

  • Particle Burst: Triggers a penetrating energy burst centered on you that deals less damage, but stumbles and irradiates nearby enemies. For 6 seconds, affected foes take damage over time and 20% more weapon damage. Unlocked at Level 3, Perk size 2x1.
  • Particle Wave: Fires a short-range energy cone in front of you, damaging all enemies in its path. The cone passes through all foes but is blocked by any terrain. Struck enemies are stunned for up to 3 seconds. Also greatly increases your damage resistance for 3 seconds. Unlocked at Level 3, Perk size 2x1.

You can further customize Particle Lance with these Ability-specific Perks:

  • Disrupting Radiation: Particle Lance now slows struck enemies by 40% for 5 seconds. Unlocked at Level 8, Perk size 2x1.
  • Residual Charge: Foes killed by Particle Lance leave an Electrical Hazard at their corpse for 4 seconds, dealing damage over time to enemies. Unlocked at the Armory, Perk size 2x1.

ENLARGE IMAGE

"Onslaught is the second active Ability for the Lancer, leaning into the fantasy of a resilient, one-Marine artillery machine. "

- Corey LeFever

ONSLAUGHT:

Immediately reloads your current Weapon, then slows your Movement and Fire Rate by 20%, while increasing your Weapon Damage and Damage Resistance by 20%. Your Weapons automatically reload after every shot for the duration of the effect.

Customize Onslaught with these Ability-specific Perks:

  • Relentless Advance: When Onslaught is active, you no longer lose stacks of Overwatch while moving. Unlocked at Level 4, Perk size 3x1.
  • Unshakeable: Onslaught now grants immunity to most Stuns, Stumbles, and Knockdowns, and grants 150 Temporary Health for its duration. Unlocked at Level 4, Perk size 2x1.
  • Tenacious: Onslaught now lasts 20% longer and grants 5% more Weapon Damage and Damage Resistance. Unlocked at Level 6, Perk size 3x1.

ENLARGE IMAGE

“We really wanted to emphasize the Lancer’s “Hold your ground” playstyle, which is why Overwatch will quickly generate stacks while standing still or in cover and lose them when you’re moving around. The Perks that affect Overwatch make it stronger and offer some nice quality of life bonuses; such as increasing the window of time before stacks start falling off and gaining maximum stacks when you activate an Ability of choice.”

- Tony Marasco

OVERWATCH:

While standing still or in cover, you gain 1 stack of Overwatch a second, up to 5. Overwatch increases Accuracy, Damage, and Stability by 3% per stack. When out of cover and moving, you lose 1 stack of Overwatch a second.

Customize Overwatch with these Ability-specific Perks:

  • Rapid Assessment: When you activate the Ability this Perk is attached to, you gain max stacks of Overwatch. Unlocked at Level 2, Perk size 2x1.
  • Muscle Memory: Each stack of Overwatch now also grants 5% Aim Assist and Handling. Unlocked at Level 8, Perk size 2x1.
  • Omniscience: Overwatch can now stack 6 times. You now lose 1 stack of Overwatch after every 3 seconds of movement. Unlocked at the Armory, Perk size 3x1.

ENLARGE IMAGE

“Lancers can equip CQWs and Heavy Weapons, giving them access to some extremely powerful weapon combinations. There’s a lot of slower, heavy hitting Weapons and higher Fire Rate Weapons to choose from. Whatever ends up being your favorite mixes of the two, the Kit also comes with a suite of new Perks to support both Weapon types.”

- Corey LeFever

Buff Weapon performance with these Weapon-specific Perks:

  • Lancer Heavy Training: Increases Handling and Magazine Capacity of Heavy Weapons by 10%, and Max Ammo by 15%. Unlocked at Level 2, Perk size 2x2.
  • Lancer CQW Training: Increases Max Ammo of CQWs by 20% and Weapon Range by 15%. Unlocked at Level 2, Perk size 2x2.
  • Lancer Heavy Expertise: Increases Fire Rate and Reload Speed of Heavy Weapons by 15%. Unlocked at Level 5, Perk size 2x1.
  • Lancer CQW Expertise: Increases Weakpoint Damage, Weapon Handling, and Stumble chance of CQWs by 10%. Unlocked at Level 5, Perk size 2x1.
  • Lancer Heavy Mastery: Improves the Range and Stumble chance of Heavy Weapons by 15%. Unlocked at Level 7, Perk size 2x1.
  • Lancer CQW Mastery: Improves the Aim Assist and Magazine Capacity of CQW by 15%. Unlocked at Level 7, Perk size 2x1.

“When you’re trying to lock down an area you’ll likely be dealing with many high threat targets. We’ve given the Lancer many defensive tools so that they’re able to do just this. You’ll be able to gain defensive bonuses against enemies while you are in cover, against melee attacks, and hazards from said enemies. Even if you end up taking some hits, you’ll end up shaking some of it off with health recovery perks. Meanwhile, perks like Back Me Up, offer a damage boost for your teammates while enemies are attacking you so that they can help keep enemies off of you.”

- Tony Marasco

Unlock additional Lancer Perks for further customization of your playstyle and experiment by mixing and matching with other Classes:

  • Back Me Up: Allies deal 20% more damage to enemies targeting you. Unlocked at Level 3, Perk size 3x1.
  • Shake It Off: 20% of received damage is stored in a Recovery Pool. After not taking damage for 8 seconds, you recover the stored amount as Health over 4 seconds. Unlocked at Level 4, Perk size 4x1.
  • Fitness Training: Increases Incoming Healing and Max Health by 10%. Improves Stamina Recharge rate by 20%. Unlocked at Level 5, Perk size 3x1.
  • Resilience: Shake It Off now stores 30% of received damage in a Recovery Pool. After not taking damage for 6 seconds, you recover the stored amount as Health over 3 seconds. Unlocked at Level 6, Perk size 2x1.
  • Protective Layer: Damage from Melee attacks and environmental Hazards reduced by 20%. Unlocked at Level 6, Perk size 2x1.
  • High Impact Fire: Your damaging shots increase the chance for an enemy to be stumbled by 3%, stacking 5 times. Unlocked via Hidden Cache, Perk size 3x1.
  • Entrenched: 25% Reload Speed and 10% Damage Resistance while in cover. Unlocked via Hidden Cache, Perk size 2x1.

VIEW STATS

NEW ARMAT WEAPONRY

“With Season 3 we will be introducing 4 new Armat Weapons, one of each type. As always, we want these guns to provide a different and varied gameplay feel from existing weapons within their categories. Some achieve this in very obvious ways - the X1 Fireball is the first projectile based weapon outside of the Heavy category. Others are more subtle - like the X45 Bombard Flechette Rifle, our second 4-round Burst DMR. It provides faster and more accurate shooting than the M41A3 Burst Rifle but isn’t quite as effective at longer ranges.”

“We look forward to players finding the best situations to use these weapons, and the new loadout possibilities these bring to the game.”

- Chris Matz

All four of these new weapons are available for purchase from SSgt Park’s Armory for Requisition Credits.

CQW:

  • X1 Fireball - Most flamethrowers carry a lot of risk of friendly fire, so Armat worked toward one with a more localized area of effect. The Fireball is named for the “ball” of D17 Gel it lobs, which explodes on impact and coats the target area.

HEAVY:

  • M41E4 Heavy Pulse Rifle - The Heavy Pulse Rifle uses an M41 base that has been fully converted into a heavy machine gun. With immense stopping power and a wild kick, this slow-firing weapon is devastating when the user can keep it on target.

RIFLE:

  • X45 Bombard Flechette Rifle - Filling out Armat’s Flechette line, the Bombard sits neatly between the X43 and X46, providing an accurate and automatic mid-range burst rifle that draws direct comparison to the venerable M41A3 Burst Rifle. Still utilizing a standard 4-round burst, the main differentiators are the ease of reload and its tight burst grouping.

HAND GUN:

  • Mark 7 Mod 2 CQB Pistol - When wanting to provide great short-range potential in a small package, Armat eventually arrived at the Mark 7 Mod 2 Close Quarters Battle Pistol. By delivering an incredibly rapid burst of high-velocity rounds to a small area, targets can be dealt with quickly and accurately, even in high-stress situations.

NEW PERKS

“For the upcoming Season 3 Perks, we took a look at our current Kits and wanted to add a handful of options in places that they were lacking. As examples, Demolisher is getting a couple of defensive options and Doc is getting a couple of offensive ones. We also wanted to make sure these new Perks fit thematically with their respective Kits and that the gameplay aligned with their playstyles.”

“Other than the Kit-specific Perks, we’re also adding a couple of Kit-neutral Perks. These Perks can be equipped by any Kit and provide more generic benefits. We’re always looking into ways that we can expand options in the Perk boards and this was one that we were excited about!”

- Tony Marasco

This season we’re adding a whole new set of Perks for all existing Classes. Aside from the 23 new Perks added for the Lancer Class Kit, we’re also adding 2 new Perks for each of the other 6 Classes and 3 more neutral Perks that are available to all Classes.

DEMOLISHER:

  • Reactive Charges: Getting hit by a melee attack triggers a concussive blast, knocking back nearby enemies. This can occur once every 30 seconds. Unlocked at the Armory, Perk size 1x3.
  • Braced for Launch: When Microrockets is activated, you gain 3 seconds of immunity to most Stumble, Stun, and Knock effects, and take 40% reduced damage. Unlocked via Hidden Cache, Perk size 1x2.

DOC:

  • Doctor’s Orders: You gain 5% Weapon Damage and Handling for each party member, including yourself, that is above 75% Health. Unlocked at the Armory, Perk size 1x2.
  • Charitable Glow: Combat Stims now also improve the Doc’s damage by 15%. Unlocked via Hidden Cache, Perk size 1x3.

GUNNER:

  • Overwhelming Fire: Dealing damage to an enemy that has 5 stacks of Focus Fire will now briefly stun the target. This effect may only occur against the same target once every 30 seconds. Unlocked at the Armory, Perk size 1x3.
  • Stopwatch: While Overclock is on cooldown you gain 20% of its unmodified benefits. Unlocked via Hidden Cache, Perk size 1x2.

PHALANX:

  • Take a Stand: You deal 3% more damage for each nearby enemy. Unlocked at the Armory, Perk size 1x3.
  • Combat Inertia: Each time you kill an enemy, the damage of your next melee attack is increased by 100%, stacking up to 5 times. Unlocked via Hidden Cache, Perk size 1x2.

RECON:

  • Combined Arms Tactics: When PUPS and Support Drone are both active, all allies are granted 20% increased Reload Speed, Weapon Handling and Range. Unlocked at the Armory, Perk size 2x2.
  • Chain Reaction: Killing an enemy increases the damage of your next shot by 30%. Unlocked via Hidden Cache, Perk size 1x2.

TECHNICIAN:

  • Parasocial Relationship: You deal 20% more damage to the targets your turret has recently damaged. Unlocked at the Armory, Perk size 1x3.
  • Maximized Retention: When a foe enters the field of your Charged Coils, they have a 33% chance to be stunned for 2 seconds. Unlocked via Hidden Cache, Perk size 1x2.

MISCELLANEOUS:

  • Jackpot: Your weapon is instantly reloaded after killing any foe stronger than a Runner, Popper, Husk, or Working Joe. Unlocked at the Armory, Perk size 1x2.
  • Hold Still: You deal 30% more damage to enemies that are grappling allies. Unlocked at the Armory, Perk size 1x2.
  • Hazard Seals: Damage from acid pools and all other environmental hazards reduced by 25%. Unlocked at the Armory, Perk size 1x2.

ENLARGE IMAGE

NEW CHALLENGE CARDS

“We’re continuing to add Challenge Cards to spice up gameplay for those who want something new while also offering ways to boost yourself up and take down harder content.”

- Tony Marasco

All eleven new Challenge Cards will be available as randomized mission rewards, Tactical Opportunity rewards, or available for purchase with Requisition Credits from SSgt Park’s Armory in a randomized Challenge Card Pack.

  • Overstimulated - Uncommon: No Bonus Rewards - Ability Recharge Speed is doubled.
  • High Caliber - Exotic: No Bonus Rewards - All Damage dealt by players is increased by 25%.
  • Overcompensating - Uncommon: 1.5x Credits - Your weapons recoil in the opposite direction
  • They Just Won’t Die - Rare: 2x Credits - Armored enemies have twice as much armor.
  • Relentless Pursuers - Rare: 1.75x Experience & 1.75x Credits - Enemies are no longer affected by most Stun, Knock, or Stumble effects.
  • Miscalibrated - Rare: 1.5x Experience & 1.5x Credits - Weapon Accuracy is severely reduced.
  • Should’ve Used Duct Tape - Rare: 2x Credits - Swapping Weapons now takes 3 times longer.
  • Main Weaponry Only - Rare: 2x Credits - Your Secondary Kit ability and weapon are disabled.
  • Switch to Backups - Rare: 2x Experience - Your Primary Kit ability and weapon are disabled.
  • Just Me and My Guns - Exotic: 2x Experience & 2x Credits - Your Consumables, Medkits, and Kit Abilities are disabled.
  • Won’t Stop Until You’re Dead - Rare: 2.5x Credits - A Wey-Yu Heavy will spawn shortly after beginning the mission, at which point there will always be an active Heavy.

NEW IN SSGT PARK’S SHOP

Use that stash of Requisition Credits and Reputation Scrip you’ve been putting aside at SSgt Park’s Armory to unlock all four new Armat Weapons, the BiMex Polarized Filters and UACM Cover Head Accessories, the Frontier Filigree and Mesh (Arid, Badlands, Steppe, Taiga) Weapon Colors, the United Americas Flag and ICSC Decals, and the Cry, Dance - Jig, Too Many, Pose - Casual, and Putting On A Show Emotes. A selection of brand-new Perks detailed further above will also be made available.

NEW LOADOUT PRESETS FEATURE

Season 3 also introduces the much-requested feature to save multiple Loadouts of your Kit, your Perks, and your Weapons using the new Presets feature.

“Our characters have lots of customization options - including your kit, which guns they use, the attachments for those guns, and the entire perk grid. For many situations in our game, swapping some of these out makes a lot of sense - different weapons for Synth missions, or maybe a different ability focus for Horde Mode. We wanted to make it easier to be able to swap around your gear, and not have to remember “which was my favorite for this mode?” every time you go into it.”

“With Presets, you can name each one and customize them to be what you need for whatever situations you normally find yourself in, allowing you to quickly get into the action instead of spending time between missions reconfiguring your loadout.”

- Chris Matz

This feature will automatically become enabled with the Season 3 update and will enable the following Presets:

  • Up to 10 Presets for each individual weapon, customizing their Colors, Decals, and Attachments.
  • Up to 10 Presets for each Class Kit’s Loadout, customizing their equipped Weapons, Outfit, Head Accessory, Perk Board, and Consumables.

With this update, a new tutorial will be available to walk players through this feature. At any time, you can create a new Preset with your own custom name for any of the listed sections or delete an older Preset you no longer need.

Patch notes at the bottom!

Aliens Fireteam Elite Update 1.22 Out for Season 3: Lancer & More This April 19

by Kenneth Araullo

April 19, 2022 12:03 pm in News

aliens fireteam elite update 1.22

Cold Iron Studios has released Aliens Fireteam Elite update 1.22 patch (PS5 version 1.022) today, and this one adds a new Lancer kit to the game and more! Check out the full Aliens Fireteam Elite April 19 update patch notes below.

Aliens Fireteam Elite Update 1.22 Patch Notes | Aliens Fireteam Elite Update 1.022 Patch Notes | Aliens Fireteam Elite April 19 Update Patch Notes:

Note: Season 3: Lancer goes live on Tuesday, April. 19, 2022 by 10 am PT. Platform availability may vary.

Season 3: Lancer is here, and with it we’ve introduced a new Class Kit – Lancer, a new Loadout Presets feature as well as new weapons, cosmetics, and rewards to unlock in-game.

Owners of the Deluxe edition will also receive the third of their four DLC Packs with the new UACM Frontline DLC Pack, detailed below.

We have implemented the following changes:

FREE CONTENT UPDATE

  • New Lancer Kit:
    • The Lancer is the second Heavy Class Kit added to Aliens: Fireteam Elite, and introduces new abilities that open up unique playstyles for the game. With the Particle Lance ability that focuses an extremely hard hit to a single target, the Onslaught ability which slows movement speed and fire rate, but increases damage and temporarily removes the need to reload, and the Overwatch ability which stacks powerful buffs when “holding ground”, the Lancer is great for dealing with larger foes and taking advantage of cover.
    • Compatible Kit Skins: Base game skins (Standard Issue, Standard Issue – Stock, Horde Slayer, Specialist, Specialist Elite) and outfits added with DLCs from Season 3 and onward.
    • Free for all players and unlocks immediately when players update and log in after Season 3 is live.
    • Note: At launch, the Lancer will have 21 Perks available through gameplay and purchase with credits. Two additional Perks, “Omniscience” and “High Impact Fire”, will be available in a separate patch shortly after.
  • New items in-game include:
    • 11 New Challenge Cards:
      • Overstimulated
      • High Caliber
      • Overcompensating
      • They Just Won’t Die
      • Relentless Pursuers
      • Miscalibrated
      • Should’ve Used Duct Tape
      • Main Weaponry Only
      • Switch to Backups
      • Just Me and My Guns
      • Won’t Stop Until You’re Dead
  • 6 New Class Perks obtainable through Hidden Caches:
    • Demolisher: Braced For Launch
    • Doc: Charitable Glow
    • Gunner: Stopwatch
    • Phalanx: Combat Inertia
    • Recon: Chain Reaction
    • Technician: Maximized Retention
  • 9 New Class Perks to purchase from SSgt Park’s Armory:
    • Demolisher: Reactive Charges
    • Doc: Doctor’s Orders
    • Gunner: Overwhelming Fire
    • Phalanx: Take A Stand
    • Recon: Combined Arm Tactics
    • Technician: Parasocial Relationship
    • Misc: Jackpot, Hold Still, Hazard Seals
  • New Game Feature: Loadout Presets
    • Save multiple Preset Loadouts of your Kit, Perks, and Weapons using this new feature.
      • New tutorial that walks players through this feature
      • Add custom names for your Preset Loadouts
      • Up to 10 Presets for each individual weapon, customizing their Colors, Decals, and Attachments.
      • Up to 10 Presets for each Class Kit’s Loadout, customizing their equipped Weapons, Outfit, Head Accessory, Perk Board, and Consumables.
  • New additions to SSgt Park’s Armory:
    • 4 New Armat Weapons:
      • Rifle: X45 Bombard Flechette Rifle
      • Heavy: M41E4 Heavy Pulse Rifle
      • CQW: X1 Fireball
      • Handgun: Mark 7 Mod 2 CQB Pistol
  • 5 New Weapon Colors:
    • Frontier Filigree
    • Mesh (Arid, Badlands, Steppe, Taiga)
  • 2 New Gun Decals:
    • United Americas Flag
    • ICSC
  • 5 New Emotes:
    • Cry
    • Dance – Jig
    • Too Many
    • Pose – Casual
    • Putting On A Show
  • 2 New Head Accessories:
    • UACM Cover
    • BiMex Polarised Filters

UACM FRONTLINE PACK DLC

Now available in-game for all owners of the Deluxe Edition or for individual purchase for $9.99.

  • 14 Kit Skins:
    • 7 MK.57 Compression Suit Kit Skins (One for each Kit)
    • 7 Marine Utility Jumpsuit Kit Skins (One for each Kit)
  • 8 New Exclusive Weapon Colors:
    • Topographic (Shoal, Plains, Jungle)
    • Polarized (Red, Blue, Green)
    • Aurora
    • Crucible Steel
  • 4 New Decals:
    • Digital Static
    • Heartbeat
    • Ace of Spades
    • Seek & Destroy
  • 4 Exclusive Emotes:
    • Check the Area
    • This One is Mine
    • Vomit
    • Air Drums
  • 4 Head Accessories:
    • Bucket Hat
    • Mk.57 Compression Helmet
    • Tactical Helmet
    • Anti-Glare Goggles
  • Additional Items:
    • 3 Challenge Card Packs
    • 3 Consumables Pack
    • Credit Pack:
      • 12,000 Requisition Credits
      • 750 Reputation Scrip

BUG FIXES AND CHANGES

WEAPONS & ATTACHMENTS

  • The Inhibitor Rounds attachment no longer has an internal cooldown for when it gains another stack, and the description has been updated to match this behavior.
  • The following balancing changes have been made to Weapons:
    • L33 Pike: Damage increased 10%.
    • AM-16 Gruppa: Magazine Size increased by 10%. Max Ammo increased by 10%. Time between bursts decreased by 10%. Reload Time decreased to 1.8s, down from 2.1s.
    • Kramer Assault Rifle: Damage increased by ~4%.
    • M41A2 Pulse Rifle: Reload Time decreased to 1.9s, down from 2.0s. Max Ammo increased to 600, up from 540.
    • L36 Halberd: Reload Time decreased to 1.7s, down from 2.0s.
    • Type 88 Heavy Rifle: Magazine Capacity increased to 50, up from 45.
    • EVI-87 Zvezda Plasma Rifle: Reload Time decreased to 2.2s, down from 2.3s.
    • Heirloom Standoff: Max Ammo increased to 90, up from 75.
    • Type 21 Shotgun: Damage increased ~9%. Max Ammo increased to 104, up from 96.

Note: The following balancing changes have been made to Weapon Attachments. “Proc” refers to the random chance of bonus effects provided through some Attachments and Perks.

  • Small Muzzles:
    • Compensator: The proc on this attachment now provides 6% Stability per stack.
    • Flash Hider: The Effective Range stat on this attachment has been increased to 30%.
    • Vented Flash Hider: The proc on this attachment now provides 6% Effective Range per stack.
    • Compact Flash Hider: The proc on this attachment can now stack up to 10 times.
    • Recoil Booster: The Stability stat on this attachment has been increased to 40%.
    • Slide Compensator: The Stability stat on this attachment has been increased to 40%.
  • Medium Muzzles:
    • Vent Brake: The proc on this attachment now provides 6% Stability and Handling per stack.
    • High Velocity Brake: The Handling stat on this attachment has been increased to 30%, and the proc on this attachment now provides 6% Stumble Chance per stack.
    • Ported Compensator: The Stability stat on this attachment has been increased to 40%.
    • Forward Mount Laser: The proc on this attachment now provides +7% Effective Range per stack
  • Large Muzzles:
    • Tanker Muzzle Brake: The proc on this attachment now reflects that the cooldown is per target. No change has been made to functionality.
    • Counterbalanced Brake: Added a 15% Fire Rate bonus to this attachment, and the proc on this attachment now provides 6% Accuracy per stack.
    • Precision Hider: The Stability stat on this attachment has been increased to 40%.
    • Triangulated Hider: The Effective Range stat on this attachment has been increased to 25%.
    • Anti-Materiel Brake: The description for the effect on this attachment now reads: “25% chance on Hit to Knockdown targets. This effect can only occur against the same target once every 10 seconds.” No functionality changes have been made.
  • Small Optics:
    • Reflex Sight: The ADS Movement Speed stat on this attachment has been increased to 20%, and the proc on this attachment now provides 6% Handling per stack.
    • Holo Sight: The proc on this attachment now provides 6% Stumble Chance per stack.
    • Micro Dot Sight: The Accuracy stat on this attachment has been increased to 20%.
    • Micro Red Dot Sight: The Handling stat on this attachment has been increased to 20%.
    • Reflex Laser Sight: The Handling stat on this attachment has been increased to 25%.
    • SmartAssist Sight: The proc on this attachment now provides +7% Effective Range per stack.
  • Medium Optics:
    • Hybrid Optics: Added a 15% Handling bonus to this attachment.
    • Illuminated Scope: The Accuracy stat on this attachment has been increased to 30%.
    • Dual Optics: The proc effect on this attachment can now stack up to 10 times.
  • Large Optics:
    • Radar Enhanced Optics: Added a 15% Handling bonus to this attachment.
    • Telescopic Sight: The Accuracy stat on this attachment has been increased to 30%.
  • Small Magazines:
    • Extended Magazine: The Magazine Capacity stat on this attachment has been increased to 30%.
    • Heavy Spring Loaded Magazine: The proc on this attachment now provides 35% Stumble Chance.
    • Rapid Release Mag: Added a 10% Handling bonus to this attachment.
    • Tactical Mag: The Max Ammo stat on this attachment has been increased to 40%.
    • Inhibitor Rounds: The proc effect on this attachment no longer has an internal cooldown.
  • Medium Magazines:
    • Drum Magazine: The Max Ammo stat on this attachment has been increased to 30%.
    • Quickdraw Magazine: The proc on this attachment now provides +30% Handling.
    • Weighted Magazine: The proc on this attachment now provides +4% Effective Range and Stability per stack.
    • Casket Magazine: The Max Ammo stat on this attachment has been increased to 40%.
  • Large Magazines:
    • Magnetic Casing: The proc on this attachment now provides 6% Accuracy per stack.
    • High Capacity Magazine: The proc on this attachment now provides 8% Handling per stack.
    • Extended Field Mag: The Max Ammo stat on this attachment has been increased to 40%.
  • Tubular Magazines:
    • Weighted Chamber: The Stability stat on this attachment has been increased to 50%.
    • Alloyed Chamber: The Stability stat on this chamber has been increased to 25%.
    • Counterbalance Magazine: The Max Ammo stat on this attachment has been increased to 25%. The proc effect on this attachment now provides +9% Stability per stack.
  • Internal Magazines:
    • Combat Actuator: The proc effect on this attachment now provides +4% Handling and Stability per stack.
  • Barrels:
    • Polygonal Rifling: The cooldown on the proc’d effect now applies per target.
    • Hybrid Rifling: The Stability stat on this attachment has been increased to 40%.
    • Barrels: Smooth Bore: The Handling stat on this attachment has been increased to 30%.
  • Armatures:
    • Calibrated Armature: The Stability stat on this attachment has been increased to 40%.
    • Max Capacity Armature: The Handling stat on this attachment has been increased to 25%, and Max Ammo has been increased to 35%.
    • Hybrid Armature: The Reload Speed, Handling, Stability, and Max Ammo stats on this attachment have all been increased to 15%.
    • Deep Railed Armature: The Max Ammo stat on this attachment has been increased to 25%.

Armatures: Bracing Armature: The Max Ammo stat on this attachment has been increased to 25%.

AI

  • Made some adjustments to the AI bots behavior so that they can better react to ground hazards.

ANIMATION

  • Iterative Weapons will no longer have an additional animation when performing a reload.

AUDIO

  • Fixed an issue where sometimes a sound would loop when a Xeno was killed by damage over time attacks until the Xeno despawned.
  • Fixed an issue where a loud burst of audio played immediately before a Mission started.

CHALLENGE CARDS

  • Fixed an issue where the Keep It Tight, People Challenge Card was not properly buffing or debuffing players based on their range.

CLASS KITS

  • GUNNER: The Shrapnel Perk now applies the correct amount of damage over time when applied to Frag Grenade and its Replacer variants.
  • PHALANX: Fixed an issue where the Phalanx Shock Pulse Ability wasn’t working properly with duration-increasing Perks.
  • RECON: Made some optimizations to the Recon PUPS Ability to improve performance.
  • RECON: Fixed an issue where the Bloodhound Ability’s visual display would remain if the target died as the player was activating Bloodhound again.
  • RECON: Support Drone: Several guns were getting less ammo than they should be from the ammo drops provided by this ability. The following guns will now get more ammo per pickup: M10 Auto Pistol, Kramer Short-Barrel, Rapid Responder, Heirloom Standoff, Type 21 Tactical Shotgun, AM-16 Gruppa, X46 Ballista Flechette Rifle, M12 RPG.
  • TECHNICIAN: Fixed an issue with the Resource Reclamation Perk that permitted it to be slotted with Charged Coils. It now only slots with the Sentry Turret as intended.

ENEMIES

  • Fixed an issue where Spitter Acid could penetrate bullet proof glass in the Priority One: Rescue mission.
  • Fixed an issue where The Praetorian was taking increased damage to its weak point on higher difficulties. As a result of this issue and this change, we have done a rebalancing pass on Praetorians. Overall, the Praetorian should be harder on higher difficulties than it currently is and roughly the same on Casual and Standard.
    • The Praetorian will now always take 2x damage to its weak point, regardless of difficulty or other factors.
    • The Praetorian’s Max Life has been reduced by ~20%.
    • When interrupting the Praetorian’s bite attack, the time the Praetorian is staggered has been increased to 5 seconds (up from 4).

ENVIRONMENT

  • Fixed an issue where one-time interactable object icons wouldn’t disappear after use.
  • Fixed various cover issues in Horde Mode and in Campaign Missions, as well as areas where players could get stuck.
  • Fixed an issue where a player could get stuck in cover in the Endeavor.

HORDE MODE

  • Fixed a bug in Horde Mode so that players must now face the locker in order to purchase consumables.

INTEL

  • Implemented an additional fix to help players who are missing Intel items that should have been collected.

MISSIONS

  • Fixed an instance that could cause Xenos to get stuck in the ceiling when pulled by players to certain areas.
  • Fixed various issues with cover spots in Priority One: Extract.
  • Fixed an issue where a Warrior and Runner could get stuck in the mission, Giants of the Earth: Insertion.
  • Fixed an issue where the Drone could get stuck in the final Priority One: Rescue mission fight when using the “Coming Out of the Damn Walls” Challenge Card.
  • Fixed an enemy pathing issue in The Only Way to Be Sure: Regicide mission.
  • Fixed an issue where Bursters could get stuck on the wall when using the Explosions! Challenge Card
  • Fixed an issue where some Xenos could fail to attack players in the Giants of the Earth: Insertion mission.

UI

  • Gun Perks that provide “Charge Time” now display as “Charge Speed”, as this more accurately describes the stat.
  • Longer names now will shrink to fit Post Mission screens.
  • Fixed an issue where sometimes enemy Health Bars wouldn’t display properly
  • To optimize the Recon PUPS Ability, enemy health bars will be invisible at further distances.
  • Fixed an issue where when spectating the host, the Doc’s “Gun Effectiveness Boosted!” message would display twice.
  • Fixed an issue where the “Cannot Reload” message would display when interacting with an object while at full ammo
  • Added a “Cannot Interact While Taking Damage” message that displays when a player is actively taking damage while trying to interact with objects.
  • Mission items, such as a Power Cell, will now display their locations on the Minimap.
  • Added messaging for Private Matchmaking to indicate when the host has left the group or when a player has been removed from the group.
  • Fixed an issue where Perks that modified Weapon Stats did not appropriately update in the Tooltips or Menu UI.
  • Fixed an issue where NPCs in the Endeavor would be visually outlined when the player wasn’t near them.
  • Fixed an issue where interactable Mission items – such as the Valve in Priority One: Rescue would have an Ammo call out Ping instead of the correct object Ping.

GENERAL

  • Made various optimization and performance improvements
  • Added a new Persist Shoulder (ADS) gameplay setting that allows for toggling your preferred camera shoulder side when in ADS. We will be working to have this setting toggled to ‘On’ in a future update.
  • Fixed an issue where the game would sometimes not save after claiming Tactical Opportunity Rewards.
  • Implemented an additional fix to help players who are missing Intel items that should have been collected.
  • Fixed some crashes that were occurring on the PS4 platform.
  • Fixed various crash issues across other platforms.

That’s it for this latest patch for Aliens Fireteam Elite. Stay tuned here at MP1st for more updates!