Rogue Company Update 2.07 Out for Revelation Patch This July 26

Rogue Company update 2.07

First Watch Games has released Rogue Company update 2.07 which brings in the new Revelation patch to the game. This update includes some changes to several game modes, as well as weapon balancing and bug fixes. Check out the Rogue Company July 26 patch notes below.

Rogue Company Update 2.07 | Rogue Company Revelation Patch Notes | Rogue Company July 26 Patch Notes:

Update: Final retail patch notes are out and post has been updated.

Note: The patch notes listed below are for the PTS version, which is usually the same as the final release notes. Once the final patch notes for today’s update is released, we’ll be sure to update the post.

Get entrenched in the 2.6 update, Revelation! In this update, a key member of Rogue Company gets caught in Jackal’s crosshairs during the Fallen Heroes Narrative Event! Additionally, this update brings a core update to our gameplay experience, and we see a return of some older modes (with updates!).

FALLEN HEROES NARRATIVE EVENT

The conflict between Rogue Company and Jackal rages on as both organizations trade blows in sorties all around the globe. Jackal aims to strike at the heart of Rogue Company by coordinating an assassination against a long-time pillar of Rogue Company, Trench. This event brings about objectives keyed towards taking out certain rogue types in exchange for revealing the ongoing lore and some great cosmetics, one of which being a new outfit for Trench! Speaking of Trench…

ROGUE VISUAL UPDATE: TRENCH

As the world of Rogue Company changes, so has one of our oldest Rogues. Forever changed by the ongoing fight against Jackal, Trench walks back into the field with a scowl instead of his smile. What happened? Find out in the narrative event!

All players will have access to this new default look and voice for Trench, but don’t worry: all players will still have access to his old appearance as the “Classic Trench” skin.

REVELATION LTM SCHEDULE

In this update, we see old game modes return, some of which have received updates! Details and changes are listed below.

  • Sabotage
  • Skirmish Dodgeball
  • Battle Zone
  • Strikeout 2.0
  • Extraction
  • Skirmish TDM
  • Sabotage

SABOTAGE (RESPAWN GAME MODE)

In Sabotage, a neutral bomb is deployed mid-field for both teams to contend over. When a player picks up the bomb, their team gains ownership of it, revealing the holding player to all players. The player and their team must fight to the now-visible enemy bomb zone and plant to score! Planting can be difficult, but once done, detonation is almost immediate, securing your team the win! 

If you run into a stalemate, the team with the most kills will win the round when time runs out. Let us know what feedback you have for this game mode!

BATTLE ZONE (SINGLE LIFE GAME MODE)

  • Gadgets are on cooldown during the round. What’s this? Check out below in our Project Saint section!
  • Gadgets clear from your inventory at the start of each round.

EXTRACTION (RESPAWN GAME MODE)

Extraction gets an update in Revelation. Here are the details:

  • The Cube objective will now no longer cause a loss if counter-hacked. Instead, the ownership of the Cube will go to the other team! The core objective here is to defend the Cube until the timer runs out!
  • Players will respawn according to Queued Respawn rules, the same ruleset from Dodgeball. When a player is eliminated, they are put in a queue to respawn. When a teammate gets an elimination, the next player in the queue will spawn.

STRIKEOUT 2.0

Strikeout 2.0 is an experimental mutation of Strikeout with some significant changes. Try it out and give us feedback!

  • The ticket system has been removed in exchange for TDM’s elimination score, where the team that gets to 25 eliminations first or has the most at around time will take the round.
  • Like original Strikeout, owning the zone will add to your team’s score.
  • Instead of running out of lives, Strikeout 2.0 uses the Queued Respawn rules, the same ruleset from Dodgeball. When a player is eliminated, they are put in a queue to respawn. When a teammate gets an elimination, the next player in the queue will spawn.

PROJECT SAINT

Gadget Update

One significant feedback point from many of our core players was the abundance of gadget spam. This was most prevalent in our respawn-based modes, where players had immediate access to their gadgets upon respawn. The introduction of Rogues like Runway also strongly impacted the saturation of gadgets in combat situations. To address this, we’ve converted the gadget system to function similar to Rogue abilities and have rebalanced gadgets across the board. Please look to the Game Balance section below for more details.

Rogue Mastery

In this update, we are happy to finally bring you the mastery rewards for the 8th and 9th levels of Rogue Mastery for all Rogues! We hope you enjoy these outfits and wear them with pride.

GAME BALANCE

Gadget Cooldown

  • All gadgets will now go on cooldown in the same way abilities do. Each gadget has a different cooldown ranging from 40-75 seconds.
  • All gadget upgrades that used to give you an extra gadget will now reduce your cooldown by 10%.
  •  Resupply has been replaced with a perk called Gadgeteer, which reduces gadget cooldown by 5/10/15%.

Gadgets

  • Semtex
    • 75-second cooldown
  • Frag Grenade
    • 75-second cooldown
  • Molotov
    • 75-second cooldown
  • Bounce Grenade
    • 75-second cooldown
  • Tripmine
    • 60-second cooldown
    • Level 2 reduces cooldown by 10%.
  • C4
    • 60-second cooldown
  • Smoke Grenade
    • 40-second cooldown
    • Level 2 reduces cooldown by 10%.
  • Flashbang
    • 60-second cooldown
    • Level 2 reduces cooldown by 10%.
  • Sticky Sensor
    • 40-second cooldown
    • Level 2 reduces cooldown by 10%.
  • Tear Gas
    • 40-second cooldown
    • Level 2 reduces cooldown by 10%.
  • Cluster Smoke
    • 40-second cooldown
  • Adrenaline Shot
    • 60-second cooldown
    • Level 2 reduces cooldown by 10%.
  • APS
    • 60-second cooldown
    • Level 1 reduces cooldown by 10% and negates one additional projectile (two per APS).
    • Level 2 Negates two additional projectiles (four per APS).
  • Regen Field
    • 60-second cooldown
    • Level 1 duration increased from 10 seconds to 20 seconds.
    • Level 1 health per second increased from 5 to 10.
    • Level 2 reduces cooldown by 10%.
  • Pop Smoke
    • 40-second cooldown
    • Level 2 reduces cooldown by 10%.

Rogues

Runway

  • Runway’s ability now recharges gadget cooldown.

Dima 

  • Epic Stalker replaced with Rare Stalker.
  • Rare Resupply replaced with Rare Gadgeteer.

Lancer

  • Rare Resupply replaced with Rare Gadgeteer.

Kestrel

  • Epic Blaster changed to Rare Blaster.
  • Legendary Energize changed to Epic Energize.
  • Rare Resupply replaced with Legendary Gadgeteer.

Chaac

  • Rare Resupply replaced with Rare Gadgeteer.

Trench

  • Rare Resupply replaced with Rare Gadgeteer.

Vy

  • Rare Resupply replaced with Rare Energize.
  • Epic Energize replaced with Epic Gadgeteer.

Fixer

  • Epic Stalker replaced with Epic Gadgeteer.
  • Rare Resupply replaced with Rare Stalker.

Saint

  • Rare Resupply replaced with Rare Gadgeteer.

Juke

We’ve heard your concerns that Juke feels like she has turrets available too often. Also, the feedback enemies hear while being hit by said turrets is too overbearing for the relatively low amount of damage the turrets deal.

  • Laser Defense Drone Cooldown increased from 30s to 45s.
  • Reduced audio feedback for enemies hit by Laser Defense Drones.
  • Juke’s Impact Grenade damage increased from 40 to 50.

Weapons

Objection

The Objection has some of the highest accuracy stats among all SMGs. It’s intended for the weapon to be compact and accurate when you begin firing but quickly bloom out, given the incredibly high fire rate. These changes should help reduce the weapon’s effective range without hurting its ability to secure kills up close.

  • Reduced base accuracy slightly
  • Increased reticle bloom per shot slightly
  • Increased max bloom slightly

Tyr & LR15 Fullbody

We want to tone back the effectiveness of “no-scopes” This is primarily an issue with the Tyr as you can quickly fire back-to-back shots. 

  • Reduced base accuracy.

BUG FIXES

  • Fixed an issue on several maps that allowed Juke to reach unintended locations.
  • Fixed several issues that caused crashes.
  • Resolved some minor environmental issues for Vertigo.
  • Fixed an issue where an eliminated Mack will drop armor if he purchased the armor perk.
  • Fixed some cases where players could get stuck in a reload animation.
  • Fixed an instance where Runway could spawn without her weapons after Halftime.
  • Fixed broken audio for Trench’s emote.
  • Fixed an issue where a player’s pinned Rogues would not retain after logging out.
  • Fixed mastery progression for the Ibex SMG.
  • Fixed an issue where Sigrid’s shield would not block Juke’s turrets.
  • Fixed an issue where, in Rogue Select, players could see what rogues the enemy team has picked.
  • Fixed animation issues for a select number of emotes.
  • Fixed the VFX on the Mythic MLX Mark 4 skin.
  • Fixed some Announcer VO inconsistencies for Skirmish TDM.
  • Resolved an oddity where hitting the environment with a melee would cause the controllers of other players to vibrate.
  • Fixed a handful of instances where the incorrect BGM would play.
  • Fixed an issue where the HUD score for TDM would not be visible.
  • Fixed an issue where if a Bot earned MVP, it would be awarded to all bots in the hivemind.
  • Fixed an issue where if a player used Quips or Comms while crouched, they would be forced into standing.

KNOWN ISSUES

  • We are investigating the issue where players potentially aren’t able to use their emotes in the lobby.
  • Incorrect objective messaging in Sabotage when the bomb is picked up.
  • There is a fringe “just-frame” instance when a player is downed while using a gadget where the gadget then goes on cooldown despite not deploying.
  • Umbra’s spider is currently unaffected by Juke’s Reflect. We aim to fix this in a future release.
  • Killing a Rogue via Juke’s Reflector currently does not award kill credit. We are working to resolve this.
  • Placeholder text appears on the Master Fixer outfit description. This will be hotfixed shortly after release.
  • [Switch] Players appear to hold both a melee primary and primary weapon when retrieving a thrown melee weapon. This will be hotfixed shortly after release.
  • Old and new announcer VO plays during Strikeout 2.0. This will be hotfixed shortly after release.
  • Players are unable to undo purchases made from the previous round. This will be hotfixed shortly after release.
  • In the Shooting Range, changing Rogues will make some Rogues show up as default Dallas. This will be hotfixed shortly after release.

Once the official patch notes are released, we’ll be sure to update the post.

Update: Final patch notes are out and post has been updated to reflect it.

Source: Rogue Company

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