## What changed
**Operator Attrition** — Replaces the Operator Ban system; every Operator can be played except **Montagne, Blackbeard, Blitz, and Clash**.
**Preparation Phase** — Reduced from 30 seconds to 15 seconds.
**Objective Site** — Location is now revealed at the beginning of the round.
## Balance
**Reinforcements** — Pool reduced from 10 to 6.
**Cooldown System** — Changed to per-target instead of global ability; cooldown increased to 14 seconds (from 7 seconds).
**Charge Mechanics** — Update frequency increased to 20 seconds (from 40 seconds); maximum charges increased to 7 (from 6); activation time reduced to 0.5 seconds (from 1.5 seconds).
**Deployable Shield** — Added to an Operator.
**Equipment Changes** — Impact Grenades replaced with C4 on one Operator; Concussion Grenades ammunition increased to 3 (from 2); Impact Grenades ammunition increased to 3 (from 2).
**Operator Stats** — Speed increased to 3 (from 2); Health reduced to 1 (from 2).
**Weapon Recoil** — Vertical recoil reduced on all burst stages; horizontal recoil smoothed on all burst stages; recoil pattern hardening delayed to bullet 10 (from bullet 8) and generally softened.
**Weapon Cooldown** — Reduced to 1 second between shots (from 3 seconds).
**Area of Effect Ability** — Increased to 4.3 meters (from 4 meters); laser charges refill time reduced to
Operator Attrition replaces Operator Ban.
Every Operator can be played, except Montagne, Blackbeard, Blitz, and Clash.
Preparation Phase lasts 15 seconds instead of 30.
Objective site location is revealed at the beginning of the round.
Reinforcements pool has been reduced from 10 to 6.
Cooldown is now per-target (from global ability).
Cooldown: 14 seconds (from 7).
Charge update frequency 20s (was 40s).
Total maximum Charges 7 (was 6).
Reduced activation time to 0.5s (was 1.5s).
Added Deployable Shield.
Replaced Impact Grenades with C4.
Speed: 3 (was 2).
Health: 1 (was 2).
Concussion Grenades ammunition increased to 3 (was 2).
Impact Grenades ammunition increased to 3 (was 2).
Vertical: Reduced Vertical recoil on all burst stages.
Horizontal: Smoothed lateral recoil on all burst stages.
Recoil Evolution: The hardest part of the recoil will start on bullet 10 instead of 8, also has been generally softened.
Reduced cooldown between shots to 1s (was 3s).
Increased area of effect to 4.3m (was 4m).
Reduced laser charges refill time to 28s (was 30s).