Hit Reg and Armor [Patch 3.4.0]

Discussion in 'Announcements' started by Cyborg_, Jun 14, 2026 at 5:56 PM.

  1. Cyborg_

    Cyborg_ Thug Staff Member Owner Admin Developer

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    Patch 3.4.0 is another smaller one content wise, but it packs a large punch to 2 integral systems on GTM, along with bug fixes, and few other small changes.

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    The infamous Hit Reg system, if you've been around GTM Jetpacking, you've heard a thing or 2 about it (and almost always bad), the system currently in place, wasn't well understood, and was chalk full of bugs. The goal with this new system, is to move in a direction that we can fine tune, and change, making a system that players can actually understand.

    First, you need to understand some of the main issues with the previous system, and understand what led to it being so inconsistent. Previously, each weapon had a delay attached to it, so players couldn't swing like crazy, and there was a reliable way to "combo" players, without them just hitting you straight back. The issue was, each weapon delay was GLOBAL, meaning if a player attacked someone all the way over in Africa, you might feel that delay too, leading to ghost hits, and inconsistent play.

    The new system makes this consistent. With a delay of 12 ticks, (20 ticks = 1 second) between each katana hit, the player also gets "damage stunned" for 12 ticks. Meaning if I am fighting someone, and they land a hit on me, I cannot damage them for 12 ticks (I could damage anyone else in those 12 ticks, but not them). The reason this feature exists is to promote combo based PvP, and allow players who get the first hit to receive an advantage. Players at higher ping, get a 1 tick advantage per 100ms of ping, in order to make up for the disadvantages that come with playing at a higher ping.

    Feedback is very important for this feature, due to how inconsistent hold hit reg felt, this one will certainly feel different then the previous system, but time will tell if its a better or worse change, and that is why the community is so important. With the new system, we can make adjustments on the fly (without a restart), and can actually understand what is happening. We want to know if the hit stun feels to invasive, maybe its too difficult to break out of combos, or is it too easy, let us know!

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    We wanted to make a use for the other pieces of armor that exist on GTM, and hopefully mix things up a bit! To do this, we've changed the stats on armor, adding a feature called "armor weight", and changing some of the armor ratings on different pieces of armor.

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    The way armor works now, is pieces like the titanium helmet, and ceramic vest weigh you down due to larger protection. Titanium armor slows you down less. Different armor can also make you move faster. For example, since Nikes give you a small speed boost, it cancels out any slowness you get from titanium, but not from ceramic.

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    Items like the Pimp crown also come with a nice juicy headshot modifier!

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    Battle Pass and Crew Seasons both release and start on the same day. We want to sync these up, and always release them at the same time!

    Battle pass comes out with 2 new tags, and Crews has its first full season!

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    This Battle pass season we also changed the "admin" item to a free battle pass voucher which is given out via a loot crate!

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    * Fixed a bug where getting combat tagged wouldn't cancel any of your ongoing teleports.
    * Fixed a bug where kill counts would get added to guns without kills.
    * Fixed a bug where attachments would stay on guns when swapping.
    * Fixed a bug where dropping an item while holding a candy would use it.
    * Nerfed fake customers so having 5 is now worth it.
    * Nerfed prices of rare and uncommon bills, to make legendary more worth it.
    * Made it so you can use all of your lawyer charges.
    * Fixed Resource Pack not auto loading​
     
    Last edited: Jun 14, 2026 at 7:24 PM