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Combat Arms

Combat Arms is a online multiplayer video game that emphasizes fast-paced tactical combat in various team-based modes. Originally developed by the South Korean studio Doobic Studios and published by , the game entered closed testing on May 30, 2008, followed by open on July 1, 2008, and full release in on July 11, 2008. Powered by the Jupiter engine, Combat Arms supports lobby-based matchmaking and requires an always-online connection for its core multiplayer experience. Gameplay centers on objective-driven matches across more than 70 maps, with players selecting from over 250 customizable weapons including rifles, shotguns, and explosives, alongside extensive character customization options like outfits and gear. Key modes include elimination-style deathmatches, capture-the-flag variants, and cooperative elimination against enemies, all contributing to a competitive ranking system that progresses from to . Clans enable organized team play, including dedicated clan matches, fostering community-driven competition. In November 2017, publishing rights transferred from to Valofe, prompting significant updates and the creation of two distinct versions: Combat Arms: Reloaded, released on on October 31, 2018, with modernized , rebalanced , and over 350 weapons for enhanced accessibility; and Combat Arms: the , a faithful relaunch of the original experience issued on on July 14, 2020, preserving nostalgic elements like legacy maps and weapon handling. These variants maintain the game's core appeal as one of the early Western tactical MMOFPS titles, though it has faced challenges like issues and compatibility with newer hardware. Despite a medium-sized player base today, Combat Arms has amassed over 6 million registered users globally, particularly noted for its strong presence in under the Reloaded edition.

Gameplay

Core Mechanics

Combat Arms employs the LithTech Jupiter EX engine to handle its graphics rendering and physics simulations, enabling realistic elements such as weapon recoil patterns that increase inaccuracy during prolonged firing. These physics contribute to tactical depth, as recoil requires players to compensate by pulling down on the mouse. Player controls follow standard conventions, with the keys managing forward, left, backward, and rightward movement, and the handling aiming, turning, and firing. Sprinting is initiated by holding the , which consumes but increases speed for rapid repositioning, while crouching (default C key) and going prone (default Z key) reduce movement speed in exchange for improved stability and a smaller hitbox. Weapon switching occurs seamlessly via number keys (1-5 for slots) or the mouse wheel, allowing quick adaptation to different combat ranges without interrupting momentum. The core combat systems emphasize direct confrontation, with most weapons using hitscan mechanics where bullets register hits instantaneously upon firing without visible travel time, promoting precise, skill-based engagements. Melee options, such as knives or bayoneted rifles, provide silent, close-quarters takedowns with quick animations, while throwable grenades follow parabolic trajectories for explosive area effects. Player vitality consists of health points (HP) and armor points (AP), where AP absorbs incoming damage before HP is affected; there is no passive health regeneration, requiring players to collect scattered armor pickups or health kits on the map to recover during play. Map design principles center on diverse environments that encourage dynamic interactions, with over 40 maps available by spanning urban streets, snowy outposts, and industrial complexes, where layout and objectives shape movement patterns like flanking routes or defensive holds. These maps integrate the engine's physics for interactive elements, such as climbable structures or environmental hazards, fostering strategic navigation across multiplayer battles. In versions like : , map counts and features have been expanded.

Game Modes

Combat Arms features a variety of multiplayer game modes that emphasize team coordination, objective completion, and direct combat, with most supporting up to 16 players divided into opposing teams. These modes are designed to encourage different strategic approaches, such as aggressive pushes in deathmatch-style play or defensive positioning in objective-based scenarios, often incorporating time limits and score multipliers for actions near key points like flags or bombs. Variations may exist between versions like the original, , and . Elimination is a team-based mode where Alpha and teams compete to deplete the opposing side's respawn tickets through kills, with respawns allowed until one team reaches zero tickets. The mode promotes fast-paced engagements and map control, with variants like restricting respawns after a set number of rounds to heighten tension in final confrontations. Score multipliers apply for kills near central objectives on certain maps, rewarding strategic positioning over random frags. Capture the Flag pits two teams against each other in a race to seize the enemy's flag from their base and return it to their own while preventing the same from the opponents. Successful captures require coordination between attackers infiltrating enemy lines and defenders holding positions, with the first team to achieve a set number of captures or the highest score within the time limit declared the winner. Maps often include hazards like environmental traps or vehicles that can aid or hinder flag carriers, adding layers to pursuit and evasion tactics. , also known as free-for-all , places all players in competition against one another without teams, where the objective is to achieve the highest kill count before the time expires. This mode tests individual skill in weapon handling and movement, as players must constantly adapt to threats from any direction, with no alliances to rely on. It serves as a training ground for solo tactics that can translate to team play in other modes. Search and Destroy involves one team attempting to plant a at designated sites while the other defends; if planted, the defenders must defuse it, with no respawns permitted across rounds. Victory is achieved by a team winning a majority of rounds, typically five, emphasizing precise communication, site rushes, and counter-plants or defuses under pressure. Strategic elements include fake plants to draw defenders and using map knowledge to flank bomb sites. VIP Escort requires one team to protect a designated VIP player escorting through the to an point while the opposing team eliminates the VIP to prevent escape. The escorting team wins by reaching the goal within the time limit, fostering asymmetric where protectors prioritize the VIP's survival and attackers focus on targeted assassinations. Maps may feature dynamic elements like doors or vehicles to complicate the escort path. Seasonal modes like , introduced in the 2009 winter update, replace standard weapons with throwable snowballs that eliminate opponents on impact, playable only on winter-themed maps such as Snow Valley. Players accumulate points by landing hits, with special mechanics like freezing enemies for easier follow-up kills or ice crushes for area denial, creating chaotic, close-quarters battles centered on snowball volleys rather than precise aiming. The mode was temporarily available during holiday events to offer lighthearted variety.

Progression and Monetization

Experience Points (EXP) serve as the core mechanism for player progression in Combat Arms, accumulated through in-match performance including kills, completions, and survival time. Higher performance yields greater rewards, with bonuses available on specific servers such as 40% EXP on Delta Server. As accumulate EXP, they advance through a tiered ranking system comprising over 100 levels, starting from and progressing through subranks in enlisted tiers (e.g., 1-5) to officer ranks like , culminating in limited elite general ranks such as , which require not only EXP but also among top . Upon reaching new ranks or subranks, receive bonus Gear Points and access to additional options. Rank systems may vary slightly between versions. Gear Points (GP) function as the primary in-game currency, earned alongside EXP based on match outcomes where kills boost rewards and deaths reduce them, with server-specific multipliers like 20% on Kilo Server. GP allows players to rent weapons, gear, and accessories for use in subsequent matches, enabling customization without permanent commitment. In the free-to-play model, Permanent Points (PP, also known as NX in some regional versions) represent the premium currency, purchasable with real money and exchangeable for GP packages, permanent weapon unlocks, or other enhancements to accelerate progression. The provides an exclusive storefront for PP expenditures, featuring cosmetic items, time-limited rentals, and permanent weapons unavailable through standard GP channels, often requiring a minimum PP spend (e.g., 15,000 NX) for access. This monetization system has faced criticism for pay-to-win dynamics, as PP-exclusive gear can offer competitive edges like superior firepower or unique abilities, disadvantaging non-paying players despite the game's skill-based core. In later versions like Combat Arms: Reloaded, additional systems such as the Pro Pass introduce seasonal progression with purchasable tiers for EXP and GP rewards, further integrating real-money options into advancement.

Development and History

Original Development and Release

Combat Arms was developed by the South Korean studio Doobic Studios and published by , with principal development beginning in 2007. The game utilized the Jupiter engine, a technology originally created by , to deliver its 3D graphics and multiplayer functionality. This engine choice allowed for dynamic environments and fast-paced mechanics, aligning with Nexon's focus on online titles. The initial testing phase kicked off with a closed beta for players in , , and on May 30, 2008, distributed exclusively through FilePlanet and lasting until June 6, 2008. This limited trial attracted over 30,000 participants and provided early feedback on core features like team-based combat modes. Following this, 's open beta launched on July 1, 2008, expanding access while incorporating improvements from the closed test. The full release in occurred on July 11, 2008. The for in-game purchases was introduced on October 1, 2008, marking Nexon's push into the Western FPS market. In , particularly , service had already begun with an open beta on November 15, 2007, establishing the game's foundation in its home region. Service in ended on March 9, 2017. Europe's rollout followed in late 2008, with an open beta starting on December 16 via Europe, running until mid-January 2009 and hosted initially through platforms like . The European full launch occurred on January 15, 2009, broadening the game's global footprint. Subsequent expansions included licensing deals for regions like and , further solidifying its international presence. In July 2012, integrated with , simplifying downloads and updates for PC players worldwide. Early post-launch updates enhanced the experience, such as the addition of Vivox-powered voice chat, announced on , 2009, enabling real-time communication in matches and lobbies. By the game's fifth anniversary in , Nexon had introduced hundreds of weapons and dozens of maps, reflecting ongoing content expansions that kept the title evolving through regular patches. These developments supported a growing player base, with over one million registered users in alone by October 2008.

Shutdown and Revivals

announced the termination of its service on September 20, 2017, with operations ceasing on November 22, 2017. This closure affected the global servers managed by and , marking the end of the original iteration under 's stewardship. In November 2017, Valofe Global acquired the publishing rights from , facilitating a seamless transition by launching : Reloaded on the same day as Nexon's shutdown, , 2017. The acquisition stemmed from Nexon's decision to divest non-core assets amid strategic shifts, allowing Valofe—a company with prior ties to Nexon through subsidiaries—to assume responsibility for the title's global operations outside . Account migrations from Nexon to Valofe's platform continued into early 2018, ensuring players could retain progress during the handover. Prior to the shutdown, implemented a major overhaul in 2017, rebranding the game as with updated graphics, user interface, and gameplay mechanics to revitalize the title. However, these changes drew significant community backlash for altering core elements that fans cherished, such as original maps and weapon balances, leading to perceptions of deviation from the game's roots. In response, Valofe initiated revival efforts, launching in January 2018 as a nostalgic recreation of the pre-overhaul version to address player demands for authenticity. This version saw further expansion, including a release on July 14, 2020, solidifying its role as a faithful relaunch. By 2025, Valofe continues to manage publishing and server maintenance for both Reloaded and Classic versions, with regular updates ensuring ongoing stability and content additions for the global player base.

Versions

Combat Arms: Classic

Combat Arms: Classic is a revival of the original multiplayer , launched by Valofe on July 14, 2020, exclusively on as a title. This version emphasizes the pre-2018 era of the game, restoring content from its peak popularity to provide a nostalgic experience without the modern alterations seen in other iterations. It focuses on core lobby-based , delivering an extensive arsenal and maps true to the original design. Key features include over 40 classic maps and hundreds of weapons, with the traditional GP (Gear Points) system allowing players to earn in-game currency for renting equipment on a daily or permanent basis. Unlike updated versions, it avoids overhauled progression systems, sticking to the original mechanics such as temporary rentals for GP weapons and straightforward loadout customization. The game supports various modes like elimination and zombie survival on restored environments, prioritizing the unaltered, high-intensity combat that defined the early years. Compared to the original Nexon-hosted version, : Classic incorporates integration for easier access and achievements, alongside an improved kernel-level anti-cheat system to reduce issues prevalent in the past. It retains old-school elements, including the GP rental model where gear can be acquired permanently through accumulation or purchase, ensuring familiarity for returning players. Following the original's shutdown in , this relaunch preserves the essence while addressing technical shortcomings. Ongoing updates maintain its nostalgic appeal, with the October 28, 2025, patch introducing new events and system enhancements to boost player engagement. These patches highlight , such as seasonal events and balance tweaks, fostering a dedicated atmosphere through features like weekly rankings. Community servers are not officially supported, but the version's design encourages nostalgic play on standard lobbies. The player base remains smaller and more dedicated, typically seeing around 60 concurrent players as of November 2025, drawn by the authentic experience. Ranked matches use the original tier system, progressing from Recruit to General based on experience points earned in competitive play, with leaderboards tracking K/D ratios and GP scores to reward skilled participants.

Combat Arms: Reloaded

Combat Arms: Reloaded originated from a major overhaul initiated by Nexon prior to the termination of their service on November 22, 2017, and was fully launched by Valofe on Steam in October 2018, aiming to revitalize the game with updated graphics, a new user interface, and gameplay refinements. Valofe restored voice chat functionality in April 2019 via integration with Vivox, which had been removed by Nexon in 2015 to enhance stability. This version emphasizes a modernized experience, diverging from the original game's structure while building on its core first-person shooter foundation. Key enhancements in : Reloaded include a revamped progression system featuring loot-based rewards and permanent item acquisition through in-game events and purchases, alongside an expanded arsenal boasting over 350 weapons with ongoing additions—and more than 40 maps, incorporating new environments like Costa Recon and Vertigo introduced in 2024. have been upgraded for improved visual fidelity, and has been optimized for quicker queue times and balanced lobbies, contributing to a faster-paced flow compared to earlier iterations. As of 2025, Valofe continues active development with community-focused events, such as seasonal maintenance and item distributions noted in June 2025 patches, alongside efforts to bolster anti-cheat measures amid ongoing player reports of issues. The game claims over 6 million registered , primarily targeting and regions for its model. It incorporates AI bots in select modes like Elimination and practice sessions to fill lobbies and aid skill-building, enhancing for . In contrast to : Classic, Reloaded adopts a more dynamic pace with streamlined loot mechanics that encourage frequent gear upgrades via randomized drops and event rewards, though this has drawn for shifting away from the original's balanced, skill-focused feel toward pay-to-win elements through premium weapon packs. Technically, it launched on in October 2018 for broader PC accessibility, with post-2020 updates introducing limited cross-progression features via Valofe's VFUN launcher to sync accounts across platforms, though full cross-play remains PC-centric.

Reception and Legacy

Critical Reception

Upon its initial release, Combat Arms garnered mixed reviews from critics, achieving an aggregate score of 71/100 based on six reviews spanning 2009 to 2012. Reviewers frequently highlighted the game's fast-paced, addictive multiplayer action and its accessibility, positioning it as an appealing entry point for newcomers to the genre without subscription fees or upfront purchases. For instance, outlets praised its straightforward yet engaging gunplay and variety of modes, which delivered non-stop intensity across diverse maps. These evaluations underscored the game's strengths in delivering quick, furious sessions that could rival paid alternatives, though some noted its reliance on community quality for optimal fun. The revived versions—Combat Arms: Reloaded and —have elicited mixed post-2020 reception, lacking formal Metacritic critic aggregates but drawing from user feedback on platforms like and as of 2025. Reviews often evoke nostalgia for the original's glory days, appreciating the preserved fast-paced combat and weapon variety, yet criticize declining player bases leading to empty matches. , for example, maintains a 64% positive user rating from over 2,000 reviews, equivalent to roughly 3.2/5, with sentiments highlighting its role as a faithful retro but faulting queues. Across both original and revived iterations, common praises center on the game's approachable mechanics that ease players into competitive shooting, fostering through without overwhelming complexity. Criticisms, however, consistently target pay-to-win monetization that advantages spenders, rampant hacking that undermines , and graphics that feel increasingly dated by modern standards. Aggregate user scores for the revivals hover around 7/10 on when averaged, though Reloaded's 56% positive rating (about 2.8/5 from nearly 3,000 reviews) reflects harsher feedback on balance issues.

Community Impact and Current Status

Combat Arms garnered a substantial player base during its peak in the , with over 3 million registered users worldwide by 2009, growing to over 7 million total. The game's systems played a key role in fostering social interactions, enabling organized group play and community bonding that extended beyond matches. This model contributed to the broader evolution of FPS games, helping popularize accessible, monetized online shooters that prioritized customization and persistent worlds, as seen in contemporaries like . In terms of and legacy, hosted minor tournaments through organizations like ESL in the , including seasonal 5v5 events that attracted competitive clans but never developed into a major professional scene. By 2025, nostalgia-driven events have sustained interest, such as fan-hosted gatherings and community frag video compilations shared on platforms like , though these remain informal without significant prize pools or broadcast coverage. The game's history with mods and hacks, particularly prevalent before 2020, prompted developers to enhance anti-cheat measures, including the adoption of BattleEye in 2021, influencing later security standards in similar titles. As of November 2025, both Combat Arms: Classic and Combat Arms: Reloaded remain operational under Valofe, with Classic receiving a major "Bubba's Update" patch on October 28 that introduced new items and fixes, followed by emergency maintenance on October 29 and 30 to address post-update issues. Reloaded continues with regular patches, including maintenance on October 15 and a build update on October 29, alongside earlier 2025 releases like the January 8 patch. Player counts have declined to averages of around 60 concurrent for Classic and 18 for Reloaded as of October 2025, with daily peaks in the low hundreds across Steam and Valofe servers, yet the community persists through veteran players sharing frag videos on Reddit and YouTube. The game has faced controversies, notably the widespread prevalence of hackers in matches prior to 2020, which frustrated players and contributed to population drops as reported in community forums. Additionally, microtransactions drew backlash for perceived pay-to-win elements, with players criticizing the influx of premium items that overshadowed free progression, as voiced in discussions and threads from the late 2010s onward.

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    Dec 30, 2024 · ... Combat arms was meant to be. Instead they filled it with even more trash micro transactions and made it even worst,. your absolutely right. #6.I am worried about this game becoming free and inserting micro ...I get the criticism, but why so much HATE? :: Assassin's Creed ...More results from steamcommunity.comMissing: backlash | Show results with:backlash
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