The “Delta Action” S7 “Asara” season has launched on November 13. One hundred seventy-three also participated in the test server for early access and tried out the update content in advance. From what we’ve seen, this update encompasses multiple areas and delivers a wealth of creativity and quality.
Based on the test server and preview livestream performance, Delta Action’s S7 season will offer players a completely different gameplay experience compared to previous versions. At the same time, the official’s attention to player feedback and execution speed is both commendable — it can be said they live up to players’ expectations.
In September, Delta Action announced that it had exceeded 30 million daily active users, including over 10 million PC users. Additionally, according to the Q3 financial report from Tencent, released on November 13, the game ranks among the top three in industry revenue.
Behind Delta Action’s popularity is, of course, players’ enthusiasm and support. In this S7 season update, the dev team has delivered high-quality content in the form of fulfilled promises and improvements to pain points, as a token of appreciation for the support of all the “Delta friends”.
Now let’s go through and introduce the S7 season update content, and see what changes the game will bring.
1. High‑Quality New Maps! This time, the focus is on the Big Battlefield
This update adds two maps: the brand‑new “Pyramid” map for the Big Battlefield mode, and a special mode of the “No. 0 Dam” map from the Search‑Destroy‑Evade mode, called “Flooded Dam”.
First, the Big Battlefield’s new map “Pyramid”. Among all Big Battlefield maps this time, “Pyramid” is of excellent quality. If you had to pick one word to describe this map, it would be “balanced”.
In terrain, the ratio between flat wild‑area and complex building/indoor zones is roughly equal, so in one match, you get both long‑range sniper segments and close‑quarters chaotic fights. This makes each game more richly varied while also testing the player’s flexibility in adapting to different terrains and using various weapons and tactics.
At the level of individual zones, the balancing is carefully done, creating more tactical space for both the attack and defense sides. With well-balanced teams, it keeps “being stuck in the defender base” time to a minimum.
For example, on the left side’s A‑point, after a short wild flat zone, the attackers immediately enter a dense house area, switching from long‑range gunfights to near‑quarters combat.
In the past, densely populated areas meant the defender hid somewhere, and attackers trying to break in faced heavy pressure from unseen defenders. But this map uses a special design to alleviate the attackers’ “locked in the house area” problem.
The devs had mentioned multiple times that for the Big Battlefield, they were focusing on destructible environments, increasing the number and expressiveness of destructible objects. This map, “Pyramid,” is the realization of that promise.
The destructible elements are fully present in the A‑zone’s house area: almost the entire house region can be destroyed — players can use various artillery weapons and become a demolition crew, leaving no hiding place for defenders.
Suppose you capture the turrets at both sides of the house area, or bomb with vehicles. In that case, you can turn the house area into rubble and significantly reduce the defender’s house‑based advantage — basically “break the attackers’ prison”.
In the B‑zone, similarly, on the surface, it looks like a flat wild zone where defenders can snipe comfortably, but each side of the area has dune‑covered flanking paths. Attackers can use these to circle and strike the high ground defenders from behind.
And in the C-zone, you see the test for both attack and defense combined.
As the map name “Pyramid” suggests, the pyramid on this map is not just a backdrop; it is part of the battlefield. You can climb from the base to the top of the pyramid, even drive a vehicle onto it, and unleash attacks from height.
(Of course, the top will also spawn snipers & grapple ↑)
The interior of the pyramid is also accessible; complex, small paths link the four faces of the pyramid, as well as a small path leading to the C2 point.
Although defenders have a height advantage at C1 and C2, they must always guard against flankers using the small tunnels. Attackers wanting to take the high ground must utilise “infantry‑vehicle cooperation” and sustained pressure. Once attackers gain an advantage, defenders can also use complex terrain for counterattacks. One can foresee that in the live server’s “King of the Hill” mode (Commander Mode), players will bring a variety of exciting tactics.
Arriving at D‑zone, there is another pyramid, and the focus here is on indoor fights within the pyramid. In the test server, though players were still unfamiliar with the pyramid‑interior complex terrain, the limited playtime did bring attention to the map’s art design: the zone is full of detailed ancient inscriptions and murals; you could say the battlefield has a kind of “ancient tomb exploration” feel.
(We came for Delta action / but ended up on a cyber‑tour)
Combined with the earlier experience of ascending the wonder in C‑zone, one could say, even outside the fighting, this map is quite fun to explore.
Some players are calling it, just after “Ascend” (the previous map), the second “god map” — perhaps because of all these excellent designs layered together.
Coming to Search‑Destroy‑Evade mode: This time, the Dam map’s special event mode, “Flooded Dam,” has been updated.
In “Flooded Dam”, the underground tunnel of the Admin Building, Concrete Factory, and Power Plant outer‑mountain area is submerged underwater. That change means that the previously one-way, card-scan-restricted underground tunnel becomes freely traversable by swimming.
You’ve probably experienced attacking the Admin building, failing, then hiding underground with nowhere to escape. In “Flooded Dam”, underwater tunnelling means that the previous one‑way card‑scan tunnel becomes a two‑way path, giving the losing squad at the Admin building an escape route.
On the card‑scan side, scene also adds a ladder into this area, so the Concrete Factory or Power Plant squads no longer need to worry about scan‑card cost; they can freely use this route into the Admin building region, making the Admin squads feel the “No. 0 Dam is full of crises”.
Additionally, below the Admin building region, the update adds large safe vaults (“big insurance”), computers, and various supplies. Coupled with the card‑scan‑free underwater tunnel resources, the total loot in this submerged area is significantly improved — this space that previously was a “loser’s solitude” now potentially becomes a contested strategic point.
(Floor says: large safe‑vault added under the Admin building)
And there are three bomb-defusal tasks inside the match, plus an airdrop event — compared to the original Dam map, the total loot richness is evidently increased. Perhaps after “Flooded Dam,” this map will become a new favourite for “mouse‑run‑knife” play.
Also worth noting: “Tide Prison” will launch a new eligibility standard, “Tide Prison – Adaptation”.
Previously, the prison map had extremely high gear costs and complex terrain; normal players needed to spend a significant amount of HAFK currency, leading many to criticize it as “the devs designed it just to drain HAFK coins.” This update adds the Adaptation difficulty: now gear‑cost is only 240 k (versus the previous 780 k for the Secret/Absolute top level). Players can, through this lower‑entry gear‑cost mode, get familiar with the prison map’s terrain and gameplay.
Also, the 3×3 tasks are now decoupled from the prison map: you can complete side‑quests without doing prison tasks too, giving those who avoided the prison high‑gear‑cost area a chance at the exclusive “Buoyancy Compensation Device”.
Meanwhile, the devs have announced that Space Base 2.0 will launch next year: it will add water regions and open more pathways to counter “bridge‑camping” tactics.
2. A New Defence‑Specialist Operator — What changes will he bring to the environment?
This update also introduces a new engineering operator, “Bit”. His role is similar to “Old Black” — his skills focus on defense and surveillance; he has two tactical gadgets, and his ultimate ability triggers when enemies approach (it can also be manually initiated).
Among them:
- “Smart Smoke Landmine” causes enemies to slow and triggers a Vulnerable buff, plus highlight ESP.
- “Sentinel Mother‑Nest,” in addition to creating Vulnerable status, deals some damage.
- His ultimate “Trap‑Net Spider” restricts movement and triggers the Silenced effect: cannot ADS or use gadgets.
In actual play, the spiders’ path‑finding and move speed still need improvement, and they are easily destroyed. Compared to attackers, Bit is more suitable for defensive play. For example, one could place the Mother-Nest on a rear path to free the combat workforce from guarding the flank, or put it behind a door as a trap, combined with smoke that triggers ESP, to turn defense into offense and surprise advancing enemies. This is why I said his role is closer to Old Black.
3. New Variables in Matches
S7 also updates a large number of new items and gadgets. One of the most impressive is the Half-Frame Scope: previously, some low-magnification optics had flaws (the field-of-view was blocked too much, or the reticle was awkward). The Half-Frame Scope offers an apparent view and a comfortable red-dot reticle — after several matches, I found it to be very usable.
Besides that, the game also adds consumable gear items: e.g., “Tactical Supply” which accelerates skill‑CD charging, “Protoss Interference Device” which reduces AI detection range, etc. These will alter the flow of the match. Some operators with strong skills and ultimates can use these items to open skills more frequently and create match advantages; silent contact lets you avoid alerting AI and reveal positions less.
S7 season, through new maps + new operator + new tactical gadgets from multiple angles, further expands the tactical depth of Delta Action. Whether you love Big Battlefield or Search‑Destroy‑Evade, I believe this S7 season can bring you a richer combat experience.
The above content is compiled by ModeZone, a fashion and entertainment magazine.