bc-stats

Bodycam update V0.8.7 went live on Steam on 3 September 2026. Most of it is settings and bug fixes, but two changes quietly affect every stat you track: Team Deathmatch now ends at 75 kills instead of 50, and Deathmatch at 40 instead of 30.

What changed – in short

Longer matches, bigger numbers

A higher kill limit means more fighting before a match ends. In Team Deathmatch the target grew by 50%, in Deathmatch by about 33%. Your kills per match and your deaths per match will both go up, even if you play exactly as well as before.

A simple example: if you averaged 10 kills and 9 deaths in a 50-kill TDM match, a 75-kill match gives you more time for both. Something like 14 kills and 13 deaths would be the same level of play, not an improvement.

Why K/D is the number to trust

K/D is a ratio, so it stays comparable when matches get longer. 10/9 and 14/13 are both about 1.1. If your K/D after V0.8.7 is close to your K/D before it, you are playing at the same level. If kills per match jumped but K/D did not, the jump is the patch, not you.

How to compare your stats fairly in BC Stats

  1. Look at K/D and win rate first – they are least affected by the new limits.
  2. Treat kills per match before and after 3 September 2026 as two separate periods.
  3. Compare within one mode. TDM and Deathmatch changed; Wingman, Hardpoint, Versus and Gun Game limits did not.
  4. Give it 20+ matches after the patch before drawing conclusions.

Why this creates a visible break in your history

BC Stats stores individual matches rather than only a lifetime total, so a rules change like this matters. A 75-kill TDM match simply contains more room for kills and deaths than a 50-kill TDM match. If you plot raw kills per match across the September 3 boundary, the line can jump even when your efficiency does not.

The same applies to Deathmatch after the move from 30 to 40. The new target is about one third larger. That does not mean every match becomes exactly one third longer, but it is enough to make the raw pre-patch and post-patch averages structurally different.

K/D is more stable, but not magic

K/D is a better comparison across the score-limit change because both kills and deaths have more time to accumulate. The ratio removes much of the effect of simple match length. Still, it is not completely isolated from the patch: longer matches can change who reaches late-game fights, which maps you see for longer and how consistent your performance is across a larger number of engagements.

Use K/D as the first comparison, not the only one. K-D differential, win rate and deaths per match can show whether the apparent improvement is coming from more kills, fewer deaths or just more total action.

A practical before-and-after check

Choose a clean window before 3 September and another after it. Keep the mode the same. Compare K/D, K-D and win rate first, then look at kills per match. If kills per match rises while the ratios are nearly unchanged, the score-limit increase is the most obvious explanation. If K/D also rises over a meaningful sample, that is stronger evidence of real improvement.

Do not compare a handful of post-patch matches with months of old data. Wait for 20 or more matches before drawing conclusions. That gives the new rules enough observations to stop one unusually good or bad game from dominating the result.

Source: official Bodycam patch notes on Steam. BC Stats is an unofficial tool and is not affiliated with Reissad Studio.