May 30th, 2025 05/30/25

Unlimited Balance Changes

Plasma Rifle
Reload time reduced from 2.00s to 1.75s.
Spray pattern adjustment for ease-of-use.

Spark Rifle
Converted into a 2-round burst weapon, shooting at 20 rounds/second with 0.25s between bursts.
Reload time reduced from 2.00s to 1.75s.
Spray pattern adjustment for ease-of-use.

These changes not only seek to improve the ease-of-use of these guns, with quicker reloads and additional vertical spread, but they also serve as one extremely small glimpse at the major Unlimited 2.0 update, which features far more distinct weapon behaviors than before. Stay tuned for more information about significant gunplay improvements that redefine how it feels to aim, shoot, and kill in Xero.

Gauss Rifle
Firing behavior changed from 5-round burst to 4-round burst.
Minor reduction in spray pattern size (compared to when shooting 4-round bursts previously).
Added ZOOM on right-click.
Damage dropoff curve changed from (4000, 24000, 0.6) to (4000, 24000, 0.5).
Magazine size reduced from 25 to 24.

Likewise, these changes are intended to improve the ease-of-use of the Gauss Rifle, with some counterbalancing of its effective range and uptime to partially offset that improvement.

Heavy Machine Gun
Movement speed increased from 0.75 to 0.8
Damage dropoff changed curve from (2000, 8000, 0.2) to (2000, 6000, 0.2)
Magazine size reduced from 125 to 120.

The range reduction and minor mobility improvement serve to reinforce the Heavy Machine Gun’s intended use as a close-range powerhouse of defensive support fire, with the bare minimum level of mobility that is required to survive in fights.

Rail Gun
Base minimum damage increased from ~13.56 to 14.
Base maximum damage increased from ~108 to 112.

Cannonade
VAULTED.

After a thorough review of the state of snipers, we have concluded that the Cannonade does not fit the quality standards for weapon design in Xero. Between various bugs that yield unintentionally high levels of ease-of-use, and its extremely niche use-case of ranged crowd control, we believe that more can be done to make this weapon unique, flexible, and highly skill-expressive. As such, this weapon will return after a rework is enacted upon it.

In the meanwhile, the Rail Gun has returned to its maximum damage from before the February 14th balance patch. It was originally planned for this gun to have higher base damage, but with gradual damage dropoff to less than 100 damage at extremely long, uncontestable ranges (ex. base-to-base range on Tunnel). This serves as a temporary change until the damage dropoff feature is supported on this gun.

Plasma Sword (UNLIMITED ONLY)
[Heavy Attack] Critical hitbox revisions (slightly raised + major reduction in height + extremely minor reduction in range).

Counter Sword (UNLIMITED ONLY)
[Light Attack Hit #5] Added critical hitbox for 2x damage.
[Heavy Attack] Critical hitbox revisions (slightly raised + moderate reduction in height + moderate increase in range).

Storm Bat (UNLIMITED ONLY)
[Swing] Critical hitbox revisions (moderate increase in range).
[Swing] Base hitbox revisions (moved slightly towards the front of your character + moderate increase in thickness).
[Spin Attack] Movement speed multiplier increased from 1.60 to 1.65.

Katana (UNLIMITED ONLY)
Recovery time of all attacks (except for Dash) decreased by 50ms (to match their attack times).
Movement distance multiplier of all attacks increased from (0.9*1.09) to (1.0*1.09).
[Heavy Attack] Critical hitbox revisions (slightly raised + moderate reduction in height).

Alongside these changes that seek to improve the more underused Melee weapons in Unlimited, there have been revisions to their critical hitboxes (of heavy attacks, in particular) to ensure that their critical hits require more precision to land. We will continue to monitor the pick rates and overall performance of Melee weapons, as it is our intention to promote a healthy mix of gun combat and melee combat in Unlimited (and not lean into “pure shooter” or “sword only” territory).

May 30th, 2025