Unlimited Balance Changes
Dual Magnum
• UNVAULTED.
• Aim assist removed.
• Base damage set to 15.
• Critical hit multiplier set to 2.0x.
• Enabled linear damage dropoff, with a curve of (3000, 7500, 0.1).
• Now uses a cone-of-fire system for accuracy, with a maximum deviation of 0.012.
• [Jump Attack] SP cost set to 0.
• [Rolling Attack] SP cost set to 10.
Dual Magnum is now back and better than ever! Along with the removal of aim assist (and various improvements to counterbalance that change), we have applied stats that reflect a formula that all guns have been following in our testing of Unlimited 2.0, where the guns are more precise, but the critical hit multipliers and damage dropoff curves are tuned to prevent extreme damage spikes, especially at range. We hope you enjoy this restoration of an old-yet-stylish fan favorite. As always, stay tuned for more information about significant gunplay improvements that redefine how it feels to aim, shoot, and kill in Xero.
Mind Shock
• Base damage increased from ~8.47 to 14.
• Fire rate reduced from 3 rounds/second to 2 rounds/second.
• Movement speed increased from 0.9 to 1.0.
This change represents a reversion to the original feeling of using Mind Shock, but with a movement speed improvement to make it users slightly less vulnerable while using it. Although the damage increase has been counterbalanced by a fire rate reduction, it’s worth noting that its damage per magazine has been improved as a result. We do not intend for this to be a weapon that fully contends with the more standard Rifles/Guns, but we do intend for it to feel usable with some degree of punchiness. Note that while aim assist still exists on this weapon, its damage decays when you are not 100% accurate with it.
Katana
• [Heavy Attack] Recovery time increased from 500ms to 600ms.
• [Heavy Attack] Hitbox spawn time increased from 300ms to 400ms.
• [Heavy Attack] Hitbox adjustments (slightly moved position upwards + slightly reduced height).
We intend for most of our Melee roster to have complete kits of burst damage, mobility, and crowd control to make them feel impactful in the Unlimited environment. However, we also intend for there to be tradeoffs between those qualities when choosing between Melee weapons, and Katana was intended to trade off the burst damage and crowd control of the Plasma Sword and Counter Sword for more mobility. This wasn’t the case while its Heavy Attack remained as quick and spammable as it was, so it has been tuned to be slower overall. We will continue to monitor the state of this weapon, and its changes will be transferred to the Melee channel when it’s deemed to be in a stable state of balancing.

