Unlimited Balance Changes
Light Shotgun
• Unvaulted.
• Base damage set to ~8.47 per pellet (with a pellet count of 4 per shot).
• Critical hit multiplier set to 2.3x (same as all Rifles, Guns, and Heavy Guns).
• Movement speed set to 1.0 (Medium).
• Reload time set to 2.0 seconds.
• Magazine size set to 9.
• Fire rate set to 2.5 rounds/second.
• Damage dropoff curve set to (4000, 8000, 0.2).
• Spray pattern set for optimal usage at close-to-mid range.
• PUSH force set to be very minor (similar to that of the Hand Gun when landing all 4 pellets).
The Light Shotgun is Xero’s definitive automatic shotgun (familiar to those who have played in a more competitive setting). As an advanced combat shotgun, it is capable of dishing out the pain at close-to-mid range, contending with (and even pairing with) the Submachine Guns. It’s especially deadly when landing critical hits at extreme close-range!
This weapon is available for PEN in the Guns category of the Weapon & Skill tab. We hope that you enjoy this new addition to the Unlimited weapon roster, especially as we plan to expand it with at least 2 more new guns in the future.
NOTE: As of the 2nd of August, the Light Shotgun’s damage per pellet has been reduced from ~8.90 to ~8.47, and its magazine size was reduced from 10 to 9. This is a short-term hotfix to its previous, overly forgiving tuning, and we will continue to monitor its performance to determine the next steps with this weapon.
Katana (UNLIMITED ONLY)
• [Dash] Now only inflicts BLOW force when the attack is fully charged (i.e. the effect has been removed from the uncharged and partially charged attack).
• [Dash] Recovery time reduced from 900ms to 800ms.
We have observed reasonably high performance metrics for the Katana, and we’re ultimately satisfied with this. However, as we are aware of complaints of Katana rushes going through defenses too easily, we have decided to make body-blocking a more viable option for stopping them (which is compensated by making the Katana user slightly less vulnerable, with a shorter recovery time on the Dash attack).
Plasma Rifle
• Base damage increased from ~10.53 to ~11.02.
• Reload time increased from 1.75s to 2.00s.
Spark Rifle
• Base damage increased from ~8.90 to ~9.32.
• Reload time increased from 1.75s to 2.00s.
Both burst-fire rifles will now require 1 less bullet to kill your enemy at full HP. Since they have continued to exhibit somewhat low performance metrics, we ultimately decided that restoring their old firepower was the best way to make it feel worthwhile to overcome their learning curves (which gets counterbalanced by restoring their old uptime). In an abundance of caution, we will continue to monitor their performance, especially when it comes to the fast time-to-death when facing an accurate user of these weapons.
Light Machine Gun
• Base damage increased from ~8.90 to ~9.32.
• Magazine size reduced from 80 to 75.
Likewise, the Light Machine Gun will also take 1 less bullet to kill your enemy at full HP. This weapon’s performance metrics have still been fairly low, so the previous uptime buff was swapped out for this direct buff to its firepower. This will help to compensate for its disadvantage in movement speed and reactivity compared to other mid-range weapons. As always, we will continue to monitor its performance, as it’s more intended for backline support fire than for direct duels.

