Fatal Experiment 2
The ''Deep End'' of GTFO Modded, are you ready? 19 Expeditions. Custom Guns. Big Anime Sword. 150+ Enemy Variants. Team of 4 recommended.
| Date uploaded | 4 years ago |
| Version | 0.9.10 |
| Download link | ProjectZaero-Fatal_Experiment_2-0.9.10.zip |
| Downloads | 329 |
| Dependency string | ProjectZaero-Fatal_Experiment_2-0.9.10 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1Frog-GearPartCustomization
Modify the position, rotation, and scale of gear parts
Preferred version: 1.3.3Fody55-GTFO_ShootInTheAir
A really tiny mod that enables you to shoot while falling/jumping (similar to old QoLFix functionality).
Preferred version: 2.0.1ProjectZaero-ZaeroGeos
A pack of geomorphs for custom tilesets. Currently contains 7 tiles + 2 variants.
Preferred version: 0.6.0dakkhuza-FloatingTextAPI
Provides a simple way for plugin developers to display info with floating text in the world
Preferred version: 1.0.5Localia-ResourceHelper
Mark all the resources you and your teammates have found.Now support ExtraResourceHelper.
Preferred version: 3.0.1Localia-PacksHelper
Make packing easier. And support to hold the LMB(Left Mouse Button) to pack yourself , RMB to pack teammates.
Preferred version: 3.1.4Untilted-FasterHackingMinigame
Reduce the delay between TimingGrid hacking stages
Preferred version: 1.0.2randomuserhi-KillIndicatorFix
A client-side mod that makes kill indicators consistent when you are not host.
Preferred version: 0.1.6randomuserhi-DMRReloadFix
A client-side mod that fixes DMR reloading to 11 when there is 1 bullet left in clip.
Preferred version: 0.0.5ProjectZaero-ZaeroMonsters
An asset bundle pack for Rundown Devs containing 13 model customizations and 7 custom textures.
Preferred version: 2.5.0Dinorush-AccurateCrosshair
Calculate crosshair size for guns and improve crosshair behavior.
Preferred version: 1.4.1hirnukuono-EEC_H
Flowaria's EEC (ExtraEnemyCustomization), with a few fixes, tweaks, and addons
Preferred version: 1.8.4Dinorush-ExtraWeaponCustomization
Adds several new features to customize weapons.
Preferred version: 2.7.0Dinorush-ExtraToolCustomization
Fixes Sentry bugs and adds customization for Sentries and Mines.
Preferred version: 1.3.1Dinorush-MeleeSwingCustomization
Improves Bat's hitbox and adds customization for devs.
Preferred version: 1.2.0Dinorush-EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
Preferred version: 1.2.3Dinorush-ReDownFix
Fixes clients getting downed from taking any damage shortly after a revive.
Preferred version: 1.0.0Dinorush-DropItemFixed
A fork of Flowaria's DropItem with a few fixes. Hold E to drop your item into a locker.
Preferred version: 0.1.6Dinorush-MemoryLeakFix
Fixes bugs related to objects not being cleared when they should.
Preferred version: 1.2.2tru0067-PierceBugFix
Fixes piercing so that piercing shots hit the advertised number of enemies.
Preferred version: 1.1.0Brandonious-Striker_Mode
Allows you to change the prisoner model to up to 7 different enemy models. (Arms not included)
Preferred version: 1.0.4README
Welcome to Fatal Experiment 2.
- The "Deep End" of GTFO Modding. 19 levels are currently available. Please report any issues you find to Project Zaero#9999 on Discord.
Features:
- 9 Campaign Expeditions: Experience the storyline in Fatal Experiment 2. Expeditions may last over an hour and will challenge your team.
- 10 Bonus Expeditions: Arcadey / challenge levels. Typically 10 to 40 minutes, these levels are to-the-point and get you straight into the action. They vary drastically and offer a wide variety of experiences.
- 30 Custom Guns (4 are level specific).
- 2 Custom Sword Melee Weapons.
- Heavily Modified Vanilla Melee Weapons.
- Flashlight tool for Steatlh expeditions.
- Terrible Custom Vanity Helmets.
- Terrible Custom Palettes.
- 15 Classes to pick from that evolve over the course of an expedition by earning XP from kills and assisted kills.
- Many enemy variants with different abilities such as grappling, bleeding, knockback melee, and more.
- Greatly improved gunplay over the original Fatal Experiment. Each weapon feels unique and serves a different purpose.
Good luck down there.
Release Notes:
V0.9.10
- Fixed an issue where Field Medic did not receive the Infection Resist buff.
- Fixed an issue where Isolated completely broke during LV5.
V0.9.8
- Act 5-1 "Chaos" adjustments.
- The alarm with Giant Surge Shooters has been switched to normal Surge Shooters.
-
Act 2-2 "Establish" completely reworked, now named "Re:Establish"
-
Deadly Shotgun "Khepri" 1 -> 2 Damage, 6 -> 18 Mag Size, 1.2 -> 0.5 Reload Time. May your memes ascend to reality.
V0.9.7
- Scans now draw properly.
- Disabled Act 5-2, this level is currently a placeholder.
V0.9.6
- Act 5-1 "Chaos" adjustments.
- Surge Alarm no longer spawns Strikers and Shooters. Added 2 uses of ammo and meds and 1 use of tools to the zone to compensate.
- Adjusted Scan Types
- Flash Scans now draw instantly.
- Null, Flat, Invert Expansive and Multi-Team Scans will always take the same amount of time to draw.
- Weapon Balance
- XHM Cannon 14 -> 12 Damage, 40 -> 45 Mag Size.
- Void Sniper 2 -> 3 Pierce. It has fallen from it's former glory due to repeated ammo nerfs. It slightly underperforms, especially when all other secondaries got buffed significantly. This should make it a more viable choice.
- Fixed an issue with Trailblazer and Gas Breather conflicting IDs. Trailblazer now properly gains Infect Immune. Gas Breather also gains Infect Immune at level 1.
V0.9.4
- Class Adjustments
- Combat Class Balance
- Masochist XP requirements per level +10%, starting debuff -15% -> -50% Armor. For a class with such an impactful end-game, it's far too quick to reach max level and doesn't struggle in the early to mid-game as much as intended.
- Marine starting debuff -60% -> -40% Armor per lv. The end-game matches the damage of Masochist but without med efficiency, making this class strictly inferior. This will make their early-game similar, but Marine will steadily become far superior in the mid-game. In the end-game Marine will take marginally less damage but lack the med efficiency, but can actually be healed by others.
- Fighter +7% -> +6% Melee Damage per lv.
- Survival Class Balance
- Field Medic now gains +2% Speed per lv and has a max lv bonus of +50% Infect Resist. While Field Medic has better Armor throughout the game and Doctor only has Armor at max lv, this did not make up for the difference in Revive Speed which both of these classes specialize in. Field Medic having both Speed and superior Armor will give it higher survivability as intended.
- Added Trailblazer class to Survival category, specialized in mobility.
- Added Gas Breather class to Utility category, specialized for infection maps.
V0.9.3
*Act 5-1 "Chaos" adjustments.
- Added notifications for the Evolution Alarm.
- Reduced the delay between waves by 15 seconds on the final alarm door. Added 2 uses of ammo to the final zone to match.
- Misc. Changes
- Franks no longer are tagged as Chonks.
- Act 1-2 "Hunting" event objective text now highlights the terminal command. It also no longer tells you to find Data Cubes after the event.
- Giant Generated marchers will now die after a certain amount of time so they no long block spawn cap.
- Bio Tracker will now display target names and HP values by default with instructions for disabling it added to the description.
V0.9.2
- Act 5-1 "Chaos" fixes.
- Scout wave now works.
- Evolution Alarm will disable after a certain amount of time.
- After disabling the error alarm for The Lost, the objective text updates.
- Warden intel should pop up for elevator waves now.
- Misc. Changes
- Phantom Queen now has a boss bio tag icon.
- Fixed incorrect mag/stock values on primary weapons.
V0.9.1
- Zaero moment. README was not updated properly.
V0.9.0
-
Added Act 5-1 "Chaos."
-
Primary Weapon Balance Tuning. Mechanical Rifle "Mechanical Distmantler" overshadows most primaries due to it's unique 3 Pierce and general ammo economy. These changes aim to put other weapons more in line for general performance, while not taking away the Dismantler's role of efficiency.
- HEL Assault Rifle "Mechanical Shredder" 30/173 -> 30/190 Ammo. The overpierce often could not be used, so this normalizes it's performance.
- Tech Rifle "Nightmare" 35/119 -> 35/133 Ammo. Before it had poor ammo economy vs the Dismantler before pierce was even considered. Now in a 1:1 scenario, they are equal in performance.
- Vision Rifle "Reaver" 20/90 -> 24/100 Ammo. Reduces the down time and improves ammo economy.
- Ethereal SMG "Eternal" 2 -> 3 Damage, +180% -> +80% Crit. This weapon performed poorly against Chargers, Bleeders, Grapplers, and Sidesteppers which make up a very large portion of the enemy population. The Body damage has been greatly improved while Crit damage is the same, effectively making this weapon more well rounded.
- Reaper Rifle "Harvester" 60/181 -> 60/200 Ammo. Once again, poor ammo economy and lacking 3 pierce. This should make this weapon more worthwhile against Charger variants.
- Vessel Carbine "Bloodmoon" 60/235 -> 60/266 Ammo. This change is to match the Harvester.
- XHM Assault Rifle "Splitfire AR" 40/148 -> 50/160 Ammo, 857 -> 1000 RPM. This weapon was generally not very desirable. It lacked the speed that is character of the XHM weapon series. This should both improve the poor ammo economy while making it feel more like an XHM.
- XHM SMG "Splitfire SMG" 60/173 -> 60/200 Ammo. Keeping the SMG variant's ammo in line with the AR variant.
- Secondary Weapon Balance Tuning. The only guns anyone runs are Overheat, Rift Welder, Leviathan, Beelzebub, Division, and Void Sniper. This aims to address some of the lower performance secondaries to make them either easier to use or more consistent.
- Gatling Gun "Abyss" 11 -> 20 Stun Damage. This will make it more reliable when the accuracy isn't working out.
- Ethereal Shotgun "Resolve" reworked. 100 -> 250 RPM. 8-35 -> 35-35 falloff range, spread reduced to 50%. The burst delay has been greatly reduced, grealy increasing the DPS of this weapon, and it will always deal max damage until max range.
- Charged Revolver "Rampage" recoil reduced by 35%. This should make it much easier to use.
- XHM Cannon "Splitfire Cannon" 10 -> 14 Damage, 11 -> 21 Stun Damage, +20% -> +80% Crit Damage. This weapon burns through ammo. This should reduce the number of bursts required to take out larger targets. Ammo unchanged.
- Pulse Sniper "Trishot" charge time removed. 40 -> 50 Damage, 60 -> 75 Stun Damage, +100% -> +125% Crit Damage. This weapon was nerfed due to overperformance, but has been underperforming since then. It melts ammo while wasting a lot due to leaving large targets on low HP. This will allow it to instant kill all medium tier enemies with a single bullet, and more cleanly one-burst some larger targets. The Precision buff should make it more useful in boss encounters.
- Misc. Changes and Bug Fixes
- Phantom Queen HP reduced 2000 -> 600, staggers easier.
- Fixed AmongDrip missing cosmetic textures.
- Added proper XP Values to: The Immortal Scout, Baby Scout, King Grappler, King Bleeder, Phantom Queen.
- Fixed zone numbers in Raid.
- Versions before V0.9.0 may have compatibility issues with plugins due to updates. It is highly recommended to play the latest version, but you may download old versions if you'd like. Patch notes for all released versions are available in the files.
CHANGELOG
V4.3.7
- Fixed "corrupted fog" not working as intended.
- Moved a terminal in 5-2 Chaos.
- Made the last alarm in 5-2 Chaos spawn enemies faster.
V4.3.6
- Adjusted Rainfall to be compatible with EWC v3 changes.
V4.3.5
- Updated classes to Fatal Experiment 3 balance changes
- Updated drip and dependencies
V4.3.4
- Updated classes to Fatal Experiment 3 balance changes
- Added command to the extraction terminal in 3-2 Crystallized to force the Crystalline Surge early
- Corrected Sledgehammer stat text
Gear Balance
- Soul Nuker
- Reserve Ammo: 4 -> 3
- Explosion Radius: 10m -> 12m
- Added screen shake to the explosion
V4.3.3
- Fixes missing ExtraToolCustomization to apply Mine changes
V4.3.2
Class Update
Classes have been replaced with FE3 versions. This reduces the number of options by a quite a bit but gives them much more unique identities. Overall, gun class is nerfed and support classes are buffed.
A few enemy EXP values were adjusted as well.
Gear Balance
-
Assault Rifle
- Reserve Ammo: 300 -> 330
-
Soul Nuker
- Adjusted projectile/explosion FX
- Now fires a single shot that bypasses Tumor caps
- Used to fire multiple as a workaround, no longer needed
-
Sledgehammer
- Damage: 6-28 -> 6-34
- Full Charge Crit: 1.25x -> 1x
-
All explosive friendly fire reduced by 50%
-
Mine Deployer
- Damage: 50-15 -> 75-25
- Capacity: 7 -> 8
- Placement Cooldown: 2s -> 1s
- Placement/Pickup time: 0.5s -> 0.4s
-
Consumable Mines
- Damage: 35-10 -> 50-15
- Explosion Radius: 2m -> 2.5m
- Placement Cooldown: 2s -> 1s
- Placement/Pickup time: 0.5s -> 0.4s
Misc
- Updated king and emperor SFX
- Fixed pistol and revolver zoom FoV and icon sizes
- Updated Striker Mode vanity (now a dependency)
V4.3.1
Gear Balance
-
Demon Carbine
- Health cost: 0.25% -> 0.3%, no longer stops regen
- Reduced visual recoil
-
Dimensional SMG
- Reduced visual recoil
-
Metalstorm SMG
- Reduced visual recoil
-
Demon Shotgun
- Health cost: 1.5% -> 1.8%, no longer stops regen
-
XHM Cannon
- Reduced visual recoil
V4.3.0
Gear Balance
Reduced all Special weapon ammo by ~13% (except Soul Sniper) and adjusted XHM weapons to fire actual shotgun rounds when hipfiring.
Silenced Weapons now have alert ranges in addition to wakeup ranges and no longer wake up enemies deaf to gunfire.
- XHM Cannon
- Hipfire pellets: 5 -> 6
- Hipfire range: 18-99m -> 10-50m
- XHM Smart Rifle
- Crit: 1.2x -> 1x
- Hipfire fire rate: 4.2/s -> 2.5/s
- Hipfire range: 22-99m -> 10-50m
- Hip spread: 5 -> 6
- No longer requires a lock while hipfiring
- XHM SMG
- Crit: 1.25x -> 1x
- Hipfire pellets: 5 -> 6
- Hip spread: 6 -> 5
Melee Balance
All push stamina costs reduced by 20%.
- Sledgehammer
- Light attacks sped up by 40%
- Sleeper Buster
- Charge Attack stamina cost: 10% -> 15%
V4.2.6
Gear Balance
Reworded shotguns with "UP TO -X% DMG ON SINGLE TARGET" to "UP TO +X% DMG ON MULTIPLE TARGETS" to make their values more intuitive to use and make the effect sound better.
- Deadly Shotgun
- Mag Size: 185 -> 150
- Double-Tap Cannon
- Fire Rate: 2.9/s -> 2.5/s
- Ethereal Shotgun
- Pierce: 2 -> 3 (description was mismatched)
- Multiple Target DMG Bonus: 67% -> 50%
- Flash-Feed Shotgun
- Pierce: 3 -> 2
- Purge Shotgun
- Reserve Ammo: 18 -> 16
- Quadrant Shotgun
- Pierce: 4 -> 2
- Shredder Auto Shotgun
- DOT Damage: 0.78 -> 0.75
- Multiple Target DMG Bonus: 67% -> 50%
- Tech Rifle
- Reserve Ammo: 165 -> 175
Melee Balance
All melees start charging 0.1s sooner. All melees (aside from Sleeper Buster) cost more stamina for attacks.
- Sledgehammer
- Charge Time: 1.8s -> 1.6s
- Full Charge Crit: 1x -> 1.25x
- Knife
- Charge Time: 0.5s -> 0.4s
- Damage: 5-9 -> 5-10
- Sleeping Multiplier: 3x -> 2.25x
- Spear
- Charge Time: 1.7s -> 1.6s
- Damage: 5-20 -> 5-22
- Stun: 10-20 -> 6-27
- Run Speed: 0.85x -> 1x
- Bat
- Reduced recovery time for all attacks
- Sped up pushing
- Backstab: 1.35x -> 1.5x
- Adjusted hitbox to be a little farther out
- Sword
- Reduced recovery time for all attacks
- Sped up all attacks and pushing
- Adjusted hitbox to be much farther out and a little bigger
- Sleeper Buster
- Charge Auto Attack Time: 4.4s -> 3.7s
- Attacks as soon as charge is finished (unless you're at max stamina)
- Damage: 14-85 -> 12-85
- Slowed down charged attacks
- Normalized recovery times
- Charge Auto Attack Time: 4.4s -> 3.7s
Enemy Balance
Elites no longer deal infection.
V4.2.5
- Charged Revolver
- Now targets weakspots automatically
- Crit: 1.75x -> 1.6x
- Double-tap Cannon
- Reworked weapon behavior.
- Burst -> Full auto
- Crit: 1.4x -> 1.0x | Pierce: 3 -> 2 | Fire Rate: 4/s -> 2.9/s | Mag: 20 -> 30 | Stock: 74 -> 110
- Second shot buffs now only apply after a hit
- Second shot: +200% Damage -> +400% Damage, 3 Ammo Cost, +250% Fire Rate (for 0.2s)
- Vision Rifle
- Now targets weakspots automatically
- Vertigo Rifle
- Damage bonus per shot: 1.3x -> 1.4x
- Damage bonus applies on hit rather than per shot in burst
- Changed to projectile
- XHM Smart Rifle
- Now targets weakspots automatically
- No longer prioritizes user aim (since it's only ever worse)
V4.2.4
- Mechanical Rifle
- Added 0.15m hitsize
- Reserve Ammo: 240 -> 225
- Soul Nuker
- Now fires projectiles
- Increased explosion FX duration
- Void Sniper
- Adjusted explosion FX color and duration
- Misc
- Armor Pierce weapons pierce armor on initial hit (only affects visuals since they do no direct damage)
V4.2.3
- Updated for EWC changes
- Dimensional SMG
- Recoil increased by 22%
V4.2.2
- Glyphic Revolver
- Fixed it not having a chargeup
V4.2.1
- Dimensional SMG, Metalstorm SMG, Gatling Gun
- Recoil is now also ensured regardless of FPS due to EWC changes.
- Dimensional SMG
- Recoil reduced to compensate for the above changes. Changed loadout name to match new state.
- Disabled localization for weapon descriptions since they are very out of date.
V4.2.0
Gear Balance Overhaul TLDR:
- Added custom effects to many guns and reworked some to separate similar weapons into new niches.
- Recommend not using WeaponStatShower since it hides this info. Added more info to text to compensate.
- Tightened the gap between primaries and specials.
- Primaries
- Avg. Damage Efficiency: 800 -> 1800
- Avg. Damage increased by ~80%
- Specials
- Avg. Damage Efficiency: 3000 -> 2200
- Avg. Damage reduced by ~20%
- Reduced crit multipliers by ~50%
- Adjusted reload cancels to be more visually accurate and adjusted reload times to compensate.
- Most affected reload cancels are less effective, with a couple improving.
New Primary
- Soul Nuker
- Primary complement to the Soul Sniper. Fires an explosive shell, dealing immense damage over a huge area.
Miscellaneous
- Updated Afflicted textures
- Fixed a few missed odd enemy sizes
- Increased amber flashlight range: 8m -> 10m
- Machine Stick damage increased by 50% to match the intended DPS (hit rate was lower than expected)
- Adjusted knife hitbox to the "fixed" version
Gear Balance Changes
- Most shotguns now have higher base damage but deal less damage if multiple pellets hit the same target. This effectively increases the damage dealt if you miss some pellets or hit multiple enemies at once.
- All burst weapons are Autoburst. Hold down the trigger to continue firing.
Primaries
- Assault Rifle
- Damage: 3.2 -> 6 | Crit: 1.25x -> 1.15x | Mag: 60 -> 65 | Stock: 250 -> 300
- Auto-Feed Bolter
- Damage: 30 -> 50 | Fire Rate: 1.4/s -> 1.5/s | Range: 25-99m -> 40-99m | Mag: 270 -> 400 | Stock: 27 -> 40
- Mag merged with Stock. No longer needs reloads.
- Dimensional SMG
- Fire rate: FPS -> 200 | Mag: 200 -> 300 | Stock: 333 -> 700
- Fire rate (but not recoil) is ensured regardless of FPS.
- Ethereal SMG
- Damage: 4 -> 8 | Crit: 1.8x -> 1.65x | Hip Spread: 4.4 -> 4.0 | Stock: 173 -> 265
- Fires "Ethereal Rounds", piercing armor but dealing all of its damage over 0.75s.
- Tuned recoil to be more vertical.
- Flash-Feed Rifle
- Damage: 7 -> 12 | Stun: 1.2x -> 1x | Crit: 1.2x -> 1x | Fire Rate: 9/s -> 10/s | Range: 15-65m -> 20-70m | Stock: 120 -> 168
- Mag merged with Stock. No longer needs reloads.
- Functions as a burst weapon with 0.35s burst delay. Can cancel bursts.
- Gravity SMG
- Changed to Special weapon.
- Damage: 5 -> 10 | Crit: 2.2x -> 2x | Fire Rate: 18/s -> 20/s | Mag: 42 -> 45 | Stock: 169 -> 230 | Reload: 1.65s -> 1.55s
- Hawkeye Rifle
- Damage: 15 -> 30 | Crit: 1.4x -> 1.3x | Fire Rate: 6.6/s -> 6.2/s | Mag: 16 -> 15 | Stock: 73 -> 78
- Recoil significantly reduced, but rapid fire increases it to much higher levels than before.
- HEL Assault Rifle
- Renamed to Shredder Auto Shotgun. Is now a shotgun.
- Damage: 4.8 -> 2.5(3.8)x7 | Stun: 1.2x -> 1.5x | Fire Rate: 10/s -> 5.7/s | Spread: 2.5 -> 4 | Range: 15-65m -> 10-50m | Mag: 35 -> 22 | Stock: 190 -> 130
- Applies additional stacking damage over time: 1.3 Damage, 0 Stun, 1.2s Duration.
- Deals up to 40% less damage if all pellets hit the same target.
- Mechanical Rifle
- Damage: 4.4 -> 8 | Pierce: 3 -> 5 | Stock: 200 -> 240
- Gains +20% damage with each pierce.
- Changed sight. Tuned recoil to be more predictable.
- Metalstorm SMG
- Damage: 5 -> 8 | Range: 12-55m -> 10-50m | Stock: 242 -> 300
- Fire rate (but not recoil) is ensured regardless of FPS.
- Reaper Rifle
- Damage: 4.2 -> 7.5 | Crit: 1.6x -> 1.4x | Range: 15-99m -> 20-99m | Stock: 200 -> 250
- Changed sight. Tuned recoil to be more vertical.
- Tech Rifle
- Damage: 6.2 -> 11 | Stock: 135 -> 165
- Vessel Carbine
- Renamed to Demon Carbine.
- Damage: 3.2 -> 8 | Crit: 1.6x -> 1x | Range: 10-50m -> 12-55m | Stock: 266 -> 330
- Consumes 0.25% Health per shot (1% per burst). Cannot down the user.
- Vision Rifle
- Damage: 8 -> 14 | Crit: 1.2x -> 1.25x | Range: 18-99m -> 30-99m | Stock: 100 -> 130
- Has a thin, long range locking cone. Lock time is long, but shares progress across targets. Auto-aims at locked targets.
- XHM Assault Rifle
- Renamed to XHM Smart Rifle.
- Damage: 5 -> 10 | Stun: 1.3x -> 1 | Fire Rate: 15/s -> 20/s | Stock: 160 -> 190
- Large locking cone with a fast lock time, but requires a lock to shoot. Can aim for specific limbs on locked targets.
- Recoil only occurs on the last shot in a burst.
- XHM SMG
- Damage: 4 -> 7 | Stun: 1.1x -> 1.15x | Crit: 1.2x -> 1.25x | Hip Spread: 8 -> 6 | Mag: 60 -> 70 | Stock: 200 -> 270
- Recoil only occurs on the last shot in a burst.
Specials
- Auto-Feed Machinegun
- Damage: 30 -> 25 | Crit: 1.5x -> 1x | Mag: 1000 -> 950 | Stock: 100 -> 95
- Mag merged with Stock. No longer needs reloads.
- Charged Revolver
- Damage: 40 -> 32 | Crit: 2.8x -> 1.75x | Stock: 90 -> 72
- Instantly locks onto bio-tagged targets in medium range. Can still aim for specific limbs on locked targets.
- Deadly Shotgun
- Damage: 1x24 -> 0.8x24 | Spread: 11 -> 10 | Stock: 200 -> 185
- Stun text corrected to 10x (internal hard cap).
- Mag merged with Stock. No longer needs reloads.
- Applies a non-stackable, armor-piercing stunlock effect for 2s on enemies hit.
- Demon Shotgun
- Damage: 3x24 -> 5x19 | Stun: 6x -> 5x | Crit: 2x -> 1x | Spread: 11 -> 10 | Range: 6.5-75m -> 7-60m | Stock: 44 -> 48
- Consumes 1.5% Health per shot. Cannot down the user.
- Deals up to 20% less damage if all pellets hit the same target.
- Double-Tap Cannon
- Damage: 40 -> 20 | Crit: 1.8x -> 1.4x | Fire Rate: 4.5/s -> 4/s | Mag: 22 -> 20 | Stock: 100 -> 74
- Second shot in a burst gains 3x damage and much higher recoil.
- Dragon Shotgun
- Changed to Primary weapon.
- Damage: 5x24 -> 5x19 | Stun: 1x -> 1.3x | Crit: 1.6x -> 1x | Stock: 34 -> 36
- Deals up to 20% less damage if all pellets hit the same target.
- Ethereal Shotgun
- Damage: 3x12 -> 4x12 | Crit: 1.85x -> 1.65x | Stock: 100 -> 88
- Fires "Ethereal Rounds", piercing armor but dealing all of its damage over 0.75s.
- Deals up to 40% less damage if all pellets hit the same target.
- Flash-Feed Shotgun
- Damage: 2.6x8 -> 2x8 | Crit: 1.75x -> 1.2x | Fire Rate: 9/s -> 10/s | Range: 10-40m -> 10-55m | Stock: 150 -> 156
- Mag merged with Stock. No longer needs reloads.
- Functions as a burst weapon with 0.35s burst delay. Can cancel bursts.
- Flatshot SMG
- Damage: 15 -> 12 | Crit: 1.75x -> 1.25x | Mag: 40 -> 36 | Stock: 210 -> 200 | Reload Time: 2s -> 1.5s
- Recoil oscillates left and right. Increases with continuous fire.
- Gatling Gun
- Damage: 7 -> 6 | Crit: 1.5x -> 1x | Fire Rate: 33/s -> 10/s | Hip/Aim Spread: 4/2.5 -> 5/2 | Range: 12-85m -> 15-65m | Mag: 300 -> 800 | Stock: 454 -> 400
- Mag merged with Stock. No longer needs reloads.
- Fire rate accelerates over 2.5s from 10/s to 40/s.
- Recoil decreases with continuous fire.
- Generates 3 ammo on kill.
- Heatsink Machinegun
- Crit: 1.5x -> 1x | Hip/Aim Spread: 7.8/0.3 -> 5/0.5 | Range: 16-75m -> 15-65m | Mag: 80 -> 100 | Stock: 303 -> 250
- Fire rate decelerates over 1.8s from 25/s to 8.3/s. Resets on kill.
- HEL Revolver²
- Changed to Primary weapon.
- Renamed to Blast Revolver.
- Damage: 24 -> 5(20) | Stun: 5x -> 4x | Crit: 1.8x -> 1x | Pierce: 5 -> 1 | Fire Rate: 8.3/s -> 5/s | Mag: 36 -> 18 | Stock: 124 -> 90
- Fires explosive rounds, dealing additional damage: 15-3 Damage, 1-2.5m Radius
- Pulse Sniper
- Changed from Semi-Auto to 3-round Autoburst.
- Damage: 80 -> 24 | Crit: 1.4x -> 1.25x | Fire Rate: 4/s -> 6/s | Mag: 5 -> 15 | Stock: 37 -> 84
- Gains +12% damage and fire rate per hit on the same target, lasting 2s. Caps at +100%.
- Purge Shotgun
- Stun: 1x -> 1.5x | Crit: 1.9x -> 1.5x | Spread: 20 -> 18 | Range: 4-55m -> 6-55m | Stock: 20 -> 18
- Reloads 1 shell on kill.
- Deals up to 20% less damage if all pellets hit the same target.
- Quadrant Shotgun
- Crit: 1.6x -> 1x | Range: 6.5-30m -> 7-40m | Stock: 208 -> 188
- Gains 0.5% damage per hit on the same target until reload.
- Deals up to 20% less damage if all pellets hit the same target.
- Rift Machinegun
- Damage: 15 -> 12 | Crit: 2x -> 1.5x | Stock: 200 -> 185
- Vision Sniper
- Crit: 1.8x -> 1.4x | Fire Rate: 5/s -> 4/s | Mag: 16 -> 14 | Stock: 90 -> 65
- Void Sniper
- Damage: 200 -> 40(180) | Pierce: 4 -> 1 | Stock: 20 -> 18
- Fires explosive rounds, dealing additional damage: 140-5 Damage, 2-4m Radius
- XHM Cannon
- Damage: 14 -> 12 | Crit: 1.2x -> 1x | Fire Rate: FPS -> 50/s | Stock: 200 -> 185
- Recoil only occurs on the last shot in a burst.