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EMPULSE Update 2 Patch Notes — ADS, Sentinel & Balance Pass

Full Early Access Update 2 patch notes: Experimental Playlists, ADS mode, Sentinel map, weapon balance, Ranked mech removal, and The Sprint Phase 2.

Last updated: 2026-07-12

Early Access Update 2 Patch Notes

Released: July 9, 2026 at 10 AM PT
Platforms: PC (Steam), PlayStation 5, Xbox Series X|S
Source: Steam Community · 1047 Games

Update 2 is the largest post-launch patch so far. It introduces Experimental Playlists for community-tested features, a full weapon balance pass, Ranked mech removal, and The Sprint Phase 2 event.

Community coverage of Update 2 features including Sentinel and Experimental Playlists.

Headline Features

FeatureDetails
Experimental PlaylistsNew system for testing WIP features before main rotation
ADS PlaylistAim-down-sights on all weapons — live with Update 2
Sentinel MapBlockout map in Experimental Playlist (week of July 14)
Weapon Balance PassLong-range nerfs, SMG buffs, Requiem/Volta buffs
Ranked ChangeMechs disabled in Ranked temporarily
The Sprint Phase 2Legendary serialized Reaper skin event
SpeedometerNew gameplay setting to display movement speed

Experimental Playlists

1047 Games launched the first Experimental Playlist (EP) system — the studio’s preferred method for shipping rough ideas and evolving them with player feedback.

Phase 1 — ADS Playlist (live July 9):

  • ADS enabled on every weapon
  • Hip-fire accuracy reduced; ADS accuracy increased
  • Work in progress — animations and balance still tuning

Phase 2 — Sentinel Playlist (live ~July 14):

  • Blockout version of new map Sentinel
  • Community feedback shapes layout before full art production

See the full Experimental Playlists guide.

Ranked Changes

Mechs are disabled in Ranked as of Update 2. 1047 Games is evaluating how the competitive experience evolves without mechs and may reintroduce them with adjustments later.

Update your Ranked strategy — individual gunfight skill and objective macro matter more without mech swings.

Weapon Balance

Global

ChangeValue
Grip effectiveness75% → 50%

Long Range — Reduced Dropoff Distance

WeaponOld Stops (m)New Stops (m)
Oscillator (LMG)0, 30, 45, 60, 75, 900, 20, 30, 40, 50, 60
Triad (Burst)0, 40, 60, 80, 100, 1200, 30, 45, 60, 75, 90
Resonance (Carbine)0, 40, 60, 80, 100, 1200, 30, 45, 60, 75, 90

Oscillator also: burst gap 0.15 → 0.16s, vertical recoil 0.50 → 0.65, horizontal recoil 0.175 → 0.200.

Triad: time between shots 0.38 → 0.35s (faster bursts).

Resonance: time between shots 0.225 → 0.235s.

Close Range — Buffed

Percussion (Explosive SMG):

  • Spread: 2.0° → 0.5° (more accurate)
  • Dropoff extended: max 45m (was 37.5m)
  • Projectile speed: 80 → 120 m/s

Coda (SMG): Dropoff extended to 45m max (was 37.5m).

Opus (Heavy Pistol):

  • Spread: 1.0° → 0.5°
  • Dropoff extended to 90m max
  • Fire rate: 0.33 → 0.30s between shots

Marksman — Buffed

Volta (Homing AR):

  • Base damage: 11.2 → 12.5
  • Homing acceleration: 35 → 40 m/s²

Requiem (Sniper):

  • Hip-fire spread: 20° → 12°
  • Fire rate: 1.0 → 0.8s between shots
  • ADS animation: 0.316 → 0.25s
  • Can now fire multiple shots without exiting ADS

Nerfed

Echo (Shotgun): Projectile range 35 → 30m

P.A.I.N.T. Bomb Changes

Sticky P.A.I.N.T. — significantly stronger crowd control:

  • Thruster acceleration multiplier: 0.5 → 0.0x (jetpack disabled)
  • Jump Z velocity multiplier: 0.5 → 0.25x (much lower jumps)

Explosive P.A.I.N.T.: Explosion interval 1.0 → 1.25s (more reaction time).

See updated P.A.I.N.T. Tier List.

Progression

Every weapon except Finale (hammer) gains an additional progression level unlocking a Chibi weapon charm.

Mech Changes

  • Mech melee now cancels a player attempting to melee back
  • Improved mech melee hit registration
  • Fixed mechs meleeing through walls in rare cases

Quality of Life

  • Speedometer option in gameplay settings
  • Fixed sideways walking faster than forward walking
  • Slightly lowered min slide speed to compensate
  • Fixed loadout duplication showing incorrect kill counters
  • Fixed muffled audio in rare circumstances
  • Fixed mixed input type behavior issues

Performance

  • VRAM reduction on low/medium texture quality
  • Map optimizations at lower quality settings
  • Improved motion blur on low post-process settings
  • Better performance when firing many projectiles

Maps

Collision and out-of-bounds fixes across multiple maps.