The Marked update reshapes the Apex Legends gun pool from the ground up. Several close-range favorites lose damage, one Care Package weapon swaps places with a floor-loot rifle, and every energy weapon now runs on a self-refilling battery instead of ammo you scavenge off the map. Here is exactly what changed and by how much.
Quick answer: Season 30 nerfs the Alternator, RE-45, R-99, and Hemlok, moves the G7 Scout back to floor loot with weaker stats, promotes the buffed 30-30 Repeater to the Care Package, and replaces lootable energy ammo with a stockpile that regenerates one magazine every 18 seconds.

Care Package swap: G7 Scout out, 30-30 Repeater in
The biggest structural change is a straight trade between two weapons. The G7 Scout returns to regular floor loot, and the 30-30 Repeater becomes a Care Package exclusive. If you want the Repeater now, you have to open a Care Package to find it.
| Weapon | New location |
|---|---|
| G7 Scout | Regular floor loot |
| 30-30 Repeater | Care Package exclusive |
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Coming back to floor loot, the G7 Scout loses much of its long-range identity. It can no longer run Sniper Optics, its Double Tap Trigger Hop-Up is gone, and it fires slower and hits softer. Magazine capacity drops across every tier.
| Stat | Change |
|---|---|
| Damage | 37 → 33 |
| Rate of fire | Reduced |
| Double Tap Trigger Hop-Up | Removed |
| Sniper Optics | No longer supported |
| White magazine | 15 → 12 |
| Blue magazine | 18 → 14 |
| Purple magazine | 20 → 16 |
30-30 Repeater changes
Now that it lives in the Care Package, the 30-30 Repeater hits harder and reloads faster. It also gains a genuine close-range option. When hip-firing, it fires seven pellets in a blast pattern, each dealing eight damage with a 1.25x headshot multiplier. The Dual Shell Hop-Up is gone, replaced by Shattercaps.

| Stat | Change |
|---|---|
| Damage | 43 → 51 |
| ADS charge time | 0.25 seconds |
| Reload speed | Improved |
| Dual Shell Hop-Up | Removed |
| Shattercaps Hop-Up | Added |
| Hip-fire blast | 7 pellets, 8 damage each, 1.25x headshot |
| Stockpile size | 50 |
Close-range nerfs: Alternator, RE-45, and R-99
Three short-range staples take direct damage cuts after dominating close fights. The Alternator sees the deepest set of changes, losing damage on both its base fire and its Double Tap Hop-Up along with reduced magazine sizes at every tier.
| Weapon | Change |
|---|---|
| Alternator | Damage 19 → 18 |
| Alternator (Double Tap) | 15 → 14 per bullet |
| Alternator base magazine | 20 → 18 |
| Alternator white magazine | 24 → 20 |
| Alternator blue magazine | 26 → 22 |
| Alternator purple magazine | 30 → 26 |
| RE-45 | Damage 17 → 16 per bullet |
| RE-45 purple magazine | 27 → 24 |
| R-99 | Damage 13 → 12 |
Hemlok Breach Charge adjustments
The Hemlok itself keeps its base numbers, but its Breach Charge is toned down. The charge takes longer to build, does slightly less damage, and is far less effective against cover.
| Stat | Change |
|---|---|
| Breach Charge timer | 25 → 30 seconds |
| Breach Charge damage | 22 → 21 |
| Damage to Hardlight and structures | Reduced by 50% |
Gold weapons gain the Accelerator Hop-Up
Every gold weapon now comes equipped with the Accelerator Hop-Up by default. Knocking an enemy with the gun grants 15% ultimate charge, and dealing damage generates an additional 30% EVO. That makes gold weapons an active tool for building both your ultimate and your armor.
Energy weapons now regenerate their own ammo
Energy ammo boxes are gone from the game entirely. In their place, every energy weapon carries an internal stockpile made up of several magazines worth of ammo, similar to how the Bocek and Care Package weapons work. You no longer scavenge energy rounds, which frees up backpack space, but a long fight can drain the stockpile with no deathbox to refill from.

The stockpile refills one magazine’s worth of ammo over 18 seconds. Regeneration pauses the moment you fire or reload, so you only recover ammo during downtime. If you increase a weapon’s magazine size, the total stockpile scales up to match, but the 18-second refill time stays the same. For example, a Volt with no extended magazine holds a maximum stockpile of 40 and regenerates 20 shots over 18 seconds, while a Volt with a purple magazine holds 54 and regenerates 27 shots in the same window.
| Weapon | Stockpile (magazines) |
|---|---|
| Havoc | 3 |
| Nemesis | 3 |
| Devotion | 3 |
| L-Star | 4 |
| RE-45 | 2 |
| Volt | 2 |
| Triple Take | 2 |
A new HUD element shows how many magazines you have left, and the ammo count now displays as a percentage by default. A setting lets you switch back to a raw bullet count if you prefer. Inside the Wildcard mode, energy weapons get one extra magazine of stockpile and regenerate a full magazine over 12 seconds instead of 18.
Together these changes push the meta away from the high-damage SMGs and toward more disciplined ammo management, while the Care Package now rewards you with a versatile 30-30 Repeater instead of a long-range Scout. If you leaned on the Alternator or R-99 to win close fights, expect slightly longer trades and plan your energy-weapon reloads around that 18-second cooldown.





