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pryo update patch notes

Jan 8th, 2017 (edited)
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  1. AFTERBURN:
  2. Afterburn is now split up into 5 'stages'. Each stage lasts 4 seconds and regresses to the stage below it afterwards, barring stage 1 which simply extinguishes when it's timer runs out. This means each stage will hit a total of 8 times (once every half-second, for four seconds) assuming nothing happens to stop it. Every stage deals twice as much damage as the stage below it, starting at 1 for level 1 afterburn.
  3. Visually, these stages progress from Smoking > Small Red Flames > (normal) > Orange Flames > White/Blue Flames. The same visual effects are shown around the outside of the burning player's screen, increasing in intensity based on the Afterburn Level (never so much as to block view substantially.)
  4. Mini-crits and critical hits from Afterburn-inducing weapons inflict 1 more Afterburn Level than normal. Indirect hits from Flare Gun-type secondaries inflict 1 less Afterburn Level than normal. These stack with each other, so an indirect mini-crit from the Detonator or Scorch Shot will inflict the regular level of afterburn.
  5. Afterburn levels are lowered by various sources. Picking up a health kit will lower the Afterburn Level by 2, 3 or 4 depending on the size of the health kit. Jarate, Mad Milk and Airblasts lower Afterburn Level by 3. Being submerged in water or touching a resupply cabinet will lower the Afterburn Level by 5. Being healed by a Dispenser, Medigun or Payload will increase the rate at which afterburn decreases by 100%. Fire Resistance increases the rate at which afterburn counts down by whatever % resistance you have.
  6. Flamethrowers will start out at Level 1 Afterburn, increasing to their normal Level as the exposure to fire is longer. A single puff of flame will only inflict Level 1 Afterburn, but the level increases by 1 for every 6 unique flame particles that hit afterwards (the flamethrower shoots 23 particles of fire per second). It takes roughly 0.6 seconds for the Flamethrower to reach it's full Afterburn Level (3).
  7. Lower Afterburn Levels will reset the timer on higher levels, but will not increase or decrease the level itself.
  8.  
  9. LEVEL 1: Deals 1 damage per hit. (8 over 4 seconds)
  10. Restores 10 ammo when extinguished.
  11. Inflicted by Level 2 Afterburn.
  12. LEVEL 2: Deals 2 damage per hit. (16 over 4 seconds, 24 over 8 seconds)
  13. +10% vulnerability to non-fire sources. Restores 20 ammo when extinguished.
  14. Inflicted by Degreaser, Detonator, Flare Gun, Manmelter, Scorch Shot, Level 3 Afterburn.
  15. LEVEL 3: Deals 4 damage per hit. (32 over 4 seconds, 56 over 12 seconds)
  16. +20% vulnerability to non-fire sources. Restores 30 ammo when extinguished.
  17. Inflicted by Flame Thrower, Backburner, Phlogistonator, Level 4 Afterburn.
  18. LEVEL 4: Deals 8 damage per hit. (64 over 4 seconds, 120 over 16 seconds)
  19. +30% vulnerability to non-fire sources. Restores 30 ammo when extinguished.
  20. Inflicted by Sharpened Volcano Fragment, Level 5 Afterburn.
  21. LEVEL 5: Deals 16 damage per hit. (128 over 4 seconds, 248 over 20 seconds)
  22. +40% vulnerability to non-fire sources. Restores 30 ammo when extinguished.
  23.  
  24. tl;dr: more fire = more afterburn = more damage
  25. super simple stuff
  26.  
  27. AIRBLAST:
  28. Knocking back an enemy with airblast boosts your weapon switch speed by 40% for 1 second.
  29. Reflected projectiles have their fuse times reset. (This includes stickybomb arm time)
  30. Compression Blasts can remove 'wet' debuffs from allies.
  31. Extinguishing allies now restores ammo rather than health.
  32.  
  33. Airblasts now push enemies away from the origin of the airblast, rather than in the direction the Pyro is looking. Airblasts also push players further the closer they are to the airblast's origin, rather than a set amount back. Airblasting does not reset momentum, so you will move somewhat in the same direction you were moving before being airblast.
  34. The origin of the airblast is 128 hu away in the direction of the Pyro's crosshair unless the trace is blocked by a non-friendly hitbox, in which case the hitbox is wherever the trace stops. This is not a projectile and happens instantly.
  35.  
  36. Reflected projectiles pass through allies for 1 second after being reflected.
  37.  
  38. AIRBLAST DASHES:
  39. Airblasting while airborne will perform an 'Airblast Dash'. This can only be performed once per jump, reset when the Pyro touches the world again.
  40. This knockback will launch you up to 196 hammer units vertically. If used at the peak of your jump, you will reach a total height of 268 hammer units (the minimum height needed to take fall damage is 269). The Airblast Dash maintains your horizontal (x,z) momentum and propels you upwards, so it can't be used to gain very much speed, but it will let the Pyro reach higher ground with ease.
  41.  
  42.  
  43. FLARE GUNS:
  44. Projectile speed increased 20%. (2000hu -> 2400hu)
  45. Base damage increased to 35. (Was 30)
  46.  
  47. PYRO:
  48. 30% less self-damage taken.
  49.  
  50. BACKBURNER:
  51. +100% crits from behind
  52. +100% compression blast knockback from behind
  53. +15% jump height on wearer
  54. +150% slower airblast firing speed
  55. +25% airblast cost
  56.  
  57. DEGREASER:
  58. Weapon switch speed boosts are 50% stronger and last twice as long
  59. Airblasting enemies inflicts Level 1 Afterburn
  60. -1 Afterburn Level on flames
  61. -10% damage
  62.  
  63. PHLOGISTONATOR:
  64. Build 'Mmmph' by dealing fire damage.
  65. Alt-Fire on full 'Mmmph': Taunt to gain 50 health and gain crits for 10 seconds.
  66. Invulnerable while activating Mmmph.
  67. Airblast destroys projectiles.
  68. -100% airblast knockback vs enemy players.
  69. -50% Mmmph gained from Afterburn damage.
  70. No random critical hits
  71.  
  72. DETONATOR:
  73. 100% mini-crits vs burning players
  74. -25% damage penalty
  75. Alt-Fire: Detonate flare.
  76. This weapon will reload automatically when not active.
  77.  
  78. FLARE GUN:
  79. 100% critical hits vs burning players
  80. This weapon will reload automatically when not active.
  81.  
  82. MANMELTER:
  83. +25% projectile speed
  84. Does not require ammo
  85. Alt-Fire: Extinguish teammates to gain guaranteed critical hits
  86. Burning enemy deaths store one critical hit.
  87. No random critical hits
  88.  
  89. SCORCH SHOT:
  90. 100% mini-crits vs burning players
  91. Flare knocks back target on hit and explodes when it hits the ground.
  92. Increased knockback on burning players
  93. -35% self damage force
  94. -35% damage penalty
  95. This weapon will reload automatically when not active.
  96.  
  97. AXTINGUISHER:
  98. 100% critical hits against burning players
  99. -25% damage penalty
  100. Hitting enemies extinguishes 3 levels of afterburn
  101. -75% holster speed
  102. No random critical hits
  103.  
  104. BACKSCRATCHER:
  105. +50% health from packs on wearer
  106. -75% health from healers on wearer
  107.  
  108. HOMEWRECKER:
  109. +100% damage vs buildings
  110. +75% resistance to knockback while deployed
  111. Damage removes Sappers
  112. -25% damage vs players
  113.  
  114. NEON ANNIHILATOR:
  115. Damage removes Sappers
  116. Damaging Sappers fills a Charge meter (1/8th per hit)
  117. Alt-Fire on full Charge: Taunt to triple melee swing speed for 10 seconds.
  118. -20% damage penalty
  119. No random critical hits
  120.  
  121. POWERJACK:
  122. While deployed:
  123. 15% faster move speed on wearer
  124. 20% damage vulnerability on wearer
  125. -35% damage penalty
  126.  
  127. SHARPENED VOLCANO FRAGMENT:
  128. On hit: Target is engulfed in flames (Level 4 afterburn)
  129. -50% damage penalty
  130.  
  131. THIRD DEGREE:
  132. All players connected via Medigun beams are hit
  133. Damage dealt scales with enemy health
  134. (minimum damage of 33*)
  135.  
  136.  
  137. NOT PYRO:
  138. Jar-based projectiles inflict statuses for up to 8 seconds at the center and 4 seconds at the edge of the splash radius
  139.  
  140. MAD MILK:
  141. Players heal 60% of the damage done to an enemy covered with milk.
  142. Can be used to extinguish fires.
  143. Extinguishing allies refills 10% of the meter per afterburn level.
  144.  
  145. SUN-ON-A-STICK:
  146. On hit enemy: Increases Afterburn Level by 1
  147. -25% damage penalty
  148. No random critical hits
  149.  
  150. COW MANGLER 5000:
  151. Does not consume ammo
  152. Alt-fire: Fire a charged shot that deals mini-crits and disables buildings
  153. -80% damage to buildings
  154. Cannot be crit-boosted
  155.  
  156. HUO-LONG HEATER:
  157. While spun-up: Creates a ring of fire inflicting Level 2 Afterburn to nearby enemies
  158. Sustained fire inflicts Level 1 Afterburn (roughly 2 seconds)
  159. Consumes 6 additional ammo per second
  160.  
  161. JARATE:
  162. Coated enemies take mini-crits for up to 8 seconds.
  163. Can be used to extinguish fires.
  164. Extinguishing allies refills 10% of the meter per Afterburn Level.
  165.  
  166.  
  167. MISC. GAME CHANGES:
  168.  
  169. Collector's weapons now function as chemistry sets and additional weapons can be added to them to rank up the weapon.
  170. Rather than having craft numbers, Collector's items track their rank between that specific weapon (so the person who's added the most 'guns' to their 'collector's gun' will have 'Collector's Gun #1' the second most will have #2 and so on, down to level 100.
  171. This discourages players from immediately scrapping their weapon drops or banking them, as more commonly used unique weapons are now worth enough for players to consider selling them to a collector instead.
  172.  
  173. A crate full of various noisemakers is added to the game. These noise makers can hold up to 99 charges, but do not disappear when all the charges are consumed. Instead, players can add metal into the noisemaker to recharge it.
  174. Unusual noisemakers have extra particle effects around the player on activation.
  175. Strange noisemakers track the number of uses and can have strange parts attached. Parts that normally track kills will track activations under the same circumstances. (Uses while capturing an objective, Uses while burning, Freeze-cam taunt appearances)
  176.  
  177. Test-running a weapon from the Mann Co. Store for the first time will give the player a contract for that weapon. Completing this contract will give the user a normal-quality version of that weapon.
  178. This helps familiarize new players with non-stock weapons in the game while also granting them a permanent means of having the weapon they've now learned to play with and against. It also fits Valve's philosophy of 'showing not telling' when it comes to tutorials. Having players learn new weapons by using new weapons ensures that players will always know a weapon's strengths and limitations. The normal-quality weapons are stored in the inventory alongside Stock weapons, so new and F2P players won't be forced to buy backpack expanders in order to play the game the way they want to.
  179.  
  180. Random item drops are now based off of exp gains from Casual Mode, rather than time played.
  181. die idle servers
  182. you have to play the game now
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