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- [h1]TL;DR[/h1]
- [h1]Pyro:[/h1]
- [b]Character:[/b]
- [list]
- [*] Increase distance reached from flare jumping by 25%.
- [*] Afterburn stat change from 3 damage per tick for 10 seconds for a total of 60 damage to 6 damage per tick for 5 seconds for a total of 60 damage.
- [/list]
- [b]Phlogistinator (changes):[/b]
- [list]
- [*] 10% increased damage.
- [*] Build 'Mmmph' by dealing damage.
- [*] Alt-Fire on full "Mmmph': Taunt to gain full health and 3 second invulnerability.
- [*] Invulnerable while 'Mmmph' taunting.
- [*] No random crits.
- [*] No airblast.
- [/list]
- [b]Napalm Launcher (new primary):[/b]
- [list]
- [*] Stats same as stock flamethrower.
- [*] No airblast.
- [*] Alt-fire: Launch a milk/jarate physics based projectile that shatters on contact with a surface or enemy player unleashing napalm surrounding an a circular area with a diamater of 600 hammer units for 75 ammo.
- [*] Napalm deals 15 damage per second, lasts for 10 seconds and applies afterburn status.
- [*] Napalm damage doesn't stack and has a 30 second cooldown.
- [/list]
- [b]Smoke Screener (new primary):[/b]
- [list]
- [*] Stats same as stock flamethrower.
- [*] No airblast.
- [*] Alt-Fire: Launches a blast of smoke directly in front of the player that has a diameter of 400 Hu. Deals no damage but enemy players cannot see through it.
- [*] Hit detection noises are negated for enemy ranged attacks that come in contact with the smoke.
- [*] Smoke dissipates immediately if airblasted.
- [*] Smoke has a 30 second cooldown across all weapons, costs 25 ammo and lasts for 10 seconds.
- [*] Smoke reaches maximum volume within 1 seconds of alt-fire, stays at max for 5 seconds, and dissipates from max volume to 0 within 3 seconds.
- [/list]
- [b]Flare Gun (changes):[/b]
- [list]
- [*] 35 base damage.
- [*] 50% damage ramp-up maxing at 1024 hammer units.
- [*] 100% mini-crits versus stationary players.
- [*] 100% critical hit versus burning players.
- [/list]
- [b]Detonator (changes):[/b]
- [list]
- [*] 30 base damage.
- [*] 18-32 flare detonation.
- [*] 25-30 flare explosion.
- [*] 100% mini-crits versus burning players.
- [*] 15% damage increase per additional player hit.
- [/list]
- [b]Scorch Shot (changes):[/b]
- [list]
- [*] 25 base damage.
- [*] Flare knocks back enemies on hit.
- [*] 50% damage ramp-up.
- [*] 100% critical hit versus all players under the effects of a non-healing buff or debuff.
- [/list]
- [b]Mannmelter (changes):[/b]
- [list]
- [*] 40 base damage.
- [*] +50% Projectile speed.
- [*] Does not require ammo.
- [*] All players connected via medic gun beams are hit.
- [*] Alt-Fire: Remove a negative status effect from a teammate to gain guaranteed critical hits and 20 health.
- [*] No random critical hits.
- [/list]
- [b]Napalm Flare (new secondary):[/b]
- [list]
- [*] Same as Detonator.
- [*] Alt-Fire: Projectile detonates, launching napalm on the ground in a circular area of diameter 200 hammer units. Detonation deals no damage.
- [*] Napalm deals 15 damage per second, lasts for 5 seconds and applies afterburn status.
- [*] Napalm damage does not stack, and has a 15 second cooldown.
- [*] Still deals damage to self, can flare jump.
- [/list]
- [b]Smoke Piston (new secondary):[/b]
- [list]
- [*] Same as Detonator.
- [*] Alt-Fire: Projectile detonates, launching a smoke at point of detonation that has a diameter of 400 Hu. Deals no damage but enemy players cannot see through it.
- [*] Hit detection noises are negated for enemy ranged attacks that come in contact with the smoke.
- [*] Smoke dissipates immediately if airblasted.
- [*] Smoke has a 30 second cooldown across all weapons and lasts for 10 seconds.
- [*] Smoke reaches maximum volume within 3 seconds of alt-fire, stays at max for 5 seconds, and dissipates from max volume to zero within 2 seconds.
- [*] Still deals damage to self, can flare jump.
- [/list]
- [h1]Engineer[/h1]
- [b]Discus (new secondary):[/b]
- [list]
- [*] Fires a projectile (speed of a baseball) that travels 250 hammer units before disintegrating.
- [*] Projectile goes perfectly straight and horizontal. Does not fall nor can it be launched upward or downward.
- [*] Once the projectile lands/stops/disintegrates, the engineer teleports to its location. If it hits a wall, building or enemy player, right behind the projectile. If it hits a floor or stops mid air, right above it.
- [*] Can fire once every 20 seconds.
- [*] No telefrags.
- [/list]
- [b]The Toolbox (new secondary):[/b]
- [list]
- [*] +30 max health and metal.
- [*] 10% decreased ammo and metal pick-up from ammo crates and buildings.
- [/list]
- [b]Scavenger (new pistol secondary):[/b]
- [list]
- [*] 10 base damage.
- [*] 50% decreased clip size.
- [*] On hit: Gain 5 metal.
- [/list]
- [b]Bottomless Box (new secondary):[/b]
- [list]
- [*] 25% decreased max metal.
- [*] Regenerates 2 metal per second.
- [/list]
- [h1]The Advanced Plan (new PDA):[/h1]
- [b]Teleporter (building #3):[/b]
- [list]
- [*] Costs 150 metal to build.
- [*] 25 second build speed.
- [*] No exit teleporter.
- [*] 25% slower recharge rate.
- [*] Teleports player to the engineer's position (or where he was 1 second ago) facing the same direction as the engineer.
- [*] Teleports the engineer to building #2.
- [*] Recharge rate independent of active status.
- [*] Displays distance engineer is from teleporter to those looking at it.
- [*] Engineer sees his distance from building #2 and #3.
- [*] No Telefrags.
- [/list]
- Lvl 1:
- [list]
- [*] Only active when engineer is alive and within 3,000 hammer units of building #3 or within 1,500 hammer units of building #2.
- [/list]
- Lvl 2:
- [list]
- [*] Only active when engineer is alive and within 3,750 hammer units of building #3 or within 2,750 hammer units of building #2.
- [/list]
- Lvl 3:
- [list]
- [*] Only active when engineer is alive and within 4,500 hammer units of building #3 or within 4,000 hammer units of building #2.
- [/list]
- [b]Beacon (building #2):[/b]
- [list]
- [*] 16 second build speed.
- [*] Whenever this beacon is hit by a pulse of another friendly beacon, reduce the percentage of recovery/regeneration of the next pulse by 25%.
- [/list]
- Lvl 1:
- [list]
- [*] Fires a spherical pulse every 10 seconds that travels 1,000 hammer units in 3 seconds.
- [*] Friendly players hit by this pulse recover/regenerate 14% health, ammo, metal and cloak. Removes negative status effects.
- [/list]
- Lvl 2:
- [list]
- [*] Fires a spherical pulse every 8 seconds that travels 1,500 hammer units in 3 seconds.
- [*] Friendly players hit by this pulse recover/regenerate 17% health, ammo, metal and cloak. Removes negative status effects.
- [/list]
- Lvl 3:
- [list]
- [*] Fires a spherical pulse every 6 seconds that travels 2,000 hammer units in 3 seconds.
- [*] Friendly players hit by this pulse recover/regenerate 20% health, ammo, metal and cloak. Removes negative status effects.
- [/list]
- [b]Sentry Gun:[/b]
- [list]
- [*] Alt-Fire: Equip sentry gun.
- [*] Deactive when not equipped.
- [*] 3, 4 or 5 second equip animation time per level respectively.
- [*] Can't equip unless sentry is fully repaired.
- [*] Can only upgrade and repair on the ground.
- [*] 50% decreased ammunition.
- [*][spoiler](Potential debuffs:
- [*] Sentry gun cannot fire if engineer has not come into contact with a Beacon pulse within the past 15 seconds.
- [*] Engineer receives reduced healing (scaling higher per level, 5%, 15%, 30% per level respectively).[/spoiler]
- [/list]
- Lvl 1:
- [list]
- [*] Becomes attached to the engineer's head when equipped.
- [*] +25 health on equip.
- [*] 10% decreased move speed on equip.
- [*] 512 hammer units targeting range [spoiler](50% of default sentry range)[/spoiler].
- [*] 180 degrees targeting angle [spoiler](can't target behind the engineer)[/spoiler].
- [*] 75% faster sentry rotation speed.
- [*] 6 base damage per bullet.
- [*] 6 shots per second.
- [*] 12 shots per second wrangled.
- [*] When using wrangler, engineer becomes shielded, can't move and has 450 health.
- [/list]
- Lvl 2:
- [list]
- [*] Engineer can't use Primary when equipped.
- [*] Engineer rides the sentry when equipped.
- [*] +65 health on equip.
- [*] 15% decreased move speed on equip.
- [*] 718 hammer units targeting range [spoiler](75% of default sentry range)[/spoiler].
- [*] 180 degrees targeting angle [spoiler](can't target behind the engineer)[/spoiler].
- [*] 50% faster sentry rotation speed.
- [*] 8 base damage per bullet.
- [*] 8 shots per second.
- [*] 20 shots per second wrangled.
- [*] When using wrangler, engineer becomes shielded, can't move and has 600 health.
- [/list]
- Lvl 3:
- [list]
- [*] Engineer can't use any weapon when equipped.
- [*] Engineer rides the sentry inside when equipped.
- [*] Engineer fully controls sentry (sentry does not auto-target nor auto-shoot).
- [*] +100 health on equip.
- [*] 35% decreased move speed on equip.
- [*] 10% slower engineer rotation speed.
- [*] 8 base damage per bullet.
- [*] 8 shots per second.
- [*] 50-150 damage for rockets, firing once every 3 seconds. [spoiler]Rocket damage is affected by fall-off.[/spoiler]
- [/list]
- [h1]Spy:[/h1]
- [b]Hacker (new sapper):[/b]
- [list]
- [*] 50% decreased sapping speed.
- [*] Once fully sapped, building changes team, belongs to the spy that successfully sapped it, and has 50% less health.
- [*] Can't sap teleporters.
- [*] [spoiler](Alternatively you can have it sap the teleporter, but never destroy it. Just disable it till an engineer comes and destroys the sapper.)[/spoiler]
- [/list]
- [h1]Heavy:[/h1]
- [b]Sandvich (changes):[/b]
- Upon throwing Sandvich on the ground, the Heavy says one of these quotes at random.
- [list]
- [*] You! Eat Sandvich now!
- [*] Sandvich for you!
- [*] Sandvich very delicious, you enjoy.
- [*] Dropping Sandvich!
- [/list]
- [h1]Medic:[/h1]
- [b]Quick Fix (changes):[/b]
- [list]
- [*] 2.5% ubercharge build rate per second.
- [*] Having no targets during an ubercharge slows its depletion rate by 50%.
- [*] Increases the speed and blast jump momentum of the patient during an ubercharge by 15%, then mirrors it.
- [*] While healing (not just during an ubercharge), the medic and the patient are immune to movement impairing effects.
- [*] 150% overheal maximum.
- [/list]
- [b]Crusader's Crossbow (changes):[/b]
- [list]
- [*] No ubercharge build rate.
- [*] Upon firing a syringe, the Crusader's Crossbow will heal all allies for 20 health within a sphere of a radius of 150 Hu around the medic.
- [/list]
- [b]Steel Resolve (new primary):[/b]
- [list]
- [*] Stats the same as Crusader's Crossbow.
- [*] No longer heals friendly players on hit, instead replenishes 1/6th of maximum ammo to friendly players, and repairs 1/6th of damage to friendly buildings.
- [*] Ramp-up increases ammo replenishment and building damage repairment to 1/3rd.
- [/list]
- [h1]Sniper:[/h1]
- [b]Darwin's Danger Shield (changes):[/b]
- [*] No longer has bullet resistance or explosive weakness.
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