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GOSHU

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Jul 1st, 2015
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  1. GAME PLAY CHANGES
  2. New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
  3. Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
  4. Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
  5. Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
  6. Updated various weapon descriptions to better detail the weapon's features.
  7. Class and Weapon Changes
  8.  
  9. SPY
  10. Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
  11. Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
  12. In the disguise menu, pressing 'reload' will also toggle the disguise team.
  13. While invisible, Spy receives 20% less damage from all damage sources
  14. While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
  15. Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)
  16. Spy-cicle
  17. Changed fire immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
  18. Removed silent killer attribute
  19. Spy-cicle recharge timer can now be reduced by picking up ammo boxes
  20. Enforcer
  21. Changed +20% damage bonus while undisguised to +20% damage bonus while disguised
  22. Big Earner
  23. Added 3 second speed gain on kill
  24. Kunai
  25. Health penalty reduced from -65 to -55 (70 Health total)
  26. Minimum Health gain of 75 on kill
  27. Maximum overheal from Kunai increased from 195 to 210
  28. Cloak and Dagger
  29. Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up
  30. Dead Ringer
  31. Triggering Feign Death instantly removes 50% cloak meter
  32. Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
  33. Decreased cloak regen rate from +80% to +50%
  34. When Feign Death is triggered, the Spy receives a 3 second speed boost
  35. Initial attack that triggers feign death has its damage reduced by 50%
  36. Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
  37. Feign Death stealth has no bump shimmer for 3 seconds
  38. 3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
  39. Can no longer pick up ammo for cloak meter while cloaked
  40. ENGINEER
  41. Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
  42. Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
  43. Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
  44. Building pick up speed penalty reduced from 25% to 10%
  45. On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
  46. Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
  47. Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%
  48. Gunslinger / Minisentry
  49. Mini Sentries can now be repaired
  50. Mini Sentries can now be wrench construction boosted
  51. Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
  52. Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
  53. Metal gibs from destroyed Mini Sentries no longer grant any metal
  54. Pomson 6000
  55. Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu
  56. Wrangler
  57. Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
  58. Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second
  59. Jag
  60. With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
  61. Added +15% swing speed.
  62. Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.
  63. The Short Circuit
  64. Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
  65. Cannot pick up buildings when the Short Circuit is deployed
  66. Eureka Effect
  67. Previous penalties have been removed and replaced with the following
  68. Construction hit speed boost decreased by 50%
  69. 50% less metal from pickups and dispensers
  70. SCOUT
  71.  
  72. Baby Face's Blaster
  73. Added Boost reduction on taking damage.
  74. Increased amount of Boost lost on air jump
  75. Short Stop
  76. No longer uses secondary ammo and now uses primary ammo instead
  77. Healing and knockback passives are only active when weapon is deployed
  78. Pretty Boy's Pocket Pistol
  79. Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
  80. Removed +15 max health passive
  81. Added up to +3 health per hit
  82. Changed damage vulnerability from +50% fire to +20% all sources while active
  83. Fan O' War
  84. Now crits whenever it would normally mini-crit
  85. Reduced damage penalty from -90% to -75%
  86. SOLDIER
  87.  
  88. Airstrike
  89. Removed clipsize penalty
  90. Reduced radius penalty from -15% to -10%
  91. Reduced damage penalty from -25% to -15%
  92. Rocket jump blast damage reduction reduced from -25% to -15%
  93. Equalizer and Escape Plan
  94. Changed no healing penalty to 90% less healing from Medics while active
  95. Blackbox
  96. Changed +15 health on hit to +20 health on hit per attack
  97. Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
  98. i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.
  99. Liberty Launcher
  100. Now has +25% clip size
  101. Battalions Backup
  102. Fixed an issue that caused rocket jumps to be decreased when it was active.
  103. DEMOMAN
  104.  
  105. Tide Turner
  106. Self damage will no longer decrease charge when charging
  107. Fall damage will no longer decrease charge when charging
  108. Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage
  109. Bootlegger / Ali Baba's Wee Booties
  110. Added +10% movement speed bonus
  111. Changed 25 charge on charge kill to 25 charge on melee kill
  112. The Claidheamh Mòr
  113. Changed 25 charge on charge kill to 25 charge on melee kill
  114. Loch-n-Load
  115. Changed +20% damage bonus to +20% damage against buildings
  116. Iron Bomber
  117. Removed damage penalty on self-detonate
  118. Reduced radius penalty from -20% to -15%
  119. Quickiebomb Launcher
  120. Damage is now increased based on charge amount when the bomb is fired
  121. Ullapool Caber
  122. Reduced explosion base damage from 100 to 75
  123. Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.
  124. PYRO
  125.  
  126. Flaregun
  127. Added text to describe 100% critical hits on burning targets
  128. Scorch Shot
  129. Reduced damage penalty from -50% to -35%
  130. Now has increased knock back on burning targets
  131. Increased the blast radius from flares from 92Hu to 110Hu
  132. Hits and explosions always minicrit burning targets
  133. Detonator
  134. Added text to describe 100% minicrits on burning targets
  135. Slightly increased blast jump height when doing a Detonator jump
  136. Increased blast radius from 92Hu to 110Hu
  137. Detonated explosions now also minicrit burning targets
  138. Increased damage penalty to -25%
  139. Increased self-damage penalty from +25% to +50%
  140. MEDIC
  141.  
  142. Vaccinator
  143. Fixed a bug that gave Vaccinator patients full crit immunity.
  144. Vaccinator base resist does not grant any crit resistance.
  145. Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
  146. Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
  147. Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
  148. Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
  149. Added Penalty of 66% decreased uber build rate while healing a overhealed patient
  150. Solomn Vow
  151. Added 10% attack speed penalty
  152. SNIPER
  153.  
  154. Sydney Sleeper
  155. Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
  156. Bazaar Bargain
  157. No longer lose heads on miss
  158. Collecting a head requires a headshot kill and not just a headshot
  159. Each head boosts charge rate by 25% up to 200%
  160. Charge rate penalty changed from -20% to -50%.
  161. Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate
  162. Bushwacka
  163. Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
  164. HEAVY
  165. Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%
  166. Natascha
  167. Added 20% damage resistance while spun up
  168. Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu
  169. Brass Beast
  170. Added 20% damage resistance while spun up
  171. Tomislav
  172. Now 20% more accurate (less spread)
  173. Increased spin up bonus from 10% to 20%
  174. Family Business
  175. Now has +15% increased attack speed
  176. Warriors Spirit
  177. Now has +10 health on hit
  178. Eviction Notice
  179. Now has 3 second speed boost on hit
  180. Dalokoh's Bar
  181. Now has 10 second cool down on use
  182. Can now overheal up to 400hp
  183. Can be thrown (alt-fire) as a small medkit for other players to use
  184. Lunchbox items
  185. Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.
  186. MULTI-CLASS
  187.  
  188. Panic Attack
  189. Base Fire rate increased (from 15% to 30%)
  190. Base reload speed increased (from 33% to 50%)
  191. Added increased switch to speed by +50%
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