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- Soda Popper
- HYPE consumed per air jump changed to 15% at base and +15% for each made (was 12% at base and x2 for each made)
- + Removed: no double jump
- - Added: Air jumps made without HYPE mark you for death until just after you land (1s)
- The intent of the changes is to make the weapon less polarizing in how it restricts scout's mobility, while also making the number of jumps you can use ramp up more expectantly.
- Crit-A-Cola
- + Mark-For-Death removed when shooting during effect
- - Added: 15% damage vulnerability during effect
- - Added: No air jumps during effect
- The item had been discussed for quite a while on how it should be changed, as it was too polarizing to use and fight against. The changes here are meant to make the weapon a little less polarizing to use and fight against, giving the scout more predictable downsides to their capabilities under the effects.
- Flying Guillotine
- - Reduced recharge from kills to 33% (was 50%)
- The frequency of gaining back the cleaver seemed too high still, thus was reduced further.
- The Sandman
- Replaced ball's effect from Mark-For-Death to custom BONKED! status
- + Removed max health penalty
- + On-hit with Ball, user is given a speed boost for the duration
- - BONKED! targets take 25% extra damage for the duration (was mini-crits)
- - Added: 10% slower move speed on wearer
- The debuff of the weapon was made slightly less polarizing in exchange for the downside becoming a lot less immediately punishing for the scout. On top of this, the speed boost granted to him should help make-up for his speed loss to encourage him to close into a marked foe to capitalize on the debuff himself.
- Sun-on-a-Stick
- Reworked HEAT: once gained, is spent on your next melee hit to ignite the target for 5 seconds
- + HEAT no longer spent when killing ignited enemies
- + Removed damage vulnerability with HEAT
- + Reverted fire damage resistance
- - Added: After 10 seconds of not spending HEAT, it is wasted as user is automatically ignited for 5 seconds
- - Reverted damage penalty
- HEAT as a system was too convoluted for its own good, and thus was made a lot simpler in how it changes the scout's gameplay loop. Now a Scout will have HEAT as a resource to ignite foes himself with his melee, failing that will ignite himself after a short while. The more proactive scout capable of getting back-to-back kills shouldn't find it too difficult to refresh HEAT without self-immolating, or a more cunning scout should be able to sneak in a melee hit before he needs to cool-off.
- The Equalizer
- RUSH Simplified: When under 50% HP, draw the weapon for a 1-time speed boost, lasting 2 seconds or until holstered
- Reverted damage scaling, rather than damage changing when above or below 50% HP
- + Damage reworked: from 45 at 100% HP, 93 at 50% HP, 135 at 1% HP
- - Added: 20% slower firing speed
- Equalizer damage was brought closer in-line to its original vision, as it was somewhat awkward for a class like soldier with a high pool of health that will see more gradual changes rely on just being under half HP to gain any benefit. Now damage should ramp up more quickly when damaged to be greater than stock, while maintaining the RUSH effect for emergency.
- Neon Annihilator
- + Decreased deploy speed penalty to 50% (was 60%)
- Changed: Full charge on weapon doubles damage of next hit
- - No longer produces explosive effect
- The effect of the weapon was simplified to be less polarizing, with a more consistent and less clunky payoff for the pyro while being less potentially ruinous for random enemies the pyro surprises with the melee.
- Iron Bomber
- ~ Tweaked volume of rollers when activated and triggered to be lower
- An issue with how volume was set for the rollers, particularly for the individual setting the bombs initially and the one triggering the bombs.
- Ullapool Caber
- Reverted blast damage bonus
- + Decreased deploy speed penalty to 50% (was 60%)
- + Blast damage increased to +20% when below 50% HP
- - Blast damage decreased to -20% when above 50% HP
- The changes are meant to make the weapon a more potent threat when backed into a corner, however it was held back when the demoman is healthier to make it not potentially overbearing when used with a sticky jumper or when the demoman isn't much threatened.
- The Razorback
- Fixed debuff cleaning not properly working on breaking
- Issue caused afterburn and bleed effects to not properly get removed once the shield was broken on the sniper, negating the benefits of his added survivability.
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