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- The Sandman
- + Regain your ball on killing a marked target
- - Alt-Fire debuff replaced with BONKED! mark, giving the user minicrits against the target
- The supportive aspect of the ball was considered a bit too free to use as Scout without commitment. By making the bonus damage to the benefit to the Scout alone, it ought to promote more follow-up on applying the effect. The refill against a marked target should also help incentivize a more active Scout.
- Candy Cane
- + Removed bullet damage vulnerability
- - Removed bonus HP given by dropped health packs
- - Added: Enemies killed don't drop ammo
- Increased bullet damage seemed to be quite a pain to deal with and oft negated the supposed improved sustain you're meant to get. This was removed in favor of a more fitting downside, in addition to reverting the extra health gained from packs which sought to offset the downside. Instead, the Scout now no longer can collect ammo from their kills, creating a trade-off in the kind of sustainability the Scout has going from fight to fight.
- Boston Basher
- + Successive hits will increase the bleed damage by 2 per tick, up to 8 per tick
- - Added: No Random Crits
- The weapon's aptitude in combat seemed to be rather lacking, and its use "supportively" to aid teammates was often what it was used more for. To remedy this, it was given the ability to stack extra bleed damage, allowing scouts to get a couple good hits on enemies and leave them severely crippled or outright dying from the bleed.
- Cow Mangler
- + Removed backfire when hit during charge
- + Added: +75% faster move speed while charging
- - Added: Charged shot detonates after 2 seconds
- - Removed ability to cancel charge
- - Removed faster projectile speed on charged projectile
- The backfire downside seemed to encourage more passive use of the weapon, in addition to projectile speed and premature fire giving soldiers more freedom to fire safely from a distance. All this seemed to emphasize the worst aspects of the weapon rather than making it more flexible in combat. To remedy this, these attributes were reverted, and instead now the soldier is merely faster while charging to make him less of a sitting duck in the middle of combat. To help combat it's use at long range, the rocket now self-detonates after a short time.
- Flamethrowers
- + Increased time for temperature to reset to 0.5s (was 0.33s)
- + Tweaked Temperature formula to build slightly faster
- - Temperature ramps up more slowly on initial hits but faster closer to max Temperature
- The intent of the changes is to help create a better distinction between minimum and maximum damage, making the damage you deal more easy to determine. To aid in the slightly stricter ramp-up, it's been given a more forgiving window before temperature resets.
- Thermal Thruster
- + Increased horizontal force of mini-boost by 20%
- + Increased vertical force of mini-boost by 15%
- The force of the mini-boost seemed a little lacking, so it's been boost just a little bit to be more maneuverable when traversing the map.
- Tomislav
- + Removed firing speed penalty
- - Added: -25% bullets per shot
- The damage dealt by the gun seemed to not be low enough for how much more flexible it has become to use. Rather than further decrease it's firing speed though, it's instead been given a less bullets per shot. It seemed fitting for a weapon that emphasizes accuracy, with damage being more concentrated, less so spread out among several potential targets.
- Conniver's Kunai
- + Max HP drains only while damaged (current HP under Max HP)
- - Increased Max HP drain to 2/s (was 1.5/s)
- Given the constant loss of Max HP as soon you got a stab, Spies seemed to rarely be able to capitalize on their Max HP going up unless they used it to go for a chain stab immediately. With this change, now the Spy can escape while keeping their Max HP intact, allowing for a slower build up of their survivability. The drain while damaged however was made faster to help keep the increased survivability in check.
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