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- Baby Face's Blaster
- - Reverted boost lost on air jump
- The ability to double jump without losing much boost seemed a bit too leniant for the weapon. This change should make the choice between using a double jump in combat or to avoid fall damage, versus taking the damage and retaining for boost more meaningful.
- The Equalizer
- + Fixed issue with RUSH speed boost not applying when activated
- Prior fix had broken RUSH properly activating, it should be remedied as intended now.
- The Manmelter
- + Removed extinguishing burning enemies on-hit
- + Added +20% damage bonus
- Simplified MELT gain: on-hit or extinguishing teammates, gain 33% MELT (instead of on hitting burning enemies or on-kill)
- - Removed damage bonus against burning enemies
- The former state of the weapon had too many moving parts to reward the pyro using it. This version should more easier to understand and use, with the bonus damage additionally giving it a slight boon when you have yet to collect a crit (and makes crits punchier too).
- Sharpened Volcano Fragment
- + Fixed issue where afterburn wouldn't reset on-hit
- This appeared to be a vanilla bug with the weapon, and was fixed here to make it function more consistently on hitting healthier targets repeatedly.
- The Tomislav
- + Removed -25% bullets per shot
- - Re-Added: 30% slower firing speed
- - Added: -25% max primary ammo on wearer
- The former downside didn't quite sit right, being more detrimental in close range while being less impactful for longer ranges. While fitting for the weapon's design, it made it less consistently worse for sustained fire than stock. Thus the former firing speed downside was returned to make keep it more consistently worse than stock for sustained fire, with an slight nerf to reserve ammo as well to further emphasize the point.
- Bazaar Bargain
- + Reduced charge damage penalty to -30% (was -50%)
- - Removed Powered-Up shot
- The mechanic was potentially too clunky and seemed to only remedy the initial charge damage downside of the weapon being potentially too harsh. Thusly the powered-up shot was removed in favor of bumping up the charge damage to be higher, allowing for charged shots to just barely reach 120 on body shot and 360 on headshot.
- The Classic
- - Decreased faster move speed while scoped to +33% (was +50%)
- The former charge speed bonus determining a sniper who was either charging or not too difficult at a distance. It was slightly nerfed to still allow the Classic user some additional mobility while charging up.
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