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- --SCOUT
- -Bonker
- It does have faster weapon switching. You hit enemy with the bonker, then switch to primary/secondary.
- --SOLDIER
- -Buff Buffer
- Again, if you think there's too much self-damage, I could remove one of the 2.
- -Berserker mode
- "I don't think it's very practical because the vast majority of tf2's weaponry deals heavy burst damage capable of killing enemies in 2-4 hits".
- I would say exploives could kill you before it would activiate. Any bullet damage would allow it to activite. I could increase the health threshold to 30-40.
- --PYRO
- -Afterburner
- Hmm
- -Push Over
- I could add the "Reflected Projectiles become full Crits instead of Mini-Crits" from the Pilot Light since it's similiar with it added
- -Psycho's Axe
- Hmm
- --DEMOMAN
- -Fighting Spirit
- Hmm
- -Brute Force
- Hmm, I could increase the Iron Boots to 100% reduction and remove it from the Brute Force, but add movement penalty (to the iron boots) counter part of the movement bonus from the brute force.
- --HEAVY
- -Fat Scout
- Hmm, I do plan on setting up beta server where WiP and removed weapons will be.... looks like the the Fat Scout will be removed.
- -Terminal Killocity
- Main reason for just movement penatly.... space gloves.. you move slower... in space
- I could change it to health drain instead.
- -Sentry Booster
- Hmm
- -Fast Fix
- D:
- -Old Reliable
- hmm
- -Heavy Artillery Wrench
- Hmm.. maybe it needs something?
- -Support
- I could reduce the range/build speed, ionce the "knock back from sentry" is made
- -Boost PDA
- Hmm, probaly removing
- --MEDIC
- -Worst Case Szenario
- Hmm
- -Exchange
- There could be more then 1 weapon (ubersaw) that gets the medic uber.
- -Booster Shot
- I could be your idea, but the ubercharge would have to be coded.
- -Real Overdose
- Maybe the idea on my spreadsheet.... "slow overheal decay on self"
- --SNIPER
- -Heat Wave
- ok
- -Waved Farewell
- D:
- --SPY
- -Turnabout
- The attribute could be moved to moved to new weapon (another class)
- -Leech and Absorb
- You might be right.
- ---PORTED WEAPONS
- --SCOUT
- -Leech-Life
- The life leech only appiles to this weapon. Any other damage doesn't life leech.
- I do like "The Lifeblood".
- --SOLDIER
- wow its fucking nothing
- --PYRO
- -Hot Air Balloon
- Hmm, I did have the idea instead of the intelligence/damage... I thought about using "damage vulnerability while in the air"
- -American Gothic
- I will probably stay, due to being iconic.
- -Culling Blade
- True, i will change.
- --DEMOMAN
- -Eternal Sleeper
- Hmm, you might be right I don't see anyone using it... I think.
- --HEAVY
- -Tank Goodness
- Looks like I have it pretty much the same. Currently, once you get completly charged with a medic.... the heavy is very hard to killed. Without a medic, you can carefully take in damage to build up the charge.
- If it can be made "back weakness/front resistance mechanic".
- -Hydraulic Hammers
- What do mean "Minigun IS your melee weapon."
- --ENGINEER
- -Bulldog
- Alright, I will ask Orion for that.
- -Scrap Collector
- The reason for the change, since Valve recently added "metal from pickups and dispensers"
- --MEDIC
- -Oathbreaker
- Hmm
- -Infection
- Hmm, I rather not remove it.... maybe a different debuff?
- -Knifemare
- Yep
- -Stab-n-Away
- I would remove the blink time, but keep the longer decloak time.
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