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- @Shields
- ~ Fixed momentum from Shield Charge not being retained with Leap
- - Leaping during Shield Charge completely drains charge meter
- Shield charge momentum should now carry over into your leap, but to more consistently make sure the demoman is limited by the potentially ridiculous distance gained, it should completely take up charge to combo the two abilities in this way.
- @Half-Zatoichi
- ~ Corrected overflow of overheal returned on-kill
- ~ Corrected extra health rewarded on-kill for finishing off enemies
- Correcting an error caused in the game when crediting kills to weapons you have drawn and delayed damage sources.
- @Sun-On-A-Stick
- + HEAT once gained activates upon first drawing or attacking with this weapon
- ~ Melee kills grant a 3 seconds window before HEAT automatically activates
- ~ Kills with other weapons while HEAT is active now deactivates and resets HEAT
- - Decreased HEAT time to 6 seconds (was 10 seconds)
- - HEAT drain no longer is paused with melee out
- Rather than force the Scout to have to switch to the weapon whenever they get a kill, instead the weapon now only requires the Scout be more deliberate when trying to apply HEAT before they are ignited.
- @Neon Annihilator
- + Reduced deploy penalty to 35% slower (was 50% slower)
- + All weapons can to gain Charge now (was melee-only)
- + Charge does not drain once gained
- ~ Changed Charge effect: when at 100% charge, next hit CHARGES opponent for 5 seconds
- ~ Changed: 100% critical hit vs wet and charged players (was wet only)
- ~ Explosion created on charged player's death, or on-hit vs charged and wet players
- ~ Enemies hit with explosion become CHARGED for 3 seconds
- - Removed extra damage to target from explosive effect
- - Increased Charge damage requirement to 300 done (was 150)
- In addition to the more convenient form of charging without the melee specifically, the weapon has been reworked such that it's bonus damage is instead pushed onto a new status effect granted with the full charge. When following up on a soaked or charged enemy, the pyro is then capable to further spread the effect to chain multiple crit hits against a crowd of enemies.
- @Sydney Sleeper
- + Reverted +25% faster charge rate bonus
- The weapon was feeling too lackluster in lethality beyond it's ability to mark targets. The charge rate was returned to allow it to deal higher damage faster when needed, while still being slower than making normal quickscopes.
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