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- Afterburn
- ~ Removed scaling based on duration
- Frontloading afterburn damage appeared too punishing in conjunction with flamethrower buffs.
- Flamethrowers
- - Temperature gain made to decrease faster over distance
- Intent on forcing more direct and close contact with flames to keep temperature up for higher damage, and make inaccuracy or deliberate spraying at range less powerful.
- Melee Weapons
- + Melee attacks ignore teammates and will go through them
- Melee combat when nearby a teammate should not be so frustrated.
- Conniver's Kunai
- ~ Reverted Health Penalty and Max Overheal to base version
- - Overheal above 150% health decays 3x faster
- Reintroduce the starting risk when using the weapon while making the buff last for a shorter time and make it harder for an escaping spy to tank damage. Should force the spy to play more aggressively in order to maintain their benefit.
- Ubersaw
- ~ Reverted deploy speed and uber on hit
- - Increased firing speed penalty to 25%
- - No "random" crits
- It's previous nerf appeared too punishing, however it ought to require more sacrifice for so much uber on hit. Making the weapon decidedly worse for self defense should leave the Medic more open if they attempt to use it for extended periods.
- Thermal Thruster
- + Removed hidden knockback vulnerability
- + Increased hover verticality slightly
- ~ Hover tweaked to last 1 just second
- Intent on making the Hover less cumbersome to control.
- Darwin's Danger Shield
- - Reduced Max Health bonus to +15
- The extra survivability it provided needed a bit of softening.
- Back Scatter
- - Removed accuracy bonus
- The additional accuracy allowed Scout play a bit too passively by hanging back more, somewhat negating the risk of having a clip penalty and being antithetical to the flanking style for the weapon.
- Scorch Shot
- + Restored explosion against surfaces
- + Flare bounces on first impact with ground or player
- - Removed extra explosion on hitting burning foe
- - Reverted damage penalty
- The prior explosion seemed too impactful, potentially punishing enemies around the target too much. This version is meant to play to the unique bouncing flare and allow for delayed flare traps that should make for more unique area denial, with enemies still able to avoid them due to the delayed impact and lack of stun.
- Baby Face's Blaster
- + Fall damage doesn't reduce boost
- Provide a better choice for the falling scout: double jumping to cancel damage while losing boost, or taking the damage while retaining their boost.
- Pretty Boy's Pocket Pistol
- - -20% damage penalty
- Intent on making reining in the weapon’s damage potential so it has a more unique identity for self-sustain.
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