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SSilver

BWR - Changelog 30/08/24

Aug 30th, 2024 (edited)
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  1. The Sandman
  2. ~ Changed Mark for Death duration to 2 seconds at minimum to 5 seconds at maximum
  3. + Decreased minimum distance for ball to mark targets to 150 HU (was 256 HU)
  4. Making the weapon a little more forgiving up close, without uniformly making the buff too long before the enemy can react. The longest range is shorter than it previously was when scaled to not be as punishing, but still rewarding a Scout able to find a long-range target
  5.  
  6. The Atomizer
  7. + Reduced holster penalty to 60% slower (was 100% slower)
  8. + Fixed damage penalty to be removed
  9. Fixing it's usage to be less clunky in-combat and not exclusively for map traversal.
  10.  
  11. Candy Cane
  12. + Decreased penalty to healing from non-dropped health packs to -50% (was -75%)
  13. It's downside for packs was particularly punishing
  14.  
  15. Cow Mangler
  16. - Increased projectile speed penalty to 30% slower (was 20% slower)
  17. - Reverted building damage penalty
  18. The weapon wasn't particularly balanced well for it's downsides. The slower projectile speed for default shots should make it worse beyond close range, making it easier to dodge enemies. The max damage against buildings was still particularly egregious, thus reverted.
  19.  
  20. The Mantreads
  21. + Added -65% less damage to self while blast jumping
  22. - Removed Dive ability
  23. The Dive ability, while interesting for the user, was especially too punishing to fight against for how easily the soldier can juke being shot in the air, while being rewarded with no fall damage. Instead of trying to reward going for stomps with this, the weapon was given a resistance self-damage you take during a bomb if you're caught in the blast. This should make the weapon especially better for going for dives, further supporting it's niche for bigger jumps compared to the Gunboats.
  24.  
  25. Flamethrowers
  26. - Lingering flames no longer stack with direct flame damage - direct flame damage takes priority
  27. The base flamethrower's DPS was improved significantly enough to where it made Pyro more consistent, however with the added contact from ground flames stacking on top of it, it made that DPS less consistent than it ought to be and a bit too punishing for players caught in close quarters.
  28.  
  29. Air Blast
  30. - Increased pressure recharge time to 5 seconds (was 4 seconds)
  31. Despite the pause while firing flames, the decreased time was potentially not necessary as a counter buff. Thus it was reverted to the last time to recharge.
  32.  
  33. The Phlogistinator
  34. + Removed increased Alt-Fire cost
  35. - Alt-Fire costs 5% MMMPH for each projectile deleted
  36. The alt-fire was potentially too free for completely negating enemy projectiles, especially for stickybombs, and enabling the Pyro to much more easily close the gap with his crits. By making it cost some of your MMMPH, it should hopefully make the user more conservative with their alt-fire being used defensively if they wish to maintain their offensive capabilities.
  37.  
  38. Scorch Shot
  39. - Added -15% damage penalty
  40. The damage from this weapon was potentially too high for how it could easily double dip with damage after a direct hit. It was reduced slightly to curb this.
  41.  
  42. Thermal Thruster
  43. - Reduced Mini-Boost vertical force by -25%
  44. The Mini-Boost individually was potentially too good for juking enemies and gaining distance, especially when combined with other flamethrowers. It's force was curbed considerably to make sure users can't gain too much ground while still making good use of it.
  45.  
  46. Sharpened Volcano Fragment
  47. + Added 20% faster holster speed
  48. Third Degree
  49. + Added 20% faster deploy speed
  50. These were added to allow for the user to more readily make use of their upsides - the primary/secondary combo potential with the former and extra damage vs burning targets with the latter.
  51.  
  52. Buffalo Steak Sandvich
  53. ~ Added text display for RAGE's duration
  54. + Fixed bug that prevented switching weapons after ending steak effects
  55. - Fixed health on kill to not provide overheal
  56. In addition to some bug fixes, the weapon was given an indicator to better gague how much time the user has left, especially with how it's duration changes if you're getting kills.
  57.  
  58. Pomson 6000
  59. + Reloads while holstered at 1/sec
  60. - Reverted clip size penalty
  61. The spammability in more direct confrontations was of minor concern, however the weapon was still deserving of a slight niche as well. The user should more readily be able to switch between taking a few shots then comboing with a secondary or continuing to build.
  62.  
  63. The Overdose
  64. - Added 40% slower reload speed (applies passively as well)
  65. The weapon's upsides were a little too much, and its downsides not contributing enough to its niche. The slower reload was added to make the user's self-defense more limited if it's drawn out.
  66.  
  67. Vita-Saw
  68. - Changed healing per organ to 100 HP instead of 75% of patient's Max HP
  69. The healing per organ was potentially too much. However, at a lower % it would be particularly too wasteful when used against lower HP classes. At a flat amount, the healing for classes like Scout and Engineer should not be too costly, while being now considerably more costly for beefier classes where it's most problematic.
  70.  
  71. The Classic
  72. ~ Fixed firing shots while reserve was empty
  73. - Only mini-crits on headshot while airborne
  74. The ability to create new sightlines from cover you can quickly poke your head above was quite damaging. This was curtailed considerably for these shots' damage to make sure it wasn't too dangerous.
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