Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Panic Attack
- - Alt-Fire starts with a -15% accuracy penalty
- Alt-fire's burst of damage is a bit too effective in gunning down enemies especially with the more consistent damage making it applicable in a fairly decent range. The base spread on it was increased to force it's users to close in closer to enemies to get the most out of this ability.
- Mad Milk, Gas Passer, Jarate
- Corrected recharge on extinguishing teammates to be -33%
- Fixing an inconsistency to the improvement on this method of recharging the jars, still improved over vanilla but not inconsistently a much higher refund.
- The Shortstop
- + Increased max ramp up to 175% (was 150%)
- - Reduced base damage to 10.5 per pellet (was 12)
- A rather frequent complaint about fighting the weapon was it's consistent damage dealing, particularly with the buff to it's reload. However rather than make the weapon more clunky for the user while dishing the same damage in spurts, this change was made to rein in it's damage overall if just slightly to make it less potent but still consistent. It's damage up close however was increased to not punish the scout using it in a less than ideal range compared to it's alternatives.
- Flying Guillotine
- + Added: Recharges to full on-kill with any weapon
- - Removed faster recharge on long range hits
- - Increased base recharge rate to 10 seconds (was 8 seconds)
- - Removed mini-crits on long range hits
- More further changes to the weapon to discourage it's usage in long range spam, an interaction that was relatively riskless for the Scout with a faster recharge and little retaliation from the enemies. This new upside however should better reward scouts more proactive in using the weapon in using it to either open or close out fights.
- B.A.S.E. Jumper
- - Reduced blast jump damage resistance to -15% (was -25%)
- - Reduced damage to deplete CHUTE to 80 (was 100)
- The bonus to blast jumping allowed for a few too many extra jumps to take advantage of the height on-demand. This was reduced slightly, along with reducing damage to close the CHUTE to make incoming chip shots a more effective counter.
- Huo-Long Heater
- + Increased blast radius of explosion on-kill by 10%
- Kills with the weapon will leave enemies ignited
- A slight improvement to the weapon's consistency in forcing enemies to disperse and punish larger groups.
- The Classic
- + Crits now occur above 90% charge (was at 100%)
- + Added +100% faster move speed while charging
- - Removed clip size bonus (+50%)
- The slowness of the weapon was still a bit of a concern. To ameleriate this, the window for headshots was made slightly less strict, in addition to making the weapon less of a slog to hold while charging (about on par with the Huntsman). As compensation for making it less slow, it's clip was reverted in order to make using the weapon less sustainable before reloading.
- The Razorback
- + Damage over time effects are nullified when the shield is broken
- + Damage vulnerabilities no longer bypass lethal damage protection
- Improvements to the consistency of using the weapon, while also making it safer against bleed and afterburn after weapons that provide it.
- The Bushwacka
- + Increased mark for death on hit to 3 seconds (was 2 seconds)
- The window was a little strict in how you could follow-up your own hit, thus was increased without being too extreme.
- Revolvers
- Spread reset no longer occurs linearly, just resets after 1 second
- + Added 15% accuracy bonus (equivalent to former accuracy bonus from linear reset)
- The wonkiness of non-headshot headshots being counted was rather troublesome to work with, as was using the scaling crosshair for anything but the revolver meant to revolve around said headshots. Thus the weapons were more straightforwardly improved in their accuracy.
- Disguises
- Gaining disguise no longer misapplies attributes to the Spy
- A problem that was causing your items to provide the wrong attributes based on what disguise you took.
- The Enforcer
- + Increased damage bonus while disguised to +30% (was +20%)
- + Removed increase in decloak time (was +0.5 sec)
- - Added +20% cloak drain rate
- The weapon's upsides and downside was reevaluated to provide something less intrusive for when you choose to decloak but more beffitting a weapon that relies more on your disguise, and for encouraing direct usage of the weapon to get out of a jam rather than cloaking ASAP.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement