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- Syringe Guns
- ~ Updated projectiles using crossbow bolts as a base
- ~ Behavior otherwise tweaked to match syringes
- + Less janky server-side behavior
- - Particles may be a tad bit distracting
- The prior implementation made handling the needles cumbersome. This version uses a projectile that's easier to modify the behavior of and attempting to bring its behavior in-line with vanilla syringes.
- Natascha
- + Increased primary ammo by 50%
- - Decreased healing from healers by 50%
- Returned ammo capacity to make up for the reduced damage and need to spend more ammo. Healer penalty makes up for the already more tanky heavy, both facets hopefully encouraging a more self-sufficient heavy.
- Eyelander
- + On Kill: gain a speed boost for 3 seconds
- + Removed max health penalty
- - Added 25% slower shield recharge rate
- - Added -75% max secondary ammo
- - Heads do not increase max health
- - Removed heal on kill
- ~ Fixed issue with grenade kills counting towards head count
- Making the sole focus of the weapon the boost to speed, with starting health no longer holding the demoknight back in getting that first kill. However, the burst mobility of shields is reduced to make using the charges more deliberate and forcing the demoknight to rely more on their base movement.
- Scotsman's Skullcutter
- + Added 33% faster shield recharge rate
- With the poor base mobility that you are saddled with, it was felt giving the user more use of their charge could make up for this, allowing for more aggressive use of charges.
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