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- Compression Blast:
- ~ Airblast can be charged for 3 seconds, scaling its knockback to players
- + Airblast power can be stored by switching weapons mid-charge
- + At full charge, knockback to players is 125% of normal
- - At no charge, knockback to players is 50% of normal
- ~ Dragon's Fury airblast is unchanged
- An experiment with the intent on making the airblast's ability to move around players require more commitment on the pyro's part without inhibiting their ability to use it on projectiles, making it less spammable for stunning players. Providing a larger push and being able to pocket the charge should provide some additional benefits for committing to it.
- Sandman
- + Increased Mark for Death time to 6 seconds
- Experimenting with making the duration a tad more lenient.
- Mantreads
- + All fall damage to self negated
- + Increased base stomp damage by 20
- Further adding to the utility of the Mantreads, making it less punishing for missed jumps and more impactful on success.
- BASE Jumper
- + -25% blast damage from blast jumps
- - Parachute remains open for up to 6 seconds
- - Taking damage closes it sooner, up to 100 damage
- Providing a bonus to blast jumping so can be used more often, while nerfing the ability to stay airborne indefinitely and allowing enemies to counter a soldier/demo with on-demand high ground.
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