Changes:
Removed Increase in push force taken from damage and airblast
Removed Alt-Fire to reach and shove someone!
The weapon now accurately lists its stats
Reason: The Shortstop is clearly a weapon Valve has 0 idea what they want to do with it. Its general idea of being a mid range spam weapon is fine on its own, but all the completely superfluous stats added onto it over time makes it a weapon that’s kind of a mess. I mean, who’s gonna miss the shove?
Changes:
Removed hype and all stats relating to it.
Reasoning: The Soda Popper has clearly shown itself to be one of the best Scout weapons in the game, as its unmatched burst damage potential and unmatched mobility that's very easily obtained, it’s clear to see what makes the Soda Popper so good, it’s basically a better version of the Force-a-Nature. Hype is simply an unneccessary addition to what would otherwise be a simple, yet very effective weapon. Adding on ridiculous mobility on top of it all is simply overkill.
Changes:
Added wearer never takes fall damage
Removed boost reduced when hit
Removed -34% smaller clip size
Increased movement speed penalty from -10% to -25%
Added -15% damage penalty
Boost is now drained by 50% anytime user jumps or air jumps
Reasoning: This weapon is honestly kind of sad. Despite many people swearing by it, it is genuinely an awful weapon, and the only way to make the current design work is to make the boost gain to loss ratio a complete 1:1 scale. However I think that the original design of the weapon was a much better set of stats to work with, instead of Gun Mettle trying to work off of a new version.
Changes:
Removed -20% accuracy penalty
Reason: Removes a completely uneccessary downside that neuters the weapon for no reason
Changes:
Removed Self Mark-for-death on attack
Reduced duration to 6 seconds from 8
Reason: The Crit-a-Cola is a weapon that was continuously changed time and time again simply because it was too innocuous for anyone to use it, resulting in it ultimately becoming far too polarized for its own good.
Changes:
Added Jar refills with damage done (500 damage required to fill fully)
Added +50% effect duration on direct impact
Increased recharge time to 45 seconds from 20
Added Jar starts empty and cannot be filled at resupply
Reason: This is a weapon that is extremely powerful that's extremely easy to use along with it being far too spammable in certain situations. So something has to be done to make it more skill based and less spammable.
Changes:
Added wearer never takes falling damage
Removed -60% smaller clip size
Added -20% damage penalty
Reason: Despite the many truthers of this weapon out there, the Winger is simply terrible. Its main upside of the jump height bonus is only ever useful for extremely fringe gimmick spots that aren’t even necessarily that helpful, with the downside being far too harsh for such a mediocre set of upsides, this easily takes the cake as the worst Scout secondary, perhaps even worst Scout weapon. Now, the Winger's downside is much less harsh, and grants some more generally applicable utility.
Changes:
Increased firing speed bonus to +20% from +15%
Added +30% damage bonus
Removed +3 health added on hit
Increased clip size penalty to -50% from -25%
Added 33% slower holster
Reason: Another Scout weapon that's trying to be 2 things at the same time. While the PBPP is sort of an upgrade to stock, it's so similar it may as well be the same exact weapon. This will improve upon the original stats of the Winger and try to make a true burst damage Pistol for Scout.
Changes:
Sandman baseball now puts a marker on enemies instead of slowing them down. Marker itself is harmless.
Added On marked player kill: heal user for 100 health that can overheal
Added Crits on moonshots
Removed +50% ball damage bonus on moonshot
Enemies who are marked will have stars circling their head. Scout now has the stun voice lines mapped to causing this effect.
Reason: Its no secret that the Sandman has had a bit of a fall from grace. And by fall, I mean it kind of fell off a cliff and got its head clipped about 52 times on the way down. This new version of the Sandman does away with the debuff, and instead focuses on the Scout getting rewarded for being able to kill a specific player after hitting them with the Sandman, kind of like running bases after hitting the baseball.
Changes:
Removed +25% explosive damage vulnerability
Added +100% debuff vulnerability on wearer
Added -25% less health from healers
Reason: The current downside of this weapon is far too punishing for what's otherwise a rather minor, yet interesting upside.
Changes:
Hitting yourself no longer causes self inflicted Bleed
Self damage increased to 23, from 17.
Reason: Makes the weapon more forgiving for missing, as currently missing with the Boston Basher even once pretty much cripples the Scout instantly
Changes:
Added On Hit: Set target on fire
Removed -25% damage penalty
Removed Crits burning targets
Removed +25% fire resistance when deployed
Added On Miss: Hit yourself, idiot.
Reason: I'll be square with you, I genuinely couldn't be asked to come up with an original idea for this thing, cause honestly WHO CARES?!
Changes:
Added 50% faster holster
Removed Crits when would normally Mini-Crit
Reason: Adds an upside that's actually useful and complementary rather than one that does literally nothing for the weapon.
Changes:
Triple Jump is now passive
Removed -15% damage penalty
Removed 50% slower deploy
Removed Mini-crits while in mid air
Added -15 health on air jump
All air jumps have a purple effect while the Scout has this weapon equipped
Reason: Returns the weapon to its original, pre-Jungle Inferno state while also cleaning it up to have its downside be more robust, and make the weapon much less clunky to use properly