Base Changes
Increased gain of Arsonist's voice lines by 5db
That boy is too quiet LET HIM SPEAK UP.
Primary Changes
Primary Changes (all of these changes apply to unlockables)
Airblast pushforce increased by 125%
Airblasting now preserves the effects of some projectiles: (I.e Cow Mangler charged shot)
Airblast can now remove inflicted debuffs such as Mad Milk, Mared and Lemonade.
Increased ammo consumption interval from .08 seconds to .105 seconds.
Airblast targets sent into the air are given the "Airborne" status effect.
Base Airblast cost increased by 75% (20 -> 35)
(doesn't apply to Huanglong's Wrath)
Airblast can no longer go through walls
Minimum afterburn duration reduced to 1 second
Airblast now actually reflects projectiles rather than duplicating and changing team affiliation of them
Mostly QOL and parity, Airblast is commonly (in the TF2 side of things) complained about due to how spammable it is. It has been nerfed for that exact reason. Airblast now has the same cost as the Degreaser's old Airblast Cost.
However, to compensate, Airblast Pushforce has now been buffed. TC2's airblast has developed a notorious reputation recently for being completely and utterly useless when it comes to defending against anything but projectiles, so it's been given extra pushforce.
Added back an old stat. The Interceptor as of now is basically a direct upgrade given how inconsequential a damage penalty is on a Flamethrower.
Note the airblast actually costs 70 and not 50.
The Interceptor
Crits from behind
Extinguishing teammates restores 50 health
-20% damage penalty
+100% airblast cost
Crits from behind
Extinguishing teammates restores 50 health
-20% damage penalty
Changes:
+100% airblast cost
Some features that were part of the Dragon's Fury in TF2 were added. Should allow more versatility.
HuangLong’s Wrath
Primary Fire: Launches a fast moving
projectile that briefly ignites enemies
Extinguishing teammates restores 50 health
+50% faster firing speed on hit
Deals 300% damage to burning players and Buildings
Successful airblast (either extinguish or reflect on non-stickybomb projectiles) grants 100% faster airblast repressurization rate.
-50% slower firing speed on Alt-Fire
Airblasting uses up 5 units of ammo.
Primary Fire: Launches a fast moving
projectile that briefly ignites enemies
Extinguishing teammates restores 50 health
+50% faster firing speed on hit
Deals 300% damage to burning players
-50% slower firing speed on Alt-Fire
Changes:
Successful airblast (either extinguish or reflect on non-stickybomb projectiles) grants 100% faster airblast repressurization rate.
Deals 300% damage to buildings
Airblasting uses up 5 units of ammo instead of 3
(Unlisted: Experimental 10% faster firerate added)
Something to make the degreaser feel more consistent. And to make the afterburn feel less weak.
Degreaser
This weapon deploys and holsters 50% faster
-50% afterburn damage penalty
+40% airblast cost
This weapon deploys 60% faster
This weapon holsters 30% faster
-75% afterburn damage penalty
+25% airblast cost
Changes:
Deploy and holster speed has been unified into one 50% increase
Airblast cost increased
Visual: Model now uses previous flamethrower model.
Something to make the Phlogistinator work with the new set of secondaries. Airblast is made less useless.
Prototype W-M1
(Formerly the Phlogistinator)
Build 'Energy' by dealing damage
Taunt on full energy to gain
crits for several seconds.
-45% airblast cost
100% slower Airblast repressurization time
Afterburn does not build up Energy.
Halved Afterburn Duration
Airblasted projectiles aren't damage boosted.
Build 'Energy' by dealing damage
Taunt on full energy to gain
crits for several seconds.
No afterburn
Airblast cannot extinguish teammates
Airblast destroys projectiles
Changes:
-45% airblast cost
Has Afterburn again
Projectiles can be airblasted again
Airblasted projectiles aren't damage boosted.
Secondary Changes
(Shotguns)
Secondary Changes
For more info on new stats. Go to Multiclass, or Mechanic for the Bullet Stormer
The mentioned shotguns all suffer from an issue where they just encourage using the shotgun as a primary, rather than a secondary to fall back on. I'm still keeping stock as it is for newcomers, but these 3 Shotguns will all
Family Business
Crankenstein
Texas Ten Shot (Formerly the Bullet Stormer)
Changes:
Removed from Arsonist
To give Arsonist another combo-shotgun that's a lot more beginner friendly, and to give him another way to clap back at Trollpers.
Reserve Shooter
Changes:
Now Multiclass: Added to Arsonist
Added 20% faster holster speed on top of deploy
Visual: Added scrapped teamcolor model
Secondary Changes
Secondary Changes (all of these changes apply to unlockables)
All Flare Guns can now actually deal damage to the following:
Explosive Pumpkins
Buildings
Flare Guns now use the same hitboxes as Explosive projectiles (See lower image).
(Credits to anonymous TC2 sourcecode holders for showing me how the hitboxes look, no it's not Krosh.)
The Flare Gun is, despite how much I love it as a concept, kind of anemic and hard to get into for newcomers. One major issue they suffer from is making Arsonist, the guy who's already useless against buildings, more useless against buildings.
The two new stats should make the Flare Gun generally a lot more easier to get into for newcomers, as well as make it.. marginally better against buildings.
The Detonator is a weapon that is great. For exactly the wrong reason. Let's be real, has anyone ever used this thing for its detonation gimmick? It's always been used because of the fact that it has a blast jump that allows the Arsonist to basically do full on dive-bombs into the enemy team, or clear gaps that you are really not supposed to clear as an Arsonist.
This rework aims to make the Detonator, purpose-wise, a lot more faithful to what the original TF2 version was meant to do, which is to do a more precisely-timed input to get more damage.
Detonator
Compared to Flare Gun:
Detonated flares minicrit vs burning players
Undetonated flares do not set enemies on fire
Detonation crits are subject to splash damage falloff
15% slower projectile speed
Alt-Fire: Detonate flare to set all enemies nearby the flare on fire. Detonated flares do +50% damage
This weapon will reload when not active
+50% damage bonus
Mini-crit vs burning players
Alt-Fire: Detonate flare
This weapon will reload when not active
Changes:
Unlisted: Increased splash range for detonation
Unlisted: Reduced self-damage by 15%
Undetonated flares do not set enemies on fire
Reduced Damage Bonus
Unlisted: You need to actually detonate flares to flare jump, sucker.
Unlisted: Reduced push force by 35%
Stats are now compared to the flare gun
Melee Changes
Stock Melee Changes
Swinging at the air with the Fire Extinguisher removes your own debuffs
Alt-Fire: Spray stuff with your extinguisher to Extinguish, remove debuffs from teammates for 50 HP and reflect projectiles (not damage boosted)
25% more ammo from packs.
Can no longer un-debuff teammates by just hitting them.
The self-extinguish has been added to make the Fire Extinguisher have an actual purpose, as Airblast has been buffed to do what it does already. The alt-fire exists also to give it a role in Medieval mode.
The 25% more ammo from packs has been added because, genuinely I have no idea how to make this thing more useful beyond this stat.
Something to increase the mobility of the weapon, and also ensure that comboing will at least kill a light class, whilst reducing the annoyance factor of missing.
Energy Transfer
(Formerly the Thousand Degree Axe)
When weapon is active:
Mini-crits and extinguishes burning targets
Damage increases based on remaining afterburn duration
Killing burning players grants a speed boost
-25% damage penalty
On Miss: Hit yourself and extinguish one enemy you set on fire
This weapon deploys and holsters 25% slower
25% more knockback vulnerability
Wearer takes 50% less self damage if an enemy is already ablaze.
When weapon is active:
Mini-crits and extinguishes burning targets
Damage increases based on remaining afterburn duration
Killing burning players grant a speed boost
-25% damage penalty
On Miss: Hit yourself and extinguish all enemies
This weapon deploys and holsters 35% slower
25% more knockback vulnerability
Changes:
Hitting yourself extinguishes only one enemy now. Wearer takes 50% less self damage if an enemy is already ablaze.
(Unlisted: Changed damage range to 100-150)