Base Changes
No Stat Changes
Primary Changes
Renamed the Lever Shotgun to "Hex Shot"
The Lupara DB's accuracy reduction feels kind of overkill especially paired with the falloff penalty, so to lessen the harshness, I removed the accuracy penalty.
Lupara DB
+50% faster firing speed
Knockback on the target and shooter
-66% clip size
50% more damage falloff
This weapon reloads its entire clip at once
+50% faster firing speed
Knockback on the target and shooter
-66% clip size
20% less accurate
This weapon reloads its entire clip at once
Changes:
Removed accuracy penalty
Unbanned from Vs. Bosses
Hidden falloff penalty listed as a stat.
Playing Flanker without Double Jumps for an extended period of time is rather annoying. So it has been added back. However to not make this weapon do 210 damage bursts. It now has the exact same ramp-up as the regular Shotgun.
Carbonated Double-Tap
(Formerly the Soda Popper)
Compared to Lupara DB:
On Hit: Build Hype
No extra knockback on targets or the shooter.
Double Jumping consumes a bit of Hype.
25% less ramp up
When Hype is full, Alt-Fire to activate
Hype mode for multiple air jumps,
50% faster reload speed and full air control.
+50% faster firing speed
On Hit: Builds Hype
-66% clip size
No double jumps
When Hype is full, Alt-Fire to activate
Hype mode for multiple air jumps,
50% faster reload speed and full air control.
This weapon reloads its entire clip at once.
Changes:
Rephrased stats to be more in line with TC2’s new trend of “compared to ____”
Double Jumping re-added
25% less damage ramp up,
Added incentive to actually get kills from behind.
Perceptionist
100% mini-crits from behind
If enemy is killed from behind: 2 shells are reloaded
-10% Less Pellets
20% slower reload speed
100% mini-crits from behind
-10% less pellets
20% slower reload speed
Changes:
If enemy is killed from behind: 2 shells are reloaded
A complete rework to the weapon to make this weapon more than a "Family Business clone on the Flanker". Capturing objectives is better incentivized
Specialist
15% Faster Firing Speed
+1 capture rate on Wearer
While holding the intelligence briefcase or pushing the payload cart, a speed boost is given.
After Capturing/Defending an objective, a 2 second speed boost is given
-15% damage penalty
-50% max primary ammo on wearer
25% more knockback vulnerability
Wearer is marked for death upon picking up the intelligence briefcase
+15% faster firing speed
+15% clip size
+1 capture rate on wearer
-15% damage penalty
-15% max reserve ammo
25% more knockback vulnerability
Changes:
While holding the intelligence briefcase or pushing the payload cart, a speed boost is given.
After Capturing/Defending an objective, a 2 second speed boost is given
-50% max primary ammo on wearer
Wearer is marked for death upon picking up the intelligence briefcase
No more clipsize bonus.
Secondary Changes
Pistol Changes (Applies to pistols)
Reserve ammo increased from 36 to 48
Parity change to go with Mechanic nerf.
The Concealed Carry is a bit of an "ehh.." weapon. On one hand, when you're good at using it, it's really good. And when you're not that good at using it. It's complete garbage. This change has been done to mediate a little bit, now it's a slightly less egregiously overpowered unlock, and can compete with the other pistols for both low skill levels and higher skill levels now.
Concealed Carry
+20% faster firing speed
Overheal does not decay
On Kill: +30 health
On Kill: 80% of total damage dealt to enemy while alive is returned as health that can overheal
While equipped, can see the health of enemy players.
-33% clip size
-30% damage vs players with above 40% health.
No overheal from Doctors
+20% faster firing speed
Overheal does not decay
On Kill: +63 health
Health gained on kill can overheal
-30% damage penalty
No overheal from Doctors
Changes:
Replaced Damage penalty with a health-based damage penalty.
Reworked health gaining system.
Added clipsize penalty
The Conventional is generally treated as more of a Spray n' Pray SMG than a Pistol among those who use it. So here it's been turned into exactly that.
Think of it like a "Second Primary" for the Flanker.
Sprayer
(Formerly the Conventional)
Compared to MAC-10:
150% rampup bonus
+20% faster firing speed
+66% more primary ammo on wearer
-20% less accurate
-25% clip size
20% slower deploy speed.
+25% clip size
+20% faster firing speed
(Flanker) +66% more secondary ammo on wearer
-25% less accurate
-20% damage penalty
Changes:
Based on MAC-10
Split into two weapons (Sprayer is the post-Total Anarchy version, the "Conventional" is the "old school" version)
Merged partially with the Super Sneakers.
Winger
+25% damage bonus
25% Accuracy bonus
+35% greater jump height when secondary or melee is active
+125% Air Control
-33% clip size
25% more knockback vulnerability
+15% damage bonus
+35% greater jump height when secondary
or melee is active
-50% clip size
Changes:
25% Accuracy bonus
+125% Air Control
Clip size increased
Damage increased
25% more knockback vulnerability
(Unlisted: Removed the Purple Smoke when double jumping.)
Some extra stats to distinguish this item frmo the winger.
Super Sneakers
Full Air Control
+35% greater jump height on wearer
Wearer takes no fall damage
Wearer deals 3x stomp damage
30% increased knockback on wearer
+250% air control on wearer
+50% greater jump height on wearer
Wearer deals 3x stomp damage
Changes:
Changed "+250% air control" to full air control.
Wearer takes no fall damage.
Reduced jump height, now on par with the Winger
Wearer takes increased knockback.
Now the default Flanker secondary in medieval.
To make the new Summer FM Bauble and Shuriken combo easier.
Six-Point Shuriken
(Unchanged)
Changes:
(Unlisted) Changed to use the same hitboxes the Wrap Assassin bauble has.
(Unlisted) Uses the same projectile speed as the Wrap Assassin Bauble.
Melee Changes
Stock Melee Changes (Carried over from reskins)
Stock now uses the Holy Mackerel's "Hit counting" Mechanic.
To make the stock more on par with Holy Mackerel.
TBA
Atomizer
Changes:
Added back the airborne minicrits stat.
Now uses the Cow Mangler Disintegration effect on successful crit/minicrit boosted kill
The Wooden Sword suffers from an issue of "why even use it if your stock kit can do its job faster anyway"
Why sneak up on an enemy and mark them, when you can just 3-tap them yourself? And even if you mark them, you are still putting yourself at risk by NOT having your shotgun out.
This buff seeks to remedy this by making the Mark STAY after you die, therefore allowing your team to clean up the enemies for you post-mortem.
Balsa Beater
(Formerly the Wooden Sword)
Crits whenever it would normally mini-
crit
On Hit: One target at a time is
marked for death, causing all damage
taken to be mini-crits
This weapon deploys and holsters 35% faster
This weapon has a large melee range
-75% damage penalty
Mark for death lasts 10 seconds
Crits whenever it would normally mini-
crit
On Hit: One target at a time is
marked for death, causing all damage
taken to be mini-crits
This weapon deploys and holsters 35% faster
-75% damage penalty
Mark for death lasts 15 seconds
Changes:
This weapon has a large melee range
Reduced Mark duration
Sandman
&
Wrap Assassin
Changes:
Unlisted: Projectile speed is identical to Grenade Launchers pre-Summer FM.
(Sandman): Reverted the debuff to simply being a slowdown effect
The Sandman ball's concussion blast is honestly a whole lot more annoying and disorienting than the slowdown it gave, in my opinion. Slower proj speed should also make it less instant-hitty.