General Changes
Changed Selection Layout
PICK: Flanker, Agent, Marksman
POWER: Annihilator, Trooper, Brute
SUPPORT: Mechanic, Arsonist, Doctor
Reasoning/Notes: Annihilator? A pick class? Seriously?
Damage-dealing debuffs (such as afterburn/bleed) now affect damage-affected meters.
Reasoning/Notes: Can allow you to recharge things such as the Baby Face's Blaster's boost by hitting a Shuriken/Bauble on someone.
“Arrow” Projectiles such as Crossbow bolts, Huntsman arrows, and Flares (dont ask.) can be airblasted
Reasoning/Notes: Something to make those crossbow Doctors and Huntsmen think twice about whenever they're engaging in combat with an Arsonist, obviously isn't going to be the easiest thing to time.
Vs. Bosses Changes
Boss damage reverted to pre-TUPAC. Does not apply when there’s multiple bosses at once.
Reasoning/Notes: Bosses post-TUPAC are unbelievably anemic, I am of the personal belief that bosses being able to 1-tap you actually was a good thing, and made the gameplay of VSB more engaging and suspensful.
All shotguns now use the TF2 spread pattern (rectangular with 2 pellets in the center)
Changes
Added to Arsonist to increase Arsonist's shotgun variety. Added some additional stats from the Old Abe
Model replaced with this abomination for now because the guy who made the OG reserve shooter's a paedophile :skull:
Surface-to-Air Buckshot
(Formerly the Reserve Shooter)
Mini-crits targets launched airborne by
explosions
35% faster firing speed while airborne
This weapon deploys and holsters 25% faster
15% more accurate
-34% clip size
-15% damage penalty
Mini-crits targets launched airborne by
explosions
This weapon deploys 20% faster
20% more accurate
-34% clip size
-15% damage penalty
Changes:
Now Multiclass: Added to Arsonist
35% faster firing speed while airborne
Added 20% faster holster speed
Reduced accuracy
Visual: Replaced model with.. whatever this is.
Given the Deathblow has been moderately reworked to be not as bad at it used to be, and not as overpowered as it was way back in the day, I think adding it back is fine. Besides you're not gonna do crazy comboes as Mechanic anyway, right?
Clipsize penalty has been reduced to allow for more viability for Mechanic and Brute.
Deathblow
Changes:
Readded to Mechanic
Reduced Clipsize penalty from -50% to -34%
Clip now refills on building destruction
The Bullet Stormer is designed in such a way that you HAVE to use it over your Primary for any of the other classes. Also, a rework has been done to it in GOOSE that would fit Mechanic a lot more..
Texas Ten Shot
(Formerly the Bullet-stormer)
Clip size increased on kill (up to +4)
+60% bullets per shot
20% slower firing speed
-35% damage penalty
Alt-fire: Shoot 2 shots at once.
While alt-firing, deals increased knockback to self.
Subjective Change. The older model was a lot more detailed than the current one, and didn't look oddly shiny.
Removed from Arsonist because it encouraged too much shotgun usage over a balanced loadout.
Family Business
Changes:
Model reverted
Removed from Arsonist
The Conventional is quite a point of contention among those who've used its earlier form. With some preferring the old form over its current one, and some preferring the new one.
As a "best of both worlds" sort of deal, it's been split into two weapons.of differing Function
The Sprayer
(SMG half, Flanker only)
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.
The Conventional
(Pistol half, Mechanic-only)
50% accuracy bonus
-30% damage penalty
-16% clip size
-16% max secondary ammo on wearer
This weapon is unaffected by damage falloff and rampup.
Ignores damage resistances, and vulnerabilities
Changes:
Split into two items.
The SMG (called the Sprayer) functions similarly to the current Conventional, and is for Flanker only.
The Beretta (called the Conventional) functions similarly to the original concept of the Conventional, and is for Mechanic only.
Hot take. Having a stat that specifically exists as a "screw you" to one class is kind of a dumb way to design a weapon. Also, fixed the Haiku from the TF2 version's description to actually follow the 5/7/5 syllable format.
The Damage Vulnerability I'd imagine is also exceptionally annoying to have, because of how it makes weapons like the Pistol basically nuke you.
Katana
This weapon has a large melee range
and deploys and holsters slower
Gain 35% of base health on kill which overheals
On Hit: Instantly kill enemies who are
also wielding this weapon
Honorbound: Once drawn sheathing
deals 25 damage to yourself unless it kills.
+10% damage vulnerability on wearer
Troopers and Anni's
Both can duel with katanas
For a one-hit kill
This weapon has a large melee range
and deploys and holsters slower
Gain 50% of base health (25% for Annihilator) on kill which overheals
On Hit: Instantly kill enemies who are
also wielding this weapon
Honorbound: Once drawn sheathing
deals 25 damage to yourself unless it kills.
+25% damage vulnerability on wearer
Changes:
Reduced Damage Vulnerability
Changed the class dependent health gain to a flat 35% across both Trooper and Annihilator.
The. Crankenstein. Sucks. The reason it's bad is simply due to how unpredictable the spread increase can be, and how hard to control it is.
This slight buff should retain the gimmick this weapon tries to accomplish, while also not being total garbage.
Crankenstein
This weapon deploys 50% faster
+25% faster firing speed
50% faster reload time
Hold fire to load up to 4 shells
50% firing speed increase once wearer is >60% HP.
10% less accurate
A further 20% accuracy reduction is applied once wearer is >40% HP.
This weapon deploys 50% faster
+15% faster firing speed
50% faster reload time
Hold fire to load up to 4 shells
Fire rate increases as health decreases
Weapon spread increases as health decreases
Changes:
Increased base firerate.
Replaced gradual spread decrease with a flat decrease once wearer is >40% HP.
Replaced gradual firerate increase with a flat increase once wearer is >60% HP.
Removed from Arsonist
A feedback suggestion. This slight touch-up means that per rocket jump, you will be dealt around 15 self damage, which is still less than the 18 you get dealt in normal TC2.
The fall damage resistance has been removed to allow the mantreadst to compete with this.
Gunboats
Changes:
Reduced blast damage resistance to 50%
Fall damage resistance remved.