Base Changes
Increased gain of Arsonist's voice lines by 5db
Artificial Intelligence - Arsonist cannot be scared by Boss rages
That boy is too quiet LET HIM SPEAK UP.
Primary Changes
Primary Changes (all of these changes apply to unlockables)
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 .1 seconds.
Afterburn damage increased by 1
Airblast can no longer go through walls
Airblast now actually reflects projectiles rather than duplicating and changing team affiliation of them
Damage increased by 33%
Airblast bypasses Boss Weighdown
Airblast rage-on-hit effect reduced to +3%
Airblast is more or less Arsonist's defining mechanic across all weapons (except that one), so the goal here was to make it a bit more versatile as a supportive tool. Flamethrowers also consume ammo slightly slower and deal 1 more point of tick damage on afterburn, to make Arsonist a little more deadly.
The Interceptor for far too long has been more or less a straight upgrade to stock. Make it airblast worse, cool!
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
Let this thing shred buildings, man, why is that not a thing?
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
-50% slower firing speed on Alt-Fire
Airblasting uses up 5 units of ammo.
Does not benefit from base damage bonus
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:
Deals 300% damage to buildings
Airblasting uses up 5 units of ammo instead of 3
Added paint-ability
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
+25% 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
Visual: Model now uses previous flamethrower model.
Making the Phlog a bit less completley useless when out of crits without also setting up the typical pyro combos that this thing would thrive with due to all damage filling the meter.
Prototype W-M1
(Formerly the Phlogistinator)
Build 'Overclock' by dealing damage
Taunt on full Overclock to gain
crits for several seconds.
-25% airblast cost
Aftershock does not build up Overclock.
Halved Aftershock damage
Airblast destroys projectiles instead of reflecting them, and does not push enemies
Aftershock replaces Afterburn, an effect that does not consider enemies to be burning but can stack with Afterburn.
"part 4 - kill everyone"
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:
-25% airblast cost
Has Afterburn again, albeit nerfed
Renamed Energy to Overclock
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
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
(Flare guns)
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 (Rockets and Grenades).
Deal double damage to burning Bosses (180 on a critical hit)
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
Self damage reduced by 50%
+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
Alt-Fire: Use the extinguisher properly, creating a cone that functions similarly to Airblast (which can push back enemies and remove all ally debuffs, but does not reflect projectiles). Can also effect yourself.
25% more ammo from packs.
Can no longer un-debuff teammates by just hitting them.
Unlisted: Extinguish re-pressurization rate is 100% slower compared to Airblast
Added paintability
Rewored to more properly extinguish your teammates instead of... smachking them upside the head with a fire extinguisher? Also allows you to cleanse your OWN debuffs and push people around, because why not
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 for half the damage. Duncebot.
This weapon deploys and holsters 25% slower
25% more knockback vulnerability
On burning boss hit: Gain 33% of your base health that can Overheal
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 no longer extinguishes an enemy
Deploy and holster speed increased
(Unlisted: Changed damage range to 100-150)