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 (Crossbow bolts, Huntsman arrows) 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: This is going to get changed. The previous owner was kinda whatever on VSB as a gamemode, but i have a LOT to say about it.
All shotguns now use the TF2 spread pattern (rectangular with 2 pellets in the center)
Changes
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
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.
Family Business
Changes:
Model reverted
The Conventional is a really odd pistol in it's current state that doesn't really do much. It already functions rather similarly to how SMGs do, down to firing rate stats and whatnot, so why not lean into it?
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.
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.
Caledfwlch
(Formerly the Katana)
This weapon has a large melee range
and deploys and holsters slower
On Hit: Instantly kill enemies who are
also wielding this weapon
Alt-fire: Briefly enter reflect stance - Bullet and melee damage from the front is blocked, projectiles are reflected with wild inaccuracy
Successful reflects refresh duration for as long as Alt-fire is held
Honorbound: Once drawn sheathing
deals 25 damage to yourself unless it kills.
-25% slower swing speed
Taking it in stride
Caled wielders duel with swords
For a one-hit kill
Unlisted:
Cannot turn or move while reflecting
Reflecting has a 10 second cooldown
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:
Replaced damage vulnerability with swing speed
Replaced health gain mechanic with... something else, alright
Since the Black Death is being removed, it's reskin is being replaced with one for the Caledfwlch.
Genuine sord...
(Formerly the Darkness)
Reskin for the Caledfwlch
Replaces the Darkness for whoever had it
"Sells for one Zillion Boonbucks. You're fairly sure neither of those are real things."
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 mantreads to compete with this.
Gunboats
Changes:
Reduced blast damage resistance to 50%
Fall damage resistance remved.
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