3.4.0.2 Changelog

This Thursday update has been applied to both the US and EU servers. It includes a handful of weapon fixes as well as dozens of interesting balance tweaks to push some things around and hopefully better position the balancing on some problematic weapons!

BUG FIXES

> Fixed an unintentional interaction between the Conniver’s Kunai and Booster Shot that infinitely generated overheal for the Spy

> Fixed the Ambassador’s damage and firing speed being unintentionally reverted to vanilla

> Fixed the Crate Smasher’s lifesteal not functioning

> Fixed the Beggar’s Bazooka losing it’s firerate bonus with the Buff Banner equipped

> Fixed the Invis Watch having a shorter Cloak meter than it should

> Fixed the Crocketeer’s Cloak not properly resisting fall damage

> Fixed the Bio-Breaker movement speed bonus while spun-up not functioning

> Fixed the Solemn Vow’s firerate being higher than intended

GENERAL

> Removed the plugin that slayed players who entered enemy spawns

> This was causing more issues than it solved.

> Increased AFK Manager kick time from 360s to 420s

> Increased Scout class limit from 2 to 3

> Decreased Engineer class limit from 3 to 2

> Decreased Medic class limit from 3 to 2

> Added cp_sulfur Created by Freyja, it’s a steel-style cp map with a koth final point set in a secret Japanese hot spring. A great way to cool off!

> Removed plr_pipeline from map rotation to keep map selection refreshing

BALANCE CHANGES

> Mann Co. (Vanilla Changes)

> Scorch Shot

+ Reverted explosion radius to vanilla (from 73Hu to 110Hu)

+ Reduced projectile speed penalty from -25% to -15%

> Currently, the Scorch Shot was not performing well in the server, especially in comparison to the Detonator, so we’re going to bump it’s numbers closer to vanilla and see how that goes

> Dalokohs Bar

= Changed health regeneration from 5-20/s to 10/s

+ Increased duration from 10s to 20s

> Overdose

+ Increased movement speed bonus from +10% to +20%

> Blutsauger

+ Increased health gained on hit from +2 to +3

- Added “-2 health regenerated per second on wearer”

> Sydney Sleeper

+ Added “This weapon holsters 30% faster”

> We as a team agreed the Sydney Sleeper was falling behind the other choices, so this addition is an experiment to see if we can nudge the Sleeper into a more creative role of applying Jarate and quick switching to a secondary (or melee!) to follow-up! Let us know how this change feels.

> Craft Co. (Custom Changes)

> Armored Core

+ Increased reload speed bonus for shotguns from +15% to +20%

+ Added “+15% movement speed on wearer”

- Decreased firing speed bonus for shotguns from +25% to +20%

> We felt that while the Armored Core was performing too well with it’s previous +33% movespeed, it didn’t perform well enough by removing it, so we’re settling on a middleground for now

> Blitzstorm

= Raised spawning location of health packs by Übercharge above the user’s head

> This change will cause the health packs to spread out more once they land

+ Added “Übercharge can be activated while holstered”

> Swifty Swiper

+ Removed “-30% metal gained from transferred metal”

> The Swifty Swiper was under-performing in normal gameplay usefulness so hopefully removing this downside will encourage more sensible use!

> Masterkey

+ Increased health regeneration from 1/s to 1-4/s

+ Added “Guaranteed 5 metal regenerated every 5 seconds on wearer”

- Removed “+10% metal from all metal sources on wearer”

> The Masterkey’s “1 HP regenerated every second” felt fairly uneventful as a stat so replacing it with a ramping 1-4 HP will hopefully make a meaningful difference

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3.4.0.3 Changelog

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3.4.0.1 Changelog