3.4.1.3 Changelog
This Tuesday update has been applied to the US server. It includes two weapon reworks, one added weapon, and some bug fixes and balance changes.
BUG FIXES
> Fixed the Direct Hit dealing 25% more damage vs players than intended
> Fixed the Warrior’s Spirit dealing less self-damage than intended
> Fixed Marx generating mini skeletons when defeated by the Bio Breaker
> Fixed the Ullapool Caber always critting during any charge
> The Ullapool Caber’s vanilla bug preventing it from dealing minicrit damage is still present.
General
> Reworked two existing custom weapons, the Pseudonailgun and Hypodermic Injector. These weapons will be restricted to Donator-only for one week, similarly to the Melf’s Magic Poison was when we reworked it to spawn skeletons last update. Feel free to play with that while you wait, if you’re not a donator!
> Re-added and reworked a previously removed custom weapon, the French Resolution! This will also be donator-only for 1 week.
> Happy Smissmas! We’re going to be switching to a selection of mostly wintry and festive maps until January, including those Valve added this year, and some workshop maps of our own choosing!
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Lunchbox Consumables
+ Removed “Reduced recharge gained from HP packs to match the % of health they restore (20% for Small, 50% for medium)”
> This change was initially made to control how Heavy could turn even small healthpacks into considerable health sources, but ultimately removed a dimension of thought from Heavy’s gameplay, made him burdensome on his team, and forced Heavies to stand around waiting for healthpacks to spawn; Something that Sandviches are supposed to prevent.
> Craft Co. (Custom Changes)
> Pseudonailgun (REWORK!)
= This weapon behaves like the Syringe Gun
+ Movement while active charges POWER, increasing firerate up to +50%. POWER decays 20% per second when not charging, and by 10% per shot
- -10% movespeed on user
- -37.5% clipsize
- -33% reserve ammo
> The Pseudonailgun has never felt like it lived up to its name or interested players, despite its power. This retooled version is less straight-up powerful but an effective harass tool that stores raw DPS in short lulls of combat to go in for kills.
> Landlubber’s Landmine
+ Increased charge recharged for every enemy hit by the explosion from 10% to 20%
+ Base explosion damage increased from 10 to 20
+ Reduced explosive damage to self from this weapon from 50% to 25%
> In close ranges, the Landmine was dealing inferior damage over normal shields, and the self-damage would prevent Demo from utilizing the recharge on hit, as he would often die before it fully recharged.
> Crate Smasher
+ Increased damage from 40% to 50%
+ Increased maximum damage cap from 90 to 100
+ Increased firerate from -25% to -15%
- Decreased lifesteal from 70% to 50%
> This weapon continues to struggle to find purpose. While we will likely rework it entirely later, its stats could use a bump in the meantime.
> Hypodermic Injector (REWORK!)
+ On hit, mark 1 target for death for 15 seconds
+ Minicrits convert into crits
- -20% damage
- -50% damage when user is below half health
- +50% melee damage vulnerability while active
> In its previous state, the Injector stored crits on medigun assists with little counterplay, making it very unpopular to fight against, as it often surprised and instantly killed combat classes looking for medic picks. While still filling a similar damage role, it is now more reliant on the medic’s positioning and planning than his pocket’s proficiency, allowing him to near-guarantee an enemy’s death when reaching them, but putting himself at extreme risk to do so.
> French Resolution (NEW!)
+ Shots pierce all players
+ On hit, mark 1 target for death for 15 seconds
+ On kill, drop a small health pack
- -83% clipsize
> Previously, this weapon was on the server and only regained health on hit but had a much slower reload. Now it’s an effective support tool for Spies who can’t confidently reach stabs but want to help in fights, or make use of lone, weak enemies to regain health.
> On a technical note, the Mark-For-Death marks each player hit in a piercing shot in sequence, but ultimately only marks the furthest player hit. Repeated piercing shots will resultingly be unable to minicrit off of the Mark.