ᴰᴳᴺ Church of KFC
DARKLY Regular
SMISSMAS 2k14!!!! HOLY SH*T! THE EPIC THAT HAS BEEN UNLEASHED IS SO GREAT.
This made up for the sorta crappy EOTL update, by a landslide!
F*CKING FESTIVES ARE GREAT! AND THE COSMETICS! YESSSSS!
Anyway though, more importantly.... New weapons! There are ups and downs to this update. Here is all of what you need to know about the new weapons, new gamemode, and.... well... R.I.P Demoman.
Yes, ladies and mentlegen, that's right. They nerfed the demoman. Greatly. Here is the update's demonerf:
This made up for the sorta crappy EOTL update, by a landslide!
F*CKING FESTIVES ARE GREAT! AND THE COSMETICS! YESSSSS!
Anyway though, more importantly.... New weapons! There are ups and downs to this update. Here is all of what you need to know about the new weapons, new gamemode, and.... well... R.I.P Demoman.
Yes, ladies and mentlegen, that's right. They nerfed the demoman. Greatly. Here is the update's demonerf:
- Damage variance on grenades and stickybombs reduced from +/-10% damage to +/-2%.
- Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
- Direct hit grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the target's feet.
- Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius.
- Stickybombs now have a more visible trail while traveling through the air
- Stickybombs arm particle is slightly more visible
- Double donk explosive damage now deal full radius damage to victims. Previously double donk explosive damage was reduced by radius distance from the explosion.
- Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch.
- Changes to base grenade damage variance now ensure the Loch-n-Load does not exceed 124 damage on a single hit
- Removed +25% self-damage penalty
- Added -25% radius penalty
- Changed clipsize penality to -25% (3 grenades per clip) from -50% (2 grenades per clip)
- Loch-n-load grenades no longer visually tumble when fired
- Added +25% Demoman Charge meter on charge kill
- Added Penalty: Taking damage while shield charging reduces remaining charging time
- Kills while charging now only add 75% meter on charge kills instead of 100%
- It is now slightly easier to do sticky jumps with the Scottish Resistance. Increased range check for stickybomb jumping to sticky damage radius of 146 from 100.
- Movement speed penalty now only applies when weapon is active
- Added +25% Demoman Charge meter on charge kill
Well, it's not that bad. For swords and shields that is. But.... the loch 'n' load... sticky bomb launcher.... WHY?!
Alas, all is not loss. Lets take a look at the two new demo items:
"The Iron Bomber"
Level 1 Grenade Launcher
Grenades have very little bounce and roll.
-10% damadge on grenades that explode on timer.
-20% explosion radius
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"The Quickie-bomb Launcher"
Level 10 Stickybomb Launcher.
0.2 sec faster bomb arm time.
Able to destroy enemy stickybombs.
Max charge time decreased by 50%.
Stickybombs fizzle 2 seconds after deploying.
-15% damadge penalty.
-25% clip size.
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These new weapons seem okay, but.... they don't really make up for the "Loss" 'n' load. (R.I.Puns) I mean, how could they nerf it SO much?! It required a lot of skill to use, and was rewarding if you actually could be bothered to learn how to perfect your shots. But now, an extra grenade, and 124 health per shot? I just.... *sigh*
Well, the Demo is kinda screwed. But hey, new shotgun! (Not the festive one.)
"Panic Attack"
Level 1 Shotgun
34% faster reload speed.
Hold fire to load up to 4 shells.
Fire Rate increases as health decreases.
Weapon Spread increasese as health decreases.
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Similar to the Beggar's Bazooka, this fires multiple shots as it reloads. An interesting aspect for a shotgun. It looks like it has benefits the lower your health gets, which seems cool. Although you can get more shots out, it'll eat up your ammo, and you have to get up close to the enemy for it to do a lot of damadge. Very risky.
That's all for now. Join me again in Pt. 2 where we talk about the new Festives, and the new Cosmetics.
EDIT: Oops, forgot to add the new gamemode notes. Will do in pt. 3.