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Class upgrades
Alexander Akulich edited this page Jul 10, 2024
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12 revisions
- Mercenary bombs do not damage the owner anymore
- In air gun ammo regeneration now works for 12 seconds (it works only for 4 seconds normally)
- Mercenary grenades explodes automatically on contact
- The bombs maximum charge increased to 150%
- And also the gun ammo regeneration speed increased by 25%
- The shotgun spread and bullets number increased (from 7 to 11)
- The pistol ammo regeneration speed increased by 50%
- The shotgun ammo regeneration speed increased by 33%
- The healing grenade launcher replaced with new Medi Hose
- The flag now gives extra HP and Armor for teammates (boost from '+1 HP +4 Armor' to '+2 HP +5 Armor')
- The Hero receives 1 extra turret per flag (boost from 1 to 2)
- The Hero can carry an extra pair of turrets (turrets limit boost from 2 to 4)
- All weapons reload and ammo regeneration speed increased by 20%
- An armor upgrade: "Full armor" now means 20 hit points (so the total HP is 30)
- Ninja slash releases the hooks
- Flash grenade area increased to 150% (the effective radius changed from 8 to 10)
Note
25% bigger radius gives 50% bigger area:
- R=8, S=201 tiles
- R=10, S=314 tiles
- Allows to do two slashes in a combo!
Note
If this ninja attack happens after ReloadInterval * 2, then this reload 'll take only 0.2s.
Default reload interval is 0.8 sec.
IOW, if the previous "reduced" reload happened 1.6+s ago then this reload 'll take only 0.2s.
It lets a ninja to e.g. slash forth and back in about 0.3s.
- The laser rifle reload and ammo regeneration speed increased by 20%
- The laser rifle range increased by 50%
- The laser now pierces the targets
- The damage in locked position increased to
40
hit points (boost from normal 30 damage hit points)
Note
The 'going-through' damage calculated like this: DamageRemaining = (IncomingDamage - TotalHP) / 2
E.g. if you hit three Bats (10HP) from a locked position, then the first Bat takes full damage, the second takes an half of remaining, etc. In other words:
- InitialDamage =
40
(40 damage points 'applied' to the first bat) - DamageRemaining1 =
(40 - 10) / 2 = 15
- DamageRemaining2 =
(15 - 10) / 2 = 2.5
Outcome: the first bat is killed, the second bat is killed, the third bat lost 2 or 3 HP (random with 50% chances).
- The laser rifle reload and ammo regeneration speed increased by 30%
- The teleport gun does not hurt the scientist anymore
- The teleport gun places in and out portals for 5 seconds
Note
- The portal works once per character
- The portal works only for Humans
- After 5 seconds the portals explode like scientist mines (with the same damage)
- The shotgun now fires more bullets per shot (from 3 to 5)
- The mines now have more charges (8 to 12; in normal games the mine has 12 charges)
- The hammer now covers teammates and makes them hidden from the Infected for 10 seconds
Note
- The bio hammer hit starts 3 seconds 'fading' of the hit teammate.
- Any use of a weapon breaks the cover
- Any close contact with infected breaks the cover
- Hook of an Infected breaks the cover
- The laser rifle ammo regeneration speed increased by 25%
- The grenades regeneration speed increased by 50%
- The laser rifle now has shock-explosive ammo (the explosion applies 0.3 sec of slow motion effect and deals 3 damage to the targets in radius of 1.5 tiles).