Humans
- Demoman
- All Grenade Launchers
- Removed:
- Bonus damage based of enemy current health
- Added:
- 1% Bonus damage based off robot missing health
- This means demoman will deal more damage the lower health a target has, and also deal additional damage if that robot has a large maxhealth, like a tank or a heavy. While only dealing moderate damage bonus to robots with less health. The goal is to make Demoman an option to counter stacking of high HP compositions. The sticky bomb launcher still mains the bonus damage based off of current health, meaning it is better vs high health targets
- 1% Bonus damage based off robot missing health
- Removed:
- All Grenade Launchers
Robots
-
Survivor
- Added:
- 5 HP regen gain on level 3
- Changed:
- Reduced base XP from 100 to 75
- Self damage invulnerability
- Survivor sucked at surviving, where being alive in melee range to deal enough damage to level up to snowball stronger never really happened, combined with the starting projectiles also hurting yourself and no way to self sustain made this robot quite weak
- Added:
-
Solarlight, Phasebomber, Robo-Knight
- Removed:
- Fire and explosive resist on shield
- Other paid demoknights with shields had this removed, this was just forgotten to be changed
- Fire and explosive resist on shield
- Removed:
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Robo-Knight
- Changed:
- Reduced health scaling per player from 100 to 25
- Reduced damage bonus from +25% to +10%
- Removed:
- 10% faster swing speed
- This robot offered very little counter play to be picked given the mobility and damage burst output. Lowering the damage ensures that a medic dies in 3 swings instead of 2. This change is give human medics more chances to escape or fight back. A shield mini-crit swing and normal swing will still two shot a medic, meaning now you have to land a charge to guarantee a two or one hit kill. Given how the other melee robots don't really compare the health was reduced to compensate for the mobility it has compared to the other options.
- Changed:
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-
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