Demoman Nerf, new demo and pyro bots

Heavy Is GPS
PROJECT LEAD
November 18, 2023

Humans

  • Demoman
    • Primary and Secondary Weapons:
      • Removed:
        • Damage Bonus based on damage done
        • with how changes and damage has been changed in this mode, the demo no longer needs this additive buff on anything but his melee weapon
      • Changed:
        • Increased reload speed bonus from +20% to +30% faster
          • This is to compensate a little bit for the big loss of sustain damage with the above nerf
    • Iron Bomber:
      • Changed:
        • Increased projectile deviance from 3.5* to 5*
        • Increased reload time from 350% to 400% slower
        • Increased deploy time penalty from 150% to 200% slower

Robots

  • Bosses

    • Fixed bosses being able to cap
  • Big Joey & Kommisar Krit

    • Removed:
      • Cannot be backstabbed attribute
        • This was unintended and got activated by mistake during the automatic plugin to CFG update
  • Pyros with Airblast, except Astrobot

    • Added:
      • 425% higher airblast cost
        • This makes it so there is more counterplay to when robot pyros are holding chokes as they can just infinietely spam airblast with their infinte ammo
  • AstroBot

    • Added:
      • +300% higher airblast cost
  • Quickler

    • Added:
      • -75% slower reload speed

New Robots

  • FlyCharger

    • Role: Damage
    • Subrole: Melee
    • Class Demoknight
    • HP: 4000
    • Player Attributes:
      • "damage force reduction" "0.5"
      • "move speed penalty" "0.85"
      • "airblast vulnerability multiplier" "0.8"
      • "cancel falling damage" "1.0"
      • "charge impact damage increased" "1.5"
      • "rage giving scale" "0.85"
      • "head scale" "0.85"
      • "Shield Charge Speed" "550"
    • Weapons
      • Ability
        • Can charge in any direction in the air
      • Chargin'Targe
        • Attributes
          • "dmg taken from fire reduced" "1.0"
          • "dmg taken from blast reduced" "1.0"
          • "major increased jump height" "1.5"
      • Claidheamohr
        • Attributes
          • "killstreak tier" "1.0"
          • "charge time increased" "2.0"
          • "damage bonus" "1.25"
          • "fire rate bonus" "0.9"
          • "charge recharge rate increased" "2.0"
          • "full charge turn control" "50.0"
          • "dmg penalty vs buildings" "0.8"
    • RC Cost: 2
    • Designed by: HiGPS
  • ZipBomb

    • Role: Damage
    • Subrole: Grenades
    • Class Demoknight
    • HP: 3500
    • Player Attributes:
      • "damage force reduction" "0.5"
      • "move speed penalty" "1.1"
      • "airblast vulnerability multiplier" "0.8"
      • "cancel falling damage" "1.0"
      • "charge impact damage increased" "1.5"
      • "ammo regen" "100.0"
      • "rage giving scale" "0.85"
    • Weapons
      • Ullapool Caber
        • Attributes
          • "dmg penalty vs players" "0.8"
          • "dmg penalty vs buildings" "0.8"
          • "fire rate penalty" "0.9"
          • "Caber Refills on Hit"
    • RC Cost: 1
    • Designed by: [Kappy] (https://steamcommunity.com/id/Meeppero/)HiGPS
  • HeatSink

    • Role: Damage
    • Subrole: Flames
    • Class Pyro
    • HP: 3500
    • Player Attributes:
      • "ammo regen" "100.0"
      • "move speed penalty" "0.9"
      • "damage force reduction" "0.5"
      • "airblast vulnerability multiplier" "0.8"
      • "cancel falling damage" "1.0"
      • "override footstep sound set" "6.0"
      • "rage giving scale" "0.85"
      • "override footstep sound set" "2.0"
      • "head scale" "0.75"
    • Weapons
      • Hot Hand
        • Attributes
          • dmg penalty vs players" "1.35"
          • "Set DamageType Ignite" "3.0"
          • "minicrit vs burning player" "1.0"
          • "dmg penalty vs buildings" "0.8"
    • RC Cost: 1
    • Designed by: [Kappy] (https://steamcommunity.com/id/Meeppero/)HiGPS

Backend

  • Low & High Power adjustments

    • Fixed damage ratio changes sometimes displaying the incorrect values.
      • like -200% and so on.
    • Added a new math formula to better scale the damage when balance is off
      • This makes it so that the damage scaling is no longer linear but exponential, which should play better in all player counts
  • Custom Attribute

    • Fire Ring Attribute

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