Alright, this is going to take a while to write, but here is your TLDR of Day 4 Updates!
I'll be doing this based on class, so bear scroll to what you want to see.
SCOUT-
Sandman-
No longer stuns, but slows, max range balls deal 50% inc damage from 15, distance travel required to trigger full effect reduced by 20%, ball regen doubled (regens faster)
Bonk-
Damage you take turing the effect slows you afterwards based on the damage that would be taken, -25% to -50%
Pocket Pistol-
Heal on hit increased from 5 to 7, 3 less bullets per clip, 15% fire speed
CritACola-
Now adds marked for death for 5 sec for each attack (not additive), removed speed bonus & damage taken bonus & marked for death when effect expires
Atomizer-
Can only T-jump while deployed, no more self damage & attack speed penalty,
airborne melee atk minicrit, 50% deploy penalty, reduced dmg to players from 20 to 15%
Guillotine-
Removed crit on stunned & minicrit on long range, now long range reduced recharge by 1.5 seconds
SOLDIER-
Base Jumper-
less air control, can't redeploy until landing on ground
Mantreads-
Airblast now affects 75% less, 200% aircontrol while RJing
Mangler-
Crits from kritzkreig are now minicrits
Bison-
Back to original one, 20 damage per hit, can hit multiple times, and faster projectile
PYRO-
Added Dragon's Fury-
Shared ammo for primary & alt fire,
Primary fire is a fast moving projectile (w/ limited range) that deals 25 dmg and lights on fire, 300% bonus to burning, returns 50% of ammo used if hit. Airblast(altfire) -50% repressurization rate on alt fire.
Thermal Thruster-
Short duration blast where pyro is aiming, 3x fall damage, 1.1 second switch time.
Gas Passer-
Leaves cloud behind and coats players, if player gets hit, 10 seconds of afterburn
Slap Attack-
Speed boost on hit, -20% dmg
Flamethrower-
New Particles, More consistent
Airblast-
Airblast at feet now works, airblast is like a spring now, moving to pyro fast makes stronger spring, same way other way around.
Afterburn-
Afterburn duration based off how long player has been in flames. (min 3 sec, max 10)
Per tick damage from 3 to ß
Flareguns apply 7.5 sec afterburn (still same damage from before due to increase of afterburn damage)
Reduces healing/shields by 20%
DEMO-
Claidheamh Mor-
reverted to old version, no more health on kill, +.5 s charge duration
HEAVY-
All Miniguns-
1 s damage/accuracy penalty applies for spinup, not firing time.
GRU-
-10HP/sec while active, this is regenerated back while holstered. Removed marked for death and damage penalty
Eviction Notice-
-5HP/sec, also regens back
removed damage penalty
Fists of Steel-
40% overheal reduction when active&40% healing rate penalty rate
Banana-
Restores 200 health, small healthpack on drop, regens after 10 seconds
ENGINEER-
Rescue ranger-
Costs metal for repairing now, 60 health for 15 metal
When hitting buildings with wrench, amount of metal applied for upgrading is doubled during setup time
MEDIC-
Vitasaw-
Added organs - hitting a player drops organs and you take, each organ taken saves 15% uber once the medic dies, up to 60%
Crossbow-
Ubercharge gain from healing is 1/3 effective when 1-10 sec out of combat, back to normal over 10-15 sec
SNIPER-
Darwins-
Afterburn immunity, +50% fire resis, no more bullet resis or bonus health
Razorback-
No more overheal, shield regens after 30 s
SPY-
Ambassador-
Headshot damage now has damage falloff, headshots beyond 1200 world units no longer crits
DR-
No longer gets charge from ammo kits & dispensers (RIP)
YeR-
Can disguise, to disguise without a backstab, consumes full cloak meter (must have full cloak meter), disguise with backstab is free. Cloak drain rate +33%
That's it! I tried to make it as short as I could, but it's probably over 300 words right now...
Oh well.
Nick posted the original discussion page for Day 4 but I'm just here to explain everything as briefly as I could. Go comment over there c:
I'll be doing this based on class, so bear scroll to what you want to see.
SCOUT-
Sandman-
No longer stuns, but slows, max range balls deal 50% inc damage from 15, distance travel required to trigger full effect reduced by 20%, ball regen doubled (regens faster)
Bonk-
Damage you take turing the effect slows you afterwards based on the damage that would be taken, -25% to -50%
Pocket Pistol-
Heal on hit increased from 5 to 7, 3 less bullets per clip, 15% fire speed
CritACola-
Now adds marked for death for 5 sec for each attack (not additive), removed speed bonus & damage taken bonus & marked for death when effect expires
Atomizer-
Can only T-jump while deployed, no more self damage & attack speed penalty,
airborne melee atk minicrit, 50% deploy penalty, reduced dmg to players from 20 to 15%
Guillotine-
Removed crit on stunned & minicrit on long range, now long range reduced recharge by 1.5 seconds
SOLDIER-
Base Jumper-
less air control, can't redeploy until landing on ground
Mantreads-
Airblast now affects 75% less, 200% aircontrol while RJing
Mangler-
Crits from kritzkreig are now minicrits
Bison-
Back to original one, 20 damage per hit, can hit multiple times, and faster projectile
PYRO-
Added Dragon's Fury-
Shared ammo for primary & alt fire,
Primary fire is a fast moving projectile (w/ limited range) that deals 25 dmg and lights on fire, 300% bonus to burning, returns 50% of ammo used if hit. Airblast(altfire) -50% repressurization rate on alt fire.
Thermal Thruster-
Short duration blast where pyro is aiming, 3x fall damage, 1.1 second switch time.
Gas Passer-
Leaves cloud behind and coats players, if player gets hit, 10 seconds of afterburn
Slap Attack-
Speed boost on hit, -20% dmg
Flamethrower-
New Particles, More consistent
Airblast-
Airblast at feet now works, airblast is like a spring now, moving to pyro fast makes stronger spring, same way other way around.
Afterburn-
Afterburn duration based off how long player has been in flames. (min 3 sec, max 10)
Per tick damage from 3 to ß
Flareguns apply 7.5 sec afterburn (still same damage from before due to increase of afterburn damage)
Reduces healing/shields by 20%
DEMO-
Claidheamh Mor-
reverted to old version, no more health on kill, +.5 s charge duration
HEAVY-
All Miniguns-
1 s damage/accuracy penalty applies for spinup, not firing time.
GRU-
-10HP/sec while active, this is regenerated back while holstered. Removed marked for death and damage penalty
Eviction Notice-
-5HP/sec, also regens back
removed damage penalty
Fists of Steel-
40% overheal reduction when active&40% healing rate penalty rate
Banana-
Restores 200 health, small healthpack on drop, regens after 10 seconds
ENGINEER-
Rescue ranger-
Costs metal for repairing now, 60 health for 15 metal
When hitting buildings with wrench, amount of metal applied for upgrading is doubled during setup time
MEDIC-
Vitasaw-
Added organs - hitting a player drops organs and you take, each organ taken saves 15% uber once the medic dies, up to 60%
Crossbow-
Ubercharge gain from healing is 1/3 effective when 1-10 sec out of combat, back to normal over 10-15 sec
SNIPER-
Darwins-
Afterburn immunity, +50% fire resis, no more bullet resis or bonus health
Razorback-
No more overheal, shield regens after 30 s
SPY-
Ambassador-
Headshot damage now has damage falloff, headshots beyond 1200 world units no longer crits
DR-
No longer gets charge from ammo kits & dispensers (RIP)
YeR-
Can disguise, to disguise without a backstab, consumes full cloak meter (must have full cloak meter), disguise with backstab is free. Cloak drain rate +33%
That's it! I tried to make it as short as I could, but it's probably over 300 words right now...
Oh well.
Nick posted the original discussion page for Day 4 but I'm just here to explain everything as briefly as I could. Go comment over there c: