SCOUT

Force-A-Nature

+50% faster firing speed

Knockback on the target and shooter

No damage fall-off against targets you knockback

+20% bullets per shot

-10% damage penalty

-66% clip size

This weapon reloads its entire clip at once

Changes

No damage fall-off against targets you knockback

This bonus should make followup hits more powerful when knocking people around that are out of your reach, and better allow you to commit to its burst damage without making it too powerful up close.

The Shortstop

100% damage bonus

40% more accurate

40% faster firing speed

10% faster reload speed

-34% clip size

-60% fewer pellets per shot

20% increased push force taken from damage

Alt-Fire to reach and shove someone!

This weapon reloads its entire clip at once

Changes

Added 10% faster reload speed

Increased shove force by 50%

Decreased alt-fire cooldown by 50%

Alt-fire can interrupt reload

Allowing the weapon to keep up better in extended medium range fights where you’ll likely be using it. Additionally giving the shove extra boost to keep enemies at bay and be more easily used.

Soda Popper

+50% faster firing speed

25% faster reload speed

Build Hype with up to 350 damage with all weapons

-66% clip size

No double jump

Perform extra air jumps with every 20% of your Hype

This weapon reloads its entire clip at once

Changes

Extra air jumps can be done at any time using 20% hype

  Hype no longer activates with alt-fire

Added: No double jump

The former Hype bonus boosted mobility far too freely for the scout at irregular intervals due to how the meter functioned. This version instead allows for more flexible mobility allowing the scout to draw on his hype at any moment for more vertical mobility. As a more serious downside, the scout at base lacks his double jump and must rely on air jumps like a resource.

Baby Face’s Blaster

Build Boost with up to 150 damage with all weapons

Run speed increased up to +45% with Boost

-34% clip size

10% slower move speed on wearer

Boost reduced by 50% per air jump

Boost reduced when hit, 2% per point

Changes

Damage required to fully drain boost increased to 50

Reduced boost lost on air jump reduced to 50%

Fall damage doesn't reduce boost

Increased damage to build Boost meter to 150

Making it less punishing to get hit with the weapon and retain boost, and slightly reducing the penalty to vertical mobility. With the greater leniency in losing boost, the damage needed was increased considerably to require more skill in keeping it up.

 

Back Scatter

Mini-crits targets when fired at their back from close range

On-Kill: Instantly reload up to 2 bullets in clip (up to 8 max)

-34% clip size

20% less accurate

Changes

Added On-Kill: Instantly reload 2 bullets in clip (up to 8 max)

The buff is meant to mitigate the downside of a smaller clip and lower accuracy, rewarding scouts who can close out kills in fewer shots and take advantage of the boosted damage by giving them more sustain.

Mad Milk

Players heal 60% of the damage done to an enemy covered with milk

Can be used to extinguish fires

Extinguishing teammates reduces cooldown by -33%

Jar meter builds with 500 damage done and/or after 40 seconds

Resupply does not affect the jar meter

Jar meter starts empty

Changes

Increased cooldown reduction from extinguishing teammates to -33%

No longer recharges from resupply or respawn

Increased recharge to 40 seconds

Can recharge with 500 damage done

Jars like milk and jarate were incredibly active and spammable for how powerful their effects are. These changes make the item more costly to use while rewarding more active players. A faster recharge for its supportive usage was done to compensate for this longer recharge.

The Winger

+15% damage bonus

+25% greater jump height when active

-50% clip size

Changes

Reduced clip size penalty to -50%

A slight buff was a consistent sentiment for the weapon, even having 1 more in the clip ought to help close out some kills against higher health targets or if accuracy is failing.

Pretty Boy's Pocket Pistol

+15% faster firing speed

On Hit: Gain up to +3 health

-25% clip size

-15% damage penalty

Changes

Added -15% damage penalty

Intent on reining in the weapon’s damage potential so it has a more unique identity for self-sustain.

Flying Guillotine

Throw at your enemies to make them bleed! Long distance hits deal mini-crits

Recharges in 8 seconds

Changes

Added: deals mini-crits on long-stance hits

Increased recharge time to 8 seconds

Removed faster recharge on long distance hits

Spammability of the weapon was of major concern, both allowing easily tossing another after a miss and especially making it easy on getting a hit. To make up for it being increased, it was given a damage boost on long-distance strikes to reward them.

The Sandman

Alt-Fire: Launches a ball to mark an enemy for death for 2 to 5 seconds!

Duration scales with distance

Ball guarantees a critical hit on a Moonshot

-15 max health on wearer

Changes

Changed ball’s on-hit effect, from slow to marked for death for 2-5 seconds based on distance

Added critical hits on a moonshot, or hit at or greater than 1440 Hu

Removed increased damage on moonshots

Provides a more tangible bonus without removing the ability for counterplay by inhibiting enemy movement, and a counterbalance to scout’s own squishiness by letting him pick his fights better. It additionally synergizes better with mid-to-long range items like the Flying Guillotine or Shortstop.

Candy Cane

On Kill: A small health pack is dropped

Health packs dropped heal you for 35 and can give you overheal

-60% primary ammo on wearer

Changes

Removed explosive vulnerability

Added overheal gained from health packs dropped

Increased healing from packs to 35

Added -60% primary ammo on wearer

The severe situational vulnerability made the health kits less desirable to seek out. In removing this and improving your dropped kits, a more consistent nerf to your firepower’s sustainability was added. This should make seeking out enemies doubly important to get both their dropped health and ammo.

Sun-on-a-Stick

100% critical hit vs burning players

+25% fire damage resistance while deployed

On-Kill with any weapon, gain HEAT Activate with SPECIAL ATTACK for up to 4 seconds, where any next hit will ignite enemies for 4 seconds

During HEAT, gain 25% damage vulnerability

Any kills on ignited foes will automatically trigger HEAT

-25% damage to non-burning players

20% slower firing speed

No Random Crits

Changes

On-Kill with any weapon, gain HEAT for up to 4 seconds (activated with Special Attack)

During HEAT, weapons ignite enemies for 4 seconds within 512 Hu

Replaced -25% damage penalty with -25% damage to non-burning players

During HEAT, gain 25% damage vulnerability

HEAT triggered automatically against ignited enemies

Added 20% slower firing speed

Added No Random Crits

Intent is to give Scout a means to capitalize off this melee and use it as a finisher with his own means of igniting enemies. It packs more punch in the melee itself and encourages the scout to keep up with dealing damage to keep the hot streak going. As a downside though, the scout is made considerably more vulnerable and has to be more mindful during their spree, being forced to disengage and "cool off".

Fan O’War

Crits whenever it would normally mini-crit

On Hit: One target at a time is Marked-For-Death, causing all damage taken to be mini-crits

Kill your marked target to gain a 3 second speed boost!

This weapon holsters 25% faster

-75% damage penalty

Changes

Added 25% faster holster speed

Added 3 second speed boost on kill against your marked target

To make the risk of getting in close worth the reward, a faster holster speed should help make it worth using with most primaries, with the speed boost additionally making the risk of going out of position more appealing with the ability to better escape.

The Atomizer

Grants Triple Jump while deployed

Melee attacks mini-crit while airborne

This weapon holsters 60% slower

No random crits

Changes

Removed deploy penalty

Removed damage penalty

Added: This weapon holsters 60% slower

Added no random crits

These changes were done to help make the weapon work better as a finisher, and gain its jump boost more readily. The slower holster would require more commitment out of it for either of its uses.