Small update
Bug fixes
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Fix for Rhino knockdowns to airborne targets not using range check (to prevent point blank knocks).
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Fix for players impacting in dropship or just after dropping.
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Fix for strafe / quick melee dash not triggering Backdraft.
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Fix for projectiles no affected by gravity getting stuck in air on failed Nano-wire connection.
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Fix for Disengage storing respawn points while in dropship or just after dropping.
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Fix for relocations being able to telefrag even if they fail.
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Fix for quick roll triggering while in air after dodging.
Changes and additions
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Warrant near damage from 125 > 100 (was waiting to see how it played with the improved hit detection and magnetism).
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Warrant and Blackout projectiles now have a 5 m 'arming' range but can always be fired.
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For Warrant it removes Shell impact detonations and disables magnetism within the arming range
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For Blackout it reduces explosive damage by 50% and disables magnetism within the arming range.
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Heavy weapons:
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Have gone back to using the primary slot (too many issues and workarounds with it replacing backups plus Versatile now exists).
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No longer disarms on rolling maneuvers, instead will switch to another, non heavy, weapon on the roll.
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Can benefit from Versatile (no bonus other than being able to equip two of them for now).
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Reduced weapon speed penalty from 2 > 1.5 m/s, but now reduces speed cap by 1.0 m/s.
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Umibozu no longer has spread gain, spread from 0.5 > 1.0.
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Some more impactful downsides to several augments as they were pretty negligable.
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Shell Shock from 50% increased disable duration > 35% reduced defense restored from all sources.
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Chain reaction from 15% increased direct damage received while disabled > 25% increased direct damage received while disabled or Overcharged.
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Hardcase from 0.25 m/s reduced ground speed > 0.25 m/s reduced ground speed and speed cap.
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Dusters uppercut only deals the full damage on headshots (spamming could nearly out damage the standard attack, while being easier to connect and also having additional utility).
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Redline from 0-50% increased direct damage received > 0-25% increased damage received (all damage).
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