Freak Fortress:
1. Medics do not get their speed boost when holding out their primary weapon. The amount of speed is like the Overdose, 2% faster per 10% ubercharge, maxing out at 20% faster movement speed.
2. Soldiers do not get mini-crit damage when they airshot the hale.
3. If a Spy is using the cloak and dagger in the pre-round/Arena round, he will be able to use the cloak and dagger in regular VSH rounds.
4. If a Heavy uses the GRU (Gloves of Running Urgently) in the pre-round/Arena round, he will be able to use the GRU without taking 7 hp per second effect during regular VSH rounds.
5. If a soldier or demoman uses the rocket/sticky jumper in pre-round/Arena round, they will be able to use the weapons with their normal stats.
Deathrun:
1. Not really a bug, but demomen don't get their 10% speed boost with the Booties/Bootlegger since you need a shield to get it which is not accessible on deathrun. Would be nice for the stat to be reverted.
Will be updating
Heavy Vs. Pyro Update Bugs/Glitches
- AgentApple50
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Heavy Vs. Pyro Update Bugs/Glitches
Last edited by AgentApple50 on Mon Aug 15, 2016 12:38 am, edited 5 times in total.
- sambawarkiddo
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Re: Heavy Vs. Pyro Update Bugs/Glitches
I think every class was stunted back to a base speed regardless of loadout/class on Deathrun to level the playing field.
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Re: Heavy Vs. Pyro Update Bugs/Glitches
Spies have access to the cloak and dagger
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- AC/DC Freak
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Re: Heavy Vs. Pyro Update Bugs/Glitches
Heavy also wont lose hp with the GRU if he uses it on pre round.