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Class upgrades

Alexander Akulich edited this page Jul 10, 2024 · 12 revisions

Table of Content

Mercenary

Level 1

  • Mercenary bombs do not damage the owner anymore

Level 2

  • In air gun ammo regeneration now works for 12 seconds (it works only for 4 seconds normally)
  • Mercenary grenades explodes automatically on contact

Level 3

  • The bombs maximum charge increased to 150%
  • And also the gun ammo regeneration speed increased by 25%

Medic

Level 1

  • The shotgun spread and bullets number increased (from 7 to 11)
  • The pistol ammo regeneration speed increased by 50%

Level 2

  • The shotgun ammo regeneration speed increased by 33%

Level 3

  • The healing grenade launcher replaced with new Medi Hose

Hero

Level 1

  • The flag now gives extra HP and Armor for teammates (boost from '+1 HP +4 Armor' to '+2 HP +5 Armor')
  • The Hero receives 1 extra turret per flag (boost from 1 to 2)
  • The Hero can carry an extra pair of turrets (turrets limit boost from 2 to 4)

Level 2

  • All weapons reload and ammo regeneration speed increased by 20%

Level 3

  • An armor upgrade: "Full armor" now means 20 hit points (so the total HP is 30)

Ninja

Level 1

  • Ninja slash releases the hooks

Level 2

  • Flash grenade area increased to 150% (the effective radius changed from 8 to 10)

Note

25% bigger radius gives 50% bigger area:

  • R=8, S=201 tiles
  • R=10, S=314 tiles

Level 3

  • Allows to do two slashes in a combo!

Note

If this ninja attack happens after ReloadInterval * 2, then this reload 'll take only 0.2s.

Default reload interval is 0.8 sec.

IOW, if the previous "reduced" reload happened 1.6+s ago then this reload 'll take only 0.2s.

It lets a ninja to e.g. slash forth and back in about 0.3s.

Sniper

Level 1

  • The laser rifle reload and ammo regeneration speed increased by 20%

Level 2

  • The laser rifle range increased by 50%

Level 3

  • The laser now pierces the targets
  • The damage in locked position increased to 40 hit points (boost from normal 30 damage hit points)

Note

The 'going-through' damage calculated like this: DamageRemaining = (IncomingDamage - TotalHP) / 2 E.g. if you hit three Bats (10HP) from a locked position, then the first Bat takes full damage, the second takes an half of remaining, etc. In other words:

  1. InitialDamage = 40 (40 damage points 'applied' to the first bat)
  2. DamageRemaining1 = (40 - 10) / 2 = 15
  3. DamageRemaining2 = (15 - 10) / 2 = 2.5

Outcome: the first bat is killed, the second bat is killed, the third bat lost 2 or 3 HP (random with 50% chances).

Scientist

Level 1

  • The laser rifle reload and ammo regeneration speed increased by 30%

Level 2

  • The teleport gun does not hurt the scientist anymore

Level 3

  • The teleport gun places in and out portals for 5 seconds

Note

  • The portal works once per character
  • The portal works only for Humans
  • After 5 seconds the portals explode like scientist mines (with the same damage)

Biologist

Level 1

  • The shotgun now fires more bullets per shot (from 3 to 5)

Level 2

  • The mines now have more charges (8 to 12; in normal games the mine has 12 charges)

Level 3

  • The hammer now covers teammates and makes them hidden from the Infected for 10 seconds

Note

  • The bio hammer hit starts 3 seconds 'fading' of the hit teammate.
  • Any use of a weapon breaks the cover
  • Any close contact with infected breaks the cover
  • Hook of an Infected breaks the cover

Looper

Level 1

  • The laser rifle ammo regeneration speed increased by 25%

Level 2

  • The grenades regeneration speed increased by 50%

Level 3

  • The laser rifle now has shock-explosive ammo (the explosion applies 0.3 sec of slow motion effect and deals 3 damage to the targets in radius of 1.5 tiles).