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SWLog

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0% found this document useful (0 votes)
31 views6 pages

SWLog

1

Uploaded by

3331445515
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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---//EVENT SHOP//----------

New item, Radio Set:


- Takes a few seconds to deploy, you cannot move while doing it
- Can be destroyed by walkers, has 300 HP
- Despawns automatically after 120 seconds
- Has a 60 stud range of effect
- Effect triggers every 10 seconds
- Players:
- Get Phantom immunity for 10 seconds (so if you keep standing in range
they'll never target you)
- Monsters:
- Ghosts and Phantoms lose their invisibility and can be damaged
- Any monster is shocked and stunned, this can only happen to 10
monsters at most at a time
- Tangos:
- All tangos get their guns jammed for 4 seconds

New building, artillery:


- Places down an artillery on the building spot that can be used to fire
- There can be only one artillery building at a time
- To fire, players must take out a flare gun from the box next to the
artillery gun
- Players can only have 1 flare gun at a time, and there's a 30 second
pickup cooldown
- Flare gun is destroyed upon usage and you need to pick up a new one
- Players can shoot the flaregun to mark the designated spot, and an
explosion will happen on the place hit after a few seconds
- The explosion deals 2000 damage and has a 120 stud range
- The firing cooldown is global and lasts 30 seconds

New item, Night Vision Goggles:


- They have to be put on like Jet Boots or Overcharged Armor
- Once put on, they cannot be put away and remain in your inventory
permanently, taking up a perm item slot
- Upon putting them on, you get a green bar next to your character that
indicates "charge"
- It takes 30 seconds for the bar to fill, and 30 seconds for it to
decay upon activation
- The goggles are activated by pressing N
- They can only be activated at 100% charge
- Upon activation, the player gets a night vision effect
- All currently alive enemies get a random limb of their scanned, and
take 1.5x damage when shot in the weak spots
- The goggles automaticaly turn off upon hitting 0% charge

- New item, NR40T Knife:


- Deals 200 damage
- If held in inventory, you will automatically stab the enemy that hits you
in melee range
- The automatic stab deals 600 damage
- Knockbacks enemies
- There is a 3 second cooldown for this effect
- If the auto-stab kills the enemy, you regain 20 stamina and the stab
cooldown is halved

- New item, Snow Globe:


- One-use, 300s individual cooldown (60s global cooldown)
- Teleports you and enemies within 50 studs to a 200x200 area.
- Enemies with >10k max hp can't be teleported
- Phantoms, Necromancers are immune (And any enemy that can spawn
enemies, or teleport)
- Teleported Enemies are located randomly, and are at least 40 studs
away from the player.
- While in area: Player receives +50% damage and 20% damage reduction.
- Jet Boots, Teleport Device and other mobility/teleportation effects
are disabled
- These effects are reverted once brought out, or upon death.

- If the player dies:


- Ends the effect early.
- If all enemies are dead:
- Grants +1% damage for each enemy, up to +20%, for 60 seconds
- Gives +20 XP and +10 OP XP for each enemy
- Ends the effect early.
- After 20 seconds:
- Grants +10 XP and +5 OP XP for each enemy dead.
- Ends the effect.
- On ending (via any method):
- Teleports all enemies and the player back to their old locations.

- New operative, GRU-P Starshina:

Perks
- Endurance
- Armor
- Training
- Traditionalist:
- You cannot use any non-russian weapon, reach operative level 8 to nullify. Non-
Russian weapons have -20% damage, +20% spread and -20% reload speed.
- Frontline Leader:
- You buff nearby allies; Gets stronger the closer you are to the lake. +20%
Resistance, -20% Spread, and +20% Reload Speed near lake.
- Buffs are null >800 studs away
- Max is reached within 50 studs of the lake
- Every 50 studs: +2% Dmg Res, -1
- Cold Rivalry
- You cannot help but feel compelled to beat the Americans. +2% damage every UIU
Operative near you. Max of 20%. UIU Ally provides an extra +10% damage.
- UIU Ally dmg buff is indepdendent of cap.
- Officer's Arsenal:
- Removes your secondary
- You spawn with an M1985 Revolver, and a Shaska; Powerful early-game weapons.
Upon reaching 200 kills, you get an FA M1915 Rifle
- M1915:
- 68 Damage, +1/op lvl (1 per op level)
- 400 RPM, +10/op lvl
- 30/210 Ammo
- Low-Moderate Spread
- 3s Reload Time
- Note: The kill requirement is per-match with the operative. The player will
have it permanently afterwards for the entire match.
- M1985:
- 250 Damage, +10/op lvl
- 6/48 Ammo
- 40 RPM
- 2s Reload
- Special Effect: Low-Tiers are instantly killed upon headshot.
- Shaska:
- 500 Damage, +10/op lvl
- 0.6s Swing Delay
- Press E to parry:
- Lasts 0.5 seconds, 1.7s cooldown
- Reflects 300% damage back to attacker
- Negates all incoming damage
- Stuns attacker (bypasses partial stun immunity)
- Each kill increases damage immunity by 2%, caps at 30%. Decays by 1 every 7
seconds
- Whistle
- Gives you a whistle that allows you to order a charge, requires 125 kills
and has a 100 second cooldown

Charge Order
- Saves Starshina's current location
- Boosts all operatives within 60 studs of Starshina
- All operatives will be set to 26 speed
- Each stud Starshina moves towards the lake from the current location grants
boosts:
- +1% Damage every 20 studs. Max of +30%.
- +2% Damage Resistance every 10 studs. Max of +50%.
- +1% Melee Damage every 10 studs. Max of +100%. Does not apply to Cloakers,
Devil Hunters and Ables.
- After 100 studs, grants inf stamina and ragdoll immunity
- After 200 studs, every 20 seconds nearby downed players are revived in a 60
stud radius
- Effects are doubled for GRU-P Operatives, but is still capped
- The effect breaks once Starshina:
- Doesn't move >10 studs towards the lake for 5s
- Goes down or dies
- Moves over 50 studs away from the lake
- 45 seconds pass
- 100s cooldown

Mastery
- Charge revive effect now happens every 15 seconds instead of 20
- Cold Rivalry cap is increased to 30%, and radius to 100
- Frontline Leader increases ragdoll recovery by 50%
- New perk, Resilience:
- Under 20% health, you get:
- 2 health per second
- 15% extra damage

- New operative, GRU-P Sharpshooter:


Perks:
- Light Armor
- Skull Cracker
- First Aid
- New perk, Damage Spread:
- Headshots deal 10% of damage dealt to nearby enemies in a 20 stud radius,
+.5% damage per operative level
- New perk, DMR Conversion Kit:
- All rifles have 2x less RPM and ammo, but deal 3x more damage
- Forces rifles to be semi-auto
- Converted weapons get 10% more headshot damage, +6% per operative level
- New perk, Smoke bomb:
- You deploy a smoke bomb on your location when you get hit
- The smoke lasts 5 seconds
- The effect has a 45 second long cooldown
- New perk, Experienced Marksman:
- Gives access to abilities

- Abilities:
- Supply drop
- Calls an airdrop on your location
- Can only be picked up by the person who called it
- Upon pick up, provides:
- 25+ max health for 30 seconds
- Full health heal
- 2 magazines for currently equipped gun
- Despawns after 30 seconds if not picked up
- 60 second cooldown

- Headhunter Ritual
- The player is unable to move for 3s after firing a shot
- Special abilities based on kills (score), +5 score per kill
- Headshot kills give 2x score
- Max of 100 score; score decays:
- 2 score per second
- 1 score every missed shot (aka a shot that doesnt damage an
enemy; immune enemies count as missed shots if possible)
- Lasts 30 seconds
- 25 score: 2x reload speed
- 50 score: +1 hp every shot
- 75 score: score decay per second is halved
- 100 score: ability ends and player is granted PTRS-41
- Player cannot use any other gun before all PTRS-41 shots
are fired
- Player cannot use the ability again if he currently has
PTRS-41
- 90 second cooldown

- New weapon, PTRS-41 Anti tank rifle


- Only obtainable through Headhunter Ritual
- Requires player to prone down to be able to fire
- Proning is done through pressing F or pressing the button on the
screen
- Has 5 ammo, cannot be refilled
- Player is forced into first person while proning
- Each shot deals 10k damage
- This value cannot increase or decrease through any means
- Shots pierce through enemies
- There is a 2 second delay between shots
- Upon shooting all five shots, the gun disappears

- Mastery
- Weapon Expert perk
- Gunslinger perk
- Guns affected by DMR Conversion now also get 1.5x more range
- Smoke bomb cooldown is reduced from 45 to 30

- New operative, Winter Menace:


Perks
- Frontliner
- New perk, Heavy Pistol:
- You spawn with a heavy pistol that deals more damage the closer you are to
the enemy
- 250 damage
- 4/36 ammo
- 200 RPM
- 1.5 reload time
- Deals up to 4x extra damage if shot from really up close
- New perk, Experimental Gear:
- You get +150 max health, +10 per operative level
- You get 150% extra stamina
- You get 6 more walkspeed
- New perk, Vitality Absorption:
- You heal 10 health every kill, +1 every 2 operative levels
- If at max health, you gain overhealth instead
- Overhealth is capped at 100
- New perk, Adrenaline Surge:
- Killing an enemy grants you 4 more walkspeed and 30% damage reduction for 3
seconds
- New perk, Indomitable:
- Upon taking fatal damage, you regenerate to half health and get a 5 second
forcefield
- This effect has a 90 second cooldown
- New perk, Reckless:
- Upon taking damage, you deal 25% more damage for 5 seconds, +1% every
operative level
- New perk, Unyielding:
- You are immune to necromancers
- You are immune to panic

- Abilities
- Winter Menace has a mana cap of 10
- Fist Slam
- Costs 5 mana
- 1 second cooldown
- You fly up into the air, and can click on the ground to slam back
down
- Slamming into the ground causes an explosion
- The explosion deals 1500 damage
- The explosion has a 40 stud radius
- Pull
- Costs 1 mana
- 3 second cooldown
- If targetted at terrain, pull yourself to the location of your cursor
- If targetted at an enemy, pull them towards your location
Mastery
- Damage overtime Effects now deal halved damage
- You are now immune to phantoms
- Fist slam now gives ragdoll immunity and 50% more melee damage for 5 seconds

- Skins:

- Added "GRU-P Spec Ops" skin for:


- NU-7
- UIU Assault
- Pratva Executor
- GRU-P Assault
- Agent X
- SD Sergeant

- Added "GRU-P Field Scientist" skin for researcher


- Added "GRU-P Defector" universal skin
- Added "GRU-P Hazmat" skin for:
- CRT
- Beta-7
- E-9
- Researcher

- Added "John NVG" skin for:


- Guard
- UIU Cloaker
- TRU

- Added GRU-P Machinegunner skin, for:


- Vanguard
- Juggernaut
- Pratva Machinegunner

- Added "Sweater Weather" Male and Female universal skins


- Added "GRU-P Rebel" skin for Anarchist

Balance Changes

Steelhead
- Reduced hammer shockwave CD from 90 to 25
- Reduced hellfire storm CD from 60 to 20

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