Some stuff concerning Spring Update:
- Rioter's armor health for head / torso is 450 / 500 (25% less on Normal). It absorbs all damage while its on. However any head damage greater than Rioter's head HP will work differently - likely cause actual head damage.
- Rioter's fire vulnerability is x3, used to be x1 when it was Elite Alpha.
- Armor wearing rioter cannot sprint, even when it rally boost itself. However it will enrage upon losing either of armor pieces.
- Mac 10 bullets have 10% chance to spawn residual flames. However it only appear so in ZED Time, normally its a hitscan weapon that doesn't use projectiles so no flames here.
- Despite being an SMG by the nature, Mac 10's bullets actually have same damage type as shotguns. Hence have different approach to ZED's resistances. Comparing to P90 (same 30 damage) Mac 10 is less effective against Clots but more effective against Gorefasts or Husks.
- Dragon's Breath now has 10% chance (per pellet) to spawn residual flame too. Works all the time.
- Gravity pull of HX25, M79 and M16 has been increased by approx. 2 times . The projectile speed for these weapons was reduced from 50 m/s to 40 m/s.
- Husk Cannon does 100 damage w/o charging. Every 0.2s of charging it gaines 1 point of charge power up to 5 points after charging gun for 1 second. As weapon charges it does more damage, getting bigger radius and more incap power.
The formulas are:
Damage = base damage x (1 + Charges x 0.7)
Radius = base damage x (1 + Charges x 0.3)
Incap power = base damage x (1 + Charges x 0.22)
So fully charged Cannon does x4.5 more damage, has x2.5 wider radius and x2.1 more incap powers.
- Husk Cannon projectile does 0 damage, hence aiming to the head and Demolitionist's High Impact Rounds and Armor Piercing Rounds have no effect on this weapon. However Bombardier, Frag Rounds and Passive damage bonuses do work. The projectile also spawns the Ground Fire, but only when fully charged.
- Dual AF2011-A1s actually have different ROF and penetration power depending on what ADS style currently selected (no actual ADS needed). By aiming in KF1 manner you're getting ROF of 461 and penetration power of 2 but "modern" ADS style gives ROF of 545 and lowered penetration power (1.5).
- Reloading and switching to/from AF211-A1(s) almost entirely resembles one from Desert Eagle(s). No hate here!
- Field Medic's Acidic Rounds was buffed significantly. It used to be 7.5% of weapon damage, now its 100% (same damage as weapon has but different type of the damage - toxic), repeated for total of 3 ticks.
- All Clot got slightly fatter (not visually). Their new mass is 65 (used to be 50) so now they're slightly less affected by pushing force and also do bit more damage when they land on top of you.
- C4 moved to the "Tools" slot (#4).
- .500 SW(s) now does 10 more damage (160). 1858 models - twice more (60).
- Player activated traps in DieSector do 40 points of Fire damage to ZEDs and do not affected players themselves. However these traps along the one in the main room do 4 point of damage to both - players and ZEDs.
- Barriers do 10 points of EMP damage within 2s intervals.