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	<title>ETF2L &#8211; Latest activity in &#8220;Upcoming New Weapons&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-29480/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by umpalumpa145</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-2/?recent=502113#post=502113</link>
    	    <description><![CDATA[you can stop parachuting by pressing jump so that wouldnt work]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 12:42:22 +0200</pubDate>
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    	    <title>Reply by doksisthebest</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-2/?recent=502113#post=502106</link>
    	    <description><![CDATA[<i>Quoted from tavi</i>
		<blockquote>if you are burning while in air with the parachute, you wont fall till the flames are gone, youll keep flying</blockquote>

So as pyro you could force someone to stay in the air with a flare for example ? and completely destroy him with the 2nd flare ?  wow]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 12:31:41 +0200</pubDate>
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    	    <title>Reply by tavi_96</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-2/?recent=502113#post=502092</link>
    	    <description><![CDATA[if you are burning while in air with the parachute, you wont fall till the flames are gone, youll keep flying]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 11:57:02 +0200</pubDate>
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    	    <title>Reply by doksisthebest</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-2/?recent=502113#post=502078</link>
    	    <description><![CDATA[demo nerf easily overshadows Spain going home from world cup :D]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 11:15:57 +0200</pubDate>
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    	    <title>Reply by WeeDoe_</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-2/?recent=502113#post=502075</link>
    	    <description><![CDATA[are there the crafting recipes for them? I dont want to go to tf2shitpost ever again]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 10:54:47 +0200</pubDate>
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    	    <title>Reply by fraac</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-2/?recent=502113#post=502057</link>
    	    <description><![CDATA[You get all 8 for an airshot.]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 10:01:40 +0200</pubDate>
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    	    <title>Reply by thefriendlycow2</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502055</link>
    	    <description><![CDATA[Air Strike can get up to 8 rockets (being fired at bazooka overload speed), though I can't see it being used much in 6s (or allowed, if some of the base jumper + airstrike bombs I found earlier become commonplace.)

Tide Turner is hilarious.

Classic is super broken (doesn't even work in dx8) and I can't figure out a use for it. Expect a buff soon.]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 09:57:01 +0200</pubDate>
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    	    <title>Reply by HR</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502012</link>
    	    <description><![CDATA[I can see all the noobs using the parachute because they think it's cool, looks like I'm gonna have to whack out the old direct hit]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 04:58:35 +0200</pubDate>
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    	    <title>Reply by 13thDoctor</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502011</link>
    	    <description><![CDATA[to add on the other weapons

back scatter seems situational enough that it's balanced, smaller clip and shorter effective range because of the pellet spread. It's a weapon absolutely dedicated to deep flank plays by the scout.

tide turner is basically the old turn script demoknight's return. the fact you get a full charge instantly after a kill might make for some really ridiculous plays, but it's up to the enemy team to counter the demo before he can charge again. At least it doesn't have ridiculous resistances like the charge n targe... Veloxenium is probably quite happy right now.

base jumper = airshots for days, depending on how slow the descent actually is. Might be more useful for demo than soldier.

the classic seems more dedicated to take down single targets than taking several quick shots, since you really have to wait for the full charge to get a headshot. It will certainly make it easier to kill heavies by peeking around a corner. Also note that you can't drop a medic with a bodyshot using this weapon.

the airstrike really depends on how big is the max clip and how fast is the boosted attack speed when rocket jumping. This could potentially be a more balanced version of the beggar's bazooka, since the main use would be similar (jump in and spit out quick rockets). -25% damage and only 3 rocket clip to begin with means that you really need a kill or two to get this weapon going.]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 04:53:29 +0200</pubDate>
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    	    <title>Reply by Jwso</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502008</link>
    	    <description><![CDATA[<i>Quoted from 4hp</i>
		<blockquote>No, the old BFB was more accurate than stock meaning that the pellet spread was tighter, but it had a damage penalty on top of that. So you could get "meatshots" from a longer range as long as you are accurate, but they only did up to 72 damage.</blockquote>
Shit, I completely forgot about that. Whoops.]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 04:41:45 +0200</pubDate>
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    	    <title>Reply by 13thDoctor</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502007</link>
    	    <description><![CDATA[No, the old BFB was more accurate than stock meaning that the pellet spread was tighter, but it had a damage penalty on top of that. So you could get "meatshots" from a longer range as long as you are accurate, but they only did up to 72 damage.]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 04:40:30 +0200</pubDate>
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    	    <title>Reply by Jwso</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502006</link>
    	    <description><![CDATA[<i>Quoted from Spycy</i>
		<blockquote>[...]


Accuracy = random bullet spread, I think it's not related to damages in any way.</blockquote>
never mind Lmao]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 04:32:28 +0200</pubDate>
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    	<item>
    	    <title>Reply by Spycy31</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502004</link>
    	    <description><![CDATA[<i>Quoted from jwso</i>
		<blockquote>[...]

pretty sure the description of back scatter means that you have to be both behind them AND at a close range

if the reduced accuracy works like it did for the old bfb (70% accuracy, 70 dmg on meatshots), the back scatter should do 108 damage from behind (minicrits 1.35x)</blockquote>


Accuracy = random bullet spread, I think it's not related to damages in any way.]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 04:27:21 +0200</pubDate>
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    	    <title>Reply by Jwso</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502003</link>
    	    <description><![CDATA[<i>Quoted from Tornf4lk</i>
		<blockquote>the back scatter is gonna do like 140 on a meatshot from any direction, I'd like to know exactly what the loss in accuracy means.
</blockquote>

pretty sure the description of back scatter means that you have to be both behind them AND at a close range]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 04:23:01 +0200</pubDate>
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    	    <title>Reply by popcorp</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-29480/page-1/?recent=502113#post=502000</link>
    	    <description><![CDATA[I guess -20% accurate is the opposite of Baby face's blaster, pellets are further from each other]]></description>
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    	    <pubDate>Thu, 19 Jun 2014 04:17:16 +0200</pubDate>
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