Cobalt Mode Tuning

FULL COBALT MODE REVAMP:

### **Assault:**

* **Persistence**- Temporary bonus damage after a kill (lasts 10 seconds, boosts damage by 15%, stacks exponentially)
	+ *Now has Overpressure Rounds for all weapons **rather than** Hollow Points.*

### **Sniper:**

* Spawns with ONE attachable laser sight (1 per sniper, doesn't drop on death, as gift, or from anywhere else.)
	+ Laser sight extends as far as your scope. Having your laser sight weapon equipped will ping every player within 1.5x distance of your highest scope once every 10 seconds with a brief audio cue and player icon on map.
	+ This is to further build into the idea of being a stealthy player without encouraging camping.
* New perk: **Antimatter Rounds** - bullets have negative damage dropoff, increased velocity, and .
* Receives perk "One With Nature"
	+ This is to match the idea of being stealthy and all.

* **Changed Takedown** (Cobalt specific):
* Increased **Takedown movement** buff by 25% (exclusive to Cobalt). Since Cobalt mode is mostly duos/squads, finishing a kill is much harder than solos.

### **Medic:**

* Removed **Windwalk**
	+ This class is meant to be a healer, not a broken movement tool.
* Now has **Revivify** and **Medic**.
* New perk- **Medic**
* An amalgamation of **Mass Medicate** and **Combat** **Medic**

* **Revivify** now takes 5 seconds to heal, keeps your adrenaline, and casts a smoke automatically when you get knocked. receive 50% less damage while self-resurrecting. Revive with the opposite health that you have the last moment of being knocked (e.g start at 65 hp if you get down to 35 hp when knocked)

* New perk: **Together, as One**- receive stacking damage resistance when within a **4**x scope of your teammates (**10**%, **25**%, **40**%).
* Healing teammates with **Medic** grants you a temporary damage boost that stacks with the number of teammates healed.
* 1 teammate: **10**% for **10** seconds
* 2 teammates: **30**% for **10** seconds
* 3 teammates: **50**% for 15 seconds
* Increases damage by 20% after performing a stationary heal in or immediately after combat. ('Combat' is any bullet within windwalk triggering distance, and 'immediately' is within 3 seconds after.) Buffed **Combat Medic** to speed up all consumables by **1.25**x. (Cobalt specific)

This class should be viable outside of organized teams.

* New perk- **Final Hope**
* **20**% damage increase when you are the last/ only survivr of your team.
* Increases the health back of bandages to **20**.
* Auto reloads your weapons and gives you a short burst of speed (2 seconds of 1.5x speed) when your health is brought below 40.
* **NOT** squad specific.

### **Tank:**

* Reduced **Cast Ironskin** efficacy by **30**% and size by **5**% (cobalt specific).
	+ Tanks should be killable early game while retaining some attributes of a bullet sponge.
* Removed bullet reflection properties of Cast Ironskin (Cobalt specific).
	+ Killing yourself while fighting a tank is incredibly frustrating.

* New perks: **The Fire** and **The Flood**
	+ **The Fire**:
	+ Grants **40**% of your magazine back on a kill OR knock. Tanks should be able to stay in the fight longer than other classes, but pose a threat and be a primary target.
	+ **The Flood**:
	+ Increases health by **1** for every bullet hit on opponents. Shotguns count half of of their bullets rounded up.
* You can still be tanky, but you have to work for it now. The use of rapid fire weapons is encouraged for this class, directly opposing the meta of burst damage snipers.
* Perk- **The Gift of Giving**: Grants 25 instant health (with a 45 second cooldown) when a teammate picks up ammo you dropped. Rarer ammo (not the standard 4) will grant 40 health. tanks will no longer be stealing your DEagle ammo.

* Passive 1.25x damage against obstacles.

### **Scout:**

* Increased Small Arms perk size by 15% and increased weapon movement penalty to 75% of normal penalty. it's a bit sad to kill the 'can't touch this' idea of the scout, but it's a necessary change to balance the addition of the elite perk it will now receive in lieu of One with Nature: **Windwalk**. this is going to be a really annoying combo.
* Tuned windwalk to slow melee attack speed by 25% when active (running at someone at 30 KPH with no counter and beating them to death has been fun but all too powerful, as shown by the untuned medic class)
* Added new perk: **Phase**
* Phase: exchange 20 health (and 20% adrenaline) to fade in and out for 10 seconds. Similar to being infected in contact mode. Receiving damage while faded out will increase your move speed by 5% exponentially (increases adrenaline by 5% for every 5 damage taken). 25 second cooldown for the ability after being triggered. Your movement buff will disappear, but the adrenaline will not. THE PERK WILL NOT WARN YOU IF YOU USE IT ON LOW HEALTH. YOU WILL DIE.
* (death message: <player> was killed by greed.)

###  **Demo:**

* Now has the perk **Fastball**. the class is meant to be grenade-centric. It should hold its own without weapons, and fastball helps grenades a lot.
	+ Fabricate now has a chance to grant higher tier grenades.
	+ Frag: 50%
	+ MIRV: 25%.
	+ Strobe: 5%
	+ Poison Grenade: 5% (deals 7 damage per tick and deals 3 ticks/second. will continue ticking for 1 second after leaving smoke. Gas clouds form at the same speed and size as foam nades from inferno and can be cooked like frags. your screen turns progressively more green in the grenade to mess with visibility.
	+ Mine: 15%
* Grenades regenerate 1.5x more slowly at base, recharging faster from the perk **Anger Issues.** Dealing damage to obstacles or players speeds up your grenade cooldown and grants a higher chance at better grenades. recharge 20 MS faster for every 1 damage dealt to obstacles, and 50 MS for every 1 player dmg.
* New perk: **High Ordinance Explosives**
* Increases damage and blast radius of all explosives. (20% extra shrapnel range, 25% extra blast radius, 10% extra damage.)
* New consumable upon spawn: **Dragon's Breath**. Generates one dragon's breath per 45 seconds in game (stacks to max of 1 in all packs). Consume to gain temporary proximity bullets. Bullets travel 35% slower, deal AoE damage, and detonate when within half a players width of an opponent, dealing 1/3 of the bullet's base damage in exchange for massively increased weapon recoil. Lasts for 15 seconds. Extended by 1 second for every 30 damage dealt. ok this is too niche and hard to balance. maybe replace with sm else
* Martydom now triggers almost instantly. having full frags while dying with martydom will spawn an airstrike. killing someone with martydom respawns you with the health of a newly revived player, like a phoenix.

### **Updated golden airdrop loot tables**

* Assault: Groza-S (20% chance), SCAR-H (25% chance), Vector (25% chance), BAR-M1918 (20% chance), AN-94 (10% chance).
* Demo: SPAS-12 (20% chance) Saiga-12 (40% chance), M79 (33% chance), USAS-12 (7% chance).
* Sniper: Scout elite (30% chance), mosin nagant (35% chance), SV-98 (20% chance), AWM-S (15% chance).
* Tank: QBB-97 (45% chance), M249 (20% chance), M134 (20% chance), PKP Pecheneg (15% chance).
* Medic: Mk45G (drops with mil pack and 300x .45 ACP, 25% chance), Mk12-SSR (drops with reg. pack and 40 .308 ammo. {30%}. DMR recoil reduced to match that of pistols.), M1 Garand (40% chance), L86A2 (5%)
* Scout: (globally buffed accuracy of duals). Dual DEagles (20% chance) dual OT-s (10% chance), dual P3OL-Ss (25% chance), dual P3OLs (35% chance), dual Uzis (10% chance).

###  **NEW CLASS - Agent**

* Sneaky, information based plays, John Wick simulator (mines will be visible on radar)

###  **NEW CLASS - Pirate**

* Looter, brawler, relies on good loot rather than good perks. Able to access loot from further away and is able to steal enemy loot (snowball mechanic, but transfers directly to your inventory. if loot doesn't fit, it'll appear next to you.) can dual wield one handed melees. Melees in full auto.
	+ Perk: **Flag of Me Brethren**- Standing within a 3x scope of a dead player grants damage resistance. The closer, the more. Standing within interaction range grants health regen that increases health at the speed of max adrenaline. Stacks with adren.
	+ Perk: **Lowly Scavenger**- Grants extra loot (low tier) when looting. Perk increases in tier to apprentice, lieutenant, and experienced scavenger based on kills. Broken obstacles grant low tier loot or loot one tier below your current loot level.
	+ You have a built in loot tracker; emits beeping noise when you are close to good loot. pitches up the higher tier the loot, and increases in speed when closer.
	+ Melee hits stack bonus weapon damage. kills max out stacks. weapon hits stack melee damage. knocks stack more. kills max out stacks.