Difference between revisions of "User:Msmeal18/Ideas"
(→Heavy) |
(→Scout) |
||
Line 2,173: | Line 2,173: | ||
{{Pro}} On hit, applies a knockback effect that propels enemies backwards and the user in the opposite direction if airborne (this can be used to perform a third jump) <br> | {{Pro}} On hit, applies a knockback effect that propels enemies backwards and the user in the opposite direction if airborne (this can be used to perform a third jump) <br> | ||
{{Pro}} 50% more pellets per shot <br> | {{Pro}} 50% more pellets per shot <br> | ||
+ | {{Pro}} 25% faster reload speed <br> | ||
{{Con}} Knockback effect is only caused if more than 30 damage is done to the enemy <br> | {{Con}} Knockback effect is only caused if more than 30 damage is done to the enemy <br> | ||
{{Con}} 66% smaller clip size <br> | {{Con}} 66% smaller clip size <br> | ||
{{Con}} 25% less damage per shot <br> | {{Con}} 25% less damage per shot <br> | ||
+ | {{Con}} No manual reload <br> | ||
|- | |- | ||
| align="center" | [[File:Backpack Bonk! Atomic Punch.png|120px]]<br> | | align="center" | [[File:Backpack Bonk! Atomic Punch.png|120px]]<br> |
Revision as of 14:32, 23 August 2021
This is a place where everyone can share their ideas on how to improve the game of TF2 by sharing ideas about maps, cosmetics, weapons, taunts, action items, game modes, etc. You have the ability to add and edit your own stuff here but you can’t remove other people’s entries, if you notice something of yours is missing then report it. Only I can edit other people’s entries.
Contents
Red-X the Soldier's Ideas
This is a free-use page, right?
Class Balance Ideas
Scout
- Scout's jump height increased from 45 to 75 Hammer Units and Double Jump height increased from 45 Hammer Units to 100 Hammer Units
- Scouts now deploy and holster all weapons 20% faster
- Added Scout training
Soldier
- Soldiers now have a 50% resistance to self-inflicted blast damage (rocket jumping damage is unchanged)
Pyro
- Pyros now take 20% less damage from direct contact with flames (does not effect afterburn caused by the Gas Passer)
- Pyros now take 50% less damage from airblasted projectiles
- Added Pyro training
Demoman
- Demoman's resistance to self-inflicted blast damage is increased from 25% to 40% (sticky jumping damage is unchanged)
Heavy
- Heavies now take 40% less knockback from all sources
- Added Heavy training
Engineer
- Engineer's maximum health is increased from 125 to 150 (Gunslinger increases this to 175)
Medic
- Medics now regenerate twice the usual rate of health regeneration (6-12 health per second) while healing a injured teammate
- Added Medic training
Sniper
- Added Sniper training
Weapon Balance Ideas
Scout
Soldier
Soldier Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Added description "Son, take this weapon and frag maggots in Rick's name." | ||||
Added description "The Eagles are screaming! I am screaming! You are not screaming! You are DEAD! Amen." | ||||
This weapon now has a unique rocket model | ||||
Added description "For when you want to take to the skies and don't have enough feet to do so." | ||||
This weapon now has a unique team-coloured rocket model | ||||
This weapon can now be painted (the projectile remains team-coloured) | ||||
Added description "This weapon will make your enemies QUAKE in their boots." | ||||
This weapon now has a unique rocket model | ||||
Increased rocket jump resistance attribute from 15% to 40% | ||||
Added description "My shotgun objects to your will to live, maggot!" | ||||
Added "Damage taken charges up the Rage meter at 75% of the rate of dealing damage" attribute | ||||
Added "Damage taken charges up the Rage meter at 50% of the rate of dealing damage" attribute | ||||
Added "Damage taken charges up the Rage meter at 40% of the rate of dealing damage" attribute | ||||
Added "User takes 50% less falling damage" attribute | ||||
The hidden attribute "34% smaller clip size" is now visible | ||||
Added "Damage resistance increases as user becomes injured" attribute | ||||
Added "50% higher rocket jumping" attribute |
Pyro
Pyro Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Added "While under effects of crit boost, user and all nearby allies gain 10% damage resistance" attribute | ||||
Fixed a bug where a "Pressure" meter would briefly appear when equipping another primary weapon after equipping the Dragon's Fury and touching a resupply cabinet | ||||
Added description "Y'all may be flame-retardant, but you sure ain't bulletproof." | ||||
Increased maximum secondary ammo from 16 to 20 | ||||
Flares can now stick to walls and ceilings, but not floors, and be detonated later for 25% reduced damage. Up to 3 flares can be planted this way. | ||||
Increased radius of alt-fire vacuum by 50% | ||||
Flare jumping knockback is vastly increased | ||||
Replaced boost charges with a "Fuel" meter, allowing the user to keep gliding and floating after performing the secondary jump so long as Fuel is available | ||||
Fixed a bug where Soldiers and Demomen using the Rocket Jumper or Sticky Jumper would self-ignite while blast jumping while doused in gasoline | ||||
This weapon can now be used to repair friendly buildings by expending primary ammo | ||||
This weapon can now be used to repair friendly buildings by expending primary ammo | ||||
Added "+25 maximum health on user" attribute | ||||
Added "50% faster melee swing speed" attribute |
Demoman
Demoman Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Added description "Leave it to me, lad." | ||||
Increased maximum primary ammo from 16 to 20 | ||||
Increased maximum health bonus from 25 to 50 | ||||
Added description "Amaze your friends! Impress women! Walk with a limp for life! It's amazing, fascinating and grotesque!" | ||||
Added description "You arr a pirate!" | ||||
Added description "With four times more barrels, you can shove four times more deadly explosives up your enemies' respective bottoms!" | ||||
Increased maximum secondary ammo from 24 to 32 | ||||
This weapon is now paintable | ||||
Increased maximum secondary ammo from 36 to 50 | ||||
Increased explosive damage resistance from 20% to 40% | ||||
Increased maximum secondary ammo from 72 to 90 | ||||
Increased maximum secondary ammo from 24 to 30 | ||||
The evil spirits within this weapon now talk more frequently | ||||
The evil spirits within this weapon now talk more frequently | ||||
The evil spirits within this weapon now talk more frequently | ||||
Fixed a bug where aunting with any action taunts that use props while using the Ullapool Caber would cause the user to taunt with the Ullapool Caber instead | ||||
Replaced "15% damage vulnerability on user" attribute with "-15 maximum health on user" attribute | ||||
Ammo packs collected now give the user the same amount of ammo as would be given while using the stock Grenade Launcher |
Heavy
Heavy Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Added description "Sasha calls for the blood of teeny-men." | ||||
Added Limited attribute | ||||
Removed all damage and accuracy ramp-up B.S | ||||
Removed all damage and accuracy ramp-up B.S | ||||
Removed all damage and accuracy ramp-up B.S | ||||
Removed all damage and accuracy ramp-up B.S | ||||
Added description "Da, Heavy can make do with this." | ||||
Added "Throwing a Sandvich to a teammate recharges 50% of the Food meter" attribute | ||||
Added the Limited attribute | ||||
Added "Throwing a Dalokohs Bar to a teammate fully recharges the Food meter" attribute | ||||
Added "Throwing a Fishcake to a teammate fully recharges the Food meter" attribute | ||||
Added "Throwing a Buffalo Steak Sandvich to a teammate recharges 50% of the Food meter" attribute | ||||
Added "Throwing a Second Banana to a teammate fully recharges the Food meter" attribute | ||||
Added description "Not every baby-man is worth a $200 bullet, you know!" | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster | ||||
Replaced "Maximum health is drained while item is active" attribute with "You are marked for death while item is active and for 3 seconds afterwards" attribute | ||||
Replaced "Maximum health is drained while item is active" attribute with "You are marked for death while item is active and for 3 seconds afterwards" attribute | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster |
Engineer
Medic
Sniper
Spy
Multi-Class
Multi-Class Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
This weapon can now be used by the Demoman | ||||
Added description "It's the Captain's Advanced Pulsetron Particle Electromagnetic Raygun! As seen in the movie, and only slightly altered with alien power sources! WARNING: Not for children under 3 years. Batteries not included."
This weapon can now be found from random drops, crafted, or purchased from the Mann Co store. C.A.P.P.E.Rs found from Confidential Collection Cases are given the "Genuine" quality. | ||||
This weapon can now be used by the Pyro |
New Weapon Ideas
Well, what can I say? I had to use as many as I could. Apologises to other users.
Scout
Scout Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
TBD | |
Primary |
"A Blunderbuss?! What is this, 1868?" | |
Primary |
"WARNING: This weapon is usually used by robots, which do not feel pain. So don't cry like a baby when you touch the 4000° Kelvin ammo." | |
Primary |
"First you revolutionize manufacturing robots, then you revolutionize destroying them." | |
Primary |
TBD | |
120px Primary |
"Despite what your knowledge of guns is currently telling you, this is not actually a submachinegun or a nailgun. It's kind of ... both." | |
Primary |
TBD | |
120px Primary |
N/A |
TBD |
120px Primary |
"This gun was crafted from scraps with the intention of being used for hunting large game, like elephants, kangaroos, and sandwich munching Russians." | |
"A hardcore gun for even hardercorer Scouts, first used by famed front-linebacker, George "The Babe" Ruthless. During game four of the 1918 World Series, George shot the entirety of the Chicago Cubs dead, winning the regional tournament and taking home the Stanley Cup for the Boston Red Sox." | ||
Primary |
"Shhh! Scout's got something to say, so silence both your enemies and your guns." | |
Primary |
"Fill the enemy with more holes than the plot of your favourite television series!" | |
120px Secondary |
TBD | |
Secondary |
TBD | |
Melee |
N/A (placeholder image) |
TBD |
Soldier
Soldier Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
120px Primary |
Usable in Medieval Mode | |
Primary |
N/A (placeholder image) |
"A devastating weapon - one only someone like President George Washington himself could have invented!" |
Primary |
N/A (placeholder image) |
TBD |
Primary |
TBD | |
Primary |
N/A (placeholder image, would look like the Quake Champions Rocket Launcher) |
Given to Quake Champions players |
Primary |
"" | |
Secondary |
N/A |
TBD |
Secondary |
"Even a hardened military man like Soldier can't resist some Hot Dalokohs on a snowy wintery afternoon." |
Pyro
Pyro Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
TBD | ||
Primary |
N/A (placeholder image) |
TBD |
Primary |
"Out of options? Dig this antique out of the closet and hope to high hell it still works!" | |
Primary |
"Everyone said I shouldn't use wood to build my flamethrower, but I did it anyway! Who's laughing now?!" | |
Primary |
TBD | |
Primary |
TBD | |
Primary |
N/A |
TBD |
Primary |
TBD | |
Primary |
"Ancient flame tech meets modern throwing tech!" | |
Secondary |
"The kind of heat your enemies don't expect you to be packing." | |
120px Secondary |
TBD | |
120px Secondary |
TBD | |
Secondary |
N/A |
TBD |
Secondary |
"Legends say that the primitive army of Nuòkù was destroyed and wiped from history's pages because of the revolutionary power of this firearm. You've never heard of the army of Nuòkù, you say?" | |
120px Secondary |
Occupies both Secondary and Melee weapon slots | |
TBD | ||
Secondary |
TBD | |
TBD | ||
Melee |
TBD | |
120px Melee |
"Sugarcoated twice, Bludgeoning you thrice." | |
120px Melee |
N/A |
TBD |
Melee |
"Let this blade, sharp as a dragon's tooth, heavy as an elder ox, split your foes in twain!" | |
120px Melee |
TBD | |
Melee |
"Rest in pieces, dear victim." | |
Melee |
"Oh, they're using DOORS to avoid a horrible death? Tear those puny barricades down with an axe that can break anything! Note: there are things this axe cannot break." | |
120px Melee |
Occupies both Secondary and Melee weapon slots |
Demoman
Demoman Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
120px Primary |
TBD | |
Secondary |
N/A (placeholder image) |
TBD |
Heavy
Heavy Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
TBD | ||
120px Primary |
"My drill is the drill that will pierce your chest!" | |
Primary |
"They always said the best defence is a good offense... but no-one ever said you couldn't have both!" | |
Primary |
"This minigun was made to punish tiny baby men that were mean this year. Load it up with coal and give them the gift they deserve!" | |
Primary |
TBD | |
120px Primary |
TBD | |
Primary |
TBD | |
Primary |
TBD | |
Primary |
TBD | |
120px Primary |
TBD | |
Primary |
N/A (based on Tomislav concept art) |
TBD |
120px Secondary |
"I'm not puttin' my lips on that." | |
120px Secondary |
TBD | |
Secondary |
N/A |
Adds a "Defibrillator" meter to the HUD, charging up on doing damage (meter is filled at 600 damage). If user is killed when meter is filled, after 3 seconds the user will be automatically revived in a electrical shock that stuns all nearby enemies. Upon being revived, user gains invulnerability and mini-crits for 5 seconds. |
120px Secondary |
"Tasty and terrifying!" | |
Melee |
N/A (placeholder image) |
TBD |
Melee |
N/A (placeholder image) |
TBD |
120px Melee |
"My punches are augmented." | |
120px Melee |
"Have you ever looked at your hands and felt a void? Like there was something missing? It was probably SHARK HANDS! Strap a pair on, and now you can hand it to them straight with your favourite sharks!" | |
N/A |
TBD | |
Melee |
N/A (placeholder image) |
TBD |
Engineer
Engineer Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
TBD | |
Primary |
N/A (placeholder image) |
TBD |
Secondary |
Increases maximum metal amount from 200 to 300 | |
Secondary |
N/A (placeholder Team Fortress 2 Classic model) |
TBD |
Secondary |
Does not require ammo | |
Melee |
While using this weapon, the user has no melee weapon, but unlimited Pistol ammunition to compensate. Buildings are repaired by the user doing damage to enemies with their primary and secondary weapons, and upgraded via their functions - a Sentry Gun will upgrade by doing damage to enemies (300 damage to upgrade to level 2, and 675 damage to upgrade to level 3), a Dispenser will upgrade by healing allies (400 health to upgrade to level 2, and 1000 health to upgrade to level 3), and a Teleporter will upgrade by teleporting allies (2 teleports to upgrade to level 2, and 5 teleports to upgrade to level 3 - the builder teleporting themselves won't count). | |
Melee |
N/A (placeholder Team Fortress Classic model) |
TBD |
Replaces the Sentry Gun with the Portable Anti-Infantry Shield, the Dispenser with the Repair Node and the Teleporter with the Amplifier |
Medic
Medic Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
TBD | ||
N/A |
TBD |
Sniper
Sniper Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
TBD | |
Primary |
TBD | |
TBD |
Spy
Spy Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
TBD | |
Primary |
TBD | |
Primary |
"They laughed at my silenced revolver. I laughed at their silenced corpses." | |
Occupies both Primary and Melee weapon slots | ||
Occupies both Primary and Melee weapon slots |
Blueprints
- 2x Back Scatter + Reclaimed Metal = Boston Bulldog
- Crusader's Crossbow + Baby Face's Blaster = Brigand's Blunderbuss
- Baby Face's Blaster + Pomson 6000 = Corkscrew
- Back Scatter + Crusader's Crossbow = Shotgun Bride
- Dalokohs Bar + Mad Milk = Gingerbread Mann
- Buff Banner + 2x Buffalo Steak Sandvich + 3x Short Circuit = Shock Therapy
- Back Scatter + Short Circuit = Spark Shot
Raid
My idea for the scrapped Raid gamemode would play out more like an offensive version of Mann vs. Machine. A team of up to 18 players (the team can only have two of each class) are attempting to push a Payload through hordes of robots. After certain points, they reach a miniature warehouse, where the doors shut to keep them safe and they can spend the credits they earn on upgrades. Unlike in regular Payload games, the Payload cart has a limited amount of health (around 2500-10000) and can be destroyed by the robots, but regenerates health over time at a rate of 25-75 health per second and can be repaired by a Engineer. It also heals like a Level 3 Dispenser rather than a Level 1 one, but doesn't give out Metal, and has a platform behind it where players can stand or even place buildings. Once the Payload is delivered to the objective point, all players are given 60 to 90 seconds to escape the blast zone back to a warehouse or spawn - anyone left in the zone afterwards will be killed instantly. The team loses if the Payload cart is destroyed, if they're all killed in the explosion, or if they take too long to get the cart to a warehouse. Whenever the Payload gets to a warehouse safe point, the timer resets and doesn't start again until after all players give the ready or if a player is ready and 150 seconds have passed, like in regular Mann vs. Machine. There's no bonus from getting all the credits dropped by the robots and upgrades are generally more expensive due to the larger amounts of robots, but each class begins the game with three specific upgrades:
- Scout: +10% Movement Speed, +20% Jump Height, and +10% Attack Speed for melee weapons
- Soldier: +30% Crit Resistance, Level 1 Rocket Specialist, and +20% Reload Speed for shotguns and Righteous Bison or +25% Buff Duration for banners
- Pyro: +25% Fire Resistance, +25% Damage for primary weapons, and +25% Airblast Force or +25% Burn Damage for Phlogistinator
- Demoman: +25% Blast Resistance, +2 Clip Size for primary weapons, and -30% Push Force On Wearer
- Heavy: +25% Bullet Resistance, +1 Projectile Penetration, and +50% Clip Size for shotguns or +15% Recharge Rate for lunchbox items
- Engineer: +5 Metal Regeneration, +100% Dispenser Range, and +20% Reload Speed for primary weapons
- Medic: +2 Health Regeneration, Mad Milk Syringes, and Level 1 Healing Mastery
- Sniper: Explosive Headshot for sniper rifles or +25% Damage for Huntsman, +50% Ammo Capacity for submachine guns or -35% Speed On Target for Jarate, and +25 Health On Kill for melee weapons
- Spy: +50% Clip Size for revolvers, Level 1 Robot Sapper Power, and Level 1 Armor Penetration for melee weapons
Hordes of robots will actively attempt to defend points, deploying Engineers and Snipers to protect chokepoints and warehouses. Every so often, the game will automatically send out a horde of 30 melee-only Scout Robots which don't drop credits. There are no Tanks, and a Sentry Buster will only spawn if a Engineer has kept his buildings in one spot for more than 20-60 seconds, encouraging players to keep moving. A Giant Robot will appear as the final boss of a wave that the team must face, and will typically spawn with a few Medic Robots on it.
Weapons I Want to See Added in Team Fortress 2 Classic
Yeah, I'm that pathetic.
Scout
Scout Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
On hit, applies a knockback effect that propels enemies backwards and the user in the opposite direction if airborne (this can be used to perform a third jump) | ||||
Effects last for 10 seconds and take 24 seconds to recharge | ||||
Secondary |
Press Alt-fire (MOUSE3 while using the Sandman as active weapon) while within 75 Hammer Units of a health or ammo pickup to collect it and add it to the backpack, so long as the user has maximum health and primary ammo. This cannot be done while a ally is within a similar distance. Up to three health or ammo pickups can be stored at a time. Press MOUSE3 (E while using the Sandman as active weapon) to deploy a stored pickup on the battlefield for allies to pick up. If the user is killed, they will drop all pickups they had stored. | |||
Melee |
Press Alt-fire to hold up the Catcher's Mitt for 2 seconds. While the Catcher's Mitt is held, it can be used to catch one projectile (rockets, flares, grenades, shells or Huntsman arrows, but not syringes) and store it. Alt-fire can then be pressed again to throw the projectile back, doing 25% less damage than it would have originally done. | |||
Press Alt-fire to throw a baseball that stuns enemies for 2-7 seconds, depending on how far ball was launched. Ball does more damage and stun time the longer it is fired. |
Soldier
Soldier Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
75% faster projectile speed | ||||
Charges a Rage meter via dealing damage, taking 500 damage to fully charge the Rage meter. Once the Rage meter is filled, activating the battlecry provides the user and all nearby teammates with guaranteed Mini-Crits and 20% resistance to all forms of damage for 12 seconds | ||||
Damage and movement speed while in use increase as the user become injured | ||||
120px |
TBD |
Pyro
Pyro Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Primary |
Mini-crits on enemies when fired from behind | |||
Primary |
TBD | |||
Secondary |
Primary fire throws the Napalm Grenade, which explodes after one second into a patch of physical flames. These flames damage and ignite enemies who touch them (except enemy Pyros, who will still be damaged). The patch of flames is roughly 30% bigger than a Rocket Launcher explosion's radius and lasts for 12 seconds before dissipating. | |||
Melee |
Ignites enemies on damage | |||
Crits on burning enemies and extinguishes them |
Demoman
Demoman Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Primary |
Up to 6 grenades can be launched and left on the ground as a form of trap | |||
Melee |
TBD | |||
Alt-fire while this weapon is active to charge forward at 250% speed for 1.5 seconds, doing damage to enemies in front of the user and allowing for mini-crit strikes |
Heavy
Heavy Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
On hit, slows down enemy for 2 seconds | ||||
Primary |
Does not require ammo | |||
Secondary |
100 extra maximum health on user | |||
On kill, user recovers 50 health and gains 5 guaranteed critical hits | ||||
TBD |
Engineer
Engineer Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Gain a guaranteed critical hit for this weapon for every assist kill you make with your Sentry Gun and 2 guaranteed critical hits for every solo kill made by your Sentry Gun | ||||
Primary |
TBD | |||
While active, user takes manual control of their Sentry Gun | ||||
Replaces the Sentry Gun with two Combat Mini-Sentries, the Dispenser with two Mini-Dispensers, and the two Teleporters with four Mini-Teleporters
Comparison of Mini-Dispensers to Level 1 Dispenser:
Comparison of Mini-Teleporters to Level 1 Teleporter:
25 more maximum health on user | ||||
TBD |
Medic
Sniper
Spy
Spy Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Crits on headshots or in the back at close range | ||||
Secondary |
Once attached to a building, begins a 5-second countdown before exploding, killing any enemy within the explosion radius (user is unaffected) | |||
Secondary |
TBD | |||
TBD | ||||
TBD | ||||
While standing still, cloaks user indefinitely and slowly refills cloak meter | ||||
User is immune to afterburn while disguised |
Pre-Existing Weapon Changes
- The Nailgun's clip size is increased from 25 to 40, and its maximum primary ammo has been increased from 125 to 200.
- The RPG's explosion radius is increased by 40%, but its damage bonus is decreased from 30% to 20%.
- The Mine Layer's mines now partially camouflage themselves when left alone for more than 3 seconds.
- The Sandvich now heals the user for 200 health rather than 120 health.
- The Coilgun's damage is increased from 25-75 to 40-120 and its maximum secondary ammo is increased from 16 to 24, but its clip size is decreased from 8 to 6.
- The Tranquiliser Gun now slows enemies down by 40% rather than 33%, and its projectile now travels further.
- The Invisibility Watch now provides the user with a 20% resistance to all damage while cloaked.
- Several weapons have new taunts:
- The RPG uses the live Cow Mangler 5000's taunt.
- The Shotgun used by the Soldier now uses its live counterpart's taunt.
- The Flare Gun now uses the Execution kill taunt.
- The Mine Layer uses the live Scottish Resistance's taunt.
- The Sandvich now can be used to taunt, which will do the same as when using primary fire.
- The Coilgun uses the unused taunt where the Engineer simply takes out and plays the guitar.
- The Shock Therapy has a unique taunt where the Medic examines the weapon, presses his finger against the tesla coils, shakes as he is electrocuted, then shakes his head and returns to normal.
- The Hunting Revolver uses the I See You taunt.
- The Tranquiliser Gun has a unique taunt where the Spy taps the side of the weapon and then chuckles.