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Custom Weapons, también llamadoCustom TF2 Weapons o CTF2W, es una extensión de mod Source para servidores que añadie armas creadas por la comunidad a Team Fortress 2 y fue desarrollado por MasterOfTheXP. Actualmente se encargan de ella Chdata y Crafting. A diferencia del Advanced Weaponiser, no hay un inventario donde ver tus objetos. Este grupo prueba y hace cambios a armas oficiales con el objetivo de hacer una experiencia de juego más equilibrada.
Lista de servidores oficiales
Al hacer clic se iniciará el juego en ese servidor automáticamente
Custom Weapons | US
Custom Weapons | EU
Lista de armas nuevas y modificadas
Cambios en armas oficiales
Estos cambios los sufren las «Armas Personalizadas» disponibles. Estos cambios están en todos los servidores de CTF2W.
-Todos los servidores oficiales de CTF2W tienen impactos Críticos Aleatorios desactivados.
-Todos los servidores oficiales de CTF2W tienen la dispersión de bala fija activada.
-Se ha eliminado el contorno que rodea a tus aliados que dura 10s al reaparecer.
-Se redujo la bonificación de rango cuerpo a cuerpo a +33% de +37% para todas las espadas.
-Se eliminó la "penalización de velocidad de -100% de guardado" para todas las espadas.
-Corrección de errores: los jugadores ahora recuperarán el control del ataque aéreo después de ser disparados por un lanzallamas
NOTA: En el juego estándar, disparar a un objetivo con aire hará que el jugador objetivo tenga menos control aéreo y de apoyo durante un breve período. Esta condición está permanentemente en el jugador hasta que muere o se elimina después de tocar un reabastecimiento.
-Agregado "Mientras estás en llamas: -33% de salud recibida de todas las fuentes de curación."
NOTA: Se eliminó la estadística "El daño directo reducirá la curación de la pistola médica y la resistencia del escudo en un 25 %" en todos los lanzallamas.
NOTA: Cualquier arma y/o efecto que pueda prender fuego a los enemigos se verá afectado por esta nueva desventaja.
-Se agregó "Los paquetes de salud no eliminan el efecto de hemorragia."
NOTA: Los usuarios aún pueden curarse al recogerlos, pero la hemorragia continuará.
-El daño de postcombustión ahora contará para cualquier efecto de robo de vida.
NOTA: Hemorragia ya estaba recibiendo los beneficios del robo de vida.
-Agregado "Al matar cuerpo a cuerpo: caerá un paquete de munición grande en lugar de un paquete mediano".
NOTA: Las muertes por impacto de escudo contarán para esto.
NOTA: Las muertes relacionadas con cuchillos no contarán para esto.
-Agregado "Al matar cuerpo a cuerpo: gana un 10% de la salud base."
NOTA: Esto puede sobrecurar.
NOTA: Las muertes por impacto de escudo contarán para esto.
NOTA: Las muertes relacionadas con cuchillos no contarán para esto.
NOTA: No incluye la Katana del Medio Zatoichi.
-Reducción de los efectos de robo de vida al 33%.
NOTA: Reduce el efecto del Conchistador del 35%.
NOTA: Reduce el efecto de La Leche Loca del 60%
NOTA: cualquier efecto de robo de vida personalizado es del 33% (a menos que se especifique lo contrario)
-Disminuyó el aumento de movimiento de los efectos de aumento de velocidad y/o armas
NOTA: Esto incluye principalmente a el Conchistadorr y la Acción Disciplinaria
NOTA: La lista de cambios porcentuales para todas las clases se enumeran en la pestaña "Incrementos de Velocidad - Cambios Numéricos" a continuación
|
Scout
|
400 (133.3%)
|
480 (160%)
|
505 (168.3%)
|
Soldier
|
240 (80%)
|
320 (106.6%)
|
336 (112%)
|
Pyro
|
300 (100%)
|
380 (126.6%)
|
405 (135%)
|
Demoman
|
280 (93.3%)
|
360 (120%)
|
385 (128.3%)
|
Heavy
|
240 (80%)
|
320 (106.6%)
|
336 (112%)
|
Engineer
|
300 (100%)
|
380 (126.6%)
|
405 (135%)
|
Medic
|
320 (106.6%)
|
400 (133.3%)
|
425 (141.6%)
|
Sniper
|
300 (100%)
|
380 (126.6%)
|
405 (135%)
|
Spy
|
320 (106.6%)
|
400 (133.3%)
|
425 (141.6%)
|
SIN CAMBIOS
|
(Habilidad) Doble salto
(Habilidad) +1 de velocidad de captura
|
Principal
Recortada
|
SIN CAMBIOS
|
SIN CAMBIOS
|
Principal
Dispensadora de Caña
|
SIN CAMBIOS
|
Empuja al objetivo y al tirador
+50% de velocidad de disparo
+20% de balas por disparo
-10% de daño
-66% de tamaño de cargador
La fuerza del empuje es proporcional al daño infligido
Esta arma tiene un cargador que se recarga de una sola vez, pero pierde munición de reserva si el cargador no está vacío al recargar
|
Principal
Paratenseco
|
-Añadido "Cuando el arma está activa: +20% de curación entrante y/o saliente de cualquier fuente de curación o efecto de arma"
NOTA: La versión previa de éste atributo oficial no funcionaba completamente con todas las fuentes de curación, pero ahora lo hace e incluso más!
|
Cuando el arma está activa: +20% de curación entrante y/o saliente de cualquier fuente de curación o efecto de arma
Cuando el arma está activa: Aumenta el retroceso causado por daños y empuje de aire comprimido un 20%
Ésta arma es mejor utilizada en rango medio y/o largo
¡Disparo secundario para empujar a tu objetivo!
- ATRIBUTOS OCULTOS EXTRA
+100% de daño
+42% de velocidad de disparo
40% más preciso
-50% de velocidad de recarga
-60% de balas por disparo
-34% de tamaño de cargador
|
Principal
Refrescopeta
|
-Se eliminó "+25% de velocidad de recarga"
-Añadido "Cuando se activa la Emoción: +50% de velocidad de recarga"
-Se disminuyó la cantidad de daño de Primaria/Secundaria/Cuerpo-a-cuerpo requerida para cargar Emoción al completo
NOTA: Nuevo daño requerido por tipo de arma:
Primaria: 395 -> 280
Secundaria: 290 -> 280
Cuerpo-a-cuerpo: 350 -> 140
|
Al impactar con cualquier arma: aumenta tu Emoción
+50 % de velocidad de disparo
-66% de tamaño de cargador
Cuando el medidor de emoción esté lleno, pulsa el disparo secundario para activar el modo emoción y hacer varios saltos en el aire y ganar +50% de velocidad de recarga.
Esta arma tiene un cargador que se recarga de una sola vez, pero pierde munición de reserva si el cargador no está vacío al recargar
Requiere 280 de daño Primario/Secundario ó 140 de daño Cuerpo-a-cuerpo para llenar a tope la Emoción
|
Principal
Devastadora del Imberbe
|
-Se disminuyó la pérdida de Impulso por tomar daño de 4% a 1% por punto de daño
-Se removió "El Impulso se reduce al saltar en el aire"
-Se removió "-34% de tamaño de cargador"
-Añadido "El Impulso decae con el tiempo" (3.33% cada 1 segundo)
-Añadido "El portador no puede llevar el dosier o el balón de PASA-Tiempo"
-Añadido "-1 de velocidad de captura al portador"
-Se incrementó el daño requerido para llenar Impulso a tope de 100 a 200
|
Al impactar con cualquier arma: aumenta tu Impulso
El Impulso aumenta tu velocidad
Boost is decreased when damaged and/or decays over time
El portador no puede llevar el dosier o el balón de PASA-Tiempo
-10% de velocidad al portador
-1 de velocidad de captura al portador
Requiere 200 de daño infligido para llenar Impulso a tope
|
Principal
Retroescopeta
|
-Se removió "Causa minicríticos cuando disparas por la espalda a corta distancia"
-Se removió "-34% de tamaño de cargador"
-Se removió "-20% de precisión"
-Añadido "Al causar Baja: Ruido de ataque silenciado"
-Añadido "+40% de daño contra jugadores por la espalda"
NOTA: No tiene un límite de distancia
-Añadido "Las balas atraviesan a los jugadores"
-Añadido "-30% de velocidad de disparo"
-Añadido "-15% de velocidad de recarga"
|
Al causar Baja: Ruido de ataque silenciado
+40% de daño contra jugadores por la espalda
Las balas atraviesan a los jugadores
-30% de velocidad de disparo
-15% de velocidad de recarga
|
Secondary
¡Bonk!, La Bebida Salvavidas
|
-Se eliminó "Mientras estes bajo los efectos, todo el daño absorbido te ralentizara cuando el efecto termine durante 5s basados en el daño absorbido (Escala desde 25% al absorber menos de 200 de daño a 50% cuando se absorben +200 de daño)"
-Se añadió "Mientras estes bajo los efectos, todo el daño absorbido te marcara de muerte cuando el efecto termine, por hasta 8s" (Escala hasta 8s con 250+ de daño absorbido)"
- Se añadió "Mientras estes bajo los efectos: Gana un impulso de velocidad"
-Se añadió "Esta arma se despliega un 100% mas lenta"
|
Mientras estes bajo los efectos: Te vuelves invulnerable y ganas un impulso de velocidad por 8s
Cuando terminan los efectos: Eres marcado de muerte (NOTA: Esto no ocurrira si no absorbes daño)
Esta arma se despliega un 100% mas lenta
Tiempo de recarga: 30s
Permitida en el modo "Medieval"
|
Secundario
Criticola
|
-Se redujo el tiempo de la marca de muerte que recibes de 5s a 3s
|
Mientras estes bajo los efectos: Tus ataques se volveran minicríticos por 8s
Mientras estes bajo los efectos: Atacar te marcara de muerte por 3s
Tiempo de recarga: 30s
Permitida en el modo "Medieval"
|
Secundario
Leche Loca
|
-Se aumento la reduccion del tiempo de recarga al apagar a un aliado de 20% a 25%
-Se redujo la cantidad de robo de vida de 60% a 35%
|
Los jugadores se curan el 35% del daño infligido a un enemigo cubierto de leche
Apagar aliados en llamas reduce el tiempo de recarga un 25%
Puede apagar el fuego del portador y/o aliados, ademas anula parcialmente la invisbilidad en Spies enemigos
Tiempo de recarga: 20s
Permitida en el modo "Medieval"
|
Secundario
Aeropistola
|
- Se añadió "Cuando esta activa: El portador no recibe daños por caida"
-Se incremento la altura de salto de +25% a+30%
|
Cuando el arma esta activa:
- El portador no recibe daños por caida
- +30% altura de salto al activarlo
- +15% de daño
- -58.33% tamaño de cargador
|
Secundario
Pistola de Bolsillo del Guaperas
|
-Se eliminó "Cuando el arma esta activa"
-Se eliminó "Al golpear: Gana hasta +3 de vida"
-Se eliminó "-25% tamaño de cargador"
-Se añadió "35% del daño infligido es devuelto como salud"
-Se añadió "-50% de daño"
|
35% del daño infligido es devuelto como salud
+15% velocidad de disparo
-50% de daño
|
Secundario
La Guillotina Voladora
|
-Se añadió "Causa minicríticos a jugadores que tengan menos del 33% de su vida maxima"
NOTA: Esto afecta tanto al impacto de la guillotina como el daño por hemorragia
|
Al golpear: Hemorragia por 5s
Los golpes a larga distancia reducen el tiempo de recarga en un 25%
Causa minicríticos a jugadores que tengan menos del 33% de su vida maxima
No puede ser recogido tras lanzarlo
Tiempo de recarga: 6s
Permitida en el modo "Medieval"
|
Cuerpo a Cuerpo
TODAS las armas por defecto, incluyendo rediseños
|
-Se añadió "+20% velocidad de disparo"
NOTA: Esto NO incluye a la Sarten, o la Sarten dorada (Por el obvio problema con el sonido)
NOTE: Una arma por defecto multiclase NO obtendra este efecto a menos que un Scout la equipe
|
+20% velocidad de disparo
|
Cuerpo a Cuerpo
El Somnifero
|
-Se redujo la penalizacion de vida maxima de -15 a -10
-La bola ya no hace daño, se eliminó "La bola inflige daño en base a la distancia viajada"
-Se incremento la duracion de la ralentizacion de (Min: 1 - Max: 7s) a (Min: 2- Max: 8s)
-El efecto de ralentizacion es de siempre -30% en vez de escalar en base a la distancia
-Se ha rehecho por completo el efecto de la ralentizacion. Ahora se basa en la velocidad de movimiento ACTUAL del objetivo, en vez de establecer a todo enemigo ralentizado a la misma velocidad de movimiento (225 HU). Ademas, en el juego base, la bola tenia que viajar una distancia minima para aplicar la ralentizacion. Este ya no es el caso, ahora puedes lanzar la bola a quemarropa y aplicar la ralentizacion.
|
Disparo secundario: Lanza una bola que ralentiza al objetivo un 30%. La duracion se basa en el tiempo que ha viajado la bola (Min: 1s – Max: 7s)
La bola lanzada se puede volver a recogeren un corto periodo para recargarla al instante
-10 de vida maxima al portador
Tiempo de recarga: 10s
|
Cuerpo a Cuerpo
Bastón de Caramelo
|
-Se eliminó "Al causar baja: Deja caer un botiquin pequeño"
-Se eliminó "25% de vulnerabilidad al daño explivo al portador"
-Se añadió "Al golpear aliado: ¡Le regalas municion y vida!"
NOTA: 20 de vida, y un 10% de municion
-Se añadió "Al golpear enemigo: ¡Te regalas municion y vida!"
NOTA: 30 de vida, y un 15% de municion
-Se añadió "La municion regalada puede dar exceso de municion
NOTA: Hasta un 50%, y no decae
-Se añadió "-50% velocidad de disparo"
-Se añadió "-50% de daño "
-Se añadió"+75% de rango"
-Se añadió "+50% distancia de impacto mayor"
|
+75% de rango
+50% distancia de impacto mayor
Al golpear aliado: ¡Le regalas municion y vida! (20 de vida, y un 10% de municion)
Al golpear enemigo: ¡Te regalas municion y vida! (30 de vida, y un 15% de municion)
-50% velocidad de disparo
50% de daño
La municion regalada puede dar exceso de municion
|
Cuerpo a Cuerpo
Machacador de Boston
|
-Se añadió "Esta arma tiene un rango mayor, pero mayor tiempo de despliegue y guardado"
|
Al golpear: Hemorragia por 5 segundos
Al fallar: ¡Te golpeas a ti mismo, idiota!
Esta arma tiene un rango mayor, pero mayor tiempo de despliegue y guardado
|
Cuerpo a Cuerpo
Sol-en-un-Palo
|
-Se aumento la penalizacion de daño del impacto de -25% a -35%
-Se añadió "Disparo secundario: Fuego espontaneo"
NOTA: Esto prende en llamas al portador por hasta 10s
NOTA: Tiempo de recarga: 20s
-Se añadió "Al golpear, si tienes el "Fuego espontaneo": ¡Se lo transfieres al objetivo!
-Se añadió "Al golpear: Las poscombustiones transferidas tienen un 75% menos de Se añadió "
-Se añadió "Al guardar: Si tienes el "Fuego espontaneo" , recibes todo el daño que te hubiera causado al instante
|
Disparo secundario: Fuego espontaneo, el cual te prende en llamas por hasta 10s
(Tiempo de recarga: 20s)
Al golpear, si tienes el "Fuego espontaneo": ¡Se lo transfieres al objetivo!
Cuando esta activa: +25% de resistencia al fuego
Criticos contra jugadores ardiendo
Al golpear: Las poscombustiones transferidas tienen un 75% menos de duracion
Al guardar: Si tienes el "Fuego espontaneo" , recibes todo el daño que te hubiera causado al instante
-35% de daño cuerpo a cuerpo
|
Cuerpo a Cuerpo
Abanico Bélico
|
-Se eliminó "Criticos cuando normalmente haria minicriticos"
- Se aumento la penalizacion de daño de -75% a -94%
-Se aumento la cantidad de objetivos marcados de 1 a 2
-Se redujo la duracion de la marca de 15s a 10s
-Added "Al golpear: Gana un impulso de velocidad por 2s"
|
Al golpear: Hasta 2 objetivos, son marcados de muerte por 10s
Al golpear: Gana un impulso de velocidad por 2s
-94% de daño
Los golpes consectuvios a un mismo objetivo restauran la duracion de la marca. Golpear a un tercer objetivo quita la marca del primer objetivo
|
Cuerpo a Cuerpo
Atomizador
|
-Se eliminó "Cuando esta activa: Puedes hacer un salto triple"
-Se eliminó "Los golpes cuerpo a cuerpo causan minicriticos mientras estas en el aire"
-Se eliminó "-15% de daño contra jugadores"
-Se eliminó "Esta arma se despliega un 50% mas lenta"
-Se añadió "Al golpear enemigo en el aire: Lo empuja al suelo"
NOTA: Dependiendo que tan lejos del suelo este el enemigo, puede llegar a hacer un daño considrable
-Se añadió "Al causar baja con cualquier arma: Almacena +2 saltos. Las asistencias almacenan +1"
-Se añadió "Deshabilita el salto doble al portador"
-Se añadió "Los saltos almacenados (Max: 250) se pueden usar en cualquier momento y arma pulsando la tecla de salto"
NOTA: Cada salto almacenado tiene un efecto de humo purpura bajo tus pies al usarse
NOTA: Cuando el IMPULSO de la Refrescopeta este activo, los saltos almacenados no se usan hasta que el efecto termine
|
Al golpear enemigo en el aire: Lo empuja al suelo
Al causar baja con cualquier arma: Almacena +2 saltos. Las asistencias almacenan +1
Deshabilita el salto doble al portador
Los saltos almacenados (Max: 250) se pueden usar en cualquier momento y arma pulsando la tecla de salto
|
Melee
Asesino Envuelto
|
-La bola ya no causa daño al impacto
-El daño de la hemorragia (Min 1s: - Max: 12s) escala basado en la distancia que viajo la bola en vez de ser siempre 7.5s
-Se aumento el radio de explosion de la bola (De 50 Hu a 73 Hu)
-Se añadió que la explosion cause hemorragia, pero con -66% menos de duracion
|
Disparo secundario: Lanza una bola festiva que causa hemorragia basado en la distancia que viajo la bola (Min 1s: - Max: 12s)
+25% de velocidad de recarga
En disparos NO directos con la bola: La hemorragia dura un 66% menos
-65% de daño cuerpo a cuerpo
Tiempo de recarga: 8s
|
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"
NOTE: This will pull from the reserve ammo, so it wont be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike).
|
Primaria
Rocket Launcher
|
NO CHANGES
|
NO CHANGES
|
Primaria
Direct Hit
|
-Removed "+25% damage bonus"
-Added "+25% damage vs players"
|
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+25% damage vs players
+80% projectile speed
-70% explosion radius
|
Primaria
Black Box
|
-Updated the "On hit: Gain HP per attack" with a more accurate system
-Increased health gained per attack from 20 to 25
-Added "On direct hit" to reward accurate hits
|
On splash hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack. On direct hit: Recover 0.25 HP per 0.56 damage dealt.
-25% clip size
|
Primaria
Rocket Jumper
|
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"
-Added "Allowed in Medieval mode"
|
On kill with any weapon: All equipped weapons are automatically fully reloaded
+200% max Primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Primaria
Liberty Launcher
|
-Decreased damage penalty from -25% to -20%
-Added "Increased push force against enemy players and the user"
|
Increased push force against enemy players and the user
-25% blast damage from rocket jumps
+40% projectile speed
+25% clip size
-20% damage penalty
|
Primaria
Cow Mangler 5000
|
-Decreased charged shot move speed penalty from -66% to -50%
-Removed the Mini-Crit shot and afterburn damage from the ALT-FIRE effect
-Added "Black Hole Rockets" as part of the ALT-FIRE effect
NOTE: The rocket from the charged shot won't do damage
NOTE: Black Hole won't spawn if in an active enemy spawn
NOTE: The suction and "disable enemy buildings" lasts for 4 seconds
NOTE: An enemy that moves faster than 295 Hu can (or more easily) escape the suction
NOTE: Quick-Fix UberCharge is immune to the suction
NOTE: The suction radius is 182.5 Hu and the "disable enemy buildings" radius is 109.5 Hu
-Added "30% slower reload time"
|
Does not require ammo
ALT-FIRE: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additionally, any enemy buildings near the center will be disabled for 4 seconds.
30% slower reload time
Deals only 20% damage to buildings
Mini-Crits whenever it would normally crit
While doing charged shot: -50% move speed
|
Primaria
Beggar's Bazooka
|
-Removed "+3 degrees random projectile deviation"
-Removed "Cannot collect ammo from Dispensers while active"
-Added "Projectile deviation scales by 1.666% based on the current number of loaded rockets"
|
Hold FIRE to load up to 3 rockets
Release FIRE to unleash the barrage at 70% faster firing speed
Projectile deviation scales by 1.666% based on the current number of loaded rockets
Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
-20% explosion radius
30% slower reload time
Projectile deviation will increase/decrease as rockets are loaded and when fired
|
Primaria
Air Strike
|
-Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon"
-Removed "-10% explosive radius"
-Added "33% faster reload time while explosive jumping"
|
-15% blast damage to self from this weapon
+66% faster firing speed and 33% faster reload time while explosive jumping
Clip size increased on kill (up to 4)
-15% damage penalty
-20% explosion radius while explosive jumping
|
Secundaria
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Secundaria
Buff Banner
|
-See additional changes in "Soldier - Banner Changes" tab
-Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"
-Added "On wearer: +15% faster firing speed for all weapons"
|
On wearer: +15% faster firing speed for all weapons
Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secundaria
Gunboats
|
NO CHANGES
|
-60% blast damage from explosive jumps
Allowed in Medieval mode
|
Secundaria
Battalion's Backup
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased max health on wearer from +20 to +30
-Any player that is under this effect will now be able to see their net health on screen
NOTE: Net health means the possible total health while under the damage resistance after doing the math
NOTE: This will be text on the left side of the screen in the top corner
|
+30 max health on wearer
Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secundaria
Concheror
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased banner cost from 480 to 600
-Increased health regen from +4 to +8
|
Up to +8 health regenerated per second on wearer
Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secundaria
Mantreads
|
-Increased stomping damage (aka the Goomba) multiplier from x3 to x3.5
-Stomping damage (aka the Goomba) can now benefit from life-steal effects
-Stomping damage (aka the Goomba) can now be Mini-Crit boosted
-Added "+20% increased rocket jump height on wearer"
|
-75% reduction in push force taken from damage, airblasts, and knockback effects
200% increased air strafe control when explosive jumping
Deals 3.5x falling damage to the player you land on
+20% increased rocket jump height on wearer
Allowed in Medieval mode
|
Secundaria
Righteous Bison
|
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+25% faster firing speed"
NOTE: This matches the default Shotgun
-Added hidden "25% slower reload time"
NOTE: This matches the default Shotgun
-Added "Reload time decreases as health decreases (up to 66%)"
-Added +10% damage bonus vs players
|
Does not require ammo
Projectile cannot be deflected and penetrates enemy players
Reload time decreases as health decreases (up to 66%)
Deals only 20% damage to buildings
|
Melee
Any base melee weapon, including reskins
|
-Added "Weapon knockback increases as the user becomes injured"
NOTE: An all-class Melee weapon won't get the same bonus unless a Soldier equips it
|
Weapon knockback increases as the user becomes injured
|
Melee
Equalizer
|
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"
-Added "When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)"
NOTE: While at 1 health, the user would get +100% bonus health from any healing source while this weapon is active
-Added "On wearer: -20% base healing given and/or gained from every healing source or weapon effect"
|
Damage increases as the user becomes injured
If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill
When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)
On wearer: -20% base healing given and/or gained from every healing source or weapon effect
|
Melee
Disciplinary Action
|
-Flipped the speed boost duration for the user and ally
-Increased the hidden melee range multiplier from +70% to +75%
-Decreased the hidden melee bounds multiplier from +55% to +50%
-Added "On kill with any weapon: +2 stacks. Assist-kills grant +1 stack."
-Added "ALT-FIRE while active: Consume 1 stack (up to 8) to gain a 3 second speed boost"
|
+75% melee range
+50% melee bounds
On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.
-25% damage penalty
ALT-FIRE: Consume 3 stack to gain a speed boost
|
Melee
Market Gardener
|
NO CHANGES
|
Deals crits while the wielder is explosive jumping
20% slower firing speed
|
Melee
Escape Plan
|
-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"
-Added "-20% damage penalty"
|
When weapon is active:
- If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill
- Move speed increases as the user becomes injured
- You are Marked-for-Death while active, and for short period after switching weapons
- -20% damage penalty
|
-Added "(Ability) Pyrotechnics"
NOTE: 50% faster debuff timers on wearer
-Added "+10% faster firing speed" to all Flare Guns
|
(Ability) Pyrotechnics
|
Primaria
Flame Thrower
|
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
-All Primaries will now reset the timer from airblasted grenades
|
Extinguishing teammates restores 20 health
-80% blast damage from reflected explosives
While being hit from a Flame Thrower: -50% health received from all healing sources
ALT-FIRE: Release a blast of air that pushes enemies and projectiles and extinguish teammates that are on fire
|
Principal
Backburner
|
-Decreased airblast cost from +150% to +100%
-Removed "100% critical hits from behind"
-Added "+100% direct & afterburn damage bonus from behind"
|
+100% direct & afterburn damage bonus from behind
+100% airblast cost
|
Principal
Degreaser
|
-Removed "+25% airblast cost"
-Added "+25% faster primary recovery after airblasting"
-Added "Reflected projectiles ignites enemies for 10 seconds"
-Added "Reflected projectiles do normal damage instead of mini-crit"
-Added "-10% direct damage penalty"
|
This weapon deploys 60% faster and holsters 30% faster
+25% faster primary recovery after airblasting
Reflected projectiles ignites enemies for 10 seconds
Reflected projectiles do normal damage instead of mini-crit
-66% afterburn damage penalty
-10% direct damage penalty
|
Principal
Phlogistinator
|
-Added "+25 max health on wearer"
-Added "+50% pushforce taken from damage"
-Added "+25% pushforce taken from airblast"
|
+25 max health on wearer
Build MMMMPH by dealing fire damage
Activate when full to gain crit for several seconds
No airblast
+50% pushforce taken from damage
+25% pushforce taken from airblast
While MMMMPH taunting: Gain invulnerable and full knockback resistance
|
Principal
Dragon's Fury
|
-Increased hidden Primary ammo penalty from -80% to -85%
-Increased hidden airblast cost bonus from -75% to -85%
-Added "Extinguishing teammates restores additional +10 health"
NOTE: Now restores 30 HP on extinguish
|
Extinguishing teammates restores additional +10 health
Deals 300% damage to burning players
+50% repressurization rate on hit
-85% airblast cost
-50% repressurization rate on ALT-FIRE
-85% max Primary ammo on wearer
Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds
|
Secundaria
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Secundaria
Flare Gun
|
-See additional changes in "Pyro - Class Changes" tab
|
100% critical hit vs burning players
+10% faster firing speed
This weapon will reload automatically when not active
|
Secundaria
Detonator
|
-Decreased damage penalty from 25% to 15%
|
100% mini-crits vs burning players
+10% faster firing speed
User can flare jump
+50% damage to self
-15% damage penalty
ALT-FIRE: Detonate flare
This weapon will reload automatically when not active
|
Secundaria
Manmelter
|
-Removed "+50% projectile speed"
-Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning
NOTE: There is no max duration
-Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"
NOTE: Cleaning teammates grants special Mark-for-Death shots
-Added "Projectile cannot be deflected and can extinguish teammates"
-Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"
NOTE: This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost.
|
Does not require ammo
Projectile cannot be deflected and can extinguish teammates
+10% faster firing speed
ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro. Cleaning teammates grants special Mark-For-Death shots.
Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts
|
Secundaria
Scorch Shot
|
-Removed "100% mini-crits vs burning players"
-Removed "-35% damage penalty"
-Removed ability to flare jump and self damage from flare
-Added "-15% projectile speed"
|
+10% faster firing speed
Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
-15% projectile speed
This weapon will reload automatically when not active
|
Secundaria
Thermal Thruster
|
-Removed "Push enemies back when you land with the force and radius based on your velocity"
-Removed "Deals 3x the fall damage to an enemy you land on"
-Removed hidden "User takes 75% less falling damage after using a charge"
-Removed hidden "+50% increase in push force taken from damage on wearer"
-Decreased recharge time per charge from 15 seconds to 10 seconds
-Decreased delay before launching from 0.65 seconds to 0.5 seconds
-Decreased delay before re-launching from 1.2 seconds to 1.0 seconds
-Decreased locked hostler speed from 0.8 seconds to 0.75 seconds
-Added "Wearer never takes falling damage"
-Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"
-Added "Ignite nearby enemies for 10 seconds when you launch"
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"
-Added "The user can re-launch while airborne"
|
Wearer never takes falling damage
Extinguish nearby teammates when you launch to restore 30 health to the Pyro
Ignite nearby enemies for 10 seconds when you launch
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
0.75 second locked holster penalty
This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.
This weapon has 2 charges and requires 10 seconds each to recharge
Allowed in Medieval mode
|
Secundaria
Gas Passer
|
-Changed the afterburn to be based on 4% of the enemys max health instead of normal afterburn damage
-The meter no longer recharges over time and only from damage dealt
-Decreased damage to fill from 750 to 300
-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"
|
Gas meter builds with any damage done
Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Extinguishing teammates or yourself restores 40 health to the Pyro
Spawning and resupply do not affect the Gas meter
Gas meter starts empty
Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros!)
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+50% max Primary ammo on wearer
NOTE: An all-class Melee weapon won't get the same bonus unless a Pyro equips it
|
+50% max Primary ammo on wearer
|
Melee
Axtinguisher
|
-Removed "Killing blows on burning players grants a speed boost"
-Removed "This weapon holsters 35% slower"
|
100% Mini-Crits vs burning players
Damage increases based on remaining duration of afterburn
On hit burning enemy: Extinguishes them
-33% damage penalty
|
Melee
Homewrecker
|
-Increased bonus damage vs buildings from +100% to +150%
-Added "While active: Gain immunity to push force taken from damage"
|
While active: Gain immunity to push force taken from damage
Damage removes Sappers
+150% damage vs buildings
-25% damage vs players
|
Melee
Powerjack
|
-Removed "+25 health restored on kill"
-Added "-20% ammo from pickups, Dispensers, and/or Payload carts on wearer"
-Added "Killing blows on burning players grants a speed boost"
|
Killing blows on burning players grants a speed boost
+15% faster move speed while active
20% damage vulnerability while active
-20% ammo from pickups, Dispensers, and/or Payload carts on wearer
|
Melee
Back Scratcher
|
-Removed "+25% damage bonus"
-Removed "+50% health from packs on wearer"
-Removed "-75% health from healers on wearer"
-Added "On kill with any weapon: +20 health restored. Assist-kills grant +10 health."
NOTE: No overhealing from all the above effects
-Added "+100% health restored from kills/assist-kills with this weapon"
NOTE: No overhealing from all the above effects
-Added "-25 max health on wearer"
|
On kill with any weapon: +20 health restored. Assist-kills grant +10 health.
Restore double health from kills/assist-kills with this weapon
-25 max health on wearer
|
Melee
Sharpened Volcano Fragment
|
-Removed "On hit: Target is engulfed in flames"
-Increased direct damage penalty from -20% to -30%
-Added "On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect"
NOTE: The following effects doesn't extinguish the eternal flames.....
- Being healed by a Medic, Dispenser, or Payload cart
- Being splashed with Mad Milk, Gas Passer, or Jarate (or even jumping into water)
- Picking up a health pack
- Being air blasted by a friendly Pyro or being near a friendly Pyro when they land with the Thermal Thruster
- Activating the Dead Ringer as a Spy
- Being the recipient of an invulnerability UberCharge stops the burning, but the timer continues
- Switching to the Spy-cicle, if it is not already the active weapon, as a Spy. The weapon would still be used up, but the timer continues
- Backstabbing someone while holding the Conniver's Kunai as a Spy
- Charging with a Demoman shield
- Drinking Bonk! Atomic Punch stops damage being dealt, but the timer continues
|
On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect
-30% direct damage penalty
Afterburn caused by this weapon will not be overridden by any other flame source
|
Melee
Third Degree
|
-Added "15% damage resistance VS overhealed players on wearer"
-Added "15% damage resistance VS burning players on wearer"
-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"
-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"
-Added "15% slower firing speed"
|
15% damage resistance VS overhealed players on wearer
15% damage resistance VS burning players on wearer
Whoever you directly attack will take +40% damage if connected by a healing beam
Whoever you don't directly attack will take -40% damage if connected by a healing beam
15% slower firing speed
|
Melee
Neon Annihilator
|
-Removed "Damage removes Sappers"
-Removed "-20% damage penalty vs players"
-Added "-33% damage penalty"
-Added that gas-covered & bleeding enemies will count as "wet" targets
-Added "Grants user the ability to breath underwater while active"
|
Grants user the ability to breath underwater while active
100% critical hit vs wet players
-33% damage penalty
Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water
|
Melee
Hot Hand
|
-Increased direct damage penalty from -15% to -43%
-Added "Combo slap system" with 4 layers of effects
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
NOTE: Everything is removed if system resets
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
Slap system:
- 1st slap: Gain a speed boost
- 2nd slap: Target is engulfed in flames with +150% afterburn damage bonus
- 3rd slap: Attack will crit
- 4th slap: Applies knockback to the target
+150% afterburn damage bonus
Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
-43% direct damage penalty
Broadcasts every successful hit on an enemy player over the death-notice area
Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage
This weapon has bonus melee range, but slower deploy and holster time
|
-Added "(Ability) Spawns a Dynamite Pack on Death"
NOTE: The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. The Dynamite Pack doesn't cause knockback, unlike normal explosions.
|
(Ability) Spawns a Dynamite Pack on Death
|
-Added "Grenades do not randomly spin when fired"
-Increased reserve ammo from 16 to 24
|
-Reworked damage rampup and damage dealt
NOTE: Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance
NOTE: Each stickybomb will now start at 70 damage and ramp up to 120 within 5 seconds after being fired from the weapon
NOTE: In the vanilla game, stickybombs initially dealt 72-86 damage (with instant arming) and would increase to 120-144 within 5 seconds after being fired from the weapon
-Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."
-Decreased max number of stickies out from 8 to 6
-Decreased clip size from 8 to 6
|
-Added "While charging: Grants immunity to all debuffs"
NOTE: In the vanilla game, debuffs are only removed at the start of a charge and not during
NOTE: Added "Gas Passer effect" and "Marked-for-Death", but not "Self Marked-for-Death"
-Increased base impact max damage from 50 to 60
NOTE: Removed the Eyelanders' shield bonus with collected heads
NOTE: Removed the Splendid Screens shield bonus impact
-Removed knockback from shield impacts
NOTE: Before, if you impacted an airborne target, knockback would have been applied
NOTE: This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground
-Increased base turning control while charging by 50%
-Added that impact damage benefits from life-steal effects
|
Primaria
Grenade Launcher
|
-See additional changes in "Demoman - Grenade Launcher Changes" tab
|
|
Primaria
Loch-n-Load
|
-Removed "+20% damage vs buildings"
-Increased clip size penalty from -25% to -50%
-Removed "Launched bombs shatter on surfaces"
-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"
-Added "-50% self damage force"
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
-Added "25% slower reload time"
|
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy
Grenades do not randomly spin when fired
+25% projectile speed
-50% clip size
-25% explosion radius
-50% self damage force
-25% slower reload time
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primaria
Ali Baba's Wee Booties
Primaria
Bootlegger
|
-Removed the "shield required" for the "+10% faster move speed on wearer" bonus
-Added "Shield impact kills refill 25% of your charge meter (when a shield is equipped)"
|
+10% move speed on wearer
+25 max health on wearer
+200% increase in turning control while charging
Shield impact or melee kills refill 25% of your charge meter
Allowed in Medieval mode
|
Primaria
Loose Cannon
|
-Removed "+20% projectile speed"
NOTE: Due to adding "Grenades do not randomly spin when fired", the Cannonballs travel at the same speed
|
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire
Cannonballs do not randomly spin when fired
Cannonballs push players back on impact
Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit
Cannonballs do not explode on impact
|
Primaria
Iron Bomber
|
-Added "Grenades detonate other nearby grenades that are yours"
|
Grenades have very little bounce/roll and do not randomly spin when fired
Grenades detonate other nearby grenades that are yours
-30% fuse time on grenades
-15% explosion radius
|
Secundaria
Stickybomb Launcher
|
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab
|
|
Secundaria
Scottish Resistance
|
-Decreased firing speed bonus from +25% to +15%
-Increased Secondary ammo bonus from +50% to +100%
-Removed "Able to destroy enemy stickybombs"
-Removed "0.8 sec slower bomb arm time"
-Added "+100% clip size"
-Added "-66% initial damage penalty" & "50% longer pipebomb damage ramp up time"
NOTE: Each stickybomb will start at 23 damage and ramp up to 120 within 7.5 seconds after being fired from the weapon
|
Detonates stickybombs near the crosshair and directly under your feet
+15% faster firing speed
+100% clip size
+100% max secondary ammo on wearer
+6 max pipebombs out
50% longer pipebomb damage ramp up time
-66% initial damage penalty
|
Secundaria
Sticky Jumper
|
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"
-Decreased max stickybombs out from -6 to -3
-Added "Allowed in Medieval mode"
|
On kill with any weapon: All equipped weapons are automatically fully reloaded
+200% max Secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
-3 max stickybombs out
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Secundaria
Quickiebomb Launcher
|
-Increased charge rate bonus from +70% to instant
-Increased arm time bonus from -0.2 faster to instant
-Removed "Up to +35% damage based on charge"
-Removed "-15% damage penalty"
-Added "-50% explosion radius"
-Added "-50% clip size"
-Added "-3 max stickybombs out"
|
Able to destroy enemy stickybombs
Instant charge time
Instant arm time
-50% explosion radius
-50% clip size
-3 max stickybombs out
|
Secundaria
Chargin' Targe
|
-Added "+20% bullet damage resistance on wearer"
|
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer
+20% bullet damage resistance on wearer
ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Allowed in Medieval mode
|
Secundaria
Splendid Screen
|
-Removed "+70% increase in charge impact damage"
-Increased fire damage resistance from +20% to +25%
-Decreased explosive damage resistance from +20% to +15%
-Added "+10% bullet damage resistance on wearer"
|
+25% fire damage resistance on wearer
+15% explosive damage resistance on wearer
+10% bullet damage resistance on wearer
+50% increase in charge recharge rate
ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Allowed in Medieval mode
|
Secundaria
Tide Turner
|
-Removed "+15% fire damage resistance on wearer"
-Removed "+15% explosive damage resistance on wearer"
-Removed "Melee kills refill 75% of your charge meter"
-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"
|
Gain a 1 second speed boost anytime you take damage
Full turning control while charging
Taking damage while shield charging reduces remaining charging time
ALT-FIRE: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "-40% blast damage taken from explosive jumps while active"
NOTE: An all-class Melee weapon won't get the same bonus unless a Demoman equips it
|
-40% blast damage taken from explosive jumps while active
|
Melee
Eyelander
|
-Removed "Every head taken raises shield impact damage"
-Removed healing 15 health on kill
-Decreased move speed increase per head from +8% to +5%
-Added "On kill (after the 4th): Gain a 4 second speed boost"
|
On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer
On kill (after the 4th): Gain a 4 second speed boost
-25 max health on wearer
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
This weapon has bonus melee range, but slower deploy and holster time
Heads and their bonuses are lost on death
|
Melee
Scotsman's Skullcutter
|
-Removed "+20% damage bonus"
-Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%."
-Added "+30% damage vs players while charging"
|
On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%.
+30% damage vs players while charging
15% slower move speed while active
This weapon has bonus melee range, but slower deploy and holster time
|
Melee
Claidheamh Mòr
|
-Increased charge time bonus from +0.5 seconds to +0.75 seconds
-Added +25% increase in charge impact damage
-Removed "Melee kills refill 25% of your charge meter"
|
When weapon is active:
- This weapon has bonus melee range, but slower deploy and holster time
- 0.75 sec increase in charge duration
- +25% increase in charge impact damage
- 15% damage vulnerability on wearer
|
Melee
Ullapool Caber
|
-Fixed not being able to mini-crit boost with a Demoman shield charge
-Increased firing speed penatly from -20% to -25%
-Decreased melee damage from 55 to 30
-Increased explosion damage from 75 to 90
-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.
-The self damage will now be 50% of the explosion damage
NOTE: In the vanilla game, it is between 52-56 self damage
-Added "This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds."
-Added "This weapon can taunt kill, but deals decreased damage if re-charging"
NOTE: While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.
-Removed "This weapon deploys 100% slower"
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
Causes a special explosion when you hit an enemy or surface
When the explosion happens, the user takes self inflicted blast damage and is launched into the air
25% slower firing speed
This weapon has bonus melee range, but slower deploy and holster time
This weapon can taunt kill, but deals decreased damage while re-charging
This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds.
|
Melee
Persian Persuader
|
-Removed "-80% max Secondary ammo on wearer"
-Decreased "max Primary ammo on wearer from 80% to 50%"
-Added "-25% decrease in charge recharge rate"
|
Melee hits refill 20% of your charge meter
Ammo boxes collected also refill your charge meter
-50% max Primary ammo on wearer
-25% decrease in charge recharge rate"
This weapon has bonus melee range, but slower deploy and holster time
|
-Increased base move speed from 230 Hu to 240 Hu
-Added "(Ability) Heavyweight"
NOTE: Increased melee damage from 65 to 70 for all Heavy Melee weapons
NOTE: Increased melee range by 50% & melee bounds by +25% for all Heavy Melee weapons
|
(Ability) Heavyweight
|
-Increased move speed while deployed from -53% to -50%
|
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"
-Changed the recharge system when picking up HP packs
NOTE: Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%
NOTE: In the vanilla game, picking up a small HP pack would auto-fill the meter if empty
|
Primaria
Minigun
|
-See additional changes in "Heavy Minigun Changes" tab
|
|
Primaria
Natascha
|
-Removed "20% damage resistance when below 50% health and spun up"
-Decreased spin up time penalty from -30% to -25%
-Increased damage penalty from -25% to -50%
-Added "-25% bullets per shot"
-Added "When fully spun up: The user (10%) and nearby teammates (35%) gain damage resistance"
-Added "Applies no knockback against enemies"
-Completely remade the slow down effect similar to the "Sandman". The slow down system now scales between -50% at close range and -5% at max range.
-Decreased max distance slow-down effect falloff from 1350 Hu to 1200 Hu
NOTE: In the vanilla game, no slow-down is applied if the enemy is outside the effect falloff distance. The remade slow-down applies at least 5% at max range.
|
When fully spun up: The user and nearby teammates gain damage resistance
On hit: Slows down enemy players based on distance and their current speed
-50% damage penalty
-25% bullets per shot
25% slower spin up time
Applies no knockback against enemies
|
Primaria
Brass Beast
|
-Removed "20% damage resistance when below 50% health and spun up"
-Decreased spin up time penalty from -50% to -25%
-Decreased move speed while deployed from -60% to -33%
-Added "Bullets penetrate all enemies, but each bullet loses 20% damage with each enemy penetrate"
|
Bullets penetrate all enemies
+20% damage bonus
Each bullet loses 20% damage with each enemy penetrated
25% slower spin up time
-33% slower move speed while deployed
|
Primaria
Tomislav
|
-Increased firing speed penalty from -20% to -25%
|
+20% faster spin up time
20% more accurate
Silent Killer: No barrel spin sound
-25% slower firing speed
|
Primaria
Huo-Long Heater
|
-Removed "25% damage bonus vs burning players"
-Removed "10% direct damage penalty"
-Increased the ring of flames damage from 12 to 20
-Increased afterburn duration from the ring of flames to 10 seconds from 7.5s
-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage."
NOTE: Ignites on hit for 1 second per 13.5 damage dealt. For each 25%, afterburn damage is increased by 1.
-Added "While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled."
-Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"
NOTE: There is no limit of how much overheat can be achieved
-Added "Must fully cooldown before using HEAT again"
-Added "For each 1 second of HEAT used, it requires 2 seconds to recover"
|
Creates a ring of flames while spun up
RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage.
| While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled.
| Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost
Must fully cooldown before using HEAT again
Consumes an additionally 4 ammo per second while spun up
For each 1 second of HEAT used, it requires 2 seconds to recover
|
Secundaria
Shotgun
|
-See additional changes in "Heavy - Shotgun Changes" tab
|
|
Secundaria
Sandvich
|
-See additional changes in "Heavy - Edible Changes" tab
|
On consumption: Heal up to 300 health
30 second recharge
ALT-FIRE: Share with a friend (Medium health pack)
Allowed in Medieval mode
|
Secundaria
Dalokohs Bar
|
-Removed "Adds +50 max health for 30 seconds"
-Increased recharge time from 10 seconds to 30 seconds
-Changed dropped health kit from small to medium
-Added "-100% consumption healing effect"
-Added "On consumption: For the next 20 seconds, 10% of all damage dealt is returned as health and 10 health per second healing for the duration"
-Added a new visual while under the effects
|
On consumption: For the next 20 seconds, 10% of all damage dealt is returned as health and 10 health per second healing for the duration
-100% consumption healing effect
30 second recharge
ALT-FIRE: Share with a friend (Medium health pack)
Allowed in Medieval mode
|
Secundaria
Buffalo Steak Sandvich
|
-Removed "+25% damage taken & mini-crits dealt" while under the effects
-Added "-100% consumption healing effect"
-Decreased move speed bonus from +35% to +25% , but now stacks with other speed boosts
-Added "While under the effects, user gains full reduction in push force taken from damage"
-Added "While under the effects, edible can't be recharged in anyway"
NOTE: Due to overhauled the recharge system for edibles, the user won't be able to heal from health packs until switching off from Melee and once this weapon is recharged
-Added "There is no effect duration and you can switch off of Melee at any time while under the effects"
-Added a new visual while under the effects
|
On consumption: User gains a +25% move speed and full reduction in push force taken from damage
While under the effects, user is switched to Melee and edible can't be recharged in anyway
-100% consumption healing effect
There is no effect duration and you can switch off of Melee at any time while under the effects
30 second recharge once no longer under the effects
ALT-FIRE: Share with a friend (Medium health pack)
Allowed in Medieval mode
|
Secundaria
Family Business
|
-Removed "+15% faster firing speed"
-Added "20% more accurate"
|
+33% clip size
20% more accurate
-15% damage penalty
|
Secundaria
Second Banana
|
-Increased consumption healing effect from -33% to -75%
-Added "PRIMARY-ATTACK: User can walk around while eating and the meter is not used"
-Added "Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon"
-Added "3 second cooldown once eating is stopped"
|
PRIMARY-ATTACK: User can walk around while eating and the meter is not used
Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon
-75% consumption healing effect
Drops a small health pack when thrown
3 second cooldown once eating is stopped
10 second recharge once thrown
ALT-FIRE: Share with a friend (Small health pack)
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+25% max Primary ammo on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Heavy equips it
|
+25% max Primary ammo on wearer
|
Melee
Killing Gloves of Boxing
|
-Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons"
-Added "On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds"
-Added "Applies no knockback against enemies"
|
On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits.
On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds
20% slower firing speed
Applies no knockback against enemies
|
Melee
Gloves of Running Urgently
|
-Removed "This weapon holsters 50% slower"
-Increased max health drain while active from -10 HP to -20 HP/sec /sec
-Increased move speed bonus from +30% to +33%
-Increased the minimum health from 100 to 25 health
-Removed the accelerated drain when switching back and forth between weapons
-Added a particle system that will visually show any player how much missing health you have
|
+33% faster move speed while active
Maximum health is drained while weapon is active (-20 HP/sec)
|
Melee
Warrior's Spirit
|
-Removed "+30% damage bonus"
-Remvoed "+50 health restored on kill"
-Removed "+30% damage vulnerability while active"
-Added "+20% faster firing speed"
-Added "35% of damage done is returned as health"
-Added "On miss: Punch yourself for 30 health! You coward!"
-Added "-100% healing gained from every healing source or weapon effect while active (Except from on hit effect)"
|
+20% faster firing speed
35% of damage done is returned as health
On miss: Punch yourself for 30 health! You coward!
-100% healing gained from every healing source or weapon effect while active (Except from "on hit" effect)
|
Melee
Fists of Steel
|
-Removed "-40% damage from ranged sources while active"
-Removed "This weapon holsters 100% slower"
-Removed "-40% maximum overheal on wearer"
-Removed "-40% health from healers on wearer"
-Increased melee vulnerability to +130% from +100%
-Added "-33% damage taken from all sources, except from melee while active"
-Added "-50% healing gained from every healing source or weapon effect while active"
|
When weapon is active:
- -33% damage taken from all sources, except from Melee on wearer
- +130% damage vulnerability from Melee sources on wearer
- -50% healing gained from every healing source or weapon effect on wearer
|
Melee
Eviction Notice
|
-Removed "+40% faster firing speed"
-Decreased move speed bonus from +15% to +10%
-Removed "Maximum health is drained while item is active"
-Added "On teammate hit: Boosts the users speed for 3 seconds"
-Added "While active: Drains Primary and Secondary ammo"
-Added "While active: No ammo from any ammo source"
|
When weapon is active:
- On enemy hit: Boosts user's speed for 3 seconds
- On teammate hit: Boosts teammate's speed for 3 seconds
- +10% faster move speed on wearer
- Drains Primary and Secondary ammo on wearer
- No ammo from any ammo source on wearer
- -60% damage penalty
|
Melee
Holiday Punch
|
-Added "When weapon is active: User is able to pick up their own edible for 60 health"
-Added "On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds."
-Added "100% slower firing speed"
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"
|
When weapon is active: User is able to pick up their own edible for 60 health
On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds.
On hit: Force enemy to laugh who also has this same weapon active
Always critical hit from behind
Critical hit forces victim to laugh
Critical hits do no damage
100% slower firing speed
The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored
|
-Added "(Ability) Supply Vision"
NOTE: User can see any type of health & ammo source through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers
|
(Ability) Supply Vision
|
Construction/Destruction PDA
|
-Increased rotating speed when placing a building by 100%
-Increased bullets refilled per Wrench hit from 40 to 45
-Increased rockets refilled per Wrench hit from 8 to 9
|
Sentry Gun / Mini-Sentry
|
-Updated how often the Sentry Gun/Mini-Sentry checks for enemy players from 20 to 66 times per second
NOTE: The main side effect causes an increase of firing rate. We offset the bonus firing rate to try to get as close as possible to vanilla Sentry Gun DPS.
NOTE: This was mostly meant to fix the Wrangler's firing speed multiplier
|
Sentry Rockets
|
-Increased projectile speed from 1100 Hu to 2000 Hu
-Decreased max damage from 150 to 100
|
Dispenser
|
-Increased range by +50%
-Added "Able to build Dispensers in Medieval mode"
|
Teleporter
|
-Decreased metal cost when constructing and/or upgrading Teleporters by 20%
|
Primaria
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Primaria
Frontier Justice
|
NO CHANGES
|
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed
-50% clip size
Revenge crits are lost on death
|
Primaria
Widowmaker
|
-Increased bonus damage to your Sentry Gun's target from 10% to 20%
|
On hit: Damage dealt is returned as ammo
20% increased damage to your Sentry Gun's target
No reload necessary
Per Shot: -30 ammo
Uses metal as ammo
|
Primaria
Pomson 6000
|
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"
-Removed "On Hit: Victim loses up to 20% cloak"
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+24% faster firing speed"
NOTE: This matches the default Shotgun
-Added hidden "18% slower reload time"
NOTE: This matches the default Shotgun
-Added "On hit: Decreases healing given and/or gained from every healing source or weapon effect"
NOTE: A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot (1200 Hu) will apply a -12.5% healing reduction for 8 seconds
-Increased projectile speed from 1200 Hu to 1600 Hu
|
Does not require ammo
Projectile cannot be deflected
On hit: Decreases healing given and/or gained from every healing source or weapon effect
-20% damage penalty vs players
-80% damage penalty vs buildings
Healing effect is decreased over distance and duration is increased over distance
|
Primaria
Rescue Ranger
|
NO CHANGES
|
Fires a special bolt that can repair friendly buildings
ALT-FIRE: Use 100 metal to pick up buildings from long range
-34% clip size
-50% max Primary ammo on wearer
Self Mark-for-Death when hauling buildings, and a few seconds after redeployment
4-to-1 health-to-metal ratio when repairing buildings
|
Secundaria
Wrangler
|
-Decreased shield resistance from 66% to 33% for Sentry Guns
-Removed shield resistance for Mini-Sentry Guns
-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets
NOTE: Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.
NOTE: Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.
-Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled
NOTE: Roughly 3-4 more bullets and 1 more rocket will be refilled per hit
|
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming
Wrangled Sentry Guns gain x2 firing rate and a shield that reduces all damage by 33%
Wrangled Mini-Sentry Guns gain x2 firing rate
Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%
Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling
Take manual control of your Sentry Gun or Mini-Sentry
|
Secundaria
Short Circuit
|
-Removed vanilla Primary-Fire effect
-Technically removed "Per Shot: -5 ammo"
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"
-Added "-100% metal from all ammo sources while active"
|
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
ALT-FIRE: Launches a projectile-consuming energy ball, but costs 65 metal per attack
No reload necessary
-100% metal from all ammo sources while active
Cannot pick up buildings when active
Uses metal for ammo
|
Melee
Wrench
|
NO CHANGES
|
NO CHANGES
|
Melee
Forajido
|
-Increased the punch combo timer from 0.8s to 1.5 seconds
-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"
-Added "+6.666% faster move speed on wearer"
|
Third successful punch in a row always crits
+25 max health on wearer
+6.666% faster move speed on wearer
Replaces all buildings with mini versions
|
Melee
Southern Hospitality
|
-Removed "20% fire damage vulnerability on wearer"
-Added "15% bullet damage vulnerability on wearer"
-Added "+150% Dispenser range"
-Increased bleed duration from 5s to 6s seconds
|
+150% Dispenser range
On hit: Bleed for 6 seconds
15% bullet damage vulnerability on wearer
|
Melee
Jag
|
-Increased construction hit bonus from +30% to +100%
-Increased repair rate penalty from -20 to -50% %
NOTE: In the vanilla game, the rps (aka repair per second) was 120 rps when compared to the default Wrench of 127.5 rps (due to the "+15% faster firing speed" and the "20% slower repair rate" together barely made the difference). This change will decrease the repair rate to 63.75 rps.
-Removed "+15% faster firing speed"
-Removed "-25% damage penalty"
-Removed "-33% damage penalty vs buildings"
-Added "60% faster upgrade rate"
NOTE: Increased upgrade rate from 25 to 40 per hit
|
Construction hit speed boost increased by 100%
60% faster upgrade rate
50% slower repair rate
|
Melee
Eureka Effect
|
-Removed "-50% metal cost when constructing or upgrading Teleporters"
-Added "When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level (LV1 2s, LV2 4s, LV3 6s). Additionally, the owner (aka the Engineer) gains +50% longer duration either using the teleport taunt or naturally using the teleporter."
-Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"
-Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"
|
Press RELOAD to choose to teleport to spawn or your exit teleporter
When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level. Additionally, the owner gains +50% longer duration either using the teleport taunt or naturally using the teleporter.
-20% less metal from pickups and dispensers
Construction hit speed boost decreased by 50%
Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. Additionally, the user gains full knockback resistance during the taunt.
|
3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)
6 health per second (Max regen)
NOTE: All health regeneration numbers are doubled while healing a hurt Patient
|
(Ability) Health regeneration
|
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"
NOTE: In the vanilla game, the default Medi Gun was already doing this
|
Match the speed of any faster heal target
While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence
|
Primaria
Syringe Gun
|
-Added "On hit: 1% UberCharge added"
|
On hit: 1% UberCharge added
This weapon will reload automatically when not active
User can see their UberCharge percentage while their Primary is active
|
Primaria
Blutsauger
|
-Changed the "+3 health on hit" to overheal the user
|
On hit: +3 health restored that can overheal the user
-2 health regenerated per second on wearer
This weapon will reload automatically when not active
User can see their UberCharge percentage while their Primary is active
|
Primaria
Crusader's Crossbow
|
-Increased Primary ammo penalty from -75% to -80%
-Decreased point blank heal shot from 75 to 25 health
|
Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.
-80% max Primary ammo on wearer
No headshots
38 damage dealt (point blank) to 75 damage dealt (long range)
25 health restored (point blank) to 150 health restored (long range)
This weapon will reload automatically when not active
User can see their UberCharge percentage while their Primary is active
Allowed in Medieval mode
|
Primaria
Overdose
|
-Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%"
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"
-Added "+20% move speed while active"
|
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%
+20% move speed while active
-15% damage penalty
This weapon will reload automatically when not active
User can see their UberCharge percentage while their Primary is active
|
Secundaria
Medi Gun
|
-See additional changes in "Medic - Secondary Changes" tab
|
UberCharge: Grants Patient and the user invulnerability
While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster
UberCharge lasts for 8 seconds
|
Secundaria
Kritzkrieg
|
-Increased healing during the taunt from 11 HP to 30 HP
-Removed draining effect when switching targets
NOTE: So it's now a guaranteed 8 seconds UberCharge
-Added "While healing: Your Patient receives any positive buff that is currently affecting you"
-Added "UberCharge: Grants Mini-Crits to your Patient's weapons" as part of the UberCharge
-Added additional new visual when UberCharged is active
-Added a new backpack model
|
While healing: Your Patient receives any positive buff that is currently affecting you
On taunt: Recover 30 health during the taunt duration
+25% UberCharge rate
UberCharge: Grants Crits and Mini-Crits to your Patient's weapons
While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
UberCharge lasts for 8 seconds
|
Secundaria
Quick-Fix
|
-Added "+200% increased air control while explosive jumping"
-Added "+80% fall damage resistance on wearer"
-Increased heal rate bonus from +40% to +50%
-Added a speed boost as part of the UberCharge
-Added "-20% UberCharge rate on Overhealed patients"
-The knock-back resistance and speed bonus will now linger for 1 second when switching targets
-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged
|
While healing: User mirrors blast jumps and shield charges.
+10% UberCharge rate
+50% heal rate
+200% increased air control while explosive jumping
+80% fall damage resistance on wearer
-20% UberCharge rate on Overhealed patients
50% max overheal
UberCharge: Increases healing to 300%, grants immunity to movement-impairing effects, and +25% move speed bonus for both users
While UberCharged, switching targets will cause the knock-back resistance and speed bonus to linger for 1 second, but drains the meter faster
UberCharge lasts for up to 8 seconds
|
Secundaria
Vaccinator
|
-Decreased UberCharge rate from +67% to +10%
-Increased resistance while healing from +10% to +15%
-Removed "-33% UberCharge rate on overhealed Patients"
-Removed "-66% Overheal build rate"
-Added "-50% max overheal"
-Added "The resistance bubble blocks 15% base & crit damage from all other sources for your Patient during UberCharge"
-Added 15% crit resistance of the selected type while healing for yourself and your Patient
-Decreased UberCharge bubble resistance of the selected type from 75% to 50%
-Added "User can now see their UberCharge percentage while this weapon is active"
|
Press RELOAD to cycle through resist types
While healing, provides user and Patient with a constant 15% base & crit damage resistance to the selected damage type
+10% UberCharge rate
-50% max overheal
UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 50% base damage and 100% crit damage of the selected type to the Medic and Patient. Additionally, the resistance bubble blocks 15% base & crit damage from all other sources for your Patient.
|
Melee
Any base melee weapon, including reskins
|
-Added "33% faster global weapon switch on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
-Added "On hit: Gain a 3 second speed boost"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
|
33% faster global weapon switch on wearer
On hit: Gain a 3 second speed boost
|
Melee
Übersaw
|
-Decreased UberCharge added on hit from 25% to 20%
-Added "-20% UberCharge rate for Secondary"
|
On Hit: 20% UberCharge added
20% slower firing speed
-20% UberCharge rate for Secondary
|
Melee
Vita-Saw
|
-Removed "Collect the organs of people you hit"
-Added "+20% health from packs on wearer"
-Added "On kill with any weapon: A small health pack is dropped"
-Added "On hit with this weapon: +30 health restored that can overheal the user"
-Added "25% slower firing speed"
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
+20% health from packs on wearer
On kill with any weapon: A small health pack is dropped
On hit with this weapon: +30 health restored that can overheal the user
-10 max health on wearer
25% slower firing speed
This weapon has bonus melee range, but slower deploy and holster time
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Melee
Amputator
|
-Removed "Up to +3 health regenerated per second while active"
-Added "Guaranteed 4 health regenerated per 1/2 second while active"
NOTE: This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects
-Added "Disables self health regeneration while active"
-Added "This weapon has bonus melee range, but slower deploy and holster time"
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When weapon is active:
- Guaranteed 4 health regenerated per 1/2 second
- ALT-FIRE: Applies a healing effect to all nearby teammates. Additionally, grants UberCharge based on health given to teammates.
- Disables self health regeneration
- -20% damage penalty
- This weapon has bonus melee range, but slower deploy and holster time
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Melee
Solemn Vow
|
-Increased slower firing speed from 10% to 20%
-Added "Allows your current attached Patient to see enemy health"
-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"
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Allows the user and your current attached Patient to see enemy health
While active: User can see friendly players and buildings through walls, including disguised Spies
20% slower firing speed
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-Added "(Ability) Precision Elimination"
NOTE: When your Rifle is fully charged, you don't flinch when damaged
NOTE: When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts
-Added "(Ability) Melee wall climb"
NOTE: User is hurt for 10 health per wall climb
NOTE: Melee attack is 75% faster after a wall climb
-Increased accuracy by 40% and ammo by 33% for all Secondary SMGs
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(Ability) Precision Elimination
(Ability) Melee wall climb
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-Removed the hidden cap that limits charging time
NOTE: This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the "Mann vs Machine" gamemode.
-Decreased base charging time from 3.3 seconds to 3s
-Increased move speed while aiming from 80 Hu to 100 Hu
NOTE: Sniper will move 66% slower while aiming instead of 73.3% slower
-Changed base damage against buildings
NOTE: It will be a x4 damage multiplier instead of x3
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VS Players
40 bodyshot uncharged (from 50)
150 bodyshot fully charged (NO CHANGE)
120 headshot uncharged (from 150)
450 headshot fully charged (NO CHANGE)
VS Buildings
40 uncharged (from 50)
160 fully charged (from 150)
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Primaria
Sniper Rifle
|
-See additional changes in "Sniper - Rifle Changes" tab
|
|
Primaria
Huntsman
|
-Decreased minimal projectile speed (uncharged) from 1812.1 Hu to 1500 Hu
-Increased maximum projectile speed (fully charged) from 2600 Hu to 3000 Hu
-Decreased move speed penalty while aiming from -46.67% to -33%
-Added damage falloff to projectile
NOTE: Point blank up to 500 Hu away bodyshots deal 120 damage
NOTE: Between 500 and 900 Hu away bodyshots deal up to 60 damage
NOTE: Headshots deal x3 damage based on distance and are affected by falloff
NOTE: Deals up to 120 damage towards buildings at any range
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The longer you aim, the more damage and faster the arrow travels
Arrows lose their accuracy if the bow is drawn for more than 5 seconds
While aiming: -33% move speed
Shoots arrows instead of bullets
Allowed in Medieval mode
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Primaria
Sydney Sleeper
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-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"
-Added "On headshot: Doubles the Jarate duration"
-Added "On scoped hit: Slows target by 10% with the duration based on charge level and doubles the duration on headshot"
NOTE: 2 seconds up to 5s
-Added "This weapon holsters 30% faster
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+25% charge rate
This weapon holsters 30% faster
On scoped hit: Slows target by 10% and applies Jarate with the durations based on charge level (2 seconds up to 5s) and doubles the duration on headshot
Mini-crits on headshots
While aiming: -66% move speed
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Primaria
Bazaar Bargain
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-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users"
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Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%
Base charge rate decreased by 50%
While aiming: -66% move speed
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
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Primaria
Machina
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-Removed "On full charge: +15% damage per shot"
-Removed requirement for full charge to penetrate enemies
-Added "On kill: 20% of all of the overkill damage will be added to your next shot"
NOTE: There is no limit on the amount of damage that can be earned
-Added "A shot that has overkill damage being applied will not count towards the next shot"
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On kill: 20% of all of the overkill damage will be added to your next shot
Shot penetrate all enemies
While aiming: -66% move speed
Cannot fire unless zoomed
Fires tracers rounds
A shot that has overkill damage being applied will not count towards the next shot
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Primaria
Hitman's Heatmaker
|
-Removed "+25% faster charge while in Focus" stat
NOTE: This wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on an official patch (02/14/08).
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"
-Increased Focus gained from kills from 35% to 50%
-Increased Focus gained from assist-kills from 15% to 25%
-Added "-50% Focus gained while Focus is active"
-Focus is only gained with kills/assist-kills with this weapon instead of any weapon
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On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
Gain Focus with kills/assists even while using Focus. Press RELOAD at anytime to activate Focus.
While aiming: -66% move speed
-20% damage on body shots
While Focus is active: Removes headshot delay, no unscoping, but fires tracer round and -50% Focus gained.
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Primaria
Classic
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-Removed "No headshots when not fully charged"
-Removed "-10% damage on body shots"
-Added "While unscoped aiming: -33% move speed"
-Added "-20% damage penalty"
-Added "-20% charge rate"
-Added a small reload bonus to match the Sniper Rifle's attack rate
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Charge and fire shots independent of zoom
While unscoped aiming: -33% move speed
While scoped aiming: -66% move speed
-20% damage penalty
-20% charge rate
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Secundaria
Submachine Gun
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-See additional changes in "Sniper - Class Changes" tab
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- HIDDEN EXTRA STATS
40% more accurate
33% max Secondary ammo on wearer
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Secundaria
Jarate
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-Added "Allowed in Medieval mode"
-Increased extinguishing teammate cooldown from 20% to 33%
-Decreased recharge time to 30 seconds from 20s
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Coated enemies take mini-crits from all sources
Extinguishing teammates refunds 33% of the meter
Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
30 second recharge
Allowed in Medieval mode
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Secundaria
Razorback
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-Added "+6.666% faster move speed on wearer"
-Added "+12% faster move speed while aiming"
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+6.666% faster move speed on wearer
+12% faster move speed while aiming
Blocks a single backstab attempt
-100% maximum overheal on wearer
Regenerates after 30 seconds
Allowed in Medieval mode
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Secundaria
Darwin's Danger Shield
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-Added "50% reduction in push force taken from damage and airblasts"
-Added "+30% explosive damage resistance on wearer"
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50% reduction in push force taken from damage and airblasts
+30% explosive damage resistance on wearer
+50% fire damage resistance on wearer
Immune to the effects of afterburn
Allowed in Medieval mode
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Secundaria
Cozy Camper
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-Moved "No flinching when aiming and fully charged" to the Sniper class
-Moved "Knockback decreased by 20% when aiming" to the Sniper class
-Removed "+4 health regenerated per second on wearer"
-Added "15% of any Primary damage done is returned as health"
-Added "Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon"
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15% of any Primary damage done is returned as health
Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon
Allowed in Medieval mode
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Secundaria
Cleaner's Carbine
|
-Removed "Dealing damage with this weapon fills a charge meter. ALT-FIRE when charged to gain mini-crits for all weapons for 8 seconds."
-Removed "-20% clip size"
-Added "On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter."
-Added "ALT-FIRE when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"
NOTE: Able to gain meter while draining, but at -66% rate
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On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter.
25% slower firing speed
ALT-FIRE when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds
- HIDDEN EXTRA STATS
40% more accurate
33% max Secondary ammo on wearer
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Melee
Any base melee weapon, including reskins
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-Added "Better wall climbing when compared to other Melee weapons"
NOTE: An all-class Melee weapon won't get the same bonus unless a Sniper equips it
NOTE: Decreases the health lost per wall climb from 10 to 5
NOTE: Increases the total height per wall climb by 33%
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Better wall climbing when compared to other Melee weapons
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Melee
Tribalman's Shiv
|
-Added "On hit: Gain a 1 second speed boost"
NOTE: The bleed damage can trigger this
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On hit: Bleed for 6 seconds
On hit: Gain a 1 second speed boost
-50% damage penalty
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Melee
Bushwacka
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-Removed "When weapon is active"
-Removed "Crits whenever it would normally mini-crit"
-Removed "20% damage vulnerability on wearer"
-Added "Gain 1 critical hit (up to 3) for this weapon for every headshot hit with your Primary weapon"
NOTE: On attack: Removes 1 crit hit
-Added "This weapon deploys 75% slower"
-Added "-25% damage penalty"
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Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon
This weapon deploys 75% slower
-25% damage penalty
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Melee
Shahanshah
|
-Removed "+25% increase in damage when health <50% of max"
-Removed "-25% decrease in damage when health >50% of max"
-Added "+20% increase firing speed when health <50% of max"
-Added "-20% decrease firing speed when health >50% of max"
-Added "+50% melee range"
-Added "+25% melee bounds"
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+50% melee range
+25% melee bounds
+20% increase firing speed when health <50% of max
-20% decrease firing speed when health >50% of max
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-Added "(Ability) Uncloak & Dagger"
NOTE: Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy team
NOTE: Teammates will still see the kills (and destroyed buildings) in the kill-feed
-Added "(Ability) Spy Camera"
NOTE: Press SPECIAL-ATTACK to launch a projectile, then press RELOAD to load the camera
NOTE: When the camera is activated, the user's current disguise is removed and can't disguise while using the camera
NOTE: When the camera is activated, the user can't cloak and the camera can't be used if the user is currently cloaked
NOTE: 30 second cooldown starts once you leave the camera
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(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Uncloak & Dagger
(Ability) Spy Camera
|
-Added "On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds"
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On sap: Highlights the building for the user and teammates for the next 10 seconds
NOTE: If the Sapper is removed within the 10 seconds, that building is still highlighted for the remainder of the duration
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Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls
NOTE: 5% per second for Primary weapons, 2.5% per second for Secondary Weapons, and 5% per second for metal supplies
Enemies within 450 Hu will lose twice as much
NOTE: 10% per second for Primary weapons, 5% per second for Secondary Weapons, and 10% per second for metal supply
Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking
NOTE: If 2 or more radius overlap, it increases by 50% (instead of adding together)
Thrown Sappers will stay active for 30 seconds, until manually destroyed by the user, until destroyed by an enemy, whenever the user dies, or after throwing a new one
Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius
30 second cooldown starts once destroyed
While a Sapper is on the ground, the user is unable to Sap a building
While cloaked: User can't throw out nor destroy the Sapper
-50% Sapper health when thrown
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Secundaria
Revolver
|
NO CHANGES
|
NO CHANGES
|
Secundaria
Ambassador
|
-Increased fire rate penalty from -20% to -100%
-Removed "-15% damage penalty"
-Removed the "short cooldown during which it never crits"
-Decreased max range for headshot falloff from 1200 to 900 Hu
-Headshots will now crit instead of doing normal damage after "max distance"
|
Crits on headshot
Critical damage is affected by range
100% slower firing speed
|
Secundaria
L'Etranger
|
NO CHANGES
|
+40% cloak duration
+15% cloak on hit
-20% damage penalty
|
Secundaria
Enforcer
|
-Removed "+20% damage bonus while disguised"
-Removed "Attacks pierce damage resistance effects and bonuses"
-Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"
NOTE: Stealth shots allows the user to fire this weapon without losing their disguise
-Added "Bind *custom* to manually remove your current disguise"
NOTE: In your TF2 console type.... bind X "custom"
|
Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill
20% slower firing speed
Stealth shots allows the user to fire this weapon without losing their disguise
Bind "custom" to manually remove your current disguise
|
Secundaria
Diamondback
|
-Changed to guaranteed Mini-Crits instead of Crits
-Removed "-15% damage penalty"
-Added "-10% damage vs players"
|
Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill
-10% damage vs players
|
Melee
Knife
|
-See additional changes in "Spy - Knives Changes/Additions" tab
|
|
Melee
Your Eternal Reward
|
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class
-Removed "+33% cloak drain rate" penalty
-Added "+20% longer de-cloak time"
-Added "While disguised: Gain a certain bonus based on your current class type disguise"
Offense class - +33% normal damage vs players for Secondary and +100% for Melee
Defense class - +20% damage resistance on wearer
Support class - Guaranteed 4 health regenerated per second on wearer
NOTE: The health regen isn't decreased if the user was recently hurt
|
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed
While disguised: Gain a certain bonus based on your current class type disguise
On kill: No attack noise
Normal disguises require (and consumes) a full cloak meter
+20% longer de-cloak time
|
Melee
Conniver's Kunai
|
-Added "On backstab kill: Removes all negative debuffs on user"
-Added "+10% additional cloak damage resistance on wearer"
|
On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user
+10% additional cloak damage resistance on wearer
-55 max health on wearer
|
Melee
Big Earner
|
-Removed "+30% cloak on kill"
-Removed "Gain a 3 second speed boost on kill"
-Added "On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds."
|
On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds.
-25 max health on wearer
|
Melee
Spy-cicle
|
-Decreased recharge from 15 seconds to 10 seconds
-Decreased afterburn immunity from 10 seconds to 5 seconds
-Added "-50% direct damage penalty"
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"
-Added "On hit by fire while active: Reduces initial fire damage by 90%"
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds
-50% direct damage penalty
Backstab turns victim into ice
Melts in fire, regenerates in 10 seconds and by picking up ammo
Weapon makes a melting sound unless user is currently disguised
This weapon has bonus melee range, but slower deploy and holster time
|
PDA Primario
Disguise Kit
|
NO CHANGES
|
NO CHANGES
|
PDA Secundario
Invis Watch
|
-Fixed the "While cloaked: 50% faster debuff timers"
NOTE: Increased to 50% from around 42%
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
|
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
ALT-FIRE: Turn invisible
Allowed in Medieval mode
|
PDA Secundario
Cloak and Dagger
|
-Fixed the "While cloaked: 50% faster debuff timers"
NOTE: Increased to 50% from around 42%
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
|
Cloak Type: Motion Sensitive
Cloak drain rate based on movement speed
+100% cloak regen rate
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
-35% cloak meter from ammo sources
+33% cloak drain rate
ALT-FIRE: Turn invisible
Allowed in Medieval mode
|
PDA Secundario
Dead Ringer
|
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"
-Removed "Afterburn immunity for 3 seconds when used"
-The natural damage resistance only lasts for 1 second once the "Dead Ringer" is trigger
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the damage resistance
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the speed boost
-Decreased cloak regen rate from +50% to +30%
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"
NOTE: As in, the afterburn and bleeding immunity
-Increased faster debuff timers while cloaked from 50% to 75%
NOTE: Now includes "Marked-for-Death" and the "Gas Passer effect"
-Added "While cloaked: User absorbs 75% of any damage taken"
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"
-Added "No natural cloak resistance when invisible after the first 1 second"
-Added "-50% cloak meter from ammo sources"
|
Cloak Type: Feign Death
Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration
While cloaked: User absorbs 75% of any damage taken, gains a speed boost, and 75% faster debuff timers
+30% cloak regen rate
+40% cloak duration
While cloaked: User cannot attack or place Sappers and bumping into enemies will make you slightly visible to enemies
No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
-50% cloak meter used when Feign Death is activated
Absorbed damage shortens cloak duration
-50% cloak meter from ammo sources
Allowed in Medieval mode
|
Building
Sapper
|
-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
|
Disables and slowly destroys enemy buildings
Allowed in Medieval mode
|
Building
Red-Tape Recorder
|
-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
-Removed "Reverses enemy building construction"
-Decreased Sapper damage penalty from -100% to -90%
-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"
NOTE: Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed
-Added "+100% Sapper health bonus"
-Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed"
|
Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed
+100% Sapper health bonus
User is Marked-for-Death for 3 seconds after the Sapper has been removed
-90% Sapper damage penalty
Allowed in Medieval mode
|
Armas personalizadas
Estas son las armas nuevas de los servidores oficiales de CTF2W.
100px
Primaria
Grebas de Glasgow
|
Enlace del Workshop de TF2
|
Recibir daño de caída crea un terremoto que daña y empuja enemigos. Tomar daño de un salto explosivo aumenta el daño del terremoto.
-75% de reducción en el retroceso causado por aire comprimido.
Radio del terremoto: 292Hu. Su daño es igual a 100% del daño de caída sufrido. Los saltos explosivos duplican el daño posible. Máximo de 100 de daño con 50% de reducción por distancia.
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100px
Principal
Ira del Borracho
|
Enlace del Workshop de TF2
|
Ataque-Especial: Alterna entre Precisión o ADE
Modo Precisión: +20% de velocidad de disparo, +10% velocidad de recarga, pero -25% de radio de explosión y las bombas se deshacen sobre las superficies.
Modo ADE: +100% de radio de explosión, +100% de tiempo de detonación, pero -10% de daño
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100px
Principal
Abordador de Fierro
|
Enlace del Workshop de TF2
|
Cuando un escudo está equipado:
Al Impactar: El escudo se recarga un 25%.
Las bombas se esfuman sobre las superficies.
-10% de daño.
Cuando un escudo no está equipado:
Al Impactar: Recupera 1 HP por cada 4.5 de daño infligido.
Las bombas se esfuman sobre las superficies.
-10% de daño.
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100px
Principal
Estallido Tenáz
|
Enlace del Workshop de TF2
|
Dispara un virote especial que se aferra al jugador o construcción enemigos y explota 4 veces.
+1 munición regenerada por cada 200 de daño infligido con este arma.
+25% de radio de explosión.
No necesita recargar.
Causa Mini-Crits cuando normalmente serían Críticos.
-100% de velocidad de disparo.
El proyectil inflige 20 de daño y las explosiones 11 cada una.
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100px
Principal
Howitzer Portátil (ACTUALMENTE ABOVEDADA)
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Enlace del Workshop de TF2
|
+20% de daño cuerpo-a-cuerpo por 5 segundos contra enemigos que hayan sido dañado por este arma.
+50% de velocidad de enfundado para con tu arma cuerpo-a-cuerpo.
Las bajas cuerpo-a-cuerpo recargan 1 tiro para este arma.
-33% de daño explosivo propio.
-83% de tamaño de cargador.
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100px
Secundaria
Minador
|
Enlace del Workshop de TF2
|
Las bombas lapa estás conectadas por un cable trampa, y no pueden ser movidas mientras estén pegadas.
Explota automáticamente cuando un enemigo visible o el usuario pasan por un cable demasiado rápido.
No necesita recargar.
Detonar manualmente solo desarma las bombas.
-15% de daño.
La velocidad de proyectil es 900Hu y no se carga.
Detona las bombas lapa situadas junto a la mira.
Aliados y enemigos pueden ver los cables trampa.
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100px
Secundaria
Grandote
|
Enlace del Workshop de TF2
|
Hasta +100% de radio de explosión extra basado en carga.
Armado de daño un 25% más rápido.
Hasta -20% de daño basado en carga.
Las bombas crecen en tamaño basado en carga.
El usuario no es afectado por los cambios en radio de explosión.
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100px
Secundaria
Quiebrasuelos
|
Enlace del Workshop de TF2
|
Cada bomba contiene 3 submuniciónes explosivas que son desplegadas en caso de explosión o destrucción. (También sucederá cuando se plante la 4ta bomba)
Mientras esté armada, una bomba lapa generará 1 submunición cada 3s.
Hasta +50% de daño basado en carga.
Máximo de bombas desplegadas: -3.
-50% de tamaño de cargador.
Bombas lapa se rompen después de 30s.
Las submuniciónes heredan modificadores de daño de sus bombas-madre.
Cada submunición inflige 20 de daño sin reducción por distancia.
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100px
Secundaria
Engranaje Bélico
|
Enlace del Workshop de TF2
|
Mientras Embiste: El usuario no puede ser dañado, visto o detectado por construcciones.
Las cajas de munición también recargan la Embestida.
Mientras Embiste: Incapaz de atacar y no frena a no ser que impacte con un enemigo, pared o naturalmente pare.
-75% de velocidad de recarga de la Embestida.
-60% de daño de impacto.
Disparo secundario: Embiste contra los enemigos y elimina efectos negativos.
Control total de giro durante la Embestida, pero solo otorga hasta minicríticos.
La Embestida es invisible, pero aún se oye.
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100px
Secundaria
Vanguardia
|
Enlace del Workshop de TF2
|
Al causar Baja con cualquier arma: +2 Cargas. Las asistencias ganan +1 Carga.
Recupera 35% de todo daño infligido como vida.
Al Morir: Cura todo aliado cercano basado en la cantidad de Cargas. (5% de HP por Carga, sin exceso de curación; 1200Hu de rango; hasta 10 Cargas)
-25% de daño en todas las armas.
Disparo secundario: Embiste contra los enemigos y elimina efectos negativos.
|
100px
Secundaria
Ariete de Asalto y Paliza
|
Enlace del Workshop de TF2
|
Al drenarse 60% Embestida: Aturde y empuja enemigos con la duración y fuerza basadas en la duración restante de la Embestida.
+33% de daño de impacto.
Disparo secundario: Embiste contra los enemigos y elimina efectos negativos.
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100px
Secundaria
Mina de Agua Dulce
|
Enlace del Workshop de TF2
|
En lugar de golpear, este escudo explota al impactar. (Sin reducción de daño por distancia)
El daño y radio de explosión crecen basados en cuánta Embestida fue drenada. (Daño: 10 a 100; radio: 73Hu a 219Hu)
Recupera 10% de carga de Embestida por cada enemigo atrapado en la explosión.
El usuario recibe 50% del daño de explosión del escudo.
Disparo secundario: Embiste contra los enemigos y elimina efectos negativos.
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Cuerpo-a-cuerpo
Dúlajan
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Enlace del Workshop de TF2
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Al causar Baja: +2 Cargas. Las asistencias otorgan +1 Carga.
Esta arma tiene mayor alcance cuerpo a cuerpo y se despliega y guarda con más lentitud.
Cada Carga (hasta 8) incrementa la velocidad de ataque (por +5%) y el daño contra jugadores (por +1.875%), pero aumenta la vulnerabilidad al daño mientras esté desenfundada (por +5%).
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Palo de Merasmus
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Enlace del Workshop de TF2
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Al causar baja: Obtén un autito chocón y 75% de resistencia al daño por 10s.
Mientras manejes un autito chocón, solo podrás dañar a enemigos atropellándolos.
-25% de velocidad de ataque.
Los choques de autito chocón siempre producen minicríticos y pueden llegar a críticos con suficiente velocidad.
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Primaria
Ejecutor de Grafito
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Enlace del Workshop de TF2
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Al causar Baja cuerpo-a-cuerpo: Gana 4s de minicríticos para este arma. Las asistencias cuerpo-a-cuerpo dan 2s.
Al causar Baja con Secundaria: Gana 2s de minicríticos para este arma. Las asistencias con Secundaria dan 1s.
70% menos munición Secundaria maxima al portador.
El temporizador de minicríticos se drena mientras esté girando. Hasta 6s pueden ser almacenados.
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Primaria
Ira de Ququmannz
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Enlace del Workshop de TF2
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Todo enemigo alrededor de la victima es Maldecido por 8s, haciéndolos 20% más vulnerables a tu equipo. Las asistencias Maldicen por 4s.
El asesino de un enemigo Maldito recupera hasta 50% de salud base. Las asistencias dividen la ganancia de salud entre los asesinos.
Si un enemigo Maldito sobrevive una Maldición, el daño adicional tomado será regenerado.
Los enemigos Malditos se desharán de la maldición inmediatamente si matan uno de tus aliados.
Todas las Maldiciónes dadas por este arma se levantarán si el portador muere.
-25% de balas por disparo.
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Principal
Bio-Destructor
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Enlace del Workshop de TF2
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Mientras gira: -30% de resistencia al daño, sin reducción de velocidad de movimiento, y un +10% adicional de velocidad de movimiento.
Consume 8 de munición adicional por segundo mientras gira.
No empuja al impactar contra enemigos.
Disparo-Secundario: Rota el taladro para infligir daño en frente del portador. El daño incrementa con proximidad.
Ataque-Primario, Ataque-Especial, o 'Recarga': Mientras esté rotando, Embiste adelante para fijar tus enemigos a tu taladro para llevarlos mientras los daña.
Este arma inflige daño cuerpo-a-cuerpo, en lugar de bala.
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Secundaria
Cocina Cósmica
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Enlace del Workshop de TF2
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Este arma se despliega un 30% y enfunda un 15% más rápido.
Al Consumir: Provee inmunidad a efectos negativos por 15s. Si un efecto negativo intenta ser aplicado durante este estado, curará al usuario por 50 de salud. El fuego recupera 3 de salud.
Si un aliado la levanta: Remueve todo efecto negativo.
Si el enemigo la levanta: No proporciona curación y le aplica todo efecto negativo por 5 segundos.
-100% de efecto de curación para el portador o aliados.
Recarga de 30s.
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Secundaria
Todo Gas
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Enlace del Workshop de TF2
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Al causar Baja: +2 Cargas. Las asistencias dan +1.
El portador no puede llevar el dosier o el balón de PASA-Tiempo.
Cada Carga incrementa la velocidad de movimiento del portador mientras no gire su arma Primaria, pero disminuye el daño de este arma. (Hasta: 10 Cargas; +25% velocidad de movimiento; -20% de daño).
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Secundaria
Bocadillo
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Enlace del Workshop de TF2
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35% del daño infligido con este arma es regenerado como salud.
Al causar Baja: Por los próximos 4s, todo aliado cercano se curará por 50% del daño que tomaste. Las asistencias dan 2s.(Rango de 450Hu)
-50% de tamaño del cargador.
El efecto curativo de Baja o asistencia no es interrumpido por la muerte del portador, y el golpe de gracia cuenta para el porcentaje de curación.
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Cuerpo-a-cuerpo
Martillos Hidráulicos
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Enlace del Workshop de TF2
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Al Impactar: Aplica un empuje horizontal agresivo y deshabilita todo control aéreo del blanco hasta que golpee el terreno o después de 3s.
Si el blanco golpea una superficie, recibirá daño basado en su salud máxima y distancia recorrida. (Calcula hasta 800Hu de distancia para 50% de salud máxima como daño)
Este arma se despliega un 30% y enfunda un 15% más rápido.
Daño cuerpo-a-cuerpo mínimo.
-25% de velocidad de ataque.
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Cuerpo-a-cuerpo
Mandíbulas de Acero
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Enlace del Workshop de TF2
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El portador no puede llevar el dosier o el balón de PASA-Tiempo.
Cuando el arma está activa:
- Requiere 280 de daño cuerpo-a-cuerpo para cargar el medidor.
- Medidor lleno: Aprieta la tecla de Recarga o Ataque-Especial para ganar la habilidad de nadar en el aire por 10 segundos!
- Mientras el portador está mojado o el nado aéreo está activo: +25% de velocidad de movimiento y ataque.
- Mientras el portador está seco: -25% de velocidad de movimiento y ataque.
- No puede enfundarse mientras se nada en el aire.
- Puede ganar medidor mientras está activado, pero a -50% de efectividad.
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Cuerpo-a-cuerpo
T Mata 10
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Enlace del Workshop de TF2
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El portador no puede llevar el dosier o el balón de PASA-Tiempo.
Cuando el arma está activa:
- Velocidad de caída ralentizada.
- Nunca recibe daño de caída.
- Control aéreo aumentado un 100%.
- Ataque-Especial ó Recarga: Pierde 100 de salud para realizar un Supersalto.
- Recarga de Supersalto de 2s.
- El portador no puede saltar naturalmente.
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Magulla-Cajas
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Enlace del Workshop de TF2
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Daña igual a 40% de la salud actual del blanco hasta 90 de daño.
Recupera 70% del daño infligido como salud.
-25% de velocidad de ataque.
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Principal
Orgullo Sureño
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Enlace del Workshop de TF2
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Al causar baja con cualquier arma: +2 Cargas. Las asistencias otorgan +1 Carga
Al causar baja con un arma centinela: +3 Cargas
Pierdes 2 cargas al construir una nueva construcción
-15% de daño al portador
-10% de daño con armas centinelas al portador
Cada Carga (Max: 10) incrementa tu cantidad maxima de metal (+20 por carga) y descuenta el costo de las construcciones (2.5% por carga)
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Secundaria
Amplificador de señal
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Enlace del Workshop de TF2
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Cuando el arma esta activa:
- Presiona Disparo Primario para amplificar tus construcciones activas por 10s a cambio de 150 de metal
- Al amplificar: No puedes cambiar de arma, y tus construcciones no pueden ser reparadas ni mejoradas hasta que termine la amplificación
- No puedes obtener metal
- No puedes cargar construcciones
- 30s de espera al usar la amplificación
- Al amplificar: El rango y daño de tu Arma Centinela aumenta en un 25%. El dispensador tiene un 50% de rango extra y cura un 50% mas. El tiempo de recarga de los teleportadores se reduce en un 50%
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Secundario
El Imán
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Enlace del Workshop de TF2
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Al usar disparo primario: Usa el medidor de *ATRACCIÓN.* Mientras estés mirando a una caja de munición o vida cercanos (Rango maximo: 900 HU), esta arma las atrae a tu posición actual, al soltar disparo primario, estas se quedaran en ese lugar por 15s
Al presionar y mantener disparo secundario: Mientras estés mirando a tu dispensador, este te transferirá metal a ti, sin importar la distancia
Por cada 1s en uso, requiere 3s de recuperación, toma 10s vaciar el medidor de ATRACCION por completo. Cualquier caja que atraigas necesita línea de vision directa.
Hay 3s de espera al usar ATRACCION. Mientras estes en tu base, la ATRACCION esta desactivada.
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Secundario
El Ojo Gamma
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Enlace del Workshop de TF2
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El tercer golpe consecutivo sin fallar es siempre critico
-75% de tamaño de cargador
Mantén pulsado el botón de disparo para cargar el arma, suéltalo para disparar el cargador completo
Esta arma es mejor usada a medio o corto alcance
- CAMBIOS OCULTOS EXTRA
+1000% balas por disparo
100% menos precisa
-91.06% de daño
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Secundario
Atornillador
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Enlace del Workshop de TF2
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Al golpear: El 50% del daño causado por esta arma es regresado como metal
Causa minicriticos a enemigos que están siendo atacados por armas centinelas aliadas
40% mas precisa
-50% Tamaño de cargador
100% Velocidad de disparo mas lenta
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Secundario
Jupiter
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Enlace del Workshop de TF2
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Mientras seas curado por un dispensador o vagoneta: Tiene cargador infinito
Al tener menos metal, aumenta su velocidad de disparo
Las balas penetran a los enemigos
-50% de daño
50% Velocidad de disparo BASE mas lenta
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Cuerpo a Cuerpo
Llave Magnetica
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Enlace del Workshop de TF2
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Usa un medidor de *MEJORA*. Ganas MEJORA con el daño. Presiona Ataque-Especial cuando el medidor este al 100% para mejorar tus construcciones actuales al nivel 3 y curarlas por completo.
El 20% del daño causado con tu arma centinela llena el medidor de MEJORA
Al usar MEJORA: Ignora a tus construcciones saboteadas
-20% velocidad de construccion al portador
-20% velocidad de reparación
Para llenar el medidor de MEJORA al 100%, se necesitan 500 de daño
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Cuerpo a Cuerpo
Llave Maestra
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Enlace del Workshop de TF2
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Hasta +4 de vida regenerada por segundo al portador
+5 de metal regenerado cada 5s al portador
¡Usa Ataque-Especial para lanzar hasta 2 Micro Arma Centinelas que se pegan a las paredes!
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Secundario
Resolución Francesa (ACTUALMENTE ABOVEDADA)
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Enlace del Workshop de TF2
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Al Impactar: Marca al objetivo, mientras tenga esa marca, recibes un 20% menos de daño de ese objetivo. Además, recuperas 30 de salud.
-50% de velocidad de recarga.
-83% de tamaño de cargador.
Solo puedes tener una marca a la vez, la marca se pierde si tu o el objetivo marcado mueren, o si cambias de objetivo, o si el enemigo se reabastece.
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Secundario
El Victoriano
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Enlace del Workshop de TF2
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Al causar Baja: Te teletransportas al lugar de la victima, te disfrazas de ella y el cuerpo de la victima desaparece.
Recuperas 2 disparos al apuñalar, y 1 al destruir una construcción.
Al Impactar: No pierdes munición.
No necesita recargar.
-33% de daño.
Dispara balas trazadoras.
-60% munición Secundaria maxima al portador.
Tiene 12 balas en la recamara.
La munición solo se recupera al golpear un enemigo/construcción con esta arma, al apuñalar, destruir construcciones o reabastecerse.
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Cuerpo a Cuerpo
La Infección
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Enlace del Workshop de TF2
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Al apuñalar: Infecta a la victima con una plaga mortal por 10s y a todos los enemigos cercanos (292 Hu) por 5s.
Si un enemigo muere por la plaga: Ganas +3% de velocidad and +3% de velocidad de invisibilidad. (Hasta 5 Cargas)
La Plaga se puede quitar al instante al usar el Armario de reabastecimiento o al usar una caja de vida.
Las puñaladas solo causan 45 de daño.
Los Snipers usando el Caparazumbador perderán el mismo, pero la duración de la plaga es reducida a 5s.
Las victimas que sufren de la plaga pierden 10% de su salud maxima por segundo.
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Cuerpo a Cuerpo
La Bomba Interna
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Enlace del Workshop de TF2
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Al apuñalar: ¡Colocas una bomba en el enemigo!, además mantienes tu disfraz.
Las bombas detonan automáticamente en 4s, pero puedes usar disparo secundario para detonarlas manualmente.
Las bombas hacen daño en un area basados en la vida que TENIA la victima en el momento que fue apuñalada y por cuanto tiempo la bomba estuvo activa.
Las bombas se desactivan cuando mueres, o cuando tu o el enemigo usan el Armario de reabastecimiento.
Cuando hay una bomba activa: No puedes volverte invisible.
Recibes un 25% del daño de una bomba si estas muy cerca.
Las puñaladas no matan al instante.
El daño de la bomba aumenta hasta en un 110% en el curso de 4s.
El enemigo al que se le planto una bomba es notificado con un mensaje.
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Cuerpo a Cuerpo
Mann-Slaughter
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Enlace del Workshop de TF2
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Al Apuñalar: Te vuelves invisible al instante.
Las victimas apuñaladas no dejan cajas de munición.
Al Apuñalar: Requiere y drena 25% de invisibilidad para volverte invisible.
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PDA 1
La Interferencia
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Enlace del Workshop de TF2
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Al Sabotear: Revela al propietario de la construcción con un contorno que solo tu puedes ver por 10s.
Te restaura vida cuando una construcción saboteada es destruida.
-40% de daño.
Restaura vida en base al nivel y tipo de la construcción saboteada.
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PDA 1
Defunción Oportuna
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Enlace del Workshop de TF2
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5s después de colocarlo en una construcción enemiga, el zapador explota (292 Hu), destruye la construcción, y hace hasta 150 de daño a construcciones y jugadores enemigos.
Al Sabotear: No puedes usar esta arma por 2s.
-100% de daño.
-99% de vida del zapador.
Las construcciones siguen desactivadas tras la colocación del zapador.
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PDA 1
Saboteador Subyugado
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Enlace del Workshop de TF2
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8s después de colocarlo en una construcción enemiga, el zapador reprograma la construcción enemiga como si fuera de tu equipo.
Las construcciones reprogramadas tienen efectos extra.
- Arma Centinela - +10% velocidad de disparo.
- Dispensador - +100% de rango.
- Teleportador – Se puede usar en ambas direcciones.
Las construcciones reprogramadas se autodestruyen tras 12s.
-30% de daño.
Las construcciones siguen desactivadas tras la colocación del zapador.
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PDA 2
La Fantome
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ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES
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Al estar invisible: Puedes traspasar construcciones y jugadores enemigos. Además, no te volverás parcialmente invisible al tocar a un enemigo o al recibir daño.
Al estar invisible: Pierdes -6.25% de velocidad, no tienes la resistencia natural de la invisibilidad, los efectos negativos no se disipan mas rápidamente, ni puedes obtener invisibilidad.
La invisibilidad se drena un 50% mas rápido al estar dentro de un jugador/construcción enemiga.
Al no tener invisibilidad: Drena 10 de vida/s si estas dentro de un jugador/construcción enemiga.
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PDA 2
Salto
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ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES
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Tipo de Invisibilidad: Salto
Al usar: Te propulsas en el aire si te estas moviendo, o hará un salto extra si no te estas moviendo.
No obtienes invisibilidad de cajas de munición.
Al usar hasta caer en el suelo: No recibes daño por caída, pero tienes control aéreo reducido.
8s de recarga.
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PDA 2
La Entrada Explosiva
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ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES
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Al dejar de ser invisible, causas una explosion (292 Hu) de humo que hace daño a los enemigos cercanos (45 Min, 90 Max) y a ti mismo (22 Min, 45 max). La explosion no se activa si dejas de ser invisible cuando el medidor de invisibilidad tenia 50% o mas. La explosion causa mas daño mientras menos invisibilidad tengas. La explosion no se puede usar hasta que el medidor de invisibilidad se haya llenado por completo.
Al estar invisible: Ganas +25% de velocidad.
-66% invisibilidad recibida por cajas de mención.
-10% velocidad de regeneración de invisibilidad.
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Miembros del equipo
Chdata: Desarrollador principal
Crafting: Propietario de la comunidad y del servidor, youtuber, admin. del grupo de Steam, demostrador de armas y editor/colaborador de la wiki
Sophie: Líder de la comunidad, administradora del servidor, youtuber y admin. del grupo de Steam
Porygon: Desarrollador
Antiguos miembros
Karma Charger: Colaborador de TF2Wiki y demsotrador de armas
MasterOfTheXP: Autor original y desarrollador principal
Theray070696: Desarrollador de código y codesarrollador principal
Shadow Mario: Desarrollador
Agent Silver: Desarrollador
Deathreus :Desarrollador
Naleksuh: Desarrollador
CHAWLZ: Desarrollador
404UNF: Desarrollador
Pikachu: Desarrollador
Orion™: Desarrollador
The655: Desarrollador
Nergal: Desarrollador
Errores
- Cuantas más armas personalizadas equipes, mayor será la probabilidad de que desaparezcan cosméticos de tu modelo en el cliente. Otros jugadores en el servidor, sin embargo, seguirán siendo capaces de contemplar tu fino atuendo.
- Si se usa un arma personalizada con un medidor (como el Estandarte de Ánimo), el medidor no se usará a menos que el jugador tenga el arma original equipada en su personaje.
Enlaces externos