Difference between revisions of "User:TarlukLegion/Tarluk's TF2 Weapon Overhaul Collection"

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== Summary ==
+
= Rebalance =
  
 
[https://docs.google.com/document/d/1CQ53v1YOs3_rKAkyoszs96ZPvQX4fns0dkWdgKizD2A/edit# Link to original document]
 
[https://docs.google.com/document/d/1CQ53v1YOs3_rKAkyoszs96ZPvQX4fns0dkWdgKizD2A/edit# Link to original document]
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|-
 
|-
 
| align="left" |
 
| align="left" |
* Random critical hits are now disabled by default.
+
* Random critical hits, bullet spread, and fall damage spread are now disabled by default.
 
** Any weapons which currently have "No random critical hits" will still have it as a hidden stat for servers which choose to manually enable random crits.
 
** Any weapons which currently have "No random critical hits" will still have it as a hidden stat for servers which choose to manually enable random crits.
* Random bullet spread is now disabled by default.
+
* Melee attacks now prioritize damaging enemies over teammates
* Random fall damage deviation is now disabled by default.
+
* Speed boosts are rescaled to always boost movement speed by 30% regardless of class
* Teammate outline duration decreased from 10 to 6 seconds
+
* On-Kill effects trigger whenever the enemy is "finished off"
* Teammate outline no longer reveal disguised Spies
+
*  
 +
* Teammate outlines no longer reveal disguised Spies and last for 7.5 seconds rather than 10 seconds.
 
* Interpolation effects are only active on servers with "sv_cheats 1" enabled
 
* Interpolation effects are only active on servers with "sv_cheats 1" enabled
 
|-
 
|-
 
|}
 
|}
  
= Multi-Class =
+
== Multi-Class ==
  
 
{| class="wikitable grid collapsible " width="100%"
 
{| class="wikitable grid collapsible " width="100%"
Line 33: Line 34:
 
| align="left" |
 
| align="left" |
 
* {{c|-|Changed:}} Base shotgun ammo decreased from 32 to 24
 
* {{c|-|Changed:}} Base shotgun ammo decreased from 32 to 24
* {{c|-|Changed:}} Holster speed penalties now apply their penalty to any weapon drawn within 1 second of said weapon being active
 
* {{c|=|Changed:}} Melee attacks now prioritize damaging enemies over teammates
 
* {{c|=|Changed:}} Speed boost rescaled are rescaled to always be +30% regardless of class
 
* Kills counted through the enemy using a killbind will still trigger "On Kill" effects
 
 
|-
 
|-
 
|}
 
|}
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Shotgun}}
 
| {{Table icon|Shotgun}}
 
| {{c|=|Info:}} Added a basic description<br>
 
| {{c|=|Info:}} Added a basic description<br>
 
| Fires a close-range blast of 10 bullets.
 
| Fires a close-range blast of 10 bullets.
 +
|
 
|-
 
|-
 
| {{Table icon|Panic Attack}}
 
| {{Table icon|Panic Attack}}
| {{c|+|Added:}} 50% faster reload time<br>{{c|+|Added:}} Fire rate increases as health decreases<br>{{c|+|Removed:}} -20% damage penalty<br>{{c|-|Added:}} Cannot stop firing until clip is empty<br>{{c|-|Added:}} -34% clip size<br>{{c|-|Changed:}} Reduced deploy speed bonus from 50% to 30%<br>{{c|-|Removed:}} +50% bullets per shot<br>{{c|=|Changed:}} Now fires a wide 5x2 rectangular pattern<br>{{c|=|Info:}} After you start firing, you cannot switch weapons until the clip is empty
+
| {{c|+|Changed:}} Attack interval changed from 0.625 seconds to 0.5 seconds<br>{{c|+|Removed:}} -20% damage penalty<br>{{c|-|Added:}} Cannot stop firing until clip is empty<br>{{c|-|Added:}} -34% clip size<br>{{c|-|Changed:}} Reduced deploy speed bonus from 50% to 30%<br>{{c|-|Removed:}} +50% bullets per shot<br>{{c|=|Added:}} Now reloads the entire clip at once (within 1.25 seconds)<br>{{c|=|Changed:}} Now fires a wide 5x2 rectangular pattern<br>{{c|=|Info:}} After you start firing, you cannot switch weapons until the clip is empty
| {{buff|50% faster reload time}}<br>{{buff|This weapon deploys 30% faster}}<br>{{buff|Fire rate increases as health decreases}}<br>{{nerf|-34% clip size}}<br>{{nerf|Cannot stop firing until clip is empty}}<br>{{nerf|Successive shots become less accurate}}<br>Fires in a wide, narrow shot pattern
+
| {{buff|25% faster attack speed}}<br>{{buff|30% faster deploy speed}}<br>{{nerf|Cannot stop firing until clip is empty}}<br>{{nerf|Successive shots become less accurate}}<br>Fires in a wide, narrow shot pattern.<br>This weapon holds a 4-shot drum and reloads the entire drum at once.
 
|-
 
|-
 
| {{Table icon|B.A.S.E. Jumper}}
 
| {{Table icon|B.A.S.E. Jumper}}
| {{c|+|Removed:}} Can no longer be equipped by the Demoman<br>{{c|+|Added:}} -50% less damage fall off on primary weapon<br>{{c|+|Changed:}} Parachutes can be redeployed again in mid air when the meter is full<br>{{c|-|Added:}} -50% less damage fall off from all damage sources<br>{{c|-|Changed:}} Parachutes now have a 3.5 second cooldown between deployments<br>{{c|=|Added:}} The wearer stops descending if they are affected by afterburn while the parachute is deployed<br>{{c|=|Info:}} For most weapons, minimum damage fall off is increased from 52.8% to 79.2%<br>
+
| {{c|=|Removed:}} Can no longer be equipped by the Demoman<br>{{c|+|Added:}} -50% less damage fall off on primary weapon<br>{{c|+|Changed:}} Parachutes can be redeployed again in mid air when the meter is full<br>{{c|-|Added:}} -50% less damage fall off from all damage sources<br>{{c|-|Changed:}} Parachutes now have a 3.5 second cooldown between deployments<br>{{c|=|Added:}} The wearer stops descending if they are affected by afterburn while the parachute is deployed<br>{{c|=|Info:}} For most weapons, minimum damage fall off is increased from 52.8% to 79.2%<br>
| {{buff|-50% less damage fall off on primary weapon}}<br>{{nerf|-50% less damage fall off taken from all damage sources}}<br>Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. Being set on fire creates an updraft that stops you from descending.<br>
+
| Press 'JUMP' key while airborne to deploy a parachute.<br>While parachute is active:<br>{{buff|-65% slower falling speed}}<br>{{buff|-50% reduced damage falloff on primary}}<br>{{nerf|-50% reduced damage falloff for incoming damage}}<br>{{nerf|-50% reduced air control}}<br>Afterburn creates an updraft that completely stops you from falling<br>
 
|-
 
|-
 
| {{Table icon|Pain Train}}
 
| {{Table icon|Pain Train}}
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|-
 
|-
 
| {{Table icon|Half-Zatoichi}}
 
| {{Table icon|Half-Zatoichi}}
| {{c|+|Changed:}} Honorbound cannot reduce your health lower than 1 health<br>
+
| <Work in Progress>
| This weapon has a large melee range and deploys and holsters slower<br><br>{{buff|Gain 50% of base health on kill}}<br>{{nerf|Honorbound: Once drawn, sheathing deals up to 50 damage to yourself unless it deals a killing blow}}<br>Soldiers and Demos<br>Can duel with their katanas<br>For a one-hit kill
+
| <Work in Progress>
 
|}
 
|}
  
= Scout =
+
== Scout ==
  
 
{| class="wikitable grid collapsible " width="100%"
 
{| class="wikitable grid collapsible " width="100%"
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Scattergun}}
 
| {{Table icon|Scattergun}}
 
| {{c|=|Info:}} Added a basic description<br>
 
| {{c|=|Info:}} Added a basic description<br>
 
| Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range.
 
| Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range.
 +
|
 
|-
 
|-
 
| {{Table icon|Force-A-Nature}}
 
| {{Table icon|Force-A-Nature}}
| {{c|-|Removed:}} Knockback no longer reduces the target's air control<br>{{c|=|Changed:}} Knockback is no longer permanently active; it is only activated through alt-fire<br>{{c|=|Info:}} Alt-Fire functions identically to a normal shot besides the knockback<br>
+
| {{c|=|Info:}} Firing speed is displayed based on how much it actually fires faster by rather than how much the attack interval is reduced by; for instance, the Force-a-Nature currently says it fires 50% faster but in reality fires twice as fast as the Scattergun<br>{{c|+|Added:}} Hits that deal at least 30 damage grant a temporary 20% accuracy bonus that lasts for 1 second<br>{{c|+|Changed:}} Reload time reduced from 1.43 seconds to 1.25 seconds (equivalent to 15% faster reload speed)<br>{{c|+|Removed:}} -10% damage penalty<br>{{c|-|Removed:}} +20% bullets per shot<br>{{c|-|Removed:}} Knockback no longer reduces the target's air control<br>
| {{buff|Alt-Fire: Fires a shot that inflicts knockback on the target and shooter}}<br>{{buff|+50% faster firing speed}}<br>{{buff|+20% bullets per shot}}<br>{{nerf|-10% damage penalty}}<br>{{nerf|-66% clip size}}<br>This weapon reloads its entire clip at once<br>
+
| <br>{{buff|100% faster firing speed}}<br>{{buff|Applies knockback to both the target and shooter}}<br>{{buff|On Close Hit: Your next shot is 20% more accurate for 1 second}}<br>This weapon holds a 2-shot clip and reloads the entire clip at once.
 
|-
 
|-
 
| {{Table icon|Shortstop}}
 
| {{Table icon|Shortstop}}
 
| {{c|+|Changed:}} Reload time reduced from 1.5 seconds to 1.25 seconds<br>{{c|+|Removed:}} Increase in push force taken from damage and airblast<br>{{c|-|Removed:}} Alt-Fire to reach and shove someone!<br>
 
| {{c|+|Changed:}} Reload time reduced from 1.5 seconds to 1.25 seconds<br>{{c|+|Removed:}} Increase in push force taken from damage and airblast<br>{{c|-|Removed:}} Alt-Fire to reach and shove someone!<br>
| {{buff|+40% faster firing speed}}<br>{{buff|+40% more accurate}}<br>{{buff|+100% damage bonus}}<br>{{nerf|-34% clip size}}<br>{{nerf|-60% bullets per shot}}<br>{{nerf|-33% maximum damage ramp-up}}<br>This weapon reloads its entire clip at once.
+
| {{buff|66% faster firing speed}}<br>{{buff|+40% more accurate}}<br>{{buff|+100% damage bonus}}<br>{{nerf|-60% bullets per shot}}<br>{{nerf|-33% maximum damage ramp-up}}<br>This weapon holds a 4-shot clip and reloads the entire clip at once.
 
|-
 
|-
 
| {{Table icon|Soda Popper}}
 
| {{Table icon|Soda Popper}}
| {{c|-|Changed:}} Hype duration reduced from 10 seconds to 6 seconds<br>{{c|-|Changed:}} Firing speed decreased from +50% to +33%<br>{{c|-|Removed:}} +25% faster reload time<br>{{c|=|Changed:}} Activating Hype instead grants mini-crits while active, but the wearer is marked for death while active and for another 2 seconds after Hype ends<br>
+
| {{c|+|Added:}} Hits that deal at least 30 damage refresh your double jump<br>{{c|-|Changed:}} Reload time increased from 1.13 seconds to 1.25 seconds (equivalent to 12.5% faster reload speed<br>{{c|-|Changed:}} Attack interval increased from 0.3125 seconds to 0.4125 seconds (fires 50% faster than stock rather than 100% faster)<br>{{c|-|Removed:}} On Hit: Builds Hype<br>
| {{buff|On Hit: Builds Hype}}<br>{{buff|+33% faster firing speed}}<br>{{nerf|-66% clip size}}<br>When Hype is full, Alt-Fire to activate Hype mode and gain mini-crits while active,<br>but you are marked for death while active and for another 2 seconds after Hype ends.<br><br>This weapon reloads its entire clip at once.<br>
+
| <br>{{buff|50% faster firing speed}}<br>{{buff|On Close Hit: Refresh your double jump}}<br>This weapon holds a 2-shot clip and reloads the entire clip at once.
 
|-
 
|-
 
| {{Table icon|Baby Face's Blaster}}
 
| {{Table icon|Baby Face's Blaster}}
| {{c|+|Added:}} Allows the Scout to bunnyhop<br>{{c|+|Added:}} +50% fall damage resistance on wearer<br>{{c|-|Added:}} Cannot double jump<br>{{c|-|Changed:}} Move speed decreased from -10% to -15%<br>{{c|-|Removed:}} On Hit: Builds Boost<br>{{c|=|Info:}} Holding the jump key automatically bunnyhops, similar to bunnyhopping in Open Fortress<br>{{c|=|Info:}} Momentum from bunnyhopping is capped at 510 HU/s, or 170% move speed<br>
+
| {{c|+|Added:}} Allows the Scout to bunnyhop<br>{{c|+|Added:}} +50% fall damage resistance on wearer<br>{{c|-|Added:}} Cannot double jump<br>{{c|-|Changed:}} Move speed decreased from -10% to -15%<br>{{c|-|Removed:}} On Hit: Builds Boost<br>{{c|=|Info:}} Holding the jump key automatically bunnyhops, similar to bunnyhopping in Open Fortress<br>{{c|=|Info:}} Momentum from bunnyhopping is capped at 16 HU/s, or 170% move speed<br>
| {{buff|Grants the ability to bunnyhop}}<br>{{buff|+50% fall damage resistance on wearer}}<br>{{nerf|-34% clip size}}<br>{{nerf|-15% slower move speed on wearer}}<br>{{nerf|Cannot double jump}}<br><br>Hold your Jump key while moving forwards to automatically bunnyhop
+
| {{buff|Hold 'JUMP' to bunnyhop at up to 40% faster movement speed}}<br>{{buff|+50% fall damage resistance on wearer}}<br>{{nerf|-34% clip size}}<br>{{nerf|-10% slower move speed on wearer}}<br>{{nerf|Cannot double jump}}<br>
|-
 
| {{Table icon|Back Scatter}}
 
| {{c|+|Changed:}} Accuracy increased from -20% to +20%<br>{{c|+|Removed:}} -34% clip size<br>{{c|-|Added:}} -20% slower reload time<br>{{c|-|Added:}} -15% damage penalty when not fired at the enemy's back<br>
 
| {{buff|Mini-crits targets when fired at their back from close range}}<br>{{buff|+20% more accurate}}<br>{{nerf|-20% slower reload time}}<br>{{nerf|-15% damage penalty when not fired at the enemy's back}}<br>
 
 
|}
 
|}
  
 
{| class="wikitable grid collapsible " width="100%"
 
{| class="wikitable grid collapsible " width="100%"
 
! colspan="2" class="header" | Scout - Pistol Changes
 
! colspan="2" class="header" | Scout - Pistol Changes
<!-- SCOUT CLASS -->
 
|-
 
| align="left" |
 
* {{c|+|Changed:}} Bullet spread of all Pistols reduced by 20%
 
* {{c|+|Changed:}} Reserve ammo of all Pistols increased from 36 to 48
 
* {{c|-|Changed:}} Base rate of fire of all Pistols reduced from 6.66 rounds per second to 6 rounds per second
 
* {{c|-|Changed:}} Reload time of all Pistols increased from 1.1 seconds to 1.25 seconds
 
 
|-
 
|-
 
|}
 
|}
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
| {{Table icon|Winger}}
+
| {{Table icon|Pistol}}
| <Work in Progress>
+
| {{c|+|Changed:}} Bullet spread reduced from 0.04 to 0.025 (37.5% more accurate)<br>{{c|-|Changed:}} Reserve ammo increased from 36 to 48<br>{{c|-|Changed:}} Attack interval raised from 0.15 seconds to 0.165 seconds (from 6.66 shots per second to 6 shots per second)<br>{{c|-|Changed:}}  Reload time increased from 1.1 seconds to 1.25 seconds<br>
 
| <Work in Progress>
 
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Pretty Boy's Pocket Pistol}}
 
| {{Table icon|Pretty Boy's Pocket Pistol}}
| {{c|+|Added:}} +33% damage bonus<br>{{c|+|Changed:}} Firing speed bonus increased from +15% to +25%<br>{{c|-|Added:}} 50% slower holster speed<br>{{c|-|Changed:}} Clip size penalty increased from -25% to -50%<br>{{c|-|Removed:}} On Hit: Gain up to +3 health<br>
+
| {{c|=|Info:}} Fire rate and bullet spread remain at their current values of 0.135 seconds and 0.04 respectively<br>
| {{buff|+25% faster firing speed}}<br>{{buff|+30% damage bonus}}<br>{{nerf|-50% clip size}}<br>{{nerf|-50% slower holster speed}}
+
| {{buff|+25% faster firing speed}}<br>
 
|-
 
|-
 
| {{Table icon|Bonk! Atomic Punch}}
 
| {{Table icon|Bonk! Atomic Punch}}
| {{c|+|Removed:}} Damage absorbed will slow you when the effect ends<br>{{c|=|Changed:}} Recharges by dealing 350 damage rather than by waiting 22 seconds<br>{{c|-|Changed:}} Drink starts empty and cannnot be refilled by Resupply<br>
+
| <Work in Progress>
| {{buff|Drink to temporarily become invulnerable}}<br>{{nerf|Cannot attack while under effects}}<br>Charges by dealing 300 damage.  Effects end after 8 seconds.
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Crit-a-Cola}}
 
| {{Table icon|Crit-a-Cola}}
| {{c|+|Added:}} Melee weapons critically hit while active<br>{{c|+|Removed:}} Each attack sets Mark-For-Death while active<br>{{c|=|Changed:}} Recharges by dealing 350 damage when not affected by the drink rather than by waiting 22 seconds<br>{{c|-|Added:}} -100% melee holster time while active<br>{{c|-|Changed:}} Holstering your melee weapon also ends the effects<br>{{c|-|Changed:}} Drink starts empty and cannnot be refilled with Resupply<br>{{c|-|Removed:}} Scattergun attacks mini-crit<br>{{c|=|Info:}} After drinking the Crit-a-Cola, it automatically switches to your melee weapon rather than your Scattergun<br>
+
| <Work in Progress>
| {{buff|Drink to temporarily gain critical hits on your melee attacks}}<br>{{nerf|100% slower melee holster while under effects}}<br>Charges by dealing 300 damage.  Effects end after 8 seconds or when you holster your melee weapon.
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Mad Milk}}
 
| {{Table icon|Mad Milk}}
 
| {{c|+|Changed:}} Increased the meter recharge from extinguishing teammates from 20% to 50%<br>{{c|=|Changed:}} Jar meter builds with kills and assists achieved against non-milked targets (50% for kills and 25% for assists) instead of over time<br>{{c|-|Changed:}} Milk meter starts empty and cannot be refilled with Resupply<br>{{c|-|Changed:}} Healing reduced from 60% to 50%<br>{{c|-|Changed:}} Duration reduced from 10 seconds to 7 seconds<br>
 
| {{c|+|Changed:}} Increased the meter recharge from extinguishing teammates from 20% to 50%<br>{{c|=|Changed:}} Jar meter builds with kills and assists achieved against non-milked targets (50% for kills and 25% for assists) instead of over time<br>{{c|-|Changed:}} Milk meter starts empty and cannot be refilled with Resupply<br>{{c|-|Changed:}} Healing reduced from 60% to 50%<br>{{c|-|Changed:}} Duration reduced from 10 seconds to 7 seconds<br>
| Throw to cover enemies in milk for 7 seconds or extinguish teammates.<br>Players heal 50% of the damage done to enemies covered in milk.<br><br>Charge milk by scoring kills or assists against players not covered in milk. Extinguishing teammates will refund 50% charge.
+
| Throw to cover enemies in milk for 7 seconds or extinguish teammates.<br>Players heal 50% of the damage done to enemies covered in milk.<br><br>Milk charges over 60 seconds and by scoring kills or assists against players not covered in milk. Extinguishing teammates will refund 50% charge.
 
|-
 
|-
 
| {{Table icon|Flying Guillotine}}
 
| {{Table icon|Flying Guillotine}}
| {{c|=|Added:}} Projectile now has damage ramp-up and fall-off (125%-75%)<br>{{c|=|Added:}} Bleed duration now scales off of damage ramp-up and fall-off (3-5 seconds)<br>{{c|+|Added:}} Mini-crits vs debuffed targets<br>{{c|+|Changed:}} All hits reduce recharge time by 3.5 seconds rather than just long-range hits for 1.5 seconds<br>{{c|-|Changed:}} Base damage reduced from 50 to 40<br>{{c|-|Changed:}} Base bleed duration lowered from 5 seconds to 4 seconds<br>{{c|-|Changed:}} Recharge time increased from 5 seconds to 10 seconds<br>
+
| <Work in Progress>
| Throw this sharp cleaver at an enemy to make them bleed! Recharges after 10 seconds.<br>{{buff|On Hit: Reduces recharge time by 3.5 seconds}}<br>{{buff|Mini-crits vs debuffed targets}}
+
| <Work in Progress>
 
|}
 
|}
  
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Bat}}
 
| {{Table icon|Bat}}
Line 173: Line 165:
 
| {{Table icon|Atomizer}}
 
| {{Table icon|Atomizer}}
 
| {{c|+|Changed:}} Triple jumps are now passive instead of only while active<br>{{c|+|Removed:}} -15% damage vs players<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} Air jumps costs 10 health<br>{{c|-|Added:}} -30% slower firing speed<br>
 
| {{c|+|Changed:}} Triple jumps are now passive instead of only while active<br>{{c|+|Removed:}} -15% damage vs players<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} Air jumps costs 10 health<br>{{c|-|Added:}} -30% slower firing speed<br>
| {{buff|Grants Triple Jump on wearer}}<br>{{buff|Melee attacks mini-crit while airborne}}<br>{{nerf|Air jumps costs 10 health}}<br>{{nerf|-30% slower firing speed}}<br>
+
| {{buff|+1 air jump on wearer}}<br>{{buff|Melee attacks mini-crit while airborne}}<br>{{nerf|Air jumps each cost 10 health}}<br>{{nerf|-30% slower firing speed}}<br>
 
|-
 
|-
 
| {{Table icon|Boston Basher}}
 
| {{Table icon|Boston Basher}}
| {{c|+|Changed:}} Self damage no longer inflicts bleed on wearer<br>{{c|-|Changed:}} Damage to self increased from -50% to -33%<br>{{c|=|Info:}} Final self damage is decreased from 18 + 40 over time to 30<br>
+
| <Work in Progress>
| {{buff|On Hit: Bleed for 5 seconds}}<br>{{nerf|On Miss: Hit yourself. Idiot.}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Candy Cane}}
 
| {{Table icon|Candy Cane}}
 
| {{c|+|Removed:}} 25% explosive damage vulnerability on wearer<br>{{c|-|Added:}} 100% longer debuff duration on wearer<br>{{c|-|Added:}} Jingle all the way...<br>{{c|=|Info:}} In other words, moving causes the wearer to make an audible jingle noise<br>
 
| {{c|+|Removed:}} 25% explosive damage vulnerability on wearer<br>{{c|-|Added:}} 100% longer debuff duration on wearer<br>{{c|-|Added:}} Jingle all the way...<br>{{c|=|Info:}} In other words, moving causes the wearer to make an audible jingle noise<br>
| {{buff|On Kill: A small health pack is dropped}}<br>{{nerf|+100% debuff vulnerability on wearer}}<br>{{nerf|Jingle all the way...}}
+
| {{buff|On Kill: A small health pack is dropped}}<br>{{nerf|100% longer debuff duration on wearer}}<br>{{nerf|Jingle all the way...}}
|-
 
| {{Table icon|Sun-on-a-Stick}}
 
| <Work in Progress>
 
| <Work in Progress>
 
|-
 
| {{Table icon|Fan O'War}}
 
| {{c|+|Added:}} On Hit: Blows the target away with a burst of wind<br>{{c|=|Info:}} This burst of wind works very similarly to an airblast<br>{{c|+|Changed:}} Damage penalty reduced from -75% to -66%<br>{{c|-|Changed:}} The Mark-for-Death is also removed upon the Scout's death<br>{{c|-|Removed:}} Crits whenever it would normally mini-crit<br>
 
| {{buff|On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for up to 10 seconds}}<br>{{buff|On Hit: Blows the target away with a burst of wind}}<br>{{nerf|75% damage penalty}}<br>
 
 
|-
 
|-
 
| {{Table icon|Wrap Assassin}}
 
| {{Table icon|Wrap Assassin}}
Line 196: Line 180:
 
|}
 
|}
  
= Soldier =
+
== Soldier ==
  
 
{| class="wikitable grid collapsible " width="100%"
 
{| class="wikitable grid collapsible " width="100%"
Line 209: Line 193:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Direct Hit}}
 
| {{Table icon|Direct Hit}}
Line 254: Line 239:
 
|-
 
|-
 
| {{Table icon|Righteous Bison}}
 
| {{Table icon|Righteous Bison}}
| {{c|+|Changed:}} Base damage increased from 20 to 40<br>{{c|+|Changed:}} No longer suffers from damage falloff<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 1500 HU<br>{{c|+|Changed:}} Projectile size is increased by +20%<br>{{c|+|Removed:}} Deals only 20% damage vs buildings<br>{{c|+|Added:}} -50% projectile speed while penetrating a target<br>{{c|-|Added:}} Deals 10 less damage after each hit<br>{{c|-|Added:}} Projectile fizzles out if it travels for 4 seconds or if it reaches its penetration cap<br>{{c|-|Changed:}} No longer features damage ramp-up<br>{{c|-|Changed:}} Projectile penetration cap decreased from infinite to 4 targets<br>
+
| <Work in Progress>
| {{buff|Does not require ammo}}<br>{{buff|Projectile penetrates enemies and can hit an enemy multiple times}}<br>{{buff|Projectile slows while penetrating a target}}<br>{{nerf|Damage decreases on successive hits}}<br>Fires an unreflectable energy blast.
+
| <Work in Progress>
 
|}
 
|}
  
Line 268: Line 253:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Shovel}}
 
| {{Table icon|Shovel}}
Line 281: Line 267:
 
|-
 
|-
 
| {{Table icon|Equalizer}}
 
| {{Table icon|Equalizer}}
| {{c|+|Changed:}} Now deals up to 100% higher base damage as the user becomes injured<br>{{c|=|Info:}} Damage increased from 33-107 to 65-130 (Damage increases by 1 point of damage per 3 units of health lost below 196 health)<br>{{c|+|Added:}} This weapon deploys up to 50% faster as the user becomes injured<br>{{c|-|Added:}}This weapon holsters 50% slower<br>{{c|-|Added:}}Minicrits whenever it would normally crit<br>{{c|-|Changed:}}Healing from Medics reduced from -90% to -100%<br>
+
| <Work in Progress>
| {{buff|Melee damage increases up to 100% as the user becomes injured}}<br>{{buff|This weapon deploys up to 50% faster as the user becomes injured}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|No healing from Medics while active}}<br>{{nerf|Minicrits whenever it would normally crit}}
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Escape Plan}}
 
| {{Table icon|Escape Plan}}
 
| {{c|+|Added:}} This weapon deploys up to 50% faster as the user becomes injured<br>{{c|-|Added:}}This weapon holsters 50% slower<br>{{c|-|Added:}}Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Maximum movement speed decreased from -60% to -50%<br>{{c|-|Info:}} This only affects the speed increase when at 40 health or less<br>{{c|-|Changed:}} Healing from Medics reduced from -90% to -100%<br>
 
| {{c|+|Added:}} This weapon deploys up to 50% faster as the user becomes injured<br>{{c|-|Added:}}This weapon holsters 50% slower<br>{{c|-|Added:}}Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Maximum movement speed decreased from -60% to -50%<br>{{c|-|Info:}} This only affects the speed increase when at 40 health or less<br>{{c|-|Changed:}} Healing from Medics reduced from -90% to -100%<br>
| When weapon is active:<br><br>{{buff|Move speed increases by up to 50% as the user becomes injured}}<br>{{buff|This weapon deploys up to 40% faster as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for a short period after switching weapons}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|No healing from Medics while active}}<br>{{nerf|Minicrits whenever it would normally crit}}
+
| When weapon is active:<br><br>{{buff|Move speed increases by up to 50% as the user becomes injured}}<br>{{buff|This weapon deploys up to 40% faster as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for a short period after switching weapons}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|No healing from Medics while active}}<br>{{nerf|Mini-crits whenever it would normally crit}}
 
|-
 
|-
 
| {{Table icon|Disciplinary Action}}
 
| {{Table icon|Disciplinary Action}}
 
| {{c|+|Changed:}} Damage penalty reduced from -25% to -20%<br>{{c|-|Added:}} 50% slower deploy and holster time, similar to swords<br>{{c|-|Added:}} -20 max health penalty<br>{{c|-|Added:}} Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Range bonus reduced from +70% to +50%<br>{{c|-|Changed:}} Speed boost reduced from 26-40% depending on the class to 30% regardless of class<br>
 
| {{c|+|Changed:}} Damage penalty reduced from -25% to -20%<br>{{c|-|Added:}} 50% slower deploy and holster time, similar to swords<br>{{c|-|Added:}} -20 max health penalty<br>{{c|-|Added:}} Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Range bonus reduced from +70% to +50%<br>{{c|-|Changed:}} Speed boost reduced from 26-40% depending on the class to 30% regardless of class<br>
| This weapon has a large melee range and deploys and holsters slower<br><br>{{buff|On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds}}<br>{{nerf|-20 max health on wearer}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|Minicrits whenever it would normally crit}}
+
| This weapon has a large melee range and deploys and holsters slower<br><br>{{buff|On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds}}<br>{{nerf|-20 max health on wearer}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|Mini-crits whenever it would normally crit}}
 
|}
 
|}
  
= Pyro =
+
== Pyro ==
  
 
{| class="wikitable grid collapsible" width="100%"
 
{| class="wikitable grid collapsible" width="100%"
Line 322: Line 308:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Flame Thrower}}
 
| {{Table icon|Flame Thrower}}
Line 335: Line 322:
 
|-
 
|-
 
| {{Table icon|Degreaser}}
 
| {{Table icon|Degreaser}}
| {{c|+|Changed:}} Holster speed increased from 30% faster to 40% faster<br>{{c|+|Changed:}} Afterburn damage penalty reduced from -66% to -25%<br>{{c|+|Removed:}} +25% airblast cost<br>{{c|-|Added:}} -25% damage penalty<br>{{c|-|Added:}} Maximum afterburn duration changed from 5 seconds to 3 seconds<br>
+
| <Work in Progress>
| {{buff|60% faster deploy speed}}<br>{{buff|40% faster holster speed}}<br>{{nerf|-25% damage penalty}}<br>{{nerf|-2 second maximum afterburn time}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Phlogistinator}}
 
| {{Table icon|Phlogistinator}}
Line 358: Line 345:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Flare Gun}}
 
| {{Table icon|Flare Gun}}
Line 367: Line 355:
 
|-
 
|-
 
| {{Table icon|Detonator}}
 
| {{Table icon|Detonator}}
| {{c|+|Added:}} Flare explodes when it hits a surface<br>{{c|=|Info:}} The explosion will be the same as the normal detonation, but will not apply afterburn<br>{{c|+|Changed:}} Explosion/detonation base damage raised from 21 to 25<br>{{c|+|Changed:}} Blast force to be raised to an amount equal to 110% of the current Detonator's blast force<br>{{c|+|Removed:}} +50% damage to self<br>{{c|=|Info:}} Self-damage starts at 25 rather than 44, similar to the explosion/detonation<br>{{c|-|Added:}} Maximum afterburn duration lowered from 5 seconds to 3 seconds<br>{{c|-|Changed:}} Base damage lowered from 35 to 25 (displays as a -30% damage penalty)<br>{{c|=|Added:}} Explosion/detonation has additional subtle firework particle effects<br>
+
| <Work in Progress>
| {{buff|Flare explodes when it hits a surface}}<br>{{buff|Self-damage significantly propels user}}<br>{{nerf|-30% damage penalty}}<br>{{nerf|-2 second maximum afterburn time}}<br>Alt-Fire: Manually detonate flare, causing the explosion to burn enemies.<br><br>This weapon will reload automatically when not active.
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Scorch Shot}}
 
| {{Table icon|Scorch Shot}}
Line 379: Line 367:
 
|-
 
|-
 
| {{Table icon|Gas Passer}}
 
| {{Table icon|Gas Passer}}
| {{c|+|Changed:}} Cloud duration increased from 5 to 7 seconds<br>{{c|-|Removed:}} Gas meter progress does not persist through death<br>{{c|=|Changed:}} Throwing gas now creates a cloud of fire that deals 4 damage per second, inflicts afterburn for 4 seconds and continuously resets current afterburn and further increases existing afterburn durations<br>{{c|=|Changed:}} Gas meter now builds kills and assists towards targets that did not die from the cloud of fire instead of passively recharging<br>{{c|=|Info:}} Kills recharge 50% of the Gas meter, while assists recharge 25%<br>{{c|=|Info:}} Each second spent inside the cloud of fire increases current afterburn duration by 1 second<br>
+
| <Work in Progress>
| {{buff|Gain Gas on kills and assists}}<br>{{nerf|Spawning and resupply do not affect the Gas meter}}<br>{{nerf|Gas meter starts empty}}<br>Creates a cloud of fire that deals 4 damage per second and inflicts afterburn, staying in the cloud of fire will continuously increase and reset current afterburn duration!
+
| <Work in Progress>
 
|}
 
|}
  
Line 394: Line 382:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Axtinguisher}}
 
| {{Table icon|Axtinguisher}}
Line 403: Line 392:
 
|-
 
|-
 
| {{Table icon|Homewrecker}}
 
| {{Table icon|Homewrecker}}
| {{c|+|Added:}} On Kill with any weapon: Gain -35% damage resistance to all sources<br>{{c|+|Removed:}} -25% damage vs players<br>{{c|-|Added:}} Damage resistance is lost upon holstering<br>{{c|-|Added:}} 50% slower holster speed<br>{{c|-|Removed:}} +100% damage vs buildings<br>{{c|-|Removed:}} Damage removes Sappers<br>{{c|=|Added:}} On Kill with any weapon: This weapon is automatically deployed<br>{{c|=|Info:}} Damage resistance is permanent until the wearer holsters this weapon<br>
+
| <Work in Progress>
| {{buff|On Kill: Gain -35% damage resistance to all sources}}<br>{{nerf|On Kill: This weapon is automatically deployed}}<br>{{nerf|Damage resistance is lost upon holstering}}<br>{{nerf|50% slower holster speed}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Powerjack}}
 
| {{Table icon|Powerjack}}
Line 423: Line 412:
 
|-
 
|-
 
| {{Table icon|Hot Hand}}
 
| {{Table icon|Hot Hand}}
| {{c|+|Added:}} 100% mini-crits on successive hits<br>{{c|+|Added:}} This weapon deploys 50% faster<br>{{c|+|Added:}} +10% faster move speed while active<br>{{c|-|Added:}} 20% damage vulnerability while active<br>{{c|-|Changed:}} Damage decreased from -14% to -18%<br>{{c|=|Info:}} The conditions for triggering mini-crits are identical to the Gunslinger's critical hit mechanic, except the combo only resets after 2 seconds instead of 1 second<br>
+
| <Work in Progress>
| When weapon is active:<br><br>{{buff|Gain a speed boost when you hit an enemy player}}<br>{{buff|100% mini-crits on successive hits}}<br>{{buff|This weapon deploys 50% faster}}<br>{{buff|+10% faster move speed on wearer}}<br>{{nerf|20% damage vulnerability on wearer}}<br>{{nerf|-18% damage penalty}}<br>
+
| <Work in Progress>
 
|}
 
|}
  
= Demoman =
+
== Demoman ==
  
 
{| class="wikitable grid collapsible" width="100%"
 
{| class="wikitable grid collapsible" width="100%"
Line 444: Line 433:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Loch-n-Load}}
 
| {{Table icon|Loch-n-Load}}
Line 461: Line 451:
 
|-
 
|-
 
| {{Table icon|Splendid Screen}}
 
| {{Table icon|Splendid Screen}}
| {{c|+|Added:}} +200% increase in turning control while charging<br>
+
| <Work in Progress>
| {{buff|+20% fire damage resistance on wearer}}<br>{{buff|+20% explosive damage resistance on wearer}}<br>{{buff|+70% increase in charge impact damage}}<br>{{buff|+50% increase in charge recharge rate}}<br>{{buff|+200% increase in turning control while charging}}<br>Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance.<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Tide Turner}}
 
| {{Table icon|Tide Turner}}
| {{c|+|Added:}} +200% increase in turning control while charging<br>{{c|+|Changed:}} When charge is below 50%, melee hits will be crit boosted instead of mini-crit boosted<br>{{c|+|Removed:}} Taking damage while shield charging reduces remaining charging time<br>{{c|-|Changed:}} Charge refill on melee kills decreased from +75% to +50%<br>
+
| <Work in Progress>
| {{buff|+15% fire damage resistance on wearer}}<br>{{buff|+15% explosive damage resistance on wearer}}<br>{{buff|+200% increase in turning control while charging}}<br>{{buff|Full turning control while charging}}<br>{{buff|Melee kills refill 50% of your charge meter.}}<br>Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance.<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Eyelander}}
 
| {{Table icon|Eyelander}}
Line 485: Line 475:
 
|}
 
|}
  
= Heavy =
+
== Heavy ==
  
 
{| class="wikitable grid collapsible " width="100%"
 
{| class="wikitable grid collapsible " width="100%"
Line 492: Line 482:
 
|-
 
|-
 
| align="left" |
 
| align="left" |
* {{c|+|Added:}} An additional weapon slot for carrying lunchboxes is added
 
 
* {{c|+|Added:}} Running Start: The Heavy starts with his melee deployed and has a +25% movement speed bonus until he switches weapons
 
* {{c|+|Added:}} Running Start: The Heavy starts with his melee deployed and has a +25% movement speed bonus until he switches weapons
* {{c|+|Changed:}} Heavy's passive 50% knockback reduction also reduces knockback from Sentry Guns
 
 
|-
 
|-
 
|}
 
|}
Line 509: Line 497:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
|-
+
! class="header" width="15%" | Explanation
| {{Table icon|Natascha}}
 
| <Work in Progress>
 
| <Work in Progress>
 
 
|-
 
|-
 
| {{Table icon|Brass Beast}}
 
| {{Table icon|Brass Beast}}
Line 526: Line 511:
 
|-
 
|-
 
| {{Table icon|Huo-Long Heater}}
 
| {{Table icon|Huo-Long Heater}}
| {{c|+|Changed:}} Flame ring radius increased from 160 to 240 HU<br>{{c|+|Changed:}} Damage penalty now only affects non-burning players<br>{{c|-|Changed:}} Damage bonus vs burning players is decreased from +25% to +20%<br>
+
| <Work in Progress>
| {{buff|Creates a ring of flames while spun up}}<br>{{buff|+20% damage bonus vs burning players}}<br>{{nerf|-10% damage penalty vs non-burning players}}<br>{{nerf|Consumes an additional 4 ammo per second while spun up}}<br>
+
| <Work in Progress>
 
|}
 
|}
  
Line 542: Line 527:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Sandvich}}
 
| {{Table icon|Sandvich}}
 
| * {{c|=|Info:}} Sandvich is now the stock lunchbox item
 
| * {{c|=|Info:}} Sandvich is now the stock lunchbox item
| Eat to gain up to 300 health over 4 seconds. Cannot move during this time.<br>Alt-Fire: Share a Sandvich with a friend! (Small Health Kit)<br>Recharges after 30 seconds. Leftover health gained from packs will reduce recharge time.
+
| Eat to gain up to 300 health over 4 seconds.<br>Alt-Fire: Share a Sandvich with a friend! (Medium Health Kit)<br>Recharges after 30 seconds.
 
|-
 
|-
 
| {{Table icon|Dalokohs Bar}}
 
| {{Table icon|Dalokohs Bar}}
| {{c|+|Added:}} +50% faster consumption time<br>{{c|-|Removed:}} Adds +50 max health for 30 seconds<br>
+
| {{c|+|Added:}} Consumption time reduced from 4 seconds to 2 seconds (the voice line would only play the "nom nom nom" part)<br>{{c|+|Changed:}} Health gain increased from 100 to 120<br>{{c|-|Removed:}} Adds +50 max health for 30 seconds<br>
| {{buff|+50% faster consumption time}}<br>Eat to gain up to 100 health.<br><br>Alt-fire: Share chocolate with a friend (Small Health Kit)<br>
+
| Eat to gain up to 120 health over 2 seconds.<br>Alt-fire: Share chocolate with a friend. (Small Health Kit)<br>Recharges after 10 seconds.
 +
|-
 +
| {{Table icon|Second Banana}}
 +
| {{c|+|Added:}} Leftover healing is now converted into overhealth<br>{{c|=|Changed:}} Alt-Fire instead grants a unique health pack which provides a flat 75 overhealth. Unlike other health packs, thrown Bananas don't remove afterburn or bleed.<br>{{c|-|Changed:}} Health gain reduced from 200 to 150<br>{{c|-|Removed:}} 66% faster recharge rate<br>{{c|=|Info:}} Overhealth will not start decaying until 5 seconds after the user has stopped eating<br>
 +
| Eat to gain up to 150 health over 4 seconds. Excess health is capable of overhealing.<br>Alt-Fire: Share banana with a friend for 75 overhealth.<br>Recharges after 30 seconds.
 
|-
 
|-
 
| {{Table icon|Buffalo Steak Sandvich}}
 
| {{Table icon|Buffalo Steak Sandvich}}
| {{c|+|Added:}}  Eat to gain up to 100 health<br>{{c|+|Added:}} Push force reduction from damage gradually increases up to +30% while under the buff<br>{{c|+|Added:}} Airblast vulnerability reduction gradually increases up to +30% while under the buff<br>{{c|+|Changed:}} Speed threshold increased from 103% to 110%<br>{{c|+|Removed:}} (Hidden) 20% damage vulnerability while effect is active<br>{{c|-|Added:}} Weapons holster 100% slower while under the buff<br>{{c|-|Changed:}} Speed boost now starts at 0% and gradually scales up to +30% over time<br>{{c|=|Added:}} The wearer can now prematurely cancel the buff by switching weapons<br>{{c|=|Changed:}} Buff duration rescaled from 16 seconds to being indefinite until the wearer holsters weapons<br>{{c|=|Info:}} Speed and knockback resistance start at 0% and increase by +2% every second, capping at +30% in 15 seconds<br>
+
| <Work in Progress>
| Eat to gain up to 100 health. After consuming, attacks mini-crit, and move speed, push force reduction as well as airblast vulnerability reduction is gradually increased over time, but weapons holster 100% slower and you may only use melee weapons. Lasts indefinitely until the wearer switches weapons.<br><br>Alt-fire: Share with a friend (Medium Health Kit)<br><br>Who needs bread?
+
| <Work in Progress>
|-
 
| {{Table icon|Second Banana}}
 
| {{c|+|Added:}} Leftover healing is now converted into overheal that drains -40% slower<br>{{c|-|Changed:}} Charge recharge rate decreased from +50% to +33%<br>{{c|=|Info:}} Can only overheal up to an additional +150 health<br>{{c|=|Info:}} Despite the slower overheal drain rate, overheal still only lasts for 15 seconds, but overheal does not start decaying until 6 seconds later<br>
 
| {{buff|+33% increase in charge recharge rate}}<br>{{buff|Excessive healing is now converted into overheal that drains -40% slower}}<br>{{nerf|-33% healing effect}}<br>Eat to gain health<br><br>Alt-fire: Share banana with a friend (Small Health Kit)<br>
 
 
|-
 
|-
 
| {{Table icon|Family Business}}
 
| {{Table icon|Family Business}}
Line 577: Line 563:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Killing Gloves of Boxing}}
 
| {{Table icon|Killing Gloves of Boxing}}
Line 606: Line 593:
 
|}
 
|}
  
= Engineer =
+
== Engineer ==
  
 
{| class="wikitable grid collapsible " width="100%"
 
{| class="wikitable grid collapsible " width="100%"
 
! colspan="2" class="header" | Engineer - Class Changes
 
! colspan="2" class="header" | Engineer - Class Changes
<!-- ENGINEER CLASS -->
 
|-
 
| align="left" |
 
* {{c|+|Changed:}} Base melee damage increased from 65 to 75
 
* {{c|=|Changed:}} Sentry damage ramp up and fall off is now based on the Sentry's location rather than the owner's location
 
 
|-
 
|-
 
|}
 
|}
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Widowmaker}}
 
| {{Table icon|Widowmaker}}
Line 628: Line 611:
 
|-
 
|-
 
| {{Table icon|Pomson 6000}}
 
| {{Table icon|Pomson 6000}}
| {{c|+|Added:}} Alt-Fire: A charged shot that mini-crits and causes the projectile to penetrate players<br>{{c|+|Added:}} Hitting a friendly building with the charged shot will gain a shield that reduces damage by -25% and gives powerful buffs<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 1800 HU/s<br>{{c|-|Removed:}} On Hit: Victim loses up to 10% Medigun charge<br>{{c|-|Removed:}} On Hit: Victim loses up to 20% cloak<br>{{c|=|Info:}} When used on a friendly Sentry, sentry push force from damage is increased by +33% and firing speed is increased by +20% for 4 seconds<br>{{c|=|Info:}} When used on a friendly Dispenser, health and ammo output is increased by +100% for all teammates while it is increased by +50% for the user for 5 seconds<br>{{c|=|Info:}} When used on a friendly Teleporter, teleportation particle duration is decreased from 18 to 9 seconds and teleportation recharges +50% faster for 6 seconds<br>
+
| <Work in Progress>
| {{buff|Does not require ammo}}<br>{{buff|Projectile cannot be deflected}}<br>{{buff|Alt-Fire: A charged shot that mini-crits and causes the projectile to penetrate players}}<br>{{buff|Hitting a friendly building with the charged shot will gain a shield that reduces damage by -25% and gives powerful buffs}}<br>{{nerf|Deals only 20% damage to buildings}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Pistol}}
 
| {{Table icon|Pistol}}
Line 640: Line 623:
 
|-
 
|-
 
| {{Table icon|Short Circuit}}
 
| {{Table icon|Short Circuit}}
| {{c|+|Added:}} Does not require ammo<br>{{c|+|Changed:}} Primary fire range is increased from 215 to 430 HU<br>{{c|+|Changed:}} Metal is only consumed on miss<br>{{c|-|Added:}} This weapon deploys 50% slower<br>{{c|-|Added:}} This weapon holsters 50% slower<br>{{c|-|Added:}} -50% ammo from dispensers when active<br>{{c|-|Changed:}} Alt-Fire metal cost increased from 65 to 80<br>
+
| <Work in Progress>
| {{buff|Alt-Fire: Launches a projectile-consuming energy ball. Costs 80 metal.}}<br>{{buff|Does not require ammo}}<br>{{buff|No reload necessary}}<br>{{nerf|No random critical hits}}<br>{{nerf|On Miss: -5 metal}}<br>{{nerf|This weapon deploys 50% slower}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|-50% ammo from dispensers when active}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| [[File:RED_Level_3_Sentry_Gun.png|50px]]
 
| [[File:RED_Level_3_Sentry_Gun.png|50px]]
 
Sentry Gun
 
Sentry Gun
| {{c|-|Changed:}} Health increase from level 2 to level 3 decreased from 20% to 16.7%<br>
+
| <Work in Progress>
| {{nerf|Level 3 Sentry Gun health decreased from 216 to 210}}<br>
+
| <Work in Progress>
 +
|-
 +
| [[File:RED_Level_3_Dispenser.png|50px]]
 +
Dispenser
 +
| <Work in Progress>
 +
| <Work in Progress>
 
|-
 
|-
 
| [[File:Red_Mini_Sentry.png|50px]]
 
| [[File:Red_Mini_Sentry.png|50px]]
 
Combat Mini-Sentry Gun
 
Combat Mini-Sentry Gun
| {{c|-|Changed:}} Knockback multiplier amplification decreased from 800% to 380%<br>
+
| <Work in Progress>
| No changes.
+
| <Work in Progress>
 
|}
 
|}
  
= Medic =
+
== Medic ==
  
 
{| class="wikitable grid collapsible" width="100%"
 
{| class="wikitable grid collapsible" width="100%"
Line 663: Line 651:
 
* {{c|=|Added:}} Healing a target now displays an icon showing the number of how much health you're healing per second
 
* {{c|=|Added:}} Healing a target now displays an icon showing the number of how much health you're healing per second
 
** The icon text will be white when the healing is at its base rate of 24 per second, becoming orange when below this rate (due to penalties such as the Equalizer/Escape Plan, or Pain Train) or green when higher (such as through the Quick-Fix or out-of-combat crit heals)
 
** The icon text will be white when the healing is at its base rate of 24 per second, becoming orange when below this rate (due to penalties such as the Equalizer/Escape Plan, or Pain Train) or green when higher (such as through the Quick-Fix or out-of-combat crit heals)
* {{c|+|Changed:}} Base melee damage increased from 65 to 75
 
 
* {{c|+|Changed:}} All syringe guns now reload automatically when not active
 
* {{c|+|Changed:}} All syringe guns now reload automatically when not active
 
* {{c|+|Changed:}} Base syringe gun firing speed increased from 0.105 to 0.1 seconds
 
* {{c|+|Changed:}} Base syringe gun firing speed increased from 0.105 to 0.1 seconds
Line 674: Line 661:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Blutsauger}}
 
| {{Table icon|Blutsauger}}
| {{c|+|Added:}} On Hit: Douses the enemy in Mad Milk for 1 second<br>{{c|+|Removed:}} -2 health regenerated per second on wearer<br>{{c|-|Added:}} -50% clip size<br>{{c|-|Added:}} -40% damage penalty<br>{{c|-|Removed:}} On Hit: Gain up to +3 health<br>{{c|=|Info:}} Successive hits fully stack with each other and refreshes the duration for Mad Milk, up to 7 seconds<br>
+
| <Work in Progress>
| {{buff|On Hit: Douses the enemy in Mad Milk}}<br>{{buff|-50% clip size}}<br>{{nerf|-40% damage penalty}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Overdose}}
 
| {{Table icon|Overdose}}
| {{c|+|Added:}} ÜberCharging provides +20% faster move speed to the wearer and patient for the duration<br>{{c|+|Changed:}} Speed bonus depending on ÜberCharge is now passive instead of only while active<br>{{c|+|Removed:}} -15% damage penalty<br>{{c|-|Added:}} -10% slower move speed on wearer<br>{{c|-|Changed:}} Move speed depending on ÜberCharge is decreased from +20% to +15%<br>{{c|=|Info:}} While ÜberCharged, the passive move speed bonus is capped at +15% until ÜberCharge ends<br>{{c|=|Info:}} The speed boost during ÜberCharge is capped at 133% move speed for both the wearer and the patient, and will not work on patients with more than 133% move speed<br>
+
| <Work in Progress>
| {{buff|ÜberCharging provides +20% faster move speed to the wearer and patient for the duration}}<br>{{nerf|-10% slower move speed on wearer}}<br>Movement speed increases based on ÜberCharge percentage to a maximum of +15%<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Crusader's Crossbow}}
 
| {{Table icon|Crusader's Crossbow}}
Line 695: Line 683:
 
|-
 
|-
 
| {{Table icon|Vaccinator}}
 
| {{Table icon|Vaccinator}}
| {{c|+|Added:}} While healing, 10% of all matching incoming damage towards the patient is returned to you as health<br>{{c|+|Changed:}} Overheal build rate increased from -66% to -50%<br>{{c|-|Changed:}} ÜberCharge damage resistance decreased from 75% to 66%<br>{{c|-|Changed:}} ÜberCharge rate decreased from +67% to +50%<br>{{c|-|Changed:}} Max Charges decreased from 4 to 2<br>{{c|-|Removed:}} Übercharge provides a 2.5 second resistance bubble that blocks 100% crit damage<br>{{c|-|Removed:}} Wearer and their patient can no longer interact with objectives while ÜberCharging<br>
+
| <Work in Progress>
| {{buff|+50% Übercharge rate}}<br>{{buff|Press your reload key to cycle through resist types.}}<br>{{buff|While healing, provides you and your target with a constant 10% resistance to the selected damage type.}}<br>{{buff|While healing, 10% of all matching incoming damage towards the patient is returned to you as health.}}<br>{{nerf|-33% ÜberCharge rate on Overhealed patients}}<br>{{nerf|-50% Overheal build rate}}<br>Übercharge provides a 2.5 second resistance bubble that blocks 66% base damage of the selected type to the Medic and Patient.<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Übersaw}}
 
| {{Table icon|Übersaw}}
Line 707: Line 695:
 
|-
 
|-
 
| {{Table icon|Amputator}}
 
| {{Table icon|Amputator}}
| {{c|+|Added:}} Health regeneration during taunt increased from 25 to 30 health per second<br>{{c|+|Changed:}} Übercharge to health ratio increased from 1:49 to 1:35<br>{{c|+|Changed:}} Taunting now also heals the wearer, but at a -50% heal rate penalty<br>{{c|+|Removed:}} -20% damage penalty<br>{{c|-|Added:}} This weapon deploys 50% slower<br>{{c|-|Changed:}} Health regeneration decreased from +3 to -6<br>{{c|-|Changed:}} The reduced health regeneration is now passive instead of only while active<br>
+
| <Work in Progress>
| {{buff|Alt-Fire: Applies a healing effect to the wearer and all nearby teammates}}<br>{{nerf|This weapon deploys 50% slower}}<br>{{nerf|No passive self health regeneration on wearer}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Solemn Vow}}
 
| {{Table icon|Solemn Vow}}
Line 715: Line 703:
 
|}
 
|}
  
= Sniper =
+
== Sniper ==
  
 
{| class="wikitable grid collapsible" width="100%"
 
{| class="wikitable grid collapsible" width="100%"
Line 739: Line 727:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Huntsman}}
 
| {{Table icon|Huntsman}}
Line 748: Line 737:
 
|-
 
|-
 
| {{Table icon|Sydney Sleeper}}
 
| {{Table icon|Sydney Sleeper}}
| {{c|+|Removed:}} No random critical hits<br>{{c|+|Removed:}} No headshots<br>{{c|-|Added:}} -50% max charge on wearer<br>{{c|-|Changed:}} Jarate duration decreased from 2-5 to 2-4 seconds based on charge<br>{{c|-|Removed:}} +25% charge rate<br>{{c|-|Removed:}} Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second<br>{{c|=|Info:}} In other words, charge percentage is capped at 50%, which sets the charge damage multiplier at 3x<br>{{c|=|Info:}} This weapon "fully" charges in 1.9 seconds<br>
+
| <Work in Progress>
| {{buff|On Scoped Hit: Apply Jarate for 2 to 4 seconds based on charge level.}}<br>{{nerf|-50% max charge on wearer}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Bazaar Bargain}}
 
| {{Table icon|Bazaar Bargain}}
Line 768: Line 757:
 
|-
 
|-
 
| {{Table icon|Darwin's Danger Shield}}
 
| {{Table icon|Darwin's Danger Shield}}
| {{c|+|Added:}} +25 max health on wearer<br>{{c|+|Added:}} -50% debuff resistance on wearer<br>{{c|-|Removed:}} +50% fire damage resistance on wearer<br>{{c|-|Removed:}} Immune to the effects of afterburn<br>{{c|=|Info:}} In other words, debuff resistance shortens debuff durations<br>
+
| <Work in Progress>
| {{buff|+25 max health on wearer}}<br>{{buff|-50% debuff resistance on wearer}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Cleaner's Carbine}}
 
| {{Table icon|Cleaner's Carbine}}
Line 776: Line 765:
 
|-
 
|-
 
| {{Table icon|Tribalman's Shiv}}
 
| {{Table icon|Tribalman's Shiv}}
| {{c|+|Added:}} Damage causes airblast on the second hit<br>{{c|+|Changed:}} Damage increased from -50% to -47%<br>{{c|-|Changed:}} Now attacks twice in quick succession instead of landing one hit<br>{{c|=|Info:}} Each hits does 20 damage and applies different debuffs depending on the hit<br>{{c|=|Info:}} Knockback force is identical to Shortstop shove<br>{{c|=|Info:}} There is a 0.3 second delay between the first and second hit, and the total combo duration lasts for 1 second<br>
+
| <Work in Progress>
| {{buff|On Hit: Bleed for 6 seconds on the first hit}}<br>{{buff|Damage causes airblast on the second hit}}<br>{{nerf|-47% damage penalty}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Bushwacka}}
 
| {{Table icon|Bushwacka}}
Line 788: Line 777:
 
|}
 
|}
  
= Spy =
+
== Spy ==
  
 
{| class="wikitable grid collapsible" width="100%"
 
{| class="wikitable grid collapsible" width="100%"
Line 806: Line 795:
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="10%" | Weapon
+
! class="header" width="8%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 
|-
 
|-
 
| {{Table icon|Enforcer}}
 
| {{Table icon|Enforcer}}
Line 815: Line 805:
 
|-
 
|-
 
| {{Table icon|Diamondback}}
 
| {{Table icon|Diamondback}}
| {{c|+|Changed:}} Critical hits on backstabs increased from 1 to 4<br>{{c|+|Removed:}} -15% damage penalty<br>{{c|+|Removed:}} No random critical hits<br>{{c|-|Added:}} Mini-crits are lost after 5 seconds<br>{{c|-|Added:}} -50% ramp up damage penalty<br>{{c|-|Added:}} -34% clip size<br>{{c|-|Changed:}} Now grants mini-crits instead of crits on backstabs<br>{{c|-|Changed:}} Buildings destroyed with the wearer's sapper no longer grant crits<br>{{c|=|Info:}} In other words, this weapon has a max ramp up of 125% instead of 150%<br>
+
| <Work in Progress>
| {{buff|Gets 4 guaranteed mini-crits for each backstab kill}}<br>{{nerf|Mini-crits are lost after 5 seconds}}<br>{{nerf|-50% ramp up damage penalty}}<br>{{nerf|-34% clip size}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Your Eternal Reward}}
 
| {{Table icon|Your Eternal Reward}}
 
| {{c|+|Added:}} While disguised, gain additional bonuses depending on the class of the victim<br>{{c|+|Removed:}} +33% cloak drain rate<br>{{c|+|Removed:}} Normal disguises require (and consume) a full cloak meter<br>{{c|-|Added:}} Wearer cannot disguise<br>{{c|=|Info:}} When disguised as a Scout, the wearer moves +25% faster<br>{{c|=|Info:}} When disguised as a Soldier, the wearer gains +35% bullet damage resistance<br>{{c|=|Info:}} When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer<br>{{c|=|Info:}} When disguised as a Demoman, the wearer gains +25% explosive damage resistance<br>{{c|=|Info:}} When disguised as a Heavy, the wearer gains +50 max health<br>{{c|=|Info:}} When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers<br>{{c|=|Info:}} When disguised as a Medic, the wearer gains +3 health regenerated per second<br>{{c|=|Info:}} When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn<br>{{c|=|Info:}} When disguised as a Spy, the wearer gains +50% cloak regen rate<br>
 
| {{c|+|Added:}} While disguised, gain additional bonuses depending on the class of the victim<br>{{c|+|Removed:}} +33% cloak drain rate<br>{{c|+|Removed:}} Normal disguises require (and consume) a full cloak meter<br>{{c|-|Added:}} Wearer cannot disguise<br>{{c|=|Info:}} When disguised as a Scout, the wearer moves +25% faster<br>{{c|=|Info:}} When disguised as a Soldier, the wearer gains +35% bullet damage resistance<br>{{c|=|Info:}} When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer<br>{{c|=|Info:}} When disguised as a Demoman, the wearer gains +25% explosive damage resistance<br>{{c|=|Info:}} When disguised as a Heavy, the wearer gains +50 max health<br>{{c|=|Info:}} When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers<br>{{c|=|Info:}} When disguised as a Medic, the wearer gains +3 health regenerated per second<br>{{c|=|Info:}} When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn<br>{{c|=|Info:}} When disguised as a Spy, the wearer gains +50% cloak regen rate<br>
| {{buff|Upon a successful backstab against a human target, you rapidly disguise as your victim}}<br>{{buff|Silent Killer: No attack noise from backstabs}}<br>{{buff|While disguised, gain additional bonuses depending on the class of the victim}}<br>{{nerf|Wearer cannot disguise}}<br>
+
| {{buff|Upon a successful backstab against a human target, you rapidly disguise as your victim}}<br>{{buff|Silent Killer: No attack noise from backstabs}}<br>{{buff|Gain a unique passive bonus based on your disguise}}<br>{{nerf|Cannot use the Disguise Kit}}<br>
 
|-
 
|-
 
| {{Table icon|Conniver's Kunai}}
 
| {{Table icon|Conniver's Kunai}}
Line 827: Line 817:
 
|-
 
|-
 
| {{Table icon|Big Earner}}
 
| {{Table icon|Big Earner}}
| {{c|-|Changed:}} Max health decreased from -25 to -35<br>
+
| <Work in Progress>
| {{buff|+30% cloak on kill}}<br>{{buff|Gain a speed boost on kill}}<br>{{nerf|-35 max health on wearer}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Spy-cicle}}
 
| {{Table icon|Spy-cicle}}
| {{c|+|Changed:}} Knife regeneration upon melting increased from 15 to 10 seconds<br>{{c|-|Changed:}} Afterburn immunity decreased from 10 to 5 seconds<br>{{c|-|Removed:}} Picking up ammo no longer regenerates this weaponbr>
+
| <Work in Progress>
| {{buff|On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 5 seconds}}<br>{{nerf|Backstab turns victim to ice}}<br>{{nerf|Melts in fire and regenerates in 10 seconds}}<br>
+
| <Work in Progress>
 
|-
 
|-
 
| {{Table icon|Dead Ringer}}
 
| {{Table icon|Dead Ringer}}
Line 841: Line 831:
 
| {{c|+|Changed:}} Downgrade time decreased from 3.4 to 2.8 seconds<br>{{c|+|Changed:}} Level 1 Sentry destruction time decreased from 10.7 to 9 seconds<br>{{c|+|Changed:}} Level 1 Dispenser and Teleporter destruction time decreased from 21 to 9 seconds<br>{{c|+|Changed:}} Mini sentry destruction time decreased from 10.5 to 8 seconds<br>
 
| {{c|+|Changed:}} Downgrade time decreased from 3.4 to 2.8 seconds<br>{{c|+|Changed:}} Level 1 Sentry destruction time decreased from 10.7 to 9 seconds<br>{{c|+|Changed:}} Level 1 Dispenser and Teleporter destruction time decreased from 21 to 9 seconds<br>{{c|+|Changed:}} Mini sentry destruction time decreased from 10.5 to 8 seconds<br>
 
| {{buff|Reverses enemy building construction}}<br>{{nerf|-100% sapper damage penalty}}<br>
 
| {{buff|Reverses enemy building construction}}<br>{{nerf|-100% sapper damage penalty}}<br>
 +
|}
 +
 +
= Overhauled Weapons =
 +
 +
== Heavy ==
 +
 +
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Replaced by..
 +
! class="header" width="15%" | New statistics
 +
! class="header" width="15%" | Explanation
 +
|-
 +
| {{Table icon|Natascha}}
 +
| <Work in Progress>
 +
| <Work in Progress>
 +
| <Work in Progress>
 
|}
 
|}
  
Line 857: Line 863:
 
|}
 
|}
  
== Pyro Custom Weapons ==
+
== Removed Weapons ==
 +
 
 +
{| class="wikitable grid collapsible " width="80%"
 +
! colspan="2" class="header" | Overall Explanation
 +
|-
 +
| align="left" |
 +
TF2 has historically had a problem with bloat: a 'quantity over quality's approach to weapon design that's resulted in weapons with poorly thought-out concepts (such as the Razorback, Dead Ringer or the Gas Passer), weapons with barebones "+stat, -stat" blocks that still haven't really broken out of that shell (largely Uber Update weapons like the Liberty Launcher and the Tomislav), or questionable promo ions with weapon models that just don't fit in with the rest of TF2. It's resulted in the game being less accessible / more confusing, weapons standing out far less amongst each other, and the game's overall aesthetic being chipped away at.
 +
 
 +
While many of these weapons have something to latch onto for a rebalance or even an overhaul, others just don't have enough wiggle room to be reinvented; how are you supposed to rebalance all 9 different Pyro melees in a way that both works well mechanically and fits the weapon model in question when Pyro barely uses his melee to begin with?
 +
|}
 +
 
 +
 
 +
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="80%" style="text-align:center;"
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="60%" | Explanation
 +
|-
 +
| {{Table icon|Back Scatter}}
 +
| The Back Scatter's stats just don't work well at all in their current state, hyperfixating on a style of flanking that the stock Scattergun is already pretty good at and making everything else a Scout can do feel worse. And the model just doesn't look very good; the drums are overly bulky and poorly textured, and without those the model is just a discount Baby-Face's Blaster.
 +
 
 +
Even if the upside had some potential to it, the concept would be much better executed on a model that takes advantage of some of Scout's relationship with Spy for some "like father, like son" flavor; perhaps a lever-action shotgun with the texture of Spy's Ambassador, or a revolver shotgun akin to the Judge Shotgun of Payday 2? For now, though, I don't see a way of making the upside work.
 +
|-
 +
| {{Table icon|Sun-on-a-Stick}}
 +
|
 +
|-
 +
| {{Table icon|Fan O'War}}
 +
|
 +
|-
 +
|}
 +
 
 +
 
 +
 
 +
= Mann vs Machine =
 +
 
 +
== Multi-Class Upgrades==
 +
 
 +
{| class="wikitable grid collapsible " width="100%"
 +
! colspan="2" class="header" | Multi Class - Upgrade Changes
 +
<!-- MULTI CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|-|Changed:}} Credits can no longer be fully refunded each wave; instead, up to 400 credits can be reallocated after a successful wave, with this number going up by 200 each time a wave is failed
 +
* {{c|+|Changed:}} Health Regen cost reduced from 200 credits to 125 credits
 +
* {{c|=|Changed:}} Bullet and Blast Resistance resistance reduced from 30% per tick to 15% per tick, but can be upgraded up to 5 times and costs 200 credits per tick rather than 300 credits
 +
|-
 +
|}
 +
 
 +
 
 +
== Scout Upgrades ==
 +
 
 +
{| class="wikitable grid collapsible " width="100%"
 +
! colspan="2" class="header" | Scout - Upgrade Changes
 +
<!-- SCOUT CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|-|Removed:}} +25 Health on Kill for all Scatterguns (250 credits, up to 4 ticks)
 +
|-
 +
|}
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="15%" | Weapon
+
! class="header" width="20%" | Weapon
! class="header" width="10%" | Source Link
+
! class="header" width="25%" | Upgrade changes
! class="header" width="25%" | Statistics
+
! class="header" width="30%" | New upgrades
 +
! class="header" width="25%" | Explanation
 +
|-
 +
| {{Table icon|Force-A-Nature}}
 +
|
 +
| {{c|+|Added:}} Knockback Specialist (250 credits, 1 tick): Knockback is applied through Alt-Fire rather than through primary fire, with +33% more knockback force.<br>{{c|+|Added:}} Crits vs Launched Targets (300 credits, 1 tick): Critically hits against any robots launched in the air by you or your teammates.
 +
|-
 +
| {{Table icon|Pistol}}
 +
|
 +
| {{c|+|Added:}} +25% damage bonus (150 credits, up to 4 ticks)<br>{{c|+|Added:}} Weapons Auto-Reload (150 credits, 1 tick): Your primary and secondary automatically reload even when not active<br>{{c|-|Removed:}} Projectile Penetration (200 credits, 1 tick)
 +
| Secondary weapons in MvM end up suffering from their primaries just being better to use: if you run out of ammo, it's much faster to just reload and keep pumping damage than to switch to your sidearm and delay the problem, and simply adding more damage upgrades on their own won't solve this. Instead, I opted to provide an alternate playstyle/upgrade path around weaving between your Scattergun and Pistol in a way that could prove to be overall cheaper than spamming reload speed, clip size and ammo capacity upgrades.
 
|-
 
|-
| {{Table icon|Maul}}
+
| {{Table icon|Bonk! Atomic Punch}}
| [https://wiki.teamfortress.com/wiki/Maul Wiki Link]<br />
+
| {{c|+|Changed:}} +15% recharge rate upgrade cost reduced from 250 credits to 150 credits<br>
| {{buff|Repairs friendly buildings on hit}}<br>{{buff|Alt-Fire: Share some ammo with a friend (Medium Ammo Kit). Costs 100 ammo}}<br>{{nerf|No ammo from dispensers on wearer}}<br>{{nerf|-30% ammo from packs on wearer}}<br>{{info|Repairing buildings can consume up to 25 primary ammo at once, healing for 75 health}}<br><br>{{info|Alt-Fire has no cooldown}}<br><br>{{info|If the Phlogistinator is equipped, repairing buildings will cost 25% Power instead}}<br><br>{{info|If the Phlogistinator is equipped, sharing ammo will cost 100% Power instead}}<br>
+
| {{c|+|Added:}} Atomic Power (400 credits, 1 tick): Able to attack and switch weapons while effects are active (though this would still be from the thirdperson camera that Bonk! puts you into)<br>
 
|}
 
|}
  
== Demoman Custom Weapons ==
+
== Soldier Upgrades==
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="15%" | Weapon
+
! class="header" width="20%" | Weapon
! class="header" width="10%" | Source Link
+
! class="header" width="25%" | Upgrade changes
! class="header" width="25%" | Statistics
+
! class="header" width="30%" | New upgrades
 +
! class="header" width="25%" | Explanation
 +
|-
 +
| {{Table icon|Shotgun}}
 +
|
 +
| {{c|+|Added:}} +25% damage bonus (200 credits, up to 4 ticks)<br>{{c|+|Added:}} Weapons Auto-Reload (150 credits, 1 tick): Your primary and secondary automatically reload even when not active<br>{{c|-|Removed:}} Projectile Penetration (200 credits, 1 tick)
 +
| Secondary weapons in MvM end up suffering from their primaries just being better to use: if you run out of ammo, it's much faster to just reload and keep pumping damage than to switch to your sidearm and delay the problem, and simply adding more damage upgrades on their own won't solve this. Instead, I opted to provide an alternate playstyle/upgrade path around weaving between your Rocket Launcher and Pistol in a way that could prove to be overall cheaper than spamming reload speed, clip size and ammo capacity upgrades.
 
|-
 
|-
| {{Table icon|Bootlegger}}
 
| [https://wiki.teamfortress.com/wiki/Bootlegger Wiki Link]<br />
 
| {{buff|Grants double jump on wearer}}<br>{{buff|Wearer can jump while charging with a shield}}<br>{{buff|+10% faster move speed on wearer}}<br>{{info|The double jump is identical to the Scout's double jump}}<br><br>{{info|Jumping while charging will immediately use up the double jump charge on wearer}}<br>
 
 
|}
 
|}
  
== Heavy Custom Weapons ==
+
 
 +
== Engineer Upgrades ==
 +
 
 +
{| class="wikitable grid collapsible " width="100%"
 +
! colspan="2" class="header" | Engineer - Upgrade Changes
 +
<!-- ENGINEER CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|-|Removed:}} Metal Regen upgrade<br>
 +
|-
 +
|}
  
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;"
! class="header" width="15%" | Weapon
+
! class="header" width="20%" | Weapon
! class="header" width="10%" | Source Link
+
! class="header" width="25%" | Upgrade changes
! class="header" width="25%" | Statistics
+
! class="header" width="30%" | New upgrades
 +
! class="header" width="25%" | Explanation
 +
|-
 +
| {{Table icon|Pistol}}
 +
|
 +
| {{c|+|Added:}} +25% damage bonus (150 credits, up to 4 ticks)<br>{{c|+|Added:}} Weapons Reload While Not Active (200 credits, 1 tick): Your primary and secondary automatically reload even while not active (This is to encourage <br>{{c|+|Added:}} Weapons Reload While Not Active (200 credits, 1 tick): Your primary and secondary automatically reload even when not active<br>{{c|+|Added:}} +5 Metal On Hit (150 credits per tick, up to 4 ticks)<br>{{c|-|Removed:}} Projectile Penetration (200 credits, 1 tick)
 +
| Similar to the Scout, the Pistol on Engineer is not only overshadowed by his Shotguns, but also by the massive utility that the Short Circuit and even a nerfed Wrangler provide.
 +
|-
 +
| {{Table icon|Gunslinger}}
 +
| {{c|+|Base Weapon Change:}} The +1 Disposable Sentry Gun upgrade has 2 additional ticks (up to 3 total ticks) and a reduced cost of 200 credits while this weapon is active<br>{{c|+|Base Weapon Change:}} Disposable Mini Sentries can have their ammo refilled while this weapon is active in addition to their metal cost being lowered
 +
|
 
|-
 
|-
| align="center" | [[File:User_EtherealT_ammorezerv.png|125px]]<br> '''[https://steamcommunity.com/sharedfiles/filedetails/?id=763593668 Ammo Rezerv]'''
+
| [[File:RED_Level_3_Sentry_Gun.png|50px]]
| [https://steamcommunity.com/sharedfiles/filedetails/?id=763593668 TF2 Workshop Link]<br />
+
Sentry Gun
| {{buff|Allows you to see ally ammo and metal}}<br>{{nerf|No ammo from packs if the Rezerv meter is not full}}<br>Use to regain up to 100% primary and secondary ammo, and reloads shotguns<br><br>Alt-fire: Share some Ammo with a friend (Large Ammo Kit)<br><br>{{info|Has a 30 second cooldown and takes 4.3 seconds to use}}<br><br>{{info|Picking up ammo boxes instantly recharges the Rezerv meter to full}}<br>
+
| {{c|+|Changed:}} +1 Disposable Sentry Gun cost reduced from 500 credits to 400 credits<br>{{c|+|Changed:}} Disposable Mini-Sentry fires as fast as the Mini-Sentry rather than as fast as a Level 1 Sentry (about a 25% DPS upgrade)<br>{{c|+|Changed:}} Disposable Mini-Sentry is also affected by Building Health and Sentry Firing Speed upgrades<br>
 +
|  
 
|}
 
|}

Latest revision as of 05:43, 17 July 2023


Rebalance

Link to original document

Overall Changes
  • Random critical hits, bullet spread, and fall damage spread are now disabled by default.
    • Any weapons which currently have "No random critical hits" will still have it as a hidden stat for servers which choose to manually enable random crits.
  • Melee attacks now prioritize damaging enemies over teammates
  • Speed boosts are rescaled to always boost movement speed by 30% regardless of class
  • On-Kill effects trigger whenever the enemy is "finished off"
  • Teammate outlines no longer reveal disguised Spies and last for 7.5 seconds rather than 10 seconds.
  • Interpolation effects are only active on servers with "sv_cheats 1" enabled

Multi-Class

Multi Class - Class Changes
  • Pictogram minus.png Changed: Base shotgun ammo decreased from 32 to 24
Weapon Changes New statistics Explanation
Shotgun
Shotgun
Pictogram comment.png Info: Added a basic description
Fires a close-range blast of 10 bullets.
Panic Attack
Panic Attack
Pictogram plus.png Changed: Attack interval changed from 0.625 seconds to 0.5 seconds
Pictogram plus.png Removed: -20% damage penalty
Pictogram minus.png Added: Cannot stop firing until clip is empty
Pictogram minus.png Added: -34% clip size
Pictogram minus.png Changed: Reduced deploy speed bonus from 50% to 30%
Pictogram minus.png Removed: +50% bullets per shot
Pictogram comment.png Added: Now reloads the entire clip at once (within 1.25 seconds)
Pictogram comment.png Changed: Now fires a wide 5x2 rectangular pattern
Pictogram comment.png Info: After you start firing, you cannot switch weapons until the clip is empty
Pictogram plus.png 25% faster attack speed

Pictogram plus.png 30% faster deploy speed

Pictogram minus.png Cannot stop firing until clip is empty

Pictogram minus.png Successive shots become less accurate

Fires in a wide, narrow shot pattern.
This weapon holds a 4-shot drum and reloads the entire drum at once.
B.A.S.E. Jumper
B.A.S.E. Jumper
Pictogram comment.png Removed: Can no longer be equipped by the Demoman
Pictogram plus.png Added: -50% less damage fall off on primary weapon
Pictogram plus.png Changed: Parachutes can be redeployed again in mid air when the meter is full
Pictogram minus.png Added: -50% less damage fall off from all damage sources
Pictogram minus.png Changed: Parachutes now have a 3.5 second cooldown between deployments
Pictogram comment.png Added: The wearer stops descending if they are affected by afterburn while the parachute is deployed
Pictogram comment.png Info: For most weapons, minimum damage fall off is increased from 52.8% to 79.2%
Press 'JUMP' key while airborne to deploy a parachute.
While parachute is active:
Pictogram plus.png -65% slower falling speed

Pictogram plus.png -50% reduced damage falloff on primary

Pictogram minus.png -50% reduced damage falloff for incoming damage

Pictogram minus.png -50% reduced air control

Afterburn creates an updraft that completely stops you from falling
Pain Train
Pain Train
<Work in Progress> <Work in Progress>
Half-Zatoichi
Half-Zatoichi
<Work in Progress> <Work in Progress>

Scout

Scout - Scattergun Changes
  • Pictogram minus.png Changed: Reserve ammo of all Scatterguns lowered from 32 to 24
Weapon Changes New statistics Explanation
Scattergun
Scattergun
Pictogram comment.png Info: Added a basic description
Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range.
Force-A-Nature
Force-A-Nature
Pictogram comment.png Info: Firing speed is displayed based on how much it actually fires faster by rather than how much the attack interval is reduced by; for instance, the Force-a-Nature currently says it fires 50% faster but in reality fires twice as fast as the Scattergun
Pictogram plus.png Added: Hits that deal at least 30 damage grant a temporary 20% accuracy bonus that lasts for 1 second
Pictogram plus.png Changed: Reload time reduced from 1.43 seconds to 1.25 seconds (equivalent to 15% faster reload speed)
Pictogram plus.png Removed: -10% damage penalty
Pictogram minus.png Removed: +20% bullets per shot
Pictogram minus.png Removed: Knockback no longer reduces the target's air control

Pictogram plus.png 100% faster firing speed

Pictogram plus.png Applies knockback to both the target and shooter

Pictogram plus.png On Close Hit: Your next shot is 20% more accurate for 1 second

This weapon holds a 2-shot clip and reloads the entire clip at once.
Shortstop
Shortstop
Pictogram plus.png Changed: Reload time reduced from 1.5 seconds to 1.25 seconds
Pictogram plus.png Removed: Increase in push force taken from damage and airblast
Pictogram minus.png Removed: Alt-Fire to reach and shove someone!
Pictogram plus.png 66% faster firing speed

Pictogram plus.png +40% more accurate

Pictogram plus.png +100% damage bonus

Pictogram minus.png -60% bullets per shot

Pictogram minus.png -33% maximum damage ramp-up

This weapon holds a 4-shot clip and reloads the entire clip at once.
Soda Popper
Soda Popper
Pictogram plus.png Added: Hits that deal at least 30 damage refresh your double jump
Pictogram minus.png Changed: Reload time increased from 1.13 seconds to 1.25 seconds (equivalent to 12.5% faster reload speed
Pictogram minus.png Changed: Attack interval increased from 0.3125 seconds to 0.4125 seconds (fires 50% faster than stock rather than 100% faster)
Pictogram minus.png Removed: On Hit: Builds Hype

Pictogram plus.png 50% faster firing speed

Pictogram plus.png On Close Hit: Refresh your double jump

This weapon holds a 2-shot clip and reloads the entire clip at once.
Baby Face's Blaster
Baby Face's Blaster
Pictogram plus.png Added: Allows the Scout to bunnyhop
Pictogram plus.png Added: +50% fall damage resistance on wearer
Pictogram minus.png Added: Cannot double jump
Pictogram minus.png Changed: Move speed decreased from -10% to -15%
Pictogram minus.png Removed: On Hit: Builds Boost
Pictogram comment.png Info: Holding the jump key automatically bunnyhops, similar to bunnyhopping in Open Fortress
Pictogram comment.png Info: Momentum from bunnyhopping is capped at 16 HU/s, or 170% move speed
Pictogram plus.png Hold 'JUMP' to bunnyhop at up to 40% faster movement speed

Pictogram plus.png +50% fall damage resistance on wearer

Pictogram minus.png -34% clip size

Pictogram minus.png -10% slower move speed on wearer

Pictogram minus.png Cannot double jump

Scout - Pistol Changes
Weapon Changes New statistics Explanation
Pistol
Pistol
Pictogram plus.png Changed: Bullet spread reduced from 0.04 to 0.025 (37.5% more accurate)
Pictogram minus.png Changed: Reserve ammo increased from 36 to 48
Pictogram minus.png Changed: Attack interval raised from 0.15 seconds to 0.165 seconds (from 6.66 shots per second to 6 shots per second)
Pictogram minus.png Changed: Reload time increased from 1.1 seconds to 1.25 seconds
<Work in Progress>
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
Pictogram comment.png Info: Fire rate and bullet spread remain at their current values of 0.135 seconds and 0.04 respectively
Pictogram plus.png +25% faster firing speed

Bonk! Atomic Punch
Bonk! Atomic Punch
<Work in Progress> <Work in Progress>
Crit-a-Cola
Crit-a-Cola
<Work in Progress> <Work in Progress>
Mad Milk
Mad Milk
Pictogram plus.png Changed: Increased the meter recharge from extinguishing teammates from 20% to 50%
Pictogram comment.png Changed: Jar meter builds with kills and assists achieved against non-milked targets (50% for kills and 25% for assists) instead of over time
Pictogram minus.png Changed: Milk meter starts empty and cannot be refilled with Resupply
Pictogram minus.png Changed: Healing reduced from 60% to 50%
Pictogram minus.png Changed: Duration reduced from 10 seconds to 7 seconds
Throw to cover enemies in milk for 7 seconds or extinguish teammates.
Players heal 50% of the damage done to enemies covered in milk.

Milk charges over 60 seconds and by scoring kills or assists against players not covered in milk. Extinguishing teammates will refund 50% charge.
Flying Guillotine
Flying Guillotine
<Work in Progress> <Work in Progress>
Scout - Bat Changes
  • Pictogram plus.png Changed: Base damage of all Bats increased from 35 to 45
Weapon Changes New statistics Explanation
Bat
Bat
Pictogram comment.png Info: The description now mentions its different damage and attack speed
This weapon swings faster but deals less damage compared to standard melee weapons.
Sandman
Sandman
Pictogram plus.png Changed: Base projectile damage increased from 15 to 30
Pictogram minus.png Changed: Health decreased from -15 to -25
Pictogram minus.png Changed: Projectile no longer ramps up on long distance hits
Pictogram comment.png Changed: Alt-Fire now inflicts a 20% damage vulnerability instead of slowing the target
Pictogram comment.png Changed: Debuff duration is rescaled from 1-7 seconds depending on distance to a fixed 4 seconds
Pictogram plus.png Alt-Fire: Launches a ball that causes the target to take 20% more damage for 4 seconds

Pictogram minus.png -25 max health on wearer

Atomizer
Atomizer
Pictogram plus.png Changed: Triple jumps are now passive instead of only while active
Pictogram plus.png Removed: -15% damage vs players
Pictogram plus.png Removed: This weapon deploys 50% slower
Pictogram minus.png Added: Air jumps costs 10 health
Pictogram minus.png Added: -30% slower firing speed
Pictogram plus.png +1 air jump on wearer

Pictogram plus.png Melee attacks mini-crit while airborne

Pictogram minus.png Air jumps each cost 10 health

Pictogram minus.png -30% slower firing speed

Boston Basher
Boston Basher
<Work in Progress> <Work in Progress>
Candy Cane
Candy Cane
Pictogram plus.png Removed: 25% explosive damage vulnerability on wearer
Pictogram minus.png Added: 100% longer debuff duration on wearer
Pictogram minus.png Added: Jingle all the way...
Pictogram comment.png Info: In other words, moving causes the wearer to make an audible jingle noise
Pictogram plus.png On Kill: A small health pack is dropped

Pictogram minus.png 100% longer debuff duration on wearer

Pictogram minus.png Jingle all the way...
Wrap Assassin
Wrap Assassin
<Work in Progress> <Work in Progress>

Soldier

Soldier - Melee Changes
  • Pictogram plus.png Added: Melee weapons are now crit boosted while blast jumping
  • Pictogram plus.png Changed: Base melee damage increased from 65 to 75
Weapon Changes New statistics Explanation
Direct Hit
Direct Hit
Pictogram comment.png Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback
Pictogram plus.png +25% damage bonus

Pictogram plus.png +80% projectile speed

Pictogram plus.png Mini-crits targets launched airborne by the wearer and their teammates

Pictogram minus.png -70% explosion radius

Liberty Launcher
Liberty Launcher
Pictogram plus.png Added: +25% knockback and self-damage force
Pictogram plus.png Info: The extra knockback is higher than listed in order to overcome the lower knockback from the damage penalty
Pictogram plus.png Added: +30% faster deploy and holster time
Pictogram plus.png Changed:Rocket jump resistance raised from +25% to +30%
Pictogram plus.png Changed: Damage penalty reduced from -25% to -20%
{c|-|Removed:}} +25% clip size
Pictogram plus.png +25% blast force

Pictogram plus.png +40% projectile speed

Pictogram plus.png 30% faster deploy and holster speed

Pictogram plus.png -30% blast damage from rocket jumps

Pictogram minus.png -20% damage penalty

Cow Mangler 5000
Cow Mangler 5000
Pictogram comment.png Added: On Hit: Target is engulfed in flames for 4 seconds
Pictogram comment.png Info: This also applies to rocket jumps
Pictogram plus.png Added: On Direct Hit: buildings are disabled for 2 seconds
Pictogram plus.png Added: 15% faster reload time
Pictogram plus.png Removed: Minicrits whenever it would normally crit
Pictogram minus.png Added: 0.5 sec delay before the rocket starts firing
Pictogram comment.png Info: Holding down the Fire key after the first shot will bypass the delay for subsequent shots
Pictogram minus.png Removed: Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec
Pictogram plus.png Does not require ammo

Pictogram plus.png On Hit: Target is engulfed in flames for 4 seconds

Pictogram plus.png On Direct Hit: Buildings are disabled for 2 seconds

Pictogram plus.png +15% faster reload time

Pictogram minus.png Must briefly charge for 0.5 seconds before firing starts

Pictogram minus.png Deals only 20% damage to buildings

Beggar's Bazooka
Beggar's Bazooka
Pictogram plus.png Changed: (Hidden) Reload time increased from -30% to -10%
Pictogram plus.png Removed: No ammo from dispensers when active
Pictogram minus.png Changed: Cannot reload until this weapon finishes firing
Pictogram comment.png Info: In other words, the delay after firing the last rocket is increased from 0.24 to 0.8 seconds
Hold Fire to load up to 3 rockets, and release it to unleash the barrage.
Overloading the chamber will cause a misfire.
Pictogram minus.png -20% explosion radius

Pictogram minus.png 10% slower reload time

Pictogram minus.png +3 degrees random projectile deviation

Air Strike
Air Strike
Pictogram plus.png Added: +25% clip size
Pictogram plus.png Removed: -20% explosion radius while blast jumping
Pictogram minus.png Changed: Firing speed bonus while blast jumping decreased from +65% to +60%
Pictogram minus.png Changed: Explosion radius decreased from -10% to -15%
Pictogram minus.png Removed: Clip size increased on kill
Pictogram plus.png +25% clip size

Pictogram plus.png +60% faster firing speed while blast jumping

Pictogram plus.png -15% blast damage from rocket jumps

Pictogram minus.png -15% damage penalty

Pictogram minus.png -15% explosion radius

Reserve Shooter
Reserve Shooter
Pictogram comment.png Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback
Pictogram minus.png Changed: -15% damage penalty on hits that don't crit or mini-crit
Pictogram comment.png Changed: No longer equippable by the Pyro
Pictogram plus.png Mini-crits targets launched airborne by you or your teammates

Pictogram minus.png -25% damage penalty on non-critical hits

Pictogram minus.png -33% clip size
Buff Banner
Buff Banner
Pictogram plus.png Added: 15% faster reload time on wearer
Pictogram plus.png 15% faster reload time on wearer

When activated, provides an offensive buff that causes nearby team members to deal mini-crits.
Charges after dealing 600 damage.
Battalion's Backup
Battalion's Backup
Pictogram comment.png Reworked: The defensive buff now multiplies the health of all affected targets by 50% rather than granting a 35% global damage resistance
Pictogram comment.png Changed: Sentry damage resistance reduced rom 50% to 30%
Pictogram minus.png Changed: Mini-crits are no longer nullified
Pictogram minus.png Changed: Full crits are instead converted into mini-crits rather than being entirely nullified
Pictogram plus.png +20 max health on wearer

When activated, provides a defensive buff to nearby teammates that increases health by 50%, reduces incoming sentry damage by 50%, and miniaturizes critical hits for 10 seconds.
Charges after dealing 600 damage.
Concheror
Concheror
Pictogram minus.png Changed: Speed boost reduced from 26-40% depending on the class to 30% regardless of the affected class
Pictogram minus.png Changed: Maximum health regeneration reduced from 4 health per second to 3 health per second
Pictogram minus.png Changed: Damage needed to charge increased from 480 to 500
Pictogram plus.png Up to +3 health regenerated per second on wearer
Pictogram plus.png +20% faster charge rate

Provides group speed buff
With damage done giving health.
Gain rage with damage.
Mantreads
Mantreads
Pictogram plus.png Added: +15% faster move speed on wearer
Pictogram plus.png Added: Press Jump while airborne for at least 1 second to calcel all momentum and fall at terminal velocity.
Pictogram plus.png Changed: Push force resistance now applies to all sources besides damage and airblasts
Pictogram plus.png +15% faster move speed on wearer

Pictogram plus.png +75% knockback resistance on wearer

Pictogram plus.png 200% increased air control when blast jumping
Pictogram plus.png Deals 3x falling damage to the player you land on


Press Jump while airborne for at least 1 second to cancel all momentum and fall at terminal velocity.
Righteous Bison
Righteous Bison
<Work in Progress> <Work in Progress>
Soldier - Melee Changes
  • Pictogram plus.png Added: All Soldier melees have the ability to critically hit while rocket jumping
Weapon Changes New statistics Explanation
Shovel
Shovel
Pictogram comment.png Info: Added a basic description of the melee slot's unique function
Swing while airborne from a rocket jump to critically hit an enemy.
Market Gardener
Market Gardener
Pictogram plus.png Added: Airborne crit kills now show a MARKET GARDEN!!! in the killfeed
Pictogram plus.png Removed: 20% slower swing speed
Pictogram comment.png Info: Otherwise functions as a stock reskin
Swing while airborne from a rocket jump to critically hit an enemy.
Humiliate your enemies by showing anyone watching the kill feed that you just MARKET GARDENED them.
Equalizer
Equalizer
<Work in Progress> <Work in Progress>
Escape Plan
Escape Plan
Pictogram plus.png Added: This weapon deploys up to 50% faster as the user becomes injured
Pictogram minus.png Added:This weapon holsters 50% slower
Pictogram minus.png Added:Minicrits whenever it would normally crit
Pictogram minus.png Changed: Maximum movement speed decreased from -60% to -50%
Pictogram minus.png Info: This only affects the speed increase when at 40 health or less
Pictogram minus.png Changed: Healing from Medics reduced from -90% to -100%
When weapon is active:

Pictogram plus.png Move speed increases by up to 50% as the user becomes injured

Pictogram plus.png This weapon deploys up to 40% faster as the user becomes injured

Pictogram minus.png You are marked for death while active, and for a short period after switching weapons

Pictogram minus.png This weapon holsters 50% slower

Pictogram minus.png No healing from Medics while active

Pictogram minus.png Mini-crits whenever it would normally crit
Disciplinary Action
Disciplinary Action
Pictogram plus.png Changed: Damage penalty reduced from -25% to -20%
Pictogram minus.png Added: 50% slower deploy and holster time, similar to swords
Pictogram minus.png Added: -20 max health penalty
Pictogram minus.png Added: Minicrits whenever it would normally crit
Pictogram minus.png Changed: Range bonus reduced from +70% to +50%
Pictogram minus.png Changed: Speed boost reduced from 26-40% depending on the class to 30% regardless of class
This weapon has a large melee range and deploys and holsters slower

Pictogram plus.png On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds

Pictogram minus.png -20 max health on wearer

Pictogram minus.png -20% damage penalty

Pictogram minus.png Mini-crits whenever it would normally crit

Pyro

Pyro - Afterburn & Flame Thrower Changes
  • Pictogram plus.png Added: Afterburn longer than 5 seconds will apply Deep Burn, which nullifies all damage resistances and prevents extinguishing. Lasts until Afterburn duration drops to 5 seconds or lower
    • Pictogram comment.png Info: Visual flames on players with a Deep Burn will become a deep blue rather than orange. Only a select few Pyro weapons can inflict this debuff.
  • Pictogram plus.png Changed: Shorter sources of afterburn will no longer override longer ones. If a source of afterburn has a lower maximum afterburn time than the current burn time of a target, it will instead maintain that current burn time for the next afterburn tick.
  • Pictogram minus.png Changed: Flinching from afterburn now only affects Snipers that are scoped in}
  • Pictogram minus.png Removed: Medi-Gun healing and shield resistance debuffs when on fire


  • Pictogram comment.png Changed: Fall-off based on particle duration replaced with fall-off based on distance (100% at point blank to 50% at furthest range)
  • Pictogram comment.png Changed: Ramp-up based on consecutive flaming replaced with ramp-up based on remaining afterburn duration (50% damage at 0 seconds, 100% base damage at 5 seconds, 150% at 10 seconds)
    • Pictogram comment.png Info: Flamethrowers will always deal 100% of their base damage to buildings, regardless of afterburn duration (as buildings cannot have afterburn)
  • Pictogram plus.png Added: Secondary flame particles are spewed (10 at a time) when firing stops, which deal 0 damage but cause up to 1 second of afterburn if any of them connect
  • Pictogram plus.png Removed: Random speed, spread, and duration of flame particles
  • Pictogram plus.png Changed: Afterburn per particle raised from 0.4 seconds to 0.5 seconds
  • Pictogram minus.png Changed: Minimum afterburn lowered from 4 seconds to 0.5 seconds
  • Pictogram minus.png Changed: Maximum afterburn lowered from 10 seconds to 5 seconds
  • Pictogram comment.png Changed: Particle acceleration is greatly increased and duration is greatly decreased, to travel the same distance but much faster
  • Pictogram comment.png Changed: Flame visuals are less opaque, making it easier to see through them
  • Pictogram comment.png Changed: Extinguishing teammates refunds ammo spent instead of restoring +20 health
Weapon Changes New statistics Explanation
Flame Thrower
Flame Thrower
Pictogram comment.png Info: Expanded the listed description
Hold Fire to spray a stream of close-range flame. Enemies hit will be set on fire for up to 5 seconds and take more fire damage the longer they burn.

Alt-Fire: Spend 20 ammo to blast a gust of air that pushes enemies, reflects projectiles, and extinguishing teammates. Extinguishing a teammate will refund ammo spent on airblast.
Backburner
Backburner
<Work in Progress> <Work in Progress>
Degreaser
Degreaser
<Work in Progress> <Work in Progress>
Phlogistinator
Phlogistinator
Pictogram comment.png Info: Unlike other Flamethrowers, this does not inherit the afterburn duration ramp-up system.
Pictogram comment.png Removed: All current stats and properties
Pictogram comment.png Changed: Fires a straight beam of yellow lightning instead of flame particles that has +50% longer range, but 0 width
Pictogram comment.png Changed: Now uses a Power Meter instead of ammo that decreases by 10% per second of firing and recovers 10% per second of not firing, regardless of whether the weapon is currently deployed or not. If the meter fully empties, the weapon will be unusable for 4 seconds.
Pictogram comment.png Changed: Alt-Fire replaced with "Release an electric shock that destroys projectiles. Costs 20% Power Meter." (Behaves the same as the pre-buff Short Circuit)
Pictogram plus.png Added: Gains a level for 1 second of semi-continuous beam connection, up to 2 additional levels. Each level ramps-up the weapon's damage by 100% up to 200%, raises the minimum and maximum afterburn duration applied by 2.5 seconds up to 5 seconds, and enhances the firing visuals. Decays by 1 level (or loses the progress at base level) after 2 seconds of not hitting anything.
Pictogram plus.png Removed: Damage falloff based off of distance
Pictogram minus.png Changed: Initial damage lowered from 6.5 per tick to 4.5 per tick
Pictogram minus.png Info: This causes the initial DPS to lower from 86.7 to 60, and displays as a -30% damage penalty
Pictogram minus.png Changed: Initial minimum and maximum afterburn duration lowered to 0 seconds

Pictogram comment.png Info: Level 2 turns the beam of lightning orange, while Level 3 causes the Phlogistinator's cone to also radiate with orange heat (similar visuals to the current Phlog)
Pictogram plus.png Does not require ammo

Pictogram minus.png Power Meter: Meter depletes when fired. If meter fully empties, it will be fully unusable for 4 seconds

Pictogram minus.png -30% damage penalty

Pictogram minus.png Does not initially apply afterburn

Hold Fire to unleash a mid-range, thin beam of lightning. The longer it is connected to a target, the stronger it grows in heat, dealing up to 200% more damage and applying afterburn.

Alt-Fire: Releases an electric shock that destroys projectiles. Costs 20% Power to use.

A revolutionary appliance capable of awakening the fire element phlogiston that exists in all combustible creatures, which is to say, all of them.
Dragon's Fury
Dragon's Fury
Pictogram comment.png Info: Inherits the afterburn duration ramp-up system. Due to the attack interval, all shots will lock the afterburn duration in place for 1 second for higher damage consistency.
Pictogram comment.png Added: +100% bonus damage from afterburn duration
Pictogram plus.png Changed: Base damage increased from 75 to 90
Pictogram plus.png Changed: Maximum afterburn duration increased from 3 seconds to 5 seconds
Pictogram plus.png Changed: Afterburn applied to Pyros increased from 1 second to 3 seconds (but afterburn will naturally dissipate after 1 second of being applied
Pictogram plus.png Removed: -66% damage on non-burning targets

Pictogram plus.png Changed: Re-pressurization rate for firing and airblast reduced from 0.8s/1.6s to 0.75 seconds
Pictogram minus.png Added: Reflected projectiles do not mini-crit
Pictogram minus.png Removed: +50% re-pressurization rate on hit
Pictogram comment.png Info: The afterburn duration ramp-up increase effectively creates a 33%/100%/166% damage curve in place of the normal 50%/100%/150% curve. When combined with the base damage increase to 90, this means that three consecutive shots landed back-to-back will deal 30 + 66 + 90 damage compared to the current 25 + 75 + 75
Pictogram plus.png +100% bonus damage from afterburn duration

Pictogram minus.png Reflected projectiles do not mini-crit

Uses a shared pressure tank for Primary Fire and Alt-Fire.

Fires a fast-moving fireball that ignites enemies and deals significantly more damage the longer they burn.
Pyro - Flare Gun Changes
  • Pictogram plus.png Changed: Base flare gun damage increased from 30 to 35
  • Pictogram minus.png Changed: Flare gun afterburn duration decreased from 7.5s/10s to 5 seconds
Weapon Changes New statistics Explanation
Flare Gun
Flare Gun
Pictogram comment.png Info: Added a basic description
Pictogram plus.png Critically hits vs burning enemies

Fires a single-shot, fast-moving flare that ignites enemies ablaze.
This weapon will reload automatically when not active.
Detonator
Detonator
<Work in Progress> <Work in Progress>
Scorch Shot
Scorch Shot
<Work in Progress> <Work in Progress>
Manmelter
Manmelter
<Work in Progress> <Work in Progress>
Gas Passer
Gas Passer
<Work in Progress> <Work in Progress>
Pyro - Fire Axe Changes
  • Pictogram plus.png Added: All Pyro melees now grant a 30% speed boost for 3 seconds on kill
  • Pictogram plus.png Changed: Base melee damage increased from 65 to 85
Weapon Changes New statistics Explanation
Axtinguisher
Axtinguisher
Pictogram comment.png Changed: No longer "mini-crits" against burning players as the base damage is already 85
Pictogram plus.png Changed: Bonus damage from afterburn is doubled as compensation for the overall lower afterburn duration
Pictogram minus.png Removed: Damage penalty against non-burning players increased from -33% to -40%
Pictogram minus.png Changed: Holster speed penalty increased from 35% slower to 50% slower
Pictogram minus.png Removed: Killing blows on burning players grant a speed boost
Pictogram plus.png Melee damage increases up to 100% based on remaining afterburn duration

Pictogram minus.png -40% damage penalty

Pictogram minus.png 50% slower holster speed

Pictogram minus.png No speed boost on kills

Homewrecker
Homewrecker
<Work in Progress> <Work in Progress>
Powerjack
Powerjack
Pictogram plus.png Added: Gain a 3 second speed boost on kill
Pictogram plus.png Changed: Health restored on kill increased from +25 to +75
Pictogram plus.png Removed: 20% damage vulnerability while active
Pictogram minus.png Added: -25% damage penalty
Pictogram minus.png Removed: +15% faster move speed while active
Pictogram plus.png Gain a speed boost on kill

Pictogram plus.png +75 health restored on kill

Pictogram minus.png -25% damage penalty

Back Scratcher
Back Scratcher
<Work in Progress> <Work in Progress>
Sharpened Volcano Fragment
Sharpened Volcano Fragment
Pictogram plus.png Added: On Hit: target receives 20% fire damage vulnerability
Pictogram plus.png Added: On Hit: all fire damage pierces damage resistance effects and bonuses
Pictogram minus.png Changed: Damage decreased from -20% to -50%
Pictogram minus.png Changed: Afterburn duration on hit decreased from 7.5 to 5 seconds
Pictogram comment.png Info: The fire damage vulnerability and damage resistance piercing debuff lasts as long as the afterburn on this weapon
Pictogram comment.png Info: All debuffs immediately end if afterburn from this weapon ends
Pictogram plus.png On Hit: target is engulfed in flames

Pictogram plus.png On Hit: target receives 20% fire damage vulnerability

Pictogram plus.png On Hit: all fire damage pierces damage resistance effects and bonuses

Pictogram minus.png -50% damage penalty

Third Degree
Third Degree
Pictogram plus.png Added: On Hit: Increase Degree by +1 (up to 3)
Pictogram plus.png Added: Hits vs wet players mini-crit and increases Degree by +2
Pictogram plus.png Added: Alt-Fire when at the Third Degree to gain guaranteed mini-crits for 10 seconds; uses entire Degree meter when used
Pictogram plus.png Added: +30% faster firing speed
Pictogram minus.png Added: -35% damage penalty
Pictogram minus.png Added: Consumes 20% max primary ammo per swing
Pictogram minus.png Removed: All players connected via Medigun beams are hit
Pictogram comment.png Info: If the Phlogistinator is equipped, Power meter is consumed per swing instead of primary ammo
Pictogram plus.png On Hit: Increase Degree by +1

Pictogram plus.png Hits vs wet players mini-crit and increase Degree by +3 instead
Pictogram plus.png Alt-Fire on Third Degree: Gain mini-crits on all weapons for 10 seconds

Pictogram plus.png +30% faster firing speed

Pictogram minus.png -35% damage penalty

Pictogram minus.png Consumes 20% max primary ammo or Power per swing

Hot Hand
Hot Hand
<Work in Progress> <Work in Progress>

Demoman

Demoman - Class Changes
  • Pictogram plus.png Changed: While charging with a shield, mini-crit melee attack boost charge proc increased from 40-75% to 50-80% charge
  • Pictogram plus.png Changed: While charging with a shield, Critical melee attack boost charge increased from 0-40% to 0-50%
  • Pictogram plus.png Changed: Base melee damage increased from 65 to 75
  • Pictogram plus.png Changed: Deploy time on all swords decreased from -75% to -50%
  • Pictogram plus.png Changed: Holster time on all swords decreased from -75% to -50%
  • Pictogram comment.png Info: The switch speed buff on swords affects the Half-Zatoichi on both Soldier and Demo
Weapon Changes New statistics Explanation
Loch-n-Load
Loch-n-Load
Pictogram plus.png Changed: Damage bonus now affects all enemies
Pictogram plus.png Changed: Launched bombs now explode on surfaces
Pictogram minus.png Added: -50% self damage force
Pictogram minus.png Changed: Damage decreased from +20% to +15%
Pictogram minus.png Changed: Clip size decreased from -25% to -50%
Pictogram minus.png Changed: Explosion radius decreased from -25% to -50%
Pictogram plus.png +15% damage bonus

Pictogram plus.png +25% projectile speed

Pictogram plus.png Launched bombs explode on surfaces

Pictogram minus.png -50% clip size

Pictogram minus.png -50% explosion radius

Pictogram minus.png -50% self damage force

Ali Baba's Wee Booties
Ali Baba's Wee Booties
Pictogram plus.png Added: -30% blast damage from blast jumps
Pictogram plus.png Changed: Charge refill on melee kills increased from +25% to +100%
Pictogram minus.png Removed: +200% increase in turning control while charging
Pictogram minus.png Removed: +10% faster move speed on wearer (shield required)
Pictogram plus.png +25 max health on wearer

Pictogram plus.png -30% blast damage from blast jumps

Pictogram plus.png Melee kills refill 100% of your charge meter.

Chargin' Targe
Chargin' Targe
Pictogram plus.png Added: +200% increase in turning control while charging
Pictogram plus.png Changed: Explosive damage resistance increased from +30% to +40%
Pictogram minus.png Changed: Fire damage resistance decreased from +50% to +40%
Pictogram plus.png +40% fire damage resistance on wearer

Pictogram plus.png +40% explosive damage resistance on wearer

Pictogram plus.png +200% increase in turning control while charging

Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance.
Splendid Screen
Splendid Screen
<Work in Progress> <Work in Progress>
Tide Turner
Tide Turner
<Work in Progress> <Work in Progress>
Eyelander
Eyelander
Pictogram minus.png Added: Switching weapons through the resupply cabinet will instantly remove all collected heads
Pictogram minus.png No random critical hits

Pictogram minus.png -25 max health on wearer

Gives increased speed and health with every head you take.

This weapon has a large melee range and deploys and holsters slower
Ullapool Caber
Ullapool Caber
Pictogram plus.png Added: Gain Caber on kills and assists
Pictogram plus.png Added: On full Caber, the warhead is restored
Pictogram plus.png Changed: Deploy speed increased from -100% to -50%
Pictogram plus.png Removed: Explosion no longer has splash damage fall off
Pictogram minus.png Changed: Explosion damage decreased from 75 to 70
Pictogram minus.png Removed: Explosion no longer has damage ramp up
Pictogram comment.png Info: Any kills recharge 50% of the Caber meter, while assists recharge 25%
Pictogram plus.png Gain Caber on kills and assists

Pictogram plus.png On full Caber, the warhead is restored

Pictogram minus.png -20% slower firing speed

Pictogram minus.png This weapon deploys 50% slower

Pictogram minus.png No random critical hits

The first hit will cause an explosion

High-yield Scottish face removal. A sober person would throw it...
Claidheamh Mòr
Claidheamh Mòr
Pictogram plus.png Added: Gain a speed boost upon charge ending for 3 seconds
Pictogram plus.png Changed: Charge duration is now passive instead of only when active
Pictogram plus.png Removed: 15% damage vulnerability while active
Pictogram minus.png Added: -15 max health on wearer
Pictogram minus.png Removed: Melee kills refill 25% of your charge meter
Pictogram plus.png 0.5 sec increase in charge duration

Pictogram plus.png Gain a speed boost upon charge ending

Pictogram minus.png No random critical hits

Pictogram minus.png -15 max health on wearer

This weapon has a large melee range and deploys and holsters slower
Persian Persuader
Persian Persuader
Pictogram plus.png Added: On Kill: Instantly reloads your primary weapon's clip
Pictogram plus.png Added: On Kill: Instantly reloads your secondary weapon's clip
Pictogram plus.png Changed: Max primary ammo increased from -80% to -66%
Pictogram plus.png Changed: Max secondary ammo increased from -80% to -66%
Pictogram minus.png Removed: Melee hits refill 20% of your charge meter.
Pictogram plus.png Ammo boxes collected give Charge

Pictogram plus.png On Kill: Instantly reloads your primary weapon's clip

Pictogram minus.png -66% max primary ammo on wearer

Pictogram minus.png -66% max secondary ammo on wearer

Pictogram minus.png No random critical hits

This weapon has a large melee range and deploys and holsters slower

Heavy

Heavy - Class Changes
  • Pictogram plus.png Added: Running Start: The Heavy starts with his melee deployed and has a +25% movement speed bonus until he switches weapons
Heavy - Minigun Changes
  • Pictogram plus.png Changed: Base minigun firing speed increased from 0.105 to 0.1 seconds
  • Pictogram plus.png Changed: Miniguns no longer need to rev up for 1 second before they reach full damage and accuracy
Weapon Changes New statistics Explanation
Brass Beast
Brass Beast
Pictogram plus.png Added: +20% more accurate
Pictogram plus.png Changed: Damage resistance no longer has a health requirement to be activated
Pictogram plus.png +20% damage bonus

Pictogram plus.png +20% more accurate

Pictogram plus.png -20% damage resistance when spun up

Pictogram minus.png -50% slower spin up time

Pictogram minus.png -60% slower move speed while deployed

Tomislav
Tomislav
<Work in Progress> <Work in Progress>
Huo-Long Heater
Huo-Long Heater
<Work in Progress> <Work in Progress>
Heavy - Secondary Changes
  • Pictogram plus.png Changed: Health packs collected that have more health worth than what was restored will now be counted as cooldown for the carried lunchbox items, being worth twice as much % in lunchbox cooldown as the extra max health gained in percentage.
    • Pictogram comment.png Info: A small health pack collected while at 270 health (for 30 excess health) would recharge 20% of the meter, while a medium health pack collected while at 270 health (for 120 excess health) would recharge 80% of the meter
  • Pictogram minus.png Changed: Small health packs no longer fully recharge the lunchbox meter even when at full health when picked up, instead only recharging up to 40%
Weapon Changes New statistics Explanation
Sandvich
Sandvich
* Pictogram comment.png Info: Sandvich is now the stock lunchbox item Eat to gain up to 300 health over 4 seconds.
Alt-Fire: Share a Sandvich with a friend! (Medium Health Kit)
Recharges after 30 seconds.
Dalokohs Bar
Dalokohs Bar
Pictogram plus.png Added: Consumption time reduced from 4 seconds to 2 seconds (the voice line would only play the "nom nom nom" part)
Pictogram plus.png Changed: Health gain increased from 100 to 120
Pictogram minus.png Removed: Adds +50 max health for 30 seconds
Eat to gain up to 120 health over 2 seconds.
Alt-fire: Share chocolate with a friend. (Small Health Kit)
Recharges after 10 seconds.
Second Banana
Second Banana
Pictogram plus.png Added: Leftover healing is now converted into overhealth
Pictogram comment.png Changed: Alt-Fire instead grants a unique health pack which provides a flat 75 overhealth. Unlike other health packs, thrown Bananas don't remove afterburn or bleed.
Pictogram minus.png Changed: Health gain reduced from 200 to 150
Pictogram minus.png Removed: 66% faster recharge rate
Pictogram comment.png Info: Overhealth will not start decaying until 5 seconds after the user has stopped eating
Eat to gain up to 150 health over 4 seconds. Excess health is capable of overhealing.
Alt-Fire: Share banana with a friend for 75 overhealth.
Recharges after 30 seconds.
Buffalo Steak Sandvich
Buffalo Steak Sandvich
<Work in Progress> <Work in Progress>
Family Business
Family Business
Pictogram plus.png Changed: Firing speed increased from +15% to +20%
Pictogram minus.png Changed: Damage decreased from -15% to -20%
Pictogram plus.png +33% clip size

Pictogram plus.png +20% faster firing speed

Pictogram minus.png -20% damage penalty

Heavy - Fist Weapon Changes
  • Pictogram plus.png Changed: Base melee damage increased from 65 to 85
Weapon Changes New statistics Explanation
Killing Gloves of Boxing
Killing Gloves of Boxing
<Work in Progress> <Work in Progress>
Gloves of Running Urgently
Gloves of Running Urgently
<Work in Progress> <Work in Progress>
Warrior's Spirit
Warrior's Spirit
Pictogram plus.png Removed: 30% damage vulnerability while active
Pictogram minus.png Added: Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.
Pictogram minus.png Changed: Damage decreased from +30% to +25%
Pictogram plus.png +25% damage bonus

Pictogram plus.png +50 health restored on kill

Pictogram minus.png Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.

Fists of Steel
Fists of Steel
Pictogram plus.png Removed: -40% maximum overheal on wearer
Pictogram minus.png Changed: Damage taken from ranged sources increased from -40% to -35%
Pictogram minus.png Changed: Health from healers decreased from -40% to -75%
When weapon is active:

Pictogram plus.png -35% damage from ranged sources on wearer

Pictogram minus.png +100% damage from melee sources on wearer

Pictogram minus.png This weapon holsters 100% slower

Pictogram minus.png -75% health from healers on wearer

Eviction Notice
Eviction Notice
<Work in Progress> <Work in Progress>
Holiday Punch
Holiday Punch
Pictogram plus.png Added: 100% mini-crits on successive hits
Pictogram plus.png Added: Mini-crits can now also force victims to laugh
Pictogram minus.png Added: Minicrits whenever it would normally crit
Pictogram minus.png Added: -50% damage penalty
Pictogram minus.png Changed: Hitting a target from the back now mini-crits the target instead of critting
Pictogram minus.png Changed: ÜberCharged players can no longer be forced to laugh
Pictogram plus.png 100% mini-crits on successive hits

Pictogram plus.png Mini-crits forces victim to laugh

Pictogram plus.png Always mini-crit from behind

Pictogram plus.png On Hit: Force enemies to laugh who are also wearing this item

Pictogram minus.png Minicrits whenever it would normally crit

Pictogram minus.png Critical hits do no damage

Pictogram minus.png -50% damage penalty

Engineer

Engineer - Class Changes
Weapon Changes New statistics Explanation
Widowmaker
Widowmaker
Pictogram minus.png Removed: +10% increased damage to your sentry's target
Pictogram plus.png On hit: Damage dealt is returned as ammo

Pictogram plus.png No reload necessary

Pictogram minus.png Per shot: -30 ammo

Pictogram minus.png Uses metal for ammo

Pomson 6000
Pomson 6000
<Work in Progress> <Work in Progress>
Pistol
Pistol
Pictogram plus.png Changed: Base pistol accuracy increased from 48:1 to 57.6:1
Pictogram plus.png Changed: Base pistol reload time increased from 1 to 1.25 seconds
Pictogram minus.png Changed: Base pistol firing speed decreased from 0.15 to 0.166 seconds
Pictogram minus.png Changed: Base pistol ammo decreased from 200 to 96
No changes.
Wrangler
Wrangler
Pictogram plus.png Added: -60% self damage from the wearer's own Sentry Gun
Pictogram plus.png Changed: Sentry disable duration upon being unwrangled decreased from 3 to 2.5 seconds
Pictogram plus.png Changed: Wrangler shield repair reduction decreased from 66% to 33%
Pictogram minus.png Changed: Wrangler shield damage reduction decreased from 66% to 20%
Pictogram comment.png Changed: Sentry rockets no longer have aim assist
Pictogram plus.png -60% self damage from the wearer's own Sentry Gun

Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces damage by 20% and repairs by 33%. Sentries are disabled for 2.5 seconds after becoming unwrangled.
Short Circuit
Short Circuit
<Work in Progress> <Work in Progress>
RED Level 3 Sentry Gun.png

Sentry Gun

<Work in Progress> <Work in Progress>
50px

Dispenser

<Work in Progress> <Work in Progress>
Red Mini Sentry.png

Combat Mini-Sentry Gun

<Work in Progress> <Work in Progress>

Medic

Medic - Class Changes
  • Pictogram comment.png Added: Healing a target now displays an icon showing the number of how much health you're healing per second
    • The icon text will be white when the healing is at its base rate of 24 per second, becoming orange when below this rate (due to penalties such as the Equalizer/Escape Plan, or Pain Train) or green when higher (such as through the Quick-Fix or out-of-combat crit heals)
  • Pictogram plus.png Changed: All syringe guns now reload automatically when not active
  • Pictogram plus.png Changed: Base syringe gun firing speed increased from 0.105 to 0.1 seconds
  • Pictogram plus.png Changed: Syringe Gun projectile speed increased from 1000 to 1250 HU/s
  • Pictogram plus.png Removed: Syringe Gun random projectile deviation
  • Pictogram minus.png Changed: Syringes can now be deflected and destroyed by airblasts and the Short Circuit
  • Pictogram minus.png Removed: The wearer matches the speed of their heal target if they are faster
Weapon Changes New statistics Explanation
Blutsauger
Blutsauger
<Work in Progress> <Work in Progress>
Overdose
Overdose
<Work in Progress> <Work in Progress>
Crusader's Crossbow
Crusader's Crossbow
Pictogram plus.png Added: ÜberCharge grants mini-crits, a speed boost and -35% damage resistance
Pictogram plus.png Added: This weapon reloads its entire clip at once
Pictogram plus.png Changed: Healing is now directly affected by crit heals
Pictogram plus.png Changed: Clip size increased from 1 to 5
Pictogram plus.png Changed: Projectile speed is increased from 2400 to 3000 HU/s
Pictogram plus.png Changed: ÜberCharge rate is increased from 2.1-6.3% to 10% for every 100 health healed
Pictogram minus.png Added: -50% max overheal
Pictogram minus.png Changed: Healing per shot decreased from 75-150 to 30 regardless of range
Pictogram minus.png Changed: Projectile size is decreased by -30%
Pictogram minus.png Changed: Firing speed decreased from 0.24 to 0.8 seconds
Pictogram minus.png Removed: This weapon will reload automatically when not active
Pictogram comment.png Changed: ÜberCharge rate on overhealed targets is 5% for every 100 health healed
Pictogram comment.png Changed: This weapon is now a secondary weapon instead of a primary weapon
Pictogram comment.png Info: In other words, crit heals allow this weapon to increase healing by +200% if the target has not been damaged for the last 10 seconds
Pictogram comment.png Info: No additional input is required for the patient to benefit from ÜberCharge for the full duration after it is applied
Pictogram comment.png Info: ÜberCharge is instantly activated without needing to fire a bolt at the target, and it has a range of 1080 HU instead of 540 HU
Pictogram minus.png -50% max overheal

Fires special bolts that deals damage over time based on distance traveled and heals teammates

ÜberCharge grants mini-crits, a speed boost and -35% damage resistance to the patient only

This weapon reloads its entire clip at once
Quick-Fix
Quick-Fix
Pictogram plus.png Added: +25% longer ÜberCharge duration
Pictogram plus.png Changed: ÜberCharge rate increased from +10% to +25%
Pictogram plus.png Changed: ÜberCharge no longer drains faster if the wearer switches patients while ÜberCharging
Pictogram minus.png Changed: Health threshold for ÜberCharge rate to slow down is decreased from 142.5% to 120% health
Pictogram minus.png Changed: ÜberCharge heal rate on patient decreased from +200% to +100%
Pictogram minus.png Removed: ÜberCharge increases healing by +200% on wearer
Pictogram minus.png Removed: ÜberCharge grants immunity to movement-impairing effects
Pictogram minus.png Removed: Mirror blast jumps and shield charges of patients
Pictogram comment.png Info: ÜberCharge would still heal the wearer, but at the standard heal rate of this weapon instead of being amplified
Pictogram plus.png +40% heal rate

Pictogram plus.png +25% ÜberCharge rate

Pictogram plus.png +25% longer ÜberCharge duration

Pictogram minus.png -50% max overheal

ÜberCharge increases healing by +100% on the patient and also heals the wearer
Vaccinator
Vaccinator
<Work in Progress> <Work in Progress>
Übersaw
Ubersaw
Pictogram plus.png Removed: -20% slower firing speed
Pictogram minus.png Added: -15% Übercharge rate on secondary weapon
Pictogram minus.png Added: -15% damage penalty
Pictogram plus.png On Hit: 25% ÜberCharge added

Pictogram minus.png -15% Übercharge rate on secondary weapon

Pictogram minus.png -15% damage penalty

Vita-Saw
Vita-Saw
<Work in Progress> <Work in Progress>
Amputator
Amputator
<Work in Progress> <Work in Progress>
Solemn Vow
Solemn Vow
<Work in Progress> <Work in Progress>

Sniper

Sniper - Class Changes
  • Pictogram plus.png Changed: Base Sniper Rifle charge damage multiplier increased from 3x to 5x
  • Pictogram plus.png Changed: Move speed while zoomed in is increased from 27% to 37%
  • Pictogram plus.png Changed: Zoom in charge delay decreased from 1.3 to 1 seconds
  • Pictogram plus.png Changed: Zoom in headshot delay decreased from 0.2 to 0.12 seconds
  • Pictogram plus.png Changed: Max charge time decreased from 3.3 to 3 seconds
  • Pictogram plus.png Changed: Scoped headshots will now always kill other Snipers without fail
  • Pictogram plus.png Changed: Base SMG damage increased from 8 to 10
  • Pictogram plus.png Changed: Base SMG firing speed increased from 0.105 to 0.1 seconds
  • Pictogram plus.png Changed: Base melee damage increased from 65 to 75
  • Pictogram minus.png Added: All shots now leave a visible air distortion trail behind them
  • Pictogram minus.png Changed: Base Sniper Rifle damage decreased from 50 to 30
  • Pictogram minus.png Changed: Base Sniper Rifle reserve ammo decreased from 25 to 16
  • Pictogram minus.png Changed: Zoom in delay increased from 0.15 to 0.25 seconds
Weapon Changes New statistics Explanation
Huntsman
Huntsman
Pictogram plus.png Added: This weapon will reload automatically when not active
Pictogram plus.png Changed: Projectile speed increased from 1812-2600 to 2084-2990 HU based on charge
Pictogram plus.png Changed: Max primary ammo increased from 12 to 15
This weapon will reload automatically when not active
Sydney Sleeper
Sydney Sleeper
<Work in Progress> <Work in Progress>
Bazaar Bargain
Bazaar Bargain
<Work in Progress> <Work in Progress>
Hitman's Heatmaker
Hitman's Heatmaker
<Work in Progress> <Work in Progress>
Jarate
Jarate
Pictogram plus.png Added: Gain Jarate on kills and assists towards targets not covered in Jarate
Pictogram plus.png Changed: Cooldown reduction from extinguishing teammates increased from -20% to -25%
Pictogram minus.png Added: Jarate meter starts empty
Pictogram minus.png Added: Spawning and resupply do not affect the Jarate meter
Pictogram minus.png Changed: Base cooldown decreased from 20 to 40 seconds
Pictogram comment.png Info: Kills recharge 50% of the Jarate meter, while assists recharge 25%
Pictogram plus.png Gain Jarate on kills and assists towards targets not covered in Jarate

Pictogram plus.png Extinguishing teammates reduces cooldown by -25%

Pictogram minus.png Jarate meter starts empty

Pictogram minus.png Spawning and resupply do not affect the Jarate meter

Coated enemies take mini-crits. Can be used to extinguish fires.
Razorback
Razorback
<Work in Progress> <Work in Progress>
Darwin's Danger Shield
Darwin's Danger Shield
<Work in Progress> <Work in Progress>
Cleaner's Carbine
Cleaner's Carbine
<Work in Progress> <Work in Progress>
Tribalman's Shiv
Tribalman's Shiv
<Work in Progress> <Work in Progress>
Bushwacka
Bushwacka
<Work in Progress> <Work in Progress>
Shahanshah
Shahanshah
<Work in Progress> <Work in Progress>

Spy

Spy - Class Changes
  • Pictogram plus.png Added: Spy Sprint ability
  • Pictogram plus.png Added: Backstabs suppress enemy killfeed entries
  • Pictogram plus.png Changed: Base health increased from 125 to 150
  • Pictogram plus.png Changed: Base melee damage increased from 40 to 45
  • Pictogram minus.png Changed: Backstab radius decreased from 180 to 160 degrees
  • Pictogram comment.png Info: Spy Sprint allows the wearer to run at normal speed without penalties if they are disguised as a slower class
  • Pictogram comment.png Info: Press your Shift key to activate Spy Sprint by default
Weapon Changes New statistics Explanation
Enforcer
Enforcer
<Work in Progress> <Work in Progress>
Diamondback
Diamondback
<Work in Progress> <Work in Progress>
Your Eternal Reward
Your Eternal Reward
Pictogram plus.png Added: While disguised, gain additional bonuses depending on the class of the victim
Pictogram plus.png Removed: +33% cloak drain rate
Pictogram plus.png Removed: Normal disguises require (and consume) a full cloak meter
Pictogram minus.png Added: Wearer cannot disguise
Pictogram comment.png Info: When disguised as a Scout, the wearer moves +25% faster
Pictogram comment.png Info: When disguised as a Soldier, the wearer gains +35% bullet damage resistance
Pictogram comment.png Info: When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer
Pictogram comment.png Info: When disguised as a Demoman, the wearer gains +25% explosive damage resistance
Pictogram comment.png Info: When disguised as a Heavy, the wearer gains +50 max health
Pictogram comment.png Info: When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers
Pictogram comment.png Info: When disguised as a Medic, the wearer gains +3 health regenerated per second
Pictogram comment.png Info: When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn
Pictogram comment.png Info: When disguised as a Spy, the wearer gains +50% cloak regen rate
Pictogram plus.png Upon a successful backstab against a human target, you rapidly disguise as your victim

Pictogram plus.png Silent Killer: No attack noise from backstabs

Pictogram plus.png Gain a unique passive bonus based on your disguise

Pictogram minus.png Cannot use the Disguise Kit

Conniver's Kunai
Conniver's Kunai
<Work in Progress> <Work in Progress>
Big Earner
Big Earner
<Work in Progress> <Work in Progress>
Spy-cicle
Spy-cicle
<Work in Progress> <Work in Progress>
Dead Ringer
Dead Ringer
<Work in Progress> <Work in Progress>
Red-Tape Recorder
Red-Tape Recorder
Pictogram plus.png Changed: Downgrade time decreased from 3.4 to 2.8 seconds
Pictogram plus.png Changed: Level 1 Sentry destruction time decreased from 10.7 to 9 seconds
Pictogram plus.png Changed: Level 1 Dispenser and Teleporter destruction time decreased from 21 to 9 seconds
Pictogram plus.png Changed: Mini sentry destruction time decreased from 10.5 to 8 seconds
Pictogram plus.png Reverses enemy building construction

Pictogram minus.png -100% sapper damage penalty

Overhauled Weapons

Heavy

Weapon Replaced by.. New statistics Explanation
Natascha
Natascha
<Work in Progress> <Work in Progress> <Work in Progress>

Custom Weapons

Soldier Custom Weapons

Weapon Source Link Statistics
Freedom Staff
Freedom Staff
Wiki Link
Pictogram info.png No longer a multi-class weapon
Pictogram plus.png -50% damage from rocket jumps

Pictogram plus.png Kills while blast jumping instantly refill primary and secondary weapons

Pictogram minus.png This weapon is automatically deployed when rocket jumping and cannot be holstered until jump is complete


Because there's nothing more freeing than soaring through the air like an eagle, while grasping an eagle, to club some poor sod senseless with.

Removed Weapons

Overall Explanation

TF2 has historically had a problem with bloat: a 'quantity over quality's approach to weapon design that's resulted in weapons with poorly thought-out concepts (such as the Razorback, Dead Ringer or the Gas Passer), weapons with barebones "+stat, -stat" blocks that still haven't really broken out of that shell (largely Uber Update weapons like the Liberty Launcher and the Tomislav), or questionable promo ions with weapon models that just don't fit in with the rest of TF2. It's resulted in the game being less accessible / more confusing, weapons standing out far less amongst each other, and the game's overall aesthetic being chipped away at.

While many of these weapons have something to latch onto for a rebalance or even an overhaul, others just don't have enough wiggle room to be reinvented; how are you supposed to rebalance all 9 different Pyro melees in a way that both works well mechanically and fits the weapon model in question when Pyro barely uses his melee to begin with?


Weapon Explanation
Back Scatter
Back Scatter
The Back Scatter's stats just don't work well at all in their current state, hyperfixating on a style of flanking that the stock Scattergun is already pretty good at and making everything else a Scout can do feel worse. And the model just doesn't look very good; the drums are overly bulky and poorly textured, and without those the model is just a discount Baby-Face's Blaster.

Even if the upside had some potential to it, the concept would be much better executed on a model that takes advantage of some of Scout's relationship with Spy for some "like father, like son" flavor; perhaps a lever-action shotgun with the texture of Spy's Ambassador, or a revolver shotgun akin to the Judge Shotgun of Payday 2? For now, though, I don't see a way of making the upside work.

Sun-on-a-Stick
Sun-on-a-Stick
Fan O'War
Fan O'War


Mann vs Machine

Multi-Class Upgrades

Multi Class - Upgrade Changes
  • Pictogram minus.png Changed: Credits can no longer be fully refunded each wave; instead, up to 400 credits can be reallocated after a successful wave, with this number going up by 200 each time a wave is failed
  • Pictogram plus.png Changed: Health Regen cost reduced from 200 credits to 125 credits
  • Pictogram comment.png Changed: Bullet and Blast Resistance resistance reduced from 30% per tick to 15% per tick, but can be upgraded up to 5 times and costs 200 credits per tick rather than 300 credits


Scout Upgrades

Scout - Upgrade Changes
  • Pictogram minus.png Removed: +25 Health on Kill for all Scatterguns (250 credits, up to 4 ticks)
Weapon Upgrade changes New upgrades Explanation
Force-A-Nature
Force-A-Nature
Pictogram plus.png Added: Knockback Specialist (250 credits, 1 tick): Knockback is applied through Alt-Fire rather than through primary fire, with +33% more knockback force.
Pictogram plus.png Added: Crits vs Launched Targets (300 credits, 1 tick): Critically hits against any robots launched in the air by you or your teammates.
Pistol
Pistol
Pictogram plus.png Added: +25% damage bonus (150 credits, up to 4 ticks)
Pictogram plus.png Added: Weapons Auto-Reload (150 credits, 1 tick): Your primary and secondary automatically reload even when not active
Pictogram minus.png Removed: Projectile Penetration (200 credits, 1 tick)
Secondary weapons in MvM end up suffering from their primaries just being better to use: if you run out of ammo, it's much faster to just reload and keep pumping damage than to switch to your sidearm and delay the problem, and simply adding more damage upgrades on their own won't solve this. Instead, I opted to provide an alternate playstyle/upgrade path around weaving between your Scattergun and Pistol in a way that could prove to be overall cheaper than spamming reload speed, clip size and ammo capacity upgrades.
Bonk! Atomic Punch
Bonk! Atomic Punch
Pictogram plus.png Changed: +15% recharge rate upgrade cost reduced from 250 credits to 150 credits
Pictogram plus.png Added: Atomic Power (400 credits, 1 tick): Able to attack and switch weapons while effects are active (though this would still be from the thirdperson camera that Bonk! puts you into)

Soldier Upgrades

Weapon Upgrade changes New upgrades Explanation
Shotgun
Shotgun
Pictogram plus.png Added: +25% damage bonus (200 credits, up to 4 ticks)
Pictogram plus.png Added: Weapons Auto-Reload (150 credits, 1 tick): Your primary and secondary automatically reload even when not active
Pictogram minus.png Removed: Projectile Penetration (200 credits, 1 tick)
Secondary weapons in MvM end up suffering from their primaries just being better to use: if you run out of ammo, it's much faster to just reload and keep pumping damage than to switch to your sidearm and delay the problem, and simply adding more damage upgrades on their own won't solve this. Instead, I opted to provide an alternate playstyle/upgrade path around weaving between your Rocket Launcher and Pistol in a way that could prove to be overall cheaper than spamming reload speed, clip size and ammo capacity upgrades.


Engineer Upgrades

Engineer - Upgrade Changes
  • Pictogram minus.png Removed: Metal Regen upgrade
Weapon Upgrade changes New upgrades Explanation
Pistol
Pistol
Pictogram plus.png Added: +25% damage bonus (150 credits, up to 4 ticks)
Pictogram plus.png Added: Weapons Reload While Not Active (200 credits, 1 tick): Your primary and secondary automatically reload even while not active (This is to encourage
Pictogram plus.png Added: Weapons Reload While Not Active (200 credits, 1 tick): Your primary and secondary automatically reload even when not active
Pictogram plus.png Added: +5 Metal On Hit (150 credits per tick, up to 4 ticks)
Pictogram minus.png Removed: Projectile Penetration (200 credits, 1 tick)
Similar to the Scout, the Pistol on Engineer is not only overshadowed by his Shotguns, but also by the massive utility that the Short Circuit and even a nerfed Wrangler provide.
Gunslinger
Gunslinger
Pictogram plus.png Base Weapon Change: The +1 Disposable Sentry Gun upgrade has 2 additional ticks (up to 3 total ticks) and a reduced cost of 200 credits while this weapon is active
Pictogram plus.png Base Weapon Change: Disposable Mini Sentries can have their ammo refilled while this weapon is active in addition to their metal cost being lowered
RED Level 3 Sentry Gun.png

Sentry Gun

Pictogram plus.png Changed: +1 Disposable Sentry Gun cost reduced from 500 credits to 400 credits
Pictogram plus.png Changed: Disposable Mini-Sentry fires as fast as the Mini-Sentry rather than as fast as a Level 1 Sentry (about a 25% DPS upgrade)
Pictogram plus.png Changed: Disposable Mini-Sentry is also affected by Building Health and Sentry Firing Speed upgrades