Difference between revisions of "User:TarlukLegion/Tarluk's TF2 Weapon Overhaul Collection"
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| {{Table icon|Panic Attack}} | | {{Table icon|Panic Attack}} | ||
− | | {{c|+| | + | | {{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| | + | | {{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% | + | | 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|Force-A-Nature}} | | {{Table icon|Force-A-Nature}} | ||
− | | {{c|+|Changed:}} Reload time reduced from 1.43 seconds to 1.25 seconds (equivalent to | + | | {{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> |
− | | <br>{{buff| | + | | <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| | + | | {{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|+|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> |
− | | < | + | | <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 | + | | {{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| | + | | {{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> |
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
{| 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 | ||
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− | |||
− | |||
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− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
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! class="header" width="15%" | Explanation | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
− | | {{Table icon| | + | | {{Table icon|Pistol}} |
− | | < | + | | {{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|=|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> |
|- | |- | ||
| {{Table icon|Bonk! Atomic Punch}} | | {{Table icon|Bonk! Atomic Punch}} | ||
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| {{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> | + | | 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}} | ||
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| {{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% longer debuff duration 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...}} | ||
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|- | |- | ||
| {{Table icon|Wrap Assassin}} | | {{Table icon|Wrap Assassin}} | ||
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| {{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 | + | | 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:}} + | + | | {{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> |
− | | {{ | + | | 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}} | ||
− | | | + | | <Work in Progress> |
− | + | | <Work in Progress> | |
− | | | ||
− | |||
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|- | |- | ||
| {{Table icon|Family Business}} | | {{Table icon|Family Business}} | ||
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{| 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 | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
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| [[File:RED_Level_3_Sentry_Gun.png|50px]] | | [[File:RED_Level_3_Sentry_Gun.png|50px]] | ||
Sentry Gun | Sentry Gun | ||
+ | | <Work in Progress> | ||
+ | | <Work in Progress> | ||
+ | |- | ||
+ | | [[File:RED_Level_3_Dispenser.png|50px]] | ||
+ | Dispenser | ||
| <Work in Progress> | | <Work in Progress> | ||
| <Work in Progress> | | <Work in Progress> | ||
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| {{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|}}<br>{{nerf|Cannot use the Disguise Kit}}<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}} | ||
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|- | |- | ||
| {{Table icon|Spy-cicle}} | | {{Table icon|Spy-cicle}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Dead Ringer}} | | {{Table icon|Dead Ringer}} | ||
Line 881: | Line 863: | ||
|} | |} | ||
− | == Pyro | + | == 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=" | + | ! class="header" width="20%" | Weapon |
− | ! class="header" width=" | + | ! class="header" width="25%" | Upgrade changes |
− | ! class="header" width="25%" | | + | ! 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| | + | | {{Table icon|Bonk! Atomic Punch}} |
− | + | | {{c|+|Changed:}} +15% recharge rate upgrade cost reduced from 250 credits to 150 credits<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> |
|} | |} | ||
− | == | + | == 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=" | + | ! class="header" width="20%" | Weapon |
− | ! class="header" width=" | + | ! class="header" width="25%" | Upgrade changes |
− | ! class="header" width="25%" | | + | ! 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. | ||
|- | |- | ||
− | |||
− | |||
− | |||
|} | |} | ||
− | == | + | |
+ | == 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=" | + | ! class="header" width="20%" | Weapon |
− | ! class="header" width=" | + | ! class="header" width="25%" | Upgrade changes |
− | ! class="header" width="25%" | | + | ! 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 | ||
+ | | | ||
|- | |- | ||
− | + | | [[File:RED_Level_3_Sentry_Gun.png|50px]] | |
− | + | Sentry Gun | |
− | | {{ | + | | {{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
This user page is allowed to be edited by the following user(s): |
Rebalance
Overall Changes |
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|
Multi-Class
Multi Class - Class Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Shotgun |
Info: Added a basic description |
Fires a close-range blast of 10 bullets. | |
Panic Attack |
Changed: Attack interval changed from 0.625 seconds to 0.5 seconds Removed: -20% damage penalty Added: Cannot stop firing until clip is empty Added: -34% clip size Changed: Reduced deploy speed bonus from 50% to 30% Removed: +50% bullets per shot Added: Now reloads the entire clip at once (within 1.25 seconds) Changed: Now fires a wide 5x2 rectangular pattern Info: After you start firing, you cannot switch weapons until the clip is empty |
25% faster attack speed 30% faster deploy speed Cannot stop firing until clip is empty 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 |
Removed: Can no longer be equipped by the Demoman Added: -50% less damage fall off on primary weapon Changed: Parachutes can be redeployed again in mid air when the meter is full Added: -50% less damage fall off from all damage sources Changed: Parachutes now have a 3.5 second cooldown between deployments Added: The wearer stops descending if they are affected by afterburn while the parachute is deployed 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: -65% slower falling speed -50% reduced damage falloff on primary -50% reduced damage falloff for incoming damage -50% reduced air control Afterburn creates an updraft that completely stops you from falling | |
Pain Train |
<Work in Progress> | <Work in Progress> | |
Half-Zatoichi |
<Work in Progress> | <Work in Progress> |
Scout
Scout - Scattergun Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Scattergun |
Info: Added a basic description |
Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range. | |
Force-A-Nature |
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 Added: Hits that deal at least 30 damage grant a temporary 20% accuracy bonus that lasts for 1 second Changed: Reload time reduced from 1.43 seconds to 1.25 seconds (equivalent to 15% faster reload speed) Removed: -10% damage penalty Removed: +20% bullets per shot Removed: Knockback no longer reduces the target's air control |
100% faster firing speed Applies knockback to both the target and shooter 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 |
Changed: Reload time reduced from 1.5 seconds to 1.25 seconds Removed: Increase in push force taken from damage and airblast Removed: Alt-Fire to reach and shove someone! |
66% faster firing speed +40% more accurate +100% damage bonus -60% bullets per shot -33% maximum damage ramp-up This weapon holds a 4-shot clip and reloads the entire clip at once. | |
Soda Popper |
Added: Hits that deal at least 30 damage refresh your double jump Changed: Reload time increased from 1.13 seconds to 1.25 seconds (equivalent to 12.5% faster reload speed Changed: Attack interval increased from 0.3125 seconds to 0.4125 seconds (fires 50% faster than stock rather than 100% faster) Removed: On Hit: Builds Hype |
50% faster firing speed 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 |
Added: Allows the Scout to bunnyhop Added: +50% fall damage resistance on wearer Added: Cannot double jump Changed: Move speed decreased from -10% to -15% Removed: On Hit: Builds Boost Info: Holding the jump key automatically bunnyhops, similar to bunnyhopping in Open Fortress Info: Momentum from bunnyhopping is capped at 16 HU/s, or 170% move speed |
Hold 'JUMP' to bunnyhop at up to 40% faster movement speed +50% fall damage resistance on wearer -34% clip size -10% slower move speed on wearer Cannot double jump |
Scout - Pistol Changes |
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Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Pistol |
Changed: Bullet spread reduced from 0.04 to 0.025 (37.5% more accurate) Changed: Reserve ammo increased from 36 to 48 Changed: Attack interval raised from 0.15 seconds to 0.165 seconds (from 6.66 shots per second to 6 shots per second) Changed: Reload time increased from 1.1 seconds to 1.25 seconds |
<Work in Progress> | |
Pretty Boy's Pocket Pistol |
Info: Fire rate and bullet spread remain at their current values of 0.135 seconds and 0.04 respectively |
+25% faster firing speed | |
Bonk! Atomic Punch |
<Work in Progress> | <Work in Progress> | |
Crit-a-Cola |
<Work in Progress> | <Work in Progress> | |
Mad Milk |
Changed: Increased the meter recharge from extinguishing teammates from 20% to 50% Changed: Jar meter builds with kills and assists achieved against non-milked targets (50% for kills and 25% for assists) instead of over time Changed: Milk meter starts empty and cannot be refilled with Resupply Changed: Healing reduced from 60% to 50% 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 |
<Work in Progress> | <Work in Progress> |
Scout - Bat Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Bat |
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 |
Changed: Base projectile damage increased from 15 to 30 Changed: Health decreased from -15 to -25 Changed: Projectile no longer ramps up on long distance hits Changed: Alt-Fire now inflicts a 20% damage vulnerability instead of slowing the target Changed: Debuff duration is rescaled from 1-7 seconds depending on distance to a fixed 4 seconds |
Alt-Fire: Launches a ball that causes the target to take 20% more damage for 4 seconds -25 max health on wearer | |
Atomizer |
Changed: Triple jumps are now passive instead of only while active Removed: -15% damage vs players Removed: This weapon deploys 50% slower Added: Air jumps costs 10 health Added: -30% slower firing speed |
+1 air jump on wearer Melee attacks mini-crit while airborne Air jumps each cost 10 health -30% slower firing speed | |
Boston Basher |
<Work in Progress> | <Work in Progress> | |
Candy Cane |
Removed: 25% explosive damage vulnerability on wearer Added: 100% longer debuff duration on wearer Added: Jingle all the way... Info: In other words, moving causes the wearer to make an audible jingle noise |
On Kill: A small health pack is dropped 100% longer debuff duration on wearer Jingle all the way... | |
Wrap Assassin |
<Work in Progress> | <Work in Progress> |
Soldier
Soldier - Melee Changes | |
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|
Weapon | Changes | New statistics | Explanation |
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Direct Hit |
Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback |
+25% damage bonus +80% projectile speed Mini-crits targets launched airborne by the wearer and their teammates -70% explosion radius | |
Liberty Launcher |
Added: +25% knockback and self-damage force Info: The extra knockback is higher than listed in order to overcome the lower knockback from the damage penalty Added: +30% faster deploy and holster time Changed:Rocket jump resistance raised from +25% to +30% Changed: Damage penalty reduced from -25% to -20% {c|-|Removed:}} +25% clip size |
+25% blast force +40% projectile speed 30% faster deploy and holster speed -30% blast damage from rocket jumps -20% damage penalty | |
Cow Mangler 5000 |
Added: On Hit: Target is engulfed in flames for 4 seconds Info: This also applies to rocket jumps Added: On Direct Hit: buildings are disabled for 2 seconds Added: 15% faster reload time Removed: Minicrits whenever it would normally crit Added: 0.5 sec delay before the rocket starts firing Info: Holding down the Fire key after the first shot will bypass the delay for subsequent shots Removed: Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec |
Does not require ammo On Hit: Target is engulfed in flames for 4 seconds On Direct Hit: Buildings are disabled for 2 seconds +15% faster reload time Must briefly charge for 0.5 seconds before firing starts Deals only 20% damage to buildings | |
Beggar's Bazooka |
Changed: (Hidden) Reload time increased from -30% to -10% Removed: No ammo from dispensers when active Changed: Cannot reload until this weapon finishes firing 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. -20% explosion radius 10% slower reload time +3 degrees random projectile deviation | |
Air Strike |
Added: +25% clip size Removed: -20% explosion radius while blast jumping Changed: Firing speed bonus while blast jumping decreased from +65% to +60% Changed: Explosion radius decreased from -10% to -15% Removed: Clip size increased on kill |
+25% clip size +60% faster firing speed while blast jumping -15% blast damage from rocket jumps -15% damage penalty -15% explosion radius | |
Reserve Shooter |
Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback Changed: -15% damage penalty on hits that don't crit or mini-crit Changed: No longer equippable by the Pyro |
Mini-crits targets launched airborne by you or your teammates -25% damage penalty on non-critical hits -33% clip size | |
Buff Banner |
Added: 15% faster reload time on wearer |
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 |
Reworked: The defensive buff now multiplies the health of all affected targets by 50% rather than granting a 35% global damage resistance Changed: Sentry damage resistance reduced rom 50% to 30% Changed: Mini-crits are no longer nullified Changed: Full crits are instead converted into mini-crits rather than being entirely nullified |
+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 |
Changed: Speed boost reduced from 26-40% depending on the class to 30% regardless of the affected class Changed: Maximum health regeneration reduced from 4 health per second to 3 health per second Changed: Damage needed to charge increased from 480 to 500 |
Up to +3 health regenerated per second on wearer +20% faster charge rate Provides group speed buff With damage done giving health. Gain rage with damage. | |
Mantreads |
Added: +15% faster move speed on wearer Added: Press Jump while airborne for at least 1 second to calcel all momentum and fall at terminal velocity. Changed: Push force resistance now applies to all sources besides damage and airblasts |
+15% faster move speed on wearer +75% knockback resistance on wearer 200% increased air control when blast jumping 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 |
<Work in Progress> | <Work in Progress> |
Soldier - Melee Changes | |
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|
Weapon | Changes | New statistics | Explanation |
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Shovel |
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 |
Added: Airborne crit kills now show a MARKET GARDEN!!! in the killfeed Removed: 20% slower swing speed 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 |
<Work in Progress> | <Work in Progress> | |
Escape Plan |
Added: This weapon deploys up to 50% faster as the user becomes injured Added:This weapon holsters 50% slower Added:Minicrits whenever it would normally crit Changed: Maximum movement speed decreased from -60% to -50% Info: This only affects the speed increase when at 40 health or less Changed: Healing from Medics reduced from -90% to -100% |
When weapon is active: Move speed increases by up to 50% as the user becomes injured This weapon deploys up to 40% faster as the user becomes injured You are marked for death while active, and for a short period after switching weapons This weapon holsters 50% slower No healing from Medics while active Mini-crits whenever it would normally crit | |
Disciplinary Action |
Changed: Damage penalty reduced from -25% to -20% Added: 50% slower deploy and holster time, similar to swords Added: -20 max health penalty Added: Minicrits whenever it would normally crit Changed: Range bonus reduced from +70% to +50% 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 On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds -20 max health on wearer -20% damage penalty Mini-crits whenever it would normally crit |
Pyro
Pyro - Afterburn & Flame Thrower Changes | |
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|
Weapon | Changes | New statistics | Explanation |
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Flame Thrower |
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 |
<Work in Progress> | <Work in Progress> | |
Degreaser |
<Work in Progress> | <Work in Progress> | |
Phlogistinator |
Info: Unlike other Flamethrowers, this does not inherit the afterburn duration ramp-up system. Removed: All current stats and properties Changed: Fires a straight beam of yellow lightning instead of flame particles that has +50% longer range, but 0 width 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. 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) 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. Removed: Damage falloff based off of distance Changed: Initial damage lowered from 6.5 per tick to 4.5 per tick Info: This causes the initial DPS to lower from 86.7 to 60, and displays as a -30% damage penalty Changed: Initial minimum and maximum afterburn duration lowered to 0 seconds 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) |
Does not require ammo Power Meter: Meter depletes when fired. If meter fully empties, it will be fully unusable for 4 seconds -30% damage penalty 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 |
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. Added: +100% bonus damage from afterburn duration Changed: Base damage increased from 75 to 90 Changed: Maximum afterburn duration increased from 3 seconds to 5 seconds Changed: Afterburn applied to Pyros increased from 1 second to 3 seconds (but afterburn will naturally dissipate after 1 second of being applied Removed: -66% damage on non-burning targets Changed: Re-pressurization rate for firing and airblast reduced from 0.8s/1.6s to 0.75 seconds Added: Reflected projectiles do not mini-crit Removed: +50% re-pressurization rate on hit 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 |
+100% bonus damage from afterburn duration 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 | |
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Weapon | Changes | New statistics | Explanation |
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Flare Gun |
Info: Added a basic description |
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 |
<Work in Progress> | <Work in Progress> | |
Scorch Shot |
<Work in Progress> | <Work in Progress> | |
Manmelter |
<Work in Progress> | <Work in Progress> | |
Gas Passer |
<Work in Progress> | <Work in Progress> |
Pyro - Fire Axe Changes | |
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|
Weapon | Changes | New statistics | Explanation |
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Axtinguisher |
Changed: No longer "mini-crits" against burning players as the base damage is already 85 Changed: Bonus damage from afterburn is doubled as compensation for the overall lower afterburn duration Removed: Damage penalty against non-burning players increased from -33% to -40% Changed: Holster speed penalty increased from 35% slower to 50% slower Removed: Killing blows on burning players grant a speed boost |
Melee damage increases up to 100% based on remaining afterburn duration -40% damage penalty 50% slower holster speed No speed boost on kills | |
Homewrecker |
<Work in Progress> | <Work in Progress> | |
Powerjack |
Added: Gain a 3 second speed boost on kill Changed: Health restored on kill increased from +25 to +75 Removed: 20% damage vulnerability while active Added: -25% damage penalty Removed: +15% faster move speed while active |
Gain a speed boost on kill +75 health restored on kill -25% damage penalty | |
Back Scratcher |
<Work in Progress> | <Work in Progress> | |
Sharpened Volcano Fragment |
Added: On Hit: target receives 20% fire damage vulnerability Added: On Hit: all fire damage pierces damage resistance effects and bonuses Changed: Damage decreased from -20% to -50% Changed: Afterburn duration on hit decreased from 7.5 to 5 seconds Info: The fire damage vulnerability and damage resistance piercing debuff lasts as long as the afterburn on this weapon Info: All debuffs immediately end if afterburn from this weapon ends |
On Hit: target is engulfed in flames On Hit: target receives 20% fire damage vulnerability On Hit: all fire damage pierces damage resistance effects and bonuses -50% damage penalty | |
Third Degree |
Added: On Hit: Increase Degree by +1 (up to 3) Added: Hits vs wet players mini-crit and increases Degree by +2 Added: Alt-Fire when at the Third Degree to gain guaranteed mini-crits for 10 seconds; uses entire Degree meter when used Added: +30% faster firing speed Added: -35% damage penalty Added: Consumes 20% max primary ammo per swing Removed: All players connected via Medigun beams are hit Info: If the Phlogistinator is equipped, Power meter is consumed per swing instead of primary ammo |
On Hit: Increase Degree by +1 Hits vs wet players mini-crit and increase Degree by +3 instead Alt-Fire on Third Degree: Gain mini-crits on all weapons for 10 seconds +30% faster firing speed -35% damage penalty Consumes 20% max primary ammo or Power per swing | |
Hot Hand |
<Work in Progress> | <Work in Progress> |
Demoman
Demoman - Class Changes | |
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Weapon | Changes | New statistics | Explanation |
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Loch-n-Load |
Changed: Damage bonus now affects all enemies Changed: Launched bombs now explode on surfaces Added: -50% self damage force Changed: Damage decreased from +20% to +15% Changed: Clip size decreased from -25% to -50% Changed: Explosion radius decreased from -25% to -50% |
+15% damage bonus +25% projectile speed Launched bombs explode on surfaces -50% clip size -50% explosion radius -50% self damage force | |
Ali Baba's Wee Booties |
Added: -30% blast damage from blast jumps Changed: Charge refill on melee kills increased from +25% to +100% Removed: +200% increase in turning control while charging Removed: +10% faster move speed on wearer (shield required) |
+25 max health on wearer -30% blast damage from blast jumps Melee kills refill 100% of your charge meter. | |
Chargin' Targe |
Added: +200% increase in turning control while charging Changed: Explosive damage resistance increased from +30% to +40% Changed: Fire damage resistance decreased from +50% to +40% |
+40% fire damage resistance on wearer +40% explosive damage resistance on wearer +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 |
<Work in Progress> | <Work in Progress> | |
Tide Turner |
<Work in Progress> | <Work in Progress> | |
Eyelander |
Added: Switching weapons through the resupply cabinet will instantly remove all collected heads |
No random critical hits -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 |
Added: Gain Caber on kills and assists Added: On full Caber, the warhead is restored Changed: Deploy speed increased from -100% to -50% Removed: Explosion no longer has splash damage fall off Changed: Explosion damage decreased from 75 to 70 Removed: Explosion no longer has damage ramp up Info: Any kills recharge 50% of the Caber meter, while assists recharge 25% |
Gain Caber on kills and assists On full Caber, the warhead is restored -20% slower firing speed This weapon deploys 50% slower No random critical hits The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... | |
Claidheamh Mòr |
Added: Gain a speed boost upon charge ending for 3 seconds Changed: Charge duration is now passive instead of only when active Removed: 15% damage vulnerability while active Added: -15 max health on wearer Removed: Melee kills refill 25% of your charge meter |
0.5 sec increase in charge duration Gain a speed boost upon charge ending No random critical hits -15 max health on wearer This weapon has a large melee range and deploys and holsters slower | |
Persian Persuader |
Added: On Kill: Instantly reloads your primary weapon's clip Added: On Kill: Instantly reloads your secondary weapon's clip Changed: Max primary ammo increased from -80% to -66% Changed: Max secondary ammo increased from -80% to -66% Removed: Melee hits refill 20% of your charge meter. |
Ammo boxes collected give Charge On Kill: Instantly reloads your primary weapon's clip -66% max primary ammo on wearer -66% max secondary ammo on wearer No random critical hits This weapon has a large melee range and deploys and holsters slower |
Heavy
Heavy - Class Changes | |
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|
Heavy - Minigun Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Brass Beast |
Added: +20% more accurate Changed: Damage resistance no longer has a health requirement to be activated |
+20% damage bonus +20% more accurate -20% damage resistance when spun up -50% slower spin up time -60% slower move speed while deployed | |
Tomislav |
<Work in Progress> | <Work in Progress> | |
Huo-Long Heater |
<Work in Progress> | <Work in Progress> |
Heavy - Secondary Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Sandvich |
* 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 |
Added: Consumption time reduced from 4 seconds to 2 seconds (the voice line would only play the "nom nom nom" part) Changed: Health gain increased from 100 to 120 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 |
Added: Leftover healing is now converted into overhealth 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. Changed: Health gain reduced from 200 to 150 Removed: 66% faster recharge rate 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 |
<Work in Progress> | <Work in Progress> | |
Family Business |
Changed: Firing speed increased from +15% to +20% Changed: Damage decreased from -15% to -20% |
+33% clip size +20% faster firing speed -20% damage penalty |
Heavy - Fist Weapon Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Killing Gloves of Boxing |
<Work in Progress> | <Work in Progress> | |
Gloves of Running Urgently |
<Work in Progress> | <Work in Progress> | |
Warrior's Spirit |
Removed: 30% damage vulnerability while active Added: Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. Changed: Damage decreased from +30% to +25% |
+25% damage bonus +50 health restored on kill Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. | |
Fists of Steel |
Removed: -40% maximum overheal on wearer Changed: Damage taken from ranged sources increased from -40% to -35% Changed: Health from healers decreased from -40% to -75% |
When weapon is active: -35% damage from ranged sources on wearer +100% damage from melee sources on wearer This weapon holsters 100% slower -75% health from healers on wearer | |
Eviction Notice |
<Work in Progress> | <Work in Progress> | |
Holiday Punch |
Added: 100% mini-crits on successive hits Added: Mini-crits can now also force victims to laugh Added: Minicrits whenever it would normally crit Added: -50% damage penalty Changed: Hitting a target from the back now mini-crits the target instead of critting Changed: ÜberCharged players can no longer be forced to laugh |
100% mini-crits on successive hits Mini-crits forces victim to laugh Always mini-crit from behind On Hit: Force enemies to laugh who are also wearing this item Minicrits whenever it would normally crit Critical hits do no damage -50% damage penalty |
Engineer
Engineer - Class Changes |
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Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Widowmaker |
Removed: +10% increased damage to your sentry's target |
On hit: Damage dealt is returned as ammo No reload necessary Per shot: -30 ammo Uses metal for ammo | |
Pomson 6000 |
<Work in Progress> | <Work in Progress> | |
Pistol |
Changed: Base pistol accuracy increased from 48:1 to 57.6:1 Changed: Base pistol reload time increased from 1 to 1.25 seconds Changed: Base pistol firing speed decreased from 0.15 to 0.166 seconds Changed: Base pistol ammo decreased from 200 to 96 |
No changes. | |
Wrangler |
Added: -60% self damage from the wearer's own Sentry Gun Changed: Sentry disable duration upon being unwrangled decreased from 3 to 2.5 seconds Changed: Wrangler shield repair reduction decreased from 66% to 33% Changed: Wrangler shield damage reduction decreased from 66% to 20% Changed: Sentry rockets no longer have aim assist |
-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 |
<Work in Progress> | <Work in Progress> | |
Sentry Gun |
<Work in Progress> | <Work in Progress> | |
50px
Dispenser |
<Work in Progress> | <Work in Progress> | |
Combat Mini-Sentry Gun |
<Work in Progress> | <Work in Progress> |
Medic
Medic - Class Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Blutsauger |
<Work in Progress> | <Work in Progress> | |
Overdose |
<Work in Progress> | <Work in Progress> | |
Crusader's Crossbow |
Added: ÜberCharge grants mini-crits, a speed boost and -35% damage resistance Added: This weapon reloads its entire clip at once Changed: Healing is now directly affected by crit heals Changed: Clip size increased from 1 to 5 Changed: Projectile speed is increased from 2400 to 3000 HU/s Changed: ÜberCharge rate is increased from 2.1-6.3% to 10% for every 100 health healed Added: -50% max overheal Changed: Healing per shot decreased from 75-150 to 30 regardless of range Changed: Projectile size is decreased by -30% Changed: Firing speed decreased from 0.24 to 0.8 seconds Removed: This weapon will reload automatically when not active Changed: ÜberCharge rate on overhealed targets is 5% for every 100 health healed Changed: This weapon is now a secondary weapon instead of a primary weapon 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 Info: No additional input is required for the patient to benefit from ÜberCharge for the full duration after it is applied 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 |
-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 |
Added: +25% longer ÜberCharge duration Changed: ÜberCharge rate increased from +10% to +25% Changed: ÜberCharge no longer drains faster if the wearer switches patients while ÜberCharging Changed: Health threshold for ÜberCharge rate to slow down is decreased from 142.5% to 120% health Changed: ÜberCharge heal rate on patient decreased from +200% to +100% Removed: ÜberCharge increases healing by +200% on wearer Removed: ÜberCharge grants immunity to movement-impairing effects Removed: Mirror blast jumps and shield charges of patients Info: ÜberCharge would still heal the wearer, but at the standard heal rate of this weapon instead of being amplified |
+40% heal rate +25% ÜberCharge rate +25% longer ÜberCharge duration -50% max overheal ÜberCharge increases healing by +100% on the patient and also heals the wearer | |
Vaccinator |
<Work in Progress> | <Work in Progress> | |
Ubersaw |
Removed: -20% slower firing speed Added: -15% Übercharge rate on secondary weapon Added: -15% damage penalty |
On Hit: 25% ÜberCharge added -15% Übercharge rate on secondary weapon -15% damage penalty | |
Vita-Saw |
<Work in Progress> | <Work in Progress> | |
Amputator |
<Work in Progress> | <Work in Progress> | |
Solemn Vow |
<Work in Progress> | <Work in Progress> |
Sniper
Sniper - Class Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Huntsman |
Added: This weapon will reload automatically when not active Changed: Projectile speed increased from 1812-2600 to 2084-2990 HU based on charge Changed: Max primary ammo increased from 12 to 15 |
This weapon will reload automatically when not active | |
Sydney Sleeper |
<Work in Progress> | <Work in Progress> | |
Bazaar Bargain |
<Work in Progress> | <Work in Progress> | |
Hitman's Heatmaker |
<Work in Progress> | <Work in Progress> | |
Jarate |
Added: Gain Jarate on kills and assists towards targets not covered in Jarate Changed: Cooldown reduction from extinguishing teammates increased from -20% to -25% Added: Jarate meter starts empty Added: Spawning and resupply do not affect the Jarate meter Changed: Base cooldown decreased from 20 to 40 seconds Info: Kills recharge 50% of the Jarate meter, while assists recharge 25% |
Gain Jarate on kills and assists towards targets not covered in Jarate Extinguishing teammates reduces cooldown by -25% Jarate meter starts empty Spawning and resupply do not affect the Jarate meter Coated enemies take mini-crits. Can be used to extinguish fires. | |
Razorback |
<Work in Progress> | <Work in Progress> | |
Darwin's Danger Shield |
<Work in Progress> | <Work in Progress> | |
Cleaner's Carbine |
<Work in Progress> | <Work in Progress> | |
Tribalman's Shiv |
<Work in Progress> | <Work in Progress> | |
Bushwacka |
<Work in Progress> | <Work in Progress> | |
Shahanshah |
<Work in Progress> | <Work in Progress> |
Spy
Spy - Class Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Enforcer |
<Work in Progress> | <Work in Progress> | |
Diamondback |
<Work in Progress> | <Work in Progress> | |
Your Eternal Reward |
Added: While disguised, gain additional bonuses depending on the class of the victim Removed: +33% cloak drain rate Removed: Normal disguises require (and consume) a full cloak meter Added: Wearer cannot disguise Info: When disguised as a Scout, the wearer moves +25% faster Info: When disguised as a Soldier, the wearer gains +35% bullet damage resistance Info: When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer Info: When disguised as a Demoman, the wearer gains +25% explosive damage resistance Info: When disguised as a Heavy, the wearer gains +50 max health Info: When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers Info: When disguised as a Medic, the wearer gains +3 health regenerated per second Info: When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn Info: When disguised as a Spy, the wearer gains +50% cloak regen rate |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs Gain a unique passive bonus based on your disguise Cannot use the Disguise Kit | |
Conniver's Kunai |
<Work in Progress> | <Work in Progress> | |
Big Earner |
<Work in Progress> | <Work in Progress> | |
Spy-cicle |
<Work in Progress> | <Work in Progress> | |
Dead Ringer |
<Work in Progress> | <Work in Progress> | |
Red-Tape Recorder |
Changed: Downgrade time decreased from 3.4 to 2.8 seconds Changed: Level 1 Sentry destruction time decreased from 10.7 to 9 seconds Changed: Level 1 Dispenser and Teleporter destruction time decreased from 21 to 9 seconds Changed: Mini sentry destruction time decreased from 10.5 to 8 seconds |
Reverses enemy building construction -100% sapper damage penalty |
Overhauled Weapons
Heavy
Weapon | Replaced by.. | New statistics | Explanation |
---|---|---|---|
Natascha |
<Work in Progress> | <Work in Progress> | <Work in Progress> |
Custom Weapons
Soldier Custom Weapons
Weapon | Source Link | Statistics |
---|---|---|
Freedom Staff |
Wiki Link |
No longer a multi-class weapon -50% damage from rocket jumps Kills while blast jumping instantly refill primary and secondary weapons 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 |
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 |
|
Fan O'War |
Mann vs Machine
Multi-Class Upgrades
Multi Class - Upgrade Changes | |
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|
Scout Upgrades
Scout - Upgrade Changes | |
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|
Weapon | Upgrade changes | New upgrades | Explanation |
---|---|---|---|
Force-A-Nature |
Added: Knockback Specialist (250 credits, 1 tick): Knockback is applied through Alt-Fire rather than through primary fire, with +33% more knockback force. Added: Crits vs Launched Targets (300 credits, 1 tick): Critically hits against any robots launched in the air by you or your teammates. | ||
Pistol |
Added: +25% damage bonus (150 credits, up to 4 ticks) Added: Weapons Auto-Reload (150 credits, 1 tick): Your primary and secondary automatically reload even when not active 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 |
Changed: +15% recharge rate upgrade cost reduced from 250 credits to 150 credits |
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 |
Added: +25% damage bonus (200 credits, up to 4 ticks) Added: Weapons Auto-Reload (150 credits, 1 tick): Your primary and secondary automatically reload even when not active 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 | |
---|---|
|
Weapon | Upgrade changes | New upgrades | Explanation |
---|---|---|---|
Pistol |
Added: +25% damage bonus (150 credits, up to 4 ticks) Added: Weapons Reload While Not Active (200 credits, 1 tick): Your primary and secondary automatically reload even while not active (This is to encourage Added: Weapons Reload While Not Active (200 credits, 1 tick): Your primary and secondary automatically reload even when not active Added: +5 Metal On Hit (150 credits per tick, up to 4 ticks) 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 |
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 Base Weapon Change: Disposable Mini Sentries can have their ammo refilled while this weapon is active in addition to their metal cost being lowered |
||
Sentry Gun |
Changed: +1 Disposable Sentry Gun cost reduced from 500 credits to 400 credits 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) Changed: Disposable Mini-Sentry is also affected by Building Health and Sentry Firing Speed upgrades |