Difference between revisions of "Gun Mettle Update"
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{{patch info|7|2|2015}} | {{patch info|7|2|2015}} | ||
− | [[File:Gun Mettle Update Pic.png|frameless|right|290px]] | + | [[File:Gun Mettle Update Pic.png|frameless|right|290px|link=http://www.teamfortress.com/gunmettle/]] |
+ | {{Quotation|'''TF2 Official Website'''|Your tireless fixer is under fire from the [[Administrator]] to keep the body count up, and she needs two things. 1) Executing black-bag kill-contracts and 2) landing the contracts by drafting and submitting detailed preliminary supplier-side bundled service proposals. Since you're a dangerous murderer who probably reads at a third grade level, we have a pretty good idea which one you can help her with.}} | ||
+ | The '''Gun Mettle Update''' was a [[Patches#Major updates|major update]] that introduced [[Decorated|weapon skins]], 4 new [[List of maps|maps]], and 3 new [[taunts]]. It also introduced the ability to pick up weapons from the ground from fallen players, as well the [[Gun Mettle Campaign]], a three-month event allowing players to complete skill-based [[Contracts|contract]] challenges to unlock one-of-a-kind weapons and exclusive weapon cases. To participate in the Gun Mettle Campaign, players had to obtain the [[Gun Mettle Campaign Pass]], which was available for purchase in the [[Mann Co. Store]]. | ||
− | + | Additional content was further added in the {{Patch name|8|27|2015}} with the introduction of the [[Mann Co. Supply Crate/Retired series#95|Gun Mettle Cosmetic Case]]. | |
− | ==Additions== | + | == Additions == |
=== Maps === | === Maps === | ||
+ | {{main|List of maps}} | ||
{| class="wikitable" cellpadding=2 style="text-align:center;" | {| class="wikitable" cellpadding=2 style="text-align:center;" | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | + | ! class="header" style="background:#9A909C; color:#FFFFFF;" | {{common string|Name}} | |
− | + | ! class="header" style="background:#9A909C; color:#FFFFFF;" | {{common string|Picture}} | |
− | + | ! class="header" style="background:#9A909C; color:#FFFFFF;" | {{common string|Game mode}} | |
− | + | ! class="header" style="background:#9A909C; color:#FFFFFF;" | {{common string|File name}} | |
|- | |- | ||
− | |style="background | + | | width="85px" style="background:#B7A2BA; color:#FFFFFF;" | '''[[Borneo{{if lang}}|<span style="color:white;">Borneo</span>]]''' |
− | | | + | | style="background:#F2F2F2;" | [[File:Pl_Borneo.jpg|160px|link=Borneo{{if lang}}]] |
− | | | + | | '''[[Payload{{if lang}}|{{common string|Payload}}]]'''<br>[[File:BLU_Bombcart.png|50px|link=Payload{{if lang}}]] |
− | + | | {{code|pl_borneo}} | |
|- | |- | ||
− | |style="background | + | | style="background:#B7A2BA;" | '''[[Powerhouse{{if lang}}|<span style="color:white;">Powerhouse</span>]]''' |
− | | | + | | style="background:#F2F2F2;" | [[File:Cp_powerhouse.png|160px|link=Powerhouse{{if lang}}]] |
− | + | | '''[[Control Point (game mode){{if lang}}|{{common string|Control Point}}]]'''<br>[[File:Controlpoint.png|50px|link=Control Point (game mode){{if lang}}]] | |
− | + | | {{code|cp_powerhouse}} | |
|- | |- | ||
− | |style="background- | + | | style="background:#B7A2BA;" | '''[[Snowplow{{if lang}}|<span style="color:white;">Snowplow</span>]]''' |
− | | | + | | style="background:#F2F2F2;" | [[File:Cp_snowplow.jpg|160px|link=Snowplow{{if lang}}]] |
− | + | | '''[[Control Point (game mode){{if lang}}|{{common string|Control Point}}]]'''<br>[[File:Controlpoint.png|50px|link=Control Point (game mode){{if lang}}]] | |
− | + | | {{code|cp_snowplow}} | |
+ | |- | ||
+ | | style="background:#b7a2ba;" | '''[[Suijin{{if lang}}|<span style="color:white;"> Suijin </span>]]''' | ||
+ | | style="background:#F2F2F2;" | [[File:Suijin_main.jpg|160px|link=Suijin{{if lang}}]] | ||
+ | | '''[[King of the Hill{{if lang}}|{{common string|King of the Hill}}]]'''<br>[[File:Controlpoint.png|50px|link=King of the Hill{{if lang}}]] | ||
+ | | {{code|koth_suijin}} | ||
|} | |} | ||
+ | |||
+ | === Cosmetics === | ||
+ | {{main|Cosmetic items}} | ||
+ | {| class="wikitable collapsible" cellpadding=2 style="text-align:center;" | ||
+ | |- | ||
+ | | width="85px" style="background:#b7a2ba;" rowspan="2" | '''{{class link|Scout|br=yes|color=white}}''' | ||
+ | | style="background:#8847FF;" | {{Icon item|Fortunate Son|75px}} | ||
+ | | '''{{item link|Fortunate Son}}''' | ||
+ | |- | ||
+ | | style="background:#4B69FF;" | {{Icon item|Flak Jack|75px}} | ||
+ | | '''{{item link|Flak Jack}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" rowspan="2" | '''{{class link|Demoman|br=yes|color=white}}''' | ||
+ | | style="background:#D32CE6;" | {{Icon item|Bruce's Bonnet|75px}} | ||
+ | | '''{{item link|Bruce's Bonnet}}''' | ||
+ | |- | ||
+ | | style="background:#8847FF;" | {{Icon item|Outta' Sight|75px}} | ||
+ | | '''{{item link|Outta' Sight}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" rowspan="3" | '''{{class link|Heavy|br=yes|color=white}}''' | ||
+ | | style="background:#4B69FF;" | {{Icon item|Commissar's Coat|75px}} | ||
+ | | '''{{item link|Commissar's Coat}}''' | ||
+ | |- | ||
+ | | style="background:#8847FF;" | {{Icon item|White Russian|75px}} | ||
+ | | '''{{item link|White Russian}}''' | ||
+ | |- | ||
+ | | style="background:#D32CE6;" | {{Icon item|El Duderino|75px}} | ||
+ | | '''{{item link|El Duderino}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" rowspan="2" | '''{{class link|Engineer|br=yes|color=white}}''' | ||
+ | | style="background:#D32CE6;" | {{Icon item|Sheriff's Stetson|75px}} | ||
+ | | '''{{item link|Sheriff's Stetson}}''' | ||
+ | |- | ||
+ | | style="background:#4B69FF " | {{Icon item|Wild West Waistcoat|75px}} | ||
+ | | '''{{item link|Wild West Waistcoat}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" rowspan="2" | '''{{class link|Medic|br=yes|color=white}}''' | ||
+ | | style="background:#8847FF;" | {{Icon item|Physician's Protector|75px}} | ||
+ | | '''{{item link|Physician's Protector}}''' | ||
+ | |- | ||
+ | | style="background:#4B69FF;" | {{Icon item|Vascular Vestment|75px}} | ||
+ | | '''{{item link|Vascular Vestment}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" rowspan="1" | '''{{class link|Spy|br=yes|color=white}}''' | ||
+ | | style="background:#4B69FF;" | {{Icon item|Lurker's Leathers|75px}} | ||
+ | | '''{{item link|Lurker's Leathers}}''' | ||
+ | |- | ||
+ | | align="left" style="background:#b7a2ba;" rowspan="1" | '''{{class link|Engineer|color=white}}<br/>{{class link|Sniper|color=white}}''' | ||
+ | | style="background:#4B69FF;" | {{Icon item|Support Spurs|75px}} | ||
+ | | '''{{item link|Support Spurs}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" rowspan="3" | '''{{class link|All Classes|br=yes|color=white}}''' | ||
+ | | style="background:#EB4B4B;" | {{Icon item|Captain Cardbeard Cutthroat|75px}} | ||
+ | | '''{{item link|Captain Cardbeard Cutthroat}}''' | ||
+ | |- | ||
+ | | style="background:#4B69FF;" | {{Icon item|Rotation Sensation|75px}} | ||
+ | | '''{{item link|Rotation Sensation}}''' | ||
+ | |- | ||
+ | | style="background:#EB4B4B;" | {{Icon item|Potassium Bonnet|75px}} | ||
+ | | '''{{item link|Potassium Bonnet}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" | <font color="white">'''Notes'''</font> | ||
+ | | colspan="2" | Added in {{Patch name|8|27|2015}}. | ||
+ | |} | ||
+ | |||
+ | === Weapon skins === | ||
+ | {{main|Decorated}} | ||
+ | {{hatnote|Weapon skins feature randomly positioned patterns. Only one of the possible placements is shown below.}} | ||
+ | ===={{decorated name|Teufort Collection}}==== | ||
+ | {{Decorated collection/Teufort}} | ||
+ | ===={{decorated name|Craftsmann Collection}}==== | ||
+ | {{Decorated collection/Craftsmann}} | ||
+ | ===={{decorated name|Concealed Killer Collection}}==== | ||
+ | {{Decorated collection/Concealed Killer}} | ||
+ | ===={{decorated name|Powerhouse Collection}}==== | ||
+ | {{Decorated collection/Powerhouse}} | ||
=== Taunts === | === Taunts === | ||
+ | {{main|Taunts}} | ||
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;" | {| class="wikitable collapsible" cellpadding=2 style="text-align:center;" | ||
+ | | width="85px" style="background:#b7a2ba;" rowspan="1" | '''{{class link|Heavy|br=yes|color=white}}''' | ||
+ | | style="background:#F2F2F2;" | {{Icon item|Proletariat Posedown|75px}} | ||
+ | | '''{{item link|Proletariat Posedown}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" rowspan="1" | '''{{class link|Spy|br=yes|color=white}}''' | ||
+ | | style="background:#F2F2F2;" | {{Icon item|Box Trot|75px}} | ||
+ | | '''{{item link|Box Trot}}''' | ||
+ | |- | ||
+ | | style="background:#b7a2ba;" rowspan="1" | '''{{class link|All Classes|br=yes|color=white}}''' | ||
+ | | style="background:#F2F2F2;" | {{Icon item|Kazotsky Kick|75px}} | ||
+ | | '''{{item link|Kazotsky Kick}}''' | ||
+ | |} | ||
+ | |||
+ | === Tools === | ||
+ | {{main|Tools}} | ||
+ | {| class="wikitable collapsible" cellpadding="3" style="text-align:center;" | ||
+ | | width="85px" style="background:#F2F2F2" | {{Icon item|Competitive Matchmaking Beta Pass|75px}} | ||
+ | | '''{{item link|Competitive Matchmaking Beta Pass}}''' | ||
+ | |- | ||
+ | | style="background:#F2F2F2" | {{Icon item|Concealed Killer Weapons Case|75px}} | ||
+ | | '''{{item link|Concealed Killer Weapons Case}}''' | ||
+ | |- | ||
+ | | style="background:#F2F2F2" | {{Icon item|Gun Mettle Campaign Coin|75px}} | ||
+ | | '''{{item link|Gun Mettle Campaign Coin}}''' | ||
+ | |- | ||
+ | | style="background:#F2F2F2" | {{Icon item|Gun Mettle Key|75px}} | ||
+ | | '''{{item link|Gun Mettle Key}}''' | ||
|- | |- | ||
− | | style="background: # | + | | style="background:#F2F2F2" | {{Icon item|Gun Mettle Campaign Pass|75px}} |
− | + | | '''{{item link|Gun Mettle Campaign Pass}}''' | |
− | |||
|- | |- | ||
− | | style="background: # | + | | style="background:#F2F2F2" | {{Icon item|Powerhouse Weapons Case|75px}} |
− | + | | '''{{item link|Powerhouse Weapons Case}}''' | |
− | |||
|- | |- | ||
− | | style="background: # | + | | style="background:#F2F2F2" | {{Icon item|Gun Mettle Cosmetic Case|75px}} |
− | | | + | | '''{{item link|Gun Mettle Cosmetic Case}}'''<sup>†</sup> |
− | | style="background: # | + | |- |
+ | | style="background:#F2F2F2" | {{Icon item|Gun Mettle Cosmetic Key|75px}} | ||
+ | | '''{{item link|Gun Mettle Cosmetic Key}}'''<sup>†</sup> | ||
+ | |- | ||
+ | | style="background:#F2F2F2" | '''Notes''' | ||
+ | | style="text-align:left;" | <sup>†</sup> Added in the {{Patch name|8|27|2015}}. | ||
|} | |} | ||
− | ===Tweaked | + | === Unusual effects === |
+ | {{main|Unusual}} | ||
+ | {{Gun Mettle Update Unusual effects}} | ||
+ | |||
+ | === Tweaked Classes === | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! style="background: #9a909c | + | ! style="background:#9a909c" class="header" | <span style="color:white;"> Class</span> |
− | ! style="background: #9a909c | + | ! style="background:#9a909c" class="header" | <span style="color:white;"> Changes</span> |
− | ! style="background: # | + | |- |
+ | ! width="85px" style="background:#b7a2ba;" | {{class link|Heavy|br=yes|color=white}} | ||
+ | | {{c|+|Changed:}} [[Weapons#Heavy|Minigun]] damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%. | ||
+ | |- | ||
+ | ! style="background:#b7a2ba;" rowspan="6" | {{class link|Engineer|br=yes|color=white}} | ||
+ | | {{c|=|Changed:}} Construction boosts (Wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed. | ||
+ | |- | ||
+ | | {{c|+|Changed:}} Changing Wrenches no longer destroys all buildings, only if the building type is changed (Switching from a Wrench to Gunslinger or vice versa). | ||
+ | |- | ||
+ | | {{c|+|Changed:}} Increased base Wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed). | ||
+ | |- | ||
+ | | {{c|+|Changed:}} Teleporters and Dispensers redeploy +50% faster (2.5x without Wrench boost, 5.5x with Wrench boost). | ||
+ | |- | ||
+ | | {{c|+|Changed:}} Hauling speed penalty reduced from 25% to 10%. | ||
+ | |- | ||
+ | | {{c|-|Changed:}} Building repair costs increased from 20 metal to 33 metal to repair 100hp per Wrench hit (from 5HP per metal to 3HP per metal). | ||
+ | |- | ||
+ | ! style="background:#b7a2ba;" rowspan="5" | {{class link|Spy|br=yes|color=white}} | ||
+ | | {{c|+|Changed:}} The [[Weapons#Spy|Revolver]]'s reload animation now no longer obstructs its user's aim. | ||
+ | |- | ||
+ | | {{c|+|Changed:}} Changing to a new disguise now takes only 0.5 seconds, instead of 2 seconds. | ||
+ | |- | ||
+ | | {{c|+|Added:}} While invisible, Spy receives 20% less damage from all damage sources. | ||
|- | |- | ||
− | + | | {{c|+|Added:}} While invisible, Spy has reduced timer on debuffs (fire, Jarate, milk, bleed). | |
− | |||
− | | {{c| | ||
|- | |- | ||
− | | {{c| | + | | {{c|+|Changed:}} Decreased [[Revolver]] damage penalty on sapped Sentry Guns from -66% to -33%. |
+ | |} | ||
+ | |||
+ | === Tweaked Weapons === | ||
+ | {| class="wikitable" | ||
+ | ! class="header" style="background:#9a909c;width:85px" | <span style="color:white;"> Class</span> | ||
+ | ! class="header" style="background:#9a909c;" colspan=2 | <span style="color:white;"> Weapon</span> | ||
+ | ! class="header" style="background:#9a909c;" colspan=1 | <span style="color:white;"> Changes</span> | ||
|- | |- | ||
− | ! style="background: ;" rowspan=2 | {{Icon item| | + | ! style="background:#b7a2ba;" colspan=1 rowspan=10| {{class link|Scout|br=yes|color=white}} |
− | | {{c| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Baby Face's Blaster|icon-size=75px}} <br /> {{item link|Baby Face's Blaster}} |
+ | | {{c|-|Added:}} Boost reduced on taking damage | ||
|- | |- | ||
− | | {{c| | + | | {{c|-|Changed:}} Increased amount of Boost lost on air jump to 75% (from 50%) |
|- | |- | ||
− | ! style="background: ;" rowspan=2 | {{Icon item| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Shortstop|icon-size=75px}} <br /> {{item link|Shortstop}} |
− | | {{c| | + | | {{c|=|Changed:}} No longer uses secondary ammo and now uses primary ammo instead |
|- | |- | ||
− | | {{c| | + | | {{c|=|Changed:}} Healing and knockback passives are only active when weapon is deployed |
|- | |- | ||
− | ! style="background: ;" rowspan=4 | {{Icon item|Pretty Boy's Pocket Pistol|icon-size=75px}} <br /> {{item link|Pretty Boy's Pocket Pistol}} | + | ! style="background:#F2F2F2;" colspan=2 rowspan=4 | {{Icon item|Pretty Boy's Pocket Pistol|icon-size=75px}} <br /> {{item link|Pretty Boy's Pocket Pistol}} |
− | | {{c|+| | + | | {{c|+|Added:}} Up to +3 health per hit |
|- | |- | ||
− | | {{c| | + | | {{c|=|Changed:}} Damage vulnerability from +50% fire to +20% all sources while active |
|- | |- | ||
− | | {{c| | + | | {{c|-|Changed:}} Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed |
|- | |- | ||
− | | {{c| | + | | {{c|-|Removed:}} +15 max health on wearer |
|- | |- | ||
− | ! style="background: # | + | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Fan O'War|icon-size=75px}} <br /> {{item link|Fan O'War}} |
− | + | | {{c|+|Added:}} Crits whenever it would normally mini-crit | |
− | | {{c|+| | ||
|- | |- | ||
− | | {{c|+|Changed}} Reduced | + | | {{c|+|Changed:}} Reduced damage penalty to 75% (from 90%) |
|- | |- | ||
− | | {{c|+| | + | ! style="background:#b7a2ba;" colspan=1 rowspan=8 | {{class link|Soldier|br=yes|color=white}} |
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=4 | {{Icon item|Air Strike|icon-size=75px}} <br /> {{item link|Air Strike}} | ||
+ | | {{c|+|Removed:}} Clip size penalty | ||
|- | |- | ||
− | | {{c| | + | | {{c|+|Changed:}} Reduced blast radius penalty to 10% (from 15%) |
|- | |- | ||
− | + | | {{c|+|Changed:}} Reduced damage penalty to 15% (from 25%) | |
− | | {{c|+|Changed}} | ||
|- | |- | ||
− | ! style="background: ;" rowspan=2 | {{Icon item|Black Box|icon-size=75px}} <br /> {{item link|Black Box}} | + | | {{c|-|Changed:}} Reduced self blast damage reduction to 15% (from 25%) |
− | | {{c| | + | |- |
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Black Box|icon-size=75px}} <br /> {{item link|Black Box}} | ||
+ | | {{c|=|Changed:}} +15 health on hit to +20 health on hit per attack | ||
|- | |- | ||
| {{c|=|Changed:}} Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage. (i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health) | | {{c|=|Changed:}} Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage. (i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health) | ||
|- | |- | ||
− | !style="background: ;" rowspan=1 | {{Icon item|Liberty Launcher|icon-size=75px}} <br /> {{item link|Liberty Launcher}} | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Liberty Launcher|icon-size=75px}} <br /> {{item link|Liberty Launcher}} |
− | | {{c|+|Added:}} | + | | {{c|+|Added:}} +25% clip size |
|- | |- | ||
− | ! style="background: # | + | ! style="background:#F2F2F2;" rowspan=1 | {{Icon item|Escape Plan|icon-size=75px}} <br /> {{item link|Escape Plan}} |
− | !style="background: ;" rowspan=1 | {{Icon item| | + | ! style="background:#F2F2F2;" rowspan=1 | {{Icon item|Equalizer|icon-size=75px}} <br /> {{item link|Equalizer}} |
− | | {{c|+| | + | | {{c|+|Changed:}} No healing penalty to 90% less healing from Medics while active |
|- | |- | ||
− | !style="background: ;" rowspan= | + | ! style="background:#b7a2ba;" colspan=1 rowspan=12 | {{class link|Pyro|br=yes|color=white}} |
− | | {{c| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Flare Gun|icon-size=75px}} <br /> {{item link|Flare Gun}} |
+ | | {{c|=|Added:}} Added text to describe 100% critical hits on burning targets | ||
|- | |- | ||
− | | {{c|+|Added:}} | + | ! style="background:#F2F2F2;" colspan=2 rowspan=4 | {{Icon item|Scorch Shot|icon-size=75px}} <br /> {{item link|Scorch Shot}} |
+ | | {{c|+|Changed:}} Reduced damage penalty to 35% (from 50%) | ||
+ | |- | ||
+ | | {{c|+|Added:}} Increased knock back on burning targets | ||
|- | |- | ||
| {{c|+|Changed:}} Increased the blast radius from flares from 92Hu to 110Hu | | {{c|+|Changed:}} Increased the blast radius from flares from 92Hu to 110Hu | ||
|- | |- | ||
− | | {{c|+|Added:}} | + | | {{c|+|Added:}} 100% minicrit chance vs burning targets |
|- | |- | ||
− | !style="background: ;" rowspan=6 | {{Icon item|Detonator|icon-size=75px}} <br /> {{item link|Detonator}} | + | ! style="background:#F2F2F2;" colspan=2 rowspan=6 | {{Icon item|Detonator|icon-size=75px}} <br /> {{item link|Detonator}} |
− | | {{c|+| | + | | {{c|+|Changed:}} Slightly increased blast jump height when doing a Detonator jump |
|- | |- | ||
− | | {{c|+|Changed:}} | + | | {{c|+|Changed:}} Increased blast radius to 110Hu (from 92Hu) |
|- | |- | ||
− | | {{c|+|Changed:}} | + | | {{c|+|Changed:}} Detonated explosions now also Mini-Crit burning targets |
|- | |- | ||
− | | {{c| | + | | {{c|=|Added:}} Added text to describe 100% Mini-Crits on burning targets |
|- | |- | ||
| {{c|-|Changed:}} Increased damage penalty to -25% | | {{c|-|Changed:}} Increased damage penalty to -25% | ||
|- | |- | ||
− | | {{c|-|Changed:}} Increased self-damage penalty from | + | | {{c|-|Changed:}} Increased self-damage penalty to 50% (from 25%) |
|- | |- | ||
− | ! style="background: #b7a2ba;" rowspan=12 | {{ | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Powerjack|icon-size=75px}} <br /> {{item link|Powerjack}} |
− | !style="background: ;" rowspan=3 | {{Icon item|Tide Turner|icon-size=75px}} <br /> {{item link|Tide Turner}} | + | | {{c|-|Changed:}} Reduced health gained on kill to 25 (from 75) |
+ | |- | ||
+ | ! style="background:#b7a2ba;" rowspan=12 | {{class link|Demoman|br=yes|color=white}} | ||
+ | ! style="background:#F2F2F2;" rowspan=2 | {{Icon item|Ali Baba's Wee Booties|icon-size=75px}} <br /> {{item link|Ali Baba's Wee Booties}} | ||
+ | ! style="background:#F2F2F2;" rowspan=2 | {{Icon item|Bootlegger|icon-size=75px}} <br /> {{item link|Bootlegger}} | ||
+ | | {{c|+|Added:}} Added +10% [[Classes#speed|movement speed]] bonus | ||
+ | |- | ||
+ | | {{c|=|Changed:}} Changed +25% charge on charge kill to +25% charge on melee kill | ||
+ | |- | ||
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Loch-n-Load|icon-size=75px}} <br /> {{item link|Loch-n-Load}} | ||
+ | | {{c|-|Changed:}} Damage bonus now only applies to buildings | ||
+ | |- | ||
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Iron Bomber|icon-size=75px}} <br /> {{item link|Iron Bomber}} | ||
+ | | {{c|+|Removed:}} Damage penalty on self-detonate | ||
+ | |- | ||
+ | | {{c|+|Changed:}} Reduced radius penalty to 15% (from 20%) | ||
+ | |- | ||
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=3 | {{Icon item|Tide Turner|icon-size=75px}} <br /> {{item link|Tide Turner}} | ||
| {{c|+|Changed:}} Self damage will no longer decrease charge when charging | | {{c|+|Changed:}} Self damage will no longer decrease charge when charging | ||
|- | |- | ||
| {{c|+|Changed:}} Fall damage will no longer decrease charge when charging | | {{c|+|Changed:}} Fall damage will no longer decrease charge when charging | ||
|- | |- | ||
− | | {{c|+|Changed:}} | + | | {{c|+|Changed:}} Reduced amount of charge taken away on damage when charging reduced to 1 per point of damage (from 3) |
|- | |- | ||
− | !style="background: ;" | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Quickiebomb Launcher|icon-size=75px}} <br /> {{item link|Quickiebomb Launcher}} |
− | | {{c|+| | + | | {{c|+|Changed:}} Damage is now increased based on charge amount when the bomb is fired. |
|- | |- | ||
− | | {{c| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Ullapool Caber|icon-size=75px}} <br /> {{item link|Ullapool Caber}} |
+ | | {{c|-|Changed:}} Reduced explosion base damage to 75 (from 100) | ||
|- | |- | ||
− | + | | {{c|-|Changed:}} Reduced damage ramp up bonus for close range attacks, now the same as other explosive weapons | |
− | |||
|- | |- | ||
− | !style="background: ;" rowspan=1 | {{Icon item| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Claidheamh Mòr|icon-size=75px}} <br /> {{item link|Claidheamh Mòr}} |
− | | {{c| | + | | {{c|-|Changed:}} +25% charge on charge kill to +25% charge on melee kill |
|- | |- | ||
− | !style="background: ;" rowspan=2 | {{Icon item| | + | ! style="background:#b7a2ba;" coslpan=1 rowspan=11 | {{class link|Heavy|br=yes|color=white}} |
− | | {{c| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Brass Beast|icon-size=75px}} <br /> {{item link|Brass Beast}} |
+ | | {{c|+|Added:}} 20% damage resistance while spun up | ||
|- | |- | ||
− | | {{c|+| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Tomislav|icon-size=75px}} <br /> {{item link|Tomislav}} |
+ | | {{c|+|Added:}} 20% more accurate (less spread) | ||
|- | |- | ||
− | + | | {{c|+|Changed:}} Increased faster spin up speed to 20% (from 10%) | |
− | | {{c|+| | ||
|- | |- | ||
− | !style="background: ;" rowspan=2 | {{Icon item| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Natascha|icon-size=75px}} <br /> {{item link|Natascha}} |
− | | {{c|+| | + | | {{c|+|Added:}} 20% damage resistance while spun up |
|- | |- | ||
− | | {{c|-| | + | | {{c|-|Added:}} Stun amount now has distance falloff, decreases starting at 512hu down to zero stun at 1536Hu |
|- | |- | ||
− | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Family Business|icon-size=75px}} <br /> {{item link|Family Business}} | |
− | + | | {{c|+|Added:}} +15% faster firing speed | |
− | ! style="background: # | + | |- |
− | ! style="background: ;" rowspan= | + | ! style="background:#F2F2F2;" colspan=2 rowspan=3 | {{Icon item|Dalokohs Bar|icon-size=75px}} <br /> {{item link|Dalokohs Bar}} |
− | | {{c|+| | + | | {{c|+|Changed:}} Can now overheal up to 400hp |
|- | |- | ||
− | | {{c|+| | + | | {{c|+|Added:}} Alt-fire to throw and share as a small medkit for other players to use |
|- | |- | ||
− | | {{c|-| | + | | {{c|-|Added:}} 10 second cool down on use |
|- | |- | ||
− | | {{c| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Warrior's Spirit|icon-size=75px}} <br /> {{item link|Warrior's Spirit}} |
+ | | {{c|+|Added:}} +10 health on hit | ||
|- | |- | ||
− | | {{c|-|Changed:}} | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Eviction Notice|icon-size=75px}} <br /> {{item link|Eviction Notice}} |
+ | | {{c|+|Added:}} 3 second speed boost on hit | ||
+ | |- | ||
+ | ! style="background:#b7a2ba;" colspan=1 rowspan=17 | {{class link|Engineer|br=yes|color=white}} | ||
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Pomson 6000|icon-size=75px}} <br /> {{item link|Pomson 6000}} | ||
+ | | {{c|-|Changed:}} Uber and Cloak drain decreases over distance from target, decreases start at 512hu from target and reaches 0 drain at 1536hu | ||
|- | |- | ||
− | !style="background: ;" rowspan=1 | {{Icon item| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Rescue Ranger|icon-size=75px}} <br /> {{item link|Rescue Ranger}} |
− | | {{c| | + | | {{c|+|Changed:}} Reduced cost of long range building pick up to 100 metal (from 130 metal) |
|- | |- | ||
− | !style="background: ;" rowspan=2 | {{Icon item|Wrangler|icon-size=75px}} <br /> {{item link|Wrangler}} | + | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Wrangler|icon-size=75px}} <br /> {{item link|Wrangler}} |
− | | {{c|-|Changed:}}Ammo and | + | | {{c|-|Changed:}} Ammo and repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active |
|- | |- | ||
| {{c|-|Changed:}} Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. (Previously Engineer death caused disable state for only 1 second) | | {{c|-|Changed:}} Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. (Previously Engineer death caused disable state for only 1 second) | ||
|- | |- | ||
− | ! style="background: ;" | + | ! style="background:#F2F2F2;" colspan=2 rowspan=2 | {{Icon item|Short Circuit|icon-size=75px}} <br /> {{item link|Short Circuit}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| {{c|=|Added:}} Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire | | {{c|=|Added:}} Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire | ||
|- | |- | ||
| {{c|-|Added:}} Cannot pick up buildings when the Short Circuit is deployed | | {{c|-|Added:}} Cannot pick up buildings when the Short Circuit is deployed | ||
|- | |- | ||
− | ! style="background: ;" rowspan= | + | ! style="background:#F2F2F2;" colspan=2 rowspan=5 | {{Icon item|Gunslinger|icon-size=75px}} <br /> {{item link|Gunslinger}} |
− | | {{c| | + | | {{c|+|Changed:}} Mini Sentry Guns can now be repaired |
− | |||
− | |||
|- | |- | ||
− | | | + | | {{c|+|Changed:}} Mini Sentry Guns can now be Wrench construction boosted |
|- | |- | ||
− | + | | {{c|-|Changed:}} Mini Sentry base build speed decreased. Mini Sentry Guns that are Wrench boosted build slightly faster than previously | |
− | |||
− | |||
|- | |- | ||
− | | {{c| | + | | {{c|-|Changed:}} Mini Sentry Guns start at 50% health on construction and gain health during construction instead of starting at 100% |
|- | |- | ||
− | | {{c|-|Changed:}} | + | | {{c|-|Changed:}} Metal gibs from destroyed Mini Sentry Guns no longer grant any metal |
|- | |- | ||
− | | {{c| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=3 | {{Icon item|Jag|icon-size=75px}} <br /> {{item link|Jag}} |
+ | | {{c|+|Added:}} +15% swing speed | ||
|- | |- | ||
− | | {{c|=| | + | | {{c|=|Changed:}} With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added) |
|- | |- | ||
− | + | | {{c|-|Added:}} 20% repair penalty (Repairs will give up to 80hp per swing instead 100hp per swing) | |
− | | {{c|-|Added:}} | ||
|- | |- | ||
− | ! style="background: # | + | ! style="background:#F2F2F2;" colspan=2 rowspan=3 | {{Icon item|Eureka Effect|icon-size=75px}} <br /> {{item link|Eureka Effect}} |
− | + | | {{c|=|Changed:}} Previous penalties have been removed and replaced with the following: | |
− | | {{c| | ||
|- | |- | ||
− | + | | {{c|-|Added:}} Construction hit speed boost decreased by 50% | |
− | |||
|- | |- | ||
− | | {{c|-|Added:}} | + | | {{c|-|Added:}} 50% less metal from pickups and Dispensers |
|- | |- | ||
− | | {{c| | + | ! style="background:#b7a2ba;" coslpan=1 rowspan=6 | {{class link|Medic|br=yes|color=white}} |
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=5 | {{Icon item|Vaccinator|icon-size=75px}} <br /> {{item link|Vaccinator}} | ||
+ | | {{c|+|Added:}} Vaccinator Über deploys now always take exactly 1 bar of Übercharge. | ||
|- | |- | ||
− | | {{c| | + | | {{c|+|Added:}} Vaccinator Über deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the Medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist Über each consuming 1 charge. |
|- | |- | ||
− | | {{c| | + | | {{c|-|Changed:}} Vaccinator Über build now suffers the same penalties as other Mediguns when it comes to multiple Medics on the same target and max overhealed patients |
|- | |- | ||
− | + | | {{c|-|Changed:}} Reduced the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage | |
− | |||
|- | |- | ||
− | + | | {{c|-|Added:}} Penalty of 66% decreased Übercharge build rate while healing a overhealed patient | |
− | |||
− | |||
|- | |- | ||
− | ! style="background: ;" rowspan= | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Solemn Vow|icon-size=75px}} <br /> {{item link|Solemn Vow}} |
− | | {{c| | + | | {{c|-|Added:}} Added 10% attack speed penalty |
|- | |- | ||
− | | {{c|+| | + | ! style="background:#b7a2ba;" colspan=1 rowspan=8 | {{class link|Sniper|br=yes|color=white}} |
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Sydney Sleeper|icon-size=75px}} <br /> {{item link|Sydney Sleeper}} | ||
+ | | {{c|+|Changed:}} Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds) | ||
|- | |- | ||
− | ! style="background: ;" rowspan= | + | ! style="background:#F2F2F2;" colspan=2 rowspan=5 | {{Icon item|Bazaar Bargain|icon-size=75px}} <br /> {{item link|Bazaar Bargain}} |
− | | {{c|+| | + | | {{c|+|Changed:}} No longer lose heads on miss |
|- | |- | ||
− | | {{c| | + | | {{c|+|Changed:}} Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate |
|- | |- | ||
− | + | | {{c|=|Changed:}} Each head boosts charge rate by 25% up to 200% | |
− | |||
|- | |- | ||
− | + | | {{c|-|Changed:}} Collecting a head requires a headshot kill and not just a headshot | |
− | |||
|- | |- | ||
− | + | | {{c|-|Changed:}} Increased charge rate penalty changed to 50% (from 25%) | |
− | |||
|- | |- | ||
− | ! style="background: ;" rowspan= | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Cozy Camper|icon-size=75px}} <br /> {{item link|Cozy Camper}} |
− | | {{c| | + | | {{c|+|Removed:}} Increased damage taken penalty |
|- | |- | ||
− | |{{c| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Bushwacka|icon-size=75px}} <br /> {{item link|Bushwacka}} |
+ | | {{c|=|Changed:}} Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active | ||
|- | |- | ||
− | | {{c| | + | ! style="background:#b7a2ba;" colspan=1 rowspan=19 | {{class link|Spy|br=yes|color=white}} |
+ | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Enforcer|icon-size=75px}} <br /> {{item link|Enforcer}} | ||
+ | | {{c|-|Changed:}} +20% damage bonus while undisguised to +20% damage bonus while disguised | ||
|- | |- | ||
− | ! style="background: # | + | ! style="background:#F2F2F2;" colspan=2 rowspan=3 | {{Icon item|Spy-cicle|icon-size=75px}} <br /> {{item link|Spy-cicle}} |
− | + | | {{c|+|Added:}} Spy-cicle recharge timer can now be reduced by picking up ammo boxes | |
− | | {{c|+| | ||
|- | |- | ||
− | | {{c| | + | | {{c|=|Changed:}} Changed fire immunity for 3 seconds to fire immunity for 1 second and 10 seconds of afterburn immunity |
|- | |- | ||
− | | {{c| | + | | {{c|-|Removed:}} Silent killer attribute |
|- | |- | ||
− | ! style="background: ;" rowspan=1 | {{Icon item| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Big Earner|icon-size=75px}} <br /> {{item link|Big Earner}} |
− | | {{c| | + | | {{c|+|Added:}} 3 second speed gain on kill |
|- | |- | ||
− | ! style="background: ;" rowspan= | + | ! style="background:#F2F2F2;" colspan=2 rowspan=3 | {{Icon item|Conniver's Kunai|icon-size=75px}} <br /> {{item link|Conniver's Kunai}} |
− | | {{c|+| | + | | {{c|+|Changed:}} Reduced health penalty reduced to -55 health (from -65 health) |
|- | |- | ||
− | + | | {{c|+|Changed:}} Increased minimum health gain of 75 on kill | |
− | | {{c|+|Changed:}} | ||
|- | |- | ||
− | | {{c| | + | | {{c|+|Changed:}} Increased maximum overheal from Kunai increased to 210 (from 195) |
|- | |- | ||
− | |{{c|+| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Cloak and Dagger|icon-size=75px}} <br /> {{item link|Cloak and Dagger}} |
+ | | {{c|+|Added:}} Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock Invis Watch on ammo pick up | ||
|- | |- | ||
− | ! style="background: ;" rowspan= | + | ! style="background:#F2F2F2;" colspan=2 rowspan=9 | {{Icon item|Dead Ringer|icon-size=75px}} <br /> {{item link|Dead Ringer}} |
− | | {{c|+|Added:}} | + | | {{c|+|Added:}} When Feign Death is triggered, the Spy receives a 3 second speed boost |
|- | |- | ||
− | + | | {{c|+|Changed:}} Initial attack that triggers feign death has its damage reduced by 50% | |
− | | {{c| | ||
|- | |- | ||
− | | {{c| | + | | {{c|+|Changed:}} Feign Death stealth has no bump shimmer for 3 seconds |
|- | |- | ||
− | | {{c|=|Changed:}} | + | | {{c|=|Changed:}} Increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50% cloak meter for triggering Feign Death |
|- | |- | ||
− | | {{c| | + | | {{c|-|Changed:}} Reduced cloak regen rate from to 50% faster (from 80%) |
|- | |- | ||
− | |{{c| | + | | {{c|-|Added:}} Triggering Feign Death instantly removes 50% cloak meter |
|- | |- | ||
− | |{{c|-|Changed:}} Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds | + | | {{c|-|Changed:}} Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds |
|- | |- | ||
− | |{{c|-|Changed:}} Feign Death | + | | {{c|-|Changed:}} 3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot) |
|- | |- | ||
− | |{{c|-|Changed:}} | + | | {{c|-|Changed:}} Can no longer pick up ammo for cloak meter while cloaked |
|- | |- | ||
− | |{{c| | + | ! style="background:#F2F2F2;" colspan=2 rowspan=1 | {{Icon item|Disguise Kit|icon-size=75px}} <br /> {{item link|Disguise Kit}} |
+ | | {{c|+|Added:}} Pressing 'reload' {{DK|R}} also toggles the disguise team. | ||
|- | |- | ||
− | ! style="background: #b7a2ba;" rowspan= | + | ! style="background:#b7a2ba; text-align:left;" rowspan=3 | {{class link|Soldier|color=white}}<br/>{{class link|Pyro|color=white}}<br/>{{class link|Heavy|color=white}}<br/>{{class link|Engineer|color=white}} |
− | ! style="background: ;" rowspan=3 | {{Icon item|Panic Attack|icon-size=75px}} <br /> {{item link|Panic Attack}} | + | ! style="background: ;" colspan=2 rowspan=3 | {{Icon item|Panic Attack|icon-size=75px}} <br /> {{item link|Panic Attack}} |
− | | {{c|+|Changed:}} | + | | {{c|+|Changed:}} Increased base fire rate to 30% (from 15%) |
|- | |- | ||
− | | {{c|+|Added:}} | + | | {{c|+|Added:}} 50% faster switch to speed |
|- | |- | ||
− | | {{c|+|Changed:}} | + | | {{c|+|Changed:}} Increased base reload speed to 50% faster (from 33%) |
|} | |} | ||
− | ==Achievements== | + | == Achievements == |
Five new achievements were introduced in this update. | Five new achievements were introduced in this update. | ||
{{Powerhouse achievement list}} | {{Powerhouse achievement list}} | ||
− | == Update | + | == Trivia == |
+ | * An [[unused]] community-made weapon, the [[Afterburner]], can be spotted in the pile of weapons on the right of the balance changes image on the Day 2 update page. | ||
+ | * The name of the Gun Mettle Update was originally going to be "The Manndate", as indicated by [https://www.teamfortress.com/gunmettle/powerhouse/ an unfinished update page], as well as leaks showing the original {{code|.tga}} files of the Gun Mettle Key containing the name "Manndate".<ref>tf_materialSrc\materialsrc\backpack\player\items\crafting\weapons_key_manndate_large.tga</ref> | ||
+ | |||
+ | == Gallery == | ||
<gallery> | <gallery> | ||
− | File:Gun Mettle Update Page Part1.jpg|The update page for | + | File:Gun Mettle Update Page Part1.jpg|The update page for Day 1. |
− | File:Gun Mettle Update Page Part2.jpg|The update page for | + | File:Gun Mettle Update Page Part2.jpg|The update page for Day 2, without the list of class and weapon tweaks. |
+ | File:Gun Mettle Pop-up.png|Steam popup advertising the Gun Mettle Update. | ||
+ | File:Teufort collection.png|A gallery of the Teufort weapon collection. | ||
+ | File:Powerhouse case.png|A gallery of the Powerhouse weapon collection. | ||
+ | File:Concealed killer case.png|A gallery of the Concealed Killer weapon collection. | ||
+ | File:Craftsmann collection.png|A gallery of the Craftsmann weapon collection. | ||
</gallery> | </gallery> | ||
== External links == | == External links == | ||
− | *[http://www.teamfortress.com/post.php?id=17401 Gun Mettle | + | * [http://www.teamfortress.com/post.php?id=17401 "The Gun Mettle Update is (Actually) Here!" Blog Post] |
− | *[http://www.teamfortress.com/gunmettle/ Update | + | * [http://www.teamfortress.com/gunmettle/ The Update Page] |
− | *[http://www.teamfortress.com/gunmettle/powerhouse.php | + | * [http://www.teamfortress.com/gunmettle/powerhouse.php Part 2 of the Update Page] |
+ | |||
+ | == References == | ||
+ | <references/> | ||
+ | |||
{{Gun Mettle Update Nav}} | {{Gun Mettle Update Nav}} | ||
{{Major updates nav}} | {{Major updates nav}} |
Latest revision as of 19:44, 24 October 2024
This article is for content released in the update. For the patch itself, see July 2, 2015 Patch.
“ | Your tireless fixer is under fire from the Administrator to keep the body count up, and she needs two things. 1) Executing black-bag kill-contracts and 2) landing the contracts by drafting and submitting detailed preliminary supplier-side bundled service proposals. Since you're a dangerous murderer who probably reads at a third grade level, we have a pretty good idea which one you can help her with.
— TF2 Official Website
|
” |
The Gun Mettle Update was a major update that introduced weapon skins, 4 new maps, and 3 new taunts. It also introduced the ability to pick up weapons from the ground from fallen players, as well the Gun Mettle Campaign, a three-month event allowing players to complete skill-based contract challenges to unlock one-of-a-kind weapons and exclusive weapon cases. To participate in the Gun Mettle Campaign, players had to obtain the Gun Mettle Campaign Pass, which was available for purchase in the Mann Co. Store.
Additional content was further added in the August 27, 2015 Patch with the introduction of the Gun Mettle Cosmetic Case.
Additions
Maps
Main article: List of maps
Name | Picture | Game mode | File name |
---|---|---|---|
Borneo | Payload |
pl_borneo
| |
Powerhouse | Control Point |
cp_powerhouse
| |
Snowplow | Control Point |
cp_snowplow
| |
Suijin | King of the Hill |
koth_suijin
|
Cosmetics
Main article: Cosmetic items
Weapon skins
Main article: Decorated
Weapon skins feature randomly positioned patterns. Only one of the possible placements is shown below.
Teufort Collection
Weapon/Grade | Preview/Wear |
---|---|
Bovine Blazemaker Flame Thrower Commando Grade Flame Thrower |
|
War Room Minigun Commando Grade Minigun |
|
Treadplate Tormenter SMG Mercenary Grade SMG |
|
Bogtrotter Sniper Rifle Mercenary Grade Sniper Rifle |
|
Earth, Sky and Fire Flame Thrower Mercenary Grade Flame Thrower |
|
Team Sprayer SMG Freelance Grade SMG |
|
Spruce Deuce Scattergun Freelance Grade Scattergun |
|
Hickory Hole-Puncher Pistol Freelance Grade Pistol |
|
Rooftop Wrangler Stickybomb Launcher Freelance Grade Stickybomb Launcher |
|
Civic Duty Shotgun Civilian Grade Shotgun |
|
Civil Servant Medi Gun Civilian Grade Medi Gun |
|
Local Hero Pistol Civilian Grade Pistol |
|
Mayor Revolver Civilian Grade Revolver |
|
Smalltown Bringdown Rocket Launcher Civilian Grade Rocket Launcher |
|
Citizen Pain Minigun Civilian Grade Minigun |
Craftsmann Collection
Weapon/Grade | Preview/Wear |
---|---|
Tartan Torpedo Scattergun Commando Grade Scattergun |
|
Lumber From Down Under Sniper Rifle Commando Grade Sniper Rifle |
|
Rustic Ruiner Shotgun Mercenary Grade Shotgun |
|
Barn Burner Flame Thrower Mercenary Grade Flame Thrower |
|
Homemade Heater Pistol Mercenary Grade Pistol |
|
Plaid Potshotter SMG Freelance Grade SMG |
|
Country Crusher Scattergun Freelance Grade Scattergun |
|
Iron Wood Minigun Freelance Grade Minigun |
|
Shot in the Dark Sniper Rifle Freelance Grade Sniper Rifle |
|
Blasted Bombardier Stickybomb Launcher Freelance Grade Stickybomb Launcher |
|
Backcountry Blaster Scattergun Civilian Grade Scattergun |
|
Antique Annihilator Minigun Civilian Grade Minigun |
|
Old Country Revolver Civilian Grade Revolver |
|
American Pastoral Rocket Launcher Civilian Grade Rocket Launcher |
|
Reclaimed Reanimator Medi Gun Civilian Grade Medi Gun |
Concealed Killer Collection
Weapon/Grade | Preview/Wear |
---|---|
Red Rock Roscoe Pistol Elite Grade Pistol |
|
Sand Cannon Rocket Launcher Elite Grade Rocket Launcher |
|
Sudden Flurry Stickybomb Launcher Assassin Grade Stickybomb Launcher |
|
Psychedelic Slugger Revolver Assassin Grade Revolver |
|
Purple Range Sniper Rifle Assassin Grade Sniper Rifle |
|
Night Terror Scattergun Commando Grade Scattergun |
|
Carpet Bomber Stickybomb Launcher Commando Grade Stickybomb Launcher |
|
Woodland Warrior Rocket Launcher Commando Grade Rocket Launcher |
|
Wrapped Reviver Medi Gun Commando Grade Medi Gun |
|
Forest Fire Flame Thrower Mercenary Grade Flame Thrower |
|
Night Owl Sniper Rifle Mercenary Grade Sniper Rifle |
|
Woodsy Widowmaker SMG Mercenary Grade SMG |
|
Backwoods Boomstick Shotgun Mercenary Grade Shotgun |
|
King of the Jungle Minigun Mercenary Grade Minigun |
|
Masked Mender Medi Gun Mercenary Grade Medi Gun |
Powerhouse Collection
Weapon/Grade | Preview/Wear |
---|---|
Thunderbolt Sniper Rifle Elite Grade Sniper Rifle |
|
Liquid Asset Stickybomb Launcher Elite Grade Stickybomb Launcher |
|
Shell Shocker Rocket Launcher Assassin Grade Rocket Launcher |
|
Current Event Scattergun Assassin Grade Scattergun |
|
Pink Elephant Stickybomb Launcher Assassin Grade Stickybomb Launcher |
|
Flash Fryer Flame Thrower Commando Grade Flame Thrower |
|
Spark of Life Medi Gun Commando Grade Medi Gun |
|
Dead Reckoner Revolver Commando Grade Revolver |
|
Black Dahlia Pistol Commando Grade Pistol |
|
Sandstone Special Pistol Commando Grade Pistol |
|
Lightning Rod Shotgun Mercenary Grade Shotgun |
|
Brick House Minigun Mercenary Grade Minigun |
|
Aqua Marine Rocket Launcher Mercenary Grade Rocket Launcher |
|
Low Profile SMG Mercenary Grade SMG |
|
Turbine Torcher Flame Thrower Mercenary Grade Flame Thrower |
Taunts
Main article: Taunts
Proletariat Posedown | ||
Box Trot | ||
Kazotsky Kick |
Tools
Main article: Tools
Unusual effects
Main article: Unusual
Gun Mettle Update Unusual effects | ||||||
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Weapon effects | ||||||
Hot | Isotope | Cool | Energy Orb Removed from all Unusual pools |
Tweaked Classes
Class | Changes |
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Changed: Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%. | |
Changed: Construction boosts (Wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed. | |
Changed: Changing Wrenches no longer destroys all buildings, only if the building type is changed (Switching from a Wrench to Gunslinger or vice versa). | |
Changed: Increased base Wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed). | |
Changed: Teleporters and Dispensers redeploy +50% faster (2.5x without Wrench boost, 5.5x with Wrench boost). | |
Changed: Hauling speed penalty reduced from 25% to 10%. | |
Changed: Building repair costs increased from 20 metal to 33 metal to repair 100hp per Wrench hit (from 5HP per metal to 3HP per metal). | |
Changed: The Revolver's reload animation now no longer obstructs its user's aim. | |
Changed: Changing to a new disguise now takes only 0.5 seconds, instead of 2 seconds. | |
Added: While invisible, Spy receives 20% less damage from all damage sources. | |
Added: While invisible, Spy has reduced timer on debuffs (fire, Jarate, milk, bleed). | |
Changed: Decreased Revolver damage penalty on sapped Sentry Guns from -66% to -33%. |
Tweaked Weapons
Class | Weapon | Changes | |
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Baby Face's Blaster |
Added: Boost reduced on taking damage | ||
Changed: Increased amount of Boost lost on air jump to 75% (from 50%) | |||
Shortstop |
Changed: No longer uses secondary ammo and now uses primary ammo instead | ||
Changed: Healing and knockback passives are only active when weapon is deployed | |||
Pretty Boy's Pocket Pistol |
Added: Up to +3 health per hit | ||
Changed: Damage vulnerability from +50% fire to +20% all sources while active | |||
Changed: Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed | |||
Removed: +15 max health on wearer | |||
Fan O'War |
Added: Crits whenever it would normally mini-crit | ||
Changed: Reduced damage penalty to 75% (from 90%) | |||
Air Strike |
Removed: Clip size penalty | ||
Changed: Reduced blast radius penalty to 10% (from 15%) | |||
Changed: Reduced damage penalty to 15% (from 25%) | |||
Changed: Reduced self blast damage reduction to 15% (from 25%) | |||
Black Box |
Changed: +15 health on hit to +20 health on hit per attack | ||
Changed: Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage. (i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health) | |||
Liberty Launcher |
Added: +25% clip size | ||
Escape Plan |
Equalizer |
Changed: No healing penalty to 90% less healing from Medics while active | |
Flare Gun |
Added: Added text to describe 100% critical hits on burning targets | ||
Scorch Shot |
Changed: Reduced damage penalty to 35% (from 50%) | ||
Added: Increased knock back on burning targets | |||
Changed: Increased the blast radius from flares from 92Hu to 110Hu | |||
Added: 100% minicrit chance vs burning targets | |||
Detonator |
Changed: Slightly increased blast jump height when doing a Detonator jump | ||
Changed: Increased blast radius to 110Hu (from 92Hu) | |||
Changed: Detonated explosions now also Mini-Crit burning targets | |||
Added: Added text to describe 100% Mini-Crits on burning targets | |||
Changed: Increased damage penalty to -25% | |||
Changed: Increased self-damage penalty to 50% (from 25%) | |||
Powerjack |
Changed: Reduced health gained on kill to 25 (from 75) | ||
Ali Baba's Wee Booties |
Bootlegger |
Added: Added +10% movement speed bonus | |
Changed: Changed +25% charge on charge kill to +25% charge on melee kill | |||
Loch-n-Load |
Changed: Damage bonus now only applies to buildings | ||
Iron Bomber |
Removed: Damage penalty on self-detonate | ||
Changed: Reduced radius penalty to 15% (from 20%) | |||
Tide Turner |
Changed: Self damage will no longer decrease charge when charging | ||
Changed: Fall damage will no longer decrease charge when charging | |||
Changed: Reduced amount of charge taken away on damage when charging reduced to 1 per point of damage (from 3) | |||
Quickiebomb Launcher |
Changed: Damage is now increased based on charge amount when the bomb is fired. | ||
Ullapool Caber |
Changed: Reduced explosion base damage to 75 (from 100) | ||
Changed: Reduced damage ramp up bonus for close range attacks, now the same as other explosive weapons | |||
Claidheamh Mòr |
Changed: +25% charge on charge kill to +25% charge on melee kill | ||
Brass Beast |
Added: 20% damage resistance while spun up | ||
Tomislav |
Added: 20% more accurate (less spread) | ||
Changed: Increased faster spin up speed to 20% (from 10%) | |||
Natascha |
Added: 20% damage resistance while spun up | ||
Added: Stun amount now has distance falloff, decreases starting at 512hu down to zero stun at 1536Hu | |||
Family Business |
Added: +15% faster firing speed | ||
Dalokohs Bar |
Changed: Can now overheal up to 400hp | ||
Added: Alt-fire to throw and share as a small medkit for other players to use | |||
Added: 10 second cool down on use | |||
Warrior's Spirit |
Added: +10 health on hit | ||
Eviction Notice |
Added: 3 second speed boost on hit | ||
Pomson 6000 |
Changed: Uber and Cloak drain decreases over distance from target, decreases start at 512hu from target and reaches 0 drain at 1536hu | ||
Rescue Ranger |
Changed: Reduced cost of long range building pick up to 100 metal (from 130 metal) | ||
Wrangler |
Changed: Ammo and repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active | ||
Changed: Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. (Previously Engineer death caused disable state for only 1 second) | |||
Short Circuit |
Added: Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire | ||
Added: Cannot pick up buildings when the Short Circuit is deployed | |||
Gunslinger |
Changed: Mini Sentry Guns can now be repaired | ||
Changed: Mini Sentry Guns can now be Wrench construction boosted | |||
Changed: Mini Sentry base build speed decreased. Mini Sentry Guns that are Wrench boosted build slightly faster than previously | |||
Changed: Mini Sentry Guns start at 50% health on construction and gain health during construction instead of starting at 100% | |||
Changed: Metal gibs from destroyed Mini Sentry Guns no longer grant any metal | |||
Jag |
Added: +15% swing speed | ||
Changed: With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added) | |||
Added: 20% repair penalty (Repairs will give up to 80hp per swing instead 100hp per swing) | |||
Eureka Effect |
Changed: Previous penalties have been removed and replaced with the following: | ||
Added: Construction hit speed boost decreased by 50% | |||
Added: 50% less metal from pickups and Dispensers | |||
Vaccinator |
Added: Vaccinator Über deploys now always take exactly 1 bar of Übercharge. | ||
Added: Vaccinator Über deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the Medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist Über each consuming 1 charge. | |||
Changed: Vaccinator Über build now suffers the same penalties as other Mediguns when it comes to multiple Medics on the same target and max overhealed patients | |||
Changed: Reduced the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage | |||
Added: Penalty of 66% decreased Übercharge build rate while healing a overhealed patient | |||
Solemn Vow |
Added: Added 10% attack speed penalty | ||
Sydney Sleeper |
Changed: Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds) | ||
Bazaar Bargain |
Changed: No longer lose heads on miss | ||
Changed: Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate | |||
Changed: Each head boosts charge rate by 25% up to 200% | |||
Changed: Collecting a head requires a headshot kill and not just a headshot | |||
Changed: Increased charge rate penalty changed to 50% (from 25%) | |||
Cozy Camper |
Removed: Increased damage taken penalty | ||
Bushwacka |
Changed: Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active | ||
Enforcer |
Changed: +20% damage bonus while undisguised to +20% damage bonus while disguised | ||
Spy-cicle |
Added: Spy-cicle recharge timer can now be reduced by picking up ammo boxes | ||
Changed: Changed fire immunity for 3 seconds to fire immunity for 1 second and 10 seconds of afterburn immunity | |||
Removed: Silent killer attribute | |||
Big Earner |
Added: 3 second speed gain on kill | ||
Conniver's Kunai |
Changed: Reduced health penalty reduced to -55 health (from -65 health) | ||
Changed: Increased minimum health gain of 75 on kill | |||
Changed: Increased maximum overheal from Kunai increased to 210 (from 195) | |||
Cloak and Dagger |
Added: Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock Invis Watch on ammo pick up | ||
Dead Ringer |
Added: When Feign Death is triggered, the Spy receives a 3 second speed boost | ||
Changed: Initial attack that triggers feign death has its damage reduced by 50% | |||
Changed: Feign Death stealth has no bump shimmer for 3 seconds | |||
Changed: Increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50% cloak meter for triggering Feign Death | |||
Changed: Reduced cloak regen rate from to 50% faster (from 80%) | |||
Added: Triggering Feign Death instantly removes 50% cloak meter | |||
Changed: Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds | |||
Changed: 3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot) | |||
Changed: Can no longer pick up ammo for cloak meter while cloaked | |||
Disguise Kit |
Added: Pressing 'reload' (default key: R) also toggles the disguise team. | ||
Soldier Pyro Heavy Engineer |
Panic Attack |
Changed: Increased base fire rate to 30% (from 15%) | |
Added: 50% faster switch to speed | |||
Changed: Increased base reload speed to 50% faster (from 33%) |
Achievements
Five new achievements were introduced in this update.
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Trivia
- An unused community-made weapon, the Afterburner, can be spotted in the pile of weapons on the right of the balance changes image on the Day 2 update page.
- The name of the Gun Mettle Update was originally going to be "The Manndate", as indicated by an unfinished update page, as well as leaks showing the original
.tga
files of the Gun Mettle Key containing the name "Manndate".[1]
Gallery
External links
References
- ↑ tf_materialSrc\materialsrc\backpack\player\items\crafting\weapons_key_manndate_large.tga
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