Difference between revisions of "User:SofiPandaRights/Custom Weapons"

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{{Quotation|'''The Heavy'''.|Yes. I like this new weapon.|sound=Heavy_specialweapon09.wav}}
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[[File:CW2_Crafting.png|200px|cTF2w Logo|right]]
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| contents = This page serves as an archive of its page history and should not be modified
'''Custom Weapons''', also known as '''Custom TF2 Weapons''' and '''CTF2W''', is a [[SourceMod]] server plugin which adds community-made weapons to ''Team Fortress 2'' and was developed by [https://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP]. It is currently maintained by [http://steamcommunity.com/profiles/76561198043554063/ Chdata], and [http://steamcommunity.com/profiles/76561198049994177/ Crafting]. Unlike [[Advanced Weaponiser]], there is no loadout viewer nor a drop system because all weapons are available to the public. Additionally, this group tests and makes changes to official weapons with the intention of creating more balanced/fun gameplay.
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== Official Server List ==
 
{{Note|Clicking on these will start up the game and connect to the server automatically}}
 
[steam://connect/192.223.26.28:27015 Custom Weapons | US]<br />
 
[steam://connect/185.107.96.197:27015 Custom Weapons | EU]
 
 
 
== List of New & Modified Weapons ==
 
<br>
 
=== Official Weapon Changes ===
 
These changes do affect the "Custom Weapons" that are available to use. Additionally, these changes are on all of the official "CTF2W" servers.
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="1" class="header" | Overall Changes
 
|-
 
| align="left" |
 
-All CTF2W official servers have random critical hits turned off<br><br>
 
-All CTF2W official servers use fixed bullet spread<br><br>
 
-Removed the 10 second teammate outlines after re-spawning<br><br>
 
-Decreased melee range bonus to +33% from +37% for all swords<br><br>
 
-Removed the "-100% holster speed penalty" for all swords<br><br>
 
-Bug fix: Players will now regain air strafe control after being airblasted from a Flamethrower<br>
 
'''NOTE''': In the vanilla game, airblasting a target will cause the targeted player to have reduced footing and air control for a short period. This condition is permanently on the player until they die or is removed after touching a resupply.<br><br>
 
-Added "While on fire: -33% health received from all healing sources"<br>
 
'''NOTE''': The stat "Direct damage will reduce Medi Gun healing and shield resists by 25%" on all Flamethrowers has been removed<br>
 
'''NOTE''': Any weapon and/or effect that can ignite enemies will be affected by this new debuff<br><br>
 
-Added "Health packs do not remove the bleed effect"<br>
 
'''NOTE''': Users can still heal on pickup, but the bleeding will continue<br><br>
 
-Afterburn damage will now count toward any life-steal effects<br>
 
'''NOTE''': Bleeding was already receiving life-steal benefits<br><br>
 
-Added "On Melee kill: A large ammo pack will drop instead of a medium pack"<br>
 
'''NOTE''': Shield impact kills will count towards this<br>
 
'''NOTE''': Knife-related kills will not count towards this<br><br>
 
-Added "On Melee kill: Gain 10% of base health"<br>
 
'''NOTE''': This can overheal<br>
 
'''NOTE''': Shield impact kills will count towards this<br>
 
'''NOTE''': Knife-related kills will not count towards this<br>
 
'''NOTE''': Not including the Half-Zatoichi<br><br>
 
-Decreased life-steal effects to 33%<br>
 
'''NOTE''': Reduces the Concheror effect from 35%<br>
 
'''NOTE''': Reduces Mad Milk from 60%<br>
 
'''NOTE''': Any custom life-steal effect is 33% (unless otherwise specified)<br><br>
 
-Decreased the movement boost from speed boost effects and/or weapons<br>
 
'''NOTE''': This mostly includes the Concheror and Disciplinary Action<br>
 
'''NOTE''': The list of percentage changes for all classes are listed in the "Speed Boosts - Number Changes" tab below
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="4" class="header" | Speed Boosts - Number Changes
 
|-
 
! class="header" width="16%" | Class
 
! class="header" width="28%" | Original Speed (HU/s)
 
! class="header" width="28%" | NEW Boosted Speed (HU/s)
 
! class="header" width="28%" | OLD Boosted Speed (HU/s)
 
|-
 
| align="left" |
 
Scout
 
|
 
400 (133.3%)
 
|
 
480 (160%)
 
|
 
505 (168.3%)
 
|-
 
| align="left" |
 
Soldier
 
|
 
240 (80%)
 
|
 
320 (106.6%)
 
|
 
336 (112%)
 
|-
 
| align="left" |
 
Pyro
 
|
 
300 (100%)
 
|
 
380 (126.6%)
 
|
 
405 (135%)
 
|-
 
| align="left" |
 
Demoman
 
|
 
280 (93.3%)
 
|
 
360 (120%)
 
|
 
385 (128.3%)
 
|-
 
| align="left" |
 
Heavy
 
|
 
240 (80%)
 
|
 
320 (106.6%)
 
|
 
336 (112%)
 
|-
 
| align="left" |
 
Engineer
 
|
 
300 (100%)
 
|
 
380 (126.6%)
 
|
 
405 (135%)
 
|-
 
| align="left" |
 
Medic
 
|
 
320 (106.6%)
 
|
 
400 (133.3%)
 
|
 
425 (141.6%)
 
|-
 
| align="left" |
 
Sniper
 
|
 
300 (100%)
 
|
 
380 (126.6%)
 
|
 
405 (135%)
 
|-
 
| align="left" |
 
Spy
 
|
 
320 (106.6%)
 
|
 
400 (133.3%)
 
|
 
425 (141.6%)
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Scout - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- SCOUT CLASS -->
 
| align="left" |
 
-Added "(Ability) Fast Hands"<br>
 
'''NOTE''': Grants 33% faster global weapon switching on wearer
 
|
 
(Ability) Fast Hands<br>
 
(Ability) Double jump<br>
 
(Ability) +1 capture rate on wearer
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Scout - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Scattergun.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Scattergun]]'''
 
| align="left" |
 
'''NO CHANGES'''
 
|
 
'''NO CHANGES'''
 
|-
 
| align="center" | [[File:Backpack_Force-A-Nature.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Force-A-Nature]]'''
 
| align="left" |
 
-Removed "+20% bullets per shot"<br><br>
 
-Removed "-10% damage penalty"<br><br>
 
-Added hidden "4% slower reload time" to match the Shortshop base reload time
 
|
 
{{Pro}}Applies knockback on the target and shooter<br>
 
{{Pro}}+50% faster firing speed<br>
 
{{Con}}-66% clip size<br>
 
{{Neutral}}The knockback that is applied on enemies is based on the damage dealt<br>
 
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
 
|-
 
| align="center" | [[File:Backpack_Shortstop.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Shortstop]]'''
 
| align="left" |
 
-Added "When weapon is active: +20% bonus healing from all sources"<br><br>
 
-Added "When weapon is active & while doing the objective: Gain +25% additional bonus healing"<br><br>
 
-Increased push force taken to +25% from +20%, but only applies "When weapon is active & while doing the objective"<br><br>
 
-Increased hidden fire rate bonus to +50% from +42%<br><br>
 
-Increased damage by 8.333%
 
|
 
{{Pro}}When weapon is active: +20% bonus healing from all sources<br>
 
{{Pro}}When weapon is active & while doing the objective: Gain +25% additional bonus healing<br>
 
{{Con}}When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast<br>
 
{{Neutral}}This weapon is best used at medium and/or long range<br>
 
{{Neutral}}Alt-Fire: Reach out to shove an enemy<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}+100.08333% damage bonus<br>
 
{{Pro}}+50% faster firing speed<br>
 
{{Pro}}40% more accurate<br>
 
{{Con}}50% slower reload time<br>
 
{{Con}}-60% bullets per shot<br>
 
{{Con}}-34% clip size
 
|-
 
| align="center" | [[File:Backpack_Soda_Popper.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Soda Popper]]'''
 
| align="left" |
 
-Removed "25% faster reload time"<br><br>
 
-Reduced the damage required for Primary/Secondary/Melee to fully charge<br>
 
'''NOTE''': This will reduce Primary damage required to 280 from 395<br>
 
'''NOTE''': This will reduce Secondary damage required to 280 from 290<br>
 
'''NOTE''': This will reduce Melee damage required to 140 from 350<br><br>
 
-Added "When Hype is used: User gains full air strafe control and 50% faster reload time"<br><br>
 
-Added hidden "4% slower reload time" to match the Shortshop base reload time
 
|
 
{{Pro}}On hit any weapon: Builds Hype<br>
 
{{Pro}}+50% faster firing speed<br>
 
{{Con}}-66% clip size<br>
 
{{Neutral}}ALT-FIRE when full: Activate Hype for multiple air jumps, full air strafe control for 8 seconds, and 50% faster reload time. When activated, user can't gain Hype.<br>
 
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br>
 
{{Neutral}}Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype
 
|-
 
| align="center" | [[File:Backpack_Baby_Face's_Blaster.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Baby Face's Blaster]]'''
 
| align="left" |
 
-Decreased boost lost on hit to 1% from 4%<br><br>
 
-Removed "Boost decreased on air jumps"<br><br>
 
-Removed "-34% clip size"<br><br>
 
-Increased move speed penalty to -12.5% from -10%<br><br>
 
-Added "Boost decays over time" (2% every 1 second)<br><br>
 
-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"<br><br>
 
-Added "-1 capture rate on wearer"<br><br>
 
-Increased damage required to fill to 200 from 100
 
|
 
{{Pro}}On hit any weapon: Builds Boost that increases your move speed on wearer<br>
 
{{Con}}Boost is decreased when damaged and/or decays over time<br>
 
{{Con}}Boost is disabled while doing the objective<br>
 
{{Con}}12.5% slower move speed on wearer<br>
 
{{Con}}-1 capture rate on wearer<br>
 
{{Neutral}}Requires 200 damage dealt to fully fill Boost
 
|-
 
| align="center" | [[File:Backpack_Back_Scatter.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Back Scatter]]'''
 
| align="left" |
 
-Removed "Mini-crits targets when fired at their back from close range"<br><br>
 
-Removed "-34% clip size"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Removed "20% less accurate"<br><br>
 
-Added "On kill: Decreased weapon attack noise"<br><br>
 
-Added "+40% damage vs players from behind"<br>
 
'''NOTE''': There is no distance limit<br><br>
 
-Added "Shots penetrate all enemies"<br><br>
 
-Added "30% slower firing speed"<br><br>
 
-Added "15% slower reload time"
 
|
 
{{Pro}}On kill: Decreased weapon attack noise<br>
 
{{Pro}}+40% damage vs players from behind<br>
 
{{Pro}}Shots penetrate all enemies<br>
 
{{Con}}30% slower firing speed<br>
 
{{Con}}15% slower reload time
 
|-
 
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Pistol]]'''
 
| align="left" |
 
-Increased max Secondary ammo on wearer to 48 from 36
 
|
 
<br>
 
|-
 
| align="center" | [[File:Backpack_Bonk!_Atomic_Punch.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Bonk! Atomic Punch]]'''
 
| align="left" |
 
-Added "+25% non-boostable move speed bonus while under effects"<br>
 
'''NOTE''': The user can't move faster than 500 Hu<br><br>
 
-Added "This weapon deploys 300% slower"<br>
 
'''NOTE''': Since Scout's switching speed is 0.333 seconds, this penalty would increase the deploy time to 1 second
 
|
 
{{Pro}}While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds.<br>
 
{{Con}}While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.<br>
 
{{Con}}This weapon deploys 300% slower<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Crit-a-Cola.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Crit-a-Cola]]'''
 
| align="left" |
 
-Added "+10% faster drinking speed"<br><br>
 
-Decreased Marked-for-Death duration to 2 seconds from 5s
 
|
 
{{Pro}}While under the effects, all damage dealt is Mini-Crits for 8 seconds.<br>
 
{{Pro}}+10% faster drinking speed<br>
 
{{Con}}While under the effects, making any attack causes a 2 second Marked-for-Death debuff until the effect wears off.<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Mad_Milk.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Mad Milk]]'''
 
| align="left" |
 
-Increased splash radius to 219 Hu from 200 Hu<br><br>
 
-Added "While doing the objective: +33% faster recharge rate"<br><br>
 
-Increased extinguishing teammate cooldown to 25% from 20%<br><br>
 
-Added "Coated enemies move 20% slower"
 
|
 
{{Pro}}Players heal 33% of the damage done to an enemy covered with milk<br>
 
{{Pro}}While doing the objective: +33% faster recharge rate<br>
 
{{Pro}}Extinguishing teammates reduces cooldown by -25%<br>
 
{{Pro}}Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
 
{{Pro}}Coated enemies move 20% slower<br>
 
{{Neutral}}20 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Winger.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Winger]]'''
 
| align="left" |
 
-Removed "+15% damage bonus"<br><br>
 
-Added "Wearer never takes falling damage while active"<br><br>
 
-Increased jump height bonus to +30% from +25%<br><br>
 
-Decreased clip size penalty to -50% from -60%<br><br>
 
-Added "-50% max Secondary ammo on wearer"<br>
 
'''NOTE''': Due to the change to Pistol(s), this weapon will have 24 reserve ammo
 
|
 
When weapon is active:<br>
 
:{{Pro}}Wearer never takes falling damage<br>
 
:{{Pro}}+30% greater jump height<br>
 
:{{Con}}-50% max Secondary ammo on wearer<br>
 
:{{Con}}-50% clip size
 
|-
 
| align="center" | [[File:Backpack_Pretty_Boy's_Pocket_Pistol.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Pretty Boy's Pocket Pistol]]'''
 
| align="left" |
 
-Removed "When weapon is active"<br><br>
 
-Removed "On hit: Gain up to +3 health"<br><br>
 
-Removed "-25% clip size"<br><br>
 
-Added "33% of damage done is returned as health"<br><br>
 
-Added "-50% damage penalty"
 
|
 
{{Pro}}33% of damage done is returned as health<br>
 
{{Pro}}+15% faster firing speed<br>
 
{{Con}}-50% damage penalty
 
|-
 
| align="center" | [[File:Backpack_Flying_Guillotine.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Flying Guillotine]]'''
 
| align="left" |
 
-Added "100% Mini-Crits vs players below 50% health"<br>
 
'''NOTE''': Includes Guillotine hit and bleed damage from this weapon<br><br>
 
-Removed "No random critical hits"
 
|
 
{{Pro}}On hit: Bleed for 5 seconds <br>
 
{{Pro}}Long distance hits reduce recharge time by 25%<br>
 
{{Pro}}100% Mini-Crits vs players below 50% health<br>
 
{{Con}}Cannot be picked up after thrown<br>
 
{{Neutral}}6 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" |
 
[[File:Backpack_Bat.png|50px]]
 
[[File:Backpack_Festive_Bat.png|50px]]
 
[[File:Backpack_Holy_Mackerel.png|50px]]
 
[[File:Backpack_Festive_Holy_Mackerel.png|50px]]
 
[[File:Backpack_Unarmed_Combat.png|50px]]
 
[[File:Backpack_Batsaber.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
 
[[File:Backpack_Freedom_Staff.png|50px]]
 
[[File:Backpack_Bat_Outta_Hell.png|50px]]
 
[[File:Backpack_Memory_Maker.png|50px]]
 
[[File:Backpack_Ham_Shank.png|50px]]
 
[[File:Backpack_Necro_Smasher.png|50px]]
 
[[File:Backpack_Crossing_Guard.png|50px]]
 
[[File:Backpack_Prinny_Machete.png|50px]]<br>
 
<small>Melee</small><br>
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
-Added "+20% faster firing speed"<br>
 
'''NOTE''': This doesn't include Frying Pan or Gold Frying Pan (For the obvious sound problem)<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Scout equips it
 
|
 
{{Pro}}+20% faster firing speed
 
|-
 
| align="center" | [[File:Backpack_Sandman.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Sandman]]'''
 
| align="left" |
 
-Decreased minimal ball damage to 10 from 15<br><br>
 
-Increased maximum ball damage to 40 from 23<br><br>
 
-Completely remade the slow-down system and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additionally, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down. A minimal distance ball hit applies a -66% penalty for 1 second and a maximum distance ball hit applies a -33% penalty for 7 seconds. Lastly, this slow-down can't be removed quicker by "key spamming" similar what can be done with the vanilla version.
 
|
 
{{Pro}}Alt-Fire:  Launches a ball that slows targets depending on travel time, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additionally, the damage from the ball impact increases the further it travels.<br>
 
{{Pro}}Can be picked up after thrown to instantly recharge<br>
 
{{Con}}-15 max health on wearer<br>
 
{{Neutral}}10 second recharge
 
|-
 
| align="center" | [[File:Backpack_Candy_Cane.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Candy Cane]]'''
 
| align="left" |
 
-Removed "On kill: A small health pack is dropped"<br><br>
 
-Removed "25% explosive damage vulnerability on wearer"<br><br>
 
-Added "On teammate hit: Gift your teammate with health and ammo"<br>
 
'''NOTE''': 20 HP and 10% ammo<br><br>
 
-Added "On enemy hit: Gift yourself with health and ammo"<br>
 
'''NOTE''': 30 HP and 15% ammo<br><br>
 
-Added "Gifted ammo can be overfilled"<br>
 
'''NOTE''': Up to 150% and will not decay<br><br>
 
-Added "60% slower firing speed"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}On teammate hit: Gift your teammate with health and ammo<br>
 
{{Pro}}On enemy hit: Gift yourself with health and ammo<br>
 
{{Con}}60% slower firing speed<br>
 
{{Neutral}}Gifted ammo can be overfilled<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Boston_Basher.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Boston Basher]]'''
 
| align="left" |
 
-Increased bleed duration to 6 seconds from 5s<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}On hit: Bleed for 6 seconds<br>
 
{{Con}}On miss: Hit yourself. Idiot!<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Sun-on-a-Stick.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Sun-on-a-Stick]]'''
 
| align="left" |
 
-Increased direct damage penalty to -35% from -25%<br><br>
 
-Added "Alt-Fire: Spontaneous combustion"<br>
 
'''NOTE''': Ignites the user for 10 seconds<br>
 
'''NOTE''': 20 second recharge once used<br><br>
 
-Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target"<br><br>
 
-Added "On hit: Transferred afterburn duration is decreased by 75%"<br><br>
 
-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"
 
|
 
{{Pro}}On hit: Transfers "Spontaneous Combustion" afterburn to the target<br>
 
{{Pro}}+25% fire damage resistance while active<br>
 
{{Pro}}100% critical hit vs burning players<br>
 
{{Con}}On hit: Transferred afterburn duration is decreased by 75%<br>
 
{{Con}}On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once<br>
 
{{Con}}-35% direct damage penalty<br>
 
{{Neutral}}Alt-Fire: Spontaneous Combustion<br>
 
{{Neutral}}20 second recharge once used
 
|-
 
| align="center" | [[File:Backpack_Fan_O'War.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Fan O'War]]'''
 
| align="left" |
 
-Removed "Crits whenever it would normally mini-crit"<br><br>
 
-Increased damage penalty to -94% from -75%<br><br>
 
-Increased number of marked targets to 2 from 1<br><br>
 
-Decreased mark duration to 10 seconds from 15s<br><br>
 
-Added "On hit: Gain a 2 second speed boost"
 
|
 
{{Pro}}On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits<br>
 
{{Pro}}On hit: Gain a 2 second speed boost<br>
 
{{Con}}-94% damage penalty<br>
 
{{Neutral}}Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from the 1st target
 
|-
 
| align="center" | [[File:Backpack_Atomizer.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Atomizer]]'''
 
| align="left" |
 
-Removed "Grants Triple Jump while deployed"<br><br>
 
-Removed "Melee attacks mini-crit while airborne"<br><br>
 
-Removed "-15% damage vs players"<br><br>
 
-Removed "This weapon deploys 50% slower"<br><br>
 
-Added "On hit with this weapon: Slams airborne targets into the ground"<br>
 
'''NOTE''': Depending how far from the ground the target is, this weapon can inflict a decent amount of falling damage to that target<br><br>
 
-Added "On kill with any weapon: +2 jumps stored"<br><br>
 
-Added "On assist-kill with any weapon: +1 jump stored"<br><br>
 
-Added "Disables double jump on wearer"<br><br>
 
-Added "Bonus jumps (up to 250) can be used even while weapon is not active"<br>
 
'''NOTE''': Every jump has a purple smoke effect below the user's feet<br>
 
'''NOTE''': When the Soda Popper's Hype is active, any stored jumps are not used until that effect is over
 
|
 
{{Pro}}On hit with this weapon: Slams airborne targets into the ground<br>
 
{{Pro}}On kill with any weapon: +2 jumps stored<br>
 
{{Pro}}On assist-kill with any weapon: +1 jump stored<br>
 
{{Con}}Disables double jump on wearer<br>
 
{{Neutral}}Bonus jumps can be used even while weapon is not active
 
|-
 
| align="center" | [[File:Backpack_Wrap_Assassin.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Wrap Assassin]]'''
 
| align="left" |
 
-Removed "+25% increase in recharge rate"<br><br>
 
-Decreased direct damage penalty to -50% from -65%<br><br>
 
-The ornament no longer does damage on impact<br><br>
 
-The bleeding duration scales depending on travel time (between 1–10 seconds) instead of the set 7.5 seconds<br><br>
 
-Increased the scatter radius to 73 Hu from 50 Hu<br><br>
 
-Added that the shatter effect will cause bleeding, but reduces the possible bleed duration by 25%<br><br>
 
-Added "On hit bleeding player with Melee: Causes an explosion (146 Hu) to make nearby enemies bleed for 5 seconds"<br><br>
 
-Added "+100% max misc ammo on wearer"
 
|
 
{{Pro}}Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds<br>
 
{{Pro}}On hit bleeding player with Melee: Causes an explosion to make nearby enemies bleed for 5 seconds<br>
 
{{Pro}}+100% max misc ammo on wearer<br>
 
{{Con}}On non-direct hits with the ornament: Reduces the possible bleed duration by 25%<br>
 
{{Con}}-50% direct damage penalty<br>
 
{{Neutral}}10 second recharge
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Soldier - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- SOLDIER CLASS -->
 
| align="left" |
 
-Added "(Ability) SHOCK & AWE"<br>
 
'''NOTE''': User performs an earthquake after landing an explosive jump to damage nearby enemies requiring line of sight<br>
 
'''NOTE''': Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no damage cap, plus no damage falloff.
 
|
 
(Ability) SHOCK & AWE
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Soldier - Banner Changes
 
|-
 
! class="header" width="100%" | Changes
 
|-
 
<!-- SOLDIER CLASS -->
 
| align="left" |
 
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"<br>
 
'''NOTE''': This will pull from your reserve ammo, so this won't be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike).<br><br>
 
-Increased damage required to fill to 650 from 600<br>
 
'''NOTE''': The Concheror was increased to 650 from 480
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Soldier - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Rocket_Launcher.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Rocket Launcher]]'''
 
| align="left" |
 
'''NO CHANGES'''
 
|
 
'''NO CHANGES'''
 
|-
 
| align="center" | [[File:Backpack_Direct_Hit.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Direct Hit]]'''
 
| align="left" |
 
-Removed "+25% damage bonus"<br><br>
 
-Added "+25% damage vs players"<br><br>
 
-Decreased explosion radius penalty to -66% from -70%
 
|
 
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 
{{Pro}}+25% damage vs players<br>
 
{{Pro}}+80% projectile speed<br>
 
{{Con}}-66% explosion radius
 
|-
 
| align="center" | [[File:Backpack_Black_Box.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Black Box]]'''
 
| align="left" |
 
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped<br><br>
 
-Removed vanilla "On hit: Gain up to 20 HP per attack" and added newly coded version
 
|
 
When a banner is equipped:<br>
 
:{{Pro}}+40% projectile speed<br>
 
:{{Pro}}-25% blast damage from rocket jumps<br>
 
:{{Con}}-25% clip size<br>
 
<br>
 
When a banner is not equipped:<br>
 
:{{Pro}}On hit: Recover 1 HP per 4.48 damage dealt with a max of 25 health per attack<br>
 
:{{Pro}}On direct hit: Recover 1 HP per 2.24 damage dealt with a max of 50 health per attack<br>
 
:{{Con}}-25% clip size
 
|-
 
| align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Rocket Jumper]]'''
 
| align="left" |
 
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"<br><br>
 
-Added "+50% clip size bonus"<br><br>
 
-Decreased bonus Primary ammo to +100% from +200%<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Added "Allowed in Medieval mode"
 
|
 
{{Pro}}On kill with any weapon: All equipped weapons are automatically fully reloaded<br>
 
{{Pro}}+50% clip size bonus<br>
 
{{Pro}}+100% max Primary ammo on wearer<br>
 
{{Pro}}No self inflicted blast damage taken<br>
 
{{Con}}-100% damage penalty<br>
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Liberty_Launcher.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Liberty Launcher]]'''
 
| align="left" |
 
-Decreased clip size to -25% from +25%<br><br>
 
-Removed "+40% projectile speed"<br><br>
 
-Removed "-25% blast damage from rocket jumps"<br><br>
 
-Removed "-25% damage penalty"<br><br>
 
-Added "Direct hits deal 90 damage at any range"<br>
 
'''NOTE''': Splash damage is unaffected<br><br>
 
-Added "No damage rampup"
 
|
 
{{Pro}}Direct hits deal 90 damage at any range<br>
 
{{Con}}No damage rampup<br>
 
{{Con}}-25% clip size
 
|-
 
| align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Cow Mangler 5000]]'''
 
| align="left" |
 
-Decreased charged shot move speed penalty to -50% from -66%<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Removed the Mini-Crit shot and afterburn damage from the ALT-FIRE effect<br><br>
 
-Added "Black Hole Rockets" as part of the ALT-FIRE effect<br>
 
'''NOTE''': The rocket from the charged shot won't do damage<br>
 
'''NOTE''': Black Hole won't spawn if in an active enemy spawn<br>
 
'''NOTE''': The suction and "disable enemy buildings" lasts for 4 seconds<br>
 
'''NOTE''': An enemy that moves faster than 295 Hu can (or more easily) escape the suction<br>
 
'''NOTE''': Quick-Fix UberCharge is immune to the suction<br>
 
'''NOTE''': The suction radius is 182.5 Hu<br>
 
'''NOTE''': The "disable enemy buildings"  radius is 109.5 Hu<br><br>
 
-Added "30% slower reload time"
 
|
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additionally, any enemy buildings near the center will be disabled for 4 seconds.<br>
 
{{Con}}30% slower reload time<br>
 
{{Con}}Deals only 20% damage to buildings<br>
 
{{Con}}Mini-Crits whenever it would normally crit<br>
 
{{Con}}While doing charged shot: -50% move speed
 
|-
 
| align="center" | [[File:Backpack_Beggar's_Bazooka.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Beggar's Bazooka]]'''
 
| align="left" |
 
-Increased faster firing speed to +80% from +70%<br><br>
 
-Removed "+3 degrees random projectile deviation"<br><br>
 
-Removed "Cannot collect ammo from Dispensers while active"<br><br>
 
-Decreased hidden reload time penalty to 20% from 30%<br><br>
 
-Added "Projectile deviation scales by 1.666% based on the current number of loaded rockets"<br><br>
 
-Added "-25% blast damage from rocket jumps, but -25% rocket jump height"
 
|
 
{{Pro}}Hold FIRE to load up to 3 rockets<br>
 
{{Pro}}Release FIRE to unleash the barrage at 80% faster firing speed<br>
 
{{Con}}Projectile deviation scales by 1.666% based on the current number of loaded rockets<br>
 
{{Con}}Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip<br>
 
{{Con}}-20% explosion radius<br>
 
{{Con}}20% slower reload time<br>
 
{{Neutral}}Projectile deviation will increase/decrease as rockets are loaded and when fired<br>
 
{{Neutral}}-25% blast damage from rocket jumps, but -25% rocket jump height
 
|-
 
| align="center" | [[File:Backpack_Air_Strike.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Air Strike]]'''
 
| align="left" |
 
-Decreased faster firing speed while explosive jumping to +60% from +65%<br><br>
 
-Removed "-15% blast damage from explosive jumps"<br><br>
 
-Removed "-10% explosive radius"<br><br>
 
-Increased damage penalty to -20% from -15%<br><br>
 
-Added "-20% blast damage to self from this weapon"<br><br>
 
-Added "30% faster reload time while explosive jumping"
 
|
 
{{Pro}}-20% blast damage to self from this weapon<br>
 
{{Pro}}+60% faster firing speed and 30% faster reload time while explosive jumping<br>
 
{{Pro}}Clip size increased on kill (up to 4)<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}-20% explosion radius while explosive jumping
 
|-
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Shotgun]]'''
 
| align="left" |
 
'''NO CHANGES'''
 
|
 
'''NO CHANGES'''
 
|-
 
| align="center" | [[File:Backpack_Buff_Banner.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Buff Banner]]'''
 
| align="left" |
 
-See additional changes in "Soldier - Banner Changes" tab<br><br>
 
-Added "+10% faster firing speed and 5% faster reload time for your Primary"<br><br>
 
-Added "Grants player and nearby teammates 10 seconds of the Precision Mannpower powerup while under the effects"
 
|
 
{{Pro}}+10% faster firing speed and 5% faster reload time for your Primary<br>
 
{{Pro}}Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and the Precision Mannpower powerup<br>
 
{{Neutral}}Requires 650 damage dealt to charge<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Gunboats.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Gunboats]]'''
 
| align="left" |
 
-Decreased blast damage from explosive jumps to -50% from -60%<br><br>
 
-Added "-10% blast damage to self on wearer"
 
|
 
{{Pro}}-50% blast damage from explosive jumps<br>
 
{{Pro}}-10% blast damage to self on wearer<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Battalion's_Backup.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Battalion's Backup]]'''
 
| align="left" |
 
-See additional changes in "Soldier - Banner Changes" tab<br><br>
 
-Increased max health on wearer to +30 from +20<br><br>
 
-Any player that is under this effect will now be able to see their net health on screen<br>
 
'''NOTE''': Net health means the possible total health while under the damage resistance after doing the math<br>
 
'''NOTE''': This will be text on the left side of the screen in the top corner
 
|
 
{{Pro}}+30 max health on wearer<br>
 
{{Pro}}Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)<br>
 
{{Neutral}}Requires 650 damage dealt to charge<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Concheror.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Concheror]]'''
 
| align="left" |
 
-See additional changes in "Soldier - Banner Changes" tab<br><br>
 
-Increased health regen to +8 from +4
 
|
 
{{Pro}}Up to +8 health regenerated per second on wearer<br>
 
{{Pro}}Once used, grants player and nearby teammates 10 seconds a speed boost and 33% life-steal<br>
 
{{Neutral}}Requires 650 damage dealt to charge<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Mantreads.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Mantreads]]'''
 
| align="left" |
 
-Added "Immunity from movement-impairing effects on wearer"<br>
 
'''NOTE''': This includes custom weapons..... Ice Breaker's move speed reduction<br>
 
'''NOTE''': This includes official weapons..... Natascha's slow-down, Sandman's slow-down, Default Syringe Gun's slow-down, Cow Mangler's Black-Hole Suction, Mad Milk's slow-down, Liberty Launcher rockets' "momentum canceling", and Sentry Rockets' "momentum canceling"<br>
 
'''NOTE''': If a player is directly hit with a Sentry Rocket or a rocket from the Liberty Launcher, that user's momentum won't be canceled, but the "+60% larger explosion radius" from "Rocket Specialist" will still trigger<br><br>
 
-Increased stomping damage (aka the Goomba) multiplier to x4 from x3<br><br>
 
-Stomping damage (aka the Goomba) can now benefit from life-steal effects<br><br>
 
-Stomping damage (aka the Goomba) can now be Mini-Crit boosted<br><br>
 
-Added "Disables the SHOCK & AWE Class Ability"
 
|
 
{{Pro}}Immunity from movement-impairing effects on wearer<br>
 
{{Pro}}-75% reduction in push force taken from damage, airblasts, and knockback effects<br>
 
{{Pro}}200% increased air strafe control when explosive jumping<br>
 
{{Pro}}Deals 4x falling damage to the player you land on<br>
 
{{Con}}Disables the "SHOCK & AWE" Class Ability<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Righteous_Bison.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Righteous Bison]]'''
 
| align="left" |
 
-Removed hidden clip size penalty<br>
 
'''NOTE''': 6 shots instead of 4<br><br>
 
-Added hidden "+25% faster firing speed"<br>
 
'''NOTE''': This matches the default Shotgun<br><br>
 
-Added hidden "25% slower reload time"<br>
 
'''NOTE''': This matches the default Shotgun<br><br>
 
-Removed "Projectile is able to hit the same enemy multiple times"<br><br>
 
-Increased projectile speed to 1600 Hu from 1200 Hu<br><br>
 
-Added "Reload time decreases as health decreases (up to 66%)"<br><br>
 
-Decreased damage penalty vs players to -33% from -73.33%<br><br>
 
-Decreased damage penalty vs buildings to -66% from -95.55%
 
|
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}Projectile cannot be deflected and penetrates enemy players<br>
 
{{Pro}}+33% projectile speed<br>
 
{{Pro}}Reload time decreases as health decreases<br>
 
{{Con}}-33% damage penalty vs players<br>
 
{{Con}}-66% damage penalty vs buildings
 
|-
 
| align="center" |
 
[[File:Backpack_Shovel.png|50px]]
 
[[File:Backpack_Frying_Pan.png|50px]]
 
[[File:Backpack_Golden_Frying_Pan.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
 
[[File:Backpack_Freedom_Staff.png|50px]]
 
[[File:Backpack_Bat_Outta_Hell.png|50px]]
 
[[File:Backpack_Memory_Maker.png|50px]]
 
[[File:Backpack_Ham_Shank.png|50px]]
 
[[File:Backpack_Necro_Smasher.png|50px]]
 
[[File:Backpack_Crossing_Guard.png|50px]]
 
[[File:Backpack_Prinny_Machete.png|50px]]<br>
 
<small>Melee</small><br>
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
-Added "Weapon knockback increases as the user becomes injured"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Soldier equips it
 
|
 
{{Pro}}Weapon knockback increases as the user becomes injured
 
|-
 
| align="center" | [[File:Backpack_Equalizer.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Equalizer]]'''
 
| align="left" |
 
-Removed "Damage increases as the user becomes injured"<br><br>
 
-Removed "-90% less healing from Medic sources"<br><br>
 
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"<br><br>
 
-Added "When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)"<br>
 
'''NOTE''': While at 1 health, the user would get +100% bonus health from any healing source while this weapon is active<br><br>
 
-Added "On wearer: -20% base healing given and/or gained from every healing source or weapon effect"
 
|
 
{{Pro}}If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill<br>
 
{{Pro}}When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)<br>
 
{{Con}}On wearer: -20% base healing given and/or gained from every healing source or weapon effect
 
|-
 
| align="center" | [[File:Backpack_Disciplinary_Action.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Disciplinary Action]]'''
 
| align="left" |
 
-Flipped the speed boost duration for the user and ally<br><br>
 
-Decreased melee range multiplier to +66% from +70%<br>
 
'''NOTE''': This makes it x2 range when compared to swords. Additionally, this removes the ability to hit enemy while having your back towards them.<br><br>
 
-Removed hidden "+55% melee bounds multiplier"<br><br>
 
-Removed "-25% damage penalty"<br><br>
 
-Added "On kill with any weapon: +2 stacks"<br><br>
 
-Added "On assist-kill with any weapon: +1 stack"<br><br>
 
-Added "ALT-FIRE while active: Use 1 stack (up to 35) to gain a 4 second speed boost"<br>
 
'''NOTE''': User can switch away and keep the speed boost<br><br>
 
-Added "-20 max health on wearer"
 
|
 
{{Pro}}On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds<br>
 
{{Pro}}On kill with any weapon: +2 stacks<br>
 
{{Pro}}On assist-kill with any weapon: +1 stack<br>
 
{{Pro}}+66% melee range<br>
 
{{Con}}-20 max health on wearer<br>
 
{{Neutral}}ALT-FIRE: Use 1 stack to gain a 4 second speed boost
 
|-
 
| align="center" | [[File:Backpack_Market_Gardener.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Market Gardener]]'''
 
| align="left" |
 
-Removed "No random critical hits"<br><br>
 
-Increased fire rate penalty to -25% from -20%<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}Deals crits while the wielder is explosive jumping<br>
 
{{Con}}25% slower firing speed<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Escape_Plan.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Escape Plan]]'''
 
| align="left" |
 
-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health"<br><br>
 
-Removed "You are Marked-for-Death while active, and for short period after switching weapons"<br><br>
 
-Removed "-90% less healing from Medic sources"<br><br>
 
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"<br><br>
 
-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"<br><br>
 
-Added "40% damage vulnerability while active"<br><br>
 
-Added "-20% damage penalty"
 
|
 
{{Pro}}If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill<br>
 
{{Pro}}Move speed, deploy speed, and holster speed increases as the user becomes injured<br>
 
{{Con}}40% damage vulnerability while active<br>
 
{{Con}}-20% damage penalty
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Pyro - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- PYRO CLASS -->
 
| align="left" |
 
-Added "(Ability) Pyrotechnics"<br>
 
'''NOTE''': 50% faster debuff timers on wearer<br><br>
 
-Added "+10% faster firing speed" to all Flare Guns<br><br>
 
-Airblasting a Grenade will now reset its timer<br><br>
 
-Added "-80% blast damage from reflected explosives" to all Primaries<br><br>
 
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
 
|
 
(Ability) Pyrotechnics<br>
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Pyro - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Flame_Thrower.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Flame Thrower]]'''
 
| align="left" |
 
-See additional changes in "Pyro - Class Changes" tab
 
|
 
{{Pro}}Extinguishing teammates restores 20 health
 
|-
 
| align="center" | [[File:Backpack_Backburner.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Backburner]]'''
 
| align="left" |
 
-Removed "100% critical hits from behind"<br><br>
 
-Removed "+150% airblast cost"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Added "From behind: +100% direct & afterburn damage bonus"<br><br>
 
-Added "From the front: -20% direct & -75% afterburn damage penalty"<br>
 
|
 
{{Pro}}Extinguishing teammates restores 20 health<br>
 
{{Pro}}From behind: +100% direct & afterburn damage bonus<br>
 
{{Con}}From the front: -20% direct & -75% afterburn damage penalty
 
|-
 
| align="center" | [[File:Backpack_Degreaser.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Degreaser]]'''
 
| align="left" |
 
-Removed "+25% airblast cost"<br><br>
 
-Added "+25% faster primary recovery after airblasting"<br><br>
 
-Added "Reflected projectiles ignites enemies for 10 seconds"<br><br>
 
-Added "Reflected projectiles do normal damage instead of mini-crit"<br><br>
 
-Added "-10% direct damage penalty"<br>
 
|
 
{{Pro}}Extinguishing teammates restores 20 health<br>
 
{{Pro}}This weapon deploys 60% faster and holsters 30% faster<br>
 
{{Pro}}+25% faster primary recovery after airblasting<br>
 
{{Pro}}Reflected projectiles ignites enemies for 10 seconds<br>
 
{{Con}}Reflected projectiles do normal damage instead of mini-crit<br>
 
{{Con}}-75% afterburn damage penalty<br>
 
{{Con}}-10% direct damage penalty
 
|-
 
| align="center" | [[File:Backpack_Phlogistinator.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Phlogistinator]]'''
 
| align="left" |
 
-Removed "No random critical hits"<br><br>
 
-Removed "No airblast"<br><br>
 
-Removed the crits during MMMMPH<br><br>
 
-Changed that "On kill with any weapon (20%), assist-kill with any weapon (10%), reflecting projectiles (10%), extinguishing teammates (5%), and/or naturally builds up over 60 seconds" will add to the MMMMPH meter instead of any fire damage dealt<br><br>
 
-Added "Able to gain MMMMPH while draining, but at -50% rate"<br><br>
 
-Increased duration to 15 seconds from 10s<br><br>
 
-Added "Activate when full to completely refill health and gain enhanced healing"<br>
 
'''NOTE''': Enhanced healing increases any healing given and/or gained from any possible healing source or weapon effect by 50%, up to 20 HP/s self passive healing, and all afterburn damage dealt from any weapon is restored as health<br><br>
 
-Added "Does not require ammo"<br><br>
 
-Added "Overheating Mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"<br><br>
 
-Added "Extinguishing teammates doesn't restore health"<br><br>
 
-Added "Cannot airblast enemies"<br><br>
 
-Added new sound and visual when MMMMPH is activated<br><br>
 
-Added new visual when MMMMPH is in use<br><br>
 
-Added "-100% maximum overheal on wearer"<br><br>
 
-MMMMPH is now triggered with Taunt, Reload, and/or Special-Attack. Alt-Fire no longer triggers it.
 
|
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}On kill/assist-kill with any weapon, reflecting projectiles, extinguishing teammates, and/or naturally builds up adds to the MMMMPH meter<br>
 
{{Pro}}Activate when full to completely refill health and gain enhanced healing for 15 seconds<br>
 
{{Con}}Overheating Mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast<br>
 
{{Con}}Extinguishing teammates doesn't restore health<br>
 
{{Con}}-100% maximum overheal on wearer<br>
 
{{Con}}Cannot airblast enemies<br>
 
{{Neutral}}Enhanced healing increases any healing given and/or gained from any possible healing source or weapon effect by 50%, up to 20 HP/s self passive healing, and all afterburn damage dealt from any weapon is restored as health<br>
 
{{Neutral}}While MMMMPH taunting: Gain invulnerable and full knockback resistance<br>
 
{{Neutral}}Able to gain MMMMPH while draining, but at -50% rate
 
|-
 
| align="center" | [[File:Backpack_Dragon's_Fury.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Dragon's Fury]]'''
 
| align="left" |
 
-Increased Primary ammo penalty to -85% from -80%<br><br>
 
-Increased airblast cost bonus to -85% from -75%<br><br>
 
-Increased extinguishing teammates to 30 health from 20<br><br>
 
-Increased max distance for projectile to 525 Hu from 450.94 Hu<br>
 
'''NOTE''': In the vanilla game, this weapon has around +28.84% longer range when compared to any other Flame Thrower and this increases to +50% range.<br><br>
 
-Added "+33% airblast push force"
 
|
 
{{Pro}}Extinguishing teammates restores 30 health<br>
 
{{Pro}}Deals 300% damage to burning players<br>
 
{{Pro}}+50% repressurization rate on hit<br>
 
{{Pro}}+33% airblast push force<br>
 
{{Pro}}-85% airblast cost<br>
 
{{Con}}-50% repressurization rate on Alt-Fire<br>
 
{{Con}}-85% max Primary ammo on wearer<br>
 
{{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br>
 
{{Neutral}}Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additionally extinguishes teammates that are on fire
 
|-
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Shotgun]]'''
 
| align="left" |
 
'''NO CHANGES'''
 
|
 
'''NO CHANGES'''
 
|-
 
| align="center" | [[File:Backpack_Flare_Gun.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Flare Gun]]'''
 
| align="left" |
 
-See additional changes in "Pyro - Class Changes" tab
 
|
 
{{Pro}}100% critical hit vs burning players<br>
 
{{Pro}}+10% faster firing speed<br>
 
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
| align="center" | [[File:Backpack_Detonator.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Detonator]]'''
 
| align="left" |
 
-Increased detonated radius to 146 Hu from 100 Hu<br><br>
 
-Removed "-25% damage penalty"<br><br>
 
-Removed "+50% damage to self"<br><br>
 
-Increased flare jump height by 10%<br><br>
 
-Added "-25% max Secondary ammo on wearer"<br><br>
 
-Fixed the 3rd person world model of the Flare model
 
|
 
{{Pro}}100% mini-crits vs burning players<br>
 
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}User can flare jump<br>
 
{{Con}}-25% max Secondary ammo on wearer<br>
 
{{Neutral}}Alt-Fire: Detonate flare<br>
 
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
| align="center" | [[File:Backpack_Manmelter.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Manmelter]]'''
 
| align="left" |
 
-Removed "+50% projectile speed"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning<br>
 
'''NOTE''': There is no max duration<br><br>
 
-Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"<br>
 
'''NOTE''': Cleaning teammates grants special Mark-For-Death shots<br><br>
 
-Added "Projectile cannot be deflected and can extinguish teammates"<br><br>
 
-Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"<br>
 
'''NOTE''': This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost.
 
|
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}Projectile cannot be deflected and can extinguish teammates<br>
 
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro. Cleaning teammates grants special Mark-For-Death shots.<br>
 
{{Pro}}Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts
 
|-
 
| align="center" | [[File:Backpack_Scorch_Shot.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Scorch Shot]]'''
 
| align="left" |
 
-Removed "100% mini-crits vs burning players"<br><br>
 
-Removed "-35% damage penalty"<br><br>
 
-Removed ability to flare jump and self damage from flare<br><br>
 
-Decreased flare radius to 73 Hu from 110 Hu<br><br>
 
-Added "-45% projectile speed"
 
|
 
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.<br>
 
{{Con}}-45% projectile speed<br>
 
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
| align="center" | [[File:Backpack_Thermal_Thruster.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Thermal Thruster]]'''
 
| align="left" |
 
-Removed "Push enemies back when you land with the force and radius based on your velocity"<br><br>
 
-Removed "Deals 3x the fall damage to an enemy you land on"<br><br>
 
-Removed hidden "User takes 75% less falling damage after using a charge"<br><br>
 
-Removed hidden "+50% increase in push force taken from damage on wearer"<br><br>
 
-Decreased recharge time per charge to 10 seconds from 15s<br><br>
 
-Decreased delay before launching to 0.5 seconds from 0.65s<br><br>
 
-Decreased delay before re-launching to 1.0 seconds from 1.2s<br><br>
 
-Decreased locked hostler speed to 0.75 seconds from 0.8s<br><br>
 
-Added "Wearer never takes falling damage"<br><br>
 
-Added "Extinguish nearby teammates (146 Hu) when you launch to restore 30 health to the Pyro"<br><br>
 
-Added "Ignite nearby enemies (146 Hu) for 10 seconds when you launch"<br><br>
 
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"<br><br>
 
-Added "The user can re-launch while airborne"
 
|
 
{{Pro}}Wearer never takes falling damage<br>
 
{{Pro}}Extinguish nearby teammates when you launch to restore 30 health to the Pyro<br>
 
{{Pro}}Ignite nearby enemies for 10 seconds when you launch<br>
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br>
 
{{Con}}0.75 second locked holster penalty<br>
 
{{Neutral}}This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.<br>
 
{{Neutral}}This weapon has 2 charges and requires 10 seconds each to recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Gas_Passer.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Gas Passer]]'''
 
| align="left" |
 
-Decreased splash radius to 146 Hu from 200 Hu<br>
 
'''NOTE''': In the vanilla game, there is a hidden mechanic of the explosion radius. If there's an enemy near the edge of the default radius, then the total explosion radius will double in size.<br><br>
 
-Removed the afterburn caused from the Gasoline effect<br><br>
 
-This will no longer recharge over time, but only with any damage dealt<br><br>
 
-Decreased damage to fill to 300 from 750<br><br>
 
-Added "While doing the objective: +100% bonus recharge from damage dealt"<br><br>
 
-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"<br><br>
 
-Added "Gasoline now causes an explosion (20 damage) when the target is damaged"<br><br>
 
-Added "Gas-covered enemies cannot switch weapons by any means"
 
|
 
{{Pro}}Meter builds with any damage done<br>
 
{{Pro}}While doing the objective: +100% bonus recharge from damage dealt<br>
 
{{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
 
{{Pro}}Extinguishing teammates or yourself restores 40 health to the Pyro<br>
 
{{Con}}Spawning and resupply do not affect the meter<br>
 
{{Con}}Meter starts empty<br>
 
{{Neutral}}Creates a horrific visible gas that coats enemies with an explosive material, which explodes when the target is damaged. Additionally, Gas-covered enemies cannot switch weapons by any means.<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" |
 
[[File:Backpack_Fire_Axe.png|50px]]
 
[[File:Backpack_Lollichop.png|50px]]
 
[[File:Backpack_Frying_Pan.png|50px]]
 
[[File:Backpack_Golden_Frying_Pan.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
 
[[File:Backpack_Freedom_Staff.png|50px]]
 
[[File:Backpack_Bat_Outta_Hell.png|50px]]
 
[[File:Backpack_Memory_Maker.png|50px]]
 
[[File:Backpack_Ham_Shank.png|50px]]
 
[[File:Backpack_Necro_Smasher.png|50px]]
 
[[File:Backpack_Crossing_Guard.png|50px]]
 
[[File:Backpack_Prinny_Machete.png|50px]]<br>
 
<small>Melee</small><br>
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Pyro equips it
 
|
 
{{Pro}}+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*
 
|-
 
| align="center" | [[File:Backpack_Axtinguisher.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Axtinguisher]]'''
 
| align="left" |
 
-Removed "Killing blows on burning players grants a speed boost"<br><br>
 
-Removed "This weapon holsters 35% slower"<br><br>
 
-Removed "No random critical hits"<br>
 
|
 
{{Pro}}100% Mini-Crits vs burning players<br>
 
{{Pro}}Damage increases based on remaining duration of afterburn<br>
 
{{Con}}On hit burning enemy: Extinguishes them<br>
 
{{Con}}-33% damage penalty
 
|-
 
| align="center" | [[File:Backpack_Homewrecker.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Homewrecker]]'''
 
| align="left" |
 
-Increased bonus damage vs buildings to +150% from +100%<br><br>
 
-Removed "-25% damage vs players"<br><br>
 
-Added "When weapon is active"<br><br>
 
-Added "Immune to Sentry knockback and Sentry Rocket's stun"<br><br>
 
-Added "+50% Sentry Bullet damage resistance"<br><br>
 
-Added "+33% damage taken from all sources, except for Sentry Rocket damage"
 
|
 
When weapon is active:<br>
 
:{{Pro}}Damage removes Sappers<br>
 
:{{Pro}}+150% damage vs buildings<br>
 
:{{Pro}}Immune to Sentry knockback and Sentry Rocket's stun<br>
 
:{{Pro}}+50% Sentry Bullet damage resistance<br>
 
:{{Con}}+33% damage taken from all sources, except for Sentry Rocket damage
 
|-
 
| align="center" | [[File:Backpack_Powerjack.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Powerjack]]'''
 
| align="left" |
 
-Removed "+25 health restored on kill"<br><br>
 
-Added "-10% slower move speed on wearer"<br><br>
 
-Increased move speed bonus while active to +30% from +15%<br><br>
 
-Added "Killing blows on burning players grants a speed boost"
 
|
 
{{Pro}}Killing blows on burning players grants a speed boost<br>
 
{{Pro}}+30% faster move speed while active<br>
 
{{Con}}20% damage vulnerability while active<br>
 
{{Con}}-10% slower move speed on wearer
 
|-
 
| align="center" | [[File:Backpack_Back_Scratcher.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Back Scratcher]]'''
 
| align="left" |
 
-Removed "+25% damage bonus"<br><br>
 
-Removed "+50% health from packs on wearer"<br><br>
 
-Removed "-75% health from healers on wearer"<br><br>
 
-Added "On kill with any weapon: +20 health restored"<br><br>
 
-Added "On assist-kill with any weapon: +10 health restored"<br><br>
 
-Added "+100% health restored from kills/assist-kills with this weapon"<br>
 
'''NOTE''': No overhealing from all the above effects<br><br>
 
-Added "-25 max health on wearer"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}On kill with any weapon: +20 health restored<br>
 
{{Pro}}On assist-kill with any weapon: +10 health restored<br>
 
{{Pro}}Restore double health from kills/assist-kills with this weapon<br>
 
{{Con}}-25 max health on wearer<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Sharpened_Volcano_Fragment.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Sharpened Volcano Fragment]]'''
 
| align="left" |
 
-Removed "On hit: Target is engulfed in flames"<br><br>
 
-Increased direct damage penalty to -30% from -20%<br><br>
 
-Added "On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect"<br>
 
'''NOTE''': The following effects doesn't extinguish the eternal flames.....<br>
 
* Being healed by a Medic, Dispenser, or Payload cart<br>
 
* Being splashed with Mad Milk, Gas Passer, or Jarate (or even jumping into water)<br>
 
* Picking up a health pack<br>
 
* Being air blasted by a friendly Pyro or being near a friendly Pyro when they land with the Thermal Thruster<br>
 
* Activating the Dead Ringer as a Spy<br>
 
* Being the recipient of an invulnerability UberCharge stops the burning, but the timer continues<br>
 
* Switching to the Spy-cicle, if it is not already the active weapon, as a Spy. The weapon would still be used up, but the timer continues<br>
 
* Backstabbing someone while holding the Conniver's Kunai as a Spy<br>
 
* Charging with a Demoman shield<br>
 
* Drinking Bonk! Atomic Punch stops damage being dealt, but the timer continues
 
|
 
{{Pro}}On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect<br>
 
{{Con}}-30% direct damage penalty<br>
 
{{Neutral}}Afterburn caused by this weapon will not be overridden by any other flame source
 
|-
 
| align="center" | [[File:Backpack_Third_Degree.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Third Degree]]'''
 
| align="left" |
 
-Added "15% damage resistance VS overhealed players on wearer"<br><br>
 
-Added "15% damage resistance VS burning players on wearer"<br><br>
 
-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"<br><br>
 
-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"<br><br>
 
-Added "15% slower firing speed"
 
|
 
{{Pro}}15% damage resistance VS overhealed players on wearer<br>
 
{{Pro}}15% damage resistance VS burning players on wearer<br>
 
{{Pro}}Whoever you directly attack will take +40% damage if connected by a healing beam<br>
 
{{Con}}Whoever you don't directly attack will take -40% damage if connected by a healing beam<br>
 
{{Con}}15% slower firing speed
 
|-
 
| align="center" | [[File:Backpack_Neon_Annihilator.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Neon Annihilator]]'''
 
| align="left" |
 
-Removed "Damage removes Sappers"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Removed "-20% damage penalty vs players"<br><br>
 
-Added "-33% damage penalty"<br><br>
 
-Added that gas-covered & bleeding enemies will count as "wet" targets<br><br>
 
-Added "Grants user the ability to breath underwater while active"
 
|
 
{{Pro}}Grants user the ability to breath underwater while active<br>
 
{{Pro}}100% critical hit vs wet players<br>
 
{{Con}}-33% damage penalty<br>
 
{{Neutral}}Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water
 
|-
 
| align="center" | [[File:Backpack_Hot_Hand.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Hot Hand]]'''
 
| align="left" |
 
-Increased direct damage penalty to -43% from -15%<br><br>
 
-Added "Combo slap system" with 4 layers of effects<br><br>
 
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br>
 
'''NOTE''': Everything is removed if system resets<br><br>
 
-Added "+150% afterburn damage bonus"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Neutral}}Slap system:<br>
 
* 1st slap: Gain a speed boost<br>
 
* 2nd slap: Target is engulfed in flames<br>
 
* 3rd slap: Attack will crit<br>
 
* 4th slap: Applies knockback to the target<br>
 
{{Pro}}+150% afterburn damage bonus<br>
 
{{Con}}Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br>
 
{{Con}}-43% direct damage penalty<br>
 
{{Neutral}}Broadcasts every successful hit on an enemy player over the death-notice area<br>
 
{{Neutral}}Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Demoman - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- DEMOMAN CLASS -->
 
| align="left" |
 
-Added "(Ability) Spawns a Dynamite Pack on Death"<br>
 
'''NOTE''': The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. Additionally, the Dynamite Pack doesn't cause knockback unlike normal explosions.
 
|
 
(Ability) Spawns a Dynamite Pack on Death
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="1" class="header" | Demoman - Grenade Launcher Changes
 
|-
 
| align="left" |
 
-Added "Grenades do not randomly spin when fired"<br><br>
 
-Increased clip size to 6 from 4<br><br>
 
-Increased reserve ammo to 24 from 16<br><br>
 
-Decreased roller damage by 65.52%<br>
 
'''NOTE''': Decreases max roller damage to 20 from 58<br>
 
'''NOTE''': Doesn't include the Loose Cannon
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="1" class="header" | Demoman - Stickybomb Launcher Changes
 
|-
 
| align="left" |
 
-Reworked damage rampup and damage dealt<br>
 
'''NOTE''': Each stickybomb will now start at 70 damage and ramp up to 125 within 5 seconds after being fired from the weapon<br>
 
'''NOTE''': Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance<br>
 
'''NOTE''': In the vanilla game, stickybombs initially dealt 72-86 damage (with instant arming) and would increase to 120-144 within 5 seconds after being fired from the weapon<br><br>
 
-Added "Detonates stickybombs near the crosshair or while the user is within a radius"<br>
 
'''NOTE''': Increased auto detonation range even if the user isn't looking at the stickybombs to 600 Hu from 100Hu<br><br>
 
-Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."<br><br>
 
-Decreased max number of stickies out to 6 from 8<br><br>
 
-Decreased clip size to 6 from 8<br><br>
 
-Increased reseve ammo to 32 from 24<br><br>
 
-Increased arm time to 1 second from 0.7s<br><br>
 
-Decreased max charge time rate to 3 seconds from 4s
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="1" class="header" | Demoman - Shield Changes
 
|-
 
| align="left" |
 
-Added "While charging: Grants immunity to all debuffs"<br>
 
'''NOTE''': In the vanilla game, debuffs are only removed at the start of a charge and not during<br>
 
'''NOTE''': Added "Marked-for-Death" and the "Gas Passer effect"<br><br>
 
-Added "While charging: Grants full reduction in push force taken from damage, but +25% increase in push force taken from airblasts"<br><br>
 
-Increased base impact max damage to 60 from 50<br>
 
'''NOTE''': Removed the Eyelanders' shield bonus with collected heads<br><br>
 
-Removed knockback from shield impacts<br>
 
'''NOTE''': Before, if you impacted an airborne target, knockback would have been applied<br>
 
'''NOTE''': This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground<br><br>
 
-Increased base turning control while charging by 50%<br>
 
'''NOTE''': This is on the player and not on shields<br><br>
 
-Added "Impact damage benefits from life-steal effects"<br><br>
 
-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration<br>
 
'''NOTE''': The distance traveled is the same, but you will get there faster<br><br>
 
-Decreased base recharge time to 10 seconds from 12s
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Demoman - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Grenade_Launcher.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Grenade Launcher]]'''
 
| align="left" |
 
-See additional changes in "Demoman - Grenade Launcher Changes" tab
 
|
 
|-
 
| align="center" | [[File:Backpack_Loch-n-Load.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Loch-n-Load]]'''
 
| align="left" |
 
-Added a new Grenade model<br><br>
 
-Removed "+20% damage vs buildings"<br><br>
 
-Increased clip size penalty to -66% from -25%<br><br>
 
-Increased explosion radius penalty to -50% from -25%<br><br>
 
-Removed "Launched bombs shatter on surfaces"<br><br>
 
-Increased projectile speed to +150% from +25%<br><br>
 
-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"<br><br>
 
-Added "-100% self damage force"<br><br>
 
-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"<br><br>
 
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
 
|
 
{{Pro}}Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy<br>
 
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 
{{Pro}}Grenades do not randomly spin when fired<br>
 
{{Pro}}+150% projectile speed<br>
 
{{Con}}-66% clip size<br>
 
{{Con}}-50% explosion radius<br>
 
{{Con}}-100% self damage force<br>
 
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
 
|-
 
| align="center" |
 
[[File:Backpack_Ali_Baba's_Wee_Booties.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Ali Baba's Wee Booties]]'''<br>
 
[[File:Backpack_Bootlegger.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Bootlegger]]'''
 
| align="left" |
 
-Decreased move speed bonus (when a shield is equipped) to +7% from +10%<br><br>
 
-Increased melee kills refill (when a shield is equipped) to +33% from +25%<br><br>
 
-Added "Shield impact kills refill 33% of your charge meter (when a shield is equipped)"<br><br>
 
-The vanilla +25 max health now requires a shield<br><br>
 
-Added "When a shield is not equipped: +50 max health on wearer"
 
|
 
{{Neutral}}When a shield is equipped:<br>
 
{{Pro}}+7% move speed on wearer<br>
 
{{Pro}}+25 max health on wearer<br>
 
{{Pro}}+200% increase in turning control while charging<br>
 
{{Pro}}Shield impact or melee kills refill 33% of your charge meter<br>
 
<br>
 
{{Neutral}}When a shield is not equipped:<br>
 
{{Pro}}+50 max health on wearer<br>
 
<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Loose_Cannon.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Loose Cannon]]'''
 
| align="left" |
 
-Removed "+20% projectile speed"<br>
 
'''NOTE''': Due to adding "Grenades do not randomly spin when fired", the Cannonballs travel at the same speed
 
|
 
{{Neutral}}Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.<br>
 
{{Neutral}}Holding down the fire key for too long will cause a misfire<br>
 
{{Pro}}Cannonballs do not randomly spin when fired<br>
 
{{Pro}}Cannonballs push players back on impact<br>
 
{{Pro}}Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit<br>
 
{{Con}}Cannonballs do not explode on impact
 
|-
 
| align="center" | [[File:Backpack_Iron_Bomber.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Iron Bomber]]'''
 
| align="left" |
 
-Removed "-15% explosion radius"<br><br>
 
-Added "Grenades detonate other nearby grenades that are yours"<br><br>
 
-Added "-66% explosion radius on direct hits"<br><br>
 
-Added "-33% clip size"
 
|
 
{{Pro}}Grenades have very little bounce/roll and do not randomly spin when fired<br>
 
{{Pro}}Grenades detonate other nearby grenades that are yours<br>
 
{{Pro}}-30% fuse time on grenades<br>
 
{{Con}}-66% explosion radius on direct hits<br>
 
{{Con}}-33% clip size
 
|-
 
| align="center" | [[File:Backpack_Stickybomb_Launcher.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Stickybomb Launcher]]'''
 
| align="left" |
 
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab
 
|
 
|-
 
| align="center" | [[File:Backpack_Scottish_Resistance.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Scottish Resistance]]'''
 
| align="left" |
 
-Removed "+25% faster firing speed"<br><br>
 
-Increased Secondary ammo bonus to +100% from +50%<br><br>
 
-Removed "Able to destroy enemy stickybombs"<br><br>
 
-Removed "0.8 sec slower bomb arm time"<br><br>
 
-Added "+100% clip size"<br><br>
 
-Added "100% longer pipebomb damage ramp up time"<br><br>
 
-Added "-50% initial damage penalty"<br>
 
'''NOTE''': Each stickybomb will start at 35 damage and ramp up to 125 within 10 seconds after being fired from the weapon
 
|
 
{{Pro}}+100% clip size<br>
 
{{Pro}}+100% max secondary ammo on wearer<br>
 
{{Pro}}+6 max pipebombs out<br>
 
{{Con}}100% longer pipebomb damage ramp up time<br>
 
{{Con}}-50% initial damage penalty
 
|-
 
| align="center" | [[File:Backpack_Sticky_Jumper.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Sticky Jumper]]'''
 
| align="left" |
 
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"<br><br>
 
-Added "+50% clip size bonus"<br><br>
 
-Decreased bonus ammo to +100% from +200%<br><br>
 
-Decreased max stickybombs out to -3 from -6<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Added "Allowed in Medieval mode"
 
|
 
{{Pro}}On kill with any weapon: All equipped weapons are automatically fully reloaded<br>
 
{{Pro}}+50% clip size bonus<br>
 
{{Pro}}+100% max Secondary ammo on wearer<br>
 
{{Pro}}No self inflicted blast damage taken<br>
 
{{Con}}-100% damage penalty<br>
 
{{Con}}-3 max stickybombs out<br>
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Quickiebomb_Launcher.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Quickiebomb Launcher]]'''
 
| align="left" |
 
-Increased charge rate bonus to instant from +70%<br><br>
 
-Increased arm time bonus to instant from -0.2 faster<br><br>
 
-Removed "Up to +35% damage based on charge"<br><br>
 
-Removed "-15% damage penalty"<br><br>
 
-Added "-50% explosion radius"<br><br>
 
-Added "-50% clip size"<br><br>
 
-Added "-3 max stickybombs out"<br><br>
 
-Added "Detonates all stickybombs at once and aren't based on crosshair/area"
 
|
 
{{Pro}}Able to destroy enemy stickybombs<br>
 
{{Pro}}Instant charge time<br>
 
{{Pro}}Instant arm time<br>
 
{{Con}}-50% explosion radius<br>
 
{{Con}}-50% clip size<br>
 
{{Con}}-3 max stickybombs out<br>
 
{{Con}}Detonates all stickybombs at once and aren't based on crosshair/area
 
|-
 
| align="center" | [[File:Backpack_Chargin'_Targe.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Chargin' Targe]]'''
 
| align="left" |
 
-Added "+20% bullet damage resistance on wearer"
 
|
 
{{Pro}}+50% fire damage resistance on wearer<br>
 
{{Pro}}+30% explosive damage resistance on wearer<br>
 
{{Pro}}+20% bullet damage resistance on wearer<br>
 
{{Neutral}}ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Splendid_Screen.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Splendid Screen]]'''
 
| align="left" |
 
-Removed "+70% increase in charge impact damage"<br><br>
 
-Increased fire damage resistance to +25% from +20%<br><br>
 
-Decreased explosive damage resistance to +15% from +20%<br><br>
 
-Added "+10% bullet damage resistance on wearer"
 
|
 
{{Pro}}+25% fire damage resistance on wearer<br>
 
{{Pro}}+15% explosive damage resistance on wearer<br>
 
{{Pro}}+10% bullet damage resistance on wearer<br>
 
{{Pro}}+50% increase in charge recharge rate<br>
 
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Tide_Turner.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Tide Turner]]'''
 
| align="left" |
 
-Removed "+15% fire damage resistance on wearer"<br><br>
 
-Removed "+15% explosive damage resistance on wearer"<br><br>
 
-Removed "Melee kills refill 75% of your charge meter"<br><br>
 
-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"<br><br>
 
-Added "+7% move speed on wearer (boots required)"
 
|
 
{{Pro}}Gain a 1 second speed boost anytime you take damage<br>
 
{{Pro}}+7% move speed on wearer (boots required)<br>
 
{{Pro}}Full turning control while charging<br>
 
{{Con}}Taking damage while shield charging reduces remaining charging time<br>
 
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" |
 
[[File:Backpack_Bottle.png|50px]]
 
[[File:Backpack_Scottish_Handshake.png|50px]]
 
[[File:Backpack_Frying_Pan.png|50px]]
 
[[File:Backpack_Golden_Frying_Pan.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
 
[[File:Backpack_Freedom_Staff.png|50px]]
 
[[File:Backpack_Bat_Outta_Hell.png|50px]]
 
[[File:Backpack_Memory_Maker.png|50px]]
 
[[File:Backpack_Ham_Shank.png|50px]]
 
[[File:Backpack_Necro_Smasher.png|50px]]
 
[[File:Backpack_Crossing_Guard.png|50px]]
 
[[File:Backpack_Prinny_Machete.png|50px]]<br>
 
<small>Melee</small><br>
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
-Added "-66% blast damage taken from explosive jumps while active"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Demoman equips it
 
|
 
{{Pro}}-66% blast damage taken from explosive jumps while active
 
|-
 
| align="center" | [[File:Backpack_Eyelander.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Eyelander]]'''
 
| align="left" |
 
-Removed "Every head taken raises shield impact damage"<br><br>
 
-Removed healing 15 health on kill<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Decreased max number of heads to 3 from 4<br><br>
 
-Increased max health increase per head to +20 from +15<br><br>
 
-Increased move speed increase per head to +8.333% from +8%<br><br>
 
-Added "On kill (after the 3rd): Gain a 4 second speed boost"
 
|
 
{{Pro}}On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer<br>
 
{{Pro}}On kill (after the 3rd): Gain a 4 second speed boost<br>
 
{{Con}}-25 max health on wearer<br>
 
{{Neutral}}User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
 
{{Neutral}}Heads and their bonuses are lost on death
 
|-
 
| align="center" | [[File:Backpack_Scotsman's_Skullcutter.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Scotsman's Skullcutter]]'''
 
| align="left" |
 
-Removed "+20% damage bonus"<br><br>
 
-Removed "15% slower move speed while active"<br><br>
 
-Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%."<br><br>
 
-Added "+30% damage vs players while charging"<br><br>
 
-Added "25% slower firing speed"
 
|
 
{{Pro}}On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%.<br>
 
{{Pro}}+30% damage vs players while charging<br>
 
{{Con}}25% slower firing speed<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Claidheamh_Mòr.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Claidheamh Mòr]]'''
 
| align="left" |
 
-Removed "When weapon is active"<br><br>
 
-Removed "Melee kills refill 25% of your charge meter"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Increased bonus charge duration to +100% from +33%<br><br>
 
-Increased damage vulnerability while active to 20% from 15%<br><br>
 
-Added "Melee hits refill 20% of your charge meter"<br><br>
 
-Added "10% damage vulnerability while not active"
 
|
 
{{Pro}}Melee hits refill 20% of your charge meter<br>
 
{{Pro}}+100% charge duration<br>
 
{{Con}}10% damage vulnerability while not active<br>
 
{{Con}}20% damage vulnerability while active<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Ullapool Caber]]'''
 
| align="left" |
 
-Fixed not being able to mini-crit boost with a Demoman shield charge<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Increased firing speed penatly to -25% from -20%<br><br>
 
-Decreased melee damage to 35 from 55<br><br>
 
-Increased explosion damage to 95 from 75<br><br>
 
-Increased explosion radius to 146 Hu from 102 Hu<br><br>
 
-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.<br><br>
 
-The self damage will now be 50% of the explosion damage<br>
 
'''NOTE''': In the vanilla game, it is between 52-56 self damage<br><br>
 
-Added "Deals Mini-Crits while the wielder is explosive jumping"<br>
 
'''NOTE''': This doesn't transfer to active sticky traps if detonated<br><br>
 
-Added "Mini-Crits whenever it would normally crit"<br><br>
 
-Added "Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds"<br><br>
 
-Added "This weapon can taunt kill, but deals decreased damage if re-charging"<br>
 
'''NOTE''': While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.<br><br>
 
-Added "+33% melee range"
 
|
 
{{Pro}}Causes a special explosion when you hit an enemy or surface<br>
 
{{Pro}}Deals Mini-Crits while the wielder is explosive jumping<br>
 
{{Con}}When the explosion happens, the user takes self inflicted blast damage and is launched into the air<br>
 
{{Con}}Mini-Crits whenever it would normally crit<br>
 
{{Con}}25% slower firing speed<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
 
{{Neutral}}This weapon can taunt kill, but deals decreased damage while re-charging<br>
 
{{Neutral}}Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds
 
|-
 
| align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Persian Persuader]]'''
 
| align="left" |
 
-Removed "Ammo boxes collected also refill your charge meter"<br><br>
 
-Removed "Melee hits refill 20% of your charge meter"<br><br>
 
-Removed "-80% max Primary ammo on wearer"<br><br>
 
-Removed "-80% max Secondary ammo on wearer"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"<br>
 
'''NOTE''': This weapon doesn't need to be active to benefit from this<br><br>
 
-Added "-50% penalty from healing gained from every healing source or weapon effect on wearer (Except from health or ammo pickups)"<br><br>
 
-Added "-50% ammo from Dispensers and Payload carts on wearer"<br><br>
 
-Added "-50% health gained from dropped ammo packs"<br><br>
 
-Added "25% slower firing speed"
 
|
 
{{Pro}}Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack<br>
 
{{Con}}-50% penalty from healing gained from every healing source or weapon effect on wearer (Except from health or ammo pickups)<br>
 
{{Con}}-50% ammo from Dispensers and Payload carts on wearer<br>
 
{{Con}}-50% health gained from dropped ammo packs<br>
 
{{Con}}25% slower firing speed<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Heavy - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- HEAVY CLASS -->
 
| align="left" |
 
-Added "(Ability) Heavyweight"<br>
 
'''NOTE''': Grants 33% reduction in push force taken from damage and airblasts on wearer<br><br>
 
-Added "(Ability) Doctor's Pet"<br>
 
'''NOTE''': Grants the accelerated UberCharge rate for an attached Medic constantly<br><br>
 
-Increased base move speed to 240 Hu from 230 Hu<br><br>
 
-Increased max health to 320 from 300, but -50% max overheal on wearer<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time" to all Heavy Melee weapons<br><br>
 
-Increased damage to 75 from 65 for all Heavy Melee weapons
 
|
 
(Ability) Heavyweight<br>
 
(Ability) Doctor's Pet
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="1" class="header" | Heavy - Minigun Changes
 
|-
 
| align="left" |
 
{{Pro}}Increased accuracy by 33%<br><br>
 
{{Pro}}Increased damage falloff distance to 1200 Hu from 900 Hu<br><br>
 
{{Pro}}Decreased damage falloff multiplier to 50% from 66%<br><br>
 
{{Pro}}Decreased base spin down time to 0.75 second from 0.87s<br><br>
 
{{Pro}}Added "When fully spun up: Gain 15% damage resistance"<br><br>
 
{{Pro}}Added "When fully spun up: Nearby teammates gain damage resistance"<br>
 
'''NOTE''': This can't stack with multiple nearby Heavies<br><br>
 
{{Pro}}Increased move speed while deployed to -50% from -47%<br><br>
 
{{Pro}}Removed "Miniguns having one-second damage and accuracy ramp up after being spun up" penalty<br><br>
 
{{Pro}}| {{Con}}Added "Bullets penetrate all enemies, but each bullet loses 33% damage with each enemy penetrated"<br><br>
 
{{Pro}}| {{Con}}Increased the number of bullets per shot (to 6 from 4), but reduced the damage dealt<br>
 
'''NOTE''': In the vanilla game, a point blank single shot would deal 54 damage, but it's being decreased to 36 (-33%)<br>
 
'''NOTE''': In the vanilla game, each bullet would deal 13.5 damage at point blank, but it's being decreased to 6 (-55.55%)<br>
 
'''NOTE''': In the vanilla game, each bullet would deal 4.5 damage at max distance, but it's being decreased to 3 (-33%)<br><br>
 
{{Con}}Increased base spin up time to 1 second from 0.87s
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="1" class="header" | Heavy - Edible Changes
 
|-
 
| align="left" |
 
-All edibles now count as a medium health packs once thrown<br>
 
'''NOTE''': Unless specified<br><br>
 
-Added "Extinguishing teammates (or disguised enemy Spies) restores 64 health to the Heavy"<br><br>
 
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"<br><br>
 
-Added "While eating: +25% bonus healing given and/or gained from every healing source or weapon effect"<br><br>
 
-Changed number of bits and amount of health recovered per bite<br>
 
'''NOTE''': The number of bits was increased to 5 from 4. This slows down the eating animation, so the user will take longer to move away.<br>
 
'''NOTE''': Decreased health per bite to 64 from 75<br><br>
 
-Changed the recharge system when picking up HP packs<br>
 
'''NOTE''': Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%<br>
 
'''NOTE''': In the vanilla game, picking up a small HP pack would auto-fill the meter even if empty
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="1" class="header" | Heavy - Shotgun Changes
 
|-
 
| align="left" |
 
Any Shotgun that Heavy has access to will gain these bonuses below<br>
 
'''NOTE''': For example.... Default, Family Business, Panic Attack, and/or any custom weapon Shotgun<br><br>
 
-Added "33% of damage dealt is returned as health"<br>
 
'''NOTE''': This is can stack with the Concheror, Mad Milk, and/or any custom life-steal effects<br><br>
 
-Added "On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took"<br>
 
'''NOTE''': If the user dies within the time, your teammates will still gain the percentage of health<br><br>
 
-Added "On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 16.5% of the damage you took"<br>
 
'''NOTE''': If the user dies within the time, your teammates will still gain the percentage of health
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Heavy - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Minigun.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Minigun]]'''
 
| align="left" |
 
-See additional changes in "Heavy Minigun Changes" tab
 
|
 
|-
 
| align="center" | [[File:Backpack_Natascha.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Natascha]]'''
 
| align="left" |
 
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
 
-Increased damage penalty to -33% from -25%<br><br>
 
-Removed "30% slower spin up time"<br><br>
 
-Added "When fully spun up: Slow down enemies around you (225 Hu) by 20%"<br><br>
 
-Added "Applies no knockback against enemies"<br><br>
 
-Completely remade the slow-down system similar to the "Sandman". The remade slow-down system now scales between -50% at close range and -5% at max range.<br>
 
'''NOTE''': As long as 1 bullet hits an enemy, it will apply the slow-down<br><br>
 
-Decreased max distance slow-down effect falloff to 1200 Hu from 1350 Hu<br>
 
'''NOTE''': In the vanilla game, no slow-down is applied if the enemy is outside the effect falloff distance. The remade slow-down applies at least 5% at max range.
 
|
 
{{Pro}}When fully spun up: Slow down enemies around you by 20%<br>
 
{{Pro}}On hit: Slows down enemy players based on distance and their current speed<br>
 
{{Con}}-33% damage penalty<br>
 
{{Neutral}}Applies no knockback against enemies
 
|-
 
| align="center" | [[File:Backpack_Brass_Beast.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Brass Beast]]'''
 
| align="left" |
 
-Removed "+20% damage bonus"<br><br>
 
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
 
-Added "+1 bullet fired per shot"<br><br>
 
-Added "33% slower spin down time"<br><br>
 
-Decreased spin up time penalty to 33% from 50%<br><br>
 
-Decreased move speed while deployed to -33% from -60%
 
|
 
{{Pro}}+1 bullets fired per shot<br>
 
{{Con}}33% slower spin up and spin down time<br>
 
{{Con}}-33% slower move speed while deployed
 
|-
 
| align="center" | [[File:Backpack_Tomislav.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Tomislav]]'''
 
| align="left" |
 
-Increased accurate bonus to +25% from +20%<br><br>
 
-Increased spin up bonus to +33% from +20%<br><br>
 
-Added "+33% faster spin down time"
 
|
 
{{Pro}}Silent killer: No barrel spin sound<br>
 
{{Pro}}+33% faster spin up and down time<br>
 
{{Pro}}25% more accurate<br>
 
{{Con}}20% slower firing speed
 
|-
 
| align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Huo-Long Heater]]'''
 
| align="left" |
 
-Removed "25% damage bonus vs burning players"<br><br>
 
-Removed "10% direct damage penalty"<br><br>
 
-Increased the ring of flames damage to 20 from 12<br><br>
 
-Increased afterburn duration from the ring of flames to 10 seconds from 7.5s<br><br>
 
-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage."<br>
 
'''NOTE''': Ignites on hit for 1 second per 7 damage dealt. For each 20%, afterburn damage is increased by 1.<br><br>
 
-Added "While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled."<br><br>
 
-Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"<br>
 
'''NOTE''': There is no limit of how much overheat can be achieved<br><br>
 
-Added "Must fully cooldown before using HEAT again"<br><br>
 
-Added "Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer."<br>
 
'''NOTE''': Takes 10 seconds to get to 100%. If spun up, it would require 30 seconds to recover. If not spun up, it would require 20 seconds to recover. If weapon isn't active, it would require 10 seconds to recover. Any overheat requires 50% longer time to recover based on each situation.
 
|
 
{{Pro}}Creates a ring of flames while spun up<br>
 
{{Pro}}RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage.<br>
 
{{Pro}}| {{Con}}While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled.<br>
 
{{Pro}}| {{Con}}Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost<br>
 
{{Con}}Must fully cooldown before using HEAT again<br>
 
{{Con}}Consumes an additionally 4 ammo per second while spun up<br>
 
{{Neutral}}Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer.
 
|-
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Shotgun]]'''
 
| align="left" |
 
-See additional changes in "Heavy - Shotgun Changes" tab
 
|
 
|-
 
| align="center" | [[File:Backpack_Sandvich.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Sandvich]]'''
 
| align="left" |
 
-See additional changes in "Heavy - Edible Changes" tab<br><br>
 
-Increased consumption healing effect to 320 HP from 300
 
|
 
{{Pro}}On consumption: Heal up to 320 health<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Alt-Fire: Share with a friend<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Dalokohs_Bar.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Dalokohs Bar]]'''
 
| align="left" |
 
-Removed "Adds +50 max health for 30 seconds"<br><br>
 
-Increased recharge time to 30 seconds from 10s<br><br>
 
-Added "-100% consumption healing effect"<br><br>
 
-Added "On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration."<br><br>
 
-Added a new visual while under the effects
 
|
 
{{Pro}}On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration.<br>
 
{{Con}}-100% consumption healing effect<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Alt-Fire: Share with a friend<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Buffalo_Steak_Sandvich.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Buffalo Steak Sandvich]]'''
 
| align="left" |
 
-Removed "+25% damage taken & mini-crits dealt" while under the effects<br><br>
 
-Added "-100% consumption healing effect"<br><br>
 
-Decreased move speed bonus to +25% from +35%, but now stacks with other speed boosts<br><br>
 
-Added "While under the effects, user gains full reduction in push force taken from damage"<br><br>
 
-Added "While under the effects, edible can't be recharged in anyway"<br>
 
'''NOTE''': Due to overhauled the recharge system for edibles, the user won't be able to heal from health packs until switching off from Melee and once this weapon is recharged<br><br>
 
-Added "There is no effect duration and you can switch off of Melee at any time while under the effects"<br><br>
 
-Added a new visual while under the effects
 
|
 
{{Pro}}On consumption: User gains a +25% move speed and full reduction in push force taken from damage<br>
 
{{Con}}While under the effects, user is switched to Melee and edible can't be recharged in anyway<br>
 
{{Con}}-100% consumption healing effect<br>
 
{{Neutral}}There is no effect duration and you can switch off of Melee at any time while under the effects<br>
 
{{Neutral}}30 second recharge once no longer under the effects<br>
 
{{Neutral}}Alt-Fire: Share with a friend<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Family_Business.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Family Business]]'''
 
| align="left" |
 
-Increased damage penalty to -20% from -15%<br><br>
 
-Decreased firing speed to +10% from +15%<br><br>
 
-Added "20% more accurate"<br><br>
 
-Added "5% faster reload time"
 
|
 
{{Pro}}+33% clip size<br>
 
{{Pro}}20% more accurate<br>
 
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}5% faster reload time<br>
 
{{Con}}-20% damage penalty
 
|-
 
| align="center" | [[File:Backpack_Second_Banana.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Second Banana]]'''
 
| align="left" |
 
-Increased self healing penalty to -75% from -33%<br><br>
 
-Increased recharge time to 30 seconds from 10s<br><br>
 
-Added "On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds"<br><br>
 
-Added "On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds"<br><br>
 
-Added a new visual while under the effects
 
|
 
{{Pro}}On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds<br>
 
{{Con}}On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds<br>
 
{{Con}}-75% consumption healing effect<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Alt-Fire: Share with a friend<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" |
 
[[File:Backpack_Fists.png|50px]]
 
[[File:Backpack_Apoco-Fists.png|50px]]
 
[[File:Backpack_Frying_Pan.png|50px]]
 
[[File:Backpack_Golden_Frying_Pan.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
 
[[File:Backpack_Freedom_Staff.png|50px]]
 
[[File:Backpack_Bat_Outta_Hell.png|50px]]
 
[[File:Backpack_Memory_Maker.png|50px]]
 
[[File:Backpack_Ham_Shank.png|50px]]
 
[[File:Backpack_Necro_Smasher.png|50px]]
 
[[File:Backpack_Crossing_Guard.png|50px]]
 
[[File:Backpack_Prinny_Machete.png|50px]]<br>
 
<small>Melee</small><br>
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
-Added "+25% max Primary ammo on wearer"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Heavy equips it
 
|
 
{{Pro}}+25% max Primary ammo on wearer<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Killing_Gloves_of_Boxing.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Killing Gloves of Boxing]]'''
 
| align="left" |
 
-Increased the 100% critical chance duration to 6 seconds from 5s<br><br>
 
-Added "On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons"<br><br>
 
-Added "On kill or assist-kill: User is Marked-for-Death for 3 seconds"<br><br>
 
-Added "Applies no knockback against enemies"<br><br>
 
-Increased firing speed penalty to 25% from 20%
 
|
 
{{Pro}}On kill: Gain 6 seconds of crits for all of your weapons<br>
 
{{Pro}}On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons<br>
 
{{Con}}On kill or assist-kill: User is Marked-for-Death for 3 seconds<br>
 
{{Con}}25% slower firing speed<br>
 
{{Neutral}}Applies no knockback against enemies<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Gloves_of_Running_Urgently.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Gloves of Running Urgently]]'''
 
| align="left" |
 
-Removed "This weapon holsters 50% slower"<br><br>
 
-Increased max health drain while active to -20 HP/sec from -10 HP/sec<br><br>
 
-Increased move speed bonus to +33% from +30%<br><br>
 
-Increased the minimum health to 1 health from 100<br><br>
 
-Decreased the "accelerated drain" when switching back and forth between weapons to 10 from 20<br><br>
 
-Added a new particle system that will visually show any player how much missing health you have
 
|
 
{{Pro}}+33% faster move speed while active<br>
 
{{Con}}Maximum health is drained while weapon is active (-20 HP/sec)<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Warrior's_Spirit.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Warrior's Spirit]]'''
 
| align="left" |
 
-Removed "+30% damage bonus"<br><br>
 
-Removed "+30% damage vulnerability while active"<br><br>
 
-Increased health restored on kill to +64 from +50<br><br>
 
-Added "+32 health restored on assist-kill"<br><br>
 
-Added "+20% faster firing speed"<br><br>
 
-Added "On miss: Punch yourself for 50 health! You coward!"<br><br>
 
-Added "-100% healing gained from every healing source or weapon effect while active (Except from kills/assist-kills)"
 
|
 
{{Pro}}+20% faster firing speed<br>
 
{{Pro}}+64 health restored on kill<br>
 
{{Pro}}+32 health restored on assist-kill<br>
 
{{Con}}On miss: Punch yourself for 50 health! You coward!<br>
 
{{Con}}-100% healing gained from every healing source or weapon effect while active (Except from kills/assit-kills)<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Fists_of_Steel.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Fists of Steel]]'''
 
| align="left" |
 
-Removed "-40% damage from ranged sources while active"<br><br>
 
-Removed "This weapon holsters 100% slower"<br><br>
 
-Removed "-40% maximum overheal on wearer"<br><br>
 
-Removed "-40% health from healers on wearer"<br><br>
 
-Added "-33% damage taken from all sources, except from melee while active"<br><br>
 
-Increased melee vulnerability to +150% from +100%<br><br>
 
-Added "50% slower weapon switch on wearer"<br>
 
'''NOTE''': This does stack with "This weapon has slower deploy time"
 
|
 
{{Pro}}-33% damage taken from all sources, except from melee while active<br>
 
{{Con}}+150% damage vulnerability from melee sources while active<br>
 
{{Con}}50% slower weapon switch on wearer<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Eviction_Notice.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Eviction Notice]]'''
 
| align="left" |
 
-Decreased firing speed to -25% from +40%<br><br>
 
-Decreased move speed bonus to +10% from +15%<br><br>
 
-Removed "-60% damage penalty"<br><br>
 
-Removed "Maximum health is drained while item is active"<br><br>
 
-Increased speed boost on hit to 4 seconds from 3s<br><br>
 
-Added "On teammate hit: Boosts teammate's speed for 2 seconds"<br><br>
 
-Added "While active: Drains Primary and Secondary ammo"<br><br>
 
-Added "While active: No ammo from any ammo source"
 
|
 
When weapon is active:<br>
 
:{{Pro}}On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds<br>
 
:{{Pro}}+10% faster move speed<br>
 
:{{Con}}Drains Primary and Secondary ammo<br>
 
:{{Con}}No ammo from any ammo source<br>
 
:{{Con}}25% slower firing speed<br>
 
:{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Holiday_Punch.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Holiday Punch]]'''
 
| align="left" |
 
-Added "When weapon is active: User is able to pick up their own edible for 64 health"<br><br>
 
-Added "On kill with your Primary: Gain crits for 1 second for this weapon"<br><br>
 
-Added "On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon"<br><br>
 
-Added "100% slower firing speed"<br><br>
 
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"
 
|
 
{{Pro}}When weapon is active: User is able to pick up their own edible for 64 health<br>
 
{{Pro}}On kill with your Primary: Gain crits for 1 second for this weapon<br>
 
{{Pro}}On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon<br>
 
{{Pro}}On hit: Force enemy to laugh who also has this same weapon active<br>
 
{{Pro}}Always critical hit from behind<br>
 
{{Pro}}Critical hit forces victim to laugh<br>
 
{{Con}}Critical hits do no damage<br>
 
{{Con}}100% slower firing speed<br>
 
{{Neutral}}The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Engineer - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- ENGINEER CLASS -->
 
| align="left" |
 
-Added "(Ability) Supply Vision"<br>
 
'''NOTE''': User can see any type of health & ammo source through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers
 
|
 
(Ability) Supply Vision
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Engineer - PDA and Sentry Guns Changes/Additions
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="80%" | Changes
 
|-
 
<!-- ENGINEER CLASS -->
 
| align="center" | [[File:Backpack_PDA.png|100px]]<br>
 
'''Construction/Destruction PDA'''
 
| align="left" |
 
-Increased rotating speed when placing a building by 100%<br><br>
 
-Added "Able to build Dispensers in Medieval mode"<br><br>
 
-Increased Dispenser range by +50%<br><br>
 
-Decreased metal cost when constructing and/or upgrading Teleporters by 20%<br><br>
 
-Added "When a teammate (or the user) uses a teleporter, they gain high damage resistance (75% damage resistance) with the duration based on the level (LV1 1s, LV2 2s, LV3 3s). Additionally, the owner (aka the Engineer) gains +50% longer duration based on the level."<br>
 
'''NOTE''': The Mini-Teleporter counts as a Level 3 building<br><br>
 
-Increased bullets refilled per Wrench hit to 45 from 40<br><br>
 
-Increased rockets refilled per Wrench hit to 9 from 8
 
|-
 
| align="center" | [[File:Sentry_Rocket.png|100px]]<br>
 
'''Sentry Rockets'''
 
| align="left" |
 
-Added "On direct hits: Increases explosion radius by 60%"<br><br>
 
-Added "On direct hits: Briefly cancels the target's momentum"<br><br>
 
-Increased projectile speed to 2000 Hu from 1100 Hu<br><br>
 
-Decreased damage by 33%<br>
 
'''NOTE''': Reduces max damage to 100 from 150<br><br>
 
-Increased metal refill cost multiplier to 5 from 2<br>
 
'''NOTE''': In the vanilla game, it would take 40 metal to fully refill rockets, but this increases it to 100 metal
 
|-
 
| align="center" | [[File:RED_Level_1_Sentry_Gun.png|50px]][[File:Red_Mini_Sentry.png|70px]]<br>
 
'''Sentry Gun and Mini-Sentry DPS'''
 
| align="left" |
 
-The firing speed was increased for both the Sentry Gun/Mini-Sentry due to how often the damage is updated on the server to 66 times per second instead of 20 times per second<br>
 
'''NOTE''': The Mini-Sentry actually has a +33.333% firing speed bonus (not +50%) when compared to the Sentry Gun (which is more noticeable due to the change mentioned above)<br>
 
'''NOTE''': This was mostly meant to fix the Wrangler's firing speed multiplier<br><br>
 
-Decreased Sentry Gun damage by 15.79%<br>
 
'''NOTE''': The overall dps is unchanged due to the change mentioned above<br><br>
 
-Decreased Mini-Sentry damage by 20%<br>
 
'''NOTE''': The overall dps is unchanged due to the change mentioned above
 
|-
 
| align="center" | [[File:Red_Mini_Sentry.png|70px]]<br>
 
'''Mini-Sentry'''
 
| align="left" |
 
-Decreased build speed to +100% from +150%<br><br>
 
-Decreased build cost to 75 metal from 100<br>
 
'''NOTE''': We had to do this due to limitations to get the Mini-Dispenser to cost 75 metal to build
 
|-
 
| align="center" |
 
'''Mini-Dispenser'''<br>
 
(When using the Gunslinger)
 
| align="left" |
 
{{Pro}}Healing and ammo dispensed are not blocked by walls<br>
 
{{Pro}}+100% Dispenser radius<br>
 
{{Pro}}Costs 75 metal to build<br>
 
{{Pro}}+100% build speed<br>
 
{{Neutral}}Dispenses as the same rate as a normal LV1<br>
 
{{Neutral}}Starts at 50 health when first deployed and builds up to 100 health over the course of the build animation<br>
 
{{Neutral}}Cannot be upgraded. The owner and other Engineers can still repair this building.<br>
 
{{Con}}Drops zero metal when destroyed
 
|-
 
| align="center" |
 
'''Mini-Teleporter'''<br>
 
(When using the Gunslinger)
 
| align="left" |
 
{{Pro}}Teleporter can be used in both directions<br>
 
{{Pro}}Costs 25 metal to build<br>
 
{{Pro}}+100% build speed<br>
 
{{Neutral}}Recharges as the same rate as a normal LV3<br>
 
{{Neutral}}Starts at 50 health when first deployed and builds up to 100 health over the course of the build animation<br>
 
{{Neutral}}Cannot be upgraded. The owner and other Engineers can still repair this building.<br>
 
{{Con}}Drops zero metal when destroyed
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Engineer - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Shotgun]]'''
 
| align="left" |
 
'''NO CHANGES'''
 
|
 
'''NO CHANGES'''
 
|-
 
| align="center" | [[File:Backpack_Frontier_Justice.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Frontier Justice]]'''
 
| align="left" |
 
-Added "20% more accurate"<br><br>
 
-Added "-50% max Primary ammo on wearer"<br><br>
 
-Removed "No random critical hits"
 
|
 
{{Pro}}Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed<br>
 
{{Pro}}20% more accurate<br>
 
{{Con}}-50% clip size<br>
 
{{Con}}-50% max Primary ammo on wearer<br>
 
{{Neutral}}Revenge crits are lost on death
 
|-
 
| align="center" | [[File:Backpack_Widowmaker.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Widowmaker]]'''
 
| align="left" |
 
-Increased bonus damage to your Sentry Gun's target to 20% from 10%<br><br>
 
-Decreased metal cost per shot to -25 from -30
 
|
 
{{Pro}}On hit: Damage dealt is returned as ammo<br>
 
{{Pro}}20% increased damage to your Sentry Gun's target<br>
 
{{Pro}}No reload necessary<br>
 
{{Con}}Per Shot: -25 ammo<br>
 
{{Con}}Uses metal as ammo
 
|-
 
| align="center" | [[File:Backpack_Pomson_6000.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Pomson 6000]]'''
 
| align="left" |
 
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"<br><br>
 
-Removed "On Hit: Victim loses up to 20% cloak"<br><br>
 
-Removed "Deals only 20% damage to buildings"<br><br>
 
-Removed hidden clip size penalty<br>
 
'''NOTE''': 6 shots instead of 4<br><br>
 
-Added hidden "+24% faster firing speed"<br>
 
'''NOTE''': This matches the default Shotgun<br><br>
 
-Added hidden "4% slower reload time"<br>
 
'''NOTE''': This matches the default Shotgun<br><br>
 
-Added "On hit: Decreases healing given and/or gained from every healing source or weapon effect"<br>
 
'''NOTE''': A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot (1200 Hu) will apply a -12.5% healing reduction for 8 seconds
 
|
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}Projectile cannot be deflected<br>
 
{{Pro}}On hit: Decreases healing given and/or gained from every healing source or weapon effect<br>
 
{{Con}}-20% damage penalty<br>
 
{{Neutral}}Healing effect is decreased over distance and duration is increased over distance
 
|-
 
| align="center" | [[File:Backpack_Rescue_Ranger.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Rescue Ranger]]'''
 
| align="left" |
 
-Removed "-50% max Primary ammo on wearer"<br><br>
 
-Added "-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer"
 
|
 
{{Pro}}Alt-Fire: Use 100 metal to pick up buildings from long range<br>
 
{{Pro}}Fires a special bolt that can repair friendly buildings<br>
 
{{Con}}-34% clip size<br>
 
{{Con}}-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer<br>
 
{{Con}}Self Mark-for-Death when hauling buildings, and a few seconds after redeployment<br>
 
{{Con}}4-to-1 health-to-metal ratio when repairing buildings
 
|-
 
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
 
<small>Secondary</small><br>
 
Engineer's '''[[Pistol]]'''(s)
 
| align="left" |
 
-Decreased reload time to 1.25 seconds from 1.36s<br>
 
'''NOTE''': This matches Scout's Pistol<br><br>
 
-Decreased Secondary ammo to 96 from 200<br>
 
'''NOTE''': Scout's Pistol is being increased to 96 from 36
 
|
 
<br>
 
|-
 
| align="center" | [[File:Backpack_Wrangler.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Wrangler]]'''
 
| align="left" |
 
-Decreased shield resistance to 33% from 66% with Sentry Guns<br><br>
 
-Removed the shield resistance with Mini-Sentry Guns<br><br>
 
-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets<br>
 
'''NOTE''': Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.<br>
 
'''NOTE''': Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.<br><br>
 
-Fixed the firing rate bonus while controlling Mini-Sentry Guns and increased to x3 from x2<br><br>
 
-Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled<br>
 
'''NOTE''': Roughly 3-4 more bullets and 1 more rocket will be refilled per hit
 
|
 
{{Pro}}The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming<br>
 
{{Pro}}Wrangled Sentry Guns gains x2 firing rate and a shield that reduces all damage by 33%<br>
 
{{Pro}}Wrangled Mini-Sentry Guns gains x3 firing rate<br>
 
{{Con}}Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%<br>
 
{{Con}}Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling<br>
 
{{Neutral}}Take manual control of your Sentry Gun or Mini-Sentry
 
|-
 
| align="center" | [[File:Backpack_Short_Circuit.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Short Circuit]]'''
 
| align="left" |
 
-Removed "No random critical hits"<br><br>
 
-Removed vanilla Primary-Fire effect<br><br>
 
-Technically removed "Per Shot: -5 ammo"<br><br>
 
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"
 
|
 
{{Pro}}Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack<br>
 
{{Pro}}Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack<br>
 
{{Pro}}No reload necessary<br>
 
{{Con}}Cannot pick up buildings when active<br>
 
{{Con}}Uses metal for ammo
 
|-
 
| align="center" | [[File:Backpack_Wrench.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Wrench]]'''
 
| align="left" |
 
'''NO CHANGES'''
 
|
 
'''NO CHANGES'''
 
|-
 
| align="center" | [[File:Backpack_Gunslinger.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Gunslinger]]'''
 
| align="left" |
 
-Removed "Third successful punch in a row always crits"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"<br><br>
 
-Added "+6.666% faster move speed on wearer"
 
|
 
{{Pro}}+25 max health on wearer<br>
 
{{Pro}}+6.666% faster move speed on wearer<br>
 
{{Neutral}}Replaces all buildings with mini versions
 
|-
 
| align="center" | [[File:Backpack_Southern_Hospitality.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Southern Hospitality]]'''
 
| align="left" |
 
-Removed "No random critical hits"<br><br>
 
-Removed "20% fire damage vulnerability on wearer"<br><br>
 
-Added "15% bullet damage vulnerability on wearer"<br><br>
 
-Added "One hit destroys any Sapper"<br><br>
 
-Increased bleed duration to 8 seconds from 5s<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}One hit destroys any Sapper<br>
 
{{Pro}}On hit: Bleed for 8 seconds<br>
 
{{Con}}15% bullet damage vulnerability on wearer<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Jag.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Jag]]'''
 
| align="left" |
 
-Increased construction hit bonus to +100% from +30%<br><br>
 
-Increased repair rate penalty to -50% from -20%<br>
 
'''NOTE''': In the vanilla game, the rps (aka repair per second) was 120 rps when compared to the default Wrench of 127.5 rps (due to the "+15% faster firing speed" and the "20% slower repair rate" together barely made the difference). This change will decrease the repair rate to 63.75 rps.<br><br>
 
-Removed "+15% faster firing speed"<br><br>
 
-Removed "-25% damage penalty"<br><br>
 
-Changed damage penalty *vs buildings* to *vs Sappers*<br>
 
'''NOTE''': This will ensure that it will take 3 hits to remove a Sapper instead of any other Wrench taking 2 hits<br><br>
 
-Added "60% faster upgrade rate"<br>
 
'''NOTE''': Increased upgrade rate to 40 from 25 per hit
 
|
 
{{Pro}}Construction hit speed boost increased by 100%<br>
 
{{Pro}}60% faster upgrade rate<br>
 
{{Con}}-50% damage penalty vs Sappers<br>
 
{{Con}}50% slower repair rate
 
|-
 
| align="center" | [[File:Backpack_Eureka_Effect.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Eureka Effect]]'''
 
| align="left" |
 
-Removed "-50% metal cost when constructing or upgrading Teleporters"<br><br>
 
-Removed "Construction hit speed boost decreased by 50%"<br><br>
 
-Increased metal reduction from pickups and Dispensers to -25% from -20%<br><br>
 
-Added "When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level (LV1 2s, LV2 4s, LV3 6s). Additionally, the owner (aka the Engineer) gains +50% longer duration either using the teleport taunt or naturally using the teleporter."<br><br>
 
-Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"<br><br>
 
-Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"<br><br>
 
-Added "-25% ammo from pickups, Dispensers, and/or Payload carts on wearer"<br><br>
 
-Added "On death: User's exit teleporter is auto-matically destroyed"
 
|
 
{{Pro}}Press RELOAD to choose to teleport to spawn or your exit teleporter<br>
 
{{Pro}}When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level. Additionally, the owner gains +50% longer duration either using the teleport taunt or naturally using the teleporter.<br>
 
{{Con}}-25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer<br>
 
{{Con}}On death: User's exit teleporter is auto-matically destroyed<br>
 
{{Neutral}}Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. Additionally, the user gains full knockback resistance during the taunt.
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Medic - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- MEDIC CLASS -->
 
| align="left" |
 
-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)"<br><br>
 
'''NOTE''': All health regeneration numbers are doubled while healing a hurt Patient<br>
 
{{Neutral}}3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)<br>
 
{{Neutral}}6 health per second (Max regen)
 
|
 
(Ability) Able to see enemy health (and enemy UberCharge percentage)<br>
 
(Ability) Health regeneration
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Medic - Primary Changes
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="80%" | Changes
 
|-
 
<!-- MEDIC CLASS -->
 
| align="center" |
 
[[File:Backpack_Syringe_Gun.png|75px]]
 
[[File:Backpack_Blutsauger.png|75px]]
 
[[File:Backpack_Overdose.png|75px]]
 
[[File:Backpack_Crusader's_Crossbow.png|100px]]<br>
 
'''[[Syringe Gun]]''', '''[[Blutsauger]]''', '''[[Overdose]]''', and '''[[Crusader's Crossbow]]'''
 
| align="left" |
 
-Added "This weapon will reload automatically when not active"<br>
 
'''NOTE''': Crusader's Crossbow was already doing this<br><br>
 
-Added "User can see their UberCharge percentage while their Primary is active"
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Medic - Secondary Changes
 
|-
 
! class="header" width="20%" | Changes
 
! class="header" width="80%" | Full New Stats
 
|-
 
<!-- MEDIC CLASS -->
 
| align="left" |
 
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"<br>
 
'''NOTE''': In the vanilla game, the default Medi Gun was already doing this
 
|
 
{{Pro}}Match the speed of any faster heal target<br>
 
{{Con}}While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Medic - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Syringe_Gun.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Syringe Gun]]'''
 
| align="left" |
 
-See additional changes in "Medic - Primary Changes" tab<br><br>
 
-Added "On hit: 1% UberCharge added"
 
|
 
{{Pro}}On hit: 1% UberCharge added<br>
 
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
| align="center" | [[File:Backpack_Blutsauger.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Blutsauger]]'''
 
| align="left" |
 
-Removed "On Hit: Gain up to +3 health"<br><br>
 
-Removed "-2 health drained per second on wearer"<br><br>
 
-Added "On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user."<br>
 
'''NOTE''': The healing percentage is 33% due to the Mad Milk change<br>
 
'''NOTE''': UberCharge gained is around 1% per 16-18 health given
 
|
 
{{Pro}}On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user.<br>
 
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
| align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Crusader's Crossbow]]'''
 
| align="left" |
 
-Added "25% slower reload time"<br><br>
 
-Increased Primary ammo penalty to -80% from -75%<br><br>
 
-Increased projectile speed to 3000 Hu from 2400 Hu<br><br>
 
-Decreased point blank heal shot to 25 health from 75<br><br>
 
-Increased max distance heal shot to 175 health from 150
 
|
 
{{Pro}}Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.<br>
 
{{Con}}-80% max Primary ammo on wearer<br>
 
{{Con}}25% slower reload time<br>
 
{{Con}}No headshots<br>
 
{{Neutral}}38 damage dealt (point blank) to 75 damage dealt (long range)<br>
 
{{Neutral}}25 health restored (point blank) to 175 health restored (long range)<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Overdose.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Overdose]]'''
 
| align="left" |
 
-Removed "-15% damage penalty"<br><br>
 
-Increased move speed bonus while active to +25% from +20%<br><br>
 
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"
 
|
 
{{Pro}}When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25%<br>
 
{{Pro}}While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%<br>
 
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
| align="center" | [[File:Backpack_Medi_Gun.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Medi Gun]]'''
 
| align="left" |
 
-See additional changes in "Medic - Secondary Changes" tab
 
|
 
{{Neutral}}UberCharge: Grants Patient and the user invulnerability<br>
 
{{Neutral}}While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster<br>
 
{{Neutral}}UberCharge lasts for 8 seconds
 
|-
 
| align="center" | [[File:Backpack_Kritzkrieg.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Kritzkrieg]]'''
 
| align="left" |
 
-Increased healing during the taunt to 15 HP from 11 HP<br><br>
 
-Added "On taunt: Recover 15 health" at the start of the taunt<br><br>
 
-Removed draining effect when switching targets<br>
 
'''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br>
 
-Removed "UberCharge: Grants Crits to your Patient's weapons"<br><br>
 
-Added additional new visual when UberCharged is activated<br><br>
 
-Added "While healing: Your Patient receives any positive buff that is currently affecting you"<br><br>
 
-Added "UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons"<br><br>
 
-Added a new backpack model
 
|
 
{{Pro}}While healing: Your Patient receives any positive buff that is currently affecting you<br>
 
{{Pro}}On taunt: Recover 15 health, then 15 additional health during the taunt<br>
 
{{Pro}}+25% UberCharge rate<br>
 
{{Neutral}}UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons<br>
 
{{Neutral}}While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter<br>
 
{{Neutral}}UberCharge lasts for 8 seconds
 
|-
 
| align="center" | [[File:Backpack_Quick-Fix.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Quick-Fix]]'''
 
| align="left" |
 
-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping"<br>
 
'''NOTE''': In the vanilla game, the "full turning control" was already being applied<br><br>
 
-Increased UberCharge rate bonus to +25% from +10%<br><br>
 
-Increased heal rate bonus to +50% from +40%<br><br>
 
-Increased heal rate multipler during UberCharge to 400% from 300%<br><br>
 
-Added a speed boost during UberCharge<br><br>
 
-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"<br>
 
'''NOTE''': This doesn't include the x4 healing during the UberCharge<br><br>
 
-Removed "50% max overheal"<br><br>
 
-Added "66% faster overheal decay"<br><br>
 
-The full knock-back resistance and speed boost will now linger for 1 second when switching targets<br><br>
 
-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged
 
|
 
{{Pro}}While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges.<br>
 
{{Pro}}+25% UberCharge rate<br>
 
{{Pro}}+50% heal rate<br>
 
{{Con}}Normal UberCharge rate and heal rate while healing overhealed Patients<br>
 
{{Con}}66% faster overheal decay<br>
 
{{Neutral}}UberCharge: Increases healing to 400%, grants immunity to movement-impairing effects, and gain a speed boost for both users<br>
 
{{Neutral}}While UberCharged, switching targets will cause the full knock-back resistance and speed boost to linger for 1 second, but drains the meter faster<br>
 
{{Neutral}}UberCharge lasts for up to 8 seconds
 
|-
 
| align="center" | [[File:Backpack_Vaccinator.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Vaccinator]]'''
 
| align="left" |
 
-Decreased UberCharge rate to +10% from +67%<br><br>
 
-Increased resistance while healing to +20% from +10%<br><br>
 
-Removed "-33% UberCharge rate on overhealed Patients"<br><br>
 
-Removed "-66% Overheal build rate"<br><br>
 
-Added "-50% max overheal"<br><br>
 
-Added "The resistance bubble blocks 25% base & crit damage from all other sources for your Patient during UberCharge"<br><br>
 
-Added 20% crit resistance of the selected type while healing for yourself and your Patient<br><br>
 
-Added "User can now see their UberCharge percentage while this weapon is active"
 
|
 
{{Pro}}Press RELOAD to cycle through resist types<br>
 
{{Pro}}While healing, provides user and Patient with a constant 20% base & crit damage resistance to the selected damage type<br>
 
{{Pro}}+10% UberCharge rate<br>
 
{{Con}}-50% max overheal<br>
 
{{Neutral}}UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additionally, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient.
 
|-
 
| align="center" |
 
[[File:Backpack_Bonesaw.png|50px]]
 
[[File:Backpack_Festive_Bonesaw.png|50px]]
 
[[File:Backpack_Frying_Pan.png|50px]]
 
[[File:Backpack_Golden_Frying_Pan.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
 
[[File:Backpack_Freedom_Staff.png|50px]]
 
[[File:Backpack_Bat_Outta_Hell.png|50px]]
 
[[File:Backpack_Memory_Maker.png|50px]]
 
[[File:Backpack_Ham_Shank.png|50px]]
 
[[File:Backpack_Necro_Smasher.png|50px]]
 
[[File:Backpack_Crossing_Guard.png|50px]]
 
[[File:Backpack_Prinny_Machete.png|50px]]<br>
 
<small>Melee</small><br>
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
-Added "20% faster global weapon switch on wearer"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Medic equips it<br><br>
 
-Added "On hit: Bleed for 4 seconds"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Medic equips it
 
|
 
{{Pro}}20% faster global weapon switch on wearer<br>
 
{{Pro}}On hit: Bleed for 4 seconds
 
|-
 
| align="center" | [[File:Backpack_Ubersaw.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Ubersaw]]'''
 
| align="left" |
 
-Decreased UberCharge added on hit to 20% from 25%<br><br>
 
-Removed "20% slower firing speed"<br><br>
 
-Added "On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge"<br><br>
 
-Added "-20% UberCharge rate for Secondary"<br><br>
 
-Added "Lose 10% UberCharge if your current attached Patient dies"
 
|
 
{{Pro}}On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge<br>
 
{{Pro}}On hit: 20% UberCharge added<br>
 
{{Con}}-20% UberCharge rate for Secondary<br>
 
{{Con}}Lose 10% UberCharge if your current attached Patient dies
 
|-
 
| align="center" | [[File:Backpack_Vita-Saw.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Vita-Saw]]'''
 
| align="left" |
 
-Removed "Collect the organs of people you hit"<br><br>
 
-Added "On kill with any weapon: Regen up to 20% of your max HP over 7 seconds"<br><br>
 
-Added "On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds"<br>
 
'''NOTE''': The HP regen doesn't scale down if the user took damage recently<br>
 
'''NOTE''': The healing effects can stack multiple times from different targets. Additionally, each kill/assist-kill's healing percentages can stack with different percentages.<br><br>
 
-Added "On hit with this weapon: +30 health restored that can overheal the user"<br><br>
 
-Added "25% slower firing speed"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}On kill with any weapon: Regen up to 20% of your max HP over 7 seconds<br>
 
{{Pro}}On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds<br>
 
{{Pro}}On hit with this weapon: +30 health restored that can overheal the user<br>
 
{{Con}}-10 max health on wearer<br>
 
{{Con}}25% slower firing speed<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Amputator.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Amputator]]'''
 
| align="left" |
 
-Removed "+3 health regenerated per second while active"<br><br>
 
-Added "Guaranteed 4 health regenerated per 1/2 second while active"<br>
 
'''NOTE''': This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects<br><br>
 
-Added "Disables self health regeneration while active"<br><br>
 
-Added "Taunt is loopable and can be canceled at any time by moving"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
When weapon is active:<br>
 
:{{Pro}}Guaranteed 4 health regenerated per 1/2 second<br>
 
:{{Pro}}Alt-Fire: Applies a healing effect to all nearby teammates. Additionally, grants UberCharge based on health given to teammates.<br>
 
:{{Con}}Disables self health regeneration<br>
 
:{{Con}}-20% damage penalty<br>
 
:{{Neutral}}Taunt is loopable and can be canceled at any time by moving<br>
 
:{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Solemn_Vow.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Solemn Vow]]'''
 
| align="left" |
 
-Moved "Allows you to see enemy health" to the Medic class<br><br>
 
-Removed "10% slower firing speed"<br><br>
 
-Added "Allows your attached Patient to see enemy health"<br><br>
 
-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"<br><br>
 
-Added "An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage"<br><br>
 
-Added "-40% damage penalty"
 
|
 
{{Pro}}Allows your attached Patient to see enemy health<br>
 
{{Pro}}While active: User can see friendly players and buildings through walls, including disguised Spies<br>
 
{{Con}}An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage<br>
 
{{Con}}-40% damage penalty
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Sniper - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- SNIPER CLASS -->
 
| align="left" |
 
-Added "(Ability) Precision Elimination"<br>
 
'''NOTE''': When your Rifle is fully charged, you don't flinch when damaged<br>
 
'''NOTE''': When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts<br><br>
 
-Added "(Ability) Melee wall climb"<br>
 
'''NOTE''': User is hurt for 10 health per wall climb<br>
 
'''NOTE''': Melee attack is 75% faster after a wall climb<br><br>
 
-Increased accuracy by 66% and ammo by 33% for all Secondary SMGs
 
|
 
(Ability) Precision Elimination<br>
 
(Ability) Melee wall climb
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Sniper - Rifle Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | New Damage Numbers
 
|-
 
| align="left" |
 
-Removed the hidden cap that limits charging time<br>
 
'''NOTE''': This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the "Mann vs Machine" gamemode.<br><br>
 
-Decreased base time for a full charge to 3 seconds from 3.3s<br><br>
 
-Added 5% faster base reload time<br><br>
 
-Increased ammo count to 32 from 25<br><br>
 
-Increased move speed while aiming to 100 Hu from 80 Hu<br>
 
'''NOTE''': Sniper will move 66% slower while aiming instead of 73.3% slower<br><br>
 
-Changed base damage against players and buildings<br>
 
'''NOTE''': It will be a x4 damage multiplier instead of x3
 
|
 
'''VS Players'''<br>
 
30 bodyshot uncharged (from 50)<br>
 
120 bodyshot fully charged (from 150)<br><br>
 
120 headshot uncharged (from 150)<br>
 
480 headshot fully charged (from 450)<br><br>
 
'''VS Buildings'''<br>
 
45 uncharged (from 50)<br>
 
180 fully charged (from 150)<br>
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Sniper - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Sniper_Rifle.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Sniper Rifle]]'''
 
| align="left" |
 
-See additional changes in "Sniper - Rifle Changes" tab
 
|
 
|-
 
| align="center" | [[File:Backpack_Huntsman.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Huntsman]]'''
 
| align="left" |
 
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu<br><br>
 
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu<br><br>
 
-Decreased move speed penalty while aiming to -33% from -46.67%<br><br>
 
-Increased total ammo count to 16 from 13<br><br>
 
-Added damage falloff to projectile<br>
 
'''NOTE''': Point blank up to 500 Hu away bodyshots deal 120 damage<br>
 
'''NOTE''': Between 500 and 900 Hu away bodyshots deal up to 60 damage<br>
 
'''NOTE''': Headshots deal 360 damage at any range<br>
 
'''NOTE''': Deals up to 120 damage towards buildings at any range
 
|
 
{{Pro}}The longer you aim, the more damage and faster the arrow travels<br>
 
{{Con}}Arrows lose their accuracy if the bow is drawn for more than 5 seconds<br>
 
{{Con}}While aiming: -33% move speed<br>
 
{{Neutral}}Shoots arrows instead of bullets<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Sydney_Sleeper.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Sydney Sleeper]]'''
 
| align="left" |
 
-Removed "No random critical hits"<br><br>
 
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"<br><br>
 
-Increased charge rate bonus to +33% from +25%<br><br>
 
-Added "On headshot: Doubles the Jarate duration"<br><br>
 
-Added "On scoped hit: Slows target by 20% with the duration based on charge level and doubles the duration on headshot"<br>
 
'''NOTE''': 2 seconds up to 5s
 
|
 
{{Pro}}+33% charge rate<br>
 
{{Pro}}On scoped hit: Slows target by 20% and applies Jarate with the durations based on charge level (2 seconds up to 5s) and doubles the duration on headshot<br>
 
{{Con}}Mini-crits on headshots<br>
 
{{Con}}While aiming: -66% move speed
 
|-
 
| align="center" | [[File:Backpack_Bazaar_Bargain.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Bazaar Bargain]]'''
 
| align="left" |
 
-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users"
 
|
 
{{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%<br>
 
{{Con}}Base charge rate decreased by 50%<br>
 
{{Con}}While aiming: -66% move speed<br>
 
{{Neutral}}User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
 
|-
 
| align="center" | [[File:Backpack_Machina.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Machina]]'''
 
| align="left" |
 
-Removed "On full charge: +15% damage per shot"<br><br>
 
-Removed requirement for full charge to penetrate enemies<br><br>
 
-Added "On kill: 25% of all of the overkill damage will be added to your next shot"<br>
 
'''NOTE''': There is no limit on the amount of damage that can be earned<br><br>
 
-Added "A shot that has overkill damage being applied will not count towards the next shot"
 
|
 
{{Pro}}On kill: 25% of all of the overkill damage will be added to your next shot<br>
 
{{Pro}}Shot penetrate all enemies<br>
 
{{Con}}While aiming: -66% move speed<br>
 
{{Con}}Cannot fire unless zoomed<br>
 
{{Con}}Fires tracers rounds<br>
 
{{Neutral}}A shot that has overkill damage being applied will not count towards the next shot
 
|-
 
| align="center" | [[File:Backpack_Hitman's_Heatmaker.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Hitman's Heatmaker]]'''
 
| align="left" |
 
-Increased body shot penalty to -33% from -20%<br><br>
 
-Removed "+25% faster charge while in Focus" stat<br>
 
'''NOTE''': This wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on an official patch (02/14/08).<br><br>
 
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"<br><br>
 
-Added "25% faster reload time while in Focus"<br><br>
 
-Increased Focus gained from kills to 50% from 35%<br><br>
 
-Increased Focus gained from assist-kills to 25% from 15%<br><br>
 
-Added "-50% Focus gained while Focus is active"<br><br>
 
-Focus is only gained with kills/assist-kills with this weapon instead of any weapon
 
|
 
{{Pro}}On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears<br>
 
{{Pro}}Gain Focus with kills/assists even while using Focus<br>
 
{{Pro}}Press RELOAD at anytime to activate Focus<br>
 
{{Con}}While aiming: -66% move speed<br>
 
{{Con}}-33% damage on body shots<br>
 
{{Neutral}}While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds
 
|-
 
| align="center" | [[File:Backpack_Classic.png|100px]]<br>
 
<small>Primary</small><br>
 
'''[[Classic]]'''
 
| align="left" |
 
-Removed "No headshots when not fully charged"<br><br>
 
-Removed "-10% damage on body shots"<br><br>
 
-Added "While unscoped aiming: -33% move speed"<br><br>
 
-Added "-25% damage penalty"<br><br>
 
-Added a small reload bonus to match the Sniper Rifle's attack rate
 
|
 
{{Pro}}Charge and fire shots independent of zoom<br>
 
{{Pro}}While unscoped aiming: -33% move speed<br>
 
{{Con}}While scoped aiming: -66% move speed<br>
 
{{Con}}-25% damage penalty
 
|-
 
| align="center" | [[File:Backpack_SMG.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Submachine Gun]]'''
 
| align="left" |
 
-Added "66% more accurate"<br><br>
 
-Added "33% max Secondary ammo on wearer"
 
|
 
|-
 
| align="center" | [[File:Backpack_Jarate.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Jarate]]'''
 
| align="left" |
 
-Added "Allowed in Medieval mode"<br><br>
 
-Added "While doing the objective: +50% faster recharge rate"<br><br>
 
-Increased extinguishing teammate cooldown to 33% from 20%<br><br>
 
-Increased recharge time to 30 seconds from 20s<br><br>
 
-Increased splash radius to 219 Hu from 200 Hu
 
|
 
{{Pro}}Coated enemies take mini-crits from all sources<br>
 
{{Pro}}While doing the objective: +50% faster recharge rate<br>
 
{{Pro}}Extinguishing teammates reduces cooldown by -33%<br>
 
{{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Razorback.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Razorback]]'''
 
| align="left" |
 
-Added "+6.666% faster move speed on wearer"<br><br>
 
-Added "+12% faster move speed while aiming"
 
|
 
{{Pro}}+6.666% faster move speed on wearer<br>
 
{{Pro}}+12% faster move speed while aiming<br>
 
{{Pro}}Blocks a single backstab attempt<br>
 
{{Con}}-100% maximum overheal on wearer<br>
 
{{Neutral}}Regenerates after 30 seconds<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Darwin's_Danger_Shield.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Darwin's Danger Shield]]'''
 
| align="left" |
 
-Added "50% reduction in push force taken from damage and airblasts"<br><br>
 
-Added "+30% explosive damage resistance on wearer"
 
|
 
{{Pro}}50% reduction in push force taken from damage and airblasts<br>
 
{{Pro}}+30% explosive damage resistance on wearer<br>
 
{{Pro}}+50% fire damage resistance on wearer<br>
 
{{Pro}}Immune to the effects of afterburn<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Cozy_Camper.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Cozy Camper]]'''
 
| align="left" |
 
-Moved "No flinching when aiming and fully charged" to the Sniper class<br><br>
 
-Moved "Knockback decreased by 20% when aiming" to the Sniper class<br><br>
 
-Removed "+4 health regenerated per second on wearer"<br><br>
 
-Added "10% of any Primary damage done is returned as health"<br><br>
 
-Added "Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon"
 
|
 
{{Pro}}10% of any Primary damage done is returned as health<br>
 
{{Pro}}Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Cleaner's_Carbine.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Cleaner's Carbine]]'''
 
| align="left" |
 
-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds."<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Decreased firing speed penalty to 15% from 25%<br><br>
 
-Added "On kill with any weapon: Gain 34% CRIKEY meter"<br><br>
 
-Added "On assist-kill with any weapon: Gain 17% CRIKEY meter"<br><br>
 
-Added "Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"<br>
 
'''NOTE''': Able to gain meter while draining, but at -66% rate
 
|
 
{{Pro}}On kill with any weapon: Gain 34% CRIKEY meter<br>
 
{{Pro}}On assist-kill with any weapon: Gain 17% CRIKEY meter<br>
 
{{Con}}15% slower firing speed<br>
 
{{Con}}-20% clip size<br>
 
{{Neutral}}Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}66% more accurate<br>
 
{{Pro}}33% max Secondary ammo on wearer
 
|-
 
| align="center" |
 
[[File:Backpack_Kukri.png|50px]]
 
[[File:Backpack_Frying_Pan.png|50px]]
 
[[File:Backpack_Golden_Frying_Pan.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
 
[[File:Backpack_Freedom_Staff.png|50px]]
 
[[File:Backpack_Bat_Outta_Hell.png|50px]]
 
[[File:Backpack_Memory_Maker.png|50px]]
 
[[File:Backpack_Ham_Shank.png|50px]]
 
[[File:Backpack_Necro_Smasher.png|50px]]
 
[[File:Backpack_Crossing_Guard.png|50px]]
 
[[File:Backpack_Prinny_Machete.png|50px]]<br>
 
<small>Melee</small><br>
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
-Added "Better wall climbing when compared to the other unlock Melee weapons"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Sniper equips it<br>
 
'''NOTE''': Decreases the health lost per wall climb to 5 from 10<br>
 
'''NOTE''': Increases the total height per wall climb by 33%
 
|
 
{{Pro}}Better wall climbing when compared to the other unlock Melee weapons
 
|-
 
| align="center" | [[File:Backpack_Tribalman's_Shiv.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Tribalman's Shiv]]'''
 
| align="left" |
 
-Removed "-50% damage penalty"<br><br>
 
-Added "-50% damage vs players"<br><br>
 
-Added "-50% bleed damage"<br><br>
 
-Increased bleed duration to 10 seconds from 6s<br><br>
 
-Added "+15% faster firing speed"
 
|
 
{{Pro}}On hit: Bleed for 10 seconds<br>
 
{{Pro}}+15% faster firing speed<br>
 
{{Con}}-50% damage vs players<br>
 
{{Con}}-50% bleed damage
 
|-
 
| align="center" | [[File:Backpack_Bushwacka.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Bushwacka]]'''
 
| align="left" |
 
-Removed "Crits whenever it would normally mini-crit"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Added "Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon<br>
 
{{Con}}20% damage vulnerability while active<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Shahanshah.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Shahanshah]]'''
 
| align="left" |
 
-Swapped the less or greater than stats<br><br>
 
-Increased damage bonus to +30% from +25%<br><br>
 
-Decreased damage penalty to -20% from -25%<br><br>
 
-Added "This weapon deploys +30% faster when health >50% of max"<br><br>
 
-Added "This weapon deploys +20% slower when health <50% of max"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}This weapon deploys +30% faster when health >50% of max<br>
 
{{Pro}}+30% increase in damage when health >50% of max<br>
 
{{Con}}This weapon deploys +20% slower when health <50% of max<br>
 
{{Con}}-20% decrease in damage when health <50% of max<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Spy - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- SPY CLASS -->
 
| align="left" |
 
-Added "(Ability) Uncloak & Dagger"<br>
 
'''NOTE''': Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy team<br>
 
'''NOTE''': Teammates will still see the kills (and destroyed buildings) in the kill-feed<br><br>
 
-Added "(Ability) Spy Camera"<br>
 
'''NOTE''': Press SPECIAL-ATTACK to launch a projectile, then press RELOAD to load the camera<br>
 
'''NOTE''': When the camera is activated, the user's current disguise is removed and can't disguise while using the camera<br>
 
'''NOTE''': When the camera is activated, the user can't cloak and the camera can't be used if the user is currently cloaked<br>
 
'''NOTE''': 30 second cooldown starts once you leave the camera
 
|
 
(Ability) Able to see enemy health (and enemy UberCharge percentage)<br>
 
(Ability) Uncloak & Dagger<br>
 
(Ability) Spy Camera
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="1" class="header" | Spy - Knives Changes/Additions
 
|-
 
| align="left" |
 
-Added "On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds"
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Spy - Sapper Changes/Additions
 
|-
 
! class="header" width="20%" | Sapping a Building
 
! class="header" width="80%" | Throwable Sapper
 
|-
 
| align="left" |
 
{{Pro}}On sap: Highlights the building for the user and teammates for the next 10 seconds<br>
 
'''NOTE''':  If the Sapper is removed within the 10 seconds, that building is still highlighted for the remainder of the duration
 
|
 
{{Pro}}Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls<br>
 
'''NOTE''': 5% per second for Primary weapons, 2.5% per second for Secondary Weapons, and 5% per second for metal supplies<br><br>
 
{{Pro}}Enemies within 450 Hu will lose twice as much<br>
 
'''NOTE''':  10% per second for Primary weapons, 5% per second for Secondary Weapons, and 10% per second for metal supply<br><br>
 
{{Neutral}}Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking<br>
 
'''NOTE''': If 2 or more radius overlap, it increases by 50% (instead of adding together)<br><br>
 
{{Neutral}}Thrown Sappers will stay active for 60 seconds, until manually destroyed by the user, until destroyed by an enemy, whenever the user dies, or after throwing a new one<br><br>
 
{{Neutral}}Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius<br><br>
 
{{Neutral}}30 second cooldown starts once destroyed<br><br>
 
{{Con}}While a Sapper is on the ground, the user is unable to Sap a building<br><br>
 
{{Con}}While cloaked: User can't throw out nor destroy the Sapper<br><br>
 
{{Con}}-75% Sapper health when thrown
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Spy - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Revolver.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Revolver]]'''
 
| align="left" |
 
'''NO CHANGES'''
 
|
 
'''NO CHANGES'''
 
|-
 
| align="center" | [[File:Backpack_Ambassador.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Ambassador]]'''
 
| align="left" |
 
-Increased fire rate penalty to -100% from -20%<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Removed "-15% damage penalty"<br><br>
 
-Removed the "short cooldown during which it never crits"<br><br>
 
-Decreased max range for headshot falloff to 900 Hu from 1200<br><br>
 
-Headshots will now crit instead of doing normal damage after "max distance"
 
|
 
{{Pro}}Crits on headshot<br>
 
{{Con}}Critical damage is affected by range<br>
 
{{Con}}100% slower firing speed
 
|-
 
| align="center" | [[File:Backpack_L'Etranger.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[L'Etranger]]'''
 
| align="left" |
 
-Increased damage penalty to -25% from -20%
 
|
 
{{Pro}}+40% cloak duration<br>
 
{{Pro}}+15% cloak on hit<br>
 
{{Con}}-25% damage penalty
 
|-
 
| align="center" | [[File:Backpack_Enforcer.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Enforcer]]'''
 
| align="left" |
 
-Removed "+20% damage bonus while disguised"<br><br>
 
-Removed "Attacks pierce damage resistance effects and bonuses"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"<br>
 
'''NOTE''': Stealth shots allows the user to fire this weapon without losing their disguise<br><br>
 
-Added "Bind *custom* to manually remove your current disguise"
 
|
 
{{Pro}}Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill<br>
 
{{Con}}20% slower firing speed<br>
 
{{Neutral}}Stealth shots allows the user to fire this weapon without losing their disguise<br>
 
{{Neutral}}Bind "custom" to manually remove your current disguise
 
|-
 
| align="center" | [[File:Backpack_Diamondback.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Diamondback]]'''
 
| align="left" |
 
-Changed to guaranteed Mini-Crits instead of Crits<br><br>
 
-Removed "-15% damage penalty"<br><br>
 
-Remove "No random critical hits"<br><br>
 
-Added "-25% damage penalty while disguised"<br><br>
 
-Added "20% slower firing speed"
 
|
 
{{Pro}}Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill<br>
 
{{Con}}-25% damage penalty while disguised<br>
 
{{Con}}20% slower firing speed
 
|-
 
| align="center" | [[File:Backpack_Knife.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Knife]]'''
 
| align="left" |
 
-See additional changes in "Spy - Knives Changes/Additions" tab
 
|
 
|-
 
| align="center" | [[File:Backpack_Your_Eternal_Reward.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Your Eternal Reward]]'''
 
| align="left" |
 
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class<br><br>
 
-Removed "+33% cloak drain rate" penalty<br><br>
 
-Added "+20% longer de-cloak time"<br><br>
 
-Added "While disguised: Gain a certain bonus based on your current class type disguise"<br><br>
 
Offense class - +33% normal damage vs players for Secondary and +100% for Melee<br>
 
Defense class - +20% damage resistance<br>
 
Support class - +4 health regenerated per second<br>
 
'''NOTE''': The health regen isn't decreased if the user was recently hurt
 
|
 
{{Pro}}Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed<br>
 
{{Pro}}While disguised: Gain a certain bonus based on your current class type disguise<br>
 
{{Pro}}On kill: No attack noise<br>
 
{{Con}}Normal disguises require (and consumes) a full cloak meter<br>
 
{{Con}}+20% longer de-cloak time
 
|-
 
| align="center" | [[File:Backpack_Conniver's_Kunai.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Conniver's Kunai]]'''
 
| align="left" |
 
-Added "On backstab kill: Removes all negative debuffs on user"<br><br>
 
-Added "While cloaked: Any overheal on wearer doesn't decay"<br>
 
'''NOTE''': Includes Medic overheal or overheal granted from backstabs
 
|
 
{{Pro}}On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user<br>
 
{{Pro}}While cloaked: Any overheal on wearer doesn't decay<br>
 
{{Con}}-55 max health on wearer
 
|-
 
| align="center" | [[File:Backpack_Big_Earner.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Big Earner]]'''
 
| align="left" |
 
-Removed "+30% cloak on kill"<br><br>
 
-Removed "Gain a 3 second speed boost on kill"<br><br>
 
-Added "On kill with any weapon: Gain a 2 second speed boost & +25% cloak"<br><br>
 
-Added "On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak"
 
|
 
{{Pro}}On kill with any weapon: Gain a 2 speed boost & +25% cloak<br>
 
{{Pro}}On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak<br>
 
{{Con}}-25 max health on wearer<br>
 
|-
 
| align="center" | [[File:Backpack_Spy-cicle.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Spy-cicle]]'''
 
| align="left" |
 
-Decreased recharge to 10 seconds from 15s<br><br>
 
-Decreased afterburn immunity to 5 seconds from 10s<br><br>
 
-Added "-50% direct damage penalty"<br><br>
 
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"<br><br>
 
-Added "On hit by fire while active: Reduces initial fire damage by 90%"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
{{Pro}}On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds<br>
 
{{Con}}-50% direct damage penalty<br>
 
{{Con}}Backstab turns victim into ice<br>
 
{{Con}}Melts in fire, regenerates in 10 seconds and by picking up ammo<br>
 
{{Neutral}}Weapon makes a melting sound unless user is currently disguised<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Disguise_Kit.png|100px]]<br>
 
<small>Primary PDA</small><br>
 
'''[[Disguise Kit]]'''
 
| align="left" |
 
-Added "Gain 20% damage resistance against the class type you are currently disguised as"
 
|
 
{{Pro}}Gain 20% damage resistance against the class type you are currently disguised as
 
|-
 
| align="center" | [[File:Backpack_Invisibility_Watch.png|100px]]<br>
 
<small>Secondary PDA</small><br>
 
'''[[Invis Watch]]'''
 
| align="left" |
 
-Fixed the "While cloaked: 50% faster debuff timers"<br><br>
 
'''NOTE''': Increased to 50% from around 42%<br>
 
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
 
|
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 
{{Neutral}}Alt-Fire: Turn invisible<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Cloak_and_Dagger.png|100px]]<br>
 
<small>Secondary PDA</small><br>
 
'''[[Cloak and Dagger]]'''
 
| align="left" |
 
-Fixed the "While cloaked: 50% faster debuff timers"<br><br>
 
'''NOTE''': Increased to 50% from around 42%<br>
 
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers<br><br>
 
-Added "Decreased decloak sound volume"<br><br>
 
-Added "0.5 sec longer cloak blink time"<br><br>
 
-Increased cloak meter from ammo sources penalty to -100% from -35%
 
|
 
{{Neutral}}Cloak Type: Motion Sensitive<br>
 
{{Pro}}Cloak drain rate based on movement speed<br>
 
{{Pro}}Decreased decloak sound volume<br>
 
{{Pro}}+100% cloak regen rate<br>
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 
{{Con}}No cloak meter from ammo sources<br>
 
{{Con}}0.5 sec longer cloak blink time<br>
 
{{Con}}+33% cloak drain rate<br>
 
{{Neutral}}Alt-Fire: Turn invisible<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Dead_Ringer.png|100px]]<br>
 
<small>Secondary PDA</small><br>
 
'''[[Dead Ringer]]'''
 
| align="left" |
 
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"<br><br>
 
-Removed "Afterburn immunity for 3 seconds when used"<br><br>
 
-The natural damage resistance only lasts for 1 second once the "Dead Ringer" is trigger<br>
 
'''NOTE''': In the vanilla game, if you decloaked within 3 seconds, the user would still have the damage resistance<br><br>
 
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds<br>
 
'''NOTE''': In the vanilla game, if you decloaked within 3 seconds, the user would still have the speed boost<br><br>
 
-Decreased cloak regen rate to +30% from +50%<br><br>
 
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"<br><br>
 
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"<br>
 
'''NOTE''': As in, the afterburn and bleeding immunity<br><br>
 
-Increased faster debuff timers while cloaked to 75% from 50%<br>
 
'''NOTE''': Now includes "Marked-for-Death" and the "Gas Passer effect"<br><br>
 
-Added "While cloaked: User gains 6 health/s passive healing"<br>
 
'''NOTE''': This is a set 6 health and doesn't scale down when damaged, but can be increased/decreased from certain effects<br><br>
 
-Added "While cloaked: User absorbs 75% of any damage taken"<br>
 
'''NOTE''': This starts 1 second after the "Dead Ringer" is triggered<br><br>
 
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)<br>
 
'''NOTE''': This starts 1 second after the "Dead Ringer" is triggered<br><br>
 
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"<br><br>
 
-Added "No health from health packs when invisible and for 5 seconds after decloaking"<br><br>
 
-Added "No natural cloak resistance when invisible after the first 1 second"<br><br>
 
-Added "-50% cloak meter from ammo sources"
 
|
 
{{Neutral}}Cloak Type: Feign Death<br>
 
{{Pro}}Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration<br>
 
{{Pro}}While cloaked: User absorbs 75% of any damage taken, gains 6 health/s passive healing, gains a speed boost, and 75% faster debuff timers<br>
 
{{Pro}}+30% cloak regen rate<br>
 
{{Pro}}+40% cloak duration<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping into enemies will make you slightly visible to enemies<br>
 
{{Con}}No cloak meter from ammo sources when invisible and for 5 seconds after decloaking<br>
 
{{Con}}No health from health packs when invisible and for 5 seconds after decloaking<br>
 
{{Con}}-50% cloak meter used when Feign Death is activated<br>
 
{{Con}}Absorbed damage shortens cloak duration<br>
 
{{Con}}-50% cloak meter from ammo sources<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Sapper.png|100px]]<br>
 
<small>Building</small><br>
 
'''[[Sapper]]'''
 
| align="left" |
 
-Added "Allowed in Medieval mode"<br>
 
'''NOTE''': Because Engineers can now build Dispensers in Medieval mode
 
|
 
{{Pro}}Disables and slowly destroys enemy buildings<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Backpack_Red-Tape_Recorder.png|100px]]<br>
 
<small>Building</small><br>
 
'''[[Red-Tape Recorder]]'''
 
| align="left" |
 
-Added "Allowed in Medieval mode"<br>
 
'''NOTE''': Because Engineers can now build Dispensers in Medieval mode<br><br>
 
-Removed "Reverses enemy building construction"<br><br>
 
-Decreased Sapper damage penalty to -90% from -100%<br><br>
 
-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"<br>
 
'''NOTE''': Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed<br><br>
 
-Added "+100% Sapper health bonus"<br><br>
 
-Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed"
 
|
 
{{Pro}}Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed<br>
 
{{Pro}}+100% Sapper health bonus<br>
 
{{Con}}User is Marked-for-Death for 3 seconds after the Sapper has been removed<br>
 
{{Neutral}}-90% Sapper damage penalty<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|}
 
 
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Mult-Class - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
| align="center" | [[File:Backpack_Reserve_Shooter.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Reserve Shooter]]'''
 
| align="left" |
 
-Increased deploy bonus to +30% from +20%<br><br>
 
-Added "This weapon holsters 15% faster"<br><br>
 
-Added "20% more accurate"
 
|
 
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
 
{{Pro}}20% more accurate<br>
 
{{Con}}-34% clip size
 
|-
 
| align="center" | [[File:Backpack_Pain_Train.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Pain Train]]'''
 
| align="left" |
 
-Removed "10% bullet damage vulnerability on wearer"<br><br>
 
-Added "When weapon is active"<br><br>
 
-Added "Move speed increases by 15% while doing the objective"<br><br>
 
-Added "15% damage vulnerability on wearer while doing the objective"<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
|
 
When weapon is active & while doing the objective:<br>
 
:{{Pro}}+1 capture rate<br>
 
:{{Pro}}Move speed increases by 15%<br>
 
:{{Con}}15% damage vulnerability on wearer<br>
 
:{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
|-
 
| align="center" | [[File:Backpack_Half-Zatoichi.png|100px]]<br>
 
<small>Melee</small><br>
 
'''[[Half-Zatoichi]]'''
 
| align="left" |
 
-Now it will show the amount of health restored, just like other heal restoring effects/weapons<br><br>
 
-Removed "No random critical hits"<br><br>
 
(Soldier and Demoman) -Added "On assist-kill: Restore 25% of base health"<br><br>
 
(Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining"<br><br>
 
(Soldier Only) -Added "On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining"<br>
 
'''NOTE''': After the default 10 seconds has been drained, if the user was able to extend the duration, the banner effect will only be affecting the user
 
|
 
{{Pro}}On kill: Restore 50% of base health<br>
 
{{Pro}}On assist-kill: Restore 25% of base health<br>
 
{{Con}}Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br>
 
{{Neutral}}Soldiers and Demos can duel with Katanas for a one-hit kill<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
 
<br>
 
{{Pro}}(Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining<br>
 
{{Pro}}(Soldier only) On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining
 
|-
 
| align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br>
 
<small>Primary<br>Secondary</small><br>
 
'''[[B.A.S.E. Jumper]]'''
 
| align="left" |
 
(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage"<br><br>
 
(Demoman only) -Added "+20% faster reload time for your Secondary while deployed"<br><br>
 
(Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging
 
|
 
{{Pro}}Press 'JUMP' key to deploy a Parachute to slow your descent while in the air<br>
 
{{Pro}}Gain a 2 second speed boost after taking fall damage<br>
 
{{Con}}Can't re-deploy the Parachute after deploying until the user touches the ground<br>
 
{{Con}}Reduces amount of air strafe control by 50% while deployed<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
<br>
 
{{Neutral}}(Demoman only) When a shield is not equipped:<br>
 
{{Pro}}+20% faster reload time for your Secondary while deployed<br>
 
<br>
 
{{Neutral}}(Demoman only) When a shield is equipped:<br>
 
{{Pro}}User isn't affected by gravity while deployed and charging
 
|-
 
| align="center" | [[File:Backpack_Panic_Attack.png|100px]]<br>
 
<small>Primary<br>Secondary</small><br>
 
'''[[Panic Attack]]'''
 
| align="left" |
 
'''NO CHANGES'''
 
|
 
{{Pro}}+50% bullets per shot<br>
 
{{Pro}}This weapon deploys 50% faster<br>
 
{{Pro}}Fires a special fixed shot pattern<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}Successive shots become less accurate<br>
 
|-
 
|}
 
 
 
 
 
 
 
 
 
 
 
 
 
=== Custom Weapons ===
 
The following "new" weapons are available on the official "CTF2W" servers.
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Scout - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Short_Term_Solution.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Short-term Solution'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1037631298 TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill: Gain a shield that blocks 25% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack<br>
 
{{Pro}}The shield creates a small explosion when destroyed<br>
 
{{Con}}-15% damage penalty
 
|-
 
| align="center" | [[File:Solid_Slugger.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Solid Slugger'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=121889937/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Successfully using a rechargeable weapon will automatically reload up to 4 shots for this weapon (Except when using the "Tiki Tonic" drink)<br>
 
{{Pro}}+34% clip size<br>
 
{{Con}}20% slower recharge rate for all rechargeable weapons<br>
 
{{Con}}-10% damage penalty
 
|-
 
| align="center" | [[File:Shotgun_Bride_New.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Shotgun Bride'''
 
| align="left" |
 
CURRENTLY NO PUBLIC LINK
 
|
 
{{Pro}}Mini-crits on headshot<br>
 
{{Pro}}On hit: Build boost that increases reload time for your next shot<br>
 
{{Con}}Arrows are affected by damage falloff<br>
 
{{Con}}120% slower base reload time<br>
 
{{Con}}-83% clip size<br>
 
{{Neutral}}Shoots arrows instead of bullets
 
|-
 
| align="center" | [[File:Pseudonailgun.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Pseudonailgun'''
 
| align="left" |
 
[https://gamebanana.com/skins/170598/ TF2 Workshop Link]<br />
 
|
 
{{Neutral}}Movement charges the POWER meter. Moving faster or slower affects how fast/slow the meter charges.<br>
 
{{Pro}}Damage (up to 12.5%), fire rate (up to 50%), and reload time (up to 25%) increases as meter increases<br>
 
{{Con}}The meter drains when you attack, stop moving, or while weapon is not active<br>
 
{{Con}}-12.5% move speed on wearer
 
|-
 
| align="center" | [[File:Conventional.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Conventional'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=476914244/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}+100% damage vs players that have more than 90% health<br>
 
{{Pro}}No damage falloff and minimal bullet spread<br>
 
{{Con}}100% slower firing speed<br>
 
{{Con}}-50% clip size
 
|-
 
| align="center" | [[File:Six_Point_Shuriken.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Six Point Shuriken'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=480946026/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill with any weapon: Refills 2 Shurikens<br>
 
{{Pro}}On assist-kill with any weapon: Refills 1 Shuriken<br>
 
{{Pro}}+33% faster firing speed<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}No recharge rate<br>
 
{{Neutral}}User can hold up to 10 Shurikens
 
|-
 
| align="center" | [[File:Tiki_Tonic.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Tiki Tonic'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=165890685/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On use: User is decreased in size or is returned to normal size<br>
 
{{Pro}}While tiny: User is decreased in size by 30% and +30% healing given and/or gained from every healing source or weapon effect on wearer<br>
 
{{Con}}While tiny: User takes Mini-Crits and deals 30% less damage<br>
 
{{Neutral}}Near instant recharge and with no effect duration
 
|-
 
| align="center" | [[File:Silent_Slicer.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Silent Slicer'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=235559963/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}100% critical hits from behind<br>
 
{{Con}}-50% damage vs players that have more than 50% health<br>
 
{{Neutral}}This weapon acts like a normal melee weapon (Damage and firing speed)
 
|-
 
| align="center" | [[File:Slugger_Face_Off.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Slugger's Face-Off'''
 
| align="left" |
 
CURRENTLY NO PUBLIC LINK
 
|
 
When weapon is active:<br>
 
:{{Pro}}+45% faster firing speed<br>
 
:{{Pro}}On hit: +10% evasiveness<br>
 
:{{Con}}Evasiveness meter drains 2.5% per second<br>
 
:{{Con}}Every 1.5 non-melee damage is taken, 1% evasiveness is removed<br>
 
:{{Con}}Every 3 melee damage is taken, 1% evasiveness is removed<br>
 
:{{Con}}Minimal damage<br>
 
:{{Neutral}}Evasiveness is the chance to auto-dodge any damage taken
 
|-
 
| align="center" | [[File:Lead_Pipe.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Lead Pipe'''
 
| align="left" |
 
[https://gamebanana.com/skins/108465/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 10 seconds (5 stacks)<br>
 
{{Con}}Maximum health is drained while weapon is active (-10 HP/sec)<br>
 
{{Neutral}}Does not require to be active to gain damage
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Soldier - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Battering_Cannon.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Battering Cannon'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=521288092/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Increased push force against enemy players with direct hits<br>
 
{{Pro}}Increased push force on the user<br>
 
{{Con}}Minimal push force against enemy players with non-direct hits<br>
 
{{Con}}-20% projectile speed
 
|-
 
| align="center" | [[File:Follower.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Follower'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=262559558/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Toggle between HOMING or MANUAL with ALT-FIRE<br>
 
{{Pro}}Explosion radius increases the longer the projectile travels (up to +100%)<br>
 
{{Con}}Projectile speed and damage decreases the longer the projectile travels (up to -70% for projectile speed)<br><br>
 
{{Neutral}}"Homing" mode: Press SPECIAL-ATTACK to place a special marker. Any of your rockets that travel near (300 Hu) the marker will automatically change direction towards the marker.<br>
 
{{Neutral}}"Manual" mode: Your rockets will travel based where you are aiming<br><br>
 
{{Neutral}}Achieving max distance requires 1200 Hu<br>
 
{{Neutral}}The rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling<br>
 
{{Neutral}}The "Homing" mode's marker will be removed if you switch modes, die, and/or if you manually place a new one after 15 seconds
 
|-
 
| align="center" | [[File:Dragon_Hunter.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Dragon Hunter'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=500449232/ TF2 Workshop Link]<br />
 
|
 
{{Neutral}}SPECIAL-ATTACK: Detonate rocket<br>
 
{{Pro}}-10% blast damage to self from this weapon<br>
 
{{Con}}-20% explosion radius if rockets are manually detonated<br>
 
{{Con}}-10% damage penalty
 
|-
 
| align="center" | [[File:Trench_Buster.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Trench Buster'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=229507605 TF2 Workshop Link]<br />
 
|
 
{{Pro}}On self damage: Instantly reload two shots<br>
 
{{Con}}200% slower reload time<br>
 
{{Con}}-10% penalty from healing given and/or gained from every healing source or weapon effect on wearer
 
|-
 
| align="center" |
 
[[File:Armor.png|50px]]
 
[[File:Armor2.png|50px]]<br>
 
<small>Primary</small><br>
 
'''Armored Core'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1173674112 TF2 Workshop Link]<br />
 
|
 
{{Pro}}+33% faster move speed on wearer<br><br>
 
When a Banner is equipped:<br>
 
:{{Pro}}Reduces damage required to fill by 50%<br>
 
:{{Pro}}On death if the Banner was ready, you will drop a special marker and very close teammates (225 Hu) will get that banner effect for a short duration (5 seconds)<br>
 
When a Shotgun or the Bison is equipped:<br>
 
:{{Pro}}+25% faster firing speed and 15% faster reload time for your Secondary<br>
 
When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:<br>
 
:{{Pro}}+30% faster firing speed for your Melee
 
|-
 
| align="center" | [[File:Chains_Command.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Chains of Command'''
 
| align="left" |
 
CURRENTLY NO PUBLIC LINK
 
|
 
{{Pro}}+33% clip size<br>
 
{{Pro}}+33% faster firing speed<br>
 
{{Pro}}On kill: Recovers 2 firing speed stacks<br>
 
{{Pro}}On assist-kill: Recovers 1 firing speed stack<br>
 
{{Con}}On miss: Gain 1 slower firing speed stack<br>
 
{{Neutral}}Each stack reduces fire rate by 25% (Up to 200%)<br>
 
{{Neutral}}This weapon is best used at point blank and/or medium range<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}+33% damage bonus<br>
 
{{Con}}-10% bullets per shot<br>
 
{{Con}}100% less accurate
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Pyro - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Firkin_Flamer.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Firkin Flamer'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=124535177 TF2 Workshop Link]<br />
 
|
 
{{Pro}}RELOAD or SPECIAL-ATTACK: Creates an oil spill which can be ignited by any burning source that will quickly burn and inflict afterburn (even to enemy Pyros!)<br>
 
{{Con}}-10% direct damage penalty<br>
 
{{Con}}Airblasted projectiles are destroyed<br>
 
{{Neutral}}Creating an oil spill requires 20 ammo
 
|-
 
| align="center" | [[File:Calefactor.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Calefactor'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=148521367/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}100% Mini-Crits vs burning players <br>
 
{{Con}}On hit burning target: Decrease afterburn duration for each bullet that hits by 1 second<br>
 
{{Con}}-33% clip size<br>
 
{{Neutral}}This weapon is best used at medium and/or long range<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}+115% damage bonus<br>
 
{{Pro}}40% more accurate<br>
 
{{Con}}-60% bullets per shot
 
|-
 
| align="center" | [[File:Brittle_Pistol.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Brittle Pistol'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=741238009/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit vs players: Near instant reload<br>
 
{{Pro}}+40% damage vs players<br>
 
{{Pro}}+100% max Secondary ammo on wearer<br>
 
{{Pro}}+100% projectile speed<br>
 
{{Con}}No afterburn<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Con}}No "+10% faster firing speed" bonus
 
|-
 
| align="center" | [[File:Spitfire.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Splitfire'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=93466752/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Shoots 3 extra flares in a horizontal line<br>
 
{{Pro}}All flares are not affected by gravity<br>
 
{{Con}}All flares have a limited lifespan, -50% projectile speed, and -16.67% direct damage penalty<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}+10% faster firing speed
 
|-
 
| align="center" | [[File:Sharp_Shooter_Secondary.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Sharp Shooter - Secondary'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}+50% switch speed to your Melee from this weapon<br>
 
{{Pro}}On kill: Gain crits for your Melee for 4 seconds when you switch<br>
 
{{Pro}}On hit: Increases afterburn duration for each bullet that hits by 0.4 seconds<br>
 
{{Con}}-15% damage penalty<br>
 
{{Con}}-33% clip size
 
|-
 
| align="center" | [[File:Sharp_Shooter_Secondary.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Sharp Shooter - Melee'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}+50% switch speed to your Secondary from this weapon<br>
 
{{Pro}}On kill: Gain Mini-Crits for your Secondary for 4 seconds when you switch<br>
 
{{Pro}}On hit: +6 seconds afterburn duration<br>
 
{{Con}}-15% damage penalty<br>
 
{{Con}}25% slower firing speed
 
|-
 
| align="center" | [[File:Baleful_Beacon.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Baleful Beacon'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=250/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit burning enemy: Generate +50% souls<br>
 
{{Pro}}Souls increase fire damage dealt with all weapons (up to double)<br>
 
{{Con}}On hit burning enemy: Extinguishes them<br>
 
{{Con}}-25% fire damage dealt with all weapons<br>
 
{{Neutral}}Souls always slowly decay at 2% per second
 
|-
 
| align="center" | [[File:Ice_Breaker.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Ice Breaker'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=113310453/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit: Freezes target for 6 seconds<br>
 
{{Con}}When weapon is active: Any damage taken freezes the user for 3 seconds<br>
 
{{Neutral}}Being frozen reduces move speed by 10%, slows Primary firing speed by 20%, slows Secondary firing speed by 15%, slows melee firing rate by 25%, and slows overall weapon switching by 100%<br>
 
{{Neutral}}ALT-FIRE: Throws weapon, but reduces freeze effects by half<br>
 
{{Neutral}}6 second recharge<br>
 
{{Neutral}}While recharging, the "on hit" freeze effect is disabled, but the "self freeze" isn't
 
|-
 
| align="center" | [[File:Battering_Bronco.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Battering Bronco'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=322953175 TF2 Workshop Link]<br />
 
|
 
{{Pro}}Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters<br>
 
{{Pro}}Crits while launched by explosives, a grapple hook, the Detonator, or the Thermal Thrusters<br>
 
{{Pro}}Attacks launch targets downwards<br>
 
{{Pro}}This weapon deploys 50% faster<br>
 
{{Pro}}+33% melee range<br>
 
{{Con}}-20% damage penalty
 
|-
 
| align="center" | [[File:Endless_Carnage.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Endless Carnage'''
 
| align="left" |
 
[https://gamebanana.com/skins/99937 TF2 Workshop Link]<br />
 
|
 
When weapon is active:<br>
 
:{{Pro}}On taunt: Scare nearby enemies for 1-6 seconds depending on how close they are to you<br>
 
:{{Pro}}+100% damage vs scared players<br>
 
:{{Con}}25% slower move speed on wearer<br>
 
:{{Con}}25% slower firing speed<br>
 
:{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
 
:{{Neutral}}400 HU Max for Scare Radius
 
:{{Neutral}}Requires line of sight to scare enemies
 
:{{Neutral}}30 scare taunt cooldown
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Demoman - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Glasgow_Greaves.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Glasgow Greaves'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=351626901/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage is increased.<br>
 
{{Pro}}-75% reduction in push force taken from damage and airblasts<br>
 
{{Neutral}}Earthquake radius is 292 Hu. Earthquake damage is based on 100% fall damage taken. Explosive jumping doubles the possible damage. Earthquake damage cap of 100 with 50% falloff.
 
|-
 
| align="center" | [[File:Drunkard_Wrath.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Drunkard’s Wrath'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=430935694/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Toggle between PRECISION or AOE with SPECIAL-ATTACK<br>
 
{{Neutral}}Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenades fizzle out after landing<br>
 
{{Neutral}}AOE Mode: +100% explosion radius, +100% fuse time on grenades, but -10% damage penalty
 
|-
 
| align="center" | [[File:Iron_Boarder.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Iron Boarder'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=618813577/ TF2 Workshop Link]<br />
 
|
 
{{Neutral}}When a shield is equipped:<br>
 
{{Pro}}While the shield is recharging, this weapon deals +25% damage vs players<br>
 
{{Pro}}On hit: Shield is recharged by 20%<br>
 
{{Con}}Grenades shatter on surfaces<br><br>
 
{{Neutral}}When a shield is not equipped:<br>
 
{{Pro}}On hit: Recover 1 HP per 5 damage dealt<br>
 
{{Con}}15% slower reload time<br>
 
{{Con}}Grenades shatter on surfaces
 
|-
 
| align="center" | [[File:Steadfast_Blast.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Steadfast Blast'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=728136057/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Fires a special bolt that explode 4 times when it hits an enemy (or building) that can damage other nearby enemies (or buildings) to then cause a chain reaction to another enemy (or building)<br>
 
{{Pro}}For every 200 damage dealt from this weapon, this weapon will regen 1 ammo<br>
 
{{Pro}}+25% explosion radius<br>
 
{{Pro}}No reload necessary<br>
 
{{Con}}Mini-Crits whenever it would normally crit<br>
 
{{Con}}100% slower firing speed<br>
 
{{Neutral}}Projectile deals 20 damage and explosions deals 11 damage<br>
 
{{Neutral}}There is no distance limit of the chain reaction nor a limit of enemies (or buildings) that it can damage
 
|-
 
| align="center" | [[File:Hand_Held_Howitzer.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Hand-Held Howitzer'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=634665040 TF2 Workshop Link]<br />
 
|
 
{{Pro}}Deal +20% more Melee damage against all enemies that have been recently damaged from this weapon for the next 5 seconds<br>
 
{{Pro}}+50% switch speed to your Melee from this weapon<br>
 
{{Pro}}Getting a Melee kill reloads 1 shot for this weapon<br>
 
{{Pro}}-33% blast damage to self on wearer<br>
 
{{Con}}-83% clip size
 
|-
 
| align="center" | [[File:Mine_Layer.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Mine Layer'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1270/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Stickies are connected by tripwires and attached stickies can't be moved<br>
 
{{Pro}}Tripwires explode when the user or a visible enemy moves through too fast<br>
 
{{Pro}}No reload necessary<br>
 
{{Con}}Manually detonated stickybombs don't explode<br>
 
{{Con}}-15% damage penalty<br>
 
{{Neutral}}Projectile speed is set to 900Hu<br>
 
{{Neutral}}Teammates and enemies can see the tripwires
 
|-
 
| align="center" | [[File:Big_Man.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Big Man'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=491896701/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Up to +100% bonus explosion radius based on charge<br>
 
{{Pro}}25% faster pipebomb damage ramp up time<br>
 
{{Con}}Up to -20% damage based on charge<br>
 
{{Neutral}}Stickybomb increases in size based on charge<br>
 
{{Neutral}}User isn't affected by the increased explosion radius
 
|-
 
| align="center" | [[File:Groundbreaker.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Groundbreaker'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=100639340/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}When a stickybomb explodes or is destroyed, it will spawn 4 low damaging grenades (This can be triggered when you place a 4th new stickybomb)<br>
 
{{Pro}}If the user is killed by an enemy, any placed stickybomb will auto-explode (This will trigger the 4 grenades)<br>
 
{{Pro}}Up to +20% bonus damage based on charge (Also increases the damage of the grenades)<br>
 
{{Con}}-3 max stickybombs out<br>
 
{{Con}}-83% clip size<br>
 
{{Neutral}}If a stickybomb was crit-boosted, any grenade spawning from it will also be crit-boosted<br>
 
{{Neutral}}The grenades deal 25 damage with no damage falloff
 
|-
 
| align="center" | [[File:Scottish_Wargear.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Scottish Wargear'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=591504194/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration<br>
 
{{Pro}}Ammo boxes collected also refills your charge meter<br>
 
{{Con}}While charging: Cannot attack, no damage boosting, and no impact damage. Additionally, you can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.<br>
 
{{Con}}-90% decreased in charge recharge rate<br>
 
{{Neutral}}While charging: The visual trail is removed, but not the sound
 
|-
 
| align="center" | [[File:Vanguard.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Vanguard'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=10644/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill with any weapon: +2 stacks<br>
 
{{Pro}}On assist-kill with any weapon: +1 stack<br>
 
{{Pro}}33% of all damage done is returned as health<br>
 
{{Pro}}On death: Heal (5% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)<br>
 
{{Con}}-20% damage dealt on wearer
 
|-
 
| align="center" | [[File:Assault_Battering_Ram.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Assault and Battering Ram'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=107856442 TF2 Workshop Link]<br />
 
|
 
{{Pro}}Once the charge meter is 50% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained<br>
 
{{Pro}}+33% increase in charge impact damage
 
|-
 
| align="center" | [[File:Landlubbers_Landmine.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Landlubbers Landmine'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=701622930/ TF2 Workshop Link]<br />
 
|
 
{{Neutral}}Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy<br>
 
{{Pro}}Explosive damage (10 up to 100) and radius (73 Hu up to 219 Hu) increases based on charge meter drained<br>
 
{{Pro}}10% charge refilled for every enemy hit by the explosion<br>
 
{{Con}}User takes 50% damage from the shield explosion
 
|-
 
| align="center" | [[File:Dullahan.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Dullahan'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=31/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill: +2 stacks<br>
 
{{Pro}}On assist-kill: +1 stack<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
 
{{Neutral}}Each stack (up to 6) increases firing speed (by 8.333%) and damage vs players (by 3.333%), but increases all damage taken while active (by 6.66%). On kill/assist-kill (after the 6th stack) will scare enemies near the victim's death location (292 Hu) for 2 seconds, including yourself for 1.5 second.
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Heavy - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Bio_Breaker.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Bio Breaker'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=515624474/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}While fully spun up: Gain 30% damage resistance, no deployed move speed penalty, and additional 10% bonus move speed<br>
 
{{Con}}While fully spun up: 8 ammo consumed per second<br>
 
{{Neutral}}Applies no knockback against enemies<br>
 
{{Neutral}}ALT-FIRE: Spins up weapon to deal damage in-front of the user that scales the closer you are to an enemy<br>
 
{{Neutral}}PRIMARY-ATTACK, SPECIAL-ATTACK, or RELOAD: While fully spun up, charge toward to skewer your enemies to carry them while damaging them<br>
 
{{Neutral}}Damage dealt from this weapon counts as melee damage, instead of bullet damage
 
|-
 
| align="center" | [[File:Graphite_Perisher.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Graphite Perisher'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=693251393/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grants 2 seconds.<br>
 
{{Pro}}On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds. Secondary Assist-kills grants 1 second.<br>
 
{{Con}}-70% max Primary ammo on wearer<br>
 
{{Neutral}}The Mini-Crit timer drains while fully spun up and up to 6 seconds can be stored
 
|-
 
| align="center" | [[File:Ququmannz_Wrath.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Ququmannz's Wrath'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=805971499 TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grants 4 seconds.<br>
 
{{Pro}}If a Cursed enemy is killed, the killer restore up to 50% of base health. Assist-kills spilts the regen between the two killers.<br>
 
{{Con}}If a Cursed enemy lives beyond a Curse, the additional damage taken will be returned<br>
 
{{Con}}If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy<br>
 
{{Con}}If you die, all Curses created from you will be immediately lifted<br>
 
{{Con}}When fully spun up: No self damage resistance nor damage resistance for nearby teammates<br>
 
{{Con}}20% damage vulnerability while active
 
|-
 
| align="center" | [[File:Gingerbread_Mann_custom.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Gingerbread Mann'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=4421/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}PRIMARY-ATTACK: User can walk around while eating and the meter is not used<br>
 
{{Pro}}Eating is loopable and can be canceled at any time switching weapons or by throwing this<br>
 
{{Con}}-85% consumption healing effect per bite<br>
 
{{Con}}Drops a small health pack when thrown<br>
 
{{Neutral}}3 second cooldown once eating is stopped<br>
 
{{Neutral}}10 second recharge once thrown<br>
 
{{Neutral}}Alt-Fire: Share with a friend
 
|-
 
| align="center" | [[File:Cosmic_Cuisine.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Cosmic Cuisine'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=319948180/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On consumption: Gain debuff immunity for 15 seconds. If a debuff is attempted to be applied to the user during the immunity time, then instead recover 50 health. Fire sources recover 3 health.<br>
 
{{Pro}}On teammate pick up: All debuffs are removed from them<br>
 
{{Pro}}On enemy pick up: They don't gain health and are affected by all debuffs for 3 seconds<br>
 
{{Con}}-100% consumption healing effect and no health for teammates if picked up<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}If picked up by the user, it can fully refill the meter
 
|-
 
| align="center" | [[File:Full_Throttle.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Full Throttle'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=229432158/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill: +2 Stacks<br>
 
{{Pro}}On assist-kill: +1 Stack<br>
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK <br>
 
{{Neutral}}Each stack (up to 10) increases move speed on wearer (up to +33%) while not spun up, but decreases damage for this weapon (up to -20%)
 
|-
 
| align="center" | [[File:Sub_Sandvich.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Sub-Sandvich'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=2155/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}66% of damage dealt is returned as health<br>
 
{{Pro}}On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 66% of the damage you took<br>
 
{{Pro}}On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took<br>
 
{{Con}}-50% clip size<br>
 
{{Neutral}}If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user<br>
 
'''NOTE''': Since all shotguns that Heavy has access to receive the same positive bonuses (similar on this weapon), all of those positive stats (on this weapon) are doubled when compared to the other shotguns that Heavy has access to (Except for the duration).
 
|-
 
| align="center" | [[File:Hydraulic_Hammers.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Hydraulic Hammers'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=708124388/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit: Applies fast horizontal knockback and disables air strafe control until the target hits a wall, touches the ground, or after 3 seconds, plus Scouts can't double jump<br>
 
{{Pro}}If the target hits a wall or surface, deal damage based on their max health (up to 75%) and how far they traveled (up to 800 Hu)<br>
 
{{Con}}Minimal initial damage<br>
 
{{Con}}25% slower firing speed
 
|-
 
| align="center" | [[File:Jaws_Steel.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Jaws of Steel'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=7277/ TF2 Workshop Link]<br />
 
|
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br><br>
 
When weapon is active:<br>
 
:{{Pro}}Requires 225 Melee damage dealt to charge meter<br>
 
:{{Pro}}When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds<br>
 
:{{Pro}}While *wet* or when meter is active: Gain +25% move speed and +25% firing speed<br>
 
:{{Con}}While not *wet*: Lose -25% move speed and -25% firing speed<br>
 
:{{Con}}Cannot switch away when meter is active<br>
 
:{{Neutral}}Able to gain meter while draining, but at -50% rate
 
|-
 
| align="center" | [[File:Terminal_Killocity.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Terminal Killocity'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=319953646/ TF2 Workshop Link]<br />
 
|
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br><br>
 
When weapon is active:<br>
 
:{{Pro}}Slower falling speed<br>
 
:{{Pro}}Never take fall damage<br>
 
:{{Pro}}100% increased air strafe control<br>
 
:{{Neutral}}On SPECIAL-ATTACK or RELOAD: User will perform a large special jump, but requires 80 HP<br>
 
:{{Con}}Cannot naturally jump
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Engineer - Custom Buildings
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="80%" | Changes
 
|-
 
<!-- ENGINEER CLASS -->
 
| align="center" |
 
'''Sticky Turrets'''<br>
 
(When using the Masterkey)
 
| align="left" |
 
{{Pro}}Turrets can be thrown to most surfaces or walls ('''NOTE''': Not including ceilings)<br>
 
{{Pro}}Turrets are 2/3 in size when compared to Mini-Sentry Guns ('''NOTE''': Mini-Sentry Guns are 2/3 in size when compared to Sentry Guns)<br>
 
{{Pro}}User can place up to 4 that cost 60 metal each<br>
 
{{Pro}}Near instant targeting rate ('''NOTE''': Also called "detection rate")<br>
 
{{Pro}}Instant build rate<br>
 
{{Pro}}+33% firing speed ('''NOTE''': Mini-Sentry Guns has +33% firing speed when compared to Sentry Guns)<br>
 
{{Pro}}Makes no bleeping sounds ('''NOTE''': Except when attacking a target)<br>
 
{{Con}}Turrets cannot be upgraded, repaired, resupplied, Wrangled, or manually destroyed<br>
 
{{Con}}-66% Turrent damage ('''NOTE''': Deals 2 damage per hit)<br>
 
{{Con}}Minimal knockback dealt<br>
 
{{Con}}-60% building health ('''NOTE''': 40 HP per Turret)<br>
 
{{Con}}-50% targeting radius<br>
 
{{Con}}-80% ammo supply<br>
 
{{Con}}Drops no metal gibs when destroyed<br>
 
{{Neutral}}Once a Turret runs out of ammo, it self-destructs ('''NOTE''': Each Turret can deal up to 60 damage)<br>
 
{{Neutral}} Turrets have a delay of 2.5 seconds before being thrown
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Engineer - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Lakeside_Pride.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Lakeside Pride'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=835350550/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill with any weapon: +2 stacks. Assist-kills grants +1 stack.<br>
 
{{Pro}}On Sentry kill: +3 stacks<br>
 
{{Con}}Lose 2 stacks when creating a new building<br>
 
{{Con}}-15% damage for all weapons on wearer<br>
 
{{Con}}-10% Sentry damage on wearer<br>
 
{{Neutral}}Each stack (up to 10) increases max metal (by +20) and decreases building cost (by 2.5%)
 
|-
 
| align="center" | [[File:Signal_Booster.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Signal Booster'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=656022532/ TF2 Workshop Link]<br />
 
|
 
When weapon is active:<br>
 
:{{Pro}}Press PRIMARY-FIRE to boost all of your active buildings for 5 seconds at the cost of 200 metal<br>
 
:{{Con}}While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired<br>
 
:{{Con}}No metal from pickups and Dispensers<br>
 
:{{Con}}Cannot carry buildings<br>
 
:{{Neutral}}20 second cooldown after the boost is used<br>
 
:{{Neutral}}While boosting your buildings: Sentry damage/range are increased by 25%, Dispenser range/healing are increased by 50%, and Teleporter recharge rate is decreased by 50%
 
|-
 
| align="center" | [[File:Swifty_Swiper.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Swifty Swiper'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Press and hold PRIMARY-FIRE: While looking towards health and ammo packs, the packs will attract towards you within 900 Hu that will stay in place for 15 seconds<br>
 
{{Pro}}Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself<br>
 
{{Con}}-30% metal gained from transferred metal<br>
 
{{Neutral}}It takes 10 seconds of constant use to empty the attraction meter. For each 1 second used, it requires 3 seconds to recover. Also, there is a 3 second cooldown when attraction is stopped.<br>
 
{{Neutral}}While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown <br>
 
{{Neutral}}Requries Line of Sight to drag ammo packs
 
|-
 
| align="center" | [[File:Gamma_Gazer.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Gamma Gazer'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=229535075/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On third hit without missing: Guaranteed critical bullets<br>
 
{{Con}}-75% clip size<br>
 
{{Neutral}}Hold FIRE to load up your clip, release FIRE to unleash the barrage<br>
 
{{Neutral}}This weapon is best used at point blank and/or medium range<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}+1000% bullets per shot<br>
 
{{Con}}100% less accurate<br>
 
{{Con}}-91.06% damage penalty
 
|-
 
| align="center" | [[File:Welder_Gun.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Welder's Gun'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=1095893618/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit: Gain metal back based on damage by 50%<br>
 
{{Pro}}Mini-Crits against targets that any friendly Sentry Guns are currently damaging<br>
 
{{Pro}}40% more accurate<br>
 
{{Con}}-50% clip size<br>
 
{{Con}}200% slower firing speed
 
|-
 
| align="center" | [[File:Jupiter.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Jupiter'''
 
| align="left" |
 
[https://gamebanana.com/skins/169087/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip<br>
 
{{Pro}}Firing speed increases as metal supply decreases<br>
 
{{Pro}}Shot penetrate all enemies<br>
 
{{Con}}-50% damage penalty<br>
 
{{Con}}50% slower base firing speed
 
|-
 
| align="center" | [[File:Magnetic_Horseshoe.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Magnetic Horseshoe'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=159764237/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}All damage dealt fills the *Building Upgrade* meter, press SPECIAL-ATTACK when full to upgrade all of your buildings to level 3 and to fully heal them<br>
 
{{Pro}}10% of the damage dealt from your Sentry Gun will add to the meter<br>
 
{{Con}}Sapped buildings are bypassed when meter is used<br>
 
{{Con}}33% slower construction speed for all buildings<br>
 
{{Con}}-20% repair rate<br>
 
{{Neutral}}Requires 500 damage dealt to charge
 
|-
 
| align="center" | [[File:Masterkey.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Masterkey'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1525239794 TF2 Workshop Link]<br />
 
|
 
{{Pro}}Third successful hit in a row always crits<br>
 
{{Neutral}}Replaces the Sentry Gun with 4 small Sticky Turrets that can be thrown (while active with SPECIAL-ATTACK) to most surfaces or walls
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Medic - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Lancer.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Lancer'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit: Increases Secondary healing rate by +20% (up to +60%)<br>
 
{{Con}}-80% max Primary ammo on wearer<br>
 
{{Con}}25% slower reload time<br>
 
{{Con}}No headshots<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Diagnostikiller.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Diagnostikiller'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=129114121/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit enemy: Decreases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds<br>
 
{{Pro}}On hit teammate: Increases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds<br>
 
{{Pro}}Shot penetrates all players (Teammates and enemies)<br>
 
{{Con}}-80% max Primary ammo on wearer<br>
 
{{Con}}25% slower reload time<br>
 
{{Con}}No headshots<br>
 
{{Neutral}}38 damage dealt (point blank) to 75 damage dealt (long range)<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Interfector.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Interfector'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=250603657/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Fires special bolts that applies knockback. Gain more knockback for each 25% of UberCharge you have.<br>
 
{{Con}}For each 25% UberCharge, more ammo is removed from the reserve ammo when fired<br>
 
{{Con}}-80% max primary ammo on wearer<br>
 
{{Con}}25% slower reload time<br>
 
{{Con}}No headshots<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
| align="center" | [[File:Maniac_Maschinenpistole.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Maniac's Maschinenpistole'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=500507665/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit: +3% UberCharge added<br>
 
{{Pro}}No reload necessary<br>
 
{{Con}}Uses UberCharge as ammo
 
|-
 
| align="center" | [[File:Geneva_Protokill.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Geneva Protokill'''
 
| align="left" |
 
[https://gamebanana.com/skins/113550/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) that can overheal and any negative debuffs are removed<br>
 
{{Con}}-100% damage penalty<br>
 
{{Con}}No UberCharge gained when healing teammates<br>
 
{{Neutral}}Grenades explodes after hitting a surface, teammate, and/or enemy<br>
 
{{Neutral}}Regens 1 reserve ammo (up to 4) every 5 seconds and is unable to refill from ammo sources<br>
 
{{Neutral}}Shoots healing grenades instead of syringes
 
|-
 
| align="center" | [[File:Booster_Shot.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Booster Shot'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=487422055/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Overheal doesn't decay for your Patients<br>
 
{{Con}}-50% max overheal<br>
 
{{Neutral}}UberCharge: While attached to a Patient, this will instantly heal your Patient to 200% health and yourself to 125% health. Additionally, it will remove all negative debuffs from your Patient.<br>
 
{{Neutral}}UberCharge is used in 40% chunks and has a 8 second cooldown after using a charge
 
|-
 
| align="center" | [[File:Blitzstorm.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Blitzstorm'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=439001431/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}While healing: Every 5 seconds a small health pack will spawn at your feet<br>
 
{{Pro}}+50% UberCharge rate<br>
 
{{Con}}While active: No healing given and/or gained from every healing source or weapon effect while active, except from health packs<br>
 
{{Neutral}}UberCharge: Instantly use 100% to spawn 20 medium health packs<br>
 
{{Neutral}}Small health packs will despawn after 5 seconds. Medium health packs will despawn after 10 seconds.
 
|-
 
| align="center" | [[File:Hydro_Pump2.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Hydro Pump'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1192508581/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Keeping your cursor on an enemy (within 1200 Hu) with your Secondary active will increase all knockback taken (damage/airblast) by +50% and for 4 seconds after<br>
 
{{Pro}}+50% UberCharge rate<br>
 
{{Neutral}}UberCharge: Any damage dealt from your Patient will deal massive knockback, enemies will have reduced gravity until they land, and damaged enemy buildings will slide on the ground<br>
 
{{Neutral}}Knockback applied scales based on damage dealt
 
|-
 
| align="center" | [[File:Hypodermic_Injector.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Hypodermic Injector'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=433097312/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Assists with your Secondary grants crits for this weapon (up to 35)<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}On Melee attack: Removes 10% UberCharge, but doesn't on miss<br>
 
{{Neutral}}The stored crits require the removed UberCharge to use
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Sniper - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Astral_Assassin.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Astral Assassin'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=312490030/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Applies knockback to the target and increases based on charge<br>
 
{{Pro}}Knockback increases on headshot<br>
 
{{Pro}} Arrows can bounce up to 10 times<br>
 
{{Neutral}}Charging increases projectile speed instead of damage<br>
 
{{Neutral}}Bodyshots deal 50 damage and headshots deal 150 damage
 
|-
 
| align="center" | [[File:Caretaker.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Caretaker'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1355628448/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Gain 100% charge rate while directly looking at an enemy player<br>
 
{{Pro}}On scoped hit: Highlights enemy with the duration based on charge level (2 seconds up to 5s) for your eyes only and doubles the duration on headshot<br>
 
{{Pro}}On kill: +40% charge. Assist-kills grants +20%. Press SPECIAL-ATTACK when full to reveal all enemies for 3 seconds for yourself and teammates.<br>
 
{{Con}}Charge drains at 10% per second<br>
 
{{Con}}No base charge rate
 
|-
 
| align="center" | [[File:Didgeridoom.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Didgeridoom'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=261526199/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Headshots or fully charged shots cause an explosion of bleed (292 Hu) with the duration based on charge between 4-12 seconds<br>
 
{{Pro}}Gain +50% faster charge for every current bleeding target<br>
 
{{Con}}-66% direct damage penalty<br>
 
{{Neutral}}There is no limit for the number of bleeding targets. Additionally, the "hidden cap" that limits the charging rate was completely removed from all Rifles.<br>
 
{{Neutral}}Bleeding targets from "Melf’s Magic Potion" and "Tribalman's Shiv" counts toward this weapon
 
|-
 
| align="center" | [[File:Urine_Trouble.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Urine Trouble'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=510852236/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Anytime you take more than 30 damage from a single attack, Jarate all nearby enemies (219 Hu) for 2.5 seconds<br>
 
{{Pro}}Pissed Revenge: Jarate the enemy who killed you for 10 seconds
 
|-
 
| align="center" | [[File:Brief_Negotiator.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Brief Negotiator'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=270821104/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit: Gain a 1 second speed boost<br>
 
{{Pro}}+20% damage vs players<br>
 
{{Pro}}+10% faster firing speed<br>
 
{{Con}}80% of damage dealt with this weapon is delayed until the enemy is hit with your Melee<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}66% more accurate<br>
 
{{Pro}}33% max Secondary ammo on wearer
 
|-
 
| align="center" | [[File:Lil_Mate.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Lil' Mate'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=270536023/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}+50% clip size and reserve ammo<br>
 
{{Pro}}On hit: Increases damage against enemy players<br>
 
{{Pro}}+2 bullets per shot<br>
 
{{Con}}-66% damage penalty<br>
 
{{Con}}On hit: Decreases accuracy<br>
 
{{Neutral}}Killing an enemy will reset the damage bonus and lost accuracy<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}66% more accurate<br>
 
{{Pro}}33% max Secondary ammo on wearer
 
|-
 
| align="center" | [[File:Melf_Magic_Potion.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Melf’s Magic Potion'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=480957345/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Deals damage on impact and bleed for 5 seconds<br>
 
{{Pro}}While doing the objective: +50% faster recharge rate<br>
 
{{Neutral}}All damage dealt is based on the max health of target<br>
 
{{Neutral}}20 second recharge
 
|-
 
| align="center" | [[File:Heat_Wave.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Heat Wave'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=309461075/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill: Gain +50% charge for your Primary<br>
 
{{Pro}}On assit-kill: Gain +25% charge for your Primary<br>
 
{{Con}}On Primary attack: Removes up to 25% of stored charge<br>
 
{{Con}}50% slower firing speed<br>
 
{{Neutral}}Gain up to +100% charge for Rifles and up to +90% charge for Bows
 
|-
 
| align="center" | [[File:Hewer_Hatchet.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Hewer's Hatchet'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=387/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Any overheal does not decay while active<br>
 
{{Pro}}On draw: +60 health<br>
 
{{Con}}On holster: -80 health
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Spy - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:French_Resolution.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''French Resolution'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1447896980/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On hit: Mark 1 target to reduce incoming damage from them by 20% and gain up to +30 health<br>
 
{{Con}}50% slower reload time<br>
 
{{Con}}-83% clip size<br>
 
{{Neutral}}User can only have 1 marked target at a time. The mark is removed if you switch targets, if you die, or when your current marked target dies.
 
|-
 
| align="center" | [[File:Victor_Ion.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Victor-Ion'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=229520384/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears<br>
 
{{Pro}}Recovers 2 shots on backstab and 1 shot for each building destroyed<br>
 
{{Pro}}No ammo spent on successful hits with enemy players or buildings<br>
 
{{Con}}Holds 12 shots<br>
 
{{Con}}-33% damage penalty<br>
 
{{Neutral}}Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building<br>
 
{{Neutral}}Shoots small energy beams instead of bullets
 
|-
 
| align="center" | [[File:Infection.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Infection'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=99908102/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds<br>
 
{{Pro}}If an enemy dies from the plague: Gain +1.25% move speed and +3.33% cloaking speed (Up to 10 stacks)<br>
 
{{Con}}Plague can be instantly removed by picking up a health pack or by entering a respawn area<br>
 
{{Con}}Backstabs don't instantly kill<br>
 
{{Neutral}}Snipers using the *Razorback* will still have the weapon removed on backstab, but the infection time is decreased to 5 seconds<br>
 
{{Neutral}}Infected victims take damage equal to 10% of their max health per second
 
|-
 
| align="center" | [[File:Inside_Jab.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Inside Jab'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=229539580/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On backstab: Plant a bomb and keep your current disguise<br>
 
{{Pro}}Bombs auto-detonate after 4 seconds, but can be triggered earlier with Alt-Fire<br>
 
{{Pro}}Bombs deal damage in a radius based on the target's current health at the time when the bomb was placed and how long the bomb was active<br>
 
{{Con}}Bombs disappear if the user dies, or if the target enters a respawn area<br>
 
{{Con}}While there's a bomb active: User's cloak is disabled<br>
 
{{Con}}The user will take 25% of the bomb damage if too close<br>
 
{{Con}}Backstabs don't instantly kill<br>
 
{{Neutral}}Bomb damage ramps up to 100% within the 4 seconds<br>
 
{{Neutral}}The target is notified if there's a bomb on them with a sound and message
 
|-
 
| align="center" | [[File:Mann_Slaughter.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Mann-Slaughter'''
 
| align="left" |
 
[https://gamebanana.com/skins/137302/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Instantly activates cloak after a backstab<br>
 
{{Con}}Backstabbed target doesn't drop an ammo pack<br>
 
{{Con}}Consumes at least 25% of the cloak meter after a backstab
 
|-
 
| align="center" | [[File:Intermission.png|100px]]<br>
 
<small>PDA 1</small><br>
 
'''Intermission'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=168450095/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On sap: Highlights the owner of the building for the user for the next 10 seconds<br>
 
{{Pro}}Restores health to the user when a sapped building is destroyed<br>
 
{{Con}}-40% Sapper damage penalty<br>
 
{{Neutral}}User gains more health depending on the building type and what current level it was when destroyed
 
|-
 
| align="center" | [[File:Timely_Demise.png|100px]]<br>
 
<small>PDA 1</small><br>
 
'''Timely Demise'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=18568/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion damages nearby enemy players and buildings.<br>
 
{{Con}}Sapper is disabled for 5 seconds after sapping a building<br>
 
{{Con}}-100% Sapper damage penalty<br>
 
{{Con}}-99% Sapper health penalty<br>
 
{{Neutral}}Buildings are still disabled after placement
 
|-
 
| align="center" | [[File:Subjugated_Saboteur.png|100px]]<br>
 
<small>PDA 1</small><br>
 
'''Subjugated Saboteur'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=689322432/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}After 6 seconds after placement, the Sapper reprograms the enemy building to join your team<br>
 
{{Pro}}Reprogrammed buildings gain bonuses<br>
 
:{{Neutral}}Sentry - +10% firing speed<br>
 
:{{Neutral}}Dispenser - +100% radius<br>
 
:{{Neutral}}Teleporter - Can be used in both directions<br>
 
{{Con}}Reprogrammed buildings will self-destruct after 14 seconds<br>
 
{{Con}}-20% Sapper damage penalty<br>
 
{{Neutral}}Buildings are still disabled after placement
 
|-
 
| align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br>
 
<small>PDA 2</small><br>
 
'''Le Fantome'''
 
| align="left" |
 
CURRENTLY CAN'T USE CUSTOM WATCH MODELS
 
|
 
{{Pro}}While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped<br>
 
{{Con}}While cloaked: Lose -6.25% move speed, no natural cloak damage resistance, no natural faster debuff timers, no health from any healing source, and no cloak meter from ammo sources<br>
 
{{Con}}Cloak drains 50% faster while inside an enemy player or building<br>
 
{{Con}}When out of cloak: Drains 15 health/s while inside an enemy player or building
 
|-
 
| align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br>
 
<small>PDA 2</small><br>
 
'''Leap'''
 
| align="left" |
 
CURRENTLY CAN'T USE CUSTOM WATCH MODELS
 
|
 
{{Neutral}}Cloak Type: Jump<br>
 
{{Pro}}On use: User will leap in the air if moving or will perform an extra jump if not moving<br>
 
{{Con}}No cloak meter from ammo sources<br>
 
{{Neutral}}On use until you land on the ground: Wearer doesn't take falling damage, but reduces the amount of air strafe control<br>
 
{{Neutral}}8 second watch recharge
 
|-
 
| align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br>
 
<small>PDA 2</small><br>
 
'''Explosive Entry'''
 
| align="left" |
 
CURRENTLY CAN'T USE CUSTOM WATCH MODELS
 
|
 
{{Neutral}}After uncloaking, this watch causes a cloudy explosion (292 Hu) to deal damage to nearby enemies (90 Damage Maximum, 45 Damage Minimum) and to yourself (half as much), but doesn't trigger if the meter is above 50% meter. The explosion's damage increases the lower the cloak meter is. The explosion can't be used again until the cloak meter is fully recharged.<br>
 
{{Pro}}While cloaked: Gain +25% move speed<br>
 
{{Con}}-66% cloak meter from ammo sources<br>
 
{{Con}}-10% cloak regen rate
 
|-
 
|}
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Multi-Class - Custom Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
|-
 
| align="center" | [[File:Raiding_Aid.png|100px]]<br>
 
<small>Primary and Secondary</small><br>
 
'''Raiding Aid'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=117833569/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill with this weapon: Increases clip size by +1 (up to 4)<br>
 
{{Pro}}Damage dealt with other weapons reloads a shot for this weapon (even while holstered)<br>
 
{{Pro}}Reloading does not inhibit firing and occurs automatically every 3 seconds (even while holstered)<br>
 
{{Con}}-33% base clip size<br>
 
{{Neutral}}No manual reloading<br>
 
{{Neutral}}This weapon is best used at medium and/or long range<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}+115% damage bonus<br>
 
{{Pro}}+40% more accurate<br>
 
{{Con}}-60% bullets per shot<br>
 
{{Neutral}}Engineer requires 120 damage (Including 15% of your Sentry Gun's damage) to auto-reload<br>
 
{{Neutral}}Pyro requires 180 damage to auto-reload<br>
 
{{Neutral}}Heavy requires 150 damage to auto-reload<br>
 
{{Neutral}}Soldier requires 120 damage to auto-reload
 
|-
 
| align="center" | [[File:Short_Round.png|100px]]<br>
 
<small>Primary and Secondary</small><br>
 
'''Short Round'''<br>
 
<small>(Similar to the old "Panic Attack")</small>
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=140904733/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed<br>
 
{{Pro}}Fire rate increases as health decreases (up to +33%)<br>
 
{{Pro}}50% faster reload time<br>
 
{{Con}}-33% clip size
 
|-
 
| align="center" | [[File:Pump_Shot.png|100px]]<br>
 
<small>Primary and Secondary</small><br>
 
'''Pump Shot'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1833858357/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Deals more damage the more ammo you have in the clip<br>
 
{{Pro}}Fires and reloads faster the less ammo you have in the clip<br>
 
{{Con}}Deals less damage the less ammo you have in the clip<br>
 
{{Con}}Fires and reloads slower the more ammo you have in the clip
 
|-
 
| align="center" | [[File:Crate_Smasher.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Crate Smasher'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=152814592/ TF2 Workshop Link]<br />
 
|
 
{{Neutral}}Damage equals to 50% of target's current health (Soldier, Pyro, Demoman, Heavy, Medic, and Sniper) up to 100 damage<br>
 
{{Neutral}}Damage equals to 33% of target's current health (Scout only) up to 100 damage<br>
 
{{Pro}}100% of damage done is returned as health<br>
 
{{Con}}25% slower firing speed
 
|-
 
| align="center" | [[File:Merasmus_Staff.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Merasmus’ Staff'''
 
| align="left" |
 
[http://gamebanana.com/skins/121576/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill: Gain a bumper car and 75% damage resistance for 10 seconds<br>
 
{{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br>
 
{{Con}}25% slower firing speed<br>
 
{{Neutral}}Bumber car hits will always Mini-Crit hit and Crit hit if user is traveling fast enough
 
|-
 
| align="center" | [[File:Jackal_Beating_Stick.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Jackal Beating Stick'''
 
| align="left" |
 
[https://gamebanana.com/skins/137226/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Nearby teammates that also have this weapon active will gain damage resistance<br>
 
{{Pro}}On hit teammate: Boost their firing rate by 20% and reload speed by 10% for 4 seconds<br>
 
{{Pro}}+75% melee range vs teammates<br>
 
{{Con}}25% slower firing speed<br>
 
{{Con}}-20% damage penalty<br>
 
{{Neutral}}Grants 6% resistance with each nearby teammate (Up to 4)
 
|-
 
|}
 
 
 
== Current Team Members ==
 
[http://steamcommunity.com/profiles/76561198043554063/ Chdata] - Main Plugin Developer<br />
 
[http://steamcommunity.com/profiles/76561198049994177/ Crafting] - Main Developer, YouTube, Steam Group, Server Owner, Weapon Demonstrator, and wiki editor/contributor<br />
 
[http://steamcommunity.com/profiles/76561197994429962/ Karma Charger] - Team Fortress 2 Wiki Contributor and Weapon Demonstrator<br />
 
[https://steamcommunity.com/profiles/76561198064365900/ Sofi] - CTF2W Discord Owner<br />
 
[https://steamcommunity.com/profiles/76561198006980102/ Pikachu] - Developer<br />
 
[https://steamcommunity.com/profiles/76561198083136691/ Shadow Mario] - Developer<br />
 
[http://steamcommunity.com/profiles/76561197994668996/ Cool Porygon] - Developer<br />
 
 
 
== Former Team Members ==
 
[https://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP] - Original Author and Main Plugin Developer<br />
 
[http://steamcommunity.com/profiles/76561198040632740/ Theray070696] - Coding Developer & Main Plugin Developer<br />
 
[http://steamcommunity.com/profiles/76561198076801138/ Agent Silver] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198076264543/ Deathreus] - Developer<br />
 
[http://steamcommunity.com/profiles/76561197993151595/ CHAWLZ] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198045809708/ Orion™] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198156289896/ The655] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198034862698/ Nergal] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198016621705/ 404UNF] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198284517488/ Naleksuh] - Developer<br />
 
 
 
== Bugs ==
 
* The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.
 
* If the user equips a custom weapon that has a meter (like a banner, edible, or throwable), the meter will not show up unless the user has an official weapon of the same type equipped in their loadout screen.
 
 
 
== External links ==
 
* [https://forums.alliedmods.net/showthread.php?t=285258 SourceMod Plugin]
 
* [http://www.youtube.com/cTF2wWeapons YouTube Channel]
 
* [http://steamcommunity.com/groups/ctf2w Steam Group]
 
* [http://www.twitch.tv/custom_tf2_weapons Twitch Channel]
 
* [https://twitter.com/cTF2w Twitter]
 
 
 
{{ModNav}}
 

Latest revision as of 19:01, 4 November 2023