|
|
Line 456: |
Line 456: |
| -Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once" | | -Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once" |
| | | | | |
− | {{Pro}}Alt-Fire: Spontaneous Combustion<br>
| |
| {{Pro}}On hit: Transfers "Spontaneous Combustion" afterburn to the target<br> | | {{Pro}}On hit: Transfers "Spontaneous Combustion" afterburn to the target<br> |
| {{Pro}}+25% fire damage resistance while active<br> | | {{Pro}}+25% fire damage resistance while active<br> |
Line 463: |
Line 462: |
| {{Con}}On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once<br> | | {{Con}}On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once<br> |
| {{Con}}-35% direct damage penalty<br> | | {{Con}}-35% direct damage penalty<br> |
| + | {{Neutral}}Alt-Fire: Spontaneous Combustion<br> |
| {{Neutral}}20 second recharge once used | | {{Neutral}}20 second recharge once used |
| |- | | |- |
Line 494: |
Line 494: |
| -Added "Disables double jump on wearer"<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> | | -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''': 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" | + | '''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 hit with this weapon: Slams airborne targets into the ground<br> |
Line 536: |
Line 536: |
| -Added "(Ability) SHOCK & AWE"<br> | | -Added "(Ability) SHOCK & AWE"<br> |
| '''NOTE''': User performs an earthquake after landing an explosive jump to damage nearby enemies<br> | | '''NOTE''': User performs an earthquake after landing an explosive jump to damage nearby enemies<br> |
− | '''NOTE''': Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no cap of the possible damage with no falloff. | + | '''NOTE''': Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no cap of the possible damage, plus no damage falloff. |
| | | | | |
| (Ability) SHOCK & AWE | | (Ability) SHOCK & AWE |
Line 1,825: |
Line 1,825: |
| -Removed "25% damage bonus vs burning players"<br><br> | | -Removed "25% damage bonus vs burning players"<br><br> |
| -Removed "10% direct damage penalty"<br><br> | | -Removed "10% direct damage penalty"<br><br> |
− | -Decreased ammo drained while spun up to 3 from 4<br><br>
| |
− | -Added "-75% afterburn damage penalty"<br><br>
| |
| -Increased fire pulse damage to 20 from 12<br><br> | | -Increased fire pulse damage to 20 from 12<br><br> |
| -Increased afterburn duration from the fire pulse to 10 seconds from 7.5s<br><br> | | -Increased afterburn duration from the fire pulse to 10 seconds from 7.5s<br><br> |
− | -Added "Gain HEAT with kills/assist-kills with any weapon even while using HEAT"<br> | + | -Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage and duration are increased based on HEAT percentage."<br> |
− | '''NOTE''': Solo kills grant 25% and assist-kills grant 12.5%, but only 1/2 as much while HEAT is being used<br> | + | '''NOTE''': Ignites on hit for 1 second per 7 damage dealt. For each 20%, afterburn damage is increased by 1.<br><br> |
− | '''NOTE''': HEAT lasts for at least 15 seconds<br><br> | + | -Added "Weapon can overheat that can further increase afterburn damage and duration, but exponentially increases the health lost"<br> |
− | -Added "Press RELOAD or SPECIAL-ATTACK at anytime to activate HEAT"<br><br>
| + | '''NOTE''': There is no limit of how much overheat can be achieved<br><br> |
− | -Added "While HEAT is active: Gain incendiary bullets, but the ring of flames are disabled"<br> | + | -Added "While HEAT is active: Slowly damages the user. Additional, the ring of flames and ammo drain are disabled."<br><br> |
− | '''NOTE''': These bullets will ignite enemies for 10 seconds and will penetrate any number of targets<br><br>
| + | -Added "Must fully cooldown after ending HEAT before using it again"<br><br> |
− | -Added "For every 50 damage dealt from this weapon, this weapon will regen 1 bullet"<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> |
− | -Added "No ammo from any ammo source while active"<br><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. |
− | -Added a visual when HEAT is active
| |
| | | | | |
| {{Pro}}Creates a ring of flames while spun up<br> | | {{Pro}}Creates a ring of flames while spun up<br> |
− | {{Pro}}Gain HEAT with kills/assist-kills with any weapon even while using HEAT and press RELOAD or SPECIAL-ATTACK at anytime to activate HEAT<br> | + | {{Pro}}RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage and duration dealt are increased based on HEAT percentage.<br> |
− | {{Pro}}For every 50 damage dealt from this weapon, this weapon will regen 1 bullet<br> | + | {{Pro}}| {{Con}}Weapon can overheat that can further increase afterburn damage and duration, but exponentially increases the health lost<br> |
− | {{Con}}Consumes an additional 3 ammo per second while spun up<br> | + | {{Pro}}| {{Con}}While HEAT is active: Slowly damages the user. Additional, the ring of flames and ammo drain are disabled.<br> |
− | {{Con}}No ammo from any ammo source while active<br> | + | {{Con}}Must fully cooldown after ending HEAT before using it again<br> |
− | {{Con}}-75% afterburn damage penalty<br> | + | {{Con}}Consumes an additional 4 ammo per second while spun up<br> |
− | {{Neutral}}While HEAT is active: Gain incendiary bullets, but the ring of flames are disabled | + | {{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> | | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> |
Line 2,548: |
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| {{Pro}}+10% UberCharge rate<br> | | {{Pro}}+10% UberCharge rate<br> |
| {{Con}}-50% max overheal<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. Additional, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient.<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. Additional, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient. |
− | {{Neutral}}UberCharge lasts for 10 seconds in total
| |
| |- | | |- |
| | align="center" | | | | align="center" | |
Line 2,597: |
Line 2,593: |
| -Removed "Collect the organs of people you hit"<br><br> | | -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 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><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 effect can be stacked multiple times from different targets, additional 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 "On hit with this weapon: +30 health restored that can overheal the user"<br><br> |
| -Added "25% slower firing speed"<br><br> | | -Added "25% slower firing speed"<br><br> |
Line 2,607: |
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| {{Con}}-10 max health on wearer<br> | | {{Con}}-10 max health on wearer<br> |
| {{Con}}25% slower firing speed<br> | | {{Con}}25% slower firing speed<br> |
− | {{Neutral}}The HP regen doesn't scale down if the user took damage recently<br>
| + | {{Neutral}}This weapon has bonus melee range, but slower deploy time |
− | {{Neutral}}This weapon has bonus melee range, but slower deploy time<br> | |
− | {{Neutral}}The healing effect can be stacked multiple times from different targets, additional each kill/assist-kill's healing percentages can stack with different percentages.
| |
| |- | | |- |
| | align="center" | [[File:Backpack_Amputator.png|100px]]<br> | | | align="center" | [[File:Backpack_Amputator.png|100px]]<br> |
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 MasterOfTheXP. It is currently maintained by Chdata, and 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 for more balanced/fun gameplay.
Official Server List
Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
Custom Weapons | EU
List of New & Modified Weapons
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.
-All CTF2W official servers have random critical hits turned off
-All CTF2W official servers use fixed bullet spread
-Removed the 10 second teammate outlines after re-spawning
-Decreased melee range bonus to +33% from +37% for all swords
-Removed the "-100% holster speed penalty" for all swords
-Bug fix: Players will now regain air strafe control after being airblasted from a Flamethrower
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.
-Added "While on fire: -33% health received from all healing sources"
NOTE: The stat "Direct damage will reduce Medi Gun healing and shield resists by 25%" on all Flamethrowers has been removed
NOTE: Any weapon and/or effect that can ignite enemies will be affected by this new debuff
-Added "Health packs do not remove the bleed effect"
NOTE: Users can still heal on pickup, but the bleeding will continue
-Afterburn damage will now count toward any life-steal effects
NOTE: Bleeding was already receiving life-steal benefits
-Added "On Melee kill: A large ammo pack will drop instead of a medium pack"
NOTE: Shield impact kills will count towards this
NOTE: Knife-related kills will not count towards this
-Added "On Melee kill: Gain 10% of base health"
NOTE: This can overheal
NOTE: Shield impact kills will count towards this
NOTE: Knife-related kills will not count towards this
NOTE: Not including the Half-Zatoichi
-Decreased life-steal effects to 33%
NOTE: Reduces the Concheror effect from 35%
NOTE: Reduces Mad Milk from 60%
NOTE: Any custom life-steal effect is 33% (unless otherwise specified)
-Decreased the movement boost from speed boost effects and/or weapons
NOTE: This mostly includes the Concheror and Disciplinary Action
NOTE: The list of percentage changes for all classes are listed in the "Speed Boosts - Number Changes" tab below
|
Scout
|
400, 133.3
|
480, 160
|
505, 168.3
|
Soldier
|
240, 80
|
320, 106.6
|
336, 112
|
Pyro
|
300, 100
|
380, 126.6
|
405, 135
|
Demoman
|
280, 93.3
|
360, 120
|
385, 128.3
|
Heavy
|
240, 80
|
320, 106.6
|
336, 112
|
Engineer
|
300, 100
|
380, 126.6
|
405, 135
|
Medic
|
320, 106.6
|
400, 133.3
|
425, 141.6
|
Sniper
|
300, 100
|
380, 126.6
|
405, 135
|
Spy
|
320, 106.6
|
400, 133.3
|
425, 141.6
|
-Added "(Ability) Fast Hands"
NOTE: Added 33% faster global weapon switching on wearer. This decreases Scout's normal switch time to 0.333 seconds from 0.5s.
|
(Ability) Fast Hands
(Ability) Double jump
(Ability) +1 capture rate on wearer
|
Primary
Scattergun
|
NO CHANGES
|
NO CHANGES
|
Primary
Force-A-Nature
|
-Removed "+20% bullets per shot"
-Removed "-10% damage penalty"
-Added hidden "4% slower reload time" to match the Shortshop base reload time
|
Applies knockback on the target and shooter
+50% faster firing speed
-66% clip size
The knockback that is applied on enemies is based on the damage dealt
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primary
Shortstop
|
-Added "When weapon is active: +20% bonus healing from all sources"
-Added "When weapon is active & while doing the objective: Gain +25% additional bonus healing"
-Increased push force taken to +25% from +20%, but only applies "When weapon is active & while doing the objective"
-Increased hidden fire rate bonus to +50% from +42%
-Increased damage by 8.333%
|
When weapon is active: +20% bonus healing from all sources
When weapon is active & while doing the objective: Gain +25% additional bonus healing
When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast
This weapon is best used at medium and/or long range
Alt-Fire: Reach out to shove an enemy
- HIDDEN EXTRA STATS
+100.08333% damage bonus
+50% faster firing speed
40% more accurate
50% slower reload time
-60% bullets per shot
-34% clip size
|
Primary
Soda Popper
|
-Removed "25% faster reload time"
-Reduced the damage required for Primary/Secondar/Melee to fully charge
NOTE: This will reduce Primary damage required to 280 from 395
NOTE: This will reduce Secondary damage required to 280 from 290
NOTE: This will reduce Melee damage required to 140 from 350
-Added "When Hype is used: User gains full air strafe control and 50% faster reload time"
-Added hidden "4% slower reload time" to match the Shortshop base reload time
|
On hit any weapon: Builds Hype
+50% faster firing speed
-66% clip size
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.
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype
|
Primary
Baby Face's Blaster
|
-Decreased boost lost on hit to 1% from 4%
-Removed "Boost decreased on air jumps"
-Removed "-34% clip size"
-Increased move speed penalty to -12.5% from -10%
-Added "Boost decays over time" (2% every 1 second)
-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"
-Added "-1 capture rate on wearer"
-Increased damage required to fill to 200 from 100
|
On hit any weapon: Builds Boost that increases your move speed on wearer
Boost is decreased when damaged and/or decays over time
Boost is disabled while doing the objective
12.5% slower move speed on wearer
-1 capture rate on wearer
Requires 200 damage dealt to fully fill Boost
|
Primary
Back Scatter
|
-Removed "Mini-crits targets when fired at their back from close range"
-Removed "-34% clip size"
-Removed "No random critical hits"
-Removed "20% less accurate"
-Added "On kill: Decreased weapon attack noise"
-Added "+40% damage vs players from behind"
NOTE: There is no distance limit
-Added "Shots penetrate all enemies"
-Added "30% slower firing speed"
-Added "15% slower reload time"
|
On kill: Decreased weapon attack noise
+40% damage vs players from behind
Shots penetrate all enemies
30% slower firing speed
15% slower reload time
|
Secondary
Pistol
|
-Increased max Secondary ammo on wearer to 48 from 36
|
|
Secondary
Bonk! Atomic Punch
|
-Added "+25% non-boostable move speed bonus while under effects"
NOTE: The user can't move faster than 500 Hu
-Added "This weapon deploys 400% slower"
NOTE: Since Scout's switching speed is 0.333 seconds, this penalty would increase the deploy time to 1 second
|
While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds.
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.
This weapon deploys 300% slower
30 second recharge
Allowed in Medieval mode
|
Secondary
Crit-a-Cola
|
-Added "+10% faster drinking speed"
-Decreased Marked-for-Death duration to 2 seconds from 5s
|
While under the effects, all damage dealt is Mini-Crits for 8 seconds.
+10% faster drinking speed
While under the effects, making any attack causes a 2 second Marked-for-Death debuff until the effect wears off.
30 second recharge
Allowed in Medieval mode
|
Secondary
Mad Milk
|
-Increased splash radius to 219 Hu from 200 Hu
-Added "While doing the objective: +33% faster recharge rate"
-Increased extinguishing teammate cooldown to 25% from 20%
-Added "Coated enemies move 20% slower"
|
Players heal 33% of the damage done to an enemy covered with milk
While doing the objective: +33% faster recharge rate
Extinguishing teammates reduces cooldown by -25%
Extinguishes fire on wielder and teammates, additional partially nullifies Cloak on enemy Spies
Coated enemies move 20% slower
20 second recharge
Allowed in Medieval mode
|
Secondary
Winger
|
-Removed "+15% damage bonus"
-Added "Wearer never takes falling damage while active"
-Increased jump height bonus to +30% from +25%
-Decreased clip size penalty to -50% from -60%
-Added "-50% max Secondary ammo on wearer"
NOTE: Due to the change to Pistol(s), this weapon will have 24 reserve ammo
|
When weapon is active:
- Wearer never takes falling damage
- +30% greater jump height
- -50% max Secondary ammo on wearer
- -50% clip size
|
Secondary
Pretty Boy's Pocket Pistol
|
-Removed "When weapon is active"
-Removed "On hit: Gain up to +3 health"
-Removed "-25% clip size"
-Added "33% of damage done is returned as health"
-Added "-50% damage penatly"
|
33% of damage done is returned as health
+15% faster firing speed
-50% damage penatly
|
Secondary
Flying Guillotine
|
-Added "100% mini-crits vs players below 50% health"
NOTE: Includes Guillotine hit and bleed damage
-Removed "No random critical hits"
|
On hit: Bleed for 5 seconds
Long distance hits reduce recharge time by 25%
100% mini-crits vs players below 50% health
Cannot be picked up after thrown
6 second recharge
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+20% faster firing speed"
NOTE: This doesn't include Frying Pan or Gold Frying Pan (For the obvious sound problem)
NOTE: An all-class Melee weapon won't get the same bonus unless a Scout equips it
|
+20% faster firing speed
|
Melee
Sandman
|
-Decreased damage from ball when at point blank to 10 from 15
-Increased damage from ball from max distance to 40 from 23
-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). Additional, 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 point blank ball hit applies a -66% penalty for 1 second and a max 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.
|
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. Additional, the damage from the ball impact increases the further it travels.
Can be picked up after thrown to instantly recharge
-15 max health on wearer
10 second recharge
|
Melee
Candy Cane
|
-Removed "On kill: A small health pack is dropped"
-Removed "25% explosive damage vulnerability on wearer"
-Added "On teammate hit: Gift your teammate with health and ammo"
NOTE: 20 HP and 10% ammo
-Added "On enemy hit: Gift yourself with health and ammo"
NOTE: 30 HP and 15% ammo
-Added "Gifted ammo can be overfilled"
NOTE: Up to 150% and will not decay
-Added "60% slower firing speed"
-Added "This weapon has bonus melee range, but slower deploy time"
|
On teammate hit: Gift your teammate with health and ammo
On enemy hit: Gift yourself with health and ammo
60% slower firing speed
Gifted ammo can be overfilled
This weapon has bonus melee range, but slower deploy time
|
Melee
Boston Basher
|
-Increased bleed duration to 6 seconds from 5s
-Added "This weapon has bonus melee range, but slower deploy time"
|
On hit: Bleed for 6 seconds
On miss: Hit yourself. Idiot!
This weapon has bonus melee range, but slower deploy time
|
Melee
Sun-on-a-Stick
|
-Increased direct damage penalty to -35% from -25%
-Added "Alt-Fire: Spontaneous combustion"
NOTE: Ignite the user for 10 seconds
NOTE: 20 second recharge once used
-Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target"
-Added "On hit: Transferred afterburn duration is decreased by 75%"
-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"
|
On hit: Transfers "Spontaneous Combustion" afterburn to the target
+25% fire damage resistance while active
100% critical hit vs burning players
On hit: Transferred afterburn duration is decreased by 75%
On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once
-35% direct damage penalty
Alt-Fire: Spontaneous Combustion
20 second recharge once used
|
Melee
Fan O'War
|
-Removed "Crits whenever it would normally mini-crit"
-Increased damage penalty to -94% from -75%
-Increased number of marked targets to 2 from 1
-Decreased mark duration to 10 seconds from 15s
-Added "On hit: Gain a 2 second speed boost"
|
On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits
On hit: Gain a 2 second speed boost
-94% damage penalty
Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from the 1st target
|
Melee
Atomizer
|
-Removed "Grants Triple Jump while deployed"
-Removed "Melee attacks mini-crit while airborne"
-Removed "-15% damage vs players"
-Removed "This weapon deploys 50% slower"
-Added "On hit with this weapon: Slams airborne targets into the ground"
NOTE: Depending how far from the ground the target is, this weapon can inflict a decent amount of falling damage to that target
-Added "On kill with any weapon: +2 jumps stored"
-Added "On assist-kill with any weapon: +1 jump stored"
-Added "Disables double jump on wearer"
-Added "Bonus jumps (up to 250) can be used even while weapon is not active"
NOTE: Every jump has a purple smoke effect below the user's feet
NOTE: When the Soda Popper's Hype is active, any stored jumps are not used until that effect is over
|
On hit with this weapon: Slams airborne targets into the ground
On kill with any weapon: +2 jumps stored
On assist-kill with any weapon: +1 jump stored
Disables double jump on wearer
Bonus jumps can be used even while weapon is not active
|
Melee
Wrap Assassin
|
-Removed "+25% increase in recharge rate"
-Decreased direct damage penalty to -50% from -65%
-The ornament no longer does damage on impact
-The bleeding duration now scales depending on travel time (between 1–10 seconds) instead of 7.5 seconds
-Increased the scatter radius to 73 Hu from 50 Hu
-Added the shatter effect causes bleeding as well, but reduces the possible duration by 25%
-Added "On hit bleeding player with Melee: Causes an explosion (146 Hu) that will cause nearby enemies to bleed for 5 seconds"
-Added "+100% max misc ammo on wearer"
|
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds
On hit bleeding player with Melee: Causes an explosion that will cause nearby enemies to bleed for 5 seconds
+100% max misc ammo on wearer
On non-direct hits with the ornament: The bleed duration is decreased by 25%
-50% direct damage penalty
10 second recharge
|
-Added "(Ability) SHOCK & AWE"
NOTE: User performs an earthquake after landing an explosive jump to damage nearby enemies
NOTE: Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no cap of the possible damage, plus no damage falloff.
|
(Ability) SHOCK & AWE
|
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"
NOTE: This will pull from your reserve ammo, so this won't be "free ammo". Additional, it will adjust if your clip size is increased (ex. Air Strike).
-Increased damage required to fill to 650 from 600
NOTE: The Concheror was increased to 650 from 480
|
Primary
Rocket Launcher
|
NO CHANGES
|
NO CHANGES
|
Primary
Direct Hit
|
-Removed "+25% damage bonus"
-Added "+25% damage vs players"
-Decreased explosion radius penalty to -66% from -70%
|
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+25% damage vs players
+80% projectile speed
-66% explosion radius
|
Primary
Black Box
|
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped
-Removed vanilla "On hit: Gain up to 20 HP per attack" and added newly coded version
|
When a banner is equipped:
- +40% projectile speed
- -25% blast damage from rocket jumps
- -25% clip size
When a banner is not equipped:
- On hit: Recover 1 HP per 4.48 damage dealt with a max of 25 health per attack
- On direct hit: Recover 1 HP per 2.24 damage dealt with a max of 50 health per attack
- -25% clip size
|
Primary
Rocket Jumper
|
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"
-Added "+50% clip size bonus"
-Decreased bonus Primary ammo to +100% from +200%
-Removed "No random critical hits"
-Added "Allowed in Medieval mode"
|
On kill with any weapon: All equipped weapons are automatically fully reloaded
+50% clip size bonus
+100% max Primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Primary
Liberty Launcher
|
-Decreased clip size to -25% from +25%
-Removed "+40% projectile speed"
-Removed "-25% blast damage from rocket jumps"
-Removed "-25% damage penalty"
-Added "Direct hits deal 90 damage at any range"
NOTE: Splash damage is unaffected
-Added "No damage rampup"
-Added "On hit: Gain 1 stack per attack"
NOTE: Each stack increases explosion radius by +20%. This can stack up to 5 times and will start to decay after 5 seconds with a 5 second interval if you don't damage another enemy.
|
Direct hits deal 90 damage at any range
On hit: Gain 1 stack per attack
No damage rampup
-25% clip size
Each stack increases explosion radius by +20%. This can stack up to 5 times and will start to decay after 5 seconds with a 5 second interval if you don't damage another enemy.
|
Primary
Cow Mangler 5000
|
-Decreased charged shot move speed penalty to -50% from -66%
-Removed "No random critical hits"
-Removed the afterburn including the mini-crit damage from the charged shot
-Added "Black Hole Rockets" as the new charged shot
NOTE: The rocket from the charged shot won't do damage
NOTE: The suction and building disabling effects last for 4 seconds
NOTE: Any enemy that can move fast than 295 Hu can slowly (or more easily) escape
NOTE: Quick-Fix UberCharge is immune to the suction
NOTE: The radius of the suction is 25% larger than a normal explosion radius (182.5 Hu)
NOTE: The radius that applies the "disable enemy buildings" is 25% smaller than a normal explosion radius (109.5 Hu)
-Added "30% slower reload time"
|
Does not require ammo
Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additional, any enemy buildings near the center will be disabled for 4 seconds.
30% slower reload time
Deals only 20% damage to buildings
Mini-Crits whenever it would normally crit
While doing charged shot: -50% move speed
|
Primary
Beggar's Bazooka
|
-Increased faster firing speed to +80% from +70%
-Removed "+3 degrees random projectile deviation"
-Removed "Cannot collect ammo from Dispensers while active"
-Decreased hidden reload time penalty to 20% from 30%
-Added "Projectile deviation scales by 1.666% based on the current number of loaded rockets"
-Added "-25% blast damage from rocket jumps, but -25% rocket jump height"
|
Hold FIRE to load up to 3 rockets
Release FIRE to unleash the barrage at 80% faster firing speed
Projectile deviation scales by 1.666% based on the current number of loaded rockets
Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
-20% explosion radius
20% slower reload time
Projectile deviation will increase/decrease as rockets are loaded and when fired
-25% blast damage from rocket jumps, but -25% rocket jump height
|
Primary
Air Strike
|
-Decreased faster firing speed while explosive jumping to +60% from +65%
-Removed "-15% blast damage from explosive jumps"
-Removed "-10% explosive radius"
-Increased damage penalty to -20% from -15%
-Added "-20% blast damage to self from this weapon"
-Added "30% faster reload time while explosive jumping"
|
-20% blast damage to self from this weapon
+60% faster firing speed and 30% faster reload time while explosive jumping
Clip size increased on kill (up to 4)
-20% damage penalty
-20% explosion radius while explosive jumping
|
Secondary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Secondary
Buff Banner
|
-See additional changes in "Soldier - Banner Changes" tab
-Added "+10% faster firing speed and 5% faster reload time for your Primary"
-Added "Grants player and nearby teammates 10 seconds of the Precision Mannpower powerup while under the effects"
|
+10% faster firing speed and 5% faster reload time for your Primary
Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and the Precision Mannpower powerup
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Gunboats
|
-Decreased blast damage from explosive jumps to -50% from -60%
-Added "-10% blast damage to self on wearer"
|
-50% blast damage from explosive jumps
-10% blast damage to self on wearer
Allowed in Medieval mode
|
Secondary
Battalion's Backup
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased max health on wearer to +30 from +20
-Any player that is under this effect will now be able to see their net health on screen
NOTE: Net health means the possible total health while under the damage resistance after doing the math
NOTE: This will be text on the left side of the screen in the top corner
|
+30 max health on wearer
Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Concheror
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased health regen to +8 from +4
|
Up to +8 health regenerated per second on wearer
Once used, grants player and nearby teammates 10 seconds a speed boost and 33% life-steal
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Mantreads
|
-Added "Immunity from movement-impairing effects on wearer"
NOTE: This includes custom weapons..... Ice Breaker's move speed reduction
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"
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
-Increased stomping damage (aka the Goomba) multiplier to x4 from x3
-Stomping damage (aka the Goomba) can now benefit from life-steal effects
-Stomping damage (aka the Goomba) can now be Mini-Crit boosted
-Added "Disables the 'SHOCK & AWE' Class Ability"
|
Immunity from movement-impairing effects on wearer
-75% reduction in push force taken from damage, airblasts, and knockback effects
200% increased air strafe control when explosive jumping
Deals 4x falling damage to the player you land on
Disables the "SHOCK & AWE" Class Ability
Allowed in Medieval mode
|
Secondary
Righteous Bison
|
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+24% faster firing speed"
NOTE: This matches the default Shotgun
-Added hidden "18% slower reload time"
NOTE: This matches the default Shotgun
-Removed "Projectile is able to hit the same enemy multiple times"
-Increased projectile speed to 1600 Hu from 1200 Hu
-Added "Reload time decreases as health decreases (up to 66%)"
-Decreased damage penalty vs players to -33% from -73.33%
-Decreased damage penalty vs buildings to -66% from -95.55%
|
Does not require ammo
Projectile cannot be deflected and penetrates enemy players
+33% projectile speed
Reload time decreases as health decreases
-33% damage penalty vs players
-66% damage penalty vs buildings
|
Melee
Any base melee weapon, including reskins
|
-Added "Weapon knockback increases as the user becomes injured"
NOTE: An all-class Melee weapon won't get the same bonus unless a Soldier equips it
|
Weapon knockback increases as the user becomes injured
|
Melee
Equalizer
|
-Removed "Damage increases as the user becomes injured"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"
-Added "When weapon is active: Bonus healing given and/or gained from every possible healing source or weapon effect increases as the user becomes injured (up to +150%)"
NOTE: While at 1 health, the user would get +100% bonus health from any healing source while this weapon is active
-Added "On wearer: -20% base healing given and/or gained from every possible healing source or weapon effect"
|
If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill
When weapon is active: Bonus healing given and/or gained from every possible healing source or weapon effect increases as the user becomes injured (up to +150%)
On wearer: -20% base healing given and/or gained from every possible healing source or weapon effect
|
Melee
Disciplinary Action
|
-Flipped the speed boost duration for the user and ally
-Decreased melee range multiplier to +66% from +70%
NOTE: This makes it x2 range when compared to swords. Additional, this removes the ability to hit enemy while having your back towards them.
-Removed hidden "+55% melee bounds multiplier"
-Removed "-25% damage penalty"
-Added "On kill with any weapon: +2 stacks"
-Added "On assist-kill with any weapon: +1 stack"
-Added "ALT-FIRE while active: Use 1 stack (up to 35) to gain a 4 second speed boost"
NOTE: User can switch away and keep the speed boost
-Added "-20 max health on wearer"
|
On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds
On kill with any weapon: +2 stacks
On assist-kill with any weapon: +1 stack
+66% melee range
-20 max health on wearer
ALT-FIRE: Use 1 stack to gain a 4 second speed boost
|
Melee
Market Gardener
|
-Removed "No random critical hits"
-Increased fire rate penalty to -25% from -20%
-This weapon is now crit-boosted while explosive jumping
-Added "This weapon has bonus melee range, but slower deploy time"
|
This weapon is crit-boosted while explosive jumping
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
Melee
Escape Plan
|
-Increased max move speed bonus to +66% from +60%, additional it now constantly scales down to 1 health instead of "blocks of health"
-Removed "You are Marked-for-Death while active, and for short period after switching weapons"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"
-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"
-Added "40% damage vulnerability while active"
-Added "-20% damage penalty"
|
If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill
Move speed, deploy speed, and holster speed increases as the user becomes injured
40% damage vulnerability while active
-20% damage penalty
|
-Added "(Ability) 50% faster timers for debuff on wearer"
-Added "+10% faster firing speed" to all Flare Guns
-Airblasting a Grenade will now reset its timer
-Added "-80% blast damage from reflected explosives" to all Primaries
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
|
(Ability) 50% faster timers for debuff on wearer
|
Primary
Flame Thrower
|
-See additional changes in "Pyro - Class Changes" tab
|
Extinguishing teammates restores 20 health
|
Primary
Backburner
|
-Fixed "Extinguishing teammates restores 20 health"
-Removed "100% critical hits from behind"
-Removed "+150% airblast cost"
-Removed "No random critical hits"
-Added "From behind: +100% direct & afterburn damage bonus"
-Added "From the front: -20% direct & -75% afterburn damage penalty"
|
Extinguishing teammates restores 20 health
From behind: +100% direct & afterburn damage bonus
From the front: -20% direct & -75% afterburn damage penalty
|
Primary
Degreaser
|
-Removed "+25% airblast cost"
-Increased afterburn damage penalty to -75% from -66%
NOTE: There is no actual difference in the damage numbers
-Added "+25% faster primary recovery after airblasting"
-Added "Reflected projectiles ignites enemies for 10 seconds"
-Added "Reflected projectiles do normal damage instead of mini-crit"
-Added "-10% direct damage penalty"
|
Extinguishing teammates restores 20 health
This weapon deploys 60% faster and holsters 30% faster
+25% faster primary recovery after airblasting
Reflected projectiles ignites enemies for 10 seconds
Reflected projectiles do normal damage instead of mini-crit
-75% afterburn damage penalty
-10% direct damage penalty
|
Primary
Phlogistinator
|
-Removed "No random critical hits"
-Removed "No airblast"
-Removed the crits during MMMMPH
-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
-Added "Able to gain MMMMPH while draining, but at -50% rate"
-Increased duration to 15 seconds from 10s
-Added "Activate when full to completely refill health and gain enhanced healing"
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
-Added "Does not require ammo"
-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"
-Added "Extinguishing teammates doesn't restore health"
-Added "Cannot airblast enemies"
-Added new sound and visual when MMMMPH is activated
-Added new visual when MMMMPH is in use
-Added "-100% maximum overheal on wearer"
-MMMMPH is now triggered with Taunt, Reload, and/or Special-Attack. Alt-Fire no longer triggers it.
|
Does not require ammo
On kill/assist-kill with any weapon, reflecting projectiles, extinguishing teammates, and/or naturally builds up adds to the MMMMPH meter
Activate when full to completely refill health and gain enhanced healing for 15 seconds
Overheating Mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast
Extinguishing teammates doesn't restore health
-100% maximum overheal on wearer
Cannot airblast enemies
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
While MMMMPH taunting: Gain invulnerable and full knockback resistance
Able to gain MMMMPH while draining, but at -50% rate
|
Primary
Dragon's Fury
|
-Increased Primary ammo penalty to -85% from -80%
-Increased airblast cost bonus to -85% from -75%
-Increased extinguishing teammates to 30 health from 20
-Increased max distance for projectile to 525 Hu from 450.94 Hu
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.
-Added "+33% airblast push force"
|
Extinguishing teammates restores 30 health
Deals +300% damage to burning players
+50% repressurization rate on hit
+33% airblast push force
-85% airblast cost
-50% repressurization rate on Alt-Fire
-85% max Primary ammo on wearer
Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds
Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additional extinguishes teammates that are on fire
|
Secondary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Secondary
Flare Gun
|
-See additional changes in "Pyro - Class Changes" tab
|
100% critical hit vs burning players
+10% faster firing speed
This weapon will reload automatically when not active
|
Secondary
Detonator
|
-Increased detonated radius to 146 Hu from 100 Hu
-Removed "-25% damage penalty"
-Removed "+50% damage to self"
-Increased flare jump height by 10%
-Added "-25% max Secondary ammo on wearer"
-Fixed the 3rd person world model of the Flare model
|
100% mini-crits vs burning players
+10% faster firing speed
User can flare jump
-25% max Secondary ammo on wearer
Alt-Fire: Detonate flare
This weapon will reload automatically when not active
|
Secondary
Manmelter
|
-Removed "+50% projectile speed"
-Removed "No random critical hits"
-Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to yourself"
-Added "Projectile cannot be deflected and can extinguish teammates"
-Added "Press RELOAD or SPECIAL-ATTACK to use saved shots for speed boosts"
NOTE: This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost.
-Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning
NOTE: There is no max duration
|
Does not require ammo
Projectile cannot be deflected and can extinguish teammates
+10% faster firing speed
ALT-FIRE: Removes all debuffs from teammates and restores 20 health to yourself. Additional, cleaning teammates grants special Mark-For-Death shots.
Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts
|
Secondary
Scorch Shot
|
-Removed "100% mini-crits vs burning players"
-Removed "-35% damage penalty"
-Removed ability to flare jump and self damage from flare
-Decreased flare radius to 73 Hu from 110 Hu
-Added "-45% projectile speed"
|
+10% faster firing speed
Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
-45% projectile speed
This weapon will reload automatically when not active
|
Secondary
Thermal Thruster
|
-Removed "Push enemies back when you land with the force and radius based on your velocity"
-Removed "Deals 3x the fall damage to an enemy you land on"
-Removed "User takes 75% less falling damage when used"
-Removed hidden "+30% increase in push force taken from damage on wearer"
-Decreased recharge time per charge to 10 seconds from 15s
-Decreased delay before launching to 0.5 seconds from 0.65s
-Decreased delay before re-launching to 1.0 seconds from 1.2s
-Decreased locked hostler speed to 0.75 seconds from 0.8s
-Added "Wearer never takes falling damage"
-Added "Extinguish nearby teammates (146 Hu) when you launch to restore 30 health to the Pyro"
-Added "Ignite nearby enemies (146 Hu) for 10 seconds when you launch"
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"
-Added "The user can re-launch while airborne"
|
Wearer never takes falling damage
Extinguish nearby teammates when you launch to restore 30 health to the Pyro
Ignite nearby enemies for 10 seconds when you launch
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
0.75 second locked holster penalty
This weapon fires a quick blast that launches the user based where you are aiming. Additional, the user can re-launch while airborne.
This weapon has 2 charges and requires 10 seconds each to recharge
Allowed in Medieval mode
|
Secondary
Gas Passer
|
-Decreased splash radius to 146 Hu from 200 Hu
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.
-Removed the afterburn caused from the Gasoline effect
-This will no longer recharge over time, but only with any damage dealt
-Decreased damage to fill to 300 from 750
-Added "While doing the objective: +100% bonus recharge from damage dealt"
-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"
-Added "Gasoline now causes an explosion (20 damage) when the target is damaged"
-Added "Gas-covered enemies cannot switch weapons by any means"
|
Meter builds with any damage done
While doing the objective: +100% bonus recharge from damage dealt
Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies
Extinguishing teammates or yourself restores 40 health to the Pyro
Spawning and resupply do not affect the meter
Meter starts empty
Creates a horrific visible gas that coats enemies with an explosive material, which explodes when the target is damaged. Additional, Gas-covered enemies cannot switch weapons by any means.
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*"
NOTE: An all-class Melee weapon won't get the same bonus unless a Pyro equips it
|
+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*
|
Melee
Axtinguisher
|
-Removed "Killing blows on burning players grants a speed boost"
-Removed "This weapon holsters 35% slower"
-Removed "No random critical hits"
|
100% Mini-Crits vs burning players
Damage increases based on remaining duration of afterburn
On hit burning enemy: Extinguishes them
-33% damage penalty
|
Melee
Homewrecker
|
-Increased bonus damage vs buildings to +150% from +100%
-Removed "-25% damage vs players"
-Added "When weapon is active"
-Added "Immune to Sentry knockback and Sentry Rocket's stun"
-Added "+50% Sentry Bullet damage resistance"
-Added "+33% damage taken from all sources, except for Sentry Bullet damage"
|
When weapon is active:
- Damage removes Sappers
- +150% damage vs buildings
- Immune to Sentry knockback and Sentry Rocket's stun
- +50% Sentry Bullet damage resistance
- +33% damage taken from all sources, except for Sentry Bullet damage
|
Melee
Powerjack
|
-Removed "+25 health restored on kill"
-Added "-10% slower move speed on wearer"
-Increased move speed bonus while active to +30% from +15%
-Added "Killing blows on burning players grants a speed boost"
|
Killing blows on burning players grants a speed boost
+30% faster move speed while active
20% damage vulnerability while active
-10% slower move speed on wearer
|
Melee
Back Scratcher
|
-Removed "+25% damage bonus"
-Removed "+50% health from packs on wearer"
-Removed "-75% health from healers on wearer"
-Added "On kill with any weapon: +20 health restored"
-Added "On assist-kill with any weapon: +10 health restored"
-Added "+100% health restored from kills/assist-kills with this weapon"
NOTE: No overhealing from all the above effects
-Added "-25 max health on wearer"
-Added "This weapon has bonus melee range, but slower deploy time"
|
On kill with any weapon: +20 health restored
On assist-kill with any weapon: +10 health restored
Restore double health from kills/assist-kills with this weapon
-25 max health on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Sharpened Volcano Fragment
|
-Removed "On hit: Target is engulfed in flames"
-Increased direct damage penalty to -30% from -20%
-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"
|
On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect
-30% direct damage penalty
Afterburn caused by this weapon will not be overridden by any other flame source
|
Melee
Third Degree
|
-Added "15% damage resistance VS overhealed players on wearer"
-Added "15% damage resistance VS burning players on wearer"
-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"
-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"
-Added "15% slower firing speed"
|
15% damage resistance VS overhealed players on wearer
15% damage resistance VS burning players on wearer
Whoever you directly attack will take +40% damage if connected by a healing beam
Whoever you don't directly attack will take -40% damage if connected by a healing beam
15% slower firing speed
|
Melee
Neon Annihilator
|
-Removed "Damage removes Sappers"
-Removed "No random critical hits"
-Removed "-20% damage penalty vs players"
-Added "-33% damage penalty"
-Added that gas-covered & bleeding enemies will count as "wet" targets
-Added "Grants user the ability to breath underwater while active"
|
Grants user the ability to breath underwater while active
100% critical hit vs wet players
-33% damage penalty
Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water
|
Melee
Hot Hand
|
-Increased direct damage penalty to -43% from -15%
-Added "Combo slap system" with 4 layers of effects
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
NOTE: Everything is removed if system resets
-Added "-75% afterburn damage penalty"
-Added "This weapon has bonus melee range, but slower deploy time"
|
Slap system:
- 1st slap: Gain a speed boost
- 2nd slap: Target is engulfed in flames
- 3rd slap: Attack will crit
- 4th slap: Applies knockback to the target
+150% afterburn damage penalty
Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
-43% direct damage penalty
Broadcasts every successful hit on an enemy player over the death-notice area
Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) Spawns a Dynamite Pack on Death"
NOTE: The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. Additional, the Dynamite Pack doesn't cause knockback unlike normal explosions.
|
(Ability) Spawns a Dynamite Pack on Death
|
-Added "Grenades do not randomly spin when fired"
-Increased clip size to 6 from 4
-Increased reserve ammo to 24 from 16
-Decreased roller damage by 65.52%
NOTE: Decreases max roller damage to 20 from 58
NOTE: Doesn't include the Loose Cannon
|
-Reworked damage rampup and damage dealt
NOTE: Each stickybomb will now start at 70 damage and ramp up to 125 within 5 seconds after being fired from the weapon
NOTE: Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance
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
-Added "Detonates stickybombs near the crosshair or while the user is within a radius"
NOTE: Increased auto detonation range even if the user isn't looking at the stickybombs to 600 Hu from 100Hu
-Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."
-Decreased max number of stickies out to 6 from 8
-Decreased clip size to 6 from 8
-Increased reseve ammo to 32 from 24
-Increased arm time to 1 second from 0.7s
-Decreased max charge time rate to 3 seconds from 4s
|
-Added "While charging: Grants immunity to all debuffs"
NOTE: In the vanilla game, debuffs are only removed at the start of a charge and not during
NOTE: Added "Marked-for-Death" and the "Gas Passer effect"
-Added "While charging: Grants full reduction in push force taken from damage, but +25% increase in push force taken from airblasts"
-Decreased base recharge time to 10 seconds from 12s
-Increased base impact max damage to 60 from 50
NOTE: Removed the Eyelanders' shield bonus with collected heads
-Increased base turning control while charging by 50%
NOTE: This is on the player and not on shields
-Added "Impact damage benefits from life-steal effects"
-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration
NOTE: The distance traveled is the same, but you will get there faster
-Removed knockback from shield impacts
NOTE: Before, if you impacted an airborne target, knockback would have been applied
NOTE: This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground
|
Primary
Grenade Launcher
|
-See additional changes in "Demoman - Grenade Launcher Changes" tab
|
|
Primary
Loch-n-Load
|
-Added a new Grenade model
-Removed "+20% damage vs buildings"
-Increased clip size penalty to -66% from -25%
-Increased explosion radius penalty to -50% from -25%
-Removed "Launched bombs shatter on surfaces"
-Increased projectile speed to +150% from +25%
-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"
-Added "-100% self damage force"
-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
|
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Grenades do not randomly spin when fired
+150% projectile speed
-66% clip size
-50% explosion radius
-100% self damage force
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primary
Ali Baba's Wee Booties
Primary
Bootlegger
|
-Decreased move speed bonus (when a shield is equipped) to +7% from +10%
-Increased melee kills refill (when a shield is equipped) to +33% from +25%
-Added "Shield impact kills refill 33% of your charge meter (when a shield is equipped)"
-The vanilla +25 max health now requires a shield
-Added "When a shield is not equipped: +50 max health on wearer"
|
When a shield is equipped:
+7% move speed on wearer
+25 max health on wearer
+200% increase in turning control while charging
Shield impact or melee kills refill 33% of your charge meter
When a shield is not equipped:
+50 max health on wearer
Allowed in Medieval mode
|
Primary
Loose Cannon
|
-Removed "+20% projectile speed"
|
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire
Cannonballs do not randomly spin when fired
Cannonballs push players back on impact
Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit
Cannonballs do not explode on impact
|
Primary
Iron Bomber
|
-Removed "-15% explosion radius"
-Added "Grenades detonate other nearby grenades that are yours"
-Added "-66% explosion radius on direct hits"
-Added "-33% clip size"
|
Grenades have very little bounce/roll and do not randomly spin when fired
Grenades detonate other nearby grenades that are yours
-30% fuse time on grenades
-66% explosion radius on direct hits
-33% clip size
|
Secondary
Stickybomb Launcher
|
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab
|
|
Secondary
Scottish Resistance
|
-Removed "+25% faster firing speed"
-Increased Secondary ammo bonus to +100% from +50%
-Removed "Able to destroy enemy stickybombs"
-Removed "0.8 sec slower bomb arm time"
-Added "+100% clip size"
-Added "100% longer pipebomb damage ramp up time"
-Added "-50% initial damage penalty"
NOTE: Each stickybomb will start at 35 damage and ramp up to 125 within 10 seconds after being fired from the weapon
|
+100% clip size
+100% max secondary ammo on wearer
+6 max pipebombs out
100% longer pipebomb damage ramp up time
-50% initial damage penalty
|
Secondary
Sticky Jumper
|
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"
-Added "+50% clip size bonus"
-Decreased bonus ammo to +100% from +200%
-Decreased max stickybombs out to -3 from -6
-Removed "No random critical hits"
-Added "Allowed in Medieval mode"
|
On kill with any weapon: All equipped weapons are automatically fully reloaded
+50% clip size bonus
+100% max Secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
-3 max stickybombs out
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Secondary
Quickiebomb Launcher
|
-Increased charge rate bonus to instant from +70%
-Increased arm time bonus to instant from -0.2 faster
-Removed "Up to +35% damage based on charge"
-Removed "-15% damage penalty"
-Added "-50% explosion radius"
-Added "-50% clip size"
-Added "-3 max stickybombs out"
-Added "Detonates all stickybombs at once and aren't based on crosshair/area"
|
Able to destroy enemy stickybombs
Instant charge time
Instant arm time
-50% explosion radius
-50% clip size
-3 max stickybombs out
Detonates all stickybombs at once and aren't based on crosshair/area
|
Secondary
Chargin' Targe
|
-Added "+20% bullet damage resistance on wearer"
|
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer
+20% bullet damage resistance on wearer
ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Allowed in Medieval mode
|
Secondary
Splendid Screen
|
-Removed "+70% increase in charge impact damage"
-Increased fire damage resistance to +25% from +20%
-Decreased explosive damage resistance to +15% from +20%
-Added "+10% bullet damage resistance on wearer"
|
+25% fire damage resistance on wearer
+15% explosive damage resistance on wearer
+10% bullet damage resistance on wearer
+50% increase in charge recharge rate
Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Allowed in Medieval mode
|
Secondary
Tide Turner
|
-Removed "+15% fire damage resistance on wearer"
-Removed "+15% explosive damage resistance on wearer"
-Removed "Melee kills refill 75% of your charge meter"
-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"
-Added "+7% move speed on wearer (boots required)"
|
Gain a 1 second speed boost anytime you take damage
+7% move speed on wearer (boots required)
Full turning control while charging
Taking damage while shield charging reduces remaining charging time
Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "-66% blast damage taken from explosive jumps while active"
NOTE: An all-class Melee weapon won't get the same bonus unless a Demoman equips it
|
-66% blast damage taken from explosive jumps while active
|
Melee
Eyelander
|
-Removed "Every head taken raises shield impact damage"
-Removed healing 15 health on kill
-Removed "No random critical hits"
-Decreased max number of heads to 3 from 4
-Increased max health increase per head to +20 from +15
-Increased move speed increase per head to +8.333% from +8%
-Added "On kill (after the 3rd): Gain a 4 second speed boost"
|
On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer
On kill (after the 3rd): Gain a 4 second speed boost
-25 max health on wearer
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
This weapon has bonus melee range, but slower deploy time
Heads and their bonuses are lost on death
|
Melee
Scotsman's Skullcutter
|
-Removed "+20% damage bonus"
-Added "On kill: Damage taken is Decreased by 20% for the next 8 seconds"
-Added "On assist-kill: Damage taken is Decreased by 10% for the next 8 seconds"
-Added "+30% damage vs players while charging"
-Added "25% slower firing speed"
|
On kill: Damage taken is decreased by 20% for the next 8 seconds
On assist-kill: Damage taken is decreased by 10% for the next 8 seconds
+30% damage vs players while charging
15% slower move speed while active
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
Melee
Claidheamh Mòr
|
-Removed "When weapon is active"
-Removed "Melee kills refill 25% of your charge meter"
-Removed "No random critical hits"
-Increased bonus charge duration to +100% from +33%
-Increased damage vulnerability while active to 20% from 15%
-Added "Melee hits refill 20% of your charge meter"
-Added "10% damage vulnerability while not active"
|
Melee hits refill 20% of your charge meter
+100% charge duration
10% damage vulnerability while not active
20% damage vulnerability while active
This weapon has bonus melee range, but slower deploy time
|
Melee
Ullapool Caber
|
-Fixed not being able to mini-crit boost with a Demoman shield charge
-Removed "No random critical hits"
-Increased firing speed penatly to -25% from -20%
-Decreased melee damage to 35 from 55
-Increased explosion damage to 95 from 75
-Increased explosion radius to 146 Hu from 102 Hu
-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additional, the damage from the explosion no longer has damage falloff.
-The self damage will now be 50% of the explosion damage
NOTE: In the vanilla game, it is between 52-56 self damage
-Added "This weapon is mini-crit boosted while explosive jumping"
NOTE: This won't transfer to active sticky traps if detonated
-Added "Mini-Crits whenever it would normally crit"
-Added "Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much. Plus, this weapon regenerates after 100 seconds."
-Added "This weapon can taunt kill, but deals decreased damage if re-charging"
NOTE: While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.
-Added "+33% melee range"
|
This weapon is mini-crit boosted while explosive jumping
This causes a special explosion when you hit an enemy or surface
When the explosion happens, the user takes self inflicted blast damage and is launched into the air
Mini-Crits whenever it would normally crit
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
This weapon can taunt kill, but deals decreased damage while re-charging
Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much. Plus, this weapon regenerates after 100 seconds.
|
Melee
Persian Persuader
|
-Removed "Ammo boxes collected also refill your charge meter"
-Removed "Melee hits refill 20% of your charge meter"
-Removed "-80% max Primary ammo on wearer"
-Removed "-80% max Secondary ammo on wearer"
-Removed "No random critical hits"
-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"
NOTE: This weapon doesn't need to be active to benefit from this
-Added "-50% penalty from healing given and/or gained from every possible healing source or weapon effect on wearer, except from health or ammo pickups"
-Added "-50% ammo from Dispensers and Payload carts on wearer"
-Added "-50% health gained from dropped ammo packs"
-Added "25% slower firing speed"
|
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack
-50% penalty from healing given and/or gained from every possible healing source or weapon effect on wearer, except from health or ammo pickups
-50% ammo from Dispensers and Payload carts on wearer
-50% health gained from dropped ammo packs
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) Heavyweight"
NOTE: Added 33% reduction in push force taken from damage and airblasts on wearer
-Added "(Ability) Doctor's Pet"
NOTE: Grants the accelerated UberCharge rate for an attached Medic constantly"
-Increased base move speed to 240 Hu from 230 Hu
-Increased max health to 320 from 300, but -50% max overheal on wearer
-Added "This weapon has bonus melee range, but slower deploy time" to all Heavy Melee weapons
-Increased damage to 75 from 65 for all Heavy Melee weapons
|
(Ability) Heavyweight
(Ability) Doctor's Pet
|
-All edibles count as a medium health packs once thrown
NOTE: Unless specified
-Added "Extinguishing teammates (or disguised enemy Spies) restores 64 health to the Heavy"
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by -33%"
-Added "While eating: +25% bonus healing given and/or gained from every possible healing source or weapon effect"
-Changed number of bits and amount of health recovered per bite
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.
NOTE: Decreased health per bite to 64 from 75
-Changed the recharge system for edibles when picking up HP packs
NOTE: Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%
NOTE: In the vanilla game, picking up a small HP pack would auto-fill the meter even if empty
|
Primary
Minigun
|
-See additional changes in "Heavy Minigun Changes" tab
|
|
Primary
Natascha
|
-Removed "20% damage resistance when below 50% health and spun up"
-Increased damage penalty to -33% from -25%
-Removed "30% slower spin up time"
-Added "When fully spun up: Slow down enemies around you (225 Hu) by 20%"
-Added "Applies no knockback against enemies"
-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.
NOTE: As long as 1 bullet hits an enemy, it will apply the slow-down
-Decreased max distance slow-down effect falloff to 1200 Hu from 1350 Hu
NOTE: In the vanilla game, no slow-down is applied if the enemy is outside the effect falloff distance. The remade slow-down applies at least 5% at max range.
|
When fully spun up: Slow down enemies around you by 20%
On hit: Slows down enemy players based on distance and their move speed
-33% damage penalty
Applies no knockback against enemies
|
Primary
Brass Beast
|
-Removed "+20% damage bonus"
-Removed "20% damage resistance when below 50% health and spun up"
-Added "+2 bullets fired per shot"
-Added "33% slower spin down time"
-Decreased spin up time penalty to 33% from 50%
-Decreased move speed while deployed to -33% from -60%
|
+2 bullets fired per shot
33% slower spin up and spin down time
-33% slower move speed while deployed
|
Primary
Tomislav
|
-Increased accurate bonus to +25% from +20%
-Increased spin up bonus to +33% from +20%
-Added "+33% faster spin down time"
|
Silent killer: No barrel spin sound
+33% faster spin up and down time
25% more accurate
20% slower firing speed
|
Primary
Huo-Long Heater
|
-Removed "25% damage bonus vs burning players"
-Removed "10% direct damage penalty"
-Increased fire pulse damage to 20 from 12
-Increased afterburn duration from the fire pulse to 10 seconds from 7.5s
-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage and duration are increased based on HEAT percentage."
NOTE: Ignites on hit for 1 second per 7 damage dealt. For each 20%, afterburn damage is increased by 1.
-Added "Weapon can overheat that can further increase afterburn damage and duration, but exponentially increases the health lost"
NOTE: There is no limit of how much overheat can be achieved
-Added "While HEAT is active: Slowly damages the user. Additional, the ring of flames and ammo drain are disabled."
-Added "Must fully cooldown after ending HEAT before using it again"
-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."
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.
|
Creates a ring of flames while spun up
RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage and duration dealt are increased based on HEAT percentage.
| Weapon can overheat that can further increase afterburn damage and duration, but exponentially increases the health lost
| While HEAT is active: Slowly damages the user. Additional, the ring of flames and ammo drain are disabled.
Must fully cooldown after ending HEAT before using it again
Consumes an additional 4 ammo per second while spun up
Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer.
|
Secondary
Shotgun
|
-See additional changes in "Heavy - Shotgun Changes" tab
|
|
Secondary
Sandvich
|
-See additional changes in "Heavy - Edible Changes" tab
-Increased consumption healing effect to 320 HP from 300
|
On consumption: Heal up to 320 health
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Dalokohs Bar
|
-Removed "Adds +50 max health for 30 seconds" including the overheal effect
-Increased recharge time to 30 seconds from 10s
-Added "-100% consumption healing effect"
-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."
-Added a new visual while under the effects
|
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.
-100% consumption healing effect
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Buffalo Steak Sandvich
|
-Removed "+25% damage taken & mini-crits dealt" while under the effects
-Added "-100% consumption healing effect"
-Decreased move speed bonus to +25% from +35%, but now stacks with other speed boosts
-Added "While under the effects, user gains immunity to movement-impairing effects"
-Added "While under the effects, edible can't be recharged in anyway"
NOTE: Due to overhauled the recharge system for edibles, the user won't be able to heal from health packs until switching off from Melee and once this weapon is recharged
-Added "There is no effect duration and you can switch off of Melee at any time while under the effects"
-Added a new visual while under the effects
|
On consumption: User gains a +25% move speed and full reduction in push force taken from damage
While under the effects, user is switched to Melee and edible can't be recharged in anyway
-100% consumption healing effect
There is no effect duration and you can switch off of Melee at any time while under the effects
30 second recharge once no longer under the effects
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Family Business
|
-Increased damage penalty to -20% from -15%
-Decreased firing speed to +10% from +15%
-Added "20% more accurate"
-Added "5% faster reload time"
|
+33% clip size
20% more accurate
+10% faster firing speed
5% faster reload time
-20% damage penalty
|
Secondary
Second Banana
|
-Increased self healing penalty to -75% from -33%
-Increased recharge time to 30 seconds from 10s
-Added "On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds"
-Added "On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds"
-Added a new visual while under the effects
|
On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds
On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds
-75% consumption healing effect
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+25% max Primary ammo on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Heavy equips it
|
+25% max Primary ammo on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Killing Gloves of Boxing
|
-Increased the 100% critical chance duration to 6 seconds from 5s
-Added "On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons"
-Added "On kill or assist-kill: User is Marked-for-Death for 3 seconds"
-Added "Gloves are soft and don't cause knockback"
-Increased firing speed penalty to 25% from 20%
|
On kill: Gain 6 seconds of crits for all of your weapons
On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons
On kill or assist-kill: User is Marked-for-Death for 3 seconds
25% slower firing speed
Gloves are soft and don't cause knockback
This weapon has bonus melee range, but slower deploy time
|
Melee
Gloves of Running Urgently
|
-Removed "This weapon holsters 50% slower"
-Increased max health drain while active to -20 HP/sec from -10 HP/sec
-Increased move speed bonus to +33% from +30%
-Increased the minimum health to 1 health from 100
-Decreased the "accelerated drain" when switching back and forth between weapons to 10 from 20
-Added a new particle system that will visually show any player how much missing health you have
|
+33% faster move speed while active
Maximum health is drained while weapon is active (-20 HP/sec)
This weapon has bonus melee range, but slower deploy time
|
Melee
Warrior's Spirit
|
-Removed "+30% damage bonus"
-Removed "+30% damage vulnerability while active"
-Increased health restored on kill to +64 from +50
-Added "+32 health restored on assist-kill"
-Added "+20% faster firing speed"
-Added "On miss: Punch yourself for 50 health! You coward!"
-Added "-100% healing given and/or gained from every possible healing source or weapon effect while active, except from kills/assist-kills"
|
+20% faster firing speed
+64 health restored on kill
+32 health restored on assist-kill
On miss: Punch yourself for 50 health! You coward!
-100% healing given and/or gained from every possible healing source or weapon effect while active, except from kills/assit-kills
This weapon has bonus melee range, but slower deploy time
|
Melee
Fists of Steel
|
-Removed "-40% damage from ranged sources while active"
-Removed "This weapon holsters 100% slower"
-Removed "-40% maximum overheal on wearer"
-Removed "-40% health from healers on wearer"
-Added "-33% damage taken from all sources, except from melee while active"
-Increased melee vulnerability to +150% from +100%
-Added "50% slower weapon switch on wearer"
NOTE: This does stack with "This weapon has slower deploy time"
|
-33% damage taken from all sources, except from melee while active
+150% damage vulnerability from melee sources while active
50% slower weapon switch on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Eviction Notice
|
-Decreased firing speed to -25% from +40%
-Decreased move speed bonus to +10% from +15%
-Removed "-60% damage penalty"
-Removed "Maximum health is drained while item is active"
-Increased speed boost on hit to 4 seconds from 3s
-Added "On teammate hit: Boosts teammate's speed for 2 seconds"
-Added "While active: Drains Primary and Secondary ammo"
-Added "While active: No ammo from any ammo source"
|
When weapon is active:
- On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds
- +10% faster move speed
- Drains Primary and Secondary ammo
- No ammo from any ammo source
- 25% slower firing speed
- This weapon has bonus melee range, but slower deploy time
|
Melee
Holiday Punch
|
-Added "When weapon is active: User is able to pick up their own edible for 64 health"
-Added "On kill with your Primary: Gain crits for 1 second for this weapon"
-Added "On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon"
-Added "100% slower firing speed"
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"
|
When weapon is active: User is able to pick up their own edible for 64 health
On kill with your Primary: Gain crits for 1 second for this weapon
On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon
On hit: Force enemy to laugh who also has this same weapon active
Always critical hit from behind
Critical hit forces victim to laugh
Critical hits do no damage
100% slower firing speed
The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) User is able to 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) User is able to see any type of health & ammo source through walls that are currently spawned with an outline within a very large radius, including friendly Dispensers
|
Primary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Primary
Frontier Justice
|
-Added "20% more accurate"
-Added "-50% max Primary ammo on wearer"
-Removed "No random critical hits"
|
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed
20% more accurate
-50% clip size
-50% max Primary ammo on wearer
Revenge crits are lost on death
|
Primary
Widowmaker
|
-Increased bonus damage to your Sentry Gun's target to 20% from 10%
-Decreased metal cost per shot to -25 from -30
|
On hit: Damage dealt is returned as ammo
20% increased damage to your Sentry Gun's target
No reload necessary
Per Shot: -25 ammo
Uses metal as ammo
|
Primary
Pomson 6000
|
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"
-Removed "On Hit: Victim loses up to 20% cloak"
-Removed "Deals only 20% damage to buildings"
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+24% faster firing speed"
NOTE: This matches the default Shotgun
-Added hidden "4% slower reload time"
NOTE: This matches the default Shotgun
-Added "On hit: Decreases healing given and/or gained from every possible healing source or weapon effect"
NOTE: A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot (1200 Hu) will apply a -12.5% healing reduction for 8 seconds
|
Does not require ammo
Projectile cannot be deflected
On hit: Decreases healing given and/or gained from every possible healing source or weapon effect
-20% damage penalty
Healing effect is decreased over distance and duration is increased over distance
|
Primary
Rescue Ranger
|
-Removed "-50% max Primary ammo on wearer"
-Added "-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer"
|
Alt-Fire: Use 100 metal to pick up buildings from long range
Fires a special bolt that can repair friendly buildings
-34% clip size
-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
Self Mark-for-Death when hauling buildings, and a few seconds after redeployment
4-to-1 health-to-metal ratio when repairing buildings
|
Secondary
Engineer's Pistol(s)
|
-Decreased reload time to 1.25 seconds from 1.36s
NOTE: This matches Scout's Pistol
-Decreased Secondary ammo to 96 from 200
NOTE: Scout's Pistol is being increased to 96 from 36
|
|
Secondary
Wrangler
|
-Decreased shield resistance to 33% from 66% with Sentry Guns
-Removed the shield resistance with Mini-Sentry Guns
-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets
NOTE: Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.
NOTE: Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.
-Fixed the firing rate bonus while controlling Mini-Sentry Guns and increased to x3 from x2
-Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled
NOTE: Roughly 3-4 more bullets and 1 more rocket will be refilled per hit
|
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming
Wrangled Sentry Guns gains x2 firing rate and a shield that reduces all damage by 33%
Wrangled Mini-Sentry Guns gains x3 firing rate
Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%
Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling
Take manual control of your Sentry Gun or Mini-Sentry
|
Secondary
Short Circuit
|
-Removed "No random critical hits"
-Removed vanilla Primary-Fire effect
-Technically removed "Per Shot: -5 ammo"
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"
|
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack
No reload necessary
Cannot pick up buildings when active
Uses metal for ammo
|
Melee
Wrench
|
NO CHANGES
|
NO CHANGES
|
Melee
Gunslinger
|
-Removed "Third successful punch in a row always crits"
-Removed "No random critical hits"
-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"
-Added "+6.666% faster move speed on wearer"
|
+25 max health on wearer
+6.666% faster move speed on wearer
Replaces all buildings with mini versions
|
Melee
Southern Hospitality
|
-Removed "No random critical hits"
-Removed "20% fire damage vulnerability on wearer"
-Added "+15% bullet damage vulnerability on wearer"
-Added "One hit destroys any Sapper"
-Increased bleed duration to 8 seconds from 5s
-Added "This weapon has bonus melee range, but slower deploy time"
|
One hit destroys any Sapper
On hit: Bleed for 8 seconds
+15% bullet damage vulnerability on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Jag
|
-Increased construction hit bonus to +100% from +30%
-Increased repair rate penalty to -50% from -20%
NOTE: In the vanilla game, the rps (aka repair per second) was 120 rps when compared to the default Wrench of 127.5 rps (due to the "+15% faster firing speed" and the "20% slower repair rate" together barely made the difference). This change will decrease the repair rate to 63.75 rps.
-Removed "+15% faster firing speed"
-Removed "-25% damage penalty"
-Changed damage penalty *vs buildings* to *vs Sappers*
NOTE: This will ensure that it will take 3 hits to remove a Sapper instead of any other Wrench taking 2 hits
-Added "60% faster upgrade rate"
NOTE: This increases the rate to 40 from 25 per hit
|
Construction hit speed boost increased by 100%
60% faster upgrade rate
-50% damage penalty vs Sappers
50% slower repair rate
|
Melee
Eureka Effect
|
-Removed "-50% metal cost when constructing or upgrading Teleporters"
-Removed "Construction hit speed boost decreased by 50%"
-Increased metal reduction from pickups and dispensers to -25% from -20%
-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). Additional, the owner (aka the Engineer) gains +50% longer duration either using the teleport taunt or naturally using the teleporter."
-Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"
-Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"
-Added "-25% ammo from pickups, Dispensers, and/or Payload carts on wearer"
-Added "On death: User's exit teleporter is auto-matically destroyed"
|
Press RELOAD to choose to teleport to spawn or your exit teleporter
When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level. Additional, the owner gains +50% longer duration either using the teleport taunt or naturally using the teleporter.
-25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
On death: User's exit teleporter is auto-matically destroyed
Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. Additional, the user gains full knockback resistance during the taunt.
|
-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)"
NOTE: All health regeneration numbers are doubled while healing a hurt Patient
3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)
6 health per second (Max regen)
|
(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Health regeneration
|
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"
NOTE: In the vanilla game, the default Medi Gun was already doing this
|
Match the speed of any faster heal target
While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence
|
Primary
Syringe Gun
|
-See additional changes in "Medic - Primary Changes" tab
-Added "On hit: 1% UberCharge added"
|
On hit: 1% UberCharge added
This weapon will reload automatically when not active
|
Primary
Blutsauger
|
-Removed "On Hit: Gain up to +3 health"
-Removed "-2 health drained per second on wearer"
-Added "On hit: Apply Mad Milk for 4 seconds. Additional, grants UberCharge based on health given to teammates and the user."
NOTE: The healing percentage is 33% due to the Mad Milk change
NOTE: UberCharge gained is around 1% per 16-18 health given
|
On hit: Apply Mad Milk for 4 seconds. Additional, grants UberCharge based on health given to teammates and the user.
This weapon will reload automatically when not active
|
Primary
Crusader's Crossbow
|
-Added "25% slower reload time"
-Increased Primary ammo penalty to -80% from -75%
-Decreased point blank heal shot to 25 health from 75
-Increased max distance heal shot to 175 health from 150
-Increased projectile speed to 3000 Hu from 2400 Hu
|
Fires a special bolt that heal teammates based on distance traveled. Additional, grants UberCharge based on health given to teammates.
-80% max Primary ammo on wearer
25% slower reload time
No headshots
38 damage dealt (point blank) to 75 damage dealt (long range)
25 health restored (point blank) to 175 health restored (long range)
This weapon will reload automatically when not active
Allowed in Medieval mode
|
Primary
Overdose
|
-Removed "-15% damage penalty"
-Increased move speed bonus while active to +25% from +20%
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"
-Added "ALT-FIRE: Exchange 10% UberCharge for a 5 second speed boost"
|
When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25%
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%
ALT-FIRE: Exchange 10% UberCharge for a 5 second speed boost
This weapon will reload automatically when not active
|
Secondary
Medi Gun
|
-See additional changes in "Medic - Secondary Changes" tab
|
UberCharge: Grants Patient and the user invulnerability
While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster
UberCharge lasts for 8 seconds
|
Secondary
Kritzkrieg
|
-Increased healing during the taunt to 15 HP from 11 HP
-Added "On taunt: Recover 15 health" at the start of the taunt
-Removed draining effect when switching targets
NOTE: So it's now a guaranteed 8 seconds UberCharge
-Removed "UberCharge: Grants Crits to your Patient's weapons"
-Added additional new visual when UberCharged is activated
-Added "While healing: Your Patient receives any positive buff that is currently affecting you"
-Added "UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons"
-Added a new backpack model
|
While healing: Your Patient receives any positive buff that is currently affecting you
On taunt: Recover 15 health, then 15 additional health during the taunt
+25% UberCharge rate
UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons
While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
UberCharge lasts for 8 seconds
|
Secondary
Quick-Fix
|
-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping"
NOTE: In the vanilla game, the "full turning control" was already being applied
-Increased UberCharge rate bonus to +25% from +10%
-Increased heal rate bonus to +50% from +40%
-Increased heal rate multipler during UberCharge to 400% from 300%
-Added a speed boost during UberCharge
-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"
NOTE: This doesn't include the x4 healing during the UberCharge
-Removed "50% max overheal"
-Added "66% faster overheal decay"
-The full knock-back resistance and speed boost will now linger for 1 second when switching targets
-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged
|
While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additional gain full turning control when mirroring shield charges.
+25% UberCharge rate
+50% heal rate
Normal UberCharge rate and heal rate while healing overhealed Patients
66% faster overheal decay
UberCharge: Increases healing by 400%, grants immunity to movement-impairing effects, and gain a speed boost for both users
While UberCharged, switching targets will cause the full knock-back resistance and speed boost to linger for 1 second, but drains the meter faster
UberCharge lasts for up to 8 seconds
|
Secondary
Vaccinator
|
-Decreased UberCharge rate to +10% from +67%
-Increased resistance while healing to +20% from +10%
-Removed "-33% UberCharge rate on overhealed Patients"
-Removed "-66% Overheal build rate"
-Added "-50% max overheal"
-Added "The resistance bubble blocks 25% base & crit damage from all other sources for your Patient during UberCharge"
-Added 20% crit resistance of the selected type while healing for yourself and your Patient
-Added "User can now see their UberCharge percentage while this weapon is active"
|
Press RELOAD to cycle through resist types
While healing, provides user and Patient with a constant 20% base & crit damage resistance to the selected damage type
+10% UberCharge rate
-50% max overheal
UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additional, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient.
|
Melee
Any base melee weapon, including reskins
|
-Added "20% faster global weapon switch on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
-Added "On hit: Bleed for 4 seconds"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
|
20% faster global weapon switch on wearer
On hit: Bleed for 4 seconds
|
Melee
Ubersaw
|
-Decreased UberCharge added on hit to 20% from 25%
-Removed "20% slower firing speed"
-Added "On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge"
-Added "-20% UberCharge rate for Secondary"
-Added "Lose 10% UberCharge if your current attached Patient dies"
|
On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge
On hit: 20% UberCharge added
-20% UberCharge rate for Secondary
Lose 10% UberCharge if your current attached Patient dies
|
Melee
Vita-Saw
|
-Removed "Collect the organs of people you hit"
-Added "On kill with any weapon: Regen up to 20% of your max HP over 7 seconds"
-Added "On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds"
NOTE: The HP regen doesn't scale down if the user took damage recently
NOTE: The healing effect can be stacked multiple times from different targets, additional each kill/assist-kill's healing percentages can stack with different percentages.
-Added "On hit with this weapon: +30 health restored that can overheal the user"
-Added "25% slower firing speed"
-Added "This weapon has bonus melee range, but slower deploy time"
|
On kill with any weapon: Regen up to 20% of your max HP over 7 seconds
On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds
On hit with this weapon: +30 health restored that can overheal the user
-10 max health on wearer
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
Melee
Amputator
|
-Removed "+3 health regenerated per second while active"
-Added "Guaranteed 4 health regenerated per 1/2 second while active"
NOTE: This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects
-Added "Disables self health regeneration while active"
-Added "Taunt is loopable and can be canceled at any time by moving"
-Added "This weapon has bonus melee range, but slower deploy time"
|
When weapon is active:
- Guaranteed 4 health regenerated per 1/2 second
- Alt-Fire: Applies a healing effect to all nearby teammates. Additional, grants UberCharge based on health given to teammates.
- Disables self health regeneration
- -20% damage penalty
- Taunt is loopable and can be canceled at any time by moving
- This weapon has bonus melee range, but slower deploy time
|
Melee
Solemn Vow
|
-Moved "Allows you to see enemy health" to the Medic class
-Removed "10% slower firing speed"
-Added "Allows your Patient to see enemy health"
-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"
-Added "An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage"
-Added "-40% damage penalty"
|
Allows your Patient to see enemy health
While active: User can see friendly players and buildings through walls, including disguised Spies
An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage
-40% damage penalty
|
-Added "(Ability) When your Rifle is fully charged, you don't flinch when damaged"
-Added "(Ability) When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts"
NOTE: This includes Sniper Rifles and Bows
-Added "(Ability) Melee wall climb"
NOTE: Hurts user for 10 health per wall climb
NOTE: After doing wall climb, next melee attack is 75% faster
-Added "66% more accurate" to all Secondary SMGs
-Added "33% max Secondary ammo on wearer" to all Secondary SMGs
|
(Ability) When your Rifle is fully charged, you don't flinch when damaged
(Ability) When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts
(Ability) Melee wall climb
|
-Removed the hidden cap that limits how fast a Rifle is able to charge
NOTE: This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additional, this will be very noticable in the gamemode "Mann vs Machine".
-Decreased base time to get a full charge shot to 3 seconds from 3.3s
-Added a hidden 5% faster base reload time
-Increased ammo count to 32 from 25
-Increased move speed while aiming to 100 Hu from 80 Hu
NOTE: Sniper will move 66% slower while aiming instead of 73.3% slower
-Changed base damage against players and buildings
NOTE: It will be a x4 damage multiplier instead of x3
|
VS Players
30 bodyshot uncharged (from 50)
120 bodyshot fully charged (from 150)
120 headshot uncharged (from 150)
480 headshot fully charged (from 450)
VS Buildings
45 uncharged (from 50)
180 fully charged (from 150)
|
Primary
Sniper Rifle
|
-See additional changes in "Sniper - Rifle Changes" tab
|
|
Primary
Huntsman
|
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu
-Decreased move speed penalty while aiming to -33% from -46.67%
-Increased total ammo count to 16 from 13
-Added damage falloff to projectile
NOTE: Point blank up to 500 Hu away bodyshots deal 120 damage
NOTE: Between 500 and 900 Hu away bodyshots deal up to 60 damage
NOTE: Headshots deal 360 damage at any range
NOTE: Deals up to 120 damage towards buildings at any range
|
The longer you aim, the more damage and faster the arrow travels
Arrows lose their accuracy if the bow is drawn for more than 5 seconds
While aiming: -33% move speed
Shoots arrows instead of bullets
Allowed in Medieval mode
|
Primary
Sydney Sleeper
|
-Removed "No random critical hits"
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"
-Increased charge rate bonus to +33% from +25%
-Added "On headshot: Doubles the Jarate duration"
-Added "On scoped hit: Slows target by 20% with the duration based on charge level and doubles the duration on headshot"
NOTE: 2 seconds up to 5s
|
+33% charge rate
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
Mini-crits on headshots
While aiming: -66% move speed
|
Primary
Bazaar Bargain
|
-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users"
|
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%
Base charge rate decreased by 50%
While aiming: -66% move speed
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
|
Primary
Machina
|
-Removed "On full charge: +15% damage per shot"
-Removed requirement for full charge to allow shot to penetrate all enemies
-Added "On kill: 25% of all of the overkill damage will be added to your next shot"
NOTE: There is no limit on the amount of damage that can be earned
-Added "A shot that has overkill damage being applied will not count towards the next shot"
|
On kill: 25% of all of the overkill damage will be added to your next shot
Shot penetrate all enemies
While aiming: -66% move speed
Cannot fire unless zoomed
Fires tracers rounds
A shot that has overkill damage being applied will not count towards the next shot
|
Primary
Hitman's Heatmaker
|
-Increased body shot penalty to -33% from -20%
-Removed "+25% faster charge while in Focus" stat
NOTE: This wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on an official patch (02/14/08).
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"
-Added "25% faster reload time while in Focus"
-Increased Focus gained from kills to 50% from 35%
-Increased Focus gained from assist-kills to 25% from 15%
-Added "-50% Focus gained while Focus is active"
-Focus is only gained with kills/assist-kills with this weapon instead of any weapon
|
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
Gain Focus with kills/assists even while using Focus
Press RELOAD at anytime to activate Focus
While aiming: -66% move speed
-33% damage on body shots
While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds
|
Primary
Classic
|
-Removed "No headshots when not fully charged"
-Removed "-10% damage on body shots"
-Added "While unscoped aiming: -33% move speed"
-Added "-25% damage penalty"
-Added small reload bonus to match the vanilla Rifle's attack rate
|
Charge and fire shots independent of zoom
While unscoped aiming: -33% move speed
While scoped aiming: -66% move speed
-25% damage penalty
|
Secondary
Submachine Gun
|
-Added "66% more accurate"
-Added "33% max Secondary ammo on wearer"
|
|
Secondary
Jarate
|
-Added "Allowed in Medieval mode"
-Added "While doing the objective: +50% faster recharge rate"
-Increased extinguishing teammate cooldown to 33% from 20%
-Increased recharge time to 30 seconds from 20s
-Increased splash radius to 219 Hu from 200 Hu
|
Coated enemies take mini-crits from all sources
While doing the objective: +50% faster recharge rate
Extinguishing teammates reduces cooldown by -33%
Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies
30 second recharge
Allowed in Medieval mode
|
Secondary
Razorback
|
-Added "+6.666% faster move speed on wearer"
-Added "+12% faster move speed while aiming"
|
+6.666% faster move speed on wearer
+12% faster move speed while aiming
Blocks a single backstab attempt
-100% maximum overheal on wearer
Regenerates after 30 seconds
Allowed in Medieval mode
|
Secondary
Darwin's Danger Shield
|
-Added "50% reduction in push force taken from damage and airblasts"
-Added "+30% explosive damage resistance on wearer"
|
50% reduction in push force taken from damage and airblasts
+30% explosive damage resistance on wearer
+50% fire damage resistance on wearer
Immune to the effects of afterburn
Allowed in Medieval mode
|
Secondary
Cozy Camper
|
-Removed "No flinching when aiming and fully charged"
-Removed "Knockback decreased by 20% when aiming"
-Removed "+4 health regenerated per second on wearer"
-Added "10% of any Primary damage done is returned as health"
-Added "Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon"
|
10% of any Primary damage done is returned as health
Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon
Allowed in Medieval mode
|
Secondary
Cleaner's Carbine
|
-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds."
-Removed "No random critical hits"
-Decreased firing speed penalty to 15% from 25%
-Added "On kill with any weapon: Gain 34% CRIKEY meter"
-Added "On assist-kill with any weapon: Gain 17% CRIKEY meter"
-Added "Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"
NOTE: The meter can still filled while CRIKEY is being used, but -66% is gained
|
On kill with any weapon: Gain 34% CRIKEY meter
On assist-kill with any weapon: Gain 17% CRIKEY meter
15% slower firing speed
-20% clip size
Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds
- HIDDEN EXTRA STATS
66% more accurate
33% max Secondary ammo on wearer
|
Melee
Any base melee weapon, including reskins
|
-Added "Better wall climbing when compared to the other unlock Melee weapons"
NOTE: An all-class Melee weapon won't get the same bonus unless a Sniper equips it
NOTE: Decreases the health lost per wall climb to 5 from 10
NOTE: Increases the total height per wall climb by 33%
|
Better wall climbing when compared to the other unlock Melee weapons
|
Melee
Tribalman's Shiv
|
-Removed "-50% damage penalty"
-Added "-50% damage vs players"
-Added "-50% bleed damage"
-Increased bleed duration to 10 seconds from 6s
-Added "+15% faster firing speed"
|
On hit: Bleed for 10 seconds
+15% faster firing speed
-50% damage vs players
-50% bleed damage
|
Melee
Bushwacka
|
-Removed "Crits whenever it would normally mini-crit"
-Removed "No random critical hits"
-Added "Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon"
-Added "This weapon has bonus melee range, but slower deploy time"
|
Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon
20% damage vulnerability while active
This weapon has bonus melee range, but slower deploy time
|
Melee
Shahanshah
|
-Swapped the less or greater than stats
-Increased damage bonus to +30% from +25%
-Decreased damage penalty to -20% from -25%
-Added "This weapon deploys +30% faster when health >50% of max"
-Added "This weapon deploys +20% slower when health <50% of max"
-Added "This weapon has bonus melee range, but slower deploy time"
|
This weapon deploys +30% faster when health >50% of max
+30% increase in damage when health >50% of max
This weapon deploys +20% slower when health <50% of max
-20% decrease in damage when health <50% of max
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy teammate"
NOTE: Teammates will still see the kills (and destroyed buildings) in the kill-feed
-Added "(Ability) Spy Camera
NOTE: Press SPECIAL-ATTACK to launch a projectile, then press RELOAD to load the camera
NOTE: When you activate the camera, the user's current disguise is removed and can't disguise while using the camera
NOTE: When you activate the camera, the user can't cloak and the camera can't be used if the user is currently cloaked
NOTE: 30 second cooldown starts once you leave the camera
|
(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy teammate
(Ability) Spy Camera
|
On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds
|
On sap: Highlights the building for the user and teammates for the next 10 seconds
NOTE: If the Sapper is removed within the 10 seconds, that building is still highlighted for the remainder of the duration
|
Press SPECIAL-ATTACK while active to throw the Sapper that will very slowly drain any offhand ammo for any enemy within 1200 Hu
NOTE: 5% per second for Primary weapons, 2.5% per second for Secondary Weapons, and 5% per second for metal supplies
Enemies within 400 Hu will more quickly lose ammo, but they are able to see the Sapper through walls
NOTE: 10% per second for Primary weapons, 5% per second for Secondary Weapons, and 10% per second for metal supply
Sappers on the ground will stay active until destroyed, whenever you die, or once you place a new one
30 second cooldown starts once thrown and press SPECIAL-ATTACK to destroy current active Sapper to speed up cooldown by 100%
NOTE: This would disable the Sapper while on cooldown. If a placed Sapper (on the ground) is destroyed by an enemy, the sped up cooldown isn't triggered.
While cloaked: User can't throw out nor destroy the Sapper to speed up the cooldown
-50% Sapper health penalty when thrown
Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking
NOTE: If 2 or more radius overlap, it increases by 50% (instead of adding together)
|
Secondary
Revolver
|
NO CHANGES
|
NO CHANGES
|
Secondary
Ambassador
|
-Increased fire rate penalty to -100% from -20%
-Removed "No random critical hits"
-Removed "-15% damage penalty"
-Removed the "short cooldown during which it never crits"
-Decreased max distance for critical damage falloff to 900 Hu from 1200, but headshots will crit instead of doing normal damage
-Increased damage falloff multiplier
NOTE: Decreases max distance bodyshot damage to 13 from 21. Headshots deal 40 at max distance.
|
Crits on headshot
Critical damage is affected by range
Increased damage falloff
100% slower firing speed
|
Secondary
L'Etranger
|
-Increased damage penalty to -25% from -20%
|
+40% cloak duration
+15 cloak on hit
-25% damage penalty
|
Secondary
Enforcer
|
-Removed "+20% damage bonus while disguised"
-Removed "Attacks pierce damage resistance effects and bonuses"
-Removed "No random critical hits"
-Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"
NOTE: Stealth shots allows the user to fire this weapon without losing their disguise
-Added "Bind *custom* to manually remove your current disguise"
|
Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill
20% slower firing speed
Stealth shots allows the user to fire this weapon without losing their disguise
Bind "custom" to manually remove your current disguise
|
Secondary
Diamondback
|
-Changed to guaranteed Mini-Crits instead of Crits
-Removed "-15% damage penalty"
-Remove "No random critical hits"
-Added "-25% damage penalty while disguised"
-Added "20% slower firing speed"
|
Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill
-25% damage penalty while disguised
20% slower firing speed
|
Melee
Knife
|
-See additional changes in "Spy - Knives Changes/Additions" tab
|
|
Melee
Your Eternal Reward
|
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class
-Removed "+33 cloak drain rate" penalty
-Added "+20% longer de-cloak time"
-Added "While disguised: Gain a certain bonus based on your current class type disguise"
Offense class - +33% normal damage vs players for Secondary and +100% for Melee
Defense class - +20% damage resistance
Support class - +4 health regenerated per second
NOTE: The health regen isn't decreased if the user was recently hurt
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Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed
While disguised: Gain a certain bonus based on your current class type disguise
On kill: No attack noise
Normal disguises require (and consumes) a full cloak meter
+20% longer de-cloak time
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Melee
Conniver's Kunai
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-Added "On backstab kill: Removes all negative debuffs on user"
-Added "While cloaked: Any overheal on wearer doesn't decay"
NOTE: Includes Medic overheal or overheal granted from backstabs
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On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user
While cloaked: Any overheal on wearer doesn't decay
-55 max health on wearer
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Melee
Big Earner
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-Removed "+30% cloak on kill"
-Removed "Gain a 3 second speed boost on kill"
-Added "On kill with any weapon: Gain a 2 second speed boost & +25% cloak"
-Added "On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak"
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On kill with any weapon: Gain a 2 speed boost & +25% cloak
On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak
-25 max health on wearer
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Melee
Spy-cicle
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-Decreased recharge to 10 seconds from 15s
-Decreased afterburn immunity to 5 seconds from 10s
-Added "-50% direct damage penalty"
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"
-Added "On hit by fire while active: Reduces initial fire damage by 90%"
-Added "This weapon has bonus melee range, but slower deploy time"
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On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds
-50% direct damage penalty
Backstab turns victim into ice
Melts in fire, regenerates in 10 seconds and by picking up ammo
Weapon makes a melting sound unless user is currently disguised
This weapon has bonus melee range, but slower deploy time
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Primary PDA
Disguise Kit
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-Added "Gain 20% damage resistance against the class type you are currently disguised as"
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Gain 20% damage resistance against the class type you are currently disguised as
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Secondary PDA
Invis Watch
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-Fixed the "While cloaked: 50% faster debuff timers", additional added "Marked-for-Death" and the "Gas Passer effect"
NOTE: Increased to 50% from around 42%
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While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Alt-Fire: Turn invisible
Allowed in Medieval mode
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Secondary PDA
Cloak and Dagger
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-Fixed the "While cloaked: +50% faster debuff timers", additional added "Marked-for-Death" and the "Gas Passer effect"
NOTE: Increased to 50% from around 42%
-Added "Decreased decloak sound volume"
-Added "0.5 sec longer cloak blink time"
-Increased cloak meter from ammo sources penalty to -100% from -35%
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Cloak Type: Motion Sensitive
Cloak drain rate based on movement speed
Decreased decloak sound volume
+100% cloak regen rate
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
No cloak meter from ammo sources
0.5 sec longer cloak blink time
+33% cloak drain rate
Alt-Fire: Turn invisible
Allowed in Medieval mode
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Secondary PDA
Dead Ringer
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-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"
-Removed "Afterburn immunity for 3 seconds when used"
-The natural damage resistance only lasts for 1 second once the "Dead Ringer" is trigger
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the damage resistance
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the speed boost
-Decreased cloak regen rate to +30% from +50%
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"
NOTE: As in, the afterburn and bleeding immunity
-Increased faster debuff timers while cloaked to 75% from 50%
NOTE: Now includes "Marked-for-Death" and the "Gas Passer effect"
-Added "While cloaked: User gains 6 health/s passive healing"
NOTE: This is a set 6 health and doesn't scale down when damaged, but can be increased/decreased from certain effects
-Added "While cloaked: User absorbs 75% of any damage taken"
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"
-Added "No health from health packs when invisible and for 5 seconds after decloaking"
-Added "No natural cloak resistance when invisible after the first 1 second"
-Added "-50% cloak meter from ammo sources"
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Cloak Type: Feign Death
Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration
While cloaked: User absorbs 75% of any damage taken, gains 6 health/s passive healing, gains a speed boost, and 75% faster debuff timers
+30% cloak regen rate
+40% cloak duration
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
No health from health packs when invisible and for 5 seconds after decloaking
-50% cloak meter used when Feign Death is activated
Absorbed damage shortens cloak duration
-50% cloak meter from ammo sources
Allowed in Medieval mode
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Building
Sapper
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-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
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Disables and slowly destroys enemy buildings
Allowed in Medieval mode
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Building
Red-Tape Recorder
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-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
-Removed "Reverses enemy building construction"
-Decreased Sapper damage penalty to -90% from -100%
-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"
NOTE: Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed
-Added "+100% Sapper health bonus"
-Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed"
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Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed
+100% Sapper health bonus
User is Marked-for-Death for 3 seconds after the Sapper has been removed
-90% Sapper damage penalty
Allowed in Medieval mode
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Custom Weapons
The following "new" weapons are available on the official "CTF2W" servers.
Primary
Compact Combustor
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TF2 Workshop Link
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Flames have weight and gravity, changing their trajectory and maintaining more speed
-50% airblast cost
-50% direct damage penalty
+66% flamethrower ammo consumed per second
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Primary
Firkin Flamer
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TF2 Workshop Link
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Creates a oil spill which can be ignited by any burning source that will quickly burn and inflict afterburn (even to enemy Pyros!)
-10% direct damage penalty
+25% Alt-Fire cost
Airblast is replaced with the oil spil
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Secondary
Calefactor
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TF2 Workshop Link
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100% Mini-Crits vs burning players
On hit burning target: Decrease afterburn duration for each bullet that hits by 1 second
-33% clip size
This weapon is best used at medium and/or long range
- HIDDEN EXTRA STATS
+115% damage bonus
40% more accurate
-60% bullets per shot
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Secondary
Brittle Pistol
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TF2 Workshop Link
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On hit vs players: Near instant reload
+40% damage vs players
+100% max Secondary ammo on wearer
+100% projectile speed
No afterburn
- HIDDEN EXTRA STATS
No "+10% faster firing speed" bonus
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Secondary
Splitfire
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TF2 Workshop Link
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Shoots 3 extra flares in a horizontal line
All flares are not affected by gravity
All flares have a limited lifespan, -50% projectile speed, and -16.67% direct damage penalty
- HIDDEN EXTRA STATS
+10% faster firing speed
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Secondary
Sharp Shooter - Secondary
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TF2 Workshop Link
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+50% switch speed to your Melee from this weapon
On kill: Gain crits for your Melee for 4 seconds when you switch
On hit: Increases afterburn duration for each bullet that hits by 0.4 seconds
-15% damage penalty
-33% clip size
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Melee
Sharp Shooter - Melee
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TF2 Workshop Link
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+50% switch speed to your Secondary from this weapon
On kill: Gain Mini-Crits for your Secondary for 4 seconds when you switch
On hit: +6 seconds afterburn duration
-15% damage penalty
25% slower firing speed
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Melee
Baleful Beacon
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TF2 Workshop Link
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On hit burning enemy: Generate +50% souls
Souls increase fire damage dealt with all weapons (up to double)
On hit burning enemy: Extinguishes them
-25% fire damage dealt with all weapons
Souls always slowly decay at 2% per second
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Melee
Ice Breaker
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TF2 Workshop Link
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On hit: Freezes target for 6 seconds
When weapon is active: Any damage taken freezes the user for 3 seconds
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%
ALT-FIRE: Throws weapon, but reduces freeze effects by 50%
6 second recharge once thrown and can't attack with this weapon while recharging
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Melee
Battering Bronco
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TF2 Workshop Link
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Crits targets launched airborne by explosions, grapple hooks, or rocket packs
Crits while you are launched by explosives, while using a grapple hook, or while using a rocket pack
Attacks launch targets downwards
This weapon deploys 100% faster
-20% damage penalty
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Melee
Endless Carnage
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TF2 Workshop Link
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When weapon is active:
- On taunt: Scare nearby enemies for 1-12 seconds depending on how close they are to you
- +100% damage vs scared players
- 25% slower move speed on wearer
- 25% slower firing speed
- This weapon has bonus melee range, but slower deploy time
- 15 scare taunt cooldown
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Primary
Glasgow Greaves
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TF2 Workshop Link
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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.
-75% reduction in push force taken from damage and airblasts
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.
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Primary
Drunkard’s Wrath
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TF2 Workshop Link
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Toggle between PRECISION or AOE with SPECIAL-ATTACK
Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenades fizzle out after landing
AOE Mode: +100% explosion radius, +100% fuse time on grenades, but -10% damage penalty
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Primary
Iron Boarder
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TF2 Workshop Link
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When a shield is equipped:
While the shield is recharging, this weapon deals +25% damage vs players
On hit: Shield is recharged by 20%
Grenades shatter on surfaces
When a shield is not equipped:
On hit: Recover 1 HP per 5 damage dealt
15% slower reload speed
Grenades shatter on surfaces
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Primary
Steadfast Blast
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TF2 Workshop Link
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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)
For every 200 damage dealt from this weapon, this weapon will regen 1 ammo
+25% explosion radius
No reload necessary
Mini-Crits whenever it would normally crit
100% slower firing speed
Projectile deals 20 damage and explosions deals 11 damage
There is no distance limit of the chain reaction nor a limit of enemies (or buildings) that it can damage
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Primary
Hand-Held Howitzer
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TF2 Workshop Link
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Deal +35% Melee damage against enemies that have been recently damaged with this weapon for the next 5 seconds
+50% switch speed to your Melee from this weapon
Getting a Melee kill reloads 1 shot for this weapon
-33% blast damage to self on wearer
-83% clip size
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Secondary
Mine Layer
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TF2 Workshop Link
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Stickies are connected by tripwires and attached stickies can't be moved
Tripwires explode when the user or a visible enemy moves through too fast
No reload necessary
Manually detonated stickybombs don't explode
-15% damage penalty
Projectile speed is set to 900Hu
Teammates and enemies can see the tripwires
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Secondary
Big Man
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TF2 Workshop Link
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Up to +100% bonus explosion radius based on charge
25% faster pipebomb damage ramp up time
Up to -20% damage based on charge
Stickybomb increases in size based on charge
User isn't affected by the increased explosion radius
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Secondary
Groundbreaker
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TF2 Workshop Link
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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)
If the user is killed by an enemy, any placed stickybomb will auto-explode (This will trigger the 4 grenades)
Up to +20% bonus damage based on charge (Also increases the damage of the grenades)
-3 max stickybombs out
-83% clip size
If a stickybomb was crit-boosted, any grenade spawning from it will also be crit-boosted
The grenades deal 25 damage with no damage falloff
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Secondary
Scottish Wargear
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TF2 Workshop Link
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While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration
Ammo boxes collected also refills your charge meter
While charging: Cannot attack, no damage boosting, and no impact damage. Additional, you can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.
-90% decreased in charge recharge rate
While charging: The visual trail is removed, but not the sound
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Secondary
Vanguard
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TF2 Workshop Link
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On kill with any weapon: +2 stacks
On assist-kill with any weapon: +1 stack
33% of all damage done is returned as health
On death: Heal (5% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)
-20% damage dealt on wearer
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Secondary
Assault and Battering Ram
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TF2 Workshop Link
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Once the charge meter is 50% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained
+33% increase in charge impact damage
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Secondary
Landlubbers Landmine
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TF2 Workshop Link
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Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy
Explosive damage (10 up to 100) and radius (73 Hu up to 219 Hu) scales based on charge meter used
+10% charge refilled for every enemy hit by the explosion
User takes 50% damage from the shield explosion
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Melee
Dullahan
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TF2 Workshop Link
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On kill: +2 stacks
On assist-kill: +1 stack
This weapon has bonus melee range, but slower deploy time
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.
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Primary
Bio Breaker
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TF2 Workshop Link
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While fully spun up: Gain 30% damage resistance, no deployed move speed penalty, and 10% bonus move speed
While fully spun up: 8 ammo consumed per second
Applies no knockback against enemies
ALT-FIRE: Spins up weapon to deal damage in-front of the user that scales the closer you are to an enemy
PRIMARY-ATTACK, SPECIAL-ATTACK, or RELOAD: While fully spun up, charge toward to skewer your enemies to carry them while damaging them
Damage dealt from this weapon counts as melee damage, instead of bullet damage
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Primary
Graphite Perisher
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TF2 Workshop Link
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On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grants 2 seconds.
On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds. Secondary Assist-kills grants 1 second.
-70% max Primary ammo on wearer
The Mini-Crit timer drains while fully spun up and up to 6 seconds can be stored
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Primary
Ququmannz's Wrath
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TF2 Workshop Link
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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.
If a Cursed enemy is killed, the killer(s) restores a portion of their max health (up to 50%)
If a Cursed enemy lives beyond a Curse, the additional damage taken will be returned
If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy
If you die, all Curses created from you will be immediately lifted
When fully spun up: No self damage resistance nor damage resistance for nearby teammates
20% damage vulnerability from all sources while active
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Secondary
Gingerbread Mann
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TF2 Workshop Link
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User can walk around while eating, plus the meter isn't used
Eating is loopable and can be canceled at any time switching weapons or by throwing this
-85% consumption healing effect per bite
Drops a small health pack when thrown
3 second cooldown once eating is stopped
10 second recharge once thrown
Alt-Fire: Share with a friend
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Secondary
Cosmic Cuisine
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TF2 Workshop Link
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On consumption: Gain debuff immunity for 15 seconds
If a teammate picks this up, all debuffs are removed from them
If an enemy picks this up, they are affected by all debuffs for 3 seconds
-100% consumption healing effect and no health for teammates if thrown
30 second recharge
If picked up by the user, it will fully refill the meter
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Secondary
Full Throttle
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TF2 Workshop Link
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On kill: +2 Stacks
On assist-kill: +1 Stack
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
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%)
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Secondary
Sub-Sandvich
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TF2 Workshop Link
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66% of damage dealt is returned as health
On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 66% of the damage you took
On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took
-50% clip size
If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user
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).
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Melee
Hydraulic Hammers
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TF2 Workshop Link
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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
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)
Minimal initial damage
25% slower firing speed
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Melee
Jaws of Steel
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TF2 Workshop Link
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Wearer cannot carry the Intelligence briefcase or PASS Time JACK
When weapon is active:
- Requires 225 Melee damage dealt to charge meter
- When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds
- While *wet* or when meter is active: Gain +25% move speed and +25% firing speed
- While not *wet*: Lose -25% move speed and -25% firing speed
- Cannot switch away when meter is active
- Able to gain meter while draining, but at -50% rate
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Melee
Terminal Killocity
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TF2 Workshop Link
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Wearer cannot carry the Intelligence briefcase or PASS Time JACK
When weapon is active:
- Slower falling speed
- Never take fall damage
- 100% increased air strafe control
- On SPECIAL-ATTACK or RELOAD: User will perform a large special jump, but requires 80 HP
- Cannot naturally jump
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Primary
Lancer
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TF2 Workshop Link
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On hit: Increases Secondary healing rate by +20% (up to +60%)
-80% max Primary ammo on wearer
25% slower reload time
No headshots
This weapon will reload automatically when not active
Allowed in Medieval mode
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Primary
Diagnostikiller
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TF2 Workshop Link
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On hit enemy: Decreases healing given and/or gained from every possible healing source or weapon effect by 20% for 4 seconds
On hit teammate: Increases healing given and/or gained from every possible healing source or weapon effect by 20% for 4 seconds
Shot penetrates all players (Teammates and enemies)
-80% max Primary ammo on wearer
25% slower reload time
No headshots
38 damage dealt (point blank) to 75 damage dealt (long range)
This weapon will reload automatically when not active
Allowed in Medieval mode
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Primary
Interfector
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TF2 Workshop Link
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Fires special bolts that applies knockback
Gain an extra bolt per shot for each 25% of UberCharge you have
Decreases damage for each 25% of UberCharge you have
-80% max primary ammo on wearer
25% slower reload time
No headshots
This weapon will reload automatically when not active
Knockback is based on how close your target is and how many bolts hit
Extra bolts are taken from the reserve ammo when fired
Allowed in Medieval mode
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Primary
Maniac's Maschinenpistole
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TF2 Workshop Link
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On hit: +3% UberCharge added
No reload necessary
Uses UberCharge as ammo
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Primary
Geneva Protokill
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TF2 Workshop Link
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Any teammates in a radius are healed for 50 health (user gains 25 health) that can overheal and any negative debuffs are removed
-100% damage penalty
No UberCharge gained when healing teammates
Explodes whenever it hits a surface, teammate, and/or enemy
Regens 1 reserve ammo (holds up to 4) every 5 seconds and unable to refill from ammo sources
Shoots healing grenades instead of syringes
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Secondary
Booster Shot
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TF2 Workshop Link
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Overheal doesn't decay for your Patients
+25% UberCharge rate
-50% max overheal
UberCharge: While attached to a Patient, this will instantly heal your Patient to 200% health and yourself to 125% health. Additional, it will remove all negative debuffs from your Patient.
UberCharge is used in 25% chunks and has a 8 second cooldown after using a charge
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Secondary
Blitzstorm
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TF2 Workshop Link
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While healing: Every 5 seconds a small health pack will spawn at your feet
+50% UberCharge rate
While active: No healing given and/or gained from every possible healing source or weapon effect while active, except from health packs
UberCharge: Instantly use 100% to spawn 20 medium health packs
Small health packs will despawn after 5 seconds. Medium health packs will despawn after 10 seconds.
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Secondary
Kralle
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TF2 Workshop Link
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While healing: Gain a bonus based on your attached Patient. These effects will linger for the Medic for 1 second after letting go.
UberCharge can be toggled off/on
+25% UberCharge rate
- Scout: +10% move speed & +50% jump height
- Soldier: Immunity to push forces taken from damage and airblasts
- Pyro: Debuff immunity
- Demoman: +50% Sentry bullet damage resistance
- Heavy: +50% bonus healing from all sources
- Engineer: Gain Engi's class ability, additional the user can see teammates and enemies within a very large radius
- Medic: Projectile shield
- Sniper: Cannot be killed by headshots and/or from backstabs
- Spy: User can survive fatal damage
UberCharge: User gains all of the effects. Your Patient gains the bonus based on their class and will linger for that Patient for 1 second after letting go.
NOTE: At least 20% UberCharge needs to be drained before it can be manually toggled off
NOTE: There has to be at least 12% UberCharge before it can be deployed
NOTE: While healing a Spy, if the Medic survives fatal damage, the Medic has to get back up to 75 health before this "safety net" is applied again. Also, this is still required when the UberCharge is used.
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Secondary
Hydro Pump
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TF2 Workshop Link
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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
+50% UberCharge rate
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
Knockback applied scales based on damage dealt
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Melee
Hypodermic Injector
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TF2 Workshop Link
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Assists with your Secondary grants crits for this weapon (up to 35)
-20% damage penalty
On Melee attack: Removes 10% UberCharge, but doesn't on miss
The stored crits require the removed UberCharge to use
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Secondary
French Resolution
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TF2 Workshop Link
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On hit: Mark 1 target to reduce incoming damage from them by 20% and gain up to +30 health
50% slower reload time
-83% clip size
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.
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Secondary
Victor-Ion
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TF2 Workshop Link
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On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears
Recovers 2 shots on backstab and 1 shot for each building destroyed
No ammo spent on successful hits with enemy players or buildings
Holds 12 shots
-33% damage penalty
Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building
Shoots small energy beams instead of bullets
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Melee
Infection
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TF2 Workshop Link
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On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds
If an enemy dies with the plague: Gain +1.25% move speed and +3.33% cloaking speed (Up to 10 stacks)
Plague can be instantly removed by picking up a health pack or by entering a respawn area
Backstabs don't instantly kill
Snipers using the *Razorback* will still have the weapon removed on backstab, but the infection time is decreased to 5 seconds
Infected victims take damage equal to 10% of their max health per second
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Melee
Inside Jab
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TF2 Workshop Link
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On backstab: Plant a bomb and keep your current disguise
Bombs auto-detonate after 4 seconds, but can be triggered earlier with Alt-Fire
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
Bombs disappear if the user dies, or if the target enters a respawn area
While there's a bomb active: User's cloak is disabled
The user will take 33% of the bomb damage if too close
Backstabs don't instantly kill
Bomb damage ramps up to 100% within the 4 seconds
The target is notified if there's a bomb on them with a sound and message
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Melee
Mann-Slaughter
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TF2 Workshop Link
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Instantly activates cloak after a backstab
Backstabbed target doesn't drop an ammo pack
Consumes 25% of the cloak meter after a backstab
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PDA 1
Intermission
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TF2 Workshop Link
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On sap: Highlights the owner of the building for the user for the next 10 seconds
Restores health to the user when a sapped building is destroyed
-40% Sapper damage penalty
User gains more health depending on the building type and what current level it was when destroyed
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PDA 1
Timely Demise
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TF2 Workshop Link
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After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion damages nearby enemy players and buildings.
Sapper is disabled for 5 seconds after sapping a building
-100% Sapper damage penalty
-99% Sapper health penalty
Buildings are still disabled after placement
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PDA 1
Subjugated Saboteur
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TF2 Workshop Link
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After 6 seconds after placement, the Sapper reprograms the enemy building to join your team
Reprogrammed buildings gain bonuses
- Sentry - +10% firing speed
- Dispenser - +100% radius
- Teleporter - Can be used in both directions
Reprogrammed buildings will self-destruct after 14 seconds
-20% Sapper damage penalty
Buildings are still disabled after placement
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PDA 2
Le Fantome
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped
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
Cloak drains 50% faster while inside an enemy player or building
When out of cloak: Drains 15 health/s while inside an enemy player or building
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PDA 2
Leap
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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Cloak Type: Jump
On use: User will leap in the air if moving or will perform an extra jump if not moving
No cloak meter from ammo sources
On use until you land on the ground: Wearer doesn't take falling damage, but reduces the amount of air strafe control
8 second watch recharge
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PDA 2
Explosive Entry
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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After uncloaking, this watch causes an explosion to deal damage to nearby enemies (up to 70 damage) and to yourself (35 damage)
While cloaked: Gain +25% move speed
+66% uncloack speed
Requires full meter to cloak
-75% cloak meter from ammo sources
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Current Team Members
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, Discord, Server Owner, Weapon Demonstrator, and wiki editor/contributor
Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Pikachu - Developer
Shadow Mario - Developer
Cool Porygon - Developer
Former Team Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Coding Developer & Main Plugin Developer
Agent Silver - Developer
Deathreus - Developer
CHAWLZ - Developer
Orion™ - Developer
The655 - Developer
Nergal - Developer
404UNF - Developer
Naleksuh - Developer
Known 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
Team Fortress 2 community modifications |
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