Difference between revisions of "User:TarlukLegion/Tarluk's TF2 Weapon Overhaul Collection"
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TarlukLegion (talk | contribs) |
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− | * Random critical hits are now disabled by default. | + | * Random critical hits, bullet spread, and fall damage spread are now disabled by default. |
** Any weapons which currently have "No random critical hits" will still have it as a hidden stat for servers which choose to manually enable random crits. | ** Any weapons which currently have "No random critical hits" will still have it as a hidden stat for servers which choose to manually enable random crits. | ||
− | * | + | * Melee attacks now prioritize damaging enemies over teammates |
− | * | + | * Speed boosts are rescaled to always boost movement speed by 30% regardless of class |
− | * | + | * On-Kill effects trigger whenever the enemy is "finished off" |
− | * Teammate | + | * |
+ | * Teammate outlines no longer reveal disguised Spies and last for 7.5 seconds rather than 10 seconds. | ||
* Interpolation effects are only active on servers with "sv_cheats 1" enabled | * Interpolation effects are only active on servers with "sv_cheats 1" enabled | ||
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| align="left" | | | align="left" | | ||
* {{c|-|Changed:}} Base shotgun ammo decreased from 32 to 24 | * {{c|-|Changed:}} Base shotgun ammo decreased from 32 to 24 | ||
− | |||
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| {{c|=|Info:}} Added a basic description<br> | | {{c|=|Info:}} Added a basic description<br> | ||
| Fires a close-range blast of 10 bullets. | | Fires a close-range blast of 10 bullets. | ||
− | | | + | | |
|- | |- | ||
| {{Table icon|Panic Attack}} | | {{Table icon|Panic Attack}} | ||
− | | {{c|+|Added:}} 50% faster reload time<br>{{c|+|Added:}} Fire rate increases as health decreases<br>{{c|+|Removed:}} -20% damage penalty<br>{{c|-|Added:}} Cannot stop firing until clip is empty<br>{{c|-|Added:}} -34% clip size<br>{{c|-|Changed:}} Reduced deploy speed bonus from 50% to 30%<br>{{c|-|Removed:}} +50% bullets per shot<br>{{c|=|Changed:}} Now fires a wide 5x2 rectangular pattern<br>{{c|=|Info:}} After you start firing, you cannot switch weapons until the clip is empty | + | | {{c|+|Added:}} 50% faster reload time<br>{{c|+|Added:}} Fire rate increases as health decreases<br>{{c|+|Removed:}} -20% damage penalty<br>{{c|-|Added:}} Cannot stop firing until clip is empty<br>{{c|-|Added:}} -34% clip size<br>{{c|-|Changed:}} Reduced deploy speed bonus from 50% to 30%<br>{{c|-|Removed:}} +50% bullets per shot<br>{{c|=|Changed:}} Now fires a wide 5x2 rectangular pattern<br>{{c|+|Added:}} 50% faster reload time<br>{{c|+|Added:}} Fire rate increases as health decreases<br>{{c|+|Removed:}} -20% damage penalty<br>{{c|-|Added:}} Cannot stop firing until clip is empty<br>{{c|-|Added:}} -34% clip size<br>{{c|-|Changed:}} Reduced deploy speed bonus from 50% to 30%<br>{{c|-|Removed:}} +50% bullets per shot<br>{{c|=|Changed:}} Now fires a wide 5x2 rectangular pattern<br>{{c|=|Info:}} After you start firing, you cannot switch weapons until the clip is empty |
− | | {{buff|50% faster reload time}}<br>{{buff|This weapon deploys 30% faster}}<br>{{buff|Fire rate increases as health decreases}}<br>{{nerf|-34% clip size}}<br>{{nerf|Cannot stop firing until clip is empty}}<br>{{nerf|Successive shots become less accurate}}<br>Fires in a wide, narrow shot pattern | + | | {{buff|50% faster reload time}}<br>{{buff|This weapon deploys 30% faster}}<br>{{buff|Fire rate increases as health decreases}}<br>{{nerf|-34% clip size}}<br>{{nerf|Cannot stop firing until clip is empty}}<br>{{nerf|Successive shots become less accurate}}<br>Fires in a wide, narrow shot pattern. |
|- | |- | ||
| {{Table icon|B.A.S.E. Jumper}} | | {{Table icon|B.A.S.E. Jumper}} | ||
− | | {{c| | + | | {{c|=|Removed:}} Can no longer be equipped by the Demoman<br>{{c|+|Added:}} -50% less damage fall off on primary weapon<br>{{c|+|Changed:}} Parachutes can be redeployed again in mid air when the meter is full<br>{{c|-|Added:}} -50% less damage fall off from all damage sources<br>{{c|-|Changed:}} Parachutes now have a 3.5 second cooldown between deployments<br>{{c|=|Added:}} The wearer stops descending if they are affected by afterburn while the parachute is deployed<br>{{c|=|Info:}} For most weapons, minimum damage fall off is increased from 52.8% to 79.2%<br> |
| {{buff|-50% less damage fall off on primary weapon}}<br>{{nerf|-50% less damage fall off taken from all damage sources}}<br>Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. Being set on fire creates an updraft that stops you from descending.<br> | | {{buff|-50% less damage fall off on primary weapon}}<br>{{nerf|-50% less damage fall off taken from all damage sources}}<br>Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. Being set on fire creates an updraft that stops you from descending.<br> | ||
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| {{Table icon|Half-Zatoichi}} | | {{Table icon|Half-Zatoichi}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Scattergun}} | | {{Table icon|Scattergun}} | ||
| {{c|=|Info:}} Added a basic description<br> | | {{c|=|Info:}} Added a basic description<br> | ||
| Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range. | | Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range. | ||
+ | | | ||
|- | |- | ||
| {{Table icon|Force-A-Nature}} | | {{Table icon|Force-A-Nature}} | ||
− | | {{c| | + | | {{c|+|Changed:}} Reload time reduced from 1.43 seconds to 1.25 seconds (equivalent to 12.5% faster reload speed<br>{{c|+|Removed:}} -10% damage penalty<br>{{c|-|Removed:}} +20% bullets per shot<br>{{c|-|Removed:}} Knockback no longer reduces the target's air control<br> |
− | + | | <br>{{buff|+50% faster firing speed}}<br>{{buff|+50% faster firing speed}}<br>This weapon holds a 2-shot clip and reloads the entire clip at once. | |
|- | |- | ||
| {{Table icon|Shortstop}} | | {{Table icon|Shortstop}} | ||
| {{c|+|Changed:}} Reload time reduced from 1.5 seconds to 1.25 seconds<br>{{c|+|Removed:}} Increase in push force taken from damage and airblast<br>{{c|-|Removed:}} Alt-Fire to reach and shove someone!<br> | | {{c|+|Changed:}} Reload time reduced from 1.5 seconds to 1.25 seconds<br>{{c|+|Removed:}} Increase in push force taken from damage and airblast<br>{{c|-|Removed:}} Alt-Fire to reach and shove someone!<br> | ||
− | | {{buff|+40% faster firing speed}}<br>{{buff|+40% more accurate}}<br>{{buff|+100% damage bonus | + | | {{buff|+40% faster firing speed}}<br>{{buff|+40% more accurate}}<br>{{buff|+100% damage bonus}}<br>{{nerf|-60% bullets per shot}}<br>{{nerf|-33% maximum damage ramp-up}}<br>This weapon holds a 4-shot clip and reloads the entire clip at once. |
|- | |- | ||
| {{Table icon|Soda Popper}} | | {{Table icon|Soda Popper}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Baby Face's Blaster}} | | {{Table icon|Baby Face's Blaster}} | ||
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| {{Table icon|Back Scatter}} | | {{Table icon|Back Scatter}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Winger}} | | {{Table icon|Winger}} | ||
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|- | |- | ||
| {{Table icon|Pretty Boy's Pocket Pistol}} | | {{Table icon|Pretty Boy's Pocket Pistol}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Bonk! Atomic Punch}} | | {{Table icon|Bonk! Atomic Punch}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Crit-a-Cola}} | | {{Table icon|Crit-a-Cola}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Mad Milk}} | | {{Table icon|Mad Milk}} | ||
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| {{Table icon|Flying Guillotine}} | | {{Table icon|Flying Guillotine}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Bat}} | | {{Table icon|Bat}} | ||
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| {{Table icon|Atomizer}} | | {{Table icon|Atomizer}} | ||
| {{c|+|Changed:}} Triple jumps are now passive instead of only while active<br>{{c|+|Removed:}} -15% damage vs players<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} Air jumps costs 10 health<br>{{c|-|Added:}} -30% slower firing speed<br> | | {{c|+|Changed:}} Triple jumps are now passive instead of only while active<br>{{c|+|Removed:}} -15% damage vs players<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} Air jumps costs 10 health<br>{{c|-|Added:}} -30% slower firing speed<br> | ||
− | | {{buff| | + | | {{buff|+1 air jump on wearer}}<br>{{buff|Melee attacks mini-crit while airborne}}<br>{{nerf|Air jumps each cost 10 health}}<br>{{nerf|-30% slower firing speed}}<br> |
|- | |- | ||
| {{Table icon|Boston Basher}} | | {{Table icon|Boston Basher}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Candy Cane}} | | {{Table icon|Candy Cane}} | ||
| {{c|+|Removed:}} 25% explosive damage vulnerability on wearer<br>{{c|-|Added:}} 100% longer debuff duration on wearer<br>{{c|-|Added:}} Jingle all the way...<br>{{c|=|Info:}} In other words, moving causes the wearer to make an audible jingle noise<br> | | {{c|+|Removed:}} 25% explosive damage vulnerability on wearer<br>{{c|-|Added:}} 100% longer debuff duration on wearer<br>{{c|-|Added:}} Jingle all the way...<br>{{c|=|Info:}} In other words, moving causes the wearer to make an audible jingle noise<br> | ||
− | | {{buff|On Kill: A small health pack is dropped}}<br>{{nerf| | + | | {{buff|On Kill: A small health pack is dropped}}<br>{{nerf|100% longer debuff duration on wearer}}<br>{{nerf|Jingle all the way...}} |
|- | |- | ||
| {{Table icon|Sun-on-a-Stick}} | | {{Table icon|Sun-on-a-Stick}} | ||
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| {{Table icon|Fan O'War}} | | {{Table icon|Fan O'War}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Wrap Assassin}} | | {{Table icon|Wrap Assassin}} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Direct Hit}} | | {{Table icon|Direct Hit}} | ||
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|- | |- | ||
| {{Table icon|Righteous Bison}} | | {{Table icon|Righteous Bison}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Shovel}} | | {{Table icon|Shovel}} | ||
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|- | |- | ||
| {{Table icon|Equalizer}} | | {{Table icon|Equalizer}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Escape Plan}} | | {{Table icon|Escape Plan}} | ||
| {{c|+|Added:}} This weapon deploys up to 50% faster as the user becomes injured<br>{{c|-|Added:}}This weapon holsters 50% slower<br>{{c|-|Added:}}Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Maximum movement speed decreased from -60% to -50%<br>{{c|-|Info:}} This only affects the speed increase when at 40 health or less<br>{{c|-|Changed:}} Healing from Medics reduced from -90% to -100%<br> | | {{c|+|Added:}} This weapon deploys up to 50% faster as the user becomes injured<br>{{c|-|Added:}}This weapon holsters 50% slower<br>{{c|-|Added:}}Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Maximum movement speed decreased from -60% to -50%<br>{{c|-|Info:}} This only affects the speed increase when at 40 health or less<br>{{c|-|Changed:}} Healing from Medics reduced from -90% to -100%<br> | ||
− | | When weapon is active:<br><br>{{buff|Move speed increases by up to 50% as the user becomes injured}}<br>{{buff|This weapon deploys up to 40% faster as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for a short period after switching weapons}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|No healing from Medics while active}}<br>{{nerf| | + | | When weapon is active:<br><br>{{buff|Move speed increases by up to 50% as the user becomes injured}}<br>{{buff|This weapon deploys up to 40% faster as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for a short period after switching weapons}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|No healing from Medics while active}}<br>{{nerf|Mini-crits whenever it would normally crit}} |
|- | |- | ||
| {{Table icon|Disciplinary Action}} | | {{Table icon|Disciplinary Action}} | ||
| {{c|+|Changed:}} Damage penalty reduced from -25% to -20%<br>{{c|-|Added:}} 50% slower deploy and holster time, similar to swords<br>{{c|-|Added:}} -20 max health penalty<br>{{c|-|Added:}} Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Range bonus reduced from +70% to +50%<br>{{c|-|Changed:}} Speed boost reduced from 26-40% depending on the class to 30% regardless of class<br> | | {{c|+|Changed:}} Damage penalty reduced from -25% to -20%<br>{{c|-|Added:}} 50% slower deploy and holster time, similar to swords<br>{{c|-|Added:}} -20 max health penalty<br>{{c|-|Added:}} Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Range bonus reduced from +70% to +50%<br>{{c|-|Changed:}} Speed boost reduced from 26-40% depending on the class to 30% regardless of class<br> | ||
− | | This weapon has a large melee range and deploys and holsters slower<br><br>{{buff|On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds}}<br>{{nerf|-20 max health on wearer}}<br>{{nerf|-20% damage penalty}}<br>{{nerf| | + | | This weapon has a large melee range and deploys and holsters slower<br><br>{{buff|On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds}}<br>{{nerf|-20 max health on wearer}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|Mini-crits whenever it would normally crit}} |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Flame Thrower}} | | {{Table icon|Flame Thrower}} | ||
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|- | |- | ||
| {{Table icon|Degreaser}} | | {{Table icon|Degreaser}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Phlogistinator}} | | {{Table icon|Phlogistinator}} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Flare Gun}} | | {{Table icon|Flare Gun}} | ||
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|- | |- | ||
| {{Table icon|Detonator}} | | {{Table icon|Detonator}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Scorch Shot}} | | {{Table icon|Scorch Shot}} | ||
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|- | |- | ||
| {{Table icon|Gas Passer}} | | {{Table icon|Gas Passer}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Axtinguisher}} | | {{Table icon|Axtinguisher}} | ||
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|- | |- | ||
| {{Table icon|Homewrecker}} | | {{Table icon|Homewrecker}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Powerjack}} | | {{Table icon|Powerjack}} | ||
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|- | |- | ||
| {{Table icon|Hot Hand}} | | {{Table icon|Hot Hand}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Loch-n-Load}} | | {{Table icon|Loch-n-Load}} | ||
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|- | |- | ||
| {{Table icon|Splendid Screen}} | | {{Table icon|Splendid Screen}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Tide Turner}} | | {{Table icon|Tide Turner}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Eyelander}} | | {{Table icon|Eyelander}} | ||
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|- | |- | ||
| align="left" | | | align="left" | | ||
− | |||
* {{c|+|Added:}} Running Start: The Heavy starts with his melee deployed and has a +25% movement speed bonus until he switches weapons | * {{c|+|Added:}} Running Start: The Heavy starts with his melee deployed and has a +25% movement speed bonus until he switches weapons | ||
− | |||
|- | |- | ||
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Brass Beast}} | | {{Table icon|Brass Beast}} | ||
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|- | |- | ||
| {{Table icon|Huo-Long Heater}} | | {{Table icon|Huo-Long Heater}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Sandvich}} | | {{Table icon|Sandvich}} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Killing Gloves of Boxing}} | | {{Table icon|Killing Gloves of Boxing}} | ||
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|- | |- | ||
| align="left" | | | align="left" | | ||
− | |||
* {{c|=|Changed:}} Sentry damage ramp up and fall off is now based on the Sentry's location rather than the owner's location | * {{c|=|Changed:}} Sentry damage ramp up and fall off is now based on the Sentry's location rather than the owner's location | ||
|- | |- | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Widowmaker}} | | {{Table icon|Widowmaker}} | ||
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|- | |- | ||
| {{Table icon|Pomson 6000}} | | {{Table icon|Pomson 6000}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Pistol}} | | {{Table icon|Pistol}} | ||
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|- | |- | ||
| {{Table icon|Short Circuit}} | | {{Table icon|Short Circuit}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| [[File:RED_Level_3_Sentry_Gun.png|50px]] | | [[File:RED_Level_3_Sentry_Gun.png|50px]] | ||
Sentry Gun | Sentry Gun | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| [[File:Red_Mini_Sentry.png|50px]] | | [[File:Red_Mini_Sentry.png|50px]] | ||
Combat Mini-Sentry Gun | Combat Mini-Sentry Gun | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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* {{c|=|Added:}} Healing a target now displays an icon showing the number of how much health you're healing per second | * {{c|=|Added:}} Healing a target now displays an icon showing the number of how much health you're healing per second | ||
** The icon text will be white when the healing is at its base rate of 24 per second, becoming orange when below this rate (due to penalties such as the Equalizer/Escape Plan, or Pain Train) or green when higher (such as through the Quick-Fix or out-of-combat crit heals) | ** The icon text will be white when the healing is at its base rate of 24 per second, becoming orange when below this rate (due to penalties such as the Equalizer/Escape Plan, or Pain Train) or green when higher (such as through the Quick-Fix or out-of-combat crit heals) | ||
− | |||
* {{c|+|Changed:}} All syringe guns now reload automatically when not active | * {{c|+|Changed:}} All syringe guns now reload automatically when not active | ||
* {{c|+|Changed:}} Base syringe gun firing speed increased from 0.105 to 0.1 seconds | * {{c|+|Changed:}} Base syringe gun firing speed increased from 0.105 to 0.1 seconds | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Blutsauger}} | | {{Table icon|Blutsauger}} | ||
− | | | + | | <Work in Progress> |
− | + | | <Work in Progress> | |
|- | |- | ||
| {{Table icon|Overdose}} | | {{Table icon|Overdose}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Crusader's Crossbow}} | | {{Table icon|Crusader's Crossbow}} | ||
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|- | |- | ||
| {{Table icon|Vaccinator}} | | {{Table icon|Vaccinator}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Übersaw}} | | {{Table icon|Übersaw}} | ||
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|- | |- | ||
| {{Table icon|Amputator}} | | {{Table icon|Amputator}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Solemn Vow}} | | {{Table icon|Solemn Vow}} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Huntsman}} | | {{Table icon|Huntsman}} | ||
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|- | |- | ||
| {{Table icon|Sydney Sleeper}} | | {{Table icon|Sydney Sleeper}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Bazaar Bargain}} | | {{Table icon|Bazaar Bargain}} | ||
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|- | |- | ||
| {{Table icon|Darwin's Danger Shield}} | | {{Table icon|Darwin's Danger Shield}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Cleaner's Carbine}} | | {{Table icon|Cleaner's Carbine}} | ||
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|- | |- | ||
| {{Table icon|Tribalman's Shiv}} | | {{Table icon|Tribalman's Shiv}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Bushwacka}} | | {{Table icon|Bushwacka}} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Enforcer}} | | {{Table icon|Enforcer}} | ||
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|- | |- | ||
| {{Table icon|Diamondback}} | | {{Table icon|Diamondback}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Your Eternal Reward}} | | {{Table icon|Your Eternal Reward}} | ||
| {{c|+|Added:}} While disguised, gain additional bonuses depending on the class of the victim<br>{{c|+|Removed:}} +33% cloak drain rate<br>{{c|+|Removed:}} Normal disguises require (and consume) a full cloak meter<br>{{c|-|Added:}} Wearer cannot disguise<br>{{c|=|Info:}} When disguised as a Scout, the wearer moves +25% faster<br>{{c|=|Info:}} When disguised as a Soldier, the wearer gains +35% bullet damage resistance<br>{{c|=|Info:}} When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer<br>{{c|=|Info:}} When disguised as a Demoman, the wearer gains +25% explosive damage resistance<br>{{c|=|Info:}} When disguised as a Heavy, the wearer gains +50 max health<br>{{c|=|Info:}} When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers<br>{{c|=|Info:}} When disguised as a Medic, the wearer gains +3 health regenerated per second<br>{{c|=|Info:}} When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn<br>{{c|=|Info:}} When disguised as a Spy, the wearer gains +50% cloak regen rate<br> | | {{c|+|Added:}} While disguised, gain additional bonuses depending on the class of the victim<br>{{c|+|Removed:}} +33% cloak drain rate<br>{{c|+|Removed:}} Normal disguises require (and consume) a full cloak meter<br>{{c|-|Added:}} Wearer cannot disguise<br>{{c|=|Info:}} When disguised as a Scout, the wearer moves +25% faster<br>{{c|=|Info:}} When disguised as a Soldier, the wearer gains +35% bullet damage resistance<br>{{c|=|Info:}} When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer<br>{{c|=|Info:}} When disguised as a Demoman, the wearer gains +25% explosive damage resistance<br>{{c|=|Info:}} When disguised as a Heavy, the wearer gains +50 max health<br>{{c|=|Info:}} When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers<br>{{c|=|Info:}} When disguised as a Medic, the wearer gains +3 health regenerated per second<br>{{c|=|Info:}} When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn<br>{{c|=|Info:}} When disguised as a Spy, the wearer gains +50% cloak regen rate<br> | ||
− | | {{buff|Upon a successful backstab against a human target, you rapidly disguise as your victim}}<br>{{buff|Silent Killer: No attack noise from backstabs}}<br>{{buff| | + | | {{buff|Upon a successful backstab against a human target, you rapidly disguise as your victim}}<br>{{buff|Silent Killer: No attack noise from backstabs}}<br>{{buff|}}<br>{{nerf|Cannot use the Disguise Kit}}<br> |
|- | |- | ||
| {{Table icon|Conniver's Kunai}} | | {{Table icon|Conniver's Kunai}} | ||
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|- | |- | ||
| {{Table icon|Big Earner}} | | {{Table icon|Big Earner}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Spy-cicle}} | | {{Table icon|Spy-cicle}} |
Revision as of 01:34, 9 June 2023
This user page is allowed to be edited by the following user(s): |
Contents
Rebalance
Overall Changes |
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|
Multi-Class
Multi Class - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Shotgun |
Info: Added a basic description |
Fires a close-range blast of 10 bullets. | |
Panic Attack |
Added: 50% faster reload time Added: Fire rate increases as health decreases Removed: -20% damage penalty Added: Cannot stop firing until clip is empty Added: -34% clip size Changed: Reduced deploy speed bonus from 50% to 30% Removed: +50% bullets per shot Changed: Now fires a wide 5x2 rectangular pattern Added: 50% faster reload time Added: Fire rate increases as health decreases Removed: -20% damage penalty Added: Cannot stop firing until clip is empty Added: -34% clip size Changed: Reduced deploy speed bonus from 50% to 30% Removed: +50% bullets per shot Changed: Now fires a wide 5x2 rectangular pattern Info: After you start firing, you cannot switch weapons until the clip is empty |
50% faster reload time This weapon deploys 30% faster Fire rate increases as health decreases -34% clip size Cannot stop firing until clip is empty Successive shots become less accurate Fires in a wide, narrow shot pattern. | |
B.A.S.E. Jumper |
Removed: Can no longer be equipped by the Demoman Added: -50% less damage fall off on primary weapon Changed: Parachutes can be redeployed again in mid air when the meter is full Added: -50% less damage fall off from all damage sources Changed: Parachutes now have a 3.5 second cooldown between deployments Added: The wearer stops descending if they are affected by afterburn while the parachute is deployed Info: For most weapons, minimum damage fall off is increased from 52.8% to 79.2% |
-50% less damage fall off on primary weapon -50% less damage fall off taken from all damage sources Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. Being set on fire creates an updraft that stops you from descending. | |
Pain Train |
<Work in Progress> | <Work in Progress> | |
Half-Zatoichi |
<Work in Progress> | <Work in Progress> |
Scout
Scout - Scattergun Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Scattergun |
Info: Added a basic description |
Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range. | |
Force-A-Nature |
Changed: Reload time reduced from 1.43 seconds to 1.25 seconds (equivalent to 12.5% faster reload speed Removed: -10% damage penalty Removed: +20% bullets per shot Removed: Knockback no longer reduces the target's air control |
+50% faster firing speed +50% faster firing speed This weapon holds a 2-shot clip and reloads the entire clip at once. | |
Shortstop |
Changed: Reload time reduced from 1.5 seconds to 1.25 seconds Removed: Increase in push force taken from damage and airblast Removed: Alt-Fire to reach and shove someone! |
+40% faster firing speed +40% more accurate +100% damage bonus -60% bullets per shot -33% maximum damage ramp-up This weapon holds a 4-shot clip and reloads the entire clip at once. | |
Soda Popper |
<Work in Progress> | <Work in Progress> | |
Baby Face's Blaster |
Added: Allows the Scout to bunnyhop Added: +50% fall damage resistance on wearer Added: Cannot double jump Changed: Move speed decreased from -10% to -15% Removed: On Hit: Builds Boost Info: Holding the jump key automatically bunnyhops, similar to bunnyhopping in Open Fortress Info: Momentum from bunnyhopping is capped at 510 HU/s, or 170% move speed |
Grants the ability to bunnyhop +50% fall damage resistance on wearer -34% clip size -15% slower move speed on wearer Cannot double jump Hold your Jump key while moving forwards to automatically bunnyhop | |
Back Scatter |
<Work in Progress> | <Work in Progress> |
Scout - Pistol Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Winger |
<Work in Progress> | <Work in Progress> | |
Pretty Boy's Pocket Pistol |
<Work in Progress> | <Work in Progress> | |
Bonk! Atomic Punch |
<Work in Progress> | <Work in Progress> | |
Crit-a-Cola |
<Work in Progress> | <Work in Progress> | |
Mad Milk |
Changed: Increased the meter recharge from extinguishing teammates from 20% to 50% Changed: Jar meter builds with kills and assists achieved against non-milked targets (50% for kills and 25% for assists) instead of over time Changed: Milk meter starts empty and cannot be refilled with Resupply Changed: Healing reduced from 60% to 50% Changed: Duration reduced from 10 seconds to 7 seconds |
Throw to cover enemies in milk for 7 seconds or extinguish teammates. Players heal 50% of the damage done to enemies covered in milk. Charge milk by scoring kills or assists against players not covered in milk. Extinguishing teammates will refund 50% charge. | |
Flying Guillotine |
<Work in Progress> | <Work in Progress> |
Scout - Bat Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Bat |
Info: The description now mentions its different damage and attack speed |
This weapon swings faster but deals less damage compared to standard melee weapons. | |
Sandman |
Changed: Base projectile damage increased from 15 to 30 Changed: Health decreased from -15 to -25 Changed: Projectile no longer ramps up on long distance hits Changed: Alt-Fire now inflicts a 20% damage vulnerability instead of slowing the target Changed: Debuff duration is rescaled from 1-7 seconds depending on distance to a fixed 4 seconds |
Alt-Fire: Launches a ball that causes the target to take 20% more damage for 4 seconds -25 max health on wearer | |
Atomizer |
Changed: Triple jumps are now passive instead of only while active Removed: -15% damage vs players Removed: This weapon deploys 50% slower Added: Air jumps costs 10 health Added: -30% slower firing speed |
+1 air jump on wearer Melee attacks mini-crit while airborne Air jumps each cost 10 health -30% slower firing speed | |
Boston Basher |
<Work in Progress> | <Work in Progress> | |
Candy Cane |
Removed: 25% explosive damage vulnerability on wearer Added: 100% longer debuff duration on wearer Added: Jingle all the way... Info: In other words, moving causes the wearer to make an audible jingle noise |
On Kill: A small health pack is dropped 100% longer debuff duration on wearer Jingle all the way... | |
Sun-on-a-Stick |
<Work in Progress> | <Work in Progress> | |
Fan O'War |
<Work in Progress> | <Work in Progress> | |
Wrap Assassin |
<Work in Progress> | <Work in Progress> |
Soldier
Soldier - Melee Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Direct Hit |
Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback |
+25% damage bonus +80% projectile speed Mini-crits targets launched airborne by the wearer and their teammates -70% explosion radius | |
Liberty Launcher |
Added: +25% knockback and self-damage force Info: The extra knockback is higher than listed in order to overcome the lower knockback from the damage penalty Added: +30% faster deploy and holster time Changed:Rocket jump resistance raised from +25% to +30% Changed: Damage penalty reduced from -25% to -20% {c|-|Removed:}} +25% clip size |
+25% blast force +40% projectile speed 30% faster deploy and holster speed -30% blast damage from rocket jumps -20% damage penalty | |
Cow Mangler 5000 |
Added: On Hit: Target is engulfed in flames for 4 seconds Info: This also applies to rocket jumps Added: On Direct Hit: buildings are disabled for 2 seconds Added: 15% faster reload time Removed: Minicrits whenever it would normally crit Added: 0.5 sec delay before the rocket starts firing Info: Holding down the Fire key after the first shot will bypass the delay for subsequent shots Removed: Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec |
Does not require ammo On Hit: Target is engulfed in flames for 4 seconds On Direct Hit: Buildings are disabled for 2 seconds +15% faster reload time Must briefly charge for 0.5 seconds before firing starts Deals only 20% damage to buildings | |
Beggar's Bazooka |
Changed: (Hidden) Reload time increased from -30% to -10% Removed: No ammo from dispensers when active Changed: Cannot reload until this weapon finishes firing Info: In other words, the delay after firing the last rocket is increased from 0.24 to 0.8 seconds |
Hold Fire to load up to 3 rockets, and release it to unleash the barrage. Overloading the chamber will cause a misfire. -20% explosion radius 10% slower reload time +3 degrees random projectile deviation | |
Air Strike |
Added: +25% clip size Removed: -20% explosion radius while blast jumping Changed: Firing speed bonus while blast jumping decreased from +65% to +60% Changed: Explosion radius decreased from -10% to -15% Removed: Clip size increased on kill |
+25% clip size +60% faster firing speed while blast jumping -15% blast damage from rocket jumps -15% damage penalty -15% explosion radius | |
Reserve Shooter |
Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback Changed: -15% damage penalty on hits that don't crit or mini-crit Changed: No longer equippable by the Pyro |
Mini-crits targets launched airborne by you or your teammates -25% damage penalty on non-critical hits -33% clip size | |
Buff Banner |
Added: 15% faster reload time on wearer |
15% faster reload time on wearer When activated, provides an offensive buff that causes nearby team members to deal mini-crits. Charges after dealing 600 damage. | |
Battalion's Backup |
Reworked: The defensive buff now multiplies the health of all affected targets by 50% rather than granting a 35% global damage resistance Changed: Sentry damage resistance reduced rom 50% to 30% Changed: Mini-crits are no longer nullified Changed: Full crits are instead converted into mini-crits rather than being entirely nullified |
+20 max health on wearer When activated, provides a defensive buff to nearby teammates that increases health by 50%, reduces incoming sentry damage by 50%, and miniaturizes critical hits for 10 seconds. Charges after dealing 600 damage. | |
Concheror |
Changed: Speed boost reduced from 26-40% depending on the class to 30% regardless of the affected class Changed: Maximum health regeneration reduced from 4 health per second to 3 health per second Changed: Damage needed to charge increased from 480 to 500 |
Up to +3 health regenerated per second on wearer +20% faster charge rate Provides group speed buff With damage done giving health. Gain rage with damage. | |
Mantreads |
Added: +15% faster move speed on wearer Added: Press Jump while airborne for at least 1 second to calcel all momentum and fall at terminal velocity. Changed: Push force resistance now applies to all sources besides damage and airblasts |
+15% faster move speed on wearer +75% knockback resistance on wearer 200% increased air control when blast jumping Deals 3x falling damage to the player you land on Press Jump while airborne for at least 1 second to cancel all momentum and fall at terminal velocity. | |
Righteous Bison |
<Work in Progress> | <Work in Progress> |
Soldier - Melee Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Shovel |
Info: Added a basic description of the melee slot's unique function |
Swing while airborne from a rocket jump to critically hit an enemy. | |
Market Gardener |
Added: Airborne crit kills now show a MARKET GARDEN!!! in the killfeed Removed: 20% slower swing speed Info: Otherwise functions as a stock reskin |
Swing while airborne from a rocket jump to critically hit an enemy. Humiliate your enemies by showing anyone watching the kill feed that you just MARKET GARDENED them. | |
Equalizer |
<Work in Progress> | <Work in Progress> | |
Escape Plan |
Added: This weapon deploys up to 50% faster as the user becomes injured Added:This weapon holsters 50% slower Added:Minicrits whenever it would normally crit Changed: Maximum movement speed decreased from -60% to -50% Info: This only affects the speed increase when at 40 health or less Changed: Healing from Medics reduced from -90% to -100% |
When weapon is active: Move speed increases by up to 50% as the user becomes injured This weapon deploys up to 40% faster as the user becomes injured You are marked for death while active, and for a short period after switching weapons This weapon holsters 50% slower No healing from Medics while active Mini-crits whenever it would normally crit | |
Disciplinary Action |
Changed: Damage penalty reduced from -25% to -20% Added: 50% slower deploy and holster time, similar to swords Added: -20 max health penalty Added: Minicrits whenever it would normally crit Changed: Range bonus reduced from +70% to +50% Changed: Speed boost reduced from 26-40% depending on the class to 30% regardless of class |
This weapon has a large melee range and deploys and holsters slower On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds -20 max health on wearer -20% damage penalty Mini-crits whenever it would normally crit |
Pyro
Pyro - Afterburn & Flame Thrower Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Flame Thrower |
Info: Expanded the listed description |
Hold Fire to spray a stream of close-range flame. Enemies hit will be set on fire for up to 5 seconds and take more fire damage the longer they burn. Alt-Fire: Spend 20 ammo to blast a gust of air that pushes enemies, reflects projectiles, and extinguishing teammates. Extinguishing a teammate will refund ammo spent on airblast. | |
Backburner |
<Work in Progress> | <Work in Progress> | |
Degreaser |
<Work in Progress> | <Work in Progress> | |
Phlogistinator |
Info: Unlike other Flamethrowers, this does not inherit the afterburn duration ramp-up system. Removed: All current stats and properties Changed: Fires a straight beam of yellow lightning instead of flame particles that has +50% longer range, but 0 width Changed: Now uses a Power Meter instead of ammo that decreases by 10% per second of firing and recovers 10% per second of not firing, regardless of whether the weapon is currently deployed or not. If the meter fully empties, the weapon will be unusable for 4 seconds. Changed: Alt-Fire replaced with "Release an electric shock that destroys projectiles. Costs 20% Power Meter." (Behaves the same as the pre-buff Short Circuit) Added: Gains a level for 1 second of semi-continuous beam connection, up to 2 additional levels. Each level ramps-up the weapon's damage by 100% up to 200%, raises the minimum and maximum afterburn duration applied by 2.5 seconds up to 5 seconds, and enhances the firing visuals. Decays by 1 level (or loses the progress at base level) after 2 seconds of not hitting anything. Removed: Damage falloff based off of distance Changed: Initial damage lowered from 6.5 per tick to 4.5 per tick Info: This causes the initial DPS to lower from 86.7 to 60, and displays as a -30% damage penalty Changed: Initial minimum and maximum afterburn duration lowered to 0 seconds Info: Level 2 turns the beam of lightning orange, while Level 3 causes the Phlogistinator's cone to also radiate with orange heat (similar visuals to the current Phlog) |
Does not require ammo Power Meter: Meter depletes when fired. If meter fully empties, it will be fully unusable for 4 seconds -30% damage penalty Does not initially apply afterburn Hold Fire to unleash a mid-range, thin beam of lightning. The longer it is connected to a target, the stronger it grows in heat, dealing up to 200% more damage and applying afterburn. Alt-Fire: Releases an electric shock that destroys projectiles. Costs 20% Power to use. A revolutionary appliance capable of awakening the fire element phlogiston that exists in all combustible creatures, which is to say, all of them. | |
Dragon's Fury |
Info: Inherits the afterburn duration ramp-up system. Due to the attack interval, all shots will lock the afterburn duration in place for 1 second for higher damage consistency. Added: +100% bonus damage from afterburn duration Changed: Base damage increased from 75 to 90 Changed: Maximum afterburn duration increased from 3 seconds to 5 seconds Changed: Afterburn applied to Pyros increased from 1 second to 3 seconds (but afterburn will naturally dissipate after 1 second of being applied Removed: -66% damage on non-burning targets Changed: Re-pressurization rate for firing and airblast reduced from 0.8s/1.6s to 0.75 seconds Added: Reflected projectiles do not mini-crit Removed: +50% re-pressurization rate on hit Info: The afterburn duration ramp-up increase effectively creates a 33%/100%/166% damage curve in place of the normal 50%/100%/150% curve. When combined with the base damage increase to 90, this means that three consecutive shots landed back-to-back will deal 30 + 66 + 90 damage compared to the current 25 + 75 + 75 |
+100% bonus damage from afterburn duration Reflected projectiles do not mini-crit Uses a shared pressure tank for Primary Fire and Alt-Fire. Fires a fast-moving fireball that ignites enemies and deals significantly more damage the longer they burn. |
Pyro - Flare Gun Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Flare Gun |
Info: Added a basic description |
Critically hits vs burning enemies Fires a single-shot, fast-moving flare that ignites enemies ablaze. This weapon will reload automatically when not active. | |
Detonator |
<Work in Progress> | <Work in Progress> | |
Scorch Shot |
<Work in Progress> | <Work in Progress> | |
Manmelter |
<Work in Progress> | <Work in Progress> | |
Gas Passer |
<Work in Progress> | <Work in Progress> |
Pyro - Fire Axe Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Axtinguisher |
Changed: No longer "mini-crits" against burning players as the base damage is already 85 Changed: Bonus damage from afterburn is doubled as compensation for the overall lower afterburn duration Removed: Damage penalty against non-burning players increased from -33% to -40% Changed: Holster speed penalty increased from 35% slower to 50% slower Removed: Killing blows on burning players grant a speed boost |
Melee damage increases up to 100% based on remaining afterburn duration -40% damage penalty 50% slower holster speed No speed boost on kills | |
Homewrecker |
<Work in Progress> | <Work in Progress> | |
Powerjack |
Added: Gain a 3 second speed boost on kill Changed: Health restored on kill increased from +25 to +75 Removed: 20% damage vulnerability while active Added: -25% damage penalty Removed: +15% faster move speed while active |
Gain a speed boost on kill +75 health restored on kill -25% damage penalty | |
Back Scratcher |
<Work in Progress> | <Work in Progress> | |
Sharpened Volcano Fragment |
Added: On Hit: target receives 20% fire damage vulnerability Added: On Hit: all fire damage pierces damage resistance effects and bonuses Changed: Damage decreased from -20% to -50% Changed: Afterburn duration on hit decreased from 7.5 to 5 seconds Info: The fire damage vulnerability and damage resistance piercing debuff lasts as long as the afterburn on this weapon Info: All debuffs immediately end if afterburn from this weapon ends |
On Hit: target is engulfed in flames On Hit: target receives 20% fire damage vulnerability On Hit: all fire damage pierces damage resistance effects and bonuses -50% damage penalty | |
Third Degree |
Added: On Hit: Increase Degree by +1 (up to 3) Added: Hits vs wet players mini-crit and increases Degree by +2 Added: Alt-Fire when at the Third Degree to gain guaranteed mini-crits for 10 seconds; uses entire Degree meter when used Added: +30% faster firing speed Added: -35% damage penalty Added: Consumes 20% max primary ammo per swing Removed: All players connected via Medigun beams are hit Info: If the Phlogistinator is equipped, Power meter is consumed per swing instead of primary ammo |
On Hit: Increase Degree by +1 Hits vs wet players mini-crit and increase Degree by +3 instead Alt-Fire on Third Degree: Gain mini-crits on all weapons for 10 seconds +30% faster firing speed -35% damage penalty Consumes 20% max primary ammo or Power per swing | |
Hot Hand |
<Work in Progress> | <Work in Progress> |
Demoman
Demoman - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Loch-n-Load |
Changed: Damage bonus now affects all enemies Changed: Launched bombs now explode on surfaces Added: -50% self damage force Changed: Damage decreased from +20% to +15% Changed: Clip size decreased from -25% to -50% Changed: Explosion radius decreased from -25% to -50% |
+15% damage bonus +25% projectile speed Launched bombs explode on surfaces -50% clip size -50% explosion radius -50% self damage force | |
Ali Baba's Wee Booties |
Added: -30% blast damage from blast jumps Changed: Charge refill on melee kills increased from +25% to +100% Removed: +200% increase in turning control while charging Removed: +10% faster move speed on wearer (shield required) |
+25 max health on wearer -30% blast damage from blast jumps Melee kills refill 100% of your charge meter. | |
Chargin' Targe |
Added: +200% increase in turning control while charging Changed: Explosive damage resistance increased from +30% to +40% Changed: Fire damage resistance decreased from +50% to +40% |
+40% fire damage resistance on wearer +40% explosive damage resistance on wearer +200% increase in turning control while charging Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance. | |
Splendid Screen |
<Work in Progress> | <Work in Progress> | |
Tide Turner |
<Work in Progress> | <Work in Progress> | |
Eyelander |
Added: Switching weapons through the resupply cabinet will instantly remove all collected heads |
No random critical hits -25 max health on wearer Gives increased speed and health with every head you take. This weapon has a large melee range and deploys and holsters slower | |
Ullapool Caber |
Added: Gain Caber on kills and assists Added: On full Caber, the warhead is restored Changed: Deploy speed increased from -100% to -50% Removed: Explosion no longer has splash damage fall off Changed: Explosion damage decreased from 75 to 70 Removed: Explosion no longer has damage ramp up Info: Any kills recharge 50% of the Caber meter, while assists recharge 25% |
Gain Caber on kills and assists On full Caber, the warhead is restored -20% slower firing speed This weapon deploys 50% slower No random critical hits The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... | |
Claidheamh Mòr |
Added: Gain a speed boost upon charge ending for 3 seconds Changed: Charge duration is now passive instead of only when active Removed: 15% damage vulnerability while active Added: -15 max health on wearer Removed: Melee kills refill 25% of your charge meter |
0.5 sec increase in charge duration Gain a speed boost upon charge ending No random critical hits -15 max health on wearer This weapon has a large melee range and deploys and holsters slower | |
Persian Persuader |
Added: On Kill: Instantly reloads your primary weapon's clip Added: On Kill: Instantly reloads your secondary weapon's clip Changed: Max primary ammo increased from -80% to -66% Changed: Max secondary ammo increased from -80% to -66% Removed: Melee hits refill 20% of your charge meter. |
Ammo boxes collected give Charge On Kill: Instantly reloads your primary weapon's clip -66% max primary ammo on wearer -66% max secondary ammo on wearer No random critical hits This weapon has a large melee range and deploys and holsters slower |
Heavy
Heavy - Class Changes | |
---|---|
|
Heavy - Minigun Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Brass Beast |
Added: +20% more accurate Changed: Damage resistance no longer has a health requirement to be activated |
+20% damage bonus +20% more accurate -20% damage resistance when spun up -50% slower spin up time -60% slower move speed while deployed | |
Tomislav |
<Work in Progress> | <Work in Progress> | |
Huo-Long Heater |
<Work in Progress> | <Work in Progress> |
Heavy - Secondary Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Sandvich |
* Info: Sandvich is now the stock lunchbox item | Eat to gain up to 300 health over 4 seconds. Cannot move during this time. Alt-Fire: Share a Sandvich with a friend! (Small Health Kit) Recharges after 30 seconds. Leftover health gained from packs will reduce recharge time. | |
Dalokohs Bar |
Added: +50% faster consumption time Removed: Adds +50 max health for 30 seconds |
+50% faster consumption time Eat to gain up to 100 health. Alt-fire: Share chocolate with a friend (Small Health Kit) | |
Buffalo Steak Sandvich |
Added: Eat to gain up to 100 health Added: Push force reduction from damage gradually increases up to +30% while under the buff Added: Airblast vulnerability reduction gradually increases up to +30% while under the buff Changed: Speed threshold increased from 103% to 110% Removed: (Hidden) 20% damage vulnerability while effect is active Added: Weapons holster 100% slower while under the buff Changed: Speed boost now starts at 0% and gradually scales up to +30% over time Added: The wearer can now prematurely cancel the buff by switching weapons Changed: Buff duration rescaled from 16 seconds to being indefinite until the wearer holsters weapons Info: Speed and knockback resistance start at 0% and increase by +2% every second, capping at +30% in 15 seconds |
Eat to gain up to 100 health. After consuming, attacks mini-crit, and move speed, push force reduction as well as airblast vulnerability reduction is gradually increased over time, but weapons holster 100% slower and you may only use melee weapons. Lasts indefinitely until the wearer switches weapons. Alt-fire: Share with a friend (Medium Health Kit) Who needs bread? | |
Second Banana |
Added: Leftover healing is now converted into overheal that drains -40% slower Changed: Charge recharge rate decreased from +50% to +33% Info: Can only overheal up to an additional +150 health Info: Despite the slower overheal drain rate, overheal still only lasts for 15 seconds, but overheal does not start decaying until 6 seconds later |
+33% increase in charge recharge rate Excessive healing is now converted into overheal that drains -40% slower -33% healing effect Eat to gain health Alt-fire: Share banana with a friend (Small Health Kit) | |
Family Business |
Changed: Firing speed increased from +15% to +20% Changed: Damage decreased from -15% to -20% |
+33% clip size +20% faster firing speed -20% damage penalty |
Heavy - Fist Weapon Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Killing Gloves of Boxing |
<Work in Progress> | <Work in Progress> | |
Gloves of Running Urgently |
<Work in Progress> | <Work in Progress> | |
Warrior's Spirit |
Removed: 30% damage vulnerability while active Added: Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. Changed: Damage decreased from +30% to +25% |
+25% damage bonus +50 health restored on kill Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. | |
Fists of Steel |
Removed: -40% maximum overheal on wearer Changed: Damage taken from ranged sources increased from -40% to -35% Changed: Health from healers decreased from -40% to -75% |
When weapon is active: -35% damage from ranged sources on wearer +100% damage from melee sources on wearer This weapon holsters 100% slower -75% health from healers on wearer | |
Eviction Notice |
<Work in Progress> | <Work in Progress> | |
Holiday Punch |
Added: 100% mini-crits on successive hits Added: Mini-crits can now also force victims to laugh Added: Minicrits whenever it would normally crit Added: -50% damage penalty Changed: Hitting a target from the back now mini-crits the target instead of critting Changed: ÜberCharged players can no longer be forced to laugh |
100% mini-crits on successive hits Mini-crits forces victim to laugh Always mini-crit from behind On Hit: Force enemies to laugh who are also wearing this item Minicrits whenever it would normally crit Critical hits do no damage -50% damage penalty |
Engineer
Engineer - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Widowmaker |
Removed: +10% increased damage to your sentry's target |
On hit: Damage dealt is returned as ammo No reload necessary Per shot: -30 ammo Uses metal for ammo | |
Pomson 6000 |
<Work in Progress> | <Work in Progress> | |
Pistol |
Changed: Base pistol accuracy increased from 48:1 to 57.6:1 Changed: Base pistol reload time increased from 1 to 1.25 seconds Changed: Base pistol firing speed decreased from 0.15 to 0.166 seconds Changed: Base pistol ammo decreased from 200 to 96 |
No changes. | |
Wrangler |
Added: -60% self damage from the wearer's own Sentry Gun Changed: Sentry disable duration upon being unwrangled decreased from 3 to 2.5 seconds Changed: Wrangler shield repair reduction decreased from 66% to 33% Changed: Wrangler shield damage reduction decreased from 66% to 20% Changed: Sentry rockets no longer have aim assist |
-60% self damage from the wearer's own Sentry Gun Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces damage by 20% and repairs by 33%. Sentries are disabled for 2.5 seconds after becoming unwrangled. | |
Short Circuit |
<Work in Progress> | <Work in Progress> | |
Sentry Gun |
<Work in Progress> | <Work in Progress> | |
Combat Mini-Sentry Gun |
<Work in Progress> | <Work in Progress> |
Medic
Medic - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Blutsauger |
<Work in Progress> | <Work in Progress> | |
Overdose |
<Work in Progress> | <Work in Progress> | |
Crusader's Crossbow |
Added: ÜberCharge grants mini-crits, a speed boost and -35% damage resistance Added: This weapon reloads its entire clip at once Changed: Healing is now directly affected by crit heals Changed: Clip size increased from 1 to 5 Changed: Projectile speed is increased from 2400 to 3000 HU/s Changed: ÜberCharge rate is increased from 2.1-6.3% to 10% for every 100 health healed Added: -50% max overheal Changed: Healing per shot decreased from 75-150 to 30 regardless of range Changed: Projectile size is decreased by -30% Changed: Firing speed decreased from 0.24 to 0.8 seconds Removed: This weapon will reload automatically when not active Changed: ÜberCharge rate on overhealed targets is 5% for every 100 health healed Changed: This weapon is now a secondary weapon instead of a primary weapon Info: In other words, crit heals allow this weapon to increase healing by +200% if the target has not been damaged for the last 10 seconds Info: No additional input is required for the patient to benefit from ÜberCharge for the full duration after it is applied Info: ÜberCharge is instantly activated without needing to fire a bolt at the target, and it has a range of 1080 HU instead of 540 HU |
-50% max overheal Fires special bolts that deals damage over time based on distance traveled and heals teammates ÜberCharge grants mini-crits, a speed boost and -35% damage resistance to the patient only This weapon reloads its entire clip at once | |
Quick-Fix |
Added: +25% longer ÜberCharge duration Changed: ÜberCharge rate increased from +10% to +25% Changed: ÜberCharge no longer drains faster if the wearer switches patients while ÜberCharging Changed: Health threshold for ÜberCharge rate to slow down is decreased from 142.5% to 120% health Changed: ÜberCharge heal rate on patient decreased from +200% to +100% Removed: ÜberCharge increases healing by +200% on wearer Removed: ÜberCharge grants immunity to movement-impairing effects Removed: Mirror blast jumps and shield charges of patients Info: ÜberCharge would still heal the wearer, but at the standard heal rate of this weapon instead of being amplified |
+40% heal rate +25% ÜberCharge rate +25% longer ÜberCharge duration -50% max overheal ÜberCharge increases healing by +100% on the patient and also heals the wearer | |
Vaccinator |
<Work in Progress> | <Work in Progress> | |
Ubersaw |
Removed: -20% slower firing speed Added: -15% Übercharge rate on secondary weapon Added: -15% damage penalty |
On Hit: 25% ÜberCharge added -15% Übercharge rate on secondary weapon -15% damage penalty | |
Vita-Saw |
<Work in Progress> | <Work in Progress> | |
Amputator |
<Work in Progress> | <Work in Progress> | |
Solemn Vow |
<Work in Progress> | <Work in Progress> |
Sniper
Sniper - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Huntsman |
Added: This weapon will reload automatically when not active Changed: Projectile speed increased from 1812-2600 to 2084-2990 HU based on charge Changed: Max primary ammo increased from 12 to 15 |
This weapon will reload automatically when not active | |
Sydney Sleeper |
<Work in Progress> | <Work in Progress> | |
Bazaar Bargain |
<Work in Progress> | <Work in Progress> | |
Hitman's Heatmaker |
<Work in Progress> | <Work in Progress> | |
Jarate |
Added: Gain Jarate on kills and assists towards targets not covered in Jarate Changed: Cooldown reduction from extinguishing teammates increased from -20% to -25% Added: Jarate meter starts empty Added: Spawning and resupply do not affect the Jarate meter Changed: Base cooldown decreased from 20 to 40 seconds Info: Kills recharge 50% of the Jarate meter, while assists recharge 25% |
Gain Jarate on kills and assists towards targets not covered in Jarate Extinguishing teammates reduces cooldown by -25% Jarate meter starts empty Spawning and resupply do not affect the Jarate meter Coated enemies take mini-crits. Can be used to extinguish fires. | |
Razorback |
<Work in Progress> | <Work in Progress> | |
Darwin's Danger Shield |
<Work in Progress> | <Work in Progress> | |
Cleaner's Carbine |
<Work in Progress> | <Work in Progress> | |
Tribalman's Shiv |
<Work in Progress> | <Work in Progress> | |
Bushwacka |
<Work in Progress> | <Work in Progress> | |
Shahanshah |
<Work in Progress> | <Work in Progress> |
Spy
Spy - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
Enforcer |
<Work in Progress> | <Work in Progress> | |
Diamondback |
<Work in Progress> | <Work in Progress> | |
Your Eternal Reward |
Added: While disguised, gain additional bonuses depending on the class of the victim Removed: +33% cloak drain rate Removed: Normal disguises require (and consume) a full cloak meter Added: Wearer cannot disguise Info: When disguised as a Scout, the wearer moves +25% faster Info: When disguised as a Soldier, the wearer gains +35% bullet damage resistance Info: When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer Info: When disguised as a Demoman, the wearer gains +25% explosive damage resistance Info: When disguised as a Heavy, the wearer gains +50 max health Info: When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers Info: When disguised as a Medic, the wearer gains +3 health regenerated per second Info: When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn Info: When disguised as a Spy, the wearer gains +50% cloak regen rate |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs Cannot use the Disguise Kit | |
Conniver's Kunai |
<Work in Progress> | <Work in Progress> | |
Big Earner |
<Work in Progress> | <Work in Progress> | |
Spy-cicle |
Changed: Knife regeneration upon melting increased from 15 to 10 seconds Changed: Afterburn immunity decreased from 10 to 5 seconds Removed: Picking up ammo no longer regenerates this weaponbr> |
On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 5 seconds Backstab turns victim to ice Melts in fire and regenerates in 10 seconds | |
Dead Ringer |
<Work in Progress> | <Work in Progress> | |
Red-Tape Recorder |
Changed: Downgrade time decreased from 3.4 to 2.8 seconds Changed: Level 1 Sentry destruction time decreased from 10.7 to 9 seconds Changed: Level 1 Dispenser and Teleporter destruction time decreased from 21 to 9 seconds Changed: Mini sentry destruction time decreased from 10.5 to 8 seconds |
Reverses enemy building construction -100% sapper damage penalty |
Overhauled Weapons
Heavy
Weapon | Replaced by.. | New statistics | Explanation |
---|---|---|---|
Natascha |
<Work in Progress> | <Work in Progress> | <Work in Progress> |
Custom Weapons
Soldier Custom Weapons
Weapon | Source Link | Statistics |
---|---|---|
Freedom Staff |
Wiki Link |
No longer a multi-class weapon -50% damage from rocket jumps Kills while blast jumping instantly refill primary and secondary weapons This weapon is automatically deployed when rocket jumping and cannot be holstered until jump is complete Because there's nothing more freeing than soaring through the air like an eagle, while grasping an eagle, to club some poor sod senseless with. |
Pyro Custom Weapons
Weapon | Source Link | Statistics |
---|---|---|
Maul |
Wiki Link |
Repairs friendly buildings on hit Alt-Fire: Share some ammo with a friend (Medium Ammo Kit). Costs 100 ammo No ammo from dispensers on wearer -30% ammo from packs on wearer Repairing buildings can consume up to 25 primary ammo at once, healing for 75 health Alt-Fire has no cooldown If the Phlogistinator is equipped, repairing buildings will cost 25% Power instead If the Phlogistinator is equipped, sharing ammo will cost 100% Power instead |
Demoman Custom Weapons
Weapon | Source Link | Statistics |
---|---|---|
Bootlegger |
Wiki Link |
Grants double jump on wearer Wearer can jump while charging with a shield +10% faster move speed on wearer The double jump is identical to the Scout's double jump Jumping while charging will immediately use up the double jump charge on wearer |
Heavy Custom Weapons
Weapon | Source Link | Statistics |
---|---|---|
Ammo Rezerv |
TF2 Workshop Link |
Allows you to see ally ammo and metal No ammo from packs if the Rezerv meter is not full Use to regain up to 100% primary and secondary ammo, and reloads shotguns Alt-fire: Share some Ammo with a friend (Large Ammo Kit) Has a 30 second cooldown and takes 4.3 seconds to use Picking up ammo boxes instantly recharges the Rezerv meter to full |