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

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m (updating the team member list)
(We posted a major community update)
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{{Note|Clicking on these will start up the game and connect to the server automatically}}
 
{{Note|Clicking on these will start up the game and connect to the server automatically}}
 
[steam://connect/192.223.26.28:27015 Custom Weapons | US]<br />
 
[steam://connect/192.223.26.28:27015 Custom Weapons | US]<br />
[steam://connect/185.107.96.197:27015 Custom Weapons | EU]
+
[steam://connect/185.107.96.197:27015 Custom Weapons | EU]<br />
 +
 
 +
 
 +
 
 +
 
  
 
== List of New & Modified Weapons ==
 
== List of New & Modified Weapons ==
Line 20: Line 24:
 
-All CTF2W official servers have random critical hits turned off<br><br>
 
-All CTF2W official servers have random critical hits turned off<br><br>
 
-All CTF2W official servers use fixed bullet spread<br><br>
 
-All CTF2W official servers use fixed bullet spread<br><br>
 +
-All CTF2W official servers use consistent fall damage<br><br>
 
-Removed the 10 second teammate outlines after re-spawning<br><br>
 
-Removed the 10 second teammate outlines after re-spawning<br><br>
-Decreased melee range bonus to +33% from +37% for all swords<br><br>
+
-Bug fix: No Engineer double swing<br>
-Removed the "-100% holster speed penalty" for all swords<br><br>
+
'''NOTE''': Players won't be able to hit players twice without a delay<br><br>
 
-Bug fix: Players will now regain air strafe control after being airblasted from a Flamethrower<br>
 
-Bug fix: Players will now regain air strafe control after being airblasted from a Flamethrower<br>
 
'''NOTE''': In the vanilla game, airblasting a target will cause the targeted player to have reduced footing and air control for a short period. This condition is permanently on the player until they die or is removed after touching a resupply.<br><br>
 
'''NOTE''': In the vanilla game, airblasting a target will cause the targeted player to have reduced footing and air control for a short period. This condition is permanently on the player until they die or is removed after touching a resupply.<br><br>
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'''NOTE''': Shield impact kills will count towards this<br>
 
'''NOTE''': Shield impact kills will count towards this<br>
 
'''NOTE''': Knife-related kills will not count towards this<br><br>
 
'''NOTE''': Knife-related kills will not count towards this<br><br>
-Added "On Melee kill: Gain 10% of base health"<br>
 
'''NOTE''': This can overheal<br>
 
'''NOTE''': Shield impact kills will count towards this<br>
 
'''NOTE''': Knife-related kills will not count towards this<br>
 
'''NOTE''': Not including the Half-Zatoichi<br><br>
 
-Decreased life-steal effects to 33%<br>
 
'''NOTE''': Reduces the Concheror effect from 35%<br>
 
'''NOTE''': Reduces Mad Milk from 60%<br>
 
'''NOTE''': Any custom life-steal effect is 33% (unless otherwise specified)<br><br>
 
 
-Decreased the movement boost from speed boost effects and/or weapons<br>
 
-Decreased the movement boost from speed boost effects and/or weapons<br>
 
'''NOTE''': This mostly includes the Concheror and Disciplinary Action<br>
 
'''NOTE''': This mostly includes the Concheror and Disciplinary Action<br>
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|-
 
|-
 
|}
 
|}
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="4" class="header" | Speed Boosts - Number Changes
 
! colspan="4" class="header" | Speed Boosts - Number Changes
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<!-- SCOUT CLASS -->
 
<!-- SCOUT CLASS -->
 
| align="left" |
 
| align="left" |
-Added "(Ability) Fast Hands"<br>
+
'''NO CHANGES'''
'''NOTE''': Grants 33% faster global weapon switching on wearer
 
 
|
 
|
(Ability) Fast Hands<br>
 
 
(Ability) Double jump<br>
 
(Ability) Double jump<br>
 
(Ability) +1 capture rate on wearer
 
(Ability) +1 capture rate on wearer
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'''[[Force-A-Nature]]'''
 
'''[[Force-A-Nature]]'''
 
| align="left" |
 
| align="left" |
-Removed "+20% bullets per shot"<br><br>
+
'''NO CHANGES'''
-Removed "-10% damage penalty"<br><br>
 
-Added hidden "4% slower reload time" to match the Shortshop base reload time
 
 
|
 
|
 
{{Pro}}Applies knockback on the target and shooter<br>
 
{{Pro}}Applies knockback on the target and shooter<br>
 
{{Pro}}+50% faster firing speed<br>
 
{{Pro}}+50% faster firing speed<br>
 +
{{Pro}}+20% bullets per shot<br>
 +
{{Con}}-10% damage penalty<br>
 
{{Con}}-66% clip size<br>
 
{{Con}}-66% clip size<br>
 
{{Neutral}}The knockback that is applied on enemies is based on the damage dealt<br>
 
{{Neutral}}The knockback that is applied on enemies is based on the damage dealt<br>
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'''[[Shortstop]]'''
 
'''[[Shortstop]]'''
 
| align="left" |
 
| align="left" |
-Added "When weapon is active: +20% bonus healing from all sources"<br><br>
+
-Added "When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect"<br>
-Added "When weapon is active & while doing the objective: Gain +25% additional bonus healing"<br><br>
+
'''NOTE''': The previous version of this official stat didn't fully work with all healing sources, but now does and even more!
-Increased push force taken to +25% from +20%, but only applies "When weapon is active & while doing the objective"<br><br>
 
-Increased hidden fire rate bonus to +50% from +42%<br><br>
 
-Increased damage by 8.333%
 
 
|
 
|
{{Pro}}When weapon is active: +20% bonus healing from all sources<br>
+
{{Pro}}When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect<br>
{{Pro}}When weapon is active & while doing the objective: Gain +25% additional bonus healing<br>
+
{{Con}}When weapon is active: +20% increase in push force taken from damage and airblast<br>
{{Con}}When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast<br>
 
 
{{Neutral}}This weapon is best used at medium and/or long range<br>
 
{{Neutral}}This weapon is best used at medium and/or long range<br>
{{Neutral}}Alt-Fire: Reach out to shove an enemy<br><br>
+
{{Neutral}}ALT-FIRE: Reach out to shove an enemy<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
:'''HIDDEN EXTRA STATS'''<br>
{{Pro}}+100.08333% damage bonus<br>
+
{{Pro}}+100% damage bonus<br>
{{Pro}}+50% faster firing speed<br>
+
{{Pro}}+42% faster firing speed<br>
 
{{Pro}}40% more accurate<br>
 
{{Pro}}40% more accurate<br>
 
{{Con}}50% slower reload time<br>
 
{{Con}}50% slower reload time<br>
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| align="left" |
 
| align="left" |
 
-Removed "25% faster reload time"<br><br>
 
-Removed "25% faster reload time"<br><br>
-Reduced the damage required for Primary/Secondary/Melee to fully charge<br>
+
-Added "When Hype is used: Gain 50% faster reload time"<br><br>
 +
-Decreased the damage required for Primary/Secondary/Melee to fully charge<br>
 
'''NOTE''': This will reduce Primary damage required to 280 from 395<br>
 
'''NOTE''': This will reduce Primary damage required to 280 from 395<br>
 
'''NOTE''': This will reduce Secondary damage required to 280 from 290<br>
 
'''NOTE''': This will reduce Secondary damage required to 280 from 290<br>
'''NOTE''': This will reduce Melee damage required to 140 from 350<br><br>
+
'''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"<br><br>
 
-Added hidden "4% slower reload time" to match the Shortshop base reload time
 
 
|
 
|
 
{{Pro}}On hit any weapon: Builds Hype<br>
 
{{Pro}}On hit any weapon: Builds Hype<br>
 
{{Pro}}+50% faster firing speed<br>
 
{{Pro}}+50% faster firing speed<br>
 
{{Con}}-66% clip size<br>
 
{{Con}}-66% clip size<br>
{{Neutral}}ALT-FIRE when full: Activate Hype for multiple air jumps, full air strafe control for 8 seconds, and 50% faster reload time. When activated, user can't gain Hype.<br>
+
{{Neutral}}ALT-FIRE when full: Activate Hype for multiple air jumps and 50% faster reload time. When activated, user can't gain more Hype.<br>
 
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br>
 
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br>
 
{{Neutral}}Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype
 
{{Neutral}}Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype
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-Removed "Boost decreased on air jumps"<br><br>
 
-Removed "Boost decreased on air jumps"<br><br>
 
-Removed "-34% clip size"<br><br>
 
-Removed "-34% clip size"<br><br>
-Increased move speed penalty to -12.5% from -10%<br><br>
+
-Added "Boost decays over time" (3.33% every 1 second)<br><br>
-Added "Boost decays over time" (2% every 1 second)<br><br>
+
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"<br><br>
-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"<br><br>
 
 
-Added "-1 capture rate on wearer"<br><br>
 
-Added "-1 capture rate on wearer"<br><br>
 
-Increased damage required to fill to 200 from 100
 
-Increased damage required to fill to 200 from 100
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{{Pro}}On hit any weapon: Builds Boost that increases your move speed on wearer<br>
 
{{Pro}}On hit any weapon: Builds Boost that increases your move speed on wearer<br>
 
{{Con}}Boost is decreased when damaged and/or decays over time<br>
 
{{Con}}Boost is decreased when damaged and/or decays over time<br>
{{Con}}Boost is disabled while doing the objective<br>
+
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br>
{{Con}}12.5% slower move speed on wearer<br>
+
{{Con}}10% slower move speed on wearer<br>
 
{{Con}}-1 capture rate on wearer<br>
 
{{Con}}-1 capture rate on wearer<br>
 
{{Neutral}}Requires 200 damage dealt to fully fill Boost
 
{{Neutral}}Requires 200 damage dealt to fully fill Boost
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-Removed "Mini-crits targets when fired at their back from close range"<br><br>
 
-Removed "Mini-crits targets when fired at their back from close range"<br><br>
 
-Removed "-34% clip size"<br><br>
 
-Removed "-34% clip size"<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Removed "20% less accurate"<br><br>
 
-Removed "20% less accurate"<br><br>
 
-Added "On kill: Decreased weapon attack noise"<br><br>
 
-Added "On kill: Decreased weapon attack noise"<br><br>
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{{Con}}15% slower reload time
 
{{Con}}15% slower reload time
 
|-
 
|-
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''[[Pistol]]'''
 
| align="left" |
 
-Increased max Secondary ammo on wearer to 48 from 36
 
|
 
 
<br>
 
<br>
 
|-
 
|-
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'''[[Bonk! Atomic Punch]]'''
 
'''[[Bonk! Atomic Punch]]'''
 
| align="left" |
 
| align="left" |
-Added "+25% non-boostable move speed bonus while under effects"<br>
+
-Removed "While under the effects, all damage absorbed will slow you when the effect ends for 5 seconds (Scale from 25% at low damage to 50% at 200+ damage)"<br><br>
'''NOTE''': The user can't move faster than 500 Hu<br><br>
+
-Added "While under the effects, all damage absorbed will self Mark-for-Death the user when the effect ends" (Scales up to 8 seconds at 250+ damage absorbed)"<br><br>
-Added "This weapon deploys 300% slower"<br>
+
-Added "Gain a speed boost while under effects"<br><br>
'''NOTE''': Since Scout's switching speed is 0.333 seconds, this penalty would increase the deploy time to 1 second
+
-Added "This weapon deploys 100% slower"
 
|
 
|
{{Pro}}While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds.<br>
+
{{Pro}}While under the effects, the user becomes invulnerable and gains a speed boost for 8 seconds<br>
{{Con}}While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.<br>
+
{{Con}}While under the effects, all damage absorbed will self Mark-for-Death the user when the effect ends<br>
{{Con}}This weapon deploys 300% slower<br>
+
{{Con}}This weapon deploys 100% slower<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
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'''[[Crit-a-Cola]]'''
 
'''[[Crit-a-Cola]]'''
 
| align="left" |
 
| align="left" |
-Added "+10% faster drinking speed"<br><br>
+
-Decreased the self Marked-for-Death duration to 3 seconds from 5s
-Decreased Marked-for-Death duration to 2 seconds from 5s
 
 
|
 
|
{{Pro}}While under the effects, all damage dealt is Mini-Crits for 8 seconds.<br>
+
{{Pro}}While under the effects, all damage dealt is Mini-Crits for 5 seconds<br>
{{Pro}}+10% faster drinking speed<br>
+
{{Con}}While under the effects, making any attack causes a 3 second self Marked-for-Death debuff until the effect wears off<br>
{{Con}}While under the effects, making any attack causes a 2 second Marked-for-Death debuff until the effect wears off.<br>
 
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
Line 310: Line 288:
 
'''[[Mad Milk]]'''
 
'''[[Mad Milk]]'''
 
| align="left" |
 
| align="left" |
-Increased splash radius to 219 Hu from 200 Hu<br><br>
+
-Increased extinguishing teammate cooldown from 20% to 25%<br><br>
-Added "While doing the objective: +33% faster recharge rate"<br><br>
+
-Decreased life-steal effect to 35% from 60%
-Increased extinguishing teammate cooldown to 25% from 20%<br><br>
 
-Added "Coated enemies move 20% slower"
 
 
|
 
|
{{Pro}}Players heal 33% of the damage done to an enemy covered with milk<br>
+
{{Pro}}Players heal 35% of the damage done to an enemy covered with milk<br>
{{Pro}}While doing the objective: +33% faster recharge rate<br>
+
{{Pro}}Extinguishing teammates refunds 25% of the meter<br>
{{Pro}}Extinguishing teammates reduces cooldown by -25%<br>
 
 
{{Pro}}Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
 
{{Pro}}Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
{{Pro}}Coated enemies move 20% slower<br>
 
 
{{Neutral}}20 second recharge<br>
 
{{Neutral}}20 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
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'''[[Winger]]'''
 
'''[[Winger]]'''
 
| align="left" |
 
| align="left" |
-Removed "+15% damage bonus"<br><br>
 
 
-Added "Wearer never takes falling damage while active"<br><br>
 
-Added "Wearer never takes falling damage while active"<br><br>
-Increased jump height bonus to +30% from +25%<br><br>
+
-Increased jump height bonus to +30% from +25%
-Decreased clip size penalty to -50% from -60%<br><br>
 
-Added "-50% max Secondary ammo on wearer"<br>
 
'''NOTE''': Due to the change to Pistol(s), this weapon will have 24 reserve ammo
 
 
|
 
|
 
When weapon is active:<br>
 
When weapon is active:<br>
 
:{{Pro}}Wearer never takes falling damage<br>
 
:{{Pro}}Wearer never takes falling damage<br>
 
:{{Pro}}+30% greater jump height<br>
 
:{{Pro}}+30% greater jump height<br>
:{{Con}}-50% max Secondary ammo on wearer<br>
+
:{{Pro}}+15% damage bonus<br>
:{{Con}}-50% clip size
+
:{{Con}}-58.33% clip size
 
|-
 
|-
 
| align="center" | [[File:Backpack_Pretty_Boy's_Pocket_Pistol.png|100px]]<br>
 
| align="center" | [[File:Backpack_Pretty_Boy's_Pocket_Pistol.png|100px]]<br>
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'''[[Pretty Boy's Pocket Pistol]]'''
 
'''[[Pretty Boy's Pocket Pistol]]'''
 
| align="left" |
 
| align="left" |
-Removed "When weapon is active"<br><br>
+
-Technically removed "When weapon is active"<br><br>
 
-Removed "On hit: Gain up to +3 health"<br><br>
 
-Removed "On hit: Gain up to +3 health"<br><br>
 
-Removed "-25% clip size"<br><br>
 
-Removed "-25% clip size"<br><br>
-Added "33% of damage done is returned as health"<br><br>
+
-Added "35% of damage done is returned as health"<br><br>
 
-Added "-50% damage penalty"
 
-Added "-50% damage penalty"
 
|
 
|
{{Pro}}33% of damage done is returned as health<br>
+
{{Pro}}35% of damage done is returned as health<br>
 
{{Pro}}+15% faster firing speed<br>
 
{{Pro}}+15% faster firing speed<br>
 
{{Con}}-50% damage penalty
 
{{Con}}-50% damage penalty
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'''[[Flying Guillotine]]'''
 
'''[[Flying Guillotine]]'''
 
| align="left" |
 
| align="left" |
-Added "100% Mini-Crits vs players below 50% health"<br>
+
-Added "100% Mini-Crits vs players below 33% health"<br>
'''NOTE''': Includes Guillotine hit and bleed damage from this weapon<br><br>
+
'''NOTE''': Includes Guillotine hit and bleed damage from this weapon
-Removed "No random critical hits"
 
 
|
 
|
 
{{Pro}}On hit: Bleed for 5 seconds <br>
 
{{Pro}}On hit: Bleed for 5 seconds <br>
 
{{Pro}}Long distance hits reduce recharge time by 25%<br>
 
{{Pro}}Long distance hits reduce recharge time by 25%<br>
{{Pro}}100% Mini-Crits vs players below 50% health<br>
+
{{Pro}}100% Mini-Crits vs players below 33% health<br>
 
{{Con}}Cannot be picked up after thrown<br>
 
{{Con}}Cannot be picked up after thrown<br>
 
{{Neutral}}6 second recharge<br>
 
{{Neutral}}6 second recharge<br>
Line 376: Line 345:
 
[[File:Backpack_Unarmed_Combat.png|50px]]
 
[[File:Backpack_Unarmed_Combat.png|50px]]
 
[[File:Backpack_Batsaber.png|50px]]
 
[[File:Backpack_Batsaber.png|50px]]
 +
[[File:Backpack_Frying_Pan.png|50px]]
 +
[[File:Backpack_Golden_Frying_Pan.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Saxxy.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
 
[[File:Backpack_Conscientious_Objector.png|50px]]
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| align="left" |
 
| align="left" |
 
-Added "+20% faster firing speed"<br>
 
-Added "+20% faster firing speed"<br>
'''NOTE''': This doesn't include Frying Pan or Gold Frying Pan (For the obvious sound problem)<br>
+
'''NOTE''': NOTE: This doesn't include Frying Pan or Gold Frying Pan (For the obvious sound problem)<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Scout equips it
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Scout equips it
 
|
 
|
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'''[[Sandman]]'''
 
'''[[Sandman]]'''
 
| align="left" |
 
| align="left" |
-Decreased minimal ball damage to 10 from 15<br><br>
+
-Decreased max health penalty from -15 from -10<br><br>
-Increased maximum ball damage to 40 from 23<br><br>
+
-The ball hit no longer does damage instead of "dealing damage scaled based on distance"<br><br>
-Completely remade the slow-down system and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additionally, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down. A minimal distance ball hit applies a -66% penalty for 1 second and a maximum distance ball hit applies a -33% penalty for 7 seconds. Lastly, this slow-down can't be removed quicker by "key spamming" similar what can be done with the vanilla version.
+
-Increased slow durations to 2-8 seconds from 1-7s<br><br>
 +
-The slow effect now does a set -30% instead of scaling based on distance<br><br>
 +
-Completely remade the slow effect and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additionally, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down.
 
|
 
|
{{Pro}}Alt-Fire: Launches a ball that slows targets depending on travel time, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additionally, the damage from the ball impact increases the further it travels.<br>
+
{{Pro}}ALT-FIRE: Launches a ball that slows a target down depending on ball travel time<br>
{{Pro}}Can be picked up after thrown to instantly recharge<br>
+
{{Pro}}Baseball can be picked up after thrown to instantly recharge<br>
{{Con}}-15 max health on wearer<br>
+
{{Con}}-10 max health on wearer<br>
 
{{Neutral}}10 second recharge
 
{{Neutral}}10 second recharge
 
|-
 
|-
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'''NOTE''': Up to 150% and will not decay<br><br>
 
'''NOTE''': Up to 150% and will not decay<br><br>
 
-Added "60% slower firing speed"<br><br>
 
-Added "60% slower firing speed"<br><br>
-Added "This weapon has bonus melee range, but slower deploy time"
+
-Added "+75% melee range"<br><br>
 +
-Added "+50% melee bounds"
 
|
 
|
 +
{{Pro}}+75% melee range<br>
 +
{{Pro}}+50% melee bounds<br>
 
{{Pro}}On teammate hit: Gift your teammate with health and ammo<br>
 
{{Pro}}On teammate hit: Gift your teammate with health and ammo<br>
 
{{Pro}}On enemy hit: Gift yourself with health and ammo<br>
 
{{Pro}}On enemy hit: Gift yourself with health and ammo<br>
 
{{Con}}60% slower firing speed<br>
 
{{Con}}60% slower firing speed<br>
{{Neutral}}Gifted ammo can be overfilled<br>
+
{{Neutral}}Gifted ammo can be overfilled
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Boston_Basher.png|100px]]<br>
 
| align="center" | [[File:Backpack_Boston_Basher.png|100px]]<br>
Line 432: Line 407:
 
'''[[Boston Basher]]'''
 
'''[[Boston Basher]]'''
 
| align="left" |
 
| align="left" |
-Increased bleed duration to 6 seconds from 5s<br><br>
+
-Added "This weapon has bonus melee range, but slower deploy and holster time"
-Added "This weapon has bonus melee range, but slower deploy time"
 
 
|
 
|
{{Pro}}On hit: Bleed for 6 seconds<br>
+
{{Pro}}On hit: Bleed for 5 seconds<br>
 
{{Con}}On miss: Hit yourself. Idiot!<br>
 
{{Con}}On miss: Hit yourself. Idiot!<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
| align="center" | [[File:Backpack_Sun-on-a-Stick.png|100px]]<br>
 
| align="center" | [[File:Backpack_Sun-on-a-Stick.png|100px]]<br>
Line 444: Line 418:
 
| align="left" |
 
| align="left" |
 
-Increased direct damage penalty to -35% from -25%<br><br>
 
-Increased direct damage penalty to -35% from -25%<br><br>
-Added "Alt-Fire: Spontaneous combustion"<br>
+
-Added "ALT-FIRE: Spontaneous combustion"<br>
 
'''NOTE''': Ignites the user for 10 seconds<br>
 
'''NOTE''': Ignites the user for 10 seconds<br>
 
'''NOTE''': 20 second recharge once used<br><br>
 
'''NOTE''': 20 second recharge once used<br><br>
Line 457: Line 431:
 
{{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}}ALT-FIRE: Spontaneous Combustion<br>
 
{{Neutral}}20 second recharge once used
 
{{Neutral}}20 second recharge once used
 
|-
 
|-
Line 485: Line 459:
 
-Added "On hit with this weapon: Slams airborne targets into the ground"<br>
 
-Added "On hit with this weapon: Slams airborne targets into the ground"<br>
 
'''NOTE''': Depending how far from the ground the target is, this weapon can inflict a decent amount of falling damage to that target<br><br>
 
'''NOTE''': Depending how far from the ground the target is, this weapon can inflict a decent amount of falling damage to that target<br><br>
-Added "On kill with any weapon: +2 jumps stored"<br><br>
+
-Added "On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump."<br><br>
-Added "On assist-kill with any weapon: +1 jump stored"<br><br>
 
 
-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>
Line 493: Line 466:
 
|
 
|
 
{{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>
{{Pro}}On kill with any weapon: +2 jumps stored<br>
+
{{Pro}}On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump.<br>
{{Pro}}On assist-kill with any weapon: +1 jump stored<br>
 
 
{{Con}}Disables double jump on wearer<br>
 
{{Con}}Disables double jump on wearer<br>
 
{{Neutral}}Bonus jumps can be used even while weapon is not active
 
{{Neutral}}Bonus jumps can be used even while weapon is not active
Line 502: Line 474:
 
'''[[Wrap Assassin]]'''
 
'''[[Wrap Assassin]]'''
 
| align="left" |
 
| align="left" |
-Removed "+25% increase in recharge rate"<br><br>
+
-The ornament no longer does direct damage on impact<br><br>
-Decreased direct damage penalty to -50% from -65%<br><br>
+
-The bleeding duration scales depending on travel time (between 0.1–12 seconds) instead of the set 7.5 seconds<br><br>
-The ornament no longer does damage on impact<br><br>
 
-The bleeding duration scales depending on travel time (between 1–10 seconds) instead of the set 7.5 seconds<br><br>
 
 
-Increased the scatter radius to 73 Hu from 50 Hu<br><br>
 
-Increased the scatter radius to 73 Hu from 50 Hu<br><br>
-Added that the shatter effect will cause bleeding, but reduces the possible bleed duration by 25%<br><br>
+
-Added that the shatter effect will cause bleeding, but reduces the possible bleed duration by 66%
-Added "On hit bleeding player with Melee: Causes an explosion (146 Hu) to make nearby enemies bleed for 5 seconds"<br><br>
 
-Added "+100% max misc ammo on wearer"
 
 
|
 
|
{{Pro}}Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds<br>
+
{{Pro}}ALT-FIRE: Launches a festive ornament that causes bleeding depending on travel time<br>
{{Pro}}On hit bleeding player with Melee: Causes an explosion to make nearby enemies bleed for 5 seconds<br>
+
{{Pro}}+25% increase in recharge rate<br>
{{Pro}}+100% max misc ammo on wearer<br>
+
{{Con}}On non-direct hits with the ornament: Reduces the possible bleed duration<br>
{{Con}}On non-direct hits with the ornament: Reduces the possible bleed duration by 25%<br>
+
{{Con}}-65% direct damage penalty<br>
{{Con}}-50% direct damage penalty<br>
+
{{Neutral}}8 second recharge
{{Neutral}}10 second recharge
 
 
|-
 
|-
 
|}
 
|}
Line 529: Line 496:
 
<!-- SOLDIER CLASS -->
 
<!-- SOLDIER CLASS -->
 
| align="left" |
 
| align="left" |
-Added "(Ability) SHOCK & AWE"<br>
+
'''NO CHANGES'''
'''NOTE''': User performs an earthquake after landing an explosive jump to damage nearby enemies requiring line of sight<br>
 
'''NOTE''': Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no damage cap, plus no damage falloff.
 
 
|
 
|
(Ability) SHOCK & AWE
+
'''NO CHANGES'''
 
|-
 
|-
 
|}
 
|}
Line 544: Line 509:
 
| align="left" |
 
| align="left" |
 
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"<br>
 
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"<br>
'''NOTE''': This will pull from your reserve ammo, so this won't be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike).<br><br>
+
'''NOTE''': This will pull from the reserve ammo, so it won’t be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike).
-Increased damage required to fill to 650 from 600<br>
 
'''NOTE''': The Concheror was increased to 650 from 480
 
 
|-
 
|-
 
|}
 
|}
Line 569: Line 532:
 
| align="left" |
 
| align="left" |
 
-Removed "+25% damage bonus"<br><br>
 
-Removed "+25% damage bonus"<br><br>
-Added "+25% damage vs players"<br><br>
+
-Added "+25% damage vs players"
-Decreased explosion radius penalty to -66% from -70%
 
 
|
 
|
 
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 
{{Pro}}+25% damage vs players<br>
 
{{Pro}}+25% damage vs players<br>
 
{{Pro}}+80% projectile speed<br>
 
{{Pro}}+80% projectile speed<br>
{{Con}}-66% explosion radius
+
{{Con}}-70% explosion radius
 
|-
 
|-
 
| align="center" | [[File:Backpack_Black_Box.png|100px]]<br>
 
| align="center" | [[File:Backpack_Black_Box.png|100px]]<br>
Line 581: Line 543:
 
'''[[Black Box]]'''
 
'''[[Black Box]]'''
 
| align="left" |
 
| align="left" |
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped<br><br>
+
-Updated the "On hit: Gain HP per attack" with a more accurate system<br><br>
-Removed vanilla "On hit: Gain up to 20 HP per attack" and added newly coded version
+
-Increased health gained per attack to 25 from 20<br><br>
 +
-Added "On direct hit" to reward accurate hits<br><br>
 +
-Added "-25% healing gained from every healing source or weapon effect on wearer"
 
|
 
|
When a banner is equipped:<br>
+
{{Pro}}On hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack<br>
:{{Pro}}+40% projectile speed<br>
+
{{Pro}}On direct hit: Recover 0.25 HP per 0.56 damage dealt with a max of 25 health per attack<br>
:{{Pro}}-25% blast damage from rocket jumps<br>
+
{{Con}}-25% healing gained from every healing source or weapon effect on wearer<br>
:{{Con}}-25% clip size<br>
+
{{Con}}-25% clip size
<br>
 
When a banner is not equipped:<br>
 
:{{Pro}}On hit: Recover 1 HP per 4.48 damage dealt with a max of 25 health per attack<br>
 
:{{Pro}}On direct hit: Recover 1 HP per 2.24 damage dealt with a max of 50 health per attack<br>
 
:{{Con}}-25% clip size
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br>
 
| align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br>
Line 599: Line 558:
 
| align="left" |
 
| align="left" |
 
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"<br><br>
 
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"<br><br>
-Added "+50% clip size bonus"<br><br>
 
-Decreased bonus Primary ammo to +100% from +200%<br><br>
 
-Removed "No random critical hits"<br><br>
 
 
-Added "Allowed in Medieval mode"
 
-Added "Allowed in Medieval mode"
 
|
 
|
 
{{Pro}}On kill with any weapon: All equipped weapons are automatically fully reloaded<br>
 
{{Pro}}On kill with any weapon: All equipped weapons are automatically fully reloaded<br>
{{Pro}}+50% clip size bonus<br>
+
{{Pro}}+200% max Primary ammo on wearer<br>
{{Pro}}+100% max Primary ammo on wearer<br>
 
 
{{Pro}}No self inflicted blast damage taken<br>
 
{{Pro}}No self inflicted blast damage taken<br>
 
{{Con}}-100% damage penalty<br>
 
{{Con}}-100% damage penalty<br>
Line 616: Line 571:
 
'''[[Liberty Launcher]]'''
 
'''[[Liberty Launcher]]'''
 
| align="left" |
 
| align="left" |
-Decreased clip size to -25% from +25%<br><br>
+
-Decreased damage penalty to -20% from -25%<br><br>
-Removed "+40% projectile speed"<br><br>
+
-Added "Increased push force against enemy players and the user"
-Removed "-25% blast damage from rocket jumps"<br><br>
 
-Removed "-25% damage penalty"<br><br>
 
-Added "Direct hits deal 90 damage at any range"<br>
 
'''NOTE''': Splash damage is unaffected<br><br>
 
-Added "No damage rampup"
 
 
|
 
|
{{Pro}}Direct hits deal 90 damage at any range<br>
+
{{Pro}}Increased push force against enemy players and the user<br>
{{Con}}No damage rampup<br>
+
{{Pro}}-25% blast damage from rocket jumps<br>
{{Con}}-25% clip size
+
{{Pro}}+40% projectile speed<br>
 +
{{Pro}}+25% clip size<br>
 +
{{Con}}-20% damage penalty
 
|-
 
|-
 
| align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br>
 
| align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br>
Line 633: Line 585:
 
| align="left" |
 
| align="left" |
 
-Decreased charged shot move speed penalty to -50% from -66%<br><br>
 
-Decreased charged shot move speed penalty to -50% from -66%<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Removed the Mini-Crit shot and afterburn damage from the ALT-FIRE effect<br><br>
 
-Removed the Mini-Crit shot and afterburn damage from the ALT-FIRE effect<br><br>
 
-Added "Black Hole Rockets" as part of the ALT-FIRE effect<br>
 
-Added "Black Hole Rockets" as part of the ALT-FIRE effect<br>
Line 641: Line 592:
 
'''NOTE''': An enemy that moves faster than 295 Hu can (or more easily) escape the suction<br>
 
'''NOTE''': An enemy that moves faster than 295 Hu can (or more easily) escape the suction<br>
 
'''NOTE''': Quick-Fix UberCharge is immune to the suction<br>
 
'''NOTE''': Quick-Fix UberCharge is immune to the suction<br>
'''NOTE''': The suction radius is 182.5 Hu<br>
+
'''NOTE''': The suction radius is 182.5 Hu and the "disable enemy buildings" radius is 109.5 Hu<br><br>
'''NOTE''': The "disable enemy buildings" radius is 109.5 Hu<br><br>
 
 
-Added "30% slower reload time"
 
-Added "30% slower reload time"
 
|
 
|
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}Does not require ammo<br>
{{Pro}}Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additionally, any enemy buildings near the center will be disabled for 4 seconds.<br>
+
{{Pro}}ALT-FIRE: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additionally, any enemy buildings near the center will be disabled for 4 seconds.<br>
 
{{Con}}30% slower reload time<br>
 
{{Con}}30% slower reload time<br>
 
{{Con}}Deals only 20% damage to buildings<br>
 
{{Con}}Deals only 20% damage to buildings<br>
Line 676: Line 626:
 
'''[[Air Strike]]'''
 
'''[[Air Strike]]'''
 
| align="left" |
 
| align="left" |
-Decreased faster firing speed while explosive jumping to +60% from +65%<br><br>
+
-Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon"<br><br>
-Removed "-15% blast damage from explosive jumps"<br><br>
 
 
-Removed "-10% explosive radius"<br><br>
 
-Removed "-10% explosive radius"<br><br>
-Increased damage penalty to -20% from -15%<br><br>
+
-Added "33% faster reload time while explosive jumping"
-Added "-20% blast damage to self from this weapon"<br><br>
 
-Added "30% faster reload time while explosive jumping"
 
 
|
 
|
{{Pro}}-20% blast damage to self from this weapon<br>
+
{{Pro}}-15% blast damage to self from this weapon<br>
{{Pro}}+60% faster firing speed and 30% faster reload time while explosive jumping<br>
+
{{Pro}}+66% faster firing speed and 33% faster reload time while explosive jumping<br>
 
{{Pro}}Clip size increased on kill (up to 4)<br>
 
{{Pro}}Clip size increased on kill (up to 4)<br>
{{Con}}-20% damage penalty<br>
+
{{Con}}-15% damage penalty<br>
 
{{Con}}-20% explosion radius while explosive jumping
 
{{Con}}-20% explosion radius while explosive jumping
 
|-
 
|-
Line 702: Line 649:
 
| align="left" |
 
| align="left" |
 
-See additional changes in "Soldier - Banner Changes" tab<br><br>
 
-See additional changes in "Soldier - Banner Changes" tab<br><br>
-Added "+10% faster firing speed and 5% faster reload time for your Primary"<br><br>
+
-Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"<br><br>
-Added "Grants player and nearby teammates 10 seconds of the Precision Mannpower powerup while under the effects"
+
-Added "On wearer: +15% faster firing speed for all weapons"
 +
 
 
|
 
|
{{Pro}}+10% faster firing speed and 5% faster reload time for your Primary<br>
+
{{Pro}}On wearer: +15% faster firing speed for all weapons<br>
{{Pro}}Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and the Precision Mannpower powerup<br>
+
{{Pro}}Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance<br>
{{Neutral}}Requires 650 damage dealt to charge<br>
+
{{Neutral}}Requires 600 damage dealt to charge<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 714: Line 662:
 
'''[[Gunboats]]'''
 
'''[[Gunboats]]'''
 
| align="left" |
 
| align="left" |
-Decreased blast damage from explosive jumps to -50% from -60%<br><br>
+
'''NO CHANGES'''
-Added "-10% blast damage to self on wearer"
 
 
|
 
|
{{Pro}}-50% blast damage from explosive jumps<br>
+
{{Pro}}-60% blast damage from explosive jumps<br>
{{Pro}}-10% blast damage to self on wearer<br>
 
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 733: Line 679:
 
{{Pro}}+30 max health on wearer<br>
 
{{Pro}}+30 max health on wearer<br>
 
{{Pro}}Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)<br>
 
{{Pro}}Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)<br>
{{Neutral}}Requires 650 damage dealt to charge<br>
+
{{Neutral}}Requires 600 damage dealt to charge<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
|-
Line 741: Line 687:
 
| align="left" |
 
| align="left" |
 
-See additional changes in "Soldier - Banner Changes" tab<br><br>
 
-See additional changes in "Soldier - Banner Changes" tab<br><br>
 +
-Increased banner cost to 600 from 480<br><br>
 
-Increased health regen to +8 from +4
 
-Increased health regen to +8 from +4
 
|
 
|
 
{{Pro}}Up to +8 health regenerated per second on wearer<br>
 
{{Pro}}Up to +8 health regenerated per second on wearer<br>
{{Pro}}Once used, grants player and nearby teammates 10 seconds a speed boost and 33% life-steal<br>
+
{{Pro}}Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal<br>
{{Neutral}}Requires 650 damage dealt to charge<br>
+
{{Neutral}}Requires 600 damage dealt to charge<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 752: Line 699:
 
'''[[Mantreads]]'''
 
'''[[Mantreads]]'''
 
| align="left" |
 
| align="left" |
-Added "Immunity from movement-impairing effects on wearer"<br>
+
-Increased stomping damage (aka the Goomba) multiplier to x3.5 from x3<br><br>
'''NOTE''': This includes custom weapons..... Ice Breaker's move speed reduction<br>
 
'''NOTE''': This includes official weapons..... Natascha's slow-down, Sandman's slow-down, Default Syringe Gun's slow-down, Cow Mangler's Black-Hole Suction, Mad Milk's slow-down, Liberty Launcher rockets' "momentum canceling", and Sentry Rockets' "momentum canceling"<br>
 
'''NOTE''': If a player is directly hit with a Sentry Rocket or a rocket from the Liberty Launcher, that user's momentum won't be canceled, but the "+60% larger explosion radius" from "Rocket Specialist" will still trigger<br><br>
 
-Increased stomping damage (aka the Goomba) multiplier to x4 from x3<br><br>
 
 
-Stomping damage (aka the Goomba) can now benefit from life-steal effects<br><br>
 
-Stomping damage (aka the Goomba) can now benefit from life-steal effects<br><br>
 
-Stomping damage (aka the Goomba) can now be Mini-Crit boosted<br><br>
 
-Stomping damage (aka the Goomba) can now be Mini-Crit boosted<br><br>
-Added "Disables the SHOCK & AWE Class Ability"
+
-Added "+20% increased rocket jump height on wearer"
 
|
 
|
{{Pro}}Immunity from movement-impairing effects on wearer<br>
 
 
{{Pro}}-75% reduction in push force taken from damage, airblasts, and knockback effects<br>
 
{{Pro}}-75% reduction in push force taken from damage, airblasts, and knockback effects<br>
 
{{Pro}}200% increased air strafe control when explosive jumping<br>
 
{{Pro}}200% increased air strafe control when explosive jumping<br>
{{Pro}}Deals 4x falling damage to the player you land on<br>
+
{{Pro}}Deals 3.5x falling damage to the player you land on<br>
{{Con}}Disables the "SHOCK & AWE" Class Ability<br>
+
{{Pro}}+20% increased rocket jump height on wearer<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 816: Line 758:
 
'''[[Equalizer]]'''
 
'''[[Equalizer]]'''
 
| align="left" |
 
| align="left" |
-Removed "Damage increases as the user becomes injured"<br><br>
 
 
-Removed "-90% less healing from Medic sources"<br><br>
 
-Removed "-90% less healing from Medic sources"<br><br>
 
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"<br><br>
 
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"<br><br>
Line 823: Line 764:
 
-Added "On wearer: -20% base healing given and/or gained from every healing source or weapon effect"
 
-Added "On wearer: -20% base healing given and/or gained from every healing source or weapon effect"
 
|
 
|
{{Pro}}If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill<br>
+
{{Pro}}Damage increases as the user becomes injured<br>
 +
{{Pro}}If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill<br>
 
{{Pro}}When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)<br>
 
{{Pro}}When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)<br>
 
{{Con}}On wearer: -20% base healing given and/or gained from every healing source or weapon effect
 
{{Con}}On wearer: -20% base healing given and/or gained from every healing source or weapon effect
Line 832: Line 774:
 
| align="left" |
 
| align="left" |
 
-Flipped the speed boost duration for the user and ally<br><br>
 
-Flipped the speed boost duration for the user and ally<br><br>
-Decreased melee range multiplier to +66% from +70%<br>
+
-Increased the hidden melee range multiplier from +70% to +75%<br><br>
'''NOTE''': This makes it x2 range when compared to swords. Additionally, this removes the ability to hit enemy while having your back towards them.<br><br>
+
-Decreased the hidden melee bounds multiplier from +55% to +50%<br><br>
-Removed hidden "+55% melee bounds multiplier"<br><br>
+
-Added "On kill with any weapon: +2 stacks. Assist-kills grant +1 stack."<br><br>
-Removed "-25% damage penalty"<br><br>
+
-Added "ALT-FIRE while active: Consume 1 stack (up to 8) to gain a 3 second speed boost"
-Added "On kill with any weapon: +2 stacks"<br><br>
 
-Added "On assist-kill with any weapon: +1 stack"<br><br>
 
-Added "ALT-FIRE while active: Use 1 stack (up to 35) to gain a 4 second speed boost"<br>
 
'''NOTE''': User can switch away and keep the speed boost<br><br>
 
-Added "-20 max health on wearer"
 
 
|
 
|
 +
{{Pro}}+75% melee range<br>
 +
{{Pro}}+50% melee bounds<br>
 
{{Pro}}On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds<br>
 
{{Pro}}On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds<br>
{{Pro}}On kill with any weapon: +2 stacks<br>
+
{{Pro}}On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br>
{{Pro}}On assist-kill with any weapon: +1 stack<br>
+
{{Con}}-25% damage penalty<br>
{{Pro}}+66% melee range<br>
+
{{Neutral}}ALT-FIRE: Consume 3 stack to gain a speed boost
{{Con}}-20 max health on wearer<br>
 
{{Neutral}}ALT-FIRE: Use 1 stack to gain a 4 second speed boost
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Market_Gardener.png|100px]]<br>
 
| align="center" | [[File:Backpack_Market_Gardener.png|100px]]<br>
Line 853: Line 790:
 
'''[[Market Gardener]]'''
 
'''[[Market Gardener]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
+
'''NO CHANGES'''
-Increased fire rate penalty to -25% from -20%<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time"
 
 
|
 
|
 
{{Pro}}Deals crits while the wielder is explosive jumping<br>
 
{{Pro}}Deals crits while the wielder is explosive jumping<br>
{{Con}}25% slower firing speed<br>
+
{{Con}}20% slower firing speed
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Escape_Plan.png|100px]]<br>
 
| align="center" | [[File:Backpack_Escape_Plan.png|100px]]<br>
Line 869: Line 803:
 
-Removed "-90% less healing from Medic sources"<br><br>
 
-Removed "-90% less healing from Medic sources"<br><br>
 
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"<br><br>
 
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"<br><br>
-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"<br><br>
 
 
-Added "40% damage vulnerability while active"<br><br>
 
-Added "40% damage vulnerability while active"<br><br>
 
-Added "-20% damage penalty"
 
-Added "-20% damage penalty"
 
|
 
|
{{Pro}}If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill<br>
+
When weapon is active:<br>
{{Pro}}Move speed, deploy speed, and holster speed increases as the user becomes injured<br>
+
:{{Pro}}If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill<br>
{{Con}}40% damage vulnerability while active<br>
+
:{{Pro}}Move speed increases as the user becomes injured<br>
{{Con}}-20% damage penalty
+
:{{Con}}40% damage vulnerability on wearer<br>
 +
:{{Con}}-20% damage penalty
 
|-
 
|-
 
|}
 
|}
Line 891: Line 825:
 
-Added "(Ability) Pyrotechnics"<br>
 
-Added "(Ability) Pyrotechnics"<br>
 
'''NOTE''': 50% faster debuff timers on wearer<br><br>
 
'''NOTE''': 50% faster debuff timers on wearer<br><br>
-Added "+10% faster firing speed" to all Flare Guns<br><br>
+
-Added "+10% faster firing speed" to all Flare Guns
-Airblasting a Grenade will now reset its timer<br><br>
 
-Added "-80% blast damage from reflected explosives" to all Primaries<br><br>
 
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
 
 
|
 
|
(Ability) Pyrotechnics<br>
+
(Ability) Pyrotechnics
 
|-
 
|-
 
|}
 
|}
Line 910: Line 841:
 
'''[[Flame Thrower]]'''
 
'''[[Flame Thrower]]'''
 
| align="left" |
 
| align="left" |
-See additional changes in "Pyro - Class Changes" tab
+
-Added "-80% blast damage from reflected explosives" to all Primaries<br><br>
 +
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries<br><br>
 +
-All Primaries will now reset the timer from airblasted grenades
 
|
 
|
{{Pro}}Extinguishing teammates restores 20 health
+
{{Pro}}Extinguishing teammates restores 20 health<br>
 +
{{Pro}}-80% blast damage from reflected explosives<br>
 +
{{Pro}}While being hit from a Flame Thrower: -50% health received from all healing sources<br>
 +
{{Neutral}}ALT-FIRE: Release a blast of air that pushes enemies and projectiles and extinguish teammates that are on fire
 +
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Backburner.png|100px]]<br>
 
| align="center" | [[File:Backpack_Backburner.png|100px]]<br>
Line 918: Line 855:
 
'''[[Backburner]]'''
 
'''[[Backburner]]'''
 
| align="left" |
 
| align="left" |
 +
-Decreased airblast cost to +100% from +150%<br><br>
 
-Removed "100% critical hits from behind"<br><br>
 
-Removed "100% critical hits from behind"<br><br>
-Removed "+150% airblast cost"<br><br>
+
-Added "+100% direct & afterburn damage bonus from behind"
-Removed "No random critical hits"<br><br>
 
-Added "From behind: +100% direct & afterburn damage bonus"<br><br>
 
-Added "From the front: -20% direct & -75% afterburn damage penalty"<br>
 
 
|
 
|
{{Pro}}Extinguishing teammates restores 20 health<br>
+
{{Pro}}+100% direct & afterburn damage bonus from behind<br>
{{Pro}}From behind: +100% direct & afterburn damage bonus<br>
+
{{Con}}+100% airblast cost
{{Con}}From the front: -20% direct & -75% afterburn damage penalty
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Degreaser.png|100px]]<br>
 
| align="center" | [[File:Backpack_Degreaser.png|100px]]<br>
Line 938: Line 872:
 
-Added "-10% direct damage penalty"<br>
 
-Added "-10% direct damage penalty"<br>
 
|
 
|
{{Pro}}Extinguishing teammates restores 20 health<br>
 
 
{{Pro}}This weapon deploys 60% faster and holsters 30% faster<br>
 
{{Pro}}This weapon deploys 60% faster and holsters 30% faster<br>
 
{{Pro}}+25% faster primary recovery after airblasting<br>
 
{{Pro}}+25% faster primary recovery after airblasting<br>
 
{{Pro}}Reflected projectiles ignites enemies for 10 seconds<br>
 
{{Pro}}Reflected projectiles ignites enemies for 10 seconds<br>
 
{{Con}}Reflected projectiles do normal damage instead of mini-crit<br>
 
{{Con}}Reflected projectiles do normal damage instead of mini-crit<br>
{{Con}}-75% afterburn damage penalty<br>
+
{{Con}}-66% afterburn damage penalty<br>
 
{{Con}}-10% direct damage penalty
 
{{Con}}-10% direct damage penalty
 
|-
 
|-
Line 950: Line 883:
 
'''[[Phlogistinator]]'''
 
'''[[Phlogistinator]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
+
'''NO CHANGES'''
-Removed "No airblast"<br><br>
 
-Removed the crits during MMMMPH<br><br>
 
-Changed that "On kill with any weapon (20%), assist-kill with any weapon (10%), reflecting projectiles (10%), extinguishing teammates (5%), and/or naturally builds up over 60 seconds" will add to the MMMMPH meter instead of any fire damage dealt<br><br>
 
-Added "Able to gain MMMMPH while draining, but at -50% rate"<br><br>
 
-Increased duration to 15 seconds from 10s<br><br>
 
-Added "Activate when full to completely refill health and gain enhanced healing"<br>
 
'''NOTE''': Enhanced healing increases any healing given and/or gained from any possible healing source or weapon effect by 50%, up to 20 HP/s self passive healing, and all afterburn damage dealt from any weapon is restored as health<br><br>
 
-Added "Does not require ammo"<br><br>
 
-Added "Overheating Mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"<br><br>
 
-Added "Extinguishing teammates doesn't restore health"<br><br>
 
-Added "Cannot airblast enemies"<br><br>
 
-Added new sound and visual when MMMMPH is activated<br><br>
 
-Added new visual when MMMMPH is in use<br><br>
 
-Added "-100% maximum overheal on wearer"<br><br>
 
-MMMMPH is now triggered with Taunt, Reload, and/or Special-Attack. Alt-Fire no longer triggers it.
 
 
|
 
|
{{Pro}}Does not require ammo<br>
+
{{Pro}}Build MMMMPH by dealing fire damage<br>
{{Pro}}On kill/assist-kill with any weapon, reflecting projectiles, extinguishing teammates, and/or naturally builds up adds to the MMMMPH meter<br>
+
{{Pro}}Activate when full to gain crit for several seconds<br>
{{Pro}}Activate when full to completely refill health and gain enhanced healing for 15 seconds<br>
+
{{Con}}No airblast<br>
{{Con}}Overheating Mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast<br>
+
{{Neutral}}While MMMMPH taunting: Gain invulnerable and full knockback resistance
{{Con}}Extinguishing teammates doesn't restore health<br>
 
{{Con}}-100% maximum overheal on wearer<br>
 
{{Con}}Cannot airblast enemies<br>
 
{{Neutral}}Enhanced healing increases any healing given and/or gained from any possible healing source or weapon effect by 50%, up to 20 HP/s self passive healing, and all afterburn damage dealt from any weapon is restored as health<br>
 
{{Neutral}}While MMMMPH taunting: Gain invulnerable and full knockback resistance<br>
 
{{Neutral}}Able to gain MMMMPH while draining, but at -50% rate
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Dragon's_Fury.png|100px]]<br>
 
| align="center" | [[File:Backpack_Dragon's_Fury.png|100px]]<br>
Line 982: Line 894:
 
'''[[Dragon's Fury]]'''
 
'''[[Dragon's Fury]]'''
 
| align="left" |
 
| align="left" |
-Increased Primary ammo penalty to -85% from -80%<br><br>
+
-Increased hidden Primary ammo penalty to -85% from -80%<br><br>
-Increased airblast cost bonus to -85% from -75%<br><br>
+
-Increased hidden airblast cost bonus to -85% from -75%<br><br>
-Increased extinguishing teammates to 30 health from 20<br><br>
+
-Added "Extinguishing teammates restores additional +10 health"<br><br>
 
-Increased max distance for projectile to 525 Hu from 450.94 Hu<br>
 
-Increased max distance for projectile to 525 Hu from 450.94 Hu<br>
 
'''NOTE''': In the vanilla game, this weapon has around +28.84% longer range when compared to any other Flame Thrower and this increases to +50% range.<br><br>
 
'''NOTE''': In the vanilla game, this weapon has around +28.84% longer range when compared to any other Flame Thrower and this increases to +50% range.<br><br>
 
-Added "+33% airblast push force"
 
-Added "+33% airblast push force"
 
|
 
|
{{Pro}}Extinguishing teammates restores 30 health<br>
+
{{Pro}}Extinguishing teammates restores additional +10 health<br>
 
{{Pro}}Deals 300% damage to burning players<br>
 
{{Pro}}Deals 300% damage to burning players<br>
 
{{Pro}}+50% repressurization rate on hit<br>
 
{{Pro}}+50% repressurization rate on hit<br>
 
{{Pro}}+33% airblast push force<br>
 
{{Pro}}+33% airblast push force<br>
 
{{Pro}}-85% airblast cost<br>
 
{{Pro}}-85% airblast cost<br>
{{Con}}-50% repressurization rate on Alt-Fire<br>
+
{{Con}}-50% repressurization rate on ALT-FIRE<br>
 
{{Con}}-85% max Primary ammo on wearer<br>
 
{{Con}}-85% max Primary ammo on wearer<br>
 
{{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br>
 
{{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br>
{{Neutral}}Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additionally extinguishes teammates that are on fire
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
Line 1,021: Line 932:
 
'''[[Detonator]]'''
 
'''[[Detonator]]'''
 
| align="left" |
 
| align="left" |
-Increased detonated radius to 146 Hu from 100 Hu<br><br>
 
 
-Removed "-25% damage penalty"<br><br>
 
-Removed "-25% damage penalty"<br><br>
-Removed "+50% damage to self"<br><br>
+
-Decreased damage to self to +25% from +50%<br><br>
-Increased flare jump height by 10%<br><br>
+
-Increased flare jump height by 10%
-Added "-25% max Secondary ammo on wearer"<br><br>
 
-Fixed the 3rd person world model of the Flare model
 
 
|
 
|
 
{{Pro}}100% mini-crits vs burning players<br>
 
{{Pro}}100% mini-crits vs burning players<br>
 
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}User can flare jump<br>
 
{{Pro}}User can flare jump<br>
{{Con}}-25% max Secondary ammo on wearer<br>
+
{{Con}}+25% damage to self<br>
{{Neutral}}Alt-Fire: Detonate flare<br>
+
{{Neutral}}ALT-FIRE: Detonate flare<br>
 
{{Neutral}}This weapon will reload automatically when not active
 
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
|-
Line 1,040: Line 948:
 
| align="left" |
 
| align="left" |
 
-Removed "+50% projectile speed"<br><br>
 
-Removed "+50% projectile speed"<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning<br>
 
-Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning<br>
 
'''NOTE''': There is no max duration<br><br>
 
'''NOTE''': There is no max duration<br><br>
 
-Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"<br>
 
-Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"<br>
'''NOTE''': Cleaning teammates grants special Mark-For-Death shots<br><br>
+
'''NOTE''': Cleaning teammates grants special Mark-for-Death shots<br><br>
 
-Added "Projectile cannot be deflected and can extinguish teammates"<br><br>
 
-Added "Projectile cannot be deflected and can extinguish teammates"<br><br>
 
-Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"<br>
 
-Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"<br>
Line 1,063: Line 970:
 
-Removed ability to flare jump and self damage from flare<br><br>
 
-Removed ability to flare jump and self damage from flare<br><br>
 
-Decreased flare radius to 73 Hu from 110 Hu<br><br>
 
-Decreased flare radius to 73 Hu from 110 Hu<br><br>
-Added "-45% projectile speed"
+
-Added "-25% projectile speed"
 
|
 
|
 
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.<br>
 
{{Pro}}Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.<br>
{{Con}}-45% projectile speed<br>
+
{{Con}}-25% projectile speed<br>
 
{{Neutral}}This weapon will reload automatically when not active
 
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
|-
Line 1,083: Line 990:
 
-Decreased locked hostler speed to 0.75 seconds from 0.8s<br><br>
 
-Decreased locked hostler speed to 0.75 seconds from 0.8s<br><br>
 
-Added "Wearer never takes falling damage"<br><br>
 
-Added "Wearer never takes falling damage"<br><br>
-Added "Extinguish nearby teammates (146 Hu) when you launch to restore 30 health to the Pyro"<br><br>
+
-Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"<br><br>
-Added "Ignite nearby enemies (146 Hu) for 10 seconds when you launch"<br><br>
+
-Added "Ignite nearby enemies for 10 seconds when you launch"<br><br>
 
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"<br><br>
 
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"<br><br>
 
-Added "The user can re-launch while airborne"
 
-Added "The user can re-launch while airborne"
Line 1,101: Line 1,008:
 
'''[[Gas Passer]]'''
 
'''[[Gas Passer]]'''
 
| align="left" |
 
| align="left" |
-Decreased splash radius to 146 Hu from 200 Hu<br>
+
-Changed the afterburn to be based on 4% of the enemy’s max health instead of normal afterburn damage<br><br>
'''NOTE''': In the vanilla game, there is a hidden mechanic of the explosion radius. If there's an enemy near the edge of the default radius, then the total explosion radius will double in size.<br><br>
+
-The meter no longer recharges over time and only from damage dealt<br><br>
-Removed the afterburn caused from the Gasoline effect<br><br>
 
-This will no longer recharge over time, but only with any damage dealt<br><br>
 
 
-Decreased damage to fill to 300 from 750<br><br>
 
-Decreased damage to fill to 300 from 750<br><br>
-Added "While doing the objective: +100% bonus recharge from damage dealt"<br><br>
+
-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"
-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"<br><br>
 
-Added "Gasoline now causes an explosion (20 damage) when the target is damaged"<br><br>
 
-Added "Gas-covered enemies cannot switch weapons by any means"
 
 
|
 
|
{{Pro}}Meter builds with any damage done<br>
+
{{Pro}}Gas meter builds with any damage done<br>
{{Pro}}While doing the objective: +100% bonus recharge from damage dealt<br>
 
 
{{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
 
{{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
 
{{Pro}}Extinguishing teammates or yourself restores 40 health to the Pyro<br>
 
{{Pro}}Extinguishing teammates or yourself restores 40 health to the Pyro<br>
{{Con}}Spawning and resupply do not affect the meter<br>
+
{{Con}}Spawning and resupply do not affect the Gas meter<br>
{{Con}}Meter starts empty<br>
+
{{Con}}Gas meter starts empty<br>
{{Neutral}}Creates a horrific visible gas that coats enemies with an explosive material, which explodes when the target is damaged. Additionally, Gas-covered enemies cannot switch weapons by any means.<br>
+
{{Con}}Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros!)<br>
{{Neutral}}Allowed in Medieval mode<br>
+
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
 
| align="center" |
 
| align="center" |
Line 1,137: Line 1,038:
 
'''Any base melee weapon, including reskins'''
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
| align="left" |
-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*"<br>
+
-Added "+50% max Primary ammo on wearer<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Pyro equips it
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Pyro equips it
 
|
 
|
{{Pro}}+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*
+
{{Pro}}+50% max Primary ammo on wearer
 
|-
 
|-
 
| align="center" | [[File:Backpack_Axtinguisher.png|100px]]<br>
 
| align="center" | [[File:Backpack_Axtinguisher.png|100px]]<br>
Line 1,147: Line 1,048:
 
| align="left" |
 
| align="left" |
 
-Removed "Killing blows on burning players grants a speed boost"<br><br>
 
-Removed "Killing blows on burning players grants a speed boost"<br><br>
-Removed "This weapon holsters 35% slower"<br><br>
+
-Removed "This weapon holsters 35% slower"
-Removed "No random critical hits"<br>
 
 
|
 
|
 
{{Pro}}100% Mini-Crits vs burning players<br>
 
{{Pro}}100% Mini-Crits vs burning players<br>
Line 1,160: Line 1,060:
 
| align="left" |
 
| align="left" |
 
-Increased bonus damage vs buildings to +150% from +100%<br><br>
 
-Increased bonus damage vs buildings to +150% from +100%<br><br>
-Removed "-25% damage vs players"<br><br>
+
-Added "While active: Gain immunity to push force taken from damage"
-Added "When weapon is active"<br><br>
 
-Added "Immune to Sentry knockback and Sentry Rocket's stun"<br><br>
 
-Added "+50% Sentry Bullet damage resistance"<br><br>
 
-Added "+33% damage taken from all sources, except for Sentry Rocket damage"
 
 
|
 
|
When weapon is active:<br>
+
{{Pro}}While active: Gain immunity to push force taken from damage<br>
:{{Pro}}Damage removes Sappers<br>
+
{{Pro}}Damage removes Sappers<br>
:{{Pro}}+150% damage vs buildings<br>
+
{{Pro}}+150% damage vs buildings<br>
:{{Pro}}Immune to Sentry knockback and Sentry Rocket's stun<br>
+
{{Con}}-25% damage vs players
:{{Pro}}+50% Sentry Bullet damage resistance<br>
 
:{{Con}}+33% damage taken from all sources, except for Sentry Rocket damage
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Powerjack.png|100px]]<br>
 
| align="center" | [[File:Backpack_Powerjack.png|100px]]<br>
Line 1,178: Line 1,072:
 
| align="left" |
 
| align="left" |
 
-Removed "+25 health restored on kill"<br><br>
 
-Removed "+25 health restored on kill"<br><br>
-Added "-10% slower move speed on wearer"<br><br>
+
-Added "-20% ammo from pickups, Dispensers, and/or Payload carts on wearer"<br><br>
-Increased move speed bonus while active to +30% from +15%<br><br>
 
 
-Added "Killing blows on burning players grants a speed boost"
 
-Added "Killing blows on burning players grants a speed boost"
 
|
 
|
 
{{Pro}}Killing blows on burning players grants a speed boost<br>
 
{{Pro}}Killing blows on burning players grants a speed boost<br>
{{Pro}}+30% faster move speed while active<br>
+
{{Pro}}+15% faster move speed while active<br>
 
{{Con}}20% damage vulnerability while active<br>
 
{{Con}}20% damage vulnerability while active<br>
{{Con}}-10% slower move speed on wearer
+
{{Con}}-20% ammo from pickups, Dispensers, and/or Payload carts on wearer
 
|-
 
|-
 
| align="center" | [[File:Backpack_Back_Scratcher.png|100px]]<br>
 
| align="center" | [[File:Backpack_Back_Scratcher.png|100px]]<br>
Line 1,194: Line 1,087:
 
-Removed "+50% health from packs on wearer"<br><br>
 
-Removed "+50% health from packs on wearer"<br><br>
 
-Removed "-75% health from healers on wearer"<br><br>
 
-Removed "-75% health from healers on wearer"<br><br>
-Added "On kill with any weapon: +20 health restored"<br><br>
+
-Added "On kill with any weapon: +20 health restored. Assist-kills grant +10 health."<br>
-Added "On assist-kill with any weapon: +10 health restored"<br><br>
+
'''NOTE''': No overhealing from all the above effects<br><br>
 
-Added "+100% health restored from kills/assist-kills with this weapon"<br>
 
-Added "+100% health restored from kills/assist-kills with this weapon"<br>
 
'''NOTE''': No overhealing from all the above effects<br><br>
 
'''NOTE''': No overhealing from all the above effects<br><br>
-Added "-25 max health on wearer"<br><br>
+
-Added "-25 max health on wearer"
-Added "This weapon has bonus melee range, but slower deploy time"
 
 
|
 
|
{{Pro}}On kill with any weapon: +20 health restored<br>
+
{{Pro}}On kill with any weapon: +20 health restored. Assist-kills grant +10 health.<br>
{{Pro}}On assist-kill with any weapon: +10 health restored<br>
 
 
{{Pro}}Restore double health from kills/assist-kills with this weapon<br>
 
{{Pro}}Restore double health from kills/assist-kills with this weapon<br>
{{Con}}-25 max health on wearer<br>
+
{{Con}}-25 max health on wearer
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Sharpened_Volcano_Fragment.png|100px]]<br>
 
| align="center" | [[File:Backpack_Sharpened_Volcano_Fragment.png|100px]]<br>
Line 1,251: Line 1,141:
 
| align="left" |
 
| align="left" |
 
-Removed "Damage removes Sappers"<br><br>
 
-Removed "Damage removes Sappers"<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Removed "-20% damage penalty vs players"<br><br>
 
-Removed "-20% damage penalty vs players"<br><br>
 
-Added "-33% damage penalty"<br><br>
 
-Added "-33% damage penalty"<br><br>
Line 1,270: Line 1,159:
 
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br>
 
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br>
 
'''NOTE''': Everything is removed if system resets<br><br>
 
'''NOTE''': Everything is removed if system resets<br><br>
-Added "+150% afterburn damage bonus"<br><br>
+
-Added "This weapon has bonus melee range, but slower deploy and holster time"
-Added "This weapon has bonus melee range, but slower deploy time"
 
 
|
 
|
 
{{Neutral}}Slap system:<br>
 
{{Neutral}}Slap system:<br>
 
* 1st slap: Gain a speed boost<br>
 
* 1st slap: Gain a speed boost<br>
* 2nd slap: Target is engulfed in flames<br>
+
* 2nd slap: Target is engulfed in flames with +150% afterburn damage bonus<br>
 
* 3rd slap: Attack will crit<br>
 
* 3rd slap: Attack will crit<br>
 
* 4th slap: Applies knockback to the target<br>
 
* 4th slap: Applies knockback to the target<br>
Line 1,283: Line 1,171:
 
{{Neutral}}Broadcasts every successful hit on an enemy player over the death-notice area<br>
 
{{Neutral}}Broadcasts every successful hit on an enemy player over the death-notice area<br>
 
{{Neutral}}Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage<br>
 
{{Neutral}}Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
|}
 
|}
Line 1,297: Line 1,185:
 
| align="left" |
 
| align="left" |
 
-Added "(Ability) Spawns a Dynamite Pack on Death"<br>
 
-Added "(Ability) Spawns a Dynamite Pack on Death"<br>
'''NOTE''': The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. Additionally, the Dynamite Pack doesn't cause knockback unlike normal explosions.
+
'''NOTE''': The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. The Dynamite Pack doesn't cause knockback, unlike normal explosions.
 
|
 
|
 
(Ability) Spawns a Dynamite Pack on Death
 
(Ability) Spawns a Dynamite Pack on Death
Line 1,307: Line 1,195:
 
| align="left" |
 
| align="left" |
 
-Added "Grenades do not randomly spin when fired"<br><br>
 
-Added "Grenades do not randomly spin when fired"<br><br>
-Increased clip size to 6 from 4<br><br>
+
-Increased reserve ammo to 24 from 16
-Increased reserve ammo to 24 from 16<br><br>
 
-Decreased roller damage by 65.52%<br>
 
'''NOTE''': Decreases max roller damage to 20 from 58<br>
 
'''NOTE''': Doesn't include the Loose Cannon
 
 
|-
 
|-
 
|}
 
|}
Line 1,319: Line 1,203:
 
| align="left" |
 
| align="left" |
 
-Reworked damage rampup and damage dealt<br>
 
-Reworked damage rampup and damage dealt<br>
'''NOTE''': Each stickybomb will now start at 70 damage and ramp up to 125 within 5 seconds after being fired from the weapon<br>
 
 
'''NOTE''': Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance<br>
 
'''NOTE''': Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance<br>
 +
'''NOTE''': Each stickybomb will now start at 70 damage and ramp up to 120 within 5 seconds after being fired from the weapon<br>
 
'''NOTE''': In the vanilla game, stickybombs initially dealt 72-86 damage (with instant arming) and would increase to 120-144 within 5 seconds after being fired from the weapon<br><br>
 
'''NOTE''': In the vanilla game, stickybombs initially dealt 72-86 damage (with instant arming) and would increase to 120-144 within 5 seconds after being fired from the weapon<br><br>
-Added "Detonates stickybombs near the crosshair or while the user is within a radius"<br>
 
'''NOTE''': Increased auto detonation range even if the user isn't looking at the stickybombs to 600 Hu from 100Hu<br><br>
 
 
-Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."<br><br>
 
-Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."<br><br>
 
-Decreased max number of stickies out to 6 from 8<br><br>
 
-Decreased max number of stickies out to 6 from 8<br><br>
-Decreased clip size to 6 from 8<br><br>
+
-Decreased clip size to 6 from 8
-Increased reseve ammo to 32 from 24<br><br>
 
-Increased arm time to 1 second from 0.7s<br><br>
 
-Decreased max charge time rate to 3 seconds from 4s
 
 
|-
 
|-
 
|}
 
|}
Line 1,338: Line 1,217:
 
-Added "While charging: Grants immunity to all debuffs"<br>
 
-Added "While charging: Grants immunity to all debuffs"<br>
 
'''NOTE''': In the vanilla game, debuffs are only removed at the start of a charge and not during<br>
 
'''NOTE''': In the vanilla game, debuffs are only removed at the start of a charge and not during<br>
'''NOTE''': Added "Marked-for-Death" and the "Gas Passer effect"<br><br>
+
'''NOTE''': Added "Gas Passer effect" and "Marked-for-Death", but not "Self Marked-for-Death"<br><br>
-Added "While charging: Grants full reduction in push force taken from damage, but +25% increase in push force taken from airblasts"<br><br>
 
 
-Increased base impact max damage to 60 from 50<br>
 
-Increased base impact max damage to 60 from 50<br>
'''NOTE''': Removed the Eyelanders' shield bonus with collected heads<br><br>
+
'''NOTE''': Removed the Eyelanders' shield bonus with collected heads<br>
 +
'''NOTE''': Removed the Splendid Screen’s shield bonus impact<br><br>
 
-Removed knockback from shield impacts<br>
 
-Removed knockback from shield impacts<br>
 
'''NOTE''': Before, if you impacted an airborne target, knockback would have been applied<br>
 
'''NOTE''': Before, if you impacted an airborne target, knockback would have been applied<br>
 
'''NOTE''': This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground<br><br>
 
'''NOTE''': This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground<br><br>
-Increased base turning control while charging by 50%<br>
+
-Increased base turning control while charging by 50%<br><br>
'''NOTE''': This is on the player and not on shields<br><br>
+
-Added that impact damage benefits from life-steal effects
-Added "Impact damage benefits from life-steal effects"<br><br>
 
-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration<br>
 
'''NOTE''': The distance traveled is the same, but you will get there faster<br><br>
 
-Decreased base recharge time to 10 seconds from 12s
 
 
|-
 
|-
 
|}
 
|}
Line 1,371: Line 1,246:
 
'''[[Loch-n-Load]]'''
 
'''[[Loch-n-Load]]'''
 
| align="left" |
 
| align="left" |
-Added a new Grenade model<br><br>
 
 
-Removed "+20% damage vs buildings"<br><br>
 
-Removed "+20% damage vs buildings"<br><br>
-Increased clip size penalty to -66% from -25%<br><br>
+
-Increased clip size penalty to -50% from -25%<br><br>
-Increased explosion radius penalty to -50% from -25%<br><br>
 
 
-Removed "Launched bombs shatter on surfaces"<br><br>
 
-Removed "Launched bombs shatter on surfaces"<br><br>
-Increased projectile speed to +150% from +25%<br><br>
 
-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"<br><br>
 
-Added "-100% self damage force"<br><br>
 
 
-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"<br><br>
 
-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"<br><br>
 +
-Added "-50% self damage force"<br><br>
 
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
 
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
 
|
 
|
 
{{Pro}}Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy<br>
 
{{Pro}}Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy<br>
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 
 
{{Pro}}Grenades do not randomly spin when fired<br>
 
{{Pro}}Grenades do not randomly spin when fired<br>
{{Pro}}+150% projectile speed<br>
+
{{Pro}}+25% projectile speed<br>
{{Con}}-66% clip size<br>
+
{{Con}}-50% clip size<br>
{{Con}}-50% explosion radius<br>
+
{{Con}}-25% explosion radius<br>
{{Con}}-100% self damage force<br>
+
{{Con}}-50% self damage force<br>
 
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
 
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
 
|-
 
|-
Line 1,399: Line 1,269:
 
'''[[Bootlegger]]'''
 
'''[[Bootlegger]]'''
 
| align="left" |
 
| align="left" |
-Decreased move speed bonus (when a shield is equipped) to +7% from +10%<br><br>
+
-Removed the "shield required" for the "+10% faster move speed on wearer" bonus<br><br>
-Increased melee kills refill (when a shield is equipped) to +33% from +25%<br><br>
+
-Added "Shield impact kills refill 25% of your charge meter (when a shield is equipped)"
-Added "Shield impact kills refill 33% of your charge meter (when a shield is equipped)"<br><br>
 
-The vanilla +25 max health now requires a shield<br><br>
 
-Added "When a shield is not equipped: +50 max health on wearer"
 
 
|
 
|
{{Neutral}}When a shield is equipped:<br>
+
{{Pro}}+10% move speed on wearer<br>
{{Pro}}+7% move speed on wearer<br>
 
 
{{Pro}}+25 max health on wearer<br>
 
{{Pro}}+25 max health on wearer<br>
 
{{Pro}}+200% increase in turning control while charging<br>
 
{{Pro}}+200% increase in turning control while charging<br>
{{Pro}}Shield impact or melee kills refill 33% of your charge meter<br>
+
{{Pro}}Shield impact or melee kills refill 25% of your charge meter<br>
<br>
 
{{Neutral}}When a shield is not equipped:<br>
 
{{Pro}}+50 max health on wearer<br>
 
<br>
 
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 1,434: Line 1,296:
 
'''[[Iron Bomber]]'''
 
'''[[Iron Bomber]]'''
 
| align="left" |
 
| align="left" |
-Removed "-15% explosion radius"<br><br>
+
-Added "Grenades detonate other nearby grenades that are yours"
-Added "Grenades detonate other nearby grenades that are yours"<br><br>
 
-Added "-66% explosion radius on direct hits"<br><br>
 
-Added "-33% clip size"
 
 
|
 
|
 
{{Pro}}Grenades have very little bounce/roll and do not randomly spin when fired<br>
 
{{Pro}}Grenades have very little bounce/roll and do not randomly spin when fired<br>
 
{{Pro}}Grenades detonate other nearby grenades that are yours<br>
 
{{Pro}}Grenades detonate other nearby grenades that are yours<br>
 
{{Pro}}-30% fuse time on grenades<br>
 
{{Pro}}-30% fuse time on grenades<br>
{{Con}}-66% explosion radius on direct hits<br>
+
{{Con}}-15% explosion radius
{{Con}}-33% clip size
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Stickybomb_Launcher.png|100px]]<br>
 
| align="center" | [[File:Backpack_Stickybomb_Launcher.png|100px]]<br>
Line 1,456: Line 1,314:
 
'''[[Scottish Resistance]]'''
 
'''[[Scottish Resistance]]'''
 
| align="left" |
 
| align="left" |
-Removed "+25% faster firing speed"<br><br>
+
-Decreased firing speed bonus to +15% from +25%<br><br>
 
-Increased Secondary ammo bonus to +100% from +50%<br><br>
 
-Increased Secondary ammo bonus to +100% from +50%<br><br>
 
-Removed "Able to destroy enemy stickybombs"<br><br>
 
-Removed "Able to destroy enemy stickybombs"<br><br>
 
-Removed "0.8 sec slower bomb arm time"<br><br>
 
-Removed "0.8 sec slower bomb arm time"<br><br>
 
-Added "+100% clip size"<br><br>
 
-Added "+100% clip size"<br><br>
-Added "100% longer pipebomb damage ramp up time"<br><br>
+
-Added "-66% initial damage penalty" & "50% longer pipebomb damage ramp up time"<br>
-Added "-50% initial damage penalty"<br>
+
'''NOTE''': Each stickybomb will start at 23 damage and ramp up to 120 within 7.5 seconds after being fired from the weapon
'''NOTE''': Each stickybomb will start at 35 damage and ramp up to 125 within 10 seconds after being fired from the weapon
 
 
|
 
|
 +
{{Pro}}Detonates stickybombs near the crosshair and directly under your feet<br>
 +
{{Pro}}+15% faster firing speed<br>
 
{{Pro}}+100% clip size<br>
 
{{Pro}}+100% clip size<br>
 
{{Pro}}+100% max secondary ammo on wearer<br>
 
{{Pro}}+100% max secondary ammo on wearer<br>
 
{{Pro}}+6 max pipebombs out<br>
 
{{Pro}}+6 max pipebombs out<br>
{{Con}}100% longer pipebomb damage ramp up time<br>
+
{{Con}}50% longer pipebomb damage ramp up time<br>
{{Con}}-50% initial damage penalty
+
{{Con}}-66% initial damage penalty
 
|-
 
|-
 
| align="center" | [[File:Backpack_Sticky_Jumper.png|100px]]<br>
 
| align="center" | [[File:Backpack_Sticky_Jumper.png|100px]]<br>
Line 1,476: Line 1,335:
 
| align="left" |
 
| align="left" |
 
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"<br><br>
 
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"<br><br>
-Added "+50% clip size bonus"<br><br>
 
-Decreased bonus ammo to +100% from +200%<br><br>
 
 
-Decreased max stickybombs out to -3 from -6<br><br>
 
-Decreased max stickybombs out to -3 from -6<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Added "Allowed in Medieval mode"
 
-Added "Allowed in Medieval mode"
 
|
 
|
 
{{Pro}}On kill with any weapon: All equipped weapons are automatically fully reloaded<br>
 
{{Pro}}On kill with any weapon: All equipped weapons are automatically fully reloaded<br>
{{Pro}}+50% clip size bonus<br>
+
{{Pro}}+200% max Secondary ammo on wearer<br>
{{Pro}}+100% max Secondary ammo on wearer<br>
 
 
{{Pro}}No self inflicted blast damage taken<br>
 
{{Pro}}No self inflicted blast damage taken<br>
 
{{Con}}-100% damage penalty<br>
 
{{Con}}-100% damage penalty<br>
Line 1,501: Line 1,356:
 
-Added "-50% explosion radius"<br><br>
 
-Added "-50% explosion radius"<br><br>
 
-Added "-50% clip size"<br><br>
 
-Added "-50% clip size"<br><br>
-Added "-3 max stickybombs out"<br><br>
+
-Added "-3 max stickybombs out"
-Added "Detonates all stickybombs at once and aren't based on crosshair/area"
 
 
|
 
|
 
{{Pro}}Able to destroy enemy stickybombs<br>
 
{{Pro}}Able to destroy enemy stickybombs<br>
Line 1,509: Line 1,363:
 
{{Con}}-50% explosion radius<br>
 
{{Con}}-50% explosion radius<br>
 
{{Con}}-50% clip size<br>
 
{{Con}}-50% clip size<br>
{{Con}}-3 max stickybombs out<br>
+
{{Con}}-3 max stickybombs out
{{Con}}Detonates all stickybombs at once and aren't based on crosshair/area
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Chargin'_Targe.png|100px]]<br>
 
| align="center" | [[File:Backpack_Chargin'_Targe.png|100px]]<br>
Line 1,537: Line 1,390:
 
{{Pro}}+10% bullet damage resistance on wearer<br>
 
{{Pro}}+10% bullet damage resistance on wearer<br>
 
{{Pro}}+50% increase in charge recharge rate<br>
 
{{Pro}}+50% increase in charge recharge rate<br>
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br>
+
{{Neutral}}ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 1,547: Line 1,400:
 
-Removed "+15% explosive damage resistance on wearer"<br><br>
 
-Removed "+15% explosive damage resistance on wearer"<br><br>
 
-Removed "Melee kills refill 75% of your charge meter"<br><br>
 
-Removed "Melee kills refill 75% of your charge meter"<br><br>
-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"<br><br>
+
-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"
-Added "+7% move speed on wearer (boots required)"
 
 
|
 
|
 
{{Pro}}Gain a 1 second speed boost anytime you take damage<br>
 
{{Pro}}Gain a 1 second speed boost anytime you take damage<br>
{{Pro}}+7% move speed on wearer (boots required)<br>
 
 
{{Pro}}Full turning control while charging<br>
 
{{Pro}}Full turning control while charging<br>
 
{{Con}}Taking damage while shield charging reduces remaining charging time<br>
 
{{Con}}Taking damage while shield charging reduces remaining charging time<br>
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy<br>
+
{{Neutral}}ALT-FIRE: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 1,574: Line 1,425:
 
'''Any base melee weapon, including reskins'''
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
| align="left" |
-Added "-66% blast damage taken from explosive jumps while active"<br>
+
-Added "-40% blast damage taken from explosive jumps while active"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Demoman equips it
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Demoman equips it
 
|
 
|
{{Pro}}-66% blast damage taken from explosive jumps while active
+
{{Pro}}-40% blast damage taken from explosive jumps while active
 
|-
 
|-
 
| align="center" | [[File:Backpack_Eyelander.png|100px]]<br>
 
| align="center" | [[File:Backpack_Eyelander.png|100px]]<br>
Line 1,585: Line 1,436:
 
-Removed "Every head taken raises shield impact damage"<br><br>
 
-Removed "Every head taken raises shield impact damage"<br><br>
 
-Removed healing 15 health on kill<br><br>
 
-Removed healing 15 health on kill<br><br>
-Removed "No random critical hits"<br><br>
+
-Increased move speed increase per head to +5% from +8%<br><br>
-Decreased max number of heads to 3 from 4<br><br>
+
-Added "On kill (after the 4th): Gain a 4 second speed boost"
-Increased max health increase per head to +20 from +15<br><br>
 
-Increased move speed increase per head to +8.333% from +8%<br><br>
 
-Added "On kill (after the 3rd): Gain a 4 second speed boost"
 
 
|
 
|
{{Pro}}On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer<br>
+
{{Pro}}On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer<br>
{{Pro}}On kill (after the 3rd): Gain a 4 second speed boost<br>
+
{{Pro}}On kill (after the 4th): Gain a 4 second speed boost<br>
 
{{Con}}-25 max health on wearer<br>
 
{{Con}}-25 max health on wearer<br>
 
{{Neutral}}User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users<br>
 
{{Neutral}}User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time<br>
 
{{Neutral}}Heads and their bonuses are lost on death
 
{{Neutral}}Heads and their bonuses are lost on death
 
|-
 
|-
Line 1,604: Line 1,452:
 
-Removed "+20% damage bonus"<br><br>
 
-Removed "+20% damage bonus"<br><br>
 
-Removed "15% slower move speed while active"<br><br>
 
-Removed "15% slower move speed while active"<br><br>
-Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%."<br><br>
+
-Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%."<br><br>
 
-Added "+30% damage vs players while charging"<br><br>
 
-Added "+30% damage vs players while charging"<br><br>
 
-Added "25% slower firing speed"
 
-Added "25% slower firing speed"
 
|
 
|
{{Pro}}On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%.<br>
+
{{Pro}}On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%.<br>
 
{{Pro}}+30% damage vs players while charging<br>
 
{{Pro}}+30% damage vs players while charging<br>
 
{{Con}}25% slower firing speed<br>
 
{{Con}}25% slower firing speed<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
| align="center" | [[File:Backpack_Claidheamh_Mòr.png|100px]]<br>
 
| align="center" | [[File:Backpack_Claidheamh_Mòr.png|100px]]<br>
Line 1,619: Line 1,467:
 
-Removed "When weapon is active"<br><br>
 
-Removed "When weapon is active"<br><br>
 
-Removed "Melee kills refill 25% of your charge meter"<br><br>
 
-Removed "Melee kills refill 25% of your charge meter"<br><br>
-Removed "No random critical hits"<br><br>
 
-Increased bonus charge duration to +100% from +33%<br><br>
 
 
-Increased damage vulnerability while active to 20% from 15%<br><br>
 
-Increased damage vulnerability while active to 20% from 15%<br><br>
 
-Added "Melee hits refill 20% of your charge meter"<br><br>
 
-Added "Melee hits refill 20% of your charge meter"<br><br>
Line 1,626: Line 1,472:
 
|
 
|
 
{{Pro}}Melee hits refill 20% of your charge meter<br>
 
{{Pro}}Melee hits refill 20% of your charge meter<br>
{{Pro}}+100% charge duration<br>
+
{{Pro}}0.5 sec increase in charge duration<br>
 
{{Con}}10% damage vulnerability while not active<br>
 
{{Con}}10% damage vulnerability while not active<br>
 
{{Con}}20% damage vulnerability while active<br>
 
{{Con}}20% damage vulnerability while active<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
| align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br>
 
| align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br>
Line 1,636: Line 1,482:
 
| align="left" |
 
| align="left" |
 
-Fixed not being able to mini-crit boost with a Demoman shield charge<br><br>
 
-Fixed not being able to mini-crit boost with a Demoman shield charge<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Increased firing speed penatly to -25% from -20%<br><br>
 
-Increased firing speed penatly to -25% from -20%<br><br>
-Decreased melee damage to 35 from 55<br><br>
+
-Decreased melee damage to 30 from 55<br><br>
-Increased explosion damage to 95 from 75<br><br>
+
-Increased explosion damage to 90 from 75<br><br>
-Increased explosion radius to 146 Hu from 102 Hu<br><br>
 
 
-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.<br><br>
 
-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.<br><br>
 
-The self damage will now be 50% of the explosion damage<br>
 
-The self damage will now be 50% of the explosion damage<br>
Line 1,647: Line 1,491:
 
'''NOTE''': This doesn't transfer to active sticky traps if detonated<br><br>
 
'''NOTE''': This doesn't transfer to active sticky traps if detonated<br><br>
 
-Added "Mini-Crits whenever it would normally crit"<br><br>
 
-Added "Mini-Crits whenever it would normally crit"<br><br>
-Added "Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds"<br><br>
+
-Added "This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds."<br><br>
 
-Added "This weapon can taunt kill, but deals decreased damage if re-charging"<br>
 
-Added "This weapon can taunt kill, but deals decreased damage if re-charging"<br>
 
'''NOTE''': While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.<br><br>
 
'''NOTE''': While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.<br><br>
-Added "+33% melee range"
+
-Removed "This weapon deploys 100% slower"<br><br>
 +
-Added "This weapon has bonus melee range, but slower deploy and holster time"
 
|
 
|
 
{{Pro}}Causes a special explosion when you hit an enemy or surface<br>
 
{{Pro}}Causes a special explosion when you hit an enemy or surface<br>
Line 1,657: Line 1,502:
 
{{Con}}Mini-Crits whenever it would normally crit<br>
 
{{Con}}Mini-Crits whenever it would normally crit<br>
 
{{Con}}25% slower firing speed<br>
 
{{Con}}25% slower firing speed<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time<br>
 
{{Neutral}}This weapon can taunt kill, but deals decreased damage while re-charging<br>
 
{{Neutral}}This weapon can taunt kill, but deals decreased damage while re-charging<br>
{{Neutral}}Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds
+
{{Neutral}}This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds.
 
|-
 
|-
 
| align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br>
 
| align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br>
Line 1,669: Line 1,514:
 
-Removed "-80% max Primary ammo on wearer"<br><br>
 
-Removed "-80% max Primary ammo on wearer"<br><br>
 
-Removed "-80% max Secondary ammo on wearer"<br><br>
 
-Removed "-80% max Secondary ammo on wearer"<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"<br>
 
-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"<br>
 
'''NOTE''': This weapon doesn't need to be active to benefit from this<br><br>
 
'''NOTE''': This weapon doesn't need to be active to benefit from this<br><br>
-Added "-50% penalty from healing gained from every healing source or weapon effect on wearer (Except from health or ammo pickups)"<br><br>
+
-Added "-50% penalty from healing gained from every healing source or weapon effect on wearer, except from health or ammo pickups"<br><br>
 
-Added "-50% ammo from Dispensers and Payload carts on wearer"<br><br>
 
-Added "-50% ammo from Dispensers and Payload carts on wearer"<br><br>
 
-Added "-50% health gained from dropped ammo packs"<br><br>
 
-Added "-50% health gained from dropped ammo packs"<br><br>
-Added "25% slower firing speed"
+
-Added "15% slower firing speed"
 
|
 
|
 
{{Pro}}Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack<br>
 
{{Pro}}Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack<br>
{{Con}}-50% penalty from healing gained from every healing source or weapon effect on wearer (Except from health or ammo pickups)<br>
+
{{Con}}-50% penalty from healing gained from every healing source or weapon effect on wearer, except from health or ammo pickups<br>
 
{{Con}}-50% ammo from Dispensers and Payload carts on wearer<br>
 
{{Con}}-50% ammo from Dispensers and Payload carts on wearer<br>
 
{{Con}}-50% health gained from dropped ammo packs<br>
 
{{Con}}-50% health gained from dropped ammo packs<br>
{{Con}}25% slower firing speed<br>
+
{{Con}}15% slower firing speed<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
|}
 
|}
Line 1,695: Line 1,539:
 
<!-- HEAVY CLASS -->
 
<!-- HEAVY CLASS -->
 
| align="left" |
 
| align="left" |
 +
-Increased base move speed to 240 Hu from 230 Hu<br><br>
 
-Added "(Ability) Heavyweight"<br>
 
-Added "(Ability) Heavyweight"<br>
'''NOTE''': Grants 33% reduction in push force taken from damage and airblasts on wearer<br><br>
+
'''NOTE''': Increased melee damage to 70 from 65 for all Heavy Melee weapons<br>
-Added "(Ability) Doctor's Pet"<br>
+
'''NOTE''': Increased melee range by 50% & melee bounds by +25% for all Heavy Melee weapons
'''NOTE''': Grants the accelerated UberCharge rate for an attached Medic constantly<br><br>
 
-Increased base move speed to 240 Hu from 230 Hu<br><br>
 
-Increased max health to 320 from 300, but -50% max overheal on wearer<br><br>
 
-Added "This weapon has bonus melee range, but slower deploy time" to all Heavy Melee weapons<br><br>
 
-Increased damage to 75 from 65 for all Heavy Melee weapons
 
 
|
 
|
(Ability) Heavyweight<br>
+
(Ability) Heavyweight
(Ability) Doctor's Pet
 
 
|-
 
|-
 
|}
 
|}
Line 1,712: Line 1,551:
 
|-
 
|-
 
| align="left" |
 
| align="left" |
{{Pro}}Increased accuracy by 33%<br><br>
+
-Increased move speed while deployed from -53% to -50%
{{Pro}}Increased damage falloff distance to 1200 Hu from 900 Hu<br><br>
 
{{Pro}}Decreased damage falloff multiplier to 50% from 66%<br><br>
 
{{Pro}}Decreased base spin down time to 0.75 second from 0.87s<br><br>
 
{{Pro}}Added "When fully spun up: Gain 15% damage resistance"<br><br>
 
{{Pro}}Added "When fully spun up: Nearby teammates gain damage resistance"<br>
 
'''NOTE''': This can't stack with multiple nearby Heavies<br><br>
 
{{Pro}}Increased move speed while deployed to -50% from -47%<br><br>
 
{{Pro}}Removed "Miniguns having one-second damage and accuracy ramp up after being spun up" penalty<br><br>
 
{{Pro}}| {{Con}}Added "Bullets penetrate all enemies, but each bullet loses 33% damage with each enemy penetrated"<br><br>
 
{{Pro}}| {{Con}}Increased the number of bullets per shot (to 6 from 4), but reduced the damage dealt<br>
 
'''NOTE''': In the vanilla game, a point blank single shot would deal 54 damage, but it's being decreased to 36 (-33%)<br>
 
'''NOTE''': In the vanilla game, each bullet would deal 13.5 damage at point blank, but it's being decreased to 6 (-55.55%)<br>
 
'''NOTE''': In the vanilla game, each bullet would deal 4.5 damage at max distance, but it's being decreased to 3 (-33%)<br><br>
 
{{Con}}Increased base spin up time to 1 second from 0.87s
 
 
|-
 
|-
 
|}
 
|}
Line 1,733: Line 1,558:
 
|-
 
|-
 
| align="left" |
 
| align="left" |
-All edibles now count as a medium health packs once thrown<br>
 
'''NOTE''': Unless specified<br><br>
 
-Added "Extinguishing teammates (or disguised enemy Spies) restores 64 health to the Heavy"<br><br>
 
 
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"<br><br>
 
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"<br><br>
-Added "While eating: +25% bonus healing given and/or gained from every healing source or weapon effect"<br><br>
 
-Changed number of bits and amount of health recovered per bite<br>
 
'''NOTE''': The number of bits was increased to 5 from 4. This slows down the eating animation, so the user will take longer to move away.<br>
 
'''NOTE''': Decreased health per bite to 64 from 75<br><br>
 
 
-Changed the recharge system when picking up HP packs<br>
 
-Changed the recharge system when picking up HP packs<br>
 
'''NOTE''': Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%<br>
 
'''NOTE''': Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%<br>
'''NOTE''': In the vanilla game, picking up a small HP pack would auto-fill the meter even if empty
+
'''NOTE''': In the vanilla game, picking up a small HP pack would auto-fill the meter if empty
 
|-
 
|-
 
|}
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="1" class="header" | Heavy - Shotgun Changes
+
! colspan="2" class="header" | Heavy - Shotgun Changes
 
|-
 
|-
| align="left" |
+
! class="header" width="20%" | Weapon
Any Shotgun that Heavy has access to will gain these bonuses below<br>
+
! class="header" width="80%" | Changes
'''NOTE''': For example.... Default, Family Business, Panic Attack, and/or any custom weapon Shotgun<br><br>
+
|-
-Added "33% of damage dealt is returned as health"<br>
+
| align="center" |
'''NOTE''': This is can stack with the Concheror, Mad Milk, and/or any custom life-steal effects<br><br>
+
[[File:Backpack_Shotgun.png|75px]]
-Added "On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took"<br>
+
[[File:Backpack_Family_Business.png|75px]]
'''NOTE''': If the user dies within the time, your teammates will still gain the percentage of health<br><br>
+
[[File:Backpack_Panic_Attack.png|75px]]<br>
-Added "On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 16.5% of the damage you took"<br>
+
| align="left" |
'''NOTE''': If the user dies within the time, your teammates will still gain the percentage of health
+
'''NO CHANGES'''
 
|-
 
|-
 
|}
 
|}
Line 1,779: Line 1,597:
 
| align="left" |
 
| align="left" |
 
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
 
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
-Increased damage penalty to -33% from -25%<br><br>
 
 
-Removed "30% slower spin up time"<br><br>
 
-Removed "30% slower spin up time"<br><br>
-Added "When fully spun up: Slow down enemies around you (225 Hu) by 20%"<br><br>
+
-Increased damage to +45% bonus from -33% penalty<br><br>
 +
-Added "50% more accurate"<br><br>
 +
-Added "-75% bullets per shot"<br><br>
 +
-Added "When fully spun up: The user (10%) and nearby teammates (35%) gain damage resistance"<br><br>
 
-Added "Applies no knockback against enemies"<br><br>
 
-Added "Applies no knockback against enemies"<br><br>
-Completely remade the slow-down system similar to the "Sandman". The remade slow-down system now scales between -50% at close range and -5% at max range.<br>
+
-Completely remade the slow down effect similar to the "Sandman". The slow down system now scales between -50% at close range and -5% at max range.<br><br>
'''NOTE''': As long as 1 bullet hits an enemy, it will apply the slow-down<br><br>
 
 
-Decreased max distance slow-down effect falloff to 1200 Hu from 1350 Hu<br>
 
-Decreased max distance slow-down effect falloff to 1200 Hu from 1350 Hu<br>
 
'''NOTE''': In the vanilla game, no slow-down is applied if the enemy is outside the effect falloff distance. The remade slow-down applies at least 5% at max range.
 
'''NOTE''': In the vanilla game, no slow-down is applied if the enemy is outside the effect falloff distance. The remade slow-down applies at least 5% at max range.
 
|
 
|
{{Pro}}When fully spun up: Slow down enemies around you by 20%<br>
+
{{Pro}}When fully spun up: The user and nearby teammates gain damage resistance<br>
 
{{Pro}}On hit: Slows down enemy players based on distance and their current speed<br>
 
{{Pro}}On hit: Slows down enemy players based on distance and their current speed<br>
{{Con}}-33% damage penalty<br>
+
{{Pro}}+45% damage bonus<br>
 +
{{Pro}}50% more accurate<br>
 +
{{Con}}-75% bullets per shot<br>
 
{{Neutral}}Applies no knockback against enemies
 
{{Neutral}}Applies no knockback against enemies
 
|-
 
|-
Line 1,797: Line 1,618:
 
'''[[Brass Beast]]'''
 
'''[[Brass Beast]]'''
 
| align="left" |
 
| align="left" |
-Removed "+20% damage bonus"<br><br>
 
 
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
 
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
-Added "+1 bullet fired per shot"<br><br>
+
-Decreased spin up time penalty to -25% from -50%<br><br>
-Added "33% slower spin down time"<br><br>
+
-Decreased move speed while deployed to -33% from -60%<br><br>
-Decreased spin up time penalty to 33% from 50%<br><br>
+
-Added "Bullets penetrate all enemies, but each bullet loses 20% damage with each enemy penetrate"
-Decreased move speed while deployed to -33% from -60%
 
 
|
 
|
{{Pro}}+1 bullets fired per shot<br>
+
{{Pro}}Bullets penetrate all enemies<br>
{{Con}}33% slower spin up and spin down time<br>
+
{{Pro}}+20% damage bonus<br>
 +
{{Con}}Each bullet loses 20% damage with each enemy penetrate<br>
 +
{{Con}}25% slower spin up time<br>
 
{{Con}}-33% slower move speed while deployed
 
{{Con}}-33% slower move speed while deployed
 
|-
 
|-
Line 1,812: Line 1,633:
 
'''[[Tomislav]]'''
 
'''[[Tomislav]]'''
 
| align="left" |
 
| align="left" |
-Increased accurate bonus to +25% from +20%<br><br>
+
-Decreased firing speed penalty to -25% from -20%
-Increased spin up bonus to +33% from +20%<br><br>
 
-Added "+33% faster spin down time"
 
 
|
 
|
{{Pro}}Silent killer: No barrel spin sound<br>
+
{{Pro}}+20% faster spin up time<br>
{{Pro}}+33% faster spin up and down time<br>
+
{{Pro}}20% more accurate<br>
{{Pro}}25% more accurate<br>
+
{{Pro}}Silent Killer: No barrel spin sound<br>
{{Con}}20% slower firing speed
+
{{Con}}-25% slower firing speed
 
|-
 
|-
 
| align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br>
 
| align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br>
Line 1,830: Line 1,649:
 
-Increased afterburn duration from the ring of flames to 10 seconds from 7.5s<br><br>
 
-Increased afterburn duration from the ring of flames to 10 seconds from 7.5s<br><br>
 
-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage."<br>
 
-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage."<br>
'''NOTE''': Ignites on hit for 1 second per 7 damage dealt. For each 20%, afterburn damage is increased by 1.<br><br>
+
'''NOTE''': Ignites on hit for 1 second per 13.5 damage dealt. For each 25%, afterburn damage is increased by 1.<br><br>
 
-Added "While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled."<br><br>
 
-Added "While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled."<br><br>
 
-Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"<br>
 
-Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"<br>
 
'''NOTE''': There is no limit of how much overheat can be achieved<br><br>
 
'''NOTE''': There is no limit of how much overheat can be achieved<br><br>
 
-Added "Must fully cooldown before using HEAT again"<br><br>
 
-Added "Must fully cooldown before using HEAT again"<br><br>
-Added "Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer."<br>
+
-Added "For each 1 second of HEAT used, it requires 2 seconds to recover"
'''NOTE''': Takes 10 seconds to get to 100%. If spun up, it would require 30 seconds to recover. If not spun up, it would require 20 seconds to recover. If weapon isn't active, it would require 10 seconds to recover. Any overheat requires 50% longer time to recover based on each situation.
 
 
|
 
|
 
{{Pro}}Creates a ring of flames while spun up<br>
 
{{Pro}}Creates a ring of flames while spun up<br>
Line 1,844: Line 1,662:
 
{{Con}}Must fully cooldown before using HEAT again<br>
 
{{Con}}Must fully cooldown before using HEAT again<br>
 
{{Con}}Consumes an additionally 4 ammo per second while spun up<br>
 
{{Con}}Consumes an additionally 4 ammo per second while spun up<br>
{{Neutral}}Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer.
+
{{Neutral}}For each 1 second of HEAT used, it requires 2 seconds to recover
 
|-
 
|-
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
Line 1,857: Line 1,675:
 
'''[[Sandvich]]'''
 
'''[[Sandvich]]'''
 
| align="left" |
 
| align="left" |
-See additional changes in "Heavy - Edible Changes" tab<br><br>
+
-See additional changes in "Heavy - Edible Changes" tab
-Increased consumption healing effect to 320 HP from 300
 
 
|
 
|
{{Pro}}On consumption: Heal up to 320 health<br>
+
{{Pro}}On consumption: Heal up to 300 health<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}30 second recharge<br>
{{Neutral}}Alt-Fire: Share with a friend<br>
+
{{Neutral}}ALT-FIRE: Share with a friend (Medium health pack)<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 1,871: Line 1,688:
 
-Removed "Adds +50 max health for 30 seconds"<br><br>
 
-Removed "Adds +50 max health for 30 seconds"<br><br>
 
-Increased recharge time to 30 seconds from 10s<br><br>
 
-Increased recharge time to 30 seconds from 10s<br><br>
 +
-Changed dropped health kit from small to medium<br><br>
 
-Added "-100% consumption healing effect"<br><br>
 
-Added "-100% consumption healing effect"<br><br>
-Added "On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration."<br><br>
+
-Added "On consumption: For the next 10 seconds, 10% of all damage dealt is returned as health. Also, grants the user up to 20 health/s passive healing for the duration."<br><br>
 
-Added a new visual while under the effects
 
-Added a new visual while under the effects
 
|
 
|
{{Pro}}On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration.<br>
+
{{Pro}}On consumption: For the next 10 seconds, 10% of all damage dealt is returned as health. Also, grants the user up to 20 health/s passive healing for the duration.<br>
 
{{Con}}-100% consumption healing effect<br>
 
{{Con}}-100% consumption healing effect<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}30 second recharge<br>
{{Neutral}}Alt-Fire: Share with a friend<br>
+
{{Neutral}}ALT-FIRE: Share with a friend (Medium health pack)<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 1,899: Line 1,717:
 
{{Neutral}}There is no effect duration and you can switch off of Melee at any time while under the effects<br>
 
{{Neutral}}There is no effect duration and you can switch off of Melee at any time while under the effects<br>
 
{{Neutral}}30 second recharge once no longer under the effects<br>
 
{{Neutral}}30 second recharge once no longer under the effects<br>
{{Neutral}}Alt-Fire: Share with a friend<br>
+
{{Neutral}}ALT-FIRE: Share with a friend (Medium health pack)<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 1,906: Line 1,724:
 
'''[[Family Business]]'''
 
'''[[Family Business]]'''
 
| align="left" |
 
| align="left" |
-Increased damage penalty to -20% from -15%<br><br>
+
-Removed "+15% faster firing speed"<br><br>
-Decreased firing speed to +10% from +15%<br><br>
+
-Added "20% more accurate"
-Added "20% more accurate"<br><br>
 
-Added "5% faster reload time"
 
 
|
 
|
 
{{Pro}}+33% clip size<br>
 
{{Pro}}+33% clip size<br>
 
{{Pro}}20% more accurate<br>
 
{{Pro}}20% more accurate<br>
{{Pro}}+10% faster firing speed<br>
+
{{Con}}-15% damage penalty
{{Pro}}5% faster reload time<br>
 
{{Con}}-20% damage penalty
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Second_Banana.png|100px]]<br>
 
| align="center" | [[File:Backpack_Second_Banana.png|100px]]<br>
Line 1,921: Line 1,735:
 
'''[[Second Banana]]'''
 
'''[[Second Banana]]'''
 
| align="left" |
 
| align="left" |
-Increased self healing penalty to -75% from -33%<br><br>
+
-Increased consumption healing effect to -75% from -33%<br><br>
-Increased recharge time to 30 seconds from 10s<br><br>
+
-Added "PRIMARY-ATTACK: User can walk around while eating and the meter is not used"<br><br>
-Added "On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds"<br><br>
+
-Added "Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon"<br><br>
-Added "On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds"<br><br>
+
-Added "3 second cooldown once eating is stopped"
-Added a new visual while under the effects
 
 
|
 
|
{{Pro}}On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds<br>
+
{{Pro}}PRIMARY-ATTACK: User can walk around while eating and the meter is not used<br>
{{Con}}On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds<br>
+
{{Pro}}Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon<br>
 
{{Con}}-75% consumption healing effect<br>
 
{{Con}}-75% consumption healing effect<br>
{{Neutral}}30 second recharge<br>
+
{{Con}}Drops a small health pack when thrown<br>
{{Neutral}}Alt-Fire: Share with a friend<br>
+
{{Neutral}}3 second cooldown once eating is stopped<br>
 +
{{Neutral}}10 second recharge once thrown<br>
 +
{{Neutral}}ALT-FIRE: Share with a friend (Small health pack)<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 1,954: Line 1,769:
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Heavy equips it
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Heavy equips it
 
|
 
|
{{Pro}}+25% max Primary ammo on wearer<br>
+
{{Pro}}+25% max Primary ammo on wearer
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Killing_Gloves_of_Boxing.png|100px]]<br>
 
| align="center" | [[File:Backpack_Killing_Gloves_of_Boxing.png|100px]]<br>
Line 1,961: Line 1,775:
 
'''[[Killing Gloves of Boxing]]'''
 
'''[[Killing Gloves of Boxing]]'''
 
| align="left" |
 
| align="left" |
-Increased the 100% critical chance duration to 6 seconds from 5s<br><br>
+
-Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons"<br><br>
-Added "On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons"<br><br>
+
-Added "On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds"<br><br>
-Added "On kill or assist-kill: User is Marked-for-Death for 3 seconds"<br><br>
+
-Added "Applies no knockback against enemies"
-Added "Applies no knockback against enemies"<br><br>
 
-Increased firing speed penalty to 25% from 20%
 
 
|
 
|
{{Pro}}On kill: Gain 6 seconds of crits for all of your weapons<br>
+
{{Pro}}On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits.<br>
{{Pro}}On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons<br>
+
{{Con}}On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds<br>
{{Con}}On kill or assist-kill: User is Marked-for-Death for 3 seconds<br>
+
{{Con}}20% slower firing speed<br>
{{Con}}25% slower firing speed<br>
+
{{Neutral}}Applies no knockback against enemies
{{Neutral}}Applies no knockback against enemies<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Gloves_of_Running_Urgently.png|100px]]<br>
 
| align="center" | [[File:Backpack_Gloves_of_Running_Urgently.png|100px]]<br>
Line 1,981: Line 1,791:
 
-Increased max health drain while active to -20 HP/sec from -10 HP/sec<br><br>
 
-Increased max health drain while active to -20 HP/sec from -10 HP/sec<br><br>
 
-Increased move speed bonus to +33% from +30%<br><br>
 
-Increased move speed bonus to +33% from +30%<br><br>
-Increased the minimum health to 1 health from 100<br><br>
+
-Increased the minimum health to 25 health from 100<br><br>
-Decreased the "accelerated drain" when switching back and forth between weapons to 10 from 20<br><br>
+
-Removed the accelerated drain when switching back and forth between weapons<br><br>
-Added a new particle system that will visually show any player how much missing health you have
+
-Added a particle system that will visually show any player how much missing health you have
 
|
 
|
 
{{Pro}}+33% faster move speed while active<br>
 
{{Pro}}+33% faster move speed while active<br>
{{Con}}Maximum health is drained while weapon is active (-20 HP/sec)<br>
+
{{Con}}Maximum health is drained while weapon is active (-20 HP/sec)
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Warrior's_Spirit.png|100px]]<br>
 
| align="center" | [[File:Backpack_Warrior's_Spirit.png|100px]]<br>
Line 1,994: Line 1,803:
 
| align="left" |
 
| align="left" |
 
-Removed "+30% damage bonus"<br><br>
 
-Removed "+30% damage bonus"<br><br>
 +
-Remvoed "+50 health restored on kill"<br><br>
 
-Removed "+30% damage vulnerability while active"<br><br>
 
-Removed "+30% damage vulnerability while active"<br><br>
-Increased health restored on kill to +64 from +50<br><br>
 
-Added "+32 health restored on assist-kill"<br><br>
 
 
-Added "+20% faster firing speed"<br><br>
 
-Added "+20% faster firing speed"<br><br>
-Added "On miss: Punch yourself for 50 health! You coward!"<br><br>
+
-Added "35% of damage done is returned as health"<br><br>
-Added "-100% healing gained from every healing source or weapon effect while active (Except from kills/assist-kills)"
+
-Added "On miss: Punch yourself for 30 health! You coward!"<br><br>
 +
-Added "-100% healing gained from every healing source or weapon effect while active (Except from on hit effect)"
 
|
 
|
 
{{Pro}}+20% faster firing speed<br>
 
{{Pro}}+20% faster firing speed<br>
{{Pro}}+64 health restored on kill<br>
+
{{Pro}}35% of damage done is returned as health<br>
{{Pro}}+32 health restored on assist-kill<br>
+
{{Con}}On miss: Punch yourself for 30 health! You coward!<br>
{{Con}}On miss: Punch yourself for 50 health! You coward!<br>
+
{{Con}}-100% healing gained from every healing source or weapon effect while active (Except from "on hit" effect)
{{Con}}-100% healing gained from every healing source or weapon effect while active (Except from kills/assit-kills)<br>
 
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Fists_of_Steel.png|100px]]<br>
 
| align="center" | [[File:Backpack_Fists_of_Steel.png|100px]]<br>
Line 2,016: Line 1,823:
 
-Removed "-40% maximum overheal on wearer"<br><br>
 
-Removed "-40% maximum overheal on wearer"<br><br>
 
-Removed "-40% health from healers on wearer"<br><br>
 
-Removed "-40% health from healers on wearer"<br><br>
 +
-Increased melee vulnerability to +130% from +100%<br><br>
 
-Added "-33% damage taken from all sources, except from melee while active"<br><br>
 
-Added "-33% damage taken from all sources, except from melee while active"<br><br>
-Increased melee vulnerability to +150% from +100%<br><br>
+
-Added "-50% healing gained from every healing source or weapon effect while active"
-Added "50% slower weapon switch on wearer"<br>
 
'''NOTE''': This does stack with "This weapon has slower deploy time"
 
 
|
 
|
{{Pro}}-33% damage taken from all sources, except from melee while active<br>
+
When weapon is active:<br>
{{Con}}+150% damage vulnerability from melee sources while active<br>
+
:{{Pro}}-33% damage taken from all sources, except from Melee on wearer<br>
{{Con}}50% slower weapon switch on wearer<br>
+
:{{Con}}+130% damage vulnerability from Melee sources on wearer<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
:{{Con}}-50% healing gained from every healing source or weapon effect on wearer
 
|-
 
|-
 
| align="center" | [[File:Backpack_Eviction_Notice.png|100px]]<br>
 
| align="center" | [[File:Backpack_Eviction_Notice.png|100px]]<br>
Line 2,030: Line 1,836:
 
'''[[Eviction Notice]]'''
 
'''[[Eviction Notice]]'''
 
| align="left" |
 
| align="left" |
-Decreased firing speed to -25% from +40%<br><br>
+
-Removed "+40% faster firing speed"<br><br>
 
-Decreased move speed bonus to +10% from +15%<br><br>
 
-Decreased move speed bonus to +10% from +15%<br><br>
-Removed "-60% damage penalty"<br><br>
 
 
-Removed "Maximum health is drained while item is active"<br><br>
 
-Removed "Maximum health is drained while item is active"<br><br>
-Increased speed boost on hit to 4 seconds from 3s<br><br>
+
-Added "On teammate hit: Boosts the user’s speed for 3 seconds"<br><br>
-Added "On teammate hit: Boosts teammate's speed for 2 seconds"<br><br>
 
 
-Added "While active: Drains Primary and Secondary ammo"<br><br>
 
-Added "While active: Drains Primary and Secondary ammo"<br><br>
 
-Added "While active: No ammo from any ammo source"
 
-Added "While active: No ammo from any ammo source"
 
|
 
|
 
When weapon is active:<br>
 
When weapon is active:<br>
:{{Pro}}On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds<br>
+
:{{Pro}}On enemy hit: Boosts user's speed for 3 seconds<br>
:{{Pro}}+10% faster move speed<br>
+
:{{Pro}}On teammate hit: Boosts teammate's speed for 3 seconds<br>
:{{Con}}Drains Primary and Secondary ammo<br>
+
:{{Pro}}+10% faster move speed on wearer<br>
:{{Con}}No ammo from any ammo source<br>
+
:{{Con}}Drains Primary and Secondary ammo on wearer<br>
:{{Con}}25% slower firing speed<br>
+
:{{Con}}No ammo from any ammo source on wearer<br>
:{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
:{{Con}}-60% damage penalty
 
|-
 
|-
 
| align="center" | [[File:Backpack_Holiday_Punch.png|100px]]<br>
 
| align="center" | [[File:Backpack_Holiday_Punch.png|100px]]<br>
Line 2,051: Line 1,855:
 
'''[[Holiday Punch]]'''
 
'''[[Holiday Punch]]'''
 
| align="left" |
 
| align="left" |
-Added "When weapon is active: User is able to pick up their own edible for 64 health"<br><br>
+
-Added "When weapon is active: User is able to pick up their own edible for 60 health"<br><br>
-Added "On kill with your Primary: Gain crits for 1 second for this weapon"<br><br>
+
-Added "On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds."<br><br>
-Added "On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon"<br><br>
 
 
-Added "100% slower firing speed"<br><br>
 
-Added "100% slower firing speed"<br><br>
 
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"
 
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"
 
|
 
|
{{Pro}}When weapon is active: User is able to pick up their own edible for 64 health<br>
+
{{Pro}}When weapon is active: User is able to pick up their own edible for 60 health<br>
{{Pro}}On kill with your Primary: Gain crits for 1 second for this weapon<br>
+
{{Pro}}On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds.<br>
{{Pro}}On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon<br>
 
 
{{Pro}}On hit: Force enemy to laugh who also has this same weapon active<br>
 
{{Pro}}On hit: Force enemy to laugh who also has this same weapon active<br>
 
{{Pro}}Always critical hit from behind<br>
 
{{Pro}}Always critical hit from behind<br>
Line 2,065: Line 1,867:
 
{{Con}}Critical hits do no damage<br>
 
{{Con}}Critical hits do no damage<br>
 
{{Con}}100% slower firing speed<br>
 
{{Con}}100% slower firing speed<br>
{{Neutral}}The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored<br>
+
{{Neutral}}The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
|}
 
|}
Line 2,086: Line 1,887:
 
|}
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="3" class="header" | Engineer - PDA and Sentry Guns Changes/Additions
+
! colspan="3" class="header" | Engineer - PDA - In-General
 
|-
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Weapon
Line 2,096: Line 1,897:
 
| align="left" |
 
| align="left" |
 
-Increased rotating speed when placing a building by 100%<br><br>
 
-Increased rotating speed when placing a building by 100%<br><br>
-Added "Able to build Dispensers in Medieval mode"<br><br>
 
-Increased Dispenser range by +50%<br><br>
 
-Decreased metal cost when constructing and/or upgrading Teleporters by 20%<br><br>
 
-Added "When a teammate (or the user) uses a teleporter, they gain high damage resistance (75% damage resistance) with the duration based on the level (LV1 1s, LV2 2s, LV3 3s). Additionally, the owner (aka the Engineer) gains +50% longer duration based on the level."<br>
 
'''NOTE''': The Mini-Teleporter counts as a Level 3 building<br><br>
 
 
-Increased bullets refilled per Wrench hit to 45 from 40<br><br>
 
-Increased bullets refilled per Wrench hit to 45 from 40<br><br>
 
-Increased rockets refilled per Wrench hit to 9 from 8
 
-Increased rockets refilled per Wrench hit to 9 from 8
 +
|-
 +
|}
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="3" class="header" | Engineer - PDA - Sentry Guns
 +
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="80%" | Changes
 +
|-
 +
<!-- ENGINEER CLASS -->
 +
| align="center" | [[File:RED_Level_1_Sentry_Gun.png|50px]][[File:Red_Mini_Sentry.png|70px]]<br>
 +
'''Sentry Gun / Mini-Sentry'''
 +
| align="left" |
 +
-Updated how often the Sentry Gun/Mini-Sentry checks for enemy players from 20 to 66 times per second<br>
 +
'''NOTE''': The main side effect causes an increase of firing rate. We offset the bonus firing rate to try to get as close as possible to vanilla Sentry Gun DPS.<br>
 +
'''NOTE''': This was mostly meant to fix the Wrangler's firing speed multiplier
 
|-
 
|-
 
| align="center" | [[File:Sentry_Rocket.png|100px]]<br>
 
| align="center" | [[File:Sentry_Rocket.png|100px]]<br>
 
'''Sentry Rockets'''
 
'''Sentry Rockets'''
 
| align="left" |
 
| align="left" |
-Added "On direct hits: Increases explosion radius by 60%"<br><br>
 
-Added "On direct hits: Briefly cancels the target's momentum"<br><br>
 
 
-Increased projectile speed to 2000 Hu from 1100 Hu<br><br>
 
-Increased projectile speed to 2000 Hu from 1100 Hu<br><br>
-Decreased damage by 33%<br>
+
-Decreased max damage to 100 from 150
'''NOTE''': Reduces max damage to 100 from 150<br><br>
 
-Increased metal refill cost multiplier to 5 from 2<br>
 
'''NOTE''': In the vanilla game, it would take 40 metal to fully refill rockets, but this increases it to 100 metal
 
 
|-
 
|-
| align="center" | [[File:RED_Level_1_Sentry_Gun.png|50px]][[File:Red_Mini_Sentry.png|70px]]<br>
+
|}
'''Sentry Gun and Mini-Sentry DPS'''
+
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="3" class="header" | Engineer - PDA - Dispensers
 +
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="80%" | Changes
 +
|-
 +
<!-- ENGINEER CLASS -->
 +
| align="center" | [[File:Lvl3dispenser.png|80px]]<br>
 +
'''Dispenser'''
 +
| align="left" |
 +
-Increased range by +50%<br><br>
 +
-Added "Able to build Dispensers in Medieval mode"
 +
|-
 +
|}
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="3" class="header" | Engineer - PDA - Teleporters
 +
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="80%" | Changes
 +
|-
 +
<!-- ENGINEER CLASS -->
 +
| align="center" | [[File:Tele_inactive_red.png|110px]]<br>
 +
'''Teleporter'''
 
| align="left" |
 
| align="left" |
-The firing speed was increased for both the Sentry Gun/Mini-Sentry due to how often the damage is updated on the server to 66 times per second instead of 20 times per second<br>
+
-Decreased metal cost when constructing and/or upgrading Teleporters by 20%<br><br>
'''NOTE''': The Mini-Sentry actually has a +33.333% firing speed bonus (not +50%) when compared to the Sentry Gun (which is more noticeable due to the change mentioned above)<br>
+
-Added "When a teammate (or the user) uses a teleporter, they gain high damage resistance (75% damage resistance) with the duration based on the level (LV1 1s, LV2 2s, LV3 3s). Additionally, the owner (aka the Engineer) gains +50% longer duration based on the level."<br>
'''NOTE''': This was mostly meant to fix the Wrangler's firing speed multiplier<br><br>
+
'''NOTE''': The Mini-Teleporter counts as a Level 3 building
-Decreased Sentry Gun damage by 15.79%<br>
+
|-
'''NOTE''': The overall dps is unchanged due to the change mentioned above<br><br>
+
|}
-Decreased Mini-Sentry damage by 20%<br>
+
{| class="wikitable grid collapsible autocollapse" width="100%"
'''NOTE''': The overall dps is unchanged due to the change mentioned above
+
! colspan="3" class="header" | Engineer - PDA - Mini Buildings
 
|-
 
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="80%" | Changes
 +
|-
 +
<!-- ENGINEER CLASS -->
 
| align="center" | [[File:Red_Mini_Sentry.png|70px]]<br>
 
| align="center" | [[File:Red_Mini_Sentry.png|70px]]<br>
 
'''Mini-Sentry'''
 
'''Mini-Sentry'''
Line 2,178: Line 2,010:
 
'''[[Frontier Justice]]'''
 
'''[[Frontier Justice]]'''
 
| align="left" |
 
| align="left" |
-Added "20% more accurate"<br><br>
+
'''NO CHANGES'''
-Added "-50% max Primary ammo on wearer"<br><br>
 
-Removed "No random critical hits"
 
 
|
 
|
 
{{Pro}}Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed<br>
 
{{Pro}}Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed<br>
 
{{Pro}}20% more accurate<br>
 
{{Pro}}20% more accurate<br>
 
{{Con}}-50% clip size<br>
 
{{Con}}-50% clip size<br>
{{Con}}-50% max Primary ammo on wearer<br>
 
 
{{Neutral}}Revenge crits are lost on death
 
{{Neutral}}Revenge crits are lost on death
 
|-
 
|-
Line 2,192: Line 2,021:
 
'''[[Widowmaker]]'''
 
'''[[Widowmaker]]'''
 
| align="left" |
 
| align="left" |
-Increased bonus damage to your Sentry Gun's target to 20% from 10%<br><br>
+
-Increased bonus damage to your Sentry Gun's target to 20% from 10%
-Decreased metal cost per shot to -25 from -30
 
 
|
 
|
 
{{Pro}}On hit: Damage dealt is returned as ammo<br>
 
{{Pro}}On hit: Damage dealt is returned as ammo<br>
 
{{Pro}}20% increased damage to your Sentry Gun's target<br>
 
{{Pro}}20% increased damage to your Sentry Gun's target<br>
 
{{Pro}}No reload necessary<br>
 
{{Pro}}No reload necessary<br>
{{Con}}Per Shot: -25 ammo<br>
+
{{Con}}Per Shot: -30 ammo<br>
 
{{Con}}Uses metal as ammo
 
{{Con}}Uses metal as ammo
 
|-
 
|-
Line 2,207: Line 2,035:
 
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"<br><br>
 
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"<br><br>
 
-Removed "On Hit: Victim loses up to 20% cloak"<br><br>
 
-Removed "On Hit: Victim loses up to 20% cloak"<br><br>
-Removed "Deals only 20% damage to buildings"<br><br>
 
 
-Removed hidden clip size penalty<br>
 
-Removed hidden clip size penalty<br>
 
'''NOTE''': 6 shots instead of 4<br><br>
 
'''NOTE''': 6 shots instead of 4<br><br>
 
-Added hidden "+24% faster firing speed"<br>
 
-Added hidden "+24% faster firing speed"<br>
 
'''NOTE''': This matches the default Shotgun<br><br>
 
'''NOTE''': This matches the default Shotgun<br><br>
-Added hidden "4% slower reload time"<br>
+
-Added hidden "18% slower reload time"<br>
 
'''NOTE''': This matches the default Shotgun<br><br>
 
'''NOTE''': This matches the default Shotgun<br><br>
 
-Added "On hit: Decreases healing given and/or gained from every healing source or weapon effect"<br>
 
-Added "On hit: Decreases healing given and/or gained from every healing source or weapon effect"<br>
'''NOTE''': A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot (1200 Hu) will apply a -12.5% healing reduction for 8 seconds
+
'''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<br><br>
 +
-Increased projectile speed to 1600 Hu from 1200 Hu
 
|
 
|
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}Projectile cannot be deflected<br>
 
{{Pro}}Projectile cannot be deflected<br>
 
{{Pro}}On hit: Decreases healing given and/or gained from every healing source or weapon effect<br>
 
{{Pro}}On hit: Decreases healing given and/or gained from every healing source or weapon effect<br>
{{Con}}-20% damage penalty<br>
+
{{Con}}-20% damage penalty vs players<br>
 +
{{Con}}-80% damage penalty vs buildings<br>
 
{{Neutral}}Healing effect is decreased over distance and duration is increased over distance
 
{{Neutral}}Healing effect is decreased over distance and duration is increased over distance
 
|-
 
|-
Line 2,227: Line 2,056:
 
'''[[Rescue Ranger]]'''
 
'''[[Rescue Ranger]]'''
 
| align="left" |
 
| align="left" |
-Removed "-50% max Primary ammo on wearer"<br><br>
+
'''NO CHANGES'''
-Added "-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer"
 
 
|
 
|
{{Pro}}Alt-Fire: Use 100 metal to pick up buildings from long range<br>
+
{{Neutral}}Fires a special bolt that can repair friendly buildings<br>
{{Pro}}Fires a special bolt that can repair friendly buildings<br>
+
{{Pro}}ALT-FIRE: Use 100 metal to pick up buildings from long range<br>
 
{{Con}}-34% clip size<br>
 
{{Con}}-34% clip size<br>
{{Con}}-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer<br>
+
{{Con}}-50% max Primary ammo on wearer<br>
 
{{Con}}Self Mark-for-Death when hauling buildings, and a few seconds after redeployment<br>
 
{{Con}}Self Mark-for-Death when hauling buildings, and a few seconds after redeployment<br>
 
{{Con}}4-to-1 health-to-metal ratio when repairing buildings
 
{{Con}}4-to-1 health-to-metal ratio when repairing buildings
|-
 
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
 
<small>Secondary</small><br>
 
Engineer's '''[[Pistol]]'''(s)
 
| align="left" |
 
-Decreased reload time to 1.25 seconds from 1.36s<br>
 
'''NOTE''': This matches Scout's Pistol<br><br>
 
-Decreased Secondary ammo to 48 from 200<br>
 
'''NOTE''': Scout's Pistol is being increased to 48 from 36
 
|
 
<br>
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Wrangler.png|100px]]<br>
 
| align="center" | [[File:Backpack_Wrangler.png|100px]]<br>
Line 2,252: Line 2,069:
 
'''[[Wrangler]]'''
 
'''[[Wrangler]]'''
 
| align="left" |
 
| align="left" |
-Decreased shield resistance to 33% from 66% with Sentry Guns<br><br>
+
-Decreased shield resistance to 33% from 66% for Sentry Guns<br><br>
-Removed the shield resistance with Mini-Sentry Guns<br><br>
+
-Removed shield resistance for Mini-Sentry Guns<br><br>
 
-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets<br>
 
-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets<br>
 
'''NOTE''': Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.<br>
 
'''NOTE''': Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.<br>
 
'''NOTE''': Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.<br><br>
 
'''NOTE''': Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.<br><br>
-Fixed the firing rate bonus while controlling Mini-Sentry Guns and increased to x3 from x2<br><br>
 
 
-Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled<br>
 
-Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled<br>
 
'''NOTE''': Roughly 3-4 more bullets and 1 more rocket will be refilled per hit
 
'''NOTE''': Roughly 3-4 more bullets and 1 more rocket will be refilled per hit
 
|
 
|
 
{{Pro}}The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming<br>
 
{{Pro}}The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming<br>
{{Pro}}Wrangled Sentry Guns gains x2 firing rate and a shield that reduces all damage by 33%<br>
+
{{Pro}}Wrangled Sentry Guns gain x2 firing rate and a shield that reduces all damage by 33%<br>
{{Pro}}Wrangled Mini-Sentry Guns gains x3 firing rate<br>
+
{{Pro}}Wrangled Mini-Sentry Guns gain x2 firing rate<br>
 
{{Con}}Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%<br>
 
{{Con}}Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%<br>
 
{{Con}}Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling<br>
 
{{Con}}Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling<br>
Line 2,272: Line 2,088:
 
'''[[Short Circuit]]'''
 
'''[[Short Circuit]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
 
 
-Removed vanilla Primary-Fire effect<br><br>
 
-Removed vanilla Primary-Fire effect<br><br>
 
-Technically removed "Per Shot: -5 ammo"<br><br>
 
-Technically removed "Per Shot: -5 ammo"<br><br>
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"
+
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"<br><br>
 +
-Added "-100% metal from all ammo sources while active"
 
|
 
|
 
{{Pro}}Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack<br>
 
{{Pro}}Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack<br>
{{Pro}}Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack<br>
+
{{Pro}}ALT-FIRE: Launches a projectile-consuming energy ball, but costs 65 metal per attack<br>
 
{{Pro}}No reload necessary<br>
 
{{Pro}}No reload necessary<br>
 +
{{Con}}-100% metal from all ammo sources while active<br>
 
{{Con}}Cannot pick up buildings when active<br>
 
{{Con}}Cannot pick up buildings when active<br>
 
{{Con}}Uses metal for ammo
 
{{Con}}Uses metal for ammo
Line 2,295: Line 2,112:
 
'''[[Gunslinger]]'''
 
'''[[Gunslinger]]'''
 
| align="left" |
 
| align="left" |
-Removed "Third successful punch in a row always crits"<br><br>
+
-Increased the punch combo timer to 1.5 seconds from 0.8s<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"<br><br>
 
-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"<br><br>
 
-Added "+6.666% faster move speed on wearer"
 
-Added "+6.666% faster move speed on wearer"
 
|
 
|
 +
{{Pro}}Third successful punch in a row always crits<br>
 
{{Pro}}+25 max health on wearer<br>
 
{{Pro}}+25 max health on wearer<br>
 
{{Pro}}+6.666% faster move speed on wearer<br>
 
{{Pro}}+6.666% faster move speed on wearer<br>
Line 2,308: Line 2,125:
 
'''[[Southern Hospitality]]'''
 
'''[[Southern Hospitality]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
 
 
-Removed "20% fire damage vulnerability on wearer"<br><br>
 
-Removed "20% fire damage vulnerability on wearer"<br><br>
 
-Added "15% bullet damage vulnerability on wearer"<br><br>
 
-Added "15% bullet damage vulnerability on wearer"<br><br>
 
-Added "One hit destroys any Sapper"<br><br>
 
-Added "One hit destroys any Sapper"<br><br>
 
-Increased bleed duration to 8 seconds from 5s<br><br>
 
-Increased bleed duration to 8 seconds from 5s<br><br>
-Added "This weapon has bonus melee range, but slower deploy time"
+
-Added "This weapon has bonus melee range, but slower deploy and holster time"
 
|
 
|
 
{{Pro}}One hit destroys any Sapper<br>
 
{{Pro}}One hit destroys any Sapper<br>
 
{{Pro}}On hit: Bleed for 8 seconds<br>
 
{{Pro}}On hit: Bleed for 8 seconds<br>
 
{{Con}}15% bullet damage vulnerability on wearer<br>
 
{{Con}}15% bullet damage vulnerability on wearer<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
| align="center" | [[File:Backpack_Jag.png|100px]]<br>
 
| align="center" | [[File:Backpack_Jag.png|100px]]<br>
Line 2,329: Line 2,145:
 
-Removed "+15% faster firing speed"<br><br>
 
-Removed "+15% faster firing speed"<br><br>
 
-Removed "-25% damage penalty"<br><br>
 
-Removed "-25% damage penalty"<br><br>
-Changed damage penalty *vs buildings* to *vs Sappers*<br>
+
-Removed "-33% damage penalty vs buildings"<br><br>
'''NOTE''': This will ensure that it will take 3 hits to remove a Sapper instead of any other Wrench taking 2 hits<br><br>
 
 
-Added "60% faster upgrade rate"<br>
 
-Added "60% faster upgrade rate"<br>
 
'''NOTE''': Increased upgrade rate to 40 from 25 per hit
 
'''NOTE''': Increased upgrade rate to 40 from 25 per hit
Line 2,336: Line 2,151:
 
{{Pro}}Construction hit speed boost increased by 100%<br>
 
{{Pro}}Construction hit speed boost increased by 100%<br>
 
{{Pro}}60% faster upgrade rate<br>
 
{{Pro}}60% faster upgrade rate<br>
{{Con}}-50% damage penalty vs Sappers<br>
 
 
{{Con}}50% slower repair rate
 
{{Con}}50% slower repair rate
 
|-
 
|-
Line 2,369: Line 2,183:
 
<!-- MEDIC CLASS -->
 
<!-- MEDIC CLASS -->
 
| align="left" |
 
| align="left" |
-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)"<br><br>
 
'''NOTE''': All health regeneration numbers are doubled while healing a hurt Patient<br>
 
 
{{Neutral}}3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)<br>
 
{{Neutral}}3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)<br>
{{Neutral}}6 health per second (Max regen)
+
{{Neutral}}6 health per second (Max regen)<br>
 +
'''NOTE''': All health regeneration numbers are doubled while healing a hurt Patient
 
|
 
|
(Ability) Able to see enemy health (and enemy UberCharge percentage)<br>
 
 
(Ability) Health regeneration
 
(Ability) Health regeneration
 
|-
 
|-
Line 2,423: Line 2,235:
 
'''[[Syringe Gun]]'''
 
'''[[Syringe Gun]]'''
 
| align="left" |
 
| align="left" |
-See additional changes in "Medic - Primary Changes" tab<br><br>
 
 
-Added "On hit: 1% UberCharge added"
 
-Added "On hit: 1% UberCharge added"
 
|
 
|
 
{{Pro}}On hit: 1% UberCharge added<br>
 
{{Pro}}On hit: 1% UberCharge added<br>
{{Neutral}}This weapon will reload automatically when not active
+
{{Neutral}}This weapon will reload automatically when not active<br>
 +
{{Neutral}}User can see their UberCharge percentage while their Primary is active
 
|-
 
|-
 
| align="center" | [[File:Backpack_Blutsauger.png|100px]]<br>
 
| align="center" | [[File:Backpack_Blutsauger.png|100px]]<br>
Line 2,433: Line 2,245:
 
'''[[Blutsauger]]'''
 
'''[[Blutsauger]]'''
 
| align="left" |
 
| align="left" |
-Removed "On Hit: Gain up to +3 health"<br><br>
+
-Removed "On hit: Gain up to +3 health"<br><br>
 
-Removed "-2 health drained per second on wearer"<br><br>
 
-Removed "-2 health drained per second on wearer"<br><br>
-Added "On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user."<br>
+
-Added "On hit: +2 health restored that can overheal the user"
'''NOTE''': The healing percentage is 33% due to the Mad Milk change<br>
 
'''NOTE''': UberCharge gained is around 1% per 16-18 health given
 
 
|
 
|
{{Pro}}On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user.<br>
+
{{Pro}}On hit: +2 health restored that can overheal the user<br>
{{Neutral}}This weapon will reload automatically when not active
+
{{Neutral}}This weapon will reload automatically when not active<br>
 +
{{Neutral}}User can see their UberCharge percentage while their Primary is active
 
|-
 
|-
 
| align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br>
 
| align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br>
Line 2,448: Line 2,259:
 
-Added "25% slower reload time"<br><br>
 
-Added "25% slower reload time"<br><br>
 
-Increased Primary ammo penalty to -80% from -75%<br><br>
 
-Increased Primary ammo penalty to -80% from -75%<br><br>
-Increased projectile speed to 3000 Hu from 2400 Hu<br><br>
+
-Decreased point blank heal shot to 25 health from 75
-Decreased point blank heal shot to 25 health from 75<br><br>
 
-Increased max distance heal shot to 175 health from 150
 
 
|
 
|
 
{{Pro}}Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.<br>
 
{{Pro}}Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.<br>
Line 2,457: Line 2,266:
 
{{Con}}No headshots<br>
 
{{Con}}No headshots<br>
 
{{Neutral}}38 damage dealt (point blank) to 75 damage dealt (long range)<br>
 
{{Neutral}}38 damage dealt (point blank) to 75 damage dealt (long range)<br>
{{Neutral}}25 health restored (point blank) to 175 health restored (long range)<br>
+
{{Neutral}}25 health restored (point blank) to 150 health restored (long range)<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 +
{{Neutral}}User can see their UberCharge percentage while their Primary is active<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 2,465: Line 2,275:
 
'''[[Overdose]]'''
 
'''[[Overdose]]'''
 
| align="left" |
 
| align="left" |
-Removed "-15% damage penalty"<br><br>
+
-Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%"<br><br>
-Increased move speed bonus while active to +25% from +20%<br><br>
+
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"<br><br>
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"
+
-Added "+10% move speed while active"
 
|
 
|
{{Pro}}When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25%<br>
 
 
{{Pro}}While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%<br>
 
{{Pro}}While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%<br>
{{Neutral}}This weapon will reload automatically when not active
+
{{Pro}}+10% move speed while active<br>
 +
{{Con}}-15% damage penalty<br>
 +
{{Neutral}}This weapon will reload automatically when not active<br>
 +
{{Neutral}}User can see their UberCharge percentage while their Primary is active
 
|-
 
|-
 
| align="center" | [[File:Backpack_Medi_Gun.png|100px]]<br>
 
| align="center" | [[File:Backpack_Medi_Gun.png|100px]]<br>
Line 2,487: Line 2,299:
 
'''[[Kritzkrieg]]'''
 
'''[[Kritzkrieg]]'''
 
| align="left" |
 
| align="left" |
-Increased healing during the taunt to 15 HP from 11 HP<br><br>
+
-Increased healing during the taunt to 30 HP from 11 HP<br><br>
-Added "On taunt: Recover 15 health" at the start of the taunt<br><br>
 
 
-Removed draining effect when switching targets<br>
 
-Removed draining effect when switching targets<br>
 
'''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br>
 
'''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br>
-Removed "UberCharge: Grants Crits to your Patient's weapons"<br><br>
 
-Added additional new visual when UberCharged is activated<br><br>
 
 
-Added "While healing: Your Patient receives any positive buff that is currently affecting you"<br><br>
 
-Added "While healing: Your Patient receives any positive buff that is currently affecting you"<br><br>
-Added "UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons"<br><br>
+
-Added "UberCharge: Grants Mini-Crits to your Patient's weapons" as part of the UberCharge<br><br>
 +
-Added additional new visual when UberCharged is active<br><br>
 
-Added a new backpack model
 
-Added a new backpack model
 
|
 
|
 
{{Pro}}While healing: Your Patient receives any positive buff that is currently affecting you<br>
 
{{Pro}}While healing: Your Patient receives any positive buff that is currently affecting you<br>
{{Pro}}On taunt: Recover 15 health, then 15 additional health during the taunt<br>
+
{{Pro}}On taunt: Recover 30 health during the taunt duration<br>
 
{{Pro}}+25% UberCharge rate<br>
 
{{Pro}}+25% UberCharge rate<br>
{{Neutral}}UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons<br>
+
{{Neutral}}UberCharge: Grants Crits and Mini-Crits to your Patient's weapons<br>
 
{{Neutral}}While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter<br>
 
{{Neutral}}While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter<br>
 
{{Neutral}}UberCharge lasts for 8 seconds
 
{{Neutral}}UberCharge lasts for 8 seconds
Line 2,510: Line 2,320:
 
-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping"<br>
 
-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping"<br>
 
'''NOTE''': In the vanilla game, the "full turning control" was already being applied<br><br>
 
'''NOTE''': In the vanilla game, the "full turning control" was already being applied<br><br>
-Increased UberCharge rate bonus to +25% from +10%<br><br>
 
 
-Increased heal rate bonus to +50% from +40%<br><br>
 
-Increased heal rate bonus to +50% from +40%<br><br>
-Increased heal rate multipler during UberCharge to 400% from 300%<br><br>
+
-Increased healing multipler during UberCharge to 400% from 300%<br><br>
-Added a speed boost during UberCharge<br><br>
+
-Added a speed boost as part of the UberCharge<br><br>
-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"<br>
+
-Added "-40% UberCharge rate on Overhealed patients"<br><br>
'''NOTE''': This doesn't include the x4 healing during the UberCharge<br><br>
+
-The knock-back resistance and speed bonus will now linger for 1 second when switching targets<br><br>
-Removed "50% max overheal"<br><br>
 
-Added "66% faster overheal decay"<br><br>
 
-The full knock-back resistance and speed boost will now linger for 1 second when switching targets<br><br>
 
 
-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged
 
-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged
 
|
 
|
 
{{Pro}}While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges.<br>
 
{{Pro}}While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges.<br>
{{Pro}}+25% UberCharge rate<br>
+
{{Pro}}+10% UberCharge rate<br>
 
{{Pro}}+50% heal rate<br>
 
{{Pro}}+50% heal rate<br>
{{Con}}Normal UberCharge rate and heal rate while healing overhealed Patients<br>
+
{{Con}}-40% UberCharge rate on Overhealed patients<br>
{{Con}}66% faster overheal decay<br>
+
{{Con}}50% max overheal<br>
{{Neutral}}UberCharge: Increases healing to 400%, grants immunity to movement-impairing effects, and gain a speed boost for both users<br>
+
{{Neutral}}UberCharge: Increases healing to 400%, grants immunity to movement-impairing effects, and +25% move speed bonus for both users<br>
{{Neutral}}While UberCharged, switching targets will cause the full knock-back resistance and speed boost to linger for 1 second, but drains the meter faster<br>
+
{{Neutral}}While UberCharged, switching targets will cause the knock-back resistance and speed bonus to linger for 1 second, but drains the meter faster<br>
 
{{Neutral}}UberCharge lasts for up to 8 seconds
 
{{Neutral}}UberCharge lasts for up to 8 seconds
 
|-
 
|-
Line 2,535: Line 2,341:
 
| align="left" |
 
| align="left" |
 
-Decreased UberCharge rate to +10% from +67%<br><br>
 
-Decreased UberCharge rate to +10% from +67%<br><br>
-Increased resistance while healing to +20% from +10%<br><br>
+
-Increased resistance while healing to +15% from +10%<br><br>
 
-Removed "-33% UberCharge rate on overhealed Patients"<br><br>
 
-Removed "-33% UberCharge rate on overhealed Patients"<br><br>
 
-Removed "-66% Overheal build rate"<br><br>
 
-Removed "-66% Overheal build rate"<br><br>
 
-Added "-50% max overheal"<br><br>
 
-Added "-50% max overheal"<br><br>
-Added "The resistance bubble blocks 25% base & crit damage from all other sources for your Patient during UberCharge"<br><br>
+
-Added "The resistance bubble blocks 15% base & crit damage from all other sources for your Patient during UberCharge"<br><br>
-Added 20% crit resistance of the selected type while healing for yourself and your Patient<br><br>
+
-Added 15% crit resistance of the selected type while healing for yourself and your Patient<br><br>
 +
-Decreased UberCharge bubble resistance of the selected type from 75% to 50%<br><br>
 
-Added "User can now see their UberCharge percentage while this weapon is active"
 
-Added "User can now see their UberCharge percentage while this weapon is active"
 
|
 
|
 
{{Pro}}Press RELOAD to cycle through resist types<br>
 
{{Pro}}Press RELOAD to cycle through resist types<br>
{{Pro}}While healing, provides user and Patient with a constant 20% base & crit damage resistance to the selected damage type<br>
+
{{Pro}}While healing, provides user and Patient with a constant 15% base & crit damage resistance to the selected damage type<br>
 
{{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. Additionally, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient.
+
{{Neutral}}UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 50% base damage and 100% crit damage of the selected type to the Medic and Patient. Additionally, the resistance bubble blocks 15% base & crit damage from all other sources for your Patient.
 
|-
 
|-
 
| align="center" |
 
| align="center" |
Line 2,566: Line 2,373:
 
'''Any base melee weapon, including reskins'''
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
| align="left" |
-Added "20% faster global weapon switch on wearer"<br>
+
-Added "33% faster global weapon switch on wearer"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Medic equips it<br><br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Medic equips it<br><br>
-Added "On hit: Bleed for 4 seconds"<br>
+
-Added "On hit: Gain a 3 second speed boost"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Medic equips it
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Medic equips it
 
|
 
|
{{Pro}}20% faster global weapon switch on wearer<br>
+
{{Pro}}33% faster global weapon switch on wearer<br>
{{Pro}}On hit: Bleed for 4 seconds
+
{{Pro}}On hit: Gain a 3 second speed boost
 
|-
 
|-
 
| align="center" | [[File:Backpack_Ubersaw.png|100px]]<br>
 
| align="center" | [[File:Backpack_Ubersaw.png|100px]]<br>
Line 2,579: Line 2,386:
 
| align="left" |
 
| align="left" |
 
-Decreased UberCharge added on hit to 20% from 25%<br><br>
 
-Decreased UberCharge added on hit to 20% from 25%<br><br>
-Removed "20% slower firing speed"<br><br>
+
-Added "-20% UberCharge rate for Secondary"
-Added "On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge"<br><br>
 
-Added "-20% UberCharge rate for Secondary"<br><br>
 
-Added "Lose 10% UberCharge if your current attached Patient dies"
 
 
|
 
|
{{Pro}}On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge<br>
+
{{Pro}}On Hit: 20% UberCharge added<br>
{{Pro}}On hit: 20% UberCharge added<br>
+
{{Con}}20% slower firing speed<br>
{{Con}}-20% UberCharge rate for Secondary<br>
+
{{Con}}-20% UberCharge rate for Secondary
{{Con}}Lose 10% UberCharge if your current attached Patient dies
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Vita-Saw.png|100px]]<br>
 
| align="center" | [[File:Backpack_Vita-Saw.png|100px]]<br>
Line 2,600: Line 2,403:
 
-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>
-Added "This weapon has bonus melee range, but slower deploy time"
+
-Added "This weapon has bonus melee range, but slower deploy and holster time"
 
|
 
|
 
{{Pro}}On kill with any weapon: Regen up to 20% of your max HP over 7 seconds<br>
 
{{Pro}}On kill with any weapon: Regen up to 20% of your max HP over 7 seconds<br>
Line 2,607: Line 2,410:
 
{{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}}This weapon has bonus melee range, but slower deploy time
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
| align="center" | [[File:Backpack_Amputator.png|100px]]<br>
 
| align="center" | [[File:Backpack_Amputator.png|100px]]<br>
Line 2,613: Line 2,416:
 
'''[[Amputator]]'''
 
'''[[Amputator]]'''
 
| align="left" |
 
| align="left" |
-Removed "+3 health regenerated per second while active"<br><br>
+
-Removed "Up to +3 health regenerated per second while active"<br><br>
 
-Added "Guaranteed 4 health regenerated per 1/2 second while active"<br>
 
-Added "Guaranteed 4 health regenerated per 1/2 second while active"<br>
 
'''NOTE''': This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects<br><br>
 
'''NOTE''': This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects<br><br>
 
-Added "Disables self health regeneration while active"<br><br>
 
-Added "Disables self health regeneration while active"<br><br>
-Added "Taunt is loopable and can be canceled at any time by moving"<br><br>
+
-Added "This weapon has bonus melee range, but slower deploy and holster time"
-Added "This weapon has bonus melee range, but slower deploy time"
 
 
|
 
|
 
When weapon is active:<br>
 
When weapon is active:<br>
 
:{{Pro}}Guaranteed 4 health regenerated per 1/2 second<br>
 
:{{Pro}}Guaranteed 4 health regenerated per 1/2 second<br>
:{{Pro}}Alt-Fire: Applies a healing effect to all nearby teammates. Additionally, grants UberCharge based on health given to teammates.<br>
+
:{{Pro}}ALT-FIRE: Applies a healing effect to all nearby teammates. Additionally, grants UberCharge based on health given to teammates.<br>
 
:{{Con}}Disables self health regeneration<br>
 
:{{Con}}Disables self health regeneration<br>
 
:{{Con}}-20% damage penalty<br>
 
:{{Con}}-20% damage penalty<br>
:{{Neutral}}Taunt is loopable and can be canceled at any time by moving<br>
+
:{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
:{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Solemn_Vow.png|100px]]<br>
 
| align="center" | [[File:Backpack_Solemn_Vow.png|100px]]<br>
Line 2,632: Line 2,433:
 
'''[[Solemn Vow]]'''
 
'''[[Solemn Vow]]'''
 
| align="left" |
 
| align="left" |
-Moved "Allows you to see enemy health" to the Medic class<br><br>
+
-Increased slower firing speed to 20% from 10%<br><br>
-Removed "10% slower firing speed"<br><br>
+
-Added "Allows your current attached Patient to see enemy health"<br><br>
-Added "Allows your attached Patient to see enemy health"<br><br>
+
-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"
-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"<br><br>
 
-Added "An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage"<br><br>
 
-Added "-40% damage penalty"
 
 
|
 
|
{{Pro}}Allows your attached Patient to see enemy health<br>
+
{{Pro}}Allows the user and your current attached Patient to see enemy health<br>
 
{{Pro}}While active: User can see friendly players and buildings through walls, including disguised Spies<br>
 
{{Pro}}While active: User can see friendly players and buildings through walls, including disguised Spies<br>
{{Con}}An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage<br>
+
{{Con}}20% slower firing speed
{{Con}}-40% damage penalty
 
 
|-
 
|-
 
|}
 
|}
Line 2,661: Line 2,458:
 
'''NOTE''': User is hurt for 10 health per wall climb<br>
 
'''NOTE''': User is hurt for 10 health per wall climb<br>
 
'''NOTE''': Melee attack is 75% faster after a wall climb<br><br>
 
'''NOTE''': Melee attack is 75% faster after a wall climb<br><br>
-Increased accuracy by 66% and ammo by 33% for all Secondary SMGs
+
-Increased accuracy by 40% and ammo by 33% for all Secondary SMGs
 
|
 
|
 
(Ability) Precision Elimination<br>
 
(Ability) Precision Elimination<br>
Line 2,676: Line 2,473:
 
-Removed the hidden cap that limits charging time<br>
 
-Removed the hidden cap that limits charging time<br>
 
'''NOTE''': This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the "Mann vs Machine" gamemode.<br><br>
 
'''NOTE''': This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the "Mann vs Machine" gamemode.<br><br>
-Decreased base time for a full charge to 3 seconds from 3.3s<br><br>
+
-Decreased base charging time from 3.3 seconds to 3s<br><br>
-Added 5% faster base reload time<br><br>
 
-Increased ammo count to 32 from 25<br><br>
 
 
-Increased move speed while aiming to 100 Hu from 80 Hu<br>
 
-Increased move speed while aiming to 100 Hu from 80 Hu<br>
 
'''NOTE''': Sniper will move 66% slower while aiming instead of 73.3% slower<br><br>
 
'''NOTE''': Sniper will move 66% slower while aiming instead of 73.3% slower<br><br>
Line 2,685: Line 2,480:
 
|
 
|
 
'''VS Players'''<br>
 
'''VS Players'''<br>
30 bodyshot uncharged (from 50)<br>
+
35 bodyshot uncharged (from 50)<br>
120 bodyshot fully charged (from 150)<br><br>
+
150 bodyshot fully charged (NO CHANGE)<br><br>
120 headshot uncharged (from 150)<br>
+
105 headshot uncharged (from 150)<br>
480 headshot fully charged (from 450)<br><br>
+
450 headshot fully charged (NO CHANGE)<br><br>
 
'''VS Buildings'''<br>
 
'''VS Buildings'''<br>
 
45 uncharged (from 50)<br>
 
45 uncharged (from 50)<br>
Line 2,712: Line 2,507:
 
'''[[Huntsman]]'''
 
'''[[Huntsman]]'''
 
| align="left" |
 
| align="left" |
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu<br><br>
+
-Decrease minimal projectile speed (uncharged) to 1500 Hu from 1812.1 Hu<br><br>
 
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu<br><br>
 
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu<br><br>
-Decreased move speed penalty while aiming to -33% from -46.67%<br><br>
+
-Increased move speed penalty while aiming to -33% from -46.67%<br><br>
-Increased total ammo count to 16 from 13<br><br>
 
 
-Added damage falloff to projectile<br>
 
-Added damage falloff to projectile<br>
 
'''NOTE''': Point blank up to 500 Hu away bodyshots deal 120 damage<br>
 
'''NOTE''': Point blank up to 500 Hu away bodyshots deal 120 damage<br>
 
'''NOTE''': Between 500 and 900 Hu away bodyshots deal up to 60 damage<br>
 
'''NOTE''': Between 500 and 900 Hu away bodyshots deal up to 60 damage<br>
'''NOTE''': Headshots deal 360 damage at any range<br>
+
'''NOTE''': Headshots deal x3 damage based on distance and are affected by falloff<br>
 
'''NOTE''': Deals up to 120 damage towards buildings at any range
 
'''NOTE''': Deals up to 120 damage towards buildings at any range
 
|
 
|
Line 2,732: Line 2,526:
 
'''[[Sydney Sleeper]]'''
 
'''[[Sydney Sleeper]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
 
 
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"<br><br>
 
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"<br><br>
-Increased charge rate bonus to +33% from +25%<br><br>
 
 
-Added "On headshot: Doubles the Jarate duration"<br><br>
 
-Added "On headshot: Doubles the Jarate duration"<br><br>
-Added "On scoped hit: Slows target by 20% with the duration based on charge level and doubles the duration on headshot"<br>
+
-Added "On scoped hit: Slows target by 10% with the duration based on charge level and doubles the duration on headshot"<br>
 
'''NOTE''': 2 seconds up to 5s
 
'''NOTE''': 2 seconds up to 5s
 
|
 
|
{{Pro}}+33% charge rate<br>
+
{{Pro}}+25% charge rate<br>
{{Pro}}On scoped hit: Slows target by 20% and applies Jarate with the durations based on charge level (2 seconds up to 5s) and doubles the duration on headshot<br>
+
{{Pro}}On scoped hit: Slows target by 10% and applies Jarate with the durations based on charge level (2 seconds up to 5s) and doubles the duration on headshot<br>
 
{{Con}}Mini-crits on headshots<br>
 
{{Con}}Mini-crits on headshots<br>
 
{{Con}}While aiming: -66% move speed
 
{{Con}}While aiming: -66% move speed
Line 2,761: Line 2,553:
 
-Removed "On full charge: +15% damage per shot"<br><br>
 
-Removed "On full charge: +15% damage per shot"<br><br>
 
-Removed requirement for full charge to penetrate enemies<br><br>
 
-Removed requirement for full charge to penetrate enemies<br><br>
-Added "On kill: 25% of all of the overkill damage will be added to your next shot"<br>
+
-Added "On kill: 20% of all of the overkill damage will be added to your next shot"<br>
 
'''NOTE''': There is no limit on the amount of damage that can be earned<br><br>
 
'''NOTE''': There is no limit on the amount of damage that can be earned<br><br>
 
-Added "A shot that has overkill damage being applied will not count towards the next shot"
 
-Added "A shot that has overkill damage being applied will not count towards the next shot"
 
|
 
|
{{Pro}}On kill: 25% of all of the overkill damage will be added to your next shot<br>
+
{{Pro}}On kill: 20% of all of the overkill damage will be added to your next shot<br>
 
{{Pro}}Shot penetrate all enemies<br>
 
{{Pro}}Shot penetrate all enemies<br>
 
{{Con}}While aiming: -66% move speed<br>
 
{{Con}}While aiming: -66% move speed<br>
Line 2,776: Line 2,568:
 
'''[[Hitman's Heatmaker]]'''
 
'''[[Hitman's Heatmaker]]'''
 
| align="left" |
 
| align="left" |
-Increased body shot penalty to -33% from -20%<br><br>
 
 
-Removed "+25% faster charge while in Focus" stat<br>
 
-Removed "+25% faster charge while in Focus" stat<br>
 
'''NOTE''': This wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on an official patch (02/14/08).<br><br>
 
'''NOTE''': This wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on an official patch (02/14/08).<br><br>
 
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"<br><br>
 
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"<br><br>
-Added "25% faster reload time while in Focus"<br><br>
 
 
-Increased Focus gained from kills to 50% from 35%<br><br>
 
-Increased Focus gained from kills to 50% from 35%<br><br>
 
-Increased Focus gained from assist-kills to 25% from 15%<br><br>
 
-Increased Focus gained from assist-kills to 25% from 15%<br><br>
Line 2,787: Line 2,577:
 
|
 
|
 
{{Pro}}On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears<br>
 
{{Pro}}On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears<br>
{{Pro}}Gain Focus with kills/assists even while using Focus<br>
+
{{Pro}}Gain Focus with kills/assists even while using Focus. Press RELOAD at anytime to activate Focus.<br>
{{Pro}}Press RELOAD at anytime to activate Focus<br>
 
 
{{Con}}While aiming: -66% move speed<br>
 
{{Con}}While aiming: -66% move speed<br>
{{Con}}-33% damage on body shots<br>
+
{{Con}}-20% damage on body shots<br>
{{Neutral}}While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds
+
{{Neutral}}While Focus is active: Removes headshot delay, no unscoping, but fires tracer round and -50% Focus gained.
 
|-
 
|-
 
| align="center" | [[File:Backpack_Classic.png|100px]]<br>
 
| align="center" | [[File:Backpack_Classic.png|100px]]<br>
Line 2,800: Line 2,589:
 
-Removed "-10% damage on body shots"<br><br>
 
-Removed "-10% damage on body shots"<br><br>
 
-Added "While unscoped aiming: -33% move speed"<br><br>
 
-Added "While unscoped aiming: -33% move speed"<br><br>
-Added "-25% damage penalty"<br><br>
+
-Added "-20% damage penalty"<br><br>
 
-Added a small reload bonus to match the Sniper Rifle's attack rate  
 
-Added a small reload bonus to match the Sniper Rifle's attack rate  
 
|
 
|
Line 2,806: Line 2,595:
 
{{Pro}}While unscoped aiming: -33% move speed<br>
 
{{Pro}}While unscoped aiming: -33% move speed<br>
 
{{Con}}While scoped aiming: -66% move speed<br>
 
{{Con}}While scoped aiming: -66% move speed<br>
{{Con}}-25% damage penalty
+
{{Con}}-20% damage penalty
 
|-
 
|-
 
| align="center" | [[File:Backpack_SMG.png|100px]]<br>
 
| align="center" | [[File:Backpack_SMG.png|100px]]<br>
Line 2,812: Line 2,601:
 
'''[[Submachine Gun]]'''
 
'''[[Submachine Gun]]'''
 
| align="left" |
 
| align="left" |
-Added "66% more accurate"<br><br>
+
-See additional changes in "Sniper - Class Changes" tab
-Added "33% max Secondary ammo on wearer"
 
 
|
 
|
 +
:'''HIDDEN EXTRA STATS'''<br>
 +
{{Pro}}40% more accurate<br>
 +
{{Pro}}33% max Secondary ammo on wearer
 
|-
 
|-
 
| align="center" | [[File:Backpack_Jarate.png|100px]]<br>
 
| align="center" | [[File:Backpack_Jarate.png|100px]]<br>
Line 2,821: Line 2,612:
 
| align="left" |
 
| align="left" |
 
-Added "Allowed in Medieval mode"<br><br>
 
-Added "Allowed in Medieval mode"<br><br>
-Added "While doing the objective: +50% faster recharge rate"<br><br>
 
 
-Increased extinguishing teammate cooldown to 33% from 20%<br><br>
 
-Increased extinguishing teammate cooldown to 33% from 20%<br><br>
-Increased recharge time to 30 seconds from 20s<br><br>
+
-Decreased recharge time to 30 seconds from 20s
-Increased splash radius to 219 Hu from 200 Hu
 
 
|
 
|
 
{{Pro}}Coated enemies take mini-crits from all sources<br>
 
{{Pro}}Coated enemies take mini-crits from all sources<br>
{{Pro}}While doing the objective: +50% faster recharge rate<br>
+
{{Pro}}Extinguishing teammates refunds 33% of the meter<br>
{{Pro}}Extinguishing teammates reduces cooldown by -33%<br>
 
 
{{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
 
{{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}30 second recharge<br>
Line 2,867: Line 2,655:
 
-Moved "Knockback decreased by 20% when aiming" to the Sniper class<br><br>
 
-Moved "Knockback decreased by 20% when aiming" to the Sniper class<br><br>
 
-Removed "+4 health regenerated per second on wearer"<br><br>
 
-Removed "+4 health regenerated per second on wearer"<br><br>
-Added "10% of any Primary damage done is returned as health"<br><br>
+
-Added "15% of any Primary damage done is returned as health"<br><br>
-Added "Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon"
+
-Added "Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon"
 
|
 
|
{{Pro}}10% of any Primary damage done is returned as health<br>
+
{{Pro}}15% of any Primary damage done is returned as health<br>
{{Pro}}Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon<br>
+
{{Pro}}Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 2,878: Line 2,666:
 
'''[[Cleaner's Carbine]]'''
 
'''[[Cleaner's Carbine]]'''
 
| align="left" |
 
| align="left" |
-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds."<br><br>
+
-Removed "Dealing damage with this weapon fills a charge meter. ALT-FIRE when charged to gain mini-crits for all weapons for 8 seconds."<br><br>
-Removed "No random critical hits"<br><br>
+
-Removed "-20% clip size"<br><br>
-Decreased firing speed penalty to 15% from 25%<br><br>
+
-Added "On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter."<br><br>
-Added "On kill with any weapon: Gain 34% CRIKEY meter"<br><br>
+
-Added "ALT-FIRE when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"<br>
-Added "On assist-kill with any weapon: Gain 17% CRIKEY meter"<br><br>
 
-Added "Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"<br>
 
 
'''NOTE''': Able to gain meter while draining, but at -66% rate
 
'''NOTE''': Able to gain meter while draining, but at -66% rate
 
|
 
|
{{Pro}}On kill with any weapon: Gain 34% CRIKEY meter<br>
+
{{Pro}}On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter.<br>
{{Pro}}On assist-kill with any weapon: Gain 17% CRIKEY meter<br>
+
{{Con}}25% slower firing speed<br>
{{Con}}15% slower firing speed<br>
+
{{Neutral}}ALT-FIRE when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds<br><br>
{{Con}}-20% clip size<br>
 
{{Neutral}}Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds<br><br>
 
 
:'''HIDDEN EXTRA STATS'''<br>
 
:'''HIDDEN EXTRA STATS'''<br>
{{Pro}}66% more accurate<br>
+
{{Pro}}40% more accurate<br>
 
{{Pro}}33% max Secondary ammo on wearer
 
{{Pro}}33% max Secondary ammo on wearer
 
|-
 
|-
Line 2,911: Line 2,695:
 
'''Any base melee weapon, including reskins'''
 
'''Any base melee weapon, including reskins'''
 
| align="left" |
 
| align="left" |
-Added "Better wall climbing when compared to the other unlock Melee weapons"<br>
+
-Added "Better wall climbing when compared to other Melee weapons"<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Sniper equips it<br>
 
'''NOTE''': An all-class Melee weapon won't get the same bonus unless a Sniper equips it<br>
 
'''NOTE''': Decreases the health lost per wall climb to 5 from 10<br>
 
'''NOTE''': Decreases the health lost per wall climb to 5 from 10<br>
 
'''NOTE''': Increases the total height per wall climb by 33%
 
'''NOTE''': Increases the total height per wall climb by 33%
 
|
 
|
{{Pro}}Better wall climbing when compared to the other unlock Melee weapons
+
{{Pro}}Better wall climbing when compared to other Melee weapons
 
|-
 
|-
 
| align="center" | [[File:Backpack_Tribalman's_Shiv.png|100px]]<br>
 
| align="center" | [[File:Backpack_Tribalman's_Shiv.png|100px]]<br>
Line 2,922: Line 2,706:
 
'''[[Tribalman's Shiv]]'''
 
'''[[Tribalman's Shiv]]'''
 
| align="left" |
 
| align="left" |
-Removed "-50% damage penalty"<br><br>
+
-Added "On hit: Gain a 1 second speed boost"<br>
-Added "-50% damage vs players"<br><br>
+
'''NOTE''': The bleed damage can trigger this
-Added "-50% bleed damage"<br><br>
 
-Increased bleed duration to 10 seconds from 6s<br><br>
 
-Added "+15% faster firing speed"
 
 
|
 
|
{{Pro}}On hit: Bleed for 10 seconds<br>
+
{{Pro}}On hit: Bleed for 6 seconds<br>
{{Pro}}+15% faster firing speed<br>
+
{{Pro}}On hit: Gain a 1 second speed boost<br>
{{Con}}-50% damage vs players<br>
+
{{Con}}-50% damage penalty
{{Con}}-50% bleed damage
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Bushwacka.png|100px]]<br>
 
| align="center" | [[File:Backpack_Bushwacka.png|100px]]<br>
Line 2,937: Line 2,717:
 
'''[[Bushwacka]]'''
 
'''[[Bushwacka]]'''
 
| align="left" |
 
| align="left" |
 +
-Removed "When weapon is active"<br><br>
 
-Removed "Crits whenever it would normally mini-crit"<br><br>
 
-Removed "Crits whenever it would normally mini-crit"<br><br>
-Removed "No random critical hits"<br><br>
+
-Removed "20% damage vulnerability on wearer"<br><br>
-Added "Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon"<br><br>
+
-Added "Gain 1 critical hit (up to 3) for this weapon for every headshot hit with your Primary weapon"<br>
-Added "This weapon has bonus melee range, but slower deploy time"
+
'''NOTE''': On attack: Removes 1 crit hit<br><br>
 +
-Added "This weapon deploys 75% slower"<br><br>
 +
-Added "-25% damage penalty"
 
|
 
|
 
{{Pro}}Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon<br>
 
{{Pro}}Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon<br>
{{Con}}20% damage vulnerability while active<br>
+
{{Con}}This weapon deploys 75% slower<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
{{Con}}-25% damage penalty
 
|-
 
|-
 
| align="center" | [[File:Backpack_Shahanshah.png|100px]]<br>
 
| align="center" | [[File:Backpack_Shahanshah.png|100px]]<br>
Line 2,950: Line 2,733:
 
'''[[Shahanshah]]'''
 
'''[[Shahanshah]]'''
 
| align="left" |
 
| align="left" |
-Swapped the less or greater than stats<br><br>
+
-Removed "+25% increase in damage when health <50% of max"<br><br>
-Increased damage bonus to +30% from +25%<br><br>
+
-Removed "-25% decrease in damage when health >50% of max"<br><br>
-Decreased damage penalty to -20% from -25%<br><br>
+
-Added "+20% increase firing speed when health <50% of max"<br><br>
-Added "This weapon deploys +30% faster when health >50% of max"<br><br>
+
-Added "-20% decrease firing speed when health >50% of max"<br><br>
-Added "This weapon deploys +20% slower when health <50% of max"<br><br>
+
-Added "+50% melee range"<br><br>
-Added "This weapon has bonus melee range, but slower deploy time"
+
-Added "+25% melee bounds"
 
|
 
|
{{Pro}}This weapon deploys +30% faster when health >50% of max<br>
+
{{Pro}}+50% melee range<br>
{{Pro}}+30% increase in damage when health >50% of max<br>
+
{{Pro}}+25% melee bounds<br>
{{Con}}This weapon deploys +20% slower when health <50% of max<br>
+
{{Pro}}+20% increase firing speed when health <50% of max<br>
{{Con}}-20% decrease in damage when health <50% of max<br>
+
{{Con}}-20% decrease firing speed when health >50% of max
{{Neutral}}This weapon has bonus melee range, but slower deploy time
 
 
|-
 
|-
 
|}
 
|}
Line 3,011: Line 2,793:
 
{{Neutral}}Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking<br>
 
{{Neutral}}Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking<br>
 
'''NOTE''': If 2 or more radius overlap, it increases by 50% (instead of adding together)<br><br>
 
'''NOTE''': If 2 or more radius overlap, it increases by 50% (instead of adding together)<br><br>
{{Neutral}}Thrown Sappers will stay active for 60 seconds, until manually destroyed by the user, until destroyed by an enemy, whenever the user dies, or after throwing a new one<br><br>
+
{{Neutral}}Thrown Sappers will stay active for 30 seconds, until manually destroyed by the user, until destroyed by an enemy, whenever the user dies, or after throwing a new one<br><br>
 
{{Neutral}}Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius<br><br>
 
{{Neutral}}Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius<br><br>
 
{{Neutral}}30 second cooldown starts once destroyed<br><br>
 
{{Neutral}}30 second cooldown starts once destroyed<br><br>
 
{{Con}}While a Sapper is on the ground, the user is unable to Sap a building<br><br>
 
{{Con}}While a Sapper is on the ground, the user is unable to Sap a building<br><br>
 
{{Con}}While cloaked: User can't throw out nor destroy the Sapper<br><br>
 
{{Con}}While cloaked: User can't throw out nor destroy the Sapper<br><br>
{{Con}}-75% Sapper health when thrown
+
{{Con}}-50% Sapper health when thrown
 
|-
 
|-
 
|}
 
|}
Line 3,039: Line 2,821:
 
| align="left" |
 
| align="left" |
 
-Increased fire rate penalty to -100% from -20%<br><br>
 
-Increased fire rate penalty to -100% from -20%<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Removed "-15% damage penalty"<br><br>
 
-Removed "-15% damage penalty"<br><br>
 
-Removed the "short cooldown during which it never crits"<br><br>
 
-Removed the "short cooldown during which it never crits"<br><br>
Line 3,053: Line 2,834:
 
'''[[L'Etranger]]'''
 
'''[[L'Etranger]]'''
 
| align="left" |
 
| align="left" |
-Increased damage penalty to -25% from -20%
+
'''NO CHANGES'''
 
|
 
|
 
{{Pro}}+40% cloak duration<br>
 
{{Pro}}+40% cloak duration<br>
 
{{Pro}}+15% cloak on hit<br>
 
{{Pro}}+15% cloak on hit<br>
{{Con}}-25% damage penalty
+
{{Con}}-20% damage penalty
 
|-
 
|-
 
| align="center" | [[File:Backpack_Enforcer.png|100px]]<br>
 
| align="center" | [[File:Backpack_Enforcer.png|100px]]<br>
Line 3,065: Line 2,846:
 
-Removed "+20% damage bonus while disguised"<br><br>
 
-Removed "+20% damage bonus while disguised"<br><br>
 
-Removed "Attacks pierce damage resistance effects and bonuses"<br><br>
 
-Removed "Attacks pierce damage resistance effects and bonuses"<br><br>
-Removed "No random critical hits"<br><br>
 
 
-Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"<br>
 
-Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"<br>
 
'''NOTE''': Stealth shots allows the user to fire this weapon without losing their disguise<br><br>
 
'''NOTE''': Stealth shots allows the user to fire this weapon without losing their disguise<br><br>
-Added "Bind *custom* to manually remove your current disguise"
+
-Added "Bind *custom* to manually remove your current disguise"<br>
 +
'''NOTE''': In your TF2 console type.... bind X "custom"
 
|
 
|
 
{{Pro}}Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill<br>
 
{{Pro}}Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill<br>
Line 3,081: Line 2,862:
 
-Changed to guaranteed Mini-Crits instead of Crits<br><br>
 
-Changed to guaranteed Mini-Crits instead of Crits<br><br>
 
-Removed "-15% damage penalty"<br><br>
 
-Removed "-15% damage penalty"<br><br>
-Remove "No random critical hits"<br><br>
+
-Added "-10% damage vs players"
-Added "-25% damage penalty while disguised"<br><br>
 
-Added "20% slower firing speed"
 
 
|
 
|
 
{{Pro}}Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill<br>
 
{{Pro}}Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill<br>
{{Con}}-25% damage penalty while disguised<br>
+
{{Con}}-10% damage vs players
{{Con}}20% slower firing speed
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_Knife.png|100px]]<br>
 
| align="center" | [[File:Backpack_Knife.png|100px]]<br>
Line 3,103: Line 2,881:
 
-Removed "+33% cloak drain rate" penalty<br><br>
 
-Removed "+33% cloak drain rate" penalty<br><br>
 
-Added "+20% longer de-cloak time"<br><br>
 
-Added "+20% longer de-cloak time"<br><br>
-Added "While disguised: Gain a certain bonus based on your current class type disguise"<br><br>
+
-Added "While disguised: Gain a certain bonus based on your current class type disguise"<br>
 
Offense class - +33% normal damage vs players for Secondary and +100% for Melee<br>
 
Offense class - +33% normal damage vs players for Secondary and +100% for Melee<br>
Defense class - +20% damage resistance<br>
+
Defense class - +20% damage resistance on wearer<br>
Support class - +4 health regenerated per second<br>
+
Support class - Guaranteed 4 health regenerated per second on wearer<br>
 
'''NOTE''': The health regen isn't decreased if the user was recently hurt
 
'''NOTE''': The health regen isn't decreased if the user was recently hurt
 
|
 
|
Line 3,120: Line 2,898:
 
| align="left" |
 
| align="left" |
 
-Added "On backstab kill: Removes all negative debuffs on user"<br><br>
 
-Added "On backstab kill: Removes all negative debuffs on user"<br><br>
-Added "While cloaked: Any overheal on wearer doesn't decay"<br>
+
-Added "+10% additional cloak damage resistance on wearer"
'''NOTE''': Includes Medic overheal or overheal granted from backstabs
 
 
|
 
|
 
{{Pro}}On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user<br>
 
{{Pro}}On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user<br>
{{Pro}}While cloaked: Any overheal on wearer doesn't decay<br>
+
{{Pro}}+10% additional cloak damage resistance on wearer<br>
 
{{Con}}-55 max health on wearer
 
{{Con}}-55 max health on wearer
 
|-
 
|-
Line 3,133: Line 2,910:
 
-Removed "+30% cloak on kill"<br><br>
 
-Removed "+30% cloak on kill"<br><br>
 
-Removed "Gain a 3 second speed boost on kill"<br><br>
 
-Removed "Gain a 3 second speed boost on kill"<br><br>
-Added "On kill with any weapon: Gain a 2 second speed boost & +25% cloak"<br><br>
+
-Added "On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds."
-Added "On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak"
 
 
|
 
|
{{Pro}}On kill with any weapon: Gain a 2 speed boost & +25% cloak<br>
+
{{Pro}}On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds.<br>
{{Pro}}On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak<br>
 
 
{{Con}}-25 max health on wearer<br>
 
{{Con}}-25 max health on wearer<br>
 
|-
 
|-
Line 3,149: Line 2,924:
 
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"<br><br>
 
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"<br><br>
 
-Added "On hit by fire while active: Reduces initial fire damage by 90%"<br><br>
 
-Added "On hit by fire while active: Reduces initial fire damage by 90%"<br><br>
-Added "This weapon has bonus melee range, but slower deploy time"
+
-Added "This weapon has bonus melee range, but slower deploy and holster time"
 
|
 
|
 
{{Pro}}On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds<br>
 
{{Pro}}On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds<br>
Line 3,156: Line 2,931:
 
{{Con}}Melts in fire, regenerates in 10 seconds and by picking up ammo<br>
 
{{Con}}Melts in fire, regenerates in 10 seconds and by picking up ammo<br>
 
{{Neutral}}Weapon makes a melting sound unless user is currently disguised<br>
 
{{Neutral}}Weapon makes a melting sound unless user is currently disguised<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
| align="center" | [[File:Backpack_Disguise_Kit.png|100px]]<br>
 
| align="center" | [[File:Backpack_Disguise_Kit.png|100px]]<br>
Line 3,162: Line 2,937:
 
'''[[Disguise Kit]]'''
 
'''[[Disguise Kit]]'''
 
| align="left" |
 
| align="left" |
-Added "Gain 20% damage resistance against the class type you are currently disguised as"
+
'''NO CHANGES'''
 
|
 
|
{{Pro}}Gain 20% damage resistance against the class type you are currently disguised as
+
'''NO CHANGES'''
 
|-
 
|-
 
| align="center" | [[File:Backpack_Invisibility_Watch.png|100px]]<br>
 
| align="center" | [[File:Backpack_Invisibility_Watch.png|100px]]<br>
Line 3,170: Line 2,945:
 
'''[[Invis Watch]]'''
 
'''[[Invis Watch]]'''
 
| align="left" |
 
| align="left" |
-Fixed the "While cloaked: 50% faster debuff timers"<br><br>
+
-Fixed the "While cloaked: 50% faster debuff timers"<br>
'''NOTE''': Increased to 50% from around 42%<br>
+
'''NOTE''': Increased to 50% from around 42%<br><br>
 
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
 
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
 
|
 
|
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br>
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
{{Neutral}}Alt-Fire: Turn invisible<br>
+
{{Neutral}}ALT-FIRE: Turn invisible<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 3,183: Line 2,958:
 
'''[[Cloak and Dagger]]'''
 
'''[[Cloak and Dagger]]'''
 
| align="left" |
 
| align="left" |
-Fixed the "While cloaked: 50% faster debuff timers"<br><br>
+
-Fixed the "While cloaked: 50% faster debuff timers"<br>
'''NOTE''': Increased to 50% from around 42%<br>
+
'''NOTE''': Increased to 50% from around 42%<br><br>
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers<br><br>
+
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
-Added "Decreased decloak sound volume"<br><br>
 
-Added "0.5 sec longer cloak blink time"<br><br>
 
-Increased cloak meter from ammo sources penalty to -100% from -35%
 
 
|
 
|
 
{{Neutral}}Cloak Type: Motion Sensitive<br>
 
{{Neutral}}Cloak Type: Motion Sensitive<br>
 
{{Pro}}Cloak drain rate based on movement speed<br>
 
{{Pro}}Cloak drain rate based on movement speed<br>
{{Pro}}Decreased decloak sound volume<br>
 
 
{{Pro}}+100% cloak regen rate<br>
 
{{Pro}}+100% cloak regen rate<br>
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br>
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
{{Con}}No cloak meter from ammo sources<br>
+
{{Con}}-35% cloak meter from ammo sources<br>
{{Con}}0.5 sec longer cloak blink time<br>
 
 
{{Con}}+33% cloak drain rate<br>
 
{{Con}}+33% cloak drain rate<br>
{{Neutral}}Alt-Fire: Turn invisible<br>
+
{{Neutral}}ALT-FIRE: Turn invisible<br>
 
{{Neutral}}Allowed in Medieval mode
 
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
Line 3,218: Line 2,988:
 
-Increased faster debuff timers while cloaked to 75% from 50%<br>
 
-Increased faster debuff timers while cloaked to 75% from 50%<br>
 
'''NOTE''': Now includes "Marked-for-Death" and the "Gas Passer effect"<br><br>
 
'''NOTE''': Now includes "Marked-for-Death" and the "Gas Passer effect"<br><br>
-Added "While cloaked: User gains 6 health/s passive healing"<br>
 
'''NOTE''': This is a set 6 health and doesn't scale down when damaged, but can be increased/decreased from certain effects<br><br>
 
 
-Added "While cloaked: User absorbs 75% of any damage taken"<br>
 
-Added "While cloaked: User absorbs 75% of any damage taken"<br>
 
'''NOTE''': This starts 1 second after the "Dead Ringer" is triggered<br><br>
 
'''NOTE''': This starts 1 second after the "Dead Ringer" is triggered<br><br>
Line 3,225: Line 2,993:
 
'''NOTE''': This starts 1 second after the "Dead Ringer" is triggered<br><br>
 
'''NOTE''': This starts 1 second after the "Dead Ringer" is triggered<br><br>
 
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"<br><br>
 
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"<br><br>
-Added "No health from health packs when invisible and for 5 seconds after decloaking"<br><br>
 
 
-Added "No natural cloak resistance when invisible after the first 1 second"<br><br>
 
-Added "No natural cloak resistance when invisible after the first 1 second"<br><br>
 
-Added "-50% cloak meter from ammo sources"
 
-Added "-50% cloak meter from ammo sources"
Line 3,231: Line 2,998:
 
{{Neutral}}Cloak Type: Feign Death<br>
 
{{Neutral}}Cloak Type: Feign Death<br>
 
{{Pro}}Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration<br>
 
{{Pro}}Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration<br>
{{Pro}}While cloaked: User absorbs 75% of any damage taken, gains 6 health/s passive healing, gains a speed boost, and 75% faster debuff timers<br>
+
{{Pro}}While cloaked: User absorbs 75% of any damage taken, gains a speed boost, and 75% faster debuff timers<br>
 
{{Pro}}+30% cloak regen rate<br>
 
{{Pro}}+30% cloak regen rate<br>
 
{{Pro}}+40% cloak duration<br>
 
{{Pro}}+40% cloak duration<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping into enemies will make you slightly visible to enemies<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping into enemies will make you slightly visible to enemies<br>
 
{{Con}}No cloak meter from ammo sources when invisible and for 5 seconds after decloaking<br>
 
{{Con}}No cloak meter from ammo sources when invisible and for 5 seconds after decloaking<br>
{{Con}}No health from health packs when invisible and for 5 seconds after decloaking<br>
 
 
{{Con}}-50% cloak meter used when Feign Death is activated<br>
 
{{Con}}-50% cloak meter used when Feign Death is activated<br>
 
{{Con}}Absorbed damage shortens cloak duration<br>
 
{{Con}}Absorbed damage shortens cloak duration<br>
Line 3,303: Line 3,069:
 
-Added "Move speed increases by 15% while doing the objective"<br><br>
 
-Added "Move speed increases by 15% while doing the objective"<br><br>
 
-Added "15% damage vulnerability on wearer while doing the objective"<br><br>
 
-Added "15% damage vulnerability on wearer while doing the objective"<br><br>
-Added "This weapon has bonus melee range, but slower deploy time"
+
-Added "This weapon has bonus melee range, but slower deploy and holster time"
 
|
 
|
 
When weapon is active & while doing the objective:<br>
 
When weapon is active & while doing the objective:<br>
Line 3,309: Line 3,075:
 
:{{Pro}}Move speed increases by 15%<br>
 
:{{Pro}}Move speed increases by 15%<br>
 
:{{Con}}15% damage vulnerability on wearer<br>
 
:{{Con}}15% damage vulnerability on wearer<br>
:{{Neutral}}This weapon has bonus melee range, but slower deploy time
+
:{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
 
|-
 
|-
 
| align="center" | [[File:Backpack_Half-Zatoichi.png|100px]]<br>
 
| align="center" | [[File:Backpack_Half-Zatoichi.png|100px]]<br>
Line 3,316: Line 3,082:
 
| align="left" |
 
| align="left" |
 
-Now it will show the amount of health restored, just like other heal restoring effects/weapons<br><br>
 
-Now it will show the amount of health restored, just like other heal restoring effects/weapons<br><br>
-Removed "No random critical hits"<br><br>
+
(Soldier and Demoman) -Added "15% slower firing speed"<br><br>
 
(Soldier and Demoman) -Added "On assist-kill: Restore 25% of base health"<br><br>
 
(Soldier and Demoman) -Added "On assist-kill: Restore 25% of base health"<br><br>
(Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining"<br><br>
+
(Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining. Assist-kills grant 25% meter."<br>
(Soldier Only) -Added "On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining"<br>
 
 
'''NOTE''': After the default 10 seconds has been drained, if the user was able to extend the duration, the banner effect will only be affecting the user
 
'''NOTE''': After the default 10 seconds has been drained, if the user was able to extend the duration, the banner effect will only be affecting the user
 
|
 
|
{{Pro}}On kill: Restore 50% of base health<br>
+
{{Pro}}On kill: Restore 50% of base health. Assist-kills restore 25% health.<br>
{{Pro}}On assist-kill: Restore 25% of base health<br>
 
 
{{Con}}Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br>
 
{{Con}}Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br>
 +
{{Con}}15% slower firing speed<br>
 
{{Neutral}}Soldiers and Demos can duel with Katanas for a one-hit kill<br>
 
{{Neutral}}Soldiers and Demos can duel with Katanas for a one-hit kill<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time<br>
 
<br>
 
<br>
{{Pro}}(Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining<br>
+
{{Pro}}(Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining. Assist-kills grant 25% meter.
{{Pro}}(Soldier only) On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining
 
 
|-
 
|-
 
| align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br>
 
| align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br>
Line 3,355: Line 3,119:
 
'''[[Panic Attack]]'''
 
'''[[Panic Attack]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGES'''
+
-Decreased deploy speed bonus to +33% from +50%
 
|
 
|
 
{{Pro}}+50% bullets per shot<br>
 
{{Pro}}+50% bullets per shot<br>
{{Pro}}This weapon deploys 50% faster<br>
+
{{Pro}}This weapon deploys 33% faster<br>
 
{{Pro}}Fires a special fixed shot pattern<br>
 
{{Pro}}Fires a special fixed shot pattern<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}Successive shots become less accurate<br>
 
{{Con}}Successive shots become less accurate<br>
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
 
+
<small>Secondary</small><br>
 +
'''[[Pistol]]'''
 +
| align="left" |
 +
'''NO CHANGES'''
 +
|
 +
|-
 +
|}
 +
 
  
  
Line 3,379: Line 3,150:
 
! class="header" width="60%" | Stats
 
! class="header" width="60%" | Stats
 
|-
 
|-
| align="center" | [[File:Short_Term_Solution.png|100px]]<br>
+
| align="center" | [[File:Sure_Shot.png|100px]]<br>
 
<small>Primary</small><br>
 
<small>Primary</small><br>
'''Short-term Solution'''
+
'''Big Shot'''
 
| align="left" |
 
| align="left" |
[https://steamcommunity.com/sharedfiles/filedetails/?id=1037631298 TF2 Workshop Link]<br />
+
[http://steamcommunity.com/sharedfiles/filedetails/?id=510691874 TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On kill: Gain a shield that blocks 25% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack<br>
+
{{Pro}}On kill: Gain a shield that blocks 20% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack<br>
 
{{Pro}}The shield creates a small explosion when destroyed<br>
 
{{Pro}}The shield creates a small explosion when destroyed<br>
{{Con}}-15% damage penalty
+
{{Con}}20% slower firing speed<br>
 +
{{Con}}10% slower reload time
 
|-
 
|-
 
| align="center" | [[File:Solid_Slugger.png|100px]]<br>
 
| align="center" | [[File:Solid_Slugger.png|100px]]<br>
Line 3,430: Line 3,202:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=476914244/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=476914244/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}+100% damage vs players that have more than 90% health<br>
+
{{Pro}}+100% damage vs players that have more than 95% health<br>
{{Pro}}No damage falloff and minimal bullet spread<br>
+
{{Pro}}Full damage rampup at any distance and minimal bullet spread<br>
{{Con}}100% slower firing speed<br>
+
{{Con}}125% slower firing speed<br>
{{Con}}-50% clip size
+
{{Con}}-58.33% clip size
 
|-
 
|-
 
| align="center" | [[File:Six_Point_Shuriken.png|100px]]<br>
 
| align="center" | [[File:Six_Point_Shuriken.png|100px]]<br>
Line 3,441: Line 3,213:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=480946026/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=480946026/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On kill with any weapon: Refills 2 Shurikens<br>
+
{{Pro}}On kill with any weapon: Refills 2 Shurikens. Assist-kills refill 1 Shuriken.<br>
{{Pro}}On assist-kill with any weapon: Refills 1 Shuriken<br>
 
 
{{Pro}}+33% faster firing speed<br>
 
{{Pro}}+33% faster firing speed<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}-20% damage penalty<br>
Line 3,455: Line 3,226:
 
|
 
|
 
{{Pro}}On use: User is decreased in size or is returned to normal size<br>
 
{{Pro}}On use: User is decreased in size or is returned to normal size<br>
{{Pro}}While tiny: User is decreased in size by 30% and +30% healing given and/or gained from every healing source or weapon effect on wearer<br>
+
{{Pro}}While tiny: User is decreased in size by 30%<br>
 
{{Con}}While tiny: User takes Mini-Crits and deals 30% less damage<br>
 
{{Con}}While tiny: User takes Mini-Crits and deals 30% less damage<br>
 
{{Neutral}}Near instant recharge and with no effect duration
 
{{Neutral}}Near instant recharge and with no effect duration
Line 3,490: Line 3,261:
 
[https://gamebanana.com/skins/108465/ TF2 Workshop Link]<br />
 
[https://gamebanana.com/skins/108465/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 10 seconds (5 stacks)<br>
+
{{Pro}}While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 5 seconds (5 stacks)<br>
 
{{Con}}Maximum health is drained while weapon is active (-10 HP/sec)<br>
 
{{Con}}Maximum health is drained while weapon is active (-10 HP/sec)<br>
 
{{Neutral}}Does not require to be active to gain damage  
 
{{Neutral}}Does not require to be active to gain damage  
Line 3,503: Line 3,274:
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
! class="header" width="60%" | Stats
|-
 
| align="center" | [[File:Battering_Cannon.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Battering Cannon'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=521288092/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Increased push force against enemy players with direct hits<br>
 
{{Pro}}Increased push force on the user<br>
 
{{Con}}Minimal push force against enemy players with non-direct hits<br>
 
{{Con}}-20% projectile speed
 
 
|-
 
|-
 
| align="center" | [[File:Follower.png|100px]]<br>
 
| align="center" | [[File:Follower.png|100px]]<br>
Line 3,521: Line 3,281:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=262559558/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=262559558/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}Toggle between HOMING or MANUAL with ALT-FIRE<br>
+
{{Pro}}ALT-FIRE: Toggles between HOMING and MANUAL <br>
{{Pro}}Explosion radius increases the longer the projectile travels (up to +100%)<br>
+
{{Con}}Damage decreases the longer each rocket travels<br>
{{Con}}Projectile speed and damage decreases the longer the projectile travels (up to -70% for projectile speed)<br><br>
+
{{Con}}-20% explosion radius<br>
{{Neutral}}"Homing" mode: Press SPECIAL-ATTACK to place a special marker. Any of your rockets that travel near (300 Hu) the marker will automatically change direction towards the marker.<br>
+
{{Con}}-50% clip size<br>
{{Neutral}}"Manual" mode: Your rockets will travel based where you are aiming<br><br>
+
{{Neutral}}"HOMING" mode: Press SPECIAL-ATTACK to place a marker. Your rockets that travel near the marker (350 Hu) will change direction towards the marker at a hard angle. The marker will be removed if you switch modes, die, and/or if you manually place a new marker.<br>
{{Neutral}}Achieving max distance requires 1200 Hu<br>
+
{{Neutral}}"MANUAL" mode: Your rockets will travel based where you are aiming<br>
{{Neutral}}The rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling<br>
+
{{Neutral}}Your rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling<br>
{{Neutral}}The "Homing" mode's marker will be removed if you switch modes, die, and/or if you manually place a new one after 15 seconds
+
{{Neutral}}Achieving max distance for everything requires 1200 Hu
 
|-
 
|-
 
| align="center" | [[File:Dragon_Hunter.png|100px]]<br>
 
| align="center" | [[File:Dragon_Hunter.png|100px]]<br>
Line 3,536: Line 3,296:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=500449232/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=500449232/ TF2 Workshop Link]<br />
 
|
 
|
{{Neutral}}SPECIAL-ATTACK: Detonate rocket<br>
+
{{Neutral}}ALT-FIRE: Detonate rocket<br>
 
{{Pro}}-10% blast damage to self from this weapon<br>
 
{{Pro}}-10% blast damage to self from this weapon<br>
{{Con}}-20% explosion radius if rockets are manually detonated<br>
+
{{Pro}}On self damage: Instantly reload one shot<br>
{{Con}}-10% damage penalty
+
{{Con}}-25% explosion radius
|-
 
| align="center" | [[File:Trench_Buster.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Trench Buster'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=229507605 TF2 Workshop Link]<br />
 
|
 
{{Pro}}On self damage: Instantly reload two shots<br>
 
{{Con}}200% slower reload time<br>
 
{{Con}}-10% penalty from healing given and/or gained from every healing source or weapon effect on wearer
 
 
|-
 
|-
 
| align="center" |
 
| align="center" |
Line 3,559: Line 3,309:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1173674112 TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1173674112 TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}+33% faster move speed on wearer<br><br>
 
 
When a Banner is equipped:<br>
 
When a Banner is equipped:<br>
 
:{{Pro}}Reduces damage required to fill by 50%<br>
 
:{{Pro}}Reduces damage required to fill by 50%<br>
Line 3,568: Line 3,317:
 
:{{Pro}}+30% faster firing speed for your Melee
 
:{{Pro}}+30% faster firing speed for your Melee
 
|-
 
|-
| align="center" | [[File:Chains_Command.png|100px]]<br>
+
| align="center" | [[File:Crocketeer_Cloak.png|100px]]<br>
 
<small>Secondary</small><br>
 
<small>Secondary</small><br>
'''Chains of Command'''
+
'''Crocketeer's Cloak'''
 
| align="left" |
 
| align="left" |
CURRENTLY NO PUBLIC LINK
+
[https://steamcommunity.com/sharedfiles/filedetails/?id=6923/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}+33% clip size<br>
+
{{Pro}}Wearer performs an earthquake after landing an explosive jump<br>
{{Pro}}+33% faster firing speed<br>
+
{{Pro}}-75% fall damage taken on wearer<br>
{{Pro}}On kill: Recovers 2 firing speed stacks<br>
+
{{Pro}}-10% blast damage to self on wearer<br>
{{Pro}}On assist-kill: Recovers 1 firing speed stack<br>
+
{{Neutral}}Earthquake radius is 146 Hu. Earthquake damage is based on fall damage taken, but increased by x200%. There is no damage cap, plus no damage falloff. Requires line of sight to damage enemies.
{{Con}}On miss: Gain 1 slower firing speed stack<br>
 
{{Neutral}}Each stack reduces fire rate by 25% (Up to 200%)<br>
 
{{Neutral}}This weapon is best used at point blank and/or medium range<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
{{Pro}}+33% damage bonus<br>
 
{{Con}}-10% bullets per shot<br>
 
{{Con}}100% less accurate
 
 
|-
 
|-
 
|}
 
|}
Line 3,613: Line 3,355:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=148521367/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=148521367/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}100% Mini-Crits vs burning players <br>
+
{{Pro}}+30% damage bonus vs burning players<br>
 
{{Con}}On hit burning target: Decrease afterburn duration for each bullet that hits by 1 second<br>
 
{{Con}}On hit burning target: Decrease afterburn duration for each bullet that hits by 1 second<br>
 
{{Con}}-33% clip size<br>
 
{{Con}}-33% clip size<br>
Line 3,654: Line 3,396:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}+50% switch speed to your Melee from this weapon<br>
+
{{Pro}}+20% switch speed to your Melee from this weapon<br>
 
{{Pro}}On kill: Gain crits for your Melee for 4 seconds when you switch<br>
 
{{Pro}}On kill: Gain crits for your Melee for 4 seconds when you switch<br>
 
{{Pro}}On hit: Increases afterburn duration for each bullet that hits by 0.4 seconds<br>
 
{{Pro}}On hit: Increases afterburn duration for each bullet that hits by 0.4 seconds<br>
Line 3,666: Line 3,408:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}+50% switch speed to your Secondary from this weapon<br>
+
{{Pro}}+20% switch speed to your Secondary from this weapon<br>
 
{{Pro}}On kill: Gain Mini-Crits for your Secondary for 4 seconds when you switch<br>
 
{{Pro}}On kill: Gain Mini-Crits for your Secondary for 4 seconds when you switch<br>
 
{{Pro}}On hit: +6 seconds afterburn duration<br>
 
{{Pro}}On hit: +6 seconds afterburn duration<br>
Line 3,692: Line 3,434:
 
{{Pro}}On hit: Freezes target for 6 seconds<br>
 
{{Pro}}On hit: Freezes target for 6 seconds<br>
 
{{Con}}When weapon is active: Any damage taken freezes the user for 3 seconds<br>
 
{{Con}}When weapon is active: Any damage taken freezes the user for 3 seconds<br>
{{Neutral}}Being frozen reduces move speed by 10%, slows Primary firing speed by 20%, slows Secondary firing speed by 15%, slows melee firing rate by 25%, and slows overall weapon switching by 100%<br>
+
{{Neutral}}Being frozen reduces move speed by 10%, slows all weapons’ firing speed by 20%, and slows overall weapon switching by 100%<br>
 
{{Neutral}}ALT-FIRE: Throws weapon, but reduces freeze effects by half<br>
 
{{Neutral}}ALT-FIRE: Throws weapon, but reduces freeze effects by half<br>
 
{{Neutral}}6 second recharge<br>
 
{{Neutral}}6 second recharge<br>
Line 3,705: Line 3,447:
 
{{Pro}}Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters<br>
 
{{Pro}}Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters<br>
 
{{Pro}}Crits while launched by explosives, a grapple hook, the Detonator, or the Thermal Thrusters<br>
 
{{Pro}}Crits while launched by explosives, a grapple hook, the Detonator, or the Thermal Thrusters<br>
{{Pro}}Attacks launch targets downwards<br>
+
{{Pro}}+50% melee range<br>
{{Pro}}This weapon deploys 50% faster<br>
+
{{Pro}}+25% melee bounds<br>
{{Pro}}+33% melee range<br>
+
{{Con}}-32.31% damage penalty
{{Con}}-20% damage penalty
 
 
|-
 
|-
 
| align="center" | [[File:Endless_Carnage.png|100px]]<br>
 
| align="center" | [[File:Endless_Carnage.png|100px]]<br>
Line 3,717: Line 3,458:
 
|
 
|
 
When weapon is active:<br>
 
When weapon is active:<br>
:{{Pro}}On taunt: Scare nearby enemies for 1-6 seconds depending on how close they are to you<br>
+
:{{Pro}}On taunt: Scare nearby enemies (400 Hu) for 1-6 seconds depending on how close they are to you (Requires line of sight)<br>
 
:{{Pro}}+100% damage vs scared players<br>
 
:{{Pro}}+100% damage vs scared players<br>
 
:{{Con}}25% slower move speed on wearer<br>
 
:{{Con}}25% slower move speed on wearer<br>
 
:{{Con}}25% slower firing speed<br>
 
:{{Con}}25% slower firing speed<br>
:{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
+
:{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time<br>
:{{Neutral}}400 HU Max for Scare Radius
 
:{{Neutral}}Requires line of sight to scare enemies
 
 
:{{Neutral}}30 scare taunt cooldown
 
:{{Neutral}}30 scare taunt cooldown
 
|-
 
|-
Line 3,742: Line 3,481:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=351626901/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=351626901/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage is increased.<br>
+
{{Pro}}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 are increased.<br>
{{Pro}}-75% reduction in push force taken from damage and airblasts<br>
+
{{Pro}}-75% reduction in push force taken from airblasts<br>
 
{{Neutral}}Earthquake radius is 292 Hu. Earthquake damage is based on 100% fall damage taken. Explosive jumping doubles the possible damage. Earthquake damage cap of 100 with 50% falloff.
 
{{Neutral}}Earthquake radius is 292 Hu. Earthquake damage is based on 100% fall damage taken. Explosive jumping doubles the possible damage. Earthquake damage cap of 100 with 50% falloff.
 
|-
 
|-
 
| align="center" | [[File:Drunkard_Wrath.png|100px]]<br>
 
| align="center" | [[File:Drunkard_Wrath.png|100px]]<br>
 
<small>Primary</small><br>
 
<small>Primary</small><br>
'''Drunkard’s Wrath'''
+
'''Drunkard’s Wrath'''
 
| align="left" |
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=430935694/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=430935694/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}Toggle between PRECISION or AOE with SPECIAL-ATTACK<br>
+
{{Pro}}SPECIAL-ATTACK: Toggles between PRECISION and AOE<br>
 
{{Neutral}}Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenades fizzle out after landing<br>
 
{{Neutral}}Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenades fizzle out after landing<br>
 
{{Neutral}}AOE Mode: +100% explosion radius, +100% fuse time on grenades, but -10% damage penalty
 
{{Neutral}}AOE Mode: +100% explosion radius, +100% fuse time on grenades, but -10% damage penalty
Line 3,763: Line 3,502:
 
|
 
|
 
{{Neutral}}When a shield is equipped:<br>
 
{{Neutral}}When a shield is equipped:<br>
{{Pro}}While the shield is recharging, this weapon deals +25% damage vs players<br>
+
{{Pro}}On hit: Shield is recharged by 25%<br>
{{Pro}}On hit: Shield is recharged by 20%<br>
 
 
{{Con}}Grenades shatter on surfaces<br><br>
 
{{Con}}Grenades shatter on surfaces<br><br>
 +
{{Con}}-10% damage penalty<br><br>
 
{{Neutral}}When a shield is not equipped:<br>
 
{{Neutral}}When a shield is not equipped:<br>
{{Pro}}On hit: Recover 1 HP per 5 damage dealt<br>
+
{{Pro}}On hit: Recover 1 HP per 4.5 damage dealt<br>
{{Con}}15% slower reload time<br>
+
{{Con}}Grenades shatter on surfaces<br><br>
{{Con}}Grenades shatter on surfaces
+
{{Con}}-10% damage penalty
 
|-
 
|-
 
| align="center" | [[File:Steadfast_Blast.png|100px]]<br>
 
| align="center" | [[File:Steadfast_Blast.png|100px]]<br>
Line 3,785: Line 3,524:
 
{{Neutral}}Projectile deals 20 damage and explosions deals 11 damage<br>
 
{{Neutral}}Projectile deals 20 damage and explosions deals 11 damage<br>
 
{{Neutral}}There is no distance limit of the chain reaction nor a limit of enemies (or buildings) that it can damage  
 
{{Neutral}}There is no distance limit of the chain reaction nor a limit of enemies (or buildings) that it can damage  
|-
 
| align="center" | [[File:Hand_Held_Howitzer.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Hand-Held Howitzer'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=634665040 TF2 Workshop Link]<br />
 
|
 
{{Pro}}Deal +20% more Melee damage against all enemies that have been recently damaged from this weapon for the next 5 seconds<br>
 
{{Pro}}+50% switch speed to your Melee from this weapon<br>
 
{{Pro}}Getting a Melee kill reloads 1 shot for this weapon<br>
 
{{Pro}}-33% blast damage to self on wearer<br>
 
{{Con}}-83% clip size
 
 
|-
 
|-
 
| align="center" | [[File:Mine_Layer.png|100px]]<br>
 
| align="center" | [[File:Mine_Layer.png|100px]]<br>
Line 3,806: Line 3,533:
 
{{Pro}}Stickies are connected by tripwires and attached stickies can't be moved<br>
 
{{Pro}}Stickies are connected by tripwires and attached stickies can't be moved<br>
 
{{Pro}}Tripwires explode when the user or a visible enemy moves through too fast<br>
 
{{Pro}}Tripwires explode when the user or a visible enemy moves through too fast<br>
 +
{{Pro}}Detonates stickybombs near the crosshair<br>
 
{{Pro}}No reload necessary<br>
 
{{Pro}}No reload necessary<br>
 
{{Con}}Manually detonated stickybombs don't explode<br>
 
{{Con}}Manually detonated stickybombs don't explode<br>
Line 3,830: Line 3,558:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=100639340/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=100639340/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}When a stickybomb explodes or is destroyed, it will spawn 4 low damaging grenades (This can be triggered when you place a 4th new stickybomb)<br>
+
{{Pro}}When a stickybomb explodes or is destroyed, it will spawn 3 low damaging grenades (This can be triggered when you place a 4th new stickybomb)<br>
{{Pro}}If the user is killed by an enemy, any placed stickybomb will auto-explode (This will trigger the 4 grenades)<br>
+
{{Pro}}While a stickybomb is armed, it will spawn 1 low damaging grenade every 3 seconds<br>
{{Pro}}Up to +20% bonus damage based on charge (Also increases the damage of the grenades)<br>
+
{{Pro}}Up to +50% bonus grenade damage based on charge<br>
 
{{Con}}-3 max stickybombs out<br>
 
{{Con}}-3 max stickybombs out<br>
{{Con}}-83% clip size<br>
+
{{Con}}-50% clip size<br>
 +
{{Con}}Stickybombs fizzle after 30 seconds (This will trigger the 3 grenades)<br>
 
{{Neutral}}If a stickybomb was crit-boosted, any grenade spawning from it will also be crit-boosted<br>
 
{{Neutral}}If a stickybomb was crit-boosted, any grenade spawning from it will also be crit-boosted<br>
{{Neutral}}The grenades deal 25 damage with no damage falloff
+
{{Neutral}}The grenades deal 20 damage with no damage falloff
 
|-
 
|-
 
| align="center" | [[File:Scottish_Wargear.png|100px]]<br>
 
| align="center" | [[File:Scottish_Wargear.png|100px]]<br>
Line 3,856: Line 3,585:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=10644/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=10644/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On kill with any weapon: +2 stacks<br>
+
{{Pro}}On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br>
{{Pro}}On assist-kill with any weapon: +1 stack<br>
+
{{Pro}}35% of all damage done is returned as health<br>
{{Pro}}33% of all damage done is returned as health<br>
 
 
{{Pro}}On death: Heal (5% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)<br>
 
{{Pro}}On death: Heal (5% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)<br>
{{Con}}-20% damage dealt on wearer
+
{{Con}}-25% damage dealt on wearer
 
|-
 
|-
 
| align="center" | [[File:Assault_Battering_Ram.png|100px]]<br>
 
| align="center" | [[File:Assault_Battering_Ram.png|100px]]<br>
Line 3,868: Line 3,596:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=107856442 TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=107856442 TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}Once the charge meter is 50% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained<br>
+
{{Pro}}Once the charge meter is 60% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained<br>
 
{{Pro}}+33% increase in charge impact damage
 
{{Pro}}+33% increase in charge impact damage
 
|-
 
|-
Line 3,888: Line 3,616:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=31/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=31/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On kill: +2 stacks<br>
+
{{Pro}}On kill: +2 stacks. Assist-kills grant +1 stack.<br>
{{Pro}}On assist-kill: +1 stack<br>
+
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time<br>
{{Neutral}}This weapon has bonus melee range, but slower deploy time<br>
+
{{Neutral}}Each stack (up to 8) increases firing speed (by 5%) and damage vs players (by 1.875%), but increases all damage taken while active (by 5%).
{{Neutral}}Each stack (up to 6) increases firing speed (by 8.333%) and damage vs players (by 3.333%), but increases all damage taken while active (by 6.66%). On kill/assist-kill (after the 6th stack) will scare enemies near the victim's death location (292 Hu) for 2 seconds, including yourself for 1.5 second.
 
 
|-
 
|-
|}
+
| align="center" | [[File:Merasmus_Staff.png|100px]]<br>
 
+
<small>Melee</small><br>
 +
'''Merasmus’ Staff'''
 +
| align="left" |
 +
[http://gamebanana.com/skins/121576/ TF2 Workshop Link]<br />
 +
|
 +
{{Pro}}On kill: Gain a bumper car and 75% damage resistance for 10 seconds<br>
 +
{{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br>
 +
{{Con}}25% slower firing speed<br>
 +
{{Neutral}}Bumper car hits will always Mini-Crit hit and Crit hit if user is traveling fast enough
 +
|-
 +
|}
 +
 
  
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
Line 3,902: Line 3,640:
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="20%" | Workshop Link
 
! class="header" width="60%" | Stats
 
! class="header" width="60%" | Stats
|-
 
| align="center" | [[File:Bio_Breaker.png|100px]]<br>
 
<small>Primary</small><br>
 
'''Bio Breaker'''
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=515624474/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}While fully spun up: Gain 30% damage resistance, no deployed move speed penalty, and additional 10% bonus move speed<br>
 
{{Con}}While fully spun up: 8 ammo consumed per second<br>
 
{{Neutral}}Applies no knockback against enemies<br>
 
{{Neutral}}ALT-FIRE: Spins up weapon to deal damage in-front of the user that scales the closer you are to an enemy<br>
 
{{Neutral}}PRIMARY-ATTACK, SPECIAL-ATTACK, or RELOAD: While fully spun up, charge toward to skewer your enemies to carry them while damaging them<br>
 
{{Neutral}}Damage dealt from this weapon counts as melee damage, instead of bullet damage
 
 
|-
 
|-
 
| align="center" | [[File:Graphite_Perisher.png|100px]]<br>
 
| align="center" | [[File:Graphite_Perisher.png|100px]]<br>
Line 3,922: Line 3,647:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=693251393/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=693251393/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grants 2 seconds.<br>
+
{{Pro}}On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grant 2 seconds.<br>
{{Pro}}On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds. Secondary Assist-kills grants 1 second.<br>
+
{{Pro}}On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds. Secondary Assist-kills grant 1 second.<br>
 
{{Con}}-70% max Primary ammo on wearer<br>
 
{{Con}}-70% max Primary ammo on wearer<br>
 
{{Neutral}}The Mini-Crit timer drains while fully spun up and up to 6 seconds can be stored
 
{{Neutral}}The Mini-Crit timer drains while fully spun up and up to 6 seconds can be stored
Line 3,933: Line 3,658:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=805971499 TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=805971499 TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grants 4 seconds.<br>
+
{{Pro}}On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grant 4 seconds.<br>
 
{{Pro}}If a Cursed enemy is killed, the killer restore up to 50% of base health. Assist-kills spilts the regen between the two killers.<br>
 
{{Pro}}If a Cursed enemy is killed, the killer restore up to 50% of base health. Assist-kills spilts the regen between the two killers.<br>
 
{{Con}}If a Cursed enemy lives beyond a Curse, the additional damage taken will be returned<br>
 
{{Con}}If a Cursed enemy lives beyond a Curse, the additional damage taken will be returned<br>
 
{{Con}}If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy<br>
 
{{Con}}If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy<br>
 
{{Con}}If you die, all Curses created from you will be immediately lifted<br>
 
{{Con}}If you die, all Curses created from you will be immediately lifted<br>
{{Con}}When fully spun up: No self damage resistance nor damage resistance for nearby teammates<br>
+
{{Con}}-25% bullet per shot
{{Con}}20% damage vulnerability while active
 
|-
 
| align="center" | [[File:Gingerbread_Mann_custom.png|100px]]<br>
 
<small>Secondary</small><br>
 
'''Gingerbread Mann'''
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=4421/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}PRIMARY-ATTACK: User can walk around while eating and the meter is not used<br>
 
{{Pro}}Eating is loopable and can be canceled at any time switching weapons or by throwing this<br>
 
{{Con}}-85% consumption healing effect per bite<br>
 
{{Con}}Drops a small health pack when thrown<br>
 
{{Neutral}}3 second cooldown once eating is stopped<br>
 
{{Neutral}}10 second recharge once thrown<br>
 
{{Neutral}}Alt-Fire: Share with a friend
 
 
|-
 
|-
 
| align="center" | [[File:Cosmic_Cuisine.png|100px]]<br>
 
| align="center" | [[File:Cosmic_Cuisine.png|100px]]<br>
Line 3,961: Line 3,671:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=319948180/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=319948180/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On consumption: Gain debuff immunity for 15 seconds. If a debuff is attempted to be applied to the user during the immunity time, then instead recover 50 health. Fire sources recover 3 health.<br>
+
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
 +
{{Pro}}On consumption: Gain debuff immunity for 15 seconds. If a debuff is attempted to be applied to the user during the immunity duration, then instead recover 50 health. Fire sources recover 3 health.<br>
 
{{Pro}}On teammate pick up: All debuffs are removed from them<br>
 
{{Pro}}On teammate pick up: All debuffs are removed from them<br>
{{Pro}}On enemy pick up: They don't gain health and are affected by all debuffs for 3 seconds<br>
+
{{Pro}}On enemy pick up: No health is recovered and they are affected by "Jarate" and "Mad Milk" for 5 seconds<br>
 
{{Con}}-100% consumption healing effect and no health for teammates if picked up<br>
 
{{Con}}-100% consumption healing effect and no health for teammates if picked up<br>
{{Neutral}}30 second recharge<br>
+
{{Neutral}}30 second recharge
{{Neutral}}If picked up by the user, it can fully refill the meter
 
 
|-
 
|-
 
| align="center" | [[File:Full_Throttle.png|100px]]<br>
 
| align="center" | [[File:Full_Throttle.png|100px]]<br>
Line 3,974: Line 3,684:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=229432158/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=229432158/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On kill: +2 Stacks<br>
+
{{Pro}}On kill: +2 stacks. Assist-kills grant +1 stack.<br>
{{Pro}}On assist-kill: +1 Stack<br>
 
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK <br>
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK <br>
{{Neutral}}Each stack (up to 10) increases move speed on wearer (up to +33%) while not spun up, but decreases damage for this weapon (up to -20%)
+
{{Neutral}}Each stack (up to 10) increases move speed on wearer (up to +25%) while not spun up, but decreases damage for this weapon (up to -20%)
 
|-
 
|-
 
| align="center" | [[File:Sub_Sandvich.png|100px]]<br>
 
| align="center" | [[File:Sub_Sandvich.png|100px]]<br>
Line 3,985: Line 3,694:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=2155/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=2155/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}66% of damage dealt is returned as health<br>
+
{{Pro}}35% of damage dealt is returned as health<br>
{{Pro}}On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 66% of the damage you took<br>
+
{{Pro}}On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 50% of the damage you took. Assist-kills grant 2 seconds.<br>
{{Pro}}On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took<br>
 
 
{{Con}}-50% clip size<br>
 
{{Con}}-50% clip size<br>
{{Neutral}}If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user<br>
+
{{Neutral}}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).
 
 
|-
 
|-
 
| align="center" | [[File:Hydraulic_Hammers.png|100px]]<br>
 
| align="center" | [[File:Hydraulic_Hammers.png|100px]]<br>
Line 3,998: Line 3,705:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=708124388/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=708124388/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On hit: Applies fast horizontal knockback and disables air strafe control until the target hits a wall, touches the ground, or after 3 seconds, plus Scouts can't double jump<br>
+
{{Pro}}On hit: Apply fast horizontal knockback and disables air strafe control until the target hits a wall, touches the ground, or after 3 seconds, plus Scouts can't double jump<br>
{{Pro}}If the target hits a wall or surface, deal damage based on their max health (up to 75%) and how far they traveled (up to 800 Hu)<br>
+
{{Pro}}Deal damage based on the target's max health (up to 50%) and how far they traveled (up to 800 Hu) once they hit a wall or surface<br>
 +
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
 
{{Con}}Minimal initial damage<br>
 
{{Con}}Minimal initial damage<br>
 
{{Con}}25% slower firing speed
 
{{Con}}25% slower firing speed
Line 4,011: Line 3,719:
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br><br>
 
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br><br>
 
When weapon is active:<br>
 
When weapon is active:<br>
:{{Pro}}Requires 225 Melee damage dealt to charge meter<br>
+
:{{Pro}}Requires 280 Melee damage dealt to charge meter<br>
 
:{{Pro}}When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds<br>
 
:{{Pro}}When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds<br>
 
:{{Pro}}While *wet* or when meter is active: Gain +25% move speed and +25% firing speed<br>
 
:{{Pro}}While *wet* or when meter is active: Gain +25% move speed and +25% firing speed<br>
Line 4,029: Line 3,737:
 
:{{Pro}}Never take fall damage<br>
 
:{{Pro}}Never take fall damage<br>
 
:{{Pro}}100% increased air strafe control<br>
 
:{{Pro}}100% increased air strafe control<br>
:{{Neutral}}On SPECIAL-ATTACK or RELOAD: User will perform a large special jump, but requires 80 HP<br>
+
:{{Neutral}}On SPECIAL-ATTACK or RELOAD: User will perform a large special jump, but requires 100 HP with a 2 second cooldown<br>
 
:{{Con}}Cannot naturally jump
 
:{{Con}}Cannot naturally jump
 +
|-
 +
| align="center" | [[File:Crate_Smasher.png|100px]]<br>
 +
<small>Melee</small><br>
 +
'''Crate Smasher'''
 +
| align="left" |
 +
[https://steamcommunity.com/sharedfiles/filedetails/?id=152814592/ TF2 Workshop Link]<br />
 +
|
 +
{{Neutral}}Damage equals to 40% of target's current health up to 90 damage<br>
 +
{{Pro}}70% of damage done is returned as health<br>
 +
{{Con}}25% slower firing speed
 
|-
 
|-
 
|}
 
|}
Line 4,043: Line 3,761:
 
<!-- ENGINEER CLASS -->
 
<!-- ENGINEER CLASS -->
 
| align="center" |
 
| align="center" |
'''Sticky Turrets'''<br>
+
'''Sticky Mini-Sentry'''<br>
 
(When using the Masterkey)
 
(When using the Masterkey)
 
| align="left" |
 
| align="left" |
{{Pro}}Turrets can be thrown to most surfaces or walls ('''NOTE''': Not including ceilings)<br>
+
{{Pro}}Able to throw with SPECIAL-ATTACK to attach to most surfaces or walls<br>
{{Pro}}Turrets are 2/3 in size when compared to Mini-Sentry Guns ('''NOTE''': Mini-Sentry Guns are 2/3 in size when compared to Sentry Guns)<br>
+
{{Pro}}+1 extra active Sentry<br>
{{Pro}}User can place up to 4 that cost 60 metal each<br>
+
{{Pro}}Instant turning speed<br>
{{Pro}}Near instant targeting rate ('''NOTE''': Also called "detection rate")<br>
+
{{Pro}}Silent Killer: Produces no idle beeping sounds<br>
{{Pro}}Instant build rate<br>
+
{{Con}}Cannot be repaired, resupplied, Wrangled, wrench boosted, or manually destroyed<br>
{{Pro}}+33% firing speed ('''NOTE''': Mini-Sentry Guns has +33% firing speed when compared to Sentry Guns)<br>
+
{{Con}}Self-destructs when ammo is depleted<br>
{{Pro}}Makes no bleeping sounds ('''NOTE''': Except when attacking a target)<br>
+
{{Con}}-50% damage penalty<br>
{{Con}}Turrets cannot be upgraded, repaired, resupplied, Wrangled, or manually destroyed<br>
+
{{Con}}-50% ammo supply<br>
{{Con}}-66% Turrent damage ('''NOTE''': Deals 2 damage per hit)<br>
+
{{Con}}-50% building health<br>
{{Con}}Minimal knockback dealt<br>
+
{{Neutral}}Once a "Sticky Mini-Sentry" runs out of ammo, it self-destructs<br>
{{Con}}-60% building health ('''NOTE''': 40 HP per Turret)<br>
+
{{Neutral}}"Sticky Mini-Sentries" have a 2 second delay before being thrown
{{Con}}-50% targeting radius<br>
 
{{Con}}-80% ammo supply<br>
 
{{Con}}Drops no metal gibs when destroyed<br>
 
{{Neutral}}Once a Turret runs out of ammo, it self-destructs ('''NOTE''': Each Turret can deal up to 60 damage)<br>
 
{{Neutral}} Turrets have a delay of 2.5 seconds before being thrown
 
 
|-
 
|-
 
|}
 
|}
Line 4,077: Line 3,790:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=835350550/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=835350550/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On kill with any weapon: +2 stacks. Assist-kills grants +1 stack.<br>
+
{{Pro}}On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br>
 
{{Pro}}On Sentry kill: +3 stacks<br>
 
{{Pro}}On Sentry kill: +3 stacks<br>
 
{{Con}}Lose 2 stacks when creating a new building<br>
 
{{Con}}Lose 2 stacks when creating a new building<br>
Line 4,091: Line 3,804:
 
|
 
|
 
When weapon is active:<br>
 
When weapon is active:<br>
:{{Pro}}Press PRIMARY-FIRE to boost all of your active buildings for 5 seconds at the cost of 200 metal<br>
+
:{{Pro}}Press PRIMARY-FIRE to boost all of your active buildings for 10 seconds at the cost of 150 metal<br>
 
:{{Con}}While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired<br>
 
:{{Con}}While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired<br>
 
:{{Con}}No metal from pickups and Dispensers<br>
 
:{{Con}}No metal from pickups and Dispensers<br>
 
:{{Con}}Cannot carry buildings<br>
 
:{{Con}}Cannot carry buildings<br>
:{{Neutral}}20 second cooldown after the boost is used<br>
+
:{{Neutral}}30 second cooldown after the boost is used<br>
 
:{{Neutral}}While boosting your buildings: Sentry damage/range are increased by 25%, Dispenser range/healing are increased by 50%, and Teleporter recharge rate is decreased by 50%
 
:{{Neutral}}While boosting your buildings: Sentry damage/range are increased by 25%, Dispenser range/healing are increased by 50%, and Teleporter recharge rate is decreased by 50%
 
|-
 
|-
Line 4,104: Line 3,817:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}Press and hold PRIMARY-FIRE: While looking towards health and ammo packs, the packs will attract towards you within 900 Hu that will stay in place for 15 seconds<br>
+
{{Pro}}Press and hold PRIMARY-FIRE: While looking at health and ammo packs, the packs will attract towards you within 900 Hu that will stay in place for 15 seconds<br>
 
{{Pro}}Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself<br>
 
{{Pro}}Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself<br>
 
{{Con}}-30% metal gained from transferred metal<br>
 
{{Con}}-30% metal gained from transferred metal<br>
{{Neutral}}It takes 10 seconds of constant use to empty the attraction meter. For each 1 second used, it requires 3 seconds to recover. Also, there is a 3 second cooldown when attraction is stopped.<br>
+
{{Neutral}}For each 1 second used, requires 3 seconds to recover and takes 10 seconds to empty the attraction meter. Any pack requries line of sight to drag.<br>
{{Neutral}}While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown <br>
+
{{Neutral}}There is a 3 second cooldown when attraction is stopped. While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown.
{{Neutral}}Requries Line of Sight to drag ammo packs
 
 
|-
 
|-
 
| align="center" | [[File:Gamma_Gazer.png|100px]]<br>
 
| align="center" | [[File:Gamma_Gazer.png|100px]]<br>
Line 4,136: Line 3,848:
 
{{Pro}}40% more accurate<br>
 
{{Pro}}40% more accurate<br>
 
{{Con}}-50% clip size<br>
 
{{Con}}-50% clip size<br>
{{Con}}200% slower firing speed
+
{{Con}}100% slower firing speed
 
|-
 
|-
 
| align="center" | [[File:Jupiter.png|100px]]<br>
 
| align="center" | [[File:Jupiter.png|100px]]<br>
Line 4,169: Line 3,881:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1525239794 TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=1525239794 TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}Third successful hit in a row always crits<br>
+
{{Pro}}Guaranteed 1 health regenerated per second on wearer<br>
{{Neutral}}Replaces the Sentry Gun with 4 small Sticky Turrets that can be thrown (while active with SPECIAL-ATTACK) to most surfaces or walls
+
{{Pro}}+10% metal from all ammo sources on wearer<br>
 +
{{Neutral}}Applies glue to a Mini-Sentry
 
|-
 
|-
 
|}
 
|}
Line 4,188: Line 3,901:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On hit: Increases Secondary healing rate by +20% (up to +60%)<br>
+
{{Pro}}On hit: Increases Secondary healing rate by +20% (Up to +60%)<br>
 
{{Con}}-80% max Primary ammo on wearer<br>
 
{{Con}}-80% max Primary ammo on wearer<br>
 
{{Con}}25% slower reload time<br>
 
{{Con}}25% slower reload time<br>
Line 4,232: Line 3,945:
 
|
 
|
 
{{Pro}}On hit: +3% UberCharge added<br>
 
{{Pro}}On hit: +3% UberCharge added<br>
{{Pro}}No reload necessary<br>
 
 
{{Con}}Uses UberCharge as ammo
 
{{Con}}Uses UberCharge as ammo
 
|-
 
|-
Line 4,241: Line 3,953:
 
[https://gamebanana.com/skins/113550/ TF2 Workshop Link]<br />
 
[https://gamebanana.com/skins/113550/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) that can overheal and any negative debuffs are removed<br>
+
{{Pro}}Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) and any negative debuffs are removed<br>
 +
{{Pro}}25% faster reload time<br>
 
{{Con}}-100% damage penalty<br>
 
{{Con}}-100% damage penalty<br>
 
{{Con}}No UberCharge gained when healing teammates<br>
 
{{Con}}No UberCharge gained when healing teammates<br>
Line 4,256: Line 3,969:
 
{{Pro}}Overheal doesn't decay for your Patients<br>
 
{{Pro}}Overheal doesn't decay for your Patients<br>
 
{{Con}}-50% max overheal<br>
 
{{Con}}-50% max overheal<br>
{{Neutral}}UberCharge: While attached to a Patient, this will instantly heal your Patient to 200% health and yourself to 125% health. Additionally, it will remove all negative debuffs from your Patient.<br>
+
{{Neutral}}UberCharge: Instantly buff your Patient to 150% health (With no overheal decay) and remove all negative debuffs. Instantly buff yourself to 150% health (With overheal decay).<br>
{{Neutral}}UberCharge is used in 40% chunks and has a 8 second cooldown after using a charge
+
{{Neutral}}UberCharge is used in 50% chunks and has a 5 second cooldown after using a charge
 
|-
 
|-
 
| align="center" | [[File:Blitzstorm.png|100px]]<br>
 
| align="center" | [[File:Blitzstorm.png|100px]]<br>
Line 4,293: Line 4,006:
 
{{Neutral}}The stored crits require the removed UberCharge to use
 
{{Neutral}}The stored crits require the removed UberCharge to use
 
|-
 
|-
|}
+
| align="center" | [[File:Jackal_Beating_Stick.png|100px]]<br>
 
+
<small>Melee</small><br>
 +
'''Jackal Beating Stick'''
 +
| align="left" |
 +
[https://gamebanana.com/skins/137226/ TF2 Workshop Link]<br />
 +
|
 +
{{Pro}}Nearby teammates that also have this weapon active will gain damage resistance<br>
 +
{{Pro}}On hit teammate: Boost their firing rate by 20% and reload speed by 10% for 4 seconds<br>
 +
{{Pro}}+75% melee range<br>
 +
{{Pro}}+50% melee bounds<br>
 +
{{Con}}25% slower firing speed<br>
 +
{{Con}}-20% damage penalty<br>
 +
{{Neutral}}Grants 6% resistance with each nearby teammate (Up to 4)
 +
|-
 +
|}
 +
 
  
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
Line 4,309: Line 4,036:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=312490030/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=312490030/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}Applies knockback to the target and increases based on charge<br>
+
{{Pro}}Applies knockback to the target and increases based on charge. Knockback increases on headshot.<br>
{{Pro}}Knockback increases on headshot<br>
+
{{Pro}}Arrows can bounce up to 10 times<br>
{{Pro}} Arrows can bounce up to 10 times<br>
 
 
{{Neutral}}Charging increases projectile speed instead of damage<br>
 
{{Neutral}}Charging increases projectile speed instead of damage<br>
 
{{Neutral}}Bodyshots deal 50 damage and headshots deal 150 damage
 
{{Neutral}}Bodyshots deal 50 damage and headshots deal 150 damage
Line 4,323: Line 4,049:
 
{{Pro}}Gain 100% charge rate while directly looking at an enemy player<br>
 
{{Pro}}Gain 100% charge rate while directly looking at an enemy player<br>
 
{{Pro}}On scoped hit: Highlights enemy with the duration based on charge level (2 seconds up to 5s) for your eyes only and doubles the duration on headshot<br>
 
{{Pro}}On scoped hit: Highlights enemy with the duration based on charge level (2 seconds up to 5s) for your eyes only and doubles the duration on headshot<br>
{{Pro}}On kill: +40% charge. Assist-kills grants +20%. Press SPECIAL-ATTACK when full to reveal all enemies for 3 seconds for yourself and teammates.<br>
+
{{Pro}}On kill: +40% charge. Assist-kills grant +20% charge. Press SPECIAL-ATTACK when full to reveal all enemies for 3 seconds for yourself and teammates.<br>
 
{{Con}}Charge drains at 10% per second<br>
 
{{Con}}Charge drains at 10% per second<br>
 
{{Con}}No base charge rate
 
{{Con}}No base charge rate
Line 4,337: Line 4,063:
 
{{Con}}-66% direct damage penalty<br>
 
{{Con}}-66% direct damage penalty<br>
 
{{Neutral}}There is no limit for the number of bleeding targets. Additionally, the "hidden cap" that limits the charging rate was completely removed from all Rifles.<br>
 
{{Neutral}}There is no limit for the number of bleeding targets. Additionally, the "hidden cap" that limits the charging rate was completely removed from all Rifles.<br>
{{Neutral}}Bleeding targets from "Melf’s Magic Potion" and "Tribalman's Shiv" counts toward this weapon
+
{{Neutral}}Bleeding targets from "Melf’s Magic Potion" and "Tribalman's Shiv" counts toward this weapon
 
|-
 
|-
 
| align="center" | [[File:Urine_Trouble.png|100px]]<br>
 
| align="center" | [[File:Urine_Trouble.png|100px]]<br>
Line 4,359: Line 4,085:
 
{{Con}}80% of damage dealt with this weapon is delayed until the enemy is hit with your Melee<br><br>
 
{{Con}}80% of damage dealt with this weapon is delayed until the enemy is hit with your Melee<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
:'''HIDDEN EXTRA STATS'''<br>
{{Pro}}66% more accurate<br>
+
{{Pro}}40% more accurate<br>
 
{{Pro}}33% max Secondary ammo on wearer
 
{{Pro}}33% max Secondary ammo on wearer
 
|-
 
|-
Line 4,375: Line 4,101:
 
{{Neutral}}Killing an enemy will reset the damage bonus and lost accuracy<br><br>
 
{{Neutral}}Killing an enemy will reset the damage bonus and lost accuracy<br><br>
 
:'''HIDDEN EXTRA STATS'''<br>
 
:'''HIDDEN EXTRA STATS'''<br>
{{Pro}}66% more accurate<br>
+
{{Pro}}40% more accurate<br>
 
{{Pro}}33% max Secondary ammo on wearer
 
{{Pro}}33% max Secondary ammo on wearer
 
|-
 
|-
 
| align="center" | [[File:Melf_Magic_Potion.png|100px]]<br>
 
| align="center" | [[File:Melf_Magic_Potion.png|100px]]<br>
 
<small>Secondary</small><br>
 
<small>Secondary</small><br>
'''Melf’s Magic Potion'''
+
'''Melf’s Magic Potion'''
 
| align="left" |
 
| align="left" |
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=480957345/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=480957345/ TF2 Workshop Link]<br />
 
|
 
|
 
{{Pro}}Deals damage on impact and bleed for 5 seconds<br>
 
{{Pro}}Deals damage on impact and bleed for 5 seconds<br>
{{Pro}}While doing the objective: +50% faster recharge rate<br>
+
{{Pro}}+50% increase in recharge rate<br>
 
{{Neutral}}All damage dealt is based on the max health of target<br>
 
{{Neutral}}All damage dealt is based on the max health of target<br>
 
{{Neutral}}20 second recharge
 
{{Neutral}}20 second recharge
Line 4,395: Line 4,121:
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=309461075/ TF2 Workshop Link]<br />
 
[http://steamcommunity.com/sharedfiles/filedetails/?id=309461075/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}On kill: Gain +50% charge for your Primary<br>
+
{{Pro}}On kill: Gain +50% charge for your Primary. Assist-kills grant +25% charge.<br>
{{Pro}}On assit-kill: Gain +25% charge for your Primary<br>
 
 
{{Con}}On Primary attack: Removes up to 25% of stored charge<br>
 
{{Con}}On Primary attack: Removes up to 25% of stored charge<br>
 
{{Con}}50% slower firing speed<br>
 
{{Con}}50% slower firing speed<br>
Line 4,441: Line 4,166:
 
{{Pro}}Recovers 2 shots on backstab and 1 shot for each building destroyed<br>
 
{{Pro}}Recovers 2 shots on backstab and 1 shot for each building destroyed<br>
 
{{Pro}}No ammo spent on successful hits with enemy players or buildings<br>
 
{{Pro}}No ammo spent on successful hits with enemy players or buildings<br>
{{Con}}Holds 12 shots<br>
+
{{Pro}}No reload necessary<br>
 +
{{Con}}-60% max Secondary ammo on wearer<br>
 +
{{Con}}Fires tracers rounds<br>
 
{{Con}}-33% damage penalty<br>
 
{{Con}}-33% damage penalty<br>
{{Neutral}}Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building<br>
+
{{Neutral}}Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building
{{Neutral}}Shoots small energy beams instead of bullets
 
 
|-
 
|-
 
| align="center" | [[File:Infection.png|100px]]<br>
 
| align="center" | [[File:Infection.png|100px]]<br>
Line 4,466: Line 4,192:
 
|
 
|
 
{{Pro}}On backstab: Plant a bomb and keep your current disguise<br>
 
{{Pro}}On backstab: Plant a bomb and keep your current disguise<br>
{{Pro}}Bombs auto-detonate after 4 seconds, but can be triggered earlier with Alt-Fire<br>
+
{{Pro}}Bombs auto-detonate after 4 seconds, but can be triggered earlier with ALT-FIRE<br>
 
{{Pro}}Bombs deal damage in a radius based on the target's current health at the time when the bomb was placed and how long the bomb was active<br>
 
{{Pro}}Bombs deal damage in a radius based on the target's current health at the time when the bomb was placed and how long the bomb was active<br>
 
{{Con}}Bombs disappear if the user dies, or if the target enters a respawn area<br>
 
{{Con}}Bombs disappear if the user dies, or if the target enters a respawn area<br>
Line 4,472: Line 4,198:
 
{{Con}}The user will take 25% of the bomb damage if too close<br>
 
{{Con}}The user will take 25% of the bomb damage if too close<br>
 
{{Con}}Backstabs don't instantly kill<br>
 
{{Con}}Backstabs don't instantly kill<br>
{{Neutral}}Bomb damage ramps up to 100% within the 4 seconds<br>
+
{{Neutral}}Bomb damage ramps up to 110% within the 4 seconds<br>
 
{{Neutral}}The target is notified if there's a bomb on them with a sound and message
 
{{Neutral}}The target is notified if there's a bomb on them with a sound and message
 
|-
 
|-
Line 4,503: Line 4,229:
 
|
 
|
 
{{Pro}}After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion damages nearby enemy players and buildings.<br>
 
{{Pro}}After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion damages nearby enemy players and buildings.<br>
{{Con}}Sapper is disabled for 5 seconds after sapping a building<br>
+
{{Con}}Sapper is disabled for 2 seconds after sapping a building<br>
 
{{Con}}-100% Sapper damage penalty<br>
 
{{Con}}-100% Sapper damage penalty<br>
 
{{Con}}-99% Sapper health penalty<br>
 
{{Con}}-99% Sapper health penalty<br>
Line 4,514: Line 4,240:
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=689322432/ TF2 Workshop Link]<br />
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=689322432/ TF2 Workshop Link]<br />
 
|
 
|
{{Pro}}After 6 seconds after placement, the Sapper reprograms the enemy building to join your team<br>
+
{{Pro}}After 8 seconds after placement, the Sapper reprograms the enemy building to join your team<br>
 
{{Pro}}Reprogrammed buildings gain bonuses<br>
 
{{Pro}}Reprogrammed buildings gain bonuses<br>
 
:{{Neutral}}Sentry - +10% firing speed<br>
 
:{{Neutral}}Sentry - +10% firing speed<br>
 
:{{Neutral}}Dispenser - +100% radius<br>
 
:{{Neutral}}Dispenser - +100% radius<br>
 
:{{Neutral}}Teleporter - Can be used in both directions<br>
 
:{{Neutral}}Teleporter - Can be used in both directions<br>
{{Con}}Reprogrammed buildings will self-destruct after 14 seconds<br>
+
{{Con}}Reprogrammed buildings will self-destruct after 12 seconds<br>
{{Con}}-20% Sapper damage penalty<br>
+
{{Con}}-30% Sapper damage penalty<br>
 
{{Neutral}}Buildings are still disabled after placement
 
{{Neutral}}Buildings are still disabled after placement
 
|-
 
|-
Line 4,532: Line 4,258:
 
{{Con}}While cloaked: Lose -6.25% move speed, no natural cloak damage resistance, no natural faster debuff timers, no health from any healing source, and no cloak meter from ammo sources<br>
 
{{Con}}While cloaked: Lose -6.25% move speed, no natural cloak damage resistance, no natural faster debuff timers, no health from any healing source, and no cloak meter from ammo sources<br>
 
{{Con}}Cloak drains 50% faster while inside an enemy player or building<br>
 
{{Con}}Cloak drains 50% faster while inside an enemy player or building<br>
{{Con}}When out of cloak: Drains 15 health/s while inside an enemy player or building
+
{{Con}}When out of cloak: Drains 10 health/s while inside an enemy player or building
 
|-
 
|-
 
| align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br>
 
| align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br>
Line 4,558: Line 4,284:
 
|-
 
|-
 
|}
 
|}
 +
  
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
Line 4,567: Line 4,294:
 
|-
 
|-
 
| align="center" | [[File:Raiding_Aid.png|100px]]<br>
 
| align="center" | [[File:Raiding_Aid.png|100px]]<br>
<small>Primary and Secondary</small><br>
+
<small>(Secondary) Soldier and Pyro</small><br>
 
'''Raiding Aid'''
 
'''Raiding Aid'''
 
| align="left" |
 
| align="left" |
Line 4,573: Line 4,300:
 
|
 
|
 
{{Pro}}On kill with this weapon: Increases clip size by +1 (up to 4)<br>
 
{{Pro}}On kill with this weapon: Increases clip size by +1 (up to 4)<br>
{{Pro}}Damage dealt with other weapons reloads a shot for this weapon (even while holstered)<br>
+
{{Pro}}Dealing 120 damage with other weapons reloads a shot for this weapon (even while holstered)<br>
{{Pro}}Reloading does not inhibit firing and occurs automatically every 3 seconds (even while holstered)<br>
+
{{Pro}}Reloading does not inhibit firing and occurs automatically every 2.5 seconds (even while holstered)<br>
 
{{Con}}-33% base clip size<br>
 
{{Con}}-33% base clip size<br>
 
{{Neutral}}No manual reloading<br>
 
{{Neutral}}No manual reloading<br>
Line 4,581: Line 4,308:
 
{{Pro}}+115% damage bonus<br>
 
{{Pro}}+115% damage bonus<br>
 
{{Pro}}+40% more accurate<br>
 
{{Pro}}+40% more accurate<br>
{{Con}}-60% bullets per shot<br>
+
{{Con}}-60% bullets per shot
{{Neutral}}Engineer requires 120 damage (Including 15% of your Sentry Gun's damage) to auto-reload<br>
 
{{Neutral}}Pyro requires 180 damage to auto-reload<br>
 
{{Neutral}}Heavy requires 150 damage to auto-reload<br>
 
{{Neutral}}Soldier requires 120 damage to auto-reload
 
|-
 
| align="center" | [[File:Short_Round.png|100px]]<br>
 
<small>Primary and Secondary</small><br>
 
'''Short Round'''<br>
 
<small>(Similar to the old "Panic Attack")</small>
 
| align="left" |
 
[https://steamcommunity.com/sharedfiles/filedetails/?id=140904733/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed<br>
 
{{Pro}}Fire rate increases as health decreases (up to +33%)<br>
 
{{Pro}}50% faster reload time<br>
 
{{Con}}-33% clip size
 
 
|-
 
|-
 
| align="center" | [[File:Pump_Shot.png|100px]]<br>
 
| align="center" | [[File:Pump_Shot.png|100px]]<br>
<small>Primary and Secondary</small><br>
+
<small>(Primary) Engineer</small><br>
 +
<small>(Secondary) Heavy</small><br>
 
'''Pump Shot'''
 
'''Pump Shot'''
 
| align="left" |
 
| align="left" |
Line 4,610: Line 4,322:
 
{{Con}}Fires and reloads slower the more ammo you have in the clip
 
{{Con}}Fires and reloads slower the more ammo you have in the clip
 
|-
 
|-
| align="center" | [[File:Crate_Smasher.png|100px]]<br>
+
| align="center" | [[File:Short_Round.png|100px]]<br>
<small>Melee</small><br>
+
<small>(Primary) Engineer</small><br>
'''Crate Smasher'''
+
<small>(Secondary) Soldier, Pyro, and Heavy</small><br>
 +
'''Short Round'''
 
| align="left" |
 
| align="left" |
[https://steamcommunity.com/sharedfiles/filedetails/?id=152814592/ TF2 Workshop Link]<br />
+
[https://steamcommunity.com/sharedfiles/filedetails/?id=140904733/ TF2 Workshop Link]<br />
 
|
 
|
{{Neutral}}Damage equals to 50% of target's current health (Soldier, Pyro, Demoman, Heavy, Medic, and Sniper) up to 100 damage<br>
+
{{Pro}}Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed<br>
{{Neutral}}Damage equals to 33% of target's current health (Scout only) up to 100 damage<br>
+
{{Pro}}Fire rate increases as health decreases (up to +33%)<br>
{{Pro}}100% of damage done is returned as health<br>
+
{{Pro}}50% faster reload time<br>
{{Con}}25% slower firing speed
+
{{Con}}-33% clip size
|-
 
| align="center" | [[File:Merasmus_Staff.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Merasmus’ Staff'''
 
| align="left" |
 
[http://gamebanana.com/skins/121576/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}On kill: Gain a bumper car and 75% damage resistance for 10 seconds<br>
 
{{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br>
 
{{Con}}25% slower firing speed<br>
 
{{Neutral}}Bumper car hits will always Mini-Crit hit and Crit hit if user is traveling fast enough
 
|-
 
| align="center" | [[File:Jackal_Beating_Stick.png|100px]]<br>
 
<small>Melee</small><br>
 
'''Jackal Beating Stick'''
 
| align="left" |
 
[https://gamebanana.com/skins/137226/ TF2 Workshop Link]<br />
 
|
 
{{Pro}}Nearby teammates that also have this weapon active will gain damage resistance<br>
 
{{Pro}}On hit teammate: Boost their firing rate by 20% and reload speed by 10% for 4 seconds<br>
 
{{Pro}}+75% melee range vs teammates<br>
 
{{Con}}25% slower firing speed<br>
 
{{Con}}-20% damage penalty<br>
 
{{Neutral}}Grants 6% resistance with each nearby teammate (Up to 4)
 
 
|-
 
|-
 
|}
 
|}
 +
 +
 +
 +
  
 
== Current Team Members ==
 
== Current Team Members ==
Line 4,664: Line 4,357:
 
[http://steamcommunity.com/profiles/76561198016621705/ 404UNF] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198016621705/ 404UNF] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198006980102/ Pikachu] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198006980102/ Pikachu] - Developer<br />
[http://steamcommunity.com/profiles/76561198045809708/ Orion™] - Developer<br />
+
[http://steamcommunity.com/profiles/76561198045809708/ Orion™] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198156289896/ The655] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198156289896/ The655] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198034862698/ Nergal] - Developer<br />
 
[http://steamcommunity.com/profiles/76561198034862698/ Nergal] - Developer<br />
 +
 +
 +
 +
  
 
== Bugs ==
 
== Bugs ==

Revision as of 20:43, 4 August 2022

Yes. I like this new weapon.
The Heavy.

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 with the intention of creating more balanced/fun gameplay.

Official Server List

Pictogram comment.png 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.

Overall Changes

-All CTF2W official servers have random critical hits turned off

-All CTF2W official servers use fixed bullet spread

-All CTF2W official servers use consistent fall damage

-Removed the 10 second teammate outlines after re-spawning

-Bug fix: No Engineer double swing
NOTE: Players won't be able to hit players twice without a delay

-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

-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

Speed Boosts - Number Changes
Class Original Speed (HU/s) NEW Boosted Speed (HU/s) OLD Boosted Speed (HU/s)

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%)


Scout - Class Changes
Changes Full New Stats

NO CHANGES

(Ability) Double jump
(Ability) +1 capture rate on wearer


Scout - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Scattergun.png

Primary
Scattergun

NO CHANGES

NO CHANGES

Backpack Force-A-Nature.png

Primary
Force-A-Nature

NO CHANGES

Pictogram plus.png Applies knockback on the target and shooter
Pictogram plus.png +50% faster firing speed
Pictogram plus.png +20% bullets per shot
Pictogram minus.png -10% damage penalty
Pictogram minus.png -66% clip size
Pictogram info.png The knockback that is applied on enemies is based on the damage dealt
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading

Backpack Shortstop.png

Primary
Shortstop

-Added "When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect"
NOTE: The previous version of this official stat didn't fully work with all healing sources, but now does and even more!

Pictogram plus.png When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect
Pictogram minus.png When weapon is active: +20% increase in push force taken from damage and airblast
Pictogram info.png This weapon is best used at medium and/or long range
Pictogram info.png ALT-FIRE: Reach out to shove an enemy

HIDDEN EXTRA STATS

Pictogram plus.png +100% damage bonus
Pictogram plus.png +42% faster firing speed
Pictogram plus.png 40% more accurate
Pictogram minus.png 50% slower reload time
Pictogram minus.png -60% bullets per shot
Pictogram minus.png -34% clip size

Backpack Soda Popper.png

Primary
Soda Popper

-Removed "25% faster reload time"

-Added "When Hype is used: Gain 50% faster reload time"

-Decreased the damage required for Primary/Secondary/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

Pictogram plus.png On hit any weapon: Builds Hype
Pictogram plus.png +50% faster firing speed
Pictogram minus.png -66% clip size
Pictogram info.png ALT-FIRE when full: Activate Hype for multiple air jumps and 50% faster reload time. When activated, user can't gain more Hype.
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
Pictogram info.png Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype

Backpack Baby Face's Blaster.png

Primary
Baby Face's Blaster

-Decreased boost lost on hit to 1% from 4%

-Removed "Boost decreased on air jumps"

-Removed "-34% clip size"

-Added "Boost decays over time" (3.33% every 1 second)

-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"

-Added "-1 capture rate on wearer"

-Increased damage required to fill to 200 from 100

Pictogram plus.png On hit any weapon: Builds Boost that increases your move speed on wearer
Pictogram minus.png Boost is decreased when damaged and/or decays over time
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram minus.png 10% slower move speed on wearer
Pictogram minus.png -1 capture rate on wearer
Pictogram info.png Requires 200 damage dealt to fully fill Boost

Backpack Back Scatter.png

Primary
Back Scatter

-Removed "Mini-crits targets when fired at their back from close range"

-Removed "-34% clip size"

-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"

Pictogram plus.png On kill: Decreased weapon attack noise
Pictogram plus.png +40% damage vs players from behind
Pictogram plus.png Shots penetrate all enemies
Pictogram minus.png 30% slower firing speed
Pictogram minus.png 15% slower reload time

Backpack Bonk! Atomic Punch.png

Secondary
Bonk! Atomic Punch

-Removed "While under the effects, all damage absorbed will slow you when the effect ends for 5 seconds (Scale from 25% at low damage to 50% at 200+ damage)"

-Added "While under the effects, all damage absorbed will self Mark-for-Death the user when the effect ends" (Scales up to 8 seconds at 250+ damage absorbed)"

-Added "Gain a speed boost while under effects"

-Added "This weapon deploys 100% slower"

Pictogram plus.png While under the effects, the user becomes invulnerable and gains a speed boost for 8 seconds
Pictogram minus.png While under the effects, all damage absorbed will self Mark-for-Death the user when the effect ends
Pictogram minus.png This weapon deploys 100% slower
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Crit-a-Cola.png

Secondary
Crit-a-Cola

-Decreased the self Marked-for-Death duration to 3 seconds from 5s

Pictogram plus.png While under the effects, all damage dealt is Mini-Crits for 5 seconds
Pictogram minus.png While under the effects, making any attack causes a 3 second self Marked-for-Death debuff until the effect wears off
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Mad Milk.png

Secondary
Mad Milk

-Increased extinguishing teammate cooldown from 20% to 25%

-Decreased life-steal effect to 35% from 60%

Pictogram plus.png Players heal 35% of the damage done to an enemy covered with milk
Pictogram plus.png Extinguishing teammates refunds 25% of the meter
Pictogram plus.png Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Pictogram info.png 20 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Winger.png

Secondary
Winger

-Added "Wearer never takes falling damage while active"

-Increased jump height bonus to +30% from +25%

When weapon is active:

Pictogram plus.png Wearer never takes falling damage
Pictogram plus.png +30% greater jump height
Pictogram plus.png +15% damage bonus
Pictogram minus.png -58.33% clip size
Backpack Pretty Boy's Pocket Pistol.png

Secondary
Pretty Boy's Pocket Pistol

-Technically removed "When weapon is active"

-Removed "On hit: Gain up to +3 health"

-Removed "-25% clip size"

-Added "35% of damage done is returned as health"

-Added "-50% damage penalty"

Pictogram plus.png 35% of damage done is returned as health
Pictogram plus.png +15% faster firing speed
Pictogram minus.png -50% damage penalty

Backpack Flying Guillotine.png

Secondary
Flying Guillotine

-Added "100% Mini-Crits vs players below 33% health"
NOTE: Includes Guillotine hit and bleed damage from this weapon

Pictogram plus.png On hit: Bleed for 5 seconds
Pictogram plus.png Long distance hits reduce recharge time by 25%
Pictogram plus.png 100% Mini-Crits vs players below 33% health
Pictogram minus.png Cannot be picked up after thrown
Pictogram info.png 6 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Bat.png Backpack Festive Bat.png Backpack Holy Mackerel.png Backpack Festive Holy Mackerel.png Backpack Unarmed Combat.png Backpack Batsaber.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "+20% faster firing speed"
NOTE: 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

Pictogram plus.png +20% faster firing speed

Backpack Sandman.png

Melee
Sandman

-Decreased max health penalty from -15 from -10

-The ball hit no longer does damage instead of "dealing damage scaled based on distance"

-Increased slow durations to 2-8 seconds from 1-7s

-The slow effect now does a set -30% instead of scaling based on distance

-Completely remade the slow effect and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additionally, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down.

Pictogram plus.png ALT-FIRE: Launches a ball that slows a target down depending on ball travel time
Pictogram plus.png Baseball can be picked up after thrown to instantly recharge
Pictogram minus.png -10 max health on wearer
Pictogram info.png 10 second recharge

Backpack Candy Cane.png

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 "+75% melee range"

-Added "+50% melee bounds"

Pictogram plus.png +75% melee range
Pictogram plus.png +50% melee bounds
Pictogram plus.png On teammate hit: Gift your teammate with health and ammo
Pictogram plus.png On enemy hit: Gift yourself with health and ammo
Pictogram minus.png 60% slower firing speed
Pictogram info.png Gifted ammo can be overfilled

Backpack Boston Basher.png

Melee
Boston Basher

-Added "This weapon has bonus melee range, but slower deploy and holster time"

Pictogram plus.png On hit: Bleed for 5 seconds
Pictogram minus.png On miss: Hit yourself. Idiot!
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time

Backpack Sun-on-a-Stick.png

Melee
Sun-on-a-Stick

-Increased direct damage penalty to -35% from -25%

-Added "ALT-FIRE: Spontaneous combustion"
NOTE: Ignites 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"

Pictogram plus.png On hit: Transfers "Spontaneous Combustion" afterburn to the target
Pictogram plus.png +25% fire damage resistance while active
Pictogram plus.png 100% critical hit vs burning players
Pictogram minus.png On hit: Transferred afterburn duration is decreased by 75%
Pictogram minus.png On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once
Pictogram minus.png -35% direct damage penalty
Pictogram info.png ALT-FIRE: Spontaneous Combustion
Pictogram info.png 20 second recharge once used

Backpack Fan O'War.png

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"

Pictogram plus.png On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits
Pictogram plus.png On hit: Gain a 2 second speed boost
Pictogram minus.png -94% damage penalty
Pictogram info.png Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from the 1st target

Backpack Atomizer.png

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. Assist-kills grant +1 jump."

-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

Pictogram plus.png On hit with this weapon: Slams airborne targets into the ground
Pictogram plus.png On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump.
Pictogram minus.png Disables double jump on wearer
Pictogram info.png Bonus jumps can be used even while weapon is not active

Backpack Wrap Assassin.png

Melee
Wrap Assassin

-The ornament no longer does direct damage on impact

-The bleeding duration scales depending on travel time (between 0.1–12 seconds) instead of the set 7.5 seconds

-Increased the scatter radius to 73 Hu from 50 Hu

-Added that the shatter effect will cause bleeding, but reduces the possible bleed duration by 66%

Pictogram plus.png ALT-FIRE: Launches a festive ornament that causes bleeding depending on travel time
Pictogram plus.png +25% increase in recharge rate
Pictogram minus.png On non-direct hits with the ornament: Reduces the possible bleed duration
Pictogram minus.png -65% direct damage penalty
Pictogram info.png 8 second recharge


Soldier - Class Changes
Changes Full New Stats

NO CHANGES

NO CHANGES

Soldier - Banner Changes
Changes

-Added "When you active your banner, your Primary's clip is automatically fully reloaded"
NOTE: This will pull from the reserve ammo, so it won’t be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike).

Soldier - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Rocket Launcher.png

Primary
Rocket Launcher

NO CHANGES

NO CHANGES

Backpack Direct Hit.png

Primary
Direct Hit

-Removed "+25% damage bonus"

-Added "+25% damage vs players"

Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png +25% damage vs players
Pictogram plus.png +80% projectile speed
Pictogram minus.png -70% explosion radius

Backpack Black Box.png

Primary
Black Box

-Updated the "On hit: Gain HP per attack" with a more accurate system

-Increased health gained per attack to 25 from 20

-Added "On direct hit" to reward accurate hits

-Added "-25% healing gained from every healing source or weapon effect on wearer"

Pictogram plus.png On hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack
Pictogram plus.png On direct hit: Recover 0.25 HP per 0.56 damage dealt with a max of 25 health per attack
Pictogram minus.png -25% healing gained from every healing source or weapon effect on wearer
Pictogram minus.png -25% clip size

Backpack Rocket Jumper.png

Primary
Rocket Jumper

-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"

-Added "Allowed in Medieval mode"

Pictogram plus.png On kill with any weapon: All equipped weapons are automatically fully reloaded
Pictogram plus.png +200% max Primary ammo on wearer
Pictogram plus.png No self inflicted blast damage taken
Pictogram minus.png -100% damage penalty
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram info.png Allowed in Medieval mode

Backpack Liberty Launcher.png

Primary
Liberty Launcher

-Decreased damage penalty to -20% from -25%

-Added "Increased push force against enemy players and the user"

Pictogram plus.png Increased push force against enemy players and the user
Pictogram plus.png -25% blast damage from rocket jumps
Pictogram plus.png +40% projectile speed
Pictogram plus.png +25% clip size
Pictogram minus.png -20% damage penalty

Backpack Cow Mangler 5000.png

Primary
Cow Mangler 5000

-Decreased charged shot move speed penalty to -50% from -66%

-Removed the Mini-Crit shot and afterburn damage from the ALT-FIRE effect

-Added "Black Hole Rockets" as part of the ALT-FIRE effect
NOTE: The rocket from the charged shot won't do damage
NOTE: Black Hole won't spawn if in an active enemy spawn
NOTE: The suction and "disable enemy buildings" lasts for 4 seconds
NOTE: An enemy that moves faster than 295 Hu can (or more easily) escape the suction
NOTE: Quick-Fix UberCharge is immune to the suction
NOTE: The suction radius is 182.5 Hu and the "disable enemy buildings" radius is 109.5 Hu

-Added "30% slower reload time"

Pictogram plus.png Does not require ammo
Pictogram plus.png ALT-FIRE: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additionally, any enemy buildings near the center will be disabled for 4 seconds.
Pictogram minus.png 30% slower reload time
Pictogram minus.png Deals only 20% damage to buildings
Pictogram minus.png Mini-Crits whenever it would normally crit
Pictogram minus.png While doing charged shot: -50% move speed

Backpack Beggar's Bazooka.png

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"

Pictogram plus.png Hold FIRE to load up to 3 rockets
Pictogram plus.png Release FIRE to unleash the barrage at 80% faster firing speed
Pictogram minus.png Projectile deviation scales by 1.666% based on the current number of loaded rockets
Pictogram minus.png Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
Pictogram minus.png -20% explosion radius
Pictogram minus.png 20% slower reload time
Pictogram info.png Projectile deviation will increase/decrease as rockets are loaded and when fired
Pictogram info.png -25% blast damage from rocket jumps, but -25% rocket jump height

Backpack Air Strike.png

Primary
Air Strike

-Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon"

-Removed "-10% explosive radius"

-Added "33% faster reload time while explosive jumping"

Pictogram plus.png -15% blast damage to self from this weapon
Pictogram plus.png +66% faster firing speed and 33% faster reload time while explosive jumping
Pictogram plus.png Clip size increased on kill (up to 4)
Pictogram minus.png -15% damage penalty
Pictogram minus.png -20% explosion radius while explosive jumping

Backpack Shotgun.png

Secondary
Shotgun

NO CHANGES

NO CHANGES

Backpack Buff Banner.png

Secondary
Buff Banner

-See additional changes in "Soldier - Banner Changes" tab

-Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"

-Added "On wearer: +15% faster firing speed for all weapons"

Pictogram plus.png On wearer: +15% faster firing speed for all weapons
Pictogram plus.png Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance
Pictogram info.png Requires 600 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Gunboats.png

Secondary
Gunboats

NO CHANGES

Pictogram plus.png -60% blast damage from explosive jumps
Pictogram info.png Allowed in Medieval mode

Backpack Battalion's Backup.png

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

Pictogram plus.png +30 max health on wearer
Pictogram plus.png 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)
Pictogram info.png Requires 600 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Concheror.png

Secondary
Concheror

-See additional changes in "Soldier - Banner Changes" tab

-Increased banner cost to 600 from 480

-Increased health regen to +8 from +4

Pictogram plus.png Up to +8 health regenerated per second on wearer
Pictogram plus.png Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal
Pictogram info.png Requires 600 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Mantreads.png

Secondary
Mantreads

-Increased stomping damage (aka the Goomba) multiplier to x3.5 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 "+20% increased rocket jump height on wearer"

Pictogram plus.png -75% reduction in push force taken from damage, airblasts, and knockback effects
Pictogram plus.png 200% increased air strafe control when explosive jumping
Pictogram plus.png Deals 3.5x falling damage to the player you land on
Pictogram plus.png +20% increased rocket jump height on wearer
Pictogram info.png Allowed in Medieval mode

Backpack Righteous Bison.png

Secondary
Righteous Bison

-Removed hidden clip size penalty
NOTE: 6 shots instead of 4

-Added hidden "+25% faster firing speed"
NOTE: This matches the default Shotgun

-Added hidden "25% 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%

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected and penetrates enemy players
Pictogram plus.png +33% projectile speed
Pictogram plus.png Reload time decreases as health decreases
Pictogram minus.png -33% damage penalty vs players
Pictogram minus.png -66% damage penalty vs buildings

Backpack Shovel.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
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

Pictogram plus.png Weapon knockback increases as the user becomes injured

Backpack Equalizer.png

Melee
Equalizer

-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 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 healing source or weapon effect"

Pictogram plus.png Damage increases as the user becomes injured
Pictogram plus.png If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill
Pictogram plus.png When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)
Pictogram minus.png On wearer: -20% base healing given and/or gained from every healing source or weapon effect

Backpack Disciplinary Action.png

Melee
Disciplinary Action

-Flipped the speed boost duration for the user and ally

-Increased the hidden melee range multiplier from +70% to +75%

-Decreased the hidden melee bounds multiplier from +55% to +50%

-Added "On kill with any weapon: +2 stacks. Assist-kills grant +1 stack."

-Added "ALT-FIRE while active: Consume 1 stack (up to 8) to gain a 3 second speed boost"

Pictogram plus.png +75% melee range
Pictogram plus.png +50% melee bounds
Pictogram plus.png On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds
Pictogram plus.png On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.
Pictogram minus.png -25% damage penalty
Pictogram info.png ALT-FIRE: Consume 3 stack to gain a speed boost

Backpack Market Gardener.png

Melee
Market Gardener

NO CHANGES

Pictogram plus.png Deals crits while the wielder is explosive jumping
Pictogram minus.png 20% slower firing speed

Backpack Escape Plan.png

Melee
Escape Plan

-Increased max move speed bonus to +66% from +60%, additionally 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 "40% damage vulnerability while active"

-Added "-20% damage penalty"

When weapon is active:

Pictogram plus.png If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill
Pictogram plus.png Move speed increases as the user becomes injured
Pictogram minus.png 40% damage vulnerability on wearer
Pictogram minus.png -20% damage penalty


Pyro - Class Changes
Changes Full New Stats

-Added "(Ability) Pyrotechnics"
NOTE: 50% faster debuff timers on wearer

-Added "+10% faster firing speed" to all Flare Guns

(Ability) Pyrotechnics

Pyro - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Flame Thrower.png

Primary
Flame Thrower

-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

-All Primaries will now reset the timer from airblasted grenades

Pictogram plus.png Extinguishing teammates restores 20 health
Pictogram plus.png -80% blast damage from reflected explosives
Pictogram plus.png While being hit from a Flame Thrower: -50% health received from all healing sources
Pictogram info.png ALT-FIRE: Release a blast of air that pushes enemies and projectiles and extinguish teammates that are on fire

Backpack Backburner.png

Primary
Backburner

-Decreased airblast cost to +100% from +150%

-Removed "100% critical hits from behind"

-Added "+100% direct & afterburn damage bonus from behind"

Pictogram plus.png +100% direct & afterburn damage bonus from behind
Pictogram minus.png +100% airblast cost

Backpack Degreaser.png

Primary
Degreaser

-Removed "+25% airblast cost"

-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"

Pictogram plus.png This weapon deploys 60% faster and holsters 30% faster
Pictogram plus.png +25% faster primary recovery after airblasting
Pictogram plus.png Reflected projectiles ignites enemies for 10 seconds
Pictogram minus.png Reflected projectiles do normal damage instead of mini-crit
Pictogram minus.png -66% afterburn damage penalty
Pictogram minus.png -10% direct damage penalty

Backpack Phlogistinator.png

Primary
Phlogistinator

NO CHANGES

Pictogram plus.png Build MMMMPH by dealing fire damage
Pictogram plus.png Activate when full to gain crit for several seconds
Pictogram minus.png No airblast
Pictogram info.png While MMMMPH taunting: Gain invulnerable and full knockback resistance

Backpack Dragon's Fury.png

Primary
Dragon's Fury

-Increased hidden Primary ammo penalty to -85% from -80%

-Increased hidden airblast cost bonus to -85% from -75%

-Added "Extinguishing teammates restores additional +10 health"

-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"

Pictogram plus.png Extinguishing teammates restores additional +10 health
Pictogram plus.png Deals 300% damage to burning players
Pictogram plus.png +50% repressurization rate on hit
Pictogram plus.png +33% airblast push force
Pictogram plus.png -85% airblast cost
Pictogram minus.png -50% repressurization rate on ALT-FIRE
Pictogram minus.png -85% max Primary ammo on wearer
Pictogram info.png Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds

Backpack Shotgun.png

Secondary
Shotgun

NO CHANGES

NO CHANGES

Backpack Flare Gun.png

Secondary
Flare Gun

-See additional changes in "Pyro - Class Changes" tab

Pictogram plus.png 100% critical hit vs burning players
Pictogram plus.png +10% faster firing speed
Pictogram info.png This weapon will reload automatically when not active

Backpack Detonator.png

Secondary
Detonator

-Removed "-25% damage penalty"

-Decreased damage to self to +25% from +50%

-Increased flare jump height by 10%

Pictogram plus.png 100% mini-crits vs burning players
Pictogram plus.png +10% faster firing speed
Pictogram plus.png User can flare jump
Pictogram minus.png +25% damage to self
Pictogram info.png ALT-FIRE: Detonate flare
Pictogram info.png This weapon will reload automatically when not active

Backpack Manmelter.png

Secondary
Manmelter

-Removed "+50% projectile speed"

-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

-Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"
NOTE: Cleaning teammates grants special Mark-for-Death shots

-Added "Projectile cannot be deflected and can extinguish teammates"

-Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"
NOTE: This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost.

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected and can extinguish teammates
Pictogram plus.png +10% faster firing speed
Pictogram plus.png ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro. Cleaning teammates grants special Mark-For-Death shots.
Pictogram plus.png Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts

Backpack Scorch Shot.png

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 "-25% projectile speed"

Pictogram plus.png +10% faster firing speed
Pictogram plus.png Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
Pictogram minus.png -25% projectile speed
Pictogram info.png This weapon will reload automatically when not active

Backpack Thermal Thruster.png

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 hidden "User takes 75% less falling damage after using a charge"

-Removed hidden "+50% 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 when you launch to restore 30 health to the Pyro"

-Added "Ignite nearby enemies 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"

Pictogram plus.png Wearer never takes falling damage
Pictogram plus.png Extinguish nearby teammates when you launch to restore 30 health to the Pyro
Pictogram plus.png Ignite nearby enemies for 10 seconds when you launch
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram minus.png 0.75 second locked holster penalty
Pictogram info.png This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.
Pictogram info.png This weapon has 2 charges and requires 10 seconds each to recharge
Pictogram info.png Allowed in Medieval mode

Backpack Gas Passer.png

Secondary
Gas Passer

-Changed the afterburn to be based on 4% of the enemy’s max health instead of normal afterburn damage

-The meter no longer recharges over time and only from damage dealt

-Decreased damage to fill to 300 from 750

-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"

Pictogram plus.png Gas meter builds with any damage done
Pictogram plus.png Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Pictogram plus.png Extinguishing teammates or yourself restores 40 health to the Pyro
Pictogram minus.png Spawning and resupply do not affect the Gas meter
Pictogram minus.png Gas meter starts empty
Pictogram minus.png Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros!)
Pictogram info.png Allowed in Medieval mode

Backpack Fire Axe.png Backpack Lollichop.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "+50% max Primary ammo on wearer
NOTE: An all-class Melee weapon won't get the same bonus unless a Pyro equips it

Pictogram plus.png +50% max Primary ammo on wearer

Backpack Axtinguisher.png

Melee
Axtinguisher

-Removed "Killing blows on burning players grants a speed boost"

-Removed "This weapon holsters 35% slower"

Pictogram plus.png 100% Mini-Crits vs burning players
Pictogram plus.png Damage increases based on remaining duration of afterburn
Pictogram minus.png On hit burning enemy: Extinguishes them
Pictogram minus.png -33% damage penalty

Backpack Homewrecker.png

Melee
Homewrecker

-Increased bonus damage vs buildings to +150% from +100%

-Added "While active: Gain immunity to push force taken from damage"

Pictogram plus.png While active: Gain immunity to push force taken from damage
Pictogram plus.png Damage removes Sappers
Pictogram plus.png +150% damage vs buildings
Pictogram minus.png -25% damage vs players

Backpack Powerjack.png

Melee
Powerjack

-Removed "+25 health restored on kill"

-Added "-20% ammo from pickups, Dispensers, and/or Payload carts on wearer"

-Added "Killing blows on burning players grants a speed boost"

Pictogram plus.png Killing blows on burning players grants a speed boost
Pictogram plus.png +15% faster move speed while active
Pictogram minus.png 20% damage vulnerability while active
Pictogram minus.png -20% ammo from pickups, Dispensers, and/or Payload carts on wearer

Backpack Back Scratcher.png

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. Assist-kills grant +10 health."
NOTE: No overhealing from all the above effects

-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"

Pictogram plus.png On kill with any weapon: +20 health restored. Assist-kills grant +10 health.
Pictogram plus.png Restore double health from kills/assist-kills with this weapon
Pictogram minus.png -25 max health on wearer

Backpack Sharpened Volcano Fragment.png

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"
NOTE: The following effects doesn't extinguish the eternal flames.....

  • Being healed by a Medic, Dispenser, or Payload cart
  • Being splashed with Mad Milk, Gas Passer, or Jarate (or even jumping into water)
  • Picking up a health pack
  • Being air blasted by a friendly Pyro or being near a friendly Pyro when they land with the Thermal Thruster
  • Activating the Dead Ringer as a Spy
  • Being the recipient of an invulnerability UberCharge stops the burning, but the timer continues
  • Switching to the Spy-cicle, if it is not already the active weapon, as a Spy. The weapon would still be used up, but the timer continues
  • Backstabbing someone while holding the Conniver's Kunai as a Spy
  • Charging with a Demoman shield
  • Drinking Bonk! Atomic Punch stops damage being dealt, but the timer continues

Pictogram plus.png 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
Pictogram minus.png -30% direct damage penalty
Pictogram info.png Afterburn caused by this weapon will not be overridden by any other flame source

Backpack Third Degree.png

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"

Pictogram plus.png 15% damage resistance VS overhealed players on wearer
Pictogram plus.png 15% damage resistance VS burning players on wearer
Pictogram plus.png Whoever you directly attack will take +40% damage if connected by a healing beam
Pictogram minus.png Whoever you don't directly attack will take -40% damage if connected by a healing beam
Pictogram minus.png 15% slower firing speed

Backpack Neon Annihilator.png

Melee
Neon Annihilator

-Removed "Damage removes Sappers"

-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"

Pictogram plus.png Grants user the ability to breath underwater while active
Pictogram plus.png 100% critical hit vs wet players
Pictogram minus.png -33% damage penalty
Pictogram info.png Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water

Backpack Hot Hand.png

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 "This weapon has bonus melee range, but slower deploy and holster time"

Pictogram info.png Slap system:

  • 1st slap: Gain a speed boost
  • 2nd slap: Target is engulfed in flames with +150% afterburn damage bonus
  • 3rd slap: Attack will crit
  • 4th slap: Applies knockback to the target

Pictogram plus.png +150% afterburn damage bonus
Pictogram minus.png Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
Pictogram minus.png -43% direct damage penalty
Pictogram info.png Broadcasts every successful hit on an enemy player over the death-notice area
Pictogram info.png Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time


Demoman - Class Changes
Changes Full New Stats

-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. The Dynamite Pack doesn't cause knockback, unlike normal explosions.

(Ability) Spawns a Dynamite Pack on Death

Demoman - Grenade Launcher Changes

-Added "Grenades do not randomly spin when fired"

-Increased reserve ammo to 24 from 16

Demoman - Stickybomb Launcher Changes

-Reworked damage rampup and damage dealt
NOTE: Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance
NOTE: Each stickybomb will now start at 70 damage and ramp up to 120 within 5 seconds after being fired from the weapon
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

-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

Demoman - Shield Changes

-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 "Gas Passer effect" and "Marked-for-Death", but not "Self Marked-for-Death"

-Increased base impact max damage to 60 from 50
NOTE: Removed the Eyelanders' shield bonus with collected heads
NOTE: Removed the Splendid Screen’s shield bonus impact

-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

-Increased base turning control while charging by 50%

-Added that impact damage benefits from life-steal effects

Demoman - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Grenade Launcher.png

Primary
Grenade Launcher

-See additional changes in "Demoman - Grenade Launcher Changes" tab

Backpack Loch-n-Load.png

Primary
Loch-n-Load

-Removed "+20% damage vs buildings"

-Increased clip size penalty to -50% from -25%

-Removed "Launched bombs shatter on surfaces"

-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"

-Added "-50% self damage force"

-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"

Pictogram plus.png Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy
Pictogram plus.png Grenades do not randomly spin when fired
Pictogram plus.png +25% projectile speed
Pictogram minus.png -50% clip size
Pictogram minus.png -25% explosion radius
Pictogram minus.png -50% self damage force
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading

Backpack Ali Baba's Wee Booties.png
Primary
Ali Baba's Wee Booties
Backpack Bootlegger.png
Primary
Bootlegger

-Removed the "shield required" for the "+10% faster move speed on wearer" bonus

-Added "Shield impact kills refill 25% of your charge meter (when a shield is equipped)"

Pictogram plus.png +10% move speed on wearer
Pictogram plus.png +25 max health on wearer
Pictogram plus.png +200% increase in turning control while charging
Pictogram plus.png Shield impact or melee kills refill 25% of your charge meter
Pictogram info.png Allowed in Medieval mode

Backpack Loose Cannon.png

Primary
Loose Cannon

-Removed "+20% projectile speed"
NOTE: Due to adding "Grenades do not randomly spin when fired", the Cannonballs travel at the same speed

Pictogram info.png Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.
Pictogram info.png Holding down the fire key for too long will cause a misfire
Pictogram plus.png Cannonballs do not randomly spin when fired
Pictogram plus.png Cannonballs push players back on impact
Pictogram plus.png 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
Pictogram minus.png Cannonballs do not explode on impact

Backpack Iron Bomber.png

Primary
Iron Bomber

-Added "Grenades detonate other nearby grenades that are yours"

Pictogram plus.png Grenades have very little bounce/roll and do not randomly spin when fired
Pictogram plus.png Grenades detonate other nearby grenades that are yours
Pictogram plus.png -30% fuse time on grenades
Pictogram minus.png -15% explosion radius

Backpack Stickybomb Launcher.png

Secondary
Stickybomb Launcher

-See additional changes in "Demoman - Stickybomb Launcher Changes" tab

Backpack Scottish Resistance.png

Secondary
Scottish Resistance

-Decreased firing speed bonus to +15% from +25%

-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 "-66% initial damage penalty" & "50% longer pipebomb damage ramp up time"
NOTE: Each stickybomb will start at 23 damage and ramp up to 120 within 7.5 seconds after being fired from the weapon

Pictogram plus.png Detonates stickybombs near the crosshair and directly under your feet
Pictogram plus.png +15% faster firing speed
Pictogram plus.png +100% clip size
Pictogram plus.png +100% max secondary ammo on wearer
Pictogram plus.png +6 max pipebombs out
Pictogram minus.png 50% longer pipebomb damage ramp up time
Pictogram minus.png -66% initial damage penalty

Backpack Sticky Jumper.png

Secondary
Sticky Jumper

-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"

-Decreased max stickybombs out to -3 from -6

-Added "Allowed in Medieval mode"

Pictogram plus.png On kill with any weapon: All equipped weapons are automatically fully reloaded
Pictogram plus.png +200% max Secondary ammo on wearer
Pictogram plus.png No self inflicted blast damage taken
Pictogram minus.png -100% damage penalty
Pictogram minus.png -3 max stickybombs out
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram info.png Allowed in Medieval mode

Backpack Quickiebomb Launcher.png

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"

Pictogram plus.png Able to destroy enemy stickybombs
Pictogram plus.png Instant charge time
Pictogram plus.png Instant arm time
Pictogram minus.png -50% explosion radius
Pictogram minus.png -50% clip size
Pictogram minus.png -3 max stickybombs out

Backpack Chargin' Targe.png

Secondary
Chargin' Targe

-Added "+20% bullet damage resistance on wearer"

Pictogram plus.png +50% fire damage resistance on wearer
Pictogram plus.png +30% explosive damage resistance on wearer
Pictogram plus.png +20% bullet damage resistance on wearer
Pictogram info.png ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Pictogram info.png Allowed in Medieval mode

Backpack Splendid Screen.png

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"

Pictogram plus.png +25% fire damage resistance on wearer
Pictogram plus.png +15% explosive damage resistance on wearer
Pictogram plus.png +10% bullet damage resistance on wearer
Pictogram plus.png +50% increase in charge recharge rate
Pictogram info.png ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Pictogram info.png Allowed in Medieval mode

Backpack Tide Turner.png

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"

Pictogram plus.png Gain a 1 second speed boost anytime you take damage
Pictogram plus.png Full turning control while charging
Pictogram minus.png Taking damage while shield charging reduces remaining charging time
Pictogram info.png ALT-FIRE: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy
Pictogram info.png Allowed in Medieval mode

Backpack Bottle.png Backpack Scottish Handshake.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "-40% 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

Pictogram plus.png -40% blast damage taken from explosive jumps while active

Backpack Eyelander.png

Melee
Eyelander

-Removed "Every head taken raises shield impact damage"

-Removed healing 15 health on kill

-Increased move speed increase per head to +5% from +8%

-Added "On kill (after the 4th): Gain a 4 second speed boost"

Pictogram plus.png On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer
Pictogram plus.png On kill (after the 4th): Gain a 4 second speed boost
Pictogram minus.png -25 max health on wearer
Pictogram info.png User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time
Pictogram info.png Heads and their bonuses are lost on death

Backpack Scotsman's Skullcutter.png

Melee
Scotsman's Skullcutter

-Removed "+20% damage bonus"

-Removed "15% slower move speed while active"

-Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%."

-Added "+30% damage vs players while charging"

-Added "25% slower firing speed"

Pictogram plus.png On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%.
Pictogram plus.png +30% damage vs players while charging
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time

Backpack Claidheamh Mòr.png

Melee
Claidheamh Mòr

-Removed "When weapon is active"

-Removed "Melee kills refill 25% of your charge meter"

-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"

Pictogram plus.png Melee hits refill 20% of your charge meter
Pictogram plus.png 0.5 sec increase in charge duration
Pictogram minus.png 10% damage vulnerability while not active
Pictogram minus.png 20% damage vulnerability while active
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time

Backpack Ullapool Caber.png

Melee
Ullapool Caber

-Fixed not being able to mini-crit boost with a Demoman shield charge

-Increased firing speed penatly to -25% from -20%

-Decreased melee damage to 30 from 55

-Increased explosion damage to 90 from 75

-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.

-The self damage will now be 50% of the explosion damage
NOTE: In the vanilla game, it is between 52-56 self damage

-Added "Deals Mini-Crits while the wielder is explosive jumping"
NOTE: This doesn't transfer to active sticky traps if detonated

-Added "Mini-Crits whenever it would normally crit"

-Added "This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 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.

-Removed "This weapon deploys 100% slower"

-Added "This weapon has bonus melee range, but slower deploy and holster time"

Pictogram plus.png Causes a special explosion when you hit an enemy or surface
Pictogram plus.png Deals Mini-Crits while the wielder is explosive jumping
Pictogram minus.png When the explosion happens, the user takes self inflicted blast damage and is launched into the air
Pictogram minus.png Mini-Crits whenever it would normally crit
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time
Pictogram info.png This weapon can taunt kill, but deals decreased damage while re-charging
Pictogram info.png This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds.

Backpack Persian Persuader.png

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"

-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 gained from every 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 "15% slower firing speed"

Pictogram plus.png Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack
Pictogram minus.png -50% penalty from healing gained from every healing source or weapon effect on wearer, except from health or ammo pickups
Pictogram minus.png -50% ammo from Dispensers and Payload carts on wearer
Pictogram minus.png -50% health gained from dropped ammo packs
Pictogram minus.png 15% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time


Heavy - Class Changes
Changes Full New Stats

-Increased base move speed to 240 Hu from 230 Hu

-Added "(Ability) Heavyweight"
NOTE: Increased melee damage to 70 from 65 for all Heavy Melee weapons
NOTE: Increased melee range by 50% & melee bounds by +25% for all Heavy Melee weapons

(Ability) Heavyweight

Heavy - Minigun Changes

-Increased move speed while deployed from -53% to -50%

Heavy - Edible Changes

-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"

-Changed the recharge system 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 if empty

Heavy - Shotgun Changes
Weapon Changes

Backpack Shotgun.png Backpack Family Business.png Backpack Panic Attack.png

NO CHANGES

Heavy - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Minigun.png

Primary
Minigun

-See additional changes in "Heavy Minigun Changes" tab

Backpack Natascha.png

Primary
Natascha

-Removed "20% damage resistance when below 50% health and spun up"

-Removed "30% slower spin up time"

-Increased damage to +45% bonus from -33% penalty

-Added "50% more accurate"

-Added "-75% bullets per shot"

-Added "When fully spun up: The user (10%) and nearby teammates (35%) gain damage resistance"

-Added "Applies no knockback against enemies"

-Completely remade the slow down effect similar to the "Sandman". The slow down system now scales between -50% at close range and -5% at max range.

-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.

Pictogram plus.png When fully spun up: The user and nearby teammates gain damage resistance
Pictogram plus.png On hit: Slows down enemy players based on distance and their current speed
Pictogram plus.png +45% damage bonus
Pictogram plus.png 50% more accurate
Pictogram minus.png -75% bullets per shot
Pictogram info.png Applies no knockback against enemies

Backpack Brass Beast.png

Primary
Brass Beast

-Removed "20% damage resistance when below 50% health and spun up"

-Decreased spin up time penalty to -25% from -50%

-Decreased move speed while deployed to -33% from -60%

-Added "Bullets penetrate all enemies, but each bullet loses 20% damage with each enemy penetrate"

Pictogram plus.png Bullets penetrate all enemies
Pictogram plus.png +20% damage bonus
Pictogram minus.png Each bullet loses 20% damage with each enemy penetrate
Pictogram minus.png 25% slower spin up time
Pictogram minus.png -33% slower move speed while deployed

Backpack Tomislav.png

Primary
Tomislav

-Decreased firing speed penalty to -25% from -20%

Pictogram plus.png +20% faster spin up time
Pictogram plus.png 20% more accurate
Pictogram plus.png Silent Killer: No barrel spin sound
Pictogram minus.png -25% slower firing speed

Backpack Huo-Long Heater.png

Primary
Huo-Long Heater

-Removed "25% damage bonus vs burning players"

-Removed "10% direct damage penalty"

-Increased the ring of flames damage to 20 from 12

-Increased afterburn duration from the ring of flames to 10 seconds from 7.5s

-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage."
NOTE: Ignites on hit for 1 second per 13.5 damage dealt. For each 25%, afterburn damage is increased by 1.

-Added "While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled."

-Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"
NOTE: There is no limit of how much overheat can be achieved

-Added "Must fully cooldown before using HEAT again"

-Added "For each 1 second of HEAT used, it requires 2 seconds to recover"

Pictogram plus.png Creates a ring of flames while spun up
Pictogram plus.png RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage.
Pictogram plus.png | Pictogram minus.png While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled.
Pictogram plus.png | Pictogram minus.png Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost
Pictogram minus.png Must fully cooldown before using HEAT again
Pictogram minus.png Consumes an additionally 4 ammo per second while spun up
Pictogram info.png For each 1 second of HEAT used, it requires 2 seconds to recover

Backpack Shotgun.png

Secondary
Shotgun

-See additional changes in "Heavy - Shotgun Changes" tab

Backpack Sandvich.png

Secondary
Sandvich

-See additional changes in "Heavy - Edible Changes" tab

Pictogram plus.png On consumption: Heal up to 300 health
Pictogram info.png 30 second recharge
Pictogram info.png ALT-FIRE: Share with a friend (Medium health pack)
Pictogram info.png Allowed in Medieval mode

Backpack Dalokohs Bar.png

Secondary
Dalokohs Bar

-Removed "Adds +50 max health for 30 seconds"

-Increased recharge time to 30 seconds from 10s

-Changed dropped health kit from small to medium

-Added "-100% consumption healing effect"

-Added "On consumption: For the next 10 seconds, 10% of all damage dealt is returned as health. Also, grants the user up to 20 health/s passive healing for the duration."

-Added a new visual while under the effects

Pictogram plus.png On consumption: For the next 10 seconds, 10% of all damage dealt is returned as health. Also, grants the user up to 20 health/s passive healing for the duration.
Pictogram minus.png -100% consumption healing effect
Pictogram info.png 30 second recharge
Pictogram info.png ALT-FIRE: Share with a friend (Medium health pack)
Pictogram info.png Allowed in Medieval mode

Backpack Buffalo Steak Sandvich.png

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 full reduction in push force taken from damage"

-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

Pictogram plus.png On consumption: User gains a +25% move speed and full reduction in push force taken from damage
Pictogram minus.png While under the effects, user is switched to Melee and edible can't be recharged in anyway
Pictogram minus.png -100% consumption healing effect
Pictogram info.png There is no effect duration and you can switch off of Melee at any time while under the effects
Pictogram info.png 30 second recharge once no longer under the effects
Pictogram info.png ALT-FIRE: Share with a friend (Medium health pack)
Pictogram info.png Allowed in Medieval mode

Backpack Family Business.png

Secondary
Family Business

-Removed "+15% faster firing speed"

-Added "20% more accurate"

Pictogram plus.png +33% clip size
Pictogram plus.png 20% more accurate
Pictogram minus.png -15% damage penalty

Backpack Second Banana.png

Secondary
Second Banana

-Increased consumption healing effect to -75% from -33%

-Added "PRIMARY-ATTACK: User can walk around while eating and the meter is not used"

-Added "Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon"

-Added "3 second cooldown once eating is stopped"

Pictogram plus.png PRIMARY-ATTACK: User can walk around while eating and the meter is not used
Pictogram plus.png Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon
Pictogram minus.png -75% consumption healing effect
Pictogram minus.png Drops a small health pack when thrown
Pictogram info.png 3 second cooldown once eating is stopped
Pictogram info.png 10 second recharge once thrown
Pictogram info.png ALT-FIRE: Share with a friend (Small health pack)
Pictogram info.png Allowed in Medieval mode

Backpack Fists.png Backpack Apoco-Fists.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
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

Pictogram plus.png +25% max Primary ammo on wearer

Backpack Killing Gloves of Boxing.png

Melee
Killing Gloves of Boxing

-Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons"

-Added "On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds"

-Added "Applies no knockback against enemies"

Pictogram plus.png On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits.
Pictogram minus.png On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds
Pictogram minus.png 20% slower firing speed
Pictogram info.png Applies no knockback against enemies

Backpack Gloves of Running Urgently.png

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 25 health from 100

-Removed the accelerated drain when switching back and forth between weapons

-Added a particle system that will visually show any player how much missing health you have

Pictogram plus.png +33% faster move speed while active
Pictogram minus.png Maximum health is drained while weapon is active (-20 HP/sec)

Backpack Warrior's Spirit.png

Melee
Warrior's Spirit

-Removed "+30% damage bonus"

-Remvoed "+50 health restored on kill"

-Removed "+30% damage vulnerability while active"

-Added "+20% faster firing speed"

-Added "35% of damage done is returned as health"

-Added "On miss: Punch yourself for 30 health! You coward!"

-Added "-100% healing gained from every healing source or weapon effect while active (Except from on hit effect)"

Pictogram plus.png +20% faster firing speed
Pictogram plus.png 35% of damage done is returned as health
Pictogram minus.png On miss: Punch yourself for 30 health! You coward!
Pictogram minus.png -100% healing gained from every healing source or weapon effect while active (Except from "on hit" effect)

Backpack Fists of Steel.png

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"

-Increased melee vulnerability to +130% from +100%

-Added "-33% damage taken from all sources, except from melee while active"

-Added "-50% healing gained from every healing source or weapon effect while active"

When weapon is active:

Pictogram plus.png -33% damage taken from all sources, except from Melee on wearer
Pictogram minus.png +130% damage vulnerability from Melee sources on wearer
Pictogram minus.png -50% healing gained from every healing source or weapon effect on wearer
Backpack Eviction Notice.png

Melee
Eviction Notice

-Removed "+40% faster firing speed"

-Decreased move speed bonus to +10% from +15%

-Removed "Maximum health is drained while item is active"

-Added "On teammate hit: Boosts the user’s speed for 3 seconds"

-Added "While active: Drains Primary and Secondary ammo"

-Added "While active: No ammo from any ammo source"

When weapon is active:

Pictogram plus.png On enemy hit: Boosts user's speed for 3 seconds
Pictogram plus.png On teammate hit: Boosts teammate's speed for 3 seconds
Pictogram plus.png +10% faster move speed on wearer
Pictogram minus.png Drains Primary and Secondary ammo on wearer
Pictogram minus.png No ammo from any ammo source on wearer
Pictogram minus.png -60% damage penalty
Backpack Holiday Punch.png

Melee
Holiday Punch

-Added "When weapon is active: User is able to pick up their own edible for 60 health"

-Added "On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds."

-Added "100% slower firing speed"

-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"

Pictogram plus.png When weapon is active: User is able to pick up their own edible for 60 health
Pictogram plus.png On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds.
Pictogram plus.png On hit: Force enemy to laugh who also has this same weapon active
Pictogram plus.png Always critical hit from behind
Pictogram plus.png Critical hit forces victim to laugh
Pictogram minus.png Critical hits do no damage
Pictogram minus.png 100% slower firing speed
Pictogram info.png The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored


Engineer - Class Changes
Changes Full New Stats

-Added "(Ability) Supply Vision"
NOTE: User can see any type of health & ammo source through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers

(Ability) Supply Vision

Engineer - PDA - In-General
Weapon Changes
Backpack PDA.png

Construction/Destruction PDA

-Increased rotating speed when placing a building by 100%

-Increased bullets refilled per Wrench hit to 45 from 40

-Increased rockets refilled per Wrench hit to 9 from 8

Engineer - PDA - Sentry Guns
Weapon Changes
RED Level 1 Sentry Gun.pngRed Mini Sentry.png

Sentry Gun / Mini-Sentry

-Updated how often the Sentry Gun/Mini-Sentry checks for enemy players from 20 to 66 times per second
NOTE: The main side effect causes an increase of firing rate. We offset the bonus firing rate to try to get as close as possible to vanilla Sentry Gun DPS.
NOTE: This was mostly meant to fix the Wrangler's firing speed multiplier

Sentry Rocket.png

Sentry Rockets

-Increased projectile speed to 2000 Hu from 1100 Hu

-Decreased max damage to 100 from 150

Engineer - PDA - Dispensers
Weapon Changes
Lvl3dispenser.png

Dispenser

-Increased range by +50%

-Added "Able to build Dispensers in Medieval mode"

Engineer - PDA - Teleporters
Weapon Changes
Tele inactive red.png

Teleporter

-Decreased metal cost when constructing and/or upgrading Teleporters by 20%

-Added "When a teammate (or the user) uses a teleporter, they gain high damage resistance (75% damage resistance) with the duration based on the level (LV1 1s, LV2 2s, LV3 3s). Additionally, the owner (aka the Engineer) gains +50% longer duration based on the level."
NOTE: The Mini-Teleporter counts as a Level 3 building

Engineer - PDA - Mini Buildings
Weapon Changes
Red Mini Sentry.png

Mini-Sentry

-Decreased build speed to +100% from +150%

-Decreased build cost to 75 metal from 100
NOTE: We had to do this due to limitations to get the Mini-Dispenser to cost 75 metal to build

Mini-Dispenser
(When using the Gunslinger)

Pictogram plus.png Healing and ammo dispensed are not blocked by walls
Pictogram plus.png +100% Dispenser radius
Pictogram plus.png Costs 75 metal to build
Pictogram plus.png +100% build speed
Pictogram info.png Dispenses as the same rate as a normal LV1
Pictogram info.png Starts at 50 health when first deployed and builds up to 100 health over the course of the build animation
Pictogram info.png Cannot be upgraded. The owner and other Engineers can still repair this building.
Pictogram minus.png Drops zero metal when destroyed

Mini-Teleporter
(When using the Gunslinger)

Pictogram plus.png Teleporter can be used in both directions
Pictogram plus.png Costs 25 metal to build
Pictogram plus.png +100% build speed
Pictogram info.png Recharges as the same rate as a normal LV3
Pictogram info.png Starts at 50 health when first deployed and builds up to 100 health over the course of the build animation
Pictogram info.png Cannot be upgraded. The owner and other Engineers can still repair this building.
Pictogram minus.png Drops zero metal when destroyed

Engineer - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Shotgun.png

Primary
Shotgun

NO CHANGES

NO CHANGES

Backpack Frontier Justice.png

Primary
Frontier Justice

NO CHANGES

Pictogram plus.png Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed
Pictogram plus.png 20% more accurate
Pictogram minus.png -50% clip size
Pictogram info.png Revenge crits are lost on death

Backpack Widowmaker.png

Primary
Widowmaker

-Increased bonus damage to your Sentry Gun's target to 20% from 10%

Pictogram plus.png On hit: Damage dealt is returned as ammo
Pictogram plus.png 20% increased damage to your Sentry Gun's target
Pictogram plus.png No reload necessary
Pictogram minus.png Per Shot: -30 ammo
Pictogram minus.png Uses metal as ammo

Backpack Pomson 6000.png

Primary
Pomson 6000

-Removed "On Hit: Victim loses up to 10% Medi Gun charge"

-Removed "On Hit: Victim loses up to 20% cloak"

-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

-Added "On hit: Decreases healing given and/or gained from every 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

-Increased projectile speed to 1600 Hu from 1200 Hu

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected
Pictogram plus.png On hit: Decreases healing given and/or gained from every healing source or weapon effect
Pictogram minus.png -20% damage penalty vs players
Pictogram minus.png -80% damage penalty vs buildings
Pictogram info.png Healing effect is decreased over distance and duration is increased over distance

Backpack Rescue Ranger.png

Primary
Rescue Ranger

NO CHANGES

Pictogram info.png Fires a special bolt that can repair friendly buildings
Pictogram plus.png ALT-FIRE: Use 100 metal to pick up buildings from long range
Pictogram minus.png -34% clip size
Pictogram minus.png -50% max Primary ammo on wearer
Pictogram minus.png Self Mark-for-Death when hauling buildings, and a few seconds after redeployment
Pictogram minus.png 4-to-1 health-to-metal ratio when repairing buildings

Backpack Wrangler.png

Secondary
Wrangler

-Decreased shield resistance to 33% from 66% for Sentry Guns

-Removed shield resistance for 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 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

Pictogram plus.png The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming
Pictogram plus.png Wrangled Sentry Guns gain x2 firing rate and a shield that reduces all damage by 33%
Pictogram plus.png Wrangled Mini-Sentry Guns gain x2 firing rate
Pictogram minus.png Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%
Pictogram minus.png Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling
Pictogram info.png Take manual control of your Sentry Gun or Mini-Sentry

Backpack Short Circuit.png

Secondary
Short Circuit

-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"

-Added "-100% metal from all ammo sources while active"

Pictogram plus.png Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
Pictogram plus.png ALT-FIRE: Launches a projectile-consuming energy ball, but costs 65 metal per attack
Pictogram plus.png No reload necessary
Pictogram minus.png -100% metal from all ammo sources while active
Pictogram minus.png Cannot pick up buildings when active
Pictogram minus.png Uses metal for ammo

Backpack Wrench.png

Melee
Wrench

NO CHANGES

NO CHANGES

Backpack Gunslinger.png

Melee
Gunslinger

-Increased the punch combo timer to 1.5 seconds from 0.8s

-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"

-Added "+6.666% faster move speed on wearer"

Pictogram plus.png Third successful punch in a row always crits
Pictogram plus.png +25 max health on wearer
Pictogram plus.png +6.666% faster move speed on wearer
Pictogram info.png Replaces all buildings with mini versions

Backpack Southern Hospitality.png

Melee
Southern Hospitality

-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 and holster time"

Pictogram plus.png One hit destroys any Sapper
Pictogram plus.png On hit: Bleed for 8 seconds
Pictogram minus.png 15% bullet damage vulnerability on wearer
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time

Backpack Jag.png

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"

-Removed "-33% damage penalty vs buildings"

-Added "60% faster upgrade rate"
NOTE: Increased upgrade rate to 40 from 25 per hit

Pictogram plus.png Construction hit speed boost increased by 100%
Pictogram plus.png 60% faster upgrade rate
Pictogram minus.png 50% slower repair rate

Backpack Eureka Effect.png

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). Additionally, 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"

Pictogram plus.png Press RELOAD to choose to teleport to spawn or your exit teleporter
Pictogram plus.png When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level. Additionally, the owner gains +50% longer duration either using the teleport taunt or naturally using the teleporter.
Pictogram minus.png -25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
Pictogram minus.png On death: User's exit teleporter is auto-matically destroyed
Pictogram info.png Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. Additionally, the user gains full knockback resistance during the taunt.


Medic - Class Changes
Changes Full New Stats

Pictogram info.png 3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)
Pictogram info.png 6 health per second (Max regen)
NOTE: All health regeneration numbers are doubled while healing a hurt Patient

(Ability) Health regeneration

Medic - Primary Changes
Weapon Changes

Backpack Syringe Gun.png Backpack Blutsauger.png Backpack Overdose.png Backpack Crusader's Crossbow.png
Syringe Gun, Blutsauger, Overdose, and Crusader's Crossbow

-Added "This weapon will reload automatically when not active"
NOTE: Crusader's Crossbow was already doing this

-Added "User can see their UberCharge percentage while their Primary is active"

Medic - Secondary Changes
Changes Full New Stats

-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

Pictogram plus.png Match the speed of any faster heal target
Pictogram minus.png While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence

Medic - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Syringe Gun.png

Primary
Syringe Gun

-Added "On hit: 1% UberCharge added"

Pictogram plus.png On hit: 1% UberCharge added
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png User can see their UberCharge percentage while their Primary is active

Backpack Blutsauger.png

Primary
Blutsauger

-Removed "On hit: Gain up to +3 health"

-Removed "-2 health drained per second on wearer"

-Added "On hit: +2 health restored that can overheal the user"

Pictogram plus.png On hit: +2 health restored that can overheal the user
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png User can see their UberCharge percentage while their Primary is active

Backpack Crusader's Crossbow.png

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

Pictogram plus.png Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.
Pictogram minus.png -80% max Primary ammo on wearer
Pictogram minus.png 25% slower reload time
Pictogram minus.png No headshots
Pictogram info.png 38 damage dealt (point blank) to 75 damage dealt (long range)
Pictogram info.png 25 health restored (point blank) to 150 health restored (long range)
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png User can see their UberCharge percentage while their Primary is active
Pictogram info.png Allowed in Medieval mode

Backpack Overdose.png

Primary
Overdose

-Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%"

-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"

-Added "+10% move speed while active"

Pictogram plus.png While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%
Pictogram plus.png +10% move speed while active
Pictogram minus.png -15% damage penalty
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png User can see their UberCharge percentage while their Primary is active

Backpack Medi Gun.png

Secondary
Medi Gun

-See additional changes in "Medic - Secondary Changes" tab

Pictogram info.png UberCharge: Grants Patient and the user invulnerability
Pictogram info.png While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster
Pictogram info.png UberCharge lasts for 8 seconds

Backpack Kritzkrieg.png

Secondary
Kritzkrieg

-Increased healing during the taunt to 30 HP from 11 HP

-Removed draining effect when switching targets
NOTE: So it's now a guaranteed 8 seconds UberCharge

-Added "While healing: Your Patient receives any positive buff that is currently affecting you"

-Added "UberCharge: Grants Mini-Crits to your Patient's weapons" as part of the UberCharge

-Added additional new visual when UberCharged is active

-Added a new backpack model

Pictogram plus.png While healing: Your Patient receives any positive buff that is currently affecting you
Pictogram plus.png On taunt: Recover 30 health during the taunt duration
Pictogram plus.png +25% UberCharge rate
Pictogram info.png UberCharge: Grants Crits and Mini-Crits to your Patient's weapons
Pictogram info.png While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
Pictogram info.png UberCharge lasts for 8 seconds

Backpack Quick-Fix.png

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 heal rate bonus to +50% from +40%

-Increased healing multipler during UberCharge to 400% from 300%

-Added a speed boost as part of the UberCharge

-Added "-40% UberCharge rate on Overhealed patients"

-The knock-back resistance and speed bonus 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

Pictogram plus.png While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges.
Pictogram plus.png +10% UberCharge rate
Pictogram plus.png +50% heal rate
Pictogram minus.png -40% UberCharge rate on Overhealed patients
Pictogram minus.png 50% max overheal
Pictogram info.png UberCharge: Increases healing to 400%, grants immunity to movement-impairing effects, and +25% move speed bonus for both users
Pictogram info.png While UberCharged, switching targets will cause the knock-back resistance and speed bonus to linger for 1 second, but drains the meter faster
Pictogram info.png UberCharge lasts for up to 8 seconds

Backpack Vaccinator.png

Secondary
Vaccinator

-Decreased UberCharge rate to +10% from +67%

-Increased resistance while healing to +15% from +10%

-Removed "-33% UberCharge rate on overhealed Patients"

-Removed "-66% Overheal build rate"

-Added "-50% max overheal"

-Added "The resistance bubble blocks 15% base & crit damage from all other sources for your Patient during UberCharge"

-Added 15% crit resistance of the selected type while healing for yourself and your Patient

-Decreased UberCharge bubble resistance of the selected type from 75% to 50%

-Added "User can now see their UberCharge percentage while this weapon is active"

Pictogram plus.png Press RELOAD to cycle through resist types
Pictogram plus.png While healing, provides user and Patient with a constant 15% base & crit damage resistance to the selected damage type
Pictogram plus.png +10% UberCharge rate
Pictogram minus.png -50% max overheal
Pictogram info.png UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 50% base damage and 100% crit damage of the selected type to the Medic and Patient. Additionally, the resistance bubble blocks 15% base & crit damage from all other sources for your Patient.

Backpack Bonesaw.png Backpack Festive Bonesaw.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "33% 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: Gain a 3 second speed boost"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it

Pictogram plus.png 33% faster global weapon switch on wearer
Pictogram plus.png On hit: Gain a 3 second speed boost

Backpack Ubersaw.png

Melee
Ubersaw

-Decreased UberCharge added on hit to 20% from 25%

-Added "-20% UberCharge rate for Secondary"

Pictogram plus.png On Hit: 20% UberCharge added
Pictogram minus.png 20% slower firing speed
Pictogram minus.png -20% UberCharge rate for Secondary

Backpack Vita-Saw.png

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 effects can stack multiple times from different targets. Additionally, 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 and holster time"

Pictogram plus.png On kill with any weapon: Regen up to 20% of your max HP over 7 seconds
Pictogram plus.png On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds
Pictogram plus.png On hit with this weapon: +30 health restored that can overheal the user
Pictogram minus.png -10 max health on wearer
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time

Backpack Amputator.png

Melee
Amputator

-Removed "Up to +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 "This weapon has bonus melee range, but slower deploy and holster time"

When weapon is active:

Pictogram plus.png Guaranteed 4 health regenerated per 1/2 second
Pictogram plus.png ALT-FIRE: Applies a healing effect to all nearby teammates. Additionally, grants UberCharge based on health given to teammates.
Pictogram minus.png Disables self health regeneration
Pictogram minus.png -20% damage penalty
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time
Backpack Solemn Vow.png

Melee
Solemn Vow

-Increased slower firing speed to 20% from 10%

-Added "Allows your current attached Patient to see enemy health"

-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"

Pictogram plus.png Allows the user and your current attached Patient to see enemy health
Pictogram plus.png While active: User can see friendly players and buildings through walls, including disguised Spies
Pictogram minus.png 20% slower firing speed


Sniper - Class Changes
Changes Full New Stats

-Added "(Ability) Precision Elimination"
NOTE: When your Rifle is fully charged, you don't flinch when damaged
NOTE: When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts

-Added "(Ability) Melee wall climb"
NOTE: User is hurt for 10 health per wall climb
NOTE: Melee attack is 75% faster after a wall climb

-Increased accuracy by 40% and ammo by 33% for all Secondary SMGs

(Ability) Precision Elimination
(Ability) Melee wall climb

Sniper - Rifle Changes
Changes New Damage Numbers

-Removed the hidden cap that limits charging time
NOTE: This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the "Mann vs Machine" gamemode.

-Decreased base charging time from 3.3 seconds to 3s

-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
35 bodyshot uncharged (from 50)
150 bodyshot fully charged (NO CHANGE)

105 headshot uncharged (from 150)
450 headshot fully charged (NO CHANGE)

VS Buildings
45 uncharged (from 50)
180 fully charged (from 150)

Sniper - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Sniper Rifle.png

Primary
Sniper Rifle

-See additional changes in "Sniper - Rifle Changes" tab

Backpack Huntsman.png

Primary
Huntsman

-Decrease minimal projectile speed (uncharged) to 1500 Hu from 1812.1 Hu

-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu

-Increased move speed penalty while aiming to -33% from -46.67%

-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 x3 damage based on distance and are affected by falloff
NOTE: Deals up to 120 damage towards buildings at any range

Pictogram plus.png The longer you aim, the more damage and faster the arrow travels
Pictogram minus.png Arrows lose their accuracy if the bow is drawn for more than 5 seconds
Pictogram minus.png While aiming: -33% move speed
Pictogram info.png Shoots arrows instead of bullets
Pictogram info.png Allowed in Medieval mode

Backpack Sydney Sleeper.png

Primary
Sydney Sleeper

-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"

-Added "On headshot: Doubles the Jarate duration"

-Added "On scoped hit: Slows target by 10% with the duration based on charge level and doubles the duration on headshot"
NOTE: 2 seconds up to 5s

Pictogram plus.png +25% charge rate
Pictogram plus.png On scoped hit: Slows target by 10% and applies Jarate with the durations based on charge level (2 seconds up to 5s) and doubles the duration on headshot
Pictogram minus.png Mini-crits on headshots
Pictogram minus.png While aiming: -66% move speed

Backpack Bazaar Bargain.png

Primary
Bazaar Bargain

-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users"

Pictogram plus.png Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%
Pictogram minus.png Base charge rate decreased by 50%
Pictogram minus.png While aiming: -66% move speed
Pictogram info.png User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users

Backpack Machina.png

Primary
Machina

-Removed "On full charge: +15% damage per shot"

-Removed requirement for full charge to penetrate enemies

-Added "On kill: 20% 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"

Pictogram plus.png On kill: 20% of all of the overkill damage will be added to your next shot
Pictogram plus.png Shot penetrate all enemies
Pictogram minus.png While aiming: -66% move speed
Pictogram minus.png Cannot fire unless zoomed
Pictogram minus.png Fires tracers rounds
Pictogram info.png A shot that has overkill damage being applied will not count towards the next shot

Backpack Hitman's Heatmaker.png

Primary
Hitman's Heatmaker

-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"

-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

Pictogram plus.png On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
Pictogram plus.png Gain Focus with kills/assists even while using Focus. Press RELOAD at anytime to activate Focus.
Pictogram minus.png While aiming: -66% move speed
Pictogram minus.png -20% damage on body shots
Pictogram info.png While Focus is active: Removes headshot delay, no unscoping, but fires tracer round and -50% Focus gained.

Backpack Classic.png

Primary
Classic

-Removed "No headshots when not fully charged"

-Removed "-10% damage on body shots"

-Added "While unscoped aiming: -33% move speed"

-Added "-20% damage penalty"

-Added a small reload bonus to match the Sniper Rifle's attack rate

Pictogram plus.png Charge and fire shots independent of zoom
Pictogram plus.png While unscoped aiming: -33% move speed
Pictogram minus.png While scoped aiming: -66% move speed
Pictogram minus.png -20% damage penalty

Backpack SMG.png

Secondary
Submachine Gun

-See additional changes in "Sniper - Class Changes" tab

HIDDEN EXTRA STATS

Pictogram plus.png 40% more accurate
Pictogram plus.png 33% max Secondary ammo on wearer

Backpack Jarate.png

Secondary
Jarate

-Added "Allowed in Medieval mode"

-Increased extinguishing teammate cooldown to 33% from 20%

-Decreased recharge time to 30 seconds from 20s

Pictogram plus.png Coated enemies take mini-crits from all sources
Pictogram plus.png Extinguishing teammates refunds 33% of the meter
Pictogram plus.png Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Razorback.png

Secondary
Razorback

-Added "+6.666% faster move speed on wearer"

-Added "+12% faster move speed while aiming"

Pictogram plus.png +6.666% faster move speed on wearer
Pictogram plus.png +12% faster move speed while aiming
Pictogram plus.png Blocks a single backstab attempt
Pictogram minus.png -100% maximum overheal on wearer
Pictogram info.png Regenerates after 30 seconds
Pictogram info.png Allowed in Medieval mode

Backpack Darwin's Danger Shield.png

Secondary
Darwin's Danger Shield

-Added "50% reduction in push force taken from damage and airblasts"

-Added "+30% explosive damage resistance on wearer"

Pictogram plus.png 50% reduction in push force taken from damage and airblasts
Pictogram plus.png +30% explosive damage resistance on wearer
Pictogram plus.png +50% fire damage resistance on wearer
Pictogram plus.png Immune to the effects of afterburn
Pictogram info.png Allowed in Medieval mode

Backpack Cozy Camper.png

Secondary
Cozy Camper

-Moved "No flinching when aiming and fully charged" to the Sniper class

-Moved "Knockback decreased by 20% when aiming" to the Sniper class

-Removed "+4 health regenerated per second on wearer"

-Added "15% of any Primary damage done is returned as health"

-Added "Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon"

Pictogram plus.png 15% of any Primary damage done is returned as health
Pictogram plus.png Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon
Pictogram info.png Allowed in Medieval mode

Backpack Cleaner's Carbine.png

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 "-20% clip size"

-Added "On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% 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: Able to gain meter while draining, but at -66% rate

Pictogram plus.png On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter.
Pictogram minus.png 25% slower firing speed
Pictogram info.png 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

Pictogram plus.png 40% more accurate
Pictogram plus.png 33% max Secondary ammo on wearer

Backpack Kukri.png Backpack Frying Pan.png Backpack Golden Frying Pan.png Backpack Saxxy.png Backpack Conscientious Objector.png Backpack Freedom Staff.png Backpack Bat Outta Hell.png Backpack Memory Maker.png Backpack Ham Shank.png Backpack Necro Smasher.png Backpack Crossing Guard.png Backpack Prinny Machete.png
Melee
Any base melee weapon, including reskins

-Added "Better wall climbing when compared to other 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%

Pictogram plus.png Better wall climbing when compared to other Melee weapons

Backpack Tribalman's Shiv.png

Melee
Tribalman's Shiv

-Added "On hit: Gain a 1 second speed boost"
NOTE: The bleed damage can trigger this

Pictogram plus.png On hit: Bleed for 6 seconds
Pictogram plus.png On hit: Gain a 1 second speed boost
Pictogram minus.png -50% damage penalty

Backpack Bushwacka.png

Melee
Bushwacka

-Removed "When weapon is active"

-Removed "Crits whenever it would normally mini-crit"

-Removed "20% damage vulnerability on wearer"

-Added "Gain 1 critical hit (up to 3) for this weapon for every headshot hit with your Primary weapon"
NOTE: On attack: Removes 1 crit hit

-Added "This weapon deploys 75% slower"

-Added "-25% damage penalty"

Pictogram plus.png Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon
Pictogram minus.png This weapon deploys 75% slower
Pictogram minus.png -25% damage penalty

Backpack Shahanshah.png

Melee
Shahanshah

-Removed "+25% increase in damage when health <50% of max"

-Removed "-25% decrease in damage when health >50% of max"

-Added "+20% increase firing speed when health <50% of max"

-Added "-20% decrease firing speed when health >50% of max"

-Added "+50% melee range"

-Added "+25% melee bounds"

Pictogram plus.png +50% melee range
Pictogram plus.png +25% melee bounds
Pictogram plus.png +20% increase firing speed when health <50% of max
Pictogram minus.png -20% decrease firing speed when health >50% of max


Spy - Class Changes
Changes Full New Stats

-Added "(Ability) Uncloak & Dagger"
NOTE: Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy team
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 the camera is activated, the user's current disguise is removed and can't disguise while using the camera
NOTE: When the camera is activated, 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) Uncloak & Dagger
(Ability) Spy Camera

Spy - Knives Changes/Additions

-Added "On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds"

Spy - Sapper Changes/Additions
Sapping a Building Throwable Sapper

Pictogram plus.png 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

Pictogram plus.png Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls
NOTE: 5% per second for Primary weapons, 2.5% per second for Secondary Weapons, and 5% per second for metal supplies

Pictogram plus.png Enemies within 450 Hu will lose twice as much
NOTE: 10% per second for Primary weapons, 5% per second for Secondary Weapons, and 10% per second for metal supply

Pictogram info.png 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)

Pictogram info.png Thrown Sappers will stay active for 30 seconds, until manually destroyed by the user, until destroyed by an enemy, whenever the user dies, or after throwing a new one

Pictogram info.png Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius

Pictogram info.png 30 second cooldown starts once destroyed

Pictogram minus.png While a Sapper is on the ground, the user is unable to Sap a building

Pictogram minus.png While cloaked: User can't throw out nor destroy the Sapper

Pictogram minus.png -50% Sapper health when thrown

Spy - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Revolver.png

Secondary
Revolver

NO CHANGES

NO CHANGES

Backpack Ambassador.png

Secondary
Ambassador

-Increased fire rate penalty to -100% from -20%

-Removed "-15% damage penalty"

-Removed the "short cooldown during which it never crits"

-Decreased max range for headshot falloff to 900 Hu from 1200

-Headshots will now crit instead of doing normal damage after "max distance"

Pictogram plus.png Crits on headshot
Pictogram minus.png Critical damage is affected by range
Pictogram minus.png 100% slower firing speed

Backpack L'Etranger.png

Secondary
L'Etranger

NO CHANGES

Pictogram plus.png +40% cloak duration
Pictogram plus.png +15% cloak on hit
Pictogram minus.png -20% damage penalty

Backpack Enforcer.png

Secondary
Enforcer

-Removed "+20% damage bonus while disguised"

-Removed "Attacks pierce damage resistance effects and bonuses"

-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"
NOTE: In your TF2 console type.... bind X "custom"

Pictogram plus.png Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill
Pictogram minus.png 20% slower firing speed
Pictogram info.png Stealth shots allows the user to fire this weapon without losing their disguise
Pictogram info.png Bind "custom" to manually remove your current disguise

Backpack Diamondback.png

Secondary
Diamondback

-Changed to guaranteed Mini-Crits instead of Crits

-Removed "-15% damage penalty"

-Added "-10% damage vs players"

Pictogram plus.png Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill
Pictogram minus.png -10% damage vs players

Backpack Knife.png

Melee
Knife

-See additional changes in "Spy - Knives Changes/Additions" tab

Backpack Your Eternal Reward.png

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 on wearer
Support class - Guaranteed 4 health regenerated per second on wearer
NOTE: The health regen isn't decreased if the user was recently hurt

Pictogram plus.png Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed
Pictogram plus.png While disguised: Gain a certain bonus based on your current class type disguise
Pictogram plus.png On kill: No attack noise
Pictogram minus.png Normal disguises require (and consumes) a full cloak meter
Pictogram minus.png +20% longer de-cloak time

Backpack Conniver's Kunai.png

Melee
Conniver's Kunai

-Added "On backstab kill: Removes all negative debuffs on user"

-Added "+10% additional cloak damage resistance on wearer"

Pictogram plus.png On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user
Pictogram plus.png +10% additional cloak damage resistance on wearer
Pictogram minus.png -55 max health on wearer

Backpack Big Earner.png

Melee
Big Earner

-Removed "+30% cloak on kill"

-Removed "Gain a 3 second speed boost on kill"

-Added "On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds."

Pictogram plus.png On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds.
Pictogram minus.png -25 max health on wearer

Backpack Spy-cicle.png

Melee
Spy-cicle

-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 and holster time"

Pictogram plus.png On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds
Pictogram minus.png -50% direct damage penalty
Pictogram minus.png Backstab turns victim into ice
Pictogram minus.png Melts in fire, regenerates in 10 seconds and by picking up ammo
Pictogram info.png Weapon makes a melting sound unless user is currently disguised
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time

Backpack Disguise Kit.png

Primary PDA
Disguise Kit

NO CHANGES

NO CHANGES

Backpack Invisibility Watch.png

Secondary PDA
Invis Watch

-Fixed the "While cloaked: 50% faster debuff timers"
NOTE: Increased to 50% from around 42%

-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers

Pictogram plus.png While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Pictogram info.png ALT-FIRE: Turn invisible
Pictogram info.png Allowed in Medieval mode

Backpack Cloak and Dagger.png

Secondary PDA
Cloak and Dagger

-Fixed the "While cloaked: 50% faster debuff timers"
NOTE: Increased to 50% from around 42%

-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers

Pictogram info.png Cloak Type: Motion Sensitive
Pictogram plus.png Cloak drain rate based on movement speed
Pictogram plus.png +100% cloak regen rate
Pictogram plus.png While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Pictogram minus.png -35% cloak meter from ammo sources
Pictogram minus.png +33% cloak drain rate
Pictogram info.png ALT-FIRE: Turn invisible
Pictogram info.png Allowed in Medieval mode

Backpack Dead Ringer.png

Secondary PDA
Dead Ringer

-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 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 natural cloak resistance when invisible after the first 1 second"

-Added "-50% cloak meter from ammo sources"

Pictogram info.png Cloak Type: Feign Death
Pictogram plus.png 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
Pictogram plus.png While cloaked: User absorbs 75% of any damage taken, gains a speed boost, and 75% faster debuff timers
Pictogram plus.png +30% cloak regen rate
Pictogram plus.png +40% cloak duration
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping into enemies will make you slightly visible to enemies
Pictogram minus.png No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
Pictogram minus.png -50% cloak meter used when Feign Death is activated
Pictogram minus.png Absorbed damage shortens cloak duration
Pictogram minus.png -50% cloak meter from ammo sources
Pictogram info.png Allowed in Medieval mode

Backpack Electro Sapper.png

Building
Sapper

-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode

Pictogram plus.png Disables and slowly destroys enemy buildings
Pictogram info.png Allowed in Medieval mode

Backpack Red-Tape Recorder.png

Building
Red-Tape Recorder

-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"

Pictogram plus.png Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed
Pictogram plus.png +100% Sapper health bonus
Pictogram minus.png User is Marked-for-Death for 3 seconds after the Sapper has been removed
Pictogram info.png -90% Sapper damage penalty
Pictogram info.png Allowed in Medieval mode


Mult-Class - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Reserve Shooter.png

Secondary
Reserve Shooter

-Increased deploy bonus to +30% from +20%

-Added "This weapon holsters 15% faster"

-Added "20% more accurate"

Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png This weapon deploys 30% faster and holsters 15% faster
Pictogram plus.png 20% more accurate
Pictogram minus.png -34% clip size

Backpack Pain Train.png

Melee
Pain Train

-Removed "10% bullet damage vulnerability on wearer"

-Added "When weapon is active"

-Added "Move speed increases by 15% while doing the objective"

-Added "15% damage vulnerability on wearer while doing the objective"

-Added "This weapon has bonus melee range, but slower deploy and holster time"

When weapon is active & while doing the objective:

Pictogram plus.png +1 capture rate
Pictogram plus.png Move speed increases by 15%
Pictogram minus.png 15% damage vulnerability on wearer
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time
Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

-Now it will show the amount of health restored, just like other heal restoring effects/weapons

(Soldier and Demoman) -Added "15% slower firing speed"

(Soldier and Demoman) -Added "On assist-kill: Restore 25% of base health"

(Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining. Assist-kills grant 25% meter."
NOTE: After the default 10 seconds has been drained, if the user was able to extend the duration, the banner effect will only be affecting the user

Pictogram plus.png On kill: Restore 50% of base health. Assist-kills restore 25% health.
Pictogram minus.png Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
Pictogram minus.png 15% slower firing speed
Pictogram info.png Soldiers and Demos can duel with Katanas for a one-hit kill
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time

Pictogram plus.png (Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining. Assist-kills grant 25% meter.

Backpack B.A.S.E. Jumper.png

Primary
Secondary

B.A.S.E. Jumper

(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage"

(Demoman only) -Added "+20% faster reload time for your Secondary while deployed"

(Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging

Pictogram plus.png Press 'JUMP' key to deploy a Parachute to slow your descent while in the air
Pictogram plus.png Gain a 2 second speed boost after taking fall damage
Pictogram minus.png Can't re-deploy the Parachute after deploying until the user touches the ground
Pictogram minus.png Reduces amount of air strafe control by 50% while deployed
Pictogram info.png Allowed in Medieval mode

Pictogram info.png (Demoman only) When a shield is not equipped:
Pictogram plus.png +20% faster reload time for your Secondary while deployed

Pictogram info.png (Demoman only) When a shield is equipped:
Pictogram plus.png User isn't affected by gravity while deployed and charging

Backpack Panic Attack.png

Primary
Secondary

Panic Attack

-Decreased deploy speed bonus to +33% from +50%

Pictogram plus.png +50% bullets per shot
Pictogram plus.png This weapon deploys 33% faster
Pictogram plus.png Fires a special fixed shot pattern
Pictogram minus.png -20% damage penalty
Pictogram minus.png Successive shots become less accurate

Backpack Pistol.png

Secondary
Pistol

NO CHANGES




Custom Weapons

The following "new" weapons are available on the official "CTF2W" servers.

Scout - Custom Weapons
Weapon Workshop Link Stats
100px

Primary
Big Shot

TF2 Workshop Link

Pictogram plus.png On kill: Gain a shield that blocks 20% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack
Pictogram plus.png The shield creates a small explosion when destroyed
Pictogram minus.png 20% slower firing speed
Pictogram minus.png 10% slower reload time

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Primary
Solid Slugger

TF2 Workshop Link

Pictogram plus.png Successfully using a rechargeable weapon will automatically reload up to 4 shots for this weapon (Except when using the "Tiki Tonic" drink)
Pictogram plus.png +34% clip size
Pictogram minus.png 20% slower recharge rate for all rechargeable weapons
Pictogram minus.png -10% damage penalty

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Primary
Shotgun Bride

CURRENTLY NO PUBLIC LINK

Pictogram plus.png Mini-crits on headshot
Pictogram plus.png On hit: Build boost that increases reload time for your next shot
Pictogram minus.png Arrows are affected by damage falloff
Pictogram minus.png 120% slower base reload time
Pictogram minus.png -83% clip size
Pictogram info.png Shoots arrows instead of bullets

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Primary
Pseudonailgun

TF2 Workshop Link

Pictogram info.png Movement charges the POWER meter. Moving faster or slower affects how fast/slow the meter charges.
Pictogram plus.png Damage (up to 12.5%), fire rate (up to 50%), and reload time (up to 25%) increases as meter increases
Pictogram minus.png The meter drains when you attack, stop moving, or while weapon is not active
Pictogram minus.png -12.5% move speed on wearer

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Secondary
Conventional

TF2 Workshop Link

Pictogram plus.png +100% damage vs players that have more than 95% health
Pictogram plus.png Full damage rampup at any distance and minimal bullet spread
Pictogram minus.png 125% slower firing speed
Pictogram minus.png -58.33% clip size

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Secondary
Six Point Shuriken

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: Refills 2 Shurikens. Assist-kills refill 1 Shuriken.
Pictogram plus.png +33% faster firing speed
Pictogram minus.png -20% damage penalty
Pictogram minus.png No recharge rate
Pictogram info.png User can hold up to 10 Shurikens

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Secondary
Tiki Tonic

TF2 Workshop Link

Pictogram plus.png On use: User is decreased in size or is returned to normal size
Pictogram plus.png While tiny: User is decreased in size by 30%
Pictogram minus.png While tiny: User takes Mini-Crits and deals 30% less damage
Pictogram info.png Near instant recharge and with no effect duration

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Melee
Silent Slicer

TF2 Workshop Link

Pictogram plus.png 100% critical hits from behind
Pictogram minus.png -50% damage vs players that have more than 50% health
Pictogram info.png This weapon acts like a normal melee weapon (Damage and firing speed)

100px

Melee
Slugger's Face-Off

CURRENTLY NO PUBLIC LINK

When weapon is active:

Pictogram plus.png +45% faster firing speed
Pictogram plus.png On hit: +10% evasiveness
Pictogram minus.png Evasiveness meter drains 2.5% per second
Pictogram minus.png Every 1.5 non-melee damage is taken, 1% evasiveness is removed
Pictogram minus.png Every 3 melee damage is taken, 1% evasiveness is removed
Pictogram minus.png Minimal damage
Pictogram info.png Evasiveness is the chance to auto-dodge any damage taken
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Melee
Lead Pipe

TF2 Workshop Link

Pictogram plus.png While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 5 seconds (5 stacks)
Pictogram minus.png Maximum health is drained while weapon is active (-10 HP/sec)
Pictogram info.png Does not require to be active to gain damage


Soldier - Custom Weapons
Weapon Workshop Link Stats
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Primary
Follower

TF2 Workshop Link

Pictogram plus.png ALT-FIRE: Toggles between HOMING and MANUAL
Pictogram minus.png Damage decreases the longer each rocket travels
Pictogram minus.png -20% explosion radius
Pictogram minus.png -50% clip size
Pictogram info.png "HOMING" mode: Press SPECIAL-ATTACK to place a marker. Your rockets that travel near the marker (350 Hu) will change direction towards the marker at a hard angle. The marker will be removed if you switch modes, die, and/or if you manually place a new marker.
Pictogram info.png "MANUAL" mode: Your rockets will travel based where you are aiming
Pictogram info.png Your rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling
Pictogram info.png Achieving max distance for everything requires 1200 Hu

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Primary
Dragon Hunter

TF2 Workshop Link

Pictogram info.png ALT-FIRE: Detonate rocket
Pictogram plus.png -10% blast damage to self from this weapon
Pictogram plus.png On self damage: Instantly reload one shot
Pictogram minus.png -25% explosion radius

50px 50px
Primary
Armored Core

TF2 Workshop Link

When a Banner is equipped:

Pictogram plus.png Reduces damage required to fill by 50%
Pictogram plus.png On death if the Banner was ready, you will drop a special marker and very close teammates (225 Hu) will get that banner effect for a short duration (5 seconds)

When a Shotgun or the Bison is equipped:

Pictogram plus.png +25% faster firing speed and 15% faster reload time for your Secondary

When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:

Pictogram plus.png +30% faster firing speed for your Melee
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Secondary
Crocketeer's Cloak

TF2 Workshop Link

Pictogram plus.png Wearer performs an earthquake after landing an explosive jump
Pictogram plus.png -75% fall damage taken on wearer
Pictogram plus.png -10% blast damage to self on wearer
Pictogram info.png Earthquake radius is 146 Hu. Earthquake damage is based on fall damage taken, but increased by x200%. There is no damage cap, plus no damage falloff. Requires line of sight to damage enemies.


Pyro - Custom Weapons
Weapon Workshop Link Stats
Firkin Flamer.png

Primary
Firkin Flamer

TF2 Workshop Link

Pictogram plus.png RELOAD or SPECIAL-ATTACK: Creates an oil spill which can be ignited by any burning source that will quickly burn and inflict afterburn (even to enemy Pyros!)
Pictogram minus.png -10% direct damage penalty
Pictogram minus.png Airblasted projectiles are destroyed
Pictogram info.png Creating an oil spill requires 20 ammo

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Secondary
Calefactor

TF2 Workshop Link

Pictogram plus.png +30% damage bonus vs burning players
Pictogram minus.png On hit burning target: Decrease afterburn duration for each bullet that hits by 1 second
Pictogram minus.png -33% clip size
Pictogram info.png This weapon is best used at medium and/or long range

HIDDEN EXTRA STATS

Pictogram plus.png +115% damage bonus
Pictogram plus.png 40% more accurate
Pictogram minus.png -60% bullets per shot

100px

Secondary
Brittle Pistol

TF2 Workshop Link

Pictogram plus.png On hit vs players: Near instant reload
Pictogram plus.png +40% damage vs players
Pictogram plus.png +100% max Secondary ammo on wearer
Pictogram plus.png +100% projectile speed
Pictogram minus.png No afterburn

HIDDEN EXTRA STATS

Pictogram minus.png No "+10% faster firing speed" bonus

Spitfire.png

Secondary
Splitfire

TF2 Workshop Link

Pictogram plus.png Shoots 3 extra flares in a horizontal line
Pictogram plus.png All flares are not affected by gravity
Pictogram minus.png All flares have a limited lifespan, -50% projectile speed, and -16.67% direct damage penalty

HIDDEN EXTRA STATS

Pictogram plus.png +10% faster firing speed

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Secondary
Sharp Shooter - Secondary

TF2 Workshop Link

Pictogram plus.png +20% switch speed to your Melee from this weapon
Pictogram plus.png On kill: Gain crits for your Melee for 4 seconds when you switch
Pictogram plus.png On hit: Increases afterburn duration for each bullet that hits by 0.4 seconds
Pictogram minus.png -15% damage penalty
Pictogram minus.png -33% clip size

100px

Melee
Sharp Shooter - Melee

TF2 Workshop Link

Pictogram plus.png +20% switch speed to your Secondary from this weapon
Pictogram plus.png On kill: Gain Mini-Crits for your Secondary for 4 seconds when you switch
Pictogram plus.png On hit: +6 seconds afterburn duration
Pictogram minus.png -15% damage penalty
Pictogram minus.png 25% slower firing speed

100px

Melee
Baleful Beacon

TF2 Workshop Link

Pictogram plus.png On hit burning enemy: Generate +50% souls
Pictogram plus.png Souls increase fire damage dealt with all weapons (up to double)
Pictogram minus.png On hit burning enemy: Extinguishes them
Pictogram minus.png -25% fire damage dealt with all weapons
Pictogram info.png Souls always slowly decay at 2% per second

100px

Melee
Ice Breaker

TF2 Workshop Link

Pictogram plus.png On hit: Freezes target for 6 seconds
Pictogram minus.png When weapon is active: Any damage taken freezes the user for 3 seconds
Pictogram info.png Being frozen reduces move speed by 10%, slows all weapons’ firing speed by 20%, and slows overall weapon switching by 100%
Pictogram info.png ALT-FIRE: Throws weapon, but reduces freeze effects by half
Pictogram info.png 6 second recharge
Pictogram info.png While recharging, the "on hit" freeze effect is disabled, but the "self freeze" isn't

100px

Melee
Battering Bronco

TF2 Workshop Link

Pictogram plus.png Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters
Pictogram plus.png Crits while launched by explosives, a grapple hook, the Detonator, or the Thermal Thrusters
Pictogram plus.png +50% melee range
Pictogram plus.png +25% melee bounds
Pictogram minus.png -32.31% damage penalty

100px

Melee
Endless Carnage

TF2 Workshop Link

When weapon is active:

Pictogram plus.png On taunt: Scare nearby enemies (400 Hu) for 1-6 seconds depending on how close they are to you (Requires line of sight)
Pictogram plus.png +100% damage vs scared players
Pictogram minus.png 25% slower move speed on wearer
Pictogram minus.png 25% slower firing speed
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time
Pictogram info.png 30 scare taunt cooldown


Demoman - Custom Weapons
Weapon Workshop Link Stats
100px

Primary
Glasgow Greaves

TF2 Workshop Link

Pictogram plus.png 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 are increased.
Pictogram plus.png -75% reduction in push force taken from airblasts
Pictogram info.png 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.

100px

Primary
Drunkard’s Wrath

TF2 Workshop Link

Pictogram plus.png SPECIAL-ATTACK: Toggles between PRECISION and AOE
Pictogram info.png Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenades fizzle out after landing
Pictogram info.png AOE Mode: +100% explosion radius, +100% fuse time on grenades, but -10% damage penalty

100px

Primary
Iron Boarder

TF2 Workshop Link

Pictogram info.png When a shield is equipped:
Pictogram plus.png On hit: Shield is recharged by 25%
Pictogram minus.png Grenades shatter on surfaces

Pictogram minus.png -10% damage penalty

Pictogram info.png When a shield is not equipped:
Pictogram plus.png On hit: Recover 1 HP per 4.5 damage dealt
Pictogram minus.png Grenades shatter on surfaces

Pictogram minus.png -10% damage penalty

100px

Primary
Steadfast Blast

TF2 Workshop Link

Pictogram plus.png 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)
Pictogram plus.png For every 200 damage dealt from this weapon, this weapon will regen 1 ammo
Pictogram plus.png +25% explosion radius
Pictogram plus.png No reload necessary
Pictogram minus.png Mini-Crits whenever it would normally crit
Pictogram minus.png 100% slower firing speed
Pictogram info.png Projectile deals 20 damage and explosions deals 11 damage
Pictogram info.png There is no distance limit of the chain reaction nor a limit of enemies (or buildings) that it can damage

100px

Secondary
Mine Layer

TF2 Workshop Link

Pictogram plus.png Stickies are connected by tripwires and attached stickies can't be moved
Pictogram plus.png Tripwires explode when the user or a visible enemy moves through too fast
Pictogram plus.png Detonates stickybombs near the crosshair
Pictogram plus.png No reload necessary
Pictogram minus.png Manually detonated stickybombs don't explode
Pictogram minus.png -15% damage penalty
Pictogram info.png Projectile speed is set to 900Hu
Pictogram info.png Teammates and enemies can see the tripwires

100px

Secondary
Big Man

TF2 Workshop Link

Pictogram plus.png Up to +100% bonus explosion radius based on charge
Pictogram plus.png 25% faster pipebomb damage ramp up time
Pictogram minus.png Up to -20% damage based on charge
Pictogram info.png Stickybomb increases in size based on charge
Pictogram info.png User isn't affected by the increased explosion radius

100px

Secondary
Groundbreaker

TF2 Workshop Link

Pictogram plus.png When a stickybomb explodes or is destroyed, it will spawn 3 low damaging grenades (This can be triggered when you place a 4th new stickybomb)
Pictogram plus.png While a stickybomb is armed, it will spawn 1 low damaging grenade every 3 seconds
Pictogram plus.png Up to +50% bonus grenade damage based on charge
Pictogram minus.png -3 max stickybombs out
Pictogram minus.png -50% clip size
Pictogram minus.png Stickybombs fizzle after 30 seconds (This will trigger the 3 grenades)
Pictogram info.png If a stickybomb was crit-boosted, any grenade spawning from it will also be crit-boosted
Pictogram info.png The grenades deal 20 damage with no damage falloff

100px

Secondary
Scottish Wargear

TF2 Workshop Link

Pictogram plus.png While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration
Pictogram plus.png Ammo boxes collected also refills your charge meter
Pictogram minus.png While charging: Cannot attack, no damage boosting, and no impact damage. Additionally, you can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.
Pictogram minus.png -90% decreased in charge recharge rate
Pictogram info.png While charging: The visual trail is removed, but not the sound

100px

Secondary
Vanguard

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.
Pictogram plus.png 35% of all damage done is returned as health
Pictogram plus.png On death: Heal (5% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)
Pictogram minus.png -25% damage dealt on wearer

100px

Secondary
Assault and Battering Ram

TF2 Workshop Link

Pictogram plus.png Once the charge meter is 60% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained
Pictogram plus.png +33% increase in charge impact damage

100px

Secondary
Landlubbers Landmine

TF2 Workshop Link

Pictogram info.png Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy
Pictogram plus.png Explosive damage (10 up to 100) and radius (73 Hu up to 219 Hu) increases based on charge meter drained
Pictogram plus.png 10% charge refilled for every enemy hit by the explosion
Pictogram minus.png User takes 50% damage from the shield explosion

100px

Melee
Dullahan

TF2 Workshop Link

Pictogram plus.png On kill: +2 stacks. Assist-kills grant +1 stack.
Pictogram info.png This weapon has bonus melee range, but slower deploy and holster time
Pictogram info.png Each stack (up to 8) increases firing speed (by 5%) and damage vs players (by 1.875%), but increases all damage taken while active (by 5%).

100px

Melee
Merasmus’ Staff

TF2 Workshop Link

Pictogram plus.png On kill: Gain a bumper car and 75% damage resistance for 10 seconds
Pictogram minus.png While in a bumper car, user can only deal damage by bumping into enemies
Pictogram minus.png 25% slower firing speed
Pictogram info.png Bumper car hits will always Mini-Crit hit and Crit hit if user is traveling fast enough


Heavy - Custom Weapons
Weapon Workshop Link Stats
100px

Primary
Graphite Perisher

TF2 Workshop Link

Pictogram plus.png On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grant 2 seconds.
Pictogram plus.png On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds. Secondary Assist-kills grant 1 second.
Pictogram minus.png -70% max Primary ammo on wearer
Pictogram info.png The Mini-Crit timer drains while fully spun up and up to 6 seconds can be stored

100px

Primary
Ququmannz's Wrath

TF2 Workshop Link

Pictogram plus.png On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grant 4 seconds.
Pictogram plus.png If a Cursed enemy is killed, the killer restore up to 50% of base health. Assist-kills spilts the regen between the two killers.
Pictogram minus.png If a Cursed enemy lives beyond a Curse, the additional damage taken will be returned
Pictogram minus.png If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy
Pictogram minus.png If you die, all Curses created from you will be immediately lifted
Pictogram minus.png -25% bullet per shot

100px

Secondary
Cosmic Cuisine

TF2 Workshop Link

Pictogram plus.png This weapon deploys 30% faster and holsters 15% faster
Pictogram plus.png On consumption: Gain debuff immunity for 15 seconds. If a debuff is attempted to be applied to the user during the immunity duration, then instead recover 50 health. Fire sources recover 3 health.
Pictogram plus.png On teammate pick up: All debuffs are removed from them
Pictogram plus.png On enemy pick up: No health is recovered and they are affected by "Jarate" and "Mad Milk" for 5 seconds
Pictogram minus.png -100% consumption healing effect and no health for teammates if picked up
Pictogram info.png 30 second recharge

100px

Secondary
Full Throttle

TF2 Workshop Link

Pictogram plus.png On kill: +2 stacks. Assist-kills grant +1 stack.
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram info.png Each stack (up to 10) increases move speed on wearer (up to +25%) while not spun up, but decreases damage for this weapon (up to -20%)

100px

Secondary
Sub-Sandvich

TF2 Workshop Link

Pictogram plus.png 35% of damage dealt is returned as health
Pictogram plus.png On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 50% of the damage you took. Assist-kills grant 2 seconds.
Pictogram minus.png -50% clip size
Pictogram info.png If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user

100px

Melee
Hydraulic Hammers

TF2 Workshop Link

Pictogram plus.png On hit: Apply 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
Pictogram plus.png Deal damage based on the target's max health (up to 50%) and how far they traveled (up to 800 Hu) once they hit a wall or surface
Pictogram plus.png This weapon deploys 30% faster and holsters 15% faster
Pictogram minus.png Minimal initial damage
Pictogram minus.png 25% slower firing speed

100px

Melee
Jaws of Steel

TF2 Workshop Link

Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK

When weapon is active:

Pictogram plus.png Requires 280 Melee damage dealt to charge meter
Pictogram plus.png When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds
Pictogram plus.png While *wet* or when meter is active: Gain +25% move speed and +25% firing speed
Pictogram minus.png While not *wet*: Lose -25% move speed and -25% firing speed
Pictogram minus.png Cannot switch away when meter is active
Pictogram info.png Able to gain meter while draining, but at -50% rate
100px

Melee
Terminal Killocity

TF2 Workshop Link

Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK

When weapon is active:

Pictogram plus.png Slower falling speed
Pictogram plus.png Never take fall damage
Pictogram plus.png 100% increased air strafe control
Pictogram info.png On SPECIAL-ATTACK or RELOAD: User will perform a large special jump, but requires 100 HP with a 2 second cooldown
Pictogram minus.png Cannot naturally jump
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Melee
Crate Smasher

TF2 Workshop Link

Pictogram info.png Damage equals to 40% of target's current health up to 90 damage
Pictogram plus.png 70% of damage done is returned as health
Pictogram minus.png 25% slower firing speed


Engineer - Custom Buildings
Weapon Changes

Sticky Mini-Sentry
(When using the Masterkey)

Pictogram plus.png Able to throw with SPECIAL-ATTACK to attach to most surfaces or walls
Pictogram plus.png +1 extra active Sentry
Pictogram plus.png Instant turning speed
Pictogram plus.png Silent Killer: Produces no idle beeping sounds
Pictogram minus.png Cannot be repaired, resupplied, Wrangled, wrench boosted, or manually destroyed
Pictogram minus.png Self-destructs when ammo is depleted
Pictogram minus.png -50% damage penalty
Pictogram minus.png -50% ammo supply
Pictogram minus.png -50% building health
Pictogram info.png Once a "Sticky Mini-Sentry" runs out of ammo, it self-destructs
Pictogram info.png "Sticky Mini-Sentries" have a 2 second delay before being thrown

Engineer - Custom Weapons
Weapon Workshop Link Stats
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Primary
Lakeside Pride

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.
Pictogram plus.png On Sentry kill: +3 stacks
Pictogram minus.png Lose 2 stacks when creating a new building
Pictogram minus.png -15% damage for all weapons on wearer
Pictogram minus.png -10% Sentry damage on wearer
Pictogram info.png Each stack (up to 10) increases max metal (by +20) and decreases building cost (by 2.5%)

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Secondary
Signal Booster

TF2 Workshop Link

When weapon is active:

Pictogram plus.png Press PRIMARY-FIRE to boost all of your active buildings for 10 seconds at the cost of 150 metal
Pictogram minus.png While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired
Pictogram minus.png No metal from pickups and Dispensers
Pictogram minus.png Cannot carry buildings
Pictogram info.png 30 second cooldown after the boost is used
Pictogram info.png While boosting your buildings: Sentry damage/range are increased by 25%, Dispenser range/healing are increased by 50%, and Teleporter recharge rate is decreased by 50%
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Secondary
Swifty Swiper

TF2 Workshop Link

Pictogram plus.png Press and hold PRIMARY-FIRE: While looking at health and ammo packs, the packs will attract towards you within 900 Hu that will stay in place for 15 seconds
Pictogram plus.png Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself
Pictogram minus.png -30% metal gained from transferred metal
Pictogram info.png For each 1 second used, requires 3 seconds to recover and takes 10 seconds to empty the attraction meter. Any pack requries line of sight to drag.
Pictogram info.png There is a 3 second cooldown when attraction is stopped. While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown.

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Secondary
Gamma Gazer

TF2 Workshop Link

Pictogram plus.png On third hit without missing: Guaranteed critical bullets
Pictogram minus.png -75% clip size
Pictogram info.png Hold FIRE to load up your clip, release FIRE to unleash the barrage
Pictogram info.png This weapon is best used at point blank and/or medium range

HIDDEN EXTRA STATS

Pictogram plus.png +1000% bullets per shot
Pictogram minus.png 100% less accurate
Pictogram minus.png -91.06% damage penalty

Welder Gun.png

Secondary
Welder's Gun

TF2 Workshop Link

Pictogram plus.png On hit: Gain metal back based on damage by 50%
Pictogram plus.png Mini-Crits against targets that any friendly Sentry Guns are currently damaging
Pictogram plus.png 40% more accurate
Pictogram minus.png -50% clip size
Pictogram minus.png 100% slower firing speed

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Secondary
Jupiter

TF2 Workshop Link

Pictogram plus.png While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip
Pictogram plus.png Firing speed increases as metal supply decreases
Pictogram plus.png Shot penetrate all enemies
Pictogram minus.png -50% damage penalty
Pictogram minus.png 50% slower base firing speed

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Melee
Magnetic Horseshoe

TF2 Workshop Link

Pictogram plus.png All damage dealt fills the *Building Upgrade* meter, press SPECIAL-ATTACK when full to upgrade all of your buildings to level 3 and to fully heal them
Pictogram plus.png 10% of the damage dealt from your Sentry Gun will add to the meter
Pictogram minus.png Sapped buildings are bypassed when meter is used
Pictogram minus.png 33% slower construction speed for all buildings
Pictogram minus.png -20% repair rate
Pictogram info.png Requires 500 damage dealt to charge

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Melee
Masterkey

TF2 Workshop Link

Pictogram plus.png Guaranteed 1 health regenerated per second on wearer
Pictogram plus.png +10% metal from all ammo sources on wearer
Pictogram info.png Applies glue to a Mini-Sentry


Medic - Custom Weapons
Weapon Workshop Link Stats
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Primary
Lancer

TF2 Workshop Link

Pictogram plus.png On hit: Increases Secondary healing rate by +20% (Up to +60%)
Pictogram minus.png -80% max Primary ammo on wearer
Pictogram minus.png 25% slower reload time
Pictogram minus.png No headshots
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png Allowed in Medieval mode

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Primary
Diagnostikiller

TF2 Workshop Link

Pictogram plus.png On hit enemy: Decreases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds
Pictogram plus.png On hit teammate: Increases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds
Pictogram plus.png Shot penetrates all players (Teammates and enemies)
Pictogram minus.png -80% max Primary ammo on wearer
Pictogram minus.png 25% slower reload time
Pictogram minus.png No headshots
Pictogram info.png 38 damage dealt (point blank) to 75 damage dealt (long range)
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png Allowed in Medieval mode

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Primary
Interfector

TF2 Workshop Link

Pictogram plus.png Fires special bolts that applies knockback. Gain more knockback for each 25% of UberCharge you have.
Pictogram minus.png For each 25% UberCharge, more ammo is removed from the reserve ammo when fired
Pictogram minus.png -80% max primary ammo on wearer
Pictogram minus.png 25% slower reload time
Pictogram minus.png No headshots
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png Allowed in Medieval mode

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Primary
Maniac's Maschinenpistole

TF2 Workshop Link

Pictogram plus.png On hit: +3% UberCharge added
Pictogram minus.png Uses UberCharge as ammo

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Primary
Geneva Protokill

TF2 Workshop Link

Pictogram plus.png Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) and any negative debuffs are removed
Pictogram plus.png 25% faster reload time
Pictogram minus.png -100% damage penalty
Pictogram minus.png No UberCharge gained when healing teammates
Pictogram info.png Grenades explodes after hitting a surface, teammate, and/or enemy
Pictogram info.png Regens 1 reserve ammo (up to 4) every 5 seconds and is unable to refill from ammo sources
Pictogram info.png Shoots healing grenades instead of syringes

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Secondary
Booster Shot

TF2 Workshop Link

Pictogram plus.png Overheal doesn't decay for your Patients
Pictogram minus.png -50% max overheal
Pictogram info.png UberCharge: Instantly buff your Patient to 150% health (With no overheal decay) and remove all negative debuffs. Instantly buff yourself to 150% health (With overheal decay).
Pictogram info.png UberCharge is used in 50% chunks and has a 5 second cooldown after using a charge

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Secondary
Blitzstorm

TF2 Workshop Link

Pictogram plus.png While healing: Every 5 seconds a small health pack will spawn at your feet
Pictogram plus.png +50% UberCharge rate
Pictogram minus.png While active: No healing given and/or gained from every healing source or weapon effect while active, except from health packs
Pictogram info.png UberCharge: Instantly use 100% to spawn 20 medium health packs
Pictogram info.png Small health packs will despawn after 5 seconds. Medium health packs will despawn after 10 seconds.

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Secondary
Hydro Pump

TF2 Workshop Link

Pictogram plus.png 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
Pictogram plus.png +50% UberCharge rate
Pictogram info.png 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
Pictogram info.png Knockback applied scales based on damage dealt

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Melee
Hypodermic Injector

TF2 Workshop Link

Pictogram plus.png Assists with your Secondary grants crits for this weapon (up to 35)
Pictogram minus.png -20% damage penalty
Pictogram minus.png On Melee attack: Removes 10% UberCharge, but doesn't on miss
Pictogram info.png The stored crits require the removed UberCharge to use

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Melee
Jackal Beating Stick

TF2 Workshop Link

Pictogram plus.png Nearby teammates that also have this weapon active will gain damage resistance
Pictogram plus.png On hit teammate: Boost their firing rate by 20% and reload speed by 10% for 4 seconds
Pictogram plus.png +75% melee range
Pictogram plus.png +50% melee bounds
Pictogram minus.png 25% slower firing speed
Pictogram minus.png -20% damage penalty
Pictogram info.png Grants 6% resistance with each nearby teammate (Up to 4)


Sniper - Custom Weapons
Weapon Workshop Link Stats
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Primary
Astral Assassin

TF2 Workshop Link

Pictogram plus.png Applies knockback to the target and increases based on charge. Knockback increases on headshot.
Pictogram plus.png Arrows can bounce up to 10 times
Pictogram info.png Charging increases projectile speed instead of damage
Pictogram info.png Bodyshots deal 50 damage and headshots deal 150 damage

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Primary
Caretaker

TF2 Workshop Link

Pictogram plus.png Gain 100% charge rate while directly looking at an enemy player
Pictogram plus.png On scoped hit: Highlights enemy with the duration based on charge level (2 seconds up to 5s) for your eyes only and doubles the duration on headshot
Pictogram plus.png On kill: +40% charge. Assist-kills grant +20% charge. Press SPECIAL-ATTACK when full to reveal all enemies for 3 seconds for yourself and teammates.
Pictogram minus.png Charge drains at 10% per second
Pictogram minus.png No base charge rate

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Primary
Didgeridoom

TF2 Workshop Link

Pictogram plus.png Headshots or fully charged shots cause an explosion of bleed (292 Hu) with the duration based on charge between 4-12 seconds
Pictogram plus.png Gain +50% faster charge for every current bleeding target
Pictogram minus.png -66% direct damage penalty
Pictogram info.png There is no limit for the number of bleeding targets. Additionally, the "hidden cap" that limits the charging rate was completely removed from all Rifles.
Pictogram info.png Bleeding targets from "Melf’s Magic Potion" and "Tribalman's Shiv" counts toward this weapon

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Secondary
Urine Trouble

TF2 Workshop Link

Pictogram plus.png Anytime you take more than 30 damage from a single attack, Jarate all nearby enemies (219 Hu) for 2.5 seconds
Pictogram plus.png Pissed Revenge: Jarate the enemy who killed you for 10 seconds

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Secondary
Brief Negotiator

TF2 Workshop Link

Pictogram plus.png On hit: Gain a 1 second speed boost
Pictogram plus.png +20% damage vs players
Pictogram plus.png +10% faster firing speed
Pictogram minus.png 80% of damage dealt with this weapon is delayed until the enemy is hit with your Melee

HIDDEN EXTRA STATS

Pictogram plus.png 40% more accurate
Pictogram plus.png 33% max Secondary ammo on wearer

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Secondary
Lil' Mate

TF2 Workshop Link

Pictogram plus.png +50% clip size and reserve ammo
Pictogram plus.png On hit: Increases damage against enemy players
Pictogram plus.png +2 bullets per shot
Pictogram minus.png -66% damage penalty
Pictogram minus.png On hit: Decreases accuracy
Pictogram info.png Killing an enemy will reset the damage bonus and lost accuracy

HIDDEN EXTRA STATS

Pictogram plus.png 40% more accurate
Pictogram plus.png 33% max Secondary ammo on wearer

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Secondary
Melf’s Magic Potion

TF2 Workshop Link

Pictogram plus.png Deals damage on impact and bleed for 5 seconds
Pictogram plus.png +50% increase in recharge rate
Pictogram info.png All damage dealt is based on the max health of target
Pictogram info.png 20 second recharge

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Melee
Heat Wave

TF2 Workshop Link

Pictogram plus.png On kill: Gain +50% charge for your Primary. Assist-kills grant +25% charge.
Pictogram minus.png On Primary attack: Removes up to 25% of stored charge
Pictogram minus.png 50% slower firing speed
Pictogram info.png Gain up to +100% charge for Rifles and up to +90% charge for Bows

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Melee
Hewer's Hatchet

TF2 Workshop Link

Pictogram plus.png Any overheal does not decay while active
Pictogram plus.png On draw: +60 health
Pictogram minus.png On holster: -80 health


Spy - Custom Weapons
Weapon Workshop Link Stats
French Resolution.png

Secondary
French Resolution

TF2 Workshop Link

Pictogram plus.png On hit: Mark 1 target to reduce incoming damage from them by 20% and gain up to +30 health
Pictogram minus.png 50% slower reload time
Pictogram minus.png -83% clip size
Pictogram info.png 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

TF2 Workshop Link

Pictogram plus.png On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears
Pictogram plus.png Recovers 2 shots on backstab and 1 shot for each building destroyed
Pictogram plus.png No ammo spent on successful hits with enemy players or buildings
Pictogram plus.png No reload necessary
Pictogram minus.png -60% max Secondary ammo on wearer
Pictogram minus.png Fires tracers rounds
Pictogram minus.png -33% damage penalty
Pictogram info.png Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building

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Melee
Infection

TF2 Workshop Link

Pictogram plus.png On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds
Pictogram plus.png If an enemy dies from the plague: Gain +1.25% move speed and +3.33% cloaking speed (Up to 10 stacks)
Pictogram minus.png Plague can be instantly removed by picking up a health pack or by entering a respawn area
Pictogram minus.png Backstabs don't instantly kill
Pictogram info.png Snipers using the *Razorback* will still have the weapon removed on backstab, but the infection time is decreased to 5 seconds
Pictogram info.png Infected victims take damage equal to 10% of their max health per second

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Melee
Inside Jab

TF2 Workshop Link

Pictogram plus.png On backstab: Plant a bomb and keep your current disguise
Pictogram plus.png Bombs auto-detonate after 4 seconds, but can be triggered earlier with ALT-FIRE
Pictogram plus.png 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
Pictogram minus.png Bombs disappear if the user dies, or if the target enters a respawn area
Pictogram minus.png While there's a bomb active: User's cloak is disabled
Pictogram minus.png The user will take 25% of the bomb damage if too close
Pictogram minus.png Backstabs don't instantly kill
Pictogram info.png Bomb damage ramps up to 110% within the 4 seconds
Pictogram info.png The target is notified if there's a bomb on them with a sound and message

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Melee
Mann-Slaughter

TF2 Workshop Link

Pictogram plus.png Instantly activates cloak after a backstab
Pictogram minus.png Backstabbed target doesn't drop an ammo pack
Pictogram minus.png Consumes at least 25% of the cloak meter after a backstab

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PDA 1
Intermission

TF2 Workshop Link

Pictogram plus.png On sap: Highlights the owner of the building for the user for the next 10 seconds
Pictogram plus.png Restores health to the user when a sapped building is destroyed
Pictogram minus.png -40% Sapper damage penalty
Pictogram info.png 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

TF2 Workshop Link

Pictogram plus.png After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion damages nearby enemy players and buildings.
Pictogram minus.png Sapper is disabled for 2 seconds after sapping a building
Pictogram minus.png -100% Sapper damage penalty
Pictogram minus.png -99% Sapper health penalty
Pictogram info.png Buildings are still disabled after placement

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PDA 1
Subjugated Saboteur

TF2 Workshop Link

Pictogram plus.png After 8 seconds after placement, the Sapper reprograms the enemy building to join your team
Pictogram plus.png Reprogrammed buildings gain bonuses

Pictogram info.png Sentry - +10% firing speed
Pictogram info.png Dispenser - +100% radius
Pictogram info.png Teleporter - Can be used in both directions

Pictogram minus.png Reprogrammed buildings will self-destruct after 12 seconds
Pictogram minus.png -30% Sapper damage penalty
Pictogram info.png Buildings are still disabled after placement

Item icon Cloak and Dagger.png

PDA 2
Le Fantome

CURRENTLY CAN'T USE CUSTOM WATCH MODELS

Pictogram plus.png While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped
Pictogram minus.png 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
Pictogram minus.png Cloak drains 50% faster while inside an enemy player or building
Pictogram minus.png When out of cloak: Drains 10 health/s while inside an enemy player or building

Item icon Cloak and Dagger.png

PDA 2
Leap

CURRENTLY CAN'T USE CUSTOM WATCH MODELS

Pictogram info.png Cloak Type: Jump
Pictogram plus.png On use: User will leap in the air if moving or will perform an extra jump if not moving
Pictogram minus.png No cloak meter from ammo sources
Pictogram info.png On use until you land on the ground: Wearer doesn't take falling damage, but reduces the amount of air strafe control
Pictogram info.png 8 second watch recharge

Item icon Cloak and Dagger.png

PDA 2
Explosive Entry

CURRENTLY CAN'T USE CUSTOM WATCH MODELS

Pictogram info.png After uncloaking, this watch causes a cloudy explosion (292 Hu) to deal damage to nearby enemies (90 Damage Maximum, 45 Damage Minimum) and to yourself (half as much), but doesn't trigger if the meter is above 50% meter. The explosion's damage increases the lower the cloak meter is. The explosion can't be used again until the cloak meter is fully recharged.
Pictogram plus.png While cloaked: Gain +25% move speed
Pictogram minus.png -66% cloak meter from ammo sources
Pictogram minus.png -10% cloak regen rate


Multi-Class - Custom Weapons
Weapon Workshop Link Stats
100px

(Secondary) Soldier and Pyro
Raiding Aid

TF2 Workshop Link

Pictogram plus.png On kill with this weapon: Increases clip size by +1 (up to 4)
Pictogram plus.png Dealing 120 damage with other weapons reloads a shot for this weapon (even while holstered)
Pictogram plus.png Reloading does not inhibit firing and occurs automatically every 2.5 seconds (even while holstered)
Pictogram minus.png -33% base clip size
Pictogram info.png No manual reloading
Pictogram info.png This weapon is best used at medium and/or long range

HIDDEN EXTRA STATS

Pictogram plus.png +115% damage bonus
Pictogram plus.png +40% more accurate
Pictogram minus.png -60% bullets per shot

100px

(Primary) Engineer
(Secondary) Heavy
Pump Shot

TF2 Workshop Link

Pictogram plus.png Deals more damage the more ammo you have in the clip
Pictogram plus.png Fires and reloads faster the less ammo you have in the clip
Pictogram minus.png Deals less damage the less ammo you have in the clip
Pictogram minus.png Fires and reloads slower the more ammo you have in the clip

100px

(Primary) Engineer
(Secondary) Soldier, Pyro, and Heavy
Short Round

TF2 Workshop Link

Pictogram plus.png Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed
Pictogram plus.png Fire rate increases as health decreases (up to +33%)
Pictogram plus.png 50% faster reload time
Pictogram minus.png -33% clip size



Current Team Members

Chdata - Main Plugin Developer
Crafting - Community Owner, Server Owner, YouTube, Steam Group, Weapon Demonstrator, and wiki editor/contributor
Sophie - Community Lead, Server Manager, Youtube, and Steam Group
Porygon - Developer

Former Team Members

Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Coding Developer & Main Plugin Developer
Shadow Mario - Developer
Agent Silver - Developer
Deathreus - Developer
Naleksuh - Developer
CHAWLZ - Developer
404UNF - Developer
Pikachu - Developer
Orion™ - Developer
The655 - Developer
Nergal - Developer



Bugs

  • The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears on your screen, and other players can 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