Difference between revisions of "User:SofiPandaRights/Custom Weapons"
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 /> |
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== List of New & Modified Weapons == | == List of New & Modified Weapons == | ||
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-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> | ||
− | - | + | -Bug fix: No Engineer double swing<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> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
-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" | | ||
− | + | '''NO CHANGES''' | |
− | ''' | ||
| | | | ||
− | |||
(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" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
| | | | ||
{{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 | + | -Added "When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect"<br> |
− | + | '''NOTE''': The previous version of this official stat didn't fully work with all healing sources, but now does and even more! | |
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}}When weapon is active: +20% bonus healing from | + | {{Pro}}When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect<br> |
− | + | {{Con}}When weapon is active: +20% increase in push force taken from damage and airblast<br> | |
− | {{Con}}When weapon is active | ||
{{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}} | + | {{Neutral}}ALT-FIRE: Reach out to shove an enemy<br><br> |
:'''HIDDEN EXTRA STATS'''<br> | :'''HIDDEN EXTRA STATS'''<br> | ||
− | {{Pro}}+100 | + | {{Pro}}+100% damage bonus<br> |
− | {{Pro}}+ | + | {{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> | ||
− | - | + | -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 | + | '''NOTE''': This will reduce Melee damage required to 140 from 350 |
− | |||
− | |||
| | | | ||
{{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 | + | {{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> | ||
− | + | -Added "Boost decays over time" (3.33% every 1 second)<br><br> | |
− | -Added "Boost decays over time" ( | + | -Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"<br><br> |
− | -Added " | ||
-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}} | + | {{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> |
− | {{Con}} | + | {{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 "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 | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<br> | <br> | ||
|- | |- | ||
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'''[[Bonk! Atomic Punch]]''' | '''[[Bonk! Atomic Punch]]''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -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> |
− | + | -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 | + | -Added "Gain a speed boost while under effects"<br><br> |
− | + | -Added "This weapon deploys 100% slower" | |
| | | | ||
− | {{Pro}}While under the effects, | + | {{Pro}}While under the effects, the user becomes invulnerable and gains a speed boost for 8 seconds<br> |
− | {{Con}}While under the effects, | + | {{Con}}While under the effects, all damage absorbed will self Mark-for-Death the user when the effect ends<br> |
− | {{Con}}This weapon deploys | + | {{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" | | ||
− | + | -Decreased the self Marked-for-Death duration to 3 seconds from 5s | |
− | -Decreased Marked-for-Death duration to | ||
| | | | ||
− | {{Pro}}While under the effects, all damage dealt is Mini-Crits for | + | {{Pro}}While under the effects, all damage dealt is Mini-Crits for 5 seconds<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 | ||
{{Neutral}}30 second recharge<br> | {{Neutral}}30 second recharge<br> | ||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
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'''[[Mad Milk]]''' | '''[[Mad Milk]]''' | ||
| align="left" | | | align="left" | | ||
− | + | -Increased extinguishing teammate cooldown from 20% to 25%<br><br> | |
− | + | -Decreased life-steal effect to 35% from 60% | |
− | -Increased extinguishing teammate cooldown to 25 | ||
− | - | ||
| | | | ||
− | {{Pro}}Players heal | + | {{Pro}}Players heal 35% of the damage done to an enemy covered with milk<br> |
− | + | {{Pro}}Extinguishing teammates refunds 25% of the meter<br> | |
− | {{Pro}}Extinguishing teammates | ||
{{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> | ||
− | |||
{{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" | | ||
− | |||
-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% | + | -Increased jump height bonus to +30% from +25% |
− | |||
− | |||
− | |||
| | | | ||
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> | ||
− | :{{ | + | :{{Pro}}+15% damage bonus<br> |
− | :{{Con}}- | + | :{{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" | | ||
− | - | + | -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 " | + | -Added "35% of damage done is returned as health"<br><br> |
-Added "-50% damage penalty" | -Added "-50% damage penalty" | ||
| | | | ||
− | {{Pro}} | + | {{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 | + | -Added "100% Mini-Crits vs players below 33% health"<br> |
− | '''NOTE''': Includes Guillotine hit and bleed damage from this weapon | + | '''NOTE''': Includes Guillotine hit and bleed damage from this weapon |
− | |||
| | | | ||
{{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 | + | {{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> | ||
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[[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 | + | -Decreased max health penalty from -15 from -10<br><br> |
− | - | + | -The ball hit no longer does damage instead of "dealing damage scaled based on distance"<br><br> |
− | -Completely remade the slow | + | -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}} | + | {{Pro}}ALT-FIRE: Launches a ball that slows a target down depending on ball travel time<br> |
− | {{Pro}} | + | {{Pro}}Baseball can be picked up after thrown to instantly recharge<br> |
− | {{Con}}- | + | {{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 " | + | -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 | + | {{Neutral}}Gifted ammo can be overfilled |
− | |||
|- | |- | ||
| align="center" | [[File:Backpack_Boston_Basher.png|100px]]<br> | | align="center" | [[File:Backpack_Boston_Basher.png|100px]]<br> | ||
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'''[[Boston Basher]]''' | '''[[Boston Basher]]''' | ||
| align="left" | | | align="left" | | ||
− | + | -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 | + | {{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> | ||
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| 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 " | + | -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> | ||
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{{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}} | + | {{Neutral}}ALT-FIRE: Spontaneous Combustion<br> |
{{Neutral}}20 second recharge once used | {{Neutral}}20 second recharge once used | ||
|- | |- | ||
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-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 | + | -Added "On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump."<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> | ||
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| | | | ||
{{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 | + | {{Pro}}On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump.<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 | ||
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'''[[Wrap Assassin]]''' | '''[[Wrap Assassin]]''' | ||
| align="left" | | | align="left" | | ||
− | + | -The ornament no longer does direct damage on impact<br><br> | |
− | + | -The bleeding duration scales depending on travel time (between 0.112 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 | ||
-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 | + | -Added that the shatter effect will cause bleeding, but reduces the possible bleed duration by 66% |
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}ALT-FIRE: Launches a festive ornament that causes bleeding depending on travel time<br> |
− | + | {{Pro}}+25% increase in recharge rate<br> | |
− | {{Pro}}+ | + | {{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 | + | {{Con}}-65% direct damage penalty<br> |
− | {{Con}}- | + | {{Neutral}}8 second recharge |
− | {{Neutral}} | ||
|- | |- | ||
|} | |} | ||
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<!-- SOLDIER CLASS --> | <!-- SOLDIER CLASS --> | ||
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | ''' | ||
− | |||
| | | | ||
− | + | '''NO CHANGES''' | |
|- | |- | ||
|} | |} | ||
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| 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 | + | '''NOTE''': This will pull from the reserve ammo, so it wont be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike). |
− | |||
− | |||
|- | |- | ||
|} | |} | ||
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| align="left" | | | align="left" | | ||
-Removed "+25% damage bonus"<br><br> | -Removed "+25% damage bonus"<br><br> | ||
− | -Added "+25% damage vs players" | + | -Added "+25% damage vs players" |
− | |||
| | | | ||
{{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}}- | + | {{Con}}-70% explosion radius |
|- | |- | ||
| align="center" | [[File:Backpack_Black_Box.png|100px]]<br> | | align="center" | [[File:Backpack_Black_Box.png|100px]]<br> | ||
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'''[[Black Box]]''' | '''[[Black Box]]''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -Updated the "On hit: Gain HP per attack" with a more accurate system<br><br> |
− | - | + | -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" | ||
| | | | ||
− | + | {{Pro}}On hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack<br> | |
− | + | {{Pro}}On direct hit: Recover 0.25 HP per 0.56 damage dealt with a max of 25 health per attack<br> | |
− | + | {{Con}}-25% healing gained from every healing source or weapon effect on wearer<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 "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}}+ | + | {{Pro}}+200% 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 | + | -Decreased damage penalty to -20% from -25%<br><br> |
− | + | -Added "Increased push force against enemy players and the user" | |
− | |||
− | |||
− | |||
− | |||
− | -Added " | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Increased push force against enemy players and the user<br> |
− | {{ | + | {{Pro}}-25% blast damage from rocket jumps<br> |
− | {{ | + | {{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 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 | + | '''NOTE''': The suction radius is 182.5 Hu and 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}} | + | {{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" | | ||
− | - | + | -Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon"<br><br> |
− | |||
-Removed "-10% explosive radius"<br><br> | -Removed "-10% explosive radius"<br><br> | ||
− | + | -Added "33% faster reload time while explosive jumping" | |
− | -Added " | ||
− | |||
| | | | ||
− | {{Pro}}- | + | {{Pro}}-15% blast damage to self from this weapon<br> |
− | {{Pro}}+ | + | {{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}}- | + | {{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 " | + | -Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"<br><br> |
− | -Added " | + | -Added "On wearer: +15% faster firing speed for all weapons" |
+ | |||
| | | | ||
− | {{Pro}}+ | + | {{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 | + | {{Pro}}Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance<br> |
− | {{Neutral}}Requires | + | {{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" | | ||
− | + | '''NO CHANGES''' | |
− | |||
| | | | ||
− | {{Pro}}- | + | {{Pro}}-60% blast damage from explosive jumps<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 | + | {{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 | + | {{Pro}}Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal<br> |
− | {{Neutral}}Requires | + | {{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" | | ||
− | + | -Increased stomping damage (aka the Goomba) multiplier to x3.5 from x3<br><br> | |
− | |||
− | |||
− | |||
− | -Increased stomping damage (aka the Goomba) multiplier to | ||
-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 " | + | -Added "+20% increased rocket jump height on wearer" |
| | | | ||
− | |||
{{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 | + | {{Pro}}Deals 3.5x falling damage to the player you land on<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 "-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 | + | {{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> | ||
− | - | + | -Increased the hidden melee range multiplier from +70% to +75%<br><br> |
− | + | -Decreased the hidden melee bounds multiplier from +55% to +50%<br><br> | |
− | - | + | -Added "On kill with any weapon: +2 stacks. Assist-kills grant +1 stack."<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 | ||
− | - | ||
− | -Added "ALT-FIRE while active: | ||
− | |||
− | |||
| | | | ||
+ | {{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 | + | {{Pro}}On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br> |
− | + | {{Con}}-25% damage penalty<br> | |
− | + | {{Neutral}}ALT-FIRE: Consume 3 stack to gain a speed boost | |
− | {{Con}}- | ||
− | {{Neutral}}ALT-FIRE: | ||
|- | |- | ||
| 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" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
| | | | ||
{{Pro}}Deals crits while the wielder is explosive jumping<br> | {{Pro}}Deals crits while the wielder is explosive jumping<br> | ||
− | {{Con}} | + | {{Con}}20% slower firing speed |
− | |||
|- | |- | ||
| 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 "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 | + | When weapon is active:<br> |
− | {{Pro}}Move | + | :{{Pro}}If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill<br> |
− | {{Con}}40% damage vulnerability | + | :{{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 | + | -Added "+10% faster firing speed" to all Flare Guns |
− | |||
− | |||
− | |||
| | | | ||
− | (Ability) Pyrotechnics | + | (Ability) Pyrotechnics |
|- | |- | ||
|} | |} | ||
Line 910: | Line 841: | ||
'''[[Flame Thrower]]''' | '''[[Flame Thrower]]''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -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> | ||
− | + | -Added "+100% direct & afterburn damage bonus from behind" | |
− | |||
− | -Added " | ||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}+100% direct & afterburn damage bonus from behind<br> |
− | + | {{Con}}+100% airblast cost | |
− | {{Con}} | ||
|- | |- | ||
| 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}}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}}- | + | {{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" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Build MMMMPH by dealing fire damage<br> |
− | + | {{Pro}}Activate when full to gain crit for several seconds<br> | |
− | {{Pro}}Activate when full to | + | {{Con}}No airblast<br> |
− | {{Con}} | + | {{Neutral}}While MMMMPH taunting: Gain invulnerable and full knockback resistance |
− | |||
− | |||
− | |||
− | |||
− | {{Neutral}}While MMMMPH taunting: Gain invulnerable and full knockback resistance | ||
− | |||
|- | |- | ||
| 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> |
− | - | + | -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 | + | {{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 | + | {{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> | ||
− | |||
|- | |- | ||
| 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" | | ||
− | |||
-Removed "-25% damage penalty"<br><br> | -Removed "-25% damage penalty"<br><br> | ||
− | - | + | -Decreased damage to self to +25% from +50%<br><br> |
− | -Increased flare jump height by 10% | + | -Increased flare jump height by 10% |
− | |||
− | |||
| | | | ||
{{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}} | + | {{Con}}+25% damage to self<br> |
− | {{Neutral}} | + | {{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> | ||
− | |||
-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- | + | '''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 "- | + | -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}}- | + | {{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 | + | -Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"<br><br> |
− | -Added "Ignite nearby enemies | + | -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" | | ||
− | - | + | -Changed the afterburn to be based on 4% of the enemys max health instead of normal afterburn damage<br><br> |
− | + | -The meter no longer recharges over time and only from 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 "Extinguishing teammates or yourself restores 40 health to the Pyro" | |
− | -Added "Extinguishing teammates or yourself restores 40 health to the Pyro | ||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Gas meter builds with any damage done<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}} | + | {{Con}}Gas meter starts empty<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 | + | {{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 | + | -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 | + | {{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" | + | -Removed "This weapon holsters 35% slower" |
− | |||
| | | | ||
{{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> | ||
− | + | -Added "While active: Gain immunity to push force taken from damage" | |
− | -Added " | ||
− | |||
− | |||
− | |||
| | | | ||
− | + | {{Pro}}While active: Gain immunity to push force taken from damage<br> | |
− | + | {{Pro}}Damage removes Sappers<br> | |
− | + | {{Pro}}+150% damage vs buildings<br> | |
− | + | {{Con}}-25% damage vs players | |
− | |||
− | |||
|- | |- | ||
| 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 "- | + | -Added "-20% ammo from pickups, Dispensers, and/or Payload carts on wearer"<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}}+ | + | {{Pro}}+15% faster move speed while active<br> |
{{Con}}20% damage vulnerability while active<br> | {{Con}}20% damage vulnerability while active<br> | ||
− | {{Con}}- | + | {{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" | + | -Added "On kill with any weapon: +20 health restored. Assist-kills grant +10 health."<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 | + | -Added "-25 max health on wearer" |
− | |||
| | | | ||
− | {{Pro}}On kill with any weapon: +20 health restored | + | {{Pro}}On kill with any weapon: +20 health restored. Assist-kills grant +10 health.<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 | + | {{Con}}-25 max health on wearer |
− | |||
|- | |- | ||
| 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 "-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 "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. | + | '''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 reserve ammo to 24 from 16 | |
− | -Increased reserve ammo to 24 from 16 | ||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
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''': 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> | ||
− | |||
− | |||
-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 | + | -Decreased clip size to 6 from 8 |
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
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" | + | '''NOTE''': Added "Gas Passer effect" and "Marked-for-Death", but not "Self Marked-for-Death"<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 Screens 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% | + | -Increased base turning control while charging by 50%<br><br> |
− | + | -Added that impact damage benefits from life-steal effects | |
− | -Added | ||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
Line 1,371: | Line 1,246: | ||
'''[[Loch-n-Load]]''' | '''[[Loch-n-Load]]''' | ||
| align="left" | | | align="left" | | ||
− | |||
-Removed "+20% damage vs buildings"<br><br> | -Removed "+20% damage vs buildings"<br><br> | ||
− | -Increased clip size | + | -Increased clip size penalty to -50% from -25%<br><br> |
− | |||
-Removed "Launched bombs shatter on surfaces"<br><br> | -Removed "Launched bombs shatter on surfaces"<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}}Grenades do not randomly spin when fired<br> | {{Pro}}Grenades do not randomly spin when fired<br> | ||
− | {{Pro}}+ | + | {{Pro}}+25% projectile speed<br> |
− | {{Con}}- | + | {{Con}}-50% clip size<br> |
− | {{Con}}- | + | {{Con}}-25% explosion radius<br> |
− | {{Con}}- | + | {{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" | | ||
− | - | + | -Removed the "shield required" for the "+10% faster move speed on wearer" bonus<br><br> |
− | + | -Added "Shield impact kills refill 25% of your charge meter (when a shield is equipped)" | |
− | -Added "Shield impact kills refill | ||
− | |||
− | |||
| | | | ||
− | + | {{Pro}}+10% move speed on wearer<br> | |
− | {{Pro}}+ | ||
{{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 | + | {{Pro}}Shield impact or melee kills refill 25% of your charge meter<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" | | ||
− | + | -Added "Grenades detonate other nearby grenades that are yours" | |
− | -Added "Grenades detonate other nearby grenades that are yours | ||
− | |||
− | |||
| | | | ||
{{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}}- | + | {{Con}}-15% explosion radius |
− | |||
|- | |- | ||
| 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" | | ||
− | - | + | -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 " | + | -Added "-66% initial damage penalty" & "50% longer pipebomb damage ramp up time"<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 | ||
| | | | ||
+ | {{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}} | + | {{Con}}50% longer pipebomb damage ramp up time<br> |
− | {{Con}}- | + | {{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> | ||
− | |||
− | |||
-Decreased max stickybombs out to -3 from -6<br><br> | -Decreased max stickybombs out to -3 from -6<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}}+ | + | {{Pro}}+200% 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 | + | -Added "-3 max stickybombs out" |
− | |||
| | | | ||
{{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 | + | {{Con}}-3 max stickybombs out |
− | |||
|- | |- | ||
| 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}} | + | {{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 | + | -Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage" |
− | |||
| | | | ||
{{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}}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}} | + | {{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 "- | + | -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}}- | + | {{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> | ||
− | + | -Increased move speed increase per head to +5% from +8%<br><br> | |
− | + | -Added "On kill (after the 4th): Gain a 4 second speed boost" | |
− | |||
− | -Increased move speed increase per head to + | ||
− | -Added "On kill (after the | ||
| | | | ||
− | {{Pro}}On kill (up to the | + | {{Pro}}On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer<br> |
− | {{Pro}}On kill (after the | + | {{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 | + | -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 | + | {{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> | ||
− | |||
− | |||
-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}} | + | {{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> | ||
− | |||
-Increased firing speed penatly to -25% from -20%<br><br> | -Increased firing speed penatly to -25% from -20%<br><br> | ||
− | -Decreased melee damage to | + | -Decreased melee damage to 30 from 55<br><br> |
− | -Increased explosion damage to | + | -Increased explosion damage to 90 from 75<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 " | + | -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 " | + | -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}} | + | {{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> | ||
− | |||
-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 | + | -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 " | + | -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 | + | {{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}} | + | {{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''': | + | '''NOTE''': Increased melee damage to 70 from 65 for all Heavy Melee weapons<br> |
− | + | '''NOTE''': Increased melee range by 50% & melee bounds by +25% for all Heavy Melee weapons | |
− | '''NOTE''': | ||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | (Ability) Heavyweight | + | (Ability) Heavyweight |
− | |||
|- | |- | ||
|} | |} | ||
Line 1,712: | Line 1,551: | ||
|- | |- | ||
| align="left" | | | align="left" | | ||
− | + | -Increased move speed while deployed from -53% to -50% | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
Line 1,733: | Line 1,558: | ||
|- | |- | ||
| align="left" | | | align="left" | | ||
− | |||
− | |||
− | |||
-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> | ||
− | |||
− | |||
− | |||
− | |||
-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 | + | '''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=" | + | ! colspan="2" class="header" | Heavy - Shotgun Changes |
|- | |- | ||
− | | | + | ! class="header" width="20%" | Weapon |
− | + | ! class="header" width="80%" | Changes | |
− | + | |- | |
− | + | | align="center" | | |
− | + | [[File:Backpack_Shotgun.png|75px]] | |
− | + | [[File:Backpack_Family_Business.png|75px]] | |
− | + | [[File:Backpack_Panic_Attack.png|75px]]<br> | |
− | + | | align="left" | | |
− | ''' | + | '''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> | ||
− | |||
-Removed "30% slower spin up time"<br><br> | -Removed "30% slower spin up time"<br><br> | ||
− | -Added "When fully spun up: | + | -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 | + | -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> |
− | |||
-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: | + | {{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}}- | + | {{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 resistance when below 50% health and spun up"<br><br> | -Removed "20% damage resistance when below 50% health and spun up"<br><br> | ||
− | + | -Decreased spin up time penalty to -25% from -50%<br><br> | |
− | + | -Decreased move speed while deployed to -33% from -60%<br><br> | |
− | -Decreased spin up time penalty to | + | -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}}+ | + | {{Pro}}Bullets penetrate all enemies<br> |
− | {{Con}} | + | {{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" | | ||
− | - | + | -Decreased firing speed penalty to -25% from -20% |
− | - | ||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}+20% faster spin up time<br> |
− | {{Pro}} | + | {{Pro}}20% more accurate<br> |
− | {{Pro}} | + | {{Pro}}Silent Killer: No barrel spin sound<br> |
− | {{Con}} | + | {{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 | + | '''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 " | + | -Added "For each 1 second of HEAT used, it requires 2 seconds to recover" |
− | |||
| | | | ||
{{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}} | + | {{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 | + | -See additional changes in "Heavy - Edible Changes" tab |
− | |||
| | | | ||
− | {{Pro}}On consumption: Heal up to | + | {{Pro}}On consumption: Heal up to 300 health<br> |
{{Neutral}}30 second recharge<br> | {{Neutral}}30 second recharge<br> | ||
− | {{Neutral}} | + | {{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, | + | -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, | + | {{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}} | + | {{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}} | + | {{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" | | ||
− | - | + | -Removed "+15% faster firing speed"<br><br> |
− | + | -Added "20% more accurate" | |
− | -Added "20% more accurate | ||
− | |||
| | | | ||
{{Pro}}+33% clip size<br> | {{Pro}}+33% clip size<br> | ||
{{Pro}}20% more accurate<br> | {{Pro}}20% more accurate<br> | ||
− | + | {{Con}}-15% damage penalty | |
− | |||
− | {{Con}}- | ||
|- | |- | ||
| 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 | + | -Increased consumption healing effect to -75% from -33%<br><br> |
− | + | -Added "PRIMARY-ATTACK: User can walk around while eating and the meter is not used"<br><br> | |
− | -Added " | + | -Added "Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon"<br><br> |
− | -Added " | + | -Added "3 second cooldown once eating is stopped" |
− | -Added | ||
| | | | ||
− | {{Pro}} | + | {{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 weapon<br> |
{{Con}}-75% consumption healing effect<br> | {{Con}}-75% consumption healing effect<br> | ||
− | {{Neutral}} | + | {{Con}}Drops a small health pack when thrown<br> |
− | {{Neutral}} | + | {{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 | + | {{Pro}}+25% max Primary ammo on wearer |
− | |||
|- | |- | ||
| 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" | | ||
− | + | -Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons"<br><br> | |
− | -Added "On assist-kill: Gain | + | -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 | + | -Added "Applies no knockback against enemies" |
− | -Added "Applies no knockback against enemies" | ||
− | |||
| | | | ||
− | {{Pro}}On kill: Gain | + | {{Pro}}On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits.<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 | + | {{Con}}20% slower firing speed<br> |
− | {{Con}} | + | {{Neutral}}Applies no knockback against enemies |
− | {{Neutral}}Applies no knockback against enemies | ||
− | |||
|- | |- | ||
| 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 | + | -Increased the minimum health to 25 health from 100<br><br> |
− | - | + | -Removed the accelerated drain when switching back and forth between weapons<br><br> |
− | -Added a | + | -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) | + | {{Con}}Maximum health is drained while weapon is active (-20 HP/sec) |
− | |||
|- | |- | ||
| 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> | ||
− | |||
− | |||
-Added "+20% faster firing speed"<br><br> | -Added "+20% faster firing speed"<br><br> | ||
− | -Added "On miss: Punch yourself for | + | -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 | + | -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}} | + | {{Pro}}35% of damage done is returned as health<br> |
− | + | {{Con}}On miss: Punch yourself for 30 health! You coward!<br> | |
− | {{Con}}On miss: Punch yourself for | + | {{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 | ||
− | |||
|- | |- | ||
| 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> | ||
− | + | -Added "-50% healing gained from every healing source or weapon effect while active" | |
− | -Added "50% | ||
− | |||
| | | | ||
− | {{Pro}}-33% damage taken from all sources, except from | + | When weapon is active:<br> |
− | {{Con}}+ | + | :{{Pro}}-33% damage taken from all sources, except from Melee on wearer<br> |
− | {{Con}}50% | + | :{{Con}}+130% damage vulnerability from Melee sources on wearer<br> |
− | + | :{{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" | | ||
− | - | + | -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 "Maximum health is drained while item is active"<br><br> | -Removed "Maximum health is drained while item is active"<br><br> | ||
− | + | -Added "On teammate hit: Boosts the users speed for 3 seconds"<br><br> | |
− | -Added "On teammate hit: Boosts | ||
-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 | + | :{{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}} | + | :{{Con}}No ammo from any ammo source on wearer<br> |
− | + | :{{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 | + | -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 | + | -Added "On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds."<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 | + | {{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 | + | {{Pro}}On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds.<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 | + | {{Neutral}}The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored |
− | |||
|- | |- | ||
|} | |} | ||
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 | + | ! 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> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
-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" | | ||
− | |||
− | |||
-Increased projectile speed to 2000 Hu from 1100 Hu<br><br> | -Increased projectile speed to 2000 Hu from 1100 Hu<br><br> | ||
− | -Decreased | + | -Decreased max damage to 100 from 150 |
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | |} |
− | ''' | + | {| 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" | | ||
− | - | + | -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 | |
− | + | |- | |
− | '''NOTE''': The | + | |} |
− | - | + | {| class="wikitable grid collapsible autocollapse" width="100%" |
− | + | ! 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" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
| | | | ||
{{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> | ||
− | |||
{{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% | + | -Increased bonus damage to your Sentry Gun's target to 20% from 10% |
− | |||
| | | | ||
{{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: - | + | {{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 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 " | + | -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" | | ||
− | + | '''NO CHANGES''' | |
− | |||
| | | | ||
− | {{Pro}} | + | {{Neutral}}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}}- | + | {{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_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% | + | -Decreased shield resistance to 33% from 66% for Sentry Guns<br><br> |
− | -Removed | + | -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 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 | + | {{Pro}}Wrangled Sentry Guns gain x2 firing rate and a shield that reduces all damage by 33%<br> |
− | {{Pro}}Wrangled Mini-Sentry Guns | + | {{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 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}} | + | {{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" | | ||
− | - | + | -Increased the punch combo timer to 1.5 seconds from 0.8s<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 "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> | ||
− | - | + | -Removed "-33% damage penalty vs buildings"<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% slower repair rate | {{Con}}50% slower repair rate | ||
|- | |- | ||
Line 2,369: | Line 2,183: | ||
<!-- MEDIC CLASS --> | <!-- MEDIC CLASS --> | ||
| align="left" | | | align="left" | | ||
− | |||
− | |||
{{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) Health regeneration | (Ability) Health regeneration | ||
|- | |- | ||
Line 2,423: | Line 2,235: | ||
'''[[Syringe Gun]]''' | '''[[Syringe Gun]]''' | ||
| align="left" | | | align="left" | | ||
− | |||
-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 | + | -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: | + | -Added "On hit: +2 health restored that can overheal the user" |
− | |||
− | |||
| | | | ||
− | {{Pro}}On hit: | + | {{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> | ||
− | + | -Decreased point blank heal shot to 25 health from 75 | |
− | -Decreased point blank heal shot to 25 health from 75 | ||
− | |||
| | | | ||
{{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 | + | {{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 " | + | -Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +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}}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> | ||
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'''[[Kritzkrieg]]''' | '''[[Kritzkrieg]]''' | ||
| align="left" | | | align="left" | | ||
− | -Increased healing during the taunt to | + | -Increased healing during the taunt to 30 HP from 11 HP<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> | ||
− | |||
− | |||
-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 | + | -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 | + | {{Pro}}On taunt: Recover 30 health during the taunt duration<br> |
{{Pro}}+25% UberCharge rate<br> | {{Pro}}+25% UberCharge rate<br> | ||
− | {{Neutral}}UberCharge: Grants | + | {{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 heal rate bonus to +50% from +40%<br><br> | -Increased heal rate bonus to +50% from +40%<br><br> | ||
− | -Increased | + | -Increased healing multipler during UberCharge to 400% from 300%<br><br> |
− | -Added a speed boost | + | -Added a speed boost as part of the UberCharge<br><br> |
− | -Added " | + | -Added "-40% UberCharge rate on Overhealed patients"<br><br> |
− | + | -The knock-back resistance and speed bonus will now linger for 1 second when switching targets<br><br> | |
− | |||
− | |||
− | -The | ||
-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}}+ | + | {{Pro}}+10% UberCharge rate<br> |
{{Pro}}+50% heal rate<br> | {{Pro}}+50% heal rate<br> | ||
− | {{Con}} | + | {{Con}}-40% UberCharge rate on Overhealed patients<br> |
− | {{Con}} | + | {{Con}}50% max overheal<br> |
− | {{Neutral}}UberCharge: Increases healing to 400%, grants immunity to movement-impairing effects, and | + | {{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 | + | {{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 + | + | -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 | + | -Added "The resistance bubble blocks 15% base & crit damage from all other sources for your Patient during UberCharge"<br><br> |
− | -Added | + | -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 | + | {{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 | + | {{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" | | ||
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'''Any base melee weapon, including reskins''' | '''Any base melee weapon, including reskins''' | ||
| align="left" | | | align="left" | | ||
− | -Added " | + | -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: | + | -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}} | + | {{Pro}}33% faster global weapon switch on wearer<br> |
− | {{Pro}}On hit: | + | {{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> | ||
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| 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> | ||
− | + | -Added "-20% UberCharge rate for Secondary" | |
− | |||
− | -Added "-20% UberCharge rate for Secondary | ||
− | |||
| | | | ||
− | {{Pro}}On | + | {{Pro}}On Hit: 20% UberCharge added<br> |
− | {{ | + | {{Con}}20% slower firing speed<br> |
− | {{Con}}-20% UberCharge rate for Secondary | + | {{Con}}-20% UberCharge rate for Secondary |
− | |||
|- | |- | ||
| 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 "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}} | + | :{{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}}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" | | ||
− | - | + | -Increased slower firing speed to 20% from 10%<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 | ||
− | |||
− | |||
| | | | ||
− | {{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}} | + | {{Con}}20% slower firing speed |
− | |||
|- | |- | ||
|} | |} | ||
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 | + | -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 | + | -Decreased base charging time from 3.3 seconds to 3s<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> | ||
− | + | 35 bodyshot uncharged (from 50)<br> | |
− | + | 150 bodyshot fully charged (NO CHANGE)<br><br> | |
− | + | 105 headshot uncharged (from 150)<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" | | ||
− | - | + | -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> | ||
− | - | + | -Increased move speed penalty while aiming to -33% from -46.67%<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 | + | '''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 "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> | ||
− | |||
-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 | + | -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}}+ | + | {{Pro}}+25% charge rate<br> |
− | {{Pro}}On scoped hit: Slows target by | + | {{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: | + | -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: | + | {{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" | | ||
− | |||
-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> | ||
− | |||
-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 | + | {{Pro}}Gain Focus with kills/assists even while using Focus. Press RELOAD at anytime to activate Focus.<br> |
− | |||
{{Con}}While aiming: -66% move speed<br> | {{Con}}While aiming: -66% move speed<br> | ||
− | {{Con}}- | + | {{Con}}-20% damage on body shots<br> |
− | {{Neutral}}While Focus is active: Removes headshot delay | + | {{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 "- | + | -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}}- | + | {{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" | | ||
− | - | + | -See additional changes in "Sniper - Class Changes" tab |
− | - | ||
| | | | ||
+ | :'''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> | ||
− | |||
-Increased extinguishing teammate cooldown to 33% from 20%<br><br> | -Increased extinguishing teammate cooldown to 33% from 20%<br><br> | ||
− | - | + | -Decreased recharge time to 30 seconds from 20s |
− | |||
| | | | ||
{{Pro}}Coated enemies take mini-crits from all sources<br> | {{Pro}}Coated enemies take mini-crits from all sources<br> | ||
− | + | {{Pro}}Extinguishing teammates refunds 33% of the meter<br> | |
− | {{Pro}}Extinguishing teammates | ||
{{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 " | + | -Added "15% of any Primary damage done is returned as health"<br><br> |
− | -Added "Recover 1 bullet for your Primary weapon for every | + | -Added "Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon" |
| | | | ||
− | {{Pro}} | + | {{Pro}}15% of any Primary damage done is returned as health<br> |
− | {{Pro}}Recover 1 bullet for your Primary weapon for every | + | {{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. | + | -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 " | + | -Removed "-20% clip size"<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 | + | -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 " | ||
'''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 | + | {{Pro}}On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter.<br> |
− | + | {{Con}}25% slower firing speed<br> | |
− | {{Con}} | + | {{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> |
− | |||
− | {{Neutral}} | ||
:'''HIDDEN EXTRA STATS'''<br> | :'''HIDDEN EXTRA STATS'''<br> | ||
− | {{Pro}} | + | {{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 | + | -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 | + | {{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" | | ||
− | + | -Added "On hit: Gain a 1 second speed boost"<br> | |
− | -Added " | + | '''NOTE''': The bleed damage can trigger this |
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}}On hit: Bleed for | + | {{Pro}}On hit: Bleed for 6 seconds<br> |
− | {{Pro}} | + | {{Pro}}On hit: Gain a 1 second speed boost<br> |
− | {{Con}}-50% damage | + | {{Con}}-50% damage penalty |
− | |||
|- | |- | ||
| 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 " | + | -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 | + | '''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}} | + | {{Con}}This weapon deploys 75% slower<br> |
− | {{ | + | {{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" | | ||
− | - | + | -Removed "+25% increase in damage when health <50% of max"<br><br> |
− | - | + | -Removed "-25% decrease in damage when health >50% of max"<br><br> |
− | - | + | -Added "+20% increase firing speed when health <50% of max"<br><br> |
− | -Added " | + | -Added "-20% decrease firing speed when health >50% of max"<br><br> |
− | -Added " | + | -Added "+50% melee range"<br><br> |
− | -Added " | + | -Added "+25% melee bounds" |
| | | | ||
− | {{Pro}} | + | {{Pro}}+50% melee range<br> |
− | {{Pro}}+ | + | {{Pro}}+25% melee bounds<br> |
− | {{ | + | {{Pro}}+20% increase firing speed when health <50% of max<br> |
− | {{Con}}-20% decrease | + | {{Con}}-20% decrease firing speed when health >50% of max |
− | |||
|- | |- | ||
|} | |} | ||
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 | + | {{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}}- | + | {{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 "-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" | | ||
− | + | '''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}}- | + | {{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> | ||
− | |||
-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> | ||
− | + | -Added "-10% damage vs players" | |
− | -Added "- | ||
− | |||
| | | | ||
{{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}}- | + | {{Con}}-10% damage vs players |
− | |||
|- | |- | ||
| 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" | + | -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 - | + | 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 " | + | -Added "+10% additional cloak damage resistance on wearer" |
− | |||
| | | | ||
{{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}} | + | {{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 | + | -Added "On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds." |
− | - | ||
| | | | ||
− | {{Pro}}On kill with any weapon: Gain a | + | {{Pro}}On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds.<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" | | ||
− | + | '''NO CHANGES''' | |
| | | | ||
− | + | '''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" | + | -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}} | + | {{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" | + | -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 |
− | |||
− | |||
− | |||
| | | | ||
{{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}}+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}} | + | {{Con}}-35% cloak meter from ammo sources<br> |
− | |||
{{Con}}+33% cloak drain rate<br> | {{Con}}+33% cloak drain rate<br> | ||
− | {{Neutral}} | + | {{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 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 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 | + | {{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}}-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> | ||
− | - | + | (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 | + | (Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining. Assist-kills grant 25% meter."<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 | + | {{Pro}}On kill: Restore 50% of base health. Assist-kills restore 25% 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 | + | {{Pro}}(Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining. Assist-kills grant 25% meter. |
− | |||
|- | |- | ||
| 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" | | ||
− | + | -Decreased deploy speed bonus to +33% from +50% | |
| | | | ||
{{Pro}}+50% bullets per shot<br> | {{Pro}}+50% bullets per shot<br> | ||
− | {{Pro}}This weapon deploys | + | {{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: | + | | align="center" | [[File:Sure_Shot.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | ''' | + | '''Big Shot''' |
| align="left" | | | align="left" | | ||
− | [ | + | [http://steamcommunity.com/sharedfiles/filedetails/?id=510691874 TF2 Workshop Link]<br /> |
| | | | ||
− | {{Pro}}On kill: Gain a shield that blocks | + | {{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}} | + | {{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 | + | {{Pro}}+100% damage vs players that have more than 95% health<br> |
− | {{Pro}} | + | {{Pro}}Full damage rampup at any distance and minimal bullet spread<br> |
− | {{Con}} | + | {{Con}}125% slower firing speed<br> |
− | {{Con}}- | + | {{Con}}-58.33% clip size |
|- | |- | ||
| align="center" | [[File:Six_Point_Shuriken.png|100px]]<br> | | align="center" | [[File:Six_Point_Shuriken.png|100px]]<br> | ||
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[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 | + | {{Pro}}On kill with any weapon: Refills 2 Shurikens. Assist-kills refill 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> | ||
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| | | | ||
{{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% | + | {{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 | ||
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[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 | + | {{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 | ||
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! class="header" width="20%" | Workshop Link | ! class="header" width="20%" | Workshop Link | ||
! class="header" width="60%" | Stats | ! class="header" width="60%" | Stats | ||
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|- | |- | ||
| align="center" | [[File:Follower.png|100px]]<br> | | align="center" | [[File:Follower.png|100px]]<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=262559558/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=262559558/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}ALT-FIRE: Toggles between HOMING and MANUAL <br> |
− | {{ | + | {{Con}}Damage decreases the longer each rocket travels<br> |
− | {{Con}} | + | {{Con}}-20% explosion radius<br> |
− | {{Neutral}}" | + | {{Con}}-50% clip size<br> |
− | {{Neutral}}" | + | {{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}} | + | {{Neutral}}"MANUAL" mode: Your rockets will travel based where you are aiming<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}} | + | {{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> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=500449232/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=500449232/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Neutral}} | + | {{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> | ||
− | + | {{Pro}}On self damage: Instantly reload one shot<br> | |
− | + | {{Con}}-25% explosion radius | |
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− | {{Pro}}On self damage: Instantly reload | ||
− | |||
− | {{Con}}- | ||
|- | |- | ||
| align="center" | | | align="center" | | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=1173674112 TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=1173674112 TF2 Workshop Link]<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> | ||
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:{{Pro}}+30% faster firing speed for your Melee | :{{Pro}}+30% faster firing speed for your Melee | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Crocketeer_Cloak.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | ''' | + | '''Crocketeer's Cloak''' |
| align="left" | | | align="left" | | ||
− | + | [https://steamcommunity.com/sharedfiles/filedetails/?id=6923/ TF2 Workshop Link]<br /> | |
| | | | ||
− | {{Pro}} | + | {{Pro}}Wearer performs an earthquake after landing an explosive jump<br> |
− | {{Pro}} | + | {{Pro}}-75% fall damage taken on wearer<br> |
− | + | {{Pro}}-10% blast damage to self on wearer<br> | |
− | {{Pro}} | + | {{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. |
− | |||
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− | {{Neutral}} | ||
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|- | |- | ||
|} | |} | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=148521367/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=148521367/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{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> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+ | + | {{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> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=530159447/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+ | + | {{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> | ||
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{{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 | + | {{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> | ||
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{{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}} | + | {{Pro}}+50% melee range<br> |
− | + | {{Pro}}+25% melee bounds<br> | |
− | {{Pro}}+ | + | {{Con}}-32.31% damage penalty |
− | {{Con}}- | ||
|- | |- | ||
| align="center" | [[File:Endless_Carnage.png|100px]]<br> | | align="center" | [[File:Endless_Carnage.png|100px]]<br> | ||
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| | | | ||
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}}30 scare taunt cooldown | :{{Neutral}}30 scare taunt cooldown | ||
|- | |- | ||
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[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 | + | {{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 | + | {{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> | ||
− | ''' | + | '''Drunkards 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}} | + | {{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}}On hit: Shield is recharged by 25%<br> | |
− | {{Pro}}On hit: Shield is recharged by | ||
{{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}} | + | {{Con}}Grenades shatter on surfaces<br><br> |
− | {{Con}} | + | {{Con}}-10% damage penalty |
|- | |- | ||
| align="center" | [[File:Steadfast_Blast.png|100px]]<br> | | align="center" | [[File:Steadfast_Blast.png|100px]]<br> | ||
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{{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 | ||
− | |||
− | |||
− | |||
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| align="center" | [[File:Mine_Layer.png|100px]]<br> | | align="center" | [[File:Mine_Layer.png|100px]]<br> | ||
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{{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> | ||
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[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 | + | {{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}} | + | {{Pro}}While a stickybomb is armed, it will spawn 1 low damaging grenade every 3 seconds<br> |
− | {{Pro}}Up to + | + | {{Pro}}Up to +50% bonus grenade damage based on charge<br> |
{{Con}}-3 max stickybombs out<br> | {{Con}}-3 max stickybombs out<br> | ||
− | {{Con}}- | + | {{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 | + | {{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> | ||
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[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 | + | {{Pro}}On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br> |
− | + | {{Pro}}35% of all damage done is returned as health<br> | |
− | {{Pro}} | ||
{{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}}- | + | {{Con}}-25% damage dealt on wearer |
|- | |- | ||
| align="center" | [[File:Assault_Battering_Ram.png|100px]]<br> | | align="center" | [[File:Assault_Battering_Ram.png|100px]]<br> | ||
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[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 | + | {{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 | ||
|- | |- | ||
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[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 | + | {{Pro}}On kill: +2 stacks. Assist-kills grant +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 | ||
|- | |- | ||
− | |} | + | | 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%" | ||
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! 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: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 | + | {{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 | + | {{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 | ||
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[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 | + | {{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}}-25% bullet per shot | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{Con}}- | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| 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 | + | {{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: | + | {{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 | + | {{Neutral}}30 second recharge |
− | |||
|- | |- | ||
| align="center" | [[File:Full_Throttle.png|100px]]<br> | | align="center" | [[File:Full_Throttle.png|100px]]<br> | ||
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[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 | + | {{Pro}}On kill: +2 stacks. Assist-kills grant +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 + | + | {{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> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=2155/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=2155/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{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 | + | {{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> |
− | |||
{{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 | + | {{Neutral}}If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user |
− | |||
|- | |- | ||
| align="center" | [[File:Hydraulic_Hammers.png|100px]]<br> | | align="center" | [[File:Hydraulic_Hammers.png|100px]]<br> | ||
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[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: | + | {{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}} | + | {{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 | ||
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{{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 | + | :{{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 | + | :{{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 | ||
|- | |- | ||
|} | |} | ||
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<!-- ENGINEER CLASS --> | <!-- ENGINEER CLASS --> | ||
| align="center" | | | align="center" | | ||
− | '''Sticky | + | '''Sticky Mini-Sentry'''<br> |
(When using the Masterkey) | (When using the Masterkey) | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} | + | {{Pro}}Able to throw with SPECIAL-ATTACK to attach to most surfaces or walls<br> |
− | {{Pro}} | + | {{Pro}}+1 extra active Sentry<br> |
− | + | {{Pro}}Instant turning speed<br> | |
− | + | {{Pro}}Silent Killer: Produces no idle beeping sounds<br> | |
− | {{Pro}}Instant | + | {{Con}}Cannot be repaired, resupplied, Wrangled, wrench boosted, or manually destroyed<br> |
− | {{Pro}} | + | {{Con}}Self-destructs when ammo is depleted<br> |
− | + | {{Con}}-50% damage penalty<br> | |
− | {{Con}} | + | {{Con}}-50% ammo supply<br> |
− | {{Con}}- | + | {{Con}}-50% building health<br> |
− | + | {{Neutral}}Once a "Sticky Mini-Sentry" runs out of ammo, it self-destructs<br> | |
− | {{Con}}- | + | {{Neutral}}"Sticky Mini-Sentries" have a 2 second delay before being thrown |
− | {{Con}}-50% | ||
− | {{Con}}- | ||
− | |||
− | {{Neutral}}Once a | ||
− | {{Neutral}} | ||
|- | |- | ||
|} | |} | ||
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[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 | + | {{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 | + | :{{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}} | + | :{{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% | ||
|- | |- | ||
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[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 | + | {{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}} | + | {{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}}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. | |
− | |||
|- | |- | ||
| 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}} | + | {{Con}}100% slower firing speed |
|- | |- | ||
| align="center" | [[File:Jupiter.png|100px]]<br> | | align="center" | [[File:Jupiter.png|100px]]<br> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=1525239794 TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=1525239794 TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Guaranteed 1 health regenerated per second on wearer<br> |
− | {{Neutral}} | + | {{Pro}}+10% metal from all ammo sources on wearer<br> |
+ | {{Neutral}}Applies glue to a Mini-Sentry | ||
|- | |- | ||
|} | |} | ||
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[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% ( | + | {{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> | ||
− | |||
{{Con}}Uses UberCharge as ammo | {{Con}}Uses UberCharge as ammo | ||
|- | |- | ||
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[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) | + | {{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: | + | {{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 | + | {{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 | + | {{Pro}}Applies knockback to the target and increases based on charge. 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 | + | {{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 " | + | {{Neutral}}Bleeding targets from "Melfs 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}} | + | {{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}} | + | {{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> | ||
− | ''' | + | '''Melfs 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}} | + | {{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 | + | {{Pro}}On kill: Gain +50% charge for your Primary. Assist-kills grant +25% charge.<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}} | + | {{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 | + | {{Neutral}}Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building |
− | |||
|- | |- | ||
| 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 | + | {{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 | + | {{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 | + | {{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 | + | {{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 | + | {{Con}}Reprogrammed buildings will self-destruct after 12 seconds<br> |
− | {{Con}}- | + | {{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 | + | {{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> | + | <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}} | + | {{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 | + | {{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> | ||
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{{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 | + | {{Con}}-60% bullets per shot |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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| align="center" | [[File:Pump_Shot.png|100px]]<br> | | align="center" | [[File:Pump_Shot.png|100px]]<br> | ||
− | <small>Primary | + | <small>(Primary) Engineer</small><br> |
+ | <small>(Secondary) Heavy</small><br> | ||
'''Pump Shot''' | '''Pump Shot''' | ||
| align="left" | | | align="left" | | ||
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{{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: | + | | align="center" | [[File:Short_Round.png|100px]]<br> |
− | <small> | + | <small>(Primary) Engineer</small><br> |
− | ''' | + | <small>(Secondary) Soldier, Pyro, and Heavy</small><br> |
+ | '''Short Round''' | ||
| align="left" | | | align="left" | | ||
− | [https://steamcommunity.com/sharedfiles/filedetails/?id= | + | [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 | |
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− | {{Pro}} | ||
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− | {{Pro}} | ||
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− | {{Con}}- | ||
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|} | |} | ||
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== Current Team Members == | == Current Team Members == | ||
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[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/ | + | [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 /> | ||
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== Bugs == | == Bugs == |
Revision as of 20:43, 4 August 2022
“ | Yes. I like this new weapon.
Click to listen
— 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.
Contents
Official Server List
Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
Custom Weapons | EU
List of New & Modified Weapons
Official Weapon Changes
These changes do affect the "Custom Weapons" that are available to use. Additionally, these changes are on all of the official "CTF2W" servers.
Overall Changes |
---|
-All CTF2W official servers have random critical hits turned off |
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 |
Scout - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
NO CHANGES |
Applies knockback on the target and shooter |
Primary |
-Added "When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect" |
When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect
+100% damage bonus |
Primary |
-Removed "25% faster reload time" |
On hit any weapon: Builds Hype |
Primary |
-Decreased boost lost on hit to 1% from 4% |
On hit any weapon: Builds Boost that increases your move speed on wearer |
Primary |
-Removed "Mini-crits targets when fired at their back from close range" |
On kill: Decreased weapon attack noise |
Secondary |
-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)" |
While under the effects, the user becomes invulnerable and gains a speed boost for 8 seconds |
Secondary |
-Decreased the self Marked-for-Death duration to 3 seconds from 5s |
While under the effects, all damage dealt is Mini-Crits for 5 seconds |
Secondary |
-Increased extinguishing teammate cooldown from 20% to 25% |
Players heal 35% of the damage done to an enemy covered with milk |
Secondary |
-Added "Wearer never takes falling damage while active" |
When weapon is active:
|
Secondary |
-Technically removed "When weapon is active" |
35% of damage done is returned as health |
Secondary |
-Added "100% Mini-Crits vs players below 33% health" |
On hit: Bleed for 5 seconds |
-Added "+20% faster firing speed" |
+20% faster firing speed | |
Melee |
-Decreased max health penalty from -15 from -10 |
ALT-FIRE: Launches a ball that slows a target down depending on ball travel time |
Melee |
-Removed "On kill: A small health pack is dropped" |
+75% melee range |
Melee |
-Added "This weapon has bonus melee range, but slower deploy and holster time" |
On hit: Bleed for 5 seconds |
Melee |
-Increased direct damage penalty to -35% from -25% |
On hit: Transfers "Spontaneous Combustion" afterburn to the target |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits |
Melee |
-Removed "Grants Triple Jump while deployed" |
On hit with this weapon: Slams airborne targets into the ground |
Melee |
-The ornament no longer does direct damage on impact |
ALT-FIRE: Launches a festive ornament that causes bleeding depending on travel time |
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" |
Soldier - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
-Removed "+25% damage bonus" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
-Updated the "On hit: Gain HP per attack" with a more accurate system |
On hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack |
Primary |
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded" |
On kill with any weapon: All equipped weapons are automatically fully reloaded |
Primary |
-Decreased damage penalty to -20% from -25% |
Increased push force against enemy players and the user |
Primary |
-Decreased charged shot move speed penalty to -50% from -66% |
Does not require ammo |
Primary |
-Increased faster firing speed to +80% from +70% |
Hold FIRE to load up to 3 rockets |
Primary |
-Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon" |
-15% blast damage to self from this weapon |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
On wearer: +15% faster firing speed for all weapons |
Secondary |
NO CHANGES |
-60% blast damage from explosive jumps |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
+30 max health on wearer |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
Up to +8 health regenerated per second on wearer |
Secondary |
-Increased stomping damage (aka the Goomba) multiplier to x3.5 from x3 |
-75% reduction in push force taken from damage, airblasts, and knockback effects |
Secondary |
-Removed hidden clip size penalty |
Does not require ammo |
-Added "Weapon knockback increases as the user becomes injured" |
Weapon knockback increases as the user becomes injured | |
Melee |
-Removed "-90% less healing from Medic sources" |
Damage increases as the user becomes injured |
Melee |
-Flipped the speed boost duration for the user and ally |
+75% melee range |
Melee |
NO CHANGES |
Deals crits while the wielder is explosive jumping |
Melee |
-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health" |
When weapon is active:
|
Pyro - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Pyrotechnics" |
(Ability) Pyrotechnics |
Pyro - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Added "-80% blast damage from reflected explosives" to all Primaries |
Extinguishing teammates restores 20 health |
Primary |
-Decreased airblast cost to +100% from +150% |
+100% direct & afterburn damage bonus from behind |
Primary |
-Removed "+25% airblast cost" |
This weapon deploys 60% faster and holsters 30% faster |
Primary |
NO CHANGES |
Build MMMMPH by dealing fire damage |
Primary |
-Increased hidden Primary ammo penalty to -85% from -80% |
Extinguishing teammates restores additional +10 health |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additional changes in "Pyro - Class Changes" tab |
100% critical hit vs burning players |
Secondary |
-Removed "-25% damage penalty" |
100% mini-crits vs burning players |
Secondary |
-Removed "+50% projectile speed" |
Does not require ammo |
Secondary |
-Removed "100% mini-crits vs burning players" |
+10% faster firing speed |
Secondary |
-Removed "Push enemies back when you land with the force and radius based on your velocity" |
Wearer never takes falling damage |
Secondary |
-Changed the afterburn to be based on 4% of the enemys max health instead of normal afterburn damage |
Gas meter builds with any damage done |
-Added "+50% max Primary ammo on wearer |
+50% max Primary ammo on wearer | |
Melee |
-Removed "Killing blows on burning players grants a speed boost" |
100% Mini-Crits vs burning players |
Melee |
-Increased bonus damage vs buildings to +150% from +100% |
While active: Gain immunity to push force taken from damage |
Melee |
-Removed "+25 health restored on kill" |
Killing blows on burning players grants a speed boost |
Melee |
-Removed "+25% damage bonus" |
On kill with any weapon: +20 health restored. Assist-kills grant +10 health. |
-Removed "On hit: Target is engulfed in flames"
|
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 | |
Melee |
-Added "15% damage resistance VS overhealed players on wearer" |
15% damage resistance VS overhealed players on wearer |
Melee |
-Removed "Damage removes Sappers" |
Grants user the ability to breath underwater while active |
Melee |
-Increased direct damage penalty to -43% from -15% |
Slap system:
+150% afterburn damage bonus |
Demoman - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Spawns a Dynamite Pack on Death" |
(Ability) Spawns a Dynamite Pack on Death |
Demoman - Grenade Launcher Changes |
---|
-Added "Grenades do not randomly spin when fired" |
Demoman - Stickybomb Launcher Changes |
---|
-Reworked damage rampup and damage dealt |
Demoman - Shield Changes |
---|
-Added "While charging: Grants immunity to all debuffs" |
Demoman - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Demoman - Grenade Launcher Changes" tab |
|
Primary |
-Removed "+20% damage vs buildings" |
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy |
|
-Removed the "shield required" for the "+10% faster move speed on wearer" bonus |
+10% move speed on wearer |
Primary |
-Removed "+20% projectile speed" |
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key. |
Primary |
-Added "Grenades detonate other nearby grenades that are yours" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secondary |
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab |
|
Secondary |
-Decreased firing speed bonus to +15% from +25% |
Detonates stickybombs near the crosshair and directly under your feet |
Secondary |
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded" |
On kill with any weapon: All equipped weapons are automatically fully reloaded |
Secondary |
-Increased charge rate bonus to instant from +70% |
Able to destroy enemy stickybombs |
Secondary |
-Added "+20% bullet damage resistance on wearer" |
+50% fire damage resistance on wearer |
Secondary |
-Removed "+70% increase in charge impact damage" |
+25% fire damage resistance on wearer |
Secondary |
-Removed "+15% fire damage resistance on wearer" |
Gain a 1 second speed boost anytime you take damage |
-Added "-40% blast damage taken from explosive jumps while active" |
-40% blast damage taken from explosive jumps while active | |
Melee |
-Removed "Every head taken raises shield impact damage" |
On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer |
Melee |
-Removed "+20% damage bonus" |
On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%. |
Melee |
-Removed "When weapon is active" |
Melee hits refill 20% of your charge meter |
Melee |
-Fixed not being able to mini-crit boost with a Demoman shield charge |
Causes a special explosion when you hit an enemy or surface |
Melee |
-Removed "Ammo boxes collected also refill your charge meter" |
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack |
Heavy - Class Changes | |
---|---|
Changes | Full New Stats |
-Increased base move speed to 240 Hu from 230 Hu |
(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%" |
Heavy - Shotgun Changes | |
---|---|
Weapon | Changes |
NO CHANGES |
Heavy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Heavy Minigun Changes" tab |
|
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: The user and nearby teammates gain damage resistance |
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
Bullets penetrate all enemies |
Primary |
-Decreased firing speed penalty to -25% from -20% |
+20% faster spin up time |
Primary |
-Removed "25% damage bonus vs burning players" |
Creates a ring of flames while spun up |
Secondary |
-See additional changes in "Heavy - Shotgun Changes" tab |
|
Secondary |
-See additional changes in "Heavy - Edible Changes" tab |
On consumption: Heal up to 300 health |
Secondary |
-Removed "Adds +50 max health for 30 seconds" |
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. |
Secondary |
-Removed "+25% damage taken & mini-crits dealt" while under the effects |
On consumption: User gains a +25% move speed and full reduction in push force taken from damage |
Secondary |
-Removed "+15% faster firing speed" |
+33% clip size |
Secondary |
-Increased consumption healing effect to -75% from -33% |
PRIMARY-ATTACK: User can walk around while eating and the meter is not used |
-Added "+25% max Primary ammo on wearer" |
+25% max Primary ammo on wearer | |
Melee |
-Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons" |
On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits. |
-Removed "This weapon holsters 50% slower" |
+33% faster move speed while active | |
Melee |
-Removed "+30% damage bonus" |
+20% faster firing speed |
Melee |
-Removed "-40% damage from ranged sources while active" |
When weapon is active:
|
Melee |
-Removed "+40% faster firing speed" |
When weapon is active:
|
Melee |
-Added "When weapon is active: User is able to pick up their own edible for 60 health" |
When weapon is active: User is able to pick up their own edible for 60 health |
Engineer - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Supply Vision" |
(Ability) Supply Vision |
Engineer - PDA - Dispensers | ||
---|---|---|
Weapon | Changes | |
Dispenser |
-Increased range by +50% |
Engineer - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
NO CHANGES |
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed |
Primary |
-Increased bonus damage to your Sentry Gun's target to 20% from 10% |
On hit: Damage dealt is returned as ammo |
Primary |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Primary |
NO CHANGES |
Fires a special bolt that can repair friendly buildings |
Secondary |
-Decreased shield resistance to 33% from 66% for Sentry Guns |
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming |
Secondary |
-Removed vanilla Primary-Fire effect |
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack |
Melee |
NO CHANGES |
NO CHANGES |
Melee |
-Increased the punch combo timer to 1.5 seconds from 0.8s |
Third successful punch in a row always crits |
Melee |
-Removed "20% fire damage vulnerability on wearer" |
One hit destroys any Sapper |
Melee |
-Increased construction hit bonus to +100% from +30% |
Construction hit speed boost increased by 100% |
Melee |
-Removed "-50% metal cost when constructing or upgrading Teleporters" |
Press RELOAD to choose to teleport to spawn or your exit teleporter |
Medic - Class Changes | |
---|---|
Changes | Full New Stats |
3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds) |
(Ability) Health regeneration |
Medic - Primary Changes | |
---|---|
Weapon | Changes |
-Added "This weapon will reload automatically when not 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" |
Match the speed of any faster heal target |
Medic - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Added "On hit: 1% UberCharge added" |
On hit: 1% UberCharge added |
Primary |
-Removed "On hit: Gain up to +3 health" |
On hit: +2 health restored that can overheal the user |
Primary |
-Added "25% slower reload time" |
Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates. |
Primary |
-Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%" |
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10% |
Secondary |
-See additional changes in "Medic - Secondary Changes" tab |
UberCharge: Grants Patient and the user invulnerability |
Secondary |
-Increased healing during the taunt to 30 HP from 11 HP |
While healing: Your Patient receives any positive buff that is currently affecting you |
Secondary |
-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping" |
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. |
Secondary |
-Decreased UberCharge rate to +10% from +67% |
Press RELOAD to cycle through resist types |
-Added "33% faster global weapon switch on wearer" |
33% faster global weapon switch on wearer | |
Melee |
-Decreased UberCharge added on hit to 20% from 25% |
On Hit: 20% UberCharge added |
Melee |
-Removed "Collect the organs of people you hit" |
On kill with any weapon: Regen up to 20% of your max HP over 7 seconds |
Melee |
-Removed "Up to +3 health regenerated per second while active" |
When weapon is active:
|
Melee |
-Increased slower firing speed to 20% from 10% |
Allows the user and your current attached Patient to see enemy health |
Sniper - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Precision Elimination" |
(Ability) Precision Elimination |
Sniper - Rifle Changes | |
---|---|
Changes | New Damage Numbers |
-Removed the hidden cap that limits charging time |
VS Players |
Sniper - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Sniper - Rifle Changes" tab |
|
Primary |
-Decrease minimal projectile speed (uncharged) to 1500 Hu from 1812.1 Hu |
The longer you aim, the more damage and faster the arrow travels |
Primary |
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second" |
+25% charge rate |
Primary |
-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users" |
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% |
Primary |
-Removed "On full charge: +15% damage per shot" |
On kill: 20% of all of the overkill damage will be added to your next shot |
Primary |
-Removed "+25% faster charge while in Focus" stat |
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears |
Primary |
-Removed "No headshots when not fully charged" |
Charge and fire shots independent of zoom |
Secondary |
-See additional changes in "Sniper - Class Changes" tab |
40% more accurate |
Secondary |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secondary |
-Added "+6.666% faster move speed on wearer" |
+6.666% faster move speed on wearer |
Secondary |
-Added "50% reduction in push force taken from damage and airblasts" |
50% reduction in push force taken from damage and airblasts |
Secondary |
-Moved "No flinching when aiming and fully charged" to the Sniper class |
15% of any Primary damage done is returned as health |
Secondary |
-Removed "Dealing damage with this weapon fills a charge meter. ALT-FIRE when charged to gain mini-crits for all weapons for 8 seconds." |
On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter.
40% more accurate |
-Added "Better wall climbing when compared to other Melee weapons" |
Better wall climbing when compared to other Melee weapons | |
Melee |
-Added "On hit: Gain a 1 second speed boost" |
On hit: Bleed for 6 seconds |
Melee |
-Removed "When weapon is active" |
Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon |
Melee |
-Removed "+25% increase in damage when health <50% of max" |
+50% melee range |
Spy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Uncloak & Dagger" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
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 |
On sap: Highlights the building for the user and teammates for the next 10 seconds |
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 |
Spy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-Increased fire rate penalty to -100% from -20% |
Crits on headshot |
Secondary |
NO CHANGES |
+40% cloak duration |
Secondary |
-Removed "+20% damage bonus while disguised" |
Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill |
Secondary |
-Changed to guaranteed Mini-Crits instead of Crits |
Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill |
Melee |
-See additional changes in "Spy - Knives Changes/Additions" tab |
|
Melee |
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class |
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed |
Melee |
-Added "On backstab kill: Removes all negative debuffs on user" |
On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user |
Melee |
-Removed "+30% cloak on kill" |
On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds. |
Melee |
-Decreased recharge to 10 seconds from 15s |
On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds |
Primary PDA |
NO CHANGES |
NO CHANGES |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
Cloak Type: Motion Sensitive |
Secondary PDA |
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used" |
Cloak Type: Feign Death |
Building |
-Added "Allowed in Medieval mode" |
Disables and slowly destroys enemy buildings |
Building |
-Added "Allowed in Medieval mode" |
Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed |
Mult-Class - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
-Increased deploy bonus to +30% from +20% |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Melee |
-Removed "10% bullet damage vulnerability on wearer" |
When weapon is active & while doing the objective:
|
Melee |
-Now it will show the amount of health restored, just like other heal restoring effects/weapons |
On kill: Restore 50% of base health. Assist-kills restore 25% health. |
Primary |
(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage" |
Press 'JUMP' key to deploy a Parachute to slow your descent while in the air |
Primary |
-Decreased deploy speed bonus to +33% from +50% |
+50% bullets per shot |
Secondary |
NO CHANGES |
Custom Weapons
The following "new" weapons are available on the official "CTF2W" servers.
Scout - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
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 | |
100px Primary |
Successfully using a rechargeable weapon will automatically reload up to 4 shots for this weapon (Except when using the "Tiki Tonic" drink) | |
100px Primary |
CURRENTLY NO PUBLIC LINK |
Mini-crits on headshot |
100px Primary |
Movement charges the POWER meter. Moving faster or slower affects how fast/slow the meter charges. | |
100px Secondary |
+100% damage vs players that have more than 95% health | |
100px Secondary |
On kill with any weapon: Refills 2 Shurikens. Assist-kills refill 1 Shuriken. | |
100px Secondary |
On use: User is decreased in size or is returned to normal size | |
100px Melee |
100% critical hits from behind | |
100px Melee |
CURRENTLY NO PUBLIC LINK |
When weapon is active:
|
100px Melee |
While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 5 seconds (5 stacks) |
Soldier - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
ALT-FIRE: Toggles between HOMING and MANUAL | |
100px Primary |
ALT-FIRE: Detonate rocket | |
When a Banner is equipped:
When a Shotgun or the Bison is equipped:
When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:
| ||
100px Secondary |
Wearer performs an earthquake after landing an explosive jump |
Pyro - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
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!) | |
100px Secondary |
+30% damage bonus vs burning players
+115% damage bonus | |
100px Secondary |
On hit vs players: Near instant reload
No "+10% faster firing speed" bonus | |
Secondary |
Shoots 3 extra flares in a horizontal line
+10% faster firing speed | |
100px Secondary |
+20% switch speed to your Melee from this weapon | |
100px Melee |
+20% switch speed to your Secondary from this weapon | |
100px Melee |
On hit burning enemy: Generate +50% souls | |
100px Melee |
On hit: Freezes target for 6 seconds | |
100px Melee |
Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters | |
100px Melee |
When weapon is active:
|
Demoman - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
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. | |
100px Primary |
SPECIAL-ATTACK: Toggles between PRECISION and AOE | |
100px Primary |
When a shield is equipped: | |
100px Primary |
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) | |
100px Secondary |
Stickies are connected by tripwires and attached stickies can't be moved | |
100px Secondary |
Up to +100% bonus explosion radius based on charge | |
100px Secondary |
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) | |
100px Secondary |
While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration | |
100px Secondary |
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
Once the charge meter is 60% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained | |
100px Secondary |
Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy | |
100px Melee |
On kill: +2 stacks. Assist-kills grant +1 stack. | |
100px Melee |
On kill: Gain a bumper car and 75% damage resistance for 10 seconds |
Heavy - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grant 2 seconds. | |
100px Primary |
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. | |
100px Secondary |
This weapon deploys 30% faster and holsters 15% faster | |
100px Secondary |
On kill: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
35% of damage dealt is returned as health | |
100px Melee |
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 | |
100px Melee |
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
| |
100px Melee |
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
| |
100px Melee |
Damage equals to 40% of target's current health up to 90 damage |
Engineer - Custom Buildings | ||
---|---|---|
Weapon | Changes | |
Sticky Mini-Sentry |
Able to throw with SPECIAL-ATTACK to attach to most surfaces or walls |
Engineer - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
When weapon is active:
| |
100px Secondary |
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 | |
100px Secondary |
On third hit without missing: Guaranteed critical bullets
+1000% bullets per shot | |
Secondary |
On hit: Gain metal back based on damage by 50% | |
100px Secondary |
While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip | |
100px Melee |
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 | |
100px Melee |
Guaranteed 1 health regenerated per second on wearer |
Medic - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On hit: Increases Secondary healing rate by +20% (Up to +60%) | |
100px Primary |
On hit enemy: Decreases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds | |
100px Primary |
Fires special bolts that applies knockback. Gain more knockback for each 25% of UberCharge you have. | |
100px Primary |
On hit: +3% UberCharge added | |
100px Primary |
Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) and any negative debuffs are removed | |
100px Secondary |
Overheal doesn't decay for your Patients | |
100px Secondary |
While healing: Every 5 seconds a small health pack will spawn at your feet | |
100px Secondary |
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 | |
100px Melee |
Assists with your Secondary grants crits for this weapon (up to 35) | |
100px Melee |
Nearby teammates that also have this weapon active will gain damage resistance |
Sniper - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
Applies knockback to the target and increases based on charge. Knockback increases on headshot. | |
100px Primary |
Gain 100% charge rate while directly looking at an enemy player | |
100px Primary |
Headshots or fully charged shots cause an explosion of bleed (292 Hu) with the duration based on charge between 4-12 seconds | |
100px Secondary |
Anytime you take more than 30 damage from a single attack, Jarate all nearby enemies (219 Hu) for 2.5 seconds | |
100px Secondary |
On hit: Gain a 1 second speed boost
40% more accurate | |
100px Secondary |
+50% clip size and reserve ammo
40% more accurate | |
100px Secondary |
Deals damage on impact and bleed for 5 seconds | |
100px Melee |
On kill: Gain +50% charge for your Primary. Assist-kills grant +25% charge. | |
100px Melee |
Any overheal does not decay while active |
Spy - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Secondary |
On hit: Mark 1 target to reduce incoming damage from them by 20% and gain up to +30 health | |
100px Secondary |
On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears | |
100px Melee |
On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds | |
100px Melee |
On backstab: Plant a bomb and keep your current disguise | |
100px Melee |
Instantly activates cloak after a backstab | |
100px PDA 1 |
On sap: Highlights the owner of the building for the user for the next 10 seconds | |
100px PDA 1 |
After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion damages nearby enemy players and buildings. | |
100px PDA 1 |
After 8 seconds after placement, the Sapper reprograms the enemy building to join your team
Reprogrammed buildings will self-destruct after 12 seconds | |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
Cloak Type: Jump |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
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. |
Multi-Class - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px (Secondary) Soldier and Pyro |
On kill with this weapon: Increases clip size by +1 (up to 4)
+115% damage bonus | |
100px (Primary) Engineer |
Deals more damage the more ammo you have in the clip | |
100px (Primary) Engineer |
Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed |
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
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