|
|
Line 711: |
Line 711: |
| -Added hidden "25% slower reload time"<br> | | -Added hidden "25% slower reload time"<br> |
| '''NOTE''': This matches the default Shotgun<br><br> | | '''NOTE''': This matches the default Shotgun<br><br> |
− | -Removed "Projectile is able to hit the same enemy multiple times"<br><br>
| |
− | -Increased projectile speed from 1200 Hu to 1600 Hu <br><br>
| |
| -Added "Reload time decreases as health decreases (up to 66%)"<br><br> | | -Added "Reload time decreases as health decreases (up to 66%)"<br><br> |
− | -Decreased damage penalty vs players from -73.33% to -33% <br><br> | + | -Added +10% damage bonus vs players |
− | -Decreased damage penalty vs buildings from -95.55% to -66%
| |
| | | | | |
| {{Pro}}Does not require ammo<br> | | {{Pro}}Does not require ammo<br> |
| {{Pro}}Projectile cannot be deflected and penetrates enemy players<br> | | {{Pro}}Projectile cannot be deflected and penetrates enemy players<br> |
− | {{Pro}}+33% projectile speed<br>
| + | {{Pro}}Reload time decreases as health decreases (up to 66%)<br> |
− | {{Pro}}Reload time decreases as health decreases<br> | + | {{Con}}Deals only 20% damage to buildings |
− | {{Con}}-33% damage penalty vs players<br>
| |
− | {{Con}}-66% damage penalty vs buildings | |
| |- | | |- |
| | align="center" | | | | align="center" | |
Line 889: |
Line 884: |
| -Increased hidden Primary ammo penalty from -80% to -85% <br><br> | | -Increased hidden Primary ammo penalty from -80% to -85% <br><br> |
| -Increased hidden airblast cost bonus from -75% to -85% <br><br> | | -Increased hidden airblast cost bonus from -75% to -85% <br><br> |
− | -Added "Extinguishing teammates restores additional +10 health"<br><br> | + | -Added "Extinguishing teammates restores additional +10 health" <br> |
− | -Increased max distance for projectile to 525 Hu from 450.94 Hu<br>
| + | '''NOTE''': Now restores 30 HP on extinguish |
− | '''NOTE''': In the vanilla game, this weapon has around +28.84% longer range when compared to any other Flame Thrower and this increases to +50% range.<br><br> | |
− | -Added "+33% airblast push force"
| |
| | | | | |
| {{Pro}}Extinguishing teammates restores additional +10 health<br> | | {{Pro}}Extinguishing teammates restores additional +10 health<br> |
| {{Pro}}Deals 300% damage to burning players<br> | | {{Pro}}Deals 300% damage to burning players<br> |
| {{Pro}}+50% repressurization rate on hit<br> | | {{Pro}}+50% repressurization rate on hit<br> |
− | {{Pro}}+33% airblast push force<br>
| |
| {{Pro}}-85% airblast cost<br> | | {{Pro}}-85% airblast cost<br> |
| {{Con}}-50% repressurization rate on ALT-FIRE<br> | | {{Con}}-50% repressurization rate on ALT-FIRE<br> |
Line 1,457: |
Line 1,449: |
| '''[[Claidheamh Mòr]]''' | | '''[[Claidheamh Mòr]]''' |
| | align="left" | | | | align="left" | |
− | -Removed "When weapon is active"<br><br> | + | -Increased charge time bonus from +0.5 seconds to +0.75 seconds <br> |
− | -Removed "Melee kills refill 25% of your charge meter"<br><br> | + | -Added +25% increase in charge impact damage <br> |
− | -Increased damage vulnerability while active from 15% to 20% <br><br>
| + | -Removed "Melee kills refill 25% of your charge meter" |
− | -Added "Melee hits refill 20% of your charge meter"<br><br> | |
− | -Added "10% damage vulnerability while not active"
| |
| | | | | |
− | {{Pro}}Melee hits refill 20% of your charge meter<br> | + | When weapon is active:<br> |
− | {{Pro}}0.5 sec increase in charge duration<br> | + | :{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time |
− | {{Con}}10% damage vulnerability while not active<br> | + | :{{Pro}}0.75 sec increase in charge duration <br> |
− | {{Con}}20% damage vulnerability while active<br> | + | :{{Pro}}+25% increase in charge impact damage <br> |
− | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time
| + | :{{Con}}15% damage vulnerability on wearer |
| |- | | |- |
| | align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br> | | | align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br> |
Line 1,497: |
Line 1,487: |
| '''[[Persian Persuader]]''' | | '''[[Persian Persuader]]''' |
| | align="left" | | | | align="left" | |
− | -Removed "Ammo boxes collected also refill your charge meter"<br><br>
| + | |
− | -Removed "Melee hits refill 20% of your charge meter"<br><br>
| |
− | -Removed "-80% max Primary ammo on wearer"<br><br>
| |
| -Removed "-80% max Secondary ammo on wearer"<br><br> | | -Removed "-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> | + | -Decreased "max Primary ammo on wearer from 80% to 50%"<br><br> |
− | '''NOTE''': This weapon doesn't need to be active to benefit from this<br><br>
| + | -Added "-25% decrease in charge recharge rate" |
− | -Added "-50% penalty from healing gained from every healing source or weapon effect on wearer, except from health or ammo pickups"<br><br>
| + | |
− | -Added "-50% ammo from Dispensers and Payload carts on wearer"<br><br>
| |
− | -Added "-50% health gained from dropped ammo packs"<br><br> | |
− | -Added "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}}Melee hits refill 20% of your charge meter <br> |
− | {{Con}}-50% penalty from healing gained from every healing source or weapon effect on wearer, except from health or ammo pickups<br> | + | {{Pro}}Ammo boxes collected also refill your charge meter <br> |
− | {{Con}}-50% ammo from Dispensers and Payload carts on wearer<br> | + | {{Con}}-50% max Primary ammo on wearer<br> |
− | {{Con}}-50% health gained from dropped ammo packs<br> | + | {{Con}}-25% decrease in charge recharge rate"<br> |
− | {{Con}}15% slower firing speed<br>
| |
| {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time | | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time |
| |- | | |- |
Line 1,933: |
Line 1,917: |
| | align="left" | | | | align="left" | |
| -Decreased metal cost when constructing and/or upgrading Teleporters by 20%<br><br> | | -Decreased metal cost when constructing and/or upgrading Teleporters by 20%<br><br> |
− | -Added "When a teammate (or the user) uses a teleporter, they gain high damage resistance (75% damage resistance) with the duration based on the level (LV1 1s, LV2 2s, LV3 3s). Additionally, the owner (aka the Engineer) gains +50% longer duration based on the level."<br>
| |
− | '''NOTE''': The Mini-Teleporter counts as a Level 3 building
| |
| |- | | |- |
| |} | | |} |
Line 2,451: |
Line 2,433: |
| -Increased move speed while aiming from 80 Hu to 100 Hu <br> | | -Increased move speed while aiming from 80 Hu to 100 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> |
− | -Changed base damage against players and buildings<br> | + | -Changed base damage against buildings<br> |
| '''NOTE''': It will be a x4 damage multiplier instead of x3 | | '''NOTE''': It will be a x4 damage multiplier instead of x3 |
| | | | | |
| '''VS Players'''<br> | | '''VS Players'''<br> |
− | 35 bodyshot uncharged (from 50)<br>
| + | 40 bodyshot uncharged (from 50)<br> |
| 150 bodyshot fully charged (NO CHANGE)<br><br> | | 150 bodyshot fully charged (NO CHANGE)<br><br> |
− | 105 headshot uncharged (from 150)<br>
| + | 120 headshot uncharged (from 150)<br> |
| 450 headshot fully charged (NO CHANGE)<br><br> | | 450 headshot fully charged (NO CHANGE)<br><br> |
| '''VS Buildings'''<br> | | '''VS Buildings'''<br> |
− | 45 uncharged (from 50)<br>
| + | 40 uncharged (from 50)<br> |
− | 180 fully charged (from 150)<br>
| + | 160 fully charged (from 150)<br> |
| |- | | |- |
| |} | | |} |
Line 2,567: |
Line 2,549: |
| -Added "While unscoped aiming: -33% move speed"<br><br> | | -Added "While unscoped aiming: -33% move speed"<br><br> |
| -Added "-20% damage penalty"<br><br> | | -Added "-20% damage penalty"<br><br> |
| + | -Added "-20% charge rate" <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 2,572: |
Line 2,555: |
| {{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}}-20% damage penalty | + | {{Con}}-20% damage penalty<br> |
| + | {{Con}}-20% charge rate |
| |- | | |- |
| | align="center" | [[File:Backpack_SMG.png|100px]]<br> | | | align="center" | [[File:Backpack_SMG.png|100px]]<br> |
Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds community-made weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public. Additionally, this group tests and makes changes to official weapons with the intention of creating more balanced/fun gameplay.
Official Server List
Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
Custom Weapons | EU
List of New & Modified Weapons
Official Weapon Changes
These changes do affect the "Custom Weapons" that are available to use. Additionally, these changes are on all of the official "CTF2W" servers.
-All CTF2W official servers have random critical hits turned off
-All CTF2W official servers use fixed bullet spread
-All CTF2W official servers use consistent fall damage
-Removed the 10 second teammate outlines after re-spawning
-Bug fix: No Engineer double swing
NOTE: Players won't be able to hit players twice without a delay
-Bug fix: Players will now regain air strafe control after being airblasted from a Flamethrower
NOTE: In the vanilla game, airblasting a target will cause the targeted player to have reduced footing and air control for a short period. This condition is permanently on the player until they die or is removed after touching a resupply.
-Added "While on fire: -33% health received from all healing sources"
NOTE: The stat "Direct damage will reduce Medi Gun healing and shield resists by 25%" on all Flamethrowers has been removed
NOTE: Any weapon and/or effect that can ignite enemies will be affected by this new debuff
-Added "Health packs do not remove the bleed effect"
NOTE: Users can still heal on pickup, but the bleeding will continue
-Afterburn damage will now count toward any life-steal effects
NOTE: Bleeding was already receiving life-steal benefits
-Added "On Melee kill: A large ammo pack will drop instead of a medium pack"
NOTE: Shield impact kills will count towards this
NOTE: Knife-related kills will not count towards this
-Decreased the movement boost from speed boost effects and/or weapons
NOTE: This mostly includes the Concheror and Disciplinary Action
NOTE: The list of percentage changes for all classes are listed in the "Speed Boosts - Number Changes" tab below
|
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%)
|
NO CHANGES
|
(Ability) Double jump
(Ability) +1 capture rate on wearer
|
Primary
Scattergun
|
NO CHANGES
|
NO CHANGES
|
Primary
Force-A-Nature
|
NO CHANGES
|
Applies knockback on the target and shooter
+50% faster firing speed
+20% bullets per shot
-10% damage penalty
-66% clip size
The knockback that is applied on enemies is based on the damage dealt
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primary
Shortstop
|
-Added "When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect"
NOTE: The previous version of this official stat didn't fully work with all healing sources, but now does and even more!
|
When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect
When weapon is active: +20% increase in push force taken from damage and airblast
This weapon is best used at medium and/or long range
ALT-FIRE: Reach out to shove an enemy
- HIDDEN EXTRA STATS
+100% damage bonus
+42% faster firing speed
40% more accurate
50% slower reload time
-60% bullets per shot
-34% clip size
|
Primary
Soda Popper
|
-Removed "25% faster reload time"
-Added "When Hype is used: Gain 50% faster reload time"
-Decreased the damage required for Primary/Secondary/Melee to fully charge
NOTE: This will reduce Primary damage required from 395 to 280
NOTE: This will reduce Secondary damage required from 290 to 280
NOTE: This will reduce Melee damage required from 350 to 140
|
On hit any weapon: Builds Hype
+50% faster firing speed
-66% clip size
ALT-FIRE when full: Activate Hype for multiple air jumps and 50% faster reload time. When activated, user can't gain Hype.
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype
|
Primary
Baby Face's Blaster
|
-Decreased boost lost on hit from 4% to 1%
-Removed "Boost decreased on air jumps"
-Removed "-34% clip size"
-Added "Boost decays over time" (3.33% every 1 second)
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"
-Added "-1 capture rate on wearer"
-Increased damage required to fill from 100 to 200
|
On hit any weapon: Builds Boost that increases your move speed on wearer
Boost is decreased when damaged and/or decays over time
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
10% slower move speed on wearer
-1 capture rate on wearer
Requires 200 damage dealt to fully fill Boost
|
Primary
Back Scatter
|
-Removed "Mini-crits targets when fired at their back from close range"
-Removed "-34% clip size"
-Removed "20% less accurate"
-Added "On kill: Decreased weapon attack noise"
-Added "+40% damage vs players from behind"
NOTE: There is no distance limit
-Added "Shots penetrate all enemies"
-Added "30% slower firing speed"
-Added "15% slower reload time"
|
On kill: Decreased weapon attack noise
+40% damage vs players from behind
Shots penetrate all enemies
30% slower firing speed
15% slower reload time
|
Secondary
Bonk! Atomic Punch
|
-Removed "While under the effects, all damage absorbed will slow you when the effect ends for 5 seconds (Scale from 25% at low damage to 50% at 200+ damage)"
-Added "While under the effects, all damage absorbed will self Mark-for-Death the user when the effect ends" (Scales up to 8 seconds at 250+ damage absorbed)"
-Added "Gain a speed boost while under effects"
-Added "This weapon deploys 100% slower"
|
While under the effects, the user becomes invulnerable and gains a speed boost for 8 seconds
While under the effects, all damage absorbed will self Mark-for-Death the user when the effect ends
This weapon deploys 100% slower
30 second recharge
Allowed in Medieval mode
|
Secondary
Crit-a-Cola
|
-Decreased the self Marked-for-Death duration from 5 seconds to 3 seconds
|
While under the effects, all damage dealt is Mini-Crits for 8 seconds
While under the effects, making any attack causes a 3 second self Marked-for-Death debuff until the effect wears off
30 second recharge
Allowed in Medieval mode
|
Secondary
Mad Milk
|
-Increased extinguishing teammate cooldown from 20% to 25%
-Decreased life-steal effect from 60% to 35%
|
Players heal 35% of the damage done to an enemy covered with milk
Extinguishing teammates refunds 25% of the meter
Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
20 second recharge
Allowed in Medieval mode
|
Secondary
Winger
|
-Added "Wearer never takes falling damage while active"
-Increased jump height bonus from +25% to +30%
|
When weapon is active:
- Wearer never takes falling damage
- +30% greater jump height
- +15% damage bonus
- -58.33% clip size
|
Secondary
Pretty Boy's Pocket Pistol
|
-Removed "When weapon is active"
-Removed "On hit: Gain up to +3 health"
-Removed "-25% clip size"
-Added "35% of damage done is returned as health"
-Added "-50% damage penalty"
|
35% of damage done is returned as health
+15% faster firing speed
-50% damage penalty
|
Secondary
Flying Guillotine
|
-Added "100% Mini-Crits vs players below 33% health"
NOTE: Includes Guillotine hit and bleed damage from this weapon
|
On hit: Bleed for 5 seconds
Long distance hits reduce recharge time by 25%
100% Mini-Crits vs players below 33% health
Cannot be picked up after thrown
6 second recharge
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+20% faster firing speed"
NOTE: This doesn't include Frying Pan or Gold Frying Pan (For the obvious sound problem)
NOTE: An all-class Melee weapon won't get the same bonus unless a Scout equips it
|
+20% faster firing speed
|
Melee
Sandman
|
-Decreased max health penalty from -15 to -10
-The ball hit no longer does damage instead of "dealing damage scaled based on distance"
-Increased slow durations from 1-7s to 2-8 seconds
-The slow effect now does a set -30% instead of scaling based on distance
-Completely remade the slow effect and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additionally, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down.
|
ALT-FIRE: Launches a ball that slows a target down depending on ball travel time
Baseball can be picked up after thrown to instantly recharge
-10 max health on wearer
10 second recharge
|
Melee
Candy Cane
|
-Removed "On kill: A small health pack is dropped"
-Removed "25% explosive damage vulnerability on wearer"
-Added "On teammate hit: Gift your teammate with health and ammo"
NOTE: 20 HP and 10% ammo
-Added "On enemy hit: Gift yourself with health and ammo"
NOTE: 30 HP and 15% ammo
-Added "Gifted ammo can be overfilled"
NOTE: Up to 150% and will not decay
-Added "50% slower firing speed"
-Added "50% damage penalty"
-Added "+75% melee range"
-Added "+50% melee bounds"
|
+75% melee range
+50% melee bounds
On teammate hit: Gift your teammate with health and ammo
On enemy hit: Gift yourself with health and ammo
50% slower firing speed
50% damage penalty
Gifted ammo can be overfilled
|
Melee
Boston Basher
|
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
On hit: Bleed for 5 seconds
On miss: Hit yourself. Idiot!
This weapon has bonus melee range, but slower deploy and holster time
|
Melee
Sun-on-a-Stick
|
-Increased direct damage penalty from -25% to -35%
-Added "ALT-FIRE: Spontaneous combustion"
NOTE: Ignites the user for 10 seconds
NOTE: 20 second recharge once used
-Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target"
-Added "On hit: Transferred afterburn duration is decreased by 75%"
-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"
|
On hit: Transfers "Spontaneous Combustion" afterburn to the target
+25% fire damage resistance while active
100% critical hit vs burning players
On hit: Transferred afterburn duration is decreased by 75%
On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once
-35% direct damage penalty
ALT-FIRE: Spontaneous Combustion
20 second recharge once used
|
Melee
Fan O'War
|
-Removed "Crits whenever it would normally mini-crit"
-Increased damage penalty from -75% to -94%
-Increased number of marked targets from 1 to 2
-Decreased mark duration from 15 seconds to 10 seconds
-Added "On hit: Gain a 2 second speed boost"
|
On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits
On hit: Gain a 2 second speed boost
-94% damage penalty
Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from the 1st target
|
Melee
Atomizer
|
-Removed "Grants Triple Jump while deployed"
-Removed "Melee attacks mini-crit while airborne"
-Removed "-15% damage vs players"
-Removed "This weapon deploys 50% slower"
-Added "On hit with this weapon: Slams airborne targets into the ground"
NOTE: Depending how far from the ground the target is, this weapon can inflict a decent amount of falling damage to that target
-Added "On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump."
-Added "Disables double jump on wearer"
-Added "Bonus jumps (up to 250) can be used even while weapon is not active"
NOTE: Every jump has a purple smoke effect below the user's feet
NOTE: When the Soda Popper's Hype is active, any stored jumps are not used until that effect is over
|
On hit with this weapon: Slams airborne targets into the ground
On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump.
Disables double jump on wearer
Bonus jumps can be used even while weapon is not active
|
Melee
Wrap Assassin
|
-The ornament no longer does direct damage on impact
-The bleeding duration scales depending on travel time (between 0.112 seconds) instead of the set 7.5 seconds
-Increased the scatter radius from 50 Hu to 73 Hu
-Added that the shatter effect will cause bleeding, but reduces the possible bleed duration by 66%
|
ALT-FIRE: Launches a festive ornament that causes bleeding depending on travel time
+25% increase in recharge rate
On non-direct hits with the ornament: Reduces the possible bleed duration
-65% direct damage penalty
8 second recharge
|
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"
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).
|
Primary
Rocket Launcher
|
NO CHANGES
|
NO CHANGES
|
Primary
Direct Hit
|
-Removed "+25% damage bonus"
-Added "+25% damage vs players"
|
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+25% damage vs players
+80% projectile speed
-70% explosion radius
|
Primary
Black Box
|
-Updated the "On hit: Gain HP per attack" with a more accurate system
-Increased health gained per attack from 20 to 25
-Added "On direct hit" to reward accurate hits
|
On splash hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack. On direct hit: Recover 0.25 HP per 0.56 damage dealt.
-25% clip size
|
Primary
Rocket Jumper
|
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"
-Added "Allowed in Medieval mode"
|
On kill with any weapon: All equipped weapons are automatically fully reloaded
+200% max Primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Primary
Liberty Launcher
|
-Decreased damage penalty from -25% to -20%
-Added "Increased push force against enemy players and the user"
|
Increased push force against enemy players and the user
-25% blast damage from rocket jumps
+40% projectile speed
+25% clip size
-20% damage penalty
|
Primary
Cow Mangler 5000
|
-Decreased charged shot move speed penalty from -66% to -50%
-Removed the Mini-Crit shot and afterburn damage from the ALT-FIRE effect
-Added "Black Hole Rockets" as part of the ALT-FIRE effect
NOTE: The rocket from the charged shot won't do damage
NOTE: Black Hole won't spawn if in an active enemy spawn
NOTE: The suction and "disable enemy buildings" lasts for 4 seconds
NOTE: An enemy that moves faster than 295 Hu can (or more easily) escape the suction
NOTE: Quick-Fix UberCharge is immune to the suction
NOTE: The suction radius is 182.5 Hu and the "disable enemy buildings" radius is 109.5 Hu
-Added "30% slower reload time"
|
Does not require ammo
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.
30% slower reload time
Deals only 20% damage to buildings
Mini-Crits whenever it would normally crit
While doing charged shot: -50% move speed
|
Primary
Beggar's Bazooka
|
-Removed "+3 degrees random projectile deviation"
-Removed "Cannot collect ammo from Dispensers while active"
-Added "Projectile deviation scales by 1.666% based on the current number of loaded rockets"
|
Hold FIRE to load up to 3 rockets
Release FIRE to unleash the barrage at 70% faster firing speed
Projectile deviation scales by 1.666% based on the current number of loaded rockets
Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
-20% explosion radius
30% slower reload time
Projectile deviation will increase/decrease as rockets are loaded and when fired
|
Primary
Air Strike
|
-Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon"
-Removed "-10% explosive radius"
-Added "33% faster reload time while explosive jumping"
|
-15% blast damage to self from this weapon
+66% faster firing speed and 33% faster reload time while explosive jumping
Clip size increased on kill (up to 4)
-15% damage penalty
-20% explosion radius while explosive jumping
|
Secondary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Secondary
Buff Banner
|
-See additional changes in "Soldier - Banner Changes" tab
-Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"
-Added "On wearer: +15% faster firing speed for all weapons"
|
On wearer: +15% faster firing speed for all weapons
Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Gunboats
|
NO CHANGES
|
-60% blast damage from explosive jumps
Allowed in Medieval mode
|
Secondary
Battalion's Backup
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased max health on wearer from +20 to +30
-Any player that is under this effect will now be able to see their net health on screen
NOTE: Net health means the possible total health while under the damage resistance after doing the math
NOTE: This will be text on the left side of the screen in the top corner
|
+30 max health on wearer
Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Concheror
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased banner cost from 480 to 600
-Increased health regen from +4 to +8
|
Up to +8 health regenerated per second on wearer
Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal
Requires 600 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Mantreads
|
-Increased stomping damage (aka the Goomba) multiplier from x3 to x3.5
-Stomping damage (aka the Goomba) can now benefit from life-steal effects
-Stomping damage (aka the Goomba) can now be Mini-Crit boosted
-Added "+20% increased rocket jump height on wearer"
|
-75% reduction in push force taken from damage, airblasts, and knockback effects
200% increased air strafe control when explosive jumping
Deals 3.5x falling damage to the player you land on
+20% increased rocket jump height on wearer
Allowed in Medieval mode
|
Secondary
Righteous Bison
|
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+25% faster firing speed"
NOTE: This matches the default Shotgun
-Added hidden "25% slower reload time"
NOTE: This matches the default Shotgun
-Added "Reload time decreases as health decreases (up to 66%)"
-Added +10% damage bonus vs players
|
Does not require ammo
Projectile cannot be deflected and penetrates enemy players
Reload time decreases as health decreases (up to 66%)
Deals only 20% damage to buildings
|
Melee
Any base melee weapon, including reskins
|
-Added "Weapon knockback increases as the user becomes injured"
NOTE: An all-class Melee weapon won't get the same bonus unless a Soldier equips it
|
Weapon knockback increases as the user becomes injured
|
Melee
Equalizer
|
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"
-Added "When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)"
NOTE: While at 1 health, the user would get +100% bonus health from any healing source while this weapon is active
-Added "On wearer: -20% base healing given and/or gained from every healing source or weapon effect"
|
Damage increases as the user becomes injured
If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill
When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)
On wearer: -20% base healing given and/or gained from every healing source or weapon effect
|
Melee
Disciplinary Action
|
-Flipped the speed boost duration for the user and ally
-Increased the hidden melee range multiplier from +70% to +75%
-Decreased the hidden melee bounds multiplier from +55% to +50%
-Added "On kill with any weapon: +2 stacks. Assist-kills grant +1 stack."
-Added "ALT-FIRE while active: Consume 1 stack (up to 8) to gain a 3 second speed boost"
|
+75% melee range
+50% melee bounds
On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.
-25% damage penalty
ALT-FIRE: Consume 3 stack to gain a speed boost
|
Melee
Market Gardener
|
NO CHANGES
|
Deals crits while the wielder is explosive jumping
20% slower firing speed
|
Melee
Escape Plan
|
-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"
-Added "-20% damage penalty"
|
When weapon is active:
- If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill
- Move speed increases as the user becomes injured
- You are Marked-for-Death while active, and for short period after switching weapons
- -20% damage penalty
|
-Added "(Ability) Pyrotechnics"
NOTE: 50% faster debuff timers on wearer
-Added "+10% faster firing speed" to all Flare Guns
|
(Ability) Pyrotechnics
|
Primary
Flame Thrower
|
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
-All Primaries will now reset the timer from airblasted grenades
|
Extinguishing teammates restores 20 health
-80% blast damage from reflected explosives
While being hit from a Flame Thrower: -50% health received from all healing sources
ALT-FIRE: Release a blast of air that pushes enemies and projectiles and extinguish teammates that are on fire
|
Primary
Backburner
|
-Decreased airblast cost from +150% to +100%
-Removed "100% critical hits from behind"
-Added "+100% direct & afterburn damage bonus from behind"
|
+100% direct & afterburn damage bonus from behind
+100% airblast cost
|
Primary
Degreaser
|
-Removed "+25% airblast cost"
-Added "+25% faster primary recovery after airblasting"
-Added "Reflected projectiles ignites enemies for 10 seconds"
-Added "Reflected projectiles do normal damage instead of mini-crit"
-Added "-10% direct damage penalty"
|
This weapon deploys 60% faster and holsters 30% faster
+25% faster primary recovery after airblasting
Reflected projectiles ignites enemies for 10 seconds
Reflected projectiles do normal damage instead of mini-crit
-66% afterburn damage penalty
-10% direct damage penalty
|
Primary
Phlogistinator
|
-Added "+25 max health on wearer"
-Added "+50% pushforce taken from damage"
-Added "+25% pushforce taken from airblast"
|
+25 max health on wearer
Build MMMMPH by dealing fire damage
Activate when full to gain crit for several seconds
No airblast
+50% pushforce taken from damage
+25% pushforce taken from airblast
While MMMMPH taunting: Gain invulnerable and full knockback resistance
|
Primary
Dragon's Fury
|
-Increased hidden Primary ammo penalty from -80% to -85%
-Increased hidden airblast cost bonus from -75% to -85%
-Added "Extinguishing teammates restores additional +10 health"
NOTE: Now restores 30 HP on extinguish
|
Extinguishing teammates restores additional +10 health
Deals 300% damage to burning players
+50% repressurization rate on hit
-85% airblast cost
-50% repressurization rate on ALT-FIRE
-85% max Primary ammo on wearer
Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds
|
Secondary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Secondary
Flare Gun
|
-See additional changes in "Pyro - Class Changes" tab
|
100% critical hit vs burning players
+10% faster firing speed
This weapon will reload automatically when not active
|
Secondary
Detonator
|
-Decreased damage penalty from 25% to 15%
|
100% mini-crits vs burning players
+10% faster firing speed
User can flare jump
+50% damage to self
-15% damage penalty
ALT-FIRE: Detonate flare
This weapon will reload automatically when not active
|
Secondary
Manmelter
|
-Removed "+50% projectile speed"
-Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning
NOTE: There is no max duration
-Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"
NOTE: Cleaning teammates grants special Mark-for-Death shots
-Added "Projectile cannot be deflected and can extinguish teammates"
-Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"
NOTE: This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost.
|
Does not require ammo
Projectile cannot be deflected and can extinguish teammates
+10% faster firing speed
ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro. Cleaning teammates grants special Mark-For-Death shots.
Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts
|
Secondary
Scorch Shot
|
-Removed "100% mini-crits vs burning players"
-Removed "-35% damage penalty"
-Removed ability to flare jump and self damage from flare
-Added "-15% projectile speed"
|
+10% faster firing speed
Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
-15% projectile speed
This weapon will reload automatically when not active
|
Secondary
Thermal Thruster
|
-Removed "Push enemies back when you land with the force and radius based on your velocity"
-Removed "Deals 3x the fall damage to an enemy you land on"
-Removed hidden "User takes 75% less falling damage after using a charge"
-Removed hidden "+50% increase in push force taken from damage on wearer"
-Decreased recharge time per charge from 15 seconds to 10 seconds
-Decreased delay before launching from 0.65 seconds to 0.5 seconds
-Decreased delay before re-launching from 1.2 seconds to 1.0 seconds
-Decreased locked hostler speed from 0.8 seconds to 0.75 seconds
-Added "Wearer never takes falling damage"
-Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"
-Added "Ignite nearby enemies for 10 seconds when you launch"
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"
-Added "The user can re-launch while airborne"
|
Wearer never takes falling damage
Extinguish nearby teammates when you launch to restore 30 health to the Pyro
Ignite nearby enemies for 10 seconds when you launch
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
0.75 second locked holster penalty
This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.
This weapon has 2 charges and requires 10 seconds each to recharge
Allowed in Medieval mode
|
Secondary
Gas Passer
|
-Changed the afterburn to be based on 4% of the enemys max health instead of normal afterburn damage
-The meter no longer recharges over time and only from damage dealt
-Decreased damage to fill from 750 to 300
-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"
|
Gas meter builds with any damage done
Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Extinguishing teammates or yourself restores 40 health to the Pyro
Spawning and resupply do not affect the Gas meter
Gas meter starts empty
Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros!)
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+50% max Primary ammo on wearer
NOTE: An all-class Melee weapon won't get the same bonus unless a Pyro equips it
|
+50% max Primary ammo on wearer
|
Melee
Axtinguisher
|
-Removed "Killing blows on burning players grants a speed boost"
-Removed "This weapon holsters 35% slower"
|
100% Mini-Crits vs burning players
Damage increases based on remaining duration of afterburn
On hit burning enemy: Extinguishes them
-33% damage penalty
|
Melee
Homewrecker
|
-Increased bonus damage vs buildings from +100% to +150%
-Added "While active: Gain immunity to push force taken from damage"
|
While active: Gain immunity to push force taken from damage
Damage removes Sappers
+150% damage vs buildings
-25% damage vs players
|
Melee
Powerjack
|
-Removed "+25 health restored on kill"
-Added "-20% ammo from pickups, Dispensers, and/or Payload carts on wearer"
-Added "Killing blows on burning players grants a speed boost"
|
Killing blows on burning players grants a speed boost
+15% faster move speed while active
20% damage vulnerability while active
-20% ammo from pickups, Dispensers, and/or Payload carts on wearer
|
Melee
Back Scratcher
|
-Removed "+25% damage bonus"
-Removed "+50% health from packs on wearer"
-Removed "-75% health from healers on wearer"
-Added "On kill with any weapon: +20 health restored. Assist-kills grant +10 health."
NOTE: No overhealing from all the above effects
-Added "+100% health restored from kills/assist-kills with this weapon"
NOTE: No overhealing from all the above effects
-Added "-25 max health on wearer"
|
On kill with any weapon: +20 health restored. Assist-kills grant +10 health.
Restore double health from kills/assist-kills with this weapon
-25 max health on wearer
|
Melee
Sharpened Volcano Fragment
|
-Removed "On hit: Target is engulfed in flames"
-Increased direct damage penalty from -20% to -30%
-Added "On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect"
NOTE: The following effects doesn't extinguish the eternal flames.....
- Being healed by a Medic, Dispenser, or Payload cart
- Being splashed with Mad Milk, Gas Passer, or Jarate (or even jumping into water)
- Picking up a health pack
- Being air blasted by a friendly Pyro or being near a friendly Pyro when they land with the Thermal Thruster
- Activating the Dead Ringer as a Spy
- Being the recipient of an invulnerability UberCharge stops the burning, but the timer continues
- Switching to the Spy-cicle, if it is not already the active weapon, as a Spy. The weapon would still be used up, but the timer continues
- Backstabbing someone while holding the Conniver's Kunai as a Spy
- Charging with a Demoman shield
- Drinking Bonk! Atomic Punch stops damage being dealt, but the timer continues
|
On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect
-30% direct damage penalty
Afterburn caused by this weapon will not be overridden by any other flame source
|
Melee
Third Degree
|
-Added "15% damage resistance VS overhealed players on wearer"
-Added "15% damage resistance VS burning players on wearer"
-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"
-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"
-Added "15% slower firing speed"
|
15% damage resistance VS overhealed players on wearer
15% damage resistance VS burning players on wearer
Whoever you directly attack will take +40% damage if connected by a healing beam
Whoever you don't directly attack will take -40% damage if connected by a healing beam
15% slower firing speed
|
Melee
Neon Annihilator
|
-Removed "Damage removes Sappers"
-Removed "-20% damage penalty vs players"
-Added "-33% damage penalty"
-Added that gas-covered & bleeding enemies will count as "wet" targets
-Added "Grants user the ability to breath underwater while active"
|
Grants user the ability to breath underwater while active
100% critical hit vs wet players
-33% damage penalty
Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water
|
Melee
Hot Hand
|
-Increased direct damage penalty from -15% to -43%
-Added "Combo slap system" with 4 layers of effects
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
NOTE: Everything is removed if system resets
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
Slap system:
- 1st slap: Gain a speed boost
- 2nd slap: Target is engulfed in flames with +150% afterburn damage bonus
- 3rd slap: Attack will crit
- 4th slap: Applies knockback to the target
+150% afterburn damage bonus
Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
-43% direct damage penalty
Broadcasts every successful hit on an enemy player over the death-notice area
Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage
This weapon has bonus melee range, but slower deploy and holster time
|
-Added "(Ability) Spawns a Dynamite Pack on Death"
NOTE: The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. The Dynamite Pack doesn't cause knockback, unlike normal explosions.
|
(Ability) Spawns a Dynamite Pack on Death
|
-Added "Grenades do not randomly spin when fired"
-Increased reserve ammo from 16 to 24
|
-Reworked damage rampup and damage dealt
NOTE: Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance
NOTE: Each stickybomb will now start at 70 damage and ramp up to 120 within 5 seconds after being fired from the weapon
NOTE: In the vanilla game, stickybombs initially dealt 72-86 damage (with instant arming) and would increase to 120-144 within 5 seconds after being fired from the weapon
-Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."
-Decreased max number of stickies out from 8 to 6
-Decreased clip size from 8 to 6
|
-Added "While charging: Grants immunity to all debuffs"
NOTE: In the vanilla game, debuffs are only removed at the start of a charge and not during
NOTE: Added "Gas Passer effect" and "Marked-for-Death", but not "Self Marked-for-Death"
-Increased base impact max damage from 50 to 60
NOTE: Removed the Eyelanders' shield bonus with collected heads
NOTE: Removed the Splendid Screens shield bonus impact
-Removed knockback from shield impacts
NOTE: Before, if you impacted an airborne target, knockback would have been applied
NOTE: This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground
-Increased base turning control while charging by 50%
-Added that impact damage benefits from life-steal effects
|
Primary
Grenade Launcher
|
-See additional changes in "Demoman - Grenade Launcher Changes" tab
|
|
Primary
Loch-n-Load
|
-Removed "+20% damage vs buildings"
-Increased clip size penalty from -25% to -50%
-Removed "Launched bombs shatter on surfaces"
-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"
-Added "-50% self damage force"
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
-Added "25% slower reload time"
|
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy
Grenades do not randomly spin when fired
+25% projectile speed
-50% clip size
-25% explosion radius
-50% self damage force
-25% slower reload time
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primary
Ali Baba's Wee Booties
Primary
Bootlegger
|
-Removed the "shield required" for the "+10% faster move speed on wearer" bonus
-Added "Shield impact kills refill 25% of your charge meter (when a shield is equipped)"
|
+10% move speed on wearer
+25 max health on wearer
+200% increase in turning control while charging
Shield impact or melee kills refill 25% of your charge meter
Allowed in Medieval mode
|
Primary
Loose Cannon
|
-Removed "+20% projectile speed"
NOTE: Due to adding "Grenades do not randomly spin when fired", the Cannonballs travel at the same speed
|
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire
Cannonballs do not randomly spin when fired
Cannonballs push players back on impact
Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit
Cannonballs do not explode on impact
|
Primary
Iron Bomber
|
-Added "Grenades detonate other nearby grenades that are yours"
|
Grenades have very little bounce/roll and do not randomly spin when fired
Grenades detonate other nearby grenades that are yours
-30% fuse time on grenades
-15% explosion radius
|
Secondary
Stickybomb Launcher
|
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab
|
|
Secondary
Scottish Resistance
|
-Decreased firing speed bonus from +25% to +15%
-Increased Secondary ammo bonus from +50% to +100%
-Removed "Able to destroy enemy stickybombs"
-Removed "0.8 sec slower bomb arm time"
-Added "+100% clip size"
-Added "-66% initial damage penalty" & "50% longer pipebomb damage ramp up time"
NOTE: Each stickybomb will start at 23 damage and ramp up to 120 within 7.5 seconds after being fired from the weapon
|
Detonates stickybombs near the crosshair and directly under your feet
+15% faster firing speed
+100% clip size
+100% max secondary ammo on wearer
+6 max pipebombs out
50% longer pipebomb damage ramp up time
-66% initial damage penalty
|
Secondary
Sticky Jumper
|
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"
-Decreased max stickybombs out from -6 to -3
-Added "Allowed in Medieval mode"
|
On kill with any weapon: All equipped weapons are automatically fully reloaded
+200% max Secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
-3 max stickybombs out
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Secondary
Quickiebomb Launcher
|
-Increased charge rate bonus from +70% to instant
-Increased arm time bonus from -0.2 faster to instant
-Removed "Up to +35% damage based on charge"
-Removed "-15% damage penalty"
-Added "-50% explosion radius"
-Added "-50% clip size"
-Added "-3 max stickybombs out"
|
Able to destroy enemy stickybombs
Instant charge time
Instant arm time
-50% explosion radius
-50% clip size
-3 max stickybombs out
|
Secondary
Chargin' Targe
|
-Added "+20% bullet damage resistance on wearer"
|
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer
+20% bullet damage resistance on wearer
ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Allowed in Medieval mode
|
Secondary
Splendid Screen
|
-Removed "+70% increase in charge impact damage"
-Increased fire damage resistance from +20% to +25%
-Decreased explosive damage resistance from +20% to +15%
-Added "+10% bullet damage resistance on wearer"
|
+25% fire damage resistance on wearer
+15% explosive damage resistance on wearer
+10% bullet damage resistance on wearer
+50% increase in charge recharge rate
ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Allowed in Medieval mode
|
Secondary
Tide Turner
|
-Removed "+15% fire damage resistance on wearer"
-Removed "+15% explosive damage resistance on wearer"
-Removed "Melee kills refill 75% of your charge meter"
-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"
|
Gain a 1 second speed boost anytime you take damage
Full turning control while charging
Taking damage while shield charging reduces remaining charging time
ALT-FIRE: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "-40% blast damage taken from explosive jumps while active"
NOTE: An all-class Melee weapon won't get the same bonus unless a Demoman equips it
|
-40% blast damage taken from explosive jumps while active
|
Melee
Eyelander
|
-Removed "Every head taken raises shield impact damage"
-Removed healing 15 health on kill
-Decreased move speed increase per head from +8% to +5%
-Added "On kill (after the 4th): Gain a 4 second speed boost"
|
On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer
On kill (after the 4th): Gain a 4 second speed boost
-25 max health on wearer
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
This weapon has bonus melee range, but slower deploy and holster time
Heads and their bonuses are lost on death
|
Melee
Scotsman's Skullcutter
|
-Removed "+20% damage bonus"
-Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%."
-Added "+30% damage vs players while charging"
|
On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%.
+30% damage vs players while charging
15% slower move speed while active
This weapon has bonus melee range, but slower deploy and holster time
|
Melee
Claidheamh Mòr
|
-Increased charge time bonus from +0.5 seconds to +0.75 seconds
-Added +25% increase in charge impact damage
-Removed "Melee kills refill 25% of your charge meter"
|
When weapon is active:
- This weapon has bonus melee range, but slower deploy and holster time
- 0.75 sec increase in charge duration
- +25% increase in charge impact damage
- 15% damage vulnerability on wearer
|
Melee
Ullapool Caber
|
-Fixed not being able to mini-crit boost with a Demoman shield charge
-Increased firing speed penatly from -20% to -25%
-Decreased melee damage from 55 to 30
-Increased explosion damage from 75 to 90
-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.
-The self damage will now be 50% of the explosion damage
NOTE: In the vanilla game, it is between 52-56 self damage
-Added "This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds."
-Added "This weapon can taunt kill, but deals decreased damage if re-charging"
NOTE: While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.
-Removed "This weapon deploys 100% slower"
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
Causes a special explosion when you hit an enemy or surface
When the explosion happens, the user takes self inflicted blast damage and is launched into the air
25% slower firing speed
This weapon has bonus melee range, but slower deploy and holster time
This weapon can taunt kill, but deals decreased damage while re-charging
This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds.
|
Melee
Persian Persuader
|
-Removed "-80% max Secondary ammo on wearer"
-Decreased "max Primary ammo on wearer from 80% to 50%"
-Added "-25% decrease in charge recharge rate"
|
Melee hits refill 20% of your charge meter
Ammo boxes collected also refill your charge meter
-50% max Primary ammo on wearer
-25% decrease in charge recharge rate"
This weapon has bonus melee range, but slower deploy and holster time
|
-Increased base move speed from 230 Hu to 240 Hu
-Added "(Ability) Heavyweight"
NOTE: Increased melee damage from 65 to 70 for all Heavy Melee weapons
NOTE: Increased melee range by 50% & melee bounds by +25% for all Heavy Melee weapons
|
(Ability) Heavyweight
|
-Increased move speed while deployed from -53% to -50%
|
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"
-Changed the recharge system when picking up HP packs
NOTE: Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%
NOTE: In the vanilla game, picking up a small HP pack would auto-fill the meter if empty
|
Primary
Minigun
|
-See additional changes in "Heavy Minigun Changes" tab
|
|
Primary
Natascha
|
-Removed "20% damage resistance when below 50% health and spun up"
-Decreased spin up time penalty from -30% to -25%
-Increased damage penalty from -25% to -50%
-Added "-25% bullets per shot"
-Added "When fully spun up: The user (10%) and nearby teammates (35%) gain damage resistance"
-Added "Applies no knockback against enemies"
-Completely remade the slow down effect similar to the "Sandman". The slow down system now scales between -50% at close range and -5% at max range.
-Decreased max distance slow-down effect falloff from 1350 Hu to 1200 Hu
NOTE: In the vanilla game, no slow-down is applied if the enemy is outside the effect falloff distance. The remade slow-down applies at least 5% at max range.
|
When fully spun up: The user and nearby teammates gain damage resistance
On hit: Slows down enemy players based on distance and their current speed
-50% damage penalty
-25% bullets per shot
25% slower spin up time
Applies no knockback against enemies
|
Primary
Brass Beast
|
-Removed "20% damage resistance when below 50% health and spun up"
-Decreased spin up time penalty from -50% to -25%
-Decreased move speed while deployed from -60% to -33%
-Added "Bullets penetrate all enemies, but each bullet loses 20% damage with each enemy penetrate"
|
Bullets penetrate all enemies
+20% damage bonus
Each bullet loses 20% damage with each enemy penetrated
25% slower spin up time
-33% slower move speed while deployed
|
Primary
Tomislav
|
-Increased firing speed penalty from -20% to -25%
|
+20% faster spin up time
20% more accurate
Silent Killer: No barrel spin sound
-25% slower firing speed
|
Primary
Huo-Long Heater
|
-Removed "25% damage bonus vs burning players"
-Removed "10% direct damage penalty"
-Increased the ring of flames damage from 12 to 20
-Increased afterburn duration from the ring of flames to 10 seconds from 7.5s
-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage."
NOTE: Ignites on hit for 1 second per 13.5 damage dealt. For each 25%, afterburn damage is increased by 1.
-Added "While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled."
-Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"
NOTE: There is no limit of how much overheat can be achieved
-Added "Must fully cooldown before using HEAT again"
-Added "For each 1 second of HEAT used, it requires 2 seconds to recover"
|
Creates a ring of flames while spun up
RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage.
| While HEAT is active: Slowly damages the user. Additionally, the ring of flames and ammo drain are disabled.
| Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost
Must fully cooldown before using HEAT again
Consumes an additionally 4 ammo per second while spun up
For each 1 second of HEAT used, it requires 2 seconds to recover
|
Secondary
Shotgun
|
-See additional changes in "Heavy - Shotgun Changes" tab
|
|
Secondary
Sandvich
|
-See additional changes in "Heavy - Edible Changes" tab
|
On consumption: Heal up to 300 health
30 second recharge
ALT-FIRE: Share with a friend (Medium health pack)
Allowed in Medieval mode
|
Secondary
Dalokohs Bar
|
-Removed "Adds +50 max health for 30 seconds"
-Increased recharge time from 10 seconds to 30 seconds
-Changed dropped health kit from small to medium
-Added "-100% consumption healing effect"
-Added "On consumption: For the next 20 seconds, 10% of all damage dealt is returned as health and 10 health per second healing for the duration"
-Added a new visual while under the effects
|
On consumption: For the next 20 seconds, 10% of all damage dealt is returned as health and 10 health per second healing for the duration
-100% consumption healing effect
30 second recharge
ALT-FIRE: Share with a friend (Medium health pack)
Allowed in Medieval mode
|
Secondary
Buffalo Steak Sandvich
|
-Removed "+25% damage taken & mini-crits dealt" while under the effects
-Added "-100% consumption healing effect"
-Decreased move speed bonus from +35% to +25% , but now stacks with other speed boosts
-Added "While under the effects, user gains full reduction in push force taken from damage"
-Added "While under the effects, edible can't be recharged in anyway"
NOTE: Due to overhauled the recharge system for edibles, the user won't be able to heal from health packs until switching off from Melee and once this weapon is recharged
-Added "There is no effect duration and you can switch off of Melee at any time while under the effects"
-Added a new visual while under the effects
|
On consumption: User gains a +25% move speed and full reduction in push force taken from damage
While under the effects, user is switched to Melee and edible can't be recharged in anyway
-100% consumption healing effect
There is no effect duration and you can switch off of Melee at any time while under the effects
30 second recharge once no longer under the effects
ALT-FIRE: Share with a friend (Medium health pack)
Allowed in Medieval mode
|
Secondary
Family Business
|
-Removed "+15% faster firing speed"
-Added "20% more accurate"
|
+33% clip size
20% more accurate
-15% damage penalty
|
Secondary
Second Banana
|
-Increased consumption healing effect from -33% to -75%
-Added "PRIMARY-ATTACK: User can walk around while eating and the meter is not used"
-Added "Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon"
-Added "3 second cooldown once eating is stopped"
|
PRIMARY-ATTACK: User can walk around while eating and the meter is not used
Eating is loopable and can be canceled at any time switching weapons or by throwing this weapon
-75% consumption healing effect
Drops a small health pack when thrown
3 second cooldown once eating is stopped
10 second recharge once thrown
ALT-FIRE: Share with a friend (Small health pack)
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+25% max Primary ammo on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Heavy equips it
|
+25% max Primary ammo on wearer
|
Melee
Killing Gloves of Boxing
|
-Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons"
-Added "On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds"
-Added "Applies no knockback against enemies"
|
On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits.
On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds
20% slower firing speed
Applies no knockback against enemies
|
Melee
Gloves of Running Urgently
|
-Removed "This weapon holsters 50% slower"
-Increased max health drain while active from -10 HP to -20 HP/sec /sec
-Increased move speed bonus from +30% to +33%
-Increased the minimum health from 100 to 25 health
-Removed the accelerated drain when switching back and forth between weapons
-Added a particle system that will visually show any player how much missing health you have
|
+33% faster move speed while active
Maximum health is drained while weapon is active (-20 HP/sec)
|
Melee
Warrior's Spirit
|
-Removed "+30% damage bonus"
-Remvoed "+50 health restored on kill"
-Removed "+30% damage vulnerability while active"
-Added "+20% faster firing speed"
-Added "35% of damage done is returned as health"
-Added "On miss: Punch yourself for 30 health! You coward!"
-Added "-100% healing gained from every healing source or weapon effect while active (Except from on hit effect)"
|
+20% faster firing speed
35% of damage done is returned as health
On miss: Punch yourself for 30 health! You coward!
-100% healing gained from every healing source or weapon effect while active (Except from "on hit" effect)
|
Melee
Fists of Steel
|
-Removed "-40% damage from ranged sources while active"
-Removed "This weapon holsters 100% slower"
-Removed "-40% maximum overheal on wearer"
-Removed "-40% health from healers on wearer"
-Increased melee vulnerability to +130% from +100%
-Added "-33% damage taken from all sources, except from melee while active"
-Added "-50% healing gained from every healing source or weapon effect while active"
|
When weapon is active:
- -33% damage taken from all sources, except from Melee on wearer
- +130% damage vulnerability from Melee sources on wearer
- -50% healing gained from every healing source or weapon effect on wearer
|
Melee
Eviction Notice
|
-Removed "+40% faster firing speed"
-Decreased move speed bonus from +15% to +10%
-Removed "Maximum health is drained while item is active"
-Added "On teammate hit: Boosts the users speed for 3 seconds"
-Added "While active: Drains Primary and Secondary ammo"
-Added "While active: No ammo from any ammo source"
|
When weapon is active:
- On enemy hit: Boosts user's speed for 3 seconds
- On teammate hit: Boosts teammate's speed for 3 seconds
- +10% faster move speed on wearer
- Drains Primary and Secondary ammo on wearer
- No ammo from any ammo source on wearer
- -60% damage penalty
|
Melee
Holiday Punch
|
-Added "When weapon is active: User is able to pick up their own edible for 60 health"
-Added "On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds."
-Added "100% slower firing speed"
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"
|
When weapon is active: User is able to pick up their own edible for 60 health
On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds.
On hit: Force enemy to laugh who also has this same weapon active
Always critical hit from behind
Critical hit forces victim to laugh
Critical hits do no damage
100% slower firing speed
The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored
|
-Added "(Ability) Supply Vision"
NOTE: User can see any type of health & ammo source through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers
|
(Ability) Supply Vision
|
Construction/Destruction PDA
|
-Increased rotating speed when placing a building by 100%
-Increased bullets refilled per Wrench hit from 40 to 45
-Increased rockets refilled per Wrench hit from 8 to 9
|
Sentry Gun / Mini-Sentry
|
-Updated how often the Sentry Gun/Mini-Sentry checks for enemy players from 20 to 66 times per second
NOTE: The main side effect causes an increase of firing rate. We offset the bonus firing rate to try to get as close as possible to vanilla Sentry Gun DPS.
NOTE: This was mostly meant to fix the Wrangler's firing speed multiplier
|
Sentry Rockets
|
-Increased projectile speed from 1100 Hu to 2000 Hu
-Decreased max damage from 150 to 100
|
Dispenser
|
-Increased range by +50%
-Added "Able to build Dispensers in Medieval mode"
|
Teleporter
|
-Decreased metal cost when constructing and/or upgrading Teleporters by 20%
|
Primary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Primary
Frontier Justice
|
NO CHANGES
|
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed
-50% clip size
Revenge crits are lost on death
|
Primary
Widowmaker
|
-Increased bonus damage to your Sentry Gun's target from 10% to 20%
|
On hit: Damage dealt is returned as ammo
20% increased damage to your Sentry Gun's target
No reload necessary
Per Shot: -30 ammo
Uses metal as ammo
|
Primary
Pomson 6000
|
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"
-Removed "On Hit: Victim loses up to 20% cloak"
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+24% faster firing speed"
NOTE: This matches the default Shotgun
-Added hidden "18% slower reload time"
NOTE: This matches the default Shotgun
-Added "On hit: Decreases healing given and/or gained from every healing source or weapon effect"
NOTE: A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot (1200 Hu) will apply a -12.5% healing reduction for 8 seconds
-Increased projectile speed from 1200 Hu to 1600 Hu
|
Does not require ammo
Projectile cannot be deflected
On hit: Decreases healing given and/or gained from every healing source or weapon effect
-20% damage penalty vs players
-80% damage penalty vs buildings
Healing effect is decreased over distance and duration is increased over distance
|
Primary
Rescue Ranger
|
NO CHANGES
|
Fires a special bolt that can repair friendly buildings
ALT-FIRE: Use 100 metal to pick up buildings from long range
-34% clip size
-50% max Primary ammo on wearer
Self Mark-for-Death when hauling buildings, and a few seconds after redeployment
4-to-1 health-to-metal ratio when repairing buildings
|
Secondary
Wrangler
|
-Decreased shield resistance from 66% to 33% for Sentry Guns
-Removed shield resistance for Mini-Sentry Guns
-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets
NOTE: Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.
NOTE: Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.
-Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled
NOTE: Roughly 3-4 more bullets and 1 more rocket will be refilled per hit
|
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming
Wrangled Sentry Guns gain x2 firing rate and a shield that reduces all damage by 33%
Wrangled Mini-Sentry Guns gain x2 firing rate
Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%
Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling
Take manual control of your Sentry Gun or Mini-Sentry
|
Secondary
Short Circuit
|
-Removed vanilla Primary-Fire effect
-Technically removed "Per Shot: -5 ammo"
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"
-Added "-100% metal from all ammo sources while active"
|
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
ALT-FIRE: Launches a projectile-consuming energy ball, but costs 65 metal per attack
No reload necessary
-100% metal from all ammo sources while active
Cannot pick up buildings when active
Uses metal for ammo
|
Melee
Wrench
|
NO CHANGES
|
NO CHANGES
|
Melee
Gunslinger
|
-Increased the punch combo timer from 0.8s to 1.5 seconds
-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"
-Added "+6.666% faster move speed on wearer"
|
Third successful punch in a row always crits
+25 max health on wearer
+6.666% faster move speed on wearer
Replaces all buildings with mini versions
|
Melee
Southern Hospitality
|
-Removed "20% fire damage vulnerability on wearer"
-Added "15% bullet damage vulnerability on wearer"
-Added "+150% Dispenser range"
-Increased bleed duration from 5s to 6s seconds
|
+150% Dispenser range
On hit: Bleed for 6 seconds
15% bullet damage vulnerability on wearer
|
Melee
Jag
|
-Increased construction hit bonus from +30% to +100%
-Increased repair rate penalty from -20 to -50% %
NOTE: In the vanilla game, the rps (aka repair per second) was 120 rps when compared to the default Wrench of 127.5 rps (due to the "+15% faster firing speed" and the "20% slower repair rate" together barely made the difference). This change will decrease the repair rate to 63.75 rps.
-Removed "+15% faster firing speed"
-Removed "-25% damage penalty"
-Removed "-33% damage penalty vs buildings"
-Added "60% faster upgrade rate"
NOTE: Increased upgrade rate from 25 to 40 per hit
|
Construction hit speed boost increased by 100%
60% faster upgrade rate
50% slower repair rate
|
Melee
Eureka Effect
|
-Removed "-50% metal cost when constructing or upgrading Teleporters"
-Added "When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level (LV1 2s, LV2 4s, LV3 6s). Additionally, the owner (aka the Engineer) gains +50% longer duration either using the teleport taunt or naturally using the teleporter."
-Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"
-Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"
|
Press RELOAD to choose to teleport to spawn or your exit teleporter
When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level. Additionally, the owner gains +50% longer duration either using the teleport taunt or naturally using the teleporter.
-20% less metal from pickups and dispensers
Construction hit speed boost decreased by 50%
Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. Additionally, the user gains full knockback resistance during the taunt.
|
3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)
6 health per second (Max regen)
NOTE: All health regeneration numbers are doubled while healing a hurt Patient
|
(Ability) Health regeneration
|
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"
NOTE: In the vanilla game, the default Medi Gun was already doing this
|
Match the speed of any faster heal target
While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence
|
Primary
Syringe Gun
|
-Added "On hit: 1% UberCharge added"
|
On hit: 1% UberCharge added
This weapon will reload automatically when not active
User can see their UberCharge percentage while their Primary is active
|
Primary
Blutsauger
|
-Changed the "+3 health on hit" to overheal the user
|
On hit: +3 health restored that can overheal the user
-2 health regenerated per second on wearer
This weapon will reload automatically when not active
User can see their UberCharge percentage while their Primary is active
|
Primary
Crusader's Crossbow
|
-Increased Primary ammo penalty from -75% to -80%
-Decreased point blank heal shot from 75 to 25 health
|
Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.
-80% max Primary ammo on wearer
No headshots
38 damage dealt (point blank) to 75 damage dealt (long range)
25 health restored (point blank) to 150 health restored (long range)
This weapon will reload automatically when not active
User can see their UberCharge percentage while their Primary is active
Allowed in Medieval mode
|
Primary
Overdose
|
-Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%"
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"
-Added "+20% move speed while active"
|
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%
+20% move speed while active
-15% damage penalty
This weapon will reload automatically when not active
User can see their UberCharge percentage while their Primary is active
|
Secondary
Medi Gun
|
-See additional changes in "Medic - Secondary Changes" tab
|
UberCharge: Grants Patient and the user invulnerability
While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster
UberCharge lasts for 8 seconds
|
Secondary
Kritzkrieg
|
-Increased healing during the taunt from 11 HP to 30 HP
-Removed draining effect when switching targets
NOTE: So it's now a guaranteed 8 seconds UberCharge
-Added "While healing: Your Patient receives any positive buff that is currently affecting you"
-Added "UberCharge: Grants Mini-Crits to your Patient's weapons" as part of the UberCharge
-Added additional new visual when UberCharged is active
-Added a new backpack model
|
While healing: Your Patient receives any positive buff that is currently affecting you
On taunt: Recover 30 health during the taunt duration
+25% UberCharge rate
UberCharge: Grants Crits and Mini-Crits to your Patient's weapons
While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
UberCharge lasts for 8 seconds
|
Secondary
Quick-Fix
|
-Added "+200% increased air control while explosive jumping"
-Added "+80% fall damage resistance on wearer"
-Increased heal rate bonus from +40% to +50%
-Added a speed boost as part of the UberCharge
-Added "-20% UberCharge rate on Overhealed patients"
-The knock-back resistance and speed bonus will now linger for 1 second when switching targets
-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged
|
While healing: User mirrors blast jumps and shield charges.
+10% UberCharge rate
+50% heal rate
+200% increased air control while explosive jumping
+80% fall damage resistance on wearer
-20% UberCharge rate on Overhealed patients
50% max overheal
UberCharge: Increases healing to 300%, grants immunity to movement-impairing effects, and +25% move speed bonus for both users
While UberCharged, switching targets will cause the knock-back resistance and speed bonus to linger for 1 second, but drains the meter faster
UberCharge lasts for up to 8 seconds
|
Secondary
Vaccinator
|
-Decreased UberCharge rate from +67% to +10%
-Increased resistance while healing from +10% to +15%
-Removed "-33% UberCharge rate on overhealed Patients"
-Removed "-66% Overheal build rate"
-Added "-50% max overheal"
-Added "The resistance bubble blocks 15% base & crit damage from all other sources for your Patient during UberCharge"
-Added 15% crit resistance of the selected type while healing for yourself and your Patient
-Decreased UberCharge bubble resistance of the selected type from 75% to 50%
-Added "User can now see their UberCharge percentage while this weapon is active"
|
Press RELOAD to cycle through resist types
While healing, provides user and Patient with a constant 15% base & crit damage resistance to the selected damage type
+10% UberCharge rate
-50% max overheal
UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 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.
|
Melee
Any base melee weapon, including reskins
|
-Added "33% faster global weapon switch on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
-Added "On hit: Gain a 3 second speed boost"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
|
33% faster global weapon switch on wearer
On hit: Gain a 3 second speed boost
|
Melee
Ubersaw
|
-Decreased UberCharge added on hit from 25% to 20%
-Added "-20% UberCharge rate for Secondary"
|
On Hit: 20% UberCharge added
20% slower firing speed
-20% UberCharge rate for Secondary
|
Melee
Vita-Saw
|
-Removed "Collect the organs of people you hit"
-Added "+20% health from packs on wearer"
-Added "On kill with any weapon: A small health pack is dropped"
-Added "On hit with this weapon: +30 health restored that can overheal the user"
-Added "25% slower firing speed"
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
+20% health from packs on wearer
On kill with any weapon: A small health pack is dropped
On hit with this weapon: +30 health restored that can overheal the user
-10 max health on wearer
25% slower firing speed
This weapon has bonus melee range, but slower deploy and holster time
|
Melee
Amputator
|
-Removed "Up to +3 health regenerated per second while active"
-Added "Guaranteed 4 health regenerated per 1/2 second while active"
NOTE: This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects
-Added "Disables self health regeneration while active"
-Added "This weapon has bonus melee range, but slower deploy and holster time"
|
When weapon is active:
- Guaranteed 4 health regenerated per 1/2 second
- ALT-FIRE: Applies a healing effect to all nearby teammates. Additionally, grants UberCharge based on health given to teammates.
- Disables self health regeneration
- -20% damage penalty
- This weapon has bonus melee range, but slower deploy and holster time
|
Melee
Solemn Vow
|
-Increased slower firing speed from 10% to 20%
-Added "Allows your current attached Patient to see enemy health"
-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"
|
Allows the user and your current attached Patient to see enemy health
While active: User can see friendly players and buildings through walls, including disguised Spies
20% slower firing speed
|
-Added "(Ability) Precision Elimination"
NOTE: When your Rifle is fully charged, you don't flinch when damaged
NOTE: When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts
-Added "(Ability) Melee wall climb"
NOTE: User is hurt for 10 health per wall climb
NOTE: Melee attack is 75% faster after a wall climb
-Increased accuracy by 40% and ammo by 33% for all Secondary SMGs
|
(Ability) Precision Elimination
(Ability) Melee wall climb
|
-Removed the hidden cap that limits charging time
NOTE: This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionally, this will be very noticable in the "Mann vs Machine" gamemode.
-Decreased base charging time from 3.3 seconds to 3s
-Increased move speed while aiming from 80 Hu to 100 Hu
NOTE: Sniper will move 66% slower while aiming instead of 73.3% slower
-Changed base damage against buildings
NOTE: It will be a x4 damage multiplier instead of x3
|
VS Players
40 bodyshot uncharged (from 50)
150 bodyshot fully charged (NO CHANGE)
120 headshot uncharged (from 150)
450 headshot fully charged (NO CHANGE)
VS Buildings
40 uncharged (from 50)
160 fully charged (from 150)
|
Primary
Sniper Rifle
|
-See additional changes in "Sniper - Rifle Changes" tab
|
|
Primary
Huntsman
|
-Decreased minimal projectile speed (uncharged) from 1812.1 Hu to 1500 Hu
-Increased maximum projectile speed (fully charged) from 2600 Hu to 3000 Hu
-Decreased move speed penalty while aiming from -46.67% to -33%
-Added damage falloff to projectile
NOTE: Point blank up to 500 Hu away bodyshots deal 120 damage
NOTE: Between 500 and 900 Hu away bodyshots deal up to 60 damage
NOTE: Headshots deal x3 damage based on distance and are affected by falloff
NOTE: Deals up to 120 damage towards buildings at any range
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The longer you aim, the more damage and faster the arrow travels
Arrows lose their accuracy if the bow is drawn for more than 5 seconds
While aiming: -33% move speed
Shoots arrows instead of bullets
Allowed in Medieval mode
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Primary
Sydney Sleeper
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-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"
-Added "On headshot: Doubles the Jarate duration"
-Added "On scoped hit: Slows target by 10% with the duration based on charge level and doubles the duration on headshot"
NOTE: 2 seconds up to 5s
-Added "This weapon holsters 30% faster
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+25% charge rate
This weapon holsters 30% faster
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
Mini-crits on headshots
While aiming: -66% move speed
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Primary
Bazaar Bargain
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-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users"
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Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%
Base charge rate decreased by 50%
While aiming: -66% move speed
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
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Primary
Machina
|
-Removed "On full charge: +15% damage per shot"
-Removed requirement for full charge to penetrate enemies
-Added "On kill: 20% of all of the overkill damage will be added to your next shot"
NOTE: There is no limit on the amount of damage that can be earned
-Added "A shot that has overkill damage being applied will not count towards the next shot"
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On kill: 20% of all of the overkill damage will be added to your next shot
Shot penetrate all enemies
While aiming: -66% move speed
Cannot fire unless zoomed
Fires tracers rounds
A shot that has overkill damage being applied will not count towards the next shot
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Primary
Hitman's Heatmaker
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-Removed "+25% faster charge while in Focus" stat
NOTE: This wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on an official patch (02/14/08).
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"
-Increased Focus gained from kills from 35% to 50%
-Increased Focus gained from assist-kills from 15% to 25%
-Added "-50% Focus gained while Focus is active"
-Focus is only gained with kills/assist-kills with this weapon instead of any weapon
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On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
Gain Focus with kills/assists even while using Focus. Press RELOAD at anytime to activate Focus.
While aiming: -66% move speed
-20% damage on body shots
While Focus is active: Removes headshot delay, no unscoping, but fires tracer round and -50% Focus gained.
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Primary
Classic
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-Removed "No headshots when not fully charged"
-Removed "-10% damage on body shots"
-Added "While unscoped aiming: -33% move speed"
-Added "-20% damage penalty"
-Added "-20% charge rate"
-Added a small reload bonus to match the Sniper Rifle's attack rate
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Charge and fire shots independent of zoom
While unscoped aiming: -33% move speed
While scoped aiming: -66% move speed
-20% damage penalty
-20% charge rate
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Secondary
Submachine Gun
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-See additional changes in "Sniper - Class Changes" tab
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- HIDDEN EXTRA STATS
40% more accurate
33% max Secondary ammo on wearer
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Secondary
Jarate
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-Added "Allowed in Medieval mode"
-Increased extinguishing teammate cooldown from 20% to 33%
-Decreased recharge time to 30 seconds from 20s
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Coated enemies take mini-crits from all sources
Extinguishing teammates refunds 33% of the meter
Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
30 second recharge
Allowed in Medieval mode
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Secondary
Razorback
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-Added "+6.666% faster move speed on wearer"
-Added "+12% faster move speed while aiming"
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+6.666% faster move speed on wearer
+12% faster move speed while aiming
Blocks a single backstab attempt
-100% maximum overheal on wearer
Regenerates after 30 seconds
Allowed in Medieval mode
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Secondary
Darwin's Danger Shield
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-Added "50% reduction in push force taken from damage and airblasts"
-Added "+30% explosive damage resistance on wearer"
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50% reduction in push force taken from damage and airblasts
+30% explosive damage resistance on wearer
+50% fire damage resistance on wearer
Immune to the effects of afterburn
Allowed in Medieval mode
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Secondary
Cozy Camper
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-Moved "No flinching when aiming and fully charged" to the Sniper class
-Moved "Knockback decreased by 20% when aiming" to the Sniper class
-Removed "+4 health regenerated per second on wearer"
-Added "15% of any Primary damage done is returned as health"
-Added "Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon"
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15% of any Primary damage done is returned as health
Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon
Allowed in Medieval mode
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Secondary
Cleaner's Carbine
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-Removed "Dealing damage with this weapon fills a charge meter. ALT-FIRE when charged to gain mini-crits for all weapons for 8 seconds."
-Removed "-20% clip size"
-Added "On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter."
-Added "ALT-FIRE when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"
NOTE: Able to gain meter while draining, but at -66% rate
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On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter.
25% slower firing speed
ALT-FIRE when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds
- HIDDEN EXTRA STATS
40% more accurate
33% max Secondary ammo on wearer
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Melee
Any base melee weapon, including reskins
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-Added "Better wall climbing when compared to other Melee weapons"
NOTE: An all-class Melee weapon won't get the same bonus unless a Sniper equips it
NOTE: Decreases the health lost per wall climb from 10 to 5
NOTE: Increases the total height per wall climb by 33%
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Better wall climbing when compared to other Melee weapons
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Melee
Tribalman's Shiv
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-Added "On hit: Gain a 1 second speed boost"
NOTE: The bleed damage can trigger this
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On hit: Bleed for 6 seconds
On hit: Gain a 1 second speed boost
-50% damage penalty
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Melee
Bushwacka
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-Removed "When weapon is active"
-Removed "Crits whenever it would normally mini-crit"
-Removed "20% damage vulnerability on wearer"
-Added "Gain 1 critical hit (up to 3) for this weapon for every headshot hit with your Primary weapon"
NOTE: On attack: Removes 1 crit hit
-Added "This weapon deploys 75% slower"
-Added "-25% damage penalty"
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Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon
This weapon deploys 75% slower
-25% damage penalty
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Melee
Shahanshah
|
-Removed "+25% increase in damage when health <50% of max"
-Removed "-25% decrease in damage when health >50% of max"
-Added "+20% increase firing speed when health <50% of max"
-Added "-20% decrease firing speed when health >50% of max"
-Added "+50% melee range"
-Added "+25% melee bounds"
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+50% melee range
+25% melee bounds
+20% increase firing speed when health <50% of max
-20% decrease firing speed when health >50% of max
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-Added "(Ability) Uncloak & Dagger"
NOTE: Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy team
NOTE: Teammates will still see the kills (and destroyed buildings) in the kill-feed
-Added "(Ability) Spy Camera"
NOTE: Press SPECIAL-ATTACK to launch a projectile, then press RELOAD to load the camera
NOTE: When the camera is activated, the user's current disguise is removed and can't disguise while using the camera
NOTE: When the camera is activated, the user can't cloak and the camera can't be used if the user is currently cloaked
NOTE: 30 second cooldown starts once you leave the camera
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(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Uncloak & Dagger
(Ability) Spy Camera
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-Added "On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds"
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On sap: Highlights the building for the user and teammates for the next 10 seconds
NOTE: If the Sapper is removed within the 10 seconds, that building is still highlighted for the remainder of the duration
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Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls
NOTE: 5% per second for Primary weapons, 2.5% per second for Secondary Weapons, and 5% per second for metal supplies
Enemies within 450 Hu will lose twice as much
NOTE: 10% per second for Primary weapons, 5% per second for Secondary Weapons, and 10% per second for metal supply
Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking
NOTE: If 2 or more radius overlap, it increases by 50% (instead of adding together)
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
Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius
30 second cooldown starts once destroyed
While a Sapper is on the ground, the user is unable to Sap a building
While cloaked: User can't throw out nor destroy the Sapper
-50% Sapper health when thrown
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Secondary
Revolver
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NO CHANGES
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NO CHANGES
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Secondary
Ambassador
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-Increased fire rate penalty from -20% to -100%
-Removed "-15% damage penalty"
-Removed the "short cooldown during which it never crits"
-Decreased max range for headshot falloff from 1200 to 900 Hu
-Headshots will now crit instead of doing normal damage after "max distance"
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Crits on headshot
Critical damage is affected by range
100% slower firing speed
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Secondary
L'Etranger
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NO CHANGES
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+40% cloak duration
+15% cloak on hit
-20% damage penalty
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Secondary
Enforcer
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-Removed "+20% damage bonus while disguised"
-Removed "Attacks pierce damage resistance effects and bonuses"
-Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"
NOTE: Stealth shots allows the user to fire this weapon without losing their disguise
-Added "Bind *custom* to manually remove your current disguise"
NOTE: In your TF2 console type.... bind X "custom"
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Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill
20% slower firing speed
Stealth shots allows the user to fire this weapon without losing their disguise
Bind "custom" to manually remove your current disguise
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Secondary
Diamondback
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-Changed to guaranteed Mini-Crits instead of Crits
-Removed "-15% damage penalty"
-Added "-10% damage vs players"
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Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill
-10% damage vs players
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Melee
Knife
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-See additional changes in "Spy - Knives Changes/Additions" tab
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Melee
Your Eternal Reward
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-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class
-Removed "+33% cloak drain rate" penalty
-Added "+20% longer de-cloak time"
-Added "While disguised: Gain a certain bonus based on your current class type disguise"
Offense class - +33% normal damage vs players for Secondary and +100% for Melee
Defense class - +20% damage resistance on wearer
Support class - Guaranteed 4 health regenerated per second on wearer
NOTE: The health regen isn't decreased if the user was recently hurt
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Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed
While disguised: Gain a certain bonus based on your current class type disguise
On kill: No attack noise
Normal disguises require (and consumes) a full cloak meter
+20% longer de-cloak time
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Melee
Conniver's Kunai
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-Added "On backstab kill: Removes all negative debuffs on user"
-Added "+10% additional cloak damage resistance on wearer"
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On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user
+10% additional cloak damage resistance on wearer
-55 max health on wearer
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Melee
Big Earner
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-Removed "+30% cloak on kill"
-Removed "Gain a 3 second speed boost on kill"
-Added "On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds."
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On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds.
-25 max health on wearer
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Melee
Spy-cicle
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-Decreased recharge from 15 seconds to 10 seconds
-Decreased afterburn immunity from 10 seconds to 5 seconds
-Added "-50% direct damage penalty"
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"
-Added "On hit by fire while active: Reduces initial fire damage by 90%"
-Added "This weapon has bonus melee range, but slower deploy and holster time"
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On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds
-50% direct damage penalty
Backstab turns victim into ice
Melts in fire, regenerates in 10 seconds and by picking up ammo
Weapon makes a melting sound unless user is currently disguised
This weapon has bonus melee range, but slower deploy and holster time
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Primary PDA
Disguise Kit
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NO CHANGES
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NO CHANGES
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Secondary PDA
Invis Watch
|
-Fixed the "While cloaked: 50% faster debuff timers"
NOTE: Increased to 50% from around 42%
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
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While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
ALT-FIRE: Turn invisible
Allowed in Medieval mode
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Secondary PDA
Cloak and Dagger
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-Fixed the "While cloaked: 50% faster debuff timers"
NOTE: Increased to 50% from around 42%
-Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers
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Cloak Type: Motion Sensitive
Cloak drain rate based on movement speed
+100% cloak regen rate
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
-35% cloak meter from ammo sources
+33% cloak drain rate
ALT-FIRE: Turn invisible
Allowed in Medieval mode
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Secondary PDA
Dead Ringer
|
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"
-Removed "Afterburn immunity for 3 seconds when used"
-The natural damage resistance only lasts for 1 second once the "Dead Ringer" is trigger
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the damage resistance
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the speed boost
-Decreased cloak regen rate from +50% to +30%
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"
NOTE: As in, the afterburn and bleeding immunity
-Increased faster debuff timers while cloaked from 50% to 75%
NOTE: Now includes "Marked-for-Death" and the "Gas Passer effect"
-Added "While cloaked: User absorbs 75% of any damage taken"
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"
-Added "No natural cloak resistance when invisible after the first 1 second"
-Added "-50% cloak meter from ammo sources"
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Cloak Type: Feign Death
Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration
While cloaked: User absorbs 75% of any damage taken, gains a speed boost, and 75% faster debuff timers
+30% cloak regen rate
+40% cloak duration
While cloaked: User cannot attack or place Sappers and bumping into enemies will make you slightly visible to enemies
No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
-50% cloak meter used when Feign Death is activated
Absorbed damage shortens cloak duration
-50% cloak meter from ammo sources
Allowed in Medieval mode
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Building
Sapper
|
-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
|
Disables and slowly destroys enemy buildings
Allowed in Medieval mode
|
Building
Red-Tape Recorder
|
-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
-Removed "Reverses enemy building construction"
-Decreased Sapper damage penalty from -100% to -90%
-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"
NOTE: Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed
-Added "+100% Sapper health bonus"
-Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed"
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Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed
+100% Sapper health bonus
User is Marked-for-Death for 3 seconds after the Sapper has been removed
-90% Sapper damage penalty
Allowed in Medieval mode
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Custom Weapons
The following "new" weapons are available on the official "CTF2W" servers.
Primary
Firkin Flamer
|
TF2 Workshop Link
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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!)
-10% direct damage penalty
Airblasted projectiles are destroyed
Creating an oil spill stops/blocks PRIMARY-ATTACK and ALT-FIRE for 1 second
Creating an oil spill requires 20 ammo
|
100px
Secondary
Calefactor
|
TF2 Workshop Link
|
+30% damage bonus vs burning players
On hit burning target: Decrease afterburn duration for each bullet that hits by 1 second
-33% clip size
This weapon is best used at medium and/or long range
- HIDDEN EXTRA STATS
+115% damage bonus
40% more accurate
-60% bullets per shot
|
100px
Secondary
Brittle Pistol
|
TF2 Workshop Link
|
On hit vs players: Near instant reload
+40% damage vs players
+100% max Secondary ammo on wearer
+100% projectile speed
No afterburn
- HIDDEN EXTRA STATS
No "+10% faster firing speed" bonus
|
Secondary
Splitfire
|
TF2 Workshop Link
|
Shoots 3 extra flares in a horizontal line
All flares are not affected by gravity
All flares have a limited lifespan, -50% projectile speed, and -16.67% direct damage penalty
- HIDDEN EXTRA STATS
+10% faster firing speed
|
100px
Secondary
Sharp Shooter - Secondary
|
TF2 Workshop Link
|
+20% switch speed to your Melee from this weapon
On kill: Gain crits for your Melee for 4 seconds when you switch
On hit: Increases afterburn duration for each bullet that hits by 0.4 seconds
-15% damage penalty
-33% clip size
|
100px
Melee
Sharp Shooter - Melee
|
TF2 Workshop Link
|
+20% switch speed to your Secondary from this weapon
On kill: Gain Mini-Crits for your Secondary for 4 seconds when you switch
On hit: +6 seconds afterburn duration
-15% damage penalty
25% slower firing speed
|
100px
Melee
Baleful Beacon
|
TF2 Workshop Link
|
On hit burning enemy: Generate +50% souls
Souls increase fire damage dealt with all weapons (up to double)
On hit burning enemy: Extinguishes them
-25% fire damage dealt with all weapons
Souls always slowly decay at 2% per second
|
100px
Melee
Ice Breaker
|
TF2 Workshop Link
|
On hit: Freezes target for 6 seconds
When weapon is active: Any damage taken freezes the user for 3 seconds
Being frozen reduces move speed by 10%, slows all weapons firing speed by 20%, and slows overall weapon switching by 100%
ALT-FIRE: Throws weapon, but reduces freeze effects by half
6 second recharge
While recharging, the "on hit" freeze effect is disabled, but the "self freeze" isn't
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100px
Melee
Battering Bronco
|
TF2 Workshop Link
|
Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters
Crits while launched by explosives, a grapple hook, the Detonator, or the Thermal Thrusters
+50% melee range
+25% melee bounds
-32.31% damage penalty
|
100px
Melee
Endless Carnage
|
TF2 Workshop Link
|
When weapon is active:
- On taunt: Scare nearby enemies (400 Hu) for 1-6 seconds depending on how close they are to you (Requires line of sight)
- +100% damage vs scared players
- 25% slower move speed on wearer
- 25% slower firing speed
- This weapon has bonus melee range, but slower deploy and holster time
- 30 scare taunt cooldown
|
100px
Primary
Glasgow Greaves
|
TF2 Workshop Link
|
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.
-75% reduction in push force taken from airblasts
Earthquake radius is 292 Hu. Earthquake damage is based on 100% fall damage taken. Explosive jumping doubles the possible damage. Earthquake damage cap of 100 with 50% falloff.
|
100px
Primary
Drunkards Wrath
|
TF2 Workshop Link
|
SPECIAL-ATTACK: Toggles between PRECISION and AOE
Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenades fizzle out after landing
AOE Mode: +100% explosion radius, +100% fuse time on grenades, but -10% damage penalty
|
100px
Primary
Iron Boarder
|
TF2 Workshop Link
|
When a shield is equipped:
On hit: Shield is recharged by 25%
Grenades shatter on surfaces
-10% damage penalty
When a shield is not equipped:
On hit: Recover 1 HP per 4.5 damage dealt
Grenades shatter on surfaces
-10% damage penalty
|
100px
Primary
Steadfast Blast
|
TF2 Workshop Link
|
Fires a special bolt that explode 4 times when it hits an enemy (or building) that can damage other nearby enemies (or buildings) to then cause a chain reaction to another enemy (or building)
For every 200 damage dealt from this weapon, this weapon will regen 1 ammo
+25% explosion radius
No reload necessary
Mini-Crits whenever it would normally crit
100% slower firing speed
Projectile deals 20 damage and explosions deals 11 damage
There is no distance limit of the chain reaction nor a limit of enemies (or buildings) that it can damage
|
100px
Secondary
Mine Layer
|
TF2 Workshop Link
|
Stickies are connected by tripwires and attached stickies can't be moved
Tripwires explode when the user or a visible enemy moves through too fast
Detonates stickybombs near the crosshair
No reload necessary
Manually detonated stickybombs don't explode
-15% damage penalty
Projectile speed is set to 900Hu
Teammates and enemies can see the tripwires
|
100px
Secondary
Big Man
|
TF2 Workshop Link
|
Up to +100% bonus explosion radius based on charge
25% faster pipebomb damage ramp up time
Up to -20% damage based on charge
Stickybomb increases in size based on charge
User isn't affected by the increased explosion radius
|
100px
Secondary
Groundbreaker
|
TF2 Workshop Link
|
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)
While a stickybomb is armed, it will spawn 1 low damaging grenade every 3 seconds
Up to +50% bonus grenade damage based on charge
-3 max stickybombs out
-50% clip size
Stickybombs fizzle after 30 seconds (This will trigger the 3 grenades)
If a stickybomb was crit-boosted, any grenade spawning from it will also be crit-boosted
The grenades deal 20 damage with no damage falloff
|
100px
Secondary
Scottish Wargear
|
TF2 Workshop Link
|
While charging: User can't be damaged or seen (by enemy players and Sentry Guns)
Ammo boxes collected also refills your charge meter
You can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.
-75% decreased in charge recharge rate
-60% charge impact damage
Added “Full turning control, but charge impacts only grant mini-crit melee strikes”
While charging: The visual trail is removed, but not the sound
|
100px
Secondary
Vanguard
|
TF2 Workshop Link
|
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.
35% of all damage done is returned as health
On death: Heal (5% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)
-25% damage dealt on wearer
|
100px
Secondary
Assault and Battering Ram
|
TF2 Workshop Link
|
Once the charge meter is 60% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained
+33% increase in charge impact damage
|
100px
Secondary
Landlubbers Landmine
|
TF2 Workshop Link
|
Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy
Explosive damage (10 up to 100) and radius (73 Hu up to 219 Hu) increases based on charge meter drained
10% charge refilled for every enemy hit by the explosion
User takes 50% damage from the shield explosion
|
100px
Melee
Dullahan
|
TF2 Workshop Link
|
On kill: +2 stacks. Assist-kills grant +1 stack.
This weapon has bonus melee range, but slower deploy and holster time
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%).
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100px
Melee
Merasmus Staff
|
TF2 Workshop Link
|
On kill: Gain a bumper car and 75% damage resistance for 10 seconds
While in a bumper car, user can only deal damage by bumping into enemies
25% slower firing speed
Bumper car hits will always Mini-Crit hit and Crit hit if user is traveling fast enough
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100px
Primary
Graphite Perisher
|
TF2 Workshop Link
|
On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grant 2 seconds.
On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds. Secondary Assist-kills grant 1 second.
-70% max Primary ammo on wearer
The Mini-Crit timer drains while fully spun up and up to 6 seconds can be stored
|
100px
Primary
Ququmannz's Wrath
|
TF2 Workshop Link
|
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.
If a Cursed enemy is killed, the killer restore up to 50% of base health. Assist-kills spilts the regen between the two killers.
If a Cursed enemy lives beyond a Curse, the additional damage taken will be returned
If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy
If you die, all Curses created from you will be immediately lifted
-25% bullet per shot
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Primary
Bio Breaker
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TF2 Workshop Link
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While spun up: Gain 30% resistance, a speed boost, and +60% move speed while aiming
While fully spun up: 8 ammo consumed per second
Applies no knockback against enemies
ALT-FIRE: Spins up weapon to deal damage in-front of the user that scales the closer you are to an enemy
PRIMARY-ATTACK, SPECIAL-ATTACK, or RELOAD: While fully spun up, charge toward to skewer your enemies to carry them while damaging them
Damage dealt from this weapon counts as melee damage, instead of bullet damage
charge has 30 second recharge
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Secondary
Cosmic Cuisine
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TF2 Workshop Link
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This weapon deploys 30% faster and holsters 15% faster
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.
On teammate pick up: All debuffs are removed from them
On enemy pick up: No health is recovered and they are affected by "Jarate" and "Mad Milk" for 5 seconds
-100% consumption healing effect and no health for teammates if picked up
30 second recharge
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Secondary
Full Throttle
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TF2 Workshop Link
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On kill: +2 stacks. Assist-kills grant +1 stack.
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
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%)
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Secondary
Sub-Sandvich
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TF2 Workshop Link
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35% of damage dealt is returned as health
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.
-50% clip size
If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user
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Melee
Hydraulic Hammers
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TF2 Workshop Link
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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
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
This weapon deploys 30% faster and holsters 15% faster
Minimal initial damage
25% slower firing speed
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Melee
Jaws of Steel
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TF2 Workshop Link
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Wearer cannot carry the Intelligence briefcase or PASS Time JACK
When weapon is active:
- Requires 280 Melee damage dealt to charge meter
- When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds
- While *wet* or when meter is active: Gain +25% move speed and +25% firing speed
- While not *wet*: Lose -25% move speed and -25% firing speed
- Cannot switch away when meter is active
- Able to gain meter while draining, but at -50% rate
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Melee
Terminal Killocity
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TF2 Workshop Link
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Wearer cannot carry the Intelligence briefcase or PASS Time JACK
When weapon is active:
- Slower falling speed
- Never take fall damage
- 100% increased air strafe control
- On SPECIAL-ATTACK or RELOAD: User will perform a large special jump, but requires 100 HP with a 2 second cooldown
- Cannot naturally jump
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Melee
Crate Smasher
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TF2 Workshop Link
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Damage equals to 40% of target's current health up to 90 damage
70% of damage done is returned as health
25% slower firing speed
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Secondary
Victor-Ion
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TF2 Workshop Link
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On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears
Recovers 2 shots on backstab and 1 shot for each building destroyed
No ammo spent on successful hits with enemy players or buildings
No reload necessary
-60% max Secondary ammo on wearer
Fires tracers rounds
-33% damage penalty
Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building
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Melee
Infection
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TF2 Workshop Link
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On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds
If an enemy dies from the plague: Gain +3% move speed and +3% cloaking speed (Up to 5 stacks)
Plague can be instantly removed by picking up a health pack or by entering a respawn area
Backstabs only deal 45 damage
Snipers using the *Razorback* will still have the weapon removed on backstab, but the infection time is decreased to 5 seconds
Infected victims take damage equal to 10% of their max health per second
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Melee
Inside Jab
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TF2 Workshop Link
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On backstab: Plant a bomb and keep your current disguise
Bombs auto-detonate after 4 seconds, but can be triggered earlier with ALT-FIRE
Bombs deal damage in a radius based on the target's current health at the time when the bomb was placed and how long the bomb was active
Bombs disappear if the user dies, or if the target enters a respawn area
While there's a bomb active: User's cloak is disabled
The user will take 25% of the bomb damage if too close
Backstabs don't instantly kill
Bomb damage ramps up to 110% within the 4 seconds
The target is notified if there's a bomb on them with a sound and message
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Melee
Mann-Slaughter
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TF2 Workshop Link
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Instantly activates cloak after a backstab
Backstabbed target doesn't drop an ammo pack
Consumes at least 25% of the cloak meter after a backstab
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PDA 1
Intermission
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TF2 Workshop Link
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On sap: Highlights the owner of the building for the user for the next 10 seconds
Restores health to the user when a sapped building is destroyed
-40% Sapper damage penalty
User gains more health depending on the building type and what current level it was when destroyed
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PDA 1
Timely Demise
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TF2 Workshop Link
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After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion (292 Hu) deals 150 damage to nearby enemy players and buildings.
Sapper is disabled for 2 seconds after sapping a building
-100% Sapper damage penalty
-99% Sapper health penalty
Buildings are still disabled after placement
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PDA 1
Subjugated Saboteur
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TF2 Workshop Link
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After 8 seconds after placement, the Sapper reprograms the enemy building to join your team
Reprogrammed buildings gain bonuses
- Sentry - +10% firing speed
- Dispenser - +100% radius
- Teleporter - Can be used in both directions
Reprogrammed buildings will self-destruct after 12 seconds
-30% Sapper damage penalty
Buildings are still disabled after placement
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PDA 2
Le Fantome
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped
While cloaked: Lose -6.25% move speed, no natural cloak damage resistance, no natural faster debuff timers, no health from any healing source, and no cloak meter from ammo sources
Cloak drains 50% faster while inside an enemy player or building
When out of cloak: Drains 10 health/s while inside an enemy player or building
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PDA 2
Leap
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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Cloak Type: Jump
On use: User will leap in the air if moving or will perform an extra jump if not moving
No cloak meter from ammo sources
On use until you land on the ground: Wearer doesn't take falling damage, but reduces the amount of air strafe control
8 second watch recharge
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PDA 2
Explosive Entry
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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After uncloaking, this watch causes 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.
While cloaked: Gain +25% move speed
-66% cloak meter from ammo sources
-10% cloak regen rate
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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
Agent Silver - Developer
Lucky Luigi - 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
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
Team Fortress 2 community modifications |
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