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| ! colspan="3" class="header" | Spy - Armas Personalizadas | | ! colspan="3" class="header" | Spy - Armas Personalizadas |
| |- | | |- |
− | ! class="header" width="20%" | Weapon | + | ! class="header" width="20%" | Armas |
− | ! class="header" width="20%" | Workshop Link | + | ! class="header" width="20%" | Link de la Workhop |
− | ! class="header" width="60%" | Stats | + | ! class="header" width="60%" | Habilidades |
| |- | | |- |
| | align="center" | [[File:French_Resolution.png|100px]]<br> | | | align="center" | [[File:French_Resolution.png|100px]]<br> |
− | <small>Secondary</small><br> | + | <small>Secundaria</small><br> |
− | '''French Resolution''' | + | '''Resolucion Francesa (ACTUALMENTE REMOVIDA)''' |
| | align="left" | | | | align="left" | |
| [https://steamcommunity.com/sharedfiles/filedetails/?id=1447896980/ TF2 Workshop Link]<br /> | | [https://steamcommunity.com/sharedfiles/filedetails/?id=1447896980/ TF2 Workshop Link]<br /> |
| | | | | |
− | {{Pro}}On hit: Mark 1 target to reduce incoming damage from them by 20% and gain up to +30 health<br> | + | {{Pro}}Al golpear: Marca al objetivo, mientras tenga esa marca, recibes un 20% de daño de ese enemigo. Ademas, te curas 30 de vida<br> |
− | {{Con}}50% slower reload time<br> | + | {{Con}}50% tiempo de recarga mas lento<br> |
− | {{Con}}-83% clip size<br> | + | {{Con}}-83% tamaño de cargador<br> |
− | {{Neutral}}User can only have 1 marked target at a time. The mark is removed if you switch targets, if you die, or when your current marked target dies. | + | {{Neutral}}Solo puedes tener una marca a la vez, la marca se pierde si tu o el objectivo marcado mueren, o si cambias de objetivo, o si el enemigo se reabastece |
| |- | | |- |
| | align="center" | [[File:Victor_Ion.png|100px]]<br> | | | align="center" | [[File:Victor_Ion.png|100px]]<br> |
− | <small>Secondary</small><br> | + | <small>Secondaria</small><br> |
− | '''Victor-Ion''' | + | '''El Victor-iano''' |
| | align="left" | | | | align="left" | |
| [http://steamcommunity.com/sharedfiles/filedetails/?id=229520384/ TF2 Workshop Link]<br /> | | [http://steamcommunity.com/sharedfiles/filedetails/?id=229520384/ TF2 Workshop Link]<br /> |
| | | | | |
− | {{Pro}}On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears<br> | + | {{Pro}}Al matar: Te teletransportas al lugar de la victima, te disfrazas de ella y el cuerpo de la victima desaparece<br> |
− | {{Pro}}Recovers 2 shots on backstab and 1 shot for each building destroyed<br> | + | {{Pro}}Recuperas 2 disparos al apuñalar, y 1 al destruir una construccion<br> |
− | {{Pro}}No ammo spent on successful hits with enemy players or buildings<br> | + | {{Pro}}Al golpear: No pierdes municion<br> |
− | {{Con}}Holds 12 shots<br> | + | {{Pro}}No necesita recargar<br> |
− | {{Con}}-33% damage penalty<br> | + | {{Con}}-33% de daño<br> |
− | {{Neutral}}Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building<br> | + | {{Con}}Dispara balas trazadoras<br> |
− | {{Neutral}}Shoots small energy beams instead of bullets | + | {{Con}}-60% municion secundaria maxima al portador<br> |
| + | {{Neutral}}Tiene 12 balas en la recamara<br> |
| + | {{Neutral}}La muncion solo se recupera al golpear un enemigo/construccion con esta arma, al apuñalar, destruir construcciones o reabastecerse<br> |
| |- | | |- |
| | align="center" | [[File:Infection.png|100px]]<br> | | | align="center" | [[File:Infection.png|100px]]<br> |
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| [http://steamcommunity.com/sharedfiles/filedetails/?id=99908102/ TF2 Workshop Link]<br /> | | [http://steamcommunity.com/sharedfiles/filedetails/?id=99908102/ TF2 Workshop Link]<br /> |
| | | | | |
− | {{Pro}}On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds<br> | + | {{Pro}}Al apuñalar: Infecta a la victima con una plaga mortal por 10s y a todos los enemigos cercanos (292 Hu) por 5s<br> |
− | {{Pro}}If an enemy dies from the plague: Gain +1.25% move speed and +3.33% cloaking speed (Up to 10 stacks)<br> | + | {{Pro}}Si un enemigo muere por la plaga: Ganas +3% de velocidad and +3% de velocidad de invisbilidad (Hasta 5 Cargas)<br> |
− | {{Con}}Plague can be instantly removed by picking up a health pack or by entering a respawn area<br> | + | {{Con}}La Plaga se puede quitar al instante al reabastecerse o al usar una caja de vida<br> |
− | {{Con}}Backstabs don't instantly kill<br> | + | {{Con}}Las puñaladas solo causan 45 de daño<br> |
− | {{Neutral}}Snipers using the *Razorback* will still have the weapon removed on backstab, but the infection time is decreased to 5 seconds<br> | + | {{Neutral}}Los Snipers usando el Caparazumbador perderan el mismo, pero la duracion de la plaga es reducida a 5s<br> |
− | {{Neutral}}Infected victims take damage equal to 10% of their max health per second | + | {{Neutral}}Las victimas que sufren de la plaga pierden 10% de su salud maxima por segundo |
| |- | | |- |
| | align="center" | [[File:Inside_Jab.png|100px]]<br> | | | align="center" | [[File:Inside_Jab.png|100px]]<br> |
| <small>Cuerpo a Cuerpo</small><br> | | <small>Cuerpo a Cuerpo</small><br> |
− | '''La Bomba Interna'''' | + | '''La Bomba Interna''' |
| | align="left" | | | | align="left" | |
| [https://steamcommunity.com/sharedfiles/filedetails/?id=229539580/ TF2 Workshop Link]<br /> | | [https://steamcommunity.com/sharedfiles/filedetails/?id=229539580/ TF2 Workshop Link]<br /> |
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| {{Con}}Recibes un 25% del daño de una bomba si estas muy cerca<br> | | {{Con}}Recibes un 25% del daño de una bomba si estas muy cerca<br> |
| {{Con}}Las puñaladas no matan al instante<br> | | {{Con}}Las puñaladas no matan al instante<br> |
− | {{Neutral}}El daño de la bomba aumenta hasta en un 110% en el curso de 4sbr> | + | {{Neutral}}El daño de la bomba aumenta hasta en un 110% en el curso de 4s<br> |
| {{Neutral}}El enemigo al que se le planto una bomba es notificado con un mensaje | | {{Neutral}}El enemigo al que se le planto una bomba es notificado con un mensaje |
| |- | | |- |
| | align="center" | [[File:Mann_Slaughter.png|100px]]<br> | | | align="center" | [[File:Mann_Slaughter.png|100px]]<br> |
− | <small>Melee</small><br> | + | <small>Cuerpo a Cuerpo</small><br> |
| '''Mann-Slaughter''' | | '''Mann-Slaughter''' |
| | align="left" | | | | align="left" | |
| [https://gamebanana.com/skins/137302/ TF2 Workshop Link]<br /> | | [https://gamebanana.com/skins/137302/ TF2 Workshop Link]<br /> |
| | | | | |
− | {{Pro}}Instantly activates cloak after a backstab<br>
| + | {Pro}}Al Apuñalar: Te vuelves invisible al instante<br> |
− | {{Con}}Backstabbed target doesn't drop an ammo pack<br> | + | {{Con}}Las victimas apuñaladas no dejan cajas de municion<br> |
− | {{Con}}Consumes at least 25% of the cloak meter after a backstab | + | {{Con}}Al Apuñalar: Requiere y drena 25% de invisbilidad para volverte invisible |
| |- | | |- |
| | align="center" | [[File:Intermission.png|100px]]<br> | | | align="center" | [[File:Intermission.png|100px]]<br> |
| <small>PDA 1</small><br> | | <small>PDA 1</small><br> |
− | '''La Interferencia'''' | + | '''La Interferencia''' |
| | align="left" | | | | align="left" | |
| [http://steamcommunity.com/sharedfiles/filedetails/?id=168450095/ TF2 Workshop Link]<br /> | | [http://steamcommunity.com/sharedfiles/filedetails/?id=168450095/ TF2 Workshop Link]<br /> |
| | | | | |
− | {{Pro}}Al Sabotear: Revela al propietario de la construccion con un contorno que solo tu puedes ver por 10s<br> | + | {{Pro}}Al Sabotear: Revela al propietario de la construcción con un contorno que solo tu puedes ver por 10s<br> |
− | {{Pro}}Te restaura vida cuando una construccion saboteada es destruida<br> | + | {{Pro}}Te restaura vida cuando una construcción saboteada es destruida<br> |
| {{Con}}-40% de daño<br> | | {{Con}}-40% de daño<br> |
− | {{Neutral}}Restaura vida en base al nivel y tipo de la construccion saboteada | + | {{Neutral}}Restaura vida en base al nivel y tipo de la construcción saboteada |
| |- | | |- |
| | align="center" | [[File:Timely_Demise.png|100px]]<br> | | | align="center" | [[File:Timely_Demise.png|100px]]<br> |
Custom Weapons, también llamadoCustom TF2 Weapons o CTF2W, es una extensión de mod Source para servidores que añadie armas creadas por la comunidad a Team Fortress 2 y fue desarrollado por MasterOfTheXP. Actualmente se encargan de ella Chdata y Crafting. A diferencia del Advanced Weaponiser, no hay un inventario donde ver tus objetos. Este grupo prueba y hace cambios a armas oficiales con el objetivo de hacer una experiencia de juego más equilibrada.
Lista de servidores oficiales
Al hacer clic se iniciará el juego en ese servidor automáticamente
Custom Weapons | US
Custom Weapons | EU
Lista de armas nuevas y modificadas
Cambios en armas oficiales
Estos cambios los sufren las «Armas Personalizadas» disponibles. Estos cambios están en todos los servidores de CTF2W.
-Todos los servidores oficiales de CTF2W tienen Criticos Aleatorios desactivados.
-Todos los servidores oficiales de CTF2W tienen la dispersión de bala fija activada.
-Se ha eliminado el contorno que rodea a tus aliados que dura 10s al reaparecer.
-Se redujo la bonificación de rango cuerpo a cuerpo a +33% de +37% para todas las espadas.
-Se eliminó la "penalización de velocidad de -100% de guardado" para todas las espadas.
-Corrección de errores: los jugadores ahora recuperarán el control del ataque aéreo después de ser disparados por un lanzallamas
NOTA: En el juego estándar, disparar a un objetivo con aire hará que el jugador objetivo tenga menos control aéreo y de apoyo durante un breve período. Esta condición está permanentemente en el jugador hasta que muere o se elimina después de tocar un reabastecimiento.
-Agregado "Mientras estás en llamas: -33% de salud recibida de todas las fuentes de curación."
NOTA: Se eliminó la estadística "El daño directo reducirá la curación de la pistola médica y la resistencia del escudo en un 25 %" en todos los lanzallamas.
NOTA: Cualquier arma y/o efecto que pueda prender fuego a los enemigos se verá afectado por esta nueva desventaja.
-Se agregó "Los paquetes de salud no eliminan el efecto de hemorragia."
NOTA: Los usuarios aún pueden curarse al recogerlos, pero la hemorragia continuará.
-El daño de postcombustión ahora contará para cualquier efecto de robo de vida.
NOTA: Hemorragia ya estaba recibiendo los beneficios del robo de vida.
-Agregado "Al matar cuerpo a cuerpo: caerá un paquete de munición grande en lugar de un paquete mediano".
NOTA: Las muertes por impacto de escudo contarán para esto.
NOTA: Las muertes relacionadas con cuchillos no contarán para esto.
-Agregado "Al matar cuerpo a cuerpo: gana un 10% de la salud base."
NOTA: Esto puede sobrecurar.
NOTA: Las muertes por impacto de escudo contarán para esto.
NOTA: Las muertes relacionadas con cuchillos no contarán para esto.
NOTA: No incluye la Katana del Medio Zatoichi.
-Reducción de los efectos de robo de vida al 33%.
NOTA: Reduce el efecto del Conchistador del 35%.
NOTA: Reduce el efecto de La Leche Loca del 60%
NOTA: cualquier efecto de robo de vida personalizado es del 33% (a menos que se especifique lo contrario)
-Disminuyó el aumento de movimiento de los efectos de aumento de velocidad y/o armas
NOTA: Esto incluye principalmente a el Conchistadorr y la Acción Disciplinaria
NOTA: La lista de cambios porcentuales para todas las clases se enumeran en la pestaña "Incrementos de Velocidad - Cambios Numericos" a continuación
|
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%)
|
-Añadido "(Habilidad) Manos Rapidas"
NOTA: Otorga un +33% de velocidad de cambio de armas al portador
|
(Habilidad) Manos Rapidas
(Habilidad) Salto Doble
(Habilidad) +1 velocida de captura al portador
|
Primaria
Escopeta
|
SIN CAMBIOS
|
SIN CAMBIOS
|
Primaria
Dispensadora de Caña
|
-Se eliminó "+20% balas por disparo"
-Se eliminó "-10% de daño"
-Se agregó un "tiempo de recarga 4% más lento" oculto para que coincida con el tiempo de recarga base de la Paratenseco
|
Empuja al objetivo y al tirador
+50% velocidad de disparo
-66% tamaño de cargador
El empuje aplicado al enemigo se basa en el daño causado
Esta arma recarga todo su cargador a la vez, pero la munición de reserva se pierde si el cargador no está vacío al recargar
|
Primaria
Paratenseco
|
-Añadido "Cuando el arma está activa: +20% de bonificación de curación de todas las fuentes"
-Añadido "Cuando el arma está activa y mientras se hace el objetivo: Gana +25% de bonificación de curación adicional"
-Se aumentó la fuerza de empuje de +20% a +25%, pero solo se aplica "Cuando el arma está activa y mientras se hace el objetivo"
-Se incrementó la bonificación de tasa de fuego oculta de +42% a +50%
-Se incrementó el daño en un 8.333%
|
Cuando el arma está activa: +20% de bonificación de curación de todas las fuentes
Cuando el arma está activa y mientras se hace el objetivo: Gana +25% de bonificación de curación adicional
Cuando el arma está activa y mientras se hace el objetivo: +25% de aumento en la fuerza de empuje recibido por daño y aire comprimido
Esta arma es mejor usada a media distancia o larga distancia
¡Disparo secundario para empujar a tu objetivo!
- ETSADISTICAS OCULTAS
+100.08333% de daño
+50% velocidad de disparo
+40% de presicion
50% tiempo de recarga más lento
-60% balas por disparo
-34% tamaño de cargador
|
Primary
Soda Popper
|
-Se eliminó "25% faster reload time"
-Reduced the damage required for Primary/Secondary/Melee to fully charge
NOTE: This will reduce Primary damage required to 280 from 395
NOTE: This will reduce Secondary damage required to 280 from 290
NOTE: This will reduce Melee damage required to 140 from 350
-Added "When Hype is used: User gains full air strafe control and 50% faster reload time"
-Added hidden "4% slower reload time" to match the Shortshop base reload time
|
On hit any weapon: Builds Hype
+50% faster firing speed
-66% clip size
ALT-FIRE when full: Activate Hype for multiple air jumps, full air strafe control for 8 seconds, and 50% faster reload time. When activated, user can't gain Hype.
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype
|
Primary
Baby Face's Blaster
|
-Decreased boost lost on hit to 1% from 4%
-Removed "Boost decreased on air jumps"
-Removed "-34% clip size"
-Increased move speed penalty to -12.5% from -10%
-Added "Boost decays over time" (2% every 1 second)
-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"
-Added "-1 capture rate on wearer"
-Increased damage required to fill to 200 from 100
|
On hit any weapon: Builds Boost that increases your move speed on wearer
Boost is decreased when damaged and/or decays over time
Boost is disabled while doing the objective
12.5% slower move speed on wearer
-1 capture rate on wearer
Requires 200 damage dealt to fully fill Boost
|
Primary
Back Scatter
|
-Removed "Mini-crits targets when fired at their back from close range"
-Removed "-34% clip size"
-Removed "No random critical hits"
-Removed "20% less accurate"
-Added "On kill: Decreased weapon attack noise"
-Added "+40% damage vs players from behind"
NOTE: There is no distance limit
-Added "Shots penetrate all enemies"
-Added "30% slower firing speed"
-Added "15% slower reload time"
|
On kill: Decreased weapon attack noise
+40% damage vs players from behind
Shots penetrate all enemies
30% slower firing speed
15% slower reload time
|
Secondary
Pistol
|
-Increased max Secondary ammo on wearer to 48 from 36
|
|
Secondary
Bonk! Atomic Punch
|
-Added "+25% non-boostable move speed bonus while under effects"
NOTE: The user can't move faster than 500 Hu
-Added "This weapon deploys 300% slower"
NOTE: Since Scout's switching speed is 0.333 seconds, this penalty would increase the deploy time to 1 second
|
While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds.
While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.
This weapon deploys 300% slower
30 second recharge
Allowed in Medieval mode
|
Secondary
Crit-a-Cola
|
-Added "+10% faster drinking speed"
-Decreased Marked-for-Death duration to 2 seconds from 5s
|
While under the effects, all damage dealt is Mini-Crits for 8 seconds.
+10% faster drinking speed
While under the effects, making any attack causes a 2 second Marked-for-Death debuff until the effect wears off.
30 second recharge
Allowed in Medieval mode
|
Secondary
Mad Milk
|
-Increased splash radius to 219 Hu from 200 Hu
-Added "While doing the objective: +33% faster recharge rate"
-Increased extinguishing teammate cooldown to 25% from 20%
-Added "Coated enemies move 20% slower"
|
Players heal 33% of the damage done to an enemy covered with milk
While doing the objective: +33% faster recharge rate
Extinguishing teammates reduces cooldown by -25%
Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Coated enemies move 20% slower
20 second recharge
Allowed in Medieval mode
|
Secondary
Winger
|
-Removed "+15% damage bonus"
-Added "Wearer never takes falling damage while active"
-Increased jump height bonus to +30% from +25%
-Decreased clip size penalty to -50% from -60%
-Added "-50% max Secondary ammo on wearer"
NOTE: Due to the change to Pistol(s), this weapon will have 24 reserve ammo
|
When weapon is active:
- Wearer never takes falling damage
- +30% greater jump height
- -50% max Secondary ammo on wearer
- -50% clip size
|
Secondary
Pretty Boy's Pocket Pistol
|
-Removed "When weapon is active"
-Removed "On hit: Gain up to +3 health"
-Removed "-25% clip size"
-Added "33% of damage done is returned as health"
-Added "-50% damage penalty"
|
33% of damage done is returned as health
+15% faster firing speed
-50% damage penalty
|
Secondary
Flying Guillotine
|
-Added "100% Mini-Crits vs players below 50% health"
NOTE: Includes Guillotine hit and bleed damage from this weapon
-Removed "No random critical hits"
|
On hit: Bleed for 5 seconds
Long distance hits reduce recharge time by 25%
100% Mini-Crits vs players below 50% health
Cannot be picked up after thrown
6 second recharge
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+20% faster firing speed"
NOTE: This doesn't include Frying Pan or Gold Frying Pan (For the obvious sound problem)
NOTE: An all-class Melee weapon won't get the same bonus unless a Scout equips it
|
+20% faster firing speed
|
Melee
Sandman
|
-Decreased minimal ball damage to 10 from 15
-Increased maximum ball damage to 40 from 23
-Completely remade the slow-down system and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additionally, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down. A minimal distance ball hit applies a -66% penalty for 1 second and a maximum distance ball hit applies a -33% penalty for 7 seconds. Lastly, this slow-down can't be removed quicker by "key spamming" similar what can be done with the vanilla version.
|
Alt-Fire: Launches a ball that slows targets depending on travel time, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additionally, the damage from the ball impact increases the further it travels.
Can be picked up after thrown to instantly recharge
-15 max health on wearer
10 second recharge
|
Melee
Candy Cane
|
-Removed "On kill: A small health pack is dropped"
-Removed "25% explosive damage vulnerability on wearer"
-Added "On teammate hit: Gift your teammate with health and ammo"
NOTE: 20 HP and 10% ammo
-Added "On enemy hit: Gift yourself with health and ammo"
NOTE: 30 HP and 15% ammo
-Added "Gifted ammo can be overfilled"
NOTE: Up to 150% and will not decay
-Added "60% slower firing speed"
-Added "This weapon has bonus melee range, but slower deploy time"
|
On teammate hit: Gift your teammate with health and ammo
On enemy hit: Gift yourself with health and ammo
60% slower firing speed
Gifted ammo can be overfilled
This weapon has bonus melee range, but slower deploy time
|
Melee
Boston Basher
|
-Increased bleed duration to 6 seconds from 5s
-Added "This weapon has bonus melee range, but slower deploy time"
|
On hit: Bleed for 6 seconds
On miss: Hit yourself. Idiot!
This weapon has bonus melee range, but slower deploy time
|
Melee
Sun-on-a-Stick
|
-Increased direct damage penalty to -35% from -25%
-Added "Alt-Fire: Spontaneous combustion"
NOTE: 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 to -94% from -75%
-Increased number of marked targets to 2 from 1
-Decreased mark duration to 10 seconds from 15s
-Added "On hit: Gain a 2 second speed boost"
|
On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits
On hit: Gain a 2 second speed boost
-94% damage penalty
Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from the 1st target
|
Melee
Atomizer
|
-Removed "Grants Triple Jump while deployed"
-Removed "Melee attacks mini-crit while airborne"
-Removed "-15% damage vs players"
-Removed "This weapon deploys 50% slower"
-Added "On hit with this weapon: Slams airborne targets into the ground"
NOTE: Depending how far from the ground the target is, this weapon can inflict a decent amount of falling damage to that target
-Added "On kill with any weapon: +2 jumps stored"
-Added "On assist-kill with any weapon: +1 jump stored"
-Added "Disables double jump on wearer"
-Added "Bonus jumps (up to 250) can be used even while weapon is not active"
NOTE: Every jump has a purple smoke effect below the user's feet
NOTE: When the Soda Popper's Hype is active, any stored jumps are not used until that effect is over
|
On hit with this weapon: Slams airborne targets into the ground
On kill with any weapon: +2 jumps stored
On assist-kill with any weapon: +1 jump stored
Disables double jump on wearer
Bonus jumps can be used even while weapon is not active
|
Melee
Wrap Assassin
|
-Removed "+25% increase in recharge rate"
-Decreased direct damage penalty to -50% from -65%
-The ornament no longer does damage on impact
-The bleeding duration scales depending on travel time (between 1–10 seconds) instead of the set 7.5 seconds
-Increased the scatter radius to 73 Hu from 50 Hu
-Added that the shatter effect will cause bleeding, but reduces the possible bleed duration by 25%
-Added "On hit bleeding player with Melee: Causes an explosion (146 Hu) to make nearby enemies bleed for 5 seconds"
-Added "+100% max misc ammo on wearer"
|
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds
On hit bleeding player with Melee: Causes an explosion to make nearby enemies bleed for 5 seconds
+100% max misc ammo on wearer
On non-direct hits with the ornament: Reduces the possible bleed duration by 25%
-50% direct damage penalty
10 second recharge
|
-Added "(Ability) SHOCK & AWE"
NOTE: User performs an earthquake after landing an explosive jump to damage nearby enemies requiring line of sight
NOTE: Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no damage cap, plus no damage falloff.
|
(Ability) SHOCK & AWE
|
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"
NOTE: This will pull from your reserve ammo, so this won't be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike).
-Increased damage required to fill to 650 from 600
NOTE: The Concheror was increased to 650 from 480
|
Primary
Rocket Launcher
|
NO CHANGES
|
NO CHANGES
|
Primary
Direct Hit
|
-Removed "+25% damage bonus"
-Added "+25% damage vs players"
-Decreased explosion radius penalty to -66% from -70%
|
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+25% damage vs players
+80% projectile speed
-66% explosion radius
|
Primary
Black Box
|
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped
-Removed vanilla "On hit: Gain up to 20 HP per attack" and added newly coded version
|
When a banner is equipped:
- +40% projectile speed
- -25% blast damage from rocket jumps
- -25% clip size
When a banner is not equipped:
- On hit: Recover 1 HP per 4.48 damage dealt with a max of 25 health per attack
- On direct hit: Recover 1 HP per 2.24 damage dealt with a max of 50 health per attack
- -25% clip size
|
Primary
Rocket Jumper
|
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"
-Added "+50% clip size bonus"
-Decreased bonus Primary ammo to +100% from +200%
-Removed "No random critical hits"
-Added "Allowed in Medieval mode"
|
On kill with any weapon: All equipped weapons are automatically fully reloaded
+50% clip size bonus
+100% max Primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Primary
Liberty Launcher
|
-Decreased clip size to -25% from +25%
-Removed "+40% projectile speed"
-Removed "-25% blast damage from rocket jumps"
-Removed "-25% damage penalty"
-Added "Direct hits deal 90 damage at any range"
NOTE: Splash damage is unaffected
-Added "No damage rampup"
|
Direct hits deal 90 damage at any range
No damage rampup
-25% clip size
|
Primary
Cow Mangler 5000
|
-Decreased charged shot move speed penalty to -50% from -66%
-Removed "No random critical hits"
-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
NOTE: 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
|
-Increased faster firing speed to +80% from +70%
-Removed "+3 degrees random projectile deviation"
-Removed "Cannot collect ammo from Dispensers while active"
-Decreased hidden reload time penalty to 20% from 30%
-Added "Projectile deviation scales by 1.666% based on the current number of loaded rockets"
-Added "-25% blast damage from rocket jumps, but -25% rocket jump height"
|
Hold FIRE to load up to 3 rockets
Release FIRE to unleash the barrage at 80% faster firing speed
Projectile deviation scales by 1.666% based on the current number of loaded rockets
Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
-20% explosion radius
20% slower reload time
Projectile deviation will increase/decrease as rockets are loaded and when fired
-25% blast damage from rocket jumps, but -25% rocket jump height
|
Primary
Air Strike
|
-Decreased faster firing speed while explosive jumping to +60% from +65%
-Removed "-15% blast damage from explosive jumps"
-Removed "-10% explosive radius"
-Increased damage penalty to -20% from -15%
-Added "-20% blast damage to self from this weapon"
-Added "30% faster reload time while explosive jumping"
|
-20% blast damage to self from this weapon
+60% faster firing speed and 30% faster reload time while explosive jumping
Clip size increased on kill (up to 4)
-20% damage penalty
-20% explosion radius while explosive jumping
|
Secondary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Secondary
Buff Banner
|
-See additional changes in "Soldier - Banner Changes" tab
-Added "+10% faster firing speed and 5% faster reload time for your Primary"
-Added "Grants player and nearby teammates 10 seconds of the Precision Mannpower powerup while under the effects"
|
+10% faster firing speed and 5% faster reload time for your Primary
Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and the Precision Mannpower powerup
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Gunboats
|
-Decreased blast damage from explosive jumps to -50% from -60%
-Added "-10% blast damage to self on wearer"
|
-50% blast damage from explosive jumps
-10% blast damage to self on wearer
Allowed in Medieval mode
|
Secondary
Battalion's Backup
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased max health on wearer to +30 from +20
-Any player that is under this effect will now be able to see their net health on screen
NOTE: Net health means the possible total health while under the damage resistance after doing the math
NOTE: This will be text on the left side of the screen in the top corner
|
+30 max health on wearer
Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Concheror
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased health regen to +8 from +4
|
Up to +8 health regenerated per second on wearer
Once used, grants player and nearby teammates 10 seconds a speed boost and 33% life-steal
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Mantreads
|
-Added "Immunity from movement-impairing effects on wearer"
NOTE: This includes custom weapons..... Ice Breaker's move speed reduction
NOTE: This includes official weapons..... Natascha's slow-down, Sandman's slow-down, Default Syringe Gun's slow-down, Cow Mangler's Black-Hole Suction, Mad Milk's slow-down, Liberty Launcher rockets' "momentum canceling", and Sentry Rockets' "momentum canceling"
NOTE: If a player is directly hit with a Sentry Rocket or a rocket from the Liberty Launcher, that user's momentum won't be canceled, but the "+60% larger explosion radius" from "Rocket Specialist" will still trigger
-Increased stomping damage (aka the Goomba) multiplier to x4 from x3
-Stomping damage (aka the Goomba) can now benefit from life-steal effects
-Stomping damage (aka the Goomba) can now be Mini-Crit boosted
-Added "Disables the SHOCK & AWE Class Ability"
|
Immunity from movement-impairing effects on wearer
-75% reduction in push force taken from damage, airblasts, and knockback effects
200% increased air strafe control when explosive jumping
Deals 4x falling damage to the player you land on
Disables the "SHOCK & AWE" Class Ability
Allowed in Medieval mode
|
Secondary
Righteous Bison
|
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+25% faster firing speed"
NOTE: This matches the default Shotgun
-Added hidden "25% slower reload time"
NOTE: This matches the default Shotgun
-Removed "Projectile is able to hit the same enemy multiple times"
-Increased projectile speed to 1600 Hu from 1200 Hu
-Added "Reload time decreases as health decreases (up to 66%)"
-Decreased damage penalty vs players to -33% from -73.33%
-Decreased damage penalty vs buildings to -66% from -95.55%
|
Does not require ammo
Projectile cannot be deflected and penetrates enemy players
+33% projectile speed
Reload time decreases as health decreases
-33% damage penalty vs players
-66% damage penalty vs buildings
|
Melee
Any base melee weapon, including reskins
|
-Added "Weapon knockback increases as the user becomes injured"
NOTE: An all-class Melee weapon won't get the same bonus unless a Soldier equips it
|
Weapon knockback increases as the user becomes injured
|
Melee
Equalizer
|
-Removed "Damage increases as the user becomes injured"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"
-Added "When weapon is active: Bonus healing given and/or gained from every 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"
|
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
-Decreased melee range multiplier to +66% from +70%
NOTE: This makes it x2 range when compared to swords. Additionally, this removes the ability to hit enemy while having your back towards them.
-Removed hidden "+55% melee bounds multiplier"
-Removed "-25% damage penalty"
-Added "On kill with any weapon: +2 stacks"
-Added "On assist-kill with any weapon: +1 stack"
-Added "ALT-FIRE while active: Use 1 stack (up to 35) to gain a 4 second speed boost"
NOTE: User can switch away and keep the speed boost
-Added "-20 max health on wearer"
|
On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds
On kill with any weapon: +2 stacks
On assist-kill with any weapon: +1 stack
+66% melee range
-20 max health on wearer
ALT-FIRE: Use 1 stack to gain a 4 second speed boost
|
Melee
Market Gardener
|
-Removed "No random critical hits"
-Increased fire rate penalty to -25% from -20%
-Added "This weapon has bonus melee range, but slower deploy time"
|
Deals crits while the wielder is explosive jumping
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
Melee
Escape Plan
|
-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health"
-Removed "You are Marked-for-Death while active, and for short period after switching weapons"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"
-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"
-Added "40% damage vulnerability while active"
-Added "-20% damage penalty"
|
If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill
Move speed, deploy speed, and holster speed increases as the user becomes injured
40% damage vulnerability while active
-20% damage penalty
|
-Added "(Ability) Pyrotechnics"
NOTE: 50% faster debuff timers on wearer
-Added "+10% faster firing speed" to all Flare Guns
-Airblasting a Grenade will now reset its timer
-Added "-80% blast damage from reflected explosives" to all Primaries
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
|
(Ability) Pyrotechnics
|
Primary
Flame Thrower
|
-See additional changes in "Pyro - Class Changes" tab
|
Extinguishing teammates restores 20 health
|
Primary
Backburner
|
-Removed "100% critical hits from behind"
-Removed "+150% airblast cost"
-Removed "No random critical hits"
-Added "From behind: +100% direct & afterburn damage bonus"
-Added "From the front: -20% direct & -75% afterburn damage penalty"
|
Extinguishing teammates restores 20 health
From behind: +100% direct & afterburn damage bonus
From the front: -20% direct & -75% afterburn damage penalty
|
Primary
Degreaser
|
-Removed "+25% airblast cost"
-Added "+25% faster primary recovery after airblasting"
-Added "Reflected projectiles ignites enemies for 10 seconds"
-Added "Reflected projectiles do normal damage instead of mini-crit"
-Added "-10% direct damage penalty"
|
Extinguishing teammates restores 20 health
This weapon deploys 60% faster and holsters 30% faster
+25% faster primary recovery after airblasting
Reflected projectiles ignites enemies for 10 seconds
Reflected projectiles do normal damage instead of mini-crit
-75% afterburn damage penalty
-10% direct damage penalty
|
Primary
Phlogistinator
|
-Removed "No random critical hits"
-Removed "No airblast"
-Removed the crits during MMMMPH
-Changed that "On kill with any weapon (20%), assist-kill with any weapon (10%), reflecting projectiles (10%), extinguishing teammates (5%), and/or naturally builds up over 60 seconds" will add to the MMMMPH meter instead of any fire damage dealt
-Added "Able to gain MMMMPH while draining, but at -50% rate"
-Increased duration to 15 seconds from 10s
-Added "Activate when full to completely refill health and gain enhanced healing"
NOTE: Enhanced healing increases any healing given and/or gained from any possible healing source or weapon effect by 50%, up to 20 HP/s self passive healing, and all afterburn damage dealt from any weapon is restored as health
-Added "Does not require ammo"
-Added "Overheating Mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"
-Added "Extinguishing teammates doesn't restore health"
-Added "Cannot airblast enemies"
-Added new sound and visual when MMMMPH is activated
-Added new visual when MMMMPH is in use
-Added "-100% maximum overheal on wearer"
-MMMMPH is now triggered with Taunt, Reload, and/or Special-Attack. Alt-Fire no longer triggers it.
|
Does not require ammo
On kill/assist-kill with any weapon, reflecting projectiles, extinguishing teammates, and/or naturally builds up adds to the MMMMPH meter
Activate when full to completely refill health and gain enhanced healing for 15 seconds
Overheating Mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast
Extinguishing teammates doesn't restore health
-100% maximum overheal on wearer
Cannot airblast enemies
Enhanced healing increases any healing given and/or gained from any possible healing source or weapon effect by 50%, up to 20 HP/s self passive healing, and all afterburn damage dealt from any weapon is restored as health
While MMMMPH taunting: Gain invulnerable and full knockback resistance
Able to gain MMMMPH while draining, but at -50% rate
|
Primary
Dragon's Fury
|
-Increased Primary ammo penalty to -85% from -80%
-Increased airblast cost bonus to -85% from -75%
-Increased extinguishing teammates to 30 health from 20
-Increased max distance for projectile to 525 Hu from 450.94 Hu
NOTE: In the vanilla game, this weapon has around +28.84% longer range when compared to any other Flame Thrower and this increases to +50% range.
-Added "+33% airblast push force"
|
Extinguishing teammates restores 30 health
Deals 300% damage to burning players
+50% repressurization rate on hit
+33% airblast push force
-85% airblast cost
-50% repressurization rate on Alt-Fire
-85% max Primary ammo on wearer
Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds
Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additionally extinguishes teammates that are on fire
|
Secondary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Secondary
Flare Gun
|
-See additional changes in "Pyro - Class Changes" tab
|
100% critical hit vs burning players
+10% faster firing speed
This weapon will reload automatically when not active
|
Secondary
Detonator
|
-Increased detonated radius to 146 Hu from 100 Hu
-Removed "-25% damage penalty"
-Removed "+50% damage to self"
-Increased flare jump height by 10%
-Added "-25% max Secondary ammo on wearer"
-Fixed the 3rd person world model of the Flare model
|
100% mini-crits vs burning players
+10% faster firing speed
User can flare jump
-25% max Secondary ammo on wearer
Alt-Fire: Detonate flare
This weapon will reload automatically when not active
|
Secondary
Manmelter
|
-Removed "+50% projectile speed"
-Removed "No random critical hits"
-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
-Decreased flare radius to 73 Hu from 110 Hu
-Added "-45% projectile speed"
|
+10% faster firing speed
Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
-45% projectile speed
This weapon will reload automatically when not active
|
Secondary
Thermal Thruster
|
-Removed "Push enemies back when you land with the force and radius based on your velocity"
-Removed "Deals 3x the fall damage to an enemy you land on"
-Removed hidden "User takes 75% less falling damage after using a charge"
-Removed hidden "+50% increase in push force taken from damage on wearer"
-Decreased recharge time per charge to 10 seconds from 15s
-Decreased delay before launching to 0.5 seconds from 0.65s
-Decreased delay before re-launching to 1.0 seconds from 1.2s
-Decreased locked hostler speed to 0.75 seconds from 0.8s
-Added "Wearer never takes falling damage"
-Added "Extinguish nearby teammates (146 Hu) when you launch to restore 30 health to the Pyro"
-Added "Ignite nearby enemies (146 Hu) for 10 seconds when you launch"
-Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"
-Added "The user can re-launch while airborne"
|
Wearer never takes falling damage
Extinguish nearby teammates when you launch to restore 30 health to the Pyro
Ignite nearby enemies for 10 seconds when you launch
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
0.75 second locked holster penalty
This weapon fires a quick blast that launches the user based where you are aiming. 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
|
-Decreased splash radius to 146 Hu from 200 Hu
NOTE: In the vanilla game, there is a hidden mechanic of the explosion radius. If there's an enemy near the edge of the default radius, then the total explosion radius will double in size.
-Removed the afterburn caused from the Gasoline effect
-This will no longer recharge over time, but only with any damage dealt
-Decreased damage to fill to 300 from 750
-Added "While doing the objective: +100% bonus recharge from damage dealt"
-Added "Extinguishing teammates or yourself restores 40 health to the Pyro"
-Added "Gasoline now causes an explosion (20 damage) when the target is damaged"
-Added "Gas-covered enemies cannot switch weapons by any means"
|
Meter builds with any damage done
While doing the objective: +100% bonus recharge from damage dealt
Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
Extinguishing teammates or yourself restores 40 health to the Pyro
Spawning and resupply do not affect the meter
Meter starts empty
Creates a horrific visible gas that coats enemies with an explosive material, which explodes when the target is damaged. Additionally, Gas-covered enemies cannot switch weapons by any means.
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*"
NOTE: An all-class Melee weapon won't get the same bonus unless a Pyro equips it
|
+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*
|
Melee
Axtinguisher
|
-Removed "Killing blows on burning players grants a speed boost"
-Removed "This weapon holsters 35% slower"
-Removed "No random critical hits"
|
100% Mini-Crits vs burning players
Damage increases based on remaining duration of afterburn
On hit burning enemy: Extinguishes them
-33% damage penalty
|
Melee
Homewrecker
|
-Increased bonus damage vs buildings to +150% from +100%
-Removed "-25% damage vs players"
-Added "When weapon is active"
-Added "Immune to Sentry knockback and Sentry Rocket's stun"
-Added "+50% Sentry Bullet damage resistance"
-Added "+33% damage taken from all sources, except for Sentry Rocket damage"
|
When weapon is active:
- Damage removes Sappers
- +150% damage vs buildings
- Immune to Sentry knockback and Sentry Rocket's stun
- +50% Sentry Bullet damage resistance
- +33% damage taken from all sources, except for Sentry Rocket damage
|
Melee
Powerjack
|
-Removed "+25 health restored on kill"
-Added "-10% slower move speed on wearer"
-Increased move speed bonus while active to +30% from +15%
-Added "Killing blows on burning players grants a speed boost"
|
Killing blows on burning players grants a speed boost
+30% faster move speed while active
20% damage vulnerability while active
-10% slower move speed on wearer
|
Melee
Back Scratcher
|
-Removed "+25% damage bonus"
-Removed "+50% health from packs on wearer"
-Removed "-75% health from healers on wearer"
-Added "On kill with any weapon: +20 health restored"
-Added "On assist-kill with any weapon: +10 health restored"
-Added "+100% health restored from kills/assist-kills with this weapon"
NOTE: No overhealing from all the above effects
-Added "-25 max health on wearer"
-Added "This weapon has bonus melee range, but slower deploy time"
|
On kill with any weapon: +20 health restored
On assist-kill with any weapon: +10 health restored
Restore double health from kills/assist-kills with this weapon
-25 max health on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Sharpened Volcano Fragment
|
-Removed "On hit: Target is engulfed in flames"
-Increased direct damage penalty to -30% from -20%
-Added "On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect"
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 "No random critical hits"
-Removed "-20% damage penalty vs players"
-Added "-33% damage penalty"
-Added that gas-covered & bleeding enemies will count as "wet" targets
-Added "Grants user the ability to breath underwater while active"
|
Grants user the ability to breath underwater while active
100% critical hit vs wet players
-33% damage penalty
Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water
|
Melee
Hot Hand
|
-Increased direct damage penalty to -43% from -15%
-Added "Combo slap system" with 4 layers of effects
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy
NOTE: Everything is removed if system resets
-Added "+150% afterburn damage bonus"
-Added "This weapon has bonus melee range, but slower deploy time"
|
Slap system:
- 1st slap: Gain a speed boost
- 2nd slap: Target is engulfed in flames
- 3rd slap: Attack will crit
- 4th slap: Applies knockback to the target
+150% afterburn damage 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 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. Additionally, the Dynamite Pack doesn't cause knockback unlike normal explosions.
|
(Ability) Spawns a Dynamite Pack on Death
|
-Added "Grenades do not randomly spin when fired"
-Increased clip size to 6 from 4
-Increased reserve ammo to 24 from 16
-Decreased roller damage by 65.52%
NOTE: Decreases max roller damage to 20 from 58
NOTE: Doesn't include the Loose Cannon
|
-Reworked damage rampup and damage dealt
NOTE: Each stickybomb will now start at 70 damage and ramp up to 125 within 5 seconds after being fired from the weapon
NOTE: Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance
NOTE: In the vanilla game, stickybombs initially dealt 72-86 damage (with instant arming) and would increase to 120-144 within 5 seconds after being fired from the weapon
-Added "Detonates stickybombs near the crosshair or while the user is within a radius"
NOTE: Increased auto detonation range even if the user isn't looking at the stickybombs to 600 Hu from 100Hu
-Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."
-Decreased max number of stickies out to 6 from 8
-Decreased clip size to 6 from 8
-Increased reseve ammo to 32 from 24
-Increased arm time to 1 second from 0.7s
-Decreased max charge time rate to 3 seconds from 4s
|
-Added "While charging: Grants immunity to all debuffs"
NOTE: In the vanilla game, debuffs are only removed at the start of a charge and not during
NOTE: Added "Marked-for-Death" and the "Gas Passer effect"
-Added "While charging: Grants full reduction in push force taken from damage, but +25% increase in push force taken from airblasts"
-Increased base impact max damage to 60 from 50
NOTE: Removed the Eyelanders' shield bonus with collected heads
-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%
NOTE: This is on the player and not on shields
-Added "Impact damage benefits from life-steal effects"
-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration
NOTE: The distance traveled is the same, but you will get there faster
-Decreased base recharge time to 10 seconds from 12s
|
Primary
Grenade Launcher
|
-See additional changes in "Demoman - Grenade Launcher Changes" tab
|
|
Primary
Loch-n-Load
|
-Added a new Grenade model
-Removed "+20% damage vs buildings"
-Increased clip size penalty to -66% from -25%
-Increased explosion radius penalty to -50% from -25%
-Removed "Launched bombs shatter on surfaces"
-Increased projectile speed to +150% from +25%
-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"
-Added "-100% self damage force"
-Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
|
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Grenades do not randomly spin when fired
+150% projectile speed
-66% clip size
-50% explosion radius
-100% self damage force
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primary
Ali Baba's Wee Booties
Primary
Bootlegger
|
-Decreased move speed bonus (when a shield is equipped) to +7% from +10%
-Increased melee kills refill (when a shield is equipped) to +33% from +25%
-Added "Shield impact kills refill 33% of your charge meter (when a shield is equipped)"
-The vanilla +25 max health now requires a shield
-Added "When a shield is not equipped: +50 max health on wearer"
|
When a shield is equipped:
+7% move speed on wearer
+25 max health on wearer
+200% increase in turning control while charging
Shield impact or melee kills refill 33% of your charge meter
When a shield is not equipped:
+50 max health on wearer
Allowed in Medieval mode
|
Primary
Loose Cannon
|
-Removed "+20% projectile speed"
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
|
-Removed "-15% explosion radius"
-Added "Grenades detonate other nearby grenades that are yours"
-Added "-66% explosion radius on direct hits"
-Added "-33% clip size"
|
Grenades have very little bounce/roll and do not randomly spin when fired
Grenades detonate other nearby grenades that are yours
-30% fuse time on grenades
-66% explosion radius on direct hits
-33% clip size
|
Secondary
Stickybomb Launcher
|
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab
|
|
Secondary
Scottish Resistance
|
-Removed "+25% faster firing speed"
-Increased Secondary ammo bonus to +100% from +50%
-Removed "Able to destroy enemy stickybombs"
-Removed "0.8 sec slower bomb arm time"
-Added "+100% clip size"
-Added "100% longer pipebomb damage ramp up time"
-Added "-50% initial damage penalty"
NOTE: Each stickybomb will start at 35 damage and ramp up to 125 within 10 seconds after being fired from the weapon
|
+100% clip size
+100% max secondary ammo on wearer
+6 max pipebombs out
100% longer pipebomb damage ramp up time
-50% initial damage penalty
|
Secondary
Sticky Jumper
|
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"
-Added "+50% clip size bonus"
-Decreased bonus ammo to +100% from +200%
-Decreased max stickybombs out to -3 from -6
-Removed "No random critical hits"
-Added "Allowed in Medieval mode"
|
On kill with any weapon: All equipped weapons are automatically fully reloaded
+50% clip size bonus
+100% max Secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
-3 max stickybombs out
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Secondary
Quickiebomb Launcher
|
-Increased charge rate bonus to instant from +70%
-Increased arm time bonus to instant from -0.2 faster
-Removed "Up to +35% damage based on charge"
-Removed "-15% damage penalty"
-Added "-50% explosion radius"
-Added "-50% clip size"
-Added "-3 max stickybombs out"
-Added "Detonates all stickybombs at once and aren't based on crosshair/area"
|
Able to destroy enemy stickybombs
Instant charge time
Instant arm time
-50% explosion radius
-50% clip size
-3 max stickybombs out
Detonates all stickybombs at once and aren't based on crosshair/area
|
Secondary
Chargin' Targe
|
-Added "+20% bullet damage resistance on wearer"
|
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer
+20% bullet damage resistance on wearer
ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Allowed in Medieval mode
|
Secondary
Splendid Screen
|
-Removed "+70% increase in charge impact damage"
-Increased fire damage resistance to +25% from +20%
-Decreased explosive damage resistance to +15% from +20%
-Added "+10% bullet damage resistance on wearer"
|
+25% fire damage resistance on wearer
+15% explosive damage resistance on wearer
+10% bullet damage resistance on wearer
+50% increase in charge recharge rate
Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy
Allowed in Medieval mode
|
Secondary
Tide Turner
|
-Removed "+15% fire damage resistance on wearer"
-Removed "+15% explosive damage resistance on wearer"
-Removed "Melee kills refill 75% of your charge meter"
-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"
-Added "+7% move speed on wearer (boots required)"
|
Gain a 1 second speed boost anytime you take damage
+7% move speed on wearer (boots required)
Full turning control while charging
Taking damage while shield charging reduces remaining charging time
Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "-66% blast damage taken from explosive jumps while active"
NOTE: An all-class Melee weapon won't get the same bonus unless a Demoman equips it
|
-66% blast damage taken from explosive jumps while active
|
Melee
Eyelander
|
-Removed "Every head taken raises shield impact damage"
-Removed healing 15 health on kill
-Removed "No random critical hits"
-Decreased max number of heads to 3 from 4
-Increased max health increase per head to +20 from +15
-Increased move speed increase per head to +8.333% from +8%
-Added "On kill (after the 3rd): Gain a 4 second speed boost"
|
On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer
On kill (after the 3rd): Gain a 4 second speed boost
-25 max health on wearer
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
This weapon has bonus melee range, but slower deploy time
Heads and their bonuses are lost on death
|
Melee
Scotsman's Skullcutter
|
-Removed "+20% damage bonus"
-Removed "15% slower move speed while active"
-Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%."
-Added "+30% damage vs players while charging"
-Added "25% slower firing speed"
|
On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%.
+30% damage vs players while charging
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
Melee
Claidheamh Mòr
|
-Removed "When weapon is active"
-Removed "Melee kills refill 25% of your charge meter"
-Removed "No random critical hits"
-Increased bonus charge duration to +100% from +33%
-Increased damage vulnerability while active to 20% from 15%
-Added "Melee hits refill 20% of your charge meter"
-Added "10% damage vulnerability while not active"
|
Melee hits refill 20% of your charge meter
+100% charge duration
10% damage vulnerability while not active
20% damage vulnerability while active
This weapon has bonus melee range, but slower deploy time
|
Melee
Ullapool Caber
|
-Fixed not being able to mini-crit boost with a Demoman shield charge
-Removed "No random critical hits"
-Increased firing speed penatly to -25% from -20%
-Decreased melee damage to 35 from 55
-Increased explosion damage to 95 from 75
-Increased explosion radius to 146 Hu from 102 Hu
-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.
-The self damage will now be 50% of the explosion damage
NOTE: In the vanilla game, it is between 52-56 self damage
-Added "Deals Mini-Crits while the wielder is explosive jumping"
NOTE: This doesn't transfer to active sticky traps if detonated
-Added "Mini-Crits whenever it would normally crit"
-Added "Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds"
-Added "This weapon can taunt kill, but deals decreased damage if re-charging"
NOTE: While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.
-Added "+33% melee range"
|
Causes a special explosion when you hit an enemy or surface
Deals Mini-Crits while the wielder is explosive jumping
When the explosion happens, the user takes self inflicted blast damage and is launched into the air
Mini-Crits whenever it would normally crit
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
This weapon can taunt kill, but deals decreased damage while re-charging
Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds
|
Melee
Persian Persuader
|
-Removed "Ammo boxes collected also refill your charge meter"
-Removed "Melee hits refill 20% of your charge meter"
-Removed "-80% max Primary ammo on wearer"
-Removed "-80% max Secondary ammo on wearer"
-Removed "No random critical hits"
-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"
NOTE: This weapon doesn't need to be active to benefit from this
-Added "-50% penalty from healing gained from every healing source or weapon effect on wearer (Except from health or ammo pickups)"
-Added "-50% ammo from Dispensers and Payload carts on wearer"
-Added "-50% health gained from dropped ammo packs"
-Added "25% slower firing speed"
|
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack
-50% penalty from healing gained from every healing source or weapon effect on wearer (Except from health or ammo pickups)
-50% ammo from Dispensers and Payload carts on wearer
-50% health gained from dropped ammo packs
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) Heavyweight"
NOTE: Grants 33% reduction in push force taken from damage and airblasts on wearer
-Added "(Ability) Doctor's Pet"
NOTE: Grants the accelerated UberCharge rate for an attached Medic constantly
-Increased base move speed to 240 Hu from 230 Hu
-Increased max health to 320 from 300, but -50% max overheal on wearer
-Added "This weapon has bonus melee range, but slower deploy time" to all Heavy Melee weapons
-Increased damage to 75 from 65 for all Heavy Melee weapons
|
(Ability) Heavyweight
(Ability) Doctor's Pet
|
-All edibles now count as a medium health packs once thrown
NOTE: Unless specified
-Added "Extinguishing teammates (or disguised enemy Spies) restores 64 health to the Heavy"
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"
-Added "While eating: +25% bonus healing given and/or gained from every healing source or weapon effect"
-Changed number of bits and amount of health recovered per bite
NOTE: The number of bits was increased to 5 from 4. This slows down the eating animation, so the user will take longer to move away.
NOTE: Decreased health per bite to 64 from 75
-Changed the recharge system when picking up HP packs
NOTE: Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%
NOTE: In the vanilla game, picking up a small HP pack would auto-fill the meter even if empty
|
Any Shotgun that Heavy has access to will gain these bonuses below
NOTE: For example.... Default, Family Business, Panic Attack, and/or any custom weapon Shotgun
-Added "33% of damage dealt is returned as health"
NOTE: This is can stack with the Concheror, Mad Milk, and/or any custom life-steal effects
-Added "On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took"
NOTE: If the user dies within the time, your teammates will still gain the percentage of health
-Added "On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 16.5% of the damage you took"
NOTE: If the user dies within the time, your teammates will still gain the percentage of health
|
Primary
Minigun
|
-See additional changes in "Heavy Minigun Changes" tab
|
|
Primary
Natascha
|
-Removed "20% damage resistance when below 50% health and spun up"
-Increased damage penalty to -33% from -25%
-Removed "30% slower spin up time"
-Added "When fully spun up: Slow down enemies around you (225 Hu) by 20%"
-Added "Applies no knockback against enemies"
-Completely remade the slow-down system similar to the "Sandman". The remade slow-down system now scales between -50% at close range and -5% at max range.
NOTE: As long as 1 bullet hits an enemy, it will apply the slow-down
-Decreased max distance slow-down effect falloff to 1200 Hu from 1350 Hu
NOTE: In the vanilla game, no slow-down is applied if the enemy is outside the effect falloff distance. The remade slow-down applies at least 5% at max range.
|
When fully spun up: Slow down enemies around you by 20%
On hit: Slows down enemy players based on distance and their current speed
-33% damage penalty
Applies no knockback against enemies
|
Primary
Brass Beast
|
-Removed "+20% damage bonus"
-Removed "20% damage resistance when below 50% health and spun up"
-Added "+1 bullet fired per shot"
-Added "33% slower spin down time"
-Decreased spin up time penalty to 33% from 50%
-Decreased move speed while deployed to -33% from -60%
|
+1 bullets fired per shot
33% slower spin up and spin down time
-33% slower move speed while deployed
|
Primary
Tomislav
|
-Increased accurate bonus to +25% from +20%
-Increased spin up bonus to +33% from +20%
-Added "+33% faster spin down time"
|
Silent killer: No barrel spin sound
+33% faster spin up and down time
25% more accurate
20% slower firing speed
|
Primary
Huo-Long Heater
|
-Removed "25% damage bonus vs burning players"
-Removed "10% direct damage penalty"
-Increased the ring of flames damage to 20 from 12
-Increased afterburn duration from the ring of flames to 10 seconds from 7.5s
-Added "RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage is increased based on HEAT percentage."
NOTE: Ignites on hit for 1 second per 7 damage dealt. For each 20%, 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 "Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer."
NOTE: Takes 10 seconds to get to 100%. If spun up, it would require 30 seconds to recover. If not spun up, it would require 20 seconds to recover. If weapon isn't active, it would require 10 seconds to recover. Any overheat requires 50% longer time to recover based on each situation.
|
Creates a ring of flames while spun up
RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage 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
Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer.
|
Secondary
Shotgun
|
-See additional changes in "Heavy - Shotgun Changes" tab
|
|
Secondary
Sandvich
|
-See additional changes in "Heavy - Edible Changes" tab
-Increased consumption healing effect to 320 HP from 300
|
On consumption: Heal up to 320 health
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Dalokohs Bar
|
-Removed "Adds +50 max health for 30 seconds"
-Increased recharge time to 30 seconds from 10s
-Added "-100% consumption healing effect"
-Added "On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration."
-Added a new visual while under the effects
|
On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration.
-100% consumption healing effect
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Buffalo Steak Sandvich
|
-Removed "+25% damage taken & mini-crits dealt" while under the effects
-Added "-100% consumption healing effect"
-Decreased move speed bonus to +25% from +35%, but now stacks with other speed boosts
-Added "While under the effects, user gains 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
Allowed in Medieval mode
|
Secondary
Family Business
|
-Increased damage penalty to -20% from -15%
-Decreased firing speed to +10% from +15%
-Added "20% more accurate"
-Added "5% faster reload time"
|
+33% clip size
20% more accurate
+10% faster firing speed
5% faster reload time
-20% damage penalty
|
Secondary
Second Banana
|
-Increased self healing penalty to -75% from -33%
-Increased recharge time to 30 seconds from 10s
-Added "On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds"
-Added "On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds"
-Added a new visual while under the effects
|
On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds
On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds
-75% consumption healing effect
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+25% max Primary ammo on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Heavy equips it
|
+25% max Primary ammo on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Killing Gloves of Boxing
|
-Increased the 100% critical chance duration to 6 seconds from 5s
-Added "On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons"
-Added "On kill or assist-kill: User is Marked-for-Death for 3 seconds"
-Added "Applies no knockback against enemies"
-Increased firing speed penalty to 25% from 20%
|
On kill: Gain 6 seconds of crits for all of your weapons
On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons
On kill or assist-kill: User is Marked-for-Death for 3 seconds
25% slower firing speed
Applies no knockback against enemies
This weapon has bonus melee range, but slower deploy time
|
Melee
Gloves of Running Urgently
|
-Removed "This weapon holsters 50% slower"
-Increased max health drain while active to -20 HP/sec from -10 HP/sec
-Increased move speed bonus to +33% from +30%
-Increased the minimum health to 1 health from 100
-Decreased the "accelerated drain" when switching back and forth between weapons to 10 from 20
-Added a new particle system that will visually show any player how much missing health you have
|
+33% faster move speed while active
Maximum health is drained while weapon is active (-20 HP/sec)
This weapon has bonus melee range, but slower deploy time
|
Melee
Warrior's Spirit
|
-Removed "+30% damage bonus"
-Removed "+30% damage vulnerability while active"
-Increased health restored on kill to +64 from +50
-Added "+32 health restored on assist-kill"
-Added "+20% faster firing speed"
-Added "On miss: Punch yourself for 50 health! You coward!"
-Added "-100% healing gained from every healing source or weapon effect while active (Except from kills/assist-kills)"
|
+20% faster firing speed
+64 health restored on kill
+32 health restored on assist-kill
On miss: Punch yourself for 50 health! You coward!
-100% healing gained from every healing source or weapon effect while active (Except from kills/assit-kills)
This weapon has bonus melee range, but slower deploy time
|
Melee
Fists of Steel
|
-Removed "-40% damage from ranged sources while active"
-Removed "This weapon holsters 100% slower"
-Removed "-40% maximum overheal on wearer"
-Removed "-40% health from healers on wearer"
-Added "-33% damage taken from all sources, except from melee while active"
-Increased melee vulnerability to +150% from +100%
-Added "50% slower weapon switch on wearer"
NOTE: This does stack with "This weapon has slower deploy time"
|
-33% damage taken from all sources, except from melee while active
+150% damage vulnerability from melee sources while active
50% slower weapon switch on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Eviction Notice
|
-Decreased firing speed to -25% from +40%
-Decreased move speed bonus to +10% from +15%
-Removed "-60% damage penalty"
-Removed "Maximum health is drained while item is active"
-Increased speed boost on hit to 4 seconds from 3s
-Added "On teammate hit: Boosts teammate's speed for 2 seconds"
-Added "While active: Drains Primary and Secondary ammo"
-Added "While active: No ammo from any ammo source"
|
When weapon is active:
- On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds
- +10% faster move speed
- Drains Primary and Secondary ammo
- No ammo from any ammo source
- 25% slower firing speed
- This weapon has bonus melee range, but slower deploy time
|
Melee
Holiday Punch
|
-Added "When weapon is active: User is able to pick up their own edible for 64 health"
-Added "On kill with your Primary: Gain crits for 1 second for this weapon"
-Added "On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon"
-Added "100% slower firing speed"
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"
|
When weapon is active: User is able to pick up their own edible for 64 health
On kill with your Primary: Gain crits for 1 second for this weapon
On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon
On hit: Force enemy to laugh who also has this same weapon active
Always critical hit from behind
Critical hit forces victim to laugh
Critical hits do no damage
100% slower firing speed
The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) 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
|
Primary
Shotgun
|
NO CHANGES
|
NO CHANGES
|
Primary
Frontier Justice
|
-Added "20% more accurate"
-Added "-50% max Primary ammo on wearer"
-Removed "No random critical hits"
|
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed
20% more accurate
-50% clip size
-50% max Primary ammo on wearer
Revenge crits are lost on death
|
Primary
Widowmaker
|
-Increased bonus damage to your Sentry Gun's target to 20% from 10%
-Decreased metal cost per shot to -25 from -30
|
On hit: Damage dealt is returned as ammo
20% increased damage to your Sentry Gun's target
No reload necessary
Per Shot: -25 ammo
Uses metal as ammo
|
Primary
Pomson 6000
|
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"
-Removed "On Hit: Victim loses up to 20% cloak"
-Removed "Deals only 20% damage to buildings"
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+24% faster firing speed"
NOTE: This matches the default Shotgun
-Added hidden "4% slower reload time"
NOTE: This matches the default Shotgun
-Added "On hit: Decreases healing given and/or gained from every 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
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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
Healing effect is decreased over distance and duration is increased over distance
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Primary
Rescue Ranger
|
-Removed "-50% max Primary ammo on wearer"
-Added "-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer"
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Alt-Fire: Use 100 metal to pick up buildings from long range
Fires a special bolt that can repair friendly buildings
-34% clip size
-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
Self Mark-for-Death when hauling buildings, and a few seconds after redeployment
4-to-1 health-to-metal ratio when repairing buildings
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Secondary
Engineer's Pistol(s)
|
-Decreased reload time to 1.25 seconds from 1.36s
NOTE: This matches Scout's Pistol
-Decreased Secondary ammo to 48 from 200
NOTE: Scout's Pistol is being increased to 48 from 36
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Secondary
Wrangler
|
-Decreased shield resistance to 33% from 66% with Sentry Guns
-Removed the shield resistance with Mini-Sentry Guns
-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets
NOTE: Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.
NOTE: Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.
-Fixed the firing rate bonus while controlling Mini-Sentry Guns and increased to x3 from x2
-Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled
NOTE: Roughly 3-4 more bullets and 1 more rocket will be refilled per hit
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The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming
Wrangled Sentry Guns gains x2 firing rate and a shield that reduces all damage by 33%
Wrangled Mini-Sentry Guns gains x3 firing rate
Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%
Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling
Take manual control of your Sentry Gun or Mini-Sentry
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Secondary
Short Circuit
|
-Removed "No random critical hits"
-Removed vanilla Primary-Fire effect
-Technically removed "Per Shot: -5 ammo"
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"
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Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack
No reload necessary
Cannot pick up buildings when active
Uses metal for ammo
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Melee
Wrench
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NO CHANGES
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NO CHANGES
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Melee
Forajido
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-Removed "Third successful punch in a row always crits"
-Removed "No random critical hits"
-Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"
-Added "+6.666% faster move speed on wearer"
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+25 max health on wearer
+6.666% faster move speed on wearer
Replaces all buildings with mini versions
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Melee
Southern Hospitality
|
-Removed "No random critical hits"
-Removed "20% fire damage vulnerability on wearer"
-Added "15% bullet damage vulnerability on wearer"
-Added "One hit destroys any Sapper"
-Increased bleed duration to 8 seconds from 5s
-Added "This weapon has bonus melee range, but slower deploy time"
|
One hit destroys any Sapper
On hit: Bleed for 8 seconds
15% bullet damage vulnerability on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Jag
|
-Increased construction hit bonus to +100% from +30%
-Increased repair rate penalty to -50% from -20%
NOTE: In the vanilla game, the rps (aka repair per second) was 120 rps when compared to the default Wrench of 127.5 rps (due to the "+15% faster firing speed" and the "20% slower repair rate" together barely made the difference). This change will decrease the repair rate to 63.75 rps.
-Removed "+15% faster firing speed"
-Removed "-25% damage penalty"
-Changed damage penalty *vs buildings* to *vs Sappers*
NOTE: This will ensure that it will take 3 hits to remove a Sapper instead of any other Wrench taking 2 hits
-Added "60% faster upgrade rate"
NOTE: Increased upgrade rate to 40 from 25 per hit
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Construction hit speed boost increased by 100%
60% faster upgrade rate
-50% damage penalty vs Sappers
50% slower repair rate
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Melee
Eureka Effect
|
-Removed "-50% metal cost when constructing or upgrading Teleporters"
-Removed "Construction hit speed boost decreased by 50%"
-Increased metal reduction from pickups and Dispensers to -25% from -20%
-Added "When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level (LV1 2s, LV2 4s, LV3 6s). Additionally, the owner (aka the Engineer) gains +50% longer duration either using the teleport taunt or naturally using the teleporter."
-Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"
-Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"
-Added "-25% ammo from pickups, Dispensers, and/or Payload carts on wearer"
-Added "On death: User's exit teleporter is auto-matically destroyed"
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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.
-25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
On death: User's exit teleporter is auto-matically destroyed
Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. Additionally, the user gains full knockback resistance during the taunt.
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-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)"
NOTE: All health regeneration numbers are doubled while healing a hurt Patient
3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)
6 health per second (Max regen)
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(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Health regeneration
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-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
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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
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Primary
Syringe Gun
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-See additional changes in "Medic - Primary Changes" tab
-Added "On hit: 1% UberCharge added"
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On hit: 1% UberCharge added
This weapon will reload automatically when not active
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Primary
Blutsauger
|
-Removed "On Hit: Gain up to +3 health"
-Removed "-2 health drained per second on wearer"
-Added "On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user."
NOTE: The healing percentage is 33% due to the Mad Milk change
NOTE: UberCharge gained is around 1% per 16-18 health given
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On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user.
This weapon will reload automatically when not active
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Primary
Crusader's Crossbow
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-Added "25% slower reload time"
-Increased Primary ammo penalty to -80% from -75%
-Increased projectile speed to 3000 Hu from 2400 Hu
-Decreased point blank heal shot to 25 health from 75
-Increased max distance heal shot to 175 health from 150
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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
25% slower reload time
No headshots
38 damage dealt (point blank) to 75 damage dealt (long range)
25 health restored (point blank) to 175 health restored (long range)
This weapon will reload automatically when not active
Allowed in Medieval mode
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Primary
Overdose
|
-Removed "-15% damage penalty"
-Increased move speed bonus while active to +25% from +20%
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"
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When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25%
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%
This weapon will reload automatically when not active
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Secondary
Medi Gun
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-See additional changes in "Medic - Secondary Changes" tab
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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
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Secondary
Kritzkrieg
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-Increased healing during the taunt to 15 HP from 11 HP
-Added "On taunt: Recover 15 health" at the start of the taunt
-Removed draining effect when switching targets
NOTE: So it's now a guaranteed 8 seconds UberCharge
-Removed "UberCharge: Grants Crits to your Patient's weapons"
-Added additional new visual when UberCharged is activated
-Added "While healing: Your Patient receives any positive buff that is currently affecting you"
-Added "UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons"
-Added a new backpack model
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While healing: Your Patient receives any positive buff that is currently affecting you
On taunt: Recover 15 health, then 15 additional health during the taunt
+25% UberCharge rate
UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons
While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
UberCharge lasts for 8 seconds
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Secondary
Quick-Fix
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-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping"
NOTE: In the vanilla game, the "full turning control" was already being applied
-Increased UberCharge rate bonus to +25% from +10%
-Increased heal rate bonus to +50% from +40%
-Increased heal rate multipler during UberCharge to 400% from 300%
-Added a speed boost during UberCharge
-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"
NOTE: This doesn't include the x4 healing during the UberCharge
-Removed "50% max overheal"
-Added "66% faster overheal decay"
-The full knock-back resistance and speed boost will now linger for 1 second when switching targets
-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged
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While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges.
+25% UberCharge rate
+50% heal rate
Normal UberCharge rate and heal rate while healing overhealed Patients
66% faster overheal decay
UberCharge: Increases healing to 400%, grants immunity to movement-impairing effects, and gain a speed boost for both users
While UberCharged, switching targets will cause the full knock-back resistance and speed boost to linger for 1 second, but drains the meter faster
UberCharge lasts for up to 8 seconds
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Secondary
Vaccinator
|
-Decreased UberCharge rate to +10% from +67%
-Increased resistance while healing to +20% from +10%
-Removed "-33% UberCharge rate on overhealed Patients"
-Removed "-66% Overheal build rate"
-Added "-50% max overheal"
-Added "The resistance bubble blocks 25% base & crit damage from all other sources for your Patient during UberCharge"
-Added 20% crit resistance of the selected type while healing for yourself and your Patient
-Added "User can now see their UberCharge percentage while this weapon is active"
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Press RELOAD to cycle through resist types
While healing, provides user and Patient with a constant 20% base & crit damage resistance to the selected damage type
+10% UberCharge rate
-50% max overheal
UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additionally, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient.
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Melee
Any base melee weapon, including reskins
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-Added "20% faster global weapon switch on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
-Added "On hit: Bleed for 4 seconds"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
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20% faster global weapon switch on wearer
On hit: Bleed for 4 seconds
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Melee
Übersaw
|
-Decreased UberCharge added on hit to 20% from 25%
-Removed "20% slower firing speed"
-Added "On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge"
-Added "-20% UberCharge rate for Secondary"
-Added "Lose 10% UberCharge if your current attached Patient dies"
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On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge
On hit: 20% UberCharge added
-20% UberCharge rate for Secondary
Lose 10% UberCharge if your current attached Patient dies
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Melee
Vita-Saw
|
-Removed "Collect the organs of people you hit"
-Added "On kill with any weapon: Regen up to 20% of your max HP over 7 seconds"
-Added "On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds"
NOTE: The HP regen doesn't scale down if the user took damage recently
NOTE: The healing effects can stack multiple times from different targets. Additionally, each kill/assist-kill's healing percentages can stack with different percentages.
-Added "On hit with this weapon: +30 health restored that can overheal the user"
-Added "25% slower firing speed"
-Added "This weapon has bonus melee range, but slower deploy time"
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On kill with any weapon: Regen up to 20% of your max HP over 7 seconds
On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds
On hit with this weapon: +30 health restored that can overheal the user
-10 max health on wearer
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
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Melee
Amputator
|
-Removed "+3 health regenerated per second while active"
-Added "Guaranteed 4 health regenerated per 1/2 second while active"
NOTE: This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects
-Added "Disables self health regeneration while active"
-Added "Taunt is loopable and can be canceled at any time by moving"
-Added "This weapon has bonus melee range, but slower deploy time"
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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
- Taunt is loopable and can be canceled at any time by moving
- This weapon has bonus melee range, but slower deploy time
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Melee
Solemn Vow
|
-Moved "Allows you to see enemy health" to the Medic class
-Removed "10% slower firing speed"
-Added "Allows your attached Patient to see enemy health"
-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"
-Added "An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage"
-Added "-40% damage penalty"
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Allows your attached Patient to see enemy health
While active: User can see friendly players and buildings through walls, including disguised Spies
An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage
-40% damage penalty
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-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 66% and ammo by 33% for all Secondary SMGs
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(Ability) Precision Elimination
(Ability) Melee wall climb
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-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 time for a full charge to 3 seconds from 3.3s
-Added 5% faster base reload time
-Increased ammo count to 32 from 25
-Increased move speed while aiming to 100 Hu from 80 Hu
NOTE: Sniper will move 66% slower while aiming instead of 73.3% slower
-Changed base damage against players and buildings
NOTE: It will be a x4 damage multiplier instead of x3
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VS Players
30 bodyshot uncharged (from 50)
120 bodyshot fully charged (from 150)
120 headshot uncharged (from 150)
480 headshot fully charged (from 450)
VS Buildings
45 uncharged (from 50)
180 fully charged (from 150)
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Primary
Sniper Rifle
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-See additional changes in "Sniper - Rifle Changes" tab
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Primary
Huntsman
|
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu
-Decreased move speed penalty while aiming to -33% from -46.67%
-Increased total ammo count to 16 from 13
-Added damage falloff to projectile
NOTE: Point blank up to 500 Hu away bodyshots deal 120 damage
NOTE: Between 500 and 900 Hu away bodyshots deal up to 60 damage
NOTE: Headshots deal 360 damage at any range
NOTE: Deals up to 120 damage towards buildings at any range
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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
|
-Removed "No random critical hits"
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"
-Increased charge rate bonus to +33% from +25%
-Added "On headshot: Doubles the Jarate duration"
-Added "On scoped hit: Slows target by 20% with the duration based on charge level and doubles the duration on headshot"
NOTE: 2 seconds up to 5s
|
+33% charge rate
On scoped hit: Slows target by 20% and applies Jarate with the durations based on charge level (2 seconds up to 5s) and doubles the duration on headshot
Mini-crits on headshots
While aiming: -66% move speed
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Primary
Bazaar Bargain
|
-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users"
|
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%
Base charge rate decreased by 50%
While aiming: -66% move speed
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
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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: 25% of all of the overkill damage will be added to your next shot"
NOTE: There is no limit on the amount of damage that can be earned
-Added "A shot that has overkill damage being applied will not count towards the next shot"
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On kill: 25% of all of the overkill damage will be added to your next shot
Shot penetrate all enemies
While aiming: -66% move speed
Cannot fire unless zoomed
Fires tracers rounds
A shot that has overkill damage being applied will not count towards the next shot
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Primary
Hitman's Heatmaker
|
-Increased body shot penalty to -33% from -20%
-Removed "+25% faster charge while in Focus" stat
NOTE: This wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on an official patch (02/14/08).
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"
-Added "25% faster reload time while in Focus"
-Increased Focus gained from kills to 50% from 35%
-Increased Focus gained from assist-kills to 25% from 15%
-Added "-50% Focus gained while Focus is active"
-Focus is only gained with kills/assist-kills with this weapon instead of any weapon
|
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
Gain Focus with kills/assists even while using Focus
Press RELOAD at anytime to activate Focus
While aiming: -66% move speed
-33% damage on body shots
While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds
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Primary
Classic
|
-Removed "No headshots when not fully charged"
-Removed "-10% damage on body shots"
-Added "While unscoped aiming: -33% move speed"
-Added "-25% damage penalty"
-Added a small reload bonus to match the Sniper Rifle's attack rate
|
Charge and fire shots independent of zoom
While unscoped aiming: -33% move speed
While scoped aiming: -66% move speed
-25% damage penalty
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Secondary
Submachine Gun
|
-Added "66% more accurate"
-Added "33% max Secondary ammo on wearer"
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Secondary
Jarate
|
-Added "Allowed in Medieval mode"
-Added "While doing the objective: +50% faster recharge rate"
-Increased extinguishing teammate cooldown to 33% from 20%
-Increased recharge time to 30 seconds from 20s
-Increased splash radius to 219 Hu from 200 Hu
|
Coated enemies take mini-crits from all sources
While doing the objective: +50% faster recharge rate
Extinguishing teammates reduces cooldown by -33%
Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies
30 second recharge
Allowed in Medieval mode
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Secondary
Razorback
|
-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
|
-Added "50% reduction in push force taken from damage and airblasts"
-Added "+30% explosive damage resistance on wearer"
|
50% reduction in push force taken from damage and airblasts
+30% explosive damage resistance on wearer
+50% fire damage resistance on wearer
Immune to the effects of afterburn
Allowed in Medieval mode
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Secondary
Cozy Camper
|
-Moved "No flinching when aiming and fully charged" to the Sniper class
-Moved "Knockback decreased by 20% when aiming" to the Sniper class
-Removed "+4 health regenerated per second on wearer"
-Added "10% of any Primary damage done is returned as health"
-Added "Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon"
|
10% of any Primary damage done is returned as health
Recover 1 bullet for your Primary weapon for every 4 headshot hits with your Primary weapon
Allowed in Medieval mode
|
Secondary
Cleaner's Carbine
|
-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds."
-Removed "No random critical hits"
-Decreased firing speed penalty to 15% from 25%
-Added "On kill with any weapon: Gain 34% CRIKEY meter"
-Added "On assist-kill with any weapon: Gain 17% CRIKEY meter"
-Added "Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"
NOTE: Able to gain meter while draining, but at -66% rate
|
On kill with any weapon: Gain 34% CRIKEY meter
On assist-kill with any weapon: Gain 17% CRIKEY meter
15% slower firing speed
-20% clip size
Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds
- HIDDEN EXTRA STATS
66% more accurate
33% max Secondary ammo on wearer
|
Melee
Any base melee weapon, including reskins
|
-Added "Better wall climbing when compared to the other unlock Melee weapons"
NOTE: An all-class Melee weapon won't get the same bonus unless a Sniper equips it
NOTE: Decreases the health lost per wall climb to 5 from 10
NOTE: Increases the total height per wall climb by 33%
|
Better wall climbing when compared to the other unlock Melee weapons
|
Melee
Tribalman's Shiv
|
-Removed "-50% damage penalty"
-Added "-50% damage vs players"
-Added "-50% bleed damage"
-Increased bleed duration to 10 seconds from 6s
-Added "+15% faster firing speed"
|
On hit: Bleed for 10 seconds
+15% faster firing speed
-50% damage vs players
-50% bleed damage
|
Melee
Bushwacka
|
-Removed "Crits whenever it would normally mini-crit"
-Removed "No random critical hits"
-Added "Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon"
-Added "This weapon has bonus melee range, but slower deploy time"
|
Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon
20% damage vulnerability while active
This weapon has bonus melee range, but slower deploy time
|
Melee
Shahanshah
|
-Swapped the less or greater than stats
-Increased damage bonus to +30% from +25%
-Decreased damage penalty to -20% from -25%
-Added "This weapon deploys +30% faster when health >50% of max"
-Added "This weapon deploys +20% slower when health <50% of max"
-Added "This weapon has bonus melee range, but slower deploy time"
|
This weapon deploys +30% faster when health >50% of max
+30% increase in damage when health >50% of max
This weapon deploys +20% slower when health <50% of max
-20% decrease in damage when health <50% of max
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) Uncloak & Dagger"
NOTE: Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy team
NOTE: Teammates will still see the kills (and destroyed buildings) in the kill-feed
-Added "(Ability) Spy Camera"
NOTE: Press SPECIAL-ATTACK to launch a projectile, then press RELOAD to load the camera
NOTE: When the camera is activated, the user's current disguise is removed and can't disguise while using the camera
NOTE: When the camera is activated, the user can't cloak and the camera can't be used if the user is currently cloaked
NOTE: 30 second cooldown starts once you leave the camera
|
(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Uncloak & Dagger
(Ability) Spy Camera
|
-Added "On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds"
|
On sap: Highlights the building for the user and teammates for the next 10 seconds
NOTE: If the Sapper is removed within the 10 seconds, that building is still highlighted for the remainder of the duration
|
Press SPECIAL-ATTACK while active to throw 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 60 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
-75% 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 to -100% from -20%
-Removed "No random critical hits"
-Removed "-15% damage penalty"
-Removed the "short cooldown during which it never crits"
-Decreased max range for headshot falloff to 900 Hu from 1200
-Headshots will now crit instead of doing normal damage after "max distance"
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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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-Increased damage penalty to -25% from -20%
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+40% cloak duration
+15% cloak on hit
-25% 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"
-Removed "No random critical hits"
-Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"
NOTE: Stealth shots allows the user to fire this weapon without losing their disguise
-Added "Bind *custom* to manually remove your current disguise"
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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"
-Remove "No random critical hits"
-Added "-25% damage penalty while disguised"
-Added "20% slower firing speed"
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Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill
-25% damage penalty while disguised
20% slower firing speed
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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
Support class - +4 health regenerated per second
NOTE: The health regen isn't decreased if the user was recently hurt
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Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed
While disguised: Gain a certain bonus based on your current class type disguise
On kill: No attack noise
Normal disguises require (and consumes) a full cloak meter
+20% longer de-cloak time
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Melee
Conniver's Kunai
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-Added "On backstab kill: Removes all negative debuffs on user"
-Added "While cloaked: Any overheal on wearer doesn't decay"
NOTE: Includes Medic overheal or overheal granted from backstabs
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On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user
While cloaked: Any overheal on wearer doesn't decay
-55 max health on wearer
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Melee
Big Earner
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-Removed "+30% cloak on kill"
-Removed "Gain a 3 second speed boost on kill"
-Added "On kill with any weapon: Gain a 2 second speed boost & +25% cloak"
-Added "On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak"
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On kill with any weapon: Gain a 2 speed boost & +25% cloak
On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak
-25 max health on wearer
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Melee
Spy-cicle
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-Decreased recharge to 10 seconds from 15s
-Decreased afterburn immunity to 5 seconds from 10s
-Added "-50% direct damage penalty"
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"
-Added "On hit by fire while active: Reduces initial fire damage by 90%"
-Added "This weapon has bonus melee range, but slower deploy time"
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On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds
-50% direct damage penalty
Backstab turns victim into ice
Melts in fire, regenerates in 10 seconds and by picking up ammo
Weapon makes a melting sound unless user is currently disguised
This weapon has bonus melee range, but slower deploy time
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Primary PDA
Disguise Kit
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-Added "Gain 20% damage resistance against the class type you are currently disguised as"
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Gain 20% damage resistance against the class type you are currently disguised as
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Secondary PDA
Invis Watch
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-Fixed the "While cloaked: 50% faster debuff timers"
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
-Added "Decreased decloak sound volume"
-Added "0.5 sec longer cloak blink time"
-Increased cloak meter from ammo sources penalty to -100% from -35%
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Cloak Type: Motion Sensitive
Cloak drain rate based on movement speed
Decreased decloak sound volume
+100% cloak regen rate
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
No cloak meter from ammo sources
0.5 sec longer cloak blink time
+33% cloak drain rate
Alt-Fire: Turn invisible
Allowed in Medieval mode
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Secondary PDA
Dead Ringer
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-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"
-Removed "Afterburn immunity for 3 seconds when used"
-The natural damage resistance only lasts for 1 second once the "Dead Ringer" is trigger
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the damage resistance
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the speed boost
-Decreased cloak regen rate to +30% from +50%
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"
NOTE: As in, the afterburn and bleeding immunity
-Increased faster debuff timers while cloaked to 75% from 50%
NOTE: Now includes "Marked-for-Death" and the "Gas Passer effect"
-Added "While cloaked: User gains 6 health/s passive healing"
NOTE: This is a set 6 health and doesn't scale down when damaged, but can be increased/decreased from certain effects
-Added "While cloaked: User absorbs 75% of any damage taken"
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"
-Added "No health from health packs when invisible and for 5 seconds after decloaking"
-Added "No natural cloak resistance when invisible after the first 1 second"
-Added "-50% cloak meter from ammo sources"
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Cloak Type: Feign Death
Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration
While cloaked: User absorbs 75% of any damage taken, gains 6 health/s passive healing, gains a speed boost, and 75% faster debuff timers
+30% cloak regen rate
+40% cloak duration
While cloaked: User cannot attack or place Sappers and bumping into enemies will make you slightly visible to enemies
No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
No health from health packs when invisible and for 5 seconds after decloaking
-50% cloak meter used when Feign Death is activated
Absorbed damage shortens cloak duration
-50% cloak meter from ammo sources
Allowed in Medieval mode
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Building
Sapper
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-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
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Disables and slowly destroys enemy buildings
Allowed in Medieval mode
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Building
Red-Tape Recorder
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-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
-Removed "Reverses enemy building construction"
-Decreased Sapper damage penalty to -90% from -100%
-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"
NOTE: Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed
-Added "+100% Sapper health bonus"
-Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed"
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Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed
+100% Sapper health bonus
User is Marked-for-Death for 3 seconds after the Sapper has been removed
-90% Sapper damage penalty
Allowed in Medieval mode
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Armas personalizadas
Estas son las armas nuevas de los servidores oficiales de CTF2W.
Primary
Firkin Flamer
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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 requires 20 ammo
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Secondary
Calefactor
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TF2 Workshop Link
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100% Mini-Crits vs burning players
On hit burning target: Decrease afterburn duration for each bullet that hits by 1 second
-33% clip size
This weapon is best used at medium and/or long range
- HIDDEN EXTRA STATS
+115% damage bonus
40% more accurate
-60% bullets per shot
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Secondary
Brittle Pistol
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TF2 Workshop Link
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On hit vs players: Near instant reload
+40% damage vs players
+100% max Secondary ammo on wearer
+100% projectile speed
No afterburn
- HIDDEN EXTRA STATS
No "+10% faster firing speed" bonus
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Secondary
Splitfire
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TF2 Workshop Link
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Shoots 3 extra flares in a horizontal line
All flares are not affected by gravity
All flares have a limited lifespan, -50% projectile speed, and -16.67% direct damage penalty
- HIDDEN EXTRA STATS
+10% faster firing speed
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Secondary
Sharp Shooter - Secondary
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TF2 Workshop Link
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+50% switch speed to your Melee from this weapon
On kill: Gain crits for your Melee for 4 seconds when you switch
On hit: Increases afterburn duration for each bullet that hits by 0.4 seconds
-15% damage penalty
-33% clip size
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Melee
Sharp Shooter - Melee
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TF2 Workshop Link
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+50% switch speed to your Secondary from this weapon
On kill: Gain Mini-Crits for your Secondary for 4 seconds when you switch
On hit: +6 seconds afterburn duration
-15% damage penalty
25% slower firing speed
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Melee
Baleful Beacon
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TF2 Workshop Link
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On hit burning enemy: Generate +50% souls
Souls increase fire damage dealt with all weapons (up to double)
On hit burning enemy: Extinguishes them
-25% fire damage dealt with all weapons
Souls always slowly decay at 2% per second
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Melee
Ice Breaker
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TF2 Workshop Link
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On hit: Freezes target for 6 seconds
When weapon is active: Any damage taken freezes the user for 3 seconds
Being frozen reduces move speed by 10%, slows Primary firing speed by 20%, slows Secondary firing speed by 15%, slows melee firing rate by 25%, and slows overall weapon switching by 100%
ALT-FIRE: Throws weapon, but reduces freeze effects by half
6 second recharge
While recharging, the "on hit" freeze effect is disabled, but the "self freeze" isn't
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Melee
Battering Bronco
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TF2 Workshop Link
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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
Attacks launch targets downwards
This weapon deploys 50% faster
+33% melee range
-20% damage penalty
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Melee
Endless Carnage
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TF2 Workshop Link
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When weapon is active:
- On taunt: Scare nearby enemies for 1-6 seconds depending on how close they are to you
- +100% damage vs scared players
- 25% slower move speed on wearer
- 25% slower firing speed
- This weapon has bonus melee range, but slower deploy time
- 400 HU Max for Scare Radius
- Requires line of sight to scare enemies
- 30 scare taunt cooldown
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Primary
Glasgow Greaves
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TF2 Workshop Link
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User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage is increased.
-75% reduction in push force taken from damage and airblasts
Earthquake radius is 292 Hu. Earthquake damage is based on 100% fall damage taken. Explosive jumping doubles the possible damage. Earthquake damage cap of 100 with 50% falloff.
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Primary
Drunkard’s Wrath
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TF2 Workshop Link
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Toggle between PRECISION or AOE with SPECIAL-ATTACK
Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenades fizzle out after landing
AOE Mode: +100% explosion radius, +100% fuse time on grenades, but -10% damage penalty
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Primary
Iron Boarder
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TF2 Workshop Link
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When a shield is equipped:
While the shield is recharging, this weapon deals +25% damage vs players
On hit: Shield is recharged by 20%
Grenades shatter on surfaces
When a shield is not equipped:
On hit: Recover 1 HP per 5 damage dealt
15% slower reload time
Grenades shatter on surfaces
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Primary
Steadfast Blast
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TF2 Workshop Link
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Fires a special bolt that explode 4 times when it hits an enemy (or building) that can damage other nearby enemies (or buildings) to then cause a chain reaction to another enemy (or building)
For every 200 damage dealt from this weapon, this weapon will regen 1 ammo
+25% explosion radius
No reload necessary
Mini-Crits whenever it would normally crit
100% slower firing speed
Projectile deals 20 damage and explosions deals 11 damage
There is no distance limit of the chain reaction nor a limit of enemies (or buildings) that it can damage
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Primary
Hand-Held Howitzer
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TF2 Workshop Link
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Deal +20% more Melee damage against all enemies that have been recently damaged from this weapon for the next 5 seconds
+50% switch speed to your Melee from this weapon
Getting a Melee kill reloads 1 shot for this weapon
-33% blast damage to self on wearer
-83% clip size
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Secondary
Mine Layer
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TF2 Workshop Link
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Stickies are connected by tripwires and attached stickies can't be moved
Tripwires explode when the user or a visible enemy moves through too fast
No reload necessary
Manually detonated stickybombs don't explode
-15% damage penalty
Projectile speed is set to 900Hu
Teammates and enemies can see the tripwires
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Secondary
Big Man
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TF2 Workshop Link
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Up to +100% bonus explosion radius based on charge
25% faster pipebomb damage ramp up time
Up to -20% damage based on charge
Stickybomb increases in size based on charge
User isn't affected by the increased explosion radius
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Secondary
Groundbreaker
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TF2 Workshop Link
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When a stickybomb explodes or is destroyed, it will spawn 4 low damaging grenades (This can be triggered when you place a 4th new stickybomb)
If the user is killed by an enemy, any placed stickybomb will auto-explode (This will trigger the 4 grenades)
Up to +20% bonus damage based on charge (Also increases the damage of the grenades)
-3 max stickybombs out
-83% clip size
If a stickybomb was crit-boosted, any grenade spawning from it will also be crit-boosted
The grenades deal 25 damage with no damage falloff
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Secondary
Scottish Wargear
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TF2 Workshop Link
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While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration
Ammo boxes collected also refills your charge meter
While charging: Cannot attack, no damage boosting, and no impact damage. Additionally, you can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.
-90% decreased in charge recharge rate
While charging: The visual trail is removed, but not the sound
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Secondary
Vanguard
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TF2 Workshop Link
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On kill with any weapon: +2 stacks
On assist-kill with any weapon: +1 stack
33% of all damage done is returned as health
On death: Heal (5% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)
-20% damage dealt on wearer
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Secondary
Assault and Battering Ram
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TF2 Workshop Link
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Once the charge meter is 50% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained
+33% increase in charge impact damage
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Secondary
Landlubbers Landmine
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TF2 Workshop Link
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Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy
Explosive damage (10 up to 100) and radius (73 Hu up to 219 Hu) increases based on charge meter drained
10% charge refilled for every enemy hit by the explosion
User takes 50% damage from the shield explosion
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Melee
Dullahan
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TF2 Workshop Link
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On kill: +2 stacks
On assist-kill: +1 stack
This weapon has bonus melee range, but slower deploy time
Each stack (up to 6) increases firing speed (by 8.333%) and damage vs players (by 3.333%), but increases all damage taken while active (by 6.66%). On kill/assist-kill (after the 6th stack) will scare enemies near the victim's death location (292 Hu) for 2 seconds, including yourself for 1.5 second.
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Primary
Bio Breaker
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TF2 Workshop Link
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While fully spun up: Gain 30% damage resistance, no deployed move speed penalty, and additional 10% bonus move speed
While fully spun up: 8 ammo consumed per second
Applies no knockback against enemies
ALT-FIRE: Spins up weapon to deal damage in-front of the user that scales the closer you are to an enemy
PRIMARY-ATTACK, SPECIAL-ATTACK, or RELOAD: While fully spun up, charge toward to skewer your enemies to carry them while damaging them
Damage dealt from this weapon counts as melee damage, instead of bullet damage
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100px
Primary
Graphite Perisher
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TF2 Workshop Link
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On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grants 2 seconds.
On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds. Secondary Assist-kills grants 1 second.
-70% max Primary ammo on wearer
The Mini-Crit timer drains while fully spun up and up to 6 seconds can be stored
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100px
Primary
Ququmannz's Wrath
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TF2 Workshop Link
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On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grants 4 seconds.
If a Cursed enemy is killed, the killer 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
When fully spun up: No self damage resistance nor damage resistance for nearby teammates
20% damage vulnerability while active
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100px
Secondary
Gingerbread Mann
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TF2 Workshop Link
|
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
-85% consumption healing effect per bite
Drops a small health pack when thrown
3 second cooldown once eating is stopped
10 second recharge once thrown
Alt-Fire: Share with a friend
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100px
Secondary
Cosmic Cuisine
|
TF2 Workshop Link
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On consumption: Gain debuff immunity for 15 seconds. If a debuff is attempted to be applied to the user during the immunity time, then instead recover 50 health. Fire sources recover 3 health.
On teammate pick up: All debuffs are removed from them
On enemy pick up: They don't gain health and are affected by all debuffs for 3 seconds
-100% consumption healing effect and no health for teammates if picked up
30 second recharge
If picked up by the user, it can fully refill the meter
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100px
Secondary
Full Throttle
|
TF2 Workshop Link
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On kill: +2 Stacks
On assist-kill: +1 Stack
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Each stack (up to 10) increases move speed on wearer (up to +33%) while not spun up, but decreases damage for this weapon (up to -20%)
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100px
Secondary
Sub-Sandvich
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TF2 Workshop Link
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66% of damage dealt is returned as health
On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 66% of the damage you took
On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took
-50% clip size
If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user
NOTE: Since all shotguns that Heavy has access to receive the same positive bonuses (similar on this weapon), all of those positive stats (on this weapon) are doubled when compared to the other shotguns that Heavy has access to (Except for the duration).
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100px
Melee
Hydraulic Hammers
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TF2 Workshop Link
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On hit: Applies fast horizontal knockback and disables air strafe control until the target hits a wall, touches the ground, or after 3 seconds, plus Scouts can't double jump
If the target hits a wall or surface, deal damage based on their max health (up to 75%) and how far they traveled (up to 800 Hu)
Minimal initial damage
25% slower firing speed
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100px
Melee
Jaws of Steel
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TF2 Workshop Link
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Wearer cannot carry the Intelligence briefcase or PASS Time JACK
When weapon is active:
- Requires 225 Melee damage dealt to charge meter
- When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds
- While *wet* or when meter is active: Gain +25% move speed and +25% firing speed
- While not *wet*: Lose -25% move speed and -25% firing speed
- Cannot switch away when meter is active
- Able to gain meter while draining, but at -50% rate
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100px
Melee
Terminal Killocity
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TF2 Workshop Link
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Wearer cannot carry the Intelligence briefcase or PASS Time JACK
When weapon is active:
- Slower falling speed
- Never take fall damage
- 100% increased air strafe control
- On SPECIAL-ATTACK or RELOAD: User will perform a large special jump, but requires 80 HP
- Cannot naturally jump
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100px
Primary
Lakeside Pride
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TF2 Workshop Link
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On kill with any weapon: +2 stacks. Assist-kills grants +1 stack.
On Sentry kill: +3 stacks
Lose 2 stacks when creating a new building
-15% damage for all weapons on wearer
-10% Sentry damage on wearer
Each stack (up to 10) increases max metal (by +20) and decreases building cost (by 2.5%)
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100px
Secondary
Signal Booster
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TF2 Workshop Link
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When weapon is active:
- Press PRIMARY-FIRE to boost all of your active buildings for 5 seconds at the cost of 200 metal
- While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired
- No metal from pickups and Dispensers
- Cannot carry buildings
- 20 second cooldown after the boost is used
- While boosting your buildings: Sentry damage/range are increased by 25%, Dispenser range/healing are increased by 50%, and Teleporter recharge rate is decreased by 50%
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100px
Secondary
Swifty Swiper
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TF2 Workshop Link
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Press and hold PRIMARY-FIRE: While looking towards health and ammo packs, the packs will attract towards you within 900 Hu that will stay in place for 15 seconds
Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself
-30% metal gained from transferred metal
It takes 10 seconds of constant use to empty the attraction meter. For each 1 second used, it requires 3 seconds to recover. Also, there is a 3 second cooldown when attraction is stopped.
While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown
Requries Line of Sight to drag ammo packs
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100px
Secondary
Gamma Gazer
|
TF2 Workshop Link
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On third hit without missing: Guaranteed critical bullets
-75% clip size
Hold FIRE to load up your clip, release FIRE to unleash the barrage
This weapon is best used at point blank and/or medium range
- HIDDEN EXTRA STATS
+1000% bullets per shot
100% less accurate
-91.06% damage penalty
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Secondary
Welder's Gun
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TF2 Workshop Link
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On hit: Gain metal back based on damage by 50%
Mini-Crits against targets that any friendly Sentry Guns are currently damaging
40% more accurate
-50% clip size
200% slower firing speed
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100px
Secondary
Jupiter
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TF2 Workshop Link
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While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip
Firing speed increases as metal supply decreases
Shot penetrate all enemies
-50% damage penalty
50% slower base firing speed
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100px
Melee
Magnetic Horseshoe
|
TF2 Workshop Link
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All damage dealt fills the *Building Upgrade* meter, press SPECIAL-ATTACK when full to upgrade all of your buildings to level 3 and to fully heal them
10% of the damage dealt from your Sentry Gun will add to the meter
Sapped buildings are bypassed when meter is used
33% slower construction speed for all buildings
-20% repair rate
Requires 500 damage dealt to charge
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100px
Melee
Masterkey
|
TF2 Workshop Link
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Third successful hit in a row always crits
Replaces the Sentry Gun with 4 small Sticky Turrets that can be thrown (while active with SPECIAL-ATTACK) to most surfaces or walls
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Secundaria
Resolucion Francesa (ACTUALMENTE REMOVIDA)
|
TF2 Workshop Link
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Al golpear: Marca al objetivo, mientras tenga esa marca, recibes un 20% de daño de ese enemigo. Ademas, te curas 30 de vida
50% tiempo de recarga mas lento
-83% tamaño de cargador
Solo puedes tener una marca a la vez, la marca se pierde si tu o el objectivo marcado mueren, o si cambias de objetivo, o si el enemigo se reabastece
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100px
Secondaria
El Victor-iano
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TF2 Workshop Link
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Al matar: Te teletransportas al lugar de la victima, te disfrazas de ella y el cuerpo de la victima desaparece
Recuperas 2 disparos al apuñalar, y 1 al destruir una construccion
Al golpear: No pierdes municion
No necesita recargar
-33% de daño
Dispara balas trazadoras
-60% municion secundaria maxima al portador
Tiene 12 balas en la recamara
La muncion solo se recupera al golpear un enemigo/construccion con esta arma, al apuñalar, destruir construcciones o reabastecerse
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Cuerpo a Cuerpo
La Infeccion
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TF2 Workshop Link
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Al apuñalar: Infecta a la victima con una plaga mortal por 10s y a todos los enemigos cercanos (292 Hu) por 5s
Si un enemigo muere por la plaga: Ganas +3% de velocidad and +3% de velocidad de invisbilidad (Hasta 5 Cargas)
La Plaga se puede quitar al instante al reabastecerse o al usar una caja de vida
Las puñaladas solo causan 45 de daño
Los Snipers usando el Caparazumbador perderan el mismo, pero la duracion de la plaga es reducida a 5s
Las victimas que sufren de la plaga pierden 10% de su salud maxima por segundo
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Cuerpo a Cuerpo
La Bomba Interna
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TF2 Workshop Link
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Al apuñalar: ¡Colocas una bomba en el enemigo!, ademas mantienes tu disfraz
Las bombas detonan automaticamente en 4s, pero puedes usar disparo secundario para detonarlas manualmente
Las bombas hacen daño en un area basados en la vida que TENIA la victima en el momento que fue apuñalada y por cuanto tiempo la bomba estuvo activa
Las bombas se desactivan cuando mueres, o cuando tu o el enemigo se reabastecen.
Cuando hay una bomba activa: No puedes volverte invisible
Recibes un 25% del daño de una bomba si estas muy cerca
Las puñaladas no matan al instante
El daño de la bomba aumenta hasta en un 110% en el curso de 4s
El enemigo al que se le planto una bomba es notificado con un mensaje
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Cuerpo a Cuerpo
Mann-Slaughter
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TF2 Workshop Link
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{Pro}}Al Apuñalar: Te vuelves invisible al instante
Las victimas apuñaladas no dejan cajas de municion
Al Apuñalar: Requiere y drena 25% de invisbilidad para volverte invisible
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PDA 1
La Interferencia
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TF2 Workshop Link
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Al Sabotear: Revela al propietario de la construcción con un contorno que solo tu puedes ver por 10s
Te restaura vida cuando una construcción saboteada es destruida
-40% de daño
Restaura vida en base al nivel y tipo de la construcción saboteada
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PDA 1
Explosivo Oportuno
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TF2 Workshop Link
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5s despues de colocarlo en una construccion enemiga, el zapador explota (292 Hu), destruye la construccion, y hace hasta 150 de daño a construcciones y jugadores enemigos.
Al Sabotear: No puedes usar esta arma por 2s
-100% de daño
-99% de vida del zapador
Las construcciones siguen desactivadas tras la colocacion del zapador
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PDA 1
Saboteador Subjuyado
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TF2 Workshop Link
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8s despues de colocarlo en una costruccion enemiga, el zapador reprograma la construccion enemiga como si fuera de tu equipo
Las construcciones reprogramadas tienen efectos extra
- Arma Centinela - +10% velocidad de disparo
- Dispensador - +100% de rango
- Teleportador – Se puede usar en ambas direcciones
Las construcciones reprogramadas se autodestruyen tras 12s
-30% de daño
Las construcciones siguen desactivadas tras la colocacion del zapador
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PDA 2
La Fantome
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ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES
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Al estar invisible: Puedes transpasar construcciones y jugadores enemigos. Ademas, no te volverás parcialmente invisible al tocar a un enemigo o al recibir daño
While cloaked: Al estar invisible: Pierdes -6.25% de velocidad, no tienes la resistencia natural de la invisibilidad, los efectos negativos no se disipan mas rapidamente, ni puedes obtener invisibilidad
La invisibilidad se drena un 50% mas rapido al estar dentro de un jugador/construccion enemiga
Al no tener invisibilidad: Drena 10 de vida/s si estas dentro de un jugador/construccion enemiga
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PDA 2
Salto
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ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES
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Tipo de Invisbilidad: Salto
Al usar: Te propulsas en el aire si te estas moviendo, o hara un salto extra si no te estas moviendo
No obtienes invisbilidad de cajas de muncion
Al usar hasta caer en el suelo: No recibes daño por caida, pero tienes control aereo reducido
8s de recarga
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PDA 2
La Entrada Explosiva
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ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES
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Al dejar de ser invisible, causas una explosion (292 Hu) de humo que hace daño a los enemigos cercanos (45 Min, 90 Max) y a ti mismo (22 Min, 45 max). La explosion no se activa si dejas de ser invisible cuando el medidor de invisibilidad tenia 50% o mas. La explosion causa mas daño mientras menos invisbilidad tengas. La explosion no se puede usar hasta que el medidor de invisbilidad se haya llenado por completo
Al estar invisible: Ganas +25% de velocidad
-66% invisbilidad recibida por cajas de muncion
-10% velocidad de regeneracion de invisbilidad
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Miembros del equipo
Chdata: desarrollador principal
Crafting: propietario de la comunidad y del servidor, youtuber, admin. del grupo de Steam, demostrador de armas y editor/colaborador de la wiki
Sophie: Líder de la comunidad, administrador del servidor, youtuber y admin. del grupo de Steam
Porygon: desarrollador
Antiguos miembros
Karma Charger: colaborador de TF2Wiki y demsotrador de armas
MasterOfTheXP: autor original y desarrollador principal
Theray070696: desarrollador de código y codesarrollador principal
Shadow Mario: desarrollador
Agent Silver: desarrollador
Deathreus :desarrollador
Naleksuh: desarrollador
CHAWLZ: desarrollador
404UNF: desarrollador
Pikachu: desarrollador
Orion™: desarrollador
The655: desarrollador
Nergal: desarrollador
Errores
- Cuantas más armas personalizadas equipes, mayor será la probabilidad de que desaparezcan cosméticos de tu modelo.
- Si se usa un arma personalizada con un medidor (como el Estandarte de Ánimo), el medidor no se usará a menos que el jugador tenga el arma original equipada en su personaje.
Enlaces externos