Tough Break Update

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This article is for content released in the update. For the patch itself, see December 17, 2015 Patch.

The Tough Break Update was a major update that introduced 4 new weapon collections, 4 community-created new maps, and 3 new taunts. It introduced the Tough Break Campaign, an event taking place around Smissmass which allows players to compete in 26 skill-based challenges to unlock one-of-a-kind weapons and exclusive weapon and cosmetic cases. To participate in the Tough Break Update, you must purchase the Tough Break Campaign Pass.

Additions

Gameplay Changes

All

  • Base weapon switch speed changed from 0.67 seconds to 0.5 seconds.
  • Upon spawning, friendly players will show an outline for 10 seconds.
  • Updated various weapon descriptions to better detail their functionality.

Multi-Class

  • Panic Attack
    • No longer auto-fires when fully loaded. Shots can be held and released at will.
  • Reserve Shooter
    • No longer boosts all-around switch speed, instead boosts switch-to speed by 20% and switch-from speed by 15%.
    • No longer mini-crits any airborne target (i.e. jumping). Target must be forced in to the air via blastjump, knockback, airblast, or grapple.
  • The Half-Zatoichi
    • Now considered a sword (increased holster and deploy time and increased range).
    • Honorbound changed. Deals 50 self damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.
    • 100% life restore on kill changed to 50% health gain on kill that can result in overheal.
    • No random crits.
  • B.A.S.E Jumper
    • Removed hidden property of up draft when on fire.

Scout

  • Pretty Boy's Pocket Pistol
    • Increased health recovered on hit from 3 to 5.
  • Mad Milk
    • Extinguishing an ally will now reduce the cooldown by 20%.
  • Wrap Assassin
    • Now 42% more festive! Ornament shatters on all impacts, dealing a small amount of damage in a small radius. Bleed effect still only applies to a target that is struck directly.
    • Ball recharge rate increased by 25%
    • Damage penalty reduced from -70% to -65%

Soldier

  • Beggar's Bazooka
    • Decreased blast radius by 20%.
  • Concheror
    • Doubled health regeneration rate. Regeneration rate is now decreased if player has been recently damaged.
  • Market Gardener
    • Added 20% Attack Speed penalty.
  • Air Strike
    • Reduced blast radius by 20% when rocket jumping (28% reduction when compared to stock)

Sniper

  • The Cleaner's Carbine
    • Reduced firing rate penalty from 35% to 20%.
    • Added 'CRIKEY' meter which is filled by dealing damage.
    • Mini-crits are no longer activated by kill, but can instead be activated by alt-fire when the 'CRIKEY' meter is filled.
  • Cozy Camper
    • Quadrupled health regeneration rate. Regeneration rate is now decreased if player has been recently damaged.
  • Jarate
    • Extinguishing an ally now reduces the cool down by 20%.

Pyro

  • Pyros like to collect rainbows! Extinguishing a teammate will now return 20 health to the Pyro.
  • Consecutive Airblasts will no longer prevent enemies from air-strafing until they touch the ground.
  • The base Flamethrower's damage fall off over distance has been decreased, resulting in higher damage output at range.
  • Degreaser
    • No longer boosts all-around switch speed. Instead, boosts switch-to speed by 60% and switch-from speed by 30%.
    • Removed damage penalty.
    • Increased Airblast cost by 25%.
    • Increased afterburn penalty to from 25% to 66%.
  • Phlogistinator
    • Removed 10% damage penalty.
    • When activating 'MMMPH', the taunting Pyro gains temporary invulnerability and immunity to knockback effects. The Pyro takes on an appearance identical to an Übercharged Pyro.
  • Axtinguisher
    • Properties changed
      • 100% Chance to crit against burning targets.
      • 33% Damage penalty.
      • 20% Slower attack speed.
      • 75% Slower switch-to speed.

Medic

  • Medics now have slightly higher health regeneration when healing a hurt patient.
  • During setup time, ÜberCharge build rate is now increased by 3x.
  • Amputator
    • Taunt can now be activated by ALT-fire.
    • Healing done with the taunt now grants small amounts of ÜberCharge.
  • Vaccinator
    • Removed 10% health regeneration on proper resist.
    • Added slight ÜberCharge build on proper resist.
    • Increased ÜberCharge rate from +50% to +67%.
    • Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective.
  • Crusader's Crossbow
    • Healing a player with an arrow now grants a small amount of ÜberCharge
  • Quick-Fix
    • Fixed cases where Quick-Fix ÜberCharged players could still be affected by certain knock-back effects.
    • Players can no longer capture objectives while under the effects of Quick-Fix ÜberCharge.

Spy

  • The HUD 'Cloak' meter now displays 'MOTION' and 'FEIGN' when Cloak and Dagger and Dead Ringer are equipped respectively
  • Dead Ringer
    • Initial damage reduction when feigning death increased to 75% from 50%.
  • Spy-cicle
    • Fixed a bug where ammo packs from dead players were not filling the Spy-cicle meter.
    • Fire immunity shield no longer appears when fire immunity is triggered.

Heavy

  • Fists of Steel
    • Removed deploy time penalty.
    • Added penalty of increased holster time by 100%.
  • Gloves of Running Urgently
    • Increased holster time penalty.
  • Warrior's Spirit
    • Now heals 50 health on kill.
    • Damage received and dealt increased by 30%.
    • Removed health penalty.
  • Eviction Notice
    • Now provides 15% move speed bonus.
    • Now increases damage taken by 20%.

Demoman / Demoknight

  • Shield bash now deals damage at all ranges, scaled by distance.
  • Melee damage boost after shield bash is based on amount of charge consumed. Now provides mini-crit at 25% depleted, and full crit at 60% depleted.
  • Charging now removes debuffs from the Demoknight (Bleed, Fire, Mad Milk, Jarate).
  • All Swords now have a slower deploy and holster speed compared to base weapons in addition to their increased melee range.
  • Splendid Screen
    • Removed the ability to deal charge impact damage at any range (now native to all shields).
    • Now increases recharge rate by 50%.
    • Increased blast resistance from 15% to 20%.
  • Tide Turner
    • Now grants mini-crit instead of full-crit on charge bash.
    • Reduced resistances to 15%.
  • Chargin Targe
    • Reduced blast resistance from 40% to 30%.
    • Removed fire immunity.
  • Claidheamh Mòr
    • Removed charge duration bonus.
    • Now restores 25 health on kill.
    • Removed health penalty.
    • Now increases damage taken while active by 15%.
  • Persian Persuader
    • Removed ammo pickups granting health instead of ammo.
    • Added penalties of reduced primary and secondary ammo.
    • Ammo pickups now replenish charge.
    • Now gains charge meter on hit.
  • Quickiebomb Launcher
    • Fizzle time increased from 2 seconds to 4 seconds.
  • Ullapool Caber
    • Base melee damage increased from 35 to 55
    • Added 20% fire rate penalty
    • Added 100% switch-to time penalty
  • Loose Cannon
    • Reduced projectile speed (now a visible attribute).
    • Reduced cannon impact damage from 60 to 50. Damage also scales with distance.
    • Reduced knockback from cannon hit. Knockback strength is now similar to airblast.

Engineer

  • After removing a Sapper from a Sentry Gun, there is now a 0.5s delay before the sentry is active again.
  • Sentry Guns brought into a respawn room no longer detonate outside of Mann vs. Machine.
  • The Jag
    • Added damage penalty against buildings. Now takes 3 hits to destroy a Sapper.
  • Rescue Ranger
    • Healing per bolt reduced from 75 to 60.

Maps

Name Picture Game mode File name
Snowycoast Payload
BLU Bombcart.png
Vanguard Control Point
Controlpoint.png
Highpass KOTH Highpass.jpg King of the Hill
Controlpoint.png
cp_highpass
Landfall King of the Hill
Controlpoint.png

Cosmetics

  • The Siberian Sweater: a Mercenary-grade Christmas sweater for the Heavy.
  • The Hot Heels: Mercenary-grade, team-colored sneakers emblazoned with flames at the heels with a pair of socks for Scout.
  • Bunnyhopper's Ballistic Vest: a Mercenary-grade bulletproof vest that replaces the Medic's default shirt.
  • Chicago Overcoat: a Mercenary-grade buttoned overcoat that replaces the Spy's default suit and tie.
  • A Hat to Kill for: a Mercenary-grade double-banded fedora meant to imitate old-fashioned private eyes for the Spy.
  • Shin Shredders: Mercenary-grade samurai boots meant to go with the Samur-Eye, Sangu Sleeves, and Bushi-Dou for the Demoman.
  • Berlin Brain Bowl: a Mercenary-grade Medic helmet based on the Team Fortress Classic Medic.
  • Medical Monarch: a Mercenary-grade jacket and belt emblazed with the Medic's class emblem and fluffed up.
  • the Diplomat: a Mercenary-grade Soldier shirt and lapels.
  • the Patriot Pesk: a Mercenary-grade Commander cap for Soldier.
  • the Gift Bringer: a Commando-grade Santa coat for the Soldier.
  • Bonk Battler's Backup: a Commando-grade backpack with the BONK! sign on the back holding a bat and mitt for Scout.
  • Winter Backup: a Commando-grade backpack with a wrench and shotgun shells for the Engineer.
  • the Chill Chullo: a Commando-grade, team-colored, all-class tuque with a snowflake stitched on the side.
  • A Well-Wrapped Hat: an Assassin-grade, all-class tophat wrapped in a gold bow.

Gallery

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