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Summary
Link to original document
- Random critical hits are now disabled by default.
- Any weapons which currently have "No random critical hits" will still have it as a hidden stat for servers which choose to manually enable random crits.
- Random bullet spread is now disabled by default.
- Random fall damage deviation is now disabled by default.
- Teammate outline duration decreased from 10 to 6 seconds
- Teammate outline no longer reveal disguised Spies
- Interpolation effects are only active on servers with "sv_cheats 1" enabled
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Multi-Class
Changed: Base shotgun ammo decreased from 32 to 24
Changed: Holster speed penalties now apply their penalty to any weapon drawn within 1 second of said weapon being active
Changed: Melee attacks now prioritize damaging enemies over teammates
Changed: Speed boost rescaled are rescaled to always be +30% regardless of class
- Kills counted through the enemy using a killbind will still trigger "On Kill" effects
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 Shotgun
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Info: Added a basic description
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Fires a close-range blast of 10 bullets.
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 Panic Attack
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Added: 50% faster reload time
Added: Fire rate increases as health decreases
Removed: -20% damage penalty
Added: Cannot stop firing until clip is empty
Added: -34% clip size
Changed: Reduced deploy speed bonus from 50% to 30%
Removed: +50% bullets per shot
Changed: Now fires a wide 5x2 rectangular pattern
Info: After you start firing, you cannot switch weapons until the clip is empty
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50% faster reload time
This weapon deploys 30% faster
Fire rate increases as health decreases
-34% clip size
Cannot stop firing until clip is empty
Successive shots become less accurate
Fires in a wide, narrow shot pattern
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 B.A.S.E. Jumper
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Removed: Can no longer be equipped by the Demoman
Added: -50% less damage fall off on primary weapon
Changed: Parachutes can be redeployed again in mid air when the meter is full
Added: -50% less damage fall off from all damage sources
Changed: Parachutes now have a 3.5 second cooldown between deployments
Added: The wearer stops descending if they are affected by afterburn while the parachute is deployed
Info: For most weapons, minimum damage fall off is increased from 52.8% to 79.2%
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-50% less damage fall off on primary weapon
-50% less damage fall off taken from all damage sources
Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. Being set on fire creates an updraft that stops you from descending.
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 Pain Train
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<Work in Progress>
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<Work in Progress>
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 Half-Zatoichi
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Changed: Honorbound cannot reduce your health lower than 1 health
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This weapon has a large melee range and deploys and holsters slower
Gain 50% of base health on kill
Honorbound: Once drawn, sheathing deals up to 50 damage to yourself unless it deals a killing blow
Soldiers and Demos Can duel with their katanas For a one-hit kill
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Scout
Changed: Reserve ammo of all Scatterguns lowered from 32 to 24
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 Scattergun
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Info: Added a basic description
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Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range.
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 Force-A-Nature
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Removed: Knockback no longer reduces the target's air control
Changed: Knockback is no longer permanently active; it is only activated through alt-fire
Info: Alt-Fire functions identically to a normal shot besides the knockback
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Alt-Fire: Fires a shot that inflicts knockback on the target and shooter
+50% faster firing speed
+20% bullets per shot
-10% damage penalty
-66% clip size
This weapon reloads its entire clip at once
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 Shortstop
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Changed: Reload time reduced from 1.5 seconds to 1.25 seconds
Removed: Increase in push force taken from damage and airblast
Removed: Alt-Fire to reach and shove someone!
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+40% faster firing speed
+40% more accurate
+100% damage bonus
-34% clip size
-60% bullets per shot
-33% maximum damage ramp-up
This weapon reloads its entire clip at once.
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 Soda Popper
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Changed: Hype duration reduced from 10 seconds to 6 seconds
Changed: Firing speed decreased from +50% to +33%
Removed: +25% faster reload time
Changed: Activating Hype instead grants mini-crits while active, but the wearer is marked for death while active and for another 2 seconds after Hype ends
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On Hit: Builds Hype
+33% faster firing speed
-66% clip size
When Hype is full, Alt-Fire to activate Hype mode and gain mini-crits while active, but you are marked for death while active and for another 2 seconds after Hype ends.
This weapon reloads its entire clip at once.
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 Baby Face's Blaster
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Added: Allows the Scout to bunnyhop
Added: +50% fall damage resistance on wearer
Added: Cannot double jump
Changed: Move speed decreased from -10% to -15%
Removed: On Hit: Builds Boost
Info: Holding the jump key automatically bunnyhops, similar to bunnyhopping in Open Fortress
Info: Momentum from bunnyhopping is capped at 510 HU/s, or 170% move speed
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Grants the ability to bunnyhop
+50% fall damage resistance on wearer
-34% clip size
-15% slower move speed on wearer
Cannot double jump
Hold your Jump key while moving forwards to automatically bunnyhop
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 Back Scatter
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Changed: Accuracy increased from -20% to +20%
Removed: -34% clip size
Added: -20% slower reload time
Added: -15% damage penalty when not fired at the enemy's back
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Mini-crits targets when fired at their back from close range
+20% more accurate
-20% slower reload time
-15% damage penalty when not fired at the enemy's back
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Changed: Bullet spread of all Pistols reduced by 20%
Changed: Reserve ammo of all Pistols increased from 36 to 48
Changed: Base rate of fire of all Pistols reduced from 6.66 rounds per second to 6 rounds per second
Changed: Reload time of all Pistols increased from 1.1 seconds to 1.25 seconds
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 Winger
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<Work in Progress>
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<Work in Progress>
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 Pretty Boy's Pocket Pistol
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Added: +33% damage bonus
Changed: Firing speed bonus increased from +15% to +25%
Added: 50% slower holster speed
Changed: Clip size penalty increased from -25% to -50%
Removed: On Hit: Gain up to +3 health
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+25% faster firing speed
+30% damage bonus
-50% clip size
-50% slower holster speed
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 Bonk! Atomic Punch
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Removed: Damage absorbed will slow you when the effect ends
Changed: Recharges by dealing 350 damage rather than by waiting 22 seconds
Changed: Drink starts empty and cannnot be refilled by Resupply
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Drink to temporarily become invulnerable
Cannot attack while under effects
Charges by dealing 300 damage. Effects end after 8 seconds.
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 Crit-a-Cola
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Added: Melee weapons critically hit while active
Removed: Each attack sets Mark-For-Death while active
Changed: Recharges by dealing 350 damage when not affected by the drink rather than by waiting 22 seconds
Added: -100% melee holster time while active
Changed: Holstering your melee weapon also ends the effects
Changed: Drink starts empty and cannnot be refilled with Resupply
Removed: Scattergun attacks mini-crit
Info: After drinking the Crit-a-Cola, it automatically switches to your melee weapon rather than your Scattergun
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Drink to temporarily gain critical hits on your melee attacks
100% slower melee holster while under effects
Charges by dealing 300 damage. Effects end after 8 seconds or when you holster your melee weapon.
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 Mad Milk
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Changed: Increased the meter recharge from extinguishing teammates from 20% to 50%
Changed: Jar meter builds with kills and assists achieved against non-milked targets (50% for kills and 25% for assists) instead of over time
Changed: Milk meter starts empty and cannot be refilled with Resupply
Changed: Healing reduced from 60% to 50%
Changed: Duration reduced from 10 seconds to 7 seconds
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Throw to cover enemies in milk for 7 seconds or extinguish teammates. Players heal 50% of the damage done to enemies covered in milk.
Charge milk by scoring kills or assists against players not covered in milk. Extinguishing teammates will refund 50% charge.
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 Flying Guillotine
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Added: Projectile now has damage ramp-up and fall-off (125%-75%)
Added: Bleed duration now scales off of damage ramp-up and fall-off (3-5 seconds)
Added: Mini-crits vs debuffed targets
Changed: All hits reduce recharge time by 3.5 seconds rather than just long-range hits for 1.5 seconds
Changed: Base damage reduced from 50 to 40
Changed: Base bleed duration lowered from 5 seconds to 4 seconds
Changed: Recharge time increased from 5 seconds to 10 seconds
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Throw this sharp cleaver at an enemy to make them bleed! Recharges after 10 seconds.
On Hit: Reduces recharge time by 3.5 seconds
Mini-crits vs debuffed targets
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Changed: Base damage of all Bats increased from 35 to 45
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 Bat
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Info: The description now mentions its different damage and attack speed
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This weapon swings faster but deals less damage compared to standard melee weapons.
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 Sandman
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Changed: Base projectile damage increased from 15 to 30
Changed: Health decreased from -15 to -25
Changed: Projectile no longer ramps up on long distance hits
Changed: Alt-Fire now inflicts a 20% damage vulnerability instead of slowing the target
Changed: Debuff duration is rescaled from 1-7 seconds depending on distance to a fixed 4 seconds
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Alt-Fire: Launches a ball that causes the target to take 20% more damage for 4 seconds
-25 max health on wearer
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 Atomizer
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Changed: Triple jumps are now passive instead of only while active
Removed: -15% damage vs players
Removed: This weapon deploys 50% slower
Added: Air jumps costs 10 health
Added: -30% slower firing speed
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Grants Triple Jump on wearer
Melee attacks mini-crit while airborne
Air jumps costs 10 health
-30% slower firing speed
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 Boston Basher
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Changed: Self damage no longer inflicts bleed on wearer
Changed: Damage to self increased from -50% to -33%
Info: Final self damage is decreased from 18 + 40 over time to 30
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On Hit: Bleed for 5 seconds
On Miss: Hit yourself. Idiot.
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 Candy Cane
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Removed: 25% explosive damage vulnerability on wearer
Added: 100% longer debuff duration on wearer
Added: Jingle all the way...
Info: In other words, moving causes the wearer to make an audible jingle noise
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On Kill: A small health pack is dropped
+100% debuff vulnerability on wearer
Jingle all the way...
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 Sun-on-a-Stick
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<Work in Progress>
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<Work in Progress>
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 Fan O'War
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Added: On Hit: Blows the target away with a burst of wind
Info: This burst of wind works very similarly to an airblast
Changed: Damage penalty reduced from -75% to -66%
Changed: The Mark-for-Death is also removed upon the Scout's death
Removed: Crits whenever it would normally mini-crit
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On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for up to 10 seconds
On Hit: Blows the target away with a burst of wind
75% damage penalty
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 Wrap Assassin
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<Work in Progress>
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<Work in Progress>
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Soldier
Added: Melee weapons are now crit boosted while blast jumping
Changed: Base melee damage increased from 65 to 75
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 Direct Hit
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Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback
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+25% damage bonus
+80% projectile speed
Mini-crits targets launched airborne by the wearer and their teammates
-70% explosion radius
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 Liberty Launcher
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Added: +25% knockback and self-damage force
Info: The extra knockback is higher than listed in order to overcome the lower knockback from the damage penalty
Added: +30% faster deploy and holster time
Changed:Rocket jump resistance raised from +25% to +30%
Changed: Damage penalty reduced from -25% to -20% {c|-|Removed:}} +25% clip size
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+25% blast force
+40% projectile speed
30% faster deploy and holster speed
-30% blast damage from rocket jumps
-20% damage penalty
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 Cow Mangler 5000
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Added: On Hit: Target is engulfed in flames for 4 seconds
Info: This also applies to rocket jumps
Added: On Direct Hit: buildings are disabled for 2 seconds
Added: 15% faster reload time
Removed: Minicrits whenever it would normally crit
Added: 0.5 sec delay before the rocket starts firing
Info: Holding down the Fire key after the first shot will bypass the delay for subsequent shots
Removed: Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec
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Does not require ammo
On Hit: Target is engulfed in flames for 4 seconds
On Direct Hit: Buildings are disabled for 2 seconds
+15% faster reload time
Must briefly charge for 0.5 seconds before firing starts
Deals only 20% damage to buildings
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 Beggar's Bazooka
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Changed: (Hidden) Reload time increased from -30% to -10%
Removed: No ammo from dispensers when active
Changed: Cannot reload until this weapon finishes firing
Info: In other words, the delay after firing the last rocket is increased from 0.24 to 0.8 seconds
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Hold Fire to load up to 3 rockets, and release it to unleash the barrage. Overloading the chamber will cause a misfire.
-20% explosion radius
10% slower reload time
+3 degrees random projectile deviation
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 Air Strike
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Added: +25% clip size
Removed: -20% explosion radius while blast jumping
Changed: Firing speed bonus while blast jumping decreased from +65% to +60%
Changed: Explosion radius decreased from -10% to -15%
Removed: Clip size increased on kill
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+25% clip size
+60% faster firing speed while blast jumping
-15% blast damage from rocket jumps
-15% damage penalty
-15% explosion radius
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 Reserve Shooter
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Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback
Changed: -15% damage penalty on hits that don't crit or mini-crit
Changed: No longer equippable by the Pyro
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Mini-crits targets launched airborne by you or your teammates
-25% damage penalty on non-critical hits
-33% clip size
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 Buff Banner
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Added: 15% faster reload time on wearer
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15% faster reload time on wearer
When activated, provides an offensive buff that causes nearby team members to deal mini-crits. Charges after dealing 600 damage.
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 Battalion's Backup
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Reworked: The defensive buff now multiplies the health of all affected targets by 50% rather than granting a 35% global damage resistance
Changed: Sentry damage resistance reduced rom 50% to 30%
Changed: Mini-crits are no longer nullified
Changed: Full crits are instead converted into mini-crits rather than being entirely nullified
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+20 max health on wearer
When activated, provides a defensive buff to nearby teammates that increases health by 50%, reduces incoming sentry damage by 50%, and miniaturizes critical hits for 10 seconds. Charges after dealing 600 damage.
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 Concheror
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Changed: Speed boost reduced from 26-40% depending on the class to 30% regardless of the affected class
Changed: Maximum health regeneration reduced from 4 health per second to 3 health per second
Changed: Damage needed to charge increased from 480 to 500
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Up to +3 health regenerated per second on wearer
+20% faster charge rate
Provides group speed buff With damage done giving health. Gain rage with damage.
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 Mantreads
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Added: +15% faster move speed on wearer
Added: Press Jump while airborne for at least 1 second to calcel all momentum and fall at terminal velocity.
Changed: Push force resistance now applies to all sources besides damage and airblasts
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+15% faster move speed on wearer
+75% knockback resistance on wearer
200% increased air control when blast jumping
Deals 3x falling damage to the player you land on
Press Jump while airborne for at least 1 second to cancel all momentum and fall at terminal velocity.
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 Righteous Bison
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Changed: Base damage increased from 20 to 40
Changed: No longer suffers from damage falloff
Changed: Base projectile speed increased from 1200 to 1500 HU
Changed: Projectile size is increased by +20%
Removed: Deals only 20% damage vs buildings
Added: -50% projectile speed while penetrating a target
Added: Deals 10 less damage after each hit
Added: Projectile fizzles out if it travels for 4 seconds or if it reaches its penetration cap
Changed: No longer features damage ramp-up
Changed: Projectile penetration cap decreased from infinite to 4 targets
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Does not require ammo
Projectile penetrates enemies and can hit an enemy multiple times
Projectile slows while penetrating a target
Damage decreases on successive hits
Fires an unreflectable energy blast.
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Added: All Soldier melees have the ability to critically hit while rocket jumping
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 Shovel
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Info: Added a basic description of the melee slot's unique function
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Swing while airborne from a rocket jump to critically hit an enemy.
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 Market Gardener
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Added: Airborne crit kills now show a MARKET GARDEN!!! in the killfeed
Removed: 20% slower swing speed
Info: Otherwise functions as a stock reskin
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Swing while airborne from a rocket jump to critically hit an enemy. Humiliate your enemies by showing anyone watching the kill feed that you just MARKET GARDENED them.
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 Equalizer
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Changed: Now deals up to 100% higher base damage as the user becomes injured
Info: Damage increased from 33-107 to 65-130 (Damage increases by 1 point of damage per 3 units of health lost below 196 health)
Added: This weapon deploys up to 50% faster as the user becomes injured
Added:This weapon holsters 50% slower
Added:Minicrits whenever it would normally crit
Changed:Healing from Medics reduced from -90% to -100%
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Melee damage increases up to 100% as the user becomes injured
This weapon deploys up to 50% faster as the user becomes injured
This weapon holsters 50% slower
No healing from Medics while active
Minicrits whenever it would normally crit
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 Escape Plan
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Added: This weapon deploys up to 50% faster as the user becomes injured
Added:This weapon holsters 50% slower
Added:Minicrits whenever it would normally crit
Changed: Maximum movement speed decreased from -60% to -50%
Info: This only affects the speed increase when at 40 health or less
Changed: Healing from Medics reduced from -90% to -100%
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When weapon is active:
Move speed increases by up to 50% as the user becomes injured
This weapon deploys up to 40% faster as the user becomes injured
You are marked for death while active, and for a short period after switching weapons
This weapon holsters 50% slower
No healing from Medics while active
Minicrits whenever it would normally crit
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 Disciplinary Action
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Changed: Damage penalty reduced from -25% to -20%
Added: 50% slower deploy and holster time, similar to swords
Added: -20 max health penalty
Added: Minicrits whenever it would normally crit
Changed: Range bonus reduced from +70% to +50%
Changed: Speed boost reduced from 26-40% depending on the class to 30% regardless of class
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This weapon has a large melee range and deploys and holsters slower
On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds
-20 max health on wearer
-20% damage penalty
Minicrits whenever it would normally crit
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Pyro
Added: Afterburn longer than 5 seconds will apply Deep Burn, which nullifies all damage resistances and prevents extinguishing. Lasts until Afterburn duration drops to 5 seconds or lower
Info: Visual flames on players with a Deep Burn will become a deep blue rather than orange. Only a select few Pyro weapons can inflict this debuff.
Changed: Shorter sources of afterburn will no longer override longer ones. If a source of afterburn has a lower maximum afterburn time than the current burn time of a target, it will instead maintain that current burn time for the next afterburn tick.
Changed: Flinching from afterburn now only affects Snipers that are scoped in}
Removed: Medi-Gun healing and shield resistance debuffs when on fire
Changed: Fall-off based on particle duration replaced with fall-off based on distance (100% at point blank to 50% at furthest range)
Changed: Ramp-up based on consecutive flaming replaced with ramp-up based on remaining afterburn duration (50% damage at 0 seconds, 100% base damage at 5 seconds, 150% at 10 seconds)
Info: Flamethrowers will always deal 100% of their base damage to buildings, regardless of afterburn duration (as buildings cannot have afterburn)
Added: Secondary flame particles are spewed (10 at a time) when firing stops, which deal 0 damage but cause up to 1 second of afterburn if any of them connect
Removed: Random speed, spread, and duration of flame particles
Changed: Afterburn per particle raised from 0.4 seconds to 0.5 seconds
Changed: Minimum afterburn lowered from 4 seconds to 0.5 seconds
Changed: Maximum afterburn lowered from 10 seconds to 5 seconds
Changed: Particle acceleration is greatly increased and duration is greatly decreased, to travel the same distance but much faster
Changed: Flame visuals are less opaque, making it easier to see through them
Changed: Extinguishing teammates refunds ammo spent instead of restoring +20 health
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 Flame Thrower
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Info: Expanded the listed description
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Hold Fire to spray a stream of close-range flame. Enemies hit will be set on fire for up to 5 seconds and take more fire damage the longer they burn.
Alt-Fire: Spend 20 ammo to blast a gust of air that pushes enemies, reflects projectiles, and extinguishing teammates. Extinguishing a teammate will refund ammo spent on airblast.
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 Backburner
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<Work in Progress>
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<Work in Progress>
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 Degreaser
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Changed: Holster speed increased from 30% faster to 40% faster
Changed: Afterburn damage penalty reduced from -66% to -25%
Removed: +25% airblast cost
Added: -25% damage penalty
Added: Maximum afterburn duration changed from 5 seconds to 3 seconds
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60% faster deploy speed
40% faster holster speed
-25% damage penalty
-2 second maximum afterburn time
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 Phlogistinator
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Info: Unlike other Flamethrowers, this does not inherit the afterburn duration ramp-up system.
Removed: All current stats and properties
Changed: Fires a straight beam of yellow lightning instead of flame particles that has +50% longer range, but 0 width
Changed: Now uses a Power Meter instead of ammo that decreases by 10% per second of firing and recovers 10% per second of not firing, regardless of whether the weapon is currently deployed or not. If the meter fully empties, the weapon will be unusable for 4 seconds.
Changed: Alt-Fire replaced with "Release an electric shock that destroys projectiles. Costs 20% Power Meter." (Behaves the same as the pre-buff Short Circuit)
Added: Gains a level for 1 second of semi-continuous beam connection, up to 2 additional levels. Each level ramps-up the weapon's damage by 100% up to 200%, raises the minimum and maximum afterburn duration applied by 2.5 seconds up to 5 seconds, and enhances the firing visuals. Decays by 1 level (or loses the progress at base level) after 2 seconds of not hitting anything.
Removed: Damage falloff based off of distance
Changed: Initial damage lowered from 6.5 per tick to 4.5 per tick
Info: This causes the initial DPS to lower from 86.7 to 60, and displays as a -30% damage penalty
Changed: Initial minimum and maximum afterburn duration lowered to 0 seconds
Info: Level 2 turns the beam of lightning orange, while Level 3 causes the Phlogistinator's cone to also radiate with orange heat (similar visuals to the current Phlog)
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Does not require ammo
Power Meter: Meter depletes when fired. If meter fully empties, it will be fully unusable for 4 seconds
-30% damage penalty
Does not initially apply afterburn
Hold Fire to unleash a mid-range, thin beam of lightning. The longer it is connected to a target, the stronger it grows in heat, dealing up to 200% more damage and applying afterburn.
Alt-Fire: Releases an electric shock that destroys projectiles. Costs 20% Power to use.
A revolutionary appliance capable of awakening the fire element phlogiston that exists in all combustible creatures, which is to say, all of them.
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 Dragon's Fury
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Info: Inherits the afterburn duration ramp-up system. Due to the attack interval, all shots will lock the afterburn duration in place for 1 second for higher damage consistency.
Added: +100% bonus damage from afterburn duration
Changed: Base damage increased from 75 to 90
Changed: Maximum afterburn duration increased from 3 seconds to 5 seconds
Changed: Afterburn applied to Pyros increased from 1 second to 3 seconds (but afterburn will naturally dissipate after 1 second of being applied
Removed: -66% damage on non-burning targets
Changed: Re-pressurization rate for firing and airblast reduced from 0.8s/1.6s to 0.75 seconds
Added: Reflected projectiles do not mini-crit
Removed: +50% re-pressurization rate on hit
Info: The afterburn duration ramp-up increase effectively creates a 33%/100%/166% damage curve in place of the normal 50%/100%/150% curve. When combined with the base damage increase to 90, this means that three consecutive shots landed back-to-back will deal 30 + 66 + 90 damage compared to the current 25 + 75 + 75
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+100% bonus damage from afterburn duration
Reflected projectiles do not mini-crit
Uses a shared pressure tank for Primary Fire and Alt-Fire.
Fires a fast-moving fireball that ignites enemies and deals significantly more damage the longer they burn.
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Changed: Base flare gun damage increased from 30 to 35
Changed: Flare gun afterburn duration decreased from 7.5s/10s to 5 seconds
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 Flare Gun
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Info: Added a basic description
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Critically hits vs burning enemies
Fires a single-shot, fast-moving flare that ignites enemies ablaze. This weapon will reload automatically when not active.
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 Detonator
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Added: Flare explodes when it hits a surface
Info: The explosion will be the same as the normal detonation, but will not apply afterburn
Changed: Explosion/detonation base damage raised from 21 to 25
Changed: Blast force to be raised to an amount equal to 110% of the current Detonator's blast force
Removed: +50% damage to self
Info: Self-damage starts at 25 rather than 44, similar to the explosion/detonation
Added: Maximum afterburn duration lowered from 5 seconds to 3 seconds
Changed: Base damage lowered from 35 to 25 (displays as a -30% damage penalty)
Added: Explosion/detonation has additional subtle firework particle effects
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Flare explodes when it hits a surface
Self-damage significantly propels user
-30% damage penalty
-2 second maximum afterburn time
Alt-Fire: Manually detonate flare, causing the explosion to burn enemies.
This weapon will reload automatically when not active.
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 Scorch Shot
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<Work in Progress>
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<Work in Progress>
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 Manmelter
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<Work in Progress>
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<Work in Progress>
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 Gas Passer
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Changed: Cloud duration increased from 5 to 7 seconds
Removed: Gas meter progress does not persist through death
Changed: Throwing gas now creates a cloud of fire that deals 4 damage per second, inflicts afterburn for 4 seconds and continuously resets current afterburn and further increases existing afterburn durations
Changed: Gas meter now builds kills and assists towards targets that did not die from the cloud of fire instead of passively recharging
Info: Kills recharge 50% of the Gas meter, while assists recharge 25%
Info: Each second spent inside the cloud of fire increases current afterburn duration by 1 second
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Gain Gas on kills and assists
Spawning and resupply do not affect the Gas meter
Gas meter starts empty
Creates a cloud of fire that deals 4 damage per second and inflicts afterburn, staying in the cloud of fire will continuously increase and reset current afterburn duration!
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Added: All Pyro melees now grant a 30% speed boost for 3 seconds on kill
Changed: Base melee damage increased from 65 to 85
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 Axtinguisher
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Changed: No longer "mini-crits" against burning players as the base damage is already 85
Changed: Bonus damage from afterburn is doubled as compensation for the overall lower afterburn duration
Removed: Damage penalty against non-burning players increased from -33% to -40%
Changed: Holster speed penalty increased from 35% slower to 50% slower
Removed: Killing blows on burning players grant a speed boost
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Melee damage increases up to 100% based on remaining afterburn duration
-40% damage penalty
50% slower holster speed
No speed boost on kills
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 Homewrecker
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Added: On Kill with any weapon: Gain -35% damage resistance to all sources
Removed: -25% damage vs players
Added: Damage resistance is lost upon holstering
Added: 50% slower holster speed
Removed: +100% damage vs buildings
Removed: Damage removes Sappers
Added: On Kill with any weapon: This weapon is automatically deployed
Info: Damage resistance is permanent until the wearer holsters this weapon
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On Kill: Gain -35% damage resistance to all sources
On Kill: This weapon is automatically deployed
Damage resistance is lost upon holstering
50% slower holster speed
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 Powerjack
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Added: Gain a 3 second speed boost on kill
Changed: Health restored on kill increased from +25 to +75
Removed: 20% damage vulnerability while active
Added: -25% damage penalty
Removed: +15% faster move speed while active
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Gain a speed boost on kill
+75 health restored on kill
-25% damage penalty
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 Back Scratcher
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<Work in Progress>
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<Work in Progress>
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 Sharpened Volcano Fragment
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Added: On Hit: target receives 20% fire damage vulnerability
Added: On Hit: all fire damage pierces damage resistance effects and bonuses
Changed: Damage decreased from -20% to -50%
Changed: Afterburn duration on hit decreased from 7.5 to 5 seconds
Info: The fire damage vulnerability and damage resistance piercing debuff lasts as long as the afterburn on this weapon
Info: All debuffs immediately end if afterburn from this weapon ends
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On Hit: target is engulfed in flames
On Hit: target receives 20% fire damage vulnerability
On Hit: all fire damage pierces damage resistance effects and bonuses
-50% damage penalty
|
 Third Degree
|
Added: On Hit: Increase Degree by +1 (up to 3)
Added: Hits vs wet players mini-crit and increases Degree by +2
Added: Alt-Fire when at the Third Degree to gain guaranteed mini-crits for 10 seconds; uses entire Degree meter when used
Added: +30% faster firing speed
Added: -35% damage penalty
Added: Consumes 20% max primary ammo per swing
Removed: All players connected via Medigun beams are hit
Info: If the Phlogistinator is equipped, Power meter is consumed per swing instead of primary ammo
|
On Hit: Increase Degree by +1
Hits vs wet players mini-crit and increase Degree by +3 instead
Alt-Fire on Third Degree: Gain mini-crits on all weapons for 10 seconds
+30% faster firing speed
-35% damage penalty
Consumes 20% max primary ammo or Power per swing
|
 Hot Hand
|
Added: 100% mini-crits on successive hits
Added: This weapon deploys 50% faster
Added: +10% faster move speed while active
Added: 20% damage vulnerability while active
Changed: Damage decreased from -14% to -18%
Info: The conditions for triggering mini-crits are identical to the Gunslinger's critical hit mechanic, except the combo only resets after 2 seconds instead of 1 second
|
When weapon is active:
Gain a speed boost when you hit an enemy player
100% mini-crits on successive hits
This weapon deploys 50% faster
+10% faster move speed on wearer
20% damage vulnerability on wearer
-18% damage penalty
|
Demoman
Changed: While charging with a shield, mini-crit melee attack boost charge proc increased from 40-75% to 50-80% charge
Changed: While charging with a shield, Critical melee attack boost charge increased from 0-40% to 0-50%
Changed: Base melee damage increased from 65 to 75
Changed: Deploy time on all swords decreased from -75% to -50%
Changed: Holster time on all swords decreased from -75% to -50%
Info: The switch speed buff on swords affects the Half-Zatoichi on both Soldier and Demo
|
 Loch-n-Load
|
Changed: Damage bonus now affects all enemies
Changed: Launched bombs now explode on surfaces
Added: -50% self damage force
Changed: Damage decreased from +20% to +15%
Changed: Clip size decreased from -25% to -50%
Changed: Explosion radius decreased from -25% to -50%
|
+15% damage bonus
+25% projectile speed
Launched bombs explode on surfaces
-50% clip size
-50% explosion radius
-50% self damage force
|
 Ali Baba's Wee Booties
|
Added: -30% blast damage from blast jumps
Changed: Charge refill on melee kills increased from +25% to +100%
Removed: +200% increase in turning control while charging
Removed: +10% faster move speed on wearer (shield required)
|
+25 max health on wearer
-30% blast damage from blast jumps
Melee kills refill 100% of your charge meter.
|
 Chargin' Targe
|
Added: +200% increase in turning control while charging
Changed: Explosive damage resistance increased from +30% to +40%
Changed: Fire damage resistance decreased from +50% to +40%
|
+40% fire damage resistance on wearer
+40% explosive damage resistance on wearer
+200% increase in turning control while charging
Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance.
|
 Splendid Screen
|
Added: +200% increase in turning control while charging
|
+20% fire damage resistance on wearer
+20% explosive damage resistance on wearer
+70% increase in charge impact damage
+50% increase in charge recharge rate
+200% increase in turning control while charging
Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance.
|
 Tide Turner
|
Added: +200% increase in turning control while charging
Changed: When charge is below 50%, melee hits will be crit boosted instead of mini-crit boosted
Removed: Taking damage while shield charging reduces remaining charging time
Changed: Charge refill on melee kills decreased from +75% to +50%
|
+15% fire damage resistance on wearer
+15% explosive damage resistance on wearer
+200% increase in turning control while charging
Full turning control while charging
Melee kills refill 50% of your charge meter.
Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance.
|
 Eyelander
|
Added: Switching weapons through the resupply cabinet will instantly remove all collected heads
|
No random critical hits
-25 max health on wearer
Gives increased speed and health with every head you take.
This weapon has a large melee range and deploys and holsters slower
|
 Ullapool Caber
|
Added: Gain Caber on kills and assists
Added: On full Caber, the warhead is restored
Changed: Deploy speed increased from -100% to -50%
Removed: Explosion no longer has splash damage fall off
Changed: Explosion damage decreased from 75 to 70
Removed: Explosion no longer has damage ramp up
Info: Any kills recharge 50% of the Caber meter, while assists recharge 25%
|
Gain Caber on kills and assists
On full Caber, the warhead is restored
-20% slower firing speed
This weapon deploys 50% slower
No random critical hits
The first hit will cause an explosion
High-yield Scottish face removal. A sober person would throw it...
|
 Claidheamh Mòr
|
Added: Gain a speed boost upon charge ending for 3 seconds
Changed: Charge duration is now passive instead of only when active
Removed: 15% damage vulnerability while active
Added: -15 max health on wearer
Removed: Melee kills refill 25% of your charge meter
|
0.5 sec increase in charge duration
Gain a speed boost upon charge ending
No random critical hits
-15 max health on wearer
This weapon has a large melee range and deploys and holsters slower
|
 Persian Persuader
|
Added: On Kill: Instantly reloads your primary weapon's clip
Added: On Kill: Instantly reloads your secondary weapon's clip
Changed: Max primary ammo increased from -80% to -66%
Changed: Max secondary ammo increased from -80% to -66%
Removed: Melee hits refill 20% of your charge meter.
|
Ammo boxes collected give Charge
On Kill: Instantly reloads your primary weapon's clip
-66% max primary ammo on wearer
-66% max secondary ammo on wearer
No random critical hits
This weapon has a large melee range and deploys and holsters slower
|
Heavy
Added: An additional weapon slot for carrying lunchboxes is added
Added: Running Start: The Heavy starts with his melee deployed and has a +25% movement speed bonus until he switches weapons
Changed: Heavy's passive 50% knockback reduction also reduces knockback from Sentry Guns
|
Changed: Base minigun firing speed increased from 0.105 to 0.1 seconds
Changed: Miniguns no longer need to rev up for 1 second before they reach full damage and accuracy
|
 Natascha
|
<Work in Progress>
|
<Work in Progress>
|
 Brass Beast
|
Added: +20% more accurate
Changed: Damage resistance no longer has a health requirement to be activated
|
+20% damage bonus
+20% more accurate
-20% damage resistance when spun up
-50% slower spin up time
-60% slower move speed while deployed
|
 Tomislav
|
<Work in Progress>
|
<Work in Progress>
|
 Huo-Long Heater
|
Changed: Flame ring radius increased from 160 to 240 HU
Changed: Damage penalty now only affects non-burning players
Changed: Damage bonus vs burning players is decreased from +25% to +20%
|
Creates a ring of flames while spun up
+20% damage bonus vs burning players
-10% damage penalty vs non-burning players
Consumes an additional 4 ammo per second while spun up
|
Changed: Health packs collected that have more health worth than what was restored will now be counted as cooldown for the carried lunchbox items, being worth twice as much % in lunchbox cooldown as the extra max health gained in percentage.
Info: A small health pack collected while at 270 health (for 30 excess health) would recharge 20% of the meter, while a medium health pack collected while at 270 health (for 120 excess health) would recharge 80% of the meter
Changed: Small health packs no longer fully recharge the lunchbox meter even when at full health when picked up, instead only recharging up to 40%
|
 Sandvich
|
* Info: Sandvich is now the stock lunchbox item
|
Eat to gain up to 300 health over 4 seconds. Cannot move during this time. Alt-Fire: Share a Sandvich with a friend! (Small Health Kit) Recharges after 30 seconds. Leftover health gained from packs will reduce recharge time.
|
 Dalokohs Bar
|
Added: +50% faster consumption time
Removed: Adds +50 max health for 30 seconds
|
+50% faster consumption time
Eat to gain up to 100 health.
Alt-fire: Share chocolate with a friend (Small Health Kit)
|
 Buffalo Steak Sandvich
|
Added: Eat to gain up to 100 health
Added: Push force reduction from damage gradually increases up to +30% while under the buff
Added: Airblast vulnerability reduction gradually increases up to +30% while under the buff
Changed: Speed threshold increased from 103% to 110%
Removed: (Hidden) 20% damage vulnerability while effect is active
Added: Weapons holster 100% slower while under the buff
Changed: Speed boost now starts at 0% and gradually scales up to +30% over time
Added: The wearer can now prematurely cancel the buff by switching weapons
Changed: Buff duration rescaled from 16 seconds to being indefinite until the wearer holsters weapons
Info: Speed and knockback resistance start at 0% and increase by +2% every second, capping at +30% in 15 seconds
|
Eat to gain up to 100 health. After consuming, attacks mini-crit, and move speed, push force reduction as well as airblast vulnerability reduction is gradually increased over time, but weapons holster 100% slower and you may only use melee weapons. Lasts indefinitely until the wearer switches weapons.
Alt-fire: Share with a friend (Medium Health Kit)
Who needs bread?
|
 Second Banana
|
Added: Leftover healing is now converted into overheal that drains -40% slower
Changed: Charge recharge rate decreased from +50% to +33%
Info: Can only overheal up to an additional +150 health
Info: Despite the slower overheal drain rate, overheal still only lasts for 15 seconds, but overheal does not start decaying until 6 seconds later
|
+33% increase in charge recharge rate
Excessive healing is now converted into overheal that drains -40% slower
-33% healing effect
Eat to gain health
Alt-fire: Share banana with a friend (Small Health Kit)
|
 Family Business
|
Changed: Firing speed increased from +15% to +20%
Changed: Damage decreased from -15% to -20%
|
+33% clip size
+20% faster firing speed
-20% damage penalty
|
Changed: Base melee damage increased from 65 to 85
|
 Killing Gloves of Boxing
|
<Work in Progress>
|
<Work in Progress>
|
 Gloves of Running Urgently
|
<Work in Progress>
|
<Work in Progress>
|
 Warrior's Spirit
|
Removed: 30% damage vulnerability while active
Added: Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.
Changed: Damage decreased from +30% to +25%
|
+25% damage bonus
+50 health restored on kill
Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.
|
 Fists of Steel
|
Removed: -40% maximum overheal on wearer
Changed: Damage taken from ranged sources increased from -40% to -35%
Changed: Health from healers decreased from -40% to -75%
|
When weapon is active:
-35% damage from ranged sources on wearer
+100% damage from melee sources on wearer
This weapon holsters 100% slower
-75% health from healers on wearer
|
 Eviction Notice
|
<Work in Progress>
|
<Work in Progress>
|
 Holiday Punch
|
Added: 100% mini-crits on successive hits
Added: Mini-crits can now also force victims to laugh
Added: Minicrits whenever it would normally crit
Added: -50% damage penalty
Changed: Hitting a target from the back now mini-crits the target instead of critting
Changed: ÜberCharged players can no longer be forced to laugh
|
100% mini-crits on successive hits
Mini-crits forces victim to laugh
Always mini-crit from behind
On Hit: Force enemies to laugh who are also wearing this item
Minicrits whenever it would normally crit
Critical hits do no damage
-50% damage penalty
|
Engineer
Changed: Base melee damage increased from 65 to 75
Changed: Sentry damage ramp up and fall off is now based on the Sentry's location rather than the owner's location
|
Medic
Added: Healing a target now displays an icon showing the number of how much health you're healing per second
- The icon text will be white when the healing is at its base rate of 24 per second, becoming orange when below this rate (due to penalties such as the Equalizer/Escape Plan, or Pain Train) or green when higher (such as through the Quick-Fix or out-of-combat crit heals)
Changed: Base melee damage increased from 65 to 75
Changed: All syringe guns now reload automatically when not active
Changed: Base syringe gun firing speed increased from 0.105 to 0.1 seconds
Changed: Syringe Gun projectile speed increased from 1000 to 1250 HU/s
Removed: Syringe Gun random projectile deviation
Changed: Syringes can now be deflected and destroyed by airblasts and the Short Circuit
Removed: The wearer matches the speed of their heal target if they are faster
|
 Blutsauger
|
Added: On Hit: Douses the enemy in Mad Milk for 1 second
Removed: -2 health regenerated per second on wearer
Added: -50% clip size
Added: -40% damage penalty
Removed: On Hit: Gain up to +3 health
Info: Successive hits fully stack with each other and refreshes the duration for Mad Milk, up to 7 seconds
|
On Hit: Douses the enemy in Mad Milk
-50% clip size
-40% damage penalty
|
 Overdose
|
Added: ÜberCharging provides +20% faster move speed to the wearer and patient for the duration
Changed: Speed bonus depending on ÜberCharge is now passive instead of only while active
Removed: -15% damage penalty
Added: -10% slower move speed on wearer
Changed: Move speed depending on ÜberCharge is decreased from +20% to +15%
Info: While ÜberCharged, the passive move speed bonus is capped at +15% until ÜberCharge ends
Info: The speed boost during ÜberCharge is capped at 133% move speed for both the wearer and the patient, and will not work on patients with more than 133% move speed
|
ÜberCharging provides +20% faster move speed to the wearer and patient for the duration
-10% slower move speed on wearer
Movement speed increases based on ÜberCharge percentage to a maximum of +15%
|
 Crusader's Crossbow
|
Added: ÜberCharge grants mini-crits, a speed boost and -35% damage resistance
Added: This weapon reloads its entire clip at once
Changed: Healing is now directly affected by crit heals
Changed: Clip size increased from 1 to 5
Changed: Projectile speed is increased from 2400 to 3000 HU/s
Changed: ÜberCharge rate is increased from 2.1-6.3% to 10% for every 100 health healed
Added: -50% max overheal
Changed: Healing per shot decreased from 75-150 to 30 regardless of range
Changed: Projectile size is decreased by -30%
Changed: Firing speed decreased from 0.24 to 0.8 seconds
Removed: This weapon will reload automatically when not active
Changed: ÜberCharge rate on overhealed targets is 5% for every 100 health healed
Changed: This weapon is now a secondary weapon instead of a primary weapon
Info: In other words, crit heals allow this weapon to increase healing by +200% if the target has not been damaged for the last 10 seconds
Info: No additional input is required for the patient to benefit from ÜberCharge for the full duration after it is applied
Info: ÜberCharge is instantly activated without needing to fire a bolt at the target, and it has a range of 1080 HU instead of 540 HU
|
-50% max overheal
Fires special bolts that deals damage over time based on distance traveled and heals teammates
ÜberCharge grants mini-crits, a speed boost and -35% damage resistance to the patient only
This weapon reloads its entire clip at once
|
 Quick-Fix
|
Added: +25% longer ÜberCharge duration
Changed: ÜberCharge rate increased from +10% to +25%
Changed: ÜberCharge no longer drains faster if the wearer switches patients while ÜberCharging
Changed: Health threshold for ÜberCharge rate to slow down is decreased from 142.5% to 120% health
Changed: ÜberCharge heal rate on patient decreased from +200% to +100%
Removed: ÜberCharge increases healing by +200% on wearer
Removed: ÜberCharge grants immunity to movement-impairing effects
Removed: Mirror blast jumps and shield charges of patients
Info: ÜberCharge would still heal the wearer, but at the standard heal rate of this weapon instead of being amplified
|
+40% heal rate
+25% ÜberCharge rate
+25% longer ÜberCharge duration
-50% max overheal
ÜberCharge increases healing by +100% on the patient and also heals the wearer
|
 Vaccinator
|
Added: While healing, 10% of all matching incoming damage towards the patient is returned to you as health
Changed: Overheal build rate increased from -66% to -50%
Changed: ÜberCharge damage resistance decreased from 75% to 66%
Changed: ÜberCharge rate decreased from +67% to +50%
Changed: Max Charges decreased from 4 to 2
Removed: Übercharge provides a 2.5 second resistance bubble that blocks 100% crit damage
Removed: Wearer and their patient can no longer interact with objectives while ÜberCharging
|
+50% Übercharge rate
Press your reload key to cycle through resist types.
While healing, provides you and your target with a constant 10% resistance to the selected damage type.
While healing, 10% of all matching incoming damage towards the patient is returned to you as health.
-33% ÜberCharge rate on Overhealed patients
-50% Overheal build rate
Übercharge provides a 2.5 second resistance bubble that blocks 66% base damage of the selected type to the Medic and Patient.
|
 Ubersaw
|
Removed: -20% slower firing speed
Added: -15% Übercharge rate on secondary weapon
Added: -15% damage penalty
|
On Hit: 25% ÜberCharge added
-15% Übercharge rate on secondary weapon
-15% damage penalty
|
 Vita-Saw
|
<Work in Progress>
|
<Work in Progress>
|
 Amputator
|
Added: Health regeneration during taunt increased from 25 to 30 health per second
Changed: Übercharge to health ratio increased from 1:49 to 1:35
Changed: Taunting now also heals the wearer, but at a -50% heal rate penalty
Removed: -20% damage penalty
Added: This weapon deploys 50% slower
Changed: Health regeneration decreased from +3 to -6
Changed: The reduced health regeneration is now passive instead of only while active
|
Alt-Fire: Applies a healing effect to the wearer and all nearby teammates
This weapon deploys 50% slower
No passive self health regeneration on wearer
|
 Solemn Vow
|
<Work in Progress>
|
<Work in Progress>
|
Sniper
Changed: Base Sniper Rifle charge damage multiplier increased from 3x to 5x
Changed: Move speed while zoomed in is increased from 27% to 37%
Changed: Zoom in charge delay decreased from 1.3 to 1 seconds
Changed: Zoom in headshot delay decreased from 0.2 to 0.12 seconds
Changed: Max charge time decreased from 3.3 to 3 seconds
Changed: Scoped headshots will now always kill other Snipers without fail
Changed: Base SMG damage increased from 8 to 10
Changed: Base SMG firing speed increased from 0.105 to 0.1 seconds
Changed: Base melee damage increased from 65 to 75
Added: All shots now leave a visible air distortion trail behind them
Changed: Base Sniper Rifle damage decreased from 50 to 30
Changed: Base Sniper Rifle reserve ammo decreased from 25 to 16
Changed: Zoom in delay increased from 0.15 to 0.25 seconds
|
 Huntsman
|
Added: This weapon will reload automatically when not active
Changed: Projectile speed increased from 1812-2600 to 2084-2990 HU based on charge
Changed: Max primary ammo increased from 12 to 15
|
This weapon will reload automatically when not active
|
 Sydney Sleeper
|
Removed: No random critical hits
Removed: No headshots
Added: -50% max charge on wearer
Changed: Jarate duration decreased from 2-5 to 2-4 seconds based on charge
Removed: +25% charge rate
Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second
Info: In other words, charge percentage is capped at 50%, which sets the charge damage multiplier at 3x
Info: This weapon "fully" charges in 1.9 seconds
|
On Scoped Hit: Apply Jarate for 2 to 4 seconds based on charge level.
-50% max charge on wearer
|
 Bazaar Bargain
|
<Work in Progress>
|
<Work in Progress>
|
 Hitman's Heatmaker
|
<Work in Progress>
|
<Work in Progress>
|
 Jarate
|
Added: Gain Jarate on kills and assists towards targets not covered in Jarate
Changed: Cooldown reduction from extinguishing teammates increased from -20% to -25%
Added: Jarate meter starts empty
Added: Spawning and resupply do not affect the Jarate meter
Changed: Base cooldown decreased from 20 to 40 seconds
Info: Kills recharge 50% of the Jarate meter, while assists recharge 25%
|
Gain Jarate on kills and assists towards targets not covered in Jarate
Extinguishing teammates reduces cooldown by -25%
Jarate meter starts empty
Spawning and resupply do not affect the Jarate meter
Coated enemies take mini-crits. Can be used to extinguish fires.
|
 Razorback
|
<Work in Progress>
|
<Work in Progress>
|
 Darwin's Danger Shield
|
Added: +25 max health on wearer
Added: -50% debuff resistance on wearer
Removed: +50% fire damage resistance on wearer
Removed: Immune to the effects of afterburn
Info: In other words, debuff resistance shortens debuff durations
|
+25 max health on wearer
-50% debuff resistance on wearer
|
 Cleaner's Carbine
|
<Work in Progress>
|
<Work in Progress>
|
 Tribalman's Shiv
|
Added: Damage causes airblast on the second hit
Changed: Damage increased from -50% to -47%
Changed: Now attacks twice in quick succession instead of landing one hit
Info: Each hits does 20 damage and applies different debuffs depending on the hit
Info: Knockback force is identical to Shortstop shove
Info: There is a 0.3 second delay between the first and second hit, and the total combo duration lasts for 1 second
|
On Hit: Bleed for 6 seconds on the first hit
Damage causes airblast on the second hit
-47% damage penalty
|
 Bushwacka
|
<Work in Progress>
|
<Work in Progress>
|
 Shahanshah
|
<Work in Progress>
|
<Work in Progress>
|
Spy
Added: Spy Sprint ability
Added: Backstabs suppress enemy killfeed entries
Changed: Base health increased from 125 to 150
Changed: Base melee damage increased from 40 to 45
Changed: Backstab radius decreased from 180 to 160 degrees
Info: Spy Sprint allows the wearer to run at normal speed without penalties if they are disguised as a slower class
Info: Press your Shift key to activate Spy Sprint by default
|
 Enforcer
|
<Work in Progress>
|
<Work in Progress>
|
 Diamondback
|
Changed: Critical hits on backstabs increased from 1 to 4
Removed: -15% damage penalty
Removed: No random critical hits
Added: Mini-crits are lost after 5 seconds
Added: -50% ramp up damage penalty
Added: -34% clip size
Changed: Now grants mini-crits instead of crits on backstabs
Changed: Buildings destroyed with the wearer's sapper no longer grant crits
Info: In other words, this weapon has a max ramp up of 125% instead of 150%
|
Gets 4 guaranteed mini-crits for each backstab kill
Mini-crits are lost after 5 seconds
-50% ramp up damage penalty
-34% clip size
|
 Your Eternal Reward
|
Added: While disguised, gain additional bonuses depending on the class of the victim
Removed: +33% cloak drain rate
Removed: Normal disguises require (and consume) a full cloak meter
Added: Wearer cannot disguise
Info: When disguised as a Scout, the wearer moves +25% faster
Info: When disguised as a Soldier, the wearer gains +35% bullet damage resistance
Info: When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer
Info: When disguised as a Demoman, the wearer gains +25% explosive damage resistance
Info: When disguised as a Heavy, the wearer gains +50 max health
Info: When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers
Info: When disguised as a Medic, the wearer gains +3 health regenerated per second
Info: When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn
Info: When disguised as a Spy, the wearer gains +50% cloak regen rate
|
Upon a successful backstab against a human target, you rapidly disguise as your victim
Silent Killer: No attack noise from backstabs
While disguised, gain additional bonuses depending on the class of the victim
Wearer cannot disguise
|
 Conniver's Kunai
|
<Work in Progress>
|
<Work in Progress>
|
 Big Earner
|
Changed: Max health decreased from -25 to -35
|
+30% cloak on kill
Gain a speed boost on kill
-35 max health on wearer
|
 Spy-cicle
|
Changed: Knife regeneration upon melting increased from 15 to 10 seconds
Changed: Afterburn immunity decreased from 10 to 5 seconds
Removed: Picking up ammo no longer regenerates this weaponbr>
|
On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 5 seconds
Backstab turns victim to ice
Melts in fire and regenerates in 10 seconds
|
 Dead Ringer
|
<Work in Progress>
|
<Work in Progress>
|
 Red-Tape Recorder
|
Changed: Downgrade time decreased from 3.4 to 2.8 seconds
Changed: Level 1 Sentry destruction time decreased from 10.7 to 9 seconds
Changed: Level 1 Dispenser and Teleporter destruction time decreased from 21 to 9 seconds
Changed: Mini sentry destruction time decreased from 10.5 to 8 seconds
|
Reverses enemy building construction
-100% sapper damage penalty
|
Custom Weapons
Soldier Custom Weapons
 Freedom Staff
|
Wiki Link
|
No longer a multi-class weapon
-50% damage from rocket jumps
Kills while blast jumping instantly refill primary and secondary weapons
This weapon is automatically deployed when rocket jumping and cannot be holstered until jump is complete
Because there's nothing more freeing than soaring through the air like an eagle, while grasping an eagle, to club some poor sod senseless with.
|
Pyro Custom Weapons
 Maul
|
Wiki Link
|
Repairs friendly buildings on hit
Alt-Fire: Share some ammo with a friend (Medium Ammo Kit). Costs 100 ammo
No ammo from dispensers on wearer
-30% ammo from packs on wearer
Repairing buildings can consume up to 25 primary ammo at once, healing for 75 health
Alt-Fire has no cooldown
If the Phlogistinator is equipped, repairing buildings will cost 25% Power instead
If the Phlogistinator is equipped, sharing ammo will cost 100% Power instead
|
Demoman Custom Weapons
 Bootlegger
|
Wiki Link
|
Grants double jump on wearer
Wearer can jump while charging with a shield
+10% faster move speed on wearer
The double jump is identical to the Scout's double jump
Jumping while charging will immediately use up the double jump charge on wearer
|
Heavy Custom Weapons
 Ammo Rezerv
|
TF2 Workshop Link
|
Allows you to see ally ammo and metal
No ammo from packs if the Rezerv meter is not full
Use to regain up to 100% primary and secondary ammo, and reloads shotguns
Alt-fire: Share some Ammo with a friend (Large Ammo Kit)
Has a 30 second cooldown and takes 4.3 seconds to use
Picking up ammo boxes instantly recharges the Rezerv meter to full
|