Template:Mvm upgrades gettysburg
Modified classes' upgrades | |||||
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Upgrade | Classes | Cost | Level | Notes | |
+4 Health Regen | All classes | 200 | 3 | Regenerates health every second. Health regeneration per upgrade increased to +4 Maximum regeneration increased to 12 HP per second | |
+10% Jump Height | 200 | 3 | Jump higher. Jump height per upgrade decreased to 10% Maximum jump height decreased to 30% Cost increased to 200 | ||
+10 Metal Regen | Engineer | 50 | 5 | Metal is regenerated every 5 seconds. Metal regeneration per upgrade increased to +10 Maximum regeneration increased to 50 metal every 5 seconds Cost decreased to 50 |
Modified primary weapons' upgrades | |||||
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Upgrade | Weapons | Cost | Level | Notes | |
Rocket Specialist | Soldier | 500 | 1 | +15% rocket speed per point. On direct hits: rocket does maximum damage, stuns target, and blast radius increased +15% per point. Maximum level of upgrade decreased to 1 Cost increased to 500 | |
+100% Burn Damage | Pyro | 250 | 4 | Afterburn damage bonus. Burn damage per upgrade increased to +100% Maximum burn damage increased to +400% | |
+10% Airblast Force | Pyro | 50000 | 4 | Upgrade is prohibited | |
+20% Damage | Demoman | 400 | 4 | Cost decreased to 400 | |
+10% Firing Speed | Heavy | 500 | 2 | Firing speed per upgrade increased to +15% Maximum firing speed decreased to +30% Cost increased to 500 This upgrade is ~5% more cost effective, previously costing 35 credits per % firing speed, now costing 33.33 credits per % firing speed | |
Knockback Rage | 500 | 1 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to activate knockback. Activation cuts damage by 50%. Maximum level of Knockback Rage decreased to 1 Cost increased to 500 | ||
+1 Projectile Penetration | 500 | 3 | Projectiles penetrate an additional enemy player. Maximum Projectile Penetration decreased to 1 Cost increased to 500 | ||
Explosive Headshot | Sniper | 500 | 1 | Headshots (lethal or otherwise) damage and slow enemies near target. Rank increases damage (150 / 170 / 190), explosion radius, slow strength (50% / 65% / 80% slow) and duration (2 / 3 / 4 seconds). Maximum level of Explosive Headshot decreased to 1 Cost increased to 500 | |
+5s Bleed On Target | Sniper | 100 | 3 | Cost decreased to 100 |
Modified secondary weapons' upgrades | |||||
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Upgrade | Weapons | Cost | Level | Notes | |
-50% Speed On Target | Scout | Sniper | 600 | 1 | Does not stack. Slow decreased from -65% to -50% While the original upgrade is labeled as a -35% slow, it is actually a -65% slow Cost increased to 600 |
Explode on Ignite | Pyro | 50000 | 1 | Explosion deals up to 350 splash damage Upgrade is prohibited | |
Able to re-launch while already in-flight | Pyro | 200 | 1 | Cost decreased to 200 | |
Stun enemies when you land | 500 | 1 | Cost increased to 500 | ||
+20% Damage | Demoman | 400 | 4 | Cost decreased to 400 | |
-25% Push Force On Wearer | Demoman | 75 | 4 | Reduced the push force from enemies attack Push force reduction decreased to -25% per level Maximum push force reduction increased to -100% Cost decreased to 75 This upgrade is 10% more cost effective, previously costing 3.33 credits per -% push force, now costing 3 credits per -% push force | |
Projectile Shield | Medic | 500 | 1 | Build energy by healing teammates or healing teammates attacking. When fully charged, press the Special-Attack key to deploy a frontal projectile shield. The shield damages robots who touch it. Level 2 upgrade increases the shield width. Level 2 Projectile Shield is prohibited Cost increased to 500 | |
+1s Über Duration | 250 | 3 | Uber duration per upgrade decreased to +1 second Maximum uber duration decreased to +3 seconds | ||
Overheal Expert | 350 | 2 | +25% more Overheal, +50% longer duration per point. Maximum level of Overheal Expert decreased to 2 Cost increased to 350 | ||
Canteen Specialist | 500 | 1 | Share Canteens with your heal target, +1 duration, -10 price per point (minimum cost: 5). Must confirm upgrade for price reduction to work. Maximum level of Canteen Specialist decreased to 1 Cost increased to 500 |
Modified melee weapons' upgrades | |||||
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Upgrade | Weapons | Cost | Level | Notes | |
+3s Crits On Kill | Demoman | Spy | 200 | 2 | 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits. Crit boost duration per upgrade increased to +3 seconds Maximum crit boost duration increased to +6 seconds Cost decreased to 200 |
All classes3,4 | |||||
+10% Recharge Rate | Scout | 250 | 3, 1 | Faster baseball/bauble recharge rate. Recharge rate per upgrade decreased to +10% Maximum recharge rate decreased to +30%, +10% | |
+200% Max Misc Ammo | 100 | 2 | Gives the Scout two extra baseball/bauble per level. Ammo count increased to +2 per level Maximum ammo count decreased to +4 | ||
Ball Marks Target | Scout | 200 | 1 | Marks one target at a time, similar to the Fan O'War, on hit with either the Sandman or its baseball projectile. The time will reduced to 7 seconds if the target is a giant robot. Cost decreased to 200 | |
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Modified Sapper upgrades | |||||
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Upgrade | Weapons | Cost | Level | Notes | |
Robot Sapper Power | Spy | 350 | 1 | Increases robot Sapper radius and duration. Maximum level of Robot Sapper Power decreased to 1 |
Modified buildings' upgrades | |||||
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Upgrade | Buildings | Cost | Level | Notes | |
+1 Disposable Sentry Gun | Engineer | 200 | 2 | Gives the player a disposable mini-sentry, which is built by choosing to build a sentry when the player's primary sentry already exists. This mini-sentry cannot be upgraded, repaired, resupplied, or wrangled. It is slightly smaller than the Combat Mini-Sentry from the Gunslinger and fires at the rate of normal level 1 Sentry Gun. Once it runs out of ammunition, it self-destructs. Not affected by building health upgrades. Maximum number of Disposable Sentries increased to +2 Decreased cost to 200 Stacks with the Gunslinger attribute | |
+10% Sentry Firing Speed | Sentry Gun Combat Mini-Sentry Gun |
350 | 2 | 10% faster sentry fire rate. Third sentry firing upgrade is prohibited The third upgrade is not functional in vanilla MvM | |
2-Way Teleporters | Teleporter | 100 | 1 | Allows players to stand on a Teleporter Exit and teleport to the Entrance in addition to the normal Entrance-to-Exit functionality. Both directions use the same charge meter. If there is a player on each end, whoever got there first will be teleported to the other side. Cost decreased to 100 |
Modified Canteens - All canteens have doubled in price | |||||
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Upgrade | Classes | Cost | Notes | ||
Become Crit Boosted | All classes | 200 | Crits user and triples sentry fire rate for 5 seconds. Cost increased to 200 | ||
Become Übercharged | 150 | ÜberCharge and puts a Wrangler shield that blocks 90% of incoming damage around your sentry for 5 seconds. This Wrangler shield does not stack with existent Wrangler shields. Cost increased to 150 | |||
Refill Clips and Ammo | 50 | Instantly refills all weapons' clips and ammumition. Refills metal for Engineers and Sapper for Spies. Cost increased to 50 | |||
Teleport to Spawn | 20 | Instantly teleport to spawn and grants a 5 second speed boost. Cost increased to 20 | |||
Building Upgrade | Engineer | 100 | Upgrades all existing buildings to Level 3 and fully restores their health. Cost increased to 100 |
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