Difference between revisions of "User:SofiPandaRights/Custom Weapons"
(Removed Information on Throwable Sapper, currently removed on Live Server) |
GrampaSwood (talk | contribs) m (Started a big cleanup, will continue tomorrow. All headers are added to the different tables and the Scout table is an example of the changes that are going to be applied to the others. These changes are more consistent with the rest of the Wiki.) |
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− | {{Quotation|'''The Heavy''' | + | {{Quotation|'''The Heavy'''|Yes. I like this new weapon.|sound=Heavy specialweapon09.wav}} |
− | [[File: | + | [[File:Custom Weapons Mod Logo.jpg|200px|cTF2w Logo|right]] |
− | '''Custom Weapons''', also known as '''Custom TF2 Weapons''' | + | '''Custom Weapons''', also known as '''Custom TF2 Weapons''' or '''CTF2W''', is a [[SourceMod]] server plugin which adds community-made weapons to ''Team Fortress 2'' and was developed by [https://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP]. It is currently maintained by [http://steamcommunity.com/profiles/76561198043554063/ Chdata], and [http://steamcommunity.com/profiles/76561198049994177/ Crafting]. |
+ | There is no loadout viewer nor a drop system, all weapons are immediately available to the player. Additionally, the mod has made changes to existing official weapons with the intention of creating more balanced and fun weapons. | ||
− | == Official | + | == Official server list == |
{{Note|Clicking on these will start up the game and connect to the server automatically}} | {{Note|Clicking on these will start up the game and connect to the server automatically}} | ||
[steam://connect/192.223.26.28:27015 Custom Weapons | US]<br /> | [steam://connect/192.223.26.28:27015 Custom Weapons | US]<br /> | ||
− | == List of | + | == List of changes to official weapons == |
− | + | === General changes === | |
− | === | + | These changes are in effect on every official Custom Weapons servers: |
− | These | + | |
− | + | * Random critical hits are turned off. | |
− | + | * Fixed bullet spread is enabled. | |
− | + | * Consistent fall damage is enabled. | |
− | + | * Removed the 10 second teammate outlines after respawning. | |
− | + | * Health packs no longer remove the bleed effect. | |
− | + | * Added "While on fire: -33% health received from all healing sources" to all fire sources | |
− | + | ||
− | + | === Speed changes === | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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− | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="4" class="header" | Speed Boosts - Number Changes | ! colspan="4" class="header" | Speed Boosts - Number Changes | ||
Line 45: | Line 30: | ||
! class="header" width="28%" | OLD Boosted Speed (HU/s) | ! class="header" width="28%" | OLD Boosted Speed (HU/s) | ||
|- | |- | ||
+ | | align="left" | Scout | ||
+ | | 400 (133.3%) | ||
+ | | 480 (160%) | ||
+ | | 505 (168.3%) | ||
+ | |- | ||
+ | | align="left" | Soldier | ||
+ | | 240 (80%) | ||
+ | | 320 (106.6%) | ||
+ | | 336 (112%) | ||
+ | |- | ||
+ | | align="left" | Pyro | ||
+ | | 300 (100%) | ||
+ | | 380 (126.6%) | ||
+ | | 405 (135%) | ||
+ | |- | ||
+ | | align="left" | Demoman | ||
+ | | 280 (93.3%) | ||
+ | | 360 (120%) | ||
+ | | 385 (128.3%) | ||
+ | |- | ||
+ | | align="left" | Heavy | ||
+ | | 240 (80%) | ||
+ | | 320 (106.6%) | ||
+ | | 336 (112%) | ||
+ | |- | ||
+ | | align="left" | Engineer | ||
+ | | 300 (100%) | ||
+ | | 380 (126.6%) | ||
+ | | 405 (135%) | ||
+ | |- | ||
+ | | align="left" | Medic | ||
+ | | 320 (106.6%) | ||
+ | | 400 (133.3%) | ||
+ | | 425 (141.6%) | ||
+ | |- | ||
+ | | align="left" | Sniper | ||
+ | | 300 (100%) | ||
+ | | 380 (126.6%) | ||
+ | | 405 (135%) | ||
+ | |- | ||
+ | | align="left" | Spy | ||
+ | | 320 (106.6%) | ||
+ | | 400 (133.3%) | ||
+ | | 425 (141.6%) | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Scout changes === | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Scout - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Shortstop.png|100px]]<br> | ||
+ | <small>Primary</small><br> | ||
+ | '''[[Shortstop]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Pro}} Added "When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect" | |
| | | | ||
− | + | {{Pro}} When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect<br> | |
− | + | {{Con}} When weapon is active: +20% increase in push force taken from damage and airblast<br> | |
− | + | {{Neutral}} This weapon is best used at medium and/or long range<br> | |
− | + | {{Neutral}} Alt-fire: Reach out to shove an enemy | |
− | + | ||
+ | ; Extra stats | ||
+ | {{Pro}} +100% damage bonus<br> | ||
+ | {{Pro}} +42% faster firing speed<br> | ||
+ | {{Pro}} 40% more accurate<br> | ||
+ | {{Con}} 50% slower reload time<br> | ||
+ | {{Con}} -60% bullets per shot<br> | ||
+ | {{Con}} -34% clip size | ||
|- | |- | ||
+ | | align="center" | [[File:Backpack Soda Popper.png|100px]]<br> | ||
+ | <small>Primary</small><br> | ||
+ | '''[[Soda Popper]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Con}} Removed "25% faster reload time"<br> | |
− | + | {{Pro}} Added "When Hype is used: Gain 50% faster reload time"<br> | |
− | + | {{Pro}} Decreased the damage required for Primary/Secondary/Melee to fully charge<br> | |
− | | | + | :{{Note|This will reduce Primary damage required from 395 to 280, Secondary damage required from 290 to 280, and Melee damage required from 350 to 140}} |
− | |||
| | | | ||
− | + | {{Pro}} On hit any weapon: Builds Hype<br> | |
+ | {{Pro}} +50% faster firing speed<br> | ||
+ | {{Con}} -66% clip size<br> | ||
+ | {{Neutral}} Alt-fire when full: Activate Hype for multiple air jumps and 50% faster reload time. When activated, user can't gain Hype.<br> | ||
+ | {{Neutral}} This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br> | ||
+ | {{Neutral}} Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype | ||
|- | |- | ||
+ | | align="center" | [[File:Backpack Baby Face's Blaster.png|100px]]<br> | ||
+ | <small>Primary</small><br> | ||
+ | '''[[Baby Face's Blaster]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Pro}} Decreased boost lost on hit from 4% to 1%<br> | |
+ | :{{Note|This means that it takes 100 damage to take a full meter of boost down, instead of 25}} | ||
+ | {{Pro}} Removed "Boost decreased on air jumps"<br> | ||
+ | {{Pro}} "-34% clip size"<br> | ||
+ | {{Con}} Added "Boost decays over time" (3.33% every 1 second)<br> | ||
+ | {{Con}} Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"<br> | ||
+ | {{Con}} Added "-1 capture rate on wearer"<br> | ||
+ | {{Con}} Increased damage required to fill from 100 to 200 | ||
| | | | ||
− | + | {{Pro}} On hit any weapon: Builds Boost that increases your move speed on wearer<br> | |
− | + | {{Con}} Boost is decreased when damaged and/or decays over time<br> | |
− | + | {{Con}} Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | |
− | + | {{Con}} 10% slower move speed on wearer<br> | |
− | + | {{Con}} -1 capture rate on wearer<br> | |
+ | {{Neutral}} Requires 200 damage dealt to fully fill Boost | ||
|- | |- | ||
+ | | align="center" | [[File:Backpack Back Scatter.png|100px]]<br> | ||
+ | <small>Primary</small><br> | ||
+ | '''[[Back Scatter]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Pro}} Removed "Mini-crits targets when fired at their back from close range"<br> | |
+ | {{Pro}} Removed "-34% clip size"<br> | ||
+ | {{Pro}} Removed "20% less accurate"<br> | ||
+ | {{Pro}} Added "On kill: Decreased weapon attack noise"<br> | ||
+ | {{Pro}} Added "+40% damage vs players from behind"<br> | ||
+ | :{{Note|There is no distance limit}} | ||
+ | {{Pro}} Added "Shots penetrate all enemies"<br> | ||
+ | {{Con}} Added "30% slower firing speed"<br> | ||
+ | {{Con}} Added "15% slower reload time" | ||
| | | | ||
− | + | {{Pro}} On kill: Decreased weapon attack noise<br> | |
+ | {{Pro}} +40% damage vs players from behind<br> | ||
+ | {{Pro}} Shots penetrate all enemies<br> | ||
+ | {{Con}} 30% slower firing speed<br> | ||
+ | {{Con}} 15% slower reload time | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Crit-a-Cola.png|100px]]<br> | ||
+ | <small>Secondary</small><br> | ||
+ | '''[[Crit-a-Cola]]''' | ||
+ | | align="left" | | ||
+ | {{Pro}} Decreased the self Marked-for-Death duration from 5 seconds to 3 seconds | ||
| | | | ||
− | + | {{Pro}} While under the effects, all damage dealt is Mini-Crits for 8 seconds<br> | |
+ | {{Con}} While under the effects, making any attack causes a 3 second self Marked-for-Death debuff until the effect wears off<br> | ||
+ | {{Neutral}} 30 second recharge<br> | ||
+ | {{Neutral}} Allowed in Medieval mode | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Mad Milk.png|100px]]<br> | ||
+ | <small>Secondary</small><br> | ||
+ | '''[[Mad Milk]]''' + [[Reskins]] | ||
+ | | align="left" | | ||
+ | {{Pro}} Increased extinguishing teammate cooldown bonus from 20% to 25%<br> | ||
+ | {{Con}} Decreased life-steal effect from 60% to 35% | ||
| | | | ||
− | + | {{Pro}} Players heal 35% of the damage done to an enemy covered with milk<br> | |
+ | {{Pro}} Extinguishing teammates refunds 25% of the meter<br> | ||
+ | {{Pro}} Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br> | ||
+ | {{Neutral}} 20 second recharge<br> | ||
+ | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
+ | | align="center" | [[File:Backpack Winger.png|100px]]<br> | ||
+ | <small>Secondary</small><br> | ||
+ | '''[[Winger]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Pro}} Added "Wearer never takes falling damage while active"<br> | |
+ | {{Pro}} Increased jump height bonus from +25% to +30% | ||
| | | | ||
− | + | When weapon is active:<br> | |
+ | :{{Pro}}Wearer never takes falling damage<br> | ||
+ | :{{Pro}}+30% greater jump height<br> | ||
+ | :{{Pro}}+15% damage bonus<br> | ||
+ | :{{Con}}-60% clip size | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Pretty_Boy's Pocket Pistol.png|100px]]<br> | ||
+ | <small>Secondary</small><br> | ||
+ | '''[[Pretty Boy's Pocket Pistol]]''' | ||
+ | | align="left" | | ||
+ | {{Pro}} Removed "When weapon is active"<br> | ||
+ | {{Con}} Removed "On hit: Gain up to +3 health"<br> | ||
+ | {{Pro}} Removed "-25% clip size"<br> | ||
+ | {{Pro}} Added "35% of damage done is returned as health"<br> | ||
+ | {{Con}} Added "-50% damage penalty" | ||
| | | | ||
− | + | {{Pro}} 35% of damage done is returned as health<br> | |
+ | {{Pro}} +15% faster firing speed<br> | ||
+ | {{Con}} -50% damage penalty | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Flying Guillotine.png|100px]]<br> | ||
+ | <small>Secondary</small><br> | ||
+ | '''[[Flying Guillotine]]''' | ||
+ | | align="left" | | ||
+ | {{Pro}} Added "100% Mini-Crits vs players below 33% health" | ||
| | | | ||
− | + | {{Pro}} On hit: Bleed for 5 seconds<br> | |
+ | {{Pro}} Long distance hits reduce recharge time by 25%<br> | ||
+ | {{Pro}} 100% Mini-Crits vs players below 33% health<br> | ||
+ | {{Con}} Cannot be picked up after thrown<br> | ||
+ | {{Neutral}} 6 second recharge<br> | ||
+ | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
+ | | align="center" | | ||
+ | [[File:Backpack Bat.png|50px]] | ||
+ | <small>Melee</small><br> | ||
+ | '''[[Bat]]''' + Reskins except Frying Pan and Golden Frying Pan | ||
| align="left" | | | align="left" | | ||
− | + | {{Pro}} Added "+20% faster firing speed"<br> | |
− | | | + | :{{Note|This doesn't include Frying Pan or Gold Frying Pan due to concerns for noise spam}} |
− | |||
| | | | ||
− | + | {{Pro}} +20% faster firing speed | |
− | |||
− | |||
|- | |- | ||
+ | | align="center" | [[File:Backpack Sandman.png|100px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''[[Sandman]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Pro}} Decreased max health penalty from -15 to -10<br> | |
− | + | {{Con}} The ball hit no longer does damage<br> | |
− | + | {{Pro}} Increased slow durations from 1-7s to 2-8 seconds <br> | |
− | + | {{Pro}} The slow effect now does a set -30% instead of scaling based on distance<br> | |
− | + | {{Pro}} Completely remade the slow effect and now it's based on target's current move speed, instead of scaling everyone down to the same move speed. Additionally, the ball can hit someone at point blank to apply the slowdown. | |
| | | | ||
− | + | {{Pro}} Alt-fire: Launches a ball that slows a target down by 30%<br> | |
+ | {{Pro}} Baseball can be picked up after thrown to instantly recharge<br> | ||
+ | {{Con}} -10 max health on wearer<br> | ||
+ | {{Neutral}} 10 second recharge | ||
|- | |- | ||
+ | | align="center" | [[File:Backpack Candy Cane.png|100px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''[[Candy Cane]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Con}} Removed "On kill: A small health pack is dropped"<br> | |
− | | | + | {{Pro}} Removed "25% explosive damage vulnerability on wearer"<br> |
− | + | {{Pro}} Added "On teammate hit: Gift your teammate with health and ammo"<br> | |
− | | | + | :{{Note|20 HP and 10% ammo}} |
− | + | {{Pro}} Added "On enemy hit: Gift yourself with health and ammo"<br> | |
+ | {{Note|30 HP and 15% ammo}} | ||
+ | {{Pro}} Added "Gifted ammo can be overfilled"<br> | ||
+ | :{{Note|Up to 150% and will not decay}} | ||
+ | {{Con}} Added "50% slower firing speed"<br> | ||
+ | {{Con}} Added "50% damage penalty"<br> | ||
+ | {{Pro}} Added "+75% melee range"<br> | ||
+ | {{Pro}} Added "+50% melee bounds" | ||
| | | | ||
− | + | {{Pro}} +75% melee range<br> | |
+ | {{Pro}} +50% melee bounds<br> | ||
+ | {{Pro}} On teammate hit: Gift your teammate with health and ammo<br> | ||
+ | {{Pro}} On enemy hit: Gift yourself with health and ammo<br> | ||
+ | {{Con}} 50% slower firing speed<br> | ||
+ | {{Con}} 50% damage penalty<br> | ||
+ | {{Neutral}} Gifted ammo can be overfilled | ||
|- | |- | ||
+ | | align="center" | [[File:Backpack Boston Basher.png|100px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''[[Boston Basher]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Neutral}} Added "This weapon has bonus melee range, but slower deploy and holster time" | |
| | | | ||
− | + | {{Pro}} On hit: Bleed for 5 seconds<br> | |
− | | | + | {{Con}} On miss: Hit yourself. Idiot!<br> |
− | + | {{Neutral}} This weapon has bonus melee range, but slower deploy and holster time | |
− | | | + | |- |
− | + | | align="center" | [[File:Backpack Sun-on-a-Stick.png|100px]]<br> | |
+ | <small>Melee</small><br> | ||
+ | '''[[Sun-on-a-Stick]]''' | ||
+ | | align="left" | | ||
+ | {{Con}} Increased direct damage penalty from -25% to -35%<br> | ||
+ | {{Con}} Added "Alt-fire: Spontaneous combustion"<br> | ||
+ | :{{Note|Ignites the user for 10 seconds}} | ||
+ | :{{Note|20 second recharge once used}} | ||
+ | {{Pro}} Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target"<br> | ||
+ | {{Con}} Added "On hit: Transferred afterburn duration is decreased by 75%"<br> | ||
+ | {{Con}} Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once" | ||
+ | | | ||
+ | {{Pro}} On hit: Transfers "Spontaneous Combustion" afterburn to the target<br> | ||
+ | {{Pro}} +25% fire damage resistance while active<br> | ||
+ | {{Pro}} 100% critical hit vs burning players<br> | ||
+ | {{Con}} On hit: Transferred afterburn duration is decreased by 75%<br> | ||
+ | {{Con}} On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once<br> | ||
+ | {{Con}} -35% direct damage penalty<br> | ||
+ | {{Neutral}} Alt-fire: Spontaneous Combustion<br> | ||
+ | {{Neutral}} 20 second recharge once used | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Fan O'War.png|100px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''[[Fan O'War]]''' | ||
+ | | align="left" | | ||
+ | {{Con}} Removed "Crits whenever it would normally mini-crit"<br> | ||
+ | {{Con}} Increased damage penalty from -75% to -94%<br> | ||
+ | {{Pro}} Increased maximum number of marked targets from 1 to 2<br> | ||
+ | {{Con}} Decreased mark duration from 15 seconds to 10 seconds<br> | ||
+ | {{Pro}} Added "On hit: Gain a 2 second speed boost" | ||
+ | | | ||
+ | {{Pro}} On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits<br> | ||
+ | {{Pro}} On hit: Gain a 2 second speed boost<br> | ||
+ | {{Con}}- 94% damage penalty<br> | ||
+ | {{Neutral}} Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from the 1st target | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Atomizer.png|100px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''[[Atomizer]]''' | ||
+ | | align="left" | | ||
+ | {{Con}} Removed "Grants Triple Jump while deployed"<br> | ||
+ | {{Con}} Removed "Melee attacks mini-crit while airborne"<br> | ||
+ | {{Pro}} Removed "-15% damage vs players"<br> | ||
+ | {{Pro}} Removed "This weapon deploys 50% slower"<br> | ||
+ | {{Pro}} Added "On hit with this weapon: Slams airborne targets into the ground"<br> | ||
+ | :{{Note|Depending how far from the ground the target is, this weapon can inflict a decent amount of falling damage to that target}} | ||
+ | -Added "On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump."<br> | ||
+ | -Added "Disables double jump on wearer"<br> | ||
+ | -Added "Bonus jumps (up to 250) can be used even while weapon is not active"<br> | ||
+ | :{{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}} | ||
+ | | | ||
+ | {{Pro}} On hit with this weapon: Slams airborne targets into the ground<br> | ||
+ | {{Pro}} On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump.<br> | ||
+ | {{Con}} Disables double jump on wearer<br> | ||
+ | {{Neutral}} Bonus jumps can be used even while weapon is not active | ||
|- | |- | ||
|} | |} | ||
− | + | === Soldier changes === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="2" class="header" | | + | ! colspan="2" class="header" | Soldier - Class Changes |
|- | |- | ||
! class="header" width="50%" | Changes | ! class="header" width="50%" | Changes | ||
! class="header" width="50%" | Full New Stats | ! class="header" width="50%" | Full New Stats | ||
|- | |- | ||
− | <!-- | + | <!-- SOLDIER CLASS --> |
| align="left" | | | align="left" | | ||
'''NO CHANGES''' | '''NO CHANGES''' | ||
| | | | ||
− | + | '''NO CHANGES''' | |
− | ( | + | |- |
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Soldier - Banner Changes | ||
+ | |- | ||
+ | ! class="header" width="100%" | Changes | ||
+ | |- | ||
+ | <!-- SOLDIER CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "When you active your banner, your Primary's clip is automatically fully reloaded"<br> | ||
+ | '''NOTE''': This will pull from the reserve ammo, so it wont be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike). | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="3" class="header" | | + | ! colspan="3" class="header" | Soldier - Modified Official Weapons |
|- | |- | ||
! class="header" width="20%" | Weapon | ! class="header" width="20%" | Weapon | ||
Line 150: | Line 375: | ||
! class="header" width="40%" | Full New Stats | ! class="header" width="40%" | Full New Stats | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Rocket_Launcher.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Rocket Launcher]]''' |
| align="left" | | | align="left" | | ||
'''NO CHANGES''' | '''NO CHANGES''' | ||
Line 158: | Line 383: | ||
'''NO CHANGES''' | '''NO CHANGES''' | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Direct_Hit.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Direct Hit]]''' |
| align="left" | | | align="left" | | ||
− | + | -Removed "+25% damage bonus"<br><br> | |
+ | -Added "+25% damage vs players" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br> |
− | {{Pro}}+ | + | {{Pro}}+25% damage vs players<br> |
− | {{Pro}}+ | + | {{Pro}}+80% projectile speed<br> |
− | + | {{Con}}-70% explosion radius | |
− | {{Con}}- | ||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Black_Box.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Black Box]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Updated the "On hit: Gain HP per attack" with a more accurate system<br><br> |
− | + | -Increased health gained per attack from 20 to 25 <br><br> | |
+ | -Added "On direct hit" to reward accurate hits | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On splash hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack. On direct hit: Recover 0.25 HP per 0.56 damage dealt.<br> |
− | + | {{Con}}-25% clip size | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{Con}}- | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Rocket Jumper]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"<br><br> |
− | -Added " | + | -Added "Allowed in Medieval mode" |
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}}On | + | {{Pro}}On kill with any weapon: All equipped weapons are automatically fully reloaded<br> |
− | {{Pro}}+ | + | {{Pro}}+200% max Primary ammo on wearer<br> |
− | {{ | + | {{Pro}}No self inflicted blast damage taken<br> |
− | {{ | + | {{Con}}-100% damage penalty<br> |
− | {{ | + | {{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> |
− | {{Neutral}} | + | {{Neutral}}Allowed in Medieval mode |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Liberty_Launcher.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Liberty Launcher]]''' |
| align="left" | | | align="left" | | ||
− | -Decreased | + | -Decreased damage penalty from -25% to -20% <br><br> |
− | + | -Added "Increased push force against enemy players and the user" | |
− | |||
− | - | ||
− | -Added " | ||
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Increased push force against enemy players and the user<br> |
− | {{ | + | {{Pro}}-25% blast damage from rocket jumps<br> |
− | {{ | + | {{Pro}}+40% projectile speed<br> |
− | {{ | + | {{Pro}}+25% clip size<br> |
− | {{Con}}- | + | {{Con}}-20% damage penalty |
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Cow Mangler 5000]]''' |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| align="left" | | | align="left" | | ||
'''NO CHANGES''' | '''NO CHANGES''' | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Does not require ammo<br> |
− | {{Con}} | + | {{Pro}}ALT-FIRE: Slowly charges a single shot that mini-crits players and sets them on fire for 10 seconds. Additionally, any enemy buildings near the center will be disabled for 4 seconds.<br> |
− | {{ | + | {{Con}}Deals only 20% damage to buildings<br> |
− | {{ | + | {{Con}}Mini-Crits whenever it would normally crit<br> |
+ | {{Con}}While doing charged shot: -66% move speed | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Beggar's_Bazooka.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Beggar's Bazooka]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "+3 degrees random projectile deviation"<br><br> |
+ | -Removed "Cannot collect ammo from Dispensers while active"<br><br> | ||
+ | -Added "Projectile deviation scales by 1.666% based on the current number of loaded rockets" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Hold FIRE to load up to 3 rockets<br> |
− | {{Con}} | + | {{Pro}}Release FIRE to unleash the barrage at 70% faster firing speed<br> |
− | {{ | + | {{Con}}Projectile deviation scales by 1.666% based on the current number of loaded rockets<br> |
− | {{Neutral}} | + | {{Con}}Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip<br> |
+ | {{Con}}-20% explosion radius<br> | ||
+ | {{Con}}30% slower reload time<br> | ||
+ | {{Neutral}}Projectile deviation will increase/decrease as rockets are loaded and when fired | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Air_Strike.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Air Strike]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon"<br><br> |
− | - | + | -Removed "-10% explosive radius"<br><br> |
+ | -Added "33% faster reload time while explosive jumping" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}-15% blast damage to self from this weapon<br> |
− | {{Pro}} | + | {{Pro}}+66% faster firing speed and 33% faster reload time while explosive jumping<br> |
− | {{Pro}} | + | {{Pro}}Clip size increased on kill (up to 4)<br> |
− | {{ | + | {{Con}}-15% damage penalty<br> |
− | {{ | + | {{Con}}-20% explosion radius while explosive jumping |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Shotgun]]''' |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | |||
| | | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Buff_Banner.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Buff Banner]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Soldier - Banner Changes" tab<br><br> |
− | + | -Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"<br><br> | |
− | - | + | -Added "On wearer: +15% faster firing speed for all weapons" |
− | -Added " | + | |
− | -Added " | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On wearer: +15% faster firing speed for all weapons<br> |
− | {{Pro}} | + | {{Pro}}Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance<br> |
− | {{ | + | {{Neutral}}Requires 600 damage dealt to charge<br> |
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Gunboats.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Gunboats]]''' |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | ''' | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}-60% blast damage from explosive jumps<br> |
− | |||
− | |||
− | |||
− | |||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | [[File:Backpack_Battalion's_Backup.png|100px]]<br> |
− | [[File: | + | <small>Secondary</small><br> |
− | + | '''[[Battalion's Backup]]''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | <small> | ||
− | ''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Soldier - Banner Changes" tab<br><br> |
− | '''NOTE''': | + | -Increased max health on wearer from +20 to +30 <br><br> |
− | '''NOTE''': | + | -Any player that is under this effect will now be able to see their net health on screen<br> |
+ | '''NOTE''': Net health means the possible total health while under the damage resistance after doing the math<br> | ||
+ | '''NOTE''': This will be text on the left side of the screen in the top corner | ||
| | | | ||
− | {{Pro}}+ | + | {{Pro}}+30 max health on wearer<br> |
+ | {{Pro}}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)<br> | ||
+ | {{Neutral}}Requires 600 damage dealt to charge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Concheror.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Concheror]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Soldier - Banner Changes" tab<br><br> |
− | + | -Increased banner cost from 480 to 600 <br><br> | |
− | -Increased | + | -Increased health regen from +4 to +8 |
− | - | ||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Up to +8 health regenerated per second on wearer<br> |
− | {{Pro}} | + | {{Pro}}Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal<br> |
− | {{ | + | {{Neutral}}Requires 600 damage dealt to charge<br> |
− | {{Neutral}} | + | {{Neutral}}Allowed in Medieval mode |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Mantreads.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Mantreads]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased stomping damage (aka the Goomba) multiplier from x3 to x3.5 <br><br> |
− | - | + | -Stomping damage (aka the Goomba) can now benefit from life-steal effects<br><br> |
− | + | -Stomping damage (aka the Goomba) can now be Mini-Crit boosted<br><br> | |
− | + | -Added "+20% increased rocket jump height on wearer" | |
− | - | ||
− | |||
− | - | ||
− | |||
− | |||
− | - | ||
− | -Added "+ | ||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}-75% reduction in push force taken from damage, airblasts, and knockback effects<br> |
− | {{Pro}} | + | {{Pro}}200% increased air strafe control when explosive jumping<br> |
− | {{Pro}} | + | {{Pro}}Deals 3.5x falling damage to the player you land on<br> |
− | {{Pro}} | + | {{Pro}}+20% increased rocket jump height on wearer<br> |
− | + | {{Neutral}}Allowed in Medieval mode | |
− | |||
− | {{Neutral}} | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Righteous_Bison.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Righteous Bison]]''' |
| align="left" | | | align="left" | | ||
− | -Added "This | + | -Removed hidden clip size penalty<br> |
+ | '''NOTE''': 6 shots instead of 4<br><br> | ||
+ | -Added hidden "+25% faster firing speed"<br> | ||
+ | '''NOTE''': This matches the default Shotgun<br><br> | ||
+ | -Added hidden "25% slower reload time"<br> | ||
+ | '''NOTE''': This matches the default Shotgun<br><br> | ||
+ | -Added "Reload time decreases as health decreases (up to 66%)"<br><br> | ||
+ | -Added +10% damage bonus vs players | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Does not require ammo<br> |
− | {{ | + | {{Pro}}Projectile cannot be deflected and penetrates enemy players<br> |
− | {{ | + | {{Pro}}Reload time decreases as health decreases (up to 66%)<br> |
+ | {{Con}}Deals only 20% damage to buildings | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | |
+ | [[File:Backpack_Shovel.png|50px]] | ||
+ | [[File:Backpack_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Golden_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Saxxy.png|50px]] | ||
+ | [[File:Backpack_Conscientious_Objector.png|50px]] | ||
+ | [[File:Backpack_Freedom_Staff.png|50px]] | ||
+ | [[File:Backpack_Bat_Outta_Hell.png|50px]] | ||
+ | [[File:Backpack_Memory_Maker.png|50px]] | ||
+ | [[File:Backpack_Ham_Shank.png|50px]] | ||
+ | [[File:Backpack_Necro_Smasher.png|50px]] | ||
+ | [[File:Backpack_Crossing_Guard.png|50px]] | ||
+ | [[File:Backpack_Prinny_Machete.png|50px]]<br> | ||
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | ''' | + | '''Any base melee weapon, including reskins''' |
| align="left" | | | align="left" | | ||
− | + | -Added "Weapon knockback increases as the user becomes injured"<br> | |
− | -Added " | + | '''NOTE''': An all-class Melee weapon won't get the same bonus unless a Soldier equips it |
− | |||
− | '''NOTE''': | ||
− | - | ||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Weapon knockback increases as the user becomes injured |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Equalizer.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Equalizer]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "-90% less healing from Medic sources"<br><br> |
− | - | + | -Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"<br><br> |
− | - | + | -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%)"<br> |
− | + | '''NOTE''': While at 1 health, the user would get +100% bonus health from any healing source while this weapon is active<br><br> | |
− | -Added "On | + | -Added "On wearer: -20% base healing given and/or gained from every healing source or weapon effect" |
| | | | ||
− | {{Pro}} | + | {{Pro}}Damage increases as the user becomes injured<br> |
− | {{Pro}} | + | {{Pro}}If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill<br> |
− | {{ | + | {{Pro}}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%)<br> |
− | {{ | + | {{Con}}On wearer: -20% base healing given and/or gained from every healing source or weapon effect |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Disciplinary_Action.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Disciplinary Action]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Flipped the speed boost duration for the user and ally<br><br> |
− | - | + | -Increased the hidden melee range multiplier from +70% to +75%<br><br> |
− | + | -Decreased the hidden melee bounds multiplier from +55% to +50%<br><br> | |
− | + | -Added "On kill with any weapon: +2 stacks. Assist-kills grant +1 stack."<br><br> | |
− | - | + | -Added "ALT-FIRE while active: Consume 1 stack (up to 8) to gain a 3 second speed boost" |
− | |||
− | -Added "On kill with any weapon: +2 | ||
− | -Added " | ||
− | - | ||
− | |||
− | |||
| | | | ||
− | {{Pro}}On hit | + | {{Pro}}+75% melee range<br> |
− | {{Pro}}On kill with any weapon: +2 | + | {{Pro}}+50% melee bounds<br> |
− | {{Con}} | + | {{Pro}}On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds<br> |
− | {{Neutral}} | + | {{Pro}}On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br> |
+ | {{Con}}-25% damage penalty<br> | ||
+ | {{Neutral}}ALT-FIRE: Consume 3 stack to gain a speed boost | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Market_Gardener.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Market Gardener]]''' |
| align="left" | | | align="left" | | ||
'''NO CHANGES''' | '''NO CHANGES''' | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Deals crits while the wielder is explosive jumping<br> |
− | + | {{Con}}20% slower firing speed | |
− | {{Con}} | ||
− | |||
|- | |- | ||
− | |} | + | | align="center" | [[File:Backpack_Escape_Plan.png|100px]]<br> |
− | + | <small>Melee</small><br> | |
+ | '''[[Escape Plan]]''' | ||
+ | | align="left" | | ||
+ | -Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health"<br> | ||
+ | -Removed "-90% less healing from Medic sources"<br> | ||
+ | -Added "If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill"<br> | ||
+ | -Added "-20% damage penalty" | ||
+ | | | ||
+ | When weapon is active:<br> | ||
+ | :{{Pro}}If the "Rocket Jumper" is equipped, the user isn't damaged from this weapon's taunt kill<br> | ||
+ | :{{Pro}}Move speed increases as the user becomes injured<br> | ||
+ | :{{Con}}You are Marked-for-Death while active, and for short period after switching weapons<br> | ||
+ | :{{Con}}-20% damage penalty | ||
+ | |- | ||
+ | |} | ||
+ | === Pyro changes === | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="2" class="header" | | + | ! colspan="2" class="header" | Pyro - Class Changes |
|- | |- | ||
! class="header" width="50%" | Changes | ! class="header" width="50%" | Changes | ||
! class="header" width="50%" | Full New Stats | ! class="header" width="50%" | Full New Stats | ||
|- | |- | ||
− | <!-- | + | <!-- PYRO CLASS --> |
| align="left" | | | align="left" | | ||
− | + | {{{Pro}}} Added "(Ability) Pyrotechnics"<br> | |
+ | :{{Note|Debuffs wear off 50% faster}} | ||
+ | {{Pro}} Added "+10% faster firing speed" to all Flare Guns | ||
+ | {{Pro}} Afterburn damage will now count towards any lifesteal | ||
+ | {{Con}} Removed direct flame damage reducing Medi Gun healing and shield resists | ||
+ | {{Con}} Players will now regain air control immediately after being airblasted by a Flamethrower | ||
| | | | ||
− | + | (Ability) Pyrotechnics | |
|- | |- | ||
|} | |} | ||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | + | ! colspan="3" class="header" | Pyro - Modified Official Weapons | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ! colspan="3" class="header" | | ||
|- | |- | ||
! class="header" width="20%" | Weapon | ! class="header" width="20%" | Weapon | ||
Line 502: | Line 673: | ||
! class="header" width="40%" | Full New Stats | ! class="header" width="40%" | Full New Stats | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Flame_Thrower.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Flame Thrower]]''' |
| align="left" | | | align="left" | | ||
− | + | -Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries<br> | |
+ | -All Primaries will now reset the timer from airblasted grenades | ||
| | | | ||
− | + | {{Pro}}Extinguishing teammates restores 20 health<br> | |
+ | {{Pro}}-80% blast damage from reflected explosives<br> | ||
+ | {{Pro}}While being hit from a Flame Thrower: -50% health received from all healing sources<br> | ||
+ | {{Neutral}}ALT-FIRE: Release a blast of air that pushes enemies and projectiles and extinguish teammates that are on fire | ||
+ | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Backburner.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Backburner]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Decreased airblast cost from +150% to +100% <br><br> |
− | -Added "+ | + | -Removed "100% critical hits from behind"<br><br> |
+ | -Added "+100% direct & afterburn damage bonus from behind" | ||
| | | | ||
− | + | {{Pro}}+100% direct & afterburn damage bonus from behind<br> | |
− | {{Pro}}+ | + | {{Con}}+100% airblast cost |
− | {{ | ||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Degreaser.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Degreaser]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "+25% airblast cost"<br><br> |
− | - | + | -Added "+25% faster primary recovery after airblasting"<br><br> |
− | -Added " | + | -Added "Reflected projectiles ignites enemies for 10 seconds"<br><br> |
+ | -Added "Reflected projectiles do normal damage instead of mini-crit"<br><br> | ||
+ | -Added "-10% direct damage penalty"<br> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}This weapon deploys 60% faster and holsters 30% faster<br> |
− | {{Con}}- | + | {{Pro}}+25% faster primary recovery after airblasting<br> |
+ | {{Pro}}Reflected projectiles ignites enemies for 10 seconds<br> | ||
+ | {{Con}}Reflected projectiles do normal damage instead of mini-crit<br> | ||
+ | {{Con}}-66% afterburn damage penalty<br> | ||
+ | {{Con}}-10% direct damage penalty | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Phlogistinator.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Phlogistinator]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | -Added "+25 max health on wearer" <br> |
− | -Added " | + | -Added "+50% pushforce taken from damage" <br> |
+ | -Added "+25% pushforce taken from airblast" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}+25 max health on wearer<br> |
− | {{Pro}} | + | {{Pro}}Build MMMMPH by dealing fire damage<br> |
− | {{Pro}}No | + | {{Pro}}Activate when full to gain crit for several seconds<br> |
− | {{Con}} | + | {{Con}}No airblast<br> |
− | {{Con}} | + | {{Con}}+50% pushforce taken from damage <br> |
− | {{Neutral}} | + | {{Con}}+25% pushforce taken from airblast <br> |
+ | {{Neutral}}While MMMMPH taunting: Gain invulnerable and full knockback resistance | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Dragon's_Fury.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Dragon's Fury]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased hidden Primary ammo penalty from -80% to -85% <br><br> |
− | -Added " | + | -Increased hidden airblast cost bonus from -75% to -85% <br><br> |
+ | -Added "Extinguishing teammates restores additional +10 health" <br> | ||
+ | '''NOTE''': Now restores 30 HP on extinguish | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Extinguishing teammates restores additional +10 health<br> |
− | {{Pro}} | + | {{Pro}}Deals 300% damage to burning players<br> |
− | {{Pro}}+ | + | {{Pro}}+50% repressurization rate on hit<br> |
− | {{Pro}} | + | {{Pro}}-85% airblast cost<br> |
− | {{Con}}- | + | {{Con}}-50% repressurization rate on ALT-FIRE<br> |
+ | {{Con}}-85% max Primary ammo on wearer<br> | ||
+ | {{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br> | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Shotgun]]''' |
| align="left" | | | align="left" | | ||
'''NO CHANGES''' | '''NO CHANGES''' | ||
| | | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Flare_Gun.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Flare Gun]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Pyro - Class Changes" tab |
− | - | ||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}100% critical hit vs burning players<br> |
− | {{Pro}} | + | {{Pro}}+10% faster firing speed<br> |
− | {{ | + | {{Neutral}}This weapon will reload automatically when not active |
− | + | |- | |
− | + | | align="center" | [[File:Backpack_Detonator.png|100px]]<br> | |
− | + | <small>Secondary</small><br> | |
− | + | '''[[Detonator]]''' | |
− | |- | ||
− | | align="center" | [[File: | ||
− | <small> | ||
− | '''[[ | ||
| align="left" | | | align="left" | | ||
− | - | + | -Decreased damage penalty from 25% to 15% <br> |
− | - | + | -Decreased damage penalty from 50% to 25% |
− | |||
| | | | ||
− | {{Pro}}- | + | {{Pro}}100% mini-crits vs burning players<br> |
− | {{Pro}}+ | + | {{Pro}}+10% faster firing speed<br> |
− | {{Pro}} | + | {{Pro}}User can flare jump<br> |
+ | {{Con}}+25% damage to self<br> | ||
{{Con}}-15% damage penalty<br> | {{Con}}-15% damage penalty<br> | ||
− | {{ | + | {{Neutral}}ALT-FIRE: Detonate flare<br> |
+ | {{Neutral}}This weapon will reload automatically when not active | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Manmelter.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Manmelter]]''' |
| align="left" | | | align="left" | | ||
− | ''' | + | -Removed "+50% projectile speed"<br><br> |
+ | -Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning<br> | ||
+ | '''NOTE''': There is no max duration<br><br> | ||
+ | -Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"<br> | ||
+ | '''NOTE''': Cleaning teammates grants special Mark-for-Death shots<br><br> | ||
+ | -Added "Projectile cannot be deflected and can extinguish teammates"<br><br> | ||
+ | -Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"<br> | ||
+ | '''NOTE''': This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost. | ||
| | | | ||
− | + | {{Pro}}Does not require ammo<br> | |
+ | {{Pro}}Projectile cannot be deflected and can extinguish teammates<br> | ||
+ | {{Pro}}+10% faster firing speed<br> | ||
+ | {{Pro}}ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro. Cleaning teammates grants special Mark-For-Death shots.<br> | ||
+ | {{Pro}}Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Scorch_Shot.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Scorch Shot]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "100% mini-crits vs burning players"<br><br> |
− | - | + | -Removed "-35% damage penalty"<br><br> |
− | -Added " | + | -Removed ability to flare jump and self damage from flare<br><br> |
− | + | -Added "-15% projectile speed" | |
| | | | ||
− | {{Pro}} | + | {{Pro}}+10% faster firing speed<br> |
− | {{Pro}} | + | {{Pro}}Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.<br> |
− | {{ | + | {{Con}}-15% projectile speed<br> |
− | {{Neutral}} | + | {{Neutral}}This weapon will reload automatically when not active |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Thermal_Thruster.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Thermal Thruster]]''' |
| align="left" | | | align="left" | | ||
− | + | -Removed "Push enemies back when you land with the force and radius based on your velocity"<br><br> | |
− | + | -Removed "Deals 3x the fall damage to an enemy you land on"<br><br> | |
− | + | -Removed hidden "User takes 75% less falling damage after using a charge"<br><br> | |
− | + | -Removed hidden "+50% increase in push force taken from damage on wearer"<br><br> | |
− | + | -Decreased recharge time per charge from 15 seconds to 10 seconds <br><br> | |
− | + | -Decreased delay before launching from 0.65 seconds to 0.5 seconds <br><br> | |
− | < | + | -Decreased delay before re-launching from 1.2 seconds to 1.0 seconds <br><br> |
− | + | -Decreased locked hostler speed from 0.8 seconds to 0.75 seconds <br><br> | |
− | + | -Added "Wearer never takes falling damage"<br><br> | |
− | - | + | -Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"<br><br> |
− | - | + | -Added "Ignite nearby enemies for 10 seconds when you launch"<br><br> |
− | - | + | -Added "Wearer cannot carry the Intelligence briefcase or PASS Time JACK"<br><br> |
− | + | -Added "The user can re-launch while airborne" | |
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Wearer never takes falling damage<br> |
− | {{Pro}} | + | {{Pro}}Extinguish nearby teammates when you launch to restore 30 health to the Pyro<br> |
− | {{Neutral}} | + | {{Pro}}Ignite nearby enemies for 10 seconds when you launch<br> |
− | {{Neutral}}Allowed in Medieval mode | + | {{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> |
+ | {{Con}}0.75 second locked holster penalty<br> | ||
+ | {{Neutral}}This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.<br> | ||
+ | {{Neutral}}This weapon has 2 charges and requires 10 seconds each to recharge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Gas_Passer.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Gas Passer]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Changed the afterburn to be based on 4% of the enemys max health instead of normal afterburn damage<br><br> |
− | - | + | -The meter no longer recharges over time and only from damage dealt<br><br> |
− | - | + | -Decreased damage to fill from 750 to 300<br><br> |
+ | -Added "Extinguishing teammates or yourself restores 40 health to the Pyro" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Gas meter builds with any damage done<br> |
− | {{Pro}} | + | {{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br> |
− | {{ | + | {{Pro}}Extinguishing teammates or yourself restores 40 health to the Pyro<br> |
+ | {{Con}}Spawning and resupply do not affect the Gas meter<br> | ||
+ | {{Con}}Gas meter starts empty<br> | ||
+ | {{Con}}Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros!)<br> | ||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | |
− | <small> | + | [[File:Backpack_Fire_Axe.png|50px]] |
− | ''' | + | [[File:Backpack_Lollichop.png|50px]] |
+ | [[File:Backpack_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Golden_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Saxxy.png|50px]] | ||
+ | [[File:Backpack_Conscientious_Objector.png|50px]] | ||
+ | [[File:Backpack_Freedom_Staff.png|50px]] | ||
+ | [[File:Backpack_Bat_Outta_Hell.png|50px]] | ||
+ | [[File:Backpack_Memory_Maker.png|50px]] | ||
+ | [[File:Backpack_Ham_Shank.png|50px]] | ||
+ | [[File:Backpack_Necro_Smasher.png|50px]] | ||
+ | [[File:Backpack_Crossing_Guard.png|50px]] | ||
+ | [[File:Backpack_Prinny_Machete.png|50px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''Any base melee weapon, including reskins''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -Added "+50% max Primary ammo on wearer<br> |
− | + | '''NOTE''': An all-class Melee weapon won't get the same bonus unless a Pyro equips it | |
− | - | ||
− | |||
| | | | ||
− | + | {{Pro}}+50% max Primary ammo on wearer | |
− | |||
− | |||
− | {{Pro}}+ | ||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Axtinguisher.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Axtinguisher]]''' |
| align="left" | | | align="left" | | ||
− | -Removed | + | -Removed "Killing blows on burning players grants a speed boost"<br><br> |
− | + | -Removed "This weapon holsters 35% slower" | |
− | |||
− | |||
− | - | ||
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}100% Mini-Crits vs burning players<br> |
− | {{Pro}} | + | {{Pro}}Damage increases based on remaining duration of afterburn<br> |
− | {{ | + | {{Con}}On hit burning enemy: Extinguishes them<br> |
− | {{Con}} | + | {{Con}}-33% damage penalty |
|- | |- | ||
− | | align="center" | | + | | align="center" | [[File:Backpack_Homewrecker.png|100px]]<br> |
− | [[File: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | ''' | + | '''[[Homewrecker]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased bonus damage vs buildings from +100% to +150% <br><br> |
− | + | -Added "While active: Gain immunity to push force taken from damage" | |
| | | | ||
− | {{Pro}} | + | {{Pro}}While active: Gain immunity to push force taken from damage<br> |
+ | {{Pro}}Damage removes Sappers<br> | ||
+ | {{Pro}}+150% damage vs buildings<br> | ||
+ | {{Con}}-25% damage vs players | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Powerjack.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Powerjack]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "+25 health restored on kill"<br><br> |
− | -Added " | + | -Added "-20% ammo from pickups, Dispensers, and/or Payload carts on wearer"<br><br> |
− | + | -Added "Killing blows on burning players grants a speed boost" | |
− | |||
− | -Added " | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Killing blows on burning players grants a speed boost<br> |
− | {{Pro}} | + | {{Pro}}+15% faster move speed while active<br> |
− | {{ | + | {{Con}}20% damage vulnerability while active<br> |
− | {{Con}} | + | {{Con}}-20% ammo from pickups, Dispensers, and/or Payload carts on wearer |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Back_Scratcher.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Back Scratcher]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "+25% damage bonus"<br><br> |
− | - | + | -Removed "+50% health from packs on wearer"<br><br> |
− | - | + | -Removed "-75% health from healers on wearer"<br><br> |
− | -Added "On kill with any weapon: + | + | -Added "On kill with any weapon: +20 health restored. Assist-kills grant +10 health."<br> |
− | -Added " | + | '''NOTE''': No overhealing from all the above effects<br><br> |
+ | -Added "+100% health restored from kills/assist-kills with this weapon"<br> | ||
+ | '''NOTE''': No overhealing from all the above effects<br><br> | ||
+ | -Added "-25 max health on wearer" | ||
| | | | ||
− | + | {{Pro}}On kill with any weapon: +20 health restored. Assist-kills grant +10 health.<br> | |
− | + | {{Pro}}Restore double health from kills/assist-kills with this weapon<br> | |
− | + | {{Con}}-25 max health on wearer | |
− | {{Pro}}On kill with any weapon: + | ||
− | {{ | ||
− | {{ | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Sharpened_Volcano_Fragment.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Sharpened Volcano Fragment]]''' |
| align="left" | | | align="left" | | ||
− | ''' | + | -Removed "On hit: Target is engulfed in flames"<br><br> |
+ | -Increased direct damage penalty from -20% to -30% <br><br> | ||
+ | -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"<br> | ||
+ | '''NOTE''': The following effects doesn't extinguish the eternal flames.....<br> | ||
+ | * Being healed by a Medic, Dispenser, or Payload cart<br> | ||
+ | * Being splashed with Mad Milk, Gas Passer, or Jarate (or even jumping into water)<br> | ||
+ | * Picking up a health pack<br> | ||
+ | * Being air blasted by a friendly Pyro or being near a friendly Pyro when they land with the Thermal Thruster<br> | ||
+ | * Activating the Dead Ringer as a Spy<br> | ||
+ | * Being the recipient of an invulnerability UberCharge stops the burning, but the timer continues<br> | ||
+ | * 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<br> | ||
+ | * Backstabbing someone while holding the Conniver's Kunai as a Spy<br> | ||
+ | * Charging with a Demoman shield<br> | ||
+ | * Drinking Bonk! Atomic Punch stops damage being dealt, but the timer continues | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}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<br> |
− | {{Con}} | + | {{Con}}-30% direct damage penalty<br> |
+ | {{Neutral}}Afterburn caused by this weapon will not be overridden by any other flame source | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Third_Degree.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Third Degree]]''' |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
| | | | ||
− | + | {{Pro}}All players connected via Medi Gun beams are hit | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | align="center" | [[File:Backpack_Neon_Annihilator.png|100px]]<br> |
− | + | <small>Melee</small><br> | |
− | + | '''[[Neon Annihilator]]''' | |
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | < | ||
| align="left" | | | align="left" | | ||
− | - | + | -Removed "Damage removes Sappers"<br><br> |
− | + | -Removed "-20% damage penalty vs players"<br><br> | |
− | -Added " | + | -Added "-33% damage penalty"<br><br> |
+ | -Added that gas-covered & bleeding enemies will count as "wet" targets<br><br> | ||
+ | -Added "Grants user the ability to breath underwater while active" | ||
| | | | ||
− | + | {{Pro}}Grants user the ability to breath underwater while active<br> | |
+ | {{Pro}}100% critical hit vs wet players<br> | ||
+ | {{Con}}-33% damage penalty<br> | ||
+ | {{Neutral}}Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water | ||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Hot_Hand.png|100px]]<br> | |
− | + | <small>Melee</small><br> | |
− | + | '''[[Hot Hand]]''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | align="center" | [[File: | ||
− | <small> | ||
− | '''[[ | ||
| align="left" | | | align="left" | | ||
− | - | + | -Increased direct damage penalty from -15% to -43% <br><br> |
− | - | + | -Added "Combo slap system" with 4 layers of effects<br><br> |
+ | -Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br> | ||
+ | '''NOTE''': Everything is removed if system resets<br><br> | ||
+ | -Added "This weapon has bonus melee range, but slower deploy and holster time" | ||
| | | | ||
− | {{Pro}} | + | {{Neutral}}Slap system:<br> |
− | {{ | + | * 1st slap: Gain a speed boost<br> |
− | {{ | + | * 2nd slap: Target is engulfed in flames with +150% afterburn damage bonus<br> |
− | {{Neutral}} | + | * 3rd slap: Attack will crit<br> |
+ | * 4th slap: Applies knockback to the target<br> | ||
+ | {{Pro}}+150% afterburn damage bonus<br> | ||
+ | {{Con}}Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br> | ||
+ | {{Con}}-43% direct damage penalty<br> | ||
+ | {{Neutral}}Broadcasts every successful hit on an enemy player over the death-notice area<br> | ||
+ | {{Neutral}}Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage<br> | ||
+ | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time | ||
+ | |- | ||
+ | |} | ||
+ | === Demoman changes === | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Demoman - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
|- | |- | ||
− | | align=" | + | <!-- DEMOMAN CLASS --> |
− | + | | align="left" | | |
− | ''' | + | -Added "(Ability) Spawns a Dynamite Pack on Death"<br> |
− | + | '''NOTE''': The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. The Dynamite Pack doesn't cause knockback, unlike normal explosions. | |
− | |||
− | |||
− | |||
| | | | ||
− | + | (Ability) Spawns a Dynamite Pack on Death | |
− | { | + | |- |
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="1" class="header" | Demoman - Grenade Launcher Changes | ||
|- | |- | ||
− | |||
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | - | + | -Added "Grenades do not randomly spin when fired"<br><br> |
− | - | + | -Increased reserve ammo from 16 to 24 |
− | + | |- | |
− | + | |} | |
− | + | {| class="wikitable grid collapsible autocollapse" width="100%" | |
− | | | + | ! colspan="1" class="header" | Demoman - Stickybomb Launcher Changes |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | |||
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | - | + | -Reworked damage rampup and damage dealt<br> |
− | - | + | '''NOTE''': Removed damage rampup based on how close the user is to a target and the natural +/-2% damage variance<br> |
− | + | '''NOTE''': Each stickybomb will now start at 70 damage and ramp up to 120 within 5 seconds after being fired from the weapon<br> | |
− | + | '''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<br><br> | |
− | + | -Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius."<br><br> | |
− | + | -Decreased max number of stickies out from 8 to 6 <br><br> | |
− | + | -Decreased clip size from 8 to 6 | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | |} |
− | + | {| class="wikitable grid collapsible autocollapse" width="100%" | |
− | + | ! colspan="1" class="header" | Demoman - Shield Changes | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | |||
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | ''' | + | -Added "While charging: Grants immunity to all debuffs"<br> |
− | + | '''NOTE''': In the vanilla game, debuffs are only removed at the start of a charge and not during<br> | |
− | ''' | + | '''NOTE''': Added "Gas Passer effect" and "Marked-for-Death", but not "Self Marked-for-Death"<br><br> |
+ | -Increased base impact max damage from 50 to 60 <br> | ||
+ | '''NOTE''': Removed the Eyelanders' shield bonus with collected heads<br> | ||
+ | '''NOTE''': Removed the Splendid Screens shield bonus impact<br><br> | ||
+ | -Removed knockback from shield impacts<br> | ||
+ | '''NOTE''': Before, if you impacted an airborne target, knockback would have been applied<br> | ||
+ | '''NOTE''': This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground<br><br> | ||
+ | -Increased base turning control while charging by 50%<br><br> | ||
+ | -Added that impact damage benefits from life-steal effects | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Demoman - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Grenade_Launcher.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Grenade Launcher]]''' |
| align="left" | | | align="left" | | ||
− | -See additional changes in " | + | -See additional changes in "Demoman - Grenade Launcher Changes" tab |
| | | | ||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Loch-n-Load.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Loch-n-Load]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "+20% damage vs buildings"<br><br> |
− | - | + | -Increased clip size penalty from -25% to -50% <br><br> |
+ | -Removed "Launched bombs shatter on surfaces"<br><br> | ||
+ | -Added "Grenades have no fuse timers and will explode whenever it hits a surface or enemy"<br><br> | ||
+ | -Added "-50% self damage force"<br><br> | ||
+ | -Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"<br><br> | ||
+ | -Added "25% slower reload time" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy<br> |
− | {{Pro}}+ | + | {{Pro}}Grenades do not randomly spin when fired<br> |
− | {{ | + | {{Pro}}+25% projectile speed<br> |
− | {{Con}} | + | {{Con}}-50% clip size<br> |
− | {{Con}}- | + | {{Con}}-25% explosion radius<br> |
− | {{ | + | {{Con}}-50% self damage force<br> |
− | {{Neutral}}This weapon | + | {{Con}}-25% slower reload time<br> |
+ | {{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | |
− | <small> | + | [[File:Backpack_Ali_Baba's_Wee_Booties.png|100px]]<br> |
− | '''[[ | + | <small>Primary</small><br> |
+ | '''[[Ali Baba's Wee Booties]]'''<br> | ||
+ | [[File:Backpack_Bootlegger.png|100px]]<br> | ||
+ | <small>Primary</small><br> | ||
+ | '''[[Bootlegger]]''' | ||
| align="left" | | | align="left" | | ||
− | -Removed "+ | + | -Removed the "shield required" for the "+10% faster move speed on wearer" bonus<br><br> |
− | + | -Added "Shield impact kills refill 25% of your charge meter (when a shield is equipped)" | |
− | + | | | |
− | + | {{Pro}}+10% move speed on wearer<br> | |
− | + | {{Pro}}+25 max health on wearer<br> | |
− | + | {{Pro}}+200% increase in turning control while charging<br> | |
− | -Added " | + | {{Pro}}Shield impact or melee kills refill 25% of your charge meter<br> |
− | + | {{Neutral}}Allowed in Medieval mode | |
− | | | ||
− | {{Pro}} | ||
− | {{Pro}} | ||
− | {{Pro}}+ | ||
− | {{Pro}} | ||
− | {{ | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Loose_Cannon.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Loose Cannon]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "+20% projectile speed"<br> |
− | + | '''NOTE''': Due to adding "Grenades do not randomly spin when fired", the Cannonballs travel at the same speed | |
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Neutral}}Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.<br> |
− | {{Pro}} | + | {{Neutral}}Holding down the fire key for too long will cause a misfire<br> |
− | {{ | + | {{Pro}}Cannonballs do not randomly spin when fired<br> |
− | {{ | + | {{Pro}}Cannonballs push players back on impact<br> |
+ | {{Pro}}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<br> | ||
+ | {{Con}}Cannonballs do not explode on impact | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Iron_Bomber.png|100px]]<br> |
+ | <small>Primary</small><br> | ||
+ | '''[[Iron Bomber]]''' | ||
+ | | align="left" | | ||
+ | -Added "Grenades detonate other nearby grenades that are yours" | ||
+ | | | ||
+ | {{Pro}}Grenades have very little bounce/roll and do not randomly spin when fired<br> | ||
+ | {{Pro}}Grenades detonate other nearby grenades that are yours<br> | ||
+ | {{Pro}}-30% fuse time on grenades<br> | ||
+ | {{Con}}-15% explosion radius | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Stickybomb_Launcher.png|100px]]<br> | ||
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Stickybomb Launcher]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Demoman - Stickybomb Launcher Changes" tab |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Scottish_Resistance.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Scottish Resistance]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Decreased firing speed bonus from +25% to +15% <br><br> |
− | - | + | -Increased Secondary ammo bonus from +50% to +100% <br><br> |
− | -Decreased | + | -Removed "Able to destroy enemy stickybombs"<br><br> |
− | -Added " | + | -Removed "0.8 sec slower bomb arm time"<br><br> |
+ | -Added "+100% clip size"<br><br> | ||
+ | -Added "-66% initial damage penalty" & "50% longer pipebomb damage ramp up time"<br> | ||
+ | '''NOTE''': Each stickybomb will start at 23 damage and ramp up to 120 within 7.5 seconds after being fired from the weapon | ||
+ | | | ||
+ | {{Pro}}Detonates stickybombs near the crosshair and directly under your feet<br> | ||
+ | {{Pro}}+15% faster firing speed<br> | ||
+ | {{Pro}}+100% clip size<br> | ||
+ | {{Pro}}+100% max secondary ammo on wearer<br> | ||
+ | {{Pro}}+6 max pipebombs out<br> | ||
+ | {{Con}}50% longer pipebomb damage ramp up time<br> | ||
+ | {{Con}}-66% initial damage penalty | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Sticky_Jumper.png|100px]]<br> | ||
+ | <small>Secondary</small><br> | ||
+ | '''[[Sticky Jumper]]''' | ||
+ | | align="left" | | ||
+ | -Added "On kill with any weapon: All equipped weapons are automatically fully reloaded"<br><br> | ||
+ | -Decreased max stickybombs out from -6 to -3 <br><br> | ||
+ | -Added "Allowed in Medieval mode" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On kill with any weapon: All equipped weapons are automatically fully reloaded<br> |
− | {{Pro}} | + | {{Pro}}+200% max Secondary ammo on wearer<br> |
− | {{Pro}} | + | {{Pro}}No self inflicted blast damage taken<br> |
− | {{Con}} | + | {{Con}}-100% damage penalty<br> |
− | {{Con}} | + | {{Con}}-3 max stickybombs out<br> |
− | {{Con}} | + | {{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> |
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | [[File:Backpack_Quickiebomb_Launcher.png|100px]]<br> |
− | + | <small>Secondary</small><br> | |
− | + | '''[[Quickiebomb Launcher]]''' | |
− | |||
− | [[File: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | <small> | ||
− | ''' | ||
| align="left" | | | align="left" | | ||
− | -Added " | + | -Increased charge rate bonus from +70% to instant <br><br> |
− | + | -Increased arm time bonus from -0.2 faster to instant <br><br> | |
+ | -Removed "Up to +35% damage based on charge"<br><br> | ||
+ | -Removed "-15% damage penalty"<br><br> | ||
+ | -Added "-50% explosion radius"<br><br> | ||
+ | -Added "-50% clip size"<br><br> | ||
+ | -Added "-3 max stickybombs out" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Able to destroy enemy stickybombs<br> |
+ | {{Pro}}Instant charge time<br> | ||
+ | {{Pro}}Instant arm time<br> | ||
+ | {{Con}}-50% explosion radius<br> | ||
+ | {{Con}}-50% clip size<br> | ||
+ | {{Con}}-3 max stickybombs out | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Chargin'_Targe.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Chargin' Targe]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Added "+20% bullet damage resistance on wearer" |
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}+50% fire damage resistance on wearer<br> |
− | {{Pro}} | + | {{Pro}}+30% explosive damage resistance on wearer<br> |
− | {{ | + | {{Pro}}+20% bullet damage resistance on wearer<br> |
− | {{ | + | {{Neutral}}ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br> |
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Splendid_Screen.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Splendid Screen]]''' |
| align="left" | | | align="left" | | ||
− | -Increased | + | -Removed "+70% increase in charge impact damage"<br><br> |
− | -Added " | + | -Increased fire damage resistance from +20% to +25% <br><br> |
+ | -Decreased explosive damage resistance from +20% to +15% <br><br> | ||
+ | -Added "+10% bullet damage resistance on wearer" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}+25% fire damage resistance on wearer<br> |
− | {{Pro}} | + | {{Pro}}+15% explosive damage resistance on wearer<br> |
− | {{Pro}}+ | + | {{Pro}}+10% bullet damage resistance on wearer<br> |
− | {{ | + | {{Pro}}+50% increase in charge recharge rate<br> |
+ | {{Neutral}}ALT-FIRE: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br> | ||
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Tide_Turner.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Tide Turner]]''' |
| align="left" | | | align="left" | | ||
− | -Removed "+ | + | -Removed "+15% fire damage resistance on wearer"<br><br> |
− | - | + | -Removed "+15% explosive damage resistance on wearer"<br><br> |
− | -Added " | + | -Removed "Melee kills refill 75% of your charge meter"<br><br> |
+ | -Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Gain a 1 second speed boost anytime you take damage<br> |
− | {{Pro}} | + | {{Pro}}Full turning control while charging<br> |
− | {{Con}} | + | {{Con}}Taking damage while shield charging reduces remaining charging time<br> |
− | {{ | + | {{Neutral}}ALT-FIRE: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy<br> |
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | |
+ | [[File:Backpack_Bottle.png|50px]] | ||
+ | [[File:Backpack_Scottish_Handshake.png|50px]] | ||
+ | [[File:Backpack_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Golden_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Saxxy.png|50px]] | ||
+ | [[File:Backpack_Conscientious_Objector.png|50px]] | ||
+ | [[File:Backpack_Freedom_Staff.png|50px]] | ||
+ | [[File:Backpack_Bat_Outta_Hell.png|50px]] | ||
+ | [[File:Backpack_Memory_Maker.png|50px]] | ||
+ | [[File:Backpack_Ham_Shank.png|50px]] | ||
+ | [[File:Backpack_Necro_Smasher.png|50px]] | ||
+ | [[File:Backpack_Crossing_Guard.png|50px]] | ||
+ | [[File:Backpack_Prinny_Machete.png|50px]]<br> | ||
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | ''' | + | '''Any base melee weapon, including reskins''' |
| align="left" | | | align="left" | | ||
− | - | + | -Added "-40% blast damage taken from explosive jumps while active"<br> |
− | + | '''NOTE''': An all-class Melee weapon won't get the same bonus unless a Demoman equips it | |
− | |||
− | |||
− | '''NOTE''': | ||
− | - | ||
− | ' | ||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}-40% blast damage taken from explosive jumps while active |
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Eyelander.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Eyelander]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "Every head taken raises shield impact damage"<br><br> |
− | - | + | -Removed healing 15 health on kill<br><br> |
− | -Added "On | + | -Decreased move speed increase per head from +8% to +5% <br><br> |
− | + | -Added "On kill (after the 4th): Gain a 4 second speed boost" | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}}On | + | {{Pro}}On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer<br> |
− | {{ | + | {{Pro}}On kill (after the 4th): Gain a 4 second speed boost<br> |
− | {{Neutral}} | + | {{Con}}-25 max health on wearer<br> |
+ | {{Neutral}}User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users<br> | ||
+ | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time<br> | ||
+ | {{Neutral}}Heads and their bonuses are lost on death | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Scotsman's_Skullcutter.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Scotsman's Skullcutter]]''' |
| align="left" | | | align="left" | | ||
− | + | -Removed "+20% damage bonus"<br><br> | |
+ | -Added "On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%."<br><br> | ||
+ | -Added "+30% damage vs players while charging" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%.<br> |
+ | {{Pro}}+30% damage vs players while charging<br> | ||
+ | {{Con}}15% slower move speed while active<br> | ||
+ | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Claidheamh_Mòr.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Claidheamh Mòr]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased charge time bonus from +0.5 seconds to +0.75 seconds <br> |
− | - | + | -Added +25% increase in charge impact damage <br> |
− | - | + | -Removed "Melee kills refill 25% of your charge meter" |
− | |||
− | |||
| | | | ||
− | {{ | + | When weapon is active:<br> |
− | {{Pro}} | + | :{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time |
− | {{ | + | :{{Pro}}0.75 sec increase in charge duration <br> |
− | {{ | + | :{{Pro}}+25% increase in charge impact damage <br> |
+ | :{{Con}}15% damage vulnerability on wearer | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Ullapool Caber]]''' |
| align="left" | | | align="left" | | ||
− | -Increased | + | -Fixed not being able to mini-crit boost with a Demoman shield charge<br><br> |
− | -Added " | + | -Increased firing speed penatly from -20% to -25% <br><br> |
− | -Added " | + | -Decreased melee damage from 55 to 30 <br><br> |
− | '''NOTE''': | + | -Increased explosion damage from 75 to 90 <br><br> |
+ | -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.<br><br> | ||
+ | -The self damage will now be 50% of the explosion damage<br> | ||
+ | '''NOTE''': In the vanilla game, it is between 52-56 self damage<br><br> | ||
+ | -Added "This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds."<br><br> | ||
+ | -Added "This weapon can taunt kill, but deals decreased damage if re-charging"<br> | ||
+ | '''NOTE''': While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.<br><br> | ||
+ | -Removed "This weapon deploys 100% slower"<br><br> | ||
-Added "This weapon has bonus melee range, but slower deploy and holster time" | -Added "This weapon has bonus melee range, but slower deploy and holster time" | ||
| | | | ||
− | {{ | + | {{Pro}}Causes a special explosion when you hit an enemy or surface<br> |
− | + | {{Con}}When the explosion happens, the user takes self inflicted blast damage and is launched into the air<br> | |
− | + | {{Con}}25% slower firing speed<br> | |
− | + | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time<br> | |
− | + | {{Neutral}}This weapon can taunt kill, but deals decreased damage while re-charging<br> | |
− | {{ | + | {{Neutral}}This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds. |
− | {{ | + | |- |
− | {{ | + | | align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br> |
− | {{ | + | <small>Melee</small><br> |
− | {{ | + | '''[[Persian Persuader]]''' |
+ | | align="left" | | ||
+ | |||
+ | -Removed "-80% max Secondary ammo on wearer"<br><br> | ||
+ | -Decreased "max Primary ammo on wearer from 80% to 50%"<br><br> | ||
+ | -Added "-25% decrease in charge recharge rate" | ||
+ | |||
+ | | | ||
+ | {{Pro}}Melee hits refill 20% of your charge meter <br> | ||
+ | {{Pro}}Ammo boxes collected also refill your charge meter <br> | ||
+ | {{Con}}-50% max Primary ammo on wearer<br> | ||
+ | {{Con}}-25% decrease in charge recharge rate"<br> | ||
{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time | ||
|- | |- | ||
|} | |} | ||
− | + | === Heavy changes === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="2" class="header" | | + | ! colspan="2" class="header" | Heavy - Class Changes |
|- | |- | ||
! class="header" width="50%" | Changes | ! class="header" width="50%" | Changes | ||
! class="header" width="50%" | Full New Stats | ! class="header" width="50%" | Full New Stats | ||
|- | |- | ||
− | <!-- | + | <!-- HEAVY CLASS --> |
| align="left" | | | align="left" | | ||
− | -Added "(Ability) | + | -Increased base move speed from 230 Hu to 240 Hu <br><br> |
− | '''NOTE''': | + | -Added "(Ability) Heavyweight"<br> |
+ | '''NOTE''': Increased melee damage from 65 to 70 for all Heavy Melee weapons<br> | ||
+ | '''NOTE''': Increased melee range by 50% & melee bounds by +25% for all Heavy Melee weapons | ||
| | | | ||
− | (Ability) | + | (Ability) Heavyweight |
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="1" class="header" | | + | ! colspan="1" class="header" | Heavy - Minigun Changes |
|- | |- | ||
| align="left" | | | align="left" | | ||
− | + | -Increased move speed while deployed from -53% to -50% | |
− | -Increased | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="1" class="header" | | + | ! colspan="1" class="header" | Heavy - Edible Changes |
|- | |- | ||
| align="left" | | | align="left" | | ||
− | - | + | -Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"<br><br> |
− | + | -Changed the recharge system when picking up HP packs<br> | |
− | '''NOTE''': | + | '''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%<br> |
− | '''NOTE''': In the vanilla game, | + | '''NOTE''': In the vanilla game, picking up a small HP pack would auto-fill the meter if empty |
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan=" | + | ! colspan="2" class="header" | Heavy - Shotgun Changes |
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="80%" | Changes | ||
|- | |- | ||
+ | | align="center" | | ||
+ | [[File:Backpack_Shotgun.png|75px]] | ||
+ | [[File:Backpack_Family_Business.png|75px]] | ||
+ | [[File:Backpack_Panic_Attack.png|75px]]<br> | ||
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="3" class="header" | | + | ! colspan="3" class="header" | Heavy - Modified Official Weapons |
|- | |- | ||
! class="header" width="20%" | Weapon | ! class="header" width="20%" | Weapon | ||
Line 1,186: | Line 1,400: | ||
! class="header" width="40%" | Full New Stats | ! class="header" width="40%" | Full New Stats | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Minigun.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Minigun]]''' |
| align="left" | | | align="left" | | ||
− | -See additional changes in " | + | -See additional changes in "Heavy Minigun Changes" tab |
| | | | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Natascha.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Natascha]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "20% damage resistance when below 50% health and spun up"<br><br> |
− | -Increased | + | -Decreased spin up time penalty from -30% to -25% <br><br> |
− | - | + | -Increased damage penalty from -25% to -50% <br><br> |
− | -Added " | + | -Added "-25% bullets per shot"<br><br> |
− | - | + | -Added "Applies no knockback against enemies"<br><br> |
− | - | + | -Completely remade the slow down effect similar to the "Sandman". The slow down system now scales between -50% at close range and -5% at max range.<br><br> |
− | - | + | -Decreased max distance slow-down effect falloff from 1350 Hu to 1200 Hu <br> |
+ | '''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. | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}When fully spun up: The user and nearby teammates gain damage resistance<br> |
− | + | {{Con}}-50% damage penalty<br> | |
− | + | {{Con}}-25% bullets per shot<br> | |
− | {{Con}}-50% | + | {{Con}}25% slower spin up time<br> |
− | {{Con}}-25% | + | {{Neutral}}Applies no knockback against enemies |
− | {{Con}} | ||
− | |||
− | {{Neutral}} | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | [[File:Backpack_Brass_Beast.png|100px]]<br> |
− | [[File: | ||
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Brass Beast]]''' |
− | |||
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | -Removed | + | -Removed "20% damage resistance when below 50% health and spun up"<br><br> |
− | -Added " | + | -Decreased spin up time penalty from -50% to -25% <br><br> |
+ | -Decreased move speed while deployed from -60% to -33% <br><br> | ||
+ | -Added "Bullets penetrate all enemies, but each bullet loses 20% damage with each enemy penetrate" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Bullets penetrate all enemies<br> |
− | {{Pro}}+ | + | {{Pro}}+20% damage bonus<br> |
− | {{ | + | {{Con}}Each bullet loses 20% damage with each enemy penetrated<br> |
− | {{ | + | {{Con}}25% slower spin up time<br> |
− | {{ | + | {{Con}}-33% slower move speed while deployed |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Tomislav.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Tomislav]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased firing speed penalty from -20% to -25% |
− | |||
| | | | ||
− | + | {{Pro}}+20% faster spin up time<br> | |
− | + | {{Pro}}20% more accurate<br> | |
− | {{Pro}} | + | {{Pro}}Silent Killer: No barrel spin sound<br> |
− | {{Pro}} | + | {{Con}}-25% slower firing speed |
− | {{Pro}} | ||
− | {{Con}} | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Huo-Long Heater]]''' |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
| | | | ||
− | {{Pro}} | + | {{Pro}}Creates a ring of flames while spun up<br> |
− | {{Pro}} | + | {{Pro}}25% damage bonus vs burning players<br> |
− | {{ | + | {{Con}}-10% direct damage penalty<br> |
− | {{Con}} | + | {{Con}}Consumes an additionally 4 ammo per second while spun up |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Shotgun]]''' |
| align="left" | | | align="left" | | ||
− | -See additional changes in " | + | -See additional changes in "Heavy - Shotgun Changes" tab |
| | | | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Sandvich.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Sandvich]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Heavy - Edible Changes" tab |
− | + | | | |
− | + | {{Pro}}On consumption: Heal up to 300 health<br> | |
− | + | {{Neutral}}30 second recharge<br> | |
− | + | {{Neutral}}ALT-FIRE: Share with a friend (Medium health pack)<br> | |
− | + | {{Neutral}}Allowed in Medieval mode | |
− | |||
− | | | ||
− | {{Pro}} | ||
− | {{ | ||
− | {{ | ||
− | {{ | ||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Dalokohs_Bar.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Dalokohs Bar]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "Adds +50 max health for 30 seconds"<br><br> |
− | - | + | -Increased recharge time from 10 seconds to 30 seconds <br><br> |
− | -Added " | + | -Changed dropped health kit from small to medium<br><br> |
+ | -Added "-100% consumption healing effect"<br><br> | ||
+ | -Added "On consumption: For the next 20 seconds, 10% of all damage dealt is returned as health and 10 health per second healing for the duration"<br><br> | ||
+ | -Added a new visual while under the effects | ||
| | | | ||
− | {{Pro}}On | + | {{Pro}}On consumption: For the next 20 seconds, 10% of all damage dealt is returned as health and 10 health per second healing for the duration<br> |
− | + | {{Con}}-100% consumption healing effect<br> | |
− | + | {{Neutral}}30 second recharge<br> | |
− | {{Con}}-100% | + | {{Neutral}}ALT-FIRE: Share with a friend (Medium health pack)<br> |
− | {{ | ||
− | {{ | ||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Buffalo_Steak_Sandvich.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Buffalo Steak Sandvich]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "+25% damage taken & mini-crits dealt" while under the effects<br><br> |
− | - | + | -Added "-100% consumption healing effect"<br><br> |
− | - | + | -Decreased move speed bonus from +35% to +25% , but now stacks with other speed boosts<br><br> |
− | - | + | -Added "While under the effects, user gains full reduction in push force taken from damage"<br><br> |
− | -Added " | + | -Added "While under the effects, edible can't be recharged in anyway"<br> |
− | -Added " | + | '''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<br><br> |
− | -Added | + | -Added "There is no effect duration and you can switch off of Melee at any time while under the effects"<br><br> |
+ | -Added a new visual while under the effects | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On consumption: User gains a +25% move speed and full reduction in push force taken from damage<br> |
− | {{ | + | {{Con}}While under the effects, user is switched to Melee and edible can't be recharged in anyway<br> |
− | {{ | + | {{Con}}-100% consumption healing effect<br> |
− | {{ | + | {{Neutral}}There is no effect duration and you can switch off of Melee at any time while under the effects<br> |
− | {{ | + | {{Neutral}}30 second recharge once no longer under the effects<br> |
− | {{ | + | {{Neutral}}ALT-FIRE: Share with a friend (Medium health pack)<br> |
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Family_Business.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Family Business]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | -Removed "+15% faster firing speed"<br><br> |
+ | -Added "20% more accurate" | ||
| | | | ||
− | {{Pro}}+ | + | {{Pro}}+33% clip size<br> |
− | {{Pro}} | + | {{Pro}}20% more accurate<br> |
− | {{ | + | {{Con}}-15% damage penalty |
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Second_Banana.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Second Banana]]''' |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
| | | | ||
− | |||
− | |||
− | |||
{{Pro}}+50% increase in charge recharge rate<br> | {{Pro}}+50% increase in charge recharge rate<br> | ||
− | {{ | + | {{Con}}-33% consumption healing effect<br> |
− | {{ | + | {{Con}}Drops a small health pack when thrown<br> |
− | + | {{Neutral}}10 second recharge once thrown<br> | |
− | + | {{Neutral}}ALT-FIRE: Share with a friend (Small health pack)<br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{ | ||
− | |||
− | |||
− | {{Neutral}}ALT-FIRE: | ||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
| align="center" | | | align="center" | | ||
− | [[File: | + | [[File:Backpack_Fists.png|50px]] |
− | [[File: | + | [[File:Backpack_Apoco-Fists.png|50px]] |
[[File:Backpack_Frying_Pan.png|50px]] | [[File:Backpack_Frying_Pan.png|50px]] | ||
[[File:Backpack_Golden_Frying_Pan.png|50px]] | [[File:Backpack_Golden_Frying_Pan.png|50px]] | ||
Line 1,378: | Line 1,560: | ||
'''Any base melee weapon, including reskins''' | '''Any base melee weapon, including reskins''' | ||
| align="left" | | | align="left" | | ||
− | -Added " | + | -Added "+25% max Primary ammo on wearer"<br> |
− | '''NOTE''': An all-class Melee weapon won't get the same bonus unless a | + | '''NOTE''': An all-class Melee weapon won't get the same bonus unless a Heavy equips it |
| | | | ||
− | {{Pro}} | + | {{Pro}}+25% max Primary ammo on wearer |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Killing_Gloves_of_Boxing.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Killing Gloves of Boxing]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons"<br><br> |
− | - | + | -Added "On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds"<br><br> |
− | - | + | -Added "Applies no knockback against enemies" |
− | -Added " | ||
| | | | ||
− | {{Pro}}On kill | + | {{Pro}}On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits.<br> |
− | {{ | + | {{Con}}On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds<br> |
− | {{Con}} | + | {{Con}}20% slower firing speed<br> |
− | + | {{Neutral}}Applies no knockback against enemies | |
− | |||
− | {{Neutral}} | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Gloves_of_Running_Urgently.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Gloves of Running Urgently]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "This weapon holsters 50% slower"<br><br> |
− | - | + | -Increased max health drain while active from -10 HP to -20 HP/sec /sec<br><br> |
− | -Added | + | -Increased move speed bonus from +30% to +33% <br><br> |
+ | -Increased the minimum health from 100 to 25 health <br><br> | ||
+ | -Removed the accelerated drain when switching back and forth between weapons<br><br> | ||
+ | -Added a particle system that will visually show any player how much missing health you have | ||
| | | | ||
− | + | {{Pro}}+33% faster move speed while active<br> | |
− | {{Pro}}+ | + | {{Con}}Maximum health is drained while weapon is active (-20 HP/sec) |
− | |||
− | {{ | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Warrior's_Spirit.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Warrior's Spirit]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "+30% damage bonus"<br><br> |
− | -Added + | + | -Remvoed "+50 health restored on kill"<br><br> |
− | - | + | -Removed "+30% damage vulnerability while active"<br><br> |
+ | -Added "+20% faster firing speed"<br><br> | ||
+ | -Added "35% of damage done is returned as health"<br><br> | ||
+ | -Added "On miss: Punch yourself for 30 health! You coward!"<br><br> | ||
+ | -Added "-100% healing gained from every healing source or weapon effect while active (Except from on hit effect)" | ||
| | | | ||
− | + | {{Pro}}+20% faster firing speed<br> | |
− | + | {{Pro}}35% of damage done is returned as health<br> | |
− | + | {{Con}}On miss: Punch yourself for 30 health! You coward!<br> | |
− | + | {{Con}}-100% healing gained from every healing source or weapon effect while active (Except from "on hit" effect) | |
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Fists_of_Steel.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Fists of Steel]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "-40% damage from ranged sources while active"<br><br> |
− | - | + | -Removed "This weapon holsters 100% slower"<br><br> |
− | - | + | -Removed "-40% maximum overheal on wearer"<br><br> |
− | - | + | -Removed "-40% health from healers on wearer"<br><br> |
− | - | + | -Increased melee vulnerability to +130% from +100%<br><br> |
− | - | + | -Added "-33% damage taken from all sources, except from melee while active"<br><br> |
− | + | -Added "-50% healing gained from every healing source or weapon effect while active" | |
− | -Added " | ||
− | -Added " | ||
− | |||
− | |||
− | |||
| | | | ||
− | + | When weapon is active:<br> | |
− | + | :{{Pro}}-33% damage taken from all sources, except from Melee on wearer<br> | |
− | {{ | + | :{{Con}}+130% damage vulnerability from Melee sources on wearer<br> |
− | + | :{{Con}}-50% healing gained from every healing source or weapon effect on wearer | |
− | {{ | ||
− | {{ | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Eviction_Notice.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Eviction Notice]]''' |
| align="left" | | | align="left" | | ||
− | + | -Removed "+40% faster firing speed"<br><br> | |
− | -Removed " | + | -Decreased move speed bonus from +15% to +10% <br><br> |
− | -Decreased | + | -Removed "Maximum health is drained while item is active"<br><br> |
− | -Added "- | + | -Added "On teammate hit: Boosts the users speed for 3 seconds"<br><br> |
− | + | -Added "While active: Drains Primary and Secondary ammo"<br><br> | |
+ | -Added "While active: No ammo from any ammo source" | ||
| | | | ||
− | {{Pro}} | + | When weapon is active:<br> |
− | {{Pro}} | + | :{{Pro}}On enemy hit: Boosts user's speed for 3 seconds<br> |
− | {{Con}} | + | :{{Pro}}On teammate hit: Boosts teammate's speed for 3 seconds<br> |
− | {{Con}}- | + | :{{Pro}}+10% faster move speed on wearer<br> |
− | {{ | + | :{{Con}}Drains Primary and Secondary ammo on wearer<br> |
+ | :{{Con}}No ammo from any ammo source on wearer<br> | ||
+ | :{{Con}}-60% damage penalty | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Holiday_Punch.png|100px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''[[Holiday Punch]]''' | ||
+ | | align="left" | | ||
+ | -Added "When weapon is active: User is able to pick up their own edible for 60 health"<br><br> | ||
+ | -Added "On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds."<br><br> | ||
+ | -Added "100% slower firing speed"<br><br> | ||
+ | -Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored" | ||
+ | | | ||
+ | {{Pro}}When weapon is active: User is able to pick up their own edible for 60 health<br> | ||
+ | {{Pro}}On kill with your Primary: Gain crits for 1 second for this weapon. Assist-kills grant 0.5 seconds.<br> | ||
+ | {{Pro}}On hit: Force enemy to laugh who also has this same weapon active<br> | ||
+ | {{Pro}}Always critical hit from behind<br> | ||
+ | {{Pro}}Critical hit forces victim to laugh<br> | ||
+ | {{Con}}Critical hits do no damage<br> | ||
+ | {{Con}}100% slower firing speed<br> | ||
+ | {{Neutral}}The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored | ||
|- | |- | ||
|} | |} | ||
− | + | === Engineer changes === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="2" class="header" | | + | ! colspan="2" class="header" | Engineer - Class Changes |
|- | |- | ||
! class="header" width="50%" | Changes | ! class="header" width="50%" | Changes | ||
! class="header" width="50%" | Full New Stats | ! class="header" width="50%" | Full New Stats | ||
|- | |- | ||
− | <!-- | + | <!-- ENGINEER CLASS --> |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | ''' | ||
− | |||
| | | | ||
− | + | '''NO CHANGES''' | |
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan=" | + | ! colspan="3" class="header" | Engineer - PDA - In-General |
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="80%" | Changes | ||
|- | |- | ||
+ | <!-- ENGINEER CLASS --> | ||
+ | | align="center" | [[File:Backpack_PDA.png|100px]]<br> | ||
+ | '''Construction/Destruction PDA''' | ||
| align="left" | | | align="left" | | ||
− | -Increased | + | -Increased rotating speed when placing a building by 100%<br><br> |
+ | -Increased bullets refilled per Wrench hit from 40 to 45 <br><br> | ||
+ | -Increased rockets refilled per Wrench hit from 8 to 9 | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan=" | + | ! colspan="3" class="header" | Engineer - PDA - Sentry Guns |
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="80%" | Changes | ||
+ | |- | ||
+ | <!-- ENGINEER CLASS --> | ||
+ | | align="center" | [[File:RED_Level_1_Sentry_Gun.png|50px]][[File:Red_Mini_Sentry.png|70px]]<br> | ||
+ | '''Sentry Gun / Mini-Sentry''' | ||
+ | | align="left" | | ||
+ | -Updated how often the Sentry Gun/Mini-Sentry checks for enemy players from 20 to 66 times per second<br> | ||
+ | '''NOTE''': The main side effect causes an increase of firing rate. We offset the bonus firing rate to try to get as close as possible to vanilla Sentry Gun DPS.<br> | ||
+ | '''NOTE''': This was mostly meant to fix the Wrangler's firing speed multiplier | ||
|- | |- | ||
+ | | align="center" | [[File:Sentry_Rocket.png|100px]]<br> | ||
+ | '''Sentry Rockets''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -Increased projectile speed from 1100 Hu to 2000 Hu <br><br> |
− | - | + | -Decreased max damage from 150 to 100 |
− | |||
− | |||
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan=" | + | ! colspan="3" class="header" | Engineer - PDA - Dispensers |
|- | |- | ||
! class="header" width="20%" | Weapon | ! class="header" width="20%" | Weapon | ||
! class="header" width="80%" | Changes | ! class="header" width="80%" | Changes | ||
|- | |- | ||
− | | align="center" | | + | <!-- ENGINEER CLASS --> |
− | [[File: | + | | align="center" | [[File:Lvl3dispenser.png|80px]]<br> |
− | + | '''Dispenser''' | |
− | |||
| align="left" | | | align="left" | | ||
− | + | -Increased range by +50%<br><br> | |
+ | -Added "Able to build Dispensers in Medieval mode" | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="3" class="header" | | + | ! colspan="3" class="header" | Engineer - PDA - Teleporters |
|- | |- | ||
! class="header" width="20%" | Weapon | ! class="header" width="20%" | Weapon | ||
− | ! class="header" width=" | + | ! class="header" width="80%" | Changes |
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | <!-- ENGINEER CLASS --> |
− | + | | align="center" | [[File:Tele_inactive_red.png|110px]]<br> | |
− | ''' | + | '''Teleporter''' |
| align="left" | | | align="left" | | ||
− | - | + | -Decreased metal cost when constructing and/or upgrading Teleporters by 20%<br><br> |
− | | | + | |- |
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Engineer - PDA - Mini Buildings | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="80%" | Changes | ||
|- | |- | ||
− | | align="center" | [[File: | + | <!-- ENGINEER CLASS --> |
− | + | | align="center" | [[File:Red_Mini_Sentry.png|70px]]<br> | |
− | ''' | + | '''Mini-Sentry''' |
| align="left" | | | align="left" | | ||
− | + | -Decreased build speed from +150% to +100% <br><br> | |
− | -Decreased | + | -Decreased build cost from 100 to 75 metal <br> |
− | + | '''NOTE''': We had to do this due to limitations to get the Mini-Dispenser to cost 75 metal to build | |
− | |||
− | |||
− | |||
− | -Decreased | ||
− | '''NOTE''': | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | | + | | align="center" | |
− | + | '''Mini-Dispenser'''<br> | |
− | ''' | + | (When using the Gunslinger) |
| align="left" | | | align="left" | | ||
− | + | {{Pro}}Healing and ammo dispensed are not blocked by walls<br> | |
− | + | {{Pro}}+100% Dispenser radius<br> | |
− | + | {{Pro}}Costs 75 metal to build<br> | |
− | + | {{Pro}}+100% build speed<br> | |
− | + | {{Neutral}}Dispenses as the same rate as a normal LV1<br> | |
− | {{Pro}} | + | {{Neutral}}Starts at 50 health when first deployed and builds up to 100 health over the course of the build animation<br> |
− | {{ | + | {{Neutral}}Cannot be upgraded. The owner and other Engineers can still repair this building.<br> |
− | {{ | + | {{Con}}Drops zero metal when destroyed |
− | {{ | ||
− | {{Con}} | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | |
− | + | '''Mini-Teleporter'''<br> | |
− | ''' | + | (When using the Gunslinger) |
| align="left" | | | align="left" | | ||
− | + | {{Pro}}Teleporter can be used in both directions<br> | |
− | + | {{Pro}}Costs 25 metal to build<br> | |
− | {{Pro}}+ | + | {{Pro}}+100% build speed<br> |
− | {{ | + | {{Neutral}}Recharges as the same rate as a normal LV3<br> |
− | {{ | + | {{Neutral}}Starts at 50 health when first deployed and builds up to 100 health over the course of the build animation<br> |
− | {{Con}}- | + | {{Neutral}}Cannot be upgraded. The owner and other Engineers can still repair this building.<br> |
+ | {{Con}}Drops zero metal when destroyed | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Engineer - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | '''[[ | + | '''[[Shotgun]]''' |
| align="left" | | | align="left" | | ||
'''NO CHANGES''' | '''NO CHANGES''' | ||
| | | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Frontier_Justice.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Frontier Justice]]''' |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
| | | | ||
+ | {{Pro}}Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed<br> | ||
+ | {{Con}}-50% clip size<br> | ||
+ | {{Neutral}}Revenge crits are lost on death | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Widowmaker.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Widowmaker]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased bonus damage to your Sentry Gun's target from 10% to 20% |
| | | | ||
− | {{Pro}}On | + | {{Pro}}On hit: Damage dealt is returned as ammo<br> |
− | {{ | + | {{Pro}}20% increased damage to your Sentry Gun's target<br> |
− | {{ | + | {{Pro}}No reload necessary<br> |
− | {{ | + | {{Con}}Per Shot: -30 ammo<br> |
+ | {{Con}}Uses metal as ammo | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Pomson_6000.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Pomson 6000]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "On Hit: Victim loses up to 10% Medi Gun charge"<br><br> |
− | - | + | -Removed "On Hit: Victim loses up to 20% cloak"<br><br> |
− | - | + | -Removed hidden clip size penalty<br> |
− | -Added " | + | '''NOTE''': 6 shots instead of 4<br><br> |
− | -Added " | + | -Added hidden "+24% faster firing speed"<br> |
− | - | + | '''NOTE''': This matches the default Shotgun<br><br> |
+ | -Added hidden "18% slower reload time"<br> | ||
+ | '''NOTE''': This matches the default Shotgun<br><br> | ||
+ | -Increased projectile speed from 1200 Hu to 1600 Hu | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Does not require ammo<br> |
− | {{ | + | {{Pro}}Projectile cannot be deflected<br> |
− | {{ | + | {{Con}}-20% damage penalty vs players<br> |
− | {{ | + | {{Con}}-80% damage penalty vs buildings |
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Rescue_Ranger.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Rescue Ranger]]''' |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
− | |||
− | ''' | ||
− | |||
− | |||
| | | | ||
− | {{ | + | {{Neutral}}Fires a special bolt that can repair friendly buildings<br> |
− | {{ | + | {{Pro}}ALT-FIRE: Use 100 metal to pick up buildings from long range<br> |
− | {{Con}}- | + | {{Con}}-34% clip size<br> |
− | {{ | + | {{Con}}-50% max Primary ammo on wearer<br> |
− | {{ | + | {{Con}}Self Mark-for-Death when hauling buildings, and a few seconds after redeployment<br> |
− | {{ | + | {{Con}}4-to-1 health-to-metal ratio when repairing buildings |
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Wrangler.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Wrangler]]''' |
| align="left" | | | align="left" | | ||
− | -Removed | + | -Decreased shield resistance from 66% to 33% for Sentry Guns<br><br> |
− | - | + | -Removed shield resistance for Mini-Sentry Guns<br><br> |
+ | -Fixed the x2 firing rate bonus while controlling Sentry Guns<br> | ||
+ | '''NOTE''': Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.<br><br> | ||
+ | -Fixed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled<br> | ||
+ | '''NOTE''': Roughly 3-4 more bullets and 1 more rocket will be refilled per hit | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming<br> |
− | {{Pro}} | + | {{Pro}}Wrangled Sentry Guns gain x2 firing rate and a shield that reduces all damage by 33%<br> |
− | {{Con}}- | + | {{Pro}}Wrangled Mini-Sentry Guns gain x2 firing rate<br> |
+ | {{Con}}Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%<br> | ||
+ | {{Con}}Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling<br> | ||
+ | {{Neutral}}Take manual control of your Sentry Gun or Mini-Sentry | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Short_Circuit.png|100px]]<br> |
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Short Circuit]]''' |
| align="left" | | | align="left" | | ||
'''NO CHANGES''' | '''NO CHANGES''' | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}ALT-FIRE: Launches a projectile-consuming energy ball, but costs 65 metal per attack<br> |
− | {{ | + | {{Pro}}No reload necessary<br> |
− | {{Con}} | + | {{Con}}Cannot pick up buildings when active<br> |
− | {{ | + | {{Con}}Per Shot: -5 ammo<br> |
− | + | {{Con}}Uses metal for ammo | |
− | {{ | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | [[File:Backpack_Wrench.png|100px]]<br> |
− | + | <small>Melee</small><br> | |
− | [[File: | + | '''[[Wrench]]''' |
− | + | | align="left" | | |
− | [[ | + | '''NO CHANGES''' |
− | + | | | |
− | + | '''NO CHANGES''' | |
− | + | |- | |
− | + | | align="center" | [[File:Backpack_Gunslinger.png|100px]]<br> | |
− | |||
− | |||
− | |||
− | |||
− | [[File: | ||
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | ''' | + | '''[[Gunslinger]]''' |
| align="left" | | | align="left" | | ||
− | -Added "+ | + | -Increased the punch combo timer from 0.8s to 1.5 seconds <br><br> |
− | + | -Changed the "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"<br><br> | |
+ | -Added "+6.666% faster move speed on wearer" | ||
| | | | ||
− | {{Pro}}+25% | + | {{Pro}}Third successful punch in a row always crits<br> |
+ | {{Pro}}+25 max health on wearer<br> | ||
+ | {{Pro}}+6.666% faster move speed on wearer<br> | ||
+ | {{Neutral}}Replaces all buildings with mini versions | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Southern_Hospitality.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Southern Hospitality]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "20% fire damage vulnerability on wearer"<br><br> |
− | -Added " | + | -Added "15% bullet damage vulnerability on wearer"<br><br> |
− | -Added " | + | -Added "+150% Dispenser range"<br><br> |
+ | -Increased bleed duration from 5s to 6s seconds <br><br> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}+150% Dispenser range<br> |
− | {{ | + | {{Pro}}On hit: Bleed for 6 seconds<br> |
− | {{Con}} | + | {{Con}}15% bullet damage vulnerability on wearer<br> |
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Jag.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Jag]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased construction hit bonus from +30% to +100% <br><br> |
− | -Increased | + | -Increased repair rate penalty from -20 to -50% %<br> |
− | - | + | '''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.<br><br> |
− | - | + | -Removed "+15% faster firing speed"<br><br> |
− | -Removed | + | -Removed "-25% damage penalty"<br><br> |
− | -Added | + | -Removed "-33% damage penalty vs buildings"<br><br> |
+ | -Added "60% faster upgrade rate"<br> | ||
+ | '''NOTE''': Increased upgrade rate from 25 to 40 per hit | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Construction hit speed boost increased by 100%<br> |
− | {{Con}} | + | {{Pro}}60% faster upgrade rate<br> |
+ | {{Con}}50% slower repair rate | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Eureka_Effect.png|100px]]<br> |
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | '''[[ | + | '''[[Eureka Effect]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "-50% metal cost when constructing or upgrading Teleporters"<br><br> |
− | - | + | -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."<br><br> |
− | + | -Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"<br><br> | |
− | -Added "+ | + | -Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"<br><br> |
− | -Added " | ||
− | -Added " | ||
− | |||
| | | | ||
− | {{Pro}}+ | + | {{Pro}}Press RELOAD to choose to teleport to spawn or your exit teleporter<br> |
− | {{ | + | {{Pro}}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.<br> |
− | {{Con}} | + | {{Con}}-20% less metal from pickups and dispensers<br> |
− | {{ | + | {{Con}}Construction hit speed boost decreased by 50% <br> |
+ | {{Neutral}}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. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Medic changes === | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Medic - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
|- | |- | ||
− | + | <!-- MEDIC CLASS --> | |
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | + | {{Neutral}}3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds)<br> | |
− | + | {{Neutral}}6 health per second (Max regen)<br> | |
− | + | '''NOTE''': All health regeneration numbers are doubled while healing a hurt Patient | |
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | + | (Ability) Health regeneration | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | |} |
− | + | {| class="wikitable grid collapsible autocollapse" width="100%" | |
− | '''[[ | + | ! colspan="2" class="header" | Medic - Primary Changes |
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="80%" | Changes | ||
+ | |- | ||
+ | <!-- MEDIC CLASS --> | ||
+ | | align="center" | | ||
+ | [[File:Backpack_Syringe_Gun.png|75px]] | ||
+ | [[File:Backpack_Blutsauger.png|75px]] | ||
+ | [[File:Backpack_Overdose.png|75px]] | ||
+ | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br> | ||
+ | '''[[Syringe Gun]]''', '''[[Blutsauger]]''', '''[[Overdose]]''', and '''[[Crusader's Crossbow]]''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -Added "This weapon will reload automatically when not active"<br> |
− | + | '''NOTE''': Crusader's Crossbow was already doing this<br><br> | |
− | + | -Added "User can see their UberCharge percentage while their Primary is active" | |
− | |||
− | -Added " | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | |} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="2" class="header" | | + | ! colspan="2" class="header" | Medic - Secondary Changes |
|- | |- | ||
− | ! class="header" width=" | + | ! class="header" width="20%" | Changes |
− | ! class="header" width=" | + | ! class="header" width="80%" | Full New Stats |
|- | |- | ||
− | <!-- | + | <!-- MEDIC CLASS --> |
| align="left" | | | align="left" | | ||
− | ''' | + | -Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"<br> |
+ | '''NOTE''': In the vanilla game, the default Medi Gun was already doing this | ||
| | | | ||
− | + | {{Pro}}Match the speed of any faster heal target<br> | |
+ | {{Con}}While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="3" class="header" | | + | ! colspan="3" class="header" | Medic - Modified Official Weapons |
|- | |- | ||
! class="header" width="20%" | Weapon | ! class="header" width="20%" | Weapon | ||
− | ! class="header" width=" | + | ! class="header" width="40%" | Changes |
+ | ! class="header" width="40%" | Full New Stats | ||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Syringe_Gun.png|100px]]<br> | |
− | | align="center" | [[File: | + | <small>Primary</small><br> |
− | ''' | + | '''[[Syringe Gun]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Added "On hit: 1% UberCharge added" |
− | + | | | |
− | + | {{Pro}}On hit: 1% UberCharge added<br> | |
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | {{Neutral}}User can see their UberCharge percentage while their Primary is active | ||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Blutsauger.png|100px]]<br> | |
− | + | <small>Primary</small><br> | |
− | + | '''[[Blutsauger]]''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | align="center" | [[File: | ||
− | ''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -Changed the "+3 health on hit" to overheal the user |
− | + | | | |
− | + | {{Pro}}On hit: +3 health restored that can overheal the user<br> | |
+ | {{Con}}-2 health regenerated per second on wearer<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | {{Neutral}}User can see their UberCharge percentage while their Primary is active | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br> |
− | ''' | + | <small>Primary</small><br> |
+ | '''[[Crusader's Crossbow]]''' | ||
| align="left" | | | align="left" | | ||
− | -Increased | + | -Increased Primary ammo penalty from -75% to -80% <br><br> |
− | -Decreased max damage | + | -Decreased point blank heal shot from 75 to 25 health |
+ | | | ||
+ | {{Pro}}Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.<br> | ||
+ | {{Con}}-80% max Primary ammo on wearer<br> | ||
+ | {{Con}}No headshots<br> | ||
+ | {{Neutral}}38 damage dealt (point blank) to 75 damage dealt (long range)<br> | ||
+ | {{Neutral}}25 health restored (point blank) to 150 health restored (long range)<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | {{Neutral}}User can see their UberCharge percentage while their Primary is active<br> | ||
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | | + | | align="center" | [[File:Backpack_Overdose.png|100px]]<br> |
− | + | <small>Primary</small><br> | |
− | + | '''[[Overdose]]''' | |
+ | | align="left" | | ||
+ | -Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%"<br><br> | ||
+ | -Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +10%"<br><br> | ||
+ | -Added "+20% move speed while active" | ||
+ | | | ||
+ | {{Pro}}While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10%<br> | ||
+ | {{Pro}}+20% move speed while active<br> | ||
+ | {{Con}}-15% damage penalty<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | {{Neutral}}User can see their UberCharge percentage while their Primary is active | ||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Medi_Gun.png|100px]]<br> | |
− | + | <small>Secondary</small><br> | |
− | + | '''[[Medi Gun]]''' | |
− | |||
− | | align="center" | [[File: | ||
− | ''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Medic - Secondary Changes" tab |
− | - | + | | |
− | | | + | {{Neutral}}UberCharge: Grants Patient and the user invulnerability<br> |
− | + | {{Neutral}}While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster<br> | |
− | { | + | {{Neutral}}UberCharge lasts for 8 seconds |
− | |||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Kritzkrieg.png|100px]]<br> | |
− | + | <small>Secondary</small><br> | |
+ | '''[[Kritzkrieg]]''' | ||
+ | | align="left" | | ||
+ | -Increased healing during the taunt from 11 HP to 30 HP <br><br> | ||
+ | -Removed draining effect when switching targets<br> | ||
+ | '''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br> | ||
+ | -Added "While healing: Your Patient receives any positive buff that is currently affecting you"<br><br> | ||
+ | -Added "UberCharge: Grants Mini-Crits to your Patient's weapons" as part of the UberCharge<br><br> | ||
+ | -Added additional new visual when UberCharged is active<br><br> | ||
+ | -Added a new backpack model | ||
+ | | | ||
+ | {{Pro}}While healing: Your Patient receives any positive buff that is currently affecting you<br> | ||
+ | {{Pro}}On taunt: Recover 30 health during the taunt duration<br> | ||
+ | {{Pro}}+25% UberCharge rate<br> | ||
+ | {{Neutral}}UberCharge: Grants Crits and Mini-Crits to your Patient's weapons<br> | ||
+ | {{Neutral}}While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter<br> | ||
+ | {{Neutral}}UberCharge lasts for 8 seconds | ||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Quick-Fix.png|100px]]<br> | |
− | | align="center" | [[File: | + | <small>Secondary</small><br> |
− | ''' | + | '''[[Quick-Fix]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Added "+200% increased air control while explosive jumping"<br> |
− | + | -Added "+80% fall damage resistance on wearer"<br> | |
− | + | -Increased heal rate bonus from +40% to +50% <br><br> | |
− | + | -Added a speed boost as part of the UberCharge<br><br> | |
− | + | -Added "-20% UberCharge rate on Overhealed patients"<br><br> | |
− | |- | + | -The knock-back resistance and speed bonus will now linger for 1 second when switching targets<br><br> |
− | + | -Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged | |
− | + | | | |
+ | {{Pro}}While healing: User mirrors blast jumps and shield charges.<br> | ||
+ | {{Pro}}+10% UberCharge rate<br> | ||
+ | {{Pro}}+50% heal rate<br> | ||
+ | {{Pro}}+200% increased air control while explosive jumping<br> | ||
+ | {{Pro}}+80% fall damage resistance on wearer <br> | ||
+ | {{Con}}-20% UberCharge rate on Overhealed patients<br> | ||
+ | {{Con}}50% max overheal<br> | ||
+ | {{Neutral}}UberCharge: Increases healing to 300%, grants immunity to movement-impairing effects, and +25% move speed bonus for both users<br> | ||
+ | {{Neutral}}While UberCharged, switching targets will cause the knock-back resistance and speed bonus to linger for 1 second, but drains the meter faster<br> | ||
+ | {{Neutral}}UberCharge lasts for up to 8 seconds | ||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Vaccinator.png|100px]]<br> | |
− | | align="center" | [[File: | + | <small>Secondary</small><br> |
− | ''' | + | '''[[Vaccinator]]''' |
| align="left" | | | align="left" | | ||
− | -Decreased | + | -Decreased UberCharge rate from +67% to +10% <br><br> |
− | - | + | -Increased resistance while healing from +10% to +15% <br><br> |
− | + | -Removed "-33% UberCharge rate on overhealed Patients"<br><br> | |
− | + | -Removed "-66% Overheal build rate"<br><br> | |
− | + | -Added "-50% max overheal"<br><br> | |
− | + | -Added "The resistance bubble blocks 15% base & crit damage from all other sources for your Patient during UberCharge"<br><br> | |
− | + | -Added 15% crit resistance of the selected type while healing for yourself and your Patient<br><br> | |
− | + | -Decreased UberCharge bubble resistance of the selected type from 75% to 50%<br><br> | |
− | {{Pro}} | + | -Added "User can now see their UberCharge percentage while this weapon is active" |
− | {{Pro}} | + | | |
− | + | {{Pro}}Press RELOAD to cycle through resist types<br> | |
− | {{Pro}}+ | + | {{Pro}}While healing, provides user and Patient with a constant 15% base & crit damage resistance to the selected damage type<br> |
− | {{ | + | {{Pro}}+10% UberCharge rate<br> |
− | {{Neutral}} | + | {{Con}}-50% max overheal<br> |
− | + | {{Neutral}}UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 50% base damage and 100% crit damage of the selected type to the Medic and Patient. Additionally, the resistance bubble blocks 15% base & crit damage from all other sources for your Patient. | |
− | |||
|- | |- | ||
| align="center" | | | align="center" | | ||
− | ''' | + | [[File:Backpack_Bonesaw.png|50px]] |
− | + | [[File:Backpack_Festive_Bonesaw.png|50px]] | |
+ | [[File:Backpack_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Golden_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Saxxy.png|50px]] | ||
+ | [[File:Backpack_Conscientious_Objector.png|50px]] | ||
+ | [[File:Backpack_Freedom_Staff.png|50px]] | ||
+ | [[File:Backpack_Bat_Outta_Hell.png|50px]] | ||
+ | [[File:Backpack_Memory_Maker.png|50px]] | ||
+ | [[File:Backpack_Ham_Shank.png|50px]] | ||
+ | [[File:Backpack_Necro_Smasher.png|50px]] | ||
+ | [[File:Backpack_Crossing_Guard.png|50px]] | ||
+ | [[File:Backpack_Prinny_Machete.png|50px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''Any base melee weapon, including reskins''' | ||
| align="left" | | | align="left" | | ||
− | + | -Added "33% faster global weapon switch on wearer"<br> | |
− | + | '''NOTE''': An all-class Melee weapon won't get the same bonus unless a Medic equips it<br><br> | |
− | + | -Added "On hit: Gain a 3 second speed boost"<br> | |
− | + | '''NOTE''': An all-class Melee weapon won't get the same bonus unless a Medic equips it | |
− | + | | | |
− | {{ | + | {{Pro}}33% faster global weapon switch on wearer<br> |
− | {{ | + | {{Pro}}On hit: Gain a 3 second speed boost |
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Ubersaw.png|100px]]<br> | |
− | + | <small>Melee</small><br> | |
− | + | '''[[Ubersaw]]''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | align="center" | [[File: | ||
− | <small> | ||
− | '''[[ | ||
| align="left" | | | align="left" | | ||
− | + | -Decreased UberCharge added on hit from 25% to 20% <br><br> | |
+ | -Added "-20% UberCharge rate for Secondary" | ||
| | | | ||
− | + | {{Pro}}On Hit: 20% UberCharge added<br> | |
+ | {{Con}}20% slower firing speed<br> | ||
+ | {{Con}}-20% UberCharge rate for Secondary | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Vita-Saw.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Vita-Saw]]''' |
| align="left" | | | align="left" | | ||
− | + | -Removed "Collect the organs of people you hit"<br><br> | |
+ | -Added "+20% health from packs on wearer" <br> | ||
+ | -Added "On kill with any weapon: A small health pack is dropped"<br> | ||
+ | -Added "On hit with this weapon: +30 health restored that can overheal the user"<br> | ||
+ | -Added "25% slower firing speed"<br> | ||
+ | -Added "This weapon has bonus melee range, but slower deploy and holster time" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}+20% health from packs on wearer<br> |
− | {{Con}}- | + | {{Pro}}On kill with any weapon: A small health pack is dropped<br> |
− | {{Neutral}} | + | {{Pro}}On hit with this weapon: +30 health restored that can overheal the user<br> |
+ | {{Con}}-10 max health on wearer<br> | ||
+ | {{Con}}25% slower firing speed<br> | ||
+ | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Amputator.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Amputator]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "Up to +3 health regenerated per second while active"<br><br> |
+ | -Added "Guaranteed 4 health regenerated per 1/2 second while active"<br> | ||
+ | '''NOTE''': This doesn't scale down if the user is damaged, but still can be increased/decreased by other weapon effects<br><br> | ||
+ | -Added "Disables self health regeneration while active"<br><br> | ||
+ | -Added "This weapon has bonus melee range, but slower deploy and holster time" | ||
| | | | ||
− | {{Pro}} | + | When weapon is active:<br> |
− | {{Pro}} | + | :{{Pro}}Guaranteed 4 health regenerated per 1/2 second<br> |
− | {{ | + | :{{Pro}}ALT-FIRE: Applies a healing effect to all nearby teammates. Additionally, grants UberCharge based on health given to teammates.<br> |
− | {{Con}} | + | :{{Con}}Disables self health regeneration<br> |
− | {{ | + | :{{Con}}-20% damage penalty<br> |
+ | :{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Solemn_Vow.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Solemn Vow]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased slower firing speed from 10% to 20% <br><br> |
− | + | -Added "While active: User can see friendly players and buildings through walls, including disguised Spies" | |
− | |||
− | |||
− | -Added | ||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Allows you to see enemy health<br> |
− | {{Pro}} | + | {{Pro}}While active: User can see friendly players and buildings through walls, including disguised Spies<br> |
− | {{Con}} | + | {{Con}}20% slower firing speed |
− | { | + | |- |
+ | |} | ||
+ | |||
+ | === Sniper changes === | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Sniper - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
|- | |- | ||
− | + | <!-- SNIPER CLASS --> | |
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | ''' | + | -Added "(Ability) Precision Elimination"<br> |
+ | '''NOTE''': When your Rifle is fully charged, you don't flinch when damaged<br> | ||
+ | '''NOTE''': When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts<br><br> | ||
+ | -Added "(Ability) Melee wall climb"<br> | ||
+ | '''NOTE''': User is hurt for 10 health per wall climb<br> | ||
+ | '''NOTE''': Melee attack is 75% faster after a wall climb<br><br> | ||
+ | -Increased accuracy by 40% and ammo by 33% for all Secondary SMGs | ||
| | | | ||
− | + | (Ability) Precision Elimination<br> | |
− | + | (Ability) Melee wall climb | |
− | + | |- | |
− | { | + | |} |
− | + | {| class="wikitable grid collapsible autocollapse" width="100%" | |
− | + | ! colspan="2" class="header" | Sniper - Rifle Changes | |
|- | |- | ||
− | + | ! class="header" width="50%" | Changes | |
− | + | ! class="header" width="50%" | New Damage Numbers | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | |||
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | ''' | + | -Removed the hidden cap that limits charging time<br> |
+ | '''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.<br><br> | ||
+ | -Decreased base charging time from 3.3 seconds to 3s<br><br> | ||
+ | -Increased move speed while aiming from 80 Hu to 100 Hu <br> | ||
+ | '''NOTE''': Sniper will move 66% slower while aiming instead of 73.3% slower<br><br> | ||
+ | -Changed base damage against buildings<br> | ||
+ | '''NOTE''': It will be a x4 damage multiplier instead of x3 | ||
| | | | ||
− | + | '''VS Players'''<br> | |
− | + | 40 bodyshot uncharged (from 50)<br> | |
− | + | 150 bodyshot fully charged (NO CHANGE)<br><br> | |
− | + | 120 headshot uncharged (from 150)<br> | |
− | { | + | 450 headshot fully charged (NO CHANGE)<br><br> |
+ | '''VS Buildings'''<br> | ||
+ | 40 uncharged (from 50)<br> | ||
+ | 160 fully charged (from 150)<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Sniper - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Sniper_Rifle.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Sniper Rifle]]''' |
| align="left" | | | align="left" | | ||
− | + | -See additional changes in "Sniper - Rifle Changes" tab | |
| | | | ||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Huntsman.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Huntsman]]''' |
| align="left" | | | align="left" | | ||
− | -Increased | + | -Decreased minimal projectile speed (uncharged) from 1812.1 Hu to 1500 Hu <br><br> |
− | - | + | -Increased maximum projectile speed (fully charged) from 2600 Hu to 3000 Hu <br><br> |
− | -Added | + | -Decreased move speed penalty while aiming from -46.67% to -33% <br><br> |
− | | | + | -Added damage falloff to projectile<br> |
− | {{Pro}} | + | '''NOTE''': Point blank up to 500 Hu away bodyshots deal 120 damage<br> |
− | {{ | + | '''NOTE''': Between 500 and 900 Hu away bodyshots deal up to 60 damage<br> |
− | {{ | + | '''NOTE''': Headshots deal x3 damage based on distance and are affected by falloff<br> |
− | {{Neutral}} | + | '''NOTE''': Deals up to 120 damage towards buildings at any range |
+ | | | ||
+ | {{Pro}}The longer you aim, the more damage and faster the arrow travels<br> | ||
+ | {{Con}}Arrows lose their accuracy if the bow is drawn for more than 5 seconds<br> | ||
+ | {{Con}}While aiming: -33% move speed<br> | ||
+ | {{Neutral}}Shoots arrows instead of bullets<br> | ||
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Sydney_Sleeper.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Sydney Sleeper]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"<br><br> |
− | -Added " | + | -Added "On headshot: Doubles the Jarate duration"<br><br> |
− | -Added " | + | -Added "On scoped hit: Slows target by 10% with the duration based on charge level and doubles the duration on headshot"<br> |
− | + | '''NOTE''': 2 seconds up to 5s<br><br> | |
+ | -Added "This weapon holsters 30% faster | ||
| | | | ||
− | {{Pro}}+ | + | {{Pro}}+25% charge rate<br> |
− | {{Pro}}On hit: | + | {{Pro}}This weapon holsters 30% faster<br> |
− | {{Con}} | + | {{Pro}}On scoped hit: Slows target by 10% and applies Jarate with the durations based on charge level (2 seconds up to 5s) and doubles the duration on headshot<br> |
+ | {{Con}}Mini-crits on headshots<br> | ||
+ | {{Con}}While aiming: -66% move speed | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Bazaar_Bargain.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Bazaar Bargain]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users" |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%<br> |
− | {{ | + | {{Con}}Base charge rate decreased by 50%<br> |
− | {{Con}} | + | {{Con}}While aiming: -66% move speed<br> |
+ | {{Neutral}}User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Machina.png|100px]]<br> |
− | <small> | + | <small>Primary</small><br> |
− | '''[[ | + | '''[[Machina]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "On full charge: +15% damage per shot"<br><br> |
− | - | + | -Removed requirement for full charge to penetrate enemies<br><br> |
− | -Added " | + | -Added "On kill: 20% of all of the overkill damage will be added to your next shot"<br> |
− | -Added " | + | '''NOTE''': There is no limit on the amount of damage that can be earned<br><br> |
+ | -Added "A shot that has overkill damage being applied will not count towards the next shot" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On kill: 20% of all of the overkill damage will be added to your next shot<br> |
− | {{Pro}} | + | {{Pro}}Shot penetrate all enemies<br> |
− | {{Con}}- | + | {{Con}}While aiming: -66% move speed<br> |
− | {{Con}} | + | {{Con}}Cannot fire unless zoomed<br> |
− | {{Neutral}} | + | {{Con}}Fires tracers rounds<br> |
+ | {{Neutral}}A shot that has overkill damage being applied will not count towards the next shot | ||
|- | |- | ||
− | | | + | | align="center" | [[File:Backpack_Hitman's_Heatmaker.png|100px]]<br> |
− | + | <small>Primary</small><br> | |
− | + | '''[[Hitman's Heatmaker]]''' | |
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | < | ||
| align="left" | | | align="left" | | ||
− | + | -Removed "+25% faster charge while in Focus" stat<br> | |
− | + | '''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).<br><br> | |
− | + | -Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"<br><br> | |
+ | -Increased Focus gained from kills from 35% to 50% <br><br> | ||
+ | -Increased Focus gained from assist-kills from 15% to 25% <br><br> | ||
+ | -Added "-50% Focus gained while Focus is active"<br><br> | ||
+ | -Focus is only gained with kills/assist-kills with this weapon instead of any weapon | ||
| | | | ||
− | ( | + | {{Pro}}On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears<br> |
+ | {{Pro}}Gain Focus with kills/assists even while using Focus. Press RELOAD at anytime to activate Focus.<br> | ||
+ | {{Con}}While aiming: -66% move speed<br> | ||
+ | {{Con}}-20% damage on body shots<br> | ||
+ | {{Neutral}}While Focus is active: Removes headshot delay, no unscoping, but fires tracer round and -50% Focus gained. | ||
|- | |- | ||
− | | | + | | align="center" | [[File:Backpack_Classic.png|100px]]<br> |
− | + | <small>Primary</small><br> | |
− | + | '''[[Classic]]''' | |
+ | | align="left" | | ||
+ | -Removed "No headshots when not fully charged"<br><br> | ||
+ | -Removed "-10% damage on body shots"<br><br> | ||
+ | -Added "While unscoped aiming: -33% move speed"<br><br> | ||
+ | -Added "-20% damage penalty"<br><br> | ||
+ | -Added "-20% charge rate" <br><br> | ||
+ | -Added a small reload bonus to match the Sniper Rifle's attack rate | ||
+ | | | ||
+ | {{Pro}}Charge and fire shots independent of zoom<br> | ||
+ | {{Pro}}While unscoped aiming: -33% move speed<br> | ||
+ | {{Con}}While scoped aiming: -66% move speed<br> | ||
+ | {{Con}}-20% damage penalty<br> | ||
+ | {{Con}}-20% charge rate | ||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_SMG.png|100px]]<br> | |
− | + | <small>Secondary</small><br> | |
− | + | '''[[Submachine Gun]]''' | |
− | |||
− | | align="center" | | ||
− | [[File: | ||
− | |||
− | |||
− | |||
− | '''[[ | ||
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Sniper - Class Changes" tab |
− | ''' | + | | |
− | + | :'''HIDDEN EXTRA STATS'''<br> | |
+ | {{Pro}}40% more accurate<br> | ||
+ | {{Pro}}33% max Secondary ammo on wearer | ||
|- | |- | ||
− | | | + | | align="center" | [[File:Backpack_Jarate.png|100px]]<br> |
− | + | <small>Secondary</small><br> | |
− | + | '''[[Jarate]]''' | |
− | | | ||
− | |||
− | |||
− | |||
− | < | ||
| align="left" | | | align="left" | | ||
− | -Added " | + | -Added "Allowed in Medieval mode"<br><br> |
− | + | -Increased extinguishing teammate cooldown from 20% to 33% <br><br> | |
+ | -Decreased recharge time to 30 seconds from 20s | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Coated enemies take mini-crits from all sources<br> |
− | {{ | + | {{Pro}}Extinguishing teammates refunds 33% of the meter<br> |
+ | {{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br> | ||
+ | {{Neutral}}30 second recharge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | + | | align="center" | [[File:Backpack_Razorback.png|100px]]<br> | |
− | + | <small>Secondary</small><br> | |
− | + | '''[[Razorback]]''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | align="center" | [[File: | ||
− | <small> | ||
− | '''[[ | ||
| align="left" | | | align="left" | | ||
− | -Added " | + | -Added "+6.666% faster move speed on wearer"<br><br> |
+ | -Added "+12% faster move speed while aiming" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}+6.666% faster move speed on wearer<br> |
− | {{Neutral}} | + | {{Pro}}+12% faster move speed while aiming<br> |
− | {{Neutral}} | + | {{Pro}}Blocks a single backstab attempt<br> |
+ | {{Con}}-100% maximum overheal on wearer<br> | ||
+ | {{Neutral}}Regenerates after 30 seconds<br> | ||
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Darwin's_Danger_Shield.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Darwin's Danger Shield]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Added "50% reduction in push force taken from damage and airblasts"<br><br> |
+ | -Added "+30% explosive damage resistance on wearer" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}50% reduction in push force taken from damage and airblasts<br> |
− | {{ | + | {{Pro}}+30% explosive damage resistance on wearer<br> |
− | {{ | + | {{Pro}}+50% fire damage resistance on wearer<br> |
− | {{Neutral}} | + | {{Pro}}Immune to the effects of afterburn<br> |
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Cozy_Camper.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Cozy Camper]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Moved "No flinching when aiming and fully charged" to the Sniper class<br><br> |
− | - | + | -Moved "Knockback decreased by 20% when aiming" to the Sniper class<br><br> |
+ | -Removed "+4 health regenerated per second on wearer"<br><br> | ||
+ | -Added "15% of any Primary damage done is returned as health"<br><br> | ||
+ | -Added "Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}15% of any Primary damage done is returned as health<br> |
− | + | {{Pro}}Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon<br> | |
− | + | {{Neutral}}Allowed in Medieval mode | |
− | |||
− | |||
− | {{ | ||
− | |||
− | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Cleaner's_Carbine.png|100px]]<br> |
− | |||
− | ' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Cleaner's Carbine]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "Dealing damage with this weapon fills a charge meter. ALT-FIRE when charged to gain mini-crits for all weapons for 8 seconds."<br><br> |
+ | -Removed "-20% clip size"<br><br> | ||
+ | -Added "On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter."<br><br> | ||
+ | -Added "ALT-FIRE when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"<br> | ||
+ | '''NOTE''': Able to gain meter while draining, but at -66% rate | ||
| | | | ||
− | {{ | + | {{Pro}}On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter.<br> |
− | {{Neutral}} | + | {{Con}}25% slower firing speed<br> |
− | {{ | + | {{Neutral}}ALT-FIRE when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds<br><br> |
+ | :'''HIDDEN EXTRA STATS'''<br> | ||
+ | {{Pro}}40% more accurate<br> | ||
+ | {{Pro}}33% max Secondary ammo on wearer | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | |
− | <small> | + | [[File:Backpack_Kukri.png|50px]] |
− | ''' | + | [[File:Backpack_Frying_Pan.png|50px]] |
+ | [[File:Backpack_Golden_Frying_Pan.png|50px]] | ||
+ | [[File:Backpack_Saxxy.png|50px]] | ||
+ | [[File:Backpack_Conscientious_Objector.png|50px]] | ||
+ | [[File:Backpack_Freedom_Staff.png|50px]] | ||
+ | [[File:Backpack_Bat_Outta_Hell.png|50px]] | ||
+ | [[File:Backpack_Memory_Maker.png|50px]] | ||
+ | [[File:Backpack_Ham_Shank.png|50px]] | ||
+ | [[File:Backpack_Necro_Smasher.png|50px]] | ||
+ | [[File:Backpack_Crossing_Guard.png|50px]] | ||
+ | [[File:Backpack_Prinny_Machete.png|50px]]<br> | ||
+ | <small>Melee</small><br> | ||
+ | '''Any base melee weapon, including reskins''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -Added "Better wall climbing when compared to other Melee weapons"<br> |
− | + | '''NOTE''': An all-class Melee weapon won't get the same bonus unless a Sniper equips it<br> | |
− | '''NOTE''': | + | '''NOTE''': Decreases the health lost per wall climb from 10 to 5 <br> |
− | + | '''NOTE''': Increases the total height per wall climb by 33% | |
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}Better wall climbing when compared to other Melee weapons |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Tribalman's_Shiv.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Tribalman's Shiv]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | -Added "On hit: Gain a 1 second speed boost"<br> |
− | + | '''NOTE''': The bleed damage can trigger this | |
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}}On hit: Bleed for 6 seconds<br> |
− | {{Pro}} | + | {{Pro}}On hit: Gain a 1 second speed boost<br> |
− | + | {{Con}}-50% damage penalty | |
− | |||
− | |||
− | {{Con}}- | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Bushwacka.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Bushwacka]]''' |
| align="left" | | | align="left" | | ||
− | + | -Removed "When weapon is active"<br><br> | |
− | + | -Removed "Crits whenever it would normally mini-crit"<br><br> | |
− | -Removed " | + | -Removed "20% damage vulnerability on wearer"<br><br> |
− | -Removed "- | + | -Added "Gain 1 critical hit (up to 3) for this weapon for every headshot hit with your Primary weapon"<br> |
− | - | + | '''NOTE''': On attack: Removes 1 crit hit<br><br> |
− | -Added " | + | -Added "This weapon deploys 75% slower"<br><br> |
− | + | -Added "-25% damage penalty" | |
− | - | ||
− | -Added " | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon<br> |
− | + | {{Con}}This weapon deploys 75% slower<br> | |
− | {{ | + | {{Con}}-25% damage penalty |
− | {{Con}}- | ||
− | |||
|- | |- | ||
− | | align="center" | | + | | align="center" | [[File:Backpack_Shahanshah.png|100px]]<br> |
− | [[File: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<small>Melee</small><br> | <small>Melee</small><br> | ||
− | ''' | + | '''[[Shahanshah]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | -Removed "+25% increase in damage when health <50% of max"<br><br> |
− | + | -Removed "-25% decrease in damage when health >50% of max"<br><br> | |
− | -Added " | + | -Added "+20% increase firing speed when health <50% of max"<br><br> |
− | + | -Added "-20% decrease firing speed when health >50% of max"<br><br> | |
+ | -Added "+50% melee range"<br><br> | ||
+ | -Added "+25% melee bounds" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}+50% melee range<br> |
− | {{Pro}} | + | {{Pro}}+25% melee bounds<br> |
+ | {{Pro}}+20% increase firing speed when health <50% of max<br> | ||
+ | {{Con}}-20% decrease firing speed when health >50% of max | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Spy changes === | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Spy - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
|- | |- | ||
− | + | <!-- SPY CLASS --> | |
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | - | + | -Added "(Ability) Uncloak & Dagger"<br> |
− | -Added "- | + | '''NOTE''': Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy team<br> |
+ | '''NOTE''': Teammates will still see the kills (and destroyed buildings) in the kill-feed<br><br> | ||
+ | -Added "(Ability) Spy Camera"<br> | ||
+ | '''NOTE''': Press SPECIAL-ATTACK to launch a projectile, then press RELOAD to load the camera<br> | ||
+ | '''NOTE''': When the camera is activated, the user's current disguise is removed and can't disguise while using the camera<br> | ||
+ | '''NOTE''': When the camera is activated, the user can't cloak and the camera can't be used if the user is currently cloaked<br> | ||
+ | '''NOTE''': 30 second cooldown starts once you leave the camera | ||
| | | | ||
− | + | (Ability) Able to see enemy health (and enemy UberCharge percentage)<br> | |
− | + | (Ability) Uncloak & Dagger<br> | |
− | { | + | (Ability) Spy Camera |
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="1" class="header" | Spy - Knives Changes/Additions | ||
|- | |- | ||
− | |||
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | - | + | '''NO CHANGES''' |
− | + | |- | |
− | + | |} | |
− | + | {| class="wikitable grid collapsible autocollapse" width="100%" | |
− | + | ! colspan="2" class="header" | Spy - Sapper Changes/Additions | |
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | + | ! class="header" width="100%" | | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | |||
− | |||
− | |||
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan=" | + | ! colspan="3" class="header" | Spy - Modified Official Weapons |
|- | |- | ||
− | ! class="header" width=" | + | ! class="header" width="20%" | Weapon |
− | ! class="header" width=" | + | ! class="header" width="40%" | Changes |
+ | ! class="header" width="40%" | Full New Stats | ||
|- | |- | ||
− | < | + | | align="center" | [[File:Backpack_Revolver.png|100px]]<br> |
+ | <small>Secondary</small><br> | ||
+ | '''[[Revolver]]''' | ||
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | + | '''NO CHANGES''' | |
− | |||
|- | |- | ||
− | | | + | | align="center" | [[File:Backpack_Ambassador.png|100px]]<br> |
− | + | <small>Secondary</small><br> | |
− | + | '''[[Ambassador]]''' | |
− | + | | align="left" | | |
− | + | -Increased fire rate penalty from -20% to -100% <br><br> | |
− | + | -Removed "-15% damage penalty"<br><br> | |
+ | -Removed the "short cooldown during which it never crits"<br><br> | ||
+ | -Decreased max range for headshot falloff from 1200 to 900 Hu <br><br> | ||
+ | -Headshots will now crit instead of doing normal damage after "max distance" | ||
+ | | | ||
+ | {{Pro}}Crits on headshot<br> | ||
+ | {{Con}}Critical damage is affected by range<br> | ||
+ | {{Con}}100% slower firing speed | ||
|- | |- | ||
+ | | align="center" | [[File:Backpack_L'Etranger.png|100px]]<br> | ||
+ | <small>Secondary</small><br> | ||
+ | '''[[L'Etranger]]''' | ||
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | + | {{Pro}}+40% cloak duration<br> | |
− | 40 | + | {{Pro}}+15% cloak on hit<br> |
− | + | {{Con}}-20% damage penalty | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | align="center" | [[File:Backpack_Enforcer.png|100px]]<br> |
− | + | <small>Secondary</small><br> | |
− | + | '''[[Enforcer]]''' | |
− | + | | align="left" | | |
− | + | -Removed "+20% damage bonus while disguised"<br><br> | |
− | + | -Removed "Attacks pierce damage resistance effects and bonuses"<br><br> | |
− | + | -Added "Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill"<br> | |
+ | '''NOTE''': Stealth shots allows the user to fire this weapon without losing their disguise<br><br> | ||
+ | -Added "Bind *custom* to manually remove your current disguise"<br> | ||
+ | '''NOTE''': In your TF2 console type.... bind X "custom" | ||
+ | | | ||
+ | {{Pro}}Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill<br> | ||
+ | {{Con}}20% slower firing speed<br> | ||
+ | {{Neutral}}Stealth shots allows the user to fire this weapon without losing their disguise<br> | ||
+ | {{Neutral}}Bind "custom" to manually remove your current disguise | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Diamondback.png|100px]]<br> |
− | <small> | + | <small>Secondary</small><br> |
− | '''[[ | + | '''[[Diamondback]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Changed to guaranteed Mini-Crits instead of Crits<br><br> |
+ | -Removed "-15% damage penalty"<br><br> | ||
+ | -Added "-10% damage vs players" | ||
| | | | ||
+ | {{Pro}}Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill<br> | ||
+ | {{Con}}-10% damage vs players | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Knife.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Knife]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -See additional changes in "Spy - Knives Changes/Additions" tab |
− | - | + | | |
− | - | + | |- |
− | -Added | + | | align="center" | [[File:Backpack_Your_Eternal_Reward.png|100px]]<br> |
− | + | <small>Melee</small><br> | |
− | + | '''[[Your Eternal Reward]]''' | |
− | + | | align="left" | | |
− | '''NOTE''': | + | -Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class<br><br> |
+ | -Removed "+33% cloak drain rate" penalty<br><br> | ||
+ | -Added "+20% longer de-cloak time"<br><br> | ||
+ | -Added "While disguised: Gain a certain bonus based on your current class type disguise"<br> | ||
+ | Offense class - +33% normal damage vs players for Secondary and +100% for Melee<br> | ||
+ | Defense class - +20% damage resistance on wearer<br> | ||
+ | Support class - Guaranteed 4 health regenerated per second on wearer<br> | ||
+ | '''NOTE''': The health regen isn't decreased if the user was recently hurt | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed<br> |
− | {{ | + | {{Pro}}While disguised: Gain a certain bonus based on your current class type disguise<br> |
− | {{ | + | {{Pro}}On kill: No attack noise<br> |
− | {{ | + | {{Con}}Normal disguises require (and consumes) a full cloak meter<br> |
− | {{ | + | {{Con}}+20% longer de-cloak time |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Conniver's_Kunai.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Conniver's Kunai]]''' |
| align="left" | | | align="left" | | ||
− | + | -Added "On backstab kill: Removes all negative debuffs on user"<br><br> | |
− | -Added "On | + | -Added "+10% additional cloak damage resistance on wearer" |
− | -Added " | ||
− | |||
− | |||
| | | | ||
− | + | {{Pro}}On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user<br> | |
− | + | {{Pro}}+10% additional cloak damage resistance on wearer<br> | |
− | {{Pro}}On | + | {{Con}}-55 max health on wearer |
− | {{ | ||
− | {{Con}} | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Big_Earner.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Big Earner]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | -Removed "+30% cloak on kill"<br><br> |
+ | -Removed "Gain a 3 second speed boost on kill"<br><br> | ||
+ | -Added "On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds." | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds.<br> |
− | {{Con}} | + | {{Con}}-25 max health on wearer<br> |
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Spy-cicle.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Spy-cicle]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Decreased recharge from 15 seconds to 10 seconds <br><br> |
− | - | + | -Decreased afterburn immunity from 10 seconds to 5 seconds <br><br> |
− | -Added " | + | -Added "-50% direct damage penalty"<br><br> |
− | '' | + | -Added "While disguised: Removes the sound of 'Spy-cicle' melting"<br><br> |
− | -Added " | + | -Added "On hit by fire while active: Reduces initial fire damage by 90%"<br><br> |
+ | -Added "This weapon has bonus melee range, but slower deploy and holster time" | ||
| | | | ||
− | {{Pro}}On | + | {{Pro}}On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds<br> |
− | {{ | + | {{Con}}-50% direct damage penalty<br> |
− | {{Con}} | + | {{Con}}Backstab turns victim into ice<br> |
− | {{Con}} | + | {{Con}}Melts in fire, regenerates in 10 seconds and by picking up ammo<br> |
− | {{ | + | {{Neutral}}Weapon makes a melting sound unless user is currently disguised<br> |
− | {{Neutral}} | + | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time |
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Disguise_Kit.png|100px]]<br> |
− | <small>Primary</small><br> | + | <small>Primary PDA</small><br> |
− | '''[[ | + | '''[[Disguise Kit]]''' |
| align="left" | | | align="left" | | ||
− | + | '''NO CHANGES''' | |
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | + | '''NO CHANGES''' | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Invisibility_Watch.png|100px]]<br> |
− | <small> | + | <small>Secondary PDA</small><br> |
− | '''[[ | + | '''[[Invis Watch]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Fixed the "While cloaked: 50% faster debuff timers"<br> |
− | + | '''NOTE''': Increased to 50% from around 42%<br><br> | |
− | + | -Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers | |
− | -Added "- | ||
− | |||
− | |||
| | | | ||
− | + | {{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br> | |
− | {{Pro}}While | + | {{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br> |
− | {{Con}}While | + | {{Neutral}}ALT-FIRE: Turn invisible<br> |
− | {{ | + | {{Neutral}}Allowed in Medieval mode |
− | {{ | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Cloak_and_Dagger.png|100px]]<br> |
− | <small>Secondary</small><br> | + | <small>Secondary PDA</small><br> |
− | '''[[ | + | '''[[Cloak and Dagger]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Fixed the "While cloaked: 50% faster debuff timers"<br> |
+ | '''NOTE''': Increased to 50% from around 42%<br><br> | ||
+ | -Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers | ||
| | | | ||
− | : | + | {{Neutral}}Cloak Type: Motion Sensitive<br> |
− | {{Pro}} | + | {{Pro}}Cloak drain rate based on movement speed<br> |
− | {{Pro}}33% | + | {{Pro}}+100% cloak regen rate<br> |
+ | {{Pro}}While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers<br> | ||
+ | {{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br> | ||
+ | {{Con}}-35% cloak meter from ammo sources<br> | ||
+ | {{Con}}+33% cloak drain rate<br> | ||
+ | {{Neutral}}ALT-FIRE: Turn invisible<br> | ||
+ | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Dead_Ringer.png|100px]]<br> |
− | <small>Secondary</small><br> | + | <small>Secondary PDA</small><br> |
− | '''[[ | + | '''[[Dead Ringer]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"<br><br> |
− | -Increased | + | -Removed "Afterburn immunity for 3 seconds when used"<br><br> |
− | - | + | -The natural damage resistance only lasts for 1 second once the "Dead Ringer" is trigger<br> |
+ | '''NOTE''': In the vanilla game, if you decloaked within 3 seconds, the user would still have the damage resistance<br><br> | ||
+ | -The speed boost now stays active until decloaking instead of only lasting for 3 seconds<br> | ||
+ | '''NOTE''': In the vanilla game, if you decloaked within 3 seconds, the user would still have the speed boost<br><br> | ||
+ | -Decreased cloak regen rate from +50% to +30% <br><br> | ||
+ | -Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"<br><br> | ||
+ | -Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"<br> | ||
+ | '''NOTE''': As in, the afterburn and bleeding immunity<br><br> | ||
+ | -Increased faster debuff timers while cloaked from 50% to 75% <br> | ||
+ | '''NOTE''': Now includes "Marked-for-Death" and the "Gas Passer effect"<br><br> | ||
+ | -Added "While cloaked: User absorbs 75% of any damage taken"<br> | ||
+ | '''NOTE''': This starts 1 second after the "Dead Ringer" is triggered<br><br> | ||
+ | -Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)<br> | ||
+ | '''NOTE''': This starts 1 second after the "Dead Ringer" is triggered<br><br> | ||
+ | -Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"<br><br> | ||
+ | -Added "No natural cloak resistance when invisible after the first 1 second"<br><br> | ||
+ | -Added "-50% cloak meter from ammo sources" | ||
| | | | ||
− | {{Pro}} | + | {{Neutral}}Cloak Type: Feign Death<br> |
− | {{ | + | {{Pro}}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<br> |
− | {{ | + | {{Pro}}While cloaked: User absorbs 75% of any damage taken, gains a speed boost, and 75% faster debuff timers<br> |
− | {{ | + | {{Pro}}+30% cloak regen rate<br> |
+ | {{Pro}}+40% cloak duration<br> | ||
+ | {{Con}}While cloaked: User cannot attack or place Sappers and bumping into enemies will make you slightly visible to enemies<br> | ||
+ | {{Con}}No cloak meter from ammo sources when invisible and for 5 seconds after decloaking<br> | ||
+ | {{Con}}-50% cloak meter used when Feign Death is activated<br> | ||
+ | {{Con}}Absorbed damage shortens cloak duration<br> | ||
+ | {{Con}}-50% cloak meter from ammo sources<br> | ||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Sapper.png|100px]]<br> |
− | <small> | + | <small>Building</small><br> |
− | '''[[ | + | '''[[Sapper]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | -Added "Allowed in Medieval mode"<br> |
− | + | '''NOTE''': Because Engineers can now build Dispensers in Medieval mode | |
| | | | ||
− | {{Pro}} | + | {{Pro}}Disables and slowly destroys enemy buildings<br> |
− | |||
− | |||
− | |||
− | |||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Red-Tape_Recorder.png|100px]]<br> |
− | <small> | + | <small>Building</small><br> |
− | '''[[ | + | '''[[Red-Tape Recorder]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | -Added "Allowed in Medieval mode"<br> |
− | -Added "+ | + | '''NOTE''': Because Engineers can now build Dispensers in Medieval mode<br><br> |
+ | -Removed "Reverses enemy building construction"<br><br> | ||
+ | -Decreased Sapper damage penalty from -100% to -90% <br><br> | ||
+ | -Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"<br> | ||
+ | '''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<br><br> | ||
+ | -Added "+100% Sapper health bonus"<br><br> | ||
+ | -Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed<br> |
− | {{Pro}}+ | + | {{Pro}}+100% Sapper health bonus<br> |
− | {{ | + | {{Con}}User is Marked-for-Death for 3 seconds after the Sapper has been removed<br> |
− | {{ | + | {{Neutral}}-90% Sapper damage penalty<br> |
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
|- | |- | ||
− | | align="center" | [[File: | + | |} |
+ | |||
+ | === Multi-class weapon changes === | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Multi-Class - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Reserve_Shooter.png|100px]]<br> | ||
<small>Secondary</small><br> | <small>Secondary</small><br> | ||
− | '''[[ | + | '''[[Reserve Shooter]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Increased deploy bonus to from +20% to +30% <br><br> |
− | + | -Added "This weapon holsters 15% faster"<br><br> | |
− | + | -Added "20% more accurate" | |
− | -Added "15% | ||
− | -Added " | ||
| | | | ||
− | {{Pro}}15% | + | {{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br> |
− | {{Pro}} | + | {{Pro}}This weapon deploys 30% faster and holsters 15% faster<br> |
− | {{ | + | {{Pro}}20% more accurate<br> |
+ | {{Con}}-34% clip size | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Pain_Train.png|100px]]<br> |
− | <small> | + | <small>Melee</small><br> |
− | '''[[ | + | '''[[Pain Train]]''' |
| align="left" | | | align="left" | | ||
− | -Removed " | + | -Removed "10% bullet damage vulnerability on wearer"<br><br> |
− | - | + | -Added "When weapon is active"<br><br> |
− | -Added " | + | -Added "Move speed increases by 15% while doing the objective"<br><br> |
− | -Added " | + | -Added "15% damage vulnerability on wearer while doing the objective"<br><br> |
− | + | -Added "This weapon has bonus melee range, but slower deploy and holster time" | |
| | | | ||
− | + | When weapon is active & while doing the objective:<br> | |
− | {{ | + | :{{Pro}}+1 capture rate<br> |
− | {{ | + | :{{Pro}}Move speed increases by 15%<br> |
− | : | + | :{{Con}}15% damage vulnerability on wearer<br> |
− | {{ | + | :{{Neutral}}This weapon has bonus melee range, but slower deploy and holster time |
− | {{ | ||
|- | |- | ||
− | | align="center" | | + | | align="center" | [[File:Backpack_Half-Zatoichi.png|100px]]<br> |
− | [[File: | ||
− | |||
− | |||
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<small>Melee</small><br> | <small>Melee</small><br> | ||
− | ''' | + | '''[[Half-Zatoichi]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | -Now it will show the amount of health restored, just like other heal restoring effects/weapons<br><br> |
− | + | (Soldier and Demoman) -Added "15% slower firing speed"<br><br> | |
− | + | (Soldier and Demoman) -Added "On assist-kill: Restore 25% of base health"<br><br> | |
− | '''NOTE''': | + | (Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining. Assist-kills grant 25% meter."<br> |
+ | '''NOTE''': After the default 10 seconds has been drained, if the user was able to extend the duration, the banner effect will only be affecting the user | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On kill: Restore 50% of base health. Assist-kills restore 25% health.<br> |
+ | {{Con}}Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br> | ||
+ | {{Con}}15% slower firing speed<br> | ||
+ | {{Neutral}}Soldiers and Demos can duel with Katanas for a one-hit kill<br> | ||
+ | {{Neutral}}This weapon has bonus melee range, but slower deploy and holster time<br> | ||
+ | <br> | ||
+ | {{Pro}}(Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining. Assist-kills grant 25% meter. | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br> |
− | <small> | + | <small>Primary<br>Secondary</small><br> |
− | '''[[ | + | '''[[B.A.S.E. Jumper]]''' |
| align="left" | | | align="left" | | ||
− | -Added " | + | (Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage"<br><br> |
− | ' | + | (Demoman only) -Added "+20% faster reload time for your Secondary while deployed"<br><br> |
+ | (Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Press 'JUMP' key to deploy a Parachute to slow your descent while in the air<br> |
− | {{Pro}} | + | {{Pro}}Gain a 2 second speed boost after taking fall damage<br> |
− | {{Con}}-50% | + | {{Con}}Can't re-deploy the Parachute after deploying until the user touches the ground<br> |
+ | {{Con}}Reduces amount of air strafe control by 50% while deployed<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | <br> | ||
+ | {{Neutral}}(Demoman only) When a shield is not equipped:<br> | ||
+ | {{Pro}}+20% faster reload time for your Secondary while deployed<br> | ||
+ | <br> | ||
+ | {{Neutral}}(Demoman only) When a shield is equipped:<br> | ||
+ | {{Pro}}User isn't affected by gravity while deployed and charging | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack_Panic_Attack.png|100px]]<br> |
− | <small> | + | <small>Primary<br>Secondary</small><br> |
− | '''[[ | + | '''[[Panic Attack]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Decreased deploy speed bonus from +50% to +33% |
− | + | | | |
− | + | {{Pro}}+50% bullets per shot<br> | |
− | + | {{Pro}}This weapon deploys 33% faster<br> | |
− | + | {{Pro}}Fires a special fixed shot pattern<br> | |
− | + | {{Con}}-20% damage penalty<br> | |
− | + | {{Con}}Successive shots become less accurate<br> | |
− | | | ||
− | {{Pro}} | ||
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− | {{Pro}} | ||
− | {{Pro}} | ||
− | {{ | ||
− | {{Con}} | ||
|- | |- | ||
|} | |} | ||
+ | == Custom weapons == | ||
+ | The following "new" weapons are available on the official Custom Weapons servers. | ||
− | + | === Custom Scout weapons === | |
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{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Scout - Custom Weapons | ! colspan="3" class="header" | Scout - Custom Weapons | ||
Line 3,025: | Line 2,897: | ||
! class="header" width="60%" | Stats | ! class="header" width="60%" | Stats | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Sure Shot.png|100px]]<br> |
<small>Primary</small><br> | <small>Primary</small><br> | ||
'''Big Shot''' | '''Big Shot''' | ||
| align="left" | | | align="left" | | ||
− | [http://steamcommunity.com/sharedfiles/filedetails/?id=510691874 TF2 Workshop Link] | + | [http://steamcommunity.com/sharedfiles/filedetails/?id=510691874 TF2 Workshop Link] |
| | | | ||
{{Pro}}On kill: Gain a shield that blocks 20% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack<br> | {{Pro}}On kill: Gain a shield that blocks 20% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack<br> | ||
Line 3,051: | Line 2,923: | ||
'''Shotgun Bride''' | '''Shotgun Bride''' | ||
| align="left" | | | align="left" | | ||
− | + | N/A | |
| | | | ||
{{Pro}}Mini-crits on headshot<br> | {{Pro}}Mini-crits on headshot<br> | ||
Line 3,143: | Line 3,015: | ||
|} | |} | ||
− | + | === Custom Soldier weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Soldier - Custom Weapons | ! colspan="3" class="header" | Soldier - Custom Weapons | ||
Line 3,209: | Line 3,081: | ||
|} | |} | ||
− | + | === Custom Pyro weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Pyro - Custom Weapons | ! colspan="3" class="header" | Pyro - Custom Weapons | ||
Line 3,334: | Line 3,206: | ||
|} | |} | ||
− | + | === Custom Demoman weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Demoman - Custom Weapons | ! colspan="3" class="header" | Demoman - Custom Weapons | ||
Line 3,354: | Line 3,226: | ||
| align="center" | [[File:Drunkard_Wrath.png|100px]]<br> | | align="center" | [[File:Drunkard_Wrath.png|100px]]<br> | ||
<small>Primary</small><br> | <small>Primary</small><br> | ||
− | ''' | + | '''Drunkard's Wrath''' |
| align="left" | | | align="left" | | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=430935694/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=430935694/ TF2 Workshop Link]<br /> | ||
Line 3,488: | Line 3,360: | ||
|} | |} | ||
− | + | === Custom Heavy weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Heavy - Custom Weapons | ! colspan="3" class="header" | Heavy - Custom Weapons | ||
Line 3,621: | Line 3,493: | ||
|} | |} | ||
− | + | === Custom Engineer weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Engineer - Custom Weapons | ! colspan="3" class="header" | Engineer - Custom Weapons | ||
Line 3,721: | Line 3,593: | ||
|} | |} | ||
− | + | === Custom Medic weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Medic - Custom Weapons | ! colspan="3" class="header" | Medic - Custom Weapons | ||
Line 3,843: | Line 3,715: | ||
|} | |} | ||
− | + | === Custom Sniper weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Sniper - Custom Weapons | ! colspan="3" class="header" | Sniper - Custom Weapons | ||
Line 3,958: | Line 3,830: | ||
|} | |} | ||
− | + | === Custom Spy weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Spy - Custom Weapons | ! colspan="3" class="header" | Spy - Custom Weapons | ||
Line 4,078: | Line 3,950: | ||
|} | |} | ||
− | + | === Custom multi-class weapons === | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="3" class="header" | Multi- | + | ! colspan="3" class="header" | Multi-class - Custom weapons |
|- | |- | ||
! class="header" width="20%" | Weapon | ! class="header" width="20%" | Weapon | ||
Line 4,130: | Line 4,002: | ||
|} | |} | ||
− | == Current | + | == Current team members == |
[https://steamcommunity.com/profiles/76561198043554063/ Chdata] - Main Plugin Developer<br /> | [https://steamcommunity.com/profiles/76561198043554063/ Chdata] - Main Plugin Developer<br /> | ||
[https://steamcommunity.com/profiles/76561198049994177/ Crafting] - Community Owner, Server Owner, YouTube, Steam Group, Weapon Demonstrator, and wiki editor/contributor<br /> | [https://steamcommunity.com/profiles/76561198049994177/ Crafting] - Community Owner, Server Owner, YouTube, Steam Group, Weapon Demonstrator, and wiki editor/contributor<br /> | ||
Line 4,138: | Line 4,010: | ||
[https://steamcommunity.com/profiles/76561198847698351 Lucky Luigi] - Developer<br /> | [https://steamcommunity.com/profiles/76561198847698351 Lucky Luigi] - Developer<br /> | ||
− | == Former | + | == Former team members == |
[http://steamcommunity.com/profiles/76561197994429962/ Karma Charger] - Team Fortress 2 Wiki Contributor and Weapon Demonstrator<br /> | [http://steamcommunity.com/profiles/76561197994429962/ Karma Charger] - Team Fortress 2 Wiki Contributor and Weapon Demonstrator<br /> | ||
[http://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP] - Original Author and Main Plugin Developer<br /> | [http://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP] - Original Author and Main Plugin Developer<br /> |
Revision as of 23:25, 17 June 2023
“ | Yes. I like this new weapon.
Click to listen
— The Heavy
|
” |
Custom Weapons, also known as Custom TF2 Weapons or CTF2W, is a SourceMod server plugin which adds community-made weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. There is no loadout viewer nor a drop system, all weapons are immediately available to the player. Additionally, the mod has made changes to existing official weapons with the intention of creating more balanced and fun weapons.
Contents
Official server list
Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
List of changes to official weapons
General changes
These changes are in effect on every official Custom Weapons servers:
- Random critical hits are turned off.
- Fixed bullet spread is enabled.
- Consistent fall damage is enabled.
- Removed the 10 second teammate outlines after respawning.
- Health packs no longer remove the bleed effect.
- Added "While on fire: -33% health received from all healing sources" to all fire sources
Speed changes
Speed Boosts - Number Changes | |||
---|---|---|---|
Class | Original Speed (HU/s) | NEW Boosted Speed (HU/s) | OLD Boosted Speed (HU/s) |
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%) |
Scout changes
Scout - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
Added "When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect" |
When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect
+100% damage bonus |
Primary |
Removed "25% faster reload time"
|
On hit any weapon: Builds Hype |
Primary |
Decreased boost lost on hit from 4% to 1%
Removed "Boost decreased on air jumps" |
On hit any weapon: Builds Boost that increases your move speed on wearer |
Primary |
Removed "Mini-crits targets when fired at their back from close range"
Added "Shots penetrate all enemies" |
On kill: Decreased weapon attack noise |
Secondary |
Decreased the self Marked-for-Death duration from 5 seconds to 3 seconds |
While under the effects, all damage dealt is Mini-Crits for 8 seconds |
Increased extinguishing teammate cooldown bonus from 20% to 25% |
Players heal 35% of the damage done to an enemy covered with milk | |
Secondary |
Added "Wearer never takes falling damage while active" |
When weapon is active:
|
Secondary |
Removed "When weapon is active" |
35% of damage done is returned as health |
Secondary |
Added "100% Mini-Crits vs players below 33% health" |
On hit: Bleed for 5 seconds |
Melee |
Added "+20% faster firing speed"
|
+20% faster firing speed |
Melee |
Decreased max health penalty from -15 to -10 |
Alt-fire: Launches a ball that slows a target down by 30% |
Melee |
Removed "On kill: A small health pack is dropped"
Added "On enemy hit: Gift yourself with health and ammo"
Added "50% slower firing speed" |
+75% melee range |
Melee |
Added "This weapon has bonus melee range, but slower deploy and holster time" |
On hit: Bleed for 5 seconds |
Melee |
Increased direct damage penalty from -25% to -35%
Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target" |
On hit: Transfers "Spontaneous Combustion" afterburn to the target |
Melee |
Removed "Crits whenever it would normally mini-crit" |
On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits |
Melee |
Removed "Grants Triple Jump while deployed"
-Added "On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump."
|
On hit with this weapon: Slams airborne targets into the ground |
Soldier changes
Soldier - Class Changes | |
---|---|
Changes | Full New Stats |
NO CHANGES |
NO CHANGES |
Soldier - Banner Changes | |
---|---|
Changes | |
-Added "When you active your banner, your Primary's clip is automatically fully reloaded" |
Soldier - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
-Removed "+25% damage bonus" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
-Updated the "On hit: Gain HP per attack" with a more accurate system |
On splash hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack. On direct hit: Recover 0.25 HP per 0.56 damage dealt. |
Primary |
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded" |
On kill with any weapon: All equipped weapons are automatically fully reloaded |
Primary |
-Decreased damage penalty from -25% to -20% |
Increased push force against enemy players and the user |
Primary |
NO CHANGES |
Does not require ammo |
Primary |
-Removed "+3 degrees random projectile deviation" |
Hold FIRE to load up to 3 rockets |
Primary |
-Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon" |
-15% blast damage to self from this weapon |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
On wearer: +15% faster firing speed for all weapons |
Secondary |
NO CHANGES |
-60% blast damage from explosive jumps |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
+30 max health on wearer |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
Up to +8 health regenerated per second on wearer |
Secondary |
-Increased stomping damage (aka the Goomba) multiplier from x3 to x3.5 |
-75% reduction in push force taken from damage, airblasts, and knockback effects |
Secondary |
-Removed hidden clip size penalty |
Does not require ammo |
-Added "Weapon knockback increases as the user becomes injured" |
Weapon knockback increases as the user becomes injured | |
Melee |
-Removed "-90% less healing from Medic sources" |
Damage increases as the user becomes injured |
Melee |
-Flipped the speed boost duration for the user and ally |
+75% melee range |
Melee |
NO CHANGES |
Deals crits while the wielder is explosive jumping |
Melee |
-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health" |
When weapon is active:
|
Pyro changes
Pyro - Class Changes | |
---|---|
Changes | Full New Stats |
{{{Pro}}} Added "(Ability) Pyrotechnics"
Added "+10% faster firing speed" to all Flare Guns Afterburn damage will now count towards any lifesteal Removed direct flame damage reducing Medi Gun healing and shield resists Players will now regain air control immediately after being airblasted by a Flamethrower |
(Ability) Pyrotechnics |
Pyro - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries |
Extinguishing teammates restores 20 health |
Primary |
-Decreased airblast cost from +150% to +100% |
+100% direct & afterburn damage bonus from behind |
Primary |
-Removed "+25% airblast cost" |
This weapon deploys 60% faster and holsters 30% faster |
Primary |
-Added "+25 max health on wearer" |
+25 max health on wearer |
Primary |
-Increased hidden Primary ammo penalty from -80% to -85% |
Extinguishing teammates restores additional +10 health |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additional changes in "Pyro - Class Changes" tab |
100% critical hit vs burning players |
Secondary |
-Decreased damage penalty from 25% to 15% |
100% mini-crits vs burning players |
Secondary |
-Removed "+50% projectile speed" |
Does not require ammo |
Secondary |
-Removed "100% mini-crits vs burning players" |
+10% faster firing speed |
Secondary |
-Removed "Push enemies back when you land with the force and radius based on your velocity" |
Wearer never takes falling damage |
Secondary |
-Changed the afterburn to be based on 4% of the enemys max health instead of normal afterburn damage |
Gas meter builds with any damage done |
-Added "+50% max Primary ammo on wearer |
+50% max Primary ammo on wearer | |
Melee |
-Removed "Killing blows on burning players grants a speed boost" |
100% Mini-Crits vs burning players |
Melee |
-Increased bonus damage vs buildings from +100% to +150% |
While active: Gain immunity to push force taken from damage |
Melee |
-Removed "+25 health restored on kill" |
Killing blows on burning players grants a speed boost |
Melee |
-Removed "+25% damage bonus" |
On kill with any weapon: +20 health restored. Assist-kills grant +10 health. |
-Removed "On hit: Target is engulfed in flames"
|
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 | |
Melee |
NO CHANGES |
All players connected via Medi Gun beams are hit |
Melee |
-Removed "Damage removes Sappers" |
Grants user the ability to breath underwater while active |
Melee |
-Increased direct damage penalty from -15% to -43% |
Slap system:
+150% afterburn damage bonus |
Demoman changes
Demoman - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Spawns a Dynamite Pack on Death" |
(Ability) Spawns a Dynamite Pack on Death |
Demoman - Grenade Launcher Changes |
---|
-Added "Grenades do not randomly spin when fired" |
Demoman - Stickybomb Launcher Changes |
---|
-Reworked damage rampup and damage dealt |
Demoman - Shield Changes |
---|
-Added "While charging: Grants immunity to all debuffs" |
Demoman - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Demoman - Grenade Launcher Changes" tab |
|
Primary |
-Removed "+20% damage vs buildings" |
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy |
|
-Removed the "shield required" for the "+10% faster move speed on wearer" bonus |
+10% move speed on wearer |
Primary |
-Removed "+20% projectile speed" |
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key. |
Primary |
-Added "Grenades detonate other nearby grenades that are yours" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secondary |
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab |
|
Secondary |
-Decreased firing speed bonus from +25% to +15% |
Detonates stickybombs near the crosshair and directly under your feet |
Secondary |
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded" |
On kill with any weapon: All equipped weapons are automatically fully reloaded |
Secondary |
-Increased charge rate bonus from +70% to instant |
Able to destroy enemy stickybombs |
Secondary |
-Added "+20% bullet damage resistance on wearer" |
+50% fire damage resistance on wearer |
Secondary |
-Removed "+70% increase in charge impact damage" |
+25% fire damage resistance on wearer |
Secondary |
-Removed "+15% fire damage resistance on wearer" |
Gain a 1 second speed boost anytime you take damage |
-Added "-40% blast damage taken from explosive jumps while active" |
-40% blast damage taken from explosive jumps while active | |
Melee |
-Removed "Every head taken raises shield impact damage" |
On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer |
Melee |
-Removed "+20% damage bonus" |
On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%. |
Melee |
-Increased charge time bonus from +0.5 seconds to +0.75 seconds |
When weapon is active:
|
Melee |
-Fixed not being able to mini-crit boost with a Demoman shield charge |
Causes a special explosion when you hit an enemy or surface |
Melee |
-Removed "-80% max Secondary ammo on wearer" |
Melee hits refill 20% of your charge meter |
Heavy changes
Heavy - Class Changes | |
---|---|
Changes | Full New Stats |
-Increased base move speed from 230 Hu to 240 Hu |
(Ability) Heavyweight |
Heavy - Minigun Changes |
---|
-Increased move speed while deployed from -53% to -50% |
Heavy - Edible Changes |
---|
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%" |
Heavy - Shotgun Changes | |
---|---|
Weapon | Changes |
NO CHANGES |
Heavy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Heavy Minigun Changes" tab |
|
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: The user and nearby teammates gain damage resistance |
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
Bullets penetrate all enemies |
Primary |
-Increased firing speed penalty from -20% to -25% |
+20% faster spin up time |
Primary |
NO CHANGES |
Creates a ring of flames while spun up |
Secondary |
-See additional changes in "Heavy - Shotgun Changes" tab |
|
Secondary |
-See additional changes in "Heavy - Edible Changes" tab |
On consumption: Heal up to 300 health |
Secondary |
-Removed "Adds +50 max health for 30 seconds" |
On consumption: For the next 20 seconds, 10% of all damage dealt is returned as health and 10 health per second healing for the duration |
Secondary |
-Removed "+25% damage taken & mini-crits dealt" while under the effects |
On consumption: User gains a +25% move speed and full reduction in push force taken from damage |
Secondary |
-Removed "+15% faster firing speed" |
+33% clip size |
Secondary |
NO CHANGES |
+50% increase in charge recharge rate |
-Added "+25% max Primary ammo on wearer" |
+25% max Primary ammo on wearer | |
Melee |
-Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons" |
On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits. |
-Removed "This weapon holsters 50% slower" |
+33% faster move speed while active | |
Melee |
-Removed "+30% damage bonus" |
+20% faster firing speed |
Melee |
-Removed "-40% damage from ranged sources while active" |
When weapon is active:
|
Melee |
-Removed "+40% faster firing speed" |
When weapon is active:
|
Melee |
-Added "When weapon is active: User is able to pick up their own edible for 60 health" |
When weapon is active: User is able to pick up their own edible for 60 health |
Engineer changes
Engineer - Class Changes | |
---|---|
Changes | Full New Stats |
NO CHANGES |
NO CHANGES |
Engineer - PDA - Dispensers | ||
---|---|---|
Weapon | Changes | |
Dispenser |
-Increased range by +50% |
Engineer - PDA - Teleporters | ||
---|---|---|
Weapon | Changes | |
Teleporter |
-Decreased metal cost when constructing and/or upgrading Teleporters by 20% |
Engineer - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
NO CHANGES |
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed |
Primary |
-Increased bonus damage to your Sentry Gun's target from 10% to 20% |
On hit: Damage dealt is returned as ammo |
Primary |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Primary |
NO CHANGES |
Fires a special bolt that can repair friendly buildings |
Secondary |
-Decreased shield resistance from 66% to 33% for Sentry Guns |
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming |
Secondary |
NO CHANGES |
ALT-FIRE: Launches a projectile-consuming energy ball, but costs 65 metal per attack |
Melee |
NO CHANGES |
NO CHANGES |
Melee |
-Increased the punch combo timer from 0.8s to 1.5 seconds |
Third successful punch in a row always crits |
Melee |
-Removed "20% fire damage vulnerability on wearer" |
+150% Dispenser range |
Melee |
-Increased construction hit bonus from +30% to +100% |
Construction hit speed boost increased by 100% |
Melee |
-Removed "-50% metal cost when constructing or upgrading Teleporters" |
Press RELOAD to choose to teleport to spawn or your exit teleporter |
Medic changes
Medic - Class Changes | |
---|---|
Changes | Full New Stats |
3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds) |
(Ability) Health regeneration |
Medic - Primary Changes | |
---|---|
Weapon | Changes |
-Added "This weapon will reload automatically when not active" |
Medic - Secondary Changes | |
---|---|
Changes | Full New Stats |
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence" |
Match the speed of any faster heal target |
Medic - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Added "On hit: 1% UberCharge added" |
On hit: 1% UberCharge added |
Primary |
-Changed the "+3 health on hit" to overheal the user |
On hit: +3 health restored that can overheal the user |
Primary |
-Increased Primary ammo penalty from -75% to -80% |
Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates. |
Primary |
-Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%" |
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10% |
Secondary |
-See additional changes in "Medic - Secondary Changes" tab |
UberCharge: Grants Patient and the user invulnerability |
Secondary |
-Increased healing during the taunt from 11 HP to 30 HP |
While healing: Your Patient receives any positive buff that is currently affecting you |
Secondary |
-Added "+200% increased air control while explosive jumping" |
While healing: User mirrors blast jumps and shield charges. |
Secondary |
-Decreased UberCharge rate from +67% to +10% |
Press RELOAD to cycle through resist types |
-Added "33% faster global weapon switch on wearer" |
33% faster global weapon switch on wearer | |
Melee |
-Decreased UberCharge added on hit from 25% to 20% |
On Hit: 20% UberCharge added |
Melee |
-Removed "Collect the organs of people you hit" |
+20% health from packs on wearer |
Melee |
-Removed "Up to +3 health regenerated per second while active" |
When weapon is active:
|
Melee |
-Increased slower firing speed from 10% to 20% |
Allows you to see enemy health |
Sniper changes
Sniper - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Precision Elimination" |
(Ability) Precision Elimination |
Sniper - Rifle Changes | |
---|---|
Changes | New Damage Numbers |
-Removed the hidden cap that limits charging time |
VS Players |
Sniper - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Sniper - Rifle Changes" tab |
|
Primary |
-Decreased minimal projectile speed (uncharged) from 1812.1 Hu to 1500 Hu |
The longer you aim, the more damage and faster the arrow travels |
Primary |
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second" |
+25% charge rate |
Primary |
-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% |
Primary |
-Removed "On full charge: +15% damage per shot" |
On kill: 20% of all of the overkill damage will be added to your next shot |
Primary |
-Removed "+25% faster charge while in Focus" stat |
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears |
Primary |
-Removed "No headshots when not fully charged" |
Charge and fire shots independent of zoom |
Secondary |
-See additional changes in "Sniper - Class Changes" tab |
40% more accurate |
Secondary |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secondary |
-Added "+6.666% faster move speed on wearer" |
+6.666% faster move speed on wearer |
Secondary |
-Added "50% reduction in push force taken from damage and airblasts" |
50% reduction in push force taken from damage and airblasts |
Secondary |
-Moved "No flinching when aiming and fully charged" to the Sniper class |
15% of any Primary damage done is returned as health |
Secondary |
-Removed "Dealing damage with this weapon fills a charge meter. ALT-FIRE when charged to gain mini-crits for all weapons for 8 seconds." |
On kill with any weapon: Gain 34% CRIKEY meter. Assist-kills grant 17% meter.
40% more accurate |
-Added "Better wall climbing when compared to other Melee weapons" |
Better wall climbing when compared to other Melee weapons | |
Melee |
-Added "On hit: Gain a 1 second speed boost" |
On hit: Bleed for 6 seconds |
Melee |
-Removed "When weapon is active" |
Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon |
Melee |
-Removed "+25% increase in damage when health <50% of max" |
+50% melee range |
Spy changes
Spy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Uncloak & Dagger" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
Spy - Knives Changes/Additions |
---|
NO CHANGES |
Spy - Sapper Changes/Additions | |
---|---|
NO CHANGES |
Spy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-Increased fire rate penalty from -20% to -100% |
Crits on headshot |
Secondary |
NO CHANGES |
+40% cloak duration |
Secondary |
-Removed "+20% damage bonus while disguised" |
Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill |
Secondary |
-Changed to guaranteed Mini-Crits instead of Crits |
Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill |
Melee |
-See additional changes in "Spy - Knives Changes/Additions" tab |
|
Melee |
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class |
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed |
Melee |
-Added "On backstab kill: Removes all negative debuffs on user" |
On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user |
Melee |
-Removed "+30% cloak on kill" |
On kill with any weapon: Gain a 4 second speed boost. Assist-kills grant 2 seconds. |
Melee |
-Decreased recharge from 15 seconds to 10 seconds |
On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds |
Primary PDA |
NO CHANGES |
NO CHANGES |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
Cloak Type: Motion Sensitive |
Secondary PDA |
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used" |
Cloak Type: Feign Death |
Building |
-Added "Allowed in Medieval mode" |
Disables and slowly destroys enemy buildings |
Building |
-Added "Allowed in Medieval mode" |
Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed |
Multi-class weapon changes
Multi-Class - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
-Increased deploy bonus to from +20% to +30% |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Melee |
-Removed "10% bullet damage vulnerability on wearer" |
When weapon is active & while doing the objective:
|
Melee |
-Now it will show the amount of health restored, just like other heal restoring effects/weapons |
On kill: Restore 50% of base health. Assist-kills restore 25% health. |
Primary |
(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage" |
Press 'JUMP' key to deploy a Parachute to slow your descent while in the air |
Primary |
-Decreased deploy speed bonus from +50% to +33% |
+50% bullets per shot |
Custom weapons
The following "new" weapons are available on the official Custom Weapons servers.
Custom Scout weapons
Scout - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On kill: Gain a shield that blocks 20% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack | |
100px Primary |
Successfully using a rechargeable weapon will automatically reload up to 4 shots for this weapon (Except when using the "Tiki Tonic" drink) | |
100px Primary |
N/A |
Mini-crits on headshot |
100px Primary |
Movement charges the POWER meter. Moving faster or slower affects how fast/slow the meter charges. | |
100px Secondary |
+100% damage vs players that have more than 95% health | |
100px Secondary |
On kill with any weapon: Refills 2 Shurikens. Assist-kills refill 1 Shuriken. | |
100px Secondary |
On use: User is decreased in size or is returned to normal size | |
100px Melee |
100% critical hits from behind | |
100px Melee |
CURRENTLY NO PUBLIC LINK |
When weapon is active:
|
100px Melee |
While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 5 seconds (5 stacks) |
Custom Soldier weapons
Soldier - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
ALT-FIRE: Toggles between HOMING and MANUAL | |
100px Primary |
SPECIAL-ATTACK: Detonate rocket | |
+15% movement speed on wearer
When a Shotgun or the Bison is equipped:
When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:
| ||
100px Secondary |
Wearer performs an earthquake after landing an explosive jump |
Custom Pyro weapons
Pyro - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Secondary |
+30% damage bonus vs burning players
+115% damage bonus | |
100px Secondary |
On hit vs players: Near instant reload
No "+10% faster firing speed" bonus | |
Secondary |
Shoots 3 extra flares in a horizontal line
+10% faster firing speed | |
100px Secondary |
+20% switch speed to your Melee from this weapon | |
100px Melee |
+20% switch speed to your Secondary from this weapon | |
100px Melee |
On hit burning enemy: Generate +50% souls | |
100px Melee |
On hit: Freezes target for 6 seconds | |
100px Melee |
Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters | |
100px Melee |
When weapon is active:
|
Custom Demoman weapons
Demoman - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage are increased. | |
100px Primary |
SPECIAL-ATTACK: Toggles between PRECISION and AOE | |
100px Primary |
When a shield is equipped: | |
100px Primary |
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) | |
100px Secondary |
Up to +100% bonus explosion radius based on charge | |
100px Secondary |
When a stickybomb explodes or is destroyed, it will spawn 3 low damaging grenades (This can be triggered when you place a 4th new stickybomb) | |
100px Secondary |
While charging: User can't be damaged or seen (by enemy players and Sentry Guns) | |
100px Secondary |
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
Once the charge meter is 60% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained | |
100px Secondary |
Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy | |
100px Melee |
On kill: +2 stacks. Assist-kills grant +1 stack. | |
100px Melee |
On kill: Gain a bumper car and 75% damage resistance for 10 seconds |
Custom Heavy weapons
Heavy - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grant 2 seconds. | |
100px Primary |
On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grant 4 seconds. | |
100px Primary |
While spun up: Gain 30% resistance, a speed boost, and +60% move speed while aiming | |
100px Secondary |
This weapon deploys 30% faster and holsters 15% faster | |
100px Secondary |
On kill: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
35% of damage dealt is returned as health | |
100px Melee |
On hit: Apply fast horizontal knockback and disables air strafe control until the target hits a wall, touches the ground, or after 3 seconds, plus Scouts can't double jump | |
100px Melee |
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
| |
100px Melee |
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
| |
100px Melee |
Damage equals to 40% of target's current health up to 90 damage |
Custom Engineer weapons
Engineer - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
When weapon is active:
| |
100px Secondary |
Press and hold PRIMARY-FIRE: While looking at health and ammo packs, the packs will attract towards you within 900 Hu that will stay in place for 15 seconds | |
100px Secondary |
On third hit without missing: Guaranteed critical bullets
+1000% bullets per shot | |
Secondary |
On hit: Gain metal back based on damage by 50% | |
100px Secondary |
While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip | |
100px Melee |
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 |
Custom Medic weapons
Medic - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On hit: Increases Secondary healing rate by +20% (Up to +60%) | |
100px Primary |
On hit enemy: Decreases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds | |
100px Primary |
Fires special bolts that applies knockback. Gain more knockback for each 25% of UberCharge you have. | |
100px Primary |
On hit: +3% UberCharge added | |
100px Primary |
Any nearby teammates (200 Hu) are healed for 50 health (user gains 25 HP) and any negative debuffs are removed | |
100px Secondary |
Overheal doesn't decay for your Patients | |
100px Secondary |
While healing: Every 4 seconds a small health pack will spawn at your feet | |
100px Melee |
Assists with your Secondary grants crits for this weapon (up to 35) | |
100px Melee |
On hit teammate: Boost their firing rate and reload time by 15% for 6 seconds |
Custom Sniper weapons
Sniper - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
Applies knockback to the target and increases based on charge. Knockback increases on headshot. | |
100px Primary |
Gain 100% charge rate while directly looking at an enemy player | |
100px Primary |
Headshots or fully charged shots cause an explosion of bleed (292 Hu) with the duration based on charge between 5-15 seconds | |
100px Secondary |
Anytime you take more than 30 damage from a single attack, Jarate all nearby enemies (219 Hu) for 2.5 seconds | |
100px Secondary |
On hit: Gain a 1 second speed boost
40% more accurate | |
100px Secondary |
+100% clip size and +50% reserve ammo
40% less accurate | |
100px Secondary |
Deals 15% of the victim's max health on impact, and an additional 15% of it as bleed over 5 seconds | |
100px Melee |
On kill: Gain +50% charge for your Primary. Assist-kills grant +25% charge. | |
100px Melee |
Any overheal does not decay while active |
Custom Spy weapons
Spy - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Secondary |
On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears | |
100px Melee |
On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds | |
100px Melee |
Instantly activates cloak after a backstab | |
100px PDA 1 |
On sap: Highlights the owner of the building for the user for the next 10 seconds | |
100px PDA 1 |
After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion (292 Hu) deals 150 damage to nearby enemy players and buildings. | |
100px PDA 1 |
After 8 seconds after placement, the Sapper reprograms the enemy building to join your team
Reprogrammed buildings will self-destruct after 12 seconds | |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
Cloak Type: Jump |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
After uncloaking, this watch causes a cloudy explosion (292 Hu) to deal damage to nearby enemies (90 Damage Maximum, 45 Damage Minimum) and to yourself (half as much), but doesn't trigger if the meter is above 50% meter. The explosion's damage increases the lower the cloak meter is. The explosion can't be used again until the cloak meter is fully recharged. |
Custom multi-class weapons
Multi-class - Custom weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px (Secondary) Soldier and Pyro |
On kill with this weapon: Increases clip size by +1 (up to 4)
+115% damage bonus | |
100px (Primary) Engineer |
Deals more damage the more ammo you have in the clip (up to +25%) | |
100px (Primary) Engineer |
Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed |
Current team members
Chdata - Main Plugin Developer
Crafting - Community Owner, Server Owner, YouTube, Steam Group, Weapon Demonstrator, and wiki editor/contributor
Sophie - Community Lead, Server Manager, Youtube, and Steam Group
Porygon - Developer
Agent Silver - Developer
Lucky Luigi - Developer
Former team members
Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Coding Developer & Main Plugin Developer
Shadow Mario - Developer
Deathreus - Developer
Naleksuh - Developer
CHAWLZ - Developer
404UNF - Developer
Pikachu - Developer
Orion - Developer
The655 - Developer
Nergal - Developer
Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears on your screen, and other players can somewhat still see your cosmetics. Unusual effects don't disappear from your view.
- If the user equips a custom weapon that has a meter (like a banner, edible, or throwable), the meter will not show up unless the user has an official weapon of the same type equipped in their loadout screen.
External links
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