Difference between revisions of "User:TarlukLegion/Tarluk's TF2 Weapon Overhaul Collection"
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− | * Random critical hits are now disabled by default. | + | * Random critical hits, bullet spread, and fall damage spread are now disabled by default. |
** Any weapons which currently have "No random critical hits" will still have it as a hidden stat for servers which choose to manually enable random crits. | ** Any weapons which currently have "No random critical hits" will still have it as a hidden stat for servers which choose to manually enable random crits. | ||
− | * | + | * Melee attacks now prioritize damaging enemies over teammates |
− | * | + | * Speed boosts are rescaled to always boost movement speed by 30% regardless of class |
− | * | + | * On-Kill effects trigger whenever the enemy is "finished off" |
− | * Teammate | + | * |
+ | * Teammate outlines no longer reveal disguised Spies and last for 7.5 seconds rather than 10 seconds. | ||
* Interpolation effects are only active on servers with "sv_cheats 1" enabled | * Interpolation effects are only active on servers with "sv_cheats 1" enabled | ||
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| align="left" | | | align="left" | | ||
* {{c|-|Changed:}} Base shotgun ammo decreased from 32 to 24 | * {{c|-|Changed:}} Base shotgun ammo decreased from 32 to 24 | ||
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| {{c|=|Info:}} Added a basic description<br> | | {{c|=|Info:}} Added a basic description<br> | ||
| Fires a close-range blast of 10 bullets. | | Fires a close-range blast of 10 bullets. | ||
− | | | + | | |
|- | |- | ||
| {{Table icon|Panic Attack}} | | {{Table icon|Panic Attack}} | ||
− | | {{c|+| | + | | {{c|+|Changed:}} Attack interval changed from 0.625 seconds to 0.5 seconds<br>{{c|+|Removed:}} -20% damage penalty<br>{{c|-|Added:}} Cannot stop firing until clip is empty<br>{{c|-|Added:}} -34% clip size<br>{{c|-|Changed:}} Reduced deploy speed bonus from 50% to 30%<br>{{c|-|Removed:}} +50% bullets per shot<br>{{c|=|Added:}} Now reloads the entire clip at once (within 1.25 seconds)<br>{{c|=|Changed:}} Now fires a wide 5x2 rectangular pattern<br>{{c|=|Info:}} After you start firing, you cannot switch weapons until the clip is empty |
− | | {{buff| | + | | {{buff|25% faster attack speed}}<br>{{buff|30% faster deploy speed}}<br>{{nerf|Cannot stop firing until clip is empty}}<br>{{nerf|Successive shots become less accurate}}<br>Fires in a wide, narrow shot pattern.<br>This weapon holds a 4-shot drum and reloads the entire drum at once. |
|- | |- | ||
| {{Table icon|B.A.S.E. Jumper}} | | {{Table icon|B.A.S.E. Jumper}} | ||
− | | {{c| | + | | {{c|=|Removed:}} Can no longer be equipped by the Demoman<br>{{c|+|Added:}} -50% less damage fall off on primary weapon<br>{{c|+|Changed:}} Parachutes can be redeployed again in mid air when the meter is full<br>{{c|-|Added:}} -50% less damage fall off from all damage sources<br>{{c|-|Changed:}} Parachutes now have a 3.5 second cooldown between deployments<br>{{c|=|Added:}} The wearer stops descending if they are affected by afterburn while the parachute is deployed<br>{{c|=|Info:}} For most weapons, minimum damage fall off is increased from 52.8% to 79.2%<br> |
− | | {{buff|-50% | + | | Press 'JUMP' key while airborne to deploy a parachute.<br>While parachute is active:<br>{{buff|-65% slower falling speed}}<br>{{buff|-50% reduced damage falloff on primary}}<br>{{nerf|-50% reduced damage falloff for incoming damage}}<br>{{nerf|-50% reduced air control}}<br>Afterburn creates an updraft that completely stops you from falling<br> |
|- | |- | ||
| {{Table icon|Pain Train}} | | {{Table icon|Pain Train}} | ||
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| {{Table icon|Half-Zatoichi}} | | {{Table icon|Half-Zatoichi}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Scattergun}} | | {{Table icon|Scattergun}} | ||
| {{c|=|Info:}} Added a basic description<br> | | {{c|=|Info:}} Added a basic description<br> | ||
| Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range. | | Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range. | ||
+ | | | ||
|- | |- | ||
| {{Table icon|Force-A-Nature}} | | {{Table icon|Force-A-Nature}} | ||
− | | {{c|-| | + | | {{c|=|Info:}} Firing speed is displayed based on how much it actually fires faster by rather than how much the attack interval is reduced by; for instance, the Force-a-Nature currently says it fires 50% faster but in reality fires twice as fast as the Scattergun<br>{{c|+|Added:}} Hits that deal at least 30 damage grant a temporary 20% accuracy bonus that lasts for 1 second<br>{{c|+|Changed:}} Reload time reduced from 1.43 seconds to 1.25 seconds (equivalent to 15% faster reload speed)<br>{{c|+|Removed:}} -10% damage penalty<br>{{c|-|Removed:}} +20% bullets per shot<br>{{c|-|Removed:}} Knockback no longer reduces the target's air control<br> |
− | + | | <br>{{buff|100% faster firing speed}}<br>{{buff|Applies knockback to both the target and shooter}}<br>{{buff|On Close Hit: Your next shot is 20% more accurate for 1 second}}<br>This weapon holds a 2-shot clip and reloads the entire clip at once. | |
|- | |- | ||
| {{Table icon|Shortstop}} | | {{Table icon|Shortstop}} | ||
| {{c|+|Changed:}} Reload time reduced from 1.5 seconds to 1.25 seconds<br>{{c|+|Removed:}} Increase in push force taken from damage and airblast<br>{{c|-|Removed:}} Alt-Fire to reach and shove someone!<br> | | {{c|+|Changed:}} Reload time reduced from 1.5 seconds to 1.25 seconds<br>{{c|+|Removed:}} Increase in push force taken from damage and airblast<br>{{c|-|Removed:}} Alt-Fire to reach and shove someone!<br> | ||
− | | {{buff| | + | | {{buff|66% faster firing speed}}<br>{{buff|+40% more accurate}}<br>{{buff|+100% damage bonus}}<br>{{nerf|-60% bullets per shot}}<br>{{nerf|-33% maximum damage ramp-up}}<br>This weapon holds a 4-shot clip and reloads the entire clip at once. |
|- | |- | ||
| {{Table icon|Soda Popper}} | | {{Table icon|Soda Popper}} | ||
− | | {{c| | + | | {{c|+|Added:}} Hits that deal at least 30 damage refresh your double jump<br>{{c|-|Changed:}} Reload time increased from 1.13 seconds to 1.25 seconds (equivalent to 12.5% faster reload speed<br>{{c|-|Changed:}} Attack interval increased from 0.3125 seconds to 0.4125 seconds (fires 50% faster than stock rather than 100% faster)<br>{{c|-|Removed:}} On Hit: Builds Hype<br> |
− | | | + | | <br>{{buff|50% faster firing speed}}<br>{{buff|On Close Hit: Refresh your double jump}}<br>This weapon holds a 2-shot clip and reloads the entire clip at once. |
|- | |- | ||
| {{Table icon|Baby Face's Blaster}} | | {{Table icon|Baby Face's Blaster}} | ||
− | | {{c|+|Added:}} Allows the Scout to bunnyhop<br>{{c|+|Added:}} +50% fall damage resistance on wearer<br>{{c|-|Added:}} Cannot double jump<br>{{c|-|Changed:}} Move speed decreased from -10% to -15%<br>{{c|-|Removed:}} On Hit: Builds Boost<br>{{c|=|Info:}} Holding the jump key automatically bunnyhops, similar to bunnyhopping in Open Fortress<br>{{c|=|Info:}} Momentum from bunnyhopping is capped at | + | | {{c|+|Added:}} Allows the Scout to bunnyhop<br>{{c|+|Added:}} +50% fall damage resistance on wearer<br>{{c|-|Added:}} Cannot double jump<br>{{c|-|Changed:}} Move speed decreased from -10% to -15%<br>{{c|-|Removed:}} On Hit: Builds Boost<br>{{c|=|Info:}} Holding the jump key automatically bunnyhops, similar to bunnyhopping in Open Fortress<br>{{c|=|Info:}} Momentum from bunnyhopping is capped at 16 HU/s, or 170% move speed<br> |
− | | {{buff| | + | | {{buff|Hold 'JUMP' to bunnyhop at up to 40% faster movement speed}}<br>{{buff|+50% fall damage resistance on wearer}}<br>{{nerf|-34% clip size}}<br>{{nerf|-10% slower move speed on wearer}}<br>{{nerf|Cannot double jump}}<br> |
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|} | |} | ||
{| class="wikitable grid collapsible " width="100%" | {| class="wikitable grid collapsible " width="100%" | ||
! colspan="2" class="header" | Scout - Pistol Changes | ! colspan="2" class="header" | Scout - Pistol Changes | ||
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|- | |- | ||
|} | |} | ||
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
− | | {{Table icon| | + | | {{Table icon|Pistol}} |
− | | < | + | | {{c|+|Changed:}} Bullet spread reduced from 0.04 to 0.025 (37.5% more accurate)<br>{{c|-|Changed:}} Reserve ammo increased from 36 to 48<br>{{c|-|Changed:}} Attack interval raised from 0.15 seconds to 0.165 seconds (from 6.66 shots per second to 6 shots per second)<br>{{c|-|Changed:}} Reload time increased from 1.1 seconds to 1.25 seconds<br> |
| <Work in Progress> | | <Work in Progress> | ||
|- | |- | ||
| {{Table icon|Pretty Boy's Pocket Pistol}} | | {{Table icon|Pretty Boy's Pocket Pistol}} | ||
− | | {{c| | + | | {{c|=|Info:}} Fire rate and bullet spread remain at their current values of 0.135 seconds and 0.04 respectively<br> |
− | | {{buff|+25% faster firing speed}}<br> | + | | {{buff|+25% faster firing speed}}<br> |
|- | |- | ||
| {{Table icon|Bonk! Atomic Punch}} | | {{Table icon|Bonk! Atomic Punch}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Crit-a-Cola}} | | {{Table icon|Crit-a-Cola}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Mad Milk}} | | {{Table icon|Mad Milk}} | ||
| {{c|+|Changed:}} Increased the meter recharge from extinguishing teammates from 20% to 50%<br>{{c|=|Changed:}} Jar meter builds with kills and assists achieved against non-milked targets (50% for kills and 25% for assists) instead of over time<br>{{c|-|Changed:}} Milk meter starts empty and cannot be refilled with Resupply<br>{{c|-|Changed:}} Healing reduced from 60% to 50%<br>{{c|-|Changed:}} Duration reduced from 10 seconds to 7 seconds<br> | | {{c|+|Changed:}} Increased the meter recharge from extinguishing teammates from 20% to 50%<br>{{c|=|Changed:}} Jar meter builds with kills and assists achieved against non-milked targets (50% for kills and 25% for assists) instead of over time<br>{{c|-|Changed:}} Milk meter starts empty and cannot be refilled with Resupply<br>{{c|-|Changed:}} Healing reduced from 60% to 50%<br>{{c|-|Changed:}} Duration reduced from 10 seconds to 7 seconds<br> | ||
− | | Throw to cover enemies in milk for 7 seconds or extinguish teammates.<br>Players heal 50% of the damage done to enemies covered in milk.<br><br> | + | | Throw to cover enemies in milk for 7 seconds or extinguish teammates.<br>Players heal 50% of the damage done to enemies covered in milk.<br><br>Milk charges over 60 seconds and by scoring kills or assists against players not covered in milk. Extinguishing teammates will refund 50% charge. |
|- | |- | ||
| {{Table icon|Flying Guillotine}} | | {{Table icon|Flying Guillotine}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Bat}} | | {{Table icon|Bat}} | ||
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| {{Table icon|Atomizer}} | | {{Table icon|Atomizer}} | ||
| {{c|+|Changed:}} Triple jumps are now passive instead of only while active<br>{{c|+|Removed:}} -15% damage vs players<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} Air jumps costs 10 health<br>{{c|-|Added:}} -30% slower firing speed<br> | | {{c|+|Changed:}} Triple jumps are now passive instead of only while active<br>{{c|+|Removed:}} -15% damage vs players<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} Air jumps costs 10 health<br>{{c|-|Added:}} -30% slower firing speed<br> | ||
− | | {{buff| | + | | {{buff|+1 air jump on wearer}}<br>{{buff|Melee attacks mini-crit while airborne}}<br>{{nerf|Air jumps each cost 10 health}}<br>{{nerf|-30% slower firing speed}}<br> |
|- | |- | ||
| {{Table icon|Boston Basher}} | | {{Table icon|Boston Basher}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Candy Cane}} | | {{Table icon|Candy Cane}} | ||
| {{c|+|Removed:}} 25% explosive damage vulnerability on wearer<br>{{c|-|Added:}} 100% longer debuff duration on wearer<br>{{c|-|Added:}} Jingle all the way...<br>{{c|=|Info:}} In other words, moving causes the wearer to make an audible jingle noise<br> | | {{c|+|Removed:}} 25% explosive damage vulnerability on wearer<br>{{c|-|Added:}} 100% longer debuff duration on wearer<br>{{c|-|Added:}} Jingle all the way...<br>{{c|=|Info:}} In other words, moving causes the wearer to make an audible jingle noise<br> | ||
− | | {{buff|On Kill: A small health pack is dropped}}<br>{{nerf| | + | | {{buff|On Kill: A small health pack is dropped}}<br>{{nerf|100% longer debuff duration on wearer}}<br>{{nerf|Jingle all the way...}} |
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| {{Table icon|Wrap Assassin}} | | {{Table icon|Wrap Assassin}} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Direct Hit}} | | {{Table icon|Direct Hit}} | ||
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|- | |- | ||
| {{Table icon|Righteous Bison}} | | {{Table icon|Righteous Bison}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Shovel}} | | {{Table icon|Shovel}} | ||
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|- | |- | ||
| {{Table icon|Equalizer}} | | {{Table icon|Equalizer}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Escape Plan}} | | {{Table icon|Escape Plan}} | ||
| {{c|+|Added:}} This weapon deploys up to 50% faster as the user becomes injured<br>{{c|-|Added:}}This weapon holsters 50% slower<br>{{c|-|Added:}}Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Maximum movement speed decreased from -60% to -50%<br>{{c|-|Info:}} This only affects the speed increase when at 40 health or less<br>{{c|-|Changed:}} Healing from Medics reduced from -90% to -100%<br> | | {{c|+|Added:}} This weapon deploys up to 50% faster as the user becomes injured<br>{{c|-|Added:}}This weapon holsters 50% slower<br>{{c|-|Added:}}Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Maximum movement speed decreased from -60% to -50%<br>{{c|-|Info:}} This only affects the speed increase when at 40 health or less<br>{{c|-|Changed:}} Healing from Medics reduced from -90% to -100%<br> | ||
− | | When weapon is active:<br><br>{{buff|Move speed increases by up to 50% as the user becomes injured}}<br>{{buff|This weapon deploys up to 40% faster as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for a short period after switching weapons}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|No healing from Medics while active}}<br>{{nerf| | + | | When weapon is active:<br><br>{{buff|Move speed increases by up to 50% as the user becomes injured}}<br>{{buff|This weapon deploys up to 40% faster as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for a short period after switching weapons}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|No healing from Medics while active}}<br>{{nerf|Mini-crits whenever it would normally crit}} |
|- | |- | ||
| {{Table icon|Disciplinary Action}} | | {{Table icon|Disciplinary Action}} | ||
| {{c|+|Changed:}} Damage penalty reduced from -25% to -20%<br>{{c|-|Added:}} 50% slower deploy and holster time, similar to swords<br>{{c|-|Added:}} -20 max health penalty<br>{{c|-|Added:}} Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Range bonus reduced from +70% to +50%<br>{{c|-|Changed:}} Speed boost reduced from 26-40% depending on the class to 30% regardless of class<br> | | {{c|+|Changed:}} Damage penalty reduced from -25% to -20%<br>{{c|-|Added:}} 50% slower deploy and holster time, similar to swords<br>{{c|-|Added:}} -20 max health penalty<br>{{c|-|Added:}} Minicrits whenever it would normally crit<br>{{c|-|Changed:}} Range bonus reduced from +70% to +50%<br>{{c|-|Changed:}} Speed boost reduced from 26-40% depending on the class to 30% regardless of class<br> | ||
− | | This weapon has a large melee range and deploys and holsters slower<br><br>{{buff|On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds}}<br>{{nerf|-20 max health on wearer}}<br>{{nerf|-20% damage penalty}}<br>{{nerf| | + | | This weapon has a large melee range and deploys and holsters slower<br><br>{{buff|On Hit Teammate: Boosts both players' speed by 30% for up to 3 seconds}}<br>{{nerf|-20 max health on wearer}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|Mini-crits whenever it would normally crit}} |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Flame Thrower}} | | {{Table icon|Flame Thrower}} | ||
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|- | |- | ||
| {{Table icon|Degreaser}} | | {{Table icon|Degreaser}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Phlogistinator}} | | {{Table icon|Phlogistinator}} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Flare Gun}} | | {{Table icon|Flare Gun}} | ||
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|- | |- | ||
| {{Table icon|Detonator}} | | {{Table icon|Detonator}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Scorch Shot}} | | {{Table icon|Scorch Shot}} | ||
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|- | |- | ||
| {{Table icon|Gas Passer}} | | {{Table icon|Gas Passer}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Axtinguisher}} | | {{Table icon|Axtinguisher}} | ||
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|- | |- | ||
| {{Table icon|Homewrecker}} | | {{Table icon|Homewrecker}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Powerjack}} | | {{Table icon|Powerjack}} | ||
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|- | |- | ||
| {{Table icon|Hot Hand}} | | {{Table icon|Hot Hand}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Loch-n-Load}} | | {{Table icon|Loch-n-Load}} | ||
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|- | |- | ||
| {{Table icon|Splendid Screen}} | | {{Table icon|Splendid Screen}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Tide Turner}} | | {{Table icon|Tide Turner}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Eyelander}} | | {{Table icon|Eyelander}} | ||
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|- | |- | ||
| align="left" | | | align="left" | | ||
− | |||
* {{c|+|Added:}} Running Start: The Heavy starts with his melee deployed and has a +25% movement speed bonus until he switches weapons | * {{c|+|Added:}} Running Start: The Heavy starts with his melee deployed and has a +25% movement speed bonus until he switches weapons | ||
− | |||
|- | |- | ||
|} | |} | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Brass Beast}} | | {{Table icon|Brass Beast}} | ||
Line 524: | Line 511: | ||
|- | |- | ||
| {{Table icon|Huo-Long Heater}} | | {{Table icon|Huo-Long Heater}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
Line 540: | Line 527: | ||
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Sandvich}} | | {{Table icon|Sandvich}} | ||
| * {{c|=|Info:}} Sandvich is now the stock lunchbox item | | * {{c|=|Info:}} Sandvich is now the stock lunchbox item | ||
− | | Eat to gain up to 300 health over 4 seconds | + | | Eat to gain up to 300 health over 4 seconds.<br>Alt-Fire: Share a Sandvich with a friend! (Medium Health Kit)<br>Recharges after 30 seconds. |
|- | |- | ||
| {{Table icon|Dalokohs Bar}} | | {{Table icon|Dalokohs Bar}} | ||
− | | {{c|+|Added:}} + | + | | {{c|+|Added:}} Consumption time reduced from 4 seconds to 2 seconds (the voice line would only play the "nom nom nom" part)<br>{{c|+|Changed:}} Health gain increased from 100 to 120<br>{{c|-|Removed:}} Adds +50 max health for 30 seconds<br> |
− | | {{ | + | | Eat to gain up to 120 health over 2 seconds.<br>Alt-fire: Share chocolate with a friend. (Small Health Kit)<br>Recharges after 10 seconds. |
+ | |- | ||
+ | | {{Table icon|Second Banana}} | ||
+ | | {{c|+|Added:}} Leftover healing is now converted into overhealth<br>{{c|=|Changed:}} Alt-Fire instead grants a unique health pack which provides a flat 75 overhealth. Unlike other health packs, thrown Bananas don't remove afterburn or bleed.<br>{{c|-|Changed:}} Health gain reduced from 200 to 150<br>{{c|-|Removed:}} 66% faster recharge rate<br>{{c|=|Info:}} Overhealth will not start decaying until 5 seconds after the user has stopped eating<br> | ||
+ | | Eat to gain up to 150 health over 4 seconds. Excess health is capable of overhealing.<br>Alt-Fire: Share banana with a friend for 75 overhealth.<br>Recharges after 30 seconds. | ||
|- | |- | ||
| {{Table icon|Buffalo Steak Sandvich}} | | {{Table icon|Buffalo Steak Sandvich}} | ||
− | | | + | | <Work in Progress> |
− | + | | <Work in Progress> | |
− | | | ||
− | |||
− | |||
− | |||
|- | |- | ||
| {{Table icon|Family Business}} | | {{Table icon|Family Business}} | ||
Line 575: | Line 563: | ||
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Killing Gloves of Boxing}} | | {{Table icon|Killing Gloves of Boxing}} | ||
Line 608: | Line 597: | ||
{| class="wikitable grid collapsible " width="100%" | {| class="wikitable grid collapsible " width="100%" | ||
! colspan="2" class="header" | Engineer - Class Changes | ! colspan="2" class="header" | Engineer - Class Changes | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Widowmaker}} | | {{Table icon|Widowmaker}} | ||
Line 626: | Line 611: | ||
|- | |- | ||
| {{Table icon|Pomson 6000}} | | {{Table icon|Pomson 6000}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Pistol}} | | {{Table icon|Pistol}} | ||
Line 638: | Line 623: | ||
|- | |- | ||
| {{Table icon|Short Circuit}} | | {{Table icon|Short Circuit}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| [[File:RED_Level_3_Sentry_Gun.png|50px]] | | [[File:RED_Level_3_Sentry_Gun.png|50px]] | ||
Sentry Gun | Sentry Gun | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
+ | |- | ||
+ | | [[File:RED_Level_3_Dispenser.png|50px]] | ||
+ | Dispenser | ||
+ | | <Work in Progress> | ||
+ | | <Work in Progress> | ||
|- | |- | ||
| [[File:Red_Mini_Sentry.png|50px]] | | [[File:Red_Mini_Sentry.png|50px]] | ||
Combat Mini-Sentry Gun | Combat Mini-Sentry Gun | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|} | |} | ||
Line 661: | Line 651: | ||
* {{c|=|Added:}} Healing a target now displays an icon showing the number of how much health you're healing per second | * {{c|=|Added:}} Healing a target now displays an icon showing the number of how much health you're healing per second | ||
** The icon text will be white when the healing is at its base rate of 24 per second, becoming orange when below this rate (due to penalties such as the Equalizer/Escape Plan, or Pain Train) or green when higher (such as through the Quick-Fix or out-of-combat crit heals) | ** The icon text will be white when the healing is at its base rate of 24 per second, becoming orange when below this rate (due to penalties such as the Equalizer/Escape Plan, or Pain Train) or green when higher (such as through the Quick-Fix or out-of-combat crit heals) | ||
− | |||
* {{c|+|Changed:}} All syringe guns now reload automatically when not active | * {{c|+|Changed:}} All syringe guns now reload automatically when not active | ||
* {{c|+|Changed:}} Base syringe gun firing speed increased from 0.105 to 0.1 seconds | * {{c|+|Changed:}} Base syringe gun firing speed increased from 0.105 to 0.1 seconds | ||
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{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Blutsauger}} | | {{Table icon|Blutsauger}} | ||
− | | | + | | <Work in Progress> |
− | + | | <Work in Progress> | |
|- | |- | ||
| {{Table icon|Overdose}} | | {{Table icon|Overdose}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Crusader's Crossbow}} | | {{Table icon|Crusader's Crossbow}} | ||
Line 693: | Line 683: | ||
|- | |- | ||
| {{Table icon|Vaccinator}} | | {{Table icon|Vaccinator}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Übersaw}} | | {{Table icon|Übersaw}} | ||
Line 705: | Line 695: | ||
|- | |- | ||
| {{Table icon|Amputator}} | | {{Table icon|Amputator}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Solemn Vow}} | | {{Table icon|Solemn Vow}} | ||
Line 737: | Line 727: | ||
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Huntsman}} | | {{Table icon|Huntsman}} | ||
Line 746: | Line 737: | ||
|- | |- | ||
| {{Table icon|Sydney Sleeper}} | | {{Table icon|Sydney Sleeper}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Bazaar Bargain}} | | {{Table icon|Bazaar Bargain}} | ||
Line 766: | Line 757: | ||
|- | |- | ||
| {{Table icon|Darwin's Danger Shield}} | | {{Table icon|Darwin's Danger Shield}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Cleaner's Carbine}} | | {{Table icon|Cleaner's Carbine}} | ||
Line 774: | Line 765: | ||
|- | |- | ||
| {{Table icon|Tribalman's Shiv}} | | {{Table icon|Tribalman's Shiv}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Bushwacka}} | | {{Table icon|Bushwacka}} | ||
Line 804: | Line 795: | ||
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="8%" | Weapon |
! class="header" width="15%" | Changes | ! class="header" width="15%" | Changes | ||
! class="header" width="15%" | New statistics | ! class="header" width="15%" | New statistics | ||
+ | ! class="header" width="15%" | Explanation | ||
|- | |- | ||
| {{Table icon|Enforcer}} | | {{Table icon|Enforcer}} | ||
Line 813: | Line 805: | ||
|- | |- | ||
| {{Table icon|Diamondback}} | | {{Table icon|Diamondback}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Your Eternal Reward}} | | {{Table icon|Your Eternal Reward}} | ||
| {{c|+|Added:}} While disguised, gain additional bonuses depending on the class of the victim<br>{{c|+|Removed:}} +33% cloak drain rate<br>{{c|+|Removed:}} Normal disguises require (and consume) a full cloak meter<br>{{c|-|Added:}} Wearer cannot disguise<br>{{c|=|Info:}} When disguised as a Scout, the wearer moves +25% faster<br>{{c|=|Info:}} When disguised as a Soldier, the wearer gains +35% bullet damage resistance<br>{{c|=|Info:}} When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer<br>{{c|=|Info:}} When disguised as a Demoman, the wearer gains +25% explosive damage resistance<br>{{c|=|Info:}} When disguised as a Heavy, the wearer gains +50 max health<br>{{c|=|Info:}} When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers<br>{{c|=|Info:}} When disguised as a Medic, the wearer gains +3 health regenerated per second<br>{{c|=|Info:}} When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn<br>{{c|=|Info:}} When disguised as a Spy, the wearer gains +50% cloak regen rate<br> | | {{c|+|Added:}} While disguised, gain additional bonuses depending on the class of the victim<br>{{c|+|Removed:}} +33% cloak drain rate<br>{{c|+|Removed:}} Normal disguises require (and consume) a full cloak meter<br>{{c|-|Added:}} Wearer cannot disguise<br>{{c|=|Info:}} When disguised as a Scout, the wearer moves +25% faster<br>{{c|=|Info:}} When disguised as a Soldier, the wearer gains +35% bullet damage resistance<br>{{c|=|Info:}} When disguised as a Pyro, the wearer gains +50% fire damage resistance and afterburn does not visually appear on the wearer<br>{{c|=|Info:}} When disguised as a Demoman, the wearer gains +25% explosive damage resistance<br>{{c|=|Info:}} When disguised as a Heavy, the wearer gains +50 max health<br>{{c|=|Info:}} When disguised as an Engineer, the wearer gains a +40% damage bonus on Sappers<br>{{c|=|Info:}} When disguised as a Medic, the wearer gains +3 health regenerated per second<br>{{c|=|Info:}} When disguised as a Sniper, the wearer gains immunity to all debuffs except for afterburn<br>{{c|=|Info:}} When disguised as a Spy, the wearer gains +50% cloak regen rate<br> | ||
− | | {{buff|Upon a successful backstab against a human target, you rapidly disguise as your victim}}<br>{{buff|Silent Killer: No attack noise from backstabs}}<br>{{buff| | + | | {{buff|Upon a successful backstab against a human target, you rapidly disguise as your victim}}<br>{{buff|Silent Killer: No attack noise from backstabs}}<br>{{buff|Gain a unique passive bonus based on your disguise}}<br>{{nerf|Cannot use the Disguise Kit}}<br> |
|- | |- | ||
| {{Table icon|Conniver's Kunai}} | | {{Table icon|Conniver's Kunai}} | ||
Line 825: | Line 817: | ||
|- | |- | ||
| {{Table icon|Big Earner}} | | {{Table icon|Big Earner}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Spy-cicle}} | | {{Table icon|Spy-cicle}} | ||
− | | | + | | <Work in Progress> |
− | | | + | | <Work in Progress> |
|- | |- | ||
| {{Table icon|Dead Ringer}} | | {{Table icon|Dead Ringer}} | ||
Line 871: | Line 863: | ||
|} | |} | ||
− | == Pyro | + | == Removed Weapons == |
+ | |||
+ | {| class="wikitable grid collapsible " width="80%" | ||
+ | ! colspan="2" class="header" | Overall Explanation | ||
+ | |- | ||
+ | | align="left" | | ||
+ | TF2 has historically had a problem with bloat: a 'quantity over quality's approach to weapon design that's resulted in weapons with poorly thought-out concepts (such as the Razorback, Dead Ringer or the Gas Passer), weapons with barebones "+stat, -stat" blocks that still haven't really broken out of that shell (largely Uber Update weapons like the Liberty Launcher and the Tomislav), or questionable promo ions with weapon models that just don't fit in with the rest of TF2. It's resulted in the game being less accessible / more confusing, weapons standing out far less amongst each other, and the game's overall aesthetic being chipped away at. | ||
+ | |||
+ | While many of these weapons have something to latch onto for a rebalance or even an overhaul, others just don't have enough wiggle room to be reinvented; how are you supposed to rebalance all 9 different Pyro melees in a way that both works well mechanically and fits the weapon model in question when Pyro barely uses his melee to begin with? | ||
+ | |} | ||
+ | |||
+ | |||
+ | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="80%" style="text-align:center;" | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="60%" | Explanation | ||
+ | |- | ||
+ | | {{Table icon|Back Scatter}} | ||
+ | | The Back Scatter's stats just don't work well at all in their current state, hyperfixating on a style of flanking that the stock Scattergun is already pretty good at and making everything else a Scout can do feel worse. And the model just doesn't look very good; the drums are overly bulky and poorly textured, and without those the model is just a discount Baby-Face's Blaster. | ||
+ | |||
+ | Even if the upside had some potential to it, the concept would be much better executed on a model that takes advantage of some of Scout's relationship with Spy for some "like father, like son" flavor; perhaps a lever-action shotgun with the texture of Spy's Ambassador, or a revolver shotgun akin to the Judge Shotgun of Payday 2? For now, though, I don't see a way of making the upside work. | ||
+ | |- | ||
+ | | {{Table icon|Sun-on-a-Stick}} | ||
+ | | | ||
+ | |- | ||
+ | | {{Table icon|Fan O'War}} | ||
+ | | | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | = Mann vs Machine = | ||
+ | |||
+ | == Multi-Class Upgrades== | ||
+ | |||
+ | {| class="wikitable grid collapsible " width="100%" | ||
+ | ! colspan="2" class="header" | Multi Class - Upgrade Changes | ||
+ | <!-- MULTI CLASS --> | ||
+ | |- | ||
+ | | align="left" | | ||
+ | * {{c|-|Changed:}} Credits can no longer be fully refunded each wave; instead, up to 400 credits can be reallocated after a successful wave, with this number going up by 200 each time a wave is failed | ||
+ | * {{c|+|Changed:}} Health Regen cost reduced from 200 credits to 125 credits | ||
+ | * {{c|=|Changed:}} Bullet and Blast Resistance resistance reduced from 30% per tick to 15% per tick, but can be upgraded up to 5 times and costs 200 credits per tick rather than 300 credits | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | == Scout Upgrades == | ||
+ | |||
+ | {| class="wikitable grid collapsible " width="100%" | ||
+ | ! colspan="2" class="header" | Scout - Upgrade Changes | ||
+ | <!-- SCOUT CLASS --> | ||
+ | |- | ||
+ | | align="left" | | ||
+ | * {{c|-|Removed:}} +25 Health on Kill for all Scatterguns (250 credits, up to 4 ticks) | ||
+ | |- | ||
+ | |} | ||
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="20%" | Weapon |
− | ! class="header" width=" | + | ! class="header" width="25%" | Upgrade changes |
− | ! class="header" width="25%" | | + | ! class="header" width="30%" | New upgrades |
+ | ! class="header" width="25%" | Explanation | ||
+ | |- | ||
+ | | {{Table icon|Force-A-Nature}} | ||
+ | | | ||
+ | | {{c|+|Added:}} Knockback Specialist (250 credits, 1 tick): Knockback is applied through Alt-Fire rather than through primary fire, with +33% more knockback force.<br>{{c|+|Added:}} Crits vs Launched Targets (300 credits, 1 tick): Critically hits against any robots launched in the air by you or your teammates. | ||
+ | |- | ||
+ | | {{Table icon|Pistol}} | ||
+ | | | ||
+ | | {{c|+|Added:}} +25% damage bonus (150 credits, up to 4 ticks)<br>{{c|+|Added:}} Weapons Auto-Reload (150 credits, 1 tick): Your primary and secondary automatically reload even when not active<br>{{c|-|Removed:}} Projectile Penetration (200 credits, 1 tick) | ||
+ | | Secondary weapons in MvM end up suffering from their primaries just being better to use: if you run out of ammo, it's much faster to just reload and keep pumping damage than to switch to your sidearm and delay the problem, and simply adding more damage upgrades on their own won't solve this. Instead, I opted to provide an alternate playstyle/upgrade path around weaving between your Scattergun and Pistol in a way that could prove to be overall cheaper than spamming reload speed, clip size and ammo capacity upgrades. | ||
|- | |- | ||
− | | {{Table icon| | + | | {{Table icon|Bonk! Atomic Punch}} |
− | + | | {{c|+|Changed:}} +15% recharge rate upgrade cost reduced from 250 credits to 150 credits<br> | |
− | | {{ | + | | {{c|+|Added:}} Atomic Power (400 credits, 1 tick): Able to attack and switch weapons while effects are active (though this would still be from the thirdperson camera that Bonk! puts you into)<br> |
|} | |} | ||
− | == | + | == Soldier Upgrades== |
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="20%" | Weapon |
− | ! class="header" width=" | + | ! class="header" width="25%" | Upgrade changes |
− | ! class="header" width="25%" | | + | ! class="header" width="30%" | New upgrades |
+ | ! class="header" width="25%" | Explanation | ||
+ | |- | ||
+ | | {{Table icon|Shotgun}} | ||
+ | | | ||
+ | | {{c|+|Added:}} +25% damage bonus (200 credits, up to 4 ticks)<br>{{c|+|Added:}} Weapons Auto-Reload (150 credits, 1 tick): Your primary and secondary automatically reload even when not active<br>{{c|-|Removed:}} Projectile Penetration (200 credits, 1 tick) | ||
+ | | Secondary weapons in MvM end up suffering from their primaries just being better to use: if you run out of ammo, it's much faster to just reload and keep pumping damage than to switch to your sidearm and delay the problem, and simply adding more damage upgrades on their own won't solve this. Instead, I opted to provide an alternate playstyle/upgrade path around weaving between your Rocket Launcher and Pistol in a way that could prove to be overall cheaper than spamming reload speed, clip size and ammo capacity upgrades. | ||
|- | |- | ||
− | |||
− | |||
− | |||
|} | |} | ||
− | == | + | |
+ | == Engineer Upgrades == | ||
+ | |||
+ | {| class="wikitable grid collapsible " width="100%" | ||
+ | ! colspan="2" class="header" | Engineer - Upgrade Changes | ||
+ | <!-- ENGINEER CLASS --> | ||
+ | |- | ||
+ | | align="left" | | ||
+ | * {{c|-|Removed:}} Metal Regen upgrade<br> | ||
+ | |- | ||
+ | |} | ||
{|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
− | ! class="header" width=" | + | ! class="header" width="20%" | Weapon |
− | ! class="header" width=" | + | ! class="header" width="25%" | Upgrade changes |
− | ! class="header" width="25%" | | + | ! class="header" width="30%" | New upgrades |
+ | ! class="header" width="25%" | Explanation | ||
+ | |- | ||
+ | | {{Table icon|Pistol}} | ||
+ | | | ||
+ | | {{c|+|Added:}} +25% damage bonus (150 credits, up to 4 ticks)<br>{{c|+|Added:}} Weapons Reload While Not Active (200 credits, 1 tick): Your primary and secondary automatically reload even while not active (This is to encourage <br>{{c|+|Added:}} Weapons Reload While Not Active (200 credits, 1 tick): Your primary and secondary automatically reload even when not active<br>{{c|+|Added:}} +5 Metal On Hit (150 credits per tick, up to 4 ticks)<br>{{c|-|Removed:}} Projectile Penetration (200 credits, 1 tick) | ||
+ | | Similar to the Scout, the Pistol on Engineer is not only overshadowed by his Shotguns, but also by the massive utility that the Short Circuit and even a nerfed Wrangler provide. | ||
+ | |- | ||
+ | | {{Table icon|Gunslinger}} | ||
+ | | {{c|+|Base Weapon Change:}} The +1 Disposable Sentry Gun upgrade has 2 additional ticks (up to 3 total ticks) and a reduced cost of 200 credits while this weapon is active<br>{{c|+|Base Weapon Change:}} Disposable Mini Sentries can have their ammo refilled while this weapon is active in addition to their metal cost being lowered | ||
+ | | | ||
|- | |- | ||
− | + | | [[File:RED_Level_3_Sentry_Gun.png|50px]] | |
− | + | Sentry Gun | |
− | | {{ | + | | {{c|+|Changed:}} +1 Disposable Sentry Gun cost reduced from 500 credits to 400 credits<br>{{c|+|Changed:}} Disposable Mini-Sentry fires as fast as the Mini-Sentry rather than as fast as a Level 1 Sentry (about a 25% DPS upgrade)<br>{{c|+|Changed:}} Disposable Mini-Sentry is also affected by Building Health and Sentry Firing Speed upgrades<br> |
+ | | | ||
|} | |} |
Latest revision as of 05:43, 17 July 2023
![]() | This user page is allowed to be edited by the following user(s): |
Rebalance
Overall Changes |
---|
|
Multi-Class
Multi Class - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Shotgun |
![]() |
Fires a close-range blast of 10 bullets. | |
![]() Panic Attack |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() Fires in a wide, narrow shot pattern. This weapon holds a 4-shot drum and reloads the entire drum at once. | |
![]() B.A.S.E. Jumper |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Press 'JUMP' key while airborne to deploy a parachute. While parachute is active: ![]() ![]() ![]() ![]() Afterburn creates an updraft that completely stops you from falling | |
![]() Pain Train |
<Work in Progress> | <Work in Progress> | |
![]() Half-Zatoichi |
<Work in Progress> | <Work in Progress> |
Scout
Scout - Scattergun Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Scattergun |
![]() |
Fires a close-range blast of 10 bullets. Deals significantly more damage at point-blank range. | |
![]() Force-A-Nature |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() This weapon holds a 2-shot clip and reloads the entire clip at once. | |
![]() Shortstop |
![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() This weapon holds a 4-shot clip and reloads the entire clip at once. | |
![]() Soda Popper |
![]() ![]() ![]() ![]() |
![]() ![]() This weapon holds a 2-shot clip and reloads the entire clip at once. | |
![]() Baby Face's Blaster |
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Scout - Pistol Changes |
---|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Pistol |
![]() ![]() ![]() ![]() |
<Work in Progress> | |
![]() Pretty Boy's Pocket Pistol |
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![]() Bonk! Atomic Punch |
<Work in Progress> | <Work in Progress> | |
![]() Crit-a-Cola |
<Work in Progress> | <Work in Progress> | |
![]() Mad Milk |
![]() ![]() ![]() ![]() ![]() |
Throw to cover enemies in milk for 7 seconds or extinguish teammates. Players heal 50% of the damage done to enemies covered in milk. Milk charges over 60 seconds and by scoring kills or assists against players not covered in milk. Extinguishing teammates will refund 50% charge. | |
![]() Flying Guillotine |
<Work in Progress> | <Work in Progress> |
Scout - Bat Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Bat |
![]() |
This weapon swings faster but deals less damage compared to standard melee weapons. | |
![]() Sandman |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() | |
![]() Atomizer |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() | |
![]() Boston Basher |
<Work in Progress> | <Work in Progress> | |
![]() Candy Cane |
![]() ![]() ![]() ![]() |
![]() ![]() ![]() | |
![]() Wrap Assassin |
<Work in Progress> | <Work in Progress> |
Soldier
Soldier - Melee Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Direct Hit |
![]() |
![]() ![]() ![]() ![]() | |
![]() Liberty Launcher |
![]() ![]() ![]() ![]() ![]() {c|-|Removed:}} +25% clip size |
![]() ![]() ![]() ![]() ![]() | |
![]() Cow Mangler 5000 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() Beggar's Bazooka |
![]() ![]() ![]() ![]() |
Hold Fire to load up to 3 rockets, and release it to unleash the barrage. Overloading the chamber will cause a misfire. ![]() ![]() ![]() | |
![]() Air Strike |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() Reserve Shooter |
![]() ![]() ![]() |
![]() ![]() ![]() | |
![]() Buff Banner |
![]() |
![]() When activated, provides an offensive buff that causes nearby team members to deal mini-crits. Charges after dealing 600 damage. | |
![]() Battalion's Backup |
![]() ![]() ![]() ![]() |
![]() When activated, provides a defensive buff to nearby teammates that increases health by 50%, reduces incoming sentry damage by 50%, and miniaturizes critical hits for 10 seconds. Charges after dealing 600 damage. | |
![]() Concheror |
![]() ![]() ![]() |
![]() ![]() Provides group speed buff With damage done giving health. Gain rage with damage. | |
![]() Mantreads |
![]() ![]() ![]() |
![]() ![]() ![]() ![]() Press Jump while airborne for at least 1 second to cancel all momentum and fall at terminal velocity. | |
![]() Righteous Bison |
<Work in Progress> | <Work in Progress> |
Soldier - Melee Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Shovel |
![]() |
Swing while airborne from a rocket jump to critically hit an enemy. | |
![]() Market Gardener |
![]() ![]() ![]() |
Swing while airborne from a rocket jump to critically hit an enemy. Humiliate your enemies by showing anyone watching the kill feed that you just MARKET GARDENED them. | |
![]() Equalizer |
<Work in Progress> | <Work in Progress> | |
![]() Escape Plan |
![]() ![]() ![]() ![]() ![]() ![]() |
When weapon is active:![]() ![]() ![]() ![]() ![]() ![]() | |
![]() Disciplinary Action |
![]() ![]() ![]() ![]() ![]() ![]() |
This weapon has a large melee range and deploys and holsters slower![]() ![]() ![]() ![]() |
Pyro
Pyro - Afterburn & Flame Thrower Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Flame Thrower |
![]() |
Hold Fire to spray a stream of close-range flame. Enemies hit will be set on fire for up to 5 seconds and take more fire damage the longer they burn. Alt-Fire: Spend 20 ammo to blast a gust of air that pushes enemies, reflects projectiles, and extinguishing teammates. Extinguishing a teammate will refund ammo spent on airblast. | |
![]() Backburner |
<Work in Progress> | <Work in Progress> | |
![]() Degreaser |
<Work in Progress> | <Work in Progress> | |
![]() Phlogistinator |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() Hold Fire to unleash a mid-range, thin beam of lightning. The longer it is connected to a target, the stronger it grows in heat, dealing up to 200% more damage and applying afterburn. Alt-Fire: Releases an electric shock that destroys projectiles. Costs 20% Power to use. A revolutionary appliance capable of awakening the fire element phlogiston that exists in all combustible creatures, which is to say, all of them. | |
![]() Dragon's Fury |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() Uses a shared pressure tank for Primary Fire and Alt-Fire. Fires a fast-moving fireball that ignites enemies and deals significantly more damage the longer they burn. |
Pyro - Flare Gun Changes | |
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|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Flare Gun |
![]() |
![]() Fires a single-shot, fast-moving flare that ignites enemies ablaze. This weapon will reload automatically when not active. | |
![]() Detonator |
<Work in Progress> | <Work in Progress> | |
![]() Scorch Shot |
<Work in Progress> | <Work in Progress> | |
![]() Manmelter |
<Work in Progress> | <Work in Progress> | |
![]() Gas Passer |
<Work in Progress> | <Work in Progress> |
Pyro - Fire Axe Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Axtinguisher |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() | |
![]() Homewrecker |
<Work in Progress> | <Work in Progress> | |
![]() Powerjack |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() | |
![]() Back Scratcher |
<Work in Progress> | <Work in Progress> | |
![]() Sharpened Volcano Fragment |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() | |
![]() Third Degree |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() Hot Hand |
<Work in Progress> | <Work in Progress> |
Demoman
Demoman - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Loch-n-Load |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() Ali Baba's Wee Booties |
![]() ![]() ![]() ![]() |
![]() ![]() ![]() | |
![]() Chargin' Targe |
![]() ![]() ![]() |
![]() ![]() ![]() Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance. | |
![]() Splendid Screen |
<Work in Progress> | <Work in Progress> | |
![]() Tide Turner |
<Work in Progress> | <Work in Progress> | |
![]() Eyelander |
![]() |
![]() ![]() Gives increased speed and health with every head you take. This weapon has a large melee range and deploys and holsters slower | |
![]() Ullapool Caber |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... | |
![]() Claidheamh Mòr |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() This weapon has a large melee range and deploys and holsters slower | |
![]() Persian Persuader |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() This weapon has a large melee range and deploys and holsters slower |
Heavy
Heavy - Class Changes | |
---|---|
|
Heavy - Minigun Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Brass Beast |
![]() ![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() Tomislav |
<Work in Progress> | <Work in Progress> | |
![]() Huo-Long Heater |
<Work in Progress> | <Work in Progress> |
Heavy - Secondary Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Sandvich |
* ![]() |
Eat to gain up to 300 health over 4 seconds. Alt-Fire: Share a Sandvich with a friend! (Medium Health Kit) Recharges after 30 seconds. | |
![]() Dalokohs Bar |
![]() ![]() ![]() |
Eat to gain up to 120 health over 2 seconds. Alt-fire: Share chocolate with a friend. (Small Health Kit) Recharges after 10 seconds. | |
![]() Second Banana |
![]() ![]() ![]() ![]() ![]() |
Eat to gain up to 150 health over 4 seconds. Excess health is capable of overhealing. Alt-Fire: Share banana with a friend for 75 overhealth. Recharges after 30 seconds. | |
![]() Buffalo Steak Sandvich |
<Work in Progress> | <Work in Progress> | |
![]() Family Business |
![]() ![]() |
![]() ![]() ![]() |
Heavy - Fist Weapon Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Killing Gloves of Boxing |
<Work in Progress> | <Work in Progress> | |
![]() Gloves of Running Urgently |
<Work in Progress> | <Work in Progress> | |
![]() Warrior's Spirit |
![]() ![]() ![]() |
![]() ![]() ![]() | |
![]() Fists of Steel |
![]() ![]() ![]() |
When weapon is active:![]() ![]() ![]() ![]() | |
![]() Eviction Notice |
<Work in Progress> | <Work in Progress> | |
![]() Holiday Punch |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Engineer
Engineer - Class Changes |
---|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Widowmaker |
![]() |
![]() ![]() ![]() ![]() | |
![]() Pomson 6000 |
<Work in Progress> | <Work in Progress> | |
![]() Pistol |
![]() ![]() ![]() ![]() |
No changes. | |
![]() Wrangler |
![]() ![]() ![]() ![]() ![]() |
![]() Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces damage by 20% and repairs by 33%. Sentries are disabled for 2.5 seconds after becoming unwrangled. | |
![]() Short Circuit |
<Work in Progress> | <Work in Progress> | |
![]() Sentry Gun |
<Work in Progress> | <Work in Progress> | |
50px
Dispenser |
<Work in Progress> | <Work in Progress> | |
![]() Combat Mini-Sentry Gun |
<Work in Progress> | <Work in Progress> |
Medic
Medic - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Blutsauger |
<Work in Progress> | <Work in Progress> | |
![]() Overdose |
<Work in Progress> | <Work in Progress> | |
![]() Crusader's Crossbow |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Fires special bolts that deals damage over time based on distance traveled and heals teammates ÜberCharge grants mini-crits, a speed boost and -35% damage resistance to the patient only This weapon reloads its entire clip at once | |
![]() Quick-Fix |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ÜberCharge increases healing by +100% on the patient and also heals the wearer | |
![]() Vaccinator |
<Work in Progress> | <Work in Progress> | |
![]() Übersaw |
![]() ![]() ![]() |
![]() ![]() ![]() | |
![]() Vita-Saw |
<Work in Progress> | <Work in Progress> | |
![]() Amputator |
<Work in Progress> | <Work in Progress> | |
![]() Solemn Vow |
<Work in Progress> | <Work in Progress> |
Sniper
Sniper - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Huntsman |
![]() ![]() ![]() |
This weapon will reload automatically when not active | |
![]() Sydney Sleeper |
<Work in Progress> | <Work in Progress> | |
![]() Bazaar Bargain |
<Work in Progress> | <Work in Progress> | |
![]() Hitman's Heatmaker |
<Work in Progress> | <Work in Progress> | |
![]() Jarate |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() Coated enemies take mini-crits. Can be used to extinguish fires. | |
![]() Razorback |
<Work in Progress> | <Work in Progress> | |
![]() Darwin's Danger Shield |
<Work in Progress> | <Work in Progress> | |
![]() Cleaner's Carbine |
<Work in Progress> | <Work in Progress> | |
![]() Tribalman's Shiv |
<Work in Progress> | <Work in Progress> | |
![]() Bushwacka |
<Work in Progress> | <Work in Progress> | |
![]() Shahanshah |
<Work in Progress> | <Work in Progress> |
Spy
Spy - Class Changes | |
---|---|
|
Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Enforcer |
<Work in Progress> | <Work in Progress> | |
![]() Diamondback |
<Work in Progress> | <Work in Progress> | |
![]() Your Eternal Reward |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() | |
![]() Conniver's Kunai |
<Work in Progress> | <Work in Progress> | |
![]() Big Earner |
<Work in Progress> | <Work in Progress> | |
![]() Spy-Cicle |
<Work in Progress> | <Work in Progress> | |
![]() Dead Ringer |
<Work in Progress> | <Work in Progress> | |
![]() Red-Tape Recorder |
![]() ![]() ![]() ![]() |
![]() ![]() |
Overhauled Weapons
Heavy
Weapon | Replaced by.. | New statistics | Explanation |
---|---|---|---|
![]() Natascha |
<Work in Progress> | <Work in Progress> | <Work in Progress> |
Custom Weapons
Soldier Custom Weapons
Weapon | Source Link | Statistics |
---|---|---|
![]() Freedom Staff |
Wiki Link |
![]() ![]() ![]() ![]() Because there's nothing more freeing than soaring through the air like an eagle, while grasping an eagle, to club some poor sod senseless with. |
Removed Weapons
Overall Explanation | |
---|---|
TF2 has historically had a problem with bloat: a 'quantity over quality's approach to weapon design that's resulted in weapons with poorly thought-out concepts (such as the Razorback, Dead Ringer or the Gas Passer), weapons with barebones "+stat, -stat" blocks that still haven't really broken out of that shell (largely Uber Update weapons like the Liberty Launcher and the Tomislav), or questionable promo ions with weapon models that just don't fit in with the rest of TF2. It's resulted in the game being less accessible / more confusing, weapons standing out far less amongst each other, and the game's overall aesthetic being chipped away at. While many of these weapons have something to latch onto for a rebalance or even an overhaul, others just don't have enough wiggle room to be reinvented; how are you supposed to rebalance all 9 different Pyro melees in a way that both works well mechanically and fits the weapon model in question when Pyro barely uses his melee to begin with? |
Weapon | Explanation |
---|---|
![]() Back Scatter |
The Back Scatter's stats just don't work well at all in their current state, hyperfixating on a style of flanking that the stock Scattergun is already pretty good at and making everything else a Scout can do feel worse. And the model just doesn't look very good; the drums are overly bulky and poorly textured, and without those the model is just a discount Baby-Face's Blaster.
Even if the upside had some potential to it, the concept would be much better executed on a model that takes advantage of some of Scout's relationship with Spy for some "like father, like son" flavor; perhaps a lever-action shotgun with the texture of Spy's Ambassador, or a revolver shotgun akin to the Judge Shotgun of Payday 2? For now, though, I don't see a way of making the upside work. |
![]() Sun-on-a-Stick |
|
![]() Fan O'War |
Mann vs Machine
Multi-Class Upgrades
Multi Class - Upgrade Changes | |
---|---|
|
Scout Upgrades
Scout - Upgrade Changes | |
---|---|
|
Weapon | Upgrade changes | New upgrades | Explanation |
---|---|---|---|
![]() Force-A-Nature |
![]() ![]() | ||
![]() Pistol |
![]() ![]() ![]() |
Secondary weapons in MvM end up suffering from their primaries just being better to use: if you run out of ammo, it's much faster to just reload and keep pumping damage than to switch to your sidearm and delay the problem, and simply adding more damage upgrades on their own won't solve this. Instead, I opted to provide an alternate playstyle/upgrade path around weaving between your Scattergun and Pistol in a way that could prove to be overall cheaper than spamming reload speed, clip size and ammo capacity upgrades. | |
![]() Bonk! Atomic Punch |
![]() |
![]() |
Soldier Upgrades
Weapon | Upgrade changes | New upgrades | Explanation |
---|---|---|---|
![]() Shotgun |
![]() ![]() ![]() |
Secondary weapons in MvM end up suffering from their primaries just being better to use: if you run out of ammo, it's much faster to just reload and keep pumping damage than to switch to your sidearm and delay the problem, and simply adding more damage upgrades on their own won't solve this. Instead, I opted to provide an alternate playstyle/upgrade path around weaving between your Rocket Launcher and Pistol in a way that could prove to be overall cheaper than spamming reload speed, clip size and ammo capacity upgrades. |
Engineer Upgrades
Engineer - Upgrade Changes | |
---|---|
|
Weapon | Upgrade changes | New upgrades | Explanation |
---|---|---|---|
![]() Pistol |
![]() ![]() ![]() ![]() ![]() |
Similar to the Scout, the Pistol on Engineer is not only overshadowed by his Shotguns, but also by the massive utility that the Short Circuit and even a nerfed Wrangler provide. | |
![]() Gunslinger |
![]() ![]() |
||
![]() Sentry Gun |
![]() ![]() ![]() |