Difference between revisions of "User:TarlukLegion/Tarluk's TF2 Weapon Overhaul Collection"
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| {{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|=|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> | | {{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|Force-A-Nature}} | | {{Table icon|Force-A-Nature}} | ||
− | | {{c|+|Changed:}} Reload time reduced from 1.43 seconds to 1.25 seconds (equivalent to | + | | {{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| | + | | <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|+|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| | + | | <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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|} | |} | ||
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! class="header" width="15%" | Explanation | ! 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|=|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> |
|- | |- | ||
| {{Table icon|Bonk! Atomic Punch}} | | {{Table icon|Bonk! Atomic Punch}} | ||
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| {{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}} | ||
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| {{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|100% longer debuff duration on wearer}}<br>{{nerf|Jingle all the way...}} | | {{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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| {{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> | |
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|- | |- | ||
| {{Table icon|Family Business}} | | {{Table icon|Family Business}} | ||
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{| 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 | ||
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|} | |} | ||
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| [[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> | ||
| <Work in Progress> | | <Work in Progress> | ||
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|} | |} | ||
− | == | + | == Removed Weapons == |
− | {|class="wikitable collapsible | + | {| 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=" | + | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="80%" style="text-align:center;" |
− | ! class="header" width=" | + | ! class="header" width="20%" | Weapon |
− | ! class="header" width=" | + | ! 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}} | ||
+ | | | ||
|- | |- | ||
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|} | |} | ||
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= Mann vs Machine = | = Mann vs Machine = |
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 |
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|
Multi-Class
Multi Class - Class Changes | |
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|
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 | |
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|
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 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
Scout - Pistol Changes |
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Weapon | Changes | New statistics | Explanation |
---|---|---|---|
![]() Pistol |
![]() ![]() ![]() ![]() |
<Work in Progress> | |
![]() Pretty Boy's Pocket Pistol |
![]() |
![]() | |
![]() 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 | |
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|
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 | |
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|
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 | |
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|
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 | |
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|
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 | |
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Heavy - Minigun Changes | |
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Weapon | Changes | New statistics | Explanation |
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![]() Brass Beast |
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![]() Tomislav |
<Work in Progress> | <Work in Progress> | |
![]() Huo-Long Heater |
<Work in Progress> | <Work in Progress> |
Heavy - Secondary Changes | |
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Weapon | Changes | New statistics | Explanation |
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![]() Sandvich |
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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 |
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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 |
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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 |
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Heavy - Fist Weapon Changes | |
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Weapon | Changes | New statistics | Explanation |
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![]() Killing Gloves of Boxing |
<Work in Progress> | <Work in Progress> | |
![]() Gloves of Running Urgently |
<Work in Progress> | <Work in Progress> | |
![]() Warrior's Spirit |
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![]() Fists of Steel |
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When weapon is active:![]() ![]() ![]() ![]() | |
![]() Eviction Notice |
<Work in Progress> | <Work in Progress> | |
![]() Holiday Punch |
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Engineer
Engineer - Class Changes |
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Weapon | Changes | New statistics | Explanation |
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![]() Widowmaker |
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![]() Pomson 6000 |
<Work in Progress> | <Work in Progress> | |
![]() Pistol |
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No changes. | |
![]() Wrangler |
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![]() 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 | |
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Weapon | Changes | New statistics | Explanation |
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![]() Blutsauger |
<Work in Progress> | <Work in Progress> | |
![]() Overdose |
<Work in Progress> | <Work in Progress> | |
![]() Crusader's Crossbow |
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![]() 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 |
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![]() ![]() ![]() ![]() ÜberCharge increases healing by +100% on the patient and also heals the wearer | |
![]() Vaccinator |
<Work in Progress> | <Work in Progress> | |
![]() Übersaw |
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![]() 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 | |
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Weapon | Changes | New statistics | Explanation |
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![]() Huntsman |
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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 |
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![]() ![]() ![]() ![]() 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 | |
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Weapon | Changes | New statistics | Explanation |
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![]() Enforcer |
<Work in Progress> | <Work in Progress> | |
![]() Diamondback |
<Work in Progress> | <Work in Progress> | |
![]() Your Eternal Reward |
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![]() 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 |
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Overhauled Weapons
Heavy
Weapon | Replaced by.. | New statistics | Explanation |
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![]() Natascha |
<Work in Progress> | <Work in Progress> | <Work in Progress> |
Custom Weapons
Soldier Custom Weapons
Weapon | Source Link | Statistics |
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![]() 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 | |
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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 |
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![]() 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 |
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![]() Fan O'War |
Mann vs Machine
Multi-Class Upgrades
Multi Class - Upgrade Changes | |
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Scout Upgrades
Scout - Upgrade Changes | |
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Weapon | Upgrade changes | New upgrades | Explanation |
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![]() Force-A-Nature |
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![]() Pistol |
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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 |
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Soldier Upgrades
Weapon | Upgrade changes | New upgrades | Explanation |
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![]() Shotgun |
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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 | |
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Weapon | Upgrade changes | New upgrades | Explanation |
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![]() Pistol |
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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 |
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![]() Sentry Gun |
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