Difference between revisions of "User:SofiPandaRights/Custom Weapons"
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[[File:CW2_Crafting.png|200px|cTF2w Logo|right]] | [[File:CW2_Crafting.png|200px|cTF2w Logo|right]] | ||
− | '''Custom Weapons''', also known as '''Custom TF2 Weapons''' and '''CTF2W''', is a [[SourceMod]] server plugin which adds "new" weapons to ''Team Fortress 2'' and was developed by [http://steamcommunity.com/profiles/76561198044020790/ MasterOfTheXP]. It is currently maintained by [http://steamcommunity.com/profiles/76561198043554063/ Chdata], [http://steamcommunity.com/profiles/76561198049994177/ Crafting | + | '''Custom Weapons''', also known as '''Custom TF2 Weapons''' and '''CTF2W''', is a [[SourceMod]] server plugin which adds "new" weapons to ''Team Fortress 2'' and was developed by [http://steamcommunity.com/profiles/76561198044020790/ MasterOfTheXP]. It is currently maintained by [http://steamcommunity.com/profiles/76561198043554063/ Chdata], and [http://steamcommunity.com/profiles/76561198049994177/ Crafting]. Unlike [[Advanced Weaponiser]], there is no loadout viewer nor a drop system because all weapons are available to the public. |
== Official Server List == | == Official Server List == | ||
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[steam://connect/192.223.26.28:27016 Custom Weapons x10 | USA]<br /> | [steam://connect/192.223.26.28:27016 Custom Weapons x10 | USA]<br /> | ||
[steam://connect/192.223.26.28:27017 Custom Weapons MvM | USA]<br /> | [steam://connect/192.223.26.28:27017 Custom Weapons MvM | USA]<br /> | ||
+ | [steam://connect/192.223.26.28:27018 Custom Weapons Stop that Tank | USA]<br /> | ||
+ | [steam://connect/192.223.26.28:27019 Custom Weapons Testing | USA]<br /> | ||
[steam://connect/185.107.96.197:27015 Custom Weapons | EU]<br /> | [steam://connect/185.107.96.197:27015 Custom Weapons | EU]<br /> | ||
[steam://connect/185.107.96.197:27016 Custom Weapons x10 | EU]<br /> | [steam://connect/185.107.96.197:27016 Custom Weapons x10 | EU]<br /> | ||
[steam://connect/185.107.96.197:27017 Custom Weapons MvM | EU]<br /> | [steam://connect/185.107.96.197:27017 Custom Weapons MvM | EU]<br /> | ||
+ | [steam://connect/185.107.96.197:27018 Custom Weapons Stop that Tank | EU]<br /> | ||
+ | [steam://connect/185.107.96.197:27019 Custom Weapons Testing | EU]<br /> | ||
− | == List of | + | == List of new/modified weapons == |
− | === Available | + | === Available Custom Weapons === |
− | + | The following weapons are available on the official "CTF2W" servers. | |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="5" class="header" | Scout Custom Weapons | ! colspan="5" class="header" | Scout Custom Weapons | ||
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| | | | ||
{{Pro}}On wearer: +50% debuff damage dealt on wearer<br> | {{Pro}}On wearer: +50% debuff damage dealt on wearer<br> | ||
− | {{Neutral}}Based on the current shot when you hit a target and how close you are, applies a certain debuff for up to | + | {{Neutral}}Based on the current shot when you hit a target and how close you are, applies a certain debuff for up to 6 seconds<br> |
* 1st shot - Mad Milk<br> | * 1st shot - Mad Milk<br> | ||
* 2nd shot - Bleed<br> | * 2nd shot - Bleed<br> | ||
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{{Pro}}On wearer: +100% debuff damage dealt on wearer<br> | {{Pro}}On wearer: +100% debuff damage dealt on wearer<br> | ||
{{Pro}}Shots penetrate all enemies<br> | {{Pro}}Shots penetrate all enemies<br> | ||
− | {{Neutral}}Based on the current shot when you hit a target and how close you are, applies a certain debuff for up to | + | {{Neutral}}Based on the current shot when you hit a target and how close you are, applies a certain debuff for up to 6 seconds<br> |
* 1st shot - Mad Milk<br> | * 1st shot - Mad Milk<br> | ||
* 2nd shot - Bleed<br> | * 2nd shot - Bleed<br> | ||
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| | | | ||
{{Pro}}On hit with your melee: Refills 2 Shurikens, up to 10 can be held<br> | {{Pro}}On hit with your melee: Refills 2 Shurikens, up to 10 can be held<br> | ||
− | {{Pro}}Mini-crits when fired target's back from close range<br> | + | {{Pro}}Mini-crits when fired at target's back from close range<br> |
{{Con}}No recharge rate<br> | {{Con}}No recharge rate<br> | ||
| | | | ||
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{{Pro}}+30% fire rate<br> | {{Pro}}+30% fire rate<br> | ||
{{Pro}}On hit: +15% evasiveness<br> | {{Pro}}On hit: +15% evasiveness<br> | ||
− | {{Con}} | + | {{Con}}For every 2 non-melee damage taken, 1% evasiveness is removed<br> |
− | {{Con}} | + | {{Con}}For every 3 melee damage taken, 1% evasiveness is removed<br> |
{{Con}}Minimal damage<br> | {{Con}}Minimal damage<br> | ||
{{Neutral}}Evasiveness is the chance to auto-dodge any damage taken<br> | {{Neutral}}Evasiveness is the chance to auto-dodge any damage taken<br> | ||
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{{Pro}}+60% fire rate<br> | {{Pro}}+60% fire rate<br> | ||
{{Pro}}On hit: +30% evasiveness<br> | {{Pro}}On hit: +30% evasiveness<br> | ||
− | {{Con}} | + | {{Con}}For every 2 non-melee damage taken, 1% evasiveness is removed<br> |
− | {{Con}} | + | {{Con}}For every 3 melee damage taken, 1% evasiveness is removed<br> |
{{Con}}Minimal damage<br> | {{Con}}Minimal damage<br> | ||
{{Neutral}}Evasiveness is the chance to auto-dodge any damage taken<br> | {{Neutral}}Evasiveness is the chance to auto-dodge any damage taken<br> | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=521288092/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=521288092/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}25% push force against both enemy players and the user<br> | + | {{Pro}}+25% push force against both enemy players and the user<br> |
{{Con}}-25% projectile speed<br> | {{Con}}-25% projectile speed<br> | ||
{{Con}}-15% explosion radius<br> | {{Con}}-15% explosion radius<br> | ||
| | | | ||
− | {{Pro}}250% push force against both enemy players and the user<br> | + | {{Pro}}+250% push force against both enemy players and the user<br> |
{{Pro}}Wearer never takes falling damage<br> | {{Pro}}Wearer never takes falling damage<br> | ||
{{Con}}-50% projectile speed<br> | {{Con}}-50% projectile speed<br> | ||
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| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Neutral}}Rockets are | + | {{Neutral}}Rockets are fully controllable and can be toggled by alt-fire<br> |
{{Con}}-25% explosion radius<br> | {{Con}}-25% explosion radius<br> | ||
{{Con}}+50% falloff damage penalty<br> | {{Con}}+50% falloff damage penalty<br> | ||
| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Neutral}}Rockets are | + | {{Neutral}}Rockets are fully controllable and can be toggled by alt-fire<br> |
|- | |- | ||
| align="center" | [[File: Splitfire.png|100px]]<br> | | align="center" | [[File: Splitfire.png|100px]]<br> | ||
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{{Pro}}20% bonus max primary ammo on wearer<br> | {{Pro}}20% bonus max primary ammo on wearer<br> | ||
{{Pro}}On hit: +1 stack, On kill: +2 stacks<br> | {{Pro}}On hit: +1 stack, On kill: +2 stacks<br> | ||
− | {{Neutral}} Each stack grants +5% fire rate, +2.5% reload speed, +7.5% projectile speed, but | + | {{Neutral}} Each stack grants +5% fire rate, +2.5% reload speed, +7.5% projectile speed, but -5% explosion radius<br> |
{{Neutral}} These can stacked up to 10 times and start to decay 5 seconds without damaging or killing an enemy with a 2.5 second interval<br> | {{Neutral}} These can stacked up to 10 times and start to decay 5 seconds without damaging or killing an enemy with a 2.5 second interval<br> | ||
{{Con}}-25% damage on non-direct hits<br> | {{Con}}-25% damage on non-direct hits<br> | ||
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{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
{{Pro}}User performs an earthquake (350 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)<br> | {{Pro}}User performs an earthquake (350 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)<br> | ||
− | {{Pro}}The closer you are to enemies the more knockback and damage you will deal<br> | + | {{Pro}}The closer you are to enemies, the more knockback and damage you will deal<br> |
{{Con}}-25% fire rate<br> | {{Con}}-25% fire rate<br> | ||
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
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{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
{{Pro}}User performs a large earthquake (700 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)<br> | {{Pro}}User performs a large earthquake (700 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)<br> | ||
− | {{Pro}}The closer you are to enemies the more knockback and damage you will deal<br> | + | {{Pro}}The closer you are to enemies, the more knockback and damage you will deal<br> |
{{Con}}-250% fire rate<br> | {{Con}}-250% fire rate<br> | ||
{{Con}}-99% damage<br> | {{Con}}-99% damage<br> | ||
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|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
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| | | | ||
{{Pro}}+25% flame distance<br> | {{Pro}}+25% flame distance<br> | ||
− | {{Pro}}+100% afterburn damage<br> | + | {{Pro}}+100% [[Fire|afterburn]] damage<br> |
{{Con}}-75% damage vs players<br> | {{Con}}-75% damage vs players<br> | ||
{{Neutral}}Extinguishing teammates restores 10 health<br> | {{Neutral}}Extinguishing teammates restores 10 health<br> | ||
| | | | ||
{{Pro}}+50% flame distance<br> | {{Pro}}+50% flame distance<br> | ||
− | {{Pro}}+200% afterburn damage<br> | + | {{Pro}}+200% [[Fire|afterburn]] damage<br> |
{{Con}}-99% damage vs players<br> | {{Con}}-99% damage vs players<br> | ||
{{Neutral}}Extinguishing teammates restores 20 health<br> | {{Neutral}}Extinguishing teammates restores 20 health<br> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=290655903/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=290655903/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+25% flamethrower damage if enemy is higher than 1/2 health<br> | + | {{Pro}}+25% flamethrower (and afterburn) damage if enemy is higher than 1/2 health<br> |
− | {{Con}}-25% flamethrower damage if enemy is lower than 1/2 health<br> | + | {{Con}}-25% flamethrower (and afterburn) damage if enemy is lower than 1/2 health<br> |
{{Con}}-25% flame distance<br> | {{Con}}-25% flame distance<br> | ||
| | | | ||
− | {{Pro}}+100% flamethrower damage if enemy is higher than 1/2 health<br> | + | {{Pro}}+100% flamethrower (and afterburn) damage if enemy is higher than 1/2 health<br> |
− | {{Con}}-100% flamethrower damage if enemy is lower than 1/2 health<br> | + | {{Con}}-100% flamethrower (and afterburn) damage if enemy is lower than 1/2 health<br> |
{{Con}}-50% flame distance<br> | {{Con}}-50% flame distance<br> | ||
|- | |- | ||
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[http://gamebanana.com/skins/140768/ Gamebanana Link]<br /> | [http://gamebanana.com/skins/140768/ Gamebanana Link]<br /> | ||
| | | | ||
− | {{Pro}}On hit: Reset enemy afterburn duration<br> | + | {{Pro}}On hit: Reset enemy [[Fire|afterburn]] duration<br> |
{{Pro}}Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds<br> | {{Pro}}Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds<br> | ||
{{Con}}-20% fire rate<br> | {{Con}}-20% fire rate<br> | ||
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{{Con}}+50% falloff damage penalty<br> | {{Con}}+50% falloff damage penalty<br> | ||
| | | | ||
− | {{Pro}}On hit: Reset enemy afterburn duration<br> | + | {{Pro}}On hit: Reset enemy [[Fire|afterburn]] duration<br> |
{{Pro}}Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds<br> | {{Pro}}Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds<br> | ||
{{Con}}-40% fire rate<br> | {{Con}}-40% fire rate<br> | ||
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{{Pro}}On hit: Generate +25% souls<br> | {{Pro}}On hit: Generate +25% souls<br> | ||
{{Pro}}On hit burning enemy: Generate +50% souls<br> | {{Pro}}On hit burning enemy: Generate +50% souls<br> | ||
− | {{Pro}}Souls increase all fire damage on wearer by up to | + | {{Pro}}Souls increase all fire damage on wearer by up to +125%<br> |
{{Con}}On hit burning enemy: Extinguish them<br> | {{Con}}On hit burning enemy: Extinguish them<br> | ||
{{Con}}Souls begin to drain slowly if user hasn't damaged a enemy within 20 seconds<br> | {{Con}}Souls begin to drain slowly if user hasn't damaged a enemy within 20 seconds<br> | ||
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{{Pro}}On hit: Generate +50% souls<br> | {{Pro}}On hit: Generate +50% souls<br> | ||
{{Pro}}{{Con}}On hit burning enemy: Generate +100% souls<br> | {{Pro}}{{Con}}On hit burning enemy: Generate +100% souls<br> | ||
− | {{Pro}}Souls increase all fire damage on wearer by up to | + | {{Pro}}Souls increase all fire damage on wearer by up to +250%<br> |
{{Con}}On hit burning enemy: Extinguish them<br> | {{Con}}On hit burning enemy: Extinguish them<br> | ||
{{Con}}Souls begin to drain slowly if user hasn't damaged a enemy within 40 seconds<br> | {{Con}}Souls begin to drain slowly if user hasn't damaged a enemy within 40 seconds<br> | ||
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|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
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{{Pro}}+500% air control when sticky jumping<br> | {{Pro}}+500% air control when sticky jumping<br> | ||
{{Pro}}Never take fall damage<br> | {{Pro}}Never take fall damage<br> | ||
+ | {{Con}}25% increase in push force taken from damage and airblasts<br> | ||
{{Con}}-50 max health<br> | {{Con}}-50 max health<br> | ||
− | |||
| | | | ||
{{Neutral}}On wearer:<br> | {{Neutral}}On wearer:<br> | ||
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{{Pro}}Full air control when sticky jumping<br> | {{Pro}}Full air control when sticky jumping<br> | ||
{{Pro}}Never take fall damage<br> | {{Pro}}Never take fall damage<br> | ||
+ | {{Con}}250% increase in push force taken from damage and airblasts<br> | ||
{{Con}}-500 max health<br> | {{Con}}-500 max health<br> | ||
− | |||
|- | |- | ||
| align="center" | [[File: Glasgow_Greaves.png|100px]]<br> | | align="center" | [[File: Glasgow_Greaves.png|100px]]<br> | ||
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|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
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{{Con}}Weapon can only be mini-crit boosted<br> | {{Con}}Weapon can only be mini-crit boosted<br> | ||
{{Con}}Cannot primary attack<br> | {{Con}}Cannot primary attack<br> | ||
− | {{ | + | {{Con}}While spun up: 10 ammo consumed per second<br> |
| | | | ||
{{Pro}}While spun up: Receive no move speed penalty and gain a +30% move speed bonus<br> | {{Pro}}While spun up: Receive no move speed penalty and gain a +30% move speed bonus<br> | ||
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{{Con}}Weapon can only be mini-crit boosted<br> | {{Con}}Weapon can only be mini-crit boosted<br> | ||
{{Con}}Cannot primary attack<br> | {{Con}}Cannot primary attack<br> | ||
− | {{ | + | {{Con}}While spun up: 20 ammo consumed per second<br> |
|- | |- | ||
| align="center" | [[File: Bulletproof_Battery.png|100px]]<br> | | align="center" | [[File: Bulletproof_Battery.png|100px]]<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=229943267/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=229943267/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Damage dealt with this weapon generates rage | + | {{Pro}}Damage dealt with this weapon generates rage: press the Special-Attack key when fully charged to activate knockback for a short duration.<br> |
{{Pro}}Bullets penetrate all enemies<br> | {{Pro}}Bullets penetrate all enemies<br> | ||
{{Pro}}+300% bullets per shot<br> | {{Pro}}+300% bullets per shot<br> | ||
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{{Pro}}On kill: Increase move speed on wearer, up to +60% after 5 kills<br> | {{Pro}}On kill: Increase move speed on wearer, up to +60% after 5 kills<br> | ||
{{Con}}On kill: -5% damage, up to -25% in total after 5 kills<br> | {{Con}}On kill: -5% damage, up to -25% in total after 5 kills<br> | ||
− | {{Con}}- | + | {{Con}}-75% max primary ammo on wearer<br> |
{{Con}}Wearer cannot carry the intelligence briefcase<br> | {{Con}}Wearer cannot carry the intelligence briefcase<br> | ||
| | | | ||
− | {{Pro}}On hit: Gain a 2 speed boost<br> | + | {{Pro}}On hit: Gain a 2-second speed boost<br> |
{{Pro}}On kill: Increase move speed on wearer, up to +60% after 5 kills<br> | {{Pro}}On kill: Increase move speed on wearer, up to +60% after 5 kills<br> | ||
{{Con}}On kill: -2.5% damage, up to -12.5% in total after 5 kills<br> | {{Con}}On kill: -2.5% damage, up to -12.5% in total after 5 kills<br> | ||
− | {{Con}}-75% | + | {{Con}}-75% max primary ammo on wearer<br> |
{{Con}}Wearer cannot carry the intelligence briefcase<br> | {{Con}}Wearer cannot carry the intelligence briefcase<br> | ||
|- | |- | ||
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<br> | <br> | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
+ | {{Pro}}All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 10 seconds<br> | ||
{{Pro}}If user is *wet*: Gain +25% move speed and +25% fire rate<br> | {{Pro}}If user is *wet*: Gain +25% move speed and +25% fire rate<br> | ||
− | {{ | + | {{Con}}If user is not *wet*: Lose -25% move speed and -25% fire rate<br> |
− | |||
{{Con}}Cannot switch away when *Shark* meter is active<br> | {{Con}}Cannot switch away when *Shark* meter is active<br> | ||
− | |||
{{Neutral}}This requires 260 melee damage dealt to charge<br> | {{Neutral}}This requires 260 melee damage dealt to charge<br> | ||
| | | | ||
Line 1,171: | Line 1,182: | ||
<br> | <br> | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
+ | {{Pro}}All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 20 seconds<br> | ||
{{Pro}}If user is *wet*: Gain +75% move speed and +75% fire rate<br> | {{Pro}}If user is *wet*: Gain +75% move speed and +75% fire rate<br> | ||
− | {{ | + | {{Con}}If user is not *wet*: Lose -75% move speed and -75% fire rate<br> |
− | |||
{{Con}}Cannot switch away when *Shark* meter is active<br> | {{Con}}Cannot switch away when *Shark* meter is active<br> | ||
− | |||
{{Neutral}}This requires 130 melee damage dealt to charge<br> | {{Neutral}}This requires 130 melee damage dealt to charge<br> | ||
|- | |- | ||
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|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
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{{Pro}}On hit friendly building: +15 upgrade and +15 repair<br> | {{Pro}}On hit friendly building: +15 upgrade and +15 repair<br> | ||
{{Pro}}On hit friendly building: Restores 5% sentry ammo and 1 sentry rocket<br> | {{Pro}}On hit friendly building: Restores 5% sentry ammo and 1 sentry rocket<br> | ||
− | {{Pro}}Damage removes Sappers ( | + | {{Pro}}Damage removes Sappers (but requires 4 hits)<br> |
{{Con}}-25% metal from pickups or dispensers<br> | {{Con}}-25% metal from pickups or dispensers<br> | ||
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
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{{Pro}}On hit friendly building: +150 upgrade and +150 repair<br> | {{Pro}}On hit friendly building: +150 upgrade and +150 repair<br> | ||
{{Pro}}On hit friendly building: Restores 10% sentry ammo and 2 sentry rocket<br> | {{Pro}}On hit friendly building: Restores 10% sentry ammo and 2 sentry rocket<br> | ||
− | {{Pro}}Damage removes Sappers ( | + | {{Pro}}Damage removes Sappers (but requires 4 hits)<br> |
{{Con}}No metal from pickups or dispensers<br> | {{Con}}No metal from pickups or dispensers<br> | ||
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=622928860/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=622928860/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Firing speed increases by 5% for each time your teleporter is used, up to +50% ( | + | {{Pro}}Firing speed increases by 5% for each time your teleporter is used, up to +50% (requires 10 uses for max fire rate)<br> |
{{Con}}+25% metal cost when constructing or upgrading teleporters<br> | {{Con}}+25% metal cost when constructing or upgrading teleporters<br> | ||
{{Con}}-20% damage<br> | {{Con}}-20% damage<br> | ||
{{Neutral}}Fire rate bonus is reset on death or if one of your Teleporters is destroyed<br> | {{Neutral}}Fire rate bonus is reset on death or if one of your Teleporters is destroyed<br> | ||
| | | | ||
− | {{Pro}}Firing speed increases by 10% for each time your teleporter is used, up to +100% ( | + | {{Pro}}Firing speed increases by 10% for each time your teleporter is used, up to +100% (requires 10 uses for max fire rate)<br> |
{{Con}}+50% metal cost when constructing or upgrading teleporters<br> | {{Con}}+50% metal cost when constructing or upgrading teleporters<br> | ||
{{Con}}-40% damage<br> | {{Con}}-40% damage<br> | ||
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| | | | ||
{{Pro}}Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (675 hammer units)<br> | {{Pro}}Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (675 hammer units)<br> | ||
− | {{Neutral}}While using the *Attraction* meter, drains 20 metal per second. Attraction only | + | {{Neutral}}While using the *Attraction* meter, drains 20 metal per second. Attraction only lasts for 5 seconds and requires a 15 seconds cooldown.<br> |
| | | | ||
{{Pro}}Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (1350 hammer units)<br> | {{Pro}}Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (1350 hammer units)<br> | ||
− | {{Neutral}}While using the *Attraction* meter, drains 10 metal per second. Attraction only | + | {{Neutral}}While using the *Attraction* meter, drains 10 metal per second. Attraction only lasts for 10 seconds and requires a 7.5 seconds cooldown.<br> |
|- | |- | ||
| align="center" | [[File: Welder_Gun.png|100px]]<br> | | align="center" | [[File: Welder_Gun.png|100px]]<br> | ||
Line 1,379: | Line 1,391: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
Line 1,397: | Line 1,411: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Deals up to +50% damage based on your current | + | {{Pro}}Deals up to +50% damage based on your current ÜberCharge<br> |
{{Pro}}Arrow can headshot for +100% damage<br> | {{Pro}}Arrow can headshot for +100% damage<br> | ||
− | {{Con}}Doesn't gain | + | {{Con}}Doesn't gain ÜberCharge on hit<br> |
{{Con}}Cannot heal teammates on hit<br> | {{Con}}Cannot heal teammates on hit<br> | ||
{{Neutral}}Weapon uses normal damage falloff and headshot is also affected by damage falloff<br> | {{Neutral}}Weapon uses normal damage falloff and headshot is also affected by damage falloff<br> | ||
| | | | ||
− | {{Pro}}Deals up to +100% damage based on your current | + | {{Pro}}Deals up to +100% damage based on your current ÜberCharge<br> |
{{Pro}}Arrow can headshot for +100% damage<br> | {{Pro}}Arrow can headshot for +100% damage<br> | ||
{{Con}}Cannot heal teammates on hit<br> | {{Con}}Cannot heal teammates on hit<br> | ||
− | {{Con}}Doesn't gain | + | {{Con}}Doesn't gain ÜberCharge on hit<br> |
{{Neutral}}Weapon uses normal damage falloff and headshot is also affected by damage falloff<br> | {{Neutral}}Weapon uses normal damage falloff and headshot is also affected by damage falloff<br> | ||
|- | |- | ||
Line 1,431: | Line 1,445: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=439001431/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=439001431/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}5% of your damage dealt and 2.5% of your patient's damage dealt is converted to | + | {{Pro}}5% of your damage dealt and 2.5% of your patient's damage dealt is converted to ÜberCharge<br> |
− | {{Con}}-25% | + | {{Con}}-25% ÜberCharge rate<br> |
{{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br> | {{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br> | ||
| | | | ||
− | {{Pro}}25% of your damage dealt and 12.5% of your patient's damage dealt is converted to | + | {{Pro}}25% of your damage dealt and 12.5% of your patient's damage dealt is converted to ÜberCharge<br> |
− | {{Con}}-100% | + | {{Con}}-100% ÜberCharge rate<br> |
{{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br> | {{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br> | ||
|- | |- | ||
Line 1,445: | Line 1,459: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=487422055/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=487422055/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+20% | + | {{Pro}}+20% ÜberCharge rate<br> |
{{Pro}}+500% overheal time<br> | {{Pro}}+500% overheal time<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Increases overheal cap by 50% and overheal build rate by 200%<br> |
| | | | ||
− | {{Pro}}+200% | + | {{Pro}}+200% ÜberCharge rate<br> |
{{Pro}}No overheal decay<br> | {{Pro}}No overheal decay<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Increases overheal cap by 150% and overheal build rate by 200%<br> |
|- | |- | ||
| align="center" | [[File: Critical_Transmission.png|100px]]<br> | | align="center" | [[File: Critical_Transmission.png|100px]]<br> | ||
Line 1,459: | Line 1,473: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=513923603/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=513923603/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+20% | + | {{Pro}}+20% ÜberCharge rate<br> |
{{Pro}}While healing: User slowly becomes nearly fully transparent over 5 seconds<br> | {{Pro}}While healing: User slowly becomes nearly fully transparent over 5 seconds<br> | ||
− | {{Pro}}While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (900 hammer units) | + | {{Pro}}While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (900 hammer units); the amount is based on how close your allies are to you<br> |
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> |
| | | | ||
− | {{Pro}}+200% | + | {{Pro}}+200% ÜberCharge rate<br> |
{{Pro}}While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds<br> | {{Pro}}While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds<br> | ||
− | {{Pro}}While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (1800 hammer units) | + | {{Pro}}While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (1800 hammer units); the amount is based on how close your allies are to you<br> |
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> |
|- | |- | ||
| align="center" | [[File: Der_Schmerzschild.png|100px]]<br> | | align="center" | [[File: Der_Schmerzschild.png|100px]]<br> | ||
Line 1,476: | Line 1,490: | ||
| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Pro}}Passively regenerates 1/2% | + | {{Pro}}Passively regenerates 1/2% Übercharge per second<br> |
{{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)<br> | {{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)<br> | ||
{{Con}}Move speed decreases based on charge, up to -15%<br> | {{Con}}Move speed decreases based on charge, up to -15%<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Automatically uses 30% charge when your patient goes below 20% health to restore 50% of their health and up to 10% of your health. ÜberCharge can be manually used without a patient to restore 20% of your health at the cost of 10% charge.<br> |
| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Pro}}Passively regenerates 1% | + | {{Pro}}Passively regenerates 1% Übercharge per second<br> |
{{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)<br> | {{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)<br> | ||
{{Con}}Move speed decreases based on charge, up to -30%<br> | {{Con}}Move speed decreases based on charge, up to -30%<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Automatically uses 15% charge when your patient goes below 20% health to restore 75% of their health and up to 15% of your health. ÜberCharge can be manually used without a patient to restore 40% of your health at the cost of 5% charge.<br> |
|- | |- | ||
| align="center" | [[File: Recycled_Replenisher.png|100px]]<br> | | align="center" | [[File: Recycled_Replenisher.png|100px]]<br> | ||
Line 1,496: | Line 1,510: | ||
{{Neutral}}User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras<br> | {{Neutral}}User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras<br> | ||
{{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> | {{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: All nearby teammates gain +25% fire rate and reload speed. Your patient gains +60% fire rate, +60% reload speed, +100% clip size, and +75% move speed bonus.<br> |
| | | | ||
{{Pro}}+50% heal rate<br> | {{Pro}}+50% heal rate<br> | ||
{{Neutral}}User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras<br> | {{Neutral}}User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras<br> | ||
{{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> | {{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: All nearby teammates gain +50% fire rate, +50% reload speed, +100% clip size, and +30% move speed. Your patient also gains additional +25% fire rate, +25% reload speed, speed bonus, and infinite air jumps.<br> |
|- | |- | ||
| align="center" | [[File: Bio_Syringe.png|100px]]<br> | | align="center" | [[File: Bio_Syringe.png|100px]]<br> | ||
Line 1,538: | Line 1,552: | ||
| | | | ||
{{Pro}}Allows you to see teammates and their health through walls<br> | {{Pro}}Allows you to see teammates and their health through walls<br> | ||
− | {{Pro}}Alt-fire to use your | + | {{Pro}}Alt-fire to use your ÜberCharge in 8% increments for a 4 second speed boost<br> |
{{Con}}Cannot switch away from your melee weapon while speed boosted<br> | {{Con}}Cannot switch away from your melee weapon while speed boosted<br> | ||
{{Con}}-25% fire rate<br> | {{Con}}-25% fire rate<br> | ||
| | | | ||
{{Pro}}Allows you to see teammates and their health through walls<br> | {{Pro}}Allows you to see teammates and their health through walls<br> | ||
− | {{Pro}}Alt-fire to use your | + | {{Pro}}Alt-fire to use your ÜberCharge in 4% increments for a 8 second speed boost<br> |
{{Con}}Cannot switch away from your melee weapon while speed boosted<br> | {{Con}}Cannot switch away from your melee weapon while speed boosted<br> | ||
{{Con}}-250% fire rate<br> | {{Con}}-250% fire rate<br> | ||
Line 1,549: | Line 1,563: | ||
| align="center" | [[File: UberSyringe.png|100px]]<br> | | align="center" | [[File: UberSyringe.png|100px]]<br> | ||
<small>[[Melee]]</small><br> | <small>[[Melee]]</small><br> | ||
− | ''' | + | '''ÜberSyringe''' |
| align="center" | | | align="center" | | ||
[http://gamebanana.com/skins/144706/ Gamebanana Link]<br /> | [http://gamebanana.com/skins/144706/ Gamebanana Link]<br /> | ||
| | | | ||
− | {{Pro}}On hit: +25% | + | {{Pro}}On hit: +25% ÜberCharge rate, up to +150%<br> |
− | {{Con}}Two | + | {{Con}}Two ÜberCharge stacks are lost when Uber is deployed<br> |
− | {{Con}}On hit: -10% | + | {{Con}}On hit: -10% ÜberCharge<br> |
| | | | ||
{{Pro}}On hit: +250% UberCharge rate, up to +1500%<br> | {{Pro}}On hit: +250% UberCharge rate, up to +1500%<br> | ||
{{Con}}One UberCharge stack is lost when Uber is deployed<br> | {{Con}}One UberCharge stack is lost when Uber is deployed<br> | ||
− | {{Con}}On hit: -100% | + | {{Con}}On hit: -100% ÜberCharge<br> |
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
Line 1,583: | Line 1,599: | ||
{{Pro}}+25% damage for each time an arrow bounces<br> | {{Pro}}+25% damage for each time an arrow bounces<br> | ||
{{Pro}}Arrows penetrates all enemies<br> | {{Pro}}Arrows penetrates all enemies<br> | ||
− | {{Con}}+25% falloff damage (including mini-crits and critical hits<br> | + | {{Con}}+25% falloff damage (including mini-crits and critical hits)<br> |
{{Con}}Mini-crits on headshots<br> | {{Con}}Mini-crits on headshots<br> | ||
| | | | ||
Line 1,589: | Line 1,605: | ||
{{Pro}}+50% damage for each time an arrow bounces<br> | {{Pro}}+50% damage for each time an arrow bounces<br> | ||
{{Pro}}Arrows penetrates all enemies<br> | {{Pro}}Arrows penetrates all enemies<br> | ||
− | {{Con}}+50% falloff damage (including mini-crits and critical hits<br> | + | {{Con}}+50% falloff damage (including mini-crits and critical hits)<br> |
{{Con}}Mini-crits on headshots<br> | {{Con}}Mini-crits on headshots<br> | ||
|- | |- | ||
Line 1,677: | Line 1,693: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=309245150/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=309245150/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+15% damage for primary and melee weapons ( | + | {{Pro}}+15% damage for primary and melee weapons (including debuffs you inflict on enemies)<br> |
{{Pro}}+40% max primary ammo on wearer<br> | {{Pro}}+40% max primary ammo on wearer<br> | ||
| | | | ||
− | {{Pro}}+30% damage for primary and melee weapons ( | + | {{Pro}}+30% damage for primary and melee weapons (including debuffs you inflict on enemies)<br> |
{{Pro}}+80% max primary ammo on wearer<br> | {{Pro}}+80% max primary ammo on wearer<br> | ||
|- | |- | ||
Line 1,814: | Line 1,830: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
Line 1,988: | Line 2,006: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
Line 2,023: | Line 2,043: | ||
{{Con}}While active: -25% critical damage (Demoman ONLY)<br> | {{Con}}While active: -25% critical damage (Demoman ONLY)<br> | ||
{{Con}}-10% fire rate<br> | {{Con}}-10% fire rate<br> | ||
− | {{Neutral}} | + | {{Neutral}}Bumper car hits will always mini-crit on hit and always crit if user is traveling fast enough<br> |
| | | | ||
{{Pro}}On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup (including blocking backstabs) for 20 seconds<br> | {{Pro}}On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup (including blocking backstabs) for 20 seconds<br> | ||
Line 2,029: | Line 2,049: | ||
{{Con}}While active: -25% critical damage (Demoman ONLY)<br> | {{Con}}While active: -25% critical damage (Demoman ONLY)<br> | ||
{{Con}}-100% fire rate<br> | {{Con}}-100% fire rate<br> | ||
− | {{Neutral}} | + | {{Neutral}}Bumper car hits will always critical hit<br> |
|- | |- | ||
| align="center" rowspan="2" | {{Icon class|class=Soldier|link=Soldier}}[[Soldier]], {{Icon class|class=Pyro|link=Pyro}}[[Pyro]], {{Icon class|class=Heavy|link=Heavy}}[[Heavy]] and {{Icon class|class=Engineer|link=Engineer}}[[Engineer]] | | align="center" rowspan="2" | {{Icon class|class=Soldier|link=Soldier}}[[Soldier]], {{Icon class|class=Pyro|link=Pyro}}[[Pyro]], {{Icon class|class=Heavy|link=Heavy}}[[Heavy]] and {{Icon class|class=Engineer|link=Engineer}}[[Engineer]] | ||
Line 2,059: | Line 2,079: | ||
{{Con}}-50% base clip size<br> | {{Con}}-50% base clip size<br> | ||
{{Neutral}}Engineer requires 120 damage to reload a shot (15% sentry damage counts towards the total)<br> | {{Neutral}}Engineer requires 120 damage to reload a shot (15% sentry damage counts towards the total)<br> | ||
− | {{Neutral}}Pyro requires 180 damage to reload a shot ( | + | {{Neutral}}Pyro requires 180 damage to reload a shot (including afterburn damage)<br> |
{{Neutral}}Heavy requires 150 damage to reload a shot<br> | {{Neutral}}Heavy requires 150 damage to reload a shot<br> | ||
{{Neutral}}Soldier requires 120 damage to reload a shot<br> | {{Neutral}}Soldier requires 120 damage to reload a shot<br> | ||
Line 2,068: | Line 2,088: | ||
{{Con}}-66% base clip size<br> | {{Con}}-66% base clip size<br> | ||
{{Neutral}}Engineer requires 60 damage to reload a shot (15% sentry damage counts towards the total)<br> | {{Neutral}}Engineer requires 60 damage to reload a shot (15% sentry damage counts towards the total)<br> | ||
− | {{Neutral}}Pyro requires 90 damage to reload a shot ( | + | {{Neutral}}Pyro requires 90 damage to reload a shot (including afterburn damage)<br> |
{{Neutral}}Heavy requires 75 damage to reload a shot<br> | {{Neutral}}Heavy requires 75 damage to reload a shot<br> | ||
{{Neutral}}Soldier requires 60 damage to reload a shot<br> | {{Neutral}}Soldier requires 60 damage to reload a shot<br> | ||
Line 2,074: | Line 2,094: | ||
|} | |} | ||
− | === | + | |
− | The following weapons | + | |
+ | === Removed/Unused Custom Weapons === | ||
+ | The following weapons are only available to the supporters of CTF2W on the MvM servers. Also, the Custom Weapons below do not have a custom model attached. | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
Line 2,138: | Line 2,160: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Soldier Custom Weapons | ! colspan="3" class="header" | Soldier Custom Weapons | ||
Line 2,187: | Line 2,212: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Pyro Custom Weapons | ! colspan="3" class="header" | Pyro Custom Weapons | ||
Line 2,224: | Line 2,252: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Demoman Custom Weapons | ! colspan="3" class="header" | Demoman Custom Weapons | ||
Line 2,286: | Line 2,317: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
Line 2,338: | Line 2,371: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Engineer Custom Weapons | ! colspan="3" class="header" | Engineer Custom Weapons | ||
Line 2,366: | Line 2,402: | ||
| | | | ||
{{Pro}}Damage is based on current metal amount<br> | {{Pro}}Damage is based on current metal amount<br> | ||
− | {{Con}}No metal from pickups or | + | {{Con}}No metal from pickups or Dispensers while active<br> |
{{Con}}Minimal damage when out of metal<br> | {{Con}}Minimal damage when out of metal<br> | ||
{{Con}}-200% fire rate and reload speed<br> | {{Con}}-200% fire rate and reload speed<br> | ||
Line 2,400: | Line 2,436: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Medic Custom Weapons | ! colspan="3" class="header" | Medic Custom Weapons | ||
Line 2,452: | Line 2,491: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Sniper Custom Weapons | ! colspan="3" class="header" | Sniper Custom Weapons | ||
Line 2,482: | Line 2,524: | ||
'''Aussie Possie Trap''' | '''Aussie Possie Trap''' | ||
| | | | ||
− | {{Pro}}On hit: Apply | + | {{Pro}}On hit: Apply Jarate for 5 seconds<br> |
{{Pro}}+50% explosion radius<br> | {{Pro}}+50% explosion radius<br> | ||
− | {{Con}}On self hit: Apply | + | {{Con}}On self hit: Apply Jarate to yourself for 5 seconds<br> |
{{Con}}Minimal damage<br> | {{Con}}Minimal damage<br> | ||
{{Con}}Only 2 bombs out<br> | {{Con}}Only 2 bombs out<br> | ||
Line 2,506: | Line 2,548: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="3" class="header" | Spy Custom Weapons | ! colspan="3" class="header" | Spy Custom Weapons | ||
Line 2,574: | Line 2,619: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
Line 2,589: | Line 2,636: | ||
{{Pro}}+25% UberCharge rate for the Medic healing you<br> | {{Pro}}+25% UberCharge rate for the Medic healing you<br> | ||
{{Con}}-90% healing from Medic healing<br> | {{Con}}-90% healing from Medic healing<br> | ||
− | {{Neutral}}This effect does NOT work in a respawn room and\nrequires yourself (and | + | {{Neutral}}This effect does NOT work in a respawn room and\nrequires yourself (and Medic) to be outside of spawn<br> |
|- | |- | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == Former Development Members == | + | === Official Weapon Changes === |
− | [http://steamcommunity.com/profiles/76561198044020790/ MasterOfTheXP] - Original Author and Main Plugin Developer<br /> | + | The official weapons below are currently only available on the Testing servers. |
− | [http://steamcommunity.com/profiles/76561198040632740/ Theray070696] - Custom Attribute Developer & Main Plugin Developer<br /> | + | {| class="wikitable grid collapsible autocollapse" width="100%" |
− | [http://steamcommunity.com/profiles/76561198016621705/ 404] - Developer<br /> | + | ! colspan="1" class="header" | Overall Changes |
− | [http://steamcommunity.com/profiles/76561198076264543/ Deathreus] - | + | |- |
− | + | <!-- Overall Changes HERE --> | |
− | + | | align="left" | | |
− | + | -Reduced deploy/holster speed penalties to -66% (0.833 second) from -100% (1 second) for all swords<br><br> | |
+ | -Reduced melee range bonus to +33% from +37% for all swords<br><br> | ||
+ | -Added "While on fire: -20% health received from all healing sources"<br> | ||
+ | '''NOTE''': Any weapon that can ignite enemies will gain this new debuff. Also, we removed the "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Flamethrowers. Additional, any weapon that grants health will reduced from this new debuff, including HP regen or any health over time.<br><br> | ||
+ | -Added "Health packs do not remove the bleed effect"<br> | ||
+ | '''NOTE''': You can still heal on pickup, but the bleed timer will continue<br><br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Scout - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SCOUT CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) 50% faster overall weapon switching"<br> | ||
+ | '''NOTE''': This decreases Scout's normal switch time to .25 second from .5 second<br> | ||
+ | | | ||
+ | (Ability) User can double jump<br> | ||
+ | (Ability) +1 capture rate on wearer<br> | ||
+ | (Ability) 50% faster overall weapon switching<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Scout - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SCOUT HERE --> | ||
+ | | align="center" | [[File:Backpack_Scattergun.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Scattergun''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Force-A-Nature.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Force-A-Nature''' | ||
+ | | align="left" | | ||
+ | -Increased bullets per shot to +100% from +20%<br><br> | ||
+ | -Increased damage penalty to -50% from -10%<br><br> | ||
+ | -Added "20% more accurate"<br><br> | ||
+ | -Added hidden "4% slower reload time" penalty to match the Shortshop base reload time<br> | ||
+ | | | ||
+ | {{Pro}}Applies knockback on the target and shooter<br> | ||
+ | {{Pro}}+100% bullets per shot<br> | ||
+ | {{Pro}}+50% faster firing speed<br> | ||
+ | {{Pro}}20% more accurate<br> | ||
+ | {{Con}}-50% damage penalty<br> | ||
+ | {{Con}}-66% clip size<br> | ||
+ | {{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Shortstop.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Shortstop''' | ||
+ | | align="left" | | ||
+ | -Added "When weapon is active & while doing the objective"<br><br> | ||
+ | -Added "+50% bonus healing from all sources"<br><br> | ||
+ | -Increased push force taken to +25% from +20%<br><br> | ||
+ | -Increased hidden fire rate bonus to +50% from +42%<br><br> | ||
+ | '''NOTE''': Healing sources count towards.....<br> | ||
+ | Health packs, Dispensers, Payload carts, Mad Milk, Crusader's Crossbow, Amputor taunt, or Medic healing<br><br> | ||
+ | '''NOTE''': While doing the objective count towards.....<br> | ||
+ | Pushing a Payload cart, capturing a control point, or while holding the Intelligence<br> | ||
+ | | | ||
+ | When weapon is active & while doing the objective:<br> | ||
+ | :{{Pro}}+50% bonus healing from all sources<br> | ||
+ | :{{Con}}+25% increase in push force taken from damage and airblast<br> | ||
+ | :{{Neutral}}This weapon is best used at medium and/or long range<br> | ||
+ | :{{Neutral}}Alt-Fire: Reach out to shove an enemy<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Soda_Popper.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Soda Popper''' | ||
+ | | align="left" | | ||
+ | -Added "When Hype is used: User gains full air strafe control"<br><br> | ||
+ | -Added "When Hype is not active: Hype is reduced by 15% on double jumps"<br><br> | ||
+ | -Added hidden "4% slower reload time" penalty to match the Shortshop base reload time<br> | ||
+ | | | ||
+ | {{Pro}}On hit any weapon: Builds Hype<br> | ||
+ | {{Pro}}+50% faster firing speed<br> | ||
+ | {{Pro}}25% faster reload time<br> | ||
+ | {{Con}}When Hype is not active: Hype is reduced by 15% on double jumps<br> | ||
+ | {{Con}}-66% clip size<br> | ||
+ | {{Neutral}}When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps and full air strafe control for 8 seconds. When activated, user can't gain Hype.<br> | ||
+ | {{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br> | ||
+ | {{Neutral}}Requires 350 damage dealt to fully charge Hype<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Baby_Face's_Blaster.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Baby Face's Blaster''' | ||
+ | | align="left" | | ||
+ | -Reduced boost lost on hit to 1% from 4%<br><br> | ||
+ | -Removed "Boost reduced on air jumps"<br><br> | ||
+ | -Removed "-34% clip size"<br><br> | ||
+ | -Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"<br><br> | ||
+ | -Added "Boost decays over time" (2% every 1 second)<br><br> | ||
+ | -Added "-1 capture rate on wearer"<br><br> | ||
+ | -Increased damage required to fill to 200 from 100<br> | ||
+ | | | ||
+ | {{Pro}}On hit any weapon: Builds Boost that increases your move speed on wearer<br> | ||
+ | {{Con}}Boost is reduced when damaged and decays over time<br> | ||
+ | {{Con}}Boost is disabled while doing the objective<br> | ||
+ | {{Con}}10% slower move speed on wearer<br> | ||
+ | {{Con}}-1 capture rate on wearer<br> | ||
+ | {{Neutral}}Requires 200 damage dealt to fully fill Boost<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Back_Scatter.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Back Scatter''' | ||
+ | | align="left" | | ||
+ | -Removed "Mini-crits targets when fired at their back from close range"<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Removed "-34% clip size"<br><br> | ||
+ | -Added "On kill: Reduced weapon attack noise"<br><br> | ||
+ | -Added "100% critical hits from behind"<br><br> | ||
+ | -Added "Fires a fixed shot pattern"<br><br> | ||
+ | -Added "-20% damage penalty"<br><br> | ||
+ | -Added "-10% bullets per shot"<br> | ||
+ | | | ||
+ | {{Pro}}On kill: Reduced weapon attack noise<br> | ||
+ | {{Pro}}100% critical hits from behind<br> | ||
+ | {{Pro}}Fires a fixed shot pattern<br> | ||
+ | {{Con}}20% less accurate<br> | ||
+ | {{Con}}-20% damage penalty<br> | ||
+ | {{Con}}-10% bullets per shot<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Pistol.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Scout's Pistol''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Bonk!_Atomic_Punch.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Bonk! Atomic Punch''' | ||
+ | | align="left" | | ||
+ | -Added "+25% move speed while under effects"<br><br> | ||
+ | -Added "This weapon deploys 400% slower"<br> | ||
+ | '''NOTE''': Since we are increasing Scout's switching speed to .25 seconds from the default 0.5, this penalty would increase the deploy time to 1 second<br> | ||
+ | | | ||
+ | {{Pro}}While under the effects, become invulnerable and gain a 25% speed boost for 8 seconds.<br> | ||
+ | {{Con}}While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.<br> | ||
+ | {{Con}}This weapon deploys 400% slower<br> | ||
+ | {{Neutral}}30 second recharge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Crit-a-Cola.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Crit-a-Cola''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Pro}}While under the effects, all damage dealt is Mini-Crits for 8 seconds.<br> | ||
+ | {{Con}}Making any attack while under the effect causes a 5 second Marked-For-Death debuff until the effect wears off.<br> | ||
+ | {{Neutral}}30 second recharge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Mad_Milk.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Mad Milk''' | ||
+ | | align="left" | | ||
+ | -Reduced Mad Milk healing percentage to 35% from 60%<br> | ||
+ | '''NOTE''': Matches the Concheror's life leech<br><br> | ||
+ | -Added "While doing the objective: +25% faster recharge rate"<br><br> | ||
+ | -Increased extinguishing teammate cooldown to 25% from 20%<br> | ||
+ | | | ||
+ | {{Pro}}Players heal 35% of the damage done to an enemy covered with milk<br> | ||
+ | {{Pro}}While doing the objective: +25% faster recharge rate<br> | ||
+ | {{Pro}}Extinguishing teammates reduces cooldown by -25%<br> | ||
+ | {{Pro}}Extinguishes fire on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br> | ||
+ | {{Neutral}}20 second recharge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Winger.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Winger''' | ||
+ | | align="left" | | ||
+ | -Added "Wearer never takes falling damage while active"<br><br> | ||
+ | -Reduced clip size penalty to -50% from -60%<br><br> | ||
+ | -Increased jump height bonus to +30% from 25%<br><br> | ||
+ | -Removed "+15% damage bonus"<br> | ||
+ | | | ||
+ | When weapon is active:<br> | ||
+ | :{{Pro}}Wearer never takes falling damage<br> | ||
+ | :{{Pro}}+30% greater jump height<br> | ||
+ | :{{Con}}-50% clip size<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Pretty_Boy's_Pocket_Pistol.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Pretty Boy's Pocket Pistol''' | ||
+ | | align="left" | | ||
+ | -Removed "When weapon is active"<br><br> | ||
+ | -Increased health on hit to +4 from +3<br><br> | ||
+ | -Added "-25% max secondary ammo on wearer"<br> | ||
+ | | | ||
+ | {{Pro}}On hit: Gain up to +4 health<br> | ||
+ | {{Pro}}+15% faster firing speed<br> | ||
+ | {{Con}}-25% clip size<br> | ||
+ | {{Con}}-25% max secondary ammo on wearer<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Flying_Guillotine.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Flying Guillotine''' | ||
+ | | align="left" | | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "100% mini-crits vs players below 50% health"<br> | ||
+ | '''NOTE''': Includes Guillotine hit and bleed damage<br> | ||
+ | | | ||
+ | {{Pro}}On hit: Bleed for 5 seconds <br> | ||
+ | {{Pro}}Long distance hits reduce recharge time by 25%<br> | ||
+ | {{Pro}}100% mini-crits vs players below 50% health<br> | ||
+ | {{Con}}Cannot be picked up after thrown<br> | ||
+ | {{Neutral}}6 second recharge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Bat.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Bat''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Sandman.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Sandman''' | ||
+ | | align="left" | | ||
+ | -Decreased damage from ball when at point blank to 10 from 15<br><br> | ||
+ | -Increased damage from ball from max distance to 40 from 30<br><br> | ||
+ | -Completely redid the slow-down system and now it's based it on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additional, normally the ball would have to slightly travel before it would apply the current official slow-down effect, but now you can hit someone at point blank to apply slow-down. A point blank ball hit applies a -66% penatly for 1 second and a max distance ball hit applies a -33% for 7 seconds.<br> | ||
+ | | | ||
+ | {{Pro}}Alt-Fire: Launches a ball that slows targets depending on travel distance, between 1–7 seconds. The slow-down effect is based on target's base move speed. Additional, the damage from the ball impact increases the further it travels.<br> | ||
+ | {{Pro}}Can be picked up after thrown to instantly recharge<br> | ||
+ | {{Con}}-15 max health on wearer<br> | ||
+ | {{Neutral}}10 second recharge<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Candy_Cane.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Candy Cane''' | ||
+ | | align="left" | | ||
+ | -Removed "25% explosive damage vulnerability on wearer"<br><br> | ||
+ | -Added "On kill with any weapon OR assist kill: A small ammo pack is dropped instead of a medium pack"<br><br> | ||
+ | -Added "60% slower firing speed"<br> | ||
+ | | | ||
+ | {{Pro}}On kill with any weapon OR assist kill: A small health pack is dropped<br> | ||
+ | {{Con}}On kill with any weapon OR assist kill: A small ammo pack is dropped instead of a medium pack<br> | ||
+ | {{Con}}60% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Boston_Basher.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Boston Basher''' | ||
+ | | align="left" | | ||
+ | -Added "+100% bleed damage bonus"<br><br> | ||
+ | -Reduced bleed duration to 3 seconds from 5<br> | ||
+ | | | ||
+ | {{Pro}}On hit: Bleed for 3 seconds<br> | ||
+ | {{Pro}}+100% bleed damage bonus<br> | ||
+ | {{Con}}On miss: Hit yourself. Idiot!<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Sun-on-a-Stick.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Sun-on-a-Stick''' | ||
+ | | align="left" | | ||
+ | -Increased damage penalty to -35% from -25%<br><br> | ||
+ | -Added "Alt-Fire: Spontaneous combustion" (Light yourself on fire for 10 seconds) (20 second recharge once used)<br><br> | ||
+ | -Added "On hit: Transfers remaining 'Spontaneous Combustion' afterburn to enemies"<br><br> | ||
+ | -Added "On hit: Transferred afterburn duration is reduced by 75%, and doesn't reset the duration"<br><br> | ||
+ | -Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"<br> | ||
+ | | | ||
+ | {{Pro}}Alt-Fire: Spontaneous Combustion<br> | ||
+ | {{Pro}}On hit: Transfers remaining "Spontaneous Combustion" afterburn to enemies<br> | ||
+ | {{Pro}}+25% fire damage resistance while active<br> | ||
+ | {{Pro}}100% critical hit vs burning players<br> | ||
+ | {{Con}}On hit: Transferred afterburn duration is reduced by 75%, and doesn't reset the duration<br> | ||
+ | {{Con}}On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once<br> | ||
+ | {{Con}}-35% direct damage penalty<br> | ||
+ | {{Neutral}}20 second recharge once used<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Fan_O'War.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Fan O'War''' | ||
+ | | align="left" | | ||
+ | -Removed "Crits whenever it would normally mini-crit"<br><br> | ||
+ | -Increased damage penalty to "Minimal damage" from -75%<br><br> | ||
+ | -Now can mark up to 2 instead of 1<br><br> | ||
+ | -Reduced max mark duration to 10 seconds from 15<br><br> | ||
+ | -Added "On hit: Gain a 2 second speed boost"<br> | ||
+ | | | ||
+ | {{Pro}}On hit (up to 2): Target is marked for 10 seconds causing all damage taken from your teammates to be mini-crits<br> | ||
+ | {{Pro}}On hit: Gain a 2 second speed boost<br> | ||
+ | {{Con}}Minimal damage<br> | ||
+ | {{Neutral}}Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from your 1st target<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Atomizer.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Atomizer''' | ||
+ | | align="left" | | ||
+ | -Removed "Grants Triple Jump while deployed"<br><br> | ||
+ | -Removed "This weapon deploys 50% slower"<br><br> | ||
+ | -Increased damage penalty vs players to -25% from -15%<br><br> | ||
+ | -Added "While airborne: Slams target into the ground"<br><br> | ||
+ | -Added "On kill with any weapon: +1 jump stored"<br><br> | ||
+ | -Added "On hit with this weapon: +2 jumps stored"<br><br> | ||
+ | -Added "Disables double jump on wearer"<br><br> | ||
+ | -Added "Bonus jumps can be used even while weapon is not active"<br><br> | ||
+ | -Added "Every jump has a purple smoke below the user's feet"<br><br> | ||
+ | -Added "When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over"<br> | ||
+ | | | ||
+ | {{Pro}}While airborne: Melee attacks mini-crit and slams target into the ground<br> | ||
+ | {{Pro}}On kill with any weapon: +1 jump stored<br> | ||
+ | {{Pro}}On hit with this weapon: +2 jumps stored<br> | ||
+ | {{Con}}-25% damage vs players<br> | ||
+ | {{Con}}Disables double jump on wearer<br> | ||
+ | {{Neutral}}Bonus jumps can be used even while weapon is not active<br> | ||
+ | {{Neutral}}Every jump has a purple smoke below the user's feet<br> | ||
+ | {{Neutral}}When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Wrap_Assassin.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Wrap Assassin''' | ||
+ | | align="left" | | ||
+ | -Removed "+25% increase in recharge rate"<br><br> | ||
+ | -Reduced direct damage penalty to -50% from -65%<br><br> | ||
+ | -The bleeding effect from the ornament now scales depending on travel distance (between 1–10 seconds) instead of 7.5 seconds<br><br> | ||
+ | -The ornament will no longer do any damage on impact from either a direct hit or from shatter effect<br><br> | ||
+ | -Increased the scatter radius to 73 Hu from 50<br><br> | ||
+ | -Added that the shatter effect can cause bleeding as well<br><br> | ||
+ | -Added "On hit bleeding player with melee: Causes an explosion (146 Hu) that will cause nearby enemies to bleed for 5 seconds"<br><br> | ||
+ | -Added "On non-direct hits with the ornament: The bleed duration is reduced by 25%"<br><br> | ||
+ | -Added "+100% max misc ammo on wearer"<br> | ||
+ | | | ||
+ | {{Pro}}Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds<br> | ||
+ | {{Pro}}On hit bleeding player with melee: Causes an explosion that will cause nearby enemies to bleed for 5 seconds<br> | ||
+ | {{Pro}}+100% max misc ammo on wearer<br> | ||
+ | {{Con}}On non-direct hits with the ornament: The bleed duration is reduced by 25%<br> | ||
+ | {{Con}}-50% direct damage penalty<br> | ||
+ | {{Neutral}}10 second recharge<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Soldier - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SOLDIER CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) +50% increased air control when blast jumping"<br><br> | ||
+ | -Added "This weapon deploys 30% faster and holsters 15% faster" to all Banners<br> | ||
+ | | | ||
+ | (Ability) +50% increased air control when blast jumping<br> | ||
+ | (Ability) -75% blast damage to self while blast jumping<br> | ||
+ | (Ability) -40% blast damage to self<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Soldier - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SOLDIER HERE --> | ||
+ | | align="center" | [[File:Backpack_Rocket_Launcher.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Rocket Launcher''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Direct_Hit.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Direct Hit''' | ||
+ | | align="left" | | ||
+ | -Removed "+25% damage"<br><br> | ||
+ | -Added "+25% damage vs players"<br> | ||
+ | | | ||
+ | {{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br> | ||
+ | {{Pro}}+25% damage vs players<br> | ||
+ | {{Pro}}+80% projectile speed<br> | ||
+ | {{Con}}-70% explosion radius<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Black_Box.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Black Box''' | ||
+ | | align="left" | | ||
+ | -Added new bonuses/penalties if the user does or doesn't have a Banner equipped<br><br> | ||
+ | -Increased HP gained on hit to 25 from 20<br> | ||
+ | | | ||
+ | When a banner is equipped:<br> | ||
+ | :{{Pro}}+40% projectile speed<br> | ||
+ | :{{Pro}}-30% blast damage from rocket jumps<br> | ||
+ | :{{Con}}-25% clip size<br> | ||
+ | <br> | ||
+ | When a banner is not equipped:<br> | ||
+ | :{{Pro}}On hit: Gain up to 25 HP per attack<br> | ||
+ | :{{Con}}-25% clip size<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Rocket Jumper''' | ||
+ | | align="left" | | ||
+ | -Added "+50% clip size bonus"<br><br> | ||
+ | -Reduced bonus primary ammo to +100% from +200%<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "Allowed in Medieval mode"<br> | ||
+ | | | ||
+ | {{Pro}}+50% clip size bonus<br> | ||
+ | {{Pro}}+100% max primary ammo on wearer<br> | ||
+ | {{Pro}}No self inflicted blast damage taken<br> | ||
+ | {{Con}}-100% damage penalty<br> | ||
+ | {{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Liberty_Launcher.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Liberty Launcher''' | ||
+ | | align="left" | | ||
+ | -Decreased clip size to -50% from +25%<br><br> | ||
+ | -Removed "+40% projectile speed"<br><br> | ||
+ | -Removed "-25% blast damage from rocket jumps"<br><br> | ||
+ | -Removed "-25% damage penalty"<br><br> | ||
+ | -Added "This weapon deploys 60% faster and holsters 30% faster"<br><br> | ||
+ | -Added "On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increased"<br><br> | ||
+ | -Added "On kill: Clip is automatically fully reloaded"<br> | ||
+ | | | ||
+ | {{Pro}}This weapon deploys 60% faster and holsters 30% faster<br> | ||
+ | {{Pro}}On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increases<br> | ||
+ | {{Pro}}On kill: Clip is automatically fully reloaded<br> | ||
+ | {{Con}}-50% clip size<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Cow Mangler 5000''' | ||
+ | | align="left" | | ||
+ | -Decreased charged shot move speed penalty to -50% from -66%<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Removed the afterburn along with the mini-crit damage caused from the charged shot<br><br> | ||
+ | -Added "Black Hole Rockets" as part of the charged shot<br> | ||
+ | '''NOTE''': The suction and building disabling effects last for 4 seconds.<br> | ||
+ | '''NOTE''': Any enemy that can move fast than 295 Hu can slowly (or more easily) escape.<br> | ||
+ | '''NOTE''': The radius of the suction is 25% larger than an explosion radius (182.5 Hu)<br> | ||
+ | '''NOTE''': The radius that will apply the "disable enemy buildings" is 25% smaller than an explosion radius (109.5 Hu)<br><br> | ||
+ | -Added "-20% knockback against enemies"<br> | ||
+ | | | ||
+ | {{Pro}}Does not require ammo<br> | ||
+ | {{Pro}}Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additional, any enemy buildings near the center will be disabled for 4 seconds.<br> | ||
+ | {{Con}}-20% knockback against enemies<br> | ||
+ | {{Con}}Deals only 20% damage to buildings<br> | ||
+ | {{Con}}Mini-Crits whenever it would normally crit<br> | ||
+ | {{Con}}While doing charged shot: -50% move speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Beggar's_Bazooka.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Beggar's Bazooka''' | ||
+ | | align="left" | | ||
+ | -Removed "-25% clip size penalty"<br><br> | ||
+ | -Increased bonus fire rate for the barrage to +80% from +70%<br><br> | ||
+ | -Removed "+3 degrees random projectile deviation"<br><br> | ||
+ | -Removed "Cannot collect ammo from Dispensers while active"<br><br> | ||
+ | -Reduced hidden reload time penalty to 20% from 30%<br><br> | ||
+ | -Added "Projectile deviation now scales by 1.5% based on the current number of loaded rockets"<br><br> | ||
+ | -Added "-40% blast damage from rocket jumps"<br><br> | ||
+ | -Added "-40% rocket jump height"<br> | ||
+ | | | ||
+ | {{Pro}}Hold fire to load up to 4 rockets<br> | ||
+ | {{Pro}}Release fire to unleash the barrage at 80% faster firing speed<br> | ||
+ | {{Con}}Projectile deviation now scales by 1.5% based on the current number of loaded rockets<br> | ||
+ | {{Con}}Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip<br> | ||
+ | {{Con}}-20% explosion radius<br> | ||
+ | {{Con}}20% slower reload time<br> | ||
+ | {{Neutral}}Projectile deviation will increase/decrease as rockets are loaded and when fired<br> | ||
+ | {{Neutral}}-40% blast damage from rocket jumps, but -40% rocket jump height<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Air_Strike.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Air Strike''' | ||
+ | | align="left" | | ||
+ | -Increased rocket jump reduction to -20% from -15%<br><br> | ||
+ | -Removed "-10% explosive radius"<br><br> | ||
+ | -Decreased fire rate bonus while rocket jumping to +60% from +65%<br> | ||
+ | | | ||
+ | {{Pro}}-20% blast damage from rocket jumps<br> | ||
+ | {{Pro}}+60% faster firing speed while rocket jumping<br> | ||
+ | {{Pro}}Clip size increased on kill, up to 4<br> | ||
+ | {{Con}}-15% damage penalty<br> | ||
+ | {{Con}}-20% explosion radius while rocket jumping<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Soldier's Shotgun''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Buff_Banner.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Buff Banner''' | ||
+ | | align="left" | | ||
+ | -Added "This weapon deploys 30% faster and holsters 15% faster"<br><br> | ||
+ | -Added "+10% faster firing speed and 5% faster reload time for your primary"<br> | ||
+ | | | ||
+ | {{Pro}}This weapon deploys 30% faster and holsters 15% faster<br> | ||
+ | {{Pro}}+10% faster firing speed and 5% faster reload time for your primary<br> | ||
+ | {{Pro}}Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits<br> | ||
+ | {{Neutral}}Requires 600 damage dealt to charge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Gunboats.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Gunboats''' | ||
+ | | align="left" | | ||
+ | -Reduced blast damage reduction to -40% from -60%<br><br> | ||
+ | -Added "Wearer takes 75% less falling damage"<br> | ||
+ | | | ||
+ | {{Pro}}-40% blast damage from rocket jumps<br> | ||
+ | {{Pro}}Wearer takes 75% less falling damage<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Battalion's_Backup.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Battalion's Backup''' | ||
+ | | align="left" | | ||
+ | -Added "This weapon deploys 30% faster and holsters 15% faster"<br><br> | ||
+ | -Increased max health on wearer to 30 from 20<br> | ||
+ | | | ||
+ | {{Pro}}This weapon deploys 30% faster and holsters 15% faster<br> | ||
+ | {{Pro}}+30 max health on wearer<br> | ||
+ | {{Pro}}Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)<br> | ||
+ | {{Neutral}}Requires 600 damage dealt to charge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Concheror.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Concheror''' | ||
+ | | align="left" | | ||
+ | -Added "This weapon deploys 30% faster and holsters 15% faster"<br><br> | ||
+ | -Increased damage required to fill to 600 from 480<br><br> | ||
+ | -Increased HP regen to +8 from +4<br> | ||
+ | | | ||
+ | {{Pro}}This weapon deploys 30% faster and holsters 15% faster<br> | ||
+ | {{Pro}}Up to +8 health regenerated per second on wearer<br> | ||
+ | {{Pro}}Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal<br> | ||
+ | {{Neutral}}Requires 600 damage dealt to charge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Mantreads.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Mantreads''' | ||
+ | | align="left" | | ||
+ | -Increased reduction to -80% from -75%<br><br> | ||
+ | -Increased goomba damage multiplier to x4 from x3<br> | ||
+ | | | ||
+ | {{Pro}}-80% reduction in push force taken from damage and airblasts<br> | ||
+ | {{Pro}}200% increased air control when blast jumping<br> | ||
+ | {{Pro}}Deals 4x falling damage to the player you land on<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Righteous_Bison.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Righteous Bison''' | ||
+ | | align="left" | | ||
+ | -Removed hidden clip size penalty<br> | ||
+ | '''NOTE''': As in, 6 shots instead of 4<br><br> | ||
+ | -Added hidden "+24% faster firing speed"<br> | ||
+ | '''NOTE''': Now it matches the Shotgun<br><br> | ||
+ | -Added hidden "18% slower reload time"<br> | ||
+ | '''NOTE''': Now it matches the Shotgun<br><br> | ||
+ | -Decreased damage penatly to -70% (27) from -73.3% (24)<br> | ||
+ | | | ||
+ | {{Pro}}Does not require ammo<br> | ||
+ | {{Pro}}Projectile cannot be deflected and penetrates enemy players<br> | ||
+ | {{Pro}}Projectile is able to hit the same enemy multiple times<br> | ||
+ | {{Con}}Deals only 20% damage to buildings<br> | ||
+ | {{Con}}-70% damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Shovel.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Shovel''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Equalizer.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Equalizer''' | ||
+ | | align="left" | | ||
+ | -Removed "Damage increases as the user becomes injured"<br><br> | ||
+ | -Removed "-90% less healing from Medic sources"<br><br> | ||
+ | -Added "When weapon is active: Bonus healing from all sources increases as the user becomes injured"<br><br> | ||
+ | -Added "On wearer: -25% base healing from all sources"<br> | ||
+ | | | ||
+ | {{Pro}}When weapon is active: Bonus healing from all sources increases as the user becomes injured, up to +100%<br> | ||
+ | {{Con}}On wearer: -25% base healing from all sources<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Disciplinary_Action.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Disciplinary Action''' | ||
+ | | align="left" | | ||
+ | -Flipped the speed boost numbers<br><br> | ||
+ | -Decreased hidden melee range multiplier to +66% from +70%<br> | ||
+ | '''NOTE''': This makes it x2 melee range when compared to swords. Additional, this removes the ability to hit enemy while having your back towards them.<br><br> | ||
+ | -Removed hidden "+55% melee bounds multiplier"<br><br> | ||
+ | -Added "40% slower firing speed" penalty<br><br> | ||
+ | -Reduced damage penalty to -20% from -25%<br> | ||
+ | | | ||
+ | {{Pro}}On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds<br> | ||
+ | {{Pro}}+66% melee range<br> | ||
+ | {{Con}}40% slower firing speed<br> | ||
+ | {{Con}}-20% damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Market_Gardener.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Market Gardener''' | ||
+ | | align="left" | | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Increased fire rate penalty to -25% from -20%<br><br> | ||
+ | -Now this weapon is crit-boosted while rocket jumping<br><br> | ||
+ | -Added "50% increased air strafe control while rocket jumping while active"<br> | ||
+ | | | ||
+ | {{Pro}}50% increased air strafe control while blast jumping while active<br> | ||
+ | {{Pro}}This weapon is crit-boosted while blast jumping<br> | ||
+ | {{Con}}25% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Escape_Plan.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Escape Plan''' | ||
+ | | align="left" | | ||
+ | -Reduced max move speed bonus to 50% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health"<br><br> | ||
+ | -Removed "You are marked for death while active, and for short period after switching weapons"<br><br> | ||
+ | -Removed "-90% less healing from Medic sources"<br><br> | ||
+ | -Added "If the *Rocket Jumper* is equipped, user isn't damaged from the taunt kill"<br><br> | ||
+ | -Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"<br><br> | ||
+ | -Added "15% damage vulnerability while active"<br><br> | ||
+ | -Added "-20% damage penalty"<br> | ||
+ | | | ||
+ | When weapon is active:<br> | ||
+ | :{{Pro}}If the *Rocket Jumper* is equipped, user isn't damaged from the taunt kill<br> | ||
+ | :{{Pro}}Move speed, deploy speed, and holster speed increases as the user becomes injured<br> | ||
+ | :{{Con}}15% damage vulnerability on wearer<br> | ||
+ | :{{Con}}-20% damage penalty<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Pyro - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- PYRO CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) +50% faster debuff timers on wearer"<br><br> | ||
+ | -Added "+10% faster firing speed" to all Flare Guns<br><br> | ||
+ | -Airblasting a Grenade will now reset its timer<br><br> | ||
+ | -Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries<br> | ||
+ | | | ||
+ | (Ability) +50% faster debuff timers on wearer<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Pyro - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- PYRO HERE --> | ||
+ | | align="center" | [[File:Backpack_Flame_Thrower.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Flame Thrower''' | ||
+ | | align="left" | | ||
+ | -Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br> | ||
+ | | | ||
+ | {{Pro}}Extinguishing teammates restores 20 health<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Backburner.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Backburner''' | ||
+ | | align="left" | | ||
+ | -Fixed "Extinguishing teammates restores 20 health"<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Removed "100% critical hits from behind"<br><br> | ||
+ | -Removed "+150% airblast cost"<br><br> | ||
+ | -Added "From behind: +100% direct & afterburn damage bonus"<br><br> | ||
+ | -Added "From the front: -20% direct & -75% afterburn damage penalty"<br><br> | ||
+ | -Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br> | ||
+ | | | ||
+ | {{Pro}}Extinguishing teammates restores 20 health<br> | ||
+ | {{Pro}}From behind: +100% direct & afterburn damage bonus<br> | ||
+ | {{Con}}From the front: -20% direct & -75% afterburn damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Degreaser.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Degreaser''' | ||
+ | | align="left" | | ||
+ | -Increased afterburn damage penalty to -75% from -66%<br><br> | ||
+ | -Removed "+25% airblast cost"<br><br> | ||
+ | -Added "Reflected projectiles ignites enemies for 10 seconds"<br><br> | ||
+ | -Added "Reflected projectiles do normal damage instead of mini-crit"<br><br> | ||
+ | -Added "-10% direct damage penalty"<br><br> | ||
+ | -Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br> | ||
+ | | | ||
+ | {{Pro}}Extinguishing teammates restores 20 health<br> | ||
+ | {{Pro}}This weapon deploys 60% faster and holsters 30% faster<br> | ||
+ | {{Pro}}Reflected projectiles ignites enemies for 10 seconds<br> | ||
+ | {{Con}}Reflected projectiles do normal damage instead of mini-crit<br> | ||
+ | {{Con}}-75% afterburn damage penalty<br> | ||
+ | {{Con}}-10% direct damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Phlogistinator.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Phlogistinator''' | ||
+ | | align="left" | | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Removed "No airblast"<br><br> | ||
+ | -Removed crits during the duration<br><br> | ||
+ | -Changed so "On kill with any weapon (20), reflecting projectiles (10), and/or extinguishing teammates (5)" adds to Mmmph meter<br><br> | ||
+ | -Increased duration to 15 seconds from 10<br><br> | ||
+ | -Added "When full: Activate to completely refill health, and gain enhanced healing"<br><br> | ||
+ | -Added "Does not require ammo"<br><br> | ||
+ | -Added "Overheating mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"<br><br> | ||
+ | -Added "Extinguishing teammates doesn't restore health"<br><br> | ||
+ | -Added "Cannot airblast enemies"<br><br> | ||
+ | -Added additional new sound and visual when MMMPH is activated<br><br> | ||
+ | -Added additional visual when MMMPH is in use<br><br> | ||
+ | -Added "+25 max health on wearer"<br><br> | ||
+ | -Added "-100% maximum overheal on wearer"<br><br> | ||
+ | -Mmmph is now triggered with taunt, reload, and special-attack key instead of alt-fire<br><br> | ||
+ | -Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br> | ||
+ | | | ||
+ | {{Pro}}Does not require ammo<br> | ||
+ | {{Pro}}+25 max health on wearer<br> | ||
+ | {{Pro}}On kill with any weapon, reflecting projectiles, and/or extinguishing teammates adds to Mmmph meter<br> | ||
+ | {{Pro}}When full: Activate to completely refill health, and gain enhanced healing for 15 seconds<br> | ||
+ | {{Con}}Overheating mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast<br> | ||
+ | {{Con}}Extinguishing teammates doesn't restore health<br> | ||
+ | {{Con}}-100% maximum overheal on wearer<br> | ||
+ | {{Con}}Cannot airblast enemies<br> | ||
+ | {{Neutral}}Enhanced healing grants +50% bonus healing from all sources and up to 20HP/s passive healing on wearer<br> | ||
+ | {{Neutral}}Mmmph can be trigger with taunt, reload, and special-attack key<br> | ||
+ | {{Neutral}}While *Mmmph* taunting: Gain invulnerable and full knockback resistance<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Dragon's_Fury.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Dragon's Fury''' | ||
+ | | align="left" | | ||
+ | -Increased primary ammo penalty to -85% from -80%<br><br> | ||
+ | -Increased airblast cost bonus to -85% from -75%<br><br> | ||
+ | -Increased extinguishing teammates to 30 health from 20<br><br> | ||
+ | -Added "+50% airblast push force"<br><br> | ||
+ | -Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br> | ||
+ | | | ||
+ | {{Pro}}Extinguishing teammates restores 30 health<br> | ||
+ | {{Pro}}Deals +300% damage to burning players<br> | ||
+ | {{Pro}}+50% repressurization rate on hit<br> | ||
+ | {{Pro}}+50% airblast push force<br> | ||
+ | {{Pro}}-85% airblast cost<br> | ||
+ | {{Con}}-50% reprussurization rate on Alt-Fire<br> | ||
+ | {{Con}}-85% max primary ammo on wearer<br> | ||
+ | {{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br> | ||
+ | {{Neutral}}Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additional extinguishes teammates that are on fire<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Pyro's Shotgun''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Flare_Gun.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Flare Gun''' | ||
+ | | align="left" | | ||
+ | -Added "+10% faster firing speed"<br> | ||
+ | | | ||
+ | {{Pro}}100% critical hit vs burning players<br> | ||
+ | {{Pro}}+10% faster firing speed<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Detonator.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Detonator''' | ||
+ | | align="left" | | ||
+ | -Increased detonate flare radius to 146 Hu from 100<br><br> | ||
+ | -Removed "+50% damage to self"<br><br> | ||
+ | -Removed "-25% damage penalty"<br><br> | ||
+ | -Increased flare jump height by 10%<br><br> | ||
+ | -Added "+10% faster firing speed"<br><br> | ||
+ | -Added "-25% max secondary ammo on wearer"<br> | ||
+ | | | ||
+ | {{Pro}}100% mini-crits vs burning players<br> | ||
+ | {{Pro}}+10% faster firing speed<br> | ||
+ | {{Pro}}User can flare jump<br> | ||
+ | {{Con}}-25% max secondary ammo on wearer<br> | ||
+ | {{Neutral}}Alt-Fire: Detonate flare<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Manmelter.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Manmelter''' | ||
+ | | align="left" | | ||
+ | -Alt-Fire now removes all debuffs on teammates and gives 1 guaranteed crit per teammate cleaned. Plus cleaning a teammate restores 20 health.<br><br> | ||
+ | -Added "+10% faster firing speed"<br><br> | ||
+ | -Removed "+50% projectile speed"<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "Press *Reload* or *Special-Attack* to use stored critical hits to gain speed boosts"<br><br> | ||
+ | -Added "Projectile cannot be deflected and can extinguish teammates"<br> | ||
+ | | | ||
+ | {{Pro}}Does not require ammo<br> | ||
+ | {{Pro}}Projectile cannot be deflected and can extinguish teammates<br> | ||
+ | {{Pro}}+10% faster firing speed<br> | ||
+ | {{Pro}}Alt-Fire: Removes all debuffs on teammates to gain a guaranteed critical hit and cleaning a teammate restores 20 health for yourself<br> | ||
+ | {{Pro}}Press *Reload* or *Special-Attack* to use stored critical hits to gain speed boosts<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Scorch_Shot.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Scorch Shot''' | ||
+ | | align="left" | | ||
+ | -No longer allows flare jumps and removed self damage from flare<br><br> | ||
+ | -Decreased flare radius to 73 Hu from 110<br><br> | ||
+ | -Decreased damage penalty to -20% from -35%<br><br> | ||
+ | -Added "+10% faster firing speed"<br> | ||
+ | | | ||
+ | {{Pro}}100% mini-crits vs burning players<br> | ||
+ | {{Pro}}+10% faster firing speed<br> | ||
+ | {{Pro}}Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.<br> | ||
+ | {{Con}}-20% direct damage penalty<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Thermal_Thruster.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Thermal Thruster''' | ||
+ | | align="left" | | ||
+ | -Increased hostler speed to .8333 from .8<br><br> | ||
+ | -Added "Able to re-launch while airborne"<br><br> | ||
+ | '''NOTE''': The "12x falling damage" is not an error. Since this weapon grants 75% less falling damage when used, the multiplier for the goomba would technically have to be higher since the damage is based on the fall damage the user is taking. The actual damage numbers are unchanged, but just the stat numbers are "updated". Technically, it is dealing 3x falling damage to the player you land on.<br> | ||
+ | |||
+ | | | ||
+ | {{Pro}}Able to re-launch while airborne<br> | ||
+ | {{Pro}}Deals 12x falling damage to the player you land on and user takes 75% less falling damage when used<br> | ||
+ | {{Pro}}Push enemies back when you land with the force and radius based on your velocity<br> | ||
+ | {{Con}}This weapon holsters 66% slower, and can't be bypassed or sped up<br> | ||
+ | {{Con}}+30% increase in push force taken from damage on wearer<br> | ||
+ | {{Neutral}}Fires a short-duration blast that launches the Pyro in the direction they are aiming<br> | ||
+ | {{Neutral}}This weapon has 2 charges and require 15 seconds each to recharge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Gas_Passer.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Gas Passer''' | ||
+ | | align="left" | | ||
+ | -Decreased damage to charge to 400 from 750<br><br> | ||
+ | -Added "All of the afterburn damage is returned as health"<br><br> | ||
+ | -Added "Extinguishing teammates or yourself restores 40 health"<br><br> | ||
+ | -Added "While doing the objective: +100% bonus recharge from damage dealt"<br><br> | ||
+ | -No longer will recharge over time (Weapon can only charge with damage)<br> | ||
+ | | | ||
+ | {{Pro}}Meter builds with any damage done<br> | ||
+ | {{Pro}}While doing the objective: +100% bonus recharge from damage dealt<br> | ||
+ | {{Pro}}Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br> | ||
+ | {{Pro}}+100% of all afterburn damage caused by this is returned as health<br> | ||
+ | {{Pro}}Extinguishing teammates or yourself restores 40 health<br> | ||
+ | {{Con}}Spawning and resupply do not affect the meter<br> | ||
+ | {{Con}}Meter starts empty<br> | ||
+ | {{Neutral}}Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros)<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Fire_Axe.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Fire Axe''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Axtinguisher.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Axtinguisher''' | ||
+ | | align="left" | | ||
+ | -Reduced holster penalty to 25% from 35%, but can't be bypassed and or sped up<br><br> | ||
+ | -Removed "No random critical hits"<br> | ||
+ | | | ||
+ | {{Pro}}Mini-crits burning targets and extinguishes them<br> | ||
+ | {{Pro}}Damage increases based on remaining duration of afterburn<br> | ||
+ | {{Pro}}Sketchek's Bequest: Killing blows on burning players grants a speed boost<br> | ||
+ | {{Con}}This weapon holsters 25% slower, and can't be bypassed or sped up<br> | ||
+ | {{Con}}-33% damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Homewrecker.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Homewrecker''' | ||
+ | | align="left" | | ||
+ | -Increased bonus damage vs buildings to +150% from +100%<br><br> | ||
+ | -Removed "-25% damage vs players"<br><br> | ||
+ | -Added "Immune to sentry knockback while active"<br><br> | ||
+ | -Added "+50% sentry bullet damage resistance while active"<br><br> | ||
+ | -Added "+33% damage taken from all sources, except for sentry bullet damage"<br> | ||
+ | | | ||
+ | When weapon is active:<br> | ||
+ | :{{Pro}}Damage removes Sappers<br> | ||
+ | :{{Pro}}+150% damage vs buildings<br> | ||
+ | :{{Pro}}Immune to sentry knockback<br> | ||
+ | :{{Pro}}+50% sentry bullet damage resistance<br> | ||
+ | :{{Con}}+33% damage taken from all sources, except for sentry bullet damage<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Powerjack.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Powerjack''' | ||
+ | | align="left" | | ||
+ | -Removed "+25 health restored on kill"<br><br> | ||
+ | -Added "-10% slower move speed on wearer"<br><br> | ||
+ | -Increased move speed bonus while active to +33% from +15%<br> | ||
+ | '''NOTE''': Due to adding the on wearer speed penalty, the +33% is more like +20% when comparing to the current official version of +15%.<br> | ||
+ | | | ||
+ | {{Pro}}+33% faster move speed while active<br> | ||
+ | {{Con}}20% damage vulnerability while active<br> | ||
+ | {{Con}}-10% slower move speed on wearer<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Back_Scratcher.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Back Scratcher''' | ||
+ | | align="left" | | ||
+ | -Increased damage bonus to +30% from +25%<br><br> | ||
+ | -Removed "-75% health from healers on wearer"<br><br> | ||
+ | -Added "+30 health restored on kill"<br><br> | ||
+ | -Added "-50% health from Dispensers, Payload Carts, and Crusader's Crossbow healing bolts on wearer"<br><br> | ||
+ | -Added "-75% health from Medic healing on wearer"<br> | ||
+ | | | ||
+ | {{Pro}}+30% damage bonus<br> | ||
+ | {{Pro}}+30 health restored on kill<br> | ||
+ | {{Pro}}+50% health from packs on wearer<br> | ||
+ | {{Con}}-50% health from Dispensers, Payload Carts, and Crusader's Crossbow healing bolts on wearer<br> | ||
+ | {{Con}}-75% health from Medi Gun healing on wearer<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Sharpened_Volcano_Fragment.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Sharpened Volcano Fragment''' | ||
+ | | align="left" | | ||
+ | -Removed "On hit: Target is engulfed in flames"<br><br> | ||
+ | -Increased damage penalty to -40% from -20%<br><br> | ||
+ | -Added "On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects"<br> | ||
+ | | | ||
+ | {{Pro}}On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects<br> | ||
+ | {{Con}}-40% direct damage penalty<br> | ||
+ | {{Neutral}}Afterburn caused by this weapon will not be override by any other flame source<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Third_Degree.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Third Degree''' | ||
+ | | align="left" | | ||
+ | -Added "20% damage resistance VS overhealed players on wearer"<br><br> | ||
+ | -Added "Whoever you directly attack will take +40% damage if connected by Medic beams"<br><br> | ||
+ | -Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"<br><br> | ||
+ | -Added "15% slower firing speed"<br> | ||
+ | | | ||
+ | {{Pro}}20% damage resistance VS overhealed players on wearer<br> | ||
+ | {{Pro}}Whoever you directly attack will take +40% damage if connected by a healing beam<br> | ||
+ | {{Con}}Whoever you don't directly attack will take -40% damage if connected by a healing beam<br> | ||
+ | {{Con}}15% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Neon_Annihilator.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Neon Annihilator''' | ||
+ | | align="left" | | ||
+ | -Removed "Damage removes Sappers"<br><br> | ||
+ | -Removed "-20% damage penalty vs players"<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "-33% damage penalty"<br><br> | ||
+ | -Added that gas-covered & bleeding enemies will count as "wet" targets<br><br> | ||
+ | -Added "While active: Grants user the ability to breath underwater"<br> | ||
+ | | | ||
+ | {{Pro}}While active: Grants user the ability to breath underwater<br> | ||
+ | {{Pro}}100% critical hit vs wet players<br> | ||
+ | {{Con}}-33% damage penalty<br> | ||
+ | {{Neutral}}Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Hot_Hand.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Hot Hand''' | ||
+ | | align="left" | | ||
+ | -Increased damage penalty to -35% from -15%<br><br> | ||
+ | -Added "Combo slap system" with 4 layers of effects<br><br> | ||
+ | -The speed boost is part of the new slap system<br><br> | ||
+ | -Added "Switching targets resets the system and/or after 1 second if you don't damage an enemy. Bonuses and effects are removed if system resets."<br><br> | ||
+ | -Added "-75% afterburn damage penalty"<br> | ||
+ | | | ||
+ | {{Neutral}}Slap system:<br> | ||
+ | * 1st slap: Gain a speed boost<br> | ||
+ | * 2nd slap: Target is engulfed in flames<br> | ||
+ | * 3rd slap: Attack will crit<br> | ||
+ | * 4th slap: Applies knockback to the target<br> | ||
+ | {{Con}}Switching targets resets the system and/or after 1 second if you don't damage an enemy. Bonuses and effects are removed if system resets.<br> | ||
+ | {{Con}}-75% afterburn damage penalty<br> | ||
+ | {{Con}}-35% direct damage penalty<br> | ||
+ | {{Neutral}}Broadcasts every successful hit on an enemy player over the death-notice area<br> | ||
+ | {{Neutral}}Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Demoman - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- DEMOMAN CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) Spawn a Dynamite Pack on Death"<br> | ||
+ | -'''NOTE''': The Dynamite Pack has a 2 second fuse. Plus, the damage radius is 286 Hu (which is double explosion radius) and the max damage is 66 (and scales down to 33 at the edge of the explosion). Additional, the Dynamite Pack doesn't cause knock back (unlike normal explosions).<br><br> | ||
+ | -Added "Grenades do not randomly spin when fired" to all Primaries<br><br> | ||
+ | -Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"<br><br> | ||
+ | -Increased base shield impact damage to 60 from 50<br> | ||
+ | '''NOTE''': We are removing the Eyelanders' shield bonus<br><br> | ||
+ | -Added "+50% increase in turning control while charging" to the user<br> | ||
+ | '''NOTE''': This will increase base turning control without a shield<br> | ||
+ | | | ||
+ | (Ability) Unknown amount of blast damage reduction while blast jumping<br> | ||
+ | -'''NOTE''': Due to damage variance, the reduction numbers will vary<br> | ||
+ | (Ability) Unknown amount of blast damage reduction to self<br> | ||
+ | -'''NOTE''': Due to damage variance, the reduction numbers will vary<br> | ||
+ | (Ability) Spawn a Dynamite Pack on Death<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Demoman - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- DEMOMAN HERE --> | ||
+ | | align="center" | [[File:Backpack_Grenade_Launcher.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Grenade Launcher''' | ||
+ | | align="left" | | ||
+ | -Added "Grenades do not randomly spin when fired"<br> | ||
+ | | | ||
+ | {{Pro}}Grenades do not randomly spin when fired<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Loch-n-Load.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Loch-n-Load''' | ||
+ | | align="left" | | ||
+ | -Added a new Grenade model<br><br> | ||
+ | -Removed "+20% damage vs buildings"<br><br> | ||
+ | -Increased clip size penalty to -50% from -25%<br><br> | ||
+ | -Increased explosion radius penalty to -50% from -25%<br><br> | ||
+ | -Removed "Launched bombs shatter on surfaces"<br><br> | ||
+ | -Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"<br><br> | ||
+ | -Added "+100% max primary ammo on wearer"<br><br> | ||
+ | -Added "-100% self damage force"<br><br> | ||
+ | -Added "Grenades explode on impact with surfaces"<br><br> | ||
+ | -Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"<br> | ||
+ | | | ||
+ | {{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br> | ||
+ | {{Pro}}Grenades do not randomly spin when fired<br> | ||
+ | {{Pro}}+100% max primary ammo on wearer<br> | ||
+ | {{Pro}}+25% projectile speed<br> | ||
+ | {{Con}}-50% clip size<br> | ||
+ | {{Con}}-50% explosion radius<br> | ||
+ | {{Con}}-100% self damage force<br> | ||
+ | {{Neutral}}Grenades explode on impact with surfaces<br> | ||
+ | {{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br> | ||
+ | |- | ||
+ | | align="center" | | ||
+ | [[File:Backpack_Ali_Baba's_Wee_Booties.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Ali Baba's Wee Booties'''<br> | ||
+ | [[File:Backpack_Bootlegger.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Bootlegger''' | ||
+ | | align="left" | | ||
+ | -Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your secondary"<br><br> | ||
+ | -Added "When a shield is not equipped: Up to +8 health regenerated per second on wearer"<br><br> | ||
+ | -Increased melee kill refill to +50% from +25%<br><br> | ||
+ | -Bonus health now requires a shield<br> | ||
+ | | | ||
+ | {{Neutral}}When a shield is equipped:<br> | ||
+ | {{Pro}}+10% move speed on wearer<br> | ||
+ | {{Pro}}+25 max health on wearer<br> | ||
+ | {{Pro}}+200% increase in turning control while charging<br> | ||
+ | {{Pro}}Melee kills refill 50% of your charge meter<br> | ||
+ | <br> | ||
+ | {{Neutral}}When a shield is not equipped:<br> | ||
+ | {{Pro}}+20% faster firing speed and 10% faster reload time for your secondary<br> | ||
+ | {{Pro}}Up to +8 health regenerated per second on wearer<br> | ||
+ | <br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Loose_Cannon.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Loose Cannon''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Neutral}}Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.<br> | ||
+ | {{Neutral}}Holding down the fire key for too long will cause a misfire<br> | ||
+ | {{Pro}}Cannonballs push players back on impact<br> | ||
+ | {{Pro}}+20% projectile speed<br> | ||
+ | {{Pro}}Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a Mini-Crit<br> | ||
+ | {{Con}}Cannonballs do not explode on impact<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Iron_Bomber.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Iron Bomber''' | ||
+ | | align="left" | | ||
+ | -Added "-10% damage penalty on direct hits"<br><br> | ||
+ | -Added "Grenades detonate other nearby grenades that are yours"<br><br> | ||
+ | -Added "Grenades do not randomly spin when fired"<br> | ||
+ | | | ||
+ | {{Pro}}Grenades have very little bounce/roll and do not randomly spin when fired<br> | ||
+ | {{Pro}}Grenades detonate other nearby grenades that are yours<br> | ||
+ | {{Pro}}-30% fuse time on grenades<br> | ||
+ | {{Con}}-10% damage penalty on direct hits<br> | ||
+ | {{Con}}-15% explosion radius<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Stickybomb_Launcher.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Stickybomb Launcher''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Chargin'_Targe.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Chargin' Targe''' | ||
+ | | align="left" | | ||
+ | -Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"<br><br> | ||
+ | -Increased base shield impact damage to 60 from 50<br><br> | ||
+ | -Added "+15% bullet damage resistance on wearer when charge meter is full"<br><br> | ||
+ | -Increased fire resistance to +60% from +50%<br> | ||
+ | | | ||
+ | {{Pro}}+60% fire damage resistance on wearer<br> | ||
+ | {{Pro}}+30% explosive damage resistance on wearer<br> | ||
+ | {{Pro}}+15% bullet damage resistance on wearer when charge meter is full<br> | ||
+ | {{Neutral}}Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Scottish_Resistance.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Scottish Resistance''' | ||
+ | | align="left" | | ||
+ | -Removed "Able to destroy enemy stickybombs"<br><br> | ||
+ | -Added "+100% clip size"<br><br> | ||
+ | -Increased bonus ammo to +100% from +50%<br><br> | ||
+ | -Increased max pipebombs out to +8 from +6<br><br> | ||
+ | -Decreased arm time penalty to .4 from .8<br><br> | ||
+ | -Added "15% slower reload time"<br><br> | ||
+ | -Added "-25% explosive radius"<br><br> | ||
+ | -Increased firing speed bonus to +30% from +25%<br> | ||
+ | | | ||
+ | {{Pro}}Detonates stickybombs near the crosshair and directly under your feet<br> | ||
+ | {{Pro}}+8 max pipebombs out<br> | ||
+ | {{Pro}}+100% clip size<br> | ||
+ | {{Pro}}+100% max secondary ammo on wearer<br> | ||
+ | {{Pro}}+30% faster firing speed<br> | ||
+ | {{Con}}0.4 sec slower bomb arm time<br> | ||
+ | {{Con}}15% slower reload time<br> | ||
+ | {{Con}}-25% explosive radius<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Sticky_Jumper.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Sticky Jumper''' | ||
+ | | align="left" | | ||
+ | -Added "+50% clip size bonus"<br><br> | ||
+ | -Reduced bonus secondary ammo to +100% from +200%<br><br> | ||
+ | -Decreased max stickybombs out to -5 from -6<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "Allowed in Medieval mode"<br> | ||
+ | | | ||
+ | {{Pro}}+50% clip size bonus<br> | ||
+ | {{Pro}}+100% max secondary ammo on wearer<br> | ||
+ | {{Pro}}No self inflicted blast damage taken<br> | ||
+ | {{Con}}-100% damage penalty<br> | ||
+ | {{Con}}-5 max stickybombs out<br> | ||
+ | {{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Splendid_Screen.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Splendid Screen''' | ||
+ | | align="left" | | ||
+ | -Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"<br><br> | ||
+ | -Increased base shield impact damage to 60 from 50<br><br> | ||
+ | -Decreased shield impact bonus to +66% from +70%<br><br> | ||
+ | -Increased fire resistance to +30% from +20%<br> | ||
+ | | | ||
+ | {{Pro}}+30% fire damage resistance on wearer<br> | ||
+ | {{Pro}}+20% explosive damage resistance on wearer<br> | ||
+ | {{Pro}}+66% increase in charge impact damage<br> | ||
+ | {{Pro}}+50% increase in charge recharge rate<br> | ||
+ | {{Neutral}}Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Tide_Turner.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Tide Turner''' | ||
+ | | align="left" | | ||
+ | -Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"<br><br> | ||
+ | -Increased base shield impact damage to 60 from 50<br><br> | ||
+ | -Removed "+15% fire damage resistance on wearer"<br><br> | ||
+ | -Removed "+15% explosive damage resistance on wearer"<br><br> | ||
+ | -Removed "Melee kills refill 75% of your charge meter"<br><br> | ||
+ | -Added "Gain a 1 second speed boost with no cooldown anytime you take damage"<br><br> | ||
+ | -Added "+5% move speed on wearer (boots required)"<br> | ||
+ | | | ||
+ | {{Pro}}Gain a 1 second speed boost with no cooldown anytime you take damage<br> | ||
+ | {{Pro}}+5% move speed on wearer (boots required)<br> | ||
+ | {{Pro}}Full turning control while charging<br> | ||
+ | {{Con}}Taking damage while shield charging reduces remaining charging time<br> | ||
+ | {{Neutral}}Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Quickiebomb_Launcher.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Quickiebomb Launcher''' | ||
+ | | align="left" | | ||
+ | -Removed "Able to destroy enemy stickybombs"<br><br> | ||
+ | -Removed "Up to +50% damage based on charge"<br><br> | ||
+ | -Increased arm time bonus to instant from -0.2 faster<br><br> | ||
+ | -Increased bonus charge rate to 75% from +70%<br><br> | ||
+ | -Increased damage penalty to -20% from -15%<br><br> | ||
+ | -Added "Stickybombs fizzle 10 seconds after landing"<br> | ||
+ | | | ||
+ | {{Pro}}Max charge time decreased by 75%<br> | ||
+ | {{Pro}}Instant arm time<br> | ||
+ | {{Con}}Stickybombs fizzle 10 seconds after landing<br> | ||
+ | {{Con}}-20% damage penalty<br> | ||
+ | {{Con}}-50% clip size<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Bottle.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Bottle''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Eyelander.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Eyelander''' | ||
+ | | align="left" | | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Reduced deploy/holster speed to -66% from -100%<br><br> | ||
+ | -Reduced melee range bonus to +33% from +37%<br><br> | ||
+ | -Increased health penalty on wearer to -30 from -25<br><br> | ||
+ | -Removed "If a shield is equipped, every head taken raises shield damage by 4 to a maximum of 5 times."<br><br> | ||
+ | -Removed healing 15 hp on kill<br><br> | ||
+ | -Added "On kill (after the 4th kill): Gain a 4 second speed boost"<br> | ||
+ | | | ||
+ | {{Pro}}On kill (up to 4): Increase move speed (7.5%) and max health (15) on wearer<br> | ||
+ | {{Pro}}On kill (after the 4th): Gain a 4 second speed boost<br> | ||
+ | {{Con}}-30 max health on wearer<br> | ||
+ | {{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br> | ||
+ | {{Neutral}}Heads and their bonuses are lost on death<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Scotsman's_Skullcutter.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Scotsman's Skullcutter''' | ||
+ | | align="left" | | ||
+ | -Increased damage bonus to +30% from +20%<br><br> | ||
+ | -Increased move speed penalty to -20% from -15%<br><br> | ||
+ | -Added "30% slower firing speed"<br><br> | ||
+ | -Reduced deploy/holster speed to -66% from -100%<br><br> | ||
+ | -Extended melee range to +66% from +37%<br> | ||
+ | | | ||
+ | {{Pro}}+30% damage bonus<br> | ||
+ | {{Con}}20% slower move speed while active<br> | ||
+ | {{Con}}30% slower firing speed<br> | ||
+ | {{Neutral}}This weapon has a large melee range (+66%), deploys slower (-66%), and holsters slower (-66%)<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Claidheamh_Mòr.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Claidheamh Mòr''' | ||
+ | | align="left" | | ||
+ | -Reduced deploy/holster speed to -66% from -100%<br><br> | ||
+ | -Reduced melee range bonus to +33% from +37%<br><br> | ||
+ | -Removed "When weapon is active"<br><br> | ||
+ | -Removed "Melee kills refill 25% of your charge meter"<br><br> | ||
+ | -Removed "15% damage vulnerability on wearer"<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "Ammo boxes collected also refill your charge meter"<br> | ||
+ | '''NOTE''': The size of the box refills a certain amount of the meter<br><br> | ||
+ | -Increased bonus charge duration to 1 second from .5<br><br> | ||
+ | -Added "Melee hits refill 20% of your charge meter"<br><br> | ||
+ | -Added "-75% max primary & secondary ammo on wearer"<br> | ||
+ | | | ||
+ | {{Pro}}Ammo boxes collected also refill your charge meter<br> | ||
+ | {{Pro}}1 sec increase in charge duration<br> | ||
+ | {{Pro}}Melee hits refill 20% of your charge meter<br> | ||
+ | {{Con}}-75% max primary & secondary ammo on wearer<br> | ||
+ | {{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Ullapool Caber''' | ||
+ | | align="left" | | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Reduced deploy penalty to -66% from -100%<br><br> | ||
+ | -Increased base damage penalty to -70% from -15%<br><br> | ||
+ | -Increased explosion damage to 100 from 75<br><br> | ||
+ | -Added "Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much"<br><br> | ||
+ | -Added "When a shield is not equipped: +75% melee damage bonus"<br><br> | ||
+ | -Added "Weapon can taunt kill, but deals reduced damage if Caber is currently exploded"<br><br> | ||
+ | -Added "This weapon is crit-boosted while blast jumping"<br> | ||
+ | | | ||
+ | {{Pro}}When a shield is not equipped: +75% melee damage bonus<br> | ||
+ | {{Pro}}This weapon is crit-boosted while blast jumping<br> | ||
+ | {{Pro}}This causes a small explosion on hit, up to 100 dmg<br> | ||
+ | {{Con}}When the explosion happens, the user takes self inflicted blast damage and is launched into the air<br> | ||
+ | {{Con}}This weapon deploys 66% slower<br> | ||
+ | {{Con}}-70% base damage penalty<br> | ||
+ | {{Con}}20% slower firing speed<br> | ||
+ | {{Neutral}}Weapon can taunt kill, but deals reduced damage if Caber is currently exploded<br> | ||
+ | {{Neutral}}Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Persian Persuader''' | ||
+ | | align="left" | | ||
+ | -Removed "Ammo boxes collected also refill your charge meter"<br><br> | ||
+ | -Removed "Melee hits refill 20% of your charge meter"<br><br> | ||
+ | -Removed "-80% max primary ammo on wearer"<br><br> | ||
+ | -Removed "-80% max secondary ammo on wearer"<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Reduced deploy/holster speed to -66% from -100%<br><br> | ||
+ | -Reduced melee range bonus to +33% from +37%<br><br> | ||
+ | -Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"<br><br> | ||
+ | -Added "-50% health/ammo from Dispensers and Payload carts on wearer"<br><br> | ||
+ | -Added "-50% health from Crusader's Crossbow healing bolts on wearer"<br><br> | ||
+ | -Added "-75% health from Medi Gun healing on wearer"<br> | ||
+ | | | ||
+ | {{Pro}}Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack<br> | ||
+ | {{Con}}-50% health/ammo from Dispensers and Payload carts on wearer<br> | ||
+ | {{Con}}-50% health from Crusader's Crossbow healing bolts on wearer<br> | ||
+ | {{Con}}-75% health from Medi Gun healing on wearer<br> | ||
+ | {{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Heavy - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- HEAVY CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) Grants the accelerated UberCharge rate for your Medic constantly"<br><br> | ||
+ | -Added "(Ability) 25% reduction in push force taken from damage and airblasts"<br><br> | ||
+ | -Increased base move speed to 80% (240 HU/s) from 77% (230 HU/s)<br><br> | ||
+ | -Increased max health to 400 from 300, but can no longer be overhealed<br><br> | ||
+ | -Added "+33% melee range" to all melee weapons<br> | ||
+ | | | ||
+ | (Ability) Grants the accelerated UberCharge rate for your Medic constantly<br> | ||
+ | (Ability) 25% reduction in push force taken from damage and airblasts<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="1" class="header" | Heavy - Minigun Changes | ||
+ | |- | ||
+ | <!-- HEAVY HERE --> | ||
+ | | align="left" | | ||
+ | {{Pro}}Miniguns are 50% more accurate<br><br> | ||
+ | {{Pro}}Decreased base spin down time to 0.75 seconds from 0.87<br><br> | ||
+ | {{Pro}}Added "When fully spun up: Gain 15% damage resistance" to all Primaries (Except Brass Beast gains 30%)<br><br> | ||
+ | {{Pro}}Reduced base move speed penalty when aiming to -50% from -53%<br><br> | ||
+ | {{Pro}}Removed "All miniguns now have one-second damage and accuracy ramp up after being spun up" penalty<br><br> | ||
+ | {{Con}}Shoots 10 bullets instead of 4, but has a 80% damage penalty (Point blank single shot was 54 and is being reduced to 28)<br><br> | ||
+ | {{Con}}Increased base spin up time to 1.5 seconds from 0.87<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="1" class="header" | Heavy - Edible Changes | ||
+ | |- | ||
+ | <!-- HEAVY HERE --> | ||
+ | | align="left" | | ||
+ | -Increased number of bites to 5 from 4<br> | ||
+ | '''NOTE''': This slows down the eating animation, so the user will take longer to move away<br><br> | ||
+ | -Decreased HP recovered per bite to 60 from 75<br> | ||
+ | '''NOTE''': The user will get the same amount of HP back in 5 bites instead of 4, due to the change from above<br><br> | ||
+ | -No longer can recharge if you pick up a health pack while being at full health<br><br> | ||
+ | -No longer able to pick up after thrown, unless user has the "Holiday Punch" active<br><br> | ||
+ | -Added "Extinguishing teammates (or disguised enemy Spies) restores 80 health"<br><br> | ||
+ | -Added "Healing teammates (or disguised enemy Spies) reduces cooldown by -33%"<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Heavy - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- HEAVY HERE --> | ||
+ | | align="center" | [[File:Backpack_Minigun.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Minigun''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Heavy Minigun Changes" tab<br> | ||
+ | | | ||
+ | {{Pro}}When fully spun up: Gain 15% damage resistance<br> | ||
+ | {{Con}}When spun up: -50% move speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Natascha.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Natascha''' | ||
+ | | align="left" | | ||
+ | -Removed "20% damage resistance when below 50% health and spun up"<br><br> | ||
+ | -Removed "30% slower spin up time"<br><br> | ||
+ | -Reduced damage penalty to -20% from -25%<br><br> | ||
+ | -Added "On kill: Slows down enemies around you in a large radius by 10% for 3 seconds"<br><br> | ||
+ | -The "On Hit: 100% chance to slow target" now scales between -50% at close range and -10% at long range. Plus, it's based off of the target's current max move speed instead of setting everyone to the same reduced move speed.<br> | ||
+ | | | ||
+ | {{Pro}}When fully spun up: Gain 15% damage resistance<br> | ||
+ | {{Pro}}On hit: Slows down enemy players based on distance and move speed<br> | ||
+ | {{Pro}}On kill: Slows down enemies around you in a large radius by 10% for 3 seconds<br> | ||
+ | {{Con}}When spun up: -50% move speed<br> | ||
+ | {{Con}}-20% damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Brass_Beast.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Brass Beast''' | ||
+ | | align="left" | | ||
+ | -Removed "20% damage resistance when below 50% health and spun up"<br><br> | ||
+ | -Decreased move speed penalty to -50% from -60%<br><br> | ||
+ | -Increased bonus damage to +30% from +20%<br><br> | ||
+ | -Decreased spin up penalty to -33% from -50%<br><br> | ||
+ | -Added "33% slower spin down time"<br> | ||
+ | | | ||
+ | {{Pro}}When fully spun up: Gain 30% damage resistance<br> | ||
+ | {{Pro}}+30% damage bonus<br> | ||
+ | {{Con}}When spun up: -75% move speed<br> | ||
+ | {{Con}}33% slower spin up and spin down time<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Tomislav.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Tomislav''' | ||
+ | | align="left" | | ||
+ | -Increased accurate bonus to +33% from +20%<br><br> | ||
+ | -Increased fire rate penalty to -30% from -20%<br><br> | ||
+ | -Increased spin up bonus to +50% from +20%<br><br> | ||
+ | -Added "+50% faster spin down time"<br> | ||
+ | | | ||
+ | {{Pro}}When fully spun up: Gain 15% damage resistance<br> | ||
+ | {{Pro}}+50% faster spin up and down time<br> | ||
+ | {{Pro}}Silent killer: No barrel spin sound<br> | ||
+ | {{Pro}}33% more accurate<br> | ||
+ | {{Con}}When spun up: -50% move speed<br> | ||
+ | {{Con}}30% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Huo-Long Heater''' | ||
+ | | align="left" | | ||
+ | -Added "-75% afterburn damage penalty"<br><br> | ||
+ | -Removed "10% direct damage penalty"<br><br> | ||
+ | -Increased fire pulse damage to 15 from 12<br><br> | ||
+ | -Removed "25% damage bonus vs burning players"<br><br> | ||
+ | -Decreased ammo drained while spun up to 3 from 4<br><br> | ||
+ | -Added "Gain Heat with kills/assists even while using Heat"<br> | ||
+ | '''NOTE''': Full kills will give 20% and assist kill will give 10%<br><br> | ||
+ | -Added "Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat"<br><br> | ||
+ | -Added "While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is tripled and -50% direct damage penalty"<br> | ||
+ | '''NOTE''': These bullets will ignite enemies for 10 seconds and will penetrate any number of targets. Additional, this will apply the new fire debuff.<br><br> | ||
+ | -Added "No ammo from Dispensers when active"<br><br> | ||
+ | -Added a new visual while Heat is active<br> | ||
+ | | | ||
+ | {{Pro}}When fully spun up: Gain 15% damage resistance<br> | ||
+ | {{Pro}}Creates a ring of flames while spun up<br> | ||
+ | {{Pro}}Gain Heat with kills/assists even while using Heat<br> | ||
+ | {{Pro}}Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat<br> | ||
+ | {{Con}}When spun up: -50% move speed<br> | ||
+ | {{Con}}Consumes an additional 3 ammo per second while spun up<br> | ||
+ | {{Con}}No ammo from Dispensers when active<br> | ||
+ | {{Con}}-75% afterburn damage penalty<br> | ||
+ | {{Neutral}}While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is tripled and -50% direct damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Heavy's Shotgun''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Sandvich.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Sandvich''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Heavy Edible Changes" tab<br> | ||
+ | | | ||
+ | {{Pro}}Extinguishing teammates (or disguised enemy Spies) restores 80 health<br> | ||
+ | {{Pro}}Healing teammates (or disguised enemy Spies) reduces cooldown by -33%<br> | ||
+ | {{Pro}}On consumption: Self heal up to 300 HP<br> | ||
+ | {{Neutral}}30 second recharge<br> | ||
+ | {{Neutral}}Alt-Fire: Share with a friend<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Dalokohs_Bar.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Dalokohs Bar''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Heavy Edible Changes" tab<br><br> | ||
+ | -Removed "Adds +50 max health for 30 seconds" including the overheal effect<br><br> | ||
+ | -Increased recharge time to 30 seconds from 10<br><br> | ||
+ | -Now counts as a medium health pack instead of a small pack<br><br> | ||
+ | -Added "-100% consumption healing effect"<br><br> | ||
+ | -Added "On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also grants up to 20HP/s passive healing for the duration."<br><br> | ||
+ | -Added a new visual while under the effects<br> | ||
+ | |||
+ | | | ||
+ | {{Pro}}Extinguishing teammates (or disguised enemy Spies) restores 80 health<br> | ||
+ | {{Pro}}Healing teammates (or disguised enemy Spies) reduces cooldown by -33%<br> | ||
+ | {{Pro}}On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also grants up to 20HP/s passive healing for the duration.<br> | ||
+ | {{Con}}-100% consumption healing effect<br> | ||
+ | {{Neutral}}30 second recharge<br> | ||
+ | {{Neutral}}Alt-Fire: Share with a friend<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Buffalo_Steak_Sandvich.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Buffalo Steak Sandvich''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Heavy Edible Changes" tab<br><br> | ||
+ | -Added "-100% consumption healing effect"<br><br> | ||
+ | -Increased recharge time to 15 seconds from 20<br><br> | ||
+ | -Removed "+25% damage taken & mini-crits dealt" while under the effects<br><br> | ||
+ | -Reduced move speed bonus to +25% from +35%, but now stacks with other speed boosts<br><br> | ||
+ | -Added "Gain full reduction in push force taken from damage" for the duration<br><br> | ||
+ | -Added "While under the effects: If the user doesn't get a melee kill during the 10 second duration, then the user receives a -50% move speed penalty on wearer for 5 seconds"<br><br> | ||
+ | -Added a new visual while under the effects<br> | ||
+ | | | ||
+ | {{Pro}}Extinguishing teammates (or disguised enemy Spies) restores 80 health<br> | ||
+ | {{Pro}}Healing teammates (or disguised enemy Spies) reduces cooldown by -33%<br> | ||
+ | {{Pro}}While under the effects: Move speed is increased by 25% and gain full reduction in push force taken from damage for 10 seconds<br> | ||
+ | {{Con}}While under the effects: User can only use melee during the duration. Additional, if the user doesn't get a melee kill during the main duration, then the user receives a -50% move speed penatly on wearer for 5 seconds.<br> | ||
+ | {{Con}}-100% consumption healing effect<br> | ||
+ | {{Neutral}}20 second recharge<br> | ||
+ | {{Neutral}}Alt-Fire: Share with a friend<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Family_Business.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Family Business''' | ||
+ | | align="left" | | ||
+ | -Increased damage penalty to -20% from -15%<br><br> | ||
+ | -Added "20% more accurate"<br> | ||
+ | | | ||
+ | {{Pro}}20% more accurate<br> | ||
+ | {{Pro}}+33% clip size<br> | ||
+ | {{Pro}}+15% faster firing speed<br> | ||
+ | {{Con}}-20% damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Second_Banana.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Second Banana''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Heavy Edible Changes" tab<br><br> | ||
+ | -Increased self healing penalty to -78.66% from -33%<br><br> | ||
+ | -Now counts as a medium health pack instead of a small pack<br><br> | ||
+ | -Increased recharge time to 30 seconds from 10<br><br> | ||
+ | -Added "On consumption: Completely refills your primary ammo. For the next 10 seconds, user gains 15% damage resistance and your primary deals +30% more damage."<br><br> | ||
+ | -Added "On consumption: For the next 15 seconds, lose -50% move speed while deployed with your primary."<br><br> | ||
+ | -Added a new visual while under the effects<br> | ||
+ | | | ||
+ | {{Pro}}Extinguishing teammates (or disguised enemy Spies) restores 80 health<br> | ||
+ | {{Pro}}Healing teammates (or disguised enemy Spies) reduces cooldown by -33%<br> | ||
+ | {{Pro}}On consumption: Completely refills your primary ammo. For the next 10 seconds, user gains 15% damage resistance and your primary deals +30% more damage.<br> | ||
+ | {{Con}}On consumption: Lose -50% move speed while deployed with your primary for the next 15 seconds.<br> | ||
+ | {{Con}}-78.66% consumption healing effect<br> | ||
+ | {{Neutral}}30 second recharge<br> | ||
+ | {{Neutral}}Alt-Fire: Share with a friend<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Fists.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Fists''' | ||
+ | | align="left" | | ||
+ | -Added "+33% melee range"<br> | ||
+ | | | ||
+ | {{Pro}}+33% melee range<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Killing_Gloves_of_Boxing.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Killing Gloves of Boxing''' | ||
+ | | align="left" | | ||
+ | -Added "+33% melee range"<br><br> | ||
+ | -Increased 100% critical chance duration to 6 seconds from 5<br><br> | ||
+ | -Added "On kill: User is marked for death for 3 seconds"<br><br> | ||
+ | -Added "Gloves are soft and don't cause knockback on hit"<br> | ||
+ | | | ||
+ | {{Pro}}On kill: Gain 6 seconds of 100% critical chance for all of your weapons<br> | ||
+ | {{Pro}}+33% melee range<br> | ||
+ | {{Con}}On kill: User is marked for death for 3 seconds<br> | ||
+ | {{Con}}20% slower firing speed<br> | ||
+ | {{Neutral}}Gloves are soft and don't cause knockback on hit<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Gloves_of_Running_Urgently.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Gloves of Running Urgently''' | ||
+ | | align="left" | | ||
+ | -Added "+33% melee range"<br><br> | ||
+ | -Removed "This weapon holsters 50% slower"<br><br> | ||
+ | -Increased max health drain to -15 from -10<br><br> | ||
+ | -Increased move speed bonus to +33% from +30%<br><br> | ||
+ | -Added a new particle system that will visually show any player how much missing health you have<br> | ||
+ | | | ||
+ | {{Pro}}+33% melee range<br> | ||
+ | {{Pro}}+33% faster move speed while active<br> | ||
+ | {{Con}}Maximum health is drained while weapon is active (-15 hp/sec)<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Warrior's_Spirit.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Warrior's Spirit''' | ||
+ | | align="left" | | ||
+ | -Added "+33% melee range"<br><br> | ||
+ | -Removed "+30% damage vulnerability while active"<br><br> | ||
+ | -Increased hp restored on kill to +80 from +50<br><br> | ||
+ | -Added "On miss: Punch yourself for 100 hp! You coward!"<br> | ||
+ | | | ||
+ | {{Pro}}+33% melee range<br> | ||
+ | {{Pro}}+30% damage bonus<br> | ||
+ | {{Pro}}+80 health restored on kill<br> | ||
+ | {{Con}}On miss: Punch yourself for 100 hp! You coward!<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Fists_of_Steel.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Fists of Steel''' | ||
+ | | align="left" | | ||
+ | -Added "+33% melee range"<br><br> | ||
+ | -Removed "-40% damage from ranged sources while active"<br><br> | ||
+ | -Removed "This weapon holsters 100% slower"<br><br> | ||
+ | -Removed "-40% maximum overheal on wearer"<br><br> | ||
+ | -Removed "-40% health from healers on wearer"<br><br> | ||
+ | -Added "-25% damage taken from all sources, except from melee while active"<br><br> | ||
+ | -Increased melee vulnerability to +200% from +100%<br><br> | ||
+ | -Added "66% slower overall weapon switching"<br> | ||
+ | | | ||
+ | {{Pro}}+33% melee range<br> | ||
+ | {{Pro}}-25% damage taken from all sources, except from melee while active<br> | ||
+ | {{Con}}+200% damage vulnerability from melee sources while active<br> | ||
+ | {{Con}}66% slower overall weapon switching<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Eviction_Notice.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Eviction Notice''' | ||
+ | | align="left" | | ||
+ | -Removed "+40% faster firing speed"<br><br> | ||
+ | -Decreased move speed bonus to +10% from +15%<br><br> | ||
+ | -Removed "-60% damage penalty"<br><br> | ||
+ | -Removed "Maximum health is drained while item is active"<br><br> | ||
+ | -Increased speed boost on hit to 4 seconds from 3<br><br> | ||
+ | -Added "On teammate: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds"<br><br> | ||
+ | -Added "+33% melee range"<br><br> | ||
+ | -Added "On teammate or enemy hit: User can't switch from melee for 4 seconds"<br><br> | ||
+ | -Added "-20% max primary and secondary ammo on wearer"<br><br> | ||
+ | -Added "33% slower secondary recharge rate on wearer"<br> | ||
+ | | | ||
+ | {{Pro}}On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds<br> | ||
+ | {{Pro}}+10% faster move speed while active<br> | ||
+ | {{Pro}}+33% melee range<br> | ||
+ | {{Con}}On teammate or enemy hit: User can't switch from melee for 4 seconds<br> | ||
+ | {{Con}}-20% max primary and secondary ammo on wearer<br> | ||
+ | {{Con}}33% slower secondary recharge rate on wearer<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Holiday_Punch.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Holiday Punch''' | ||
+ | | align="left" | | ||
+ | -Added "+33% melee range"<br><br> | ||
+ | -Added "While active: User is able to pick up their own edible for 80 health"<br><br> | ||
+ | -Added "On kill: Burst into joyous laughter, but not from a kill taunt"<br><br> | ||
+ | -Added "On kill with your primary: Gain crits for 1 second"<br><br> | ||
+ | -Added "The crit timer only drains while active with a maximum of 4 seconds stored"<br> | ||
+ | | | ||
+ | {{Pro}}While active: User is able to pick up their own edible for 80 health<br> | ||
+ | {{Pro}}On kill with your primary: Gain crits for 1 second for your melee<br> | ||
+ | {{Pro}}Always critical hit from behind<br> | ||
+ | {{Pro}}Critical hit forces victim to laugh<br> | ||
+ | {{Pro}}+33% melee range<br> | ||
+ | {{Pro}}On hit: Force enemy to laugh who also has this same weapon active<br> | ||
+ | {{Con}}Critical hits do no damage<br> | ||
+ | {{Con}}On non-taunt kill: Burst into joyous laughter<br> | ||
+ | {{Neutral}}The crit timer only drains while active with a maximum of 4 seconds stored<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Engineer - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- ENGINEER CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers" (900 Hu, AKA x2 Soldier banner radius)<br> | ||
+ | | | ||
+ | (Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Engineer - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- ENGINEER HERE --> | ||
+ | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Engineer's Shotgun''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Frontier_Justice.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Frontier Justice''' | ||
+ | | align="left" | | ||
+ | -Added "20% more accurate"<br><br> | ||
+ | -Added "-50% primary ammo on wearer"<br><br> | ||
+ | -Removed "No random critical hits"<br> | ||
+ | | | ||
+ | {{Pro}}Gain 2 revenge crits for each sentry kill and 1 for each sentry assist when your sentry is destroyed<br> | ||
+ | {{Pro}}20% more accurate<br> | ||
+ | {{Con}}-50% clip size<br> | ||
+ | {{Con}}-50% primary ammo on wearer<br> | ||
+ | {{Neutral}}Revenge crits are lost on death<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Widowmaker.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Widowmaker''' | ||
+ | | align="left" | | ||
+ | -Increased bonus damage to your Sentry Gun's target to +20% from 10%<br> | ||
+ | | | ||
+ | {{Pro}}On hit: Damage dealt is returned as ammo<br> | ||
+ | {{Pro}}20% increased damage to your Sentry Gun's target<br> | ||
+ | {{Con}}Per Shot: -30 ammo<br> | ||
+ | {{Con}}Uses metal for ammo<br> | ||
+ | {{Neutral}}No reload necessary<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Pomson_6000.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Pomson 6000''' | ||
+ | | align="left" | | ||
+ | -Removed "On Hit: Victim loses up to 10% Medi Gun charge"<br><br> | ||
+ | -Removed "On Hit: Victim loses up to 20% cloak"<br><br> | ||
+ | -Removed "Deals only 20% damage to buildings"<br><br> | ||
+ | -Removed hidden clip size penalty<br><br> | ||
+ | -Added hidden "+24% faster firing speed"<br> | ||
+ | '''NOTE''': Now it matches the Shotgun<br><br> | ||
+ | -Added hidden "4% slower reload time"<br> | ||
+ | '''NOTE''': Now it matches the Shotgun<br><br> | ||
+ | -Added "On hit: Reduces Medi Gun healing given and healing from all sources received"<br> | ||
+ | '''NOTE''': A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot will apply a -10% healing reduction for 8 seconds<br> | ||
+ | | | ||
+ | {{Pro}}Does not require ammo<br> | ||
+ | {{Pro}}Projectile cannot be deflected<br> | ||
+ | {{Pro}}On hit: Reduces Medi Gun healing given and healing from all sources received<br> | ||
+ | {{Con}}–20% damage penalty<br> | ||
+ | {{Neutral}}Healing effect is reduced over distance and duration is increased over distance<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Rescue_Ranger.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Rescue Ranger''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Pro}}Alt-Fire: Use 100 metal to pick up buildings from long range<br> | ||
+ | {{Pro}}Fires a special bolt that can repair friendly buildings<br> | ||
+ | {{Con}}-34% clip size<br> | ||
+ | {{Con}}-50% max primary ammo on wearer<br> | ||
+ | {{Con}}Self mark for death when hauling buildings, and a few seconds after redeployment<br> | ||
+ | {{Con}}4-to-1 health-to-metal ratio when repairing buildings<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Pistol.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Engineer's Pistol''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Wrangler.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Wrangler''' | ||
+ | | align="left" | | ||
+ | -Reduced shield resistance to 33% from 66%<br> | ||
+ | | | ||
+ | {{Pro}}The Sentry Gun gains double firing rate and a laser pointer to assist in aiming<br> | ||
+ | {{Pro}}Wrangled Sentry Guns gain a shield that reduces all damage by 33%<br> | ||
+ | {{Con}}Wrangled Sentry Guns reduces all repairing by 66%<br> | ||
+ | {{Con}}Sentry Guns are disabled for 3 seconds after become unwrangled<br> | ||
+ | {{Neutral}}Take manual control of your Sentry Gun<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Short_Circuit.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Short Circuit''' | ||
+ | | align="left" | | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Removed current primary-fire effects<br><br> | ||
+ | -Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"<br><br> | ||
+ | -Technically removed "Per Shot: -5 ammo"<br> | ||
+ | | | ||
+ | {{Pro}}Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack<br> | ||
+ | {{Pro}}Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack<br> | ||
+ | {{Con}}Cannot pick up buildings when active<br> | ||
+ | {{Con}}Uses metal for ammo<br> | ||
+ | {{Neutral}}No reload necessary<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Wrench.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Wrench''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Gunslinger.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Gunslinger''' | ||
+ | | align="left" | | ||
+ | -Increased the punch combo timer to 1.5 seconds from ~.8 seconds<br><br> | ||
+ | -Removed "No random critical hits"<br> | ||
+ | | | ||
+ | {{Pro}}+25 max health on wearer<br> | ||
+ | {{Pro}}Sentry build speed increased by 150%<br> | ||
+ | {{Pro}}Third successful punch in a row always crits<br> | ||
+ | {{Neutral}}Replaces the Sentry with a Mini-Sentry<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Southern_Hospitality.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Southern Hospitality''' | ||
+ | | align="left" | | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Removed "20% fire damage vulnerability on wearer"<br><br> | ||
+ | -Added "+15% bullet damage vulnerability on wearer"<br><br> | ||
+ | -Added "One hit destroys any Sapper"<br><br> | ||
+ | -Increased bleed duration to 8 seconds from 5<br> | ||
+ | | | ||
+ | {{Pro}}One hit destroys any sapper<br> | ||
+ | {{Pro}}On hit: Bleed for 8 seconds<br> | ||
+ | {{Con}}+15% bullet damage vulnerability on wearer<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Jag.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Jag''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Pro}}Construction hit speed boost increased by 30%<br> | ||
+ | {{Pro}}+15% faster firing speed<br> | ||
+ | {{Con}}20% slower repair rate<br> | ||
+ | {{Con}}-25% damage penalty vs players<br> | ||
+ | {{Con}}-50% damage penalty vs buildings<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Eureka_Effect.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Eureka Effect''' | ||
+ | | align="left" | | ||
+ | -Added "User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter"<br> | ||
+ | | | ||
+ | {{Pro}}Press your reload key to choose to teleport to spawn or your exit teleporter<br> | ||
+ | {{Pro}}User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter<br> | ||
+ | {{Pro}}-50% metal cost when constructing or upgrading teleporters<br> | ||
+ | {{Con}}Construction hit speed boost decreased by 50%<br> | ||
+ | {{Con}}20% less metal from pickups and dispensers<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_PDA.png|100px]]<br> | ||
+ | <small>[[PDA]]</small><br> | ||
+ | '''Construction/Destruction PDA''' | ||
+ | | align="left" | | ||
+ | -Added "Able to build Dispensers in Medieval mode"<br><br> | ||
+ | -Increased default Dispenser range by +50%<br> | ||
+ | | | ||
+ | {{Neutral}}Able to build Dispensers in Medieval mode<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Medic - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- MEDIC CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) Able to see enemy health"<br><br> | ||
+ | -Added "This weapon will reload automatically when not active" to all Primaries<br><br> | ||
+ | '''NOTE''': Health regeneration numbers are doubled while healing a hurt Patient<br> | ||
+ | '''NOTE''': 3 HP/s (Min regen when user was recently hurt, then starts to scale after a few seconds)<br> | ||
+ | '''NOTE''': 6 HP/s (Max regen)<br> | ||
+ | | | ||
+ | (Ability) Able to see enemy health<br> | ||
+ | (Ability) Health regeneration<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Medic - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- MEDIC HERE --> | ||
+ | | align="center" | [[File:Backpack_Syringe_Gun.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Syringe Gun''' | ||
+ | | align="left" | | ||
+ | -Added "This weapon will reload automatically when not active"<br> | ||
+ | | | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Blutsauger.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Blutsauger''' | ||
+ | | align="left" | | ||
+ | -Removed "On Hit: Gain up to +3 health"<br><br> | ||
+ | -Removed "-2 health drained per second on wearer"<br><br> | ||
+ | -Added "This weapon will reload automatically when not active"<br><br> | ||
+ | -Added "On hit: Apply Mad Milk for up to 4 seconds"<br> | ||
+ | '''NOTE''': The healing percentage is 35% due to the Mad Milk change<br><br> | ||
+ | -Added "Disables self health regen while active"<br> | ||
+ | | | ||
+ | {{Pro}}On hit: Apply Mad Milk for up to 4 seconds<br> | ||
+ | {{Con}}Disables self health regen while active<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Crusader's Crossbow''' | ||
+ | | align="left" | | ||
+ | -Reduced point blank heal to 50 from 75 (max is still 150)<br><br> | ||
+ | -Increased primary ammo penalty to -80% from -75%<br> | ||
+ | | | ||
+ | {{Pro}}Fires special bolts that heal teammates and deals damage based on distance traveled<br> | ||
+ | {{Con}}-80% max primary ammo on wearer<br> | ||
+ | {{Con}}No headshots<br> | ||
+ | {{Neutral}}75 dmg (point blank) to 150 dmg (long range)<br> | ||
+ | {{Neutral}}50 health (point blank) to 150 health (long range)<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Overdose.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Overdose''' | ||
+ | | align="left" | | ||
+ | -Added "This weapon will reload automatically when not active"<br><br> | ||
+ | -Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +15%"<br><br> | ||
+ | -Added "-10% heal rate on wearer"<br> | ||
+ | '''NOTE''': Medi Gun healing and Amputator taunt<br><br> | ||
+ | -Removed "-15% damage penalty"<br> | ||
+ | | | ||
+ | {{Pro}}When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%<br> | ||
+ | {{Pro}}While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +15%<br> | ||
+ | {{Con}}-10% heal rate on wearer<br> | ||
+ | {{Neutral}}This weapon will reload automatically when not active<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Medi_Gun.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Medi Gun''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Pro}}Match the speed of any faster heal target<br> | ||
+ | {{Con}}While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence<br> | ||
+ | {{Neutral}}UberCharge: Grants Patient and the user invulnerability<br> | ||
+ | {{Neutral}}While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster<br> | ||
+ | {{Neutral}}UberCharge lasts for 8 seconds<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Kritzkrieg.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Kritzkrieg''' | ||
+ | | align="left" | | ||
+ | -Added "On taunt: Removes all debuffs on user"<br><br> | ||
+ | -Increased heal on taunt to 25 HP from 11 HP<br><br> | ||
+ | -Added "While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence"<br><br> | ||
+ | -Removed draining effect when switching targets<br> | ||
+ | '''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br> | ||
+ | -Added additional new visual when UberCharged is activated<br> | ||
+ | | | ||
+ | {{Pro}}Match the speed of any faster heal target<br> | ||
+ | {{Pro}}On taunt: Removes all debuffs and self-heals for 25<br> | ||
+ | {{Pro}}+25% UberCharge rate<br> | ||
+ | {{Con}}While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence<br> | ||
+ | {{Neutral}}UberCharge: Grants full crits to your Patient's weapons<br> | ||
+ | {{Neutral}}While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter<br> | ||
+ | {{Neutral}}UberCharge lasts for 8 seconds<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Quick-Fix.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Quick-Fix''' | ||
+ | | align="left" | | ||
+ | -Added "Gain full air strafe control when blast jumping"<br> | ||
+ | '''NOTE''': The "full turning control" is currently being officially applied<br><br> | ||
+ | -Increased UberCharge rate bonus to +25% from +10%<br><br> | ||
+ | -Incresed heal rate bonus to +50% from +40%<br><br> | ||
+ | -Added "Normal UberCharge rate and heal rate while healing overhealed Patients"<br><br> | ||
+ | -Added the Concheror effect during UberCharge<br><br> | ||
+ | -Removed "50% max overheal"<br><br> | ||
+ | -The full knock-back resistance and Concheror effect will now linger for 1 second when switching targets<br> | ||
+ | | | ||
+ | {{Pro}}Match the speed of any faster heal target<br> | ||
+ | {{Pro}}While healing: User mirrors blast jumps and shield charges. User gains full air strafe control and full turning control when this happens.<br> | ||
+ | {{Pro}}+25% UberCharge rate<br> | ||
+ | {{Pro}}+50% heal rate<br> | ||
+ | {{Con}}Normal UberCharge rate and heal rate while healing overhealed Patients<br> | ||
+ | {{Con}}While UberCharge is active, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence<br> | ||
+ | {{Neutral}}UberCharge: Increases healing by 300%, grants immunity to movement-impairing effects, and Concheror effect for both users<br> | ||
+ | {{Neutral}}While UberCharged, switching targets will cause the full knock-back resistance and Concheror effect to linger for 1 second, but drains the meter faster<br> | ||
+ | {{Neutral}}UberCharge lasts for up to 8 seconds<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Vaccinator.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Vaccinator''' | ||
+ | | align="left" | | ||
+ | -Reduced UberCharge rate to +25% from +67%<br><br> | ||
+ | -Increased resistance while healing to +20% from +10%<br><br> | ||
+ | -Increased resistance bubble to 3 seconds from 2.5<br><br> | ||
+ | -Removed "-33% UberCharge rate on overhealed Patients"<br><br> | ||
+ | -Removed "-66% Overheal build rate"<br><br> | ||
+ | -Added "-100% max overheal"<br><br> | ||
+ | -Added "While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence"<br><br> | ||
+ | -Added "The resistance bubble blocks 25% damage from all other sources for your Patient during UberCharge"<br> | ||
+ | | | ||
+ | {{Pro}}Match the speed of any faster heal target<br> | ||
+ | {{Pro}}Press your reload key to cycle through resist types.<br> | ||
+ | {{Pro}}While healing, provides user and Patient with a constant 20% resistance to the selected damage type.<br> | ||
+ | {{Pro}}+25% UberCharge rate<br> | ||
+ | {{Con}}-100% max overheal<br> | ||
+ | {{Con}}While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence<br> | ||
+ | {{Neutral}}UberCharge: Instantly use 25% charge to provide a 3 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additional the resistance bubble blocks 25% damage from all other sources for your Patient.<br> | ||
+ | {{Neutral}}UberCharge lasts for 12 seconds in total<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Bonesaw.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Bonesaw''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Ubersaw.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Ubersaw''' | ||
+ | | align="left" | | ||
+ | -Added "-20% UberCharge rate for secondary"<br> | ||
+ | | | ||
+ | {{Pro}}On hit: 25% UberCharge added<br> | ||
+ | {{Con}}-20% UberCharge rate for secondary<br> | ||
+ | {{Con}}20% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Vita-Saw.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Vita-Saw''' | ||
+ | | align="left" | | ||
+ | -Removed "Collect the organs of people you hit"<br><br> | ||
+ | -Increased max health penalty to -25 from -10<br><br> | ||
+ | -Added "On assist kill while healing: Steal 25% of the current UberCharge amount of an enemy Medic"<br><br> | ||
+ | -Added "On kill with any weapon OR assist kill: Gain 5% UberCharge"<br><br> | ||
+ | -Added "Lose 15% UberCharge if your current attached Patient dies"<br><br> | ||
+ | -Added "While UberCharge is active: The steal/gain/lose effects are disabled"<br> | ||
+ | | | ||
+ | {{Pro}}On assist kill while healing: Steal 25% of the current UberCharge amount of an enemy Medic<br> | ||
+ | {{Pro}}On kill with any weapon OR assist kill: Gain 5% UberCharge<br> | ||
+ | {{Con}}Lose 15% UberCharge if your current attached Patient dies<br> | ||
+ | {{Con}}-25 max health on wearer<br> | ||
+ | {{Neutral}}While UberCharge is active: The steal/gain/lose effects are disabled<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Amputator.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Amputator''' | ||
+ | | align="left" | | ||
+ | -Added "Taunt is loopable and can be canceled at any time by moving"<br><br> | ||
+ | -Increased HP regen to +4 from +3<br> | ||
+ | | | ||
+ | When weapon is active:<br> | ||
+ | :{{Pro}}Up to +4 health regenerated per second on wearer<br> | ||
+ | :{{Pro}}Alt-Fire: Applies a healing effect to all nearby teammates. Taunt is loopable and can be canceled at any time by moving.<br> | ||
+ | :{{Con}}-20% damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Solemn_Vow.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Solemn Vow''' | ||
+ | | align="left" | | ||
+ | -Added "Allows your Patient to see enemy health"<br><br> | ||
+ | -Added "Applies knockback on hit"<br><br> | ||
+ | -Added "Minimal damage"<br><br> | ||
+ | -Increased fire rate penalty to -20% from -10%<br><br> | ||
+ | -Added "Anytime you are hurt, all enemies are able to see your UberCharge percentage for the next 2 seconds"<br> | ||
+ | | | ||
+ | {{Pro}}Allows your Patient to see enemy health<br> | ||
+ | {{Pro}}Applies knockback on hit<br> | ||
+ | {{Con}}Anytime you are hurt, all enemies are able to see your UberCharge percentage for the next 2 seconds<br> | ||
+ | {{Con}}20% slower firing speed<br> | ||
+ | {{Con}}Minimal damage<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Sniper - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SNIPER CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) When primary is fully charged, user doesn't flinch when damaged"<br><br> | ||
+ | -Added "(Ability) When aiming, 50% reduction in push force taken from damage"<br><br> | ||
+ | -Added "(Ability) Melee wall climb"<br> | ||
+ | '''NOTE''': Hurts user 15 HP per wall climb<br> | ||
+ | '''NOTE''': After doing wall climb, next melee attack is 60% slower<br><br> | ||
+ | -Added "20% more accurate" to all secondary SMGs<br> | ||
+ | | | ||
+ | (Ability) When primary is fully charged, user doesn't flinch when damaged<br> | ||
+ | (Ability) When aiming, 50% reduction in push force taken from damage<br> | ||
+ | (Ability) Melee wall climb<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Sniper - Rifle Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SNIPER HERE --> | ||
+ | | align="left" | | ||
+ | -Increased move speed while aiming to 100 Hu from 80 with all Rifles<br> | ||
+ | '''NOTE''': Sniper will move 66% slower while aiming instead of 73.3%<br><br> | ||
+ | -Changed base bodyshot/headshot damages for all Rifles<br> | ||
+ | '''NOTE''': Additional, it will be a x4 damage multiplier instead of x3<br> | ||
+ | | | ||
+ | 30 bodyshot uncharged (from 50)<br> | ||
+ | 120 bodyshot fully charged (from 150)<br> | ||
+ | <br> | ||
+ | 120 headshot uncharged (from 150)<br> | ||
+ | 480 headshot fully charged (from 450)<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Sniper - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SNIPER HERE --> | ||
+ | | align="center" | [[File:Backpack_Sniper_Rifle.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Sniper Rifle''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | -NOTE: See additional changes in "Sniper Rifle Changes" tab<br> | ||
+ | | | ||
+ | -NOTE: See additional changes in "Sniper Rifle Changes" tab<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Huntsman.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Huntsman''' | ||
+ | | align="left" | | ||
+ | -Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1<br><br> | ||
+ | -Increase maximum projectile speed (fully charged) to 3000 Hu from 2600<br><br> | ||
+ | -Decreased move speed penalty while aiming to -33% from -53%<br><br> | ||
+ | -Removed hidden "-52% max primary ammo on wearer" penalty<br> | ||
+ | | | ||
+ | {{Pro}}The longer you aim, the more damage and faster the arrow travels<br> | ||
+ | {{Con}}Arrows lose their accuracy if the bow is drawn for more than 5 seconds<br> | ||
+ | {{Con}}While aiming: -33% move speed<br> | ||
+ | {{Neutral}}Shoots arrows instead of bullets<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Sydney_Sleeper.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Sydney Sleeper''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Sniper Rifle Changes" tab<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"<br><br> | ||
+ | -Added "On headshot: Doubles the Jarate duration"<br><br> | ||
+ | -Added "25% faster reload time"<br> | ||
+ | | | ||
+ | {{Pro}}25% faster reload time<br> | ||
+ | {{Pro}}+25% charge rate<br> | ||
+ | {{Pro}}On scoped hit: Apply Jarate for 2 to 5 seconds based on charge level and double the duration on headshot<br> | ||
+ | {{Con}}Mini-Crits whenever it would normally crit<br> | ||
+ | {{Con}}While aiming: -66% move speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Bazaar_Bargain.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Bazaar Bargain''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | -NOTE: See additional changes in "Sniper Rifle Changes" tab<br> | ||
+ | | | ||
+ | {{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%<br> | ||
+ | {{Con}}Base charge rate decreased by 50%<br> | ||
+ | {{Con}}While aiming: -66% move speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Machina.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Machina''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Sniper Rifle Changes" tab<br><br> | ||
+ | -Removed "On Full Charge: Projectiles penetrate players"<br><br> | ||
+ | -Removed "On full charge: +15% damage per shot"<br><br> | ||
+ | -Added "Shots penetrate all enemies"<br> | ||
+ | | | ||
+ | {{Pro}}Shots penetrate all enemies<br> | ||
+ | {{Con}}While aiming: -66% move speed<br> | ||
+ | {{Con}}Cannot fire unless zoomed<br> | ||
+ | {{Con}}Fires tracers rounds<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Hitman's_Heatmaker.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Hitman's Heatmaker''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Sniper Rifle Changes" tab<br><br> | ||
+ | -Increased body shot penalty to -33% from -10%<br><br> | ||
+ | -Added "25% faster reload time while in Focus"<br><br> | ||
+ | -Removed "+25% faster charge while in Focus"<br> | ||
+ | '''NOTE''': It actually wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all rifles on the 02/14/08 patch.<br> | ||
+ | | | ||
+ | {{Pro}}Gain Focus with kills/assists even while using Focus<br> | ||
+ | {{Pro}}Press 'Reload' at anytime to activate/deactivate Focus<br> | ||
+ | {{Con}}While aiming: -66% move speed<br> | ||
+ | {{Con}}-33% damage on body shots<br> | ||
+ | {{Neutral}}While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Classic.png|100px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Classic''' | ||
+ | | align="left" | | ||
+ | -See additional changes in "Sniper Rifle Changes" tab<br><br> | ||
+ | -Removed "-10% damage on body shots"<br><br> | ||
+ | -Removed "No headshots when not fully charged"<br><br> | ||
+ | -Added "Not fully charged shots deal Mini-Crits instead of crits"<br><br> | ||
+ | -Added "Move speed is only decreased by 33% while unscoped aiming"<br><br> | ||
+ | -Added hidden +3.5% reload bonus to match the default Rifle's attack rate<br> | ||
+ | | | ||
+ | {{Pro}}Charge and fire shots independent of zoom<br> | ||
+ | {{Pro}}Move speed is only decreased by 33% while unscoped aiming<br> | ||
+ | {{Con}}Not fully charged shots deal Mini-Crits instead of crits<br> | ||
+ | {{Con}}While scoped aiming: -66% move speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_SMG.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Submachine Gun''' | ||
+ | | align="left" | | ||
+ | -Added "20% more accurate"<br> | ||
+ | | | ||
+ | {{Pro}}20% more accurate<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Jarate.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Jarate''' | ||
+ | | align="left" | | ||
+ | -Added "Allowed in Medieval mode"<br><br> | ||
+ | -Added "While doing the objective: +50% faster recharge rate"<br><br> | ||
+ | -Increased extinguishing teammate cooldown to 50% from 20%<br><br> | ||
+ | -Increased recharge time to 30 seconds from 20<br> | ||
+ | | | ||
+ | {{Pro}}Coated enemies take mini-crits from all sources<br> | ||
+ | {{Pro}}While doing the objective: +50% faster recharge rate<br> | ||
+ | {{Pro}}Extinguishing teammates reduces cooldown by -50%<br> | ||
+ | {{Pro}}Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br> | ||
+ | {{Neutral}}30 second recharge<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Razorback.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Razorback''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Pro}}Blocks a single backstab attempt<br> | ||
+ | {{Con}}-100% maximum overheal on wearer<br> | ||
+ | {{Neutral}}Regenerates after 30 seconds<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Darwin's_Danger_Shield.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Darwin's Danger Shield''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Pro}}+50% fire damage resistance on wearer<br> | ||
+ | {{Pro}}Immune to the effects of afterburn<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Cozy_Camper.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Cozy Camper''' | ||
+ | | align="left" | | ||
+ | -Removed "No flinching when aiming and fully charged"<br><br> | ||
+ | -Removed "Knockback reduced by 20% when aiming"<br><br> | ||
+ | -Added "+25 max health on wearer"<br><br> | ||
+ | -Added "+50% debuff duration on wearer"<br> | ||
+ | | | ||
+ | {{Pro}}Up to +4 health regenerated per second on wearer<br> | ||
+ | {{Pro}}+25 max health on wearer<br> | ||
+ | {{Con}}+50% debuff duration on wearer<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Cleaner's_Carbine.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Cleaner's Carbine''' | ||
+ | | align="left" | | ||
+ | -Added "20% more accurate"<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Reduced firing speed penalty to 20% from 25%<br> | ||
+ | | | ||
+ | {{Pro}}Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds.<br> | ||
+ | {{Pro}}20% more accurate<br> | ||
+ | {{Con}}-20% clip size<br> | ||
+ | {{Con}}20% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Kukri.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Kukri''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Tribalman's_Shiv.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Tribalman's Shiv''' | ||
+ | | align="left" | | ||
+ | -Removed "-50% damage penalty"<br><br> | ||
+ | -Added "-50% damage vs players"<br><br> | ||
+ | -Added "-50% bleed damage"<br><br> | ||
+ | -Increased bleed duration to 10 seconds from 6<br> | ||
+ | | | ||
+ | {{Pro}}On hit: Bleed for 10 seconds<br> | ||
+ | {{Con}}-50% damage vs players<br> | ||
+ | {{Con}}-50% bleed damage<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Bushwacka.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Bushwacka''' | ||
+ | | align="left" | | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "10% slower firing speed"<br> | ||
+ | | | ||
+ | {{Pro}}Crits whenever it would normally mini-crit<br> | ||
+ | {{Con}}20% damage vulnerability while active<br> | ||
+ | {{Con}}10% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Shahanshah.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Shahanshah''' | ||
+ | | align="left" | | ||
+ | -Increased damage bonus to +30% from +25%<br><br> | ||
+ | -Decreased damage penalty to -20% from -25%<br><br> | ||
+ | -Added "This weapon deploys +30% faster when health >50% of max"<br><br> | ||
+ | -Added "This weapon deploys +20% slower when health <50% of max"<br><br> | ||
+ | -Swapped stats (As in, having > or < 50% max health)<br> | ||
+ | | | ||
+ | {{Pro}}This weapon deploys +30% faster when health >50% of max<br> | ||
+ | {{Pro}}+30% increase in damage when health >50% of max<br> | ||
+ | {{Con}}This weapon deploys +20% slower when health <50% of max<br> | ||
+ | {{Con}}-20% decrease in damage when health <50% of max<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Spy - Class Changes | ||
+ | |- | ||
+ | ! class="header" width="50%" | Changes | ||
+ | ! class="header" width="50%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SPY CLASS --> | ||
+ | | align="left" | | ||
+ | -Added "(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see"<br> | ||
+ | '''NOTE''': Teammates will still see the kill in the kill-feed<br><br> | ||
+ | -Now able to see bot health in MvM<br> | ||
+ | | | ||
+ | (Ability) Able to see enemy health<br> | ||
+ | (Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see<br> | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Spy - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- SPY HERE --> | ||
+ | | align="center" | [[File:Backpack_Revolver.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Revolver''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Ambassador.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Ambassador''' | ||
+ | | align="left" | | ||
+ | -Increased fire rate penalty to -40% from -20%<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Removed "-15% damage penalty"<br><br> | ||
+ | -Added "-50% damage penalty on bodyshots"<br> | ||
+ | | | ||
+ | {{Pro}}Crits on headshot<br> | ||
+ | {{Con}}Accuracy decreases after initial shot and has a short cooldown during which it never crits<br> | ||
+ | {{Con}}Critical damage is affected by range and headshots beyond 1200 units do normal non-crit damage<br> | ||
+ | {{Con}}-50% damage on body shots<br> | ||
+ | {{Con}}40% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_L'Etranger.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''L'Etranger''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Pro}}+40% cloak duration<br> | ||
+ | {{Pro}}+15 cloak on hit<br> | ||
+ | {{Con}}-20% damage penalty<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Enforcer.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Enforcer''' | ||
+ | | align="left" | | ||
+ | -Removed "+20% damage bonus while disguised"<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "Guaranteed mini-crit shot while disguised"<br><br> | ||
+ | -Added "Deals full damage against sapped Sentry Guns"<br><br> | ||
+ | -Added "10% damage vulnerability while disguised"<br> | ||
+ | | | ||
+ | {{Pro}}Attacks pierce damage resistance effects and bonuses<br> | ||
+ | {{Pro}}Guaranteed mini-crit shot while disguised<br> | ||
+ | {{Pro}}Deals full damage against sapped Sentries<br> | ||
+ | {{Con}}10% damage vulnerability while disguised<br> | ||
+ | {{Con}}20% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Diamondback.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Diamondback''' | ||
+ | | align="left" | | ||
+ | -Removed "-15% damage penalty"<br><br> | ||
+ | -Remove "No random critical hits"<br><br> | ||
+ | -Added "20% slower firing speed"<br><br> | ||
+ | -Added "Minicrits whenever it would normally crit"<br> | ||
+ | '''NOTE''': This means that stored crit shots would deal 54 damage regardless of distance<br> | ||
+ | | | ||
+ | {{Pro}}Gives one guaranteed critical hit for each building destroyed with your Sapper attached or backstab kill<br> | ||
+ | {{Con}}Mini-Crits whenever it would normally crit<br> | ||
+ | {{Con}}20% slower firing speed<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Knife.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Knife''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | '''NO CHANGE'''<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Your_Eternal_Reward.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Your Eternal Reward''' | ||
+ | | align="left" | | ||
+ | -Removed "+33 cloak drain rate" penalty<br><br> | ||
+ | -Added "-25% cloak meter from ammo sources"<br> | ||
+ | | | ||
+ | {{Pro}}Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed.<br> | ||
+ | {{Pro}}On kill: No attack noise<br> | ||
+ | {{Con}}Normal disguises require (and consume) a full cloak meter<br> | ||
+ | {{Con}}-25% cloak meter from ammo sources<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Conniver's_Kunai.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Conniver's Kunai''' | ||
+ | | align="left" | | ||
+ | -Added "While cloaked: Any overheal on wearer doesn't decay"<br> | ||
+ | '''NOTE''': This includes Medic overhealing or the overheal granted from backstabs<br> | ||
+ | | | ||
+ | {{Pro}}On backstab kill: Absorbs the health from your victim<br> | ||
+ | {{Pro}}While cloaked: Any overheal on wearer doesn't decay<br> | ||
+ | {{Con}}-55 max health on wearer<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Big_Earner.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Big Earner''' | ||
+ | | align="left" | | ||
+ | -Speed boost & cloak "on kill" is now "on kill with any weapon"<br><br> | ||
+ | -Reduced speed boost to 2 seconds from 3<br><br> | ||
+ | -Reduced cloak on kill to 25% from 30%<br> | ||
+ | | | ||
+ | {{Pro}}On kill with any weapon: Gain a 2 speed boost & +25% cloak<br> | ||
+ | {{Con}}-25 max health on wearer<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Spy-cicle.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Spy-cicle''' | ||
+ | | align="left" | | ||
+ | -Reduced recharge to 10 seconds from 15<br><br> | ||
+ | -Reduced afterburn immunity to 8 seconds from 10<br><br> | ||
+ | -Added "While under afterburn immunity effect: Gain +25% fire resistance on wearer"<br><br> | ||
+ | -Added "While disguised: Removes the sound of 'Spy-cicle' melting"<br> | ||
+ | | | ||
+ | {{Pro}}On hit by fire while active: Become fireproof for 1 second, then gain +25% fire resistance and afterburn immunity for 8 seconds<br> | ||
+ | {{Con}}Backstab turns victim into ice<br> | ||
+ | {{Con}}Melts in fire, regenerates in 10 seconds and by picking up ammo<br> | ||
+ | {{Neutral}}Weapon makes a melting sound unless user is currently disguised<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Disguise_Kit.png|100px]]<br> | ||
+ | <small>[[Primary PDA]]</small><br> | ||
+ | '''Disguise Kit''' | ||
+ | | align="left" | | ||
+ | -Added "Gain 20% damage resistance against the class type you are currently disguised as"<br> | ||
+ | | | ||
+ | {{Pro}}Gain 20% damage resistance against the class type you are currently disguised as<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Invisibility_Watch.png|100px]]<br> | ||
+ | <small>[[Secondary PDA]]</small><br> | ||
+ | '''Invis Watch''' | ||
+ | | align="left" | | ||
+ | -Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%)<br><br> | ||
+ | -Now includes "mark for death" and "Gas Passer effect" in the 50% faster debuff timer while cloaked<br> | ||
+ | | | ||
+ | {{Pro}}While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers<br> | ||
+ | {{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br> | ||
+ | {{Neutral}}Alt-Fire: Turn invisible<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Cloak_and_Dagger.png|100px]]<br> | ||
+ | <small>[[Secondary PDA]]</small><br> | ||
+ | '''Cloak and Dagger''' | ||
+ | | align="left" | | ||
+ | -Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%)<br><br> | ||
+ | -Now includes "mark for death" and "Gas Passer effect" in the 50% faster debuff timer while cloaked<br><br> | ||
+ | -Added "Reduced decloak sound volume"<br><br> | ||
+ | -Added "0.5 sec longer cloak blink time"<br><br> | ||
+ | -Increased cloak meter from ammo sources penalty to -100% from -35%<br> | ||
+ | | | ||
+ | {{Neutral}}Cloak Type: Motion Sensitive<br> | ||
+ | {{Pro}}Cloak drain rate based on movement speed<br> | ||
+ | {{Pro}}Reduced decloak sound volume<br> | ||
+ | {{Pro}}+100% cloak regen rate<br> | ||
+ | {{Pro}}While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers<br> | ||
+ | {{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br> | ||
+ | {{Con}}No cloak meter from ammo sources<br> | ||
+ | {{Con}}0.5 sec longer cloak blink time<br> | ||
+ | {{Con}}+33% cloak drain rate<br> | ||
+ | {{Neutral}}Alt-Fire: Turn invisible<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Dead_Ringer.png|100px]]<br> | ||
+ | <small>[[Secondary PDA]]</small><br> | ||
+ | '''Dead Ringer''' | ||
+ | | align="left" | | ||
+ | -Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"<br><br> | ||
+ | -Removed "Afterburn immunity for 3 seconds when used"<br><br> | ||
+ | -The natural damage resistance only lasts for 1 second once it's trigger<br><br> | ||
+ | -The speed boost now stays active until decloaking instead of only lasting for 3 seconds<br><br> | ||
+ | -Reduced cloak regen rate to +30% from +50%<br><br> | ||
+ | -Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"<br><br> | ||
+ | -Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"<br> | ||
+ | '''NOTE''': As in, the afterburn immunity and bleeding<br><br> | ||
+ | -Increased faster debuff timers while cloaked to +75% from +50%<br> | ||
+ | '''NOTE''': Now includes "mark for death" and "Gas Passer effect"<br><br> | ||
+ | -Added "While cloaked: 6 HP/s passive healing"<br> | ||
+ | '''NOTE''': This is a set 6 HP and doesn't scale when damaged, unless the user is on fire.<br><br> | ||
+ | -Added "While cloaked: Absorb +75% of any damage taken"<br> | ||
+ | '''NOTE''': This starts 1 second after once the Dead Ringer is triggered<br><br> | ||
+ | -Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)<br> | ||
+ | '''NOTE''': This starts 1 second after once the Dead Ringer is triggered<br><br> | ||
+ | -Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"<br><br> | ||
+ | -Added "No health from health packs when invisible and for 5 seconds after decloaking"<br><br> | ||
+ | -Added "No natural cloak resistance when invisible after the first 1 second"<br><br> | ||
+ | -Added "-50% cloak meter from ammo sources"<br> | ||
+ | | | ||
+ | {{Neutral}}Cloak Type: Feign Death<br> | ||
+ | {{Pro}}Upon receiving any damage, user drops a fake corpse, gain 1 second of debuff immunity, gain 1 second of 75% damage resistance, and invisibility for the duration<br> | ||
+ | {{Pro}}While cloaked: Absorb +75% of any damage taken, gain 6 HP/s passive healing, gain a speed boost, and +75% faster debuff timers<br> | ||
+ | {{Pro}}+30% cloak regen rate<br> | ||
+ | {{Pro}}+40% cloak duration<br> | ||
+ | {{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br> | ||
+ | {{Con}}No cloak meter from ammo sources when invisible and for 5 seconds after decloaking<br> | ||
+ | {{Con}}No health from health packs when invisible and for 5 seconds after decloaking<br> | ||
+ | {{Con}}No natural cloak resistance when invisible after the first 1 second<br> | ||
+ | {{Con}}-50% cloak meter used when Feign Death is activated<br> | ||
+ | {{Con}}Absorbed damage shortens cloak duration<br> | ||
+ | {{Con}}-50% cloak meter from ammo sources<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Sapper.png|100px]]<br> | ||
+ | <small>[[Building]]</small><br> | ||
+ | '''Sapper''' | ||
+ | | align="left" | | ||
+ | -Added "Allowed in Medieval mode"<br> | ||
+ | '''NOTE''': Because Engineers can now build Dispensers in Medieval mode<br> | ||
+ | | | ||
+ | {{Pro}}Disables and slowly destroys enemy buildings<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Red-Tape_Recorder.png|100px]]<br> | ||
+ | <small>[[Building]]</small><br> | ||
+ | '''Red-Tape Recorder''' | ||
+ | | align="left" | | ||
+ | -Increased building construction speed to 2.25 seconds from 3<br> | ||
+ | '''NOTE''': It's halfway between the current speed and the original speed, but it doesn't affect Mini-Sentry speed<br><br> | ||
+ | -Added "+70% Sapper health bonus"<br> | ||
+ | '''NOTE''': Because Engineers can now build Dispensers in Medieval mode<br> | ||
+ | | | ||
+ | {{Pro}}Disables and reverses enemy building construction<br> | ||
+ | {{Pro}}+70% Sapper health bonus<br> | ||
+ | {{Con}}-100% Sapper damage penalty<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="3" class="header" | Mult-Class - Modified Official Weapons | ||
+ | |- | ||
+ | ! class="header" width="20%" | Weapon | ||
+ | ! class="header" width="40%" | Changes | ||
+ | ! class="header" width="40%" | Full New Stats | ||
+ | |- | ||
+ | <!-- MULT-CLASS HERE --> | ||
+ | | align="center" | [[File:Backpack_Reserve_Shooter.png|100px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Reserve Shooter''' | ||
+ | | align="left" | | ||
+ | -Increased deploy bonus to +30% from +20%<br><br> | ||
+ | -Added "This weapon holsters 15% faster"<br> | ||
+ | | | ||
+ | {{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br> | ||
+ | {{Pro}}This weapon deploys 30% faster and holsters 15% faster<br> | ||
+ | {{Con}}-34% clip size<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Pain_Train.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Pain Train''' | ||
+ | | align="left" | | ||
+ | -Removed "10% bullet damage vulnerability on wearer"<br><br> | ||
+ | -Added "When weapon is active & while doing the objective"<br><br> | ||
+ | -Added "Move speed increases by 15%"<br><br> | ||
+ | -Added "15% damage vulnerability on wearer"<br> | ||
+ | | | ||
+ | When weapon is active & while doing the objective:<br> | ||
+ | :{{Pro}}+1 capture rate<br> | ||
+ | :{{Pro}}Move speed increases by 15%<br> | ||
+ | :{{Con}}15% damage vulnerability on wearer<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Half-Zatoichi.png|100px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Half-Zatoichi''' | ||
+ | | align="left" | | ||
+ | -Reduced deploy/holster speed to -66% from -100%<br><br> | ||
+ | -Reduced melee range bonus to +33% from +37%<br><br> | ||
+ | -Removed "No random critical hits"<br><br> | ||
+ | -Added "Gain a 2 second speed boost on kill"<br> | ||
+ | | | ||
+ | {{Pro}}On kill: Gain 50% of base health and a 2 second speed boost<br> | ||
+ | {{Con}}Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br> | ||
+ | {{Neutral}}Soldiers and Demos can duel with katanas for a one-hit kill<br> | ||
+ | {{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br> | ||
+ | <small>[[Primary]]<br>[[Secondary]]</small><br> | ||
+ | '''B.A.S.E. Jumper''' | ||
+ | | align="left" | | ||
+ | -Added "Gain a 2 second speed boost after taking fall damage"<br><br> | ||
+ | (Demoman only) -Added "+20% faster reload time for your secondary while deployed"<br><br> | ||
+ | (Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging"<br><br> | ||
+ | | | ||
+ | {{Pro}}Press 'JUMP' key to deploy a Parachute to slow your descent while in the air<br> | ||
+ | {{Pro}}Gain a 2 second speed boost after taking fall damage<br> | ||
+ | {{Con}}Can't re-deploy the Parachute after deploying until the user touches the ground<br> | ||
+ | {{Con}}Reduces amount of air strafe control by 50% while deployed<br> | ||
+ | {{Neutral}}Allowed in Medieval mode<br> | ||
+ | <br> | ||
+ | {{Neutral}}(Demoman only) When a shield is not equipped:<br> | ||
+ | {{Pro}}+20% faster reload time for your secondary while deployed<br> | ||
+ | <br> | ||
+ | {{Neutral}}(Demoman only) When a shield is equipped:<br> | ||
+ | {{Pro}}User isn't affected by gravity while deployed and charging<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack_Panic_Attack.png|100px]]<br> | ||
+ | <small>[[Primary]]<br>[[Secondary]]</small><br> | ||
+ | '''Panic Attack''' | ||
+ | | align="left" | | ||
+ | '''NO CHANGE'''<br> | ||
+ | | | ||
+ | {{Pro}}+50% bullets per shot<br> | ||
+ | {{Pro}}This weapon deploys 50% faster<br> | ||
+ | {{Pro}}Fires a fixed shot pattern<br> | ||
+ | {{Con}}-20% damage penalty<br> | ||
+ | {{Con}}Successive shots become less accurate<br> | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | == Custom Weapon Demonstration == | ||
+ | {{youtube|3g9sEggvmbI}} | ||
+ | |||
+ | == Current Development Team == | ||
+ | [http://steamcommunity.com/profiles/76561198043554063/ Chdata] - Main Plugin Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561198049994177/ Crafting] - Main Developer, YouTube, Steam Group, & Server Owner<br /> | ||
+ | [http://steamcommunity.com/profiles/76561197994429962/ KarmaCharger] - Team Fortress 2 Wiki Contributor and Weapon Demonstrator<br /> | ||
+ | |||
+ | == Former Development Members == | ||
+ | [http://steamcommunity.com/profiles/76561198044020790/ MasterOfTheXP] - Original Author and Main Plugin Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561198040632740/ Theray070696] - Custom Attribute Developer & Main Plugin Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561198016621705/ 404] - Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561198076264543/ Deathreus] - Developer<br /> | ||
[http://steamcommunity.com/profiles/76561198076801138/ Agent Silver] - Custom Attribute Developer<br /> | [http://steamcommunity.com/profiles/76561198076801138/ Agent Silver] - Custom Attribute Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561197994668996/ Cool Porygon] - Custom Attribute Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561197993151595/ CHAWLZ] - Custom Attribute Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561198045809708/ Orion™] - Custom Attribute Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561198156289896/ The655] - Custom Attribute Developer<br /> | ||
+ | [http://steamcommunity.com/profiles/76561198034862698/ Nergal] - Custom Attribute Developer<br /> | ||
== Known Bugs == | == Known Bugs == |
Revision as of 17:21, 30 October 2018
“ | Yes. I like this new weapon.
Click to listen
— The Heavy.
|
” |
Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds "new" weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public.
Contents
Official Server List
Custom Weapons | USA
Custom Weapons x10 | USA
Custom Weapons MvM | USA
Custom Weapons Stop that Tank | USA
Custom Weapons Testing | USA
Custom Weapons | EU
Custom Weapons x10 | EU
Custom Weapons MvM | EU
Custom Weapons Stop that Tank | EU
Custom Weapons Testing | EU
List of new/modified weapons
Available Custom Weapons
The following weapons are available on the official "CTF2W" servers.
Scout Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Scout |
Primary |
On kill: Gain a resistance shield that blocks 30% of all incoming damage and the shield is destroyed when the user takes 30 damage or more from a single attack |
On kill: Gain a resistance shield that blocks 60% of all incoming damage and the shield is destroyed when the user takes 60 damage or more from a single attack | |
Primary |
On wearer: +50% debuff damage dealt on wearer
Reloading resets the combo |
On wearer: +100% debuff damage dealt on wearer
Reloading resets the combo | ||
100px Primary |
Weapon damage increases as health decreases, up to 25% |
Weapon damage increases as health decreases, up to 100% | ||
100px Primary |
On hit: Recharges all rechargeable weapons on wearer by up to 25% |
On hit: Recharges all rechargeable weapons on wearer by up to 100% | ||
Secondary |
While your melee weapon is out, -10% damage taken from the front |
While your melee weapon is out, -20% damage taken from the front | ||
Secondary |
Jump height increases as the user becomes injured, up to +100% |
Jump height increases as the user becomes injured, up to +1000% | ||
100px Secondary |
Minimal damage falloff |
Minimal damage falloff | ||
Secondary |
On drink: Fully heal yourself over a short period of time (8 seconds) |
On drink: Fully heal yourself over a short period of time (4 seconds) | ||
100px Secondary |
On hit with your melee: Refills 2 Shurikens, up to 10 can be held |
On hit with your melee: Refills 10 Shurikens, up to 50 can be held | ||
100px Secondary |
While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds |
While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds | ||
Melee |
All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 75% reduction in push force taken from damage or airblasts, 75% sentry bullet damage resistance, and +100% damage vs buildings for 10 seconds |
All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 100% reduction in push force taken from damage or airblasts, 100% sentry bullet damage resistance, and +1000% damage vs buildings for 10 seconds | ||
100px Melee |
While your melee weapon is out, -20% damage taken from the front |
While your melee weapon is out, -40% damage taken from the front | ||
100px Melee |
CURRENTLY NO PUBLIC LINK |
While active: |
While active: |
Soldier Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Soldier |
Primary |
+25% push force against both enemy players and the user |
+250% push force against both enemy players and the user | |
100px Primary |
While active: |
While active: | ||
Primary |
Deals mini-crits on direct hits while explosive jumping |
Crits whenever it would normally mini-crit | ||
Primary |
20% bonus max primary ammo on wearer |
200% bonus max primary ammo on wearer | ||
Secondary |
10% ammo regenerated every 5 seconds on wearer |
100% ammo regenerated every 5 seconds on wearer | ||
Secondary |
10% damage taken by teammates in a large radius (450 hammer units) applies to you that can charge your *Rage* meter |
20% damage taken by teammates in a very large radius (900 hammer units) applies to you that can charge your *Rage* meter | ||
Secondary |
On kill with any weapon: A small health pack is dropped |
On kill with any weapon: A small health pack is dropped | ||
Secondary |
-50% duration from all debuffs on wearer |
-75% duration from all debuffs on wearer | ||
Secondary |
Deals mini-crits while explosive jumping |
Deals crits while explosive jumping | ||
100px Secondary |
+30% fire rate |
+60% fire rate | ||
Melee |
On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player |
On kill with any weapon: Heals you for 20% of the enemy's maximum health (You can overheal yourself) | ||
Melee |
On kill with any weapon: Stores one *buffs* stack, up to 5 |
On kill with any weapon: Stores one *buffs* stack, up to 10 | ||
Melee |
While active: |
While active: |
Pyro Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Pyro |
Primary |
+25% flame distance |
+50% flame distance | |
Primary |
+25% flamethrower (and afterburn) damage if enemy is higher than 1/2 health |
+100% flamethrower (and afterburn) damage if enemy is higher than 1/2 health | ||
Primary |
Reflected projectiles are full crit instead of mini-crit |
Reflected projectiles are full crit instead of mini-crit | ||
Secondary |
On hit: Reset enemy afterburn duration |
On hit: Reset enemy afterburn duration | ||
100px Secondary |
100% mini-crits vs burning players |
100% mini-crits vs burning players | ||
Secondary |
Shoots 4 extra flares |
Shoots 9 extra flares | ||
Secondary |
100% mini-crit hit vs burning players |
100% mini-crit hit vs burning players | ||
100px Secondary |
+50% switch speed to your melee from this weapon |
+100% switch speed to your melee from this weapon | ||
100px Melee |
+50% switch speed to your secondary from this weapon |
+100% switch speed to your secondary from this weapon | ||
100px Melee |
On hit: Generate +25% souls |
On hit: Generate +50% souls | ||
Melee |
While active: |
While active: | ||
100px Melee |
On hit: Freezes target for 5 seconds and decreases movement speed by 40% |
On hit: Freezes target for 10 seconds and decreases movement speed by 80% |
Demoman Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Demoman |
Primary |
On wearer: |
On wearer: | |
100px Primary |
User performs a earthquake after landing an explosive jump to damage enemies (up to 33 damage) and pulls enemies towards you |
User performs a earthquake after landing an explosive jump to damage enemies (up to 66 damage) and pulls enemies towards you | ||
100px Primary |
+50% clip size |
+100% clip size | ||
100px Primary |
When a shield is equipped: |
When a shield is equipped: | ||
Primary |
On direct hit: User's direct hits against that enemy deal +75% damage for the next 3 seconds |
On direct hit: User's direct hits against that enemy deal +225% damage for the next 6 seconds | ||
100px Secondary |
While charging: 75% damage resistance and full knockback resistance |
While charging: 90% damage resistance, full critical resistance, and full knockback resistance | ||
Secondary |
While charging: Grants invisibility against enemy players and enemy sentries |
Attacking doesn't cancel your charge | ||
Secondary |
This shield blocks 10 damage from attacks that deal 40 damage or more |
This shield blocks 15 damage from attacks that deal 60 damage or more | ||
Secondary |
Up to +100% explosion radius based on charge |
Up to +1000% explosion radius based on charge | ||
100px Secondary |
When a stickybomb explodes (or when destroyed), it spawns 3 *Iron Bomber* grenades |
When a stickybomb explodes (or when destroyed), it spawns 15 *Iron Bomber* grenades | ||
Melee |
When you pick up a health pack, receive 1 glass of Wine |
When you pick up a health pack, receive 1 glass of Wine | ||
Melee |
While active: |
While active: | ||
Melee |
On kill: Gain a 5 second speed boost |
On hit: Gain a 5 second speed boost |
Heavy Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Heavy |
100px Primary |
While spun up: Receive no move speed penalty and gain a +15% move speed bonus |
While spun up: Receive no move speed penalty and gain a +30% move speed bonus | |
Primary |
While spun up: 15% of the damage taken adds to a damage resistance meter up to +50% |
While spun up: 25% of the damage taken adds to a damage resistance meter up to +75% | ||
100px Primary |
This weapon deploys & holsters 25% faster |
This weapon deploys & holsters 100% faster | ||
Primary |
Damage dealt with this weapon generates rage: press the Special-Attack key when fully charged to activate knockback for a short duration. |
Damage dealt with this weapon generates rage, press the Special-Attack key when fully charged to activate knockback for a short duration. | ||
Primary |
While active:
After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level |
While active:
After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level | ||
Secondary |
-15% damage taken from behind |
-30% damage taken from behind | ||
100px Secondary |
On kill: Increase move speed on wearer, up to +60% after 5 kills |
On hit: Gain a 2-second speed boost | ||
100px Melee |
Your 3rd hit will always crit and can be stored until it's used |
Your 3rd hit will always crit and can be stored until it's used | ||
100px Melee |
On Wearer: User cannot carry the intelligence |
On Wearer: User cannot carry the intelligence | ||
100px Melee |
On Wearer: User cannot carry the intelligence |
On Wearer: User cannot carry the intelligence |
Engineer Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Engineer |
Primary |
On hit friendly building: +15 upgrade and +15 repair |
On hit friendly building: +150 upgrade and +150 repair | |
100px Primary |
On kill with any weapon: Gain 2 stacks |
On kill with any weapon: Gain 2 stacks | ||
Primary |
Firing speed increases by 5% for each time your teleporter is used, up to +50% (requires 10 uses for max fire rate) |
Firing speed increases by 10% for each time your teleporter is used, up to +100% (requires 10 uses for max fire rate) | ||
100px Secondary |
While active: |
While active: | ||
100px Secondary |
While active: |
While active: | ||
100px Secondary |
Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (675 hammer units) |
Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (1350 hammer units) | ||
Secondary |
On hit: Gain metal based on damage, up to 20 |
On hit: Gain metal based on damage, up to 200 | ||
100px Melee |
All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3 |
All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3 | ||
Melee |
Gains one critical hit for each Sapper removed |
Gains 10 critical hits for each Sapper removed |
Medic Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Medic |
100px Primary |
Deals up to +50% damage based on your current ÜberCharge |
Deals up to +100% damage based on your current ÜberCharge | |
100px Primary |
On hit: +5% Medi Gun healing rate, up to +50% |
On hit: +50% Medi Gun healing rate, up to +500% | ||
100px Secondary |
5% of your damage dealt and 2.5% of your patient's damage dealt is converted to ÜberCharge |
25% of your damage dealt and 12.5% of your patient's damage dealt is converted to ÜberCharge | ||
100px Secondary |
+20% ÜberCharge rate |
+200% ÜberCharge rate | ||
Secondary |
+20% ÜberCharge rate |
+200% ÜberCharge rate | ||
Secondary |
While active: |
While active: | ||
Secondary |
+25% heal rate |
+50% heal rate | ||
100px Melee |
On hit: Target bleeds, slowed down by 15%, and you gain +6 health for 6 seconds |
On hit: Target bleeds, slowed down by 75%, and you gain +30 health for 30 seconds | ||
100px Melee |
Assists from your Medi Gun gains crits for this weapon, up to 10 |
Assists from your Medi Gun gains crits for this weapon, up to 100 | ||
Melee |
Allows you to see teammates and their health through walls |
Allows you to see teammates and their health through walls | ||
100px Melee |
On hit: +25% ÜberCharge rate, up to +150% |
On hit: +250% UberCharge rate, up to +1500% |
Sniper Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Sniper |
100px Primary |
Arrows can bounce up to 2 times |
Arrows can bounce up to 10 times | |
Primary |
On scoped shots: Applies bleed and fire with the duration based on charge, up to 8 seconds |
On scoped shots: Applies bleed and fire with the duration based on charge, up to 16 seconds | ||
100px Primary |
While scoped: Slowly fade to be almost fully transparent |
While scoped: Slowly fade to be nearly fully transparent | ||
100px Primary |
On headshot: Deals 25% explosive damage to all nearby enemies in radius (225 hammer units) |
On headshot: Deals 50% explosive damage to all nearby enemies in a large radius (450 hammer units) | ||
100px Primary |
Damage combo system:
Crits on headshots deals +25% damage |
Damage combo system:
Crits on headshots deals +250% damage | ||
Secondary |
+15% damage for primary and melee weapons (including debuffs you inflict on enemies) |
+30% damage for primary and melee weapons (including debuffs you inflict on enemies) | ||
100px Secondary |
-25% damage taken from behind |
-50% damage taken from behind | ||
100px Secondary |
+25% damage |
+250% damage | ||
100px Secondary |
Damage increases by +5% on hit, up to maximum +100% |
Damage increases by +10% on hit, up to maximum +200% | ||
100px Secondary |
Initial damage impact does 30 damage and enemies bleed for 5 seconds |
Initial damage impact does 60 damage and enemies bleed for 10 seconds | ||
100px Melee |
This weapon deploys 25% faster |
This weapon deploys 100% faster | ||
100px Melee |
Wearer never takes fall damage |
Wearer never takes fall damage | ||
100px Melee |
On hit: Gain +25% charge rate for your primary weapon |
On hit: Gain +50% charge rate for your primary weapon | ||
100px Melee |
While active: |
While active: |
Spy Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Spy |
100px Secondary |
Mini-crits targets when fired at their back from close range |
Crits whenever it would normally mini-crit | |
Secondary |
On hit: Target is marked for death, slowed down by 15%, and is highlighted to make them be seen through walls for 7.5 seconds |
On hit: Target is marked for death, slowed down by 30%, and is highlighted to make them be seen through walls for 15 seconds | ||
100px Secondary |
On backstab: Recovers 2 shots |
On backstab: Recovers 10 shots | ||
100px Melee |
On backstab: Enemies in a radius is marked for death for 3 seconds |
On backstab: Enemies in a radius is marked for death for 15 seconds | ||
Melee |
On backstab kill: Gain +3% move speed, +6% cloaking speed, and +3% decloaking speed (up to 5 stacks) |
On backstab kill: Gain +6% move speed, +12% cloaking speed, and +6% decloaking speed (up to 5 stacks) | ||
100px Building |
+2 health regenerated per second for each active sapper |
+10 health regenerated per second for each active sapper | ||
Building |
+60% damage against buildings |
+120% damage against buildings | ||
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
While cloaked: +5 health regenerated per second |
While cloaked: +50 health regenerated per second | |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
On use: Removes any negative debuff |
On use: Removes any negative debuff |
Multi-Class Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper | 100px Melee |
+37% melee range |
+37% melee range | |
100px Melee |
On kill: Gain a bumper car and the *Resistance* Mannpower powerup (including blocking backstabs) for 10 seconds |
On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup (including blocking backstabs) for 20 seconds | ||
Soldier, Pyro, Heavy and Engineer |
On hit: A percentage of victim's primary ammo (up to 25%), secondary ammo (up to 50%), metal (up to 10%), rage bar (up to 10%), cloak (up to 25%), and/or Medi Gun charge (up to 10%) are drained based on damage and current amounts |
On hit: A percentage of victim's primary ammo (up to 37.5%), secondary ammo (up to 75%), metal (up to 15%), rage bar (up to 15%), cloak (up to 37.5%), and/or Medi Gun charge (up to 15%) are drained based on damage and current amounts | ||
150px |
Damage dealt with other weapons reloads a shot for this weapon |
Damage dealt with other weapons reloads a shot for this weapon |
Removed/Unused Custom Weapons
The following weapons are only available to the supporters of CTF2W on the MvM servers. Also, the Custom Weapons below do not have a custom model attached.
Scout Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Scout |
Primary Hand Cannon |
+1000% bullets per shot |
Primary Jump-Action Shotgun |
On hit: +2 extra jumps stored | |
Primary Shotgun Bride |
Hold fire to load up to 3 arrows and release fire to unleash the barrage | |
Secondary Pegasus' Wing (Wearable) |
+10% move speed on wearer | |
Melee Fan Support |
On hit: Mark up to 3 targets for 15 seconds each and take less damage from them | |
Melee Finicky Stick |
On hit: 20% chance to one-shot enemy |
Soldier Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Soldier |
Primary Danger Ranger |
+25% damage while explosive jumping |
Primary L.A.W. |
Shoots 2 extra rockets per shot | |
Secondary Long Fall Boots (Wearable) |
Wearer never takes fall damage | |
Melee Crowd Control |
This weapon deploys & holsters 25% faster | |
Melee Pick.exe |
While active: |
Pyro Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Pyro |
Secondary Flare Jumper |
+200% self damage force |
Melee Culling Blade |
Instantly kills an enemy who is below 10% of their max health | |
Melee Uncontainable Reaction |
Damage combo system:
100% critical hits vs burning players from behind |
Demoman Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Demoman |
Primary Long Fall Boots (Wearable) |
Wearer never takes fall damage |
Secondary Modern Drunkfare |
On mini-crit or critical hit: Stuns the target for 3 seconds | |
Melee Bloody Axe |
+100% damage vs bleeding players | |
Melee Brute Force |
On hit: Mark 1 target for 5 seconds and take 50% less damage from them | |
Melee Eternal Sleeper |
100% critical hit against charging demoman | |
Melee Jumpin Jehosaphat |
While active: |
Heavy Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Heavy |
Primary Black Hole |
On hit: Sucks your enemies towards you |
Primary Leviathan |
Bullets destroy rockets and grenades while in-flight | |
Primary Olga, the Killing Machine |
75% damage resistance when below 50% health and spun up | |
Primary Sufficient Factory |
On kill with any weapon: A small health pack is dropped | |
Secondary Mann Snack |
This weapon deploys & holsters 50% faster |
Engineer Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Engineer |
Primary Bulldog |
100% mini-crit vs cloaked spies |
Secondary Scrap Collector |
20 metal regenerated every 5 seconds on wearer | |
Secondary Southern Six Shooter |
Damage is based on current metal amount | |
Secondary Texan Heatmaker |
On hit: Target is engulfed in flames at close range for 8 seconds | |
Melee Heavy Artillery Wrench |
+50% sentry damage | |
PDA Brawn Over Brains |
+75 max health on wearer | |
PDA Metal Shield |
All damage taken is divided evenly between your metal supply and health |
Medic Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Medic |
Primary Exchange |
On hit: 2% UberCharge added |
Primary Syringe Roller |
On hit: 100% chance to slow target | |
Secondary Speed Booster |
Alt-fire: Applies a healing effect to all nearby teammates, plus applies speed boost UberCharge while in use | |
Melee Hostitalian Revenge |
Gain 25% damage resistance & 100% critical chance against the enemy who killed your patient for the next 8 seconds | |
Melee Real Overdose |
While active: |
Sniper Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Sniper |
Primary Outback Outlaw |
On hit: 10% chance to apply a negetive debuff to enemy |
Secondary Ol' Shelly (Wearable) |
-75% damage taken from behind | |
Secondary Aussie Possie Trap |
On hit: Apply Jarate for 5 seconds | |
Melee Killer Kujang |
-75% damage taken from melee sources while active | |
Melee Waved Farewell |
Always mini-crit hit from behind |
Spy Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Spy |
Secondary Deadly Rose |
This weapon deploys 25% faster |
Secondary Fire Retardant Suit (Wearable) |
While on fire: User gains a speed boost | |
Melee Infection (Older Verison) |
Infection disables the victim after 5 seconds and the victim is killed after another 5 seconds | |
Melee Not-so Longsword |
On kill: +100% melee range for 8 seconds | |
Melee Stab-n-Away |
Instant cloak upon a backstab | |
PDA 2 Absorbed |
50% total damage reduction while cloaked | |
PDA 2 Plot Hook |
On cloak: Hooks you to a nearby wall or ceiling | |
PDA 2 Stealth Cloak |
Receive a speed boost while cloaked |
Multi-Class Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper | Melee Supply Chain |
While active: |
Official Weapon Changes
The official weapons below are currently only available on the Testing servers.
Overall Changes |
---|
-Reduced deploy/holster speed penalties to -66% (0.833 second) from -100% (1 second) for all swords |
Scout - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) 50% faster overall weapon switching" |
(Ability) User can double jump |
Scout - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Increased bullets per shot to +100% from +20% |
Applies knockback on the target and shooter |
Primary |
-Added "When weapon is active & while doing the objective" |
When weapon is active & while doing the objective:
|
Primary |
-Added "When Hype is used: User gains full air strafe control" |
On hit any weapon: Builds Hype |
Primary |
-Reduced boost lost on hit to 1% from 4% |
On hit any weapon: Builds Boost that increases your move speed on wearer |
Primary |
-Removed "Mini-crits targets when fired at their back from close range" |
On kill: Reduced weapon attack noise |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Added "+25% move speed while under effects" |
While under the effects, become invulnerable and gain a 25% speed boost for 8 seconds. |
Secondary |
NO CHANGE |
While under the effects, all damage dealt is Mini-Crits for 8 seconds. |
Secondary |
-Reduced Mad Milk healing percentage to 35% from 60% |
Players heal 35% of the damage done to an enemy covered with milk |
Secondary |
-Added "Wearer never takes falling damage while active" |
When weapon is active:
|
Secondary |
-Removed "When weapon is active" |
On hit: Gain up to +4 health |
Secondary |
-Removed "No random critical hits" |
On hit: Bleed for 5 seconds |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Decreased damage from ball when at point blank to 10 from 15 |
Alt-Fire: Launches a ball that slows targets depending on travel distance, between 1–7 seconds. The slow-down effect is based on target's base move speed. Additional, the damage from the ball impact increases the further it travels. |
Melee |
-Removed "25% explosive damage vulnerability on wearer" |
On kill with any weapon OR assist kill: A small health pack is dropped |
Melee |
-Added "+100% bleed damage bonus" |
On hit: Bleed for 3 seconds |
Melee |
-Increased damage penalty to -35% from -25% |
Alt-Fire: Spontaneous Combustion |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
On hit (up to 2): Target is marked for 10 seconds causing all damage taken from your teammates to be mini-crits |
Melee |
-Removed "Grants Triple Jump while deployed" |
While airborne: Melee attacks mini-crit and slams target into the ground |
Melee |
-Removed "+25% increase in recharge rate" |
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds |
Soldier - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) +50% increased air control when blast jumping" |
(Ability) +50% increased air control when blast jumping |
Soldier - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Removed "+25% damage" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
-Added new bonuses/penalties if the user does or doesn't have a Banner equipped |
When a banner is equipped:
|
Primary |
-Added "+50% clip size bonus" |
+50% clip size bonus |
Primary |
-Decreased clip size to -50% from +25% |
This weapon deploys 60% faster and holsters 30% faster |
Primary |
-Decreased charged shot move speed penalty to -50% from -66% |
Does not require ammo |
Primary |
-Removed "-25% clip size penalty" |
Hold fire to load up to 4 rockets |
Primary |
-Increased rocket jump reduction to -20% from -15% |
-20% blast damage from rocket jumps |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Added "This weapon deploys 30% faster and holsters 15% faster" |
This weapon deploys 30% faster and holsters 15% faster |
Secondary |
-Reduced blast damage reduction to -40% from -60% |
-40% blast damage from rocket jumps |
Secondary |
-Added "This weapon deploys 30% faster and holsters 15% faster" |
This weapon deploys 30% faster and holsters 15% faster |
Secondary |
-Added "This weapon deploys 30% faster and holsters 15% faster" |
This weapon deploys 30% faster and holsters 15% faster |
Secondary |
-Increased reduction to -80% from -75% |
-80% reduction in push force taken from damage and airblasts |
Secondary |
-Removed hidden clip size penalty |
Does not require ammo |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "Damage increases as the user becomes injured" |
When weapon is active: Bonus healing from all sources increases as the user becomes injured, up to +100% |
Melee |
-Flipped the speed boost numbers |
On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds |
Melee |
-Removed "No random critical hits" |
50% increased air strafe control while blast jumping while active |
Melee |
-Reduced max move speed bonus to 50% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health" |
When weapon is active:
|
Pyro - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) +50% faster debuff timers on wearer" |
(Ability) +50% faster debuff timers on wearer |
Pyro - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff |
Extinguishing teammates restores 20 health |
Primary |
-Fixed "Extinguishing teammates restores 20 health" |
Extinguishing teammates restores 20 health |
Primary |
-Increased afterburn damage penalty to -75% from -66% |
Extinguishing teammates restores 20 health |
Primary |
-Removed "No random critical hits" |
Does not require ammo |
Primary |
-Increased primary ammo penalty to -85% from -80% |
Extinguishing teammates restores 30 health |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Added "+10% faster firing speed" |
100% critical hit vs burning players |
Secondary |
-Increased detonate flare radius to 146 Hu from 100 |
100% mini-crits vs burning players |
Secondary |
-Alt-Fire now removes all debuffs on teammates and gives 1 guaranteed crit per teammate cleaned. Plus cleaning a teammate restores 20 health. |
Does not require ammo |
Secondary |
-No longer allows flare jumps and removed self damage from flare |
100% mini-crits vs burning players |
Secondary |
-Increased hostler speed to .8333 from .8 |
Able to re-launch while airborne |
Secondary |
-Decreased damage to charge to 400 from 750 |
Meter builds with any damage done |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Reduced holster penalty to 25% from 35%, but can't be bypassed and or sped up |
Mini-crits burning targets and extinguishes them |
Melee |
-Increased bonus damage vs buildings to +150% from +100% |
When weapon is active:
|
Melee |
-Removed "+25 health restored on kill" |
+33% faster move speed while active |
Melee |
-Increased damage bonus to +30% from +25% |
+30% damage bonus |
Melee |
-Removed "On hit: Target is engulfed in flames" |
On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects |
Melee |
-Added "20% damage resistance VS overhealed players on wearer" |
20% damage resistance VS overhealed players on wearer |
Melee |
-Removed "Damage removes Sappers" |
While active: Grants user the ability to breath underwater |
Melee |
-Increased damage penalty to -35% from -15% |
Slap system:
Switching targets resets the system and/or after 1 second if you don't damage an enemy. Bonuses and effects are removed if system resets. |
Demoman - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Spawn a Dynamite Pack on Death" |
(Ability) Unknown amount of blast damage reduction while blast jumping |
Demoman - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Added "Grenades do not randomly spin when fired" |
Grenades do not randomly spin when fired |
Primary |
-Added a new Grenade model |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
-Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your secondary" |
When a shield is equipped: | |
Primary |
NO CHANGE |
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key. |
Primary |
-Added "-10% damage penalty on direct hits" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect" |
+60% fire damage resistance on wearer |
Secondary |
-Removed "Able to destroy enemy stickybombs" |
Detonates stickybombs near the crosshair and directly under your feet |
Secondary |
-Added "+50% clip size bonus" |
+50% clip size bonus |
Secondary |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect" |
+30% fire damage resistance on wearer |
Secondary |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect" |
Gain a 1 second speed boost with no cooldown anytime you take damage |
Secondary |
-Removed "Able to destroy enemy stickybombs" |
Max charge time decreased by 75% |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "No random critical hits" |
On kill (up to 4): Increase move speed (7.5%) and max health (15) on wearer |
Melee |
-Increased damage bonus to +30% from +20% |
+30% damage bonus |
Melee |
-Reduced deploy/holster speed to -66% from -100% |
Ammo boxes collected also refill your charge meter |
Melee |
-Removed "No random critical hits" |
When a shield is not equipped: +75% melee damage bonus |
Melee |
-Removed "Ammo boxes collected also refill your charge meter" |
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack |
Heavy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Grants the accelerated UberCharge rate for your Medic constantly" |
(Ability) Grants the accelerated UberCharge rate for your Medic constantly |
Heavy - Minigun Changes |
---|
Miniguns are 50% more accurate |
Heavy - Edible Changes |
---|
-Increased number of bites to 5 from 4 |
Heavy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Heavy Minigun Changes" tab |
When fully spun up: Gain 15% damage resistance |
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: Gain 15% damage resistance |
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: Gain 30% damage resistance |
Primary |
-Increased accurate bonus to +33% from +20% |
When fully spun up: Gain 15% damage resistance |
Primary |
-Added "-75% afterburn damage penalty" |
When fully spun up: Gain 15% damage resistance |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-See additional changes in "Heavy Edible Changes" tab |
Extinguishing teammates (or disguised enemy Spies) restores 80 health |
Secondary |
-See additional changes in "Heavy Edible Changes" tab |
Extinguishing teammates (or disguised enemy Spies) restores 80 health |
Secondary |
-See additional changes in "Heavy Edible Changes" tab |
Extinguishing teammates (or disguised enemy Spies) restores 80 health |
Secondary |
-Increased damage penalty to -20% from -15% |
20% more accurate |
Secondary |
-See additional changes in "Heavy Edible Changes" tab |
Extinguishing teammates (or disguised enemy Spies) restores 80 health |
Melee |
-Added "+33% melee range" |
+33% melee range |
Melee |
-Added "+33% melee range" |
On kill: Gain 6 seconds of 100% critical chance for all of your weapons |
Melee |
-Added "+33% melee range" |
+33% melee range |
Melee |
-Added "+33% melee range" |
+33% melee range |
Melee |
-Added "+33% melee range" |
+33% melee range |
Melee |
-Removed "+40% faster firing speed" |
On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds |
Melee |
-Added "+33% melee range" |
While active: User is able to pick up their own edible for 80 health |
Engineer - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers" (900 Hu, AKA x2 Soldier banner radius) |
(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers |
Engineer - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Added "20% more accurate" |
Gain 2 revenge crits for each sentry kill and 1 for each sentry assist when your sentry is destroyed |
Primary |
-Increased bonus damage to your Sentry Gun's target to +20% from 10% |
On hit: Damage dealt is returned as ammo |
Primary |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Primary |
NO CHANGE |
Alt-Fire: Use 100 metal to pick up buildings from long range |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Reduced shield resistance to 33% from 66% |
The Sentry Gun gains double firing rate and a laser pointer to assist in aiming |
Secondary |
-Removed "No random critical hits" |
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Increased the punch combo timer to 1.5 seconds from ~.8 seconds |
+25 max health on wearer |
Melee |
-Removed "No random critical hits" |
One hit destroys any sapper |
Melee |
NO CHANGE |
Construction hit speed boost increased by 30% |
Melee |
-Added "User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter" |
Press your reload key to choose to teleport to spawn or your exit teleporter |
PDA |
-Added "Able to build Dispensers in Medieval mode" |
Able to build Dispensers in Medieval mode |
Medic - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Able to see enemy health" |
(Ability) Able to see enemy health |
Medic - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Added "This weapon will reload automatically when not active" |
This weapon will reload automatically when not active |
Primary |
-Removed "On Hit: Gain up to +3 health" |
On hit: Apply Mad Milk for up to 4 seconds |
Primary |
-Reduced point blank heal to 50 from 75 (max is still 150) |
Fires special bolts that heal teammates and deals damage based on distance traveled |
Primary |
-Added "This weapon will reload automatically when not active" |
When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20% |
Secondary |
NO CHANGE |
Match the speed of any faster heal target |
Secondary |
-Added "On taunt: Removes all debuffs on user" |
Match the speed of any faster heal target |
Secondary |
-Added "Gain full air strafe control when blast jumping" |
Match the speed of any faster heal target |
Secondary |
-Reduced UberCharge rate to +25% from +67% |
Match the speed of any faster heal target |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Added "-20% UberCharge rate for secondary" |
On hit: 25% UberCharge added |
Melee |
-Removed "Collect the organs of people you hit" |
On assist kill while healing: Steal 25% of the current UberCharge amount of an enemy Medic |
Melee |
-Added "Taunt is loopable and can be canceled at any time by moving" |
When weapon is active:
|
Melee |
-Added "Allows your Patient to see enemy health" |
Allows your Patient to see enemy health |
Sniper - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) When primary is fully charged, user doesn't flinch when damaged" |
(Ability) When primary is fully charged, user doesn't flinch when damaged |
Sniper - Rifle Changes | |
---|---|
Changes | Full New Stats |
-Increased move speed while aiming to 100 Hu from 80 with all Rifles |
30 bodyshot uncharged (from 50) |
Sniper - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
-NOTE: See additional changes in "Sniper Rifle Changes" tab |
Primary |
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 |
The longer you aim, the more damage and faster the arrow travels |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
25% faster reload time |
Primary |
NO CHANGE |
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
Shots penetrate all enemies |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
Gain Focus with kills/assists even while using Focus |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
Charge and fire shots independent of zoom |
Secondary |
-Added "20% more accurate" |
20% more accurate |
Secondary |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secondary |
NO CHANGE |
Blocks a single backstab attempt |
Secondary |
NO CHANGE |
+50% fire damage resistance on wearer |
Secondary |
-Removed "No flinching when aiming and fully charged" |
Up to +4 health regenerated per second on wearer |
Secondary |
-Added "20% more accurate" |
Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds. |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "-50% damage penalty" |
On hit: Bleed for 10 seconds |
Melee |
-Removed "No random critical hits" |
Crits whenever it would normally mini-crit |
Melee |
-Increased damage bonus to +30% from +25% |
This weapon deploys +30% faster when health >50% of max |
Spy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see" |
(Ability) Able to see enemy health |
Spy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Increased fire rate penalty to -40% from -20% |
Crits on headshot |
Secondary |
NO CHANGE |
+40% cloak duration |
Secondary |
-Removed "+20% damage bonus while disguised" |
Attacks pierce damage resistance effects and bonuses |
Secondary |
-Removed "-15% damage penalty" |
Gives one guaranteed critical hit for each building destroyed with your Sapper attached or backstab kill |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "+33 cloak drain rate" penalty |
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed. |
Melee |
-Added "While cloaked: Any overheal on wearer doesn't decay" |
On backstab kill: Absorbs the health from your victim |
Melee |
-Speed boost & cloak "on kill" is now "on kill with any weapon" |
On kill with any weapon: Gain a 2 speed boost & +25% cloak |
Melee |
-Reduced recharge to 10 seconds from 15 |
On hit by fire while active: Become fireproof for 1 second, then gain +25% fire resistance and afterburn immunity for 8 seconds |
Primary PDA |
-Added "Gain 20% damage resistance against the class type you are currently disguised as" |
Gain 20% damage resistance against the class type you are currently disguised as |
Secondary PDA |
-Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%) |
While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%) |
Cloak Type: Motion Sensitive |
Secondary PDA |
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used" |
Cloak Type: Feign Death |
Building |
-Added "Allowed in Medieval mode" |
Disables and slowly destroys enemy buildings |
Building |
-Increased building construction speed to 2.25 seconds from 3 |
Disables and reverses enemy building construction |
Mult-Class - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
-Increased deploy bonus to +30% from +20% |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Melee |
-Removed "10% bullet damage vulnerability on wearer" |
When weapon is active & while doing the objective:
|
Melee |
-Reduced deploy/holster speed to -66% from -100% |
On kill: Gain 50% of base health and a 2 second speed boost |
-Added "Gain a 2 second speed boost after taking fall damage" |
Press 'JUMP' key to deploy a Parachute to slow your descent while in the air | |
NO CHANGE |
+50% bullets per shot |
Custom Weapon Demonstration
Current Development Team
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, & Server Owner
KarmaCharger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Former Development Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Custom Attribute Developer & Main Plugin Developer
404 - Developer
Deathreus - Developer
Agent Silver - Custom Attribute Developer
Cool Porygon - Custom Attribute Developer
CHAWLZ - Custom Attribute Developer
Orion™ - Custom Attribute Developer
The655 - Custom Attribute Developer
Nergal - Custom Attribute Developer
Known Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.
External links
- Official AlliedMods Page
- Official YouTube Channel
- Official Steam Group
- Official Discord Channel
- Official Patreon Page
- Official Twitch Channel
- Official Twitter
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