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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 [https://steamcommunity.com/profiles/76561198025176251/ 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. Additionally, this group tests and makes changes to official weapons for more balanced/fun gameplay. | + | '''Custom Weapons''', also known as '''Custom TF2 Weapons''' and '''CTF2W''', is a [[SourceMod]] server plugin which adds community-made weapons to ''Team Fortress 2'' and was developed by [https://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP]. It is currently maintained by [http://steamcommunity.com/profiles/76561198043554063/ Chdata], and [http://steamcommunity.com/profiles/76561198049994177/ Crafting]. Unlike [[Advanced Weaponiser]], there is no loadout viewer nor a drop system because all weapons are available to the public. Additionally, this group tests and makes changes to official weapons for more balanced gameplay. |
| | | |
| == Official Server List == | | == Official Server List == |
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| -All servers have random critical hits turned off<br><br> | | -All servers have random critical hits turned off<br><br> |
| -All servers use fixed bullet spread<br><br> | | -All servers use fixed bullet spread<br><br> |
− | -Removed the 10 second teammate outlines after re-spawning, additional spectators no longer see player outlines<br><br> | + | -Removed the 10 second teammate outlines after re-spawning; additionally, spectators no longer see player outlines<br><br> |
| -Decreased melee range bonus to +33% from +37% for all swords<br><br> | | -Decreased melee range bonus to +33% from +37% for all swords<br><br> |
| -Removed the "-100% holster speed penalty" for all swords<br><br> | | -Removed the "-100% holster speed penalty" for all swords<br><br> |
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| |- | | |- |
| |} | | |} |
− |
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| [http://steamcommunity.com/profiles/76561198043554063/ Chdata] - Main Plugin Developer<br /> | | [http://steamcommunity.com/profiles/76561198043554063/ Chdata] - Main Plugin Developer<br /> |
| [http://steamcommunity.com/profiles/76561198049994177/ Crafting] - Main Developer, YouTube, Steam Group, Discord, Servers Owner, Weapon Demonstrator, and wiki editor<br /> | | [http://steamcommunity.com/profiles/76561198049994177/ Crafting] - Main Developer, YouTube, Steam Group, Discord, Servers Owner, Weapon Demonstrator, and wiki editor<br /> |
− | [http://steamcommunity.com/profiles/76561198016621705/ 404] - Developer<br /> | + | [http://steamcommunity.com/profiles/76561198016621705/ 404UNF] - Developer<br /> |
| [https://steamcommunity.com/profiles/76561198083136691/ Shadow Mario] - Developer<br /> | | [https://steamcommunity.com/profiles/76561198083136691/ Shadow Mario] - Developer<br /> |
− | [https://steamcommunity.com/profiles/76561198006980102/ Pikachu] - Developer<br /> | + | [https://steamcommunity.com/profiles/76561198006980102/ Pikachu on LSD] - Developer<br /> |
− | | + | [http://steamcommunity.com/profiles/76561198284517488/ Naleksuh] - Developer<br /> |
− | == Temporary Team Members ==
| |
| [http://steamcommunity.com/profiles/76561198076801138/ Agent Silver] - Developer<br /> | | [http://steamcommunity.com/profiles/76561198076801138/ Agent Silver] - Developer<br /> |
| | | |
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| [https://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP] - Original Author and Main Plugin Developer<br /> | | [https://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP] - Original Author and Main Plugin Developer<br /> |
| [http://steamcommunity.com/profiles/76561198040632740/ Theray070696] - Custom Coding Developer & Main Plugin Developer<br /> | | [http://steamcommunity.com/profiles/76561198040632740/ Theray070696] - Custom Coding Developer & Main Plugin Developer<br /> |
− | [http://steamcommunity.com/profiles/76561197994429962/ KarmaCharger] - Team Fortress 2 Wiki Contributor and Weapon Demonstrator<br /> | + | [http://steamcommunity.com/profiles/76561197994429962/ Karma Charger] - Team Fortress 2 Wiki Contributor and Weapon Demonstrator<br /> |
| [http://steamcommunity.com/profiles/76561198076264543/ Deathreus] - Developer<br /> | | [http://steamcommunity.com/profiles/76561198076264543/ Deathreus] - Developer<br /> |
| [http://steamcommunity.com/profiles/76561197994668996/ Cool Porygon] - Developer<br /> | | [http://steamcommunity.com/profiles/76561197994668996/ Cool Porygon] - Developer<br /> |
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| [http://steamcommunity.com/profiles/76561198034862698/ Nergal] - Developer<br /> | | [http://steamcommunity.com/profiles/76561198034862698/ Nergal] - Developer<br /> |
| | | |
− | == Known Bugs == | + | == 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. | | * 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 == | | == External links == |
− | * [https://forums.alliedmods.net/showthread.php?t=285258 Official AlliedMods Page] | + | * [https://forums.alliedmods.net/showthread.php?t=285258 SourceMod Plugin] |
− | * [http://www.youtube.com/cTF2wWeapons Official YouTube Channel] | + | * [http://www.youtube.com/cTF2wWeapons YouTube Channel] |
− | * [http://steamcommunity.com/groups/ctf2w Official Steam Group] | + | * [http://steamcommunity.com/groups/ctf2w Steam Group] |
− | * [https://discord.gg/E9TvMnV Official Discord Channel] | + | * [https://discord.gg/E9TvMnV Discord Server] |
− | * [http://www.patreon.com/ctf2w Official Patreon Page] | + | * [http://www.patreon.com/ctf2w Patreon Page] |
− | * [http://www.twitch.tv/custom_tf2_weapons Official Twitch Channel] | + | * [http://www.twitch.tv/custom_tf2_weapons Twitch Channel] |
− | * [https://twitter.com/cTF2w Official Twitter] | + | * [https://twitter.com/cTF2w Twitter] |
| | | |
| {{ModNav}} | | {{ModNav}} |
Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds community-made weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public. Additionally, this group tests and makes changes to official weapons for more balanced gameplay.
Official Server List
Custom Weapons | USA
Custom Weapons MvM | USA
Custom Weapons | EU
Custom Weapons MvM | EU
List of New & Modified Weapons
Official Weapon Changes
These changes do affect the "Custom Weapons" are that available to use. Additional, these changes are on all of the official "CTF2W" servers.
-All servers have random critical hits turned off
-All servers use fixed bullet spread
-Removed the 10 second teammate outlines after re-spawning; additionally, spectators no longer see player outlines
-Decreased melee range bonus to +33% from +37% for all swords
-Removed the "-100% holster speed penalty" for all swords
-Fixed so players will regain strafe control after being airblasted from a Flame Thrower
NOTE: In the vanilla game, airblasting a target will cause the targeted player to have reduced footing and air control for a short period. Currently, this condition is permanently on the player until they die or touching a resupply will remove it.
-Added "While on fire: -33% health received from all healing sources"
NOTE: The attribute "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff has been removed from all Flamethrowers
NOTE: Any weapon that can ignite enemies (or any form of healing, including HP regen or any health over time) will be affected by this new debuff
-Added "Health packs do not remove the bleed effect"
NOTE: Users can still heal on pickup, but the bleed timer will continue
-Afterburn damage will now counts toward any life-steal effects
NOTE: Bleeding was already receiving life-steal
-Added "On Melee kill: A large ammo pack will drop instead of a medium pack"
NOTE: Shield impact kills will count towards this
NOTE: Except from knife kills
-Decreased life-steal effects to 33%
NOTE: This reduces the Concheror effect from 35%
NOTE: This reduces Mad Milk from 60%
NOTE: Any custom life-steal effect will be 33% unless specified
-Decreased the movement boost from speed boost effects and weapons
NOTE: This mostly includes the Concheror and Disciplinary Action speed boosts effects
|
Scout
|
400
|
480
|
505
|
20%
|
26.25%
|
Soldier
|
240
|
320
|
336
|
33.33%
|
40%
|
Pyro
|
300
|
380
|
405
|
26.67%
|
35%
|
Demoman
|
280
|
360
|
385
|
28.57%
|
37.50%
|
Heavy
|
240
|
323.5
|
336
|
34.79%
|
40%
|
Engineer
|
300
|
380
|
405
|
26.67%
|
35%
|
Medic
|
320
|
400
|
425
|
25%
|
32.81%
|
Sniper
|
300
|
380
|
405
|
26.67%
|
35%
|
Spy
|
320
|
400
|
425
|
25%
|
35%
|
-Added "(Ability) 50% faster weapon switch on wearer"
NOTE: This decreases Scout's normal switch time to 0.25 seconds from 0.5 seconds
|
(Ability) User can double jump
(Ability) +1 capture rate on wearer
(Ability) 50% faster weapon switch on wearer
|
Primary
Scattergun
|
NO CHANGE
|
NO CHANGE
|
Primary
Force-A-Nature
|
-Removed "+20% bullets per shot"
-Removed "-10% damage penalty"
-Added "20% more accurate"
-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time
|
Applies knockback on the target and shooter
+50% faster firing speed
20% more accurate
-66% clip size
The knockback that is applied on enemies is based on the damage dealt
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primary
Shortstop
|
-Added "When weapon is active: +20% bonus healing from all sources"
-Added "When weapon is active & while doing the objective: Gain +25% additional bonus healing"
-The increased push force taken is only applied when the weapon is active & while doing the objective
-Increased push force taken to +25% from +20%
-Increased hidden fire rate bonus to +50% from +42%
-Increased damage (for point blank shots) to 78 from 72
|
When weapon is active: +20% bonus healing from all sources
When weapon is active & while doing the objective: Gain +25% additional bonus healing
When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast
This weapon is best used at medium and/or long range
Alt-Fire: Reach out to shove an enemy
- HIDDEN EXTRA STATS
+100.08333% damage bonus
+50% faster firing speed
40% more accurate
50% slower reload time
-60% bullets per shot
-34% clip size
|
Primary
Soda Popper
|
-Added "When Hype is used: User gains full air strafe control"
-Added "-10% damage penalty"
-Reduced the damage required for Primary/Secondar/Melee to fully charge
NOTE: This will reduce Primary damage required to 280 from 395
NOTE: This will reduce Secondary damage required to 280 from 290
NOTE: This will reduce Melee damage required to 140 from 350
-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time
|
On hit any weapon: Builds Hype
+50% faster firing speed
25% faster reload time
-10% damage penalty
-66% clip size
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.
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype
|
Primary
Baby Face's Blaster
|
-Decreased boost lost on hit to 1% from 4%
-Removed "Boost decreased on air jumps"
-Removed "-34% clip size"
-Added "Boost decays over time" (2% every 1 second)
-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"
-Added "-1 capture rate on wearer"
-Increased damage required to fill to 200 from 100
|
On hit any weapon: Builds Boost that increases your move speed on wearer
Boost is decreased when damaged and/or decays over time
Boost is disabled while doing the objective
10% slower move speed on wearer
-1 capture rate on wearer
Requires 200 damage dealt to fully fill Boost
|
Primary
Back Scatter
|
-Removed "Mini-crits targets when fired at their back from close range"
-Removed "-34% clip size"
-Removed "No random critical hits"
-Removed "20% less accurate"
-Added "On kill: Decreased weapon attack noise"
-Added "100% critical hits from behind"
NOTE: There is no distance limit. The shots will always crit if it hits an enemy in the back.
-Added "Shots penetrate all enemies"
-Added "30% slower firing speed"
-Added "15% slower reload time"
|
On kill: Decreased weapon attack noise
100% critical hits from behind
Shots penetrate all enemies
30% slower firing speed
15% slower reload time
|
Secondary
Pistol
|
-Increased max Secondary ammo on wearer to 96 from 36
|
|
Secondary
Bonk! Atomic Punch
|
-Added "+25% non-boostable move speed bonus while under effects"
NOTE: The user can't move faster than 500 Hu
-Added "This weapon deploys 400% slower"
NOTE: Since Scout's switching speed is 0.25 seconds, this penalty would increase the deploy time to 1 second
|
While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds.
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.
This weapon deploys 400% slower
30 second recharge
Allowed in Medieval mode
|
Secondary
Crit-a-Cola
|
-Added "+10% faster drinking speed"
|
While under the effects, all damage dealt is Mini-Crits for 8 seconds.
+10% faster drinking speed
While under the effects, making any attack causes a 5 second Marked-for-Death debuff until the effect wears off.
30 second recharge
Allowed in Medieval mode
|
Secondary
Mad Milk
|
-Decreased splash radius to 146 Hu from 200 Hu
-Added "While doing the objective: +33% faster recharge rate"
-Increased extinguishing teammate cooldown to 25% from 20%
-Added "Coated enemies move 20% slower"
|
Players heal 33% of the damage done to an enemy covered with milk
While doing the objective: +33% faster recharge rate
Extinguishing teammates reduces cooldown by -25%
Extinguishes fire on wielder and teammates, additional partially nullifies Cloak on enemy Spies
Coated enemies move 20% slower
20 second recharge
Allowed in Medieval mode
|
Secondary
Winger
|
-Removed "+15% damage bonus"
-Added "Wearer never takes falling damage while active"
-Increased jump height bonus to +30% from +25%
-Decreased clip size penalty to -50% from -60%
-Added "-50% max Secondary ammo on wearer"
NOTE: Due to increase base Secondary ammo for Scout's Pistol(s), this weapon will have 48 reserve ammo
|
When weapon is active:
- Wearer never takes falling damage
- +30% greater jump height
- -50% max Secondary ammo on wearer
- -50% clip size
|
Secondary
Pretty Boy's Pocket Pistol
|
-Removed "When weapon is active"
-Removed "-25% clip size"
-Increased health on hit to +4 from +3
-Added "-50% damage penatly"
|
On hit: Gain up to +4 health
+15% faster firing speed
-50% damage penatly
|
Secondary
Flying Guillotine
|
-Added "100% mini-crits vs players below 50% health"
NOTE: Includes Guillotine hit and bleed damage
-Removed "No random critical hits"
|
On hit: Bleed for 5 seconds
Long distance hits reduce recharge time by 25%
100% mini-crits vs players below 50% health
Cannot be picked up after thrown
6 second recharge
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+45% faster firing speed"
NOTE: This doesn't include Frying Pan or Gold Frying Pan (For the obvious sound problem)
NOTE: An all-class Melee weapon won't get the same bonus unless a Scout equips it
|
+45% faster firing speed
|
Melee
Sandman
|
-Decreased damage from ball when at point blank to 10 from 15
-Increased damage from ball from max distance to 40 from 30
-Completely redid the slow-down system and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additional, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down. A point blank ball hit applies a -66% penalty for 1 second and a max distance ball hit applies a -33% penalty for 7 seconds. Lastly, this slow-down can't be removed quicker by "key spamming", because the vanilla slow-down can be removed by "key spamming".
-Added "This weapon has bonus melee range, but slower deploy time"
|
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 current move speed. Additional, the damage from the ball impact increases the further it travels.
Can be picked up after thrown to instantly recharge
-15 max health on wearer
10 second recharge
This weapon has bonus melee range, but slower deploy time
|
Melee
Candy Cane
|
-Removed "On kill: A small health pack is dropped"
-Removed "25% explosive damage vulnerability on wearer"
-Added "On kill with any weapon: Regen up to 50% of your HP over 6 seconds"
-Added "On assist-kill with any weapon: Regen up to 25% of your HP over 6 seconds"
-Added "On kill OR assist-kill with this weapon: Gain double the amount of HP over 3 seconds"
-Added "On kill OR assist-kill with any weapon: No ammo pack will drop"
-Added "60% slower firing speed"
NOTE: The self healing effect can be stacked multiple times if you kill different targets, additional each kill's healing duration can stack with different duration.
|
On kill with any weapon: Regen up to 50% of your HP over 6 seconds
On assist-kill with any weapon: Regen up to 25% of your HP over 6 seconds
On kill OR assist-kill with this weapon: Gain double the amount of HP over 3 seconds
On kill OR assist-kill with any weapon: No ammo pack will drop
60% slower firing speed
|
Melee
Boston Basher
|
-Added "+100% bleed damage bonus"
-Decreased bleed duration to 3 seconds from 5s
-Added "This weapon has bonus melee range, but slower deploy time"
|
On hit: Bleed for 3 seconds
+100% bleed damage bonus
On miss: Hit yourself. Idiot!
This weapon has bonus melee range, but slower deploy time
|
Melee
Sun-on-a-Stick
|
-Increased direct damage penalty to -35% from -25%
-Added "Alt-Fire: Spontaneous combustion"
NOTE: This will ignite the user for 10 seconds
NOTE: 20 second recharge once used
-Added "On hit: Transfers 'Spontaneous Combustion' afterburn to target"
-Added "On hit: Transferred afterburn duration is decreased by 75%"
-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"
|
Alt-Fire: Spontaneous Combustion
On hit: Transfers "Spontaneous Combustion" afterburn to target
+25% fire damage resistance while active
100% critical hit vs burning players
On hit: Transferred afterburn duration is decreased by 75%
On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once
-35% direct damage penalty
20 second recharge once used
|
Melee
Fan O'War
|
-Removed "Crits whenever it would normally mini-crit"
-Increased damage penalty to -99% from -75%
-User can mark up to 2 targets instead of 1
-Decreased mark duration to 10 seconds from 15s
-Added "On hit: Gain a 2 second speed boost"
|
On hit (up to 2): Target is marked for 10 seconds causing all damage taken to be mini-crits
On hit: Gain a 2 second speed boost
-99% damage penalty
Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from the 1st target
|
Melee
Atomizer
|
-Removed "Grants Triple Jump while deployed"
-Removed "Melee attacks mini-crit while airborne"
-Removed "-15% damage vs players"
-Removed "This weapon deploys 50% slower"
-Added "On hit with this weapon: Slams airborne targets into the ground"
-Added "On kill with any weapon: +2 jumps stored"
-Added "On assist-kill with any weapon: +1 jump stored"
-Added "On hit with this weapon: +2 jumps stored"
-Added "Disables double jump on wearer"
-Added "Bonus jumps (up to 250) can be used even while weapon is not active"
-Added "Every jump has a purple smoke effect below the user's feet"
-Added "When the Soda Popper's Hype is active, any stored jumps are not used until that effect is over"
|
On hit with this weapon: Slams airborne targets into the ground
On kill with any weapon: +2 jumps stored
On assist-kill with any weapon: +1 jump stored
On hit with this weapon: +2 jumps stored
Disables double jump on wearer
Bonus jumps (up to 250) can be used even while weapon is not active
Every jump has a purple smoke effect below the user's feet
When the Soda Popper's Hype is active, stored bonus jumps are not used until that effect is over
|
Melee
Wrap Assassin
|
-Removed "+25% increase in recharge rate"
-Decreased direct damage penalty to -50% from -65%
-The ornament will no longer do damage on impact
-The bleeding duration now scales depending on travel distance (between 1–10 seconds) instead of 7.5 seconds
-Added that the shatter effect causes bleeding as well, but reduces the possible duration by 25%
-Increased the scatter radius to 73 Hu from 50 Hu
-Added "On hit bleeding player with Melee: Causes an explosion (146 Hu) that will cause nearby enemies to bleed for 5 seconds"
-Added "+100% max misc ammo on wearer"
|
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds
On hit bleeding player with Melee: Causes an explosion that will cause nearby enemies to bleed for 5 seconds
+100% max misc ammo on wearer
On non-direct hits with the ornament: The bleed duration is decreased by 25%
-50% direct damage penalty
10 second recharge
|
-Added "(Ability) 25% increased air strafe control when blast jumping"
|
(Ability) 25% increased air strafe control when blast jumping
(Ability) -60% blast damage to self while rocket jumping
(Ability) -30% blast damage to self
|
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"
NOTE: This will pull from your reserve ammo, so this won't be "free ammo". Additional, it will adjust if your clip size is increased, like for the Air Strike.
-Increased damage required to fill to 650 from 600
NOTE: The Concheror is being increased to 650 from the vanilla 480
|
Primary
Rocket Launcher
|
NO CHANGE
|
NO CHANGE
|
Primary
Direct Hit
|
-Removed "+25% damage bonus"
-Added "+25% damage vs players"
-Decreased explosion radius penalty to -66% from -70%
|
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+25% damage vs players
+80% projectile speed
-66% explosion radius
|
Primary
Black Box
|
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped
-Increased HP gained on hit to 25 from 20
|
When a banner is equipped:
- +40% projectile speed
- -40% blast damage from rocket jumps
- -25% clip size
When a banner is not equipped:
- On hit: Gain up to 25 HP per attack
- -25% clip size
|
Primary
Rocket Jumper
|
-Added "This weapon deploys 60% and holsters 30% faster"
-Added "+50% clip size bonus"
-Decreased bonus Primary ammo to +100% from +200%
-Removed "No random critical hits"
-Added "Allowed in Medieval mode"
|
This weapon deploys 60% and holsters 30% faster
+50% clip size bonus
+100% max Primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Primary
Liberty Launcher
|
-Decreased clip size to -50% from +25%
-Removed "+40% projectile speed"
-Removed "-25% blast damage from rocket jumps"
-Removed "-25% damage penalty"
-Added "On direct hit: Rocket does maximum damage, briefly cancels the target's momentum, and +30% larger explosion radius"
-Added "On hit: Gain 1 stack per attack"
NOTE: Each stack increases explosion radius by +15%. This can stack up to 4 times and will start to decay after 5 seconds with a 5 second interval if you don't damage another enemy.
-Added "On kill: Clip is automatically fully reloaded"
|
On direct hit: Rocket does maximum damage, briefly cancels the target's momentum, and +30% larger explosion radius
On hit: Gain 1 stack per attack
On kill: Clip is automatically fully reloaded
-50% clip size
Each stack increases explosion radius by +15%. This can stack up to 4 times and will start to decay after 5 seconds with a 5 second interval if you don't damage another enemy.
|
Primary
Cow Mangler 5000
|
-Decreased charged shot move speed penalty to -50% from -66%
-Removed "No random critical hits"
-Removed the afterburn including the mini-crit damage from the charged shot
-Added "Black Hole Rockets" as part of the charged shot
NOTE: The rocket from the charged shot won't do damage
NOTE: The suction and building disabling effects last for 4 seconds
NOTE: Any enemy that can move fast than 295 Hu can slowly (or more easily) escape
NOTE: Quick-Fix UberCharge is immune to the suction
NOTE: The radius of the suction is 25% larger than an explosion radius (182.5 Hu)
NOTE: The radius that will apply the "disable enemy buildings" is 25% smaller than an explosion radius (109.5 Hu)
-Added "33% slower reload time"
|
Does not require ammo
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.
33% slower reload time
Deals only 20% damage to buildings
Mini-Crits whenever it would normally crit
While doing charged shot: -50% move speed
|
Primary
Beggar's Bazooka
|
-Removed "-25% clip size penalty"
-Increased bonus fire rate for the barrage to +80% from +70%
-Removed "+3 degrees random projectile deviation"
-Removed "Cannot collect ammo from Dispensers while active"
-Decreased hidden reload time penalty to 20% from 30%
-Added "Projectile deviation scales by 1.5% based on the current number of loaded rockets"
-Added "-33% blast damage from rocket jumps, but -33% rocket jump height"
|
Hold FIRE to load up to 4 rockets
Release FIRE to unleash the barrage at 80% faster firing speed
Projectile deviation scales by 1.5% based on the current number of loaded rockets
Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
-20% explosion radius
20% slower reload time
Projectile deviation will increase/decrease as rockets are loaded and when fired
-33% blast damage from rocket jumps, but -33% rocket jump height
|
Primary
Air Strike
|
-Increased blast damage from rocket jumps to -20% from -15%
-Decreased faster firing speed while rocket jumping to +60% from +65%
-Increased damage penalty to -20% from -15%
-Removed "-10% explosive radius"
|
-20% blast damage from rocket jumps
+60% faster firing speed while rocket jumping
Clip size increased on kill (up to 4)
-20% damage penalty
-20% explosion radius while rocket jumping
|
Secondary
Shotgun
|
NO CHANGE
|
NO CHANGE
|
Secondary
Buff Banner
|
-See additional changes in "Soldier - Banner Changes" tab
-Added "+10% faster firing speed and 5% faster reload time for your Primary"
-Added "All attacks pierce damage resistance effects and bonuses" while under the effects for yourself and teammates
|
+10% faster firing speed and 5% faster reload time for your Primary
Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits. Additional, all attacks pierce damage resistance effects and bonuses.
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Gunboats
|
-Decreased blast damage from rocket jumps to -40% from -60%
-Added "Wearer takes 75% less falling damage"
|
-40% blast damage from rocket jumps
Wearer takes 75% less falling damage
Allowed in Medieval mode
|
Secondary
Battalion's Backup
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased max health on wearer to +30 from +20
-Any player that is under this effect will now be able to see their net health
NOTE: Net health means the possible total health while under the damage resistance after doing the math
NOTE: This will be text on the left side of the screen in the top corner
|
+30 max health on wearer
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)
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Concheror
|
-See additional changes in "Soldier - Banner Changes" tab
-Increased HP regen to +8 from +4
|
Up to +8 health regenerated per second on wearer
Once used, grants player and nearby teammates 10 seconds a speed boost and 33% life-steal
Requires 650 damage dealt to charge
Allowed in Medieval mode
|
Secondary
Mantreads
|
-Added "Immunity from movement-impairing effects on wearer"
NOTE: This includes custom weapons..... Ice Breaker's move speed reduction
NOTE: This includes official weapons..... Natascha's slow-down, Sandman's slow-down, Default Syringe Gun's slow-down, Cow Mangler's Black-Hole Suction, Mad Milk's slow-down, Liberty Launcher rockets' "momentum canceling", and Sentry Rockets' "momentum canceling"
NOTE: If a player is directly hit with a Sentry Rocket or a rocket from the Liberty Launcher, that user's momentum won't be canceled, but the "+60% larger explosion radius" from "Rocket Specialist" will still trigger
-Increased push force reduction to -80% from -75%
-Increased stomping damage (aka the Goomba) multiplier to x4 from x3
-The stomping damage (aka the Goomba) can now benefit from life-steal effects
-The stomping damage (aka the Goomba) can now be Mini-Crit boosted
|
Immunity from movement-impairing effects on wearer
-80% reduction in push force taken from damage, airblasts, and knockback effects
200% increased air strafe control when blast jumping
Deals 4x falling damage to the player you land on
Allowed in Medieval mode
|
Secondary
Righteous Bison
|
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+24% faster firing speed"
NOTE: Now it matches the default Shotgun
-Added hidden "18% slower reload time"
NOTE: Now it matches the default Shotgun
-Removed "Projectile is able to hit the same enemy multiple times"
-Added "Firing speed increases as health decreases (up to 60%)"
-Added "Reload time decreases as health decreases (up to 30%)"
-Decreased damage penalty vs players to -33% from -73.33%
-Decreased damage penalty vs buildings to -66% from -95.55%
|
Does not require ammo
Projectile cannot be deflected and penetrates enemy players
Firing speed increases as health decreases
Reload time decreases as health decreases
-33% damage penalty vs players
-66% damage penalty vs buildings
|
Melee
Any base melee weapon, including reskins
|
-Added "Weapon knockback increases as the user becomes injured"
NOTE: An all-class Melee weapon won't get the same bonus unless a Soldier equips it
|
Weapon knockback increases as the user becomes injured
|
Melee
Equalizer
|
-Removed "Damage increases as the user becomes injured"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill"
-Added "When weapon is active: Bonus healing from all sources increases as the user becomes injured (up to +100%)"
NOTE: While at 1 HP, the user would get +50% bonus HP from any healing source while this weapon is active
-Added "On wearer: -25% base healing from all sources"
|
If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill
When weapon is active: Bonus healing from all sources increases as the user becomes injured (up to +100%)
On wearer: -25% base healing from all sources
|
Melee
Disciplinary Action
|
-Flipped the speed boost duration for yourself and teammate
-Decreased melee range multiplier to +66% from +70%
NOTE: This makes it x2 range when compared to swords. Additional, this removes the ability to hit enemy while having your back towards them.
-Removed hidden "+55% melee bounds multiplier"
-Increased damage penalty to -70% from -25%
|
On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds
+66% melee range
-70% damage penalty
|
Melee
Market Gardener
|
-Removed "No random critical hits"
-Increased fire rate penalty to -25% from -20%
-Now this weapon is crit-boosted while rocket jumping
-Added "50% increased air strafe control while rocket jumping while active"
-Added "This weapon has bonus melee range, but slower deploy time"
|
50% increased air strafe control while rocket jumping while active
This weapon is crit-boosted while rocket jumping
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
Melee
Escape Plan
|
-Increased max move speed bonus to +66% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health"
-Removed "You are Marked-for-Death while active, and for short period after switching weapons"
-Removed "-90% less healing from Medic sources"
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill"
-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"
-Added "20% damage vulnerability while active"
-Added "-20% damage penalty"
|
When weapon is active:
- If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill
- Move speed, deploy speed, and holster speed increases as the user becomes injured
- 20% damage vulnerability on wearer
- -20% damage penalty
|
-Added "(Ability) 50% faster timers for debuff on wearer"
-Added "+10% faster firing speed" to all Flare Guns
-Airblasting a Grenade will now reset its timer
-Added "-80% blast damage from reflected explosives" to all Primaries
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
|
(Ability) 50% faster timers for debuff on wearer
|
Primary
Flame Thrower
|
-See additional changes in "Pyro - Class Changes" tab
|
Extinguishing teammates restores 20 health
|
Primary
Backburner
|
-Fixed "Extinguishing teammates restores 20 health"
-Removed "100% critical hits from behind"
-Removed "+150% airblast cost"
-Removed "No random critical hits"
-Added "From behind: +100% direct & afterburn damage bonus"
-Added "From the front: -20% direct & -75% afterburn damage penalty"
|
Extinguishing teammates restores 20 health
From behind: +100% direct & afterburn damage bonus
From the front: -20% direct & -75% afterburn damage penalty
|
Primary
Degreaser
|
-Removed "+25% airblast cost"
-Increased afterburn damage penalty to -75% from -66%
-Added "Reflected projectiles ignites enemies for 10 seconds"
-Added "Reflected projectiles do normal damage instead of mini-crit"
-Added "-10% direct damage penalty"
|
Extinguishing teammates restores 20 health
This weapon deploys 60% faster and holsters 30% faster
Reflected projectiles ignites enemies for 10 seconds
Reflected projectiles do normal damage instead of mini-crit
-75% afterburn damage penalty
-10% direct damage penalty
|
Primary
Phlogistinator
|
-Removed "No random critical hits"
-Removed "No airblast"
-Removed crits during the duration
-Changed that "On kill with any weapon (20%), on assist-kill with any weapon (10%), reflecting projectiles (10%), extinguishing teammates (5%), and/or naturally builds up over 60 seconds" will add to the MMMMPH meter instead of any fire damage dealt
-Increased duration to 15 seconds from 10
-Added "Activate when full to completely refill health and gain enhanced healing"
-Added "Does not require ammo"
-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"
-Added "Extinguishing teammates doesn't restore health"
-Added "Cannot airblast enemies"
-Added additional new sound and visual when MMMMPH is activated
-Added additional visual when MMMMPH is in use
-Added "-100% maximum overheal on wearer"
-MMMMPH is now triggered with Taunt, Reload, and/or Special-Attack instead of Alt-Fire
|
Does not require ammo
On kill/assist-kill with any weapon, reflecting projectiles, extinguishing teammates, and/or naturally builds up adds to the MMMMPH meter
Activate when full to completely refill health and gain enhanced healing for 15 seconds
Overheating Mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast
Extinguishing teammates doesn't restore health
-100% maximum overheal on wearer
Cannot airblast enemies
Enhanced healing grants the user +50% bonus healing from all sources, up to 20HP/s passive healing, and all afterburn damage dealt from any weapon is restored as health
MMMMPH can be trigger with Taunt, Reload, and/or Special-Attack
While MMMMPH taunting: Gain invulnerable and full knockback resistance
|
Primary
Dragon's Fury
|
-Increased Primary ammo penalty to -85% from -80%
-Increased airblast cost bonus to -85% from -75%
-Increased extinguishing teammates to 30 health from 20
-Increased max distance for projectile to 525 Hu from 450.94 Hu
NOTE: In the vanilla game, this weapon had about +28.84% longer range when compared to any other Flame Thrower and this increases it to +50% range.
-Added "+50% airblast push force"
|
Extinguishing teammates restores 30 health
Deals +300% damage to burning players
+50% repressurization rate on hit
+50% airblast push force
-85% airblast cost
-50% repressurization rate on Alt-Fire
-85% max Primary ammo on wearer
Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds
Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additional extinguishes teammates that are on fire
|
Secondary
Shotgun
|
NO CHANGE
|
NO CHANGE
|
Secondary
Flare Gun
|
-See additional changes in "Pyro - Class Changes" tab
|
100% critical hit vs burning players
+10% faster firing speed
This weapon will reload automatically when not active
|
Secondary
Detonator
|
-Increased detonated radius to 146 Hu from 100 Hu
-Removed "-25% damage penalty"
-Removed "+50% damage to self"
-Increased flare jump height by 10%
-Added "-25% max Secondary ammo on wearer"
-Fixed the 3rd person world model of the Flare model
|
100% mini-crits vs burning players
+10% faster firing speed
User can flare jump
-25% max Secondary ammo on wearer
Alt-Fire: Detonate flare
This weapon will reload automatically when not active
|
Secondary
Manmelter
|
-Removed "+50% projectile speed"
-Removed "No random critical hits"
-Alt-Fire now removes all debuffs on teammates and gives 1 guaranteed crit per teammate cleaned. Additional, cleaning a teammate restores 20 health to the Pyro.
-Added "Projectile cannot be deflected and can extinguish teammates"
-Added "Press RELOAD or SPECIAL-ATTACK to use stored critical hits to gain speed boosts"
|
Does not require ammo
Projectile cannot be deflected and can extinguish teammates
+10% faster firing speed
Alt-Fire: Removes all debuffs on teammates to gain a guaranteed critical hit and cleaning a teammate restores 20 health for yourself
Press RELOAD or SPECIAL-ATTACK to use stored critical hits to gain speed boosts
|
Secondary
Scorch Shot
|
-No longer allows for flare jumps and removed self damage from flare
-Decreased flare radius to 73 Hu from 110 Hu
-Decreased direct damage penalty to -26.67% from -35%
|
100% mini-crits vs burning players
+10% faster firing speed
Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
-26.67% direct damage penalty
This weapon will reload automatically when not active
|
Secondary
Thermal Thruster
|
-Removed "Push enemies back when you land with the force and radius based on your velocity"
-Removed "Deals 3x the fall damage to an enemy you land on"
-Removed "User takes 75% less falling damage when used"
-Removed "+30% increase in push force taken from damage on wearer"
-Decreased recharge time per charge to 10 seconds from 15
-Decreased delay before launching to 0.5 seconds from 0.65
-Decreased delay before re-launching to 1.0 seconds from 1.2
-Decreased locked hostler speed to 0.75 seconds from 0.8
-Added "Wearer never takes falling damage"
-Added "Extinguish nearby teammates when you launch to restore 30 HP to the user"
-Added "Ignite nearby enemies for 10 seconds when you launch"
-Added "The user can re-launch while airborne"
|
Wearer never takes falling damage
Extinguish nearby teammates when you launch to restore 30 HP to the user
Ignite nearby enemies for 10 seconds when you launch
0.75 second locked holster penalty
This weapon fires a quick blast that launches the user based where you are aiming. Additional, the user can re-launch while airborne.
This weapon has 2 charges and requires 10 seconds each to recharge
Allowed in Medieval mode
|
Secondary
Gas Passer
|
-Decreased splash radius to 146 Hu from 200 Hu
-Removed the afterburn caused from the Gasoline effect
-This will no longer recharge over time, but only with any damage dealt
-Decreased damage to fill to 300 from 750
-Added "While doing the objective: +100% bonus recharge from damage dealt"
-Added "Extinguishing teammates or yourself restores 40 health"
-Added "Gasoline now causes an explosion when the target is damaged"
-Added "Gas-covered enemies cannot switch weapons by any means"
|
Meter builds with any damage done
While doing the objective: +100% bonus recharge from damage dealt
Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies
Extinguishing teammates or yourself restores 40 health
Spawning and resupply do not affect the meter
Meter starts empty
Creates a horrific visible gas that coats enemies with an explosive material, which explodes when the target is damaged. Additional, Gas-covered enemies cannot switch weapons by any means.
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*"
NOTE: An all-class Melee weapon won't get the same bonus unless a Pyro equips it
|
+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's "Overheating Mechanic"
|
Melee
Axtinguisher
|
-Removed "This weapon holsters 35% slower"
-Removed "No random critical hits"
|
100% Mini-Crits vs burning players
Damage increases based on remaining duration of afterburn
Killing blows on burning players grants a speed boost
On hit burning enemy: Extinguishes them
-33% damage penalty
|
Melee
Homewrecker
|
-Increased bonus damage vs buildings to +150% from +100%
-Removed "-25% damage vs players"
-Added "When weapon is active"
-Added "Immune to Sentry bullet knockback and Sentry rocket's stun"
-Added "+50% Sentry bullet damage resistance"
-Added "+33% damage taken from all sources, except for Sentry bullet damage"
|
When weapon is active:
- Damage removes Sappers
- +150% damage vs buildings
- Immune to Sentry bullet knockback and Sentry rocket's stun
- +50% Sentry bullet damage resistance
- +33% damage taken from all sources, except for Sentry bullet damage
|
Melee
Powerjack
|
-Removed "+25 health restored on kill"
-Added "-10% slower move speed on wearer"
-Increased move speed bonus while active to +33% from +15%
NOTE: Due to adding the on wearer speed penalty, the +33% is more like +20% when comparing to the vanilla in-game of +15%
|
+33% faster move speed while active
20% damage vulnerability while active
-10% slower move speed on wearer
|
Melee
Back Scratcher
|
-Removed "+25% damage bonus"
-Removed "-75% health from healers on wearer"
-Added "When weapon is active"
-Added "+40 health restored on kill"
-Added "+20 health restored on assist-kill"
-Added "User can overheal from health packs"
-Added "-50% penalty from all healing sources, except from health packs"
-Added "This weapon has bonus melee range, but slower deploy time"
|
When weapon is active:
- +40 health restored on kill
- +20 health restored on assist-kill
- User can overheal from health packs
- +50% health bonus from packs on wearer
- -50% penalty from all healing sources, except from health packs
- This weapon has bonus melee range, but slower deploy time
|
Melee
Sharpened Volcano Fragment
|
-Removed "On hit: Target is engulfed in flames"
-Increased direct damage penalty to -30% from -20%
-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 the Manmelter's effect"
|
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 the Manmelter's effect
-30% direct damage penalty
Afterburn caused by this weapon will not be overridden by any other flame source
|
Melee
Third Degree
|
-Added "20% damage resistance VS overhealed players on wearer"
-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"
-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"
-Added "15% slower firing speed"
|
20% damage resistance VS overhealed players on wearer
Whoever you directly attack will take +40% damage if connected by a healing beam
Whoever you don't directly attack will take -40% damage if connected by a healing beam
15% slower firing speed
|
Melee
Neon Annihilator
|
-Removed "Damage removes Sappers"
-Removed "No random critical hits"
-Removed "-20% damage penalty vs players"
-Added "-33% damage penalty"
-Added that gas-covered & bleeding enemies will count as "wet" targets
-Added "Grants user the ability to breath underwater while active"
|
Grants user the ability to breath underwater while active
100% critical hit vs wet players
-33% damage penalty
Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water
|
Melee
Hot Hand
|
-Increased direct damage penalty to -35% from -15%
-Added "Combo slap system" with 4 layers of effects
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy. Bonuses and effects are removed if system resets."
-Added "-75% afterburn damage penalty"
-Added "This weapon has bonus melee range, but slower deploy time"
|
Slap system:
- 1st slap: Gain a speed boost
- 2nd slap: Target is engulfed in flames
- 3rd slap: Attack will crit
- 4th slap: Applies knockback to the target
Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy. Bonuses and effects are removed if system resets.
-75% afterburn damage penalty
-35% direct damage penalty
Broadcasts every successful hit on an enemy player over the death-notice area
Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) Spawns a Dynamite Pack on Death"
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 knockback (unlike normal explosions).
-Added "Grenades do not randomly spin when fired" to all Primaries
|
(Ability) Unknown amount of blast damage reduction when blast jumping
NOTE: Due to damage variance, the reduction numbers will vary
(Ability) Unknown amount of blast damage reduction to self
NOTE: Due to damage variance, the reduction numbers will vary
(Ability) Spawns a Dynamite Pack on Death
|
-Now while charging will grant immunity to all debuffs, additional now includes "Marked-for-Death" and the "Gas Passer effect"
NOTE: In the vanilla game, debuffs are only removed at the start of a charge and not during
-Decreased base recharge time to 10 seconds from 12s
-Increased base impact damage to 60 from 50
NOTE: We are removing the Eyelanders' shield bonus
-Added "+50% increase in turning control while charging" to the class
NOTE: This will increase base turning control without a shield
-Impact damage can now benefit from life-steal effects
-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration to 0.9 seconds from 1 second
NOTE: The distance traveled is the same, but now you will get there faster
-Removed the knockback from shield impacts
NOTE: If you impact an airborne target, they would be knockbacked
NOTE: This mostly affects the Splendid Screen because a target could be knockbacked when if on the ground
|
Primary
Grenade Launcher
|
-See additional changes in "Demoman - Class Changes" tab
|
Grenades do not randomly spin when fired
|
Primary
Loch-n-Load
|
-Added a new Grenade model
-Removed "+20% damage vs buildings"
-Increased clip size penalty to -50% from -25%
-Increased explosion radius penalty to -50% from -25%
-Removed "Launched bombs shatter on surfaces"
-Increased projectile speed to +150% from +25%
-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"
-Added "-100% self damage force"
-Added "Grenade has no fuse timer and will explode whenever it hits a surface or enemy"
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
|
Grenade has no fuse timer and will explode whenever it hits a surface or enemy
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Grenades do not randomly spin when fired
+150% projectile speed
-50% clip size
-50% explosion radius
-100% self damage force
This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
|
Primary
Ali Baba's Wee Booties
Primary
Bootlegger
|
-Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your Secondary"
-Added "When a shield is not equipped: Up to +8 health regenerated per second on wearer"
-Decreased move speed bonus to +7.5% from +10%
-Increased melee kills refill to +33% from +25%
-Added "Shield impact kills refill 33% of your charge meter"
-The +25 max health now requires a shield
|
When a shield is equipped:
+7.5% move speed on wearer
+25 max health on wearer
+200% increase in turning control while charging
Shield impact or melee kills refill 33% of your charge meter
When a shield is not equipped:
+20% faster firing speed and 10% faster reload time for your Secondary
Up to +8 health regenerated per second on wearer
Allowed in Medieval mode
|
Primary
Loose Cannon
|
-Added "Cannonballs do not randomly spin when fired"
-Removed "+20% projectile speed"
|
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire
Cannonballs do not randomly spin when fired
Cannonballs push players back on impact
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
Cannonballs do not explode on impact
|
Primary
Iron Bomber
|
-Added "Grenades detonate other nearby grenades that are yours"
-Added "Direct hits cause a minimal explosion radius"
|
Grenades have very little bounce/roll and do not randomly spin when fired
Grenades detonate other nearby grenades that are yours
-30% fuse time on grenades
Direct hits cause a minimal explosion radius
-15% base explosion radius
|
Secondary
Stickybomb Launcher
|
NO CHANGE
|
NO CHANGE
|
Secondary
Chargin' Targe
|
-Added "+20% bullet damage resistance on wearer when charge meter is full"
-Added "+40% melee damage resistance on wearer when charge meter is full"
-Increased fire resistance to +60% from +50%
-Increased explosive resistance to +40% from +30%
|
+60% fire damage resistance on wearer
+40% explosive damage resistance on wearer
+20% bullet damage resistance on wearer when charge meter is full
+40% melee damage resistance on wearer when charge meter is full
Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Allowed in Medieval mode
|
Secondary
Scottish Resistance
|
-Removed "Able to destroy enemy stickybombs"
-Added "+100% clip size"
-Increased bonus ammo to +100% from +50%
-Increased max pipebombs out to +8 from +6
-Decreased arm time penalty to 0.4 from 0.8
-Added "15% slower reload time"
-Added "-25% explosive radius"
-Increased firing speed bonus to +30% from +25%
|
Detonates stickybombs near the crosshair and directly under your feet
+8 max pipebombs out
+100% clip size
+100% max secondary ammo on wearer
+30% faster firing speed
0.4 sec slower bomb arm time
15% slower reload time
-25% explosive radius
|
Secondary
Sticky Jumper
|
-Added "This weapon deploys 60% and holsters 30% faster"
-Added "+50% clip size bonus"
-Decreased bonus secondary ammo to +100% from +200%
-Decreased max stickybombs out to -5 from -6
-Removed "No random critical hits"
-Added "Allowed in Medieval mode"
|
This weapon deploys 60% and holsters 30% faster
+50% clip size bonus
+100% max secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
-5 max stickybombs out
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Allowed in Medieval mode
|
Secondary
Splendid Screen
|
-Decreased shield impact bonus to +50% from +70%
NOTE: With the increase to base shield impact damage to 60 damage from 50, this changes the impact damage for this weapon to 90 from 85 (including the decrease to +50% for this weapon)
-Decreased shield recharge rate bonus to +25% from +50%
NOTE: With the decrease of base shield recharge time to 10 seconds from 12s, the recharge time for this weapon is still 8 seconds (including the decrease to +25% for this weapon)
-Added "This shield has the same resistances as the "Chargin' Targe", but half as much"
NOTE: This includes..... (Additional, increased fire resistance to +30% from +20%)
+30% fire damage resistance on wearer
+20% explosive damage resistance on wearer
+10% bullet damage resistance on wearer when charge meter is full
+20% melee damage resistance on wearer when charge meter is full
|
This shield has the same resistances as the *Chargin' Targe*, but half as much
+50% increase in charge impact damage
+25% increase in charge recharge rate
Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Allowed in Medieval mode
|
Secondary
Tide Turner
|
-Removed "+15% fire damage resistance on wearer"
-Removed "+15% explosive damage resistance on wearer"
-Removed "Melee kills refill 75% of your charge meter"
-Added "Gain a 1 second speed boost (with no cooldown) anytime you take damage"
-Added "+7.5% move speed on wearer (boots required)"
|
Gain a 1 second speed boost anytime you take damage
+7.5% move speed on wearer (boots required)
Full turning control while charging
Taking damage while shield charging reduces remaining charging time
Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Allowed in Medieval mode
|
Secondary
Quickiebomb Launcher
|
-Removed "Able to destroy enemy stickybombs"
-Removed "Up to +35% damage based on charge"
-Removed "-15% damage penalty"
-Increased arm time bonus to instant from -0.2 faster
-Increased charge rate bonus to instant from +70%
-Added "-70% explosion radius"
|
Instant arm time
Instant charge rate
-70% explosion radius
-50% clip size
|
Melee
Any base melee weapon, including reskins
|
-Added "-60% blast damage taken from blast jumps on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Demoman equips it
|
-60% blast damage taken from blast jumps on wearer
|
Melee
Eyelander
|
-Removed "If a shield is equipped, every head taken raises shield damage by 4 to a maximum of 5 times."
-Removed healing 15 hp on kill
-Removed "No random critical hits"
-Decreased the max number of heads to 3 from 4
-Increased the max health increase per head to +20 from +15
-Increased the move speed increase per head to +8.333% from +8%
NOTE: The total move speed increase the user could have is +25% with this version. In the vanilla game, the possible move speed increase is +32%.
-Added "On kill (after the 3rd): Gain a 4 second speed boost"
|
On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer
On kill (after the 3rd): Gain a 4 second speed boost
User can steal kills (aka heads) from other Eyelanders, Air Strikes, and Bazaar Bargains users
-25 max health on wearer
This weapon has bonus melee range, but slower deploy time
Heads and their bonuses are lost on death
|
Melee
Scotsman's Skullcutter
|
-Removed "+20% damage bonus"
-Added "+30% damage vs players"
-Increased move speed penalty to -20% from -15%
-Added "30% slower firing speed"
-Increased melee range bonus to +66% from +37%
|
+30% damage vs players
20% slower move speed while active
30% slower firing speed
This weapon has extended melee range, but slower deploy time
|
Melee
Claidheamh Mòr
|
-Removed "When weapon is active"
-Removed "No random critical hits"
-Removed "15% damage vulnerability on wearer"
-Changed to melee hits instead of melee kills
-Increased bonus charge duration to +100% from +50%
-Added "-50% max Primary ammo on wearer"
-Added "-20% decreased in charge recharge rate"
|
Melee hits refill 25% of your charge meter
+100% charge duration
-50% max Primary ammo on wearer
-20% decreased in charge recharge rate
This weapon has bonus melee range, but slower deploy time
|
Melee
Ullapool Caber
|
-Increased firing speed penatly to -25% from -20%
-Removed "No random critical hits"
-Increased melee damage to 60 from 55
-Decreased explosion damage to 60 from 75
-Increased explosion radius to 146 Hu from 102 Hu
-The damage from the explosion no longer has damage falloff
-The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used
-The self damage will now be exactly 50% of the explosion damage including when it's mini-crit boosted
NOTE: In the vanilla game, it is between 52-56 self dmg
-Added "When both boots and a shield are equipped, +33% shield impact damage"
-Added "When both boots and a shield are not equipped: Gain +25% melee and explosion damage, plus this weapon is mini-crit boosted while blast jumping"
-Added "Mini-Crits whenever it would normally crit"
-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. Plus, this weapon can regen itself over 200 seconds."
-Added "Weapon can taunt kill, but deals decreased damage if Caber is currently exploded"
-Added "+33% melee range"
|
When both boots and a shield are not equipped: Gain +25% melee and explosion damage, plus this weapon is mini-crit boosted while blast jumping
When both boots and a shield are equipped, +33% shield impact damage
This causes a special explosion when you hit an enemy or surface
When the explosion happens, the user takes self inflicted blast damage and is launched into the air
25% slower firing speed
Mini-Crits whenever it would normally crit
This weapon has bonus melee range, but slower deploy time
Weapon can taunt kill, but deals decreased damage if Caber is currently exploded
Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much. Plus, this weapon can regen itself over 200 seconds.
|
Melee
Persian Persuader
|
-Removed "Ammo boxes collected also refill your charge meter"
-Removed "Melee hits refill 20% of your charge meter"
-Removed "-80% max Primary ammo on wearer"
-Removed "-80% max Secondary ammo on wearer"
-Removed "No random critical hits"
-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"
-Added "-50% penalty from all healing sources on wearer, except from health and/or ammo packs pickups"
-Added "-50% ammo from Dispensers and Payload carts on wearer"
-Added "-50% HP gained from dropped ammo packs"
-Added "25% slower firing speed"
|
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack
-50% penalty from all healing sources on wearer, except from health and/or ammo packs pickups
-50% ammo from Dispensers and Payload carts on wearer
-50% HP gained from dropped ammo packs
25% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) 33% reduction in push force taken from damage and airblasts"
-Increased base move speed to 80% (240 Hu/s) from 77% (230 Hu/s)
-Increased max health to 400 from 300, but cannot be overhealed
-Added "+33% melee range" to all Melee weapons
|
(Ability) 33% reduction in push force taken from damage and airblasts
|
Primary
Minigun
|
-See additional changes in "Heavy Minigun Changes" tab
|
|
Primary
Natascha
|
-Removed "20% damage resistance when below 50% health and spun up"
-Removed "30% slower spin up time"
-Removed "-25% damage penalty"
-Added "When fully spun up: Slow down enemies around you (225 Hu) by 20%"
-Completely redid the slow-down system similar to the "Sandman". The on hit slow-down system now scales between -50% at close range and -10% at max range.
-Decreased max distance slow-down effect falloff to 1200 Hu from 1350 Hu
-Added "Applies no knockback against enemies"
-Added "100% less accurate"
NOTE: Since Miniguns are 50% more accurate, this is more like default bullet spread when compared to vanilla Miniguns.
|
When fully spun up: Slow down enemies around you by 20%
On hit: Slows down enemy players based on distance and their move speed
Applies no knockback against enemies
100% less accurate
|
Primary
Brass Beast
|
-Removed "+20% damage bonus"
-Removed "20% damage resistance when below 50% health and spun up"
-Added "+25% damage vs players"
-Added "+10% faster firing speed"
-Added "50% slower spin down time"
-Decreased move speed while deployed to -50% from -60%
|
+25% damage vs players
+10% faster firing speed
50% slower spin up and spin down time
-50% slower move speed while deployed
|
Primary
Tomislav
|
-Increased accurate bonus to +33% from +20%
-Increased fire rate penalty to -30% from -20%
-Increased spin up bonus to +33% from +20%
-Added "+33% faster spin down time"
|
Silent killer: No barrel spin sound
+33% faster spin up and down time
33% more accurate
30% slower firing speed
|
Primary
Huo-Long Heater
|
-Removed "25% damage bonus vs burning players"
-Removed "10% direct damage penalty"
-Decreased ammo drained while spun up to 3 from 4
-Added "-75% afterburn damage penalty"
-Increased fire pulse damage to 20 from 12
-Increased afterburn duration for the fire pulse to 10 seconds from 7.5s
-Added "Gain HEAT with kills/assists even while using HEAT"
NOTE: Solo kills grant 25% and assist-kills grant 12.5%, but only 1/2 as much while HEAT is being used
NOTE: HEAT lasts for at least 15 seconds
-Added "Press RELOAD or SPECIAL-ATTACK at anytime to activate HEAT"
-Added "While HEAT is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is tripled"
NOTE: These bullets will ignite enemies for 10 seconds and will penetrate any number of targets
-Added "No ammo from any ammo source while active"
-Added a visual when HEAT is active
|
Creates a ring of flames while spun up
Gain HEAT with kills/assists even while using HEAT
Press RELOAD or SPECIAL-ATTACK at anytime to activate HEAT
Consumes an additional 3 ammo per second while spun up
No ammo from any ammo source while active
-75% afterburn damage penalty
While HEAT is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is tripled
|
Secondary
Shotgun
|
-See additional changes in "Heavy - Shotgun Changes" tab
|
|
Secondary
Sandvich
|
-See additional changes in "Heavy - Edible Changes" tab
|
On consumption: Self heal up to 300 HP
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Dalokohs Bar
|
-Removed "Adds +50 max health for 30 seconds" including the overheal effect
-Increased recharge time to 30 seconds from 10s
-Added "-100% consumption healing effect"
-Added "On consumption: For the next 10 seconds, 33% of all damage dealt is returned as health. Also, grants the user up to 20HP/s passive healing for the duration."
-Added a new visual while under the effects
|
On consumption: For the next 10 seconds, 33% of all damage dealt is returned as health. Also, grants the user up to 20HP/s passive healing for the duration.
-100% consumption healing effect
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Buffalo Steak Sandvich
|
-Removed "+25% damage taken & mini-crits dealt" while under the effects
-Decreased recharge time to 20 seconds from 30s
-Added "-100% consumption healing effect"
-Decreased move speed bonus to +25% from +35%, but now stacks with other speed boosts
-Added "Gain full reduction in push force taken from damage" while under the effects
-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"
-Added a new visual while under the effects
|
While under the effects: Move speed is increased by 25% and gain full reduction in push force taken from damage for 10 seconds
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 penalty on wearer for 5 seconds.
-100% consumption healing effect
20 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Secondary
Family Business
|
-Increased damage penalty to -20% from -15%
-Decreased firing speed to +10% from +15%
-Added "20% more accurate"
-Added "5% faster reload time"
|
+33% clip size
20% more accurate
+10% faster firing speed
5% faster reload time
-20% damage penalty
|
Secondary
Second Banana
|
-Increased self healing penalty to -75% from -33%
-Increased recharge time to 30 seconds from 10s
-Added "On consumption: Completely refills your Primary ammo, your Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds"
-Added "On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds"
-Added a new visual while under the effects
|
On consumption: Completely refills your Primary ammo, your Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds
On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds
-75% consumption healing effect
30 second recharge
Alt-Fire: Share with a friend
Allowed in Medieval mode
|
Melee
Any base melee weapon, including reskins
|
-See additional changes in "Heavy - Class Changes" tab
-Added "20% faster weapon switch on wearer"
NOTE: An all-class Melee weapon won't get the same bonus unless a Heavy equips it
|
+33% melee range
20% faster weapon switch on wearer
|
Melee
Killing Gloves of Boxing
|
-Increased the 100% critical chance duration to 6 seconds from 5s
-Added "On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons"
-Added "On kill or assist-kill: User is Marked-for-Death for 3 seconds"
-Added "Gloves are soft and don't cause knockback on hit"
-Increased firing speed penalty to 25% from 20%
|
On kill: Gain 6 seconds of crits for all of your weapons
On assist-kill: Gain 6 seconds of Mini-Crits for all of your weapons
+33% melee range
On kill or assist-kill: User is Marked-for-Death for 3 seconds
25% slower firing speed
Gloves are soft and don't cause knockback on hit
|
Melee
Gloves of Running Urgently
|
-Removed "This weapon holsters 50% slower"
-Increased max health drain to -20 hp/sec from -10 hp/sec
-Increased move speed bonus to +33% from +30%
-Increased the minimum HP to 1 HP from 100
-Removed the "accelerated drain" when switching back and forth between weapons
-Added a new particle system that will visually show any player how much missing health you have
|
+33% melee range
+33% faster move speed while active
Maximum health is drained while weapon is active (-20 hp/sec)
|
Melee
Warrior's Spirit
|
-Removed "+30% damage bonus"
-Removed "+30% damage vulnerability while active"
-Increased HP restored on kill to +80 from +50
-Added "Attacks from this weapon are Mini-Crits"
-Added "+40 health restored on assist-kill"
-Added "On miss: Punch yourself for 100 hp! You coward!"
-Added "-100% penalty from all healing sources while active, except for healing from kills/assit-kills"
-Added "Mini-Crits whenever it would normally crit"
-Added "This weapon has bonus melee range, but slower deploy time"
|
+33% melee range
Attacks from this weapon are Mini-Crits
+80 health restored on kill
+40 health restored on assist-kill
On miss: Punch yourself for 100 hp! You coward!
-100% penalty from all healing sources while active, except for healing from kills/assit-kills
Mini-Crits whenever it would normally crit
This weapon has bonus melee range, but slower deploy time
|
Melee
Fists of Steel
|
-Removed "-40% damage from ranged sources while active"
-Removed "This weapon holsters 100% slower"
-Removed "-40% maximum overheal on wearer"
-Removed "-40% health from healers on wearer"
-Added "-25% damage taken from all sources, except from melee while active"
-Increased melee vulnerability to +200% from +100%
-Added "50% slower weapon switch on wearer"
|
+33% melee range
-25% damage taken from all sources, except from melee while active
+200% damage vulnerability from melee sources while active
50% slower weapon switch on wearer
|
Melee
Eviction Notice
|
-Decreased firing speed to -25% from +40%
-Decreased move speed bonus to +10% from +15%
-Removed "-60% damage penalty"
-Removed "Maximum health is drained while item is active"
-Increased speed boost on hit to 4 seconds from 3
-Added "On teammate hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds"
-Added "On teammate or enemy hit: User can't switch from melee for 4 seconds"
-Added "-20% max Primary and Secondary ammo on wearer"
-Added "33% slower Secondary recharge rate on wearer"
|
On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds
+10% faster move speed while active
+33% melee range
On teammate or enemy hit: User can't switch from Melee for 4 seconds
-20% max Primary and Secondary ammo on wearer
33% slower Secondary recharge rate on wearer
25% slower firing speed
|
Melee
Holiday Punch
|
-Added "While active: User is able to pick up their own edible for 80 health"
-Added "On kill with your Primary: Gain crits for 1 second for this weapon"
-Added "On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon"
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"
-Added "This weapon has bonus melee range, but slower deploy time"
|
While active: User is able to pick up their own edible for 80 health
On kill with your Primary: Gain crits for 1 second for this weapon
On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon
Always critical hit from behind
Critical hit forces victim to laugh
+33% melee range
On hit: Force enemy to laugh who also has this same weapon active
Critical hits do no damage
The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) User is able to see any type of health & ammo sources through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers"
|
(Ability) User is able to see any type of health & ammo sources through walls that are currently spawned with an outline within a very large radius, including friendly Dispensers
|
Primary
Shotgun
|
NO CHANGE
|
NO CHANGE
|
Primary
Frontier Justice
|
-Added "20% more accurate"
-Added "-50% max Primary ammo on wearer"
-Removed "No random critical hits"
|
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed
20% more accurate
-50% clip size
-50% max Primary ammo on wearer
Revenge crits are lost on death
|
Primary
Widowmaker
|
-Increased bonus damage to your Sentry Gun's target to +20% from 10%
-Decreased metal cost per shot to -25 from -30
|
On hit: Damage dealt is returned as ammo
20% increased damage to your Sentry Gun's target
Per Shot: -25 ammo
Uses metal for ammo
No reload necessary
|
Primary
Pomson 6000
|
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"
-Removed "On Hit: Victim loses up to 20% cloak"
-Removed "Deals only 20% damage to buildings"
-Removed hidden clip size penalty
NOTE: 6 shots instead of 4
-Added hidden "+24% faster firing speed"
NOTE: Now it matches the default Shotgun
-Added hidden "4% slower reload time"
NOTE: Now it matches the default Shotgun
-Added "On hit: Decreases healing given and/or gained from every possible healing source or weapon effect"
NOTE: A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot (1200 Hu) will apply a -12.5% healing reduction for 8 seconds
|
Does not require ammo
Projectile cannot be deflected
On hit: Decreases healing given and/or gained from every possible healing source or weapon effect
–20% damage penalty
Healing effect is decreased over distance and duration is increased over distance
|
Primary
Rescue Ranger
|
-Removed "-50% max Primary ammo on wearer"
-Added "-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer"
|
Alt-Fire: Use 100 metal to pick up buildings from long range
Fires a special bolt that can repair friendly buildings
-34% clip size
-34% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
Self Mark-for-Death when hauling buildings, and a few seconds after redeployment
4-to-1 health-to-metal ratio when repairing buildings
|
Secondary
Engineer's Pistol(s)
|
-Decreased reload time to 1.25 seconds from 1.36s
NOTE: This matches Scout's Pistol
-Decreased Secondary ammo to 96 from 200
NOTE: Scout's Pistol is being increased to 96 from 36
|
|
Secondary
Wrangler
|
-Decreased shield resistance to 33% from 66% with Sentry Guns
-Removed the shield resistance with Mini-Sentries
-Fixed the x2 firing rate bonus while controlling Sentry Guns and to LV3 Sentry Rockets
NOTE: Before this fix, a Sentry Gun would gain about +66%, but now it will properly gain +100% firing rate.
NOTE: Sentry Rockets normally fire without being wrangled every 3 seconds. Sentry Rockets should be firing every 1.5 seconds with the Wrangler's x2 firing rate multiplier, but it's only increased to every 2.25 seconds from the un-wrangled 3 seconds.
-Fixed the firing rate bonus while controlling Mini-Sentry Guns and increased to x3 from x2
-Fixed how the game rounds off the number of bullets or rockets to be refilled per hit while being reduced by 66%
NOTE: Overall, roughly 3-4 more bullets and 1 rocket will be added back per hit
|
Your Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming
Wrangled Sentry Guns gains x2 firing rate and a shield that reduces all damage by 33%
Wrangled Mini-Sentry Guns gains x3 firing rate
Wrangled Sentry Guns and Mini-Sentry Guns reduces all repairing by 66%
Sentry Guns and Mini-Sentry Guns are disabled for 3 seconds after un-wrangling
Take manual control of your Sentry Gun or Mini-Sentry
|
Secondary
Short Circuit
|
-Removed "No random critical hits"
-Removed vanilla Primary-Fire effect
-Technically removed "Per Shot: -5 ammo"
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"
-Added a new visual when the Primary-Fire is used
|
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack
Cannot pick up buildings when active
Uses metal for ammo
No reload necessary
|
Melee
Wrench
|
NO CHANGE
|
NO CHANGE
|
Melee
Gunslinger
|
-Removed "Third successful punch in a row always crits"
-Removed "+25 max health on wearer"
-Removed "No random critical hits"
-Changed the stat "Replaces the Sentry with a Mini-Sentry" to "Replaces all buildings with mini versions"
-Added "No move speed penalty while hauling buildings"
-Added "+6.666% faster move speed on wearer"
|
No move speed penalty while hauling buildings
+6.666% faster move speed on wearer
Replaces all buildings with mini versions
|
Melee
Southern Hospitality
|
-Removed "No random critical hits"
-Removed "20% fire damage vulnerability on wearer"
-Added "+15% bullet damage vulnerability on wearer"
-Added "One hit destroys any Sapper"
-Increased bleed duration to 8 seconds from 5s
-Added "This weapon has bonus melee range, but slower deploy time"
|
One hit destroys any Sapper
On hit: Bleed for 8 seconds
+15% bullet damage vulnerability on wearer
This weapon has bonus melee range, but slower deploy time
|
Melee
Jag
|
-Increased construction hit bonus to +100% from +30%
-Increased repair rate penalty to -50% from -20%
NOTE: In the vanilla game, the rps (aka repair per second) was 120 rps when compared to the default Wrench of 127.5 rps (due to the "+15% faster firing speed" and the "20% slower repair rate" together barely made the difference as a penalty). This change will decrease the repair rate to 63.75 rps.
-Removed "+15% faster firing speed"
-Removed "-25% damage penalty"
-Changed damage penalty *vs buildings* to *vs Sappers* and increased to -60% from -50%
NOTE: This will ensure that it will take 3 hits to remove a Sapper instead of any other Wrench taking 2 hits
-Added "60% faster upgrade rate"
NOTE: This increases the rate to 40 from 25 per hit
|
Construction hit speed boost increased by 100%
60% faster upgrade rate
-60% damage penalty vs Sappers
50% slower repair rate
|
Melee
Eureka Effect
|
-Removed "-50% metal cost when constructing or upgrading Teleporters"
-Removed "Construction hit speed boost decreased by 50%"
-Increased metal reduction from metal sources to -25% from -20%
-Added "User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter"
-Added "Teleporters can be used in both directions"
-Added after using the teleport taunt to teleport back to spawn, it will replenish your health and metal. Additional, any debuffs on the user will be removed.
-Added full knockback resistance during the taunt
-Added "-25% ammo from pickups, Dispensers, and/or Payload carts on wearer"
-Added "On death: User's exit teleporter is auto-matically destroyed"
|
Press RELOAD to choose to teleport to spawn or your exit teleporter
User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter
Teleporters can be used in both directions
-25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
On death: User's exit teleporter is auto-matically destroyed
Teleporting back to spawn will replenish your health and metal. Additional, any debuffs on the user will be removed. Lastly, the user gains full knockback resistance during the taunt so the taunt can't be canceled whatsoever.
|
-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)"
NOTE: All health regeneration numbers are doubled while healing a hurt Patient
NOTE: 3 HP/s (Min regen when user was recently hurt, then starts to scale after a few seconds)
NOTE: 6 HP/s (Max regen)
|
(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Health regeneration
|
Syringe Gun, Blutsauger, and Overdose
|
-Added "This weapon will reload automatically when not active"
-User can now see their UberCharge percentage while their Primary is active
|
Crusader's Crossbow
|
-Increased Primary ammo penalty to -80% from -75%
-Increased projectile speed to 3000 Hu from 2400 Hu
NOTE: This mostly fixes the problem that if you are too close to a teammate that the projectile wouldn't hit. Now you can be somewhat as close as possible to a teammate and the projectile should be able to hit to heal them.
-User can now see their UberCharge percentage while their Primary is active
|
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"
|
Match the speed of any faster heal target
While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence
|
Primary
Syringe Gun
|
-See additional changes in "Medic - Primary Changes" tab
-Added "On hit: Target is slowed down by 10% for 1 second"
|
On hit: Target is slowed down by 10% for 1 second
This weapon will reload automatically when not active
|
Primary
Blutsauger
|
-Removed "On Hit: Gain up to +3 health"
-Removed "-2 health drained per second on wearer"
-Added "On hit: Apply Mad Milk for 3 seconds"
NOTE: The healing percentage is 33% due to the Mad Milk change
-Added "Disables self health regen while active"
-Added "10% slower firing speed"
|
On hit: Apply Mad Milk for 3 seconds
Disables self health regen while active
10% slower firing speed
This weapon will reload automatically when not active
|
Primary
Crusader's Crossbow
|
-Decreased point blank heal to 50 HP from 75
NOTE: Max distance heal is still 150
-Added "15% slower reload time"
|
Fires special bolts that heal teammates based on distance traveled. Additional, grants UberCharge based on health given to teammates.
+300% projectile speed
-80% max primary ammo on wearer
15% slower reload time
No headshots
38 damage dealt (point blank) to 75 damage dealt (long range)
50 health restored (point blank) to 150 health restored (long range)
This weapon will reload automatically when not active
Allowed in Medieval mode
|
Primary
Overdose
|
-Removed "-15% damage penalty"
-Increased move speed bonus while active to +25% from +20%
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +12.5%"
-Added "When weapon is active: Lose 2% UberCharge per second"
|
When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25%
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +12.5%
When weapon is active: Lose 2% UberCharge per second
This weapon will reload automatically when not active
|
Secondary
Medi Gun
|
-See additional changes in "Medic - Secondary Changes" tab
|
UberCharge: Grants Patient and the user invulnerability
While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster
UberCharge lasts for 8 seconds
|
Secondary
Kritzkrieg
|
-Added "On taunt: Removes all debuffs on user"
-Increased heal on taunt to 25 HP from 11 HP
-Removed draining effect when switching targets
NOTE: So it's now a guaranteed 8 seconds UberCharge
-Added additional new visual when UberCharged is activated
-Added "While healing: Your Patient will receive any positive buff that is affecting you"
-Added Mini-Crits along with the full critical chance during UberCharge
-Added a new backpack model
|
While healing: Your Patient will receive any positive buff that is affecting you
On taunt: Removes all debuffs and self-heals for 25
+25% UberCharge rate
UberCharge: Grants Mini-Crits and Crits to your Patient's weapons
While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
UberCharge lasts for 8 seconds
|
Secondary
Quick-Fix
|
-Added "Gain full air strafe control and not take fall damage when mirroring blast jumping"
NOTE: The "full turning control" is already being applied in the vanilla game
-Increased UberCharge rate bonus to +25% from +10%
-Increased heal rate bonus to +50% from +40%
-Increased heal rate multipler during UberCharge to 400% from 300%
-Added a speed boost during UberCharge
-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"
-Removed "50% max overheal"
-Added "50% faster overheal decay"
-The full knock-back resistance and speed boost will now linger for 1 second when switching targets
|
While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and not take fall damage when mirroring blast jumping, additional gain full turning control when mirroring shield charges.
+25% UberCharge rate
+50% heal rate
Normal UberCharge rate and heal rate while healing overhealed Patients
50% faster overheal decay
UberCharge: Increases healing by 400%, grants immunity to movement-impairing effects, and gain a speed boost for both users
While UberCharged, switching targets will cause the full knock-back resistance and speed boost to linger for 1 second, but drains the meter faster
UberCharge lasts for up to 8 seconds
|
Secondary
Vaccinator
|
-Decreased UberCharge rate to +25% from +67%
-Increased resistance while healing to +20% from +10%
-Removed "-33% UberCharge rate on overhealed Patients"
-Removed "-66% Overheal build rate"
-Added "-100% max overheal"
-Added "The resistance bubble blocks 25% base & crit damage from all other sources for your Patient during UberCharge"
-Added 20% crit resistance of the selected type while healing for yourself and your Patient
|
Press RELOAD to cycle through resist types
While healing, provides user and Patient with a constant 20% base & crit damage resistance to the selected damage type
+25% UberCharge rate
-100% max overheal
UberCharge: Instantly use 25% charge to provide a 2.5 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% base & crit damage from all other sources for your Patient.
UberCharge lasts for 10 seconds in total
|
Melee
Any base melee weapon, including reskins
|
-Added "On hit: Bleed for 4 seconds"
NOTE: An all-class Melee weapon won't get the same bonus unless a Medic equips it
|
On hit: Bleed for 4 seconds
|
Melee
Ubersaw
|
-Decreased UberCharge added on hit to 20% from 25%
-Removed "20% slower firing speed"
-Added "On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge"
-Added "-20% UberCharge rate for Secondary"
-Added "Lose 10% UberCharge if your current attached Patient dies"
|
On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge
On hit: 20% UberCharge added
-20% UberCharge rate for Secondary
Lose 10% UberCharge if your current attached Patient dies
|
Melee
Vita-Saw
|
-Removed "Collect the organs of people you hit"
-Removed "-10 max health on wearer"
-Added "On kill with any weapon: Two small special health packs are dropped"
-Added "On assist-kill any weapon OR while healing: One small special health pack is dropped"
-Added "On hit: +30 health restored that can overheal"
-Added "-50% health from packs on wearer"
-Added "25% slower firing speed"
-Added "Only teammates can pick up the special packs and are spawned for 50% longer"
-Added "This weapon has bonus melee range, but slower deploy time"
|
On kill with any weapon: Two small special health packs are dropped
On assist-kill any weapon OR while healing: One small special health pack is dropped
On hit: +30 health restored that can overheal
-50% health from packs on wearer
25% slower firing speed
Only teammates can pick up the special packs and are spawned for 50% longer
This weapon has bonus melee range, but slower deploy time
|
Melee
Amputator
|
-Added "Taunt is loopable and can be canceled at any time by moving"
-Increased HP regen to +4 from +3
-Added "This weapon has bonus melee range, but slower deploy time"
|
When weapon is active:
- Up to +4 health regenerated per second on wearer
- Alt-Fire: Applies a healing effect to all nearby teammates. Additional, grants UberCharge based on health given to teammates.
- -20% damage penalty
- Taunt is loopable and can be canceled at any time by moving
- This weapon has bonus melee range, but slower deploy time
|
Melee
Solemn Vow
|
-Removed "10% slower firing speed"
-Added "Allows your Patient to see enemy health"
-Added "While active: User can see friendly players and buildings through walls, including disguised Spies"
-Added "An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage"
-Added "-40% damage penalty"
|
Allows your Patient to see enemy health
While active: User can see friendly players and buildings through walls, including disguised Spies
An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage
-40% damage penalty
|
-Added "(Ability) When your Rifle is fully charged, you don't flinch when damaged"
-Added "(Ability) When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts"
NOTE: This includes Sniper Rifles and Bows
-Added "(Ability) Melee wall climb"
NOTE: Hurts user for 10 HP per wall climb
NOTE: After doing wall climb, next melee attack is 75% faster
-Added "66% more accurate" to all Secondary SMGs
-Added "33% max Secondary ammo on wearer" to all Secondary SMGs
|
(Ability) When your Rifle is fully charged, you don't flinch when damaged
(Ability) When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts
(Ability) Melee wall climb
|
-Removed the hidden cap that limits how fast a Rifle is able to charge
NOTE: This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additional, this will be very noticable in the gamemode "Mann vs Machine".
-Decreased base time to get a full charge shot to 3 seconds from 3.3s
-Added a hidden 5% faster base reload time
-Increased ammo count to 32 from 25
-Increased move speed while aiming to 100 Hu from 80 Hu
NOTE: Sniper will move 66% slower while aiming instead of 73.3% slower
-Changed base damage against players and buildings
NOTE: It will be a x4 damage multiplier instead of x3
|
VS Players
30 bodyshot uncharged (from 50)
120 bodyshot fully charged (from 150)
120 headshot uncharged (from 150)
480 headshot fully charged (from 450)
VS Buildings
45 uncharged (from 50)
180 fully charged (from 150)
|
Primary
Sniper Rifle
|
-See additional changes in "Sniper - Rifle Changes" tab
|
|
Primary
Huntsman
|
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu
-Decreased move speed penalty while aiming to -33% from -53%
-Increased ammo count to 32 from 12
|
The longer you aim, the more damage and faster the arrow travels
Arrows lose their accuracy if the bow is drawn for more than 5 seconds
While aiming: -33% move speed
Shoots arrows instead of bullets
Allowed in Medieval mode
|
Primary
Sydney Sleeper
|
-Removed "No random critical hits"
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"
-Added "On headshot: Doubles the Jarate duration"
-Increased charge rate bonus to +33% from +25%
-Added "Headshots deal an extra +10% damage"
|
Headshots deal an extra +10% damage
+33% charge rate
On scoped hit: Apply Jarate for 2 to 5 seconds based on charge level and doubles the duration on headshot
Mini-crits on headshots
While aiming: -66% move speed
|
Primary
Bazaar Bargain
|
-Now allows to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users
|
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%
Base charge rate decreased by 50%
While aiming: -66% move speed
|
Primary
Machina
|
-Removed "On full charge: +15% damage per shot"
-Removed "On full charge: Projectiles penetrate players"
-Added "Shots penetrate all enemies"
-Added "On kill: 25% of all of the overkill damage will be added to your next shot"
-Added "A shot that has overkill damage being applied will not count towards the next shot"
|
On kill: 25% of all of the overkill damage will be added to your next shot
Shots penetrate all enemies
While aiming: -66% move speed
Cannot fire unless zoomed
Fires tracers rounds
A shot that has overkill damage being applied will not count towards the next shot
|
Primary
Hitman's Heatmaker
|
-Increased body shot penalty to -33% from -20%
-Added "25% faster reload time while in Focus"
-Removed "+25% faster charge while in Focus"
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 official 02/14/08 patch.
|
Gain Focus with kills/assists even while using Focus
Press RELOAD at anytime to activate Focus
While aiming: -66% move speed
-33% damage on body shots
While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds
|
Primary
Classic
|
-Removed "-10% damage on body shots"
-Removed "No headshots when not fully charged"
-Added "Move speed is only decreased by 33% while unscoped aiming"
-Added a small hidden reload bonus to match the default Rifle's attack rate
|
Charge and fire shots independent of zoom
Move speed is only decreased by 33% while unscoped aiming
While scoped aiming: -66% move speed
|
Secondary
Submachine Gun
|
-Added "66% more accurate"
-Added "33% max Secondary ammo on wearer"
|
|
Secondary
Jarate
|
-Added "Allowed in Medieval mode"
-Added "While doing the objective: +50% faster recharge rate"
-Increased extinguishing teammate cooldown to 33% from 20%
-Increased recharge time to 30 seconds from 20
-Decreased splash radius to 146 Hu from 200 Hu
|
Coated enemies take mini-crits from all sources
While doing the objective: +50% faster recharge rate
Extinguishing teammates reduces cooldown by -33%
Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies
30 second recharge
Allowed in Medieval mode
|
Secondary
Razorback
|
-Added "+6.666% faster move speed on wearer"
-Added "+10% faster move speed while aiming"
|
+6.666% faster move speed on wearer
+10% faster move speed while aiming
Blocks a single backstab attempt
-100% maximum overheal on wearer
Regenerates after 30 seconds
Allowed in Medieval mode
|
Secondary
Darwin's Danger Shield
|
-Added "50% reduction in push force taken from damage and airblasts"
-Added "+30% explosive damage resistance on wearer"
|
50% reduction in push force taken from damage and airblasts
+30% explosive damage resistance on wearer
+50% fire damage resistance on wearer
Immune to the effects of afterburn
Allowed in Medieval mode
|
Secondary
Cozy Camper
|
-Removed "No flinching when aiming and fully charged"
-Removed "Knockback decreased by 20% when aiming"
-Increased HP regen to +8 from +4
-Added "+3.125% ammo regenerated every 5 seconds on wearer"
-Added "+50% debuff duration on wearer"
|
Up to +8 health regenerated per second on wearer
+3.125% ammo regenerated every 5 seconds on wearer
+50% debuff duration on wearer
Allowed in Medieval mode
|
Secondary
Cleaner's Carbine
|
-Added "66% more accurate"
-Added "33% max Secondary ammo on wearer"
-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds."
-Removed "No random critical hits"
-Decreased firing speed penalty to 15% from 25%
-Added "On kill with any weapon: Gain 30% CRIKEY meter"
-Added "On assist-kill with any weapon: Gain 15% CRIKEY meter"
-Added "Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 8 seconds"
NOTE: The meter can still filled while CRIKEY is being used, but only 1/2 as much
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"
|
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
On kill with any weapon: Gain 30% CRIKEY meter
On assist-kill with any weapon: Gain 15% CRIKEY meter
15% slower firing speed
-20% clip size
Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 8 seconds
- HIDDEN EXTRA STATS
66% more accurate
33% max Secondary ammo on wearer
|
Melee
Any base melee weapon, including reskins
|
-Added "Better wall climbing when compared to the other unlock Melee weapons"
NOTE: An all-class Melee weapon won't get the same bonus unless a Sniper equips it
NOTE: Decreases the HP lost per wall climb to 5 from 10
NOTE: Increases the total height per wall climb by 33%
|
Better wall climbing when compared to the other unlock Melee weapons
|
Melee
Tribalman's Shiv
|
-Removed "-50% damage penalty"
-Added "-50% damage vs players"
-Added "-50% bleed damage"
-Increased bleed duration to 10 seconds from 6s
-Added "+15% faster firing speed"
|
On hit: Bleed for 10 seconds
+15% faster firing speed
-50% damage vs players
-50% bleed damage
|
Melee
Bushwacka
|
-Removed "No random critical hits"
-Added "10% slower firing speed"
-Added "This weapon has bonus melee range, but slower deploy time"
|
Crits whenever it would normally mini-crit
20% damage vulnerability while active
10% slower firing speed
This weapon has bonus melee range, but slower deploy time
|
Melee
Shahanshah
|
-Swapped the less or greater than stats
-Increased damage bonus to +30% from +25%
-Decreased damage penalty to -20% from -25%
-Added "This weapon deploys +30% faster when health >50% of max"
-Added "This weapon deploys +20% slower when health <50% of max"
-Added "This weapon has bonus melee range, but slower deploy time"
|
This weapon deploys +30% faster when health >50% of max
+30% increase in damage when health >50% of max
This weapon deploys +20% slower when health <50% of max
-20% decrease in damage when health <50% of max
This weapon has bonus melee range, but slower deploy time
|
-Added "(Ability) Any killed players or destroyed buildings will not be shown in the kill-feed for other enemies to see"
NOTE: Teammates will still see the kills (and destroyed buildings) in the kill-feed
-Added "(Ability) Spy Camera
NOTE: Press SPECIAL-ATTACK to launch a projectile, then press RELOAD to load the camera
NOTE: When you activate the camera..... The user's current disguise is removed and can't disguise while using the camera
NOTE: When you activate the camera..... The user can't cloak and the camera can't be used if the user is currently cloaked
NOTE: A 30 second cooldown starts once you leave the camera
|
(Ability) Able to see enemy health (and enemy UberCharge percentage)
(Ability) Any killed players or destroyed buildings will not be shown in the kill-feed for other enemies to see
(Ability) Spy Camera
|
On backstab: Highlights all enemies within a large radius (900 Hu) for any friendly teammates regardless of distance for the next 2 seconds
|
Press SPECIAL-ATTACK while active to throw the Sapper that will very slowly drain any offhand ammo for any enemy within 1200 Hu
NOTE: 4% per second for Primary weapons, 2% per second for Secondary Weapons, and 4% per second for metal supplies
Enemies within 400 Hu will more quickly lose ammo, but they are able to see the Sapper through walls
NOTE: 8% per second for Primary weapons, 4% per second for Secondary Weapons, and 8% per second for metal supply
Sappers on the ground will stay active until destroyed, whenever you die, or once you place a new one
30 second cooldown starts once thrown and press SPECIAL-ATTACK to destroy current active Sapper to speed up cooldown by 100%
NOTE: This would disable the Sapper while on cooldown. If a placed Sapper (on the ground) is destroyed by an enemy, the sped up cooldown isn't triggered.
While cloaked: User can't throw out nor destroy the Sapper to speed up the cooldown
-50% Sapper health penalty when thrown
Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking
NOTE: If 2 or more radius overlap, then it increases by 50% (instead of adding together)
|
Secondary
Revolver
|
NO CHANGE
|
NO CHANGE
|
Secondary
Ambassador
|
-Increased fire rate penalty to -40% from -20%
-Removed "No random critical hits"
-Removed "-15% damage penalty"
|
Crits on headshot
Accuracy decreases after initial shot and has a short cooldown during which it never crits
Critical damage is affected by range and headshots beyond 1200 units do normal non-crit damage
40% slower firing speed
|
Secondary
L'Etranger
|
-Increased damage penalty to -25% from -20%
|
+40% cloak duration
+15 cloak on hit
-25% damage penalty
|
Secondary
Enforcer
|
-Removed "+20% damage bonus while disguised"
-Removed "No random critical hits"
-Added "Guaranteed Mini-Crit shot while disguised"
-Added "Deals full damage against sapped Sentry Guns"
-Added "10% damage vulnerability while disguised"
|
Attacks pierce damage resistance effects and bonuses
Guaranteed Mini-Crit shot while disguised
Deals full damage against sapped Sentries
10% damage vulnerability while disguised
20% slower firing speed
|
Secondary
Diamondback
|
-Removed "-15% damage penalty"
-Remove "No random critical hits"
-Added "20% slower firing speed"
-Grants guaranteed Mini-Crits instead of Crits
|
Gives one guaranteed Mini-Crits hit for each building destroyed with your Sapper attached or backstab kill
20% slower firing speed
|
Melee
Knife
|
-See additional changes in "Spy - Knives Changes/Additions" tab
|
|
Melee
Your Eternal Reward
|
-Technically removed the "Any killed players will not be shown in the kill-feed for other enemies to see"
NOTE: This was moved to the Spy in-general, so any killed player or destroyed building will not be shown in the kill-feed
-Removed "+33 cloak drain rate" penalty
-Added "+20% longer de-cloak time"
-Added "While disguised: Gain a certain bonus based on your current class type disguise"
Offense class - +33% non-critical damage vs players for your Secondary and Melee
Defense class - +20% damage resistance
Support class - +4 health regenerated per second
NOTE: The HP regen isn't decreased if the user was recently hurt
|
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed
While disguised: Gain a certain bonus based on your current class type disguise
On kill: No attack noise
Normal disguises require (and consumes) a full cloak meter
+20% longer de-cloak time
|
Melee
Conniver's Kunai
|
-Added "While cloaked: Any overheal on wearer doesn't decay"
NOTE: This includes Medic overhealing or the overheal granted from backstabs
|
On backstab kill: Absorbs the health from your victim
While cloaked: Any overheal on wearer doesn't decay
-55 max health on wearer
|
Melee
Big Earner
|
-Removed "+30% cloak on kill"
-Removed "Gain a 3 second speed boost on kill"
-Added "On kill with any weapon: Gain a 2 second speed boost & +25% cloak"
-Added "On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak"
|
On kill with any weapon: Gain a 2 speed boost & +25% cloak
On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak
-25 max health on wearer
|
Melee
Spy-cicle
|
-Decreased recharge to 10 seconds from 15s
-Decreased afterburn immunity to 5 seconds from 10
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"
-Added "On hit by fire while active: Reduces initial fire damage by 90%"
-Added "This weapon has bonus melee range, but slower deploy time"
|
On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, and afterburn immunity for 5 seconds
Backstab turns victim into ice
Melts in fire, regenerates in 10 seconds and by picking up ammo
Weapon makes a melting sound unless user is currently disguised
This weapon has bonus melee range, but slower deploy time
|
Primary PDA
Disguise Kit
|
-Added "Gain 20% damage resistance against the class type you are currently disguised as"
-Added "While disguied: User can contest the objective"
NOTE: User must also not be cloaked
|
Gain 20% damage resistance against the class type you are currently disguised as
While disguied: User can contest the objective
|
Secondary PDA
Invis Watch
|
-Fixed the "While cloaked: 50% faster debuff timers", additional includes "Marked-for-Death" and the "Gas Passer effect"
NOTE: Increased to +50% from around +42%
|
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Alt-Fire: Turn invisible
Allowed in Medieval mode
|
Secondary PDA
Cloak and Dagger
|
-Fixed the "While cloaked: +50% faster debuff timers", additional includes "Marked-for-Death" and the "Gas Passer effect"
NOTE: Increased to +50% from around +42%
-Added "Decreased decloak sound volume"
-Added "0.5 sec longer cloak blink time"
-Increased cloak meter from ammo sources penalty to -100% from -35%
|
Cloak Type: Motion Sensitive
Cloak drain rate based on movement speed
Decreased decloak sound volume
+100% cloak regen rate
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
No cloak meter from ammo sources
0.5 sec longer cloak blink time
+33% cloak drain rate
Alt-Fire: Turn invisible
Allowed in Medieval mode
|
Secondary PDA
Dead Ringer
|
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"
-Removed "Afterburn immunity for 3 seconds when used"
-The natural damage resistance only lasts for 1 second once the "Dead Ringer" is trigger
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the damage resistance
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds
NOTE: In the vanilla game, if you decloaked within 3 seconds, the user would still have the speed boost
-Decreased cloak regen rate to +30% from +50%
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"
NOTE: As in, the afterburn and bleeding immunity
-Increased faster debuff timers while cloaked to 75% from 50%
NOTE: Now includes "Marked-for-Death" and the "Gas Passer effect"
-Added "While cloaked: User gains 6 HP/s passive healing"
NOTE: This is a set 6 HP and doesn't scale down when damaged, but can be increased/decreased from certain effects
-Added "While cloaked: User absorbs 75% of any damage taken"
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)
NOTE: This starts 1 second after the "Dead Ringer" is triggered
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"
-Added "No health from health packs when invisible and for 5 seconds after decloaking"
-Added "No natural cloak resistance when invisible after the first 1 second"
-Added "-50% cloak meter from ammo sources"
|
Cloak Type: Feign Death
Upon receiving any damage while watch is active: User drops a fake corpse, gains 1 second of debuff immunity, gains 1 second of 75% damage resistance, and cloaks for the duration
While cloaked: User absorbs 75% of any damage taken, gains 6 HP/s passive healing, gains a speed boost, and 75% faster debuff timers
+30% cloak regen rate
+40% cloak duration
While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
No health from health packs when invisible and for 5 seconds after decloaking
-50% cloak meter used when Feign Death is activated
Absorbed damage shortens cloak duration
-50% cloak meter from ammo sources
Allowed in Medieval mode
|
Building
Sapper
|
-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
|
Disables and slowly destroys enemy buildings
Allowed in Medieval mode
|
Building
Red-Tape Recorder
|
-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode
-Removed "Reverses enemy building construction"
-Decreased Sapper damage penalty to -90% from -100%
-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"
NOTE: Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed
-Added "+100% Sapper health bonus"
-Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed"
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Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed
+100% Sapper health bonus
User is Marked-for-Death for 3 seconds after the Sapper has been removed
-90% Sapper damage penalty
Allowed in Medieval mode
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Custom Weapons
The following "new" weapons are available on the official "CTF2W" servers.
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Primary
Glasgow Greaves
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TF2 Workshop Link
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User performs an earthquake (350 Hu) anytime after taking fall damage that can knockback and damage any nearby enemies (up to 70 damage) with the closer you are to enemies the more knockback/damage you will apply
-80% reduction in push force taken from damage and airblasts
Wearer takes 75% less falling damage
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Primary
Drunkard’s Wrath
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TF2 Workshop Link
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Grenades do not randomly spin when fired
+50% clip size
Press SPECIAL-ATTACK to switch between 2 modes
Precision Mode: +20% faster firing speed, 10% faster reload time, but -25% explosion radius and grenade fizzle out after landing
AOE Mode: +100% explosion radius, +200% fuse time on grenades, but -20% damage penalty
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Primary
Iron Boarder
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TF2 Workshop Link
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When a shield is equipped:
While the shield is recharging, this weapon deals +15% damage vs players
On hit: Shield is recharged by 20%
Grenades shatter on surfaces
When a shield is not equipped:
On hit: Gain up to 25 HP per attack
10% slower reload speed
Grenades shatter on surfaces
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Primary
Steadfast Blast
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TF2 Workshop Link
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Fires special bolts that explode 5 times when it hits an enemy (or building) that can damage other nearby enemies to then cause a chain reaction to another enemy
No reload necessary
Mini-Crits whenever it would normally crit
100% slower firing speed
Projectile hit deals 15 damage and explosions deals 10 damage
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Secondary
Mine Layer
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TF2 Workshop Link
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Stickies are connected by tripwires and attached stickies can't be moved
Tripwires explode when the user or a visible enemy moves through too fast
Detonates stickybombs near the crosshair and directly under your feet
Manually detonated stickybombs don't explode
-20% damage penalty
No charge rate
Teammates and enemies can see the tripwires
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Secondary
Big Man
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TF2 Workshop Link
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Up to +100% explosion radius based on charge
Up to +20% damage based on charge
Able to destroy enemy stickybombs
No reload necessary
Must fully charge before launching
Stickybomb increases in size based on charge
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Secondary
Groundbreaker
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TF2 Workshop Link
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While a stickybomb is armed, it will spawn 1 low damaging grenade every 2 seconds
When a stickybomb explodes or is destroyed, it will spawn 4 low damaging grenades (This can be triggered when you place a 4th new stickybomb)
If killed by an enemy, any placed stickybomb will auto-explode (This can trigger the 4 grenades)
-5 max stickybombs out
No charge rate
-88% clip size
If a stickybomb was crit or min-crit boosted, any grenade spawning from it will also receive the same bonus
The damage from the grenades will have no damage falloff and will do 25 damage
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Secondary
Scottish Wargear
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TF2 Workshop Link
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While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration
Ammo boxes collected also refill your charge meter
While charging: Cannot attack, no damage boosting, and no impact damage. Additional, you can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.
-90% decreased in charge recharge rate
While charging: The visual trail is removed, but not the sound
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Secondary
Vanguard
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TF2 Workshop Link
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On kill with any weapon: +2 stacks
On assist-kill with any weapon: +1 stack
33% of all damage dealt is returned as health, additional each stack (up to 8) grants up to 2HP/s scaleable passive healing
On death: Heal nearby teammates (1200 Hu) based on the number of stacks (6.25% per stack)
-20% damage dealt on wearer
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Secondary
Assault and Battering Ram
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TF2 Workshop Link
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Apply stun (0.25 seconds up to 2s) and knockback to your target on shield impact with the duration/amount based on charge duration
+20% damage resistance from the front on wearer
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Melee
Dullahan
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TF2 Workshop Link
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On solo kill (up to the 3rd): Increases firing speed (by +16.67%) and damage vs players (by +10%) for this weapon
On kill/assist-kill (after the 3rd): Scares enemies near the victim's death location (350 Hu) for 3 seconds
On solo kill (up to the 3rd): Increases all damage taken while active (by 11.11%)
On kill/assist-kill (after the 3rd): User is also scared for 1.5 seconds
This weapon has bonus melee range, but slower deploy time
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Primary
Bio Breaker
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TF2 Workshop Link
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While fully spun up: Gain 30% damage resistance, no movement speed penalty, and deal damage in-front of the user that scales the closer you are to a target
While fully spun up: 10 ammo consumed per second
Cannot be Crit-boosted
Cannot Primary-Fire
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Primary
Putt Dispenser
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TF2 Workshop Link
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Headshots deal extra damage
100% slower firing speed
Fires golf ball projectiles
Projectiles can't damage enemy buildings
Projectiles de-spawn after 8 seconds regardless if still airborne or on the ground
User is able to pick up golf balls before de-spawning to refill ammo
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Primary
Graphite Perisher
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TF2 Workshop Link
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On Melee kill: Gain Mini-Crits for this weapon for 4 seconds
On Melee assist-kill: Gain Mini-Crits for this weapon for 2 seconds
On Secondary kill: Gain Mini-Crits for this weapon for 2 seconds
On Secondary assist-kill: Gain Mini-Crits for this weapon for 1 second
-70% max Primary ammo on wearer
The Mini-Crit timer only drains while fully spun up and up to 6 seconds can be stored
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Primary
Tank Goodness
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TF2 Workshop Link
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When weapon is active:
- 100% damage dealt and/or 25% damage taken upgrades this weapon with serveral bonuses. While upgrading: Gain 75% damage resistance briefly that slightly increases with each level gained.
- Level 1: +50% max Primary ammo on wearer
- Level 2: +25% bonus healing from all sources
- Level 3: 50% reduction in push force taken from damage and airblasts
- Level 4: Bullets destroy projectiles in-flight
- Level 5: Bullets deal knockback to enemies
- Each level requires more damage dealt/taken to upgrade
- While fully spun up: No natural damage resistance
- -25% damage penalty
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Secondary
Gingerbread Mann
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TF2 Workshop Link
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User can walk around while eating, plus the meter isn't used
Eating is loopable and can be canceled at any time switching weapons or by throwing this
+200% recharge rate after throwing this
-80% consumption healing effect per bite
Drops a small HP pack when thrown
10 second recharge
Alt-Fire: Share with a friend
- HIDDEN EXTRA STATS
Extinguishing teammates (or disguised enemy Spies) restores 80 health to the Heavy
Healing teammates (or disguised enemy Spies) reduces cooldown by -33%
While eating: Gain +25% bonus healing from all sources
User can't pick up edible after throwing it, unless user has the "Holiday Punch" active
User can't instantly recharge edible while at full health after picking up a health pack
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Secondary
Full Throttle
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TF2 Workshop Link
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On kill: +2 Stacks
On assist-kill: +1 Stacks
Wearer cannot carry the intelligence briefcase
Each stack (up to 10) increases move speed on wearer while not spun up (up to +40%), but decreases damage for this weapon (up to -20%)
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Secondary
Sub-Sandvich
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TF2 Workshop Link
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66% of damage dealt is returned as health
On kill: For the next 4 seconds, any nearby teammates (900 Hu) will heal 66% of the damage you took
On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took
-50% clip size
If the user dies within the time, your teammates will still gain the percentage of health from the attack that killed the user
NOTE: Since all shotguns that Heavy has access to receive the same positive bonuses (similar on this weapon), all of those positive stats (on this weapon) are doubled when compared to the other shotguns that Heavy has access to (Except for the duration).
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Melee
Hydraulic Hammers
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TF2 Workshop Link
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+33% melee range
On hit: Applies fast horizontal knockback
If the target hits a wall, it deals damage based on their max health and how far they traveled
Minimal initial damage
25% slower firing speed
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Melee
Jaws of Steel
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TF2 Workshop Link
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+33% melee range
On wearer: User cannot carry the intelligence
When weapon is active:
- Requires 250 Melee damage to charge
- Press RELOAD to gain the ability to swim in the air for 10 seconds
- While *wet* or when meter is active: Gain +25% move speed and +25% firing speed
- While not *wet*: Lose -25% move speed and -25% firing speed
- Cannot switch away when meter is active
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Melee
Terminal Killocity
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TF2 Workshop Link
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+33% melee range
On wearer: User cannot carry the intelligence
When weapon is active:
- Slower falling speed
- Never take fall damage
- 200% increased air strafe control
- On attack: User will perform a large jump
- On attack: User is hurt for 100 HP
- Cannot naturally jump
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Primary
Lancer
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TF2 Workshop Link
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Deals bonus damage based on UberCharge percentage (up to +35%)
Arrows can Mini-Crit on headshot
+300% projectile speed
Normal damage falloff and headshots are affected by falloff
-80% max Primary ammo on wearer
15% slower reload time
Shoots arrows instead of syringes
This weapon will reload automatically when not active
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Primary
Diagnostikiller
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TF2 Workshop Link
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On hit enemy: Decreases healing given and/or gained from every possible healing source or weapon effect by 20% for 4 seconds
On hit teammate: Increases healing given and/or gained from every possible healing source or weapon effect by 20% for 4 seconds
Shot penetrates all players (Teammates and enemies)
+300% projectile speed
-80% max Primary ammo on wearer
15% slower reload time
No headshots
38 damage dealt (point blank) to 75 damage dealt (long range)
This weapon will reload automatically when not active
Allowed in Medieval mode
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Primary
Clinical Trial
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TF2 Workshop Link
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On hit: Increases Secondary healing rate by +5% (up to +50%)
20% slower firing speed
-25% clip size
Stacks do not decay while overhealing
This weapon will reload automatically when not active
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Primary
Maniac's Maschinenpistole
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TF2 Workshop Link
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On hit: +2% UberCharge added
+25% clip size
On attack: -1% UberCharge removed
3 degrees of random projectile deviation
This weapon will reload automatically when not active
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Secondary
Booster Shot
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TF2 Workshop Link
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Overheal doesn't decay for your Patients
+25% UberCharge rate
-50% max overheal
UberCharge: While attached to a Patient, this will instantly heal your Patient to 200% HP and yourself to 125% HP. Additional, it will remove all negative debuffs from your Patient.
UberCharge is used in 25% chunks and has a 8 second cooldown after using a charge
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Secondary
Recycled Replenisher
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TF2 Workshop Link
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+25% heal rate
+25% UberCharge rate
Able to heal multiple Patients based on a radius from your main Patient, but healing is decreased for your main Patient and increased on the extras
UberCharge: All nearby teammates gain +50% firing/reloading, +100% clip size, +100% max ammo, and up to +80% move speed. Additional, whoever is faster (yourself or connected Patient) can drag the other player along by HOLDING their JUMP key.
Your extra Patients will only be healed if they aren't at full health and only your main Patient can be overhealed
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Secondary
Blitzstorm
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TF2 Workshop Link
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While healing: Every 5 seconds a small HP pack will spawn at your feet
+50% UberCharge rate
While active: No health from any healing source (including self health regen), except from HP packs
UberCharge: Instantly use 100% to spawn 20 medium HP packs
Small HP packs will despawn after 5 seconds. Medium HP packs will despawn after 10 seconds.
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Secondary
Kralle
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TF2 Workshop Link
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While healing: Gain a bonus based on your attached Patient. These effects will linger for the Medic for 1 second after letting go.
UberCharge can be toggled off/on
+25% UberCharge rate
- Scout: +10% move speed & +50% jump height
- Soldier: Immunity to push forces taken from damage and airblasts
- Pyro: Debuff immunity
- Demoman: +50% Sentry damage resistance
- Heavy: +50% bonus healing from all sources
- Engineer: Gain Engi's class ability, additional the user can see teammates and enemies within a very large radius
- Medic: Projectile shield
- Sniper: Cannot be killed by headshots and/or from backstabs
- Spy: User can survive fatal damage
UberCharge: User gains all of the effects. Your Patient gains the bonus based on their class and will linger for that Patient for 1 second after letting go.
NOTE: At least 20% UberCharge needs to be drained before it can be manually toggled off
NOTE: There has to be at least 12% UberCharge before it can be deployed
NOTE: While healing a Spy, if the Medic survives fatal damage, the Medic has to get back up to 75 HP before this "safety net" is applied again. Also, this is still required when the UberCharge is used.
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Secondary
Hydro Pump
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TF2 Workshop Link
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Keeping your cursor on an enemy (within 1200 Hu) with your Secondary active will increase all knockback taken (damage/airblast) by +50% and for 4 seconds after
+50% UberCharge rate
UberCharge: Any damage dealt from your Patient will deal massive knockback, but with a 25% damage penalty. Additional, knockbacked enemies will have decreased gravity until they land. Lastly, damaged enemy buildings will slide on the ground.
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Melee
Hypodermic Injector
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TF2 Workshop Link
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Assists with your Secondary grants crits for this weapon (up to 35)
-20% damage penalty
On Melee attack: Removes 10% UberCharge
The stored crits require the removed UberCharge to use
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Melee
Hostitalian Revenge
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TF2 Workshop Link
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Gain 33% damage resistance against the enemy who killed your Patient for the next 8 seconds
Gain a 8 second speed boost when your Patient dies
-33% damage penatly
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Secondary
French Resolution
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TF2 Workshop Link
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On hit: Mark 1 target to reduce incoming damage from them by 20%
50% slower reload time
-83% clip size
User can only have 1 marked target at a time. The mark is removed if you switch targets, or when your current marked target dies.
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Secondary
Victor-Ion
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TF2 Workshop Link
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Recovers 2 shots on backstab and 1 shot for each building destroyed
No ammo spent on successful hits with enemy players or buildings
40% more accurate
Only holds 12 shots
-33% damage penalty
Ammo can only be refilled at a resupply, successful hits, backstabs, or destroying a building
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Secondary
The Silver
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TF2 Workshop Link
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While disguised: +15% damage bonus and keep your disguise after firing
On kill: Appear in your victim's location and take their appearance instantly
The ragdolls of killed victims disappear immediately
User can't manually disguise
No access to Melee weapon
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Melee
Infection
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TF2 Workshop Link
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On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies are also infected for 5 seconds
Instantly cloak after a backstab
Plague can be instantly removed by picking up a health pack or by entering a respawn area
Plague can be quickly removed by being healed from a Dispenser or Medi Gun healing
Backstabs don't instantly kill
Infected victims are Marked-for-Death and take damage based on their max health
Snipers using the *Razorback* will still have the weapon removed on backstab, but the infection time is decreased by 50%
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Melee
Secretive Service
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TF2 Workshop Link
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On backstab kill: Gain +2.5% move speed and +5% cloaking speed
On backstab kill: -6% decloaking speed
50% slower firing speed
Up to 5 stacks for both stats
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Melee
Inside Jab
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TF2 Workshop Link
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On backstab: Plant a bomb and keep current disguise
Bombs auto-detonate after 5 seconds, but can be triggered earlier with Alt-Fire
Bombs deal damage in a radius based on the target's current health and how long the bomb was active
Bombs disappear if the user dies, or if the target enters a respawn
While there's a bomb active: User's cloak is disabled
The user will take 50% of the bomb damage if too close
Backstabs don't instantly kill
Bomb damage starts at 10% and increases to 75% within the 5 seconds
The target is notified if there's a bomb on them with a sound and message
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PDA 1
Intermission
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TF2 Workshop Link
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Restores a small amount of health when a sapped building is destroyed
-40% Sapper damage penalty
User gains more health depending on the building type and what current level it was when destroyed
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PDA 1
Timely Demise
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TF2 Workshop Link
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After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the exlosion damages nearby enemy players and buildings.
Sapper is disabled for 3 seconds after sapping a building
-100% Sapper damage penalty
-99% Sapper health penalty
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PDA 1
Subjugated Saboteur
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TF2 Workshop Link
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After 5 seconds after placement, the Sapper reprograms the enemy building to your team
Reprogrammed buildings can be destroyed by enemies and take +20% more damage from all sources
Reprogrammed buildings will self-destruct after 15 seconds
-100% Sapper damage penalty
Reprogrammed buildings gain bonuses and penalties
- Sentry - +50% firing speed, but -66% damage penalty
- Dispenser - +100% radius
- Teleporter - Can be used in both directions
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PDA 2
Le Fantome
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped
While cloaked: No natural cloak damage resistance, no natural faster debuff timers, no health from any healing source, and no cloak meter from ammo source
Cloak drains 50% faster while inside an enemy player or building
When out of cloak: Drains 15 HP/s while inside an enemy player or building
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PDA 2
Leap
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CURRENTLY CAN'T USE CUSTOM WATCH MODELS
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On use: User will leap in the air if moving or will perform an extra jump if not moving
On use: Removes all negative debuffs
No cloak meter from ammo sources
On use until you land on the ground: Wearer doesn't take falling damage, but reduces the amount of air strafe control
8 second recharge
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Primary and Secondary
Steel Battalion
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TF2 Workshop Link
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On hit: A percentage of target's Primary ammo (up to 25%), Secondary ammo (up to 50%), metal supply (up to 10%), Rage meter (up to 10%), Cloak meter (up to 25%), and/or UberCharge (up to 10%) are drained based on damage dealt and current percentages when damaged
-33% clip size
This weapon is best used at point blank and/or medium range
The drain system is based on damage dealt, but mostly on the amount of ammo/meter the target has. The more they have, the more they will lose.
Example: If you shoot a Medic at point blank and the enemy Medic has 50% charge, then they would lose 5%.
- HIDDEN EXTRA STATS
+33% damage bonus
-10% bullets per shot
100% less accurate
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Primary and Secondary
Raiding Aid
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TF2 Workshop Link
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Damage dealt with other weapons reloads a shot for this weapon and builds up accuracy for this weapon (up to +80%)
On kill with this weapon: Increases clip size by +1 (up to 4)
Firing this weapon drains bonus accuracy (Removes 10% per shot)
100% slower reload time
-33% base clip size
This weapon is best used at medium and/or long range
Engineer requires 120 damage (Including 15% of your Sentry Gun's damage) to auto-reload, and get full bonus accuracy
Pyro requires 180 damage (Including afterburn damage) to auto-reload, and get full bonus accuracy
Heavy requires 150 damage to auto-reload, and get full bonus accuracy
Soldier requires 120 damage to auto-reload, and get full bonus accuracy
- HIDDEN EXTRA STATS
+115% damage bonus
+40% more accurate
-60% bullets per shot
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Primary and Secondary
Short Round
(Similar to the old "Panic Attack")
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TF2 Workshop Link
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Hold FIRE to load up shots and release FIRE to unleash the barrage at +20% faster firing speed
Fire rate increases as health decreases (up to +40%)
50% faster reload time
-33% clip size
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Melee
Action Hale
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TF2 Workshop Link
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+33% melee range
+30% damage bonus vs the same class type
-20% damage penalty vs other class types
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Melee
Crate Smasher
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TF2 Workshop Link
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Damage equals to 50% of target's current health
100% of damage done is returned as health
25% slower firing speed
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Melee
Merasmus’ Staff
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TF2 Workshop Link
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On kill: Gain a bumper car and the *Resistance* Mannpower powerup for 10 seconds
While in a bumper car, user can only deal damage by bumping into enemies
No charge impact damage (Demoman only)
25% slower firing speed
Bumber car hits will always Mini-Crit hit and Crit hit if user is traveling fast enough
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Current Team Members
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, Discord, Servers Owner, Weapon Demonstrator, and wiki editor
404UNF - Developer
Shadow Mario - Developer
Pikachu on LSD - Developer
Naleksuh - Developer
Agent Silver - Developer
Former Team Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Custom Coding Developer & Main Plugin Developer
Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Deathreus - Developer
Cool Porygon - Developer
CHAWLZ - Developer
Orion™ - Developer
The655 - Developer
Nergal - Developer
Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.
External links
Team Fortress 2 community modifications |
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