Difference between revisions of "Gun Mettle Update"

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{{patch info|7|2|2015}}
 
{{patch info|7|2|2015}}
[[File:Gun Mettle Update Pic.png|frameless|right|290px]]
+
[[File:Gun Mettle Update Pic.png|frameless|right|290px|link=http://www.teamfortress.com/gunmettle/]]
  
The '''Gun Mettle Update''' is a major update that introduced weapon skins, 4 new maps, and 3 new taunts. It also introduced the [[Gun Mettle Campaign]], a three-month event allowing players to complete skill-based challenges to unlock one-of-a-kind weapons and exclusive weapon cases. Players must purchase the [[Gun Mettle Campaign Pass]] in order to participate in the event.
+
The '''Gun Mettle Update''' was a [[Patches#Major updates|major update]] that introduced [[weapon]] skins, 4 new [[maps]], and 3 new [[taunts]]. It also introduced the [[Gun Mettle Campaign]], a three-month event allowing players to complete skill-based [[Contracts|contract]] challenges to unlock one-of-a-kind weapons and exclusive weapon cases. To participate in the Gun Mettle Campaign, players had to obtain the [[Gun Mettle Campaign Pass]], which was available for purchase in the [[Mann Co. Store]].
 +
 
 +
Additional content was further added in the {{Patch name|8|27|2015}} with the introduction of the [[Mann Co. Supply Crate/Retired series#95|Gun Mettle Cosmetic Case]].
  
 
==Additions==
 
==Additions==
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|-
 
|-
 
|style="background-color:#b7a2ba;" |'''[[Powerhouse]]'''
 
|style="background-color:#b7a2ba;" |'''[[Powerhouse]]'''
| width="100px"  |[[File:Cp_powerhouse.jpg|160px|link=Powerhouse]]
+
| width="100px"  |[[File:Cp_powerhouse.png|160px|link=Powerhouse]]
 
| align="center" |'''[[Control Point (game mode)|Control Point]]'''<br>[[File:Controlpoint.png|50px|link=Control Point (game mode)]]
 
| align="center" |'''[[Control Point (game mode)|Control Point]]'''<br>[[File:Controlpoint.png|50px|link=Control Point (game mode)]]
 
| width="60px"  |{{code|cp_powerhouse}}
 
| width="60px"  |{{code|cp_powerhouse}}
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| align="center" |'''[[King of the Hill]]'''<br>[[File:Controlpoint.png|50px|link=King of the Hill]]
 
| align="center" |'''[[King of the Hill]]'''<br>[[File:Controlpoint.png|50px|link=King of the Hill]]
 
| width="60px"  |{{code|koth_suijin}}
 
| width="60px"  |{{code|koth_suijin}}
 +
|}
 +
 +
=== Cosmetics ===
 +
{{main|Cosmetic items}}
 +
{{hatnote|Added in {{Patch name|8|27|2015}}}}
 +
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
 +
|-
 +
| style="background: #b7a2ba; width:90px;" rowspan="2" | {{icon class|Scout}}<br/>'''[[Scout{{if lang}}|<span style="color: #FFF;">Scout</span>]]'''
 +
| align="center" style="background: #8847FF " | {{Icon item|Fortunate Son|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Fortunate Son}}'''
 +
|-
 +
| align="center" style="background: #4B69FF " | {{Icon item|Flak Jack|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Flak Jack}}'''
 +
|-
 +
| style="background: #b7a2ba; width:90px;" rowspan="2" | {{icon class|Demoman}}<br/>'''[[Demoman{{if lang}}|<span style="color: #FFF;">Demoman</span>]]'''
 +
| align="center" style="background: #D32CE6 " | {{Icon item|Bruce's Bonnet|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Bruce's Bonnet}}'''
 +
|-
 +
| align="center" style="background: #8847FF " | {{Icon item|Outta' Sight|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Outta' Sight}}'''
 +
|-
 +
| style="background: #b7a2ba; width:90px;" rowspan="3" | {{icon class|Heavy}}<br/>'''[[Heavy{{if lang}}|<span style="color: #FFF;">Heavy</span>]]'''
 +
| align="center" style="background: #4B69FF " | {{Icon item|Commissar's Coat|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Commissar's Coat}}'''
 +
|-
 +
| align="center" style="background: #8847FF " | {{Icon item|White Russian|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|White Russian}}'''
 +
|-
 +
| align="center" style="background: #D32CE6 " | {{Icon item|El Duderino|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|El Duderino}}'''
 +
|-
 +
| style="background: #b7a2ba; width:90px;" rowspan="2" | {{icon class|Engineer}}<br/>'''[[Engineer{{if lang}}|<span style="color: #FFF;">Engineer</span>]]'''
 +
| align="center" style="background: #D32CE6 " | {{Icon item|Sheriff's Stetson|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Sheriff's Stetson}}'''
 +
|-
 +
| align="center" style="background: #4B69FF " | {{Icon item|Wild West Waistcoat|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Wild West Waistcoat}}'''
 +
|-
 +
| style="background: #b7a2ba; width:90px;" rowspan="2" | {{icon class|Medic}}<br/>'''[[Medic{{if lang}}|<span style="color: #FFF;">Medic</span>]]'''
 +
| align="center" style="background: #8847FF " | {{Icon item|Physician's Protector|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Physician's Protector}}'''
 +
|-
 +
| align="center" style="background: #4B69FF " | {{Icon item|Vascular Vestment|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Vascular Vestment}}'''
 +
|-
 +
| style="background: #b7a2ba; width:90px;" rowspan="1" | {{icon class|Spy}}<br/>'''[[Spy{{if lang}}|<span style="color: #FFF;">Spy</span>]]'''
 +
| align="center" style="background: #4B69FF " | {{Icon item|Lurker's Leathers|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Lurker's Leathers}}'''
 +
|-
 +
| style="background: #b7a2ba; width:90px;" rowspan="1" | {{icon class|Engineer}}<br/>'''[[Engineer{{if lang}}|<span style="color: #FFF;">Engineer</span>]]''' <br/> {{icon class|Sniper}}<br/>'''[[Sniper{{if lang}}|<span style="color: #FFF;">Sniper</span>]]'''
 +
| align="center" style="background: #4B69FF " | {{Icon item|Support Spurs|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Support Spurs}}'''
 +
|-
 +
| style="background: #b7a2ba; width:90px;" rowspan="3" | {{icon class|All Classes}}<br/>'''[[Classes{{if lang}}|<span style="color: #FFF;">All classes</span>]]'''
 +
| align="center" style="background: #EB4B4B " | {{Icon item|Captain Cardbeard Cutthroat|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Captain Cardbeard Cutthroat}}'''
 +
|-
 +
| align="center" style="background: #4B69FF " | {{Icon item|Rotation Sensation|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Rotation Sensation}}'''
 +
|-
 +
| align="center" style="background: #EB4B4B " | {{Icon item|Potassium Bonnett|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Potassium Bonnett}}'''
 
|}
 
|}
  
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{{main|Tools}}
 
{{main|Tools}}
 
{| class="wikitable collapsible" cellpadding="3" style="text-align:center;"
 
{| class="wikitable collapsible" cellpadding="3" style="text-align:center;"
 +
| align="center" style="background: #FFFCF7 " | {{Icon item|Competitive Matchmaking Beta Pass|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Competitive Matchmaking Beta Pass}}'''
 +
|-
 
| align="center" style="background: #FFFCF7 " | {{Icon item|Concealed Killer Weapons Case|75px}}
 
| align="center" style="background: #FFFCF7 " | {{Icon item|Concealed Killer Weapons Case|75px}}
 
| style="background: #FFFCF7 "| '''{{item link|Concealed Killer Weapons Case}}'''
 
| style="background: #FFFCF7 "| '''{{item link|Concealed Killer Weapons Case}}'''
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| align="center" style="background: #FFFCF7 " | {{Icon item|Powerhouse Weapons Case|75px}}
 
| align="center" style="background: #FFFCF7 " | {{Icon item|Powerhouse Weapons Case|75px}}
 
| style="background: #FFFCF7 "| '''{{item link|Powerhouse Weapons Case}}'''
 
| style="background: #FFFCF7 "| '''{{item link|Powerhouse Weapons Case}}'''
 +
|-
 +
| aling="center" style="background: #FFFCF7 " | {{Icon item|Gun Mettle Cosmetic Case|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Gun Mettle Cosmetic Case}}'''<sup>†</sup>
 +
|-
 +
| aling="center" style="background: #FFFCF7 " | {{Icon item|Gun Mettle Cosmetic Key|75px}}
 +
| style="background: #FFFCF7 "| '''{{item link|Gun_Mettle_Cosmetic_Key}}'''<sup>†</sup>
 +
|-
 +
|  aling="center" style="background: #FFFCF7 " | '''Notes'''
 +
| style="background: #FFFCF7 "| <sup>†</sup>&nbsp;Added in the {{Patch name|8|27|2015}}.
 
|}
 
|}
  
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|-
 
|-
 
! style="background: #b7a2ba;"  | {{icon class|Heavy}}<br/>[[Heavy{{if lang}}|<span style="color: white;">{{class name|heavy}}</span>]]
 
! style="background: #b7a2ba;"  | {{icon class|Heavy}}<br/>[[Heavy{{if lang}}|<span style="color: white;">{{class name|heavy}}</span>]]
| {{c|+|Changed:}} [[Weapons#.C2.A0Heavy|Minigun]] damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%.
+
| {{c|+|Changed:}} [[Weapons# Heavy|Minigun]] damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%.
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan="6" | {{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: white;">{{class name|engineer}}</span>]]
 
! style="background: #b7a2ba;" rowspan="6" | {{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: white;">{{class name|engineer}}</span>]]
| {{c|=|Changed:}} Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
+
| {{c|=|Changed:}} Construction boosts (Wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
 
|-
 
|-
 
| {{c|+|Changed:}} Changing Wrenches no longer destroys all buildings, only if the building type is changed (Switching from a Wrench to Gunslinger or vice versa).
 
| {{c|+|Changed:}} Changing Wrenches no longer destroys all buildings, only if the building type is changed (Switching from a Wrench to Gunslinger or vice versa).
 
|-
 
|-
| {{c|+|Changed:}} Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed).
+
| {{c|+|Changed:}} Increased base Wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed).
 
|-
 
|-
| {{c|+|Changed:}} Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost).
+
| {{c|+|Changed:}} Teleporters and Dispensers redeploy +50% faster (2.5x without Wrench boost, 5.5x with Wrench boost).
 
|-  
 
|-  
 
| {{c|+|Changed:}} Hauling speed penalty reduced from 25% to 10%.
 
| {{c|+|Changed:}} Hauling speed penalty reduced from 25% to 10%.
 
|-
 
|-
| {{c|-|Changed:}} Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal).
+
| {{c|-|Changed:}} Building repair costs increased from 20 metal to 33 metal to repair 100hp per Wrench hit (from 5HP per metal to 3HP per metal).
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan="5" | {{icon class|Spy}}<br/>[[Spy{{if lang}}|<span style="color: white;">{{class name|spy}}</span>]]
 
! style="background: #b7a2ba;" rowspan="5" | {{icon class|Spy}}<br/>[[Spy{{if lang}}|<span style="color: white;">{{class name|spy}}</span>]]
| {{c|+|Changed:}} The [[Weapons#.C2.A0Spy|Revolver]]'s reload animation now no longer obstructs its user's aim.
+
| {{c|+|Changed:}} The [[Weapons# Spy|Revolver]]'s reload animation now no longer obstructs its user's aim.
 
|-
 
|-
 
| {{c|+|Changed:}} Changing to a new disguise now takes only 0.5 seconds, instead of 2 seconds.
 
| {{c|+|Changed:}} Changing to a new disguise now takes only 0.5 seconds, instead of 2 seconds.
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| {{c|+|Added:}} While invisible, Spy receives 20% less damage from all damage sources.
 
| {{c|+|Added:}} While invisible, Spy receives 20% less damage from all damage sources.
 
|-
 
|-
| {{c|+|Added:}} While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed).
+
| {{c|+|Added:}} While invisible, Spy has reduced timer on debuffs (fire, Jarate, milk, bleed).
 
|-
 
|-
| {{c|+|Changed:}} Decreased [[Revolver]] damage penalty on sapped Sentries from -66% to -33%.
+
| {{c|+|Changed:}} Decreased [[Revolver]] damage penalty on sapped Sentry Guns from -66% to -33%.
 
|}
 
|}
  
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{| class="wikitable"
 
{| class="wikitable"
 
! style="background: #9a909c;" class="header" | <span style="color: white;"> Class
 
! style="background: #9a909c;" class="header" | <span style="color: white;"> Class
! style="background: #9a909c;" class="header" | <span style="color: white;"> Weapon
+
! style="background: #9a909c;" class="header" colspan=2 | <span style="color: white;"> Weapon
 
! style="background: #9a909c;" class="header" | <span style="color: white;"> Changes
 
! style="background: #9a909c;" class="header" | <span style="color: white;"> Changes
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan=10 | {{icon class|Scout}}<br/>[[Scout{{if lang}}|<span style="color: white;">{{class name|scout}}</span>]]
 
! style="background: #b7a2ba;" rowspan=10 | {{icon class|Scout}}<br/>[[Scout{{if lang}}|<span style="color: white;">{{class name|scout}}</span>]]
! style="background: ;" rowspan=2 | {{Icon item|Baby Face's Blaster|icon-size=75px}} <br /> {{item link|Baby Face's Blaster}}
+
! style="background: ;" colspan=2 rowspan=2 | {{Icon item|Baby Face's Blaster|icon-size=75px}} <br /> {{item link|Baby Face's Blaster}}
| {{c|-|Added:}} Added Boost reduction on taking damage.
+
| {{c|-|Added:}} Boost reduced on taking damage
 
|-
 
|-
| {{c|-|Changed:}} Increased amount of Boost lost on air jump
+
| {{c|-|Changed:}} Increased amount of Boost lost on air jump to 75% (from 50%)
 
|-
 
|-
! style="background: ;" rowspan=2 | {{Icon item|Shortstop|icon-size=75px}} <br /> {{item link|Shortstop}}
+
! style="background: ;" colspan=2 rowspan=2 | {{Icon item|Shortstop|icon-size=75px}} <br /> {{item link|Shortstop}}
 
| {{c|=|Changed:}} No longer uses secondary ammo and now uses primary ammo instead
 
| {{c|=|Changed:}} No longer uses secondary ammo and now uses primary ammo instead
 
|-
 
|-
| {{c|-|Changed:}} Healing and knockback passives are only active when weapon is deployed
+
| {{c|=|Changed:}} Healing and knockback passives are only active when weapon is deployed
 
|-
 
|-
! style="background: ;" rowspan=2 | {{Icon item|Fan O'War|icon-size=75px}} <br /> {{item link|Fan O'War}}
+
! style="background: ;" colspan=2 rowspan=4 | {{Icon item|Pretty Boy's Pocket Pistol|icon-size=75px}} <br /> {{item link|Pretty Boy's Pocket Pistol}}
| {{c|+|Added:}} Now crits whenever it would normally mini-crit
+
| {{c|+|Added:}} Up to +3 health per hit
 
|-
 
|-
| {{c|+|Changed:}} Reduced Damage penalty from -90% to -75%
+
| {{c|=|Changed:}} Damage vulnerability from +50% fire to +20% all sources while active
 
|-
 
|-
! style="background: ;" rowspan=4 | {{Icon item|Pretty Boy's Pocket Pistol|icon-size=75px}} <br /> {{item link|Pretty Boy's Pocket Pistol}}
 
 
| {{c|-|Changed:}} Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
 
| {{c|-|Changed:}} Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
 
|-
 
|-
| {{c|-|Changed:}} Removed +15 max health passive
+
| {{c|-|Removed:}} +15 max health on wearer
 
|-
 
|-
| {{c|+|Added:}} Added up to +3 health per hit
+
! style="background: ;" colspan=2 rowspan=2 | {{Icon item|Fan O'War|icon-size=75px}} <br /> {{item link|Fan O'War}}
 +
| {{c|+|Added:}} Crits whenever it would normally mini-crit
 
|-
 
|-
| {{c|=|Changed:}} Changed damage vulnerability from +50% fire to +20% all sources while active
+
| {{c|+|Changed:}} Reduced damage penalty to 75% (from 90%)
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: white;">{{class name|soldier}}</span>]]
 
! style="background: #b7a2ba;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: white;">{{class name|soldier}}</span>]]
! style="background: ;" rowspan=4 | {{Icon item|Air Strike|icon-size=75px}} <br /> {{item link|Air Strike}}
+
! style="background: ;" colspan=2 rowspan=4 | {{Icon item|Air Strike|icon-size=75px}} <br /> {{item link|Air Strike}}
| {{c|+|Removed:}} Removed clipsize penalty.
+
| {{c|+|Removed:}} Clip size penalty
 
|-
 
|-
| {{c|+|Changed:}} Reduced radius penalty from -15% to -10%
+
| {{c|+|Changed:}} Reduced blast radius penalty to 10% (from 15%)
 
|-
 
|-
| {{c|+|Changed:}} Reduced damage penalty from -25% to -15%
+
| {{c|+|Changed:}} Reduced damage penalty to 15% (from 25%)
 
|-
 
|-
| {{c|-|Changed:}} Rocket jump blast damage reduction reduced from -25% to -15%
+
| {{c|-|Changed:}} Reduced self blast damage reduction to 15% (from 25%)
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Equalizer|icon-size=75px}} <br /> {{item link|Equalizer}} <br />{{Icon item|Escape Plan|icon-size=75px}} <br /> {{item link|Escape Plan}}
+
! style="background: ;" colspan=2 rowspan=2 | {{Icon item|Black Box|icon-size=75px}} <br /> {{item link|Black Box}}
| {{c|+|Changed:}} Changed no healing penalty to 90% less healing from Medics while active
+
| {{c|=|Changed:}} +15 health on hit to +20 health on hit per attack
 
|-
 
|-
! style="background: ;" rowspan=2 | {{Icon item|Black Box|icon-size=75px}} <br /> {{item link|Black Box}}
+
| {{c|=|Changed:}} Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage. (i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health)
| {{c|+|Changed:}} Changed +15 health on hit to +20 health on hit per attack
 
 
|-
 
|-
| {{c|=|Changed:}} Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage. (i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health)
+
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Liberty Launcher|icon-size=75px}} <br /> {{item link|Liberty Launcher}}
 +
| {{c|+|Added:}} +25% clip size
 
|-
 
|-
!style="background: ;" rowspan=1 | {{Icon item|Liberty Launcher|icon-size=75px}} <br /> {{item link|Liberty Launcher}}
+
! style="background: ;" rowspan=1 | {{Icon item|Escape Plan|icon-size=75px}} <br /> {{item link|Escape Plan}}
| {{c|+|Added:}} Now has +25% clip size
+
! style="background: ;" rowspan=1 | {{Icon item|Equalizer|icon-size=75px}} <br /> {{item link|Equalizer}}
 +
| {{c|+|Changed:}} No healing penalty to 90% less healing from Medics while active
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan=12 | {{icon class|Pyro}}<br/>[[Pyro{{if lang}}|<span style="color: white;">{{class name|pyro}}</span>]]
 
! style="background: #b7a2ba;" rowspan=12 | {{icon class|Pyro}}<br/>[[Pyro{{if lang}}|<span style="color: white;">{{class name|pyro}}</span>]]
!style="background: ;" rowspan=1 | {{Icon item|Flare Gun|icon-size=75px}} <br /> {{item link|Flare Gun}}
+
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Flare Gun|icon-size=75px}} <br /> {{item link|Flare Gun}}
 
| {{c|=|Added:}} Added text to describe 100% critical hits on burning targets
 
| {{c|=|Added:}} Added text to describe 100% critical hits on burning targets
 
|-
 
|-
!style="background: ;" rowspan=4 | {{Icon item|Scorch Shot|icon-size=75px}} <br /> {{item link|Scorch Shot}}
+
!style="background: ;" colspan=2 rowspan=4 | {{Icon item|Scorch Shot|icon-size=75px}} <br /> {{item link|Scorch Shot}}
| {{c|+|Changed:}} Reduced damage penalty from -50% to -35%
+
| {{c|+|Changed:}} Reduced damage penalty to 35% (from 50%)
 
|-
 
|-
| {{c|+|Added:}} Now has increased knock back on burning targets
+
| {{c|+|Added:}} Increased knock back on burning targets
 
|-
 
|-
 
| {{c|+|Changed:}} Increased the blast radius from flares from 92Hu to 110Hu
 
| {{c|+|Changed:}} Increased the blast radius from flares from 92Hu to 110Hu
 
|-
 
|-
| {{c|+|Added:}} Hits and explosions always minicrit burning targets
+
| {{c|+|Added:}} 100% minicrit chance vs burning targets
 
|-
 
|-
!style="background: ;" rowspan=6 | {{Icon item|Detonator|icon-size=75px}} <br /> {{item link|Detonator}}
+
!style="background: ;" colspan=2 rowspan=6 | {{Icon item|Detonator|icon-size=75px}} <br /> {{item link|Detonator}}
| {{c|=|Added:}} Added text to describe 100% minicrits on burning targets
+
| {{c|+|Changed:}} Slightly increased blast jump height when doing a Detonator jump
 
|-
 
|-
| {{c|+|Changed:}} Slightly increased blast jump height when doing a Detonator jump
+
| {{c|+|Changed:}} Increased blast radius to 110Hu (from 92Hu)
 
|-
 
|-
| {{c|+|Changed:}} Increased blast radius from 92Hu to 110Hu
+
| {{c|+|Changed:}} Detonated explosions now also Mini-Crit burning targets
 
|-
 
|-
| {{c|+|Added:}} Detonated explosions now also minicrit burning targets
+
| {{c|=|Added:}} Added text to describe 100% Mini-Crits on burning targets
 
|-
 
|-
 
| {{c|-|Changed:}} Increased damage penalty to -25%
 
| {{c|-|Changed:}} Increased damage penalty to -25%
 
|-
 
|-
| {{c|-|Changed:}} Increased self-damage penalty from +25% to +50%
+
| {{c|-|Changed:}} Increased self-damage penalty to 50% (from 25%)
 
|-
 
|-
!style="background: ;" rowspan=1 | {{Icon item|Powerjack|icon-size=75px}} <br /> {{item link|Powerjack}}
+
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Powerjack|icon-size=75px}} <br /> {{item link|Powerjack}}
| {{c|-|Changed:}} Reduced health gained on kill from +75hp to +25hp
+
| {{c|-|Changed:}} Reduced health gained on kill to 25 (from 75)
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan=12 | {{icon class|Demoman}}<br/>[[Demoman{{if lang}}|<span style="color: white;">{{class name|demoman}}</span>]]
 
! style="background: #b7a2ba;" rowspan=12 | {{icon class|Demoman}}<br/>[[Demoman{{if lang}}|<span style="color: white;">{{class name|demoman}}</span>]]
!style="background: ;" rowspan=3 | {{Icon item|Tide Turner|icon-size=75px}} <br /> {{item link|Tide Turner}}
+
! style="background: ;" rowspan=2 | {{Icon item|Ali Baba's Wee Booties|icon-size=75px}} <br /> {{item link|Ali Baba's Wee Booties}}
| {{c|+|Changed:}} Self damage will no longer decrease charge when charging
+
! style="background: ;" rowspan=2 | {{Icon item|Bootlegger|icon-size=75px}} <br /> {{item link|Bootlegger}}
 +
| {{c|+|Added:}} Added +10% [[Classes#speed|movement speed]] bonus
 
|-
 
|-
| {{c|+|Changed:}} Fall damage will no longer decrease charge when charging
+
| {{c|=|Changed:}} Changed +25% charge on charge kill to +25% charge on melee kill
 
|-
 
|-
| {{c|+|Changed:}} Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage.
+
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Loch-n-Load|icon-size=75px}} <br /> {{item link|Loch-n-Load}}
|-
+
| {{c|-|Changed:}} Damage bonus now only applies to buildings
!style="background: ;" rowspan=2 | {{Icon item|Ali Baba's Wee Booties|icon-size=75px}} <br /> {{item link|Ali Baba's Wee Booties}} {{Icon item|Bootlegger|icon-size=75px}} <br /> {{item link|Bootlegger}}
 
| {{c|+|Added:}} Added +10% movement speed bonus
 
 
|-
 
|-
| {{c|=|Changed:}} Changed 25 charge on charge kill to 25 charge on melee kill
+
!style="background: ;" colspan=2 rowspan=2 | {{Icon item|Iron Bomber|icon-size=75px}} <br /> {{item link|Iron Bomber}}
 +
| {{c|+|Removed:}} Damage penalty on self-detonate
 
|-
 
|-
!style="background: ;" rowspan=1 | {{Icon item|Claidheamh Mòr|icon-size=75px}} <br /> {{item link|Claidheamh Mòr}}
+
| {{c|+|Changed:}} Reduced radius penalty to 15% (from 20%)
| {{c|+|Changed:}} Changed 25 charge on charge kill to 25 charge on melee kill
 
 
|-
 
|-
!style="background: ;" rowspan=1 | {{Icon item|Loch-n-Load|icon-size=75px}} <br /> {{item link|Loch-n-Load}}
+
!style="background: ;" colspan=2 rowspan=3 | {{Icon item|Tide Turner|icon-size=75px}} <br /> {{item link|Tide Turner}}
| {{c|-|Changed:}} Changed +20% damage bonus to +20% damage against buildings
+
| {{c|+|Changed:}} Self damage will no longer decrease charge when charging
 
|-
 
|-
!style="background: ;" rowspan=2 | {{Icon item|Iron Bomber|icon-size=75px}} <br /> {{item link|Iron Bomber}}
+
| {{c|+|Changed:}} Fall damage will no longer decrease charge when charging
| {{c|+|Changed:}} Removed damage penalty on self-detonate
 
 
|-
 
|-
| {{c|+|Changed:}} Reduced radius penalty from -20% to -15%
+
| {{c|+|Changed:}} Reduced amount of charge taken away on damage when charging reduced to 1 per point of damage (from 3)
 +
|-  
 +
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Quickiebomb Launcher|icon-size=75px}} <br /> {{item link|Quickiebomb Launcher}}
 +
| {{c|+|Changed:}} Damage is now increased based on charge amount when the bomb is fired.
 
|-
 
|-
!style="background: ;" rowspan=1 | {{Icon item|Quickiebomb Launcher|icon-size=75px}} <br /> {{item link|Quickiebomb Launcher}}
+
!style="background: ;" colspan=2 rowspan=2 | {{Icon item|Ullapool Caber|icon-size=75px}} <br /> {{item link|Ullapool Caber}}
| {{c|=|Added:}} Damage is now increased based on charge amount when the bomb is fired.
+
| {{c|-|Changed:}} Reduced explosion base damage to 75 (from 100)
 
|-
 
|-
!style="background: ;" rowspan=2 | {{Icon item|Ullapool Caber|icon-size=75px}} <br /> {{item link|Ullapool Caber}}
+
| {{c|-|Changed:}} Reduced damage ramp up bonus for close range attacks, now the same as other explosive weapons
| {{c|-|Changed:}} Reduced explosion base damage from 100 to 75
 
 
|-
 
|-
| {{c|-|Changed:}} Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.
+
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Claidheamh Mòr|icon-size=75px}} <br /> {{item link|Claidheamh Mòr}}
 +
| {{c|-|Changed:}} +25% charge on charge kill to +25% charge on melee kill
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan=11 | {{icon class|Heavy}}<br/>[[Heavy{{if lang}}|<span style="color: white;">{{class name|heavy}}</span>]]
 
! style="background: #b7a2ba;" rowspan=11 | {{icon class|Heavy}}<br/>[[Heavy{{if lang}}|<span style="color: white;">{{class name|heavy}}</span>]]
! style="background: ;" rowspan=1 | {{Icon item|Brass Beast|icon-size=75px}} <br /> {{item link|Brass Beast}}
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Brass Beast|icon-size=75px}} <br /> {{item link|Brass Beast}}
| {{c|+|Added:}} Added 20% damage resistance while spun up
+
| {{c|+|Added:}} 20% damage resistance while spun up
 
|-
 
|-
! style="background: ;" rowspan=2 | {{Icon item|Tomislav|icon-size=75px}} <br /> {{item link|Tomislav}}
+
! style="background: ;" colspan=2 rowspan=2 | {{Icon item|Tomislav|icon-size=75px}} <br /> {{item link|Tomislav}}
| {{c|+|Added:}} Now 20% more accurate (less spread)
+
| {{c|+|Added:}} 20% more accurate (less spread)
 
|-
 
|-
| {{c|+|Added:}} Increased spin up bonus from 10% to 20%
+
| {{c|+|Changed:}} Increased faster spin up speed to 20% (from 10%)
 
|-
 
|-
! style="background: ;" rowspan=2 | {{Icon item|Natascha|icon-size=75px}} <br /> {{item link|Natascha}}
+
! style="background: ;" colspan=2 rowspan=2 | {{Icon item|Natascha|icon-size=75px}} <br /> {{item link|Natascha}}
| {{c|+|Added:}} Added 20% damage resistance while spun up
+
| {{c|+|Added:}} 20% damage resistance while spun up
 
|-
 
|-
| {{c|=|Added:}} Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu
+
| {{c|-|Added:}} Stun amount now has distance falloff, decreases starting at 512hu down to zero stun at 1536Hu
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Family Business|icon-size=75px}} <br /> {{item link|Family Business}}
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Family Business|icon-size=75px}} <br /> {{item link|Family Business}}
| {{c|+|Added:}}Now has +15% increased attack speed
+
| {{c|+|Added:}} +15% faster firing speed
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Warrior's Spirit|icon-size=75px}} <br /> {{item link|Warrior's Spirit}}
+
! style="background: ;" colspan=2 rowspan=3 | {{Icon item|Dalokohs Bar|icon-size=75px}} <br /> {{item link|Dalokohs Bar}}
| {{c|+|Added:}} Now has +10 health on hit
+
| {{c|+|Changed:}} Can now overheal up to 400hp
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Eviction Notice|icon-size=75px}} <br /> {{item link|Eviction Notice}}
+
| {{c|+|Added:}} Alt-fire to throw and share as a small medkit for other players to use
| {{c|+|Added:}} Now has 3 second speed boost on hit
 
 
|-
 
|-
! style="background: ;" rowspan=3 | {{Icon item|Dalokohs Bar|icon-size=75px}} <br /> {{item link|Dalokohs Bar}}
+
| {{c|-|Added:}} 10 second cool down on use
| {{c|-|Added:}} Now has 10 second cool down on use
 
 
|-
 
|-
|{{c|+|Changed:}} Can now overheal up to 400hp
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Warrior's Spirit|icon-size=75px}} <br /> {{item link|Warrior's Spirit}}
|-
+
| {{c|+|Added:}} +10 health on hit
| {{c|+|Added:}} Can be thrown (alt-fire) as a small medkit for other players to use
 
 
|-
 
|-
 +
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Eviction Notice|icon-size=75px}} <br /> {{item link|Eviction Notice}}
 +
| {{c|+|Added:}} 3 second speed boost on hit
 +
|-
 
! style="background: #b7a2ba;" rowspan=17 | {{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: white;">{{class name|engineer}}</span>]]
 
! style="background: #b7a2ba;" rowspan=17 | {{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: white;">{{class name|engineer}}</span>]]
! style="background: ;" rowspan=5 | {{Icon item|Gunslinger|icon-size=75px}} <br /> {{item link|Gunslinger}}
+
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Pomson 6000|icon-size=75px}} <br /> {{item link|Pomson 6000}}
| {{c|+|Added:}} Mini Sentries can now be repaired
+
| {{c|-|Changed:}} Uber and Cloak drain decreases over distance from target, decreases start at 512hu from target and reaches 0 drain at 1536hu
 
|-
 
|-
| {{c|+|Changed:}} Mini Sentries can now be wrench construction boosted
+
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Rescue Ranger|icon-size=75px}} <br /> {{item link|Rescue Ranger}}
 +
| {{c|+|Changed:}} Reduced cost of long range building pick up to 100 metal (from 130 metal)
 
|-
 
|-
| {{c|-|Changed:}} Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
+
!style="background: ;" colspan=2 rowspan=2 | {{Icon item|Wrangler|icon-size=75px}} <br /> {{item link|Wrangler}}
 +
| {{c|-|Changed:}} Ammo and repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
 
|-
 
|-
| {{c|-|Changed:}} Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
+
| {{c|-|Changed:}} Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. (Previously Engineer death caused disable state for only 1 second)
 
|-
 
|-
| {{c|-|Changed:}} Metal gibs from destroyed Mini Sentries no longer grant any metal.
+
! style="background: ;" colspan=2 rowspan=2 | {{Icon item|Short Circuit|icon-size=75px}} <br /> {{item link|Short Circuit}}
 +
| {{c|=|Added:}} Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
 
|-
 
|-
!style="background: ;" rowspan=1 | {{Icon item|Pomson 6000|icon-size=75px}} <br /> {{item link|Pomson 6000}}
+
| {{c|-|Added:}} Cannot pick up buildings when the Short Circuit is deployed
| {{c|-|Changed:}} Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu
 
 
|-
 
|-
!style="background: ;" rowspan=1 | {{Icon item|Rescue Ranger|icon-size=75px}} <br /> {{item link|Rescue Ranger}}
+
! style="background: ;" colspan=2 rowspan=5 | {{Icon item|Gunslinger|icon-size=75px}} <br /> {{item link|Gunslinger}}
| {{c|+|Changed:}} Decreased cost of long range building pick up from 130 metal to 100 metal
+
| {{c|+|Changed:}} Mini Sentry Guns can now be repaired
 
|-
 
|-
!style="background: ;" rowspan=2 | {{Icon item|Wrangler|icon-size=75px}} <br /> {{item link|Wrangler}}
+
| {{c|+|Changed:}} Mini Sentry Guns can now be Wrench construction boosted
| {{c|-|Changed:}}Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
 
 
|-
 
|-
| {{c|-|Changed:}} Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. (Previously Engineer death caused disable state for only 1 second)
+
| {{c|-|Changed:}} Mini Sentry base build speed decreased. Mini Sentry Guns that are Wrench boosted build slightly faster than previously
 
|-
 
|-
! style="background: ;" rowspan=3 | {{Icon item|Jag|icon-size=75px}} <br /> {{item link|Jag}}
+
| {{c|-|Changed:}} Mini Sentry Guns start at 50% health on construction and gain health during construction instead of starting at 100%
|{{c|=|Changed:}}With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
 
 
|-
 
|-
| {{c|+|Added:}} Added +15% swing speed.
+
| {{c|-|Changed:}} Metal gibs from destroyed Mini Sentry Guns no longer grant any metal
 
|-
 
|-
| {{c|-|Added:}} Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.
+
! style="background: ;" colspan=2 rowspan=3 | {{Icon item|Jag|icon-size=75px}} <br /> {{item link|Jag}}
 +
| {{c|+|Added:}} +15% swing speed
 
|-
 
|-
! style="background: ;" rowspan=2 | {{Icon item|Short Circuit|icon-size=75px}} <br /> {{item link|Short Circuit}}
+
|{{c|=|Changed:}}With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
| {{c|=|Added:}} Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
 
 
|-
 
|-
| {{c|-|Added:}} Cannot pick up buildings when the Short Circuit is deployed
+
| {{c|-|Added:}} 20% repair penalty (Repairs will give up to 80hp per swing instead 100hp per swing)
 
|-
 
|-
! style="background: ;" rowspan=3 | {{Icon item|Eureka Effect|icon-size=75px}} <br /> {{item link|Eureka Effect}}
+
! style="background: ;" colspan=2 rowspan=3 | {{Icon item|Eureka Effect|icon-size=75px}} <br /> {{item link|Eureka Effect}}
| {{c|=|Added:}} Previous penalties have been removed and replaced with the following:
+
| {{c|=|Changed:}} Previous penalties have been removed and replaced with the following:
 
|-
 
|-
| Construction hit speed boost decreased by 50%
+
| {{c|-|Added:}} Construction hit speed boost decreased by 50%
 
|-
 
|-
| 50% less metal from pickups and dispensers
+
| {{c|-|Added:}} 50% less metal from pickups and Dispensers
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan=6 | {{icon class|Medic}}<br/>[[Medic{{if lang}}|<span style="color: white;">{{class name|medic}}</span>]]
 
! style="background: #b7a2ba;" rowspan=6 | {{icon class|Medic}}<br/>[[Medic{{if lang}}|<span style="color: white;">{{class name|medic}}</span>]]
!style="background: ;" rowspan=5 | {{Icon item|Vaccinator|icon-size=75px}} <br /> {{item link|Vaccinator}}
+
!style="background: ;" colspan=2 rowspan=5 | {{Icon item|Vaccinator|icon-size=75px}} <br /> {{item link|Vaccinator}}
| {{c|-|Added:}} Vaccinator Uber deploys now always take exactly 1 bar of Ubercharge.
+
| {{c|+|Added:}} Vaccinator Über deploys now always take exactly 1 bar of Übercharge.
 
|-
 
|-
| {{c|+|Added:}} Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
+
| {{c|+|Added:}} Vaccinator Über deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the Medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist Über each consuming 1 charge.
 
|-
 
|-
| {{c|-|Changed:}} Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
+
| {{c|-|Changed:}} Vaccinator Über build now suffers the same penalties as other Mediguns when it comes to multiple Medics on the same target and max overhealed patients
 
|-
 
|-
| {{c|-|Changed:}}Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
+
| {{c|-|Changed:}} Reduced the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
 
|-
 
|-
| {{c|=|Added:}} Added Penalty of 66% decreased ubercharge build rate while healing a overhealed patient
+
| {{c|-|Added:}} Penalty of 66% decreased Übercharge build rate while healing a overhealed patient
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Solemn Vow|icon-size=75px}} <br /> {{item link|Solemn Vow}}
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Solemn Vow|icon-size=75px}} <br /> {{item link|Solemn Vow}}
 
| {{c|-|Added:}} Added 10% attack speed penalty
 
| {{c|-|Added:}} Added 10% attack speed penalty
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan=8 | {{icon class|Sniper}}<br/>[[Sniper{{if lang}}|<span style="color: white;">{{class name|sniper}}</span>]]
 
! style="background: #b7a2ba;" rowspan=8 | {{icon class|Sniper}}<br/>[[Sniper{{if lang}}|<span style="color: white;">{{class name|sniper}}</span>]]
! style="background: ;" rowspan=1 | {{Icon item|Sydney Sleeper|icon-size=75px}} <br /> {{item link|Sydney Sleeper}}
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Sydney Sleeper|icon-size=75px}} <br /> {{item link|Sydney Sleeper}}
| {{c|+|Added:}} Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
+
| {{c|+|Changed:}} Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
 
|-
 
|-
! style="background: ;" rowspan=5 | {{Icon item|Bazaar Bargain|icon-size=75px}} <br /> {{item link|Bazaar Bargain}}
+
! style="background: ;" colspan=2 rowspan=5 | {{Icon item|Bazaar Bargain|icon-size=75px}} <br /> {{item link|Bazaar Bargain}}
| {{c|+|Added:}} No longer lose heads on miss
+
| {{c|+|Changed:}} No longer lose heads on miss
 
|-
 
|-
| {{c|-|Added:}} Collecting a head requires a headshot kill and not just a headshot
+
| {{c|+|Changed:}} Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate
 
|-
 
|-
 
| {{c|=|Changed:}} Each head boosts charge rate by 25% up to 200%
 
| {{c|=|Changed:}} Each head boosts charge rate by 25% up to 200%
 
|-
 
|-
| {{c|-|Changed:}} Charge rate penalty changed from -20% to -50%.
+
| {{c|-|Changed:}} Collecting a head requires a headshot kill and not just a headshot
 
|-
 
|-
| {{c|+|Changed:}} Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate
+
| {{c|-|Changed:}} Increased charge rate penalty changed to 50% (from 25%)
 
|-
 
|-
!style="background: ;" rowspan=1 | {{Icon item|Cozy Camper|icon-size=75px}} <br /> {{item link|Cozy Camper}}
+
!style="background: ;" colspan=2 rowspan=1 | {{Icon item|Cozy Camper|icon-size=75px}} <br /> {{item link|Cozy Camper}}
| {{c|+|Changed:}} Removed increased damage taken penalty
+
| {{c|+|Removed:}} Increased damage taken penalty
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Bushwacka|icon-size=75px}} <br /> {{item link|Bushwacka}}
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Bushwacka|icon-size=75px}} <br /> {{item link|Bushwacka}}
| {{c|+|Changed:}} Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
+
| {{c|=|Changed:}} Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
 
|-
 
|-
 
! style="background: #b7a2ba;" rowspan=19 | {{icon class|Spy}}<br/>[[Spy{{if lang}}|<span style="color: white;">{{class name|spy}}</span>]]
 
! style="background: #b7a2ba;" rowspan=19 | {{icon class|Spy}}<br/>[[Spy{{if lang}}|<span style="color: white;">{{class name|spy}}</span>]]
! style="background: ;" rowspan=3 | {{Icon item|Spy-cicle|icon-size=75px}} <br /> {{item link|Spy-cicle}}
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Enforcer|icon-size=75px}} <br /> {{item link|Enforcer}}
| {{c|+|Changed:}} Changed fire immunity for 3 seconds to fire immunity for 1 second and 10 seconds of afterburn immunity
+
| {{c|-|Changed:}} +20% damage bonus while undisguised to +20% damage bonus while disguised
 +
|-
 +
! style="background: ;" colspan=2 rowspan=3 | {{Icon item|Spy-cicle|icon-size=75px}} <br /> {{item link|Spy-cicle}}
 +
| {{c|+|Added:}} Spy-cicle recharge timer can now be reduced by picking up ammo boxes
 
|-
 
|-
| {{c|-|Changed:}} Removed silent killer attribute
+
| {{c|=|Changed:}} Changed fire immunity for 3 seconds to fire immunity for 1 second and 10 seconds of afterburn immunity
 
|-
 
|-
| {{c|+|Added:}} Spy-cicle recharge timer can now be reduced by picking up ammo boxes
+
| {{c|-|Removed:}} Silent killer attribute
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Enforcer|icon-size=75px}} <br /> {{item link|Enforcer}}
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Big Earner|icon-size=75px}} <br /> {{item link|Big Earner}}
| {{c|-|Changed:}} Changed +20% damage bonus while undisguised to +20% damage bonus while disguised
+
| {{c|+|Added:}} 3 second speed gain on kill
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Big Earner|icon-size=75px}} <br /> {{item link|Big Earner}}
+
! style="background: ;" colspan=2 rowspan=3 | {{Icon item|Conniver's Kunai|icon-size=75px}} <br /> {{item link|Conniver's Kunai}}
| {{c|+|Added:}} Added 3 second speed gain on kill
+
| {{c|+|Changed:}} Reduced health penalty reduced to -55 health (from -65 health)
 
|-
 
|-
! style="background: ;" rowspan=3 | {{Icon item|Conniver's Kunai|icon-size=75px}} <br /> {{item link|Conniver's Kunai}}
+
| {{c|+|Changed:}} Increased minimum health gain of 75 on kill
| {{c|+|Changed:}} Health penalty reduced from -65 to -55 (70 Health total)
 
 
|-
 
|-
| {{c|+|Changed:}} Minimum Health gain of 75 on kill
+
|{{c|+|Changed:}} Increased maximum overheal from Kunai increased to 210 (from 195)
 
|-
 
|-
|{{c|+|Changed:}} Maximum overheal from Kunai increased from 195 to 210
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Cloak and Dagger|icon-size=75px}} <br /> {{item link|Cloak and Dagger}}
 +
| {{c|+|Added:}} Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock Invis Watch on ammo pick up
 
|-
 
|-
! style="background: ;" rowspan=1 | {{Icon item|Cloak and Dagger|icon-size=75px}} <br /> {{item link|Cloak and Dagger}}
+
! style="background: ;" colspan=2 rowspan=9 | {{Icon item|Dead Ringer|icon-size=75px}} <br /> {{item link|Dead Ringer}}
| {{c|+|Added:}} Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up
+
| {{c|+|Added:}} When Feign Death is triggered, the Spy receives a 3 second speed boost
 
|-
 
|-
! style="background: ;" rowspan=9 | {{Icon item|Dead Ringer|icon-size=75px}} <br /> {{item link|Dead Ringer}}
+
|{{c|+|Changed:}} Initial attack that triggers feign death has its damage reduced by 50%
| {{c|-|Changed:}} Triggering Feign Death instantly removes 50% cloak meter
 
 
|-
 
|-
| {{c|=|Changed:}} Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
+
|{{c|+|Changed:}} Feign Death stealth has no bump shimmer for 3 seconds
 
|-
 
|-
| {{c|-|Changed:}} Decreased cloak regen rate from +80% to +50%
+
| {{c|=|Changed:}} Increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50% cloak meter for triggering Feign Death
 
|-
 
|-
| {{c|+|Changed:}} When Feign Death is triggered, the Spy receives a 3 second speed boost
+
| {{c|-|Changed:}} Reduced cloak regen rate from to 50% faster (from 80%)
 
|-
 
|-
|{{c|=|Changed:}} Initial attack that triggers feign death has its damage reduced by 50%
+
| {{c|-|Added:}} Triggering Feign Death instantly removes 50% cloak meter
 
|-
 
|-
 
|{{c|-|Changed:}} Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
 
|{{c|-|Changed:}} Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
|-
 
|{{c|-|Changed:}} Feign Death stealth has no bump shimmer for 3 seconds
 
 
|-
 
|-
 
|{{c|-|Changed:}} 3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
 
|{{c|-|Changed:}} 3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
Line 366: Line 444:
 
|{{c|-|Changed:}} Can no longer pick up ammo for cloak meter while cloaked
 
|{{c|-|Changed:}} Can no longer pick up ammo for cloak meter while cloaked
 
|-
 
|-
! style="background: ;" | {{Icon item|Disguise Kit|icon-size=75px}} <br /> {{item link|Disguise Kit}}
+
! style="background: ;" colspan=2 rowspan=1 | {{Icon item|Disguise Kit|icon-size=75px}} <br /> {{item link|Disguise Kit}}
 
| {{c|+|Added:}} Pressing 'reload' (Default bind: {{Key|R}} ) also toggles the disguise team.
 
| {{c|+|Added:}} Pressing 'reload' (Default bind: {{Key|R}} ) also toggles the disguise team.
 
|-
 
|-
! style="background: #b7a2ba;" rowspan=16 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: white;">{{class name|soldier}}</span>]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|<span style="color: white;">{{class name|pyro}}</span>]] <br />{{icon class|Heavy}}<br/>[[Heavy{{if lang}}|<span style="color: white;">{{class name|heavy}}</span>]] <br />{{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: white;">{{class name|engineer}}</span>]]
+
! style="background: #b7a2ba;" rowspan=3 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: white;">{{class name|soldier}}</span>]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|<span style="color: white;">{{class name|pyro}}</span>]] <br />{{icon class|Heavy}}<br/>[[Heavy{{if lang}}|<span style="color: white;">{{class name|heavy}}</span>]] <br />{{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: white;">{{class name|engineer}}</span>]]
! style="background: ;" rowspan=3 | {{Icon item|Panic Attack|icon-size=75px}} <br /> {{item link|Panic Attack}}
+
! style="background: ;" colspan=2 rowspan=3 | {{Icon item|Panic Attack|icon-size=75px}} <br /> {{item link|Panic Attack}}
| {{c|+|Changed:}} Base Fire rate increased (from 15% to 30%)
+
| {{c|+|Changed:}} Increased base fire rate to 30% (from 15%)
 
|-
 
|-
| {{c|+|Added:}} Added increased switch to speed by +50%
+
| {{c|+|Added:}} 50% faster switch to speed
 
|-
 
|-
| {{c|+|Changed:}} Base reload speed increased (from 33% to 50%)
+
| {{c|+|Changed:}} Increased base reload speed to 50% faster (from 33%)
 
|}
 
|}
  
Line 395: Line 473:
  
 
== External links ==
 
== External links ==
*[http://www.teamfortress.com/post.php?id=17401 Gun Mettle update]
+
*[http://www.teamfortress.com/post.php?id=17401 "The Gun Mettle Update is (Actually) Here!" Blog Post]
*[http://www.teamfortress.com/gunmettle/ Update page]
+
*[http://www.teamfortress.com/gunmettle/ The Update Page]
*[http://www.teamfortress.com/gunmettle/powerhouse.php The Gun Mettle Update]
+
*[http://www.teamfortress.com/gunmettle/powerhouse.php Part 2 of the Update Page]
 
{{Gun Mettle Update Nav}}
 
{{Gun Mettle Update Nav}}
 
{{Major updates nav}}
 
{{Major updates nav}}

Revision as of 21:57, 11 February 2019

This article is for content released in the update. For the patch itself, see July 2, 2015 Patch.
Gun Mettle Update.png

The Gun Mettle Update was a major update that introduced weapon skins, 4 new maps, and 3 new taunts. It also introduced the Gun Mettle Campaign, a three-month event allowing players to complete skill-based contract challenges to unlock one-of-a-kind weapons and exclusive weapon cases. To participate in the Gun Mettle Campaign, players had to obtain the Gun Mettle Campaign Pass, which was available for purchase in the Mann Co. Store.

Additional content was further added in the August 27, 2015 Patch with the introduction of the Gun Mettle Cosmetic Case.

Additions

Maps

Name Picture Game mode File name
Borneo Pl Borneo.jpg Payload
BLU Bombcart.png
pl_borneo
Powerhouse Cp powerhouse.png Control Point
Controlpoint.png
cp_powerhouse
Snowplow Cp snowplow.jpg Control Point
Controlpoint.png
cp_snowplow
Suijin Suijin main.jpg King of the Hill
Controlpoint.png
koth_suijin

Cosmetics

Main article: Cosmetic items
Added in August 27, 2015 Patch
Leaderboard class scout.png
Scout
Fortunate Son Fortunate Son
Flak Jack Flak Jack
Leaderboard class demoman.png
Demoman
Bruce's Bonnet Bruce's Bonnet
Outta' Sight Outta Sight
Leaderboard class heavy.png
Heavy
Commissar's Coat Commissar's Coat
White Russian White Russian
El Duderino El Duderino
Leaderboard class engineer.png
Engineer
Sheriff's Stetson Sheriff's Stetson
Wild West Waistcoat Wild West Waistcoat
Leaderboard class medic.png
Medic
Physician's Protector Physician's Protector
Vascular Vestment Vascular Vestment
Leaderboard class spy.png
Spy
Lurker's Leathers Lurker's Leathers
Leaderboard class engineer.png
Engineer
Leaderboard class sniper.png
Sniper
Support Spurs Support Spurs
TF2 crosshair orange.png
All classes
Captain Cardbeard Cutthroat Captain Cardbeard Cutthroat
Rotation Sensation Rotation Sensation
Potassium Bonnett Potassium Bonnet

Taunts

Leaderboard class heavy.png
Heavy
Proletariat Posedown Proletariat Posedown
Leaderboard class spy.png
Spy
Box Trot Box Trot
TF2 crosshair orange.png
All classes
Kazotsky Kick Kazotsky Kick

Tools

Main article: Tools
Competitive Matchmaking Beta Pass Competitive Matchmaking Beta Pass
Concealed Killer Weapons Case Concealed Killer Weapons Case
Gun Mettle Campaign Coin Gun Mettle Campaign Coin
Gun Mettle Key Gun Mettle Key
Gun Mettle Campaign Pass Gun Mettle Campaign Pass
Powerhouse Weapons Case Powerhouse Weapons Case
Gun Mettle Cosmetic Case Gun Mettle Cosmetic Case
Gun Mettle Cosmetic Key Gun Mettle Cosmetic Key
Notes  Added in the August 27, 2015 Patch.

Tweaked Classes

Class Changes
Leaderboard class heavy.png
Heavy
Pictogram plus.png Changed: Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%.
Leaderboard class engineer.png
Engineer
Pictogram comment.png Changed: Construction boosts (Wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
Pictogram plus.png Changed: Changing Wrenches no longer destroys all buildings, only if the building type is changed (Switching from a Wrench to Gunslinger or vice versa).
Pictogram plus.png Changed: Increased base Wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed).
Pictogram plus.png Changed: Teleporters and Dispensers redeploy +50% faster (2.5x without Wrench boost, 5.5x with Wrench boost).
Pictogram plus.png Changed: Hauling speed penalty reduced from 25% to 10%.
Pictogram minus.png Changed: Building repair costs increased from 20 metal to 33 metal to repair 100hp per Wrench hit (from 5HP per metal to 3HP per metal).
Leaderboard class spy.png
Spy
Pictogram plus.png Changed: The Revolver's reload animation now no longer obstructs its user's aim.
Pictogram plus.png Changed: Changing to a new disguise now takes only 0.5 seconds, instead of 2 seconds.
Pictogram plus.png Added: While invisible, Spy receives 20% less damage from all damage sources.
Pictogram plus.png Added: While invisible, Spy has reduced timer on debuffs (fire, Jarate, milk, bleed).
Pictogram plus.png Changed: Decreased Revolver damage penalty on sapped Sentry Guns from -66% to -33%.

Tweaked Weapons

Class Weapon Changes
Leaderboard class scout.png
Scout
Baby Face's Blaster
Baby Face's Blaster
Pictogram minus.png Added: Boost reduced on taking damage
Pictogram minus.png Changed: Increased amount of Boost lost on air jump to 75% (from 50%)
Shortstop
Shortstop
Pictogram comment.png Changed: No longer uses secondary ammo and now uses primary ammo instead
Pictogram comment.png Changed: Healing and knockback passives are only active when weapon is deployed
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
Pictogram plus.png Added: Up to +3 health per hit
Pictogram comment.png Changed: Damage vulnerability from +50% fire to +20% all sources while active
Pictogram minus.png Changed: Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
Pictogram minus.png Removed: +15 max health on wearer
Fan O'War
Fan O'War
Pictogram plus.png Added: Crits whenever it would normally mini-crit
Pictogram plus.png Changed: Reduced damage penalty to 75% (from 90%)
Leaderboard class soldier.png
Soldier
Air Strike
Air Strike
Pictogram plus.png Removed: Clip size penalty
Pictogram plus.png Changed: Reduced blast radius penalty to 10% (from 15%)
Pictogram plus.png Changed: Reduced damage penalty to 15% (from 25%)
Pictogram minus.png Changed: Reduced self blast damage reduction to 15% (from 25%)
Black Box
Black Box
Pictogram comment.png Changed: +15 health on hit to +20 health on hit per attack
Pictogram comment.png Changed: Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage. (i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health)
Liberty Launcher
Liberty Launcher
Pictogram plus.png Added: +25% clip size
Escape Plan
Escape Plan
Equalizer
Equalizer
Pictogram plus.png Changed: No healing penalty to 90% less healing from Medics while active
Leaderboard class pyro.png
Pyro
Flare Gun
Flare Gun
Pictogram comment.png Added: Added text to describe 100% critical hits on burning targets
Scorch Shot
Scorch Shot
Pictogram plus.png Changed: Reduced damage penalty to 35% (from 50%)
Pictogram plus.png Added: Increased knock back on burning targets
Pictogram plus.png Changed: Increased the blast radius from flares from 92Hu to 110Hu
Pictogram plus.png Added: 100% minicrit chance vs burning targets
Detonator
Detonator
Pictogram plus.png Changed: Slightly increased blast jump height when doing a Detonator jump
Pictogram plus.png Changed: Increased blast radius to 110Hu (from 92Hu)
Pictogram plus.png Changed: Detonated explosions now also Mini-Crit burning targets
Pictogram comment.png Added: Added text to describe 100% Mini-Crits on burning targets
Pictogram minus.png Changed: Increased damage penalty to -25%
Pictogram minus.png Changed: Increased self-damage penalty to 50% (from 25%)
Powerjack
Powerjack
Pictogram minus.png Changed: Reduced health gained on kill to 25 (from 75)
Leaderboard class demoman.png
Demoman
Ali Baba's Wee Booties
Ali Baba's Wee Booties
Bootlegger
Bootlegger
Pictogram plus.png Added: Added +10% movement speed bonus
Pictogram comment.png Changed: Changed +25% charge on charge kill to +25% charge on melee kill
Loch-n-Load
Loch-n-Load
Pictogram minus.png Changed: Damage bonus now only applies to buildings
Iron Bomber
Iron Bomber
Pictogram plus.png Removed: Damage penalty on self-detonate
Pictogram plus.png Changed: Reduced radius penalty to 15% (from 20%)
Tide Turner
Tide Turner
Pictogram plus.png Changed: Self damage will no longer decrease charge when charging
Pictogram plus.png Changed: Fall damage will no longer decrease charge when charging
Pictogram plus.png Changed: Reduced amount of charge taken away on damage when charging reduced to 1 per point of damage (from 3)
Quickiebomb Launcher
Quickiebomb Launcher
Pictogram plus.png Changed: Damage is now increased based on charge amount when the bomb is fired.
Ullapool Caber
Ullapool Caber
Pictogram minus.png Changed: Reduced explosion base damage to 75 (from 100)
Pictogram minus.png Changed: Reduced damage ramp up bonus for close range attacks, now the same as other explosive weapons
Claidheamh Mòr
Claidheamh Mòr
Pictogram minus.png Changed: +25% charge on charge kill to +25% charge on melee kill
Leaderboard class heavy.png
Heavy
Brass Beast
Brass Beast
Pictogram plus.png Added: 20% damage resistance while spun up
Tomislav
Tomislav
Pictogram plus.png Added: 20% more accurate (less spread)
Pictogram plus.png Changed: Increased faster spin up speed to 20% (from 10%)
Natascha
Natascha
Pictogram plus.png Added: 20% damage resistance while spun up
Pictogram minus.png Added: Stun amount now has distance falloff, decreases starting at 512hu down to zero stun at 1536Hu
Family Business
Family Business
Pictogram plus.png Added: +15% faster firing speed
Dalokohs Bar
Dalokohs Bar
Pictogram plus.png Changed: Can now overheal up to 400hp
Pictogram plus.png Added: Alt-fire to throw and share as a small medkit for other players to use
Pictogram minus.png Added: 10 second cool down on use
Warrior's Spirit
Warrior's Spirit
Pictogram plus.png Added: +10 health on hit
Eviction Notice
Eviction Notice
Pictogram plus.png Added: 3 second speed boost on hit
Leaderboard class engineer.png
Engineer
Pomson 6000
Pomson 6000
Pictogram minus.png Changed: Uber and Cloak drain decreases over distance from target, decreases start at 512hu from target and reaches 0 drain at 1536hu
Rescue Ranger
Rescue Ranger
Pictogram plus.png Changed: Reduced cost of long range building pick up to 100 metal (from 130 metal)
Wrangler
Wrangler
Pictogram minus.png Changed: Ammo and repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
Pictogram minus.png Changed: Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. (Previously Engineer death caused disable state for only 1 second)
Short Circuit
Short Circuit
Pictogram comment.png Added: Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
Pictogram minus.png Added: Cannot pick up buildings when the Short Circuit is deployed
Gunslinger
Gunslinger
Pictogram plus.png Changed: Mini Sentry Guns can now be repaired
Pictogram plus.png Changed: Mini Sentry Guns can now be Wrench construction boosted
Pictogram minus.png Changed: Mini Sentry base build speed decreased. Mini Sentry Guns that are Wrench boosted build slightly faster than previously
Pictogram minus.png Changed: Mini Sentry Guns start at 50% health on construction and gain health during construction instead of starting at 100%
Pictogram minus.png Changed: Metal gibs from destroyed Mini Sentry Guns no longer grant any metal
Jag
Jag
Pictogram plus.png Added: +15% swing speed
Pictogram comment.png Changed:With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
Pictogram minus.png Added: 20% repair penalty (Repairs will give up to 80hp per swing instead 100hp per swing)
Eureka Effect
Eureka Effect
Pictogram comment.png Changed: Previous penalties have been removed and replaced with the following:
Pictogram minus.png Added: Construction hit speed boost decreased by 50%
Pictogram minus.png Added: 50% less metal from pickups and Dispensers
Leaderboard class medic.png
Medic
Vaccinator
Vaccinator
Pictogram plus.png Added: Vaccinator Über deploys now always take exactly 1 bar of Übercharge.
Pictogram plus.png Added: Vaccinator Über deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the Medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist Über each consuming 1 charge.
Pictogram minus.png Changed: Vaccinator Über build now suffers the same penalties as other Mediguns when it comes to multiple Medics on the same target and max overhealed patients
Pictogram minus.png Changed: Reduced the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
Pictogram minus.png Added: Penalty of 66% decreased Übercharge build rate while healing a overhealed patient
Solemn Vow
Solemn Vow
Pictogram minus.png Added: Added 10% attack speed penalty
Leaderboard class sniper.png
Sniper
Sydney Sleeper
Sydney Sleeper
Pictogram plus.png Changed: Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
Bazaar Bargain
Bazaar Bargain
Pictogram plus.png Changed: No longer lose heads on miss
Pictogram plus.png Changed: Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate
Pictogram comment.png Changed: Each head boosts charge rate by 25% up to 200%
Pictogram minus.png Changed: Collecting a head requires a headshot kill and not just a headshot
Pictogram minus.png Changed: Increased charge rate penalty changed to 50% (from 25%)
Cozy Camper
Cozy Camper
Pictogram plus.png Removed: Increased damage taken penalty
Bushwacka
Bushwacka
Pictogram comment.png Changed: Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
Leaderboard class spy.png
Spy
Enforcer
Enforcer
Pictogram minus.png Changed: +20% damage bonus while undisguised to +20% damage bonus while disguised
Spy-cicle
Spy-cicle
Pictogram plus.png Added: Spy-cicle recharge timer can now be reduced by picking up ammo boxes
Pictogram comment.png Changed: Changed fire immunity for 3 seconds to fire immunity for 1 second and 10 seconds of afterburn immunity
Pictogram minus.png Removed: Silent killer attribute
Big Earner
Big Earner
Pictogram plus.png Added: 3 second speed gain on kill
Conniver's Kunai
Conniver's Kunai
Pictogram plus.png Changed: Reduced health penalty reduced to -55 health (from -65 health)
Pictogram plus.png Changed: Increased minimum health gain of 75 on kill
Pictogram plus.png Changed: Increased maximum overheal from Kunai increased to 210 (from 195)
Cloak and Dagger
Cloak and Dagger
Pictogram plus.png Added: Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock Invis Watch on ammo pick up
Dead Ringer
Dead Ringer
Pictogram plus.png Added: When Feign Death is triggered, the Spy receives a 3 second speed boost
Pictogram plus.png Changed: Initial attack that triggers feign death has its damage reduced by 50%
Pictogram plus.png Changed: Feign Death stealth has no bump shimmer for 3 seconds
Pictogram comment.png Changed: Increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50% cloak meter for triggering Feign Death
Pictogram minus.png Changed: Reduced cloak regen rate from to 50% faster (from 80%)
Pictogram minus.png Added: Triggering Feign Death instantly removes 50% cloak meter
Pictogram minus.png Changed: Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
Pictogram minus.png Changed: 3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
Pictogram minus.png Changed: Can no longer pick up ammo for cloak meter while cloaked
Disguise Kit
Disguise Kit
Pictogram plus.png Added: Pressing 'reload' (Default bind: R ) also toggles the disguise team.
Leaderboard class soldier.png
Soldier
Leaderboard class pyro.png
Pyro
Leaderboard class heavy.png
Heavy
Leaderboard class engineer.png
Engineer
Panic Attack
Panic Attack
Pictogram plus.png Changed: Increased base fire rate to 30% (from 15%)
Pictogram plus.png Added: 50% faster switch to speed
Pictogram plus.png Changed: Increased base reload speed to 50% faster (from 33%)

Achievements

Five new achievements were introduced in this update.


Balance of Power
Balance of Power
Win a round in which the enemy team has attempted to capture your final control point.


Power Down
Power Down
Kill 15 enemies while they are capturing a point.


The Power and the Glory
The Power and the Glory
Win 142 Rounds.
Wet Work
Wet Work
Kill five enemies while they are in the water.


Power Trip
Power Trip
Capture the final control point within 15 seconds of your team capturing the previous control point.

Gallery

External links