Difference between revisions of "User:Denied/Weapon balance ideas Soldier"

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Line 27: Line 27:
 
   | att-1-positive = +25% damage bonus
 
   | att-1-positive = +25% damage bonus
 
   | att-2-positive = +80% projectile speed
 
   | att-2-positive = +80% projectile speed
   | att-3-positive = Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+
   | att-3-positive = Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs
 
   | att-4-negative = Cannot be mini-crit boosted
 
   | att-4-negative = Cannot be mini-crit boosted
 
   | att-5-negative = -70% explosion radius
 
   | att-5-negative = -70% explosion radius
Line 43: Line 43:
 
   | att-1-positive = +25% damage bonus vs enemies
 
   | att-1-positive = +25% damage bonus vs enemies
 
   | att-2-positive = +80% projectile speed
 
   | att-2-positive = +80% projectile speed
   | att-3-positive = Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+
   | att-3-positive = Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs
 
   | att-4-negative = Cannot be mini-crit boosted
 
   | att-4-negative = Cannot be mini-crit boosted
 
   | att-5-negative = -70% explosion radius
 
   | att-5-negative = -70% explosion radius
Line 62: Line 62:
 
| item-kind = Rocket Launcher
 
| item-kind = Rocket Launcher
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On Hit: Gain up to +25/30 health per attack
+
   | att-1-positive = On hit an enemy: Gain up to +25/30 health per attack
 
   | att-2-negative = -25% clip size
 
   | att-2-negative = -25% clip size
 
}}
 
}}
* {{c|+|Changed:}} On Hit: Gain up to +25/30 health per attack
+
* {{c|+|Changed:}} On hit an enemy: Gain up to +25/30 health per attack
 
** Sacrificing one rocket for up to 20 HP restored on hit doesn't compensate enough the clip size penalty.
 
** Sacrificing one rocket for up to 20 HP restored on hit doesn't compensate enough the clip size penalty.
 
|}
 
|}
Line 150: Line 150:
 
| item-level = 1
 
| item-level = 1
 
   | att-1-positive = Does not require ammo
 
   | att-1-positive = Does not require ammo
   | att-2-positive = Alt-Fire: A charged shot that mini-crits players and disables enemy buildings for 4 seconds
+
   | att-2-positive = Alt-Fire: A charged shot that mini-crits enemies and disables enemy buildings for 4 seconds
 
   | att-3-negative = -10% damage penalty
 
   | att-3-negative = -10% damage penalty
 
   | att-4-negative = -80% damage to enemy buildings
 
   | att-4-negative = -80% damage to enemy buildings
Line 252: Line 252:
 
| item-kind = Shotgun
 
| item-kind = Shotgun
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+
   | att-1-positive = Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs
 
   | att-2-positive = +25% deploy time
 
   | att-2-positive = +25% deploy time
 
   | att-4-negative = -34% clip size
 
   | att-4-negative = -34% clip size
Line 267: Line 267:
 
| item-kind = Shotgun
 
| item-kind = Shotgun
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+
   | att-1-positive = Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs
 
   | att-2-positive = +25% deploy time
 
   | att-2-positive = +25% deploy time
 
   | att-3-positive = +25% holster time
 
   | att-3-positive = +25% holster time
Line 569: Line 569:
 
   | att-2-positive = +1 capture rate
 
   | att-2-positive = +1 capture rate
 
   | att-3-positive = +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
 
   | att-3-positive = +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
   | att-4-positive = When near the objective, you and nearby teammates regenerate 3/5 health points per second OR When near the objective, you and nearby teammates receive +15/20% damage resistance
+
   | att-4-positive = When near the objective, wearer and nearby teammates regenerate 3/5 health points per second OR When near the objective, wearer and nearby teammates receive +15/20% damage resistance
 
   | att-5-negative = Wearer is marked for death and for short period after switching weapons, causing all damage taken to be mini-crits
 
   | att-5-negative = Wearer is marked for death and for short period after switching weapons, causing all damage taken to be mini-crits
 
   | att-6-negative = -25% damage penalty
 
   | att-6-negative = -25% damage penalty
Line 575: Line 575:
 
Concept #1
 
Concept #1
 
* {{c|+|Added:}} +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
 
* {{c|+|Added:}} +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
* {{c|+|Added:}} When near the objective, you and nearby teammates regenerate 3/5 health points per second OR When near the objective, you and nearby teammates receive +15/20% damage resistance
+
* {{c|+|Added:}} When near the objective, wearer and nearby teammates regenerate 3/5 health points per second OR When near the objective, wearer and nearby teammates receive +15/20% damage resistance
 
* {{c|-|Added:}} When weapon is active:
 
* {{c|-|Added:}} When weapon is active:
 
* {{c|-|Added:}} Wearer is marked for death and for short period after switching weapons, causing all damage taken to be mini-crits
 
* {{c|-|Added:}} Wearer is marked for death and for short period after switching weapons, causing all damage taken to be mini-crits
Line 590: Line 590:
 
   | att-2-positive = +1 capture rate
 
   | att-2-positive = +1 capture rate
 
   | att-3-positive = +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
 
   | att-3-positive = +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
   | att-4-positive = When near the objective, you and nearby teammates regenerate 3/5 health points per second OR When near the objective, you and nearby teammates receive +15/20% damage resistance
+
   | att-4-positive = When near the objective, wearer and nearby teammates regenerate 3/5 health points per second OR When near the objective, wearer and nearby teammates receive +15/20% damage resistance
 
   | att-5-negative = +15/20% damage vulnerability
 
   | att-5-negative = +15/20% damage vulnerability
 
   | att-6-negative = -25% damage penalty
 
   | att-6-negative = -25% damage penalty
Line 596: Line 596:
 
Concept #2
 
Concept #2
 
* {{c|+|Added:}} +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
 
* {{c|+|Added:}} +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
* {{c|+|Added:}} When near the objective, you and nearby teammates regenerate 3/5 health points per second OR When near the objective, you and nearby teammates receive +15/20% damage resistance
+
* {{c|+|Added:}} When near the objective, wearer and nearby teammates regenerate 3/5 health points per second OR When near the objective, wearer and nearby teammates receive +15/20% damage resistance
 
* {{c|-|Added:}} When weapon is active:
 
* {{c|-|Added:}} When weapon is active:
 
* {{c|-|Added:}} +15/20% damage vulnerability
 
* {{c|-|Added:}} +15/20% damage vulnerability
Line 621: Line 621:
 
   | att-4-positive = +10/15% speed bonus
 
   | att-4-positive = +10/15% speed bonus
 
   | att-5-negative = Honorbound: Once drawn sheathing deals 50 damage to the wearer unless it kills
 
   | att-5-negative = Honorbound: Once drawn sheathing deals 50 damage to the wearer unless it kills
   | att-6-neutral  = The wearer can instantly kill in one hit enemy Soldier or Demoman who's wielding another Half-Zatoichi and vice-versa.
+
   | att-6-neutral  = The wearer can instantly kill in one hit an enemy wielding another Half-Zatoichi and vice-versa.
 
}}
 
}}
 
* {{c|+|Added:}} +10/15% speed bonus
 
* {{c|+|Added:}} +10/15% speed bonus
Line 643: Line 643:
 
| item-kind = Riding Crop
 
| item-kind = Riding Crop
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On Hit Teammate: Boosts both players' speed for 3 seconds
+
   | att-1-positive = On Hit Teammate: Boosts both's speed for 3 seconds
 
   | att-2-negative = On Hit Teammate: Deals 10/20 damage to the wearer
 
   | att-2-negative = On Hit Teammate: Deals 10/20 damage to the wearer
 
   | att-3-negative = -30/50% firing speed
 
   | att-3-negative = -30/50% firing speed

Revision as of 19:08, 16 January 2020

Weapon balance ideas for the Soldier

Some stats are based on After Breakfast's suggestions and suggestions from the community.

In my thought random crits would be disabled on official servers; same as random bullet spread (bloom).

Also any descriptions were removed to make more space for important informations, like attributes and descriptions that are explaining functionality of the weapon.

Primary

Rocket Launcher

  • No changes.

Bugs reported on the Wiki

  • While reloading, the Rocket Launcher will occasionally appear to load an extra rocket.
  • Sometimes, the player will stay stuck in the reload position. This can be fixed by switching to either secondary or melee weapon.

Direct Hit

Backpack Direct Hit.png
 Direct Hit 
Level 1 Rocket Launcher
+25% damage bonus
+80% projectile speed
Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs
Cannot be mini-crit boosted
-70% explosion radius

Concept #1

  • Pictogram minus.png Added: Cannot be mini-crit boosted
    • Direct Hit's +25% damage bonus combined with Buff Banner's mini-crits allow the user to deal up to 190 damage at any range. Mini-crits on this weapon should be acquired with a skill of the user, not a banner.
Backpack Direct Hit.png
 Direct Hit 
Level 1 Rocket Launcher
+25% damage bonus vs enemies
+80% projectile speed
Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs
Cannot be mini-crit boosted
-70% explosion radius

Concept #2

  • Pictogram minus.png Changed: +25% damage bonus to +25% damage bonus vs enemies
  • Pictogram minus.png Added: Cannot be mini-crit boosted
    • Increased overall damage on a rocket launcher with very fast projectiles, dealing more damage to players and buildings, where only players have a chance to dodge the projectiles.
    • Direct Hit's +25% damage bonus combined with Buff Banner's mini-crits allow the user to deal up to 190 damage at any range. Mini-crits on this weapon should be acquired with a skill of the user, not a banner.

Black Box

Backpack Black Box.png
 Black Box 
Level 1 Rocket Launcher
On hit an enemy: Gain up to +25/30 health per attack
-25% clip size
  • Pictogram plus.png Changed: On hit an enemy: Gain up to +25/30 health per attack
    • Sacrificing one rocket for up to 20 HP restored on hit doesn't compensate enough the clip size penalty.

Rocket Jumper

Bugs reported on the Wiki

  • The Soldier will not be allowed to pick up fallen body parts or beer bottles in Player Destruction. (It would be fixed with following changes.)
  • If tf_allow_taunt_switch is set to 1, and the player performs the Kamikaze taunt and quickly switches to the Rocket Jumper, the player will take no blast damage and will be launched into the air.
Backpack Rocket Jumper.png
 Rocket Jumper 
Level 1 Rocket Launcher
+100% max primary ammo on wearer
No self inflicted blast damage taken
When active, wearer cannot carry the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
-100% damage penalty
 
A special rocket launcher for learning
rocket jump tricks and patterns.
This weapon deals ZERO damage.

Concept #1

  • Pictogram plus.png Changed: When active, wearer cannot carry the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
  • Pictogram minus.png Changed: From +200% to +100% max primary ammo on wearer
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • A rocket launcher unusable in Capture the Flag, PASS Time, and Player Destruction. With suggested changes it might become usable in more game modes.
Backpack Rocket Jumper.png
 Rocket Jumper 
Level 1 Rocket Launcher
+100% max primary ammo on wearer
No self inflicted blast damage taken
When active, wearer cannot carry the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
- 1/2 max rocket/s out
-100% damage penalty
 
A special rocket launcher for learning
rocket jump tricks and patterns.
This weapon deals ZERO damage.

Concept #2

  • Pictogram plus.png Changed: When active, wearer cannot carry the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
  • Pictogram minus.png Changed: From +200% to +100% max primary ammo on wearer
  • Pictogram minus.png Added: - 1/2 max rocket/s out
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • A rocket launcher unusable in Capture the Flag, PASS Time, and Player Destruction. With suggested changes it might become usable in more game modes.

Liberty Launcher

Backpack Liberty Launcher.png
 Liberty Launcher 
Level 1 Rocket Launcher
+25% clip size
+40% projectile speed
-25% blast damage from rocket jumps
-15/20% damage penalty
  • Pictogram plus.png Changed: Reduced damage penalty from -25% to -15/20%
    • Underused weapon, not often seen in players hands. A small damage buff might increase its usage.

Cow Mangler 5000

Bugs reported on the Wiki

  • The weapon will fire a charged shot even if the charging process is interrupted by getting stunned, or the Soldier's team losing.
  • If the player changes from the Cow Mangler 5000 to another primary weapon using a Resupply locker while charging a shot, they will be stuck with the slower moving speed until they change classes, die, or switch back to the Cow Mangler 5000 and fire another charged shot.
  • Rarely, after a moment of not firing, the Soldier will automatically reload the weapon's clip, regardless of the player's auto-reload setting.
  • When minimizing the game with this weapon equipped, the ammo portion of the HUD may disappear.
  • The weapon does not glow when mini-crit boosted.
  • Killing a player with a charged shot may not display the crit death icon if it was a direct hit.
  • If the Soldier dies from their own Cow Mangler 5000, the vaporization effect uses the RED version regardless of the team.
  • Several Pyro achievements can be earned using the afterburn of the charged shot. (Fixed with the following changes.)
  • Primary and secondary fire shots are not affected by the Vaccinator's damage resistances, however the ÜberCharges do.
  • If the player dies while carrying and having the Cow Mangler 5000 as an active weapon, the weapon's particle effects will still appear when spectating players while the player is waiting for their respawn.
Backpack Cow Mangler 5000.png
 Cow Mangler 5000 
Level 1 Focused Wave Projector
Does not require ammo
Alt-Fire: A charged shot that mini-crits enemies and disables enemy buildings for 4 seconds
-10% damage penalty
-80% damage to enemy buildings
Mini-crits whenever it would normally crit
  • Pictogram minus.png Removed: Setting enemies on fire
  • Pictogram minus.png Added: -10% damage penalty
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Mini-criting enemies from a distance is a powerful ability, but with additional afterburn, its damage becomes too big. In a match without any buldings (mostly 6v6 matches), the Cow Mangler 5000 becomes too good.

Beggar's Bazooka

Bugs reported on the Wiki

  • Rockets will occasionally hang stationary in the air until a player runs into it.
  • Tapping the primary fire button will cause the shot to not play the firing sound.
  • If a player on the losing team is loading rockets as a round ends, the sound will keep playing through Humiliation.
  • If the player keeps holding the primary fire after losing, the Soldier will keep loading, then will misfire and fire 3 rockets during Humiliation, potentially killing the other team.
  • Taunting after loading a rocket will not release the rockets from the player's weapon clip. Additionally, toggle taunts will store the rockets in the same way, they'll be released if the taunt ends or if the taunt button is pressed again.
  • If the player dies while reloading the weapon, the reloading sound effect will continuously play until the player respawns.
  • In the Pass Time game mode, if the teammate passes the jack to a player that currently reloading rockets, the player will continue reload rockets and cause the misfire.
Backpack Beggar's Bazooka.png
 Beggar's Bazooka 
Level 1 Rocket Launcher
Hold Fire to load up to 3 rockets
Release Fire to unleash the barrage
+3 degrees random projectile deviation when firing more than one rocket
Overloading the chamber will cause a misfire
When active, no ammo from dispensers
Reload speed increases with loaded rockets
-20% explosion radius

Concept #1

  • Pictogram plus.png Changed: +3 degrees random projectile deviation when firing more than one rocket
  • Pictogram plus.png Changed: The first fired rocket will always be 100% accurate
  • Pictogram minus.png Added: Reload speed increases with loaded rockets
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Fighting on middle and long range with this weapon is too hard due to random projectile deviation. Allowing the first rocket to be 100% accurate would allow the user to also fight on longer ranges.
    • Constant clicking of primary fire allows the user to shoot all 20 rockets without real need to reload them. Now the reload speed would be based on the ammount of loaded rockets (-10% slower when loading the first rocket, -5% slower when loading the second rocket, and normal speed when loading the third rocket).
Backpack Beggar's Bazooka.png
 Beggar's Bazooka 
Level 1 Rocket Launcher
Hold Fire to load up to 3 rockets
Release Fire to unleash the barrage
+3 degrees random projectile deviation when firing more than one rocket
Overloading the chamber will cause a misfire
When active, no ammo from ammo kits and dispensers
Reload speed increases with loaded rockets
-20% explosion radius

Concept #2

  • Pictogram plus.png Changed: +3 degrees random projectile deviation when firing more than one rocket
  • Pictogram plus.png Changed: The first fired rocket will always be 100% accurate
  • Pictogram minus.png Added: Reload speed increases with loaded rockets
  • Pictogram minus.png Changed: When active, no ammo from ammo kits and dispensers
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Fighting on middle and long range with this weapon is too hard due to random projectile deviation. Allowing the first rocket to be 100% accurate would allow the user to also fight on longer ranges.
    • Constant clicking of primary fire allows the user to shoot all 20 rockets without real need to reload them. Now the reload speed would be based on the ammount of loaded rockets (-10% slower when loading the first rocket, -5% slower when loading the second rocket, and normal speed when loading the third rocket).
    • Additional "When active, no ammo from ammo kits and dispensers" would force the Soldier to more strategic use of this weapon, instead of constant 3 rockets barrage rampage.

Air Strike

Backpack Air Strike.png
 Air Strike 
Level 1 Rocket Launcher
-15% blast damage from rocket jumps
Increased attack speed and smaller blast radius while blast jumping
Clip size increased on kill
Increased blast jumping high
-15% damage penalty
  • Pictogram plus.png Added: Increased blast jumping high
  • Pictogram plus.png Removed: -10% explosion radius
    • Statistics of this weapon might look impresive on paper, but in reality reduced damage combined with reduced explosion radius makes the weapon hard to use on land, and very situational in the air. Most of the time the wearer needs to use B.A.S.E. Jumper to use this weapon's in air potencial.

Secondary

Shotgun

  • No changes.

Bugs reported on the Wiki

  • Sometimes the player will get stuck on the reloading animation in world view while playing as a Soldier. This can be fixed by switching to either primary or melee weapon.

Reserve Shooter

Backpack Reserve Shooter.png
 Reserve Shooter 
Level 1 Shotgun
Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs
+25% deploy time
-34% clip size

Concept #1

  • Pictogram plus.png Changed: Now deploys 25% faster (from 20%)
  • Pictogram comment.png Info: No longer equippable for the Pyro
    • With the removal of compresion blast from the list of forces allowing to mini-crit airborne targets, the Reserve Shooter became useless on Pyro, but it's still a viable choice for the Soldier.
Backpack Reserve Shooter.png
 Reserve Shooter 
Level 1 Shotgun
Mini-crits enemies launched airborne by explosions, grapple hooks or rocket packs
+25% deploy time
+25% holster time
-34% clip size

Concept #2

  • Pictogram plus.png Changed: Now deploys 25% faster (from 20%)
  • Pictogram plus.png Added: +25% holster time
  • Pictogram comment.png Info: No longer equippable for the Pyro
    • With the removal of compresion blast from the list of forces allowing to mini-crit airborne targets, the Reserve Shooter became useless on Pyro, but it's still a viable choice for the Soldier.

Buff Banner

Bugs reported on the Wiki

  • If the player switches to another secondary weapon while the rage is active, the mini-crits buff will be deployed until the rage is depleted.
  • If the rage meter is full and the user switches to another banner, and then touches a Resupply locker, the rage will be carried over.
Backpack Buff Banner.png
 Buff Banner 
Level 1 Battle Banner
Rage meter builds with damage done
When the Rage meter is full, sound your bugle to receive a buff that causes you and nearby teammates to deal mini-crits
+25% reserve ammo on wearer

Concept #1

  • Pictogram plus.png Added: +25% reserve ammo on wearer
  • Pictogram minus.png Changed: [Optional] Increased damage done to fully will the Rage meter from 600 to 1000.
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • The only banner without any passive attribute. 5 extra rockets would be helpful in many scenarios.
    • An optional change to increase damage done to fully will the Rage meter from 600 to 1000. Soldier is abble to deal a massive ammount of damage, especialy when shooting at a group of enemies. Current 600 damage might be too low for such class.
Backpack Buff Banner.png
 Buff Banner 
Level 1 Battle Banner
Rage meter builds with damage done
When the Rage meter is full, sound your bugle to receive a buff that causes you and nearby teammates to deal mini-crits
+1 extra projectile in the chamber

Concept #2

  • Pictogram plus.png Added: +1 extra projectile in the chamber
  • Pictogram minus.png Changed: [Optional] Increased damage done to fully will the Rage meter from 600 to 1000.
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • The only banner without any passive attribute. One extra loaded rocket with a cost of secondary weapon would be a very interesting choice for the player.
    • An optional change to increase damage done to fully will the Rage meter from 600 to 1000. Soldier is abble to deal a massive ammount of damage, especialy when shooting at a group of enemies. Current 600 damage might be too low for such class.

Gunboats

Bugs reported on the Wiki

  • The Gunboats doesn't appear when inspecting it from the backpack menu.
Backpack Gunboats.png
 Gunboats 
Level 1 Boots
-60% blast damage from blast jumps
  • Pictogram plus.png Changed: Now can be equipped by Demoman.
  • Pictogram comment.png Changed: Updated item attribute to better fit for both classes
    • Years after WAR! update, Demo and Soldier are still the best pals, that's why the Soldier gave Gunboats to Demo, as a proof of their friendship. Gunboats were already tested on Demo and they work fine on both classes.

Battalion's Backup

Bugs reported on the Wiki

  • If the player switches to another secondary weapon while the rage is active, the damage reduction buff will be deployed until the rage is depleted.
  • If the rage meter is full and the user switches to another banner, and then touches a Resupply locker, the rage will be carried over.
  • The damage resistance scales instead of the set 35%. It seems to be based on damage rampup and falloff.
Backpack Battalion's Backup.png
 Battalion's Backup 
Level 1 Battle Banner
Rage meter builds with damage done
When the Rage meter is full, sound your bugle to receive a buff that protects nearby teammates from crits, incoming sentry damage by 50% and 35% from all other sources
+20 max health on wearer
  • Pictogram minus.png Changed: [Optional] Increased damage done to fully will the Rage meter from 600 to 1000.
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • An optional change to increase damage done to fully will the Rage meter from 600 to 1000. Soldier is abble to deal a massive ammount of damage, especialy when shooting at a group of enemies. Current 600 damage might be too low for such class.

Concheror

Bugs reported on the Wiki

  • The health regen rate will reset to non-damaging effects such as the Rocket Jumper.
  • If a player holds down the primary-fire button after the end of activation to keep a buff ready for deployment, the Soldier will lower the conch. The other backpack weapons have the Soldier keep his bugle held until the button is released.
  • The strange variant of the item can rank up during battles against bots and when sv_cheats is set to 1.
  • If the rage meter is full and the user switches to another banner, and then touches a Resupply locker, the rage will be carried over.
Backpack Concheror.png
 Concheror 
Level 1 Sashimono
Rage meter builds with damage done
When the Rage meter is full, sound your conch to receive a buff that gives you and nearby teammates a speed buff and damage done giving health
Up to +4 health regenerated per second on wearer
  • Pictogram plus.png Changed: [Optional] Increased health from damage dealt from 35% to 40/50% (same as Mad Milk change from previous page)
  • Pictogram minus.png Changed: [Optional] Increased damage done to fully will the Rage meter from 480 to 1000.
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • An optional change to increase damage done to fully will the Rage meter from 600 to 1000. Soldier is abble to deal a massive ammount of damage, especialy when shooting at a group of enemies. Current 600 damage might be too low for such class.

Mantreads

Bugs reported on the Wiki

  • In some instances, the Mantreads will only deliver 30 damage upon a successful landing.
  • The Mantreads deal triple fall damage to players, but will also deal 10 additional damage, although it isn’t mentioned in the item’s description.
  • Rarely, the Mantreads stomp can sometimes Stomp twice in one fall.
  • While jumping using the Cow Mangler 5000, there is no third person stomping animation, resulting in a reference pose.
  • While falling from a high place with a melee weapon out, the Mantreads stomping animation uses the animation for the Rocket Launcher.
  • The Mantreads doesn't appear when inspecting it from the backpack menu.
Backpack Mantreads.png
 Mantreads 
Level 1 Boots
Press 'Jump' in the air to propel yourself downward to create a shockwave upon landing that deals damage to enemies in a small radius
Deals 3x falling damage to the enemy you land on
-75% reduction in push force taken from damage and airblast
200% increased air control when rocket jumping
  • Pictogram plus.png Added: Press 'JUMP' key in the air to propel yourself downward to create a shockwave upon landing that deals damage to enemies in a small radius
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • With the recent changes in Jungle Inferno update Mantreads finally received some buffs, making them a bit better. With addidtional mechanic, the Soldier would be abble to deal damage to enemies upon landing, even if he would miss his target.

Righteous Bison

Bugs reported on the Wiki

  • The attribute -34% clip size is missing. (Fixed in following changes.)
  • Rarely, after a moment of not firing, the Soldier will automatically reload the weapon's clip, regardless of the player's auto-reload setting.
  • In the client view, while crouching, the projectile will appear to fire much higher than the weapon model.
  • When minimizing the game with this weapon equipped, the ammo portion of the HUD may disappear.
  • The projectile can collide with certain invisible map elements that it is supposed to pass through, effectively making the projectile disappear mid-air in some map locations. Examples include the lowest level of the wooden platforms near the rocks on both of the second control points on cp_gullywash, and the room with a raised pathway near the final red spawn on pl_frontier.
  • Hitting an enemy at certain angles at certain distances will cause the penetration to trigger twice on the same target, effectively doing double damage.
Backpack Righteous Bison.png
 Righteous Bison 
Level 1 Indivisible Particle Smasher
Does not require ammo
Projectile penetrates enemies
Projectile cannot be deflected
Mini-crits whenever it would normally crit
-80% damage to enemy buildings
-34% clip size

Concept #1

  • Pictogram plus.png Changed: Changed the projectile, so in contact with the target, the projectile has a chance to hit retreating enemy up to 5 times, instead of 3.
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Despite the Jungle Inferno Update stating to have reversed stats to before the Meet Your Match Update, the weapon does not deal as much damage as it used to, because of the change on the projectile.
    • With now smaller hitbox, "Mini-crits whenever it would normally crit" would be a better fix to crits boosted Bison covering choke points.
Backpack Righteous Bison.png
 Righteous Bison 
Level 1 Indivisible Particle Smasher
Does not require ammo
Projectile penetrates enemies
Projectile cannot be deflected
Mini-crits whenever it would normally crit
-15% damage penalty for each penetrated enemy
-80% damage to enemy buildings
-34% clip size

Concept #2

  • Pictogram plus.png Changed: Point-blank deals now 50 damage
  • Pictogram plus.png Changed: Maximum range deals now 25 damage
  • Pictogram minus.png Changed: -15% damage penalty for each penetrated enemy
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • The biggest problem with the changes from Meet Your Match Update was the projectile's extremely slow speed, combined with changed, smaller hitbox.
    • With now smaller hitbox, "Mini-crits whenever it would normally crit" would be a better fix to crits boosted Bison covering choke points.

B.A.S.E. Jumper

Bugs reported on the Wiki

  • One can craft the B.A.S.E. Jumper with incorrect slot and class tokens. i.e. Demoman class token with Secondary slot token. This is due to the B.A.S.E. Jumper being shared by both the Soldier and the Demoman while using different weapon slots for each class.
  • If a player dies with a deployed parachute, the parachute will stay open while the player's ragdoll falls at standard speed.
  • The B.A.S.E. Jumper doesn't show while inspecting it from the Loadout menu.
  • The B.A.S.E. Jumper doesn't appear when inspecting it from the backpack menu.
Backpack B.A.S.E. Jumper.png
 B.A.S.E. Jumper 
Level 1 Parachute
Press 'JUMP' key in the air to deploy a parachute
Deployed parachute slow your descent
Wearer is marked for death, causing all damage taken to be mini-crits, when the parachute is deployed

Concept #1

  • Pictogram minus.png Added: Wearer is marked for death, causing all damage taken to be mini-crits, when the parachute is deployed
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • With the recent changes to this item, the user is still able to easily control in the air without any real downsides.
Backpack B.A.S.E. Jumper.png
 B.A.S.E. Jumper 
Level 1 Parachute
Press 'JUMP' key in the air to deploy a parachute
Deployed parachute slow your descent
+10/15% damage vulnerability on wearer, when the parachute is deployed

Concept #2

  • Pictogram minus.png Added: +10/15% damage vulnerability on wearer, when the parachute is deployed
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • With the recent changes to this item, the user is still able to easily control in the air without any real downsides.

Panic Attack aka Raiding Aid

Backpack Panic Attack.png
 Panic Attack 
Level 1 Concept #1 Shotgun
+50% pellets per shot
+50% deploy time
-15/20% damage penalty
Successive shots become less accurate

Concept #1

  • Pictogram plus.png Changed: -15/20% damage penalty
  • Pictogram comment.png Changed: No longer equippable on the Heavy and Engineer
  • Pictogram comment.png Changed: Separated statistics from the current weapon and moved to a new weapon, Raiding Aid (at some point it was already tested, suggested by the old kill icon)
    • Current design works only on classes that are cappable of doing close range damage and have high mobility (Soldier's rocket jumps and Pyro's speed + compresion blast), but not on slow Heavy and low health Enginner.
Backpack Panic Attack.png
 Panic Attack 
Level 1 Shotgun
+50% pellets per shot
+50% deploy time
+50% holster time
-15/20% damage penalty
Successive shots become less accurate

Concept #2

  • Pictogram plus.png Added: +50% holster time
  • Pictogram plus.png Changed: -15/20% damage penalty
  • Pictogram comment.png Changed: No longer equippable on the Heavy and Engineer
  • Pictogram comment.png Changed: Separated statistics from the current weapon and moved to a new weapon, Raiding Aid (at some point it was already tested, suggested by the old kill icon)
    • Current design works only on classes that are cappable of doing close range damage and have high mobility (Soldier's rocket jumps and Pyro's speed + compresion blast), but not on slow Heavy and low health Enginner.

Melee

Shovel

  • No changes.

Equalizer

Backpack Equalizer.png
 Equalizer 
Level 1 Pickaxe
When weapon is active:
Damage and damage resistance increases as the wearer becomes injured
-90% less healing from all sources
  • Pictogram plus.png Changed: Damage and damage resistance increases as the wearer becomes injured
  • Pictogram minus.png Changed: -90% less healing from all sources
  • 40 damage at 200 (and above), 60 damage below 150 hp, 80 damage below 100 hp, 100 damage below 50 hp, and 120 damage below 25 hp
  • No damage resistance at 200 (and above), 10% damage resistance below 150 hp, 15% damage resistance below 100 hp, 20% damage resistance below 50 hp, and 25% damage resistance below 25 hp
    • Soldier's melee is always his last resort, and doing any damage with it with so low health makes no sense, and will most likely end with quick death. Increased damage resistance, combined with more damage should fix this problem. Also changed -90% less healing from Medic sources to -90% less healing from all sources, so the Soldier won't be able to heal that much in any way, with additional melee damage and damage resistance.

Pain Train

Backpack Pain Train.png
 Pain Train 
Level 1 Makeshift Club
When weapon is active:
+1 capture rate
+10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
When near the objective, wearer and nearby teammates regenerate 3/5 health points per second OR When near the objective, wearer and nearby teammates receive +15/20% damage resistance
Wearer is marked for death and for short period after switching weapons, causing all damage taken to be mini-crits
-25% damage penalty

Concept #1

  • Pictogram plus.png Added: +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
  • Pictogram plus.png Added: When near the objective, wearer and nearby teammates regenerate 3/5 health points per second OR When near the objective, wearer and nearby teammates receive +15/20% damage resistance
  • Pictogram minus.png Added: When weapon is active:
  • Pictogram minus.png Added: Wearer is marked for death and for short period after switching weapons, causing all damage taken to be mini-crits
  • Pictogram minus.png Added: -25% damage penalty
    • Very situacional weapon, with 10% bullet damage vulnerability on wearer. This weapon needs more, to be worth using in other gamemodes and on defense.
Backpack Pain Train.png
 Pain Train 
Level 1 Makeshift Club
When weapon is active:
+1 capture rate
+10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
When near the objective, wearer and nearby teammates regenerate 3/5 health points per second OR When near the objective, wearer and nearby teammates receive +15/20% damage resistance
+15/20% damage vulnerability
-25% damage penalty

Concept #2

  • Pictogram plus.png Added: +10/15% speed bonus when carrying the intelligence briefcase, PASS Time JACK or pickups in Player Destruction
  • Pictogram plus.png Added: When near the objective, wearer and nearby teammates regenerate 3/5 health points per second OR When near the objective, wearer and nearby teammates receive +15/20% damage resistance
  • Pictogram minus.png Added: When weapon is active:
  • Pictogram minus.png Added: +15/20% damage vulnerability
  • Pictogram minus.png Added: -25% damage penalty
    • Very situacional weapon, with 10% bullet damage vulnerability on wearer. This weapon needs more, to be worth using in other gamemodes and on defense.

Half-Zatoichi

Bugs reported on the Wiki

  • The loadout screen shows the Demoman wielding the Half-Zatoichi with one hand instead of with both hands. A Spy disguised as a Demoman wields the Half-Zatoichi one-handed as well.
  • It is possible to get the Demoman achievement Scotch Tap twice with this weapon.
  • In Mannpower, using the Grappling Hook via the action key when the player is below 50 Health will kill the player instead of not letting them use the grappling hook.
  • Taunting with Shred Alert, Fresh Brewed Victory or Spent Well Spirits while using the bloodied Half-Zatoichi will taunt with the RED version of the equipment, regardless of the team.
Backpack Half-Zatoichi.png
 Half-Zatoichi 
Level 1 Katana
This weapon has a large melee range and deploys and holsters slower.
When weapon is active:
Gain 50% of base health on kill
+10/15% speed bonus
Honorbound: Once drawn sheathing deals 50 damage to the wearer unless it kills
The wearer can instantly kill in one hit an enemy wielding another Half-Zatoichi and vice-versa.
  • Pictogram plus.png Added: +10/15% speed bonus
  • Pictogram comment.png Added: When weapon is active:
  • Pictogram comment.png Changed: Updated item attributes and description to better explain functionality of the weapon
    • Additional +10/15% speed bonus would help the Soldier (and Demoman) to reach the enemy faster (it should be still balanced on Demo, even with charge and bonus 25 health). Being forced to hold a melee weapon and losing 50 health when trying to switch from it to another weapon is already a big downside.

Disciplinary Action

Bugs reported on the Wiki

  • The extra range allows the user to hit enemies completely behind them from point-blank range. (Fixed with following changes.)
  • Sometimes the extra range will appear to hit a teammate and make the correct sound, but not register the speed boost and vice versa. (Fixed with following changes.)
    • This is due to teammates not being lag compensated in the way the opposing team is, The user will typically need to aim in front of where the teammates appear to be moving. (Fixed with following changes.)
    • This also means the user can appear to hit allies that are seemingly out of range, but moving towards to the user. (Fixed with following changes.)
  • The Disciplinary Action uses the Shovel sound effect when a Critical Hit occurs.
Backpack Disciplinary Action.png
 Disciplinary Action 
Level 1 Riding Crop
On Hit Teammate: Boosts both's speed for 3 seconds
On Hit Teammate: Deals 10/20 damage to the wearer
-30/50% firing speed
-25% damage penalty
  • Pictogram plus.png Changed: Increased speed boost from 2 to 3 seconds
  • Pictogram minus.png Added: On Hit Teammate: Deals 10/20 damage to the wearer
  • Pictogram minus.png Added: -30/50% firing speed
  • Pictogram minus.png Removed: Increased range
    • Speed boost allowing slow classes to arrive in the middle faster, without any downsides.

Market Gardener

Bugs reported on the Wiki

  • The state of "launched by explosion" can be prolonged by jumping at the exact moment the player lands (bunnyhopping), which allows the weapon to crit after technically landing, and can theoretically be extended indefinitely.
  • There is sometimes a glitch when playing the game with DirectX8 that causes the model to flip backwards.
Backpack Market Gardener.png
 Market Gardener 
Level 1 Shovel
Deals crits while the wearer is rocket jumping
-20/30% deploy time
-20% firing speed
  • Pictogram minus.png Added: -20/30% deploy time
    • -20% firing speed doesn't affect the weapon in any way, but with slower deploy time, the wearer would be forced to attack more carefully and wouldn't be able to crit when rocket jumping at any hight.

Escape Plan

Backpack Escape Plan.png
 Escape Plan 
Level 1 Pickaxe
When weapon is active:
Move speed increases as the wearer becomes injured
Wearer is marked for death and for short period after switching weapons, causing all damage taken to be mini-crits
-90% less healing from all sources
  • Pictogram minus.png Changed: -90% less healing from all sources
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Changed -90% less healing from Medic sources to -90% less healing from all sources, so the Soldier won't be able to heal that much in any way, with additional speed boost.