Difference between revisions of "User:SofiPandaRights/Custom Weapons"

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m (Official Weapon Changes: Had to remove a feature, because it is broken (Will add back once fixed))
(Preparing for large update, 1 of 3(?))
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=== Removed/Unused Custom Weapons ===
 
The following weapons are only available to the supporters of CTF2W on the MvM servers. Also, the Custom Weapons below do not have a custom model attached.
 
  
 +
 +
=== Official Weapon Changes ===
 +
The official weapons below are currently only available on the Testing servers.
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="3" class="header" | Scout Custom Weapons
+
! colspan="1" class="header" | Overall Changes
 
|-
 
|-
! class="header" width="25%" | Class
+
<!-- Overall Changes HERE -->
! class="header" width="25%" | Weapon
+
| align="left" |
! class="header" width="50%" | Stats
+
-All servers have random critical hits are turned off<br><br>
 +
-All servers use fixed bullet spread<br><br>
 +
-Removed the 10 second teammate outlines after re-spawning<br><br>
 +
-Reduced melee range bonus to +33% from +37% for all swords<br><br>
 +
-Removed the -100% holster speed penalty for all swords<br><br>
 +
-Added "While on fire: -20% health received from all healing sources"<br>
 +
'''NOTE''': Any weapon that can ignite enemies will gain this new debuff. Also, we removed the "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Flamethrowers. Additional, any weapon that grants health will reduced from this new debuff, including HP regen or any health over time.<br><br>
 +
-Added "Health packs do not remove the bleed effect"<br>
 +
'''NOTE''': Users can still heal on pickup, but the bleed timer will continue<br><br>
 +
-Afterburn damage will now counts towards the Concheror, Mad Milk, and any custom life-steal effects
 
|-
 
|-
<!-- SCOUT HERE -->
+
|}
| align="center" rowspan="6" | {{Icon class|class=Scout|link=Scout}}<br>[[Scout]]
+
 
| align="center" | <small>[[Primary]]</small><br>
+
{| class="wikitable grid collapsible autocollapse" width="100%"
'''Hand Cannon'''
+
! colspan="2" class="header" | Scout - Class Changes
|
 
{{Pro}}+1000% bullets per shot<br>
 
{{Con}}-50% max primary ammo on wearer<br>
 
{{Con}}100% less accurate<br>
 
{{Con}}-50% reload speed<br>
 
{{Con}}-75% clip size<br>
 
{{Con}}-75% damage<br>
 
 
|-
 
|-
| align="center" | <small>[[Primary]]</small><br>
+
! class="header" width="50%" | Changes
'''Jump-Action Shotgun'''
+
! class="header" width="50%" | Full New Stats
|
 
{{Pro}}On hit: +2 extra jumps stored<br>
 
{{Pro}}On kill: +3 extra jumps stored<br>
 
{{Pro}}+250% air control on wearer<br>
 
{{Con}}-50% damage while user is in the air<br>
 
{{Con}}-25% jump height on wearer<br>
 
 
|-
 
|-
| align="center" | <small>[[Primary]]</small><br>
+
<!-- SCOUT CLASS -->
'''Shotgun Bride'''
+
| align="left" |
 +
-Added "(Ability) 50% faster overall weapon switching"<br>
 +
'''NOTE''': This decreases Scout's normal switch time to 0.25 seconds from 0.5 seconds<br>
 
|
 
|
{{Neutral}}Hold fire to load up to 3 arrows and release fire to unleash the barrage<br>
+
(Ability) User can double jump<br>
{{Pro}}Arrow can headshot for +200% damage<br>
+
(Ability) +1 capture rate on wearer<br>
{{Pro}}+80% fire rate<br>
+
(Ability) 50% faster overall weapon switching<br>
{{Con}}-20% reload speed<br>
 
{{Con}}Uses normal damage falloff and headshots are affected by damage falloff<br>
 
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
|}
'''Pegasus' Wing (Wearable)'''
+
{| class="wikitable grid collapsible autocollapse" width="100%"
|
+
! colspan="3" class="header" | Scout - Modified Official Weapons
{{Pro}}+10% move speed on wearer<br>
 
{{Pro}}+20% jump height on wearer<br>
 
{{Con}}20% damage vulnerability on wearer<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
! class="header" width="20%" | Weapon
'''Fan Support'''
+
! class="header" width="40%" | Changes
|
+
! class="header" width="40%" | Full New Stats
{{Pro}}On hit: Mark up to 3 targets for 15 seconds each and take less damage from them<br>
 
{{Pro}}+25% overall weapon switching<br>
 
{{Con}}Minimal damage<br>
 
{{Neutral}}Each hit reduces damage taken by 25%, up to 50% with 2 hits<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
<!-- SCOUT HERE -->
'''Finicky Stick'''
+
| align="center" | [[File:Backpack_Scattergun.png|100px]]<br>
 +
<small>Primary</small><br>
 +
'''[[Scattergun]]'''
 +
| align="left" |
 +
'''NO CHANGE'''
 
|
 
|
{{Pro}}On hit: 20% chance to one-shot enemy<br>
+
'''NO CHANGE'''
{{Con}}-25% move speed while active<br>
 
{{Con}}-50% fire rate<br>
 
{{Con}}Minimal damage<br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Force-A-Nature.png|100px]]<br>
 
+
<small>Primary</small><br>
 
+
'''[[Force-A-Nature]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
-Removed "+20% bullets per shot"<br><br>
! colspan="3" class="header" | Soldier Custom Weapons
+
-Removed "-10% damage penalty"<br><br>
|-
+
-Added "20% more accurate"<br><br>
! class="header" width="25%" | Class
+
-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time
! class="header" width="25%" | Weapon
 
! class="header" width="50%" | Stats
 
|-
 
<!-- SOLDIER HERE -->
 
| align="center" rowspan="5" | {{Icon class|class=Soldier|link=Soldier}}<br>[[Soldier]]
 
| align="center" | <small>[[Primary]]</small><br>
 
'''Danger Ranger'''
 
 
|
 
|
{{Pro}}+25% damage while explosive jumping<br>
+
{{Pro}}Applies knockback on the target and shooter<br>
{{Pro}}25% damage resistance while explosive jumping<br>
+
{{Pro}}+50% faster firing speed<br>
{{Con}}-50% damage while on the ground<br>
+
{{Pro}}20% more accurate<br>
{{Con}}25% damage vulnerability while on the ground<br>
+
{{Con}}-66% clip size<br>
 +
{{Neutral}}The knockback that is applied on enemies is based on the damage dealt<br>
 +
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
 
|-
 
|-
| align="center" | <small>[[Primary]]</small><br>
+
| align="center" | [[File:Backpack_Shortstop.png|100px]]<br>
'''L.A.W.'''
+
<small>Primary</small><br>
 +
'''[[Shortstop]]'''
 +
| align="left" |
 +
-Added "When weapon is active: +20% bonus healing from all sources"<br><br>
 +
-Added "When weapon is active & while doing the objective: Gain +25% additional bonus healing"<br><br>
 +
-The increased push force taken is only applied when the weapon is active & while doing the objective<br><br>
 +
-Increased push force taken to +25% from +20%<br><br>
 +
-Increased hidden fire rate bonus to +50% from +42%<br><br>
 +
-Increased base damage to 78 from 72<br><br>
 +
'''NOTE''': Healing sources count towards.....<br>
 +
Health packs, Dispensers, Payload carts, Mad Milk, Crusader's Crossbow, Amputor taunt, Medic healing, or any custom healing effect<br><br>
 +
'''NOTE''': While doing the objective count towards.....<br>
 +
Pushing a Payload cart, capturing a control point, or while holding the Intelligence
 
|
 
|
{{Pro}}Shoots 2 extra rockets per shot<br>
+
{{Pro}}When weapon is active: +20% bonus healing from all sources"<br>
{{Con}}-66% damage<br>
+
{{Pro}}When weapon is active & while doing the objective: Gain +25% additional bonus healing<br>
{{Con}}-75% clip size<br>
+
{{Con}}When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast<br>
{{Con}}-50% reload speed<br>
+
{{Neutral}}This weapon is best used at medium and/or long range<br>
{{Con}}-66% projectile speed<br>
+
{{Neutral}}Alt-Fire: Reach out to shove an enemy
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Soda_Popper.png|100px]]<br>
'''Long Fall Boots (Wearable)'''
+
<small>Primary</small><br>
 +
'''[[Soda Popper]]'''
 +
| align="left" |
 +
-Added "When Hype is used: User gains full air strafe control"<br><br>
 +
-Added "-10% damage penatly"<br><br>
 +
-Now takes 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fill<br><br>
 +
-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time
 
|
 
|
{{Pro}}Wearer never takes fall damage<br>
+
{{Pro}}On hit any weapon: Builds Hype<br>
{{Pro}}+500% increased air control on wearer<br>
+
{{Pro}}+50% faster firing speed<br>
 +
{{Pro}}25% faster reload time<br>
 +
{{Con}}-10% damage penatly<br>
 +
{{Con}}-66% clip size<br>
 +
{{Neutral}}When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps and full air strafe control for 8 seconds. When activated, user can't gain Hype.<br>
 +
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br>
 +
{{Neutral}}Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Baby_Face's_Blaster.png|100px]]<br>
'''Crowd Control'''
+
<small>Primary</small><br>
 +
'''[[Baby Face's Blaster]]'''
 +
| align="left" |
 +
-Reduced boost lost on hit to 1% from 4%<br><br>
 +
-Removed "Boost reduced on air jumps"<br><br>
 +
-Removed "-34% clip size"<br><br>
 +
-Added "Boost decays over time" (2% every 1 second)<br><br>
 +
-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"<br><br>
 +
-Added "-1 capture rate on wearer"<br><br>
 +
-Increased damage required to fill to 200 from 100
 
|
 
|
{{Pro}}This weapon deploys & holsters 25% faster<br>
+
{{Pro}}On hit any weapon: Builds Boost that increases your move speed on wearer<br>
{{Pro}}On hit: Target is launched straight up into the air and is marked for death for 4 seconds<br>
+
{{Con}}Boost is reduced when damaged and decays over time<br>
{{Con}}On hit: User is marked for death for 3 seconds<br>
+
{{Con}}Boost is disabled while doing the objective<br>
{{Con}}-50% damage<br>
+
{{Con}}10% slower move speed on wearer<br>
 +
{{Con}}-1 capture rate on wearer<br>
 +
{{Neutral}}Requires 200 damage dealt to fully fill Boost
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Back_Scatter.png|100px]]<br>
'''Pick.exe'''
+
<small>Primary</small><br>
 +
'''[[Back Scatter]]'''
 +
| align="left" |
 +
-Removed "Mini-crits targets when fired at their back from close range"<br><br>
 +
-Removed "-34% clip size"<br><br>
 +
-Removed "No random critical hits"<br><br>
 +
-Removed "20% less accurate"<br><br>
 +
-Added "On kill: Reduced weapon attack noise"<br><br>
 +
-Added "100% critical hits from behind"<br>
 +
'''NOTE''': There is no distance limit. The shots will always crit if it hits an enemy in the back.<br><br>
 +
-Added "Shots penetrate all enemies"<br><br>
 +
-Added "30% slower firing speed"<br><br>
 +
-Added "15% slower reload time"
 
|
 
|
{{Neutral}}While active:<br>
+
{{Pro}}On kill: Reduced weapon attack noise<br>
{{Pro}}Fire rate increases as the user becomes injured<br>
+
{{Pro}}100% critical hits from behind<br>
{{Con}}-90% less healing from Medic sources<br>
+
{{Pro}}Shots penetrate all enemies<br>
{{Con}}-25% base damage<br>
+
{{Con}}30% slower firing speed<br>
 +
{{Con}}15% slower reload time
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
 
+
<small>Secondary</small><br>
 
+
'''[[Pistol]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
'''NO CHANGE'''
! colspan="3" class="header" | Pyro Custom Weapons
 
|-
 
! class="header" width="25%" | Class
 
! class="header" width="25%" | Weapon
 
! class="header" width="50%" | Stats
 
|-
 
<!-- PYRO HERE -->
 
| align="center" rowspan="3" | {{Icon class|class=Pyro|link=Pyro}}<br>[[Pyro]]
 
| align="center" | <small>[[Secondary]]</small><br>
 
'''Flare Jumper'''
 
 
|
 
|
{{Pro}}+200% self damage force<br>
+
'''NO CHANGE'''
{{Pro}}No self inflicted damage taken<br>
 
{{Pro}}+50% max secondary ammo on wearer<br>
 
{{Con}}Unable to carry the intelligence<br>
 
{{Con}}Unable to damage enemies<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Bonk!_Atomic_Punch.png|100px]]<br>
'''Culling Blade'''
+
<small>Secondary</small><br>
 +
'''[[Bonk! Atomic Punch]]'''
 +
| align="left" |
 +
-Added "+25% move speed while under effects"<br><br>
 +
-Added "This weapon deploys 400% slower"<br>
 +
'''NOTE''': Since Scout's switching speed is 0.25 seconds, this penalty would increase the deploy time to 1 second
 
|
 
|
{{Pro}}Instantly kills an enemy who is below 10% of their max health<br>
+
{{Pro}}While under the effects, become invulnerable and gain a 25% speed boost for 8 seconds.<br>
{{Con}}-20% fire rate<br>
+
{{Con}}While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.<br>
{{Con}}-50% damage<br>
+
{{Con}}This weapon deploys 400% slower<br>
 +
{{Neutral}}30 second recharge<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Crit-a-Cola.png|100px]]<br>
'''Uncontainable Reaction'''
+
<small>Secondary</small><br>
 +
'''[[Crit-a-Cola]]'''
 +
| align="left" |
 +
-Added "+10% faster drinking speed"
 
|
 
|
{{Neutral}}Damage combo system:<br>
+
{{Pro}}While under the effects, all damage dealt is Mini-Crits for 8 seconds.<br>
* 1st hit: -30% damage<br>
+
{{Pro}}+10% faster drinking speed<br>
* 2nd hit: -15% damage<br>
+
{{Con}}While under the effects, making any attack causes a 5 second Marked-For-Death debuff until the effect wears off.<br>
* 3rd hit: Base damage, plus ignites the victim<br>
+
{{Neutral}}30 second recharge<br>
{{Pro}}100% critical hits vs burning players from behind<br>
+
{{Neutral}}Allowed in Medieval mode
{{Pro}}100% mini-crits vs burning players from the front<br>
 
{{Neutral}}Combo is reset on the 3rd hit<br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Mad_Milk.png|100px]]<br>
 
+
<small>Secondary</small><br>
 
+
'''[[Mad Milk]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
-Reduced splash radius to 146 Hu from 200 Hu<br><br>
! colspan="3" class="header" | Demoman Custom Weapons
+
-Reduced Mad Milk healing percentage to 35% from 60%<br>
|-
+
'''NOTE''': Matches the Concheror's life leech<br><br>
! class="header" width="25%" | Class
+
-Added "While doing the objective: +33% faster recharge rate"<br><br>
! class="header" width="25%" | Weapon
+
-Increased extinguishing teammate cooldown to 25% from 20%<br><br>
! class="header" width="50%" | Stats
+
-Added "Coated enemies move 20% slower"
|-
 
<!-- DEMOMAN HERE -->
 
| align="center" rowspan="6" | {{Icon class|class=Demoman|link=Demoman}}<br>[[Demoman]]
 
| align="center" | <small>[[Primary]]</small><br>
 
'''Long Fall Boots (Wearable)'''
 
 
|
 
|
{{Pro}}Wearer never takes fall damage<br>
+
{{Pro}}Players heal 35% of the damage done to an enemy covered with milk<br>
{{Pro}}+500% increased air control on wearer<br>
+
{{Pro}}While doing the objective: +33% faster recharge rate<br>
 +
{{Pro}}Extinguishing teammates reduces cooldown by -25%<br>
 +
{{Pro}}Extinguishes fire on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br>
 +
{{Pro}}Coated enemies move 20% slower<br>
 +
{{Neutral}}20 second recharge<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Winger.png|100px]]<br>
'''Modern Drunkfare'''
+
<small>Secondary</small><br>
 +
'''[[Winger]]'''
 +
| align="left" |
 +
-Added "Wearer never takes falling damage while active"<br><br>
 +
-Reduced clip size penalty to -50% from -60%<br><br>
 +
-Increased jump height bonus to +30% from 25%<br><br>
 +
-Removed "+15% damage bonus"
 
|
 
|
{{Pro}}On mini-crit or critical hit: Stuns the target for 3 seconds<br>
+
When weapon is active:<br>
{{Pro}}Deals mini-crit hits while explosive jumping<br>
+
:{{Pro}}Wearer never takes falling damage<br>
{{Pro}}+100% fire rate and +50% reload speed while explosive jumping<br>
+
:{{Pro}}+30% greater jump height<br>
{{Pro}}Instant charge rate<br>
+
:{{Con}}-50% clip size
{{Con}}Mini-crit or critical hits do minimal damage<br>
 
{{Con}}-4 max pipebombs out<br>
 
{{Con}}-50% clip size<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Pretty_Boy's_Pocket_Pistol.png|100px]]<br>
'''Bloody Axe'''
+
<small>Secondary</small><br>
 +
'''[[Pretty Boy's Pocket Pistol]]'''
 +
| align="left" |
 +
-Removed "When weapon is active"<br><br>
 +
-Increased health on hit to +4 from +3<br><br>
 +
-Added "-25% max secondary ammo on wearer"
 
|
 
|
{{Pro}}+100% damage vs bleeding players<br>
+
{{Pro}}On hit: Gain up to +4 health<br>
{{Pro}}On hit: Bleed for 3 seconds<br>
+
{{Pro}}+15% faster firing speed<br>
{{Con}}-100% fire rate<br>
+
{{Con}}-25% clip size<br>
{{Con}}-25% damage vs non-bleeding players<br>
+
{{Con}}-25% max secondary ammo on wearer
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Flying_Guillotine.png|100px]]<br>
'''Brute Force'''
+
<small>Secondary</small><br>
 +
'''[[Flying Guillotine]]'''
 +
| align="left" |
 +
-Removed "No random critical hits"<br><br>
 +
-Added "100% mini-crits vs players below 50% health"<br>
 +
'''NOTE''': Includes Guillotine hit and bleed damage
 
|
 
|
{{Pro}}On hit: Mark 1 target for 5 seconds and take 50% less damage from them<br>
+
{{Pro}}On hit: Bleed for 5 seconds <br>
{{Pro}}Each kill increases your melee damage by 10 damage, up to 5 kills<br>
+
{{Pro}}Long distance hits reduce recharge time by 25%<br>
{{Con}}20% damage vulnerability while active<br>
+
{{Pro}}100% mini-crits vs players below 50% health<br>
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
+
{{Con}}Cannot be picked up after thrown<br>
 +
{{Neutral}}6 second recharge<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Bat.png|100px]]<br>
'''Eternal Sleeper'''
+
<small>Melee</small><br>
 +
'''[[Bat]]'''
 +
| align="left" |
 +
'''NO CHANGE'''
 
|
 
|
{{Pro}}100% critical hit against charging demoman<br>
+
'''NO CHANGE'''
{{Pro}}+37% melee range<br>
 
{{Pro}}+25% faster overall weapon switch<br>
 
{{Con}}-50% damage<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Sandman.png|100px]]<br>
'''Jumpin Jehosaphat'''
+
<small>Melee</small><br>
 +
'''[[Sandman]]'''
 +
| align="left" |
 +
-Decreased damage from ball when at point blank to 10 from 15<br><br>
 +
-Increased damage from ball from max distance to 40 from 30<br><br>
 +
-Completely redid the slow-down system and now it's based it on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additional, normally the ball would have to slightly travel before it would apply the current official slow-down effect, but now you can hit someone at point blank to apply slow-down. A point blank ball hit applies a -66% penatly for 1 second and a max distance ball hit applies a -33% for 7 seconds.<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
{{Neutral}}While active:<br>
+
{{Pro}}Alt-Fire: Launches a ball that slows targets depending on travel distance, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additional, the damage from the ball impact increases the further it travels.<br>
{{Pro}}Deals crits while explosive jumping<br>
+
{{Pro}}Can be picked up after thrown to instantly recharge<br>
{{Pro}}On explosive jump land: Automatically shield charge<br>
+
{{Con}}-15 max health on wearer<br>
{{Pro}}Full turning control while charging<br>
+
{{Neutral}}10 second recharge<br>
{{Con}}-20% slower move speed on wearer<br>
+
{{Neutral}}Bonus melee range, but slower deploy time
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Candy_Cane.png|100px]]<br>
 
+
<small>Melee</small><br>
 
+
'''[[Candy Cane]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
-Removed "On kill: A small health pack is dropped"<br><br>
! colspan="3" class="header" | Heavy Custom Weapons
+
-Removed "25% explosive damage vulnerability on wearer"<br><br>
|-
+
-Added "On kill with any weapon: Regen up to 50% of your HP over 6 seconds"<br><br>
! class="header" width="25%" | Class
+
-Added "On assist-kill with any weapon: Regen up to 25% of your HP over 6 seconds"<br><br>
! class="header" width="25%" | Weapon
+
-Added "On kill OR assist-kill with this weapon: Gain double the amount of HP in half the time"<br><br>
! class="header" width="50%" | Stats
+
-Added "On kill OR assist-kill with any weapon: No ammo pack will drop"<br><br>
|-
+
-Added "60% slower firing speed"
<!-- HEAVY HERE -->
 
| align="center" rowspan="5" | {{Icon class|class=Heavy|link=Heavy}}<br>[[Heavy]]
 
| align="center" | <small>[[Primary]]</small><br>
 
'''Black Hole'''
 
 
|
 
|
{{Pro}}On hit: Sucks your enemies towards you<br>
+
{{Pro}}On kill with any weapon: Regen up to 50% of your HP over 6 seconds<br>
{{Pro}}+300% bullets per shot<br>
+
{{Pro}}On assist-kill with any weapon: Regen up to 25% of your HP over 6 seconds<br>
{{Con}}-88% damage<br>
+
{{Pro}}On kill OR assist-kill with this weapon: Gain double the amount of HP in half the time<br>
 +
{{Con}}On kill OR assist-kill with any weapon: No ammo pack will drop<br>
 +
{{Con}}60% slower firing speed
 
|-
 
|-
| align="center" | <small>[[Primary]]</small><br>
+
| align="center" | [[File:Backpack_Boston_Basher.png|100px]]<br>
'''Leviathan'''
+
<small>Melee</small><br>
 +
'''[[Boston Basher]]'''
 +
| align="left" |
 +
-Added "+100% bleed damage bonus"<br><br>
 +
-Reduced bleed duration to 3 seconds from 5<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
{{Pro}}Bullets destroy rockets and grenades while in-flight<br>
+
{{Pro}}On hit: Bleed for 3 seconds<br>
{{Pro}}Bullets penetrate 1 additional enemy<br>
+
{{Pro}}+100% bleed damage bonus<br>
{{Con}}25% bullet damage vulnerability while active<br>
+
{{Con}}On miss: Hit yourself. Idiot!<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | <small>[[Primary]]</small><br>
+
| align="center" | [[File:Backpack_Sun-on-a-Stick.png|100px]]<br>
'''Olga, the Killing Machine'''
+
<small>Melee</small><br>
 +
'''[[Sun-on-a-Stick]]'''
 +
| align="left" |
 +
-Increased direct damage penalty to -35% from -25%<br><br>
 +
-Added "Alt-Fire: Spontaneous combustion"<br>
 +
'''NOTE''': This will ignite yourself for 10 seconds<br>
 +
'''NOTE''': 20 second recharge once used<br><br>
 +
-Added "On hit: Transfers remaining 'Spontaneous Combustion' afterburn to enemies"<br><br>
 +
-Added "On hit: Transferred afterburn duration is reduced by 75%"<br><br>
 +
-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"
 
|
 
|
{{Pro}}75% damage resistance when below 50% health and spun up<br>
+
{{Pro}}Alt-Fire: Spontaneous Combustion<br>
{{Pro}}No bullet spread<br>
+
{{Pro}}On hit: Transfers remaining "Spontaneous Combustion" afterburn to enemies<br>
{{Pro}}+200% damage<br>
+
{{Pro}}+25% fire damage resistance while active<br>
{{Con}}-500% fire rate<br>
+
{{Pro}}100% critical hit vs burning players<br>
{{Con}}-75% max primary ammo on wearer<br>
+
{{Con}}On hit: Transferred afterburn duration is reduced by 75%<br>
 +
{{Con}}On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once<br>
 +
{{Con}}-35% direct damage penalty<br>
 +
{{Neutral}}20 second recharge once used
 
|-
 
|-
| align="center" | <small>[[Primary]]</small><br>
+
| align="center" | [[File:Backpack_Fan_O'War.png|100px]]<br>
'''Sufficient Factory'''
+
<small>Melee</small><br>
 +
'''[[Fan O'War]]'''
 +
| align="left" |
 +
-Removed "Crits whenever it would normally mini-crit"<br><br>
 +
-Increased damage penalty to "minimal damage" from -75%<br><br>
 +
-User can mark up to 2 targets instead of 1<br><br>
 +
-Reduced mark duration to 10 seconds from 15<br><br>
 +
-Added "On hit: Gain a 2 second speed boost"
 
|
 
|
{{Pro}}On kill with any weapon: A small health pack is dropped<br>
+
{{Pro}}On hit (up to 2): Target is marked for 10 seconds causing all damage taken to be mini-crits<br>
{{Pro}}10 health regeneration per second<br>
+
{{Pro}}On hit: Gain a 2 second speed boost<br>
{{Pro}}5% ammo regenerated every 5 seconds<br>
+
{{Con}}Minimal damage<br>
{{Con}}-100 max health on wearer<br>
+
{{Neutral}}Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from your 1st target
{{Neutral}}Health regeneration is decreased if user has been recently damaged<br>
 
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Atomizer.png|100px]]<br>
'''Mann Snack'''
+
<small>Melee</small><br>
 +
'''[[Atomizer]]'''
 +
| align="left" |
 +
-Removed "Grants Triple Jump while deployed"<br><br>
 +
-Removed "Melee attacks mini-crit while airborne"<br><br>
 +
-Removed "-15% damage vs players"<br><br>
 +
-Removed "This weapon deploys 50% slower"<br><br>
 +
-Added "On hit with this weapon: Slams airborne targets into the ground"<br><br>
 +
-Added "On kill with any weapon: +2 jumps stored"<br><br>
 +
-Added "On assist-kill with any weapon: +1 jump stored"<br><br>
 +
-Added "On hit with this weapon: +2 jumps stored"<br><br>
 +
-Added "Disables double jump on wearer"<br><br>
 +
-Added "Bonus jumps (up to 250) can be used even while weapon is not active"<br><br>
 +
-Added "Every jump has a purple smoke below the user's feet"<br><br>
 +
-Added "When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over"
 
|
 
|
{{Pro}}This weapon deploys & holsters 50% faster<br>
+
{{Pro}}On hit with this weapon: Slams airborne targets into the ground<br>
{{Pro}}+200% max misc ammo on wearer<br>
+
{{Pro}}On kill with any weapon: +2 jumps stored<br>
{{Con}}No health from packs on wearer<br>
+
{{Pro}}On assist-kill with any weapon: +1 jump stored<br>
{{Neutral}}Alt-fire: Share with a friend (Medium Health Kit)<br>
+
{{Pro}}On hit with this weapon: +2 jumps stored<br>
{{Neutral}}30 second recharge<br>
+
{{Con}}Disables double jump on wearer<br>
 +
{{Neutral}}Bonus jumps (up to 250) can be used even while weapon is not active<br>
 +
{{Neutral}}Every jump has a purple smoke below the user's feet<br>
 +
{{Neutral}}When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over"
 +
|-
 +
| align="center" | [[File:Backpack_Wrap_Assassin.png|100px]]<br>
 +
<small>Melee</small><br>
 +
'''[[Wrap Assassin]]'''
 +
| align="left" |
 +
-Removed "+25% increase in recharge rate"<br><br>
 +
-Reduced direct damage penalty to -50% from -65%<br><br>
 +
-The ornament will no longer do damage on impact<br><br>
 +
-The bleeding effect now scales depending on travel distance (between 1–10 seconds) instead of 7.5 seconds<br><br>
 +
-Added that the shatter effect causes bleeding as well, but reduces the possible duration by 25%<br><br>
 +
-Increased the scatter radius to 73 Hu from 50 Hu<br><br>
 +
-Added "On hit bleeding player with melee: Causes an explosion (146 Hu) that will cause nearby enemies to bleed for 5 seconds"<br><br>
 +
-Added "+100% max misc ammo on wearer"
 +
|
 +
{{Pro}}Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds<br>
 +
{{Pro}}On hit bleeding player with Melee: Causes an explosion that will cause nearby enemies to bleed for 5 seconds<br>
 +
{{Pro}}+100% max misc ammo on wearer<br>
 +
{{Con}}On non-direct hits with the ornament: The bleed duration is reduced by 25%<br>
 +
{{Con}}-50% direct damage penalty<br>
 +
{{Neutral}}10 second recharge
 
|-
 
|-
 
|}
 
|}
Line 2,375: Line 2,481:
  
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="3" class="header" | Engineer Custom Weapons
+
! colspan="2" class="header" | Soldier - Class Changes
 
|-
 
|-
! class="header" width="25%" | Class
+
! class="header" width="50%" | Changes
! class="header" width="25%" | Weapon
+
! class="header" width="50%" | Full New Stats
! class="header" width="50%" | Stats
 
 
|-
 
|-
<!-- ENGINEER HERE -->
+
<!-- SOLDIER CLASS -->
| align="center" rowspan="7" | {{Icon class|class=Engineer|link=Engineer}}<br>[[Engineer]]
+
| align="left" |
| align="center" | <small>[[Primary]]</small><br>
+
-Added "(Ability) +50% increased air strafe control when blast jumping"<br><br>
'''Bulldog'''
+
-Added "This weapon deploys 30% faster and holsters 15% faster" to all Banners<br>
 
|
 
|
{{Pro}}100% mini-crit vs cloaked spies<br>
+
(Ability) +50% increased air strafe control when blast jumping<br>
{{Pro}}Damage removes sappers<br>
+
(Ability) -75% blast damage to self when blast jumping<br>
{{Con}}-50% clip size<br>
+
(Ability) -40% blast damage to self<br>
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
|}
'''Scrap Collector'''
+
{| class="wikitable grid collapsible autocollapse" width="100%"
|
+
! colspan="3" class="header" | Soldier - Modified Official Weapons
{{Pro}}20 metal regenerated every 5 seconds on wearer<br>
 
{{Pro}}+25% metal from pickups and dispensers<br>
 
{{Pro}}+50% max metal on wearer<br>
 
{{Con}}Self mark for death when hauling buildings<br>
 
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
! class="header" width="20%" | Weapon
'''Southern Six Shooter'''
+
! class="header" width="40%" | Changes
|
+
! class="header" width="40%" | Full New Stats
{{Pro}}Damage is based on current metal amount<br>
 
{{Con}}No metal from pickups or Dispensers while active<br>
 
{{Con}}Minimal damage when out of metal<br>
 
{{Con}}-200% fire rate and reload speed<br>
 
{{Con}}Per shot: -25 metal<br>
 
{{Con}}-50% clip size<br>
 
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
<!-- SOLDIER HERE -->
'''Texan Heatmaker'''
+
| align="center" | [[File:Backpack_Rocket_Launcher.png|100px]]<br>
 +
<small>Primary</small><br>
 +
'''[[Rocket Launcher]]'''
 +
| align="left" |
 +
'''NO CHANGE'''
 
|
 
|
{{Pro}}On hit: Target is engulfed in flames at close range for 8 seconds<br>
+
'''NO CHANGE'''
{{Pro}}100% critical hit vs burning players at VERY close range<br>
 
{{Con}}-200% reload speed<br>
 
{{Con}}-100% fire rate<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Direct_Hit.png|100px]]<br>
'''Heavy Artillery Wrench'''
+
<small>Primary</small><br>
 +
'''[[Direct Hit]]'''
 +
| align="left" |
 +
-Removed "+25% damage"<br><br>
 +
-Added "+25% damage vs players"
 
|
 
|
{{Pro}}+50% sentry damage<br>
+
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
{{Con}}-25% sentry range<br>
+
{{Pro}}+25% damage vs players<br>
{{Con}}-100% sentry fire rate<br>
+
{{Pro}}+80% projectile speed<br>
 +
{{Con}}-70% explosion radius
 
|-
 
|-
| align="center" | <small>[[PDA]]</small><br>
+
| align="center" | [[File:Backpack_Black_Box.png|100px]]<br>
'''Brawn Over Brains'''
+
<small>Primary</small><br>
 +
'''[[Black Box]]'''
 +
| align="left" |
 +
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped<br><br>
 +
-Increased HP gained on hit to 25 from 20
 
|
 
|
{{Pro}}+75 max health on wearer<br>
+
When a banner is equipped:<br>
{{Con}}User cannot carry or destroy any buildings<br>
+
:{{Pro}}+40% projectile speed<br>
 +
:{{Pro}}-30% blast damage from rocket jumps<br>
 +
:{{Con}}-25% clip size<br>
 +
<br>
 +
When a banner is not equipped:<br>
 +
:{{Pro}}On hit: Gain up to 25 HP per attack<br>
 +
:{{Con}}-25% clip size
 
|-
 
|-
| align="center" | <small>[[PDA]]</small><br>
+
| align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br>
'''Metal Shield'''
+
<small>Primary</small><br>
 +
'''[[Rocket Jumper]]'''
 +
| align="left" |
 +
-Added "+50% clip size bonus"<br><br>
 +
-Reduced bonus primary ammo to +100% from +200%<br><br>
 +
-Removed "No random critical hits"<br><br>
 +
-Added "Allowed in Medieval mode"
 
|
 
|
{{Neutral}}All damage taken is divided evenly between your metal supply and health<br>
+
{{Pro}}+50% clip size bonus<br>
{{Neutral}}Once out of metal, you will take all incoming damage until you have more metal<br>
+
{{Pro}}+100% max primary ammo on wearer<br>
 +
{{Pro}}No self inflicted blast damage taken<br>
 +
{{Con}}-100% damage penalty<br>
 +
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Liberty_Launcher.png|100px]]<br>
 
+
<small>Primary</small><br>
 
+
'''[[Liberty Launcher]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
-Decreased clip size to -50% from +25%<br><br>
! colspan="3" class="header" | Medic Custom Weapons
+
-Removed "+40% projectile speed"<br><br>
|-
+
-Removed "-25% blast damage from rocket jumps"<br><br>
! class="header" width="25%" | Class
+
-Removed "-25% damage penalty"<br><br>
! class="header" width="25%" | Weapon
+
-Added "This weapon deploys 60% faster and holsters 30% faster"<br><br>
! class="header" width="50%" | Stats
+
-Added "On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increased"<br><br>
|-
+
-Added "On kill: Clip is automatically fully reloaded"
<!-- MEDIC HERE -->
 
| align="center" rowspan="5" | {{Icon class|class=Medic|link=Medic}}<br>[[Medic]]
 
| align="center" | <small>[[Primary]]</small><br>
 
'''Exchange'''
 
 
|
 
|
{{Pro}}On hit: 2% UberCharge added<br>
+
{{Pro}}This weapon deploys 60% faster and holsters 30% faster<br>
{{Pro}}On kill: 6% UberCharge added<br>
+
{{Pro}}On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increases<br>
{{Con}}On hit: -4 health<br>
+
{{Pro}}On kill: Clip is automatically fully reloaded<br>
{{Con}}On kill: -12 health<br>
+
{{Con}}-50% clip size
{{Con}}-25% damage<br>
 
 
|-
 
|-
| align="center" | <small>[[Primary]]</small><br>
+
| align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br>
'''Syringe Roller'''
+
<small>Primary</small><br>
 +
'''[[Cow Mangler 5000]]'''
 +
| align="left" |
 +
-Decreased charged shot move speed penalty to -50% from -66%<br><br>
 +
-Removed "No random critical hits"<br><br>
 +
-Removed the afterburn including the mini-crit damage from the charged shot<br><br>
 +
-Added "Black Hole Rockets" as part of the charged shot<br>
 +
'''NOTE''': The rocket from the charged shot won't do damage<br>
 +
'''NOTE''': The suction and building disabling effects last for 4 seconds<br>
 +
'''NOTE''': Any enemy that can move fast than 295 Hu can slowly (or more easily) escape<br>
 +
'''NOTE''': Quick-Fix UberCharge is immune to the Black-Hole suction<br>
 +
'''NOTE''': The radius of the suction is 25% larger than an explosion radius (182.5 Hu)<br>
 +
'''NOTE''': The radius that will apply the "disable enemy buildings" is 25% smaller than an explosion radius (109.5 Hu)<br><br>
 +
-Added "-20% knockback against enemies"
 
|
 
|
{{Pro}}On hit: 100% chance to slow target<br>
+
{{Pro}}Does not require ammo<br>
{{Pro}}+100% clip size<br>
+
{{Pro}}Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additional, any enemy buildings near the center will be disabled for 4 seconds.<br>
{{Con}}-50% damage<br>
+
{{Con}}-20% knockback against enemies<br>
{{Con}}-50% reload speed<br>
+
{{Con}}Deals only 20% damage to buildings<br>
{{Con}}3 degrees random projectile deviation<br>
+
{{Con}}Mini-Crits whenever it would normally crit<br>
 +
{{Con}}While doing charged shot: -50% move speed
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Beggar's_Bazooka.png|100px]]<br>
'''Speed Booster'''
+
<small>Primary</small><br>
 +
'''[[Beggar's Bazooka]]'''
 +
| align="left" |
 +
-Removed "-25% clip size penalty"<br><br>
 +
-Increased bonus fire rate for the barrage to +80% from +70%<br><br>
 +
-Removed "+3 degrees random projectile deviation"<br><br>
 +
-Removed "Cannot collect ammo from Dispensers while active"<br><br>
 +
-Reduced hidden reload time penalty to 20% from 30%<br><br>
 +
-Added "Projectile deviation now scales by 1.5% based on the current number of loaded rockets"<br><br>
 +
-Added "-40% blast damage from rocket jumps, but -40% rocket jump height"
 
|
 
|
{{Pro}}Alt-fire: Applies a healing effect to all nearby teammates, plus applies speed boost UberCharge while in use<br>
+
{{Pro}}Hold fire to load up to 4 rockets<br>
{{Pro}}+200% UberCharge rate<br>
+
{{Pro}}Release fire to unleash the barrage at 80% faster firing speed<br>
{{Neutral}}UberCharge: User and patient gains a move speed boost and whoever is faster can drag the other player along by HOLDING their JUMP key<br>
+
{{Con}}Projectile deviation now scales by 1.5% based on the current number of loaded rockets<br>
 +
{{Con}}Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip<br>
 +
{{Con}}-20% explosion radius<br>
 +
{{Con}}20% slower reload time<br>
 +
{{Neutral}}Projectile deviation will increase/decrease as rockets are loaded and when fired<br>
 +
{{Neutral}}-33% blast damage from rocket jumps, but -33% rocket jump height
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Air_Strike.png|100px]]<br>
'''Hostitalian Revenge'''
+
<small>Primary</small><br>
 +
'''[[Air Strike]]'''
 +
| align="left" |
 +
-Increased blast damage from rocket jumps to -20% from -15%<br><br>
 +
-Decreased faster firing speed while rocket jumping to +60% from +65%<br><br>
 +
-Removed "-10% explosive radius"
 
|
 
|
{{Pro}}Gain 25% damage resistance & 100% critical chance against the enemy who killed your patient for the next 8 seconds<br>
+
{{Pro}}-20% blast damage from rocket jumps<br>
{{Pro}}Gain a speed boost when your patient dies for the next 8 seconds<br>
+
{{Pro}}+60% faster firing speed while rocket jumping<br>
{{Con}}-25% damage<br>
+
{{Pro}}Clip size increased on kill, up to 4<br>
{{Neutral}}The duration does carry over in-between enemy's life<br>
+
{{Con}}-15% damage penalty<br>
 +
{{Con}}-20% explosion radius while rocket jumping
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
'''Real Overdose'''
+
<small>Secondary</small><br>
 +
'''[[Shotgun]]'''
 +
| align="left" |
 +
'''NO CHANGE'''
 
|
 
|
{{Neutral}}While active:<br>
+
'''NO CHANGE'''
{{Pro}}+50 max health on wearer<br>
 
{{Pro}}+10 health regenerated per second on wearer<br>
 
{{Con}}-99% slower move speed on wearer<br>
 
{{Neutral}}Once switched away, you will have overheal<br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Buff_Banner.png|100px]]<br>
 
+
<small>Secondary</small><br>
 
+
'''[[Buff Banner]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
-Added "+10% faster firing speed and 5% faster reload time for your Primary"
! colspan="3" class="header" | Sniper Custom Weapons
+
|
 +
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
 +
{{Pro}}+10% faster firing speed and 5% faster reload time for your Primary<br>
 +
{{Pro}}Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits<br>
 +
{{Neutral}}Requires 600 damage dealt to charge<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
! class="header" width="25%" | Class
+
| align="center" | [[File:Backpack_Gunboats.png|100px]]<br>
! class="header" width="25%" | Weapon
+
<small>Secondary</small><br>
! class="header" width="50%" | Stats
+
'''[[Gunboats]]'''
|-
+
| align="left" |
<!-- SNIPER HERE -->
+
-Reduced blast damage reduction to -40% from -60%<br><br>
| align="center" rowspan="5" | {{Icon class|class=Sniper|link=Sniper}}<br>[[Sniper]]
+
-Added "Wearer takes 75% less falling damage"
| align="center" | <small>[[Primary]]</small><br>
 
'''Outback Outlaw'''
 
 
|
 
|
{{Pro}}On hit: 10% chance to apply a negetive debuff to enemy<br>
+
{{Pro}}-40% blast damage from rocket jumps<br>
{{Pro}}5% chance to oneshot the enemy<br>
+
{{Pro}}Wearer takes 75% less falling damage<br>
{{Con}}No headshots<br>
+
{{Neutral}}Allowed in Medieval mode
{{Con}}-25% damage<br>
 
{{Con}}-25% damage against negative debuffed enemies<br>
 
{{Neutral}}Any effect that causes damage over time can tigger more effects<br>
 
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Battalion's_Backup.png|100px]]<br>
'''Ol' Shelly (Wearable)'''
+
<small>Secondary</small><br>
 +
'''[[Battalion's Backup]]'''
 +
| align="left" |
 +
-Increased max health on wearer to 30 from 20<br><br>
 +
-The user and any teammates that are under this effect will now be able to see their net health<br>
 +
'''NOTE''': Net health means the possible total health while under the damage resistance after doing the math<br>
 +
'''NOTE''': This will be text on the left side of the screen in the top corner
 
|
 
|
{{Pro}}-75% damage taken from behind<br>
+
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
{{Pro}}100 health lost on backstabs, instead of dying<br>
+
{{Pro}}+30 max health on wearer<br>
{{Con}}+25% damage taken from the front<br>
+
{{Pro}}Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)<br>
{{Con}}-10% move speed on wearer<br>
+
{{Neutral}}Requires 600 damage dealt to charge<br>
 +
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Concheror.png|100px]]<br>
'''Aussie Possie Trap'''
+
<small>Secondary</small><br>
 +
'''[[Concheror]]'''
 +
| align="left" |
 +
-Increased damage required to fill to 600 from 480<br><br>
 +
-Increased HP regen to +8 from +4
 
|
 
|
{{Pro}}On hit: Apply Jarate for 5 seconds<br>
+
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
{{Pro}}+50% explosion radius<br>
+
{{Pro}}Up to +8 health regenerated per second on wearer<br>
{{Con}}On self hit: Apply Jarate to yourself for 5 seconds<br>
+
{{Pro}}Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal<br>
{{Con}}Minimal damage<br>
+
{{Neutral}}Requires 600 damage dealt to charge<br>
{{Con}}Only 2 bombs out<br>
+
{{Neutral}}Allowed in Medieval mode
{{Con}}Unable to explosive jump<br>
 
{{Neutral}}Can only detonate while active<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Mantreads.png|100px]]<br>
'''Killer Kujang'''
+
<small>Secondary</small><br>
 +
'''[[Mantreads]]'''
 +
| align="left" |
 +
-Added "Immunity from movement-impairing effects on wearer"<br>
 +
'''NOTE''': This includes Natascha, Sandman, Cow Mangler's Black-Hole Suction, and Mad Milk's slow-down<br><br>
 +
-Increased push force reduction to -80% from -75%<br><br>
 +
-Increased stomping damage (aka the Goomba) multiplier to x4 from x3<br><br>
 +
-The stomping damage (aka the Goomba) can now benefit from life-steal effects<br><br>
 +
-The stomping damage (aka the Goomba) can now be mini-crit boosted
 
|
 
|
{{Pro}}-75% damage taken from melee sources while active<br>
+
{{Pro}}Immunity from movement-impairing effects on wearer<br>
{{Pro}}This weapon deploys & holsters 25% faster<br>
+
{{Pro}}-80% reduction in push force taken from damage and airblasts<br>
{{Con}}On miss: Hit yourself<br>
+
{{Pro}}200% increased air strafe control when blast jumping<br>
{{Con}}-25% damage<br>
+
{{Pro}}Deals 4x falling damage to the player you land on<br>
 +
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Righteous_Bison.png|100px]]<br>
'''Waved Farewell'''
+
<small>Secondary</small><br>
 +
'''[[Righteous Bison]]'''
 +
| align="left" |
 +
-Removed hidden clip size penalty<br>
 +
'''NOTE''': As in, 6 shots instead of 4<br><br>
 +
-Added hidden "+24% faster firing speed"<br>
 +
'''NOTE''': Now it matches the Shotgun<br><br>
 +
-Added hidden "18% slower reload time"<br>
 +
'''NOTE''': Now it matches the Shotgun<br><br>
 +
-Removed "Projectile is able to hit the same enemy multiple times"<br><br>
 +
-Added "Firing speed increases as health decreases, up to 60%"<br><br>
 +
-Added "Reload time decreases as health decreases, up to 30%"<br><br>
 +
-Decreased damage penalty vs players to -33% from -73.33%<br><br>
 +
-Decreased damage penalty vs buildings to -66% from -95.55%
 
|
 
|
{{Pro}}Always mini-crit hit from behind<br>
+
{{Pro}}Does not require ammo<br>
{{Pro}}On hit: Reveals cloaked spies<br>
+
{{Pro}}Projectile cannot be deflected and penetrates enemy players<br>
{{Con}}-30% fire rate<br>
+
{{Pro}}Firing speed increases as health decreases<br>
 +
{{Pro}}Reload time decreases as health decreases<br>
 +
{{Con}}-33% damage penalty vs players<br>
 +
{{Con}}-66% damage penalty vs buildings
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Shovel.png|100px]]<br>
 
+
<small>Melee</small><br>
 
+
'''[[Shovel]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
'''NO CHANGE'''
! colspan="3" class="header" | Spy Custom Weapons
 
|-
 
! class="header" width="25%" | Class
 
! class="header" width="25%" | Weapon
 
! class="header" width="50%" | Stats
 
|-
 
<!-- SPY HERE -->
 
| align="center" rowspan="8" | {{Icon class|class=Spy|link=Spy}}<br>[[Spy]]
 
| align="center" | <small>[[Secondary]]</small><br>
 
'''Deadly Rose'''
 
 
|
 
|
{{Pro}}This weapon deploys 25% faster<br>
+
'''NO CHANGE'''
{{Pro}}On weapon draw: Deal mini-crits and gain a 50% accuracy bonus for 2 seconds<br>
 
{{Con}}On weapon draw: Receive mini-crits for 2 seconds<br>
 
{{Con}}25% slower reload<br>
 
{{Con}}-66% clip size<br>
 
{{Neutral}}Switching away does not transfer either effects<br>
 
 
|-
 
|-
| align="center" | <small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Equalizer.png|100px]]<br>
'''Fire Retardant Suit (Wearable)'''
+
<small>Melee</small><br>
 +
'''[[Equalizer]]'''
 +
| align="left" |
 +
-Removed "Damage increases as the user becomes injured"<br><br>
 +
-Removed "-90% less healing from Medic sources"<br><br>
 +
-Added "When weapon is active: Bonus healing from all sources increases as the user becomes injured"<br><br>
 +
-Added "On wearer: -25% base healing from all sources"
 
|
 
|
{{Pro}}While on fire: User gains a speed boost<br>
+
{{Pro}}When weapon is active: Bonus healing from all sources increases as the user becomes injured, up to +100%<br>
{{Pro}}75% fire damage resistance on wearer<br>
+
{{Con}}On wearer: -25% base healing from all sources
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Disciplinary_Action.png|100px]]<br>
'''Infection (Older Verison)'''
+
<small>Melee</small><br>
 +
'''[[Disciplinary Action]]'''
 +
| align="left" |
 +
-Flipped the speed boost numbers<br><br>
 +
-Decreased melee range multiplier to +66% from +70%<br>
 +
'''NOTE''': This makes it x2 range when compared to swords. Additional, this removes the ability to hit enemy while having your back towards them.<br><br>
 +
-Removed hidden "+55% melee bounds multiplier"<br><br>
 +
-Increased damage penalty to -70% from -25%<br><br>
 +
-Added "This weapon deploys 100% slower"
 
|
 
|
{{Pro}}Infection disables the victim after 5 seconds and the victim is killed after another 5 seconds<br>
+
{{Pro}}On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds<br>
{{Pro}}Does not remove disguise on a successful backstab<br>
+
{{Con}}-70% damage penalty<br>
{{Con}}Infection can be removed by a healing supply, Medic, health kit, or resupply (not including self-healing)<br>
+
{{Neutral}}Extended melee range, but slower deploy time
{{Con}}Backstabs don't instantly kill<br>
 
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Market_Gardener.png|100px]]<br>
'''Not-so Longsword'''
+
<small>Melee</small><br>
 +
'''[[Market Gardener]]'''
 +
| align="left" |
 +
-Removed "No random critical hits"<br><br>
 +
-Increased fire rate penalty to -25% from -20%<br><br>
 +
-Now this weapon is crit-boosted while blast jumping<br><br>
 +
-Added "50% increased air strafe control while blast jumping while active"<br><br>
 +
-This weapon will have the bonuses and penalties associated with sword weapons
 
|
 
|
{{Pro}}On kill: +100% melee range for 8 seconds<br>
+
{{Pro}}50% increased air strafe control while blast jumping while active<br>
{{Con}}1 sec longer cloak blink time<br>
+
{{Pro}}This weapon is crit-boosted while blast jumping<br>
{{Con}}-50% fire rate<br>
+
{{Con}}25% slower firing speed<br>
 
|-
 
|-
| align="center" | <small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Escape_Plan.png|100px]]<br>
'''Stab-n-Away'''
+
<small>Melee</small><br>
 +
'''[[Escape Plan]]'''
 +
| align="left" |
 +
-Reduced max move speed bonus to +50% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health"<br><br>
 +
-Removed "You are marked for death while active, and for short period after switching weapons"<br><br>
 +
-Removed "-90% less healing from Medic sources"<br><br>
 +
-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill"<br><br>
 +
-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"<br><br>
 +
-Added "20% damage vulnerability while active"<br><br>
 +
-Added "-20% damage penalty"
 
|
 
|
{{Pro}}Instant cloak upon a backstab<br>
+
When weapon is active:<br>  
{{Con}}+33 cloak drain rate<br>
+
:{{Pro}}If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill<br>
|-
+
:{{Pro}}Move speed, deploy speed, and holster speed increases as the user becomes injured<br>
| align="center" | <small>[[Weapons|PDA 2]]</small><br>
+
:{{Con}}20% damage vulnerability on wearer<br>
'''Absorbed'''
+
:{{Con}}-20% damage penalty
|
 
{{Pro}}50% total damage reduction while cloaked<br>
 
{{Con}}20% damage vulnerability while uncloaked<br>
 
|-
 
| align="center" | <small>[[Weapons|PDA 2]]</small><br>
 
'''Plot Hook'''
 
|
 
{{Pro}}On cloak: Hooks you to a nearby wall or ceiling<br>
 
{{Pro}}On cloak: Removes any negative debuff<br>
 
{{Pro}}While cloaked: +6 health regenerated per second<br>
 
|-
 
| align="center" | <small>[[Weapons|PDA 2]]</small><br>
 
'''Stealth Cloak'''
 
|
 
{{Pro}}Receive a speed boost while cloaked<br>
 
{{Pro}}+100% jump height while cloaked<br>
 
{{Con}}5 health drained per second while cloaked<br>
 
{{Neutral}}Unlimited cloak as long as you have health<br>
 
 
|-
 
|-
 
|}
 
|}
Line 2,623: Line 2,802:
  
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="3" class="header" | Multi-Class Custom Weapons
+
! colspan="2" class="header" | Pyro - Class Changes
 
|-
 
|-
! class="header" width="25%" | Class
+
! class="header" width="50%" | Changes
! class="header" width="25%" | Weapon
+
! class="header" width="50%" | Full New Stats
! class="header" width="50%" | Stats
 
 
|-
 
|-
| align="center" rowspan="1" | {{Icon class|class=Scout|link=Scout}}[[Scout]], {{Icon class|class=Soldier|link=Soldier}}[[Soldier]], {{Icon class|class=Pyro|link=Pyro}}[[Pyro]], {{Icon class|class=Demoman|link=Demoman}}[[Demoman]],  {{Icon class|class=Heavy|link=Heavy}}[[Heavy]], {{Icon class|class=Medic|link=Medic}}[[Medic]], {{Icon class|class=Sniper|link=Sniper}}[[Sniper]]
+
<!-- PYRO CLASS -->
| align="center" | <small>[[Melee]]</small><br>
+
| align="left" |
'''Supply Chain'''
+
-Added "(Ability) 50% faster timers for debuff on wearer"<br><br>
|
+
-Added "+10% faster firing speed" to all Flare Guns<br><br>
{{Neutral}}While active:<br>
+
-Airblasting a Grenade will now reset its timer<br><br>
{{Pro}}+25% UberCharge rate for the Medic healing you<br>
+
-Added "-80% blast damage from reflected explosives" to all Primaries<br><br>
{{Con}}-90% healing from Medic healing<br>
+
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries
{{Neutral}}This effect does NOT work in a respawn room and\nrequires yourself (and Medic) to be outside of spawn<br>
+
|
 +
(Ability) 50% faster timers for debuff on wearer<br>
 
|-
 
|-
 
|}
 
|}
 
 
 
=== Official Weapon Changes ===
 
The official weapons below are currently only available on the Testing servers.
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="1" class="header" | Overall Changes
+
! colspan="3" class="header" | Pyro - Modified Official Weapons
 +
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="40%" | Changes
 +
! class="header" width="40%" | Full New Stats
 
|-
 
|-
<!-- Overall Changes HERE -->
+
<!-- PYRO HERE -->
 +
| align="center" | [[File:Backpack_Flame_Thrower.png|100px]]<br>
 +
<small>Primary</small><br>
 +
'''[[Flame Thrower]]'''
 
| align="left" |
 
| align="left" |
-Reduced deploy/holster speed penalties to -66% (0.833 second) from -100% (1 second) for all swords<br><br>
+
-See additional changes in "Pyro - Class Changes" tab
-Reduced melee range bonus to +33% from +37% for all swords<br><br>
+
|
-Added "While on fire: -20% health received from all healing sources"<br>
+
{{Pro}}Extinguishing teammates restores 20 health
'''NOTE''': Any weapon that can ignite enemies will gain this new debuff. Also, we removed the "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Flamethrowers. Additional, any weapon that grants health will reduced from this new debuff, including HP regen or any health over time.<br><br>
 
-Added "Health packs do not remove the bleed effect"<br>
 
'''NOTE''': You can still heal on pickup, but the bleed timer will continue<br><br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Backburner.png|100px]]<br>
 
+
<small>Primary</small><br>
 
+
'''[[Backburner]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
-Fixed "Extinguishing teammates restores 20 health"<br><br>
! colspan="2" class="header" | Scout - Class Changes
+
-Removed "100% critical hits from behind"<br><br>
 +
-Removed "+150% airblast cost"<br><br>
 +
-Removed "No random critical hits"<br><br>
 +
-Added "From behind: +100% direct & afterburn damage bonus"<br><br>
 +
-Added "From the front: -20% direct & -75% afterburn damage penalty"<br>
 +
|
 +
{{Pro}}Extinguishing teammates restores 20 health<br>
 +
{{Pro}}From behind: +100% direct & afterburn damage bonus<br>
 +
{{Con}}From the front: -20% direct & -75% afterburn damage penalty
 
|-
 
|-
! class="header" width="50%" | Changes
+
| align="center" | [[File:Backpack_Degreaser.png|100px]]<br>
! class="header" width="50%" | Full New Stats
+
<small>Primary</small><br>
|-
+
'''[[Degreaser]]'''
<!-- SCOUT CLASS -->
 
 
| align="left" |
 
| align="left" |
-Added "(Ability) 50% faster overall weapon switching"<br>
+
-Removed "+25% airblast cost"<br><br>
'''NOTE''': This decreases Scout's normal switch time to .25 second from .5 second<br>
+
-Increased afterburn damage penalty to -75% from -66%<br><br>
 +
-Added "Reflected projectiles ignites enemies for 10 seconds"<br><br>
 +
-Added "Reflected projectiles do normal damage instead of mini-crit"<br><br>
 +
-Added "-10% direct damage penalty"<br>
 
|
 
|
(Ability) User can double jump<br>
+
{{Pro}}Extinguishing teammates restores 20 health<br>
(Ability) +1 capture rate on wearer<br>
+
{{Pro}}This weapon deploys 60% faster and holsters 30% faster<br>
(Ability) 50% faster overall weapon switching<br>
+
{{Pro}}Reflected projectiles ignites enemies for 10 seconds<br>
 +
{{Con}}Reflected projectiles do normal damage instead of mini-crit<br>
 +
{{Con}}-75% afterburn damage penalty<br>
 +
{{Con}}-10% direct damage penalty
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Phlogistinator.png|100px]]<br>
{| class="wikitable grid collapsible autocollapse" width="100%"
+
<small>Primary</small><br>
! colspan="3" class="header" | Scout - Modified Official Weapons
+
'''[[Phlogistinator]]'''
|-
+
| align="left" |
! class="header" width="20%" | Weapon
+
-Removed "No random critical hits"<br><br>
! class="header" width="40%" | Changes
+
-Removed "No airblast"<br><br>
! class="header" width="40%" | Full New Stats
+
-Removed crits during the duration<br><br>
|-
+
-Changed that "On kill with any weapon (20%), on assist-kill with any weapon (10%), reflecting projectiles (10%), extinguishing teammates (5%), and/or naturally builds up over 60 seconds" will add to the Mmmph meter<br><br>
<!-- SCOUT HERE -->
+
-Increased duration to 15 seconds from 10<br><br>
| align="center" | [[File:Backpack_Scattergun.png|100px]]<br>
+
-Added "When full: Activate to completely refill health, and gain enhanced healing"<br><br>
<small>[[Primary]]</small><br>
+
-Added "Does not require ammo"<br><br>
'''Scattergun'''
+
-Added "Overheating mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"<br><br>
| align="left" |
+
-Added "Extinguishing teammates doesn't restore health"<br><br>
'''NO CHANGE'''<br>
+
-Added "Cannot airblast enemies"<br><br>
 +
-Added additional new sound and visual when MMMPH is activated<br><br>
 +
-Added additional visual when MMMPH is in use<br><br>
 +
-Added "-100% maximum overheal on wearer"<br><br>
 +
-Mmmph is now triggered with Taunt, Reload, and Special-Attack instead of Alt-Fire<br>
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}Does not require ammo<br>
 +
{{Pro}}On kill/assist-kill with any weapon, reflecting projectiles, extinguishing teammates, and/or naturally builds up adds to the Mmmph meter<br>
 +
{{Pro}}When full: Activate to completely refill health, and gain enhanced healing for 15 seconds<br>
 +
{{Con}}Overheating mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast<br>
 +
{{Con}}Extinguishing teammates doesn't restore health<br>
 +
{{Con}}-100% maximum overheal on wearer<br>
 +
{{Con}}Cannot airblast enemies<br>
 +
{{Neutral}}Enhanced healing grants the user +50% bonus healing from all sources, up to 20HP/s passive healing, and all afterburn damage dealt from any weapon is restored as health<br>
 +
{{Neutral}}Mmmph can be trigger with Taunt, Reload, and Special-Attack<br>
 +
{{Neutral}}While *Mmmph* taunting: Gain invulnerable and full knockback resistance
 
|-
 
|-
| align="center" | [[File:Backpack_Force-A-Nature.png|100px]]<br>
+
| align="center" | [[File:Backpack_Dragon's_Fury.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Force-A-Nature'''
+
'''[[Dragon's Fury]]'''
 
| align="left" |
 
| align="left" |
-Increased bullets per shot to +100% from +20%<br><br>
+
-Increased primary ammo penalty to -85% from -80%<br><br>
-Increased damage penalty to -50% from -10%<br><br>
+
-Increased airblast cost bonus to -85% from -75%<br><br>
-Added "20% more accurate"<br><br>
+
-Increased extinguishing teammates to 30 health from 20<br><br>
-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time<br>
+
-Added "+50% airblast push force"<br>
 
|
 
|
{{Pro}}Applies knockback on the target and shooter<br>
+
{{Pro}}Extinguishing teammates restores 30 health<br>
{{Pro}}+100% bullets per shot<br>
+
{{Pro}}Deals +300% damage to burning players<br>
{{Pro}}+50% faster firing speed<br>
+
{{Pro}}+50% repressurization rate on hit<br>
{{Pro}}20% more accurate<br>
+
{{Pro}}+50% airblast push force<br>
{{Con}}-50% damage penalty<br>
+
{{Pro}}-85% airblast cost<br>
{{Con}}-66% clip size<br>
+
{{Con}}-50% repressurization rate on Alt-Fire<br>
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br>
+
{{Con}}-85% max primary ammo on wearer<br>
 +
{{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br>
 +
{{Neutral}}Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additional extinguishes teammates that are on fire
 
|-
 
|-
| align="center" | [[File:Backpack_Shortstop.png|100px]]<br>
+
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Shortstop'''
+
'''[[Shotgun]]'''
 
| align="left" |
 
| align="left" |
-Added "When weapon is active & while doing the objective"<br><br>
+
'''NO CHANGE'''
-Added "+50% bonus healing from all sources"<br><br>
 
-Increased push force taken to +25% from +20%<br><br>
 
-Increased hidden fire rate bonus to +50% from +42%<br><br>
 
'''NOTE''': Healing sources count towards.....<br>
 
Health packs, Dispensers, Payload carts, Mad Milk, Crusader's Crossbow, Amputor taunt, or Medic healing<br><br>
 
'''NOTE''': While doing the objective count towards.....<br>
 
Pushing a Payload cart, capturing a control point, or while holding the Intelligence<br>
 
 
|
 
|
When weapon is active & while doing the objective:<br>
+
'''NO CHANGE'''
:{{Pro}}+50% bonus healing from all sources<br>
 
:{{Con}}+25% increase in push force taken from damage and airblast<br>
 
:{{Neutral}}This weapon is best used at medium and/or long range<br>
 
:{{Neutral}}Alt-Fire: Reach out to shove an enemy<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Soda_Popper.png|100px]]<br>
+
| align="center" | [[File:Backpack_Flare_Gun.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Soda Popper'''
+
'''[[Flare Gun]]'''
 
| align="left" |
 
| align="left" |
-Added "When Hype is used: User gains full air strafe control"<br><br>
+
-See additional changes in "Pyro - Class Changes" tab
-Added "When Hype is not active: Hype is reduced by 15% on double jumps"<br><br>
 
-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time<br>
 
 
|
 
|
{{Pro}}On hit any weapon: Builds Hype<br>
+
{{Pro}}100% critical hit vs burning players<br>
{{Pro}}+50% faster firing speed<br>
+
{{Pro}}+10% faster firing speed<br>
{{Pro}}25% faster reload time<br>
+
{{Neutral}}This weapon will reload automatically when not active
{{Con}}When Hype is not active: Hype is reduced by 15% on double jumps<br>
+
|-
{{Con}}-66% clip size<br>
+
| align="center" | [[File:Backpack_Detonator.png|100px]]<br>
{{Neutral}}When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps and full air strafe control for 8 seconds. When activated, user can't gain Hype.<br>
+
<small>Secondary</small><br>
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br>
+
'''[[Detonator]]'''
{{Neutral}}Requires 350 damage dealt to fully charge Hype<br>
 
|-
 
| align="center" | [[File:Backpack_Baby_Face's_Blaster.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Baby Face's Blaster'''
 
 
| align="left" |
 
| align="left" |
-Reduced boost lost on hit to 1% from 4%<br><br>
+
-Increased detonated radius to 146 Hu from 100 Hu<br><br>
-Removed "Boost reduced on air jumps"<br><br>
+
-Removed "-25% damage penalty"<br><br>
-Removed "-34% clip size"<br><br>
+
-Removed "+50% damage to self"<br><br>
-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"<br><br>
+
-Increased flare jump height by 10%<br><br>
-Added "Boost decays over time" (2% every 1 second)<br><br>
+
-Added "-25% max secondary ammo on wearer"<br><br>
-Added "-1 capture rate on wearer"<br><br>
+
-Fixed the 3rd person world model of the Flare model
-Increased damage required to fill to 200 from 100<br>
 
 
|
 
|
{{Pro}}On hit any weapon: Builds Boost that increases your move speed on wearer<br>
+
{{Pro}}100% mini-crits vs burning players<br>
{{Con}}Boost is reduced when damaged and decays over time<br>
+
{{Pro}}+10% faster firing speed<br>
{{Con}}Boost is disabled while doing the objective<br>
+
{{Pro}}User can flare jump<br>
{{Con}}10% slower move speed on wearer<br>
+
{{Con}}-25% max secondary ammo on wearer<br>
{{Con}}-1 capture rate on wearer<br>
+
{{Neutral}}Alt-Fire: Detonate flare<br>
{{Neutral}}Requires 200 damage dealt to fully fill Boost<br>
+
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
|-
| align="center" | [[File:Backpack_Back_Scatter.png|100px]]<br>
+
| align="center" | [[File:Backpack_Manmelter.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Back Scatter'''
+
'''[[Manmelter]]'''
 
| align="left" |
 
| align="left" |
-Removed "Mini-crits targets when fired at their back from close range"<br><br>
+
-Removed "+50% projectile speed"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Removed "No random critical hits"<br><br>
-Removed "-34% clip size"<br><br>
+
-Alt-Fire now removes all debuffs on teammates and gives 1 guaranteed crit per teammate cleaned. Plus cleaning a teammate restores 20 health.<br><br>
-Added "On kill: Reduced weapon attack noise"<br><br>
+
-Added "Projectile cannot be deflected and can extinguish teammates"<br><br>
-Added "100% critical hits from behind"<br><br>
+
-Added "Press *Reload* or *Special-Attack* to use stored critical hits to gain speed boosts"<br><br>
-Added "Fires a fixed shot pattern"<br><br>
+
-Now has a new separate Flare model
-Added "-20% damage penalty"<br><br>
 
-Added "-10% bullets per shot"<br>
 
 
|
 
|
{{Pro}}On kill: Reduced weapon attack noise<br>
+
{{Pro}}Does not require ammo<br>
{{Pro}}100% critical hits from behind<br>
+
{{Pro}}Projectile cannot be deflected and can extinguish teammates<br>
{{Pro}}Fires a fixed shot pattern<br>
+
{{Pro}}+10% faster firing speed<br>
{{Con}}20% less accurate<br>
+
{{Pro}}Alt-Fire: Removes all debuffs on teammates to gain a guaranteed critical hit and cleaning a teammate restores 20 health for yourself<br>
{{Con}}-20% damage penalty<br>
+
{{Pro}}Press *Reload* or *Special-Attack* to use stored critical hits to gain speed boosts
{{Con}}-10% bullets per shot<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
+
| align="center" | [[File:Backpack_Scorch_Shot.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Scout's Pistol'''
+
'''[[Scorch Shot]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-No longer allows flare jumps and removed self damage from flare<br><br>
 +
-Decreased flare radius to 73 Hu from 110 Hu<br><br>
 +
-Decreased direct damage penalty to -25% from -35%<br><br>
 +
-Now has a new separate Flare model
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}100% mini-crits vs burning players<br>
 +
{{Pro}}+10% faster firing speed<br>
 +
{{Pro}}Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.<br>
 +
{{Con}}-25% direct damage penalty<br>
 +
{{Neutral}}This weapon will reload automatically when not active
 
|-
 
|-
| align="center" | [[File:Backpack_Bonk!_Atomic_Punch.png|100px]]<br>
+
| align="center" | [[File:Backpack_Thermal_Thruster.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Bonk! Atomic Punch'''
+
'''[[Thermal Thruster]]'''
 
| align="left" |
 
| align="left" |
-Added "+25% move speed while under effects"<br><br>
+
-Removed "Push enemies back when you land with the force and radius based on your velocity"<br><br>
-Added "This weapon deploys 400% slower"<br>
+
-Removed "Deals 3x the fall damage to an enemy you land on"<br><br>
'''NOTE''': Since we are increasing Scout's switching speed to .25 seconds from the default 0.5, this penalty would increase the deploy time to 1 second<br>
+
-Removed "User takes 75% less falling damage when used"<br><br>
 +
-Removed "+30% increase in push force taken from damage on wearer"<br><br>
 +
-Decreased recharge time per charge to 10 seconds from 15<br><br>
 +
-Decreased delay before launching to 0.5 seconds from 0.65<br><br>
 +
-Decreased delay before re-launching to 1.0 seconds from 1.2<br><br>
 +
-Decreased locked hostler speed to 0.75 seconds from 0.8<br><br>
 +
-Added "Wearer never takes falling damage"<br><br>
 +
-Added "Extinguish nearby teammates when you launch to restore 30 HP to the user"<br><br>
 +
-Added "Ignite nearby enemies for 10 seconds when you launch"<br><br>
 +
-Added "The user can re-launch while airborne"
 
|
 
|
{{Pro}}While under the effects, become invulnerable and gain a 25% speed boost for 8 seconds.<br>
+
{{Pro}}Wearer never takes falling damage<br>
{{Con}}While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.<br>
+
{{Pro}}Extinguish nearby teammates when you launch to restore 30 HP to the user<br>
{{Con}}This weapon deploys 400% slower<br>
+
{{Pro}}Ignite nearby enemies for 10 seconds when you launch<br>
{{Neutral}}30 second recharge<br>
+
{{Con}}0.75 second locked holster penalty<br>
{{Neutral}}Allowed in Medieval mode<br>
+
{{Neutral}}This weapon fires a quick blast that launches the user based where you are aiming. Additional, the user can re-launch while airborne.<br>
 +
{{Neutral}}This weapon has 2 charges and requires 10 seconds each to recharge<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Crit-a-Cola.png|100px]]<br>
+
| align="center" | [[File:Backpack_Gas_Passer.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Crit-a-Cola'''
+
'''[[Gas Passer]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Reduced splash radius to 146 Hu from 200 Hu<br><br>
|
+
-No longer will recharge over time (Weapon can only charge with damage)<br><br>
{{Pro}}While under the effects, all damage dealt is Mini-Crits for 8 seconds.<br>
+
-Decreased damage to charge to 400 from 750<br><br>
{{Con}}Making any attack while under the effect causes a 5 second Marked-For-Death debuff until the effect wears off.<br>
+
-Added "While doing the objective: +100% bonus recharge from damage dealt"<br><br>
{{Neutral}}30 second recharge<br>
+
-Added "Extinguishing teammates or yourself restores 40 health"<br><br>
 +
-Added "Gasoline now causes an explosion when the target is damaged"<br>
 +
'''NOTE''': Targets are still ignited for 10 seconds
 +
|
 +
{{Pro}}Meter builds with any damage done<br>
 +
{{Pro}}While doing the objective: +100% bonus recharge from damage dealt<br>
 +
{{Pro}}Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br>
 +
{{Pro}}Extinguishing teammates or yourself restores 40 health<br>
 +
{{Con}}Spawning and resupply do not affect the meter<br>
 +
{{Con}}Meter starts empty<br>
 +
{{Neutral}}Creates a horrific visible gas that coats enemies with an explosive and flammable material, which explodes when damaged then ignites into afterburn (even enemy Pyros)<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
|-
| align="center" | [[File:Backpack_Mad_Milk.png|100px]]<br>
+
| align="center" | [[File:Backpack_Fire_Axe.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Mad Milk'''
+
'''[[Fire Axe]]'''
 
| align="left" |
 
| align="left" |
-Reduced Mad Milk healing percentage to 35% from 60%<br>
+
'''NO CHANGE'''
'''NOTE''': Matches the Concheror's life leech<br><br>
 
-Added "While doing the objective: +25% faster recharge rate"<br><br>
 
-Increased extinguishing teammate cooldown to 25% from 20%<br>
 
 
|
 
|
{{Pro}}Players heal 35% of the damage done to an enemy covered with milk<br>
+
'''NO CHANGE'''
{{Pro}}While doing the objective: +25% faster recharge rate<br>
 
{{Pro}}Extinguishing teammates reduces cooldown by -25%<br>
 
{{Pro}}Extinguishes fire on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br>
 
{{Neutral}}20 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Winger.png|100px]]<br>
+
| align="center" | [[File:Backpack_Axtinguisher.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Winger'''
+
'''[[Axtinguisher]]'''
 
| align="left" |
 
| align="left" |
-Added "Wearer never takes falling damage while active"<br><br>
+
-Reduced holster penalty to 25% from 35%, but can't be bypassed and or sped up<br><br>
-Reduced clip size penalty to -50% from -60%<br><br>
+
-Removed "No random critical hits"<br>
-Increased jump height bonus to +30% from 25%<br><br>
 
-Removed "+15% damage bonus"<br>
 
 
|
 
|
When weapon is active:<br>
+
{{Pro}}100% minicrits vs burning players<br>
:{{Pro}}Wearer never takes falling damage<br>
+
{{Pro}}Damage increases based on remaining duration of afterburn<br>
:{{Pro}}+30% greater jump height<br>
+
{{Pro}}Sketchek's Bequest: Killing blows on burning players grants a speed boost<br>
:{{Con}}-50% clip size<br>
+
{{Con}}On hit burning enemy: Extinguishes them<br>
 +
{{Con}}This weapon holsters 25% slower, and can't be bypassed or sped up<br>
 +
{{Con}}-33% damage penalty
 
|-
 
|-
| align="center" | [[File:Backpack_Pretty_Boy's_Pocket_Pistol.png|100px]]<br>
+
| align="center" | [[File:Backpack_Homewrecker.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Pretty Boy's Pocket Pistol'''
+
'''[[Homewrecker]]'''
 
| align="left" |
 
| align="left" |
-Removed "When weapon is active"<br><br>
+
-Increased bonus damage vs buildings to +150% from +100%<br><br>
-Increased health on hit to +4 from +3<br><br>
+
-Removed "-25% damage vs players"<br><br>
-Added "-25% max secondary ammo on wearer"<br>
+
-Added "Immune to Sentry knockback while active"<br><br>
 +
-Added "+50% Sentry bullet damage resistance while active"<br><br>
 +
-Added "+33% damage taken from all sources, except for Sentry bullet damage"
 
|
 
|
{{Pro}}On hit: Gain up to +4 health<br>
+
When weapon is active:<br>
{{Pro}}+15% faster firing speed<br>
+
:{{Pro}}Damage removes Sappers<br>
{{Con}}-25% clip size<br>
+
:{{Pro}}+150% damage vs buildings<br>
{{Con}}-25% max secondary ammo on wearer<br>
+
:{{Pro}}Immune to Sentry knockback<br>
 +
:{{Pro}}+50% Sentry bullet damage resistance<br>
 +
:{{Con}}+33% damage taken from all sources, except for Sentry bullet damage
 
|-
 
|-
| align="center" | [[File:Backpack_Flying_Guillotine.png|100px]]<br>
+
| align="center" | [[File:Backpack_Powerjack.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Flying Guillotine'''
+
'''[[Powerjack]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
+
-Removed "+25 health restored on kill"<br><br>
-Added "100% mini-crits vs players below 50% health"<br>
+
-Added "-10% slower move speed on wearer"<br><br>
'''NOTE''': Includes Guillotine hit and bleed damage<br>
+
-Increased move speed bonus while active to +33% from +15%<br>
 +
'''NOTE''': Due to adding the on wearer speed penalty, the +33% is more like +20% when comparing to the current official version of +15%<br>
 
|
 
|
{{Pro}}On hit: Bleed for 5 seconds <br>
+
{{Pro}}+33% faster move speed while active<br>
{{Pro}}Long distance hits reduce recharge time by 25%<br>
+
{{Con}}20% damage vulnerability while active<br>
{{Pro}}100% mini-crits vs players below 50% health<br>
+
{{Con}}-10% slower move speed on wearer
{{Con}}Cannot be picked up after thrown<br>
+
|-
{{Neutral}}6 second recharge<br>
+
| align="center" | [[File:Backpack_Back_Scratcher.png|100px]]<br>
{{Neutral}}Allowed in Medieval mode<br>
+
<small>Melee</small><br>
|-
+
'''[[Back Scratcher]]'''
| align="center" | [[File:Backpack_Bat.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Bat'''
 
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Removed "+25% damage bonus"<br><br>
 +
-Removed "-75% health from healers on wearer"<br><br>
 +
-Added "When weapon is active"<br><br>
 +
-Added "+35 health restored on kill"<br><br>
 +
-Added "User can overheal from health packs"<br><br>
 +
-Added "-50% healing penalty from all sources, except from health packs"<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
'''NO CHANGE'''<br>
+
When weapon is active:<br>
 +
:{{Pro}}+35 health restored on kill<br>
 +
:{{Pro}}User can overheal from health packs<br>
 +
:{{Pro}}+50% health bonus from packs on wearer<br>
 +
:{{Con}}-50% healing penalty from all sources, except from health packs<br>
 +
:{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Sandman.png|100px]]<br>
+
| align="center" | [[File:Backpack_Sharpened_Volcano_Fragment.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Sandman'''
+
'''[[Sharpened Volcano Fragment]]'''
 
| align="left" |
 
| align="left" |
-Decreased damage from ball when at point blank to 10 from 15<br><br>
+
-Removed "On hit: Target is engulfed in flames"<br><br>
-Increased damage from ball from max distance to 40 from 30<br><br>
+
-Increased direct damage penalty to -40% from -20%<br><br>
-Completely redid the slow-down system and now it's based it on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additional, normally the ball would have to slightly travel before it would apply the current official slow-down effect, but now you can hit someone at point blank to apply slow-down. A point blank ball hit applies a -66% penatly for 1 second and a max distance ball hit applies a -33% for 7 seconds.<br>
+
-Added "On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects"
 
|
 
|
{{Pro}}Alt-Fire: Launches a ball that slows targets depending on travel distance, between 1–7 seconds. The slow-down effect is based on target's base move speed. Additional, the damage from the ball impact increases the further it travels.<br>
+
{{Pro}}On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects<br>
{{Pro}}Can be picked up after thrown to instantly recharge<br>
+
{{Con}}-40% direct damage penalty<br>
{{Con}}-15 max health on wearer<br>
+
{{Neutral}}Afterburn caused by this weapon will not be override by any other flame source
{{Neutral}}10 second recharge<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Candy_Cane.png|100px]]<br>
+
| align="center" | [[File:Backpack_Third_Degree.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Candy Cane'''
+
'''[[Third Degree]]'''
 
| align="left" |
 
| align="left" |
-Removed "25% explosive damage vulnerability on wearer"<br><br>
+
-Added "20% damage resistance VS overhealed players on wearer"<br><br>
-Added "On kill with any weapon OR assist kill: A small ammo pack is dropped instead of a medium pack"<br><br>
+
-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"<br><br>
-Added "60% slower firing speed"<br>
+
-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"<br><br>
 +
-Added "15% slower firing speed"
 
|
 
|
{{Pro}}On kill with any weapon OR assist kill: A small health pack is dropped<br>
+
{{Pro}}20% damage resistance VS overhealed players on wearer<br>
{{Con}}On kill with any weapon OR assist kill: A small ammo pack is dropped instead of a medium pack<br>
+
{{Pro}}Whoever you directly attack will take +40% damage if connected by a healing beam<br>
{{Con}}60% slower firing speed<br>
+
{{Con}}Whoever you don't directly attack will take -40% damage if connected by a healing beam<br>
 +
{{Con}}15% slower firing speed
 
|-
 
|-
| align="center" | [[File:Backpack_Boston_Basher.png|100px]]<br>
+
| align="center" | [[File:Backpack_Neon_Annihilator.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Boston Basher'''
+
'''[[Neon Annihilator]]'''
 
| align="left" |
 
| align="left" |
-Added "+100% bleed damage bonus"<br><br>
+
-Removed "Damage removes Sappers"<br><br>
-Reduced bleed duration to 3 seconds from 5<br>
+
-Removed "No random critical hits"<br><br>
 +
-Removed "-20% damage penalty vs players"<br><br>
 +
-Added "-33% damage penalty"<br><br>
 +
-Added that gas-covered & bleeding enemies will count as "wet" targets<br><br>
 +
-Added "Grants user the ability to breath underwater while active"
 
|
 
|
{{Pro}}On hit: Bleed for 3 seconds<br>
+
{{Pro}}Grants user the ability to breath underwater while active<br>
{{Pro}}+100% bleed damage bonus<br>
+
{{Pro}}100% critical hit vs wet players<br>
{{Con}}On miss: Hit yourself. Idiot!<br>
+
{{Con}}-33% damage penalty<br>
 +
{{Neutral}}Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water
 
|-
 
|-
| align="center" | [[File:Backpack_Sun-on-a-Stick.png|100px]]<br>
+
| align="center" | [[File:Backpack_Hot_Hand.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Sun-on-a-Stick'''
+
'''[[Hot Hand]]'''
 
| align="left" |
 
| align="left" |
-Increased damage penalty to -35% from -25%<br><br>
+
-Increased direct damage penalty to -35% from -15%<br><br>
-Added "Alt-Fire: Spontaneous combustion" (Light yourself on fire for 10 seconds) (20 second recharge once used)<br><br>
+
-Added "Combo slap system" with 4 layers of effects<br><br>
-Added "On hit: Transfers remaining 'Spontaneous Combustion' afterburn to enemies"<br><br>
+
-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy. Bonuses and effects are removed if system resets."<br><br>
-Added "On hit: Transferred afterburn duration is reduced by 75%, and doesn't reset the duration"<br><br>
+
-Added "-75% afterburn damage penalty"<br><br>
-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"<br>
+
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
{{Pro}}Alt-Fire: Spontaneous Combustion<br>
+
{{Neutral}}Slap system:<br>
{{Pro}}On hit: Transfers remaining "Spontaneous Combustion" afterburn to enemies<br>
+
* 1st slap: Gain a speed boost<br>
{{Pro}}+25% fire damage resistance while active<br>
+
* 2nd slap: Target is engulfed in flames<br>
{{Pro}}100% critical hit vs burning players<br>
+
* 3rd slap: Attack will crit<br>
{{Con}}On hit: Transferred afterburn duration is reduced by 75%, and doesn't reset the duration<br>
+
* 4th slap: Applies knockback to the target<br>
{{Con}}On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once<br>
+
{{Con}}Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy. Bonuses and effects are removed if system resets.<br>
 +
{{Con}}-75% afterburn damage penalty<br>
 
{{Con}}-35% direct damage penalty<br>
 
{{Con}}-35% direct damage penalty<br>
{{Neutral}}20 second recharge once used<br>
+
{{Neutral}}Broadcasts every successful hit on an enemy player over the death-notice area<br>
 +
{{Neutral}}Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Fan_O'War.png|100px]]<br>
+
|}
<small>[[Melee]]</small><br>
+
 
'''Fan O'War'''
+
 
 +
 
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Demoman - Class Changes
 +
|-
 +
! class="header" width="50%" | Changes
 +
! class="header" width="50%" | Full New Stats
 +
|-
 +
<!-- DEMOMAN CLASS -->
 
| align="left" |
 
| align="left" |
-Removed "Crits whenever it would normally mini-crit"<br><br>
+
-Added "(Ability) Spawns a Dynamite Pack on Death"<br>
-Increased damage penalty to "Minimal damage" from -75%<br><br>
+
'''NOTE''': The Dynamite Pack has a 2 second fuse. Plus, the damage radius is 286 Hu (which is double explosion radius) and the max damage is 66 (and scales down to 33 at the edge of the explosion). Additional, the Dynamite Pack doesn't cause knockback (unlike normal explosions).<br><br>
-Now can mark up to 2 instead of 1<br><br>
+
-Added "Grenades do not randomly spin when fired" to all Primaries
-Reduced max mark duration to 10 seconds from 15<br><br>
 
-Added "On hit: Gain a 2 second speed boost"<br>
 
 
|
 
|
{{Pro}}On hit (up to 2): Target is marked for 10 seconds causing all damage taken from your teammates to be mini-crits<br>
+
(Ability) Unknown amount of blast damage reduction while blast jumping<br>
{{Pro}}On hit: Gain a 2 second speed boost<br>
+
'''NOTE''': Due to damage variance, the reduction numbers will vary<br>
{{Con}}Minimal damage<br>
+
(Ability) Unknown amount of blast damage reduction to self<br>
{{Neutral}}Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from your 1st target<br>
+
'''NOTE''': Due to damage variance, the reduction numbers will vary<br>
 +
(Ability) Spawns a Dynamite Pack on Death
 +
|-
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="1" class="header" | Demoman - Shield Changes
 
|-
 
|-
| align="center" | [[File:Backpack_Atomizer.png|100px]]<br>
+
<!-- DEMOMAN HERE -->
<small>[[Melee]]</small><br>
 
'''Atomizer'''
 
 
| align="left" |
 
| align="left" |
-Removed "Grants Triple Jump while deployed"<br><br>
+
-Now while charging will grant immunity to all debuffs, additional now includes "Marked-For-Death" and the "Gas Passer effect"<br>
-Removed "This weapon deploys 50% slower"<br><br>
+
'''NOTE''': Currently, debuffs are only removed at the start of a charge and not during<br><br>
-Increased damage penalty vs players to -25% from -15%<br><br>
+
-Increased base shield impact damage to 60 from 50<br>
-Added "While airborne: Slams target into the ground"<br><br>
+
'''NOTE''': We are removing the Eyelanders' shield bonus<br><br>
-Added "On kill with any weapon: +1 jump stored"<br><br>
+
-Added "+50% increase in turning control while charging" to the user<br>
-Added "On hit with this weapon: +2 jumps stored"<br><br>
+
'''NOTE''': This will increase base turning control without a shield<br><br>
-Added "Disables double jump on wearer"<br><br>
+
-Impact damage can now benefit from life-steal effects<br><br>
-Added "Bonus jumps can be used even while weapon is not active"<br><br>
+
-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration to 0.9 seconds from 1 second<br>
-Added "Every jump has a purple smoke below the user's feet"<br><br>
+
'''NOTE''': The distance traveled is the same, but now you will get there faster
-Added "When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over"<br>
 
|
 
{{Pro}}While airborne: Melee attacks mini-crit and slams target into the ground<br>
 
{{Pro}}On kill with any weapon: +1 jump stored<br>
 
{{Pro}}On hit with this weapon: +2 jumps stored<br>
 
{{Con}}-25% damage vs players<br>
 
{{Con}}Disables double jump on wearer<br>
 
{{Neutral}}Bonus jumps can be used even while weapon is not active<br>
 
{{Neutral}}Every jump has a purple smoke below the user's feet<br>
 
{{Neutral}}When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over<br>
 
|-
 
| align="center" | [[File:Backpack_Wrap_Assassin.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Wrap Assassin'''
 
| align="left" |
 
-Removed "+25% increase in recharge rate"<br><br>
 
-Reduced direct damage penalty to -50% from -65%<br><br>
 
-The bleeding effect from the ornament now scales depending on travel distance (between 1–10 seconds) instead of 7.5 seconds<br><br>
 
-The ornament will no longer do any damage on impact from either a direct hit or from shatter effect<br><br>
 
-Increased the scatter radius to 73 Hu from 50<br><br>
 
-Added that the shatter effect can cause bleeding as well<br><br>
 
-Added "On hit bleeding player with melee: Causes an explosion (146 Hu) that will cause nearby enemies to bleed for 5 seconds"<br><br>
 
-Added "On non-direct hits with the ornament: The bleed duration is reduced by 25%"<br><br>
 
-Added "+100% max misc ammo on wearer"<br>
 
|
 
{{Pro}}Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds<br>
 
{{Pro}}On hit bleeding player with melee: Causes an explosion that will cause nearby enemies to bleed for 5 seconds<br>
 
{{Pro}}+100% max misc ammo on wearer<br>
 
{{Con}}On non-direct hits with the ornament: The bleed duration is reduced by 25%<br>
 
{{Con}}-50% direct damage penalty<br>
 
{{Neutral}}10 second recharge<br>
 
 
|-
 
|-
 
|}
 
|}
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="2" class="header" | Soldier - Class Changes
+
! colspan="3" class="header" | Demoman - Modified Official Weapons
 
|-
 
|-
! class="header" width="50%" | Changes
+
! class="header" width="20%" | Weapon
! class="header" width="50%" | Full New Stats
+
! class="header" width="40%" | Changes
 +
! class="header" width="40%" | Full New Stats
 
|-
 
|-
<!-- SOLDIER CLASS -->
+
<!-- DEMOMAN HERE -->
 +
| align="center" | [[File:Backpack_Grenade_Launcher.png|100px]]<br>
 +
<small>Primary</small><br>
 +
'''[[Grenade Launcher]]'''
 
| align="left" |
 
| align="left" |
-Added "(Ability) +50% increased air control when blast jumping"<br><br>
+
-See additional changes in "Demoman - Class Changes" tab
-Added "This weapon deploys 30% faster and holsters 15% faster" to all Banners<br>
 
 
|
 
|
(Ability) +50% increased air control when blast jumping<br>
+
{{Pro}}Grenades do not randomly spin when fired
(Ability) -75% blast damage to self while blast jumping<br>
 
(Ability) -40% blast damage to self<br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Loch-n-Load.png|100px]]<br>
{| class="wikitable grid collapsible autocollapse" width="100%"
+
<small>Primary</small><br>
! colspan="3" class="header" | Soldier - Modified Official Weapons
+
'''[[Loch-n-Load]]'''
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
<!-- SOLDIER HERE -->
 
| align="center" | [[File:Backpack_Rocket_Launcher.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Rocket Launcher'''
 
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Added a new Grenade model<br><br>
 +
-Removed "+20% damage vs buildings"<br><br>
 +
-Increased clip size penalty to -50% from -25%<br><br>
 +
-Increased explosion radius penalty to -50% from -25%<br><br>
 +
-Removed "Launched bombs shatter on surfaces"<br><br>
 +
-Increased projectile speed to +150% from +25%<br><br>
 +
-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"<br><br>
 +
-Added "-100% self damage force"<br><br>
 +
-Added "Grenade has no fuse timer and will explode whenever it hits a surface or enemy"<br><br>
 +
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 +
{{Pro}}Grenades do not randomly spin when fired<br>
 +
{{Pro}}+150% projectile speed<br>
 +
{{Con}}-50% clip size<br>
 +
{{Con}}-50% explosion radius<br>
 +
{{Con}}-100% self damage force<br>
 +
{{Neutral}}Grenade has no fuse timer and will explode whenever it hits a surface or enemy<br>
 +
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
 
|-
 
|-
| align="center" | [[File:Backpack_Direct_Hit.png|100px]]<br>
+
| align="center" |
<small>[[Primary]]</small><br>
+
[[File:Backpack_Ali_Baba's_Wee_Booties.png|100px]]<br>
'''Direct Hit'''
+
<small>Primary</small><br>
| align="left" |
+
'''[[Ali Baba's Wee Booties]]'''<br>
-Removed "+25% damage"<br><br>
+
[[File:Backpack_Bootlegger.png|100px]]<br>
-Added "+25% damage vs players"<br>
+
<small>Primary</small><br>
|
+
'''[[Bootlegger]]'''
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 
{{Pro}}+25% damage vs players<br>
 
{{Pro}}+80% projectile speed<br>
 
{{Con}}-70% explosion radius<br>
 
|-
 
| align="center" | [[File:Backpack_Black_Box.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Black Box'''
 
 
| align="left" |
 
| align="left" |
-Added new bonuses/penalties if the user does or doesn't have a Banner equipped<br><br>
+
-Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your Secondary"<br><br>
-Increased HP gained on hit to 25 from 20<br>
+
-Added "When a shield is not equipped: Up to +8 health regenerated per second on wearer"<br><br>
 +
-Increased melee kills refill to +33% from +25%<br><br>
 +
-Added "Shield impact kills refill 33% of your charge meter"<br><br>
 +
-Bonus max health now requires a shield
 
|
 
|
When a banner is equipped:<br>
+
{{Neutral}}When a shield is equipped:<br>
:{{Pro}}+40% projectile speed<br>
+
{{Pro}}+10% move speed on wearer<br>
:{{Pro}}-30% blast damage from rocket jumps<br>
+
{{Pro}}+25 max health on wearer<br>
:{{Con}}-25% clip size<br>
+
{{Pro}}+200% increase in turning control while charging<br>
 +
{{Pro}}Shield impact or melee kills refill 33% of your charge meter<br>
 +
<br>
 +
{{Neutral}}When a shield is not equipped:<br>
 +
{{Pro}}+20% faster firing speed and 10% faster reload time for your Secondary<br>
 +
{{Pro}}Up to +8 health regenerated per second on wearer<br>
 
<br>
 
<br>
When a banner is not equipped:<br>
+
{{Neutral}}Allowed in Medieval mode
:{{Pro}}On hit: Gain up to 25 HP per attack<br>
 
:{{Con}}-25% clip size<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br>
+
| align="center" | [[File:Backpack_Loose_Cannon.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Rocket Jumper'''
+
'''[[Loose Cannon]]'''
 
| align="left" |
 
| align="left" |
-Added "+50% clip size bonus"<br><br>
+
-Added "Cannonballs do not randomly spin when fired"<br><br>
-Reduced bonus primary ammo to +100% from +200%<br><br>
+
-Removed "+20% projectile speed"
-Removed "No random critical hits"<br><br>
+
|
-Added "Allowed in Medieval mode"<br>
+
{{Neutral}}Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.<br>
 +
{{Neutral}}Holding down the fire key for too long will cause a misfire<br>
 +
{{Pro}}Cannonballs do not randomly spin when fired<br>
 +
{{Pro}}Cannonballs push players back on impact<br>
 +
{{Pro}}Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit<br>
 +
{{Con}}Cannonballs do not explode on impact
 +
|-
 +
| align="center" | [[File:Backpack_Iron_Bomber.png|100px]]<br>
 +
<small>Primary</small><br>
 +
'''[[Iron Bomber]]'''
 +
| align="left" |
 +
-Added "Grenades detonate other nearby grenades that are yours"<br><br>
 +
-Added "Direct hits cause a minimal explosion radius"
 
|
 
|
{{Pro}}+50% clip size bonus<br>
+
{{Pro}}Grenades have very little bounce/roll and do not randomly spin when fired<br>
{{Pro}}+100% max primary ammo on wearer<br>
+
{{Pro}}Grenades detonate other nearby grenades that are yours<br>
{{Pro}}No self inflicted blast damage taken<br>
+
{{Pro}}-30% fuse time on grenades<br>
{{Con}}-100% damage penalty<br>
+
{{Con}}Direct hits cause a minimal explosion radius<br>
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br>
+
{{Con}}-15% explosion radius
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Liberty_Launcher.png|100px]]<br>
+
| align="center" | [[File:Backpack_Stickybomb_Launcher.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Liberty Launcher'''
+
'''[[Stickybomb Launcher]]'''
 
| align="left" |
 
| align="left" |
-Decreased clip size to -50% from +25%<br><br>
+
'''NO CHANGE'''
-Removed "+40% projectile speed"<br><br>
 
-Removed "-25% blast damage from rocket jumps"<br><br>
 
-Removed "-25% damage penalty"<br><br>
 
-Added "This weapon deploys 60% faster and holsters 30% faster"<br><br>
 
-Added "On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increased"<br><br>
 
-Added "On kill: Clip is automatically fully reloaded"<br>
 
 
|
 
|
{{Pro}}This weapon deploys 60% faster and holsters 30% faster<br>
+
'''NO CHANGE'''
{{Pro}}On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increases<br>
 
{{Pro}}On kill: Clip is automatically fully reloaded<br>
 
{{Con}}-50% clip size<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br>
+
| align="center" | [[File:Backpack_Chargin'_Targe.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Cow Mangler 5000'''
+
'''[[Chargin' Targe]]'''
 
| align="left" |
 
| align="left" |
-Decreased charged shot move speed penalty to -50% from -66%<br><br>
+
-Added "+20% bullet damage resistance on wearer when charge meter is full"<br><br>
-Removed "No random critical hits"<br><br>
+
-Increased fire resistance to +60% from +50%
-Removed the afterburn along with the mini-crit damage caused from the charged shot<br><br>
 
-Added "Black Hole Rockets" as part of the charged shot<br>
 
'''NOTE''': The suction and building disabling effects last for 4 seconds.<br>
 
'''NOTE''': Any enemy that can move fast than 295 Hu can slowly (or more easily) escape.<br>
 
'''NOTE''': The radius of the suction is 25% larger than an explosion radius (182.5 Hu)<br>
 
'''NOTE''': The radius that will apply the "disable enemy buildings" is 25% smaller than an explosion radius (109.5 Hu)<br><br>
 
-Added "-20% knockback against enemies"<br>
 
 
|
 
|
{{Pro}}Does not require ammo<br>
+
{{Pro}}+60% fire damage resistance on wearer<br>
{{Pro}}Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additional, any enemy buildings near the center will be disabled for 4 seconds.<br>
+
{{Pro}}+30% explosive damage resistance on wearer<br>
{{Con}}-20% knockback against enemies<br>
+
{{Pro}}+20% bullet damage resistance on wearer when charge meter is full<br>
{{Con}}Deals only 20% damage to buildings<br>
+
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br>
{{Con}}Mini-Crits whenever it would normally crit<br>
+
{{Neutral}}Allowed in Medieval mode
{{Con}}While doing charged shot: -50% move speed<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Beggar's_Bazooka.png|100px]]<br>
+
| align="center" | [[File:Backpack_Scottish_Resistance.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Beggar's Bazooka'''
+
'''[[Scottish Resistance]]'''
 
| align="left" |
 
| align="left" |
-Removed "-25% clip size penalty"<br><br>
+
-Removed "Able to destroy enemy stickybombs"<br><br>
-Increased bonus fire rate for the barrage to +80% from +70%<br><br>
+
-Added "+100% clip size"<br><br>
-Removed "+3 degrees random projectile deviation"<br><br>
+
-Increased bonus ammo to +100% from +50%<br><br>
-Removed "Cannot collect ammo from Dispensers while active"<br><br>
+
-Increased max pipebombs out to +8 from +6<br><br>
-Reduced hidden reload time penalty to 20% from 30%<br><br>
+
-Decreased arm time penalty to .4 from .8<br><br>
-Added "Projectile deviation now scales by 1.5% based on the current number of loaded rockets"<br><br>
+
-Added "15% slower reload time"<br><br>
-Added "-40% blast damage from rocket jumps"<br><br>
+
-Added "-25% explosive radius"<br><br>
-Added "-40% rocket jump height"<br>
+
-Increased firing speed bonus to +30% from +25%
 
|
 
|
{{Pro}}Hold fire to load up to 4 rockets<br>
+
{{Pro}}Detonates stickybombs near the crosshair and directly under your feet<br>
{{Pro}}Release fire to unleash the barrage at 80% faster firing speed<br>
+
{{Pro}}+8 max pipebombs out<br>
{{Con}}Projectile deviation now scales by 1.5% based on the current number of loaded rockets<br>
+
{{Pro}}+100% clip size<br>
{{Con}}Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip<br>
+
{{Pro}}+100% max secondary ammo on wearer<br>
{{Con}}-20% explosion radius<br>
+
{{Pro}}+30% faster firing speed<br>
{{Con}}20% slower reload time<br>
+
{{Con}}0.4 sec slower bomb arm time<br>
{{Neutral}}Projectile deviation will increase/decrease as rockets are loaded and when fired<br>
+
{{Con}}15% slower reload time<br>
{{Neutral}}-40% blast damage from rocket jumps, but -40% rocket jump height<br>
+
{{Con}}-25% explosive radius
 
|-
 
|-
| align="center" | [[File:Backpack_Air_Strike.png|100px]]<br>
+
| align="center" | [[File:Backpack_Sticky_Jumper.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Air Strike'''
+
'''[[Sticky Jumper]]'''
 
| align="left" |
 
| align="left" |
-Increased rocket jump reduction to -20% from -15%<br><br>
+
-Added "+50% clip size bonus"<br><br>
-Removed "-10% explosive radius"<br><br>
+
-Reduced bonus secondary ammo to +100% from +200%<br><br>
-Decreased fire rate bonus while rocket jumping to +60% from +65%<br>
+
-Decreased max stickybombs out to -5 from -6<br><br>
 +
-Removed "No random critical hits"<br><br>
 +
-Added "Allowed in Medieval mode"
 
|
 
|
{{Pro}}-20% blast damage from rocket jumps<br>
+
{{Pro}}+50% clip size bonus<br>
{{Pro}}+60% faster firing speed while rocket jumping<br>
+
{{Pro}}+100% max secondary ammo on wearer<br>
{{Pro}}Clip size increased on kill, up to 4<br>
+
{{Pro}}No self inflicted blast damage taken<br>
{{Con}}-15% damage penalty<br>
+
{{Con}}-100% damage penalty<br>
{{Con}}-20% explosion radius while rocket jumping<br>
+
{{Con}}-5 max stickybombs out<br>
 +
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
+
| align="center" | [[File:Backpack_Splendid_Screen.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Soldier's Shotgun'''
+
'''[[Splendid Screen]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Decreased shield impact bonus to +66% from +70%<br><br>
 +
-Increased fire resistance to +30% from +20%
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}+30% fire damage resistance on wearer<br>
 +
{{Pro}}+20% explosive damage resistance on wearer<br>
 +
{{Pro}}+66% increase in charge impact damage<br>
 +
{{Pro}}+50% increase in charge recharge rate<br>
 +
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Buff_Banner.png|100px]]<br>
+
| align="center" | [[File:Backpack_Tide_Turner.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Buff Banner'''
+
'''[[Tide Turner]]'''
 
| align="left" |
 
| align="left" |
-Added "This weapon deploys 30% faster and holsters 15% faster"<br><br>
+
-Removed "+15% fire damage resistance on wearer"<br><br>
-Added "+10% faster firing speed and 5% faster reload time for your primary"<br>
+
-Removed "+15% explosive damage resistance on wearer"<br><br>
 +
-Removed "Melee kills refill 75% of your charge meter"<br><br>
 +
-Added "Gain a 1 second speed boost with no cooldown anytime you take damage"<br><br>
 +
-Added "+5% move speed on wearer (boots required)"
 
|
 
|
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
+
{{Pro}}Gain a 1 second speed boost with no cooldown anytime you take damage<br>
{{Pro}}+10% faster firing speed and 5% faster reload time for your primary<br>
+
{{Pro}}+5% move speed on wearer (boots required)<br>
{{Pro}}Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits<br>
+
{{Pro}}Full turning control while charging<br>
{{Neutral}}Requires 600 damage dealt to charge<br>
+
{{Con}}Taking damage while shield charging reduces remaining charging time<br>
{{Neutral}}Allowed in Medieval mode<br>
+
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Gunboats.png|100px]]<br>
+
| align="center" | [[File:Backpack_Quickiebomb_Launcher.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Gunboats'''
+
'''[[Quickiebomb Launcher]]'''
 
| align="left" |
 
| align="left" |
-Reduced blast damage reduction to -40% from -60%<br><br>
+
-Removed "Able to destroy enemy stickybombs"<br><br>
-Added "Wearer takes 75% less falling damage"<br>
+
-Removed "Up to +35% damage based on charge"<br><br>
 +
-Increased arm time bonus to instant from -0.2 faster<br><br>
 +
-Increased charge rate bonus to instant from +70%<br><br>
 +
-Increased damage penalty to -20% from -15%<br><br>
 +
-Added "Stickybombs fizzle 10 seconds after landing"
 
|
 
|
{{Pro}}-40% blast damage from rocket jumps<br>
+
{{Pro}}Instant charge rate<br>
{{Pro}}Wearer takes 75% less falling damage<br>
+
{{Pro}}Instant arm time<br>
{{Neutral}}Allowed in Medieval mode<br>
+
{{Con}}Stickybombs fizzle 10 seconds after landing<br>
 +
{{Con}}-20% damage penalty<br>
 +
{{Con}}-50% clip size
 
|-
 
|-
| align="center" | [[File:Backpack_Battalion's_Backup.png|100px]]<br>
+
| align="center" | [[File:Backpack_Bottle.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Battalion's Backup'''
+
'''[[Bottle]]'''
 
| align="left" |
 
| align="left" |
-Added "This weapon deploys 30% faster and holsters 15% faster"<br><br>
+
'''NO CHANGE'''
-Increased max health on wearer to 30 from 20<br>
 
 
|
 
|
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
+
'''NO CHANGE'''
{{Pro}}+30 max health on wearer<br>
 
{{Pro}}Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)<br>
 
{{Neutral}}Requires 600 damage dealt to charge<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Concheror.png|100px]]<br>
+
| align="center" | [[File:Backpack_Eyelander.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Concheror'''
+
'''[[Eyelander]]'''
 
| align="left" |
 
| align="left" |
-Added "This weapon deploys 30% faster and holsters 15% faster"<br><br>
+
-Removed "No random critical hits"<br><br>
-Increased damage required to fill to 600 from 480<br><br>
+
-Increased max health penalty on wearer to -30 from -25<br><br>
-Increased HP regen to +8 from +4<br>
+
-Removed "If a shield is equipped, every head taken raises shield damage by 4 to a maximum of 5 times."<br><br>
 +
-Removed healing 15 hp on kill<br><br>
 +
-Added "On kill (after the 4th kill): Gain a 4 second speed boost"
 
|
 
|
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
+
{{Pro}}On kill (up to 4): Increase move speed (+7.5%) and max health (+15) on wearer<br>
{{Pro}}Up to +8 health regenerated per second on wearer<br>
+
{{Pro}}On kill (after the 4th): Gain a 4 second speed boost<br>
{{Pro}}Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal<br>
+
{{Con}}-30 max health on wearer<br>
{{Neutral}}Requires 600 damage dealt to charge<br>
+
{{Neutral}}Bonus melee range, but slower deploy time<br>
{{Neutral}}Allowed in Medieval mode<br>
+
{{Neutral}}Heads and their bonuses are lost on death
 
|-
 
|-
| align="center" | [[File:Backpack_Mantreads.png|100px]]<br>
+
| align="center" | [[File:Backpack_Scotsman's_Skullcutter.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Mantreads'''
+
'''[[Scotsman's Skullcutter]]'''
 
| align="left" |
 
| align="left" |
-Increased reduction to -80% from -75%<br><br>
+
-Increased damage bonus to +30% from +20%<br><br>
-Increased goomba damage multiplier to x4 from x3<br>
+
-Increased move speed penalty to -20% from -15%<br><br>
|
+
-Added "30% slower firing speed"<br><br>
{{Pro}}-80% reduction in push force taken from damage and airblasts<br>
+
-Extended melee range to +66% from +37%
{{Pro}}200% increased air control when blast jumping<br>
+
|
{{Pro}}Deals 4x falling damage to the player you land on<br>
+
{{Pro}}+30% damage bonus<br>
{{Neutral}}Allowed in Medieval mode<br>
+
{{Con}}20% slower move speed while active<br>
 +
{{Con}}30% slower firing speed<br>
 +
{{Neutral}}Extended melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Righteous_Bison.png|100px]]<br>
+
| align="center" | [[File:Backpack_Claidheamh_Mòr.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Righteous Bison'''
+
'''[[Claidheamh Mòr]]'''
 
| align="left" |
 
| align="left" |
-Removed hidden clip size penalty<br>
+
-Removed "When weapon is active"<br><br>
'''NOTE''': As in, 6 shots instead of 4<br><br>
+
-Removed "Melee kills refill 25% of your charge meter"<br><br>
-Added hidden "+24% faster firing speed"<br>
+
-Removed "15% damage vulnerability on wearer"<br><br>
'''NOTE''': Now it matches the Shotgun<br><br>
+
-Removed "No random critical hits"<br><br>
-Added hidden "18% slower reload time"<br>
+
-Added "Ammo boxes collected also refill your charge meter"<br>
'''NOTE''': Now it matches the Shotgun<br><br>
+
'''NOTE''': The size of the box refills a certain amount of the meter<br>
-Decreased damage penatly to -70% (27) from -73.3% (24)<br>
+
'''NOTE''': This blocks picking up ammo packs while charging<br><br>
 +
-Added "Melee hits refill 20% of your charge meter"<br><br>
 +
-Increased bonus charge duration to +100% from +50%<br><br>
 +
-Added "-50% max Primary & Secondary ammo on wearer"<br><br>
 +
-Added "-25% decreased in charge recharge rate"
 
|
 
|
{{Pro}}Does not require ammo<br>
+
{{Pro}}Ammo boxes collected also refill your charge meter<br>
{{Pro}}Projectile cannot be deflected and penetrates enemy players<br>
+
{{Pro}}Melee hits refill 20% of your charge meter<br>
{{Pro}}Projectile is able to hit the same enemy multiple times<br>
+
{{Pro}}+100% charge duration<br>
{{Con}}Deals only 20% damage to buildings<br>
+
{{Con}}-50% max Primary & Secondary ammo on wearer<br>
{{Con}}-70% damage penalty<br>
+
{{Con}}-25% decreased in charge recharge rate<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Shovel.png|100px]]<br>
+
| align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Shovel'''
+
'''[[Ullapool Caber]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Removed "No random critical hits"<br><br>
 +
-Increased base damage penalty to -70% from -15%<br><br>
 +
-Increased explosion damage to 100 from 75<br><br>
 +
-Added "Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much"<br><br>
 +
-Added "When a shield is not equipped: +75% melee damage bonus"<br><br>
 +
-Added "Weapon can taunt kill, but deals reduced damage if Caber is currently exploded"<br><br>
 +
-Added "This weapon is crit-boosted while blast jumping"<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}When a shield is not equipped: +75% melee damage bonus<br>
 +
{{Pro}}This weapon is crit-boosted while blast jumping<br>
 +
{{Pro}}This causes a small explosion on hit, up to 100 dmg<br>
 +
{{Con}}When the explosion happens, the user takes self inflicted blast damage and is launched into the air<br>
 +
{{Con}}-70% base damage penalty<br>
 +
{{Con}}20% slower firing speed<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time<br>
 +
{{Neutral}}Weapon can taunt kill, but deals reduced damage if Caber is currently exploded<br>
 +
{{Neutral}}Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much<br>
 
|-
 
|-
| align="center" | [[File:Backpack_Equalizer.png|100px]]<br>
+
| align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Equalizer'''
+
'''[[Persian Persuader]]'''
 
| align="left" |
 
| align="left" |
-Removed "Damage increases as the user becomes injured"<br><br>
+
-Removed "Ammo boxes collected also refill your charge meter"<br><br>
-Removed "-90% less healing from Medic sources"<br><br>
+
-Removed "Melee hits refill 20% of your charge meter"<br><br>
-Added "When weapon is active: Bonus healing from all sources increases as the user becomes injured"<br><br>
+
-Removed "-80% max Primary ammo on wearer"<br><br>
-Added "On wearer: -25% base healing from all sources"<br>
+
-Removed "-80% max Secondary ammo on wearer"<br><br>
 +
-Removed "No random critical hits"<br><br>
 +
-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"<br><br>
 +
-Added "-50% healing penalty from all sources, except when picking up health and ammo packs"<br><br>
 +
-Added "-50% ammo from Dispensers and Payload carts on wearer"<br><br>
 +
-Added "25% slower firing speed"
 
|
 
|
{{Pro}}When weapon is active: Bonus healing from all sources increases as the user becomes injured, up to +100%<br>
+
{{Pro}}Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack<br>
{{Con}}On wearer: -25% base healing from all sources<br>
+
{{Con}}-50% healing penalty from all sources, except when picking up health and/or ammo packs<br>
 +
{{Con}}-50% ammo from Dispensers and Payload carts on wearer<br>
 +
{{Con}}25% slower firing speed<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Disciplinary_Action.png|100px]]<br>
+
|}
<small>[[Melee]]</small><br>
+
 
'''Disciplinary Action'''
+
 
 +
 
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Heavy - Class Changes
 +
|-
 +
! class="header" width="50%" | Changes
 +
! class="header" width="50%" | Full New Stats
 +
|-
 +
<!-- HEAVY CLASS -->
 
| align="left" |
 
| align="left" |
-Flipped the speed boost numbers<br><br>
+
-Added "(Ability) 33% reduction in push force taken from damage and airblasts"<br><br>
-Decreased hidden melee range multiplier to +66% from +70%<br>
+
-Increased base move speed to 80% (240 Hu/s) from 77% (230 Hu/s)<br><br>
'''NOTE''': This makes it x2 melee range when compared to swords. Additional, this removes the ability to hit enemy while having your back towards them.<br><br>
+
-Increased max health to 400 from 300, but cannot be overhealed<br><br>
-Removed hidden "+55% melee bounds multiplier"<br><br>
+
-Added "+33% melee range" to all Melee weapons
-Added "40% slower firing speed" penalty<br><br>
 
-Reduced damage penalty to -20% from -25%<br>
 
 
|
 
|
{{Pro}}On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds<br>
+
(Ability) 33% reduction in push force taken from damage and airblasts<br>
{{Pro}}+66% melee range<br>
+
|-
{{Con}}40% slower firing speed<br>
+
|}
{{Con}}-20% damage penalty<br>
+
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="1" class="header" | Heavy - Minigun Changes
 
|-
 
|-
| align="center" | [[File:Backpack_Market_Gardener.png|100px]]<br>
+
<!-- HEAVY HERE -->
<small>[[Melee]]</small><br>
 
'''Market Gardener'''
 
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
+
{{Pro}}Miniguns are 50% more accurate<br><br>
-Increased fire rate penalty to -25% from -20%<br><br>
+
{{Pro}}Decreased base spin down time to 0.75 seconds from 0.87<br><br>
-Now this weapon is crit-boosted while rocket jumping<br><br>
+
{{Pro}}Added "When fully spun up: Gain 15% damage resistance" to all Primaries (Except Brass Beast gains 30%)<br><br>
-Added "50% increased air strafe control while rocket jumping while active"<br>
+
{{Pro}}Removed "All Miniguns now have one-second damage and accuracy ramp up after being spun up" penalty<br><br>
|
+
{{Pro}}When spun up and not firing: The user's move speed will only be reduced by -33%<br><br>
{{Pro}}50% increased air strafe control while blast jumping while active<br>
+
{{Con}}When spun up and firing: The user's move speed will be reduced by -66%<br>
{{Pro}}This weapon is crit-boosted while blast jumping<br>
+
'''NOTE''': While using the Brass Beast, the user is slowed down to -75% regardless of firing or not<br>
{{Con}}25% slower firing speed<br>
+
'''NOTE''': This overrides the base -53% move speed penalty when aiming<br><br>
|-
+
{{Con}}Shoots 8 bullets instead of 4, but has a 70% damage penalty<br>
| align="center" | [[File:Backpack_Escape_Plan.png|100px]]<br>
+
'''NOTE''': A point blank single shot was 54 and is being reduced to 32<br><br>
<small>[[Melee]]</small><br>
+
{{Con}}Increased base spin up time to 1 second from 0.87
'''Escape Plan'''
 
| align="left" |
 
-Reduced max move speed bonus to 50% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health"<br><br>
 
-Removed "You are marked for death while active, and for short period after switching weapons"<br><br>
 
-Removed "-90% less healing from Medic sources"<br><br>
 
-Added "If the *Rocket Jumper* is equipped, user isn't damaged from the taunt kill"<br><br>
 
-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"<br><br>
 
-Added "15% damage vulnerability while active"<br><br>
 
-Added "-20% damage penalty"<br>
 
|
 
When weapon is active:<br>  
 
:{{Pro}}If the *Rocket Jumper* is equipped, user isn't damaged from the taunt kill<br>
 
:{{Pro}}Move speed, deploy speed, and holster speed increases as the user becomes injured<br>
 
:{{Con}}15% damage vulnerability on wearer<br>
 
:{{Con}}-20% damage penalty<br>
 
 
|-
 
|-
 
|}
 
|}
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="2" class="header" | Pyro - Class Changes
+
! colspan="1" class="header" | Heavy - Edible Changes
 
|-
 
|-
! class="header" width="50%" | Changes
+
<!-- HEAVY HERE -->
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- PYRO CLASS -->
 
 
| align="left" |
 
| align="left" |
-Added "(Ability) +50% faster debuff timers on wearer"<br><br>
+
-Increased number of bites to 5 from 4<br>
-Added "+10% faster firing speed" to all Flare Guns<br><br>
+
'''NOTE''': This slows down the eating animation, so the user will take longer to move away<br><br>
-Airblasting a Grenade will now reset its timer<br><br>
+
-Decreased HP recovered per bite to 60 from 75<br>
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries<br>
+
'''NOTE''': The user will get the same amount of HP back in 5 bites instead of 4, due to the change from above<br><br>
|
+
-No longer can recharge if you pick up a health pack while being at full health<br><br>
(Ability) +50% faster debuff timers on wearer<br>
+
-No longer able to pick up after thrown, unless user has the "Holiday Punch" active<br><br>
 +
-All edibles count as a medium health packs once thrown<br><br>
 +
-Added "Extinguishing teammates (or disguised enemy Spies) restores 80 health"<br><br>
 +
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by -33%"<br><br>
 +
-Added "While eating: Gain +25% bonus healing from all sources"
 
|-
 
|-
 
|}
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="3" class="header" | Pyro - Modified Official Weapons
+
! colspan="3" class="header" | Heavy - Modified Official Weapons
 
|-
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Weapon
Line 3,335: Line 3,570:
 
! class="header" width="40%" | Full New Stats
 
! class="header" width="40%" | Full New Stats
 
|-
 
|-
<!-- PYRO HERE -->
+
<!-- HEAVY HERE -->
| align="center" | [[File:Backpack_Flame_Thrower.png|100px]]<br>
+
| align="center" | [[File:Backpack_Minigun.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Flame Thrower'''
+
'''[[Minigun]]'''
 
| align="left" |
 
| align="left" |
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br>
+
-See additional changes in "Heavy Minigun Changes" tab
 
|
 
|
{{Pro}}Extinguishing teammates restores 20 health<br>
+
-See additional changes in "Heavy Minigun Changes" tab
 
|-
 
|-
| align="center" | [[File:Backpack_Backburner.png|100px]]<br>
+
| align="center" | [[File:Backpack_Natascha.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Backburner'''
+
'''[[Natascha]]'''
 
| align="left" |
 
| align="left" |
-Fixed "Extinguishing teammates restores 20 health"<br><br>
+
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
-Removed "No random critical hits"<br><br>
+
-Removed "30% slower spin up time"<br><br>
-Removed "100% critical hits from behind"<br><br>
+
-Removed "-25% damage penalty"<br><br>
-Removed "+150% airblast cost"<br><br>
+
-Added "When fully spun up: Slows down enemies around you (225 Hu) in a radius by 20%"<br><br>
-Added "From behind: +100% direct & afterburn damage bonus"<br><br>
+
-The on hit slowdown system now scales between -50% at close range and -10% at max range. Additional, it's based off of the target's current move speed instead of slowing down every class to the same reduced move speed.<br><br>
-Added "From the front: -20% direct & -75% afterburn damage penalty"<br><br>
+
-Reduced max distance slow-down effect falloff to 1200 Hu from 1350 Hu<br><br>
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br>
+
-Added "No knockback against enemies"<br><br>
 +
-Added "100% less accurate"<br>
 +
'''NOTE''': Since Miniguns are 50% more accurate, this is more like default bullet spread when compared to vanilla Miniguns.
 
|
 
|
{{Pro}}Extinguishing teammates restores 20 health<br>
+
{{Pro}}When fully spun up: Slows down enemies around you in a radius by 20%<br>
{{Pro}}From behind: +100% direct & afterburn damage bonus<br>
+
{{Pro}}On hit: Slows down enemy players based on distance and move speed<br>
{{Con}}From the front: -20% direct & -75% afterburn damage penalty<br>
+
{{Pro}}No knockback against enemies<br>
 +
{{Con}}100% less accurate
 
|-
 
|-
| align="center" | [[File:Backpack_Degreaser.png|100px]]<br>
+
| align="center" | [[File:Backpack_Brass_Beast.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Degreaser'''
+
'''[[Brass Beast]]'''
 
| align="left" |
 
| align="left" |
-Increased afterburn damage penalty to -75% from -66%<br><br>
+
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
-Removed "+25% airblast cost"<br><br>
+
-Increased bonus damage to +25% from +20%<br><br>
-Added "Reflected projectiles ignites enemies for 10 seconds"<br><br>
+
-Added "50% slower spin down time"
-Added "Reflected projectiles do normal damage instead of mini-crit"<br><br>
 
-Added "-10% direct damage penalty"<br><br>
 
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br>
 
 
|
 
|
{{Pro}}Extinguishing teammates restores 20 health<br>
+
{{Pro}}+25% damage bonus<br>
{{Pro}}This weapon deploys 60% faster and holsters 30% faster<br>
+
{{Con}}50% slower spin up and spin down time<br>
{{Pro}}Reflected projectiles ignites enemies for 10 seconds<br>
+
|-
{{Con}}Reflected projectiles do normal damage instead of mini-crit<br>
+
| align="center" | [[File:Backpack_Tomislav.png|100px]]<br>
 +
<small>Primary</small><br>
 +
'''[[Tomislav]]'''
 +
| align="left" |
 +
-Increased accurate bonus to +33% from +20%<br><br>
 +
-Increased fire rate penalty to -30% from -20%<br><br>
 +
-Increased spin up bonus to +33% from +20%<br><br>
 +
-Added "+33% faster spin down time"
 +
|
 +
{{Pro}}Silent killer: No barrel spin sound<br>
 +
{{Pro}}+33% faster spin up and down time<br>
 +
{{Pro}}33% more accurate<br>
 +
{{Con}}30% slower firing speed
 +
|-
 +
| align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br>
 +
<small>Primary</small><br>
 +
'''[[Huo-Long Heater]]'''
 +
| align="left" |
 +
-Removed "25% damage bonus vs burning players"<br><br>
 +
-Removed "10% direct damage penalty"<br><br>
 +
-Decreased ammo drained while spun up to 3 from 4<br><br>
 +
-Added "-75% afterburn damage penalty"<br><br>
 +
-Increased fire pulse damage to 15 from 12<br><br>
 +
-Increased the afterburn duration from the fire pulse to 10 seconds from 7.5<br><br>
 +
-Added "Gain Heat with kills/assists even while using Heat"<br>
 +
'''NOTE''': Kills give 20% and assist-kills give 10%<br><br>
 +
-Added "Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat"<br><br>
 +
-Added "While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is doubled and -50% direct damage penalty"<br>
 +
'''NOTE''': These bullets will ignite enemies for 10 seconds and will penetrate any number of targets. Additional, this will apply the new fire debuff.<br><br>
 +
-Added "No ammo from Dispensers or ammo packs when active"<br><br>
 +
-Added a new visual while Heat is active<br>
 +
|
 +
{{Pro}}Creates a ring of flames while spun up<br>
 +
{{Pro}}Gain Heat with kills/assist-kills even while using Heat<br>
 +
{{Pro}}Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat<br>
 +
{{Con}}Consumes an additional 3 ammo per second while spun up<br>
 +
{{Con}}No ammo from Dispensers or ammo packs when active<br>
 
{{Con}}-75% afterburn damage penalty<br>
 
{{Con}}-75% afterburn damage penalty<br>
{{Con}}-10% direct damage penalty<br>
+
{{Neutral}}While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is doubled and -50% direct damage penalty<br>
 
|-
 
|-
| align="center" | [[File:Backpack_Phlogistinator.png|100px]]<br>
+
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Phlogistinator'''
+
'''[[Shotgun]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
+
'''NO CHANGE'''
-Removed "No airblast"<br><br>
+
|
-Removed crits during the duration<br><br>
+
'''NO CHANGE'''
-Changed so "On kill with any weapon (20), reflecting projectiles (10), and/or extinguishing teammates (5)" adds to Mmmph meter<br><br>
 
-Increased duration to 15 seconds from 10<br><br>
 
-Added "When full: Activate to completely refill health, and gain enhanced healing"<br><br>
 
-Added "Does not require ammo"<br><br>
 
-Added "Overheating mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"<br><br>
 
-Added "Extinguishing teammates doesn't restore health"<br><br>
 
-Added "Cannot airblast enemies"<br><br>
 
-Added additional new sound and visual when MMMPH is activated<br><br>
 
-Added additional visual when MMMPH is in use<br><br>
 
-Added "+25 max health on wearer"<br><br>
 
-Added "-100% maximum overheal on wearer"<br><br>
 
-Mmmph is now triggered with taunt, reload, and special-attack key instead of alt-fire<br><br>
 
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br>
 
|
 
{{Pro}}Does not require ammo<br>
 
{{Pro}}+25 max health on wearer<br>
 
{{Pro}}On kill with any weapon, reflecting projectiles, and/or extinguishing teammates adds to Mmmph meter<br>
 
{{Pro}}When full: Activate to completely refill health, and gain enhanced healing for 15 seconds<br>
 
{{Con}}Overheating mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast<br>
 
{{Con}}Extinguishing teammates doesn't restore health<br>
 
{{Con}}-100% maximum overheal on wearer<br>
 
{{Con}}Cannot airblast enemies<br>
 
{{Neutral}}Enhanced healing grants +50% bonus healing from all sources and up to 20HP/s passive healing on wearer<br>
 
{{Neutral}}Mmmph can be trigger with taunt, reload, and special-attack key<br>
 
{{Neutral}}While *Mmmph* taunting: Gain invulnerable and full knockback resistance<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Dragon's_Fury.png|100px]]<br>
+
| align="center" | [[File:Backpack_Sandvich.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary</small><br>
'''Dragon's Fury'''
+
'''[[Sandvich]]'''
 
| align="left" |
 
| align="left" |
-Increased primary ammo penalty to -85% from -80%<br><br>
+
-See additional changes in "Heavy Edible Changes" tab
-Increased airblast cost bonus to -85% from -75%<br><br>
 
-Increased extinguishing teammates to 30 health from 20<br><br>
 
-Added "+50% airblast push force"<br><br>
 
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff<br>
 
 
|
 
|
{{Pro}}Extinguishing teammates restores 30 health<br>
+
{{Pro}}On consumption: Self heal up to 300 HP<br>
{{Pro}}Deals +300% damage to burning players<br>
+
{{Neutral}}30 second recharge<br>
{{Pro}}+50% repressurization rate on hit<br>
+
{{Neutral}}Alt-Fire: Share with a friend<br>
{{Pro}}+50% airblast push force<br>
+
{{Neutral}}Allowed in Medieval mode
{{Pro}}-85% airblast cost<br>
+
|-
{{Con}}-50% reprussurization rate on Alt-Fire<br>
+
| align="center" | [[File:Backpack_Dalokohs_Bar.png|100px]]<br>
{{Con}}-85% max primary ammo on wearer<br>
+
<small>Secondary</small><br>
{{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br>
+
'''[[Dalokohs Bar]]'''
{{Neutral}}Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additional extinguishes teammates that are on fire<br>
 
|-
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Pyro's Shotgun'''
 
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Removed "Adds +50 max health for 30 seconds" including the overheal effect<br><br>
 +
-Increased recharge time to 30 seconds from 10<br><br>
 +
-Added "-100% consumption healing effect"<br><br>
 +
-Added "On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also, grants the user up to 20HP/s passive healing for the duration."<br><br>
 +
-Added a new visual while under the effects
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also, grants the user up to 20HP/s passive healing for the duration.<br>
 +
{{Con}}-100% consumption healing effect<br>
 +
{{Neutral}}30 second recharge<br>
 +
{{Neutral}}Alt-Fire: Share with a friend<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Flare_Gun.png|100px]]<br>
+
| align="center" | [[File:Backpack_Buffalo_Steak_Sandvich.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Flare Gun'''
+
'''[[Buffalo Steak Sandvich]]'''
 
| align="left" |
 
| align="left" |
-Added "+10% faster firing speed"<br>
+
-Added "-100% consumption healing effect"<br><br>
 +
-Decreased recharge time to 20 seconds from 30<br><br>
 +
-Removed "+25% damage taken & mini-crits dealt" while under the effects<br><br>
 +
-Reduced move speed bonus to +25% from +35%, but now stacks with other speed boosts<br><br>
 +
-Added "Gain full reduction in push force taken from damage" while under the effects<br><br>
 +
-Added "While under the effects: If the user doesn't get a Melee kill during the 10 second duration, then the user receives a -50% move speed penalty on wearer for 5 seconds"<br><br>
 +
-Added a new visual while under the effects
 
|
 
|
{{Pro}}100% critical hit vs burning players<br>
+
{{Pro}}While under the effects: Move speed is increased by 25% and gain full reduction in push force taken from damage for 10 seconds<br>
{{Pro}}+10% faster firing speed<br>
+
{{Con}}While under the effects: User can only use Melee during the duration. Additional, if the user doesn't get a Melee kill during the main duration, then the user receives a -50% move speed penatly on wearer for 5 seconds.<br>
{{Neutral}}This weapon will reload automatically when not active<br>
+
{{Con}}-100% consumption healing effect<br>
 +
{{Neutral}}20 second recharge<br>
 +
{{Neutral}}Alt-Fire: Share with a friend<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Detonator.png|100px]]<br>
+
| align="center" | [[File:Backpack_Family_Business.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Detonator'''
+
'''[[Family Business]]'''
 
| align="left" |
 
| align="left" |
-Increased detonate flare radius to 146 Hu from 100<br><br>
+
-Increased damage penalty to -20% from -15%<br><br>
-Removed "+50% damage to self"<br><br>
+
-Added "20% more accurate"
-Removed "-25% damage penalty"<br><br>
 
-Increased flare jump height by 10%<br><br>
 
-Added "+10% faster firing speed"<br><br>
 
-Added "-25% max secondary ammo on wearer"<br>
 
 
|
 
|
{{Pro}}100% mini-crits vs burning players<br>
+
{{Pro}}20% more accurate<br>
{{Pro}}+10% faster firing speed<br>
+
{{Pro}}+33% clip size<br>
{{Pro}}User can flare jump<br>
+
{{Pro}}+15% faster firing speed<br>
{{Con}}-25% max secondary ammo on wearer<br>
+
{{Con}}-20% damage penalty
{{Neutral}}Alt-Fire: Detonate flare<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Manmelter.png|100px]]<br>
+
| align="center" | [[File:Backpack_Second_Banana.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Manmelter'''
+
'''[[Second Banana]]'''
 
| align="left" |
 
| align="left" |
-Alt-Fire now removes all debuffs on teammates and gives 1 guaranteed crit per teammate cleaned. Plus cleaning a teammate restores 20 health.<br><br>
+
-Increased self healing penalty to -78.66% from -33%<br><br>
-Added "+10% faster firing speed"<br><br>
+
-Increased recharge time to 30 seconds from 10<br><br>
-Removed "+50% projectile speed"<br><br>
+
-Added "On consumption: Completely refills your Primary ammo, your Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds"<br><br>
-Removed "No random critical hits"<br><br>
+
-Added "On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds"<br><br>
-Added "Press *Reload* or *Special-Attack* to use stored critical hits to gain speed boosts"<br><br>
+
-Added a new visual while under the effects
-Added "Projectile cannot be deflected and can extinguish teammates"<br>
 
 
|
 
|
{{Pro}}Does not require ammo<br>
+
{{Pro}}On consumption: Completely refills your Primary ammo, your Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds<br>
{{Pro}}Projectile cannot be deflected and can extinguish teammates<br>
+
{{Con}}On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds<br>
{{Pro}}+10% faster firing speed<br>
+
{{Con}}-78.66% consumption healing effect<br>
{{Pro}}Alt-Fire: Removes all debuffs on teammates to gain a guaranteed critical hit and cleaning a teammate restores 20 health for yourself<br>
+
{{Neutral}}30 second recharge<br>
{{Pro}}Press *Reload* or *Special-Attack* to use stored critical hits to gain speed boosts<br>
+
{{Neutral}}Alt-Fire: Share with a friend<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Scorch_Shot.png|100px]]<br>
+
| align="center" | [[File:Backpack_Fists.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Scorch Shot'''
+
'''[[Fists]]'''
 
| align="left" |
 
| align="left" |
-No longer allows flare jumps and removed self damage from flare<br><br>
+
-See additional changes in "Heavy - Class Changes" tab
-Decreased flare radius to 73 Hu from 110<br><br>
 
-Decreased damage penalty to -20% from -35%<br><br>
 
-Added "+10% faster firing speed"<br>
 
 
|
 
|
{{Pro}}100% mini-crits vs burning players<br>
+
{{Pro}}+33% melee range
{{Pro}}+10% faster firing speed<br>
 
{{Pro}}Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.<br>
 
{{Con}}-20% direct damage penalty<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Thermal_Thruster.png|100px]]<br>
+
| align="center" | [[File:Backpack_Killing_Gloves_of_Boxing.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>[[Melee]]</small><br>
'''Thermal Thruster'''
+
'''Killing Gloves of Boxing'''
 
| align="left" |
 
| align="left" |
-Increased hostler speed to .8333 from .8<br><br>
+
-Increased the 100% critical chance duration to 6 seconds from 5<br><br>
-Added "Able to re-launch while airborne"<br><br>
+
-Added "On assist-kill: Gain 6 seconds of mini-crits for all of your weapons"<br><br>
'''NOTE''': The "12x falling damage" is not an error. Since this weapon grants 75% less falling damage when used, the multiplier for the goomba would technically have to be higher since the damage is based on the fall damage the user is taking. The actual damage numbers are unchanged, but just the stat numbers are "updated". Technically, it is dealing 3x falling damage to the player you land on.<br>
+
-Added "On kill or assist-kill: User is marked for death for 3 seconds"<br><br>
 
+
-Added "Gloves are soft and don't cause knockback on hit"<<br><br>
 +
-Increased firing speed penalty to 25% from 20%
 
|
 
|
{{Pro}}Able to re-launch while airborne<br>
+
{{Pro}}On kill: Gain 6 seconds of crits for all of your weapons<br>
{{Pro}}Deals 12x falling damage to the player you land on and user takes 75% less falling damage when used<br>
+
{{Pro}}On assist-kill: Gain 6 seconds of mini-crits for all of your weapons<br>
{{Pro}}Push enemies back when you land with the force and radius based on your velocity<br>
+
{{Pro}}+33% melee range<br>
{{Con}}This weapon holsters 66% slower, and can't be bypassed or sped up<br>
+
{{Con}}On kill or assist-kill: User is Marked-for-Death for 3 seconds<br>
{{Con}}+30% increase in push force taken from damage on wearer<br>
+
{{Con}}25% slower firing speed<br>
{{Neutral}}Fires a short-duration blast that launches the Pyro in the direction they are aiming<br>
+
{{Neutral}}Gloves are soft and don't cause knockback on hit
{{Neutral}}This weapon has 2 charges and require 15 seconds each to recharge<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Gas_Passer.png|100px]]<br>
+
| align="center" | [[File:Backpack_Gloves_of_Running_Urgently.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Gas Passer'''
+
'''[[Gloves of Running Urgently]]'''
 
| align="left" |
 
| align="left" |
-Decreased damage to charge to 400 from 750<br><br>
+
-Removed "This weapon holsters 50% slower"<br><br>
-Added "All of the afterburn damage is returned as health"<br><br>
+
-Increased max health drain to -25 from -10<br><br>
-Added "Extinguishing teammates or yourself restores 40 health"<br><br>
+
-Increased move speed bonus to +33% from +30%<br><br>
-Added "While doing the objective: +100% bonus recharge from damage dealt"<br><br>
+
-Increased the minimum HP to 1 HP from 100<br><br>
-No longer will recharge over time (Weapon can only charge with damage)<br>
+
-Removed the "accelerated drain" when switching back and forth between weapons<br><br>
 +
-Added a new particle system that will visually show any player how much missing health you have
 
|
 
|
{{Pro}}Meter builds with any damage done<br>
+
{{Pro}}+33% melee range<br>
{{Pro}}While doing the objective: +100% bonus recharge from damage dealt<br>
+
{{Pro}}+33% faster move speed while active<br>
{{Pro}}Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br>
+
{{Con}}Maximum health is drained while weapon is active (-25 hp/sec)
{{Pro}}+100% of all afterburn damage caused by this is returned as health<br>
 
{{Pro}}Extinguishing teammates or yourself restores 40 health<br>
 
{{Con}}Spawning and resupply do not affect the meter<br>
 
{{Con}}Meter starts empty<br>
 
{{Neutral}}Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros)<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Fire_Axe.png|100px]]<br>
+
| align="center" | [[File:Backpack_Warrior's_Spirit.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Fire Axe'''
+
'''[[Warrior's Spirit]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Removed "+30% damage vulnerability while active"<br><br>
 +
-Increased hp restored on kill to +80 from +50<br><br>
 +
-Added "On miss: Punch yourself for 100 hp! You coward!"<br><br>
 +
-Added "+40 health restored on assist-kill"<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}+33% melee range<br>
 +
{{Pro}}+30% damage bonus<br>
 +
{{Pro}}+80 health restored on kill<br>
 +
{{Pro}}+40 health restored on assist-kill<br>
 +
{{Con}}On miss: Punch yourself for 100 hp! You coward!<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Axtinguisher.png|100px]]<br>
+
| align="center" | [[File:Backpack_Fists_of_Steel.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Axtinguisher'''
+
'''[[Fists of Steel]]'''
 
| align="left" |
 
| align="left" |
-Reduced holster penalty to 25% from 35%, but can't be bypassed and or sped up<br><br>
+
-Removed "-40% damage from ranged sources while active"<br><br>
-Removed "No random critical hits"<br>
+
-Removed "This weapon holsters 100% slower"<br><br>
 +
-Removed "-40% maximum overheal on wearer"<br><br>
 +
-Removed "-40% health from healers on wearer"<br><br>
 +
-Added "-25% damage taken from all sources, except from melee while active"<br><br>
 +
-Increased melee vulnerability to +200% from +100%<br><br>
 +
-Added "66% slower overall weapon switching"
 
|
 
|
{{Pro}}Mini-crits burning targets and extinguishes them<br>
+
{{Pro}}+33% melee range<br>
{{Pro}}Damage increases based on remaining duration of afterburn<br>
+
{{Pro}}-25% damage taken from all sources, except from melee while active<br>
{{Pro}}Sketchek's Bequest: Killing blows on burning players grants a speed boost<br>
+
{{Con}}+200% damage vulnerability from melee sources while active<br>
{{Con}}This weapon holsters 25% slower, and can't be bypassed or sped up<br>
+
{{Con}}66% slower overall weapon switching
{{Con}}-33% damage penalty<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Homewrecker.png|100px]]<br>
+
| align="center" | [[File:Backpack_Eviction_Notice.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Homewrecker'''
+
'''[[Eviction Notice]]'''
 
| align="left" |
 
| align="left" |
-Increased bonus damage vs buildings to +150% from +100%<br><br>
+
-Reduced firing speed to -25% from +40%<br><br>
-Removed "-25% damage vs players"<br><br>
+
-Decreased move speed bonus to +10% from +15%<br><br>
-Added "Immune to sentry knockback while active"<br><br>
+
-Removed "-60% damage penalty"<br><br>
-Added "+50% sentry bullet damage resistance while active"<br><br>
+
-Removed "Maximum health is drained while item is active"<br><br>
-Added "+33% damage taken from all sources, except for sentry bullet damage"<br>
+
-Increased speed boost on hit to 4 seconds from 3<br><br>
 +
-Added "On teammate: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds"<br><br>
 +
-Added "On teammate or enemy hit: User can't switch from melee for 4 seconds"<br><br>
 +
-Added "-20% max primary and secondary ammo on wearer"<br><br>
 +
-Added "33% slower secondary recharge rate on wearer"
 
|
 
|
When weapon is active:<br>
+
{{Pro}}On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds<br>
:{{Pro}}Damage removes Sappers<br>
+
{{Pro}}+10% faster move speed while active<br>
:{{Pro}}+150% damage vs buildings<br>
+
{{Pro}}+33% melee range<br>
:{{Pro}}Immune to sentry knockback<br>
+
{{Con}}On teammate or enemy hit: User can't switch from Melee for 4 seconds<br>
:{{Pro}}+50% sentry bullet damage resistance<br>
+
{{Con}}-20% max Primary and Secondary ammo on wearer<br>
:{{Con}}+33% damage taken from all sources, except for sentry bullet damage<br>
+
{{Con}}33% slower secondary recharge rate on wearer<br>
 +
{{Con}}25% slower firing speed
 
|-
 
|-
| align="center" | [[File:Backpack_Powerjack.png|100px]]<br>
+
| align="center" | [[File:Backpack_Holiday_Punch.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Powerjack'''
+
'''[[Holiday Punch]]'''
 
| align="left" |
 
| align="left" |
-Removed "+25 health restored on kill"<br><br>
+
-Added "While active: User is able to pick up their own edible for 80 health"<br><br>
-Added "-10% slower move speed on wearer"<br><br>
+
-Added "On kill with your Primary: Gain crits for 1 second for this weapon"<br><br>
-Increased move speed bonus while active to +33% from +15%<br>
+
-Added "On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon"<br><br>
'''NOTE''': Due to adding the on wearer speed penalty, the +33% is more like +20% when comparing to the current official version of +15%.<br>
+
-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
{{Pro}}+33% faster move speed while active<br>
+
{{Pro}}While active: User is able to pick up their own edible for 80 health<br>
{{Con}}20% damage vulnerability while active<br>
+
{{Pro}}On kill with your Primary: Gain crits for 1 second for this weapon<br>
{{Con}}-10% slower move speed on wearer<br>
+
{{Pro}}On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon<br>
 +
{{Pro}}Always critical hit from behind<br>
 +
{{Pro}}Critical hit forces victim to laugh<br>
 +
{{Pro}}+33% melee range<br>
 +
{{Pro}}On hit: Force enemy to laugh who also has this same weapon active<br>
 +
{{Con}}Critical hits do no damage<br>
 +
{{Neutral}}The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Back_Scratcher.png|100px]]<br>
+
|}
<small>[[Melee]]</small><br>
+
 
'''Back Scratcher'''
+
 
 +
 
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Engineer - Class Changes
 +
|-
 +
! class="header" width="50%" | Changes
 +
! class="header" width="50%" | Full New Stats
 +
|-
 +
<!-- ENGINEER CLASS -->
 
| align="left" |
 
| align="left" |
-Increased damage bonus to +30% from +25%<br><br>
+
-Added "(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers" (900 Hu, AKA x2 Soldier banner radius)
-Removed "-75% health from healers on wearer"<br><br>
 
-Added "+30 health restored on kill"<br><br>
 
-Added "-50% health from Dispensers, Payload Carts, and Crusader's Crossbow healing bolts on wearer"<br><br>
 
-Added "-75% health from Medic healing on wearer"<br>
 
 
|
 
|
{{Pro}}+30% damage bonus<br>
+
(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers
{{Pro}}+30 health restored on kill<br>
+
|-
{{Pro}}+50% health from packs on wearer<br>
+
{| class="wikitable grid collapsible autocollapse" width="100%"
{{Con}}-50% health from Dispensers, Payload Carts, and Crusader's Crossbow healing bolts on wearer<br>
+
! colspan="3" class="header" | Engineer - PDA and Sentries Changes/Additions
{{Con}}-75% health from Medi Gun healing on wearer<br>
+
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="80%" | Changes
 
|-
 
|-
| align="center" | [[File:Backpack_Sharpened_Volcano_Fragment.png|100px]]<br>
+
<!-- ENGINEER CLASS -->
<small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_PDA.png|100px]]<br>
'''Sharpened Volcano Fragment'''
+
'''Construction/Destruction PDA'''
 
| align="left" |
 
| align="left" |
-Removed "On hit: Target is engulfed in flames"<br><br>
+
-Added "Able to build Dispensers in Medieval mode"<br><br>
-Increased damage penalty to -40% from -20%<br><br>
+
-Increased default Dispenser range by +50%<br><br>
-Added "On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects"<br>
+
-Increased the rotate speed when placing a building by 100%
|
 
{{Pro}}On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects<br>
 
{{Con}}-40% direct damage penalty<br>
 
{{Neutral}}Afterburn caused by this weapon will not be override by any other flame source<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Third_Degree.png|100px]]<br>
+
| align="center" | [[File:Sentry_Rocket.png|100px]]<br>
<small>[[Melee]]</small><br>
+
'''Sentry Rockets'''
'''Third Degree'''
+
| align="left" |
 +
-Increased projectile speed to 3000 Hu from 1100 Hu<br><br>
 +
-Decreased damage by 33%<br>
 +
'''NOTE''': Reduced max damage at point blank to 100 from 150<br><br>
 +
-Increased metal refill cost to 5 from 2<br>
 +
'''NOTE''': Normally, it would take 40 metal to refill all of the rockets, but now it takes 100 metal
 +
|-
 +
| align="center" | [[File:RED_Level_1_Sentry_Gun.png|50px]][[File:Red_Mini_Sentry.png|70px]]<br>
 +
'''Sentry Gun and Mini-Sentry'''
 
| align="left" |
 
| align="left" |
-Added "20% damage resistance VS overhealed players on wearer"<br><br>
+
-Overall DPS has slightly increased for both the Sentry/Mini-Sentry due to how often this damage is updated on the server to 66 times per second instead of 20 times per second<br>
-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"<br><br>
+
'''NOTE''': This fix was meant for the Wrangler's x2 fire rate multiplier<br><br>
-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"<br><br>
+
-Increased Sentry Gun damage to 20 from 19 for point blank shots<br>
-Added "15% slower firing speed"<br>
+
'''NOTE''': This doesn't include the Mini-Sentry
|
 
{{Pro}}20% damage resistance VS overhealed players on wearer<br>
 
{{Pro}}Whoever you directly attack will take +40% damage if connected by a healing beam<br>
 
{{Con}}Whoever you don't directly attack will take -40% damage if connected by a healing beam<br>
 
{{Con}}15% slower firing speed<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Neon_Annihilator.png|100px]]<br>
+
| align="center" | [[File:Red_Mini_Sentry.png|70px]]<br>
<small>[[Melee]]</small><br>
+
'''Mini-Sentry'''
'''Neon Annihilator'''
 
 
| align="left" |
 
| align="left" |
-Removed "Damage removes Sappers"<br><br>
+
-Reduced build cost to 75 metal from 100<br>
-Removed "-20% damage penalty vs players"<br><br>
+
'''NOTE''': We had to do this due to limitations to get the Mini-Dispenser to cost 75 metal to build<br><br>
-Removed "No random critical hits"<br><br>
+
-'''NEW NOTE''': The Mini-Sentry actually has a +33% firing speed bonus (not +50%) when compared to the default Sentry Gun
-Added "-33% damage penalty"<br><br>
 
-Added that gas-covered & bleeding enemies will count as "wet" targets<br><br>
 
-Added "While active: Grants user the ability to breath underwater"<br>
 
|
 
{{Pro}}While active: Grants user the ability to breath underwater<br>
 
{{Pro}}100% critical hit vs wet players<br>
 
{{Con}}-33% damage penalty<br>
 
{{Neutral}}Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Hot_Hand.png|100px]]<br>
+
| align="center" |
<small>[[Melee]]</small><br>
+
'''Mini-Dispenser'''<br>
'''Hot Hand'''
+
(When using the Gunslinger)
 
| align="left" |
 
| align="left" |
-Increased damage penalty to -35% from -15%<br><br>
+
{{Pro}}Dispenses as the same rate as a normal LV1<br>
-Added "Combo slap system" with 4 layers of effects<br><br>
+
{{Pro}}+100% Dispenser radius<br>
-The speed boost is part of the new slap system<br><br>
+
{{Pro}}Costs 75 metal to build<br>
-Added "Switching targets resets the system and/or after 1 second if you don't damage an enemy. Bonuses and effects are removed if system resets."<br><br>
+
{{Neutral}}Starts at only 50 health when first deployed and builds up to 100 HP over the course of the build animation.<br>
-Added "-75% afterburn damage penalty"<br>
+
{{Neutral}}Cannot be upgraded. The owner and other Engineers can still repair this building.<br>
|
+
{{Con}}Drops zero metal when destroyed
{{Neutral}}Slap system:<br>
+
|-
* 1st slap: Gain a speed boost<br>
+
| align="center" |
* 2nd slap: Target is engulfed in flames<br>
+
'''Mini-Teleporter'''<br>
* 3rd slap: Attack will crit<br>
+
(When using the Gunslinger)
* 4th slap: Applies knockback to the target<br>
 
{{Con}}Switching targets resets the system and/or after 1 second if you don't damage an enemy. Bonuses and effects are removed if system resets.<br>
 
{{Con}}-75% afterburn damage penalty<br>
 
{{Con}}-35% direct damage penalty<br>
 
{{Neutral}}Broadcasts every successful hit on an enemy player over the death-notice area<br>
 
{{Neutral}}Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage<br>
 
|-
 
|}
 
 
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Demoman - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- DEMOMAN CLASS -->
 
 
| align="left" |
 
| align="left" |
-Added "(Ability) Spawn a Dynamite Pack on Death"<br>
+
{{Pro}}Recharges within 1.5 seconds<br>
-'''NOTE''': The Dynamite Pack has a 2 second fuse. Plus, the damage radius is 286 Hu (which is double explosion radius) and the max damage is 66 (and scales down to 33 at the edge of the explosion). Additional, the Dynamite Pack doesn't cause knock back (unlike normal explosions).<br><br>
+
{{Pro}}Costs 25 metal to build<br>
-Added "Grenades do not randomly spin when fired" to all Primaries<br><br>
+
{{Neutral}}Starts at only 50 health when first deployed and builds up to 100 HP over the course of the build animation.<br>
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"<br><br>
+
{{Neutral}}Cannot be upgraded. The owner and other Engineers can still repair this building.<br>
-Increased base shield impact damage to 60 from 50<br>
+
{{Con}}Drops zero metal when destroyed<br>
'''NOTE''': We are removing the Eyelanders' shield bonus<br><br>
+
{{Con}}After 6 uses, the entrance is auto-matically destroyed
-Added "+50% increase in turning control while charging" to the user<br>
 
'''NOTE''': This will increase base turning control without a shield<br>
 
|
 
(Ability) Unknown amount of blast damage reduction while blast jumping<br>
 
-'''NOTE''': Due to damage variance, the reduction numbers will vary<br>
 
(Ability) Unknown amount of blast damage reduction to self<br>
 
-'''NOTE''': Due to damage variance, the reduction numbers will vary<br>
 
(Ability) Spawn a Dynamite Pack on Death<br>
 
 
|-
 
|-
 
|}
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="3" class="header" | Demoman - Modified Official Weapons
+
! colspan="3" class="header" | Engineer - Modified Official Weapons
 
|-
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="20%" | Weapon
Line 3,702: Line 3,933:
 
! class="header" width="40%" | Full New Stats
 
! class="header" width="40%" | Full New Stats
 
|-
 
|-
<!-- DEMOMAN HERE -->
+
<!-- ENGINEER HERE -->
| align="center" | [[File:Backpack_Grenade_Launcher.png|100px]]<br>
+
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Grenade Launcher'''
+
'''Shotgun]]'''
 
| align="left" |
 
| align="left" |
-Added "Grenades do not randomly spin when fired"<br>
+
'''NO CHANGE'''
 
|
 
|
{{Pro}}Grenades do not randomly spin when fired<br>
+
'''NO CHANGE'''
 
|-
 
|-
| align="center" | [[File:Backpack_Loch-n-Load.png|100px]]<br>
+
| align="center" | [[File:Backpack_Frontier_Justice.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Loch-n-Load'''
+
'''[[Frontier Justice]]'''
 
| align="left" |
 
| align="left" |
-Added a new Grenade model<br><br>
+
-Added "20% more accurate"<br><br>
-Removed "+20% damage vs buildings"<br><br>
+
-Added "-50% primary ammo on wearer"<br><br>
-Increased clip size penalty to -50% from -25%<br><br>
+
-Removed "No random critical hits"
-Increased explosion radius penalty to -50% from -25%<br><br>
 
-Removed "Launched bombs shatter on surfaces"<br><br>
 
-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"<br><br>
 
-Added "+100% max primary ammo on wearer"<br><br>
 
-Added "-100% self damage force"<br><br>
 
-Added "Grenades explode on impact with surfaces"<br><br>
 
-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"<br>
 
 
|
 
|
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
+
{{Pro}}Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed<br>
{{Pro}}Grenades do not randomly spin when fired<br>
+
{{Pro}}20% more accurate<br>
{{Pro}}+100% max primary ammo on wearer<br>
 
{{Pro}}+25% projectile speed<br>
 
 
{{Con}}-50% clip size<br>
 
{{Con}}-50% clip size<br>
{{Con}}-50% explosion radius<br>
+
{{Con}}-50% primary ammo on wearer<br>
{{Con}}-100% self damage force<br>
+
{{Neutral}}Revenge crits are lost on death
{{Neutral}}Grenades explode on impact with surfaces<br>
 
{{Neutral}}This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading<br>
 
 
|-
 
|-
| align="center" |
+
| align="center" | [[File:Backpack_Widowmaker.png|100px]]<br>
[[File:Backpack_Ali_Baba's_Wee_Booties.png|100px]]<br>
+
<small>Primary</small><br>
<small>[[Primary]]</small><br>
+
'''[[Widowmaker]]'''
'''Ali Baba's Wee Booties'''<br>
 
[[File:Backpack_Bootlegger.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Bootlegger'''
 
 
| align="left" |
 
| align="left" |
-Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your secondary"<br><br>
+
-Increased bonus damage to your Sentry Gun's target to +20% from 10%<br><br>
-Added "When a shield is not equipped: Up to +8 health regenerated per second on wearer"<br><br>
+
-Reduced metal cost per shot to -25 from -30
-Increased melee kill refill to +50% from +25%<br><br>
 
-Bonus health now requires a shield<br>
 
 
|
 
|
{{Neutral}}When a shield is equipped:<br>
+
{{Pro}}On hit: Damage dealt is returned as ammo<br>
{{Pro}}+10% move speed on wearer<br>
+
{{Pro}}20% increased damage to your Sentry's target<br>
{{Pro}}+25 max health on wearer<br>
+
{{Con}}Per Shot: -25 ammo<br>
{{Pro}}+200% increase in turning control while charging<br>
+
{{Con}}Uses metal for ammo<br>
{{Pro}}Melee kills refill 50% of your charge meter<br>
+
{{Neutral}}No reload necessary
<br>
 
{{Neutral}}When a shield is not equipped:<br>
 
{{Pro}}+20% faster firing speed and 10% faster reload time for your secondary<br>
 
{{Pro}}Up to +8 health regenerated per second on wearer<br>
 
<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Loose_Cannon.png|100px]]<br>
+
| align="center" | [[File:Backpack_Pomson_6000.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Loose Cannon'''
+
'''[[Pomson 6000]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"<br><br>
 +
-Removed "On Hit: Victim loses up to 20% cloak"<br><br>
 +
-Removed "Deals only 20% damage to buildings"<br><br>
 +
-Removed hidden clip size penalty<br><br>
 +
-Added hidden "+24% faster firing speed"<br>
 +
'''NOTE''': Now it matches the Shotgun<br><br>
 +
-Added hidden "4% slower reload time"<br>
 +
'''NOTE''': Now it matches the Shotgun<br><br>
 +
-Added "On hit: Reduces Medi Gun healing given and healing from all sources received"<br>
 +
'''NOTE''': A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot will apply a -10% healing reduction for 8 seconds
 
|
 
|
{{Neutral}}Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.<br>
+
{{Pro}}Does not require ammo<br>
{{Neutral}}Holding down the fire key for too long will cause a misfire<br>
+
{{Pro}}Projectile cannot be deflected<br>
{{Pro}}Cannonballs push players back on impact<br>
+
{{Pro}}On hit: Reduces Medi Gun healing given and healing from all sources received<br>
{{Pro}}+20% projectile speed<br>
+
{{Con}}–20% damage penalty<br>
{{Pro}}Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a Mini-Crit<br>
+
{{Neutral}}Healing effect is reduced over distance and duration is increased over distance
{{Con}}Cannonballs do not explode on impact<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Iron_Bomber.png|100px]]<br>
+
| align="center" | [[File:Backpack_Rescue_Ranger.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Primary</small><br>
'''Iron Bomber'''
+
'''[[Rescue Ranger]]'''
 
| align="left" |
 
| align="left" |
-Added "-10% damage penalty on direct hits"<br><br>
+
-Removed "-50% max primary ammo on wearer"<br><br>
-Added "Grenades detonate other nearby grenades that are yours"<br><br>
+
-Added "-33% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer"
-Added "Grenades do not randomly spin when fired"<br>
 
 
|
 
|
{{Pro}}Grenades have very little bounce/roll and do not randomly spin when fired<br>
+
{{Pro}}Alt-Fire: Use 100 metal to pick up buildings from long range<br>
{{Pro}}Grenades detonate other nearby grenades that are yours<br>
+
{{Pro}}Fires a special bolt that can repair friendly buildings<br>
{{Pro}}-30% fuse time on grenades<br>
+
{{Con}}-34% clip size<br>
{{Con}}-10% damage penalty on direct hits<br>
+
{{Con}}-33% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer<br>
{{Con}}-15% explosion radius<br>
+
{{Con}}Self Mark-for-Death when hauling buildings, and a few seconds after redeployment<br>
 +
{{Con}}4-to-1 health-to-metal ratio when repairing buildings
 
|-
 
|-
| align="center" | [[File:Backpack_Stickybomb_Launcher.png|100px]]<br>
+
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Stickybomb Launcher'''
+
'''[[Pistol]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
'''NO CHANGE'''
 
|
 
|
'''NO CHANGE'''<br>
+
'''NO CHANGE'''
 
|-
 
|-
| align="center" | [[File:Backpack_Chargin'_Targe.png|100px]]<br>
+
| align="center" | [[File:Backpack_Wrangler.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Chargin' Targe'''
+
'''[[Wrangler]]'''
 
| align="left" |
 
| align="left" |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"<br><br>
+
-Reduced shield resistance to 33% from 66%<br><br>
-Increased base shield impact damage to 60 from 50<br><br>
+
-Fixed the x2 firing speed bonus while controlling your Sentry/Mini-Sentry<br>
-Added "+15% bullet damage resistance on wearer when charge meter is full"<br><br>
+
'''NOTE''': Before this fix, the Sentry Gun would gain +66.07% and the Mini-Sentry would gain +97.56%. Now, both will gain +100% firing speed.)<br><br>
-Increased fire resistance to +60% from +50%<br>
+
-Fixed the firing speed bonus multiplier given to Sentry Rockets<br>
 +
'''NOTE''': Sentry rockets normally fire without being wrangled every 3 seconds. Sentry rockets should be firing every 2 seconds with the Wrangler's x2 firing speed multiplier, but it's only increased to every 2.3 seconds from the un-wrangled 3 seconds.)
 
|
 
|
{{Pro}}+60% fire damage resistance on wearer<br>
+
{{Pro}}Your Sentry gains double firing rate and a laser pointer to assist in aiming<br>
{{Pro}}+30% explosive damage resistance on wearer<br>
+
{{Pro}}Wrangled Sentries gain a shield that reduces all damage by 33%<br>
{{Pro}}+15% bullet damage resistance on wearer when charge meter is full<br>
+
{{Con}}Wrangled Sentries reduces all repairing by 66%<br>
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br>
+
{{Con}}Sentries are disabled for 3 seconds after un-wrangling<br>
{{Neutral}}Allowed in Medieval mode<br>
+
{{Neutral}}Take manual control of your Sentry
 
|-
 
|-
| align="center" | [[File:Backpack_Scottish_Resistance.png|100px]]<br>
+
| align="center" | [[File:Backpack_Short_Circuit.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Scottish Resistance'''
+
'''[[Short Circuit]]'''
 
| align="left" |
 
| align="left" |
-Removed "Able to destroy enemy stickybombs"<br><br>
+
-Removed "No random critical hits"<br><br>
-Added "+100% clip size"<br><br>
+
-Removed current Primary-Fire effect<br><br>
-Increased bonus ammo to +100% from +50%<br><br>
+
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"<br><br>
-Increased max pipebombs out to +8 from +6<br><br>
+
-Technically removed "Per Shot: -5 ammo"
-Decreased arm time penalty to .4 from .8<br><br>
 
-Added "15% slower reload time"<br><br>
 
-Added "-25% explosive radius"<br><br>
 
-Increased firing speed bonus to +30% from +25%<br>
 
 
|
 
|
{{Pro}}Detonates stickybombs near the crosshair and directly under your feet<br>
+
{{Pro}}Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack<br>
{{Pro}}+8 max pipebombs out<br>
+
{{Pro}}Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack<br>
{{Pro}}+100% clip size<br>
+
{{Con}}Cannot pick up buildings when active<br>
{{Pro}}+100% max secondary ammo on wearer<br>
+
{{Con}}Uses metal for ammo<br>
{{Pro}}+30% faster firing speed<br>
+
{{Neutral}}No reload necessary
{{Con}}0.4 sec slower bomb arm time<br>
+
|-
{{Con}}15% slower reload time<br>
+
| align="center" | [[File:Backpack_Wrench.png|100px]]<br>
{{Con}}-25% explosive radius<br>
+
<small>Melee</small><br>
 +
'''[[Wrench]]'''
 +
| align="left" |
 +
'''NO CHANGE'''
 +
|
 +
'''NO CHANGE'''
 
|-
 
|-
| align="center" | [[File:Backpack_Sticky_Jumper.png|100px]]<br>
+
| align="center" | [[File:Backpack_Gunslinger.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Sticky Jumper'''
+
'''[[Gunslinger]]'''
 
| align="left" |
 
| align="left" |
-Added "+50% clip size bonus"<br><br>
 
-Reduced bonus secondary ammo to +100% from +200%<br><br>
 
-Decreased max stickybombs out to -5 from -6<br><br>
 
 
-Removed "No random critical hits"<br><br>
 
-Removed "No random critical hits"<br><br>
-Added "Allowed in Medieval mode"<br>
+
-Increased the punch combo timer to 1.5 seconds from ~.8 seconds<br><br>
 +
-Changed (and reduced) "Sentry build speed increased by 150%" to "All buildings build speed increased by 100%"<br><br>
 +
-Changed the "Replaces the Sentry with a Mini-Sentry" stat to "Replaces all buildings with mini versions"<br><br>
 +
-Added "No move speed penalty while hauling buildings"
 
|
 
|
{{Pro}}+50% clip size bonus<br>
+
{{Pro}}No move speed penalty while hauling buildings<br>
{{Pro}}+100% max secondary ammo on wearer<br>
+
{{Pro}}+25 max health on wearer<br>
{{Pro}}No self inflicted blast damage taken<br>
+
{{Pro}}All buildings build speed increased by 100%<br>
{{Con}}-100% damage penalty<br>
+
{{Pro}}Third successful punch in a row always crits<br>
{{Con}}-5 max stickybombs out<br>
+
{{Neutral}}Replaces all buildings with mini versions
{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Splendid_Screen.png|100px]]<br>
+
| align="center" | [[File:Backpack_Southern_Hospitality.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Splendid Screen'''
+
'''[[Southern Hospitality]]'''
 
| align="left" |
 
| align="left" |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"<br><br>
+
-Removed "No random critical hits"<br><br>
-Increased base shield impact damage to 60 from 50<br><br>
+
-Removed "20% fire damage vulnerability on wearer"<br><br>
-Decreased shield impact bonus to +66% from +70%<br><br>
+
-Added "+15% bullet damage vulnerability on wearer"<br><br>
-Increased fire resistance to +30% from +20%<br>
+
-Added "One hit destroys any Sapper"<br><br>
|
+
-Increased bleed duration to 8 seconds from 5<br><br>
{{Pro}}+30% fire damage resistance on wearer<br>
+
-Added "Bonus melee range, but slower deploy time"
{{Pro}}+20% explosive damage resistance on wearer<br>
+
|
{{Pro}}+66% increase in charge impact damage<br>
+
{{Pro}}One hit destroys any sapper<br>
{{Pro}}+50% increase in charge recharge rate<br>
+
{{Pro}}On hit: Bleed for 8 seconds<br>
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br>
+
{{Con}}+15% bullet damage vulnerability on wearer<br>
{{Neutral}}Allowed in Medieval mode<br>
+
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Tide_Turner.png|100px]]<br>
+
| align="center" | [[File:Backpack_Jag.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Tide Turner'''
+
'''[[Jag]]'''
 
| align="left" |
 
| align="left" |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect"<br><br>
+
-Changed damage penalty "vs buildings" to "vs Sappers"<br><br>
-Increased base shield impact damage to 60 from 50<br><br>
+
-Removed "-25% damage penalty vs players"<br><br>
-Removed "+15% fire damage resistance on wearer"<br><br>
+
-Added "20% slower upgrade rate"<br><br>
-Removed "+15% explosive damage resistance on wearer"<br><br>
+
-Increased construction hit bonus to +33% from +30%
-Removed "Melee kills refill 75% of your charge meter"<br><br>
 
-Added "Gain a 1 second speed boost with no cooldown anytime you take damage"<br><br>
 
-Added "+5% move speed on wearer (boots required)"<br>
 
 
|
 
|
{{Pro}}Gain a 1 second speed boost with no cooldown anytime you take damage<br>
+
{{Pro}}Construction hit speed boost increased by 33%<br>
{{Pro}}+5% move speed on wearer (boots required)<br>
+
{{Pro}}+15% faster firing speed<br>
{{Pro}}Full turning control while charging<br>
+
{{Con}}-50% damage penalty vs Sappers<br>
{{Con}}Taking damage while shield charging reduces remaining charging time<br>
+
{{Con}}20% slower repair rate<br>
{{Neutral}}Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy. While charging, grants immunity to all debuffs.<br>
+
{{Con}}20% slower upgrade rate
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Quickiebomb_Launcher.png|100px]]<br>
+
| align="center" | [[File:Backpack_Eureka_Effect.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Melee</small><br>
'''Quickiebomb Launcher'''
+
'''[[Eureka Effect]]'''
 
| align="left" |
 
| align="left" |
-Removed "Able to destroy enemy stickybombs"<br><br>
+
-Removed "-50% metal cost when constructing or upgrading teleporters"<br><br>
-Removed "Up to +50% damage based on charge"<br><br>
+
-Removed "Construction hit speed boost decreased by 50%"<br><br>
-Increased arm time bonus to instant from -0.2 faster<br><br>
+
-Increased metal reduction from metal sources to -25% from -20%<br><br>
-Increased bonus charge rate to 75% from +70%<br><br>
+
-Added "User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter"<br><br>
-Increased damage penalty to -20% from -15%<br><br>
+
-Added "Teleporters can be used in both directions"<br><br>
-Added "Stickybombs fizzle 10 seconds after landing"<br>
+
-Added after using the teleport taunt to teleport back to spawn, it will replenish your health and metal. Additional, any debuffs on the user will be removed.<br><br>
|
+
-Added full knockback resistance during the taunt<br><br>
{{Pro}}Max charge time decreased by 75%<br>
+
-Added "-25% ammo from pickups, Dispensers, and/or Payload carts on wearer"<br><br>
{{Pro}}Instant arm time<br>
+
-Added "On death: User's exit teleporter is auto-matically destroyed"
{{Con}}Stickybombs fizzle 10 seconds after landing<br>
+
|
{{Con}}-20% damage penalty<br>
+
{{Pro}}Press "Reload" to choose to teleport to spawn or your exit teleporter<br>
{{Con}}-50% clip size<br>
+
{{Pro}}User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter<br>
 +
{{Pro}}Teleporters can be used in both directions<br>
 +
{{Con}}-25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer<br>
 +
{{Con}}On death: User's exit teleporter is auto-matically destroyed<br>
 +
{{Neutral}}Teleporting back to spawn will replenish your health and metal. Additional, any debuffs on the user will be removed. Lastly, the user gains full knockback resistance during the taunt so the taunt can't be canceled whatsoever.
 +
|-
 +
|}
 +
 
 +
 
 +
 
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Medic - Class Changes
 +
|-
 +
! class="header" width="50%" | Changes
 +
! class="header" width="50%" | Full New Stats
 
|-
 
|-
| align="center" | [[File:Backpack_Bottle.png|100px]]<br>
+
<!-- MEDIC CLASS -->
<small>[[Melee]]</small><br>
 
'''Bottle'''
 
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Added "(Ability) Able to see enemy health"<br><br>
 +
-Added "This weapon will reload automatically when not active" to all Primaries<br><br>
 +
-User can now see their UberCharge percentage while their Primary is active<br><br>
 +
'''NOTE''': All health regeneration numbers are doubled while healing a hurt Patient<br>
 +
'''NOTE''': 3 HP/s (Min regen when user was recently hurt, then starts to scale after a few seconds)<br>
 +
'''NOTE''': 6 HP/s (Max regen)
 
|
 
|
'''NO CHANGE'''<br>
+
(Ability) Able to see enemy health<br>
 +
(Ability) Health regeneration
 
|-
 
|-
| align="center" | [[File:Backpack_Eyelander.png|100px]]<br>
+
|}
<small>[[Melee]]</small><br>
+
{| class="wikitable grid collapsible autocollapse" width="100%"
'''Eyelander'''
+
! colspan="2" class="header" | Medic - Secondary Changes
| align="left" |
+
|-
-Removed "No random critical hits"<br><br>
+
! class="header" width="50%" | Changes
-Reduced deploy/holster speed to -66% from -100%<br><br>
+
! class="header" width="50%" | Full New Stats
-Reduced melee range bonus to +33% from +37%<br><br>
+
|-
-Increased health penalty on wearer to -30 from -25<br><br>
+
<!-- MEDIC CLASS -->
-Removed "If a shield is equipped, every head taken raises shield damage by 4 to a maximum of 5 times."<br><br>
+
| align="left" |
-Removed healing 15 hp on kill<br><br>
+
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"
-Added "On kill (after the 4th kill): Gain a 4 second speed boost"<br>
 
 
|
 
|
{{Pro}}On kill (up to 4): Increase move speed (7.5%) and max health (15) on wearer<br>
+
{{Pro}}Match the speed of any faster heal target<br>
{{Pro}}On kill (after the 4th): Gain a 4 second speed boost<br>
+
{{Con}}While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence
{{Con}}-30 max health on wearer<br>
+
|-
{{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br>
+
|}
{{Neutral}}Heads and their bonuses are lost on death<br>
+
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="3" class="header" | Medic - Modified Official Weapons
 +
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="40%" | Changes
 +
! class="header" width="40%" | Full New Stats
 
|-
 
|-
| align="center" | [[File:Backpack_Scotsman's_Skullcutter.png|100px]]<br>
+
<!-- MEDIC HERE -->
<small>[[Melee]]</small><br>
+
| align="center" | [[File:Backpack_Syringe_Gun.png|100px]]<br>
'''Scotsman's Skullcutter'''
+
<small>Primary</small><br>
 +
'''[[Syringe Gun]]'''
 
| align="left" |
 
| align="left" |
-Increased damage bonus to +30% from +20%<br><br>
+
-See additional changes in "Medic - Class Changes" tab
-Increased move speed penalty to -20% from -15%<br><br>
 
-Added "30% slower firing speed"<br><br>
 
-Reduced deploy/holster speed to -66% from -100%<br><br>
 
-Extended melee range to +66% from +37%<br>
 
 
|
 
|
{{Pro}}+30% damage bonus<br>
+
{{Neutral}}This weapon will reload automatically when not active
{{Con}}20% slower move speed while active<br>
 
{{Con}}30% slower firing speed<br>
 
{{Neutral}}This weapon has a large melee range (+66%), deploys slower (-66%), and holsters slower (-66%)<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Claidheamh_Mòr.png|100px]]<br>
+
| align="center" | [[File:Backpack_Blutsauger.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Primary</small><br>
'''Claidheamh Mòr'''
+
'''[[Blutsauger]]'''
 
| align="left" |
 
| align="left" |
-Reduced deploy/holster speed to -66% from -100%<br><br>
+
-Removed "On Hit: Gain up to +3 health"<br><br>
-Reduced melee range bonus to +33% from +37%<br><br>
+
-Removed "-2 health drained per second on wearer"<br><br>
-Removed "When weapon is active"<br><br>
+
-Added "On hit: Apply Mad Milk for 3 seconds"<br>
-Removed "Melee kills refill 25% of your charge meter"<br><br>
+
'''NOTE''': The healing percentage is 35% due to the Mad Milk change<br><br>
-Removed "15% damage vulnerability on wearer"<br><br>
+
-Added "Disables self health regen while active"
-Removed "No random critical hits"<br><br>
 
-Added "Ammo boxes collected also refill your charge meter"<br>
 
'''NOTE''': The size of the box refills a certain amount of the meter<br><br>
 
-Increased bonus charge duration to 1 second from .5<br><br>
 
-Added "Melee hits refill 20% of your charge meter"<br><br>
 
-Added "-75% max primary & secondary ammo on wearer"<br>
 
 
|
 
|
{{Pro}}Ammo boxes collected also refill your charge meter<br>
+
{{Pro}}On hit: Apply Mad Milk for 3 seconds<br>
{{Pro}}1 sec increase in charge duration<br>
+
{{Con}}Disables self health regen while active<br>
{{Pro}}Melee hits refill 20% of your charge meter<br>
+
{{Neutral}}This weapon will reload automatically when not active
{{Con}}-75% max primary & secondary ammo on wearer<br>
 
{{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Ullapool_Caber.png|100px]]<br>
+
| align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Primary</small><br>
'''Ullapool Caber'''
+
'''[[Crusader's Crossbow]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
+
-Reduced point blank heal to 50 from 75<br>
-Reduced deploy penalty to -66% from -100%<br><br>
+
'''NOTE''': Max heal is still 150<br><br>
-Increased base damage penalty to -70% from -15%<br><br>
+
-Increased Primary ammo penalty to -80% from -75%<br><br>
-Increased explosion damage to 100 from 75<br><br>
+
-Increased projectile speed to 3000 Hu from 2400 Hu<br>
-Added "Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much"<br><br>
+
'''NOTE''': This mostly fixes the problem that if you are too close to a teammate that the projectile wouldn't hit. Now you can be somewhat as close as possible to a teammate and the projectile should be able to hit to heal them.<br><br>
-Added "When a shield is not equipped: +75% melee damage bonus"<br><br>
+
-Added "10% slower reload time"
-Added "Weapon can taunt kill, but deals reduced damage if Caber is currently exploded"<br><br>
 
-Added "This weapon is crit-boosted while blast jumping"<br>
 
 
|
 
|
{{Pro}}When a shield is not equipped: +75% melee damage bonus<br>
+
{{Pro}}Fires special bolts that heal teammates and deals damage based on distance traveled<br>
{{Pro}}This weapon is crit-boosted while blast jumping<br>
+
{{Con}}-80% max primary ammo on wearer<br>
{{Pro}}This causes a small explosion on hit, up to 100 dmg<br>
+
{{Con}}10% slower reload time<br>
{{Con}}When the explosion happens, the user takes self inflicted blast damage and is launched into the air<br>
+
{{Con}}No headshots<br>
{{Con}}This weapon deploys 66% slower<br>
+
{{Neutral}}75 dmg (point blank) to 150 dmg (long range)<br>
{{Con}}-70% base damage penalty<br>
+
{{Neutral}}50 health (point blank) to 150 health (long range)<br>
{{Con}}20% slower firing speed<br>
+
{{Neutral}}This weapon will reload automatically when not active<br>
{{Neutral}}Weapon can taunt kill, but deals reduced damage if Caber is currently exploded<br>
+
{{Neutral}}Allowed in Medieval mode
{{Neutral}}Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br>
+
| align="center" | [[File:Backpack_Overdose.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Primary</small><br>
'''Persian Persuader'''
+
'''[[Overdose]]'''
 
| align="left" |
 
| align="left" |
-Removed "Ammo boxes collected also refill your charge meter"<br><br>
+
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +12.5%"<br><br>
-Removed "Melee hits refill 20% of your charge meter"<br><br>
+
-Added "When weapon is active: Lose 2% UberCharge per second"<br><br>
-Removed "-80% max primary ammo on wearer"<br><br>
+
-Increased move speed bonus while active to +25% from +20%<br><br>
-Removed "-80% max secondary ammo on wearer"<br><br>
+
-Removed "-15% damage penalty"
-Removed "No random critical hits"<br><br>
 
-Reduced deploy/holster speed to -66% from -100%<br><br>
 
-Reduced melee range bonus to +33% from +37%<br><br>
 
-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"<br><br>
 
-Added "-50% health/ammo from Dispensers and Payload carts on wearer"<br><br>
 
-Added "-50% health from Crusader's Crossbow healing bolts on wearer"<br><br>
 
-Added "-75% health from Medi Gun healing on wearer"<br>
 
 
|
 
|
{{Pro}}Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack<br>
+
{{Pro}}When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25%<br>
{{Con}}-50% health/ammo from Dispensers and Payload carts on wearer<br>
+
{{Pro}}While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +12.5%<br>
{{Con}}-50% health from Crusader's Crossbow healing bolts on wearer<br>
+
{{Con}}When weapon is active: Lose 2% UberCharge per second<br>
{{Con}}-75% health from Medi Gun healing on wearer<br>
+
{{Neutral}}This weapon will reload automatically when not active
{{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Medi_Gun.png|100px]]<br>
 
+
<small>Secondary</small><br>
 
+
'''[[Medi Gun]]'''
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Heavy - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- HEAVY CLASS -->
 
 
| align="left" |
 
| align="left" |
-Added "(Ability) Grants the accelerated UberCharge rate for your Medic constantly"<br><br>
+
-See additional changes in "Medic - Secondary Changes" tab
-Added "(Ability) 25% reduction in push force taken from damage and airblasts"<br><br>
 
-Increased base move speed to 80% (240 HU/s) from 77% (230 HU/s)<br><br>
 
-Increased max health to 400 from 300, but can no longer be overhealed<br><br>
 
-Added "+33% melee range" to all melee weapons<br>
 
 
|
 
|
(Ability) Grants the accelerated UberCharge rate for your Medic constantly<br>
+
{{Neutral}}UberCharge: Grants Patient and the user invulnerability<br>
(Ability) 25% reduction in push force taken from damage and airblasts<br>
+
{{Neutral}}While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster<br>
 +
{{Neutral}}UberCharge lasts for 8 seconds
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Kritzkrieg.png|100px]]<br>
{| class="wikitable grid collapsible autocollapse" width="100%"
+
<small>Secondary</small><br>
! colspan="1" class="header" | Heavy - Minigun Changes
+
'''[[Kritzkrieg]]'''
|-
 
<!-- HEAVY HERE -->
 
 
| align="left" |
 
| align="left" |
{{Pro}}Miniguns are 50% more accurate<br><br>
+
-Added "On taunt: Removes all debuffs on user"<br><br>
{{Pro}}Decreased base spin down time to 0.75 seconds from 0.87<br><br>
+
-Increased heal on taunt to 25 HP from 11 HP<br><br>
{{Pro}}Added "When fully spun up: Gain 15% damage resistance" to all Primaries (Except Brass Beast gains 30%)<br><br>
+
-Removed draining effect when switching targets<br>
{{Pro}}Reduced base move speed penalty when aiming to -50% from -53%<br><br>
+
'''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br>
{{Pro}}Removed "All miniguns now have one-second damage and accuracy ramp up after being spun up" penalty<br><br>
+
-Added additional new visual when UberCharged is activated<br><br>
{{Con}}Shoots 10 bullets instead of 4, but has a 80% damage penalty (Point blank single shot was 54 and is being reduced to 28)<br><br>
+
-Added "While healing: Your Patient will receive any positive buff that is affecting you"<br><br>
{{Con}}Increased base spin up time to 1.5 seconds from 0.87<br>
+
-Added mini-crits along with the full critical chance during UberCharge<br><br>
 +
-Added a new backpack model
 +
|
 +
{{Pro}}While healing: Your Patient will receive any positive buff that is affecting you<br>
 +
{{Pro}}On taunt: Removes all debuffs and self-heals for 25<br>
 +
{{Pro}}+25% UberCharge rate<br>
 +
{{Neutral}}UberCharge: Grants mini-crits and crits to your Patient's weapons<br>
 +
{{Neutral}}While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter<br>
 +
{{Neutral}}UberCharge lasts for 8 seconds
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Quick-Fix.png|100px]]<br>
{| class="wikitable grid collapsible autocollapse" width="100%"
+
<small>Secondary</small><br>
! colspan="1" class="header" | Heavy - Edible Changes
+
'''[[Quick-Fix]]'''
|-
 
<!-- HEAVY HERE -->
 
 
| align="left" |
 
| align="left" |
-Increased number of bites to 5 from 4<br>
+
-Added "Gain full air strafe control and don't take fall damage when mirroring blast jumping"<br>
'''NOTE''': This slows down the eating animation, so the user will take longer to move away<br><br>
+
'''NOTE''': The "full turning control" is currently being officially applied<br><br>
-Decreased HP recovered per bite to 60 from 75<br>
+
-Increased UberCharge rate bonus to +25% from +10%<br><br>
'''NOTE''': The user will get the same amount of HP back in 5 bites instead of 4, due to the change from above<br><br>
+
-Incresed heal rate bonus to +50% from +40%<br><br>
-No longer can recharge if you pick up a health pack while being at full health<br><br>
+
-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"<br><br>
-No longer able to pick up after thrown, unless user has the "Holiday Punch" active<br><br>
+
-Added a speed boost during UberCharge<br><br>
-Added "Extinguishing teammates (or disguised enemy Spies) restores 80 health"<br><br>
+
-Removed "50% max overheal"<br><br>
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by -33%"<br>
+
-The full knock-back resistance and speed boost will now linger for 1 second when switching targets
 +
|
 +
{{Pro}}While healing: User mirrors blast jumps and shield charges<br>
 +
{{Pro}}Gain full air strafe control and don't take fall damage when mirroring blast jumping, additional gain full turning control when mirroring shield charges.<br>
 +
{{Pro}}+25% UberCharge rate<br>
 +
{{Pro}}+50% heal rate<br>
 +
{{Con}}Normal UberCharge rate and heal rate while healing overhealed Patients<br>
 +
{{Neutral}}UberCharge: Increases healing by 300%, grants immunity to movement-impairing effects, and gain a speed boost for both users<br>
 +
{{Neutral}}While UberCharged, switching targets will cause the full knock-back resistance and speed boost to linger for 1 second, but drains the meter faster<br>
 +
{{Neutral}}UberCharge lasts for up to 8 seconds
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Vaccinator.png|100px]]<br>
{| class="wikitable grid collapsible autocollapse" width="100%"
+
<small>Secondary</small><br>
! colspan="3" class="header" | Heavy - Modified Official Weapons
+
'''[[Vaccinator]]'''
 +
| align="left" |
 +
-Reduced UberCharge rate to +25% from +67%<br><br>
 +
-Increased resistance while healing to +20% from +10%<br><br>
 +
-Removed "-33% UberCharge rate on overhealed Patients"<br><br>
 +
-Removed "-66% Overheal build rate"<br><br>
 +
-Added "-100% max overheal"<br><br>
 +
-Added "The resistance bubble blocks 25% base & crit damage from all other sources for your Patient during UberCharge"<br><br>
 +
-Added 20% crit resistance of the selected type while healing for yourself and your Patient
 +
|
 +
{{Pro}}Press your reload key to cycle through resist types.<br>
 +
{{Pro}}While healing, provides user and Patient with a constant 20% base & crit damage resistance to the selected damage type.<br>
 +
{{Pro}}+25% UberCharge rate<br>
 +
{{Con}}-100% max overheal<br>
 +
{{Neutral}}UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additional, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient.<br>
 +
{{Neutral}}UberCharge lasts for 12 seconds in total
 
|-
 
|-
! class="header" width="20%" | Weapon
+
| align="center" | [[File:Backpack_Bonesaw.png|100px]]<br>
! class="header" width="40%" | Changes
+
<small>Melee</small><br>
! class="header" width="40%" | Full New Stats
+
'''[[Bonesaw]]'''
|-
 
<!-- HEAVY HERE -->
 
| align="center" | [[File:Backpack_Minigun.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Minigun'''
 
 
| align="left" |
 
| align="left" |
-See additional changes in "Heavy Minigun Changes" tab<br>
+
'''NO CHANGE'''
 
|
 
|
{{Pro}}When fully spun up: Gain 15% damage resistance<br>
+
'''NO CHANGE'''
{{Con}}When spun up: -50% move speed<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Natascha.png|100px]]<br>
+
| align="center" | [[File:Backpack_Ubersaw.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Melee</small><br>
'''Natascha'''
+
'''[[Ubersaw]]'''
 
| align="left" |
 
| align="left" |
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
+
-Reduced UberCharge added on hit to 20% from 25%<br><br>
-Removed "30% slower spin up time"<br><br>
+
-Removed "20% slower firing speed"<br><br>
-Reduced damage penalty to -20% from -25%<br><br>
+
-Added "On kill/assist-kill with any weapon OR while healing: Gain 5% UberCharge"<br><br>
-Added "On kill: Slows down enemies around you in a large radius by 10% for 3 seconds"<br><br>
+
-Added "-20% UberCharge rate for Secondary"<br><br>
-The "On Hit: 100% chance to slow target" now scales between -50% at close range and -10% at long range. Plus, it's based off of the target's current max move speed instead of setting everyone to the same reduced move speed.<br>
+
-Added "Lose 10% UberCharge if your current attached Patient dies"
 
|
 
|
{{Pro}}When fully spun up: Gain 15% damage resistance<br>
+
{{Pro}}On kill/assist-kill with any weapon OR while healing: Gain 5% UberCharge<br>
{{Pro}}On hit: Slows down enemy players based on distance and move speed<br>
+
{{Pro}}On hit: 20% UberCharge added<br>
{{Pro}}On kill: Slows down enemies around you in a large radius by 10% for 3 seconds<br>
+
{{Con}}-20% UberCharge rate for Secondary<br>
{{Con}}When spun up: -50% move speed<br>
+
{{Con}}Lose 10% UberCharge if your current attached Patient dies
{{Con}}-20% damage penalty<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Brass_Beast.png|100px]]<br>
+
| align="center" | [[File:Backpack_Vita-Saw.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Melee</small><br>
'''Brass Beast'''
+
'''[[Vita-Saw]]'''
 
| align="left" |
 
| align="left" |
-Removed "20% damage resistance when below 50% health and spun up"<br><br>
+
-Removed "Collect the organs of people you hit"<br><br>
-Decreased move speed penalty to -50% from -60%<br><br>
+
-Increased max health penalty to -25 from -10<br><br>
-Increased bonus damage to +30% from +20%<br><br>
+
-Added "On kill with any weapon: Two small special health packs are dropped"<br><br>
-Decreased spin up penalty to -33% from -50%<br><br>
+
-Added "On assist-kill any weapon OR while healing: One small special health pack is dropped"<br><br>
-Added "33% slower spin down time"<br>
+
-Added "On hit: +30 health restored that can overheal"<br><br>
 +
-Added "-50% health from packs on wearer"<br><br>
 +
-Added "25% slower firing speed"<br><br>
 +
-Added "Only teammates can pick up the special packs and spawn for +50% longer"<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
{{Pro}}When fully spun up: Gain 30% damage resistance<br>
+
{{Pro}}On kill with any weapon: Two small special health packs are dropped<br>
{{Pro}}+30% damage bonus<br>
+
{{Pro}}On assist-kill any weapon OR while healing: One small special health pack is dropped<br>
{{Con}}When spun up: -75% move speed<br>
+
{{Pro}}On hit: +30 health restored that can overheal<br>
{{Con}}33% slower spin up and spin down time<br>
+
{{Con}}-50% health from packs on wearer<br>
 +
{{Con}}25% slower firing speed<br>
 +
{{Neutral}}Only teammates can pick up the special packs and spawn for +50% longer<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
| align="center" | [[File:Backpack_Tomislav.png|100px]]<br>
+
| align="center" | [[File:Backpack_Amputator.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Melee</small><br>
'''Tomislav'''
+
'''[[Amputator]]'''
 
| align="left" |
 
| align="left" |
-Increased accurate bonus to +33% from +20%<br><br>
+
-Added "Taunt is loopable and can be canceled at any time by moving"<br><br>
-Increased fire rate penalty to -30% from -20%<br><br>
+
-Increased HP regen to +4 from +3
-Increased spin up bonus to +50% from +20%<br><br>
 
-Added "+50% faster spin down time"<br>
 
 
|
 
|
{{Pro}}When fully spun up: Gain 15% damage resistance<br>
+
When weapon is active:<br>
{{Pro}}+50% faster spin up and down time<br>
+
:{{Pro}}Up to +4 health regenerated per second on wearer<br>
{{Pro}}Silent killer: No barrel spin sound<br>
+
:{{Pro}}Alt-Fire: Applies a healing effect to all nearby teammates. Taunt is loopable and can be canceled at any time by moving.<br>
{{Pro}}33% more accurate<br>
+
:{{Con}}-20% damage penalty
{{Con}}When spun up: -50% move speed<br>
 
{{Con}}30% slower firing speed<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br>
+
| align="center" | [[File:Backpack_Solemn_Vow.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Melee</small><br>
'''Huo-Long Heater'''
+
'''[[Solemn Vow]]'''
 
| align="left" |
 
| align="left" |
-Added "-75% afterburn damage penalty"<br><br>
+
-Removed "10% slower firing speed"
-Removed "10% direct damage penalty"<br><br>
+
-Added "Allows your Patient to see enemy health"<br><br>
-Increased fire pulse damage to 15 from 12<br><br>
+
-Added "Applies knockback on hit"<br><br>
-Removed "25% damage bonus vs burning players"<br><br>
+
-Added "Anytime you are hurt, any enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds"<br><br>
-Decreased ammo drained while spun up to 3 from 4<br><br>
+
-Added "-40% damage penalty"<br><br>
-Added "Gain Heat with kills/assists even while using Heat"<br>
+
-Added "Bonus melee range, but slower deploy time"
'''NOTE''': Full kills will give 20% and assist kill will give 10%<br><br>
 
-Added "Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat"<br><br>
 
-Added "While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is tripled and -50% direct damage penalty"<br>
 
'''NOTE''': These bullets will ignite enemies for 10 seconds and will penetrate any number of targets. Additional, this will apply the new fire debuff.<br><br>
 
-Added "No ammo from Dispensers when active"<br><br>
 
-Added a new visual while Heat is active<br>
 
 
|
 
|
{{Pro}}When fully spun up: Gain 15% damage resistance<br>
+
{{Pro}}Allows your Patient to see enemy health<br>
{{Pro}}Creates a ring of flames while spun up<br>
+
{{Pro}}Applies knockback on hit<br>
{{Pro}}Gain Heat with kills/assists even while using Heat<br>
+
{{Con}}Anytime you are hurt, any enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds<br>
{{Pro}}Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat<br>
+
{{Con}}-40% damage penalty<br>
{{Con}}When spun up: -50% move speed<br>
+
{{Neutral}}Bonus melee range, but slower deploy time
{{Con}}Consumes an additional 3 ammo per second while spun up<br>
+
|-
{{Con}}No ammo from Dispensers when active<br>
+
|}
{{Con}}-75% afterburn damage penalty<br>
+
 
{{Neutral}}While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is tripled and -50% direct damage penalty<br>
+
 
 +
 
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Sniper - Class Changes
 
|-
 
|-
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
+
! class="header" width="50%" | Changes
<small>[[Secondary]]</small><br>
+
! class="header" width="50%" | Full New Stats
'''Heavy's Shotgun'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
|
 
'''NO CHANGE'''<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Sandvich.png|100px]]<br>
+
<!-- SNIPER CLASS -->
<small>[[Secondary]]</small><br>
 
'''Sandvich'''
 
 
| align="left" |
 
| align="left" |
-See additional changes in "Heavy Edible Changes" tab<br>
+
-Added "(Ability) When primary is fully charged, user doesn't flinch when damaged"<br><br>
|
+
-Added "(Ability) When aiming, 50% reduction in push force taken from damage"<br><br>
{{Pro}}Extinguishing teammates (or disguised enemy Spies) restores 80 health<br>
+
-Added "(Ability) Melee wall climb"<br>
{{Pro}}Healing teammates (or disguised enemy Spies) reduces cooldown by -33%<br>
+
'''NOTE''': Hurts user 15 HP per wall climb<br>
{{Pro}}On consumption: Self heal up to 300 HP<br>
+
'''NOTE''': After doing wall climb, next melee attack is 60% slower<br><br>
{{Neutral}}30 second recharge<br>
+
-Added "80% more accurate" to all Secondary SMGs<br>
{{Neutral}}Alt-Fire: Share with a friend<br>
+
|
{{Neutral}}Allowed in Medieval mode<br>
+
(Ability) When primary is fully charged, user doesn't flinch when damaged<br>
 +
(Ability) When aiming, 50% reduction in push force taken from damage<br>
 +
(Ability) Melee wall climb<br>
 +
|-
 +
|}
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Sniper - Rifle Changes
 +
|-
 +
! class="header" width="50%" | Changes
 +
! class="header" width="50%" | New Damage Numbers
 
|-
 
|-
| align="center" | [[File:Backpack_Dalokohs_Bar.png|100px]]<br>
+
<!-- SNIPER HERE -->
<small>[[Secondary]]</small><br>
 
'''Dalokohs Bar'''
 
 
| align="left" |
 
| align="left" |
-See additional changes in "Heavy Edible Changes" tab<br><br>
+
-Reduced base time to get a full charge to 3 seconds from 3.3 seconds<br><br>
-Removed "Adds +50 max health for 30 seconds" including the overheal effect<br><br>
+
-Increased ammo count to 32 from 25<br><br>
-Increased recharge time to 30 seconds from 10<br><br>
+
-Increased move speed while aiming to 100 Hu from 80 Hu with all Rifles<br>
-Now counts as a medium health pack instead of a small pack<br><br>
+
'''NOTE''': Sniper will move 66% slower while aiming instead of 73.3%<br><br>
-Added "-100% consumption healing effect"<br><br>
+
-Changed base damages for all Rifles against players and buildings<br>
-Added "On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also grants up to 20HP/s passive healing for the duration."<br><br>
+
'''NOTE''': Additional, it will be a x4 damage multiplier instead of x3
-Added a new visual while under the effects<br>
 
 
 
 
|
 
|
{{Pro}}Extinguishing teammates (or disguised enemy Spies) restores 80 health<br>
+
'''VS Players'''<br>
{{Pro}}Healing teammates (or disguised enemy Spies) reduces cooldown by -33%<br>
+
30 bodyshot uncharged (from 50)<br>
{{Pro}}On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also grants up to 20HP/s passive healing for the duration.<br>
+
120 bodyshot fully charged (from 150)<br><br>
{{Con}}-100% consumption healing effect<br>
+
120 headshot uncharged (from 150)<br>
{{Neutral}}30 second recharge<br>
+
480 headshot fully charged (from 450)<br><br>
{{Neutral}}Alt-Fire: Share with a friend<br>
+
'''VS Buildings'''<br>
{{Neutral}}Allowed in Medieval mode<br>
+
45 uncharged (from 50)<br>
 +
180 fully charged (from 150)<br>
 
|-
 
|-
| align="center" | [[File:Backpack_Buffalo_Steak_Sandvich.png|100px]]<br>
+
|}
<small>[[Secondary]]</small><br>
+
{| class="wikitable grid collapsible autocollapse" width="100%"
'''Buffalo Steak Sandvich'''
+
! colspan="3" class="header" | Sniper - Modified Official Weapons
 +
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="40%" | Changes
 +
! class="header" width="40%" | Full New Stats
 +
|-
 +
<!-- SNIPER HERE -->
 +
| align="center" | [[File:Backpack_Sniper_Rifle.png|100px]]<br>
 +
<small>Primary</small><br>
 +
'''[[Sniper Rifle]]'''
 
| align="left" |
 
| align="left" |
-See additional changes in "Heavy Edible Changes" tab<br><br>
+
-NOTE: See additional changes in "Sniper - Rifle Changes" tab
-Added "-100% consumption healing effect"<br><br>
 
-Increased recharge time to 15 seconds from 20<br><br>
 
-Removed "+25% damage taken & mini-crits dealt" while under the effects<br><br>
 
-Reduced move speed bonus to +25% from +35%, but now stacks with other speed boosts<br><br>
 
-Added "Gain full reduction in push force taken from damage" for the duration<br><br>
 
-Added "While under the effects: If the user doesn't get a melee kill during the 10 second duration, then the user receives a -50% move speed penalty on wearer for 5 seconds"<br><br>
 
-Added a new visual while under the effects<br>
 
 
|
 
|
{{Pro}}Extinguishing teammates (or disguised enemy Spies) restores 80 health<br>
+
-NOTE: See additional changes in "Sniper - Rifle Changes" tab
{{Pro}}Healing teammates (or disguised enemy Spies) reduces cooldown by -33%<br>
 
{{Pro}}While under the effects: Move speed is increased by 25% and gain full reduction in push force taken from damage for 10 seconds<br>
 
{{Con}}While under the effects: User can only use melee during the duration. Additional, if the user doesn't get a melee kill during the main duration, then the user receives a -50% move speed penatly on wearer for 5 seconds.<br>
 
{{Con}}-100% consumption healing effect<br>
 
{{Neutral}}20 second recharge<br>
 
{{Neutral}}Alt-Fire: Share with a friend<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Family_Business.png|100px]]<br>
+
| align="center" | [[File:Backpack_Huntsman.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Primary</small><br>
'''Family Business'''
+
'''[[Huntsman]]'''
 
| align="left" |
 
| align="left" |
-Increased damage penalty to -20% from -15%<br><br>
+
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu<br><br>
-Added "20% more accurate"<br>
+
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu<br><br>
 +
-Decreased move speed penalty while aiming to -33% from -53%<br><br>
 +
-Increased ammo count to 32 from 12
 
|
 
|
{{Pro}}20% more accurate<br>
+
{{Pro}}The longer you aim, the more damage and faster the arrow travels<br>
{{Pro}}+33% clip size<br>
+
{{Con}}Arrows lose their accuracy if the bow is drawn for more than 5 seconds<br>
{{Pro}}+15% faster firing speed<br>
+
{{Con}}While aiming: -33% move speed<br>
{{Con}}-20% damage penalty<br>
+
{{Neutral}}Shoots arrows instead of bullets<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Second_Banana.png|100px]]<br>
+
| align="center" | [[File:Backpack_Sydney_Sleeper.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Primary</small><br>
'''Second Banana'''
+
'''[[Sydney Sleeper]]'''
 
| align="left" |
 
| align="left" |
-See additional changes in "Heavy Edible Changes" tab<br><br>
+
-Removed "No random critical hits"<br><br>
-Increased self healing penalty to -78.66% from -33%<br><br>
+
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"<br><br>
-Now counts as a medium health pack instead of a small pack<br><br>
+
-Added "On headshot: Doubles the Jarate duration"<br><br>
-Increased recharge time to 30 seconds from 10<br><br>
+
-Added "25% faster reload time"
-Added "On consumption: Completely refills your primary ammo. For the next 10 seconds, user gains 15% damage resistance and your primary deals +30% more damage."<br><br>
 
-Added "On consumption: For the next 15 seconds, lose -50% move speed while deployed with your primary."<br><br>
 
-Added a new visual while under the effects<br>
 
 
|
 
|
{{Pro}}Extinguishing teammates (or disguised enemy Spies) restores 80 health<br>
+
{{Pro}}25% faster reload time<br>
{{Pro}}Healing teammates (or disguised enemy Spies) reduces cooldown by -33%<br>
+
{{Pro}}+25% charge rate<br>
{{Pro}}On consumption: Completely refills your primary ammo. For the next 10 seconds, user gains 15% damage resistance and your primary deals +30% more damage.<br>
+
{{Pro}}On scoped hit: Apply Jarate for 2 to 5 seconds based on charge level and double the duration on headshot<br>
{{Con}}On consumption: Lose -50% move speed while deployed with your primary for the next 15 seconds.<br>
+
{{Con}}Mini-Crits whenever it would normally crit<br>
{{Con}}-78.66% consumption healing effect<br>
+
{{Con}}While aiming: -66% move speed
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Alt-Fire: Share with a friend<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Fists.png|100px]]<br>
+
| align="center" | [[File:Backpack_Bazaar_Bargain.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Primary</small><br>
'''Fists'''
+
'''[[Bazaar Bargain]]'''
 
| align="left" |
 
| align="left" |
-Added "+33% melee range"<br>
+
-Now allows to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders
 
|
 
|
{{Pro}}+33% melee range<br>
+
{{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%<br>
 +
{{Con}}Base charge rate decreased by 50%<br>
 +
{{Con}}While aiming: -66% move speed
 
|-
 
|-
| align="center" | [[File:Backpack_Killing_Gloves_of_Boxing.png|100px]]<br>
+
| align="center" | [[File:Backpack_Machina.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Primary</small><br>
'''Killing Gloves of Boxing'''
+
'''[[Machina]]'''
 
| align="left" |
 
| align="left" |
-Added "+33% melee range"<br><br>
+
-Removed "On full charge: +15% damage per shot"<br><br>
-Increased 100% critical chance duration to 6 seconds from 5<br><br>
+
-Removed "On Full Charge: Projectiles penetrate players"<br><br>
-Added "On kill: User is marked for death for 3 seconds"<br><br>
+
-Added "Shots penetrate all enemies"<br><br>
-Added "Gloves are soft and don't cause knockback on hit"<br>
+
-Added "On kill: 20% of all of the overkill damage will be added to your next shot"<br><br>
 +
-Added "A shot that has overkill damage being applied will not count towards the next shot"
 
|
 
|
{{Pro}}On kill: Gain 6 seconds of 100% critical chance for all of your weapons<br>
+
{{Pro}}On kill: 20% of all of the overkill damage will be added to your next shot<br>
{{Pro}}+33% melee range<br>
+
{{Pro}}Shots penetrate all enemies<br>
{{Con}}On kill: User is marked for death for 3 seconds<br>
+
{{Con}}While aiming: -66% move speed<br>
{{Con}}20% slower firing speed<br>
+
{{Con}}Cannot fire unless zoomed<br>
{{Neutral}}Gloves are soft and don't cause knockback on hit<br>
+
{{Con}}Fires tracers rounds<br>
 +
{{Neutral}}A shot that has overkill damage being applied will not count towards the next shot
 
|-
 
|-
| align="center" | [[File:Backpack_Gloves_of_Running_Urgently.png|100px]]<br>
+
| align="center" | [[File:Backpack_Hitman's_Heatmaker.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Primary</small><br>
'''Gloves of Running Urgently'''
+
'''[[Hitman's Heatmaker]]'''
 
| align="left" |
 
| align="left" |
-Added "+33% melee range"<br><br>
+
-Increased body shot penalty to -33% from -20%<br><br>
-Removed "This weapon holsters 50% slower"<br><br>
+
-Added "25% faster reload time while in Focus"<br><br>
-Increased max health drain to -15 from -10<br><br>
+
-Removed "+25% faster charge while in Focus"<br>
-Increased move speed bonus to +33% from +30%<br><br>
+
'''NOTE''': It actually wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on the 02/14/08 patch.
-Added a new particle system that will visually show any player how much missing health you have<br>
 
 
|
 
|
{{Pro}}+33% melee range<br>
+
{{Pro}}Gain Focus with kills/assists even while using Focus<br>
{{Pro}}+33% faster move speed while active<br>
+
{{Pro}}Press 'Reload' at anytime to activate/deactivate Focus<br>
{{Con}}Maximum health is drained while weapon is active (-15 hp/sec)<br>
+
{{Con}}While aiming: -66% move speed<br>
 +
{{Con}}-33% damage on body shots<br>
 +
{{Neutral}}While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds
 
|-
 
|-
| align="center" | [[File:Backpack_Warrior's_Spirit.png|100px]]<br>
+
| align="center" | [[File:Backpack_Classic.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Primary</small><br>
'''Warrior's Spirit'''
+
'''[[Classic]]'''
 
| align="left" |
 
| align="left" |
-Added "+33% melee range"<br><br>
+
-Removed "-10% damage on body shots"<br><br>
-Removed "+30% damage vulnerability while active"<br><br>
+
-Removed "No headshots when not fully charged"<br><br>
-Increased hp restored on kill to +80 from +50<br><br>
+
-Added "Move speed is only decreased by 33% while unscoped aiming"<br><br>
-Added "On miss: Punch yourself for 100 hp! You coward!"<br>
+
-Added "Not fully charged shots deal Mini-Crits instead of crits"<br><br>
 +
-Added hidden +3.5% reload bonus to match the default Rifle's attack rate
 
|
 
|
{{Pro}}+33% melee range<br>
+
{{Pro}}Charge and fire shots independent of zoom<br>
{{Pro}}+30% damage bonus<br>
+
{{Pro}}Move speed is only decreased by 33% while unscoped aiming<br>
{{Pro}}+80 health restored on kill<br>
+
{{Con}}Not fully charged shots deal Mini-Crits instead of crits<br>
{{Con}}On miss: Punch yourself for 100 hp! You coward!<br>
+
{{Con}}While scoped aiming: -66% move speed
 
|-
 
|-
| align="center" | [[File:Backpack_Fists_of_Steel.png|100px]]<br>
+
| align="center" | [[File:Backpack_SMG.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Secondary</small><br>
'''Fists of Steel'''
+
'''[[Submachine Gun]]'''
 
| align="left" |
 
| align="left" |
-Added "+33% melee range"<br><br>
+
-Added "80% more accurate"
-Removed "-40% damage from ranged sources while active"<br><br>
 
-Removed "This weapon holsters 100% slower"<br><br>
 
-Removed "-40% maximum overheal on wearer"<br><br>
 
-Removed "-40% health from healers on wearer"<br><br>
 
-Added "-25% damage taken from all sources, except from melee while active"<br><br>
 
-Increased melee vulnerability to +200% from +100%<br><br>
 
-Added "66% slower overall weapon switching"<br>
 
 
|
 
|
{{Pro}}+33% melee range<br>
+
{{Pro}}80% more accurate
{{Pro}}-25% damage taken from all sources, except from melee while active<br>
 
{{Con}}+200% damage vulnerability from melee sources while active<br>
 
{{Con}}66% slower overall weapon switching<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Eviction_Notice.png|100px]]<br>
+
| align="center" | [[File:Backpack_Jarate.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Secondary</small><br>
'''Eviction Notice'''
+
'''[[Jarate]]'''
 
| align="left" |
 
| align="left" |
-Removed "+40% faster firing speed"<br><br>
+
-Added "Allowed in Medieval mode"<br><br>
-Decreased move speed bonus to +10% from +15%<br><br>
+
-Added "While doing the objective: +50% faster recharge rate"<br><br>
-Removed "-60% damage penalty"<br><br>
+
-Increased extinguishing teammate cooldown to 33% from 20%<br><br>
-Removed "Maximum health is drained while item is active"<br><br>
+
-Increased recharge time to 30 seconds from 20<br><br>
-Increased speed boost on hit to 4 seconds from 3<br><br>
+
-Reduced splash radius to 146 Hu from 200 Hu
-Added "On teammate: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds"<br><br>
 
-Added "+33% melee range"<br><br>
 
-Added "On teammate or enemy hit: User can't switch from melee for 4 seconds"<br><br>
 
-Added "-20% max primary and secondary ammo on wearer"<br><br>
 
-Added "33% slower secondary recharge rate on wearer"<br>
 
 
|
 
|
{{Pro}}On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds<br>
+
{{Pro}}Coated enemies take mini-crits from all sources<br>
{{Pro}}+10% faster move speed while active<br>
+
{{Pro}}While doing the objective: +50% faster recharge rate<br>
{{Pro}}+33% melee range<br>
+
{{Pro}}Extinguishing teammates reduces cooldown by -33%<br>
{{Con}}On teammate or enemy hit: User can't switch from melee for 4 seconds<br>
+
{{Pro}}Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br>
{{Con}}-20% max primary and secondary ammo on wearer<br>
+
{{Neutral}}30 second recharge<br>
{{Con}}33% slower secondary recharge rate on wearer<br>
+
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Holiday_Punch.png|100px]]<br>
+
| align="center" | [[File:Backpack_Razorback.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Secondary</small><br>
'''Holiday Punch'''
+
'''[[Razorback]]'''
 
| align="left" |
 
| align="left" |
-Added "+33% melee range"<br><br>
+
-Added "+6.666% faster move speed on wearer"<br><br>
-Added "While active: User is able to pick up their own edible for 80 health"<br><br>
+
-Added "+10% faster move speed while aiming"
-Added "On kill: Burst into joyous laughter, but not from a kill taunt"<br><br>
 
-Added "On kill with your primary: Gain crits for 1 second"<br><br>
 
-Added "The crit timer only drains while active with a maximum of 4 seconds stored"<br>
 
 
|
 
|
{{Pro}}While active: User is able to pick up their own edible for 80 health<br>
+
{{Pro}}+6.666% faster move speed on wearer<br>
{{Pro}}On kill with your primary: Gain crits for 1 second for your melee<br>
+
{{Pro}}+10% faster move speed while aiming<br>
{{Pro}}Always critical hit from behind<br>
+
{{Pro}}Blocks a single backstab attempt<br>
{{Pro}}Critical hit forces victim to laugh<br>
+
{{Con}}-100% maximum overheal on wearer<br>
{{Pro}}+33% melee range<br>
+
{{Neutral}}Regenerates after 30 seconds<br>
{{Pro}}On hit: Force enemy to laugh who also has this same weapon active<br>
+
{{Neutral}}Allowed in Medieval mode
{{Con}}Critical hits do no damage<br>
 
{{Con}}On non-taunt kill: Burst into joyous laughter<br>
 
{{Neutral}}The crit timer only drains while active with a maximum of 4 seconds stored<br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Darwin's_Danger_Shield.png|100px]]<br>
 
+
<small>Secondary</small><br>
 
+
'''[[Darwin's Danger Shield]]'''
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Engineer - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- ENGINEER CLASS -->
 
 
| align="left" |
 
| align="left" |
-Added "(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers" (900 Hu, AKA x2 Soldier banner radius)<br>
+
-Added "50% reduction in push force taken from damage and airblasts"<br><br>
 +
-Added "+30% explosive damage resistance on wearer"
 
|
 
|
(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers<br>
+
{{Pro}}50% reduction in push force taken from damage and airblasts<br>
 +
{{Pro}}+30% explosive damage resistance on wearer<br>
 +
{{Pro}}+50% fire damage resistance on wearer<br>
 +
{{Pro}}Immune to the effects of afterburn<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Cozy_Camper.png|100px]]<br>
{| class="wikitable grid collapsible autocollapse" width="100%"
+
<small>Secondary</small><br>
! colspan="3" class="header" | Engineer - Modified Official Weapons
+
'''[[Cozy Camper]]'''
 +
| align="left" |
 +
-Removed "No flinching when aiming and fully charged"<br><br>
 +
-Removed "Knockback reduced by 20% when aiming"<br><br>
 +
-Increased HP regen to +8 from +4<br><br>
 +
-Added "+3.125% ammo regenerated every 5 seconds on wearer"<br><br>
 +
-Added "+50% debuff duration on wearer"
 +
|
 +
{{Pro}}Up to +8 health regenerated per second on wearer<br>
 +
{{Pro}}+3.125% ammo regenerated every 5 seconds on wearer<br>
 +
{{Con}}+50% debuff duration on wearer<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
! class="header" width="20%" | Weapon
+
| align="center" | [[File:Backpack_Cleaner's_Carbine.png|100px]]<br>
! class="header" width="40%" | Changes
+
<small>Secondary</small><br>
! class="header" width="40%" | Full New Stats
+
'''[[Cleaner's Carbine]]'''
|-
 
<!-- ENGINEER HERE -->
 
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Engineer's Shotgun'''
 
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Added "80% more accurate"<br><br>
 +
-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds."<br><br>
 +
-Removed "No random critical hits"<br><br>
 +
-Decreased firing speed penalty to 15% from 25%<br><br>
 +
-Added "On kill with any weapon: Gain 30% *CRIKEY* meter"<br><br>
 +
-Added "On assist-kill with any weapon: Gain 15% *CRIKEY* meter"<br><br>
 +
-Added "Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 8 seconds"<br>
 +
'''NOTE''': The meter can still filled while *CRIKEY* is being used, but only 1/2 as much<br><br>
 +
-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears<br>
 +
{{Pro}}On kill with any weapon: Gain 30% *CRIKEY* meter<br>
 +
{{Pro}}On assist-kill with any weapon: Gain 15% *CRIKEY* meter<br>
 +
{{Pro}}80% more accurate<br>
 +
{{Con}}15% slower firing speed<br>
 +
{{Con}}-20% clip size<br>
 +
{{Neutral}}Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 8 seconds
 
|-
 
|-
| align="center" | [[File:Backpack_Frontier_Justice.png|100px]]<br>
+
| align="center" | [[File:Backpack_Kukri.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Melee</small><br>
'''Frontier Justice'''
+
'''[[Kukri]]'''
 
| align="left" |
 
| align="left" |
-Added "20% more accurate"<br><br>
+
'''NO CHANGE'''
-Added "-50% primary ammo on wearer"<br><br>
 
-Removed "No random critical hits"<br>
 
 
|
 
|
{{Pro}}Gain 2 revenge crits for each sentry kill and 1 for each sentry assist when your sentry is destroyed<br>
+
'''NO CHANGE'''
{{Pro}}20% more accurate<br>
+
|-
{{Con}}-50% clip size<br>
+
| align="center" | [[File:Backpack_Tribalman's_Shiv.png|100px]]<br>
{{Con}}-50% primary ammo on wearer<br>
+
<small>Melee</small><br>
{{Neutral}}Revenge crits are lost on death<br>
+
'''[[Tribalman's Shiv]]'''
 +
| align="left" |
 +
-Removed "-50% damage penalty"<br><br>
 +
-Added "-50% damage vs players"<br><br>
 +
-Added "-50% bleed damage"<br><br>
 +
-Increased bleed duration to 10 seconds from 6<br><br>
 +
-Added "+15% faster firing speed"
 +
|
 +
{{Pro}}On hit: Bleed for 10 seconds<br>
 +
{{Pro}}+15% faster firing speed<br>
 +
{{Con}}-50% damage vs players<br>
 +
{{Con}}-50% bleed damage<br>
 
|-
 
|-
| align="center" | [[File:Backpack_Widowmaker.png|100px]]<br>
+
| align="center" | [[File:Backpack_Bushwacka.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Melee</small><br>
'''Widowmaker'''
+
'''[[Bushwacka]]'''
 
| align="left" |
 
| align="left" |
-Increased bonus damage to your Sentry Gun's target to +20% from 10%<br>
+
-Removed "No random critical hits"<br><br>
 +
-Added "10% slower firing speed"<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
{{Pro}}On hit: Damage dealt is returned as ammo<br>
+
{{Pro}}Crits whenever it would normally mini-crit<br>
{{Pro}}20% increased damage to your Sentry Gun's target<br>
+
{{Con}}20% damage vulnerability while active<br>
{{Con}}Per Shot: -30 ammo<br>
+
{{Con}}10% slower firing speed<br>
{{Con}}Uses metal for ammo<br>
+
{{Neutral}}Bonus melee range, but slower deploy time
{{Neutral}}No reload necessary<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Pomson_6000.png|100px]]<br>
+
| align="center" | [[File:Backpack_Shahanshah.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Melee</small><br>
'''Pomson 6000'''
+
'''[[Shahanshah]]'''
 
| align="left" |
 
| align="left" |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge"<br><br>
+
-Swapped stats (As in, having > or < 50% max health)<br><br>
-Removed "On Hit: Victim loses up to 20% cloak"<br><br>
+
-Increased damage bonus to +30% from +25%<br><br>
-Removed "Deals only 20% damage to buildings"<br><br>
+
-Decreased damage penalty to -20% from -25%<br><br>
-Removed hidden clip size penalty<br><br>
+
-Added "This weapon deploys +30% faster when health >50% of max"<br><br>
-Added hidden "+24% faster firing speed"<br>
+
-Added "This weapon deploys +20% slower when health <50% of max"<br><br>
'''NOTE''': Now it matches the Shotgun<br><br>
+
-Added "Bonus melee range, but slower deploy time"
-Added hidden "4% slower reload time"<br>
 
'''NOTE''': Now it matches the Shotgun<br><br>
 
-Added "On hit: Reduces Medi Gun healing given and healing from all sources received"<br>
 
'''NOTE''': A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot will apply a -10% healing reduction for 8 seconds<br>
 
 
|
 
|
{{Pro}}Does not require ammo<br>
+
{{Pro}}This weapon deploys +30% faster when health >50% of max<br>
{{Pro}}Projectile cannot be deflected<br>
+
{{Pro}}+30% increase in damage when health >50% of max<br>
{{Pro}}On hit: Reduces Medi Gun healing given and healing from all sources received<br>
+
{{Con}}This weapon deploys +20% slower when health <50% of max<br>
{{Con}}–20% damage penalty<br>
+
{{Con}}-20% decrease in damage when health <50% of max<br>
{{Neutral}}Healing effect is reduced over distance and duration is increased over distance<br>
+
{{Neutral}}Bonus melee range, but slower deploy time
 +
|-
 +
|}
 +
 
 +
 
 +
 
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Spy - Class Changes
 +
|-
 +
! class="header" width="50%" | Changes
 +
! class="header" width="50%" | Full New Stats
 
|-
 
|-
| align="center" | [[File:Backpack_Rescue_Ranger.png|100px]]<br>
+
<!-- SPY CLASS -->
<small>[[Primary]]</small><br>
 
'''Rescue Ranger'''
 
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Added "(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see"<br>
 +
'''NOTE''': Teammates will still see the kills (and destroyed buildings) in the kill-feed
 
|
 
|
{{Pro}}Alt-Fire: Use 100 metal to pick up buildings from long range<br>
+
(Ability) Able to see enemy health<br>
{{Pro}}Fires a special bolt that can repair friendly buildings<br>
+
(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see
{{Con}}-34% clip size<br>
 
{{Con}}-50% max primary ammo on wearer<br>
 
{{Con}}Self mark for death when hauling buildings, and a few seconds after redeployment<br>
 
{{Con}}4-to-1 health-to-metal ratio when repairing buildings<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Pistol.png|100px]]<br>
+
|}
<small>[[Secondary]]</small><br>
+
{| class="wikitable grid collapsible autocollapse" width="100%"
'''Engineer's Pistol'''
+
! colspan="1" class="header" | Spy - Knives Changes/Additions
 +
|-
 +
<!-- SPY HERE -->
 +
| align="left" |
 +
{{Pro}}On backstab: Highlights all enemies within a large radius (900 Hu) for any friendly teammates regardless of distance for the next 2 seconds
 +
|-
 +
|}
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="1" class="header" | Spy - Sapper Changes/Additions
 +
|-
 +
<!-- SPY HERE -->
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
{{Pro}}Press "Special-Attack" while active: Places Sapper on the ground to very slowly drain any offhand ammo for any enemy within 1200 Hu<br>
|
+
'''NOTE''': 4% per second for Primary weapons, 2% per second for Secondary Weapons, and 4% per second for metal supplies<br><br>
'''NO CHANGE'''<br>
+
{{Neutral}}Enemies within 400 Hu will more quickly lose ammo, but are able to see the Sapper through walls<br>
 +
'''NOTE''':  8% per second for Primary weapons, 4% per second for Secondary Weapons, and 8% per second for metal supply<br><br>
 +
{{Neutral}}Sappers on the ground will stay active until destroyed, whenever you die, or once you place a new one<br><br>
 +
{{Neutral}}30 second cooldown starts once thrown and press "Special-Attack" key to destroy the current active Sapper to speed up the cooldown by 100%. Additional, if a placed Sapper (on the ground) is destroyed by an enemy, the sped up cooldown isn't triggered.<br>
 +
'''NOTE''': This would disable the weapon while on cooldown.<br><br>
 +
{{Con}}While cloaked: User can't throw out nor destroy the Sapper to speed up the cooldown<br><br>
 +
{{Con}}-50% Sapper health penalty if thrown<br><br>
 +
{{Neutral}}Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking<br>
 +
'''NOTE''': If 2 or more radius overlap, then it increases by 50% (instead of adding together)
 +
|-
 +
|}
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="3" class="header" | Spy - Modified Official Weapons
 +
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="40%" | Changes
 +
! class="header" width="40%" | Full New Stats
 
|-
 
|-
| align="center" | [[File:Backpack_Wrangler.png|100px]]<br>
+
<!-- SPY HERE -->
<small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Revolver.png|100px]]<br>
'''Wrangler'''
+
<small>Secondary</small><br>
 +
'''[[Revolver]]'''
 
| align="left" |
 
| align="left" |
-Reduced shield resistance to 33% from 66%<br>
+
'''NO CHANGE'''
 
|
 
|
{{Pro}}The Sentry Gun gains double firing rate and a laser pointer to assist in aiming<br>
+
'''NO CHANGE'''
{{Pro}}Wrangled Sentry Guns gain a shield that reduces all damage by 33%<br>
 
{{Con}}Wrangled Sentry Guns reduces all repairing by 66%<br>
 
{{Con}}Sentry Guns are disabled for 3 seconds after become unwrangled<br>
 
{{Neutral}}Take manual control of your Sentry Gun<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Short_Circuit.png|100px]]<br>
+
| align="center" | [[File:Backpack_Ambassador.png|100px]]<br>
<small>[[Secondary]]</small><br>
+
<small>Secondary</small><br>
'''Short Circuit'''
+
'''[[Ambassador]]'''
 
| align="left" |
 
| align="left" |
 +
-Increased fire rate penalty to -40% from -20%<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Removed "No random critical hits"<br><br>
-Removed current primary-fire effects<br><br>
+
-Removed "-15% damage penalty"
-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"<br><br>
 
-Technically removed "Per Shot: -5 ammo"<br>
 
 
|
 
|
{{Pro}}Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack<br>
+
{{Pro}}Crits on headshot<br>
{{Pro}}Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack<br>
+
{{Con}}Accuracy decreases after initial shot and has a short cooldown during which it never crits<br>
{{Con}}Cannot pick up buildings when active<br>
+
{{Con}}Critical damage is affected by range and headshots beyond 1200 units do normal non-crit damage<br>
{{Con}}Uses metal for ammo<br>
+
{{Con}}40% slower firing speed
{{Neutral}}No reload necessary<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Wrench.png|100px]]<br>
+
| align="center" | [[File:Backpack_L'Etranger.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Secondary</small><br>
'''Wrench'''
+
'''[[L'Etranger]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Increased damage penalty to -25% from -20%
 
|
 
|
'''NO CHANGE'''<br>
+
{{Pro}}+40% cloak duration<br>
 +
{{Pro}}+15 cloak on hit<br>
 +
{{Con}}-25% damage penalty
 
|-
 
|-
| align="center" | [[File:Backpack_Gunslinger.png|100px]]<br>
+
| align="center" | [[File:Backpack_Enforcer.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Secondary</small><br>
'''Gunslinger'''
+
'''[[Enforcer]]'''
 
| align="left" |
 
| align="left" |
-Increased the punch combo timer to 1.5 seconds from ~.8 seconds<br><br>
+
-Removed "+20% damage bonus while disguised"<br><br>
-Removed "No random critical hits"<br>
+
-Removed "No random critical hits"<br><br>
 +
-Added "Guaranteed mini-crit shot while disguised"<br><br>
 +
-Added "Deals full damage against sapped Sentry Guns"<br><br>
 +
-Added "10% damage vulnerability while disguised"
 
|
 
|
{{Pro}}+25 max health on wearer<br>
+
{{Pro}}Attacks pierce damage resistance effects and bonuses<br>
{{Pro}}Sentry build speed increased by 150%<br>
+
{{Pro}}Guaranteed mini-crit shot while disguised<br>
{{Pro}}Third successful punch in a row always crits<br>
+
{{Pro}}Deals full damage against sapped Sentries<br>
{{Neutral}}Replaces the Sentry with a Mini-Sentry<br>
+
{{Con}}10% damage vulnerability while disguised<br>
 +
{{Con}}20% slower firing speed
 
|-
 
|-
| align="center" | [[File:Backpack_Southern_Hospitality.png|100px]]<br>
+
| align="center" | [[File:Backpack_Diamondback.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Secondary</small><br>
'''Southern Hospitality'''
+
'''[[Diamondback]]'''
 
| align="left" |
 
| align="left" |
-Removed "No random critical hits"<br><br>
+
-Removed "-15% damage penalty"<br><br>
-Removed "20% fire damage vulnerability on wearer"<br><br>
+
-Remove "No random critical hits"<br><br>
-Added "+15% bullet damage vulnerability on wearer"<br><br>
+
-Added "20% slower firing speed"<br><br>
-Added "One hit destroys any Sapper"<br><br>
+
-Gives guaranteed mini-crit hits instead of crits
-Increased bleed duration to 8 seconds from 5<br>
 
 
|
 
|
{{Pro}}One hit destroys any sapper<br>
+
{{Pro}}Gives one guaranteed mini-crit hit for each building destroyed with your Sapper attached or backstab kill<br>
{{Pro}}On hit: Bleed for 8 seconds<br>
+
{{Con}}20% slower firing speed
{{Con}}+15% bullet damage vulnerability on wearer<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Jag.png|100px]]<br>
+
| align="center" | [[File:Backpack_Knife.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Jag'''
+
'''[[Knife]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
'''NO CHANGE'''
 
|
 
|
{{Pro}}Construction hit speed boost increased by 30%<br>
+
'''NO CHANGE'''
{{Pro}}+15% faster firing speed<br>
 
{{Con}}20% slower repair rate<br>
 
{{Con}}-25% damage penalty vs players<br>
 
{{Con}}-50% damage penalty vs buildings<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Eureka_Effect.png|100px]]<br>
+
| align="center" | [[File:Backpack_Your_Eternal_Reward.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Eureka Effect'''
+
'''[[Your Eternal Reward]]'''
 
| align="left" |
 
| align="left" |
-Added "User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter"<br>
+
-Removed "+33 cloak drain rate" penalty<br><br>
 +
-Added "+20% longer de-cloak time"<br><br>
 +
-Added "While disguised: Gain a certain bonus based on your current class type disguise"<br><br>
 +
Offense class - +33% non-critical damage bonus for your Secondary and Melee<br>
 +
Defense class - +20% damage resistance<br>
 +
Support class - +4 health regenerated per second<br>
 +
'''NOTE''': The HP regen isn't reduced if the user was recently hurt
 
|
 
|
{{Pro}}Press your reload key to choose to teleport to spawn or your exit teleporter<br>
+
{{Pro}}Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed<br>
{{Pro}}User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter<br>
+
{{Pro}}While disguised: Gain a certain bonus based on your current class type disguise<br>
{{Pro}}-50% metal cost when constructing or upgrading teleporters<br>
+
{{Pro}}On kill: No attack noise<br>
{{Con}}Construction hit speed boost decreased by 50%<br>
+
{{Con}}Normal disguises require (and consume) a full cloak meter<br>
{{Con}}20% less metal from pickups and dispensers<br>
+
{{Con}}+20% longer de-cloak time
 
|-
 
|-
| align="center" | [[File:Backpack_PDA.png|100px]]<br>
+
| align="center" | [[File:Backpack_Conniver's_Kunai.png|100px]]<br>
<small>[[PDA]]</small><br>
+
<small>Melee</small><br>
'''Construction/Destruction PDA'''
+
'''[[Conniver's Kunai]]'''
 
| align="left" |
 
| align="left" |
-Added "Able to build Dispensers in Medieval mode"<br><br>
+
-Added "While cloaked: Any overheal on wearer doesn't decay"<br>
-Increased default Dispenser range by +50%<br>
+
'''NOTE''': This includes Medic overhealing or the overheal granted from backstabs
 
|
 
|
{{Neutral}}Able to build Dispensers in Medieval mode<br>
+
{{Pro}}On backstab kill: Absorbs the health from your victim<br>
 +
{{Pro}}While cloaked: Any overheal on wearer doesn't decay<br>
 +
{{Con}}-55 max health on wearer
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Big_Earner.png|100px]]<br>
 
+
<small>Melee</small><br>
 
+
'''[[Big Earner]]'''
 
+
| align="left" |
{| class="wikitable grid collapsible autocollapse" width="100%"
+
-Removed "+30% cloak on kill"<br><br>
! colspan="2" class="header" | Medic - Class Changes
+
-Removed "Gain a 3 second speed boost on kill"<br><br>
 +
-Added "On kill with any weapon: Gain a 2 second speed boost & +25% cloak"<br><br>
 +
-Added "On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak"
 +
|
 +
{{Pro}}On kill with any weapon: Gain a 2 speed boost & +25% cloak<br>
 +
{{Pro}}On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak<br>
 +
{{Con}}-25 max health on wearer<br>
 
|-
 
|-
! class="header" width="50%" | Changes
+
| align="center" | [[File:Backpack_Spy-cicle.png|100px]]<br>
! class="header" width="50%" | Full New Stats
+
<small>Melee</small><br>
 +
'''[[Spy-cicle]]'''
 +
| align="left" |
 +
-Reduced recharge to 10 seconds from 15<br><br>
 +
-Reduced afterburn immunity to 5 seconds from 10<br><br>
 +
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"<br><br>
 +
-Added "On hit by fire while active: Reduces initial fire damage by 90%"<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 +
|
 +
{{Pro}}On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, and afterburn immunity for 5 seconds<br>
 +
{{Con}}Backstab turns victim into ice<br>
 +
{{Con}}Melts in fire, regenerates in 10 seconds and by picking up ammo<br>
 +
{{Neutral}}Weapon makes a melting sound unless user is currently disguised<br>
 +
{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
<!-- MEDIC CLASS -->
+
| align="center" | [[File:Backpack_Disguise_Kit.png|100px]]<br>
 +
<small>Primary PDA</small><br>
 +
'''[[Disguise Kit]]'''
 
| align="left" |
 
| align="left" |
-Added "(Ability) Able to see enemy health"<br><br>
+
-Added "Gain 20% damage resistance against the class type you are currently disguised as"
-Added "This weapon will reload automatically when not active" to all Primaries<br><br>
 
'''NOTE''': Health regeneration numbers are doubled while healing a hurt Patient<br>
 
'''NOTE''': 3 HP/s (Min regen when user was recently hurt, then starts to scale after a few seconds)<br>
 
'''NOTE''': 6 HP/s (Max regen)<br>
 
 
|
 
|
(Ability) Able to see enemy health<br>
+
{{Pro}}Gain 20% damage resistance against the class type you are currently disguised as
(Ability) Health regeneration<br>
 
 
|-
 
|-
|}
+
| align="center" | [[File:Backpack_Invisibility_Watch.png|100px]]<br>
{| class="wikitable grid collapsible autocollapse" width="100%"
+
<small>Secondary PDA</small><br>
! colspan="3" class="header" | Medic - Modified Official Weapons
+
'''[[Invis Watch]]'''
|-
+
| align="left" |
! class="header" width="20%" | Weapon
+
-Fixed the "While cloaked: +50% faster debuff timers", additional includes Mark-for-Death and Gas Passer effect<br>
! class="header" width="40%" | Changes
+
'''NOTE''': Increased to +50% from around +42%
! class="header" width="40%" | Full New Stats
+
|
 +
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers<br>
 +
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 +
{{Neutral}}Alt-Fire: Turn invisible<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
<!-- MEDIC HERE -->
+
| align="center" | [[File:Backpack_Cloak_and_Dagger.png|100px]]<br>
| align="center" | [[File:Backpack_Syringe_Gun.png|100px]]<br>
+
<small>Secondary PDA</small><br>
<small>[[Primary]]</small><br>
+
'''[[Cloak and Dagger]]'''
'''Syringe Gun'''
 
 
| align="left" |
 
| align="left" |
-Added "This weapon will reload automatically when not active"<br>
+
-Fixed the "While cloaked: +50% faster debuff timers", additional includes Mark-for-Death and Gas Passer effect<br>
 +
'''NOTE''': Increased to +50% from around +42%<br><br>
 +
-Added "Reduced decloak sound volume"<br><br>
 +
-Added "0.5 sec longer cloak blink time"<br><br>
 +
-Increased cloak meter from ammo sources penalty to -100% from -35%
 
|
 
|
{{Neutral}}This weapon will reload automatically when not active<br>
+
{{Neutral}}Cloak Type: Motion Sensitive<br>
 +
{{Pro}}Cloak drain rate based on movement speed<br>
 +
{{Pro}}Reduced decloak sound volume<br>
 +
{{Pro}}+100% cloak regen rate<br>
 +
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers<br>
 +
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 +
{{Con}}No cloak meter from ammo sources<br>
 +
{{Con}}0.5 sec longer cloak blink time<br>
 +
{{Con}}+33% cloak drain rate<br>
 +
{{Neutral}}Alt-Fire: Turn invisible<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Blutsauger.png|100px]]<br>
+
| align="center" | [[File:Backpack_Dead_Ringer.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Secondary PDA</small><br>
'''Blutsauger'''
+
'''[[Dead Ringer]]'''
 
| align="left" |
 
| align="left" |
-Removed "On Hit: Gain up to +3 health"<br><br>
+
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"<br><br>
-Removed "-2 health drained per second on wearer"<br><br>
+
-Removed "Afterburn immunity for 3 seconds when used"<br><br>
-Added "This weapon will reload automatically when not active"<br><br>
+
-The natural damage resistance only lasts for 1 second once it's trigger<br><br>
-Added "On hit: Apply Mad Milk for up to 4 seconds"<br>
+
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds<br><br>
'''NOTE''': The healing percentage is 35% due to the Mad Milk change<br><br>
+
-Reduced cloak regen rate to +30% from +50%<br><br>
-Added "Disables self health regen while active"<br>
+
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"<br><br>
 +
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"<br>
 +
'''NOTE''': As in, the afterburn immunity and bleeding<br><br>
 +
-Increased faster debuff timers while cloaked to +75% from +50%<br>
 +
'''NOTE''': Now includes "mark for death" and "Gas Passer effect"<br><br>
 +
-Added "While cloaked: 6 HP/s passive healing"<br>
 +
'''NOTE''': This is a set 6 HP and doesn't scale when damaged, unless the user is on fire.<br><br>
 +
-Added "While cloaked: Absorb +75% of any damage taken"<br>
 +
'''NOTE''': This starts 1 second after once the Dead Ringer is triggered<br><br>
 +
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)<br>
 +
'''NOTE''': This starts 1 second after once the Dead Ringer is triggered<br><br>
 +
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"<br><br>
 +
-Added "No health from health packs when invisible and for 5 seconds after decloaking"<br><br>
 +
-Added "No natural cloak resistance when invisible after the first 1 second"<br><br>
 +
-Added "-50% cloak meter from ammo sources"
 
|
 
|
{{Pro}}On hit: Apply Mad Milk for up to 4 seconds<br>
+
{{Neutral}}Cloak Type: Feign Death<br>
{{Con}}Disables self health regen while active<br>
+
{{Pro}}Upon receiving any damage, user drops a fake corpse, gain 1 second of debuff immunity, gain 1 second of 75% damage resistance, and invisibility for the duration<br>
{{Neutral}}This weapon will reload automatically when not active<br>
+
{{Pro}}While cloaked: Absorb +75% of any damage taken, gain 6 HP/s passive healing, gain a speed boost, and +75% faster debuff timers<br>
 +
{{Pro}}+30% cloak regen rate<br>
 +
{{Pro}}+40% cloak duration<br>
 +
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 +
{{Con}}No cloak meter from ammo sources when invisible and for 5 seconds after decloaking<br>
 +
{{Con}}No health from health packs when invisible and for 5 seconds after decloaking<br>
 +
{{Con}}No natural cloak resistance when invisible after the first 1 second<br>
 +
{{Con}}-50% cloak meter used when Feign Death is activated<br>
 +
{{Con}}Absorbed damage shortens cloak duration<br>
 +
{{Con}}-50% cloak meter from ammo sources<br>
 +
{{Neutral}}Allowed in Medieval mode
 
|-
 
|-
| align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br>
+
| align="center" | [[File:Backpack_Sapper.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Building</small><br>
'''Crusader's Crossbow'''
+
'''[[Sapper]]'''
 
| align="left" |
 
| align="left" |
-Reduced point blank heal to 50 from 75 (max is still 150)<br><br>
+
-Added "Allowed in Medieval mode"<br>
-Increased primary ammo penalty to -80% from -75%<br>
+
'''NOTE''': Because Engineers can now build Dispensers in Medieval mode
 
|
 
|
{{Pro}}Fires special bolts that heal teammates and deals damage based on distance traveled<br>
+
{{Pro}}Disables and slowly destroys enemy buildings<br>
{{Con}}-80% max primary ammo on wearer<br>
+
{{Neutral}}Allowed in Medieval mode
{{Con}}No headshots<br>
 
{{Neutral}}75 dmg (point blank) to 150 dmg (long range)<br>
 
{{Neutral}}50 health (point blank) to 150 health (long range)<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
{{Neutral}}This weapon will reload automatically when not active<br>
 
 
|-
 
|-
| align="center" | [[File:Backpack_Overdose.png|100px]]<br>
+
| align="center" | [[File:Backpack_Red-Tape_Recorder.png|100px]]<br>
<small>[[Primary]]</small><br>
+
<small>Building</small><br>
'''Overdose'''
+
'''[[Red-Tape Recorder]]'''
 
| align="left" |
 
| align="left" |
-Added "This weapon will reload automatically when not active"<br><br>
+
-Added "Allowed in Medieval mode"<br>
-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +15%"<br><br>
+
'''NOTE''': Because Engineers can now build Dispensers in Medieval mode<br><br>
-Added "-10% heal rate on wearer"<br>
+
-Removed "Reverses enemy building construction"<br><br>
'''NOTE''': Medi Gun healing and Amputator taunt<br><br>
+
-Reduced Sapper damage penalty to -90% from -100%<br><br>
-Removed "-15% damage penalty"<br>
+
-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"<br>
 +
'''NOTE''': Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed<br><br>
 +
-Added "+100% Sapper health bonus"<br><br>
 +
-Added "User is Marked for Death for 3 seconds after the Sapper has been removed"
 
|
 
|
{{Pro}}When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%<br>
+
{{Pro}}Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed<br>
{{Pro}}While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +15%<br>
+
{{Pro}}+100% Sapper health bonus<br>
{{Con}}-10% heal rate on wearer<br>
+
{{Con}}User is Marked for Death for 3 seconds after the Sapper has been removed<br>
{{Neutral}}This weapon will reload automatically when not active<br>
+
{{Neutral}}-90% Sapper damage penalty<br>
 +
{{Neutral}}Allowed in Medieval mode
 +
|-
 +
|}
 +
 
 +
 
 +
 
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="3" class="header" | Mult-Class - Modified Official Weapons
 +
|-
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="40%" | Changes
 +
! class="header" width="40%" | Full New Stats
 
|-
 
|-
| align="center" | [[File:Backpack_Medi_Gun.png|100px]]<br>
+
<!-- MULT-CLASS HERE -->
<small>[[Secondary]]</small><br>
+
| align="center" | [[File:Backpack_Reserve_Shooter.png|100px]]<br>
'''Medi Gun'''
+
<small>Secondary</small><br>
 +
'''[[Reserve Shooter]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
-Increased deploy bonus to +30% from +20%<br><br>
 +
-Added "This weapon holsters 15% faster"<br><br>
 +
-Added "20% more accurate"
 
|
 
|
{{Pro}}Match the speed of any faster heal target<br>
+
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
{{Con}}While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence<br>
 
{{Neutral}}UberCharge: Grants Patient and the user invulnerability<br>
 
{{Neutral}}While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster<br>
 
{{Neutral}}UberCharge lasts for 8 seconds<br>
 
|-
 
| align="center" | [[File:Backpack_Kritzkrieg.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Kritzkrieg'''
 
| align="left" |
 
-Added "On taunt: Removes all debuffs on user"<br><br>
 
-Increased heal on taunt to 25 HP from 11 HP<br><br>
 
-Added "While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence"<br><br>
 
-Removed draining effect when switching targets<br>
 
'''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br>
 
-Added additional new visual when UberCharged is activated<br>
 
|
 
{{Pro}}Match the speed of any faster heal target<br>
 
{{Pro}}On taunt: Removes all debuffs and self-heals for 25<br>
 
{{Pro}}+25% UberCharge rate<br>
 
{{Con}}While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence<br>
 
{{Neutral}}UberCharge: Grants full crits to your Patient's weapons<br>
 
{{Neutral}}While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter<br>
 
{{Neutral}}UberCharge lasts for 8 seconds<br>
 
|-
 
| align="center" | [[File:Backpack_Quick-Fix.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Quick-Fix'''
 
| align="left" |
 
-Added "Gain full air strafe control when blast jumping"<br>
 
'''NOTE''': The "full turning control" is currently being officially applied<br><br>
 
-Increased UberCharge rate bonus to +25% from +10%<br><br>
 
-Incresed heal rate bonus to +50% from +40%<br><br>
 
-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"<br><br>
 
-Added the Concheror effect during UberCharge<br><br>
 
-Removed "50% max overheal"<br><br>
 
-The full knock-back resistance and Concheror effect will now linger for 1 second when switching targets<br>
 
|
 
{{Pro}}Match the speed of any faster heal target<br>
 
{{Pro}}While healing: User mirrors blast jumps and shield charges. User gains full air strafe control and full turning control when this happens.<br>
 
{{Pro}}+25% UberCharge rate<br>
 
{{Pro}}+50% heal rate<br>
 
{{Con}}Normal UberCharge rate and heal rate while healing overhealed Patients<br>
 
{{Con}}While UberCharge is active, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence<br>
 
{{Neutral}}UberCharge: Increases healing by 300%, grants immunity to movement-impairing effects, and Concheror effect for both users<br>
 
{{Neutral}}While UberCharged, switching targets will cause the full knock-back resistance and Concheror effect to linger for 1 second, but drains the meter faster<br>
 
{{Neutral}}UberCharge lasts for up to 8 seconds<br>
 
|-
 
| align="center" | [[File:Backpack_Vaccinator.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Vaccinator'''
 
| align="left" |
 
-Reduced UberCharge rate to +25% from +67%<br><br>
 
-Increased resistance while healing to +20% from +10%<br><br>
 
-Increased resistance bubble to 3 seconds from 2.5<br><br>
 
-Removed "-33% UberCharge rate on overhealed Patients"<br><br>
 
-Removed "-66% Overheal build rate"<br><br>
 
-Added "-100% max overheal"<br><br>
 
-Added "While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence"<br><br>
 
-Added "The resistance bubble blocks 25% damage from all other sources for your Patient during UberCharge"<br>
 
|
 
{{Pro}}Match the speed of any faster heal target<br>
 
{{Pro}}Press your reload key to cycle through resist types.<br>
 
{{Pro}}While healing, provides user and Patient with a constant 20% resistance to the selected damage type.<br>
 
{{Pro}}+25% UberCharge rate<br>
 
{{Con}}-100% max overheal<br>
 
{{Con}}While UberCharged, Medic and Patient are not able to capture a point, push the cart, nor carry the intelligence<br>
 
{{Neutral}}UberCharge: Instantly use 25% charge to provide a 3 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additional the resistance bubble blocks 25% damage from all other sources for your Patient.<br>
 
{{Neutral}}UberCharge lasts for 12 seconds in total<br>
 
|-
 
| align="center" | [[File:Backpack_Bonesaw.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Bonesaw'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
|
 
'''NO CHANGE'''<br>
 
|-
 
| align="center" | [[File:Backpack_Ubersaw.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Ubersaw'''
 
| align="left" |
 
-Added "-20% UberCharge rate for secondary"<br>
 
|
 
{{Pro}}On hit: 25% UberCharge added<br>
 
{{Con}}-20% UberCharge rate for secondary<br>
 
{{Con}}20% slower firing speed<br>
 
|-
 
| align="center" | [[File:Backpack_Vita-Saw.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Vita-Saw'''
 
| align="left" |
 
-Removed "Collect the organs of people you hit"<br><br>
 
-Increased max health penalty to -25 from -10<br><br>
 
-Added "On assist kill while healing: Steal 25% of the current UberCharge amount of an enemy Medic"<br><br>
 
-Added "On kill with any weapon OR assist kill: Gain 5% UberCharge"<br><br>
 
-Added "Lose 15% UberCharge if your current attached Patient dies"<br><br>
 
-Added "While UberCharge is active: The steal/gain/lose effects are disabled"<br>
 
|
 
{{Pro}}On assist kill while healing: Steal 25% of the current UberCharge amount of an enemy Medic<br>
 
{{Pro}}On kill with any weapon OR assist kill: Gain 5% UberCharge<br>
 
{{Con}}Lose 15% UberCharge if your current attached Patient dies<br>
 
{{Con}}-25 max health on wearer<br>
 
{{Neutral}}While UberCharge is active: The steal/gain/lose effects are disabled<br>
 
|-
 
| align="center" | [[File:Backpack_Amputator.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Amputator'''
 
| align="left" |
 
-Added "Taunt is loopable and can be canceled at any time by moving"<br><br>
 
-Increased HP regen to +4 from +3<br>
 
|
 
When weapon is active:<br>
 
:{{Pro}}Up to +4 health regenerated per second on wearer<br>
 
:{{Pro}}Alt-Fire: Applies a healing effect to all nearby teammates. Taunt is loopable and can be canceled at any time by moving.<br>
 
:{{Con}}-20% damage penalty<br>
 
|-
 
| align="center" | [[File:Backpack_Solemn_Vow.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Solemn Vow'''
 
| align="left" |
 
-Added "Allows your Patient to see enemy health"<br><br>
 
-Added "Applies knockback on hit"<br><br>
 
-Added "Minimal damage"<br><br>
 
-Increased fire rate penalty to -20% from -10%<br><br>
 
-Added "Anytime you are hurt, all enemies are able to see your UberCharge percentage for the next 2 seconds"<br>
 
|
 
{{Pro}}Allows your Patient to see enemy health<br>
 
{{Pro}}Applies knockback on hit<br>
 
{{Con}}Anytime you are hurt, all enemies are able to see your UberCharge percentage for the next 2 seconds<br>
 
{{Con}}20% slower firing speed<br>
 
{{Con}}Minimal damage<br>
 
|-
 
|}
 
 
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Sniper - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- SNIPER CLASS -->
 
| align="left" |
 
-Added "(Ability) When primary is fully charged, user doesn't flinch when damaged"<br><br>
 
-Added "(Ability) When aiming, 50% reduction in push force taken from damage"<br><br>
 
-Added "(Ability) Melee wall climb"<br>
 
'''NOTE''': Hurts user 15 HP per wall climb<br>
 
'''NOTE''': After doing wall climb, next melee attack is 60% slower<br><br>
 
-Added "20% more accurate" to all secondary SMGs<br>
 
|
 
(Ability) When primary is fully charged, user doesn't flinch when damaged<br>
 
(Ability) When aiming, 50% reduction in push force taken from damage<br>
 
(Ability) Melee wall climb<br>
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Sniper - Rifle Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- SNIPER HERE -->
 
| align="left" |
 
-Increased move speed while aiming to 100 Hu from 80 with all Rifles<br>
 
'''NOTE''': Sniper will move 66% slower while aiming instead of 73.3%<br><br>
 
-Changed base bodyshot/headshot damages for all Rifles<br>
 
'''NOTE''': Additional, it will be a x4 damage multiplier instead of x3<br>
 
|
 
30 bodyshot uncharged (from 50)<br>
 
120 bodyshot fully charged (from 150)<br>
 
<br>
 
120 headshot uncharged (from 150)<br>
 
480 headshot fully charged (from 450)<br>
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Sniper - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
<!-- SNIPER HERE -->
 
| align="center" | [[File:Backpack_Sniper_Rifle.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Sniper Rifle'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
-NOTE: See additional changes in "Sniper Rifle Changes" tab<br>
 
|
 
-NOTE: See additional changes in "Sniper Rifle Changes" tab<br>
 
|-
 
| align="center" | [[File:Backpack_Huntsman.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Huntsman'''
 
| align="left" |
 
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1<br><br>
 
-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600<br><br>
 
-Decreased move speed penalty while aiming to -33% from -53%<br><br>
 
-Removed hidden "-52% max primary ammo on wearer" penalty<br>
 
|
 
{{Pro}}The longer you aim, the more damage and faster the arrow travels<br>
 
{{Con}}Arrows lose their accuracy if the bow is drawn for more than 5 seconds<br>
 
{{Con}}While aiming: -33% move speed<br>
 
{{Neutral}}Shoots arrows instead of bullets<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Sydney_Sleeper.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Sydney Sleeper'''
 
| align="left" |
 
-See additional changes in "Sniper Rifle Changes" tab<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"<br><br>
 
-Added "On headshot: Doubles the Jarate duration"<br><br>
 
-Added "25% faster reload time"<br>
 
|
 
{{Pro}}25% faster reload time<br>
 
{{Pro}}+25% charge rate<br>
 
{{Pro}}On scoped hit: Apply Jarate for 2 to 5 seconds based on charge level and double the duration on headshot<br>
 
{{Con}}Mini-Crits whenever it would normally crit<br>
 
{{Con}}While aiming: -66% move speed<br>
 
|-
 
| align="center" | [[File:Backpack_Bazaar_Bargain.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Bazaar Bargain'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
-NOTE: See additional changes in "Sniper Rifle Changes" tab<br>
 
|
 
{{Pro}}Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%<br>
 
{{Con}}Base charge rate decreased by 50%<br>
 
{{Con}}While aiming: -66% move speed<br>
 
|-
 
| align="center" | [[File:Backpack_Machina.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Machina'''
 
| align="left" |
 
-See additional changes in "Sniper Rifle Changes" tab<br><br>
 
-Removed "On Full Charge: Projectiles penetrate players"<br><br>
 
-Removed "On full charge: +15% damage per shot"<br><br>
 
-Added "Shots penetrate all enemies"<br>
 
|
 
{{Pro}}Shots penetrate all enemies<br>
 
{{Con}}While aiming: -66% move speed<br>
 
{{Con}}Cannot fire unless zoomed<br>
 
{{Con}}Fires tracers rounds<br>
 
|-
 
| align="center" | [[File:Backpack_Hitman's_Heatmaker.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Hitman's Heatmaker'''
 
| align="left" |
 
-See additional changes in "Sniper Rifle Changes" tab<br><br>
 
-Increased body shot penalty to -33% from -10%<br><br>
 
-Added "25% faster reload time while in Focus"<br><br>
 
-Removed "+25% faster charge while in Focus"<br>
 
'''NOTE''': It actually wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all rifles on the 02/14/08 patch.<br>
 
|
 
{{Pro}}Gain Focus with kills/assists even while using Focus<br>
 
{{Pro}}Press 'Reload' at anytime to activate/deactivate Focus<br>
 
{{Con}}While aiming: -66% move speed<br>
 
{{Con}}-33% damage on body shots<br>
 
{{Neutral}}While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds<br>
 
|-
 
| align="center" | [[File:Backpack_Classic.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Classic'''
 
| align="left" |
 
-See additional changes in "Sniper Rifle Changes" tab<br><br>
 
-Removed "-10% damage on body shots"<br><br>
 
-Removed "No headshots when not fully charged"<br><br>
 
-Added "Not fully charged shots deal Mini-Crits instead of crits"<br><br>
 
-Added "Move speed is only decreased by 33% while unscoped aiming"<br><br>
 
-Added hidden +3.5% reload bonus to match the default Rifle's attack rate<br>
 
|
 
{{Pro}}Charge and fire shots independent of zoom<br>
 
{{Pro}}Move speed is only decreased by 33% while unscoped aiming<br>
 
{{Con}}Not fully charged shots deal Mini-Crits instead of crits<br>
 
{{Con}}While scoped aiming: -66% move speed<br>
 
|-
 
| align="center" | [[File:Backpack_SMG.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Submachine Gun'''
 
| align="left" |
 
-Added "20% more accurate"<br>
 
|
 
{{Pro}}20% more accurate<br>
 
|-
 
| align="center" | [[File:Backpack_Jarate.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Jarate'''
 
| align="left" |
 
-Added "Allowed in Medieval mode"<br><br>
 
-Added "While doing the objective: +50% faster recharge rate"<br><br>
 
-Increased extinguishing teammate cooldown to 50% from 20%<br><br>
 
-Increased recharge time to 30 seconds from 20<br>
 
|
 
{{Pro}}Coated enemies take mini-crits from all sources<br>
 
{{Pro}}While doing the objective: +50% faster recharge rate<br>
 
{{Pro}}Extinguishing teammates reduces cooldown by -50%<br>
 
{{Pro}}Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies<br>
 
{{Neutral}}30 second recharge<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Razorback.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Razorback'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
|
 
{{Pro}}Blocks a single backstab attempt<br>
 
{{Con}}-100% maximum overheal on wearer<br>
 
{{Neutral}}Regenerates after 30 seconds<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Darwin's_Danger_Shield.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Darwin's Danger Shield'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
|
 
{{Pro}}+50% fire damage resistance on wearer<br>
 
{{Pro}}Immune to the effects of afterburn<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Cozy_Camper.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Cozy Camper'''
 
| align="left" |
 
-Removed "No flinching when aiming and fully charged"<br><br>
 
-Removed "Knockback reduced by 20% when aiming"<br><br>
 
-Added "+25 max health on wearer"<br><br>
 
-Added "+50% debuff duration on wearer"<br>
 
|
 
{{Pro}}Up to +4 health regenerated per second on wearer<br>
 
{{Pro}}+25 max health on wearer<br>
 
{{Con}}+50% debuff duration on wearer<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Cleaner's_Carbine.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Cleaner's Carbine'''
 
| align="left" |
 
-Added "20% more accurate"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Reduced firing speed penalty to 20% from 25%<br>
 
|
 
{{Pro}}Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds.<br>
 
{{Pro}}20% more accurate<br>
 
{{Con}}-20% clip size<br>
 
{{Con}}20% slower firing speed<br>
 
|-
 
| align="center" | [[File:Backpack_Kukri.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Kukri'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
|
 
'''NO CHANGE'''<br>
 
|-
 
| align="center" | [[File:Backpack_Tribalman's_Shiv.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Tribalman's Shiv'''
 
| align="left" |
 
-Removed "-50% damage penalty"<br><br>
 
-Added "-50% damage vs players"<br><br>
 
-Added "-50% bleed damage"<br><br>
 
-Increased bleed duration to 10 seconds from 6<br>
 
|
 
{{Pro}}On hit: Bleed for 10 seconds<br>
 
{{Con}}-50% damage vs players<br>
 
{{Con}}-50% bleed damage<br>
 
|-
 
| align="center" | [[File:Backpack_Bushwacka.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Bushwacka'''
 
| align="left" |
 
-Removed "No random critical hits"<br><br>
 
-Added "10% slower firing speed"<br>
 
|
 
{{Pro}}Crits whenever it would normally mini-crit<br>
 
{{Con}}20% damage vulnerability while active<br>
 
{{Con}}10% slower firing speed<br>
 
|-
 
| align="center" | [[File:Backpack_Shahanshah.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Shahanshah'''
 
| align="left" |
 
-Increased damage bonus to +30% from +25%<br><br>
 
-Decreased damage penalty to -20% from -25%<br><br>
 
-Added "This weapon deploys +30% faster when health >50% of max"<br><br>
 
-Added "This weapon deploys +20% slower when health <50% of max"<br><br>
 
-Swapped stats (As in, having > or < 50% max health)<br>
 
|
 
{{Pro}}This weapon deploys +30% faster when health >50% of max<br>
 
{{Pro}}+30% increase in damage when health >50% of max<br>
 
{{Con}}This weapon deploys +20% slower when health <50% of max<br>
 
{{Con}}-20% decrease in damage when health <50% of max<br>
 
|-
 
|}
 
 
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Spy - Class Changes
 
|-
 
! class="header" width="50%" | Changes
 
! class="header" width="50%" | Full New Stats
 
|-
 
<!-- SPY CLASS -->
 
| align="left" |
 
-Added "(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see"<br>
 
'''NOTE''': Teammates will still see the kill in the kill-feed<br><br>
 
-Now able to see bot health in MvM<br>
 
|
 
(Ability) Able to see enemy health<br>
 
(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see<br>
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Spy - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
<!-- SPY HERE -->
 
| align="center" | [[File:Backpack_Revolver.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Revolver'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
|
 
'''NO CHANGE'''<br>
 
|-
 
| align="center" | [[File:Backpack_Ambassador.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Ambassador'''
 
| align="left" |
 
-Increased fire rate penalty to -40% from -20%<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Removed "-15% damage penalty"<br><br>
 
-Added "-50% damage penalty on bodyshots"<br>
 
|
 
{{Pro}}Crits on headshot<br>
 
{{Con}}Accuracy decreases after initial shot and has a short cooldown during which it never crits<br>
 
{{Con}}Critical damage is affected by range and headshots beyond 1200 units do normal non-crit damage<br>
 
{{Con}}-50% damage on body shots<br>
 
{{Con}}40% slower firing speed<br>
 
|-
 
| align="center" | [[File:Backpack_L'Etranger.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''L'Etranger'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
|
 
{{Pro}}+40% cloak duration<br>
 
{{Pro}}+15 cloak on hit<br>
 
{{Con}}-20% damage penalty<br>
 
|-
 
| align="center" | [[File:Backpack_Enforcer.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Enforcer'''
 
| align="left" |
 
-Removed "+20% damage bonus while disguised"<br><br>
 
-Removed "No random critical hits"<br><br>
 
-Added "Guaranteed mini-crit shot while disguised"<br><br>
 
-Added "Deals full damage against sapped Sentry Guns"<br><br>
 
-Added "10% damage vulnerability while disguised"<br>
 
|
 
{{Pro}}Attacks pierce damage resistance effects and bonuses<br>
 
{{Pro}}Guaranteed mini-crit shot while disguised<br>
 
{{Pro}}Deals full damage against sapped Sentries<br>
 
{{Con}}10% damage vulnerability while disguised<br>
 
{{Con}}20% slower firing speed<br>
 
|-
 
| align="center" | [[File:Backpack_Diamondback.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Diamondback'''
 
| align="left" |
 
-Removed "-15% damage penalty"<br><br>
 
-Remove "No random critical hits"<br><br>
 
-Added "20% slower firing speed"<br><br>
 
-Added "Minicrits whenever it would normally crit"<br>
 
'''NOTE''': This means that stored crit shots would deal 54 damage regardless of distance<br>
 
|
 
{{Pro}}Gives one guaranteed critical hit for each building destroyed with your Sapper attached or backstab kill<br>
 
{{Con}}Mini-Crits whenever it would normally crit<br>
 
{{Con}}20% slower firing speed<br>
 
|-
 
| align="center" | [[File:Backpack_Knife.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Knife'''
 
| align="left" |
 
'''NO CHANGE'''<br>
 
|
 
'''NO CHANGE'''<br>
 
|-
 
| align="center" | [[File:Backpack_Your_Eternal_Reward.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Your Eternal Reward'''
 
| align="left" |
 
-Removed "+33 cloak drain rate" penalty<br><br>
 
-Added "-25% cloak meter from ammo sources"<br>
 
|
 
{{Pro}}Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed.<br>
 
{{Pro}}On kill: No attack noise<br>
 
{{Con}}Normal disguises require (and consume) a full cloak meter<br>
 
{{Con}}-25% cloak meter from ammo sources<br>
 
|-
 
| align="center" | [[File:Backpack_Conniver's_Kunai.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Conniver's Kunai'''
 
| align="left" |
 
-Added "While cloaked: Any overheal on wearer doesn't decay"<br>
 
'''NOTE''': This includes Medic overhealing or the overheal granted from backstabs<br>
 
|
 
{{Pro}}On backstab kill: Absorbs the health from your victim<br>
 
{{Pro}}While cloaked: Any overheal on wearer doesn't decay<br>
 
{{Con}}-55 max health on wearer<br>
 
|-
 
| align="center" | [[File:Backpack_Big_Earner.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Big Earner'''
 
| align="left" |
 
-Speed boost & cloak "on kill" is now "on kill with any weapon"<br><br>
 
-Reduced speed boost to 2 seconds from 3<br><br>
 
-Reduced cloak on kill to 25% from 30%<br>
 
|
 
{{Pro}}On kill with any weapon: Gain a 2 speed boost & +25% cloak<br>
 
{{Con}}-25 max health on wearer<br>
 
|-
 
| align="center" | [[File:Backpack_Spy-cicle.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Spy-cicle'''
 
| align="left" |
 
-Reduced recharge to 10 seconds from 15<br><br>
 
-Reduced afterburn immunity to 8 seconds from 10<br><br>
 
-Added "While under afterburn immunity effect: Gain +25% fire resistance on wearer"<br><br>
 
-Added "While disguised: Removes the sound of 'Spy-cicle' melting"<br>
 
|
 
{{Pro}}On hit by fire while active: Become fireproof for 1 second, then gain +25% fire resistance and afterburn immunity for 8 seconds<br>
 
{{Con}}Backstab turns victim into ice<br>
 
{{Con}}Melts in fire, regenerates in 10 seconds and by picking up ammo<br>
 
{{Neutral}}Weapon makes a melting sound unless user is currently disguised<br>
 
|-
 
| align="center" | [[File:Backpack_Disguise_Kit.png|100px]]<br>
 
<small>[[Primary PDA]]</small><br>
 
'''Disguise Kit'''
 
| align="left" |
 
-Added "Gain 20% damage resistance against the class type you are currently disguised as"<br>
 
|
 
{{Pro}}Gain 20% damage resistance against the class type you are currently disguised as<br>
 
|-
 
| align="center" | [[File:Backpack_Invisibility_Watch.png|100px]]<br>
 
<small>[[Secondary PDA]]</small><br>
 
'''Invis Watch'''
 
| align="left" |
 
-Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%)<br><br>
 
-Now includes "mark for death" and "Gas Passer effect" in the 50% faster debuff timer while cloaked<br>
 
|
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 
{{Neutral}}Alt-Fire: Turn invisible<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Cloak_and_Dagger.png|100px]]<br>
 
<small>[[Secondary PDA]]</small><br>
 
'''Cloak and Dagger'''
 
| align="left" |
 
-Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%)<br><br>
 
-Now includes "mark for death" and "Gas Passer effect" in the 50% faster debuff timer while cloaked<br><br>
 
-Added "Reduced decloak sound volume"<br><br>
 
-Added "0.5 sec longer cloak blink time"<br><br>
 
-Increased cloak meter from ammo sources penalty to -100% from -35%<br>
 
|
 
{{Neutral}}Cloak Type: Motion Sensitive<br>
 
{{Pro}}Cloak drain rate based on movement speed<br>
 
{{Pro}}Reduced decloak sound volume<br>
 
{{Pro}}+100% cloak regen rate<br>
 
{{Pro}}While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 
{{Con}}No cloak meter from ammo sources<br>
 
{{Con}}0.5 sec longer cloak blink time<br>
 
{{Con}}+33% cloak drain rate<br>
 
{{Neutral}}Alt-Fire: Turn invisible<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Dead_Ringer.png|100px]]<br>
 
<small>[[Secondary PDA]]</small><br>
 
'''Dead Ringer'''
 
| align="left" |
 
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"<br><br>
 
-Removed "Afterburn immunity for 3 seconds when used"<br><br>
 
-The natural damage resistance only lasts for 1 second once it's trigger<br><br>
 
-The speed boost now stays active until decloaking instead of only lasting for 3 seconds<br><br>
 
-Reduced cloak regen rate to +30% from +50%<br><br>
 
-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"<br><br>
 
-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"<br>
 
'''NOTE''': As in, the afterburn immunity and bleeding<br><br>
 
-Increased faster debuff timers while cloaked to +75% from +50%<br>
 
'''NOTE''': Now includes "mark for death" and "Gas Passer effect"<br><br>
 
-Added "While cloaked: 6 HP/s passive healing"<br>
 
'''NOTE''': This is a set 6 HP and doesn't scale when damaged, unless the user is on fire.<br><br>
 
-Added "While cloaked: Absorb +75% of any damage taken"<br>
 
'''NOTE''': This starts 1 second after once the Dead Ringer is triggered<br><br>
 
-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)<br>
 
'''NOTE''': This starts 1 second after once the Dead Ringer is triggered<br><br>
 
-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"<br><br>
 
-Added "No health from health packs when invisible and for 5 seconds after decloaking"<br><br>
 
-Added "No natural cloak resistance when invisible after the first 1 second"<br><br>
 
-Added "-50% cloak meter from ammo sources"<br>
 
|
 
{{Neutral}}Cloak Type: Feign Death<br>
 
{{Pro}}Upon receiving any damage, user drops a fake corpse, gain 1 second of debuff immunity, gain 1 second of 75% damage resistance, and invisibility for the duration<br>
 
{{Pro}}While cloaked: Absorb +75% of any damage taken, gain 6 HP/s passive healing, gain a speed boost, and +75% faster debuff timers<br>
 
{{Pro}}+30% cloak regen rate<br>
 
{{Pro}}+40% cloak duration<br>
 
{{Con}}While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies<br>
 
{{Con}}No cloak meter from ammo sources when invisible and for 5 seconds after decloaking<br>
 
{{Con}}No health from health packs when invisible and for 5 seconds after decloaking<br>
 
{{Con}}No natural cloak resistance when invisible after the first 1 second<br>
 
{{Con}}-50% cloak meter used when Feign Death is activated<br>
 
{{Con}}Absorbed damage shortens cloak duration<br>
 
{{Con}}-50% cloak meter from ammo sources<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Sapper.png|100px]]<br>
 
<small>[[Building]]</small><br>
 
'''Sapper'''
 
| align="left" |
 
-Added "Allowed in Medieval mode"<br>
 
'''NOTE''': Because Engineers can now build Dispensers in Medieval mode<br>
 
|
 
{{Pro}}Disables and slowly destroys enemy buildings<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
| align="center" | [[File:Backpack_Red-Tape_Recorder.png|100px]]<br>
 
<small>[[Building]]</small><br>
 
'''Red-Tape Recorder'''
 
| align="left" |
 
-Increased building construction speed to 2.25 seconds from 3<br>
 
'''NOTE''': It's halfway between the current speed and the original speed, but it doesn't affect Mini-Sentry speed<br><br>
 
-Added "+70% Sapper health bonus"<br>
 
'''NOTE''': Because Engineers can now build Dispensers in Medieval mode<br>
 
|
 
{{Pro}}Disables and reverses enemy building construction<br>
 
{{Pro}}+70% Sapper health bonus<br>
 
{{Con}}-100% Sapper damage penalty<br>
 
{{Neutral}}Allowed in Medieval mode<br>
 
|-
 
|}
 
 
 
 
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="3" class="header" | Mult-Class - Modified Official Weapons
 
|-
 
! class="header" width="20%" | Weapon
 
! class="header" width="40%" | Changes
 
! class="header" width="40%" | Full New Stats
 
|-
 
<!-- MULT-CLASS HERE -->
 
| align="center" | [[File:Backpack_Reserve_Shooter.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Reserve Shooter'''
 
| align="left" |
 
-Increased deploy bonus to +30% from +20%<br><br>
 
-Added "This weapon holsters 15% faster"<br>
 
|
 
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs<br>
 
 
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
 
{{Pro}}This weapon deploys 30% faster and holsters 15% faster<br>
{{Con}}-34% clip size<br>
+
{{Pro}}20% more accurate<br>
 +
{{Con}}-34% clip size
 
|-
 
|-
 
| align="center" | [[File:Backpack_Pain_Train.png|100px]]<br>
 
| align="center" | [[File:Backpack_Pain_Train.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Pain Train'''
+
'''[[Pain Train]]'''
 
| align="left" |
 
| align="left" |
 
-Removed "10% bullet damage vulnerability on wearer"<br><br>
 
-Removed "10% bullet damage vulnerability on wearer"<br><br>
-Added "When weapon is active & while doing the objective"<br><br>
+
-Added "When weapon is active"<br><br>
-Added "Move speed increases by 15%"<br><br>
+
-Added "Move speed increases by 15% while doing the objective"<br><br>
-Added "15% damage vulnerability on wearer"<br>
+
-Added "15% damage vulnerability on wearer while doing the objective"<br><br>
 +
-Added "Bonus melee range, but slower deploy time"
 
|
 
|
When weapon is active & while doing the objective:<br>
+
When weapon is active:<br>
 
:{{Pro}}+1 capture rate<br>
 
:{{Pro}}+1 capture rate<br>
:{{Pro}}Move speed increases by 15%<br>
+
:{{Pro}}Move speed increases by 15% while doing the objective<br>
:{{Con}}15% damage vulnerability on wearer<br>
+
:{{Con}}15% damage vulnerability on wearer while doing the objective<br>
 +
:{{Neutral}}Bonus melee range, but slower deploy time
 
|-
 
|-
 
| align="center" | [[File:Backpack_Half-Zatoichi.png|100px]]<br>
 
| align="center" | [[File:Backpack_Half-Zatoichi.png|100px]]<br>
<small>[[Melee]]</small><br>
+
<small>Melee</small><br>
'''Half-Zatoichi'''
+
'''[[Half-Zatoichi]]'''
 
| align="left" |
 
| align="left" |
-Reduced deploy/holster speed to -66% from -100%<br><br>
+
-Now it will show the amount of HP restored, just like other heal restoring effects/weapons<br><br>
-Reduced melee range bonus to +33% from +37%<br><br>
 
 
-Removed "No random critical hits"<br><br>
 
-Removed "No random critical hits"<br><br>
-Added "Gain a 2 second speed boost on kill"<br>
+
(Soldier and Demoman) -Added "On kill: Gain a 2 second speed boost"<br><br>
 +
(Soldier and Demoman) -Added "On assist-kill: Gain 25% of base health and a 1 second speed boost"<br><br>
 +
(Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining"<br>
 +
(Soldier Only) -Added "On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining"
 
|
 
|
 
{{Pro}}On kill: Gain 50% of base health and a 2 second speed boost<br>
 
{{Pro}}On kill: Gain 50% of base health and a 2 second speed boost<br>
 +
{{Pro}}On assist-kill: Gain 25% of base health and a 1 second speed boost<br>
 
{{Con}}Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br>
 
{{Con}}Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br>
{{Neutral}}Soldiers and Demos can duel with katanas for a one-hit kill<br>
+
{{Neutral}}Soldiers and Demos can duel with Katanas for a one-hit kill<br>
{{Neutral}}This weapon has a large melee range (+33%), deploys slower (-66%), and holsters slower (-66%)<br>
+
{{Neutral}}Bonus melee range, but slower deploy time<br>
 +
<br>
 +
{{Pro}}(Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining<br>
 +
<br>
 +
{{Pro}}(Soldier only) On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining
 
|-
 
|-
 
| align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br>
 
| align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br>
<small>[[Primary]]<br>[[Secondary]]</small><br>
+
<small>Primary<br>[[Secondary]]</small><br>
'''B.A.S.E. Jumper'''
+
'''[[B.A.S.E. Jumper]]'''
 
| align="left" |
 
| align="left" |
-Added "Gain a 2 second speed boost after taking fall damage"<br><br>
+
(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage"<br><br>
 
(Demoman only) -Added "+20% faster reload time for your secondary while deployed"<br><br>
 
(Demoman only) -Added "+20% faster reload time for your secondary while deployed"<br><br>
(Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging"<br><br>
+
(Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging
 
|
 
|
 
{{Pro}}Press 'JUMP' key to deploy a Parachute to slow your descent while in the air<br>
 
{{Pro}}Press 'JUMP' key to deploy a Parachute to slow your descent while in the air<br>
Line 5,367: Line 5,027:
 
<br>
 
<br>
 
{{Neutral}}(Demoman only) When a shield is equipped:<br>
 
{{Neutral}}(Demoman only) When a shield is equipped:<br>
{{Pro}}User isn't affected by gravity while deployed and charging<br>
+
{{Pro}}User isn't affected by gravity while deployed and charging
 
|-
 
|-
 
| align="center" | [[File:Backpack_Panic_Attack.png|100px]]<br>
 
| align="center" | [[File:Backpack_Panic_Attack.png|100px]]<br>
<small>[[Primary]]<br>[[Secondary]]</small><br>
+
<small>Primary<br>Secondary</small><br>
'''Panic Attack'''
+
'''[[Panic Attack]]'''
 
| align="left" |
 
| align="left" |
'''NO CHANGE'''<br>
+
'''NO CHANGE'''
 
|
 
|
 
{{Pro}}+50% bullets per shot<br>
 
{{Pro}}+50% bullets per shot<br>
 
{{Pro}}This weapon deploys 50% faster<br>
 
{{Pro}}This weapon deploys 50% faster<br>
{{Pro}}Fires a fixed shot pattern<br>
+
{{Pro}}Fires a special fixed shot pattern<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}-20% damage penalty<br>
 
{{Con}}Successive shots become less accurate<br>
 
{{Con}}Successive shots become less accurate<br>

Revision as of 20:59, 9 March 2019

Yes. I like this new weapon.
The Heavy.

Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds "new" weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public.

Official Server List

Custom Weapons | USA
Custom Weapons x10 | USA
Custom Weapons MvM | USA
Custom Weapons Stop that Tank | USA
Custom Weapons Testing | USA
Custom Weapons | EU
Custom Weapons x10 | EU
Custom Weapons MvM | EU
Custom Weapons Stop that Tank | EU
Custom Weapons Testing | EU

List of new/modified weapons

Available Custom Weapons

The following weapons are available on the official "CTF2W" servers.

Scout Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class scout.png
Scout
Boston bulldog.png

Primary
Boston Bulldog

TF2 Workshop Link

Pictogram plus.png On kill: Gain a resistance shield that blocks 30% of all incoming damage and the shield is destroyed when the user takes 30 damage or more from a single attack
Pictogram plus.png 25% life-leech, up to 150% overhealed health
Pictogram plus.png Overheal does not decay
Pictogram minus.png No health from packs or from any healing source on wearer
Pictogram minus.png -25 max health on wearer
Pictogram minus.png Disables double jump on wearer

Pictogram plus.png On kill: Gain a resistance shield that blocks 60% of all incoming damage and the shield is destroyed when the user takes 60 damage or more from a single attack
Pictogram plus.png 100% life-leech, up to 750 overhealed health
Pictogram plus.png Overheal does not decay
Pictogram minus.png No health from packs or from any healing source on wearer
Pictogram minus.png -250 max health on wearer
Pictogram minus.png Disables double jump on wearer

Condiment Cannon.png

Primary
Condiment Cannon

TF2 Workshop Link

Pictogram plus.png On wearer: +50% debuff damage dealt on wearer
Pictogram info.png Based on the current shot when you hit a target and how close you are, applies a certain debuff for up to 6 seconds

  • 1st shot - Mad Milk
  • 2nd shot - Bleed
  • 3rd shot - Jarate
  • 4th shot - Fire

Pictogram minus.png Reloading resets the combo
Pictogram minus.png 50% slower reload (HIDDEN)
Pictogram minus.png No direct damage
Pictogram info.png The maximum range is 900 hammer units

Pictogram plus.png On wearer: +100% debuff damage dealt on wearer
Pictogram plus.png Shots penetrate all enemies
Pictogram info.png Based on the current shot when you hit a target and how close you are, applies a certain debuff for up to 6 seconds

  • 1st shot - Mad Milk
  • 2nd shot - Bleed
  • 3rd shot - Jarate
  • 4th shot - Fire

Pictogram minus.png Reloading resets the combo
Pictogram minus.png 50% slower reload (HIDDEN)
Pictogram minus.png No direct damage
Pictogram info.png The maximum range is 900 hammer units

100px

Primary
Scatterstrike

TF2 Workshop Link

Pictogram plus.png Weapon damage increases as health decreases, up to 25%
Pictogram minus.png Weapon spread increases as health decreases, up to 100%
Pictogram minus.png Reload and fire rate decreases as health decreases, up to 25%

Pictogram plus.png Weapon damage increases as health decreases, up to 100%
Pictogram minus.png Weapon spread increases as health decreases, up to 400%
Pictogram minus.png Reload and fire rate decreases as health decreases, up to 25%

100px

Primary
Solid Slugger

TF2 Workshop Link

Pictogram plus.png On hit: Recharges all rechargeable weapons on wearer by up to 25%
Pictogram plus.png Using a rechargeable weapon will automatically reload 1 shot for this weapon
Pictogram minus.png -25% recharge rate on all rechargeable weapons on wearer
Pictogram minus.png 25% less accurate

Pictogram plus.png On hit: Recharges all rechargeable weapons on wearer by up to 100%
Pictogram plus.png Using a rechargeable weapon will automatically reload 1 shot for this weapon
Pictogram minus.png -100% recharge rate on all rechargeable weapons on wearer
Pictogram minus.png 100% less accurate

Super Fighting Gauntlets.png

Secondary
Super Fighting Gauntlets

TF2 Workshop Link

Pictogram plus.png While your melee weapon is out, -10% damage taken from the front
Pictogram plus.png Damage dealt with your primary weapon increases melee damage and requires 300 damage dealt with your primary for up to +100%
Pictogram plus.png +50% overall weapon switching
Pictogram minus.png On hit with your melee: Removes 10% bonus melee damage

Pictogram plus.png While your melee weapon is out, -20% damage taken from the front
Pictogram plus.png Damage dealt with your primary weapon increases melee damage and requires 3000 damage dealt with your primary for up to +1000%
Pictogram plus.png +100% overall weapon switching
Pictogram minus.png On hit with your melee: Removes 10% bonus melee damage

Super Sliders.png

Secondary
Super Sliders

TF2 Workshop Link

Pictogram plus.png Jump height increases as the user becomes injured, up to +100%
Pictogram plus.png +250% air control on wearer
Pictogram plus.png Deals falling damage to the player you land on and and each stomp increases the damage by +100% up to 3 times
Pictogram info.png User will do a bonus large jump after you land on an enemy, but can't double jump until you land on the ground
Pictogram info.png The stomp combo is reset once you land on the ground

Pictogram plus.png Jump height increases as the user becomes injured, up to +1000%
Pictogram plus.png Full air control on wearer
Pictogram plus.png Deals falling damage to the player you land on and and each stomp increases the damage by +100% up to 3 times
Pictogram info.png User will do a bonus large jump after you land on an enemy, but can't double jump until you land on the ground
Pictogram info.png The stomp combo is reset once you land on the ground

100px

Secondary
Conventional

TF2 Workshop Link

Pictogram plus.png Minimal damage falloff
Pictogram plus.png No bullet spread
Pictogram minus.png -50% clip size
Pictogram minus.png 20% damage vulnerability while active

Pictogram plus.png Minimal damage falloff
Pictogram plus.png No bullet spread
Pictogram plus.png +50% clip size
Pictogram minus.png 200% damage vulnerability while active

Prototype Punch.png

Secondary
Prototype Punch

Download Link

Pictogram plus.png On drink: Fully heal yourself over a short period of time (8 seconds)
Pictogram minus.png Health regeneration is reduced by 50% if user has been recently damaged
Pictogram info.png Healing duration is based on current missing health
Pictogram info.png 15 second recharge once used

Pictogram plus.png On drink: Fully heal yourself over a short period of time (4 seconds)
Pictogram minus.png Health regeneration is reduced by 100% if user has been recently damaged
Pictogram info.png Healing duration is based on current missing health
Pictogram info.png 7.5 second recharge once used

100px

Secondary
Six Point Shuriken

TF2 Workshop Link

Pictogram plus.png On hit with your melee: Refills 2 Shurikens, up to 10 can be held
Pictogram plus.png Mini-crits when fired at target's back from close range
Pictogram minus.png No recharge rate

Pictogram plus.png On hit with your melee: Refills 10 Shurikens, up to 50 can be held
Pictogram plus.png Mini-crits when fired target's back from close range
Pictogram minus.png No recharge rate

100px

Secondary
Tiki Tonic

TF2 Workshop Link

Pictogram plus.png While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds
Pictogram minus.png All damage taken is mini-crits while under the effects and 5 seconds after the duration
Pictogram minus.png Wearer cannot carry the intelligence
Pictogram minus.png 30 second recharge once used

Pictogram plus.png While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds
Pictogram minus.png All damage taken is mini-crits while under the effects and 5 seconds after the duration
Pictogram minus.png Wearer cannot carry the intelligence
Pictogram minus.png 3 second recharge once used

Handymann.png

Melee
Handymann

TF2 Workshop Link

Pictogram plus.png All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 75% reduction in push force taken from damage or airblasts, 75% sentry bullet damage resistance, and +100% damage vs buildings for 10 seconds
Pictogram minus.png Cannot switch away when *Handiness* meter is active
Pictogram minus.png +50% damage taken from melee sources while weapon is active

Pictogram plus.png All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 100% reduction in push force taken from damage or airblasts, 100% sentry bullet damage resistance, and +1000% damage vs buildings for 10 seconds
Pictogram minus.png Cannot switch away when *Handiness* meter is active
Pictogram minus.png +100% damage taken from melee sources while weapon is active

100px

Melee
Silent Slicer

TF2 Workshop Link

Pictogram plus.png While your melee weapon is out, -20% damage taken from the front
Pictogram plus.png On kill: Gain a speed boost for 5 seconds
Pictogram plus.png Always critical hit from behind
Pictogram plus.png Silent killer: No death noise from kills
Pictogram minus.png -33% damage against enemies that have more than 50% health

Pictogram plus.png While your melee weapon is out, -40% damage taken from the front
Pictogram plus.png On kill: Gain a speed boost for 10 seconds
Pictogram plus.png Always critical hit from behind
Pictogram plus.png Silent killer: No death noise from kills
Pictogram minus.png -33% damage against enemies that have more than 50% health

100px

Melee
Slugger's Face-Off

CURRENTLY NO PUBLIC LINK

Pictogram info.png While active:
Pictogram plus.png +30% fire rate
Pictogram plus.png On hit: +15% evasiveness
Pictogram minus.png For every 2 non-melee damage taken, 1% evasiveness is removed
Pictogram minus.png For every 3 melee damage taken, 1% evasiveness is removed
Pictogram minus.png Minimal damage
Pictogram info.png Evasiveness is the chance to auto-dodge any damage taken

Pictogram info.png While active:
Pictogram plus.png +60% fire rate
Pictogram plus.png On hit: +30% evasiveness
Pictogram minus.png For every 2 non-melee damage taken, 1% evasiveness is removed
Pictogram minus.png For every 3 melee damage taken, 1% evasiveness is removed
Pictogram minus.png Minimal damage
Pictogram info.png Evasiveness is the chance to auto-dodge any damage taken


Soldier Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class soldier.png
Soldier
Battering Cannon.png

Primary
Battering Cannon

TF2 Workshop Link

Pictogram plus.png +25% push force against both enemy players and the user
Pictogram minus.png -25% projectile speed
Pictogram minus.png -15% explosion radius

Pictogram plus.png +250% push force against both enemy players and the user
Pictogram plus.png Wearer never takes falling damage
Pictogram minus.png -50% projectile speed
Pictogram minus.png -30% explosion radius

100px

Primary
Follower

TF2 Workshop Link

Pictogram info.png While active:
Pictogram info.png Rockets are fully controllable and can be toggled by alt-fire
Pictogram minus.png -25% explosion radius
Pictogram minus.png +50% falloff damage penalty

Pictogram info.png While active:
Pictogram info.png Rockets are fully controllable and can be toggled by alt-fire

Splitfire.png

Primary
Splitfire

TF2 Workshop Link

Pictogram plus.png Deals mini-crits on direct hits while explosive jumping
Pictogram plus.png +50% projectile speed while explosive jumping
Pictogram minus.png User is marked for death while explosive jumping
Pictogram minus.png -25% clip size

Pictogram plus.png Crits whenever it would normally mini-crit
Pictogram plus.png Deals mini-crits on direct hits while explosive jumping
Pictogram plus.png +150% projectile speed while explosive jumping
Pictogram minus.png User is marked for death while explosive jumping
Pictogram minus.png -50% clip size

Steel Slayer.png

Primary
Steel Slayer

TF2 Workshop Link

Pictogram plus.png 20% bonus max primary ammo on wearer
Pictogram plus.png On hit: +1 stack, On kill: +2 stacks
Pictogram info.png  Each stack grants +5% fire rate, +2.5% reload speed, +7.5% projectile speed, but -5% explosion radius
Pictogram info.png  These can stacked up to 10 times and start to decay 5 seconds without damaging or killing an enemy with a 2.5 second interval
Pictogram minus.png -25% damage on non-direct hits
Pictogram minus.png +25% falloff damage penalty (including mini-crits and critical hits)

Pictogram plus.png 200% bonus max primary ammo on wearer
Pictogram plus.png On hit: +1 stack, On kill: +2 stacks
Pictogram info.png  Each stack grants +7.5% fire rate, +5% reload speed, +15% projectile speed, but loses -5% explosion radius
Pictogram info.png  These can stacked up to 10 times and start to decay 10 seconds without damaging or killing an enemy with a 5 second interval
Pictogram minus.png -50% damage on non-direct hits
Pictogram minus.png +50% falloff damage penalty (including mini-crits and critical hits)

Busted Booster.png

Secondary
Busted Booster

TF2 Workshop Link

Pictogram plus.png 10% ammo regenerated every 5 seconds on wearer
Pictogram plus.png Dealing damage builds up *Ammo* and will dispense ammo to nearby teammates (450 hammer units)
Pictogram plus.png When used: The user and teammates are given a +25% fire rate and reload speed with any weapons while within the radius for 10 seconds
Pictogram info.png Requires 480 damage dealt to charge

Pictogram plus.png 100% ammo regenerated every 5 seconds on wearer
Pictogram plus.png Dealing damage builds up *Ammo* and will dispense ammo to nearby teammates (900 hammer units)
Pictogram plus.png When used: The user and teammates are given a +25% fire rate and reload speed with any weapons while within the radius for 20 seconds
Pictogram info.png Requires 240 damage dealt to charge

Gunner Goody Bag.png

Secondary
Gunner’s Goody Bag

TF2 Workshop Link

Pictogram plus.png 10% damage taken by teammates in a large radius (450 hammer units) applies to you that can charge your *Rage* meter
Pictogram plus.png All damage dealt and taken charges the *Rage* meter, alt-fire with your primary out to activate several buffs once at 100%
Pictogram plus.png This provides you with mini-crits, speed boost, full knockback resistance, and 50% damage resistance for 8 seconds
Pictogram minus.png While the *Rage* is active, user can't be healed by any source
Pictogram info.png This requires 600 damage dealt and/or taken to charge

Pictogram plus.png 20% damage taken by teammates in a very large radius (900 hammer units) applies to you that can charge your *Rage* meter
Pictogram plus.png All damage dealt and taken charges the *Rage* meter, alt-fire with your primary out to activate several buffs once at 100%
Pictogram plus.png This provides you with mini-crits, speed boost, full knockback resistance, and 50% damage resistance for 8 seconds
Pictogram minus.png While the *Rage* is active, user can't be healed by any source
Pictogram info.png This requires 300 damage dealt and/or taken to charge

Merasmus Private Stash.png

Secondary
Merasmus' Private Stash

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: A small health pack is dropped
Pictogram plus.png When used: User gains a random Mannpower powerup for 10 seconds
Pictogram info.png Requires 600 damage dealt to charge 1 powerup
Pictogram info.png User can hold up to 3, but can't have multiple powerups active at once
Pictogram info.png While under the effects of a powerup: User can't gain charge for a new powerup

Pictogram plus.png On kill with any weapon: A small health pack is dropped
Pictogram plus.png When used: User gains a random Mannpower powerup for 20 seconds
Pictogram info.png Requires 300 damage dealt to charge 1 powerup
Pictogram info.png User can hold up to 6, but can't have multiple powerups active at once
Pictogram info.png While under the effects of a powerup: User can't gain charge for a new powerup

Winter Warmth.png

Secondary
Winter Warmth

TF2 Workshop Link

Pictogram plus.png -50% duration from all debuffs on wearer
Pictogram plus.png When used: All nearby allies (including yourself) gain immunity from all debuffs for 10 seconds
Pictogram plus.png When used: Heals the user 30 hp for every teammate that was in the radius (including yourself)
Pictogram info.png Requires 480 damage dealt to charge
Pictogram minus.png No banner duration

Pictogram plus.png -75% duration from all debuffs on wearer
Pictogram plus.png When used: All nearby allies (including yourself) gain immunity from all debuffs for 20 seconds
Pictogram plus.png When used: Heals the user 60 hp for every teammate that was in the radius (including yourself)
Pictogram info.png Requires 240 damage dealt to charge
Pictogram minus.png No banner duration

American Eagle.png

Secondary
American Eagle

Download Link

Pictogram plus.png Deals mini-crits while explosive jumping
Pictogram plus.png +30% fire rate while explosive jumping
Pictogram plus.png This weapon holsters 30% faster
Pictogram minus.png -34% clip size

Pictogram plus.png Deals crits while explosive jumping
Pictogram plus.png +100% fire rate while explosive jumping
Pictogram plus.png This weapon holsters 100% faster
Pictogram minus.png -66% clip size

100px

Secondary
Chains of Command

Download Link

Pictogram plus.png +30% fire rate
Pictogram plus.png +66% clip size
Pictogram plus.png +100% bullets per shot
Pictogram info.png 25% less accurate
Pictogram minus.png On miss: Decreases fire rate by 20%, up to 100%
Pictogram minus.png 25% slower reload
Pictogram minus.png -50% damage
Pictogram info.png Fire rate can only be reset on death or resupply

Pictogram plus.png +60% fire rate
Pictogram plus.png +666% clip size
Pictogram plus.png +200% bullets per shot
Pictogram info.png 50% less accurate
Pictogram minus.png On miss: Decreases fire rate by 100%, up to 500%
Pictogram minus.png 50% slower reload
Pictogram minus.png -66% damage
Pictogram info.png Fire rate can only be reset on death or resupply

Catacomb Cleanser.png

Melee
Catacomb Cleanser

TF2 Workshop Link

Pictogram plus.png On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player
Pictogram minus.png User cannot pick up ammo packs dropped by players
Pictogram minus.png -10% max primary and secondary ammo on wearer

Pictogram plus.png On kill with any weapon: Heals you for 20% of the enemy's maximum health (You can overheal yourself)
Pictogram plus.png On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player (Players can't overheal from gibs)
Pictogram minus.png User cannot pick up ammo packs dropped by players
Pictogram minus.png -50% max primary and secondary ammo on wearer

Grim Charger.png

Melee
Grim Charger

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: Stores one *buffs* stack, up to 5
Pictogram plus.png While active: Alt-fire to activate a speed boost and gain +20% melee damage for 5 seconds
Pictogram minus.png -10% move speed on wearer
Pictogram info.png This weapon has a large melee range and deploys/holsters slower

Pictogram plus.png On kill with any weapon: Stores one *buffs* stack, up to 10
Pictogram plus.png While active: Alt-fire to activate a speed boost and gain +200% melee damage for 10 seconds
Pictogram minus.png -20% move speed on wearer
Pictogram info.png This weapon has a large melee range and deploys/holsters slower

Mighty Mallet.png

Melee
Mighty Mallet

TF2 Workshop Link

Pictogram info.png While active:
Pictogram plus.png User performs an earthquake (350 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)
Pictogram plus.png The closer you are to enemies, the more knockback and damage you will deal
Pictogram minus.png -25% fire rate
Pictogram minus.png -25% damage
Pictogram info.png Fall damage and falling speed are increased

Pictogram info.png While active:
Pictogram plus.png User performs a large earthquake (700 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)
Pictogram plus.png The closer you are to enemies, the more knockback and damage you will deal
Pictogram minus.png -250% fire rate
Pictogram minus.png -99% damage
Pictogram info.png Fall damage and falling speed are increased


Pyro Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class pyro.png
Pyro
Afterburner.png

Primary
Afterburner

TF2 Workshop Link

Pictogram plus.png +25% flame distance
Pictogram plus.png +100% afterburn damage
Pictogram minus.png -75% damage vs players
Pictogram info.png Extinguishing teammates restores 10 health

Pictogram plus.png +50% flame distance
Pictogram plus.png +200% afterburn damage
Pictogram minus.png -99% damage vs players
Pictogram info.png Extinguishing teammates restores 20 health

Improvised Imblazer.png

Primary
Improvised Imblazer

TF2 Workshop Link

Pictogram plus.png +25% flamethrower (and afterburn) damage if enemy is higher than 1/2 health
Pictogram minus.png -25% flamethrower (and afterburn) damage if enemy is lower than 1/2 health
Pictogram minus.png -25% flame distance

Pictogram plus.png +100% flamethrower (and afterburn) damage if enemy is higher than 1/2 health
Pictogram minus.png -100% flamethrower (and afterburn) damage if enemy is lower than 1/2 health
Pictogram minus.png -50% flame distance

Push Over.png

Primary
Push Over

TF2 Workshop Link

Pictogram plus.png Reflected projectiles are full crit instead of mini-crit
Pictogram plus.png Extinguishing teammates restores 50% health
Pictogram plus.png 30% reduced damage from ranged sources while active
Pictogram plus.png 100% reduction in push force taken from damage and airblasts while active
Pictogram minus.png Cannot primary attack
Pictogram minus.png -50% airblast speed

Pictogram plus.png Reflected projectiles are full crit instead of mini-crit
Pictogram plus.png Extinguishing teammates restores 100% health
Pictogram plus.png 90% reduced damage from ranged sources while active
Pictogram plus.png 100% reduction in push force taken from damage and airblasts while active
Pictogram minus.png Cannot primary attack
Pictogram minus.png -100% airblast speed

Pearce 75.png

Secondary
Pearce 75

Gamebanana Link

Pictogram plus.png On hit: Reset enemy afterburn duration
Pictogram plus.png Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds
Pictogram minus.png -20% fire rate
Pictogram minus.png -34% clip size
Pictogram minus.png +50% falloff damage penalty

Pictogram plus.png On hit: Reset enemy afterburn duration
Pictogram plus.png Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds
Pictogram minus.png -40% fire rate
Pictogram minus.png -66% clip size
Pictogram minus.png +100% falloff damage penalty

100px

Secondary
Calefactor

TF2 Workshop Link

Pictogram plus.png 100% mini-crits vs burning players
Pictogram plus.png +10% damage bonus
Pictogram plus.png +25% more accurate
Pictogram minus.png This weapon deploys 40% slower
Pictogram minus.png On hit burning target: Decrease afterburn duration by 1 second for each bullet that hits
Pictogram minus.png -50% clip size

Pictogram plus.png 100% mini-crits vs burning players
Pictogram plus.png +100% damage bonus
Pictogram plus.png +100% more accurate
Pictogram minus.png This weapon deploys 400% slower
Pictogram minus.png On hit burning target: Decrease afterburn duration by 1 second for each bullet that hits
Pictogram minus.png -83% clip size

Spitfire.png

Secondary
Spitfire

TF2 Workshop Link

Pictogram plus.png Shoots 4 extra flares
Pictogram plus.png +100% max secondary ammo on wearer
Pictogram minus.png 7.5 degrees random projectile deviation
Pictogram minus.png -33% direct damage
Pictogram minus.png -50% projectile speed
Pictogram minus.png Per shot: -5 ammo

Pictogram plus.png Shoots 9 extra flares
Pictogram plus.png +200% max secondary ammo on wearer
Pictogram minus.png 15 degrees random projectile deviation
Pictogram minus.png -33% direct damage
Pictogram minus.png -50% projectile speed
Pictogram minus.png Per shot: -10 ammo

Wreck Ignition.png

Secondary
Wreck-Ignition

TF2 Workshop Link

Pictogram plus.png 100% mini-crit hit vs burning players
Pictogram plus.png Gain a speed boost on hit for 5 seconds
Pictogram minus.png Unable to flare jump
Pictogram minus.png -25% damage

Pictogram plus.png 100% mini-crit hit vs burning players
Pictogram plus.png Gain a speed boost on hit for 25 seconds
Pictogram minus.png Unable to flare jump
Pictogram minus.png -99% non-critical damage

100px

Secondary
Sharp Shooter - Secondary

TF2 Workshop Link

Pictogram plus.png +50% switch speed to your melee from this weapon
Pictogram plus.png Gain a speed boost for 4 seconds on kill
Pictogram plus.png On kill: Gain crits for your melee for 4 seconds
Pictogram minus.png -20% damage
Pictogram minus.png -33% clip size
Pictogram info.png The critical timer starts when you switch to your melee

Pictogram plus.png +100% switch speed to your melee from this weapon
Pictogram plus.png Gain a speed boost for 20 seconds on kill
Pictogram plus.png On kill: Gain crits for your melee for 20 seconds
Pictogram minus.png -40% damage
Pictogram minus.png -66% clip size
Pictogram info.png The critical timer starts when you switch to your melee

100px

Melee
Sharp Shooter - Melee

TF2 Workshop Link

Pictogram plus.png +50% switch speed to your secondary from this weapon
Pictogram plus.png Gain a speed boost for 4 seconds on kill
Pictogram plus.png On kill: Gain mini-crits for your secondary for 4 seconds
Pictogram minus.png -25% damage
Pictogram minus.png -15% fire rate
Pictogram info.png The mini-crit timer starts when you switch to your secondary

Pictogram plus.png +100% switch speed to your secondary from this weapon
Pictogram plus.png Gain a speed boost for 20 seconds on kill
Pictogram plus.png On kill: Gain mini-crits for your secondary for 20 seconds
Pictogram minus.png -50% damage
Pictogram minus.png -30% fire rate
Pictogram info.png The mini-crit timer starts when you switch to your secondary

100px

Melee
Baleful Beacon

TF2 Workshop Link

Pictogram plus.png On hit: Generate +25% souls
Pictogram plus.png On hit burning enemy: Generate +50% souls
Pictogram plus.png Souls increase all fire damage on wearer by up to +125%
Pictogram minus.png On hit burning enemy: Extinguish them
Pictogram minus.png Souls begin to drain slowly if user hasn't damaged a enemy within 20 seconds
Pictogram minus.png -25% fire damage on wearer

Pictogram plus.png On hit: Generate +50% souls
Pictogram plus.png Pictogram minus.png On hit burning enemy: Generate +100% souls
Pictogram plus.png Souls increase all fire damage on wearer by up to +250%
Pictogram minus.png On hit burning enemy: Extinguish them
Pictogram minus.png Souls begin to drain slowly if user hasn't damaged a enemy within 40 seconds
Pictogram minus.png -50% fire damage on wearer

Merry Go Round.png

Melee
Merry-Go-Round

TF2 Workshop Link

Pictogram info.png While active:
Pictogram plus.png +37% melee range
Pictogram plus.png Melee damage charges the *Rampage* meter and requires 325 to charge
Pictogram plus.png Once charged, taunt while active to gain 75% damage resistance, full knockback resistance, and a large speed boost for 10 seconds
Pictogram minus.png During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -25% melee damage

Pictogram info.png While active:
Pictogram plus.png +37% melee range
Pictogram plus.png Melee damage charges the *Rampage* meter and requires 325 to charge
Pictogram plus.png Once charged, taunt while active to gain 85% damage resistance, immunity to all critical hits, full knockback resistance, and a massive speed boost for 20 seconds
Pictogram minus.png During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -50% melee damage

100px

Melee
Ice Breaker

TF2 Workshop Link

Pictogram plus.png On hit: Freezes target for 5 seconds and decreases movement speed by 40%
Pictogram minus.png Any damage taken while active freezes the user for 5 seconds

Pictogram plus.png On hit: Freezes target for 10 seconds and decreases movement speed by 80%
Pictogram minus.png Any damage taken while active freezes the user for 10 seconds


Demoman Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class demoman.png
Demoman
Clodhoppers.png

Primary
Clodhoppers

TF2 Workshop Link

Pictogram info.png On wearer:
Pictogram plus.png +20% move speed
Pictogram plus.png +40% jump height
Pictogram plus.png +500% air control when sticky jumping
Pictogram plus.png Never take fall damage
Pictogram minus.png 25% increase in push force taken from damage and airblasts
Pictogram minus.png -50 max health

Pictogram info.png On wearer:
Pictogram plus.png +200% move speed
Pictogram plus.png +400% jump height
Pictogram plus.png Full air control when sticky jumping
Pictogram plus.png Never take fall damage
Pictogram minus.png 250% increase in push force taken from damage and airblasts
Pictogram minus.png -500 max health

100px

Primary
Glasgow Greaves

TF2 Workshop Link

Pictogram plus.png User performs a earthquake after landing an explosive jump to damage enemies (up to 33 damage) and pulls enemies towards you
Pictogram plus.png Deals 2x falling damage to the player you land on
Pictogram plus.png 40% reduction in push force taken from damage and airblasts
Pictogram plus.png -30% blast damage taken from sticky jumps

Pictogram plus.png User performs a earthquake after landing an explosive jump to damage enemies (up to 66 damage) and pulls enemies towards you
Pictogram plus.png Deals 4x falling damage to the player you land on
Pictogram plus.png 80% reduction in push force taken from damage and airblasts
Pictogram plus.png -60% blast damage taken from sticky jumps

100px

Primary
Drunkard’s Wrath

TF2 Workshop Link

Pictogram plus.png +50% clip size
Pictogram info.png Press your "Special Attack" key to switch between 2 modes
Pictogram info.png Trigger Mode: Deploys 25% faster, holsters 25% faster, +50% projectile speed, and launched bombs shatter on surfaces
Pictogram info.png Hammer Mode: +25% fire rate, +15% reload speed, -20% damage, and -20% move speed while active

Pictogram plus.png +100% clip size
Pictogram info.png Press your "Special Attack" key to switch between 2 modes
Pictogram info.png Trigger Mode: Deploys 50% faster, holsters 50% faster, +100% projectile speed, and launched bombs shatter on surfaces
Pictogram info.png Hammer Mode: +50% fire rate, +30% reload speed, -40% damage, and -40% move speed while active

100px

Primary
Iron Boarder

TF2 Workshop Link

Pictogram info.png When a shield is equipped:
Pictogram plus.png On hit: Recharge equipped shield by 20%
Pictogram plus.png +10% move speed on wearer
Pictogram minus.png Launched bombs shatter on surfaces

Pictogram info.png When a shield is not equipped:
Pictogram plus.png On hit: Gain up to 25 HP per attack
Pictogram minus.png 15% slower reload speed
Pictogram minus.png Launched bombs shatter on surfaces

Pictogram info.png When a shield is equipped:
Pictogram plus.png On hit: Recharge equipped shield by 40%
Pictogram plus.png +20% move speed on wearer
Pictogram minus.png Launched bombs shatter on surfaces

Pictogram info.png When a shield is not equipped:
Pictogram plus.png On hit: Gain up to 50 HP per attack
Pictogram minus.png 30% slower reload speed
Pictogram minus.png Launched bombs shatter on surfaces

Ultimatum.png

Primary
Ultimatum

TF2 Workshop Link

Pictogram plus.png On direct hit: User's direct hits against that enemy deal +75% damage for the next 3 seconds
Pictogram minus.png -20% damage vs players
Pictogram minus.png -40% explosion radius

Pictogram plus.png On direct hit: User's direct hits against that enemy deal +225% damage for the next 6 seconds
Pictogram minus.png -40% damage vs players
Pictogram minus.png -80% explosion radius

100px

Secondary
Assault and Battering Ram

TF2 Workshop Link

Pictogram plus.png While charging: 75% damage resistance and full knockback resistance
Pictogram plus.png 50% melee damage resistance on wearer
Pictogram minus.png No turning control while charging

Pictogram plus.png While charging: 90% damage resistance, full critical resistance, and full knockback resistance
Pictogram plus.png 100% melee damage resistance on wearer
Pictogram minus.png No turning control while charging

Scottish Wargear.PNG

Secondary
Scottish Wargear

TF2 Workshop Link

Pictogram plus.png While charging: Grants invisibility against enemy players and enemy sentries
Pictogram plus.png +400% increase in turning control while charging
Pictogram plus.png 0.5 sec increase in charge duration
Pictogram minus.png No damage boosting with charge
Pictogram minus.png No charge impact damage

Pictogram plus.png Attacking doesn't cancel your charge
Pictogram plus.png While charging: Grants invisibility against enemy players and enemy sentries
Pictogram plus.png While charging: Full turning control
Pictogram plus.png 5 sec increase in charge duration
Pictogram minus.png No damage boosting with charge
Pictogram minus.png No charge impact damage

Vanguard.PNG

Secondary
Vanguard

TF2 Workshop Link

Pictogram plus.png This shield blocks 10 damage from attacks that deal 40 damage or more
Pictogram plus.png This shield gives user and all nearby teammates 10% lifesteal (450 hammer units radius)
Pictogram plus.png On kill with any weapon: Gain 1 *Bloodpact* stack and each stack grants you 1 health regen per second, up to 6 stacks
Pictogram plus.png On death: Heal all teammates based on the number of *Bloodpact* stacks x6, regardless of distance
Pictogram minus.png 1/4 sec decrease in charge duration

Pictogram plus.png This shield blocks 15 damage from attacks that deal 60 damage or more
Pictogram plus.png This shield gives user and all alive teammates 10% lifesteal (2250 hammer units radius)
Pictogram plus.png On kill with any weapon: Gain 1 *Bloodpact* stack and each stack grants you 5 health regen per second, up to 30 stacks
Pictogram plus.png On death: Heal all teammates based on the number of *Bloodpact* stacks x30, regardless of distance
Pictogram minus.png 1/2 sec decrease in charge duration

Big Man.PNG

Secondary
Big Man

TF2 Workshop Link

Pictogram plus.png Up to +100% explosion radius based on charge
Pictogram plus.png +50% max secondary ammo on wearer
Pictogram plus.png Instant arm time
Pictogram minus.png -50% damage vs buildings
Pictogram minus.png -25% damage vs players
Pictogram minus.png -50% clip size
Pictogram info.png Stickybomb model increases in size based on charge

Pictogram plus.png Up to +1000% explosion radius based on charge
Pictogram plus.png +500% max secondary ammo on wearer
Pictogram plus.png Instant arm time
Pictogram minus.png -50% damage vs buildings
Pictogram minus.png -25% damage vs players
Pictogram minus.png -88% clip size
Pictogram info.png Stickybomb model increases in size based on charge

100px

Secondary
Groundbreaker

TF2 Workshop Link

Pictogram plus.png When a stickybomb explodes (or when destroyed), it spawns 3 *Iron Bomber* grenades
Pictogram plus.png Instant charge rate
Pictogram minus.png -3 max stickybombs out
Pictogram minus.png -15% stickybomb damage
Pictogram minus.png -30% stickybomb explosion radius
Pictogram info.png Each *Iron Bomber* grenade splits the damage between the 3 grenades

Pictogram plus.png When a stickybomb explodes (or when destroyed), it spawns 15 *Iron Bomber* grenades
Pictogram plus.png Instant charge rate
Pictogram minus.png -7 max stickybombs out
Pictogram minus.png -88% clip size
Pictogram info.png Each *Iron Bomber* grenade splits the damage between the 15 grenades

Drunken Grail.png

Melee
Drunken Grail

TF2 Workshop Link

Pictogram plus.png When you pick up a health pack, receive 1 glass of Wine
Pictogram plus.png When missing any health, taunting while active will restore 35 health per glass
Pictogram plus.png On hit: Apply Jarate and disorientate the target for 2 seconds
Pictogram minus.png On miss: Hit, Jarate, and disorientate yourself for 2 seconds

Pictogram plus.png When you pick up a health pack, receive 1 glass of Wine
Pictogram plus.png When missing any health, taunting while active will restore 35 health per glass
Pictogram plus.png While drinking Wine, you take no damage
Pictogram plus.png On hit: Apply Jarate and disorientate the target for 4 seconds
Pictogram minus.png On miss: Hit, Jarate, and disorientate yourself for 4 seconds

Highlander.png

Melee
Highlander

TF2 Workshop Link

Pictogram info.png While active:
Pictogram plus.png On kill: Store 1 head, up to 4
Pictogram plus.png When below 1/3 health: You automatically use one head to fully restore your health and gain a speed boost
Pictogram minus.png When a head is used: You can't use another head, can't switch away, marked for death, and unable to damage enemies for the next 5 seconds
Pictogram info.png This weapon has a large melee range and deploys/holsters slower

Pictogram info.png While active:
Pictogram plus.png On kill: Store 1 head, up to 40
Pictogram plus.png When below 1/3 health: You automatically use one head to fully restore your health and gain a speed boost
Pictogram minus.png When a head is used: You can't use another head, can't switch away, marked for death, and unable to damage enemies for the next 2.5 seconds
Pictogram info.png This weapon has a large melee range and deploys/holsters slower

Landsknecht Long Knife.png

Melee
Landsknecht's Long-Knife

TF2 Workshop Link

Pictogram plus.png On kill: Gain a 5 second speed boost
Pictogram plus.png Each kill (up to 4) increases your melee fire rate, up to +50%
Pictogram minus.png Each kill (up to 4) decreases your melee damage, up to -40%
Pictogram info.png This weapon has a large melee range and deploys/holsters slower

Pictogram plus.png On hit: Gain a 5 second speed boost
Pictogram plus.png Each kill (up to 4) increases your melee fire rate, up to +75%
Pictogram minus.png Each kill (up to 4) decreases your melee damage, up to -60%
Pictogram info.png This weapon has a large melee range and deploys/holsters slower


Heavy Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class heavy.png
Heavy
100px

Primary
Bio Breaker

TF2 Workshop Link

Pictogram plus.png While spun up: Receive no move speed penalty and gain a +15% move speed bonus
Pictogram plus.png While spun up: Deals 20 damage per tick at close range in-front of user
Pictogram minus.png Weapon can only be mini-crit boosted
Pictogram minus.png Cannot primary attack
Pictogram minus.png While spun up: 10 ammo consumed per second

Pictogram plus.png While spun up: Receive no move speed penalty and gain a +30% move speed bonus
Pictogram plus.png While spun up: Deals 40 damage per tick at close range in-front of user
Pictogram minus.png Weapon can only be mini-crit boosted
Pictogram minus.png Cannot primary attack
Pictogram minus.png While spun up: 20 ammo consumed per second

Bulletproof Battery.png

Primary
Bulletproof Battery

TF2 Workshop Link

Pictogram plus.png While spun up: 15% of the damage taken adds to a damage resistance meter up to +50%
Pictogram minus.png As damage resistance increases, damage penalty increases up to -25%
Pictogram minus.png While spun up: -50% health from health packs and dispensers
Pictogram minus.png While spun up: -75% health from Medic healing
Pictogram minus.png Cannot be overhealed on wearer
Pictogram info.png Damage resistance and damage penalty are reset upon undeploying

Pictogram plus.png While spun up: 25% of the damage taken adds to a damage resistance meter up to +75%
Pictogram minus.png As damage resistance increases, damage penalty increases up to -50%
Pictogram minus.png While spun up: No health from health packs, Dispensers, and Medic healing
Pictogram minus.png Cannot be overhealed on wearer
Pictogram info.png Damage resistance and damage penalty are reset upon undeploying

100px

Primary
Graphite Perisher

TF2 Workshop Link

Pictogram plus.png This weapon deploys & holsters 25% faster
Pictogram plus.png On melee kill: Gain mini-crits for your Minigun for 4 seconds
Pictogram plus.png On secondary kill: Gain mini-crits for your Minigun for 2 seconds
Pictogram minus.png -25% non-critical damage
Pictogram minus.png -25% max primary ammo on wearer
Pictogram info.png The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources and only drains while spin up
Pictogram info.png You can have a maximum of 6 seconds stored

Pictogram plus.png This weapon deploys & holsters 100% faster
Pictogram plus.png On melee kill: Gain mini-crits for your Minigun for 20 seconds
Pictogram plus.png On secondary kill: Gain mini-crits for your Minigun for 10 seconds
Pictogram minus.png -95% non-critical damage
Pictogram minus.png -95% max primary ammo on wearer
Pictogram info.png The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources and only drains while spin up
Pictogram info.png You can have a maximum of 30 seconds stored

Heavy Artillery.PNG

Primary
Heavy Artillery

TF2 Workshop Link

Pictogram plus.png Damage dealt with this weapon generates rage: press the Special-Attack key when fully charged to activate knockback for a short duration.
Pictogram plus.png Bullets penetrate all enemies
Pictogram plus.png +300% bullets per shot
Pictogram minus.png While spun up, damage taken is increased every second, up to 33% within 20 seconds
Pictogram minus.png While spun up, accuracy is decreased every second, up to +100% within 20 seconds
Pictogram minus.png -70% damage
Pictogram info.png Damage taken and accuracy stacks are reset after undeploying or running out of ammo

Pictogram plus.png Damage dealt with this weapon generates rage, press the Special-Attack key when fully charged to activate knockback for a short duration.
Pictogram plus.png Bullets penetrate all enemies
Pictogram plus.png +600% bullets per shot
Pictogram minus.png While spun up, damage taken is increased every second, up to 66% within 10 seconds
Pictogram minus.png While spun up, accuracy is decreased every second, up to +200% within 10 seconds
Pictogram minus.png -85% damage
Pictogram info.png Damage taken and accuracy stacks are reset after undeploying or running out of ammo

Tank Goodness.PNG

Primary
Tank Goodness

TF2 Workshop Link

Pictogram info.png While active:
Pictogram plus.png All damage dealt & taken upgrades this weapon with 6 different levels

  • Level 1: +25% primary ammo on wearer
  • Level 2: +25 health restored on kill
  • Level 3: +25% bonus healing from all sources
  • Level 4: -50% reduction in push force taken from damage and airblasts
  • Level 5: Bullets destroy projectiles while in-flight
  • Level 6: Generate rage by dealing damage to activate knockback

Pictogram plus.png After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level
Pictogram minus.png Each level requires more damage taken to upgrade
Pictogram minus.png -50% damage
Pictogram info.png 25% damage taken by teammates in a small radius (225 hammer units) applies to you that can charge your upgrade meter

Pictogram info.png While active:
Pictogram plus.png All damage dealt & taken upgrades this weapon with 6 different levels

  • Level 1: +50% primary ammo on wearer
  • Level 2: +50 health restored on kill
  • Level 3: +50% bonus healing from all sources
  • Level 4: -100% reduction in push force taken from damage and airblasts
  • Level 5: Bullets destroy projectiles while in-flight
  • Level 6: Generate rage by dealing damage to activate knockback

Pictogram plus.png After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level
Pictogram minus.png Each level requires more damage taken to upgrade
Pictogram minus.png -75% damage
Pictogram info.png 25% damage taken by teammates in a small radius (225 hammer units) applies to you that can charge your upgrade meter

Survival Gear.png

Secondary
Survival Gear

TF2 Workshop Link

Pictogram plus.png -15% damage taken from behind
Pictogram plus.png 30% headshot damage resistance on wearer
Pictogram plus.png 250 health lost on backstabs, instead of dying
Pictogram minus.png Cannot be overhealed on wearer

Pictogram plus.png -30% damage taken from behind
Pictogram plus.png 60% headshot damage resistance on wearer
Pictogram plus.png 125 health lost on backstabs, instead of dying
Pictogram minus.png Cannot be overhealed on wearer

100px

Secondary
Full Throttle

TF2 Workshop Link

Pictogram plus.png On kill: Increase move speed on wearer, up to +60% after 5 kills
Pictogram minus.png On kill: -5% damage, up to -25% in total after 5 kills
Pictogram minus.png -75% max primary ammo on wearer
Pictogram minus.png Wearer cannot carry the intelligence briefcase

Pictogram plus.png On hit: Gain a 2-second speed boost
Pictogram plus.png On kill: Increase move speed on wearer, up to +60% after 5 kills
Pictogram minus.png On kill: -2.5% damage, up to -12.5% in total after 5 kills
Pictogram minus.png -75% max primary ammo on wearer
Pictogram minus.png Wearer cannot carry the intelligence briefcase

100px

Melee
Hydraulic Hammers

TF2 Workshop Link

Pictogram plus.png Your 3rd hit will always crit and can be stored until it's used
Pictogram plus.png On hit: Applies knockback to your target
Pictogram plus.png Critical hits appiles +100% knockback to your target
Pictogram plus.png +25% fire rate
Pictogram minus.png -50% damage
Pictogram info.png This weapon has a large melee range and deploys/holsters slower

Pictogram plus.png Your 3rd hit will always crit and can be stored until it's used
Pictogram plus.png On hit: Applies knockback to your target
Pictogram plus.png Critical hits appiles +200% knockback to your target
Pictogram plus.png +75% fire rate
Pictogram minus.png -75% damage
Pictogram info.png This weapon has a large melee range and deploys/holsters slower

100px

Melee
Jaws of Steel

TF2 Workshop Link

Pictogram minus.png On Wearer: User cannot carry the intelligence

Pictogram info.png While active:
Pictogram plus.png All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 10 seconds
Pictogram plus.png If user is *wet*: Gain +25% move speed and +25% fire rate
Pictogram minus.png If user is not *wet*: Lose -25% move speed and -25% fire rate
Pictogram minus.png Cannot switch away when *Shark* meter is active
Pictogram info.png This requires 260 melee damage dealt to charge

Pictogram minus.png On Wearer: User cannot carry the intelligence

Pictogram info.png While active:
Pictogram plus.png All melee damage charges the *Shark* meter, press your *Reload* key to gain the ability to swim in the air for 20 seconds
Pictogram plus.png If user is *wet*: Gain +75% move speed and +75% fire rate
Pictogram minus.png If user is not *wet*: Lose -75% move speed and -75% fire rate
Pictogram minus.png Cannot switch away when *Shark* meter is active
Pictogram info.png This requires 130 melee damage dealt to charge

100px

Melee
Terminal Killocity

TF2 Workshop Link

Pictogram minus.png On Wearer: User cannot carry the intelligence

Pictogram info.png While active:
Pictogram plus.png +100% jump height
Pictogram plus.png +200% air control on wearer
Pictogram minus.png This weapon deploys & holsters 50% slower (Cannot be bypassed)
Pictogram minus.png -50% move speed
Pictogram info.png Slower falling speed

Pictogram minus.png On Wearer: User cannot carry the intelligence

Pictogram info.png While active:
Pictogram plus.png +1000% jump height
Pictogram plus.png Full air control on wearer
Pictogram plus.png Wearer never takes falling damage
Pictogram minus.png This weapon deploys & holsters 500% slower (Cannot be bypassed)
Pictogram minus.png -50% move speed
Pictogram info.png Slower falling speed


Engineer Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class engineer.png
Engineer
Frontal Lobe.png

Primary
Frontal Lobe

TF2 Workshop Link

Pictogram plus.png On hit friendly building: +15 upgrade and +15 repair
Pictogram plus.png On hit friendly building: Restores 5% sentry ammo and 1 sentry rocket
Pictogram plus.png Damage removes Sappers (but requires 4 hits)
Pictogram minus.png -25% metal from pickups or dispensers
Pictogram minus.png -25% damage
Pictogram info.png 20 shots in the clip, but only holds 20 shots
Pictogram info.png Unable to upgrade friendly buildings unless at full health

Pictogram plus.png On hit friendly building: +150 upgrade and +150 repair
Pictogram plus.png On hit friendly building: Restores 10% sentry ammo and 2 sentry rocket
Pictogram plus.png Damage removes Sappers (but requires 4 hits)
Pictogram minus.png No metal from pickups or dispensers
Pictogram minus.png -25% damage
Pictogram info.png 10 shots in the clip, but only holds 10 shots
Pictogram info.png Unable to upgrade friendly buildings unless at full health

100px

Primary
Lakeside Pride

TF2 Workshop Link

Pictogram plus.png On kill with any weapon: Gain 2 stacks
Pictogram plus.png On sentry kill: Gain 1 stack
Pictogram minus.png -15% damage for all weapons on wearer
Pictogram minus.png -10% sentry damage on wearer
Pictogram info.png Each stack increases max metal by +20 & decreases building cost by 2.5%, up to 10 stacks

Pictogram plus.png On kill with any weapon: Gain 2 stacks
Pictogram plus.png On sentry kill: Gain 1 stack
Pictogram minus.png -30% damage for all weapons on wearer
Pictogram minus.png -20% sentry damage on wearer
Pictogram info.png Each stack increases max metal by +40 & decreases building cost by 5%, up to 10 stacks

Shellshock.png

Primary
Shellshock

TF2 Workshop Link

Pictogram plus.png Firing speed increases by 5% for each time your teleporter is used, up to +50% (requires 10 uses for max fire rate)
Pictogram minus.png +25% metal cost when constructing or upgrading teleporters
Pictogram minus.png -20% damage
Pictogram info.png Fire rate bonus is reset on death or if one of your Teleporters is destroyed

Pictogram plus.png Firing speed increases by 10% for each time your teleporter is used, up to +100% (requires 10 uses for max fire rate)
Pictogram minus.png +50% metal cost when constructing or upgrading teleporters
Pictogram minus.png -40% damage
Pictogram info.png Fire rate bonus is reset on death or if one of your Teleporters is destroyed

100px

Secondary
Signal Booster

TF2 Workshop Link

Pictogram info.png While active:
Pictogram plus.png The closer you are to your Sentry Gun, this increases your Sentry Gun's damage by up to +50%
Pictogram minus.png The closer you are to your Sentry Gun, the more damage you take from all sources by up to +20%

Pictogram info.png While active:
Pictogram plus.png The closer you are to your Sentry Gun, this increases your Sentry Gun's damage by up to +250%
Pictogram minus.png The closer you are to your Sentry Gun, the more damage you take from all sources by up to +200%

100px

Secondary
The Detector

TF2 Workshop Link

Pictogram info.png While active:
Pictogram plus.png All enemies within the radius will take 10% more damage from all sources and 4 seconds after leaving the radius
Pictogram plus.png All nearby enemy Spies are automatically de-cloaked and can't cloak while within the radius
Pictogram minus.png No metal from pickups or dispensers
Pictogram minus.png Drains 10 metal per second
Pictogram info.png Does not stack with other *Swifty Swiper*s

Pictogram info.png While active:
Pictogram plus.png All enemies within the radius will take 20% more damage from all sources and 8 seconds after leaving the radius
Pictogram plus.png All nearby enemy Spies are automatically de-cloaked and can't cloak while within the radius
Pictogram minus.png No metal from pickups or dispensers
Pictogram minus.png Drains 5 metal per second
Pictogram info.png Does not stack with other *Swifty Swiper*s

100px

Secondary
Swifty Swiper

TF2 Workshop Link

Pictogram plus.png Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (675 hammer units)
Pictogram info.png While using the *Attraction* meter, drains 20 metal per second. Attraction only lasts for 5 seconds and requires a 15 seconds cooldown.

Pictogram plus.png Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (1350 hammer units)
Pictogram info.png While using the *Attraction* meter, drains 10 metal per second. Attraction only lasts for 10 seconds and requires a 7.5 seconds cooldown.

Welder Gun.png

Secondary
Welder's Gun

TF2 Workshop Link

Pictogram plus.png On hit: Gain metal based on damage, up to 20
Pictogram plus.png Mini-crits against targets your friendly Sentry Guns are firing at
Pictogram plus.png +50% more accurate
Pictogram minus.png -50% clip size
Pictogram minus.png -200% fire rate
Pictogram minus.png -75% max secondary ammo on wearer

Pictogram plus.png On hit: Gain metal based on damage, up to 200
Pictogram plus.png Mini-crits against targets your friendly Sentry Guns are firing at
Pictogram plus.png +100% more accurate
Pictogram minus.png -91.6% clip size
Pictogram minus.png -2000% fire rate
Pictogram minus.png -97.5% max secondary ammo on wearer

100px

Melee
Magnetic Horseshoe

TF2 Workshop Link

Pictogram plus.png All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3
Pictogram plus.png Using the *Building Upgrade* meter also heals all of your buildings if already level 3
Pictogram plus.png 10% of the damage dealt from your sentry will convert to your meter
Pictogram minus.png -30% construction speed for all buildings
Pictogram minus.png -20% repair rate
Pictogram info.png Requires 500 damage dealt to use *Building Upgrade* meter

Pictogram plus.png All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3
Pictogram plus.png Using the *Building Upgrade* meter also heals all of your buildings if already level 3
Pictogram plus.png 50% of the damage dealt from your sentry will convert to your meter
Pictogram minus.png -60% construction speed for all buildings
Pictogram minus.png -40% repair rate
Pictogram info.png Requires 500 damage dealt to use *Building Upgrade* meter

Old Reliable.png

Melee
Old Reliable

TF2 Workshop Link

Pictogram plus.png Gains one critical hit for each Sapper removed
Pictogram plus.png One hit destroys any sapper
Pictogram plus.png +20% repair rate & upgrade rate
Pictogram minus.png Critical damage does the same as mini-crit damage
Pictogram minus.png -50% base move speed while hauling buildings
Pictogram minus.png -20% fire rate

Pictogram plus.png Gains 10 critical hits for each Sapper removed
Pictogram plus.png One hit destroys any sapper
Pictogram plus.png +200% repair rate & upgrade rate
Pictogram minus.png Critical damage does the same as mini-crit damage
Pictogram minus.png -99% base move speed while hauling buildings
Pictogram minus.png -200% fire rate


Medic Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class medic.png
Medic
100px

Primary
Lancer

TF2 Workshop Link

Pictogram plus.png Deals up to +50% damage based on your current ÜberCharge
Pictogram plus.png Arrow can headshot for +100% damage
Pictogram minus.png Doesn't gain ÜberCharge on hit
Pictogram minus.png Cannot heal teammates on hit
Pictogram info.png Weapon uses normal damage falloff and headshot is also affected by damage falloff

Pictogram plus.png Deals up to +100% damage based on your current ÜberCharge
Pictogram plus.png Arrow can headshot for +100% damage
Pictogram minus.png Cannot heal teammates on hit
Pictogram minus.png Doesn't gain ÜberCharge on hit
Pictogram info.png Weapon uses normal damage falloff and headshot is also affected by damage falloff

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Primary
Maniac's Maschinenpistole

TF2 Workshop Link

Pictogram plus.png On hit: +5% Medi Gun healing rate, up to +50%
Pictogram minus.png -25% fire rate
Pictogram minus.png -50% clip size
Pictogram info.png The bonus healing rate will decay when healing teammates, but not when overhealing

Pictogram plus.png On hit: +50% Medi Gun healing rate, up to +500%
Pictogram minus.png -250% fire rate
Pictogram minus.png -88% clip size
Pictogram info.png The bonus healing rate will decay when healing teammates, but not when overhealing

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Secondary
Blitzstorm

TF2 Workshop Link

Pictogram plus.png 5% of your damage dealt and 2.5% of your patient's damage dealt is converted to ÜberCharge
Pictogram minus.png -25% ÜberCharge rate
Pictogram info.png ÜberCharge provides all 3 banner effects for yourself and patient only

Pictogram plus.png 25% of your damage dealt and 12.5% of your patient's damage dealt is converted to ÜberCharge
Pictogram minus.png -100% ÜberCharge rate
Pictogram info.png ÜberCharge provides all 3 banner effects for yourself and patient only

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Secondary
Booster Shot

TF2 Workshop Link

Pictogram plus.png +20% ÜberCharge rate
Pictogram plus.png +500% overheal time
Pictogram info.png ÜberCharge: Increases overheal cap by 50% and overheal build rate by 200%

Pictogram plus.png +200% ÜberCharge rate
Pictogram plus.png No overheal decay
Pictogram info.png ÜberCharge: Increases overheal cap by 150% and overheal build rate by 200%

Critical Transmission.png

Secondary
Critical Transmission

TF2 Workshop Link

Pictogram plus.png +20% ÜberCharge rate
Pictogram plus.png While healing: User slowly becomes nearly fully transparent over 5 seconds
Pictogram plus.png While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (900 hammer units); the amount is based on how close your allies are to you
Pictogram info.png ÜberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.

Pictogram plus.png +200% ÜberCharge rate
Pictogram plus.png While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds
Pictogram plus.png While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (1800 hammer units); the amount is based on how close your allies are to you
Pictogram info.png ÜberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.

Der Schmerzschild.png

Secondary
Der Schmerzschild

TF2 Workshop Link

Pictogram info.png While active:
Pictogram plus.png Passively regenerates 1/2% Übercharge per second
Pictogram plus.png Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)
Pictogram minus.png Move speed decreases based on charge, up to -15%
Pictogram info.png ÜberCharge: Automatically uses 30% charge when your patient goes below 20% health to restore 50% of their health and up to 10% of your health. ÜberCharge can be manually used without a patient to restore 20% of your health at the cost of 10% charge.

Pictogram info.png While active:
Pictogram plus.png Passively regenerates 1% Übercharge per second
Pictogram plus.png Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)
Pictogram minus.png Move speed decreases based on charge, up to -30%
Pictogram info.png ÜberCharge: Automatically uses 15% charge when your patient goes below 20% health to restore 75% of their health and up to 15% of your health. ÜberCharge can be manually used without a patient to restore 40% of your health at the cost of 5% charge.

Recycled Replenisher.png

Secondary
Recycled Replenisher

TF2 Workshop Link

Pictogram plus.png +25% heal rate
Pictogram info.png User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras
Pictogram info.png Your extra patients being healed will only heal if not at full health and you can only overheal your main patient
Pictogram info.png ÜberCharge: All nearby teammates gain +25% fire rate and reload speed. Your patient gains +60% fire rate, +60% reload speed, +100% clip size, and +75% move speed bonus.

Pictogram plus.png +50% heal rate
Pictogram info.png User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras
Pictogram info.png Your extra patients being healed will only heal if not at full health and you can only overheal your main patient
Pictogram info.png ÜberCharge: All nearby teammates gain +50% fire rate, +50% reload speed, +100% clip size, and +30% move speed. Your patient also gains additional +25% fire rate, +25% reload speed, speed bonus, and infinite air jumps.

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Melee
Bio Syringe

TF2 Workshop Link

Pictogram plus.png On hit: Target bleeds, slowed down by 15%, and you gain +6 health for 6 seconds
Pictogram minus.png -50% fire rate
Pictogram minus.png -75% damage

Pictogram plus.png On hit: Target bleeds, slowed down by 75%, and you gain +30 health for 30 seconds
Pictogram minus.png -500% fire rate
Pictogram minus.png -99% damage

100px

Melee
Hypodermic Injector

TF2 Workshop Link

Pictogram plus.png Assists from your Medi Gun gains crits for this weapon, up to 10
Pictogram minus.png -25% damage
Pictogram minus.png -20% fire rate

Pictogram plus.png Assists from your Medi Gun gains crits for this weapon, up to 100
Pictogram minus.png -100% non-critical damage
Pictogram minus.png -200% fire rate

Oathbreaker.png

Melee
Oathbreaker

TF2 Workshop Link

Pictogram plus.png Allows you to see teammates and their health through walls
Pictogram plus.png Alt-fire to use your ÜberCharge in 8% increments for a 4 second speed boost
Pictogram minus.png Cannot switch away from your melee weapon while speed boosted
Pictogram minus.png -25% fire rate

Pictogram plus.png Allows you to see teammates and their health through walls
Pictogram plus.png Alt-fire to use your ÜberCharge in 4% increments for a 8 second speed boost
Pictogram minus.png Cannot switch away from your melee weapon while speed boosted
Pictogram minus.png -250% fire rate

100px

Melee
ÜberSyringe

Gamebanana Link

Pictogram plus.png On hit: +25% ÜberCharge rate, up to +150%
Pictogram minus.png Two ÜberCharge stacks are lost when Uber is deployed
Pictogram minus.png On hit: -10% ÜberCharge

Pictogram plus.png On hit: +250% UberCharge rate, up to +1500%
Pictogram minus.png One UberCharge stack is lost when Uber is deployed
Pictogram minus.png On hit: -100% ÜberCharge


Sniper Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class sniper.png
Sniper
100px

Primary
Bow of Double Shot

TF2 Workshop Link

Pictogram plus.png Arrows can bounce up to 2 times
Pictogram plus.png +25% damage for each time an arrow bounces
Pictogram plus.png Arrows penetrates all enemies
Pictogram minus.png +25% falloff damage (including mini-crits and critical hits)
Pictogram minus.png Mini-crits on headshots

Pictogram plus.png Arrows can bounce up to 10 times
Pictogram plus.png +50% damage for each time an arrow bounces
Pictogram plus.png Arrows penetrates all enemies
Pictogram minus.png +50% falloff damage (including mini-crits and critical hits)
Pictogram minus.png Mini-crits on headshots

Didgeridoom.PNG

Primary
Didgeridoom

TF2 Workshop Link

Pictogram plus.png On scoped shots: Applies bleed and fire with the duration based on charge, up to 8 seconds
Pictogram plus.png When activated: Scoped shots poisons enemies with the duration based on charge, up to 8 seconds
Pictogram info.png Only bleed and fire damage fills the *Poison* meter and press Special-Attack to activate
Pictogram info.png Poisoned enemies move 15% slower and reduces all Medic healing (along with bleed and fire)
Pictogram minus.png -99% direct damage on scoped shots
Pictogram minus.png -50% direct damage on non-scoped shots
Pictogram minus.png No headshots

Pictogram plus.png On scoped shots: Applies bleed and fire with the duration based on charge, up to 16 seconds
Pictogram plus.png When activated: Scoped shots poisons enemies with the duration based on charge, up to 16 seconds
Pictogram info.png Only bleed and fire damage fills the *Poison* meter and press Special-Attack to activate
Pictogram info.png Poisoned enemies move 30% slower and reduces all Medic healing (along with bleed and fire)
Pictogram minus.png -99% direct damage
Pictogram minus.png No headshots

100px

Primary
High Noon

TF2 Workshop Link

Pictogram plus.png While scoped: Slowly fade to be almost fully transparent
Pictogram plus.png Silent killer: No death noise from kills
Pictogram plus.png On headshot: Your next shot will charge 40% faster
Pictogram minus.png On bodyshot: Your next shot will charge 10% slower
Pictogram minus.png On miss: Your next shot will charge 20% slower
Pictogram minus.png -10% damage

Pictogram plus.png While scoped: Slowly fade to be nearly fully transparent
Pictogram plus.png Silent killer: No death noise from kills
Pictogram plus.png On headshot: Your next shot will charge 80% faster
Pictogram minus.png On bodyshot: Your next shot will charge 20% slower
Pictogram minus.png On miss: Your next shot will charge 40% slower
Pictogram minus.png -99% damage on body shots

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Primary
Manncannon

TF2 Workshop Link

Pictogram plus.png On headshot: Deals 25% explosive damage to all nearby enemies in radius (225 hammer units)
Pictogram plus.png On kill: Gain +100% charge rate for your next shot
Pictogram minus.png -20% damage

Pictogram plus.png On headshot: Deals 50% explosive damage to all nearby enemies in a large radius (450 hammer units)
Pictogram plus.png On kill: Gain +100% charge rate for your next shot
Pictogram minus.png -99% damage on body shots

100px

Primary
Prototype S-8

TF2 Workshop Link

Pictogram plus.png Damage combo system:

  • 1st hit: 75
  • 2nd hit: 100
  • 3rd hit: 125

Pictogram plus.png Crits on headshots deals +25% damage
Pictogram minus.png +25% falloff damage (including mini-crits and critical hits)
Pictogram minus.png Unable to zoom
Pictogram info.png Combo is reset on the 3rd hit

Pictogram plus.png Damage combo system:

  • 1st hit: 75
  • 2nd hit: 100
  • 3rd hit: 125

Pictogram plus.png Crits on headshots deals +250% damage
Pictogram minus.png +50% falloff damage (including mini-crits and critical hits)
Pictogram minus.png Unable to zoom
Pictogram info.png Combo is reset on the 3rd hit

Stronghold Steadfast.png

Secondary
Stronghold Steadfast

TF2 Workshop Link

Pictogram plus.png +15% damage for primary and melee weapons (including debuffs you inflict on enemies)
Pictogram plus.png +40% max primary ammo on wearer

Pictogram plus.png +30% damage for primary and melee weapons (including debuffs you inflict on enemies)
Pictogram plus.png +80% max primary ammo on wearer

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Secondary
Urine Trouble

TF2 Workshop Link

Pictogram plus.png -25% damage taken from behind
Pictogram plus.png When you take damage from behind, Jarate all nearby enemies for 3 seconds with a 10 second cooldown
Pictogram plus.png On death: Cover all nearby enemies for 5 seconds with Jarate
Pictogram plus.png When backstabbed: The Spy will be Jarated for 10 seconds

Pictogram plus.png -50% damage taken from behind
Pictogram plus.png When you take damage from behind, Jarate all nearby enemies for 6 seconds with a 5 second cooldown
Pictogram plus.png On death: Cover all nearby enemies for 10 seconds with Jarate
Pictogram plus.png When backstabbed: The Spy will be Jarated for 10 seconds

100px

Secondary
Brief Negotiator

TF2 Workshop Link

Pictogram plus.png +25% damage
Pictogram plus.png +10% fire rate
Pictogram plus.png On hit: 1 second speed boost
Pictogram minus.png 50% less accurate
Pictogram minus.png 75% of damage dealt with this weapon is delayed until the enemy is hit with your melee

Pictogram plus.png +250% damage
Pictogram plus.png +100% fire rate
Pictogram plus.png On hit: 5 second speed boost
Pictogram minus.png 500% less accurate
Pictogram minus.png 90% of damage dealt with this weapon is delayed until the enemy is hit with your melee

100px

Secondary
Lil' Mate

TF2 Workshop Link

Pictogram plus.png Damage increases by +5% on hit, up to maximum +100%
Pictogram plus.png Crits on headshots deals +100% damage
Pictogram minus.png Damage bonus decrease by 20% every second when no enemies have been hit for at least 5 seconds
Pictogram minus.png -25% base damage
Pictogram minus.png 100% less accurate

Pictogram plus.png Damage increases by +10% on hit, up to maximum +200%
Pictogram plus.png Crits on headshots deals +100% damage
Pictogram minus.png Damage bonus decrease by 10% every second when no enemies have been hit for at least 10 seconds
Pictogram minus.png -50% base damage
Pictogram minus.png 200% less accurate

100px

Secondary
Melf’s Magic Potion

TF2 Workshop Link

Pictogram plus.png Initial damage impact does 30 damage and enemies bleed for 5 seconds
Pictogram plus.png +50% increase in recharge rate

Pictogram plus.png Initial damage impact does 60 damage and enemies bleed for 10 seconds
Pictogram plus.png +50% increase in recharge rate

100px

Melee
Bushman’s Butterfly

TF2 Workshop Link

Pictogram plus.png This weapon deploys 25% faster
Pictogram plus.png This weapon stores 1 guaranteed critical hit for every headshot kill you get with your primary, up to 35
Pictogram minus.png While this weapon is out, +20% damage taken from the front
Pictogram minus.png -25% damage

Pictogram plus.png This weapon deploys 100% faster
Pictogram plus.png This weapon stores 10 guaranteed critical hits for every headshot kill you get with your primary, up to 350
Pictogram minus.png While this weapon is out, +200% damage taken from the front
Pictogram minus.png -100% non-critical damage

100px

Melee
Camper's Climber

Gamebanana Link

Pictogram plus.png Wearer never takes fall damage
Pictogram plus.png Can climb walls by hitting them
Pictogram minus.png -60% fire rate

Pictogram plus.png Wearer never takes fall damage
Pictogram plus.png Can climb walls by hitting them
Pictogram minus.png -10% fire rate

100px

Melee
Heat Wave

TF2 Workshop Link

Pictogram plus.png On hit: Gain +25% charge rate for your primary weapon
Pictogram plus.png On kill: Gain +50% charge rate for your primary weapon
Pictogram minus.png On primary attack: Removes 25% of stored bonus charge rate
Pictogram minus.png While your primary weapon is out, +10% damage taken from the front
Pictogram minus.png -25% firing speed
Pictogram info.png Gain up to +100% charge for rifles and up to +90% charge for bows

Pictogram plus.png On hit: Gain +50% charge rate for your primary weapon
Pictogram plus.png On kill: Gain +100% charge rate for your primary weapon
Pictogram minus.png On primary attack: Removes 12.5% of stored bonus charge rate
Pictogram minus.png While your primary weapon is out, +20% damage taken from the front
Pictogram minus.png -250% firing speed
Pictogram info.png Gain up to +100% charge for rifles and up to +90% charge for bows

100px

Melee
Hewer's Hatchet

TF2 Workshop Link

Pictogram info.png While active:
Pictogram plus.png Any overheal does not decay
Pictogram plus.png On draw: +50 health
Pictogram minus.png On holster: -60 health

Pictogram info.png While active:
Pictogram plus.png Any overheal does not decay
Pictogram plus.png On draw: +100 health
Pictogram minus.png On holster: -120 health


Spy Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class spy.png
Spy
100px

Secondary
Welrod

TF2 Workshop Link

Pictogram plus.png Mini-crits targets when fired at their back from close range
Pictogram plus.png On kill with any weapon: Earn 2 stealths, up to 10 in total
Pictogram plus.png On building destroyed: Earn 1 stealth, up to 10 in total
Pictogram minus.png 20% bullet damage vulnerability while disguised
Pictogram minus.png -83% clip size
Pictogram info.png Firing this weapon with *Stealth* allows you to remain disguised after firing

Pictogram plus.png Crits whenever it would normally mini-crit
Pictogram plus.png Mini-crits targets when fired at their back from close range
Pictogram plus.png On kill with any weapon: Earn 20 stealths, up to 100 in total
Pictogram plus.png On building destroyed: Earn 10 stealth, up to 100 in total
Pictogram minus.png 200% bullet damage vulnerability while disguised
Pictogram minus.png -83% clip size
Pictogram info.png Firing this weapon with *Stealth* allows you to remain disguised after firing

Tactical Revolver.png

Secondary
Tactical Revolver

TF2 Workshop Link

Pictogram plus.png On hit: Target is marked for death, slowed down by 15%, and is highlighted to make them be seen through walls for 7.5 seconds
Pictogram minus.png Fires tracer rounds
Pictogram minus.png -83% clip size
Pictogram minus.png Minimal damage
Pictogram info.png You can have multiple targets

Pictogram plus.png On hit: Target is marked for death, slowed down by 30%, and is highlighted to make them be seen through walls for 15 seconds
Pictogram minus.png Fires tracer rounds
Pictogram minus.png -83% clip size
Pictogram minus.png Minimal damage
Pictogram info.png You can have multiple targets

100px

Secondary
Victor-Ion

TF2 Workshop Link

Pictogram plus.png On backstab: Recovers 2 shots
Pictogram plus.png No ammo spent on successful hits
Pictogram plus.png Last shot is a guaranteed critical hit
Pictogram minus.png Only holds 10 shots
Pictogram minus.png -25% fire rate
Pictogram minus.png -25% damage
Pictogram info.png Can only refill ammo at a resupply or with successful hits

Pictogram plus.png On backstab: Recovers 10 shots
Pictogram plus.png No ammo spent on successful hits
Pictogram plus.png Last shot is a guaranteed critical hit
Pictogram minus.png Only holds 20 shots
Pictogram minus.png -50% fire rate
Pictogram minus.png -50% damage
Pictogram info.png Can only refill ammo at a resupply or with successful hits

100px

Melee
Infection

TF2 Workshop Link

Pictogram plus.png On backstab: Enemies in a radius is marked for death for 3 seconds
Pictogram plus.png Instantly cloak after a backstab and infect the victim with a plague
Pictogram plus.png Infected victims are marked for death and take damage for 12 seconds
Pictogram plus.png Plague can be spread by touching a teammate
Pictogram minus.png Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area
Pictogram minus.png Backstabs don't instantly kill

Pictogram plus.png On backstab: Enemies in a radius is marked for death for 15 seconds
Pictogram plus.png Instantly cloak after a backstab and infect the victim with a plague
Pictogram plus.png Infected victims are marked for death and take damage for 60 seconds
Pictogram plus.png Plague can be spread by touching a teammate
Pictogram minus.png Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area
Pictogram minus.png Backstabs don't instantly kill

Secretive Service.png

Melee
Secretive Service

TF2 Workshop Link

Pictogram plus.png On backstab kill: Gain +3% move speed, +6% cloaking speed, and +3% decloaking speed (up to 5 stacks)
Pictogram minus.png On backstab kill: +.25 sec longer cloak blink time (up to 5 stacks)
Pictogram minus.png -50% fire rate

Pictogram plus.png On backstab kill: Gain +6% move speed, +12% cloaking speed, and +6% decloaking speed (up to 5 stacks)
Pictogram minus.png On backstab kill: +.25 sec longer cloak blink time (up to 5 stacks)
Pictogram minus.png -250% fire rate

100px

Building
Intermission

TF2 Workshop Link

Pictogram plus.png +2 health regenerated per second for each active sapper
Pictogram plus.png Restores a small amount of health when a sapped building is destroyed
Pictogram minus.png -40% Sapper damage
Pictogram info.png User gains more health depending on the building type and what current level it was when destroyed

Pictogram plus.png +10 health regenerated per second for each active sapper
Pictogram plus.png Restores health when a sapped building is destroyed
Pictogram minus.png -100% Sapper damage
Pictogram info.png User gains more health depending on the building type and what current level it was when destroyed

Shredder.png

Building
Shredder

TF2 Workshop Link

Pictogram plus.png +60% damage against buildings
Pictogram minus.png The Engineer who built the building mini-crits 100% of the time on YOU for 4 seconds after sapping a building
Pictogram minus.png -50% Sapper health

Pictogram plus.png +120% damage against buildings
Pictogram minus.png The Engineer who built the building mini-crits 100% of the time on YOU for 8 seconds after sapping a building
Pictogram minus.png -99% Sapper health

Cloak and Dagger.PNG

PDA 2
Eternal Youth Maiden

CURRENTLY CAN'T USE CUSTOM WATCH MODELS

Pictogram plus.png While cloaked: +5 health regenerated per second
Pictogram plus.png While cloaked: No cloak blink when damaged or bumped
Pictogram minus.png While cloaked: -10% move speed, no natural cloak damage resistance, and no cloak meter from ammo boxes

Pictogram plus.png While cloaked: +50 health regenerated per second
Pictogram plus.png While cloaked: No cloak blink when damaged or bumped
Pictogram minus.png While cloaked: -100% move speed, no natural cloak damage resistance, and no cloak meter from ammo boxes

Cloak and Dagger.PNG

PDA 2
Leap

CURRENTLY CAN'T USE CUSTOM WATCH MODELS

Pictogram plus.png On use: Removes any negative debuff
Pictogram plus.png On use if moving: User will leap in the air
Pictogram plus.png On use if not moving: User will perform an extra jump
Pictogram minus.png On use: Removes current disguise
Pictogram minus.png No cloak meter from ammo sources
Pictogram info.png On use: Wearer doesn't take fall damage, but reduces the amount of air control for the next 5 seconds
Pictogram info.png 8 second cooldown

Pictogram plus.png On use: Removes any negative debuff
Pictogram plus.png On use if moving: User will leap in the air
Pictogram plus.png On use if not moving: User will perform an extra jump
Pictogram minus.png On use: Removes current disguise
Pictogram minus.png No cloak meter from ammo sources
Pictogram info.png On use: Wearer doesn't take fall damage, but reduces the amount of air control for the next 5 seconds
Pictogram info.png 4 second cooldown


Multi-Class Custom Weapons
Class Weapon Download Link Stats x10 Stats
Leaderboard class scout.pngScout, Leaderboard class soldier.pngSoldier, Leaderboard class pyro.pngPyro, Leaderboard class demoman.pngDemoman, Leaderboard class heavy.pngHeavy, Leaderboard class medic.pngMedic, Leaderboard class sniper.pngSniper 100px

Melee
Action Hale

TF2 Workshop Link

Pictogram plus.png +37% melee range
Pictogram plus.png +25% damage against the same class type
Pictogram minus.png -25% damage against other class types

Pictogram plus.png +37% melee range
Pictogram plus.png +100% damage against the same class type
Pictogram minus.png -100% damage against other class types

100px

Melee
Merasmus’ Staff

Gamebanana Link

Pictogram plus.png On kill: Gain a bumper car and the *Resistance* Mannpower powerup (including blocking backstabs) for 10 seconds
Pictogram minus.png While in a bumper car, user can only deal damage by bumping into enemies
Pictogram minus.png While active: -25% critical damage (Demoman ONLY)
Pictogram minus.png -10% fire rate
Pictogram info.png Bumper car hits will always mini-crit on hit and always crit if user is traveling fast enough

Pictogram plus.png On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup (including blocking backstabs) for 20 seconds
Pictogram minus.png While in a bumper car, user can only deal damage by bumping into enemies
Pictogram minus.png While active: -25% critical damage (Demoman ONLY)
Pictogram minus.png -100% fire rate
Pictogram info.png Bumper car hits will always critical hit

Leaderboard class soldier.pngSoldier, Leaderboard class pyro.pngPyro, Leaderboard class heavy.pngHeavy and Leaderboard class engineer.pngEngineer Defender.png

Primary and Secondary
Defender

TF2 Workshop Link

Pictogram plus.png On hit: A percentage of victim's primary ammo (up to 25%), secondary ammo (up to 50%), metal (up to 10%), rage bar (up to 10%), cloak (up to 25%), and/or Medi Gun charge (up to 10%) are drained based on damage and current amounts
Pictogram minus.png -33% damage
Pictogram minus.png -33% clip size
Pictogram minus.png 25% less accurate

Pictogram plus.png On hit: A percentage of victim's primary ammo (up to 37.5%), secondary ammo (up to 75%), metal (up to 15%), rage bar (up to 15%), cloak (up to 37.5%), and/or Medi Gun charge (up to 15%) are drained based on damage and current amounts
Pictogram minus.png -66% damage
Pictogram minus.png -66% clip size
Pictogram minus.png 125% less accurate

150px

Primary and Secondary
Raiding Aid

TF2 Workshop Link

Pictogram plus.png Damage dealt with other weapons reloads a shot for this weapon
Pictogram plus.png On kill: Increase clip size by 1 shot, up to 4
Pictogram minus.png 100% slower reload
Pictogram minus.png -50% base clip size
Pictogram info.png Engineer requires 120 damage to reload a shot (15% sentry damage counts towards the total)
Pictogram info.png Pyro requires 180 damage to reload a shot (including afterburn damage)
Pictogram info.png Heavy requires 150 damage to reload a shot
Pictogram info.png Soldier requires 120 damage to reload a shot

Pictogram plus.png Damage dealt with other weapons reloads a shot for this weapon
Pictogram plus.png On kill: Increase clip size by 1 shot, up to 40
Pictogram minus.png 100% slower reload
Pictogram minus.png -66% base clip size
Pictogram info.png Engineer requires 60 damage to reload a shot (15% sentry damage counts towards the total)
Pictogram info.png Pyro requires 90 damage to reload a shot (including afterburn damage)
Pictogram info.png Heavy requires 75 damage to reload a shot
Pictogram info.png Soldier requires 60 damage to reload a shot



Official Weapon Changes

The official weapons below are currently only available on the Testing servers.

Overall Changes

-All servers have random critical hits are turned off

-All servers use fixed bullet spread

-Removed the 10 second teammate outlines after re-spawning

-Reduced melee range bonus to +33% from +37% for all swords

-Removed the -100% holster speed penalty for all swords

-Added "While on fire: -20% health received from all healing sources"
NOTE: Any weapon that can ignite enemies will gain this new debuff. Also, we removed the "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Flamethrowers. Additional, any weapon that grants health will reduced from this new debuff, including HP regen or any health over time.

-Added "Health packs do not remove the bleed effect"
NOTE: Users can still heal on pickup, but the bleed timer will continue

-Afterburn damage will now counts towards the Concheror, Mad Milk, and any custom life-steal effects

Scout - Class Changes
Changes Full New Stats

-Added "(Ability) 50% faster overall weapon switching"
NOTE: This decreases Scout's normal switch time to 0.25 seconds from 0.5 seconds

(Ability) User can double jump
(Ability) +1 capture rate on wearer
(Ability) 50% faster overall weapon switching

Scout - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Scattergun.png

Primary
Scattergun

NO CHANGE

NO CHANGE

Backpack Force-A-Nature.png

Primary
Force-A-Nature

-Removed "+20% bullets per shot"

-Removed "-10% damage penalty"

-Added "20% more accurate"

-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time

Pictogram plus.png Applies knockback on the target and shooter
Pictogram plus.png +50% faster firing speed
Pictogram plus.png 20% more accurate
Pictogram minus.png -66% clip size
Pictogram info.png The knockback that is applied on enemies is based on the damage dealt
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading

Backpack Shortstop.png

Primary
Shortstop

-Added "When weapon is active: +20% bonus healing from all sources"

-Added "When weapon is active & while doing the objective: Gain +25% additional bonus healing"

-The increased push force taken is only applied when the weapon is active & while doing the objective

-Increased push force taken to +25% from +20%

-Increased hidden fire rate bonus to +50% from +42%

-Increased base damage to 78 from 72

NOTE: Healing sources count towards.....
Health packs, Dispensers, Payload carts, Mad Milk, Crusader's Crossbow, Amputor taunt, Medic healing, or any custom healing effect

NOTE: While doing the objective count towards.....
Pushing a Payload cart, capturing a control point, or while holding the Intelligence

Pictogram plus.png When weapon is active: +20% bonus healing from all sources"
Pictogram plus.png When weapon is active & while doing the objective: Gain +25% additional bonus healing
Pictogram minus.png When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast
Pictogram info.png This weapon is best used at medium and/or long range
Pictogram info.png Alt-Fire: Reach out to shove an enemy

Backpack Soda Popper.png

Primary
Soda Popper

-Added "When Hype is used: User gains full air strafe control"

-Added "-10% damage penatly"

-Now takes 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fill

-Added hidden "4% slower reload time" penalty to match the Shortshop base reload time

Pictogram plus.png On hit any weapon: Builds Hype
Pictogram plus.png +50% faster firing speed
Pictogram plus.png 25% faster reload time
Pictogram minus.png -10% damage penatly
Pictogram minus.png -66% clip size
Pictogram info.png When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps and full air strafe control for 8 seconds. When activated, user can't gain Hype.
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading
Pictogram info.png Requires 280 with Primary/Secondary damage dealt and 140 with Melee damage dealt to fully charge Hype

Backpack Baby Face's Blaster.png

Primary
Baby Face's Blaster

-Reduced boost lost on hit to 1% from 4%

-Removed "Boost reduced on air jumps"

-Removed "-34% clip size"

-Added "Boost decays over time" (2% every 1 second)

-Added "Boost is disabled (but not lost) while doing the objective (including decay effect)"

-Added "-1 capture rate on wearer"

-Increased damage required to fill to 200 from 100

Pictogram plus.png On hit any weapon: Builds Boost that increases your move speed on wearer
Pictogram minus.png Boost is reduced when damaged and decays over time
Pictogram minus.png Boost is disabled while doing the objective
Pictogram minus.png 10% slower move speed on wearer
Pictogram minus.png -1 capture rate on wearer
Pictogram info.png Requires 200 damage dealt to fully fill Boost

Backpack Back Scatter.png

Primary
Back Scatter

-Removed "Mini-crits targets when fired at their back from close range"

-Removed "-34% clip size"

-Removed "No random critical hits"

-Removed "20% less accurate"

-Added "On kill: Reduced weapon attack noise"

-Added "100% critical hits from behind"
NOTE: There is no distance limit. The shots will always crit if it hits an enemy in the back.

-Added "Shots penetrate all enemies"

-Added "30% slower firing speed"

-Added "15% slower reload time"

Pictogram plus.png On kill: Reduced weapon attack noise
Pictogram plus.png 100% critical hits from behind
Pictogram plus.png Shots penetrate all enemies
Pictogram minus.png 30% slower firing speed
Pictogram minus.png 15% slower reload time

Backpack Pistol.png

Secondary
Pistol

NO CHANGE

NO CHANGE

Backpack Bonk! Atomic Punch.png

Secondary
Bonk! Atomic Punch

-Added "+25% move speed while under effects"

-Added "This weapon deploys 400% slower"
NOTE: Since Scout's switching speed is 0.25 seconds, this penalty would increase the deploy time to 1 second

Pictogram plus.png While under the effects, become invulnerable and gain a 25% speed boost for 8 seconds.
Pictogram minus.png While under the effects, user cannot attack and all damage absorbed will slow you when the effect ends (scale from 25% at low damage to 50% at 200+ damage) for 5 seconds.
Pictogram minus.png This weapon deploys 400% slower
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Crit-a-Cola.png

Secondary
Crit-a-Cola

-Added "+10% faster drinking speed"

Pictogram plus.png While under the effects, all damage dealt is Mini-Crits for 8 seconds.
Pictogram plus.png +10% faster drinking speed
Pictogram minus.png While under the effects, making any attack causes a 5 second Marked-For-Death debuff until the effect wears off.
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Mad Milk.png

Secondary
Mad Milk

-Reduced splash radius to 146 Hu from 200 Hu

-Reduced Mad Milk healing percentage to 35% from 60%
NOTE: Matches the Concheror's life leech

-Added "While doing the objective: +33% faster recharge rate"

-Increased extinguishing teammate cooldown to 25% from 20%

-Added "Coated enemies move 20% slower"

Pictogram plus.png Players heal 35% of the damage done to an enemy covered with milk
Pictogram plus.png While doing the objective: +33% faster recharge rate
Pictogram plus.png Extinguishing teammates reduces cooldown by -25%
Pictogram plus.png Extinguishes fire on wielder and teammates, additional partially nullifies Cloak on enemy Spies
Pictogram plus.png Coated enemies move 20% slower
Pictogram info.png 20 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Winger.png

Secondary
Winger

-Added "Wearer never takes falling damage while active"

-Reduced clip size penalty to -50% from -60%

-Increased jump height bonus to +30% from 25%

-Removed "+15% damage bonus"

When weapon is active:

Pictogram plus.png Wearer never takes falling damage
Pictogram plus.png +30% greater jump height
Pictogram minus.png -50% clip size
Backpack Pretty Boy's Pocket Pistol.png

Secondary
Pretty Boy's Pocket Pistol

-Removed "When weapon is active"

-Increased health on hit to +4 from +3

-Added "-25% max secondary ammo on wearer"

Pictogram plus.png On hit: Gain up to +4 health
Pictogram plus.png +15% faster firing speed
Pictogram minus.png -25% clip size
Pictogram minus.png -25% max secondary ammo on wearer

Backpack Flying Guillotine.png

Secondary
Flying Guillotine

-Removed "No random critical hits"

-Added "100% mini-crits vs players below 50% health"
NOTE: Includes Guillotine hit and bleed damage

Pictogram plus.png On hit: Bleed for 5 seconds
Pictogram plus.png Long distance hits reduce recharge time by 25%
Pictogram plus.png 100% mini-crits vs players below 50% health
Pictogram minus.png Cannot be picked up after thrown
Pictogram info.png 6 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Bat.png

Melee
Bat

NO CHANGE

NO CHANGE

Backpack Sandman.png

Melee
Sandman

-Decreased damage from ball when at point blank to 10 from 15

-Increased damage from ball from max distance to 40 from 30

-Completely redid the slow-down system and now it's based it on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additional, normally the ball would have to slightly travel before it would apply the current official slow-down effect, but now you can hit someone at point blank to apply slow-down. A point blank ball hit applies a -66% penatly for 1 second and a max distance ball hit applies a -33% for 7 seconds.

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png Alt-Fire: Launches a ball that slows targets depending on travel distance, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additional, the damage from the ball impact increases the further it travels.
Pictogram plus.png Can be picked up after thrown to instantly recharge
Pictogram minus.png -15 max health on wearer
Pictogram info.png 10 second recharge
Pictogram info.png Bonus melee range, but slower deploy time

Backpack Candy Cane.png

Melee
Candy Cane

-Removed "On kill: A small health pack is dropped"

-Removed "25% explosive damage vulnerability on wearer"

-Added "On kill with any weapon: Regen up to 50% of your HP over 6 seconds"

-Added "On assist-kill with any weapon: Regen up to 25% of your HP over 6 seconds"

-Added "On kill OR assist-kill with this weapon: Gain double the amount of HP in half the time"

-Added "On kill OR assist-kill with any weapon: No ammo pack will drop"

-Added "60% slower firing speed"

Pictogram plus.png On kill with any weapon: Regen up to 50% of your HP over 6 seconds
Pictogram plus.png On assist-kill with any weapon: Regen up to 25% of your HP over 6 seconds
Pictogram plus.png On kill OR assist-kill with this weapon: Gain double the amount of HP in half the time
Pictogram minus.png On kill OR assist-kill with any weapon: No ammo pack will drop
Pictogram minus.png 60% slower firing speed

Backpack Boston Basher.png

Melee
Boston Basher

-Added "+100% bleed damage bonus"

-Reduced bleed duration to 3 seconds from 5

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png On hit: Bleed for 3 seconds
Pictogram plus.png +100% bleed damage bonus
Pictogram minus.png On miss: Hit yourself. Idiot!
Pictogram info.png Bonus melee range, but slower deploy time

Backpack Sun-on-a-Stick.png

Melee
Sun-on-a-Stick

-Increased direct damage penalty to -35% from -25%

-Added "Alt-Fire: Spontaneous combustion"
NOTE: This will ignite yourself for 10 seconds
NOTE: 20 second recharge once used

-Added "On hit: Transfers remaining 'Spontaneous Combustion' afterburn to enemies"

-Added "On hit: Transferred afterburn duration is reduced by 75%"

-Added "On holster: User takes remaining 'Spontaneous Combustion' afterburn damage all at once"

Pictogram plus.png Alt-Fire: Spontaneous Combustion
Pictogram plus.png On hit: Transfers remaining "Spontaneous Combustion" afterburn to enemies
Pictogram plus.png +25% fire damage resistance while active
Pictogram plus.png 100% critical hit vs burning players
Pictogram minus.png On hit: Transferred afterburn duration is reduced by 75%
Pictogram minus.png On holster: User takes remaining "Spontaneous Combustion" afterburn damage all at once
Pictogram minus.png -35% direct damage penalty
Pictogram info.png 20 second recharge once used

Backpack Fan O'War.png

Melee
Fan O'War

-Removed "Crits whenever it would normally mini-crit"

-Increased damage penalty to "minimal damage" from -75%

-User can mark up to 2 targets instead of 1

-Reduced mark duration to 10 seconds from 15

-Added "On hit: Gain a 2 second speed boost"

Pictogram plus.png On hit (up to 2): Target is marked for 10 seconds causing all damage taken to be mini-crits
Pictogram plus.png On hit: Gain a 2 second speed boost
Pictogram minus.png Minimal damage
Pictogram info.png Consecutive hits on the same target resets the duration and marking a 3rd target will remove the mark from your 1st target

Backpack Atomizer.png

Melee
Atomizer

-Removed "Grants Triple Jump while deployed"

-Removed "Melee attacks mini-crit while airborne"

-Removed "-15% damage vs players"

-Removed "This weapon deploys 50% slower"

-Added "On hit with this weapon: Slams airborne targets into the ground"

-Added "On kill with any weapon: +2 jumps stored"

-Added "On assist-kill with any weapon: +1 jump stored"

-Added "On hit with this weapon: +2 jumps stored"

-Added "Disables double jump on wearer"

-Added "Bonus jumps (up to 250) can be used even while weapon is not active"

-Added "Every jump has a purple smoke below the user's feet"

-Added "When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over"

Pictogram plus.png On hit with this weapon: Slams airborne targets into the ground
Pictogram plus.png On kill with any weapon: +2 jumps stored
Pictogram plus.png On assist-kill with any weapon: +1 jump stored
Pictogram plus.png On hit with this weapon: +2 jumps stored
Pictogram minus.png Disables double jump on wearer
Pictogram info.png Bonus jumps (up to 250) can be used even while weapon is not active
Pictogram info.png Every jump has a purple smoke below the user's feet
Pictogram info.png When the *Soda Popper*'s effect is active, stored bonus jumps are not used until that effect is over"

Backpack Wrap Assassin.png

Melee
Wrap Assassin

-Removed "+25% increase in recharge rate"

-Reduced direct damage penalty to -50% from -65%

-The ornament will no longer do damage on impact

-The bleeding effect now scales depending on travel distance (between 1–10 seconds) instead of 7.5 seconds

-Added that the shatter effect causes bleeding as well, but reduces the possible duration by 25%

-Increased the scatter radius to 73 Hu from 50 Hu

-Added "On hit bleeding player with melee: Causes an explosion (146 Hu) that will cause nearby enemies to bleed for 5 seconds"

-Added "+100% max misc ammo on wearer"

Pictogram plus.png Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds
Pictogram plus.png On hit bleeding player with Melee: Causes an explosion that will cause nearby enemies to bleed for 5 seconds
Pictogram plus.png +100% max misc ammo on wearer
Pictogram minus.png On non-direct hits with the ornament: The bleed duration is reduced by 25%
Pictogram minus.png -50% direct damage penalty
Pictogram info.png 10 second recharge


Soldier - Class Changes
Changes Full New Stats

-Added "(Ability) +50% increased air strafe control when blast jumping"

-Added "This weapon deploys 30% faster and holsters 15% faster" to all Banners

(Ability) +50% increased air strafe control when blast jumping
(Ability) -75% blast damage to self when blast jumping
(Ability) -40% blast damage to self

Soldier - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Rocket Launcher.png

Primary
Rocket Launcher

NO CHANGE

NO CHANGE

Backpack Direct Hit.png

Primary
Direct Hit

-Removed "+25% damage"

-Added "+25% damage vs players"

Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png +25% damage vs players
Pictogram plus.png +80% projectile speed
Pictogram minus.png -70% explosion radius

Backpack Black Box.png

Primary
Black Box

-Added new bonuses and penalties if the user does or doesn't have a Banner equipped

-Increased HP gained on hit to 25 from 20

When a banner is equipped:

Pictogram plus.png +40% projectile speed
Pictogram plus.png -30% blast damage from rocket jumps
Pictogram minus.png -25% clip size


When a banner is not equipped:

Pictogram plus.png On hit: Gain up to 25 HP per attack
Pictogram minus.png -25% clip size
Backpack Rocket Jumper.png

Primary
Rocket Jumper

-Added "+50% clip size bonus"

-Reduced bonus primary ammo to +100% from +200%

-Removed "No random critical hits"

-Added "Allowed in Medieval mode"

Pictogram plus.png +50% clip size bonus
Pictogram plus.png +100% max primary ammo on wearer
Pictogram plus.png No self inflicted blast damage taken
Pictogram minus.png -100% damage penalty
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram info.png Allowed in Medieval mode

Backpack Liberty Launcher.png

Primary
Liberty Launcher

-Decreased clip size to -50% from +25%

-Removed "+40% projectile speed"

-Removed "-25% blast damage from rocket jumps"

-Removed "-25% damage penalty"

-Added "This weapon deploys 60% faster and holsters 30% faster"

-Added "On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increased"

-Added "On kill: Clip is automatically fully reloaded"

Pictogram plus.png This weapon deploys 60% faster and holsters 30% faster
Pictogram plus.png On direct hits: Rocket does maximum damage, slightly stuns target, and blast radius slightly increases
Pictogram plus.png On kill: Clip is automatically fully reloaded
Pictogram minus.png -50% clip size

Backpack Cow Mangler 5000.png

Primary
Cow Mangler 5000

-Decreased charged shot move speed penalty to -50% from -66%

-Removed "No random critical hits"

-Removed the afterburn including the mini-crit damage from the charged shot

-Added "Black Hole Rockets" as part of the charged shot
NOTE: The rocket from the charged shot won't do damage
NOTE: The suction and building disabling effects last for 4 seconds
NOTE: Any enemy that can move fast than 295 Hu can slowly (or more easily) escape
NOTE: Quick-Fix UberCharge is immune to the Black-Hole suction
NOTE: The radius of the suction is 25% larger than an explosion radius (182.5 Hu)
NOTE: The radius that will apply the "disable enemy buildings" is 25% smaller than an explosion radius (109.5 Hu)

-Added "-20% knockback against enemies"

Pictogram plus.png Does not require ammo
Pictogram plus.png Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additional, any enemy buildings near the center will be disabled for 4 seconds.
Pictogram minus.png -20% knockback against enemies
Pictogram minus.png Deals only 20% damage to buildings
Pictogram minus.png Mini-Crits whenever it would normally crit
Pictogram minus.png While doing charged shot: -50% move speed

Backpack Beggar's Bazooka.png

Primary
Beggar's Bazooka

-Removed "-25% clip size penalty"

-Increased bonus fire rate for the barrage to +80% from +70%

-Removed "+3 degrees random projectile deviation"

-Removed "Cannot collect ammo from Dispensers while active"

-Reduced hidden reload time penalty to 20% from 30%

-Added "Projectile deviation now scales by 1.5% based on the current number of loaded rockets"

-Added "-40% blast damage from rocket jumps, but -40% rocket jump height"

Pictogram plus.png Hold fire to load up to 4 rockets
Pictogram plus.png Release fire to unleash the barrage at 80% faster firing speed
Pictogram minus.png Projectile deviation now scales by 1.5% based on the current number of loaded rockets
Pictogram minus.png Overloading the chamber will cause a misfire that hurts user and wastes a shot in the clip
Pictogram minus.png -20% explosion radius
Pictogram minus.png 20% slower reload time
Pictogram info.png Projectile deviation will increase/decrease as rockets are loaded and when fired
Pictogram info.png -33% blast damage from rocket jumps, but -33% rocket jump height

Backpack Air Strike.png

Primary
Air Strike

-Increased blast damage from rocket jumps to -20% from -15%

-Decreased faster firing speed while rocket jumping to +60% from +65%

-Removed "-10% explosive radius"

Pictogram plus.png -20% blast damage from rocket jumps
Pictogram plus.png +60% faster firing speed while rocket jumping
Pictogram plus.png Clip size increased on kill, up to 4
Pictogram minus.png -15% damage penalty
Pictogram minus.png -20% explosion radius while rocket jumping

Backpack Shotgun.png

Secondary
Shotgun

NO CHANGE

NO CHANGE

Backpack Buff Banner.png

Secondary
Buff Banner

-Added "+10% faster firing speed and 5% faster reload time for your Primary"

Pictogram plus.png This weapon deploys 30% faster and holsters 15% faster
Pictogram plus.png +10% faster firing speed and 5% faster reload time for your Primary
Pictogram plus.png Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits
Pictogram info.png Requires 600 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Gunboats.png

Secondary
Gunboats

-Reduced blast damage reduction to -40% from -60%

-Added "Wearer takes 75% less falling damage"

Pictogram plus.png -40% blast damage from rocket jumps
Pictogram plus.png Wearer takes 75% less falling damage
Pictogram info.png Allowed in Medieval mode

Backpack Battalion's Backup.png

Secondary
Battalion's Backup

-Increased max health on wearer to 30 from 20

-The user and any teammates that are under this effect will now be able to see their net health
NOTE: Net health means the possible total health while under the damage resistance after doing the math
NOTE: This will be text on the left side of the screen in the top corner

Pictogram plus.png This weapon deploys 30% faster and holsters 15% faster
Pictogram plus.png +30 max health on wearer
Pictogram plus.png Once used, grants player and nearby teammates 10 seconds of immunity to critical damage, 35% damage resistance, and 50% Sentry Gun resistance (Does not stack with previous)
Pictogram info.png Requires 600 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Concheror.png

Secondary
Concheror

-Increased damage required to fill to 600 from 480

-Increased HP regen to +8 from +4

Pictogram plus.png This weapon deploys 30% faster and holsters 15% faster
Pictogram plus.png Up to +8 health regenerated per second on wearer
Pictogram plus.png Once used, grants player and nearby teammates 10 seconds a speed boost and 35% life-steal
Pictogram info.png Requires 600 damage dealt to charge
Pictogram info.png Allowed in Medieval mode

Backpack Mantreads.png

Secondary
Mantreads

-Added "Immunity from movement-impairing effects on wearer"
NOTE: This includes Natascha, Sandman, Cow Mangler's Black-Hole Suction, and Mad Milk's slow-down

-Increased push force reduction to -80% from -75%

-Increased stomping damage (aka the Goomba) multiplier to x4 from x3

-The stomping damage (aka the Goomba) can now benefit from life-steal effects

-The stomping damage (aka the Goomba) can now be mini-crit boosted

Pictogram plus.png Immunity from movement-impairing effects on wearer
Pictogram plus.png -80% reduction in push force taken from damage and airblasts
Pictogram plus.png 200% increased air strafe control when blast jumping
Pictogram plus.png Deals 4x falling damage to the player you land on
Pictogram info.png Allowed in Medieval mode

Backpack Righteous Bison.png

Secondary
Righteous Bison

-Removed hidden clip size penalty
NOTE: As in, 6 shots instead of 4

-Added hidden "+24% faster firing speed"
NOTE: Now it matches the Shotgun

-Added hidden "18% slower reload time"
NOTE: Now it matches the Shotgun

-Removed "Projectile is able to hit the same enemy multiple times"

-Added "Firing speed increases as health decreases, up to 60%"

-Added "Reload time decreases as health decreases, up to 30%"

-Decreased damage penalty vs players to -33% from -73.33%

-Decreased damage penalty vs buildings to -66% from -95.55%

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected and penetrates enemy players
Pictogram plus.png Firing speed increases as health decreases
Pictogram plus.png Reload time decreases as health decreases
Pictogram minus.png -33% damage penalty vs players
Pictogram minus.png -66% damage penalty vs buildings

Backpack Shovel.png

Melee
Shovel

NO CHANGE

NO CHANGE

Backpack Equalizer.png

Melee
Equalizer

-Removed "Damage increases as the user becomes injured"

-Removed "-90% less healing from Medic sources"

-Added "When weapon is active: Bonus healing from all sources increases as the user becomes injured"

-Added "On wearer: -25% base healing from all sources"

Pictogram plus.png When weapon is active: Bonus healing from all sources increases as the user becomes injured, up to +100%
Pictogram minus.png On wearer: -25% base healing from all sources

Backpack Disciplinary Action.png

Melee
Disciplinary Action

-Flipped the speed boost numbers

-Decreased melee range multiplier to +66% from +70%
NOTE: This makes it x2 range when compared to swords. Additional, this removes the ability to hit enemy while having your back towards them.

-Removed hidden "+55% melee bounds multiplier"

-Increased damage penalty to -70% from -25%

-Added "This weapon deploys 100% slower"

Pictogram plus.png On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds
Pictogram minus.png -70% damage penalty
Pictogram info.png Extended melee range, but slower deploy time

Backpack Market Gardener.png

Melee
Market Gardener

-Removed "No random critical hits"

-Increased fire rate penalty to -25% from -20%

-Now this weapon is crit-boosted while blast jumping

-Added "50% increased air strafe control while blast jumping while active"

-This weapon will have the bonuses and penalties associated with sword weapons

Pictogram plus.png 50% increased air strafe control while blast jumping while active
Pictogram plus.png This weapon is crit-boosted while blast jumping
Pictogram minus.png 25% slower firing speed

Backpack Escape Plan.png

Melee
Escape Plan

-Reduced max move speed bonus to +50% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health"

-Removed "You are marked for death while active, and for short period after switching weapons"

-Removed "-90% less healing from Medic sources"

-Added "If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill"

-Added "Deploy speed (up to +50%) and holster speed (up to +50%) increases as the user becomes injured"

-Added "20% damage vulnerability while active"

-Added "-20% damage penalty"

When weapon is active:

Pictogram plus.png If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill
Pictogram plus.png Move speed, deploy speed, and holster speed increases as the user becomes injured
Pictogram minus.png 20% damage vulnerability on wearer
Pictogram minus.png -20% damage penalty


Pyro - Class Changes
Changes Full New Stats

-Added "(Ability) 50% faster timers for debuff on wearer"

-Added "+10% faster firing speed" to all Flare Guns

-Airblasting a Grenade will now reset its timer

-Added "-80% blast damage from reflected explosives" to all Primaries

-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries

(Ability) 50% faster timers for debuff on wearer

Pyro - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Flame Thrower.png

Primary
Flame Thrower

-See additional changes in "Pyro - Class Changes" tab

Pictogram plus.png Extinguishing teammates restores 20 health

Backpack Backburner.png

Primary
Backburner

-Fixed "Extinguishing teammates restores 20 health"

-Removed "100% critical hits from behind"

-Removed "+150% airblast cost"

-Removed "No random critical hits"

-Added "From behind: +100% direct & afterburn damage bonus"

-Added "From the front: -20% direct & -75% afterburn damage penalty"

Pictogram plus.png Extinguishing teammates restores 20 health
Pictogram plus.png From behind: +100% direct & afterburn damage bonus
Pictogram minus.png From the front: -20% direct & -75% afterburn damage penalty

Backpack Degreaser.png

Primary
Degreaser

-Removed "+25% airblast cost"

-Increased afterburn damage penalty to -75% from -66%

-Added "Reflected projectiles ignites enemies for 10 seconds"

-Added "Reflected projectiles do normal damage instead of mini-crit"

-Added "-10% direct damage penalty"

Pictogram plus.png Extinguishing teammates restores 20 health
Pictogram plus.png This weapon deploys 60% faster and holsters 30% faster
Pictogram plus.png Reflected projectiles ignites enemies for 10 seconds
Pictogram minus.png Reflected projectiles do normal damage instead of mini-crit
Pictogram minus.png -75% afterburn damage penalty
Pictogram minus.png -10% direct damage penalty

Backpack Phlogistinator.png

Primary
Phlogistinator

-Removed "No random critical hits"

-Removed "No airblast"

-Removed crits during the duration

-Changed that "On kill with any weapon (20%), on assist-kill with any weapon (10%), reflecting projectiles (10%), extinguishing teammates (5%), and/or naturally builds up over 60 seconds" will add to the Mmmph meter

-Increased duration to 15 seconds from 10

-Added "When full: Activate to completely refill health, and gain enhanced healing"

-Added "Does not require ammo"

-Added "Overheating mechanic: Direct damage (up to -20%), afterburn damage (up to -100%), and airblast speed (up to +500%) are decreased when continuously fired or on airblast"

-Added "Extinguishing teammates doesn't restore health"

-Added "Cannot airblast enemies"

-Added additional new sound and visual when MMMPH is activated

-Added additional visual when MMMPH is in use

-Added "-100% maximum overheal on wearer"

-Mmmph is now triggered with Taunt, Reload, and Special-Attack instead of Alt-Fire

Pictogram plus.png Does not require ammo
Pictogram plus.png On kill/assist-kill with any weapon, reflecting projectiles, extinguishing teammates, and/or naturally builds up adds to the Mmmph meter
Pictogram plus.png When full: Activate to completely refill health, and gain enhanced healing for 15 seconds
Pictogram minus.png Overheating mechanic: Direct damage, afterburn damage, and airblast speed are decreased when continuously fired or on airblast
Pictogram minus.png Extinguishing teammates doesn't restore health
Pictogram minus.png -100% maximum overheal on wearer
Pictogram minus.png Cannot airblast enemies
Pictogram info.png Enhanced healing grants the user +50% bonus healing from all sources, up to 20HP/s passive healing, and all afterburn damage dealt from any weapon is restored as health
Pictogram info.png Mmmph can be trigger with Taunt, Reload, and Special-Attack
Pictogram info.png While *Mmmph* taunting: Gain invulnerable and full knockback resistance

Backpack Dragon's Fury.png

Primary
Dragon's Fury

-Increased primary ammo penalty to -85% from -80%

-Increased airblast cost bonus to -85% from -75%

-Increased extinguishing teammates to 30 health from 20

-Added "+50% airblast push force"

Pictogram plus.png Extinguishing teammates restores 30 health
Pictogram plus.png Deals +300% damage to burning players
Pictogram plus.png +50% repressurization rate on hit
Pictogram plus.png +50% airblast push force
Pictogram plus.png -85% airblast cost
Pictogram minus.png -50% repressurization rate on Alt-Fire
Pictogram minus.png -85% max primary ammo on wearer
Pictogram info.png Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds
Pictogram info.png Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additional extinguishes teammates that are on fire

Backpack Shotgun.png

Secondary
Shotgun

NO CHANGE

NO CHANGE

Backpack Flare Gun.png

Secondary
Flare Gun

-See additional changes in "Pyro - Class Changes" tab

Pictogram plus.png 100% critical hit vs burning players
Pictogram plus.png +10% faster firing speed
Pictogram info.png This weapon will reload automatically when not active

Backpack Detonator.png

Secondary
Detonator

-Increased detonated radius to 146 Hu from 100 Hu

-Removed "-25% damage penalty"

-Removed "+50% damage to self"

-Increased flare jump height by 10%

-Added "-25% max secondary ammo on wearer"

-Fixed the 3rd person world model of the Flare model

Pictogram plus.png 100% mini-crits vs burning players
Pictogram plus.png +10% faster firing speed
Pictogram plus.png User can flare jump
Pictogram minus.png -25% max secondary ammo on wearer
Pictogram info.png Alt-Fire: Detonate flare
Pictogram info.png This weapon will reload automatically when not active

Backpack Manmelter.png

Secondary
Manmelter

-Removed "+50% projectile speed"

-Removed "No random critical hits"

-Alt-Fire now removes all debuffs on teammates and gives 1 guaranteed crit per teammate cleaned. Plus cleaning a teammate restores 20 health.

-Added "Projectile cannot be deflected and can extinguish teammates"

-Added "Press *Reload* or *Special-Attack* to use stored critical hits to gain speed boosts"

-Now has a new separate Flare model

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected and can extinguish teammates
Pictogram plus.png +10% faster firing speed
Pictogram plus.png Alt-Fire: Removes all debuffs on teammates to gain a guaranteed critical hit and cleaning a teammate restores 20 health for yourself
Pictogram plus.png Press *Reload* or *Special-Attack* to use stored critical hits to gain speed boosts

Backpack Scorch Shot.png

Secondary
Scorch Shot

-No longer allows flare jumps and removed self damage from flare

-Decreased flare radius to 73 Hu from 110 Hu

-Decreased direct damage penalty to -25% from -35%

-Now has a new separate Flare model

Pictogram plus.png 100% mini-crits vs burning players
Pictogram plus.png +10% faster firing speed
Pictogram plus.png Flare knocks back target on hit and explodes when it hits the ground. Applies increased knockback on burning players.
Pictogram minus.png -25% direct damage penalty
Pictogram info.png This weapon will reload automatically when not active

Backpack Thermal Thruster.png

Secondary
Thermal Thruster

-Removed "Push enemies back when you land with the force and radius based on your velocity"

-Removed "Deals 3x the fall damage to an enemy you land on"

-Removed "User takes 75% less falling damage when used"

-Removed "+30% increase in push force taken from damage on wearer"

-Decreased recharge time per charge to 10 seconds from 15

-Decreased delay before launching to 0.5 seconds from 0.65

-Decreased delay before re-launching to 1.0 seconds from 1.2

-Decreased locked hostler speed to 0.75 seconds from 0.8

-Added "Wearer never takes falling damage"

-Added "Extinguish nearby teammates when you launch to restore 30 HP to the user"

-Added "Ignite nearby enemies for 10 seconds when you launch"

-Added "The user can re-launch while airborne"

Pictogram plus.png Wearer never takes falling damage
Pictogram plus.png Extinguish nearby teammates when you launch to restore 30 HP to the user
Pictogram plus.png Ignite nearby enemies for 10 seconds when you launch
Pictogram minus.png 0.75 second locked holster penalty
Pictogram info.png This weapon fires a quick blast that launches the user based where you are aiming. Additional, the user can re-launch while airborne.
Pictogram info.png This weapon has 2 charges and requires 10 seconds each to recharge
Pictogram info.png Allowed in Medieval mode

Backpack Gas Passer.png

Secondary
Gas Passer

-Reduced splash radius to 146 Hu from 200 Hu

-No longer will recharge over time (Weapon can only charge with damage)

-Decreased damage to charge to 400 from 750

-Added "While doing the objective: +100% bonus recharge from damage dealt"

-Added "Extinguishing teammates or yourself restores 40 health"

-Added "Gasoline now causes an explosion when the target is damaged"
NOTE: Targets are still ignited for 10 seconds

Pictogram plus.png Meter builds with any damage done
Pictogram plus.png While doing the objective: +100% bonus recharge from damage dealt
Pictogram plus.png Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies
Pictogram plus.png Extinguishing teammates or yourself restores 40 health
Pictogram minus.png Spawning and resupply do not affect the meter
Pictogram minus.png Meter starts empty
Pictogram info.png Creates a horrific visible gas that coats enemies with an explosive and flammable material, which explodes when damaged then ignites into afterburn (even enemy Pyros)
Pictogram info.png Allowed in Medieval mode

Backpack Fire Axe.png

Melee
Fire Axe

NO CHANGE

NO CHANGE

Backpack Axtinguisher.png

Melee
Axtinguisher

-Reduced holster penalty to 25% from 35%, but can't be bypassed and or sped up

-Removed "No random critical hits"

Pictogram plus.png 100% minicrits vs burning players
Pictogram plus.png Damage increases based on remaining duration of afterburn
Pictogram plus.png Sketchek's Bequest: Killing blows on burning players grants a speed boost
Pictogram minus.png On hit burning enemy: Extinguishes them
Pictogram minus.png This weapon holsters 25% slower, and can't be bypassed or sped up
Pictogram minus.png -33% damage penalty

Backpack Homewrecker.png

Melee
Homewrecker

-Increased bonus damage vs buildings to +150% from +100%

-Removed "-25% damage vs players"

-Added "Immune to Sentry knockback while active"

-Added "+50% Sentry bullet damage resistance while active"

-Added "+33% damage taken from all sources, except for Sentry bullet damage"

When weapon is active:

Pictogram plus.png Damage removes Sappers
Pictogram plus.png +150% damage vs buildings
Pictogram plus.png Immune to Sentry knockback
Pictogram plus.png +50% Sentry bullet damage resistance
Pictogram minus.png +33% damage taken from all sources, except for Sentry bullet damage
Backpack Powerjack.png

Melee
Powerjack

-Removed "+25 health restored on kill"

-Added "-10% slower move speed on wearer"

-Increased move speed bonus while active to +33% from +15%
NOTE: Due to adding the on wearer speed penalty, the +33% is more like +20% when comparing to the current official version of +15%

Pictogram plus.png +33% faster move speed while active
Pictogram minus.png 20% damage vulnerability while active
Pictogram minus.png -10% slower move speed on wearer

Backpack Back Scratcher.png

Melee
Back Scratcher

-Removed "+25% damage bonus"

-Removed "-75% health from healers on wearer"

-Added "When weapon is active"

-Added "+35 health restored on kill"

-Added "User can overheal from health packs"

-Added "-50% healing penalty from all sources, except from health packs"

-Added "Bonus melee range, but slower deploy time"

When weapon is active:

Pictogram plus.png +35 health restored on kill
Pictogram plus.png User can overheal from health packs
Pictogram plus.png +50% health bonus from packs on wearer
Pictogram minus.png -50% healing penalty from all sources, except from health packs
Pictogram info.png Bonus melee range, but slower deploy time
Backpack Sharpened Volcano Fragment.png

Melee
Sharpened Volcano Fragment

-Removed "On hit: Target is engulfed in flames"

-Increased direct damage penalty to -40% from -20%

-Added "On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects"

Pictogram plus.png On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects
Pictogram minus.png -40% direct damage penalty
Pictogram info.png Afterburn caused by this weapon will not be override by any other flame source

Backpack Third Degree.png

Melee
Third Degree

-Added "20% damage resistance VS overhealed players on wearer"

-Added "Whoever you directly attack will take +40% damage if connected by Medic beams"

-Added "Whoever you don't directly attack will take -40% damage if connected by Medic beams"

-Added "15% slower firing speed"

Pictogram plus.png 20% damage resistance VS overhealed players on wearer
Pictogram plus.png Whoever you directly attack will take +40% damage if connected by a healing beam
Pictogram minus.png Whoever you don't directly attack will take -40% damage if connected by a healing beam
Pictogram minus.png 15% slower firing speed

Backpack Neon Annihilator.png

Melee
Neon Annihilator

-Removed "Damage removes Sappers"

-Removed "No random critical hits"

-Removed "-20% damage penalty vs players"

-Added "-33% damage penalty"

-Added that gas-covered & bleeding enemies will count as "wet" targets

-Added "Grants user the ability to breath underwater while active"

Pictogram plus.png Grants user the ability to breath underwater while active
Pictogram plus.png 100% critical hit vs wet players
Pictogram minus.png -33% damage penalty
Pictogram info.png Players that are "wet" include: Mad Milk, Jarate, Bleeding, gas-covered, and water

Backpack Hot Hand.png

Melee
Hot Hand

-Increased direct damage penalty to -35% from -15%

-Added "Combo slap system" with 4 layers of effects

-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy. Bonuses and effects are removed if system resets."

-Added "-75% afterburn damage penalty"

-Added "Bonus melee range, but slower deploy time"

Pictogram info.png Slap system:

  • 1st slap: Gain a speed boost
  • 2nd slap: Target is engulfed in flames
  • 3rd slap: Attack will crit
  • 4th slap: Applies knockback to the target

Pictogram minus.png Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy. Bonuses and effects are removed if system resets.
Pictogram minus.png -75% afterburn damage penalty
Pictogram minus.png -35% direct damage penalty
Pictogram info.png Broadcasts every successful hit on an enemy player over the death-notice area
Pictogram info.png Weapon uses unique attacking system that attacks twice as fast, but each attack does half damage
Pictogram info.png Bonus melee range, but slower deploy time


Demoman - Class Changes
Changes Full New Stats

-Added "(Ability) Spawns a Dynamite Pack on Death"
NOTE: The Dynamite Pack has a 2 second fuse. Plus, the damage radius is 286 Hu (which is double explosion radius) and the max damage is 66 (and scales down to 33 at the edge of the explosion). Additional, the Dynamite Pack doesn't cause knockback (unlike normal explosions).

-Added "Grenades do not randomly spin when fired" to all Primaries

(Ability) Unknown amount of blast damage reduction while blast jumping
NOTE: Due to damage variance, the reduction numbers will vary
(Ability) Unknown amount of blast damage reduction to self
NOTE: Due to damage variance, the reduction numbers will vary
(Ability) Spawns a Dynamite Pack on Death

Demoman - Shield Changes

-Now while charging will grant immunity to all debuffs, additional now includes "Marked-For-Death" and the "Gas Passer effect"
NOTE: Currently, debuffs are only removed at the start of a charge and not during

-Increased base shield impact damage to 60 from 50
NOTE: We are removing the Eyelanders' shield bonus

-Added "+50% increase in turning control while charging" to the user
NOTE: This will increase base turning control without a shield

-Impact damage can now benefit from life-steal effects

-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration to 0.9 seconds from 1 second
NOTE: The distance traveled is the same, but now you will get there faster

Demoman - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Grenade Launcher.png

Primary
Grenade Launcher

-See additional changes in "Demoman - Class Changes" tab

Pictogram plus.png Grenades do not randomly spin when fired

Backpack Loch-n-Load.png

Primary
Loch-n-Load

-Added a new Grenade model

-Removed "+20% damage vs buildings"

-Increased clip size penalty to -50% from -25%

-Increased explosion radius penalty to -50% from -25%

-Removed "Launched bombs shatter on surfaces"

-Increased projectile speed to +150% from +25%

-Added "Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs"

-Added "-100% self damage force"

-Added "Grenade has no fuse timer and will explode whenever it hits a surface or enemy"

-Added "This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading"

Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png Grenades do not randomly spin when fired
Pictogram plus.png +150% projectile speed
Pictogram minus.png -50% clip size
Pictogram minus.png -50% explosion radius
Pictogram minus.png -100% self damage force
Pictogram info.png Grenade has no fuse timer and will explode whenever it hits a surface or enemy
Pictogram info.png This weapon reloads its entire clip at once, but reserve ammo is lost if clip isn't empty when reloading

Backpack Ali Baba's Wee Booties.png
Primary
Ali Baba's Wee Booties
Backpack Bootlegger.png
Primary
Bootlegger

-Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your Secondary"

-Added "When a shield is not equipped: Up to +8 health regenerated per second on wearer"

-Increased melee kills refill to +33% from +25%

-Added "Shield impact kills refill 33% of your charge meter"

-Bonus max health now requires a shield

Pictogram info.png When a shield is equipped:
Pictogram plus.png +10% move speed on wearer
Pictogram plus.png +25 max health on wearer
Pictogram plus.png +200% increase in turning control while charging
Pictogram plus.png Shield impact or melee kills refill 33% of your charge meter

Pictogram info.png When a shield is not equipped:
Pictogram plus.png +20% faster firing speed and 10% faster reload time for your Secondary
Pictogram plus.png Up to +8 health regenerated per second on wearer

Pictogram info.png Allowed in Medieval mode

Backpack Loose Cannon.png

Primary
Loose Cannon

-Added "Cannonballs do not randomly spin when fired"

-Removed "+20% projectile speed"

Pictogram info.png Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key.
Pictogram info.png Holding down the fire key for too long will cause a misfire
Pictogram plus.png Cannonballs do not randomly spin when fired
Pictogram plus.png Cannonballs push players back on impact
Pictogram plus.png Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit
Pictogram minus.png Cannonballs do not explode on impact

Backpack Iron Bomber.png

Primary
Iron Bomber

-Added "Grenades detonate other nearby grenades that are yours"

-Added "Direct hits cause a minimal explosion radius"

Pictogram plus.png Grenades have very little bounce/roll and do not randomly spin when fired
Pictogram plus.png Grenades detonate other nearby grenades that are yours
Pictogram plus.png -30% fuse time on grenades
Pictogram minus.png Direct hits cause a minimal explosion radius
Pictogram minus.png -15% explosion radius

Backpack Stickybomb Launcher.png

Secondary
Stickybomb Launcher

NO CHANGE

NO CHANGE

Backpack Chargin' Targe.png

Secondary
Chargin' Targe

-Added "+20% bullet damage resistance on wearer when charge meter is full"

-Increased fire resistance to +60% from +50%

Pictogram plus.png +60% fire damage resistance on wearer
Pictogram plus.png +30% explosive damage resistance on wearer
Pictogram plus.png +20% bullet damage resistance on wearer when charge meter is full
Pictogram info.png Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Pictogram info.png Allowed in Medieval mode

Backpack Scottish Resistance.png

Secondary
Scottish Resistance

-Removed "Able to destroy enemy stickybombs"

-Added "+100% clip size"

-Increased bonus ammo to +100% from +50%

-Increased max pipebombs out to +8 from +6

-Decreased arm time penalty to .4 from .8

-Added "15% slower reload time"

-Added "-25% explosive radius"

-Increased firing speed bonus to +30% from +25%

Pictogram plus.png Detonates stickybombs near the crosshair and directly under your feet
Pictogram plus.png +8 max pipebombs out
Pictogram plus.png +100% clip size
Pictogram plus.png +100% max secondary ammo on wearer
Pictogram plus.png +30% faster firing speed
Pictogram minus.png 0.4 sec slower bomb arm time
Pictogram minus.png 15% slower reload time
Pictogram minus.png -25% explosive radius

Backpack Sticky Jumper.png

Secondary
Sticky Jumper

-Added "+50% clip size bonus"

-Reduced bonus secondary ammo to +100% from +200%

-Decreased max stickybombs out to -5 from -6

-Removed "No random critical hits"

-Added "Allowed in Medieval mode"

Pictogram plus.png +50% clip size bonus
Pictogram plus.png +100% max secondary ammo on wearer
Pictogram plus.png No self inflicted blast damage taken
Pictogram minus.png -100% damage penalty
Pictogram minus.png -5 max stickybombs out
Pictogram minus.png Wearer cannot carry the Intelligence briefcase or PASS Time JACK
Pictogram info.png Allowed in Medieval mode

Backpack Splendid Screen.png

Secondary
Splendid Screen

-Decreased shield impact bonus to +66% from +70%

-Increased fire resistance to +30% from +20%

Pictogram plus.png +30% fire damage resistance on wearer
Pictogram plus.png +20% explosive damage resistance on wearer
Pictogram plus.png +66% increase in charge impact damage
Pictogram plus.png +50% increase in charge recharge rate
Pictogram info.png Alt-Fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Pictogram info.png Allowed in Medieval mode

Backpack Tide Turner.png

Secondary
Tide Turner

-Removed "+15% fire damage resistance on wearer"

-Removed "+15% explosive damage resistance on wearer"

-Removed "Melee kills refill 75% of your charge meter"

-Added "Gain a 1 second speed boost with no cooldown anytime you take damage"

-Added "+5% move speed on wearer (boots required)"

Pictogram plus.png Gain a 1 second speed boost with no cooldown anytime you take damage
Pictogram plus.png +5% move speed on wearer (boots required)
Pictogram plus.png Full turning control while charging
Pictogram minus.png Taking damage while shield charging reduces remaining charging time
Pictogram info.png Alt-Fire: Charge toward your enemies to gain a mini-crit melee strike after impacting an enemy. While charging, grants immunity to all debuffs.
Pictogram info.png Allowed in Medieval mode

Backpack Quickiebomb Launcher.png

Secondary
Quickiebomb Launcher

-Removed "Able to destroy enemy stickybombs"

-Removed "Up to +35% damage based on charge"

-Increased arm time bonus to instant from -0.2 faster

-Increased charge rate bonus to instant from +70%

-Increased damage penalty to -20% from -15%

-Added "Stickybombs fizzle 10 seconds after landing"

Pictogram plus.png Instant charge rate
Pictogram plus.png Instant arm time
Pictogram minus.png Stickybombs fizzle 10 seconds after landing
Pictogram minus.png -20% damage penalty
Pictogram minus.png -50% clip size

Backpack Bottle.png

Melee
Bottle

NO CHANGE

NO CHANGE

Backpack Eyelander.png

Melee
Eyelander

-Removed "No random critical hits"

-Increased max health penalty on wearer to -30 from -25

-Removed "If a shield is equipped, every head taken raises shield damage by 4 to a maximum of 5 times."

-Removed healing 15 hp on kill

-Added "On kill (after the 4th kill): Gain a 4 second speed boost"

Pictogram plus.png On kill (up to 4): Increase move speed (+7.5%) and max health (+15) on wearer
Pictogram plus.png On kill (after the 4th): Gain a 4 second speed boost
Pictogram minus.png -30 max health on wearer
Pictogram info.png Bonus melee range, but slower deploy time
Pictogram info.png Heads and their bonuses are lost on death

Backpack Scotsman's Skullcutter.png

Melee
Scotsman's Skullcutter

-Increased damage bonus to +30% from +20%

-Increased move speed penalty to -20% from -15%

-Added "30% slower firing speed"

-Extended melee range to +66% from +37%

Pictogram plus.png +30% damage bonus
Pictogram minus.png 20% slower move speed while active
Pictogram minus.png 30% slower firing speed
Pictogram info.png Extended melee range, but slower deploy time

Backpack Claidheamh Mòr.png

Melee
Claidheamh Mòr

-Removed "When weapon is active"

-Removed "Melee kills refill 25% of your charge meter"

-Removed "15% damage vulnerability on wearer"

-Removed "No random critical hits"

-Added "Ammo boxes collected also refill your charge meter"
NOTE: The size of the box refills a certain amount of the meter
NOTE: This blocks picking up ammo packs while charging

-Added "Melee hits refill 20% of your charge meter"

-Increased bonus charge duration to +100% from +50%

-Added "-50% max Primary & Secondary ammo on wearer"

-Added "-25% decreased in charge recharge rate"

Pictogram plus.png Ammo boxes collected also refill your charge meter
Pictogram plus.png Melee hits refill 20% of your charge meter
Pictogram plus.png +100% charge duration
Pictogram minus.png -50% max Primary & Secondary ammo on wearer
Pictogram minus.png -25% decreased in charge recharge rate
Pictogram info.png Bonus melee range, but slower deploy time

Backpack Ullapool Caber.png

Melee
Ullapool Caber

-Removed "No random critical hits"

-Increased base damage penalty to -70% from -15%

-Increased explosion damage to 100 from 75

-Added "Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much"

-Added "When a shield is not equipped: +75% melee damage bonus"

-Added "Weapon can taunt kill, but deals reduced damage if Caber is currently exploded"

-Added "This weapon is crit-boosted while blast jumping"

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png When a shield is not equipped: +75% melee damage bonus
Pictogram plus.png This weapon is crit-boosted while blast jumping
Pictogram plus.png This causes a small explosion on hit, up to 100 dmg
Pictogram minus.png When the explosion happens, the user takes self inflicted blast damage and is launched into the air
Pictogram minus.png -70% base damage penalty
Pictogram minus.png 20% slower firing speed
Pictogram info.png Bonus melee range, but slower deploy time
Pictogram info.png Weapon can taunt kill, but deals reduced damage if Caber is currently exploded
Pictogram info.png Once exploded, this weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much

Backpack Persian Persuader.png

Melee
Persian Persuader

-Removed "Ammo boxes collected also refill your charge meter"

-Removed "Melee hits refill 20% of your charge meter"

-Removed "-80% max Primary ammo on wearer"

-Removed "-80% max Secondary ammo on wearer"

-Removed "No random critical hits"

-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"

-Added "-50% healing penalty from all sources, except when picking up health and ammo packs"

-Added "-50% ammo from Dispensers and Payload carts on wearer"

-Added "25% slower firing speed"

Pictogram plus.png Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack
Pictogram minus.png -50% healing penalty from all sources, except when picking up health and/or ammo packs
Pictogram minus.png -50% ammo from Dispensers and Payload carts on wearer
Pictogram minus.png 25% slower firing speed
Pictogram info.png Bonus melee range, but slower deploy time


Heavy - Class Changes
Changes Full New Stats

-Added "(Ability) 33% reduction in push force taken from damage and airblasts"

-Increased base move speed to 80% (240 Hu/s) from 77% (230 Hu/s)

-Increased max health to 400 from 300, but cannot be overhealed

-Added "+33% melee range" to all Melee weapons

(Ability) 33% reduction in push force taken from damage and airblasts

Heavy - Minigun Changes

Pictogram plus.png Miniguns are 50% more accurate

Pictogram plus.png Decreased base spin down time to 0.75 seconds from 0.87

Pictogram plus.png Added "When fully spun up: Gain 15% damage resistance" to all Primaries (Except Brass Beast gains 30%)

Pictogram plus.png Removed "All Miniguns now have one-second damage and accuracy ramp up after being spun up" penalty

Pictogram plus.png When spun up and not firing: The user's move speed will only be reduced by -33%

Pictogram minus.png When spun up and firing: The user's move speed will be reduced by -66%
NOTE: While using the Brass Beast, the user is slowed down to -75% regardless of firing or not
NOTE: This overrides the base -53% move speed penalty when aiming

Pictogram minus.png Shoots 8 bullets instead of 4, but has a 70% damage penalty
NOTE: A point blank single shot was 54 and is being reduced to 32

Pictogram minus.png Increased base spin up time to 1 second from 0.87

Heavy - Edible Changes

-Increased number of bites to 5 from 4
NOTE: This slows down the eating animation, so the user will take longer to move away

-Decreased HP recovered per bite to 60 from 75
NOTE: The user will get the same amount of HP back in 5 bites instead of 4, due to the change from above

-No longer can recharge if you pick up a health pack while being at full health

-No longer able to pick up after thrown, unless user has the "Holiday Punch" active

-All edibles count as a medium health packs once thrown

-Added "Extinguishing teammates (or disguised enemy Spies) restores 80 health"

-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by -33%"

-Added "While eating: Gain +25% bonus healing from all sources"

Heavy - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Minigun.png

Primary
Minigun

-See additional changes in "Heavy Minigun Changes" tab

-See additional changes in "Heavy Minigun Changes" tab

Backpack Natascha.png

Primary
Natascha

-Removed "20% damage resistance when below 50% health and spun up"

-Removed "30% slower spin up time"

-Removed "-25% damage penalty"

-Added "When fully spun up: Slows down enemies around you (225 Hu) in a radius by 20%"

-The on hit slowdown system now scales between -50% at close range and -10% at max range. Additional, it's based off of the target's current move speed instead of slowing down every class to the same reduced move speed.

-Reduced max distance slow-down effect falloff to 1200 Hu from 1350 Hu

-Added "No knockback against enemies"

-Added "100% less accurate"
NOTE: Since Miniguns are 50% more accurate, this is more like default bullet spread when compared to vanilla Miniguns.

Pictogram plus.png When fully spun up: Slows down enemies around you in a radius by 20%
Pictogram plus.png On hit: Slows down enemy players based on distance and move speed
Pictogram plus.png No knockback against enemies
Pictogram minus.png 100% less accurate

Backpack Brass Beast.png

Primary
Brass Beast

-Removed "20% damage resistance when below 50% health and spun up"

-Increased bonus damage to +25% from +20%

-Added "50% slower spin down time"

Pictogram plus.png +25% damage bonus
Pictogram minus.png 50% slower spin up and spin down time

Backpack Tomislav.png

Primary
Tomislav

-Increased accurate bonus to +33% from +20%

-Increased fire rate penalty to -30% from -20%

-Increased spin up bonus to +33% from +20%

-Added "+33% faster spin down time"

Pictogram plus.png Silent killer: No barrel spin sound
Pictogram plus.png +33% faster spin up and down time
Pictogram plus.png 33% more accurate
Pictogram minus.png 30% slower firing speed

Backpack Huo-Long Heater.png

Primary
Huo-Long Heater

-Removed "25% damage bonus vs burning players"

-Removed "10% direct damage penalty"

-Decreased ammo drained while spun up to 3 from 4

-Added "-75% afterburn damage penalty"

-Increased fire pulse damage to 15 from 12

-Increased the afterburn duration from the fire pulse to 10 seconds from 7.5

-Added "Gain Heat with kills/assists even while using Heat"
NOTE: Kills give 20% and assist-kills give 10%

-Added "Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat"

-Added "While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is doubled and -50% direct damage penalty"
NOTE: These bullets will ignite enemies for 10 seconds and will penetrate any number of targets. Additional, this will apply the new fire debuff.

-Added "No ammo from Dispensers or ammo packs when active"

-Added a new visual while Heat is active

Pictogram plus.png Creates a ring of flames while spun up
Pictogram plus.png Gain Heat with kills/assist-kills even while using Heat
Pictogram plus.png Press 'Reload' or 'Special-Attack' at anytime to activate/deactivate Heat
Pictogram minus.png Consumes an additional 3 ammo per second while spun up
Pictogram minus.png No ammo from Dispensers or ammo packs when active
Pictogram minus.png -75% afterburn damage penalty
Pictogram info.png While Heat is active: Gain full piercing incendiary bullets, but the additional ammo drained while spun up is doubled and -50% direct damage penalty

Backpack Shotgun.png

Secondary
Shotgun

NO CHANGE

NO CHANGE

Backpack Sandvich.png

Secondary
Sandvich

-See additional changes in "Heavy Edible Changes" tab

Pictogram plus.png On consumption: Self heal up to 300 HP
Pictogram info.png 30 second recharge
Pictogram info.png Alt-Fire: Share with a friend
Pictogram info.png Allowed in Medieval mode

Backpack Dalokohs Bar.png

Secondary
Dalokohs Bar

-Removed "Adds +50 max health for 30 seconds" including the overheal effect

-Increased recharge time to 30 seconds from 10

-Added "-100% consumption healing effect"

-Added "On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also, grants the user up to 20HP/s passive healing for the duration."

-Added a new visual while under the effects

Pictogram plus.png On consumption: For the next 10 seconds, 35% of all damage dealt is returned as health. Also, grants the user up to 20HP/s passive healing for the duration.
Pictogram minus.png -100% consumption healing effect
Pictogram info.png 30 second recharge
Pictogram info.png Alt-Fire: Share with a friend
Pictogram info.png Allowed in Medieval mode

Backpack Buffalo Steak Sandvich.png

Secondary
Buffalo Steak Sandvich

-Added "-100% consumption healing effect"

-Decreased recharge time to 20 seconds from 30

-Removed "+25% damage taken & mini-crits dealt" while under the effects

-Reduced move speed bonus to +25% from +35%, but now stacks with other speed boosts

-Added "Gain full reduction in push force taken from damage" while under the effects

-Added "While under the effects: If the user doesn't get a Melee kill during the 10 second duration, then the user receives a -50% move speed penalty on wearer for 5 seconds"

-Added a new visual while under the effects

Pictogram plus.png While under the effects: Move speed is increased by 25% and gain full reduction in push force taken from damage for 10 seconds
Pictogram minus.png While under the effects: User can only use Melee during the duration. Additional, if the user doesn't get a Melee kill during the main duration, then the user receives a -50% move speed penatly on wearer for 5 seconds.
Pictogram minus.png -100% consumption healing effect
Pictogram info.png 20 second recharge
Pictogram info.png Alt-Fire: Share with a friend
Pictogram info.png Allowed in Medieval mode

Backpack Family Business.png

Secondary
Family Business

-Increased damage penalty to -20% from -15%

-Added "20% more accurate"

Pictogram plus.png 20% more accurate
Pictogram plus.png +33% clip size
Pictogram plus.png +15% faster firing speed
Pictogram minus.png -20% damage penalty

Backpack Second Banana.png

Secondary
Second Banana

-Increased self healing penalty to -78.66% from -33%

-Increased recharge time to 30 seconds from 10

-Added "On consumption: Completely refills your Primary ammo, your Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds"

-Added "On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds"

-Added a new visual while under the effects

Pictogram plus.png On consumption: Completely refills your Primary ammo, your Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds
Pictogram minus.png On consumption: Lose -50% move speed while deployed with your Primary for the next 10 seconds
Pictogram minus.png -78.66% consumption healing effect
Pictogram info.png 30 second recharge
Pictogram info.png Alt-Fire: Share with a friend
Pictogram info.png Allowed in Medieval mode

Backpack Fists.png

Melee
Fists

-See additional changes in "Heavy - Class Changes" tab

Pictogram plus.png +33% melee range

Backpack Killing Gloves of Boxing.png

Melee
Killing Gloves of Boxing

-Increased the 100% critical chance duration to 6 seconds from 5

-Added "On assist-kill: Gain 6 seconds of mini-crits for all of your weapons"

-Added "On kill or assist-kill: User is marked for death for 3 seconds"

-Added "Gloves are soft and don't cause knockback on hit"<

-Increased firing speed penalty to 25% from 20%

Pictogram plus.png On kill: Gain 6 seconds of crits for all of your weapons
Pictogram plus.png On assist-kill: Gain 6 seconds of mini-crits for all of your weapons
Pictogram plus.png +33% melee range
Pictogram minus.png On kill or assist-kill: User is Marked-for-Death for 3 seconds
Pictogram minus.png 25% slower firing speed
Pictogram info.png Gloves are soft and don't cause knockback on hit

Backpack Gloves of Running Urgently.png

Melee
Gloves of Running Urgently

-Removed "This weapon holsters 50% slower"

-Increased max health drain to -25 from -10

-Increased move speed bonus to +33% from +30%

-Increased the minimum HP to 1 HP from 100

-Removed the "accelerated drain" when switching back and forth between weapons

-Added a new particle system that will visually show any player how much missing health you have

Pictogram plus.png +33% melee range
Pictogram plus.png +33% faster move speed while active
Pictogram minus.png Maximum health is drained while weapon is active (-25 hp/sec)

Backpack Warrior's Spirit.png

Melee
Warrior's Spirit

-Removed "+30% damage vulnerability while active"

-Increased hp restored on kill to +80 from +50

-Added "On miss: Punch yourself for 100 hp! You coward!"

-Added "+40 health restored on assist-kill"

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png +33% melee range
Pictogram plus.png +30% damage bonus
Pictogram plus.png +80 health restored on kill
Pictogram plus.png +40 health restored on assist-kill
Pictogram minus.png On miss: Punch yourself for 100 hp! You coward!
Pictogram info.png Bonus melee range, but slower deploy time

Backpack Fists of Steel.png

Melee
Fists of Steel

-Removed "-40% damage from ranged sources while active"

-Removed "This weapon holsters 100% slower"

-Removed "-40% maximum overheal on wearer"

-Removed "-40% health from healers on wearer"

-Added "-25% damage taken from all sources, except from melee while active"

-Increased melee vulnerability to +200% from +100%

-Added "66% slower overall weapon switching"

Pictogram plus.png +33% melee range
Pictogram plus.png -25% damage taken from all sources, except from melee while active
Pictogram minus.png +200% damage vulnerability from melee sources while active
Pictogram minus.png 66% slower overall weapon switching

Backpack Eviction Notice.png

Melee
Eviction Notice

-Reduced firing speed to -25% from +40%

-Decreased move speed bonus to +10% from +15%

-Removed "-60% damage penalty"

-Removed "Maximum health is drained while item is active"

-Increased speed boost on hit to 4 seconds from 3

-Added "On teammate: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds"

-Added "On teammate or enemy hit: User can't switch from melee for 4 seconds"

-Added "-20% max primary and secondary ammo on wearer"

-Added "33% slower secondary recharge rate on wearer"

Pictogram plus.png On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds
Pictogram plus.png +10% faster move speed while active
Pictogram plus.png +33% melee range
Pictogram minus.png On teammate or enemy hit: User can't switch from Melee for 4 seconds
Pictogram minus.png -20% max Primary and Secondary ammo on wearer
Pictogram minus.png 33% slower secondary recharge rate on wearer
Pictogram minus.png 25% slower firing speed

Backpack Holiday Punch.png

Melee
Holiday Punch

-Added "While active: User is able to pick up their own edible for 80 health"

-Added "On kill with your Primary: Gain crits for 1 second for this weapon"

-Added "On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon"

-Added "The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored"

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png While active: User is able to pick up their own edible for 80 health
Pictogram plus.png On kill with your Primary: Gain crits for 1 second for this weapon
Pictogram plus.png On assist-kill with your Primary: Gain crits for 0.5 seconds for this weapon
Pictogram plus.png Always critical hit from behind
Pictogram plus.png Critical hit forces victim to laugh
Pictogram plus.png +33% melee range
Pictogram plus.png On hit: Force enemy to laugh who also has this same weapon active
Pictogram minus.png Critical hits do no damage
Pictogram info.png The crit timer only drains until this weapon is fully deployed with a maximum of 3 seconds stored
Pictogram info.png Bonus melee range, but slower deploy time


Engineer - Class Changes
Changes Full New Stats

-Added "(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers" (900 Hu, AKA x2 Soldier banner radius)

(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers

Engineer - PDA and Sentries Changes/Additions
Weapon Changes
Backpack PDA.png

Construction/Destruction PDA

-Added "Able to build Dispensers in Medieval mode"

-Increased default Dispenser range by +50%

-Increased the rotate speed when placing a building by 100%

Sentry Rocket.png

Sentry Rockets

-Increased projectile speed to 3000 Hu from 1100 Hu

-Decreased damage by 33%
NOTE: Reduced max damage at point blank to 100 from 150

-Increased metal refill cost to 5 from 2
NOTE: Normally, it would take 40 metal to refill all of the rockets, but now it takes 100 metal

RED Level 1 Sentry Gun.pngRed Mini Sentry.png

Sentry Gun and Mini-Sentry

-Overall DPS has slightly increased for both the Sentry/Mini-Sentry due to how often this damage is updated on the server to 66 times per second instead of 20 times per second
NOTE: This fix was meant for the Wrangler's x2 fire rate multiplier

-Increased Sentry Gun damage to 20 from 19 for point blank shots
NOTE: This doesn't include the Mini-Sentry

Red Mini Sentry.png

Mini-Sentry

-Reduced build cost to 75 metal from 100
NOTE: We had to do this due to limitations to get the Mini-Dispenser to cost 75 metal to build

-NEW NOTE: The Mini-Sentry actually has a +33% firing speed bonus (not +50%) when compared to the default Sentry Gun

Mini-Dispenser
(When using the Gunslinger)

Pictogram plus.png Dispenses as the same rate as a normal LV1
Pictogram plus.png +100% Dispenser radius
Pictogram plus.png Costs 75 metal to build
Pictogram info.png Starts at only 50 health when first deployed and builds up to 100 HP over the course of the build animation.
Pictogram info.png Cannot be upgraded. The owner and other Engineers can still repair this building.
Pictogram minus.png Drops zero metal when destroyed

Mini-Teleporter
(When using the Gunslinger)

Pictogram plus.png Recharges within 1.5 seconds
Pictogram plus.png Costs 25 metal to build
Pictogram info.png Starts at only 50 health when first deployed and builds up to 100 HP over the course of the build animation.
Pictogram info.png Cannot be upgraded. The owner and other Engineers can still repair this building.
Pictogram minus.png Drops zero metal when destroyed
Pictogram minus.png After 6 uses, the entrance is auto-matically destroyed

Engineer - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Shotgun.png

Primary
Shotgun]]

NO CHANGE

NO CHANGE

Backpack Frontier Justice.png

Primary
Frontier Justice

-Added "20% more accurate"

-Added "-50% primary ammo on wearer"

-Removed "No random critical hits"

Pictogram plus.png Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed
Pictogram plus.png 20% more accurate
Pictogram minus.png -50% clip size
Pictogram minus.png -50% primary ammo on wearer
Pictogram info.png Revenge crits are lost on death

Backpack Widowmaker.png

Primary
Widowmaker

-Increased bonus damage to your Sentry Gun's target to +20% from 10%

-Reduced metal cost per shot to -25 from -30

Pictogram plus.png On hit: Damage dealt is returned as ammo
Pictogram plus.png 20% increased damage to your Sentry's target
Pictogram minus.png Per Shot: -25 ammo
Pictogram minus.png Uses metal for ammo
Pictogram info.png No reload necessary

Backpack Pomson 6000.png

Primary
Pomson 6000

-Removed "On Hit: Victim loses up to 10% Medi Gun charge"

-Removed "On Hit: Victim loses up to 20% cloak"

-Removed "Deals only 20% damage to buildings"

-Removed hidden clip size penalty

-Added hidden "+24% faster firing speed"
NOTE: Now it matches the Shotgun

-Added hidden "4% slower reload time"
NOTE: Now it matches the Shotgun

-Added "On hit: Reduces Medi Gun healing given and healing from all sources received"
NOTE: A point blank shot will apply a -50% healing reduction for 2 seconds and a max distance shot will apply a -10% healing reduction for 8 seconds

Pictogram plus.png Does not require ammo
Pictogram plus.png Projectile cannot be deflected
Pictogram plus.png On hit: Reduces Medi Gun healing given and healing from all sources received
Pictogram minus.png –20% damage penalty
Pictogram info.png Healing effect is reduced over distance and duration is increased over distance

Backpack Rescue Ranger.png

Primary
Rescue Ranger

-Removed "-50% max primary ammo on wearer"

-Added "-33% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer"

Pictogram plus.png Alt-Fire: Use 100 metal to pick up buildings from long range
Pictogram plus.png Fires a special bolt that can repair friendly buildings
Pictogram minus.png -34% clip size
Pictogram minus.png -33% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
Pictogram minus.png Self Mark-for-Death when hauling buildings, and a few seconds after redeployment
Pictogram minus.png 4-to-1 health-to-metal ratio when repairing buildings

Backpack Pistol.png

Secondary
Pistol

NO CHANGE

NO CHANGE

Backpack Wrangler.png

Secondary
Wrangler

-Reduced shield resistance to 33% from 66%

-Fixed the x2 firing speed bonus while controlling your Sentry/Mini-Sentry
NOTE: Before this fix, the Sentry Gun would gain +66.07% and the Mini-Sentry would gain +97.56%. Now, both will gain +100% firing speed.)

-Fixed the firing speed bonus multiplier given to Sentry Rockets
NOTE: Sentry rockets normally fire without being wrangled every 3 seconds. Sentry rockets should be firing every 2 seconds with the Wrangler's x2 firing speed multiplier, but it's only increased to every 2.3 seconds from the un-wrangled 3 seconds.)

Pictogram plus.png Your Sentry gains double firing rate and a laser pointer to assist in aiming
Pictogram plus.png Wrangled Sentries gain a shield that reduces all damage by 33%
Pictogram minus.png Wrangled Sentries reduces all repairing by 66%
Pictogram minus.png Sentries are disabled for 3 seconds after un-wrangling
Pictogram info.png Take manual control of your Sentry

Backpack Short Circuit.png

Secondary
Short Circuit

-Removed "No random critical hits"

-Removed current Primary-Fire effect

-Added "Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal"

-Technically removed "Per Shot: -5 ammo"

Pictogram plus.png Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack
Pictogram plus.png Alt-Fire: Launches a projectile-consuming energy ball, but costs 65 metal per attack
Pictogram minus.png Cannot pick up buildings when active
Pictogram minus.png Uses metal for ammo
Pictogram info.png No reload necessary

Backpack Wrench.png

Melee
Wrench

NO CHANGE

NO CHANGE

Backpack Gunslinger.png

Melee
Gunslinger

-Removed "No random critical hits"

-Increased the punch combo timer to 1.5 seconds from ~.8 seconds

-Changed (and reduced) "Sentry build speed increased by 150%" to "All buildings build speed increased by 100%"

-Changed the "Replaces the Sentry with a Mini-Sentry" stat to "Replaces all buildings with mini versions"

-Added "No move speed penalty while hauling buildings"

Pictogram plus.png No move speed penalty while hauling buildings
Pictogram plus.png +25 max health on wearer
Pictogram plus.png All buildings build speed increased by 100%
Pictogram plus.png Third successful punch in a row always crits
Pictogram info.png Replaces all buildings with mini versions

Backpack Southern Hospitality.png

Melee
Southern Hospitality

-Removed "No random critical hits"

-Removed "20% fire damage vulnerability on wearer"

-Added "+15% bullet damage vulnerability on wearer"

-Added "One hit destroys any Sapper"

-Increased bleed duration to 8 seconds from 5

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png One hit destroys any sapper
Pictogram plus.png On hit: Bleed for 8 seconds
Pictogram minus.png +15% bullet damage vulnerability on wearer
Pictogram info.png Bonus melee range, but slower deploy time

Backpack Jag.png

Melee
Jag

-Changed damage penalty "vs buildings" to "vs Sappers"

-Removed "-25% damage penalty vs players"

-Added "20% slower upgrade rate"

-Increased construction hit bonus to +33% from +30%

Pictogram plus.png Construction hit speed boost increased by 33%
Pictogram plus.png +15% faster firing speed
Pictogram minus.png -50% damage penalty vs Sappers
Pictogram minus.png 20% slower repair rate
Pictogram minus.png 20% slower upgrade rate

Backpack Eureka Effect.png

Melee
Eureka Effect

-Removed "-50% metal cost when constructing or upgrading teleporters"

-Removed "Construction hit speed boost decreased by 50%"

-Increased metal reduction from metal sources to -25% from -20%

-Added "User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter"

-Added "Teleporters can be used in both directions"

-Added after using the teleport taunt to teleport back to spawn, it will replenish your health and metal. Additional, any debuffs on the user will be removed.

-Added full knockback resistance during the taunt

-Added "-25% ammo from pickups, Dispensers, and/or Payload carts on wearer"

-Added "On death: User's exit teleporter is auto-matically destroyed"

Pictogram plus.png Press "Reload" to choose to teleport to spawn or your exit teleporter
Pictogram plus.png User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter
Pictogram plus.png Teleporters can be used in both directions
Pictogram minus.png -25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer
Pictogram minus.png On death: User's exit teleporter is auto-matically destroyed
Pictogram info.png Teleporting back to spawn will replenish your health and metal. Additional, any debuffs on the user will be removed. Lastly, the user gains full knockback resistance during the taunt so the taunt can't be canceled whatsoever.


Medic - Class Changes
Changes Full New Stats

-Added "(Ability) Able to see enemy health"

-Added "This weapon will reload automatically when not active" to all Primaries

-User can now see their UberCharge percentage while their Primary is active

NOTE: All health regeneration numbers are doubled while healing a hurt Patient
NOTE: 3 HP/s (Min regen when user was recently hurt, then starts to scale after a few seconds)
NOTE: 6 HP/s (Max regen)

(Ability) Able to see enemy health
(Ability) Health regeneration

Medic - Secondary Changes
Changes Full New Stats

-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence"

Pictogram plus.png Match the speed of any faster heal target
Pictogram minus.png While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence

Medic - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Syringe Gun.png

Primary
Syringe Gun

-See additional changes in "Medic - Class Changes" tab

Pictogram info.png This weapon will reload automatically when not active

Backpack Blutsauger.png

Primary
Blutsauger

-Removed "On Hit: Gain up to +3 health"

-Removed "-2 health drained per second on wearer"

-Added "On hit: Apply Mad Milk for 3 seconds"
NOTE: The healing percentage is 35% due to the Mad Milk change

-Added "Disables self health regen while active"

Pictogram plus.png On hit: Apply Mad Milk for 3 seconds
Pictogram minus.png Disables self health regen while active
Pictogram info.png This weapon will reload automatically when not active

Backpack Crusader's Crossbow.png

Primary
Crusader's Crossbow

-Reduced point blank heal to 50 from 75
NOTE: Max heal is still 150

-Increased Primary ammo penalty to -80% from -75%

-Increased projectile speed to 3000 Hu from 2400 Hu
NOTE: This mostly fixes the problem that if you are too close to a teammate that the projectile wouldn't hit. Now you can be somewhat as close as possible to a teammate and the projectile should be able to hit to heal them.

-Added "10% slower reload time"

Pictogram plus.png Fires special bolts that heal teammates and deals damage based on distance traveled
Pictogram minus.png -80% max primary ammo on wearer
Pictogram minus.png 10% slower reload time
Pictogram minus.png No headshots
Pictogram info.png 75 dmg (point blank) to 150 dmg (long range)
Pictogram info.png 50 health (point blank) to 150 health (long range)
Pictogram info.png This weapon will reload automatically when not active
Pictogram info.png Allowed in Medieval mode

Backpack Overdose.png

Primary
Overdose

-Added "While healing: Move speed increases for your Patient and yourself based on UberCharge percentage to a maximum of +12.5%"

-Added "When weapon is active: Lose 2% UberCharge per second"

-Increased move speed bonus while active to +25% from +20%

-Removed "-15% damage penalty"

Pictogram plus.png When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25%
Pictogram plus.png While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +12.5%
Pictogram minus.png When weapon is active: Lose 2% UberCharge per second
Pictogram info.png This weapon will reload automatically when not active

Backpack Medi Gun.png

Secondary
Medi Gun

-See additional changes in "Medic - Secondary Changes" tab

Pictogram info.png UberCharge: Grants Patient and the user invulnerability
Pictogram info.png While UberCharged, switching targets will cause the invulnerability to linger for 1 second, but drains the meter faster
Pictogram info.png UberCharge lasts for 8 seconds

Backpack Kritzkrieg.png

Secondary
Kritzkrieg

-Added "On taunt: Removes all debuffs on user"

-Increased heal on taunt to 25 HP from 11 HP

-Removed draining effect when switching targets
NOTE: So it's now a guaranteed 8 seconds UberCharge

-Added additional new visual when UberCharged is activated

-Added "While healing: Your Patient will receive any positive buff that is affecting you"

-Added mini-crits along with the full critical chance during UberCharge

-Added a new backpack model

Pictogram plus.png While healing: Your Patient will receive any positive buff that is affecting you
Pictogram plus.png On taunt: Removes all debuffs and self-heals for 25
Pictogram plus.png +25% UberCharge rate
Pictogram info.png UberCharge: Grants mini-crits and crits to your Patient's weapons
Pictogram info.png While UberCharged, switching targets will not cause the effects to linger and doesn't affect the meter
Pictogram info.png UberCharge lasts for 8 seconds

Backpack Quick-Fix.png

Secondary
Quick-Fix

-Added "Gain full air strafe control and don't take fall damage when mirroring blast jumping"
NOTE: The "full turning control" is currently being officially applied

-Increased UberCharge rate bonus to +25% from +10%

-Incresed heal rate bonus to +50% from +40%

-Added "Normal UberCharge rate and heal rate while healing overhealed Patients"

-Added a speed boost during UberCharge

-Removed "50% max overheal"

-The full knock-back resistance and speed boost will now linger for 1 second when switching targets

Pictogram plus.png While healing: User mirrors blast jumps and shield charges
Pictogram plus.png Gain full air strafe control and don't take fall damage when mirroring blast jumping, additional gain full turning control when mirroring shield charges.
Pictogram plus.png +25% UberCharge rate
Pictogram plus.png +50% heal rate
Pictogram minus.png Normal UberCharge rate and heal rate while healing overhealed Patients
Pictogram info.png UberCharge: Increases healing by 300%, grants immunity to movement-impairing effects, and gain a speed boost for both users
Pictogram info.png While UberCharged, switching targets will cause the full knock-back resistance and speed boost to linger for 1 second, but drains the meter faster
Pictogram info.png UberCharge lasts for up to 8 seconds

Backpack Vaccinator.png

Secondary
Vaccinator

-Reduced UberCharge rate to +25% from +67%

-Increased resistance while healing to +20% from +10%

-Removed "-33% UberCharge rate on overhealed Patients"

-Removed "-66% Overheal build rate"

-Added "-100% max overheal"

-Added "The resistance bubble blocks 25% base & crit damage from all other sources for your Patient during UberCharge"

-Added 20% crit resistance of the selected type while healing for yourself and your Patient

Pictogram plus.png Press your reload key to cycle through resist types.
Pictogram plus.png While healing, provides user and Patient with a constant 20% base & crit damage resistance to the selected damage type.
Pictogram plus.png +25% UberCharge rate
Pictogram minus.png -100% max overheal
Pictogram info.png UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additional, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient.
Pictogram info.png UberCharge lasts for 12 seconds in total

Backpack Bonesaw.png

Melee
Bonesaw

NO CHANGE

NO CHANGE

Backpack Ubersaw.png

Melee
Ubersaw

-Reduced UberCharge added on hit to 20% from 25%

-Removed "20% slower firing speed"

-Added "On kill/assist-kill with any weapon OR while healing: Gain 5% UberCharge"

-Added "-20% UberCharge rate for Secondary"

-Added "Lose 10% UberCharge if your current attached Patient dies"

Pictogram plus.png On kill/assist-kill with any weapon OR while healing: Gain 5% UberCharge
Pictogram plus.png On hit: 20% UberCharge added
Pictogram minus.png -20% UberCharge rate for Secondary
Pictogram minus.png Lose 10% UberCharge if your current attached Patient dies

Backpack Vita-Saw.png

Melee
Vita-Saw

-Removed "Collect the organs of people you hit"

-Increased max health penalty to -25 from -10

-Added "On kill with any weapon: Two small special health packs are dropped"

-Added "On assist-kill any weapon OR while healing: One small special health pack is dropped"

-Added "On hit: +30 health restored that can overheal"

-Added "-50% health from packs on wearer"

-Added "25% slower firing speed"

-Added "Only teammates can pick up the special packs and spawn for +50% longer"

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png On kill with any weapon: Two small special health packs are dropped
Pictogram plus.png On assist-kill any weapon OR while healing: One small special health pack is dropped
Pictogram plus.png On hit: +30 health restored that can overheal
Pictogram minus.png -50% health from packs on wearer
Pictogram minus.png 25% slower firing speed
Pictogram info.png Only teammates can pick up the special packs and spawn for +50% longer
Pictogram info.png Bonus melee range, but slower deploy time

Backpack Amputator.png

Melee
Amputator

-Added "Taunt is loopable and can be canceled at any time by moving"

-Increased HP regen to +4 from +3

When weapon is active:

Pictogram plus.png Up to +4 health regenerated per second on wearer
Pictogram plus.png Alt-Fire: Applies a healing effect to all nearby teammates. Taunt is loopable and can be canceled at any time by moving.
Pictogram minus.png -20% damage penalty
Backpack Solemn Vow.png

Melee
Solemn Vow

-Removed "10% slower firing speed" -Added "Allows your Patient to see enemy health"

-Added "Applies knockback on hit"

-Added "Anytime you are hurt, any enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds"

-Added "-40% damage penalty"

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png Allows your Patient to see enemy health
Pictogram plus.png Applies knockback on hit
Pictogram minus.png Anytime you are hurt, any enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds
Pictogram minus.png -40% damage penalty
Pictogram info.png Bonus melee range, but slower deploy time


Sniper - Class Changes
Changes Full New Stats

-Added "(Ability) When primary is fully charged, user doesn't flinch when damaged"

-Added "(Ability) When aiming, 50% reduction in push force taken from damage"

-Added "(Ability) Melee wall climb"
NOTE: Hurts user 15 HP per wall climb
NOTE: After doing wall climb, next melee attack is 60% slower

-Added "80% more accurate" to all Secondary SMGs

(Ability) When primary is fully charged, user doesn't flinch when damaged
(Ability) When aiming, 50% reduction in push force taken from damage
(Ability) Melee wall climb

Sniper - Rifle Changes
Changes New Damage Numbers

-Reduced base time to get a full charge to 3 seconds from 3.3 seconds

-Increased ammo count to 32 from 25

-Increased move speed while aiming to 100 Hu from 80 Hu with all Rifles
NOTE: Sniper will move 66% slower while aiming instead of 73.3%

-Changed base damages for all Rifles against players and buildings
NOTE: Additional, it will be a x4 damage multiplier instead of x3

VS Players
30 bodyshot uncharged (from 50)
120 bodyshot fully charged (from 150)

120 headshot uncharged (from 150)
480 headshot fully charged (from 450)

VS Buildings
45 uncharged (from 50)
180 fully charged (from 150)

Sniper - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Sniper Rifle.png

Primary
Sniper Rifle

-NOTE: See additional changes in "Sniper - Rifle Changes" tab

-NOTE: See additional changes in "Sniper - Rifle Changes" tab

Backpack Huntsman.png

Primary
Huntsman

-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu

-Increase maximum projectile speed (fully charged) to 3000 Hu from 2600 Hu

-Decreased move speed penalty while aiming to -33% from -53%

-Increased ammo count to 32 from 12

Pictogram plus.png The longer you aim, the more damage and faster the arrow travels
Pictogram minus.png Arrows lose their accuracy if the bow is drawn for more than 5 seconds
Pictogram minus.png While aiming: -33% move speed
Pictogram info.png Shoots arrows instead of bullets
Pictogram info.png Allowed in Medieval mode

Backpack Sydney Sleeper.png

Primary
Sydney Sleeper

-Removed "No random critical hits"

-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"

-Added "On headshot: Doubles the Jarate duration"

-Added "25% faster reload time"

Pictogram plus.png 25% faster reload time
Pictogram plus.png +25% charge rate
Pictogram plus.png On scoped hit: Apply Jarate for 2 to 5 seconds based on charge level and double the duration on headshot
Pictogram minus.png Mini-Crits whenever it would normally crit
Pictogram minus.png While aiming: -66% move speed

Backpack Bazaar Bargain.png

Primary
Bazaar Bargain

-Now allows to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders

Pictogram plus.png Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%
Pictogram minus.png Base charge rate decreased by 50%
Pictogram minus.png While aiming: -66% move speed

Backpack Machina.png

Primary
Machina

-Removed "On full charge: +15% damage per shot"

-Removed "On Full Charge: Projectiles penetrate players"

-Added "Shots penetrate all enemies"

-Added "On kill: 20% of all of the overkill damage will be added to your next shot"

-Added "A shot that has overkill damage being applied will not count towards the next shot"

Pictogram plus.png On kill: 20% of all of the overkill damage will be added to your next shot
Pictogram plus.png Shots penetrate all enemies
Pictogram minus.png While aiming: -66% move speed
Pictogram minus.png Cannot fire unless zoomed
Pictogram minus.png Fires tracers rounds
Pictogram info.png A shot that has overkill damage being applied will not count towards the next shot

Backpack Hitman's Heatmaker.png

Primary
Hitman's Heatmaker

-Increased body shot penalty to -33% from -20%

-Added "25% faster reload time while in Focus"

-Removed "+25% faster charge while in Focus"
NOTE: It actually wasn't granting a bonus charge rate, but rather removing the small delay before a zoomed shot can get a critical hit. This delay was added to all Rifles on the 02/14/08 patch.

Pictogram plus.png Gain Focus with kills/assists even while using Focus
Pictogram plus.png Press 'Reload' at anytime to activate/deactivate Focus
Pictogram minus.png While aiming: -66% move speed
Pictogram minus.png -33% damage on body shots
Pictogram info.png While Focus is active: Removes headshot delay, gain 25% faster reload time, no unscoping, but fires tracers rounds

Backpack Classic.png

Primary
Classic

-Removed "-10% damage on body shots"

-Removed "No headshots when not fully charged"

-Added "Move speed is only decreased by 33% while unscoped aiming"

-Added "Not fully charged shots deal Mini-Crits instead of crits"

-Added hidden +3.5% reload bonus to match the default Rifle's attack rate

Pictogram plus.png Charge and fire shots independent of zoom
Pictogram plus.png Move speed is only decreased by 33% while unscoped aiming
Pictogram minus.png Not fully charged shots deal Mini-Crits instead of crits
Pictogram minus.png While scoped aiming: -66% move speed

Backpack SMG.png

Secondary
Submachine Gun

-Added "80% more accurate"

Pictogram plus.png 80% more accurate

Backpack Jarate.png

Secondary
Jarate

-Added "Allowed in Medieval mode"

-Added "While doing the objective: +50% faster recharge rate"

-Increased extinguishing teammate cooldown to 33% from 20%

-Increased recharge time to 30 seconds from 20

-Reduced splash radius to 146 Hu from 200 Hu

Pictogram plus.png Coated enemies take mini-crits from all sources
Pictogram plus.png While doing the objective: +50% faster recharge rate
Pictogram plus.png Extinguishing teammates reduces cooldown by -33%
Pictogram plus.png Extinguishes flames on wielder and teammates, additional partially nullifies Cloak on enemy Spies
Pictogram info.png 30 second recharge
Pictogram info.png Allowed in Medieval mode

Backpack Razorback.png

Secondary
Razorback

-Added "+6.666% faster move speed on wearer"

-Added "+10% faster move speed while aiming"

Pictogram plus.png +6.666% faster move speed on wearer
Pictogram plus.png +10% faster move speed while aiming
Pictogram plus.png Blocks a single backstab attempt
Pictogram minus.png -100% maximum overheal on wearer
Pictogram info.png Regenerates after 30 seconds
Pictogram info.png Allowed in Medieval mode

Backpack Darwin's Danger Shield.png

Secondary
Darwin's Danger Shield

-Added "50% reduction in push force taken from damage and airblasts"

-Added "+30% explosive damage resistance on wearer"

Pictogram plus.png 50% reduction in push force taken from damage and airblasts
Pictogram plus.png +30% explosive damage resistance on wearer
Pictogram plus.png +50% fire damage resistance on wearer
Pictogram plus.png Immune to the effects of afterburn
Pictogram info.png Allowed in Medieval mode

Backpack Cozy Camper.png

Secondary
Cozy Camper

-Removed "No flinching when aiming and fully charged"

-Removed "Knockback reduced by 20% when aiming"

-Increased HP regen to +8 from +4

-Added "+3.125% ammo regenerated every 5 seconds on wearer"

-Added "+50% debuff duration on wearer"

Pictogram plus.png Up to +8 health regenerated per second on wearer
Pictogram plus.png +3.125% ammo regenerated every 5 seconds on wearer
Pictogram minus.png +50% debuff duration on wearer
Pictogram info.png Allowed in Medieval mode

Backpack Cleaner's Carbine.png

Secondary
Cleaner's Carbine

-Added "80% more accurate"

-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds."

-Removed "No random critical hits"

-Decreased firing speed penalty to 15% from 25%

-Added "On kill with any weapon: Gain 30% *CRIKEY* meter"

-Added "On assist-kill with any weapon: Gain 15% *CRIKEY* meter"

-Added "Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 8 seconds"
NOTE: The meter can still filled while *CRIKEY* is being used, but only 1/2 as much

-Added "On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears"

Pictogram plus.png On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
Pictogram plus.png On kill with any weapon: Gain 30% *CRIKEY* meter
Pictogram plus.png On assist-kill with any weapon: Gain 15% *CRIKEY* meter
Pictogram plus.png 80% more accurate
Pictogram minus.png 15% slower firing speed
Pictogram minus.png -20% clip size
Pictogram info.png Alt-Fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 8 seconds

Backpack Kukri.png

Melee
Kukri

NO CHANGE

NO CHANGE

Backpack Tribalman's Shiv.png

Melee
Tribalman's Shiv

-Removed "-50% damage penalty"

-Added "-50% damage vs players"

-Added "-50% bleed damage"

-Increased bleed duration to 10 seconds from 6

-Added "+15% faster firing speed"

Pictogram plus.png On hit: Bleed for 10 seconds
Pictogram plus.png +15% faster firing speed
Pictogram minus.png -50% damage vs players
Pictogram minus.png -50% bleed damage

Backpack Bushwacka.png

Melee
Bushwacka

-Removed "No random critical hits"

-Added "10% slower firing speed"

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png Crits whenever it would normally mini-crit
Pictogram minus.png 20% damage vulnerability while active
Pictogram minus.png 10% slower firing speed
Pictogram info.png Bonus melee range, but slower deploy time

Backpack Shahanshah.png

Melee
Shahanshah

-Swapped stats (As in, having > or < 50% max health)

-Increased damage bonus to +30% from +25%

-Decreased damage penalty to -20% from -25%

-Added "This weapon deploys +30% faster when health >50% of max"

-Added "This weapon deploys +20% slower when health <50% of max"

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png This weapon deploys +30% faster when health >50% of max
Pictogram plus.png +30% increase in damage when health >50% of max
Pictogram minus.png This weapon deploys +20% slower when health <50% of max
Pictogram minus.png -20% decrease in damage when health <50% of max
Pictogram info.png Bonus melee range, but slower deploy time


Spy - Class Changes
Changes Full New Stats

-Added "(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see"
NOTE: Teammates will still see the kills (and destroyed buildings) in the kill-feed

(Ability) Able to see enemy health
(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see

Spy - Knives Changes/Additions

Pictogram plus.png On backstab: Highlights all enemies within a large radius (900 Hu) for any friendly teammates regardless of distance for the next 2 seconds

Spy - Sapper Changes/Additions

Pictogram plus.png Press "Special-Attack" while active: Places Sapper on the ground to very slowly drain any offhand ammo for any enemy within 1200 Hu
NOTE: 4% per second for Primary weapons, 2% per second for Secondary Weapons, and 4% per second for metal supplies

Pictogram info.png Enemies within 400 Hu will more quickly lose ammo, but are able to see the Sapper through walls
NOTE: 8% per second for Primary weapons, 4% per second for Secondary Weapons, and 8% per second for metal supply

Pictogram info.png Sappers on the ground will stay active until destroyed, whenever you die, or once you place a new one

Pictogram info.png 30 second cooldown starts once thrown and press "Special-Attack" key to destroy the current active Sapper to speed up the cooldown by 100%. Additional, if a placed Sapper (on the ground) is destroyed by an enemy, the sped up cooldown isn't triggered.
NOTE: This would disable the weapon while on cooldown.

Pictogram minus.png While cloaked: User can't throw out nor destroy the Sapper to speed up the cooldown

Pictogram minus.png -50% Sapper health penalty if thrown

Pictogram info.png Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking
NOTE: If 2 or more radius overlap, then it increases by 50% (instead of adding together)

Spy - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Revolver.png

Secondary
Revolver

NO CHANGE

NO CHANGE

Backpack Ambassador.png

Secondary
Ambassador

-Increased fire rate penalty to -40% from -20%

-Removed "No random critical hits"

-Removed "-15% damage penalty"

Pictogram plus.png Crits on headshot
Pictogram minus.png Accuracy decreases after initial shot and has a short cooldown during which it never crits
Pictogram minus.png Critical damage is affected by range and headshots beyond 1200 units do normal non-crit damage
Pictogram minus.png 40% slower firing speed

Backpack L'Etranger.png

Secondary
L'Etranger

-Increased damage penalty to -25% from -20%

Pictogram plus.png +40% cloak duration
Pictogram plus.png +15 cloak on hit
Pictogram minus.png -25% damage penalty

Backpack Enforcer.png

Secondary
Enforcer

-Removed "+20% damage bonus while disguised"

-Removed "No random critical hits"

-Added "Guaranteed mini-crit shot while disguised"

-Added "Deals full damage against sapped Sentry Guns"

-Added "10% damage vulnerability while disguised"

Pictogram plus.png Attacks pierce damage resistance effects and bonuses
Pictogram plus.png Guaranteed mini-crit shot while disguised
Pictogram plus.png Deals full damage against sapped Sentries
Pictogram minus.png 10% damage vulnerability while disguised
Pictogram minus.png 20% slower firing speed

Backpack Diamondback.png

Secondary
Diamondback

-Removed "-15% damage penalty"

-Remove "No random critical hits"

-Added "20% slower firing speed"

-Gives guaranteed mini-crit hits instead of crits

Pictogram plus.png Gives one guaranteed mini-crit hit for each building destroyed with your Sapper attached or backstab kill
Pictogram minus.png 20% slower firing speed

Backpack Knife.png

Melee
Knife

NO CHANGE

NO CHANGE

Backpack Your Eternal Reward.png

Melee
Your Eternal Reward

-Removed "+33 cloak drain rate" penalty

-Added "+20% longer de-cloak time"

-Added "While disguised: Gain a certain bonus based on your current class type disguise"

Offense class - +33% non-critical damage bonus for your Secondary and Melee
Defense class - +20% damage resistance
Support class - +4 health regenerated per second
NOTE: The HP regen isn't reduced if the user was recently hurt

Pictogram plus.png Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed
Pictogram plus.png While disguised: Gain a certain bonus based on your current class type disguise
Pictogram plus.png On kill: No attack noise
Pictogram minus.png Normal disguises require (and consume) a full cloak meter
Pictogram minus.png +20% longer de-cloak time

Backpack Conniver's Kunai.png

Melee
Conniver's Kunai

-Added "While cloaked: Any overheal on wearer doesn't decay"
NOTE: This includes Medic overhealing or the overheal granted from backstabs

Pictogram plus.png On backstab kill: Absorbs the health from your victim
Pictogram plus.png While cloaked: Any overheal on wearer doesn't decay
Pictogram minus.png -55 max health on wearer

Backpack Big Earner.png

Melee
Big Earner

-Removed "+30% cloak on kill"

-Removed "Gain a 3 second speed boost on kill"

-Added "On kill with any weapon: Gain a 2 second speed boost & +25% cloak"

-Added "On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak"

Pictogram plus.png On kill with any weapon: Gain a 2 speed boost & +25% cloak
Pictogram plus.png On assist-kill with any weapon: Gain a 1 second speed boost & +12.5% cloak
Pictogram minus.png -25 max health on wearer

Backpack Spy-cicle.png

Melee
Spy-cicle

-Reduced recharge to 10 seconds from 15

-Reduced afterburn immunity to 5 seconds from 10

-Added "While disguised: Removes the sound of 'Spy-cicle' melting"

-Added "On hit by fire while active: Reduces initial fire damage by 90%"

-Added "Bonus melee range, but slower deploy time"

Pictogram plus.png On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, and afterburn immunity for 5 seconds
Pictogram minus.png Backstab turns victim into ice
Pictogram minus.png Melts in fire, regenerates in 10 seconds and by picking up ammo
Pictogram info.png Weapon makes a melting sound unless user is currently disguised
Pictogram info.png Bonus melee range, but slower deploy time

Backpack Disguise Kit.png

Primary PDA
Disguise Kit

-Added "Gain 20% damage resistance against the class type you are currently disguised as"

Pictogram plus.png Gain 20% damage resistance against the class type you are currently disguised as

Backpack Invisibility Watch.png

Secondary PDA
Invis Watch

-Fixed the "While cloaked: +50% faster debuff timers", additional includes Mark-for-Death and Gas Passer effect
NOTE: Increased to +50% from around +42%

Pictogram plus.png While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Pictogram info.png Alt-Fire: Turn invisible
Pictogram info.png Allowed in Medieval mode

Backpack Cloak and Dagger.png

Secondary PDA
Cloak and Dagger

-Fixed the "While cloaked: +50% faster debuff timers", additional includes Mark-for-Death and Gas Passer effect
NOTE: Increased to +50% from around +42%

-Added "Reduced decloak sound volume"

-Added "0.5 sec longer cloak blink time"

-Increased cloak meter from ammo sources penalty to -100% from -35%

Pictogram info.png Cloak Type: Motion Sensitive
Pictogram plus.png Cloak drain rate based on movement speed
Pictogram plus.png Reduced decloak sound volume
Pictogram plus.png +100% cloak regen rate
Pictogram plus.png While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Pictogram minus.png No cloak meter from ammo sources
Pictogram minus.png 0.5 sec longer cloak blink time
Pictogram minus.png +33% cloak drain rate
Pictogram info.png Alt-Fire: Turn invisible
Pictogram info.png Allowed in Medieval mode

Backpack Dead Ringer.png

Secondary PDA
Dead Ringer

-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"

-Removed "Afterburn immunity for 3 seconds when used"

-The natural damage resistance only lasts for 1 second once it's trigger

-The speed boost now stays active until decloaking instead of only lasting for 3 seconds

-Reduced cloak regen rate to +30% from +50%

-Removed "Ammo kits and Dispensers do not refill the Spy's cloak meter"

-Changed certain status effects being removed when used to "On use: Gain 1 second of debuff immunity"
NOTE: As in, the afterburn immunity and bleeding

-Increased faster debuff timers while cloaked to +75% from +50%
NOTE: Now includes "mark for death" and "Gas Passer effect"

-Added "While cloaked: 6 HP/s passive healing"
NOTE: This is a set 6 HP and doesn't scale when damaged, unless the user is on fire.

-Added "While cloaked: Absorb +75% of any damage taken"
NOTE: This starts 1 second after once the Dead Ringer is triggered

-Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)
NOTE: This starts 1 second after once the Dead Ringer is triggered

-Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking"

-Added "No health from health packs when invisible and for 5 seconds after decloaking"

-Added "No natural cloak resistance when invisible after the first 1 second"

-Added "-50% cloak meter from ammo sources"

Pictogram info.png Cloak Type: Feign Death
Pictogram plus.png Upon receiving any damage, user drops a fake corpse, gain 1 second of debuff immunity, gain 1 second of 75% damage resistance, and invisibility for the duration
Pictogram plus.png While cloaked: Absorb +75% of any damage taken, gain 6 HP/s passive healing, gain a speed boost, and +75% faster debuff timers
Pictogram plus.png +30% cloak regen rate
Pictogram plus.png +40% cloak duration
Pictogram minus.png While cloaked: User cannot attack or place Sappers and bumping in to enemies will make you slightly visible to enemies
Pictogram minus.png No cloak meter from ammo sources when invisible and for 5 seconds after decloaking
Pictogram minus.png No health from health packs when invisible and for 5 seconds after decloaking
Pictogram minus.png No natural cloak resistance when invisible after the first 1 second
Pictogram minus.png -50% cloak meter used when Feign Death is activated
Pictogram minus.png Absorbed damage shortens cloak duration
Pictogram minus.png -50% cloak meter from ammo sources
Pictogram info.png Allowed in Medieval mode

Backpack Electro Sapper.png

Building
Sapper

-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode

Pictogram plus.png Disables and slowly destroys enemy buildings
Pictogram info.png Allowed in Medieval mode

Backpack Red-Tape Recorder.png

Building
Red-Tape Recorder

-Added "Allowed in Medieval mode"
NOTE: Because Engineers can now build Dispensers in Medieval mode

-Removed "Reverses enemy building construction"

-Reduced Sapper damage penalty to -90% from -100%

-Added "Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed"
NOTE: Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed

-Added "+100% Sapper health bonus"

-Added "User is Marked for Death for 3 seconds after the Sapper has been removed"

Pictogram plus.png Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed
Pictogram plus.png +100% Sapper health bonus
Pictogram minus.png User is Marked for Death for 3 seconds after the Sapper has been removed
Pictogram info.png -90% Sapper damage penalty
Pictogram info.png Allowed in Medieval mode


Mult-Class - Modified Official Weapons
Weapon Changes Full New Stats
Backpack Reserve Shooter.png

Secondary
Reserve Shooter

-Increased deploy bonus to +30% from +20%

-Added "This weapon holsters 15% faster"

-Added "20% more accurate"

Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png This weapon deploys 30% faster and holsters 15% faster
Pictogram plus.png 20% more accurate
Pictogram minus.png -34% clip size

Backpack Pain Train.png

Melee
Pain Train

-Removed "10% bullet damage vulnerability on wearer"

-Added "When weapon is active"

-Added "Move speed increases by 15% while doing the objective"

-Added "15% damage vulnerability on wearer while doing the objective"

-Added "Bonus melee range, but slower deploy time"

When weapon is active:

Pictogram plus.png +1 capture rate
Pictogram plus.png Move speed increases by 15% while doing the objective
Pictogram minus.png 15% damage vulnerability on wearer while doing the objective
Pictogram info.png Bonus melee range, but slower deploy time
Backpack Half-Zatoichi.png

Melee
Half-Zatoichi

-Now it will show the amount of HP restored, just like other heal restoring effects/weapons

-Removed "No random critical hits"

(Soldier and Demoman) -Added "On kill: Gain a 2 second speed boost"

(Soldier and Demoman) -Added "On assist-kill: Gain 25% of base health and a 1 second speed boost"

(Soldier Only) -Added "On kill: Instantly gain back 50% Banner meter while the meter is still draining"
(Soldier Only) -Added "On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining"

Pictogram plus.png On kill: Gain 50% of base health and a 2 second speed boost
Pictogram plus.png On assist-kill: Gain 25% of base health and a 1 second speed boost
Pictogram minus.png Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
Pictogram info.png Soldiers and Demos can duel with Katanas for a one-hit kill
Pictogram info.png Bonus melee range, but slower deploy time

Pictogram plus.png (Soldier only) On kill: Instantly gain back 50% Banner meter while the meter is still draining

Pictogram plus.png (Soldier only) On assist-kill: Instantly gain back 25% Banner meter while the meter is still draining

Backpack B.A.S.E. Jumper.png

Primary
Secondary

B.A.S.E. Jumper

(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage"

(Demoman only) -Added "+20% faster reload time for your secondary while deployed"

(Demoman only) -Added "When a shield is equipped: User isn't affected by gravity while deployed and charging

Pictogram plus.png Press 'JUMP' key to deploy a Parachute to slow your descent while in the air
Pictogram plus.png Gain a 2 second speed boost after taking fall damage
Pictogram minus.png Can't re-deploy the Parachute after deploying until the user touches the ground
Pictogram minus.png Reduces amount of air strafe control by 50% while deployed
Pictogram info.png Allowed in Medieval mode

Pictogram info.png (Demoman only) When a shield is not equipped:
Pictogram plus.png +20% faster reload time for your secondary while deployed

Pictogram info.png (Demoman only) When a shield is equipped:
Pictogram plus.png User isn't affected by gravity while deployed and charging

Backpack Panic Attack.png

Primary
Secondary

Panic Attack

NO CHANGE

Pictogram plus.png +50% bullets per shot
Pictogram plus.png This weapon deploys 50% faster
Pictogram plus.png Fires a special fixed shot pattern
Pictogram minus.png -20% damage penalty
Pictogram minus.png Successive shots become less accurate

Custom Weapon Demonstration

Current Development Team

Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, & Server Owner
KarmaCharger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator

Former Development Members

MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Custom Attribute Developer & Main Plugin Developer
404 - Developer
Deathreus - Developer
Agent Silver - Custom Attribute Developer
Cool Porygon - Custom Attribute Developer
CHAWLZ - Custom Attribute Developer
Orion™ - Custom Attribute Developer
The655 - Custom Attribute Developer
Nergal - Custom Attribute Developer

Known Bugs

  • The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.

External links