User:EtherealT/Sweddy's Suggestion Board
Contents
- 1 Summary
- 2 Multi-Class
- 3 New Debuffs
- 4 Scout
- 5 Soldier
- 6 Pyro
- 7 Demoman
- 8 Heavy
- 9 Engineer
- 10 Medic
- 11 Sniper
- 12 Spy
- 13 Alternative/Miscellaneous Balance Suggestions
- 14 Custom Weapons
- 14.1 Multi-Class Custom Weapons
- 14.2 Scout Custom Weapons
- 14.3 Soldier Custom Weapons
- 14.4 Pyro Custom Weapons
- 14.5 Demoman Custom Weapons
- 14.6 Heavy Custom Weapons
- 14.7 Engineer Custom Weapons
- 14.8 Medic Custom Weapons
- 14.9 Sniper Custom Weapons
- 14.10 Spy Custom Weapons
- 14.11 Alternative/Miscellaneous Suggestions
- 15 MvM Changes
Summary
Last Major Update: 3rd December 2022 |
Gameplay Changes |
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Multi-Class
Weapon | Changes | New statistics |
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Reserve Shooter |
Added: Micro-crits vs targets launched airborne by compression blasts |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs Micro-crits vs targets launched airborne by compression blasts This weapon deploys 20% faster -34% clip size |
Pain Train |
Added: +15% movement speed on wearer when active and while carrying the intelligence Added: 100% mini-crits vs players doing an objective |
+1 capture rate on wearer +15% movement speed on wearer when active and while carrying the intelligence 100% mini-crits vs players doing an objective 10% bullet damage vulnerability on wearer |
New Debuffs
Scout
Weapon | Changes | New statistics |
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Shortstop |
Changed: Alt-Fire now fires a low damage shot that knocks back enemies instead Changed: Reload time decreased from 1.52 to 1.36 seconds Info: Base damage for Alt-Fire is 3 Info: Knockback mechanics and knockback strength is identical to the Force-A-Nature |
When weapon is active: Increase in push force taken from damage and airblast Holds a 4-shot clip and reloads its entire clip at once. Alt-Fire to fire a low damage shot to deal damage and push someone back! |
Baby Face's Blaster |
Removed: Boost reduced on air jumps |
On Hit: Builds Boost Run speed increased with Boost -34% clip size -10% slower move speed on wearer Boost reduced when hit |
Back Scatter |
Removed: -34% clip size |
Mini-crits the enemy when fired at their back from close range -20% less accurate No random critical hits |
Bonk! Atomic Punch |
Added: On consumption: Take 25 damage over 1.2 seconds Added: -33% less healing from Medic sources while effect is active |
On consumption: Take 25 damage Drink to become invulnerable for 8 seconds. The wearer receives -33% less healing from Medics and cannot attack during this time. Damage absorbed will slow you when the effect ends. |
Crit-a-Cola |
Changed: Mark-For-Death duration upon attacking decreased from 5 to 2 seconds Added: On consumption: Take 25 damage over 1.2 seconds Added: -33% less healing from Medic sources while effect is active Changed: The wearer is mini crit boosted upon consuming instead of needing to attack first |
On consumption: Take 25 damage While effect is active: attacks mini-crit, but each attack sets Mark-For-Death for 2 seconds. The wearer receives -33% less healing from Medics during this time. |
Mad Milk |
Added: +20% healing through Mad Milk on wearer Changed: Debuff duration decreased from 10 to 4-8 seconds Changed: Healing on damage done decreased from 60% to 50% Changed: Base cooldown increased from 20 to 25 seconds |
+20% healing through Mad Milk on wearer Extinguishing teammates reduces cooldown by -20% Players heal 50% of the damage done to an enemy covered with milk. Can be used to extinguish fires. |
Flying Guillotine |
Added: +20% damage dealt vs debuffed targets Changed: Cooldown reduction on long range hits increased from -1.5 to -2 seconds Changed: Increased recharge time from 5.1 to 8 seconds |
Long distance hits reduce recharge time +20% damage dealt vs debuffed targets No random critical hits |
Sandman |
Added: Ball now disorients the target for 0.5-1 second Info: Disorientation causes all weapons to be unusable for the duration Info: The slow debuff only takes effect upon disorienting debuff ending Info: Disorientation does not activate at very short ranges |
Alt-Fire: Launches a ball that slows and disorients opponents -15 max health on wearer |
Candy Cane |
Added: +10% health from packs on wearer Removed: 25% explosive damage vulnerability on wearer Added: -15 max health on wearer Added: On Death: The wearer drops a small health pack |
+10% health from packs on wearer On Kill: A small health pack is dropped -15 max health on wearer On Death: The wearer drops a small health pack |
Sun-on-a-Stick |
Added: Alt-Fire: Transfers afterburn from a teammate onto the wearer Added: On Hit: Inflicts the wearer's afterburn onto the target Added: No random critical hits |
100% critical hit vs burning players +25% fire damage resistance while deployed On Hit: Inflicts the wearer's afterburn onto the target Alt-Fire: Transfers afterburn from a teammate onto the wearer -25% damage penalty No random critical hits |
Atomizer |
Removed: -15% damage vs players Added: -20% slower firing speed Removed: Melee attacks mini-crit while airborne |
Grants Triple Jump while deployed -20% slower firing speed This weapon deploys 50% slower |
Soldier
Weapon | Changes | New statistics |
---|---|---|
Liberty Launcher |
Added: +33% push force on targets |
+25% clip size +40% projectile speed +33% push force on targets -25% blast damage from rocket jumps -25% damage penalty |
Cow Mangler 5000 |
Added: -15% damage penalty vs overhealed players Added: -15% damage penalty vs players connected via Medigun beams |
Does not require ammo Alt-Fire: A charged shot that mini-crits players and disables buildings for 4 sec No random critical hits Deals only 20% damage to buildings Minicrits whenever it would normally crit -15% damage penalty vs overhealed players -15% damage penalty vs players connected via Medigun beams |
Air Strike |
Removed: -20% explosion radius while blast jumping Changed: Explosion radius decreased from -10% to -15% |
-15% blast damage from rocket jumps Increased attack speed while blast jumping Clip size increased on kill -15% damage penalty -15% explosion radius |
Buff Banner |
Added: +10% faster reload time on primary weapon |
+10% faster reload time on primary weapon Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Mantreads |
Added: +20 max health on wearer |
-75% reduction in push force taken from damage Deals 3x falling damage to the player you land on -75% reduction in airblast vulnerability 200% increased air control when blast jumping +20 max health on wearer |
Righteous Bison |
Changed: Projectile size increased by +20% Changed: Base projectile speed increased from 1200 to 1380 HU Removed: (Hidden) -28% slower firing speed Info: Faster reload time and clip size penalty are no longer hidden |
Does not require ammo Projectile penetrates enemy targets Projectile cannot be deflected +20% faster reload time Deals only 20% damage to buildings -34% clip size |
Equalizer |
Added: This weapon deploys 30% faster Changed: Base damage penalty decreased from -49% to -25% Info: Damage increased from 33-107 to 49-107 |
When weapon is active: Damage increases as the user becomes injured This weapon deploys 20% faster -90% less healing from Medic sources -25% base damage penalty |
Disciplinary Action |
Added: -10 max health on wearer Changed: Decreased the speed boost given to friendly Heavies from +40% to +30% Info: Melee range bonus is no longer hidden |
On Hit Teammate: Boosts both players' speed for several seconds +70% longer melee range -25% damage penalty -10 max health on wearer |
Escape Plan |
Added: -10 max health on wearer |
Move speed increases as the user becomes injured while active You are marked for death while active, and for short period after switching weapons -90% less healing from Medic sources while active -10 max health on wearer |
Pyro
Pyro - Afterburn Changes | |
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|
Weapon | Changes | New statistics |
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Degreaser |
Added: +20% afterburn duration |
This weapon deploys 60% faster This weapon holsters 30% faster +20% afterburn duration Extinguishing teammates restores 20 health -66% afterburn damage penalty +25% airblast cost |
Dragon's Fury |
Changed: No longer requires the projectile hitbox to hit the center of the target to trigger the bonus damage Changed: Building damage bonus is no longer hidden |
Extinguishing teammates restores 20 health Deals +200% damage to burning targets +200% damage vs buildings +50% repressurization rate on hit -50% repressurization rate on Alt-Fire Uses a shared pressure tank for Primary Fire and Alt-Fire. Primary Fire: Launches a fast moving projectile that briefly ignites enemies Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire. This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage. |
Manmelter |
Added: Projectile penetrates enemy targets Changed: Extinguishing teammates with the wearer's primary weapon will also grant critical hits on this weapon Added: Projectiles that have penetrated through targets cannot crit |
+50% projectile speed Does not require ammo Projectile penetrates enemy targets Alt-Fire: Extinguish teammates Extinguishing teammates restores 20 health Extinguishing teammates grants guaranteed critical hits Projectiles that have penetrated through targets cannot crit No random critical hits This weapon will reload automatically when not active. |
Scorch Shot |
Added: Afterburn duration is affected by range Info: Afterburn duration gradually decreases after 512 HU, and can only inflict afterburn for 4 seconds at 1024 range and beyond |
100% mini-crits vs burning players Flare knocks back target on hit and explodes when it hits the ground Increased knockback on burning players -35% self damage force -35% damage penalty Afterburn duration is affected by range This weapon will reload automatically when not active. |
Gas Passer |
Changed: Targets coated in gas now suffer a 25% fire damage vulnerability debuff Changed: Base cooldown decreased from 60 to 48 seconds Changed: Damage required to build Gas decreased from 750 to 600 Changed: Gas linger duration increased from 5 to 8 seconds Changed: Targets coated in gas are considered to be wet Changed: Gas continues to remain on enemies even after they have been engulfed in flames, lasting its entire 10 second duration Changed: Gas meter persisting upon death is no longer a hidden attribute Info: This means that the same target can be extinguished and still be able to reignite for up to 10 seconds |
Gas meter builds with damage done and/or time Gas meter persists through death Spawning and resupply do not affect the Gas meter Gas meter starts empty Creates a horrific visible gas that coats enemies with a flammable material, which gives them a 25% fire damage vulnerability, and it further ignites into afterburn if they take damage (even enemy Pyros!) |
Sharpened Volcano Fragment |
Added: All afterburn damage dealt is returned to the wearer as health Added: -15% health from packs on wearer Added: This weapon holsters 30% slower |
On Hit: target is engulfed in flames All afterburn damage dealt is returned to the wearer as health -20% damage penalty -15% health from packs on wearer This weapon holsters 30% slower |
Third Degree |
Added: Mini-crits where it would normally crit vs overhealed players Added: Mini-crits where it would normally crit vs players connected via Medigun beams |
All players connected via Medigun beams are hit Mini-crits where it would normally crit vs overhealed players Mini-crits where it would normally crit vs players connected via Medigun beams |
Demoman
Demoman - Shield Changes | |
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Weapon | Changes | New statistics |
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Loch-n-Load |
Changed: Damage bonus now affects all enemies Removed: -25% explosion radius Changed: Clip size decreased from -25% to -50% |
+20% damage bonus +25% projectile speed -50% clip size Launched bombs shatter on surfaces |
Scottish Resistance |
Added: +15% faster reload time Added: Stickybombs cannot be moved by explosions or compression blasts |
+15% faster reload time +25% faster firing speed +50% max secondary ammo on wearer +6 max pipebombs out Detonates stickybombs near the crosshair and directly under your feet Able to destroy enemy stickybombs Stickybombs cannot be moved by explosions or compression blasts 0.8 sec slower bomb arm time |
Ullapool Caber |
Changed: Holster speed penalty decreased from -100% to -75% Changed: The holster speed penalty is removed upon the warhead being used up Removed: -20% slower firing speed Removed: (Hidden) -15% damage penalty |
This weapon deploys 100% slower while warhead is active No random critical hits The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Claidheamh Mòr |
Removed: 15% damage vulnerability on wearer Added: 15% fire damage vulnerability on wearer Added: 15% explosion damage vulnerability on wearer |
When weapon is active: 0.5 second increase in charge duration Melee kills refill 25% of your charge meter. No random critical hits 15% fire damage vulnerability on wearer 15% explosion damage vulnerability on wearer This weapon has a large melee range and deploys and holsters slower. |
Heavy
Heavy - Lunchbox Changes | |
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|
Weapon | Changes | New statistics |
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Natascha |
Changed: Damage resistance no longer has a health requirement to be activated Changed: Spin up time decreased from -30% to -25% Info: Clarified the damage resistance being able to bypass critical damage |
On Hit: 100% chance to slow target -20% damage resistance when spun up -25% damage penalty -25% slower spin up time Critical hits bypasses the damage resistance |
Brass Beast |
Changed: Spin up time decreased from -50% to -40% Changed: Move speed while deployed decreased from -60% to -50% Info: Clarified the damage resistance being able to bypass critical damage |
+20% damage bonus -20% damage resistance when below 50% health and spun up -40% slower spin up time -50% slower move speed while deployed Critical hits bypasses the damage resistance |
Huo-Long Heater |
Added: +25% fire damage resistance on wearer while deployed Changed: Flame ring radius increased from 160 to 184 HU Changed: Flame ring height increased from 32 to 70 HU Removed: -10% damage penalty Added: -95% ammo from dispensers when spun up Removed: +25% damage bonus vs burning players Info: Jumping over the flame ring without being set on fire is harder now |
Creates a ring of flames while spun up +25% fire damage resistance on wearer while deployed Consumes an additional 4 ammo per second while spun up -95% ammo from dispensers when spun up |
Sandvich |
Added: -20% health from packs on wearer |
-20% health from packs on wearer Eat to regain up to 300 health. 30 second cooldown. Picking up packs at full health will instantly recharge the Sandvich Alt-fire: Share a Sandvich with a friend (Medium Health Kit) |
Buffalo Steak Sandvich |
Added: Eat to regain up to 50 health Added: All melee hits grant a speed boost while active Changed: Cooldown decreased from 30 to 20 seconds Removed: (Hidden) 20% damage vulnerability while effect is active Changed: Dropped edible healing decreased from a medium to a small health kit Removed: +30% faster move speed on wearer while active |
After consuming, gain a 3 second speed boost on hit, attacks mini-crit, and the player may only use melee weapons. Lasts 16 seconds. Eat to regain up to 50 health. 20 second cooldown. Picking up packs at full health will instantly recharge the steak Alt-fire: Share with a friend (Small Health Kit) Who needs bread? |
Second Banana |
Added: -20% health from packs on wearer |
+50% increase in charge recharge rate -33% healing effect -20% health from packs on wearer Eat to regain up to 200 health. 10 second cooldown. Picking up packs at full health will instantly recharge the banana Alt-fire: Share banana with a friend (Small Health Kit) |
Gloves of Running Urgently |
Added: -20% health from healers on wearer Changed: Clarified the attributes on the weapon |
+30% faster move speed on wearer when active This weapon holsters 50% slower Maximum health is drained while item is active -20% health from healers on wearer |
Warrior's Spirit |
Added: +23% faster consumption speed on secondary weapon Changed: Damage vulnerability now only affects melee damage only Removed: +50 health restored on kill Removed: When weapon is active attribute |
+30% damage bonus +23% faster consumption speed on secondary weapon 30% melee damage vulnerability on wearer |
Eviction Notice |
Changed: Increased firing speed from +40% to +50% Changed: Damage penalty decreased from -60% to -50% Removed: Maximum health is drained while item is active Removed: +15% faster move speed on wearer |
+50% faster firing speed On Hit: Gain a speed boost -50% damage penalty |
Engineer
Weapon | Changes | New statistics |
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Pomson 6000 |
Changed: Projectile size increased by +20% Changed: Base projectile speed increased from 1200 to 1380 HU Changed: Firing speed increased from -28% to -25% Removed: (Hidden) -4% slower reload time Info: Slower firing speed and clip size penalty are no longer hidden |
Does not require ammo Projectile cannot be deflected On Hit: Victim loses up to 10% Medigun charge On Hit: Victim loses up to 20% cloak -25% slower firing speed -34% clip size Deals only 20% damage to buildings |
Rescue Ranger |
Changed: Health-to-metal ratio increased from 4-to-1 to 3-to-1 |
Alt-Fire: Use 100 metal to pick up your targeted building from any range Fires a special bolt that can repair friendly buildings -34% clip size -50% max primary ammo on wearer Self mark for death when hauling buildings 3-to-1 health-to-metal ratio when repairing buildings |
Wrangler |
Changed: Sentry disable duration upon being unwrangled decreased from 3 to 1.5 seconds Removed: Wrangled sentries gain a shield that reduces repairs by 66% Removed: Wrangled sentries gain a shield that reduces damage by 66% Info: Faster firing speed on wrangled Sentry Guns are no longer hidden |
Take manual control of your Sentry Gun. Wrangled sentries gain increased fire rate. Sentries are disabled for 1.5 seconds after becoming unwrangled. |
Short Circuit |
Changed: Primary fire now hits enemies within its range automatically Changed: (Hidden) Damage increased from -33% to +33% Changed: (Hidden) Damage to buildings increased from -90% to -80% Added: No ammo from dispensers when active Changed: Ammo per shot increased from 5 to 15 ammo Changed: Base firing speed decreased from 0.15 to 0.5 seconds Removed: Alt-Fire no longer applies self knockback on the wearer Info: The cannot be crit boosted attribute is no longer hidden Info: The building damage penalty attribute is no longer hidden |
Primary fire automatically hits the closest target within its range Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal. No reload necessary No ammo from dispensers when active No random critical hits Per Shot: -15 ammo Uses metal for ammo Cannot be crit boosted Deals only 20% damage to buildings |
Southern Hospitality |
Added: +11% faster move speed on wearer while hauling Removed: 20% fire damage vulnerability on wearer Added: 15% damage vulnerability when hauling buildings, and for short period after deploying buildings Info: Engineer moves at normal speed while hauling buildings |
On Hit: Bleed for 5 seconds +11% faster move speed on wearer while hauling 15% damage vulnerability when hauling buildings, and for short period after deploying buildings No random critical hits |
Jag |
Changed: Repair rate decreased from -20% to -30% |
Construction hit speed boost increased by 30% +15% faster firing speed -25% damage penalty 30% slower repair rate -33% damage penalty vs buildings |
Medic
Medic - Primary Changes | |
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|
Weapon | Changes | New statistics |
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Crusader's Crossbow |
Changed: Projectiles are now affected by the crit heal mechanic Changed: Base damage decreased from 38-75 to 30-60 Changed: Base heal decreased from 75-150 to 25-50 Info: Crit heal mechanic means that if the target has not been damaged for the last 12.5 seconds, healing increases linearly, from 50-100 to 75-150 health recovered if the target has not been damaged for 15 seconds |
No headshots -75% max primary ammo on wearer Fires special bolts that heal teammates and deals damage based on distance traveled This weapon will reload automatically when not active |
Ubersaw |
Added: -10 max health on wearer |
On Hit: 25% ÜberCharge added -10 max health on wearer -20% slower firing speed |
Vita-Saw |
Added: Gain Revitalize on kills and assists Added: Movement speed increases as the user becomes injured when active Changed: Maximum Übercharge percentage retained upon death decreased from 60% to 40% Removed: Collect the organs of people you hit Info: The wearer gains 10% Revitalize per kill or assist Info: The max move speed of +20% is achieved at 21% health or less |
Gain Revitalize on kills and assists A percentage of your ÜberCharge level is retained on death based on Revitalize. Total ÜberCharge retained on spawn caps at 40%. Movement speed increases as the user becomes injured when active -10 max health on wearer |
Amputator |
Changed: Health regeneration is now passive instead of only when weapon is active |
+3 health regenerated per second on wearer Alt-Fire: Applies a healing effect to all nearby teammates -20% damage penalty |
Solemn Vow |
Added: Allows enemies to see your health and ÜberCharge percentage Info: Clarified the ability to see enemy ÜberCharge percentage |
Allows you to see enemy health and ÜberCharge percentage Allows enemies to see your health and ÜberCharge percentage -10% slower firing speed |
Sniper
Sniper - Class Changes | |
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|
Weapon | Changes | New statistics |
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Sydney Sleeper |
Changed: Scoped headshots now decrease all secondary cooldowns by 1 second Removed: No headshots Added: Mini-crits whenever it would normally crit |
+25% charge rate On Scoped Hit: Apply Jarate for 2 to 5 seconds based on charge level. Nature's Call: Scoped headshots reduce the remaining cooldown of secondary weapons by 1 second. Mini-crits whenever it would normally crit |
Bazaar Bargain |
Added: -10% damage penalty Changed: Max increase in charge rate decreased from 200% to 150% |
Base charge rate decreased by 50% -10% damage penalty Each scoped headshot kill increases the weapon's charge rate by 25% up to 150%. |
Machina |
Added: On Full Charge: Projectiles pierce damage resistance effects and bonuses Removed: On Full Charge: +15% damage per shot |
On Full Charge: Projectiles pierce damage resistance effects and bonuses On Full Charge: Projectiles penetrate players Cannot fire unless zoomed Fires tracer rounds |
Hitman's Heatmaker |
Added: +10% faster reload time |
+10% faster reload time Gain Focus on kills and assists Press 'Reload' to activate focus In Focus: +25% faster charge and no unscoping -20% damage on body shot |
Classic |
Added: +69% faster move speed on wearer while charging Removed: -10% damage on body shot Info: Move speed increased from 27% to 45% while scoped in |
Charge and fire shots independent of zoom +69% faster move speed on wearer while charging No headshots when not fully charged |
Jarate |
Changed: Splash radius decreased from 200 to 150 HU Changed: Debuff duration decreased from 10 to 8 seconds Changed: Increased recharge time from 20 to 25 seconds |
Extinguishing yourself or a teammate reduces cooldown by -20% Coated enemies take mini-crits Can be used to extinguish fires. |
Razorback |
Added: +30% melee damage resistance while active Info: Clarified the regeneration time and shield breaking upon backstabs |
Blocks a single backstab attempt +30% melee damage resistance while active Shield regenerates in 30 seconds after breaking -100% maximum overheal on wearer Shield breaks upon blocking a backstab attempt Positive stats are inactive if the shield is broken |
Darwin's Danger Shield |
Added: -20% damage from all sources on wearer Added: Damage added by critical hits ignores damage resistance Removed: +50% fire damage resistance on wearer Removed: Immune to the effects of afterburn Info: Also affects micro-crits and mini-crits Info: Headshots will do 140 damage for example |
-20% damage from all sources on wearer Damage added by critical hits ignores damage resistance |
Cozy Camper |
Changed: Flinching resistance now scales linearly based on charge |
+4 health regenerated per second on wearer Up to 100% less flinching while scoped in based on charge with primary weapon Knockback reduced by 20% when aiming |
Cleaner's Carbine |
Added: Firing speed penalty is now removed upon activating Crikey Changed: Firing speed increased from -25% to -20% Changed: Damage required to charge Crikey decreased from 100 to 75 damage |
Dealing damage fills charge meter. Secondary fire when charged removes the firing speed penalty and grants mini-crits for 8 seconds. -20% clip size -20% slower firing speed No random critical hits |
Tribalman's Shiv |
Added: 100% mini-crits vs bleeding targets Changed: Damage penalty decreased from -50% to -40% |
On Hit: Bleed for 6 seconds 100% mini-crits vs bleeding targets -40% damage penalty |
Spy
Spy - Invisibility Watch Changes | |
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|
Weapon | Changes | New statistics |
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Enforcer |
Added: Minicrits whenever it would normally crit Changed: Damage bonus now activates when this weapon is fired while undisguised instead of while disguised |
+20% damage bonus while undisguised Attacks pierce damage resistance effects and bonuses -20% slower firing speed Minicrits whenever it would normally crit No random critical hits |
Diamondback |
Added: -20% slower firing speed Added: Critical damage is affected by range |
Gives one guaranteed critical hit for each building destroyed with your sapper attached or backstab kill -15% damage penalty -20% slower firing speed No random critical hits Critical damage is affected by range |
Your Eternal Reward |
Removed: +33% cloak drain rate Added: -20% cloak from ammo packs and dispensers |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs -20% cloak from ammo packs and dispensers Normal disguises require (and consume) a full cloak meter |
Cloak and Dagger |
Changed: Cloak meter from ammo boxes increased from -35% to -25% Removed: (Hidden) -20% slower cloak fade time |
+100% cloak regen rate No cloak meter from ammo boxes when invisible -25% cloak meter from ammo boxes Cloak Type: Motion Sensitive Alt-Fire: Turn invisible. Cannot attack while invisible. Bumping in to enemies will make you slightly visible to enemies. Cloak drain rate based on movement speed Invisbility reduces the duration for most debuffs |
Dead Ringer |
Changed: Cloak regen rate increased from +50% to +60% Info: The no cloak from ammo boxes when invisible penalty is no longer hidden |
+60% cloak regen rate +40% cloak duration -50% cloak meter when Feign Death is activated No cloak meter from ammo boxes or dispensers Cloak Type: Feign Death Leave a fake corpse on taking damage and temporarily gain invisibility, speed and damage resistance Invisbility reduces the duration for most debuffs |
Red-Tape Recorder |
Added: +50% Sapper health Added: Steadily drains metal and ammo from sapped buildings |
Reverses enemy building construction +50% Sapper health Steadily drains metal and ammo from sapped buildings -100% sapper damage penalty |
Alternative/Miscellaneous Balance Suggestions
Weapon | Changes | New statistics |
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Shortstop Version 2 |
Added: +20% healing received from Medic sources, Dispensers, and enemies covered in Mad Milk Changed: Reload time decreased from 1.52 to 1.36 seconds Removed: Alt-Fire to reach and shove someone! |
When weapon is active: +20% healing received from Medic sources, Dispensers, and enemies covered in Mad Milk Increase in push force taken from damage and airblast Holds a 4-shot clip and reloads its entire clip at once. |
Baby Face's Blaster Version 2 |
Changed: Air jump boost loss decreased from 75% to 25% Changed: Damage required to drain all boost increased from 25 to 50 |
On Hit: Builds Boost Run speed increased with Boost -34% clip size -10% slower move speed on wearer Boost reduced on air jumps Boost reduced when hit |
Baby Face's Blaster Version 3 |
Changed: Air jump boost loss decreased from 75% to 50% Changed: Damage required to drain all boost increased from 25 to 100 |
On Hit: Builds Boost Run speed increased with Boost -34% clip size -10% slower move speed on wearer Boost reduced on air jumps Boost reduced when hit |
Liberty Launcher Version 2 |
Changed: Damage penalty decreased from -25% to -20% |
+25% clip size +40% projectile speed -25% blast damage from rocket jumps -20% damage penalty |
Loch-n-Load Version 2 |
Removed: -25% clip size |
+20% damage vs buildings +25% projectile speed -25% explosion radius Launched bombs shatter on surfaces |
Brass Beast Version 2 |
Changed: Damage resistance no longer has a health requirement to be activated Changed: Spin up time decreased from -50% to -40% Changed: Move speed while deployed decreased from -60% to -50% Info: Clarified the damage resistance being able to bypass critical damage |
+20% damage bonus -20% damage resistance when spun up -40% slower spin up time -50% slower move speed while deployed Critical hits bypasses the damage resistance |
Huo-Long Heater Version 2 |
Changed: Flame ring radius increased from 160 to 184 HU Changed: Flame ring height increased from 32 to 70 HU Removed: -10% damage penalty Added: -95% ammo from dispensers when spun up Changed: Now micro-crits burning players instead of doing bonus damage Info: Jumping over the flame ring without being set on fire is harder now |
Creates a ring of flames while spun up 100% micro-crits vs burning players Consumes an additional 4 ammo per second while spun up -95% ammo from dispensers when spun up |
Crusader's Crossbow Version 2 |
Added: -15% ÜberCharge on all weapons Info: Affects all possible sources of ÜberCharge gain, from the Übercharge rate built in secondary weapons to received Übercharge such as from the Übersaw, for example |
No headshots -75% max primary ammo on wearer -15% ÜberCharge rate on all weapons Fires special bolts that heal teammates and deals damage based on distance traveled This weapon will reload automatically when not active |
Crusader's Crossbow Version 3 |
Added: -5% slower move speed on wearer |
No headshots -75% max primary ammo on wearer -5% slower move speed on wearer Fires special bolts that heal teammates and deals damage based on distance traveled This weapon will reload automatically when not active |
Bazaar Bargain Version 2 |
Added: -15% slower reload time Changed: Max increase in charge rate decreased from 200% to 150% |
Base charge rate decreased by 50% -15% slower reload time Each scoped headshot kill increases the weapon's charge rate by 25% up to 150%. |
Classic Version 2 |
Added: +69% faster move speed on wearer while charging Changed: Headshots now mini-crit when not fully charged Info: Move speed increased from 27% to 45% while scoped in |
Charge and fire shots independent of zoom +69% faster move speed on wearer while charging Headshots mini-crit when not fully charged -10% damage on body shot |
Mad Milk Version 2 |
Added: Milk meter builds with damage done and/or time Added: Dying does not affect the Milk Meter Added: Milk meter starts empty Added: Spawning and resupply do not affect the Milk meter Changed: Increased recharge time from 20 to 60 seconds Changed: Healing on damage done decreased from 60% to 50% Info: 750 damage is required to charge Milk |
Milk meter builds with damage done and/or time Dying does not affect the Milk Meter Extinguishing teammates reduces cooldown by -20% Milk meter starts empty Spawning and resupply do not affect the Milk meter Players heal 50% of the damage done to an enemy covered with milk. Can be used to extinguish fires. |
Righteous Bison Version 2 |
Added: On Kill: 4 seconds of 100% mini-crit chance Removed: (Hidden) -28% slower firing speed Info: Mini-crit boost affects all weapons Info: Faster reload time and clip size penalty are no longer hidden |
Does not require ammo Projectile penetrates enemy targets Projectile cannot be deflected +20% faster reload time On Kill: 4 seconds of 100% mini-crit chance Deals only 20% damage to buildings -34% clip size |
Scottish Resistance Version 2 |
Added: Up to +100% damage bonus over 2 seconds if undetonated Removed: 0.8 sec slower bomb arm time Added: -50% base damage penalty Removed: +25% faster firing speed Info: Damage scales gradually from 60 to 120 damage over 2 seconds |
Up to +100% damage bonus over 2 seconds if undetonated +50% max secondary ammo on wearer +6 max pipebombs out Detonates stickybombs near the crosshair and directly under your feet Able to destroy enemy stickybombs -50% base damage penalty |
Jarate Version 2 |
Added: Jarate meter builds with damage done and/or time Added: Dying does not affect the Jarate Meter Added: Jarate meter starts empty Added: Spawning and resupply do not affect the Jarate meter Changed: Increased recharge time from 20 to 60 seconds Info: 750 damage is required to charge Jarate |
Jarate meter builds with damage done and/or time Dying does not affect the Jarate Meter Extinguishing teammates reduces cooldown by -20% Jarate meter starts empty Spawning and resupply do not affect the Jarate meter Coated enemies take mini-crits Can be used to extinguish fires. |
Razorback Version 2 |
Added: +20% damage resistance from behind while active Info: Clarified the regeneration time and shield breaking upon backstabs Info: Headshots from the back are not affected by the damage resistance |
Blocks a single backstab attempt +20% damage resistance from behind while active Shield regenerates in 30 seconds after breaking -100% maximum overheal on wearer Shield breaks upon blocking a backstab attempt Positive stats are inactive if the shield is broken |
Darwin's Danger Shield Version 2 |
Added: +25 max health on wearer Added: -100% maximum overheal on wearer Changed: Fire damage resistance decreased from +50% to +25% |
+25 max health on wearer +25% fire damage resistance on wearer Immune to the effects of afterburn. -100% maximum overheal on wearer |
Enforcer Version 2 |
Added: +25% damage vs buildings Changed: Firing speed increased from -20% to -15% Changed: Damage bonus while disguised now only affects players |
+25% damage vs buildings +20% damage bonus vs players while disguised Attacks pierce damage resistance effects and bonuses -15% slower firing speed No random critical hits |
Diamondback Version 2 |
Removed: -15% damage penalty Added: -17% clip size Changed: Destroying buildings with the sapper or kills through backstabs only provide mini-crits Changed: Rescaled the method of obtaining crits from gaining one upon backstabs or buildings sapped to a fixed 4 seconds |
Gives 4 seconds of mini-crits for each building destroyed with your sapper attached or backstab kill -17% clip size No random critical hits |
Sandman Version 2 |
Changed: Ball damage increased from 15-26 to 30-45 based on range Removed: -15 max health on wearer Added: 20% damage vulnerability on wearer while active Added: This weapon holsters 20% slower |
When weapon is active: Alt-Fire: Launches a ball that slows opponents 20% damage vulnerability on wearer This weapon holsters 20% slower |
Sandman Version 3 |
Changed: Ball damage increased from 15-26 to 30-45 based on range Removed: -15 max health on wearer Added: -20% damage penalty Added: This weapon holsters 20% slower |
Alt-Fire: Launches a ball that slows opponents -20% damage penalty This weapon holsters 20% slower |
Ullapool Caber Version 2 |
Changed: Holster speed penalty decreased from -100% to -75% Changed: The holster speed penalty is removed upon the warhead being used up Changed: The firing speed penalty is removed upon the warhead being used up Removed: (Hidden) -15% damage penalty |
-20% slower firing speed while warhead is active This weapon deploys 75% slower while warhead is active No random critical hits The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Warrior's Spirit Version 2 |
Added: +47% faster consumption speed on secondary weapon Removed: 30% damage vulnerability on wearer Added: -20 max health on wearer Removed: +50 health restored on kill |
+30% damage bonus +47% faster consumption speed on secondary weapon -20 max health on wearer |
Southern Hospitality Version 2 |
Added: +100% damage vs Sappers Removed: 20% fire damage vulnerability on wearer Added: 15% explosion damage vulnerability on wearer |
On Hit: Bleed for 5 seconds +100% damage vs Sappers No random critical hits 15% explosion damage vulnerability on wearer |
Ubersaw Version 2 |
Added: -5% ÜberCharge rate on primary and secondary weapons |
On Hit: 25% ÜberCharge added -5% ÜberCharge rate on primary and secondary weapons -20% slower firing speed |
Vita-Saw Version 2 |
Added: Gain Revitalize on hits and healing done Added: Gain a speed boost for up to 10 seconds upon respawning based on Revitalize Removed: Collect the organs of people you hit Info: The wearer gains 1% Revitalize per hit with Syringe Guns, 25% per hit with this weapon, 1% for every 15 health healed and 7.5% Revitalize with the Crusader's Crossbow Info: Revitalize is only gained through healing damaged teammates, overhealing does not contribute towards Revitalize Info: Hitting buildings do not give Revitalize |
Gain Revitalize on hits and healing done A percentage of your ÜberCharge level is retained on death based on Revitalize. Total ÜberCharge retained on spawn caps at 60%. Gain a speed boost for up to 10 seconds upon respawning based on Revitalize -10 max health on wearer |
Your Eternal Reward Version 2 |
Changed: Cloak drain rate decreased from +33% to +20% |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs +20% cloak drain rate Normal disguises require (and consume) a full cloak meter |
Your Eternal Reward Version 3 |
Changed: The increased cloak drain rate only takes effect while disguised Changed: Cloak drain rate decreased from +33% to +25% |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs +25% cloak drain rate while disguised Normal disguises require (and consume) a full cloak meter |
Your Eternal Reward Version 4 |
Added: +20% cloak regen rate |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs +20% cloak regen rate +33% cloak drain rate Normal disguises require (and consume) a full cloak meter |
Custom Weapons
Multi-Class Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Conventional |
TF2 Workshop Link |
+33% faster reload time -20% slower firing speed |
EX-Vermin 8R |
TF2 Workshop Link |
Hold Fire to load up to four shells Release Fire to unleash the barrage +50% faster reload time +30% faster firing speed Clip starts empty |
Private Ranger |
TF2 Workshop Link |
+60% more accurate -30% bullets per shot |
Raiding Aid |
TF2 Workshop Link |
+34% clip size On Hit: Gain a +10% faster firing speed buff that stacks with itself -20% less accurate On Miss: Suffer from a -10% slower firing speed buff that stacks with itself Firing speed changes are reset upon not firing for 1.5 seconds Firing speed changes stacks additively with itself |
Manatee Laser |
TF2 Workshop Link |
Does not require ammo Projectile cannot be deflected Hold Alt-Fire to charge up shot On Full Charge: Projectiles penetrate players On Full Charge: Projectiles become hitscan -20% slower firing speed Weapon is disabled for 1 second after alt-fire Alt-Fire fires tracer rounds Minicrits whenever it would normally crit No random critical hits Has a base damage of 50 Has 120% maximum ramp up and 80% minimum fall off damage Can charge up to 2.5 seconds before firing Has a projectile speed of 3000 HU/s and the projectile slightly arcs, similar to the Manmelter |
Scout Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Tesla Shocker |
TF2 Workshop Link |
Does not require ammo 100% mini-crits vs wet players On hit vs buildings: Buildings become unable to target the user for up to 1 second -15% damage vs players Deals only 20% damage to buildings No random critical hits Every bullet inflicts a 0.1 second debuff on enemy buildings where the user is rendered untargetable, up to 1 second maximum if all bullets hit |
Solid Slugger |
TF2 Workshop Link |
On Hit: Refills the recharge meter on secondary weapon based on damage dealt -34% clip size The damage to cooldown reduction ratio is 5 damage to 1% cooldown |
Dual Duelers |
TF2 Workshop Link |
+50% faster firing speed on secondary weapon +100% clip size on secondary weapon +100% max secondary ammo on wearer +100% max secondary misc ammo on wearer -100% slower reload time on secondary weapon Secondary misc ammo refers to all consumables and throwables on the secondary slot Visually, the wearer would be dual equipping whatever secondary they have equipped |
Payoff |
TF2 Workshop Link |
+20% more accurate On Kill vs enemy crippled by debuffs: Gain a myriad of boosts -50% clip size To be crippled by debuffs, the enemy must have at least two of the following: Afterburn, bleeding, slow, gas, mad milk, jarate, marked-for-death, poison The myriad of boosts include: Full overheal, 1 second of invulnerability and 8 seconds of mini-crits and speed boost |
Shark-n-Awe |
TF2 Workshop Link |
+15% faster firing speed +15% faster reload time On Kill: Gain a speed boost for 4 seconds -20% damage penalty |
Mafioso |
TF2 Workshop Link |
+33% clip size +15% faster firing speed -15% damage penalty |
Repeat Offender |
TF2 Workshop Link |
No reload necessary Up to +33% faster firing speed based on successive shots Successive shots become less accurate Max accuracy debuff is -33% The firing speed/accuracy debuff cap is reached after 12 shots |
Ace in the Hole |
TF2 Workshop Link |
Throw at your enemies to make them bleed! +300% max secondary misc ammo on wearer 100% critical hits vs bleeding players +25% increase in recharge rate -85% damage penalty No random critical hits Base damage is 6 |
Supply Chain |
TF2 Workshop Link |
+45% damage bonus -40% slower firing speed This weapon deploys 15% slower No random critical hits |
21 |
TF2 Workshop Link |
On Hit: 100% chance to slow target for 2 seconds -60% slower firing speed This weapon deploys 20% slower Slowdown mechanic is the exact same as the Sandman |
Lad Ahoy! |
TF2 Workshop Link |
On Kill: Gain a speed boost for 4 seconds Alt-Fire: Launches a disembodied gyrocompass that applies an outline visible through walls to enemies for 8 seconds -25% damage penalty -20% slower firing speed Only the wearer can see the outline |
Soldier Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Havoc Attack |
TF2 Workshop Link |
100% micro-crits if the projectile damages multiple targets +15% faster firing speed -50% clip size The player themselves counts as a target, and will trigger micro-crits if caught in the explosion The micro-crit also affects and increases self damage |
Moon Shot |
TF2 Workshop Link |
Rockets implode, pulling targets in instead of knocking them back -25% clip size -15% damage penalty Since the rocket implodes, it is impossible to rocket jump technically |
Bird's Eye Bomber |
TF2 Workshop Link |
Alt-Fire: Fires a rocket that has a significant arc -10% slower reload time The arc is 90 degrees from the player's crosshair |
Follower |
TF2 Workshop Link |
Hold alt-fire to control and move the rocket towards the crosshair -25% clip size -20% slower firing speed Alt-Fire only affects the last fired rocket Functions identically to the guiding laser mechanic in Half-Life |
Trashman's Thrasher |
TF2 Workshop Link |
On Kill with Primary or Melee Weapon: Refills clip Destroying Buildings with Primary or Melee Weapon: 50% of this weapon's clip is refilled +15% damage bonus Starts with an empty clip No manual reload Max clip size is 6 |
Second Amendment |
TF2 Workshop Link |
On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits -83% clip size -40% slower reload time Fires a single high velocity projectile ready to remind opponents of your right to bear arms. Base damage is 40, has a ramp up of 150% and fall off of 50%, and perfect accuracy Has a projectile speed of 2640 HU/s, and Mark For Death lasts for 1.5 seconds |
Short Round |
TF2 Workshop Link |
+20% more accurate 100% mini-crits while blast jumping +25% faster firing speed while blast jumping This weapon deploys 40% faster while blast jumping -34% clip size -15% damage penalty |
Pyro Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Afterburner |
TF2 Workshop Link |
+30% longer flamethrower range +20% increase in airblast push force -20% airblast cost +4% repressurization rate on Alt-Fire +100% ammo consumption rate on primary fire -25% damage penalty Airblast cooldown effectively decreased from 0.75 to 0.55 seconds |
Crop-Killer |
TF2 Workshop Link |
Fires poisonous gas instead of flames Poisonous gas lingers on the ground for 5 seconds after being fired On Hit: +53% debuff duration +30% longer flamethrower range -100% damage penalty Inflicts poison instead of afterburn Poisonous gas particles fall on the ground and linger instead of disappearing after reaching their lifespan Grounded poisonous gas particles disappear upon being in contact with enemy players It takes 0.525 seconds to reach the max debuff duration of 10 seconds instead of 1.125 seconds |
Calefactor |
TF2 Workshop Link |
Damage increases based on remaining duration of afterburn On Hit: Reduces remaining afterburn duration -20% less accurate -15% damage penalty No random critical hits Each bullet hit reduces afterburn duration by 0.5 seconds, but deals damage equal to 0.5 seconds of afterburn Can deal up to 40 bonus damage in exchange for -5 seconds of remaining afterburn Afterburn damage penalty affects the damage bonus of this weapon directly |
Sharp Shooter |
TF2 Workshop Link |
+40% faster weapon switch speed between secondary and melee weapons if the Sharp Shooter is equipped in the melee slot +25% more accurate -15% damage penalty |
Spitfire |
TF2 Workshop Link |
+80% damage bonus +20% damage vs buildings Fired projectiles explode on surfaces and targets -35% self damage force -100% afterburn damage penalty Damage is affected by range This weapon will reload automatically when not active. Has no ramp up, but has a max fall off at 50% The damage bonuses are additive, resulting in a +100% damage bonus vs buildings |
Lungbuster |
TF2 Workshop Link |
100% critical hits vs poisoned players Projectile creates a poisonous gas cloud upon hitting a target or surface that settles to the ground and lingers for 3 seconds -25% projectile speed -50% damage penalty This weapon will reload automatically when not active. Gas cloud size and mechanics are identical to the Gas Passer Gas particles disappear upon being in contact with enemy players Debuffs the target with 2 seconds of poison that stack up to 10 seconds for every 0.5 seconds they stay inside the cloud |
Sharp Shooter |
TF2 Workshop Link |
+40% faster weapon switch speed between secondary and melee weapons if the Sharp Shooter is equipped in the secondary slot +70% longer melee range -15% damage penalty |
Whacktus |
TF2 Workshop Link |
On Hit: Bleed for 5 seconds -25% damage penalty |
Sealbreaker |
TF2 Workshop Link |
100% critical hits vs poisoned players -30% damage penalty |
Demoman Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Triple Threat |
TF2 Workshop Link |
This weapon deploys 20% faster -25% clip size -25% slower reload time This weapon reloads its entire clip at once |
Primed Directive |
TF2 Workshop Link |
On Direct Hit: +25% damage vs players on the following shot On Miss: Damage bonus is reset -20% damage penalty Damage bonus stacks with each other, up to 2 stacks |
Dr. Al Coholic’s 4th Law |
TF2 Workshop Link |
Does not require ammo On Hit: Target is engulfed in flames for up to 2.5 seconds 100% mini-crits vs burning players -20% damage vs players Deals only 20% damage to buildings No random critical hits Direct hits will set the target on fire for 2.5 seconds, while splash damage will only set the target on fire for 1.5 seconds |
Hand-held Howitzer |
TF2 Workshop Link |
+40% projectile speed Projectiles are unaffected by gravity until a surface is hit Projectiles do not detonate if it is not a direct hit -25% damage penalty Fires tracer rounds |
Dead-Aye |
TF2 Workshop Link |
+50% clip size +33% faster firing speed Direct Hits refill 5% of your charge meter +50% max primary ammo on wearer -40% damage penalty on direct hits -20% damage penalty on detonation |
Bombard |
TF2 Workshop Link |
+20% explosion radius Launched bombs explode on surfaces -15% projectile speed -20% damage penalty -35% self damage force Damage is affected by range Damage gradually decreases after 512 HU, reaching 75% damage falloff at 1024 HU |
Tartan Terroriser |
TF2 Workshop Link |
On Direct Hit: Refill 5% of your charge meter +15% increase in charge impact damage while active Alt-Fire: Stabs an enemy in front of you and causes them to bleed -25% explosion radius Alt-Fire has a base damage of 45 and inflicts 2.5 seconds of bleed on hit, dealing 65 damage in total Alt-Fire has a range of 48 HU and has an attack interval of 0.8 seconds Only direct hits with grenades trigger the cooldown reduction on shields |
Big Mann |
TF2 Workshop Link |
+25% explosion radius Stickybombs cannot be moved or destroyed -15% slower firing speed -2 max pipebombs out 0.2 sec slower bomb arm time |
Holo Hurtstopper |
TF2 Workshop Link |
+60% fire damage resistance on wearer +40% explosive damage resistance on wearer +20% bullet damage resistance on wearer -40% health from healers on wearer Critical hits bypasses the damage resistance Shield is forcibly disabled if it takes too much damage Alt-Fire: Manually enables or disables shield. All positive and negative stats are inactive if the shield is disabled. Shield can take up to 225 damage before it is disabled The shield only blocks the reduced damage, for example, if the wearer takes 90 bullet damage, 18 of it would be absorbed by the shield while they would take the remaining 72 damage The shield takes 15 seconds to recharge, and only recharges when it is forcibly disabled Critical hits drain the shield twice as fast |
En Garde |
TF2 Workshop Link |
+25% damage vs players that do not have a melee weapon deployed 20% melee damage vulnerability on wearer No random critical hits This weapon has a large melee range and deploys and holsters slower. |
Landsknecht’s Longknife |
TF2 Workshop Link |
Launches 3 attacks in quick succession +33% faster firing speed The attack sequence cannot be interrupted -20% damage penalty No random critical hits This weapon has a large melee range and deploys and holsters slower. In other words, upon pressing fire, the wearer will be locked in the attack animation for 3 attacks |
Heavy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Elephant's Foot |
TF2 Workshop Link |
+100% bullets per shot Projectiles penetrate one player -58% damage penalty Cannot penetrate overhealed targets |
Chudakov |
TF2 Workshop Link |
Does not require ammo +20% faster move speed on wearer while not deployed +300% damage bonus Charge increases through damage done with any weapon Press your reload key at full charge and when spun up to materialize an Energy Shield in front of the user, which destroys enemy bullets and projectiles -376% slower firing speed Deals only 20% damage to buildings Deals damage in a radius around the wearer instead of firing bullets Requires 900 damage done to charge the meter Shield is almost identical to Medic's Projectile Shield in MvM, except it only lasts for 8 seconds, does no damage, and is 27.5% smaller in size Fires a pulse of electricity every 0.5 seconds, dealing 36 damage to all nearby enemies instead of firing bullets The pulse of electricity functions identically to the Short Circuit during Jungle Inferno |
Tactigatling |
TF2 Workshop Link |
+109% faster move speed on wearer when spun up +100% damage bonus +40% faster spin up time -90% slower firing speed -50% max primary ammo on wearer -25% bullets per shot No ramp up damage on this weapon Heavy moves at normal speed when spun up |
Bulletproof Battery |
TF2 Workshop Link |
+35% damage resistance when spun up -15% slower spin up time -15% slower move speed while deployed -15% slower firing speed Critical hits bypasses the damage resistance |
Sub-Sandvich |
TF2 Workshop Link |
100% of all damage dealt is returned to the wearer as health +15% faster firing speed -50% damage penalty |
Rodiny Beacon |
TF2 Workshop Link |
+10% faster move speed on wearer +10% critical hit damage resistance on wearer Up to +4 health regenerated per second on wearer -20% respawn time on next respawn -20 health on wearer This weapon is a passive wearable Micro-crit and mini-crit damage is also reduced In other words, critical hits deal 2.8x instead of 3x damage Respawn time is rounded down, and only takes effect if the wearer dies with this weapon equipped; switching loadouts during death does not reduce respawn time |
Engineer Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Bloodhound 5000 |
TF2 Workshop Link |
On Hit: Tag an enemy for 10 seconds Tagged targets are highlighted and visible through walls for everyone in the team Does not require ammo Projectile cannot be deflected +50% projectile speed -83% clip size Deals only 20% damage to buildings Tag does not affect cloaked or disguised targets Has a projectile speed of 1800 HU/s The tag can only be removed through death, switching classes or touching the resupply cabinet Only one target can be tagged at a time, and the affected target is notified of the debuff Affects buildings |
Giger Counter |
TF2 Workshop Link |
Holding alt-fire forms a protective shield around the wearer's Sentry Gun Shield gradually fades over 3 seconds after use Shielded Sentries gain a shield that reduces damage by 66% -66% repair rate on shielded Sentries Cannot be used unless fully charged Sentries are disabled while shield is fading Has a max duration of 8 seconds Has a cooldown of 24 seconds As shield gradually fades, damage resistance and repair penalty linearlly decrease Shield is forced to be active for at least 1 second on use Shield lingers for an additional 0.5 seconds after releasing alt-fire Shield does not start recharging until the shield fades entirely |
Welder |
TF2 Workshop Link |
Alt-Fire: Hold to display an aim assisting outline for the wearer to predict where their next shot will land Upgrades friendly buildings on hit +50% damage vs buildings Damage removes Sappers -50% clip size -20% slower firing speed Upgrading friendly buildings and damaging enemy Sappers drains -10 metal Has a projectile speed of 1200 HU/s and has a heavy arc similar to the Syringe Gun Each projectile upgrades buildings for up to 10 metal If the wearer has no metal, the building cannot be upgraded via shooting it |
Holomobber |
TF2 Workshop Link |
Alt-fire: Open a menu and select a class to project Press your reload key to switch projected Photo-Bots™ between Attack and Defend mode. Projects Photo-Bots™ that appear as enemies to your opponents for 20 seconds, but are revealed when touched or killed, and also deal no damage. Has 4 reserve ammo Only two Photo-Bots can be active at a time, creating more will instantly destroy the oldest copy Toggling Attack mode will cause the Photo-Bot to run forward and attack the enemy Toggling Defend mode will cause the Photo-Bot to attack the enemy, but mostly stand their ground, and will retreat if threatened Photo-Bots are controlled by regular bot AI, and may look like players already on your team, similar to disguises Photo-Bots will look as if they are firing at your enemies, but their bullets and projectiles deal no damage and inflict no knockback If an enemy touches a Photo-Bot, the enemy will pass through them and the Photo-Bot will create a holographic glitching visual effect Photo-Bots have as much health as the class they are presented as, and will cause a holographic visual effect on death Photo-Bots can mimick most unique class functions, such as healing and scoping in, but cannot build buildings, ÜberCharge a patient or cloak |
Councilman |
TF2 Workshop Link |
Mini-crits vs disguised players Mini-crits vs targets that a sentry is targeting +100% damage bonus -100% slower firing speed -50% clip size -82% max secondary ammo on wearer No random critical hits |
Twenty-Six Shooter |
TF2 Workshop Link |
+126% damage bonus +117% clip size +20% more accurate -233% slower firing speed -25% slower reload time This weapon deploys 25% slower This weapon holsters 25% slower |
Nailbiter |
TF2 Workshop Link |
On Hit Friendly Sentry Gun: Gain a +25% faster firing speed boost on the Sentry Gun for 3 seconds -15% slower firing speed |
Atom Splitter |
TF2 Workshop Link |
+1 maximum dispenser built on wearer Dispenser construction speed increased by 75% Replaces the Dispenser with Mini-Dispensers Dispensers cannot be upgraded |
Mini-Dispenser |
N/A | -50% base metal cost on construction +100% faster metal dispense rate -33% building health -50% heal rate -50% ammo supply rate -50% cloak regen rate -75% metal dispensed per instance Has a smaller hit box than normal dispensers In other words, 10 metal is created every 2.5 seconds instead of 40 metal every 5 seconds |
Medic Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Übermenschinenpistole |
TF2 Workshop Link |
Gain 100% critical hits based on ÜberCharge duration after ÜberCharge ends -40% clip size -15% damage penalty Critical hit duration scales based on the duration of ÜberCharge, a default ÜberCharge would grant this weapon 8 seconds of critical hits for example |
Common Cold |
TF2 Workshop Link |
On Hit: 100% chance to slow target +15% faster firing speed -40% clip size -15% damage penalty The slow effect and mechanics are identical to the slow from the Natascha |
G.Ü.P. Gun |
TF2 Workshop Link |
On Hit: Apply Mad Milk for 2 to 5 seconds based on distance Projectiles splash on hit -20% projectile speed -50% max primary ammo on wearer -63% clip size -100% damage penalty Has a splash radius of 44 HU Debuff duration gradually decreases after 512 HU, reaching 2 seconds at 1024 HU and beyond |
Leidwerfer |
TF2 Workshop Link |
On Hit: Poisons the target for 1 second that stacks -40% damage penalty Successive hits increase the debuff duration, up to 10 seconds |
Geneva Protokill |
TF2 Workshop Link |
When weapon is active: On Hit: 1% ÜberCharge added -50% clip size -20% slower firing speed 20% damage vulnerability on wearer |
Schadenspitzer |
TF2 Workshop Link |
On Hit: Builds Freude On Kill: The wearer and all nearby teammates are healed based on Freude Up to +66% heal rate on secondary weapon based on Freude +20% damage bonus -25% base heal rate on secondary weapon Freude decays over time Each hit grants 4% Freude The heal rate bonus stacks with the base heal rate penalty, resulting in a +25% heal rate at 100% Freude The base heal rate penalty is nullified at 50% Freude The group heal has a radius of 300 HU based around the wearer Heals up to 20% of a target's max health at 100% Freude and can overheal as well as extinguish fires and stop bleeding Successful attempts of healing on kill will grant the wearer 1.25% ÜberCharge for every patient healed Freude starts decaying upon not dealing damage with this weapon for 5 seconds, in which it starts decaying at a rate of 5% per second |
Low-Dose |
TF2 Workshop Link |
Gain ÜberCharge based on damage dealt Cannot gain ÜberCharge from healing patients -62.5% ÜberCharge duration ÜberCharge grants 100% mini-crit chance ÜberCharge gain from damage is based on a ratio of 3:1 damage to ÜberCharge Damage dealt during ÜberCharge does not extend ÜberCharge duration |
Kralle |
Gamebanana Link |
+30% ÜberCharge rate Can heal up to three patients at once -50% heal rate, Overheal build rate and ÜberCharge rate if two patients are healed at the same time -66% heal rate, Overheal build rate and ÜberCharge rate if three patients are healed at the same time ÜberCharge grants a speed boost Activating ÜberCharge will affect all three patients together if they are healed |
Bio-Waste Pump |
TF2 Workshop Link |
+30% ÜberCharge rate Can attach Medigun beam to enemies Attaching Medigun beams to enemies will damage them over time and inflict poison Patients deal 100% mini-crits vs poisoned players -20% heal rate ÜberCharge creates a poisonous ring of gas around the patient and Medic Medigun Beam deals 20 damage per second and inflicts poison for 1 second every tick, up to 10 seconds of poison The poisonous ring of gas is identical in size and damage as the fire ring from the Huo-Long Heater, but it inflicts poison instead of afterburn |
Scepter of Support |
TF2 Workshop Link |
Patient continues to be healed even upon holstering this weapon This weapon has a large melee range and deploys and holsters slower. |
Transactor |
TF2 Workshop Link |
On Hit: Fill Needle Alt-Fire with Filled Needle: Take 4 seconds to inject yourself Fully overheals the wearer on successful injection -25% damage penalty |
Outbreaker |
TF2 Workshop Link |
On Hit: Poisons the target for 10 seconds 100% mini-crits vs poisoned players This weapon deploys 25% faster This weapon holsters 25% faster -60% damage penalty |
Sniper Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Overcompensator |
TF2 Workshop Link |
On Kill: Causes the victim to explode and dealing damage to all nearby targets 100% micro-crits on explosion damage upon scoped headshot kills Up to +35% explosion radius based on charge -25% charge rate -20% slower reload time Base explosion radius is 124 HU, which increases up to 168 HU at full charge Base explosion damage is 120 and is not affected by ramp up or fall off Explosion damage is not affected by splash damage fall off and can damage the wearer |
Hickory Six-Shooter |
TF2 Workshop Link |
+20% max primary ammo on wearer -25% damage penalty No charge Has bullet spread when unscoped -16% slower reload time Has a clip based system with a reload Base firing speed is 0.68 seconds per shot Has a base clip size of 6 Bullet spread is identical to the SMG, where the first shot is always accurate, and 1.25 seconds is required to recover accuracy back to its initial state |
Poacher's Pride |
TF2 Workshop Link |
Can headshot without scoping in +20% damage on body shot +69% faster move speed on wearer while charging No laser dot while scoping in -25% damage on headshot No charge Scoping in provides reduced zoom Has a clip based system with a reload Base firing speed is 0.5 seconds per shot Has a base clip size of 2 |
Viewfinder |
TF2 Workshop Link |
On Full Charge: Highlights all players and buildings with a team coloured outline Outline is visible through walls Increased visibility while scoped in Cannot fire unless zoomed Fires tracer rounds -17% charge damage penalty In other words, the damage multiplier at full charge is only 2.5x instead of 3x |
Caretaker |
TF2 Workshop Link |
+60% faster scope in time +25% charge damage bonus +10% faster reload time -20% damage penalty In other words, the damage multiplier at full charge is only 3.75x instead of 3x |
Pallmbearer |
TF2 Workshop Link |
+25% faster reload time This weapon deploys 25% faster -60% slower scope in time -10% damage on body shot |
Astral Assassin |
TF2 Workshop Link |
+20% projectile speed On Full Charge: Projectiles penetrate players -15% damage penalty Cannot fire until charge is over 50% No headshots |
Dead Air |
TF2 Workshop Link |
Alt-Fire: Scopes in +33% projectile speed -25% slower move speed while scoped in -25% charge rate -15% slower reload time Stats are based on the Huntsman Move speed while scoped in is decreased from 53% to 40% The scope is identical to all other sniper rifles |
Hinterland Hitter |
TF2 Workshop Link |
+20% more accurate No damage falloff -20% clip size No damage ramp up |
Calamitous Carbine |
TF2 Workshop Link |
On Hit: Gain a +10% damage bonus that stacks with itself +10% faster firing speed Damage bonus is reset upon reloading or holstering -25% damage penalty -40% clip size Damage stacks additively with itself |
Homebrew |
TF2 Workshop Link |
Extinguishing yourself or a teammate reduces cooldown by -20% Poisons enemies in a radius for 10 seconds. Can be used to extinguish fires. |
Urine Trouble |
TF2 Workshop Link |
Upon taking melee damage or dying, douses all nearby enemies in Jarate while extinguishing all allies +66% explosion radius +5 second debuff duration Can only be regenerated through a resupply cabinet |
Hamstring Beater |
TF2 Workshop Link |
On Hit: Knockback on the target On Hit: Gain a speed boost for 3 seconds -25% damage penalty -25% slower firing speed Knockback distance is around half the strength of an airblast |
Stampede Stopper |
TF2 Workshop Link |
Gives one guaranteed mini-crit for each headshot kill with your primary weapon -20% slower firing speed -10% damage penalty No random critical hits Mini-crits are not consumed on miss or by hitting a building or a teammate |
Spy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Pacificateur |
TF2 Workshop Link |
This weapon deploys 40% faster Upon deploying, gain a +30% faster firing speed buff for 0.5 seconds This weapon holsters 40% slower -20% slower reload time Gain 100% critical hits and +10% damage bonus vs Spies who are also holding this weapon for 0.5 seconds upon deploying |
Sleeper Agent |
TF2 Workshop Link |
On Hit: Gradually slows the target over 10 seconds Disguise is not lost upon firing Silent Killer: No attack noise -83% clip size -100% damage penalty Fires an arcing projectile instead of bullets Projectile speed is 1200 HU and has a heavy arc, similar to the Syringe Gun Maximum slow duration is reached at 5 seconds, capping the target's move speed at 75.3% Targets are not notified of the slow debuff until 5 seconds after the debuff has been initially applied |
Double Agent |
TF2 Workshop Link |
+15% faster firing speed On Hit: One target at a time is marked for death for 1 second, causing all damage taken to be mini-crits -66% clip size |
Victor-ion |
TF2 Workshop Link |
+15% damage bonus Projectiles can penetrate one enemy target No reload necessary Per shot: -15 ammo Use cloak for ammo Deals only 20% damage to buildings Minicrits whenever it would normally crit |
El Fantôme |
TF2 Workshop Link |
Cannot be soaked by liquids while cloaked All players, buildings and attacks pass through the wearer directly while cloaked without flickering Cannot cloak while soaked by liquids or affected by damage over time effects -35% cloak meter from ammo boxes +66% decloak fade time +100% cloak fade time Self mark for death when cloaking or decloaking Cloak Type: Ethereal Alt-Fire: Turn invisible. Cannot attack while invisible. Drains health at a rate of 16 health per second if the wearer is inside a player or building when cloak runs out, until the wearer is free again |
Overclocker |
TF2 Workshop Link |
0.2 decrease in cloak fade time 0.2 decrease in decloak fade time Invisibility continues to take effect even if cloak meter is empty -8 health drained per second on wearer while cloaked and cloak meter is empty No damage resistance while cloaked Cloak Type: Leeching Alt-Fire: Turn invisible. Cannot attack while invisible. Bumping in to enemies will make you slightly visible to enemies. Invisbility reduces the duration for most debuffs |
Piccolo |
TF2 Workshop Link |
When weapon is active: +4 health regenerated per second on wearer Highlights all players and buildings with a team coloured outline Outline is visible through walls Allows the wearer to see enemy building information +40% charge regen rate Alt-Fire: Connect to the SpyWare Information Relay™ network As this is not an invis watch, it cannot cloak the wearer The L'etranger and the Big Earner still affect charge rate normally On use, building information such as sentry ammo, dispenser metal amount and teleporter cooldown are shown |
Shredder |
TF2 Workshop Link |
+25% Sapper damage bonus -50% Sapper health |
Timely Demise |
TF2 Workshop Link |
Explodes after 7.5 seconds of being attached to a building, dealing 120 damage to all nearby players -100% Sapper damage penalty Despite doing no damage, the duration it takes to destroy a building is the same as stock Sapper Has an explosion radius of 146 HU |
Alternative/Miscellaneous Suggestions
Weapon | Workshop Link | Statistics |
---|---|---|
Tesla Shocker Version 2 |
TF2 Workshop Link |
Does not require ammo 100% mini-crits vs wet players On hit vs buildings: Disables buildings for up to 0.75 seconds -15% damage vs players Deals only 20% damage to buildings No random critical hits Every bullet disables buildings for 0.075 seconds, and up to 0.75 seconds maximum if all bullets hit At least 5 bullets have to hit an enemy building for it to be disabled |
Payoff Version 2 |
TF2 Workshop Link |
+20% more accurate Mini-crits targets that are suffering from one debuff 100% critical hits vs targets that are suffering from two or more debuffs -50% clip size Debuffs include afterburn, bleeding, slow, gas, mad milk, jarate, marked-for-death, poison |
Chudakov Version 2 |
TF2 Workshop Link |
Does not require ammo +20% faster move speed on wearer +30% faster spin up time +733% damage bonus Charge increases through damage done with the wearer's secondary or melee weapon Generates an electric field that destroys all projectiles On Hit: Buildings are disabled for 4 seconds On Hit: Victim loses up to 10% Medigun charge On Hit: Victim loses up to 20% cloak Consumes 25% Charge per electric field -662% slower firing speed Deals only 20% damage to buildings Minicrits whenever it would normally crit Deals damage in a radius around the wearer instead of firing bullets Requires 500 damage done to charge the meter The electric pulse can automatically damage all cloaked spies in its radius Fires a pulse of electricity every 0.8 seconds, dealing 75 damage to all nearby enemies instead of firing bullets |
Chudakov Version 3 |
TF2 Workshop Link |
Does not require ammo +20% faster move speed on wearer Charge meter builds with damage done and/or time Charge meter persists through death Deploying this weapon at full charge to materialize an Energy Shield in front of the user, which damages all nearby enemies and destroys enemy bullets and projectiles Cannot be deployed unless fully charged Drains charge while deployed -100% less bullets per shot Requires 1000 damage done and/or 80 seconds to charge the meter Shield is almost identical to Medic's Projectile Shield in MvM, except it only lasts for 8 seconds and is 27.5% smaller in size |
Übermenschinenpistole Version 2 |
TF2 Workshop Link |
+100% damage bonus On Fire: Drains 1% ÜberCharge -25% clip size Minicrits whenever it would normally crit Damage bonus is disabled if the wearer has no ÜberCharge |
Viewfinder Version 2 |
TF2 Workshop Link |
Increased vision while scoped in Press your reload key while scoped in to cycle through firing modes While in Surveying Mode, highlights all players and buildings with a team coloured outline Outline is visible through walls Cannot fire or charge unless zoomed in and while in Firing Mode Fires tracer rounds -17% charge damage penalty It takes 0.5 seconds to switch between Surveying and Firing Mode |
Viewfinder Version 3 |
TF2 Workshop Link |
Increased vision while scoped in On Scope In: Highlights all players and buildings with a team coloured outline Outline is visible through walls Cannot fire unless zoomed in Fires tracer rounds Cannot fire nor highlight players and builders for 1 second upon scoping in -30% slower move speed while scoped in |
Second Amendment Version 2 |
TF2 Workshop Link |
On Kill: 3 seconds of 100% mini-crit chance -83% clip size -40% slower reload time Fires a single high velocity projectile ready to remind opponents of your right to bear arms. Base damage is 40, has a ramp up of 150% and fall off of 50%, and perfect accuracy Has a projectile speed of 2640 HU/s, and Mark For Death lasts for 1.5 seconds |
Second Amendment Version 3 |
TF2 Workshop Link |
On Kill: Gain a speed boost for 6 seconds -83% clip size -40% slower reload time Fires a single high velocity projectile ready to remind opponents of your right to bear arms. Base damage is 40, has a ramp up of 150% and fall off of 50%, and perfect accuracy Has a projectile speed of 2640 HU/s, and Mark For Death lasts for 1.5 seconds |
Hinterland Hitter Version 2 |
TF2 Workshop Link |
+33% more accurate No damage falloff -40% clip size No damage ramp up |
Hinterland Hitter Version 3 |
TF2 Workshop Link |
+15% more accurate No damage falloff No damage ramp up |
Calamitous Carbine Version 2 |
TF2 Workshop Link |
On Hit: Gain a +10% damage bonus that stacks with itself On Hit: Gain a +10% accuracy bonus that stacks with itself +10% faster firing speed Damage and accuracy bonus is reset upon reloading or holstering -25% damage penalty -40% clip size Damage and accuracy stacks additively with itself |
Homebrew Version 2 |
TF2 Workshop Link |
Potion meter builds with damage done and/or time Dying does not affect the Potion Meter Extinguishing teammates reduces cooldown by -20% Potion meter starts empty Spawning and resupply do not affect the Potion meter Poisons enemies in a radius for 10 seconds. Can be used to extinguish fires. Requires 750 damage done and/or 60 seconds to charge the meter |
Double Agent Version 2 |
TF2 Workshop Link |
+15% faster firing speed 100% mini-crits on consecutive hits vs players -66% clip size Mini-crits are lost upon reloading Only the second shot onward receives the mini-crit bonus Shots have to be fired immediately in order to benefit from the mini-crits |
Victor-ion Version 2 |
TF2 Workshop Link |
+20% damage bonus No reload necessary Per shot: -15 ammo Use cloak for ammo -50% slower cloak fade time Deals only 20% damage to buildings Minicrits whenever it would normally crit |
Nailbiter Version 2 |
TF2 Workshop Link |
On Hit Friendly Sentry Gun: Gain a +20% faster firing speed boost on the Sentry Gun for 3 seconds On Hit Friendly Dispenser: Gain a +20% faster dispense rate on the Dispenser for 3 seconds On Hit Friendly Teleporter: Gain a +20% faster recharge rate on the Teleporter for 3 seconds -15% slower firing speed |
Atom Splitter Version 2 |
TF2 Workshop Link |
+1 maximum dispenser built on wearer Dispenser construction speed increased by 75% Replaces the Dispenser with Mini-Dispensers A and B Dispensers cannot be upgraded |
Mini-Dispenser A |
N/A | -50% base metal cost on construction -33% building health Does not supply ammo or regen cloak Does not provide metal Has a smaller hit box than normal dispensers |
Mini-Dispenser B |
N/A | -50% base metal cost on construction -33% building health -100% heal rate Has a smaller hit box than normal dispensers |
El Fantôme Version 2 |
TF2 Workshop Link |
Cannot be soaked by liquids while cloaked All players, buildings and attacks pass through the wearer directly while cloaked without flickering Cannot cloak while soaked by liquids or affected by damage over time effects Cannot cloak unless fully charged No cloak meter from ammo boxes and dispensers on wearer Cloak Type: Ethereal Alt-Fire: Turn invisible. Cannot attack while invisible. Drains health at a rate of 16 health per second if the wearer is inside a player or building when cloak runs out, until the wearer is free again |
MvM Changes
Modified secondary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
Mini-Crit on Ignite | Pyro | 400 | 1 | The first instance of damage a gassed target takes will be mini-crit boosted Renamed from Explode on Ignite to Mini-Crit on Ignite |