Difference between revisions of "User:EtherealT/Echoboy11's TF2 Balancing Document"
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|- | |- | ||
| {{Table icon|Bonk! Atomic Punch}} | | {{Table icon|Bonk! Atomic Punch}} | ||
− | | {{c|+|Changed:}} Weapon swapping is now possible while under the buff<br>{{c|=|Changed:}} The slow now takes effect during the buff instead of only taking effect after the buff ends<br> | + | | {{c|+|Changed:}} Weapon swapping is now possible while under the buff<br>{{c|=|Changed:}} The slow now takes effect during the buff instead of only taking effect after the buff ends<br>{{c|=|Info:}} Being hit while the buff is active will slow the wearer for 5 seconds, successive hits will increase the slow effect similarly to vanilla and refreshes the slow duration<br> |
| Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you while the effect is active. | | Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you while the effect is active. | ||
|- | |- | ||
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| No changes. | | No changes. | ||
| When weapon is active:<br><br>{{buff|Move speed increases as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for short period after switching weapons}}<br>{{nerf|-90% less healing from Medic sources}}<br> | | When weapon is active:<br><br>{{buff|Move speed increases as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for short period after switching weapons}}<br>{{nerf|-90% less healing from Medic sources}}<br> | ||
+ | |} | ||
+ | |||
+ | = Pyro = | ||
+ | |||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Pyro - Primary Changes | ||
+ | <!-- PYRO CLASS --> | ||
+ | |- | ||
+ | | align="left" | | ||
+ | * {{c|+|Added:}} Pyro now has 40% damage resistance against their own reflected projectiles | ||
+ | * {{c|+|Changed:}} Projectiles with a fuse time or timer is now reset upon being airblasted | ||
+ | * {{c|+|Changed:}} Delay between airblasting and primary fire reduced from 0.75 to 0.375 seconds | ||
+ | * {{c|+|Changed:}} Firing speed increased from 0.105 to 0.045 seconds | ||
+ | * {{c|+|Removed:}} Damage starts at 50% and ramps up based on flame density | ||
+ | * {{c|+|Removed:}} Random flame particle deviation | ||
+ | * {{c|+|Removed:}} Random flame particle velocity | ||
+ | * {{c|-|Changed:}} Airblast knockback decreased from 344 HU to 223.6 HU | ||
+ | * {{c|-|Changed:}} Airblast no longer reduces air control while airborne | ||
+ | * {{c|-|Changed:}} Particle box dimensions decreased from 12 to 4 | ||
+ | * {{c|-|Changed:}} Ammo consumption increased from 12.5 to 12 ammo per second | ||
+ | * {{c|-|Changed:}} Rescaled damage from 6.5-13 to 7.5-10 damage | ||
+ | * {{c|-|Changed:}} Projectile speed decreased from 2300 to 1500 HU | ||
+ | * {{c|-|Changed:}} Afterburn now requires 8 flame projectiles to hit before igniting the target | ||
+ | * {{c|-|Removed:}} Airblast no longer extinguishes teammates | ||
+ | * {{c|-|Removed:}} Airblast no longer mini-crit boosts projectiles | ||
+ | * {{c|-|Removed:}} Airblast no longer reduces healing and shield effects | ||
+ | * {{c|=|Changed:}} Airblast knockback is now affected by knockback resistance and vulnerability attributes | ||
+ | * {{c|=|Changed:}} Reflected projectiles are now launched back as if they came out of the flamethrower nozzle | ||
+ | * {{c|=|Changed:}} Afterburn duration rescaled from 3-10 seconds to a fixed 6 seconds | ||
+ | * {{c|=|Changed:}} Victims now gain a timer indicating how long afterburn will last for | ||
+ | * {{c|=|Changed:}} Flame visuals now match the ones from TF2 Classic | ||
+ | * {{c|=|Info:}} Flame particles now require much more aim due to the reduced hitbox | ||
+ | * {{c|=|Info:}} Airblasts still reset damage ramp up | ||
+ | * {{c|=|Info:}} Reflected stickybombs are simply pushed back instead of launched as if they came out of the flamethrower nozzle | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
+ | ! colspan="2" class="header" | Pyro - Flare Gun Changes | ||
+ | <!-- PYRO CLASS --> | ||
+ | |- | ||
+ | | align="left" | | ||
+ | * {{c|-|Changed:}} Afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | == Primary == | ||
+ | |||
+ | {|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;" | ||
+ | ! class="header" width="10%" | Weapon | ||
+ | ! class="header" width="15%" | Changes | ||
+ | ! class="header" width="15%" | New statistics | ||
+ | |- | ||
+ | | {{Table icon|Flame Thrower}} | ||
+ | | {{c|=|Info:}} See additional changes in "Pyro - Primary Changes" tab | ||
+ | | No changes. | ||
+ | |- | ||
+ | | {{Table icon|Backburner}} | ||
+ | | {{c|+|Removed:}} +150% airblast cost<br>{{c|-|Added:}} -40% max primary ammo on wearer<br>{{c|=|Changed:}} The no random critical hits attribute is no longer hidden<br> | ||
+ | | {{buff|100% critical hits from behind}}<br>{{nerf|-40% max primary ammo on wearer}}<br>{{nerf|No random critical hits}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Degreaser}} | ||
+ | | {{c|+|Changed:}} Holster speed increased from +30% to +50%<br>{{c|+|Removed:}} -66% afterburn damage penalty<br>{{c|-|Added:}} -66% afterburn duration<br>{{c|-|Added:}} -20% damage penalty<br>{{c|-|Changed:}} Deploy speed decreased from +60% to +50%<br> | ||
+ | | {{buff|This weapon deploys 50% faster}}<br>{{buff|This weapon holsters 50% faster}}<br>{{nerf|-66% afterburn duration}}<br>{{nerf|+25% airblast cost}}<br>{{nerf|-20% damage penalty}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Phlogistinator}} | ||
+ | | {{c|+|Added:}} Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br>{{c|+|Added:}} Up to +200% damage bonus on alt-fire based on the current level of Heat<br>{{c|+|Added:}} +20% ramp up damage<br>{{c|+|Added:}} +51% flame reach<br>{{c|+|Removed:}} No airblast<br>{{c|+|Removed:}} No random critical hits<br>{{c|-|Added:}} -32% damage penalty<br>{{c|-|Added:}} Weapon is disabled if Heat is maxed<br>{{c|-|Removed:}} Build 'Mmmph' by dealing damage.<br>{{c|=|Added:}} Firing continuously builds Heat<br>{{c|=|Changed:}} Fires a hitscan heat beam instead of flame particles<br>{{c|=|Info:}} +20% ramp up damage implies that it has a maximum damage multiplier of 120% instead of the standard 100% at close range<br>{{c|=|Info:}} Heat builds up at 17% per second,a nd drains at -33% per second after one second of not attacking<br>{{c|=|Info:}} The explosive fireball has a projectile speed of 2000 HU/s and disappears after 0.256 seconds<br>{{c|=|Info:}} The explosive fireball has a base damage of 25 and has an afterburn duration of 6 seconds<br>{{c|=|Info:}} The fireball has an explosion radius of 110 HU and has 3x the knockback of a Detonator flare<br>{{c|=|Info:}} The fireball can be used to blast jump, but self damage and knockback do not scale with Heat<br> | ||
+ | | {{buff|Up to +200% damage bonus on alt-fire based on the current level of Heat}}<br>{{buff|+20% ramp up damage}}<br>{{buff|+51% flame reach}}<br>{{nerf|-32% damage penalty}}<br>{{nerf|Weapon is disabled if Heat is maxed}}<br>{{nerf|Firing continuously builds Heat}}<br>Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br><br>Fires a hitscan heat beam instead of flame particles<br><br> | ||
+ | |- | ||
+ | | {{Table icon|Dragon's Fury}} | ||
+ | | {{c|+|Added:}} Projectile cannot be deflected or destroyed<br>{{c|+|Changed:}} Base projectile damage increased from 25 to 27<br>{{c|+|Changed:}} Projectile now only breaks if its center collides with map geometry<br>{{c|+|Changed:}} Increased the center of the projectile to 2 HU wide<br>{{c|+|Changed:}} Projectile range increased from 526 to 600 HU<br>{{c|+|Removed:}} -50% repressurization rate on Alt-Fire<br>{{c|-|Changed:}} Max afterburn duration is now capped at 6 seconds<br>{{c|=|Changed:}} Damage type changed from fire to fire + explosive<br> | ||
+ | | {{buff|Projectile cannot be deflected}}<br>{{buff|Deals +200% damage to burning targets}}<br>{{buff|+50% repressurization rate on hit}}<br>Uses a shared pressure tank for Primary Fire and Alt-Fire.<br><br>Primary Fire: Launches a fast moving projectile that briefly ignites enemies<br><br>Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire.<br><br>This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage.<br> | ||
+ | |} | ||
+ | |||
+ | == Secondary == | ||
+ | |||
+ | {|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;" | ||
+ | ! class="header" width="10%" | Weapon | ||
+ | ! class="header" width="15%" | Changes | ||
+ | ! class="header" width="15%" | New statistics | ||
+ | |- | ||
+ | | {{Table icon|Shotgun}} | ||
+ | | No changes. | ||
+ | | No changes. | ||
+ | |- | ||
+ | | {{Table icon|Flare Gun}} | ||
+ | | {{c|=|Info:}} See additional changes in "Pyro - Flare Gun Changes" tab | ||
+ | | {{buff|100% critical hit vs burning players}}<br>This weapon will reload when not active | ||
+ | |- | ||
+ | | {{Table icon|Reserve Shooter}} | ||
+ | | {{c|+|Added:}} +20% more accurate<br>{{c|-|Added:}} -20% bullets per shot<br>{{c|-|Changed:}} Being launched airborne by grapple hooks and rocket packs no longer trigger mini-crits<br>{{c|=|Info:}} Mini-crits are only triggered by the wearer's explosives, but not airblasts<br> | ||
+ | | {{buff|Mini-crits targets launched airborne by explosions}}<br>{{buff|+20% more accurate}}<br>{{buff|This weapon deploys 20% faster}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% bullets per shot}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Detonator}} | ||
+ | | {{c|+|Added:}} +35% self damage force<br>{{c|+|Removed:}} -25% damage penalty<br>{{c|+|Removed:}} +50% damage to self<br>{{c|-|Added:}} -75% afterburn duration on flare detonation<br>{{c|=|Info:}} The increased self damage is to offset the reduction in push force as a result of removing the damage penalty, and otherwise does not change flare jump height<br> | ||
+ | | {{buff|100% mini-crits vs burning players}}<br>{{buff|+35% self damage force}}<br>{{nerf|-75% afterburn duration on flare detonation}}<br>Alt-Fire: Detonate flare.<br><br>This weapon will reload automatically when not active. | ||
+ | |- | ||
+ | | {{Table icon|Manmelter}} | ||
+ | | {{c|+|Added:}} On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration<br>{{c|+|Added:}} 100% mini-crits vs burning players<br>{{c|-|Added:}} Does not engulf targets in flames on hit<br>{{c|-|Removed:}} Alt-Fire: Extinguish teammates to gain guaranteed critical hits<br> | ||
+ | | {{buff|+50% projectile speed}}<br>{{buff|Does not require ammo}}<br>{{buff|On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration}}<br>{{buff|100% mini-crits vs burning players}}<br>{{buff|Extinguishing teammates restores 20 health}}<br>{{nerf|No random critical hits}}<br>This weapon will reload automatically when not active. | ||
+ | |- | ||
+ | | {{Table icon|Scorch Shot}} | ||
+ | | {{c|+|Added:}} On Hit: Creates an explosion that does high knockback<br>{{c|+|Changed:}} Damage increased from -35% to +66%<br>{{c|+|Removed:}} -35% self damage force<br>{{c|-|Added:}} -50% slower reload time<br>{{c|-|Added:}} -50% max secondary ammo on wearer<br>{{c|-|Removed:}} 100% mini-crits vs burning players<br>{{c|-|Removed:}} Flare knocks back target on hit and explodes when it hits the ground.<br>{{c|-|Removed:}} Increased knockback on burning players<br>{{c|=|Info:}} Has a base splash damage of 30 and a minimum splash of 50%<br>{{c|=|Info:}} Has 4x the knockback of a Detonator flare<br> | ||
+ | | {{buff|On Hit: Creates an explosion that does high knockback}}<br>{{buff|+66% damage bonus}}<br>{{nerf|-50% slower reload time}}<br>{{nerf|-50% max secondary ammo on wearer}}<br>This weapon will reload automatically when not active. | ||
+ | |- | ||
+ | | {{Table icon|Panic Attack}} | ||
+ | | No changes. | ||
+ | | {{buff|+50% bullets per shot}}<br>{{buff|This weapon deploys 50% faster}}<br>{{buff|Fires a fixed shot pattern}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|Successive shots become less accurate}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Gas Passer}} | ||
+ | | {{c|+|Changed:}} Targets coated in gas now suffer a +100% Overheal drain rate and a -50% healing penalty debuff from all healers<br>{{c|+|Changed:}} Base cooldown decreased from 60 to 20 seconds<br>{{c|+|Changed:}} Targets coated in gas now take mini-crit damage from all fire damage sources<br>{{c|+|Changed:}} Targets coated in gas are considered to be wet<br>{{c|+|Changed:}} Gas continues to remain on enemies even after they have been engulfed in flames, lasting its entire 10 second duration<br>{{c|+|Removed:}} Gas meter starts empty<br>{{c|+|Removed:}} Spawning and resupply do not affect the Gas meter<br>{{c|-|Added:}} The wearer can now coat themselves if they are caught in the splash radius<br>{{c|-|Changed:}} The debuff can now be removed with health packs<br>{{c|-|Changed:}} Projectile can no longer extinguish teammates<br>{{c|-|Removed:}} Gas meter builds with damage done<br>{{c|=|Info:}} This means that the same target can be extinguished and still be able to reignite for up to 10 seconds<br>{{c|=|Info:}} +100% Overheal drain rate means that overheal drains at twice the speed<br> | ||
+ | | Creates a horrific visible gas that coats enemies with a flammable material, which increases Overheal drain rate, decreases healing from healers and causes them to take mini-crits from fire damage, which then ignites into afterburn if they take damage (even enemy Pyros!). | ||
+ | |- | ||
+ | | {{Table icon|Thermal Thruster}} | ||
+ | | {{c|+|Changed:}} Stomp damage multiplier increased from 3x to 10x<br>{{c|+|Changed:}} Jetpack jumping now follows explosive knockback<br>{{c|+|Changed:}} Switch speed is no longer fixed and can now be influenced by switch speed modifiers<br>{{c|+|Removed:}} (Hidden) This weapon deploys 60% slower<br>{{c|+|Removed:}} (Hidden) This weapon holsters 60% slower<br>{{c|-|Removed:}} Taking off with the jetpack extinguishes nearby teammates<br>{{c|-|Removed:}} (Hidden) +75% fall damage resistance on wearer while jetpack jumping<br>{{c|-|Removed:}} No longer knocks back enemies on take off and landing<br>{{c|=|Info:}} Jetpack jumping now has increased air control akin to actual blast jumping<br> | ||
+ | | {{buff|Push enemies back when you land (force and radius based on velocity)}}<br>Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming.<br>Deal 10x falling damage to anyone you land on! | ||
+ | |} | ||
+ | |||
+ | == Melee == | ||
+ | |||
+ | {|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;" | ||
+ | ! class="header" width="10%" | Weapon | ||
+ | ! class="header" width="15%" | Changes | ||
+ | ! class="header" width="15%" | New statistics | ||
+ | |- | ||
+ | | {{Table icon|Fire Axe}} | ||
+ | | No changes. | ||
+ | | No changes. | ||
+ | |- | ||
+ | | {{Table icon|Axtinguisher}} | ||
+ | | {{c|+|Changed:}} Hitting a burning target now inflicts full crits instead of mini-crits<br>{{c|+|Changed:}} Damage penalty now only affects non-burning targets<br>{{c|+|Removed:}} This weapon holsters 35% slower<br>{{c|+|Removed:}} No random critical hits<br>{{c|-|Added:}} Self mark for death while active<br>{{c|-|Changed:}} Damage penalty increased from -33% to -50%<br>{{c|-|Removed:}} Damage increases based on remaining duration of afterburn<br>{{c|-|Removed:}} Killing blows on burning players grant a speed boost<br> | ||
+ | | {{buff|100% critical hit vs burning players and extinguishes them}}<br>{{nerf|-50% damage penalty vs non-burning players}}<br>{{nerf|Self mark for death while active}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Homewrecker}} | ||
+ | | {{c|+|Added:}} When weapon is active: -75% reduction in push force taken from damage<br>{{c|+|Added:}} When weapon is active: -75% reduction in airblast vulnerability<br>{{c|+|Changed:}} Damage vs buildings increased from +100% to +150%<br>{{c|+|Removed:}} -25% damage vs players<br>{{c|-|Added:}} -40% slower firing speed<br>{{c|-|Removed:}} Damage removes Sappers<br> | ||
+ | | When weapon is active:<br><br>{{buff|+150% damage vs buildings}}<br>{{buff|-75% reduction in push force taken from damage}}<br>{{buff|-75% reduction in airblast vulnerability}}<br>{{nerf|-40% slower firing speed}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Powerjack}} | ||
+ | | {{c|+|Removed:}} When weapon is active: 20% damage vulnerability on wearer<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|-|Removed:}} +25 health restored on kill<br>{{c|=|Info:}} The max health penalty is passive rather than while active<br> | ||
+ | | When weapon is active:<br><br>{{buff|+15% faster move speed on wearer}}<br>{{nerf|-15 max health on wearer}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Back Scratcher}} | ||
+ | | No changes. | ||
+ | | {{buff|+25% damage bonus}}<br>{{buff|+50% health from packs on wearer}}<br>{{nerf|-75% health from healers on wearer}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Sharpened Volcano Fragment}} | ||
+ | | {{c|+|Added:}} On Hit: Bleed for 10 seconds<br>{{c|+|Added:}} All damage over time dealt by this weapon is returned to the wearer as health<br>{{c|+|Changed:}} Increased afterburn duration from 7.5 to 10 seconds<br>{{c|-|Changed:}} Damage penalty increased from -20% to -35%<br> | ||
+ | | {{buff|On Hit: target is engulfed in flames}}<br>{{buff|On Hit: Bleed for 10 seconds}}<br>{{buff|All damage over time dealt by this weapon is returned to the wearer as health}}<br>{{nerf|-35% damage penalty}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Third Degree}} | ||
+ | | {{c|+|Added:}} On Hit: Steals up to +25 Overheal from the target to the wearer<br>{{c|+|Changed:}} Players connected by banner effects and dispenser heal beams are also hit<br>{{c|-|Added:}} -30% slower firing speed<br>{{c|-|Added:}} No random critical hits<br>{{c|=|Info:}} The wearer cannot exceed the standard Overheal limit through stealing Overheal<br> | ||
+ | | {{buff|All players connected via banners, Dispenser or Medigun beams are hit}}<br>{{buff|On Hit: Steals up to +25 Overheal from the target to the wearer}}<br>{{nerf|-30% slower firing speed}}<br>{{nerf|No random critical hits}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Neon Annihilator}} | ||
+ | | {{c|+|Added:}} 100% critical hits while the wearer is wet<br>{{c|-|Removed:}} Damage removes Sappers<br> | ||
+ | | {{buff|100% critical hit vs wet players}}<br>{{buff|100% critical hits while the wearer is wet}}<br>{{nerf|No random critical hits}}<br>{{nerf|-20% damage penalty vs players}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Hot Hand}} | ||
+ | | {{c|+|Added:}} Gain a speed boost if slapped by the same weapon<br>{{c|+|Changed:}} Speed boost on hit increased from 1 to 2.5 seconds<br>{{c|=|Changed:}} The speed boost fully stacks with each other, adding up to 5 seconds if both slaps connect<br> | ||
+ | | {{buff|Gain a speed boost when you hit an enemy player}}<br>{{buff|Gain a speed boost if slapped by the same weapon}}<br>{{nerf|-20% damage penalty}}<br> | ||
|} | |} |
Revision as of 10:26, 28 May 2022
Contents
Scout
Primary
Weapon | Changes | New statistics |
---|---|---|
Scattergun |
No changes. | No changes. |
Force-A-Nature |
Changed: Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip Changed: Knockback mechanics now match the mechanics of Sentry knockback Info: With this change, knockback no longer stunlocks the victim |
+50% faster firing speed Knockback on the target and shooter +20% bullets per shot -10% damage penalty -66% clip size This weapon reloads its entire clip at once |
Shortstop |
Changed: Reload time decreased from 1.52 to 1.15 seconds Removed: Increase in push force taken from damage and airblast |
Holds a 4-shot clip and reloads its entire clip at once. Alt-Fire to reach out and shove someone! |
Soda Popper |
Changed: Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip Changed: Hype mode bonus jumps decreased from 5 to 3 Removed: +25% faster reload time |
+50% faster firing speed On Hit: Builds Hype -66% clip size When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps. This weapon reloads its entire clip at once. |
Baby Face's Blaster |
Changed: Damage required to drain all boost increased from 25 to 50 Changed: Boost now gradually drains over 0.5 seconds upon taking damage Changed: Fall damage no longer drains boost Changed: Damage required to build maximum boost increased from 100 to 150 |
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 |
Back Scatter |
Changed: Firing at someone at their back now inflicts full crits instead of mini-crits |
Crits targets when fired at their back from close range -34% clip size -20% less accurate No random critical hits |
Secondary
Weapon | Changes | New statistics |
---|---|---|
Pistol |
No changes. | No changes. |
Bonk! Atomic Punch |
Changed: Weapon swapping is now possible while under the buff Changed: The slow now takes effect during the buff instead of only taking effect after the buff ends Info: Being hit while the buff is active will slow the wearer for 5 seconds, successive hits will increase the slow effect similarly to vanilla and refreshes the slow duration |
Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you while the effect is active. |
Crit-a-Cola |
Changed: Mark-For-Death now immediately takes effect as soon as the drink is consumed Changed: Mark for death duration increased from 5 to 10 seconds |
While effect is active: each attack mini-crits for 8 seconds, but the wearer is Marked-For-Death for 10 seconds. |
Mad Milk |
Added: The wearer can now coat themselves if they are caught in the splash radius Changed: The debuff can now be removed with health packs Changed: Healing on damage done decreased from 60% to 35% Changed: Base splash radius decreased from 200 to 110 HU Removed: Extinguishing teammates reduces cooldown by -20% Info: The wearer is not covered in Mad Milk if they are on fire |
Players heal 35% of the damage done to an enemy covered with milk. Can be used to extinguish fires. Be careful of being drenched by milk if you stand too close to the splash radius! |
Winger |
No changes. | +15% damage bonus +25% greater jump height when active -60% clip size |
Pretty Boy's Pocket Pistol |
Changed: Health gain increased from +3 to +15 Added: -15% damage penalty Changed: Health gain now only triggers on kill Removed: +15% faster firing speed |
+15 health restored on kill -25% clip size -15% damage penalty |
Flying Guillotine |
Added: Cooldown reduction increased from -29% to -50% Changed: Bleed duration decreased from 5 to 2.5 seconds Changed: Increased recharge time from 5.1 to 10 seconds Changed: Cooldown now only triggers on kill instead of long distance hits |
On Kill: Reduces current cooldown by -50% No random critical hits |
Melee
Weapon | Changes | New statistics |
---|---|---|
Bat |
No changes. | No changes. |
Sandman |
Changed: Debuff duration decreased from 1-7 to 1-5 seconds Changed: Projectile now disables healing instead of slowing the target on hit |
Alt-Fire: Launches a ball that disables healing on opponents -15 max health on wearer |
Boston Basher |
No changes. | On Hit: Bleed for 5 seconds On Miss: Hit yourself. Idiot. |
Candy Cane |
No changes. | On Kill: A small health pack is dropped 25% explosive damage vulnerability on wearer |
Sun-on-a-Stick |
Added: Alt-Fire: Sets the wearer on fire for 6 seconds Added: On Hit: Transfers current afterburn to the victim Added: Holstering while on fire will cause the wearer to take all remaining afterburn damage at once Removed: +25% fire damage resistance while deployed Info: The wearer has 25% damage resistance from self inflicted afterburn |
Alt-Fire: Sets the wearer on fire for 6 seconds On Hit: Transfers current afterburn to the victim 100% critical hit vs burning players Holstering while on fire will cause the wearer to take all remaining afterburn damage at once -25% damage penalty |
Fan O'War |
Added: This weapon holsters 50% faster |
Crits whenever it would normally mini-crit On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits This weapon holsters 50% faster -75% damage penalty |
Atomizer |
Changed: No longer requires deploying the weapon to gain triple jumps Removed: This weapon deploys 50% slower Added: -25 max health on wearer |
Grants Triple Jump Melee attacks mini-crit while airborne. -15% damage vs players -25 max health on wearer |
Wrap Assassin |
No changes. | +25% increase in recharge rate Alt-Fire: Launches a festive ornament that shatters causing bleed -65% damage penalty |
Soldier
Soldier - Primary Changes | |
---|---|
|
Primary
Weapon | Changes | New statistics |
---|---|---|
Rocket Launcher |
No changes. | No changes. |
Direct Hit |
Changed: Damage bonus increased from +25% to +33% Added: No damage ramp up Changed: Being launched airborne by grapple hooks and rocket packs no longer trigger the on hit effect Changed: Damage bonus now only affects players Changed: Hitting a target who is launched airborne by explosives will now refund a rocket back to the clip instantly |
+33% damage bonus vs players +80% projectile speed Instantly refund one rocket upon hitting targets launched airborne by explosions -70% explosion radius No damage ramp up |
Black Box |
No changes. | On Hit: Gain up to +20 health per attack -25% clip size |
Rocket Jumper |
No changes. | +200% max primary ammo on wearer No self inflicted blast damage taken -100% damage penalty No random critical hits Wearer cannot carry the intelligence briefcase or PASS Time JACK A special rocket launcher for learning rocket jump tricks and patterns. This weapon deals ZERO damage. |
Liberty Launcher |
Added: +35% increased knockback Added: No damage fall off Removed: -25% damage penalty Changed: Clip size decreased from +25% to -25% Removed: +40% projectile speed Removed: -25% blast damage from rocket jumps Added: Rockets travel in a steep arc |
+35% increased knockback No damage fall off Rockets travel in a steep arc -25% clip size |
Cow Mangler 5000 |
Changed: Charged shots now deal double damage to buildings Changed: Charged shot afterburn duration increased from 4 to 6 seconds Removed: Minicrits whenever it would normally crit Added: -25% clip size Changed: The building stun can now be removed with a wrench hit Changed: Replaced mini-crits on charged shots with +35% damage bonus |
Does not require ammo Alt-Fire: A charged shot that deals +35% bonus damage, disables buildings for 4 sec and sets the target on fire for 6 sec -25% clip size Deals only 20% damage to buildings No random critical hits |
Beggar's Bazooka |
Changed: The first rocket from every barrage is now perfectly accurate Changed: Random projectile deviation decreased from 3 to 2 degrees Changed: Consecutive reload time decreased from 1.04 to 0.8 seconds Removed: -20% explosion radius Removed: No ammo from dispensers when active Changed: Initial reload time increased from 1.196 to 1.38 seconds Changed: Firing speed decreased from +70% to +40% Info: Overall reload speed decreased from -30% to -18% |
Hold Fire to load up to 3 rockets Release Fire to unleash the barrage +2 degrees random projectile deviation Overloading the chamber will cause a misfire |
Air Strike |
Added: Ammo is drawn from the reserves while firing during a blast jump Removed: -20% explosion radius while blast jumping Added: -25% clip size Changed: Firing speed while blast jumping decreased from +65% to +40% Changed: Blast damage from rocket jumps increased from -15% to +15% Removed: Clip size increased on kill |
Ammo is drawn from the reserves while firing during a blast jump +40% faster firing speed while blast jumping -15% damage penalty -10% explosion radius -25% clip size +15% damage to self |
Secondary
Weapon | Changes | New statistics |
---|---|---|
Shotgun |
No changes. | No changes. |
Buff Banner |
No changes. | Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Gunboats |
Changed: Blast jump damage taken increased from -60% to -50% Info: Overall blast damage taken from rocket jumps is unchanged |
-50% blast damage from blast jumps |
Battalion's Backup |
Removed: +20 max health on wearer |
Provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 50% and 35% from all other sources. Rage increases through damage done. |
Concheror |
Removed: (Hidden) 25% Rage amplification on wearer Removed: +4 health regenerated per second on wearer Info: Now takes 600 damage to charge up like all other banners |
Provides group speed buff with damage done giving health. Gain rage with damage. |
Mantreads |
Changed: Stomp damage multiplier increased from 3x to 10x Info: Damage increased from 75-360 to 227-1177 |
-75% reduction in push force taken from damage Deals 10x falling damage to the player you land on -75% reduction in airblast vulnerability 200% increased air control when blast jumping |
Reserve Shooter |
Added: +20% more accurate Added: -20% bullets per shot Changed: Being launched airborne by grapple hooks and rocket packs no longer trigger mini-crits Info: Mini-crits are only triggered by the wearer's explosives, but not airblasts |
Mini-crits targets launched airborne by explosions +20% more accurate This weapon deploys 20% faster -34% clip size -20% bullets per shot |
Righteous Bison |
Changed: Base damage increased from 20 to 45 Changed: Base projectile speed increased from 1200 to 2000 HU Removed: Projectiles can no longer damage the same target multiple times Changed: The projectile now does fire damage instead of bullet damage |
Does not require ammo Projectile penetrates enemies Projectile cannot be deflected Deals only 20% damage to buildings |
B.A.S.E. Jumper |
Added: Parachute can be redeployed again while at midair, 1.5 second cooldown Removed: (Hidden) -50% air control while deployed |
Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. |
Panic Attack |
No changes. | +50% bullets per shot This weapon deploys 50% faster Fires a fixed shot pattern -20% damage penalty Successive shots become less accurate |
Melee
Weapon | Changes | New statistics |
---|---|---|
Shovel |
No changes. | No changes. |
Equalizer |
Changed: Reworked formula for damage calculation, resulting in more damage at low health Info: Damage increased from 33-107 to 33-149 |
When weapon is active: Damage increases as the user becomes injured -90% less healing from Medic sources |
Pain Train |
Added: Gain a speed boost while interacting with an objective when active Removed: 10% bullet damage vulnerability on wearer Added: -15 max health on wearer Added: Can now be equipped by the Pyro Info: Actions that count as interacting with an objective include standing on a control point or payload cart, carrying or standing near an intelligence briefcase, etc. |
+1 capture rate on wearer Gain a speed boost while interacting with an objective when active -15 max health on wearer |
Half-Zatoichi |
Info: See additional changes in "Demoman - Shield & Sword Changes" tab | Gain 50% of base health on kill +50% longer melee range No random critical hits Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. Soldiers and Demos Can duel with katanas For a one-hit kill |
Disciplinary Action |
Changed: The longer melee range only applies when hitting teammates Changed: Damage penalty increased from -25% to -50% |
On Hit Teammate: Boosts both players' speed for several seconds -50% damage penalty |
Market Gardener |
Added: +15% damage to self |
Deals crits while the wielder is rocket jumping +20% slower firing speed +15% damage to self No random critical hits |
Escape Plan |
No changes. | When weapon is active: Move speed increases as the user becomes injured You are marked for death while active, and for short period after switching weapons -90% less healing from Medic sources |
Pyro
Pyro - Primary Changes | |
---|---|
|
Pyro - Flare Gun Changes | |
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|
Primary
Weapon | Changes | New statistics |
---|---|---|
Flame Thrower |
Info: See additional changes in "Pyro - Primary Changes" tab | No changes. |
Backburner |
Removed: +150% airblast cost Added: -40% max primary ammo on wearer Changed: The no random critical hits attribute is no longer hidden |
100% critical hits from behind -40% max primary ammo on wearer No random critical hits |
Degreaser |
Changed: Holster speed increased from +30% to +50% Removed: -66% afterburn damage penalty Added: -66% afterburn duration Added: -20% damage penalty Changed: Deploy speed decreased from +60% to +50% |
This weapon deploys 50% faster This weapon holsters 50% faster -66% afterburn duration +25% airblast cost -20% damage penalty |
Phlogistinator |
Added: Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back Added: Up to +200% damage bonus on alt-fire based on the current level of Heat Added: +20% ramp up damage Added: +51% flame reach Removed: No airblast Removed: No random critical hits Added: -32% damage penalty Added: Weapon is disabled if Heat is maxed Removed: Build 'Mmmph' by dealing damage. Added: Firing continuously builds Heat Changed: Fires a hitscan heat beam instead of flame particles Info: +20% ramp up damage implies that it has a maximum damage multiplier of 120% instead of the standard 100% at close range Info: Heat builds up at 17% per second,a nd drains at -33% per second after one second of not attacking Info: The explosive fireball has a projectile speed of 2000 HU/s and disappears after 0.256 seconds Info: The explosive fireball has a base damage of 25 and has an afterburn duration of 6 seconds Info: The fireball has an explosion radius of 110 HU and has 3x the knockback of a Detonator flare Info: The fireball can be used to blast jump, but self damage and knockback do not scale with Heat |
Up to +200% damage bonus on alt-fire based on the current level of Heat +20% ramp up damage +51% flame reach -32% damage penalty Weapon is disabled if Heat is maxed Firing continuously builds Heat Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back Fires a hitscan heat beam instead of flame particles |
Dragon's Fury |
Added: Projectile cannot be deflected or destroyed Changed: Base projectile damage increased from 25 to 27 Changed: Projectile now only breaks if its center collides with map geometry Changed: Increased the center of the projectile to 2 HU wide Changed: Projectile range increased from 526 to 600 HU Removed: -50% repressurization rate on Alt-Fire Changed: Max afterburn duration is now capped at 6 seconds Changed: Damage type changed from fire to fire + explosive |
Projectile cannot be deflected Deals +200% damage to burning targets +50% repressurization rate on hit 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. |
Secondary
Weapon | Changes | New statistics |
---|---|---|
Shotgun |
No changes. | No changes. |
Flare Gun |
Info: See additional changes in "Pyro - Flare Gun Changes" tab | 100% critical hit vs burning players This weapon will reload when not active |
Reserve Shooter |
Added: +20% more accurate Added: -20% bullets per shot Changed: Being launched airborne by grapple hooks and rocket packs no longer trigger mini-crits Info: Mini-crits are only triggered by the wearer's explosives, but not airblasts |
Mini-crits targets launched airborne by explosions +20% more accurate This weapon deploys 20% faster -34% clip size -20% bullets per shot |
Detonator |
Added: +35% self damage force Removed: -25% damage penalty Removed: +50% damage to self Added: -75% afterburn duration on flare detonation Info: The increased self damage is to offset the reduction in push force as a result of removing the damage penalty, and otherwise does not change flare jump height |
100% mini-crits vs burning players +35% self damage force -75% afterburn duration on flare detonation Alt-Fire: Detonate flare. This weapon will reload automatically when not active. |
Manmelter |
Added: On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration Added: 100% mini-crits vs burning players Added: Does not engulf targets in flames on hit Removed: Alt-Fire: Extinguish teammates to gain guaranteed critical hits |
+50% projectile speed Does not require ammo On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration 100% mini-crits vs burning players Extinguishing teammates restores 20 health No random critical hits This weapon will reload automatically when not active. |
Scorch Shot |
Added: On Hit: Creates an explosion that does high knockback Changed: Damage increased from -35% to +66% Removed: -35% self damage force Added: -50% slower reload time Added: -50% max secondary ammo on wearer Removed: 100% mini-crits vs burning players Removed: Flare knocks back target on hit and explodes when it hits the ground. Removed: Increased knockback on burning players Info: Has a base splash damage of 30 and a minimum splash of 50% Info: Has 4x the knockback of a Detonator flare |
On Hit: Creates an explosion that does high knockback +66% damage bonus -50% slower reload time -50% max secondary ammo on wearer This weapon will reload automatically when not active. |
Panic Attack |
No changes. | +50% bullets per shot This weapon deploys 50% faster Fires a fixed shot pattern -20% damage penalty Successive shots become less accurate |
Gas Passer |
Changed: Targets coated in gas now suffer a +100% Overheal drain rate and a -50% healing penalty debuff from all healers Changed: Base cooldown decreased from 60 to 20 seconds Changed: Targets coated in gas now take mini-crit damage from all fire damage sources 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 Removed: Gas meter starts empty Removed: Spawning and resupply do not affect the Gas meter Added: The wearer can now coat themselves if they are caught in the splash radius Changed: The debuff can now be removed with health packs Changed: Projectile can no longer extinguish teammates Removed: Gas meter builds with damage done Info: This means that the same target can be extinguished and still be able to reignite for up to 10 seconds Info: +100% Overheal drain rate means that overheal drains at twice the speed |
Creates a horrific visible gas that coats enemies with a flammable material, which increases Overheal drain rate, decreases healing from healers and causes them to take mini-crits from fire damage, which then ignites into afterburn if they take damage (even enemy Pyros!). |
Thermal Thruster |
Changed: Stomp damage multiplier increased from 3x to 10x Changed: Jetpack jumping now follows explosive knockback Changed: Switch speed is no longer fixed and can now be influenced by switch speed modifiers Removed: (Hidden) This weapon deploys 60% slower Removed: (Hidden) This weapon holsters 60% slower Removed: Taking off with the jetpack extinguishes nearby teammates Removed: (Hidden) +75% fall damage resistance on wearer while jetpack jumping Removed: No longer knocks back enemies on take off and landing Info: Jetpack jumping now has increased air control akin to actual blast jumping |
Push enemies back when you land (force and radius based on velocity) Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming. Deal 10x falling damage to anyone you land on! |
Melee
Weapon | Changes | New statistics |
---|---|---|
Fire Axe |
No changes. | No changes. |
Axtinguisher |
Changed: Hitting a burning target now inflicts full crits instead of mini-crits Changed: Damage penalty now only affects non-burning targets Removed: This weapon holsters 35% slower Removed: No random critical hits Added: Self mark for death while active Changed: Damage penalty increased from -33% to -50% Removed: Damage increases based on remaining duration of afterburn Removed: Killing blows on burning players grant a speed boost |
100% critical hit vs burning players and extinguishes them -50% damage penalty vs non-burning players Self mark for death while active |
Homewrecker |
Added: When weapon is active: -75% reduction in push force taken from damage Added: When weapon is active: -75% reduction in airblast vulnerability Changed: Damage vs buildings increased from +100% to +150% Removed: -25% damage vs players Added: -40% slower firing speed Removed: Damage removes Sappers |
When weapon is active: +150% damage vs buildings -75% reduction in push force taken from damage -75% reduction in airblast vulnerability -40% slower firing speed |
Powerjack |
Removed: When weapon is active: 20% damage vulnerability on wearer Added: -15 max health on wearer Removed: +25 health restored on kill Info: The max health penalty is passive rather than while active |
When weapon is active: +15% faster move speed on wearer -15 max health on wearer |
Back Scratcher |
No changes. | +25% damage bonus +50% health from packs on wearer -75% health from healers on wearer |
Sharpened Volcano Fragment |
Added: On Hit: Bleed for 10 seconds Added: All damage over time dealt by this weapon is returned to the wearer as health Changed: Increased afterburn duration from 7.5 to 10 seconds Changed: Damage penalty increased from -20% to -35% |
On Hit: target is engulfed in flames On Hit: Bleed for 10 seconds All damage over time dealt by this weapon is returned to the wearer as health -35% damage penalty |
Third Degree |
Added: On Hit: Steals up to +25 Overheal from the target to the wearer Changed: Players connected by banner effects and dispenser heal beams are also hit Added: -30% slower firing speed Added: No random critical hits Info: The wearer cannot exceed the standard Overheal limit through stealing Overheal |
All players connected via banners, Dispenser or Medigun beams are hit On Hit: Steals up to +25 Overheal from the target to the wearer -30% slower firing speed No random critical hits |
Neon Annihilator |
Added: 100% critical hits while the wearer is wet Removed: Damage removes Sappers |
100% critical hit vs wet players 100% critical hits while the wearer is wet No random critical hits -20% damage penalty vs players |
Hot Hand |
Added: Gain a speed boost if slapped by the same weapon Changed: Speed boost on hit increased from 1 to 2.5 seconds Changed: The speed boost fully stacks with each other, adding up to 5 seconds if both slaps connect |
Gain a speed boost when you hit an enemy player Gain a speed boost if slapped by the same weapon -20% damage penalty |