Difference between revisions of "User:EtherealT/Echoboy11's TF2 Balancing Document"

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|-
 
|-
 
| {{Table icon|B.A.S.E. Jumper}}
 
| {{Table icon|B.A.S.E. Jumper}}
| {{c|+|Added:}} Parachute can be redeployed again while at midair, 1.5 second cooldown<br>{{c|+|Removed:}} (Hidden) -50% air control while deployed<br>
+
| {{c|+|Added:}} Parachute can be redeployed again while at midair with a 1.5 second cooldown<br>{{c|+|Removed:}} (Hidden) -50% air control while deployed<br>
 
| Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent.
 
| Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent.
 
|-
 
|-
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|-
 
|-
 
| {{Table icon|Half-Zatoichi}}
 
| {{Table icon|Half-Zatoichi}}
| {{c|=|Info:}} See additional changes in "Demoman - Shield & Sword Changes" tab
+
| {{c|=|Info:}} See additional changes in "Demoman - Shield and Sword Changes" tab
 
| {{buff|Gain 50% of base health on kill}}<br>{{buff|+50% longer melee range}}<br>{{nerf|No random critical hits}}<br>{{nerf|Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.}}<br>Soldiers and Demos Can duel with katanas For a one-hit kill   
 
| {{buff|Gain 50% of base health on kill}}<br>{{buff|+50% longer melee range}}<br>{{nerf|No random critical hits}}<br>{{nerf|Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.}}<br>Soldiers and Demos Can duel with katanas For a one-hit kill   
 
|-
 
|-
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{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="2" class="header" | Pyro - Primary Changes
+
! colspan="2" class="header" | Pyro - Flamethrower Changes
 
<!-- PYRO CLASS -->
 
<!-- PYRO CLASS -->
 
|-
 
|-
 
| align="left" |
 
| 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|+|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:}} Damage starts at 50% and ramps up based on flame density
 
* {{c|+|Removed:}} Random flame particle deviation
 
* {{c|+|Removed:}} Random flame particle deviation
 
* {{c|+|Removed:}} Random flame particle velocity
 
* {{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:}} Particle box dimensions decreased from 12 to 4
 
* {{c|-|Changed:}} Ammo consumption increased from 12.5 to 12 ammo per second
 
* {{c|-|Changed:}} Ammo consumption increased from 12.5 to 12 ammo per second
Line 265: Line 260:
 
* {{c|-|Changed:}} Projectile speed decreased from 2300 to 1500 HU
 
* {{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|-|Changed:}} Afterburn now requires 8 flame projectiles to hit before igniting the target
 +
* {{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
 +
|-
 +
|}
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Pyro - Airblast 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:}} Airblast knockback decreased from 344 HU to 223.6 HU
 +
* {{c|-|Changed:}} Airblast no longer reduces air control while airborne
 
* {{c|-|Removed:}} Airblast no longer extinguishes teammates
 
* {{c|-|Removed:}} Airblast no longer extinguishes teammates
 
* {{c|-|Removed:}} Airblast no longer mini-crit boosts projectiles
 
* {{c|-|Removed:}} Airblast no longer mini-crit boosts projectiles
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* {{c|=|Changed:}} Airblast knockback is now affected by knockback resistance and vulnerability attributes  
 
* {{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:}} 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:}} 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
 
* {{c|=|Info:}} Reflected stickybombs are simply pushed back instead of launched as if they came out of the flamethrower nozzle
Line 295: Line 302:
 
|-
 
|-
 
| {{Table icon|Flame Thrower}}
 
| {{Table icon|Flame Thrower}}
| {{c|=|Info:}} See additional changes in "Pyro - Primary Changes" tab
+
| {{c|=|Info:}} See additional changes in "Pyro - Flamethrower Changes" tab<br>{{c|=|Info:}} See additional changes in "Pyro - Airblast Changes" tab
 
| No changes.
 
| No changes.
 
|-
 
|-
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|-
 
|-
 
| {{Table icon|Phlogistinator}}
 
| {{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>
+
| {{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, and 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>
 
| {{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}}
 
| {{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>
+
| {{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:}} Afterburn duration increased from 2.5 to 3 seconds<br>{{c|+|Changed:}} Projectile range increased from 526 to 600 HU<br>{{c|+|Removed:}} -50% repressurization rate on Alt-Fire<br>{{c|=|Changed:}} Damage type changed from fire to fire + explosive<br>{{c|=|Info:}} Projectiles are able to inflict minor knockback akin to the Detonator<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>
 
| {{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>
 
|}
 
|}
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|-
 
|-
 
| {{Table icon|Manmelter}}
 
| {{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>
+
| {{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>{{c|-|Removed:}} Extinguishing teammates restores 20 health<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.
+
| {{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>{{nerf|No random critical hits}}<br>This weapon will reload automatically when not active.
 
|-
 
|-
 
| {{Table icon|Scorch Shot}}
 
| {{Table icon|Scorch Shot}}
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| {{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>
 
| {{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>
 
| 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|Pain Train}}
 +
| {{c|+|Added:}} Gain a speed boost while interacting with an objective when active<br>{{c|+|Removed:}} 10% bullet damage vulnerability on wearer<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|=|Added:}} Can now be equipped by the Pyro<br>{{c|=|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.<br>
 +
| {{buff|+1 capture rate on wearer}}<br>{{buff|Gain a speed boost while interacting with an objective when active}}<br>{{nerf|-15 max health on wearer}}<br>
 
|-
 
|-
 
| {{Table icon|Powerjack}}
 
| {{Table icon|Powerjack}}
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| {{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>
 
| {{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>
 
| {{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>
 +
|}
 +
 +
= Demoman =
 +
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Demoman - Primary Changes
 +
<!-- DEMOMAN CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|+|Changed:}} Grenades no longer tumble through the air upon being fired
 +
* {{c|+|Removed:}} Random projectile deviation on grenade launchers
 +
* {{c|+|Removed:}} Random projectile spread on grenade launchers
 +
|-
 +
|}
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Demoman - Shield and Sword Changes
 +
<!-- DEMOMAN CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|+|Changed:}} Base shield charge cooldown decreased from 12 to 10 seconds
 +
* {{c|+|Changed:}} If charge is interrupted as a result of knockback, the wearer gets a refund based on the remaining charge left
 +
* {{c|+|Changed:}} Shield bash kills now count as melee kills
 +
* {{c|+|Changed:}} Fixed a bug where charging with a sword did not provide +78% longer melee range
 +
* {{c|+|Changed:}} Fixed a bug where charging with non-sword melees did not provide +166% longer melee range
 +
* {{c|+|Changed:}} Explosive damage resistance now accounts for self blast damage resistance as well
 +
* {{c|+|Removed:}} -75% deploy speed penalty on all Swords
 +
* {{c|+|Removed:}} -75% holster speed penalty on all Swords
 +
* {{c|=|Info:}} The deploy and holster speed removal change applies to the Half-Zatoichi on Soldier as well
 +
* {{c|=|Info:}} Self blast damage resistance does not affect blast jump velocity
 +
* {{c|=|Info:}} Self blast damage resistance is disabled if an enemy is caught in the blast radius
 +
|-
 +
|}
 +
 +
== 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|Grenade Launcher}}
 +
| {{c|=|Changed:}} See additional changes in "Demoman - Primary Changes" tab
 +
| No changes.
 +
|-
 +
| {{Table icon|Loch-n-Load}}
 +
| {{c|+|Added:}} On Hit: Instantly refund one grenade into the clip<br>{{c|+|Removed:}} -25% explosion radius<br>{{c|-|Changed:}} Clip size decreased from -25% to -50%<br>{{c|-|Removed:}} +20% damage vs buildings<br>{{c|-|Removed:}} +25% projectile speed<br>
 +
| {{buff|On Hit: Instantly refund one grenade into the clip}}<br>{{nerf|-50% clip size}}<br>{{nerf|Launched bombs shatter on surfaces}}<br>
 +
|-
 +
| {{Table icon|Ali Baba's Wee Booties}}
 +
| {{c|+|Added:}} -40% blast damage from blast jumps<br>
 +
| {{buff|+25 max health on wearer}}<br>{{buff|+200% increase in turning control while charging}}<br>{{buff|+10% faster move speed on wearer (shield required)}}<br>{{buff|Melee kills refill 25% of your charge meter.}}<br>{{buff|-40% blast damage from blast jumps}}<br>
 +
|-
 +
| {{Table icon|Loose Cannon}}
 +
| {{c|+|Changed:}} Projectile now explodes on a direct hit vs buildings<br>{{c|+|Changed:}} Projectile physics now matches stock, allowing it to travel further and more reliably<br>{{c|-|Removed:}} +20% projectile speed<br>{{c|=|Changed:}} Damage type changed from explosive to melee on impact<br>{{c|=|Changed:}} Knockback mechanics now match the mechanics of Sentry knockback<br>{{c|=|Info:}} With this change, knockback no longer stunlocks the victim<br>
 +
| {{buff|Cannonballs push players back on impact}}<br>{{nerf|Cannonballs do not explode on impact vs players}}<br>Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.<br><br>Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims
 +
|-
 +
| {{Table icon|B.A.S.E. Jumper}}
 +
| {{c|+|Added:}} Parachute can be redeployed again while at midair with a 1.5 second cooldown<br>{{c|+|Removed:}} (Hidden) -50% air control while deployed<br>
 +
| Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent.
 +
|-
 +
| {{Table icon|Iron Bomber}}
 +
| {{c|+|Added:}} Grenades stick onto surfaces<br>{{c|+|Added:}} Explosions from stuck grenades detonate all other nearby stuck grenades<br>{{c|-|Added:}} -20% damage penalty on non-direct hits<br>{{c|-|Changed:}} Fixed a bug where projectiles fired are larger from this weapon<br>{{c|-|Removed:}} Grenades have very little bounce and roll<br>{{c|-|Changed:}} -30% fuse time on grenades<br>
 +
| {{buff|Grenades stick onto surfaces}}<br>{{buff|Explosions from stuck grenades detonate all other nearby stuck grenades}}<br>{{nerf|-20% damage penalty on non-direct hits}}<br>{{nerf|-15% explosion radius}}<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|Stickybomb Launcher}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Scottish Resistance}}
 +
| {{c|+|Added:}} Press your Special Attack key to detonate all stickybombs at once<br>{{c|-|Changed:}} Stickybombs are no longer detonated if they are under the wearer's feet<br>{{c|=|Changed:}} Changed the stickybomb detonation search pattern from a cone to a cylinder<br>{{c|=|Info:}} Cylinder search patterns allow for more precise detonations<br>
 +
| {{buff|+25% faster firing speed}}<br>{{buff|+50% max secondary ammo on wearer}}<br>{{buff|+6 max pipebombs out}}<br>{{buff|Detonates stickybombs near the crosshair}}<br>{{buff|Press your Special Attack key to detonate all stickybombs at once}}<br>{{buff|Able to destroy enemy stickybombs}}<br>{{nerf|0.8 sec slower bomb arm time}}<br>
 +
|-
 +
| {{Table icon|Chargin' Targe}}
 +
| {{c|-|Changed:}} Explosive damage resistance decreased from +30% to +20%<br>{{c|-|Removed:}} +50% fire damage resistance on wearer<br>
 +
| {{buff|+20% explosive damage resistance on wearer}}<br>Alt-Fire: Charge towards your enemies and remove debuffs. You have increased melee range during the charge, and you gain a critical melee strike after impacting an enemy at distance.<br>
 +
|-
 +
| {{Table icon|Sticky Jumper}}
 +
| No changes.
 +
| {{buff|+200% max primary ammo on wearer}}<br>{{buff|No self inflicted blast damage taken}}<br>{{nerf|-100% damage penalty}}<br>{{nerf|-6 max stickybombs out}}<br>{{nerf|Wearer cannot carry the intelligence briefcase or PASS Time JACK}}<br>A special no-damage stickybomb launcher for learning stickybomb jump tricks and patterns.
 +
|-
 +
| {{Table icon|Splendid Screen}}
 +
| {{c|-|Added:}} -0.75 sec decrease in charge duration<br>{{c|-|Removed:}} +20% fire damage resistance on wearer<br>
 +
| {{buff|+20% explosive damage resistance on wearer}}<br>{{buff|+70% increase in charge impact damage}}<br>{{buff|+50% increase in charge recharge rate}}<br>{{nerf|-0.75 sec decrease in charge duration}}<br>Alt-Fire: Charge towards your enemies and remove debuffs. You have increased melee range during the charge, and you gain a critical melee strike after impacting an enemy at distance.<br>
 +
|-
 +
| {{Table icon|Tide Turner}}
 +
| {{c|+|Added:}} -20% blast damage from blast jumps<br>{{c|+|Removed:}} Taking damage while shield charging reduces remaining charging time<br>{{c|-|Removed:}} +15% fire damage resistance on wearer<br>{{c|-|Removed:}} +15% explosive damage resistance on wearer<br>
 +
| {{buff|-20% blast damage from blast jumps}}<br>{{buff|Full turning control while charging}}<br>{{buff|Melee kills while charging refill 75% of charge meter}}<br>Alt-Fire: Charge towards your enemies and remove debuffs. You have increased melee range during the charge, and you gain a mini-crit melee strike after impacting an enemy at distance.<br>
 +
|-
 +
| {{Table icon|Quickiebomb Launcher}}
 +
| {{c|+|Added:}} +15% faster reload time<br>{{c|+|Changed:}} Clip size increased from -50% to -25%<br>{{c|-|Added:}} Stickybombs fizzle 2 seconds after landing<br>{{c|-|Removed:}} Up to +35% damage bonus based on charge time<br>
 +
| {{buff|Able to destroy enemy stickybombs}}<br>{{buff|-0.2 sec faster bomb arm time}}<br>{{buff|Max charge time decreased by 70%}}<br>{{buff|+15% faster reload time}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-25% clip size}}<br>{{nerf|Stickybombs fizzle 2 seconds after landing}}<br>
 +
|}
 +
 +
== 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|Bottle}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Eyelander}}
 +
| {{c|+|Added:}} On Kill: Gain a speed boost and all attacks mini-crit for 3 seconds<br>{{c|-|Removed:}} Gives increased speed and health with every head you take<br>
 +
| {{buff|On Kill: Gain a speed boost and all attacks mini-crit for 3 seconds}}<br>{{buff|+50% longer melee range}}<br>{{nerf|No random critical hits}}<br>{{nerf|-25 max health on wearer}}<br>
 +
|-
 +
| {{Table icon|Scotsman's Skullcutter}}
 +
| {{c|=|Changed:}} See additional changes in "Demoman - Class Changes" tab
 +
| When weapon is active:<br><br>{{buff|+20% damage bonus}}<br>{{buff|+50% longer melee range}}<br>{{nerf|-15% slower move speed on wearer}}<br>
 +
|-
 +
| {{Table icon|Pain Train}}
 +
| {{c|+|Added:}} Gain a speed boost while interacting with an objective when active<br>{{c|+|Removed:}} 10% bullet damage vulnerability on wearer<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|=|Added:}} Can now be equipped by the Pyro<br>{{c|=|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.<br>
 +
| {{buff|+1 capture rate on wearer}}<br>{{buff|Gain a speed boost while interacting with an objective when active}}<br>{{nerf|-15 max health on wearer}}<br>
 +
|-
 +
| {{Table icon|Ullapool Caber}}
 +
| {{c|+|Added:}} The warhead replenishes itself over 20 seconds<br>{{c|+|Added:}} Taunting now delivers a 500 damage hit at the end of the taunt<br>{{c|+|Changed:}} The wearer gains -40% self damage resistance if no enemies are damaged by the explosion<br>{{c|+|Removed:}} This weapon deploys 100% slower<br>{{c|-|Added:}} Cannot be crit or mini-crit boosted<br>{{c|-|Changed:}} Explosion damage decreased from 75 to 50<br>{{c|=|Info:}} If the warhead is inactive, the taunt will only do 55 damage<br>
 +
| {{nerf|-20% slower firing speed}}<br>{{nerf|Cannot be crit or mini-crit boosted}}<br>{{nerf|No random critical hits}}<br>The first hit will cause an explosion<br><br>High-yield Scottish face removal. A sober person would throw it...
 +
|-
 +
| {{Table icon|Claidheamh Mòr}}
 +
| {{c|+|Changed:}} Duration required to reach mini-crit or crit swings now matches all other swords<br>{{c|+|Removed:}} 15% damage vulnerability on wearer<br>{{c|-|Added:}} -30% slower swing speed<br>{{c|=|Changed:}} Charge duration rescaled from a fixed +0.5 second charge duration to +50% longer charge duration<br>
 +
| When weapon is active:<br><br>{{buff|+50% longer charge duration}}<br>{{buff|Melee kills refill 25% of your charge meter}}<br>{{buff|+50% longer melee range}}<br>{{nerf|No random critical hits}}<br>{{nerf|-30% slower swing speed}}<br>
 +
|-
 +
| {{Table icon|Half-Zatoichi}}
 +
| {{c|=|Info:}} See additional changes in "Demoman - Shield and Sword Changes" tab
 +
| {{buff|Gain 50% of base health on kill}}<br>{{buff|+50% longer melee range}}<br>{{nerf|No random critical hits}}<br>{{nerf|Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.}}<br>Soldiers and Demos Can duel with katanas For a one-hit kill 
 +
|-
 +
| {{Table icon|Persian Persuader}}
 +
| {{c|=|Changed:}} See additional changes in "Demoman - Shield and Sword Changes" tab
 +
| {{buff|Ammo boxes collected give Charge}}<br>{{buff|Melee hits refill 20% of your charge meter.}}<br>{{buff|+50% longer melee range}}<br>{{nerf|-80% max primary ammo on wearer}}<br>{{nerf|-80% max secondary ammo on wearer}}<br>{{nerf|No random critical hits}}<br>
 
|}
 
|}

Revision as of 14:15, 28 May 2022

Scout

Primary

Secondary

Melee

Soldier

Soldier - Primary Changes
  • Pictogram plus.png Changed: Base self damage resistance increased from 40% to 50%

Primary

Secondary

Melee

Pyro

Pyro - Flamethrower Changes
  • Pictogram plus.png Changed: Firing speed increased from 0.105 to 0.045 seconds
  • Pictogram plus.png Removed: Damage starts at 50% and ramps up based on flame density
  • Pictogram plus.png Removed: Random flame particle deviation
  • Pictogram plus.png Removed: Random flame particle velocity
  • Pictogram minus.png Changed: Particle box dimensions decreased from 12 to 4
  • Pictogram minus.png Changed: Ammo consumption increased from 12.5 to 12 ammo per second
  • Pictogram minus.png Changed: Rescaled damage from 6.5-13 to 7.5-10 damage
  • Pictogram minus.png Changed: Projectile speed decreased from 2300 to 1500 HU
  • Pictogram minus.png Changed: Afterburn now requires 8 flame projectiles to hit before igniting the target
  • Pictogram comment.png Changed: Afterburn duration rescaled from 3-10 seconds to a fixed 6 seconds
  • Pictogram comment.png Changed: Victims now gain a timer indicating how long afterburn will last for
  • Pictogram comment.png Changed: Flame visuals now match the ones from TF2 Classic
  • Pictogram comment.png Info: Flame particles now require much more aim due to the reduced hitbox
Pyro - Airblast Changes
  • Pictogram plus.png Added: Pyro now has 40% damage resistance against their own reflected projectiles
  • Pictogram plus.png Changed: Projectiles with a fuse time or timer is now reset upon being airblasted
  • Pictogram plus.png Changed: Delay between airblasting and primary fire reduced from 0.75 to 0.375 seconds
  • Pictogram minus.png Changed: Airblast knockback decreased from 344 HU to 223.6 HU
  • Pictogram minus.png Changed: Airblast no longer reduces air control while airborne
  • Pictogram minus.png Removed: Airblast no longer extinguishes teammates
  • Pictogram minus.png Removed: Airblast no longer mini-crit boosts projectiles
  • Pictogram minus.png Removed: Airblast no longer reduces healing and shield effects
  • Pictogram comment.png Changed: Airblast knockback is now affected by knockback resistance and vulnerability attributes
  • Pictogram comment.png Changed: Reflected projectiles are now launched back as if they came out of the flamethrower nozzle
  • Pictogram comment.png Info: Airblasts still reset damage ramp up
  • Pictogram comment.png Info: Reflected stickybombs are simply pushed back instead of launched as if they came out of the flamethrower nozzle
Pyro - Flare Gun Changes
  • Pictogram minus.png Changed: Afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds

Primary

Secondary

Melee

Demoman

Demoman - Primary Changes
  • Pictogram plus.png Changed: Grenades no longer tumble through the air upon being fired
  • Pictogram plus.png Removed: Random projectile deviation on grenade launchers
  • Pictogram plus.png Removed: Random projectile spread on grenade launchers
Demoman - Shield and Sword Changes
  • Pictogram plus.png Changed: Base shield charge cooldown decreased from 12 to 10 seconds
  • Pictogram plus.png Changed: If charge is interrupted as a result of knockback, the wearer gets a refund based on the remaining charge left
  • Pictogram plus.png Changed: Shield bash kills now count as melee kills
  • Pictogram plus.png Changed: Fixed a bug where charging with a sword did not provide +78% longer melee range
  • Pictogram plus.png Changed: Fixed a bug where charging with non-sword melees did not provide +166% longer melee range
  • Pictogram plus.png Changed: Explosive damage resistance now accounts for self blast damage resistance as well
  • Pictogram plus.png Removed: -75% deploy speed penalty on all Swords
  • Pictogram plus.png Removed: -75% holster speed penalty on all Swords
  • Pictogram comment.png Info: The deploy and holster speed removal change applies to the Half-Zatoichi on Soldier as well
  • Pictogram comment.png Info: Self blast damage resistance does not affect blast jump velocity
  • Pictogram comment.png Info: Self blast damage resistance is disabled if an enemy is caught in the blast radius

Primary

Secondary

Melee