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

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|-
 
|-
 
| {{Table icon|Minigun}}
 
| {{Table icon|Minigun}}
| No changes.
+
| {{c|=|Changed:}} See additional changes in "Heavy - Class Changes" tab
 
| No changes.
 
| No changes.
 
|-
 
|-
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|-
 
|-
 
| {{Table icon|Sandvich}}
 
| {{Table icon|Sandvich}}
| No changes.
+
| {{c|=|Changed:}} See additional changes in "Heavy - Class Changes" tab
 
| Eat to regain up to 100% of your max health.<br><br>Alt-fire: Share a Sandvich with a friend (Medium Health Kit)
 
| Eat to regain up to 100% of your max health.<br><br>Alt-fire: Share a Sandvich with a friend (Medium Health Kit)
 
|-
 
|-
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|-
 
|-
 
| {{Table icon|Second Banana}}
 
| {{Table icon|Second Banana}}
| No changes.
+
| {{c|=|Changed:}} See additional changes in "Heavy - Class Changes" tab
 
| {{buff|+50% increase in charge recharge rate}}<br>{{nerf|-33% healing effect}}<br>Eat to gain up to 66% of your max health<br><br>Alt-fire: Share banana with a friend (Small Health Kit)
 
| {{buff|+50% increase in charge recharge rate}}<br>{{nerf|-33% healing effect}}<br>Eat to gain up to 66% of your max health<br><br>Alt-fire: Share banana with a friend (Small Health Kit)
 
|}
 
|}
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| No changes.
 
| No changes.
 
|  {{buff|Critical hit forces victim to laugh}}<br>{{buff|Always critical hit from behind}}<br>{{buff|On Hit: Force enemies to laugh who are also wearing this item}}<br>{{nerf|Critical hits do no damage}}<br>
 
|  {{buff|Critical hit forces victim to laugh}}<br>{{buff|Always critical hit from behind}}<br>{{buff|On Hit: Force enemies to laugh who are also wearing this item}}<br>{{nerf|Critical hits do no damage}}<br>
 +
|}
 +
 +
= Engineer =
 +
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Engineer - Building Changes
 +
<!-- ENGINEER CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|+|Changed:}} Level 3 Sentry rockets no longer have damage falloff
 +
* {{c|+|Changed:}} Metal salvaged from Sentry gibs increased from 60 to 130 metal
 +
* {{c|+|Changed:}} Metal salvaged from Dispenser gibs increased from 50 to 100 metal
 +
* {{c|+|Changed:}} Base Dispenser construction time decreased from 21 to 8.4 seconds
 +
* {{c|+|Changed:}} Base Dispenser redeploy time decreased from 5.25 to 2.625 seconds
 +
* {{c|+|Changed:}} Metal salvaged from Teleporter gibs increased from 25 to 50 metal
 +
* {{c|+|Changed:}} Base Teleporter construction time decreased from 21 to 8.4 seconds
 +
* {{c|+|Changed:}} Base Teleporter redeploy time decreased from 5.25 to 2.625 seconds
 +
* {{c|+|Changed:}} During setup, all teleporters are automatically upgraded to level 3
 +
* {{c|+|Changed:}} Teleporters will no longer downgrade to level 1 upon one side of the teleporter being destroyed
 +
* {{c|+|Changed:}} Buildings now block penetrating attacks and explosive splash as though they were pieces of map geometry
 +
* {{c|-|Changed:}} Level 3 Sentry rockets no longer have damage ramp up
 +
* {{c|-|Changed:}} Sentry knockback multiplier decreased from 1600% to 800%
 +
* {{c|-|Changed:}} Enemies are now only able to receive knockbacks from one level 2/3 Sentry at a time, or two level 1 Sentries
 +
* {{c|-|Changed:}} Mini-Sentries no longer inflict knockback nor flinch the enemy
 +
* {{c|-|Changed:}} Allied Engineers are no longer able to interact with buildings they do not own
 +
* {{c|=|Changed:}} Metal from Dispensers are now split evenly across multiple Engineers if there are more than one Engineer within the 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|Shotgun}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Frontier Justice}}
 +
| {{c|-|Removed:}} No longer grants revenge crits if the Sentry is not fully built<br>{{c|-|Removed:}} No longer grants revenge crits if the Sentry is not destroyed by another player<br>{{c|-|Removed:}} No longer grants revenge crits if the wearer is more than 1200 HU away from the Sentry<br>{{c|=|Changed:}} Rescaled revenge crits from gaining 1-2 based on Sentry kills/assists to a fixed 1-6 seconds, based on Sentry level<br>{{c|=|Info:}} Mini Sentries provide 1 second of revenge crits, and normal Sentries provide a base 2 seconds of revenge crits, with each level increasing the crit duration by +2 seconds, up to 6 seconds<br>
 +
| {{buff|Gain up to 6 seconds of revenge crits when your sentry is destroyed.}}<br>{{nerf|-50% clip size}}<br>{{nerf|Revenge crits are lost on death}}
 +
|-
 +
| {{Table icon|Widowmaker}}
 +
| No changes.
 +
| {{buff|On hit an enemy: Damage dealt is returned as ammo}}<br>{{buff|No reload necessary}}<br>{{buff|+10% damage bonus to your sentry's target}}<br>{{nerf|Per shot: -30 ammo}}<br>{{nerf|Uses metal for ammo}}<br>
 +
|-
 +
| {{Table icon|Pomson 6000}}
 +
| {{c|+|Added:}} Projectile penetrates enemy targets<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 1800 HU/s<br>{{c|+|Changed:}} Base damage increased from 60 to 66<br>{{c|-|Removed:}} On Hit: Victim loses up to 10% Medigun charge<br>{{c|-|Removed:}} On Hit: Victim loses up to 20% cloak<br>{{c|=|Changed:}} Damage type changed from bullet to fire<br>
 +
| {{buff|Does not require ammo}}<br>{{buff|Projectile cannot be deflected}}<br>{{buff|Projectile penetrates enemy targets}}<br>{{nerf|Deals only 20% damage to buildings}}<br>
 +
|-
 +
| {{Table icon|Rescue Ranger}}
 +
| {{c|-|Changed:}} The special bolt now applies its heal over 3 seconds as a buff<br>{{c|-|Changed:}} Using alt-fire would deconstruct the building for up to 3.425 seconds before teleportation starts<br>{{c|-|Changed:}} Health to metal ratio increased from 4:1 to 3:1<br>{{c|=|Info:}} The total heal amount remains the same and the healing buff stacks with itself<br>{{c|=|Info:}} The healing buff can only restore as much health as the building had when the bolt hits it, resulting in less healing if the building has surplus health when it is first healed<br>{{c|=|Info:}} The building deconstructs at a 300% rate of their base construction speed and upgrade time<br>{{c|=|Info:}} The wearer cannot pick up other buildings while the teleportation is happening, and the building is automatically destroyed if the wearer dies during this process<br>
 +
| {{buff|Alt-Fire: Use 100 metal to pick up your targeted building from any range after a delay}}<br>{{buff|Fires a special bolt that can repair friendly buildings over time}}<br>{{nerf|-34% clip size}}<br>{{nerf|-50% max primary ammo on wearer}}<br>{{nerf|Self mark for death when hauling buildings}}<br>{{nerf|3-to-1 health-to-metal ratio when repairing buildings}}<br>
 +
|-
 +
| {{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>
 +
|}
 +
 +
== 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|Pistol}}
 +
| {{c|+|Changed:}} Reload speed decreased from 1.36 to 1.1 seconds<br>{{c|-|Changed:}} Max secondary ammo decreased from 200 to 36<br>
 +
| No changes.
 +
|-
 +
| {{Table icon|Wrangler}}
 +
| {{c|+|Added:}} 30% of Sentry damage dealt while wrangled is returned to the Sentry as health<br>{{c|+|Changed:}} Level 3 Sentry rocket firing speed while wrangled decreased from 2.25 to 1.53 seconds<br>{{c|+|Removed:}} Wrangled sentries gain a shield that reduces repairs by 66%<br>{{c|+|Changed:}} Sentry disabling duration upon unwrangling decreased from 3 to 1 second<br> {{c|-|Removed:}} Wrangled sentries gain a shield that reduces damage by 66%<br>
 +
| Take manual control of your Sentry Gun. 30% of Sentry damage dealt while wrangled is returned to the Sentry as health. Sentries are disabled for 1 second after becoming unwrangled.
 +
|-
 +
| {{Table icon|Short Circuit}}
 +
| {{c|+|Added:}} Primary fire can now destroy projectiles<br>{{c|+|Changed:}} Primary fire range increased to 450 HU<br>{{c|+|Changed:}} Primary fire now takes on a cylindrical hitbox<br>{{c|+|Changed:}} Damage increased from -33% to +67%<br>{{c|-|Added:}} -300% slower firing speed<br>{{c|-|Changed:}} Ammo per shot increased from 5 to 25 metal<br>{{c|-|Removed:}} Alt-Fire: Launches a projectile-consuming energy ball.<br>{{c|=|Info:}} Requires even more precision compared to original design<br>
 +
| {{buff|Releases an electrical arc that damages enemies and destroys projectiles}}<br>{{buff|+67% damage bonus}}<br>{{buff|No reload necessary}}<br>{{nerf|No random critical hits}}<br>{{nerf|Per Shot: -25 ammo}}<br>{{nerf|Uses metal for ammo}}<br>{{nerf|-300% slower firing speed}}<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|Wrench}}
 +
| {{c|=|Changed:}} See additional changes in "Engineer - Building Changes" tab
 +
| No changes.
 +
|-
 +
| {{Table icon|Gunslinger}}
 +
| {{c|+|Changed:}} Sentry build speed increased from +150% to +262%<br>
 +
| {{buff|+25 max health on wearer}}<br>{{buff|Sentry build speed increased by 262%}}<br>{{buff|Third successful punch in a row always crits.}}<br>{{nerf|Replaces the Sentry with a Mini-Sentry}}<br>
 +
|-
 +
| {{Table icon|Southern Hospitality}}
 +
| {{c|+|Removed:}} 20% fire damage vulnerability on wearer<br>{{c|+|Added:}} The wearer can build an additional Mini-Dispenser<br>{{c|-|Added:}} -25% slower firing speed on Sentry Gun<br>{{c|=|Info:}} Level 3 Sentry rocket firing speed is also slowed<br>
 +
| {{buff|On Hit: Bleed for 5 seconds}}<br>{{buff|The wearer can build an additional Mini-Dispenser}}<br>{{nerf|-25% slower firing speed on Sentry Gun}}<br>
 +
|-
 +
| {{Table icon|Jag}}
 +
| {{c|+|Changed:}} Construction speed boost increased from +30% to +100%<br>{{c|+|Removed:}} -20% slower repair rate<br>{{c|+|Removed:}} -25% damage penalty<br>{{c|+|Removed:}} -33% damage penalty vs buildings<br>{{c|-|Added:}} Can only build up to level 2 buildings<br>{{c|-|Removed:}} +15% faster firing speed<br>
 +
| {{buff|Construction hit speed boost increased by 100%}}<br>{{nerf|Can only build up to level 2 buildings}}<br>
 +
|-
 +
| {{Table icon|Eureka Effect}}
 +
| {{c|+|Added:}} Constructed Teleporters travel both ways<br>{{c|+|Changed:}} The wearer can also teleport to the Teleporter entrance now<br>{{c|+|Changed:}} Teleporting to spawn now automatically resupplies the wearer from the cabinet<br>
 +
| {{buff|Press your reload key to choose to teleport to spawn or your teleporters}}<br>{{buff|-50% metal cost when constructing or upgrading teleporters}}<br>{{buff|Constructed teleporters travel both ways}}<br>{{nerf|Construction hit speed boost decreased by 50%}}<br>{{nerf|20% less metal from pickups and dispensers}}
 +
|}
 +
 +
== Buildings ==
 +
 +
{|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
 +
|-
 +
| align="center" | [[File:Lvl1dispenser.png|50px]]<br>
 +
Amplifier
 +
| {{c|=|Info:}} Restores 10 health and 20% of the target's max ammo per second in a radius<br>{{c|=|Info:}} Does not dispense metal<br>{{c|=|Info:}} Costs 70 metal to build<br>{{c|=|Info:}} Has a base construction time of 3.36 seconds<br>{{c|=|Info:}} Has a base redeploy time of 1.05 seconds<br>{{c|=|Info:}} Cannot be upgraded<br>{{c|=|Info:}} 100 max health<br>
 +
| {{buff|-30% construction cost}}<br>{{buff|+150% faster construction speed}}<br>{{buff|+150% faster redeploy speed}}<br>{{nerf|Cannot be upgraded}}<br>{{nerf|Does not dispense metal}}<br>{{nerf|-50 max health on this building}}<br>
 +
|}
 +
 +
= Medic =
 +
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Medic - Class Changes
 +
<!-- MEDIC CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|+|Changed:}} Base ramp up increased from 120% to 150%
 +
* {{c|+|Changed:}} Projectiles now arc way less, matching the flare guns, increasing effective range
 +
* {{c|+|Changed:}} Projectile speed increased from 1000 to 1100 HU/s
 +
* {{c|+|Changed:}} Reload time decreased from 1.6 to 1.3 seconds
 +
* {{c|+|Changed:}} Base ramp up increased from 120% to 150%
 +
* {{c|+|Removed:}} Random projectile deviation
 +
* {{c|-|Removed:}} The wearer matches the speed of their heal target if they are faster (Except for the Quick-Fix)
 +
|-
 +
|}
 +
 +
== 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|Syringe Gun}}
 +
| {{c|=|Changed:}} See additional changes in "Medic - Class Changes" tab
 +
| No changes.
 +
|-
 +
| {{Table icon|Blutsauger}}
 +
| {{c|+|Added:}} Health gained on hit can overheal<br>{{c|+|Changed:}} Health gain on hit increased from 3 to 5 health<br>{{c|-|Changed:}} Health regeneration decreased from -2 to being completely disabled<br>
 +
| {{buff|On Hit: Gain up to +5 health}}<br>{{buff|Health gained on hit can overheal}}<br>{{nerf|Health regeneration is disabled on wearer}}<br>
 +
|-
 +
| {{Table icon|Crusader's Crossbow}}
 +
| {{c|-|Changed:}} Base damage rescaled from 38-75 to 45 at all ranges<br>{{c|-|Changed:}} Base healing rescaled from 75-150 to 99 at all ranges<br>{{c|-|Changed:}} The special bolt now applies its heal over 3 seconds as a buff<br>{{c|-|Changed:}} Penalties that affect healing from healers now fully affect this weapon<br>{{c|-|Removed:}} Healing from this weapon grants a small amount of ÜberCharge<br>
 +
| {{buff|No headshots}}<br>{{nerf|-75% max primary ammo on wearer}}<br>Fires special bolts that heal teammates and deals damage over time<br><br>This weapon will reload automatically when not active
 +
|-
 +
| {{Table icon|Overdose}}
 +
| {{c|+|Added:}} Alt-Fire: Consumes 15% ÜberCharge to gain a speed boost for 3 seconds<br>{{c|+|Removed:}} -15% damage penalty<br>{{c|-|Added:}} -100% ÜberCharge rate for 3 seconds after using alt-fire<br>{{c|-|Added:}} -30% slower firing speed<br>{{c|-|Removed:}} While active, movement speed increases based on ÜberCharge percentage to a maximum of +20%<br>
 +
| {{buff|Alt-Fire: Consumes 15% ÜberCharge to gain a speed boost for 3 seconds}}<br>{{nerf|-100% ÜberCharge rate for 3 seconds after using alt-fire}}<br>{{nerf|-30% slower firing speed}}<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|Medi Gun}}
 +
| {{c|=|Changed:}} See additional changes in "Medic - Class Changes" tab
 +
| No changes.
 +
|-
 +
| {{Table icon|Kritzkrieg}}
 +
| {{c|=|Changed:}} See additional changes in "Medic - Class Changes" tab
 +
| {{buff|+25% ÜberCharge rate}}<br> ÜberCharge grants 100% critical chance
 +
|-
 +
| {{Table icon|Quick-Fix}}
 +
| {{c|+|Changed:}} Every 50 health restored during ÜberCharge will increase the current duration by 0.25 seconds<br>{{c|+|Changed:}} Heal rate increased from +40% to +50%<br>{{c|+|Changed:}} ÜberCharge rate increased from +10% to +50%<br>{{c|+|Changed:}} ÜberCharge duration is no longer reduced when changing patients<br>{{c|-|Added:}} -37.5% base ÜberCharge duration<br>{{c|-|Changed:}} Max Overheal decreased from -50% to -100%<br>{{c|-|Changed:}} ÜberCharge rate is slowed if the patient has more than 97.5% health<br>{{c|-|Removed:}} ÜberCharge grants immunity to movement-impairing effects<br>{{c|-|Removed:}} Mirror the blast jumps and shield charges of patients<br>
 +
| {{buff|+50% heal rate}}<br>{{buff|+50% ÜberCharge rate}}<br>{{buff|Every 50 health restored during ÜberCharge will increase the current duration by 0.25 seconds}}<br>{{nerf|100% max overheal}}<br>{{nerf|-37.5% base ÜberCharge duration}}<br>ÜberCharge increases healing by 300%<br>
 +
|-
 +
| {{Table icon|Vaccinator}}
 +
| {{c|+|Removed:}} -33% ÜberCharge rate on Overhealed patients<br>{{c|-|Changed:}} ÜberCharge only has 1 bar that lasts 8 seconds instead of 4 bars that last 2.5 seconds each<br>{{c|-|Changed:}} Only one patient at a time can receive ÜberCharge from the wearer<br>{{c|-|Removed:}} ÜberCharge no longer lingers if the wearer disconnects from the patient while ÜberCharging<br>{{c|-|Removed:}} Shield effects no longer linger if the resistance type is swapped during ÜberCharge<br>{{c|-|Removed:}} ÜberCharge blocks 100% crit damage of the selected type to the Medic and Patient<br>{{c|=|Info:}} Despite having one bar only, the wearer can still activate ÜberCharge if they have more than 25% ÜberCharge currently<br>
 +
| {{buff|+67% Übercharge rate}}<br>{{buff|Press your reload key to cycle through resist types.}}<br>{{buff|While healing, provides you and your target with a constant 10% resistance to the selected damage type.}}<br>{{buff|Übercharge can be activated if there is more than 25% charge}}<br>{{nerf|-66% Overheal build rate.}}<br>Übercharge provides a 8 second resistance bubble that blocks 75% base damage of the selected type to the Medic and Patient.<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|Bonesaw}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Übersaw}}
 +
| {{c|-|Changed:}} Firing speed decreased from -20% to -40%<br>
 +
| {{buff|On Hit: 25% ÜberCharge added}}<br>{{nerf|-40% slower firing speed}}<br>
 +
|-
 +
| {{Table icon|Vita-Saw}}
 +
| {{c|+|Added:}} On Hit Teammate: Consumes an organ to restore 100 health and cleanse them of all negative status effects<br>{{c|+|Added:}} +70% longer melee range vs teammates<br>{{c|+|Removed:}} -10 max health on wearer<br>{{c|-|Added:}} -20% damage penalty<br>{{c|-|Removed:}} A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.<br>
 +
| {{buff|Collect the organs of people you hit}}<br>{{buff|On Hit Teammate: Consumes an organ to restore 100 health and cleanse them of all negative status effects}}<br>{{buff|+70% longer melee range vs teammates}}<br>{{nerf|-20% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Amputator}}
 +
| {{c|+|Added:}} Alt-Fire can be prematurely cancelled by jumping or taunting, with a 1 second outro animation<br>{{c|+|Changed:}} Taunt duration is now permanent until cancelled<br>{{c|+|Changed:}} During the taunt, the wearer can see the health of all nearby allies that are close to the crosshair<br>
 +
| When weapon is active:<br><br>{{buff|+3 health regenerated per second on wearer}}<br>{{buff|Alt-Fire: Applies a healing effect to all nearby teammates}}<br>{{nerf|-20% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Solemn Vow}}
 +
| {{c|+|Added:}} Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies for 10 seconds<br>{{c|+|Removed:}} -10% slower firing speed<br>{{c|-|Added:}} -50% damage penalty<br>{{c|-|Removed:}} Allows you to see enemy health<br>{{c|=|Info:}} Only one enemy can be affected at a time<br>{{c|=|Info:}} Has a max range of 600 HU<br>{{c|=|Info:}} This cannot reveal enemy Medic Übercharge percentages<br>
 +
| {{buff|Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies}}<br>{{nerf|-50% damage penalty}}<br>
 
|}
 
|}

Revision as of 16:05, 31 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: Flamethrower damage is now calculated based on each individual particle instead of per tick
  • 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 minus.png Changed: Flare Gun afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds
  • Pictogram comment.png Changed: Flamethrower 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 (Does not affect the Dragon's Fury)
  • 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

Primary

Secondary

Melee

Demoman

Demoman - Class Changes
  • Pictogram plus.png Changed: Grenades no longer tumble through the air upon being fired
  • 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: Random projectile deviation on grenade launchers
  • Pictogram plus.png Removed: Random projectile spread on grenade launchers
  • 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

Heavy

Heavy - Class Changes
  • Pictogram plus.png Changed: Swapping weapons is now possible while the minigun is revved up
  • Pictogram plus.png Changed: Each bullet per ammo is perfectly accurate
  • Pictogram plus.png Removed: Damage and accuracy progressively ramps up after miniguns start firing
  • Pictogram minus.png Changed: Lunchbox items now heal a portion of the wearer's max health instead of a fixed amount
  • Pictogram comment.png Changed: Dying while holding an edible will drop the edible with an ammo box, restoring both health and ammo

Primary

Secondary

Melee

Engineer

Engineer - Building Changes
  • Pictogram plus.png Changed: Level 3 Sentry rockets no longer have damage falloff
  • Pictogram plus.png Changed: Metal salvaged from Sentry gibs increased from 60 to 130 metal
  • Pictogram plus.png Changed: Metal salvaged from Dispenser gibs increased from 50 to 100 metal
  • Pictogram plus.png Changed: Base Dispenser construction time decreased from 21 to 8.4 seconds
  • Pictogram plus.png Changed: Base Dispenser redeploy time decreased from 5.25 to 2.625 seconds
  • Pictogram plus.png Changed: Metal salvaged from Teleporter gibs increased from 25 to 50 metal
  • Pictogram plus.png Changed: Base Teleporter construction time decreased from 21 to 8.4 seconds
  • Pictogram plus.png Changed: Base Teleporter redeploy time decreased from 5.25 to 2.625 seconds
  • Pictogram plus.png Changed: During setup, all teleporters are automatically upgraded to level 3
  • Pictogram plus.png Changed: Teleporters will no longer downgrade to level 1 upon one side of the teleporter being destroyed
  • Pictogram plus.png Changed: Buildings now block penetrating attacks and explosive splash as though they were pieces of map geometry
  • Pictogram minus.png Changed: Level 3 Sentry rockets no longer have damage ramp up
  • Pictogram minus.png Changed: Sentry knockback multiplier decreased from 1600% to 800%
  • Pictogram minus.png Changed: Enemies are now only able to receive knockbacks from one level 2/3 Sentry at a time, or two level 1 Sentries
  • Pictogram minus.png Changed: Mini-Sentries no longer inflict knockback nor flinch the enemy
  • Pictogram minus.png Changed: Allied Engineers are no longer able to interact with buildings they do not own
  • Pictogram comment.png Changed: Metal from Dispensers are now split evenly across multiple Engineers if there are more than one Engineer within the radius

Primary

Secondary

Melee

Buildings

Medic

Medic - Class Changes
  • Pictogram plus.png Changed: Base ramp up increased from 120% to 150%
  • Pictogram plus.png Changed: Projectiles now arc way less, matching the flare guns, increasing effective range
  • Pictogram plus.png Changed: Projectile speed increased from 1000 to 1100 HU/s
  • Pictogram plus.png Changed: Reload time decreased from 1.6 to 1.3 seconds
  • Pictogram plus.png Changed: Base ramp up increased from 120% to 150%
  • Pictogram plus.png Removed: Random projectile deviation
  • Pictogram minus.png Removed: The wearer matches the speed of their heal target if they are faster (Except for the Quick-Fix)

Primary

Secondary

Melee