Difference between revisions of "User:EtherealT/Echoboy11's TF2 Balancing Document"
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|- | |- | ||
| {{Table icon|Minigun}} | | {{Table icon|Minigun}} | ||
− | | | + | | {{c|=|Changed:}} See additional changes in "Heavy - Class Changes" tab |
| No changes. | | No changes. | ||
|- | |- | ||
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|- | |- | ||
| {{Table icon|Sandvich}} | | {{Table icon|Sandvich}} | ||
− | | | + | | {{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}} | ||
− | | | + | | {{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
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 with a 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 and 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 - Flamethrower Changes | |
---|---|
|
Pyro - Airblast Changes | |
---|---|
|
Primary
Weapon | Changes | New statistics |
---|---|---|
Flame Thrower |
Info: See additional changes in "Pyro - Flamethrower Changes" tab Info: See additional changes in "Pyro - Airblast 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, and 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: Afterburn duration increased from 2.5 to 3 seconds Changed: Projectile range increased from 526 to 600 HU Removed: -50% repressurization rate on Alt-Fire Changed: Damage type changed from fire to fire + explosive Info: Projectiles are able to inflict minor knockback akin to the Detonator |
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 Removed: Extinguishing teammates restores 20 health |
+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 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 |
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 |
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 |
Demoman
Demoman - Class Changes | |
---|---|
|
Primary
Weapon | Changes | New statistics |
---|---|---|
Grenade Launcher |
Changed: See additional changes in "Demoman - Primary Changes" tab | No changes. |
Loch-n-Load |
Added: On Hit: Instantly refund one grenade into the clip Removed: -25% explosion radius Changed: Clip size decreased from -25% to -50% Removed: +20% damage vs buildings Removed: +25% projectile speed |
On Hit: Instantly refund one grenade into the clip -50% clip size Launched bombs shatter on surfaces |
Ali Baba's Wee Booties |
Added: -40% blast damage from blast jumps |
+25 max health on wearer +200% increase in turning control while charging +10% faster move speed on wearer (shield required) Melee kills refill 25% of your charge meter. -40% blast damage from blast jumps |
Loose Cannon |
Changed: Projectile now explodes on a direct hit vs buildings Changed: Projectile physics now matches stock, allowing it to travel further and more reliably Removed: +20% projectile speed Changed: Damage type changed from explosive to melee on impact Changed: Knockback mechanics now match the mechanics of Sentry knockback Info: With this change, knockback no longer stunlocks the victim |
Cannonballs push players back on impact Cannonballs do not explode on impact vs players Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key. Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims |
B.A.S.E. Jumper |
Added: Parachute can be redeployed again while at midair with a 1.5 second cooldown Removed: (Hidden) -50% air control while deployed |
Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. |
Iron Bomber |
Added: Grenades stick onto surfaces Added: Explosions from stuck grenades detonate all other nearby stuck grenades Added: -20% damage penalty on non-direct hits Changed: Fixed a bug where projectiles fired are larger from this weapon Removed: Grenades have very little bounce and roll Changed: -30% fuse time on grenades |
Grenades stick onto surfaces Explosions from stuck grenades detonate all other nearby stuck grenades -20% damage penalty on non-direct hits -15% explosion radius |
Secondary
Weapon | Changes | New statistics |
---|---|---|
Stickybomb Launcher |
No changes. | No changes. |
Scottish Resistance |
Added: Press your Special Attack key to detonate all stickybombs at once Changed: Stickybombs are no longer detonated if they are under the wearer's feet Changed: Changed the stickybomb detonation search pattern from a cone to a cylinder Info: Cylinder search patterns allow for more precise detonations |
+25% faster firing speed +50% max secondary ammo on wearer +6 max pipebombs out Detonates stickybombs near the crosshair Press your Special Attack key to detonate all stickybombs at once Able to destroy enemy stickybombs 0.8 sec slower bomb arm time |
Chargin' Targe |
Changed: Explosive damage resistance decreased from +30% to +20% Removed: +50% fire damage resistance on wearer |
+20% explosive damage resistance on wearer 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. |
Sticky Jumper |
No changes. | +200% max primary ammo on wearer No self inflicted blast damage taken -100% damage penalty -6 max stickybombs out Wearer cannot carry the intelligence briefcase or PASS Time JACK A special no-damage stickybomb launcher for learning stickybomb jump tricks and patterns. |
Splendid Screen |
Added: -0.75 sec decrease in charge duration Removed: +20% fire damage resistance on wearer |
+20% explosive damage resistance on wearer +70% increase in charge impact damage +50% increase in charge recharge rate -0.75 sec decrease in charge duration 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. |
Tide Turner |
Added: -20% blast damage from blast jumps Removed: Taking damage while shield charging reduces remaining charging time Removed: +15% fire damage resistance on wearer Removed: +15% explosive damage resistance on wearer |
-20% blast damage from blast jumps Full turning control while charging Melee kills while charging refill 75% of charge meter 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. |
Quickiebomb Launcher |
Added: +15% faster reload time Changed: Clip size increased from -50% to -25% Added: Stickybombs fizzle 2 seconds after landing Removed: Up to +35% damage bonus based on charge time |
Able to destroy enemy stickybombs -0.2 sec faster bomb arm time Max charge time decreased by 70% +15% faster reload time -15% damage penalty -25% clip size Stickybombs fizzle 2 seconds after landing |
Melee
Weapon | Changes | New statistics |
---|---|---|
Bottle |
No changes. | No changes. |
Eyelander |
Added: On Kill: Gain a speed boost and all attacks mini-crit for 3 seconds Removed: Gives increased speed and health with every head you take |
On Kill: Gain a speed boost and all attacks mini-crit for 3 seconds +50% longer melee range No random critical hits -25 max health on wearer |
Scotsman's Skullcutter |
Changed: See additional changes in "Demoman - Shield and Sword Changes" tab | When weapon is active: +20% damage bonus +50% longer melee range -15% slower move speed on wearer |
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 |
Ullapool Caber |
Added: The warhead replenishes itself over 20 seconds Added: Taunting now delivers a 500 damage hit at the end of the taunt Changed: The wearer gains -40% self damage resistance if no enemies are damaged by the explosion Removed: This weapon deploys 100% slower Added: Cannot be crit or mini-crit boosted Changed: Explosion damage decreased from 75 to 50 Info: If the warhead is inactive, the taunt will only do 55 damage |
-20% slower firing speed Cannot be crit or mini-crit boosted No random critical hits The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Claidheamh Mòr |
Changed: Duration required to reach mini-crit or crit swings now matches all other swords Removed: 15% damage vulnerability on wearer Added: -30% slower swing speed Changed: Charge duration rescaled from a fixed +0.5 second charge duration to +50% longer charge duration |
When weapon is active: +50% longer charge duration Melee kills refill 25% of your charge meter +50% longer melee range No random critical hits -30% slower swing speed |
Half-Zatoichi |
Info: See additional changes in "Demoman - Shield and 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 |
Persian Persuader |
Changed: See additional changes in "Demoman - Shield and Sword Changes" tab | Ammo boxes collected give Charge Melee hits refill 20% of your charge meter. +50% longer melee range -80% max primary ammo on wearer -80% max secondary ammo on wearer No random critical hits |
Heavy
Heavy - Class Changes | |
---|---|
|
Primary
Weapon | Changes | New statistics |
---|---|---|
Minigun |
Changed: See additional changes in "Heavy - Class Changes" tab | No changes. |
Natascha |
Added: +20% slower move speed while deployed Removed: -30% spin up time Added: -25% max primary ammo on wearer Changed: Damage penalty decreased from -25% to -35% Removed: On Hit: 100% chance to slow target Removed: -20% damage resistance when below 50% health and spun up |
+20% slower move speed while deployed -25% max primary ammo on wearer -35% damage penalty |
Brass Beast |
Removed: -50% slower spin up time Removed: -20% damage resistance when below 50% health and spun up |
+20% damage bonus -60% slower move speed while deployed |
Tomislav |
Changed: Spin up time increased from +20% to +75% Added: -50 max health on wearer Added: -35% damage penalty |
+20% faster spin up time +20% more accurate Silent Killer: No barrel spin sound -50 max health on wearer -35% damage penalty -20% slower firing speed |
Huo-Long Heater |
Changed: Damage bonus increased from -10% to +567% Changed: Fire ring damage interval decreased from 0.5 to 0.08 seconds Removed: Consumes an additional 4 ammo per second while spun up Added: -50% max primary ammo on wearer Added: -138% slower firing speed Added: -20% ramp up damage penalty Added: (Hidden) -5.6% minimum fall off damage penalty Added: Projectiles fizzle out at long ranges Changed: Base fire ring damage decreased from 12 to 2 Removed: +25% damage bonus vs burning players Added: Fires firework rockets instead of bullets Info: Projectiles function identically to the flares from flare guns and have a 2000 HU/s projectile speed, but automatically explode after 1000 HU Info: Projectiles have 120% maximum ramp up damage and 50% minimum fall off damage Info: The projectiles are fired from the center, much like the Soldier's Original rocket launcher Info: The projectiles can be airblasted and destroyed by the Short Circuit |
Creates a ring of flames while spun up +567% damage bonus -50% max primary ammo on wearer -138% slower firing speed -20% ramp up damage penalty Projectiles fizzle out at long ranges Fires firework rockets instead of bullets |
Secondary
Weapon | Changes | New statistics |
---|---|---|
Shotgun |
No changes. | No changes. |
Sandvich |
Changed: See additional changes in "Heavy - Class Changes" tab | Eat to regain up to 100% of your max health. Alt-fire: Share a Sandvich with a friend (Medium Health Kit) |
Dalokohs Bar |
Added: +50% faster consumption speed Added: Excessive healing is now converted into overheal that drains -100% slower Removed: Adds +50 max health for 30 seconds |
Excessive healing is now converted into overheal +50% faster consumption speed Eat to regain up to 20.5% of your max health. Alt-fire: Share chocolate with a friend (Small Health Kit) |
Buffalo Steak Sandvich |
Added: +50% increase in charge recharge rate Added: Eat to regain up to 100% of your max health Removed: (Hidden) 20% damage vulnerability while effect is active Added: +100% increase in push force taken from damage and airblast while effect is active Changed: Dropped edible healing decreased from a medium to a small health kit Changed: Rescaled speed boost from +30% to +0-60% based on how injured the wearer is Info: The speed to health ratio while injured is identical to the Escape Plan |
+50% increase in charge recharge rate Eat to regain up to 100% of your max health. After consuming, move speed is increased as the user becomes injured, attacks mini-crit, but the wearer is 100% more vulnerable to push force taken from damage and airblasts, and the player may only use melee weapons. Lasts 16 seconds. Alt-fire: Share with a friend (Small Health Kit) Who needs bread? |
Family Business |
No changes. | +33% clip size +15% faster firing speed -15% damage penalty |
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 |
Second Banana |
Changed: See additional changes in "Heavy - Class Changes" tab | +50% increase in charge recharge rate -33% healing effect Eat to gain up to 66% of your max health Alt-fire: Share banana with a friend (Small Health Kit) |
Melee
Weapon | Changes | New statistics |
---|---|---|
Fists |
No changes. | No changes. |
Killing Gloves of Boxing |
No changes. | On Kill: 5 seconds of 100% critical chance -20% slower firing speed |
Gloves of Running Urgently |
Removed: Maximum health is drained while item is active Added: You are marked for death while active, and for short period after switching weapons Added: -30 max health on wearer |
+30% faster move speed on wearer This weapon holsters 50% slower You are marked for death while active, and for short period after switching weapons -30 max health on wearer |
Warrior's Spirit |
Changed: Damage bonus increased from +30% to +50% Removed: 30% damage vulnerability on wearer Added: -20% slower firing speed Added: Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills. |
When weapon is active: +50% damage bonus +50 health restored on kill -20% slower firing speed Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills. |
Fists of Steel |
Changed: Health restoring penalty decreased from -40% to -20% Removed: This weapon holsters 100% slower Changed: Overheal penalty increased from -40% to -60% Changed: The Overheal penalty is now passive instead of while active Changed: The health restoring penalty is now passive instead of while active Changed: The wearer now gains reduced health from all sources instead of just from healers Info: Medics will now build ÜberCharge slower if the Overheal cap is reached |
-40% damage from ranged sources while active +100% damage from melee sources while active -60% maximum overheal on wearer -20% health from all sources |
Eviction Notice |
Added: On Hit: Bleed for 5 seconds Changed: Damage penalty decreased from -60% to -50% Removed: Maximum health is drained while item is active Removed: +15% faster move speed on wearer |
+40% faster firing speed On Hit: Gain a speed boost On Hit: Bleed for 5 seconds -50% damage penalty |
Holiday Punch |
No changes. | Critical hit forces victim to laugh Always critical hit from behind On Hit: Force enemies to laugh who are also wearing this item Critical hits do no damage |
Engineer
Engineer - Building Changes | |
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|
Primary
Weapon | Changes | New statistics |
---|---|---|
Shotgun |
No changes. | No changes. |
Frontier Justice |
Removed: No longer grants revenge crits if the Sentry is not fully built Removed: No longer grants revenge crits if the Sentry is not destroyed by another player Removed: No longer grants revenge crits if the wearer is more than 1200 HU away from the Sentry Changed: Rescaled revenge crits from gaining 1-2 based on Sentry kills/assists to a fixed 1-6 seconds, based on Sentry level 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 |
Gain up to 6 seconds of revenge crits when your sentry is destroyed. -50% clip size Revenge crits are lost on death |
Widowmaker |
No changes. | On hit an enemy: Damage dealt is returned as ammo No reload necessary +10% damage bonus to your sentry's target Per shot: -30 ammo Uses metal for ammo |
Pomson 6000 |
Added: Projectile penetrates enemy targets Changed: Base projectile speed increased from 1200 to 1800 HU/s Changed: Base damage increased from 60 to 66 Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Changed: Damage type changed from bullet to fire |
Does not require ammo Projectile cannot be deflected Projectile penetrates enemy targets Deals only 20% damage to buildings |
Rescue Ranger |
Changed: The special bolt now applies its heal over 3 seconds as a buff Changed: Using alt-fire would deconstruct the building for up to 3.425 seconds before teleportation starts Changed: Health to metal ratio increased from 4:1 to 3:1 Info: The total heal amount remains the same and the healing buff stacks with itself 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 Info: The building deconstructs at a 300% rate of their base construction speed and upgrade time 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 |
Alt-Fire: Use 100 metal to pick up your targeted building from any range after a delay Fires a special bolt that can repair friendly buildings over time -34% clip size -50% max primary ammo on wearer Self mark for death when hauling buildings 3-to-1 health-to-metal ratio when repairing buildings |
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 |
Secondary
Weapon | Changes | New statistics |
---|---|---|
Pistol |
Changed: Reload speed decreased from 1.36 to 1.1 seconds Changed: Max secondary ammo decreased from 200 to 36 |
No changes. |
Wrangler |
Added: 30% of Sentry damage dealt while wrangled is returned to the Sentry as health Changed: Level 3 Sentry rocket firing speed while wrangled decreased from 2.25 to 1.53 seconds Removed: Wrangled sentries gain a shield that reduces repairs by 66% Changed: Sentry disabling duration upon unwrangling decreased from 3 to 1 second Removed: Wrangled sentries gain a shield that reduces damage by 66% |
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. |
Short Circuit |
Added: Primary fire can now destroy projectiles Changed: Primary fire range increased to 450 HU Changed: Primary fire now takes on a cylindrical hitbox Changed: Damage increased from -33% to +67% Added: -300% slower firing speed Changed: Ammo per shot increased from 5 to 25 metal Removed: Alt-Fire: Launches a projectile-consuming energy ball. Info: Requires even more precision compared to original design |
Releases an electrical arc that damages enemies and destroys projectiles +67% damage bonus No reload necessary No random critical hits Per Shot: -25 ammo Uses metal for ammo -300% slower firing speed |
Melee
Weapon | Changes | New statistics |
---|---|---|
Wrench |
Changed: See additional changes in "Engineer - Building Changes" tab | No changes. |
Gunslinger |
Changed: Sentry build speed increased from +150% to +262% |
+25 max health on wearer Sentry build speed increased by 262% Third successful punch in a row always crits. Replaces the Sentry with a Mini-Sentry |
Southern Hospitality |
Removed: 20% fire damage vulnerability on wearer Added: The wearer can build an additional Mini-Dispenser Added: -25% slower firing speed on Sentry Gun Info: Level 3 Sentry rocket firing speed is also slowed |
On Hit: Bleed for 5 seconds The wearer can build an additional Mini-Dispenser -25% slower firing speed on Sentry Gun |
Jag |
Changed: Construction speed boost increased from +30% to +100% Removed: -20% slower repair rate Removed: -25% damage penalty Removed: -33% damage penalty vs buildings Added: Can only build up to level 2 buildings Removed: +15% faster firing speed |
Construction hit speed boost increased by 100% Can only build up to level 2 buildings |
Eureka Effect |
Added: Constructed Teleporters travel both ways Changed: The wearer can also teleport to the Teleporter entrance now Changed: Teleporting to spawn now automatically resupplies the wearer from the cabinet |
Press your reload key to choose to teleport to spawn or your teleporters -50% metal cost when constructing or upgrading teleporters Constructed teleporters travel both ways Construction hit speed boost decreased by 50% 20% less metal from pickups and dispensers |
Buildings
Medic
Medic - Class Changes | |
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|
Primary
Weapon | Changes | New statistics |
---|---|---|
Syringe Gun |
Changed: See additional changes in "Medic - Class Changes" tab | No changes. |
Blutsauger |
Added: Health gained on hit can overheal Changed: Health gain on hit increased from 3 to 5 health Changed: Health regeneration decreased from -2 to being completely disabled |
On Hit: Gain up to +5 health Health gained on hit can overheal Health regeneration is disabled on wearer |
Crusader's Crossbow |
Changed: Base damage rescaled from 38-75 to 45 at all ranges Changed: Base healing rescaled from 75-150 to 99 at all ranges Changed: The special bolt now applies its heal over 3 seconds as a buff Changed: Penalties that affect healing from healers now fully affect this weapon Removed: Healing from this weapon grants a small amount of ÜberCharge |
No headshots -75% max primary ammo on wearer Fires special bolts that heal teammates and deals damage over time This weapon will reload automatically when not active |
Overdose |
Added: Alt-Fire: Consumes 15% ÜberCharge to gain a speed boost for 3 seconds Removed: -15% damage penalty Added: -100% ÜberCharge rate for 3 seconds after using alt-fire Added: -30% slower firing speed Removed: While active, movement speed increases based on ÜberCharge percentage to a maximum of +20% |
Alt-Fire: Consumes 15% ÜberCharge to gain a speed boost for 3 seconds -100% ÜberCharge rate for 3 seconds after using alt-fire -30% slower firing speed |
Secondary
Weapon | Changes | New statistics |
---|---|---|
Medi Gun |
Changed: See additional changes in "Medic - Class Changes" tab | No changes. |
Kritzkrieg |
Changed: See additional changes in "Medic - Class Changes" tab | +25% ÜberCharge rate ÜberCharge grants 100% critical chance |
Quick-Fix |
Changed: Every 50 health restored during ÜberCharge will increase the current duration by 0.25 seconds Changed: Heal rate increased from +40% to +50% Changed: ÜberCharge rate increased from +10% to +50% Changed: ÜberCharge duration is no longer reduced when changing patients Added: -37.5% base ÜberCharge duration Changed: Max Overheal decreased from -50% to -100% Changed: ÜberCharge rate is slowed if the patient has more than 97.5% health Removed: ÜberCharge grants immunity to movement-impairing effects Removed: Mirror the blast jumps and shield charges of patients |
+50% heal rate +50% ÜberCharge rate Every 50 health restored during ÜberCharge will increase the current duration by 0.25 seconds 100% max overheal -37.5% base ÜberCharge duration ÜberCharge increases healing by 300% |
Vaccinator |
Removed: -33% ÜberCharge rate on Overhealed patients Changed: ÜberCharge only has 1 bar that lasts 8 seconds instead of 4 bars that last 2.5 seconds each Changed: Only one patient at a time can receive ÜberCharge from the wearer Removed: ÜberCharge no longer lingers if the wearer disconnects from the patient while ÜberCharging Removed: Shield effects no longer linger if the resistance type is swapped during ÜberCharge Removed: ÜberCharge blocks 100% crit damage of the selected type to the Medic and Patient Info: Despite having one bar only, the wearer can still activate ÜberCharge if they have more than 25% ÜberCharge currently |
+67% Übercharge rate Press your reload key to cycle through resist types. While healing, provides you and your target with a constant 10% resistance to the selected damage type. Übercharge can be activated if there is more than 25% charge -66% Overheal build rate. Übercharge provides a 8 second resistance bubble that blocks 75% base damage of the selected type to the Medic and Patient. |
Melee
Weapon | Changes | New statistics |
---|---|---|
Bonesaw |
No changes. | No changes. |
Ubersaw |
Changed: Firing speed decreased from -20% to -40% |
On Hit: 25% ÜberCharge added -40% slower firing speed |
Vita-Saw |
Added: On Hit Teammate: Consumes an organ to restore 100 health and cleanse them of all negative status effects Added: +70% longer melee range vs teammates Removed: -10 max health on wearer Added: -20% damage penalty 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%. |
Collect the organs of people you hit On Hit Teammate: Consumes an organ to restore 100 health and cleanse them of all negative status effects +70% longer melee range vs teammates -20% damage penalty |
Amputator |
Added: Alt-Fire can be prematurely cancelled by jumping or taunting, with a 1 second outro animation Changed: Taunt duration is now permanent until cancelled Changed: During the taunt, the wearer can see the health of all nearby allies that are close to the crosshair |
When weapon is active: +3 health regenerated per second on wearer Alt-Fire: Applies a healing effect to all nearby teammates -20% damage penalty |
Solemn Vow |
Added: Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies for 10 seconds Removed: -10% slower firing speed Added: -50% damage penalty Removed: Allows you to see enemy health Info: Only one enemy can be affected at a time Info: Has a max range of 600 HU Info: This cannot reveal enemy Medic Übercharge percentages |
Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies -50% damage penalty |