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

From Team Fortress Wiki
Jump to: navigation, search
m
Line 10: Line 10:
 
|-
 
|-
 
|}
 
|}
 
= Weapons =
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 32: Line 30:
  
 
= Scout =
 
= Scout =
 
== Primary ==
 
 
   
 
   
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 59: Line 55:
 
| {{c|+|Changed:}} Firing at someone at their back now inflicts full crits instead of mini-crits<br>
 
| {{c|+|Changed:}} Firing at someone at their back now inflicts full crits instead of mini-crits<br>
 
| {{buff|Crits targets when fired at their back from close range}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% less accurate}}<br>{{nerf|No random critical hits}}<br>
 
| {{buff|Crits targets when fired at their back from close range}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% less accurate}}<br>{{nerf|No random critical hits}}<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|Bonk! Atomic Punch}}
 
| {{Table icon|Bonk! Atomic Punch}}
Line 87: Line 75:
 
| {{c|+|Added:}} Cooldown reduction increased from -29% to -50%<br>{{c|-|Changed:}} Bleed duration decreased from 5 to 2.5 seconds<br>{{c|-|Changed:}} Increased recharge time from 5.1 to 10 seconds<br>{{c|=|Changed:}} Cooldown now only triggers on kill instead of long distance hits<br>
 
| {{c|+|Added:}} Cooldown reduction increased from -29% to -50%<br>{{c|-|Changed:}} Bleed duration decreased from 5 to 2.5 seconds<br>{{c|-|Changed:}} Increased recharge time from 5.1 to 10 seconds<br>{{c|=|Changed:}} Cooldown now only triggers on kill instead of long distance hits<br>
 
| {{buff|On Kill: Reduces current cooldown by -50%}}<br>{{nerf|No random critical hits}}<br>
 
| {{buff|On Kill: Reduces current cooldown by -50%}}<br>{{nerf|No random critical hits}}<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|Sandman}}
 
| {{Table icon|Sandman}}
Line 123: Line 103:
 
|-
 
|-
 
|}
 
|}
 
== Primary ==
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 150: Line 128:
 
| {{c|+|Added:}} Ammo is drawn from the reserves while firing during a blast jump<br>{{c|+|Removed:}} -20% explosion radius while blast jumping<br>{{c|-|Added:}} -25% clip size<br>{{c|-|Changed:}} Firing speed while blast jumping decreased from +65% to +40%<br>{{c|-|Changed:}} Blast damage from rocket jumps increased from -15% to +15%<br>{{c|-|Removed:}} Clip size increased on kill<br>
 
| {{c|+|Added:}} Ammo is drawn from the reserves while firing during a blast jump<br>{{c|+|Removed:}} -20% explosion radius while blast jumping<br>{{c|-|Added:}} -25% clip size<br>{{c|-|Changed:}} Firing speed while blast jumping decreased from +65% to +40%<br>{{c|-|Changed:}} Blast damage from rocket jumps increased from -15% to +15%<br>{{c|-|Removed:}} Clip size increased on kill<br>
 
| {{buff|Ammo is drawn from the reserves while firing during a blast jump}}<br>{{buff|+40% faster firing speed while blast jumping}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-10% explosion radius}}<br>{{nerf|-25% clip size}}<br>{{nerf|+15% damage to self}}<br>
 
| {{buff|Ammo is drawn from the reserves while firing during a blast jump}}<br>{{buff|+40% faster firing speed while blast jumping}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-10% explosion radius}}<br>{{nerf|-25% clip size}}<br>{{nerf|+15% damage to self}}<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|Gunboats}}
 
| {{Table icon|Gunboats}}
Line 178: Line 148:
 
| {{c|+|Changed:}} Base damage increased from 20 to 45<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 2000 HU<br>{{c|-|Removed:}} Projectiles can no longer damage the same target multiple times<br>{{c|=|Changed:}} The projectile now does fire damage instead of bullet damage<br>
 
| {{c|+|Changed:}} Base damage increased from 20 to 45<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 2000 HU<br>{{c|-|Removed:}} Projectiles can no longer damage the same target multiple times<br>{{c|=|Changed:}} The projectile now does fire damage instead of bullet damage<br>
 
| {{buff|Does not require ammo}}<br>{{buff|Projectile penetrates enemies}}<br>{{buff|Projectile cannot be deflected}}<br>{{nerf|Deals only 20% damage to buildings}}<br>
 
| {{buff|Does not require ammo}}<br>{{buff|Projectile penetrates enemies}}<br>{{buff|Projectile cannot be deflected}}<br>{{nerf|Deals only 20% damage to buildings}}<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|Equalizer}}
 
| {{Table icon|Equalizer}}
Line 243: Line 205:
 
|-
 
|-
 
|}
 
|}
 
== Primary ==
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 266: Line 226:
 
| {{c|+|Added:}} Projectile cannot be deflected or destroyed<br>{{c|+|Changed:}} Base projectile damage increased from 25 to 27<br>{{c|+|Changed:}} Projectile now only breaks if its center collides with map geometry<br>{{c|+|Changed:}} Increased the center of the projectile to 2 HU wide<br>{{c|+|Changed:}} Afterburn duration increased from 2.5 to 3 seconds<br>{{c|+|Changed:}} Projectile range increased from 526 to 600 HU<br>{{c|+|Removed:}} -50% repressurization rate on Alt-Fire<br>{{c|=|Changed:}} Damage type changed from fire to fire + explosive<br>{{c|=|Info:}} Projectiles are able to inflict minor knockback akin to the Detonator<br>
 
| {{c|+|Added:}} Projectile cannot be deflected or destroyed<br>{{c|+|Changed:}} Base projectile damage increased from 25 to 27<br>{{c|+|Changed:}} Projectile now only breaks if its center collides with map geometry<br>{{c|+|Changed:}} Increased the center of the projectile to 2 HU wide<br>{{c|+|Changed:}} Afterburn duration increased from 2.5 to 3 seconds<br>{{c|+|Changed:}} Projectile range increased from 526 to 600 HU<br>{{c|+|Removed:}} -50% repressurization rate on Alt-Fire<br>{{c|=|Changed:}} Damage type changed from fire to fire + explosive<br>{{c|=|Info:}} Projectiles are able to inflict minor knockback akin to the Detonator<br>
 
| {{buff|Projectile cannot be deflected}}<br>{{buff|Deals +200% damage to burning targets}}<br>{{buff|+50% repressurization rate on hit}}<br>Uses a shared pressure tank for Primary Fire and Alt-Fire.<br><br>Primary Fire: Launches a fast moving projectile that briefly ignites enemies<br><br>Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire.<br><br>This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage.<br>
 
| {{buff|Projectile cannot be deflected}}<br>{{buff|Deals +200% damage to burning targets}}<br>{{buff|+50% repressurization rate on hit}}<br>Uses a shared pressure tank for Primary Fire and Alt-Fire.<br><br>Primary Fire: Launches a fast moving projectile that briefly ignites enemies<br><br>Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire.<br><br>This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage.<br>
|}
 
 
== 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|Detonator}}
 
| {{Table icon|Detonator}}
Line 294: Line 246:
 
| {{c|+|Changed:}} Stomp damage multiplier increased from 3x to 10x<br>{{c|+|Changed:}} Jetpack jumping now follows explosive knockback<br>{{c|+|Changed:}} Switch speed is no longer fixed and can now be influenced by switch speed modifiers<br>{{c|+|Removed:}} (Hidden) This weapon deploys 60% slower<br>{{c|+|Removed:}} (Hidden) This weapon holsters 60% slower<br>{{c|-|Removed:}} Taking off with the jetpack extinguishes nearby teammates<br>{{c|-|Removed:}} (Hidden) +75% fall damage resistance on wearer while jetpack jumping<br>{{c|-|Removed:}} No longer knocks back enemies on take off and landing<br>{{c|=|Info:}} Jetpack jumping now has increased air control akin to actual blast jumping<br>
 
| {{c|+|Changed:}} Stomp damage multiplier increased from 3x to 10x<br>{{c|+|Changed:}} Jetpack jumping now follows explosive knockback<br>{{c|+|Changed:}} Switch speed is no longer fixed and can now be influenced by switch speed modifiers<br>{{c|+|Removed:}} (Hidden) This weapon deploys 60% slower<br>{{c|+|Removed:}} (Hidden) This weapon holsters 60% slower<br>{{c|-|Removed:}} Taking off with the jetpack extinguishes nearby teammates<br>{{c|-|Removed:}} (Hidden) +75% fall damage resistance on wearer while jetpack jumping<br>{{c|-|Removed:}} No longer knocks back enemies on take off and landing<br>{{c|=|Info:}} Jetpack jumping now has increased air control akin to actual blast jumping<br>
 
| {{buff|Push enemies back when you land (force and radius based on velocity)}}<br>Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming.<br>Deal 10x falling damage to anyone you land on!
 
| {{buff|Push enemies back when you land (force and radius based on velocity)}}<br>Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming.<br>Deal 10x falling damage to anyone you land on!
|}
 
 
== Melee ==
 
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
! class="header" width="10%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
 
|-
 
|-
 
| {{Table icon|Axtinguisher}}
 
| {{Table icon|Axtinguisher}}
Line 355: Line 299:
 
|-
 
|-
 
|}
 
|}
 
== Primary ==
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 378: Line 320:
 
| {{c|+|Added:}} Grenades stick onto surfaces<br>{{c|+|Added:}} Explosions from stuck grenades detonate all other nearby stuck grenades<br>{{c|-|Added:}} -20% damage penalty on non-direct hits<br>{{c|-|Changed:}} Fixed a bug where projectiles fired are larger from this weapon<br>{{c|-|Removed:}} Grenades have very little bounce and roll<br>{{c|-|Changed:}} -30% fuse time on grenades<br>
 
| {{c|+|Added:}} Grenades stick onto surfaces<br>{{c|+|Added:}} Explosions from stuck grenades detonate all other nearby stuck grenades<br>{{c|-|Added:}} -20% damage penalty on non-direct hits<br>{{c|-|Changed:}} Fixed a bug where projectiles fired are larger from this weapon<br>{{c|-|Removed:}} Grenades have very little bounce and roll<br>{{c|-|Changed:}} -30% fuse time on grenades<br>
 
| {{buff|Grenades stick onto surfaces}}<br>{{buff|Explosions from stuck grenades detonate all other nearby stuck grenades}}<br>{{nerf|-20% damage penalty on non-direct hits}}<br>{{nerf|-15% explosion radius}}<br>
 
| {{buff|Grenades stick onto surfaces}}<br>{{buff|Explosions from stuck grenades detonate all other nearby stuck grenades}}<br>{{nerf|-20% damage penalty on non-direct hits}}<br>{{nerf|-15% explosion radius}}<br>
|}
 
 
== Secondary ==
 
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
! class="header" width="10%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
 
|-
 
|-
 
| {{Table icon|Scottish Resistance}}
 
| {{Table icon|Scottish Resistance}}
Line 406: Line 340:
 
| {{c|+|Added:}} +15% faster reload time<br>{{c|+|Changed:}} Clip size increased from -50% to -25%<br>{{c|-|Added:}} Stickybombs fizzle 2 seconds after landing<br>{{c|-|Removed:}} Up to +35% damage bonus based on charge time<br>
 
| {{c|+|Added:}} +15% faster reload time<br>{{c|+|Changed:}} Clip size increased from -50% to -25%<br>{{c|-|Added:}} Stickybombs fizzle 2 seconds after landing<br>{{c|-|Removed:}} Up to +35% damage bonus based on charge time<br>
 
| {{buff|Able to destroy enemy stickybombs}}<br>{{buff|-0.2 sec faster bomb arm time}}<br>{{buff|Max charge time decreased by 70%}}<br>{{buff|+15% faster reload time}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-25% clip size}}<br>{{nerf|Stickybombs fizzle 2 seconds after landing}}<br>
 
| {{buff|Able to destroy enemy stickybombs}}<br>{{buff|-0.2 sec faster bomb arm time}}<br>{{buff|Max charge time decreased by 70%}}<br>{{buff|+15% faster reload time}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-25% clip size}}<br>{{nerf|Stickybombs fizzle 2 seconds after landing}}<br>
|}
 
 
== Melee ==
 
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
! class="header" width="10%" | Weapon
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
 
|-
 
|-
 
| {{Table icon|Eyelander}}
 
| {{Table icon|Eyelander}}
Line 444: Line 370:
 
|-
 
|-
 
|}
 
|}
 
== Primary ==
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 467: Line 391:
 
| {{c|+|Changed:}} Damage bonus increased from -10% to +567%<br>{{c|+|Changed:}} Fire ring damage interval decreased from 0.5 to 0.08 seconds<br>{{c|+|Removed:}} Consumes an additional 4 ammo per second while spun up<br>{{c|-|Added:}} -50% max primary ammo on wearer<br>{{c|-|Added:}} -138% slower firing speed<br>{{c|-|Added:}} -20% ramp up damage penalty<br>{{c|-|Added:}} (Hidden) -5.6% minimum fall off damage penalty<br>{{c|-|Added:}} Projectiles fizzle out at long ranges<br>{{c|-|Changed:}} Base fire ring damage decreased from 12 to 2<br>{{c|-|Removed:}} +25% damage bonus vs burning players<br>{{c|=|Added:}} Fires firework rockets instead of bullets<br>{{c|=|Info:}} Projectiles function identically to the flares from flare guns and have a 2000 HU/s projectile speed, but automatically explode after 1000 HU<br>{{c|=|Info:}} Projectiles have 120% maximum ramp up damage and 50% minimum fall off damage<br>{{c|=|Info:}} The projectiles are fired from the center, much like the Soldier's Original rocket launcher<br>{{c|=|Info:}} The projectiles can be airblasted and destroyed by the Short Circuit<br>
 
| {{c|+|Changed:}} Damage bonus increased from -10% to +567%<br>{{c|+|Changed:}} Fire ring damage interval decreased from 0.5 to 0.08 seconds<br>{{c|+|Removed:}} Consumes an additional 4 ammo per second while spun up<br>{{c|-|Added:}} -50% max primary ammo on wearer<br>{{c|-|Added:}} -138% slower firing speed<br>{{c|-|Added:}} -20% ramp up damage penalty<br>{{c|-|Added:}} (Hidden) -5.6% minimum fall off damage penalty<br>{{c|-|Added:}} Projectiles fizzle out at long ranges<br>{{c|-|Changed:}} Base fire ring damage decreased from 12 to 2<br>{{c|-|Removed:}} +25% damage bonus vs burning players<br>{{c|=|Added:}} Fires firework rockets instead of bullets<br>{{c|=|Info:}} Projectiles function identically to the flares from flare guns and have a 2000 HU/s projectile speed, but automatically explode after 1000 HU<br>{{c|=|Info:}} Projectiles have 120% maximum ramp up damage and 50% minimum fall off damage<br>{{c|=|Info:}} The projectiles are fired from the center, much like the Soldier's Original rocket launcher<br>{{c|=|Info:}} The projectiles can be airblasted and destroyed by the Short Circuit<br>
 
| {{buff|Creates a ring of flames while spun up}}<br>{{buff|+567% damage bonus}}<br>{{nerf|-50% max primary ammo on wearer}}<br>{{nerf|-138% slower firing speed}}<br>{{nerf|-20% ramp up damage penalty}}<br>{{nerf|Projectiles fizzle out at long ranges}}<br>Fires firework rockets instead of bullets<br>
 
| {{buff|Creates a ring of flames while spun up}}<br>{{buff|+567% damage bonus}}<br>{{nerf|-50% max primary ammo on wearer}}<br>{{nerf|-138% slower firing speed}}<br>{{nerf|-20% ramp up damage penalty}}<br>{{nerf|Projectiles fizzle out at long ranges}}<br>Fires firework rockets instead of bullets<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|Dalokohs Bar}}
 
| {{Table icon|Dalokohs Bar}}
Line 483: Line 399:
 
| {{c|+|Added:}} +50% increase in charge recharge rate<br>{{c|+|Added:}} Eat to regain up to 100% of your max health<br>{{c|+|Removed:}} (Hidden) 20% damage vulnerability while effect is active<br>{{c|-|Added:}} +100% increase in push force taken from damage and airblast while effect is active<br>{{c|-|Changed:}} Dropped edible healing decreased from a medium to a small health kit<br>{{c|=|Changed:}} Rescaled speed boost from +30% to +0-60% based on how injured the wearer is<br>{{c|=|Info:}} The speed to health ratio while injured is identical to the Escape Plan<br>
 
| {{c|+|Added:}} +50% increase in charge recharge rate<br>{{c|+|Added:}} Eat to regain up to 100% of your max health<br>{{c|+|Removed:}} (Hidden) 20% damage vulnerability while effect is active<br>{{c|-|Added:}} +100% increase in push force taken from damage and airblast while effect is active<br>{{c|-|Changed:}} Dropped edible healing decreased from a medium to a small health kit<br>{{c|=|Changed:}} Rescaled speed boost from +30% to +0-60% based on how injured the wearer is<br>{{c|=|Info:}} The speed to health ratio while injured is identical to the Escape Plan<br>
 
| {{buff|+50% increase in charge recharge rate}}<br>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.<br><br>Alt-fire: Share with a friend (Small Health Kit)<br><br>Who needs bread?
 
| {{buff|+50% increase in charge recharge rate}}<br>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.<br><br>Alt-fire: Share with a friend (Small Health Kit)<br><br>Who needs bread?
|}
 
 
== 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|Gloves of Running Urgently}}
 
| {{Table icon|Gloves of Running Urgently}}
Line 535: Line 443:
 
|-
 
|-
 
|}
 
|}
 
== Primary ==
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 554: Line 460:
 
| {{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>
 
| {{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>
 
| {{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>
|}
 
 
== 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}}
 
| {{Table icon|Pistol}}
Line 574: Line 472:
 
| {{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>
 
| {{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>
 
| {{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|Gunslinger}}
 
| {{Table icon|Gunslinger}}
Line 598: Line 488:
 
| {{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>
 
| {{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}}
 
| {{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%" | Building
 
! class="header" width="15%" | Changes
 
! class="header" width="15%" | New statistics
 
 
|-
 
|-
 
| align="center" | [[File:Lvl1dispenser.png|50px]]<br>  
 
| align="center" | [[File:Lvl1dispenser.png|50px]]<br>  
Line 629: Line 511:
 
|}
 
|}
  
== Primary ==
 
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
! class="header" width="10%" | Weapon
 
! class="header" width="10%" | Weapon
Line 646: Line 527:
 
| {{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>
 
| {{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>
 
| {{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|Quick-Fix}}
 
| {{Table icon|Quick-Fix}}
Line 662: Line 535:
 
| {{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>
 
| {{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>
 
| {{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|Übersaw}}
 
| {{Table icon|Übersaw}}
Line 702: Line 568:
 
|-
 
|-
 
|}
 
|}
 
== Primary ==
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 725: Line 589:
 
| {{c|+|Removed:}} No headshots when not fully charged<br>{{c|-|Changed:}} Damage penalty increased from -10% to -30%<br>{{c|-|Changed:}} Damage penalty is now universal instead of just body shots<br>
 
| {{c|+|Removed:}} No headshots when not fully charged<br>{{c|-|Changed:}} Damage penalty increased from -10% to -30%<br>{{c|-|Changed:}} Damage penalty is now universal instead of just body shots<br>
 
| {{buff|Charge and fire shots independent of zoom}}<br>{{nerf|-30% damage penalty}}<br>
 
| {{buff|Charge and fire shots independent of zoom}}<br>{{nerf|-30% damage penalty}}<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|Jarate}}
 
| {{Table icon|Jarate}}
Line 749: Line 605:
 
| {{c|+|Changed:}} Activating Crikey now inflicts full crits instead of mini-crits<br>{{c|+|Added:}} On Hit: Gain 25% Crikey<br>{{c|-|Changed:}} Base buff duration decreased from 8 to 5 seconds<br>{{c|-|Changed:}} Damage required to charge Crikey increased from 100 to 300 damage<br>
 
| {{c|+|Changed:}} Activating Crikey now inflicts full crits instead of mini-crits<br>{{c|+|Added:}} On Hit: Gain 25% Crikey<br>{{c|-|Changed:}} Base buff duration decreased from 8 to 5 seconds<br>{{c|-|Changed:}} Damage required to charge Crikey increased from 100 to 300 damage<br>
 
| {{buff|Dealing damage fills charge meter.}}<br>{{buff|Secondary fire when charged grants 100% critical hits for 5 seconds.}}<br>{{buff|On Hit: Gain 25% Crikey}}<br>{{nerf|-20% clip size}}<br>{{nerf|-25% slower firing speed}}<br>{{nerf|No random critical hits}}<br>
 
| {{buff|Dealing damage fills charge meter.}}<br>{{buff|Secondary fire when charged grants 100% critical hits for 5 seconds.}}<br>{{buff|On Hit: Gain 25% Crikey}}<br>{{nerf|-20% clip size}}<br>{{nerf|-25% slower firing speed}}<br>{{nerf|No random critical hits}}<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|Tribalman's Shiv}}
 
| {{Table icon|Tribalman's Shiv}}
Line 785: Line 633:
 
|-
 
|-
 
|}
 
|}
 
== Secondary ==
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
Line 804: Line 650:
 
| {{c|-|Added:}} -50% clip size<br>{{c|-|Removed:}} Destroying buildings with the sapper no longer provide crits<br>{{c|=|Changed:}} Rescaled the method of obtaining crits from gaining one upon backstabs to a fixed 1.8 seconds<br>
 
| {{c|-|Added:}} -50% clip size<br>{{c|-|Removed:}} Destroying buildings with the sapper no longer provide crits<br>{{c|=|Changed:}} Rescaled the method of obtaining crits from gaining one upon backstabs to a fixed 1.8 seconds<br>
 
| {{buff|On Backstab: 1.8 seconds of 100% critical chance}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-50% clip size}}<br>{{nerf|No random critical hits}}<br>
 
| {{buff|On Backstab: 1.8 seconds of 100% critical chance}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-50% clip size}}<br>{{nerf|No random critical hits}}<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|Your Eternal Reward}}
 
| {{Table icon|Your Eternal Reward}}
Line 820: Line 658:
 
| {{c|-|Added:}} +100% Overheal drain rate on wearer<br>{{c|=|Info:}} Despite the wording, Overheal duration is decreased from 60 to 30 seconds<br>
 
| {{c|-|Added:}} +100% Overheal drain rate on wearer<br>{{c|=|Info:}} Despite the wording, Overheal duration is decreased from 60 to 30 seconds<br>
 
| {{buff|On Backstab: Absorbs the health from your victim}}<br>{{nerf|-55 max health on wearer}}<br>{{nerf|+100% Overheal drain rate on wearer}}<br>Start off with low health<br><br> Kill somebody with this knife<br><br> Steal all of their health<br>
 
| {{buff|On Backstab: Absorbs the health from your victim}}<br>{{nerf|-55 max health on wearer}}<br>{{nerf|+100% Overheal drain rate on wearer}}<br>Start off with low health<br><br> Kill somebody with this knife<br><br> Steal all of their health<br>
|}
 
 
== Invis watches ==
 
 
{|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|Dead Ringer}}
 
| {{Table icon|Dead Ringer}}
Line 835: Line 665:
  
 
= Alternative/Miscellaneous Balance Suggestions=
 
= Alternative/Miscellaneous Balance Suggestions=
 
== Primary ==
 
  
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"

Revision as of 08:28, 8 July 2022

Multi-Class

Multi-Class - Hitscan Changes
  • Pictogram plus.png Changed: Accuracy steadily improves in a linear manner the longer the weapon isn't fired
  • Pictogram comment.png Info: Before, hitscan weapons stay inaccurate for 1.25 seconds until being perfectly accurate again

Scout

Soldier

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

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 minus.png Removed: Afterburn no longer reduces healing and shield effects
  • 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 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

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

Heavy

Heavy - Class Changes
  • Pictogram plus.png Changed: Swapping weapons is now possible while the minigun is revved up
  • Pictogram plus.png Changed: One bullet per ammo is perfectly accurate
  • Pictogram plus.png Changed: Fixed a bug in MvM where the firing speed upgrade does not work properly
  • 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

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

Medic

Medic - Class Changes
  • Pictogram plus.png Changed: Syringe Gun base ramp up increased from 120% to 150%
  • Pictogram plus.png Changed: Syringes now arc way less, matching the flare guns, increasing effective range
  • Pictogram plus.png Changed: Syringe Gun projectile speed increased from 1000 to 1100 HU/s
  • Pictogram plus.png Changed: Syringe Gun Reload time decreased from 1.6 to 1.3 seconds
  • Pictogram plus.png Removed: Syringe Gun 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)

Sniper

Sniper - Primary Changes
  • Pictogram minus.png Added: Scoping in for more than 5 seconds will cause the wearer to lose focus and gradually draining charge, fully losing all charge after 1.5 seconds
  • Pictogram minus.png Added: Flinching while scoped in causes the reticle to reset in a slightly different location, with the reset increasing proportionally the more damage the weapon does while scoped in
  • Pictogram minus.png Added: Non-scoped in shots have a minimum fall off damage of 50%
  • Pictogram minus.png Added: Base rifle self damage force is decreased by -50%
  • Pictogram minus.png Added: A team-coloured scope glint effect will be visible to other players while scoped in
  • Pictogram minus.png Changed: Base ammo decreased from 25 to 12

Spy

Spy - Invis Watch Changes
  • Pictogram plus.png Changed: The wearer can now start cloaking right after attacking a target with a melee weapon
  • Pictogram plus.png Changed: Cloaking now instantly causes all robots to forget about the wearer in MvM
  • Pictogram minus.png Removed: -20% damage resistance when cloaked
  • Pictogram minus.png Removed: -50% debuff resistance when cloaked
  • Pictogram comment.png Info: Debuff resistance refers to the shortened debuff durations while cloaked

Alternative/Miscellaneous Balance Suggestions

MvM Changes

Modified classes' upgrades
Upgrade Classes Cost Level Notes
+2 Health Regen TF2 crosshair orange.png All classes 100 5 Pictogram plus.png Max level increased from 3 to 5
Pictogram plus.png Cost decreased from 200 to 100
+10% Jump Height 200 3 Pictogram minus.png Jump height decreased from +20% to +10%
Pictogram minus.png Cost increased from 100 to 200
Afterburn Specialist Leaderboard class pyro.png Pyro 250 4 +25% afterburn duration, +100% afterburn damage and -25% Flamethrower ignition time per point.
Pictogram plus.png Burn damage increased from +25% to +100%
Pictogram plus.png Can affect all weapons that inflict afterburn
+5 Metal Regen Leaderboard class engineer.png Engineer N/A N/A Pictogram minus.png Removed
Modified primary weapons' upgrades
Upgrade Weapons Cost Level Notes
Rocket Punchthrough Leaderboard class soldier.png Soldier 300 4 Projectiles penetrate enemy players if the damage inflicted exceeds the target's current health until it can no longer kill on hit. Rank increases the base damage of the rocket after penetration by +50.
Pictogram info.png The base damage of the rocket after penetration can never exceed its base damage regardless of the amount of upgrades in Rocket Punchthrough
Airblast Mastery Leaderboard class pyro.png Pyro 350 1 Reflected projectiles inflict afterburn on hit (for 6 seconds), instantly refund 1 Pressure meter and have +100% projectile speed. On Direct Hits: projectiles do maximum damage and stuns target.
Pictogram info.png Renamed from Airblast Force to Airblast Mastery
Pictogram info.png Reflected projectile base damage will increase based on Flamethrower damage upgrades
+25% Burn Damage Leaderboard class pyro.png Pyro N/A N/A Pictogram info.png Removed and replaced with the Afterburn Specialist upgrade
+25% Burn Time N/A N/A Pictogram info.png Removed and replaced with the Afterburn Specialist upgrade
Projectile Penetration Leaderboard class pyro.png Pyro 400 1 Pictogram info.png Affects both primary fire and alt-fire
Larger Heatsinks 400 3 +100% Heat capacity per point.
Pictogram info.png Does not affect Heat build and drain rate
Pictogram info.png The increased Heat capacity will also directly affect alt-fire damage
+20% Damage Leaderboard class demoman.png Demoman 400 1 Pictogram plus.png Cost decreased from 500 to 400
Pictogram plus.png Damage bonus now fully affects impact damage from the Loose Cannon
+25% Projectile Speed Leaderboard class demoman.png Demoman N/A N/A Pictogram minus.png Removed
+10% firing speed Leaderboard class demoman.png Demoman N/A N/A Pictogram minus.png Removed
Taunting Rage Leaderboard class heavy.png Heavy 400 1 Generate Rage by dealing damage. When fully charged, press the Special-Attack key to inflict slow on hit and taunts robots into attacking the wearer.
Pictogram minus.png Cost increased from 350 to 400
Pictogram minus.png Max level decreased from 3 to 1
Pictogram info.png Renamed from Knockback Rage to Taunting Rage
Pictogram info.png The slow effect and duration are identical to the Natascha
Pictogram info.png Robots will still take priority towards Spies and players within 48 HU
Destroy Projectiles Leaderboard class heavy.png Heavy 300 2 Pictogram plus.png Cost decreased from 400 to 300
Pictogram plus.png Accuracy and frequency at level 1 is increased by +100%
+10% Firing Speed 500 2 Pictogram minus.png Cost increased from 350 to 500
Pictogram minus.png Max level decreased from 4 to 2
Destroy Projectiles Leaderboard class heavy.png Heavy N/A N/A Pictogram minus.png Removed
+25% Damage Leaderboard class engineer.png Engineer 400 4 Pictogram info.png Normally unavailable; only accessible if the Gunslinger is equipped
Infinite ammo capacity Leaderboard class engineer.png Engineer Leaderboard class medic.png Medic 400 1 Pictogram plus.png Ammo capacity increased from +50% to infinite
Pictogram minus.png Cost increased from 250 to 400
Pictogram minus.png Max level decreased from 3 to 1
Sentry kills Extend Revenge Crits Leaderboard class engineer.png Engineer 400 1 Each Sentry kill before it is destroyed grants an additional second of Crits, to a max of 40 seconds.
Projectile Penetration Leaderboard class sniper.png Sniper N/A N/A Pictogram minus.png Removed
Explosive Headshots Leaderboard class sniper.png Sniper 500 1 Headshots (lethal or otherwise) damage enemies near target.
Pictogram minus.png Explosion no longer inflicts a brief slow
Pictogram minus.png Cost increased from 350 to 500
Pictogram minus.png Max level decreased from 3 to 1
Pictogram info.png Explosion damage rescaled from 150 to 75-170 based on charge level
+25% damage Leaderboard class sniper.png Sniper 400 4 Pictogram plus.png Damage bonus now properly applies to charged arrows
Projectile Penetration 400 1 Pictogram plus.png Arrows will properly penetrate through Übered players and will not get stuck until it hits a proper surface
Arrow Mastery 200 3 +20% reload time and +20% charge time per point.
Pictogram plus.png Cost decreased from 250 to 200
Pictogram info.png Renamed from Reload Speed to Arrow Mastery
+5s Bleed On Target 200 3 Pictogram info.png Bleed damage is now increased by +100% from level 2 onward, up to +200% bleed damage at level 3
Explosive Headshots Leaderboard class sniper.png Sniper N/A N/A Pictogram minus.png Removed
Modified secondary weapons' upgrades
Upgrade Weapons Cost Level Notes
-35% Speed On Target Leaderboard class scout.png Scout Leaderboard class sniper.png Sniper N/A N/A Pictogram minus.png Removed
100% Critical Chance Leaderboard class scout.png Scout Leaderboard class soldier.png Soldier 400 1 This weapon is permanently crit boosted.
Leaderboard class pyro.png Pyro Leaderboard class heavy.png Heavy
Leaderboard class engineer.png Engineer Leaderboard class sniper.png Sniper
Infinite ammo capacity Leaderboard class scout.png Scout Leaderboard class soldier.png Soldier 400 1 Pictogram plus.png Ammo capacity increased from +50% to infinite
Pictogram minus.png Cost increased from 125 to 400
Pictogram minus.png Max level decreased from 3 to 1
Leaderboard class pyro.png Pyro Leaderboard class heavy.png Heavy
Leaderboard class engineer.png Engineer Leaderboard class sniper.png Sniper
Leaderboard class spy.png Spy
+25% Burn Damage Leaderboard class pyro.png Pyro N/A N/A Pictogram info.png Removed and replaced with the Afterburn Specialist upgrade
+25% Burn Time N/A N/A Pictogram info.png Removed and replaced with the Afterburn Specialist upgrade
Able to re-launch while already in-flight Leaderboard class pyro.png Pyro 200 1 Pictogram plus.png Cost decreased from 400 to 200
Stun enemies when you land N/A N/A Pictogram minus.png Removed
Explode on Ignite Leaderboard class pyro.png Pyro N/A N/A Pictogram minus.png Removed
+10% Firing Speed Leaderboard class demoman.png Demoman N/A N/A Pictogram minus.png Removed
Consuming Grants Crits Leaderboard class heavy.png Heavy 400 1
+5 Metal On Hit Leaderboard class engineer.png Engineer 100 4
+25% ÜberCharge Rate Leaderboard class medic.png Medic 300 4 Pictogram plus.png Max level increased from 1 to 4
Healing Mastery Leaderboard class medic.png Medic 300 4 +25% heal rate for patient, +25% faster revive rate, and +25% self heal rate, per point.
Pictogram plus.png The increased heal rate now fully affects the Amputator as well, including its passive health regeneration and its taunt
+25% Damage Leaderboard class spy.png Spy 200 1
Mini Explosive Headshots Leaderboard class spy.png Spy 350 1 Headshots (lethal or otherwise) damage enemies (100 damage) near target (200 HU).
Modified melee weapons' upgrades
Upgrade Weapons Cost Level Notes
Mark-For-Death On Hit Leaderboard class scout.png Scout 500 1 Pictogram info.png Renamed from Ball Marks Target to Mark-For-Death On Hit
Pictogram info.png Projectiles from the Sandman and Wrap Assassin can also mark enemies for death
+3s Crits On Kill TF2 crosshair orange.png All classes
  • All melee weapons except for melee weapons equipped by the Leaderboard class demoman.png Demoman and Leaderboard class spy.png Spy
300 2 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits.
+3s Crits On Kill Leaderboard class demoman.png Demoman Leaderboard class spy.png Spy 350 2 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits.
Pictogram plus.png Critical duration increased from 2 to 3 seconds
Sentry Expert Leaderboard class engineer.png Engineer 200 1 +100% longer Sentry range and +100% max Sentry ammo
Modified buildings' upgrades
Upgrade Buildings Cost Level Notes
2-Way Teleporters Telespin.png Teleporter 100 1 Pictogram plus.png Cost decreased from 250 to 100
Pictogram info.png Becomes unavailable if the Eureka Effect is equipped
Modified canteens' upgrades
Upgrade Classes Cost Notes
Become Crit Boosted TF2 crosshair orange.png All classes 200 Pictogram plus.png Fixed a bug where Sentry Gun firing speed is not properly increased by +67%
Pictogram minus.png Cost increased from 100 to 200
Become Übercharged 150 Pictogram minus.png Cost increased from 75 to 150
Building Upgrade 150 Pictogram minus.png Cost increased from 50 to 150