Difference between revisions of "User:EtherealT/Echoboy11's TF2 Balancing Document"
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== Summary == | == Summary == | ||
− | {{fmbox|class=notice|image=Pictogram info.png|text='''Last Major Update: | + | {{fmbox|class=notice|image=Pictogram info.png|text='''Last Major Update: 9th September 2023'''}} |
− | [https://docs.google.com/document/d/186OAOOb0G6yfN5JRpFiDb79U2BcS0q_mvfUlQijbLtc/edit# | + | [https://docs.google.com/document/d/186OAOOb0G6yfN5JRpFiDb79U2BcS0q_mvfUlQijbLtc/edit# Link to original main document] |
+ | |||
+ | [https://docs.google.com/document/d/1t9aCmEAvkEGDXSrFusfLts15DHdbwlXfeYbFFuzgMV8/edit Link to MvM document] | ||
{| class="wikitable grid collapsible" width="100%" | {| class="wikitable grid collapsible" width="100%" | ||
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| align="left" | | | align="left" | | ||
* Full refunding is disabled on Advanced and Expert missions | * Full refunding is disabled on Advanced and Expert missions | ||
− | * Refunding is still possible on the first wave of any mission, and any purchases made before the wave starts can be refunded | + | * Refunding is still possible on the first wave of any mission or if there are less than 5 players, and any purchases made before the wave starts can be refunded |
* Reviving and Reanimators are now automatically turned off by default; bind a key to turn it on and allow Medics to revive the player | * Reviving and Reanimators are now automatically turned off by default; bind a key to turn it on and allow Medics to revive the player | ||
* Text chat is no longer disabled while being revived | * Text chat is no longer disabled while being revived | ||
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* Killing robots have a chance to drop ammo packs | * Killing robots have a chance to drop ammo packs | ||
* Small regular bots have a 2% chance to drop a small ammo pack, large regular bots have a 100% chance to drop a small ammo pack, giants have a 100% chance to drop a medium pack, and bosses have a 100% chance to drop a large ammo pack | * Small regular bots have a 2% chance to drop a small ammo pack, large regular bots have a 100% chance to drop a small ammo pack, giants have a 100% chance to drop a medium pack, and bosses have a 100% chance to drop a large ammo pack | ||
+ | * The chances of a small regular bot dropping an ammo pack increases by +2% for every bot that dies without dropping a small ammo pack, and resets back to 2% if a small ammo pack is dropped | ||
* Engineer bots no longer airblast players upon deploying a building | * Engineer bots no longer airblast players upon deploying a building | ||
* Players are no longer thrown off when they land on a bot's head | * Players are no longer thrown off when they land on a bot's head | ||
* Sentry Busters now directly clip through buildings instead of instantly destroying them on contact | * Sentry Busters now directly clip through buildings instead of instantly destroying them on contact | ||
* Damaging tanks no longer contribute towards charging any meter | * Damaging tanks no longer contribute towards charging any meter | ||
− | * | + | * Stickybombs now generate aggro on bots individually, and bots will attempt to clear stickies upon drawing more aggro than players or if there are no players around, the larger the sticky pile, the more aggro it generates |
− | * Undisguised Spies and players within 72 HU will now generate extra aggro, | + | * Undisguised Spies and players within 72 HU will now generate extra aggro, with undisguised Spies generating more aggro than Medics who are currently healing players |
* Spy bots now select and target random players instead of rushing to the nearest player on sight | * Spy bots now select and target random players instead of rushing to the nearest player on sight | ||
* Initial canteen type is now free to select in the upgrade station, activating canteens will cost credits before being used | * Initial canteen type is now free to select in the upgrade station, activating canteens will cost credits before being used | ||
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|- | |- | ||
| {{Table icon|Reserve Shooter}} | | {{Table icon|Reserve Shooter}} | ||
− | | {{c|+|Added:}} +20% more accurate<br>{{c|-|Added:}} -20% bullets per shot<br>{{c|-|Changed:}} Being launched airborne by grapple hooks and rocket packs no longer trigger mini-crits<br>{{c|=|Info:}} Mini-crits are only triggered by the wearer's explosives, | + | | {{c|+|Added:}} +20% more accurate<br>{{c|-|Added:}} -20% bullets per shot<br>{{c|-|Changed:}} Being launched airborne by grapple hooks and rocket packs no longer trigger mini-crits<br>{{c|=|Info:}} Mini-crits are only triggered by the wearer's explosives, not airblasts<br> |
| {{buff|Mini-crits targets launched airborne by explosions}}<br>{{buff|+20% more accurate}}<br>{{buff|This weapon deploys 20% faster}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% bullets per shot}}<br> | | {{buff|Mini-crits targets launched airborne by explosions}}<br>{{buff|+20% more accurate}}<br>{{buff|This weapon deploys 20% faster}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% bullets per shot}}<br> | ||
|- | |- | ||
| {{Table icon|B.A.S.E. Jumper}} | | {{Table icon|B.A.S.E. Jumper}} | ||
− | | {{c|+|Added:}} Parachute can be redeployed again while at midair with a 1.5 second cooldown<br>{{c|+|Removed:}} (Hidden) -50% air control while deployed<br> | + | | {{c|+|Added:}} Parachute can be redeployed again while at midair with a 1.5 second cooldown<br>{{c|+|Removed:}} (Hidden) -50% air control while deployed<br>{{c|=|Added:}} Being on fire while parachute is deployed causes the wearer to receive an up draft and stopping the fall<br> |
| Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. | | Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. | ||
|- | |- | ||
| {{Table icon|Pain Train}} | | {{Table icon|Pain Train}} | ||
− | | {{c|+|Added:}} Gain a speed boost while | + | | {{c|+|Added:}} Gain a speed boost when carrying the intelligence briefcase or being near a PASS Time JACK carrier while active<br>{{c|+|Added:}} +20 health regenerated per second when on an opposing team's objective while active<br>{{c|+|Added:}} Increase in range for picking up objectives while active<br>{{c|+|Removed:}} 10% bullet damage vulnerability on wearer<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|=|Added:}} Can now be equipped by the Pyro<br>{{c|=|Info:}} The Reactor Core in Robot Destruction also counts as an intelligence briefcase and will therefore trigger the speed bonus<br>{{c|=|Info:}} Health regeneration only triggers on payload carts of the opposing team or the control points the wearer's team owns<br>{{c|=|Info:}} The range increase in picking up objectives is identical to the Scout's money collection radius bonus in MvM<br>{{c|=|Info:}} Unlike the money collection radius bonus for Scout in MvM, this also applies towards pick ups in Player Destruction and Robot Destruction only<br>{{c|=|Info:}} The wearer does not heal from picking up money in MvM despite so<br> |
− | | {{buff|+1 capture rate on wearer}}<br>{{buff|Gain a speed boost while | + | | {{buff|+1 capture rate on wearer}}<br>{{buff|Gain a speed boost when carrying the intelligence briefcase or being near a PASS Time JACK carrier while active}}<br>{{buff|+20 health regenerated per second when on an opposing team's objective while active}}<br>{{buff|Increase in range for picking up objectives while active}}<br>{{nerf|-15 max health on wearer}}<br> |
|} | |} | ||
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|- | |- | ||
| {{Table icon|Force-A-Nature}} | | {{Table icon|Force-A-Nature}} | ||
− | | {{c|+|Changed:}} Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip<br>{{c|=|Changed:}} Knockback mechanics now match the mechanics of | + | | {{c|+|Changed:}} The wearer is no longer stunlocked while being knocked back by this weapon while airborne<br>{{c|+|Changed:}} Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip<br>{{c|-|Changed:}} Horizontal knockback multiplier decreased from 300% to 200%<br>{{c|-|Changed:}} Knockback strength now linearly scales based on distance<br>{{c|=|Changed:}} Knockback mechanics now match the mechanics of explosive knockback<br>{{c|=|Info:}} Knockback reaches max strength at point blank range, and gradually loses strength based on distance, eventually not knocking back targets past 400 HU<br>{{c|=|Info:}} Knockback reduction does not affect self push force<br>{{c|=|Info:}} In other words, knockback no longer stunlocks the victim<br> |
| {{buff|+50% faster firing speed}}<br>{{buff|Knockback on the target and shooter}}<br>{{buff|+20% bullets per shot}}<br>{{nerf|-10% damage penalty}}<br>{{nerf|-66% clip size}}<br>This weapon reloads its entire clip at once<br> | | {{buff|+50% faster firing speed}}<br>{{buff|Knockback on the target and shooter}}<br>{{buff|+20% bullets per shot}}<br>{{nerf|-10% damage penalty}}<br>{{nerf|-66% clip size}}<br>This weapon reloads its entire clip at once<br> | ||
|- | |- | ||
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|- | |- | ||
| {{Table icon|Soda Popper}} | | {{Table icon|Soda Popper}} | ||
− | | {{c|+|Changed:}} Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip<br>{{c|-|Changed:}} Hype mode bonus jumps decreased from 5 to 3<br>{{ | + | | {{c|+|Changed:}} Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip<br>{{c|-|Added:}} -20% damage penalty<br>{{c|-|Changed:}} Hype mode bonus jumps decreased from 5 to 3<br> |
− | + | | {{buff|+50% faster firing speed}}<br>{{buff|+25% faster reload time}}<br>{{buff|On Hit: Builds Hype}}<br>{{nerf|-66% clip size}}<br>{{nerf|-20% damage penalty}}<br>When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps.<br><br>This weapon reloads its entire clip at once.<br> | |
|- | |- | ||
| {{Table icon|Baby Face's Blaster}} | | {{Table icon|Baby Face's Blaster}} | ||
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|- | |- | ||
| {{Table icon|Back Scatter}} | | {{Table icon|Back Scatter}} | ||
− | | {{c|+| | + | | {{c|+|Removed:}} -20% less accurate<br> |
− | | {{buff| | + | | {{buff|Mini-crits targets when fired at their back from close range}}<br>{{nerf|-34% clip size}}<br>{{nerf|No random critical hits}}<br> |
|- | |- | ||
| {{Table icon|Bonk! Atomic Punch}} | | {{Table icon|Bonk! Atomic Punch}} | ||
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|- | |- | ||
| {{Table icon|Mad Milk}} | | {{Table icon|Mad Milk}} | ||
− | | {{c|-|Added:}} The wearer can now coat themselves if they are caught in the splash radius<br>{{c|-|Changed:}} The debuff can now be removed with health packs<br>{{c|-|Changed:}} Healing on damage done decreased from 60% to | + | | {{c|+|Added:}} Milk meter builds with damage done and/or time<br>{{c|+|Changed:}} Projectile speed increased from 1019.9 to 1500 HU<br>{{c|-|Added:}} Spawning and resupply do not affect the Milk meter<br>{{c|-|Added:}} Milk meter starts empty<br>{{c|-|Added:}} The wearer can now coat themselves if they are caught in the splash radius<br>{{c|-|Changed:}} The debuff can now be removed with health packs<br>{{c|-|Changed:}} Healing on damage done decreased from 60% to 50%<br>{{c|-|Changed:}} Base splash radius decreased from 200 to 146 HU<br>{{c|-|Changed:}} Cooldown increased from 20 to 40 seconds<br>{{c|-|Removed:}} Extinguishing teammates reduces cooldown by -20%<br>{{c|=|Info:}} The wearer is not covered in Mad Milk if they are on fire<br>{{c|=|Info:}} The wearer cannot coat themselves in MvM<br>{{c|=|Info:}} Requires 600 damage to fully charge the Milk meter<br> |
− | | Players heal | + | | {{buff|Milk meter builds with damage done and/or time}}<br>{{nerf|Spawning and resupply do not affect the Milk meter}}<br>{{nerf|Milk meter starts empty}}<br>Players heal 50% 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! |
|- | |- | ||
| {{Table icon|Pretty Boy's Pocket Pistol}} | | {{Table icon|Pretty Boy's Pocket Pistol}} | ||
− | | {{c|+|Added:}} | + | | {{c|+|Added:}} +15 health restored on kill<br>{{c|-|Added:}} -15% damage penalty<br>{{c|-|Removed:}} +15% faster firing speed<br> |
− | | {{buff|On Hit: Gain up to +3 health}}<br>{{buff| | + | | {{buff|On Hit: Gain up to +3 health}}<br>{{buff|+15 health restored on kill}}<br>{{nerf|-25% clip size}}<br>{{nerf|-15% damage penalty}}<br> |
|- | |- | ||
| {{Table icon|Flying Guillotine}} | | {{Table icon|Flying Guillotine}} | ||
− | | {{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|=|Added:}} Projectile now leaves behind a trail of blood while in the air<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> | ||
|- | |- | ||
| {{Table icon|Sandman}} | | {{Table icon|Sandman}} | ||
− | | {{c|-|Changed:}} | + | | {{c|+|Added:}} On Projectile Hit: Projectile bounces back to the wearer with increased force and increased lifetime<br>{{c|+|Changed:}} Projectile now grants up to a 3 second speed boost on hit based on distance<br>{{c|-|Changed:}} Projectile no longer slows the target<br>{{c|=|Info:}} Speed boost minimum duration is 0.5 seconds at point blank range, and scales up to 3 seconds at 900 HU<br>{{c|=|Info:}} Projectile will bounce back to the wearer at a projectile speed of 900 HU, and does not despawn for 10 seconds on hit<br>{{c|=|Info:}} While the projectile is returning to the wearer, it does not interact with players and thus cannot damage them or trigger the speed boost a second time<br> |
− | | {{buff|Alt-Fire: Launches a ball that | + | | {{buff|Alt-Fire: Launches a ball that grants a speed boost based on distance}}<br>{{buff|On Projectile Hit: Projectile bounces back to the wearer with increased force and lifetime}}<br>{{nerf|-15 max health on wearer}}<br> |
|- | |- | ||
| {{Table icon|Sun-on-a-Stick}} | | {{Table icon|Sun-on-a-Stick}} | ||
− | | | + | | {{c|+|Added:}} On Hit: Transfers current afterburn to the victim<br>{{c|-|Added:}} Holstering while on fire will cause the wearer to take all remaining afterburn damage at once<br>{{c|-|Removed:}} +25% fire damage resistance while deployed<br>{{c|=|Added:}} Alt-Fire: Sets the wearer on fire for 6 seconds<br>{{c|=|Info:}} The wearer has 25% damage resistance from self inflicted afterburn<br> |
− | | | + | | {{buff|On Hit: Transfers current afterburn to the victim}}<br>{{buff|100% critical hit vs burning players}}<br>{{nerf|Holstering while on fire will cause the wearer to take all remaining afterburn damage at once}}<br>{{nerf|-25% damage penalty}}<br>Alt-Fire: Sets the wearer on fire for 6 seconds<br> |
|- | |- | ||
| {{Table icon|Fan O'War}} | | {{Table icon|Fan O'War}} | ||
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|- | |- | ||
| {{Table icon|Atomizer}} | | {{Table icon|Atomizer}} | ||
− | | {{c|+|Changed:}} No longer requires deploying the weapon to gain triple jumps<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} -25 max health on wearer<br> | + | | {{c|+|Changed:}} No longer requires deploying the weapon to gain triple jumps<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} -25 max health on wearer<br>{{c|=|Added:}} Jumping now leaves behind a pink smoke trail<br> |
| {{buff|Grants Triple Jump}}<br>{{buff|Melee attacks mini-crit while airborne.}}<br>{{nerf|-15% damage vs players}}<br>{{nerf|-25 max health on wearer}}<br> | | {{buff|Grants Triple Jump}}<br>{{buff|Melee attacks mini-crit while airborne.}}<br>{{nerf|-15% damage vs players}}<br>{{nerf|-25 max health on wearer}}<br> | ||
|} | |} | ||
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|- | |- | ||
| {{Table icon|Direct Hit}} | | {{Table icon|Direct Hit}} | ||
− | | {{c|+|Changed:}} Damage bonus increased from +25% to +33%<br>{{c|-|Added:}} No damage ramp up<br>{{c|-|Changed:}} Being launched airborne by grapple hooks and rocket packs no longer trigger the on hit effect<br>{{c|-|Changed:}} Damage bonus now only affects players<br>{{c|=|Changed:}} Hitting a target who is launched airborne by explosives will now | + | | {{c|+|Added:}} On Kill: Instantly reloads a rocket<br>{{c|+|Changed:}} Damage bonus increased from +25% to +33%<br>{{c|-|Added:}} No damage ramp up<br>{{c|-|Changed:}} Being launched airborne by grapple hooks and rocket packs no longer trigger the on hit effect<br>{{c|-|Changed:}} Damage bonus now only affects players<br>{{c|=|Changed:}} Hitting a target who is launched airborne by explosives will now reload a rocket back to the clip instantly<br>{{c|=|Info:}} Multiple instances of instant reloads stack with each other, thus it is possible to reload two rockets at once by killing a target launched airborne by explosives<br>{{c|=|Info:}} Rockets gained from instantly reloading cannot exceed the current maximum clip size<br> |
− | | {{buff|+33% damage bonus vs players}}<br>{{buff|+80% projectile speed}}<br>{{buff|Instantly | + | | {{buff|+33% damage bonus vs players}}<br>{{buff|+80% projectile speed}}<br>{{buff|Instantly reloads one rocket upon hitting targets launched airborne by explosions}}<br>{{buff|On Kill: Instantly reloads a rocket}}<br>{{nerf|-70% explosion radius}}<br>{{nerf|No damage ramp up}}<br> |
+ | |- | ||
+ | | {{Table icon|Rocket Jumper}} | ||
+ | | {{c|+|Changed:}} Max primary ammo increased from +200% to infinite<br> | ||
+ | | {{buff|Does not require ammo}}<br>{{buff|No self inflicted blast damage taken}}<br>{{nerf|-100% damage penalty}}<br>{{nerf|No random critical hits}}<br>{{nerf|Wearer cannot carry the intelligence briefcase or PASS Time JACK}}<br> | ||
|- | |- | ||
| {{Table icon|Liberty Launcher}} | | {{Table icon|Liberty Launcher}} | ||
| {{c|+|Added:}} +35% increased knockback<br>{{c|+|Added:}} No damage fall off<br>{{c|+|Removed:}} -25% damage penalty<br>{{c|-|Changed:}} Clip size decreased from +25% to -25%<br>{{c|-|Removed:}} +40% projectile speed<br>{{c|-|Removed:}} -25% blast damage from rocket jumps<br>{{c|=|Added:}} Rockets travel in a steep arc<br> | | {{c|+|Added:}} +35% increased knockback<br>{{c|+|Added:}} No damage fall off<br>{{c|+|Removed:}} -25% damage penalty<br>{{c|-|Changed:}} Clip size decreased from +25% to -25%<br>{{c|-|Removed:}} +40% projectile speed<br>{{c|-|Removed:}} -25% blast damage from rocket jumps<br>{{c|=|Added:}} Rockets travel in a steep arc<br> | ||
− | | {{buff|+35% increased knockback}}<br>{{buff|No damage fall off | + | | {{buff|+35% increased knockback}}<br>{{buff|No damage fall off}}<br>{{nerf|-25% clip size}}<br>Rockets travel in a steep arc<br> |
|- | |- | ||
| {{Table icon|Cow Mangler 5000}} | | {{Table icon|Cow Mangler 5000}} | ||
− | | {{c|+|Changed:}} Charged shots now | + | | {{c|+|Changed:}} Charge delay decreased from 2 to 1 second<br>{{c|+|Changed:}} Charged shots now have a +100% damage bonus vs buildings<br>{{c|+|Changed:}} Charged shot afterburn duration increased from 4 to 6 seconds<br>{{c|+|Removed:}} Minicrits whenever it would normally crit<br>{{c|-|Added:}} -25% clip size<br>{{c|-|Changed:}} The building stun can now be removed with a wrench hit<br>{{c|=|Changed:}} Replaced mini-crits on charged shots with +35% damage bonus<br>{{c|=|Info:}} The damage bonus vs building stacks with the base damage bonus from the charged shot and the base building damage penalty, resulting in a net -46% damage penalty vs buildings<br> |
− | | {{buff|Does not require ammo}}<br>{{buff|Alt-Fire: A charged shot that deals +35% bonus damage, disables buildings for 4 sec and sets the target on fire for 6 sec}}<br>{{nerf|-25% clip size}}<br>{{nerf|Deals only 20% damage to buildings}}<br>{{nerf|No random critical hits}}<br> | + | | {{buff|Does not require ammo}}<br>{{buff|Alt-Fire: A charged shot that deals +35% bonus damage, disables buildings for 4 sec and sets the target on fire for 6 sec, while dealing an additional +100% damage bonus vs buildings}}<br>{{nerf|-25% clip size}}<br>{{nerf|Deals only 20% damage to buildings}}<br>{{nerf|No random critical hits}}<br> |
|- | |- | ||
| {{Table icon|Beggar's Bazooka}} | | {{Table icon|Beggar's Bazooka}} | ||
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|- | |- | ||
| {{Table icon|Air Strike}} | | {{Table icon|Air Strike}} | ||
− | | {{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|+|Removed:}} -10% explosion radius<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 | + | | {{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|-25% clip size}}<br>{{nerf|+15% damage to self}}<br> |
|- | |- | ||
| {{Table icon|Gunboats}} | | {{Table icon|Gunboats}} | ||
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|- | |- | ||
| {{Table icon|Battalion's Backup}} | | {{Table icon|Battalion's Backup}} | ||
− | | {{c|-|Removed:}} +20 max health on wearer<br> | + | | {{c|+|Changed:}} Fixed a bug where sentry damage resistance are not properly applied to sentry gun rockets<br>{{c|-|Removed:}} +20 max health on wearer<br>{{c|=|Changed:}} Fixed a bug where damage resistance is not always at 35% as a result of damage ramp up and fall off<br> |
| 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.<br> | | 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.<br> | ||
|- | |- | ||
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|- | |- | ||
| {{Table icon|Mantreads}} | | {{Table icon|Mantreads}} | ||
− | | {{c|+|Changed:}} Stomp damage multiplier increased from 3x to 10x<br>{{c|=|Info:}} Damage increased from 75-360 to 227-1177<br> | + | | {{c|+|Changed:}} Stomp damage multiplier increased from 3x to 10x<br>{{c|-|Removed:}} 200% increased air control when blast jumping<br>{{c|=|Info:}} Damage increased from 75-360 to 227-1177<br> |
− | | {{buff|-75% reduction in push force taken from damage}}<br>{{buff|Deals 10x falling damage to the player you land on}}<br>{{buff|-75% reduction in airblast vulnerability | + | | {{buff|-75% reduction in push force taken from damage}}<br>{{buff|Deals 10x falling damage to the player you land on}}<br>{{buff|-75% reduction in airblast vulnerability}}<br> |
|- | |- | ||
| {{Table icon|Righteous Bison}} | | {{Table icon|Righteous Bison}} | ||
− | | {{c|+|Changed:}} Base damage increased from 20 to 45<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 2000 HU<br>{{c|+| | + | | {{c|+|Changed:}} Base damage increased from 20 to 45<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 2000 HU<br>{{c|+|Removed:}} (Hidden) -28% slower firing speed<br>{{c|-|Removed:}} Projectiles can no longer damage the same target multiple times<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> | ||
|- | |- | ||
| {{Table icon|Equalizer}} | | {{Table icon|Equalizer}} | ||
− | | {{c|+|Changed | + | | {{c|+|Changed:}} Damage increased from 33-107 to 33-149 based on missing health<br> |
| When weapon is active:<br><br>{{buff|Damage increases as the user becomes injured}}<br>{{nerf|-90% less healing from Medic sources}}<br> | | When weapon is active:<br><br>{{buff|Damage increases as the user becomes injured}}<br>{{nerf|-90% less healing from Medic sources}}<br> | ||
|- | |- | ||
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|- | |- | ||
| {{Table icon|Market Gardener}} | | {{Table icon|Market Gardener}} | ||
− | | {{c|-|Added:}} +15% damage to self<br> | + | | {{c|-|Added:}} +15% damage to self<br>{{c|=|Added:}} This weapon now crit glows while rocket jumping<br> |
| {{buff|Deals crits while the wielder is rocket jumping}}<br>{{nerf|-20% slower firing speed}}<br>{{nerf|+15% damage to self}}<br>{{nerf|No random critical hits}}<br> | | {{buff|Deals crits while the wielder is rocket jumping}}<br>{{nerf|-20% slower firing speed}}<br>{{nerf|+15% damage to self}}<br>{{nerf|No random critical hits}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Escape Plan}} | ||
+ | | {{c|+|Added:}} +50 health restored on kill<br>{{c|+|Changed:}} Mark for death no longer lingers for 1 second after holstering<br>{{c|-|Added:}} Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills<br>{{c|-|Changed:}} Healing penalty decreased from -90% to -100%<br>{{c|-|Changed:}} Healing penalty now affects all healing sources<br> | ||
+ | | When weapon is active:<br><br>{{buff|Move speed increases as the user becomes injured}}<br>{{buff|+50 health restored on kill}}<br>{{nerf|You are marked for death while active}}<br>{{nerf|Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills}}<br>{{nerf|-100% less healing from all sources}}<br> | ||
|} | |} | ||
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* {{c|-|Changed:}} Flamethrower damage is now calculated based on each individual particle instead of per tick | * {{c|-|Changed:}} Flamethrower damage is now calculated based on each individual particle instead of per tick | ||
* {{c|-|Changed:}} Ammo consumption increased from requiring 16 seconds to run out of ammo to 12 seconds | * {{c|-|Changed:}} Ammo consumption increased from requiring 16 seconds to run out of ammo to 12 seconds | ||
− | * {{c|-|Changed:}} | + | * {{c|-|Changed:}} Flamethrower damage is decreased from 6.5-13 to 5.4-8.6 damage |
− | * {{c|-|Changed:}} | + | * {{c|-|Changed:}} Flamethrower projectile speed decreased from 2300 to 1500 HU |
− | * {{c|-|Changed:}} Afterburn now requires | + | * {{c|-|Changed:}} Afterburn now requires 9 flame projectiles to hit before igniting the target |
* {{c|-|Changed:}} Flare Gun afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds | * {{c|-|Changed:}} Flare Gun afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds | ||
* {{c|-|Removed:}} Afterburn no longer reduces healing and shield effects | * {{c|-|Removed:}} Afterburn no longer reduces healing and shield effects | ||
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* {{c|-|Removed:}} Airblast no longer extinguishes teammates | * {{c|-|Removed:}} Airblast no longer extinguishes teammates | ||
* {{c|-|Removed:}} Airblast no longer mini-crit boosts projectiles | * {{c|-|Removed:}} Airblast no longer mini-crit boosts projectiles | ||
+ | * {{c|=|Added:}} Flamethrower Pressure meter | ||
* {{c|=|Changed:}} Airblast knockback is now affected by knockback resistance and vulnerability attributes | * {{c|=|Changed:}} Airblast knockback is now affected by knockback resistance and vulnerability attributes | ||
* {{c|=|Changed:}} Reflected projectiles are now launched back as if they came out of the flamethrower nozzle | * {{c|=|Changed:}} Reflected projectiles are now launched back as if they came out of the flamethrower nozzle | ||
* {{c|=|Info:}} Airblasts still reset damage ramp up | * {{c|=|Info:}} Airblasts still reset damage ramp up | ||
− | * {{c|=|Info:}} Reflected stickybombs are simply pushed back instead of launched as if they came out of the flamethrower nozzle | + | * {{c|=|Info:}} Reflected stickybombs or bouncing projectiles are simply pushed back instead of launched as if they came out of the flamethrower nozzle |
+ | * {{c|=|Info:}} The Pressure meter has two charges and regenerates a charge every 1.25 seconds initially, but speeds up to 0.5 seconds on consecutive charges regenerated | ||
+ | * {{c|=|Info:}} Airblasts consume 1 charge of Pressure, and cannot be used if Pressure is empty | ||
+ | * {{c|=|Info:}} Pressing the primary fire and alt-fire key allows the wearer to fire a Flame Burst projectile, dealing damage and afterburn while also inflicting self knockback on wearer | ||
+ | * {{c|=|Info:}} Flame Burst has a base damage of 25, inflicts afterburn for 6 seconds on hit and has an additional +100% damage bonus vs burning players and buildings | ||
+ | * {{c|=|Info:}} Flame Burst has a projectile speed of 3000 HU and a range of 526 HU, consumes 2 charges of Pressure and 30 flamethrower ammo on use, and cannot be used if Pressure is empty | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| {{Table icon|Backburner}} | | {{Table icon|Backburner}} | ||
− | | {{c|+|Removed:}} +150% airblast cost<br>{{c|-|Added:}} | + | | {{c|+|Added:}} -50% Pressure cost on Flame Burst<br>{{c|+|Removed:}} +150% airblast cost<br>{{c|-|Added:}} +100% Pressure cost on airblast<br>{{c|-|Changed:}} Now mini-crits instead of crits vs players from behind<br>{{c|=|Changed:}} The no random critical hits attribute is no longer hidden<br> |
− | | {{buff|100% | + | | {{buff|100% mini-crits from behind}}<br>{{buff|-50% Pressure cost on Flame Burst}}<br>{{nerf|+100% Pressure cost on airblast}}<br>{{nerf|No random critical hits}}<br> |
|- | |- | ||
| {{Table icon|Degreaser}} | | {{Table icon|Degreaser}} | ||
− | | {{c|+| | + | | {{c|+|Removed:}} -66% afterburn damage penalty<br>{{c|+|Removed:}} +25% airblast cost<br>{{c|-|Added:}} -66% afterburn duration<br>{{c|-|Added:}} -20% damage penalty<br> |
− | | {{buff|This weapon deploys | + | | {{buff|This weapon deploys 60% faster}}<br>{{buff|This weapon holsters 30% faster}}<br>{{nerf|-66% afterburn duration}}<br>{{nerf|-20% damage penalty}}<br> |
|- | |- | ||
| {{Table icon|Phlogistinator}} | | {{Table icon|Phlogistinator}} | ||
− | | {{c|+|Added:}} Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br>{{c|+|Added:}} Up to +200% damage bonus on alt-fire based on the current level of Heat<br>{{c|+|Added:}} +20% ramp up damage<br>{{c|+|Added:}} + | + | | {{c|+|Added:}} Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br>{{c|+|Added:}} Up to +200% damage bonus on alt-fire based on the current level of Heat<br>{{c|+|Added:}} +20% ramp up damage<br>{{c|+|Added:}} +50.5% flame reach<br>{{c|+|Removed:}} No airblast<br>{{c|+|Removed:}} No random critical hits<br>{{c|-|Added:}} -21.5% damage penalty<br>{{c|-|Added:}} Primary fire is disabled if Heat is maxed<br>{{c|-|Added:}} +50% airblast cost<br>{{c|-|Removed:}} Build 'Mmmph' by dealing damage.<br>{{c|=|Added:}} Firing continuously builds Heat<br>{{c|=|Changed:}} Fires a hitscan heat beam instead of flame particles<br>{{c|=|Info:}} +20% ramp up damage implies that it has a maximum damage multiplier of 120% instead of the standard 100% at close range<br>{{c|=|Info:}} Heat builds up at 20% per second, and drains at -50% per second after two seconds of not attacking<br>{{c|=|Info:}} If Heat is full, primary fire is disabled until heat drains below 80%<br>{{c|=|Info:}} In other words, primary fire is disabled for 2.4 seconds minimum upon overheating<br>{{c|=|Info:}} The explosive fireball has a projectile speed of 2000 HU and disappears after 0.256 seconds<br>{{c|=|Info:}} The explosive fireball has a base damage of 25 and has an afterburn duration of 6 seconds<br>{{c|=|Info:}} The fireball has an explosion radius of 110 HU and has 3x the knockback of a Detonator flare<br>{{c|=|Info:}} The fireball can be used to blast jump, but self damage and knockback do not scale with Heat<br> |
− | | {{buff|Up to +200% damage bonus on alt-fire based on the current level of Heat}}<br>{{buff|+20% ramp up damage}}<br>{{buff|+ | + | | {{buff|Up to +200% damage bonus on alt-fire based on the current level of Heat}}<br>{{buff|+20% ramp up damage}}<br>{{buff|+50.5% flame reach}}<br>{{nerf|-21.5% damage penalty}}<br>{{nerf|Weapon is disabled if Heat is maxed}}<br>{{nerf|Firing continuously builds Heat}}<br>{{nerf|+50% airblast cost}}<br>Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br><br>Fires a hitscan heat beam instead of flame particles<br><br> |
|- | |- | ||
| {{Table icon|Dragon's Fury}} | | {{Table icon|Dragon's Fury}} | ||
− | | {{c|+|Added:}} Projectile cannot be deflected or destroyed<br>{{c|+|Changed:}} Projectile | + | | {{c|+|Added:}} Projectile cannot be deflected or destroyed<br>{{c|+|Changed:}} Projectile collision is improved, and is less likely going to have collisions with corners, railings and Payload carts<br>{{c|+|Changed:}} Increased the center of the projectile to 1 HU wide<br>{{c|+|Changed:}} Base damage increased from 25 to 35<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 bonus vs burning players decreased from +200% to +114%<br>{{c|-|Changed:}} Base projectile hitbox size decreased from 45 to 35 HU<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 + | + | | {{buff|Projectile cannot be deflected}}<br>{{buff|Deals +114% 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> |
|- | |- | ||
| {{Table icon|Detonator}} | | {{Table icon|Detonator}} | ||
| {{c|+|Removed:}} -25% damage penalty<br>{{c|+|Removed:}} +50% damage to self<br>{{c|-|Added:}} -75% afterburn duration on flare detonation<br> | | {{c|+|Removed:}} -25% damage penalty<br>{{c|+|Removed:}} +50% damage to self<br>{{c|-|Added:}} -75% afterburn duration on flare detonation<br> | ||
− | | {{buff|100% mini-crits vs burning players | + | | {{buff|100% mini-crits vs burning players}}<br>{{nerf|-75% afterburn duration on flare detonation}}<br>Alt-Fire: Detonate flare.<br><br>This weapon will reload automatically when not active. |
|- | |- | ||
| {{Table icon|Manmelter}} | | {{Table icon|Manmelter}} | ||
− | | {{c|+|Added:}} On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration<br>{{c| | + | | {{c|+|Added:}} 100% mini-crits vs burning players<br>{{c|+|Added:}} On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration<br>{{c|-|Added:}} Does not ignite the target on hit<br>{{c|-|Removed:}} +50% projectile speed<br>{{c|-|Removed:}} Does not require ammo<br>{{c|-|Removed:}} Alt-Fire: Extinguish teammates to gain guaranteed critical hits<br>{{c|-|Removed:}} Extinguishing teammates restores 20 health<br> |
− | | {{buff| | + | | {{buff|100% mini-crits vs burning players}}<br>{{buff|On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration}}<br>{{nerf|Does not ignite the target on hit}}<br>{{nerf|No random critical hits}}<br>This weapon will reload automatically when not active. |
|- | |- | ||
| {{Table icon|Scorch Shot}} | | {{Table icon|Scorch Shot}} | ||
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|- | |- | ||
| {{Table icon|Gas Passer}} | | {{Table icon|Gas Passer}} | ||
− | | {{c|+| | + | | {{c|+|Added:}} Shooting the gas cloud with the wearer's primary weapon ignites it and causes it to explode<br>{{c|+|Changed:}} Max charges increased from 1 to 2<br>{{c|+|Changed:}} Targets coated in gas now take mini-crit damage from afterburn<br>{{c|+|Changed:}} Base cooldown decreased from 60 to 30 seconds<br>{{c|+|Changed:}} Damage required to build Gas decreased from 750 to 300<br>{{c|+|Changed:}} Targets coated in gas are considered to be wet<br>{{c|+|Changed:}} Gas continues to remain on enemies even after they have damaged, allowing multiple ignitions<br>{{c|-|Added:}} The wearer can now coat themselves if they are caught in the splash radius<br>{{c|-|Changed:}} The debuff can now be removed with health packs<br>{{c|-|Changed:}} Projectile speed decreased from 2009.2 to 1500 HU<br>{{c|-|Changed:}} Gas now gradually grows in size after 1 second<br>{{c|-|Removed:}} Projectile can no longer extinguish teammates<br>{{c|=|Changed:}} The gas cloud can now be moved by airblasts or enemy fire, similar to stickybombs<br>{{c|=|Info:}} The gas cloud explosion radius is equal to its current size, has a base damage of 50 and inflicts 10 seconds of afterburn<br>{{c|=|Info:}} As the wearer can be coated in their own gas, this also means that the wearer can also take damage from the explosion from igniting gas<br>{{c|=|Info:}} Gas cloud starts off infinitely small, and grows to its standard size after 1 second<br>{{c|=|Info:}} Only the wearer's primary weapon can ignite the wearer's own gas cloud<br> |
− | | Creates a horrific visible gas that coats enemies with a flammable material, which | + | | Creates a horrific visible gas that coats enemies with a flammable material, which causes targets to take mini-crits from afterburn damage and further ignites into afterburn if they take damage (even enemy Pyros!). The gas cloud can be further combusted if ignited by the wearer's flamethrower. |
|- | |- | ||
| {{Table icon|Thermal Thruster}} | | {{Table icon|Thermal Thruster}} | ||
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|- | |- | ||
| {{Table icon|Homewrecker}} | | {{Table icon|Homewrecker}} | ||
− | | {{c|+|Added:}} | + | | {{c|+|Added:}} -75% reduction in push force taken from damage while active<br>{{c|+|Added:}} -75% reduction in airblast vulnerability while active<br>{{c|+|Changed:}} Damage vs buildings increased from +100% to +150%<br>{{c|+|Removed:}} -25% damage vs players<br>{{c|-|Added:}} -40% slower firing speed<br>{{c|-|Removed:}} Damage removes Sappers<br> |
| When weapon is active:<br><br>{{buff|+150% damage vs buildings}}<br>{{buff|-75% reduction in push force taken from damage}}<br>{{buff|-75% reduction in airblast vulnerability}}<br>{{nerf|-40% slower firing speed}}<br> | | When weapon is active:<br><br>{{buff|+150% damage vs buildings}}<br>{{buff|-75% reduction in push force taken from damage}}<br>{{buff|-75% reduction in airblast vulnerability}}<br>{{nerf|-40% slower firing speed}}<br> | ||
|- | |- | ||
| {{Table icon|Powerjack}} | | {{Table icon|Powerjack}} | ||
− | | {{c|+|Removed:}} | + | | {{c|+|Removed:}} 20% damage vulnerability while active<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|-|Removed:}} +25 health restored on kill<br> |
| {{buff|+15% faster move speed while active}}<br>{{nerf|-15 max health on wearer}}<br> | | {{buff|+15% faster move speed while active}}<br>{{nerf|-15 max health on wearer}}<br> | ||
|- | |- | ||
| {{Table icon|Sharpened Volcano Fragment}} | | {{Table icon|Sharpened Volcano Fragment}} | ||
− | | {{c|+|Added:}} On Hit: Bleed for | + | | {{c|+|Added:}} On Hit: Bleed for 6 seconds<br>{{c|+|Added:}} 200% of the damage dealt over time by this weapon is returned to the wearer as health while active<br>{{c|-|Added:}} -50% afterburn damage penalty on all weapons<br> |
− | | {{buff|On Hit: target is engulfed in flames}}<br>{{buff|On Hit: Bleed for | + | | {{buff|On Hit: target is engulfed in flames}}<br>{{buff|On Hit: Bleed for 6 seconds}}<br>{{buff|200% of the damage dealt over time by this weapon is returned to the wearer as health while active}}<br>{{nerf|-50% afterburn damage penalty on all weapons}}<br>{{nerf|-20% damage penalty}}<br> |
|- | |- | ||
| {{Table icon|Third Degree}} | | {{Table icon|Third Degree}} | ||
− | | {{c|+|Added:}} On Hit: Steals up to +25 Overheal from the target to the wearer<br>{{c|+|Changed:}} Players connected by banner effects and dispenser heal beams are also hit<br>{{c|-|Added:}} -30% slower firing speed<br>{{c| | + | | {{c|+|Added:}} On Hit: Steals up to +25 Overheal from the target to the wearer<br>{{c|+|Changed:}} Players connected by banner effects and dispenser heal beams are also hit<br>{{c|-|Added:}} -30% slower firing speed<br>{{c|=|Info:}} The wearer cannot exceed the standard Overheal limit through stealing Overheal<br>{{c|=|Info:}} Targets affected by the Medicating Melody taunt are also hit<br> |
| {{buff|All players connected via banners, Dispenser or Medigun beams are hit}}<br>{{buff|On Hit: Steals up to +25 Overheal from the target to the wearer}}<br>{{nerf|-30% slower firing speed}}<br>{{nerf|No random critical hits}}<br> | | {{buff|All players connected via banners, Dispenser or Medigun beams are hit}}<br>{{buff|On Hit: Steals up to +25 Overheal from the target to the wearer}}<br>{{nerf|-30% slower firing speed}}<br>{{nerf|No random critical hits}}<br> | ||
|- | |- | ||
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|- | |- | ||
| {{Table icon|Loose Cannon}} | | {{Table icon|Loose Cannon}} | ||
− | | {{c|+|Changed:}} Projectile now explodes on a direct hit vs buildings<br>{{c|+|Changed:}} Projectile physics now matches stock, allowing it to travel further and more reliably<br>{{c|-|Removed:}} +20% projectile speed<br>{{c|=|Changed:}} Damage type changed from explosive to melee on impact<br>{{c|=|Changed:}} Knockback mechanics now match the mechanics of | + | | {{c|+|Added:}} -30% damage to self<br>{{c|+|Changed:}} Base impact damage increased from 50 to 70<br>{{c|+|Changed:}} Projectile now explodes on a direct hit vs buildings<br>{{c|+|Changed:}} Projectile physics now matches stock, allowing it to travel further and more reliably<br>{{c|+|Removed:}} (Hidden) -40% damage fall off penalty<br>{{c|-|Changed:}} Base explosion damage decreased from 60 to 40<br>{{c|-|Removed:}} +20% projectile speed<br>{{c|=|Changed:}} Priming the fuse of this weapon now produces an audible sound and visual cue to both teams<br>{{c|=|Changed:}} Damage type changed from explosive to melee on impact<br>{{c|=|Changed:}} Knockback mechanics now match the mechanics of the Dragon's Fury's knockback<br>{{c|=|Info:}} With this change, knockback no longer stunlocks the victim but the victim can be knocked into the air by shooting them in the leg<br> |
− | | {{buff|Cannonballs push players back on impact}}<br>{{nerf|Cannonballs do not explode on impact vs players}}<br>Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.<br><br>Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims | + | | {{buff|Cannonballs push players back on impact}}<br>{{buff|-30% damage to self}}<br>{{nerf|Cannonballs do not explode on impact vs players}}<br>Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.<br><br>Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims |
|- | |- | ||
| {{Table icon|Iron Bomber}} | | {{Table icon|Iron Bomber}} | ||
− | | {{c|+|Added:}} Grenades stick onto surfaces<br>{{c|+|Added:}} Explosions from stuck grenades detonate all other nearby stuck grenades<br>{{c|-|Added:}} -20% damage penalty on non-direct hits | + | | {{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|-|Removed:}} Grenades have very little bounce and roll<br>{{c|-|Removed:}} -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> | ||
|- | |- | ||
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|- | |- | ||
| {{Table icon|Scottish Resistance}} | | {{Table icon|Scottish Resistance}} | ||
− | | {{c|+|Added:}} Press your Special Attack key to detonate all stickybombs at once<br>{{c| | + | | {{c|+|Added:}} Press your Special Attack key to detonate all stickybombs at once<br>{{c|=|Changed:}} Stickybombs are no longer detonated if they are under the wearer's feet<br>{{c|=|Changed:}} Stickybomb detonation search pattern is changed from a cone to a cylinder<br>{{c|=|Info:}} Cylinder search patterns allow for more precise detonations<br> |
| {{buff|+25% faster firing speed}}<br>{{buff|+50% max secondary ammo on wearer}}<br>{{buff|+6 max pipebombs out}}<br>{{buff|Detonates stickybombs near the crosshair}}<br>{{buff|Press your Special Attack key to detonate all stickybombs at once}}<br>{{buff|Able to destroy enemy stickybombs}}<br>{{nerf|0.8 sec slower bomb arm time}}<br> | | {{buff|+25% faster firing speed}}<br>{{buff|+50% max secondary ammo on wearer}}<br>{{buff|+6 max pipebombs out}}<br>{{buff|Detonates stickybombs near the crosshair}}<br>{{buff|Press your Special Attack key to detonate all stickybombs at once}}<br>{{buff|Able to destroy enemy stickybombs}}<br>{{nerf|0.8 sec slower bomb arm time}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Sticky Jumper}} | ||
+ | | {{c|+|Changed:}} Max primary ammo increased from +200% to infinite<br> | ||
+ | | {{buff|Does not require ammo}}<br>{{buff|No self inflicted blast damage taken}}<br>{{nerf|-100% damage penalty}}<br>{{nerf|No random critical hits}}<br>{{nerf|-6 max stickybombs out}}<br>{{nerf|Wearer cannot carry the intelligence briefcase or PASS Time JACK}}<br> | ||
|- | |- | ||
| {{Table icon|Splendid Screen}} | | {{Table icon|Splendid Screen}} | ||
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|- | |- | ||
| {{Table icon|Ullapool Caber}} | | {{Table icon|Ullapool Caber}} | ||
− | | {{c|+|Added:}} The warhead replenishes itself over 20 seconds<br>{{c|+|Added:}} Taunting now delivers a 500 damage hit at the end of the taunt<br>{{c|+|Changed:}} The wearer gains -40% self damage resistance if no enemies are damaged by the explosion<br>{{c|+|Removed:}} This weapon deploys 100% slower<br>{{c|-|Added:}} Cannot be crit or mini-crit boosted<br>{{c|-|Changed:}} Explosion damage decreased from 75 to 50<br>{{c|=|Info:}} If the warhead is inactive, the taunt will only do 55 damage<br> | + | | {{c|+|Added:}} The warhead replenishes itself over 20 seconds<br>{{c|+|Added:}} Taunting now delivers a 500 damage hit at the end of the taunt<br>{{c|+|Changed:}} The wearer gains -40% self damage resistance if no enemies are damaged by the explosion<br>{{c|+|Removed:}} This weapon deploys 100% slower<br>{{c|-|Added:}} Cannot be crit or mini-crit boosted<br>{{c|-|Changed:}} Explosion damage decreased from 75 to 50<br>{{c|=|Changed:}} Explosion now occurs at the point of impact instead of being inside the wearer<br>{{c|=|Info:}} If the warhead is inactive, the taunt will only do 55 damage<br>{{c|=|Info:}} The wearer is not harmed from the taunt regardless if the warhead is active or not<br> |
| {{nerf|-20% slower firing speed}}<br>{{nerf|Cannot be crit or mini-crit boosted}}<br>{{nerf|No random critical hits}}<br>The first hit will cause an explosion<br><br>High-yield Scottish face removal. A sober person would throw it... | | {{nerf|-20% slower firing speed}}<br>{{nerf|Cannot be crit or mini-crit boosted}}<br>{{nerf|No random critical hits}}<br>The first hit will cause an explosion<br><br>High-yield Scottish face removal. A sober person would throw it... | ||
|- | |- | ||
| {{Table icon|Claidheamh Mòr}} | | {{Table icon|Claidheamh Mòr}} | ||
− | | {{c|+|Changed:}} Duration required to reach mini-crit or crit swings now matches all other swords<br>{{c|+|Removed:}} 15% damage vulnerability on wearer<br>{{c|-|Added:}} -30% slower | + | | {{c|+|Changed:}} Duration required to reach mini-crit or crit swings now matches all other swords<br>{{c|+|Removed:}} 15% damage vulnerability on wearer<br>{{c|-|Added:}} -30% slower firing speed<br>{{c|=|Changed:}} Charge duration rescaled from a fixed +0.5 second charge duration to +33% longer charge duration<br> |
− | | When weapon is active:<br><br>{{buff|+ | + | | When weapon is active:<br><br>{{buff|+33% longer charge duration}}<br>{{buff|Melee kills refill 25% of your charge meter}}<br>{{buff|+50% longer melee range}}<br>{{nerf|No random critical hits}}<br>{{nerf|-30% slower firing speed}}<br> |
|- | |- | ||
|} | |} | ||
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* {{c|+|Changed:}} Fixed a bug in MvM where the firing speed upgrade does not work properly | * {{c|+|Changed:}} Fixed a bug in MvM where the firing speed upgrade does not work properly | ||
* {{c|+|Removed:}} Damage and accuracy progressively ramps up after miniguns start firing | * {{c|+|Removed:}} Damage and accuracy progressively ramps up after miniguns start firing | ||
+ | * {{c|-|Added:}} Miniguns progressively overheat while spun up and/or firing, and will force spin down the weapon upon being full | ||
* {{c|-|Changed:}} Base Minigun damage decreased from 9 to 2 | * {{c|-|Changed:}} Base Minigun damage decreased from 9 to 2 | ||
* {{c|-|Changed:}} Lunchbox items now heal a portion of the wearer's max health instead of a fixed amount | * {{c|-|Changed:}} Lunchbox items now heal a portion of the wearer's max health instead of a fixed amount | ||
* {{c|=|Changed:}} Dying while holding an edible will drop the edible with an ammo box, restoring both health and ammo | * {{c|=|Changed:}} Dying while holding an edible will drop the edible with an ammo box, restoring both health and ammo | ||
+ | * {{c|=|Info:}} Overheat builds up at a rate of 16.66% per second while spun up and firing, and builds up at a rate of 8.33% per second while spun up and not firing | ||
+ | * {{c|=|Info:}} Overheat drains at a rate of 16.66% per second while not spun up | ||
+ | * {{c|=|Info:}} Visually, miniguns gradually light up the more Overheat it has, and embers start appearing when Overheat is above 85% | ||
* {{c|=|Info:}} Final Minigun damage per ammo is decreased from 36 to 32 damage | * {{c|=|Info:}} Final Minigun damage per ammo is decreased from 36 to 32 damage | ||
|- | |- | ||
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|- | |- | ||
| {{Table icon|Natascha}} | | {{Table icon|Natascha}} | ||
− | | {{c|+|Added:}} | + | | {{c|+|Added:}} On Hit: Builds Boost<br>{{c|+|Removed:}} -30% spin up time<br>{{c|-|Added:}} -25% max primary ammo on wearer<br>{{c|-|Changed:}} Damage penalty decreased from -25% to -35%<br>{{c|-|Removed:}} On Hit: 100% chance to slow target<br>{{c|-|Removed:}} -20% damage resistance when below 50% health and spun up<br>{{c|=|Info:}} Boost meter caps out at 300 damage, with every 3.33% Boost granting a 0.1 second speed boost upon spin down<br>{{c|=|Info:}} The speed boost immediately takes effect after spinning down, and cannot be preserved by holstering weapons<br> |
− | | {{buff| | + | | {{buff|On Hit: Builds Boost}}<br>{{buff|Consumes all Boost to gain a speed boost on spin down}}<br>{{nerf|-25% max primary ammo on wearer}}<br>{{nerf|-35% damage penalty}}<br> |
|- | |- | ||
| {{Table icon|Brass Beast}} | | {{Table icon|Brass Beast}} | ||
− | | {{c|+|Removed:}} -50% slower spin up time<br>{{c|-|Removed:}} -20% damage resistance when below 50% health and spun up<br> | + | | {{c|+|Added:}} -50% Overheat build rate<br>{{c|+|Removed:}} -50% slower spin up time<br>{{c|-|Removed:}} -20% damage resistance when below 50% health and spun up<br>{{c|=|Info:}} In other words, Overheat builds at a rate of 11.11% per second while spun up and firing, and builds up at a rate of 5.55% while spun up and not firing<br>{{c|=|Info:}} Despite Overheat building slower, Overheat drain rate remains the same<br> |
− | | {{buff|+20% damage bonus}}<br>{{nerf|-60% slower move speed while deployed}} | + | | {{buff|+20% damage bonus}}<br>{{buff|-50% Overheat build rate}}<br>{{nerf|-60% slower move speed while deployed}} |
|- | |- | ||
| {{Table icon|Tomislav}} | | {{Table icon|Tomislav}} | ||
− | | {{c|+|Changed:}} Spin up time increased from +20% to +75%<br>{{c|-|Added:}} -50 max health on wearer<br>{{c|-|Added:}} - | + | | {{c|+|Changed:}} Spin up time increased from +20% to +75%<br>{{c|+|Removed:}} -20% slower firing speed<br>{{c|-|Added:}} +50% Overheat build rate<br>{{c|-|Added:}} -50 max health on wearer<br>{{c|-|Added:}} -38% bullets per shot<br>{{c|-|Removed:}} +20% more accurate<br>{{c|=|Info:}} In other words, Overheat builds at a rate of 25% per second while spun up and firing, and builds up at a rate of 12.5% while spun up and not firing<br>{{c|=|Info:}} Despite Overheat building faster, Overheat drain rate remains the same<br> |
− | | {{ | + | | {{buff|+75% faster spin up time}}<br>{{buff|Silent Killer: No barrel spin sound}}<br>{{nerf|+50% Overheat build rate}}<br>{{nerf|-50 max health on wearer}}<br>{{nerf|-38% bullets per shot}}<br> |
|- | |- | ||
| {{Table icon|Huo-Long Heater}} | | {{Table icon|Huo-Long Heater}} | ||
− | | {{c|+|Changed:}} Damage bonus increased from -10% to + | + | | {{c|+|Changed:}} Damage bonus increased from -10% to +622%<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:}} -186% slower firing speed<br>{{c|-|Added:}} -75% bullets per shot<br>{{c|-|Added:}} -60% max primary ammo on wearer<br>{{c|-|Added:}} -60% 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 have a base damage of 65 and a firing interval of 0.3 seconds<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:}} Projectiles do not inflict afterburn<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|Creates a ring of flames while spun up}}<br>{{nerf|-75% bullets per shot}}<br>{{nerf|-60% max primary ammo on wearer}}<br>{{nerf|-60% ramp up damage penalty}}<br>{{nerf|Projectiles fizzle out at long ranges}}<br>Fires firework rockets instead of bullets<br> |
|- | |- | ||
| {{Table icon|Dalokohs Bar}} | | {{Table icon|Dalokohs Bar}} | ||
− | | {{c|+|Added:}} +50% faster consumption speed<br>{{c|+|Added:}} Excessive healing is now converted into overheal that | + | | {{c|+|Added:}} +50% faster consumption speed<br>{{c|+|Added:}} Excessive healing is now converted into overheal that does not passively decay<br>{{c|-|Removed:}} Adds +50 max health for 30 seconds<br> |
− | | {{buff|Excessive healing is now converted into overheal}}<br>{{buff|+50% faster consumption speed}}<br>Eat to regain up to | + | | {{buff|Excessive healing is now converted into overheal that does not decay}}<br>{{buff|+50% faster consumption speed}}<br>Eat to regain up to 33% of your max health.<br><br>Alt-fire: Share chocolate with a friend (Small Health Kit) |
|- | |- | ||
| {{Table icon|Buffalo Steak Sandvich}} | | {{Table icon|Buffalo Steak Sandvich}} | ||
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|- | |- | ||
| {{Table icon|Gloves of Running Urgently}} | | {{Table icon|Gloves of Running Urgently}} | ||
− | | {{c|+|Removed:}} Maximum health is drained while item is active<br>{{c|-|Added:}} You are marked for death while active, and for | + | | {{c|+|Removed:}} Maximum health is drained while item is active<br>{{c|-|Added:}} You are marked for death while active, and for 1 second after switching weapons<br>{{c|-|Added:}} -30 max health on wearer<br> |
| {{buff|+30% faster move speed on wearer}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|You are marked for death while active, and for short period after switching weapons}}<br>{{nerf|-30 max health on wearer}}<br> | | {{buff|+30% faster move speed on wearer}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|You are marked for death while active, and for short period after switching weapons}}<br>{{nerf|-30 max health on wearer}}<br> | ||
|- | |- | ||
| {{Table icon|Warrior's Spirit}} | | {{Table icon|Warrior's Spirit}} | ||
| {{c|+|Changed:}} Damage bonus increased from +30% to +50%<br>{{c|+|Removed:}} 30% damage vulnerability on wearer<br>{{c|-|Added:}} -20% slower firing speed<br>{{c|-|Added:}} Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills.<br> | | {{c|+|Changed:}} Damage bonus increased from +30% to +50%<br>{{c|+|Removed:}} 30% damage vulnerability on wearer<br>{{c|-|Added:}} -20% slower firing speed<br>{{c|-|Added:}} Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills.<br> | ||
− | | | + | | {{buff|+50% damage bonus}}<br>{{buff|+50 health restored on kill}}<br>{{nerf|-20% slower firing speed}}<br>{{nerf|Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills.}}<br> |
|- | |- | ||
| {{Table icon|Fists of Steel}} | | {{Table icon|Fists of Steel}} | ||
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|- | |- | ||
| align="left" | | | align="left" | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
* {{c|+|Changed:}} Buildings now block penetrating attacks and explosive splash as though they were pieces of map geometry | * {{c|+|Changed:}} Buildings now block penetrating attacks and explosive splash as though they were pieces of map geometry | ||
− | |||
− | |||
− | |||
− | |||
* {{c|-|Changed:}} Allied Engineers are no longer able to interact with buildings they do not own | * {{c|-|Changed:}} Allied Engineers are no longer able to interact with buildings they do not own | ||
− | |||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| {{Table icon|Frontier Justice}} | | {{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>{{c|=|Info:}} Destroying a Sentry with the destruction PDA in MvM can still grant Revenge Crits<br> | + | | {{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|=|Changed:}} Equipping this weapon causes sentries built to have an additional capacitor and antenna attached on them<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>{{c|=|Info:}} Destroying a Sentry with the destruction PDA in MvM can still grant Revenge Crits<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}} | + | | {{buff|Gain up to 6 seconds of revenge crits when your sentry is destroyed.}}<br>{{nerf|-50% clip size}}<br>{{nerf|No random critical hits}}<br>{{nerf|Revenge crits are lost on death}}<br> |
|- | |- | ||
| {{Table icon|Pomson 6000}} | | {{Table icon|Pomson 6000}} | ||
Line 509: | Line 519: | ||
|- | |- | ||
| {{Table icon|Wrangler}} | | {{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% | + | | {{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|+|Changed:}} Sentry disabling duration upon unwrangling decreased from 3 to 1 second<br>{{c|+|Removed:}} Wrangled sentries gain a shield that reduces repairs by 66%<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. | | 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}} | | {{Table icon|Short Circuit}} | ||
− | | | + | | {{c|+|Changed:}} Primary fire range increased from 215 to 250 HU<br>{{c|+|Changed:}} Primary fire now damages the target's collision hull<br>{{c|+|Removed:}} (Hidden) -33% damage penalty<br>{{c|-|Added:}} -300% slower firing speed<br>{{c|-|Added:}} Overcharging the battery will cause a misfire<br>{{c|-|Changed:}} Ammo per shot increased from 5 to 10 metal<br>{{c|=|Changed:}} Alt-Fire now launches a more powerful version of the primary fire depending on charge duration at the cost of increased metal consumption, destroying projectiles at full charge<br>{{c|=|Info:}} As the projectile damages the target's collision hull instead, aiming is now more forgiving on average<br>{{c|=|Info:}} Charging increases the damage up to +200% and its range by up to +100%, but metal cost is also increased up to +300%<br>{{c|=|Info:}} At full charge, projectile destruction is possible, where its hitbox is even more lenient than the primary fire through using a forgiving cylinder hitbox<br>{{c|=|Info:}} Has a charge time of 0.5 seconds, and a maximum charge threshold of 1 second before the weapon misfires and explodes<br>{{c|=|Info:}} Misfire explosion has a damage of 45 and occurs in front of the wearer<br>{{c|=|Info:}} As a result, the wearer can blast jump with the misfire explosion<br> |
− | | {{ | + | | {{buff|On Full Charge: Projectiles destroy other projectiles}}<br>{{buff|No reload necessary}}<br>{{nerf|Overcharging the battery will cause a misfire}}<br>{{nerf|No random critical hits}}<br>{{nerf|Per Shot: -10 ammo}}<br>{{nerf|Uses metal for ammo}}<br>{{nerf|-300% slower firing speed}}<br>Fires electrical arcs instead of bullets<br><br>Alt-Fire: Charges the weapon and increasing its range and damage, but also increasing its ammo consumption per shot<br> |
|- | |- | ||
| {{Table icon|Gunslinger}} | | {{Table icon|Gunslinger}} | ||
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| {{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}} | ||
+ | |- | ||
+ | | [[File:RED_Level_1_Sentry_Gun.png|50px]] | ||
+ | Sentry Gun | ||
+ | | {{c|+|Changed:}} Metal from gibs increased from 60 to 130 metal<br>{{c|+|Removed:}} Sentry rockets damage fall off<br>{{c|-|Changed:}} Base sentry knockback multiplier decreased from 1600% to 800%<br>{{c|-|Changed:}} Targets are only able to receive one source of knockback per sentry if it is level 2-3, or two sources if both sentries are level 1<br>{{c|-|Removed:}} Sentry rockets damage ramp up<br> | ||
+ | | {{buff|Metal from gibs increased from 60 to 130 metal}}<br>{{nerf|-50% push force on hit}}<br> | ||
+ | |- | ||
+ | | [[File:Lvl1dispenser.png|50px]] | ||
+ | Dispenser | ||
+ | | {{c|+|Changed:}} Dispenser base build speed increased by 150%<br>{{c|+|Changed:}} Dispenser base redeploy speed increased by 100%<br>{{c|+|Changed:}} Metal from gibs increased by 100%<br>{{c|+|Changed:}} Heal rate is increased up to +200% if the target is out of combat<br>{{c|-|Changed:}} Metal is now split evenly across multiple Engineers if there are more than one Engineer within the radius<br>{{c|=|Info:}} Heal rate bonus works identically to crit healing on Medi Guns, where healing begins to ramp up linearly after being out of combat for 10 seconds, fully ramping up on being out of combat for 15 seconds<br> | ||
+ | | {{buff|Dispenser build speed decreased from 21 to 8.4 seconds}}<br>{{buff|Dispenser redeploy speed decreased from 5.25 to 2.625 seconds}}<br>{{buff|Metal from gibs increased from 50 to 100 metal}}<br> | ||
+ | |- | ||
+ | | [[File:Tele_inactive_red.png|50px]] | ||
+ | Teleporter | ||
+ | | {{c|+|Changed:}} Dispenser base build speed increased by 150%<br>{{c|+|Changed:}} Dispenser base redeploy speed increased by 100%<br>{{c|+|Changed:}} Metal from gibs increased by 100%<br>{{c|+|Changed:}} Now automatically upgrades to level 3 during setup<br>{{c|+|Changed:}} No longer downgrades to level 1 if one side of the Teleporter is destroyed<br> | ||
+ | | {{buff|Teleporter build speed decreased from 21 to 8.4 seconds}}<br>{{buff|Teleporter redeploy speed decreased from 5.25 to 2.625 seconds}}<br>{{buff|Metal from gibs increased from 25 to 50 metal}}<br> | ||
+ | |- | ||
+ | | [[Image:Red Mini Sentry.png|50px]] | ||
+ | Mini-Sentry | ||
+ | | {{c|-|Removed:}} No longer inflicts knockback nor flinch on hit<br> | ||
+ | | {{nerf|-100% push force on hit}}<br> | ||
|- | |- | ||
| align="center" | [[File:Lvl1dispenser.png|50px]]<br> | | align="center" | [[File:Lvl1dispenser.png|50px]]<br> | ||
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|- | |- | ||
| align="left" | | | align="left" | | ||
− | * {{c|+|Changed:}} Syringe | + | * {{c|+|Added:}} Syringe Guns now have an alt-fire now fires a heavy syringe |
+ | * {{c|+|Changed:}} Syringe Guns now reload automatically when not active | ||
* {{c|+|Changed:}} Syringes now arc way less, matching the flare guns, increasing effective range | * {{c|+|Changed:}} Syringes now arc way less, matching the flare guns, increasing effective range | ||
* {{c|+|Changed:}} Syringe Gun projectile speed increased from 1000 to 1100 HU/s | * {{c|+|Changed:}} Syringe Gun projectile speed increased from 1000 to 1100 HU/s | ||
* {{c|+|Changed:}} Syringe Gun Reload time decreased from 1.6 to 1.3 seconds | * {{c|+|Changed:}} Syringe Gun Reload time decreased from 1.6 to 1.3 seconds | ||
* {{c|+|Removed:}} Syringe Gun random projectile deviation | * {{c|+|Removed:}} Syringe Gun random projectile deviation | ||
+ | * {{c|-|Changed:}} Syringes now leave a brighter and team colored trail | ||
* {{c|-|Removed:}} The wearer matches the speed of their heal target if they are faster (Except for the Quick-Fix) | * {{c|-|Removed:}} The wearer matches the speed of their heal target if they are faster (Except for the Quick-Fix) | ||
+ | * {{c|=|Info:}} Heavy syringes have a +100% damage bonus and +36% projectile speed compared to normal syringes, have no damage ramp up nor fall off, and can heal teammates over time on hit | ||
+ | * {{c|=|Info:}} Hitting teammates heals them for +33 health per second over 3 seconds, and the healing can stack with most other sources | ||
+ | * {{c|=|Info:}} However, only one instance of the heavy syringe buff can be applied at a time | ||
+ | * {{c|=|Info:}} Heavy syringes benefit from crit healing, meaning its healing ramps up to +200% if the target is out of combat for 10-15 seconds | ||
+ | * {{c|=|Info:}} Heavy syringes can only restore as much health as the patient had when the syringe hits them, resulting in less healing if the patient has surplus health when it is first healed | ||
+ | * {{c|=|Info:}} Heavy syringes have 3 charges, and charges are passively restored every 6 seconds | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| {{Table icon|Blutsauger}} | | {{Table icon|Blutsauger}} | ||
− | | {{c|+|Added:}} | + | | {{c|+|Added:}} On Hit: One target at a time is Infected, causing all damage dealt by the wearer and their team to grant Blood to the wearer for 8 seconds<br>{{c|+|Added:}} +300% damage bonus<br>{{c|+|Added:}} +36% projectile speed<br>{{c|+|Changed:}} Health gain on hit increased from 3 to 20 health<br>{{c|-|Added:}} -376% slower firing speed<br>{{c|-|Added:}} -87.5% clip size<br>{{c|-|Changed:}} Health gain on hit is now applied over 2 seconds<br>{{c|=|Changed:}} Health regeneration duration on alt-fire rescaled from 3 seconds to 0.03-9.1 seconds depending on Blood<br>{{c|=|Info:}} In other words, this weapon has a base damage of 40 and a firing interval of 0.5 seconds<br>{{c|=|Info:}} Successive hits stacks additively from each other and refreshes the buff duration<br>{{c|=|Info:}} Blood caps at 300 damage dealt to a target debuffed by Blood, with 1% Blood converting to 3 health restored<br>{{c|=|Info:}} Attempting to heal multiple teammates increases Blood consumption rate, but the health regeneration buff from heavy darts does not stack with itself<br>{{c|=|Info:}} The firing speed penalty also affects alt-fire, resulting in a firing interval of 0.5 seconds instead of 0.105 seconds<br> |
− | | {{buff|On Hit: Gain up to + | + | | {{buff|On Hit: Gain up to +10 health regenerated per second for 2 seconds}}<br>{{buff|On Hit: One target at a time is Infected, causing all damage dealt by the wearer and their team to grant Blood to the wearer}}<br>{{buff|+36% projectile speed}}<br>{{nerf|-87.5% clip size}}<br>{{nerf|-2 health regenerated per second on wearer}}<br>Fires darts instead of syringes<br><br>Alt-Fire: Fires a heavy dart that heals teammates based on current Blood and deals damage<br><br>This weapon will reload automatically when not active<br> |
|- | |- | ||
| {{Table icon|Crusader's Crossbow}} | | {{Table icon|Crusader's Crossbow}} | ||
− | | {{c|+|Changed:}} Max damage range threshold is decreased from 1500 to 512 HU<br>{{c|-|Changed:}} Base damage decreased from 38-75 to 30-45<br>{{c|-|Changed:}} The special bolt now applies its heal over 2.25-4.55 seconds based on distance 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>{{c|=|Info:}} The healing is fixed at 33 health per second, but the buff duration scales based on distance<br>{{c|=|Info:}} Only one instance of the crossbow healing buff can be applied at a time<br>{{c|=|Info:}} The healing buff can only restore as much health as the patient had when the bolt hits | + | | {{c|+|Changed:}} Max damage range threshold is decreased from 1500 to 512 HU<br>{{c|-|Changed:}} Base damage decreased from 38-75 to 30-45<br>{{c|-|Changed:}} The special bolt now applies its heal over 2.25-4.55 seconds based on distance 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>{{c|=|Info:}} The healing is fixed at 33 health per second, but the buff duration scales based on distance<br>{{c|=|Info:}} Only one instance of the crossbow healing buff can be applied at a time<br>{{c|=|Info:}} The healing buff can only restore as much health as the patient had when the bolt hits them, resulting in less healing if the patient has surplus health when it is first healed<br> |
− | | {{ | + | | {{nerf|No headshots}}<br>{{nerf|-75% max primary ammo on wearer}}<br>Fires special bolts that heal teammates over time and deals damage based on distance traveled<br><br>This weapon will reload automatically when not active |
|- | |- | ||
| {{Table icon|Overdose}} | | {{Table icon|Overdose}} | ||
− | | | + | | {{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|=|Changed:}} Alt-Fire consumes 15% ÜberCharge for a speed boost instead of firing heavy syringes<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>This weapon will reload automatically when not active<br> |
|- | |- | ||
| {{Table icon|Quick-Fix}} | | {{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> | + | | {{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>{{c|=|Info:}} Max ÜberCharge duration is capped at 10 seconds, or after 1000 health restored during ÜberCharge<br> |
− | | {{buff|+50% heal rate}}<br>{{buff|+50% ÜberCharge rate}}<br>{{buff| | + | | {{buff|+50% heal rate}}<br>{{buff|+50% ÜberCharge rate}}<br>{{buff|Health restored during ÜberCharge will increase current ÜberCharge duration}}<br>{{nerf|-100% max overheal}}<br>{{nerf|-37.5% base ÜberCharge duration}}<br>ÜberCharge increases healing by 300%<br><br>Move at the speed of any faster heal target.<br> |
|- | |- | ||
| {{Table icon|Vaccinator}} | | {{Table icon|Vaccinator}} | ||
− | | {{c|+|Removed:}} -33% ÜberCharge rate on Overhealed patients<br>{{c| | + | | {{c|+|Removed:}} -33% ÜberCharge rate on Overhealed patients<br>{{c|+|Changed:}} ÜberCharge duration increased from 2.5 to 8 seconds<br>{{c|-|Changed:}} Max Charges decreased from 4 to 1<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|=|Info:}} Final ÜberCharge duration is decreased from 10 to 8 seconds<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> | ||
|- | |- | ||
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|- | |- | ||
| {{Table icon|Solemn Vow}} | | {{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:}} | + | | {{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:}} Alt-Fire 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> | | {{buff|Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies}}<br>{{nerf|-50% damage penalty}}<br> | ||
|} | |} | ||
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|- | |- | ||
| align="left" | | | align="left" | | ||
− | * {{c|-|Added:}} Scoping in for more than 5 seconds will cause the wearer to lose focus and gradually draining charge | + | * {{c|-|Added:}} Scoping in for more than 5 seconds will cause the wearer to lose focus and gradually draining charge |
− | * {{c|-|Added:}} Flinching while scoped in causes the reticle to reset in a slightly different location | + | * {{c|-|Added:}} Flinching while scoped in causes the reticle to reset in a slightly different location |
− | * {{c|-|Added:}} Non-scoped in shots have a minimum fall off | + | * {{c|-|Added:}} Non-scoped in shots have a minimum fall off of 50% |
* {{c|-|Added:}} Base rifle self damage force is decreased by -50% | * {{c|-|Added:}} Base rifle self damage force is decreased by -50% | ||
* {{c|-|Added:}} A team-coloured scope glint effect will be visible to other players while scoped in | * {{c|-|Added:}} A team-coloured scope glint effect will be visible to other players while scoped in | ||
* {{c|-|Changed:}} Base ammo decreased from 25 to 12 | * {{c|-|Changed:}} Base ammo decreased from 25 to 12 | ||
+ | * {{c|=|Info:}} The reticle reset is stronger the more damage the wearer takes while scoped in | ||
+ | * {{c|=|Info:}} Charge drains at a rate of 67% per second after 5 seconds | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| {{Table icon|Sydney Sleeper}} | | {{Table icon|Sydney Sleeper}} | ||
− | | {{c|+|Added:}} +33% faster reload time<br>{{c|+|Changed:}} Charge rate increased from +25% to +200%<br>{{c|-|Added:}} - | + | | {{c|+|Added:}} +33% faster reload time<br>{{c|+|Changed:}} Charge rate increased from +25% to +200%<br>{{c|-|Added:}} -30% charge damage penalty<br>{{c|-|Added:}} Unscoped shots have damage fall off<br>{{c|-|Removed:}} Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.<br>{{c|=|Changed:}} Jarate debuff duration is now based on distance instead of charge percentage<br>{{c|=|Changed:}} Fires darts instead of bullets<br>{{c|=|Info:}} Darts have the same hitbox size as flare guns, and have a projectile speed of 3600 HU<br>{{c|=|Info:}} Darts have no damage fall off and infinite range<br>{{c|=|Info:}} Darts travel in a straight line and leave a trail of Jarate droplets in flight<br>{{c|=|Info:}} Jarate duration has standard damage fall off, being able to inflict for 5 seconds at point blank range, and gradually decreasing with distance<br>{{c|=|Info:}}Jarate duration starts falling off past 1024 HU from 5-0 seconds, and shots no longer inflict Jarate on hit after 1536 HU<br>{{c|=|Info:}} In other words, the damage multiplier at full charge is only 2.4x instead of 3x<br> |
− | | {{buff|+200% charge rate}}<br>{{buff|+33% faster reload time}}<br>{{buff| | + | | {{buff|+200% charge rate}}<br>{{buff|+33% faster reload time}}<br>{{buff|On Scoped Hit: Apply Jarate for 2 to 5 seconds based on distance}}<br>{{nerf|-30% charge damage penalty}}<br>{{nerf|Unscoped shots have damage fall off}}<br>{{nerf|No headshots}}<br>Fires darts instead of bullets<br> |
|- | |- | ||
| {{Table icon|Bazaar Bargain}} | | {{Table icon|Bazaar Bargain}} | ||
| {{c|+|Added:}} +55% faster reload time<br>{{c|+|Added:}} +50% max primary ammo on wearer<br>{{c|+|Added:}} No unscoping between shots<br>{{c|+|Removed:}} Base charge rate decreased by 50%<br>{{c|-|Added:}} -20% damage penalty<br>{{c|-|Added:}} No charge<br>{{c|-|Removed:}} Each scoped headshot kill increases the weapon's charge rate by 25%<br>{{c|=|Added:}} -50% less zoom magnification<br> | | {{c|+|Added:}} +55% faster reload time<br>{{c|+|Added:}} +50% max primary ammo on wearer<br>{{c|+|Added:}} No unscoping between shots<br>{{c|+|Removed:}} Base charge rate decreased by 50%<br>{{c|-|Added:}} -20% damage penalty<br>{{c|-|Added:}} No charge<br>{{c|-|Removed:}} Each scoped headshot kill increases the weapon's charge rate by 25%<br>{{c|=|Added:}} -50% less zoom magnification<br> | ||
| {{buff|+55% faster reload time}}<br>{{buff|+50% max primary ammo on wearer}}<br>{{buff|No unscoping between shots}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|No charge}}<br>{{nerf|-50% less zoom magnification}}<br> | | {{buff|+55% faster reload time}}<br>{{buff|+50% max primary ammo on wearer}}<br>{{buff|No unscoping between shots}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|No charge}}<br>{{nerf|-50% less zoom magnification}}<br> | ||
+ | |- | ||
+ | | {{Table icon|Machina}} | ||
+ | | {{c|+|Added:}} Power meter builds with damage done while unscoped and/or time<br>{{c|+|Added:}} +328% charge rate<br>{{c|+|Changed:}} No longer requires full charge for shots to penetrate players<br>{{c|+|Removed:}} Fires tracer rounds<br>{{c|-|Added:}} A bright laser beam is created while scoped in and charging<br>{{c|-|Added:}} Shots are automatically fired if overcharged<br>{{c|-|Added:}} Firing shots require (and consume) 40% Power<br>{{c|-|Added:}} -50% charge damage penalty<br>{{c|-|Removed:}} On Full Charge: +15% damage per shot<br>{{c|=|Changed:}} Shots only begin to charge when holding fire while scoped in instead of passively charging<br>{{c|=|Changed:}} Requirements for not being able to fire changed from being not zoomed to not being at full charge<br>{{c|=|Info:}} In other words, the damage multiplier at full charge is only 2x instead of 3x<br>{{c|=|Info:}} Shots can only be held for 0.5 seconds after being fully charged before it is forced to fire<br>{{c|=|Info:}} Attempting to fire before the shot is fully charged will cause the wearer to cancel charging<br>{{c|=|Info:}} The wearer starts with 100% Power, and it passively regenerates at a rate of 5% per second while the wearer is not scoped in and charging<br>{{c|=|Info:}} Requires 200 damage dealt while unscoped to recharge the Power meter<br>{{c|=|Info:}} Damage dealt by secondary or melee weapons also contribute towards charging the Power meter<br> | ||
+ | | {{buff|Hold Fire while scoped in to charge a shot}}<br>{{buff|On Scoped Hit: Projectiles penetrate players}}<br>{{buff|Power meter builds with damage done while unscoped and/or time}}<br>{{buff|+328% charge rate}}<br>{{nerf|A bright laser beam is created while scoped in and charging}}<br>{{nerf|Cannot fire when not fully charged}}<br>{{nerf|Shots are automatically fired if overcharged}}<br>{{nerf|Firing shots require (and consume) 40% Power}}<br>{{nerf|-50% charge damage penalty}}<br> | ||
|- | |- | ||
| {{Table icon|Classic}} | | {{Table icon|Classic}} | ||
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|- | |- | ||
| {{Table icon|Jarate}} | | {{Table icon|Jarate}} | ||
− | | {{c|-|Added:}} The wearer can now coat themselves if they are caught in the splash radius<br>{{c|-|Changed:}} The debuff can now be removed with health packs<br>{{c|-|Changed:}} Base splash radius decreased from 200 to | + | | {{c|+|Added:}} Jarate meter builds with damage done and/or time<br>{{c|+|Changed:}} Projectile speed increased from 1019.9 to 1500 HU<br>{{c|-|Added:}} Spawning and resupply do not affect the Jarate meter<br>{{c|-|Added:}} Jarate meter starts empty<br>{{c|-|Added:}} The wearer can now coat themselves if they are caught in the splash radius<br>{{c|-|Changed:}} The debuff can now be removed with health packs<br>{{c|-|Changed:}} Base splash radius decreased from 200 to 146 HU<br>{{c|-|Changed:}} Cooldown increased from 20 to 40 seconds<br>{{c|-|Removed:}} Extinguishing teammates reduces cooldown by -20%<br>{{c|=|Info:}} The wearer is not covered in Jarate if they are on fire<br>{{c|=|Info:}} Requires 600 damage to fully charge the Jarate meter<br> |
− | | Coated enemies take mini-crits. Can be used to extinguish fires. Be careful of being drenched by Jarate if you stand too close to the splash radius! | + | | {{buff|Jarate meter builds with damage done and/or time}}<br>{{nerf|Spawning and resupply do not affect the Jarate meter}}<br>{{nerf|Jarate meter starts empty}}<br>Coated enemies take mini-crits. Can be used to extinguish fires. Be careful of being drenched by Jarate if you stand too close to the splash radius! |
|- | |- | ||
| {{Table icon|Darwin's Danger Shield}} | | {{Table icon|Darwin's Danger Shield}} | ||
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|- | |- | ||
| {{Table icon|Cleaner's Carbine}} | | {{Table icon|Cleaner's Carbine}} | ||
− | | {{c|+|Added:}} On Kill: Gain 50% Crikey<br>{{c|+|Changed:}} Activating Crikey now inflicts full crits instead of mini-crits<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|+|Added:}} On Kill: Gain 50% Crikey<br>{{c|+|Changed:}} Activating Crikey now inflicts full crits instead of mini-crits<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|=|Info:}} Does not grant 50% Crikey on kill while Crikey is activated<br> |
| {{buff|Dealing damage fills charge meter.}}<br>{{buff|Secondary fire when charged grants 100% critical hits for 5 seconds.}}<br>{{buff|On Kill: Gain 50% 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 Kill: Gain 50% Crikey}}<br>{{nerf|-20% clip size}}<br>{{nerf|-25% slower firing speed}}<br>{{nerf|No random critical hits}}<br> | ||
|- | |- | ||
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{| class="wikitable grid collapsible" width="100%" | {| class="wikitable grid collapsible" width="100%" | ||
− | ! colspan="2" class="header" | Spy - | + | ! colspan="2" class="header" | Spy - Class Changes |
<!-- SPY CLASS --> | <!-- SPY CLASS --> | ||
|- | |- | ||
| align="left" | | | align="left" | | ||
+ | * {{c|+|Added:}} Spy Walk ability | ||
* {{c|+|Changed:}} The wearer can now start cloaking right after attacking a target with a melee weapon | * {{c|+|Changed:}} The wearer can now start cloaking right after attacking a target with a melee weapon | ||
+ | * {{c|+|Changed:}} Cloaking now increases time required to ignite the wearer with Flamethrowers by +50% | ||
* {{c|+|Changed:}} Cloaking now instantly causes all robots to forget about the wearer in MvM | * {{c|+|Changed:}} Cloaking now instantly causes all robots to forget about the wearer in MvM | ||
− | * {{c|-|Removed:}} | + | * {{c|+|Changed:}} Sapping buildings in MvM no longer puts the Sapper on cooldown |
− | * {{c| | + | * {{c|-|Removed:}} +20% damage resistance when cloaked |
− | * {{c|=|Info:}} | + | * {{c|=|Info:}} Spy Walk allows the wearer to run at normal speed without penalties if they are disguised as a slower class but losing knockback resistance |
+ | * {{c|=|Info:}} Press your reload key to activate Spy Walk by default | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| {{Table icon|Enforcer}} | | {{Table icon|Enforcer}} | ||
− | | | + | | {{c|+|Added:}} One target at a time is marked for death when fired at their back from close range while disguised, causing all damage taken to be mini-crits for 5 seconds<br>{{c|+|Added:}} Gain a 3 second speed boost when targets die while being marked for death by this weapon<br>{{c|+|Removed:}} No random critical hits<br>{{c|-|Changed:}} Firing speed decreased from -20% to -30%<br>{{c|-|Removed:}} +20% damage bonus while disguised<br>{{c|-|Removed:}} Attacks pierce damage resistance effects and bonuses<br>{{c|=|Info:}} Has a range limit of 500 HU before it cannot inflict the debuff<br>{{c|=|Info:}} The speed boost is granted regardless of how the target dies as long as they are marked for death by this weapon, even if the finishing blow isn't dealt by the wearer<br> |
− | | {{buff|One target at a time is marked for death when fired at their back from close range while disguised, causing all damage taken to be mini-crits}}<br>{{buff|Gain a speed boost | + | | {{buff|One target at a time is marked for death when fired at their back from close range while disguised, causing all damage taken to be mini-crits}}<br>{{buff|Gain a speed boost when targets die while being marked for death by this weapon}}<br>{{nerf|-30% slower firing speed}}<br> |
|- | |- | ||
| {{Table icon|Diamondback}} | | {{Table icon|Diamondback}} | ||
| {{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|- | + | | {{buff|On Backstab: 1.8 seconds of 100% critical chance}}<br>{{nerf|-50% clip size}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|No random critical hits}}<br> |
|- | |- | ||
| {{Table icon|Your Eternal Reward}} | | {{Table icon|Your Eternal Reward}} | ||
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|- | |- | ||
| {{Table icon|Dead Ringer}} | | {{Table icon|Dead Ringer}} | ||
− | | {{c|+|Changed:}} Cloak gained from ammo boxes increased from -100% to -80%<br>{{c|+|Changed:}} Upon feigning death, all debuffs are cleansed instead of just afterburn<br>{{c|-|Added:}} Damage taken during cloak reduces cloak duration<br>{{c|-|Changed:}} | + | | {{c|+|Added:}} +50% cloak on backstab<br>{{c|+|Changed:}} Cloak gained from ammo boxes increased from -100% to -80%<br>{{c|+|Changed:}} Upon feigning death, all debuffs are cleansed instead of just afterburn<br>{{c|+|Removed:}} -50% cloak meter when Feign Death is activated<br>{{c|-|Added:}} Damage taken during cloak reduces cloak duration<br>{{c|-|Changed:}} Cloak duration decreased from +40% to -30%<br>{{c|-|Changed:}} Damage resistance duration decreased from 3 to 0.5 seconds<br>{{c|-|Changed:}} The wearer now gains reduced cloak from all sources instead of just from ammo boxes<br>{{c|-|Removed:}} Afterburn immunity for 3 seconds upon feigning death<br>{{c|=|Info:}} Every 3 damage received while cloaked drains 2% cloak, meaning that cloak ends upon taking 150 damage<br>{{c|=|Info:}} The cloak gain penalty also affects the L'etranger and the Big Earner<br> |
− | + | | {{buff|+50% cloak on backstab}}<br>{{buff|+50% cloak regen rate}}<br>{{nerf|Damage taken during cloak reduces cloak duration}}<br>{{nerf|-80% reduced cloak from all sources}}<br>{{nerf|-30% cloak duration}}<br>Cloak Type: Feign Death<br><br>Leave a fake corpse on taking damage and temporarily gain invisibility, speed and damage resistance.<br> | |
|- | |- | ||
| {{Table icon|Red-Tape Recorder}} | | {{Table icon|Red-Tape Recorder}} | ||
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|- | |- | ||
| {{Table icon|Baby Face's Blaster}} Version 2 | | {{Table icon|Baby Face's Blaster}} Version 2 | ||
− | | {{c|+|Added:}} +40% more accurate<br>{{c|+|Added:}} Boost can be obtained while active<br>{{c|+|Changed:}} Damage required to drain all boost increased from 25 to 100<br>{{c|+|Changed:}} Boost only starts draining when the buff is active<br>{{c|+|Removed:}} -34% clip size<br>{{c|+|Removed:}} Boost reduced when hit<br>{{c|-|Added:}} -30% damage penalty<br>{{c|-|Added:}} No double jump<br>{{c|-|Changed:}} Damage required to charge Boost increased from 100 to 200<br>{{c|-|Changed:}} Boost drain now happens upon jumping<br>{{c|-|Changed:}} Boost drain on air jumps increased from -75% to -100%<br>{{c|=|Changed:}} Boost is now activated with alt-fire at full charge, granting a +44.44% speed boost for 8 seconds<br> | + | | {{c|+|Added:}} +40% more accurate<br>{{c|+|Added:}} Boost can be obtained while active<br>{{c|+|Changed:}} Damage required to drain all boost increased from 25 to 100<br>{{c|+|Changed:}} Boost only starts draining when the buff is active<br>{{c|+|Removed:}} -34% clip size<br>{{c|+|Removed:}} Boost reduced when hit<br>{{c|-|Added:}} -30% damage penalty<br>{{c|-|Added:}} No double jump<br>{{c|-|Changed:}} Damage required to charge Boost increased from 100 to 200<br>{{c|-|Changed:}} Boost drain now happens upon jumping<br>{{c|-|Changed:}} Boost drain on air jumps increased from -75% to -100%<br>{{c|=|Added:}} Activating Boost now leaves behind a speed trail on the ground while moving<br>{{c|=|Changed:}} Boost is now activated with alt-fire at full charge, granting a +44.44% speed boost for 8 seconds<br> |
| {{buff|+40% more accurate}}<br>{{buff|On Hit: Builds Boost}}<br>{{buff|Boost can be obtained while active}}<br>{{nerf|-30% damage penalty}}<br>{{nerf|-10% slower move speed on wearer}}<br>{{nerf|No double jump}}<br>{{nerf|Boost is depleted upon jumping}}<br>When Boost is full, Alt-Fire to gain a massive speed boost.<br> | | {{buff|+40% more accurate}}<br>{{buff|On Hit: Builds Boost}}<br>{{buff|Boost can be obtained while active}}<br>{{nerf|-30% damage penalty}}<br>{{nerf|-10% slower move speed on wearer}}<br>{{nerf|No double jump}}<br>{{nerf|Boost is depleted upon jumping}}<br>When Boost is full, Alt-Fire to gain a massive speed boost.<br> | ||
+ | |- | ||
+ | | {{Table icon|Sandman}} Version 2 | ||
+ | | {{c|+|Changed:}} Projectile now drains -50 overheal from the target on hit<br>{{c|-|Changed:}} Debuff duration decreased from 1-7 to 1-5 seconds<br>{{c|=|Changed:}} Projectile now reduces healing by -50% instead of slowing the target on hit<br>{{c|=|Info:}} Speed boost minimum duration is 1 second at point blank range, and scales up to 5 seconds at 512 HU<br> | ||
+ | | {{buff|Alt-Fire: Launches a ball that drains -50 overheal and reduces healing by -50% on opponents based on distance}}<br>{{nerf|-15 max health on wearer}}<br> | ||
|- | |- | ||
| {{Table icon|Liberty Launcher}} Version 2 | | {{Table icon|Liberty Launcher}} Version 2 | ||
Line 727: | Line 778: | ||
|- | |- | ||
| {{Table icon|Sydney Sleeper}} Version 2 | | {{Table icon|Sydney Sleeper}} Version 2 | ||
− | | {{c|+|Added:}} +100% damage bonus vs targets debuffed by Jarate while scoped in<br>{{c|+|Changed:}} Debuff duration increased from 2-5 seconds based on charge to a fixed 5 seconds<br>{{c|+|Removed:}} No headshots<br>{{c|-|Added:}} -40% damage penalty while scoped in | + | | {{c|+|Added:}} +100% damage bonus vs targets debuffed by Jarate while scoped in<br>{{c|+|Changed:}} Debuff duration increased from 2-5 seconds based on charge to a fixed 5 seconds<br>{{c|+|Removed:}} No headshots<br>{{c|-|Added:}} -40% damage penalty while scoped in<br>{{c|-|Changed:}} Charge rate decreased from +25% to not being able to charge<br>{{c|-|Removed:}} Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.<br>{{c|=|Added:}} Fires darts instead of bullets while unscoped<br>{{c|=|Changed:}} Now applies Jarate only on unscoped shots instead of scoped shots<br>{{c|=|Info:}} Darts have the same hitbox size as flare guns, and have a projectile speed of 3600 HU<br>{{c|=|Info:}} Darts have no damage fall off and infinite range<br>{{c|=|Info:}} Darts travel in a straight line and leave a trail of Jarate droplets in flight<br> |
− | | {{ | + | | {{buff|On Unscoped Hit: Apply Jarate for 5 seconds}}<br>{{buff|+100% damage bonus vs Jarated targets while scoped in}}<br>{{nerf|-40% damage penalty while scoped in}}<br>{{nerf|No charge}}<br>Fires darts instead of bullets while unscoped<br> |
+ | |- | ||
+ | | {{Table icon|Scorch Shot}} Version 2 | ||
+ | | {{c|+|Added:}} On Hit: Projectiles bounces back towards where the wearer is<br>{{c|+|Added:}} Projectiles can be airblasted by the wearer to send them flying again for a second hit<br>{{c|+|Changed:}} Damage vs burning players increased from mini-crits to full critical hits<br>{{c|+|Changed:}} Damage increased from -35% to -25%<br>{{c|+|Removed:}} -35% self damage force<br>{{c|-|Added:}} -50% max secondary ammo on wearer<br>{{c|-|Changed:}} Only inflicts critical damage if the projectile hits the same target twice<br>{{c|-|Changed:}} Projectile only inflicts explosions if it hits the target twice<br>{{c|-|Removed:}} Flare knocks back target on hit and explodes when it hits the ground.<br>{{c|-|Removed:}} Increased knockback on burning players<br>{{c|=|Info:}} Projectile speed upon bouncing back is based on distance, allowing projectiles to always reach the wearer within 0.75 seconds<br>{{c|=|Info:}} Projectile speed on return increases the further you are away from the target<br> | ||
+ | | {{buff|On Hit: Projectiles bounces back towards where the wearer is}}<br>{{buff|Projectiles can be airblasted by the wearer to send them flying again for a second hit}}<br>{{buff|Second successful hit in a row always crits and deals damage in a radius}}<br>{{nerf|-50% max secondary ammo on wearer}}<br>{{nerf|-25% damage penalty}}<br>This weapon will reload automatically when not active. | ||
+ | |- | ||
+ | | {{Table icon|Scorch Shot}} Version 3 | ||
+ | | {{c|+|Added:}} Projectiles stick to surfaces and automatically detonate on nearby players<br>{{c|+|Changed:}} Damage vs burning players increased from mini-crits to a +100% damage bonus<br>{{c|+|Changed:}} Damage increased from -35% to -33%<br>{{c|+|Removed:}} -35% self damage force<br>{{c|-|Changed:}} Bonus knockback vs burning players decreased from +300% to +100%<br>{{c|-|Removed:}} Flare knocks back target on hit and explodes when it hits the ground.<br>{{c|=|Info:}} Projectiles have an arm time of 1 second and can be destroyed by hitscan bullets or the Short Circuit<br>{{c|=|Info:}} There is a 0.15 second delay in which an audio and visual cue will be played before detonation<br>{{c|=|Info:}} Only one projectile can be on the ground at a time, and it automatically fizzles after 10 seconds<br> | ||
+ | | {{buff|On Hit: Projectiles bounces back towards where the wearer is}}<br>{{buff|Projectiles can be airblasted by the wearer to send them flying again for a second hit}}<br>{{buff|Second successful hit in a row always crits and deals damage in a radius}}<br>{{nerf|-50% max secondary ammo on wearer}}<br>{{nerf|-25% damage penalty}}<br>This weapon will reload automatically when not active. | ||
+ | |- | ||
+ | | {{Table icon|Powerjack}} Version 2 | ||
+ | | {{c|+|Changed:}} Speed bonus is now passive instead of only while active<br>{{c|+|Changed:}} Health on kill increased from +25 to +75<br>{{c|+|Removed:}} 20% damage vulnerability while active<br>{{c|-|Added:}} -25 max health on wearer<br>{{c|=|Info:}} This weapon is now visually strapped on the wearer's back while holstered<br> | ||
+ | | {{buff|+15% faster move speed on wearer}}<br>{{buff|+75 health restored on kill}}<br>{{nerf|-25 max health on wearer}}<br> | ||
|} | |} | ||
Latest revision as of 07:18, 10 September 2023
Contents
Summary
Last Major Update: 9th September 2023 |
Link to original main document
MvM Changes |
---|
|
Multi-Class
Multi-Class - Hitscan Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
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, not airblasts |
Mini-crits targets launched airborne by explosions +20% more accurate This weapon deploys 20% faster -34% clip size -20% bullets per shot |
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 Added: Being on fire while parachute is deployed causes the wearer to receive an up draft and stopping the fall |
Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. |
Pain Train |
Added: Gain a speed boost when carrying the intelligence briefcase or being near a PASS Time JACK carrier while active Added: +20 health regenerated per second when on an opposing team's objective while active Added: Increase in range for picking up objectives while active Removed: 10% bullet damage vulnerability on wearer Added: -15 max health on wearer Added: Can now be equipped by the Pyro Info: The Reactor Core in Robot Destruction also counts as an intelligence briefcase and will therefore trigger the speed bonus Info: Health regeneration only triggers on payload carts of the opposing team or the control points the wearer's team owns Info: The range increase in picking up objectives is identical to the Scout's money collection radius bonus in MvM Info: Unlike the money collection radius bonus for Scout in MvM, this also applies towards pick ups in Player Destruction and Robot Destruction only Info: The wearer does not heal from picking up money in MvM despite so |
+1 capture rate on wearer Gain a speed boost when carrying the intelligence briefcase or being near a PASS Time JACK carrier while active +20 health regenerated per second when on an opposing team's objective while active Increase in range for picking up objectives while active -15 max health on wearer |
Scout
Scout - Pistol Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Force-A-Nature |
Changed: The wearer is no longer stunlocked while being knocked back by this weapon while airborne Changed: Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip Changed: Horizontal knockback multiplier decreased from 300% to 200% Changed: Knockback strength now linearly scales based on distance Changed: Knockback mechanics now match the mechanics of explosive knockback Info: Knockback reaches max strength at point blank range, and gradually loses strength based on distance, eventually not knocking back targets past 400 HU Info: Knockback reduction does not affect self push force Info: In other words, 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 Added: -20% damage penalty Changed: Hype mode bonus jumps decreased from 5 to 3 |
+50% faster firing speed +25% faster reload time On Hit: Builds Hype -66% clip size -20% damage penalty 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 |
Removed: -20% less accurate |
Mini-crits targets when fired at their back from close range -34% clip size No random critical hits |
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: Milk meter builds with damage done and/or time Changed: Projectile speed increased from 1019.9 to 1500 HU Added: Spawning and resupply do not affect the Milk meter Added: Milk meter starts empty 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 50% Changed: Base splash radius decreased from 200 to 146 HU Changed: Cooldown increased from 20 to 40 seconds Removed: Extinguishing teammates reduces cooldown by -20% Info: The wearer is not covered in Mad Milk if they are on fire Info: The wearer cannot coat themselves in MvM Info: Requires 600 damage to fully charge the Milk meter |
Milk meter builds with damage done and/or time Spawning and resupply do not affect the Milk meter Milk meter starts empty Players heal 50% 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! |
Pretty Boy's Pocket Pistol |
Added: +15 health restored on kill Added: -15% damage penalty Removed: +15% faster firing speed |
On Hit: Gain up to +3 health +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 Added: Projectile now leaves behind a trail of blood while in the air Changed: Cooldown now only triggers on kill instead of long distance hits |
On Kill: Reduces current cooldown by -50% No random critical hits |
Sandman |
Added: On Projectile Hit: Projectile bounces back to the wearer with increased force and increased lifetime Changed: Projectile now grants up to a 3 second speed boost on hit based on distance Changed: Projectile no longer slows the target Info: Speed boost minimum duration is 0.5 seconds at point blank range, and scales up to 3 seconds at 900 HU Info: Projectile will bounce back to the wearer at a projectile speed of 900 HU, and does not despawn for 10 seconds on hit Info: While the projectile is returning to the wearer, it does not interact with players and thus cannot damage them or trigger the speed boost a second time |
Alt-Fire: Launches a ball that grants a speed boost based on distance On Projectile Hit: Projectile bounces back to the wearer with increased force and lifetime -15 max health on wearer |
Sun-on-a-Stick |
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 Added: Alt-Fire: Sets the wearer on fire for 6 seconds Info: The wearer has 25% damage resistance from self inflicted afterburn |
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 Alt-Fire: Sets the wearer on fire for 6 seconds |
Fan O'War |
Added: This weapon holsters 50% faster Changed: Debuff now prematurely ends if the wearer dies |
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 Added: Jumping now leaves behind a pink smoke trail |
Grants Triple Jump Melee attacks mini-crit while airborne. -15% damage vs players -25 max health on wearer |
Soldier
Soldier - Primary Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Direct Hit |
Added: On Kill: Instantly reloads a rocket 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 reload a rocket back to the clip instantly Info: Multiple instances of instant reloads stack with each other, thus it is possible to reload two rockets at once by killing a target launched airborne by explosives Info: Rockets gained from instantly reloading cannot exceed the current maximum clip size |
+33% damage bonus vs players +80% projectile speed Instantly reloads one rocket upon hitting targets launched airborne by explosions On Kill: Instantly reloads a rocket -70% explosion radius No damage ramp up |
Rocket Jumper |
Changed: Max primary ammo increased from +200% to infinite |
Does not require ammo No self inflicted blast damage taken -100% damage penalty No random critical hits Wearer cannot carry the intelligence briefcase or PASS Time JACK |
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 -25% clip size Rockets travel in a steep arc |
Cow Mangler 5000 |
Changed: Charge delay decreased from 2 to 1 second Changed: Charged shots now have a +100% damage bonus vs 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 Info: The damage bonus vs building stacks with the base damage bonus from the charged shot and the base building damage penalty, resulting in a net -46% damage penalty vs buildings |
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, while dealing an additional +100% damage bonus vs buildings -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 Removed: -10% explosion radius 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 -25% clip size +15% damage to self |
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 |
Changed: Fixed a bug where sentry damage resistance are not properly applied to sentry gun rockets Removed: +20 max health on wearer Changed: Fixed a bug where damage resistance is not always at 35% as a result of damage ramp up and fall off |
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 Removed: 200% increased air control when blast jumping 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 |
Righteous Bison |
Changed: Base damage increased from 20 to 45 Changed: Base projectile speed increased from 1200 to 2000 HU Removed: (Hidden) -28% slower firing speed Removed: Projectiles can no longer damage the same target multiple times |
Does not require ammo Projectile penetrates enemies Projectile cannot be deflected Deals only 20% damage to buildings |
Equalizer |
Changed: Damage increased from 33-107 to 33-149 based on missing health |
When weapon is active: Damage increases as the user becomes injured -90% less healing from Medic sources |
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 Added: This weapon now crit glows while rocket jumping |
Deals crits while the wielder is rocket jumping -20% slower firing speed +15% damage to self No random critical hits |
Escape Plan |
Added: +50 health restored on kill Changed: Mark for death no longer lingers for 1 second after holstering Added: Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills Changed: Healing penalty decreased from -90% to -100% Changed: Healing penalty now affects all healing sources |
When weapon is active: Move speed increases as the user becomes injured +50 health restored on kill You are marked for death while active Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills -100% less healing from all sources |
Pyro
Pyro - Flamethrower Changes | |
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|
Pyro - Airblast Changes | |
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|
Weapon | Changes | New statistics |
---|---|---|
Backburner |
Added: -50% Pressure cost on Flame Burst Removed: +150% airblast cost Added: +100% Pressure cost on airblast Changed: Now mini-crits instead of crits vs players from behind Changed: The no random critical hits attribute is no longer hidden |
100% mini-crits from behind -50% Pressure cost on Flame Burst +100% Pressure cost on airblast No random critical hits |
Degreaser |
Removed: -66% afterburn damage penalty Removed: +25% airblast cost Added: -66% afterburn duration Added: -20% damage penalty |
This weapon deploys 60% faster This weapon holsters 30% faster -66% afterburn duration -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: +50.5% flame reach Removed: No airblast Removed: No random critical hits Added: -21.5% damage penalty Added: Primary fire is disabled if Heat is maxed Added: +50% airblast cost 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 20% per second, and drains at -50% per second after two seconds of not attacking Info: If Heat is full, primary fire is disabled until heat drains below 80% Info: In other words, primary fire is disabled for 2.4 seconds minimum upon overheating Info: The explosive fireball has a projectile speed of 2000 HU 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 +50.5% flame reach -21.5% damage penalty Weapon is disabled if Heat is maxed Firing continuously builds Heat +50% airblast cost 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: Projectile collision is improved, and is less likely going to have collisions with corners, railings and Payload carts Changed: Increased the center of the projectile to 1 HU wide Changed: Base damage increased from 25 to 35 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 bonus vs burning players decreased from +200% to +114% Changed: Base projectile hitbox size decreased from 45 to 35 HU 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 +114% 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. |
Detonator |
Removed: -25% damage penalty Removed: +50% damage to self Added: -75% afterburn duration on flare detonation |
100% mini-crits vs burning players -75% afterburn duration on flare detonation Alt-Fire: Detonate flare. This weapon will reload automatically when not active. |
Manmelter |
Added: 100% mini-crits vs burning players Added: On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration Added: Does not ignite the target on hit Removed: +50% projectile speed Removed: Does not require ammo Removed: Alt-Fire: Extinguish teammates to gain guaranteed critical hits Removed: Extinguishing teammates restores 20 health |
100% mini-crits vs burning players On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration Does not ignite the target on hit 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 the same amount of knockback as a rocket, grenade or stickybomb |
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. |
Gas Passer |
Added: Shooting the gas cloud with the wearer's primary weapon ignites it and causes it to explode Changed: Max charges increased from 1 to 2 Changed: Targets coated in gas now take mini-crit damage from afterburn Changed: Base cooldown decreased from 60 to 30 seconds Changed: Damage required to build Gas decreased from 750 to 300 Changed: Targets coated in gas are considered to be wet Changed: Gas continues to remain on enemies even after they have damaged, allowing multiple ignitions 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 speed decreased from 2009.2 to 1500 HU Changed: Gas now gradually grows in size after 1 second Removed: Projectile can no longer extinguish teammates Changed: The gas cloud can now be moved by airblasts or enemy fire, similar to stickybombs Info: The gas cloud explosion radius is equal to its current size, has a base damage of 50 and inflicts 10 seconds of afterburn Info: As the wearer can be coated in their own gas, this also means that the wearer can also take damage from the explosion from igniting gas Info: Gas cloud starts off infinitely small, and grows to its standard size after 1 second Info: Only the wearer's primary weapon can ignite the wearer's own gas cloud |
Creates a horrific visible gas that coats enemies with a flammable material, which causes targets to take mini-crits from afterburn damage and further ignites into afterburn if they take damage (even enemy Pyros!). The gas cloud can be further combusted if ignited by the wearer's flamethrower. |
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 holsters 60% slower Removed: Taking off with the jetpack extinguishes nearby teammates Removed: (Hidden) +75% fall damage resistance on wearer while jetpack jumping Removed: Push enemies back when you land (force and radius based on velocity) Info: Jetpack jumping now has increased air control akin to actual blast jumping |
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! |
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: -75% reduction in push force taken from damage while active Added: -75% reduction in airblast vulnerability while active Changed: Damage vs buildings increased from +100% to +150% Removed: -25% damage vs players Added: -40% slower firing speed Removed: Damage removes Sappers |
When weapon is active: +150% damage vs buildings -75% reduction in push force taken from damage -75% reduction in airblast vulnerability -40% slower firing speed |
Powerjack |
Removed: 20% damage vulnerability while active Added: -15 max health on wearer Removed: +25 health restored on kill |
+15% faster move speed while active -15 max health on wearer |
Sharpened Volcano Fragment |
Added: On Hit: Bleed for 6 seconds Added: 200% of the damage dealt over time by this weapon is returned to the wearer as health while active Added: -50% afterburn damage penalty on all weapons |
On Hit: target is engulfed in flames On Hit: Bleed for 6 seconds 200% of the damage dealt over time by this weapon is returned to the wearer as health while active -50% afterburn damage penalty on all weapons -20% 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 Info: The wearer cannot exceed the standard Overheal limit through stealing Overheal Info: Targets affected by the Medicating Melody taunt are also hit |
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 | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
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 |
Added: -30% damage to self Changed: Base impact damage increased from 50 to 70 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: (Hidden) -40% damage fall off penalty Changed: Base explosion damage decreased from 60 to 40 Removed: +20% projectile speed Changed: Priming the fuse of this weapon now produces an audible sound and visual cue to both teams Changed: Damage type changed from explosive to melee on impact Changed: Knockback mechanics now match the mechanics of the Dragon's Fury's knockback Info: With this change, knockback no longer stunlocks the victim but the victim can be knocked into the air by shooting them in the leg |
Cannonballs push players back on impact -30% damage to self 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 |
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 Removed: Grenades have very little bounce and roll Removed: -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 |
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. |
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: Stickybomb detonation search pattern is changed 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 |
Sticky Jumper |
Changed: Max primary ammo increased from +200% to infinite |
Does not require ammo No self inflicted blast damage taken -100% damage penalty No random critical hits -6 max stickybombs out Wearer cannot carry the intelligence briefcase or PASS Time JACK |
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 |
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 |
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 Changed: Explosion now occurs at the point of impact instead of being inside the wearer Info: If the warhead is inactive, the taunt will only do 55 damage Info: The wearer is not harmed from the taunt regardless if the warhead is active or not |
-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 firing speed Changed: Charge duration rescaled from a fixed +0.5 second charge duration to +33% longer charge duration |
When weapon is active: +33% longer charge duration Melee kills refill 25% of your charge meter +50% longer melee range No random critical hits -30% slower firing speed |
Heavy
Heavy - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Natascha |
Added: On Hit: Builds Boost 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 Info: Boost meter caps out at 300 damage, with every 3.33% Boost granting a 0.1 second speed boost upon spin down Info: The speed boost immediately takes effect after spinning down, and cannot be preserved by holstering weapons |
On Hit: Builds Boost Consumes all Boost to gain a speed boost on spin down -25% max primary ammo on wearer -35% damage penalty |
Brass Beast |
Added: -50% Overheat build rate Removed: -50% slower spin up time Removed: -20% damage resistance when below 50% health and spun up Info: In other words, Overheat builds at a rate of 11.11% per second while spun up and firing, and builds up at a rate of 5.55% while spun up and not firing Info: Despite Overheat building slower, Overheat drain rate remains the same |
+20% damage bonus -50% Overheat build rate -60% slower move speed while deployed |
Tomislav |
Changed: Spin up time increased from +20% to +75% Removed: -20% slower firing speed Added: +50% Overheat build rate Added: -50 max health on wearer Added: -38% bullets per shot Removed: +20% more accurate Info: In other words, Overheat builds at a rate of 25% per second while spun up and firing, and builds up at a rate of 12.5% while spun up and not firing Info: Despite Overheat building faster, Overheat drain rate remains the same |
+75% faster spin up time Silent Killer: No barrel spin sound +50% Overheat build rate -50 max health on wearer -38% bullets per shot |
Huo-Long Heater |
Changed: Damage bonus increased from -10% to +622% 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: -186% slower firing speed Added: -75% bullets per shot Added: -60% max primary ammo on wearer Added: -60% 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 have a base damage of 65 and a firing interval of 0.3 seconds 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: Projectiles do not inflict afterburn Info: The projectiles can be airblasted and destroyed by the Short Circuit |
Creates a ring of flames while spun up -75% bullets per shot -60% max primary ammo on wearer -60% ramp up damage penalty Projectiles fizzle out at long ranges Fires firework rockets instead of bullets |
Dalokohs Bar |
Added: +50% faster consumption speed Added: Excessive healing is now converted into overheal that does not passively decay Removed: Adds +50 max health for 30 seconds |
Excessive healing is now converted into overheal that does not decay +50% faster consumption speed Eat to regain up to 33% 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? |
Gloves of Running Urgently |
Removed: Maximum health is drained while item is active Added: You are marked for death while active, and for 1 second 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. |
+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 |
Engineer
Engineer - Building Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
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 Changed: Equipping this weapon causes sentries built to have an additional capacitor and antenna attached on them 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 Info: Destroying a Sentry with the destruction PDA in MvM can still grant Revenge Crits |
Gain up to 6 seconds of revenge crits when your sentry is destroyed. -50% clip size No random critical hits Revenge crits are lost on death |
Pomson 6000 |
Added: Projectiles now split into 5 smaller projectiles at the end of its lifespan Added: Hitting a target when the projectile has just split will deal mini-crits to victims Changed: Base projectile speed increased from 1200 to 2000 HU/s Removed: Deals only 20% damage to buildings Removed: (Hidden) -34% clip size Removed: (Hidden) -4% slower reload time Removed: (Hidden) -60% max ramp up damage penalty Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Added: Fuses can be primed to increase projectile lifespan up to 0.5 seconds by holding down the fire key for 1 second Info: Secondary projectiles have a base damage of 12 and have the same projectile speed as the main projectile Info: The window for mini-crits is 0.1 seconds Info: During the first 0.2 seconds after firing, secondary pellets cannot mini-crit Info: Firing speed penalty is no longer hidden |
Fuses can be primed to increase projectile lifespan up to 0.5 seconds by holding down the fire key for 1 second Projectile splits into 5 secondary projectiles at the end of its lifespan -28% slower firing speed Hitting a target when the projectile has just split will deal mini-crits to victims |
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 |
Pistol |
Changed: Reload speed decreased from 1.36 to 1.005 seconds Changed: Max secondary ammo decreased from 200 to 48 |
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 Changed: Sentry disabling duration upon unwrangling decreased from 3 to 1 second Removed: Wrangled sentries gain a shield that reduces repairs by 66% 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 |
Changed: Primary fire range increased from 215 to 250 HU Changed: Primary fire now damages the target's collision hull Removed: (Hidden) -33% damage penalty Added: -300% slower firing speed Added: Overcharging the battery will cause a misfire Changed: Ammo per shot increased from 5 to 10 metal Changed: Alt-Fire now launches a more powerful version of the primary fire depending on charge duration at the cost of increased metal consumption, destroying projectiles at full charge Info: As the projectile damages the target's collision hull instead, aiming is now more forgiving on average Info: Charging increases the damage up to +200% and its range by up to +100%, but metal cost is also increased up to +300% Info: At full charge, projectile destruction is possible, where its hitbox is even more lenient than the primary fire through using a forgiving cylinder hitbox Info: Has a charge time of 0.5 seconds, and a maximum charge threshold of 1 second before the weapon misfires and explodes Info: Misfire explosion has a damage of 45 and occurs in front of the wearer Info: As a result, the wearer can blast jump with the misfire explosion |
On Full Charge: Projectiles destroy other projectiles No reload necessary Overcharging the battery will cause a misfire No random critical hits Per Shot: -10 ammo Uses metal for ammo -300% slower firing speed Fires electrical arcs instead of bullets Alt-Fire: Charges the weapon and increasing its range and damage, but also increasing its ammo consumption per shot |
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 Sentry Guns and Dispensers Removed: +15% faster firing speed |
Construction hit speed boost increased by 100% Can only build up to level 2 Sentry Guns and Dispensers |
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 |
Sentry Gun |
Changed: Metal from gibs increased from 60 to 130 metal Removed: Sentry rockets damage fall off Changed: Base sentry knockback multiplier decreased from 1600% to 800% Changed: Targets are only able to receive one source of knockback per sentry if it is level 2-3, or two sources if both sentries are level 1 Removed: Sentry rockets damage ramp up |
Metal from gibs increased from 60 to 130 metal -50% push force on hit |
Dispenser |
Changed: Dispenser base build speed increased by 150% Changed: Dispenser base redeploy speed increased by 100% Changed: Metal from gibs increased by 100% Changed: Heal rate is increased up to +200% if the target is out of combat Changed: Metal is now split evenly across multiple Engineers if there are more than one Engineer within the radius Info: Heal rate bonus works identically to crit healing on Medi Guns, where healing begins to ramp up linearly after being out of combat for 10 seconds, fully ramping up on being out of combat for 15 seconds |
Dispenser build speed decreased from 21 to 8.4 seconds Dispenser redeploy speed decreased from 5.25 to 2.625 seconds Metal from gibs increased from 50 to 100 metal |
Teleporter |
Changed: Dispenser base build speed increased by 150% Changed: Dispenser base redeploy speed increased by 100% Changed: Metal from gibs increased by 100% Changed: Now automatically upgrades to level 3 during setup Changed: No longer downgrades to level 1 if one side of the Teleporter is destroyed |
Teleporter build speed decreased from 21 to 8.4 seconds Teleporter redeploy speed decreased from 5.25 to 2.625 seconds Metal from gibs increased from 25 to 50 metal |
Mini-Sentry |
Removed: No longer inflicts knockback nor flinch on hit |
-100% push force on hit |
Mini-Dispenser |
Info: Restores 10 health and 20% of the target's max ammo per second in a radius Info: Does not dispense metal Info: Costs 70 metal to build Info: Has a base construction time of 3.36 seconds Info: Has a base redeploy time of 1.05 seconds Info: Cannot be upgraded Info: 100 max health |
-30% construction cost +150% faster construction speed +150% faster redeploy speed Cannot be upgraded Does not dispense metal -50 max health on this building |
Medic
Medic - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Blutsauger |
Added: On Hit: One target at a time is Infected, causing all damage dealt by the wearer and their team to grant Blood to the wearer for 8 seconds Added: +300% damage bonus Added: +36% projectile speed Changed: Health gain on hit increased from 3 to 20 health Added: -376% slower firing speed Added: -87.5% clip size Changed: Health gain on hit is now applied over 2 seconds Changed: Health regeneration duration on alt-fire rescaled from 3 seconds to 0.03-9.1 seconds depending on Blood Info: In other words, this weapon has a base damage of 40 and a firing interval of 0.5 seconds Info: Successive hits stacks additively from each other and refreshes the buff duration Info: Blood caps at 300 damage dealt to a target debuffed by Blood, with 1% Blood converting to 3 health restored Info: Attempting to heal multiple teammates increases Blood consumption rate, but the health regeneration buff from heavy darts does not stack with itself Info: The firing speed penalty also affects alt-fire, resulting in a firing interval of 0.5 seconds instead of 0.105 seconds |
On Hit: Gain up to +10 health regenerated per second for 2 seconds On Hit: One target at a time is Infected, causing all damage dealt by the wearer and their team to grant Blood to the wearer +36% projectile speed -87.5% clip size -2 health regenerated per second on wearer Fires darts instead of syringes Alt-Fire: Fires a heavy dart that heals teammates based on current Blood and deals damage This weapon will reload automatically when not active |
Crusader's Crossbow |
Changed: Max damage range threshold is decreased from 1500 to 512 HU Changed: Base damage decreased from 38-75 to 30-45 Changed: The special bolt now applies its heal over 2.25-4.55 seconds based on distance 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 Info: The healing is fixed at 33 health per second, but the buff duration scales based on distance Info: Only one instance of the crossbow healing buff can be applied at a time Info: The healing buff can only restore as much health as the patient had when the bolt hits them, resulting in less healing if the patient has surplus health when it is first healed |
No headshots -75% max primary ammo on wearer Fires special bolts that heal teammates over time and deals damage based on distance traveled This weapon will reload automatically when not active |
Overdose |
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% Changed: Alt-Fire consumes 15% ÜberCharge for a speed boost instead of firing heavy syringes |
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 This weapon will reload automatically when not active |
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 Info: Max ÜberCharge duration is capped at 10 seconds, or after 1000 health restored during ÜberCharge |
+50% heal rate +50% ÜberCharge rate Health restored during ÜberCharge will increase current ÜberCharge duration -100% max overheal -37.5% base ÜberCharge duration ÜberCharge increases healing by 300% Move at the speed of any faster heal target. |
Vaccinator |
Removed: -33% ÜberCharge rate on Overhealed patients Changed: ÜberCharge duration increased from 2.5 to 8 seconds Changed: Max Charges decreased from 4 to 1 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 Info: Final ÜberCharge duration is decreased from 10 to 8 seconds |
+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. |
Ubersaw |
Removed: -20% slower firing speed Added: -30% damage penalty |
On Hit: 25% ÜberCharge added -30% damage penalty |
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: Alt-Fire 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 |
Sniper
Sniper - Primary Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Huntsman |
Added: +25 max health on wearer Added: This weapon will reload automatically when not active Changed: Arrows need to be charged for at least 0.2 seconds before they can headshot Changed: Arrows suffer from up to a 50% minimum damage fall off after 1000 HU, reaching minimum damage fall off at 1200 HU Changed: Arrows cannot headshot if the target is over 1200 HU Changed: Aim fatigue threshold decreased from 5 to 3 seconds Removed: This weapon cannot be charged while in mid-air Removed: (Hidden) +66% faster move speed while scoped in Changed: Arrows are now fired from the center, much like the Soldier's Original rocket launcher Changed: Headshot hit detection formula is revamped, resulting in increased consistency |
+25 max health on wearer This weapon will reload automatically when not active |
Sydney Sleeper |
Added: +33% faster reload time Changed: Charge rate increased from +25% to +200% Added: -30% charge damage penalty Added: Unscoped shots have damage fall off Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second. Changed: Jarate debuff duration is now based on distance instead of charge percentage Changed: Fires darts instead of bullets Info: Darts have the same hitbox size as flare guns, and have a projectile speed of 3600 HU Info: Darts have no damage fall off and infinite range Info: Darts travel in a straight line and leave a trail of Jarate droplets in flight Info: Jarate duration has standard damage fall off, being able to inflict for 5 seconds at point blank range, and gradually decreasing with distance Info:Jarate duration starts falling off past 1024 HU from 5-0 seconds, and shots no longer inflict Jarate on hit after 1536 HU Info: In other words, the damage multiplier at full charge is only 2.4x instead of 3x |
+200% charge rate +33% faster reload time On Scoped Hit: Apply Jarate for 2 to 5 seconds based on distance -30% charge damage penalty Unscoped shots have damage fall off No headshots Fires darts instead of bullets |
Bazaar Bargain |
Added: +55% faster reload time Added: +50% max primary ammo on wearer Added: No unscoping between shots Removed: Base charge rate decreased by 50% Added: -20% damage penalty Added: No charge Removed: Each scoped headshot kill increases the weapon's charge rate by 25% Added: -50% less zoom magnification |
+55% faster reload time +50% max primary ammo on wearer No unscoping between shots -20% damage penalty No charge -50% less zoom magnification |
Machina |
Added: Power meter builds with damage done while unscoped and/or time Added: +328% charge rate Changed: No longer requires full charge for shots to penetrate players Removed: Fires tracer rounds Added: A bright laser beam is created while scoped in and charging Added: Shots are automatically fired if overcharged Added: Firing shots require (and consume) 40% Power Added: -50% charge damage penalty Removed: On Full Charge: +15% damage per shot Changed: Shots only begin to charge when holding fire while scoped in instead of passively charging Changed: Requirements for not being able to fire changed from being not zoomed to not being at full charge Info: In other words, the damage multiplier at full charge is only 2x instead of 3x Info: Shots can only be held for 0.5 seconds after being fully charged before it is forced to fire Info: Attempting to fire before the shot is fully charged will cause the wearer to cancel charging Info: The wearer starts with 100% Power, and it passively regenerates at a rate of 5% per second while the wearer is not scoped in and charging Info: Requires 200 damage dealt while unscoped to recharge the Power meter Info: Damage dealt by secondary or melee weapons also contribute towards charging the Power meter |
Hold Fire while scoped in to charge a shot On Scoped Hit: Projectiles penetrate players Power meter builds with damage done while unscoped and/or time +328% charge rate A bright laser beam is created while scoped in and charging Cannot fire when not fully charged Shots are automatically fired if overcharged Firing shots require (and consume) 40% Power -50% charge damage penalty |
Classic |
Removed: No headshots when not fully charged Changed: Damage penalty increased from -10% to -30% Changed: Damage penalty is now universal instead of just body shots |
Charge and fire shots independent of zoom -30% damage penalty |
Jarate |
Added: Jarate meter builds with damage done and/or time Changed: Projectile speed increased from 1019.9 to 1500 HU Added: Spawning and resupply do not affect the Jarate meter Added: Jarate meter starts empty 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: Base splash radius decreased from 200 to 146 HU Changed: Cooldown increased from 20 to 40 seconds Removed: Extinguishing teammates reduces cooldown by -20% Info: The wearer is not covered in Jarate if they are on fire Info: Requires 600 damage to fully charge the Jarate meter |
Jarate meter builds with damage done and/or time Spawning and resupply do not affect the Jarate meter Jarate meter starts empty Coated enemies take mini-crits. Can be used to extinguish fires. Be careful of being drenched by Jarate if you stand too close to the splash radius! |
Darwin's Danger Shield |
Added: +25 max health on wearer Added: -18% max Overheal on wearer Removed: +50% fire damage resistance on wearer Removed: Immune to the effects of afterburn |
+25 max health on wearer -18% max Overheal on wearer |
Cozy Camper |
Added: +100% max primary ammo on wearer Removed: No flinching when aiming and fully charged Removed: Knockback reduced by 20% when aiming |
+4 health regenerated per second on wearer +100% max primary ammo on wearer |
Cleaner's Carbine |
Added: On Kill: Gain 50% Crikey Changed: Activating Crikey now inflicts full crits instead of mini-crits Changed: Base buff duration decreased from 8 to 5 seconds Changed: Damage required to charge Crikey increased from 100 to 300 damage Info: Does not grant 50% Crikey on kill while Crikey is activated |
Dealing damage fills charge meter. Secondary fire when charged grants 100% critical hits for 5 seconds. On Kill: Gain 50% Crikey -20% clip size -25% slower firing speed No random critical hits |
Tribalman's Shiv |
Changed: Damage increased from -50% to -35% |
On Hit: Bleed for 6 seconds -35% damage penalty |
Bushwacka |
Added: On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for 1 second Removed: 20% damage vulnerability on wearer Added: On Miss: Mark yourself for Death for 3 seconds |
When weapon is active: 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 for 1 second On Miss: Mark yourself for Death |
Shahanshah |
Changed: Damage increased when health >50% of max from -25% to +50% Changed: Damage decreased when health <50% of max from +25% to -35% |
+50% increase in damage when health >50% of max -35% decrease in damage when health <50% of max |
Spy
Spy - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
L'Etranger |
Changed: Cloak on hit increased from +15% to +35% Removed: +40% cloak duration |
+35% cloak on hit -20% damage penalty |
Enforcer |
Added: One target at a time is marked for death when fired at their back from close range while disguised, causing all damage taken to be mini-crits for 5 seconds Added: Gain a 3 second speed boost when targets die while being marked for death by this weapon Removed: No random critical hits Changed: Firing speed decreased from -20% to -30% Removed: +20% damage bonus while disguised Removed: Attacks pierce damage resistance effects and bonuses Info: Has a range limit of 500 HU before it cannot inflict the debuff Info: The speed boost is granted regardless of how the target dies as long as they are marked for death by this weapon, even if the finishing blow isn't dealt by the wearer |
One target at a time is marked for death when fired at their back from close range while disguised, causing all damage taken to be mini-crits Gain a speed boost when targets die while being marked for death by this weapon -30% slower firing speed |
Diamondback |
Added: -50% clip size Removed: Destroying buildings with the sapper no longer provide crits Changed: Rescaled the method of obtaining crits from gaining one upon backstabs to a fixed 1.8 seconds |
On Backstab: 1.8 seconds of 100% critical chance -50% clip size -15% damage penalty No random critical hits |
Your Eternal Reward |
Added: +40% cloak duration Removed: +33% cloak drain rate Removed: Normal disguises require (and consume) a full cloak meter Added: Wearer cannot disguise Info: Backstabbing a robot in MvM now properly automatically disguises the wearer |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs +40% cloak duration Wearer cannot disguise |
Conniver's Kunai |
Added: +100% Overheal drain rate on wearer Info: Despite the wording, Overheal duration is decreased from 60 to 30 seconds |
On Backstab: Absorbs the health from your victim -55 max health on wearer +100% Overheal drain rate on wearer Start off with low health Kill somebody with this knife Steal all of their health |
Dead Ringer |
Added: +50% cloak on backstab Changed: Cloak gained from ammo boxes increased from -100% to -80% Changed: Upon feigning death, all debuffs are cleansed instead of just afterburn Removed: -50% cloak meter when Feign Death is activated Added: Damage taken during cloak reduces cloak duration Changed: Cloak duration decreased from +40% to -30% Changed: Damage resistance duration decreased from 3 to 0.5 seconds Changed: The wearer now gains reduced cloak from all sources instead of just from ammo boxes Removed: Afterburn immunity for 3 seconds upon feigning death Info: Every 3 damage received while cloaked drains 2% cloak, meaning that cloak ends upon taking 150 damage Info: The cloak gain penalty also affects the L'etranger and the Big Earner |
+50% cloak on backstab +50% cloak regen rate Damage taken during cloak reduces cloak duration -80% reduced cloak from all sources -30% cloak duration Cloak Type: Feign Death Leave a fake corpse on taking damage and temporarily gain invisibility, speed and damage resistance. |
Red-Tape Recorder |
Removed: -100% Sapper damage penalty Removed: Reverses enemy building construction Info: Is a stock reskin now |
No changes. |
Alternative/Miscellaneous Balance Suggestions
Weapon | Changes | New statistics |
---|---|---|
Baby Face's Blaster Version 2 |
Added: +40% more accurate Added: Boost can be obtained while active Changed: Damage required to drain all boost increased from 25 to 100 Changed: Boost only starts draining when the buff is active Removed: -34% clip size Removed: Boost reduced when hit Added: -30% damage penalty Added: No double jump Changed: Damage required to charge Boost increased from 100 to 200 Changed: Boost drain now happens upon jumping Changed: Boost drain on air jumps increased from -75% to -100% Added: Activating Boost now leaves behind a speed trail on the ground while moving Changed: Boost is now activated with alt-fire at full charge, granting a +44.44% speed boost for 8 seconds |
+40% more accurate On Hit: Builds Boost Boost can be obtained while active -30% damage penalty -10% slower move speed on wearer No double jump Boost is depleted upon jumping When Boost is full, Alt-Fire to gain a massive speed boost. |
Sandman Version 2 |
Changed: Projectile now drains -50 overheal from the target on hit Changed: Debuff duration decreased from 1-7 to 1-5 seconds Changed: Projectile now reduces healing by -50% instead of slowing the target on hit Info: Speed boost minimum duration is 1 second at point blank range, and scales up to 5 seconds at 512 HU |
Alt-Fire: Launches a ball that drains -50 overheal and reduces healing by -50% on opponents based on distance -15 max health on wearer |
Liberty Launcher Version 2 |
Added: +30% faster weapon switch Changed: Blast damage from rocket jumps decreased from -25% to -30% Removed: -25% damage penalty Changed: Clip size decreased from +25% to -25% Removed: +40% projectile speed |
+30% faster weapon switch -30% blast damage from rocket jumps -25% clip size |
Sydney Sleeper Version 2 |
Added: +100% damage bonus vs targets debuffed by Jarate while scoped in Changed: Debuff duration increased from 2-5 seconds based on charge to a fixed 5 seconds Removed: No headshots Added: -40% damage penalty while scoped in Changed: Charge rate decreased from +25% to not being able to charge Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second. Added: Fires darts instead of bullets while unscoped Changed: Now applies Jarate only on unscoped shots instead of scoped shots Info: Darts have the same hitbox size as flare guns, and have a projectile speed of 3600 HU Info: Darts have no damage fall off and infinite range Info: Darts travel in a straight line and leave a trail of Jarate droplets in flight |
On Unscoped Hit: Apply Jarate for 5 seconds +100% damage bonus vs Jarated targets while scoped in -40% damage penalty while scoped in No charge Fires darts instead of bullets while unscoped |
Scorch Shot Version 2 |
Added: On Hit: Projectiles bounces back towards where the wearer is Added: Projectiles can be airblasted by the wearer to send them flying again for a second hit Changed: Damage vs burning players increased from mini-crits to full critical hits Changed: Damage increased from -35% to -25% Removed: -35% self damage force Added: -50% max secondary ammo on wearer Changed: Only inflicts critical damage if the projectile hits the same target twice Changed: Projectile only inflicts explosions if it hits the target twice Removed: Flare knocks back target on hit and explodes when it hits the ground. Removed: Increased knockback on burning players Info: Projectile speed upon bouncing back is based on distance, allowing projectiles to always reach the wearer within 0.75 seconds Info: Projectile speed on return increases the further you are away from the target |
On Hit: Projectiles bounces back towards where the wearer is Projectiles can be airblasted by the wearer to send them flying again for a second hit Second successful hit in a row always crits and deals damage in a radius -50% max secondary ammo on wearer -25% damage penalty This weapon will reload automatically when not active. |
Scorch Shot Version 3 |
Added: Projectiles stick to surfaces and automatically detonate on nearby players Changed: Damage vs burning players increased from mini-crits to a +100% damage bonus Changed: Damage increased from -35% to -33% Removed: -35% self damage force Changed: Bonus knockback vs burning players decreased from +300% to +100% Removed: Flare knocks back target on hit and explodes when it hits the ground. Info: Projectiles have an arm time of 1 second and can be destroyed by hitscan bullets or the Short Circuit Info: There is a 0.15 second delay in which an audio and visual cue will be played before detonation Info: Only one projectile can be on the ground at a time, and it automatically fizzles after 10 seconds |
On Hit: Projectiles bounces back towards where the wearer is Projectiles can be airblasted by the wearer to send them flying again for a second hit Second successful hit in a row always crits and deals damage in a radius -50% max secondary ammo on wearer -25% damage penalty This weapon will reload automatically when not active. |
Powerjack Version 2 |
Changed: Speed bonus is now passive instead of only while active Changed: Health on kill increased from +25 to +75 Removed: 20% damage vulnerability while active Added: -25 max health on wearer Info: This weapon is now visually strapped on the wearer's back while holstered |
+15% faster move speed on wearer +75 health restored on kill -25 max health on wearer |
MvM Changes
Modified classes' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Classes | Cost | Level | Notes | |
+2 Health Regen | All classes | 100 | 5 | Max level increased from 3 to 5 Cost decreased from 200 to 100 | |
+10% Jump Height | 200 | 3 | Jump height decreased from +20% to +10% Cost increased from 100 to 200 | ||
Afterburn Specialist | Pyro | 250 | 4 | +25% afterburn duration, +100% afterburn damage and -25% Flamethrower ignition time per point. Burn damage increased from +25% to +100% Can affect all weapons that inflict afterburn | |
+5 Metal Regen | Engineer | N/A | N/A | Removed |
Modified primary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
Rocket Punchthrough | 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. 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 | 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. Renamed from Airblast Force to Airblast Mastery Reflected projectile base damage will increase based on Flamethrower damage upgrades | |
+25% Burn Damage | Pyro | N/A | N/A | Removed and replaced with the Afterburn Specialist upgrade | |
+25% Burn Time | N/A | N/A | Removed and replaced with the Afterburn Specialist upgrade | ||
Projectile Penetration | Pyro | 400 | 1 | Affects both primary fire and alt-fire | |
Larger Heatsinks | 400 | 3 | +100% Heat capacity per point. Does not affect Heat build and drain rate The increased Heat capacity will also directly affect alt-fire damage | ||
+20% Damage | Demoman | 400 | 1 | Cost decreased from 500 to 400 Damage bonus now fully affects impact damage from the Loose Cannon | |
+25% Projectile Speed | Demoman | N/A | N/A | Removed | |
+10% firing speed | Demoman | N/A | N/A | Removed | |
Taunting Rage | 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. Cost increased from 350 to 400 Max level decreased from 3 to 1 Renamed from Knockback Rage to Taunting Rage The slow effect and duration are identical to the Natascha Robots will still take priority towards Spies and players within 48 HU | |
Destroy Projectiles | Heavy | 300 | 2 | Cost decreased from 400 to 300 Accuracy and frequency at level 1 is increased by +100% | |
+10% Firing Speed | 500 | 2 | Cost increased from 350 to 500 Max level decreased from 4 to 2 | ||
Destroy Projectiles | Heavy | N/A | N/A | Removed | |
+25% Damage | Engineer | 400 | 4 | Normally unavailable; only accessible if the Gunslinger is equipped | |
Infinite ammo capacity | Engineer | Medic | 400 | 1 | Ammo capacity increased from +50% to infinite Cost increased from 250 to 400 Max level decreased from 3 to 1 |
Sentry kills Extend Revenge Crits | Engineer | 400 | 1 | Each Sentry kill before it is destroyed grants an additional second of Crits, to a max of 40 seconds. | |
Projectile Penetration | Sniper | N/A | N/A | Removed | |
Explosive Headshots | Sniper | 500 | 1 | Headshots (lethal or otherwise) damage enemies near target. Explosion no longer inflicts a brief slow Cost increased from 350 to 500 Max level decreased from 3 to 1 Explosion damage rescaled from 150 to 75-170 based on charge level | |
+25% damage | Sniper | 400 | 4 | Damage bonus now properly applies to charged arrows | |
Projectile Penetration | 400 | 1 | 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. Cost decreased from 250 to 200 Renamed from Reload Speed to Arrow Mastery | ||
+5s Bleed On Target | 200 | 3 | Bleed damage is now increased by +100% from level 2 onward, up to +200% bleed damage at level 3 | ||
Explosive Headshots | Sniper | N/A | N/A | Removed |
Modified secondary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
-35% Speed On Target | Scout | Sniper | N/A | N/A | Removed |
100% Critical Chance | Scout | Soldier | 400 | 1 | This weapon is permanently crit boosted. |
Pyro | Heavy | ||||
Engineer | Sniper | ||||
Infinite ammo capacity | Scout | Soldier | 400 | 1 | Ammo capacity increased from +50% to infinite Cost increased from 125 to 400 Max level decreased from 3 to 1 |
Pyro | Heavy | ||||
Engineer | Sniper | ||||
Spy | |||||
+25% Burn Damage | Pyro | N/A | N/A | Removed and replaced with the Afterburn Specialist upgrade | |
+25% Burn Time | N/A | N/A | Removed and replaced with the Afterburn Specialist upgrade | ||
Able to re-launch while already in-flight | Pyro | 200 | 1 | Cost decreased from 400 to 200 | |
Stun enemies when you land | N/A | N/A | Removed | ||
Explode on Ignite | Pyro | N/A | N/A | Removed | |
+10% Firing Speed | Demoman | N/A | N/A | Removed | |
Consuming Grants Crits | Heavy | 400 | 1 | ||
+5 Metal On Hit | Engineer | 100 | 4 | ||
+25% ÜberCharge Rate | Medic | 300 | 4 | Max level increased from 1 to 4 | |
Healing Mastery | Medic | 300 | 4 | +25% heal rate for patient, +25% faster revive rate, and +25% self heal rate, per point. The increased heal rate now fully affects the Amputator as well, including its passive health regeneration and its taunt | |
+25% Damage | Spy | 200 | 1 | ||
Mini Explosive Headshots | 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 | Scout | 500 | 1 | Renamed from Ball Marks Target to Mark-For-Death On Hit Projectiles from the Sandman and Wrap Assassin can also mark enemies for death | |
+3s Crits On Kill | All classes | 300 | 2 | 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits. | |
+3s Crits On Kill | Demoman | Spy | 350 | 2 | 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits. Critical duration increased from 2 to 3 seconds |
Sentry Expert | Engineer | 200 | 1 | +100% longer Sentry range and +100% max Sentry ammo |
Modified buildings' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Buildings | Cost | Level | Notes | |
2-Way Teleporters | Teleporter | 100 | 1 | Cost decreased from 250 to 100 Becomes unavailable if the Eureka Effect is equipped |
Modified canteens' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Classes | Cost | Notes | ||
Become Crit Boosted | All classes | 200 | Fixed a bug where Sentry Gun firing speed is not properly increased by +67% Cost increased from 100 to 200 | ||
Become Übercharged | 150 | Cost increased from 75 to 150 | |||
Building Upgrade | 150 | Cost increased from 50 to 150 |