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: 29th March 2023'''}}
+
{{fmbox|class=notice|image=Pictogram info.png|text='''Last Major Update: 9th September 2023'''}}
  
[https://docs.google.com/document/d/186OAOOb0G6yfN5JRpFiDb79U2BcS0q_mvfUlQijbLtc/edit#heading=h.iqtvhsc42oed Link to original document]
+
[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
Line 17: Line 19:
 
* 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
* Stickies now generate aggro on bots, and bots will attempt to clear stickies upon drawing more aggro than players or if there are no players around
+
* 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, higher than Medics who are currently healing players
+
* 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, but not airblasts<br>
+
| {{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 interacting with an objective when active<br>{{c|+|Removed:}} 10% bullet damage vulnerability on wearer<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|=|Added:}} Can now be equipped by the Pyro<br>{{c|=|Info:}} Actions that count as interacting with an objective include standing on a control point or payload cart, carrying or standing near an intelligence briefcase, etc.<br>
+
| {{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 interacting with an objective when active}}<br>{{nerf|-15 max health on wearer}}<br>
+
| {{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|Back Scatter}}
 
| {{Table icon|Back Scatter}}
| {{c|+|Changed:}} Firing at someone at their back now inflicts full crits instead of mini-crits<br>
+
| {{c|+|Removed:}} -20% less accurate<br>
| {{buff|Crits targets when fired at their back from close range}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% less accurate}}<br>{{nerf|No random critical hits}}<br>
+
| {{buff|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|Pretty Boy's Pocket Pistol}}
 
| {{Table icon|Pretty Boy's Pocket Pistol}}
| {{c|+|Added:}} Gain +15 health on kill<br>{{c|-|Added:}} -15% damage penalty<br>{{c|-|Removed:}} +15% faster firing speed<br>
+
| {{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|Gain +15 health on kill}}<br>{{nerf|-25% clip size}}<br>{{nerf|-15% damage penalty}}<br>
+
| {{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:}} Debuff duration decreased from 1-7 to 1-5 seconds<br>{{c|=|Changed:}} Projectile now disables healing instead of slowing the target on hit<br>
+
| {{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 disables healing on opponents}}<br>{{nerf|-15 max health on wearer}}<br>
+
| {{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:}} Alt-Fire: Sets the wearer on fire for 6 seconds<br>{{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|=|Info:}} The wearer has 25% damage resistance from self inflicted afterburn<br>
+
| {{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|Alt-Fire: Sets the wearer on fire for 6 seconds}}<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>
+
| {{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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| {{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>
 
| {{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 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>
 
| {{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}}<br>{{buff|Rockets travel in a steep arc}}<br>{{nerf|-25% clip size}}<br>
+
| {{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 deal double damage to 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|+|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}}<br>{{nerf|-10% explosion radius}}<br>{{nerf|-25% clip size}}<br>{{nerf|+15% damage to self}}<br>
+
| {{buff|Ammo is drawn from the reserves while firing during a blast jump}}<br>{{buff|+40% faster firing speed while blast jumping}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-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}}<br>{{buff|200% increased air control when blast jumping}}<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}}<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|+|Changed:}} (Hidden) Firing speed increased from -28% to -4%<br>{{c|-|Removed:}} Projectiles can no longer damage the same target multiple times<br>
+
| {{c|+|Changed:}} Base damage increased from 20 to 45<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 2000 HU<br>{{c|+|Removed:}} (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:}} Reworked formula for damage calculation, resulting in more damage at low health<br>{{c|=|Info:}} Damage increased from 33-107 to 33-149<br>
+
| {{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>
 
|-
 
|-
Line 198: Line 205:
 
|-
 
|-
 
| {{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>
 
|}
 
|}
  
Line 216: Line 227:
 
* {{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:}} Rescaled damage from 6.5-13 to 7.5-10 damage
+
* {{c|-|Changed:}} Flamethrower damage is decreased from 6.5-13 to 5.4-8.6 damage
* {{c|-|Changed:}} Projectile speed decreased from 2300 to 1500 HU
+
* {{c|-|Changed:}} Flamethrower projectile speed decreased from 2300 to 1500 HU
* {{c|-|Changed:}} Afterburn now requires 8 flame projectiles to hit before igniting the target
+
* {{c|-|Changed:}} Afterburn now requires 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
Line 239: Line 250:
 
* {{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:}} -40% max primary ammo on wearer<br>{{c|=|Changed:}} The no random critical hits attribute is no longer hidden<br>
+
| {{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% critical hits from behind}}<br>{{nerf|-40% max primary ammo on wearer}}<br>{{nerf|No random critical hits}}<br>
+
| {{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}}
Line 260: Line 277:
 
|-
 
|-
 
| {{Table icon|Phlogistinator}}
 
| {{Table icon|Phlogistinator}}
| {{c|+|Added:}} Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br>{{c|+|Added:}} Up to +200% damage bonus on alt-fire based on the current level of Heat<br>{{c|+|Added:}} +20% ramp up damage<br>{{c|+|Added:}} +51% flame reach<br>{{c|+|Removed:}} No airblast<br>{{c|+|Removed:}} No random critical hits<br>{{c|-|Added:}} -32% damage penalty<br>{{c|-|Added:}} Weapon is disabled if Heat is maxed<br>{{c|-|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:}} The explosive fireball has a projectile speed of 2000 HU/s and disappears after 0.256 seconds<br>{{c|=|Info:}} The explosive fireball has a base damage of 25 and has an afterburn duration of 6 seconds<br>{{c|=|Info:}} The fireball has an explosion radius of 110 HU and has 3x the knockback of a Detonator flare<br>{{c|=|Info:}} The fireball can be used to blast jump, but self damage and knockback do not scale with Heat<br>
+
| {{c|+|Added:}} Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br>{{c|+|Added:}} Up to +200% damage bonus on alt-fire based on the current level of Heat<br>{{c|+|Added:}} +20% ramp up damage<br>{{c|+|Added:}} +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|+51% flame reach}}<br>{{nerf|-32% 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>
+
| {{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 now only breaks if its center collides with map geometry<br>{{c|+|Changed:}} Increased the center of the projectile to 1 HU wide<br>{{c|+|Changed:}} Afterburn duration increased from 2.5 to 3 seconds<br>{{c|+|Changed:}} Projectile range increased from 526 to 600 HU<br>{{c|+|Removed:}} -50% repressurization rate on Alt-Fire<br>{{c|-|Changed:}} Damage bonus vs burning players decreased from +200% to +115%<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>
+
| {{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 +115% damage to burning targets}}<br>{{buff|+50% repressurization rate on hit}}<br>Uses a shared pressure tank for Primary Fire and Alt-Fire.<br><br>Primary Fire: Launches a fast moving projectile that briefly ignites enemies<br><br>Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire.<br><br>This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage.<br>
+
| {{buff|Projectile cannot be deflected}}<br>{{buff|Deals +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}}
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|-
 
|-
 
| {{Table icon|Manmelter}}
 
| {{Table icon|Manmelter}}
| {{c|+|Added:}} On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration<br>{{c|+|Added:}} 100% mini-crits vs burning players<br>{{c|-|Added:}} Does not engulf targets in flames on hit<br>{{c|-|Removed:}} Alt-Fire: Extinguish teammates to gain guaranteed critical hits<br>{{c|-|Removed:}} Extinguishing teammates restores 20 health<br>
+
| {{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|+50% projectile speed}}<br>{{buff|Does not require ammo}}<br>{{buff|On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration}}<br>{{buff|100% mini-crits vs burning players}}<br>{{nerf|No random critical hits}}<br>This weapon will reload automatically when not active.
+
| {{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}}
Line 280: Line 297:
 
|-
 
|-
 
| {{Table icon|Gas Passer}}
 
| {{Table icon|Gas Passer}}
| {{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 can no longer extinguish teammates<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|=|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>
+
| {{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 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.
 
| 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.
 
|-
 
|-
Line 292: Line 309:
 
|-
 
|-
 
| {{Table icon|Homewrecker}}
 
| {{Table icon|Homewrecker}}
| {{c|+|Added:}} When weapon is active: -75% reduction in push force taken from damage<br>{{c|+|Added:}} When weapon is active: -75% reduction in airblast vulnerability<br>{{c|+|Changed:}} Damage vs buildings increased from +100% to +150%<br>{{c|+|Removed:}} -25% damage vs players<br>{{c|-|Added:}} -40% slower firing speed<br>{{c|-|Removed:}} Damage removes Sappers<br>
+
| {{c|+|Added:}} -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:}} When weapon is active: 20% damage vulnerability on wearer<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|-|Removed:}} +25 health restored on kill<br>
+
| {{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 10 seconds<br>{{c|+|Added:}} All damage over time dealt by this weapon is returned to the wearer as health<br>{{c|+|Changed:}} Increased afterburn duration from 7.5 to 10 seconds<br>{{c|-|Changed:}} Damage penalty increased from -20% to -35%<br>
+
| {{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 10 seconds}}<br>{{buff|All damage over time dealt by this weapon is returned to the wearer as health}}<br>{{nerf|-35% damage penalty}}<br>
+
| {{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|-|Added:}} No random critical hits<br>{{c|=|Info:}} The wearer cannot exceed the standard Overheal limit through stealing Overheal<br>
+
| {{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>
 
|-
 
|-
Line 354: Line 371:
 
|-
 
|-
 
| {{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 Sentry knockback<br>{{c|=|Info:}} With this change, knockback no longer stunlocks the victim<br>
+
| {{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<br>{{c|-|Changed:}} Fixed a bug where projectiles fired are larger from this weapon<br>{{c|-|Removed:}} Grenades have very little bounce and roll<br>{{c|-|Removed:}} -30% fuse time on grenades<br>
+
| {{c|+|Added:}} Grenades stick onto surfaces<br>{{c|+|Added:}} Explosions from stuck grenades detonate all other nearby stuck grenades<br>{{c|-|Added:}} -20% damage penalty on non-direct hits<br>{{c|-|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>
 
|-
 
|-
Line 366: Line 383:
 
|-
 
|-
 
| {{Table icon|Scottish Resistance}}
 
| {{Table icon|Scottish Resistance}}
| {{c|+|Added:}} Press your Special Attack key to detonate all stickybombs at once<br>{{c|-|Changed:}} Stickybombs are no longer detonated if they are under the wearer's feet<br>{{c|=|Changed:}} Changed the stickybomb detonation search pattern from a cone to a cylinder<br>{{c|=|Info:}} Cylinder search patterns allow for more precise detonations<br>
+
| {{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}}
Line 386: Line 407:
 
|-
 
|-
 
| {{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 firing speed<br>{{c|=|Changed:}} Charge duration rescaled from a fixed +0.5 second charge duration to +50% longer charge duration<br>
+
| {{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|+50% longer charge duration}}<br>{{buff|Melee kills refill 25% of your charge meter}}<br>{{buff|+50% longer melee range}}<br>{{nerf|No random critical hits}}<br>{{nerf|-30% slower firing speed}}<br>
+
| 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>
 
|-
 
|-
 
|}
 
|}
Line 407: Line 428:
 
* {{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
 
|-
 
|-
Line 420: Line 445:
 
|-
 
|-
 
| {{Table icon|Natascha}}
 
| {{Table icon|Natascha}}
| {{c|+|Added:}} +20% faster move speed while deployed<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
+
| {{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|+20% faster move speed while deployed}}<br>{{nerf|-25% max primary ammo on wearer}}<br>{{nerf|-35% damage penalty}}<br>
+
| {{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:}} -35% damage penalty<br>
+
| {{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|+20% more accurate}}<br>{{buff|Silent Killer: No barrel spin sound}}<br>{{nerf|-50 max health on wearer}}<br>{{nerf|-35% damage penalty}}<br>{{nerf|-20% slower firing speed}}<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 +567%<br>{{c|+|Changed:}} Fire ring damage interval decreased from 0.5 to 0.08 seconds<br>{{c|+|Removed:}} Consumes an additional 4 ammo per second while spun up<br>{{c|-|Added:}} -50% max primary ammo on wearer<br>{{c|-|Added:}} -138% slower firing speed<br>{{c|-|Added:}} -20% ramp up damage penalty<br>{{c|-|Added:}} (Hidden) -5.6% minimum fall off damage penalty<br>{{c|-|Added:}} Projectiles fizzle out at long ranges<br>{{c|-|Changed:}} Base fire ring damage decreased from 12 to 2<br>{{c|-|Removed:}} +25% damage bonus vs burning players<br>{{c|=|Added:}} Fires firework rockets instead of bullets<br>{{c|=|Info:}} Projectiles function identically to the flares from flare guns and have a 2000 HU/s projectile speed, but automatically explode after 1000 HU<br>{{c|=|Info:}} Projectiles have 120% maximum ramp up damage and 50% minimum fall off damage<br>{{c|=|Info:}} The projectiles are fired from the center, much like the Soldier's Original rocket launcher<br>{{c|=|Info:}} The projectiles can be airblasted and destroyed by the Short Circuit<br>
+
| {{c|+|Changed:}} Damage bonus increased from -10% to +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|+567% damage bonus}}<br>{{nerf|-50% max primary ammo on wearer}}<br>{{nerf|-138% slower firing speed}}<br>{{nerf|-20% ramp up damage penalty}}<br>{{nerf|Projectiles fizzle out at long ranges}}<br>Fires firework rockets instead of bullets<br>
+
| {{buff|Creates a ring of flames while spun up}}<br>{{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 drains -100% slower<br>{{c|-|Removed:}} Adds +50 max health for 30 seconds<br>
+
| {{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 20.5% of your max health.<br><br>Alt-fire: Share chocolate with a friend (Small Health Kit)
+
| {{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}}
Line 444: Line 469:
 
|-
 
|-
 
| {{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 short period after switching weapons<br>{{c|-|Added:}} -30 max health on wearer<br>
+
| {{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>
| When weapon is active:<br><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>
+
| {{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}}
Line 478: Line 503:
 
|-
 
|-
 
| {{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 494: 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%<br>{{c|+|Changed:}} Sentry disabling duration upon unwrangling decreased from 3 to 1 second<br> {{c|-|Removed:}} Wrangled sentries gain a shield that reduces damage by 66%<br>
+
| {{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|+|Added:}} Primary fire can now destroy projectiles<br>{{c|+|Changed:}} Primary fire range increased to 450 HU<br>{{c|+|Changed:}} Primary fire now takes on a cylindrical hitbox<br>{{c|+|Changed:}} Damage increased from -33% to +67%<br>{{c|-|Added:}} -300% slower firing speed<br>{{c|-|Changed:}} Ammo per shot increased from 5 to 25 metal<br>{{c|-|Removed:}} Alt-Fire: Launches a projectile-consuming energy ball.<br>{{c|=|Info:}} Requires even more precision compared to original design<br>
+
| {{c|+|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|Releases an electrical arc that damages enemies and destroys projectiles}}<br>{{buff|+67% damage bonus}}<br>{{buff|No reload necessary}}<br>{{nerf|No random critical hits}}<br>{{nerf|Per Shot: -25 ammo}}<br>{{nerf|Uses metal for ammo}}<br>{{nerf|-300% slower firing speed}}<br>
+
| {{buff|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}}
Line 524: Line 549:
 
| [[File:Lvl1dispenser.png|50px]]
 
| [[File:Lvl1dispenser.png|50px]]
 
Dispenser
 
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:}} Metal is now split evenly across multiple Engineers if there are more than one Engineer within the radius<br>
+
| {{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>
 
| {{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>
 
|-
 
|-
Line 550: Line 575:
 
|-
 
|-
 
| align="left" |
 
| align="left" |
* {{c|+|Changed:}} Syringe Gun base ramp up increased from 120% to 150%
+
* {{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
 
|-
 
|-
 
|}
 
|}
Line 565: Line 598:
 
|-
 
|-
 
| {{Table icon|Blutsauger}}
 
| {{Table icon|Blutsauger}}
| {{c|+|Added:}} Health gained on hit can overheal<br>{{c|+|Changed:}} Health gain on hit increased from 3 to 5 health<br>{{c|-|Changed:}} Health regeneration decreased from -2 to being completely disabled<br>
+
| {{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 +5 health}}<br>{{buff|Health gained on hit can overheal}}<br>{{nerf|Health regeneration is disabled on wearer}}<br>
+
| {{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 it, resulting in less healing if the patient has surplus health when it is first healed<br>
+
| {{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>
| {{buff|No headshots}}<br>{{nerf|-75% max primary ammo on wearer}}<br>Fires special bolts that heal teammates and deals damage over time based on distance traveled<br><br>This weapon will reload automatically when not active
+
| {{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|+|Added:}} Alt-Fire: Consumes 15% ÜberCharge to gain a speed boost for 3 seconds<br>{{c|+|Removed:}} -15% damage penalty<br>{{c|-|Added:}} -100% ÜberCharge rate for 3 seconds after using alt-fire<br>{{c|-|Added:}} -30% slower firing speed<br>{{c|-|Removed:}} While active, movement speed increases based on ÜberCharge percentage to a maximum of +20%<br>
+
| {{c|+|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|Every 50 health restored during ÜberCharge will increase the current duration by 0.25 seconds}}<br>{{nerf|100% max overheal}}<br>{{nerf|-37.5% base ÜberCharge duration}}<br>ÜberCharge increases healing by 300%<br>
+
| {{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|-|Changed:}} ÜberCharge only has 1 bar that lasts 8 seconds instead of 4 bars that last 2.5 seconds each<br>{{c|-|Changed:}} Only one patient at a time can receive ÜberCharge from the wearer<br>{{c|-|Removed:}} ÜberCharge no longer lingers if the wearer disconnects from the patient while ÜberCharging<br>{{c|-|Removed:}} Shield effects no longer linger if the resistance type is swapped during ÜberCharge<br>{{c|-|Removed:}} ÜberCharge blocks 100% crit damage of the selected type to the Medic and Patient<br>{{c|=|Info:}} Despite having one bar only, the wearer can still activate ÜberCharge if they have more than 25% ÜberCharge currently<br>
+
| {{c|+|Removed:}} -33% ÜberCharge rate on Overhealed patients<br>{{c|+|Changed:}} ÜberCharge 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>
 
|-
 
|-
Line 597: Line 630:
 
|-
 
|-
 
| {{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:}} This cannot reveal enemy Medic Übercharge percentages<br>
+
| {{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>
 
|}
 
|}
Line 608: Line 641:
 
|-
 
|-
 
| align="left" |
 
| align="left" |
* {{c|-|Added:}} Scoping in for more than 5 seconds will cause the wearer to lose focus and gradually draining charge, fully losing all charge after 1.5 seconds
+
* {{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, with the reset increasing proportionally the more damage the weapon does while scoped in
+
* {{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 damage of 50%
+
* {{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
 
|-
 
|-
 
|}
 
|}
Line 627: Line 662:
 
|-
 
|-
 
| {{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:}} -20% 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:}} 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/s<br>{{c|=|Info:}} Darts travel in a straight line and leave a trail of Jarate droplets in flight<br>{{c|=|Info:}} In other words, the damage multiplier at full charge is only 2.4x instead of 3x<br>
+
| {{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|Fires Jarate dipped darts instead of bullets}}<br>{{nerf|-20% charge damage penalty}}<br>{{nerf|Unscoped shots have damage fall off}}<br>{{nerf|No headshots}}<br>
+
| {{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}}
Line 651: Line 690:
 
|-
 
|-
 
| {{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>
 
|-
 
|-
Line 670: Line 709:
  
 
{| class="wikitable grid collapsible" width="100%"
 
{| class="wikitable grid collapsible" width="100%"
! colspan="2" class="header" | Spy - Invis Watch Changes
+
! 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:}} -20% damage resistance when cloaked
+
* {{c|+|Changed:}} Sapping buildings in MvM no longer puts the Sapper on cooldown
* {{c|-|Removed:}} -50% debuff resistance when cloaked
+
* {{c|-|Removed:}} +20% damage resistance when cloaked
* {{c|=|Info:}} Debuff resistance refers to the shortened debuff durations while cloaked
+
* {{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
 
|-
 
|-
 
|}
 
|}
Line 692: Line 734:
 
|-
 
|-
 
| {{Table icon|Enforcer}}
 
| {{Table icon|Enforcer}}
| {{c|+|Added:}} Gain a speed boost for 3 seconds on kill<br>{{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|+|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|+|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 on kill}}<br>{{nerf|-30% slower firing speed}}<br>{{nerf|No random critical hits}}<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 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|-15% damage penalty}}<br>{{nerf|-50% clip size}}<br>{{nerf|No random critical hits}}<br>
+
| {{buff|On Backstab: 1.8 seconds of 100% critical chance}}<br>{{nerf|-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}}
Line 708: Line 750:
 
|-
 
|-
 
| {{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:}} All cloak gain, including from weapons, are reduced<br>{{c|-|Removed:}} Speed boost upon feigning death<br>
+
| {{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 regen rate}}<br>{{buff|+40% cloak duration}}<br>{{nerf|-50% cloak meter when Feign Death is activated}}<br>{{nerf|Damage taken during cloak reduces cloak duration}}<br>{{nerf|-80% cloak meter from all sources on wearer}}<br>Cloak Type: Feign Death<br><br>Leave a fake corpse on taking damage and temporarily gain invisibility and damage resistance
+
| {{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}}
Line 724: Line 766:
 
|-
 
|-
 
| {{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 732: 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<br>{{c|-|Added:}} No charge<br>{{c|-|Changed:}} Charge rate decreased from +25% to +20%<br>{{c|-|Removed:}} Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.<br>{{c|=|Changed:}} Now applies Jarate only on unscoped shots instead of scoped shots<br>
+
| {{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|+20% charge rate}}<br>{{buff|On 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>
+
| {{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
 
| {{Table icon|Scorch Shot}} Version 2
Line 739: Line 785:
 
| {{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.
 
| {{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

Summary

Link to original main document

Link to MvM document

MvM Changes
  • Full refunding is disabled on Advanced and Expert missions
  • 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
  • Text chat is no longer disabled while being revived
  • Credits are automatically turned red if they fell into inaccessible areas
  • Attribute bonuses from upgrades now stack multiplicatively with existing stat upgrades instead of additively
  • 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
  • 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
  • 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
  • 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, 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
  • Initial canteen type is now free to select in the upgrade station, activating canteens will cost credits before being used
  • Canteens now have a cooldown of 10 seconds on use

Multi-Class

Multi-Class - Hitscan Changes
  • Pictogram plus.png Changed: Accuracy steadily improves in a linear manner the longer the weapon isn't fired
  • Pictogram comment.png Changed: Initial shotgun reload time decreased from 0.87-1.035 seconds depending on class to a fixed 1 second
  • Pictogram comment.png Info: Before, hitscan weapons stay inaccurate for 1.25 seconds until being perfectly accurate again
Weapon Changes New statistics
Reserve Shooter
Reserve Shooter
Pictogram plus.png Added: +20% more accurate
Pictogram minus.png Added: -20% bullets per shot
Pictogram minus.png Changed: Being launched airborne by grapple hooks and rocket packs no longer trigger mini-crits
Pictogram comment.png Info: Mini-crits are only triggered by the wearer's explosives, not airblasts
Pictogram plus.png Mini-crits targets launched airborne by explosions

Pictogram plus.png +20% more accurate

Pictogram plus.png This weapon deploys 20% faster

Pictogram minus.png -34% clip size

Pictogram minus.png -20% bullets per shot

B.A.S.E. Jumper
B.A.S.E. Jumper
Pictogram plus.png Added: Parachute can be redeployed again while at midair with a 1.5 second cooldown
Pictogram plus.png Removed: (Hidden) -50% air control while deployed
Pictogram comment.png 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
Pain Train
Pictogram plus.png Added: Gain a speed boost when carrying the intelligence briefcase or being near a PASS Time JACK carrier while active
Pictogram plus.png Added: +20 health regenerated per second when on an opposing team's objective while active
Pictogram plus.png Added: Increase in range for picking up objectives while active
Pictogram plus.png Removed: 10% bullet damage vulnerability on wearer
Pictogram minus.png Added: -15 max health on wearer
Pictogram comment.png Added: Can now be equipped by the Pyro
Pictogram comment.png Info: The Reactor Core in Robot Destruction also counts as an intelligence briefcase and will therefore trigger the speed bonus
Pictogram comment.png Info: Health regeneration only triggers on payload carts of the opposing team or the control points the wearer's team owns
Pictogram comment.png Info: The range increase in picking up objectives is identical to the Scout's money collection radius bonus in MvM
Pictogram comment.png Info: Unlike the money collection radius bonus for Scout in MvM, this also applies towards pick ups in Player Destruction and Robot Destruction only
Pictogram comment.png Info: The wearer does not heal from picking up money in MvM despite so
Pictogram plus.png +1 capture rate on wearer

Pictogram plus.png Gain a speed boost when carrying the intelligence briefcase or being near a PASS Time JACK carrier while active

Pictogram plus.png +20 health regenerated per second when on an opposing team's objective while active

Pictogram plus.png Increase in range for picking up objectives while active

Pictogram minus.png -15 max health on wearer

Scout

Scout - Pistol Changes
  • Pictogram plus.png Changed: Base secondary ammo increased from 36 to 48
Weapon Changes New statistics
Force-A-Nature
Force-A-Nature
Pictogram plus.png Changed: The wearer is no longer stunlocked while being knocked back by this weapon while airborne
Pictogram plus.png Changed: Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip
Pictogram minus.png Changed: Horizontal knockback multiplier decreased from 300% to 200%
Pictogram minus.png Changed: Knockback strength now linearly scales based on distance
Pictogram comment.png Changed: Knockback mechanics now match the mechanics of explosive knockback
Pictogram comment.png Info: Knockback reaches max strength at point blank range, and gradually loses strength based on distance, eventually not knocking back targets past 400 HU
Pictogram comment.png Info: Knockback reduction does not affect self push force
Pictogram comment.png Info: In other words, knockback no longer stunlocks the victim
Pictogram plus.png +50% faster firing speed

Pictogram plus.png Knockback on the target and shooter

Pictogram plus.png +20% bullets per shot

Pictogram minus.png -10% damage penalty

Pictogram minus.png -66% clip size

This weapon reloads its entire clip at once
Shortstop
Shortstop
Pictogram plus.png Changed: Reload time decreased from 1.52 to 1.15 seconds
Pictogram plus.png 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
Soda Popper
Pictogram plus.png Changed: Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip
Pictogram minus.png Added: -20% damage penalty
Pictogram minus.png Changed: Hype mode bonus jumps decreased from 5 to 3
Pictogram plus.png +50% faster firing speed

Pictogram plus.png +25% faster reload time

Pictogram plus.png On Hit: Builds Hype

Pictogram minus.png -66% clip size

Pictogram minus.png -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
Baby Face's Blaster
Pictogram plus.png Changed: Damage required to drain all boost increased from 25 to 50
Pictogram plus.png Changed: Boost now gradually drains over 0.5 seconds upon taking damage
Pictogram plus.png Changed: Fall damage no longer drains boost
Pictogram minus.png Changed: Damage required to build maximum boost increased from 100 to 150
Pictogram plus.png On Hit: Builds Boost

Pictogram plus.png Run speed increased with Boost

Pictogram minus.png -34% clip size

Pictogram minus.png -10% slower move speed on wearer

Pictogram minus.png Boost reduced on air jumps

Pictogram minus.png Boost reduced when hit

Back Scatter
Back Scatter
Pictogram plus.png Removed: -20% less accurate
Pictogram plus.png Mini-crits targets when fired at their back from close range

Pictogram minus.png -34% clip size

Pictogram minus.png No random critical hits

Bonk! Atomic Punch
Bonk! Atomic Punch
Pictogram plus.png Changed: Weapon swapping is now possible while under the buff
Pictogram comment.png Changed: The slow now takes effect during the buff instead of only taking effect after the buff ends
Pictogram comment.png 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
Crit-a-Cola
Pictogram minus.png Changed: Mark-For-Death now immediately takes effect as soon as the drink is consumed
Pictogram minus.png 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
Mad Milk
Pictogram plus.png Added: Milk meter builds with damage done and/or time
Pictogram plus.png Changed: Projectile speed increased from 1019.9 to 1500 HU
Pictogram minus.png Added: Spawning and resupply do not affect the Milk meter
Pictogram minus.png Added: Milk meter starts empty
Pictogram minus.png Added: The wearer can now coat themselves if they are caught in the splash radius
Pictogram minus.png Changed: The debuff can now be removed with health packs
Pictogram minus.png Changed: Healing on damage done decreased from 60% to 50%
Pictogram minus.png Changed: Base splash radius decreased from 200 to 146 HU
Pictogram minus.png Changed: Cooldown increased from 20 to 40 seconds
Pictogram minus.png Removed: Extinguishing teammates reduces cooldown by -20%
Pictogram comment.png Info: The wearer is not covered in Mad Milk if they are on fire
Pictogram comment.png Info: The wearer cannot coat themselves in MvM
Pictogram comment.png Info: Requires 600 damage to fully charge the Milk meter
Pictogram plus.png Milk meter builds with damage done and/or time

Pictogram minus.png Spawning and resupply do not affect the Milk meter

Pictogram minus.png 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
Pretty Boy's Pocket Pistol
Pictogram plus.png Added: +15 health restored on kill
Pictogram minus.png Added: -15% damage penalty
Pictogram minus.png Removed: +15% faster firing speed
Pictogram plus.png On Hit: Gain up to +3 health

Pictogram plus.png +15 health restored on kill

Pictogram minus.png -25% clip size

Pictogram minus.png -15% damage penalty

Flying Guillotine
Flying Guillotine
Pictogram plus.png Added: Cooldown reduction increased from -29% to -50%
Pictogram minus.png Changed: Bleed duration decreased from 5 to 2.5 seconds
Pictogram minus.png Changed: Increased recharge time from 5.1 to 10 seconds
Pictogram comment.png Added: Projectile now leaves behind a trail of blood while in the air
Pictogram comment.png Changed: Cooldown now only triggers on kill instead of long distance hits
Pictogram plus.png On Kill: Reduces current cooldown by -50%

Pictogram minus.png No random critical hits

Sandman
Sandman
Pictogram plus.png Added: On Projectile Hit: Projectile bounces back to the wearer with increased force and increased lifetime
Pictogram plus.png Changed: Projectile now grants up to a 3 second speed boost on hit based on distance
Pictogram minus.png Changed: Projectile no longer slows the target
Pictogram comment.png Info: Speed boost minimum duration is 0.5 seconds at point blank range, and scales up to 3 seconds at 900 HU
Pictogram comment.png Info: Projectile will bounce back to the wearer at a projectile speed of 900 HU, and does not despawn for 10 seconds on hit
Pictogram comment.png 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
Pictogram plus.png Alt-Fire: Launches a ball that grants a speed boost based on distance

Pictogram plus.png On Projectile Hit: Projectile bounces back to the wearer with increased force and lifetime

Pictogram minus.png -15 max health on wearer

Sun-on-a-Stick
Sun-on-a-Stick
Pictogram plus.png Added: On Hit: Transfers current afterburn to the victim
Pictogram minus.png Added: Holstering while on fire will cause the wearer to take all remaining afterburn damage at once
Pictogram minus.png Removed: +25% fire damage resistance while deployed
Pictogram comment.png Added: Alt-Fire: Sets the wearer on fire for 6 seconds
Pictogram comment.png Info: The wearer has 25% damage resistance from self inflicted afterburn
Pictogram plus.png On Hit: Transfers current afterburn to the victim

Pictogram plus.png 100% critical hit vs burning players

Pictogram minus.png Holstering while on fire will cause the wearer to take all remaining afterburn damage at once

Pictogram minus.png -25% damage penalty

Alt-Fire: Sets the wearer on fire for 6 seconds
Fan O'War
Fan O'War
Pictogram plus.png Added: This weapon holsters 50% faster
Pictogram minus.png Changed: Debuff now prematurely ends if the wearer dies
Pictogram plus.png Crits whenever it would normally mini-crit

Pictogram plus.png On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits

Pictogram plus.png This weapon holsters 50% faster

Pictogram minus.png -75% damage penalty

Atomizer
Atomizer
Pictogram plus.png Changed: No longer requires deploying the weapon to gain triple jumps
Pictogram plus.png Removed: This weapon deploys 50% slower
Pictogram minus.png Added: -25 max health on wearer
Pictogram comment.png Added: Jumping now leaves behind a pink smoke trail
Pictogram plus.png Grants Triple Jump

Pictogram plus.png Melee attacks mini-crit while airborne.

Pictogram minus.png -15% damage vs players

Pictogram minus.png -25 max health on wearer

Soldier

Soldier - Primary Changes
  • Pictogram plus.png Changed: Base self damage resistance increased from 40% to 50%
Weapon Changes New statistics
Direct Hit
Direct Hit
Pictogram plus.png Added: On Kill: Instantly reloads a rocket
Pictogram plus.png Changed: Damage bonus increased from +25% to +33%
Pictogram minus.png Added: No damage ramp up
Pictogram minus.png Changed: Being launched airborne by grapple hooks and rocket packs no longer trigger the on hit effect
Pictogram minus.png Changed: Damage bonus now only affects players
Pictogram comment.png Changed: Hitting a target who is launched airborne by explosives will now reload a rocket back to the clip instantly
Pictogram comment.png 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
Pictogram comment.png Info: Rockets gained from instantly reloading cannot exceed the current maximum clip size
Pictogram plus.png +33% damage bonus vs players

Pictogram plus.png +80% projectile speed

Pictogram plus.png Instantly reloads one rocket upon hitting targets launched airborne by explosions

Pictogram plus.png On Kill: Instantly reloads a rocket

Pictogram minus.png -70% explosion radius

Pictogram minus.png No damage ramp up

Rocket Jumper
Rocket Jumper
Pictogram plus.png Changed: Max primary ammo increased from +200% to infinite
Pictogram plus.png Does not require ammo

Pictogram plus.png No self inflicted blast damage taken

Pictogram minus.png -100% damage penalty

Pictogram minus.png No random critical hits

Pictogram minus.png Wearer cannot carry the intelligence briefcase or PASS Time JACK

Liberty Launcher
Liberty Launcher
Pictogram plus.png Added: +35% increased knockback
Pictogram plus.png Added: No damage fall off
Pictogram plus.png Removed: -25% damage penalty
Pictogram minus.png Changed: Clip size decreased from +25% to -25%
Pictogram minus.png Removed: +40% projectile speed
Pictogram minus.png Removed: -25% blast damage from rocket jumps
Pictogram comment.png Added: Rockets travel in a steep arc
Pictogram plus.png +35% increased knockback

Pictogram plus.png No damage fall off

Pictogram minus.png -25% clip size

Rockets travel in a steep arc
Cow Mangler 5000
Cow Mangler 5000
Pictogram plus.png Changed: Charge delay decreased from 2 to 1 second
Pictogram plus.png Changed: Charged shots now have a +100% damage bonus vs buildings
Pictogram plus.png Changed: Charged shot afterburn duration increased from 4 to 6 seconds
Pictogram plus.png Removed: Minicrits whenever it would normally crit
Pictogram minus.png Added: -25% clip size
Pictogram minus.png Changed: The building stun can now be removed with a wrench hit
Pictogram comment.png Changed: Replaced mini-crits on charged shots with +35% damage bonus
Pictogram comment.png 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
Pictogram plus.png Does not require ammo

Pictogram plus.png 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

Pictogram minus.png -25% clip size

Pictogram minus.png Deals only 20% damage to buildings

Pictogram minus.png No random critical hits

Beggar's Bazooka
Beggar's Bazooka
Pictogram plus.png Changed: The first rocket from every barrage is now perfectly accurate
Pictogram plus.png Changed: Random projectile deviation decreased from 3 to 2 degrees
Pictogram plus.png Changed: Consecutive reload time decreased from 1.04 to 0.8 seconds
Pictogram plus.png Removed: -20% explosion radius
Pictogram plus.png Removed: No ammo from dispensers when active
Pictogram minus.png Changed: Initial reload time increased from 1.196 to 1.38 seconds
Pictogram minus.png Changed: Firing speed decreased from +70% to +40%
Pictogram comment.png Info: Overall reload speed decreased from -30% to -18%
Pictogram plus.png Hold Fire to load up to 3 rockets

Pictogram plus.png Release Fire to unleash the barrage

Pictogram minus.png +2 degrees random projectile deviation

Pictogram minus.png Overloading the chamber will cause a misfire

Air Strike
Air Strike
Pictogram plus.png Added: Ammo is drawn from the reserves while firing during a blast jump
Pictogram plus.png Removed: -20% explosion radius while blast jumping
Pictogram plus.png Removed: -10% explosion radius
Pictogram minus.png Added: -25% clip size
Pictogram minus.png Changed: Firing speed while blast jumping decreased from +65% to +40%
Pictogram minus.png Changed: Blast damage from rocket jumps increased from -15% to +15%
Pictogram minus.png Removed: Clip size increased on kill
Pictogram plus.png Ammo is drawn from the reserves while firing during a blast jump

Pictogram plus.png +40% faster firing speed while blast jumping

Pictogram minus.png -15% damage penalty

Pictogram minus.png -25% clip size

Pictogram minus.png +15% damage to self

Gunboats
Gunboats
Pictogram minus.png Changed: Blast jump damage taken increased from -60% to -50%
Pictogram comment.png Info: Overall blast damage taken from rocket jumps is unchanged
Pictogram plus.png -50% blast damage from blast jumps

Battalion's Backup
Battalion's Backup
Pictogram plus.png Changed: Fixed a bug where sentry damage resistance are not properly applied to sentry gun rockets
Pictogram minus.png Removed: +20 max health on wearer
Pictogram comment.png 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
Concheror
Pictogram minus.png Removed: (Hidden) 25% Rage amplification on wearer
Pictogram minus.png Removed: +4 health regenerated per second on wearer
Pictogram comment.png 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
Mantreads
Pictogram plus.png Changed: Stomp damage multiplier increased from 3x to 10x
Pictogram minus.png Removed: 200% increased air control when blast jumping
Pictogram comment.png Info: Damage increased from 75-360 to 227-1177
Pictogram plus.png -75% reduction in push force taken from damage

Pictogram plus.png Deals 10x falling damage to the player you land on

Pictogram plus.png -75% reduction in airblast vulnerability

Righteous Bison
Righteous Bison
Pictogram plus.png Changed: Base damage increased from 20 to 45
Pictogram plus.png Changed: Base projectile speed increased from 1200 to 2000 HU
Pictogram plus.png Removed: (Hidden) -28% slower firing speed
Pictogram minus.png Removed: Projectiles can no longer damage the same target multiple times
Pictogram plus.png Does not require ammo

Pictogram plus.png Projectile penetrates enemies

Pictogram plus.png Projectile cannot be deflected

Pictogram minus.png Deals only 20% damage to buildings

Equalizer
Equalizer
Pictogram plus.png Changed: Damage increased from 33-107 to 33-149 based on missing health
When weapon is active:

Pictogram plus.png Damage increases as the user becomes injured

Pictogram minus.png -90% less healing from Medic sources

Disciplinary Action
Disciplinary Action
Pictogram minus.png Changed: The longer melee range only applies when hitting teammates
Pictogram minus.png Changed: Damage penalty increased from -25% to -50%
Pictogram plus.png On Hit Teammate: Boosts both players' speed for several seconds

Pictogram minus.png -50% damage penalty

Market Gardener
Market Gardener
Pictogram minus.png Added: +15% damage to self
Pictogram comment.png Added: This weapon now crit glows while rocket jumping
Pictogram plus.png Deals crits while the wielder is rocket jumping

Pictogram minus.png -20% slower firing speed

Pictogram minus.png +15% damage to self

Pictogram minus.png No random critical hits

Escape Plan
Escape Plan
Pictogram plus.png Added: +50 health restored on kill
Pictogram plus.png Changed: Mark for death no longer lingers for 1 second after holstering
Pictogram minus.png Added: Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
Pictogram minus.png Changed: Healing penalty decreased from -90% to -100%
Pictogram minus.png Changed: Healing penalty now affects all healing sources
When weapon is active:

Pictogram plus.png Move speed increases as the user becomes injured

Pictogram plus.png +50 health restored on kill

Pictogram minus.png You are marked for death while active

Pictogram minus.png Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills

Pictogram minus.png -100% less healing from all sources

Pyro

Pyro - Flamethrower Changes
  • Pictogram plus.png Changed: Firing speed increased from 0.105 to 0.045 seconds
  • Pictogram plus.png Removed: Damage starts at 50% and ramps up based on flame density
  • Pictogram plus.png Removed: Random flame particle deviation
  • Pictogram plus.png Removed: Random flame particle velocity
  • Pictogram minus.png Changed: Particle box dimensions decreased from 12 to 4
  • Pictogram minus.png Changed: Flamethrower damage is now calculated based on each individual particle instead of per tick
  • Pictogram minus.png Changed: Ammo consumption increased from requiring 16 seconds to run out of ammo to 12 seconds
  • Pictogram minus.png Changed: Flamethrower damage is decreased from 6.5-13 to 5.4-8.6 damage
  • Pictogram minus.png Changed: Flamethrower projectile speed decreased from 2300 to 1500 HU
  • Pictogram minus.png Changed: Afterburn now requires 9 flame projectiles to hit before igniting the target
  • Pictogram minus.png Changed: Flare Gun afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds
  • Pictogram minus.png Removed: Afterburn no longer reduces healing and shield effects
  • Pictogram comment.png Changed: Flamethrower afterburn duration rescaled from 3-10 seconds to a fixed 6 seconds
  • Pictogram comment.png Changed: Victims now gain a timer indicating how long afterburn will last for
  • Pictogram comment.png Changed: Flame visuals now match the ones from TF2 Classic
  • Pictogram comment.png Info: Flame particles now require much more aim due to the reduced hitbox
Pyro - Airblast Changes
  • Pictogram plus.png Added: Pyro now has 40% damage resistance against their own reflected projectiles
  • Pictogram plus.png Changed: Projectiles with a fuse time or timer is now reset upon being airblasted
  • Pictogram plus.png Changed: Delay between airblasting and primary fire reduced from 0.75 to 0.375 seconds (Does not affect the Dragon's Fury)
  • Pictogram minus.png Changed: Airblast knockback decreased from 344 HU to 223.6 HU
  • Pictogram minus.png Changed: Airblast no longer reduces air control while airborne
  • Pictogram minus.png Removed: Airblast no longer extinguishes teammates
  • Pictogram minus.png Removed: Airblast no longer mini-crit boosts projectiles
  • Pictogram comment.png Added: Flamethrower Pressure meter
  • Pictogram comment.png Changed: Airblast knockback is now affected by knockback resistance and vulnerability attributes
  • Pictogram comment.png Changed: Reflected projectiles are now launched back as if they came out of the flamethrower nozzle
  • Pictogram comment.png Info: Airblasts still reset damage ramp up
  • Pictogram comment.png Info: Reflected stickybombs or bouncing projectiles are simply pushed back instead of launched as if they came out of the flamethrower nozzle
  • Pictogram comment.png 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
  • Pictogram comment.png Info: Airblasts consume 1 charge of Pressure, and cannot be used if Pressure is empty
  • Pictogram comment.png 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
  • Pictogram comment.png 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
  • Pictogram comment.png 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
Weapon Changes New statistics
Backburner
Backburner
Pictogram plus.png Added: -50% Pressure cost on Flame Burst
Pictogram plus.png Removed: +150% airblast cost
Pictogram minus.png Added: +100% Pressure cost on airblast
Pictogram minus.png Changed: Now mini-crits instead of crits vs players from behind
Pictogram comment.png Changed: The no random critical hits attribute is no longer hidden
Pictogram plus.png 100% mini-crits from behind

Pictogram plus.png -50% Pressure cost on Flame Burst

Pictogram minus.png +100% Pressure cost on airblast

Pictogram minus.png No random critical hits

Degreaser
Degreaser
Pictogram plus.png Removed: -66% afterburn damage penalty
Pictogram plus.png Removed: +25% airblast cost
Pictogram minus.png Added: -66% afterburn duration
Pictogram minus.png Added: -20% damage penalty
Pictogram plus.png This weapon deploys 60% faster

Pictogram plus.png This weapon holsters 30% faster

Pictogram minus.png -66% afterburn duration

Pictogram minus.png -20% damage penalty

Phlogistinator
Phlogistinator
Pictogram plus.png Added: Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back
Pictogram plus.png Added: Up to +200% damage bonus on alt-fire based on the current level of Heat
Pictogram plus.png Added: +20% ramp up damage
Pictogram plus.png Added: +50.5% flame reach
Pictogram plus.png Removed: No airblast
Pictogram plus.png Removed: No random critical hits
Pictogram minus.png Added: -21.5% damage penalty
Pictogram minus.png Added: Primary fire is disabled if Heat is maxed
Pictogram minus.png Added: +50% airblast cost
Pictogram minus.png Removed: Build 'Mmmph' by dealing damage.
Pictogram comment.png Added: Firing continuously builds Heat
Pictogram comment.png Changed: Fires a hitscan heat beam instead of flame particles
Pictogram comment.png Info: +20% ramp up damage implies that it has a maximum damage multiplier of 120% instead of the standard 100% at close range
Pictogram comment.png Info: Heat builds up at 20% per second, and drains at -50% per second after two seconds of not attacking
Pictogram comment.png Info: If Heat is full, primary fire is disabled until heat drains below 80%
Pictogram comment.png Info: In other words, primary fire is disabled for 2.4 seconds minimum upon overheating
Pictogram comment.png Info: The explosive fireball has a projectile speed of 2000 HU and disappears after 0.256 seconds
Pictogram comment.png Info: The explosive fireball has a base damage of 25 and has an afterburn duration of 6 seconds
Pictogram comment.png Info: The fireball has an explosion radius of 110 HU and has 3x the knockback of a Detonator flare
Pictogram comment.png Info: The fireball can be used to blast jump, but self damage and knockback do not scale with Heat
Pictogram plus.png Up to +200% damage bonus on alt-fire based on the current level of Heat

Pictogram plus.png +20% ramp up damage

Pictogram plus.png +50.5% flame reach

Pictogram minus.png -21.5% damage penalty

Pictogram minus.png Weapon is disabled if Heat is maxed

Pictogram minus.png Firing continuously builds Heat

Pictogram minus.png +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
Dragon's Fury
Pictogram plus.png Added: Projectile cannot be deflected or destroyed
Pictogram plus.png Changed: Projectile collision is improved, and is less likely going to have collisions with corners, railings and Payload carts
Pictogram plus.png Changed: Increased the center of the projectile to 1 HU wide
Pictogram plus.png Changed: Base damage increased from 25 to 35
Pictogram plus.png Changed: Afterburn duration increased from 2.5 to 3 seconds
Pictogram plus.png Changed: Projectile range increased from 526 to 600 HU
Pictogram plus.png Removed: -50% repressurization rate on Alt-Fire
Pictogram minus.png Changed: Damage bonus vs burning players decreased from +200% to +114%
Pictogram minus.png Changed: Base projectile hitbox size decreased from 45 to 35 HU
Pictogram comment.png Changed: Damage type changed from fire to fire + explosive
Pictogram comment.png Info: Projectiles are able to inflict minor knockback akin to the Detonator
Pictogram plus.png Projectile cannot be deflected

Pictogram plus.png Deals +114% damage to burning targets

Pictogram plus.png +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
Detonator
Pictogram plus.png Removed: -25% damage penalty
Pictogram plus.png Removed: +50% damage to self
Pictogram minus.png Added: -75% afterburn duration on flare detonation
Pictogram plus.png 100% mini-crits vs burning players

Pictogram minus.png -75% afterburn duration on flare detonation

Alt-Fire: Detonate flare.

This weapon will reload automatically when not active.
Manmelter
Manmelter
Pictogram plus.png Added: 100% mini-crits vs burning players
Pictogram plus.png Added: On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration
Pictogram minus.png Added: Does not ignite the target on hit
Pictogram minus.png Removed: +50% projectile speed
Pictogram minus.png Removed: Does not require ammo
Pictogram minus.png Removed: Alt-Fire: Extinguish teammates to gain guaranteed critical hits
Pictogram minus.png Removed: Extinguishing teammates restores 20 health
Pictogram plus.png 100% mini-crits vs burning players

Pictogram plus.png On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration

Pictogram minus.png Does not ignite the target on hit

Pictogram minus.png No random critical hits

This weapon will reload automatically when not active.
Scorch Shot
Scorch Shot
Pictogram plus.png Added: On Hit: Creates an explosion that does high knockback
Pictogram plus.png Changed: Damage increased from -35% to +66%
Pictogram plus.png Removed: -35% self damage force
Pictogram minus.png Added: -50% slower reload time
Pictogram minus.png Added: -50% max secondary ammo on wearer
Pictogram minus.png Removed: 100% mini-crits vs burning players
Pictogram minus.png Removed: Flare knocks back target on hit and explodes when it hits the ground.
Pictogram minus.png Removed: Increased knockback on burning players
Pictogram comment.png Info: Has a base splash damage of 30 and a minimum splash of 50%
Pictogram comment.png Info: Has the same amount of knockback as a rocket, grenade or stickybomb
Pictogram plus.png On Hit: Creates an explosion that does high knockback

Pictogram plus.png +66% damage bonus

Pictogram minus.png -50% slower reload time

Pictogram minus.png -50% max secondary ammo on wearer

This weapon will reload automatically when not active.
Gas Passer
Gas Passer
Pictogram plus.png Added: Shooting the gas cloud with the wearer's primary weapon ignites it and causes it to explode
Pictogram plus.png Changed: Max charges increased from 1 to 2
Pictogram plus.png Changed: Targets coated in gas now take mini-crit damage from afterburn
Pictogram plus.png Changed: Base cooldown decreased from 60 to 30 seconds
Pictogram plus.png Changed: Damage required to build Gas decreased from 750 to 300
Pictogram plus.png Changed: Targets coated in gas are considered to be wet
Pictogram plus.png Changed: Gas continues to remain on enemies even after they have damaged, allowing multiple ignitions
Pictogram minus.png Added: The wearer can now coat themselves if they are caught in the splash radius
Pictogram minus.png Changed: The debuff can now be removed with health packs
Pictogram minus.png Changed: Projectile speed decreased from 2009.2 to 1500 HU
Pictogram minus.png Changed: Gas now gradually grows in size after 1 second
Pictogram minus.png Removed: Projectile can no longer extinguish teammates
Pictogram comment.png Changed: The gas cloud can now be moved by airblasts or enemy fire, similar to stickybombs
Pictogram comment.png Info: The gas cloud explosion radius is equal to its current size, has a base damage of 50 and inflicts 10 seconds of afterburn
Pictogram comment.png 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
Pictogram comment.png Info: Gas cloud starts off infinitely small, and grows to its standard size after 1 second
Pictogram comment.png 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
Thermal Thruster
Pictogram plus.png Changed: Stomp damage multiplier increased from 3x to 10x
Pictogram plus.png Changed: Jetpack jumping now follows explosive knockback
Pictogram plus.png Changed: Switch speed is no longer fixed and can now be influenced by switch speed modifiers
Pictogram plus.png Removed: (Hidden) This weapon holsters 60% slower
Pictogram minus.png Removed: Taking off with the jetpack extinguishes nearby teammates
Pictogram minus.png Removed: (Hidden) +75% fall damage resistance on wearer while jetpack jumping
Pictogram minus.png Removed: Push enemies back when you land (force and radius based on velocity)
Pictogram comment.png 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
Axtinguisher
Pictogram plus.png Changed: Hitting a burning target now inflicts full crits instead of mini-crits
Pictogram plus.png Changed: Damage penalty now only affects non-burning targets
Pictogram plus.png Removed: This weapon holsters 35% slower
Pictogram plus.png Removed: No random critical hits
Pictogram minus.png Added: Self mark for death while active
Pictogram minus.png Changed: Damage penalty increased from -33% to -50%
Pictogram minus.png Removed: Damage increases based on remaining duration of afterburn
Pictogram minus.png Removed: Killing blows on burning players grant a speed boost
Pictogram plus.png 100% critical hit vs burning players and extinguishes them

Pictogram minus.png -50% damage penalty vs non-burning players

Pictogram minus.png Self mark for death while active

Homewrecker
Homewrecker
Pictogram plus.png Added: -75% reduction in push force taken from damage while active
Pictogram plus.png Added: -75% reduction in airblast vulnerability while active
Pictogram plus.png Changed: Damage vs buildings increased from +100% to +150%
Pictogram plus.png Removed: -25% damage vs players
Pictogram minus.png Added: -40% slower firing speed
Pictogram minus.png Removed: Damage removes Sappers
When weapon is active:

Pictogram plus.png +150% damage vs buildings

Pictogram plus.png -75% reduction in push force taken from damage

Pictogram plus.png -75% reduction in airblast vulnerability

Pictogram minus.png -40% slower firing speed

Powerjack
Powerjack
Pictogram plus.png Removed: 20% damage vulnerability while active
Pictogram minus.png Added: -15 max health on wearer
Pictogram minus.png Removed: +25 health restored on kill
Pictogram plus.png +15% faster move speed while active

Pictogram minus.png -15 max health on wearer

Sharpened Volcano Fragment
Sharpened Volcano Fragment
Pictogram plus.png Added: On Hit: Bleed for 6 seconds
Pictogram plus.png Added: 200% of the damage dealt over time by this weapon is returned to the wearer as health while active
Pictogram minus.png Added: -50% afterburn damage penalty on all weapons
Pictogram plus.png On Hit: target is engulfed in flames

Pictogram plus.png On Hit: Bleed for 6 seconds

Pictogram plus.png 200% of the damage dealt over time by this weapon is returned to the wearer as health while active

Pictogram minus.png -50% afterburn damage penalty on all weapons

Pictogram minus.png -20% damage penalty

Third Degree
Third Degree
Pictogram plus.png Added: On Hit: Steals up to +25 Overheal from the target to the wearer
Pictogram plus.png Changed: Players connected by banner effects and dispenser heal beams are also hit
Pictogram minus.png Added: -30% slower firing speed
Pictogram comment.png Info: The wearer cannot exceed the standard Overheal limit through stealing Overheal
Pictogram comment.png Info: Targets affected by the Medicating Melody taunt are also hit
Pictogram plus.png All players connected via banners, Dispenser or Medigun beams are hit

Pictogram plus.png On Hit: Steals up to +25 Overheal from the target to the wearer

Pictogram minus.png -30% slower firing speed

Pictogram minus.png No random critical hits

Neon Annihilator
Neon Annihilator
Pictogram plus.png Added: 100% critical hits while the wearer is wet
Pictogram minus.png Removed: Damage removes Sappers
Pictogram plus.png 100% critical hit vs wet players

Pictogram plus.png 100% critical hits while the wearer is wet

Pictogram minus.png No random critical hits

Pictogram minus.png -20% damage penalty vs players

Hot Hand
Hot Hand
Pictogram plus.png Added: Gain a speed boost if slapped by the same weapon
Pictogram plus.png Changed: Speed boost on hit increased from 1 to 2.5 seconds
Pictogram comment.png Changed: The speed boost fully stacks with each other, adding up to 5 seconds if both slaps connect
Pictogram plus.png Gain a speed boost when you hit an enemy player

Pictogram plus.png Gain a speed boost if slapped by the same weapon

Pictogram minus.png -20% damage penalty

Demoman

Demoman - Class Changes
  • Pictogram plus.png Changed: Grenades no longer tumble through the air upon being fired
  • Pictogram plus.png Changed: Base shield charge cooldown decreased from 12 to 10 seconds
  • Pictogram plus.png Changed: If charge is interrupted as a result of knockback, the wearer gets a refund based on the remaining charge left
  • Pictogram plus.png Changed: Shield bash kills now count as melee kills
  • Pictogram plus.png Changed: Fixed a bug where charging with a sword did not provide +78% longer melee range
  • Pictogram plus.png Changed: Fixed a bug where charging with non-sword melees did not provide +166% longer melee range
  • Pictogram plus.png Changed: Explosive damage resistance now accounts for self blast damage resistance as well
  • Pictogram plus.png Removed: Random projectile deviation on grenade launchers
  • Pictogram plus.png Removed: Random projectile spread on grenade launchers
  • Pictogram plus.png Removed: -75% deploy speed penalty on all Swords
  • Pictogram plus.png Removed: -75% holster speed penalty on all Swords
  • Pictogram comment.png Info: The deploy and holster speed removal change applies to the Half-Zatoichi on Soldier as well
  • Pictogram comment.png Info: Self blast damage resistance does not affect blast jump velocity
  • Pictogram comment.png Info: Self blast damage resistance is disabled if an enemy is caught in the blast radius
Weapon Changes New statistics
Loch-n-Load
Loch-n-Load
Pictogram plus.png Added: On Hit: Instantly refund one grenade into the clip
Pictogram plus.png Removed: -25% explosion radius
Pictogram minus.png Changed: Clip size decreased from -25% to -50%
Pictogram minus.png Removed: +20% damage vs buildings
Pictogram minus.png Removed: +25% projectile speed
Pictogram plus.png On Hit: Instantly refund one grenade into the clip

Pictogram minus.png -50% clip size

Pictogram minus.png Launched bombs shatter on surfaces

Ali Baba's Wee Booties
Ali Baba's Wee Booties
Pictogram plus.png Added: -40% blast damage from blast jumps
Pictogram plus.png +25 max health on wearer

Pictogram plus.png +200% increase in turning control while charging

Pictogram plus.png +10% faster move speed on wearer (shield required)

Pictogram plus.png Melee kills refill 25% of your charge meter.

Pictogram plus.png -40% blast damage from blast jumps

Loose Cannon
Loose Cannon
Pictogram plus.png Added: -30% damage to self
Pictogram plus.png Changed: Base impact damage increased from 50 to 70
Pictogram plus.png Changed: Projectile now explodes on a direct hit vs buildings
Pictogram plus.png Changed: Projectile physics now matches stock, allowing it to travel further and more reliably
Pictogram plus.png Removed: (Hidden) -40% damage fall off penalty
Pictogram minus.png Changed: Base explosion damage decreased from 60 to 40
Pictogram minus.png Removed: +20% projectile speed
Pictogram comment.png Changed: Priming the fuse of this weapon now produces an audible sound and visual cue to both teams
Pictogram comment.png Changed: Damage type changed from explosive to melee on impact
Pictogram comment.png Changed: Knockback mechanics now match the mechanics of the Dragon's Fury's knockback
Pictogram comment.png 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
Pictogram plus.png Cannonballs push players back on impact

Pictogram plus.png -30% damage to self

Pictogram minus.png 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
Iron Bomber
Pictogram plus.png Added: Grenades stick onto surfaces
Pictogram plus.png Added: Explosions from stuck grenades detonate all other nearby stuck grenades
Pictogram minus.png Added: -20% damage penalty on non-direct hits
Pictogram minus.png Removed: Grenades have very little bounce and roll
Pictogram minus.png Removed: -30% fuse time on grenades
Pictogram plus.png Grenades stick onto surfaces

Pictogram plus.png Explosions from stuck grenades detonate all other nearby stuck grenades

Pictogram minus.png -20% damage penalty on non-direct hits

Pictogram minus.png -15% explosion radius

Chargin' Targe
Chargin' Targe
Pictogram minus.png Changed: Explosive damage resistance decreased from +30% to +20%
Pictogram minus.png Removed: +50% fire damage resistance on wearer
Pictogram plus.png +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
Scottish Resistance
Pictogram plus.png Added: Press your Special Attack key to detonate all stickybombs at once
Pictogram comment.png Changed: Stickybombs are no longer detonated if they are under the wearer's feet
Pictogram comment.png Changed: Stickybomb detonation search pattern is changed from a cone to a cylinder
Pictogram comment.png Info: Cylinder search patterns allow for more precise detonations
Pictogram plus.png +25% faster firing speed

Pictogram plus.png +50% max secondary ammo on wearer

Pictogram plus.png +6 max pipebombs out

Pictogram plus.png Detonates stickybombs near the crosshair

Pictogram plus.png Press your Special Attack key to detonate all stickybombs at once

Pictogram plus.png Able to destroy enemy stickybombs

Pictogram minus.png 0.8 sec slower bomb arm time

Sticky Jumper
Sticky Jumper
Pictogram plus.png Changed: Max primary ammo increased from +200% to infinite
Pictogram plus.png Does not require ammo

Pictogram plus.png No self inflicted blast damage taken

Pictogram minus.png -100% damage penalty

Pictogram minus.png No random critical hits

Pictogram minus.png -6 max stickybombs out

Pictogram minus.png Wearer cannot carry the intelligence briefcase or PASS Time JACK

Splendid Screen
Splendid Screen
Pictogram minus.png Added: -0.75 sec decrease in charge duration
Pictogram minus.png Removed: +20% fire damage resistance on wearer
Pictogram plus.png +20% explosive damage resistance on wearer

Pictogram plus.png +70% increase in charge impact damage

Pictogram plus.png +50% increase in charge recharge rate

Pictogram minus.png -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
Tide Turner
Pictogram plus.png Added: -20% blast damage from blast jumps
Pictogram plus.png Removed: Taking damage while shield charging reduces remaining charging time
Pictogram minus.png Removed: +15% fire damage resistance on wearer
Pictogram minus.png Removed: +15% explosive damage resistance on wearer
Pictogram plus.png -20% blast damage from blast jumps

Pictogram plus.png Full turning control while charging

Pictogram plus.png 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
Quickiebomb Launcher
Pictogram plus.png Added: +15% faster reload time
Pictogram plus.png Changed: Clip size increased from -50% to -25%
Pictogram minus.png Added: Stickybombs fizzle 2 seconds after landing
Pictogram minus.png Removed: Up to +35% damage bonus based on charge time
Pictogram plus.png Able to destroy enemy stickybombs

Pictogram plus.png -0.2 sec faster bomb arm time

Pictogram plus.png Max charge time decreased by 70%

Pictogram plus.png +15% faster reload time

Pictogram minus.png -15% damage penalty

Pictogram minus.png -25% clip size

Pictogram minus.png Stickybombs fizzle 2 seconds after landing

Eyelander
Eyelander
Pictogram plus.png Added: On Kill: Gain a speed boost and all attacks mini-crit for 3 seconds
Pictogram minus.png Removed: Gives increased speed and health with every head you take
Pictogram plus.png On Kill: Gain a speed boost and all attacks mini-crit for 3 seconds

Pictogram plus.png +50% longer melee range

Pictogram minus.png No random critical hits

Pictogram minus.png -25 max health on wearer

Ullapool Caber
Ullapool Caber
Pictogram plus.png Added: The warhead replenishes itself over 20 seconds
Pictogram plus.png Added: Taunting now delivers a 500 damage hit at the end of the taunt
Pictogram plus.png Changed: The wearer gains -40% self damage resistance if no enemies are damaged by the explosion
Pictogram plus.png Removed: This weapon deploys 100% slower
Pictogram minus.png Added: Cannot be crit or mini-crit boosted
Pictogram minus.png Changed: Explosion damage decreased from 75 to 50
Pictogram comment.png Changed: Explosion now occurs at the point of impact instead of being inside the wearer
Pictogram comment.png Info: If the warhead is inactive, the taunt will only do 55 damage
Pictogram comment.png Info: The wearer is not harmed from the taunt regardless if the warhead is active or not
Pictogram minus.png -20% slower firing speed

Pictogram minus.png Cannot be crit or mini-crit boosted

Pictogram minus.png No random critical hits

The first hit will cause an explosion

High-yield Scottish face removal. A sober person would throw it...
Claidheamh Mòr
Claidheamh Mòr
Pictogram plus.png Changed: Duration required to reach mini-crit or crit swings now matches all other swords
Pictogram plus.png Removed: 15% damage vulnerability on wearer
Pictogram minus.png Added: -30% slower firing speed
Pictogram comment.png Changed: Charge duration rescaled from a fixed +0.5 second charge duration to +33% longer charge duration
When weapon is active:

Pictogram plus.png +33% longer charge duration

Pictogram plus.png Melee kills refill 25% of your charge meter

Pictogram plus.png +50% longer melee range

Pictogram minus.png No random critical hits

Pictogram minus.png -30% slower firing speed

Heavy

Heavy - Class Changes
  • Pictogram plus.png Changed: Base Minigun bullets per shot increased from 4 to 16
  • Pictogram plus.png Changed: Swapping weapons is now possible while the minigun is revved up
  • Pictogram plus.png Changed: One bullet per ammo is perfectly accurate
  • Pictogram plus.png Changed: Fixed a bug in MvM where the firing speed upgrade does not work properly
  • Pictogram plus.png Removed: Damage and accuracy progressively ramps up after miniguns start firing
  • Pictogram minus.png Added: Miniguns progressively overheat while spun up and/or firing, and will force spin down the weapon upon being full
  • Pictogram minus.png Changed: Base Minigun damage decreased from 9 to 2
  • Pictogram minus.png Changed: Lunchbox items now heal a portion of the wearer's max health instead of a fixed amount
  • Pictogram comment.png Changed: Dying while holding an edible will drop the edible with an ammo box, restoring both health and ammo
  • Pictogram comment.png 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
  • Pictogram comment.png Info: Overheat drains at a rate of 16.66% per second while not spun up
  • Pictogram comment.png Info: Visually, miniguns gradually light up the more Overheat it has, and embers start appearing when Overheat is above 85%
  • Pictogram comment.png Info: Final Minigun damage per ammo is decreased from 36 to 32 damage
Weapon Changes New statistics
Natascha
Natascha
Pictogram plus.png Added: On Hit: Builds Boost
Pictogram plus.png Removed: -30% spin up time
Pictogram minus.png Added: -25% max primary ammo on wearer
Pictogram minus.png Changed: Damage penalty decreased from -25% to -35%
Pictogram minus.png Removed: On Hit: 100% chance to slow target
Pictogram minus.png Removed: -20% damage resistance when below 50% health and spun up
Pictogram comment.png Info: Boost meter caps out at 300 damage, with every 3.33% Boost granting a 0.1 second speed boost upon spin down
Pictogram comment.png Info: The speed boost immediately takes effect after spinning down, and cannot be preserved by holstering weapons
Pictogram plus.png On Hit: Builds Boost

Pictogram plus.png Consumes all Boost to gain a speed boost on spin down

Pictogram minus.png -25% max primary ammo on wearer

Pictogram minus.png -35% damage penalty

Brass Beast
Brass Beast
Pictogram plus.png Added: -50% Overheat build rate
Pictogram plus.png Removed: -50% slower spin up time
Pictogram minus.png Removed: -20% damage resistance when below 50% health and spun up
Pictogram comment.png 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
Pictogram comment.png Info: Despite Overheat building slower, Overheat drain rate remains the same
Pictogram plus.png +20% damage bonus

Pictogram plus.png -50% Overheat build rate

Pictogram minus.png -60% slower move speed while deployed
Tomislav
Tomislav
Pictogram plus.png Changed: Spin up time increased from +20% to +75%
Pictogram plus.png Removed: -20% slower firing speed
Pictogram minus.png Added: +50% Overheat build rate
Pictogram minus.png Added: -50 max health on wearer
Pictogram minus.png Added: -38% bullets per shot
Pictogram minus.png Removed: +20% more accurate
Pictogram comment.png 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
Pictogram comment.png Info: Despite Overheat building faster, Overheat drain rate remains the same
Pictogram plus.png +75% faster spin up time

Pictogram plus.png Silent Killer: No barrel spin sound

Pictogram minus.png +50% Overheat build rate

Pictogram minus.png -50 max health on wearer

Pictogram minus.png -38% bullets per shot

Huo-Long Heater
Huo-Long Heater
Pictogram plus.png Changed: Damage bonus increased from -10% to +622%
Pictogram plus.png Changed: Fire ring damage interval decreased from 0.5 to 0.08 seconds
Pictogram plus.png Removed: Consumes an additional 4 ammo per second while spun up
Pictogram minus.png Added: -186% slower firing speed
Pictogram minus.png Added: -75% bullets per shot
Pictogram minus.png Added: -60% max primary ammo on wearer
Pictogram minus.png Added: -60% ramp up damage penalty
Pictogram minus.png Added: (Hidden) -5.6% minimum fall off damage penalty
Pictogram minus.png Added: Projectiles fizzle out at long ranges
Pictogram minus.png Changed: Base fire ring damage decreased from 12 to 2
Pictogram minus.png Removed: +25% damage bonus vs burning players
Pictogram comment.png Added: Fires firework rockets instead of bullets
Pictogram comment.png Info: Projectiles have a base damage of 65 and a firing interval of 0.3 seconds
Pictogram comment.png Info: Projectiles function identically to the flares from flare guns and have a 2000 HU/s projectile speed, but automatically explode after 1000 HU
Pictogram comment.png Info: Projectiles have 120% maximum ramp up damage and 50% minimum fall off damage
Pictogram comment.png Info: The projectiles are fired from the center, much like the Soldier's Original rocket launcher
Pictogram comment.png Info: Projectiles do not inflict afterburn
Pictogram comment.png Info: The projectiles can be airblasted and destroyed by the Short Circuit
Pictogram plus.png Creates a ring of flames while spun up

Pictogram minus.png -75% bullets per shot

Pictogram minus.png -60% max primary ammo on wearer

Pictogram minus.png -60% ramp up damage penalty

Pictogram minus.png Projectiles fizzle out at long ranges

Fires firework rockets instead of bullets
Dalokohs Bar
Dalokohs Bar
Pictogram plus.png Added: +50% faster consumption speed
Pictogram plus.png Added: Excessive healing is now converted into overheal that does not passively decay
Pictogram minus.png Removed: Adds +50 max health for 30 seconds
Pictogram plus.png Excessive healing is now converted into overheal that does not decay

Pictogram plus.png +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
Buffalo Steak Sandvich
Pictogram plus.png Added: +50% increase in charge recharge rate
Pictogram plus.png Added: Eat to regain up to 100% of your max health
Pictogram plus.png Removed: (Hidden) 20% damage vulnerability while effect is active
Pictogram minus.png Added: +100% increase in push force taken from damage and airblast while effect is active
Pictogram minus.png Changed: Dropped edible healing decreased from a medium to a small health kit
Pictogram comment.png Changed: Rescaled speed boost from +30% to +0-60% based on how injured the wearer is
Pictogram comment.png Info: The speed to health ratio while injured is identical to the Escape Plan
Pictogram plus.png +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
Gloves of Running Urgently
Pictogram plus.png Removed: Maximum health is drained while item is active
Pictogram minus.png Added: You are marked for death while active, and for 1 second after switching weapons
Pictogram minus.png Added: -30 max health on wearer
Pictogram plus.png +30% faster move speed on wearer

Pictogram minus.png This weapon holsters 50% slower

Pictogram minus.png You are marked for death while active, and for short period after switching weapons

Pictogram minus.png -30 max health on wearer

Warrior's Spirit
Warrior's Spirit
Pictogram plus.png Changed: Damage bonus increased from +30% to +50%
Pictogram plus.png Removed: 30% damage vulnerability on wearer
Pictogram minus.png Added: -20% slower firing speed
Pictogram minus.png Added: Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills.
Pictogram plus.png +50% damage bonus

Pictogram plus.png +50 health restored on kill

Pictogram minus.png -20% slower firing speed

Pictogram minus.png Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills.

Fists of Steel
Fists of Steel
Pictogram plus.png Changed: Health restoring penalty decreased from -40% to -20%
Pictogram plus.png Removed: This weapon holsters 100% slower
Pictogram minus.png Changed: Overheal penalty increased from -40% to -60%
Pictogram minus.png Changed: The Overheal penalty is now passive instead of while active
Pictogram minus.png Changed: The health restoring penalty is now passive instead of while active
Pictogram minus.png Changed: The wearer now gains reduced health from all sources instead of just from healers
Pictogram comment.png Info: Medics will now build ÜberCharge slower if the Overheal cap is reached
Pictogram plus.png -40% damage from ranged sources while active

Pictogram minus.png +100% damage from melee sources while active

Pictogram minus.png -60% maximum overheal on wearer

Pictogram minus.png -20% health from all sources

Eviction Notice
Eviction Notice
Pictogram plus.png Added: On Hit: Bleed for 5 seconds
Pictogram plus.png Changed: Damage penalty decreased from -60% to -50%
Pictogram plus.png Removed: Maximum health is drained while item is active
Pictogram minus.png Removed: +15% faster move speed on wearer
Pictogram plus.png +40% faster firing speed

Pictogram plus.png On Hit: Gain a speed boost

Pictogram plus.png On Hit: Bleed for 5 seconds

Pictogram minus.png -50% damage penalty

Engineer

Engineer - Building Changes
  • Pictogram plus.png Changed: Buildings now block penetrating attacks and explosive splash as though they were pieces of map geometry
  • Pictogram minus.png Changed: Allied Engineers are no longer able to interact with buildings they do not own
Weapon Changes New statistics
Frontier Justice
Frontier Justice
Pictogram minus.png Removed: No longer grants revenge crits if the Sentry is not fully built
Pictogram minus.png Removed: No longer grants revenge crits if the Sentry is not destroyed by another player
Pictogram minus.png Removed: No longer grants revenge crits if the wearer is more than 1200 HU away from the Sentry
Pictogram comment.png Changed: Rescaled revenge crits from gaining 1-2 based on Sentry kills/assists to a fixed 1-6 seconds, based on Sentry level
Pictogram comment.png Changed: Equipping this weapon causes sentries built to have an additional capacitor and antenna attached on them
Pictogram comment.png 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
Pictogram comment.png Info: Destroying a Sentry with the destruction PDA in MvM can still grant Revenge Crits
Pictogram plus.png Gain up to 6 seconds of revenge crits when your sentry is destroyed.

Pictogram minus.png -50% clip size

Pictogram minus.png No random critical hits

Pictogram minus.png Revenge crits are lost on death

Pomson 6000
Pomson 6000
Pictogram plus.png Added: Projectiles now split into 5 smaller projectiles at the end of its lifespan
Pictogram plus.png Added: Hitting a target when the projectile has just split will deal mini-crits to victims
Pictogram plus.png Changed: Base projectile speed increased from 1200 to 2000 HU/s
Pictogram plus.png Removed: Deals only 20% damage to buildings
Pictogram plus.png Removed: (Hidden) -34% clip size
Pictogram plus.png Removed: (Hidden) -4% slower reload time
Pictogram plus.png Removed: (Hidden) -60% max ramp up damage penalty
Pictogram minus.png Removed: On Hit: Victim loses up to 10% Medigun charge
Pictogram minus.png Removed: On Hit: Victim loses up to 20% cloak
Pictogram comment.png Added: Fuses can be primed to increase projectile lifespan up to 0.5 seconds by holding down the fire key for 1 second
Pictogram comment.png Info: Secondary projectiles have a base damage of 12 and have the same projectile speed as the main projectile
Pictogram comment.png Info: The window for mini-crits is 0.1 seconds
Pictogram comment.png Info: During the first 0.2 seconds after firing, secondary pellets cannot mini-crit
Pictogram comment.png 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

Pictogram plus.png Projectile splits into 5 secondary projectiles at the end of its lifespan

Pictogram minus.png -28% slower firing speed

Hitting a target when the projectile has just split will deal mini-crits to victims
Rescue Ranger
Rescue Ranger
Pictogram minus.png Changed: The special bolt now applies its heal over 3 seconds as a buff
Pictogram minus.png Changed: Using alt-fire would deconstruct the building for up to 3.425 seconds before teleportation starts
Pictogram minus.png Changed: Health to metal ratio increased from 4:1 to 3:1
Pictogram comment.png Info: The total heal amount remains the same and the healing buff stacks with itself
Pictogram comment.png 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
Pictogram comment.png Info: The building deconstructs at a 300% rate of their base construction speed and upgrade time
Pictogram comment.png 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
Pictogram plus.png Alt-Fire: Use 100 metal to pick up your targeted building from any range after a delay

Pictogram plus.png Fires a special bolt that can repair friendly buildings over time

Pictogram minus.png -34% clip size

Pictogram minus.png -50% max primary ammo on wearer

Pictogram minus.png Self mark for death when hauling buildings

Pictogram minus.png 3-to-1 health-to-metal ratio when repairing buildings

Pistol
Pistol
Pictogram plus.png Changed: Reload speed decreased from 1.36 to 1.005 seconds
Pictogram minus.png Changed: Max secondary ammo decreased from 200 to 48
No changes.
Wrangler
Wrangler
Pictogram plus.png Added: 30% of Sentry damage dealt while wrangled is returned to the Sentry as health
Pictogram plus.png Changed: Level 3 Sentry rocket firing speed while wrangled decreased from 2.25 to 1.53 seconds
Pictogram plus.png Changed: Sentry disabling duration upon unwrangling decreased from 3 to 1 second
Pictogram plus.png Removed: Wrangled sentries gain a shield that reduces repairs by 66%
Pictogram minus.png 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
Short Circuit
Pictogram plus.png Changed: Primary fire range increased from 215 to 250 HU
Pictogram plus.png Changed: Primary fire now damages the target's collision hull
Pictogram plus.png Removed: (Hidden) -33% damage penalty
Pictogram minus.png Added: -300% slower firing speed
Pictogram minus.png Added: Overcharging the battery will cause a misfire
Pictogram minus.png Changed: Ammo per shot increased from 5 to 10 metal
Pictogram comment.png 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
Pictogram comment.png Info: As the projectile damages the target's collision hull instead, aiming is now more forgiving on average
Pictogram comment.png Info: Charging increases the damage up to +200% and its range by up to +100%, but metal cost is also increased up to +300%
Pictogram comment.png 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
Pictogram comment.png Info: Has a charge time of 0.5 seconds, and a maximum charge threshold of 1 second before the weapon misfires and explodes
Pictogram comment.png Info: Misfire explosion has a damage of 45 and occurs in front of the wearer
Pictogram comment.png Info: As a result, the wearer can blast jump with the misfire explosion
Pictogram plus.png On Full Charge: Projectiles destroy other projectiles

Pictogram plus.png No reload necessary

Pictogram minus.png Overcharging the battery will cause a misfire

Pictogram minus.png No random critical hits

Pictogram minus.png Per Shot: -10 ammo

Pictogram minus.png Uses metal for ammo

Pictogram minus.png -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
Gunslinger
Pictogram plus.png Changed: Sentry build speed increased from +150% to +262%
Pictogram plus.png +25 max health on wearer

Pictogram plus.png Sentry build speed increased by 262%

Pictogram plus.png Third successful punch in a row always crits.

Pictogram minus.png Replaces the Sentry with a Mini-Sentry

Southern Hospitality
Southern Hospitality
Pictogram plus.png Removed: 20% fire damage vulnerability on wearer
Pictogram plus.png Added: The wearer can build an additional Mini-Dispenser
Pictogram minus.png Added: -25% slower firing speed on Sentry Gun
Pictogram comment.png Info: Level 3 Sentry rocket firing speed is also slowed
Pictogram plus.png On Hit: Bleed for 5 seconds

Pictogram plus.png The wearer can build an additional Mini-Dispenser

Pictogram minus.png -25% slower firing speed on Sentry Gun

Jag
Jag
Pictogram plus.png Changed: Construction speed boost increased from +30% to +100%
Pictogram plus.png Removed: -20% slower repair rate
Pictogram plus.png Removed: -25% damage penalty
Pictogram plus.png Removed: -33% damage penalty vs buildings
Pictogram minus.png Added: Can only build up to level 2 Sentry Guns and Dispensers
Pictogram minus.png Removed: +15% faster firing speed
Pictogram plus.png Construction hit speed boost increased by 100%

Pictogram minus.png Can only build up to level 2 Sentry Guns and Dispensers

Eureka Effect
Eureka Effect
Pictogram plus.png Added: Constructed Teleporters travel both ways
Pictogram plus.png Changed: The wearer can also teleport to the Teleporter entrance now
Pictogram plus.png Changed: Teleporting to spawn now automatically resupplies the wearer from the cabinet
Pictogram plus.png Press your reload key to choose to teleport to spawn or your teleporters

Pictogram plus.png -50% metal cost when constructing or upgrading teleporters

Pictogram plus.png Constructed teleporters travel both ways

Pictogram minus.png Construction hit speed boost decreased by 50%

Pictogram minus.png 20% less metal from pickups and dispensers
RED Level 1 Sentry Gun.png

Sentry Gun

Pictogram plus.png Changed: Metal from gibs increased from 60 to 130 metal
Pictogram plus.png Removed: Sentry rockets damage fall off
Pictogram minus.png Changed: Base sentry knockback multiplier decreased from 1600% to 800%
Pictogram minus.png 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
Pictogram minus.png Removed: Sentry rockets damage ramp up
Pictogram plus.png Metal from gibs increased from 60 to 130 metal

Pictogram minus.png -50% push force on hit

Lvl1dispenser.png

Dispenser

Pictogram plus.png Changed: Dispenser base build speed increased by 150%
Pictogram plus.png Changed: Dispenser base redeploy speed increased by 100%
Pictogram plus.png Changed: Metal from gibs increased by 100%
Pictogram plus.png Changed: Heal rate is increased up to +200% if the target is out of combat
Pictogram minus.png Changed: Metal is now split evenly across multiple Engineers if there are more than one Engineer within the radius
Pictogram comment.png 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
Pictogram plus.png Dispenser build speed decreased from 21 to 8.4 seconds

Pictogram plus.png Dispenser redeploy speed decreased from 5.25 to 2.625 seconds

Pictogram plus.png Metal from gibs increased from 50 to 100 metal

Tele inactive red.png

Teleporter

Pictogram plus.png Changed: Dispenser base build speed increased by 150%
Pictogram plus.png Changed: Dispenser base redeploy speed increased by 100%
Pictogram plus.png Changed: Metal from gibs increased by 100%
Pictogram plus.png Changed: Now automatically upgrades to level 3 during setup
Pictogram plus.png Changed: No longer downgrades to level 1 if one side of the Teleporter is destroyed
Pictogram plus.png Teleporter build speed decreased from 21 to 8.4 seconds

Pictogram plus.png Teleporter redeploy speed decreased from 5.25 to 2.625 seconds

Pictogram plus.png Metal from gibs increased from 25 to 50 metal

Red Mini Sentry.png

Mini-Sentry

Pictogram minus.png Removed: No longer inflicts knockback nor flinch on hit
Pictogram minus.png -100% push force on hit

Lvl1dispenser.png

Mini-Dispenser

Pictogram comment.png Info: Restores 10 health and 20% of the target's max ammo per second in a radius
Pictogram comment.png Info: Does not dispense metal
Pictogram comment.png Info: Costs 70 metal to build
Pictogram comment.png Info: Has a base construction time of 3.36 seconds
Pictogram comment.png Info: Has a base redeploy time of 1.05 seconds
Pictogram comment.png Info: Cannot be upgraded
Pictogram comment.png Info: 100 max health
Pictogram plus.png -30% construction cost

Pictogram plus.png +150% faster construction speed

Pictogram plus.png +150% faster redeploy speed

Pictogram minus.png Cannot be upgraded

Pictogram minus.png Does not dispense metal

Pictogram minus.png -50 max health on this building

Medic

Medic - Class Changes
  • Pictogram plus.png Added: Syringe Guns now have an alt-fire now fires a heavy syringe
  • Pictogram plus.png Changed: Syringe Guns now reload automatically when not active
  • Pictogram plus.png Changed: Syringes now arc way less, matching the flare guns, increasing effective range
  • Pictogram plus.png Changed: Syringe Gun projectile speed increased from 1000 to 1100 HU/s
  • Pictogram plus.png Changed: Syringe Gun Reload time decreased from 1.6 to 1.3 seconds
  • Pictogram plus.png Removed: Syringe Gun random projectile deviation
  • Pictogram minus.png Changed: Syringes now leave a brighter and team colored trail
  • Pictogram minus.png Removed: The wearer matches the speed of their heal target if they are faster (Except for the Quick-Fix)
  • Pictogram comment.png 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
  • Pictogram comment.png Info: Hitting teammates heals them for +33 health per second over 3 seconds, and the healing can stack with most other sources
  • Pictogram comment.png Info: However, only one instance of the heavy syringe buff can be applied at a time
  • Pictogram comment.png 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
  • Pictogram comment.png 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
  • Pictogram comment.png Info: Heavy syringes have 3 charges, and charges are passively restored every 6 seconds
Weapon Changes New statistics
Blutsauger
Blutsauger
Pictogram plus.png 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
Pictogram plus.png Added: +300% damage bonus
Pictogram plus.png Added: +36% projectile speed
Pictogram plus.png Changed: Health gain on hit increased from 3 to 20 health
Pictogram minus.png Added: -376% slower firing speed
Pictogram minus.png Added: -87.5% clip size
Pictogram minus.png Changed: Health gain on hit is now applied over 2 seconds
Pictogram comment.png Changed: Health regeneration duration on alt-fire rescaled from 3 seconds to 0.03-9.1 seconds depending on Blood
Pictogram comment.png Info: In other words, this weapon has a base damage of 40 and a firing interval of 0.5 seconds
Pictogram comment.png Info: Successive hits stacks additively from each other and refreshes the buff duration
Pictogram comment.png Info: Blood caps at 300 damage dealt to a target debuffed by Blood, with 1% Blood converting to 3 health restored
Pictogram comment.png Info: Attempting to heal multiple teammates increases Blood consumption rate, but the health regeneration buff from heavy darts does not stack with itself
Pictogram comment.png Info: The firing speed penalty also affects alt-fire, resulting in a firing interval of 0.5 seconds instead of 0.105 seconds
Pictogram plus.png On Hit: Gain up to +10 health regenerated per second for 2 seconds

Pictogram plus.png 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

Pictogram plus.png +36% projectile speed

Pictogram minus.png -87.5% clip size

Pictogram minus.png -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
Crusader's Crossbow
Pictogram plus.png Changed: Max damage range threshold is decreased from 1500 to 512 HU
Pictogram minus.png Changed: Base damage decreased from 38-75 to 30-45
Pictogram minus.png Changed: The special bolt now applies its heal over 2.25-4.55 seconds based on distance as a buff
Pictogram minus.png Changed: Penalties that affect healing from healers now fully affect this weapon
Pictogram minus.png Removed: Healing from this weapon grants a small amount of ÜberCharge
Pictogram comment.png Info: The healing is fixed at 33 health per second, but the buff duration scales based on distance
Pictogram comment.png Info: Only one instance of the crossbow healing buff can be applied at a time
Pictogram comment.png 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
Pictogram minus.png No headshots

Pictogram minus.png -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
Overdose
Pictogram plus.png Removed: -15% damage penalty
Pictogram minus.png Added: -100% ÜberCharge rate for 3 seconds after using alt-fire
Pictogram minus.png Added: -30% slower firing speed
Pictogram minus.png Removed: While active, movement speed increases based on ÜberCharge percentage to a maximum of +20%
Pictogram comment.png Changed: Alt-Fire consumes 15% ÜberCharge for a speed boost instead of firing heavy syringes
Pictogram plus.png Alt-Fire: Consumes 15% ÜberCharge to gain a speed boost for 3 seconds

Pictogram minus.png -100% ÜberCharge rate for 3 seconds after using alt-fire

Pictogram minus.png -30% slower firing speed

This weapon will reload automatically when not active
Quick-Fix
Quick-Fix
Pictogram plus.png Changed: Every 50 health restored during ÜberCharge will increase the current duration by 0.25 seconds
Pictogram plus.png Changed: Heal rate increased from +40% to +50%
Pictogram plus.png Changed: ÜberCharge rate increased from +10% to +50%
Pictogram plus.png Changed: ÜberCharge duration is no longer reduced when changing patients
Pictogram minus.png Added: -37.5% base ÜberCharge duration
Pictogram minus.png Changed: Max Overheal decreased from -50% to -100%
Pictogram minus.png Changed: ÜberCharge rate is slowed if the patient has more than 97.5% health
Pictogram minus.png Removed: ÜberCharge grants immunity to movement-impairing effects
Pictogram minus.png Removed: Mirror the blast jumps and shield charges of patients
Pictogram comment.png Info: Max ÜberCharge duration is capped at 10 seconds, or after 1000 health restored during ÜberCharge
Pictogram plus.png +50% heal rate

Pictogram plus.png +50% ÜberCharge rate

Pictogram plus.png Health restored during ÜberCharge will increase current ÜberCharge duration

Pictogram minus.png -100% max overheal

Pictogram minus.png -37.5% base ÜberCharge duration

ÜberCharge increases healing by 300%

Move at the speed of any faster heal target.
Vaccinator
Vaccinator
Pictogram plus.png Removed: -33% ÜberCharge rate on Overhealed patients
Pictogram plus.png Changed: ÜberCharge duration increased from 2.5 to 8 seconds
Pictogram minus.png Changed: Max Charges decreased from 4 to 1
Pictogram minus.png Changed: Only one patient at a time can receive ÜberCharge from the wearer
Pictogram minus.png Removed: ÜberCharge no longer lingers if the wearer disconnects from the patient while ÜberCharging
Pictogram minus.png Removed: Shield effects no longer linger if the resistance type is swapped during ÜberCharge
Pictogram minus.png Removed: ÜberCharge blocks 100% crit damage of the selected type to the Medic and Patient
Pictogram comment.png Info: Despite having one bar only, the wearer can still activate ÜberCharge if they have more than 25% ÜberCharge currently
Pictogram comment.png Info: Final ÜberCharge duration is decreased from 10 to 8 seconds
Pictogram plus.png +67% Übercharge rate

Pictogram plus.png Press your reload key to cycle through resist types.

Pictogram plus.png While healing, provides you and your target with a constant 10% resistance to the selected damage type.

Pictogram plus.png Übercharge can be activated if there is more than 25% charge

Pictogram minus.png -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.
Übersaw
Ubersaw
Pictogram plus.png Removed: -20% slower firing speed
Pictogram minus.png Added: -30% damage penalty
Pictogram plus.png On Hit: 25% ÜberCharge added

Pictogram minus.png -30% damage penalty

Vita-Saw
Vita-Saw
Pictogram plus.png Added: On Hit Teammate: Consumes an organ to restore 100 health and cleanse them of all negative status effects
Pictogram plus.png Added: +70% longer melee range vs teammates
Pictogram plus.png Removed: -10 max health on wearer
Pictogram minus.png Added: -20% damage penalty
Pictogram minus.png 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%.
Pictogram plus.png Collect the organs of people you hit

Pictogram plus.png On Hit Teammate: Consumes an organ to restore 100 health and cleanse them of all negative status effects

Pictogram plus.png +70% longer melee range vs teammates

Pictogram minus.png -20% damage penalty

Amputator
Amputator
Pictogram plus.png Added: Alt-Fire can be prematurely cancelled by jumping or taunting, with a 1 second outro animation
Pictogram plus.png Changed: Taunt duration is now permanent until cancelled
Pictogram plus.png Changed: During the taunt, the wearer can see the health of all nearby allies that are close to the crosshair
When weapon is active:

Pictogram plus.png +3 health regenerated per second on wearer

Pictogram plus.png Alt-Fire: Applies a healing effect to all nearby teammates

Pictogram minus.png -20% damage penalty

Solemn Vow
Solemn Vow
Pictogram plus.png Added: Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies for 10 seconds
Pictogram plus.png Removed: -10% slower firing speed
Pictogram minus.png Added: -50% damage penalty
Pictogram minus.png Removed: Allows you to see enemy health
Pictogram comment.png Info: Only one enemy can be affected at a time
Pictogram comment.png Info: Has a max range of 600 HU
Pictogram comment.png Info: Alt-Fire cannot reveal enemy Medic Übercharge percentages
Pictogram plus.png Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies

Pictogram minus.png -50% damage penalty

Sniper

Sniper - Primary Changes
  • Pictogram minus.png Added: Scoping in for more than 5 seconds will cause the wearer to lose focus and gradually draining charge
  • Pictogram minus.png Added: Flinching while scoped in causes the reticle to reset in a slightly different location
  • Pictogram minus.png Added: Non-scoped in shots have a minimum fall off of 50%
  • Pictogram minus.png Added: Base rifle self damage force is decreased by -50%
  • Pictogram minus.png Added: A team-coloured scope glint effect will be visible to other players while scoped in
  • Pictogram minus.png Changed: Base ammo decreased from 25 to 12
  • Pictogram comment.png Info: The reticle reset is stronger the more damage the wearer takes while scoped in
  • Pictogram comment.png Info: Charge drains at a rate of 67% per second after 5 seconds
Weapon Changes New statistics
Huntsman
Huntsman
Pictogram plus.png Added: +25 max health on wearer
Pictogram plus.png Added: This weapon will reload automatically when not active
Pictogram minus.png Changed: Arrows need to be charged for at least 0.2 seconds before they can headshot
Pictogram minus.png Changed: Arrows suffer from up to a 50% minimum damage fall off after 1000 HU, reaching minimum damage fall off at 1200 HU
Pictogram minus.png Changed: Arrows cannot headshot if the target is over 1200 HU
Pictogram minus.png Changed: Aim fatigue threshold decreased from 5 to 3 seconds
Pictogram minus.png Removed: This weapon cannot be charged while in mid-air
Pictogram minus.png Removed: (Hidden) +66% faster move speed while scoped in
Pictogram comment.png Changed: Arrows are now fired from the center, much like the Soldier's Original rocket launcher
Pictogram comment.png Changed: Headshot hit detection formula is revamped, resulting in increased consistency
Pictogram plus.png +25 max health on wearer

This weapon will reload automatically when not active
Sydney Sleeper
Sydney Sleeper
Pictogram plus.png Added: +33% faster reload time
Pictogram plus.png Changed: Charge rate increased from +25% to +200%
Pictogram minus.png Added: -30% charge damage penalty
Pictogram minus.png Added: Unscoped shots have damage fall off
Pictogram minus.png Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Pictogram comment.png Changed: Jarate debuff duration is now based on distance instead of charge percentage
Pictogram comment.png Changed: Fires darts instead of bullets
Pictogram comment.png Info: Darts have the same hitbox size as flare guns, and have a projectile speed of 3600 HU
Pictogram comment.png Info: Darts have no damage fall off and infinite range
Pictogram comment.png Info: Darts travel in a straight line and leave a trail of Jarate droplets in flight
Pictogram comment.png Info: Jarate duration has standard damage fall off, being able to inflict for 5 seconds at point blank range, and gradually decreasing with distance
Pictogram comment.png Info:Jarate duration starts falling off past 1024 HU from 5-0 seconds, and shots no longer inflict Jarate on hit after 1536 HU
Pictogram comment.png Info: In other words, the damage multiplier at full charge is only 2.4x instead of 3x
Pictogram plus.png +200% charge rate

Pictogram plus.png +33% faster reload time

Pictogram plus.png On Scoped Hit: Apply Jarate for 2 to 5 seconds based on distance

Pictogram minus.png -30% charge damage penalty

Pictogram minus.png Unscoped shots have damage fall off

Pictogram minus.png No headshots

Fires darts instead of bullets
Bazaar Bargain
Bazaar Bargain
Pictogram plus.png Added: +55% faster reload time
Pictogram plus.png Added: +50% max primary ammo on wearer
Pictogram plus.png Added: No unscoping between shots
Pictogram plus.png Removed: Base charge rate decreased by 50%
Pictogram minus.png Added: -20% damage penalty
Pictogram minus.png Added: No charge
Pictogram minus.png Removed: Each scoped headshot kill increases the weapon's charge rate by 25%
Pictogram comment.png Added: -50% less zoom magnification
Pictogram plus.png +55% faster reload time

Pictogram plus.png +50% max primary ammo on wearer

Pictogram plus.png No unscoping between shots

Pictogram minus.png -20% damage penalty

Pictogram minus.png No charge

Pictogram minus.png -50% less zoom magnification

Machina
Machina
Pictogram plus.png Added: Power meter builds with damage done while unscoped and/or time
Pictogram plus.png Added: +328% charge rate
Pictogram plus.png Changed: No longer requires full charge for shots to penetrate players
Pictogram plus.png Removed: Fires tracer rounds
Pictogram minus.png Added: A bright laser beam is created while scoped in and charging
Pictogram minus.png Added: Shots are automatically fired if overcharged
Pictogram minus.png Added: Firing shots require (and consume) 40% Power
Pictogram minus.png Added: -50% charge damage penalty
Pictogram minus.png Removed: On Full Charge: +15% damage per shot
Pictogram comment.png Changed: Shots only begin to charge when holding fire while scoped in instead of passively charging
Pictogram comment.png Changed: Requirements for not being able to fire changed from being not zoomed to not being at full charge
Pictogram comment.png Info: In other words, the damage multiplier at full charge is only 2x instead of 3x
Pictogram comment.png Info: Shots can only be held for 0.5 seconds after being fully charged before it is forced to fire
Pictogram comment.png Info: Attempting to fire before the shot is fully charged will cause the wearer to cancel charging
Pictogram comment.png 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
Pictogram comment.png Info: Requires 200 damage dealt while unscoped to recharge the Power meter
Pictogram comment.png Info: Damage dealt by secondary or melee weapons also contribute towards charging the Power meter
Pictogram plus.png Hold Fire while scoped in to charge a shot

Pictogram plus.png On Scoped Hit: Projectiles penetrate players

Pictogram plus.png Power meter builds with damage done while unscoped and/or time

Pictogram plus.png +328% charge rate

Pictogram minus.png A bright laser beam is created while scoped in and charging

Pictogram minus.png Cannot fire when not fully charged

Pictogram minus.png Shots are automatically fired if overcharged

Pictogram minus.png Firing shots require (and consume) 40% Power

Pictogram minus.png -50% charge damage penalty

Classic
Classic
Pictogram plus.png Removed: No headshots when not fully charged
Pictogram minus.png Changed: Damage penalty increased from -10% to -30%
Pictogram minus.png Changed: Damage penalty is now universal instead of just body shots
Pictogram plus.png Charge and fire shots independent of zoom

Pictogram minus.png -30% damage penalty

Jarate
Jarate
Pictogram plus.png Added: Jarate meter builds with damage done and/or time
Pictogram plus.png Changed: Projectile speed increased from 1019.9 to 1500 HU
Pictogram minus.png Added: Spawning and resupply do not affect the Jarate meter
Pictogram minus.png Added: Jarate meter starts empty
Pictogram minus.png Added: The wearer can now coat themselves if they are caught in the splash radius
Pictogram minus.png Changed: The debuff can now be removed with health packs
Pictogram minus.png Changed: Base splash radius decreased from 200 to 146 HU
Pictogram minus.png Changed: Cooldown increased from 20 to 40 seconds
Pictogram minus.png Removed: Extinguishing teammates reduces cooldown by -20%
Pictogram comment.png Info: The wearer is not covered in Jarate if they are on fire
Pictogram comment.png Info: Requires 600 damage to fully charge the Jarate meter
Pictogram plus.png Jarate meter builds with damage done and/or time

Pictogram minus.png Spawning and resupply do not affect the Jarate meter

Pictogram minus.png 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
Darwin's Danger Shield
Pictogram plus.png Added: +25 max health on wearer
Pictogram minus.png Added: -18% max Overheal on wearer
Pictogram minus.png Removed: +50% fire damage resistance on wearer
Pictogram minus.png Removed: Immune to the effects of afterburn
Pictogram plus.png +25 max health on wearer

Pictogram minus.png -18% max Overheal on wearer

Cozy Camper
Cozy Camper
Pictogram plus.png Added: +100% max primary ammo on wearer
Pictogram minus.png Removed: No flinching when aiming and fully charged
Pictogram minus.png Removed: Knockback reduced by 20% when aiming
Pictogram plus.png +4 health regenerated per second on wearer

Pictogram plus.png +100% max primary ammo on wearer

Cleaner's Carbine
Cleaner's Carbine
Pictogram plus.png Added: On Kill: Gain 50% Crikey
Pictogram plus.png Changed: Activating Crikey now inflicts full crits instead of mini-crits
Pictogram minus.png Changed: Base buff duration decreased from 8 to 5 seconds
Pictogram minus.png Changed: Damage required to charge Crikey increased from 100 to 300 damage
Pictogram comment.png Info: Does not grant 50% Crikey on kill while Crikey is activated
Pictogram plus.png Dealing damage fills charge meter.

Pictogram plus.png Secondary fire when charged grants 100% critical hits for 5 seconds.

Pictogram plus.png On Kill: Gain 50% Crikey

Pictogram minus.png -20% clip size

Pictogram minus.png -25% slower firing speed

Pictogram minus.png No random critical hits

Tribalman's Shiv
Tribalman's Shiv
Pictogram plus.png Changed: Damage increased from -50% to -35%
Pictogram plus.png On Hit: Bleed for 6 seconds

Pictogram minus.png -35% damage penalty
Bushwacka
Bushwacka
Pictogram plus.png Added: On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for 1 second
Pictogram plus.png Removed: 20% damage vulnerability on wearer
Pictogram minus.png Added: On Miss: Mark yourself for Death for 3 seconds
When weapon is active:

Pictogram plus.png Crits whenever it would normally mini-crit

Pictogram plus.png On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for 1 second

Pictogram minus.png On Miss: Mark yourself for Death

Shahanshah
Shahanshah
Pictogram plus.png Changed: Damage increased when health >50% of max from -25% to +50%
Pictogram minus.png Changed: Damage decreased when health <50% of max from +25% to -35%
Pictogram plus.png +50% increase in damage when health >50% of max

Pictogram minus.png -35% decrease in damage when health <50% of max

Spy

Spy - Class Changes
  • Pictogram plus.png Added: Spy Walk ability
  • Pictogram plus.png Changed: The wearer can now start cloaking right after attacking a target with a melee weapon
  • Pictogram plus.png Changed: Cloaking now increases time required to ignite the wearer with Flamethrowers by +50%
  • Pictogram plus.png Changed: Cloaking now instantly causes all robots to forget about the wearer in MvM
  • Pictogram plus.png Changed: Sapping buildings in MvM no longer puts the Sapper on cooldown
  • Pictogram minus.png Removed: +20% damage resistance when cloaked
  • Pictogram comment.png 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
  • Pictogram comment.png Info: Press your reload key to activate Spy Walk by default
Weapon Changes New statistics
L'Etranger
L'Etranger
Pictogram plus.png Changed: Cloak on hit increased from +15% to +35%
Pictogram minus.png Removed: +40% cloak duration
Pictogram plus.png +35% cloak on hit

Pictogram minus.png -20% damage penalty

Enforcer
Enforcer
Pictogram plus.png 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
Pictogram plus.png Added: Gain a 3 second speed boost when targets die while being marked for death by this weapon
Pictogram plus.png Removed: No random critical hits
Pictogram minus.png Changed: Firing speed decreased from -20% to -30%
Pictogram minus.png Removed: +20% damage bonus while disguised
Pictogram minus.png Removed: Attacks pierce damage resistance effects and bonuses
Pictogram comment.png Info: Has a range limit of 500 HU before it cannot inflict the debuff
Pictogram comment.png 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
Pictogram plus.png 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

Pictogram plus.png Gain a speed boost when targets die while being marked for death by this weapon

Pictogram minus.png -30% slower firing speed

Diamondback
Diamondback
Pictogram minus.png Added: -50% clip size
Pictogram minus.png Removed: Destroying buildings with the sapper no longer provide crits
Pictogram comment.png Changed: Rescaled the method of obtaining crits from gaining one upon backstabs to a fixed 1.8 seconds
Pictogram plus.png On Backstab: 1.8 seconds of 100% critical chance

Pictogram minus.png -50% clip size

Pictogram minus.png -15% damage penalty

Pictogram minus.png No random critical hits

Your Eternal Reward
Your Eternal Reward
Pictogram plus.png Added: +40% cloak duration
Pictogram plus.png Removed: +33% cloak drain rate
Pictogram plus.png Removed: Normal disguises require (and consume) a full cloak meter
Pictogram minus.png Added: Wearer cannot disguise
Pictogram comment.png Info: Backstabbing a robot in MvM now properly automatically disguises the wearer
Pictogram plus.png Upon a successful backstab against a human target, you rapidly disguise as your victim

Pictogram plus.png Silent Killer: No attack noise from backstabs

Pictogram plus.png +40% cloak duration

Pictogram minus.png Wearer cannot disguise

Conniver's Kunai
Conniver's Kunai
Pictogram minus.png Added: +100% Overheal drain rate on wearer
Pictogram comment.png Info: Despite the wording, Overheal duration is decreased from 60 to 30 seconds
Pictogram plus.png On Backstab: Absorbs the health from your victim

Pictogram minus.png -55 max health on wearer

Pictogram minus.png +100% Overheal drain rate on wearer

Start off with low health

Kill somebody with this knife

Steal all of their health
Dead Ringer
Dead Ringer
Pictogram plus.png Added: +50% cloak on backstab
Pictogram plus.png Changed: Cloak gained from ammo boxes increased from -100% to -80%
Pictogram plus.png Changed: Upon feigning death, all debuffs are cleansed instead of just afterburn
Pictogram plus.png Removed: -50% cloak meter when Feign Death is activated
Pictogram minus.png Added: Damage taken during cloak reduces cloak duration
Pictogram minus.png Changed: Cloak duration decreased from +40% to -30%
Pictogram minus.png Changed: Damage resistance duration decreased from 3 to 0.5 seconds
Pictogram minus.png Changed: The wearer now gains reduced cloak from all sources instead of just from ammo boxes
Pictogram minus.png Removed: Afterburn immunity for 3 seconds upon feigning death
Pictogram comment.png Info: Every 3 damage received while cloaked drains 2% cloak, meaning that cloak ends upon taking 150 damage
Pictogram comment.png Info: The cloak gain penalty also affects the L'etranger and the Big Earner
Pictogram plus.png +50% cloak on backstab

Pictogram plus.png +50% cloak regen rate

Pictogram minus.png Damage taken during cloak reduces cloak duration

Pictogram minus.png -80% reduced cloak from all sources

Pictogram minus.png -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
Red-Tape Recorder
Pictogram plus.png Removed: -100% Sapper damage penalty
Pictogram minus.png Removed: Reverses enemy building construction
Pictogram comment.png Info: Is a stock reskin now
No changes.

Alternative/Miscellaneous Balance Suggestions

Weapon Changes New statistics
Baby Face's Blaster
Baby Face's Blaster Version 2
Pictogram plus.png Added: +40% more accurate
Pictogram plus.png Added: Boost can be obtained while active
Pictogram plus.png Changed: Damage required to drain all boost increased from 25 to 100
Pictogram plus.png Changed: Boost only starts draining when the buff is active
Pictogram plus.png Removed: -34% clip size
Pictogram plus.png Removed: Boost reduced when hit
Pictogram minus.png Added: -30% damage penalty
Pictogram minus.png Added: No double jump
Pictogram minus.png Changed: Damage required to charge Boost increased from 100 to 200
Pictogram minus.png Changed: Boost drain now happens upon jumping
Pictogram minus.png Changed: Boost drain on air jumps increased from -75% to -100%
Pictogram comment.png Added: Activating Boost now leaves behind a speed trail on the ground while moving
Pictogram comment.png Changed: Boost is now activated with alt-fire at full charge, granting a +44.44% speed boost for 8 seconds
Pictogram plus.png +40% more accurate

Pictogram plus.png On Hit: Builds Boost

Pictogram plus.png Boost can be obtained while active

Pictogram minus.png -30% damage penalty

Pictogram minus.png -10% slower move speed on wearer

Pictogram minus.png No double jump

Pictogram minus.png Boost is depleted upon jumping

When Boost is full, Alt-Fire to gain a massive speed boost.
Sandman
Sandman Version 2
Pictogram plus.png Changed: Projectile now drains -50 overheal from the target on hit
Pictogram minus.png Changed: Debuff duration decreased from 1-7 to 1-5 seconds
Pictogram comment.png Changed: Projectile now reduces healing by -50% instead of slowing the target on hit
Pictogram comment.png Info: Speed boost minimum duration is 1 second at point blank range, and scales up to 5 seconds at 512 HU
Pictogram plus.png Alt-Fire: Launches a ball that drains -50 overheal and reduces healing by -50% on opponents based on distance

Pictogram minus.png -15 max health on wearer

Liberty Launcher
Liberty Launcher Version 2
Pictogram plus.png Added: +30% faster weapon switch
Pictogram plus.png Changed: Blast damage from rocket jumps decreased from -25% to -30%
Pictogram plus.png Removed: -25% damage penalty
Pictogram minus.png Changed: Clip size decreased from +25% to -25%
Pictogram minus.png Removed: +40% projectile speed
Pictogram plus.png +30% faster weapon switch

Pictogram plus.png -30% blast damage from rocket jumps

Pictogram minus.png -25% clip size

Sydney Sleeper
Sydney Sleeper Version 2
Pictogram plus.png Added: +100% damage bonus vs targets debuffed by Jarate while scoped in
Pictogram plus.png Changed: Debuff duration increased from 2-5 seconds based on charge to a fixed 5 seconds
Pictogram plus.png Removed: No headshots
Pictogram minus.png Added: -40% damage penalty while scoped in
Pictogram minus.png Changed: Charge rate decreased from +25% to not being able to charge
Pictogram minus.png Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
Pictogram comment.png Added: Fires darts instead of bullets while unscoped
Pictogram comment.png Changed: Now applies Jarate only on unscoped shots instead of scoped shots
Pictogram comment.png Info: Darts have the same hitbox size as flare guns, and have a projectile speed of 3600 HU
Pictogram comment.png Info: Darts have no damage fall off and infinite range
Pictogram comment.png Info: Darts travel in a straight line and leave a trail of Jarate droplets in flight
Pictogram plus.png On Unscoped Hit: Apply Jarate for 5 seconds

Pictogram plus.png +100% damage bonus vs Jarated targets while scoped in

Pictogram minus.png -40% damage penalty while scoped in

Pictogram minus.png No charge

Fires darts instead of bullets while unscoped
Scorch Shot
Scorch Shot Version 2
Pictogram plus.png Added: On Hit: Projectiles bounces back towards where the wearer is
Pictogram plus.png Added: Projectiles can be airblasted by the wearer to send them flying again for a second hit
Pictogram plus.png Changed: Damage vs burning players increased from mini-crits to full critical hits
Pictogram plus.png Changed: Damage increased from -35% to -25%
Pictogram plus.png Removed: -35% self damage force
Pictogram minus.png Added: -50% max secondary ammo on wearer
Pictogram minus.png Changed: Only inflicts critical damage if the projectile hits the same target twice
Pictogram minus.png Changed: Projectile only inflicts explosions if it hits the target twice
Pictogram minus.png Removed: Flare knocks back target on hit and explodes when it hits the ground.
Pictogram minus.png Removed: Increased knockback on burning players
Pictogram comment.png Info: Projectile speed upon bouncing back is based on distance, allowing projectiles to always reach the wearer within 0.75 seconds
Pictogram comment.png Info: Projectile speed on return increases the further you are away from the target
Pictogram plus.png On Hit: Projectiles bounces back towards where the wearer is

Pictogram plus.png Projectiles can be airblasted by the wearer to send them flying again for a second hit

Pictogram plus.png Second successful hit in a row always crits and deals damage in a radius

Pictogram minus.png -50% max secondary ammo on wearer

Pictogram minus.png -25% damage penalty

This weapon will reload automatically when not active.
Scorch Shot
Scorch Shot Version 3
Pictogram plus.png Added: Projectiles stick to surfaces and automatically detonate on nearby players
Pictogram plus.png Changed: Damage vs burning players increased from mini-crits to a +100% damage bonus
Pictogram plus.png Changed: Damage increased from -35% to -33%
Pictogram plus.png Removed: -35% self damage force
Pictogram minus.png Changed: Bonus knockback vs burning players decreased from +300% to +100%
Pictogram minus.png Removed: Flare knocks back target on hit and explodes when it hits the ground.
Pictogram comment.png Info: Projectiles have an arm time of 1 second and can be destroyed by hitscan bullets or the Short Circuit
Pictogram comment.png Info: There is a 0.15 second delay in which an audio and visual cue will be played before detonation
Pictogram comment.png Info: Only one projectile can be on the ground at a time, and it automatically fizzles after 10 seconds
Pictogram plus.png On Hit: Projectiles bounces back towards where the wearer is

Pictogram plus.png Projectiles can be airblasted by the wearer to send them flying again for a second hit

Pictogram plus.png Second successful hit in a row always crits and deals damage in a radius

Pictogram minus.png -50% max secondary ammo on wearer

Pictogram minus.png -25% damage penalty

This weapon will reload automatically when not active.
Powerjack
Powerjack Version 2
Pictogram plus.png Changed: Speed bonus is now passive instead of only while active
Pictogram plus.png Changed: Health on kill increased from +25 to +75
Pictogram plus.png Removed: 20% damage vulnerability while active
Pictogram minus.png Added: -25 max health on wearer
Pictogram comment.png Info: This weapon is now visually strapped on the wearer's back while holstered
Pictogram plus.png +15% faster move speed on wearer

Pictogram plus.png +75 health restored on kill

Pictogram minus.png -25 max health on wearer

MvM Changes

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