User:EtherealT/Grapevine's Wave 3
Contents
Summary
Last Major Update: 25th May 2023 |
Link to original main website part 1
Link to original main website part 2
Overall Changes |
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Multi-Class
Multi Class - Class Changes | |
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Weapon | Changes | New statistics |
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Shotgun |
Changed: Taunting as Soldier now does 20 damage per shot, ending at 500 damage on the final shot Changed: Now performs the Guitar Smash taunt kill as Engineer |
No changes. |
Widowmaker |
Changed: Damage bonus now triggers on all sentries besides the wearer's own sentry Changed: Now performs the Guitar Smash taunt kill as Engineer Added: Can now be equipped by the Pyro and Heavy Added: Ammo is drawn from the Pyro and Heavy's primary weapon instead |
On hit: Damage dealt is returned as ammo No reload necessary +10% increased damage to a sentry's target Per shot: -30 ammo Uses metal for ammo (Engineer only) Uses primary ammo as ammo (Pyro and Heavy only) |
Pretty Boy's Pocket Pistol |
Added: Can now be equipped by the Engineer Info: Like the stock Pistol, Engineer also benefits from having 200 reserve ammo instead of the default 36 |
When weapon is active: +15% faster firing speed On Hit: Gain up to +3 health -25% clip size |
Panic Attack |
Changed: Taunting as Soldier now does 20 damage per shot, ending at 500 damage on the final shot Changed: Now performs the Guitar Smash taunt kill as Engineer |
+50% bullets per shot This weapon deploys 50% faster Fires a fixed shot pattern -20% damage penalty Successive shots become less accurate |
Pain Train |
Added: Gain a speed boost while carrying the Intelligence or PASS Time Jack Added: +100% faster pick up score rate on wearer Added: Can now be equipped by the Pyro Added: The pick up score rate refers to the delay from scoring points upon entering the beam in Player Destruction |
+1 capture rate on wearer +100% faster pick up score rate on wearer Gain a speed boost while carrying the Intelligence or PASS Time Jack 10% bullet damage vulnerability on wearer |
Scout
Scout - Primary Changes | |
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Weapon | Changes | New statistics |
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Shortstop |
Changed: Reload time decreased from 1.52 to 1.1 seconds Removed: Increase in push force taken from damage and airblast while active |
Holds a 4-shot clip and reloads its entire clip at once. Alt-Fire to reach and shove someone! |
Soda Popper |
Changed: Hype duration decreased from 10 to 8 seconds Changed: Damage required to charge Hype increased from 350 to 400 damage Removed: +25% faster reload time |
+50% faster firing speed On Hit: Builds Hype -66% clip size When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps. This weapon reloads its entire clip at once. |
Baby Face's Blaster |
Changed: Damage required to drain all boost increased from 25 to 100 Changed: Boost loss on air jumps reduced from -75% to -50% Removed: -10% slower move speed on wearer Info: Maximum speed cap is unchanged |
On Hit: Builds Boost Run speed increased with Boost -34% clip size Boost reduced on air jumps Boost reduced when hit |
Back Scatter |
Removed: -20% less accurate |
Mini-crits targets when fired at their back from close range -34% clip size |
Crit-a-Cola |
Removed: Each attack sets Mark-For-Death for 5 seconds while effect is active Changed: Mini-crits are only given to the wearer upon the buff ending Changed: Rescaled the method of obtaining mini-crits from gaining 8 seconds of mini-crits upon consumption to obtaining mini-crits based on kills achieved Info: Has a maximum cap of 35 mini-crits |
After consuming, enter a state of Sugar Rush, causing every kill to give 2 mini-crits and and every assist to give 1 mini-crit. Mini-crits are given to the wearer after Sugar Rush expires. |
Mad Milk |
Added: Milk meter builds with damage done and/or time Changed: Cooldown reduction from extinguishing teammates increased from -20% to -50% Added: Milk meter starts empty Added: Spawning and resupply do not affect the Milk meter Changed: Health regained from damage is decreased from 60% to 50% Changed: Cooldown increased from 20 to 40 seconds Info: Requires 600 damage dealt to recharge the Milk meter |
Milk meter builds with damage done and/or time Extinguishing teammates reduces cooldown by -50% Milk meter starts empty Spawning and resupply do not affect the Milk meter Players heal 50% of the damage done to an enemy covered with milk. Can be used to extinguish fires. |
Flying Guillotine |
Added: 100% mini-crits vs debuffed targets Changed: Cooldown reduction on hit increased from 1.5 to 3 seconds Changed: Increased recharge time from 5.1 to 12 seconds Changed: Projectile speed decreased from 3000 to 2000 HU |
100% mini-crits vs debuffed targets Long distance hits reduce recharge time |
Bat |
Added: Now performs the Grand Slam taunt kill Info: Only affects stock Bat and the Batsaber, all other reskins, including the Holy Mackerel, do not receive the Grand Slam taunt kill |
No changes. |
Sandman |
Changed: Projectile damage increased from 15 to 40 Removed: -15 max health on wearer Added: Cannot double jump Changed: Projectile speed decreased from 3000 to 2400 HU Changed: Base cooldown increased from 10 to 20 seconds |
Alt-Fire: Launches a ball that slows opponents Cannot double jump |
Boston Basher |
Added: Now performs the Grand Slam taunt kill |
On Hit: Bleed for 5 seconds On Miss: Hit yourself. Idiot. |
Sun-on-a-Stick |
Added: On Hit: Target is doused in Gas for 10 seconds Added: On Hit: All current afterburn on the wearer is extinguished |
100% critical hit vs burning players On Hit: Target is doused in Gas On Hit: All current afterburn on the wearer is extinguished +25% fire damage resistance while deployed -25% damage penalty |
Fan O'War |
Added: Killing blows on marked players restore +25 health Changed: Damage increased from -75% to -50% Changed: Debuff now prematurely ends if the wearer dies Removed: Crits whenever it would normally mini-crit |
On Hit: One target at a time is Marked-For-Death, causing all damage taken to be mini-crits Killing blows on marked players restore +25 health -50% damage penalty |
Atomizer |
Removed: -15% damage vs players Added: -20% slower firing speed |
Grants Triple Jump while deployed Melee attacks mini-crit while airborne -20% slower firing speed This weapon deploys 50% slower |
Soldier
Weapon | Changes | New statistics |
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Liberty Launcher |
Added: +25% increased knockback Removed: -25% damage penalty Changed: Clip size decreased from +25% to -25% Removed: -25% blast damage from rocket jumps |
+40% projectile speed +25% increased knockback -25% clip size |
Cow Mangler 5000 |
Changed: Afterburn duration on charged shot increased from 6 to 7.5 seconds Removed: Minicrits whenever it would normally crit Added: -15% slower reload time Changed: Damage type on charged shots changed from explosion to fire damage |
Does not require ammo Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec Deals only 20% damage to buildings -15% slower reload time |
Air Strike |
Removed: -20% explosion radius while blast jumping Changed: Firing speed while blast jumping is decreased from +65% to +40% Changed: Explosion radius decreased from -10% to -20% |
-15% blast damage from rocket jumps +40% faster firing speed while blast jumping Clip size increased on kill -15% damage penalty -20% explosion radius |
Mantreads |
Added: Push enemies back when you land (force and radius based on velocity) Info: Functions identically to the knockback from the Thermal Thruster |
-75% reduction in push force taken from damage Deals 3x falling damage to the player you land on -75% reduction in airblast vulnerability 200% increased air control when blast jumping Push enemies back when you land (force and radius based on velocity) |
Reserve Shooter |
Changed: Taunting now does 20 damage per shot, ending at 500 damage on the final shot Changed: Now mini-crits targets launched airborne by the wearer and their teammates instead of mini-critting targets launched airborne by self knockback Removed: Can no longer be equipped by the Pyro |
Mini-crits targets launched airborne by the wearer and their teammates This weapon deploys 20% faster -34% clip size |
Righteous Bison |
Added: No damage fall off Changed: Base damage increased from 20 to 40 Changed: Base projectile speed increased from 1200 to 2400 HU Changed: Projectile size is increased by +xxx% Added: -50% projectile speed while penetrating a target Added: -25% damage penalty for every target penetrated Added: No damage ramp up Added: Projectile fizzles out if it reaches its penetration cap Changed: Projectile penetration cap decreased from infinite to 4 targets Changed: Damage type changed from bullet to fire damage Info: Projectile size is increased to match the Righteous Bison during Meet Your Match |
Does not require ammo Projectiles penetrate four players Projectile cannot be deflected -50% projectile speed while penetrating a target -25% damage penalty for every target penetrated Projectile fizzles out if it penetrates too many targets Deals only 20% damage to buildings |
Equalizer |
Removed: (Hidden) -50% base damage penalty Changed: Healing from Medic sources decreased from -90% to -100% Info: Final damage is increased from 33-107 to 65-107 depending on health |
When weapon is active: Damage increases as the user becomes injured -100% less healing from Medic sources |
Disciplinary Action |
Added: This weapon deploys 75% slower Added: This weapon holsters 75% slower Added: No guaranteed crit on three successful hits in a row Changed: Melee range decreased from +70% to +50% |
On Hit Teammate: Boosts both players' speed for several seconds -25% damage penalty No guaranteed crit on three successful hits in a row This weapon has a large melee range and deploys and holsters slower. |
Market Gardener |
Added: No guaranteed crit on three successful hits in a row |
Deals crits while the wielder is rocket jumping -20% slower firing speed No guaranteed crit on three successful hits in a row |
Escape Plan |
Added: -50% damage penalty Changed: Healing penalty decreased from -90% to -100% |
When weapon is active: Move speed increases as the user becomes injured You are marked for death while active, and for short period after switching weapons -100% less healing from Medic sources -50% damage penalty |
Pyro
Pyro - Class Changes | |
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Weapon | Changes | New statistics |
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Backburner |
Removed: +150% airblast cost Added: Reflected projectiles are not mini-crit boosted |
100% critical hits from behind Extinguishing teammates restores 20 health Reflected projectiles are not mini-crit boosted |
Degreaser |
Changed: Afterburn damage increased from -66% to -50% Removed: +25% airblast cost Added: -20% damage penalty |
This weapon deploys 60% faster This weapon holsters 30% faster Extinguishing teammates restores 20 health -50% afterburn damage penalty -20% damage penalty |
Phlogistinator |
Added: Alt-Fire: Release an electric shock that deletes projectiles Added: Damage increases as the target becomes injured Added: -75% alt-fire cost for every deleted projectile Added: -50% alt-fire cost Removed: No airblast Added: -50% damage penalty Added: -100% push force vs players on Alt-Fire Added: Alt-Fire cannot extinguish teammates Info: The electric shock functions identically to the Short Circuit during Jungle Inferno Info: Both alt-fire cost reduction stats do not stack with each other, with the the -75% alt-fire cost taking priority over the -50% alt-fire cost if projectiles are deleted Info: Damage scaling is identical to the Equalizer in vanilla tf2, except it is based on the target's health Info: As such, damage bonus scales up to +64.6% compared to stock when the target is at 1 health |
Build 'Mmmph' by dealing damage Alt-Fire on full 'Mmmph': Taunt to gain crit for several seconds Invulnerable while 'Mmmph' taunting Damage increases as the target becomes injured -75% alt-fire cost for every deleted projectile -50% alt-fire cost -50% damage penalty -100% push force vs players on Alt-Fire Alt-Fire cannot extinguish teammates Alt-Fire: Release an electric shock that deletes projectiles and deals minor damage |
Dragon's Fury |
Changed: Projectile no longer requires hitting the center of the hitbox to do extra damage |
Extinguishing teammates restores 20 health Deals +200% damage to burning players +50% repressurization rate on hit -50% repressurization rate on Alt-Fire 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. |
Flare Gun |
Added: Now performs the Execution taunt kill Added: Can now be used in Medieval mode |
100% critical hit vs burning players This weapon will reload when not active |
Detonator |
Added: Now performs the Execution taunt kill Added: Can now be used in Medieval mode |
100% mini-crits vs burning players -25% damage penalty +50% damage to self Alt-Fire: Detonate flare. This weapon will reload automatically when not active. |
Manmelter |
Added: Projectile penetrates enemy targets Added: 100% mini-crits vs burning players Added: Now performs the Execution taunt kill Changed: Projectiles can now be vacuumed by alt-fire Changed: Vacuumed projectiles also heal the wearer by +20 health Added: Deals only 20% damage to buildings Changed: Damage type changed from bullet and fire to just fire damage |
+50% projectile speed Does not require ammo Projectile penetrates enemy targets 100% mini-crits vs burning players Alt-Fire: Vacuums incoming enemy projectiles Alt-Fire On Teammate: Extinguish teammates to gain guaranteed critical hits Extinguishing teammates and vacuuming projectiles restore 20 health Deals only 20% damage to buildings This weapon will reload automatically when not active. |
Scorch Shot |
Added: Projectiles leave a lingering pool of fire for 3 seconds when it hits the ground Changed: The projectile during taunt kill now also leaves a lingering trail of fire behind Changed: Projectiles deal increased knockback regardless even if the target is not burning Added: -60% slower firing speed Changed: Projectiles now only knock back burning targets Removed: Projectiles no longer explode when it hits the ground Added: Can now be used in Medieval mode Info: Lingering pool of fire has 50% of the radius of the Gas Passer Info: The lingering pool of fire does 6 damage per second and sets targets on fire for 3 seconds initially Info: Afterburn duration scales up the longer the target stays in the pool of fire, up to 10 seconds of afterburn upon staying in the pool of fire for 1.125 seconds |
100% mini-crits vs burning players Flare knocks back burning targets on hit Projectiles leave a lingering pool of fire when it hits the ground -60% slower firing speed -35% self damage force -35% damage penalty This weapon will reload automatically when not active. |
Gas Passer |
Changed: Gas linger duration increased from 5 to 8 seconds Changed: Cooldown decreased from 60 to 40 seconds Changed: Damage required to build Gas decreased from 750 to 600 Changed: Targets coated in gas are considered to be wet Removed: Gas meter no longer persists through death Added: Can now be used in Medieval mode |
Gas meter builds with damage done and/or time Gas meter starts empty Spawning and resupply do not affect the Gas meter Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros!) |
Thermal Thruster |
Added: This weapon deploys 50% faster Changed: (Hidden) Holster speed increased from -60% to -30% Removed: (Hidden) +50% increase in push force taken from damage and airblast Changed: Holster speed penalty is no longer hidden |
This weapon deploys 50% faster Push enemies back when you land (force and radius based on velocity) This weapon holsters 30% slower Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming. Deal 3x falling damage to anyone you land on! |
Axtinguisher |
Changed: Damage decreased from -33% to -40% |
Mini-crits burning targets and extinguishes them Damage increases based on remaining duration of afterburn Killing blows on burning players grant a speed boost -40% damage penalty This weapon holsters 35% slower |
Powerjack |
Removed: +25 health restored on kill |
When weapon is active: +15% faster move speed on wearer 20% damage vulnerability on wearer |
Sharpened Volcano Fragment |
Added: 100% mini-crits vs non-burning targets Added: 100% of all afterburn damage dealt with this weapon is returned to the wearer as health Added: This weapon deploys 50% slower |
On Hit: target is engulfed in flames 100% mini-crits vs non-burning targets 100% of all afterburn damage dealt with this weapon is returned to the wearer as health This weapon deploys 50% slower -20% damage penalty |
Third Degree |
Added: On Hit: Converts all overheal from the target to the wearer Changed: Players connected by healing sources are also hit Added: On Hit: Deals damage equal to 33% of the target's current health |
On Hit: Converts all overheal from the target to the wearer All players connected via healing sources are hit On Hit: Deals damage equal to 33% of the target's current health |
Neon Annihilator |
Added: No guaranteed crit on three successful hits in a row |
100% critical hit vs wet players -20% damage vs players No guaranteed crit on three successful hits in a row |
Hot Hand |
Added: +25 health restored on kill |
Gain a speed boost when you hit an enemy player +25 health restored on kill -20% damage penalty |
Demoman
Demoman - Shield Changes | |
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Weapon | Changes | New statistics |
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Loch-n-Load |
Added: +33% faster firing speed Added: This weapon reloads its entire clip at once Added: -35% slower reload time Changed: Clip size decreased from -25% to -50% |
+33% faster firing speed +25% projectile speed +20% damage vs buildings -50% clip size -35% slower reload time -25% explosion radius Launched bombs shatter on surfaces This weapon reloads its entire clip at once |
Ali Baba's Wee Booties |
Changed: Passive speed boost no longer requires a shield equipped to take effect Removed: +200% increase in turning control while charging |
+25 max health on wearer +10% faster move speed on wearer Melee kills refill 25% of your charge meter |
Chargin' Targe |
Changed: Explosive damage resistance increased from +30% to +40% Changed: Fire damage resistance decreased from +50% to +40% |
+40% fire damage resistance on wearer +40% explosive damage resistance on wearer Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance. |
Tide Turner |
Changed: Charging now grants full melee critical hits instead of mini-crits Changed: Charge refill on kill decreased from +75% to +50% Info: The charge requirement to gain critical melee strikes is identical to all other shields |
+15% fire damage resistance on wearer +15% explosive damage resistance on wearer Full turning control while charging Melee kills refill 50% of your charge meter Taking damage while shield charging reduces remaining charging time Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance. |
Scotsman's Skullcutter |
Added: Now performs the Barbarian Swing taunt kill |
When weapon is active: +20% damage bonus -15% slower move speed on wearer This weapon has a large melee range and deploys and holsters slower. |
Ullapool Caber |
Added: Taunting will result in a taunt kill that deals 500 damage to both the victim and wearer Removed: (Hidden) -15% damage penalty Removed: (Hidden) -28% damage to self |
-20% slower firing speed This weapon deploys 100% slower The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Persian Persuader |
Removed: -80% max primary ammo on wearer Removed: -80% max secondary ammo on wearer |
Melee hits refill 20% of your charge meter Ammo boxes collected also refill your charge meter This weapon has a large melee range and deploys and holsters slower |
Heavy
Heavy - Class Changes | |
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Weapon | Changes | New statistics |
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Natascha |
Added: On Hit: Gain +1 health for the wearer and all nearby teammates Removed: On Hit: 100% chance to slow target Info: Has a 450 HU healing radius |
On Hit: Gain +1 health for the wearer and all nearby teammates -20% damage resistance when below 50% health and spun up -25% damage penalty -30% slower spin up time |
Brass Beast |
Changed: Damage resistance no longer has a health requirement to be activated Changed: Move speed while deployed increased from -60% to -45% |
+20% damage bonus -20% damage resistance when spun up -50% slower spin up time -45% slower move speed while deployed |
Huo-Long Heater |
Removed: -10% damage penalty Changed: Afterburn duration on flame ring decreased from 8 to 7.5 seconds |
Creates a ring of flames while spun up +25% damage bonus vs burning players Consumes an additional 4 ammo per second while spun up |
Dalokohs Bar |
Added: +65% faster consumption speed Changed: Dropped edibles can now also provide teammates with overheal Info: Overheal on teammates caps at 150% |
Adds +50 max health for 30 seconds +65% faster consumption speed Eat to regain up to 120 health. Alt-fire: Share chocolate with a friend (Small Health Kit) that can overheal |
Buffalo Steak Sandvich |
Changed: The wearer may now switch to other non primary weapons while buff is active Changed: Dropped edibles now also grants the teammate 1 single mini-crit on consumption Removed: (Hidden) 20% damage vulnerability while effect is active Info: Despite being able to switch to non primary weapons while buff is active, only melee weapons benefit from the mini-crits Info: Enemy players do not receive mini-crits from picking up this edible |
After consuming, move speed is increased, melee attacks mini-crit, and the player may only use non primary weapons. Lasts 16 seconds. Alt-fire: Share with a friend (Medium Health Kit) that also mini-crit boosts the next attack Who needs bread? |
Family Business |
Added: +20% more accurate Changed: Clip size increased from +33% to +50% Removed: +15% faster firing speed |
+50% clip size +20% more accurate -15% damage penalty |
Killing Gloves of Boxing |
Added: No guaranteed crit on three successful hits in a row |
On Kill: 5 seconds of 100% critical chance -20% slower firing speed No guaranteed crit on three successful hits in a row |
Warrior's Spirit |
Removed: 30% damage vulnerability while active Added: Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. |
+30% damage bonus +50 health restored on kill Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. |
Eviction Notice |
Removed: -60% damage penalty Removed: Maximum health is drained while item is active Added: 20% damage vulnerability while active Removed: +40% faster firing speed |
When weapon is active: On Hit: Gain a speed boost +15% faster move speed on wearer 20% damage vulnerability on wearer |
Engineer
Weapon | Changes | New statistics |
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Pomson 6000 |
Added: Projectile penetrates enemy targets Added: Now performs the Guitar Smash taunt kill Changed: Projectile speed increased from 1200 to 1800 HU Removed: (Hidden) -28% slower firing speed Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Changed: Damage type changed from bullet to fire damage |
Does not require ammo Projectile penetrates enemy targets Projectile cannot be deflected Deals only 20% damage to buildings |
Rescue Ranger |
Added: Now performs the Guitar Smash taunt kill |
Alt-Fire: Use 100 metal to pick up your targeted building from any range Fires a special bolt that can repair friendly buildings -34% clip size -50% max primary ammo on wearer Self mark for death when hauling buildings 4-to-1 health-to-metal ratio when repairing buildings |
Wrangler |
Added: -50% self damage from the wearer's own Sentry Gun while active Removed: Wrangled sentries gain a shield that reduces repairs by 66% Removed: Wrangled sentries gain a shield that reduces damage by 66% |
When weapon is active: -50% self damage from the wearer's own Sentry Gun Take manual control of your Sentry Gun. Sentries are disabled for 3 seconds after becoming unwrangled. |
Short Circuit |
Removed: (Hidden) -33% damage penalty Changed: Damage vs buildings increased from -90% to -80% Added: No ammo from dispensers when active Changed: Alt-Fire firing speed decreased from 0.5 to 1 second Changed: Damage type changed from bullet to fire damage Changed: Damage penalty vs buildings is no longer hidden |
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal. No reload necessary Per Shot: -5 ammo Uses metal for ammo No ammo from dispensers when active Deals only 20% damage to buildings |
Medic
Medic - Primary Changes | |
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|
Weapon | Changes | New statistics |
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Crusader's Crossbow |
Changed: Max primary ammo increased from -75% to -50% |
No headshots -50% max primary ammo on wearer Fires special bolts that heal teammates and deals damage based on distance traveled This weapon will reload automatically when not active |
Overdose |
Added: +100% max primary ammo on wearer Added: +65% clip size Added: +30% faster firing speed Changed: Damage decreased from -15% to -33% |
+100% max primary ammo on wearer +65% clip size +30% faster firing speed -33% damage penalty While active, movement speed increases based on ÜberCharge percentage to a maximum of +20% This weapon will reload automatically when not active |
Medi Gun |
Added: Now performs the Oktoberfest taunt |
No changes. |
Quick-Fix |
Added: Now performs the Oktoberfest taunt |
+40% heal rate +10% ÜberCharge rate -50% max overheal ÜberCharge increases healing to 300% and grants immunity to movement-impairing effects Mirror the blast jumps and shield charges of patients. |
Vaccinator |
Added: Now performs the Oktoberfest taunt Changed: Patients can now only benefit from one resistance at a time Removed: Wearer and their patient can no longer interact with objectives while ÜberCharging |
+67% Übercharge rate Press your reload key to cycle through resist types. While healing, provides you and your target with a constant 10% resistance to the selected damage type -33% ÜberCharge rate on Overhealed patients -66% Overheal build rate Übercharge provides a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. |
Amputator |
Changed: Taunt can now be prematurely cancelled Changed: Taunt duration is now permanent until cancelled Changed: Übercharge to health ratio increased from 1:49 to 1:25 |
When weapon is active: +3 health regenerated per second on wearer Alt-Fire: Applies a healing effect to all nearby teammates -20% damage penalty |
Sniper
Sniper - Primary Changes | |
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|
Weapon | Changes | New statistics |
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Huntsman |
Added: This weapon will reload automatically when not active |
This weapon will reload automatically when not active |
Sydney Sleeper |
Added: Charge and fire shots independent of zoom Added: +65% faster move speed while scoped in Changed: Jarate duration increased from 2-5 seconds based on charge to a fixed 5 seconds Changed: Unscoped headshots can now also mini-crit Changed: Jarate on hit now only applies on full charge Removed: +25% charge rate Removed: Scoped headshots no longer reduce Jarate cooldown by -1 second Info: Move speed while scoped in increased from 27% to 44% |
Charge and fire shots independent of zoom On Full Charge: Apply Jarate for 5 seconds +65% faster move speed while scoped in Nature's Call: Headshots always mini-crit |
Machina |
Added: Does not require ammo Added: Deals only 20% damage to buildings Changed: Fully charged shots now pierce damage resistance effects and bonuses instead of increasing damage by +15% Changed: Damage type changed from bullet to fire damage |
Does not require ammo On Full Charge: Attacks pierce damage resistance effects and bonuses On Full Charge: Projectiles penetrate players Cannot fire unless zoomed Fires tracer rounds Deals only 20% damage to buildings |
Classic |
Removed: -10% damage on body shot |
Charge and fire shots independent of zoom No headshots when not fully charged |
Jarate |
Added: Jarate meter builds with damage done and/or time Changed: Cooldown reduction from extinguishing teammates increased from -20% to -50% Added: Jarate meter starts empty Added: Spawning and resupply do not affect the Jarate meter Changed: Cooldown increased from 20 to 40 seconds Added: Can now be used in Medieval mode Info: Requires 600 damage dealt to recharge the Jarate meter |
Jarate meter builds with damage done and/or time Extinguishing teammates reduces cooldown by -50% Jarate meter starts empty Spawning and resupply do not affect the Jarate meter Coated enemies take mini-crits. Can be used to extinguish fires. |
Razorback |
Removed: Can no longer be used in Medieval mode |
Blocks a single backstab attempt -100% maximum overheal on wearer |
Cleaner's Carbine |
Changed: Buff duration decreased from 8 to 5 seconds Changed: Now immediately gains mini-crits on primary weapon kill instead of charging a meter through dealing damage with this weapon Info: Mini-crits are immediately gained upon killing with the wearer's primary weapon, and starts draining immediately regardless if this weapon is currently deployed or not |
On Primary Weapon Kill: 5 seconds of 100% mini-crit chance -20% clip size -25% slower firing speed |
Tribalman's Shiv |
Changed: Damage increased from -50% to -25% Changed: Bleed duration decreased from 6 to 5 seconds |
On Hit: Bleed for 5 seconds -25% damage penalty |
Spy
Spy - Class Changes | |
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|
Weapon | Changes | New statistics |
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Ambassador |
Removed: Critical damage is affected by range Added: -20% cloak duration |
Crits on headshot -15% damage penalty -20% slower firing speed -20% cloak duration |
Enforcer |
Changed: Damage bonus is now unconditional and no longer requires disguising to activate Changed: This weapon can now properly pierce through and ignore Sapper armor Added: 0.5 sec increase in cloak fade time Added: 0.5 sec increase in decloak fade time |
+20% damage bonus Attacks pierce damage resistance effects and bonuses -20% slower firing speed 0.5 sec increase in cloak fade time 0.5 sec increase in decloak fade time |
Diamondback |
Changed: Now grants mini-crits instead of crits on backstabs Removed: Destroying buildings with the sapper no longer provide crits Changed: Buff now lasts for 5 seconds instead for 1 shot |
On Backstab: 5 seconds of 100% mini-crit chance -15% damage penalty |
Your Eternal Reward |
Removed: +33% cloak drain rate Added: -25% cloak regen rate |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs -25% cloak regen rate Normal disguises require (and consume) a full cloak meter |
Dead Ringer |
Changed: Cloak gained from all sources is increased from -100% to -50% Removed: No longer grants a speed boost upon feigning death |
+50% cloak regen rate +40% cloak duration -50% cloak meter when Feign Death is activated -50% cloak meter from all sources on wearer Cloak Type: Feign Death Leave a fake corpse on taking damage and temporarily gain invisibility and damage resistance. |
Red-Tape Recorder |
Added: +200% building disable duration after being destroyed |
Reverses enemy building construction +200% building disable duration after being destroyed -100% sapper damage penalty |
Custom Weapons
Multi-Class Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Hair Trigger |
TF2 Workshop Link |
This weapon deploys 33% faster This weapon holsters 33% faster Fifth successful hit in a row always engulfs the target in flames for 7.5 seconds -33% clip size |
Twins |
TF2 Workshop Link |
On Hit: Consecutive shots deal +5% bonus damage +50% clip size +50% faster firing speed Damage bonus is reset upon reloading -50% slower reload time -20% damage penalty Damage bonus on hit stacks additively with itself, adding up to +65% damage bonus on the 18th successive hit |
Soldier Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
RPG |
TF2 Classic Wiki Link |
+30% damage bonus -75% clip size -35% projectile speed |
Pyro Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Postal Pummeler |
TF2 Wiki Link |
100% critical hits vs burning players from behind Mini-crits burning players from the front -50% damage vs non-burning players |
Backpack Buddy |
TF2 Workshop Link |
+8 health regenerated per second to all nearby teammates Build Bubble by dealing damage and healing teammates Press your reload key on full Bubble to grant the wearer and nearby teammates a shield that greatly reduces damage for 5 seconds +25% faster move speed on wearer when Bubble is activated for 5 seconds Occupies the new utility slot on Pyro Health regeneration does not affect the wearer Has a radius of 540 HU Requires 750 health healed with this wearable and/or 1500 damage dealt Bubble has a 60% damage resistance and 80% critical damage resistance, and only blocks one type of damage based on the damage type of the first instance of damage taken after Bubble is first activated The damage type on the shield cannot be changed after taking the first instance of damage |
Demoman Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Bootlegger |
TF2 Wiki Link |
+25 max health on wearer -35% reduction in push force taken from damage -35% reduction in airblast vulnerability +10% faster reload time on secondary weapon Wearer never takes falling damage |
Dynamite Pack |
TF2 Wiki Link |
Throw to deal large initial explosive damage after a delay, which splits into four secondary bombs that also explodes and deals damage after a delay The primary bomb has a base damage of 160 Secondary bombs has a base damage of 80 Has a 10 second cooldown Airblasts and melee attacks with an Engineer's wrench will defuse it, causing it to not detonate Functions identically to the Dynamite Pack in TF2 Classic during the 2.0.2 - 2.0.3 patch |
Barrel Blast |
TF2 Workshop Link |
Max charge time decreased by 20% Up to +200% projectiles per shot depending on charge Up to +100% damage bonus over 2 seconds if undetonated Up to +3 degrees random projectile deviation depending on charge -50% damage penalty Damage scales gradually from 60 to 120 damage over 2 seconds Despite the stats, projectiles still gain increased projectile speed and range depending on charge At 40% charge, two projectiles are fired at once while random projectile deviation increases by +1.5 degrees At 75% charge, three projectiles are fired at once while random projectile deviation increases by +3 degrees |
Scottish Handshake |
TF2 Workshop Link |
Deals crits while the wielder is blast jumping or trimping -20% slower firing speed |
Nessie's Nine Iron |
TF2 Workshop Link |
On Kill: 100% critical chance on the next melee attack -25 max health on wearer This weapon has a large melee range and deploys and holsters slower |
Heavy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Sewing Machine |
TF2 Workshop Link |
Mini-crits targets launched airborne by airblasts, explosions, grapple hooks or rocket packs Gain a speed boost while firing Can jump while deployed This weapon deploys 40% faster -20% slower firing speed Speed boost is identical to the speed boost received from the Disciplinary Action |
Canned Conserva |
TF2 Workshop Link |
+200% max misc ammo on wearer +66% increase in charge recharge rate Eat to gain up to 8 health regenerated per second for 12.5 seconds. Alt-fire: Share a can with a friend (Small Health Kit) Health regeneration gained from consuming this lunchbox stacks with itself fully, thus allowing the wearer to further increase health regeneration by consuming multiple instances at once Health regeneration buff does not refresh or reset itself upon gaining a new instance of health regeneration In other words, if the lunchbox was consumed once and 10 seconds have passed before being consumed again, health regeneration would be set to 16 health per second for 2.5 seconds before reverting back into 8 health per second for the next 10 seconds Misc ammo refers to the amount of lunchbox charges the wearer can have at once, in this instance 3 charges that recharge in 10 seconds each |
Engineer Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Shell Shock |
TF2 Workshop Link |
Hold fire to load up to 4 shells Fire rate increases as health decreases This weapon deploys 50% faster +50% faster reload time Weapon spread increases as health decreases Firing speed bonus and accuracy penalty are identical to the Panic Attack during Meet Your Match |
Coil Gun |
TF2 Classic Wiki Link |
Hold alt-fire to charge weapon Up to +200% damage bonus based on charge level Up to +67% projectile speed based on charge level On 50% Charge: Projectiles ricochet up to 3 times +67% damage bonus +20% more accurate No damage fall off -166% slower firing speed -92% max secondary ammo on wearer -34% clip size -20% damage penalty if the projectile ricocheted off a wall No damage ramp up Overcharging the chamber will cause a misfire Fires slow moving heat rays instead of bullets Has a base projectile speed of 1800 HU, and can be increased up to 3000 HU based on charge Max damage and projectile speed is reached with 50% charge, and the weapon misfires at 100% charge Has a max charge time of 3 seconds, and the wearer has a base 20% self damage resistance towards this weapon Overcharging the chamber inflicts self damage which can inflict self push force, allowing the wearer to blast jump The damage penalty stacks with the damage bonus from charging, resulting in the projectile doing 60 damage if it ricochets Functions identically to the Coil Gun in TF2 Classic during the 2.1.0 patch |
Brute Force Fix |
TF2 Workshop Link |
+100% damage vs buildings 50% damage resistance when hauling buildings -20% slower firing speed The damage bonus vs buildings also affects Sappers Damage resistance does not longer upon buildings being redeployed |
Handy Partner |
TF2 Workshop Link |
Teleporter construction speed increased by 275% Dispenser construction speed increased by 150% Buildings cannot be upgraded Replaces the Dispenser and Teleporters with two Mini-Dispensers and a Mobility Pad |
Mini-Dispenser |
N/A | -25% base metal cost on construction -100% metal from drops upon being destroyed -33% building health Has a smaller hit box than normal dispensers |
Mobility Pad |
N/A | Gain a speed boost for 3 seconds upon being stepped on Launches players upwards on the direction they are facing if it is jumped on Target takes no fall damage if they are launched through the air Does not require an entrance and exit to activate Has no cooldown on use +40% base metal cost on construction -40% building health Cannot be upgraded Has the same velocity and height as a rocket jump upon being jumped on |
Sniper Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Fortified Compound |
Wiki Link |
On Full Charge: Projectiles penetrate four players +40% projectile speed -25% charge rate -20% damage penalty for every target penetrated |
Can O’ Worms |
TF2 Workshop Link |
Worm meter builds with damage done and/or time Extinguishing teammates reduces cooldown by -50% Worm meter starts empty Spawning and resupply do not affect the Worm meter Throw at your enemies to inflict direct damage on a direct hit and causes nearby enemies to bleed. Can be used to extinguish fires. Requires 600 damage to charge and/or 40 seconds Direct hits have a base damage of 50 and bleed duration lasts for 5 seconds Even if it is not a direct hit, the splash radius can still inflict bleed on nearby targets Has a splash radius of 200 HU and no damage and duration fall off |
Spy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Commando's Cut-Throat |
TF2 Workshop Link |
Silent Killer: No attack noise from backstabs +50% cloak on kill On Miss: Hit yourself. Amateur. -20% slower firing speed The wearer has a base 55% self damage resistance from this weapon Upon missing, the wearer is also affected by bleed for 5 seconds, totaling 58 self damage over 5 seconds |
Calling Card |
TF2 Workshop Link |
This weapon deploys 100% faster This weapon holsters 100% slower Backstab turns victim to a pile of cards Cannot be thrown In other words, this weapon is instantly deployed with no switch speed delay |
Counterfeat |
TF2 Workshop Link |
Cloak Type: Decoy Leave a shower of cards and a body double on taking damage and temporarily gain speed. The clone created by triggering Decoy will automatically run forward and cannot be controlled The clone is affected by the speed boost, and shares the same current health as the wearer In other words, this invis watch cannot turn the wearer invisible When the clone dies, a pile of cards is spawned instead of a corpse The speed boost gained is identical to the Dead Ringer in vanilla tf2 |