User:EtherealT/Inspector Robert's TF2 Improvement Ideas
Contents
Summary
Last Major Update: 7th July 2022 |
Overall Changes |
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Multi-Class
Weapon | Changes | New statistics |
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Reserve Shooter |
Added: +30% more accurate Changed: Blast jumping players can no longer be mini-critted |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs This weapon deploys 20% faster +30% more accurate -34% clip size |
Panic Attack |
Added: +20% faster firing speed |
+50% bullets per shot +20% faster firing speed This weapon deploys 50% faster Fires a fixed shot pattern -20% damage penalty Successive shots become less accurate |
B.A.S.E. Jumper |
Added: -20% blast damage from blast jumps Added: After landing, the wearer moves -20% slower and is disarmed for 3 seconds, preventing the wearer from attacking |
-20% blast damage from blast jumps Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. After landing, you are slowed and disarmed for a while. |
Scout
Weapon | Changes | New statistics |
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Shortstop |
Added: Teammates can mini-crit targets launched airborne by the shove Added: On Hit By Alt-Fire: -25% decreased air control while airborne Changed: Alt-Fire range increased from 40 to 48 HU Changed: Decreased the initial delay of alt-fire from 0.15 to 0.1 seconds Changed: Shove knockback is increased from 344 to 430 HU Changed: Shove can now cancel reloads Info: The wearer themselves cannot mini-crit targets that are shoved by their own weapon |
When weapon is active: 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, knocking them back, causing them to take mini-crits while in the air and reducing air control! |
Soda Popper |
Changed: Hype duration increased from 10 to 12 seconds Added: -10% damage penalty Changed: Maximum health is drained at a rate of -10 health per additional jump after double jumping Info: Max health gradually regenerates at 2 health per second while in Hype mode Info: Max health gradually regenerates at 5 health per second when not in Hype mode Info: Lowest possible health while in Hype mode is 25 health, or 15 health if the Sandman is equipped |
+50% faster firing speed +25% faster reload time On Hit: Builds Hype -66% clip size -10% damage penalty When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps at the cost of max health. 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 now gradually drains at a fast pace upon taking damage Added: Boost decays over time at a rate of 4% per second Changed: Maximum move speed decreased from 173% to 163% Info: Upon taking damage or double jumping, Boost drains at a rate of 10% per second instead of insantly depleting all Boost Info: Boost drain from taking damage or double jumping immediately stops if the wearer deals damage during the drain |
On Hit: Builds Boost Run speed increased with Boost -34% clip size -10% slower move speed on wearer Boost reduced on air jumps Boost reduced when hit Boost decays over time |
Back Scatter |
Added: +15% damage bonus Removed: -20% less accurate Added: -33% slower firing speed Added: -15% slower reload time Added: +100% damage falloff Added: -50% max primary ammo on wearer Added: Fires a fixed shot pattern Info: Damage falloff is decreased from 52.8% to 26.4% |
Mini-crits targets when fired at their back from close range +15% damage bonus Fires a fixed shot pattern -34% clip size -33% slower firing speed -15% slower reload time +100% damage falloff -50% max primary ammo on wearer No random critical hits |
Bonk! Atomic Punch |
Added: This weapon deploys 60% slower Changed: Upon effect end, the wearer loses -50 max health for 5 seconds which gradually regenerates over time Info: Maximum health starts regenerating at 10 health per second, 5 seconds after the buff ends |
This weapon deploys 60% slower Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you and decrease your max health temporarily when the effect ends. |
Crit-a-Cola |
Added: -25 max health on wearer while effect is active Changed: Mini-crits from consuming this edible suffer from damage falloff |
While effect is active: the wearer has -25 max health, but each attack mini-crits and sets Mark-For-Death for 5 seconds. |
Mad Milk |
Added: -25% heal rate when covered in milk Changed: Health gain from debuffed targets increased from 60% to 80% Changed: Can only gain health through killing targets that are debuffed by Milk Changed: Health gain is now based on the target's max health instead of damage dealt Changed: If the kill was assisted, the player who delivered the finishing blow gains 66% of the target's max health, while the assisting player gains 33% of the target's max health |
Extinguishing teammates reduces cooldown by -20% Enemies drenched in milk receive -25% less healing. 80% of the enemy's max health is returned to the player on kill if the enemy is covered with milk. If the kill was assisted, 66% of the enemy's max health is returned to the killer and 33% of the enemy's max health is given to the assisting player. Can be used to extinguish fires. |
Pretty Boy's Pocket Pistol |
Changed: Firing speed increased from +15% to +25% Changed: Health gain increased from +3 to +5 Added: -25% max secondary ammo on wearer Added: -33% damage penalty |
When weapon is active: +25% faster firing speed On Hit: Gain up to +5 health -25% clip size -25% max secondary ammo on wearer -33% damage penalty |
Flying Guillotine |
Added: On Hit: Gain a 2 second speed boost Changed: Base cooldown decreased from 5.1 to 10 seconds |
Long distance hits reduce recharge time On Hit: Gain a speed boost No random critical hits |
Candy Cane |
Added: Gain 20.5% of base health on kill Changed: Damage vulnerability decreased from 25% to 10% Added: On Death: Killer gains 50% of base health on kill Changed: Damage vulnerability changed from explosive to universal damage vulnerability Removed: On Kill: A small health pack is dropped Info: Health gained cannot overheal |
Gain 20.5% of base health on kill 10% damage vulnerability on wearer On Death: Killer gains 50% of base health on kill |
Sun-on-a-Stick |
Added: Critical hits ignite nearby enemies Added: No random critical hits Removed: +25% fire damage resistance while deployed Info: Has an ignition radius of 64 HU |
100% critical hit vs burning players Critical hits ignite nearby enemies -25% damage penalty No random critical hits |
Fan O'War |
Added: This weapon deploys 50% faster Added: This weapon holsters 50% faster Added: On Hit: Gain a 1 second speed boost Added: On Hit: Creates an outline around the victim that can be seen through walls for 5 seconds Changed: The wearer can no longer mini-crit the victim they marked themselves Removed: Crits whenever it would normally mini-crit Info: Only one target at a time can be marked with an outline at once |
On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits On Hit: Creates an outline around the victim that can be seen through walls This weapon deploys 50% faster This weapon holsters 50% faster On Hit: Gain a speed boost -75% damage penalty |
Wrap Assassin |
Added: +200% max melee misc ammo on wearer Added: 100% critical hits vs bleeding targets Changed: Recharge rate increased from +25% to +40% Added: -20% slower firing speed Added: This weapon holsters 50% slower Added: 15% damage vulnerability while active |
+40% increase in recharge rate Alt-Fire: Launches a festive ornament that shatters causing bleed +200% max melee misc ammo on wearer 100% critical hits vs bleeding targets -65% damage penalty -20% slower firing speed This weapon holsters 50% slower 15% damage vulnerability while active |
Soldier
Weapon | Changes | New statistics |
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Liberty Launcher |
Added: +25% increased knockback while rocket jumping Added: 100% mini-crits while rocket jumping Added: This weapon deploys 33% faster Added: This weapon holsters 33% faster Added: 15% damage vulnerability while rocket jumping Info: Mini-crits gained from rocket jumping have damage falloff Info: The mini-crit boost applies to all of the wearer's weapons Info: Damage vulnerability from rocket jumping does not affect self damage from rocket jumps Info: The increased knockback does not affect rocket jump distance |
+25% clip size +40% projectile speed -25% blast damage from rocket jumps +25% increased knockback while rocket jumping 100% mini-crits while rocket jumping This weapon deploys 33% faster This weapon holsters 33% faster -25% damage penalty 15% damage vulnerability while rocket jumping Mini-crits while rocket jumping have damage falloff |
Cow Mangler 5000 |
Added: +10% faster reload time Added: -75% less knockback Added: -10% slower firing speed Info: The decreased knockback does not affect rocket jump distance |
Does not require ammo Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec +10% faster reload time No random critical hits Deals only 20% damage to buildings Minicrits whenever it would normally crit -75% less knockback -10% slower firing speed |
Air Strike |
Added: On Direct Hit While Blast Jumping: Gain +5% damage bonus and explosion radius that stacks up to 8 times Changed: Rocket jump damage reduction increased from -15% to -30% Added: -20% slower reload time Added: +2 degrees random projectile deviation while rocket jumping Added: -50% explosion radius on non-direct hits while rocket jumping Changed: Firing speed while rocket jumping decreased from +65% to +50% Changed: Damage penalty decreased from -15% to -30% Info: Damage bonus and explosion radius is capped at +40% after 8 direct hits Info: Damage bonus and explosion radius are reset upon landing |
-30% blast damage from rocket jumps Increased attack speed and smaller blast radius while blast jumping Clip size increased on kill On Direct Hit While Blast Jumping: Gain +5% damage bonus and explosion radius that stacks up to 8 times -30% damage penalty -20% slower reload time -10% explosion radius +2 degrees random projectile deviation while rocket jumping -50% explosion radius on non-direct hits while rocket jumping |
Buff Banner |
Added: +10% increased knockback on primary weapon |
+10% increased knockback on primary weapon Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Righteous Bison |
Changed: Base damage increased from 20 to 23 Removed: (Hidden) -28% slower firing speed |
Does not require ammo Projectile penetrates enemies Projectile cannot be deflected Deals only 20% damage to buildings |
Equalizer |
Added: Firing speed increases as the user becomes injured, up to +100% Added: +15% increase in speed when health <50% of max |
When weapon is active: Damage increases as the user becomes injured Firing speed increases as the user becomes injured +15% increase in speed when health <50% of max -90% less healing from Medic sources |
Disciplinary Action |
Changed: Speed boost is decreased by -50% Info: In other words, speed boost is decreased from 26.3-40% to 13.15-20% depending on class |
On Hit Teammate: Boosts both players' speed for several seconds -25% damage penalty |
Escape Plan |
Added: -50% damage penalty Added: -20% slower firing speed |
When weapon is active: Move speed increases as the user becomes injured You are marked for death while active, and for short period after switching weapons -90% less healing from Medic sources -50% damage penalty -20% slower firing speed |
Pyro
Pyro - Primary Changes | |
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Weapon | Changes | New statistics |
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Manmelter |
Added: +33% damage bonus Added: Projectile penetrates enemy targets Added: 100% mini-crits after penetrating the initial target Info: The initial target will take base damage, but any targets that are hit after the initial target will receive mini-crit damage from the projectile |
+50% projectile speed +33% damage bonus Does not require ammo Projectile penetrates enemy targets Alt-Fire: Extinguish teammates to gain guaranteed critical hits Extinguishing teammates restores 20 health 100% mini-crits after penetrating the initial target No random critical hits This weapon will reload automatically when not active. |
Gas Passer |
Changed: Cooldown decreased from 60 to 30 seconds Changed: Damage required to charge Gas decreased from 750 to 375 Changed: Debuff cannot have its duration reduced or cleansed from most sources Changed: Afterburn from igniting debuffed players cannot have its duration reduced or cleansed from most sources Removed: Gas meter is retained upon death Info: Only water can extinguish the debuff or the afterburn inflicted from the debuff |
Gas meter builds with damage done and/or time Spawning and resupply do not affect the Gas meter Gas meter starts empty Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into unextinguishable afterburn if they take damage (even enemy Pyros!) |
Thermal Thruster |
Added: Press your reload key to apply a small upward force, allowing the wearer to slow their fall, hover and/or get a small upward boost Changed: Initial liftoff height increased by +25% Changed: Boost distance increased from 898.14 to 1122.68 HU Changed: Switch speed is no longer fixed, allowing other weapons to affect this weapon's base switch speed Changed: Cooldown decreased from 15 to 10 seconds Removed: (Hidden) 30% increase in push force taken from all sources Info: Hovering drains the meter, and has a maximum uptime of 10 seconds |
Push enemies back when you land (force and radius based on velocity) Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming. Press your reload key to hover and fly in the air slowly. Deal 3x falling damage to anyone you land on! |
Axtinguisher |
Changed: Damage penalty now only affects non-burning players Changed: Damage penalty increased from -33% to -50% Changed: Holster speed decreased from -35% to -50% |
Mini-crits burning targets and extinguishes them. Damage increases based on remaining duration of afterburn Killing blows on burning players grant a speed boost. -50% damage penalty vs non-burning players No random critical hits This weapon holsters 50% slower |
Sharpened Volcano Fragment |
Added: On Hit: All nearby targets are knocked back vertically Changed: All nearby targets are now set on fire on hit Added: On Miss: Hit yourself. Idiot. Changed: Damage penalty increased from -20% to -33% Info: Has a 160 HU radius Info: The knockback is similar to the self knockback from the Ullapool Caber |
On Hit: all nearby targets are engulfed in flames On Hit: All nearby targets are knocked back -33% damage penalty On Miss: Hit yourself. Idiot. |
Third Degree |
Added: 100% critical hits vs targets connected via Medigun beams Added: -20% slower firing speed Added: 20% damage vulnerability while active Added: This weapon holsters 50% slower |
All players connected via Medigun beams are hit 100% critical hits vs targets connected via Medigun beams -20% slower firing speed 20% damage vulnerability while active This weapon holsters 50% slower |
Hot Hand |
Changed: Firing speed increased from -25% to +10% Changed: Fixed a bug where the actual damage penalty is -14% instead of -20% Info: Double slap attack interval is decreased from 1 to 0.72 seconds |
Gain a speed boost when you hit an enemy player +10% faster firing speed -20% damage penalty |
Demoman
Weapon | Changes | New statistics |
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Loch-n-Load |
Added: 100% mini-crits while blast jumping Added: Mini-crits targets launched airborne by explosions, grapple hooks, airblasts or enemy attacks Added: 100% critical hits vs targets launched airborne by explosions, grapple hooks, airblasts or enemy attacks while blast jumping Removed: -25% explosion radius Added: Bombs have damage fall off Added: No random critical hits Changed: Clip size decreased from -25% to -50% Removed: +20% damage vs buildings Info: The critical hit from hitting a target launched airborne while blast jumping completely overrides the mini-crits that would have happened normally through hitting a target launched airborne or during a blast jump Info: Minimum fall off damage is 52.8% |
+25% projectile speed 100% mini-crits while blast jumping Mini-crits targets launched airborne by explosions, grapple hooks, airblasts or enemy attacks 100% critical hits vs targets launched airborne by explosions, grapple hooks, airblasts or enemy attacks while blast jumping -50% clip size Launched bombs shatter on surfaces Bombs have damage fall off No random critical hits |
Ali Baba's Wee Booties |
Added: +200% increased air control on wearer Added: -50% reduction in push force taken from damage |
+25 max health on wearer +200% increase in turning control while charging +10% faster move speed on wearer Melee kills refill 25% of your charge meter. +200% increased air control on wearer -50% reduction in push force taken from damage |
Scottish Resistance |
Added: +15% damage bonus Changed: Max pipebombs increased from 6 to 8 |
+15% damage bonus +25% faster firing speed +50% max secondary ammo on wearer +8 max pipebombs out Detonates stickybombs near the crosshair and directly under your feet Able to destroy enemy stickybombs 0.8 sec slower bomb arm time |
Quickiebomb Launcher |
Removed: -15% damage penalty Removed: Up to +35% damage bonus based on charge time |
Able to destroy enemy stickybombs -0.2 sec faster bomb arm time Max charge time decreased by 70% -50% clip size |
Ullapool Caber |
Added: Deals crits while the wielder is blast jumping Added: Warhead automatically recharges after 30 seconds Added: Critical hit kills refill 33% of your Caber meter Removed: This weapon deploys 100% slower Added: This weapon holsters 75% slower |
Deals crits while the wielder is blast jumping Critical hit kills refill 33% of your Caber meter -20% slower firing speed This weapon holsters 75% slower No random critical hits The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Heavy
Weapon | Changes | New statistics |
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Natascha |
Added: On Hit: Bleed for 1 second Added: Bleeding from this weapon also reduces health from all sources by -50% Added: 50% of all bleed damage is returned to the wearer as health Changed: Damage resistance no longer has a health requirement to be activated Added: 10% critical damage vulnerability on wearer Added: -20% slower move speed while deployed Changed: Damage resistance no longer blocks critical damage Info: Bleed duration stacks with itself fully, up to 10 seconds of bleed |
On Hit: Bleed for 1 second Bleeding from this weapon also reduces health from all sources by -50% 50% of all bleed damage is returned to the wearer as health -20% non-critical damage resistance when spun up 10% critical damage vulnerability on wearer -20% slower move speed while deployed -25% damage penalty -30% slower spin up time |
Brass Beast |
Changed: Move speed while deployed increased from -60% to -45% Changed: Damage resistance no longer has a health requirement to be activated Added: 10% critical damage vulnerability on wearer |
+20% damage bonus -20% non-critical damage resistance when spun up 10% critical damage vulnerability on wearer -45% slower move speed while deployed -50% slower spin up time |
Buffalo Steak Sandvich |
Added: Eat to gain up to 100 health Changed: Damage resistance increased from -20% to +20% during the buff Added: If the wearer did not get any kills during the buff, the wearer is slowed for -50% when the effect ends Added: 10% critical damage vulnerability on wearer during the buff Added: -75% healing from healers during the buff Added: Wearer cannot interact with objectives during the buff Changed: Move speed decreased from +30% to +25% during the buff Added: Kills during the buff extend the buff duration by 5 seconds |
After consuming, the player takes less non-critical damage, move speed is increased, attacks mini-crit, but the player takes increased critical damage, receives less healing from healers, cannot do objectives and may only use melee weapons. Killing someone further extends the duration by 5 seconds. However, if no one was killed during the buff, the player is slowed when the effect ends. Lasts 16 seconds. Eat to gain up to 100 health. Alt-fire: Share with a friend (Medium Health Kit) Who needs bread? |
Gloves of Running Urgently |
Changed: Health drain rescaled from 10 to 0-12 depending on current move speed Info: The wearer suffers from no health drain if they are stationary or crouch walking Info: Walking at normal speed would drain health at -8 per second, while walking under a speed boost will drain health at -12 per second |
+30% faster move speed on wearer This weapon holsters 50% slower Maximum health is drained based on motion while item is active |
Warrior's Spirit |
Changed: Health on kill can overheal the wearer Changed: Health restored on kill increased from +50 to +100 Changed: Damage vulnerability decreased from 30% to 10% Added: 50% critical damage vulnerability from melee weapons while active Added: Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. |
When weapon is active: +30% damage bonus +100 health restored on kill 10% damage vulnerability on wearer 50% critical damage vulnerability from melee weapons on wearer Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. |
Eviction Notice |
Added: On Hit: Max health is increased by +10 Added: On Kill: Max health is increased by +50 Changed: Health drain varies accordingly depending on the wearer's current motions Info: Maximum possible health is 300, or 350 with the Dalokohs Bar |
+40% faster firing speed On Hit: Gain a speed boost On Hit: Max health is increased by +10 On Kill: Max health is increased by +50 +15% faster move speed on wearer -60% damage penalty Maximum health is drained based on motion while item is active |
Engineer
Weapon | Changes | New statistics |
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Pomson 6000 |
Added: Projectile penetrates enemy targets Added: On Hit: target is engulfed in flames Changed: Base projectile speed increased from 1200 to 1600 HU/s Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Info: Afterburn duration is 7.5 seconds and is not affected by distance |
Does not require ammo On Hit: target is engulfed in flames Projectile penetrates enemy targets Projectile cannot be deflected Deals only 20% damage to buildings |
Rescue Ranger |
Added: -100% heal rate on friendly buildings for 5 seconds after resupplying from the resupply cabinet Added: Health to metal ratio when repairing buildings increased from 12:3 to 12:5 Info: Metal cost for repairing buildings increased from 15 to 25 metal for 60 health |
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 12-to-5 health-to-metal ratio when repairing buildings -100% heal rate on friendly buildings for 5 seconds after resupplying from the resupply cabinet |
Wrangler |
Changed: Wrangler shield damage reduction decreased from 66% to 25% |
Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces damage by 25% and repairs by 66%. Sentries are disabled for 3 seconds after becoming unwrangled. |
Short Circuit |
Removed: Per Shot: -5 ammo Removed: -33% damage penalty Removed: (Hidden) Cannot be crit boosted Added: Alt-Fire is disabled for 5 seconds after resupplying from the resupply cabinet Changed: Decreased primary fire range from 215 to 65 HU |
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal. No reload necessary Alt-Fire is disabled for 5 seconds after resupplying from the resupply cabinet No random critical hits |
Southern Hospitality |
Added: On Hit: Creates an outline around the victim that can be seen through walls for 5 seconds Removed: 20% fire damage vulnerability on wearer Added: 25% Sapper damage vulnerability on buildings Info: Outline works on cloaked Spies |
On Hit: Bleed for 5 seconds On Hit: Creates an outline around the victim that can be seen through walls No random critical hits 25% Sapper damage vulnerability on buildings |
Medic
Medic - Primary Changes | |
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Weapon | Changes | New statistics |
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Blutsauger |
Added: On Hit: Douses the enemy Juice for 2 seconds Added: No passive self health regeneration Removed: On Hit: Gain up to +3 health Info: Players heal 50% of the damage done to an enemy covered with Juice |
On Hit: Douses the enemy in Juice Players heal 50% of the damage done to an enemy covered with Juice -2 health drained per second on wearer No passive self health regeneration |
Crusader's Crossbow |
Added: 25% fire damage vulnerability on wearer Changed: Damage decreased from 38-75 to 15-60 based on distance traveled Changed: Healing decreased from 75-150 to 50-150 |
No headshots -75% max primary ammo on wearer 25% fire damage vulnerability on wearer Fires special bolts that heal teammates and deals damage based on distance traveled This weapon will reload automatically when not active |
Overdose |
Changed: Speed boost is now constant regardless of ÜberCharge percentage Changed: Speed boost is now passive instead of while active Added: 20% faster Overheal decay on patient Changed: Max move speed decreased from +20% to +10% Info: The weapon is how clearly shown on the hip while holstered |
+10% faster move speed on wearer -15% damage penalty 20% faster Overheal decay on patient |
Quick-Fix |
Added: +25% ÜberCharge duration Added: 40% faster Overheal decay on patient Changed: Heal rate decreased from +200% to +100% during ÜberCharge Removed: Mirror blast jumps and shield charges of patients |
+40% heal rate +25% ÜberCharge duration +10% ÜberCharge rate 50% max overheal 40% faster Overheal decay on patient ÜberCharge increases healing by 200% and grants immunity to movement-impairing effects |
Vaccinator |
Changed: -33% ÜberCharge duration if the medigun is holstered during ÜberCharge Removed: -33% ÜberCharge rate on Overhealed patients Changed: Activating ÜberCharge no longer affects the wearer by default Info: The resistances are only applied to the wearer during ÜberCharge if the wearer is not healing anyone or if the patient already has the same damage resistance as the current selected one through another Medic's ÜberCharge Info: Previously, holstering the medigun during ÜberCharge will consume a charge and instantly end it |
+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. -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 Patient. |
Ubersaw |
Added: -15% damage penalty Added: This weapon deploys 30% slower |
On Hit: 25% ÜberCharge added -20% slower firing speed -15% damage penalty This weapon deploys 30% slower |
Vita-Saw |
Changed: Organs give a flat amount of ÜberCharge regardless of the amount of ÜberCharge on death Changed: Max organ cap increased from 4 to 6 Removed: -10 max health on wearer Added: -20% damage penalty Changed: ÜberCharge per organ decreased from 15% to 10% |
Collect the organs of people you hit -20% damage penalty Gain a fixed amount of ÜberCharge upon respawning, based on the number of organs harvested (10% per). Total amount of ÜberCharge on spawn caps at 60%. |
Amputator |
Changed: Health regenerated per second while active increased from +3 to +5 Changed: Taunt radius increased from 450 to 512 HU Changed: Taunt duration is now permanent until cancelled Added: 15% damage vulnerability on wearer while active Changed: There is a short delay before the taunt begins to heal and before the taunt is properly cancelled |
When weapon is active: +5 health regenerated per second on wearer Alt-Fire: Applies a healing effect to all nearby teammates -20% damage penalty 15% damage vulnerability on wearer |
Solemn Vow |
Added: On Hit: Creates an outline around the victim that can be seen through walls for 3 seconds Changed: All allies in a 512 HU radius can now see enemy health Added: When weapon is active: Enemies can see your health Added: When weapon is active: 15% damage vulnerability on wearer Changed: Allies can only see enemy health if the weapon is active and if the enemy is in direct line of sight with the enemy |
When weapon is active: On Hit: Creates an outline around the victim that can be seen through walls Allows all teammates in a radius to see enemy health Allows enemies to see your health 15% damage vulnerability on wearer Teammates cannot see enemy health if the wearer does not have direct line of sight with the enemy |
Sniper
Sniper - Primary Changes | |
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|
Weapon | Changes | New statistics |
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Sydney Sleeper |
Added: On Scoped Headshot: All targets in a 200 HU radius are drenched in Jarate Added: +20% faster reload time Changed: Jarate duration increased from 2-5 to 2-8 seconds based on charge Changed: Scoped headshots now inflict an additional +3 seconds of Jarate Removed: +25% charge rate Info: Jarate from the splash radius have 9% duration falloff |
+20% faster reload time On Scoped Hit: Apply Jarate for 2 to 8 seconds based on charge level. On Scoped Headshot: All targets in a large radius are drenched in Jarate Nature's Call: Scoped headshots always increase the duration of Jarate by 3 seconds, mini-crit and reduce the remaining cooldown of Jarate by 1 second. No random critical hits No headshots |
Machina |
Changed: No longer requires full charge for shots to penetrate players Changed: Damage bonus on full charge increased from +15% to +30% Added: -15% damage on body shot Changed: Damage bonus now triggers on a successful penetration shot instead of fully charging |
+30% damage bonus if multiple players are hit Projectiles penetrate players Cannot fire unless zoomed Fires tracer rounds -15% damage on body shot |
Hitman's Heatmaker |
Changed: Activating focus now also increases reload time by +25% |
Gain Focus on kills and assists Press 'Reload' to activate focus In Focus: +25% faster charge, +25% reload time and no unscoping -20% damage on body shot |
Classic |
Added: Charge is not lost upon unzooming or toggling your reload key Added: Automatically charges shots over time Removed: No headshots when not fully charged Added: -66% charge rate when not scoped in and when charging mode is off Added: -50% slower reload time Added: -25% charge rate while in charging mode Changed: Damage penalty is now universal instead of only on body shots Changed: Charging and firing shots now require the wearer to activate charging mode with their reload key |
Press your reload key to activate charging mode Charge and fire shots independent of zoom during charging mode Charge is not lost upon unzooming or toggling your reload key Automatically charges shots over time -66% charge rate when not scoped in and when charging mode is off -50% slower reload time -25% charge rate while in charging mode -10% damage penalty |
Jarate |
Changed: Mini-crits from the Jarate debuff now have damage fall off |
Extinguishing yourself or a teammate reduces cooldown by -20% Coated enemies take mini-crits Can be used to extinguish fires. |
Bushwacka |
Added: -30% damage penalty Added: -20% slower firing speed Added: This weapon deploys 20% slower |
When weapon is active: Crits whenever it would normally mini-crit No random critical hits 20% damage vulnerability on wearer |
Shahanshah |
Changed: Damage when under 50% health increased from +25% to +50% Changed: Damage when above 50% health decreased from -25% to +50% |
+25% increase in damage when health <50% of max -25% decrease in damage when health >50% of max |
Spy
Spy - Secondary and Disguise Kit Changes | |
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Weapon | Changes | New statistics |
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Ambassador |
Changed: Critical damage from headshots benefit from ramp up Removed: (Hidden) Headshots over 1200 HU cannot crit |
Crits on headshot -15% damage penalty -20% slower firing speed No random critical hits Critical damage is affected by range |
Enforcer |
Added: +25% ramp up Changed: Damage bonus increased from +20% to +25% Changed: Damage bonus is now permanently active instead of only while disguised Changed: Firing speed increased from -20% to -10% Added: Cannot cloak while active Added: +100% damage falloff Added: -60% less accurate Added: This weapon holsters 60% slower Info: Ramp up is at 175%, matching the Scatterguns Info: Damage falloff is decreased from 52.8% to 26.4% |
+25% damage bonus +25% ramp up Attacks pierce damage resistance effects and bonuses Cannot cloak while active +100% damage falloff -60% less accurate This weapon holsters 60% slower -10% slower firing speed No random critical hits |
Diamondback |
Added: Cannot cloak while active Added: Critical damage is affected by range Added: This weapon holsters 60% slower Added: -20% damage penalty while disguised |
Gives one guaranteed critical hit for each building destroyed with your sapper attached or backstab kill Cannot cloak while active Critical damage is affected by range This weapon holsters 60% slower -20% damage penalty while disguised -15% damage penalty No random critical hits |
Dead Ringer |
Changed: The first second of cloak does not drain the cloak meter Changed: Initial damage resistance increased from 75% to 90% Changed: Speed boost increased from 3 to 5 seconds Changed: Cloak from ammo boxes increased from -100% to -60% Added: No cloak meter from ammo boxes for 5 seconds after decloaking Added: The wearer is disarmed for 5 seconds after decloaking, preventing the wearer from attacking Added: Damage taken slows the wearer after decloaking for 5 seconds Changed: Speed boost immediately ends upon decloaking Changed: Headshots and backstabs now completely ignore the initial damage resistance |
+50% cloak regen rate +40% cloak duration -60% cloak meter from ammo boxes -50% cloak meter when Feign Death is activated No cloak meter from ammo boxes for 5 seconds after decloaking The wearer is disarmed for 5 seconds after decloaking Damage taken slows the wearer after decloaking for 5 seconds Speed boost immediately ends upon decloaking Cloak Type: Feign Death Leave a fake corpse on taking damage and temporarily gain invisibility, speed and damage resistance |
Red-Tape Recorder |
Added: +200% building disable duration after being destroyed Added: Destroying the Sapper on a level 1 building will disable it for an additional second Added: -75% Sapper volume while the building is being sapped Info: In other words, if the Sapper is removed and the building is being folded up, after the sentry rebuilds to Level 1, there is a 1 second delay before the sentry can be upgraded or fire |
Reverses enemy building construction +200% building disable duration after being destroyed Destroying the Sapper on a level 1 building will disable it for an additional second -75% Sapper volume while the building is being sapped -100% sapper damage penalty |
Alternative/Miscellaneous Balance Suggestions
Weapon | Changes | New statistics |
---|---|---|
Soda Popper Version 2 |
Added: -10% bullets per shot Changed: Reload time decreased from +25% to +10% |
+50% faster firing speed +10% faster reload time On Hit: Builds Hype -66% clip size -10% bullets per shot 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 Version 2 |
Added: Gain a speed boost on kill Changed: Damage required to drain all boost increased from 25 to 100 Changed: Boost now gradually drains at a fast pace upon taking damage Added: Boost decays over time at a rate of 4% per second Added: -10% slower firing speed Changed: Maximum move speed decreased from 173% to 163% Info: Upon taking damage or double jumping, Boost drains at a rate of 10% per second instead of insantly depleting all Boost Info: Boost drain from taking damage or double jumping immediately stops if the wearer deals damage during the drain Info: The speed boost gained from killing an enemy can go over the speed cap, resulting the maximum possible speed at 198% |
On Hit: Builds Boost Run speed increased with Boost Gain a speed boost on kill -34% clip size -10% slower move speed on wearer -10% slower firing speed Boost reduced on air jumps Boost reduced when hit Boost decays over time |
Baby Face's Blaster Version 3 |
Changed: Boost is now manually activated with alt-fire Removed: Boost reduced on air jumps Removed: Boost reduced when hit Changed: Boost only lasts for 10 seconds Changed: Damage required to fill boost increased from 100 to 300 Changed: Maximum move speed decreased from 173% to 153% |
On Hit: Builds Boost Alt-Fire on full Boost: Gain +27.5% faster move speed for several seconds -34% clip size -10% slower move speed on wearer |
Pomson 6000 Version 2 |
Added: Projectile penetrates enemy targets Added: On Hit: All active buildings gain up to +10 health Changed: Base projectile speed increased from 1200 to 1600 HU/s Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak |
Does not require ammo On Hit: All active buildings gain up to +10 health Projectile penetrates enemy targets Projectile cannot be deflected Deals only 20% damage to buildings |
Machina Version 2 |
Added: Projectiles ricochet off walls once Changed: No longer requires full charge for shots to penetrate players Added: -25 max health on wearer Added: -100% damage penalty vs cloaked Spies Added: This weapon holsters 50% slower Added: -34% charge damage penalty Removed: On Full Charge: +15% damage per shot Info: In other words, the damage multiplier at full charge is only 2x instead of 3x |
Projectiles ricochet off walls once Projectiles penetrate players Cannot fire unless zoomed Fires tracer rounds -100% damage penalty vs cloaked Spies This weapon holsters 50% slower -34% charge damage penalty -25 max health on wearer |
Machina Version 3 |
Changed: Damage bonus increased from +15% to +20% Changed: No longer requires full charge for shots to penetrate players Added: -20% damage on body shot Changed: Damage bonus only triggers upon a headshot |
On Scoped Headshot: +20% damage bonus Projectiles penetrate players Cannot fire unless zoomed Fires tracer rounds -20% damage on body shot |
Buff Banner Version 2 |
Added: +10% damage bonus on all weapons Added: 10% damage vulnerability on wearer |
+10% damage bonus on all weapons 10% damage vulnerability on wearer Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Buff Banner Version 3 |
Added: +10% faster reload time on primary weapon |
+10% faster reload time on primary weapon Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Gas Passer Version 2 |
Added: All afterburn damage is converted into mini-crits while debuffed Added: Debuff extends the current afterburn duration by +5 seconds Changed: Cooldown decreased from 60 to 30 seconds Changed: Damage required to charge Gas decreased from 750 to 375 Removed: Gas meter is retained upon death |
Gas meter builds with damage done and/or time Spawning and resupply do not affect the Gas meter Gas meter starts empty Creates a horrific visible gas that coats enemies with a flammable material that extends curent afterburn and amplifying afterburn into mini-crits, as well as igniting into afterburn if they take damage (even enemy Pyros!) |
Scottish Resistance Version 2 |
Changed: Bomb arm time decreased from +0.8 to +0.4 seconds Changed: Firing speed decreased from +25% to +10% Changed: Max pipebombs decreased from 6 to 4 |
+10% faster firing speed +50% max secondary ammo on wearer +4 max pipebombs out Detonates stickybombs near the crosshair and directly under your feet Able to destroy enemy stickybombs 0.4 sec slower bomb arm time |
Buffalo Steak Sandvich Version 2 |
Added: Eat to gain up to 100 health Added: On Kill: Gain a 3 second speed boost during the buff Changed: Damage resistance increased from -20% to +20% during the buff Added: 10% critical damage vulnerability on wearer during the buff Added: -75% healing from healers during the buff Added: Wearer cannot interact with objectives during the buff Removed: +30% faster move speed on wearer during the buff Added: Kills during the buff extend the buff duration by 5 seconds |
After consuming, the player takes less non-critical damage, attacks mini-crit, and killing someone grants a speed boost, but the player takes increased critical damage, receives less healing from healers, cannot do objectives and may only use melee weapons. Killing someone further extends the duration by 5 seconds. Lasts 16 seconds. Eat to gain up to 100 health. Alt-fire: Share with a friend (Medium Health Kit) Who needs bread? |
Buffalo Steak Sandvich Version 3 |
Added: Eat to gain up to 100 health Added: On Kill: Gain a 3 second speed boost during the buff Changed: Damage resistance increased from -20% to +20% during the buff Added: If the wearer did not get any kills during the buff, the wearer is slowed for -50% when the effect ends Added: 10% critical damage vulnerability on wearer during the buff Added: -75% healing from healers during the buff Added: Wearer cannot interact with objectives during the buff Changed: Move speed decreased from +30% to +25% during the buff Removed: +30% faster move speed on wearer during the buff Added: Kills during the buff extend the buff duration by 5 seconds |
After consuming, the player takes less non-critical damage, move speed is increased, attacks mini-crit, and killing someone grants a speed boost, but the player takes increased critical damage, receives less healing from healers, cannot do objectives and may only use melee weapons. Killing someone further extends the duration by 5 seconds. However, if no one was killed during the buff, the player is slowed when the effect ends. Lasts 16 seconds. Eat to gain up to 100 health. Alt-fire: Share with a friend (Medium Health Kit) Who needs bread? |
Wrangler Version 2 |
Changed: Wrangler shield damage reduction decreased from 66% to 50% Changed: The shield can only cover the front of the Sentry Gun in a flat surface with a 120 degree angle, similar to Medic's MvM projectile shield |
Take manual control of your Sentry Gun. Wrangled sentries gain a frontal shield that reduces damage by 50% and repairs by 66%. Sentries are disabled for 3 seconds after becoming unwrangled. |
Wrangler Version 3 |
Added: All damage blocked by the shield drains metal at a 1:1 health-to-metal ratio Changed: Wrangler shield damage reduction decreased from 66% to 50% |
All damage blocked by the shield drains metal at a 1-to-1 health-to-metal ratio Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces damage by 50% and repairs by 66%. Sentries are disabled for 3 seconds after becoming unwrangled. |
Wrangler Version 4 |
Added: Can block up to 250 damage before powering down Added: Shield is disabled for 15 seconds if it was powered down through damage Changed: Wrangler shield damage reduction decreased from 66% to 50% Info: Holstering the Wrangler before powering down will not disable the shield Info: The shield regenerates 6.66% of its meter per second |
Can block up to 250 damage before powering down Shield is disabled for 15 seconds if it was powered down through damage Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces damage by 50% and repairs by 66%. Sentries are disabled for 3 seconds after becoming unwrangled. |
Short Circuit Version 2 |
Added: Links enemies that are close together within a small radius, prioritizing the closest enemies first Changed: Damage rescaled from 10 to 20-370 depending on the amount of enemies linked Removed: (Hidden) Cannot be crit boosted Added: Alt-Fire is disabled for 5 seconds after resupplying from the resupply cabinet Changed: Metal per shot increased from 5 to 75 ammo Info: The linking from the primary fire fully affects invulnerable enemies Info: Can link up to 6 enemies, with the damage formula being 10+10*n^2, n being the total enemies linked |
Links enemies that are close together within a small radius and zaps them +33% damage bonus Up to +1750% bonus damage depending on the amount of players linked Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal. No reload necessary Alt-Fire is disabled for 5 seconds after resupplying from the resupply cabinet No random critical hits Per Shot: -75 ammo Uses metal for ammo |
Quick-Fix Version 2 |
Added: -25 max health on wearer Removed: Mirror blast jumps and shield charges of patients |
+40% heal rate +10% ÜberCharge rate 50% max overheal -25 max health on wearer ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects |
Vaccinator Version 2 |
Changed: -33% ÜberCharge duration if the medigun is holstered during ÜberCharge Removed: -33% ÜberCharge rate on Overhealed patients Changed: Activating ÜberCharge only provides 50% damage resistance of the selected type on the wearer Info: Previously, holstering the medigun during ÜberCharge will consume a charge and instantly end it |
+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. -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 Patient. The Medic's bubble only block 37.5% base damage and 50% crit damage of the selected type instead. |
Vaccinator Version 3 |
Changed: Damage resistance while healing increased from +10% to +25% Changed: Damage resistance now blocks all damage instead of just the selected damage type Removed: -33% ÜberCharge rate on Overhealed patients Removed: -66% Overheal build rate Changed: ÜberCharge rate decreased from +67% to +50% Changed: Damage resistance only takes effect if the patient is Overhealed Removed: Press your 'Reload' key to cycle through resist types Changed: ÜberCharge now instantly heals the Medic and the patient to max health, and excessive healing can Overheal the patient Info: Since it instantly heals the wearer and the patient, ÜberCharge can no longer be extended, but it is still divided into 4 charges |
+50% Übercharge rate While healing, the patient gains +25% damage resistance if Overhealed Übercharge instantly heals 100% of the Medic and the target's max health. Health gained can overheal the patient. |
Enforcer Version 2 |
Changed: Damage bonus increased from +20% to +25% Changed: Damage bonus is now permanently active instead of only while disguised Changed: Firing speed increased from -20% to -10% Added: Cannot cloak while active Added: This weapon holsters 60% slower |
+25% damage bonus Attacks pierce damage resistance effects and bonuses Cannot cloak while active This weapon holsters 60% slower -10% slower firing speed No random critical hits |
Enforcer Version 3 |
Added: +50% damage vs buildings Changed: Damage bonus while disguised increased from +20% to +50% Changed: Attacks now also pierce through the base damage penalty while attacking sapped buildings Added: Cannot cloak while active Added: This weapon holsters 60% slower |
+50% damage vs buildings +50% damage bonus while disguised Attacks pierce damage resistance effects and bonuses Cannot cloak while active This weapon holsters 60% slower -20% slower firing speed No random critical hits |
Enforcer Version 4 |
Changed: Damage bonus increased from +20% to +50% Changed: Attacks now also pierce through the base damage penalty while attacking sapped buildings Added: -15% damage penalty vs players Changed: Damage bonus now only activates towards buildings instead of while disguised |
+50% damage vs buildings Attacks pierce damage resistance effects and bonuses -20% slower firing speed -15% damage penalty vs players No random critical hits |
Candy Cane Version 2 |
Added: Gain 20.5% of base health on kill Removed: 25% explosive damage vulnerability on wearer Added: On Death: Killer gains 75% of base health on kill Removed: On Kill: A small health pack is dropped Info: Health gained from killing the wearer can overheal the killer |
Gain 20.5% of base health on kill On Death: Killer gains 75% of base health on kill |
Sun-on-a-Stick Version 2 |
Changed: Damage penalty now only applies towards non-burning players Changed: Afterburn damage resistance increased from +25% to +100% Added: This weapon holsters 50% slower Added: No random critical hits Changed: No longer blocks all fire damage, only afterburn damage |
100% critical hit vs burning players Immune to the effects of afterburn while deployed -25% damage penalty This weapon holsters 50% slower No random critical hits |
Disciplinary Action Version 2 |
Added: Maximum health is decreased while item is active Added: On Hit Teammate: Maximum health is drained on wearer Added: This weapon holsters 25% slower Info: Upon deploying or every time a teammate is hit, the wearer's max health is decreased by -15, up to a maximum of -50 health Info: Max health gradually regenerates at a rate of +5 health regenerated per second after holstering this weapon |
On Hit Teammate: Boosts both players' speed for several seconds On Hit Teammate: Maximum health is drained on wearer -25% damage penalty This weapon holsters 25% slower |
Disciplinary Action Version 3 |
Changed: The wearer no longer benefits from the speed boost |
On Hit Teammate: Boosts a teammate's speed for several seconds -25% damage penalty |
Disciplinary Action Version 4 |
Changed: Teammates no longer benefit from the speed boost |
On Hit Teammate: Boosts the wearer's speed for several seconds -25% damage penalty |
Disciplinary Action Version 5 |
Added: -40% slower firing speed |
On Hit Teammate: Boosts the wearer's speed for several seconds -40% slower firing speed -25% damage penalty |
Sharpened Volcano Fragment Version 2 |
Added: +33% damage bonus Changed: Damage penalty now only affects burning players Changed: Damage penalty increased from -20% to -62% |
On Hit: target is engulfed in flames +33% damage bonus -62% damage penalty vs burning players |
Sharpened Volcano Fragment Version 3 |
Changed: Damage increased from -20% to +20% Added: The wearer is permanently on fire until holstered Added: This weapon holsters 50% slower Added: 25% fire damage vulnerability on wearer while active Added: -50% health from healers on wearer while active Added: No random critical hits Info: The wearer is only vulnerable to afterburn from deploying this weapon, and is immune to afterburn regardless |
When weapon is active: On Hit: target is engulfed in flames +20% damage bonus The wearer is permanently on fire until holstered This weapon holsters 50% slower 25% fire damage vulnerability on wearer -50% health from healers on wearer No random critical hits |
Sharpened Volcano Fragment Version 4 |
Added: +75 health restored on kill Added: 50% of all afterburn is returned to the wearer as health while active Added: 30% damage vulnerability on wearer while active |
When weapon is active: On Hit: target is engulfed in flames +75 health restored on kill 50% of all afterburn is returned to the wearer as health -20% damage penalty 30% damage vulnerability on wearer |
Hot Hand Version 2 |
Added: On Hit Teammate: Boosts the wearer's speed for 1 second |
Gain a speed boost when you hit an enemy player On Hit Teammate: Boosts the wearer's speed for 1 second -20% damage penalty |
Southern Hospitality Version 2 |
Added: +100% damage vs Sappers Removed: 20% fire damage vulnerability on wearer Added: You are marked for death while a sapper is attached to your building, and for short period after it is removed |
On Hit: Bleed for 5 seconds +100% damage vs Sappers No random critical hits You are marked for death while a sapper is attached to your building, and for short period after it is removed |
Solemn Vow Version 2 |
Added: Allows enemies to see your health |
Allows you to see enemy health Allows enemies to see your health -10% slower firing speed |
Red-Tape Recorder Version 2 |
Changed: External damage is now unaffected by the base sentry damage resistance from attacking sapped buildings with this sapper Changed: Attacking a building with this sapper attached now speeds up the rebuilding process instead of damaging it |
Reverses enemy building construction -100% sapper damage penalty |
5 Control Point Maps Version 2 | N/A | Time limit decreased from 10 to 3 minutes |
5 Control Point Maps Version 3 | N/A | Time limit decreased from 10 to 3 minutes During overtime, base time required to capture a control point is decreased by -50% |
Custom Weapons
Multi-Class Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Raiding Aid |
TF2 Workshop Link |
+50% bullets per shot This weapon deploys 50% faster +20% faster firing speed Firing speed increases as health decreases -34% clip size -17% damage penalty -15% less accurate Accuracy decreases as health decreases Requires a full clip to fire This weapon cannot be holstered unless it has a full clip This weapon fires all its shots in succession |
Engineer Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Speed Pad |
Wiki Link |
Gain a speed boost upon being stepped on Does not require an entrance and exit to activate Cannot teleport Base speed boost duration is 1 second, and every level increases the speed boost duration by +2 seconds, up to 5 seconds at level 3 The Eureka Effect's teleporter cost reduction fully affects this building |
Alternative/Miscellaneous Suggestions
Weapon | Changes/Workshop Link | Statistics |
---|---|---|
Speed Pad Version 2 |
Wiki Link |
Gain a speed boost upon being stepped on Does not require an entrance and exit to activate Cannot teleport Base speed boost duration is 1 second, level 2 speed pads have a 2 second speed boost while level 3 speed pads have a 4 second speed boost The Eureka Effect's teleporter cost reduction fully affects this building |