User:EtherealT/Void's Change Ideas
Contents
Summary
Last Major Update: 1st May 2023 |
Overall Changes |
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Multi-Class
Multi Class - Class Changes | |
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Weapon | Changes | New statistics |
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Reserve Shooter |
Added: This weapon holsters 20% faster Changed: Targets that are airblasted can also be mini-critted by this weapon Added: No random critical hits Changed: No longer mini-crits blast jumping targets or targets using rocket packs Changed: Clip size decreased from -34% to -50% Info: Airblasted targets are only elligble for mini-crits for 0.7 seconds after being airblasted |
Mini-crits targets launched airborne by explosions or airblasts This weapon deploys 20% faster This weapon holsters 20% faster -50% clip size No random critical hits |
B.A.S.E. Jumper |
Changed: No longer stops momentum while deployed Changed: Air control increased from -50% to +100% Changed: Can now be deployed while charging with a shield Changed: Parachute automatically breaks after floating for 5 seconds |
Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent for up to 5 seconds. You gain increased air control while floating with a Parachute. |
Pain Train |
Added: +10% faster move speed while being the leader in Team Destruction or while carrying the Intelligence or PASS Time Jack Removed: 10% bullet damage vulnerability on wearer Added: -10 max health on wearer |
+1 capture rate on wearer +10% faster move speed while being the leader in Team Destruction or while carrying the Intelligence or PASS Time Jack -10 max health on wearer |
Half-Zatoichi |
Changed: Damage vs other players with the same weapon increased from 600 to 9999 Added: 0.3 sec decrease in charge duration |
Gain 50% of base health on kill No random critical hits 0.3 sec decrease in charge duration Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. This weapon has a large melee range and deploys slower. Soldiers and Demos Can duel with katanas For a one-hit kill |
Scout
Scout - Class Changes | |
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Weapon | Changes | New statistics |
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Force-A-Nature |
Removed: -10% damage penalty Changed: Firing speed decreased from +50% to +35% Changed: Bullets per shot decreased from +20% to +10% Changed: Maximum knockback on hit is decreased by -20% |
+35% faster firing speed Knockback on the target and shooter +10% bullets per shot -66% clip size This weapon reloads its entire clip at once |
Shortstop |
Added: +33% max primary ammo on wearer Changed: Bullets per shot increased from -60% to -50% Changed: Reload time decreased from 1.52 to 1.3 seconds Removed: Increase in push force taken from damage and airblast while active Changed: Damage decreased from +100% to +67% Changed: Firing speed decreased from +42.4% to +40% Removed: Alt-Fire to reach and shove someone! |
Holds a 4-shot clip and reloads its entire clip at once. |
Soda Popper |
Changed: Firing speed decreased from +50% to +35% Removed: +25% faster reload time Changed: Hype now grants 100% mini-crits instead of air jumps |
+35% faster firing speed On Hit: Builds Hype -66% clip size When Hype is full, Alt-Fire to activate Hype mode for 100% mini-crits. This weapon reloads its entire clip at once. |
Baby Face's Blaster |
Changed: Damage required to drain all boost increased from 25 to 75 Changed: Boost loss on air jumps reduced from -75% to -50% Changed: Fall damage no longer reduces Boost Removed: -34% clip size Added: -10% bullets per shot Changed: Damage required to charge Boost increased from 100 to 200 damage |
On Hit: Builds Boost Run speed increased with Boost -10% bullets per shot -10% slower move speed on wearer Boost reduced on air jumps Boost reduced when hit |
Back Scatter |
Added: Gain a speed boost on kill for 3 seconds Removed: -34% clip size |
Mini-crits targets when fired at their back from close range Gain a speed boost on kill -20% less accurate No random critical hits |
Bonk! Atomic Punch |
Changed: Consumption time increased from 1.2 to 2.2 seconds |
Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you when the effect ends. |
Crit-a-Cola |
Changed: Mark-For-Death now immediately takes effect as soon as the drink is consumed Changed: Mark-For-Death duration increased from 5 to 8.5 seconds Changed: Consumption time increased from 1.2 to 2.2 seconds |
While effect is active: each attack mini-crits for 8 seconds, but the wearer is Marked-For-Death for 8.5 seconds. |
Mad Milk |
Added: Milk meter builds with damage done and/or time Added: Spawning and resupply do not affect the Milk meter Added: Milk meter starts empty Changed: Cooldown increased from 20 to 40 seconds Info: Requires 400 damage to fully charge the Milk meter |
Milk meter builds with damage done and/or time Extinguishing teammates reduces cooldown by -20% Spawning and resupply do not affect the Milk meter Milk meter starts empty Players heal 60% of the damage done to an enemy covered with milk. Can be used to extinguish fires. |
Winger |
Changed: Clip size increased from -60% to -50% |
+15% damage bonus +25% greater jump height when active -50% clip size |
Pretty Boy's Pocket Pistol |
Changed: Firing speed increased from +15% to +20% Added: -20% damage penalty |
When weapon is active: +20% faster firing speed On Hit: Gain up to +3 health -25% clip size -20% damage penalty |
Flying Guillotine |
Changed: Cooldown reduction on long range hits increased from -1.5 to -2 seconds Removed: No random critical hits Changed: Increased recharge time from 5.1 to 8 seconds Changed: Base damage decreased from 50 to 40 |
Long distance hits reduce recharge time |
Boston Basher |
Added: +45% damage bonus Changed: Bleed duration increased from 5 to 8 seconds Changed: No longer inflicts bleed on wearer through self damage Added: -30% slower firing speed Removed: (Hidden) -50% damage to self Info: In other words, self damage is rescaled from 18 + 40 to a fixed 51 damage |
+45% damage bonus On Hit: Bleed for 8 seconds -30% slower firing speed On Miss: Hit yourself. Idiot. |
Candy Cane |
Added: Health packs dropped can grant the wearer overheal Removed: 25% explosive damage vulnerability on wearer Added: -75% health from healers on wearer Added: -50% maximum overheal on wearer |
On Kill: A small health pack is dropped Health packs dropped can grant the wearer overheal -75% health from healers on wearer -50% maximum overheal on wearer |
Fan O'War |
Added: This weapon holsters 25% faster Changed: Damage increased from -75% to -67% Added: No random critical hits |
Crits whenever it would normally mini-crit On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits This weapon holsters 25% faster -67% damage penalty No random critical hits |
Atomizer |
Changed: Triple jumps are now passive instead of only while active Removed: -15% damage vs players Removed: This weapon deploys 50% slower Added: -20% slower firing speed Added: -15 max health on wearer Added: No random critical hits Added: Air jumps leave behind a purple trail of smoke |
Grants Triple Jump on wearer Melee attacks mini-crit while airborne -20% slower firing speed -15 max health on wearer No random critical hits |
Wrap Assassin |
Changed: Projectile minimum splash damage fall off increased from 30% to 50% Added: No random critical hits Changed: Damage decreased from -65% to -95% Changed: Bauble explosion radius now follow the mechanics of other explosives |
+25% increase in recharge rate Alt-Fire: Launches a festive ornament that shatters causing bleed -95% damage penalty |
Soldier
Weapon | Changes | New statistics |
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Direct Hit |
Added: No random critical hits |
+25% damage bonus +80% projectile speed Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs -70% explosion radius No random critical hits |
Black Box |
Added: -25% less healing from all sources on wearer Info: Healing penalty does not affect the self healing from this weapon |
On Hit: Gain up to +20 health per attack -25% clip size -25% less healing from all sources on wearer |
Liberty Launcher |
Added: This weapon deploys 50% faster Added: This weapon holsters 50% faster Changed: Now decreases all self damage besides rocket jumps from this weapon Changed: Damage increased from -25% to -20% Changed: Self damage resistance decreased from -25% to -20% Removed: +40% projectile speed |
This weapon deploys 50% faster This weapon holsters 50% faster +25% clip size -20% damage to self -20% damage penalty |
Cow Mangler 5000 |
Removed: Minicrits whenever it would normally crit Added: -15% slower reload time Changed: Damage type changed from explosive to explosive and laser type damage |
Does not require ammo Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec No random critical hits Deals only 20% damage to buildings -15% slower reload time |
Beggar's Bazooka |
Removed: (Hidden) -30% slower reload time Changed: (Hidden) Firing speed decreased from +70% to +50% Changed: Projectiles now arc more as they travel instead of having random projectile deviation |
Hold Fire to load up to 3 rockets Release Fire to unleash the barrage -20% explosion radius Rockets travel in a steep arc Overloading the chamber will cause a misfire No ammo from dispensers when active |
Air Strike |
Changed: Now decreases all self damage besides rocket jumps Removed: -20% explosion radius while blast jumping Changed: Firing speed while blast jumping is decreased from +65% to +50% |
-15% damage to self +50% faster firing speed while blast jumping Clip size increased on kill -15% damage penalty -10% explosion radius |
Buff Banner |
Added: +40% max primary ammo on wearer |
+40% max primary ammo on wearer Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Gunboats |
Changed: Blast jump damage taken increased from -60% to -50% |
-50% blast damage from blast jumps |
Concheror |
Changed: (Hidden) Rage amplification on wearer decreased from +25% to +20% Info: Damage required to charge banners is increased from 480 to 500 |
+4 health regenerated per second on wearer Provides group speed buff with damage done giving health. Gain rage with damage. |
Mantreads |
Added: Wearer never takes falling damage |
-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 Wearer never takes falling damage |
Righteous Bison |
Changed: Clip size increased from -33% to +33% Changed: Base damage increased from 20 to 60 Changed: Projectile speed increased from 1200 to 1800 HU Changed: Maximum damage ramp up increased from -60% to -50% Changed: Firing speed decreased from -28% to -44% Removed: Projectiles can no longer damage the same target multiple times Removed: (Hidden) +8.4% faster initial reload time Removed: (Hidden) +21% faster consecutive reload time Changed: Damage type changed from bullet to laser type damage |
Does not require ammo Projectile penetrates enemy targets Projectile cannot be deflected Deals only 20% damage to buildings |
Equalizer |
Added: -25% damage resistance when health <50% of max while active Added: -25% reduction in push force taken from damage when health <50% of max while active Added: -25% reduction in airblast vulnerability when health <50% of max while active Added: This weapon deploys 25% faster Changed: Damage rescaled from 33-107 to 49-81 depending on health threshold Changed: Damage no longer scales linearly |
When weapon is active: -25% damage resistance when health <50% of max -25% reduction in push force taken from damage when health <50% of max -25% reduction in airblast vulnerability when health <50% of max +25% increase in damage when health <50% of max This weapon deploys 25% faster -90% less healing from Medic sources -25% decrease in damage when health >50% of max |
Disciplinary Action |
Changed: (Hidden) Melee range decreased from +70% to +50% |
On Hit Teammate: Boosts both players' speed for several seconds -25% damage penalty |
Market Gardener |
Changed: Firing speed decreased from -20% to -40% |
Deals crits while the wielder is rocket jumping -40% slower firing speed No random critical hits |
Escape Plan |
Added: -25% damage penalty |
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 -25% damage penalty |
Pyro
Pyro - Class Changes | |
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Weapon | Changes | New statistics |
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Degreaser |
Changed: Holster speed increased from +30% to +50% Removed: +25% airblast cost Added: -10% damage penalty Added: -10% repressurization rate on Alt-Fire Changed: Deploy speed decreased from +60% to +50% Changed: Afterburn damage decreased from -66% to -75% Info: In other words, airblast interval is increased from 0.75 to 0.83 seconds |
This weapon deploys 50% faster This weapon holsters 50% faster Extinguishing teammates restores 20 health -75% afterburn damage penalty -10% damage penalty -10% repressurization rate on Alt-Fire |
Phlogistinator |
Added: Does not require ammo Added: Attacks pierce damage resistance effects and bonuses Added: +100% afterburn duration Added: -100% airblast cost Removed: No airblast Added: -15% damage penalty Added: Deals only 20% damage to buildings Changed: Flame particles are now destroyed upon contact with walls Removed: Build 'Mmmph' by dealing damage Removed: Invulnerable while 'Mmmph' taunting Changed: Flame particles now travel in a straight line at a constant speed Changed: Now has a clip size and requires reloading upon expending a clip Info: Has a clip size of 100 and a reload time of 5 seconds Info: Despite using a clip, the wearer can still replenish the Phlog meter through dispensers |
Does not require ammo Attacks pierce damage resistance effects and bonuses +100% afterburn duration -100% airblast cost -15% damage penalty Deals only 20% damage to buildings No random critical hits |
Dragon's Fury |
Changed: Repressurization rate on alt-fire decreased from -50% to -33% Changed: Buildings do not receive bonus damage if the center hitbox of the projectile does not hit it |
Extinguishing teammates restores 20 health Deals 300% damage to burning players +50% repressurization rate on hit -33% 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: No random critical hits Added: Now uses the Execution taunt instead of the Hadouken taunt |
100% critical hit vs burning players No random critical hits This weapon will reload when not active |
Detonator |
Changed: Self damage decreased from +50% to +30% Added: No random critical hits Added: Now uses the Execution taunt instead of the Hadouken taunt Changed: Damage type changed from fire and bullet to fire and explosive type damage |
100% mini-crits vs burning players -25% damage penalty +30% damage to self No random critical hits Alt-Fire: Detonate flare. This weapon will reload automatically when not active. |
Manmelter |
Added: Now uses the Execution taunt instead of the Hadouken taunt Changed: Damage type changed from fire and bullet to fire and laser type damage |
+50% projectile speed Does not require ammo Alt-Fire: Extinguish teammates to gain guaranteed critical hits Extinguishing teammates restores 20 health No random critical hits This weapon will reload automatically when not active. |
Scorch Shot |
Changed: Damage increased from -35% to -25% Changed: Self damage force increased from -35% to -25% Removed: Flare knocks back target on hit Removed: Increased knockback on burning players Removed: Explosions no longer destroy stickybombs Changed: Flares now bounce on first impact with the ground instead of directly exploding Changed: Damage type changed from fire and bullet to fire and explosive type damage |
100% mini-crits vs burning players Flares bounce on first impact with the ground or a player Flares explode when it hits the ground -25% self damage force -25% damage penalty This weapon will reload automatically when not active. |
Gas Passer |
Changed: Getting hit while gassed inflicts Hellfire instead of afterburn Added: Extinguishing teammates reduces cooldown by -20% Changed: Base cooldown decreased from 60 to 40 seconds Changed: Damage required to build Gas decreased from 750 to 400 Changed: Targets coated in gas are considered to be wet Changed: Gas meter does not persist through death Info: Hellfire causes the target to suffer from 25% fire damage vulnerability and pierces damage resistance effects and bonuses Info: Upon dying while under Hellfire, the target explodes in a 150 HU radius, dealing no damage but setting all targets on fire for 7.5 seconds |
Gas meter builds with damage done and/or time Extinguishing teammates reduces cooldown by -20% 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 Hellfire if they take damage (even enemy Pyros!) |
Thermal Thruster |
Changed: Switch speed is no longer fixed and can now be influenced by switch speed modifiers Removed: (Hidden) This weapon holsters 60% slower Removed: (Hidden) +50% increase in push force taken from damage and airblast Added: Wearer cannot carry the intelligence briefcase or PASS Time JACK Removed: Push enemies back when you land (force and radius based on velocity) |
Wearer cannot carry the intelligence briefcase or PASS Time JACK 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 increased from -33% to -25% Changed: Damage penalty now only affects non burning players Changed: Damage bonus based on afterburn is decreased from 9 to 8 damage for every 2 seconds of afterburn Info: Final damage is rescaled from 86-167 to 92-168 |
Mini-crits burning targets and extinguishes them Damage increases based on remaining duration of afterburn Killing blows on burning players grant a speed boost -25% damage penalty vs non-burning players No random critical hits This weapon holsters 35% slower |
Powerjack |
Changed: Damage vulnerability increased from 20% to mark for death Removed: +25 health restored on kill |
When weapon is active: +15% faster move speed on wearer Self mark for death on wearer |
Back Scratcher |
Changed: Health from healers decreased from -75% to -90% |
+25% damage bonus +50% health from packs on wearer -90% health from healers on wearer |
Sharpened Volcano Fragment |
Added: On Hit: target is engulfed in Hellfire Changed: Damage decreased from -20% to -25% Info: Hellfire causes the target to suffer from 25% fire damage vulnerability and pierces damage resistance effects and bonuses Info: Upon dying while under Hellfire, the target explodes in a 150 HU radius, dealing no damage but setting all targets on fire for 7.5 seconds |
On Hit: target is engulfed in Hellfire On Hit: target is engulfed in flames -25% damage penalty |
Third Degree |
Added: On Hit: Gain up to +25 health Changed: Players connected via Dispensers are now also damaged Added: -20% damage penalty |
All players connected via Medigun beams and Dispensers are hit On Hit: Gain up to +25 health -20% damage penalty |
Neon Annihilator |
Removed: Damage removes Sappers |
100% critical hit vs wet players No random critical hits -20% damage penalty vs players |
Hot Hand |
Removed: -20% damage penalty Changed: No longer shows hits on the kill feed unless both hits successfully connect per combo |
Gain a speed boost when you hit an enemy player |
Demoman
Demoman - Class Changes | |
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Weapon | Changes | New statistics |
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Loch-n-Load |
Added: +40% faster firing speed Changed: Clip size decreased from -25% to -67% Changed: Explosion radius decreased from -25% to -50% Removed: +20% damage vs buildings |
+40% faster firing speed +25% projectile speed -67% clip size -50% explosion radius Launched bombs shatter on surfaces |
Ali Baba's Wee Booties |
Added: -25% reduction in push force taken from damage Added: -25% reduction in airblast vulnerability Added: 100% increased air control when blast jumping Changed: Shield bash kills can now also refill charge meter Changed: Passive speed boost no longer requires a shield equipped to take effect |
+25 max health on wearer +200% increase in turning control while charging +10% faster move speed on wearer Melee and charge impact kills refill 25% of your charge meter -25% reduction in push force taken from damage -25% reduction in airblast vulnerability 100% increased air control when blast jumping |
Loose Cannon |
Added: +25% faster firing speed Changed: Base impact damage increased from -50% to -40% Changed: Double Donks explosions now deal mini-crit damage to all nearby targets instead of just the primary target Added: -50% clip size Added: No random critical hits Info: Base explosion damage is unchanged, resulting in base damage increasing from 50 + 60 to 60 + 60 Info: Damage bonus is no longer hidden |
+25% faster firing speed +20% damage bonus +20% projectile speed Cannonballs push players back on impact -50% clip size Cannonballs do not explode on impact No random critical hits Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key. Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims |
Iron Bomber |
Added: +25% faster firing speed Added: (Hidden) +25% projectile speed Added: -33% clip size Changed: Projectile physics model now matches with stock Grenade Launcher |
Grenades have very little bounce and roll -30% fuse time on grenades +25% faster firing speed -33% clip size -15% explosion radius |
Chargin' Targe |
Added: +70% increase in charge impact damage Added: +50% increase in charge recharge rate Changed: Fire damage resistance decreased from +50% to +20% Changed: Explosive damage resistance decreased from +30% to +20% |
+20% fire damage resistance on wearer +20% explosive damage resistance on wearer +70% increase in charge impact damage +50% increase in charge recharge rate Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance. |
Scottish Resistance |
Changed: Firing speed increased from +25% to +40% Changed: Max pipebombs increased from +6 to +8 Removed: Able to destroy enemy stickybombs |
+40% faster firing speed +50% max secondary ammo on wearer +8 max pipebombs out Detonates stickybombs near the crosshair and directly under your feet 0.8 sec slower bomb arm time |
Splendid Screen |
Changed: Fire damage resistance decreased from +20% to +35% Changed: Explosive damage resistance increased from +20% to +35% Removed: +70% increase in charge impact damage Removed: +50% increase in charge recharge rate |
+35% fire damage resistance on wearer +35% 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: Shield bash kills can now also refill charge meter Added: -20% decrease in charge impact damage |
+15% fire damage resistance on wearer +15% explosive damage resistance on wearer Full turning control while charging Melee and charge impact kills refill 75% of your charge meter Taking damage while shield charging reduces remaining charging time -20% decrease in charge impact damage Alt-Fire: Charge toward your enemies and remove debuffs. Gain a mini-crit melee strike after impacting an enemy at distance. |
Quickiebomb Launcher |
Added: -15% damage to self Changed: Max charge time decreased from -70% to -75% Changed: Clip size increased from -50% to -25% Added: -2 max pipebombs out |
-15% damage to self -0.2 sec faster bomb arm time Max charge time decreased by 75% Up to +35% damage based on charge -15% damage penalty -25% clip size -2 max pipebombs out |
Bottle |
Added: No random critical hits |
No random critical hits |
Eyelander |
Changed: Max health increased from -25 to -10 Changed: Charge impact bonus per head increased from +10% to +12.5% Changed: Max heads decreased from 5 to 4 Changed: Heads no longer grant increased maximum health Info: The decrease in max heads does not affect the max speed bonus, it only affects charge impact bonus by keeping it at +50% |
No random critical hits -10 max health on wearer Gives increased speed with every head you take. This weapon has a large melee range and deploys and holsters slower |
Scotsman's Skullcutter |
Changed: Damage increased from +20% to +30% Changed: Move speed penalty no longer affects move speed while charging Added: No random critical hits |
When weapon is active: +30% damage bonus -15% slower move speed on wearer No random critical hits This weapon has a large melee range and deploys and holsters slower. |
Ullapool Caber |
Added: Taunting while the warhead is intact will result in a taunt kill Changed: Fixed a bug where the weapon cannot mini-crit while charging with a shield Changed: Base explosion damage increased from 75 to 85 Changed: Explosion is now centered on the target Removed: This weapon deploys 100% slower Changed: Minimum splash damage fall off decreased from 75% to 50% Changed: Damage decreased from -15% to -25% Removed: (Hidden) -28% damage to self Info: Upon a successful taunt kill, the wearer takes 500 recoil damage |
-20% slower firing speed No random critical hits The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Claidheamh Mòr |
Added: Gain a speed boost for 2 seconds on kill Removed: 15% damage vulnerability while active Added: -15 max health on wearer Removed: Melee kills refill 25% of your charge meter |
0.5 sec increase in charge duration while active Gain a speed boost on kill No random critical hits -15 max health on wearer This weapon has a large melee range and deploys and holsters slower |
Persian Persuader |
Added: +25% faster firing speed Removed: -80% max primary ammo on wearer Removed: -80% max secondary ammo on wearer Added: -25% damage penalty |
Ammo boxes collected give Charge Melee hits refill 20% of your charge meter +25% faster firing speed -25% damage penalty No random critical hits 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 up to +10 health per attack Added: +50% max primary ammo on wearer Added: Healing is affected by range Added: -50% health from healers on wearer Removed: On Hit: 100% chance to slow target Removed: -20% damage resistance when below 50% health and spun up Info: Healing starts to decrease past 512 HU, and reaches +1 health per attack at 1024 HU and beyond |
On Hit: Gain up to +10 health per attack +50% max primary ammo on wearer -25% damage penalty -30% slower spin up time -50% health from healers on wearer Healing is affected by range |
Brass Beast |
Changed: Damage resistance no longer has a health requirement to be activated Changed: Move speed while deployed increased from -60% to -40% |
+20% damage bonus -20% damage resistance when spun up -50% slower spin up time -40% slower move speed while deployed |
Tomislav |
Changed: Firing speed increased from -20% to -15% Changed: Spin up time decreased from +20% to +15% |
+15% faster spin up time +20% more accurate Silent Killer: No barrel spin sound -15% slower firing speed |
Huo-Long Heater |
Added: Press your reload key while spun up to toggle enabling the fire ring Changed: Damage penalty now only affects non-burning players Changed: Flame ring height increased from 32 to 48 HU Changed: Damage bonus vs burning players is decreased from +25% to +15% |
Creates a ring of flames while spun up +15% damage bonus vs burning players -10% damage penalty vs non-burning players Consumes an additional 4 ammo per second while spun up |
Dalokohs Bar |
Added: Excessive healing is now converted into overheal for 30 seconds Changed: Max health threshold is set at 450 health while under the buff Changed: Now grants direct overheal instead of increasing max health Info: In other words, the wearer's health cannot exceed 450 health from any sources |
Eat to gain up to 100 health. Excessive healing is converted into overheal for 30 seconds. Alt-fire: Share chocolate with a friend (Small Health Kit) |
Buffalo Steak Sandvich |
Added: Melee kills extend current buff duration by +50% while effect is active Added: -50% reduction in push force taken from damage while effect is active Added: -50% reduction in airblast vulnerability while effect is active Changed: Speed cap increased from 103% to 116.66% Removed: (Hidden) 20% damage vulnerability while effect is active Changed: Buff duration decreased from 16 to 10 seconds Changed: Dropped edible healing decreased from a medium to a small health kit |
After consuming, the player takes less knockback from all sources, move speed is increased and attacks mini-crit, but the player may only use melee weapons. Killing someone further extends the duration by +50%. Lasts 10 seconds. Alt-fire: Share with a friend (Small Health Kit) Who needs bread? |
Family Business |
Added: On Kill: Gain +5% faster firing speed on this weapon Changed: Damage decreased from -15% to -25% Info: Firing speed on kill caps at +20% on 4 kills Info: Firing speed on kill stacks additively with the base firing speed bonus, adding up to +35% on 4 kills overall |
+33% clip size +15% faster firing speed On Kill: Gain +5% faster firing speed -25% damage penalty |
Killing Gloves of Boxing |
Changed: Firing speed decreased from -20% to -30% |
On Kill: 5 seconds of 100% critical chance -30% slower firing speed |
Gloves of Running Urgently |
Added: -25% damage penalty |
+30% faster move speed on wearer This weapon holsters 50% slower Maximum health is drained while item is active -25% damage penalty |
Warrior's Spirit |
Removed: 30% damage vulnerability while active Added: Honorbound: Once drawn sheathing marks you for death for 8 seconds unless it kills. Added: -10% slower firing speed Changed: Damage decreased from +30% to +25% |
+25% damage bonus +50 health restored on kill Honorbound: Once drawn sheathing marks you for death for 8 seconds unless it kills. -10% slower firing speed |
Fists of Steel |
Changed: Maximum overheal decreased from -40% to -50% Changed: Health from healers decreased from -40% to -50% Changed: Overheal penalty is now passive instead of only while active Changed: Healing penalty is now passive instead of only while active |
-40% damage from ranged sources while active +100% damage from melee sources while active This weapon holsters 100% slower -50% maximum overheal on wearer -50% health from healers on wearer |
Eviction Notice |
Changed: Firing speed increased from +40% to +50% Removed: Maximum health is drained while item is active Added: 20% damage vulnerability while active |
When weapon is active: +50% faster firing speed On Hit: Gain a speed boost +15% faster move speed on wearer -60% damage penalty 20% damage vulnerability on wearer |
Holiday Punch |
Changed: Landing critical hits towards airborne targets now forces them to laugh upon landing Added: -20% damage penalty |
Critical hit forces victim to laugh Always critical hit from behind On Hit: Force enemies to laugh who are also wearing this item Critical hits do no damage -20% damage penalty |
Engineer
Weapon | Changes | New statistics |
---|---|---|
Widowmaker |
Changed: Damage bonus to sentry target increased from +10% to +20% |
On hit: Damage dealt is returned as ammo No reload necessary +20% increased damage to your sentry's target Per shot: -30 ammo Uses metal for ammo |
Pomson 6000 |
Changed: Projectile now passes through teammates within 128 HU from the wearer Changed: Projectile speed increased from 1200 to 2400 HU Removed: (Hidden) -28% slower firing speed Removed: (Hidden) -4.8% slower reload time Removed: (Hidden) -34% clip size Changed: (Hidden) Maximum damage ramp up increased from -60% to -50% 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 laser type damage Info: In other words, damage ramp up is increased from 120% to 125% |
Does not require ammo Projectile cannot be deflected Deals only 20% damage to buildings |
Rescue Ranger |
Changed: Max primary ammo increased from -50% to -45% Added: -50% maximum damage ramp up penalty Changed: Health-to-metal ratio increased from 4-to-1 to 3-to-1 Info: In other words, damage ramp up is decreased from 150% to 125% |
Alt-Fire: Use 100 metal to pick up your targeted building from long range Fires a special bolt that can repair friendly buildings -34% clip size -45% max primary ammo on wearer -50% maximum damage ramp up penalty Self mark for death when hauling buildings 3-to-1 health-to-metal ratio when repairing buildings |
Wrangler |
Added: -80% self damage from the wearer's own Sentry Gun Changed: Wrangler shield damage reduction decreased from 66% to 33% Added: Press your reload key to toggle aim assist on rockets while active |
-80% self damage from the wearer's own Sentry Gun Take manual control of your Sentry Gun. Wrangled sentries gain a shield that reduces damage by 33% and repairs by 66%. Sentries are disabled for 3 seconds after becoming unwrangled. Press your reload key to toggle aim assist on rockets while active |
Short Circuit |
Changed: Alt-Fire damage increased from 15 to 40 Removed: (Hidden) -33% damage penalty Removed: (Hidden) No damage ramp up Removed: No random critical hits Removed: Cannot be crit boosted Removed: (Hidden) Deals only 10% damage to buildings Removed: (Hidden) +100% damage to self Changed: Alt-fire attack interval increased from 0.5 to 0.8 seconds Removed: Projectiles can no longer damage the same target multiple times Changed: Primary fire now fires hitscan bullets that is identical to the pistol instead of electric arcs Changed: Projectile is now considered as an explosive, allowing the wearer to blast jump and take self damage without hitting a target Changed: The wearer is no longer inflicted with self damage or self knockback if an enemy is also hit by this weapon Changed: Damage type changed from bullet to laser type damage |
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal. No reload necessary Per Shot: -5 ammo Uses metal for ammo |
Jag |
Removed: -33% damage penalty vs buildings Added: -33% slower ammo refill rate Changed: Repair rate decreased from -20% to -33% |
Construction hit speed boost increased by 30% +15% faster firing speed -33% slower ammo refill rate -33% slower repair rate -25% damage penalty |
Eureka Effect |
Added: +50% increase in charge recharge rate on Teleporters Removed: -50% metal cost when constructing or upgrading teleporters |
Press your reload key to choose to teleport to spawn or your exit teleporter +50% increase in charge recharge rate on Teleporters Construction hit speed boost decreased by 50% -20% less metal from pickups and dispensers |
Dispenser |
Changed: Dispenser build speed increased by 100% Changed: Dispensers not owned by the player no longer provides metal |
Dispenser build speed decreased from 21 to 10.5 seconds |
Teleporter |
Changed: Teleporter build speed increased by 100% |
Teleporter build speed decreased from 21 to 10.5 seconds |
Medic
Medic - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Crusader's Crossbow |
Changed: Damage decreased from 38-75 to 26-75 Changed: Healing decreased from 75-150 to 53-150 Changed: Max primary ammo decreased from -75% to -80% Changed: Disguised Spies are now healed on hit Changed: Building damage rescaled from 38-75 to a fixed 50 damage |
No headshots -80% 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 |
Changed: ÜberCharge to speed ratio is decreased from 5:1 to 4:1 Changed: Damage decreased from -15% to -25% Info: In other words, max speed is reached at 80% ÜberCharge, but any additional ÜberCharge will not increase speed further |
-25% damage penalty While active, movement speed increases based on ÜberCharge percentage to a maximum of +20% |
Quick-Fix |
Added: Every 12 health restored during ÜberCharge will refund 1% ÜberCharge Changed: Max charges increased from 1 to 2 Changed: Switching patients during ÜberCharge no longer reduces ÜberCharge duration Added: -62.5% ÜberCharge duration Added: -50% ÜberCharge rate on Overhealed patients Added: Press your reload key to mirror blast jumps and shield charges Info: Despite the description, ÜberCharge duration is only decreased by -25% as each ÜberCharge costs 50% ÜberCharge and lasts for 3 seconds Info: The ÜberCharge refund is based on the weapon's base heal rate, and is not amplified by critical heals |
+40% heal rate +10% ÜberCharge rate Every 12 health restored during ÜberCharge will refund 1% ÜberCharge -50% max overheal -50% ÜberCharge rate on Overhealed patients ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects for 3 seconds Press your reload key to toggle and mirror blast jumps and shield charges of patients. |
Vaccinator |
Added: +100% slower Overheal decay Added: +50 max Overheal Removed: -33% ÜberCharge rate on Overhealed patients Removed: -66% Overheal build rate Added: -33% health from packs on wearer Added: -10% heal rate Changed: Übercharge rate decreased from +67% to +20% Removed: While healing, provides you and your target with a constant 10% resistance to the selected damage type Changed: ÜberCharge now prevents Overheal from decaying on the heal target, provides an additional +50 max overheal, increases Overheal build rate by +100% and Overheals the Medic Info: In other words, Overheal now increases health by 50 + 1.5x of the target's max health Info: During Übercharge, this is increased to 100 + 1.5x of the target's max health Info: Overheal decays in 30 seconds instead of the usual 15 seconds Info: Overheal from ÜberCharge never decays until the patient receives Overheal elsewhere from other sources Info: For example, if a Heavy's health reaches below 500 and gets Overhealed back to 500 health, Overheal will start to decay again |
+100% slower Overheal decay +50 max Overheal on patient +20% Übercharge rate -33% health from packs on wearer -10% heal rate ÜberCharge prevents Overheal from decaying on the heal target, provides an additional +50 max overheal, increases Overheal build rate by +100% and Overheals the Medic. |
Ubersaw |
Added: -20% damage penalty Changed: ÜberCharge on hit decreased from +25% to +20% |
On Hit: 20% ÜberCharge added -20% damage penalty -20% slower firing speed |
Vita-Saw |
Added: Alt-Fire: Consumes an organ to restore +20 health and remove all current debuffs on the wearer Changed: Max organs increased from 4 to 5 Changed: Organs are no longer collected automatically Removed: A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%. Changed: Organs are now dropped on kills and assists instead of hitting a target Info: Organs are collected in the same manner as ammo packs that drop when someone is killed |
Gain organs on kills and assists Alt-Fire: Consume an organ to restore +20 health and remove all current debuffs on wearer -10 max health on wearer |
Amputator |
Added: +100% health regeneration amplification while healing a teammate during the taunt Changed: Taunting now also overheals all nearby teammates at a reduced rate depending on the secondary weapon Changed: Übercharge gain while taunting rescaled from 1% Übercharge for every 49 health healed to a fixed 1.25% Übercharge gained per second while taunting Changed: Damage decreased from -20% to -25% Removed: +3 health regenerated per second while active Info: In other words, Übercharge gain is rescaled from ~2.15% to 5.5% per teammate healed from the taunt Info: Like all other Medi Guns, Übercharge gain slows down by -50% if the target reaches max overheal Info: Under most circumstances, health regeneration is increased from 3-6 to 6-12 while healing a teammate during the taunt |
Alt-Fire: Applies a healing effect to all nearby teammates +100% health regeneration amplification while healing a teammate during the taunt -25% damage penalty |
Solemn Vow |
Changed: The wearer's heal patient can also see enemy health Removed: -10% slower firing speed Added: On Kill: You are marked for death for 6 seconds |
Allows you and your patient to see enemy health On Kill: You are marked for death for 6 seconds |
Sniper
Sniper - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Huntsman |
Changed: Reload time decreased from 1.94 to 1.5 seconds Changed: Move speed while aiming increased from +96% to +100% Changed: Arrows are treated as a miss if the projectile is too far from the bounding box even if the projectile initially collides with it Info: The hitbox threshold has a range of 17.5 HU, and will be counted as a miss if it is beyond said range Info: In other words, move speed while aiming is increased from 53% to 54% |
No changes. |
Sydney Sleeper |
Added: -10% damage on body shot Changed: Jarate duration on scoped hit decreased from 2-5 to 2 seconds regardless of charge Changed: Scoped headshots now apply Jarate for 5 seconds instead of reducing Jarate cooldown by 1 second |
+25% charge rate On Scoped Hit: Apply Jarate for 2 seconds Nature's Call: Scoped headshots always mini-crit and always apply Jarate for 5 seconds regardless of charge -10% damage on body shot |
Bazaar Bargain |
Added: +100% faster move speed while scoped in Added: +40% damage bonus Removed: Base charge rate decreased by 50% Added: No charge Added: Damage is affected by range Removed: Each scoped headshot kill increases the weapon's charge rate by 25% Added: -75% less zoom magnification Info: Has a standard damage fall off of 52.8%, but no damage ramp up |
+100% faster move speed while scoped in +40% damage bonus -75% less zoom magnification No charge Damage is affected by range |
Classic |
Added: +50% charge damage bonus Removed: No headshots when not fully charged Removed: -10% damage on body shot Added: -52.6% charge rate Added: -50% critical damage penalty Info: In other words, fully charged shots have a damage multiplier of 4.5x instead of 3x Info: Additionally, critical damage has a damage multiplier of 2x instead of 3x |
Charge and fire shots independent of zoom +50% charge damage bonus -52.6% charge rate -50% critical damage penalty |
Jarate |
Added: Jarate meter builds with damage done and/or time Added: Spawning and resupply do not affect the Jarate meter Added: Jarate meter starts empty Changed: Cooldown increased from 20 to 40 seconds Info: Requires 400 damage to fully charge the Jarate meter |
Jarate meter builds with damage done and/or time Extinguishing teammates reduces cooldown by -20% Spawning and resupply do not affect the Jarate meter Jarate meter starts empty Coated enemies take mini-crits Can be used to extinguish fires. |
Razorback |
Added: +200% increased air control on wearer Added: +15% explosive damage resistance on wearer Added: Wearer never takes falling damage Removed: -100% maximum overheal on wearer Added: +50% increase in push force taken from damage and airblast Removed: Blocks a single backstab attempt |
+200% increased air control on wearer +15% explosive damage resistance on wearer Wearer never takes falling damage +50% increase in push force taken from damage and airblast |
Darwin's Danger Shield |
Added: +25 max health on wearer Removed: +50% fire damage resistance on wearer Removed: Immune to the effects of afterburn |
+25 max health on wearer |
Cozy Camper |
Changed: Flinch immunity charge requirement decreased from 100% to 80% |
+4 health regenerated per second on wearer No flinching when aiming and when primary weapon is at least 80% charged Knockback reduced by 20% when aiming |
Cleaner's Carbine |
Changed: Firing speed increased from -25% to +15% Changed: Crikey can now be activated regardless of percentage Changed: Clip size decreased from -20% to -40% Changed: Crikey now charges through kills and assists instead of damage Changed: Kills refill 34% Crikey while assist kills refill 12% Crikey |
Gain Crikey on kills and assists Secondary fire consumes all Crikey to grant mini-crits for up to 8 seconds +15% faster firing speed -40% clip size No random critical hits |
Kukri |
Added: No random critical hits |
No random critical hits |
Tribalman's Shiv |
Added: Attacks pierce damage resistance effects and bonuses Changed: Bleed duration increased from 6 to 8 seconds Changed: Damage increased from -50% to -20% |
On Hit: Bleed for 8 seconds Attacks pierce damage resistance effects and bonuses -20% damage penalty |
Shahanshah |
Added: +15% faster move speed while active Added: On Deploy: Hit yourself. Idiot. Added: This weapon deploys 30% slower Changed: Damage penalty is now permanently active instead of only activating under a health threshold Removed: +25% increase in damage when health <50% of max Info: The wearer takes 50 self damage upon deploying Info: Speed bonus and self damage only take effect only if the deploy animation is finished |
+15% faster move speed while active On Deploy: Hit yourself. Idiot. This weapon deploys 30% slower -25% damage penalty |
Spy
Spy - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Ambassador |
Changed: Can now headshot past 1200 HU Info: Headshot damage is unchanged, and critical damage past 1024 HU would still only do 54 damage |
Crits on headshot -15% damage penalty -20% slower firing speed No random critical hits Critical damage is affected by range |
Enforcer |
Added: -50% debuff resistance while disguised and uncloaked Added: -20% damage resistance while disguised and uncloaked Changed: Damage bonus while disguised increased from +20% to +50% Added: 0.5 sec increase in cloak fade time Added: 0.5 sec increase in decloak fade time Removed: Attacks pierce damage resistance effects and bonuses Info: In other words, debuff resistance shortens debuff durations |
+50% damage bonus while disguised -50% debuff resistance while disguised and uncloaked -20% damage resistance while disguised and uncloaked -20% slower firing speed 0.5 sec increase in cloak fade time 0.5 sec increase in decloak fade time No random critical hits |
Diamondback |
Removed: -15% damage penalty Added: -33% clip size Changed: Backstab kills or destroying buildings with the sapper now only grants mini-crits Changed: Rescaled the duration of crits from gaining one crit upon backstab or destroying buildings with the sapper to a fixed 4 seconds |
Gives 4 seconds of guaranteed mini-crits for each building destroyed with your sapper attached or backstab kill -33% clip size No random critical hits |
Your Eternal Reward |
Removed: +33% cloak drain rate |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs Normal disguises require (and consume) a full cloak meter |
Conniver's Kunai |
Added: +300% faster Overheal decay on wearer Info: In other words, Overheal duration is decreased from 60 to 15 seconds |
On Backstab: Absorbs the health from your victim +300% faster Overheal decay on wearer -55 max health on wearer Start off with low health Kill somebody with this knife Steal all of their health |
Dead Ringer |
Changed: Initial damage resistance increased from 75% to 80% Changed: Cloak regen rate increased from +50% to +100% Added: -100% cloak meter upon uncloaking Removed: Speed boost upon feigning death Changed: Feign Death now triggers all On Kill effects Info: If the On Kill effect triggered is permanent, it will disappear after 15 seconds |
+100% cloak regen rate +40% cloak duration -100% cloak meter upon uncloaking -50% cloak meter when Feign Death is activated Cloak Type: Feign Death Leave a fake corpse on taking damage and temporarily gain invisibility and damage resistance |
Red-Tape Recorder |
Added: Applying a sapper grants a 2 second speed boost |
Reverses enemy building construction Applying a sapper grants a 2 second speed boost -100% sapper damage penalty |
Alternative/Miscellaneous Balance Suggestions
Weapon | Changes | New statistics |
---|---|---|
Huo-Long Heater Version 2 |
Added: Build Heat by dealing damage Changed: Flame ring height increased from 32 to 48 HU Changed: Ammo consumption is now only active if Heat is activated Added: -25% max primary ammo on wearer Added: No ammo from dispensers when active Changed: Flame ring is now only active if Heat is activated Removed: +25% damage bonus vs burning players Info: Afterburn on hit lasts for 5 seconds, and afterburn duration has fall off Info: Does not inflict afterburn if the target is more than 1024 HU away Info: Heat cannot be activated while spun up Info: Heat lasts for 10 seconds |
Build Heat by dealing damage Press your reload key on full Heat to create a ring of flames while spun up, gain 100% mini-crits and each hit engulfs the target on fire Consumes an additional 4 ammo per second while spun up and while Heat is active -25% max primary ammo on wearer No ammo from dispensers when active |
Southern Hospitality |
Added: +200% dispenser range Added: +25% metal production rate on Dispensers Removed: No random critical hits Removed: 20% fire damage vulnerability on wearer Added: -25% slower construction speed on Sentry Guns Added: -15% shorter range on Sentry Guns Removed: On Hit: Bleed for 5 seconds |
+200% dispenser range +25% metal production rate on Dispensers -25% slower construction speed on Sentry Guns -15% shorter range on Sentry Guns |
Custom Weapons
Scout Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Spacerunner 600 |
TF2 Workshop Link |
Does not require ammo Alt-Fire: Charge forward for a short distance +35% faster firing speed -66% clip size -15% damage penalty Deals only 20% damage to buildings Fires a projectile instead of bullets. This weapon reloads its entire clip at once. Alt-Fire has a cooldown of 5 seconds Alt-Fire has a charge speed of 1200 HU/s and a travel time of 0.25 seconds Projectile arcs slightly less compared to grenades and has a projectile speed of 2000 HU/s Only fires one projectile at a time instead of 10 bullets at once, but each projectile has a base damage of 60 and has a maximum damage ramp up of 175% |
Saboteur 66 |
TF2 Workshop Link |
Does not require ammo +100% damage bonus -100% slower firing speed -75% clip size Deals only 20% damage to buildings Fires a projectile instead of bullets. |
Heavy Custom Weapons
Weapon | Workshop Link | Statistics |
---|---|---|
Winged Tank |
Imgur Link |
Wearer can jump while spun up Knockback on the shooter while airborne +50% max primary ammo on wearer -25% damage penalty -20% less accurate In other words, the wearer can launch themselves in the air and maintain altitude through firing Self knockback works similarly to the Force-a-Nature, except it is 50% weaker |
Unstoppable Force |
TF2 Workshop Link |
+100% max secondary ammo on wearer +50% health from packs on wearer +50 max health on wearer +15% faster reload time on secondary weapon -100% maximum overheal on wearer -75% health from healers on wearer This weapon is a passive wearable on the primary slot |
Bread Conquest |
TF2 Workshop Link |
On Hit: Gain up to +50 health per attack -33% clip size -25% slower firing speed Has a damage to health ratio of 3:2, or 66% lifesteal |
Baikal Boomstick |
TF2 Workshop Link |
All ammo in the clip is fired at once -55% damage penalty -10% bullets per shot Clip starts empty Cannot refill clip through the resupply cabinet In other words, if there are 6 shots loaded in the clip, this weapon will fire out 54 pellets at once and emptying the clip afterwards, resulting in a base damage of 145.8 |