User:EtherealT/JaxOnThat's The Update That Time Forgot
Contents
Summary
Last Major Update: 17th July 2022 |
Overall Changes |
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Multi-Class
Multi Class - Class Changes | |
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Weapon | Changes | New statistics |
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Panic Attack |
Removed: Fires a fixed shot pattern |
+50% bullets per shot This weapon deploys 50% faster -20% damage penalty Successive shots become less accurate |
Pain Train |
Added: Crits whenever it would normally mini-crit Added: This weapon holsters 25% slower Changed: Bullet vulnerability increased from 10% to 20% Added: When weapon is active: |
When weapon is active: Crits whenever it would normally mini-crit +1 capture rate on wearer 20% bullet damage vulnerability on wearer This weapon holsters 25% slower |
Half-Zatoichi |
Removed: No random critical hits |
Gain 50% of base health on kill Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills. This weapon has a large melee range and deploys and holsters slower. Soldiers and Demos Can duel with katanas For a one-hit kill |
Scout
Weapon | Changes | New statistics |
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Baby Face's Blaster |
Removed: -34% clip size Removed: Boost reduced on air jumps Removed: Boost reduced when hit Added: -25% slower reload time Changed: Boost is now only gained on kill Changed: Max move speed decreased from 173% to 163% Changed: Boost now uses a head system instead of a meter, similarly to the Air Strike and Eyelander Info: Each head grants +10% faster move speed on wearer and can stack up to 4 times Info: As it uses the head system now, killing an enemy with the Air Strike, Eyelander, Vita-Saw or Bazaar Bargain equipped will cause the wearer to steal all of the victim's heads |
On Kill: Builds Boost Run speed increased with Boost -25% slower reload time -10% slower move speed on wearer |
Back Scatter |
Added: Attacks pierce damage resistance effects and bonuses Changed: Firing at someone at their back now inflicts full crits instead of mini-crits Removed: -20% less accurate Removed: No random critical hits Added: -20% slower reload time |
Crits targets when fired at their back from close range Attacks pierce damage resistance effects and bonuses -34% clip size -20% slower reload time |
Flying Guillotine |
Added: Attacks pierce damage resistance effects and bonuses Removed: No random critical hits Added: Cannot be crit boosted or mini-crit boosted |
Long distance hits reduce recharge time Attacks pierce damage resistance effects and bonuses Cannot be crit boosted or mini-crit boosted |
Sandman |
Changed: Slow increased from up to -56% to a fixed -80% Changed: The projectile now also slows firing speed by -80% Changed: Base projectile damage increased from 15 to 20 Removed: -15 max health on wearer Added: This weapon deploys 50% slower Added: This weapon holsters 50% slower Added: -20% damage penalty Changed: The wearer can no longer pick up projectiles that are on the ground Changed: Debuff duration rescaled from 1-7 to 2-6 seconds |
Alt-Fire: Launches a ball that slows opponents' move speed and firing speed This weapon deploys 50% slower This weapon holsters 50% slower -20% damage penalty |
Sun-on-a-Stick |
Added: Alt-Fire: Launches a fireball that engulfs the target in flames for 3 seconds Info: Besides the damage and debuff duration, the fireball's mechanics are identical to the Wrap Assassin's ornament |
Alt-Fire: Launches a fireball that engulfs the target in flames 100% critical hit vs burning players +25% fire damage resistance while deployed -25% damage penalty |
Atomizer |
Removed: -15% damage vs players Removed: This weapon deploys 50% slower Added: -4 health drained per second while active |
When weapon is active: Grants Triple Jump Melee attacks mini-crit while airborne. -4 health drained per second on wearer |
Soldier
Weapon | Changes | New statistics |
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Liberty Launcher |
Added: +20% explosion radius Changed: Projectile speed decreased from +40% to -30% |
+25% clip size -25% blast damage from rocket jumps +20% explosion radius -30% projectile speed -25% damage penalty |
Cow Mangler 5000 |
Removed: No random critical hits Added: -10% slower reload time |
Does not require ammo Alt-Fire: A charged shot that mini-crits players, sets them on fire and disables buildings for 4 sec -10% slower reload time Deals only 20% damage to buildings Minicrits whenever it would normally crit |
Air Strike |
Added: Now also increases reload time by +10% per kill Removed: -20% explosion radius while blast jumping Added: -15% slower reload time Info: Reload time buff can stack up to 4 times, up to +25% faster reload time |
-15% blast damage from rocket jumps Increased attack speed while blast jumping Clip size and reload time increased on kill -15% damage penalty -15% slower reload time -10% explosion radius |
Buff Banner |
Added: +1 clip size on primary weapon |
+1 clip size on primary weapon Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done. |
Righteous Bison |
Changed: All enemies inside the projectile are now damaged once every tick |
Does not require ammo Projectile penetrates enemy targets Projectile cannot be deflected Deals only 20% damage to buildings |
Market Gardener |
Removed: No random critical hits |
Deals crits while the wielder is rocket jumping -20% slower firing speed |
Pyro
Pyro - MvM Changes | |
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Weapon | Changes | New statistics |
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Backburner |
Removed: (Hidden) No random critical hits |
100% critical hits from behind Extinguishing teammates restores 20 health +150% airblast cost |
Phlogistinator |
Changed: Activating 'Mmmph' also provides full knockback immunity to the wearer Changed: For every projectile destroyed, the wearer gains 10% 'Mmmph' Removed: No airblast Added: Minicrits where it would normally crit Added: +50% airblast cost Added: -50% damage vs buildings Added: On Alt-Fire: This weapon is disabled for 1 second Changed: Activating 'Mmmph' now disables weapon switching on the wearer and blocks all healing from healers Changed: Damage required to charge 'Mmmph' increased from 300 to 450 damage Changed: 'Mmmph' duration decreased from 10 to 5 seconds Changed: 'Mmmph' activation has been moved to the reload and taunt key Changed: Due to all crits being converted into mini-crits, activating 'Mmmph' now grants the wearer mini-crits instead Changed: Airblast now destroys projectiles instead of reflecting them |
Build 'Mmmph' by dealing damage. Press your reload key on full 'Mmmph' to taunt to gain crits and immunity to knockback for several seconds. Invulnerable while 'Mmmph' taunting. Alt-Fire restores 10% Mmmph per projectile destroyed Alt-Fire on full 'Mmmph': Cannot swap weapons or be healed by Medics for several seconds Minicrits where it would normally crit Airblast destroy projectiles instead of reflecting them On Alt-Fire: This weapon is disabled for 1 second +50% airblast cost -50% damage vs buildings |
Dragon's Fury |
Added: Projectile cannot be deflected or destroyed Changed: Repressurization rate on alt-fire decreased from -50% to -25% Removed: (Hidden) No random critical hits |
Projectile cannot be deflected Deals +200% damage to burning targets +50% repressurization rate on hit -25% 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. |
Axtinguisher |
Removed: No random critical hits |
Mini-crits burning targets and extinguishes them. Damage increases based on remaining duration of afterburn Killing blows on burning players grant a speed boost. -33% damage penalty This weapon holsters 35% slower |
Third Degree |
Added: 100% mini-crits vs players connected by healing beams Changed: Players connected by the dispenser heal beams and the dispenser itself are also hit Added: -15% damage penalty |
All players connected via Dispenser or Medigun beams are hit 100% mini-crits vs players connected by healing beams -15% damage penalty |
Neon Annihilator |
Removed: No random critical hits |
Damage removes Sappers 100% critical hit vs wet players -20% damage penalty vs players |
Demoman
Weapon | Changes | New statistics |
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Iron Bomber |
Changed: Fixed a bug where projectiles fired are larger from this weapon | Grenades have very little bounce and roll -30% fuse time on grenades -15% explosion radius |
Scottish Resistance |
Added: +25% faster reload time Changed: Bomb arm time decreased from +0.8 to +0.3 seconds Added: -20% explosion radius Removed: +25% faster firing speed Removed: Able to destroy enemy stickybombs |
+25% faster reload time +50% max secondary ammo on wearer +6 max pipebombs out Detonates stickybombs near the crosshair and directly under your feet 0.3 sec slower bomb arm time -20% explosion radius |
Eyelander |
Removed: No random critical hits |
-25 max health on wearer This weapon has a large melee range and deploys and holsters slower. Gives increased speed and health with every head you take. |
Ullapool Caber |
Added: Caber meter builds with damage done and/or time Removed: No random critical hits Info: When the meter is full, the warhead is automatically restored Info: It takes 750 damage or 37.5 seconds to restore the warhead |
Caber meter builds with damage done and/or time -20% slower firing speed This weapon deploys 100% slower The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Claidheamh Mòr |
Removed: No random critical hits |
When weapon is active: 0.5 second increase in charge duration Melee kills refill 25% of your charge meter 15% damage vulnerability on wearer This weapon has a large melee range and deploys and holsters slower. |
Persian Persuader |
Removed: No random critical hits |
Ammo boxes collected give Charge Melee hits refill 20% of your charge meter. -80% max primary ammo on wearer -80% max secondary ammo on wearer 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: The wearer moves +30% faster for 1 second Removed: -25% damage penalty Added: +50% damage falloff Removed: On Hit: 100% chance to slow target Removed: -20% damage resistance when below 50% health and spun up Changed: Spun down time is now slowed instead of spun up time Info: The speed boost stacks with itself additively, up to 5 seconds Info: Does not stack with other sources of speed boosts such as from the Concheror or the Disciplinary Action |
On Hit: The wearer moves +30% faster for 1 second +50% damage falloff -30% slower spin down time |
Brass Beast |
Changed: Move speed while deployed increased from -60% to -50% |
+20% damage bonus -20% damage resistance when below 50% health and spun up -50% slower spin up time -50% slower move speed while deployed |
Buffalo Steak Sandvich |
Added: +50% faster consumption speed Removed: (Hidden) 20% damage vulnerability while effect is active Added: Health kits cannot recharge the Steak meter |
+50% faster consumption speed Health kits cannot recharge the Steak meter After consuming, move speed is increased, attacks mini-crit, and the player may only use melee weapons. Lasts 16 seconds. Alt-fire: Share with a friend (Medium Health Kit) Who needs bread? |
Engineer
Weapon | Changes | New statistics |
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Frontier Justice |
Removed: No random critical hits |
Gain 2 revenge crits for each sentry kill and 1 for each sentry assist when your sentry is destroyed. -50% clip size Revenge crits are lost on death |
Pomson 6000 |
Added: Projectile penetrates enemy targets Added: Projectile gradually grows in size Added: 100% mini-crits vs cloaked or disguised Spies Removed: Deals only 20% damage to buildings Added: Projectile fizzles out after 0.57 seconds Added: -15% damage penalty Added: Minicrits where it would normally crit Changed: Firing speed decreased from -28% to -53.6% Removed: Projectile cannot be deflected Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Info: This weapon's effective range is 680 HU Info: The projectile starts off at the size of a stickybomb and increases up to 128 HU before fizzling out |
Does not require ammo Projectile penetrates enemy targets Projectile gradually grows in size 100% mini-crits vs cloaked or disguised Spies Projectile fizzles out after a while -15% damage penalty -53.6% slower firing speed Minicrits where it would normally crit |
Rescue Ranger |
Changed: Rescaled the healing from 60 health to 30% of the building's max health Info: In other words, healing is rescaled from 60 to 45-65 health depending on building level |
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 -50% max primary ammo on wearer Self mark for death when hauling buildings 4-to-1 health-to-metal ratio when repairing buildings |
Wrangler |
Added: -66% self damage from the wearer's own Sentry Gun Removed: Wrangled sentries gain a shield that reduces repairs by -66% Removed: Wrangled sentries gain a shield that reduces damage by -66% |
-66% self damage from the wearer's own Sentry Gun Take manual control of your Sentry Gun. Sentries are disabled for 3 seconds after becoming unwrangled. |
Short Circuit |
Added: 100% mini-crits vs wet players Added: Critical hits are now converted into mini-crits Added: No ammo from dispensers when active Removed: Fires a short range electricity burst of energy Changed: Ammo per shot increased from 5 to 65 ammo, due to the old primary fire function being removed Info: The alt-fire function is now moved to primary fire as a result of the removal of the old primary fire function |
Primary fire: Launches a projectile-consuming energy ball. 100% mini-crits vs wet players Per Shot: -65 ammo Uses metal for ammo No ammo from dispensers when active Mini-crits where it would normally crit |
Gunslinger |
Removed: No random critical hits |
+25 max health on wearer Sentry build speed increased by 150% Third successful punch in a row always crits. Replaces the Sentry with a Mini-Sentry |
Southern Hospitality |
Added: +100% damage vs buildings Added: This weapon deploys 50% faster Added: This weapon holsters 50% faster Removed: 20% fire damage vulnerability on wearer Added: -15% slower firing speed |
+100% damage vs buildings This weapon deploys 50% faster This weapon holsters 50% faster -15% slower firing speed |
Medic
Medic - Primary Changes | |
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Weapon | Changes | New statistics |
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Blutsauger |
Added: On Hit: Douses the target in Mad Milk for 0.35 seconds Removed: -2 health regenerated per second on wearer Added: -25% damage penalty Added: -50% clip size Removed: On Hit: Gain up to +3 health Info: The debuff duration fully stacks with itself on successive hits, up to a maximum of 5 seconds |
On Hit: Douses the target in Mad Milk for 0.35 seconds -25% damage penalty -50% clip size |
Crusader's Crossbow |
Added: This weapon deploys 20% slower Added: This weapon holsters 20% slower Changed: Base damage decreased from 38-75 to 25-50 depending on range |
No headshots -75% max primary ammo on wearer This weapon deploys 20% slower This weapon holsters 20% slower Fires special bolts that heal teammates and deals damage based on distance traveled This weapon will reload automatically when not active |
Overdose |
Added: Alt-Fire: Consume 20% ÜberCharge to gain +35% faster firing speed and a speed boost for 10 seconds Added: Boost ends upon switching weapons Removed: While active, movement speed increases based on ÜberCharge percentage to a maximum of +20% |
Alt-Fire: Consume 20% ÜberCharge to gain +35% faster firing speed and a speed boost for 10 seconds -15% damage penalty Boost ends upon switching weapons |
Bonesaw |
Added: On Hit: Bleed for 4 seconds Changed: Base damage decreased from 65 to 55 |
On Hit: Bleed for 4 seconds |
Ubersaw |
Added: +18% damage bonus Added: 25% damage vulnerability on wearer when active Added: This weapon deploys 30% slower Added: This weapon holsters 30% slower Changed: ÜberCharge gain decreased from +25% to +20% Info: Base damage is unchanged; the damage bonus is to compensate for the general damage nerf for the Bonesaw |
On Hit: 20% ÜberCharge added +18% damage bonus This weapon deploys 30% slower This weapon hoslters 30% slower -20% slower firing speed 25% damage vulnerability on wearer when active |
Vita-Saw |
Added: +18% damage bonus Changed: Taunting with this weapon now performs the Spinal Taunt kill, which grants the wearer 4 organs upon a successful kill Removed: -10 max health on wearer Added: -25% slower firing speed Info: Base damage is unchanged; the damage bonus is to compensate for the general damage nerf for the Bonesaw |
Collect the organs of people you hit +18% damage bonus -25% slower firing speed 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%. |
Amputator |
Changed: ÜberCharge to healing ratio increased from 1:49 to 1:24 Changed: Healing per second increased from 50 to 70 Changed: Damage penalty decreased from -20% to -5.7% Changed: Taunt duration decreased from 4.4 to 3 seconds Info: Overall healing is unchanged Info: Base damage is unchanged; the damage bonus is to compensate for the general damage nerf for the Bonesaw |
When weapon is active: +3 health regenerated per second on wearer Alt-Fire: Applies a healing effect to all nearby teammates -5.7% damage penalty |
Solemn Vow |
Added: When weapon is active: Allows the wearer to see the health and location of teammates in a 675 HU radius Added: When weapon is active: +10% faster move speed on wearer Added: +18% damage bonus Removed: -10% slower firing speed Added: This weapon holsters 50% slower Removed: Allows you to see enemy health Info: Nearby teammates will have an outline that can be seen through walls as well as a health bar above their heads Info: Base damage is unchanged; the damage bonus is to compensate for the general damage nerf for the Bonesaw |
When weapon is active: Allows the wearer to see the health and location of nearby teammates +18% damage bonus +10% faster move speed on wearer This weapon holsters 50% slower |
Sniper
Sniper - Class Changes | |
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Weapon | Changes | New statistics |
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Huntsman |
Removed: (Hidden) No random critical hits |
No changes. |
Bazaar Bargain |
Changed: No longer requires a headshot to gain heads |
Base charge rate decreased by 50% Each scoped kill increases the weapon's charge rate by 25% up to 200%. |
Darwin's Danger Shield |
Added: +15 max health on wearer Added: +25% faster reload time on primary weapon Changed: Now protects the wearer from all debuffs instead of just afterburn Added: 25% explosive damage vulnerability on wearer Changed: Debuff resistance decreased from 100% to 66% Removed: +50% fire damage resistance on wearer |
+15 max health on wearer +25% faster reload time on primary weapon -66% debuff resistance on wearer 25% explosive damage vulnerability on wearer |
Cleaner's Carbine |
Changed: Firing speed decreased from -25% to -15% Removed: No random critical hits |
Dealing damage fills charge meter. Secondary fire when charged grants mini-crits for 8 seconds. -20% clip size -15% slower firing speed |
Shahanshah |
Added: This weapon deploys 20% faster when health <50% of max Changed: Damage bonus increased from +25% to +35% Added: This weapon deploys 20% slower when health >50% of max Changed: Damage penalty increased from -25% to -35% |
+35% increase in damage when health >50% of max This weapon deploys 20% faster when health <50% of max -35% decrease in damage when health >50% of max This weapon deploys 20% slower when health >50% of max |
Spy
Weapon | Changes | New statistics |
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Ambassador |
Changed: Damage penalty decreased from -15% to -10% Changed: Mini-crit damage is no longer affected by range Removed: No random critical hits |
Crits on headshot -10% damage penalty -20% slower firing speed Critical damage is affected by range |
Enforcer |
Changed: Damage bonus increased from +20% to +25% Changed: This weapon can now properly pierce through and ignore Sapper armor Added: This weapon deploys 50% slower Added: This weapon holsters 50% slower Changed: Now deals bonus damage towards buildings at all times instead of while disguised |
+25% damage vs buildings Attacks pierce damage resistance effects and bonuses -20% slower firing speed This weapon deploys 50% slower This weapon holsters 50% slower |
Diamondback |
Changed: Crits gained from backstabs increased from 1 to 2 Removed: No random critical hits Added: Minicrits whenever it would normally crit Changed: Now stores mini-crits instead of crits on sapped buildings or backstabs |
Gives two guaranteed mini-crits for each backstab kill Gives one guaranteed mini-crit for each building destroyed with your sapper attached -15% damage penalty Minicrits whenever it would normally crit |
Big Earner |
Changed: Max health increased from -25 to -15 |
+30% cloak on kill Gain a speed boost on kill -15 max health on wearer |
Custom Weapons
Scout Custom Weapons
Weapon | Workshop Link | Statistics |
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N.U.C.U.L.A.R. Core |
TF2 Workshop Link |
This weapon can be consumed or thrown by pressing primary fire or alt-fire respectively Nuclear meter builds with 300 damage done Spawning and resupply do not affect the Nuclear meter Nuclear meter starts empty After consuming, the wearer gains +50% faster move speed for 10 seconds, but their health gradually drains at a rate of -10 each second while the effect is active When thrown, the projectile explodes on impact, dealing damage, setting targets on fire for 7.5 seconds and knocks them back Has a base damage of 90, a explosion fall off of 50% and an explosion radius of 219 HU Knockback is identical to the Force-a-Nature The wearer can set themselves on fire with this weapon, but it inflicts no push force, meaning blast jumps are impossible with it Cannot be used in medieval mode |
Soldier Custom Weapons
Weapon | Workshop Link | Statistics |
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Free Breather |
TF2 Workshop Link |
+100% greater jump height on wearer +25% faster firing speed on melee weapon +20% faster move speed on wearer Is a passive wearable that occupies the primary slot, hence the wearer will not have a primary weapon Icon is a placeholder image |
Sticky Situation |
TF2 Workshop Link |
Up to +50% faster move speed on wearer while bunnyhopping The wearer falls -50% slower while touching a wall Wearer never takes falling damage while sliding down a wall The wearer is more slippery as if they are on ice Is a passive wearable that occupies the secondary slot, hence the wearer will not have a secondary weapon In other words, the wearer has less friction when moving around and is slightly harder to turn, but they also bunnyhop easier as a result Icon is a placeholder image |
Soldier's Sluggers |
TF2 Workshop Link |
Alt-Fire: Lunges forward and deals damage to everyone caught in the jump 100% critical hits from behind with alt-fire If the Sticky Situation is equipped, Slows target by -20% for 2 seconds on hit If the Free Breather is equipped, alt-fire has +100% increased lunge distance -20% damage penalty Lunge has a 5 second cooldown and has the push force of the Scorch Shot |
Pyro Custom Weapons
Weapon | Workshop Link | Statistics |
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Hephaestus' Heater |
TF2 Workshop Link |
Heater meter builds with damage done and/or time Spawning and resupply do not affect the Heater meter Heater meter starts empty Fires a giant burst of fire for 1.5 seconds that destroys projectiles and deals 90 damage to players that got too close, knocking them back and igniting them for 8 seconds. Has a range of 340 HU and functions identically to the flamethrower Requires 400 damage done or 20 seconds to recharge Can be used in medieval mode |
Demoman Custom Weapons
Weapon | Workshop Link | Statistics |
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Dr. Al Coholic's Fourth Law |
TF2 Workshop Link |
Does not require ammo On Hit: Builds ETOH Up to +59% damage bonus based on the amount of ETOH ETOH decays over time -15% damage penalty Minicrits whenever it would normally crit 300 damage is required to fully charge ETOH ETOH drains at a rate of 10% every second |
Data Dasher |
TF2 Workshop Link |
Can store up to 3 charges Charging while airborne will cause the wearer to stay in the air until charge is over On Charge Impact: Knocks the target back -20% damage from all sources while charging +200% increase in charge recharge rate +5 health regenerated per second on wearer -1 sec decrease in charge duration -75% less healing from all sources on wearer Alt-Fire: Charge toward your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance. Knockback is identical to the Force-a-Nature In other words, the charge meter has been divided into 3 smaller bars, with each bar regenerating every 4 seconds |
Heavy Custom Weapons
Weapon | Workshop Link | Statistics |
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Ququmannz' Wrath |
TF2 Workshop Link |
-15% damage resistance when spun up Upon spinning down, releases a shockwave that deals damage, knocking them back and destroying projectiles if the wearer took damage while spun up Shockwave damage increases as the wearer takes more damage while spun up -10% less primary ammo on wearer -20% slower firing speed -30% slower spin up time Shockwave has a height of 114 HU and has a range of 400 HU, and it reaches a 120 degree radius in front of the wearer Shockwave does not appear if the wearer took less than 30 damage while spun up, and the wearer's eyes will glow golden to signal that they have a shockwave ready Base shockwave damage is 15, and can be increased up to 150 damage for every additional 30 damage taken |
Engineer Custom Weapons
Weapon | Workshop Link | Statistics |
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Ye Olde Prints of Blue |
TF2 Workshop Link |
Buildings do not automatically build Buildings cannot be upgraded Replaces modern buildings with their vintage counterparts |
Ballista |
N/A | -23% base metal cost on construction +20% building health Fires a high damage bolt instead of bullets On Hit: Applies knockback Full turning control if a Heavy mounts the building Does not fire automatically Has a 10 second cooldown between shots The wearer and their allies attacking this building with a melee weapon from behind can mount and control it Requires 9 melee hits from the wearer to construct this building Has a very limited turn rate that is only slightly better than a Demoman's shield charge turn rate Knockback is identical to the Force-a-Nature Projectile has a base damage of 150 The projectile has no damage ramp up, but follows standard Sentry Gun rocket damage fall off and slightly arcs, like the Rescue Ranger |
Campfire |
N/A | Creates a medium health pack nearby every 5 seconds next to the building Can create and store up to 3 health packs at once Snipers near this building can have their arrows ignited with fire Does not create any more health packs if there are already 3 -66% building health Requires 4 melee hits from the wearer to construct this building |
Catapult |
N/A | Launches the target upwards on the direction they are facing upon being stepped on Does not require an entrance and exit to activate +50% faster recharge rate +20% building health +150% base metal cost on construction Can be used by either team Requires 6 melee hits from the wearer to construct this building |
Medic Custom Weapons
Weapon | Workshop Link | Statistics |
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Reanimator |
TF2 Workshop Link |
+50% ÜberCharge rate Patient stays ÜberCharged even if the wearer is not healing them ÜberCharge does not affect the wearer -50% ÜberCharge duration -15% heal rate ÜberCharge instantly heals the patient to full health and grants them -25% damage resistance and a speed boost |
Sniper Custom Weapons
Weapon | Workshop Link | Statistics |
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Rattlesnake |
TF2 Workshop Link |
Alt-Fire: Throws a rope that pulls the wearer towards a wall +50% longer melee range Cannot switch weapons for 2 seconds after using alt-fire -40% damage penalty -25% slower firing speed Alt-Fire range is identical to the melee range of this weapon |
Spy Custom Weapons
Weapon | Workshop Link | Statistics |
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Carved Cutter |
TF2 Workshop Link |
On Kill: Gain a Head Every head lets the wearer cloak and decloak +20% faster -30% slower base cloak and decloak time -33% clip size on primary weapon Maximum cloak and decloak speed is at +53% at 4 kills |