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Classes

Engineer
  • Reduced build and upgrade cost of teleporters by 50%
Added:
  • 80% faster construction speed for dispensers and teleporters
  • Engipads: Replace teleporter with jump or speed pad. Use +attack3 to switch between teleporter and engipad-mode.
  • Rotate teleporters to change configuration:
  • Odd number of rotations: Speed pad
  • Even number: Jump pad
Why?
If you play engineer and you don't have the eureka effect to switch to half your teleporter cost you are playing at a sever disadvantage. The Engipads are added to give engineer an alternative to teleporters in situations where teleporters are not commonly used. Sitations like last holds on defense and first points on attack.
Sniper
  • All sniper rifles has quickscope damage reduced from 150 to 140. Fully charged shots and bodyshots are not affected
  • All sniper rifles have 50% less ammo
Why?
The sniper rifles are very powerful weapons with very little counterplay at the highest level of play. The ammo reduction will lower the snipers effective time in battle, and the quickscope reduction will allow medics to peek sniper sightlines without getting one shot. Soldiers and heavies will also live slightly longer. As this change makes the sniper stay more in scope overall, which the sniper is supposed to be anyway.
Spy
  • Spy Sprint:
  • Bind a key to +attack3 and hold key to run at max spy speed regardless of disguise
Why?
Being able to run at spy speed regardless of disguise opens a whole new level of deception and usefulness for the slower and less used disguises for the spy

Weapons



Demoman
Ali Baba's Wee Booties , The Bootlegger
Added:
  • Wearer never takes fall damage
  • 60% increased secondary ammo on wearer
Why?
Switching out a Grenade Launcher for shoes that gave very little for sticky-bomb launcher is not that great. The melee refill also made certain swords worse than others. Now the shoes buff both shields and sticky-bomb users alike.

The B.A.S.E. Jumper
Added:
  • 25% more air control
Why?
The nerf this weapon got a while back crippled it completely, to the point of never really being any point using it ever. This fix will help with it's mobility somewhat, which is it's key thing

Festive Targe , The Chargin' Targe
Added:
  • 20% sentry damage resistance
  • 50% self damage resistance
  • 20% faster recharge time.
  • Immunity to airblast pushback when charging
Why?
Shield replacing stickybomb launcher is next to impossible to balance, as shields are some of the worst weapons comparativly in the game, I have no idea what to do with the shields, but let's try this. The sentry resistance is added due to less killpower to buildings by using a shield.

The Quickiebomb Launcher
Added:
  • -15% Less self damage
Why?
For consistency, if it does less damage to enemies, it should also do less damage to yourself. An oversight from Valve that's been fixed here.

The Scottish Resistance
Added:
  • Increased reload speed by 10%
Why?
The Scottish Resistance laser sight isn't accurate enough to warrant use, as you detonate stickies below you without looking at it, which is just really really really dumb design. The faster reload speed should help making it more viable, as you will spend your time reloading more than if you used a regular stickybomb launcher.

The Splendid Screen
Added:
  • 10% sentry damage resistance
  • 40% self damage resistance
  • Immunity to airblast pushback when charging
Why?
Demoman is supposed to be good against sentries, the tiny resistance will help survive mini sentries.

The Tide Turner
Added:
  • 10% faster recharge time
  • 30% self damage resistance
  • Immunity to airblast pushback when charging
Why?
While being the easiest to turn and control for sick trimps or whatever, giving this a slight buff is also fitting given the other shields got buffs as well.

Festive Eyelander , Horseless Headless Horsemann's Headtaker , The Claidheamh Mòr , The Eyelander , The Half-Zatoichi
Changed:
  • Removed slower holstering penalty
Why?
Slowering holstering penalty could be negated by switching through other weapon slots quickly, so it has been removed from all weapons with slower holstering penalty.

Festive Eyelander , Nessie's Nine Iron , The Eyelander
Changed:
  • Removed slower holstering penalty
  • Reduced HP gained pr head, that no longer heals
  • Reduced speed gained from each head
Why?
With all the changes to shields and shoes, Eyelander ended up being the superior demoknight choice with how it scaled itself. With the reduction in health and no longer healing on kill, it now gives more room for other swords to be viable depending on your playstyle.

Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
Added:
  • Only changed for:Soldier, Pyro, Heavy, Medic
  • See the class's stock weapon for the new stats
Why?

The Persian Persuader
Removed:
  • Ammo penalty
  • Slower holstering penalty
Added:
  • -10 max hp
  • Changed
  • 20% to 25% charge meter on melee hit.
Why?
It now serves as a melee sword with very few downsides. As an Eyelander light. Can now be used with Grenades and Sticky-bombs without crippling the demo. While still having the same function with going full demoknight. Since Demoman's shoes no longer gives charge on melee kill, the increased charge on hit should help compensate for this.

The Scotsman's Skullcutter
Changed:
  • Removed slower holstering penalty
  • Slower movespeed while active to -10%
Why?
While this weapon does decent damage, the slower movement speed combined with the slower deploy time made it difficult to get into melee range for a successful hit. Lowering the movespeed penalty should help mitigate this.

Ullapool Caber
Added:
  • 15% more melee damage
  • -40% shield bash damage done
  • 30% more self damage taken
Changed:
  • 100% slower deploy time to 75% slower deploy time.
Why?
The Vanilla TF2 caber leaves much to be desired, We've increased the damage so you can now oneshot 125 hp classes more easily. With a nerf to the charge damage to compensate for the increase in crit with shields. To add up for the increase in damage we have compensated with more self damage to be more similar to pipes and stickies, and the lowering of weapon switch speed should make it slightly more viable to non-shield users.

Engineer
The Pomson 6000
Removed:
  • Drain of cloak and medigun
Added:
  • Double projectile speed
  • Now penetrates
  • 200% damage bonus
  • 20% faster reload speed
  • Can not be crit boosted
Why?
Drain of Uber and Cloak is not acceptable, as those classes rely heavily upon that. And similar to the Bison, the slow projectile is hard to hit, the increased projectile speed will allow Pomson enthusiasts to actually get kills of this weapon now, instead of mildly annoying the enemy. This weapon now functions as the Bison.

Festive Wrangler , The Gigar Counter , The Wrangler
Changed:
  • Reduced shield damage reduction from 66% to 50%
Why?

The Short Circuit
Added:
  • Reduced metal gained from payload dispenser from 40 to 10
Why?

Gold Frying Pan , Prinny Machete , Saxxy , The Necro Smasher
Added:
  • Only changed for:Soldier, Pyro, Heavy, Medic
  • See the class's stock weapon for the new stats
Why?

The Eureka Effect
Added:
  • 25% Faster Teleporter & Dispenser build speed
  • Teleporting back to spawn now refills your metal, health and ammo
  • Removed: 50% Teleporter cost
Why?
Not being able to refill metal when teleporting back to spawn and having to press the loadout key to refill was a very strange way of doing things, now when you teleport back to spawn you get your ammo back (loadout unchanged), so we've eliminated a redundant step similar to the holstering penalites on other weapons. Now this weapon will flow more naturally in the game for you engineers.

The Jag
Changed:
  • 20% slower repair rate to 40% slower repair rate
Why?
The Jag is often the better stock, at least in Vanilla, it's been nerfed to not be able to sustain as much as before.

The Southern Hospitality
Added:
  • 400% longer dispenser range
  • 15% less metal from ammo packs and dispensers
Why?
I'm still not sure what this weapons place is, so we're testing longer dispenser range for now, if you have any good ideas for what we can do with this wrench, let me know. As we're looking for proper ways it can support the team somehow.

Heavy
Natascha
Removed:
  • 100% Slow on hit
  • Damage resistance when at 50% health
  • Slower spin-up time
Added:
  • Speed boost on hit (1 second)
  • 15% faster move speed while deployed.
Why?
Slow on hit isn't fun to play against. So it's been inverted and now we speed up, opening a whole new world of unrev jump-techs to do as heavy. While still being the weakest of the miniguns, it offers the most different playstyle.

The Brass Beast
Removed:
  • Damage resistance
Changed:
  • Increased movespeed while deployed from -60% to -40%
  • Reduced spin up time penalty from 50% slower to 40% slower.
Why?
The Vanilla TF2 Brass beast movement speed is so slow that you take a lot of additional splash damage, even so much it negates the resistance you have below half health. By increasing the movespeed you can now dodge a bit easierly and won't need the resistance anymore. The removal of the damage resist is due to that you can't tell easily if a heavy is at half health or not, since the heavy now moves faster and has faster spin up time, it's been removed. Since you can use movement to negate taking the full damage you normally would with the official weapon.

The Huo-Long Heater , The Huo-Long Heater (Genuine)
Added:
  • Mini-crits burning targets
Changed:
  • Reduced damage done to burning players to compensate for mini-crit done
  • Increased initial flame damage from 12 to 30
Why?
In Vanilla TF2 it doesn't offer enough visiual confirmation of hitting players that's on fire. It also doesn't pack enough punch to warrant only 13 seconds of effective firing time. The increased damage to the flamerings makes it really scary to be close to a revved up huo-long heater heavy. The damage is offset to be similar to the original huo-long heater, only with slight increased damage to on-fire targets that's far away due to how fall-off works with minicrits.

Fishcake , The Dalokohs Bar
Added:
  • Increased eating speed by 40%
Why?
Being the second-weakest lunchbox item in Vanilla TF2, the increased eating speed allows the Heavy to eat it with less planning before combat, increasing its overall viability.

The Buffalo Steak Sandvich
Removed:
  • 20% more dmg taken while under the effects of the steak
Added:
  • 100% faster eating speed
  • Cancel the effects by pressing reload or special attack key (+attack3)
Why?
Being the weakest of all the lunchbox items for the Heavy. The glass cannon aspect has been removed, now you're just a cannon.

Apoco-Fists , Fists , Fists (Renamed/Strange)
Added:
  • 25% faster global weapon switch speed
  • Increased throwing power on thrown lunchbox items
Why?
The rest of the unlocks for Heavy offers a lot of utility, and not much use for the stock fists, which is why they are getting this buff. The buff is to help switch speed between main and secondary. Works well in situations where you don't use your melee much or at all.

Festive Gloves of Running Urgently (G.R.U.) , Gloves of Running Urgently , The Bread Bite
Removed:
  • Holster speed
Added:
  • 20% Slower firing speed
Why?
In Vanilla TF2 the gloves did as much damage as the fists. Reducing firing speed and giving them slower deploy time (does not affect when you gain speed, as you gain speed as soon as you hit weapon slot3), ensures this weapon is used as a movement tool and not emergency punching tool.

Fists of Steel
Removed:
  • Old stats
Added:
  • While active:
  • -40% Damage from ranged sources
  • +100% damage from melee sources
  • Health from healbeams-70%
  • -30% slower firing speed
  • -60% slower deploy time
  • Medics builds uber build 50% slower while item is active
Why?
In Vanilla TF2 the Fists of Steel are bugged and OP. Reducing the damage and healing taken now fixes the overheal issue, as well as the weapon being used for anything other than tanking.

Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
Added:
  • Only changed for:Soldier, Pyro, Heavy, Medic
  • See the class's stock weapon for the new stats
Why?

The Eviction Notice
Added:
  • This weapon holsters 30% faster
Why?
The faster holstering speed should help with it when doing small gap closing.

Warrior's Spirit
Removed:
  • All current stats
Added:
  • +25% Longer melee range
  • On hit: Bleed for 3 seconds
  • +10% damage done
  • 10% slower deploy time
Why?
The Vanilla TF2 version of these 'glass cannon' unlocks for the heavy doesn't really suit the class that well. The increase in damage has been transferred to bleed and longer melee range, as that makes more 'sense' as it's bear claws after all.

Medic
Syringe Gun , Syringe Gun (Renamed/Strange)
Added:
  • On hit: Gain 1.5% uber pr needle
  • Passive reload
Why?
In Vanila TF2 the medic unlock choices have been locked to ubers-saw and crossbow. But with passive reload added, and uber gained on hit, this becomes a ranged ubersaw, and with the changes to the vita-saw you can effectively switch the two slots and play a new style of medic. This now allows you to build some uber in situations where you previously did nothing and were passive. But do be careful, if you're using it wrong you and your team will pay for it (like you always do).

The Blutsauger
Removed:
  • Passive health drain
Added:
  • Needles that hit enemies will now overheal
  • Needles hitting teammates will heal you and teammate for 2HP pr needle, can overheal, does not build any uber.
Why?
In Vanilla TF2, this weapon is trash. It makes you die to everything faster, since you'll primarly be using the medigun. Now it's been given the same survivor power as the Overdose, but focuses on shooting enemies for heal and overheal, or teammates for reduced heal (useful when in a pinch and no health packs are around). It now helps the medic survive in a sense that is as powerful as the crossbow's ability to heal teammates.

The Overdose
  • Added
  • While active: 10% faster movespeed
  • Passive reload
  • Changed:
    • Reduced the base of speed received by uber by 10%
    Why?
    While being a decent escape tool when you have uber, with the buffs of the other syringes, this one needed a little tweak, so now if you spawn by yourself you can use this to run to the fight faster.

    The Vaccinator
    Added:
    • 33% longer overheal time
    Why?
    Being a solo medic on a team running vaccinator is really bad, since you spend longer time overhealing, it should make sense that they are lasting a bit longer. Also works as a good additional buffer with other medics, however this is hardly noticable in fights. Just an extra carrot for medics running this solo.

    Amputator
    Added:
    • Cancel Taunt with +jump or taunt button
    Why?
    With all the other buffs to the other melee unlocks for medic, this one needed something extra. The main issue with the AOE heal is that it was often wasted as it didn't overheal and you stood around like a statue litterally waiting to get stabbed or shot. Being able to cancel the taunt makes this item way more viable and opens up new interesting ways to manage heal on your team.

    Bonesaw , Bonesaw (Renamed/Strange) , Festive Bonesaw
    Added:
    • 4 seconds of bleed damage
    • 50% more health gained from healthpacks
    • On Kill: Enemy drops healthpack
    Why?
    With all the other unlocks for the medic's melee slot, this one falls behind. With the added bleed medic can now track spies easierly and dish out slightly more damage in melee fights. The health pack on kill combined with 50% more health on pickup combines well, also the sandwich from heavies will also heal 50% more.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for:Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    The Solemn Vow
    Removed:
    • See enemy health
    Added:
    • 10% movement speed while active on wearer
    • While active: 30% increased knockback taken from damage
    Why?
    Similar to amputator, this one needed a buff as well. In the spirit of having similar weapons on different weapon slots, giving this a free speed boost for the medic is useful. Downsides are ofcourse that it isn't the Vita-saw or ubersaw. The increased knockback servers as a 'get off me' tool for the medic. The increase in base speed is equal to the overdose at 20% uber. The knockback increase helps in escaping while escaping. Being able to see enemy health has been removed since this is now an escape tool.

    The Vita-Saw
    Removed:
    • Keeping ubercharge when you die
    Added:
    • On teammate hit: Restore 50 health on teammate, it overheals & gain 1% uber
    • Removes jarate, madmilk, fan'o war, gas and afterburn
    • -25% less damage done
    • Increased melee range 70%
    • 20% slower swing speed
    • 25% faster weapon deploy speed.
    Why?
    The Vanilla TF2 Vita-saw is designed where your plan is to die. On a game perspective, your plan should never be to die. With this re-design to be that of the crossbow, along with the changes to the syringe guns, opens up a world of new viable unlock combinations for the medic. If you use crossbow at melee range (and sometimes miss due to how crossbow works) then this weapon will now achieve that without issue. The faster deploy speed makes it the same timing as the crossbow when switching.

    Pyro
    Dragon's Fury
    Added:
    • Afterburn duration increased by 100%
    • -25% airblast pushback power
    Removed:
    • Airblast penalty
    Why?
    In Vanilla TF2, this weapon offer less effective DPS than if you ran perma-shotgun on pyro. The increase in flame duration makes it a little easier to land the second shot on targets being healed, as the fire now has 2 ticks instead of 1. Removing the crippling (and weird) airblast penalty makes it viable. You still can't airblast until firing is complete, so the overall airblast output is less than a regular flamethrower.

    Festive Backburner , The Backburner
    Added:
    • Changed flame particle to be different from normal flames
    Why?
    Flames changed just to make it visually different from other flamethrowers.

    The Degreaser
    Added:
    • 50% faster global switch speed.
    Changed:
    • Reduced deploy speed from 60% faster to 25% faster.
    • Increased airblast cost from +25% to +66%
    Why?
    The Degreaser has a bug related to the faster switch on deploy and holster, where it would cause incosistencies in the weapon switch timings. This has been corrected by adding global switch speed, reducing the deploy time to comepnsate, although slightly slower than official TF2, but now you have faster global weapon switch to compensate for that as well.

    Gas Passer
    Added:
    • Ignited enemies explode
    • Explosions deal 45 damage + full afterburn duration
    • 15% slower deploy speed
    Changed:
    • Reduced projectile speed to match jarate and mad milk
    • Reduced gas effect duration from 10 seconds to 8 seconds.
    • Reduced damage needed to fill a charge from 750 damage to 450 damage.
    Why?
    We've been through many iterations of the gas passer. The gas itself is pretty wonky in terms of consistency. It's possible to ingite a player twice if you throw it at just the right height at a wall. If you do get a double whammy then it's like hitting one normal gas passer shot. The slower deploy time is to make it feel a bit heavier and more powerful, and will require a bit more planning from the pyro's side.

    The Detonator
    Changed:
    • Self damage taken reduced from -50% to -35%
    Added:
    • -50% afterburn damage done
    Why?
    With the introduction of the Thermal Thruster, this weapon's self-damage was just a little too high for the pyro to use while in combat after taking damage. The less damage taken allows the Pyro to do more jumps and overall increase the viability of this weapon in combat. The less afterburn damage is to not reward extremely spammy behavior. In the right hands, it was very easy to effortlessly farm phlogistinator buff and otherwise keep a group on fire for a lot of damage with little risk or effort.

    The Manmelter
    Added:
    • 20% faster firing speed
    • 25% more damage done
    Removed:
    • Faster projectile speed.
    Why?
    Being the least visually responsive weapon and dependant on the enemy team to have a pyro or cowmangler soldier to provide the flames, it's been giving faster firing speed and more damage to compensate. Now when you get and land a crit it will reward you with more damage than just flaregun. The faster holster and deploy speed will help it pair better with other flamethrowers than the phlog. The removal of faster speed, albeit not that noticeable, will help with consistency of the gamefeel for the other flareguns.

    The Reserve Shooter
    Added:
    • -20% damage to targets not launched airborne by explosions, grapple hooks or rocket packs
    • No random crits
    Why?
    While being able to do mini-crit to blast-jumping classes with faster initial damage, this weapon was really good, to offset the effectiveness it's been given lower damage to grounded targets, however the old full damage is applied on regular mini crits.

    The Scorch Shot
    Added:
    • 20% slower projectile speed
    • -25% shorter afterburn duration.
    Why?
    Being a bit to easy to shoot the ground and the second bounce to light people on fire, the projectile speed was lowered to give players more time to move out of the way before and after getting hit by the initial flare.

    Thermal Thruster
    Added:
    • 15% Faster recharge time
    Removed:
    • Hidden 50% more push force taken from damage
    • Removed holstering penalty
    Why?
    Vanila TF2 Thermal Thruster is really clunky and weird to use, and requires a lot of planning effectively making you unable to do reactive plays to the enemy. With the faster recharge and removed pushforce and holstering penalty, you can now use it as a gap closer and get more effective pyro plays out of it. While still not being able to escape too easily with the (hidden) pushpack the item previously had.

    Fire Axe , Fire Axe (Renamed/Strange) , The Lollichop
    Added:
    • Reveals disguised victim on hit
    • 40% faster global weapon switch speed
    Why?
    With all the other utility the other unlocks for pyro's offer, the Fire-Axe would need a buff, rather than nerf all the other items.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for:Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    Homewrecker , The Maul
    Added:
    • While weapon is active
    • -40% less pushforce taken from damage
    • Attacks pierce damage resistance effects and bonuses
    Why?
    Being very limited in terms of use. If the enemy has no spies or buildings, there's little for this weapon to do. The added pushforce reduction allows the pyro to push through chokes more easily without the need of a speed unlock. It will also destroy wrangled sentries if you can get close.

    Hot Hand
    Added:
    • While weapon is active:
    • +15% move speed on wearer
    • Gain a speed boost when you hit an enemy player
    • -20% Damage penalty
    • 20% More damage taken
    Why?
    With the speed boost on slap being so miniscule, it made sense to move the speed attribute from the Powerjack to this item. It functions just like regular Powerjack minus the health on kill, replaced with the hothands speed on slap. Making this a very ideal pushing tool if you can slap an enemy before going in.

    Neon Annihilator , Neon Annihilator (Genuine)
    Added:
    • On kill gain 5 seconds of guaranteed mini-crits
    • Players coated in gas counts as wet (when not on fire)
    Why?
    Similar to the Homewrecker this weapon offers very little to do. Now it will give crits on kill, making it a combo tool for the pyro. Enemies not counting as wet when in Gas was also stupid so it now will crit someone covered in gas. Do note that they are not covered in gas if they are burning, this means you will only get one hit off.

    Sharpened Volcano Fragment
    Added:
    • On hit: Causes small explosion on targets on fire
    • -90% damage to targets not on fire.
    • -30% damage done
    • Mini-crits target on fire
    • On fiery target hit: Target explodes and surrounding enemies are lit on fire
    Why?
    Arguably the worst Vanilla TF2 meleee for the pyro. This total rework makes it a nuke on a stick. It now feels powerful and fun to use, and is in theory the 'best' melee unlock in terms of damage, however getting in position and enemies being clustered together and not outright killing you due to the range limitations of pyro is another story.

    The Axtinguisher , The Festive Axtinguisher , The Postal Pummeler
    Removed:
    • Slower holster penalty
    Changed:
    • -33% damage to -27%
    Why?
    Slower holstering penalty could be avoided by just switching weapons quickly, so it's been removed. With the now other powerful tools for pyro, the pyro needed to be able to pack the same punch as the rest. The damage increase only adds a few more damage, but is enough to reliably oneshot 125 hp classes if on fire from a small puff of fire.

    The Back Scratcher
    Added:
    • While active: health packs overheal
    Why?
    Compared to the other melee unlocks for Pyro, it doesn't do what it's supposed to do well enough. The overheal while active allows pyro's to actively use it to gain overheal buff, since you are already using healthpacks on the flanks alone. Making that it's primary function over the damage.

    The Powerjack
    Removed:
    • Faster run speed
    • Damage vulnerability
    Added:
    • 50% of base health restored on kill
    • 20% slower firing speed
    • 125% more healing from all healbeam sources
    • Only applies when weapon is active
    Why?
    While being the 'must pick' melee for pyro in Vanilla TF2, the speed and damage vulnerability has been moved to the Hot Hand. This new rework is focused on giving the pyro sustain. Pyro being a class with limited range often struggle staying a live against certain compositions. This weapon now allows the pyro to peek more aggressively and heal back up to continue fighting. If you can land a melee kill you'll be healing a lot.

    The Third Degree
    Added:
    • Mini-crits enemies whos being healed
    • -15% damage done
    Why?
    This weapon relies on random crits to be good, since we don't have random crits enabled, this weapon falls a bit short. While Axtinguisher and Sharpened volcano fragment relies on fire to deal mini crits, this one uses if a player is getting healed or not

    Scout
    Baby Face's Blaster
    Added:
    • -20% slower move speed on wearer
    Changed:
    • Boost is not lost when taking damage
    • Boost drains 6% per second.
    Why?
    While not in a better state, this current version of it is more reliable. As you don't get gimped by getting hit which is unavoidable against good players, and for double jumping. Not losing any boost at the cost of less clip should be fine.

    The Back Scatter
    Removed:
    • -20% less accurate
    Why?
    The Vanilla TF2 back scatter was countered by enemies turning around, the less spread made it so you couldn't capitalize on being behind enemis. Now it behaves like regular scattergun from the front up to 4 shots fired, except the slightly less damage and a better than scattergun from the back.

    The Shortstop
    Removed:
    • Hidden airblast and pushback force taken
    Why?
    This weapon still remains hard to balance properly. For now we will just have remove the hidden pushforce penalties it provides

    The Soda Popper
    Changed:
    • Faster reload speed lowered from 25% to 15%
    Added:
    • 5% Hype lost on double jumping
    Why?
    This weapon was the best scattergun for scout, as it had highest DPS and highest mobility options. Hype being one of the strongest has been made harder to obtain, while still remaining powerful once you get it. Now there's counter play to the scout of just shooting him to prevent him from activating hype

    Mad Milk
    Changed:
    • Reduced effect duration from 10 seconds to 8 seconds
    • Reduced healing done from 60% to 35%
    Why?
    Mad milk remained incredibly powerful with an insane healing potential, now it's been lowered to match that of the conch and should no longer be OP.

    Pretty Boy's Pocket Pistol
    Added:
    • -15% damage done
    Why?
    With the Vanilla TF2 faster firing speed, it has higher initial DPS than pistol AND it heals. The damage has been reduced to compensate for the increase in damage done from faster firing speed, while leaving the self-heal unchanged.

    The Flying Guillotine , The Flying Guillotine (Genuine)
    Added:
    • +40% slower recharge
    Why?
    Being able to do high and consistent damage from long range as scout for minimal effort and risk is too strong when used right.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for:Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    The Fan O'War
    Added:
    • On hit: Enemies are tossed upwards by an invisible and totally silent gust of wind
    Why?
    While being a bit underwhelming, now with the slight vertical bump on hit allows the scout to land the initial shots easierly, since the scout already got in melee range and didn't shoot this additional step should be more impactful.

    The Sandman
    Removed:
    • -15 max health penalty
    Added:
    • -20% melee damage
    • Increased ball damage from 15 to 38
    Why?
    To remove health off an already squishy class for a hardly useable projectile, when you have the wrap assassin is not so good. Instead the damage of the bat has gone down (it is made of wood after all) and we've increased the ball damage, giving the scout another damage dealing weapon that is similar to the wrap assassin that offers similar type of sacrifice.

    Sniper
    Airwolf , Balloonicorn , Blood Botkiller Sniper Rifle Mk.I , Bogtrotter , Boneyard , Carbonado Botkiller Sniper Rifle Mk.I , Coffin Nail , Diamond Botkiller Sniper Rifle Mk.I , Dressed to Kill , Festive Sniper Rifle , Gold Botkiller Sniper Rifle Mk.I , Gold Botkiller Sniper Rifle Mk.II , Lumber From Down Under , Night Owl , Pumpkin Patch , Purple Range , Rainbow , Rust Botkiller Sniper Rifle Mk.I , Shooting Star , Shot in the Dark , Silver Botkiller Sniper Rifle Mk.I , Silver Botkiller Sniper Rifle Mk.II , Sniper Rifle , Sniper Rifle (Renamed/Strange) , The AWPer Hand , The Bazaar Bargain , The Hitman's Heatmaker , The Machina , The Sydney Sleeper , Thunderbolt , Wildwood
    Added:
    • 47% less ammo capacity
    • Quick-scope headshots deal 10 less damage
    Why?
    The sniper rifles are very powerful weapons with very little counterplay at the highest level of play. The ammo reduction will lower the snipers effective time in battle, and the quickscope reduction will allow medics to peek sniper sightlines without getting one shot. Soldiers and heavies will also live slightly longer. As this change makes the sniper stay more in scope overall, which the sniper is supposed to be anyway.

    Festive Huntsman , The Fortified Compound , The Huntsman
    Changed:
    • Increased arrow speed to 3000 hu (same speed as flare)
    • Added: Passive reload
    Why?
    Huntsman is notoriously hard to hit unless you play on very specific hallways. The faster arrow speed makes it easier to hit players and more scary. There was also some issues when switching off the huntsman while it was in certain states, the passive reload will help fix that.

    The Classic
    Removed:
    • Bodyshot damage penalty
    Why?
    The Vanilla TF2 classic can be summed up like this: 'Always less damage or the same'. Being a very different sniper rifle, that offered very little practical use, removing the bodyshot damage now makes it viable for those prefering the sort of charge while unscoped sniper style.

    The Sydney Sleeper
  • Changes:
  • No charge headshot dmg: 91
  • Full charge headshot dmg: 300
  • No charge bodyshot dmg: 45
  • Full charge bodyshot dmg: 150
  • Reduced charge from +25% to +15%
  • Why?
    The Vanilla TF2 Sydney Sleeper is the only sniper rifle that doesn't reward you enough for headshotting. While feeling similar to the official one, this one now rewards headshots with more damage. The reduced charge speed is to make sure it doesn't kill 300HP targets on HS that much faster than stock.

    Darwin's Danger Shield
    Changed:
    • Fire immunity now behaves more like Pyro's fire immunity
    Added:
    • 15 max health
    Why?
    The Vanilla TF2 Darwin Dangershield does nothing if the enemy team doesn't have a pyro. It now has 15 more max health, increasing overall survivability and not just specifically against pyros. For consistency the after burn immunity has been tweaked to be a little worse than Pyro's, as sniper will now burn for maximum 2 ticks.

    Festive Jarate , Jarate , The Self-Aware Beauty Mark
    Added:
    • 15% slower deploy time
    Changed:
    • Reduced jarate effect duration from 10 seconds to 8 seconds
    • Can piss yourself
    Why?
    Being arguably the best sniper secondary. A nerf is in it's place, now it will be thrown slower, meaning the quick switch and melee hits will take longer for the sniper to do as well as the self coating, allows for more counterplay against the sniper.

    The Cleaner's Carbine
    Added:
    • 25% More accurate
    Changed:
    • -25% slower firing speed to 20% slower firing speed
    • Adjusted max ammo to match clip size
    Why?
    Having gone from OP to trash in Vanilla TF2, following the same principle as the Tomislav, it's now more accurate while shooting slower. The less ammo is to make sure you have a perfect 4 Clip shoot-reload. The faster firing speed buff is to make it less ass.

    The Razorback
    Changed:
    • Razorback recharge rate increased by 20%
    Added:
    • Movespeed while scoped increased by 25%
    • Reduced the overheal penalty from 0% overheal to 75% less overheal (caps at 140)
    • 50% uber build rate for medics
    Why?
    In Vanilla TF2, this weapon is utter ass, it elimates 1/27 different ways you can be killed in the game.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for:Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    The Bushwacka
    Added:
    • -15% damage done
    • 10% longer melee range
    • 15% longer deoploy time
    Removed:
    • 20% damage taken penalty
    Why?
    Being the better choices for perma-jarate snipers, it was due to a nerf. Now dealing less damage and taking longer to deploy, gives the opponents a larger window to counter-play the sniper switching to bushwacka.

    The Shahanshah
    Changed:
    • Increased positive and negative attributes by 5%
    Added:
    • 20% longer melee range
    Why?
    Hardly any difference with this weapon with the small damage increase and decrease. The longer melee range should help getting more with this weapon when it's used.

    Soldier
    The Liberty Launcher
    Changed:
    • -25% to -20% damage done
    Why?
    The Vanilla Liberty launcher has been through many reworks, it keeps going between overpowered and trash. This is another iteration to see how it will work

    Festive Buff Banner , The Buff Banner
    Added:
    • 40% more primary ammo capacity
    • Changed: Increased rage buildrate by 20%
    Why?
    With the reduced charging time that now matches the Concheror, it should increase the weapons effectiveness without being too good.

    The B.A.S.E. Jumper
    Added:
    • 25% more air control
    Why?
    The nerf this weapon got a while back crippled it completely, to the point of never really being any point using it ever. This fix will help with it's mobility somewhat, which is it's key thing

    The Mantreads
    Added:
    • 10% faster movespeed
    Why?
    Being one of the least used shoes for soldiers, and competing with shotguns, the increased airspeed and pushback is not enough. The faster movespeed allows for easier pushes in as it stacks with the pushback reduction as well as longer rocketjumps and better positioning overall.

    The Reserve Shooter
    Added:
    • -20% damage to targets not launched airborne by explosions, grapple hooks or rocket packs
    • No random crits
    Why?
    While being able to do mini-crit to blast-jumping classes with faster initial damage, this weapon was really good, to offset the effectiveness it's been given lower damage to grounded targets, however the old full damage is applied on regular mini crits.

    The Righteous Bison
    Added:
    • 200% more damage done
    • +50% clip size
    Changed:
    • Tick rate, so target will no longer get hit twice by the same projectile
    • Doubled projectile speed
    • Can not be crit boosted
    Why?
    The Vanilla TF2 bison is both bad and inconsitent, with a slow projectile and a tickrate that makes certain classes get hit by the same projectile twice depending on which way it was fired from is really bad. The tickrate has been reduced so this doesn't happen. It will penetrate, but not hit every target that are really close to each other. The faster projectile speed was added so you can actually kill with it.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for:Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    Shovel , Shovel (Renamed/Strange)
    Added:
    • Minor slow on hit
    • This weapon deploys 40% faster
    • While active: 20% push force reduction
    Why?
    With all the utility from other unlocks for Soldier, this one falls behind, this buff allows you to hit it multiple times and assist slightly in pushes where you take pushback.

    The Disciplinary Action
    Changed:
    • Damage penalty increased from -25% to -50%
    Added:
    • Lose 30 max health when active
    Why?
    Getting free-speed at the cost of nothing isn't really fair, so to give this overused unlock a downside, you will now lose up to 30 health when using it. However if you are below 170 there's no change. Just a little change to make it not be 'free' speed at the cost of nothing.

    The Equalizer
    Added:
    • Increased base damage by 15%
    Why?
    To give it an additonal damage dealing edge over other unlocks, the hardly used equalizer will now pack quite the punch when on low health.

    The Escape Plan
    Changed:
    • Damage reduced by 50%
    • No random critical hits
    Why?
    The Vanilla TF2 Escape Plan could be used to escape and do high amounts of damage with random crits enabled. The 50% less damage done is to ensure it's used as an escape tool only.

    The Half-Zatoichi
    Changed:
    • Removed slower holstering penalty
    Why?
    Slowering holstering penalty could be negated by switching through other weapon slots quickly, so it has been removed from all weapons with slower holstering penalty.

    Spy
    Festive Ambassador , The Ambassador
    Changed:
    • Headshot damage increased from 102 to 117
    Why?
    Piror to it's current Vanilla TF2 nerf, the ambassador was one of the top tier weapons in the game, allowing good spies with good aim to snipe while being unpunishable with little to no counter play. However the nerf was too much and made the weapon garbage. I still want spies to be able to snipe, but not with 102 DMG a shot. To make it not be worse than the diamond back the headshot damage was increased, now dealing 117.

    The Diamondback
    Added:
    • Critical damage falloff
    • Fires tracer rounds
    Why?
    With the nerf to the ambassador, it was surprising this weapon didn't follow the same rules. Now crits are based on range. No more 102 Hp snipes across the map from Diamond back spies. Tracer rounds should make it easier for others to spot the spy when he's firing.

    The Enforcer
    Added:
    • Dealing 40 more more damage will break Sniper's Razorback.
    Why?
    The enforcer remains a very unused gun for the spy, being only good in a couple of very specific situations, those being: Fists of Steel Heavies, Wrangled Sentries, Vaccinator, Battalions Backup and Invisible spies. Making it remove razorbacks at a distance will help this weapon be more viable in more specific situations without overshadowing other revolvers.

    The Red-Tape Recorder , The Red-Tape Recorder (Genuine)
    Removed:
    • Building deconstructs
    Added:
    • Sapper is removed in 1 hit and deals 0 damage
    • Use +Reload to throw it, recharges
    Why?
    Deconstructing buildings is buggy and gives a lot of value compared to effort put in byt the spy. So the item has been reworked in to being a throwable sapper. Thrown sapper simulates a cowmangler stun, and can be useful in well protected sentry nests guarded by pyros. You can still place the sapper, but it's very weak.

    Gold Frying Pan , Prinny Machete , Saxxy
    Added:
    • Only changed for:Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    The Spy-cicle
    Changed:
    • Reduced fire immunity to 1 second from 10
    • Reduced regen time from 15 seconds to 5 seconds
    Why?
    In Vanilla TF2 the spycicle is a 'get out of fire' free card. Now it servers as a self-extinguish only, so don't get caught on fire as spy, the spycicle isn't a crutch anymore.

    Your Eternal Reward
    Removed:
    • +33% cloak drain
    Added:
    • 20% longer cloak time
    Why?
    While forcing you to be a certain disguise, spy sprint helps with this, however the cloak drain was a huge factor making this weapon a 'must use' with the le'tranger. To compensate it now takes longer to cloak making it easier for enemies to spot you before you vanish.

    Enthusiast's Timepiece , Invis Watch , Invis Watch (Renamed/Strange) , The Cloak and Dagger , The Quackenbirdt
    Added:
    • Increased cloaking speed by 15%
    Why?
    Spy is the hardest class to play against a competent team, the cloaking speed increase will help spy get more clutch kills in clutch scenarios.

    The Dead Ringer
    Changed:
    • Increased cloak regen to 100%
    • Reduced decloak time by 10%
    Why?
    Having been nerfed too hard by Valve, the faster regen time brings the downtime to a more acceptable time. Decloak time also slightly reduced so you can now stab as soon as the sound is over. Allowing the spy to get more spy kills.

    Classes
    • Engineer
    • Sniper
    • Spy
    Weapons
    • Demoman
    • Engineer
    • Heavy
    • Medic
    • Pyro
    • Scout
    • Sniper
    • Soldier
    • Spy