Note: Some stats may appear entirely differently when inspected in-game, or not display at all. Say /o in chat to see stats in-game
If you want a searchable list of all the changed items, check the Update List
The Baby Face's Blaster
The Soda Popper
The Back Scatter
Pretty Boy's Pocket Pistol
Bonk! Atomic Punch
The Candy Cane
The Boston Basher
The Fan O'War
The Wrap Assassin
The Direct Hit
The Black Box
The Rocket Jumper
The Liberty Launcher
The Cow Mangler 5000
The Beggar's Bazooka
The Air Strike
The Reserve Shooter
The Panic Attack
The Righteous Bison
The Battalion's Backup
The Pain Train
The Disciplinary Action
The Market Gardener
The Escape Plan
The Dragon's Fury
The Flare Gun
The Scorch Shot
The Thermal Thruster
The Gas Passer
The Back Scratcher
The Sharpened Volcano Fragment
The Third Degree
The Neon Annihilator
The Hot Hand
The Iron Bomber
The Loose Cannon
The Scottish Resistance
The Quickiebomb Launcher
The Sticky Jumper
The Chargin' Targe
The Splendid Screen
The Tide Turner
The Ullapool Caber
The Scotsman's Skullcutter
The Claidheamh Mòr
The Persian Persuader
The Brass Beast
The Huo-Long Heater
The Family Business
The Dalokohs Bar
The Buffalo Steak Sandvich
The Second Banana
The Killing Gloves of Boxing
Gloves of Running Urgently
The Warrior's Spirit
The Fists of Steel
The Eviction Notice
The Holiday Punch
The Pomson 6000
The Rescue Ranger
The Southern Hospitality
The Eureka Effect
The Solemn Vow
The Sydney Sleeper
The Bazaar Bargain
The Hitman's Heatmaker
The Cleaner's Carbine
Darwin's Danger Shield
The Cozy Camper
The Tribalman's Shiv
Your Eternal Reward
The Big Earner
The Cloak and Dagger
The Dead Ringer
The Red-Tape Recorder
The Baby Face's Blaster (Old)
The Powerjack (Old)
Rocket Launcher (Old)
The Force-A-Nature (Old)
The Shortstop (Old)
The Soda Popper (Old)
The Back Scatter (Old)
The Winger (Old)
Pretty Boy's Pocket Pistol (Old)
Bonk! Atomic Punch (Old)
Mad Milk (Old)
The Sandman (Old)
The Candy Cane (Old)
The Boston Basher (Old)
The Sun-On-A-Stick (Old)
The Fan O'War (Old)
The Atomizer (Old)
The Wrap Assassin (Old)
The Direct Hit (Old)
The Black Box (Old)
The Rocket Jumper (Old)
The Liberty Launcher (Old)
The Cow Mangler 5000 (Old)
The Beggar's Bazooka (Old)
The Air Strike (Old)
The Reserve Shooter (Old)
The Panic Attack (Old)
The Righteous Bison (Old)
The Battalion's Backup (Old)
The Concheror (Old)
B.A.S.E. Jumper (Old)
The Gunboats (Old)
The Mantreads (Old)
The Equalizer (Old)
The Pain Train (Old)
The Half-Zatoichi (Old)
The Disciplinary Action (Old)
The Market Gardener (Old)
The Escape Plan (Old)
The Backburner (Old)
The Degreaser (Old)
The Phlogistinator (Old)
The Dragon's Fury (Old)
The Flare Gun (Old)
The Scorch Shot (Old)
The Manmelter (Old)
The Thermal Thruster (Old)
The Gas Passer (Old)
Fire Axe (Old)
The Axtinguisher (Old)
The Homewrecker (Old)
The Back Scratcher (Old)
The Sharpened Volcano Fragment (Old)
The Third Degree (Old)
The Neon Annihilator (Old)
The Hot Hand (Old)
Grenade Launcher (Old)
The Iron Bomber (Old)
The Loch-n-Load (Old)
The Loose Cannon (Old)
The Bootlegger (Old)
Stickybomb Launcher (Old)
The Scottish Resistance (Old)
The Quickiebomb Launcher (Old)
The Sticky Jumper (Old)
The Chargin' Targe (Old)
The Splendid Screen (Old)
The Tide Turner (Old)
The Ullapool Caber (Old)
The Eyelander (Old)
The Scotsman's Skullcutter (Old)
The Claidheamh Mòr (Old)
The Persian Persuader (Old)
The Natascha (Old)
The Brass Beast (Old)
The Huo-Long Heater (Old)
The Family Business (Old)
The Sandvich (Old)
The Dalokohs Bar (Old)
The Buffalo Steak Sandvich (Old)
The Second Banana (Old)
The Killing Gloves of Boxing (Old)
Gloves of Running Urgently (Old)
The Warrior's Spirit (Old)
The Fists of Steel (Old)
The Eviction Notice (Old)
The Holiday Punch (Old)
Frontier Justice (Old)
The Widowmaker (Old)
The Pomson 6000 (Old)
The Rescue Ranger (Old)
The Wrangler (Old)
Short Circuit (Old)
The Gunslinger (Old)
The Southern Hospitality (Old)
The Jag (Old)
The Eureka Effect (Old)
Syringe Gun (Old)
The Blutsauger (Old)
Crusader's Crossbow (Old)
The Overdose (Old)
Medi Gun (Old)
The Kritzkrieg (Old)
The Quick-Fix (Old)
The Vaccinator (Old)
The Ubersaw (Old)
The Vita-Saw (Old)
The Amputator (Old)
The Solemn Vow (Old)
Sniper Rifle (Old)
The Huntsman (Old)
The Sydney Sleeper (Old)
The Bazaar Bargain (Old)
The Machina (Old)
The Hitman's Heatmaker (Old)
The Classic (Old)
The Cleaner's Carbine (Old)
The Razorback (Old)
Darwin's Danger Shield (Old)
The Cozy Camper (Old)
The Tribalman's Shiv (Old)
The Bushwacka (Old)
The Shahanshah (Old)
The Ambassador (Old)
The Enforcer (Old)
The Diamondback (Old)
Your Eternal Reward (Old)
Conniver's Kunai (Old)
The Big Earner (Old)
The Spy-cicle (Old)
Disguise Kit (Old)
Invis Watch (Old)
The Cloak and Dagger (Old)
The Dead Ringer (Old)
The Red-Tape Recorder (Old)
This change makes the weapon more reliable. You are no longer gimped when taking damage, which is unavoidable against good players. Scouts that can deal consistent damage with any of their weapons will see the most use out of this weapon, at the cost of a smaller clip.
Faster deploy speed will help in securing clutch kills for aggressive playstyles.
With all the utility from other unlocks for Soldier, this one falls behind. The increased swing speed increases this weapon’s DPS. The reduced self-blast damage gives it some new utility as a mini version of The Gunboats.
The increased push force has been removed. Faster reload speed was added to allow this weapon to compete with the other primaries in terms of DPS.
This is objectively the best primary for Scout in the hands of a skilled player. It has the highest DPS and greatest mobility at full hype. The nerfed reload time lowers its DPS potential, allowing the other primaries to compete with it.
The Back Scatter is easy to counter and overall worse than Stock due to its reduced accuracy. By removing this downside, it now behaves the same as Stock, and rewards Scouts with good positioning at the cost of clip size. The main strength relies on a factor you can't control, which is where the enemy is looking.
With the faster firing speed, it had a higher initial DPS than the stock pistol, AND it heals. The damage has been reduced and its faster firing speed removed, to compensate for being able to heal. The health gain has been increased at close range to keep it a viable healing option.
The slow effect made little to no difference as the Scout could negate it by simply spamming A and D keys. The Marked for Death penalty will be a more impactful downside.
Mad milk remained incredibly powerful with its insane healing potential and large area of effect. The healing has been lowered to match that of the concheror banner for Soldier, thus making it no longer OP. The reduced splash radius prevents it from coating entire teams and requires more accuracy from the user.
To remove health off an already squishy class for a hardly usable projectile is not that great. Instead, the damage of the bat has gone down (it is made of wood after all) and we have increased the ball damage. This gives Scout a ranged burst damage weapon with a similar trade off to the Wrap Assassin. Skilled Scouts will now be rewarded with minicrits against jumpers.
The vanilla Candy Cane is unusable unless the enemy team has no explosives; then it becomes a straight upgrade. This change keeps Scout frail when using the Candy Cane, but he won't instantly disintegrate to rockets or grenades.
The Sun on a Stick is good for tanking fire damage, but its crit damage vs burning players is not very high and is too niche. The damage penalty now only applies to non-burning players, allowing Scout to do insanely high damage when cooperating with a friendly Pyro. This makes Sun on a Stick the highest damage dealing melee in Scout’s arsenal.
This weapon is very risky to use, requiring Scout's to get into melee range to get the effect off. With this change you'll only spend a fraction of a second deploying it, getting the hit off, and putting it away. Now that the debuff is easier to apply, we reduced the overall time of the Mark for Death from 15 seconds to 10, as compensation.
The Atomizer doesn't get much use, the previous iteration where you could double jump whenever you were in the process of equipping it made it too strong. However since the buffs of other bats in this mod, this weapon is falling behind, removing the slower deploy time will make it more viable in a fight, rather than just for pre-fight transportation
The original damage reduction is so severe that you will have done less than 4 rockets' worth of damage after firing 5 rockets. This slight increase in damage will ensure you will get slightly more kills and less of enemies surviving with 2-3 HP.
This weapon is really good at countering airborne targets. To highlight how this should be its main use, it has been given a damage penalty against grounded targets. It will now deal reduced mini crits against opponents actively being pushed back by airblast, making the weapon more viable on Pyro.
With the Panic Attack you can negate the downside of less accurate by just switching weapons and keep firing at the same firing speed, therefore in the spirit of removal of holster penalties, this was removed
The vanilla Bison is both bad and inconsistent. It has a slow projectile and a tick rate that makes certain classes get hit by the same projectile twice depending on which way it was fired from. The tick rate has been reduced so this doesn't happen, but it will still penetrate. The faster projectile speed, increased damage, and faster deploy speed were all added to make it a legitimate threat, especially at mid-long range.
The most recent nerf made this item nearly useless, but its previous version was OP. These changes will (hopefully) be a middle ground, giving Soldiers some new mobility strategies/tech. With the changes to how it works with a shield, it should be more viable for Demoknights too, for an aggressive hyper mobile playstyle.
The increase in turn speed should make this weapon more viable, as you don't feel like a flying rock in it.
Being one of the least used boot for Soldiers and competing with shotguns, the increased air control and push force resistance is not enough. The faster move speed allows for easier pushes as it stacks with the push force reduction, longer rocket jumps, and better positioning overall. Extra damage was added to stomps to make them more lethal, especially on light classes.
The hardly used Equalizer will now pack quite the punch when on half-low health, rather than just at low health. This change removes its hidden stat of reduced damage when at full health. This also increases the weapon’s readability, since everyone will now know exactly how much damage you can deal; rather than having to solve the complex math equation that the vanilla upside uses.
The Pain Train serves no purpose on ctf maps or on attack defend maps while on defense. This self-hurt mechanic can be used to extend rocket/sticky jumps, adding new mobility tech.
Slower holstering penalty could be negated by switching through other weapon slots quickly, so it has been removed from all weapons with slower holstering penalty.
Free speed boost on yourself and teammate at the cost of nothing is too strong. You can now lose up to 150 maxhealth while it's active. When the speed boost end the maxhealth penalty is removed. This makes the soldier weaker in the moment it's used, but overall doesn't change the effectiveness of the weapon.
This change is to keep it consistent with the Reserve Shooter; less damage when not used for its intended purpose.
The vanilla Escape Plan could be used to both escape and deal decent amounts of damage. The -25% less damage done is to ensure it is only used for its intended purpose. The Mark for Death downside now lingers for 2 additional seconds, making it more punishing if deployed at the wrong time. This was added to prevent Soldiers from spam deploying the weapon whenever they are in any sort of danger; an effective strategy that has very few downsides.
The flame particles were changed to make it visually different from the other flamethrowers.
This deploy speed change should make it less jank with the bugged holstering times in TF2. Since afterburn is hardly impactful against better players, a straight damage penalty was added to give the weapon a true downside. This compensates for the new global switch speed buff. WM1ing with this weapon will no longer be viable, and will lose to all other flamethrowers, in exchange for improved combo potential.
This has been one of the most difficult weapons for us to balance. When you have Phlog crits and a Medic backing you up, this weapon is borderline overpowered. When you don’t have a Medic helping you, and especially when you don’t have the crits, this becomes the worst Pyro primary. Reduced damage vs buildings has been added to keep it consistent with the other Grodbord weapons, as well as to make it less overpowered at its peak strength. We are still looking for ways to make it more viable whenever Pyro doesn't have crits. So far improving its combo potential with other weapons like the Manmelter and Hot Hand has helped.
In Vanilla TF2, this weapon offers less effective DPS than if you ran perma-shotgun on pyro. Giving it normal afterburn duration makes it easier to land the second shot (the fire now has 2 ticks instead of 1), especially on targets being healed. Removing the crippling penalty of slower airblast also increases its viability. However, you still can't airblast until firing is complete, so the overall airblast output is less than a regular flamethrower. Reduction in airblast pushforce vs enemies was also added to compensate for its now insanely high damage potential.
This weapon is notoriously easy to use and annoying to play against. Its explosion radius has been reduced, requiring more aim skill from the Pyro user, as well as making it easier for opponents to move out of the way of the second shot. It now also has an afterburn damage penalty, reducing its effectiveness as a spam weapon. These changes relegate it to a role similar to the Loose Cannon for Demoman.
With the introduction of the Thermal Thruster, this weapon gets outcompeted as a mobility tool for Pyro. This is mainly due to the high self-damage penalty, making it difficult to use while in combat, especially after taking damage. Lowering this penalty allows the Pyro to do more jumps more often.
This weapon needs something extra to compete with the rest of Pyro's arsenal. It is reliant on the enemy team to have a Pyro to be worth running and is clunky to use. Its new damage buff allows it to deal the highest initial damage of any flare gun, making it a great long range burst damage option for Pyro. A slight afterburn duration penalty was added to compensate.
Vanilla 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 removed pushforce and holstering penalty, you can now use it as a gap closer and get more effective Pyro plays out of it.
The official gas passer has some glitches that has been fixed. The 45 aoe damage it does will make this weapon more viable and not just utter trash
With the utility of all the other unlocks for Pyro, the Fire Axe needed a buff, rather than nerf all the other items. The faster swing speed makes Pyro's baseline for melee the highest DPS. And doesn't require fire to do well.
The slower holster penalty could be avoided by switching weapons quickly, so it's been removed. With the now other powerful tools for Pyro, this needed to be able to pack a similar punch. The damage penalty has been removed as the fire axe has gotten a fire rate increase. Enough to reliably oneshot 125 health classes, even from a small puff of fire. This damage buff is also due to the sharpened volcano fragments new fuction.
Compared to the other melee unlocks for Pyro, this weapon doesn't do what it's supposed to do well enough. Gaining partial overheal while active (up to 219 overheal when capped) allows Pyro to buff himself before an engagement. The damage boost allows Pyro to two shot 175HP classes, making its damage more viable.
Arguably the worst Vanilla TF2 melee for the Pyro. This total rework makes it a nuke on a stick. It now feels powerful and fun to use. With the right positioning and consecutive hits, this is in theory the 'best' melee unlock in terms of overall damage vs groups of players. However, a puff and sting will not kill a light class, preventing it from treading on the Axtinguisher's role as a single target damage melee.
In vanilla TF2, this weapon is very niche, and relies on random crits to be viable. Since random crits are not enabled in balance mod servers, we have given it a damage buff in the form of mini crits vs medibeam connected targets. With this weapon's theme focusing on healbeams, we also added faster heals from healbeams (Medics and Dispensers) while active. This allows Pyro to heal up incredibly quickly, meaning he can be involved in fights more often. The damage vulnerability prevents Pyro from using this to tank damage mid fight.
Similar to the Homewrecker, this weapon is very niche. Now it will give crits on kill, making it a combo tool for the Pyro. Enemies used to not be wet when covered in gas, but that has been fixed. Do note that gas is removed once they start burning.
With the speed boost on slap being so miniscule and hard to obtain, it made sense to buff its duration and make it work when hitting teammates. Since you are now slapping teammates, and it is a fire proof glove, it also makes sense to let it extinguish. This makes the Hot Hand a great engagement and support tool, especially when paired with the Phlog. Note that the speed boost only applies to Pyro.
The Iron bomber is considered a straight upgrade to stock, with stock only being better in a few other small situations, while not gimping the damage on doing accurate hits with it, the damage you do on the edge of the explosion has been reduce to compensate with the area control not having rolling bombs provides
Switching out a Grenade Launcher for shoes that gave very little for the Stickybomb Launcher is not that great. Now the shoes buff both shield and Stickybomb users alike.
Compared to stock, you just never seem to have enough bombs ready with the Resistance. Some reload speed was added to lessen the downtime with the weapon since it won't be used offensively as often.
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.
A shield replacing the Stickybomb Launcher is next to impossible to balance, as shields are some of the worst weapons comparatively. Some sentry resistance was added due to Demos now being less effective against buildings and compensated with less fire resist as pyro's should be a weak matchup for demoman running shields.
A little sentry resistance to make Demoman not as gimped against sentries without a Stickybomb Launcher, but less resistance than the Chargin' Targe for consistency.
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.
The Vanilla TF2 Caber leaves much to be desired. It now more easily one-shots 125 HP classes at the cost of more self damage and less shield bash damage when using this while charging.
With all the changes to shields and shoes, Eyelander ended up being the superior Demoknight choice with how it scaled. 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.
While doing decent damage, the slower move speed made it really hard to hit melee hits in conjunction with the slower deploy speed. Lowering the move speed penalty helps mitigate this.
Slower holstering penalty could be negated by switching through other weapon slots quickly, so it has been removed from all weapons with slower holstering penalty. The theme of this weapon is mobility, which is why it has a 25% increase in self push force.
Now you can combine this weapon with grenade launchers, as the theme of the weapon is on enemy hit sustain. Whether it be shield recharge or faster reload, it now does something regardless of loadout.
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. Despite still being the weakest of the Miniguns, it offers the most different playstyle.
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. Adding the crit resistance does make overheled brass beast heavies able to tank a fully charged headshot from all rifles except machina.
The tomislav is in many cases better than the stock, as it is silent and has faster rev time, however due to a rounding error with how firing speed works with the minigun, it actually has -15% firing speed instead of -20%. This is corrected and a small accuracy bonus is given to help mitigate the damage nerf.
In Vanilla TF2, it doesn't offer enough visual confirmation of hitting players that're on fire. It also doesn't pack enough punch to warrant only 13 seconds of effective firing time. The increased damage to the flame rings 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're far away due to how fall-off works with mini-crits.
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.
Being the weakest of all the lunchbox items for the Heavy. With the new ability it has to cancel and faster eating speed, it should give the heavy more opportunities to use this to great effect.
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.
In Vanilla TF2, the gloves did as much damage as the Fists. Reducing firing speed ensures this weapon is used as a movement tool and not emergency punching tool.
The Vanilla TF2 version of these 'glass cannon' unlocks for the heavy doesn't really suit the class that well. It's now just more damage, with slower deploy time.
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.
With the deploy speed bonus combined with faster weapon switch speed combined with the now faster health regeneration while not active, it should make this weapon better and different compared to it's GRU counterpart. Making it better in close range movement scenarios
Without random crits, this weapon is not worth using compared to Heavy's other current options. Now there's a small niche against Uber pushes using the Gunslinger punch combo.
Drain of Über and Cloak is not acceptable as those classes rely heavily upon that. Similar to the Bison, the slow projectile is hard to hit. The increased projectile speed will allow Pomson enthusiasts to actually get kills off this weapon now instead of mildly annoying the enemy. The change to make it penetrate will make it feel better when it's not being removed by teammates standing in the way.
Every competitive player would never ever shut up about how broken and boring this thing was to play against. The 50% reduction greatly changes interactions with Soldier and Demoman destroying wrangled sentries.
The payload cart's infinite metal supply almost cancels out the metal cost of the Short Circuit and was too frustrating to deal with. The metal gain has been toned down to an acceptable level to reduce abuse.
With all the other options available in the engineers toolkit, the wrench simply doesn't have an edge over any of the other unlock options. The increased metal capacity will give it something the other wrenches don't have, making it the best basic wrench
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. We're looking for proper ways it can support the team somehow.
The Jag is arguably just the stock wrench but better in Vanilla. We've nerfed it to not outshine the stock wrench, as you cannot repair high damage as well as before.
Not being able to refill metal when teleporting back to spawn and having to use other methods is clunky. Now when you teleport back to spawn you get your ammo back, so we've eliminated a redundant step similar to the holstering penalites on other weapons. This weapon will flow more naturally in the game for you Engineers.
If you play Engineer and you don't have the Eureka Effect to halve your teleporter cost, you are playing at a severe disadvantage. The Engi-Pads are added to give Engineer an alternative to teleporters in situations where they are not commonly used. Situations like last holds on defense and first points on attack.
In Vanila TF2 the medic unlock choices have been locked to ubers-saw and crossbow. With passive reload added, and uber gained damage dealt, this becomes a ranged ubersaw of sorts. 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. Incorrect usage of this weapon will be a detriment to your team, similar to incorrect usage of the ubersaw.
In Vanilla TF2, this weapon is trash. It makes you die to everything faster, since you'll primarly be using the Medi Gun. Now it's been given the same survival power as the Overdose, but focuses on shooting enemies for health and overheal, or teammates for reduced health (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.
Balancing Medic’s other primaries around being as good as the crossbow has a been point of contention in the BMod. Bringing down the power of the Crossbow allows less overtuning of other weapons to make them worthwhile options. It's hard to nerf this weapon without it feeling oppressive for everyone who is used to how it normally function.
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 faster holster speed will combo well with the Vita-saw
People kept using it wrong, but it seems the math on ubercharge rate, healing and overheal isn't properly balanced for this weapon to be viable.
Vaccinator is proven to be too easy to defend with. Reducing the max charges from 4 to 2 allows the enemy to play around the resistances easier. The buff to overhealing speed done is to compensate for the loss of 2 charges.
With all the other unlocks for the Medic's melee slot, this one falls behind. This current design is the damage melee. The added bleed should help track down careless Spies and the health for survival.
The Vanilla TF2 Vita-Saw is designed where your plan is to die. From a game design perspective, your plan should never be to die. This re-design opens up a world of new viable unlock combinations for the Medic. If you use the Crossbow at melee range (and sometimes miss because of course you do) then this weapon will now achieve that without issue.
With the buffs to all the other melee unlocks for Medic, this one needed a little something too.
Similar to the Amputator, this weapon needed something to differentiate itself. After removing the ability to see enemy health, it has been reworked into a 'get off me' and retreat tool. A small speed boost to run away and catch up to teammates and deals more knockback when hitting enemies.
Sniper Rifle is a very powerful weapon with little counterplay on the highest level of play. The ammo reduction will lower the Sniper's effective time in battle, the tracers will make the sniper be less invisible in chaotic battles
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 300 HP targets on headshot that much faster than stock.
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. Removing the bodyshot damage bonus will get people to stop complaining that this weapon is no skill. Supplementing that for more headshot damage at 50% or more charge and building damage balances this out.
This weapon is now the only sniper rifle that doesn't have tracers, making it more fitting with it's style of 'silent' type. The ammo reduction will lower the snipers effective time in battle.
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.
Having gone from OP to trash in Vanilla TF2 and 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.
Being arguably the best sniper secondary. A nerf is in it's place, it starting empty and having to recharge before use in addition to not resupplying on resupply cabinet will prevent any form of spawn spam with it. The less duration and the fact you can piss yourself allows for counterplay against the sniper, as well as more precicion required from the sniper to do well with this weapon
In Vanilla TF2, this weapon is utter ass. It elimates 1/27 different ways you can be killed in the game.
The Vanilla TF2 Darwin Danger Shield does nothing if the enemy team doesn't have a Pyro. The fire-resistance has been swapped with 15 more max health, increasing overall survivability and not just specifically against pyros.
Being the better choice for perma-Jarate Snipers, it was due for a nerf. Now dealing less damage and taking longer to deploy, this gives the opponents a larger window to counter the Sniper switching to Bushwacka.
Hardly any difference with this weapon with the small damage increase and decrease.
The Enforcer is a very unused gun for the Spy, being only situationally useful; against Fists of Steel Heavies, Wrangled Sentries, Vaccinator shields, Battalion's Backup charges and cloaked Spies. With this change it helps spy being sneaky and adds a litle extra punch to the first shot after disguise.
The Diamondback has always been hated to the point of players refusing to use it due to how much of a damage reward you get for just doing spy things. Now that it has crit damange fall-off it offers a much smaller advantage that should add up for the slightly increased damage penalty.
This knife forces you to act out your disguise (Spy sprint helps with this), however the cloak drain was a huge factor making this weapon need the L'Etranger to counteract it. To compensate, it now takes longer to cloak making it easier for enemies to spot you before you vanish.
With the increased in cloak and move speed bonus, this makes this weapon more viable in comparrison to the kunai.
In Vanilla TF2 the Spy-cicle is a 'get out of fire' free card. Now it serves as a self-extinguish only, so don't get caught on fire as Spy. The Spy-cicle isn't a crutch anymore.
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.
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 slight increase in jump height allows you to get past more chokey areas with out completely having to rely on the the dead ringer.
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 slight increase in jump height allows you to get past more chokey areas with out completely having to rely on the the dead ringer.
Decloak time hass been slightly reduced so you can now stab as soon as the sound is over, allowing the Spy to get more kills.
Deconstructing buildings is buggy and gives a lot of value compared to effort put in by the Spy. The item has been reworked into being a throwable sapper. Thrown sapper simulates a Cow Mangler stun, and can be useful in well protected sentry nests guarded by Pyros. You can still place the sapper, but it's very weak.