gun mettle

Created Diff never expires
115 removals
270 lines
156 additions
291 lines


GENERAL
GAME PLAY CHANGES


New feature : Weapon exchange and pick up. Dropped Weapons by killed players can no longer be picked up for ammo. Killed players will also drop a medium ammo pack. Players that can normally equip the dropped weapon (proper class) can look at the item and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will then be dropped on the exchange.
New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1)
Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
Updated various weapon descriptions to better detail the weapon's features.


Class and Weapon Changes
Class and Weapon Changes
Text moved with changes to lines 283-290 (95.4% similarity)
Panic Attack

Base Fire rate increased (from 15% to 30%)
Base reload speed increased (from 33% to 50%)
Added increased Switch To speed by 50%


SPY
SPY


Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
Changing to a new disguise while already under a disguise takes 0.5s instead of the normal disguise time of 2s
Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
In the disguise menu pressing 'reload' will also toggle the disguise team.
In the disguise menu, pressing 'reload' will also toggle the disguise team.
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (ie shooting a Sentry the Spy sapped with a Revolver is now more effective)
Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)


Spy-cicle
Spy-cicle


Changed Fire Immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
Changed fire immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
Removed silent killer attribute
Removed silent killer attribute
Spy-cicle recharge timer can now be reduced by picking up ammo kits
Spy-cicle recharge timer can now be reduced by picking up ammo boxes


Enforcer
Enforcer


Changed +20% damage bonus while undisguised to +20% damage bonus while disguised
Changed +20% damage bonus while undisguised to +20% damage bonus while disguised


Big Earner
Big Earner


Added 3 second speed gain on kill
Added 3 second speed gain on kill


Kunai
Kunai


Health penalty reduced from -65 to -55 (70 Health total)
Health penalty reduced from -65 to -55 (70 Health total)
Minimum Health gain of 75 on kill
Minimum Health gain of 75 on kill
Maximum overheal from Kunai increased from 195 to 210
Maximum overheal from Kunai increased from 195 to 210


Cloak and Dagger
Cloak and Dagger


Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo kits for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up
Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up


Dead Ringer
Dead Ringer


Triggering Feign Death instantly removes 50% cloak meter
Triggering Feign Death instantly removes 50% cloak meter
Changed increased drain rate to a decreased drain rate
Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
Overall duration of invisible is still same at 7 seconds when accounting for initial spend of 50 cloak for triggering cloak meter
Decreased cloak regen rate from +80% to +50%
Decreased cloak regen rate from +80% to +50%
When Feign Death is triggered, the Spy receives a 3 second speed boost
When Feign Death is triggered, the Spy receives a 3 second speed boost
Initial attack that triggers feign death is reduced by 50%
Initial attack that triggers feign death has its damage reduced by 50%
Increased armor on triggering feign death (65% to 20% over 3 seconds)
Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
No shimmer for 3 seconds
Feign Death stealth has no bump shimmer for 3 seconds
After 3 seconds, spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
Cannot pick up ammo for cloak meter while invisible
Can no longer pick up ammo for cloak meter while cloaked


ENGINEER
ENGINEER


Boosted Building construction speeds have been changed. Overall Buildings will be built faster if they are being boosted by engineer wrench hits.
Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
Construction boosts from multiple sources is now additive instead of multiplicative. Calculations are based around 1x base building speed.
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building pick up speed penalty reduced from 25% to 10%
On Wrench change, Buildings no longer self destruct unless the building type is changed (ie Sentry explodes when switch from Wrench to Gunslinger)
On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
Building repair costs increased from 20metal to 33metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%
Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%


Gunslinger / Minisentry
Gunslinger / Minisentry


Mini Sentries can now be repaired
Mini Sentries can now be repaired
Mini Sentries can now be wrench construction boosted
Mini Sentries can now be wrench construction boosted
Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build faster then previously.
Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
Mini-Sentries start at 50% health on construction instead of 100%
Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
Metal gibs from destroyed mini-sentries do not grant any metal
Metal gibs from destroyed Mini Sentries no longer grant any metal


Pomson 6000
Pomson 6000


Uber and Cloak drain decreases over distance from target. Decreases start at 512HammerUnits (Hu) from target and reach 0 drain at 1536Hu
Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu


Wrangler
Wrangler


Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second


Jag
Jag


With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
Added +15% swing speed.
Added +15% swing speed.
Added 20% repair penalty. Repairs will give up to 80 health instead 100 per swing.
Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.


The Short Circuit
The Short Circuit


Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
Cannot pick up buildings when the short circuit is deployed
Cannot pick up buildings when the Short Circuit is deployed


Eureka Effect
Eureka Effect


Previous penalties have been removed and replaced with the following
Previous penalties have been removed and replaced with the following
Construction hit speed boost decreased by 50%
Construction hit speed boost decreased by 50%
50% less metal from pickups and dispensers
50% less metal from pickups and dispensers


SCOUT Baby Face's Blaster
SCOUT


Boost reduced on taking damage.
Baby Face's Blaster
Increased amount of boost lost on air jump

Added Boost reduction on taking damage.
Increased amount of Boost lost on air jump


Short Stop
Short Stop


Uses Primary Ammo instead of secondary
No longer uses secondary ammo and now uses primary ammo instead
Now has 50% close range damage bonus that all Scatterguns have
Healing and knockback passives are only active when weapon is deployed
Healing and Knockback passives are only active when weapon is deployed


Pretty Boys Pocket Pistol
Pretty Boy's Pocket Pistol


Passive effects on the Pocket Pistol are only in effect when the weapon is deployed
Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
Removed +15 max health passive
Removed +15 max health passive
Added up to +3health per hit
Added up to +3 health per hit
Changed damage vulnerbility from +50% fire to +20% all sources while active
Changed damage vulnerability from +50% fire to +20% all sources while active


SOLDIER Airstrike
Fan O' War


Removed Clipsize Penalty
Now crits whenever it would normally mini-crit
Reduced damage penalty from -90% to -75%

SOLDIER

Airstrike

Removed clipsize penalty
Reduced radius penalty from -15% to -10%
Reduced radius penalty from -15% to -10%
Reduced Damage penalty from -25% to -15%
Reduced damage penalty from -25% to -15%
Rocket jump blast damage reduction reduced from -25% to -15%


Equalizer / Escape Plan
Equalizer and Escape Plan


Changed no healing penalty to 90% less healing from Medics while active
Changed no healing penalty to 90% less healing from Medics while active


Blackbox
Blackbox


Changed +15 health on hit to +20 health on hit per attack
Changed +15 health on hit to +20 health on hit per attack
Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
IE doing 45 damage nets +10 health on hit as base damage is 90. Hitting multiple enemies increases the total damage done but dealing more then 90 damage gives a max of +20 health.
i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.


Liberty Launcher
Liberty Launcher


Added Increased clip by 25%
Now has +25% clip size


Battalions Backup
Battalions Backup


Fixed a issue that caused rocket jumps to be decreased when it was active.
Fixed an issue that caused rocket jumps to be decreased when it was active.


DEMOMAN Tide Turner
DEMOMAN

Tide Turner


Self damage will no longer decrease charge when charging
Self damage will no longer decrease charge when charging
Fall damage will no longer decrease charge when charging
Fall damage will no longer decrease charge when charging
Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage
Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage


Bootlegger / Ali Baba's Wee Booties
Bootlegger / Ali Baba's Wee Booties


Added +10% movement speed bonus
Added +10% movement speed bonus
Changed 25 charge on charge kill to 25 charge on melee kill
Changed 25 charge on charge kill to 25 charge on melee kill


Claidhomieh
The Claidheamh Mòr


Changed 25 charge on charge kill to 25 charge on melee kill
Changed 25 charge on charge kill to 25 charge on melee kill


Loch-n-Load
Loch-n-Load


Changed +20% damage bonus to +20% damage against buildings
Changed +20% damage bonus to +20% damage against buildings


Iron Bomber
Iron Bomber


Removed damage penalty on self-detonate
Removed damage penalty on self-detonate
Reduced radius penalty from -20% to -15%
Reduced radius penalty from -20% to -15%


Quickiebomb Launcher
Quickiebomb Launcher


Added Increased damage based on charge amount when the bomb is fired
Damage is now increased based on charge amount when the bomb is fired


Ullapool Caber
Ullapool Caber


Reduced explosion base damage from 100 to 75
Reduced explosion base damage from 100 to 75
Reduced damage ramp up bonus for close range attacks. Is now the same as other explosive weapons.
Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.


PYRO Flaregun
PYRO

Flaregun


Added text to describe 100% critical hits on burning targets
Added text to describe 100% critical hits on burning targets


Scorch Shot
Scorch Shot


Reduced damage penalty from -50% to -35%
Reduced damage penalty from -50% to -35%
Hitting a burning target invokes extra damage to them
Now has increased knock back on burning targets
Increased the blast radius from flares from 92Hu to 110Hu
Increased the blast radius from flares from 92Hu to 110Hu
Hits and explosions always minicrit burning targets
Hits and explosions always minicrit burning targets
Added penalty of -50% self damage force


Detonator
Detonator


Added text to describe 100% mini crits on burning targets
Added text to describe 100% minicrits on burning targets
Slightly increased blast jump height when doing a detonator jump
Slightly increased blast jump height when doing a Detonator jump
Increased blast radius from 92Hu to 110Hu
Increased blast radius from 92Hu to 110Hu
Detonated explosions now also minicrit burning targets
Detonated explosions now also minicrit burning targets
Added damage penalty of -25%
Increased damage penalty to -25%
Increased self-damage penalty from +25% to +50%
Increased self-damage penalty from +25% to +50%


MEDIC Vaccinator
MEDIC

Vaccinator


Fixed a bug that gave Vaccinator patients full crit immunity.
Fixed a bug that gave Vaccinator patients full crit immunity.
Vaccinator base resist does not grant any crit resistance.
Vaccinator base resist does not grant any crit resistance.
Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
Vaccinator Uber deploys give the patient a 2.5second bubble of high damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
Properly resisting the correct damage type on a patient now grants the medic a little bit of uber based on the damage amount resisted in addition to restoring a little bit of HP to the medic. This does not apply to Uber resist bubbles.
Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
Added Penalty of 66% decreased uber build rate while healing a overhealed patient
Added Penalty of 66% decreased uber build rate while healing a overhealed patient


Solomn Vow
Solomn Vow


Added 10% attack speed penalty
Added 10% attack speed penalty


SNIPER Sydney Sleeper.
SNIPER

Sydney Sleeper


Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)


Bazaar Bargin.
Bazaar Bargain


No longer lose heads on miss
No longer lose heads on miss
Collecting a head requires a headshot kill and not just a headshot
Collecting a head requires a headshot kill and not just a headshot
Each head boosts charge rate by 25% up to 200%
Each head boosts charge rate by 25% up to 200%
Charge rate penalty changed from -20% to -50%.
Charge rate penalty changed from -20% to -50%.
Two headshot kills to be back at base speed up to 7 kills for 200% charge rate
Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate


Bushwacka.
Bushwacka


Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active


HEAVY
HEAVY


Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry Resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%
Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%


Natascha
Natascha


Added 20% Damage resistance while spun up
Added 20% damage resistance while spun up
Stun amount now has distance fall off after 512hu decrease to zero at 1536Hu
Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu


Brass Beast
Brass Beast


20% Damage resistance while spun up
Added 20% damage resistance while spun up


Tomislav
Tomislav


Added 20% more Accurate (less spread)
Now 20% more accurate (less spread)
Increased spin up bonus from 10% to 20%


Family Business
Family Business


Added +15% Increased Attack Speed
Now has +15% increased attack speed


Warriors Spirit
Warriors Spirit


Added 10 health on hit
Now has +10 health on hit


Eviction Notice
Eviction Notice


Added 3 Second Speedboost on hit
Now has 3 second speed boost on hit


Dalokoh's Bar
Dalokoh's Bar


Added 15second cool down on use.
Now has 10 second cool down on use
Can Overheal up to 400hp
Can now overheal up to 400hp
Can be thrown (alt-fire) as a small medkit for other players to use
Can be thrown (alt-fire) as a small medkit for other players to use


Lunchbox items
Lunchbox items


Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.
Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.


Text moved with changes from lines 9-13 (95.4% similarity)
MULTI-CLASS

Panic Attack

Base Fire rate increased (from 15% to 30%)
Base reload speed increased (from 33% to 50%)
Added increased switch to speed by +50%