Generic Image Generic Image Generic Image Generic Image

Classes



Engineer
  • Reduced build and upgrade cost of teleporters by 50%
  • 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
Removed:
  • Melee kills refills charge
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:
  • +300% shield bash damage done
  • 20% sentry damage resistance
Why?
Demonkight is not that good, however this shield now has the same killpower as a sticky-bomb launcher in theory.

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%
The Splendid Screen
Added:
  • 10% sentry damage resistance
Changed:
  • Increased recharge time to 225% faster
Why?
With the Chargin' Targe being the damage bash shield, this shield is now the faster-recharge speed, giving you the rapid mobility the sticky-bomb launcher normally offers.

The Tide Turner
Added:
  • 40% faster recharge time
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
        The Persian Persuader
        Removed:
        • Ammo penalty
        • Slower holstering penalty
        Added:
        • -10 max hp while active
        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.

        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% longer melee range
          • 15% damage increase
          • 50% more self damage taken
          Why?
          The Vanilla TF2 caber leaves much to be desired, the longer melee range makes it easier to hit and the damage increase will make it seem less weak. But it hurts yourself alot more.

          Engineer
          The Pomson 6000
          Removed:
          • Drain of cloak and medigun
          Added:
          • 30% damage done
          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 damage will allow Pomson enthusiasts to actually get kills of this weapon now, instead of mildly annoying the enemy.

          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
          The Eureka Effect
          Added:
          • 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 Southern Hospitality
            Added:
            • 300% 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
            Changed:
            • Damage penalty -25% to -15%
            Added:
            • Speed boost on hit (0.9 seconds)
            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%
            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, 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 active
            Added:
            • Increased eating speed by 100%
            Why?
            Being the weakest of all the lunchbox items for the Heavy. Now you can eat it really quick to enable the best-mode without careful planning. The glass cannon aspect has also been removed, so now you're just a cannon. Makes for great turbo conga taunts.

            Apoco-Fists, Fists, Fists (Renamed/Strange)
            Added:
            • 20% faster global weapon switch speed
            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
            • 20% Slower deploy time
            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
            The Eviction Notice
            Changed:
            • Increased movement speed bonus from 15% to 20%
            Added:
            • This weapon holsters 30% faster
            Why?
            Despite being the half-value version of the G.R.U. it functioned way worse than with half the stats, giving it hardly any use as the G.R.U. was just superior. It now has a better speed gain pr health drained ratio as well as faster weapon switch to the next weapon, making it ideal for short burts of speed where you have to switch back to another weapon when seeing an enemy.

            Warrior's Spirit
            Removed:
            • All current stats
            Added:
            • +25% Longer melee range
            • On hit: Bleed for 4 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 2% 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 1HP pr needle, does not overheal.
            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:
            • On kill drops a small health pack
            • Cancel Taunt with +jump or taunt button
            Why?
            With the buffs to all the other melee unlocks for medic, this one needed a little something too. As it passive health gained, on kill hp pack can be used by teammates was fitting for the medic. There's also a problem with the main feature and that is the taunt leaving the medic too vulnerable, and the heal healing too much and not overhealing. Doubling the speed also halfs the total healing done, so you will have to taunt twice to get the same amount of healing as the previous one.

            Bonesaw, Bonesaw (Renamed/Strange), Festive Bonesaw
            Added:
            • 10 seconds of bleed damage
            • 15% More damage
            Why?
            With all the other unlocks for the medic's melee slot, this one falls behind. This current design is the damage melee. With added bleed should help track down careless spies.

            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
            The Solemn Vow
            Added:
            • 10% movement speed while active on wearer
            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 Vita-Saw
            Removed:
            • Keeping ubercharge when you die
            Added:
            • On teammate hit: Restore 60 health on teammate (overheals once) & gain 4% uber
            • Removes jarate, madmilk, fan'o war, gas and afterburn
            • -25% less damage done
            • Increased melee range 70%
            • 20% slower swing 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.

            Pyro
            Dragon's Fury
            Added:
            • Increased damage by 10%
            Removed:
            • Airblast penalty
            Why?
            In Vanilla TF2, this weapon offer less effective DPS than if you ran perma-shotgun on pyro. The increased damage helps metigate this and 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.

                Gas Passer
                Added:
                • Ignited enemies explode
                • Explosions deal 60 damage + full afterburn duration dealing 2 damage a tick instead of 4
                Why?
                In an earlier state we made the gas passer refill 80% faster, even if you always had it and threw it constantly, it was still utter trash. Taking a page out of MVM, this weapon now is an MVM-lite version of the Gas Passer. Being able to deal a cascading 60dmg to each target in the cloud, making it really great at taking out big groups of clumped up enemies.

                The Detonator
                Changed:
                • Self damage taken reduced from -50% to -35%
                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 Manmelter
                Added:
                • 20% faster firing speed
                • 20% more damage done
                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 Reserve Shooter
                Added:
                • 10% Slower reload speed
                • 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 longer reload time.

                The Scorch Shot
                Added:
                • 20% slower projectile speed
                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
                  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 4 seconds of guaranteed 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
                  • Does 4 damage to people not on fire
                  • Melee hit will do 30 base with 80 splash + 3 seconds of afterburn
                  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
                  Why?
                  Slower holstering penalty could be avoided by just switching weapons quickly, so it's been removed.

                  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
                  • 225% 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.

                  Scout
                  Baby Face's Blaster
                  Added:
                  • -10% slower move speed on wearer
                  • -15% shorter jump height
                  Changed:
                  • Boost is never lost
                  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 and jump height makes this weapon feel very unique.

                  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, and a better than scattergun from the back.

                  The Shortstop
                  Removed:
                  • Old stats
                  Added:
                  • 20% More damage (base is 86 point blank)
                  • Increased reload speed to that of a pistol
                  • -50% Slower firing speed
                  Why?
                  In Vanilla TF2 the shortstop feels really strange to use, here I've attempted to give it a more scattergun feel, making it a decent mid-range weapon.

                  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.

                  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
                  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 60
                  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)
                  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.

                  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
                  Removed:
                  • 50% fire resistance
                  Added:
                  • 15 max health
                  Why?
                  The Vanilla TF2 Darwin Dangershield does nothing if the enemy team doesn't have a pyro. So the fire-resistance has been swapped with 15 more max health, increasing overall survivability and not just specifically against pyros.

                  Festive Jarate, Jarate, The Self-Aware Beauty Mark
                  Added:
                  • 15% slower deploy time
                  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, allowing for more counterplay.

                  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
                  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 -15% damage done
                  Why?
                  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 3 and 2 HP.

                  Festive Buff Banner, The Buff Banner
                  Added:
                  • 40% more primary ammo capacity
                  Why?
                  It's still not where I'd want it to be compared to the other backpacks, but more ammo capacity is at least something.

                  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:
                  • 10% Slower reload speed
                  • 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 longer reload time.

                  The Righteous Bison
                  Added:
                  • 300% more damage done
                  Changed:
                  • Tick rate, so target will no longer get hit twice by the same projectile
                  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 increased damage 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
                  Shovel, Shovel (Renamed/Strange)
                  Added:
                  • Minor slow on hit
                  • 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
                      Added:
                      • Allshots are 100% accurate
                      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. The 100% accuracy allows the spy to snipe and land consistent shots. To make it not be worse than the diamond back the headshot damage was increased, now dealing 117.

                      The Diamondback
                      Added:
                      • Critical damage falloff
                      • 20% slower firing speed
                      Why?
                      With the nerf to the ambassador, it was surprising this weapon didn't follow the same rules. Now crits are based on range and it shoots at the same speed as the ambassador. No more 102 Hp snipes across the map from Diamond back spies.

                      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, one time use only
                      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
                      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.