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TheGreatJug™

VSP - All Those Weapon Changes

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Since theres a huge amount of changes to RED team weapons recently, I guess I'll go ahead and post them all here since theres WAAAAAY too many to put in a /classinfo window.

 

SCOUT
 
Force-of-Nature
Removes Secondary Weapon
+25% Damage
No Random Crits
 
Genuine Flying Guillotine
(Currently on Genuine Version Only since people still like using it how it is normally)
Combo Weapon
Removes Primary Weapon
+90% Increase in Recharge Rate
100% Crits on Burning Targets
100% Crits on Airborne Targets
 
Bat/Festive Bat
Adds Additional Ammo for using stock melee
+50% Primary Ammo
+50% Secondary Ammo
 
SOLDIER
 
Cow Mangler
Combo Weapon
On-Hit Ignite Target
100% Minicrits vs Burning Players
+50% Fire Damage Resistance on Wearer
-50% Damage vs Non-Burning Targets
 
Rocket Jumper
Glass Cannon
Begger's Bazooka style Firing/Reloading
-90% Self Damage Force
+200% Explosive Radius
+300% Damage
-75% Max Ammo
-75% Clip Size
-100% Reload Speed
-40% Projectile Speed
+50 Health on Wearer
No Random/Boosted Crits
 
Black Box
Compensates for self healing
-50% Health from Healthkits
 
Direct Hit
Increases damage done if lands from a longer range (may or may not work)
 
Buff Banner
Gives ammo while holding it out
Attributes only work when held out
-50% Weapon Swapping Speed
+5 Ammo Regenerated every 5 Seconds on Wearer
Cannot collect ammo from Dispensers
 
Battalions Backup
Survive a hit or two while holding it out, use it to reduce damage done to other players
Attributes only work when held out
+80% Melee Damage Reduction
-50% Weapon Swapping Speed
-5 Health Drained per second on Wearer
-80% Health from Healers
 
Concheror
Gives health when held out
Attributes only work when held out
+10 Health Regenerated per second on Wearer
-50% Weapon Swapping Speed
-40% Movement Speed
 
Bison 442
Extra Power when used with Cow Mangler
Crit on Ignited Targets
 
Shovel
Adds Additional Ammo for using stock melee
+50% Primary Ammo,
+50% Secondary Ammo
 
Escape Plan
(Disallows quick weapon switching)
50% Slower Weapon Switching while Weapon is Active
 
PYRO
 
Fire Axe
Adds Additional Ammo for using stock melee
+50% Primary Ammo
+50% Secondary Ammo
 
Third Degree
+50% Hit Range
-10% Damage
 
DEMOMAN
 
Bootleggar
Become boots of a Demoman
+30% Self Damage Push Force
+80% Resistance from Sticky Bomb Damage
 
Ali Baba Wee Booties
Become boots of a Demoknight
+900% Turning Control while Charging
+2 Second Increase in Charge Duration
+20% Charge Recharge Rate
 
Sticky Jumper
Glass Cannon
-90% Self Damage Push Force
+200% Explosive Radius
+300% Damage
-7 Maximum Bombs Out
-75% Maximum Secondary Ammo
-87.5% Clip Size
-100% Reload Speed
No Random/Boosted Crits
 
Charge n' Targe
Hits much harder if shield collision, Skill Weapon
+500% Charge Damage
 
Scotsman's Skullcutter
Hard Hitter Weapon
+70% Damage
+30% Attack Range
-30% Swing Speed
 
Claidheamh Mòr
Combo Weapon, hits harder on ignited targets, ignites on hit.
On Hit: Ignite Target
-70% Damage on Non-Burning Targets
 
Persian Persuader
Hit/Run/Strafe Weapon, rendered hard to use when shield lost
-50% Damage
+200% Charge Recharge Rate
+20% Swinging Speed
+10% Movement Speed
 
Scottish Handshake
Gives health when held out
Attributes only work when held out
+10 Health Regenerated per second on Wearer
-50% Weapon Swapping Speed
-40% Movement Speed
 
Bottle
Adds Additional Ammo for using stock melee
+50% Primary Ammo
+50% Secondary Ammo
 
HEAVY
 
Killing Gloves of Boxing 
Melee-based Class Mod, allows stronger punches and damage resistance.
Remove Primary Weapon
Attributes only Active on Equip
+100% Damage
+100% Damage when below 50% Health
+100% Reduction in Push Force Damage
+30% Movement Speed Bonus
+20 Health on Hit
+50% Damage Resistance
All Ammo Collected becomes Health
 
 
Fists
Adds Additional Ammo for using stock melee
+30% Primary Ammo
+50% Secondary Ammo
 
ENGINEER
 
The Frontier Justice
Fast Shooting Pure Shotgun Damage Class Mod, severely nerfed Sentry
Crits while Sentry is Targetted,
Increased Primary Ammo (2x)
50% More Accurate
100% Clip Size
-40% Damage
+30% Fire Rate
+50% Bullets per Shot
-40% Reload Time
Reduced Maximum Metal
+400% Sentry Range
-90% Sentry Damage
-66% Sentry Firing Speed
 
Wrench
Adds Additional Ammo for using stock melee (+ Metal Regen)
+30% Primary Ammo
+5 Metal Regen
 
Jag
Tougher Sentry Nest
Removes Primary Weapon
+25% Sentry Firing Speed
+20% Sentry Range
+30% Dispenser Range
-25% Damage
+200 Maximum Metal
+20% Swinging Speed
 
Southern Hospitality
Quick Sentry Nest
+50% Faster Build Speed
Cannot Carry Buildings
-100% Damage
-100 Maximum metal
+25 Metal Regenerated Every 5 Seconds
-25% Sentry Gun Damage
+20% Sentry Range
-30 Building Cost
 
MEDIC
 
Stock Needle Gun
5 per hit was too much, dropped to 3 while other needle guns reenabled for different varients
On-Hit: 3% Ubercharge added
 
Overdose
'Minigun' Needle Gun, a lot of needles fired with not a lot of uber given for panicing
Build 2 uber per hit, massive clip size, faster firing speed, slight projectile spread
On-Hit: 2% Ubercharge added
+100% Clip Size
-70% Damage
+50% Firing Speed
+200% Maximum Primary Ammo on Wearer
+5 Degrees Random Projectile Deviation
 
Blutsauger
'Skill' Needle Gun, land all 10 shots = Uber
On-Hit: 6% Ubercharge added
-75% Clip Size
-50% Firing Speed
 
Crusaders Crossbow
Removes Secondary Slot on Equip, Removed Uber on hit
Allows for either Crossbow Damage Based Sniper Medic or Support Medic

Quick-Fix
Alternative to the Medi-gun, allows enough health to survive a single hit.
+50% Heal Rate
+100% Longer Overheal Time
+100% Overheal Bonus
+10% Movement Speed
Blocks Healing while in Use
 
SNIPER
 
Huntsman
Deals more damage the further the arrow traveled (Crusader Crossbow Effect, may or may not be working)
 
Kukri
Adds Additional Ammo for using stock melee
+30% Primary Ammo
-70% Melee Damage
 
SPY
 
Cloak and Dagger
Sneaky Blink Weapon
Allows you to quickly cloak/decloak, reduced cloak time, quicker recharge rate
 
ALL CLASS
 
Freedom Staff
Attributes only when Weapon is Active
Hit Self on Miss
100% Self Push Force
(Allows a Painful Double Jump)
 
Bat Outta Hell
Attributes only when Weapon is Active
Hit Self on Miss
200% Damage Increase (150% on Scout)
(If you hit, it'll hurt, if it hits you, it'll hurt if not instant kill)
Edited by TheGreatJug™

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