Team Fortress 2

Team Fortress 2

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TF2 Weapon Tweaks (BALANCE IDEAS)
By BeefyC
A list of new and unique weapon balances and tweaks that had taken roughly 2 months (originally) to get to a publishable state. Ive been playing TF2 regularly since early 2010, and this was an unusual passion project of mine that I was going to use for a YouTube series. But decided against it due to my poor skills as an editor, along with IRL work and a general lack of motivation. Still, I thought to myself I might as well share these ideas with everyone since its no good having them written up for no purpose other than to collect virtual dust.
   
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Notice






All of these weapon tweaks and balances are made with no real demographic in mind, some might work in a competitive environment, others less so. Most of them are made to give the weapons life again or to compete against The_Meta™ believe me, some of the ideas laid down might seem odd at first, but ive done my best to point out my reasons for the buffs/nerfs (within the bounds of maximum text per category.) If you have anything you'd like to say please say it in the comments, critique is good yaes?

KEY:
(+) A buff that is left unchanged from the current game.
(-) A nerf that is left unchanged from the current game.
(+ NEW) A buff that is changed from the current game.
(- NEW) A nerf that is changed from the current game.
(-/+) A neutral stat that is left unchanged from the current game.
(-/+ NEW) A neutral stat that is changed from the current game.
(UNDOCUMENTED) A stat that is left out of the writing in the weapons information in the game, but remains in the game files.

Oh yeah, and there is a metric ♥♥♥♥ ton of words, so best get some eyedrops or something.
-Beefyweefy

2:46am, February 26th 2019, Why can I not stop updating these weapon changes? this is not healthy.

16:44pm, February 15th 2020, Still updating. Yes, its still not healthy.

14:42pm, December 26th 2021, on break at work, still updating lmao.

00:11am, December 26th 2022, ♥♥♥♥ lmao, its been another year.

15:56pm, March 19th 2024, i'm still here don't worry, also Happy 5th anniversary of this guide! and a huge thank you to Overon for including this list within this TF2 Wiki https://rebalancetf.miraheze.org/wiki/BeefyC%27s_TF2_Weapon_Tweaks

18:29pm, March 17th 2025, TF2 was on my mind :)
New Additions
24/08/2022
- Added in WIP The Scorch Shot
- Added another variation of The Dalokohs Bar
- Tweaked the first variation of The Natascha
- Tweaked the Conniver's Kunai

12/07/2023
- Buffed Beefy's will to resume working on this
- Added in more text for The Claidheamh Mòr
- Added in more text for The Short Circuit

23/03/2024
- Added in small details to The Persian Persuader

27/03/2024
- Tweaked the Conniver's Kunai

28/03/2024
- Added in more text for The Shortstop variant 2

28/03/2024
- Added in speed increase time on The Natascha
- Reworked recharge mechanic on WIP Pretty Boy's Pocket Pistol

31/03/2024
- Changed various typos and moved more multi-class weapons into the multi-class category

02/07/2024
- Reworked The Diamondback significantly, as it did far too much
- Reworked first The Equalizer variant into something less convoluted
- Slightly tweaked The Manmelter by removing +20hp restored to target when clearing a debuff

14/04/2025
- Added The Mantreads
- Added Overflow The Neon Annihilator
- Added The Tribalman's Shiv
- Added launched bombs explode on surfaces at max distance travelled on The Loch N' Load
- Added a 1 second cooldown with redeploying The Base Jumper mid air
- Added in small details to The Southern Hospitality
- Tweaked The Widowmaker by removing the 10% faster firing rate whilst your sentry has a target for -15 ammo per shot whilst your sentry has a target
- Tweaked The Righteous Bison by removing crits whenever it would normally mini-crit, as well as added in a +34% clip size (6 shots)
- Tweaked The Short Circuit by removing the ability for players to get ammo when near dispensers or Payload carts whilst active
- Tweaked The Gas Passer removing damage bonus in exchange for enemies receiving 50% of all incoming healing whilst coated
- Tweaked The Thermal Thruster by adding in a 20% faster deploy speed
- Tweaked the second variation of the Baby Faces Blaster by increasing the damage taken to 50 to reduce your boost to 0
- Tweaked The Claidheamh Mòr by making it so the vulnerability only takes place whilst charging
- Tweaked The Ullapool Caber by softening the deploy speed penalty when the Caber has detonated, and increased the time before the Caber is available again (also included the invisible 15% damage penalty after explosion and included a taunt kill)
- Reworked The Pain Train
- Reworked The Equalizer and removed the second variant of The Equalizer (It was dull and poorly thought out tbh)
- Reworked The Sandman by removing the slowing aspect instead allowing for headshots using a reverse mechanic of The Ambassador, as well as increasing the ball damage by 100%
- Removed WIP The Scorch Shot
- Removed second variant of The Natascha
- Removed second variant of The Backscatter

15/04/2025
- Tweaked The Pain Train changing 20% from health packs to 20% bonus healing
- Tweaked The Natascha changing penetration to go through all targets instead of 1 additional target
- Tweaked second variant of The Dalokohs Bar increasing its regeneration time to 20 seconds
- Tweaked The Pomson 6000 by allowing projectiles to penetrate teammates for the first 128 hu, making it actually shoot straight and not below the crosshair lmao and increasing its projectile speed to make it equal with Crusader's Crossbow and the Rescue Ranger
- Reworked The Buffalo Steak Sandvich
- Reworked The Warriors Spirit
- Removed second variant of The Warriors Spirit

17/04/2025
- Tweaked Babyface's Blaster by reducing the boost loss on double jump by 50%, requiring two double jumps to bring a full meter to 0
- Reworked The Righteous Bison

30/04/2025
- Tweaked WIP Fists of Steel by removing the immunity to crits, but converting crits into minicrit damage instead
- Added in idea text for WIP The Classic

02/05/2025
- Added in a second variation of The Diamondback
- Added in idea text for the Spy
- Buffed Conniver's Kunai to -50 max health on wearer from -75 max health on wearer
- Removed second variation of Your Eternal Reward and buffed the first variation
- Reworked first variation of The Red Tape Recorder and buffed the second variation

03/05/2025
- Added second variant of The Winger
- Buffed The Backscatter by adding in +10% bullets per shot
- Removed second variant of the Pretty Boy's Pocket Pistol (it offered way too much and didn't really blend well with the item set)

07/05/2025
- Tweaked The Mantreads by removing the -15% blast damage from rocket jumps, it already has enough to make it a unique sidegrade
Meet The Team - (MULTI-CLASS)
All stock melees and stock reskins
(+ NEW) This weapon deploys 15% faster

NOTE: Regarding stock melee weapons, unless they're on Spy, Engineer, Sniper or Demoman, using stock usually means you're putting yourself at a significant disadvantage. Without changing the fundamentals of how each weapon works currently. A nice change would be to make stock weapons deploy faster. Putting more of an incentive into the fact that they are supposed to be used as a last resort.

(Whilst ultimately, this doesn't change too much, it does bring unused stock weapons slightly closer towards being functionally useful again)
---------------------

The Pain Train
(+ NEW / UNDOCUMENTED) Added to Heavy, Medic, Pyro and Sniper with changed animations to match multi-class weapons.
(+) +1 capture rate on wearer
(+ NEW) +15% movement speed whilst carrying the intelligence briefcase or PASS Time JACK
(+ NEW) +20% bonus healing on wearer
(- NEW) -50% max overheal on wearer

---------------------
NOTE: The Pain Train has always been the objective based melee weapon, no problems here. But I wanted to update it to make it better in current day TF2. Giving the weapon to more classes as well as a movement speed bonus whilst carrying the intelligence briefcase or PASS Time JACK to further its utility across gamemodes felt like a must. Outside of those gamemodes, granting players the utility of gaining additional health from health packs felt like a nice little way to keep it useful when on the flank. To balance this utility, overheal would be less potent to weaken lightning quick captures.
---------------------

B.A.S.E. Jumper
(+ NEW) Deployed parachute kills restore 15 health to wearer
(+ NEW / UNDOCUMENTED) Returned ability to redeploy whenever with a 1 second cooldown

---------------------
NOTE: A unique, but impractical item against skilled players. Allowing the ability to survive longer whilst in the air by simply doing your job felt like a nice incentive.

In addition, its original air mobility was nerfed by 25% as players felt it was unfair when fighting against due to the unpredictable nature of turning in the air. Redeploying was also removed during this balance change.

Returning the ability to redeploy the parachute whenever gives it much needed vertical mobility, allowing Soldiers and Demomen to avoid damage and to survive falls. Without touching on the unpredictable nature of the original "horizontal" mobility.
---------------------

The Half-Zatoichi
(-/+) This weapon has a large melee range and deploys and holsters slower
(+) Gain 50% of base health on kill
(+ NEW) Deals minicrits while the wielder is explosive jumping
(-) No random critical hits
(- NEW) Honorbound: Once drawn sheathing deals 50 damage to yourself unless it draws blood

---------------------
NOTE: In the Soldiers hands, this weapon was fairly below average, whereas in the hands of a Demoman it was powerful. Adding in the trait of minicrits while explosive jumping gives skilled soldiers a unique ability to dish out additional damage. In addition, swapping out "unless it kills" with "unless it draws blood" (just hitting the target) makes it slightly less punishing for players using it outside of a demoknight role.
---------------------
X+5=? - (SCOUT)
Baby Face's Blaster
(+ NEW) On Kill: Builds Boost (Caps at 5 kills)
(+) Run speed increased with Boost
(-) -34% clip size
(-) -10% slower move speed on wearer
(- NEW) Damage taken will slow you

OR

Baby Face's Blaster
(+) On Hit: Builds Boost
(+) Run speed increased with Boost
(-) -34% clip size
(-) 10% slower move speed on wearer
(- NEW) Boost reduced on air jumps (Reduced boost lost penalty by 50%)
(- NEW) Boost reduced when hit (Increased to 50 damage from 25 to bring a full meter down to 0)

---------------------
NOTES: Looking at the way the original BFB is played with, the BFB is a very high risk for a very high reward weapon, I wanted to balance this so newer players could also enjoy this without getting completely ruined. So I opted for a soft rework and a soft balance. The BFB in its current state isn't bad but it could be a lot better as far as side grades are concerned.
---------------------

The Backscatter
(+) Mini-crits targets when fired at their back from close range
(+ NEW) +10% increase in jump height when active
(+ NEW) +10% bullets per shot
(-) -34% clip size
(-) No random critical hits
(-) 20% less accurate

---------------------
NOTES: The Backscatter is a weird one. I really like it even in current TF2. It isn't that bad as far as balanced weapons are concerned. But it usually takes a back seat due to the uninspired gameplay that it offers. Increasing the pellet count to 11 would make for 155 mini-crit damage meatshots from behind, on top of the added jump height would make this a very flank heavy Scattergun. Rewarding Scouts for their map knowledge and positioning.
---------------------

The Shortstop
(+ NEW) Bully - Shoving an enemy grants a speed boost for 1 second

OR

The Shortstop
(+ NEW / UNDOCUMENTED) Instead of a quick shove, the Scout keeps his arms outstretched in the shove animation for up 2 seconds, allowing you to barge past enemies. (This can be cancelled with an attack)

OR

The Shortstop
(+) 40% more accurate
(+ NEW) +25 max health on wearer
(+ NEW) +20% bonus healing on wearer (Passive) sml: 37, med: 90, lrg: 180
(-) -34% clip size
(-) -60% bullets per shot
(-) Increase in push force taken from damage and airblast

---------------------
NOTES: Regarding the shove, since it was added, it has very little use outside of pushing some lone heavy into the saw blades on Sawmill, or off of various heights on Upward or Hightower. I felt giving the shove some small kind of purpose would see people take risks with this weapon more often.

The current day Shortstop is viewed as more or less of a direct downgrade from stock, due to the lower damage output, bizarre playstyle and weak 1v1 capabilities.
The Special Delivery set used to give the Scout +25 max health on wearer. Bringing that back would make The Shortstop more suited for a backline harassment playstyle. Keeping enemies at bay as well as surviving for longer.
Returning the +20% bonus healing on wearer would also work into the playstyle. Working with the Mad Milk returning 72% healing (due to the weird percentage mechanics) rather than 60%.

Oh and also labeled the stats, no idea why they weren't labeled in the first place.
---------------------

The Winger
(+) +15% damage bonus
(+ NEW) +10% damage bonus whilst airborne (Roughly 28 damage max ramp whilst airborne)
(+) +25% greater jump height when active
(-) -60% clip size

OR

The Winger
(+ NEW) Wearer never takes fall damage
(+) +25% greater jump height when active
(- NEW) -33% clip size

---------------------
NOTE: I put more of a focus into the weapons damage output, since the +15% damage bonus rarely came into play. Adding in a +10% damage bonus whilst airborne sees both upsides of the gun come into play. Rewarding the players tracking.

Second variant makes it a pure utility weapon, digging the wearer never takes fall damage buff out from the grave of the old PBPP. This thematically works alongside the Soda Popper, allowing Scouts to negate fall damage whilst using the jump boosts at a cost of an overall lowered DPS.
---------------------

Pretty Boy's Pocket Pistol
(-/+ NEW) When weapon is active:
(+) +15% faster firing speed
(+ NEW) +25% clip size (15)
(+) On Hit: Gain up to +3 health
(- NEW) 15% damage vulnerability on wearer

---------------------
NOTES: Reworked to work more effectively with hit-run playstyles, finishing off opponents with high dps and healing for a damage vulnerability whilst active, this would also thematically work alongside the BFB being all about high risk high reward.
---------------------

The Flying Guillotine
(+) Throw at your enemies to make them bleed!
(+) Long distance hits reduce recharge time
(+ NEW) Mini-crits vs bleeding targets
(-) No random critical hits

---------------------
NOTE: Since The Sandman was reworked, the Flying Guillotine felt rather empty in comparison to the other sidearms. Adding in mini-crit on bleeding targets to pair up with The Wrap Assassin to somewhat fill the void and bring back an element of that combo playstyle.
---------------------

The Sandman
(+ NEW) Alt-Fire: Launches a ball that damages opponents, Headshots deal critical damage!
(-/+ NEW) Critical damage is effected by range (reverse of The Ambassador)
(+ NEW / UNDOCUMENTED) Increased Sandman Baseball damage by 100% (30, 40, 90)
(+ NEW) Fastball: Finishing off a player will instantly grant another Sandman Ball
(+ NEW) Long distance hits reduce recharge time
(- NEW) Debuffs last 20% longer
---------------------
NOTE: Reworked the weapon removing slowdown entirely, in exchange for a reversed version of the range critical damage stat on The Ambassador. Along with numerous other tweaks to allow the player to hit harder and more frequently. the -15 max health on wearer was far too punishing for how weak it felt post nerf. Now however debuffs will sting you for a bit longer.
---------------------

The Candy Cane
(+) On Kill: A small health pack is dropped
(+ NEW) On Melee Kill: Two small health packs are dropped
(- NEW) -50% health from healers on wearer
(- NEW) 15% bullet damage vulnerability on wearer

---------------------
NOTE: 25% explosive damage vulnerability allows you to be one shot by Demomen and Soldiers close/mid-range or even across the map. Rockets and pills can fly randomly most of the time during heated matches rendering this weapon to be mostly useless. Reworked stats to make the weapon slightly less punishing, and give it more of a focus on kills for health rather than relying on Medics/dispensers.
---------------------

The Sun-on-a-Stick
(+) 100% critical hit vs burning players
(+ NEW) +50% fire damage resistance while deployed
(-) -25% damage penalty

---------------------
NOTE: The Sun-on-a-Stick has a fire resistance whilst deployed in game. The fire resistance is negligible at best. Bolstering the passive fire resistance up to 50% brings in additional welcome utility for one of the least used melee weapons in the game.
---------------------

The Atomizer
(+) Grants Triple Jump while deployed
(+ NEW) Melee attacks crit while airborne
(-) -15% damage vs players
(-) This weapon deploys 50% slower

---------------------
NOTE: The original melee attacks minicrit while airborne was honestly an empty buff. Changing it to crits makes going for airborne hits more rewarding. Could even result in some kind of stupid Scout anime fights or Scout vs Trolldier fights.
---------------------

The Wrap Assassin
(+) Alt-Fire: Launches a festive ornament that shatters causing bleed
(+ NEW / UNDOCUMENTED) Ornament splash damage now causes 1 second of bleed
(+) +25% increase in recharge rate

---------------------
NOTE: The weapon has splash damage that is pretty much pointless. Adding in 1 second of bleed makes hitting near targets slightly better along with the usual catastrophic 13 max splash damage.
---------------------
"MGE me maggot!" - (SOLDIER)
The Black Box
(+ NEW) +15 max health on wearer
(+ NEW) 15% increase in banner charge rate (Conch: 408, Batt+Buff: 510)
(- NEW) -20% explosion radius

---------------------
NOTE: Fighting against a Black Box is usually frustrating, it has a low skill ceiling and the downsides aren't really that major unless you're bombing enemies frequently. Reworking the Black Box and making it more of a team based weapon felt like a nice way to raise the skill ceiling and boost the frequency in which banners are used overall.

(Also the +15 max health on wearer in general could see some use in other minor roles with other secondaries or alongside the Batallion's Backups already existing +20 max health on wearer maxing out to 235)
---------------------

The Air Strike
(+) -15% blast damage from rocket jumps
(+) Increased attack speed and smaller blast radius whilst blast jumping
(+) Clip size increased on kill
(+ NEW) Reload time decreased on kill (5% up to 20%)
(-) -15% damage penalty
(-) -10% explosion radius

---------------------
NOTE: The Air Strike is unique to say the least, reducing blast damage from rocket jumps, and increasing the firing rate whilst blast jumping, as well as also adding another rocket per kill into your clip size. All of these sound great, but to put a focus into the clip size. Once you get the maximum clip size of 8. It becomes a bit of a chore to keep reloading.

The last thing you want to be doing during a heated match is constantly reloading. Reducing the reload time per rocket seemed like a nice way to keep the soldier in the fight and generally make the weapon more enjoyable to use.
---------------------

The Righteous Bison
(+) Does not require ammo
(+) Projectile penetrates enemy targets
(+) Projectile cannot be deflected
(+ NEW) This weapon will automatically reload when not active
(+ NEW / UNDOCUMENTED) Projectile starts at 2400 hu/s slowing down on contact to 1200 hu/s
(+ NEW / UNDOCUMENTED) Returned old projectile hitbox
(+ NEW) On Hit: +10% damage bonus per penetration up to +50% (Max ramp rounded up 36 per tick)
(- NEW) This weapon holsters 35% slower
(-) Deals only 20% damage to buildings

---------------------
NOTE: This weapon never really found its footing, its always been considered a meme weapon. These changes intend to make it more of a choke suppressor and always ready backup tool, returning the projectiles old hitbox, adding in bonus damage per penetration, increasing its projectile speed until it makes contact and making it so it reloads when not active ensures its always there to put pressure on tight groups when you're out of rockets. Whilst not impeding on the viability of the shotguns for single target elimination.
---------------------

The Buff Banner
(+ NEW) +20% bonus healing on wearer (Sml: 49, Med: 120, Lrg: 240) (lv1: 12, lv2: 18, lv3: 24)

OR

The Buff Banner
(+ NEW) +40% max primary ammo on wearer

---------------------
NOTE: The Buff Banner is already balanced and suited to teamplay. Receiving more healing seems like a nice choice to keep it in theme with the other banners passive abilities without putting it above the rest.

The second variation grants two extra full reloads, allowing Soldiers to stay in the fight longer, supporting the team by putting out more banner charges.
---------------------

The Mantreads
(+ NEW) -50% reduction in push force taken from damage
(+ NEW) -50% reduction in airblast vulnerability
(+) Deals 3x falling damage to the player you land on
(+) 200% increased air control when blast jumping
(+ NEW) -75% reduction in fall damage while blast jumping

---------------------
NOTE: The Mantreads currently are extremely niche, mostly used with Trolldier builds for the air control and stomp damage, to make them more of a general utility, reducing fall damage whilst blast jumping allows it to be used in many more builds. To offset these new changes, reducing the reduction in push force and airblasts felt like a nice way for players to be able to counter these high mobility and high utility boots.
---------------------

The Equalizer
(-/+) When weapon is active:
(+) Damage increases as the user becomes injured
(+ NEW) 40% damage reduction while under 50% HP
(+ NEW / UNDOCUMENTED) Max damage health cap increased to 20% HP
(-) -90% less healing from Medic sources
(Idea by TheWhat Show)

---------------------
NOTE: The Escape Plan grants survivability through speed, The Equalizer grants survivability through damage and now a damage resistance. This makes The Equalizer more of a contender alongside its brother. Offering it a more aggressive playstyle to secure last ditch effort kills.
---------------------
igor.bogatov2010 - (PYRO)
The Phlogistinator
(+) Build 'Mmmph' by dealing damage
(+) Alt-Fire on full 'Mmmph': Taunt to gain crit for several seconds
(+) Invulnerable while 'Mmmph' taunting
(- NEW) No afterburn
(-) No random critical hits
(-) No airblast

---------------------
NOTE: The weapon is known as the go to weapon for Pyro's who enjoy vaporizing entire teams. This weapon can be fun for new players as well as old but with that being said, hammering down the fact this is some kind of space age microwave thing by making targets not take afterburn should give players a better chance at surviving if caught off guard by this weapon.
---------------------

The Manmelter
(+) +50% projectile speed
(+) Does not require ammo
(+ NEW) Alt-Fire: Generates a vacuum that clears debuffs
(+ NEW) Removing debuffs restores 20 health to the player granting the target a debuff immunity for 2 seconds
(+ NEW) Cleared debuffs are stored as guaranteed critical hits
(-) No random critical hits
(- NEW) -33% afterburn damage penalty

OR

The Manmelter
(+) +50% projectile speed
(+) Does not require ammo
(+ NEW) Long distance hits instantly recharge The Manmelter
(+ NEW) Icarus: Crits targets launched airborne by explosions, grapple hooks or rocket packs
(+) Alt-Fire: Extinguish teammates to gain guaranteed critical hits
(+) Extinguishing teammates restores 20 health
(-) No random critical hits
(- NEW) -33% afterburn damage penalty

---------------------
NOTES: The Manmelter is unusual, it was typically designed to be used alongside The Phlogistinator as a means to extinguish targets and be rewarded. It served its purpose, but wasn't very interesting otherwise.

The first rework looks at its supportive aspects. Now able to absorb all debuffs, giving both the player and target 20hp and a brief debuff immunity in return. The absorbed debuffs are then converted into crits like the current day TF2 version.

Second rework looks into the weapons speed, allowing long distance hits to instantly recharge The Manmelter. And the ability to crit targets launched airborne by explosions, grapple hooks or rocket packs which ultimately rewards accuracy and tracking.
---------------------

The Scorch Shot
(+) 100% mini-crits vs burning players
(+ NEW) Flare knocks back target on hit and bounces then explodes when it hits the ground
(+) Increased knockback on burning players
(-) -35% self damage force
(-) -35% damage penalty
(- NEW) -33% afterburn damage penalty
(- NEW / UNDOCUMENTED) Removed ability to destroy enemy stickybombs (Yes it can do that for some reason)

---------------------
NOTE: The weapon in its current state does a bit too much too efficiently, reducing the afterburn damage, removing the ability to destroy stickybombs and making the projectiles bounce first when hitting an object before exploding. Makes The Detonator more relevant for spam whilst keeping The Scorch Shot relevant.
---------------------

The Gas Passer
(+ NEW) Gas meter builds with damage done and/or time (400 instead of 750)
(+ NEW / UNDOCUMENTED) Combine with the Neon Annihilator for guaranteed crits
(+ NEW) +25% afterburn damage bonus (5/tick)
(+ NEW) Targets coated in gas receive reduced incoming healing from all sources by 50%
(+ NEW / UNDOCUMENTED) Gas meter charge time reduced to 30 seconds from 60
(-) Spawning and resupply do not affect the Gas meter
(-) Gas meter starts empty
---------------------
NOTE: Originally an afterthought alongside Pyro's other secondaries. Now easier to charge, becoming more potent of a deterrent. With bonus afterburn damage and bonus damage with ranged weapons. In addition, targets are now considered wet when doused. Allowing a combination with the Neon Annihilator.

(Looking at its teamplay aspects, I figured targets coated receiving significantly weaker healing with the afterburn, would actually make this weapon feel like a deterrent. Allowing the player and teammates to be able to prevent or slow certain pushes. Or you can throw it wherever you want, idk, throw it at your Engineers head or something.)
---------------------

The Thermal Thruster
(+) Push enemies back when you land (force and radius based on velocity)
(+ NEW) This weapon deploys 20% faster
(+) -75% less falling damage while using jetpack charges
(- NEW) Increase in push force taken from damage and airblast
(+ NEW / UNDOCUMENTED) Able to use second charge whilst airborne

NOTE: Whilst viable, it felt like a wasted opportunity not allowing a second boost to be used whilst airborne. This gives players additional mobility, making it less linear (and more fun) to use. Moreover adding in a faster weapon deploy speed reduces some the clunkiness. (Also added in undocumented text.)
---------------------

The Homewrecker
(-/+ NEW) When weapon is active:
(+) +100% damage vs buildings
(+ NEW) Destroying buildings restores 20 health
(+) Damage removes Sappers
(+ NEW) -50% reduction in push force taken from damage
(-) -25% damage vs players

OR

The Homewrecker
(+) +100% damage vs buildings
(+) Damage removes Sappers
(+ NEW) Pybro: Destroying Sappers restores 20 health and repairs buildings by 25%
(25, 38, 45, 54)
(- NEW) -20% slower firing speed

---------------------
NOTES: I thought of The Homewrecker and how niche it is, it fills out a pure supportive role, and doesn't offer much to incentivize the Pyro to equip it.

The first variation looks into the damage vs buildings role, introducing a reduction in push force taken from damage and bonus health per building destroyed.

The second variation looks into the sapper destruction role, helping out the engineer by healing his buildings, whilst also granting health back to the Pyro.
---------------------

The Sharpened Volcano Fragment
(+ NEW) On Hit: target is engulfed in flames and is knocked back (Roughly Shortstop shove distance)
(+ NEW) +50% afterburn damage bonus (6 x 15/tick = 90 damage, Max damage output = 142 per swing)
(-) -20% damage penalty
(- NEW) Cools when wet, -30% damage penalty and no afterburn ("Fragment" bar added, 15 second timer begins as well as an extinguishing sound plays upon being wet, damage penalties stack.)
(- NEW) On Death: Afterburn bonus damage is removed

---------------------
NOTE: Previously this weapon rarely saw the light of day, its original stats of engulfing the target in flames was only barely considered useful for Medieval Mode, new mechanics can be useful in fight of flight scenarios, giving you breathing room and giving you a greater chance at securing kills as a last resort.
---------------------

The Third Degree
(+) All players connected via Medigun beams are hit
(+ NEW) 100% critical hit vs players connected via Medigun beams
(+ NEW) Division: Deals exact health pickup damage to players for one swing, effect lasts 5 seconds
(- NEW) -33% damage penalty
(- NEW) -50% health from healers on wearer

---------------------
NOTE: Focusing on its original unique trait of "All players connected via Medigun beams are hit" the weapon has been reworked to work as a unique way to counter Medics and targets who have recently picked up a health pack. Division allows you to deal damage equal to that of all the healing from a health pickup. Example: Soldier picks up small health pack (+41hp) hitting him would deal 44 damage (normal melee damage) plus the 41hp from the small health pack equalling 85 damage overall.

Balancing involved further reducing the damage, and reducing the healing from Medics when active, to weaken the idea of rushing in and getting a few lucky swings.
---------------------

The Neon Annihilator
(+) Damage removes Sappers
(+) 100% critical hit vs wet players
(+ NEW) +15% faster move speed when wet
(-) No random critical hits
(-) -20% damage penalty vs players

---------------------
NOTE: Added in move speed equal to The Powerjack whilst wet solely for "Pyrosharks" and also to suprise Jarate Snipers Or Mad-Milk Scouts.
---------------------
*Drinks frying pan handle* - (DEMOMAN)
The Loch-N-Load
(+ NEW) Deals up to +20% damage based on distance travelled
(+ NEW) Launched bombs explode on surfaces at max distance travelled
(+) +25% projectile speed
(- NEW) -50% clip size
(-) Launched bombs shatter on surfaces

---------------------
NOTE: Reworked design, removed -25% explosion radius to make up for lack of bombs. Can now do up to 120 damage to players and buildings, as well as exploding on surfaces at long range, scaling down to the usual 100 at close range. Reduced clip size to -50%.

(I figured increasing its damage over range similar to the Crusader's Crossbow could bring back some of the feel of the Loch-N-Load of old, whilst still being close to its original stats and design.)
---------------------

The Iron Bomber
(+) Grenades have very little bounce and roll
(+) -30% fuse time on grenades
(-) -15% explosion radius
(- NEW) -10% damage vs players on non-direct hits

---------------------
NOTE: Reduced the damage output on grenades if they don't hit directly to make up for its powerful area denial capabilities.

(It was more or less a direct upgrade.)
---------------------

The Chargin' Targe
(+ NEW) +40% fire damage resistance on wearer
(+ NEW) +40% explosive damage resistance on wearer
(+ NEW) -25% reduction in push force taken from damage
(+ NEW) -25% reduction in airblast vulnerability

---------------------
NOTE: The Chargin' Targe is generally seen as the go-to defensive shield, adding in reductions in airblast and push force taken from damage brings The Chargin' Targe out of the shadow of the other two shields and slightly buffs the match-up potential with the Demoknights main counters. (In addition rounding off the resistances because it annoyed the hell out of me.)
---------------------

The Ullapool Caber
(+ NEW) Caber is replenished after 60 seconds
(+ NEW) Non-explosive melee hits refill 10% of your Caber meter
(+ NEW / UNDOCUMENTED) Added the ability to mini-crit when stopping the charge early
(+ NEW / UNDOCUMENTED) Can now taunt kill
(- NEW) This weapon deploys 100% slower before explosion
(-) -15% damage penalty after explosion
(-) No random critical hits

---------------------
NOTE: The Ullapool Caber was considered by most to be inconsistent. Adding in a regeneration bar, the ability to speed that up with non-explosive melee hits as well as removing the firing speed penalty and softening the weapon deploy speed penalty. These allow you make more of an impact and stay in the fight longer without the need to return to a resupply cabinet.

(Also added the ability to mini-crit when stopping the charge early. The current Caber does not do this for some reason, this would be a nice way to boost its overall damage potential and keep it in line with the Demoman's other melee weapons.)
---------------------

The Claidheamh Mòr
(-/+) When weapon is active:
(+) 0.5 sec increase in charge duration
(+) Melee kills refill 25% of your charge meter.
(+ NEW) 2 second speed boost granted after charge
(-) No random critical hits
(-) 15% damage vulnerability on wearer
(Idea by After Breakfast)

OR

The Claidheamh Mòr
(-/+) When weapon is active:
(+) 0.5 sec increase in charge duration
(+) Melee kills refill 25% of your charge meter.
(+ NEW) +25 health restored on kill
(-) No random critical hits
(- NEW) 15% damage vulnerability on wearer whilst charging

---------------------
NOTES: The Claidheamh Mòr's main purpose is to increase the amount of distance you can cover. Adding in a 2 second speed boost granted after charge can work nicely with Hybridknights missing the utility of the Stickybomb Launcher and Demoknights wanting to catch up to long distance targets.

The second variant sees the returning +25 health restored on kill, (I personally enjoyed this about the previous Claidheamh Mòr,) It would allow the demoman to potentially take more risks and be more of a contender alongside the Eyelander and the Half-Zatoichi, Increased damage vulnerability, but only whilst charging, so players could potentially punish using the charge to retreat.
---------------------

The Persian Persuader
(-/+ NEW) When injured ammo boxes collected give health instead of ammo and Charge (10/20/40)
(+) Ammo boxes collected give Charge
(+) Melee hits refill 20% of your charge meter
(- NEW) -50% max primary ammo on wearer (8)
(- NEW) -50% max secondary ammo on wearer (12)(18)
(- NEW) -50% health from packs on wearer (sml: 18, med: 44, lrg: 88)
(-) No random critical hits

---------------------
NOTE: The Persian Persuader was originally for strict demoknight roles, but it was overshadowed by almost every other melee due to their additional traits. Returning the ammo boxes give health feature and making the max primary and secondary ammo penalty less punishing give hybrid/demoknights a more unique weapon to use with their styles, however, to offset the changes
Demomen now recieve -50% health from packs on wearer.
---------------------
Thicc - (HEAVY)
The Natascha
(+ NEW) Projectiles penetrate enemy players and buildings
(+) 20% damage resistance when below 50% health and spun up
(+ NEW) +50% clip size
(-) 20% slower spin up time

OR

The Natascha
(+ NEW) On Hit: Gain a speed boost for 0.2 seconds
(+ NEW) +15% faster move speed on wearer
(-) -25% damage penalty
(-) -30% slower spin up time

---------------------
NOTES: Not many players like slowdown mechanics. Especially when there are slowdown mechanics that are used by the worlds largest man with a minigun. Especially when you, the reader, are most definitely a Scout main. So I thought to myself "What if we could increase the Heavy's mow down capabilities without the need for cheesy slowdown?"

For the answer, I looked at MVM and questioned why the projectiles penetrate ability hadn't been used originally for one of the Heavy's miniguns.

The Natascha will act as the "true tank" minigun, boasting a larger ammo count, passive resistance when below 50% health and the projectiles penetrate targets attribute. For when you need to be on the frontline doing your job as the worlds scariest meatball. (Oh, and the spin up has been reduced by 10% and the damage penalty has been removed to make up for the lack of slowdown.)

Second variant completely removes the slowdown mechanic. If the target can't be slowed down, the player can be sped up. This will allow the Heavy to be surprisingly scary on the offensive, granting a passive speed buff to get to the front lines faster and being able to chase down retreating classes whilst pouring on the damage.
---------------------

The Brass Beast
(+) +20% damage bonus
(+ NEW) -20% damage resistance when spun up
(-) 50% slower spin up time
(- NEW) 40% slower move speed while deployed

---------------------
NOTE: The Brass Beast is devastating in certain situations but it fails to see much use outside of a defensive playstyle.
Reducing the movement speed penalty by 20% and swapping out -20% damage resistance when below 50% health and spun up to -20% damage resistance when spun up make it more viable when on the offensive.
---------------------

The Dalokohs Bar
(+) Adds +50 max health for 30 seconds
(+ NEW) +50% increase in charge recharge rate
(- NEW) -66% healing effect
(+ NEW / UNDOCUMENTED) Returned overheal mechanic for over 350hp, depletes equal to that of the current Conniver's Kunai

OR

The Dalokohs Bar
(+) Adds +100 max health for 30 seconds
(+ NEW) +33% increase in charge recharge rate (Recharges in 20 seconds, imbetween the Second Banana, The Sandvich and The Buffalo Steak Sandvich)
(+ NEW) -33% healing effect

OR

The Dalokohs Bar
(+ NEW) Adds +50 max health and +10% damage resistance for 30 seconds
(+ NEW) +50% increase in charge recharge rate
(+ NEW) -66% healing effect

---------------------
NOTES: Since The Second Banana was added, the Dalokohs Bar felt weaker, especially in solo scenarios. Returning the overheal mechanic and tweaking it to equal the degrade rate of the Conniver's Kunai allows you to tank more damage when you need it most. (added in text regarding recharge rate and healing effect)

Second variant has no overheal mechanic, returning 200hp if injured up to +100 max health. (During the Jungle Inferno update, the overheal mechanic was bugged and was abused)
This variant is for games where medics are not present, so you can rely on your Dalakohs bar to get you a bit closer to a full overheal by yourself. To balance, it now regenerates at a speed in the middle of the other lunch box items.

Third variant is fundamentally the same as the current Dalokohs Bar, adding in +10% damage resistance for 30 seconds on top of the HP increase. This would grant the user much needed tankiness and stacking on top of other tanking items like The Brass Beast, The Natascha and Fists of Steel (and the ability to maybe leave spawn when there are 300 snipers on the enemy team)

(This way, the Sandvich is the neutral team based food, the Second Banana is the aggressive fast food, the Dalokohs Bar is the defensive tank food, and the Buffalo Steak Sandvich is the unique playstyle food.)
---------------------

The Buffalo Steak Sandvich
(+ NEW) -66% healing effect
(-/+ NEW) After consuming, Gain +10 health regeneration per second, move speed is increased, attacks mini-crit and become 50% more resistant to knockback and airblast effects. Lasts indefinitely.
(- NEW) Switching from melee will instantly remove the effects, Self mark for death when switching from melee early (Lasts 4 seconds)
(-/+ NEW / UNDOCUMENTED) Alt-Fire: Share with a friend (Small Health Kit)

---------------------
NOTE: The Buffalo Steak Sandvich is weak, it forces you into a melee role, but punishes the player by making them take mini crit damage, while only putting them on par with the movement of other classes. To allow the player to close the gap I opted for a 50% resistance to all knockback effects, this should allow players to more efficiently close the gap to secure kills. Moreover allowing the player to switch weapons at any time at a cost of being marked for death, along with granting passive and active healing should round off the clunky nature of this item and bring it out from the weeds it was cast into on release.
---------------------

The Warriors Spirit
(-/+) When weapon is active:
(+) +30% damage bonus
(+ NEW) Gain 50% of base health on kill
(+ NEW / UNDOCUMENTED) Health gained at max HP can overheal
(- NEW) 20% damage vulnerability while deployed
(- NEW) This weapon holsters 100% slower

---------------------
NOTE: The previous Warriors Spirit saw rare use due to the painful damage vulnerability and other more reliable utility based options. Reducing the damage vulnerability along with changing the healing to behave more like the Half Zatoichi would make this weapon feel much more imposing, this would also indirectly buff shotgun playstyles with the Heavy, allowing Heavy players another healing option outside of the lunch box item realm. To offset this powerful melee weapon, a 100% slower holster penalty would stop Heavies from snapping back and forth to other items forcing players to think carefully before committing.
---------------------

The Eviction Notice
(+) +40% faster firing speed
(+) On Hit: Gain a speed boost for 3 seconds
(+ NEW) Consecutive hits increase firing speed by 5% up to +20% for 3 seconds
(+) +15% faster move speed on wearer
(-) -60% damage penalty
(-) Maximum health is drained while item is active
(+ NEW / UNDOCUMENTED) Health drained recovers at the same speed as the Gloves of Running Urgently

---------------------
NOTE: The Eviction Notice was seen by some as a mediocre alternative to the Gloves of Running Urgently. Now consecutive hits increase the firing speed by 5% up to +20% for 3 seconds allowing you to dish out more punishment whilst keeping up to speed with those who you're beating up.
---------------------
"YEEEEEEEEEEEEEEE!-" - (ENGINEER)
The Widowmaker
(+) On Hit: damage dealt is returned as ammo
(+) No reload necessary
(+ NEW) -15 ammo per shot when your sentry has a target
(-) Per shot -30 ammo
(-) Uses metal for ammo

---------------------
NOTE: +10% increased damage to your sentry's target is an empty buff, this allowed you to deal out 99 damage instead of 90 and 198 on critical hits. This rarely came into play, decreasing the ammo required per shot whilst your sentry has a target allows you to pump out a nasty amount of damage to anyone unfortunate enough to be in your sentry's path.
---------------------

The Pomson 6000
(+) Does not require ammo
(+) Projectile cannot be deflected
(+ NEW / UNDOCUMENTED) Removed 34% clip size penalty
(+ NEW / UNDOCUMENTED) Reverted 22% slower firing speed
(+ NEW / UNDOCUMENTED) Added projectile can pass through teammates for the first 128 hu
(+ NEW / UNDOCUMENTED) Increased projectile speed from 1200 hu/sec to 2400 hu/sec - equal to the Crusader's Crossbow and Rescue Ranger
(+ NEW / UNDOCUMENTED) Raised projectile to go directly to where the player is shooting
(+ NEW) All players connected via Medigun beams are hit
(+ NEW) Attacks pierce damage resistance effects and bonuses
(-) Deals only 20% damage to buildings

---------------------
NOTE: Kept the base concept of a counter to Medics/Spies. Tweaked them to make them less frustrating. Also Increased ammo count to make it more viable in general. Rounding off the edges with its projectile speed and giving it the ability to go through teammates at a short distance (similar to rockets)
(Buffed its overall DPS but nerfed its passives, making it a somewhat unique sidegrade that isn't terrible)
---------------------

The Short Circuit
(+) Alt-Fire: Launches a projectile consuming energy ball. Costs 65 metal
(+ NEW) Projectiles destroyed is returned as +10 metal
(+ NEW) Primary fire tracks players within a short radius at the cost of an additional -5 ammo
(+) No reload necessary
(- NEW) No ammo from dispensers and Payload carts when active
(-) No random critical hits
(-) Per Shot: -5 ammo
(-) Uses metal for ammo

---------------------
NOTE: Returned the feature of target tracking when within close proximity to give the primary fire a unique purpose. This could be useful when Spy checking, (or bullying a poor defenceless medic) In addition, added in Projectiles destroyed is returned as +10 metal, this would generally allow the Engineer to throw out a few more energy balls when in seriously heated situations without an ammo pack nearby. Rewarding the Engineer when timing the energy balls correctly, potentially keeping them alive. Also removed the ability to collect ammo from dispensers when active, allowing for lulls in energy ball spamming.
---------------------

The Southern Hospitality
(+) On Hit: Bleed for 5 seconds
(+ NEW) +50% damage bonus vs Sappers
(+ NEW) +25% bonus healing from Medic sources (applies to dispenser healing beam)
(-) No random critical hits
(- NEW) Debuffs last 50% longer

---------------------
NOTE: The Southern Hospitality was a go-to weapon in competitive (due to there being no random critical hits.) However the same could not be said about Casual. Now The Southern Hospitality has been tweaked to be more of a defensive weapon. +50% damage bonus vs Sappers as well as the bleeding over time along with +25% bonus healing from Medic sources allow you to stand your ground for longer. But should you leave the safety of your constructions, enemy Jarate, Milk, Bleed, Fire and others will be +50% more potent than normal.
---------------------
"I am fully char-" *crocket* (MEDIC)
(Alright, I get it, balancing everyones favourite doctor is really hard, The_Meta™ has always been Cross-Stock-Uber and these are my attempts at trying to switch that up a bit.)

(Also as a general note, all Syringe guns to automatically reload when not active, because the reload is cumbersome as hell. Also makes the syringe guns more viable alongside the Crusaders Crossbow. Speaking of Syringe guns!)

The Blutsauger
(+/- NEW) This weapon will automatically reload when not active
(+ NEW) On Hit: Gain up to 4 health and +1% Ubercharge
(- NEW) -25% Clip size
(- NEW) No health regeneration whilst active

---------------------
NOTE: Distinct rework in how the weapon is used, originally just a survival tool, now it rewards you for hitting consistent syringes, granting +1% Ubercharge per syringe as well as the additional +4 health. To balance this, you no longer regenerate health whilst the weapon is active and only 30 syringes in a clip.

(Since the Medic would suffer from a lowered DPS through syringes and a slightly lowered survivability, I figured at least hitting those syringes should make it worth while, returning additional health and uber felt like a nice way to dig this weapon out of its current grave in TF2, freshen up the current playstyle and potentially contend with the Crusaders Crossbow.)
---------------------

The Overdose
(+/- NEW) This weapon will automatically reload when not active
(+ NEW) +10% speed boost whilst active (based on Ubercharge)
(+ NEW) +10% faster move speed on wearer
(+ NEW) +25% greater jump height whilst active
(-) -15% damage penalty
(- NEW) Increase in push force taken from damage and airblast

---------------------
NOTES: The Overdose saw more use from its most recent buff, but still fell short to the numbers of The Crusaders Crossbow. The base concept needed to still be there.

10% speed boost whilst active based on Ubercharge and a 10% passive speed boost regardless of what medigun/melee weapon you're using (Equalling out 20% faster move speed whilst primary is active) As well as a +25% greater jump height when active. Gives the player mobility when escaping or urgently trying to get back to the frontline.
---------------------

Crusaders Crossbow
(+/- NEW) Bolts fired at teammates grant passive regeneration of lost health up to +150 depending on range (Minimum: +75, 3.5/s for full 75) (Maximum: 7.5/s for full 150) (20hp/sec average)
(+/-) This weapon will automatically reload when not active
(- NEW) Teammates can only receive one bolt per full regeneration
(-) No headshots
(-) -75% max primary ammo on wearer

OR

Crusaders Crossbow
(+/-) Fires special bolts that heals teammates and deals damage based on distance travelled
(+/-) This weapon will automatically reload when not active
(- NEW) Healing a teammate weakens your secondary weapon healing by 25% for 3 seconds (Medigun, Kritzkrieg, Vaccinator: 18hp/sec - Quickfix: 25.2hp/sec)
(-) No headshots
(-) -75% max primary ammo on wearer

---------------------
NOTES: The Crusaders Crossbow is the meta without a doubt, it dwarfs all other primaries to the point that if you're not using the crossbow, you are putting your team at a significant disadvantage.

This new crossbow keeps the teammate healing on hit, but removes its instant burst healing and swaps it for a passive health regeneration until the bolt has healed the full amount. (I am aware that this probably won't shift the meta, but it will weaken it without making it irrelevant)

(TL:DR, shooting a teammate drops the equivalent healing of a level 3 dispenser on your teammate until they have received the range dependant amount)

With the second variant, I thought that perhaps a risk for a reward would make sense, the burst healing can be used to 'tank' players through a lot of damage, however, when switching back to your secondary, your normal healing will be significantly reduced for 3 seconds. This gives players a small incentive to choose the other primaries if they want the best out of their secondary when it matters most.
---------------------

The Ubersaw
(+) On Hit: +25% Ubercharge added
(-) 20% slower firing speed
(- NEW) +20% damage from melee sources when active

OR

The Ubersaw
(+) On Hit: +25% Ubercharge added
(-) 20% slower firing speed
(- NEW) This weapon deploys 75% slower (Same as Eyelander and other Two Handed weapons)

---------------------
NOTES: Added in +20% damage from melee sources when active to make the weapon have more of a risk/reward. Second has a slower deploy speed, making the player think about whether they should commit to attacking with the Ubersaw or not.
---------------------

The Vita-Saw
(+) Collect organs of people you hit
(+ NEW) On Hit: +5% Ubercharge added
(- NEW) +20% damage from melee sources when active
(-/+) A percentage of your Ubercharge level is retained on death, based on the number of organs harvested (15% per)
(-/+) Total Ubercharge retained on spawn caps at 60%

OR

The Vita-Saw
(+) Collect organs of people you hit
(+ NEW) On Hit: +5% Ubercharge added
(- NEW) This weapon deploys 75% slower (Same as Eyelander and other Two Handed weapons)
(-/+) A percentage of your Ubercharge level is retained on death, based on the number of organs harvested (15% per)
(-/+) Total Ubercharge retained on spawn caps at 60%

---------------------
NOTES: Added in +5% Ubercharge added on hit, so should you not have a heal target, you can retain 15% Uber on death provided you hit at least 3 swings on an enemy. Also removed -10 max health on wearer to make it slightly more equal alongside the Ubersaw. However the player will take +20% damage from melee sources when active to make the weapon have more of a risk/reward.

Second variant mirrors the other reworked Ubersaw giving it a 100% slower deploy speed. So now the player has the choice of the usual aggressive Ubersaw, or the more passive/defensive Vita-Saw, I suppose its all dependent on whether your team is getting kills or getting killed.

(TL:DR, Acts like a more passive/defensive Ubersaw)
---------------------

The Amputator
(-/+) When weapon is active:
(+) +3 health regenerated per second on wearer
(+ NEW) On Hit: Gain +20 health per attack
(+) Alt-Fire: Applies a long healing effect to all nearby teammates
(-) -20% damage penalty
(- NEW) -20% health from packs on wearer (sml: 25, med: 60, lrg: 120)

---------------------
NOTE: +20 health per attack alongside the +3 health regenerated per second on wearer with -20% health from packs on wearer to put a focus into last resort survivability with the Alt-Fire on the side when necessary.
---------------------

The Solemn Vow
(+ NEW) Allows you to see enemy health and ammo
(- NEW) Taking damage allows the player to see your health for 1 second
(- NEW) 20% slower firing speed

OR

The Solemn Vow
(+ NEW) On Hit: Knock back target and recieve a speed boost for 1 second (Roughly Shortstop shove distance)
(- NEW) 15% damage vulnerability whilst active
---------------------
NOTES: Able to see enemy player health and ammo allows you to strategize with teammates. Coming at the cost of 20% slower firing speed and damage taken allows the player dealing the damage to see your health for 1 second.

The second Solemn Vow takes notes from the logic of the Overdose and Quick-Fix, first being movement speed, second being faster healing and immunity to movement-impairing effects.
(I figured the melee weapon for that set should follow similar rules, whilst maintaining logic to the "Do no harm" part of the weapon.)

Allowing the player to create some breathing room by swatting someone away whilst gaining a speed boost as a last ditch effort felt like a nice fit for this weapon. Adding in the damage vulnerability felt necessary so gangs of players could not abuse this feature and probably bully lone gibus Scouts into corners.
---------------------
"this isnt even my main lol" - (SNIPER)
The Sydney Sleeper
(+) +25% charge rate
(+) On Scoped Hit: Apply Jarate for 2 to 5 seconds based on charge level
(+ NEW) Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 4 seconds
(+ NEW) Extinguishing teammates instantly grants +25% charge
(- NEW) -10% damage on body shot
(-) No random critical hits
(-) No headshots

---------------------
NOTE: A useful support weapon in any gamemode. To put more of an emphasis on support, Bodyshots now deal -10% less damage. Extinguishing teammates instantly grants 25% charge for the next shot. And Nature's Call has been increased by 3 seconds on a successful headshot.
---------------------

The Bazaar Bargain
(-) Base charge rate decreased by 50%
(- NEW) -40% max primary ammo on wearer (15)
(-/+) Each scoped headshot kill increase the weapon's charge rate by 25% up to 200%

---------------------
NOTE: In the right hands The Bazaar Bargain was considered to be a direct upgrade to the stock sniper rifle, reducing the max primary ammo by 40% to make the player think about their accuracy and be more conservative with ammo.
---------------------

The Classic
(+) Charge and fire shots independent of zoom
(+ NEW / UNDOCUMENTED) Able to fire whilst in the air and when moving in water
(- NEW) Headshots Minicrit when not fully charged (Previously no headshots when not fully charged)
(-) -10% damage on bodyshot

---------------------
NOTE: The Classic saw rare use outside of being a meme weapon. Its main upside was to offset tunnel vision, but the need for fully charging your rifle for headshots outweighed the positives. Adding in Minicrits on headshot should make the weapon feel less punishing should you not fully charge your rifle.
---------------------

The Cleaners Carbine
(+) Dealing damage fills charge meter
(+ NEW) Secondary fire when charged grants mini-crits and +15% faster move speed for 8 seconds
(+ NEW) Kills and assists replenish charge meter by 0.8 seconds when active
(-) -20% clip size
(-) -25% slower firing speed
(-) No random critical hits

---------------------
NOTE: A unique side-grade to the stock SMG, was powerful in the right hands, but to the consistency of the stock SMG or other secondary weapons it wasn't used as much. Adding in a speed buff (equal to that of The Powerjack) when the "Crikey" meter has been activated allows it to be used as an aggressive room clearing tool or a useful getaway tool. Furthermore adding in the ability for the weapon to replenish its charge on kills and assists rewards players with consistency similar to The Hitman's Heatmaker.
---------------------

Darwin's Danger Shield
(+ NEW) +25 max health on wearer
(+) +50% fire damage resistance on wearer
(+) Immune to the effects of afterburn.
(- NEW) -100% maximum overheal on wearer

---------------------
NOTE: Returned the +25 max health on wearer to give it some additional utility outside of being a Pyro counter. Added in -100% maximum overheal on wearer to make 1v1 sniper duels fair with the added health.
---------------------

The Shahanshah
(+) +25% increase in damage when health is <50% of max
(+ NEW) +15% firing speed when health is <50% of max
(-) -25% decrease in damage when health is >50% of max
(- NEW) Increase in push force taken from damage and airblast

---------------------
NOTE: The Shahanshah, whilst it wasn't originally that bad, it wasn't anything special. Giving the weapon a firing speed buff when <50% of max and an Increase in push force taken from damage and airblast gives the weapon more of an emphasis on last resort.
---------------------

The Tribalman's Shiv
(+) On Hit: Bleed for 6 seconds
(+ NEW) Tracker: Attacks on bleeding targets add 1 additional damage to bleeding effect, can see enemy footsteps for 10 seconds
(-) -50% damage penalty

---------------------
NOTE: I've always weirdly liked The Tribalman's Shiv, its a weapon very rarely seen given its lack of any real benefits, why make something bleed when you can kill them outright. Plus with the buffs to Spies cloak, it saw even less benefits. This aims to dig it out of the mud, allowing players to see ghostly team coloured footsteps of their target. And to put on pressure with repeated hits, stacking the bleeding damage increasing the players chances of securing a kill.
---------------------
anime reference - (SPY)
The Enforcer
(-/+ NEW) When weapon is active:
(+ NEW) No speed penalty when running backwards or moving through water
(+ NEW / UNDOCUMENTED) Attacks pierce resistance effects and bonuses (Including "Sapper Armour")
(- NEW) -50% max primary ammo on wearer (12 bullets)

OR

The Enforcer
(+) +20% damage bonus whilst disguised
(+ NEW) +20% faster firing speed whilst disguised
(+ NEW / UNDOCUMENTED) Attacks pierce damage resistance effects and bonuses (Including "Sapper Armour")
(-) 20% slower firing speed
(-) No random critical hits

---------------------
NOTES: A spy if caught usually dies. With this in mind giving The Enforcer the ability to negate speed penalties when running backwards and moving through water, along with piercing targets with resistances, creates a unique last resort weapon to keep people at bay when backing up. Balancing out the benefits by reducing the max primary ammo on wearer by 50%, making the player think about hitting shots more consistently.

Second variant buffs its overall dps by adding a faster firing speed whilst disguised. This allows you to pump out more damage for the first two shots quickly, then the usual firing speed penalty comes into play.
Secondly focusing on the piercing effect of the weapon, the ability to pierce damage resistance effects was in general rather underwhelming. Adding in a +20% damage bonus on top of the piercing effect allows The Enforcer to be used more aggressively scoring more kills when it matters most.
Finally "Sapper Armour" is the damage penalty vs buildings the Spy's revolver receives when they have sapped a building. Allowing the Enforcer to shoot through this armour is more of a quality of life change.
---------------------

The Diamondback
(+ NEW) Disguised shots disable buildings for 4 seconds
(- NEW) Disguised shots fire tracers
(- NEW) While disguised: Hitting a building sets Marked-For-Death for 5 seconds
(-) -15% damage penalty
(-) No random critical hits

OR

The Diamondback
(+) Gives one guaranteed critical hit for each building destroyed with your sapper attached or backstab kill
(-) -15% damage penalty
(-) No random critical hits
(- NEW) Critical damage is affected by range

---------------------
NOTES: More or less completely reworked the weapon to make it more unique and worthwhile instead of it being another basic crit gimmick. Weapon works similarly to the Cow Mangler 5000's Alt-Fire. Allowing Spies to disrupt the Engineer from a distance negating a lot of the danger and potentially allowing for a significant team follow up. However committing to disabling a building will put you at a significant disadvantage for a short while, incentivising careful positioning.

Second variant looks into returning the ying to the yang that is The Ambassador, by giving The Diamondback the stat of Critical damage is affected by range allows both to not really outclass eachother. one is capable of dealing critical damage all the time with skill, the other with simply doing your job.
---------------------

Your Eternal Reward
(+) Upon a successful backstab you rapidly disguise as your victim
(+) Silent Killer: No attack noise from backstabs
(+ NEW) +20% damage resistance whilst disguised (does not stack with cloak resistance)
(-) Non-kill disguises require (and consume) a full cloak meter

---------------------
NOTES: I was wondering why there isn't more emphasis on the disguise mechanic with this weapon. Wanting to reward players for acting as the classes they disguise as, I thought of a decent damage resistance for both variants. Allowing creative Spies who can act a bit more breathing room when in tough situations. I also removed the cloak drain rate as it basically forced the player into using L'etranger just to negate the drain rate penalty. As it stands, using an entire cloak meter is already punishing enough for a weapon with an already slow playstyle.
---------------------

Conniver's Kunai
(+ NEW) On Backstab: Gain +25 max health on wearer (4 backstabs = 175hp)
(+ NEW / UNDOCUMENTED) Backstabs grant +25 overheal when at max cap
(- NEW) -50 max health on wearer
(- NEW) Disguised kills reduce cloak meter by 30%
(- NEW) -25% cloak from ammo packs on wearer

Haiku: Start off with low health
Kill somebody with this knife
Steal some of their health

---------------------
NOTE: The Conniver's Kunai was arguably similar to The Big Earner, both boasted chainstab promoting stats with very few differences in playstyles between. Reworked version acts more like The Eyelander, rewarding consistent Spies with max health equal to that of a Demoman. Kills however now reduce your cloak briefly by 30%, on top of receiving less cloak from ammo packs will mean a bit more patience will be required to reach its fullest potential.
---------------------

The Big Earner
(+) 30% cloak on kill
(+) Gain a speed boost on kill
(+ NEW) +10% faster move speed on wearer
(-) -25 max health on wearer

---------------------
NOTE: The Big Earner is a fun knife that allows you to either get away after a backstab or keep the chain going. Giving The Big Earner a passive movement speed increase whilst active allows you to move faster whilst disguised as the slower classes and also catch up to more mobile targets.

(Feels like a nice way to bring The Big Earner out from the shadow of the Conniver's Kunai)
---------------------

Red-Tape Recorder
(+ NEW) Sapped buildings receive a +50% damage vulnerability
(+ NEW) +50% Sapper health
(+ NEW) Damage vulnerability on Sapped buildings only applies to teammates
(-) -100% Sapper damage penalty
(Idea by TheWhat Show)

OR

Red-Tape Recorder
(+ NEW) Sappers applied also sap surrounding buildings within a short radius (146 hammer units or the same as the max explosion radius from a rocket, only one sapper is applied to the building of choice, not every building.)
(+ NEW) +50% Sapper health
(- NEW) Applying a Sapper to a building starts "Sapper" recharge timer (Lasts 5 seconds, can be refilled via resupply lockers, respawns and ammo boxes.)

---------------------
NOTES: The Red-Tape Recorder was rarely used, the fact it destroyed the Engineers buildings 100% slower for the light upside of reversing the construction didn't make the weapon worth while enough to use outside of irritating a mini-sentry Engineer.

The first rework makes it more of a teamwork based Sapper, Increasing the Sappers health by +50% and granting a +50% damage vulnerability on Sapped buildings. This allows Spies to co-ordinate with their team for pushes to clear out nests more efficiently. At a cost of not being potent by itself.

Second variation takes a page from the MVM sapper. Allowing players to sap clustered groups of buildings within a short radius, removing the damage penalty along with the addition of +50% more Sapper health, allows Spies to more efficiently harass (and probably panic) turtling Engineers.
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Oh, my tiny head! (WIP/Overflow Section)
As a big overall note, nothing in this section with WIP in it is final and is subject to a whole load of changes!
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WIP Fists of Steel
(+ NEW) Critical damage is converted into Minicrit damage
(+ NEW) -20% damage from ranged sources while active
(-) -100% damage resistance from melee sources while active
(-) This weapon holsters 100% slower

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NOTE: Second variant is a mix-up of the current stats and some new stats, first of all, removing the -40% maximum overheal and -40% health from healers stats nerfs the utility aspect for a Medic. Next, reducing the overall ranged damage resistance eliminates some of the tankiness these can offer in exchange for converting crits into minicrits. This felt like a necessary trade-off to ensure Snipers don't have a horrible time (When it comes to bodyshots at least.) and other enemy buffs still retain some use.
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Overflow Pretty Boy's Pocket Pistol
(+ NEW) Every 5 damage dealt recharges meters by 1%
(- NEW) -25% slower firing speed
(- NEW) -33% clip size (8)

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NOTE: The Pretty Boy's Pocket Pistol at the moment is more or less balanced. If not boring. I hear the argument that the PBPP in current TF2 is op. But I really don't think its that bad. If it were truely op people would use it and nothing else. If anything I can say for certain that Its certainly not game changing.
So on the idea of game changing. I came to the idea of wanting the Pretty Boy's Pocket Pistol to compliment Scout's other primary and melee weapons. The PBPP came with a set originally, the primary weapon being the Baby Face's Blaster. Recharging meters felt like a nice way to not only compliment the BFB but also a variety of other weapons, such as The Sandman, The Wrap Assassin and The Soda Popper.
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Overflow The Candy Cane
(-/+ NEW) When weapon is active:
(+ NEW) 100% of damage dealt is returned as healing
(- NEW) 60% of damage received is returned as healing
(- NEW) -50% health from packs on wearer

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NOTE: The Candy Cane in current day TF2 is an extremely rare sight, its current day stats offer too much risk for a minor reward. Completely reworking the weapon, healing can now be gained just by hitting an enemy. This allows Scouts to actively stay behind enemy lines for longer without sacrificing their secondary slot for Mad Milk to keep them alive. This comes at the cost of granting enemies the ability to receive the equivalent of Mad Milk healing when attacking you and a greatly lowered health pickup from packs. Adding further incentive into the hit and run playstyle.
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Overflow The Sun-on-a-Stick
(-/+ NEW) When weapon is active:
(+ NEW) 100% critical hit vs burning players
(+ NEW) Immune to the effects of afterburn
(- NEW) 20% fire damage vulnerability on wearer
(-) -25% damage penalty

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NOTE: Mostly looking into the passive effect of the Sun-on-a-Stick, removing the 25% fire damage resistance when equipped and changing it for a permanent immunity to afterburn damage felt like a nice way for players to combat Pyros at a distance without the use of Mad Milk or Bonk, however this comes at the price of taking additional direct damage from fire to give Pyro's a better chance at securing a kill.
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Overflow The Neon Annihilator
(-/+ NEW) When weapon is active:
(-/+ NEW) Overcharge: Liquids hurt you over time, but grant you +15% faster movement speed and guaranteed crits! (Same damage as low end afterburn 3.25/tick)
(+) Damage removes Sappers
(+) 100% critical hit vs wet players
(-) No random critical hits
(-) -20% damage penalty vs players

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NOTE: A more thought out "floor is lava" aggressive variant of the current proposed Neon Annihilator, I ran out of space basically (Cheers Steam) This once again incentivises getting the drop on players utilising liquids.
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This part is for me :)

WIP Buffalo Steak Sandvich chase mechanic
WIP Jarate and Mad Milk rework similar to Gas Passer, with more bonuses
WIP Shortstop, Building smasher
WIP Look into Solemn Vow (Risk of Rain Lunar items, big buff for a big nerf)
WIP Solemn Vow, something involving reducing ubercharge on hit for a buff
WIP Huo Long Heater, damage vs ignited enemies and ammo per kill
WIP Huo Long Heater, 5x Damage to anyone you fall on
WIP Equalizer, longer it's equipped, more damage it deals
WIP Wrangler, No healing w/ shield and sentry disable less time
WIP Eviction Notice, look into health reduction whilst equipped
WIP Righteous Bison, Last damage dealt will be the damage of the first shot
WIP Righteous Bison, Starts fast then slows before fizzling
WIP Detonator, Stomp whilst blast jumping, reduce self damage
WIP Righteous Bison, Charge shot mechanic increasing speed with reverse damage falloff
WIP The Classic, Increase movement speed when charged
WIP Spy disguise, debuff damage resistance, special attack key to increase speed regardless of disguise
WIP Spy overall revolver accuracy buffs
WIP Reserve Shooter, accuracy buff

Stats for future weapons?

Critical damage is converted into Minicrit damage
Marked for death when a kill is not made
Throwable radius can effect the wielder
So, you've made it to the end
Congratulations! Im so sorry about your eyes, im sure you want to pull them out and throw them at a wall right now. With that being said, please let me know what you thought of all these ramblings of a madman. I'd like to know if these ideas are half, or even slightly decent.

Oh yeah, please rate and favourite this as well. (if you liked what you saw) That'd be sick <3

See you on 2fort lol.
19 Comments
ElBatman2002 10 Jul, 2022 @ 4:50am 
Maybe soften those nerfs a bit
BeefyC  [author] 9 Jul, 2022 @ 6:46pm 
@ElBatman2002

I'll have a think on it perhaps

I don't want to nerf it into the ground, or make it too awkward for the average player to use with a variety of soft nerfs.
ElBatman2002 9 Jul, 2022 @ 2:09pm 
And reduce the Hype timer.
ElBatman2002 9 Jul, 2022 @ 1:08pm 
Perhaps give the Soda Popper the Force of Nature's -10% damage penalty, and have the user be marked for death while Hype is active, debuffs last slightly longer.
BeefyC  [author] 9 Jul, 2022 @ 12:20pm 
@ElBatman2002

Still doesn't address the comp issue, people don't like the unpredictability and the absurd mobility of the extra jumps in competitive, in addition, I feel as though reducing Hype on damage would frustrate the casual player, and make it fall out of place as a somewhat viable sidegrade.
ElBatman2002 9 Jul, 2022 @ 11:21am 
Maybe make it so Hype is lost upon taking damage, maybe 75 hits of damage.
BeefyC  [author] 9 Jul, 2022 @ 11:06am 
@ElBatman2002

I haven't really considered anything for the Soda Popper.

At the start of this list I mentioned how I just balance things as I see fit, The Soda Popper in its current iteration exists as a nice sidegrade allowing for creative plays.

In regards to competitive, even if I were to balance it so it was allowed in comp, I feel as though it wouldn't be used, due to the fact the Scattergun simply exists.

I wouldn't know where to start, outside of a complete rework.
ElBatman2002 9 Jul, 2022 @ 9:36am 
As for the Soda Popper, knowing that it's banned in competitive play, what would you change so the aforementioned weapon would be allowed?
BeefyC  [author] 9 Jul, 2022 @ 5:07am 
@ElBatman2002

Seems fine enough!
ElBatman2002 9 Jul, 2022 @ 4:24am 
Perhaps reduce the fire speed penalty to -15%, making the Enforcer a serviceable counter to those pesky Vaccinator Medics