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Femme_Fatale

Just the Stats for TF2

Apr 11th, 2016
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  1. [h1]TL;DR[/h1]
  2.  
  3. [h1]Pyro:[/h1]
  4.  
  5.  
  6. [b]Character:[/b]
  7.  
  8. [list]
  9. [*] Increase distance reached from flare jumping by 25%.
  10. [*] Afterburn stat change from 3 damage per tick for 10 seconds for a total of 60 damage to 6 damage per tick for 5 seconds for a total of 60 damage.
  11. [/list]
  12.  
  13.  
  14. [b]Phlogistinator (changes):[/b]
  15.  
  16. [list]
  17. [*] 10% increased damage.
  18. [*] Build 'Mmmph' by dealing damage.
  19. [*] Alt-Fire on full "Mmmph': Taunt to gain full health and 3 second invulnerability.
  20. [*] Invulnerable while 'Mmmph' taunting.
  21. [*] No random crits.
  22. [*] No airblast.
  23. [/list]
  24.  
  25.  
  26. [b]Napalm Launcher (new primary):[/b]
  27.  
  28. [list]
  29. [*] Stats same as stock flamethrower.
  30. [*] No airblast.
  31. [*] Alt-fire: Launch a milk/jarate physics based projectile that shatters on contact with a surface or enemy player unleashing napalm surrounding an a circular area with a diamater of 600 hammer units for 75 ammo.
  32. [*] Napalm deals 15 damage per second, lasts for 10 seconds and applies afterburn status.
  33. [*] Napalm damage doesn't stack and has a 30 second cooldown.
  34. [/list]
  35.  
  36.  
  37. [b]Smoke Screener (new primary):[/b]
  38.  
  39. [list]
  40. [*] Stats same as stock flamethrower.
  41. [*] No airblast.
  42. [*] Alt-Fire: Launches a blast of smoke directly in front of the player that has a diameter of 400 Hu. Deals no damage but enemy players cannot see through it.
  43. [*] Hit detection noises are negated for enemy ranged attacks that come in contact with the smoke.
  44. [*] Smoke dissipates immediately if airblasted.
  45. [*] Smoke has a 30 second cooldown across all weapons, costs 25 ammo and lasts for 10 seconds.
  46. [*] Smoke reaches maximum volume within 1 seconds of alt-fire, stays at max for 5 seconds, and dissipates from max volume to 0 within 3 seconds.
  47. [/list]
  48.  
  49.  
  50. [b]Flare Gun (changes):[/b]
  51.  
  52. [list]
  53. [*] 35 base damage.
  54. [*] 50% damage ramp-up maxing at 1024 hammer units.
  55. [*] 100% mini-crits versus stationary players.
  56. [*] 100% critical hit versus burning players.
  57. [/list]
  58.  
  59.  
  60. [b]Detonator (changes):[/b]
  61.  
  62. [list]
  63. [*] 30 base damage.
  64. [*] 18-32 flare detonation.
  65. [*] 25-30 flare explosion.
  66. [*] 100% mini-crits versus burning players.
  67. [*] 15% damage increase per additional player hit.
  68. [/list]
  69.  
  70.  
  71. [b]Scorch Shot (changes):[/b]
  72.  
  73. [list]
  74. [*] 25 base damage.
  75. [*] Flare knocks back enemies on hit.
  76. [*] 50% damage ramp-up.
  77. [*] 100% critical hit versus all players under the effects of a non-healing buff or debuff.
  78. [/list]
  79.  
  80.  
  81. [b]Mannmelter (changes):[/b]
  82.  
  83. [list]
  84. [*] 40 base damage.
  85. [*] +50% Projectile speed.
  86. [*] Does not require ammo.
  87. [*] All players connected via medic gun beams are hit.
  88. [*] Alt-Fire: Remove a negative status effect from a teammate to gain guaranteed critical hits and 20 health.
  89. [*] No random critical hits.
  90. [/list]
  91.  
  92.  
  93. [b]Napalm Flare (new secondary):[/b]
  94.  
  95. [list]
  96. [*] Same as Detonator.
  97. [*] Alt-Fire: Projectile detonates, launching napalm on the ground in a circular area of diameter 200 hammer units. Detonation deals no damage.
  98. [*] Napalm deals 15 damage per second, lasts for 5 seconds and applies afterburn status.
  99. [*] Napalm damage does not stack, and has a 15 second cooldown.
  100. [*] Still deals damage to self, can flare jump.
  101. [/list]
  102.  
  103. [b]Smoke Piston (new secondary):[/b]
  104.  
  105. [list]
  106. [*] Same as Detonator.
  107. [*] Alt-Fire: Projectile detonates, launching a smoke at point of detonation that has a diameter of 400 Hu. Deals no damage but enemy players cannot see through it.
  108. [*] Hit detection noises are negated for enemy ranged attacks that come in contact with the smoke.
  109. [*] Smoke dissipates immediately if airblasted.
  110. [*] Smoke has a 30 second cooldown across all weapons and lasts for 10 seconds.
  111. [*] Smoke reaches maximum volume within 3 seconds of alt-fire, stays at max for 5 seconds, and dissipates from max volume to zero within 2 seconds.
  112. [*] Still deals damage to self, can flare jump.
  113. [/list]
  114.  
  115.  
  116. [h1]Engineer[/h1]
  117.  
  118.  
  119. [b]Discus (new secondary):[/b]
  120.  
  121. [list]
  122. [*] Fires a projectile (speed of a baseball) that travels 250 hammer units before disintegrating.
  123. [*] Projectile goes perfectly straight and horizontal. Does not fall nor can it be launched upward or downward.
  124. [*] Once the projectile lands/stops/disintegrates, the engineer teleports to its location. If it hits a wall, building or enemy player, right behind the projectile. If it hits a floor or stops mid air, right above it.
  125. [*] Can fire once every 20 seconds.
  126. [*] No telefrags.
  127. [/list]
  128.  
  129.  
  130. [b]The Toolbox (new secondary):[/b]
  131.  
  132. [list]
  133. [*] +30 max health and metal.
  134. [*] 10% decreased ammo and metal pick-up from ammo crates and buildings.
  135. [/list]
  136.  
  137.  
  138. [b]Scavenger (new pistol secondary):[/b]
  139.  
  140. [list]
  141. [*] 10 base damage.
  142. [*] 50% decreased clip size.
  143. [*] On hit: Gain 5 metal.
  144. [/list]
  145.  
  146.  
  147. [b]Bottomless Box (new secondary):[/b]
  148.  
  149. [list]
  150. [*] 25% decreased max metal.
  151. [*] Regenerates 2 metal per second.
  152. [/list]
  153.  
  154.  
  155.  
  156. [h1]The Advanced Plan (new PDA):[/h1]
  157.  
  158.  
  159. [b]Teleporter (building #3):[/b]
  160.  
  161. [list]
  162. [*] Costs 150 metal to build.
  163. [*] 25 second build speed.
  164. [*] No exit teleporter.
  165. [*] 25% slower recharge rate.
  166. [*] Teleports player to the engineer's position (or where he was 1 second ago) facing the same direction as the engineer.
  167. [*] Teleports the engineer to building #2.
  168. [*] Recharge rate independent of active status.
  169. [*] Displays distance engineer is from teleporter to those looking at it.
  170. [*] Engineer sees his distance from building #2 and #3.
  171. [*] No Telefrags.
  172. [/list]
  173.  
  174. Lvl 1:
  175. [list]
  176. [*] Only active when engineer is alive and within 3,000 hammer units of building #3 or within 1,500 hammer units of building #2.
  177. [/list]
  178.  
  179. Lvl 2:
  180. [list]
  181. [*] Only active when engineer is alive and within 3,750 hammer units of building #3 or within 2,750 hammer units of building #2.
  182. [/list]
  183.  
  184. Lvl 3:
  185. [list]
  186. [*] Only active when engineer is alive and within 4,500 hammer units of building #3 or within 4,000 hammer units of building #2.
  187. [/list]
  188.  
  189.  
  190. [b]Beacon (building #2):[/b]
  191.  
  192. [list]
  193. [*] 16 second build speed.
  194. [*] Whenever this beacon is hit by a pulse of another friendly beacon, reduce the percentage of recovery/regeneration of the next pulse by 25%.
  195. [/list]
  196.  
  197. Lvl 1:
  198. [list]
  199. [*] Fires a spherical pulse every 10 seconds that travels 1,000 hammer units in 3 seconds.
  200. [*] Friendly players hit by this pulse recover/regenerate 14% health, ammo, metal and cloak. Removes negative status effects.
  201. [/list]
  202.  
  203. Lvl 2:
  204. [list]
  205. [*] Fires a spherical pulse every 8 seconds that travels 1,500 hammer units in 3 seconds.
  206. [*] Friendly players hit by this pulse recover/regenerate 17% health, ammo, metal and cloak. Removes negative status effects.
  207. [/list]
  208.  
  209. Lvl 3:
  210. [list]
  211. [*] Fires a spherical pulse every 6 seconds that travels 2,000 hammer units in 3 seconds.
  212. [*] Friendly players hit by this pulse recover/regenerate 20% health, ammo, metal and cloak. Removes negative status effects.
  213. [/list]
  214.  
  215.  
  216. [b]Sentry Gun:[/b]
  217.  
  218. [list]
  219. [*] Alt-Fire: Equip sentry gun.
  220. [*] Deactive when not equipped.
  221. [*] 3, 4 or 5 second equip animation time per level respectively.
  222. [*] Can't equip unless sentry is fully repaired.
  223. [*] Can only upgrade and repair on the ground.
  224. [*] 50% decreased ammunition.
  225. [*][spoiler](Potential debuffs:
  226. [*] Sentry gun cannot fire if engineer has not come into contact with a Beacon pulse within the past 15 seconds.
  227. [*] Engineer receives reduced healing (scaling higher per level, 5%, 15%, 30% per level respectively).[/spoiler]
  228. [/list]
  229.  
  230. Lvl 1:
  231. [list]
  232. [*] Becomes attached to the engineer's head when equipped.
  233. [*] +25 health on equip.
  234. [*] 10% decreased move speed on equip.
  235. [*] 512 hammer units targeting range [spoiler](50% of default sentry range)[/spoiler].
  236. [*] 180 degrees targeting angle [spoiler](can't target behind the engineer)[/spoiler].
  237. [*] 75% faster sentry rotation speed.
  238. [*] 6 base damage per bullet.
  239. [*] 6 shots per second.
  240. [*] 12 shots per second wrangled.
  241. [*] When using wrangler, engineer becomes shielded, can't move and has 450 health.
  242. [/list]
  243.  
  244. Lvl 2:
  245. [list]
  246. [*] Engineer can't use Primary when equipped.
  247. [*] Engineer rides the sentry when equipped.
  248. [*] +65 health on equip.
  249. [*] 15% decreased move speed on equip.
  250. [*] 718 hammer units targeting range [spoiler](75% of default sentry range)[/spoiler].
  251. [*] 180 degrees targeting angle [spoiler](can't target behind the engineer)[/spoiler].
  252. [*] 50% faster sentry rotation speed.
  253. [*] 8 base damage per bullet.
  254. [*] 8 shots per second.
  255. [*] 20 shots per second wrangled.
  256. [*] When using wrangler, engineer becomes shielded, can't move and has 600 health.
  257. [/list]
  258.  
  259. Lvl 3:
  260. [list]
  261. [*] Engineer can't use any weapon when equipped.
  262. [*] Engineer rides the sentry inside when equipped.
  263. [*] Engineer fully controls sentry (sentry does not auto-target nor auto-shoot).
  264. [*] +100 health on equip.
  265. [*] 35% decreased move speed on equip.
  266. [*] 10% slower engineer rotation speed.
  267. [*] 8 base damage per bullet.
  268. [*] 8 shots per second.
  269. [*] 50-150 damage for rockets, firing once every 3 seconds. [spoiler]Rocket damage is affected by fall-off.[/spoiler]
  270. [/list]
  271.  
  272.  
  273. [h1]Spy:[/h1]
  274.  
  275. [b]Hacker (new sapper):[/b]
  276.  
  277. [list]
  278. [*] 50% decreased sapping speed.
  279. [*] Once fully sapped, building changes team, belongs to the spy that successfully sapped it, and has 50% less health.
  280. [*] Can't sap teleporters.
  281. [*] [spoiler](Alternatively you can have it sap the teleporter, but never destroy it. Just disable it till an engineer comes and destroys the sapper.)[/spoiler]
  282. [/list]
  283.  
  284.  
  285. [h1]Heavy:[/h1]
  286.  
  287. [b]Sandvich (changes):[/b]
  288.  
  289. Upon throwing Sandvich on the ground, the Heavy says one of these quotes at random.
  290. [list]
  291. [*] You! Eat Sandvich now!
  292. [*] Sandvich for you!
  293. [*] Sandvich very delicious, you enjoy.
  294. [*] Dropping Sandvich!
  295. [/list]
  296.  
  297.  
  298. [h1]Medic:[/h1]
  299.  
  300. [b]Quick Fix (changes):[/b]
  301.  
  302. [list]
  303. [*] 2.5% ubercharge build rate per second.
  304. [*] Having no targets during an ubercharge slows its depletion rate by 50%.
  305. [*] Increases the speed and blast jump momentum of the patient during an ubercharge by 15%, then mirrors it.
  306. [*] While healing (not just during an ubercharge), the medic and the patient are immune to movement impairing effects.
  307. [*] 150% overheal maximum.
  308. [/list]
  309.  
  310. [b]Crusader's Crossbow (changes):[/b]
  311.  
  312. [list]
  313. [*] No ubercharge build rate.
  314. [*] Upon firing a syringe, the Crusader's Crossbow will heal all allies for 20 health within a sphere of a radius of 150 Hu around the medic.
  315. [/list]
  316.  
  317. [b]Steel Resolve (new primary):[/b]
  318.  
  319. [list]
  320. [*] Stats the same as Crusader's Crossbow.
  321. [*] No longer heals friendly players on hit, instead replenishes 1/6th of maximum ammo to friendly players, and repairs 1/6th of damage to friendly buildings.
  322. [*] Ramp-up increases ammo replenishment and building damage repairment to 1/3rd.
  323. [/list]
  324.  
  325.  
  326. [h1]Sniper:[/h1]
  327.  
  328. [b]Darwin's Danger Shield (changes):[/b]
  329.  
  330. [*] No longer has bullet resistance or explosive weakness.
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