Tough Break Update / Campaign & Smissmas 2015!
Will detail out as time permits... Star Wars and all.
Similar to Gun Mettle, new skins, cases for particular skins and also a cosmetic case with new cosmetics.
And Game play changes!
Base weapon switch speed changed from 0.67 seconds to 0.5 seconds
Upon spawning, friendly players will show an outline for 10 seconds
Updated various weapon descriptions to better detail their functionality
* Panic Attack
No longer auto-fires when fully loaded. Shots can be held and released at will.
No longer boosts all-around switch speed, instead boosts switch-to speed by 20% and switch-from speed by 15%
No longer mini-crits any airborne target (i.e. jumping). Target must be forced in to the air via blastjump, knockback, airblast, or grapple.
Now considered a sword (increased holster and deploy time and increased range)
Honorbound changed. Deals 50 self damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.
100% life restore on kill changed to 50% health gain on kill that can result in overheal
No random crits
* Pretty Boy's Pocket Pistol
Increased health recovered on hit from +3 to +5
Extinguishing an ally will now reduce the cooldown by 20%
Now 42% more festive! Ornament shatters on all impacts, dealing a small amount of damage in a small radius. Bleed effect still only applies to a target that is struck directly.
Ball recharge rate increased by 25%
Damage penalty reduced from -70% to -65%
* Beggar's Bazooka
Decreased blast radius by 20%
Doubled health regeneration rate. Regeneration rate is now decreased if player has been recently damaged.
Removed hidden property of up draft when on fire
Added 20% Attack Speed penalty
Reduced blast radius by 20% when rocket jumping (28% reduction when compared to stock)
* The Cleaner's Carbine
Reduced firing rate penalty from 35% to 20%
Added 'CRIKEY' meter which is filled by dealing damage
Mini-crits are no longer activated by kill, but can instead be activated by alt-fire when the 'CRIKEY' meter is filled
Quadrupled health regeneration rate. Regeneration rate is now decreased if player has been recently damaged.
Extinguishing an ally now reduces the cool down by 20%
Pyros like to collect rainbows! Extinguishing a teammate will now return 20 health to the Pyro.
Consecutive Airblasts will no longer prevent enemies from air-strafing until they touch the ground
The base Flamethrower's damage fall off over distance has been decreased, resulting in higher damage output at range
No longer boosts all-around switch speed. Instead, boosts switch-to speed by 60% and switch-from speed by 30%.
Removed damage penalty
Increased Airblast cost by 25%
Increased afterburn penalty to from 25% to 66%
Removed 10% damage penalty.
When activating 'MMMPH', the taunting Pyro gains temporary invulnerability and immunity to knockback effects
100% Chance to crit against burning targets
33% Damage penalty
20% Slower attack speed
75% Slower switch-to speed
Medics now have slightly higher health regeneration when healing a hurt patient
During setup time, ÜberCharge build rate is now increased by 3x
Taunt can now be activated by alt-fire
Healing done with the taunt now grants small amounts of ÜberCharge
Removed 10% health regeneration on proper resist
Added slight ÜberCharge build on proper resist
Increased ÜberCharge rate from +50% to +67%
Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective.
Healing a player with an arrow now grants a small amount of ÜberCharge
Fixed cases where Quick-Fix ÜberCharged players could still be affected by certain knock-back effects
Players can no longer capture objectives while under the effects of Quick-Fix ÜberCharge
The HUD 'Cloak' meter now displays 'MOTION' and 'FEIGN' when Cloak and Dagger and Dead Ringer are equipped respectively
Initial damage reduction when feigning death increased to 75% from 50%
Fixed a bug where ammo packs from dead players were not filling the Spy-cicle meter
Fire immunity shield no longer appears when fire immunity is triggered
* Fists of Steel
Removed deploy time penalty
Added penalty of increased holster time by 100%
Gloves of Running Urgently
Increased holster time penalty
Now heals 50 health on kill
Damage received and dealt increased by 30%
Removed health penalty
Now provides 15% move speed bonus
Now increases damage taken by 20%
Demoman / Demoknight
Shield bash now deals damage at all ranges, scaled by distance
Melee damage boost after shield bash is based on amount of charge consumed. Now provides mini-crit at 25% depleted, and full crit at 60% depleted.
Charging now removes debuffs from the Demoknight (Bleed, Fire, Mad Milk, Jarate)
All Swords now have a slower deploy and holster speed compared to base weapons in addition to their increased melee range
Removed the ability to deal charge impact damage at any range (now native to all shields)
Now increases recharge rate by 50%
Increased blast resistance from 15% to 20%
Now grants mini-crit instead of full-crit on charge bash
Reduced resistances to 15%
Reduced blast resistance from 40% to 30%
Removed fire immunity
Removed charge duration bonus
Now restores 25 health on kill
Removed health penalty
Now increases damage taken while active by 15%
Removed ammo pickups granting health instead of ammo
Added penalties of reduced primary and secondary ammo
Ammo pickups now replenish charge
Now gains charge meter on hit
Fizzle time increased from 2 seconds to 4 seconds
Base melee damage increased from 35 to 55
Added 20% fire rate penalty
Added 100% switch-to time penalty
Reduced projectile speed (now a visible attribute)
Reduced cannon impact damage from 60 to 50. Damage also scales with distance.
Reduced knockback from cannon hit. Knockback strength is now similar to airblast.
After removing a Sapper from a sentry, there is now a 0.5s delay before the sentry is active again
Sentries brought into a respawn room no longer detonate outside of Mann vs. Machine
Added damage penalty against buildings. Now takes 3 hits to destroy a Sapper.
Healing per bolt reduced from 75 to 60