Team Fortress 2

Team Fortress 2

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Chdata's VSH:Data: Weapon Changes & More
By Chdata
In a world where TF2 servers are in shambles, the TF2Data community lives on!

After almost 10 years, VSH:Data is still up and active. Check it out~

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This guide explains ALL of the up-to-date class and weapon changes in the TF2Data community's Versus Saxton Hale mode.

In general, VSH:Data's weapon changes keeps things mostly vanilla with edits that make sense to each weapon.

We do also have a few special custom weapons. It is a heavily modded version of a heavily modded game mode after all.

The majority of weapons are made to be fun and viable in some way!

Remember to Like and Favorite this guide to find it again easier.

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Join the TF2Data official Discord here:

https://discord.gg/0xob6sYjB2aO9nnk
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Introduction to VSH:Data's Weapons
Hello players and other hungry server owners looking for ideas!
Feel free to recreate stuff that sounds cool - I value people who do their own work.

Here's a full list of weapon changes for each class in Chdata's Versus Saxton Hale mode.

The information here is generally the most up-to-date information. It is likely more up-to-date than any information shown in-game.

If anything is inconsistent, tell me and I will update it.

If you have a suggestion, please join the TF2Data official Discord and tell us here:

https://discord.gg/0xob6sYjB2aO9nnk
All classes
- Goombas: Jump on the bosses head to deal 450. A second goomba before touching the ground does 900. 1350 from then on.

- Taunt Crits: Taunting with no crits gives minicrits.
- Taunting with minicrits give crits, unless you used taunt crits to get the minicrits in the first place.
- Taunt crit buff is removed on weapon switch.
- Taunts will forcibly end after 10.0s and go on a 15 second cooldown before becoming useable again.

- Unequip Reload: Weapons unequipped for 3 seconds fully reload their clip with a subtle confirmation ding.

- Current class limits: If too many people choose one class, excess players will be forced to play other classes. Does not apply to MegaDonors or above.
  • Soldier: 4
  • Scout: 2
  • Pyro: 3
  • Demoman: 4
  • Heavy: 4
  • Engineer: 4
  • Medic: 4
  • Sniper: 3
  • Spy: 3

- Bullet Knockback Mechanics: Most hitscan weapons only deal knockback depending on special circumstances for each class, like when you have crits or if your sentry is aiming at the boss.

A full list of these mechanics can be found here:

https://gist.github.com/Chdata/17d0ccd79df1e391dd065cf9138904a3

- Map stuff:
- Doors and other team-only things work for all teams.
- Full metal packs are replaced with medium metal packs.
- If a map inherently has no health or ammo, some will be randomly generated in both spawns.
- Super Duper Jump is disabled on this server, bosses will teleport to spawn instead.
- Upon using a trigger_teleport on a map, the boss receives 2.5s of knockback immunity, airblast immunity, and 75% damage resistance.
Scout
Baby Face's Blaster
- Cannot double jump.
- Boost constantly drains.
- 12.5% slower base speed.
* Planned changes
- Can double jump if using atomizer.

Soda Popper
- Hype gains crits instead of jumps.
- Crits in place of minicrits.
- If you have The Atomizer, your triple jump does no damage when Hype is active.

Back Scatter
- Always crits on back attack.
- +17.5% dmg if minicrit buffed.
- +35% dmg if crit buffed.

Shortstop
- Effects are no longer 'only while active'.

Pretty Boy's Pocket Pistol (PBPP)
- Effects are no longer 'only while active'
- User takes no fall damage.
- Does not heal on hit.
- +15 max hp

Flying Guillotine (Cleaver)
- Always crits (150 dmg)
- 3x damage (450) to a stunned boss.

Mad Milk
- Player's at full health overheal 20% of the damage done to an enemy covered with milk.

Bonk! Atomic Punch
- Is now a "Bonk Potion". Bonk effect is replaced with the Healing Aura spell.
- Healing Aura removes rage from the Scout drinking the potion.
- Does not remove rage from nearby allies, but will overheal them to 1.5x overheal.
- Scouts using it can overheal to 2x overheal.
- Has a very short duration of ubercharge as well.
- Cannot begin drinking if already rage stunned.

Crit-A-Cola
- Grants full crits in place of minicrits.

Sandman
- Baseball stun has been reverted to work like it did before Jungle Inferno.
- Stuns the boss, preventing attacks and superjump.
- Can moonshot from very long distance.
- Baseball recharge time increased from 10s to 15s.
- Baseball is destroyed upon successfully stunning the boss.

Wrap Assassin
- Starts with 2 ornaments instead of 1.
- Ornaments do 75 damage. (Half of what a cleaver does... and you get two.)

Candy Cane
- Spawns a small health pack when hitting the boss.
- Health pack heals 25% health.
- At full hp, 12.5% comes as overheal.

Fan O'War
- Removes 8% of the boss's rage on hit.
- Applies Mark-for-Death only against The Military Tank.
- Mark for death on The Military Tank turns minicrits to crits.

Sun-on-a-stick
* Planned changes
- Ignites the boss for 1.5x afterburn damage. (Broken as of Jungle Inferno)

The Atomizer
- Deals 10 self damage on triple jump.
- Does no self damage during Soda Popper hype.

Stock Melee
- Deals 2x damage while airborne.
Soldier
Custom Weapon: The Original Direct Hit
- It's a normal Direct Hit, but it's centered, just like the Original.
- Use !c to equip it

Shotgun + Panic Attack
- Has constant minicrits
- 40% less self damage during rocket jumps
- Explosive bullets - Dealing 45 or more damage causes knockback and increases damage by 50%.

Reserve Shooter
- Crits in place of minicrits
- 40% less self damage during rocket jumps
- 20% faster weapon switch (0.4s)
- 4 clip
- 15% slower firing speed
- Explosive bullets - Dealing 45 or more damage causes knockback and increases damage by 50%.

Righteous Bison
- Has constant minicrits

Beggar's Bazooka
- Overloading the barrow does not drain your clip size.
- (Effectively re-enabling the overload jump gimmick with gunboats).
- Every 200 damage with the bazooka counts grants +1 bonus clip, up to 7 clip max.
- Cannot unequip reload.
* Planned changes
- Click tap firing allows you to shoot a rocket quickly.

Cow Mangler
- Being ubered grants minicrits and fire.
- Cow mangler always ignites the boss if last player.
- Cow mangler grants afterburn immunity.
- Charged shots do critical damage.
- 10% faster reload speed.

Direct Hit
- Airshots always crit.

Air Strike
- 4 clip
- -10% blast radius
- -25% damage & self-damage from rocket jumps
- Grants crits from rocket jumps, removed upon landing.
- Can also give shotguns crits.
- Deals no knockback

Liberty Launcher
- 4 clip
- 25% faster reload rate
- No longer grants self blast resist

Black Box
- Unmodified!

Default Rocket Launchers + Reskins
- Direct hits have no damage falloff.

Rocket Jumper
- Acts identically to a normal rocket launcher, but with the orange skin.

Buff Banner (Provides straight damage)
- The Soldier deploying it gets crits for the duration of the banner.
- Passively generates rage overtime.
- 40% self blast damage resist

Battalion's Backup (Provides straight tanking)
- 75% resistance to knockback
- Improved defense buff while banner is active.
- Gains rage while taking damage in addition to dealing damage.
- Grants 75% damage resistance to all affected players. (Reduces 202 dmg punches to 50 dmg).

Concheror (Can tank and heal if you can keep damage up and dodge)
- Gives 35% damage as overheal while at full health.
- Regenerates 4% ammo every 5 seconds.
- 25% faster weapon switch

Mantreads + Gunboats
- 90% fall damage reduction.

Mantreads
- 25% less healing from non-medic sources, including dispensers and health kits.
- 1.8x jump height from rocket jumps. (Practically twice the jump power!)
- Deals 1024 stomp damage.

Equalizer / Escape Plan
- Effects are combined.
- Gain speed and damage as health lowers.
- Does not mark self for death.
- Blocks healing while in use.

Market Gardener
- Market gardens hit 810 damage, the same as three crit rockets.
- Can only market garden once per rocket jump.
- 33% less damage if you had a parachute out on hit.

B.A.S.E Jumper
- Parachute disabled during rage stun.
- Disabled on successful market garden and must touch ground again to MG again.
- Parachute lasts for 5 seconds and then automatically undeploys. Must touch ground again to re-use.

Half-Zatoichi
- +30 base health.
- +35 health on hit.
- Honorbound removed on hit.
- While battalion's backup banner is active, gain 4% (0.4 seconds of) rage on hit.
- ~0.67s weapon switch speed (down from ~0.9s)

Disciplinary Action
- Hitting the boss grants you a 5sec speed buff.
- This isn't a custom change, but whip's melee range is longer than an eyelander.

Pain Train
- +30 max health.
- 25% faster switching speed.
- Has the range of a sword-type weapon.
Pyro
- Airblast physics reverted to what they were before the Pyro update because it's less overpowered in VSH.
- Bosses are immune to airblast for 5.0s after activating rage, and while anchored via crouchwalking, and while superjumping, and for 0.5s after landing from super jump.
- Airblast generates 4% rage on hit for the boss
All flamethrowers that can airblast cause the boss to always deal minicrits when meleeing the Pyro.
- Airblast costs 25 ammo.
All ammo packs, regardless of size, only give the pyro 50 ammo, if using anything other than the Phlogistinator and Dragon's Fury.
Successful boss projectile airblasts cost 25 less ammo, and can even give back ammo in some cases.
- Airblast does 256 damage to Nue Houjuu's stealth (which can undisguise her) but does not knock her back if she's disguised.
- Airblasting a boss's projectile makes it become a full crit.
- Airblasting an arrow makes it become a homing arrow.
Afterburn always minicrits unless using the Phlogisinator.

Flamethrower (stock and reskins only)
- Can airblast jump.

Phlogistinator
- Activing Mmmph taunt grants invincibility during the taunt.
- 75% dmg reduction during Crit Mmmph.
- Disables crits on flare gun.
- Deals half damage when not under the effects of Crit Mmmph.
- This isn't a custom change, but activating the taunt fully heals you.
- Damage from ALL weapons counts towards Mmmph meter.

Degreaser
- 55% faster weapon switch (0.225s)
- 15% faster move speed with your melee weapon out (for ALL melee weapons)

Backburner
- Can airblast jump
- Airblast costs 40 ammo instead of 50.
- Does not crit from behind.
- Removes 1% boss rage per hit, including afterburn.

Dragon's Fury
- Deals no knockback unless crit boosted.

Flaregun / Detonator / Scorch Shot
- Replaced with Mega-Detonator.
- Bonus jump height.
- Always crits.
- Detonator attributes.

Shotgun + Panic Attack
- Has constant minicrits
- Incendiary bullets - Dealing >64 damage ignites the boss.

Reserve Shooter
- Crits in place of minicrits
- 20% faster weapon switch (0.4s)
- 4 clip
- 15% slower firing speed
- No longer deals knockback while the boss is superjumping midair
- Incendiary bullets - Dealing >64 damage ignites the boss.

Manmelter
- Revenge crits grant a 200 damage bonus when used.
- Always crits. (Non-revenge crits do not grant the damage bonus).

Thermal Thruster
- Has the MvM midair jump ability enabled.
- Removed landing knockback

Gas Passer
- Has the MvM "explode on ignite" ability enabled.
- 75% damage penalty

Powerjack
- +25 health on hit, and can overheal self up to +50 overheal.

Axtinguisher / Neon Annihilator / Reskins
- Neon Annihilator acts like Axtinguisher.
- Extinguishes enemy on hit to deal 1.5x damage to a previously burning target.
- 0.5x damage to non-burning targets.
- Removed weapon switch penalty

Homewrecker
- Reduces the boss's rage by 8% on hit.
- If the boss is on fire, remove 16% rage while consuming the fire.

Back Scratcher
- +10hp on hit, up to normal overheal amount.
- +75hp on hit if extinguishing fire from the boss.

Sharpened Volcano Fragment
* Planned changes
- Ignites the boss for 3x afterburn damage. (Broken since Jungle Inferno)

Third Degree
- Gains 8% uber to the medic healing you if you melee the boss.
Demoman
All grenade launchers, except Loch n Load
- 48% less self damage from nades (not stickies) to help with nade jumping.

Custom Weapon: The Straight Shot
- It's a normal grenade launcher, but its projectiles shoot centered.
- Use !c to equip it
- Send Valve some e-mails to get this item officially in the game because we need it.
- https://www.valvesoftware.com/en/contact?recipient=TF+Team

Custom Weapon: The Straight Bomber
- It's a normal iron bomber, but its projectiles shoot centered.
- Use !c to equip it
- Send Valve some e-mails to get this item officially in the game because we need it.
- https://www.valvesoftware.com/en/contact?recipient=TF+Team

Loch n Load
- Added 20% dmg bonus overall and removed 20% dmg bonus vs buildings.

Iron Bomber
- It works just like a stock iron bomber! No changes here.

Demo Boots (Ali Baba's Wee Booties/ Bootlegger)
- 90% fall damage reduction.
- 75% knockback reduction.
Deals 1024 stomp damage.
- (Split between the mantread and goomba, it's possible to miss one or the other and not deal the full damage.
- Practically has the same effect as starting with 1 extra eyelander head.

Shields
- Strongest effects from all shields have been combined for all 3 shields.
- Chargin' Targe's damage resistances. (40% blast dmg resist)
- 75% resistant to afterburn (not fully resistant anymore)
- Splendid Screen's impact range and impact damage bonus.
- Tide Turner's turning control.
- Can block one hit from non-Scout bosses. Blocks 2 hits from Scout bosses.
- Cave Johnson can only break shields with direct hit lemons.
- Military Tank can only break shields with direct hit missiles, but this includes the homing missiles.
- Shield break grants 1 second of speed buff.
- Starting with a shield grants minicrits.
- Minicrits from shield give grenades 2x damage instead of 1.35x

Sticky Jumper
- Deals damage as a reskin of the stock launcher.

Quickie-bomb Launcher
- Minicrits airborne targets
- It otherwise works just like a stock quickie-bomb launcher!

Scottish Resistance
- Stickies deal only 3 self-damage each and no knockback.

Stock Melee + Reskins
- Drinking from your bottle... or whatever... heals you.

Half Zatoichi
- +30 base health.
- +35 health on hit.
- Honorbound removed on hit.
- ~0.67 weapon switch speed (down from ~0.9)

Eyelander + Reskins
- Gain 1 head on hit.
- ~0.67 weapon switch speed (down from ~0.9)

B.A.S.E Jumper
- Parachute disabled during rage stun.
- Can not be equipped with a shield, you will receive a grenade launcher instead.
- Parachute lasts for 5 seconds and then automatically undeploys. Must touch ground again to re-use.

Claidheamhmor
- +30 base health.
- 4x impact damage
- 1 sec increase in charge duration (up from 0.5)
- ~0.67 weapon switch speed (down from ~0.9)

Persian Persuader
- +30 base health.
- +100% primary and secondary ammo. (2x ammo)
- ~0.67 weapon switch speed (down from ~0.9)

Scotsman's Skull Cutter
- +30 base health.
- 1.4x dmg
- ~0.67 weapon switch speed (down from ~0.9)

Pain Train
- +30 max health.
- 25% faster switching speed.
- Has the range of a sword-type weapon.

Ullapool Caber
- 20% bonus damage on its explosion only.
- Pick up an ammo pack to regenerate the caber.
*Planned changes
- Caber can taunt kill.
Heavy
- Instant minigun spindown time that allows you to pull out GRU / shotgun / food / etc faster.
- Rage does stun fist weapons, except for the Holiday Punch.
- Miniguns can stay spun up while raged.
- Heavy's overheal does not decay.
- All Heavy melees except for the Eviction Notice have 12.5% faster firing speed.
- All Heavies will show hearts above their head representing about how many melee hits they can take before dying. Based on every 202 damage hit they can take.

Minigun / reskins
- 50% reduction in spinup time.
- Gain 10% damage bonus while healed by medic.

Natascha
- Replaced with Minigun

Brass Beast
- 50% damage resistance while revved up. (Hale hits 101).
- 75% less health from medics and health packs.
- 25% less health from shotgun heal.

Huo Long Heatmaker
- 50% reduction in spinup time.
- -3 ammo per second (instead of -6)
- Ignites enemies on hit.
- Afterburn immunity.
- 20% blast damage vulnerability.

Tomislav
- Similar to "Maxine" from Slag Gaming's Advanced Weaponiser 2.
- 57.5% reduction in spinup time.
- No movement speed penalty while deployed.
- 25% damage penalty.
- 25% fire rate penalty.
- -10 ammo per second while deployed.
* Planned changes
- Add SFX
- Remove 25% fire rate penalty.

Mega Sandvich:
- Replaces the Sandvich.
- Heavy eats it quickly.
- Will fully heal you to max overheal every 0.5s for 4 seconds.
- Provides rapid heal, knockback immunity, stun immunity, and speedbuff for 15 seconds.
- Provides minicrits for 15 seconds, or upgrade lastman minicrits to crits for 15 seconds
- 30s cooldown.
- Cannot replenish food by taking healthkits.

Mega Steak:
- Replaces the Buffalo Steak Sandvich.
- Heavy eats it quickly.
- Will fully heal you to max overheal every 0.5s for 2 seconds.
- Provides rapid heal, knockback immunity, stun immunity, and speedbuff for 15 seconds.
- Restricted to melee, melee does 25% more damage, and heals +100hp per hit if not using eviction notice.
- 30s cooldown.
- Cannot replenish food by taking healthkits.

Mega Chocolate:
- Replaces the Dalokah's Bar
- Eaten at normal speed
- Will fully heal you to max overheal every 0.5s for 4 seconds.
- Provides +50 max health for 30 seconds
- 15 second cooldown when used
- Cannot replenish food by taking healthkits.

Mega Banana:
- Replaces the Second Banana
- Eating works normally, only heals Heavy to full health, rather than full overheal.
- Heavy and bosses can slip on the banana.
- Bosses have a 1 minute cooldown on slipping on second bananas. They won't fall for it twice so easily.
- Boss knockback immunity from rage and immunity pads also provide immunity to bananas.
- Other players cannot eat the banana.
- Cannot replenish food by taking healthkits.

Shotgun + Family Business + Panic Attack
- Sandvich Bullets
- Damage dealt returns as health.
- Has constant minicrits which deal 1.75x damage instead of 1.35x damage.
- Can overheal self up.
- 2x explosive/fire damage vulnerability.
- Crits/minicrits have distance-based damage falloff.
- 5% faster weapon switch

Family Business:
- Heals 50% more than other shotguns, but the extra 50% is gained over time.

Pow! Taunt Kill
- Gains health similar to shotguns.

Fists
- "Grab-the-Crit" - every hit gains you 5 stored crits.

Gloves of Running Urgently (GRU)
- +10% bonus jump height
- 50% run speed bonus.
- Removed weapon switch penalty
- -50% damage penalty
- Self mark for death.

Killing Gloves of Boxing (KGB)
- Gain 12 seconds of crits after meleeing the boss.
- 40% faster weapon switch. (0.3s)
- Removed -20% firing rate penalty.

Fists of Steel
- Gain 5 seconds of crits after meleeing the boss.
- Meleeing the boss fully reloads your shotgun's clip.
- 40% faster weapon switch. (0.3s)
- Removed damage resistance / healing penalties / walkspeed penalty.

Holiday Punch
- Removes rage stun on hit.
- Note: This weapon can still be used while raged.
- On hit, become fluffy for 5 seconds.
- Fluffiness = 40% resistance to melee, 20% resistance to anything else.

Eviction Notice
- Damage dealt returns as health.
- Can overheal self.
- Removed speedbuff on hit.

Warrior's Spirit
- +30% damage bonus
- -50 max health on user.
Engineer
- Start with 300 metal at the beginning of the round, unless using Gunslinger.
- Destroying your buildings instantly returns some of your metal.
- Friendly engineers can not steal your dispenser metal if you have less than 200 metal yourself.

- Wrangled sentries do 50% less self damage to facilitate sentry jumping.
- Sentry rockets home in on the boss with a visibility range 1.5x of sentries.
- (Sentries can see up to 1100HU, while its rockets can see 1650HU).
- If you're one of the last 2 players, your sentry rockets will bounce off walls.

- Successful telefrags deal 9001 damage to hale.
- Teammate telefrags add 4500 damage to the engie who built the teleporter.

Teleporters
- You can use the /pad command to use Engie Pads.
- Boost Pad: Grants 5.0s speed boost, 15.0s pad cooldown.
- Jump Pad: Launches player upwards. 3.0s pad cooldown.
- Health Pad: Acts as a full health kit. 10.0s pad cooldown.
- Shock Pad: Stuns the boss for a short time. Destroyed when triggered.

Shotgun + Frontier Justice
- Magnetic Bullets: Half your damage is returned as metal.

Widow Maker
- All of your damage is still returned as metal.
- Can gain up to 400 metal.
- All metal above 200 metal adds a damage bonus. 210 metal = 10 metal above = 1% damage bonus. 400 metal = 200 metal above = 20% damage bonus max.

Rescue Ranger
- Always crits
- 100 metal cost for telegrabs.
- 75 building heal per bolt

Frontier Justice
- Gains full crits while sentry is aiming at the boss.

Wrangler
- Unchanged.

Pomson 6000
- Always crits
- Generates half as much rage for bosses as other weapons do.
*Planned changes
- Change something.

Pistol / Reskins
- Gains full crits

Short Circuit
- DISABLED because all it would do is delete the rages of two bosses

Gunslinger
- +50 max hp
- Cannot be crit boosted
- 3x damage bonus
- Normally hits 195, but third chain hit deals 585.

Eureka Effect
- Eureka teleporting costs 130 metal. Cannot teleport without sufficient metal.
- Eureka teleporting to your exit breaks the exit.
- Even if the teleport fails, you will still lose metal.

Southern Hospitality
- Allows building of bi-directional teleporters.
- 50% telefrag damage penalty.
Medic
- Cannot gain uber from syringes/ubersaw while ubered by another medic while playing on vsh_dustshowdown and maps with similar corridors.

All mediguns have a rubber rope effect that will pull your towards your heal target.

Syringe Gun + Overdose
- 5% uber gained per hit.
- 10% of your uber becomes a speed bonus while this weapon is equipped.
- Does not need to be reloaded - autoreloads itself.

Blutsauger
- 2% uber gained per hit.
- +9 health per hit. +3 vs Tank.
- Can overheal self from leeched health.
- 10% of your uber becomes a speed bonus while this weapon is equipped.
- Does not need to be reloaded - autoreloads itself.

Crusader's Crossbow
- 10% uber gained per hit.
- 1.45x damage bonus.

Medigun / Reskins
- 25% faster ubercharge gain rate
- Uber grants both invuln and crits.
- Ubercharge starts at 32% and lasts for 150% after activation.

Vaccinator
- Resist type does not matter - it's active against all damage.
- Uber grants mini-crits.
- Uber gain rate removed.
- The resistance works like default vaccinator does, but I'll elaborate.
- Uber = 75% resist. Against Hale's 202 punch damage, he hits 50.
- If your healing target takes damage, 25% of what it would've hit comes as overheal for the medic.
- For the medic and the heal target, you have 10% resist while not uberred.

Quick-Fix
- 25% faster healing and ubercharge gain rate.
- At 100% ubercharge, damage that would have killed you or your healing target will auto-deploy your Uber for both.
- Uber also grants speed buff to the medic and his heal targets.
- Stacks with Vita-Saw's "Vitality" mechanic. Vita-Saw will be used first to save the medic's life, then Quick-Fix's uber.

Kritzkrieg
- 25% faster ubercharge gain rate
- Grants your patient mini-crits while healed.
- Uber can be deployed freely at 25% uber or more.
- Does not ubercharge the medic using it.

Vita-Saw
- Vitality: Vita-Saw's organs let you survive a killing blow with 50% health left at the cost of 3 organs.
- Organs cap out at 3, though the organ counter may show more.
- Gain organs over time when healing players with your medigun, or by meleeing enemies.
- Other players will see this as an overhead blue heart icon. The medic using it cannot see their own overhead icon.

Amputator
- Gain +75 health on hit, up to overheal.
- Taunting generates 10% ubercharge.

Solemn Vow
- Reveals the boss rage status to everyone as an overhead icon if the boss is within half sentry range or medic can see him.
- Can see the boss's rage percentage, speed, and health passively.

Bonesaw
- Unchanged.
Sniper
- All rifles do 3x damage.
- Sniper can wallclimb with any melee.
- Sniper receives 75% less healing from medics.

Sniper Rifle / Reskins
- Outlines the boss on hit.
- Outline duration scales with charge.
- Outline lasts longer if you're one of the final two players.

Sydney Sleeper
- Generates 90% less rage for bosses from damage.
- Does not jarate.
*Planned changes
- Extinguish allies.

Bazaar Bargain
- Does not lose heads on bodyshots.
- Only gains heads on headshots.
- Lose one head on miss.

Hitman's Heatmaker
- Cannot gain charge.
- Headshot does 450 damage.
- Bodyshot does 50 damage.
- 2x ammo.

Huntsman
- 1.5x damage bonus.
- 2x ammo.

Machina
- Headshots do 1.33x damage.

Classic
- Always does charge-dependent knockback.

Darwin's Danger Shield
- 90% fall damage resist
- +50 health (up from 25) - allows quick fix overheal to tank 202 damage.

Cozy Camper
- Regenerates 1 health per sec.
- Regenerates 4% ammo every 5 seconds.

Razorback
- Blocks one hit from behind.

SMG
- Gains full crits while active.

Cleaner's Carbine
- Headshots do 2.5x damage.
- 25% damage penalty.

Jarate / Reskins
- Removes 16% rage on hit.

The Shahanshah
- 66% dmg increase when health is is below 50%, up from 25%.
- 50% dmg decrease when health is above 50%, up from 25%.
Spy
- Backstabs do massive damage.
- Backstabs do a minimum of ~900 damage.
- Cannot attack for 2 seconds after a backstab.
- Being cloaked next to a dispenser drains your cloak faster. Decloak to regen cloak from it.
- Cannot goomba while disguised or cloaked.
- If you wanna go for goomba backstabs, undisguise or use the YER (which disables disguising).
- Movespeed increased to base hale speed.
- All revolvers get 2x ammo.

Stock Revolver
- 95% increased accuracy

Ambassador / Reskins
- Headshots do 2.5x damage.

Enforcer
- 1.2x damage while undisguised.
* Not planned to be changed.

L'Etranger
- Disables passive cloak regen.
- Removed 40% longer cloak duration.
- BUG: Cloak regen will remain disabled unless you rejoin the server/map changes.

Diamondback
- Backstab gives 2 revenge crits.
- Revenge crit shots do 200 damage.

Your Eternal Reward / Wanga Prick
- Cannot disguise. (Can never disguise, even if you backstab).
- Quiet decloak.

Conniver's Kunai
- Start with 65 health.
- +180 health on backstab
- Max of 270 overheal.

Big Earner
- Gain 100% cloak on backstab.
- 3s speed boost on backstab.
- 15% lower backstab damage.

Spy-cicle
- Reduces boss rage by 10% and freezes rage gain for 7.5s on backstab.
- After a backstab, reveals are marker above the boss's head indicating rage is frozen.
- 90% less rage generation from facestab damage.
- 25% lower backstab damage.

Invisiwatch / Reskins
- While cloaked, boss melee does 85 damage. (Can survive one hit at 125 health).
- Scout bosses hit 58
- 3x cloak regen speed
- Decloaking drains cloak to 0%.
- After decloaking, cannot cloak again for 2.5s.
- Cannot pick up ammo for cloak at all.

Deadringer
- While cloaked, boss melee does 62 damage. (Can survive two hits at 125 health).
- Cannot pick up ammo for cloak while cloaked.
- -35% cloak from ammo.
- Scout bosses hit 39
- Removed speed boost.

Cloak N' Dagger
- Replaced with "The Phase Shift".
- 2 second cloak duration.
- 4 second cloak regen time.
- Instant cloak / decloak.
- Can instantly backstab after decloak.
- Decloaking sets your cloak to 0%.
- Damage is affected by remaining cloak.
- 0% cloak = -34% damage.
- 100% cloak = -0% damage.
- Plays a loud noise when cloaking and decloaking.
- Cannot pick up metal while cloaked.
- Backstabs decay half as much as normal ones.

More
Super Weapons & More
Here's a full list of Super Weapons and what they do.
Subject to change. If you have a suggestion for a change, post it here.

The conditions for being equipped with super weapons are as follows:
  • You must be one of the top 3 with most damage over the past few rounds.
  • The boss must have at least 8192 health left.
  • Being on a harder difficulty than Normal Mode prevents spawning supers.
After the final player dies, an instant dice roll between the top 3 players with the most damage accumulated will occur.
Once the round is over, super weapons appearance goes on cooldown for a while.

The dice roll is weighed - the more damage you deal, the more likely you are to be chosen.

The winner of the roll will be respawned with super weapons as the mercenaries' last stand.

-----------------------------------------------------
All classes
  • 3x damage on all weapons
  • Increased maxhealth scaled based on the boss's remaining health.
  • More ammo than you'll need.
Most super weapons have some sort of "killer" ability capable of easily doing over 4000 damage in less than a second, based on the class's strengths.
Super Scout
Primary - Super Scattergun
- Fires twice as fast.

Secondary - Super Pistol
- Fires twice as fast.
- Has Pretty Boy's Pocket Pistol's fall damage nullification.
- Has Winger's 25% higher jump.
- Knockback disabled.

Melee - Super Scout Pan
- Pan... that fires twice as fast.
Super Soldier
Primary - Super Rocket Launcher
  • Has Direct Hit's rocket speed.
  • Has Black Box's +15 hp on hit.
  • Has Liberty Launcher's 25% reduced rocket jump damage.
Secondary - Super Shotgun, or Mantreads, or Gunboats
- Has the explosive shotgun bullets if you use the shotgun.

Melee - Super Soldier Pan
- Can market garden for 3x as much damage as what market garden normally does.
Super Pyro
Primary - Super Flamethrower
- Airblast jump
- Degreaser's increased weapon switch speed

Secondary - Super Shotgun
- Has incendiary bullets.

Melee - Super Axtinguisher
- Combines the Axtinguisher and Powerjack.
- While active, +15% movespeed.
- Meleeing a burning player extinguishes the fire for a massive damage bonus
Super Demoman
Primary - Super Grenade Launcher
- Combines iron bomber + normal nade launcher.
- 40% extra explosion radius

Secondary - Super Stickybomb Launcher
- Double firing rate.
- A full sticky patch hits 6000-8000.

Melee - Super Eyelander
- Starts 4 heads.
- Heals for 45 health on hit.
Super Heavy
Primary - Super Minigun
- Do 20,000 damage in five entire seconds.

Secondary - Super Shotgun
- Has sandvich bullets that heal on hit.

Melee - Super Heavy Pan
- Heals for as much damage as it deals.
Super Engineer
  • Cannot pick up metal.
  • Regenerate 50 metal every 5 seconds.

Primary - Super Frontier Justice
  • You can teleport yourself around for 100 metal.
  • Max teleport distance is half of sentry range.
  • Telefrags do half the amount of damage a normal telefrag would.
  • Cannot teleport if raged.

Secondary - The Wrangler
  • This one isn't changing.

Melee - Super Engie Wrench
  • Create a fast building level 3 mini-sentry.
  • Bouncing homing rockets.
  • Extreme fire rate.
  • Dispensers have the wrangler shield.
  • All buildings start at level 3.
  • No metal cost for building.
Super Medic
Primary - Super Syringe Gun
- Gain health on hit
- Gain uber on hit

Secondary - Super Medigun
  • Allows you to see enemy health
  • Can attach to enemies to drain health via mouse2/right click
  • Cannot hurt disguised spies
  • Cannot be crit or minicrit boosted
  • Can revive teammates
  • Overheal doesn't decay
  • 2.4x healing/revive rate
Melee - Super Medic Pan
- Gain 50% uber on hit.
Super Sniper
Primary - Super Sniper Rifle
- Unscoped bodyshots do 450.
- Scoped bodyshots do 1350.
- Scoped headshots do 4050 damage.
- Instant 100% charge when scoped. (Max is 150%).

Secondary - Super SMG
- Headshots do 3x damage.

Melee - Super Sniper Pan
- Can wallclimb.
Super Spy
Primary - Super Ambassador
- Headshots do 3x damage (1080).

Sapper - Super Sapper
- Sapping the boss stuns him and reduces its rage to 0%.

Cloak
- Keep the watch you were using previously.

Melee - Super Knife
  • Backstabs hit for 55% of the boss's starting health.
  • Facestabs do the same damage a backstab normally would.

More
19 Comments
shadownr 13 Jan, 2022 @ 7:03am 
ah
Chdata  [author] 12 Jan, 2022 @ 1:14pm 
that is how it works on our server, including the

- Deals 10 self damage on triple jump.
Alby 12 Jan, 2022 @ 10:49am 
Worked for me.
shadownr 12 Jan, 2022 @ 10:19am 
"atomizer double jump does no damage while hype is active"
shadownr 12 Jan, 2022 @ 10:19am 
weapon stats are a little dated
Chdata  [author] 21 Jul, 2021 @ 12:45pm 
very
MyOnlineAvatar 15 Jul, 2021 @ 8:58pm 
Hmmmm? a revival?
KK_I00 15 Jul, 2021 @ 5:58am 
GOOD
Chdata  [author] 13 Jul, 2021 @ 8:23pm 
Thank you!
Sômek DMT in summer 13 Jul, 2021 @ 6:52pm 
Good.