History Items / TeamFortress2

31st Dec '16 2:49:37 AM superslinger2007
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** QuickDraw

to:

** QuickDrawQuickDraw: Has a quick spin-up time.



** BackStab: Forces the victim into laughing fit.

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** BackStab: Forces the victim into a laughing fit.
30th Nov '16 6:10:40 PM BarthVader
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** {{Combos}}: Full critical hits instead of mini-crits, you say? [[UrineTrouble Break out that Jarate.]]

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** {{Combos}}: Full critical hits instead of mini-crits, you say? [[UrineTrouble Break out Designed around the Sniper's sidegrades (Sydney Sleeper, Jarate, Cleaner's Carbine) that Jarate.]]either mini-crit-boost him or force the enemy to take mini-crits.
15th Nov '16 7:56:41 PM BarthVader
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** AwesomeYetImpractical: Identical to the wielder's stock weapon, which means you're not allowed to equip a utility melee, which makes it impractical for Soldier, Pyro, Heavy, Medic and arguably Scout. It also lacks critical hit animations for Pyro, Heavy and Medic and backstab animations for Spy, making it harder to judge the situation in melee combat.



** AwesomeButImpractical: In the hands of a Spy, the Golden Pan is pretty much a worse Spy-cicle, as it does as much damage as the knife, creates a highly conspicuous golden statue upon kill, doesn't indicate when you can backstab like the regular Knife, and doesn't silence the loud pan sound.

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** AwesomeButImpractical: In All the hands downsides of a Spy, the Golden Pan is pretty much Saxxy, (see its entry) and a worse Spy-cicle, as loud CLONG it does as much damage as the knife, creates a highly conspicuous golden statue upon kill, doesn't indicate makes on hit makes it useless for when you can backstab like the regular Knife, and doesn't silence the loud pan sound.want to be stealthy.
31st Oct '16 5:13:29 PM mousegold
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* '''Crit-a-Cola''': Another caffeinated beverage with a 30-second cooldown timer. It provides the Scout with eight seconds of mini-crits, but all damage he takes is increased by 10%. The Scout also moves 25% faster during its duration.

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* '''Crit-a-Cola''': Another caffeinated beverage with a 30-second cooldown timer. It provides the Scout with eight seconds of mini-crits, but all damage he takes is increased by 10%. The Scout also moves 25% faster during its duration. He takes minicrits for 2 seconds after it wears odd



** ViolationOfCommonSense: Due to the weapon's enemy-piercing quality, you get hit more if you try to run directly away from it. This means the best option in a tight corridor is to move ''towards'' the crazed man holding a space gun. However, this turned out to be a bug that was eventually fixed, but the damage of the weapon was increased to compensate; trying the same thing now would, naturally, get you killed faster.

to:

** ViolationOfCommonSense: Due to the weapon's enemy-piercing quality, you get hit more if you try to run directly away from it. This means the best option in a tight corridor is to move ''towards'' the crazed man holding a space gun. However, this turned out to be a bug that was eventually fixed, fixed[[note]]Just now, for some reason[[/note]], but the damage of the weapon was increased to compensate; trying the same thing now would, naturally, get you killed faster.
24th Jul '16 2:33:46 PM porkyThegrumpiest
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* '''Nessie's Nine-Iron''': A golf club. Has the same stats as the Eyelander.

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* '''Nessie's Nine-Iron''': A golf club. Has the same stats as Functions identically to the Eyelander.



* '''Overdose''': The Medic's prototype syringe gun. Having this weapon out gives the Medic a speed boost (up to 10%) relative to his [=ÜberCharge=] percentage. However, it deals 10% less damage.

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* '''Overdose''': The Medic's prototype syringe gun. Having this weapon out gives the Medic a speed boost (up to 10%) 20%) relative to his [=ÜberCharge=] percentage. However, it deals 10% 15% less damage.
23rd Jul '16 1:48:48 PM Morgenthaler
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** ShoutOut: To ''SpaceChem''.

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** ShoutOut: To ''SpaceChem''.''VideoGame/SpaceChem''.
21st Jul '16 2:22:13 PM BossKey
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* '''Flame Thrower''' ''(sic)'': Short range, good damage, sets other players on fire, where they will burn continuously for a short time. Has a compressed air blast that can fling enemies, extinguish teammates for a 20-health bonus, and reflect projectiles (except bullets).

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* '''Flame Thrower''' ''(sic)'': Short range, good damage, reduces Medic healing on victims, and sets other players on fire, where they will burn continuously for a short time. Has a compressed air blast that can fling enemies, extinguish teammates for a 20-health bonus, and reflect projectiles (except bullets).



* '''Ali Baba's Wee Booties''': A pair of curved-toe sandals. Gives 25 more max health, boosts the user's movement speed by 10%, and using them allows the user to change directions more quickly while charging. Earning a melee kill while charging restores the charge meter by 25%.

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* '''Ali Baba's Wee Booties''': A pair of curved-toe sandals. Gives 25 more max health, boosts the user's movement speed by 10%, 10% if used with a shield, and using them allows the user to change directions more quickly while charging. Earning a melee kill while charging restores the charge meter by 25%.



* {{Nerf}}: Formerly granted the movement speed increase even if the Demoman didn't equip a shield.



** [[ICallItVera I Call It Sasha]]: All of the Heavy's miniguns until the streak was broken by the Brass Beast. We have Sasha and Natascha, as well as the unused Ludmilla.

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** [[ICallItVera I Call It Sasha]]: All of the Heavy's miniguns until the streak was broken by the Brass Beast.Beast (until the Meet Your Match update proved otherwise). We have Sasha and Natascha, as well as the unused Ludmilla.



* '''Natascha''': a darker minigun with a much deeper (but softer) sound that slows opponents but does less damage and takes more time to spin up. While being spun, the user takes less damage. It also holds 100 more max ammo.

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* '''Natascha''': a darker minigun with a much deeper (but softer) sound that slows opponents but does less damage and takes more time to spin up. While being spun, the user takes 20% less damage.damage while below 50% HP. It also holds 100 more max ammo.



** CriticalStatusBuff: Bringing a Natascha Heavy below half HP just makes him harder to bring down with direct fire.



* '''Brass Beast''': An antique mini-gun made of brass. Its damage is increased by 20% and the user takes 20% less damage while it's spun up, but it takes much longer to spin up and, while deployed, move speed is cut even further than normal.

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* '''Brass Beast''': An antique mini-gun made of brass. Its damage is increased by 20% and the user takes 20% less damage while it's spun up, up and his HP is at 50% or less, but it takes much longer to spin up and, while deployed, move speed is cut even further than normal.



** [[ICallItVera I call it Oksana]] As the Meet Your Match update shows us.

to:

** CriticalStatusBuff: Bringing a Brass Beast Heavy below half HP just makes him harder to bring down with direct fire.
** [[ICallItVera I call Call it Oksana]] Oksana]]: As the Meet Your Match update shows us.



* '''Huo-Long Heater''': An antique wooden mini-gun with a Chinese dragon head on the muzzle. When deployed, the user is surrounded in a ring of fire that will ignite enemies and deal bonus damage to burning enemies, but the fire costs 4 (previously 6) ammo per second when deployed.

to:

* '''Huo-Long Heater''': An antique wooden mini-gun with a Chinese dragon head on the muzzle. When deployed, the user is surrounded in a ring of fire that will ignite enemies and deal the weapon deals bonus damage to burning enemies, but it deals 10% less damage than the stock Minigun and the fire costs 4 (previously 6) ammo per second when deployed.



* '''Widowmaker''': A futuristic shotgun modeled after the Widowmaker TX. Damage done is transferred to Metal, but consumes 30 metal per shot. As long as the Engie has metal, he never has to load more shells.

to:

* '''Widowmaker''': A futuristic shotgun modeled after the Widowmaker TX. Damage Deals 10% more damage if used against an enemy being attacked by your sentry and damage done is transferred to Metal, but consumes 30 metal per shot. As long as the Engie has metal, he never has to load more shells.



* '''Cozy Camper:''' Backpack with a toy koala, jarate, and pot hanging from it. When equipped, taking damage from attacks not jerk the Sniper's aiming reticule up when scoped or drawing the Huntsman, knockback is reduced by 1/5, and the user regenerates up to 4 health per second (reduced if the user has recently taken damage).

to:

* '''Cozy Camper:''' Backpack with a toy koala, jarate, and pot hanging from it. When equipped, taking damage from attacks does not jerk cause the Sniper's aiming reticule up Sniper to flinch when his weapon is fully charged while scoped in or drawing the Huntsman, knockback is reduced by 1/5, and the user regenerates up to 4 health per second (reduced if the user has recently taken damage).



** CriticalEncumbranceFailure: Justified in that the extra weight helping keep the Sniper's aim straight is the item's main feature, but played straight with the scoped speed penalty.
** DoNotRunWithAGun: Even moreso than by default.

to:

** BalanceBuff: Originally, the Cozy Camper reduced the Sniper's movement speed while scoped in, and did not grant as much HP regeneration. The downside was changed to making the Sniper more vulnerable to all damage before being removed entirely; however, it used to prevent flinching while scoped in even when not fully charged.
** CriticalEncumbranceFailure: Justified in that the extra weight helping keep the Sniper's aim straight is the item's main feature, but played straight with the old scoped speed penalty.
** DoNotRunWithAGun: Even Initally, even moreso than by default.default; this was later removed.



* '''Enforcer''': A snub-nosed revolver. Does 20% more damage while disguised, but has a 20% firing speed penalty and no random critical hits.

to:

* '''Enforcer''': A snub-nosed revolver. Does 20% more damage while disguised, disguised and ignores all forms of bullet resistance, but has a 20% firing speed penalty and no random critical hits.hits.
** ArmorPiercingAttack: Vaccinator Medics and Dead Ringer Spies, beware.
21st Jul '16 1:56:39 PM BossKey
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* '''Soda Popper''': A broken Force-A-Nature with a Crit-A-Cola replacing the grip. It has the damage and pellet count of the Scattergun, the two shell clip and firing speed of the Force-A-Nature, and instead of extra knock-back has a faster reload. It also has a "hype" meter that is built up by running that is activated with alt-fire and temporarily lets you airjump four times without touching the ground instead of once.

to:

* '''Soda Popper''': A broken Force-A-Nature with a Crit-A-Cola replacing the grip. It has the damage and pellet count of the Scattergun, the two shell clip and firing speed of the Force-A-Nature, and instead of extra knock-back has a faster reload. It also has a "hype" meter that is built up by running dealing damage that is activated with alt-fire and temporarily lets you airjump four times without touching the ground instead of once.



** {{Nerf}}: Full hype originally gave mini-crits instead of extra jumps.

to:

** {{Nerf}}: Full hype originally gave mini-crits instead of extra jumps. Additionally, Hype was originally charged by simply running around rather than by dealing damage.



* '''Sun-on-a-Stick''': A promotional item for ''VideoGame/{{Rift}}''. This spiky mace does 25% less damage, but can critically hit all enemies who are on fire.

to:

* '''Sun-on-a-Stick''': A promotional item for ''VideoGame/{{Rift}}''. This spiky mace does 25% less damage, but can critically hit all enemies who are on fire.fire and grants 25% fire resistance when active.



** SituationalSword: Obviously, if there isn't a Pyro on the team, this mace would be pretty useless.

to:

** SituationalSword: Obviously, if there isn't a Pyro on the either team, this mace would be pretty useless.



** CherryTapping

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** CherryTappingCherryTapping: If for some reason you feel like trying to destroy buildings with this thing just to humiliate the enemy Engineers.



** ViolationOfCommonSense: Due to the weapon's enemy-piercing quality, you get hit more if you try to run directly away from it. This means the best option in a tight corridor is to move ''towards'' the crazed man holding a space gun.

to:

** ViolationOfCommonSense: Due to the weapon's enemy-piercing quality, you get hit more if you try to run directly away from it. This means the best option in a tight corridor is to move ''towards'' the crazed man holding a space gun. However, this turned out to be a bug that was eventually fixed, but the damage of the weapon was increased to compensate; trying the same thing now would, naturally, get you killed faster.



* '''Sydney Sleeper''': A scoped dart gun. Headshots are no longer critical hits, but a successful hit applies Jarate to the target from 2 to 8 seconds (depending on the charge level). It also charges about 0.5 seconds faster than the standard rifle.

to:

* '''Sydney Sleeper''': A scoped dart gun. Headshots are no longer critical hits, but a successful hit applies Jarate to the target from 2 to 8 seconds (depending on the charge level). Additionally, headshots and fully-charged shots apply Jarate in the area around the target, and the weapon can be used to extinguish burning teammates like regular Jarate. It also charges about 0.5 seconds faster than the standard rifle.



** BoomHeadshot: [[AvertedTrope This rifle can't inflict headshots,]] in exchange for the following:

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** BoomHeadshot: [[AvertedTrope This rifle can't inflict headshots,]] in exchange for Zigzagged. Unlike the following:Sniper's other primary weapons, headshots with the Sydney Sleeper do not deal critical hits, but scoring one applies Jarate to an area instead of just the target.
9th Jul '16 1:03:38 PM Eon-the-Dragon
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** CombatPragmatist: The Shortstop allows the Scout to push enemies away from him, sort of like the Pyro's Compression blast. Using it allows for some great ImprovFu, including [[GeoEffects shoving enemies into environmental hazards]] or simply pushing them out of cover and into where your teammates can find them. [[{{Troll}} Or right in the path of the sentry they were trying to take out]]. It also causes players to drop the ball in PASS Time without killing them and can separate Medics from their heal patients, making it also a MundaneSolution weapon.

to:

** CombatPragmatist: The Shortstop allows the Scout to push enemies away from him, sort of like the Pyro's Compression blast. Using it allows for some great ImprovFu, including [[GeoEffects shoving enemies into environmental hazards]] or simply pushing them out of cover and into where your teammates can find them. [[{{Troll}} [[TheGadfly Or right in the path of the sentry they were trying to take out]]. It also causes players to drop the ball in PASS Time without killing them and can separate Medics from their heal patients, making it also a MundaneSolution weapon.
9th Jul '16 1:01:52 PM Eon-the-Dragon
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Added DiffLines:

** CombatPragmatist: The Shortstop allows the Scout to push enemies away from him, sort of like the Pyro's Compression blast. Using it allows for some great ImprovFu, including [[GeoEffects shoving enemies into environmental hazards]] or simply pushing them out of cover and into where your teammates can find them. [[{{Troll}} Or right in the path of the sentry they were trying to take out]]. It also causes players to drop the ball in PASS Time without killing them and can separate Medics from their heal patients, making it also a MundaneSolution weapon.


Added DiffLines:

** UnnecessaryRoughness: You could just kill your opponent, or you can push them into a much more dangerous situation.
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