Table Of Contents
(Click to navigate)
The black header contains the other pages for the site (on the very top for PC users, or the triple lines tab for mobile users).
Game Changes contains General Changes, Gamemode Changes, and Seasonal Changes.
Class Rebalances contains each respective classes' rebalance page.
"Weapon Contracts" is dedicated to having new contracts for every single unique unlockable weapon in the game, to be paired with the general changes to both the contract system and Milestone Achievements. Check out both the General Changes page and the rebalances before visiting there!
"Feedback" contains a link to a Google Form to submit feedback to any part of the site, be it specific weapons or whatever else.
The General Changes page will host changes that don't apply to any one particular class or weapon. It is highly recommended to visit this page first since changes here impact every other page!
Multi-Class weapons have their own page listed after Spy rather than being listed on the classes they can be equipped on.
A slot for base class changes will be listed first, if there is any (such as changing the base health of a class).
Each weapon will be listed in alphabetical order in each weapon slot, save for all-weapon changes being listed first. This will also include previously unlockable weapons made into stock items. For example, the Flare Gun is now a stock weapon alongside the shotgun on Pyro, and will be listed first before the Detonator despite "Flare Gun" having a lower priority alphabetically.
Stock weapons without changes will not be shown. However, unlocks will be—they will have (UNCHANGED) next to their name to demarcate this.
Any changes made to stock weapons will apply to all weapons of that particular type. For example, if I change the damage of Spy's stock knife to 50, every single Spy knife will now deal 50 damage unless stated otherwise. This will also apply to unlocks that were changed into stock weapons, being the Flare Gun, Chargin' Targe, and Sandvich.
Reskins of weapons will be listed alongside the weapons they're a reskin of. This includes reskins with stats that don’t change gameplay elements, like the Holy Mackerel and Apoco-Fists. They will receive the same changes as the weapon they're a reskin of - though independent changes for them (i.e. changing a sound they make) will be listed separately beneath the balance changes. Additionally, if the weapon they're a reskin of changes, they will be listed under the new weapon they're a reskin of instead.
Not all changes will be directly listed in the New Stats card. For example, since the current version of the Flying Guillotine doesn't list its recharge time on its stat list, the updated version might not either, even if it's not the same. To see every detail, make sure to look through Balance Changes!
Below this Notes section contains my balance philosophy for TF2 weapon design and an example format for the rebalances, if you desire to take a peek at those.
And most importantly...
All of these balance changes are my own opinion, and disagreements are more than natural! Even I, who's worked on this set of balance changes for years, can't fully agree with all of it! As much as one tries making TF2's balance perfect, it's likely not feasible, and many compromises have to be made. Regardless, have fun, and feel free to share feedback here, or the Feedback page if you desire.
#1 - Is it BALANCED?
It'd be a shame to showcase a balance change without considering balance! If your weapon isn't as viable as others, it's not going to be picked seriously and become neglected, which is a real problem in current TF2.
#2 - Is it FUN?
Secondary to balance, but nearly as important is fun value. If your weapon isn't entertaining, then people will get bored of using it and play more interesting weapons instead. TF2 in general is widely known to attract players for thousands of hours, and being able to have the diverse weapon pool have even more fun value to be had would strengthen that ever further.
#3 - Is it FAIR to fight?
The opposite to #2 but equally as important is the interaction with the enemy. If your weapon does something that feels undeserved or limits what a given player is able to do just because x happened can lead to weapons being in a bad position, regardless of how balanced or fun to use it may be. Examples of this include - movement restrictions towards your enemies (Scorch Shot, Natascha, etc), class/weapon specific counters (Third Degree, Razorback, etc), overly strong upsides in the right situation (Phlogistinator, Bazaar Bargin, etc), and more.
#4 - Is it UNIQUE?
The whole purpose of unlockable weapons is to increase the amount of playstyles, situational advantages, and diversity the game has. If a weapon overlaps on all three of these with another item, why is it there to begin with? Breaking this can also greatly reduce the fun factor to a weapon because either it or the weapon its very similar to can end up feeling same-ey and one ends up winning out and the other goes unused. A good in-game example of this is the Conniver's Kunai and Big Earner, which both reward backstabs with temporary but instant rewards and decrease your max health, whereas in the Kunai is the better option a significant amount of the time and the Big Earner goes rarely used.
#5 - Keep it SIMPLE, stupid!
Stat pages should try to simplify information without skipping critical details, and the more details there are, the harder it is to make a concise stat page that isn't confusing or redundant, especially for newer players that may get access to them early via item drops. Additionally, it's just a general trend that simpler weapons (i.e. Black Box, Kritzkrieg) are more balanced than those that are more complex.
#6 - Address the FUNDAMENTALS first.
This applies not just to weapon design, but logical reasoning as a whole. When a larger problem presents itself, dealing with the fundamentals should be addressed first, so that any secondary issues are made less challenging to tackle and the overall solution(s) as grounded and effective as possible. In regards to TF2 rebalance, this strategy is employed in cases such as base class changes before stock weapons before unlockable weapons, or gamemode changes before map-specific changes.
#7 - TF2 is primarily a CASUAL game, not competitive.
TF2 is a rather unconventional game where the competitive scene looks almost nothing like the casual playerbase. Not only are the formats drastically different (6v6 vs 7v7 vs Highlander vs 12v12), but even the map pool and metas are incomparable. Balancing around competitive mode has higher potential to miss the other marks laid out here for the casual scene, while balancing around casual is more likely to have a general positive outcome for competitive modes than negative and applies most to what is drastically the majority of TF2's playerbase. Lastly, but certainly not least important is the fact competitive TF2 has one major difference I didn't mention compared to casual TF2 - weapon bans. If something doesn't work out in the competitive scene (i.e. the current Quick-Fix, which gets drastically stronger the less players there are), they have the ability to ban it whereasin casual has no such feature and is forced to deal with all of the weapons in the game, no matter how overpowered or underpowered they may be.
#8 - HYPOTHETICAL balance inspires more creativity than an in-game mod.
Source is a relic from an older era of gaming, even more than TF2 itself, and simply put - some things just aren't possible in it. Compromises have to be made to make certain things work, on top of being simply a LOT more work to make even the most basic of changes become a reality via a mod or vscript. This kind of environment is simply unideal when it comes to making balance changes or discussing balance in general, hence the existence of "doc" formats like this website. Theory comes before implementation, after all.
Thoughts On Current Weapon
This section will detail any thoughts I have about the current weapon and its role in the game, usually describing what problems or strengths it may have, if any.
Current Version
Balance Changes
Text in light blue are buffs, such as adding fun upside
Additional notes for buffs are written in dark blue text.
Removed annoying negative stat
Text in dark red are nerfs, such as adding balanced downside
Additional notes for nerfs are written in light red text.
Removed overpowered positive stat.
Changes in purple text signify changes that I'm not entirely certain of
Additional notes for uncertain changes are written in lavender text. Do note that these changes will not be reflected in the final stat card.
Weapon-Specific Changes
Text in black are often changes that don't impact a weapon's balance, such as adding a description to the Hooheehaha
New Stats
Reasons For Changes
This section will explain my changes and what they achieve to help justify them to the reader (and myself).
Seasonal Changes Update!
11/2/2025 - This update adds a new Seasonal Changes page that details changes for (mostly) Scream Fortress related content, but also some for Smissmas as well. I have also separated out the General Changes, Gamemode Changes, and Season Changes page into their own umbrella category to aid in the navigation of the site.
Janitor Update!
10/19/2025 - Turns out I may have been TF2's so-called "janitor" in a past life. Made a SIGNIFICANT number of changes to the site, too numerous and specific to list all here. If you really insist on knowing them all, there's a log below the home page.
Gamemode Rebalance Update!
6/30/2025 - Didn't expect to make an update to this site so soon after the previous one, but here we are. This update primarily adds the Gamemode Changes page which includes, as one may surmise, changes concerning the gamemodes, but also includes a few other balance changes adjustments, as to be expected. Enjoy!
Contract Killer Update!
4/30/2025 - "My death was greatly exaggerated" aside, this new update adds weapon reskins to the site, revises a TON of balance changes to be that much better than before, reinvigorates the explanation and thoughts sections across all classes, and improves the image quality of the backgrounds used for the site. Additionally, the General page is better formatted and includes more changes as well. Splendid!
Oh, and did I mention the new weapon contracts? Yeah, you read that right. There are now contracts for EVERY SINGLE WEAPON to facilitate their unlock process for new players! What are you waiting for, a written invitation? Go check them out!
Sniper and Spy Revision Update!
4/10/2024 - It's time, folks. The final update for this long-lived balance website for the foreseeable future. No more "vs", this is the Sniper and Spy update that revises all their changes, and makes the final updates to the rest of the site. I cannot thank everyone who's helped me along enough, this project started as a mere Google Doc to catalog some balance ideas I had and here we are 4 years afterwards with this full website. Enjoy the fruits of these long years of labor, it's been a great time!
Medic, Multi-Class, and Miscellaneous Madness Update!
10/5/2023 - As before, all balance changes made for Medic and the Multi-Class weapons have been redone and polished. Additionally, all stat cards have also been redone to be fully accurate, the General page has been added, the entire site has been recolored, and several other classes (outside of Sniper and Spy) have had further revisions! Wowza!
Defense Revision Update!
1/28/2023 - Continuing the trend, all balance changes for Demoman, Heavy, and Engineer have been revised and improved upon. Go and have yourself a gander!
Offense Revision Update!
10/9/2022 - With a fresh set of eyes, all balance changes for Scout, Soldier, and Pyro have been looked at once again and redone! In addition, any changes to a specific class have been listed on that class's page rather than in General Changes. Have a look if you'd like.
Medic Finished + Spy Update!
12/13/2021 - All balance changes have been made for Medic, making not only the Medic page fully available, but EVERY page. Stupendous!
In addition, a multitude of balance changes were redone! In particular... almost the entirety of Sniper! Go check it out!
Spy Finished!
11/28/2021 - All balance changes have been made for Spy, making the Spy page fully available! Though... I don't think he ever really was on our side...
Demoman Finished!
11/18/2021 - All balance changes have been made for Demoman, making the Demoman page fully available! Now tell the Devil I'm comin' for him next!
Pyro Finished!
10/30/2021 - All balance changes have been made for Pyro, making the Pyro page fully available! Mmmph! ...or whatever Pyro says.
Heavy Finished!
7/26/2021 - All balance changes have been made for Heavy, making the Heavy page fully available! Keep crying, baby!
Item Schema Update!
7/12/2021 - Though not related to balance specifically, multiple New Stats images have been updated on older pages such as Scout to look cleaner. In addition, the Cow Mangler 5000, Darwin's Danger Shield, Cleaner's Carbine, Machina, and Sydney Sleeper have received more changes.
Multi-Class Finished!
7/6/2021 - Though small, the Multi-Class section has been finished up. Have a look if you'd like!
Engineer Finished!
7/4/2021 - Woowee! Makin' bacon. All balance changes are now officially made for Engineer, making the Engineer page fully available.
Sniper Finished!
7/1/2021 - Crikey! All balance changes are now officially made for Sniper, making the Sniper page fully available.
Soldier Finished!
6/23/2021 - All balance changes have been officially made for Soldier, making the Soldier page fully available. Booyah!
Scout Finished!
6/11/2021 - All balance changes have been officially been made for Scout, making the Scout page fully available. Get to the freakin' page, dumbass!
LEGEND
Regular Text - Progress made on site (site not updated)
Bold Text - Site updated, changes are now live
12/2/2025 - Made a few more changes to Heavy's "Dreamland Express" taunt, Eviction Notice, and Your Eternal Reward.
11/21/2025 - Made a few changes to Heavy's melees regarding their taunts.
11/5/2025 - Added changes for crumpkins to the Seasonal Changes page and added MONOCULUS! to the Seasonal Changes Update thumbnail, as HHH on his own left a bit too much empty space for my liking.
11/2/2025 - Finished the Seasonal Changes page and separated out the General Changes, Gamemode Changes, and Seasonal Changes page into their own category on the site navigation.
11/1/2025 - Continued work on the Seasonal Changes page.
10/31/2025 - Began work on the new Seasonal Changes page (currently unpublished and unfinished as yet), but...
10/31/2025 - ...Actually published the Bonk! Atomic Punch changes so that they can be viewed sooner rather than whenever I finish up the Seasonal Changes page.
10/23/2025 - Updated the Bonk! Atomic Punch with new changes... and promptly forgot to actually publish them. Whoops.
10/19/2025 - Whoops, I probably should have published the site sooner than this. But since I'm here, I may as well implement all of the changes in my backlog... which is a lot...
Ah, screw it, Janitor Update abound! Changes today included:
- All weapons that alter damage ramp-up and fall-off now list their exact changes
- Shortstop simplified and more detailed
- Force-A-Nature and Soda Popper reload speed boosted a minor amount to make a more rounded number
- Freedom Staff moved to being a Market Gardener reskin
- Reversed viewmodels no longer change projectile origin
- Made a bunch of weapons either fire from the center or from the side based on whether they have splash damage or not
- Reduced the Neon Annihilator's projectile speed, as the previous one was obtusely fast
- Made the Pain Train's effect into a global "Dueler" status in the general changes
- Added the Dueler status to the Holiday Punch
- Made the Crossing Guard into the GRU reskin
- Moved the Bread Bite to be a Warrior's Spirit reskin
- Simplified the damage done by mini-sentries
- Improved the Gunslinger's stat card
- Made non-wrangled sentries have full accuracy with bullets
- Made the Necro Smasher into a Southern Hospitality reskin
- Southern Hospitality now has -20% repair rate instead of -25%, as it felt too harsh
- Made sentries and the Wrangler have corrected firing speeds in the code
- Syringe Guns now have 150% damage ramp-up, like most weapons (instead of the lowly 120%)
- Bat Outta Hell is now a Solemn Vow reskin
- Prinny Machete is now a Tribalman's Shiv reskin
- Remade several stat cards to improve readability.
10/2/2025 - Made significant changes to the Frontier Justice to improve fairness when dealing with it, now dealing mini-crits instead.
10/1/2025 - Separated changes to Engineer's buildings to be specific to each building rather than combined into one, and made some additional changes for the teleporter.
9/30/2025 - Made a few changes to the Construction/Destruction PDAs that involve making the console commands revolving buildings are more balanced, yet more accessible. A couple more Engi changes are still in the works though so I'm holding off until they're all finished.
9/24/2025 - Brought back the "old" Ambassador change list as a second idea for the weapon purely for legacy's sake, and finished making the new version. Additionally, allowed Spies to rediguise with the same settings as their current disguise to change the player they're disguised as, buffed the L'Etranger to get even more cloak on headshots, and lastly flipped the Spy-Cicle's stats to either no longer require a backstab if they did before and vice versa in an attempt to make it more balanced vs the stock knife + make the new Ambassador more loadout-competitive.
9/23/2025 - Completely redid the Ambassador's changes from scratch. Will update the site with more changes tomorrow, since I have more changes planned.
9/19/2025 - Updated the Force-A-Nature and Shortstop's New Stat cards to note that they have slower reload times.
9/18/2025 - Updated a few weapons according to reader suggestions (thanks Gwom & Light!), namely - making the Equalizer show the user's health and Enforcer show the user's remaining cloak when they are active to help the enemy know what they're in for, making the Eviction Notice shown at all times so that enemies know the Heavy in question has reduced max health, giving Soldier's melees a 50% knockback vulnerability while active and rocket jumping to help with enemies attempting to stop a Soldier from getting a melee crit against them, and lastly allowing the Conniver's Kunai to stab multiple targets to extend the queue time + give queued backstabs a guaranteed backstab death animation and Bombinomicon-style player gib for additional style points.
9/6/2025 - Updated the Chargin' Targe's name to Battle Shield (was previously just Shield) to give it the slightest bit more flair despite becoming a stock weapon.
8/23/2025 - Updated the Stickybomb Launcher and Rocket Launcher's descriptions, and made the damage resistance from the Rocket Launcher be 20% when the rocket also damages an enemy, or 40% as it is in current TF2 if it didn't.
8/12/2025 - Updated the Back Scratcher's model to be more fitting as a melee weapon, fixed a typo in the Phlogistinator's 2nd idea's description, and added a new description for the Dead Ringer to better sell the name.
7/30/2025 - Apparently the KGB actually gives 6 seconds of crits on a kill rather than the listed 5, so I've left a note on the page about it, and updated the New Stats card to be less wordy while I'm at it.
7/24/2025 - Added the Conscientious Objector as a Pain Train reskin, for fun-having reasons.
7/20/2025 - Pyro secondary changes! Increased the stock Flare Gun's damage to 36 (from the previous 35) so that the Manmelter and Scorch Shot could have more rounded numbers for their stats while maintaining their damage, and improved the Thermal Thruster's recharge time to 10 seconds (from 15) in trade for only having one charge. Also: improved the reload speeds of Flare Gun, Detonator, and Scorch Shot; reduced the reload speed of the Manmelter; revamped the Scorch Shot's stat card and change page to be easier to read; increased Manmelter's damage to burning players to +100% (from the previous +50%); and lastly decreased the bonus damage to burning players and buildings on the Scorch to +40% (from +50% and +100%, respectively).
7/7/2025 - Removed the miniguns' inability to flinch at long range mechanic and added a 2 hour timer to each of the Deathmatch gamemodes so that the servers don't crash from running too long.
6/30/2025 - Got busy the past week or so, but the update was pretty much done on the 21st... so, the Gamemode Rebalance Update is now live.
6/21/2025 - Finished the remaining gamemode changes.
6/20/2025 - Same as yesterday.
6/19/2025 - Added in more changes to more gamemodes.
6/18/2025 - Revamped the home page, including moving the balance philosophy section to the home page instead of General and adding a table of contents section for it, continued adding in more gamemode-specific changes, added a global timer to the casual HUD, and added in another point to the balance philosophy: "Address the FUNDAMENTALS first" since it has been a pretty core ideal throughout this site's lifetime and very much applies to the new gamemode changes being made (separating gamemode and map pool).
6/17/2025 - Many times in the past I've considered general gamemode changes, but never could commit them to specific changes to make on paper. Unlike Sniper's primaries which I was forced to mention at least something about, this resulted in them being effectively excluded entirely from the site. No longer! Next site update will focus on adding another page dedicated to the gamemodes themselves, alongside any scraps of rebalancing that I may come across. Today included setting up said page, adding in the General Gamemode Changes, and doing several of the change lists for particular gamemodes. Also, I removed the background from the Contract Killer Update icon since it rather clashes with the other icons depicting a single character.
6/10/2025 - Fixed the links on the main Contracts page leading to each classes' rebalance page rather than their contracts page, and also updated the Enforcer image on Spy's contracts page to be accurate to the current rebalance rather than a prototype.
5/27/2025 - Not a major update, but added in changes to make teleporters repair like other buildings (since they're different for some reason?) and made shield bash kills/hits serve as a melee hit/kill to trigger the effects on other weapons.
4/30/2025 - After having been sick for multiple days, I'm now healthy enough to finish the site. I've finished revising the last of the Thoughts On Current Weapons and Reasons For Changes sections, so it's time for me to release the Contract Killer Update!
4/24/2025 - Finished Demoman's and Heavy's texts.
4/23/2025 - Worked on some of Demoman's texts. About halfway done there.
4/22/2025 - Finished all background updates. Today just seemed the day that the constant postponing should end. Additionally, Pyro's explanation texts have been modernized, C.A.P.P.E.R now fixes the "in to" typo for its description, added more damage to the Flame Thrower (honestly I don't know why I didn't do that sooner), increased Pyro melee kill effects to 5 seconds (from 3, also didn't know why I didn't do that to start with), and a potential buff for the Hot Hand in case it's not as strong as intended.
4/21/2025 - Same as below (which finishes Soldier), in addition to adding a potential buff for the Fan O'War and adding the Robot Destruction reactor core to items that inflict the -100% self-knockback on the Rocket Jumper and Sticky Jumper. Oh, and I finished Heavy's and Engineer's table of contents backgrounds. Only a few more of those to knock out.
4/18/2025 - Continued Soldier's explanation section improvements.
4/16/2025 - Finished Scout's TOCW and RFC section improvements, began Soldier's.
4/14/2025 - Continued improving Thoughts On Current Weapon and Reasons For Changes sections on Scout. I suppose while I continue procrastinating on updating the rest of the backgrounds since they're rather time consuming to do by hand, this is something worth doing and I actually enjoy it.
4/10/2025 - Updated Crit-A-Cola and Bonk! Atomic Punch descriptions, and made Bonk! have a reduced drinking speed the lower your health is to help address my Thoughts On Current Weapon better.
4/9/2025 - Updated multiple Thoughts On Current Weapon and Reasons For Changes sections to more accurately reflect current changes and thoughts, fixed an inconsistency with the Back Scatter's damage (New Stats said it was -15%, when it should be -20% according to the change list, now both say -20% as it should) and removed the Baby Face's Blaster's overheal penalty as Medic was sufficiently nerfed to where the weapon post-changes is no longer overpowered when paired with a Medic.
4/8/2025 - Made wrangled sentries cause doubled knockback for bullets on the Engineer to nullify their otherwise halved base knockback (keeps it consistent with how it works now), further refined stickybomb general changes, altered the Sticky Jumper's description to better match the Rocket Jumper's, made the Iron Curtain, Black Rose, and Enthusiast's Timepiece all Limited items since they can no longer be obtained by traditional means, and updated Demoman's table of contents background to be higher quality.
3/28/2025 - Corrected an error in the Thermal Thruster to now be +60% deploy time rather than +100% to maintain its current deploy speed.
3/14/2025 - Added a change in General for Jingle all the way.
3/13/2025 - Added a description for the Disguise Kit and increased the clip size on the Reserve Shooter to 3 (from 2).
3/12/2025 - Enforcer now haults cloak regeneration while not fully loaded to be more balanced (particularly with the likes of the C&D) and the C&D now reduces cloak from ammo boxes from 50% since its natural regen is more than enough and lets it further lean into its gimmick.
3/11/2025 - Finished the Multi-Class contracts page, finishing that entire part of the site! I also fixed the Manmelter suggesting its damage based on range was actually towards burning players for some reason, improved the wording on the Phlogistinator, the Crudader's Crossbow is now listed as a Level 8 Medi Gun like other Medi Gun unlocks, the Conniver's Kunai now allows the Spy to maintain their disguise while a backstab is queued (but no longer can holster their weapon), improved Thoughts On Current Weapon on the Spy-Cicle to better reflect my current thoughts rather than an outdated way of thinking, and added another entry to General for some quality of life improvements to kill assists. With all of this, all that remains is to make a few other changes to Spy's rebalance and finish the Table of Contents background improvements!
3/10/2025 - Finished Spy's contracts page and most of the Multi-Class one.
3/6/2025 - Significant progress - Engineer, Medic, and Sniper contracts pages all completed!
3/5/2025 - Minor progress on Engineer's contracts.
3/4/2025 - Set up Engineer's contract order and finished... one of them.
3/3/2025 - Finished Heavy's contracts.
2/28/2025 - Progress made on Heavy's contracts.
2/27/2025 - Finished Demoman's contracts and set up Heavy's page.
2/26/2025 - Minor progress made on Demoman's contracts.
2/25/2025 - Finished Pyro's contracts page, began work on Demoman's.
2/24/2025 - Halfway done with Pyro's contracts page.
2/21/2025 - Finished Soldier's contracts page.
2/20/2025 - Halfway done with Soldier's weapon contracts + made the Mutated Milk no longer travel slightly further than the Mad Milk, because of course it does.
2/19/2025 - Further progress made on Contracts pages to be set up. Scout's weapon contracts are all finished as well.
2/18/2025 - With a laptop on hand to improve the time I can spend working on this site, it's time to get back to finishing up this update. I have reorganized the navigation tab to now have all the class-specific pages (and Multi-Class page) grouped together in a drop-down menu, nerfed the Boston Basher to be have more risk associated to using the misses on purpose with a Medic buddy, re-did the Invasion Update reskin weapon's cards to be of higher quality (thanks GamePro!), added a "The" to the Conniver's Kunai, and re-did the Bushwacka's upsides to something less lazy and balanced. I have also made the choice to now include a Contracts page for each class to showcase potential objectives for each weapon's contract, given the new general change to Milestone Achievements. They will all be based on the rebalanced version of the weapons to remain consistent. Lastly, made the final touches on the new badges for the above mentioned contracts.
2/4/2025 - Got sorta caught up playing other games (namely Hitman...) but I'm back to updating the site - this time Pyro's background for the Table Of Contents has been updated and made all Flame Throwers' particles only hit once per target and fire only every 0.075 seconds (rather than the current approx. 33 particles per second) while calculating damage done to them at every game tick rather than only on 0.075 second intervals, making flames require consistent aim to deal constant damage rather than having an excessive amount of leeway.
1/14/2025 - Finished Soldier's background for the Table Of Contents.
1/10/2025 - Last changes to the site (for now) coming up - updating the backgrounds for the Table of Contents sections! This is going to take a fair while, but Scout's has been completed.
1/9/2025 - Updated heading banner backgrounds to be better image quality and unique for each page. Also made the final weapon-specific changes! This includes reducing the Equalizer's deploy speed bonus to 20%, sentries now cost 125 metal to build, dispensers now build in 12 seconds and teleporters 15, both Invis Watch reskins now have their cloak meters accurate to the amount of cloak remaining, Spy disguises now match a disguise's speed-altering effects from their weapons, dropped ammo packs now stay in place rather than being physics based, picking up weapons off of the ground is now significantly easier, and lastly made holster/deploy penalties/bonuses listed as +/- deploy/holster time as they are additive rather than multiplicative.
1/5/2025 - Added the remaining reskins to the site (including shuffling around a few to new weapons and some weapon-specific edits), added a description for the soon-finished Ever Further Update, and finished updating all stat cards to have accurate Level # (weapon). I also did the following class/weapon changes: Short Circuit now deletes projectiles all the time rather than in intervals, sentry rockets fired with the Wrangler now apply the 50% self-damage resistance to any Pyro that airblasts them, Eureka Effect activates resupply when teleporting to spawn, Engineer PDAs got QoL changes, Medic no longer has slower move speed as a class, Medi Guns now fire a tether to heal players and have only up to 125% overheal, removed Huntsman balance changes as I'm no longer confident in them since I didn't change specify changes to the rifles either, Spy can now use enemy dispensers without a disguise and increased his move speed to 115% (from 107%), Enforcer no longer gives bonus damage if you don't use full 20% cloak cost when firing, updated Red-Tape and stock Sapper descriptions, all Knives now grab all dropped pickups rather than just ammo packs, Dead Ringer now instantly cloaks if the cloak meter was full and reduced cloak penalty on use to -33%, added a description to the Cloak And Dagger, and lastly removed... removing the Panic Attack on Heavy and Engineer. Whew! Quite a lot today.
1/4/2025 - Continued some minor progress on the Engineer page, giving a projectile model to the Pomson when dealing crits, added a secondary idea to the Rescue Ranger that splits the weapon into two, and added a new model for the Short Circuit to better reflect its new stats. However, more taxing is my plan to include reskins on the site. Not as custom weapons, mind, but including them so that their changes can be more readily seen. With that in mind, the reskin piece of Notes Before Starting has been updated, and the Mutated Milk, Batsaber, and Lugermorph (which is now a Pretty Boy's Pocket Pistol reskin) have been added to the Scout page.
1/1/2025 - Happy new year! Continuing with the daily changes: added credit to workshop model used for the Flare Gun; stickies have had their ramp-up removed and their ramp-up/fall-off calculation changed to be based on the Demoman's position when detonating (as it is in current TF2, rather than following the change made in the General page); changed All Sandviches to no longer gain anything from health packs, have dropped ammo packs when carrying one give normal ammo pack stuff and instead allow you to steal the Sandvich itself with H, and changed Alt-Fire to throw small packs that only use 60% of the meter (net nerf); Buffalo Steak Sandvich now boosts Running Start effects when used rather than providing a separate ranged damage resistance; Dalakohs Bar and Second Banana were updated to better corroborate stock changes; dispensers and teleporters now build as fast as sentry guns; Frontier Justice balance changes refined and added a heavy deploy penalty while crits are active; and lastly updated the Pomson 6000's boost to be more homogenous in its effects across buildings so that details about it could be included in the otherwise-would-be-too-long stat card.
12/31/2024 - Finalized the Family Business concept and made additional changes to the Fists Of Steel.
12/30/2024 - Finished changes to the minigun, reduced duration of speed boost on Idea #2 on the Natascha, and made the first draft for the new 4-slot version for the Family Business.
12/29/2024 - Heavy's 50% base knockback resistance now works on sentry guns, made the change to have Heavy have 4 slots (shotguns remain secondaries, lunchboxes are now a 4th PDA slot), and made some preliminary changes to the minigun.
12/28/2024 - Finished Pyro and Demo pages, and added a few more general changes. The changes are as follows:
1.) Pyro: Flamethrowers now reflect projectiles and maintain the projectile's properties (i.e. self-damage resistance, splash radius, etc.), flamethrowers now always have 100% damage vs buildings, flamethrower particle speed and lifetimes are now listed rather than guessed, increased Dragon's Fury firing speed to 0.75 (from 0.8), made the Nostromo Napalmer a Degreaser reskin, Flare Guns are now listed before other weapons in the secondary slot, Flare Guns now deal double damage to buildings, Flare Guns now have a separate firing and reload time, removed self-damage propels user as a listed stat on the Detonator, increased Manmelter damage vs burning targets to +50% (was a mini-crit), removed Gas Passer working with the Neon (thanks Valve for fixing it), mentioned Scorch debuff in the weapons that have it, and updated the Homewrecker to use Reinforcement rather than an independent effect and replaced the downsides.
2.) Demoman: Grenades and stickies now have their self damage resistances as an innate part of the weapons and check for hitting an enemy rather than being airborne when applying that resistance, swapped Iron Bomber ideas around (as the Original-Style Simplification is definitely not preferred and should be Idea #2), airblasted stickies now reset their arm times to allow this tactic to have a use, increased the hitbox size of stickies to let them be destroyed way easier, removed the check that stickies have to only detonate stickies required to kill you and fizzle out the rest (they will now all detonate even if you die from it), made shield charges now have a consistent turning speed regardless of your connection to the server, made the Nessie's Nine Iron a Persian Persuader reskin, and updated the sword stat text on swords.
3.) General: Rather than being listed on the Battalion's Backup, changes to Reinforcement are now listed in the General page since more weapons use it and added an extra cosmetic slot that is used for Badge items.
12/27/2024 - Finished up my currently planned changes for the Soldier page. Those include: buffing the Gunboats to 60% self-damage and fall damage resistance (was 50%, still has -25 max health from 12/10), Soldier got his second general nerf by making rocket self-damage resistance apply when the rocket doesn't hit an enemy (rather than simply checking if he's airborne), updated the Bison to no longer be undeflectable and have a shorter stat card, redid the Disciplinary Action's "sword" stats to be named Oversized: (effects) to better center the text, and lastly replaced mini-crits when it would normally crit on the Escape Plan with a flat -50% damage.
12/10/2024 - Gunboats now have reduced max health, but also have fall damage resistance to allow them to be more situational but (potentially) more fun to use, made rockets have the innate 40% self-damage resistance rather than Soldier as a class (to make airblasted rockets provide the same bonus for the Pyro), updated all banner descriptions, and make the Battalion's Backup effect have a name for future purposes. Cow Mangler 5000 as well received new changes to how it works against buildings and now have varying afterburn times based on explosion radius.
12/7/2024 - Moved afterburn changes to General Changes instead of being on the Pyro page, made the Atomizer take away max health instead of dealing plain damage, and... removed the second Winger concept since it's really boring if I'm honest.
12/6/2024 - Expanded reasoning for multiple points under Balance Philosophy and added them to the table of contents, made additional fixes to random bullet spread, and separated out General Changes into three categories: balance, stat-specific, and other.
10/23/2024 - Updated a few incorrect Current Stats cards, and made additional corrections to the Flying Guillotine.
9/22/2024 - A sizable while has passed, and more adjustments have come to mind so here's to fixing some of those. Today, that included making melee weapons pierce through teammates (previously was made to prioritize enemies, live TF2 currently prioritizes teammates), removed the quotes around the Claymore's current stats (the listed ones are actually correct with in-game analysis, contrary to previous research), added several changes surrounding the ConTracker including some updates to the Milestone Achievements, increased max fall-off for most weapons to 50% (from 52.8%), added a tag in General Changes to mention how I use "attack cooldown" instead of "firing speed", fixed some errors to the holster speed stat changes in General Changes, and lastly made it so that if you fire Weapon A and immediately holster it to an extent where Weapon B is ready to be fired before you could have otherwise fired Weapon A again you'll have to wait the same time to fire Weapon B. ...Whew, that's a lot!
5/4/2024 - Made a few updates, namely: Fixed the Panic Attack's balance changes mentioning the wrong clip size penalty, updated the Neon Annihilator to mention projectile size, Scout sodas now have updated descriptions listing their effect duration, and the Sun-On-A-Stick now lists the proper ball damage.
4/22/2024 - Removed "The" from the stat cards for the Natascha, as it never had The in the name to begin with.
4/21/2024 - Undid the Detonator's model change and instead replaced the Flare Gun's model with a sleek but stock-like appearance, serving the same role to differentiate the two.
4/17/2024 - Updated the Southern Hospitality with new changes that were intended to be included, but somehow forgotten.
4/11/2024 - Made a sizable number of spelling and grammatical fixes.
4/10/2024 - Made the remainder of changes to the Liberty Launcher, All Stickybomb Launchers, All Medi Guns, and Reserve Shooter and added a Google Form for feedback purposes. With this, the Sniper and Spy Revision is complete and so is the rest of this website for the foreseeable future. Now for me to get a better hobby...
4/9/2024 - Made a small amount of those "few more adjustments" mentioned before, including adding a holster penalty to the Wrap Assassin, increasing building damage of the Cow Mangler 5000, fixing a minor error in the Quickiebomb Launcher's stat card, buffing the health returns from the first Natascha idea, making the Sandvich's dropped ammo box still restore ammo and metal, making every Engineer building start construction with 50 health, and reducing the cost to using the Ubersaw's speed boost effect.
4/8/2024 - Added changes for the Cloak And Dagger and Dead Ringer, finishing the Spy page once and for all! I still have a few more adjustments to make, but the final update planned for this site is upon us.
4/7/2024 - Made some small adjustments to the new Enforcer and did the Your Eternal Reward's changes as well.
4/6/2024 - Small ammo/health packs will now restore 25% and all map packs will now be transparent while unavailable and show how long until they can be used again, Ambassador slightly changed, and L'etranger and Enforcer recieved changes. Yahoo!
4/5/2024 - Added some text mentioning the Revolver's damage penalty towards buildings and made new changes for All Sappers, All Disguise Kits (yes I know there's just one), the Red-Tape Recorder, and Spy-Cicle. Everything's coming up nicely!
4/4/2024 - Added the text to Pyro weapons that could ignite enemy Pyros to also be able to ignite enemy Spies and fixed a slip-up in the new haiku for the Kunai.
4/2/2024 - Did some work for the Spy page, being the new buffs to all Invis Watches and All Knives. Spy's getting it good in this hypothetical balance update! I also took the liberty to fix some errors in the Multi-Class page, including mentioning the Frontier Justice as a shotgun with 3 shells in the chamber rather than there not being any such shotgun. Whoops!
3/30/2024 - Bushwacka rework kept! This means the Sniper page is complete! This is a... nah, it's not even a small step for TF2 let's be honest, but hey, it's a HUGE LEAP FOR ME HAHAHAHA!!!! Oh, I suppose it's worth mentioning that I fixed a formatting issue with the Eviction Notice and added a Balance Changes Format section to the home page. It's not much but it's honest work.
3/21/2024 - Razorback rework made! Quite proud of this one. Also did some experiments with the Bushwacka... I'll get back to you on this one.
3/20/2024 - Jarate changes made, and though an effort was made for the Darwin's, it got scrapped... but I'll get it eventually!
3/17/2024 - Made additional balance changes to the Huntsman and added new ones for the Cleaner's Carbine and Cozy Camper.
2/25/2024 - Fixed a small typo in the Half-Zatoichi.
2/24/2024 - After much deliberating, I have made the decision to not make full balance changes to the Sniper's rifle weapons, so there's now a disclaimer on the top of Sniper's page. Additionally, made balance changes for the Huntsman and ideas for balance changes for all rilfes but the Machina and Sydney Sleeper.
12/29/2023 - Removed the critical damage penalty from the Caber.
12/12/2023 - Rocket/Sticky Jumpers are now able to grab Special Delivery pickups, Claidheamh Mòr got a few more changes, and patched up several minor mistakes in Demo's page.
12/10/2023 - Kritzkrieg is now able to affect the Medic's other weapons and the Homewrecker received further changes to be a melee combo kill to get the effects rather than all kills, along with other changes to accommodate the new design.
12/3/2023 - Deleted an extra entry of the Panic Attack changes labeled as Pistol in the Multi-Class page and changed the Detonator's model to make it more distinct to other flare guns.
11/25/2023 - Made some modifications on multiple other pages, including: adding the hidden reload speed to the Beggar's Bazooka, updating reasoning on the stock rocket launcher and Market Gardener, and some further tweaks to the Righteous Bison on Soldier's page; updating the stat page on the Second Banana and making further changes to the stock minigun, Brass Beast, and Family Business on Heavy's page; made the Flamethrower, Dragon's Fury, Flare Gun, and all other Pyro weapons work underwater.
11/12/2023 - After a sizable break, it's time to get this (hopefully last) update up and rolling. Began work on the Spy page with updates to the Ambassador and Conniver's Kunai and new stock revolver changes as well.
10/7/2023 - Made some adjustments to the Killing Gloves Of Boxing to incorporate Running Start into its main effect.
10/6/2023 - Fixed the Pistol's Reasons For Changes to not be an accidental copy-and-paste from the B.A.S.E Jumper's! Also reduced the Back Scatter's damage from the front; updated the Winger's model for Idea #2; and did some bug fixes for the Cow Mangler 5000, Syringe Guns, and Pomson 6000. I... should stop making these sort of mistakes while releasing these updates, huh?
10/5/2023 - Colored and fixed up note formatting for the Sniper and Spy pages; added changes to Pistols and Shotguns for the Multi-Class page; added listing for mini-crits, ramp-up and fall-off, crosshairs, and bounding boxes for the General Page; added a second idea for the Winger, changed the Sandman's downside, and patched up the Baby Face's Blaster for the Scout page; and lastly made some additional fixes for the Loose Cannon and Demoman shields for the Demoman page. Bet you weren't expecting the semicolon to be used like that! Anyhow, this means it's time for the Medic, Multi-Class, and Miscellaneous Madness Update to be official! Yay!
9/29/2023 - Made changes to the stock Scattergun and completely redid the Soda Popper. Perfect timing!
9/28/2023 - Did new changes for the Pain Train and Half-Zatoichi.
9/27/2023 - Colorized the multi-class page with the updated site colors. Super productive stuff.
9/13/2023 - Made final changes to Vaccinator and did changes for Medic's melee unlocks. Also made minor changes to the B.A.S.E. Jumper.
7/27/2023 - Added an overheal penalty to the Baby Face's Blaster, allows Bonk users to switch weapons during the effects, and made small edits to the 1st Vaccinator rebalance.
7/26/2023 - Made some experimental changes for the Vaccinator.
7/22/2023 - Reduced the objective-based penalties on the Rocket Jumper and Sticky Jumper, and made further edits to the stock Stickybomb Launcher's description to include the max of 8 stickybombs out and 0.7 second arm time.
7/17/2023 - Did more of Medic's recoloring/reformatting and made new changes to the stock Medi Gun, Kritzkrieg, and Quick-Fix.
7/16/2023 - Did half of Medic's page's recoloring/reformatting.
7/13/2023 - Did the rest of Engi's page.
7/12/2023 - Made modifications to the Short Circuit and recolored/reformatted half of Engi's page.
7/11/2023 - Demoman and Heavy pages recolored + notes reformatted. Also made some minor changes in both and larger changes to the Fists Of Steel to not outclass stock more times than not.
7/10/2023 - Soldier and Pyro page recolored, and all recolored pages got minor grammar fixes. Also reformatted notes in recolored pages to now be in separate indented bullet points rather than [in brackets] because it looks nicer.
7/9/2023 - Scout page recolored.
7/8/2023 - Added spawning outlines to General Changes and became recoloring the site using the in-game achievement color pallet.
6/10/2023 - Updated the Iron Bomber stat card and did yet more edits to the Demo shields.
6/7/2023 - Made some more edits to Demoman, particularly to the shields and Booties.
6/6/2023 - Made some more edits to the Crusader's Crossbow.
??/??/2023 - Made tons of changes on non-Medic pages, including finishing the General page and adding descriptions to the Cow Mangler 5000 and Righteous Bison. (Oops, forgor 💀 to update this log while doing that)
5/7/2023 - Made the changes to Medic's primaries.
5/6/2023 - Updated the stat cards on most of Sniper.
5/5/2023 - Updated the stat cards on Engi's melees.
5/4/2023 - Updated the stat cards on the rest of Engi's primaries + secondaries.
5/3/2023 - Updated the stat cards on some of Engi's primaries
5/1/2023 - Updated the stat cards on the rest of Heavy's weapons.
4/30/2023 - Updated the stat cards on the Minigun, Brass Beast, Huo-Long Heater, and Natascha.
4/25/2023 - Updated the stat cards on Demoman.
4/24/2023 - Updated the stat cards on Pyro.
4/23/2023 - After talking a sizable break from balancing, added the General Page and made some work on it + replaced all stat cards on Scout and Soldier.
2/7/2023 - Made some minimal progress on getting the Medic page started for revision.
2/6/2023 - Made critical changes to the Southern Hospitality's New Stats card and the Jag's Reasons For Changes section to be actually accurate to the changes made.
1/28/2023 - Made the final changes to Engineer and released the Defense Classes Revision! I will be going on break after this, however.
1/14/2023 - Modified changes for the rest of Engineer's primaries, plus the Short Circuit.
1/13/2023 - Added changes for the Frontier Justice.
1/10/2023 - Modified changes to the stock minigun and polished the remaining Heavy changes to be clearer.
1/7/2023 - Made changes to all of Heavy's melees.
1/4/2023 - Made further changes for the Second Banana and did fully new ones for the Family Business. Furthermore, weapons will no longer be listed with (NEW) next to their name as more than 90% of them are changed - instead, weapons that are unchanged will be marked.
12/22/2022 - Made more edits to the Sandvich and did revisions the remaining lunchbox items. Additionally, some clutter and inaccurate information has been cleaned up on older pages.
12/21/2022 - Added some small changes to the Sandvich.
12/16/2022 - Tweaked the reasoning for more changes that no longer reflected the new changes. Additionally, all flamethrowers now regained their +20 health on extinguishes while maintaining the ammo refund, save for the Phlogistonator which has no health on extinguishes instead of other downsides it had previously.
12/15/2022 - Multi-class shotguns are now no longer equippable on Heavy, listed as a base change in the Heavy page.
12/14/2022 - Touched up on Natascha by splitting it into two different, yet better ideas than the original.
12/3/2022 - Flushed out old ideas for the Neon Annihilator and added a new one in its place.
12/2/2022 - Made some minor tweaks to many "Reasons For Changes" sections that needed to reflect new changes made.
10/27/2022 - Began work on Heavy's revisions, which included changes to the Brass Beast and Huo-Long Heater.
10/19/2022 - Made more changes to Demoman's stickybomb launchers and finished changes to the rest of Demoman's melees.
10/17/2022 - Made some significant changes to the Claidheamh Mór to make it much more universally useful than just hybrid.
10/16/2022 - Did some minor modifications to Demo's secondaries, including ones to the stock stickybomb launcher.
10/15/2022 - Made a few modifications to the Iron Bomber to allow pairing with shields, and made some minor description changes to the Loose Cannon. I also made the new banner for the Defense Revision Update.
10/9/2022 - Finished up the last of changes, added temporary redirect pages for the other classes while their revisions take place, and officially released the Offense Revision update!
??/??/2022 - Changed up Soldier and Pyro and forgot to add an entry here. Whoops!
7/14/2022 - Went through the rest of Scout's melees and overall made some changes to all of them... except the Fan O' War.
7/9/2022 - Added new changes for the stock Bat and made a few modifications to the Atomizer.
7/8/2022 - Made a few changes to the Atomizer in preparation.
7/2/2022 - ...Ah, I guess it's been another while. Ahem. Changes to base classes such as Spy's buff to 150 health have been moved to their class page rather than being in General Changes. In addition, the Soda Popper and Bonk! Atomic Punch have received additional changes.
6/12/2022 - Been a while, eh? Five months on the dot, in fact. This time, I'm going to be taking this revision three classes at a time. Specifically, I'll be doing Offence, Defense, and Support as they're labeled in-game (in that order). For now, the updates to Heavy that were made will be added later on for the Defense update. As for changes made today, the Baby Face's Blaster, Back Scatter, and others were revised.
1/12/2022 - Revised changes again to the Natascha, revised the Eviction Notice's Honorbound a tad bit, and added new ones for All Miniguns.
1/11/2022 - Revised changes to the Natascha and Brass Beast.
12/31/2021 - Made new changes to the Disciplinary Action, Backburner, Phlogistinator, and Manmelter.
12/20/2021 - Went through the Soldier page and made new changes to the Equalizer.
12/16/2021 - Went through the Scout page and made updates to some weapons. These include the Baby Face's Blaster, Force-A-Nature, Soda Popper, Mad Milk, and Sun-On-A-Stick.
12/15/2021 - Fixed the Machina's damage table listing penetration values at charge %'s besides 100%, despite only being able to penetrate players at 100% charge.
12/13/2021 - Finished the rest of the updates to the Sniper page, meaning that every page on the website is now finished! All that remains is to check everything over one last time.
12/9/2021 - Revised changes for the Bazaar Bargain and Classic.
12/8/2021 - Finished the rest of the Medic page! Normally, I'd update the website to reflect this, but as I said before, I'm packaging this with a near complete rehaul of the Sniper page as well, so that has to be done too!
12/7/2021 - Decided against packaging the next Item Schema update with Medic and instead doing a Medic + Sniper Update! I'll be doing the Item Schema Update #2 as the next update. As such, the weapon changes from four days ago were reverted (save for Jarate) and the update banner was changed. In addition, the All Rifles change was redone (along with Sniper now getting his 125 max health back) and the Medic Primary section was started and subsequently finished.
12/6/2021 - Decided to package the next Item Schema update with the Medic update and made an appropriate update image for it.
12/3/2021 - It's time... to work on not the Medic page! I have added minor changes to the Baby Face's Blaster, Mad Milk, Jarate, and Southern Hospitality and fixed the Backburner suggesting you don't need to kill to get the small health pack. Oh, and I also lied; Medic's page was partially worked on to set it up. Bet you never saw that coming!
11/28/2021 - Who needs to spend time on changes? (You should, but Spy was easy enough as it turns out.) All changes are made to the Spy page, and thus it is now available. Naturally, being the last class, Medic will be next.
11/27/2021 - Got busy and began the Revolver section. Weapons finished thus far include the Ambassador, Diamondback, and Enforcer. In addition, Spy has had his maximum health increased to 150 in General Changes.
11/18/2021 - Completed all of the Demoman Melee section, finishing up the page! Next up will be the Spy page.
11/17/2021 - After a week of being super busy, it's time to finish up the Demo page! ...tomorrow. However, in light of the new update, the Dragon's Fury no longer lists fixing the collision with projectiles bug.
11/10/2021 - Added changes to the Scottish Resistance and Sticky Jumper.
11/8/2021 - Added changes to the Chargin' Targe.
11/7/2021 - Finished up work on the Loose Cannon, ending the Demoman Primary section. In addition, I added a bit of flair to the table of contents section by making my own banners using the item models found on the stats. Stylish!
11/6/2021 - Added changes to the Loch-N-Load.
11/4/2021 - A short break later, the Ali Baba's Wee Booties and Iron Bomber have had their changes added.
11/1/2021 - Demoman page set up to begin work.
10/30/2021 - An exceedingly longer amount of time than expected later, the Pyro update has been finished! What a tough challenge this was.
10/26/2021 - Motivation rush! The Hot Hand, Neon Annihilator, Powerjack, and Sharpened Volcano Fragment have received their changes.
10/25/2021 - Hey, remember this website? I sure do. Turns out that the Homewrecker took more than two months to come up with balance changes for. That sure isn't annoying at all.
??/??/2021 - At some point, the Gas Passer and all other secondaries were completed.
8/23/2021 - A small break after previous frustration, the Thermal Thruster, Scorch Shot, and Back Scratcher have received their changes.
8/20/2021 - Five days of frustration and difficulty later, the Manmelter has been completed.
8/15/2021 - A week and a half later, the Phlogisinator has been reworked once again, and the Detonator has been completed.
8/4/2021 - Completed changes for the Phlogistinator.
8/2/2021 - Completed changes for the Backburner, Degreaser, and Dragon's Fury.
8/1/2021 - Finished work on the stock flamethrower change. The rest should be relatively easy.
7/31/2021 - Work has begun for the Pyro page! This may be a bit difficult, but I think I've got it this time around. (Yes, I tried doing this website in order at first, but Pyro prevented that.)
7/26/2021 - After a long wait, the Not-The-Heavy-Update-You-Were-Looking-For is here with the remainder of the Heavy changes now available!
7/20/2021 - Got sidetracked today and only ended up finishing stats for the Holiday Punch. This leaves the Killing Gloves Of Boxing and the Warrior's Spirit left.
7/19/2021 - Made changes for the Natascha. That was harder. In addition, the rest of the Heavy Secondary section was finished and changes were made for the Eviction Notice. Finally, changes where made to the Honorbound stat to be slightly less penalizing in the General Changes.
7/17/2021 - Made changes for the Huo-Long Heater. That was hard.
7/16/2021 - Added changes for the Tomislav, listed there being no changes on the Fists Of Steel, and finished most of the Heavy Secondary section. This is the correct order to do things... right?
7/15/2021 - Added changes for the Brass Beast and Family Business. Yep, I'm going out of order because I can.
7/13/2021 - Set up the Heavy page for later editing. I'll be taking a small break from updates for now.
7/12/2021 - Item Schema Update! This updates all of the New Stats images to be more refined in that they are properly centered. In addition, the Machina was given some slight buffs. Heavy will be coming up next.
7/10/2021 - Updated all the New Stats images for Scout. Only Sniper remains.
7/9/2021 - Updated more New Stats images on the Scout page up to Bonk! Atomic Punch, removed extra movement speed on the Danger Shield, and did a new rework for the Cleaner's Carbine. This is taking longer than I originally thought, but the "Item Schema Update" will be coming out soon! Hopefully.
7/8/2021 - Updated the image for the Baby Face's Blaster. ...and that's all I had time to do.
7/7/2021 - More New Stats images updated for viewing pleasure, all the way through Soldier. Scout will be coming later.
7/6/2021 - Decided to publish the Multi-Class section and work on updating the New Stats images in the next update. In addition, the Cow Mangler 5000 balance change received a few buffs.
7/5/2021 - Did the entire Multi-Class section and worked on updating all other New Stats images to look as clean as the ones on the Engineer page.
7/4/2021 - Published the Engineer page and updated the "page not available" for each class to be unique.
7/3/2021 - Lots of work done today! Firstly, I have lowered the damage requirements for Bonk! Atomic Punch and Crit-A-Cola to 400 and 500 respectively, in addition to many of the New Stats images in the Scout page to look more clean. I have also done the entire Engineer page from start to finish. I'll be making sure everything is all set tomorrow before publishing.
7/1/2021 - Finished the Sniper page! Next class will be Engineer because I like going out of order.
6/30/2021 - Sniper Secondary section finished and Sniper melee section finished. Good stuff!
6/27/2021 - Sniper Primary section finished and Sniper Secondary section started. Unfortunately, there will be a delay before the next update.
6/26/2021 - Sniper Primary section began. The top bar has also been changed from transparent to black to be easier to see.
6/23/2021 - Now the Soldier page is 100% completed! Fantastic. This means Sniper is up next. Why? Because I said so.
6/22/2021 - Finished the Soldier Secondary section. America wins again! ...Until you realize that there's the Soldier Melee section to do.
6/21/2021 - Added this entry to the Website Update Log to tell you that I DID NOTHING. Take that, whoever is reading this!
6/20/2021 - Soldier Secondary section started.
6/19/2021 - After a long period of thinking that lasted around a week, the Cow Mangler 5000 has now received changes I can be (mostly) proud of, finishing up the Soldier Primary section. Hopefully the rest doesn't take as long!
6/18/2021 - Added more weapons to the Soldier page! It's coming, folks!
6/13/2021 - Added a change to damage-based meters in General Changes, plus some work to the Soldier page. Will be coming out at a later date.
6/11/2021 - Finished the Scout Melee section and published the website for preview purposes! In addition, the "Hold on, Partner! You were gonna charge by without sayin' howdy?" message has been added for uncompleted sections.
6/10/2021 - Added a few more bullet points in Notes Before Starting.
6/9/2021 - Scout Primary and Scout Secondary sections finished and Scout Melee section began.
6/8/2021 - General page finished and Scout page began.
6/7/2021 - Website created. Wow! Amazing! Magnanimous!