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Current weapons revision: V.5.3.6 - The Heavy Update 2.0

This server is currently running a selection of custom weapons based upon the New Old Weapons Pack, Grunt and Tangerine Paint's V2 Addons Pack, Shualdock's Civilian Weapons Pack and Fred's Fight Starters v0.3.1.
Along with the above packs, additional weapons have been added, please refer to the list below for information upon these new weapons and any changes made to the above packs.

~ New Weapons ~


All Class/Multi Class:
The Right Arm Of the Free World:
. Multi class Battle Rifle primary
. Usable by: Soldier, Medic and Sniper.


Heavy:
Engraving Ripsaw:
. New Minigun


Wastelander:
. New Minigun


Merc-Drilling Machine:
. New "melee", primary weapon


Un-hearing Aid:
. New "melee", primary weapon


Engineer:
Magnum:
. Engineer can now equip the Magnum
. Stats adjusted to reflect being a secondary

Reagy's Note: Engineer already has access to multiple revolvers, time for another.
Sits between the Big Iron and the Six Shooter in TTK.


Hann-D Rivet Gun:
. New "pistol", secondary weapon


Medic:
Medical Protection:
. New Vest
. +75 Health once equipped
. +10% Movement speed once equipped
. +100% Primary ammo once equipped
. Comes with a heavily nerfed stock medigun
. Extra 2 seconds of Ubercharge (if can get it charged)
. -85% Healing rate
. -50% Ubercharge rate
. -50% Ubercharge rate on overhealed patients
. 2x length for Ubercharge charging

Reagy's Note: Something to appeal more to the battle-medic subclass but still gives the option to give constant healing.
Works well with the Medical Kit as a loadout.


Sniper:
The Trouble:
. New "SMG"


Spy:
Quick-draw:
. New Revolver


Cutting Devotion:
. New "Knife"


Proof of Authority:
. New Knife


~ Change Log ~


Community Update! ~ Hi, I'm The One Of Wonders
I recently got involved with Reagy and I'm here to provide some adjustments to Heavy's primaries.
This will be my first act of balancing for Knockout Custom Weapons.
These are some fairly minor to moderate reworks to improve the functionality and fun of these weapons.
I hope you enjoy the Heavy 2.0 Update. C'mon Valve, I've just made a Heavy Update right here!


Community Update! ~ Merged Tangerine Paint & Grunt's changes
Features multiple rebalances and some new weapons!


Tinkerer's Typewriter:
. Renamed to Texas Typewriter
. Now plays like the HNG, inspired by Bastion's rework in Overwatch 2 and the Bold Assassin from Final Combat
. +Increased damage to be 100% compared to the Nail Gun
. +Increased accuracy to be 30% more compared the Nail Gun
. -Reduced firing speed to be 125% slower compared to the Nail Gun


Shock Shot:
. Now fires a rescue ranger-like projectile
. -Reduced speed of projectile
. -Does 25% less damage compared to the Rescue Ranger


Handy Partner:
. It outclassed every PDA as Sentry build speed was not important unless you're playing Battle Engineer
. -HP is reduced by 25 while equipped


Brawn over Brains:
. Renamed to Pip-boy 1950
. Finally given a new model in the form of the Pip-Boy
. -Upgrade rate reduced to 10 metal per wrench hit
. -Reduced health bonus to +25


Reworked weapon: Big Shot:
. Now a counter-jumper weapon
. Body shots do 35% more damage but headshots only do 200% damage in turn
. Forces enemies down when hit


New weapon: Firestarter:
. +Allows Scout to remove sappers cause fuck Spies amirite?
. +Can set fire to players
. -Afterburn does no damage
. -Swing speed is reduced by 60%
. -Damage is reduced by 25%


Miss Matilda:
. -Reduced damage to 15% of stock


Third Mate:
. Renamed to County Killer
. The +10% headshot damage is now visible
. -Removed health bonus
. -Reduced magazine size to 8


Massacusetts Marauder:
. Renamed to Boston Brutalizer
. +Reduced damage vulnerability to 10%
. -Now marks you for death while active
. -Reduced damage bonus to +133%
. (You still take ~50% more damage from all sources)


Scrap Sentinel:
. Reverted to its original state


Malicious Mac:
. Reverted to its original state

Reagy's Note: Personally still dislike the 10 mag size, its far too small for what is essentially a machine pistol...


Full Throttle:
. +Increased firing speed buff to +20%
. -Reduced movement speed buff to +30%
. -Made the movement speed buff only active when this weapon is active
. -Disabled primary ammo pickup while active


Ol' Reliable:
. Minor rework, now fires slower than stock but nails deal much more damage and fly faster


Reworked weapon: Fronter Justice:
. Now in the same category of shotgun as the Lever Rifle
. Moved nail sentry function to the Masterkey, a new weapon
. +Gains 100% crit chance after a kill for 3 seconds
. -Does overall 10% less damage compared to stock
. -50% less pellets compared to stock



All slug shotguns (Excluding the Shell Shocker):
. +Damage has been increased for all of them


New weapon: Masterkey (Wrench):
. Basically Pseudo-Gunslinger
. +200% faster sentry build speed
. +25 Health, Engy gains the Texas Ten Gallon too
. -Upgrade rate reduced to 15 metal per swing
. -Sentires fire nails


New weapon: Close-Range Cobber (Sniper Secondary):
. What’s meant to be a secondary Sniper Rifle for Sniper, also knocks away enemies
. +10% faster firing speed compared to Sniper Rifle
. -20% damage penalty compared to Sniper rifle


New weapon: Silverhand (Spy Secondary):
. +50% damage bonus vs buldings
. +25% damage bonus
. +35 Health gained on kill
. -35% slower firing speed
. -25% slower reload speed
. -On hit: Lose 10 health

Reagy's Note: This thing is stupid, I love it.


Shell Shock:
. Shell Shock moved back onto Soldier

Reagy's Note: Actually kept the Demoman version, so theres now the old Soldier and Demoman versions.
We've already got the models for both so why not.



Community Update! ~ Merged Fred's Fight Starters v0.3.1
Features new weapons!


All Class/Multi Class:
SPAS12:
. Damage profiles adjusted across all classes

Reagy's Note: Original goal was to have these perform with the same overall DPS as the stock shotgun.
However, during gameplay it was quickly noted that the SPAS12 was too weak in comparison, these changes should even it out.


Scout:
Forerunner:
. You now throw it...

Reagy's Note: Ok, I have no idea what Paint was originally going with this, it was terrible to use.
So I made it usable but cursed instead, can thank InfernoPlus for the original idea with their Cursed Halo mod (check this out).


Soldier:
Close Encounter:
. Tweaked the pellet count and damage values for a better, more consistent feel
. Reduced fire rate bonus to 125% (from 160%)
. Replaced the decreased spread with 33% increased spread

Wonder's Note: ALRIGHT BEFORE YOU SAY ANYTHIN- I LOVE DOOM! Calm? Good.
The changes to the Close Encounter were done to improve it's functionality as well as set it apart from other shotguns so far. This pile of glory packs enough punch to put down any class in close range and make every class think twice after a good hit at longer ranges. I'm a little afraid that it might be overpowered but only one way to really tell.


Crucible Long Sword:
. Reduced overall melee range

Reagy's Note: It was too long, simple.


Demoman:
Marauder's Axe:
. Reduced overall melee range

Reagy's Note: It was too long, simple.


Heavy:
Heavy Machine Gun:
. Increased movement speed while spun-up bonus to 50% (from 35%)
. Increased spin-up time to 30% (from 25%)
. Added 40% accuracy bonus
. Removed 50% damage penalty and replaced it with a 10% damage bonus
. Removed 35% less healing from medics penalty
. Added the reduced pellet count property
. Increased max primary ammo penalty to 40% (from 25%)

Wonder's Note: I liked the idea of the HMG however I felt it was not pushed hard enough in one direction.
This version offers greater mid-long range firepower but sacrifices closer range damage output.
The extra mobility also makes this one of the best primaries heavy can use if he wants to feel some leg day action.


7.62mm Machine Gun:
. Reduced the movement speed while spun-up bonus to 33% (from 45%)
. Increased spin-up time bonus to 10% (from 5%)
. Replaced 120% fire rate penalty with a 20% fire rate bonus
. Added no damage falloff to the weapon
. Added a single shot property to the weapon: This weapon fires one bullet per shot but deals higher damage.

Wonder's Note: I appreciate what Reagy was going for with the 7.62mm machine gun and given I was told this thing had some high praises, I was concerned to change it.
However I think these changes will keep the weapon in the same purpose and role it fulfilled, it'll just feel more satisfying to use. It's a machine gun, you're supposed to be shooting fast!


Menshevik Microgun:
. Added 15% faster move speed bonus while active
. Increased the movement speed bonus while spun-up to 80% (from 75%)
. Reduced the spin-up time bonus to 40% (from 50%)
. Reduced the max primary ammo penalty to 60 (from 62.5%)
. Replaced 100% fire rate penalty with a 20% fire rate bonus
. Added a 35% accuracy penalty
. Added a 45% damage penalty

Wonder's Note: Oh hey, this is the model that I got N-Cognito to create for me some 5 years ago!
Naturally I had to slap my own personal idea of madness to this, and I sure did!
Same idea as the previous version, just more expanded out and refined.
Speed is the game and goddamn do you unload bullets like it's no tomorrow! Pretty fun to spew lead at close range like a madman.


M41 "Vulcan":
. Removed the 15% damage penalty
. Removed the -25 max health penalty
. Increased fire rate bonus to 33% (from 15%)
. Added 15% accuracy bonus
. Replaced 35% faster spin-up time with 25% slower spin-up time
. Increased slower move speed while spun-up penalty to 50% (from 25%)
. Added no ammo from dispensers while active
. Added no random crits :^)

Wonder's Note: I had a shred of a clue of what Reagy was going for here, but tbh it wasn't it chief.
This newer version turns the Heavy into a more defensive powerhouse, the regen gives you a subtle survivability boost and the high damage output makes you a deadly force at close to mid ranges.
Consider this if you don't like the Leviathan as a defensive weapon.


The Warsaw Fact:
. Removed move speed bonus
. Reduced range

Wonder's Note: Me and Reagy had a pretty interesting discussion about the heavy melee primaries.
I decided to reduce their range so they actually feel like melee weapons and Reagy wanted the mobilty nerf.
The Warsaw Fact isn't useless, it's the most damaging of the 3 heavy melee primaries.
But it definitely won't be as dominant as before.


Cerberus:
. Added a 33% slower spin-up penalty
. No longer has random crits

Wonder's Note: I don't need to explain why this is necessary.
This is the highest DPS hitscan in the game, it shouldn't have random crits and it shouldn't be able to spin up at normal speed.


Medic:
Medical Kit:
. Changed ammo type from GRENADE1 to METAL
. Added a playermodel cosmetic
. Reduced charge time

Reagy's Note: Will no longer clash with the Express Coffee due to the change in "ammo" it now uses.
As a bonus side effect, can now be "recharged" at dispensers and by picking up ammo packs.


Sniper:
One Hit Wonder:
. Increased max health penalty to -25 (from -15)
. Reduced the headshot damage bonus to 200% (from 400%)
. Increased fire rate penalty to 45% (from 30%)

Wonder's Note: Holy hell this thing was RIGHTFULLY complained about, seriously.. why?!
These nerfs will prevent instant heavy deaths and will make the user more susceptible to being one-shot themselves.
Fire rate penalty increase was done to make it harder to stack multiple kills and ultimately change the fate of the match.

Reagy's Note: Personally think the HP penalty is too much but we'll see how it goes during gameplay...


No Scope:
. Removed health penalty

Reagy's Note: While this rifle is strong, felt the health penalty made you too much of a glass cannon.
Sniper is already frail enough...


Previous revisions: V5.3.5 - Boomer Shooter Part 1 HL/DOOM, V5.3.4r1 - Yet another update :DDD, V5.3.3 - CIVILIAN GAMING 2.0, V5.3.2r1 - CIVILIAN GAMING, V5.3.1 2fast2nerf, V5.3 - Reagy can't math, V5.2 - Hard Reset (WE DON'T TALK ABOUT THIS UPDATE), V5.1 - Expanded and Enhancedddd (Liberty Blunder), V5 - Expanded and Enhancedd, V4 - T R A S H M A N, V3 - The rebalance update, V2 - Bug fixes, V1 - "The Heavy Update"

All Class
- Fists: All class melee - Just fists, should know how those work.
-- V4/V5.2 Some special variants added for some classes.
-- V5.3.4r1 Turned the Sniper's fists into the Karate! and Spy's into the MannChop.
- Shotgun: All class weapon - Straight up gave the shotgun to everyone, TFC is back baby.
-- V5 Removed from Medic and Sniper as they got their own class specific shotguns.
-- V5.3.4 New world model to fix the pump floating.
-- V5.3.1 The Revitalized Robro: Reduced health regen from 4hp/s to 3hp/s.
--- V5.3.4 No longer applies flat damage resistance, added primary ammo buff.
- SPAS12: Classic shotgun available to everyone.

Multi Class
- THE BERGER: Soldier and Heavy - Provides +25hp and movement speed buff, takes time to "unwrap" before using.
-- V5 Added passive health regen when holding, can still be ate to give full health buff quicker.
-- V5.3 Regen changed to 10hp/s, max health boost now 50hp.
-- V5.3.1 The Gaelic Gat: Bug fix, technically if demo or soldier somehow got "metal" they could upgrade buildings with this, idk.
-- V5.3.1 The Steel Battalion: Bleed removed, now fires a single powerful slug.
- Express Coffee: Multiclass healing item, available for soldier, demoman, engineer, medic and sniper.

Scout
- The Ghetto Blaster: Fully Automatic SMG primary, replaces scatterguns and shares ammo pool with secondary pistols.
- The Boomstik: High damage single shot punt gun, lower health pool to offset high potential damage.
-- V5.2 Removed health penalty, quicker reload and lowered ammo reserve, should make it more forgiving to use.
- The Overunder Slugger: Double barrel shotgun that fires explosive slugs, explode after a fixed distance, highly accurate.
-- V3 Reworked, damage and blast radius reduced, inaccuracy increased, functions like a scattergun again.
- The Knife: Makes you move faster, everyone knows you run faster with a knife.
-- V5.3.4r1 Can no longer pickup intel when using.
-- V5.1 The Heavy Nail Gun: Reworked, now functions as a slower firing nailgun that hits harder, no speed penalty anymore when using.
--- V5.3.1 Removed from scout, now on soldier.
--- V5.3.2r1 ACTUALLY REMOVED AGAIN.
-- V5.1 The Displacer: Minor nerf as was found to be too easy to spam.
--- V5.2 Buffed (lol...), re-added the spread bonus and increased damage slightly.
- The Showdown: BAH GOD, ITS SCOUT WITH A STEEL CHAIR!
- V5.3.4 Shotgun moved to secondary.
-- V5.3.4 The Solid Slugger: Adjusted damage, added reload speed bonus (overall performance more on par with the Overunder Slugger, makes a decent sidegrade).

Soldier
- The Davie's Crocket: Portable nuke launcher, you'll figure it out.
-- V5.1 Removed health penalty.
-- V5.3.4 Increased blast radius from 130% to 150% :)
- THE S.P.U.D: Improvised potato launcher, fires a potato, highly accurate but gravity is applied to the projectile.
-- V3 Projectile speed decreased, potential cause of server crashes and makes a bit more tricky to use.
- The Close Encounter: Removed explosive bullets, turned it back into a classic double barrel shotgun. AKA Actually a super shotgun and not some gimmicky thing players didn't like.
-- V5.1 The Liberty Launcher: Unintentionally buffed the fire speed to fuck and back, this will be changed soon, pls no abuse.
--- V5.2 Now at the intended 15% fire rate.
- The Johnny Tommy: Fast firing sub-machinegun that replaces the rocket launchers, has a decent spread, more ideal for close range fighting.
- The Fortunate Son: Soldier gets an M4, simple as.
- The Rainmaker's Barrage: Inspired by Liberty Launcher typo error of V5.1, new rapid fire launcher that also makes you jump real good.
-- V5.2.2 Fixed weapon ID, now usable (curse you copy paste).
-- V5.3.1 The Lakeside Pride: Firerate bonus removed, 20% damage penalty applied.
- The Sticket Launcher: Its a sticky launcher, but fires potate.
-- V5.3.4 The Shell Shocker: Moved from soldier to demoman.
-- V5.3.4 The Heavy Nail Gun: Increased projectile speed.
- The Gauss Gun: Experimental Particle Accelerator, secondary weapon with uncapped ammo pool and deals low damage. Don't overcharge though, it's a prototype.
- The Crucible Long Sword: Yes, its exactly what you think it is.

Pyro
- The Propain: Propane canister on a pipe, has longer melee range.
- The Lil Puff: Smol fireball launcher, limited range, replaces shotgun.
-- V5.1 Fixed the projectile, now functions as intended.
-- V5.3.2 Fixed attribute bleed when using with Dragon's Fury, increased the explosion timer by a tiny bit so you no longer run into your own blasts when firing, damage penalty also removed.
- The Household Blazer: Improvised flamethrower, crits non-burning players and has a larger flame.
-- V5.3 The Axtingisher: Weapon switch time decreased.
-- V5.3.1 The Pilot Light: Removed projectile arc and damage bonus.
-- V5.3.1 The Combustion Cannon: Heal on afterburn removed.
- The Flare Launcher: The Flare Gun, but primary. Shoots flares fast and crits flaming targets.
-- V5.3.4r1 Increased projectile speed, added one extra flare.
- The Molotov: Bottle full of something, throw it at stuff to ignite it.
-- V5.3.4r1 Halved initial damage, dropped afterburn damage by half as well.

Demoman
- The Bouncy Betty: High damage grenade launcher with slow projectiles.
-- V5.2 Grenades now bounce!
-- V5.3.2 Removed projectile speed debuff, lowered blast radius penalty, the pills now go wherever they want due to them bouncing, feels like a fair trade now.
- The Peacekeeper: 6 Shot grenade launcher with reduced damage but applies stun/tranq to anyone caught in the blast radius.
- The Battleaxe: Axe melee that vastly increases movement speed but drains your health down to 75hp, gives 3 seconds of 100% crits on kill.
-- V5.1 HP degen decreased, now drops to 100hp instead of 75hp, melee range increased slightly, attack speed increased.
-- V5.1 The Eyelander: Changed crit timer from 3 seconds to 5 to put on par with the Battleaxe.
-- V5.1 The Shrapnel Slinger: Blast radius bonus removed.
- The H.A.G.I.S: A big boy multi-stage explosive grenade launcher, has a really long recharge to offset its damage potential.
-- V5.3.1 Halved recharge time.
-- V5.3.5 Removed drawspeed penalties.
- The Drunkard's Wrath: Big revolver that shoots quickly, fires explosives bullets... shells?
-- V5.3 The Ol' Brimstone: Rate of fire halved.
--- V5.3.1 Reverted fire rate change, was too much.
-- V5.3.4 The Shell Shocker: Moved from soldier to demoman.
- The Hell Barrier: Equipable shield, replaces the grenade launcher.
- The Marauder's Axe: Some strange demonic energy axe, demoman looks weird with this.

Heavy
- The Russian Rioter: Fully automatic revolving shotgun, replaces the shotgun, less accurate but has a vastly increased rate of fire.
- The Assault Cannon: The Team Fortress Classic, Classic... Highly accurate minigun but very heavy, slows movement and long spinup.
-- V5.3.4 Now called Menshevik Microgun, completely reworked, now a low ammo, high mobility minigun.
- The Cerberus: A quad, triple barrelled, barrelled minigun... It shoots extremely fast and uses its limited ammo pool quickly, accuracy is hindered due to rate of fire.
-- V5.3.4 New sounds.
- The 7.62mm Machine Gun: A lighter minigun with no movement speed penalty, no spinup sound as it can't spinup (its a LMG), more accurate than the minigun but slower firing.
- The BEEG BORIS: A 2 shot "large" caliber grenade launcher, Boris make babies go boom.
-- V5.3.4r1 Adjusted self blast damage to reflect its utility more.
- The Dirty Bomb: Its a trashcan, that fires explosive trash.
- The Ekaterina: Minigun that fires explosive slugs, one slug per shot.
-- V5.1 Buffed damage to put on par with other miniguns.
- The Laika: "Full Auto Portable Gauss Cannon", it fires lasers pretty fast, they ignite anything they touch.
-- V5.1 Projectile speed decreased slightly so projectiles no longer bounce (they didn't do any damage after bouncing so nothing changed in the end).
-- V5.3.4 New sounds.
- The M41 'Vulcan': That cave is not a natural formation, minigun with health regen.
-- V5.1 Damage buffed, TTK now on par with other miniguns.
- The Colt Crusher: It is indeed a big revolver that shoots big shells, hit people directly with them otherwise no damage will be done.
- The Tokamak: Fires a high power laser that can bounce off surfaces, slow rate of fire and ignites players it hits.
-- V5.3.4 New sounds.
- The Bat Fat: Some weird costume Heavy found, gives you metal fists to punch people.
- The Immovable W.A.L.L: HERE COMES THE WALL, THE WALL, THE WALL, NOTHING ON EARTH CAN MAKE YOU FALL.
-- V5.3 Resistance now 50% instead of 95% (typo in desciption, its 50% not 70%), can still be stacked with Robo.
-- V5.3.1 Renamed to "The Slightly Immovable W.A.L.L", can now move at 47HU/s when active.
-- V5.3.4r1 Adjusted damage resistance to 65% as robo no longer applies 20%, reduced medic healing by 100% when active.
--- V5.2 The Full Throttle: Removed intel pickup restriction, dropped damage penalty and damage taken a bit.
--- V5.3 The Dalokohs Bar: HP buff changed from 75hp to 150hp.
- The Showdown: BAH GOD, ITS HEAVY WITH A STEEL CHAIR!
-- V5.3.1 The Ol' Reliable: 33% Damage bonus added.
-- V5.3.1 The Soviet Sweeper: Removed damage penalty.
- The Sputnik Special: Giving a rocket jumper to Heavy is a good idea.
-- V5.3.4 Can no longer pickup the intel.
--- V5.3.4 The Arms-Deal Armament: Removed speed buff, upped health regen to 6hp/s.
- The Leviathan: Big boy minigun with lots of bullet.
-- V5.3.4r1 Adjusted rate of fire, damage profile, bullet spread, movement speed when spunup, spinup delay and total ammo pool (due to lower rof it eats ammo less quickly). Removed health penalty and added +25hp bonus. Added an extra 2 bullets to each shot, added movement speed penalty when equipped (its heavy afterall).
-- V5.3.5 Herewegoagain, another balance change, should reduce the fps hit as well when multiple heavies are using it, keeps similar/same constant firing time and ttk.

Engineer
- The Texas Discipline: Double barrel shotgun, one shot fires both barrels, replaces the shotgun.
-- V3 Buffed damage and accuracy a little.
- The Engineer's Fists: Specialised hands that can punch, can't upgrade or repair buildings however vastly increases rate that sentries build. Can only upgrade and repair by doing damage (applies to any damage dealt).
-- V5.3.1 New model added.
-- V5.3.3 Dropped the building health bonus from 150% to 120%.
-- V5.3.4r1 New model! Can now upgrade and repair buildings at a heavily decreased rate, can also now remove sappers.
- The Big Iron: Roll into town with a big iron on your side, 5 shot revolver because you never leave the hammer on a loaded chamber.
-- V5.3.2 Reworked, slowed down fire rate, increased accuracy, increased damage, removed deploy speed bonus.
- The Repair Node: Replaces the dispenser, repairs nearby buildings, use !nodeinfo for more information on how to use.
- The Fly Boy: Jump pack for the engineer, equip, aim, jump and fire to send the engineer through the sky, replaces pistols.
-- V5.2 Fixed leaking projectile range bug, can use the Super Railgun with this now.
-- V5.3.4 Made projectile centerfire, should fix weird positioning bug.
- The Firearm: Its a arm gun, in the literal sense.
- The Classical Protection: Wearable vest that replaces your primary, resists half of all incoming damage.
-- V5.3 Removed Speedboost.
-- V5.3.1 Removed resistance and replaced with 75HP bonus, 10% Speed penalty applied, secondary ammo bonus removed.
-- V5.2 The Personal Death Ray: Damage bonus removed.
-- V5.2 The Malicious Mac: Upped mag size to match with scouts version of the gun.
--- V5.3.1 Reduced damage output (25% penalty instead of 15%), removed draw speed bonus.
-- V5.3.1 The Storage Backpack: Raised metal amount, removed damage penalty.
-- V5.3.1 The Super Railgun: You can scope with it now, stop bitching.
-- V5.3.1 The Lead Spitter: Dispenser radius increased from 50% to 100%.
-- V5.3.1 The T.R.A.N.Q: Slightly tweaked damage profile.
-- V5.3.1 The Scrap Sentinel: Mag size increased from 20 to 30, damage penalty raised, rate of fire increased.
-- V5.3.1 PDA: Brawn Over Brain: HP boost reduced from 75 to 50.
-- V5.3.2 The Ol' Sheriff: Reworked, now holds 6 bullets, has reduced accuracy and deploys faster.

Medic
- The Midigun: It fires needles very fast, that's all you need to know.
-- V5.3.4 Removed no damage falloff over distance, removed damage penalty.
- Medical Kit: Replaces melee, functions like the Shock Therapy but cannot deal damage to foes. Has quicker recharge.

Sniper
- The 'Classic' Recurve: A recurve bow that fires explosive tipped arrows, honestly don't know what is classic about it.
-- V3 Dropped projectile speed a bit giving longer travel time, potential cause of server crashing previously.
-- V5.3.2 Disabled due to server crashing bug.
- The One Hit Wonder: The quickscoper's dream, can headshot on minimal charge but body shots have heavily reduced damage, aim for the head, you won't be killing anyone otherwise.
-- V3 Increased fire delay.
- The No Scope: The sniper rifle without a scope, you can't zoom with this but its still deadly accurate, somehow removing the scope increased its damage output?
-- V3 Increase fire rate delay, adjusted damage profile against buildings and players, added 25hp penalty when equipped.
- The Poacher's Pride: A 6 barrelled break action nitro rifle, it fires a lot of bullet all at once.
-- V4 Now deals crits against bleeding players, combo it with the Ant-a-Jar for fun times.
- The Ant-a-Jar: Jar of soldier ants, causes bleeding and mild stun when hit.
- The Arbalest's Bolter: Crossbow, while it has a scope it can't zoom all that well, what were you expecting?
-- V5 Changed projectile type (its now a dart) resulting in the "bolt" moving much faster, rescaled damage as well to make more viable.
-- V5.3.4 Increased projectile speed by 50%, now fires bolts :D
--- V5.3.1 The Scope Out: Bug fix, technically if sniper somehow got "metal" they could upgrade buildings with this, idk.
--- V5.3.1 The Third Mate: Damage penalty changed (15 to 20%) and +25hp added, 10% headshot multiplier added.
--- V5.3.2 The Monarch: Disabled due to server crashing bug.
- The Combat Crossbow: Rapid fire full auto crossbow!
-- V5.3.5 Fixed marked for death bleeding to other weapons.

Spy
- The Deagle brand Deagle: A semi-automatic pistol that packs a punch, takes time to aim though.
-- V5.2 New view model, upped mag size to 7.
-- V5.3.5 New sounds on reloading.
- The Three Fifty Seven: Not the most powerful handgun in the world, gives you silent decloaks but can't hit the broadside of a barn at range.
- The Injuste: Its a revolver with three barrels, three barrels.
- The Jury: Triple shot revolver loaded with this thing called "snakeshot", it works up close and thats about it.
-- V5.1 Reload speed halved and now fires 10 pellets instead of 9, brings the gun onto the same playing field as the Injuste when up close.
-- V5.2 Upped pellet count to 12.
- The Security Measure: Wearable vest that replaces your watch and resists slightly over half of all incoming damage, you can not cloak when using this vest.
-- V5.3 Removed health regen, dropped resistance to 45%, speedboost to 10% and applied +15 max HP on equip, moved from PDA2 to Melee slot due to stacking bug.
-- V5.3.1 Replaced resistance with flat HP buff, raised from +15 to +75hp.
-- V5.2 The Ambassador: Removed damage penalty, increased accuracy to near pin-point, snipers will hate this gun even in TF2 Classic.
- Magnum: .357 calibre handgun, acquired.

Civilian
-- V5.3.2r1 Batball: Changed from passive to manual boost.
--- V5.3.3 Name changed to "Provocative Broadcaster", new model added.
-- V5.3.2r1 Sandwich: Fixed restock, was using wrong prefab.
-- V5.3.2r1 Bone Cutter: Lowered boost time to 5 seconds.
-- V5.3.2r1 Balisong: Changed from passive to manual boost, lasts ~8 seconds.
--- V5.3.3 New model added.
-- V5.3.3 The Backup Plan: Its actually a gun now!
--- V5.3.5 Changed reload and fire rate.
-- V5.3.3 Spade: Now named "Average sized spoon"...
-- V5.3.3 Shotgun: Now named "Shot", functionally a single shot shotgun.
--- V5.3.5 Changed reload and fire rate.
-- V5.3.3 Handgun: Now named "Gun", functionally identical as before, just has a fancy model and animations now~
--- V5.3.5 Changed reload and fire rate.
-- V5.3.3 Axe: Now named "Flame Put-Outer", new model added to fit its purpose better.
-- V5.3.3 Parson's Choice: Fixed world model positioning.
-- V5.3.3 Spanner: New model.
-- V5.3.3 Bonesaw: Now named "Pin Prick", new model added.
--- V5.3.5 No longer hypercharges teammates, instead issues 3 seconds of ubercharge.
-- V5.3.3 Machete: Now named "Positive Reinforcement", new model and sounds added.
--- V5.3.5 Boost now targets foes and forces them into melee for 5 seconds.
- Cloaking Device: Knife that upon the civilian successfully hitting a foe, will make them invisible for a short time.

Community Updates
- V5.2
-- agrastiOs: Cleaned up, improved visually and fixed lightwarps of the following weapons' materials:
--- The Dirty Bomb, The Dragon's Fury, The One Hit Wonder, The Direct Hit, the S.P.U.D.
-- agrastiOs: Updated firing sound of the Full Throttle
-- YoungBarritone: Updated firing sound of the Big Iron and 7.62mm Machine Gun (crit sound bugged, not used for now).

Pack maintained by Reagy, can be reached on TF2C Discord Reagy#1001