Team Fortress 2

Team Fortress 2

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Hidden Weapon Stats: Everything you didn't know [OUTDATED]
By [ λ³ ] nob
Not all blue, red and white text on weapons are completely telling the truth. Keep these hidden stats in mind before you misinform yourself or anyone else about certain weapons and say they suck or are amazing without even knowing what they do. What I also really get tired of are misinformed equipment guides that advertise or antagonize a weapon they don't even know what it is.
   
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Introduction
HELLO MY NAME IS NORTH KOREA IS BEST KOREA AND THIS IS JACKASS

I am here to inform you about the stats that certain weapons actually have because Valve doesn't bother to update descriptions because they're too busy adding new crates and nerfing the sticky jumper.

Just a note, I will not describe the unlisted stats on items like jarate, shortstop and huntsman because they're not based off the stock weapon in the same slot.

I will note some weapons that have downsides that can actually be seen as upsides.


EDIT: Valve has changed a lot of weapons and updated a lot of descriptions. This guide has been rendered obsolete, but serves as a reminder of times when dozens of weapons had misleading descriptions.
Scout
Force-A-Nature and Soda Popper

When reloading, all ammo that's left in the clip is removed. During normal gameplay this means you can only waste 1 shot at most but by buying clip size upgrades in MvM, you'll find that ammo runs out very fast if you reload when there's still plenty of ammo left in your clip.



Shortstop

The Shortstop draws from the same ammo reserve as secondary pistols(winger, pistol and pretty boy's pocket pistol).

The downside can also potentially count as an upside. It allows you to safely use damage to 'surf'. When you see a rocket coming towards you you can use the knockback as a getaway.



Holy Mackerel/Unarmed Combat

Not sure if it counts or not but if you hit someone it will show up in the killfeed. This can be used to spycheck dead ringer spies. Beat a spy to 'death' and if it shows up in the killfeed as a 'FISH/ARM KILL!' then you know for sure he's dead. If it only shows the holy mackerel or the unarmed combat's icon along with the amount of times you slapped the spy he's still lingering around somewhere.

Boston Basher/Three Rune Blade

In some cases, the downside can actually be used as an upside. You can use the self harm to propel yourself and jump really far, at the cost of health ofcourse. You can also use it to help a friendly medic build ubercharge. Because ubercharge is built slower once someone reaches a certain level of overheal you can build it at full speed by keeping your health low while the friendly medic is healing you.

Soldier
Beggar's Bazooka

Thank god I don't have to explain this, but I have a picture instead, credit goed to 'A SPAN!' and his guide, make sure to check it out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=301616601



Black Box

The Black Box gives you 15 health for every enemy you hit instead of per rocket. This means that if you hit multiple people with splash damage you can regain much more health.



Cow Mangler

The Cow Mangler, whether intentional or not, has a 35% slower initial reload.



Original

It fires rockets from the center instead of from your shoulder. Yes, the firstperson model is not just cosmetic.



Air Strike

The Air Strike has a built-in 25% rocket jump resistance, same as liberty launcher.



Disciplinary Action

The Disciplinary Action has a 70% increase in range, which is a lot. This increase in range allows you to spank people behind you.







Pyro
Backburner

No random critical hits. The backburner is the only weapon in the game with a backstab mechanic that has a radius of 90 degrees to pull them off. Spy knives, holiday punch and back scatter have 180 degrees.



Detonator

The increased self harm is actually in a lot of cases an upside, because it allows for detonator jumping and the odds of accidentaly harming yourself are minimal. The real downside, which is not listed is that it mini-crits burning enemies, while the flare gun provides full crits.



Manmelter

Increased projectile speed, infinite ammo and extinguishing teammates to gain crits at the cost of no random crits. Sounds too good to be true right? Because it is. It has the hidden downside of a 20% slower fire rate(flareguns actually don't reload, they consist of a bottomless clip but they have a real slow fire rate and a 'reload animation') and it only deals regular damage towards burning enemies, while the flare gun crits and the detonator mini-crits.



Scorch Shot

Along with the damage penalty, it deals regular damage on burning enemies. Also, while the regular hit deals 50% reduced damage, the projectile bounces off people on a direct hit and will explode, dealing the other 50%.



Back Scratcher

Because you get healed by medics slower it takes longer to reach maximum overheal and if the Medic is using the stock medigun or a Kritzkrieg the Medic can use you to build uber. Only recommendable outside combat.



Demoman
Loose Cannon

+50% projectile speed.



Eyelander, Claidheamh Mor, Persian Persuader, Scotsmans Skullcutter

+37% melee range.



Persian Persuader

Can't pick up ammo. It is often thought that the only downside is no random critical hits because this downside is actually listed in the upside of gaining health instead of ammo from ammo packs. The only way to get ammo is through the resupply cabinet.



Eyelander

Besides gaining health and speed per head(15 health and 7% speed to be exact, caps at 4 heads) but you also gain shield bash damage which caps at 5 heads. With the chargin' targe it increases damage by 10 per head and with the splendid screen with 17 per head. With 5 heads, a shield bash will deal 100 and 170 damage respectively.





Heavy
Huo-Long Heater

The HLH consumes ammo when you're revved up and not just when shooting. Be wary of staying spun up because your ammo gets chewed through just as fast as when shooting, and with the faster ammo consumption of the HLH this becomes a very expensive joke.



Engineer
This section used to contain the gunslinger, but it's empty now. Thanks Valve for updating the descriptions. I love you.
Medic
Vaccinator

While actively healing the bonus damage from mini-crits and crits is completely negated. The damage-falloff negating part of mini-crits and crits does apply. The Medic is also healed for 25% of damage taken by the patient if the appropiate resistance for that damage is used.




Quick-Fix

The quick-fix uber gives stun immunity.



Vita-Saw

The Vita-Saw actually stores up to 19% ubercharge, instead of 20%. It also doesn't store a fifth of your total ubercharge, but simply up to 20%. You can die with 30% ubercharge and you'll respawn with 20%, instead of 6%.

Sniper
Nothing

Gosh sniper, you are so boring.

Spy
Ambassador

No random critical hits and after every shot there is a cooldown in which you can't get headshots.



Sharp Dresser

The sharp dresser has no taunt. Can be considered a downside cause you can't tauntkill, but as an upside for that one time you accidentally press 'g'.



Passive or Active?
Something that causes a lot of controversy is whether some weapon's up- and downsides are passive or active. Too often have I heard people recommend amputator along with the blutsauger or lay aside the powerjack because they're afraid of the increased vulnerability. Let's make an end to this crap.


Shortstop

Both the knockback vulnerability and increased healing are surprisingly active.

Winger

Active. Hold it in your hands and you jump higher. The clip size reduction and damage bonus are winger-exclusive, dingus.

Candy Cane

Passive. Now stop meleeing people with this because you think that's the only way to get that health pack. Oh, and explosives will always hurt more.

Pretty Boy's Pocket Pistol

Passive. You can just hold your melee or primary as you negate fall damage. Watch out for the fire vulnerability, as it will hurt you at all times. Firing speed reduction does not affect primary or melee.

Pain Train

100% passive. No need to hold it out when you're capping or put it away once a scout appears.

Powerjack

All active. You can only get health on kill, speed bonus and increased damage vulnerability while you're holding it firmly with both hands.

Back Scratcher

The healing aspects are passive, damage is active.

Scotsman's Skullcutter

Both the up- and downside are active. The downside used to be passive.

Gloves of Running Urgently

All active.

Fists of Steel

The ranged resistance and melee vulnerability are active.

Blutsauger

Reduced health regen is passive.

Overdose

All active. You only run faster while you have it out.

Amputator

Active. No, you do not get extra passive regen, now stop commenting on my MvM guide trying to convince me to use the amputator over the ubersaw. Thank you.

NOT PASSIVE. YOU HEAR ME?

357 Comments
Frözen 29 Jul, 2017 @ 11:49pm 
As someone who uses the amputator more than anything else, THANK YOU FOR LETTING THE 4 OTHER AMPUTATOR MEDICS KNOW|This is outdated everyone...
Kobe Bryant 17 Jun, 2017 @ 3:42pm 
Are you an autist?
76561198336647288 12 Apr, 2017 @ 2:40am 
Why are half the facts listed complete nonsense?
《Languste》 4 May, 2016 @ 9:03am 
Very good guide :)
🌺Chartreuse🌺 7 Jan, 2016 @ 1:31am 
How about the Kunai in which the health of the person your dugused as drains its health to your 70 or lower health
American Flag, Made in China 25 Oct, 2015 @ 4:16pm 
amputator mvm mester raice
Merasmus 25 Oct, 2015 @ 3:12am 
i see so many medics using the vaccinator and not changing the damage resist. no enemys. sudenly a soldier jumps around the corner, the medic sitting with a massive pokerface, gibus in hand, doesnt change the resist type. his pocket exploded the medic attempts to run, but gets a rocket to the face and dies in red rain
Kassandru 24 Oct, 2015 @ 11:09am 
You forgot to say about Panic Attack's 34% reduced clip size. Since the stock shotgun has 6 shots before you need to reload, you can only load 4 shots in the Panic Attack.
Moat 24 Oct, 2015 @ 7:58am 
Pocket Pistol recently got nerfed, it's effects are now active instead of passive.

Also, the Sniper does have a few hidden attributes :

Classic:
-Being airborne dosen't reset your charge/zoom
-Can charge/zoom while in the air
-Shooting does not unscope

Any Primary:
-No random critical hits
i need more boullete! 22 Oct, 2015 @ 12:44pm 
i came in my mouse