Ultimate Team Fortress 2/Changes

This page contains a list of all changes made to content from the base *Team Fortress 2* in Ultimate Team Fortress 2.

## Classes

* Health, speed and damage stats have been changed.

### Scout

* Added Ability "Fast Hands". This ability increases weapon switch speed and reloading speed by 33%.
* Scouts can now perform Parkour by continuing to move uninterrupted for a period of time. This ability can be used to jump great distances, grab ledges, run along walls, and automatically jump over obstacles.
* Scouts now automatically turn off a Spy's disguise by touching them.

### Soldier

* Soldier can automatically switch between the Rocket Launcher and the Tommy Gun or Shotgun by pressing Mouse3, depending on which was used. This switch is instant.

### Pyro

* Pyro can naturally use a Thermal Thruster-like jetpack, which allows a extra jump and full flight for a period of time, based upon fuel.
* Mouse3 can now be used to use the Gas Passer once enough charge is gathered.
* Added Ability "Pyrotechnics". This ability grants a temporary increase in damage and speed after 500 fire damage is done.
* Removed all Pyro primaries' ability to reduce healing on enemies.
* Airblasting a grenade now resets its timer.
* All blast damage taken from reflected explosions is reduced by 50%.
* Direct damage taken from fire is reduced by 25%.

### Demoman

* Demoman can place a Detpack and set its timer to 5 seconds, 10 seconds, 20 seconds or 30 seconds. Once the timer goes off, the Detpack will explode, instantly killing any enemy (or user) in its radius in a similar way to the backstab. This explosion can also be used to open or close alternate paths on certain maps. The Detpack must be set up manually, and takes 3 seconds. If the user is killed while setting up the Detpack, it will automatically go off after 1 second. Detpacks can be disabled by being hit by an Engineer's Wrench or EMP Grenade, or a Spy's Sapper.
* Grenades do not randomly spin when fired.

## Heavy

* Added "Heavyweight" ability. This ability means that Heavies take 90% less knockback from explosions, 80% less knockback from compression blasts, and 40% less knockback from Concussion Grenades.
* Added "Doctor's Pet" ability. This ability means that any Medic healing the Heavy will experience full ÜberCharge growth when overhealing the Heavy.
* All Heavy primaries do not have damage ramp-up and can pierce up to 3 enemies, but the shots lose 33% of their full damage for every enemy pierced.

### Engineer

* Added "Ammo Sight" ability. The ability allows Engineers to see all sources of ammunition, including Dispensers, within a radius of 1500 Hammer Units.

### Medic

* Increased Medic self-healing rate from 3-6 health per second to 5-10 health per second.
* All Medic primaries automatically reload when not active.
* Medics can automatically see the health and ÜberCharge percentage of enemies.

### Sniper

* Sniper does not flinch when fully charged and taking damage.
* Removed the charge cap on all Sniper primaries.

### Spy

* All Spy primaries fire and reload 25% faster.
* No shimmering effect is caused by cloaking unless taking damage.

## Primary Weapons

The Scattergun, Force-A-Nature, Rocket Launcher, Direct Hit and Revolver are unchanged.

### Shortstop

* Secondary shove radius of usage and knockback are both increased by 100%.
* Hidden stats (100% more damage per pellet, 34% smaller clip size, 40% increased fire rate and 50% slower reload time) are now visible.
* Amount of bullets per shot increased from 4 to 6.
* Knockback increase while in use increased from 20% to 40%.
* When weapon is active, all healing is increased by 25%.

## Melee Weapons

* All Scout melee weapons now crit on enemies with less than 25% of their maximum health.

### Bat

* Weapon swing speed decreased from 0.3 seconds per swing to 0.2 seconds per swing.