Thread:Mindscript/@comment-32442230-20200721152306/@comment-32442230-20200813133916

Here are the changes I can think of at the moment:
 * Each class have had their health and armour increased to compensate the increased weapon damage:
 * Civillian has 100 health rather than 50.
 * Scout has 100 health and 75 armour rather than 75 health and 50 armour.
 * Engineer has 100 health and armour rather than 80 health and 50 armour.
 * Sniper has 100 health and 125 armour rather than 90 health and 50 armour.
 * Medic and Spy have 125 health and 200 armour rather than 90 health and 100 armour.
 * Pyro has 150 health and 250 armour rather than 100 health and 150 armour.
 * Demoman has 200 health and 300 armour rather than 90 health and 120 armour.
 * Soldier has 300 health and 500 armour rather than 100 health and 200 armour.
 * Heavy has 500 health and 750 armour rather than 100 health and 300 armour.
 * Each class also now has their own unique abilities:
 * Scout can now double jump like in TF2, and can also wall-jump and do parkour moves. The faster he moves, the more speed he builds up, and when it's high enough he can wall-run, vault over objects or enemies, and slide along the ground. His speed has also been increased from 133% to 150%, and he retains being able to disable a Detpack (or C4 as it is now known as) or a Spy's disguise.
 * Sniper can partially blend into environments when standing still or moving slowly for a period of time, although this camoflauge is removed when he uses his weapons. He can also use a self-regenerating supply of Flares to light up dark areas, and can also call in a airstrike to devastate outdoor areas.
 * Soldier can build up a Buff Banner effect by doing or taking damage, enabling him to provide a damage and speed buff to nearby allies for a period of time. He can also deploy a parachute in midair to glide around (which also allows him to hover with the aid of a friendly Pyro) and perform a Chargin' Targe-style Bullrush. He can also still rocket jump, too.
 * Demoman can see his placed explosives through any distance or walls, and can perform a shockwave stomp attack by landing from a high height. He can also remotely detonate his grenades and is unaffected by falling damage. He can still pipebomb jump and deploy explosive charges, although this is now placed within a weapon slot rather than a command.
 * Medic has had his health regeneration increased and can heal allies or infect enemies from a distance. He can also build up a invincibility-granting ÜberCharge (or Supercharge as it's known in TFCSource) by healing allies or using melee on enemies, and retains his immunity to infections. He can also buff a medical kit or Dispenser to allow it to heal a ally much more.
 * Heavy can use a Portable Medkit like a Sandvich, restoring his health and needing to recharge for about thirty seconds afterwards, and can perform a Stomp that sends out a shockwave that does no damage but momentarily stops a enemy's movement. He also gains a temporary damage resistance buff every time he kills three enemies in a single life, and he now takes 33% less damage from all attacks that aren't grenades.
 * Pyro is as immune to fire as ever, and she now has a jetpack that can be used to fly around whilst expending fuel. She can also throw gas cans that can be ignited to deal explosive damage to enemies and can supply ammo to a Sentry Gun using her melee weapon.
 * Spy can sabotage a enemy building by being in close proximity to it and using alt-fire, making it work for him for a period of time. His useless feign death ability is now replaced by a cloaking ability, which slows him down while invisible and causes him to become more visible the faster he moves. If recently damaged before cloaking, he drops a fake corpse anyway. He can also still disguise himself as a enemy, backstab enemies and uncover an enemy Spy's disguise.
 * Engineer now has armour that regenerates over time like the Medic's health regeneration, although at a faster rate. He can also see friendly buildings and ammo sources through walls up to 1000 Hammer Units away, create a supply of any type of ammunition when throwing a Backpack, and take manual control of his Sentry Gun by mounting it and using it like a manned turret.
 * Civillian can now provide all nearby teammates with a defensive buff by being near him.
 * Players can now sprint, which uses up a limited but self-regenerating Stamina meter. Every class's stamina meter is the same save for Scout, who has about 25% more stamina.
 * The level of armour can be upgraded from light (30%) to medium (60%) to heavy (80%) by an Engineer reinforcing the armour.
 * Physics work better due to the better Source engine. Animations mesh together (for example, rather than suddenly slumping to the ground instantly when killed, a player killed in mid-air will go limp in the air before slumping to the ground when they land) and play more fluidly. Each class has their own unique hand models in first-person, and the third-person models match the first-person models. Character models are much more high-poly and flexible, and their mouths move when the player talks. New animations and improved weapon physics are also used, and the HUD also displays animated images related to status and class.
 * Each class has their own unique voices and lines.
 * The Crowbar is split up into different weapons for each class - a hammer for Scout, a cricket bat for Sniper, a machete for Demoman, a spade for Medic, a hook for Heavy and a axe for Pyro. Soldier still retains the Crowbar.
 * Melee weapons are more useful, like in TF2 - each does about 50 damage rather than 18, and they have a slightly faster swing speed.
 * The Medkit has been changed to a Medigun, which is different than the TF2 one. It's more like a handgun that shoots explosive energy balls that heal teammates and infect enemies, and can be used to spray a close-range gas that heals or infects. It does have a invincibility ÜberCharge/Supercharge, though.
 * The Knife does a little more damage (about 40 damage rather than 36), but otherwise functions the same.
 * The Wrench now does the most melee damage of all melee weapons (65 damage rather than 18), and is still used for repairing and upgrading armour and buildings.
 * The Umbrella does the same damage as the Knife.
 * The Single-Barrel Shotgun does about 5.5 damage per pellet over ten pellets (around 55 damage on meatshot) rather than 4 damage per pellet over six pellets (around 22 damage on meatshot). It also now has damage fall-off, although not too much. It's also now used by the Sniper rather than the Scout.
 * The Sniper Rifle can be fired without charging for a quick minimum-damage shot whilst moving. Holding down the fire button is now only neccessary when unzoomed - the Sniper Rifle will automatically charge when zoomed in. It can also be quick-fired when jumping or swimming.
 * The Tranquilizer Gun is now more like a rifle than a pistol, and can fire faster and do more damage (about 30 per shot rather than 18). It also now has a clip-based reload rather than needing a moment to wait between shots.
 * The Railgun is a laser rifle rather than a handgun blaster, and does much more damage per shot (60 instead of 23). It can also penetrate through certain walls.
 * The Double-Barrel Shotgun now has damage fall-off, but is still a very potent sidearm due to its damage being increased again from 4 per pellet over fourteen pellets (up to 56 on meatshot) to 6.4 per pellet over twenty pellets (up to 128 on meatshot).
 * The Nailgun has become a Submachine Gun that hits instantly and is now used by the Scout, Spy and Engineer. It has a clip size of 50 rounds, and does eleven damage per shot instead of nine. Also, the Spy's SMG has a silencer on it that muffles its sound, the Scout can carry double the regular amount of ammo for it (600 rounds instead of 300) and reloads slightly faster, and the Engineer can do more damage with it (and he also holds it gangsta-style).
 * The Grenade Launcher and Pipebomb Launcher are merged into a single Grenade Launcher that can switch between Grenades and Pipebombs with alt-fire. It also now reloads its whole clip at once rather than having to load every grenade into it individually. Pipebombs can also now stick to surfaces and camoflauge themselves partially to make them less noticible, but can be destroyed with a bullet if a enemy spots them.
 * The Flamethrower has a longer range, and fires a weaker but constant stream of fire rather than slower fireball projectiles. It can also use a TF2-style airblast that deflects projectiles, pushes enemies back and extinguishes burning teammates.
 * The Automatic Rifle is now a Assault Pistol, which can be fired in either a single-shot mode for 25 damage per shot, or a three-round burst that does 12 damage per shot. It also doesn't share ammo with the Sniper Rifle anymore.
 * The Rocket Launcher now has a scope that can be used to aim better (although not as well as the Sniper Rifle), and rocket jumping doesn't do as much damage. The most significant change, however, is that it can lock onto a spot or enemy and fire all four of its rockets at them in quick succession.
 * The Assault Cannon does less damage and fires slower, but can be wound up to be prepared without firing like the Minigun in TF2, and has a automatic computer-assisted aim that can home in on enemies near you.
 * Like the Nailgun becoming the Submachine Gun, the Super Nailgun has become a Assault Rifle that does twenty damage per shot rather than fourteen and hits instantly. It has a clip size of 100 rounds and only uses one bullet per shot instead of two, but the most significant advantage to it is that it has a grenade launcher attachment that exclusively shoots specialised frag grenades that do less damage and have a smaller explosion radius but fly faster and explode instantly.
 * The Incendiary Cannon now does a fixed amount of damage (15 rather than 30-60) and now ignores armour on shot. In addition to this, like the Quake World Team Fortress fire weapons, it now creates a patch of physical flames on wherever it hits, which can ignite enemies for a short period of time before burning away. However, it can't be used to rocket jump anymore.
 * The Detpack is now a C4 that is physically carried by the Demoman and used in a weapon slot. It now functions more similar to the Counter-Strike C4, being able to be planted on walls and surfaces, and can have its timer immediatly reduced to three seconds remotely by the user. The Demoman also carries around five C4s rather than just one, and more can be gotten using ammo packs - collecting them will fill up a "Detpack" meter, which once full will give you back a C4.
 * There are also two entirely new weapons, both exclusive to the Scout:
 * The Assault Shotgun, which functions like a slightly weaker Single-Barrel Shotgun with a full-auto firing rate. It also reloads its entire twelve-shell clip at once.
 * The EMP (Electro-Magnetic-Pulse) Pistol, which can be used to temporarily disable enemy Buildings or stun a enemy for a brief period of time. A disabled building can be immediatly restored to normal by a Engineer whacking it with his Wrench. It can also be used to momentarily disrupt a Spy's disguise or cloak.
 * The Civillian now has his own complete arsenal, supplied to him by his bodyguards:
 * A Pistol that works like you'd expect.
 * A Submachine Gun that works like the Spy's, but without a silencer.
 * A Lever-Action Rifle that also works like you'd expect.
 * All classes now have three grenade slots for three grenade types - a regular Hand Grenade for everyone except Scout and Civillian (who use Flash Grenades instead), a secondary grenade shared with one other class, and a unique primary grenade.
 * There are some new grenades:
 * The Flash Grenade is a throwback to a old scrapped grenade from Quake World Team Fortress, and functions like the Flashbang from Counter-Strike, temporarily blinding a enemy and rendering them unable to communicate with their teammates. It's used by the Scout and Civillian in place of the Hand Grenade.
 * The Gravity Grenade is a trap-style grenade that creates a black hole that sucks enemies and projectiles into it before exploding and releasing any player caught in it. It is unique to the Sniper.
 * The Claymore is like a manually controlled MIRV Grenade, attaching to a surface and shooting pellets forward when activated before exploding. It is exclusive to the Demoman.
 * The Biological Grenade is, obviously, used only by the Medic, and releases a cloud of gas that heals any ally that enters it whilst also infecting a enemy who breathes it in.
 * The Energy Field Grenade generates a energy field (duh) that slows down any enemy in it and starts slowly draining their health. It's the unique primary grenade of the Heavy.
 * The Laser Tripmine is used by the Engineer exclusively, attaching to walls or surfaces and projecting lasers that cause the tripmine to detonate when a enemy passes through, doing massive damage.
 * The Teleport Grenade is used exclusively by the Civillian, functioning very differently to other grenades. Rather than having ammo, it is instead a automatically recharging weapon that can be used once every twenty seconds. When thrown, it enable the user to immediatly teleport to where it exploded, making it a last-ditch escape weapon for the Civillian when he absoulutely needs to.
 * The Freezing Grenade, as its name suggests, freezes any enemy caught in its explosion in place for a few seconds. It's used as a secondary grenade to the Sniper and Soldier. A frozen enemy can't take damage, but can't move or attack.
 * The Smoke Grenade is used by the Pyro and Civillian as a secondary grenade, and creates a cloud of smoke that keeps allies invisible to enemies while also causing an enemy entering it to choke and suffer slow health damage. If thrown under a Sentry Gun, the Sentry will start panicking and rotating wildly, shooting at anyone on its team other than its builder.
 * The Hand Grenade has a smaller explosion radius, but now releases shrapnel at nearby enemies to damage them further.
 * The Caltrops are now released from a canister that can remotely opened or thrown like a grenade, immediatly releasing the Caltrops. There are also now ten per canister rather than just six. They also now inflict Bleeding on enemies.
 * The Nail Grenade is pretty much the same, only it doesn't explode when it's done shooting nails. To compensate, the nails do more damage, and you can pick it up again afterwards to be recycled into Shells.
 * The Concussion Grenade is pretty much the same, but due to balancing issues, the knockback jumping isn't as powerful.
 * When thrown, the Napalm Grenade now creates patches of physical flames that an enemy cannot walk though and bypasses armour, and also has a larger explosion radius. The physical flames remain for a few seconds after the grenade is done shooting them.
 * The Halluctionation Grenade, now known as the Gas Grenade, now causes any enemy affected by it to begin seeing their own teammates as enemies. Enemies under the effects of this gas will be capable of friendly fire, since they can't tell who's who, but the effects go away faster (about 8 seconds instead of 15) and the gas itself doesn't do any damage.
 * The EMP Grenade, rather than being exclusive to the Engineer, is now used as a secondary grenade by both the Spy and Engineer. It can also now temporarily disable a enemy Spy's disguise or cloak and a enemy Engineer's buildings
 * The MIRV Grenade functions pretty much the same, but now releases eight bomblets instead of four.
 * Buildings are significantly changed up. Each class can now build their own unique building - to compensate, the Engineer has access to nine buildings instead of just three. The Engineer is also the only class able to repair or upgrade these new buildings. More than one of each building can be constructed if you have enough Cells, and the constructor of the building, regardless of class, can pick up and carry a building to another location. These buildings include:
 * For the Engineer:
 * The good old Sentry Gun, which can functions more like the TF2 Sentry by being able to automatically turn and detect enemies. It also now has a camera attached to it, which appears at the bottom-centre of the Engineer's HUD and displays what is happening in front of the Sentry. As the Sentry takes damage, the camera feed will become overwhelmed with static and eventually shut down if not repaired. The upgrades are still the same (machine gun at Level 1, two machine guns at Level 2, and two machine guns and a rocket launcher at Level 3), and the Sentry now has a 50% resistance to all non-grenade weapons (it still takes full damage from grenades or a EMP Grenade).
 * The Dispenser, returning from the old game, also behaves more like its TF2 counterpart, automatically supplying armour and ammo to teammates. It has a limited but regenrating supply of stock, and the Engineer who built it can see the amount of supplies it has in it. It also has a tesla coil attached to it that does no damage but stuns enemies. Like in TF2, it can now be upgraded, with a Level 2 Dispenser being able to generate a field around itself that cures status conditions while also regenerating supply, and a Level 3 Dispenser being finally able to dispense health supplies and a faster regenerating stock. Each upgrade also increases the stun time and range of the tesla coil. It also can't explode when destroyed anymore.
 * The Teleporter can be attached to ceilings, and if so any teammate under it will be pulled into the ceiling Teleporter. If attached to the ground, it can be partially camoflauged to enemies. It can also be upgraded like in TF2, with a Level 2 Teleporter recharging faster and having more health and a Level 3 Teleporter recharging even faster while also providing them with a five-second invulnerability buff.
 * The Motion Sensor is to be mounted on walls or ceilings and detects nearby enemies, including disguised or cloaked Spies, and alerts the builder with a quick alarm. At Level 1, it can't detect disguised Spies, only cloaked ones. At Level 2, it can detect disguised Spies, and at Level 3 it has a larger radius of where it can detect enemies.
 * The Security Camera can be placed on walls or ceilings, hiding from enemies and spying on them, letting a Engineer keep a eye on a room or spy on enemies. Rather than being viewed on the HUD, the camera feed needs to instead be viewed on the Dispenser screen. At Level 1, it just shows the Engineer and his team what's going on, at Level 2 it lets them see two viewpoints at once, and at Level 3 it lets them see through a Spy's disguise or cloak. Like the Motion Sensor, it has low health and no defensive capabilities.
 * The Field Generator, when constructed by itself, does nothing. However, when another Field Generator is built nearby, they connect and generate a constant laser field that blocks enemy attacks and damages any enemy who passes through it. The Field Generators require a constant supply of Cells to be frequently loaded into them to function, and will stop functioning if it runs out. The Field Generator, when active, is also immune to most enemy attacks and needs to be disabled to be damaged. Each upgrade increases the Field Generator's range and slows down the Cell consumption rate.
 * The Amplifier generates a field around itself that slows down any enemy that touches it and increases the damage and damage resistance of any teammate that enters it so long as they remain within the field. Like the Field Generator, it requires a constant supply of energy to be supplied to it to enable it to function. Each upgrade decreases the Cell consumption rate and increases the energy field range.
 * The Repair Node is basically like a Medic for buildings, automatically restororing the health of any nearby Building at a slow rate. It also detects cloaked or disguised Spies by emitting a quiet beeping sound when one is nearby, enabling a attentive teammate to help locate them before they can attack. Each level increases the repair speed, range, and Spy-detecting sound.
 * The Multi-Gun is different to other buildings, as it can't be upgraded and is inert by itself. To make it work, another teammate must come over to it and upgrade it, making it into a different turret based on the teammate who used it. Medics can upgrade it into a Plague Gun, which dispenses infectious gas that not even enemy Medics are immune to. Soldiers can upgrade it into a RPG Turret to shoot down enemies with barrages of rockets. Heavies can upgrade it into a Mobile Machine Gun, which can move around on wheels at about the same speed as a Assault Cannon-wielding Heavy, following the Engineer, and uses four machine guns to attack enemies. Pyros can upgrade it into a mid-range Flamethrower Turret that can burn down any enemy in seconds and can inflict afterburn on even enemy Pyros. Scouts can upgrade it into a Airblaster, which projects massive blasts of wind that deflects projectiles and throws enemies againt walls so hard it harms them. Snipers can upgrade it into a Flak Cannon, which is slow but fires extremely powerful shots. Demomen can upgrade it into a Mine Shooter which (as its name says) shoots mines around to blow up enemies or defend a area. Engineer can upgrade it into a Mega Tesla that delivers damaging electrical shocks to nearby enemies and can momentarily disable their special abilities. Finally, if the map allows the Civillian to be used, he can upgrade the Multi-Gun into a Shield Generator that creates a energy field around itself that protects allies.
 * The Spy can build the Mounted Sentry, which functions like a weaker Sentry Gun that can be mounted on walls or ceilings and can also hide from enemies before springing out to attack. However, a alert enemy will be able to spot where it is and avoid it. At Level 1, it has about 3/4 of the power of the Level 1 Sentry. At Level 2, it has 150% the power of the Level 1 Sentry, and at Level 3, it has a bit more power than the Level 2 Sentry Gun, with three machine guns instead of just two.
 * The Pyro can build the Snark Nest, which features the Snarks from Half-Life making a guest appearance to serve as little recon agents, going after enemies who pass near the nest and serving as a distraction and annoyance due to their low health and damage. At Level 1, the Snarks simply scurry at enemies and do small amounts of damage. At Level 2, the Snarks can run along walls and jump at enemies, and at Level 3, the Snarks do more damage, have more health and can jump further.
 * The Heavy can build the Security Pod, which a teammate can hide inside to protect themselves from enemies. While inside the pod, a user can pilot it and make it fly around, although it consumes fuel quite quickly when doing so. Each level increases the Security Pod's health and damage resistance while also decreasing its rate of fuel consumption.
 * The Medic can build the Buff Station, which generates a field around itself that slowly heals any ally who enters it while increasing their speed and damage resistance, which remains in effect for a short time after leaving the field. At Level 1, it provides a speed and damage resistance buff of around 25%. At Level 2, the buff is increased by 50%, and at Level 3 the energy field is increased in range and the healing rate is doubled. It can also stop a enemy's movement should they enter the energy field.
 * The Demoman can build the Stationary Mortar, which is remotely controlled by the builder and can fire grenades through any distance that explode instantly when they touch a surface. At Level 1, it fires one grenade slowly. At Level 2, it fires faster, and at Level 3 it fires two grenades at once.
 * The Soldier can build the Bunker, which teammates can hide inside while also attacking enemies using either their own weapons or a weak manned turret on the top of the Bunker. Each level increases the Bunker's health and the manned turret's power.
 * The Sniper can build the Anti-Rocket Shield, which is a manned shield that can be rotated around. It protects Snipers from enemy projectiles, although it also stops them from shooting at enemies. Each upgrade increases its health and damage resistance.
 * The Scout can build the Speed Pad, which is placed on the ground and allows any ally who runs over it to get a massive speed boost for about three seconds. Each level increases its speed boost and the length of the boost.