Okay, we got distracted by some topics last week, let us go back to taking a look at the recent changes. Now, for Medic, Demoman and Engineer. Definitely, Valve trying to make TF2 Trading active again with these changes to make Team Fortress 2 fresh.
TF2 Trading: Changes
Medic
Base
All Mediguns allow the Medic to match the speed of their heal target
Previously only available on The Quick Fix
Quick Fix
berCharge rate reduced to +15% (from +25%)
Overdose
Increased movement speed bonus to +20% (from +10%)
Increased damage penalty to -15% (from -10%)
Dropped Mediguns
Stored UberCharge begins to decay over time after coming to rest
Demoman
Base All boots now require a shield to activate any move speed bonus listed on the item
The Iron Bomber Decreased the fuse time to 1.4 seconds (from 2.0)
The Quickiebomb Launcher Increased charge time reduction to -70% (from -50%) Increased damage bonus for (max) charged shots to +35% (from +25%) Increased clip size penalty to -50% (from -25%) Removed “Stickybombs fizzle 4 seconds after landing”
The Sticky Jumper Updated model/materials and sound
Engineer
Base Level 1 teleporters now cost 50 metal (previously 125)
Widowmaker Damage increased +10% when attacking the same target as your sentry
Eureka Effect
Reduced “50% less metal from Dispensers and Pickups” to 20%
Added “Teleporters cost 50% less metal”
The Short Circuit
Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)
The Pomson
Fixed an exploit with shooting through your own buildings
Increased close-range damage to 72 (from 62)
Reduced long-range damage to 32 (from 42)
Updated projectile impact sound
So, with these changes, Team Fortress 2 players will become more active again in playing the game. This also means that players will be having to change their usual playstyle to cope in these changes. TF2 Items will definitely sell again with the players coming back to play TF2. That’s something to assume, right? Hopefully!