Re: Weapon Reverts Megathread
for a week at least, it's still a scattergun with high burst damage
huutti wrote: Fri Feb 13, 2026 2:30 pm can we for the love of god finally have a trial for the reverted soda popper with jumps
for a week at least, it's still a scattergun with high burst damage

how can you tell it isntchief wrote: Mon Feb 16, 2026 4:00 am Revert the Iron Bomber projectile's collision size, this is a valid QoL change
I also would like to see Soda Popper with extra jumps instead of mini-crits. I think the mini-crits are made redundant by Crit-a-cola and the extra jumps version goes well with the other weapons in the set it was made for. To me only reason to use this Soda Popper is if you want mini-crits and use the sandman guillotine combo at the same time.huutti wrote: Fri Feb 13, 2026 2:30 pm can we for the love of god finally have a trial for the reverted soda popper with jumps
for a week at least, it's still a scattergun with high burst damage
the reverted stats currently used are better than the pre gun mettle stats, the reason it doesn't oneshot low hp classes is because damage spread on grenades has been removed for a long time, which was separate to normal damage spread, since it was dependent on where the grenade hit the player, with more damage being applied if you hit them at the bottom of their hitbox, and less from the top for some reason.chief wrote: Mon Feb 16, 2026 6:32 am It's a totally fine revert while the pre-gun mettle loch-n-load is accepted
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bind mouse2 "+attack2;sm_detonatestickies"Code: Select all
bind mouse2 +attack2As a certified time existence rule abolishment supporter and a splendid screen god i fully agreeprotons wrote: Tue Feb 17, 2026 4:43 am Also, can we please revert the Splendid Screen to its release version?
Here are its stats: Reverted to release, 25% fire resist, no faster recharge, crit after bash, no debuff removal, full bash dmg at any range
From the old TF2Wiki:It's basically the pre-toughbreak version we have right now, but is slightly buffed so as to not be overshadowed by the other two shields (especially the Tide Turner).
- Release Splendid Screen, Jun 23, 2011 - Jun 29, 2011 (6 days)
- +25% fire damage resistance on wearer
- +20% explosive damage resistance on wearer
- Can deal charge impact damage at any range
- +70% increase in charge impact damage
I know it only lasted for 6 days in the game, but it desperately needs the slight fire and blast resist buffs. No one uses it that much compared to the Tide Turner and the Chargin' Targe, and the buffs look like they aren't too overpowered. The only difference between the release and pre-toughbreak versions are just the fire and explosive damage resistances.
For comparison, here is the pre-toughbreak Splendid Screen:
- Pre-Tough Break Splendid Screen, Jun 29, 2011 - Dec 17, 2015 (4 yrs)
- +20% fire damage resistance on wearer
- +15% explosive damage resistance on wearer
- Can deal charge impact damage at any range
- +70% increase in charge impact damage
This (and the Spy-cicle revert too while we're at it) conflicts me. I like the idea of these reverts, but I still don't think we should revert weapons to versions that existed for such a short period of time. I have to say no, if just for consistency's sake.protons wrote: Tue Feb 17, 2026 4:43 am Also, can we please revert the Splendid Screen to its release version?
Here are its stats: Reverted to release, 25% fire resist, no faster recharge, crit after bash, no debuff removal, full bash dmg at any range
From the old TF2Wiki:It's basically the pre-toughbreak version we have right now, but is slightly buffed so as to not be overshadowed by the other two shields (especially the Tide Turner).
- Release Splendid Screen, Jun 23, 2011 - Jun 29, 2011 (6 days)
- +25% fire damage resistance on wearer
- +20% explosive damage resistance on wearer
- Can deal charge impact damage at any range
- +70% increase in charge impact damage
I know it only lasted for 6 days in the game, but it desperately needs the slight fire and blast resist buffs. No one uses it that much compared to the Tide Turner and the Chargin' Targe, and the buffs look like they aren't too overpowered. The only difference between the release and pre-toughbreak versions are just the fire and explosive damage resistances.
For comparison, here is the pre-toughbreak Splendid Screen:
- Pre-Tough Break Splendid Screen, Jun 29, 2011 - Dec 17, 2015 (4 yrs)
- +20% fire damage resistance on wearer
- +15% explosive damage resistance on wearer
- Can deal charge impact damage at any range
- +70% increase in charge impact damage
stop crying about this bum ass no weed having ass nigga
You say this but you have to remember weapons that lasted a day only lasted a day for a reason. The original red tape recorder is retarded, the original splendid screen (if I recall correctly) is a near direct upgrade to the charge 'n targe, etc.Pig wrote: Tue Feb 17, 2026 10:42 pm There is absolutely no reason that the time a version of a weapon existed in the past should be a reason to choose that version.
Pick the best revert, no matter if it only lasted for like a day.
I disagree with pig about weapons that existed for only a day, but i still think that 1-3 weeks is ok if we're going on a weapon by weapon bases, of course the red tape shouldnt be added, but i still hold the view there are a handful of dope reverts that dont even have a chance of being tested because the rule is in place, sucks seeing certain weapons that could be improved but then instantly dropping the idea upon realizing it was only a thing for a monthrandom wrote: Tue Feb 17, 2026 11:14 pmYou say this but you have to remember weapons that lasted a day only lasted a day for a reason. The original red tape recorder is retarded, the original splendid screen (if I recall correctly) is a near direct upgrade to the charge 'n targe, etc.Pig wrote: Tue Feb 17, 2026 10:42 pm There is absolutely no reason that the time a version of a weapon existed in the past should be a reason to choose that version.
Pick the best revert, no matter if it only lasted for like a day.
You have to remember that the Tide Turner didn't exist back then when Valve decided to nerf the Splendid Screen. When it came with the shields, the newest shield would always powercreep the previously released shields. For the Chargin' Targe, it was powercreeped by the Splendid Screen. For the Splendid Screen (and the Targe), it was powercreeped by the Tide Turner.random wrote: Tue Feb 17, 2026 11:14 pm You say this but you have to remember weapons that lasted a day only lasted a day for a reason. The original red tape recorder is retarded, the original splendid screen (if I recall correctly) is a near direct upgrade to the charge 'n targe, etc.
the only purpose of this shitter revert is to make one of the easiest to use weapons even easier to use. At least dragon's fury removes retarded hitbox gimick. Chink was walking on thin ice with iron bomber and release sandman revert suggestions but now he needs to be lynched for stickies
I would also like to see the Soda Popper w/ jumps, either the revert or the latest iteration. +3 in favor.
The rework made the weapon a lot more unique in my opinion, way more fun overall.
You can't get that level of mobility from anywhere else in Scout's arsenal, the old version overlapped too much with the Crit-a-Cola.
VerdiusArcana wrote: Tue Feb 17, 2026 2:19 amHeard the "detonate stickies while taunting" revert finally got merged.
To start using it, you gotta do this in your console:Code: Select all
bind mouse2 "+attack2;sm_detonatestickies"Yes the "" is necessary if chaining commands, do not skip them!
Side-effects: on servers that do not have the revert, you will get "Unknown command: sm_detonatestickies"
in the console every time you rightclick. I cannot do anything about it.
Try adding this to your autoexec:
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con_filter_enable 1;con_filter_text_out sm_detonatestickiesval wrote: Thu Feb 19, 2026 9:44 pm... You can't get that level of mobility from anywhere else in Scout's arsenal, the old version overlapped too much with the Crit-a-Cola.
...
The Force a Nature is cringing in your direction
In lieu of tons of spy mains randomly giving out their opinion on which version of the Dead Ringer was the best, I'm just going to put the facts down clearly and succinctly.
The current (pre gun-mettle) revert of the dead ringer has only one advantage over the tough break version, 90% damage resistance, effectively 1250hp with a full health spy.
The tough break dead ringer has 75% damage resistance, which amounts to 500hp. which in my and other players opinion, is more than enough. The other advantages, and the reason the tough break version is more fun as well as more effective, are the temporary speed boost and the temporary immunity to afterburn, which together make this watch much better for escapes than the currently used revert. Thanks entirely to the speed boost, this version of the dead ringer isn't just better, its also way more fun and provides more options for a skilled spy to use.
Below is just an example of whats possible, though its a video of the gun-mettle dead ringer, which is identical save for having a lower damage resistance of 50%. if more examples/opinions are needed i can PM to save cluttering up the thread.
I haven't heard anyone say its broken or OP, but in a server with the pre nerf dragons fury, baby faces blaster and custom switch time degreaser it could hardly be called OP.
the_massive wrote: Sun Feb 22, 2026 7:13 pmIn lieu of tons of spy mains randomly giving out their opinion on which version of the Dead Ringer was the best, I'm just going to put the facts down clearly and succinctly.
The current (pre gun-mettle) revert of the dead ringer has only one advantage over the tough break version, 90% damage resistance, effectively 1250hp with a full health spy.
The tough break dead ringer has 75% damage resistance, which amounts to 500hp. which in my and other players opinion, is more than enough. The other advantages, and the reason the tough break version is more fun as well as more effective, are the temporary speed boost and the temporary immunity to afterburn, which together make this watch much better for escapes than the currently used revert. Thanks entirely to the speed boost, this version of the dead ringer isn't just better, its also way more fun and provides more options for a skilled spy to use.
Below is just an example of whats possible, though its a video of the gun-mettle dead ringer, which is identical save for having a lower damage resistance of 50%. if more examples/opinions are needed i can PM to save cluttering up the thread.
I haven't heard anyone say its broken or OP, but in a server with the pre nerf dragons fury, baby faces blaster and custom switch time degreaser it could hardly be called OP.
fuck the speed boost I'd rather tank some backstabs to make the spy mains seethe
Also, I have always hated how it just takes away half of your cloak WHEN YOU FEIGN instead of AFTER YOU DECLOAK thus screwing up the dead ringer visuals, it looks really retarded
huutti wrote: Mon Feb 23, 2026 4:19 amfuck the speed boost I'd rather tank some backstabs to make the spy mains seethe
Also, I have always hated how it just takes away half of your cloak WHEN YOU FEIGN instead of AFTER YOU DECLOAK thus screwing up the dead ringer visuals, it looks really retarded
The cloak drain upon feigning is another advantage that allows for faster consecutive feigns and "pack surfing". The visuals looking wrong is a negligible complaint.
Also where are you getting backstabbed by spies as a spy lol, you have to go out of your way to do that.
REMOVE THE FUCKING CONCH REVERT ALREADY.
The health regen is useless now, I've used both versions consistently and there's legitimately not a single time where I've noticed that I've survived because of the extremely negligible 10 extra health I restored that I wouldn't otherwise.
You know what I have noticed? The fact that you need to wait 50 God damn seconds (almost as much as the trash passer recharge) just to heal 100 HP, with the new (AKA THE GOOD) conch, you can go pick up a small health kit and by the time you're back on the frontline, you've probably healed back to full. UNREVERT
I think the pre-GM dead ringer is preferred is because of feigning on low health is much more consistent than the Tough Break dead ringer, I guess that tanking crockets with 15 HP is what dead ringer should always been doing.
chief wrote: Mon Feb 23, 2026 10:24 amI think the pre-GM dead ringer is preferred is because of feigning on low health is much more consistent than the Tough Break dead ringer, I guess that tanking crockets with 15 HP is what dead ringer should always been doing.
I haven't heard any spy mains say the pre gun mettle DR was better, but from my experience in using both, the tough break dead ringer keeps spy much more survivable, since pyros may as well not exist if you have a feign ready thanks to the afterburn immunity, you just have to avoid trying to feign on extreeemely low health, but even then feigning on say 23 health will protect you from 95% of attacks in the game, with enough speed to leave the area, far away from spam.or players searching for you
the_massive wrote: Mon Feb 23, 2026 2:53 pmchief wrote: Mon Feb 23, 2026 10:24 amI think the pre-GM dead ringer is preferred is because of feigning on low health is much more consistent than the Tough Break dead ringer, I guess that tanking crockets with 15 HP is what dead ringer should always been doing.
I haven't heard any spy mains say the pre gun mettle DR was better, but from my experience in using both, the tough break dead ringer keeps spy much more survivable, since pyros may as well not exist if you have a feign ready thanks to the afterburn immunity, you just have to avoid trying to feign on extreeemely low health, but even then feigning on say 23 health will protect you from 95% of attacks in the game, with enough speed to leave the area, far away from spam.or players searching for you
i am a spy main who used the dead ringer from 2009-2015, and i can tell you with certainty that the pre-gm dead ringer (and all its pre-gm variants) are infinitely better than the newest iteration. being able to tank 8 stickybombs when being spawncamped (happens a lot), tanking backstabs (it still happens a lot when you get locked into a trickstab battle and the random spy that happens to stalk you), tanking crits, and then instantly refilling with 2-3 dropped ammo packs is just better. heck, even the older DR versions were even better since you had a flat 90% resist and the ammo gain was bigger.
the speedboost's only positive is that it helps with trickstabs at the cost of survivability. sure you have speed, but when you're on fire and constantly being shot at i don't think so.
also, as far as i can remember, a lot of spy mains complained about the post gun mettle dead ringer. it was so bad that the Winger made an SFM video about a spy not being able to tank 8 full damage stickybombs out of spawn in turbine. the nerf even made me quit the game.
protons wrote: Mon Feb 23, 2026 11:44 pmthe_massive wrote: Mon Feb 23, 2026 2:53 pmI haven't heard any spy mains say the pre gun mettle DR was better, but from my experience in using both, the tough break dead ringer keeps spy much more survivable, since pyros may as well not exist if you have a feign ready thanks to the afterburn immunity, you just have to avoid trying to feign on extreeemely low health, but even then feigning on say 23 health will protect you from 95% of attacks in the game, with enough speed to leave the area, far away from spam.or players searching for you
i am a spy main who used the dead ringer from 2009-2015, and i can tell you with certainty that the pre-gm dead ringer (and all its pre-gm variants) are infinitely better than the newest iteration. being able to tank 8 stickybombs when being spawncamped (happens a lot), tanking backstabs (it still happens a lot when you get locked into a trickstab battle and the random spy that happens to stalk you), tanking crits, and then instantly refilling with 2-3 dropped ammo packs is just better. heck, even the older DR versions were even better since you had a flat 90% resist and the ammo gain was bigger.
the speedboost's only positive is that it helps with trickstabs at the cost of survivability. sure you have speed, but when you're on fire and constantly being shot at i don't think so.
also, as far as i can remember, a lot of spy mains complained about the post gun mettle dead ringer. it was so bad that the Winger made an SFM video about a spy not being able to tank 8 full damage stickybombs out of spawn in turbine. the nerf even made me quit the game.
Generally speaking, castaway players are pretty much more experienced and skilled than average casual fags, most people can tell whether it's a death or a feign, especially with the reverted weapons they could just crush spies through resistance. Also this is why DR kunai spies don't dominate here.
Often times I find myself surviving with less than 4 HP while using dead ringer, which thanks to the 90% resistance it gives.