Welcome to Bad Weapon Rehabilitation,

Where we take the worst balanced weapons TF2 has to offer and figure out how to best fix them.

General feedback can be provided through this form

Join FSOAS’s discord for discussion on servers too! discord.gg/hMSmUTDytk

FUNDING FOR NOVEMBER 15th: $ 20 / $ 60

Help keep the server funded by donating directly to the hosting service here or through FSOAS’s Patreon

Halloween ‘25

Scream Fortress is live on the server!

New Maps for Event:

cp_cowerhouse, koth_dusker, ctf_doublecross_event, arena_afterlife, sd_marshlands

Returning Maps in Cycle:

cp_darkmarsh, cp_gorge_event, cp_lavapit_final, cp_manor_event, koth_bagel_event, koth_los_muertos, koth_maple_ridge_event, koth_moonshine_event, koth_toxic, koth_undergrove_event, pl_corruption, pl_spineyard, pd_cursed_cove_event, pd_monster_bash, pd_pit_of_death_event, pd_mannsylvania, ctf_helltrain_event, tow_dynamite

Returning Maps in Nomination-Only:

koth_harvest_event, koth_megalo, koth_sawmill_event, koth_slime, koth_slaughter_event, cp_sunshine_event, pd_circus, arena_lumberyard_event, arena_perks, cp_degrootkeep_rats

Maps Retired for Event:

cp_gorge, cp_gravelpit, cp_mountainlab, koth_boardwalk, koth_harvest_re_6, koth_sawmill, cp_sunshine, ctf_doublecross, pd_atom_smash

On Halloween maps, Crit Pumpkins won’t spawn randomly, and instead only when a player kills another player with a higher score than themselves, and are team-exclusive. Watch out for extra skeletons, too.

Weekly Feedback

This week's feedback is focused on these changes:

The Vita-Saw, Thermal Thruster, Disciplinary Action, Dead Ringer, and Short Circuit.

We're also collecting clips of the changes in action as well. The form will be open until October 12, 2025.

Be sure to get as much experience as you can with and against the changes before submitting your feedback and clips to the form:

https://forms.gle/ooV9iqktg6Np4Nq9A

Standard Servers

Uses a mostly vanilla map rotation with select custom maps, with RNG mechanics toggled off

Vote for Scramble Teams and Kick Player active

When at low player count (under 13): Instant Respawn is active, Payload and Attack/Defend are maps are not in rotation (but may still be nominated)

Chat Commands:

See changes in loadout: !changes

Start vote for Bots (fills up to 18 slots): !togglebots

RTV/Rock the Vote (skip current map): rtv

Nominate Map for next vote: !nominate

Start vote for Halloween mode: !votehallween

Standard#2 / PUG Servers

Standard#2 runs the game with class limits of 3, with a more restricted map lineup and pro versions of select maps

Admins can change Standard#2 servers to run Pickup Games (PUGs)

Settings can be switched for 6v6 or Prolander/Highlander

See FSOAS Discord for additional organizing of play

Similar vote rules available currently

Standard#2 US Server: 74.91.126.159:27016, Standard#2 EU Server: 185.107.96.199:27016

MvM Server

(closed for fixes)

MvM US Server: 74.91.126.159:27017

Incorporates the mod’s changes as well as a few custom tweaks to upgrades to fit with said changes.

Uses a custom plugin for handling upgrades rather than the normal station. Upgrade menu will appear upon spawning and re-entering spawn. Menu can also be manually accessed with the command “/sm_upgrade” in chat.

See MvM tab for full details

Server Notifications

The Discord server is running a bot that automatically pings players once enough are on the Standard servers - over 6 players on US or 4 on EU - with an hour cooldown until the next ping. Join the server and get the roles ‘Rebalance Organization US’ or ‘Rebalance Organisation EU’ to stay notified when the servers are active.

Weapon Clips

With the new website redesign, we're looking to add Demonstration clips for each of the weapon changes in the mod. We wanted to reach out to the players to help collect the best representations of the weapons in-game. See the full requirements and submit your clips with the following link: https://forms.gle/3PpDEGzUDvFQzPdy5

RNG

No random crits (see melee weapons for exception)

No random bullet spread

No random damage spread

No random fall damage

Weapon Switching

Holster penalties on weapons are enforced, keeping the slower switch speed until a weapon is fully drawn

Afterburn

All items that inflict afterburn now reduce healing and resistances in the same manner

With the countless variation in interactions in the game with classes, loadouts, and maps, there is no reason for arbitrary random factors.

Intent on making sure holster speed nerfs cannot be exploited through switching to a 3rd weapon.

An attempt to make the debuff more consistent in application, making it properly inhibit healing.

Melee Weapons

Melee attacks are able to hit through teammates instead of being negated

Melees with random crits instead perform a combo where the 3rd hit in a row deals a guaranteed critical hit!

Scout melee weapons require 4 hits in a row for a guaranteed critical hit

No crit combo for melees with “No Random Crits” attribute

On-Kill Effects

Shield Bashes trigger On-Kill effects as melee attacks would

On-Kill effects are triggered when the user takes credit for "finishing off" an enemy

Exception for Bazaar Bargain and Conniver's Kunai, due requiring a specific type of kill

Voice Commands

New voice command "Sniper Ahead!" bound to replace "Pass to Me" ('voicemenu 0 8' and 'voicemenu 1 8') or 'sm_sniper'

Plays MvM Sniper callout when available or custom voice otherwise

When aiming at an enemy sniper, this will place a pop-up message on their location for 3 seconds

Settings cl_hud_minmode 1 and tf_hud_notification_duration 0 may hide the pop-up

The high crit rate on melees was meant to make their last resort nature more enticing. This melee combo is meant to replicate that effect without making the interaction random and allow stock melees to keep up with unlocks.

A QoL change to make on-kill effects on shield bashes consistent with using your melee, while also making accidental or intentional robbing users of on-kill bonuses less likely.

A requested QOL feature for communicating the presence of a sniper. The experimental feature of a pop-up will require testing but shouldn't be too debilitating for the enemy sniper if someone has to be in his line of sight just to point out his location.

Capture The Flag

Dropped intelligence has a visual return radius (216 HU)

Teammates in the radius will increase its rate of return by 2x

Crits on Capture disabled

Medieval Mode

Whitelist additions: Flare Gun, Jarate, Gas Passer

Engineers can build dispensers and teleporters

Crits on capture made it snowball a little too strongly. Making intel reset faster is an attempt to make back-capping less powerful at bringing CTF to a statemate and allow an attacking team more leniency when defending their intel.

Tweaks to the mode to raise up certain classes that don’t perform well with a lack of their normal kits and try out some existing balance changes.

If you have suggestions for map additions/removals, use this form.

Standard Mapcycle (custom maps italicized)

A/D: cp_altitude, cp_caldera_rc3, cp_cargo, cp_conifer, cp_fulgur, cp_gorge, cp_gravelpit, cp_hardwood_final, cp_mercenarypark, cp_mountainlab, cp_steel

CP: cp_badlands, cp_canaveral_5cp, cp_coldfront, cp_fastlane, cp_foundry, cp_freight_final1, cp_gullywash_final1, cp_metalworks, cp_reckoner, cp_vanguard, cp_well, cp_yukon_final

KOTH: koth_bagel_rc11, koth_blowout, koth_brazil, koth_cascade, koth_databank_rc3, koth_gibson_rc5, koth_icetower_rc7, koth_king, koth_lakeside_final, koth_lazarus, koth_sharkbay, koth_shorelight_rc9, koth_viaduct

PL: pl_badwater, pl_barnblitz, pl_borneo, pl_cactuscanyon_redux_final2, pl_downunder_b29, pl_enclosure_final, pl_extinction_rc3, pl_fountain_b3, pl_frontier_final, pl_phoenix, pl_pier, pl_snowycoast, pl_swiftwater_final1, pl_upward

CTF: ctf_doublecross, ctf_landfall, ctf_pelican_peak

PD + ALT: pd_atom_smash, pd_selbyen, pd_watergate, sd_doomsday

PLR: plr_bananabay, plr_hacksaw, plr_nightfall_final

PUG Mapcycle (custom maps italicized)

A/D: cp_gorge, cp_gravelpit, cp_mountainlab, cp_steel, cp_sulfur

5CP: cp_badlands, cp_warmfront, cp_fastlane, cp_foundry, cp_freight_final1, cp_granary_pro2, cp_gullywash_final1, cp_metalworks, cp_process_final, cp_reckoner, cp_snakewater_final1, cp_sunshine, cp_well, cp_yukon_final

KOTH: koth_ashville_final1, koth_badlands, koth_bagel_rc11, koth_brazil, koth_highpass, koth_lakeside_final, koth_sawmill, koth_product_final

PL: pl_badwater_pro_v12, pl_barnblitz_pro7, pl_borneo, pl_eruption_b14, pl_swiftwater_final1, pl_upward, pl_vigil_rc10

These maps are additionally available for !nominate command: (custom maps italicized)

A/D: cp_dustbowl, cp_hybro_b10, cp_mossrock, cp_sulfur, cp_snowplow

CP: cp_granary, cp_powerhouse, cp_process_final, cp_snakewater_final1, cp_sunshine

KOTH: koth_boardwalk, koth_harvest_re_6, koth_highpass, koth_namicott_j, koth_sawmill

PL: pl_cashworks, pl_divulgence_b4b, pl_eruption_b14, pl_longboy_b10, pl_odyssey, pl_thundermountain

CTF: ctf_applejack, ctf_haarp, ctf_sidewinder_rc4bw

PD + ALT: pd_hightower_b3, dom_standin_b1a, rd_asteroid_redux_rc9

Medieval: cp_burghausen, cp_degrootkeep

PLR: plr_cutter