QWTA v0.1:
+ Locational damage multiplier for neck raised from 1.5 to 2.0.
+ Locational damage multiplier for head raised from 2.5 to 3.0.
+ Small arms weapon damage x3 against player targets. (Except shotguns, which are only x2. And the Lightning Pistol, which is only x2.) 
* For reference: Assault Rifle in BaseETQW can deal 32.5 damage per headshot. QWTA it deals 130.
+ All small arms weapon damage against heavy vehicles set to 0.
+ All small arms weapon damage against deployables reduced to 1/3.
+ All heavy arms weapon damage x3 against player targets. (Except snipers, which is x2.)
+ All heavy arms weapon damage against light vehicles left alone.
+ All heavy arms weapon damage against heavy vehicles left alone.
+ All heavy arms weapon damage against deployables left alone.
* Small arms are defined as: Assault Rifle, Lacerator, Pistols, Blasters, and Shotguns.
* Heavy arms are defined as: GPMG, Hyperblaster, Railgun, Sniper Rifle
+ All grenades damage x2 against player targets, except for EMP grenades and Stroybombs.
+ Defibrillators damage against vehicles and deployables reduced to 0.
+ Stroyent tool damage against non-players reduced to 0. Player-damage raised to 100%(Instakill.).
+ All explosive weapons' x2 doubled against players. (Vehicle weapons and such.)
+ Base defense turrets' damage x3 against players.
+ Violator/Vampire damages x2 against players.
+ Unscoped accuracies for all player weapons(Except Lightning Pistols, Shotguns, Rocket Launchers, Grenades or Tools.) changed via the following formula:
* QWTA Minimum Spread = BaseETQW Maximum Spread
* QWTA Maximum Spread = BaseETQW Maximum Spread + (BaseETQW Maximum Spread - BaseETQW Minimum Spread).
+ All unscoped jumping accuracies are doubled.
+ Strafejumping speed bonuses eliminated. (<3 Id for leaving proper movement code in even when choosing to use buggy jumping code.)
+ Vehicle respawn times increased x3 across the board.