Difference between revisions of "User:SofiPandaRights/Custom Weapons"
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[[File:CW2_Crafting.png|200px|cTF2w Logo|right]] | [[File:CW2_Crafting.png|200px|cTF2w Logo|right]] | ||
− | '''Custom Weapons''', also known as '''Custom TF2 Weapons''' and '''CTF2W''', is a [[SourceMod]] server plugin which adds community-made weapons to ''Team Fortress 2'' and was developed by [https://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP]. It is currently maintained by [http://steamcommunity.com/profiles/76561198043554063/ Chdata], and [http://steamcommunity.com/profiles/76561198049994177/ Crafting]. Unlike [[Advanced Weaponiser]], there is no loadout viewer nor a drop system because all weapons are available to the public. | + | '''Custom Weapons''', also known as '''Custom TF2 Weapons''' and '''CTF2W''', is a [[SourceMod]] server plugin which adds community-made weapons to ''Team Fortress 2'' and was developed by [https://steamcommunity.com/profiles/76561198025176251/ MasterOfTheXP]. It is currently maintained by [http://steamcommunity.com/profiles/76561198043554063/ Chdata], and [http://steamcommunity.com/profiles/76561198049994177/ Crafting]. Unlike [[Advanced Weaponiser]], there is no loadout viewer nor a drop system because all weapons are available to the public. Additionallyly, this group tests and makes changes to official weapons for more balanced/fun gameplay. |
== Official Server List == | == Official Server List == | ||
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<br> | <br> | ||
=== Official Weapon Changes === | === Official Weapon Changes === | ||
− | These changes do affect the "Custom Weapons" that are available to use. | + | These changes do affect the "Custom Weapons" that are available to use. Additionallyly, these changes are on all of the official "CTF2W" servers. |
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
! colspan="1" class="header" | Overall Changes | ! colspan="1" class="header" | Overall Changes | ||
Line 156: | Line 156: | ||
| align="left" | | | align="left" | | ||
-Added "(Ability) Fast Hands"<br> | -Added "(Ability) Fast Hands"<br> | ||
− | '''NOTE''': | + | '''NOTE''': 33% faster global weapon switching on wearer |
| | | | ||
(Ability) Fast Hands<br> | (Ability) Fast Hands<br> | ||
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| align="left" | | | align="left" | | ||
-Added "When weapon is active: +20% bonus healing from all sources"<br><br> | -Added "When weapon is active: +20% bonus healing from all sources"<br><br> | ||
− | -Added "When weapon is active & while doing the objective: Gain +25% | + | -Added "When weapon is active & while doing the objective: Gain +25% additionally bonus healing"<br><br> |
-Increased push force taken to +25% from +20%, but only applies "When weapon is active & while doing the objective"<br><br> | -Increased push force taken to +25% from +20%, but only applies "When weapon is active & while doing the objective"<br><br> | ||
-Increased hidden fire rate bonus to +50% from +42%<br><br> | -Increased hidden fire rate bonus to +50% from +42%<br><br> | ||
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| | | | ||
{{Pro}}When weapon is active: +20% bonus healing from all sources<br> | {{Pro}}When weapon is active: +20% bonus healing from all sources<br> | ||
− | {{Pro}}When weapon is active & while doing the objective: Gain +25% | + | {{Pro}}When weapon is active & while doing the objective: Gain +25% additionally bonus healing<br> |
{{Con}}When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast<br> | {{Con}}When weapon is active & while doing the objective: +25% increase in push force taken from damage and airblast<br> | ||
{{Neutral}}This weapon is best used at medium and/or long range<br> | {{Neutral}}This weapon is best used at medium and/or long range<br> | ||
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-Added "+25% non-boostable move speed bonus while under effects"<br> | -Added "+25% non-boostable move speed bonus while under effects"<br> | ||
'''NOTE''': The user can't move faster than 500 Hu<br><br> | '''NOTE''': The user can't move faster than 500 Hu<br><br> | ||
− | -Added "This weapon deploys | + | -Added "This weapon deploys 300% slower"<br> |
'''NOTE''': Since Scout's switching speed is 0.333 seconds, this penalty would increase the deploy time to 1 second | '''NOTE''': Since Scout's switching speed is 0.333 seconds, this penalty would increase the deploy time to 1 second | ||
| | | | ||
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{{Pro}}While doing the objective: +33% faster recharge rate<br> | {{Pro}}While doing the objective: +33% faster recharge rate<br> | ||
{{Pro}}Extinguishing teammates reduces cooldown by -25%<br> | {{Pro}}Extinguishing teammates reduces cooldown by -25%<br> | ||
− | {{Pro}}Extinguishes fire on wielder and teammates, | + | {{Pro}}Extinguishes fire on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br> |
{{Pro}}Coated enemies move 20% slower<br> | {{Pro}}Coated enemies move 20% slower<br> | ||
{{Neutral}}20 second recharge<br> | {{Neutral}}20 second recharge<br> | ||
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'''[[Flying Guillotine]]''' | '''[[Flying Guillotine]]''' | ||
| align="left" | | | align="left" | | ||
− | -Added "100% | + | -Added "100% Mini-Crits vs players below 50% health"<br> |
− | '''NOTE''': Includes Guillotine hit and bleed damage<br><br> | + | '''NOTE''': Includes Guillotine hit and bleed damage from this weapon<br><br> |
-Removed "No random critical hits" | -Removed "No random critical hits" | ||
| | | | ||
{{Pro}}On hit: Bleed for 5 seconds <br> | {{Pro}}On hit: Bleed for 5 seconds <br> | ||
{{Pro}}Long distance hits reduce recharge time by 25%<br> | {{Pro}}Long distance hits reduce recharge time by 25%<br> | ||
− | {{Pro}}100% | + | {{Pro}}100% Mini-Crits vs players below 50% health<br> |
{{Con}}Cannot be picked up after thrown<br> | {{Con}}Cannot be picked up after thrown<br> | ||
{{Neutral}}6 second recharge<br> | {{Neutral}}6 second recharge<br> | ||
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'''[[Sandman]]''' | '''[[Sandman]]''' | ||
| align="left" | | | align="left" | | ||
− | -Decreased damage | + | -Decreased minimal ball damage to 10 from 15<br><br> |
− | -Increased damage | + | -Increased maximum ball damage to 40 from 23<br><br> |
− | -Completely remade the slow-down system and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). | + | -Completely remade the slow-down system and now it's based on target's current move speed, instead of scaling everyone down to the same move speed (AKA 225.88 Hu). Additionally, the ball would have to slightly travel before it would apply the vanilla slow-down effect, but now you can hit someone at point blank to apply the slow-down. A minimal distance ball hit applies a -66% penalty for 1 second and a maximum distance ball hit applies a -33% penalty for 7 seconds. Lastly, this slow-down can't be removed quicker by "key spamming" similar what can be done with the vanilla version. |
| | | | ||
− | {{Pro}}Alt-Fire: Launches a ball that slows targets depending on travel time, between 1–7 seconds. The slow-down effect is based on target's current move speed. | + | {{Pro}}Alt-Fire: Launches a ball that slows targets depending on travel time, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additionally, the damage from the ball impact increases the further it travels.<br> |
{{Pro}}Can be picked up after thrown to instantly recharge<br> | {{Pro}}Can be picked up after thrown to instantly recharge<br> | ||
{{Con}}-15 max health on wearer<br> | {{Con}}-15 max health on wearer<br> | ||
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-Increased direct damage penalty to -35% from -25%<br><br> | -Increased direct damage penalty to -35% from -25%<br><br> | ||
-Added "Alt-Fire: Spontaneous combustion"<br> | -Added "Alt-Fire: Spontaneous combustion"<br> | ||
− | '''NOTE''': | + | '''NOTE''': Ignites the user for 10 seconds<br> |
'''NOTE''': 20 second recharge once used<br><br> | '''NOTE''': 20 second recharge once used<br><br> | ||
-Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target"<br><br> | -Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target"<br><br> | ||
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-Decreased direct damage penalty to -50% from -65%<br><br> | -Decreased direct damage penalty to -50% from -65%<br><br> | ||
-The ornament no longer does damage on impact<br><br> | -The ornament no longer does damage on impact<br><br> | ||
− | -The bleeding duration | + | -The bleeding duration scales depending on travel time (between 1–10 seconds) instead of 7.5 seconds<br><br> |
-Increased the scatter radius to 73 Hu from 50 Hu<br><br> | -Increased the scatter radius to 73 Hu from 50 Hu<br><br> | ||
− | -Added the shatter effect | + | -Added the shatter effect to cause bleeding, but reduces the possible bleed duration by 25%<br><br> |
− | -Added "On hit bleeding player with Melee: Causes an explosion (146 Hu) | + | -Added "On hit bleeding player with Melee: Causes an explosion (146 Hu) to make nearby enemies bleed for 5 seconds"<br><br> |
-Added "+100% max misc ammo on wearer" | -Added "+100% max misc ammo on wearer" | ||
| | | | ||
{{Pro}}Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds<br> | {{Pro}}Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds<br> | ||
− | {{Pro}}On hit bleeding player with Melee: Causes an explosion | + | {{Pro}}On hit bleeding player with Melee: Causes an explosion to make nearby enemies bleed for 5 seconds<br> |
{{Pro}}+100% max misc ammo on wearer<br> | {{Pro}}+100% max misc ammo on wearer<br> | ||
− | {{Con}}On non-direct hits with the ornament: | + | {{Con}}On non-direct hits with the ornament: Reduces the possible bleed duration by 25%<br> |
{{Con}}-50% direct damage penalty<br> | {{Con}}-50% direct damage penalty<br> | ||
{{Neutral}}10 second recharge | {{Neutral}}10 second recharge | ||
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-Added "(Ability) SHOCK & AWE"<br> | -Added "(Ability) SHOCK & AWE"<br> | ||
'''NOTE''': User performs an earthquake after landing an explosive jump to damage nearby enemies<br> | '''NOTE''': User performs an earthquake after landing an explosive jump to damage nearby enemies<br> | ||
− | '''NOTE''': Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no cap | + | '''NOTE''': Earthquake radius is 146 Hu. Earthquake damage is based on 75% fall damage taken. There is no damage cap, plus no damage falloff. |
| | | | ||
(Ability) SHOCK & AWE | (Ability) SHOCK & AWE | ||
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| align="left" | | | align="left" | | ||
-Added "When you active your banner, your Primary's clip is automatically fully reloaded"<br> | -Added "When you active your banner, your Primary's clip is automatically fully reloaded"<br> | ||
− | '''NOTE''': This will pull from your reserve ammo, so this won't be "free ammo". | + | '''NOTE''': This will pull from your reserve ammo, so this won't be "free ammo". Additionally, it will adjust if your clip size is increased (ex. Air Strike).<br><br> |
-Increased damage required to fill to 650 from 600<br> | -Increased damage required to fill to 650 from 600<br> | ||
'''NOTE''': The Concheror was increased to 650 from 480 | '''NOTE''': The Concheror was increased to 650 from 480 | ||
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-Added "No damage rampup"<br><br> | -Added "No damage rampup"<br><br> | ||
-Added "On hit: Gain 1 stack per attack"<br> | -Added "On hit: Gain 1 stack per attack"<br> | ||
− | '''NOTE''': Each stack increases explosion radius by +20%. This can stack | + | '''NOTE''': Each stack increases explosion radius by +20%. This can stack 5 times and will start to decay after 5 seconds with a 5 second interval if you don't damage another enemy. |
| | | | ||
{{Pro}}Direct hits deal 90 damage at any range<br> | {{Pro}}Direct hits deal 90 damage at any range<br> | ||
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{{Con}}No damage rampup<br> | {{Con}}No damage rampup<br> | ||
{{Con}}-25% clip size<br> | {{Con}}-25% clip size<br> | ||
− | {{Neutral}}Each stack increases explosion radius by +20%. This can stack | + | {{Neutral}}Each stack increases explosion radius by +20%. This can stack 5 times and will start to decay after 5 seconds with a 5 second interval if you don't damage another enemy. |
|- | |- | ||
| align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br> | | align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br> | ||
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-Added "Black Hole Rockets" as the new charged shot<br> | -Added "Black Hole Rockets" as the new charged shot<br> | ||
'''NOTE''': The rocket from the charged shot won't do damage<br> | '''NOTE''': The rocket from the charged shot won't do damage<br> | ||
− | '''NOTE''': The suction and | + | '''NOTE''': The suction and "disable enemy buildings" lasts for 4 seconds<br> |
− | '''NOTE''': | + | '''NOTE''': An enemy that moves faster than 295 Hu can (or more easily) escape the suction<br> |
'''NOTE''': Quick-Fix UberCharge is immune to the suction<br> | '''NOTE''': Quick-Fix UberCharge is immune to the suction<br> | ||
− | '''NOTE''': The radius | + | '''NOTE''': The suction radius is 182.5 Hu<br> |
− | '''NOTE''': The | + | '''NOTE''': The "disable enemy buildings" radius is 109.5 Hu<br><br> |
-Added "30% slower reload time" | -Added "30% slower reload time" | ||
| | | | ||
{{Pro}}Does not require ammo<br> | {{Pro}}Does not require ammo<br> | ||
− | {{Pro}}Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. | + | {{Pro}}Alt-Fire: Slowly charges a single shot that creates a black hole that pulls enemies towards the center. Additionally, any enemy buildings near the center will be disabled for 4 seconds.<br> |
{{Con}}30% slower reload time<br> | {{Con}}30% slower reload time<br> | ||
{{Con}}Deals only 20% damage to buildings<br> | {{Con}}Deals only 20% damage to buildings<br> | ||
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'''[[Buff Banner]]''' | '''[[Buff Banner]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Soldier - Banner Changes" tab<br><br> |
-Added "+10% faster firing speed and 5% faster reload time for your Primary"<br><br> | -Added "+10% faster firing speed and 5% faster reload time for your Primary"<br><br> | ||
-Added "Grants player and nearby teammates 10 seconds of the Precision Mannpower powerup while under the effects" | -Added "Grants player and nearby teammates 10 seconds of the Precision Mannpower powerup while under the effects" | ||
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'''[[Battalion's Backup]]''' | '''[[Battalion's Backup]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Soldier - Banner Changes" tab<br><br> |
-Increased max health on wearer to +30 from +20<br><br> | -Increased max health on wearer to +30 from +20<br><br> | ||
-Any player that is under this effect will now be able to see their net health on screen<br> | -Any player that is under this effect will now be able to see their net health on screen<br> | ||
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'''[[Concheror]]''' | '''[[Concheror]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Soldier - Banner Changes" tab<br><br> |
-Increased health regen to +8 from +4 | -Increased health regen to +8 from +4 | ||
| | | | ||
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-Removed hidden clip size penalty<br> | -Removed hidden clip size penalty<br> | ||
'''NOTE''': 6 shots instead of 4<br><br> | '''NOTE''': 6 shots instead of 4<br><br> | ||
− | -Added hidden "+ | + | -Added hidden "+25% faster firing speed"<br> |
'''NOTE''': This matches the default Shotgun<br><br> | '''NOTE''': This matches the default Shotgun<br><br> | ||
− | -Added hidden " | + | -Added hidden "25% slower reload time"<br> |
'''NOTE''': This matches the default Shotgun<br><br> | '''NOTE''': This matches the default Shotgun<br><br> | ||
-Removed "Projectile is able to hit the same enemy multiple times"<br><br> | -Removed "Projectile is able to hit the same enemy multiple times"<br><br> | ||
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-Flipped the speed boost duration for the user and ally<br><br> | -Flipped the speed boost duration for the user and ally<br><br> | ||
-Decreased melee range multiplier to +66% from +70%<br> | -Decreased melee range multiplier to +66% from +70%<br> | ||
− | '''NOTE''': This makes it x2 range when compared to swords. | + | '''NOTE''': This makes it x2 range when compared to swords. Additionally, this removes the ability to hit enemy while having your back towards them.<br><br> |
-Removed hidden "+55% melee bounds multiplier"<br><br> | -Removed hidden "+55% melee bounds multiplier"<br><br> | ||
-Removed "-25% damage penalty"<br><br> | -Removed "-25% damage penalty"<br><br> | ||
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'''[[Escape Plan]]''' | '''[[Escape Plan]]''' | ||
| align="left" | | | align="left" | | ||
− | -Increased max move speed bonus to +66% from +60%, | + | -Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health"<br><br> |
-Removed "You are Marked-for-Death while active, and for short period after switching weapons"<br><br> | -Removed "You are Marked-for-Death while active, and for short period after switching weapons"<br><br> | ||
-Removed "-90% less healing from Medic sources"<br><br> | -Removed "-90% less healing from Medic sources"<br><br> | ||
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<!-- PYRO CLASS --> | <!-- PYRO CLASS --> | ||
| align="left" | | | align="left" | | ||
− | -Added "(Ability) 50% faster timers | + | -Added "(Ability) Pyrotechnics"<br> |
+ | '''NOTE''': 50% faster debuff timers on wearer<br><br> | ||
-Added "+10% faster firing speed" to all Flare Guns<br><br> | -Added "+10% faster firing speed" to all Flare Guns<br><br> | ||
-Airblasting a Grenade will now reset its timer<br><br> | -Airblasting a Grenade will now reset its timer<br><br> | ||
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-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries | -Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries | ||
| | | | ||
− | (Ability) | + | (Ability) Pyrotechnics<br> |
|- | |- | ||
|} | |} | ||
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'''[[Flame Thrower]]''' | '''[[Flame Thrower]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Pyro - Class Changes" tab |
| | | | ||
{{Pro}}Extinguishing teammates restores 20 health | {{Pro}}Extinguishing teammates restores 20 health | ||
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{{Con}}-85% max Primary ammo on wearer<br> | {{Con}}-85% max Primary ammo on wearer<br> | ||
{{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br> | {{Neutral}}Primary-Fire: Launches a single-shot projectile that briefly ignites enemies for 2 seconds<br> | ||
− | {{Neutral}}Alt-Fire: Release a large blast of air that pushes enemies and projectiles, | + | {{Neutral}}Alt-Fire: Release a large blast of air that pushes enemies and projectiles, additionally extinguishes teammates that are on fire |
|- | |- | ||
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br> | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> | ||
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'''[[Flare Gun]]''' | '''[[Flare Gun]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Pyro - Class Changes" tab |
| | | | ||
{{Pro}}100% critical hit vs burning players<br> | {{Pro}}100% critical hit vs burning players<br> | ||
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-Removed "+50% projectile speed"<br><br> | -Removed "+50% projectile speed"<br><br> | ||
-Removed "No random critical hits"<br><br> | -Removed "No random critical hits"<br><br> | ||
− | -Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to | + | -Changed "saved critical hits" to "Mark-For-Death shots" with the duration based on if the target is burning<br> |
+ | '''NOTE''': There is no max duration<br><br> | ||
+ | -Added "ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro"<br> | ||
+ | '''NOTE''': Cleaning teammates grants special Mark-For-Death shots<br><br> | ||
-Added "Projectile cannot be deflected and can extinguish teammates"<br><br> | -Added "Projectile cannot be deflected and can extinguish teammates"<br><br> | ||
− | -Added " | + | -Added "RELOAD or SPECIAL-ATTACK: Use stored shots to gain speed boosts"<br> |
− | '''NOTE''': This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost. | + | '''NOTE''': This will remove 2 by default for a 5 second boost and when removing 1 will grant a 2 second boost. |
− | |||
− | |||
| | | | ||
{{Pro}}Does not require ammo<br> | {{Pro}}Does not require ammo<br> | ||
{{Pro}}Projectile cannot be deflected and can extinguish teammates<br> | {{Pro}}Projectile cannot be deflected and can extinguish teammates<br> | ||
{{Pro}}+10% faster firing speed<br> | {{Pro}}+10% faster firing speed<br> | ||
− | {{Pro}}ALT-FIRE: Removes all debuffs from teammates and restores 20 health to | + | {{Pro}}ALT-FIRE: Removes all debuffs from teammates and restores 20 health to the Pyro. Cleaning teammates grants special Mark-For-Death shots.<br> |
{{Pro}}Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts | {{Pro}}Press RELOAD or SPECIAL-ATTACK to use stored shots to gain speed boosts | ||
|- | |- | ||
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{{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | {{Con}}Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | ||
{{Con}}0.75 second locked holster penalty<br> | {{Con}}0.75 second locked holster penalty<br> | ||
− | {{Neutral}}This weapon fires a quick blast that launches the user based where you are aiming. | + | {{Neutral}}This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.<br> |
{{Neutral}}This weapon has 2 charges and requires 10 seconds each to recharge<br> | {{Neutral}}This weapon has 2 charges and requires 10 seconds each to recharge<br> | ||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
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{{Pro}}Meter builds with any damage done<br> | {{Pro}}Meter builds with any damage done<br> | ||
{{Pro}}While doing the objective: +100% bonus recharge from damage dealt<br> | {{Pro}}While doing the objective: +100% bonus recharge from damage dealt<br> | ||
− | {{Pro}}Extinguishes flames on wielder and teammates, | + | {{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br> |
{{Pro}}Extinguishing teammates or yourself restores 40 health to the Pyro<br> | {{Pro}}Extinguishing teammates or yourself restores 40 health to the Pyro<br> | ||
{{Con}}Spawning and resupply do not affect the meter<br> | {{Con}}Spawning and resupply do not affect the meter<br> | ||
{{Con}}Meter starts empty<br> | {{Con}}Meter starts empty<br> | ||
− | {{Neutral}}Creates a horrific visible gas that coats enemies with an explosive material, which explodes when the target is damaged. | + | {{Neutral}}Creates a horrific visible gas that coats enemies with an explosive material, which explodes when the target is damaged. Additionally, Gas-covered enemies cannot switch weapons by any means.<br> |
{{Neutral}}Allowed in Medieval mode<br> | {{Neutral}}Allowed in Medieval mode<br> | ||
|- | |- | ||
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-Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br> | -Added "Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br> | ||
'''NOTE''': Everything is removed if system resets<br><br> | '''NOTE''': Everything is removed if system resets<br><br> | ||
− | -Added " | + | -Added "+150% afterburn damage bonus"<br><br> |
-Added "This weapon has bonus melee range, but slower deploy time" | -Added "This weapon has bonus melee range, but slower deploy time" | ||
| | | | ||
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* 3rd slap: Attack will crit<br> | * 3rd slap: Attack will crit<br> | ||
* 4th slap: Applies knockback to the target<br> | * 4th slap: Applies knockback to the target<br> | ||
− | {{Pro}}+150% afterburn damage | + | {{Pro}}+150% afterburn damage bonus<br> |
{{Con}}Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br> | {{Con}}Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy<br> | ||
{{Con}}-43% direct damage penalty<br> | {{Con}}-43% direct damage penalty<br> | ||
Line 1,296: | Line 1,298: | ||
| align="left" | | | align="left" | | ||
-Added "(Ability) Spawns a Dynamite Pack on Death"<br> | -Added "(Ability) Spawns a Dynamite Pack on Death"<br> | ||
− | '''NOTE''': The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. | + | '''NOTE''': The Dynamite Pack has a 1.5 second fuse, 292 Hu explosion radius, and deals up to 70 damage. Additionally, the Dynamite Pack doesn't cause knockback unlike normal explosions. |
| | | | ||
(Ability) Spawns a Dynamite Pack on Death | (Ability) Spawns a Dynamite Pack on Death | ||
Line 1,337: | Line 1,339: | ||
'''NOTE''': Added "Marked-for-Death" and the "Gas Passer effect"<br><br> | '''NOTE''': Added "Marked-for-Death" and the "Gas Passer effect"<br><br> | ||
-Added "While charging: Grants full reduction in push force taken from damage, but +25% increase in push force taken from airblasts"<br><br> | -Added "While charging: Grants full reduction in push force taken from damage, but +25% increase in push force taken from airblasts"<br><br> | ||
− | |||
-Increased base impact max damage to 60 from 50<br> | -Increased base impact max damage to 60 from 50<br> | ||
'''NOTE''': Removed the Eyelanders' shield bonus with collected heads<br><br> | '''NOTE''': Removed the Eyelanders' shield bonus with collected heads<br><br> | ||
+ | -Removed knockback from shield impacts<br> | ||
+ | '''NOTE''': Before, if you impacted an airborne target, knockback would have been applied<br> | ||
+ | '''NOTE''': This mostly affects the Splendid Screen, because a target could be knockbacked even if on the ground<br><br> | ||
-Increased base turning control while charging by 50%<br> | -Increased base turning control while charging by 50%<br> | ||
'''NOTE''': This is on the player and not on shields<br><br> | '''NOTE''': This is on the player and not on shields<br><br> | ||
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-Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration<br> | -Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration<br> | ||
'''NOTE''': The distance traveled is the same, but you will get there faster<br><br> | '''NOTE''': The distance traveled is the same, but you will get there faster<br><br> | ||
− | - | + | -Decreased base recharge time to 10 seconds from 12s |
− | |||
− | |||
|- | |- | ||
|} | |} | ||
Line 1,361: | Line 1,363: | ||
'''[[Grenade Launcher]]''' | '''[[Grenade Launcher]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Demoman - Grenade Launcher Changes" tab |
| | | | ||
|- | |- | ||
Line 1,445: | Line 1,447: | ||
'''[[Stickybomb Launcher]]''' | '''[[Stickybomb Launcher]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Demoman - Stickybomb Launcher Changes" tab |
| | | | ||
|- | |- | ||
Line 1,639: | Line 1,641: | ||
-Increased explosion damage to 95 from 75<br><br> | -Increased explosion damage to 95 from 75<br><br> | ||
-Increased explosion radius to 146 Hu from 102 Hu<br><br> | -Increased explosion radius to 146 Hu from 102 Hu<br><br> | ||
− | -The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. | + | -The explosion has been completely re-made and should be more reliable when determining who should be damaged when the Caber is used. Additionally, the damage from the explosion no longer has damage falloff.<br><br> |
-The self damage will now be 50% of the explosion damage<br> | -The self damage will now be 50% of the explosion damage<br> | ||
'''NOTE''': In the vanilla game, it is between 52-56 self damage<br><br> | '''NOTE''': In the vanilla game, it is between 52-56 self damage<br><br> | ||
− | -Added "This weapon is | + | -Added "This weapon is Mini-Crit boosted while explosive jumping"<br> |
'''NOTE''': This won't transfer to active sticky traps if detonated<br><br> | '''NOTE''': This won't transfer to active sticky traps if detonated<br><br> | ||
-Added "Mini-Crits whenever it would normally crit"<br><br> | -Added "Mini-Crits whenever it would normally crit"<br><br> | ||
− | -Added " | + | -Added "Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds"<br><br> |
-Added "This weapon can taunt kill, but deals decreased damage if re-charging"<br> | -Added "This weapon can taunt kill, but deals decreased damage if re-charging"<br> | ||
'''NOTE''': While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.<br><br> | '''NOTE''': While re-charging, this will deal 300 melee damage. While charged, this will deal 600 explosive damage.<br><br> | ||
-Added "+33% melee range" | -Added "+33% melee range" | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Causes a special explosion when you hit an enemy or surface<br> |
− | {{Pro}}This | + | {{Pro}}This weapon is Mini-Crit boosted while explosive jumping<br> |
{{Con}}When the explosion happens, the user takes self inflicted blast damage and is launched into the air<br> | {{Con}}When the explosion happens, the user takes self inflicted blast damage and is launched into the air<br> | ||
{{Con}}Mini-Crits whenever it would normally crit<br> | {{Con}}Mini-Crits whenever it would normally crit<br> | ||
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{{Neutral}}This weapon has bonus melee range, but slower deploy time<br> | {{Neutral}}This weapon has bonus melee range, but slower deploy time<br> | ||
{{Neutral}}This weapon can taunt kill, but deals decreased damage while re-charging<br> | {{Neutral}}This weapon can taunt kill, but deals decreased damage while re-charging<br> | ||
− | {{Neutral}} | + | {{Neutral}}Weapon can be restored by picking up ammo packs, but ammo packs dropped from killed players only refill half as much and/or regens after 100 seconds |
|- | |- | ||
| align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br> | | align="center" | [[File:Backpack_Persian_Persuader.png|100px]]<br> | ||
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-Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"<br> | -Added "Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack"<br> | ||
'''NOTE''': This weapon doesn't need to be active to benefit from this<br><br> | '''NOTE''': This weapon doesn't need to be active to benefit from this<br><br> | ||
− | -Added "-50% penalty from healing | + | -Added "-50% penalty from healing gained from every possible healing source or weapon effect on wearer (Except from health or ammo pickups)"<br><br> |
-Added "-50% ammo from Dispensers and Payload carts on wearer"<br><br> | -Added "-50% ammo from Dispensers and Payload carts on wearer"<br><br> | ||
-Added "-50% health gained from dropped ammo packs"<br><br> | -Added "-50% health gained from dropped ammo packs"<br><br> | ||
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| | | | ||
{{Pro}}Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack<br> | {{Pro}}Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack<br> | ||
− | {{Con}}-50% penalty from healing | + | {{Con}}-50% penalty from healing gained from every possible healing source or weapon effect on wearer (Except from health or ammo pickups)<br> |
{{Con}}-50% ammo from Dispensers and Payload carts on wearer<br> | {{Con}}-50% ammo from Dispensers and Payload carts on wearer<br> | ||
{{Con}}-50% health gained from dropped ammo packs<br> | {{Con}}-50% health gained from dropped ammo packs<br> | ||
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| align="left" | | | align="left" | | ||
-Added "(Ability) Heavyweight"<br> | -Added "(Ability) Heavyweight"<br> | ||
− | '''NOTE''': | + | '''NOTE''': Grants 33% reduction in push force taken from damage and airblasts on wearer<br><br> |
-Added "(Ability) Doctor's Pet"<br> | -Added "(Ability) Doctor's Pet"<br> | ||
− | '''NOTE''': Grants the accelerated UberCharge rate for an attached Medic constantly | + | '''NOTE''': Grants the accelerated UberCharge rate for an attached Medic constantly<br><br> |
-Increased base move speed to 240 Hu from 230 Hu<br><br> | -Increased base move speed to 240 Hu from 230 Hu<br><br> | ||
-Increased max health to 320 from 300, but -50% max overheal on wearer<br><br> | -Increased max health to 320 from 300, but -50% max overheal on wearer<br><br> | ||
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|- | |- | ||
| align="left" | | | align="left" | | ||
− | -All edibles count as a medium health packs once thrown<br> | + | -All edibles now count as a medium health packs once thrown<br> |
'''NOTE''': Unless specified<br><br> | '''NOTE''': Unless specified<br><br> | ||
-Added "Extinguishing teammates (or disguised enemy Spies) restores 64 health to the Heavy"<br><br> | -Added "Extinguishing teammates (or disguised enemy Spies) restores 64 health to the Heavy"<br><br> | ||
− | -Added "Healing teammates (or disguised enemy Spies) reduces cooldown by | + | -Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"<br><br> |
-Added "While eating: +25% bonus healing given and/or gained from every possible healing source or weapon effect"<br><br> | -Added "While eating: +25% bonus healing given and/or gained from every possible healing source or weapon effect"<br><br> | ||
-Changed number of bits and amount of health recovered per bite<br> | -Changed number of bits and amount of health recovered per bite<br> | ||
'''NOTE''': The number of bits was increased to 5 from 4. This slows down the eating animation, so the user will take longer to move away.<br> | '''NOTE''': The number of bits was increased to 5 from 4. This slows down the eating animation, so the user will take longer to move away.<br> | ||
'''NOTE''': Decreased health per bite to 64 from 75<br><br> | '''NOTE''': Decreased health per bite to 64 from 75<br><br> | ||
− | -Changed the recharge system | + | -Changed the recharge system when picking up HP packs<br> |
'''NOTE''': Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%<br> | '''NOTE''': Picking up a small HP pack will refill 20%, a medium HP pack will refill 50%, and a large HP pack will refill 100%<br> | ||
'''NOTE''': In the vanilla game, picking up a small HP pack would auto-fill the meter even if empty | '''NOTE''': In the vanilla game, picking up a small HP pack would auto-fill the meter even if empty | ||
Line 1,748: | Line 1,750: | ||
|- | |- | ||
| align="left" | | | align="left" | | ||
− | Any Shotgun that Heavy has access to will gain these bonuses<br> | + | Any Shotgun that Heavy has access to will gain these bonuses below<br> |
'''NOTE''': For example.... Default, Family Business, Panic Attack, and/or any custom weapon Shotgun<br><br> | '''NOTE''': For example.... Default, Family Business, Panic Attack, and/or any custom weapon Shotgun<br><br> | ||
− | + | -Added "33% of damage dealt is returned as health<br> | |
− | '''NOTE''': This is can stack with the Concheror, Mad Milk, and/or any custom life-steal effects<br><br> | + | '''NOTE''': This is can stack with the Concheror, Mad Milk, and/or any custom life-steal effects"<br><br> |
− | + | -Added "On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took"<br> | |
'''NOTE''': If the user dies within the time, your teammates will still gain the percentage of health<br><br> | '''NOTE''': If the user dies within the time, your teammates will still gain the percentage of health<br><br> | ||
− | + | -Added "On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 16.5% of the damage you took"<br> | |
'''NOTE''': If the user dies within the time, your teammates will still gain the percentage of health | '''NOTE''': If the user dies within the time, your teammates will still gain the percentage of health | ||
|- | |- | ||
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'''[[Minigun]]''' | '''[[Minigun]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Heavy Minigun Changes" tab |
| | | | ||
|- | |- | ||
Line 1,831: | Line 1,833: | ||
-Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"<br> | -Added "Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost"<br> | ||
'''NOTE''': There is no limit of how much overheat can be achieved<br><br> | '''NOTE''': There is no limit of how much overheat can be achieved<br><br> | ||
− | -Added "While HEAT is active: Slowly damages the user. | + | -Added "While HEAT is active: Slowly damages the user. Additionallyly, the ring of flames and ammo drain are disabled."<br><br> |
-Added "Must fully cooldown after ending HEAT before using it again"<br><br> | -Added "Must fully cooldown after ending HEAT before using it again"<br><br> | ||
-Added "Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer."<br> | -Added "Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer."<br> | ||
Line 1,839: | Line 1,841: | ||
{{Pro}}RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage and duration dealt are increased based on HEAT percentage.<br> | {{Pro}}RELOAD or SPECIAL-ATTACK: Toggles HEAT to gain incendiary bullets. Afterburn damage and duration dealt are increased based on HEAT percentage.<br> | ||
{{Pro}}| {{Con}}Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost<br> | {{Pro}}| {{Con}}Weapon can overheat that can further increase afterburn damage, but exponentially increases the health lost<br> | ||
− | {{Pro}}| {{Con}}While HEAT is active: Slowly damages the user. | + | {{Pro}}| {{Con}}While HEAT is active: Slowly damages the user. Additionallyly, the ring of flames and ammo drain are disabled.<br> |
{{Con}}Must fully cooldown after ending HEAT before using it again<br> | {{Con}}Must fully cooldown after ending HEAT before using it again<br> | ||
− | {{Con}}Consumes an | + | {{Con}}Consumes an additionally 4 ammo per second while spun up<br> |
{{Neutral}}Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer. | {{Neutral}}Cooling is based on being spun up, not spun up, or if weapon isn't active. If weapon is overheated, cooldown naturally takes longer. | ||
|- | |- | ||
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'''[[Shotgun]]''' | '''[[Shotgun]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Heavy - Shotgun Changes" tab |
| | | | ||
|- | |- | ||
Line 1,855: | Line 1,857: | ||
'''[[Sandvich]]''' | '''[[Sandvich]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Heavy - Edible Changes" tab<br><br> |
-Increased consumption healing effect to 320 HP from 300 | -Increased consumption healing effect to 320 HP from 300 | ||
| | | | ||
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'''[[Dalokohs Bar]]''' | '''[[Dalokohs Bar]]''' | ||
| align="left" | | | align="left" | | ||
− | -Removed "Adds +50 max health for 30 seconds" | + | -Removed "Adds +50 max health for 30 seconds"<br><br> |
-Increased recharge time to 30 seconds from 10s<br><br> | -Increased recharge time to 30 seconds from 10s<br><br> | ||
-Added "-100% consumption healing effect"<br><br> | -Added "-100% consumption healing effect"<br><br> | ||
Line 1,886: | Line 1,888: | ||
-Added "-100% consumption healing effect"<br><br> | -Added "-100% consumption healing effect"<br><br> | ||
-Decreased move speed bonus to +25% from +35%, but now stacks with other speed boosts<br><br> | -Decreased move speed bonus to +25% from +35%, but now stacks with other speed boosts<br><br> | ||
− | -Added "While under the effects, user gains | + | -Added "While under the effects, user gains full reduction in push force taken from damage"<br><br> |
-Added "While under the effects, edible can't be recharged in anyway"<br> | -Added "While under the effects, edible can't be recharged in anyway"<br> | ||
'''NOTE''': Due to overhauled the recharge system for edibles, the user won't be able to heal from health packs until switching off from Melee and once this weapon is recharged<br><br> | '''NOTE''': Due to overhauled the recharge system for edibles, the user won't be able to heal from health packs until switching off from Melee and once this weapon is recharged<br><br> | ||
Line 1,997: | Line 1,999: | ||
-Added "+20% faster firing speed"<br><br> | -Added "+20% faster firing speed"<br><br> | ||
-Added "On miss: Punch yourself for 50 health! You coward!"<br><br> | -Added "On miss: Punch yourself for 50 health! You coward!"<br><br> | ||
− | -Added "-100% healing | + | -Added "-100% healing ained from every possible healing source or weapon effect while active (Except from kills/assist-kills)" |
| | | | ||
{{Pro}}+20% faster firing speed<br> | {{Pro}}+20% faster firing speed<br> | ||
Line 2,003: | Line 2,005: | ||
{{Pro}}+32 health restored on assist-kill<br> | {{Pro}}+32 health restored on assist-kill<br> | ||
{{Con}}On miss: Punch yourself for 50 health! You coward!<br> | {{Con}}On miss: Punch yourself for 50 health! You coward!<br> | ||
− | {{Con}}-100% healing | + | {{Con}}-100% healing gained from every possible healing source or weapon effect while active (Except from kills/assit-kills)<br> |
{{Neutral}}This weapon has bonus melee range, but slower deploy time | {{Neutral}}This weapon has bonus melee range, but slower deploy time | ||
|- | |- | ||
Line 2,095: | Line 2,097: | ||
-Increased Dispenser range by +50%<br><br> | -Increased Dispenser range by +50%<br><br> | ||
-Decreased metal cost when constructing and/or upgrading Teleporters by 20%<br><br> | -Decreased metal cost when constructing and/or upgrading Teleporters by 20%<br><br> | ||
− | -Added "When a teammate (or the user) uses a teleporter, they gain high damage resistance (75% damage resistance) with the duration based on the level (LV1 1s, LV2 2s, LV3 3s). | + | -Added "When a teammate (or the user) uses a teleporter, they gain high damage resistance (75% damage resistance) with the duration based on the level (LV1 1s, LV2 2s, LV3 3s). Additionally, the owner (aka the Engineer) gains +50% longer duration based on the level."<br> |
'''NOTE''': The Mini-Teleporter counts as a Level 3 building<br><br> | '''NOTE''': The Mini-Teleporter counts as a Level 3 building<br><br> | ||
-Increased bullets refilled per Wrench hit to 45 from 40<br><br> | -Increased bullets refilled per Wrench hit to 45 from 40<br><br> | ||
Line 2,328: | Line 2,330: | ||
'''NOTE''': This will ensure that it will take 3 hits to remove a Sapper instead of any other Wrench taking 2 hits<br><br> | '''NOTE''': This will ensure that it will take 3 hits to remove a Sapper instead of any other Wrench taking 2 hits<br><br> | ||
-Added "60% faster upgrade rate"<br> | -Added "60% faster upgrade rate"<br> | ||
− | '''NOTE''': | + | '''NOTE''': Increased upgrade rate to 40 from 25 per hit |
| | | | ||
{{Pro}}Construction hit speed boost increased by 100%<br> | {{Pro}}Construction hit speed boost increased by 100%<br> | ||
Line 2,342: | Line 2,344: | ||
-Removed "Construction hit speed boost decreased by 50%"<br><br> | -Removed "Construction hit speed boost decreased by 50%"<br><br> | ||
-Increased metal reduction from pickups and Dispensers to -25% from -20%<br><br> | -Increased metal reduction from pickups and Dispensers to -25% from -20%<br><br> | ||
− | -Added "When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level (LV1 2s, LV2 4s, LV3 6s). | + | -Added "When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level (LV1 2s, LV2 4s, LV3 6s). Additionally, the owner (aka the Engineer) gains +50% longer duration either using the teleport taunt or naturally using the teleporter."<br><br> |
-Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"<br><br> | -Added "Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed"<br><br> | ||
-Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"<br><br> | -Added "The user gains full knockback resistance during the taunt (so the taunt can't be canceled whatsoever)"<br><br> | ||
Line 2,349: | Line 2,351: | ||
| | | | ||
{{Pro}}Press RELOAD to choose to teleport to spawn or your exit teleporter<br> | {{Pro}}Press RELOAD to choose to teleport to spawn or your exit teleporter<br> | ||
− | {{Pro}}When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level. | + | {{Pro}}When a teammate uses your teleporter, they gain a speed boost with the duration based on the teleporter level. Additionally, the owner gains +50% longer duration either using the teleport taunt or naturally using the teleporter.<br> |
{{Con}}-25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer<br> | {{Con}}-25% metal and ammo from pickups, Dispensers, and/or Payload carts on wearer<br> | ||
{{Con}}On death: User's exit teleporter is auto-matically destroyed<br> | {{Con}}On death: User's exit teleporter is auto-matically destroyed<br> | ||
− | {{Neutral}}Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. | + | {{Neutral}}Teleporting back to spawn will replenish your health/metal and any debuffs on the user will be removed. Additionally, the user gains full knockback resistance during the taunt. |
|- | |- | ||
|} | |} | ||
Line 2,390: | Line 2,392: | ||
-Added "This weapon will reload automatically when not active"<br> | -Added "This weapon will reload automatically when not active"<br> | ||
'''NOTE''': Crusader's Crossbow was already doing this<br><br> | '''NOTE''': Crusader's Crossbow was already doing this<br><br> | ||
− | -Added "User can | + | -Added "User can see their UberCharge percentage while their Primary is active" |
|- | |- | ||
|} | |} | ||
Line 2,419: | Line 2,421: | ||
'''[[Syringe Gun]]''' | '''[[Syringe Gun]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Medic - Primary Changes" tab<br><br> |
-Added "On hit: 1% UberCharge added" | -Added "On hit: 1% UberCharge added" | ||
| | | | ||
Line 2,431: | Line 2,433: | ||
-Removed "On Hit: Gain up to +3 health"<br><br> | -Removed "On Hit: Gain up to +3 health"<br><br> | ||
-Removed "-2 health drained per second on wearer"<br><br> | -Removed "-2 health drained per second on wearer"<br><br> | ||
− | -Added "On hit: Apply Mad Milk for 4 seconds. | + | -Added "On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user."<br> |
'''NOTE''': The healing percentage is 33% due to the Mad Milk change<br> | '''NOTE''': The healing percentage is 33% due to the Mad Milk change<br> | ||
'''NOTE''': UberCharge gained is around 1% per 16-18 health given | '''NOTE''': UberCharge gained is around 1% per 16-18 health given | ||
| | | | ||
− | {{Pro}}On hit: Apply Mad Milk for 4 seconds. | + | {{Pro}}On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user.<br> |
{{Neutral}}This weapon will reload automatically when not active | {{Neutral}}This weapon will reload automatically when not active | ||
|- | |- | ||
Line 2,444: | Line 2,446: | ||
-Added "25% slower reload time"<br><br> | -Added "25% slower reload time"<br><br> | ||
-Increased Primary ammo penalty to -80% from -75%<br><br> | -Increased Primary ammo penalty to -80% from -75%<br><br> | ||
+ | -Increased projectile speed to 3000 Hu from 2400 Hu<br><br> | ||
-Decreased point blank heal shot to 25 health from 75<br><br> | -Decreased point blank heal shot to 25 health from 75<br><br> | ||
− | -Increased max distance heal shot to 175 health from 150 | + | -Increased max distance heal shot to 175 health from 150 |
− | |||
| | | | ||
− | {{Pro}}Fires a special bolt that heal teammates based on distance traveled. | + | {{Pro}}Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates.<br> |
{{Con}}-80% max Primary ammo on wearer<br> | {{Con}}-80% max Primary ammo on wearer<br> | ||
{{Con}}25% slower reload time<br> | {{Con}}25% slower reload time<br> | ||
Line 2,475: | Line 2,477: | ||
'''[[Medi Gun]]''' | '''[[Medi Gun]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Medic - Secondary Changes" tab |
| | | | ||
{{Neutral}}UberCharge: Grants Patient and the user invulnerability<br> | {{Neutral}}UberCharge: Grants Patient and the user invulnerability<br> | ||
Line 2,490: | Line 2,492: | ||
'''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br> | '''NOTE''': So it's now a guaranteed 8 seconds UberCharge<br><br> | ||
-Removed "UberCharge: Grants Crits to your Patient's weapons"<br><br> | -Removed "UberCharge: Grants Crits to your Patient's weapons"<br><br> | ||
− | -Added | + | -Added additionally new visual when UberCharged is activated<br><br> |
-Added "While healing: Your Patient receives any positive buff that is currently affecting you"<br><br> | -Added "While healing: Your Patient receives any positive buff that is currently affecting you"<br><br> | ||
-Added "UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons"<br><br> | -Added "UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons"<br><br> | ||
Line 2,496: | Line 2,498: | ||
| | | | ||
{{Pro}}While healing: Your Patient receives any positive buff that is currently affecting you<br> | {{Pro}}While healing: Your Patient receives any positive buff that is currently affecting you<br> | ||
− | {{Pro}}On taunt: Recover 15 health, then 15 | + | {{Pro}}On taunt: Recover 15 health, then 15 additionally health during the taunt<br> |
{{Pro}}+25% UberCharge rate<br> | {{Pro}}+25% UberCharge rate<br> | ||
{{Neutral}}UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons<br> | {{Neutral}}UberCharge: Grants Strength Mannpower powerup and Mini-Crits to your Patient's weapons<br> | ||
Line 2,519: | Line 2,521: | ||
-Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged | -Fixed the bug that prevented the user and/or Patient from blocking captures while being UberCharged | ||
| | | | ||
− | {{Pro}}While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, | + | {{Pro}}While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges.<br> |
{{Pro}}+25% UberCharge rate<br> | {{Pro}}+25% UberCharge rate<br> | ||
{{Pro}}+50% heal rate<br> | {{Pro}}+50% heal rate<br> | ||
Line 2,545: | Line 2,547: | ||
{{Pro}}+10% UberCharge rate<br> | {{Pro}}+10% UberCharge rate<br> | ||
{{Con}}-50% max overheal<br> | {{Con}}-50% max overheal<br> | ||
− | {{Neutral}}UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. | + | {{Neutral}}UberCharge: Instantly use 25% charge to provide a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient. Additionally, the resistance bubble blocks 25% base & crit damage from all other sources for your Patient. |
|- | |- | ||
| align="center" | | | align="center" | | ||
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-Added "On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds"<br> | -Added "On assist-kill any weapon OR while healing: Regen up to 10% of your max HP over 7 seconds"<br> | ||
'''NOTE''': The HP regen doesn't scale down if the user took damage recently<br> | '''NOTE''': The HP regen doesn't scale down if the user took damage recently<br> | ||
− | '''NOTE''': The healing | + | '''NOTE''': The healing effects can stack multiple times from different targets, additionally each kill/assist-kill's healing percentages can stack with different percentages.<br><br> |
-Added "On hit with this weapon: +30 health restored that can overheal the user"<br><br> | -Added "On hit with this weapon: +30 health restored that can overheal the user"<br><br> | ||
-Added "25% slower firing speed"<br><br> | -Added "25% slower firing speed"<br><br> | ||
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When weapon is active:<br> | When weapon is active:<br> | ||
:{{Pro}}Guaranteed 4 health regenerated per 1/2 second<br> | :{{Pro}}Guaranteed 4 health regenerated per 1/2 second<br> | ||
− | :{{Pro}}Alt-Fire: Applies a healing effect to all nearby teammates. | + | :{{Pro}}Alt-Fire: Applies a healing effect to all nearby teammates. Additionallyly, grants UberCharge based on health given to teammates.<br> |
:{{Con}}Disables self health regeneration<br> | :{{Con}}Disables self health regeneration<br> | ||
:{{Con}}-20% damage penalty<br> | :{{Con}}-20% damage penalty<br> | ||
Line 2,653: | Line 2,655: | ||
<!-- SNIPER CLASS --> | <!-- SNIPER CLASS --> | ||
| align="left" | | | align="left" | | ||
− | -Added "(Ability) When your Rifle is fully charged, you don't flinch when damaged | + | -Added "(Ability) Precision Elimination"<br> |
− | + | '''NOTE''': When your Rifle is fully charged, you don't flinch when damaged<br> | |
− | + | '''NOTE''': When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts<br><br> | |
-Added "(Ability) Melee wall climb"<br> | -Added "(Ability) Melee wall climb"<br> | ||
− | '''NOTE''': | + | '''NOTE''': User is hurt for 10 health per wall climb<br> |
− | '''NOTE''': | + | '''NOTE''': Melee attack is 75% faster after a wall climb<br><br> |
-Added "66% more accurate" to all Secondary SMGs<br><br> | -Added "66% more accurate" to all Secondary SMGs<br><br> | ||
-Added "33% max Secondary ammo on wearer" to all Secondary SMGs<br> | -Added "33% max Secondary ammo on wearer" to all Secondary SMGs<br> | ||
| | | | ||
− | (Ability) | + | (Ability) Precision Elimination<br> |
− | + | (Ability) Melee wall climb | |
− | (Ability) Melee wall climb | ||
|- | |- | ||
|} | |} | ||
Line 2,674: | Line 2,675: | ||
|- | |- | ||
| align="left" | | | align="left" | | ||
− | -Removed the hidden cap that limits | + | -Removed the hidden cap that limits charging time<br> |
− | '''NOTE''': This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". | + | '''NOTE''': This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additionallyly, this will be very noticable in the gamemode "Mann vs Machine".<br><br> |
− | -Decreased base time | + | -Decreased base time for a full charge to 3 seconds from 3.3s<br><br> |
− | -Added | + | -Added 5% faster base reload time<br><br> |
-Increased ammo count to 32 from 25<br><br> | -Increased ammo count to 32 from 25<br><br> | ||
-Increased move speed while aiming to 100 Hu from 80 Hu<br> | -Increased move speed while aiming to 100 Hu from 80 Hu<br> | ||
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'''[[Sniper Rifle]]''' | '''[[Sniper Rifle]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Sniper - Rifle Changes" tab |
| | | | ||
|- | |- | ||
Line 2,760: | Line 2,761: | ||
| align="left" | | | align="left" | | ||
-Removed "On full charge: +15% damage per shot"<br><br> | -Removed "On full charge: +15% damage per shot"<br><br> | ||
− | -Removed requirement for full charge | + | -Removed requirement for full charge to penetrate enemies<br><br> |
-Added "On kill: 25% of all of the overkill damage will be added to your next shot"<br> | -Added "On kill: 25% of all of the overkill damage will be added to your next shot"<br> | ||
'''NOTE''': There is no limit on the amount of damage that can be earned<br><br> | '''NOTE''': There is no limit on the amount of damage that can be earned<br><br> | ||
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{{Pro}}While doing the objective: +50% faster recharge rate<br> | {{Pro}}While doing the objective: +50% faster recharge rate<br> | ||
{{Pro}}Extinguishing teammates reduces cooldown by -33%<br> | {{Pro}}Extinguishing teammates reduces cooldown by -33%<br> | ||
− | {{Pro}}Extinguishes flames on wielder and teammates, | + | {{Pro}}Extinguishes flames on wielder and teammates, additionally partially nullifies Cloak on enemy Spies<br> |
{{Neutral}}30 second recharge<br> | {{Neutral}}30 second recharge<br> | ||
{{Neutral}}Allowed in Medieval mode | {{Neutral}}Allowed in Medieval mode | ||
Line 3,040: | Line 3,041: | ||
-Removed "-15% damage penalty"<br><br> | -Removed "-15% damage penalty"<br><br> | ||
-Removed the "short cooldown during which it never crits"<br><br> | -Removed the "short cooldown during which it never crits"<br><br> | ||
− | -Decreased max | + | -Decreased max range for headshot falloff to 900 Hu from 1200<br><br> |
− | -Increased damage falloff multiplier<br> | + | -Headshots will now crit instead of doing normal damage after "max distance"<br><br> |
+ | -Increased bodyshot damage falloff multiplier<br> | ||
'''NOTE''': Decreases max distance bodyshot damage to 13 from 21. Headshots deal 40 at max distance. | '''NOTE''': Decreases max distance bodyshot damage to 13 from 21. Headshots deal 40 at max distance. | ||
| | | | ||
{{Pro}}Crits on headshot<br> | {{Pro}}Crits on headshot<br> | ||
{{Con}}Critical damage is affected by range<br> | {{Con}}Critical damage is affected by range<br> | ||
− | {{Con}}Increased damage falloff<br> | + | {{Con}}Increased bodyshot damage falloff<br> |
{{Con}}100% slower firing speed | {{Con}}100% slower firing speed | ||
|- | |- | ||
Line 3,093: | Line 3,095: | ||
'''[[Knife]]''' | '''[[Knife]]''' | ||
| align="left" | | | align="left" | | ||
− | -See | + | -See additionally changes in "Spy - Knives Changes/Additions" tab |
| | | | ||
|- | |- | ||
Line 3,170: | Line 3,172: | ||
'''[[Invis Watch]]''' | '''[[Invis Watch]]''' | ||
| align="left" | | | align="left" | | ||
− | -Fixed the "While cloaked: 50% faster debuff timers", | + | -Fixed the "While cloaked: 50% faster debuff timers", additionally added "Marked-for-Death" and the "Gas Passer effect"<br> |
'''NOTE''': Increased to 50% from around 42% | '''NOTE''': Increased to 50% from around 42% | ||
| | | | ||
Line 3,182: | Line 3,184: | ||
'''[[Cloak and Dagger]]''' | '''[[Cloak and Dagger]]''' | ||
| align="left" | | | align="left" | | ||
− | -Fixed the "While cloaked: +50% faster debuff timers", | + | -Fixed the "While cloaked: +50% faster debuff timers", additionally added "Marked-for-Death" and the "Gas Passer effect"<br> |
'''NOTE''': Increased to 50% from around 42%<br><br> | '''NOTE''': Increased to 50% from around 42%<br><br> | ||
-Added "Decreased decloak sound volume"<br><br> | -Added "Decreased decloak sound volume"<br><br> | ||
Line 3,258: | Line 3,260: | ||
-Removed "Reverses enemy building construction"<br><br> | -Removed "Reverses enemy building construction"<br><br> | ||
-Decreased Sapper damage penalty to -90% from -100%<br><br> | -Decreased Sapper damage penalty to -90% from -100%<br><br> | ||
− | -Added "Sapped buildings are disabled for an | + | -Added "Sapped buildings are disabled for an additionally 2.5 seconds after Sapper has been removed"<br> |
'''NOTE''': Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed<br><br> | '''NOTE''': Since buildings are disabled for 1/2 second after removing a Sapper, this would disable a building for 3 seconds in total after this Sapper was removed<br><br> | ||
-Added "+100% Sapper health bonus"<br><br> | -Added "+100% Sapper health bonus"<br><br> | ||
-Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed" | -Added "User is Marked-for-Death for 3 seconds after the Sapper has been removed" | ||
| | | | ||
− | {{Pro}}Sapped buildings are disabled for an | + | {{Pro}}Sapped buildings are disabled for an additionally 2.5 seconds after Sapper has been removed<br> |
{{Pro}}+100% Sapper health bonus<br> | {{Pro}}+100% Sapper health bonus<br> | ||
{{Con}}User is Marked-for-Death for 3 seconds after the Sapper has been removed<br> | {{Con}}User is Marked-for-Death for 3 seconds after the Sapper has been removed<br> | ||
Line 3,362: | Line 3,364: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
=== Custom Weapons === | === Custom Weapons === | ||
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[https://gamebanana.com/skins/170598/ TF2 Workshop Link]<br /> | [https://gamebanana.com/skins/170598/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Neutral}}Movement charges the POWER meter<br> | + | {{Neutral}}Movement charges the POWER meter. Moving faster or slower affects how fast/slow the meter charges.<br> |
− | {{Pro}}Damage, fire rate, and reload | + | {{Pro}}Damage, fire rate, and reload time increases as meter increases<br> |
{{Con}}The meter drains when you attack, stop moving, or while weapon is not active<br> | {{Con}}The meter drains when you attack, stop moving, or while weapon is not active<br> | ||
{{Con}}-12.5% move speed on wearer | {{Con}}-12.5% move speed on wearer | ||
Line 3,483: | Line 3,490: | ||
[https://gamebanana.com/skins/108465/ TF2 Workshop Link]<br /> | [https://gamebanana.com/skins/108465/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}While moving and being near enemies, this weapon gains +20% damage vs players for every 10 seconds | + | {{Pro}}While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 10 seconds (5 stacks)<br> |
− | {{Con}}Maximum health is drained while weapon is active (-10 | + | {{Con}}Maximum health is drained while weapon is active (-10 HP/sec)<br> |
+ | {{Neutral}}Does not require to be active to gain damage | ||
|- | |- | ||
|} | |} | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=500449232/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=500449232/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Neutral}} | + | {{Neutral}}SPECIAL-ATTACK: Detonate rocket<br> |
{{Pro}}-10% blast damage to self from this weapon<br> | {{Pro}}-10% blast damage to self from this weapon<br> | ||
{{Con}}-20% explosion radius if rockets are manually detonated<br> | {{Con}}-20% explosion radius if rockets are manually detonated<br> | ||
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{{Neutral}}Being frozen reduces move speed by 10%, slows Primary firing speed by 20%, slows Secondary firing speed by 15%, slows melee firing rate by 25%, and slows overall weapon switching by 100%<br> | {{Neutral}}Being frozen reduces move speed by 10%, slows Primary firing speed by 20%, slows Secondary firing speed by 15%, slows melee firing rate by 25%, and slows overall weapon switching by 100%<br> | ||
{{Neutral}}ALT-FIRE: Throws weapon, but reduces freeze effects by 50%<br> | {{Neutral}}ALT-FIRE: Throws weapon, but reduces freeze effects by 50%<br> | ||
− | {{Neutral}}6 second recharge | + | {{Neutral}}6 second recharge<br> |
+ | {{Neutral}}While recharging, the "on hit" freeze effect is disabled, but the "self freeze" isn't | ||
|- | |- | ||
| align="center" | [[File:Battering_Bronco.png|100px]]<br> | | align="center" | [[File:Battering_Bronco.png|100px]]<br> | ||
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| | | | ||
When weapon is active:<br> | When weapon is active:<br> | ||
− | :{{Pro}}On taunt: Scare nearby enemies for 1- | + | :{{Pro}}On taunt: Scare nearby enemies for 1-8 seconds depending on how close they are to you<br> |
:{{Pro}}+100% damage vs scared players<br> | :{{Pro}}+100% damage vs scared players<br> | ||
:{{Con}}25% slower move speed on wearer<br> | :{{Con}}25% slower move speed on wearer<br> | ||
:{{Con}}25% slower firing speed<br> | :{{Con}}25% slower firing speed<br> | ||
:{{Neutral}}This weapon has bonus melee range, but slower deploy time<br> | :{{Neutral}}This weapon has bonus melee range, but slower deploy time<br> | ||
− | :{{Neutral}} | + | :{{Neutral}}30 scare taunt cooldown |
|- | |- | ||
|} | |} | ||
Line 3,767: | Line 3,776: | ||
{{Neutral}}When a shield is not equipped:<br> | {{Neutral}}When a shield is not equipped:<br> | ||
{{Pro}}On hit: Recover 1 HP per 5 damage dealt<br> | {{Pro}}On hit: Recover 1 HP per 5 damage dealt<br> | ||
− | {{Con}}15% slower reload | + | {{Con}}15% slower reload time<br> |
{{Con}}Grenades shatter on surfaces | {{Con}}Grenades shatter on surfaces | ||
|- | |- | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=634665040 TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=634665040 TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Deal + | + | {{Pro}}Deal +20% more Melee damage against all enemies that have been recently damaged from this weapon for the next 5 seconds<br> |
{{Pro}}+50% switch speed to your Melee from this weapon<br> | {{Pro}}+50% switch speed to your Melee from this weapon<br> | ||
{{Pro}}Getting a Melee kill reloads 1 shot for this weapon<br> | {{Pro}}Getting a Melee kill reloads 1 shot for this weapon<br> | ||
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{{Pro}}While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration<br> | {{Pro}}While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration<br> | ||
{{Pro}}Ammo boxes collected also refills your charge meter<br> | {{Pro}}Ammo boxes collected also refills your charge meter<br> | ||
− | {{Con}}While charging: Cannot attack, no damage boosting, and no impact damage. | + | {{Con}}While charging: Cannot attack, no damage boosting, and no impact damage. Additionally, you can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.<br> |
{{Con}}-90% decreased in charge recharge rate<br> | {{Con}}-90% decreased in charge recharge rate<br> | ||
{{Neutral}}While charging: The visual trail is removed, but not the sound | {{Neutral}}While charging: The visual trail is removed, but not the sound | ||
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| | | | ||
{{Neutral}}Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy<br> | {{Neutral}}Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy<br> | ||
− | {{Pro}}Explosive damage (10 up to 100) and radius (73 Hu up to 219 Hu) | + | {{Pro}}Explosive damage (10 up to 100) and radius (73 Hu up to 219 Hu) increases based on charge meter drained<br> |
− | {{Pro}} | + | {{Pro}}10% charge refilled for every enemy hit by the explosion<br> |
{{Con}}User takes 50% damage from the shield explosion | {{Con}}User takes 50% damage from the shield explosion | ||
|- | |- | ||
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{{Pro}}On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grants 4 seconds.<br> | {{Pro}}On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grants 4 seconds.<br> | ||
{{Pro}}If a Cursed enemy is killed, the killer(s) restores a portion of their max health (up to 50%)<br> | {{Pro}}If a Cursed enemy is killed, the killer(s) restores a portion of their max health (up to 50%)<br> | ||
− | {{Con}}If a Cursed enemy lives beyond a Curse, the | + | {{Con}}If a Cursed enemy lives beyond a Curse, the additionally damage taken will be returned<br> |
{{Con}}If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy<br> | {{Con}}If a Cursed enemy kills one of your teammates, the Curse will be immediately lifted from that enemy<br> | ||
{{Con}}If you die, all Curses created from you will be immediately lifted<br> | {{Con}}If you die, all Curses created from you will be immediately lifted<br> | ||
{{Con}}When fully spun up: No self damage resistance nor damage resistance for nearby teammates<br> | {{Con}}When fully spun up: No self damage resistance nor damage resistance for nearby teammates<br> | ||
− | {{Con}}20% damage vulnerability | + | {{Con}}20% damage vulnerability while active |
|- | |- | ||
| align="center" | [[File:Gingerbread_Mann_custom.png|100px]]<br> | | align="center" | [[File:Gingerbread_Mann_custom.png|100px]]<br> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=4421/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=4421/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}User can walk around while eating | + | {{Pro}}User can walk around while eating and the meter is not used<br> |
{{Pro}}Eating is loopable and can be canceled at any time switching weapons or by throwing this<br> | {{Pro}}Eating is loopable and can be canceled at any time switching weapons or by throwing this<br> | ||
{{Con}}-85% consumption healing effect per bite<br> | {{Con}}-85% consumption healing effect per bite<br> | ||
Line 4,151: | Line 4,160: | ||
{{Pro}}While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip<br> | {{Pro}}While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip<br> | ||
{{Pro}}Firing speed increases as metal supply decreases<br> | {{Pro}}Firing speed increases as metal supply decreases<br> | ||
− | {{Pro}} | + | {{Pro}}Shot penetrate all enemies<br> |
{{Con}}-50% damage penalty<br> | {{Con}}-50% damage penalty<br> | ||
{{Con}}50% slower base firing speed | {{Con}}50% slower base firing speed | ||
Line 4,249: | Line 4,258: | ||
[https://gamebanana.com/skins/113550/ TF2 Workshop Link]<br /> | [https://gamebanana.com/skins/113550/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Any teammates | + | {{Pro}}Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) that can overheal and any negative debuffs are removed<br> |
{{Con}}-100% damage penalty<br> | {{Con}}-100% damage penalty<br> | ||
{{Con}}No UberCharge gained when healing teammates<br> | {{Con}}No UberCharge gained when healing teammates<br> | ||
− | {{Neutral}} | + | {{Neutral}}Grenades explodes after hitting a surface, teammate, and/or enemy<br> |
− | {{Neutral}}Regens 1 reserve ammo ( | + | {{Neutral}}Regens 1 reserve ammo (up to 4) every 5 seconds and is unable to refill from ammo sources<br> |
{{Neutral}}Shoots healing grenades instead of syringes | {{Neutral}}Shoots healing grenades instead of syringes | ||
|- | |- | ||
Line 4,265: | Line 4,274: | ||
{{Pro}}+25% UberCharge rate<br> | {{Pro}}+25% UberCharge rate<br> | ||
{{Con}}-50% max overheal<br> | {{Con}}-50% max overheal<br> | ||
− | {{Neutral}}UberCharge: While attached to a Patient, this will instantly heal your Patient to 200% health and yourself to 125% health. | + | {{Neutral}}UberCharge: While attached to a Patient, this will instantly heal your Patient to 200% health and yourself to 125% health. Additionally, it will remove all negative debuffs from your Patient.<br> |
{{Neutral}}UberCharge is used in 25% chunks and has a 8 second cooldown after using a charge | {{Neutral}}UberCharge is used in 25% chunks and has a 8 second cooldown after using a charge | ||
|- | |- | ||
Line 4,294: | Line 4,303: | ||
:{{Pro}}Demoman: +50% Sentry bullet damage resistance<br> | :{{Pro}}Demoman: +50% Sentry bullet damage resistance<br> | ||
:{{Pro}}Heavy: +50% bonus healing from all sources<br> | :{{Pro}}Heavy: +50% bonus healing from all sources<br> | ||
− | :{{Pro}}Engineer: Gain Engi's class ability, | + | :{{Pro}}Engineer: Gain Engi's class ability, additionally the user can see teammates and enemies within a very large radius<br> |
:{{Pro}}Medic: Projectile shield<br> | :{{Pro}}Medic: Projectile shield<br> | ||
:{{Pro}}Sniper: Cannot be killed by headshots and/or from backstabs<br> | :{{Pro}}Sniper: Cannot be killed by headshots and/or from backstabs<br> | ||
Line 4,375: | Line 4,384: | ||
{{Pro}}Gain +50% faster charge for every current bleeding target<br> | {{Pro}}Gain +50% faster charge for every current bleeding target<br> | ||
{{Con}}-66% direct damage penalty<br> | {{Con}}-66% direct damage penalty<br> | ||
− | {{Neutral}}There is no limit for the number of bleeding targets. | + | {{Neutral}}There is no limit for the number of bleeding targets. Additionally, the "hidden cap" that limits the charging rate was completely removed from all Rifles.<br> |
{{Neutral}}Bleeding targets from "Melf’s Magic Potion" and "Tribalman's Shiv" counts toward this weapon | {{Neutral}}Bleeding targets from "Melf’s Magic Potion" and "Tribalman's Shiv" counts toward this weapon | ||
|- | |- | ||
Line 4,522: | Line 4,531: | ||
{{Pro}}Instantly activates cloak after a backstab<br> | {{Pro}}Instantly activates cloak after a backstab<br> | ||
{{Con}}Backstabbed target doesn't drop an ammo pack<br> | {{Con}}Backstabbed target doesn't drop an ammo pack<br> | ||
− | {{Con}}Consumes 25% of the cloak meter after a backstab | + | {{Con}}Consumes at least 25% of the cloak meter after a backstab |
|- | |- | ||
| align="center" | [[File:Intermission.png|100px]]<br> | | align="center" | [[File:Intermission.png|100px]]<br> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=18568/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=18568/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}After 5 seconds after placement, the Sapper explodes to destroy the attached building. | + | {{Pro}}After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionallyly, the explosion damages nearby enemy players and buildings.<br> |
{{Con}}Sapper is disabled for 5 seconds after sapping a building<br> | {{Con}}Sapper is disabled for 5 seconds after sapping a building<br> | ||
{{Con}}-100% Sapper damage penalty<br> | {{Con}}-100% Sapper damage penalty<br> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=152814592/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=152814592/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Neutral}}Damage equals to 50% of target's current health (Soldier, Pyro, Demoman, Heavy, Medic, and Sniper)<br> | + | {{Neutral}}Damage equals to 50% of target's current health (Soldier, Pyro, Demoman, Heavy, Medic, and Sniper) up to 100 damage<br> |
− | {{Neutral}}Damage equals to 33% of target's current health (Scout only)<br> | + | {{Neutral}}Damage equals to 33% of target's current health (Scout only) up to 100 damage<br> |
{{Pro}}100% of damage done is returned as health<br> | {{Pro}}100% of damage done is returned as health<br> | ||
{{Con}}25% slower firing speed | {{Con}}25% slower firing speed |
Revision as of 23:07, 6 December 2020
“ | Yes. I like this new weapon.
Click to listen
— The Heavy.
|
” |
Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds community-made weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public. Additionallyly, this group tests and makes changes to official weapons for more balanced/fun gameplay.
Contents
Official Server List
Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
Custom Weapons | EU
List of New & Modified Weapons
Official Weapon Changes
These changes do affect the "Custom Weapons" that are available to use. Additionallyly, these changes are on all of the official "CTF2W" servers.
Overall Changes |
---|
-All CTF2W official servers have random critical hits turned off |
Speed Boosts - Number Changes | |||
---|---|---|---|
Class | Original Speed (HU/s, %) | NEW Boosted Speed (HU/s, %) | OLD Boosted Speed (HU/s, %) |
Scout |
400, 133.3 |
480, 160 |
505, 168.3 |
Soldier |
240, 80 |
320, 106.6 |
336, 112 |
Pyro |
300, 100 |
380, 126.6 |
405, 135 |
Demoman |
280, 93.3 |
360, 120 |
385, 128.3 |
Heavy |
240, 80 |
320, 106.6 |
336, 112 |
Engineer |
300, 100 |
380, 126.6 |
405, 135 |
Medic |
320, 106.6 |
400, 133.3 |
425, 141.6 |
Sniper |
300, 100 |
380, 126.6 |
405, 135 |
Spy |
320, 106.6 |
400, 133.3 |
425, 141.6 |
Scout - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Fast Hands" |
(Ability) Fast Hands |
Scout - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
-Removed "+20% bullets per shot" |
Applies knockback on the target and shooter |
Primary |
-Added "When weapon is active: +20% bonus healing from all sources" |
When weapon is active: +20% bonus healing from all sources
+100.08333% damage bonus |
Primary |
-Removed "25% faster reload time" |
On hit any weapon: Builds Hype |
Primary |
-Decreased boost lost on hit to 1% from 4% |
On hit any weapon: Builds Boost that increases your move speed on wearer |
Primary |
-Removed "Mini-crits targets when fired at their back from close range" |
On kill: Decreased weapon attack noise |
Secondary |
-Increased max Secondary ammo on wearer to 48 from 36 |
|
Secondary |
-Added "+25% non-boostable move speed bonus while under effects" |
While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds. |
Secondary |
-Added "+10% faster drinking speed" |
While under the effects, all damage dealt is Mini-Crits for 8 seconds. |
Secondary |
-Increased splash radius to 219 Hu from 200 Hu |
Players heal 33% of the damage done to an enemy covered with milk |
Secondary |
-Removed "+15% damage bonus" |
When weapon is active:
|
Secondary |
-Removed "When weapon is active" |
33% of damage done is returned as health |
Secondary |
-Added "100% Mini-Crits vs players below 50% health" |
On hit: Bleed for 5 seconds |
-Added "+20% faster firing speed" |
+20% faster firing speed | |
Melee |
-Decreased minimal ball damage to 10 from 15 |
Alt-Fire: Launches a ball that slows targets depending on travel time, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additionally, the damage from the ball impact increases the further it travels. |
Melee |
-Removed "On kill: A small health pack is dropped" |
On teammate hit: Gift your teammate with health and ammo |
Melee |
-Increased bleed duration to 6 seconds from 5s |
On hit: Bleed for 6 seconds |
Melee |
-Increased direct damage penalty to -35% from -25% |
On hit: Transfers "Spontaneous Combustion" afterburn to the target |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits |
Melee |
-Removed "Grants Triple Jump while deployed" |
On hit with this weapon: Slams airborne targets into the ground |
Melee |
-Removed "+25% increase in recharge rate" |
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds |
Soldier - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) SHOCK & AWE" |
(Ability) SHOCK & AWE |
Soldier - Banner Changes | |
---|---|
Changes | |
-Added "When you active your banner, your Primary's clip is automatically fully reloaded" |
Soldier - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
-Removed "+25% damage bonus" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped |
When a banner is equipped:
|
Primary |
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded" |
On kill with any weapon: All equipped weapons are automatically fully reloaded |
Primary |
-Decreased clip size to -25% from +25% |
Direct hits deal 90 damage at any range |
Primary |
-Decreased charged shot move speed penalty to -50% from -66% |
Does not require ammo |
Primary |
-Increased faster firing speed to +80% from +70% |
Hold FIRE to load up to 3 rockets |
Primary |
-Decreased faster firing speed while explosive jumping to +60% from +65% |
-20% blast damage to self from this weapon |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additionally changes in "Soldier - Banner Changes" tab |
+10% faster firing speed and 5% faster reload time for your Primary |
Secondary |
-Decreased blast damage from explosive jumps to -50% from -60% |
-50% blast damage from explosive jumps |
Secondary |
-See additionally changes in "Soldier - Banner Changes" tab |
+30 max health on wearer |
Secondary |
-See additionally changes in "Soldier - Banner Changes" tab |
Up to +8 health regenerated per second on wearer |
Secondary |
-Added "Immunity from movement-impairing effects on wearer" |
Immunity from movement-impairing effects on wearer |
Secondary |
-Removed hidden clip size penalty |
Does not require ammo |
-Added "Weapon knockback increases as the user becomes injured" |
Weapon knockback increases as the user becomes injured | |
Melee |
-Removed "Damage increases as the user becomes injured" |
If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill |
Melee |
-Flipped the speed boost duration for the user and ally |
On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds |
Melee |
-Removed "No random critical hits" |
This weapon is crit-boosted while explosive jumping |
Melee |
-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health" |
If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill |
Pyro - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Pyrotechnics" |
(Ability) Pyrotechnics |
Pyro - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additionally changes in "Pyro - Class Changes" tab |
Extinguishing teammates restores 20 health |
Primary |
-Fixed "Extinguishing teammates restores 20 health" |
Extinguishing teammates restores 20 health |
Primary |
-Removed "+25% airblast cost" |
Extinguishing teammates restores 20 health |
Primary |
-Removed "No random critical hits" |
Does not require ammo |
Primary |
-Increased Primary ammo penalty to -85% from -80% |
Extinguishing teammates restores 30 health |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additionally changes in "Pyro - Class Changes" tab |
100% critical hit vs burning players |
Secondary |
-Increased detonated radius to 146 Hu from 100 Hu |
100% mini-crits vs burning players |
Secondary |
-Removed "+50% projectile speed" |
Does not require ammo |
Secondary |
-Removed "100% mini-crits vs burning players" |
+10% faster firing speed |
Secondary |
-Removed "Push enemies back when you land with the force and radius based on your velocity" |
Wearer never takes falling damage |
Secondary |
-Decreased splash radius to 146 Hu from 200 Hu |
Meter builds with any damage done |
-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*" |
+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic* | |
Melee |
-Removed "Killing blows on burning players grants a speed boost" |
100% Mini-Crits vs burning players |
Melee |
-Increased bonus damage vs buildings to +150% from +100% |
When weapon is active:
|
Melee |
-Removed "+25 health restored on kill" |
Killing blows on burning players grants a speed boost |
Melee |
-Removed "+25% damage bonus" |
On kill with any weapon: +20 health restored |
-Removed "On hit: Target is engulfed in flames" |
On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect | |
Melee |
-Added "15% damage resistance VS overhealed players on wearer" |
15% damage resistance VS overhealed players on wearer |
Melee |
-Removed "Damage removes Sappers" |
Grants user the ability to breath underwater while active |
Melee |
-Increased direct damage penalty to -43% from -15% |
Slap system:
+150% afterburn damage bonus |
Demoman - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Spawns a Dynamite Pack on Death" |
(Ability) Spawns a Dynamite Pack on Death |
Demoman - Grenade Launcher Changes |
---|
-Added "Grenades do not randomly spin when fired" |
Demoman - Stickybomb Launcher Changes |
---|
-Reworked damage rampup and damage dealt |
Demoman - Shield Changes |
---|
-Added "While charging: Grants immunity to all debuffs" |
Demoman - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additionally changes in "Demoman - Grenade Launcher Changes" tab |
|
Primary |
-Added a new Grenade model |
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy |
|
-Decreased move speed bonus (when a shield is equipped) to +7% from +10% |
When a shield is equipped: |
Primary |
-Removed "+20% projectile speed" |
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key. |
Primary |
-Removed "-15% explosion radius" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secondary |
-See additionally changes in "Demoman - Stickybomb Launcher Changes" tab |
|
Secondary |
-Removed "+25% faster firing speed" |
+100% clip size |
Secondary |
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded" |
On kill with any weapon: All equipped weapons are automatically fully reloaded |
Secondary |
-Increased charge rate bonus to instant from +70% |
Able to destroy enemy stickybombs |
Secondary |
-Added "+20% bullet damage resistance on wearer" |
+50% fire damage resistance on wearer |
Secondary |
-Removed "+70% increase in charge impact damage" |
+25% fire damage resistance on wearer |
Secondary |
-Removed "+15% fire damage resistance on wearer" |
Gain a 1 second speed boost anytime you take damage |
-Added "-66% blast damage taken from explosive jumps while active" |
-66% blast damage taken from explosive jumps while active | |
Melee |
-Removed "Every head taken raises shield impact damage" |
On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer |
Melee |
-Removed "+20% damage bonus" |
On kill: Damage taken is decreased by 20% for the next 8 seconds |
Melee |
-Removed "When weapon is active" |
Melee hits refill 20% of your charge meter |
Melee |
-Fixed not being able to mini-crit boost with a Demoman shield charge |
Causes a special explosion when you hit an enemy or surface |
Melee |
-Removed "Ammo boxes collected also refill your charge meter" |
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack |
Heavy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Heavyweight" |
(Ability) Heavyweight |
Heavy - Minigun Changes |
---|
Increased accuracy by 33% |
Heavy - Edible Changes |
---|
-All edibles now count as a medium health packs once thrown |
Heavy - Shotgun Changes |
---|
Any Shotgun that Heavy has access to will gain these bonuses below |
Heavy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additionally changes in "Heavy Minigun Changes" tab |
|
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: Slow down enemies around you by 20% |
Primary |
-Removed "+20% damage bonus" |
+2 bullets fired per shot |
Primary |
-Increased accurate bonus to +25% from +20% |
Silent killer: No barrel spin sound |
Primary |
-Removed "25% damage bonus vs burning players" |
Creates a ring of flames while spun up |
Secondary |
-See additionally changes in "Heavy - Shotgun Changes" tab |
|
Secondary |
-See additionally changes in "Heavy - Edible Changes" tab |
On consumption: Heal up to 320 health |
Secondary |
-Removed "Adds +50 max health for 30 seconds" |
On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration. |
Secondary |
-Removed "+25% damage taken & mini-crits dealt" while under the effects |
On consumption: User gains a +25% move speed and full reduction in push force taken from damage |
Secondary |
-Increased damage penalty to -20% from -15% |
+33% clip size |
Secondary |
-Increased self healing penalty to -75% from -33% |
On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds |
-Added "+25% max Primary ammo on wearer" |
+25% max Primary ammo on wearer | |
Melee |
-Increased the 100% critical chance duration to 6 seconds from 5s |
On kill: Gain 6 seconds of crits for all of your weapons |
-Removed "This weapon holsters 50% slower" |
+33% faster move speed while active | |
Melee |
-Removed "+30% damage bonus" |
+20% faster firing speed |
Melee |
-Removed "-40% damage from ranged sources while active" |
-33% damage taken from all sources, except from melee while active |
Melee |
-Decreased firing speed to -25% from +40% |
When weapon is active:
|
Melee |
-Added "When weapon is active: User is able to pick up their own edible for 64 health" |
When weapon is active: User is able to pick up their own edible for 64 health |
Engineer - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) User is able to see any type of health & ammo source through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers" |
(Ability) User is able to see any type of health & ammo source through walls that are currently spawned with an outline within a very large radius, including friendly Dispensers |
Engineer - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
-Added "20% more accurate" |
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed |
Primary |
-Increased bonus damage to your Sentry Gun's target to 20% from 10% |
On hit: Damage dealt is returned as ammo |
Primary |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Primary |
-Removed "-50% max Primary ammo on wearer" |
Alt-Fire: Use 100 metal to pick up buildings from long range |
Secondary |
-Decreased reload time to 1.25 seconds from 1.36s |
|
Secondary |
-Decreased shield resistance to 33% from 66% with Sentry Guns |
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming |
Secondary |
-Removed "No random critical hits" |
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack |
Melee |
NO CHANGES |
NO CHANGES |
Melee |
-Removed "Third successful punch in a row always crits" |
+25 max health on wearer |
Melee |
-Removed "No random critical hits" |
One hit destroys any Sapper |
Melee |
-Increased construction hit bonus to +100% from +30% |
Construction hit speed boost increased by 100% |
Melee |
-Removed "-50% metal cost when constructing or upgrading Teleporters" |
Press RELOAD to choose to teleport to spawn or your exit teleporter |
Medic - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
Medic - Primary Changes | |
---|---|
Weapon | Changes |
-Added "This weapon will reload automatically when not active" |
Medic - Secondary Changes | |
---|---|
Changes | Full New Stats |
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence" |
Match the speed of any faster heal target |
Medic - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additionally changes in "Medic - Primary Changes" tab |
On hit: 1% UberCharge added |
Primary |
-Removed "On Hit: Gain up to +3 health" |
On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user. |
Primary |
-Added "25% slower reload time" |
Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates. |
Primary |
-Removed "-15% damage penalty" |
When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25% |
Secondary |
-See additionally changes in "Medic - Secondary Changes" tab |
UberCharge: Grants Patient and the user invulnerability |
Secondary |
-Increased healing during the taunt to 15 HP from 11 HP |
While healing: Your Patient receives any positive buff that is currently affecting you |
Secondary |
-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping" |
While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges. |
Secondary |
-Decreased UberCharge rate to +10% from +67% |
Press RELOAD to cycle through resist types |
-Added "20% faster global weapon switch on wearer" |
20% faster global weapon switch on wearer | |
Melee |
-Decreased UberCharge added on hit to 20% from 25% |
On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge |
Melee |
-Removed "Collect the organs of people you hit" |
On kill with any weapon: Regen up to 20% of your max HP over 7 seconds |
Melee |
-Removed "+3 health regenerated per second while active" |
When weapon is active:
|
Melee |
-Moved "Allows you to see enemy health" to the Medic class |
Allows your Patient to see enemy health |
Sniper - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Precision Elimination" |
(Ability) Precision Elimination |
Sniper - Rifle Changes | |
---|---|
Changes | New Damage Numbers |
-Removed the hidden cap that limits charging time |
VS Players |
Sniper - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additionally changes in "Sniper - Rifle Changes" tab |
|
Primary |
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu |
The longer you aim, the more damage and faster the arrow travels |
Primary |
-Removed "No random critical hits" |
+33% charge rate |
Primary |
-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users" |
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% |
Primary |
-Removed "On full charge: +15% damage per shot" |
On kill: 25% of all of the overkill damage will be added to your next shot |
Primary |
-Increased body shot penalty to -33% from -20% |
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears |
Primary |
-Removed "No headshots when not fully charged" |
Charge and fire shots independent of zoom |
Secondary |
-Added "66% more accurate" |
|
Secondary |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secondary |
-Added "+6.666% faster move speed on wearer" |
+6.666% faster move speed on wearer |
Secondary |
-Added "50% reduction in push force taken from damage and airblasts" |
50% reduction in push force taken from damage and airblasts |
Secondary |
-Removed "No flinching when aiming and fully charged" |
10% of any Primary damage done is returned as health |
Secondary |
-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds." |
On kill with any weapon: Gain 34% CRIKEY meter
66% more accurate |
-Added "Better wall climbing when compared to the other unlock Melee weapons" |
Better wall climbing when compared to the other unlock Melee weapons | |
Melee |
-Removed "-50% damage penalty" |
On hit: Bleed for 10 seconds |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon |
Melee |
-Swapped the less or greater than stats |
This weapon deploys +30% faster when health >50% of max |
Spy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Any killed players or destroyed buildings will not be shown in the kill-feed for the enemy teammate" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
Spy - Knives Changes/Additions |
---|
On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds |
Spy - Sapper Changes/Additions | |
---|---|
Sapping a Building | Throwable Sapper |
On sap: Highlights the building for the user and teammates for the next 10 seconds |
Press SPECIAL-ATTACK while active to throw the Sapper that will very slowly drain any offhand ammo for any enemy within 1200 Hu |
Spy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-Increased fire rate penalty to -100% from -20% |
Crits on headshot |
Secondary |
-Increased damage penalty to -25% from -20% |
+40% cloak duration |
Secondary |
-Removed "+20% damage bonus while disguised" |
Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill |
Secondary |
-Changed to guaranteed Mini-Crits instead of Crits |
Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill |
Melee |
-See additionally changes in "Spy - Knives Changes/Additions" tab |
|
Melee |
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class |
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed |
Melee |
-Added "On backstab kill: Removes all negative debuffs on user" |
On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user |
Melee |
-Removed "+30% cloak on kill" |
On kill with any weapon: Gain a 2 speed boost & +25% cloak |
Melee |
-Decreased recharge to 10 seconds from 15s |
On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds |
Primary PDA |
-Added "Gain 20% damage resistance against the class type you are currently disguised as" |
Gain 20% damage resistance against the class type you are currently disguised as |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers", additionally added "Marked-for-Death" and the "Gas Passer effect" |
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: +50% faster debuff timers", additionally added "Marked-for-Death" and the "Gas Passer effect" |
Cloak Type: Motion Sensitive |
Secondary PDA |
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used" |
Cloak Type: Feign Death |
Building |
-Added "Allowed in Medieval mode" |
Disables and slowly destroys enemy buildings |
Building |
-Added "Allowed in Medieval mode" |
Sapped buildings are disabled for an additionally 2.5 seconds after Sapper has been removed |
Mult-Class - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
-Increased deploy bonus to +30% from +20% |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Melee |
-Removed "10% bullet damage vulnerability on wearer" |
When weapon is active & while doing the objective:
|
Melee |
-Now it will show the amount of health restored, just like other heal restoring effects/weapons |
On kill: Restore 50% of base health |
Primary |
(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage" |
Press 'JUMP' key to deploy a Parachute to slow your descent while in the air |
Primary |
NO CHANGES |
+50% bullets per shot |
Custom Weapons
The following "new" weapons are available on the official "CTF2W" servers.
Scout - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
On kill: Gain a shield that blocks 25% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack | |
100px Primary |
Successfully using a rechargeable weapon will automatically reload up to 4 shots for this weapon (Except when using the "Tiki Tonic" drink) | |
100px Primary |
CURRENTLY NO PUBLIC LINK |
Mini-crits on headshot |
100px Primary |
Movement charges the POWER meter. Moving faster or slower affects how fast/slow the meter charges. | |
100px Secondary |
+100% damage vs players that have more than 90% health | |
100px Secondary |
On kill with any weapon: Refills 2 Shurikens | |
100px Secondary |
On use: User is decreased in size or is returned to normal size | |
100px Melee |
100% critical hits from behind | |
100px Melee |
CURRENTLY NO PUBLIC LINK |
When weapon is active:
|
100px Melee |
While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 10 seconds (5 stacks) |
Soldier - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
Increased push force against enemy players with direct hits | |
100px Primary |
Toggle between HOMING or MANUAL with ALT-FIRE | |
100px Primary |
SPECIAL-ATTACK: Detonate rocket | |
Primary |
On self damage: Instantly reload two shots | |
+33% faster move speed on wearer
When a Shotgun or the Bison is equipped:
When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:
| ||
100px Secondary |
CURRENTLY NO PUBLIC LINK |
+33% clip size
+33% damage bonus |
Pyro - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
Flames have weight and gravity, changing their trajectory and maintaining more speed | |
Primary |
Creates a oil spill which can be ignited by any burning source that will quickly burn and inflict afterburn (even to enemy Pyros!) | |
100px Secondary |
100% Mini-Crits vs burning players
+115% damage bonus | |
100px Secondary |
On hit vs players: Near instant reload
No "+10% faster firing speed" bonus | |
Secondary |
Shoots 3 extra flares in a horizontal line
+10% faster firing speed | |
100px Secondary |
+50% switch speed to your Melee from this weapon | |
100px Melee |
+50% switch speed to your Secondary from this weapon | |
100px Melee |
On hit burning enemy: Generate +50% souls | |
100px Melee |
On hit: Freezes target for 6 seconds | |
100px Melee |
Crits targets launched airborne by explosions, grapple hooks, or rocket packs | |
100px Melee |
When weapon is active:
|
Demoman - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage is increased. | |
100px Primary |
Toggle between PRECISION or AOE with SPECIAL-ATTACK | |
100px Primary |
When a shield is equipped: | |
100px Primary |
Fires a special bolt that explode 4 times when it hits an enemy (or building) that can damage other nearby enemies (or buildings) to then cause a chain reaction to another enemy (or building) | |
100px Primary |
Deal +20% more Melee damage against all enemies that have been recently damaged from this weapon for the next 5 seconds | |
100px Secondary |
Stickies are connected by tripwires and attached stickies can't be moved | |
100px Secondary |
Up to +100% bonus explosion radius based on charge | |
100px Secondary |
When a stickybomb explodes or is destroyed, it will spawn 4 low damaging grenades (This can be triggered when you place a 4th new stickybomb) | |
100px Secondary |
While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration | |
100px Secondary |
On kill with any weapon: +2 stacks | |
100px Secondary |
Once the charge meter is 50% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained | |
100px Secondary |
Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy | |
100px Melee |
On kill: +2 stacks |
Heavy - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
While fully spun up: Gain 30% damage resistance, no deployed move speed penalty, and 10% bonus move speed | |
100px Primary |
On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grants 2 seconds. | |
100px Primary |
On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grants 4 seconds. | |
100px Secondary |
User can walk around while eating and the meter is not used | |
100px Secondary |
On consumption: Gain debuff immunity for 15 seconds | |
100px Secondary |
On kill: +2 Stacks | |
100px Secondary |
66% of damage dealt is returned as health | |
100px Melee |
On hit: Applies fast horizontal knockback and disables air strafe control until the target hits a wall, touches the ground, or after 3 seconds, plus Scouts can't double jump | |
100px Melee |
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
| |
100px Melee |
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
|
Engineer - Custom Buildings | ||
---|---|---|
Weapon | Changes | |
Sticky Turrets |
Turrets can be thrown to most surfaces or walls (NOTE: Not including ceilings) |
Engineer - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On kill with any weapon: +2 stacks | |
100px Secondary |
When weapon is active:
| |
100px Secondary |
When weapon is active:
| |
Secondary |
PRIMARY-FIRE: Use 40 metal to use the grappling hook | |
100px Secondary |
On third hit without missing: Guaranteed critical bullets
+1000% bullets per shot | |
Secondary |
On hit: Gain metal back based on damage by 50% | |
100px Secondary |
While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip | |
100px Melee |
All damage dealt fills the *Building Upgrade* meter, press SPECIAL-ATTACK when full to upgrade all of your buildings to level 3 and to fully heal them | |
100px Melee |
Third successful hit in a row always crits |
Medic - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On hit: Increases Secondary healing rate by +20% (up to +60%) | |
100px Primary |
On hit enemy: Decreases healing given and/or gained from every possible healing source or weapon effect by 20% for 4 seconds | |
100px Primary |
Fires special bolts that applies knockback | |
100px Primary |
On hit: +3% UberCharge added | |
100px Primary |
Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) that can overheal and any negative debuffs are removed | |
100px Secondary |
Overheal doesn't decay for your Patients | |
100px Secondary |
While healing: Every 5 seconds a small health pack will spawn at your feet | |
100px Secondary |
While healing: Gain a bonus based on your attached Patient. These effects will linger for the Medic for 1 second after letting go.
UberCharge: User gains all of the effects. Your Patient gains the bonus based on their class and will linger for that Patient for 1 second after letting go. | |
100px Secondary |
Keeping your cursor on an enemy (within 1200 Hu) with your Secondary active will increase all knockback taken (damage/airblast) by +50% and for 4 seconds after | |
100px Melee |
Assists with your Secondary grants crits for this weapon (up to 35) |
Sniper - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
Applies knockback to the target and increases based on charge | |
100px Primary |
Arrows can bounce up to 3 times | |
100px Primary |
Gain 100% charge rate while looking at an enemy player | |
100px Primary |
Headshots or fully charged shots cause an explosion of bleed (292 Hu) with the duration based on charge between 4-12 seconds | |
100px Secondary |
Anytime you take more than 30 damage from a single attack, Jarate all nearby enemies (219 Hu) for 2.5 seconds | |
100px Secondary |
On hit: Gain a 1 second speed boost
66% more accurate | |
100px Secondary |
+50% clip size and reserve ammo
66% more accurate | |
100px Secondary |
Deals damage on impact and bleed for 5 seconds | |
100px Melee |
On kill: Gain +50% charge for your Primary | |
100px Melee |
Any overheal does not decay while active |
Spy - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Secondary |
On hit: Mark 1 target to reduce incoming damage from them by 20% and gain up to +30 health | |
100px Secondary |
On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears | |
100px Melee |
On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds | |
100px Melee |
On backstab: Plant a bomb and keep your current disguise | |
100px Melee |
Instantly activates cloak after a backstab | |
100px PDA 1 |
On sap: Highlights the owner of the building for the user for the next 10 seconds | |
100px PDA 1 |
After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionallyly, the explosion damages nearby enemy players and buildings. | |
100px PDA 1 |
After 6 seconds after placement, the Sapper reprograms the enemy building to join your team
Reprogrammed buildings will self-destruct after 14 seconds | |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
Cloak Type: Jump |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
After uncloaking, this watch causes an explosion to deal damage to nearby enemies (up to 70 damage) and to yourself (35 damage) |
Multi-Class - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary and Secondary |
On kill with this weapon: Increases clip size by +1 (up to 4)
+115% damage bonus | |
100px Primary and Secondary |
Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed | |
100px Primary and Secondary |
Deals more damage the more ammo you have in the clip | |
100px Melee |
Damage equals to 50% of target's current health (Soldier, Pyro, Demoman, Heavy, Medic, and Sniper) up to 100 damage | |
100px Melee |
On kill: Gain a bumper car and the *Resistance* Mannpower powerup for 10 seconds | |
100px Melee |
Nearby teammates that also have this weapon active will increase your movement speed and gain damage resistance |
Current Team Members
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, Discord, Server Owner, Weapon Demonstrator, and wiki editor/contributor
Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Pikachu - Developer
Shadow Mario - Developer
Cool Porygon - Developer
Former Team Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Coding Developer & Main Plugin Developer
Agent Silver - Developer
Deathreus - Developer
CHAWLZ - Developer
Orion™ - Developer
The655 - Developer
Nergal - Developer
404UNF - Developer
Naleksuh - Developer
Known Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.
- If the user equips a custom weapon that has a meter (like a banner, edible, or throwable), the meter will not show up unless the user has an official weapon of the same type equipped in their loadout screen.
External links
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